content stringlengths 5 1.05M |
|---|
pfUI:RegisterModule("easteregg", function ()
if date("%m%d") == "1224" or date("%m%d") == "1225" then
-- merry x-mas!
local title = (UnitFactionGroup("player") == "Horde") and PVP_RANK_18_0 or PVP_RANK_18_1
_G.CHAT_FLAG_AFK = title .. " "
_G.MARKED_AFK = "|cff33ffccpf|cffffffffUI|r wishes you a merry christmas, |cff33ffcc" .. title .. "|r."
_G.MARKED_AFK_MESSAGE = "|cff33ffccpf|cffffffffUI|r wishes you a merry christmas, |cff33ffcc" .. title .. "|r: %s"
_G.CLEARED_AFK = "You are no longer |cff33ffcc" .. title .. "|r."
end
end)
|
--[[ Deep Convolutional Generative Adversarial Network (DCGAN).
Using deep convolutional generative adversarial networks
to generate face images from a noise distribution.
References:
- Generative Adversarial Nets. Goodfellow et al. arXiv: 1406.2661.
- Unsupervised Representation Learning with Deep Convolutional
Generative Adversarial Networks. A Radford, L Metz, S Chintala.
arXiv: 1511.06434.
Links:
- [GAN Paper](https://arxiv.org/pdf/1406.2661.pdf).
- [DCGAN Paper](https://arxiv.org/abs/1511.06434.pdf).
Author: Prabhsimran Singh
Project: https://github.com/pskrunner14/face-DCGAN/tree/master/face-DCGAN.torch ]]
local DCGAN = {}
DCGAN.__index = DCGAN
-- "Understanding the difficulty of training deep feedforward neural networks"
-- Xavier Glorot, 2010
local function w_init_xavier(fan_in, fan_out)
return math.sqrt(2/(fan_in + fan_out))
end
-- Randomly initializes the weights and biases of a network module.
local function weights_init(m)
local name = torch.type(m)
if name:find('Convolution') then
m:reset(w_init_xavier(m.nInputPlane * m.kH * m.kW, m.nOutputPlane * m.kH * m.kW))
-- m.weight:normal(0.0, 0.02)
m.bias:zero()
elseif name:find('BatchNormalization') then
if m.weight then m.weight:normal(1.0, 0.02) end
if m.bias then m.bias:zero() end
end
end
-- DCGAN Generator Network (different from paper)
function DCGAN.generator(z_dim)
local net = nn.Sequential()
--[[ DENSE 1 ]]--
net:add(nn.Linear(z_dim, 8 * 8 * 10))
net:add(nn.BatchNormalization(8 * 8 * 10))
net:add(nn.LeakyReLU(0.2, true))
net:add(nn.View(-1, 10, 8, 8))
--[[ DECONV 1 ]]--
net:add(nn.SpatialFullConvolution(10, 64, 5, 5))
net:add(nn.SpatialBatchNormalization(64))
net:add(nn.LeakyReLU(0.2, true))
--[[ DECONV 2]]--
net:add(nn.SpatialFullConvolution(64, 64, 5, 5))
net:add(nn.SpatialBatchNormalization(64))
net:add(nn.LeakyReLU(0.2, true))
--[[ UPSAMPLING ]]--
net:add(nn.SpatialUpSamplingNearest(2))
--[[ DECONV 3 ]]--
net:add(nn.SpatialFullConvolution(64, 32, 7, 7))
net:add(nn.SpatialBatchNormalization(32))
net:add(nn.LeakyReLU(0.2, true))
--[[ FINAL CONV ]]--
net:add(nn.SpatialConvolution(32, 3, 3, 3))
net:add(nn.Tanh())
net:apply(weights_init)
return net
end
-- DCGAN Discriminator Network (different from paper)
function DCGAN.discriminator()
local net = nn.Sequential()
--[[ CONV 1 ]]--
net:add(nn.SpatialConvolution(3, 32, 3, 3, 1, 1, 1, 1)) -- same padding with stride 1
net:add(nn.SpatialBatchNormalization(32))
net:add(nn.LeakyReLU(0.2, true))
net:add(nn.SpatialAveragePooling(2, 2, 1, 1))
--[[ CONV 2 ]]--
net:add(nn.SpatialConvolution(32, 32, 3, 3, 2, 2, 1, 1)) -- same padding with stride 2
net:add(nn.SpatialBatchNormalization(32))
net:add(nn.LeakyReLU(0.2, true))
net:add(nn.SpatialAveragePooling(2, 2, 1, 1))
net:add(nn.SpatialDropout(0.5))
--[[ DENSE 1 ]]--
net:add(nn.View(-1):setNumInputDims(3)) -- flatten
net:add(nn.Linear(9248, 256))
net:add(nn.BatchNormalization(256))
net:add(nn.LeakyReLU(0.2, true))
net:add(nn.Dropout(0.5))
--[[ FINAL DENSE ]]--
net:add(nn.Linear(256, 1))
net:add(nn.Sigmoid())
net:apply(weights_init)
return net
end
return DCGAN |
--------------------------------------------------------------------------------
-- 0205-tdeepequals-other-functions.lua: tests for other tdeepequals functions
-- This file is a part of lua-nucleo library
-- Copyright (c) lua-nucleo authors (see file `COPYRIGHT` for the license)
--------------------------------------------------------------------------------
local make_suite = assert(loadfile('test/test-lib/init/strict.lua'))(...)
local check_ok = import 'test/test-lib/tdeepequals-test-utils.lua' { 'check_ok' }
--------------------------------------------------------------------------------
local less_kv,
tless_kv,
tsort_kv,
ordered_pairs
= import 'lua-nucleo/tdeepequals.lua'
{
'less_kv',
'tless_kv',
'tsort_kv',
'ordered_pairs'
}
--------------------------------------------------------------------------------
local test = make_suite("tdeepequals-other-functions")
--------------------------------------------------------------------------------
-- Test based on real bug scenario -- https://github.com/lua-nucleo/lua-nucleo/issues/31
test 'Test ordered_pairs()' (function()
local t1 = {b = {}}
local t2 = {a = {}}
local test = {[t1] = '', [t2] = ''}
local ordered = {t2, t1}
local i = 1
for k, v in ordered_pairs(test) do
check_ok(ordered[i], k, true)
i = i + 1
end
end)
test:UNTESTED 'less_kv'
test:UNTESTED 'tless_kv'
test:UNTESTED 'tsort_kv'
|
#!/usr/bin/lua
--[[
LuCI - Lua Configuration Interface
Copyright 2008 Steven Barth <steven@midlink.org>
Copyright 2008 Jo-Philipp Wich <xm@leipzig.freifunk.net>
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
$Id$
]]--
local uvl = require "luci.uvl"
local util = require "luci.util"
if not arg[1] then
util.perror("Usage %s scheme_name" % arg[0])
os.exit(1)
end
local scheme, error = uvl.UVL():get_scheme(arg[1])
if not scheme then
print( error:string() )
os.exit(1)
end
print('cbimap = Map(%q, %q, %q)\n'
% { scheme.name, scheme.title or scheme.name, scheme.description or "" } )
for sn, sv in util.kspairs(scheme.sections) do
print('%s = cbimap:section(TypedSection, %q, %q, %q)'
% { sn, sn, sv.title or "", sv.description or "" } )
if not sv.named then print('%s.anonymous = true' % sn) end
if not sv.unique then print('%s.addremove = true' % sn) end
if sv.dynamic then print('%s.dynamic = true' % sn) end
if sv.depends then
for _, dep in ipairs(sv.depends) do
print('%s:depends(%s)' % { sn, util.serialize_data(dep) } )
end
end
print('')
for vn, vv in util.kspairs(scheme.variables[sn]) do
if not vv.type or vv.type == "variable" then
print('%s = %s:option(%s, %q, %q, %q)'
% { vn, sn, vv.datatype == "boolean" and "Flag" or "Value",
vn, vv.title or "", vv.description or "" } )
elseif vv.type == "enum" then
print('%s = %s:option(%s, %q, %q, %q)'
% { vn, sn, vv.multival and "MultiValue" or "ListValue",
vn, vv.title or "", vv.description or "" } )
for _, val in ipairs(vv.valuelist or {}) do
print('%s:value(%q, %q)'
% { vn, val.value, val.title or val.value } )
end
elseif vv.type == "list" or vv.type == "lazylist" then
print('%s = %s:option(DynamicList, %q, %q, %q)'
% { vn, sn, vn, vv.title or "", vv.description or "" } )
else
print('-- option: type(%s) ?' % { vv.type or "" } )
end
if vv.default then print('%s.default = %q' % { vn, vv.default } ) end
if vv.required then print('%s.optional = false' % vn ) end
if not vv.required then print('%s.rmempty = true' % vn ) end
for _, dep in ipairs(vv.depends or {}) do
print('%s:depends(%s)' % { vn, util.serialize_data(dep) } )
end
print('')
end
print('\nreturn cbimap')
end
|
local nbody = require(arg[1])
local N = tonumber(arg[2]) or 1000 -- or 50000000
local REP = tonumber(arg[3]) or 1
-- N-body benchmark from benchmarks game
-- https://benchmarksgame-team.pages.debian.net/benchmarksgame/description/nbody.html
--
-- Original code by Mike Pall and Geoff Leyland, with modifications by Hugo
-- Gualandi for correctness, clarity, and compatibility with Pallene.
-- * Fix implementation of advance() to use two outer loops.
-- * Use #xs instead of passing "n" as a parameter to all the functions
-- * Use math.sqrt instead of caching sqrt in a local variable
-- * Use 0.0 instead of 0 where appropriate.
-- * Don't use multiple assignments.
--
-- Expected output (N = 1000):
-- -0.169075164
-- -0.169087605
--
-- Expected output (N = 50000000):
-- -0.169075164
-- -0.169059907
local PI = 3.141592653589793
local SOLAR_MASS = 4 * PI * PI
local DAYS_PER_YEAR = 365.24
local bodies = {
nbody.new_body( -- Sun
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
SOLAR_MASS),
nbody.new_body( -- Jupiter
4.84143144246472090e+00,
-1.16032004402742839e+00,
-1.03622044471123109e-01,
1.66007664274403694e-03 * DAYS_PER_YEAR,
7.69901118419740425e-03 * DAYS_PER_YEAR,
-6.90460016972063023e-05 * DAYS_PER_YEAR,
9.54791938424326609e-04 * SOLAR_MASS ),
nbody.new_body( -- Saturn
8.34336671824457987e+00,
4.12479856412430479e+00,
-4.03523417114321381e-01,
-2.76742510726862411e-03 * DAYS_PER_YEAR,
4.99852801234917238e-03 * DAYS_PER_YEAR,
2.30417297573763929e-05 * DAYS_PER_YEAR,
2.85885980666130812e-04 * SOLAR_MASS ),
nbody.new_body( -- Uranus
1.28943695621391310e+01,
-1.51111514016986312e+01,
-2.23307578892655734e-01,
2.96460137564761618e-03 * DAYS_PER_YEAR,
2.37847173959480950e-03 * DAYS_PER_YEAR,
-2.96589568540237556e-05 * DAYS_PER_YEAR,
4.36624404335156298e-05 * SOLAR_MASS ),
nbody.new_body( -- Neptune
1.53796971148509165e+01,
-2.59193146099879641e+01,
1.79258772950371181e-01,
2.68067772490389322e-03 * DAYS_PER_YEAR,
1.62824170038242295e-03 * DAYS_PER_YEAR,
-9.51592254519715870e-05 * DAYS_PER_YEAR,
5.15138902046611451e-05 * SOLAR_MASS ),
}
nbody.offset_momentum(bodies)
print(string.format("%0.9f", nbody.energy(bodies)))
for _ = 1, REP do
nbody.advance_multiple_steps(N, bodies, 0.01)
end
print(string.format("%0.9f", nbody.energy(bodies)))
|
object_tangible_furniture_decorative_event_lifeday07_orb = object_tangible_furniture_decorative_shared_event_lifeday07_orb:new {
}
ObjectTemplates:addTemplate(object_tangible_furniture_decorative_event_lifeday07_orb, "object/tangible/furniture/decorative/event_lifeday07_orb.iff")
|
local _M = {}
function _M.split(text, delimiter)
if text.find(text, delimiter) == nil then
return { text }
end
local splited_texts = {}
local last_position
for splited_text, position in text:gmatch("(.-)"..delimiter.."()") do
table.insert(splited_texts, splited_text)
last_position = position
end
table.insert(splited_texts, string.sub(text, last_position))
return splited_texts
end
function _M.split_lines(text)
local lines = {}
local function splitter(line)
table.insert(lines, line)
return ""
end
text:gsub("(.-\r?\n)", splitter)
return lines
end
function _M.new(self)
local object = {}
setmetatable(object, object)
object.__index = self
return object
end
return _M
|
-----------------------------------------------------------------------------------------
--
-- main.lua
-- This is main screen of
-----------------------------------------------------------------------------------------
-- TODO LIST
--[[
* DO I REALLY NEED STOP MUSIC BUTTON?
--]]
-- Display background as white(1,1,1), (r,g,b).
--display.setDefault( "background", 1, 1, 1 )
local composer = require( "composer" )
local scene = composer.newScene()
-- Require the widget library
local widget = require( "widget" )
local centerX = display.contentCenterX
local centerY = display.contentCenterY
local _W = display.contentWidth
local _H = display.contentHeight
--Hide the status bar
display.setStatusBar( display.HiddenStatusBar )
--Require the widget library ( we will use this to create buttons and other gui elements )
local widget = require( "widget" )
-- The device will auto-select the theme or you can set it here
widget.setTheme( "widget_theme_ios" ) -- iOS5/6 theme
--widget.setTheme( "widget_theme_ios7" ) -- iOS7 theme
-- widget.setTheme( "widget_theme_android" ) -- android theme
--Box to underlay our audio status text
local gradient = {
type = 'gradient',
color1 = {94/255,181/255,100/255},
color2 = { 20/255, 143/255, 17/255 },
direction = "down"
}
function backButtonRelease()
print("backButtonRelease function")
print("back to menu")
composer.gotoScene( "mainmenu", "fade", 200 )
return true -- indicates successful touch
end
-- create all objects
function scene:create( event )
local sceneGroup = self.view
-- Display background image.
display.setDefault( "background", 198/255, 198/255, 198/255 ) -- silver
-- sellinne, et supportida ka nt S3 ja iphone 5 oskab scaleda paremini http://forums.coronalabs.com/topic/39290-modernizing-the-configlua-rob-miracle-article/
--local background = display.newImage("images/green_background.png",true)
-- background.x = display.contentWidth / 2 -- center the image
-- background.y = display.contentHeight / 2
local statusBoxHeight = 100
local statusBox = display.newRect( display.contentCenterX, display.screenOriginY, display.actualContentWidth, statusBoxHeight )
statusBox:setFillColor( gradient )
-- statusBox.fill = gradient
statusBox.alpha = 0.9
local backButton = widget.newButton
{
defaultFile = "images/back_button.png",
overFile = "images/back_buttonOver.png",
label = "",
--emboss = true,
-- white and grey, default= normal. over= pressed
labelColor = { default={ 1, 1, 1 }, over={ 0, 0, 0, 1 } },
onPress = backButtonPress,
onRelease = backButtonRelease,
}
-- 20 on siis Y, et täpselt olla samas kohas. ja 30 selleks, et pilt ise on umbes 60 pixlit+paddingud ja seetõttu on selline arv.
backButton.x = 30; backButton.y = statusBox.y+25
--Create a text object to show the current status
local statusText = display.newText( "Audio Test", statusBox.x, statusBox.y+25, native.systemFontBold, 18 )
--Variable to store what platform we are on.
local platform
--Check what platform we are running this sample on
if system.getInfo( "platformName" ) == "Android" then
platform = "Android"
elseif system.getInfo( "platformName" ) == "Mac OS X" then
platform = "Mac"
elseif system.getInfo( "platformName" ) == "Win" then
platform = "Win"
else
platform = "IOS"
end
--[[]
juhuks kui vaja kunagi muid faile panna
["Mac"] = { extensions = { ".aac", ".aif", ".caf", ".wav", ".mp3", ".ogg" } },
["IOS"] = { extensions = { ".aac", ".aif", ".caf", ".wav", ".mp3" } },
["Win"] = { extensions = { ".wav", ".mp3", ".ogg" } },
["Android"] = { extensions = { ".wav", ".mp3", ".ogg" } },
}
--]]
--Create a table to store what types of audio are supported per platform
local supportedAudio = {
["Mac"] = { extensions = {".mp3" } },
["IOS"] = { extensions = { ".mp3" } },
["Win"] = { extensions = { ".mp3"} },
["Android"] = { extensions = {".mp3" } },
}
--Create a table to store what types of audio files should be streamed or loaded fully into memory.
local loadTypes = {
["sound"] = { extensions = { } },
["stream"] = { extensions = { ".mp3"} }
}
--Forward references for our buttons/labels
local volumeLabel
local playButton, stopButton
--Variables
local audioFiles = { "Skisofreenia","Rõõmus" } --Table to store what audio files are available for playback. (ie included in the app).
local audioLoaded, audioHandle = nil, nil --Variables to hold audio states.
local audioLoops = 0 --Variables to hold audio states.
local audioVolume = 0.5 --Variables to hold audio states.
local audioWasStopped = false -- Variable to hold whether or not we have manually stopped the currently playing audio.
--Set the initial volume to match our initial audio volume variable
audio.setVolume( audioVolume, { channel = 1 } )
--Handle slider events
local function sliderListener( event )
local value = event.value
--Convert the value to a floating point number we can use it to set the audio volume
audioVolume = value / 100
audioVolume = string.format('%.02f', audioVolume )
--Update the volume text to reflect the new value
volumeLabel.text = "Volume: " .. string.format('%i', audioVolume*100 )
--Set the audio volume at the current level
audio.setVolume( audioVolume, { channel = 1 } )
end
--Create a slider to control the volume level
local volumeSlider = widget.newSlider
{
--loopButton.x, loopButton.y = display.contentCenterX, stopButton.y + stopButton.contentHeight + loopButton.contentHeight * 0.5 - 10
left = 50,
top = 160, -- X cordinate
-- top = 210
width = _W - 80,
orientation = "horizontal",
listener = sliderListener
}
--Create our volume label to display the current volume on screen
volumeLabel = display.newText( "Volume: " .. string.format('%i', audioVolume*10 ) .. "0", centerX, volumeSlider.y -40, native.systemFontBold, 18 )
volumeLabel:setFillColor( 0, 0, 0)
-- Set up the Picker Wheel's columns
local columnData =
{
{
align = "center",
width = 280,
startIndex = 1,
labels = audioFiles,
}
}
--Create the picker which will display our audio files & extensions
local audioPicker = widget.newPickerWheel
{
top = volumeSlider.y + 50,
width = 360,
font = native.systemFontBold,
columns = columnData,
}
--Set the audio to loop forever in test screen
audioLoops = -1
--Function to handle all button events
local function manageButtonEvents( event )
local phase = event.phase
local buttonPressed = event.target.id
if phase == "began" then
--Loop Button
--Play button
if buttonPressed == "PlayAudio" then
--Toggle the buttons state ( 1 or 0 )
playButton.toggle = 1 - playButton.toggle
--Function to reset the play button state when audio completes playback
local function resetButtonState()
playButton:setLabel( "Play" );
playButton.toggle = 0
--Only update the status text to finished if we didn't stop the audio manually
if audioWasStopped == false then
--Update status text
end
--Set the audioWasStopped flag back to false
audioWasStopped = false
end
--Audio playback is set to paused
if playButton.toggle == 0 then
--Pause any currently playing audio
if audio.isChannelPlaying( 1 ) then
audio.pause( 1 )
end
--Set the buttons label to "Resume"
playButton:setLabel( "Resume" )
--Update status text
--Audio playback is set to play
else
--If the audio is paused resume it
if audio.isChannelPaused( 1 ) then
audio.resume( 1 )
--Update status text
--If not play it from scratch
else
local audioFileSelected = audioPicker:getValues()[1].index
local audioExtensionSelected = ".mp3"
--Print what sound we have loaded to the terminal
-- print( "Loaded sound:", audioFiles[ audioFileSelected ] .. supportedAudio[ platform ].extensions[ audioExtensionSelected ] )
--If we are trying to load a sound, then use loadSound
if supportedAudio[ platform ].extensions[ audioFileSelected ] == loadTypes[ "sound" ].extensions[ audioExtensionSelected ] then
--Load the audio file fully into memory
audioLoaded = audio.loadStream( audioFiles[ audioFileSelected ] .. ".mp3" )
-- loadsound too laggy
-- audioLoaded = audio.loadSound( audioFiles[ audioFileSelected ] .. ".mp3" )
--Play audio file
audioHandle = audio.play( audioLoaded, { channel = 1, loops = audioLoops, onComplete = resetButtonState } )
else
--Load the audio file in chunks
audioLoaded = audio.loadStream( audioFiles[ audioFileSelected ] .. ".mp3" )
--Play the audio file
audioHandle = audio.play( audioLoaded, { channel = 1, loops = audioLoops, onComplete = resetButtonState } )
end
end
--Set the buttons label to "Pause"
playButton:setLabel( "Pause" )
end
--Stop button
elseif buttonPressed == "StopAudio" then
--If there is audio playing on channel 1
if audio.isChannelPlaying( 1 ) then
--Stop the audio
audio.stop( 1 )
--Let the system know we stopped the audio manually
audioWasStopped = true
--No audio currently playing
else
end
end
end
return true
end
--Play/pause/resume Button
playButton = widget.newButton{
id = "PlayAudio",
style = "sheetBlack",
label = "Play",
yOffset = - 3,
fontSize = 24,
emboss = true,
width = 140,
onEvent = manageButtonEvents,
}
playButton.toggle = 0
playButton.x, playButton.y = playButton.contentWidth * 0.5 + 10, 80
--Stop button
local stopButton
stopButton = widget.newButton{
id = "StopAudio",
style = "sheetBlack",
label = "Stop",
yOffset = - 3,
fontSize = 24,
emboss = true,
width = 140,
onEvent = manageButtonEvents,
}
stopButton.x, stopButton.y = display.contentWidth - stopButton.contentWidth * 0.5 - 10, 80
-- sceneGroup:insert(background)
sceneGroup:insert(backButton) -- siin järjekorras, et tekiks teistsugune buttoni effekt. Saab mängida nii.
sceneGroup:insert(statusBox)
sceneGroup:insert(volumeSlider)
sceneGroup:insert(volumeLabel)
sceneGroup:insert(audioPicker) -- maybe disable this one
sceneGroup:insert(playButton)
sceneGroup:insert(stopButton)
sceneGroup:insert(statusText)
end
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if phase == "will" then
-- Called when the scene is still off screen and is about to move on screen
elseif phase == "did" then
-- Called when the scene is now on screen
--
-- INSERT code here to make the scene come alive
-- e.g. start timers, begin animation, play audio, etc.
end
end
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if event.phase == "will" then
audio.stop( 1 )
-- Called when the scene is on screen and is about to move off screen
--
-- INSERT code here to pause the scene
-- e.g. stop timers, stop animation, unload sounds, etc.)
elseif phase == "did" then
-- Called when the scene is now off screen
end
end
function scene:destroy( event )
local sceneGroup = self.view
audio.stop(backgroundSound)
-- Called prior to the removal of scene's "view" (sceneGroup)
--
-- INSERT code here to cleanup the scene
-- e.g. remove display objects, remove touch listeners, save state, etc.
-- -- Dispose the handles from memory and 'nil' out each reference
--[[
audio.dispose( laserSound )
audio.dispose( backgroundMusic )
laserSound = nil --prevents the handle from being used again
backgroundMusic = nil --prevents the handle from being used again
--]]
end
--- MUSIC PART ---------------------------------------------------------------------------------
-- Comments:
-- Supports: .aac, .aif, .caf, .wav, .mp3 and .ogg audio formats
-- Notes:
-- iOS ( iPhone/iPad/iPod Touch ) doesn't support .ogg format audio.
-- Android only supports .wav, .mp3 and .ogg format audio.
--
--
-- Sample code is MIT licensed, see http://www.coronalabs.com/links/code/license
-- Copyright (C) 2012 Corona Labs Inc. All Rights Reserved.
--
-- Supports Graphics 2.0
---------------------------------------------------------------------------------------
--[[
function onKeyEvent( event )
local phase = event.phase
local keyName = event.keyName
print( event.phase, event.keyName )
if ( "back" == keyName and phase == "up" ) then
print("backButtonRelease function")
print("back to menu")
composer.gotoScene( "mainmenu", "fade", 200 )
end
return true -- to Override physical back button
end
Runtime:addEventListener( "key", onKeyEvent )
--]]
---------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-----------------------------------------------------------------------------------------
return scene |
local teams = {
--{"Military Forces",0,110,0},
--{"GIGN",0,0,100},
}
function getGroups()
local official = {}
for k,v in ipairs(teams) do
if v then
table.insert(official,v[1])
end
end
return official
end
function getFirstLaw()
return "Military Forces" or "GIGN"
end
function getFirstLawColor()
for k,v in ipairs(teams) do
if v[1] == "Military Forces" then
return v[2],v[3],v[4]
elseif v[1] == "GIGN" then
return v[2],v[3],v[4]
end
end
end
function isFirstLaw(p)
if getPlayerTeam(p) then
if getTeamName(getPlayerTeam(p)) == "Military Forces" then
return true
else
return false
end
else
return false
end
end
|
if game.SinglePlayer() then
hook.Add("EntityTakeDamage", "ArcCW_ETD", function(npc, dmg)
timer.Simple(0, function()
if !IsValid(npc) then return end
if npc:Health() <= 0 then
net.Start("arccw_sp_health")
net.WriteEntity(npc)
net.Broadcast()
end
end)
end)
end |
--[[
TermsitionTerminal.lua
Copyright (C) 2016 Kano Computing Ltd.
License: http://www.gnu.org/licenses/gpl-2.0.txt GNU GPLv2
]]--
return {
type = "repeat",
dialogues = {
--- 1) Welcome dialogue -------------------------------------------------------------
{
type = "copy",
copy = {
"termsitionTerminal1"
},
arguments = {},
options = {
{ letsGo = "GAME_EVENT_MOVE_TO_OVERWORLD" } ,
},
},
}
}
|
Locales['br'] = {
['911'] = '~g~Central~s~ : O alarme anti-roubo de um veículo foi disparado na area indicadas.',
['alarm1'] = '%s$ - sistema basico de alarme',
['alarm2'] = '%s$ - sistema de alarme com conexão a policia',
['alarm3'] = '%s$ - sistema de alarme de alta tecnologia com GPS',
['alarminterface'] = '%s$ - Interface do sistema de alarme',
['alarm1_install'] = 'O ~g~sistema basico de alarme~s~ foi ~r~instalado~s~',
['alarm2_install'] = 'O ~g~sistema de alarme com conexão a policia~s~ foi ~r~instalado~s~',
['alarm3_install'] = 'O ~g~sistema de alarme de alta tecnologia com GPS~s~ foi ~r~instalado~s~',
['alarm_max_lvl'] = 'O ~g~sistema de alarme~s~ instalado já é o melhor disponivél',
['alarm_not_install'] = 'O ~g~sistema de alarme~s~ não pode ser instalado.',
['checkvehicle'] = 'Um momento estamos checando o nosso estoque',
['hammerwirecutter'] = '%s$ - Kit para arrombamento basico',
['illegalusedetect'] = '~r~USO NÃO AUTORIZADO DETECTADO',
['inspect'] = '~b~Você observa se a chave está em contato..',
['jammer'] = '%s$ - Bloqueador de sinal (Ilegal)',
['jammeruse'] = 'Sinal mexido',
['max_item'] = 'Você não pode carregar mais disto com você.',
['memoryformating'] = 'O software da interface foi apagado.',
['no_cops'] = 'Para fazer é preciso mais policias na cidade',
['not_enough_money'] = 'você não tem dinheiro suficiente',
['not_work_with_npc'] = 'Nos não queremos este veículo no momento',
['pawn_shop_blip'] = 'Receptador de veículos',
['pawn_shop_menu'] = 'Pressione ~r~E~s~ para falar com o negociador',
['black_garage_menu'] = 'Press ~r~E~s~ to open Illegal Garage menu',
['pawnshop_buyitem'] = 'Comprar equipamento',
['pawnshop_menu_title'] = 'negociação com receptador',
['black_menu_title'] = 'Illegal Garage',
['pawnshop_rebuy'] = 'Comprar um veículo roubado',
['blackgarage_resell'] = 'Vender um veículo roubado',
['please_wait'] = 'Você está forçando a fechadura... ~b~%s minutos %s segundos~s~',
['resellcar'] = 'compre um veículo roubado',
['rucops'] = 'Checando sua identificação.........',
['stolen_car'] = 'Veículo ROUBADO',
['truecop'] = 'Use allow. Desligue o alarme',
['unlockingtool'] = '%s$ - Kit para arrombamento sofisticado (Ilegal)',
['vehicle_buy'] = 'pojazd został ~g~comprar~s~ for ~g~$%s~s~',
['vehicle_notunlocked'] = 'Você ~r~falhou~s~ em destrancar o veículo.',
['vehicle_sold'] = 'pojazd został ~g~sprzedany~s~ for ~g~$%s~s~',
['vehicle_unlocked'] = 'Veículo ~g~destrancado~s~',
['warning'] = '~r~Você se distanciou do receptador',
['we_r_busy'] = '~r~Desculpe~s~ , mas estamos ocupados com outro veículo, volte mais tarde.',
}
|
object_draft_schematic_space_cargo_hold_crg_starfighter_small = object_draft_schematic_space_cargo_hold_shared_crg_starfighter_small:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_space_cargo_hold_crg_starfighter_small, "object/draft_schematic/space/cargo_hold/crg_starfighter_small.iff")
|
--[[
This file is part of xmldom. It is subject to the licence terms in the COPYRIGHT file found in the top-level directory of this distribution and at https://raw.githubusercontent.com/pallene-modules/xmldom/master/COPYRIGHT. No part of xmldom, including this file, may be copied, modified, propagated, or distributed except according to the terms contained in the COPYRIGHT file.
Copyright © 2015 The developers of xmldom. See the COPYRIGHT file in the top-level directory of this distribution and at https://raw.githubusercontent.com/pallene-modules/xmldom/master/COPYRIGHT.
]]--
local halimede = require('halimede')
local xmldom = require('xmldom')
local slaxml = xmldom.slaxml
local Node = xmldom.Node
local assert = halimede.assert
local areInstancesEqual = halimede.table.equality.areInstancesEqual
local ProcessingInstructionPseudoAttribute = xmldom.ProcessingInstructionPseudoAttribute
local ProcessingInstructionNode = halimede.moduleclass('ProcessingInstructionNode', Node)
module.static.isComment = false
module.static.isElement = false
module.static.isProcessingInstruction = true
module.static.isText = false
function module:initialize(name, value)
assert.parameterTypeIsString('name', name)
assert.parameterTypeIsString('value', value)
self.name = name
self.value = value
end
function module:__tostring()
return ('<?%s %s?>'):format(self.name, self.value)
end
local simpleEqualityFieldNames = {'name', 'value'}
local shallowArrayFieldNames = {}
local potentiallyNilFieldNames = {}
function module:__eq(right)
return areInstancesEqual(self, right, simpleEqualityFieldNames, shallowArrayFieldNames, potentiallyNilFieldNames)
end
-- has pseudo attributes version="1.0" encoding="UTF-8" standalone="no"
function module:isXmlDeclaration()
return 'xml' == self.name
end
local XmlDeclarationPsuedoAttributeValidators = {
version = function(value)
if value == '1.0' or value == '1.1' then
return tonumber(value) * 10
else
return nil
end
end,
encoding = function(value)
-- Other values are valid but not supported
if value == 'UTF-8' or value == 'US-ASCII' then
return value
else
return nil
end
end,
standalone = function(value)
if value == 'yes' then
return true
elseif value == 'no' then
return false
else
return nil
end
end,
}
local XmlDeclarationPsuedoAttributeDefaults = {
version = 10,
encoding = 'UTF-8',
standalone = true,
}
function module:xmlDeclarationPseudoAttributes()
if not self:isXmlDeclaration() then
exception.throw('Not a XML declaration')
end
return self:parsePseudoAttributesAsATableWithDefaults(XmlDeclarationPsuedoAttributeValidators, XmlDeclarationPsuedoAttributeDefaults)
end
-- must appear in the prolog, before the document or root element
function module:isXmlStyleSheet()
-- Expected pseudo attributes: https://www.w3.org/TR/xml-stylesheet/#the-xml-stylesheet-processing-instruction
return 'xml-stylesheet' == self.name
end
local XmlStyleSheetPsuedoAttributeValidators = {
href = function(value)
return value
end,
type = function(value)
return value
end,
title = function(value)
return value
end,
-- Could be stricter: See https://www.w3.org/TR/css3-mediaqueries/
media = function(value)
return value
end,
charset = function(value)
-- Other values are valid but not supported
if value == 'UTF-8' or value == 'US-ASCII' then
return value
else
return nil
end
end,
alternate = function(value)
if value == 'yes' then
return true
elseif value == 'no' then
return false
else
return nil
end
end,
}
local XmlStyleSheetPseudoAttributeDefaults = {
media = 'screen',
charset = 'UTF-8',
alternate = false,
}
function module:xmlStyleSheetPseudoAttributes()
if not self:isXmlStyleSheet() then
exception.throw('Not a XML style sheet')
end
return self:parsePseudoAttributesAsATableWithDefaults(XmlStyleSheetPsuedoAttributeValidators, XmlStyleSheetPseudoAttributeDefaults)
end
function module:parsePseudoAttributesAsATableWithDefaults(validPsuedoAttributeNamesTableOrNilIfAllAreValid, defaults)
local table = {}
self:parsePseudoAttributes(function(psuedoAttribute)
psuedoAttribute:addValueUniquelyToTableWithValueValidationAndConversion(table, validPsuedoAttributeNamesTableOrNilIfAllAreValid)
end)
for defaultName, defaultValue in pairs(defaults) do
if table[defaultName] == nil then
table[defaultName] = defaultValue
end
end
return table
end
function module:parsePseudoAttributesAsAnArray()
local array = {}
self:parsePseudoAttributes(function(psuedoAttribute)
array[#array + 1] = psuedoAttribute
end)
end
local fakeElementName = 'X'
function module:parsePseudoAttributes(callback)
local slaxmlParser = slaxml:parser{
startElement = function(uninternedSimpleName, potentiallyNilUninternedNamespaceUri, potentiallyNilNamespacePrefix)
-- in theory, a psuedo-attribute could be named 'xmlns', so this test isn't perfect
if uninternedSimpleName ~= fakeElementName or potentiallyNilUninternedNamespaceUri ~= nil or potentiallyNilNamespacePrefix ~= nil then
exception.throw('Bad psuedo-attributes or a pseudo-attribute that is like a XML namespace xmlns is present')
end
end,
attribute = function(uninternedSimpleName, value, potentiallyNilUninternedNamespaceUri, potentiallyNilNamespacePrefix)
if potentiallyNilUninternedNamespaceUri ~= nil or potentiallyNilNamespacePrefix ~= nil then
exception.throw("Bad psuedo-attribute '%s'", uninternedSimpleName)
end
callback(ProcessingInstructionPseudoAttribute:new(uninternedSimpleName, value))
end,
closeElement = function(uninternedSimpleName, potentiallyNilUninternedNamespaceUri, potentiallyNilNamespacePrefix)
if uninternedSimpleName ~= fakeElementName or potentiallyNilUninternedNamespaceUri ~= nil or potentiallyNilNamespacePrefix ~= nil then
exception.throw('Bad psuedo-attributes')
end
end,
text = function(text)
exception.throw('Should not be parsing text in psuedo-attributes of a XML processing instruction')
end,
comment = function(comment)
exception.throw('Should not be parsing comments in psuedo-attributes of a XML processing instruction')
end,
pi = function(uninternedName, unparsedAttributes)
exception.throw('Should not be parsing processing instructions in psuedo-attributes of a XML processing instruction')
end
}
slaxmlParser:parse(self.value, {})
collectgarbage()
end
|
local def_pitch_range = range(20*60, 80*60)
DefineClass.MDSLaser =
{
__parents = { "ElectricityConsumer", "OutsideBuildingWithShifts" },
properties =
{
{ template = true, category = "MDSLaser", name = T{671, "Hit Chance"}, id = "hit_chance", editor = "number", default = 100, min = 0, max = 100, help = "The chance to hit a meteor" },
{ template = true, category = "MDSLaser", name = T{672, "Fire Rate"}, id = "cooldown", editor = "number", default = 5 * 1000, scale = 1000, help = "cooldown between shots in seconds(only useful during a meteor storm)" },
{ template = true, category = "MDSLaser", name = T{673, "Protect Range"}, id = "protect_range", editor = "number", default = 20, help = "If meteors would fall within dist range it can be destroyed by the laser (in hexes)" },
{ template = true, category = "MDSLaser", name = T{674, "Shoot Range"}, id = "shoot_range", editor = "number", default = 30, scale = guim, help = "Range at which meteors can be destroyed. Should be greater than the protection range (in hexes)" },
{ template = true, category = "MDSLaser", name = T{675, "Pitch Range"}, id = "pitch_range", editor = "range", default = def_pitch_range, scale = 60, help = "Range of the pitch angle for vertical adjustment (in Deg)" },
{ template = true, category = "MDSLaser", name = T{676, "Rotate Speed"},id = "rot_speed", editor = "number", default = 45 * 60, scale = 60, help = "Platform's rotation speed to target meteor in Deg/Sec" },
{ template = true, category = "MDSLaser", name = T{677, "Beam Time"}, id = "beam_time", editor = "number", default = 500, help = "For how long laser beam is visible(in ms)" },
{ template = true, category = "MDSLaser", name = T{678, "Tilt Tolerance"},id = "tilt_tolerance",editor = "number", default = 2 * 60, scale = 60, help = "Allowed angle difference between the beam and shooting dir(in degrees)" },
},
platform = false,
laser = false,
beams = false,
track_thread = false,
cooldown_end = 0,
meteor = false,
}
DefineClass.LaserBody = {
__parents = { "Object" },
enum_flags = { efWalkable = false, efCollision = false, efApplyToGrids = false },
entity = "Shuttle",
}
function MDSLaser:GameInit()
local platform = self:GetAttach("DefenceLaserPlatform")
if not platform then
assert(false, "Laser Platform for rotation not present")
return
end
local tube = platform:GetAttach("DefenceLaserTube")
if not tube then
assert(false, "Laser Tube for firing not present")
return
end
self.platform = platform
self.tube = tube
tube:SetAxis(axis_y)
local starting_yaw = self:GetAngle()
local starting_pitch = (self.pitch_range.to + self.pitch_range.from) / 2
local rot_time = MulDivRound(1000, starting_pitch, self.rot_speed)
self:SetLaserOrientation(0, starting_yaw)
self:SetLaserOrientation(starting_pitch, starting_yaw, rot_time)
local meteor = self:GetSoonestMeteor()
if meteor then
self:Track(meteor)
end
end
function MDSLaser:SetLaserOrientation(pitch, yaw, time)
local tube = self.tube
if not IsValid(tube) then
return
end
time = time or 0
yaw = yaw - self:GetAngle()
pitch = -pitch
tube:SetAngle(pitch, time)
self.platform:SetAngle(yaw, time)
end
function MDSLaser:GetLaserOrientation()
local tube = self.tube
if not IsValid(self.tube) then
return 0, 0
end
return -tube:GetVisualAngleLocal(), self.platform:GetVisualAngle()
end
function MDSLaser:Done()
DeleteThread(self.track_thread)
if self.beams then
for i=1,#self.beams do
DoneObject(self.beams[i])
end
if IsValid(self.meteor) then
PlayFX("Laser", "end", self, self.meteor)
end
end
if self:GetCooldownLeft() > 0 then
PlayFX("LaserCooldown", "end", self.tube)
end
end
function MDSLaser:GetShootDir()
local tube = self.tube
if not IsValid(tube) then
return self:GetPos(), axis_x -- savegame compatibility
end
local vertex = tube:GetSpotPos(tube:GetSpotBeginIndex("Conusvertex"))
local target = tube:GetSpotPos(tube:GetSpotBeginIndex("Conusdirection"))
return vertex, target
end
function MDSLaser:IsExecuting()
return IsValid(self.meteor)
end
function MDSLaser:CanHit(meteor)
if not IsValid(meteor)
or not self:CanWork()
or self:IsExecuting()
or self:GetCooldownLeft() > 0
or IsValid(meteor.marked) and meteor.marked ~= self
or HexAxialDistance(self, meteor.dest) > self.protect_range
then
return false
end
return true
end
function MDSLaser:GetSoonestMeteor()
local soonest_time, soonest_meteor = max_int
for _, meteor in ipairs(g_MeteorsPredicted) do
local time = self:CanHit(meteor) and meteor:GetTimeToImpact() or max_int
if soonest_time > time then
soonest_time = time
soonest_meteor = meteor
end
end
for missile in pairs(g_IncomingMissiles or empty_table) do
local time = self:CanHit(missile) and missile:GetTimeToImpact() or max_int
if soonest_time > time then
soonest_time = time
soonest_meteor = missile
end
end
return soonest_meteor, soonest_time
end
function MDSLaser:GetCooldownLeft()
return Max(0, self.cooldown_end - GameTime())
end
function MDSLaser:Track(meteor)
meteor.marked = self
self.meteor = meteor
self.track_thread = CreateGameTimeThread(function(self, meteor)
local min_picth, max_pitch = self.pitch_range.from, self.pitch_range.to
local rot_speed = self.rot_speed
local tilt_tolerance = self.tilt_tolerance
local shoot_range = self.shoot_range * const.GridSpacing
local reaction_time = 100
while true do
local intercepted
local pos = meteor:GetVisualPos()
while IsValid(meteor) do
local origin, target = self:GetShootDir()
if self:IsCloser(pos, shoot_range) and CalcAngleBetween(pos - origin, target - origin) <= tilt_tolerance then
intercepted = true
break
end
pos = meteor:GetVisualPos(reaction_time)
local vector = pos - origin
local len = vector:Len()
if len == 0 then
break
end
local pitch0, yaw0 = self:GetLaserOrientation()
local yaw1 = atan(vector)
local yaw_rot = AngleDiff(yaw1, yaw0)
local yaw_time = MulDivRound(1000, abs(yaw_rot), rot_speed)
local pitch1 = Clamp(asin(MulDivRound(vector:z(), 4096, len)), min_picth, max_pitch)
local pitch_rot = AngleDiff(pitch1, pitch0)
local pitch_time = MulDivRound(1000, abs(pitch_rot), rot_speed)
local time = Max(pitch_time, yaw_time)
self:SetLaserOrientation(pitch1, yaw1, time)
Sleep(reaction_time)
end
-- stop interpolation
self:SetLaserOrientation(self:GetLaserOrientation())
if IsValid(meteor) and intercepted then
-- fire
local origin = self:GetShootDir()
local vector = pos - origin
local total_len = vector:Len()
if total_len > 0 then
PlayFX("Laser", "start", self, meteor, origin, vector)
local beam = PlaceObject("DefenceLaserBeam")
local beam_len = beam:GetEntityBBox():max():z()
local beam_offset = point(0, 0, beam_len)
local beams = {}
self.beams = beams
local added_len = 0
local next_pos = origin
local axis, angle = GetAxisAngle(axis_z, vector)
while true do
beams[#beams + 1] = beam
beam:SetPos(next_pos)
beam:SetAxisAngle(axis, angle)
added_len = added_len + beam_len
if added_len >= total_len then
beam:SetZClip(beam_len - (added_len - total_len))
break
end
next_pos = beam:GetRelativePoint(beam_offset)
beam = PlaceObject("DefenceLaserBeam")
end
if self:Random(100) < self.hit_chance then
Msg("MeteorIntercepted", meteor, self)
meteor:ExplodeInAir()
end
Sleep(self.beam_time)
for i=1,#beams do
DoneObject(beams[i])
end
self.beams = false
PlayFX("Laser", "end", self, meteor)
-- cooldown
PlayFX("LaserCooldown", "start", self.tube)
self.cooldown_end = GameTime() + self.cooldown
Sleep(self.cooldown)
PlayFX("LaserCooldown", "end", self.tube)
end
end
self.meteor = false
local new_meteor = self:GetSoonestMeteor()
meteor.marked = nil
meteor = new_meteor
if not meteor then
break
end
self.meteor = meteor
meteor.marked = self
end
self.track_thread = false
end, self, meteor)
end
function MDSLaser:GetSelectionRadiusScale()
return self.protect_range
end
local function SeekAndDestroy(obj)
assert(IsKindOf(obj, "BaseMeteor"), "Invalid object to track!")
local lasers = UICity.labels.MDSLaser or empty_table
local soonest_laser, min_rot_time = nil, max_int
for _, laser in ipairs(lasers) do
if laser:CanHit(obj) then
local origin, target = laser:GetShootDir()
local yaw_angle = CalcAngleBetween(obj.dest - origin, target - origin)
local rot_time = MulDivTrunc(yaw_angle, 1000, laser.rot_speed)
if min_rot_time > rot_time then
soonest_laser = laser
min_rot_time = rot_time
end
end
end
if not soonest_laser then
local towers = UICity.labels.DefenceTower or empty_table
for _, tower in ipairs(towers) do
if tower:CanHit(obj) then
soonest_laser = tower
break
end
end
end
if not soonest_laser then
local rovers = UICity.labels.Rover or empty_table
for _, rover in ipairs(rovers) do
if IsKindOf(rover, "AttackRover") and rover.reclaimed and rover:CanHit(obj) then
soonest_laser = rover
break
end
end
end
if soonest_laser then
soonest_laser:Track(obj)
end
end
function OnMsg.Meteor(meteor)
SeekAndDestroy(meteor)
end
function OnMsg.IncomingMissile(missile)
SeekAndDestroy(missile)
end
function OnMsg.GatherFXActors(list)
list[#list + 1] = "MDSLaser"
end
function OnMsg.GatherFXActions(list)
list[#list + 1] = "Laser"
list[#list + 1] = "LaserCooldown"
end |
-- Dialogue for NPC "npc_vincent2"
loadDialogue = function(DL)
if (not DL:isConditionFulfilled("npc_vincent", "talked")) then
DL:setRoot(1)
elseif (DL:isQuestState("spoiled_fire", "started") and not DL:isConditionFulfilled("npc_rhendal", "spoiled_schnapps")) then
DL:setRoot(9)
elseif (DL:isQuestState("spoiled_fire", "started") and DL:isConditionFulfilled("npc_rhendal", "spoiled_schnapps")) then
DL:setRoot(10)
elseif (not DL:isConditionFulfilled("npc_vincent2", "talked") and DL:isQuestState("spoiled_fire", "completed")) then
DL:setRoot(11)
elseif (not DL:isConditionFulfilled("npc_vincent2", "talked") and DL:isConditionFulfilled("npc_vincent", "disgruntled")) then
DL:setRoot(12)
elseif (not DL:isConditionFulfilled("npc_vincent2", "talked")) then
DL:setRoot(13)
elseif (DL:isQuestState("elder_chest", "void")) then
DL:setRoot(2)
elseif (DL:isQuestState("elder_chest", "started")) then
DL:setRoot(35)
elseif (DL:isQuestState("elder_chest", "completed") and not DL:isConditionFulfilled("npc_vincent2", "second_quest")) then
DL:setRoot(39)
elseif (DL:isQuestState("invis_recipe", "void")) then
DL:setRoot(41)
elseif (DL:isQuestState("invis_recipe", "failed") and not DL:isConditionFulfilled("npc_vincent2", "trusted_failed")) then
DL:setRoot(47)
else
DL:setRoot(45)
end
if (not DL:isConditionFulfilled("npc_vincent", "talked")) then
DL:createNPCNode(1, -2, "DL_Vincent_NotTalked") -- Hey you, psst! You look like you could use some gold. Interested in a ... special job?
DL:addConditionProgress("npc_vincent", "talked")
DL:addConditionProgress("npc_vincent2", "talked")
DL:addConditionProgress("npc_vincent2", "key_50")
DL:addNode()
end
if (DL:isQuestState("spoiled_fire", "started") and not DL:isConditionFulfilled("npc_rhendal", "spoiled_schnapps")) then
DL:createNPCNode(9, -1, "DL_Vincent_DoYourDuty") -- You remember that little deal we had in the tavern? You'd better do your job soon.
DL:addNode()
end
if (DL:isQuestState("spoiled_fire", "started") and DL:isConditionFulfilled("npc_rhendal", "spoiled_schnapps")) then
DL:createNPCNode(10, 14, "DL_NPC_TaskFulfilled") -- Oh, it's you. You have carried out my task. Very good. You might be of use.
DL:changeQuestState("spoiled_fire", "completed")
DL:addGold(50)
DL:addReputationProgress("thief", 10)
DL:addNode()
DL:createNPCNode(14, -2, "DL_Vincent_FurtherJob") -- Interested in another job?
DL:addConditionProgress("npc_vincent2", "talked")
DL:addNode()
end
if (not DL:isConditionFulfilled("npc_vincent2", "talked") and DL:isQuestState("spoiled_fire", "completed")) then
DL:createNPCNode(11, -2, "DL_Vincent_YouAgainGood") -- Hey. Good to see you here. My plan has worked out. Interested in another job?
DL:addConditionProgress("npc_vincent2", "talked")
DL:addNode()
end
if (not DL:isConditionFulfilled("npc_vincent2", "talked") and DL:isConditionFulfilled("npc_vincent", "disgruntled")) then
DL:createNPCNode(12, -2, "DL_Vincent_Disgruntled") -- Oh... you again. Y'know, I would have offered you an awesome job, if you hadn't been so aggressive. If you want another chance, it will cost you something.
DL:addConditionProgress("npc_vincent2", "talked")
DL:addConditionProgress("npc_vincent2", "key_150")
DL:addNode()
end
if (not DL:isConditionFulfilled("npc_vincent2", "talked")) then
DL:createNPCNode(13, -2, "DL_Vincent_NotCooperated") -- Oh look. The boy who wasn't interested. Maybe a second chance for a job, huh?
DL:addConditionProgress("npc_vincent2", "talked")
DL:addConditionProgress("npc_vincent2", "key_100")
DL:addNode()
end
if (DL:isQuestState("elder_chest", "void")) then
DL:createChoiceNode(2)
if (not DL:isConditionFulfilled("npc_vincent2", "job_talked")) then
DL:addChoice(3, "DL_Choice_WhatDeal") -- Tell me more about that job.
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and DL:isConditionFulfilled("npc_vincent2", "key_50") and DL:hasItem("gold", 50)) then
DL:addItemChoice(5, "DL_Choice_GimmeKey", "gold", 50) -- Give me that key, I'll do it.
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and DL:isConditionFulfilled("npc_vincent2", "key_50") and not DL:hasItem("gold", 50)) then
DL:addItemChoice(15, "DL_Choice_GimmeKey", "gold", 50) --
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and DL:isConditionFulfilled("npc_vincent2", "key_100") and DL:hasItem("gold", 100)) then
DL:addItemChoice(16, "DL_Choice_GimmeKey", "gold", 100) --
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and DL:isConditionFulfilled("npc_vincent2", "key_100") and not DL:hasItem("gold", 100)) then
DL:addItemChoice(17, "DL_Choice_GimmeKey", "gold", 100) --
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and DL:isConditionFulfilled("npc_vincent2", "key_150") and DL:hasItem("gold", 150)) then
DL:addItemChoice(18, "DL_Choice_GimmeKey", "gold", 150) --
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and DL:isConditionFulfilled("npc_vincent2", "key_150") and not DL:hasItem("gold", 150)) then
DL:addItemChoice(19, "DL_Choice_GimmeKey", "gold", 150) --
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and not (DL:isConditionFulfilled("npc_vincent2", "key_150") or DL:isConditionFulfilled("npc_vincent2", "key_100") or DL:isConditionFulfilled("npc_vincent2", "key_50")) ) then
DL:addChoice(31, "DL_Choice_GimmeKey") --
end
DL:addChoice(8, "DL_Choice_NotInterested") -- I'm not interested.
DL:addChoice(-1, "") --
DL:addNode()
if (not DL:isConditionFulfilled("npc_vincent2", "job_talked")) then
DL:createNPCNode(3, 4, "DL_Vincent_ExplainDeal") -- (Smiles and pulls out a golden key) I got this small key here. It belongs to a treasure chest. I could give it to you, if you want...
DL:addConditionProgress("npc_vincent2", "job_talked")
DL:addNode()
DL:createChoiceNode(4)
if (DL:isConditionFulfilled("npc_vincent2", "key_150")) then
DL:addChoice(6, "DL_Cendric_WhereCatch") -- And what is the catch?
end
if (DL:isConditionFulfilled("npc_vincent2", "key_100")) then
DL:addChoice(7, "DL_Cendric_WhereCatch") --
end
if (DL:isConditionFulfilled("npc_vincent2", "key_50")) then
DL:addChoice(20, "DL_Cendric_WhereCatch") --
end
if (not DL:isConditionFulfilled("npc_vincent2", "key_50") and not DL:isConditionFulfilled("npc_vincent2", "key_100") and not DL:isConditionFulfilled("npc_vincent2", "key_150")) then
DL:addChoice(21, "DL_Cendric_WhereCatch") --
end
DL:addNode()
if (DL:isConditionFulfilled("npc_vincent2", "key_150")) then
DL:createNPCNode(6, 22, "DL_Vincent_TheCatch") -- Hehe, I knew you would ask. Well, the treasure chest doesn't belong to me, so to speak - it belongs to the Elder Rhendal.
DL:addNode()
DL:createNPCNode(22, 23, "DL_Vincent_KeyCost150") -- I had to steal the key from him. It wasn't easy, as he was fully awake.
DL:addNode()
DL:createNPCNode(23, 49, "DL_Vincent_KeyCost150_2") -- It wouldn't have been a problem if you did what I told you before... Now, to compensate for my troubles, it will cost you 150 golden coins.
DL:addNode()
DL:createNPCNode(49, -2, "DL_Vincent_Treasure") -- I only want you to get a special blue stone from the Elder's chest for me. You can keep the rest for yourself.
DL:addNode()
end
if (DL:isConditionFulfilled("npc_vincent2", "key_100")) then
DL:createNPCNode(7, 24, "DL_Vincent_TheCatch") --
DL:addNode()
DL:createNPCNode(24, 25, "DL_Vincent_KeyCost100") -- I had to steal the key from him. It wasn't easy, as he was fully awake.
DL:addNode()
DL:createNPCNode(25, 50, "DL_Vincent_KeyCost100_2") -- It wouldn't have been a problem if you did what I told you before... Now, to compensate for my troubles, it will cost you 100 golden coins.
DL:addNode()
DL:createNPCNode(50, -2, "DL_Vincent_Treasure") --
DL:addNode()
end
if (DL:isConditionFulfilled("npc_vincent2", "key_50")) then
DL:createNPCNode(20, 26, "DL_Vincent_TheCatch") --
DL:addNode()
DL:createNPCNode(26, 27, "DL_Vincent_KeyCost50") -- I had to steal the key from him. So, a small fee of 50 golden coins for the key would be a good compensation.
DL:addNode()
DL:createNPCNode(27, -2, "DL_Vincent_Treasure") --
DL:addNode()
end
if (not DL:isConditionFulfilled("npc_vincent2", "key_50") and not DL:isConditionFulfilled("npc_vincent2", "key_100") and not DL:isConditionFulfilled("npc_vincent2", "key_150")) then
DL:createNPCNode(21, 28, "DL_Vincent_TheCatch") --
DL:addNode()
DL:createNPCNode(28, 29, "DL_Vincent_KeyCost0") -- You remember the stuff I mixed into the schnapps you gave him?
DL:addNode()
DL:createNPCNode(29, 52, "DL_Vincent_KeyCost0_2") -- It was a sleeping powder. Getting the key from him was mere child's play.
DL:addNode()
DL:createNPCNode(52, -2, "DL_Vincent_Treasure") --
DL:addNode()
end
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and DL:isConditionFulfilled("npc_vincent2", "key_50") and DL:hasItem("gold", 50)) then
DL:createNPCNode(5, 30, "DL_Vincent_StartElderQuest") -- A good choice. Here you go.
DL:removeGold(50)
DL:addItem("ke_rhendal", 1)
DL:addNode()
DL:createNPCNode(30, 54, "DL_Vincent_ChestIsObserved") -- The chest is in a secret room in the Elder's house, behind the wall to the West.
DL:changeQuestState("elder_chest", "started")
DL:addNode()
DL:createNPCNode(54, -2, "DL_Vincent_ChestIsObserved2") -- Oh, and it's most likely guarded by observer spells. Just make sure that they don't catch you.
DL:addNode()
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and DL:isConditionFulfilled("npc_vincent2", "key_50") and not DL:hasItem("gold", 50)) then
DL:createNPCNode(15, -1, "DL_Vincent_NotEnoughGold") -- Come back when you have enough gold.
DL:addNode()
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and DL:isConditionFulfilled("npc_vincent2", "key_100") and DL:hasItem("gold", 100)) then
DL:createNPCNode(16, 32, "DL_Vincent_StartElderQuest") --
DL:removeGold(100)
DL:addItem("ke_rhendal", 1)
DL:addNode()
DL:createNPCNode(32, -2, "DL_Vincent_ChestIsObserved") --
DL:changeQuestState("elder_chest", "started")
DL:addNode()
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and DL:isConditionFulfilled("npc_vincent2", "key_100") and not DL:hasItem("gold", 100)) then
DL:createNPCNode(17, -1, "DL_Vincent_NotEnoughGold") --
DL:addNode()
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and DL:isConditionFulfilled("npc_vincent2", "key_150") and DL:hasItem("gold", 150)) then
DL:createNPCNode(18, 33, "DL_Vincent_StartElderQuest") --
DL:removeGold(150)
DL:addItem("ke_rhendal", 1)
DL:addNode()
DL:createNPCNode(33, -2, "DL_Vincent_ChestIsObserved") --
DL:changeQuestState("elder_chest", "started")
DL:addNode()
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and DL:isConditionFulfilled("npc_vincent2", "key_150") and not DL:hasItem("gold", 150)) then
DL:createNPCNode(19, -1, "DL_Vincent_NotEnoughGold") --
DL:addNode()
end
if (DL:isConditionFulfilled("npc_vincent2", "job_talked") and not (DL:isConditionFulfilled("npc_vincent2", "key_150") or DL:isConditionFulfilled("npc_vincent2", "key_100") or DL:isConditionFulfilled("npc_vincent2", "key_50")) ) then
DL:createNPCNode(31, 34, "DL_Vincent_StartElderQuest") --
DL:addItem("ke_rhendal", 1)
DL:addNode()
DL:createNPCNode(34, -2, "DL_Vincent_ChestIsObserved") --
DL:changeQuestState("elder_chest", "started")
DL:addNode()
end
DL:createNPCNode(8, -1, "DL_Vincent_Pity") -- What a pity.
DL:addConditionProgress("npc_vincent", "talked")
DL:addConditionProgress("npc_vincent2", "talked")
DL:addNode()
end
if (DL:isQuestState("elder_chest", "started")) then
DL:createChoiceNode(35)
if (not DL:isConditionFulfilled("npc_vincent2", "observer_spells")) then
DL:addChoice(36, "DL_Choice_ObserverSpells") -- What are "observer spells"?
end
if (DL:isQuestState("elder_chest", "started") and DL:isConditionFulfilled("npc_vincent2", "rhendal_chest_looted")) then
DL:addChoice(37, "DL_Choice_FoundChest") -- I got the gem from the Elder's chest...
end
DL:addChoice(-1, "DL_Choice_CU") -- See you later.
DL:addNode()
if (not DL:isConditionFulfilled("npc_vincent2", "observer_spells")) then
DL:createNPCNode(36, 48, "DL_Vincent_ObserverSpells") -- A nasty form of magic. People place it in their homes so that thieves won't be able to steal something.
DL:addConditionProgress("npc_vincent2", "observer_spells")
DL:addHint("ObserverSpell")
DL:addNode()
DL:createNPCNode(48, -2, "DL_Vincent_ObserverSpells2") -- But they can't see everything... (grins). But if they see you stealing something, they will put you in jail. It won't be a nice experience, I can tell you that.
DL:addNode()
end
if (DL:isQuestState("elder_chest", "started") and DL:isConditionFulfilled("npc_vincent2", "rhendal_chest_looted")) then
DL:createNPCNode(37, 38, "DL_Vincent_OpenedTheChest") -- Hehe, I knew you'd succeed. But I don't want that stone anyway, you can keep it as your reward.
DL:addNode()
DL:createNPCNode(38, -2, "DL_Vincent_StealingFitsYou") -- Taking belongings from other people doesn't seem to be a big deal for you. I could teach you how to get to even more valuables.
DL:changeQuestState("elder_chest", "completed")
DL:addReputationProgress("thief", 5)
DL:addNode()
end
end
if (DL:isQuestState("elder_chest", "completed") and not DL:isConditionFulfilled("npc_vincent2", "second_quest")) then
DL:createChoiceNode(39)
DL:addChoice(40, "DL_Choice_TeachMe") -- Teach me.
DL:addChoice(-1, "") --
DL:addNode()
DL:createNPCNode(40, -2, "DL_Vincent_TeachUnlock") -- Of course. Just read this scroll and I can offer you more work in this... domain. (Grins)
DL:addItem("sp_unlock", 1)
DL:addConditionProgress("npc_vincent2", "second_quest")
DL:addNode()
end
if (DL:isQuestState("invis_recipe", "void")) then
DL:createChoiceNode(41)
if (DL:isSpellLearned(7)) then
DL:addChoice(42, "DL_Choice_SecondQuest") -- I'm ready for your new job.
end
DL:addChoice(-1, "") --
DL:addNode()
if (DL:isSpellLearned(7)) then
DL:createNPCNode(42, 43, "DL_Vincent_SecondQuest") -- Good. This time, the stakes are a little bit higher. We know that the mage Syrah knows how to brew a potion that can render you invisible.
DL:addNode()
DL:createNPCNode(43, 44, "DL_Vincent_SecondQuest2") -- A very useful ability, isn't it? The only problem is, she won't tell us how it works.
DL:addNode()
DL:createNPCNode(44, 51, "DL_Vincent_SecondQuest3") -- She leaves us no choice but to abstract the recipe from her.
DL:addNode()
DL:createNPCNode(51, 53, "DL_Vincent_SecondQuest4") -- There must be a way to get into her basement - by taking a shortcut through the sewers. Find that way and get the recipe for us.
DL:addNode()
DL:createNPCNode(53, -2, "DL_Vincent_SecondQuest5") -- If you manage to do that, you might get to know what "us" really means.
DL:changeQuestState("invis_recipe", "started")
DL:addNode()
end
end
if (DL:isQuestState("invis_recipe", "failed") and not DL:isConditionFulfilled("npc_vincent2", "trusted_failed")) then
DL:createNPCNode(47, -2, "DL_Vincent2_Disappointed") -- Hm. I trusted you and you failed me.
DL:addConditionProgress("npc_vincent2", "trusted_failed")
DL:addNode()
end
DL:createChoiceNode(45)
if (DL:isQuestState("invis_recipe", "started") and DL:isQuestComplete("invis_recipe")) then
DL:addChoice(46, "DL_Choice_IGotRecipe") -- I got the recipe for you.
end
DL:addChoice(-1, "") --
DL:addNode()
if (DL:isQuestState("invis_recipe", "started") and DL:isQuestComplete("invis_recipe")) then
DL:createNPCNode(46, -1, "DL_Vincent_SecondQuestDone") -- Very well. I knew you had talent. Now, if you'd like to learn more of this useful magic, take this key and find the door it opens.
DL:changeQuestState("invis_recipe", "completed")
DL:removeItem("qe_invisrecipe", 1)
DL:addItem("ke_thiefguild", 1)
DL:addReputationProgress("thief", 10)
DL:addConditionProgress("default", "thieves_open")
DL:changeQuestState("rusty_key", "started")
DL:addNode()
end
end |
-- replaces md with html in links
function Link(el)
el.target = string.gsub(el.target, "%.md", ".html")
return el
end
|
local skynet = require "skynet"
local group = require "mcgroup"
--local group = require "localgroup"
skynet.start(function()
local gid = group.create()
local gaddr = group.address(gid)
local g = {}
print("=== Create Group ===",gid,skynet.address(gaddr))
for i=1,10 do
local address = skynet.newservice("testgroup_c", tostring(i))
table.insert(g, address)
group.enter(gid , address)
end
skynet.cast(g,"text","Cast")
skynet.sleep(1000)
skynet.send(gaddr,"text","Hello World")
skynet.exit()
end)
|
local L = BigWigs:NewBossLocale("Ahn'kahet Trash", "ptBR")
if not L then return end
if L then
L.spellflinger = "Sortílego Ahn'kahar"
L.eye = "Olho de Taldaram"
L.darkcaster = "Taumaturgo do Crepúsculo"
end
|
local path = (...):sub(1, #(...) - #(".Framework"))
|
function widget:GetInfo()
return {
name = "Metalspot Finder",
desc = "Finds metal spots for other widgets",
author = "Niobium",
version = "v1.1",
date = "November 2010",
license = "GNU GPL, v2 or later",
layer = -30000,
enabled = true
}
end
------------------------------------------------------------
-- Config
------------------------------------------------------------
local gridSize = 16 -- Resolution of metal map
local buildGridSize = 8 -- Resolution of build positions
------------------------------------------------------------
-- Speedups
------------------------------------------------------------
local min, max = math.min, math.max
local floor, ceil = math.floor, math.ceil
local sqrt = math.sqrt
local huge = math.huge
local spGetGroundInfo = Spring.GetGroundInfo
local spGetGroundHeight = Spring.GetGroundHeight
local spTestBuildOrder = Spring.TestBuildOrder
local extractorRadius = Game.extractorRadius
local extractorRadiusSqr = extractorRadius * extractorRadius
local buildmapSizeX = Game.mapSizeX - buildGridSize
local buildmapSizeZ = Game.mapSizeZ - buildGridSize
local buildmapStartX = buildGridSize
local buildmapStartZ = buildGridSize
local metalmapSizeX = Game.mapSizeX - 1.5 * gridSize
local metalmapSizeZ = Game.mapSizeZ - 1.5 * gridSize
local metalmapStartX = 1.5 * gridSize
local metalmapStartZ = 1.5 * gridSize
------------------------------------------------------------
-- Callins
------------------------------------------------------------
function widget:Initialize()
WG.metalSpots = GetSpots()
WG.GetMexPositions = GetMexPositions
WG.IsMexPositionValid = IsMexPositionValid
widgetHandler:RemoveWidget(self)
end
------------------------------------------------------------
-- Shared functions
------------------------------------------------------------
function GetMexPositions(spot, uDefID, facing, testBuild)
local positions = {}
local xoff, zoff
local uDef = UnitDefs[uDefID]
if facing == 0 or facing == 2 then
xoff = (4 * uDef.xsize) % 16
zoff = (4 * uDef.zsize) % 16
else
xoff = (4 * uDef.zsize) % 16
zoff = (4 * uDef.xsize) % 16
end
if not spot.validLeft then
GetValidStrips(spot)
end
local validLeft = spot.validLeft
local validRight = spot.validRight
for z, vLeft in pairs(validLeft) do
if z % 16 == zoff then
for x = gridSize * ceil((vLeft + xoff) / gridSize) - xoff,
gridSize * floor((validRight[z] + xoff) / gridSize) - xoff,
gridSize do
local y = spGetGroundHeight(x, z)
if not (testBuild and spTestBuildOrder(uDefID, x, y, z, facing) == 0) then
positions[#positions + 1] = {x, y, z}
end
end
end
end
return positions
end
function IsMexPositionValid(spot, x, z)
if z <= spot.maxZ - extractorRadius or
z >= spot.minZ + extractorRadius then -- Test for metal being included is dist < extractorRadius
return false
end
local sLeft, sRight = spot.left, spot.right
for sz = spot.minZ, spot.maxZ, gridSize do
local dz = sz - z
local maxXOffset = sqrt(extractorRadiusSqr - dz * dz) -- Test for metal being included is dist < extractorRadius
if x <= sRight[sz] - maxXOffset or
x >= sLeft[sz] + maxXOffset then
return false
end
end
return true
end
------------------------------------------------------------
-- Mex finding
------------------------------------------------------------
function GetSpots()
-- Main group collection
local uniqueGroups = {}
-- Strip info
local nStrips = 0
local stripLeft = {}
local stripRight = {}
local stripGroup = {}
-- Indexes
local aboveIdx
local workingIdx
-- Strip processing function (To avoid some code duplication)
local function DoStrip(x1, x2, z, worth)
local assignedTo
for i = aboveIdx, workingIdx - 1 do
if stripLeft[i] > x2 + gridSize then
break
elseif stripRight[i] + gridSize >= x1 then
local matchGroup = stripGroup[i]
if assignedTo then
if matchGroup ~= assignedTo then
for iz = matchGroup.minZ, assignedTo.minZ - gridSize, gridSize do
assignedTo.left[iz] = matchGroup.left[iz]
end
for iz = matchGroup.minZ, matchGroup.maxZ, gridSize do
assignedTo.right[iz] = matchGroup.right[iz]
end
if matchGroup.minZ < assignedTo.minZ then
assignedTo.minZ = matchGroup.minZ
end
assignedTo.maxZ = z
assignedTo.worth = assignedTo.worth + matchGroup.worth
uniqueGroups[matchGroup] = nil
end
else
assignedTo = matchGroup
assignedTo.left[z] = assignedTo.left[z] or x1 -- Only accept the first
assignedTo.right[z] = x2 -- Repeated overwrite gives us result we want
assignedTo.maxZ = z -- Repeated overwrite gives us result we want
assignedTo.worth = assignedTo.worth + worth
end
else
aboveIdx = aboveIdx + 1
end
end
nStrips = nStrips + 1
stripLeft[nStrips] = x1
stripRight[nStrips] = x2
if assignedTo then
stripGroup[nStrips] = assignedTo
else
local newGroup = {
left = {[z] = x1},
right = {[z] = x2},
minZ = z,
maxZ = z,
worth = worth
}
stripGroup[nStrips] = newGroup
uniqueGroups[newGroup] = true
end
end
-- Strip finding
workingIdx = huge
for mz = metalmapStartX, metalmapSizeZ, gridSize do
aboveIdx = workingIdx
workingIdx = nStrips + 1
local stripStart = nil
local stripWorth = 0
for mx = metalmapStartZ, metalmapSizeX, gridSize do
local _, _, groundMetal = spGetGroundInfo(mx, mz)
if groundMetal > 0 then
stripStart = stripStart or mx
stripWorth = stripWorth + groundMetal
elseif stripStart then
DoStrip(stripStart, mx - gridSize, mz, stripWorth)
stripStart = nil
stripWorth = 0
end
end
if stripStart then
DoStrip(stripStart, metalmapSizeX, mz, stripWorth)
end
end
-- Final processing
local spots = {}
for g, _ in pairs(uniqueGroups) do
local gMinX, gMaxX = huge, -1
local gLeft, gRight = g.left, g.right
for iz = g.minZ, g.maxZ, gridSize do
if gLeft[iz] < gMinX then gMinX = gLeft[iz] end
if gRight[iz] > gMaxX then gMaxX = gRight[iz] end
end
g.minX = gMinX
g.maxX = gMaxX
g.x = (gMinX + gMaxX) * 0.5
g.z = (g.minZ + g.maxZ) * 0.5
g.y = spGetGroundHeight(g.x, g.z)
spots[#spots + 1] = g
end
return spots
end
function GetValidStrips(spot)
local sMinZ, sMaxZ = spot.minZ, spot.maxZ
local sLeft, sRight = spot.left, spot.right
local validLeft = {}
local validRight = {}
local maxZOffset = buildGridSize * ceil(extractorRadius / buildGridSize - 1)
for mz = max(sMaxZ - maxZOffset, buildmapStartZ), min(sMinZ + maxZOffset, buildmapSizeZ), buildGridSize do
local vLeft, vRight = buildmapStartX, buildmapSizeX
for sz = sMinZ, sMaxZ, gridSize do
local dz = sz - mz
local maxXOffset = buildGridSize * ceil(sqrt(extractorRadiusSqr - dz * dz) / buildGridSize - 1) -- Test for metal being included is dist < extractorRadius
local left, right = sRight[sz] - maxXOffset, sLeft[sz] + maxXOffset
if left > vLeft then vLeft = left end
if right < vRight then vRight = right end
end
validLeft[mz] = vLeft
validRight[mz] = vRight
end
spot.validLeft = validLeft
spot.validRight = validRight
end
|
Locales['br'] = {
['Discord do servidor'] = 'Discord do servidor',
['Site do Servidor'] = 'Site do servidor',
['Servidor'] = 'Servidor',
} |
for i = 1, #KEYS-1 do
local has = redis.call("sismember", KEYS[i], ARGV[1])
if has == 1 then return KEYS[i] == KEYS[#KEYS] end
end
redis.call("sadd", KEYS[#KEYS], ARGV[1])
return true
|
--Copyright (C) 2010 <SWGEmu>
--This File is part of Core3.
--This program is free software; you can redistribute
--it and/or modify it under the terms of the GNU Lesser
--General Public License as published by the Free Software
--Foundation; either version 2 of the License,
--or (at your option) any later version.
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
--See the GNU Lesser General Public License for
--more details.
--You should have received a copy of the GNU Lesser General
--Public License along with this program; if not, write to
--the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
--Linking Engine3 statically or dynamically with other modules
--is making a combined work based on Engine3.
--Thus, the terms and conditions of the GNU Lesser General Public License
--cover the whole combination.
--In addition, as a special exception, the copyright holders of Engine3
--give you permission to combine Engine3 program with free software
--programs or libraries that are released under the GNU LGPL and with
--code included in the standard release of Core3 under the GNU LGPL
--license (or modified versions of such code, with unchanged license).
--You may copy and distribute such a system following the terms of the
--GNU LGPL for Engine3 and the licenses of the other code concerned,
--provided that you include the source code of that other code when
--and as the GNU LGPL requires distribution of source code.
--Note that people who make modified versions of Engine3 are not obligated
--to grant this special exception for their modified versions;
--it is their choice whether to do so. The GNU Lesser General Public License
--gives permission to release a modified version without this exception;
--this exception also makes it possible to release a modified version
--Children folder includes
-- Server Objects
includeFile("tangible/loot/collectible/collectible_parts/blue_rug_adhesive.lua")
includeFile("tangible/loot/collectible/collectible_parts/blue_rug_dye.lua")
includeFile("tangible/loot/collectible/collectible_parts/blue_rug_patches.lua")
includeFile("tangible/loot/collectible/collectible_parts/blue_rug_thread_01.lua")
includeFile("tangible/loot/collectible/collectible_parts/blue_rug_thread_02.lua")
includeFile("tangible/loot/collectible/collectible_parts/blue_rug_thread_03.lua")
includeFile("tangible/loot/collectible/collectible_parts/blue_rug_thread_04.lua")
includeFile("tangible/loot/collectible/collectible_parts/blue_rug_thread_05.lua")
includeFile("tangible/loot/collectible/collectible_parts/blue_rug_thread_06.lua")
includeFile("tangible/loot/collectible/collectible_parts/blue_rug_thread_07.lua")
includeFile("tangible/loot/collectible/collectible_parts/fs_tracking_device_assembly_bracket_01.lua")
includeFile("tangible/loot/collectible/collectible_parts/fs_tracking_device_assembly_bracket_02.lua")
includeFile("tangible/loot/collectible/collectible_parts/fs_tracking_device_assembly_bracket_03.lua")
includeFile("tangible/loot/collectible/collectible_parts/fs_tracking_device_case_01.lua")
includeFile("tangible/loot/collectible/collectible_parts/fs_tracking_device_case_02.lua")
includeFile("tangible/loot/collectible/collectible_parts/fs_tracking_device_case_03.lua")
includeFile("tangible/loot/collectible/collectible_parts/gong_adhesive.lua")
includeFile("tangible/loot/collectible/collectible_parts/gong_skin_back.lua")
includeFile("tangible/loot/collectible/collectible_parts/gong_skin_front.lua")
includeFile("tangible/loot/collectible/collectible_parts/gong_structure_01.lua")
includeFile("tangible/loot/collectible/collectible_parts/gong_structure_02.lua")
includeFile("tangible/loot/collectible/collectible_parts/gong_structure_03.lua")
includeFile("tangible/loot/collectible/collectible_parts/gong_structure_04.lua")
includeFile("tangible/loot/collectible/collectible_parts/gong_structure_05.lua")
includeFile("tangible/loot/collectible/collectible_parts/gong_structure_06.lua")
includeFile("tangible/loot/collectible/collectible_parts/gong_structure_07.lua")
includeFile("tangible/loot/collectible/collectible_parts/light_table_adhesive.lua")
includeFile("tangible/loot/collectible/collectible_parts/light_table_glasstop_01.lua")
includeFile("tangible/loot/collectible/collectible_parts/light_table_glasstop_02.lua")
includeFile("tangible/loot/collectible/collectible_parts/light_table_structure_01.lua")
includeFile("tangible/loot/collectible/collectible_parts/light_table_structure_02.lua")
includeFile("tangible/loot/collectible/collectible_parts/light_table_structure_03.lua")
includeFile("tangible/loot/collectible/collectible_parts/light_table_structure_04.lua")
includeFile("tangible/loot/collectible/collectible_parts/light_table_structure_05.lua")
includeFile("tangible/loot/collectible/collectible_parts/light_table_structure_06.lua")
includeFile("tangible/loot/collectible/collectible_parts/light_table_structure_07.lua")
includeFile("tangible/loot/collectible/collectible_parts/orange_rug_adhesive.lua")
includeFile("tangible/loot/collectible/collectible_parts/orange_rug_dye.lua")
includeFile("tangible/loot/collectible/collectible_parts/orange_rug_patches.lua")
includeFile("tangible/loot/collectible/collectible_parts/orange_rug_thread_01.lua")
includeFile("tangible/loot/collectible/collectible_parts/orange_rug_thread_02.lua")
includeFile("tangible/loot/collectible/collectible_parts/orange_rug_thread_03.lua")
includeFile("tangible/loot/collectible/collectible_parts/orange_rug_thread_04.lua")
includeFile("tangible/loot/collectible/collectible_parts/orange_rug_thread_05.lua")
includeFile("tangible/loot/collectible/collectible_parts/orange_rug_thread_06.lua")
includeFile("tangible/loot/collectible/collectible_parts/orange_rug_thread_07.lua")
includeFile("tangible/loot/collectible/collectible_parts/sculpture_adhesive.lua")
includeFile("tangible/loot/collectible/collectible_parts/sculpture_goldinlay_01.lua")
includeFile("tangible/loot/collectible/collectible_parts/sculpture_goldinlay_02.lua")
includeFile("tangible/loot/collectible/collectible_parts/sculpture_structure_01.lua")
includeFile("tangible/loot/collectible/collectible_parts/sculpture_structure_02.lua")
includeFile("tangible/loot/collectible/collectible_parts/sculpture_structure_03.lua")
includeFile("tangible/loot/collectible/collectible_parts/sculpture_structure_04.lua")
includeFile("tangible/loot/collectible/collectible_parts/sculpture_structure_05.lua")
includeFile("tangible/loot/collectible/collectible_parts/sculpture_structure_06.lua")
includeFile("tangible/loot/collectible/collectible_parts/sculpture_structure_07.lua")
|
-- Retrieve the project name
newoption { trigger = "projectname", description = "Name of the generated project" }
local projectName = _OPTIONS["projectname"]
if projectName == nil then print("The project name was not specified! --projectname=YourApplication") os.exit(1) end
if projectName == "BatteryEngine" then print("The project cannot be named 'BatteryEngine'!") os.exit(1) end
-- Main Solution
workspace (projectName)
configurations { "Debug", "Release", "Deploy" }
platforms { "x64" }
defaultplatform "x64"
startproject (projectName)
-- The BatteryEngine Subproject
batteryIncludeDirs = {}
batteryLinkFiles = {}
include "modules/BatteryEngine" -- Import the BatteryEngine's premake5.lua
-- Actual application project
project (projectName)
language "C++"
cppdialect "C++17"
staticruntime "on"
location "build"
targetname (projectName)
targetdir "bin"
system "Windows"
entrypoint "mainCRTStartup"
architecture "x86_64"
pchheader "pch.h"
pchsource "src/pch.cpp"
-- Configuration filters are active up to the next filter statement
-- Indentation is purely visual
filter "configurations:Debug"
defines { "DEBUG", "_DEBUG", "NDEPLOY", "ALLEGRO_STATICLINK" }
kind "ConsoleApp"
runtime "Debug"
symbols "On"
linkoptions { '/NODEFAULTLIB:libcmt.lib', '/NODEFAULTLIB:msvcrt.lib', '/NODEFAULTLIB:msvcrtd.lib' }
filter "configurations:Release"
defines { "NDEBUG", "NDEPLOY", "ALLEGRO_STATICLINK" }
kind "ConsoleApp"
runtime "Release"
optimize "On"
linkoptions { '/NODEFAULTLIB:libcmtd.lib', '/NODEFAULTLIB:msvcrt.lib', '/NODEFAULTLIB:msvcrtd.lib' }
filter "configurations:Deploy"
defines { "NDEBUG", "DEPLOY", "ALLEGRO_STATICLINK" }
kind "WindowedApp"
runtime "Release"
optimize "On"
linkoptions { '/NODEFAULTLIB:libcmtd.lib', '/NODEFAULTLIB:msvcrt.lib', '/NODEFAULTLIB:msvcrtd.lib' }
filter {}
-- Include directories for the compiler
includedirs { "include" }
-- Main source files (all files in the project view)
files { "include/**" }
files { "src/**" }
-- Load the BatteryEngine dependency
dependson("BatteryEngine");
includedirs { batteryIncludeDirs }
links { batteryLinkFiles }
--linkoptions { "/IGNORE:4099" } -- Ignore warning that no .pdb file is found for debugging
|
-- helper file to be able to debug the simple menu on PC
-- without messing around with actual menu code!
PLATFORM="Android"
dofile("builtin/mainmenu/init.lua")
|
my_table = {}
my_table.sub = {}
function my_table.sub.change_owner_and_spawn_stuff(planet)
planet.Change_Owner(Find_Player("Empire"))
Spawn_Unit(Find_Object_Type("Star_Destroyer"), planet, Find_Player("Empire"))
end |
local COLOR = FindMetaTable("Color")
-- negate a color/return the opposite of a color
function COLOR:Negate()
return Color( 255 - self.r, 255 - self.g, 255 - self.b, self.a )
end
--increment/decrement a color
function COLOR:Increment( am )
return Color( self.r + am, self.g + am, self.b + am, self.a )
end
-- random color with optional alpha declaration
function randomColor( al )
return Color( math.random( 0, 255 ), math.random( 0, 255 ), math.random( 0, 255 ), al or 255 )
end
|
--data.lua
require("calcui-prototypes")
require("calcui-styles")
require("calcui-hotkey") |
--- === WindowManager ===
---
--- Moves and resizes windows.
--- Features:
--- * Every window can be resized to be a quarter, half or the whole of the screen.
--- * Every window can be positioned anywhere on the screen, WITHIN the constraints of a grid. The grids are 1x1, 2x2 and 4x4 for maximized, half-sized and quarter-sized windows, respectively.
--- * Any given window can be cycled through all sizes and locations with just 4 keys. For example: northwest quarter → northeast quarter → right half ↓ southeast quarter ↓ bottom half ↓ full-screen.
local Window = require("hs.window")
local Screen = require("hs.screen")
local Geometry = require("hs.geometry")
local Spoons = require("hs.spoons")
local obj = {}
obj.__index = obj
obj.name = "WindowManager"
obj.version = "1.0"
obj.author = "roeybiran <roeybiran@icloud.com>"
obj.homepage = "https://github.com/Hammerspoon/Spoons"
obj.license = "MIT - https://opensource.org/licenses/MIT"
-- second window resize suggestion a-la Windows
-- TODO
-- obj.overlay = {
-- fill = Drawing.rectangle({0, 0, 0, 0}):setLevel(Drawing.windowLevels["_MaximumWindowLevelKey"]):setFill(true):setFillColor(
-- getSystemBlueColor()
-- ):setAlpha(0.2):setRoundedRectRadii(3, 3),
-- stroke = Drawing.rectangle({0, 0, 0, 0}):setLevel(Drawing.windowLevels["_MaximumWindowLevelKey"]):setFill(false):setStrokeWidth(
-- 15
-- ):setStrokeColor(getSystemBlueColor()):setStroke(true):setRoundedRectRadii(3, 3),
-- show = function(dimensions)
-- for _, v in ipairs({obj.overlay.fill, obj.overlay.stroke}) do
-- if v and v.hide then
-- v:setFrame(dimensions):show(0.2)
-- end
-- end
-- end,
-- hide = function()
-- for _, v in ipairs({obj.overlay.fill, obj.overlay.stroke}) do
-- if v and v.hide then
-- v:setFrame({0, 0, 0, 0}):hide(0.2)
-- end
-- end
-- end
-- }
-- local function getSystemBlueColor()
-- return Drawing.color.lists()["System"]["systemBlueColor"]
-- end
-- hs.timer.doAfter(0.5, function() tabBind:disable() end)
-- end
local mainScreen = Screen.mainScreen()
local usableFrame = mainScreen:frame()
local menuBarHeight = mainScreen:fullFrame().h - usableFrame.h
local minX = 0
local midX = usableFrame.w / 2
local maxX = usableFrame.w
local minY = usableFrame.y -- not a simple zero because of the menu bar
local midY = usableFrame.h / 2
local maxY = usableFrame.h
local possibleCells = {
northWest = {
rect = Geometry.rect({minX, minY, midX, midY}),
onLeft = "west",
onRight = "northEast",
onUp = "north",
onDown = "southWest"
},
northEast = {
rect = Geometry.rect({midX, minY, midX, midY}),
onLeft = "northWest",
onRight = "east",
onUp = "north",
onDown = "southEast"
},
southWest = {
rect = Geometry.rect({minX, midY, midX, midY + menuBarHeight}),
onLeft = "west",
onRight = "southEast",
onUp = "northWest",
onDown = "south"
},
southEast = {
rect = Geometry.rect({midX, midY, midX, midY + menuBarHeight}),
onLeft = "southWest",
onRight = "east",
onUp = "northEast",
onDown = "south"
},
west = {
rect = Geometry.rect({minX, minY, midX, maxY}),
onLeft = "fullScreen",
onRight = "east",
onUp = "northWest",
onDown = "southWest"
},
east = {
rect = Geometry.rect({midX, minY, midX, maxY}),
onLeft = "west",
onRight = "fullScreen",
onUp = "northEast",
onDown = "southEast"
},
south = {
rect = Geometry.rect({minX, midY, maxX, midY + menuBarHeight}),
onLeft = "southWest",
onRight = "southEast",
onUp = "north",
onDown = "fullScreen"
},
north = {
rect = Geometry.rect({minX, minY, maxX, midY}),
onLeft = "northWest",
onRight = "northEast",
onUp = "fullScreen",
onDown = "south"
},
fullScreen = {
rect = Geometry.rect({minX, minY, maxX, maxY}),
onLeft = "west",
onRight = "east",
onUp = "north",
onDown = "south"
}
}
local fallbacks = {Up = "north", Down = "south", Right = "east", Left = "west"}
local function pushToCell(direction)
local frontWindow = Window.frontmostWindow()
local frontWindowFrame = frontWindow:frame()
for _, cellProperties in pairs(possibleCells) do
if frontWindowFrame:equals(cellProperties.rect) then
local targetCellName = cellProperties["on" .. direction]
local targetCell = possibleCells[targetCellName].rect
frontWindow:setFrame(targetCell)
return
end
end
local targetCellName = fallbacks[direction]
frontWindow:setFrame(possibleCells[targetCellName].rect)
end
local function maximize()
local frontWindow = Window.frontmostWindow()
local frontWindowFrame = frontWindow:frame()
if frontWindowFrame:equals(possibleCells.fullScreen.rect) then
frontWindow:setFrame(possibleCells.northWest.rect)
frontWindow:centerOnScreen()
else
frontWindow:setFrame(possibleCells.fullScreen.rect)
end
end
local function center()
Window.frontmostWindow():centerOnScreen()
end
--- WindowManager:bindHotKeys(_mapping)
--- Method
--- This module offers the following functionalities:
--- * `maximize` - maximizes the frontmost window. If it's already maximized, it will be centered and resized to be a quarter of the screen.
--- * `pushLeft` - moves and/or resizes a window towards the left of the screen.
--- * `pushRight` - moves and/or resizes a window towards the right of the screen.
--- * `pushDown` - moves and/or resizes a window towards the bottom of the screen.
--- * `pushUp` - moves and/or resizes a window towards the top of the screen.
--- * `pushLeft` - moves and/or resizes a window towards the left of the screen.
--- * `center` - centers the frontmost window.
--- Parameters:
--- * `_mapping` - A table that conforms to the structure described in the Spoon plugin documentation.
function obj:bindHotKeys(_mapping)
local def = {
maximize = function()
maximize()
end,
pushLeft = function()
pushToCell("Left")
end,
pushRight = function()
pushToCell("Right")
end,
pushDown = function()
pushToCell("Down")
end,
pushUp = function()
pushToCell("Up")
end,
center = function()
center()
end
}
Spoons.bindHotkeysToSpec(def, _mapping)
end
return obj
|
-- This will load the new copy of the library on Unix systems where it's built
-- with libtool.
package.cpath = ".libs/liblua-?.so;" .. package.cpath
local Tmpl = require 'smpltmpl'
local TmplPriv = require 'smpltmpl_priv'
-- File existence testing.
assert(TmplPriv._file_exists("test"), "_file_exists(test)")
assert(not TmplPriv._file_exists("xyzzy"), "_file_exists(xyzzy)")
local proc = Tmpl.new({ dirs = { 'test' } })
local tmpl, code = proc:compile_template('foo')
local tmpl2, code2 = proc:compile_template('foo')
assert(tmpl2 == tmpl)
assert(code2 == nil)
-- Write out compiled template for debugging.
do
local fh = assert(io.open("test/foo.st.lua", "wb"))
fh:write(code)
fh:close()
end
local info = {
hello = "Hello &<world>\"'",
list = { "foo", "bar", "baz" },
}
local out = assert(io.open("test/out.got", "wb"))
tmpl:generate(out, info)
out:close()
|
local context = {}
function context:create()
-- debug options
self.debug = false;
-- get device info
self.device = require("device");
-- initiate Flurry analytics
self:startAnalytics(self.debug);
-- image module initialization
self.img =require("img.img");
self:createDisplayBounds();
-- settings
self.settingsIO = require("io.settingsIO");
self.settings = self.settingsIO.getSettings();
-- increase run count
if(self.settings.runCount) then
self.settings.runCount = self.settings.runCount + 1;
else
self.settings.runCount = 1;
end
-- add canShowRateMeWin if needed
if(self.settings.canShowRateMeWin== nil) then
self.settings.canShowRateMeWin = true;
end
-- save settings to persistent memory
self.settingsIO:persistSettings();
-- sounds
local soundSettings = self.settings.soundSettings --{sound=true, soundVolume = 0.5, music=true, musicVolume=0.3};
self.soundManager = require("sound.soundManager"):create(soundSettings, self.displayBounds);
self.uiConst = require("ui.uiConst");
--self.textSource = require("i18n.textSource"):create("en_us")
self.textSource = require("i18n.textSource"):create(self.settings.language)
if(self.settings.language == nil) then
self:determineLanguage();
end
self.systemEventsHandler = require("systemEventsHandler"):create(self);
-- not tested !!
self:checkGooglePlayLinence();
return self;
end
function context:createDisplayBounds()
-- calc display bounds
local displayBounds = {
minX=display.screenOriginX ,
minY= display.screenOriginY,
maxX=display.viewableContentWidth + math.abs(display.screenOriginX),--display.contentWidth+math.abs(display.screenOriginX),
maxY=display.viewableContentHeight + math.abs(display.screenOriginY)--display.contentHeight + math.abs(display.screenOriginY)
};
displayBounds.width = displayBounds.maxX - displayBounds.minX;
displayBounds.height = displayBounds.maxY - displayBounds.minY;
displayBounds.centerX = displayBounds.minX + displayBounds.width*0.5;
displayBounds.centerY = displayBounds.minY + displayBounds.height*0.5;
self.displayBounds = displayBounds;
end
function context:determineLanguage()
local prefLanguage = system.getPreference( "locale", "language");
--system.getPreference( "ui", "language" ))
if(type(prefLanguage) ~= "string") then
return;
end
prefLanguage = string.lower(prefLanguage);
--prefLanguage = " čeština (česká republika)"
--print("pref lang: " .. prefLanguage)
local langCode = nil
local find = string.find;
if( find(prefLanguage,"en",1,true) or find(prefLanguage,"english",1,true))then
langCode = "en_us";
elseif(find(prefLanguage,"cz",1,true) or find(prefLanguage, "cs",1,true) or
find(prefLanguage,"czech",1,true) or find(prefLanguage,"čeština",1,true))then
langCode = "cs_cz";
end
if(langCode) then
print("detected language: " .. langCode )
self:setLanguage(langCode);
--else
-- print("Language not recognized automatically.")
end
end
function context:setLanguage(langCode)
--print("language set to:".. langCode);
self.settings.language = langCode;
self.textSource:setLanguage(langCode);
-- save settings to persistent memory
self.settingsIO:persistSettings();
end
function context:startAnalytics(devel)
local appKey = nil;
local device = self.device;
-- true only in the Corona Simulator not for example in Xcode iOS Simulator or Android emulator or and Windows Phone emulator
if(device.isSimulator) then
--print("no analytics in simulator ...")
return;
end
-- get platform name name
---local platformName = system.getInfo( "platformName" );
if( device.isApple) then
if(devel) then
appKey = nil;
else
appKey = "supply-key-of-your-own"; -- Diptera iOS key
end
elseif(device.isGoogle) then
if(devel) then
appKey = "supply-key-of-your-own"; -- Android development project key
else
appKey = "supply-key-of-your-own"; -- Diptera android key
end
end
if(appKey) then
local analytics = require "analytics";
self.analytics = analytics;
analytics.init( appKey );
end
end
function context:analyticslogEvent(eventName, params)
if(not self.analytics) then
return; -- analytics off
end
self.analytics.logEvent( eventName, params );
end
function context:checkGooglePlayLinence()
-- check licensing
local device = require("device");
if(device.isSimulator) then
return;
end
if(device.isGoogle) then
local licensing = require( "licensing" )
licensing.init( "google" )
local function licensingListener( event )
local verified = event.isVerified
if not verified then
--failed verify app from the play store, we print a message
--print( "Pirates: Walk the Plank!!!" )
--native.requestExit() --assuming this is how we handle pirates
if self.analytics then
self.analytics.logEvent("failed to verify licence");
end
end
end
licensing.verify( licensingListener )
end
end
return context;
|
vim.g.translator_default_engines = { "bing", "youdao", "haici" }
vim.g.translator_window_type = "preview"
|
--#selene: allow(unused_variable)
--[[
kinda complex reactive graph, stress test.
]]
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Fusion = require(ReplicatedStorage.DevPackages.Fusion)
local ReactiveGraph = require(ReplicatedStorage.DevPackages.ReactiveGraph)
local FusionState = Fusion.State
local ReactiveGraphState = ReactiveGraph.State
local Computed = Fusion.Computed
local StaticEffect = ReactiveGraph.StaticEffect
return {
ParameterGenerator = function()
return math.random(), math.random(), math.random()
end;
Functions = {
Fusion = function(Profiler: BenchmarkerProfiler, value1: number, value2: number, value3: number)
local state1 = FusionState(value1)
local state2 = FusionState(value2)
local state3 = FusionState(value3)
local effect1 = Computed(function()
return state1:get() + 1
end)
local effect2 = Computed(function()
return effect1:get() + state2:get()
end)
local effect3 = Computed(function()
return effect2:get() + effect1:get() + state3:get()
end)
for _ = 1, 128 do
value1 += 1
value2 += 1
value3 += 1
state1:set(value1)
state2:set(value2)
state3:set(value3)
effect3:get()
end
end;
ReactiveGraph = function(Profiler: BenchmarkerProfiler, value1: number, value2: number, value3: number)
local state1 = ReactiveGraphState(value1)
local state2 = ReactiveGraphState(value2)
local state3 = ReactiveGraphState(value3)
local effect1 = StaticEffect(function()
return state1:get() + 1
end)
local effect2 = StaticEffect(function()
return effect1:get() + state2:get() + 1
end)
local effect3 = StaticEffect(function()
return effect2:get() + effect1:get() + state3:get() + 1
end)
for _ = 1, 128 do
value1 += 1
value2 += 1
value3 += 1
state1:set(value1)
state2:set(value2)
state3:set(value3)
effect3:get()
end
end;
};
}
|
--!nonstrict
--[[
Constructs a new state object which can listen for updates on another state
object.
FIXME: enabling strict types here causes free types to leak
]]
local runService = game:GetService("RunService")
-- Used to create a tunnel between client and server
local src = script.Parent.Parent
local packages = src.Parent
local maidConstructor = require(packages:WaitForChild("maid"))
local Observe = require(src.State.Observe)
local remotes = game.ReplicatedStorage:FindFirstChild("FusionRemotes")
if not remotes then
if runService:IsClient() then
remotes = game.ReplicatedStorage:WaitForChild("FusionRemotes")
else
remotes = Instance.new("Folder", game.ReplicatedStorage)
remotes.Name = "FusionRemotes"
end
end
function getRemoteEvent(key, clientWaitDuration)
if runService:IsClient() then
return remotes:WaitForChild(key, clientWaitDuration)
else
if remotes:FindFirstChild(key) then
return remotes:FindFirstChild(key)
else
local newRemote = Instance.new("RemoteEvent", remotes)
newRemote.Name = key
return newRemote
end
end
end
local fusion = script.Parent.Parent
local PubTypes = require(fusion.PubTypes)
local Types = require(fusion.Types)
local initDependency = require(fusion.Dependencies.initDependency)
type Set<T> = {[T]: any}
local class = {}
local CLASS_METATABLE = {__index = class}
-- Table used to hold Observe objects in memory.
local strongRefs: Set<Types.Observe> = {}
--[[
Called when the watched state changes value.
]]
function class:Fire()
local t = tick()
if t - self._lastFire < 1/self._rate then
return
end
self._lastFire = t
local event = getRemoteEvent(self._key)
local value = self._state:get()
if runService:IsServer() then
if self._player then
event:FireClient(self._player, value)
else
event:FireAllClients(value)
end
else
event:FireServer(value)
end
end
function class:fire()
return self:Fire()
end
function class:Destroy(destroyValue: boolean)
if destroyValue then
if self._value ~= nil and (type(self._value) == "table" or typeof(self._value) == "Instance") then
if self._value.Destroy then
self._value:Destroy()
end
end
end
if self._Maid then
self._Maid:Destroy()
end
for k, v in pairs(self) do
self[k] = nil
end
setmetatable(self, nil)
end
function class:update(): boolean
self:fire()
return false
end
local function Transmit(watchedState, key: string, lockedPlayer: Player | nil, rate: number | nil)
-- print("I")
if runService:IsClient() then
lockedPlayer = game.Players.LocalPlayer
end
local self = setmetatable({
type = "State",
kind = "Transmit",
dependencySet = {[watchedState] = true},
dependentSet = {},
_lastFire = 0,
_Maid = maidConstructor.new(),
_state = watchedState,
_player = lockedPlayer,
_key = key,
_rate = rate or 40,
_changeListeners = {},
_numChangeListeners = 0,
_cleanUp = false, --whether it cleans up old value when changing it
}, CLASS_METATABLE)
-- print("II")
local event = getRemoteEvent(self._key)
-- print("III")
if runService:IsClient() then
self._Maid:GiveTask(event.OnClientEvent:Connect(function(newVal)
self:Fire()
end))
else
self._Maid:GiveTask(event.OnServerEvent:Connect(function(plr, newVal)
if self._player == nil or self._player == plr then
self:Fire()
end
end))
end
self._Maid:GiveTask(Observe(watchedState):Connect(function()
self:Fire()
end))
-- print("IV")
initDependency(self)
-- print("V")
return self
end
return Transmit |
local PANEL = {}
function PANEL:Init()
local scrw, scrh = ScrW(), ScrH()
self.player_list = vgui.create('DListView', self)
self.player_list:DockMargin(4, 4, 2, 4)
self.player_list:Dock(LEFT)
self.player_list:AddColumn(t'ui.admin.players')
self.player_list:SetWide(scrw / 6)
for k, v in ipairs(player.all()) do
self.player_list:AddLine(v:steam_name(true)..' ('..v:name(true)..')').player = v
end
self.player_list.OnRowSelected = function(list, index, panel)
if self:get_player() != panel.player then
self:set_player(panel.player)
end
end
self.player_info = vgui.create('fl_player_info', self)
self.player_info:SetVisible(false)
self.perm_editor = vgui.create('fl_permissions_editor', self)
self.perm_editor:SetVisible(false)
end
function PANEL:on_opened()
local scrw, scrh = ScrW(), ScrH()
self.player_info:DockMargin(2, 4, 4, 2)
self.player_info:Dock(TOP)
self.player_info:SetTall(scrh / 6)
self.perm_editor:DockMargin(2, 2, 4, 4)
self.perm_editor:Dock(FILL)
self.perm_editor:SetSize(self:GetWide() - self.player_list:GetWide() - 12, self:GetTall() - self.player_info:GetTall() - 12)
end
function PANEL:set_player(player)
if !self:get_player() then
self.player_info:SetVisible(true)
self.perm_editor:SetVisible(true)
end
self.active_player = player
self.player_info:set_player(player)
self.perm_editor:set_player(player)
end
function PANEL:get_player()
return self.active_player
end
vgui.Register('fl_player_management', PANEL, 'fl_base_panel')
PANEL = {}
function PANEL:Init()
self.avatar = vgui.create('fl_avatar_panel', self)
self.name_label = vgui.create('DLabel', self)
self.name_label:SetFont(Theme.get_font('text_normal_large'))
self.name_label:SetTextColor(color_white)
self.role_label = vgui.create('DLabel', self)
self.role_label:SetFont(Theme.get_font('text_normal'))
self.role_label:SetTextColor(color_white)
self.role_edit = vgui.create('fl_button', self)
self.role_edit:set_icon('fa-edit')
self.role_edit:set_centered(true)
self.role_edit:SetDrawBackground(false)
self.role_edit.DoClick = function(btn)
local selector = vgui.create('fl_selector')
selector:set_title(t'ui.admin.selector.title')
selector:set_text(t'ui.admin.selector.message')
selector:set_value(t'ui.admin.selector.roles')
for k, v in pairs(Bolt:get_roles()) do
selector:add_choice(v.name, function()
Cable.send('fl_bolt_set_role', self.player, v.role_id)
timer.simple(0.05, function()
self:rebuild()
end)
end)
end
end
end
function PANEL:PerformLayout(w, h)
self.avatar:SetSize(h - 16, h - 16)
self.avatar:SetPos(w - self.avatar:GetWide() - 8, 8)
self.name_label:SetPos(4, 4)
self.role_label:SetPos(4, 4 + self.name_label:GetTall())
self.role_edit:set_icon_size(self.role_label:GetTall())
self.role_edit:SetSize(self.role_label:GetTall(), self.role_label:GetTall())
self.role_edit:SetPos(8 + self.role_label:GetWide(), 4 + self.name_label:GetTall())
end
function PANEL:set_player(player)
self.player = player
self:rebuild()
end
function PANEL:rebuild()
local player = self.player
self.avatar:set_player(player, 128)
self.name_label:SetText(player:steam_name(true)..' ('..player:name(true)..')')
self.name_label:SizeToContents()
self.role_label:SetText(t'ui.admin.role'..': '..player:GetUserGroup():upper())
self.role_label:SizeToContents()
self:InvalidateLayout()
end
vgui.Register('fl_player_info', PANEL, 'fl_base_panel')
|
--[===[
This file is part of https://github.com/MarcGamesons/factoriomod-cheaper-landfill which is released under MIT License.
Go to https://opensource.org/licenses/MIT for full license details.
===
For support open a new issue at https://github.com/MarcGamesons/factoriomod-cheaper-landfill/issues/new or visit https://forums.factorio.com/viewtopic.php?f=93&t=44991.
]===]
data:extend({
{
type = "bool-setting",
name = "cheaper-landfill-enabled",
setting_type = "startup",
default_value = true
},
{
type = "int-setting",
name = "cheaper-landfill-stone-cost",
setting_type = "startup",
minimum_value = 1,
default_value = 20
},
{
type = "int-setting",
name = "cheaper-landfill-crafted-amount",
setting_type = "startup",
minimum_value = 1,
default_value = 20
}
})
|
Player = baseCharacter:new()
function Player:load()
baseCharacter.load(self, {
scale = 0.035 * utils.vh,
xCenter = 20 * utils.vw, -- uhh vai ter q calcular como q fica certo antes era 15.5 * utils.vw
yCenter = love.graphics.getHeight() / 2,
})
-- flap sound
self.flap = love.audio.newSource("assets/wing-flap.wav", "static")
self.flap:setVolume(0.5)
self.shape = shapes.newPolygonShape(
self.x, self.y,
self.x + self.width * 0.85, self.y,
self.x + self.width * 0.85, self.y + self.height * 0.775,
self.x, self.y + self.height * 0.775
)
end
function Player:update(dt)
objectGravity(Player, dt)
self:playerScreenCollision()
self:playerCoinCollision()
self.shape:moveTo(self.x + self.width / 2, self.y + self.height * 0.775 / 2)
if not self.wings.isAnimating then
self:animateWings()
end
if gameState:getName() == "classic" then
objectRotation(Player, dt)
self.shape:setRotation(self.rotation)
self:playerObstacleCollision()
elseif gameState:getName() == "gameOver" then
self.crying.currentTime = self.crying.currentTime + dt
if self.crying.currentTime >= self.crying.duration then
self.crying.currentTime = math.fmod(self.crying.currentTime, self.crying.duration)
end
end
end
function objectGravity(object, dt)
object.ySpeed = object.ySpeed + object.yAcceleration * dt
object.y = object.y + object.ySpeed * dt
end
function objectRotation(object, dt)
object.rotationSpeed = object.rotationSpeed + object.rotationAcceleration * dt
object.rotation = clamp(-math.pi / 4, object.rotation + object.rotationSpeed * dt, math.pi / 2)
if Player.rotation == (-math.pi / 4) then
Player.rotationSpeed = math.max(-1.5, Player.rotationSpeed)
end
end
function Player:reset()
self.rotation = 0
self.y = love.graphics.getHeight() / 2 - self.height / 2
self.ySpeed = -3 * utils.vh -- 20
self.rotationSpeed = 0
end
function Player:playerScreenCollision()
if Player.y <= 0 then
Player.y = 0
Player.ySpeed = 0
elseif Player.y + Player.height >= love.graphics.getHeight() then
Player.y = love.graphics.getHeight() - Player.height
GameOver:gameOver()
end
end
function Player:changesColor(color)
self.changeColorShader = newColoredPlayerShader(color)
end
function Player:draw()
local crying = gameState:getName() == "gameOver"
self:drawPlayerModel(crying)
end
function Player:jump()
self.flap:stop()
self.flap:play()
Player.ySpeed = -52 * utils.vh -- -375
Player.rotationSpeed = -2.5
end
function Player:updateWings()
self.wings.front.rotation = self.rotation + self.animationRotation
self.wings.back.rotation = self.rotation + self.animationRotation
end
function Player:animateWings()
if self.ySpeed <= 0 then
self.wings.isAnimating = true
Timer.after(0.1, function()
self.wings.back.rotation = math.pi / 6
self.wings.front.rotation = math.pi / 6
Timer.after(0.1, function()
self.wings.back.rotation = 0
self.wings.front.rotation = 0
Timer.after(0.1, function()
self.wings.back.rotation = -math.pi / 6
self.wings.front.rotation = -math.pi / 6
Timer.after(0.1, function()
self.wings.back.rotation = 0
self.wings.front.rotation = 0
self.wings.isAnimating = false
end)
end)
end)
end)
else
self.wings.isAnimating = false
end
end
function Player:playerObstacleCollision()
for i, obstacle in ipairs(obstacles.obstacles) do
if Obstacle.checkObstacleCollision(Player, obstacle) then
GameOver:gameOver()
end
end
end
function Player:playerCoinCollision()
for i, coin in ipairs(Coin.coins) do
return Coin:checkCoinCollision(Player, i, coin)
end
end
|
return function()
local class = require(script.Parent)
it("should create a unique new table", function()
local Class = class("Class")
expect(Class).to.be.a("table")
expect(Class).to.never.equal(class("Foo"))
end)
it("should error when a name isn't supplied", function()
expect(function()
class()
end).to.throw()
end)
it("should instantiate a new class with new()", function()
local Class = class("Class")
function Class:foo()
return "foo"
end
local instance = Class.new()
expect(instance:foo()).to.equal("foo")
end)
it("should optionally allow parameters to be assigned in __init()", function()
local Person = class("Person")
function Person:__init(name, age)
self.name = name
self.age = age
end
local person = Person.new("John", 18)
expect(person.name).to.equal("John")
expect(person.age).to.equal(18)
end)
it("should allow static functions", function()
local Class = class("Class")
function Class.staticFunction()
return true
end
local instance = Class.new()
expect(Class.staticFunction()).to.equal(true)
expect(instance.staticFunction()).to.equal(true)
end)
it("should have a ClassName property set to the name of the class", function()
local Class = class("Class")
expect(Class.ClassName).to.equal("Class")
end)
it("should reuse the metatable for each instance of a class", function()
local Class = class("Class")
local inst1 = Class.new()
local inst2 = Class.new()
expect(inst1).to.never.equal(inst2)
expect(getmetatable(inst1)).to.equal(getmetatable(inst2))
end)
describe("subclasses", function()
it("should return the superclass for easy referencing", function()
local Base = class("Base")
local Sub, super = class("Sub", Base)
expect(super).to.equal(Base)
expect(Sub).to.never.equal(Base)
end)
it("should allow two classes to define the properties they take", function()
local Base = class("Base")
function Base:__init(foo)
self.foo = foo
end
local Sub, super = class("Sub", Base)
function Sub:__init(foo, bar)
super.__init(self, foo)
self.bar = bar
end
local instance = Sub.new("foo", "bar")
expect(instance.foo).to.equal("foo")
expect(instance.bar).to.equal("bar")
end)
it("should look up methods in the superclass", function()
local Base = class("Base")
function Base:foo()
return "foo"
end
local Sub = class("Sub", Base)
local instance = Sub.new()
expect(instance:foo()).to.equal("foo")
end)
it("should use the __init method of the superclass", function()
local Base = class("Base")
function Base:__init(foo)
self.foo = foo
end
local Sub = class("Sub", Base)
local instance = Sub.new("foo")
expect(instance.foo).to.equal("foo")
end)
-- Be aware that if you're getting down to 3+ levels of inheritance,
-- your objects are going to be very complex and hard to reason about.
-- Consider using composition instead.
it("should support multiple levels of inheritance", function()
local Base = class("Base")
function Base:__init(arg)
self.arg = arg
end
local Sub1 = class("Sub1", Base)
function Sub1:foo()
return "foo"
end
local Sub2 = class("Sub2", Sub1)
local instance = Sub2.new("arg")
expect(instance.arg).to.equal("arg")
expect(instance:foo()).to.equal("foo")
end)
it("should inheret metamethods", function()
local Base = class("Base")
function Base:__tostring()
return self.ClassName
end
function Base:__call()
return 1
end
local Sub = class("Sub", Base)
local instance = Sub.new()
expect(tostring(instance)).to.equal("Sub")
expect(instance()).to.equal(1)
end)
end)
end
|
-- file: 'BrokeTimerCountDown.lua'
-- Description: 倒计时 动画 ;
-- 接口说明:
-- play "播放"提示 动画.(允许多次调用)
-- reset "隐藏"提示 动画.(允许多次调用 , 如果播放期间隐藏,则附加执行中断动画)
-- release "删除"相关资源
-- 可能的调用情景:
-- 动画模式;
-- (1) 播放一次(调play) -> (调release)
-- (2) 播放和隐藏多次(在同一请求页面时播放动画) (模式:play->reset->play->reset ... ) -> (调release)
-- (3) 播放和隐藏多次但中途直接调release(在同一请求页面时播放动画)(模式:play->reset->play ... ->release)
-- 其他要求:
-- 调用例子 BrokeTimerCountDown.play(drawingText);
require("core/anim");
require("animation/animBase");
require("util/log")
BrokeTimerCountDown = class(AnimBase);
-- 动画总时常
BrokeTimerCountDown.countStart = 0;
BrokeTimerCountDown.s_countMax = 0;
BrokeTimerCountDown.countEnd = 0;
BrokeTimerCountDown.msTimer = 1000;
BrokeTimerCountDown.loaded=false;
BrokeTimerCountDown.type_going=1;
BrokeTimerCountDown.type_stop=2;
BrokeTimerCountDown.interval=1;
--[[
public
[METHOD] getCountStart
[ACTION]
Parameters:nil
]]
BrokeTimerCountDown.getCountStart = function()
return BrokeTimerCountDown.countStart;
end
--[[
public
[METHOD] play
[ACTION] BrokeTimerCountDown 动画 入口
Parameters:
startTime -- 开始时间
endTime -- 结束时间
]]
BrokeTimerCountDown.play = function(startTime , endTime , obj,objCallBack,speed,interval)
if not obj or not objCallBack or not number.isNum(startTime) or not number.isNum(endTime) then
return;
end
BrokeTimerCountDown.obj = obj;
BrokeTimerCountDown.objCallBack = objCallBack;
if startTime<= endTime then
objCallBack(obj, BrokeTimerCountDown.type_stop, endTime);
return;
end
BrokeTimerCountDown.interval= interval or 1;
BrokeTimerCountDown.msTimer = speed or 1000;
Log.v("---------BrokeTimerCountDown.play ----------",BrokeTimerCountDown.msTimer );
BrokeTimerCountDown.countStart = startTime;
BrokeTimerCountDown.countEnd = endTime;
BrokeTimerCountDown.onBrokeTimerCountDownStart();
end
BrokeTimerCountDown.load = function()
end
--private
BrokeTimerCountDown.creatAnim = function ()
BrokeTimerCountDown.onBrokeTimerCountDownStop(false, BrokeTimerCountDown.type_going, BrokeTimerCountDown.countStart);
BrokeTimerCountDown.animCount = AnimFactory.createAnimDouble(kAnimRepeat, 0, 1 , BrokeTimerCountDown.msTimer, -1);
BrokeTimerCountDown.animCount:setEvent(BrokeTimerCountDown.animCount , BrokeTimerCountDown.onTimer);
ToolKit.setDebugName(BrokeTimerCountDown.animCount , "AnimInt|BrokeTimerCountDown.animCount");
end
--private
BrokeTimerCountDown.onTimer = function (self,anim_type, anim_id, repeat_or_loop_num)
BrokeTimerCountDown.countStart = BrokeTimerCountDown.countStart - BrokeTimerCountDown.interval;
if BrokeTimerCountDown.countStart > BrokeTimerCountDown.countEnd then
-- BrokeTimerCountDown.drawingText:setText(BrokeTimerCountDown.changeCount());
BrokeTimerCountDown.onBrokeTimerCountDownStop(false, BrokeTimerCountDown.type_going, BrokeTimerCountDown.countStart);
else
-- BrokeTimerCountDown.drawingText:setText(BrokeTimerCountDown.changeCount());
BrokeTimerCountDown.onBrokeTimerCountDownStop(true, BrokeTimerCountDown.type_stop, BrokeTimerCountDown.countStart);
end
end
--计算倒计时间
BrokeTimerCountDown.changeCount = function ()
return BrokeTimerCountDown.countStart < 10 and string.format("0%d",BrokeTimerCountDown.countStart) or BrokeTimerCountDown.countStart;
end
--倒计时继续
BrokeTimerCountDown.onBrokeTimerCountDownStart = function ()
BrokeTimerCountDown.reset();
BrokeTimerCountDown.creatAnim();
end
--停止倒计时
BrokeTimerCountDown.onBrokeTimerCountDownStop = function (isstop, dtype, time)
if isstop then
BrokeTimerCountDown.reset();
end
BrokeTimerCountDown.onCallBack(BrokeTimerCountDown.obj,BrokeTimerCountDown.objCallBack, dtype,time)
end
--停止倒计时
BrokeTimerCountDown.onCallBack = function (obj,objCallBack, dtype, time)
if obj and objCallBack then
objCallBack(obj, dtype, time);
end
end
--[[
public
[METHOD] reset
[ACTION] 中断或复位动画
Parameters: 无
]]
BrokeTimerCountDown.reset=function()
BrokeTimerCountDown.stop();
end
--[[
private
[METHOD] stop
[ACTION] 执行 删除赋给prop的anim ; 删除赋给drawing的prop 复位动画
Parameters: 无
]]
BrokeTimerCountDown.stop =function()
--删除anim
delete(BrokeTimerCountDown.animCount);
BrokeTimerCountDown.animCount = nil;
end
--[[
public
[METHOD] release
[ACTION] 动画结束 释放资源
Parameters: 无
]]
BrokeTimerCountDown.dtor = function()
Log.d("BrokeTimerCountDown dtor start ...");
BrokeTimerCountDown.stop();
end |
--[[
MIT License
Copyright (c) 2021 Michael Wiesendanger
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]--
local mod = rgpvpw
local me = {}
mod.testSoundRogueEn = me
me.tag = "TestSoundRogueEn"
local testGroupName = "SoundRogueEn"
local testCategory = "rogue"
function me.Test()
mod.testReporter.StartTestGroup(testGroupName)
me.CollectTestCases()
mod.testReporter.PlayTestQueueWithDelay(function()
mod.testReporter.StopTestGroup() -- asyncron finish of testgroup
end)
end
function me.CollectTestCases()
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundKick)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundBlind)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundSprint)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundDownSprint)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundEvasion)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundDownEvasion)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundKidneyShot)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundCheapShot)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundAdrenalineRush)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundDownAdrenalineRush)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundBladeFlurry)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundDownBladeFlurry)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundColdBlood)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundDownColdBlood)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundPreparation)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundVanish)
mod.testReporter.AddToTestQueueWithDelay(me.TestSoundStealth)
end
function me.TestSoundBlind()
mod.testHelper.TestSoundApplied(
"TestSoundBlind",
testCategory,
"Blind"
)
end
function me.TestSoundKick()
mod.testHelper.TestSoundSuccess(
"TestSoundKick",
testCategory,
"Kick"
)
end
function me.TestSoundSprint()
mod.testHelper.TestSoundApplied(
"TestSoundSprint",
testCategory,
"Sprint"
)
end
function me.TestSoundDownSprint()
mod.testHelper.TestSoundRemoved(
"TestSoundDownSprint",
testCategory,
"Sprint"
)
end
function me.TestSoundEvasion()
mod.testHelper.TestSoundApplied(
"TestSoundEvasion",
testCategory,
"Evasion"
)
end
function me.TestSoundDownEvasion()
mod.testHelper.TestSoundRemoved(
"TestSoundDownEvasion",
testCategory,
"Evasion"
)
end
function me.TestSoundKidneyShot()
mod.testHelper.TestSoundSuccess(
"TestSoundKidneyShot",
testCategory,
"Kidney Shot"
)
end
function me.TestSoundCheapShot()
mod.testHelper.TestSoundSuccess(
"TestSoundCheapShot",
testCategory,
"Cheap Shot"
)
end
function me.TestSoundAdrenalineRush()
mod.testHelper.TestSoundApplied(
"TestSoundAdrenalineRush",
testCategory,
"Adrenaline Rush"
)
end
function me.TestSoundDownAdrenalineRush()
mod.testHelper.TestSoundRemoved(
"TestSoundDownAdrenalineRush",
testCategory,
"Adrenaline Rush"
)
end
function me.TestSoundBladeFlurry()
mod.testHelper.TestSoundApplied(
"TestSoundBladeFlurry",
testCategory,
"Blade Flurry"
)
end
function me.TestSoundDownBladeFlurry()
mod.testHelper.TestSoundRemoved(
"TestSoundDownBladeFlurry",
testCategory,
"Blade Flurry"
)
end
function me.TestSoundColdBlood()
mod.testHelper.TestSoundApplied(
"TestSoundColdBlood",
testCategory,
"Cold Blood"
)
end
function me.TestSoundDownColdBlood()
mod.testHelper.TestSoundRemoved(
"TestSoundDownColdBlood",
testCategory,
"Cold Blood"
)
end
function me.TestSoundPreparation()
mod.testHelper.TestSoundSuccess(
"TestSoundPreparation",
testCategory,
"Preparation"
)
end
function me.TestSoundVanish()
mod.testHelper.TestSoundSuccess(
"TestSoundVanish",
testCategory,
"Vanish"
)
end
function me.TestSoundStealth()
mod.testHelper.TestSoundSuccess(
"TestSoundStealth",
testCategory,
"Stealth"
)
end
|
--------------------------------
-- @module EventListenerPhysicsContactWithShapes
-- @extend EventListenerPhysicsContact
-- @parent_module cc
--------------------------------
-- @function [parent=#EventListenerPhysicsContactWithShapes] hitTest
-- @param self
-- @param #cc.PhysicsShape physicsshape
-- @param #cc.PhysicsShape physicsshape
-- @return bool#bool ret (return value: bool)
--------------------------------
-- @function [parent=#EventListenerPhysicsContactWithShapes] create
-- @param self
-- @param #cc.PhysicsShape physicsshape
-- @param #cc.PhysicsShape physicsshape
-- @return EventListenerPhysicsContactWithShapes#EventListenerPhysicsContactWithShapes ret (return value: cc.EventListenerPhysicsContactWithShapes)
--------------------------------
-- @function [parent=#EventListenerPhysicsContactWithShapes] clone
-- @param self
-- @return EventListenerPhysicsContactWithShapes#EventListenerPhysicsContactWithShapes ret (return value: cc.EventListenerPhysicsContactWithShapes)
return nil
|
-- ////////////////////////////////////
-- // MYSQL //
-- ////////////////////////////////////
sqlUsername = exports.mysql:getMySQLUsername()
sqlPassword = exports.mysql:getMySQLPassword()
sqlDB = exports.mysql:getMySQLDBName()
sqlHost = exports.mysql:getMySQLHost()
sqlPort = exports.mysql:getMySQLPort()
handler = mysql_connect(sqlHost, sqlUsername, sqlPassword, sqlDB, sqlPort)
function checkMySQL()
if not (mysql_ping(handler)) then
handler = mysql_connect(sqlHost, sqlUsername, sqlPassword, sqlDB, sqlPort)
end
end
setTimer(checkMySQL, 300000, 0)
function closeMySQL()
if (handler) then
mysql_close(handler)
end
end
addEventHandler("onResourceStop", getResourceRootElement(getThisResource()), closeMySQL)
-- ////////////////////////////////////
-- // MYSQL END //
-- ////////////////////////////////////
enginelessVehicle = { [510]=true, [509]=true, [481]=true }
lightlessVehicle = { [592]=true, [577]=true, [511]=true, [548]=true, [512]=true, [593]=true, [425]=true, [520]=true, [417]=true, [487]=true, [553]=true, [488]=true, [497]=true, [563]=true, [476]=true, [447]=true, [519]=true, [460]=true, [469]=true, [513]=true, [472]=true, [473]=true, [493]=true, [595]=true, [484]=true, [430]=true, [453]=true, [452]=true, [446]=true, [454]=true }
locklessVehicle = { [472]=true, [473]=true, [493]=true, [595]=true, [484]=true, [430]=true, [453]=true, [452]=true, [446]=true, [454]=true, [581]=true, [509]=true, [481]=true, [462]=true, [521]=true, [463]=true, [510]=true, [522]=true, [461]=true, [448]=true, [468]=true, [586]=true }
armoredCars = { [427]=true, [528]=true, [432]=true, [601]=true, [428]=true, [597]=true } -- Enforcer, FBI Truck, Rhino, SWAT Tank, Securicar, SFPD Car
-- Events
addEvent("onVehicleSpawn", false)
-- /makeveh
function createPermVehicle(thePlayer, commandName, id, col1, col2, userName, factionVehicle, cost)
if (exports.global:isPlayerLeadAdmin(thePlayer)) then
if not (id) or not (col1) or not (col2) or not (userName) or not (factionVehicle) or not (cost) then
outputChatBox("SYNTAX: /" .. commandName .. " [id] [color1 (-1 for random)] [color2 (-1 for random)] [Owner Partial Username] [Faction Vehicle (1/0)] [Cost] [Tinted Windows] ", thePlayer, 255, 194, 14)
outputChatBox("NOTE: If it is a faction vehicle, Username is the owner of the faction.", thePlayer, 255, 194, 14)
outputChatBox("NOTE: If it is a faction vehicle, The cost is taken from the faction fund, rather than the player.", thePlayer, 255, 194, 14)
else
local r = getPedRotation(thePlayer)
local x, y, z = getElementPosition(thePlayer)
x = x + ( ( math.cos ( math.rad ( r ) ) ) * 5 )
y = y + ( ( math.sin ( math.rad ( r ) ) ) * 5 )
if (tonumber(col1)==-1) then
col1 = math.random(0, 126)
end
if (tonumber(col2)==-1) then
col2 = math.random(0, 126)
end
local targetPlayer = exports.global:findPlayerByPartialNick(userName)
if not (targetPlayer) then
outputChatBox("No such player found.", thePlayer, 255, 0, 0)
else
local username = getPlayerName(targetPlayer)
local dbid = getElementData(targetPlayer, "dbid")
cost = tonumber(cost)
if (tonumber(factionVehicle)==1) then
factionVehicle = tonumber(getElementData(targetPlayer, "faction"))
local theTeam = getPlayerTeam(targetPlayer)
local money = getElementData(theTeam, "money")
if (cost>money) then
outputChatBox("This faction cannot afford this vehicle.", thePlayer, 255, 0, 0)
else
setElementData(theTeam, "money", money-tonumber(cost))
mysql_query(handler, "UPDATE factions SET money='" .. money-tonumber(cost) .. "' WHERE id='" .. factionVehicle .. "'")
end
else
factionVehicle = -1
local money = getElementData(targetPlayer, "money")
if (cost>money) then
outputChatBox("This player cannot afford this vehicle.", thePlayer, 255, 0, 0)
else
exports.global:takePlayerSafeMoney(targetPlayer, cost)
end
end
local letter1 = exports.global:randChar()
local letter2 = exports.global:randChar()
local plate = letter1 .. letter2 .. math.random(0, 9) .. " " .. math.random(1000, 9999)
local veh = createVehicle(id, x, y, z, 0, 0, r, plate)
exports.pool:allocateElement(veh)
if not (veh) then
outputChatBox("Invalid Vehicle ID.", thePlayer, 255, 0, 0)
else
setElementData(veh, "fuel", 100)
local rx, ry, rz = getVehicleRotation(veh)
setVehicleRespawnPosition(veh, x, y, z, rx, ry, rz)
setVehicleLocked(veh, true)
local locked = 1
setVehicleColor(veh, col1, col2, col1, col2)
setVehicleOverrideLights(veh, 1)
setVehicleEngineState(veh, false)
setVehicleFuelTankExplodable(veh, false)
-- faction vehicles are unlocked
if (factionVehicle~=-1) then
locked = 0
setVehicleLocked(veh, false)
end
-- Set the vehicle armored if it is armored
if (armoredCars[tonumber(id)]) then
setVehicleDamageProof(veh, true)
end
local query = mysql_query(handler, "INSERT INTO vehicles SET model='" .. id .. "', x='" .. x .. "', y='" .. y .. "', z='" .. z .. "', rotx='" .. rx .. "', roty='" .. ry .. "', rotz='" .. rz .. "', color1='" .. col1 .. "', color2='" .. col2 .. "', faction='" .. factionVehicle .. "', owner='" .. dbid .. "', plate='" .. plate .. "', currx='" .. x .. "', curry='" .. y .. "', currz='" .. z .. "', currrx='0', currry='0', currrz='" .. r .. "', locked='" .. locked .. "'")
if (query) then
mysql_free_result(query)
local id = mysql_insert_id(handler)
if (factionVehicle==-1) then
exports.global:givePlayerItem(targetPlayer, 3, tonumber(id))
end
setElementData(veh, "dbid", tonumber(id))
setElementData(veh, "fuel", 100)
setElementData(veh, "engine", 0)
setElementData(veh, "oldx", x)
setElementData(veh, "oldy", y)
setElementData(veh, "oldz", z)
setElementData(veh, "faction", factionVehicle)
setElementData(veh, "owner", dbid)
setElementData(veh, "job", 0)
outputChatBox(getVehicleName(veh) .. " spawned with ID #" .. id .. ".", thePlayer, 255, 194, 14)
triggerEvent("onVehicleSpawn", veh)
end
end
end
end
end
end
addCommandHandler("makeveh", createPermVehicle, false, false)
-- /makecivveh
function createCivilianPermVehicle(thePlayer, commandName, id, col1, col2, userName, factionVehicle, cost)
if (exports.global:isPlayerLeadAdmin(thePlayer)) then
if not (id) or not (col1) or not (col2) then
outputChatBox("SYNTAX: /" .. commandName .. " [id] [color1 (-1 for random)] [color2 (-1 for random)]", thePlayer, 255, 194, 14)
else
local r = getPedRotation(thePlayer)
local x, y, z = getElementPosition(thePlayer)
x = x + ( ( math.cos ( math.rad ( r ) ) ) * 5 )
y = y + ( ( math.sin ( math.rad ( r ) ) ) * 5 )
if (tonumber(col1)==-1) then
col1 = math.random(0, 126)
end
if (tonumber(col2)==-1) then
col2 = math.random(0, 126)
end
local letter1 = exports.global:randChar()
local letter2 = exports.global:randChar()
local plate = letter1 .. letter2 .. math.random(0, 9) .. " " .. math.random(1000, 9999)
local veh = createVehicle(id, x, y, z, 0, 0, r, plate)
exports.pool:allocateElement(veh)
if not (veh) then
outputChatBox("Invalid Vehicle ID.", thePlayer, 255, 0, 0)
else
setElementData(veh, "fuel", 100)
local rx, ry, rz = getVehicleRotation(veh)
setVehicleRespawnPosition(veh, x, y, z, rx, ry, rz)
setVehicleLocked(veh, false)
setVehicleColor(veh, col1, col2, col1, col2)
setVehicleOverrideLights(veh, 1)
setVehicleEngineState(veh, false)
setVehicleFuelTankExplodable(veh, false)
-- Set the vehicle armored if it is armored
if (armoredCars[tonumber(id)]) then
setVehicleDamageProof(veh, true)
end
local query = mysql_query(handler, "INSERT INTO vehicles SET model='" .. id .. "', x='" .. x .. "', y='" .. y .. "', z='" .. z .. "', rotx='" .. rx .. "', roty='" .. ry .. "', rotz='" .. rz .. "', color1='" .. col1 .. "', color2='" .. col2 .. "', faction='-1', owner='-2', plate='" .. plate .. "', currx='" .. x .. "', curry='" .. y .. "', currz='" .. z .. "', currrx='0', currry='0', currrz='" .. r .. "'")
if (query) then
mysql_free_result(query)
local id = mysql_insert_id(handler)
setElementData(veh, "dbid", tonumber(id))
setElementData(veh, "fuel", 100)
setElementData(veh, "engine", 0)
setElementData(veh, "oldx", x)
setElementData(veh, "oldy", y)
setElementData(veh, "oldz", z)
setElementData(veh, "faction", -1)
setElementData(veh, "owner", -2)
setElementData(veh, "job", 0)
outputChatBox(getVehicleName(veh) .. " (Civilian) spawned with ID #" .. id .. ".", thePlayer, 255, 194, 14)
triggerEvent("onVehicleSpawn", veh)
end
end
end
end
end
addCommandHandler("makecivveh", createCivilianPermVehicle, false, false)
function loadAllVehicles(res)
if (res==getThisResource()) then
-- Reset player in vehicle states
local players = exports.pool:getPoolElementsByType("player")
for key, value in ipairs(players) do
setElementData(value, "realinvehicle", 0)
end
local result = mysql_query(handler, "SELECT currx, curry, currz, currrx, currry, currrz, x, y, z, rotx, roty, rotz, id, model, upgrade0, upgrade1, upgrade2, upgrade3, upgrade4, upgrade5, upgrade6, upgrade7, upgrade8, upgrade9, upgrade10, upgrade11, upgrade12, upgrade13, upgrade14, upgrade15, upgrade16 FROM vehicles")
local resultext = mysql_query(handler, "SELECT fuel, engine, locked, lights, sirens, paintjob, wheel1, wheel2, wheel3, wheel4, panel0, panel1, panel2, panel3, panel4, panel5, panel6, door1, door2, door3, door4, door5, door6, hp, color1, color2, plate, faction, owner, job FROM vehicles")
local counter = 0
local rowc = 1
if (result) then
for result, row in mysql_rows(result) do
local x = tonumber(row[1])
local y = tonumber(row[2])
local z = tonumber(row[3])
local rx = tonumber(row[4])
local ry = tonumber(row[5])
local rz = tonumber(row[6])
local respawnx = tonumber(row[7])
local respawny = tonumber(row[8])
local respawnz = tonumber(row[9])
local respawnrx = tonumber(row[10])
local respawnry = tonumber(row[11])
local respawnrz = tonumber(row[12])
local id = tonumber(row[13])
local vehid = tonumber(row[14])
local upgrade0 = row[15]
local upgrade1 = row[16]
local upgrade2 = row[17]
local upgrade3 = row[18]
local upgrade4 = row[19]
local upgrade5 = row[20]
local upgrade6 = row[21]
local upgrade7 = row[22]
local upgrade8 = row[23]
local upgrade9 = row[24]
local upgrade10 = row[25]
local upgrade11 = row[26]
local upgrade12 = row[27]
local upgrade13 = row[28]
local upgrade14 = row[29]
local upgrade15 = row[30]
local upgrade16 = row[31]
local fuel = tonumber(mysql_result(resultext, rowc, 1))
local engine = tonumber(mysql_result(resultext, rowc, 2))
local locked = tonumber(mysql_result(resultext, rowc, 3))
local lights = tonumber(mysql_result(resultext, rowc, 4))
local sirens = tonumber(mysql_result(resultext, rowc, 5))
local paintjob = tonumber(mysql_result(resultext, rowc, 6))
local wheel1 = mysql_result(resultext, rowc, 7)
local wheel2 = mysql_result(resultext, rowc, 8)
local wheel3 = mysql_result(resultext, rowc, 9)
local wheel4 = mysql_result(resultext, rowc, 10)
local panel0 = mysql_result(resultext, rowc, 11)
local panel1 = mysql_result(resultext, rowc, 12)
local panel2 = mysql_result(resultext, rowc, 13)
local panel3 = mysql_result(resultext, rowc, 14)
local panel4 = mysql_result(resultext, rowc, 15)
local panel5 = mysql_result(resultext, rowc, 16)
local panel6 = mysql_result(resultext, rowc, 17)
local door1 = mysql_result(resultext, rowc, 18)
local door2 = mysql_result(resultext, rowc, 19)
local door3 = mysql_result(resultext, rowc, 20)
local door4 = mysql_result(resultext, rowc, 21)
local door5 = mysql_result(resultext, rowc, 22)
local door6 = mysql_result(resultext, rowc, 23)
local hp = mysql_result(resultext, rowc, 24)
local col1 = mysql_result(resultext, rowc, 25)
local col2 = mysql_result(resultext, rowc, 26)
local plate = mysql_result(resultext, rowc, 27)
local faction = tonumber(mysql_result(resultext, rowc, 28))
local owner = tonumber(mysql_result(resultext, rowc, 29))
if (faction~=-1) then
locked = 0
end
local job = mysql_result(resultext, rowc, 30)
-- Spawn the vehicle
local veh = createVehicle(vehid, x, y, z, rx, ry, rz, plate)
exports.pool:allocateElement(veh)
-- Set the vehicle armored if it is armored
if (armoredCars[tonumber(vehid)]) then
setVehicleDamageProof(veh, true)
end
-- Set the lights to undamaged, currently we cannot load light states as the MTA function is bugged
setVehicleLightState(veh, 0, 0)
setVehicleLightState(veh, 1, 0)
setVehicleLightState(veh, 2, 0)
setVehicleLightState(veh, 3, 0)
-- Add the vehicle upgrades
addVehicleUpgrade(veh, upgrade0)
addVehicleUpgrade(veh, upgrade1)
addVehicleUpgrade(veh, upgrade2)
addVehicleUpgrade(veh, upgrade3)
addVehicleUpgrade(veh, upgrade4)
addVehicleUpgrade(veh, upgrade5)
addVehicleUpgrade(veh, upgrade6)
addVehicleUpgrade(veh, upgrade7)
addVehicleUpgrade(veh, upgrade8)
addVehicleUpgrade(veh, upgrade9)
addVehicleUpgrade(veh, upgrade10)
addVehicleUpgrade(veh, upgrade11)
addVehicleUpgrade(veh, upgrade12)
addVehicleUpgrade(veh, upgrade13)
addVehicleUpgrade(veh, upgrade14)
addVehicleUpgrade(veh, upgrade15)
addVehicleUpgrade(veh, upgrade16)
-- Paint job
setVehiclePaintjob(veh, paintjob)
-- Vehicle wheel states
setVehicleWheelStates(veh, wheel1, wheel2, wheel3, wheel4)
-- Vehicle panel states
setVehiclePanelState(veh, 0, panel0)
setVehiclePanelState(veh, 1, panel1)
setVehiclePanelState(veh, 2, panel2)
setVehiclePanelState(veh, 3, panel3)
setVehiclePanelState(veh, 4, panel4)
setVehiclePanelState(veh, 5, panel5)
setVehiclePanelState(veh, 6, panel6)
-- Door states
setVehicleDoorState(veh, 0, door1)
setVehicleDoorState(veh, 1, door2)
setVehicleDoorState(veh, 2, door3)
setVehicleDoorState(veh, 3, door4)
setVehicleDoorState(veh, 4, door5)
setVehicleDoorState(veh, 5, door6)
-- Car HP
setElementHealth(veh, hp)
-- Lock the vehicle if locked
if (locked==1) then
setVehicleLocked(veh, true)
else
setVehicleLocked(veh, false)
end
-- Set the siren status
if (sirens==1) then
setVehicleSirensOn(veh, true)
else
setVehicleSirensOn(veh, false)
end
-- Set the vehicles color
setVehicleColor(veh, col1, col2, col1, col2)
-- Fix rz
rz = -rz
--respawnrz = -respawnrz
respawnry = 0
-- Where the vehicle will respawn on explode/idle
setVehicleRespawnPosition(veh, respawnx, respawny, respawnz, respawnrx, respawnry, respawnrz)
-- Vehicles element data
setElementData(veh, "dbid", id)
setElementData(veh, "fuel", fuel)
setElementData(veh, "engine", engine)
setElementData(veh, "oldx", x)
setElementData(veh, "oldy", y)
setElementData(veh, "oldz", z)
setElementData(veh, "faction", faction)
setElementData(veh, "owner", owner)
setElementData(veh, "job", tonumber(job))
-- Set the lights
if (lights==0 or lights==1) then
setVehicleOverrideLights(veh, 1)
else
setVehicleOverrideLights(veh, 2)
end
-- Set the sirens
setVehicleSirensOn(veh, false)
-- Set the engine
if (engine==0) then
setVehicleEngineState(veh, false)
else
setVehicleEngineState(veh, true)
end
-- Set the fuel tank non explodable
setVehicleFuelTankExplodable(veh, false)
triggerEvent("onVehicleSpawn", veh)
counter = counter + 1
rowc = rowc + 1
end
end
exports.irc:sendMessage("[SCRIPT] Loaded " .. counter .. " vehicles.")
end
end
addEventHandler("onResourceStart", getRootElement(), loadAllVehicles)
function vehicleExploded()
setTimer(respawnVehicle, 180000, 1, source)
end
addEventHandler("onVehicleExplode", getRootElement(), vehicleExploded)
function vehicleRespawn(exploded)
local id = getElementData(source, "dbid")
local faction = getElementData(source, "faction")
local owner = getElementData(source, "owner")
-- Set the vehicle armored if it is armored
local vehid = getElementModel(source)
if (armoredCars[tonumber(vehid)]) then
setVehicleDamageProof(source, true)
end
setVehicleFuelTankExplodable(source, false)
setVehicleEngineState(source, false)
setVehicleLandingGearDown(source, true)
setElementData(source, "dbid", id)
setElementData(source, "fuel", 100)
setElementData(source, "engine", 0)
local x, y, z = getElementPosition(source)
setElementData(source, "oldx", x)
setElementData(source, "oldy", y)
setElementData(source, "oldz", z)
setElementData(source, "faction", faction)
setElementData(source, "owner", owner)
setVehicleOverrideLights(source, 1)
setVehicleFrozen(source, false)
-- Set the sirens off
setVehicleSirensOn(source, false)
setVehicleLightState(source, 0, 0)
setVehicleLightState(source, 1, 0)
if (faction==-1) then
setVehicleLocked(source, true)
end
end
addEventHandler("onVehicleRespawn", getRootElement(), vehicleRespawn)
function setEngineStatusOnEnter(thePlayer, seat, jacked)
local engine = getElementData(source, "engine")
if (seat==0) then
local model = getElementModel(source)
if not (enginelessVehicle[model]) then
if (engine==0) then
toggleControl(thePlayer, "accelerate", false)
toggleControl(thePlayer, "brake_reverse", false)
toggleControl(thePlayer, "vehicle_fire", false)
setVehicleEngineState(source, false)
else
setVehicleEngineState(source, true)
end
else
toggleControl(thePlayer, "accelerate", true)
toggleControl(thePlayer, "brake_reverse", true)
toggleControl(thePlayer, "vehicle_fire", true)
setVehicleEngineState(source, true)
setElementData(source, "engine", 1)
end
end
end
addEventHandler("onVehicleEnter", getRootElement(), setEngineStatusOnEnter)
function vehicleExit(thePlayer, seat)
toggleControl(thePlayer, "accelerate", true)
toggleControl(thePlayer, "brake_reverse", true)
toggleControl(thePlayer, "vehicle_fire", true)
-- For oldcar
local vehid = getElementData(source, "dbid")
setElementData(thePlayer, "lastvehid", vehid)
end
addEventHandler("onVehicleExit", getRootElement(), vehicleExit)
function destroyTyre(veh, tyre)
if (tyre==1) then
setVehicleWheelStates(veh, 2, -1, -1, -1)
elseif (tyre==2) then
setVehicleWheelStates(veh, -1, 2, -1, -1)
elseif (tyre==3) then
setVehicleWheelStates(veh, -1, -1, 2, -1)
elseif (tyre==4) then
setVehicleWheelStates(veh, -1, -1, -1, 2)
end
end
function damageTyres()
local tyre1, tyre2, tyre3, tyre4 = getVehicleWheelStates(source)
if (tyre1==1) then
local randTime = math.random(10, 30)
randTime = randTime * 1000
setTimer(destroyTyre, randTime, 1, source, 1)
end
if (tyre2==1) then
local randTime2 = math.random(10, 30)
randTime2 = randTime2 * 1000
setTimer(destroyTyre, randTime2, 1, source, 2)
end
if (tyre3==1) then
local randTime3 = math.random(10, 30)
randTime3 = randTime3 * 1000
setTimer(destroyTyre, randTime3, 1, source, 3)
end
if (tyre4==1) then
local randTime4 = math.random(10, 30)
randTime4 = randTime4 * 1000
setTimer(destroyTyre, randTime4, 1, source, 4)
end
end
addEventHandler("onVehicleDamage", getRootElement(), damageTyres)
-- Bind Keys required
function bindKeys()
local players = exports.pool:getPoolElementsByType("player")
for k, arrayPlayer in ipairs(players) do
if not(isKeyBound(arrayPlayer, "j", "down", toggleEngine)) then
bindKey(arrayPlayer, "j", "down", toggleEngine)
end
if not(isKeyBound(arrayPlayer, "l", "down", toggleLights)) then
bindKey(arrayPlayer, "l", "down", toggleLights)
end
if not(isKeyBound(arrayPlayer, "k", "down", toggleLock)) then
bindKey(arrayPlayer, "k", "down", toggleLock)
end
end
end
function bindKeysOnJoin()
bindKey(source, "j", "down", toggleEngine)
bindKey(source, "l", "down", toggleLights)
bindKey(source, "k", "down", toggleLock)
end
addEventHandler("onResourceStart", getRootElement(), bindKeys)
addEventHandler("onPlayerJoin", getRootElement(), bindKeysOnJoin)
function toggleEngine(source, key, keystate)
local veh = getPedOccupiedVehicle(source)
local inVehicle = getElementData(source, "realinvehicle")
if (veh) and (inVehicle==1) then
local model = getElementModel(veh)
if not (enginelessVehicle[model]) then
local engine = getElementData(veh, "engine")
local fuel = getElementData(veh, "fuel")
local seat = getPedOccupiedVehicleSeat(source)
if (seat==0) then
if (engine==0) and (fuel>0) then
-- Bike fix
toggleControl(source, "accelerate", true)
toggleControl(source, "brake_reverse", true)
toggleControl(source, "vehicle_fire", true)
setVehicleEngineState(veh, true)
setElementData(veh, "engine", 1)
elseif (engine==0) and (fuel<1) then
-- Bike fix
toggleControl(source, "accelerate", false)
toggleControl(source, "brake_reverse", false)
toggleControl(source, "vehicle_fire", false)
exports.global:sendLocalMeAction(source, "attempts to turn the engine on and fails.")
outputChatBox("This vehicle has no fuel.", source)
else
-- Bike fix
toggleControl(source, "accelerate", false)
toggleControl(source, "brake_reverse", false)
toggleControl(source, "vehicle_fire", false)
setVehicleEngineState(veh, false)
setElementData(veh, "engine", 0)
end
end
end
end
end
function toggleLock(source, key, keystate)
local veh = getPedOccupiedVehicle(source)
local inVehicle = getElementData(source, "realinvehicle")
if (veh) and (inVehicle==1) then
local model = getElementModel(veh)
--if not (locklessVehicle[model]) then
local locked = isVehicleLocked(veh)
local seat = getPedOccupiedVehicleSeat(source)
if (seat==0) then
if (locked) then
setVehicleLocked(veh, false)
exports.global:sendLocalMeAction(source, "unlocks the vehicle doors.")
else
setVehicleLocked(veh, true)
exports.global:sendLocalMeAction(source, "locks the vehicle doors.")
end
end
--end
end
end
function checkLock(thePlayer)
local locked = isVehicleLocked(source)
if (locked) then
cancelEvent()
outputChatBox("The door is locked.", thePlayer)
end
end
addEventHandler("onVehicleStartExit", getRootElement(), checkLock)
function toggleLights(source, key, keystate)
local veh = getPedOccupiedVehicle(source)
local inVehicle = getElementData(source, "realinvehicle")
if (veh) and (inVehicle==1) then
local model = getElementModel(veh)
if not (lightlessVehicle[model]) then
local lights = getVehicleOverrideLights(veh)
local seat = getPedOccupiedVehicleSeat(source)
if (seat==0) then
if (lights~=2) then
setVehicleOverrideLights(veh, 2)
setElementData(veh, "lights", 1)
elseif (lights~=1) then
setVehicleOverrideLights(veh, 1)
setElementData(veh, "lights", 0)
end
end
end
end
end
--/////////////////////////////////////////////////////////
--Fix for spamming keys to unlock etc on entering
--/////////////////////////////////////////////////////////
-- bike lock fix
function checkBikeLock(thePlayer)
if (isVehicleLocked(source)) then
outputChatBox("That bike is locked.", source, 255, 194, 15)
cancelEvent()
end
end
addEventHandler("onVehicleStartEnter", getRootElement(), checkBikeLock)
function setRealInVehicle(thePlayer)
setElementData(thePlayer, "realinvehicle", 1)
end
addEventHandler("onVehicleEnter", getRootElement(), setRealInVehicle)
function setRealNotInVehicle(thePlayer)
local locked = isVehicleLocked(source)
if not (locked) then
setElementData(thePlayer, "realinvehicle", 0)
end
end
addEventHandler("onVehicleStartExit", getRootElement(), setRealNotInVehicle)
-- Faction vehicles removal script
function removeFromFactionVehicle(thePlayer)
local faction = getElementData(thePlayer, "faction")
local vfaction = tonumber(getElementData(source, "faction"))
if (vfaction~=-1) then
local seat = getPedOccupiedVehicleSeat(thePlayer)
if (faction~=vfaction) and (seat==0) then
local factionName = "this faction"
for key, value in ipairs(exports.pool:getPoolElementsByType("team")) do
local id = tonumber(getElementData(value, "id"))
if (id==vfaction) then
factionName = getTeamName(value)
break
end
end
outputChatBox("You are not a member of '" .. factionName .. "'.", thePlayer, 255, 194, 14)
removePedFromVehicle(thePlayer)
local x, y, z = getElementPosition(thePlayer)
setElementPosition(thePlayer, x, y, z)
end
end
end
addEventHandler("onVehicleEnter", getRootElement(), removeFromFactionVehicle) |
local rdebug = require 'remotedebug.visitor'
local NEWLINE <const> = '\n'
local INDENT <const> = ' '
local DEPTH <const> = 10
local level
local out
local visited
local putValue
local function floatToString(x)
if x ~= x then
return '0/0'
end
if x == math.huge then
return 'math.huge'
end
if x == -math.huge then
return '-math.huge'
end
local g = ('%.16g'):format(x)
if tonumber(g) == x then
return g
end
return ('%.17g'):format(x)
end
local function isIdentifier(str)
return type(str) == 'string' and str:match( "^[_%a][_%a%d]*$" )
end
local TypeOrders = {
['number'] = 1, ['boolean'] = 2, ['string'] = 3, ['table'] = 4, ['function'] = 5, ['userdata'] = 6, ['thread'] = 7
}
local function sortKeys(a, b)
a, b = a[1], b[1]
local ta, tb = type(a), type(b)
if ta == tb and (ta == 'string' or ta == 'number') then return a < b end
local dta, dtb = TypeOrders[ta], TypeOrders[tb]
if dta and dtb then return TypeOrders[ta] < TypeOrders[tb]
elseif dta then return true
elseif dtb then return false
end
return ta < tb
end
local function puts(text)
out[#out+1] = text
end
local function newline()
puts(NEWLINE)
puts(INDENT:rep(level))
end
local function putKey(k)
if isIdentifier(k) then return puts(k) end
puts("[")
putValue(k)
puts("]")
end
local function putTable(t)
local uniquekey = rdebug.value(t)
if visited[uniquekey] then
puts('<table>')
elseif level >= DEPTH then
puts('{...}')
else
visited[uniquekey] = true
puts('{')
level = level + 1
local count = 0
local asize = rdebug.tablesize(t)
for i=1, asize do
if count > 0 then puts(',') end
puts(' ')
putValue(rdebug.index(t, i))
count = count + 1
end
local loct = rdebug.tablehashv(t)
local kvs = {}
for i = 1, #loct, 2 do
local key, value = loct[i], loct[i+1]
kvs[#kvs + 1] = { key, value }
end
table.sort(kvs, sortKeys)
for i=1, #kvs do
local kv = kvs[i]
if count > 0 then puts(',') end
newline()
putKey(kv[1])
puts(' = ')
putValue(kv[2])
count = count + 1
end
local metatable = rdebug.getmetatablev(t)
if metatable then
if count > 0 then puts(',') end
newline()
puts('<metatable> = ')
putValue(metatable)
end
level = level - 1
if #kvs > 0 or metatable then
newline()
elseif asize > 0 then
puts(' ')
end
puts('}')
end
end
function putValue(v)
local tv = rdebug.type(v)
if tv == 'string' then
puts(("%q"):format(rdebug.value(v)))
elseif tv == 'float' then
puts(floatToString(rdebug.value(v)))
elseif tv == 'integer' or tv == 'boolean' or tv == 'nil' then
puts(tostring(rdebug.value(v)))
elseif tv == 'table' then
putTable(v)
else
puts('<'..tv..'>')
end
end
return function (root)
level = 0
out = {}
visited = {}
putValue(root)
return table.concat(out)
end
|
Tests = {}
Lester = {}
if not GetGameTimer then
GetGameTimer = function()
return os.time()
end
end
--- @class Context
Context = setmetatable({}, Context)
Context.__index = Context
Context.__call = function()
return "Context"
end
function Context.new(parent)
local _Context = {
_Parent = parent,
Tests ={},
Cleaner = function()
end
}
return setmetatable(_Context, Context)
end
---@param description string
---@param handler fun(context: Context): void
---@return Context
function Context:Should(description, handler)
table.insert(self.Tests, {
description = description,
handler = handler
})
return self
end
function Context:Clean(handler)
self.Cleaner = handler
end
function Context:Assert(val1, val2)
return val1 == val2
end
---@param description string
---@param handler fun(context: Context): void
---@return Context
function Lester.Describe(description, handler)
table.insert(Tests, {
description = description,
handler = handler
})
end
function Lester.Assert(val, check)
return val == check
end
function Lester.Run()
for k,v in pairs(Tests) do
local context = v.handler(Context.new())
local testStr = ColorString.new():LightGreen("Testing: "):LightBlue(v.description):End()
print(testStr)
local passed = 0
local failed = 0
if type(context) == "table" then
if context.__call() == "Context" then
for b,z in pairs(context.Tests) do
local startTime = GetGameTimer()
local res = z.handler()
local endTime = GetGameTimer()
local diff = endTime - startTime
local seconds = math.floor(diff / 1000)
local rawRemainder = diff % 1000
local remainder
if rawRemainder < 10 then
remainder = "00" .. rawRemainder
elseif rawRemainder < 100 then
remainder = "0" .. rawRemainder
end
if res == true then
if not ColorString then
print(" ✅ should " .. z.description .. " ⏱️: " .. diff)
else
local output = ColorString.new():LightGreen("+ " .. z.description):LightBlue(" => " .. seconds .. "." .. remainder .. "s"):End()
print(output)
end
passed = passed + 1
else
if not ColorString then
print(" ❌ should " .. z.description .. " ⏱️: " .. diff)
else
local output = ColorString.new():RedOrange("!" .. z.description):LightBlue(" => " .. seconds .. "." .. remainder .. "s"):End()
print(output)
end
failed = failed + 1
end
end
context.Cleaner()
else
print(ColorString.new():LightYellow("Skipping because of invalid config"))
end
else
print(ColorString.new():LightYellow("Skipping because of invalid config"))
end
print("Passed: " .. passed .. " - Failed: " .. failed .. " - " .. (passed / (passed + failed) * 100) .. " % of tests passed")
end
end
if not Vehicle then
--- @class Vehicle
Vehicle = setmetatable({}, Vehicle)
Vehicle.__index = Vehicle
Vehicle.__call = function()
return "Vehicle"
end
function Vehicle.new()
local _Vehicle = {}
return setmetatable(_Vehicle, Vehicle)
end
end
function CreateTruck()
local veh = World:CreateVehicle("panto", Player:ForwardVector(3), 0, true)
print("Created vehicle", veh)
Citizen.Wait(2000)
return veh
end
Lester.Describe("CreateTruck()", function(context)
local val = CreateTruck()
context:Should("return an instance of the Vehicle class", function()
local response = context:Assert(val.__call(), "Vehicle")
Citizen.Wait(2000)
return response
end)
val:Model("sultan")
context:Should("have a model equal to 'sultan'", function()
local response = context:Assert(val:Model(), GetHashKey("sultan"))
return response
end)
context:Clean(function()
val:Delete()
end)
print("Returning ", context)
return context
end)
Lester.Describe("Getting net player name", function(context)
local testVehicle = World:CreateVehicle("zentorno",Player:ForwardVector(5), 0, true)
local owner = testVehicle:GetNetworkOwner():Name()
print("Owner is", owner)
context:Should("be owned by Cyntaax", function()
return context:Assert(owner, "Cyntaax")
end)
context:Clean(function()
testVehicle:Delete()
end)
return context
end)
|
-- ===== ===== ===== ===== =====
-- Copyright (c) 2017 Lukas Grünwald
-- License MIT License
-- ===== ===== ===== ===== =====
--- {abstract} Event base class.
-- All event inherit their functionality from this.
-- Import new functions:
require( "libErrorFunctions" )
require( "libDebugFunctions" )
cEvent = {}
cEvent.__index = cEvent
--- {abstract} Constructor.
-- @tparam cEventHandler parentEventHandler Needs the access to the event handler, so it can communicate with all objects.
-- @within Constructor
function cEvent.New( parentEventHandler )
local self = setmetatable( {}, cEvent )
self.Parent = parentEventHandler
self.Type = "TEXT_LUA_OBJECT_TYPE_EVENT_BASIC"
self.IsTimed = false
self.RegisteredTimestamp = false
self.Timer = false
return self
end
--- Returns the IsTimed attribute.
-- @treturn bool
-- @within Getter Functions
function cEvent:IsTimedEvent()
return self.IsTimed
end
--- Returns the event type.
-- @treturn string
-- @within Getter Functions
function cEvent:GetObjectType()
return self.Type
end
--- Returns the event delay.
-- @treturn float
-- @within Getter Functions
function cEvent:GetTimer()
return self.Timer
end
--- Returns the event registered timestamp.
-- @treturn int (I think; could be game cycles too, not sure.)
-- @within Getter Functions
function cEvent:GetRegisteredTimestamp()
return self.RegisteredTimestamp
end
--- Calculates whether a timed event is allowed to be executed.
-- Uses the vanilla GetCurrenttime() function. This should return the seconds passed since the GC has been started.
-- @treturn bool
-- @within Getter Functions
function cEvent:IsReadyToExecute()
if self:GetRegisteredTimestamp() + self:GetTimer() <= GetCurrentTime() then
return true
end
return false
end
--- {abstract} Executes the event.
function cEvent:Execute()
return false
end
return cEvent
|
local Errors = require "kong.dao.errors"
return {
no_consumer = true, -- this plugin is available on APIs as well as on Consumers,
fields = {
-- Describe your plugin's configuration's schema here.
domain = {type = "string", required=true},
secret = {type = "string", required=true },
required_headers = {type="array"}
},
self_check = function(schema, plugin_t, dao, is_updating)
-- perform any custom verification
if not plugin_t.domain then
return false, Errors.schema("domain is required")
end
if not plugin_t.secret then
return false, Errors.schema("secret is required")
end
return true
end
}
|
local gsrTimer = 0
local gsrPositive = false
local plyPed = PlayerPedId()
local gsrTestDistance = 5
Citizen.CreateThread(function()
while true do
Citizen.Wait(1)
plyPed = PlayerPedId()
if IsPedSwimmingUnderWater(plyPed) then
Citizen.Wait(10000)
if gsrPositive then
chance = math.random(1, 3)
if chance ~= 1 then
Notify("~g~Success! ~w~Residue ~g~was ~w~cleaned off.")
gsrTimer = 0
gsrPositive = false;
else
Notify("~r~Failed! ~w~Residue was ~r~not ~w~cleaned off.")
gsrTimer = Config.GSRAutoClean
Citizen.CreateThread(GSRThreadTimer)
end
end
end
if IsPedShooting(plyPed) then
if gsrPositive then
gsrTimer = Config.GSRAutoClean
else
gsrPositive = true
gsrTimer = Config.GSRAutoClean
Citizen.CreateThread(GSRThreadTimer)
end
end
end
end)
RegisterCommand(Config.TestGSR, function()
local playerCoords = GetEntityCoords(plyPed)
for _, player in ipairs(GetActivePlayers()) do
local targetPed = GetPlayerPed(player)
local targetId = GetPlayerServerId(player)
local distance = #(playerCoords-GetEntityCoords(targetPed))
if targetPed ~= plyPed then
if distance <= gsrTestDistance then
TriggerServerEvent('GSR:PlayerTest', targetId)
else
Notify("~r~Could Not Find Subject")
end
end
end
end)
RegisterCommand(Config.cleargsr, function()
if gsrPositive then
Notify("~b~Cleaning...")
Citizen.Wait(10000)
chance = math.random(1, 3)
if chance ~= 1 then
Notify("~g~Success! ~w~Residue ~g~was ~w~cleaned off.")
gsrTimer = 0
gsrPositive = false;
else
Notify("~r~Failed! ~w~Residue was ~r~not ~w~cleaned off.")
gsrTimer = Config.GSRAutoClean
Citizen.CreateThread(GSRThreadTimer)
end
end
end)
RegisterCommand(Config.forceclean, function()
if Config.Perms.restricted then
if TriggerServerEvent('GSR:PermCheck') then
Notify("~g~Success! ~w~Residue ~g~was ~w~cleaned off.")
gsrTimer = 0
gsrPositive = false;
TriggerServerEvent("GSR:ForceClean")
else
Notify('~r~Failed! You do not have permission to do that!')
end
else
Notify("~g~Success! ~w~Residue ~g~was ~w~cleaned off.")
gsrTimer = 0
gsrPositive = false;
TriggerServerEvent("GSR:ForceClean")
end
end)
RegisterNetEvent("GSR:Not1fy")
AddEventHandler("GSR:Not1fy", function(notHandler)
Notify(notHandler)
end)
RegisterNetEvent("GSR:TestHandler")
AddEventHandler("GSR:TestHandler", function(tester)
if gsrPositive then
TriggerServerEvent("GSR:TestCallback", tester, true)
elseif not gsrPositive then
TriggerServerEvent("GSR:TestCallback", tester, false)
end
end)
function GSRThreadTimer()
while gsrPositive do
Citizen.Wait(1000)
if gsrTimer == 0 then
gsrPositive = false
else
gsrTimer = gsrTimer - 1
end
end
end
-- Jordan's Notify System
function Notify(string)
SetNotificationTextEntry("STRING")
AddTextComponentString('~y~[ROCKET_GSR] ' .. string)
DrawNotification(false, true)
end |
--[[ Boss -- Slad'ran.lua
This script was written and is protected
by the GPL v2. This script was released
by Bapes of the Blua Scripting
Project. Please give proper accredidations
when re-releasing or sharing this script
with others in the emulation community.
~~End of License Agreement
-- Bapes, November 03, 2008. ]]
-- Adds: http://wotlk.wowhead.com/?npc=29713 & http://wotlk.wowhead.com/?npc=29680
--local Slad'ranConstrictor = 29713
--local Slad'ranViper = 29680
-- 99% Blizzlike, just need exact times for spells.
function Sladran_OnCombat(pUnit, Event)
pUnit:SendChatMessage(14, 0, "Drakkari gonna kill anybody who trespass on these lands!")
pUnit:RegisterEvent("Sladran_PoisonNova", math.random(15000, 17000), 0)
pUnit:RegisterEvent("Sladran_PowerfulBite", math.random(22000, 24000), 0)
pUnit:RegisterEvent("Sladran_VenomBolt", math.random(29000, 34000), 0)
end
function Sladran_OnLeaveCombat(pUnit, Event)
pUnit:RemoveEvents()
end
function Sladran_OnKillTarget(pUnit, Event)
-- Around 80% chance to use text.
local Text = math.random(1, 4)
if Text == 1 then
pUnit:SendChatMessage(14, 0, "Ye not breathin'! Good.")
elseif Text == 2 then
pUnit:SendChatMessage(14, 0, "You scared now?")
elseif Text == 3 then
pUnit:SendChatMessage(14, 0, "I'll eat you next, mon!")
end
end
function Sladran_OnDeath(pUnit, Event)
pUnit:RemoveEvents()
pUnit:SendChatMessage(14, 0, "I see now... Scourge was not our greatest enemy.")
end
RegisterUnitEvent(29304, 1, "Sladran_OnCombat")
RegisterUnitEvent(29304, 2, "Sladran_OnLeaveCombat")
RegisterUnitEvent(29304, 3, "Sladran_OnKillTarget")
RegisterUnitEvent(29304, 4, "Sladran_OnDeath")
function Sladran_PhaseTwo(pUnit, Event)
if pUnit:GetHealthPct() <= 30 then
pUnit:RegisterEvent("Sladran_SummonAdds", math.random(40000, 42000), 0)
pUnit:RegisterEvent("Sladran_PoisonNova", math.random(15000, 17000), 0)
pUnit:RegisterEvent("Sladran_PowerfulBite", math.random(22000, 24000), 0)
pUnit:RegisterEvent("Sladran_VenomBolt", math.random(29000, 34000), 0)
end
end
function Sladran_SummonAdds(pUnit, Event)
pUnit:SendChatMessage(14, 0, "Minions of the scale, heed my call!")
local x,y,z,o = pUnit:GetX(),pUnit:GetY(),pUnit:GetZ(),pUnit:GetO()
pUnit:SpawnCreature(29713, x, y, z, o, 14, 0)
pUnit:SpawnCreature(29713, x, y, z, o, 14, 0)
pUnit:SpawnCreature(29680, x, y, z, o, 14, 0)
pUnit:SpawnCreature(29680, x, y, z, o, 14, 0)
end
function Sladran_PoisonNova(pUnit, Event) -- http://wotlk.wowhead.com/?spell=55081
pUnit:FullCastSpell(55081)
end
function Sladran_PowerfulBite(pUnit, Event) -- http://wotlk.wowhead.com/?spell=48287
pUnit:FullCastSpellOnTarget(48287, pUnit:GetMainTank())
end
function Sladran_VenomBolt(pUnit, Event) -- http://wotlk.wowhead.com/?spell=54970
pUnit:FullCastSpellOnTarget(54970, pUnit:GetRandomPlayer(0))
end |
return {
metadata = {
{scaling_used = {"Exo_3D"},
subject_age = {30.0},
subject_height = {1.70},
subject_weight = {80.00},
subject_gender = {"male"},
subject_pelvisWidth = {0.2400},
subject_hipCenterWidth = {0.1700},
subject_shoulderCenterWidth = {0.4000},
subject_heelAnkleXOffset = {0.0800},
subject_heelAnkleZOffset = {0.0900},
subject_shoulderNeckZOffset = {0.0700},
subject_footWidth = {0.0900},
},
},
gravity = { 0, 0, -9.81,},
configuration = {
axis_front = { 1, 0, 0,},
axis_right = { 0, -1, 0,},
axis_up = { 0, 0, 1,},
},
points = {
{name = "ExoPelvis_L", body = "Exo_PelvisModule", point = {0.000000, 0.150000, 0.000000,},},
{name = "ExoPelvis_R", body = "Exo_PelvisModule", point = {0.000000, -0.150000, 0.000000,},},
{name = "ExoPelvis_Back", body = "Exo_PelvisModule", point = {-0.112500, 0.000000, 0.000000,},},
{name = "ExoThigh_R", body = "Exo_ThighModule_R", point = {0.000000, -0.000000, 0.000000,},},
{name = "ExoThigh_L", body = "Exo_ThighModule_L", point = {0.000000, 0.000000, 0.000000,},},
{name = "ExoUpperTrunk_Front", body = "Exo_UpperTrunkModule", point = {0.275400, 0.000000, -0.033660,},},
{name = "ExoUpperTrunk_Back", body = "Exo_UpperTrunkModule", point = {-0.010200, 0.000000, 0.000000,},},
},
constraint_sets = {
},
frames = {
{name = "Exo_PelvisModule",
parent = "ROOT",
joint_frame = {
r = { 0.000000, 0.000000, 0.105000,},
E =
{{ 1.000000, 0.000000, 0.000000,},
{ 0.000000, 1.000000, 0.000000,},
{ 0.000000, 0.000000, 1.000000,},},
},
body = {
mass = 2.617337,
com = { 0.001012, -0.000922, -0.000114,},
inertia =
{{ 0.021193, -0.000003, 0.000000,},
{ -0.000003, 0.017238, -0.000001,},
{ 0.000000, -0.000001, 0.035733,},},
},
joint =
{{ 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000,},
{ 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000,},
{ 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000,},
{ 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000,},
{ 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000,},
{ 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000,},},
markers = {},
visuals = {{
src = "exo_pelvisModule.obj",
dimensions = { 0.288000, 0.360000, 0.075000,},
mesh_center = { 0.000000, 0.000000, 0.000000,},
color = { 0.000000, 0.407843, 0.545098,},
},},
},
{name = "Exo_ThighBar_R",
parent = "Exo_PelvisModule",
joint_frame = {
r = { 0.080000, -0.085000, 0.000000,},
E =
{{ 1.000000, 0.000000, 0.000000,},
{ 0.000000, 1.000000, 0.000000,},
{ 0.000000, 0.000000, 1.000000,},},
},
body = {
mass = 0.440265,
com = { 0.030000, 0.000000, -0.250747,},
inertia =
{{ 0.006909, 0.000000, 0.000000,},
{ 0.000000, 0.006882, 0.000000,},
{ 0.000000, 0.000000, 0.000039,},},
},
joint =
{{ 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000,},
{ 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000,},
{ 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000,},},
markers = {},
visuals = {{
src = "exo_bar.obj",
dimensions = { 0.015000, 0.030000, 0.501494,},
mesh_center = { 0.030000, 0.000000, -0.250747,},
color = { 0.000000, 0.407843, 0.545098,},
},},
},
{name = "Exo_ThighModule_R",
parent = "Exo_ThighBar_R",
joint_frame = {
r = { 0.000000, 0.000000, -0.405000,},
E =
{{ 1.000000, 0.000000, 0.000000,},
{ 0.000000, 1.000000, 0.000000,},
{ 0.000000, 0.000000, 1.000000,},},
},
body = {
mass = 1.071810,
com = { -0.070000, 0.004000, 0.000000,},
inertia =
{{ 0.001903, 0.000000, 0.000000,},
{ 0.000000, 0.004787, 0.000000,},
{ 0.000000, 0.000000, 0.005763,},},
},
joint =
{{ 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000,},
{ 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000,},
{ 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000,},},
markers = {},
visuals = {{
src = "exo_thighModule.obj",
dimensions = { 0.220000, 0.150000, 0.072000,},
mesh_center = { -0.070000, 0.004000, 0.000000,},
color = { 0.000000, 0.407843, 0.545098,},
},},
},
{name = "Exo_ThighBar_L",
parent = "Exo_PelvisModule",
joint_frame = {
r = { 0.080000, 0.085000, 0.000000,},
E =
{{ 1.000000, 0.000000, 0.000000,},
{ 0.000000, 1.000000, 0.000000,},
{ 0.000000, 0.000000, 1.000000,},},
},
body = {
mass = 0.440265,
com = { 0.030000, 0.000000, -0.250747,},
inertia =
{{ 0.006909, -0.000000, 0.000000,},
{ -0.000000, 0.006882, -0.000000,},
{ 0.000000, -0.000000, 0.000039,},},
},
joint =
{{ 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000,},
{ 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000,},
{ 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000,},},
markers = {},
visuals = {{
src = "exo_bar.obj",
dimensions = { 0.015000, 0.030000, 0.501494,},
mesh_center = { 0.030000, 0.000000, -0.250747,},
color = { 0.000000, 0.407843, 0.545098,},
},},
},
{name = "Exo_ThighModule_L",
parent = "Exo_ThighBar_L",
joint_frame = {
r = { 0.000000, 0.000000, -0.405000,},
E =
{{ 1.000000, 0.000000, 0.000000,},
{ 0.000000, 1.000000, 0.000000,},
{ 0.000000, 0.000000, 1.000000,},},
},
body = {
mass = 1.071810,
com = { -0.070000, -0.004000, 0.000000,},
inertia =
{{ 0.001903, 0.000000, 0.000000,},
{ 0.000000, 0.004787, 0.000000,},
{ 0.000000, 0.000000, 0.005763,},},
},
joint =
{{ 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000,},
{ 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000,},
{ 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000,},},
markers = {},
visuals = {{
src = "exo_thighModule.obj",
dimensions = { 0.220000, 0.150000, 0.072000,},
mesh_center = { -0.070000, -0.004000, 0.000000,},
color = { 0.000000, 0.407843, 0.545098,},
},},
},
{name = "Exo_TorsoBar",
parent = "Exo_PelvisModule",
joint_frame = {
r = { -0.105000, 0.000000, 0.000000,},
E =
{{ 1.000000, 0.000000, 0.000000,},
{ 0.000000, 1.000000, 0.000000,},
{ 0.000000, 0.000000, 1.000000,},},
},
body = {
mass = 0.651290,
com = { -0.020000, 0.000000, 0.208650,},
inertia =
{{ 0.007130, -0.000000, 0.000000,},
{ -0.000000, 0.007059, 0.000000,},
{ 0.000000, 0.000000, 0.000103,},},
},
joint =
{ { 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000,},},
markers = {},
visuals = {{
src = "exo_bar.obj",
dimensions = { 0.020000, 0.040000, 0.417300,},
mesh_center = { -0.020000, 0.000000, 0.208650,},
color = { 0.000000, 0.407843, 0.545098,},
},},
},
{name = "Exo_UpperTrunkModule",
parent = "Exo_TorsoBar",
joint_frame = {
r = { 0.000000, 0.000000, 0.321000,},
E =
{{ 1.000000, 0.000000, 0.000000,},
{ 0.000000, 1.000000, 0.000000,},
{ 0.000000, 0.000000, 1.000000,},},
},
body = {
mass = 1.424113,
com = { 0.105000, -0.013005, 0.068569,},
inertia =
{{ 0.021507, -0.000000, 0.000000,},
{ -0.000000, 0.010778, -0.000070,},
{ 0.000000, -0.000070, 0.022159,},},
},
joint =
{{ 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000,},
{ 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000,},},
markers = {},
visuals = {{
src = "exo_upperTrunkModule.obj",
dimensions = { 0.231000, 0.440000, 0.224400,},
mesh_center = { 0.105000, 0.000000, 0.068000,},
color = { 0.000000, 0.407843, 0.545098,},
},},
},
},
} |
if (SERVER) then
-- CreateConVar('sbox_maxkeypads', 10) -- Handled by keypad_willox.lua
end
TOOL.Category = "Construction"
TOOL.Name = "Keypad - Wire"
TOOL.Command = nil
TOOL.ClientConVar['weld'] = '1'
TOOL.ClientConVar['freeze'] = '1'
TOOL.ClientConVar['password'] = '1234'
TOOL.ClientConVar['secure'] = '0'
TOOL.ClientConVar['repeats_granted'] = '0'
TOOL.ClientConVar['repeats_denied'] = '0'
TOOL.ClientConVar['length_granted'] = '0.1'
TOOL.ClientConVar['length_denied'] = '0.1'
TOOL.ClientConVar['delay_granted'] = '0'
TOOL.ClientConVar['delay_denied'] = '0'
TOOL.ClientConVar['init_delay_granted'] = '0'
TOOL.ClientConVar['init_delay_denied'] = '0'
TOOL.ClientConVar['output_on'] = '1'
TOOL.ClientConVar['output_off'] = '0'
-- cleanup.Register("keypads") -- Handled by keypad_willox.lua
if CLIENT then
language.Add("tool.keypad_willox_wire.name", "Keypad - Wire")
language.Add("tool.keypad_willox_wire.0", "Left Click: Create, Right Click: Update")
language.Add("tool.keypad_willox_wire.desc", "Creates Keypads for secure access")
--[[
language.Add("Undone_Keypad", "Undone Keypad")
language.Add("Cleanup_keypads", "Keypads")
language.Add("Cleaned_keypads", "Cleaned up all Keypads")
language.Add("SBoxLimit_keypads", "You've hit the Keypad limit!")
]] -- Handled by keypad_willox.lua
end
function TOOL:SetupKeypad(ent, pass)
local data = {
Password = pass,
RepeatsGranted = self:GetClientNumber("repeats_granted"),
RepeatsDenied = self:GetClientNumber("repeats_denied"),
LengthGranted = self:GetClientNumber("length_granted"),
LengthDenied = self:GetClientNumber("length_denied"),
DelayGranted = self:GetClientNumber("delay_granted"),
DelayDenied = self:GetClientNumber("delay_denied"),
InitDelayGranted = self:GetClientNumber("init_delay_granted"),
InitDelayDenied = self:GetClientNumber("init_delay_denied"),
OutputOn = self:GetClientNumber("output_on"),
OutputOff = self:GetClientNumber("output_off"),
Secure = util.tobool(self:GetClientNumber("secure"))
}
ent:SetData(data)
end
function TOOL:RightClick(tr)
if not WireLib then return false end
if not IsValid(tr.Entity) or not tr.Entity:GetClass():lower() == "keypad_wire" then return false end
if CLIENT then return true end
local ply = self:GetOwner()
local password = tonumber(ply:GetInfo("keypad_willox_wire_password"))
local spawn_pos = tr.HitPos
local trace_ent = tr.Entity
if password == nil or (string.len(tostring(password)) > 4) or (string.find(tostring(password), "0")) then
ply:PrintMessage(3, "Invalid password!")
return false
end
self:SetupKeypad(trace_ent, password)
return true
end
function TOOL:LeftClick(tr)
if not WireLib then return false end
if IsValid(tr.Entity) and tr.Entity:GetClass() == "player" then return false end
if CLIENT then return true end
local ply = self:GetOwner()
local password = self:GetClientNumber("password")
local spawn_pos = tr.HitPos + tr.HitNormal
local trace_ent = tr.Entity
if password == nil or (string.len(tostring(password)) > 4) or (string.find(tostring(password), "0")) then
ply:PrintMessage(3, "Invalid password!")
return false
end
if not self:GetWeapon():CheckLimit("keypads") then return false end
local ent = ents.Create("keypad_wire")
ent:SetPos(spawn_pos)
ent:SetAngles(tr.HitNormal:Angle())
ent:Spawn()
ent:SetPlayer(ply)
local freeze = util.tobool(self:GetClientNumber("freeze"))
local weld = util.tobool(self:GetClientNumber("weld"))
if freeze or weld then
local phys = ent:GetPhysicsObject()
if IsValid(phys) then
phys:EnableMotion(false)
end
end
if weld then
local weld = constraint.Weld(ent, trace_ent, 0, 0, 0, true, false)
end
self:SetupKeypad(ent, password)
undo.Create("Keypad")
undo.AddEntity(ent)
undo.SetPlayer(ply)
undo.Finish()
ply:AddCount("keypads", ent)
ply:AddCleanup("keypads", ent)
return true
end
if CLIENT then
local function ResetSettings(ply)
ply:ConCommand("keypad_willox_wire_repeats_granted 0")
ply:ConCommand("keypad_willox_wire_repeats_denied 0")
ply:ConCommand("keypad_willox_wire_length_granted 0.1")
ply:ConCommand("keypad_willox_wire_length_denied 0.1")
ply:ConCommand("keypad_willox_wire_delay_granted 0")
ply:ConCommand("keypad_willox_wire_delay_denied 0")
ply:ConCommand("keypad_willox_wire_init_delay_granted 0")
ply:ConCommand("keypad_willox_wire_init_delay_denied 0")
ply:ConCommand("keypad_willox_wire_output_on 1")
ply:ConCommand("keypad_willox_wire_output_off 0")
end
concommand.Add("keypad_willox_wire_reset", ResetSettings)
function TOOL.BuildCPanel(CPanel)
if not WireLib then
CPanel:Help("This tool requires Wiremod to function")
CPanel:Help("http://wiremod.com/")
CPanel:Help("Workshop Addon #160250458")
else
local r, l = CPanel:TextEntry("Access Password", "keypad_willox_wire_password")
r:SetTall(22)
CPanel:ControlHelp("Max Length: 4\nAllowed Digits: 1-9")
CPanel:CheckBox("Secure Mode", "keypad_willox_wire_secure")
CPanel:CheckBox("Weld", "keypad_willox_wire_weld")
CPanel:CheckBox("Freeze", "keypad_willox_wire_freeze")
CPanel:NumSlider("Output On:", "keypad_willox_wire_output_on", -10, 10, 0)
CPanel:NumSlider("Output Off:", "keypad_willox_wire_output_off", -10, 10, 0)
local granted = vgui.Create("DForm")
granted:SetName("Access Granted Settings")
granted:NumSlider("Hold Length", "keypad_willox_wire_length_granted", 0.1, 10, 2)
granted:NumSlider("Initial Delay", "keypad_willox_wire_init_delay_granted", 0, 10, 2)
granted:NumSlider("Multiple Press Delay", "keypad_willox_wire_delay_granted", 0, 10, 2)
granted:NumSlider("Additional Repeats", "keypad_willox_wire_repeats_granted", 0, 5, 0)
CPanel:AddItem(granted)
local denied = vgui.Create("DForm")
denied:SetName("Access Denied Settings")
denied:NumSlider("Hold Length", "keypad_willox_wire_length_denied", 0.1, 10, 2)
denied:NumSlider("Initial Delay", "keypad_willox_wire_init_delay_denied", 0, 10, 2)
denied:NumSlider("Multiple Press Delay", "keypad_willox_wire_delay_denied", 0, 10, 2)
denied:NumSlider("Additional Repeats", "keypad_willox_wire_repeats_denied", 0, 5, 0)
CPanel:AddItem(denied)
CPanel:Button("Default Settings", "keypad_willox_wire_reset")
CPanel:Help("")
local faq = CPanel:Help("Information")
faq:SetFont("GModWorldtip")
CPanel:Help("You can enter your password with your numpad when numlock is enabled!")
end
end
end |
#!/usr/bin/env lua
header = [[
(set-logic QF_UFDT)
(declare-datatypes ((t 0))
(((T0) (T1 (prev1 t)) (T2 (prev2 t)))))
]]
footer = [[
(check-sat)
(exit)
]]
function printf(...)
print(string.format(...))
end
function mkdiamond(n)
-- decls
for i=1,n do
printf("(declare-const c%d t)", i)
end
printf("(assert (= c1 c%d))", n)
-- now for the diamond itself
for i=1,n do
printf("(assert (not (= c%d T0)))",i)
end
for i=1, n-1 do
local s = "c" .. i
local next_ = "c" .. (i+1)
printf("(assert (or (= %s (T1 %s)) (= %s (T2 %s))))", s, next_, s, next_)
end
end
n = tonumber(arg[1])
print(header)
mkdiamond(n)
print(footer)
|
data:extend(
{
{
type = "technology",
name = "cement-shoes-equipment",
icon = "__Cement Shoes__/graphics/technology/cement-shoes-equipment.png",
icon_size = 128,
prerequisites = {"modular-armor"},
effects =
{
{
type = "unlock-recipe",
recipe = "cement-shoes"
},
{
type = "unlock-recipe",
recipe = "brick-shoes"
},
{
type = "unlock-recipe",
recipe = "landfill-shoes",
},
},
unit =
{
count = 50,
ingredients =
{
{"automation-science-pack", 1},
{"logistic-science-pack", 1},
},
time = 15
},
},
}
) |
local Tunnel = module("_core", "lib/Tunnel")
local Proxy = module("_core", "lib/Proxy")
cAPI = Proxy.getInterface("API")
API = Tunnel.getInterface("API")
cam = nil
hided = false
spawnedCamera = nil
choosePed = {}
pedSelected = nil
sex = nil
zoom = 4.0
offset = 0.2
DeleteeEntity = true
local InterP = true
local adding = true
local showroomHorse_entity
local showroomHorse_model
local MyHorse_entity
local IdMyHorse
cameraUsing = {
{
name = "Horse",
x = 0.2,
y = 0.0,
z = 1.8
},
{
name = "Olhos",
x = 0.0,
y = -0.4,
z = 0.65
}
}
local saddlecloths = {}
local acshorn = {}
local bags = {}
local horsetails = {}
local manes = {}
local saddles = {}
local stirrups = {}
local acsluggage = {}
Citizen.CreateThread(
function()
while adding do
Citizen.Wait(0)
for i, v in ipairs(HorseComp) do
if v.category == "Saddlecloths" then
table.insert(saddlecloths, v.Hash)
elseif v.category == "AcsHorn" then
table.insert(acshorn, v.Hash)
elseif v.category == "Bags" then
table.insert(bags, v.Hash)
elseif v.category == "HorseTails" then
table.insert(horsetails, v.Hash)
elseif v.category == "Manes" then
table.insert(manes, v.Hash)
elseif v.category == "Saddles" then
table.insert(saddles, v.Hash)
elseif v.category == "Stirrups" then
table.insert(stirrups, v.Hash)
elseif v.category == "AcsLuggage" then
table.insert(acsluggage, v.Hash)
end
end
adding = false
end
end
)
RegisterCommand(
"estabulo",
function()
OpenStable()
end
)
function passBagTable()
return bag
end
function OpenStable()
inCustomization = true
horsesp = true
local playerHorse = MyHorse_entity
SetEntityHeading(playerHorse, 334)
DeleteeEntity = true
SetNuiFocus(true, true)
InterP = true
local hashm = GetEntityModel(playerHorse)
if hashm ~= nil and IsPedOnMount(PlayerPedId()) then
createCamera(PlayerPedId())
else
createCamera(PlayerPedId())
end
SetEntityVisible(PlayerPedId(), false)
if not alreadySentShopData then
SendNUIMessage(
{
action = "show",
shopData = getShopData()
}
)
else
SendNUIMessage(
{
action = "show"
}
)
end
TriggerServerEvent("FRP:STABLE:AskForMyHorses")
end
local promptGroup
local varStringCasa = CreateVarString(10, "LITERAL_STRING", "Estabulo")
local blip
local prompts = {}
local SpawnPoint = {}
local StablePoint = {}
local HeadingPoint
local CamPos = {}
Citizen.CreateThread(
function()
while true do
Wait(1)
local coords = GetEntityCoords(PlayerPedId())
for _, prompt in pairs(prompts) do
if PromptIsJustPressed(prompt) then
for k, v in pairs(Config.Stables) do
if GetDistanceBetweenCoords(coords, v.Pos.x, v.Pos.y, v.Pos.z, true) < 7 then
HeadingPoint = v.Heading
StablePoint = {v.Pos.x, v.Pos.y, v.Pos.z}
CamPos = {v.SpawnPoint.CamPos.x, v.SpawnPoint.CamPos.y}
SpawnPoint = {x = v.SpawnPoint.Pos.x, y = v.SpawnPoint.Pos.y, z = v.SpawnPoint.Pos.z, h = v.SpawnPoint.Heading}
Wait(300)
end
end
OpenStable()
end
end
end
end
)
Citizen.CreateThread(
function()
for _, v in pairs(Config.Stables) do
-- blip = N_0x554d9d53f696d002(1664425300, v.Pos.x, v.Pos.y, v.Pos.z)
SetBlipSprite(blip, -145868367, 1)
Citizen.InvokeNative(0x9CB1A1623062F402, blip, "Lovarda")
local prompt = PromptRegisterBegin()
PromptSetActiveGroupThisFrame(promptGroup, varStringCasa)
PromptSetControlAction(prompt, 0xE8342FF2)
PromptSetText(prompt, CreateVarString(10, "LITERAL_STRING", "Lovarda megnyitása"))
PromptSetStandardMode(prompt, true)
PromptSetEnabled(prompt, 1)
PromptSetVisible(prompt, 1)
PromptSetHoldMode(prompt, 1)
PromptSetPosition(prompt, v.Pos.x, v.Pos.y, v.Pos.z)
N_0x0c718001b77ca468(prompt, 3.0)
PromptSetGroup(prompt, promptGroup)
PromptRegisterEnd(prompt)
table.insert(prompts, prompt)
end
end
)
AddEventHandler(
"onResourceStop",
function(resourceName)
if resourceName == GetCurrentResourceName() then
for _, prompt in pairs(prompts) do
PromptDelete(prompt)
RemoveBlip(blip)
end
end
end
)
-- function deletePrompt()
-- if prompt ~= nil then
-- PromptSetVisible(prompt, false)
-- PromptSetEnabled(prompt, false)
-- PromptDelete(prompt)
-- prompt = nil
-- promptGroup = nil
-- end
-- end
function rotation(dir)
local playerHorse = MyHorse_entity
local pedRot = GetEntityHeading(playerHorse) + dir
SetEntityHeading(playerHorse, pedRot % 360)
end
RegisterNUICallback(
"rotate",
function(data, cb)
if (data["key"] == "left") then
rotation(20)
elseif (data["key"] == "right") then
rotation(-20)
end
cb("ok")
end
)
-- AddEventHandler(
-- 'onResourceStop',
-- function(resourceName)
-- if resourceName == GetCurrentResourceName() then
-- for _, prompt in pairs(prompts) do
-- PromptDelete(prompt)
-- end
-- end
-- end
-- )
AddEventHandler(
"onResourceStop",
function(resourceName)
if (GetCurrentResourceName() ~= resourceName) then
return
end
SetNuiFocus(false, false)
SendNUIMessage(
{
action = "hide"
}
)
end
)
function createCam(creatorType)
for k, v in pairs(cams) do
if cams[k].type == creatorType then
cam = CreateCamWithParams("DEFAULT_SCRIPTED_CAMERA", cams[k].x, cams[k].y, cams[k].z, cams[k].rx, cams[k].ry, cams[k].rz, cams[k].fov, false, 0) -- CAMERA COORDS
SetCamActive(cam, true)
RenderScriptCams(true, false, 3000, true, false)
createPeds()
end
end
end
RegisterNUICallback(
"Nyergek",
function(data)
zoom = 4.0
offset = 0.2
if tonumber(data.id) == 0 then
num = 0
SaddlesUsing = num
local playerHorse = MyHorse_entity
Citizen.InvokeNative(0xD710A5007C2AC539, playerHorse, 0xBAA7E618, 0) -- HAT REMOVE
Citizen.InvokeNative(0xCC8CA3E88256E58F, playerHorse, 0, 1, 1, 1, 0) -- Actually remove the component
else
local num = tonumber(data.id)
hash = ("0x" .. saddles[num])
setcloth(hash)
SaddlesUsing = ("0x" .. saddles[num])
end
end
)
RegisterNUICallback(
"Takarok",
function(data)
zoom = 4.0
offset = 0.2
if tonumber(data.id) == 0 then
num = 0
SaddleclothsUsing = num
local playerHorse = MyHorse_entity
Citizen.InvokeNative(0xD710A5007C2AC539, playerHorse, 0x17CEB41A, 0) -- HAT REMOVE
Citizen.InvokeNative(0xCC8CA3E88256E58F, playerHorse, 0, 1, 1, 1, 0) -- Actually remove the component
else
local num = tonumber(data.id)
hash = ("0x" .. saddlecloths[num])
setcloth(hash)
SaddleclothsUsing = ("0x" .. saddlecloths[num])
end
end
)
RegisterNUICallback(
"Kengyelek",
function(data)
zoom = 4.0
offset = 0.2
if tonumber(data.id) == 0 then
num = 0
StirrupsUsing = num
local playerHorse = MyHorse_entity
Citizen.InvokeNative(0xD710A5007C2AC539, playerHorse, 0xDA6DADCA, 0) -- HAT REMOVE
Citizen.InvokeNative(0xCC8CA3E88256E58F, playerHorse, 0, 1, 1, 1, 0) -- Actually remove the component
else
local num = tonumber(data.id)
hash = ("0x" .. stirrups[num])
setcloth(hash)
StirrupsUsing = ("0x" .. stirrups[num])
end
end
)
RegisterNUICallback(
"Taskak",
function(data)
zoom = 4.0
offset = 0.2
if tonumber(data.id) == 0 then
num = 0
BagsUsing = num
local playerHorse = MyHorse_entity
Citizen.InvokeNative(0xD710A5007C2AC539, playerHorse, 0x80451C25, 0) -- HAT REMOVE
Citizen.InvokeNative(0xCC8CA3E88256E58F, playerHorse, 0, 1, 1, 1, 0) -- Actually remove the component
else
local num = tonumber(data.id)
hash = ("0x" .. bags[num])
setcloth(hash)
BagsUsing = ("0x" .. bags[num])
end
end
)
RegisterNUICallback(
"Soreny fajtai",
function(data)
zoom = 4.0
offset = 0.2
if tonumber(data.id) == 0 then
num = 0
ManesUsing = num
local playerHorse = MyHorse_entity
Citizen.InvokeNative(0xD710A5007C2AC539, playerHorse, 0xAA0217AB, 0) -- HAT REMOVE
Citizen.InvokeNative(0xCC8CA3E88256E58F, playerHorse, 0, 1, 1, 1, 0) -- Actually remove the component
else
local num = tonumber(data.id)
hash = ("0x" .. manes[num])
setcloth(hash)
ManesUsing = ("0x" .. manes[num])
end
end
)
RegisterNUICallback(
"Farok fajtai",
function(data)
zoom = 4.0
offset = 0.2
if tonumber(data.id) == 0 then
num = 0
HorseTailsUsing = num
local playerHorse = MyHorse_entity
Citizen.InvokeNative(0xD710A5007C2AC539, playerHorse, 0x17CEB41A, 0) -- HAT REMOVE
Citizen.InvokeNative(0xCC8CA3E88256E58F, playerHorse, 0, 1, 1, 1, 0) -- Actually remove the component
else
local num = tonumber(data.id)
hash = ("0x" .. horsetails[num])
setcloth(hash)
HorseTailsUsing = ("0x" .. horsetails[num])
end
end
)
RegisterNUICallback(
"Szarvak",
function(data)
zoom = 4.0
offset = 0.2
if tonumber(data.id) == 0 then
num = 0
AcsHornUsing = num
local playerHorse = MyHorse_entity
Citizen.InvokeNative(0xD710A5007C2AC539, playerHorse, 0x5447332, 0) -- HAT REMOVE
Citizen.InvokeNative(0xCC8CA3E88256E58F, playerHorse, 0, 1, 1, 1, 0) -- Actually remove the component
else
local num = tonumber(data.id)
hash = ("0x" .. acshorn[num])
setcloth(hash)
AcsHornUsing = ("0x" .. acshorn[num])
end
end
)
RegisterNUICallback(
"Lepedok",
function(data)
zoom = 4.0
offset = 0.2
if tonumber(data.id) == 0 then
num = 0
AcsLuggageUsing = num
local playerHorse = MyHorse_entity
Citizen.InvokeNative(0xD710A5007C2AC539, playerHorse, 0xEFB31921, 0) -- HAT REMOVE
Citizen.InvokeNative(0xCC8CA3E88256E58F, playerHorse, 0, 1, 1, 1, 0) -- Actually remove the component
else
print(data.id)
local num = tonumber(data.id)
hash = ("0x" .. acsluggage[num])
setcloth(hash)
AcsLuggageUsing = ("0x" .. acsluggage[num])
end
end
)
myHorses = {}
function setcloth(hash)
local model2 = GetHashKey(tonumber(hash))
if not HasModelLoaded(model2) then
Citizen.InvokeNative(0xFA28FE3A6246FC30, model2)
end
Citizen.InvokeNative(0xD3A7B003ED343FD9, MyHorse_entity, tonumber(hash), true, true, true)
end
RegisterNUICallback(
"selectHorse",
function(data)
print(data.horseID)
TriggerServerEvent("FRP:STABLE:SelectHorseWithId", tonumber(data.horseID))
end
)
RegisterNUICallback(
"sellHorse",
function(data)
print(data.horseID)
DeleteEntity(showroomHorse_entity)
TriggerServerEvent("FRP:STABLE:SellHorseWithId", tonumber(data.horseID))
TriggerServerEvent("FRP:STABLE:AskForMyHorses")
end
)
RegisterNetEvent("FRP:STABLE:ReceiveHorsesData")
AddEventHandler(
"FRP:STABLE:ReceiveHorsesData",
function(dataHorses)
SendNUIMessage(
{
myHorsesData = dataHorses
}
)
end
)
SaddlesUsing = nil
SaddleclothsUsing = nil
StirrupsUsing = nil
BagsUsing = nil
ManesUsing = nil
HorseTailsUsing = nil
AcsHornUsing = nil
AcsLuggageUsing = nil
--- /// ARRASTAR CAVALO
local alreadySentShopData = false
function getShopData()
alreadySentShopData = true
local ret = {
{
name = "Haszon lovak",
["A_C_HORSEMULE_01"] = {"Öszvér", 5, 17},
["A_C_Horse_KentuckySaddle_Grey"] = {"Kentucky Saddle (Szürke)", 20, 50},
["A_C_Horse_Morgan_Palomino"] = {"Morgan", 21, 55},
},
{
name = "Verseny lovak",
["A_C_Horse_Thoroughbred_DappleGrey"] = {"Thoroughbred", 47, 130},
["A_C_Horse_Nokota_ReverseDappleRoan"] = {"Nokota", 135, 450},
["A_C_Horse_AmericanStandardbred_Buckskin"] = {"Standardbred Americano", 47, 130},
},
{
name = "Szívós lovak",
["A_C_Horse_Andalusian_DarkBay"] = {"Andalusian (Csillogó fekete)", 50, 140},
["A_C_Horse_Andalusian_Perlino"] = {"Andalusian (Mennyei)", 50, 140},
},
{
name = "Szallítós lovak",
["A_C_Horse_AmericanPaint_Overo"] = {"American Paint (Foltos)", 47, 130},
["A_C_Horse_AmericanPaint_Tobiano"] = {"American Paint (Foltos)", 50, 140},
["A_C_Horse_Appaloosa_Blanket"] = {"Appaloosa", 73, 200},
},
{
name = "Ledönthetetlen lovak",
["A_C_Horse_Belgian_BlondChestnut"] = {"Belga (Világos-barna)", 30, 120},
["A_C_Horse_Belgian_MealyChestnut"] = {"Belga (Szőke)", 30, 120},
["A_C_Horse_Shire_LightGrey"] = {"Shire (Szürkés-fehér)", 35, 130},
["A_C_Horse_SuffolkPunch_RedChestnut"] = {"Suffolk Punch (Pirosas-barna)", 55, 150},
},
{
name = "Tehetős emberek lovai",
["A_C_Horse_Turkoman_Gold"] = {"Turkoman (Szikrázó arany)", 470, 950},
}
}
return ret
end
RegisterNUICallback(
"loadHorse",
function(data)
local horseModel = data.horseModel
if showroomHorse_model == horseModel then
return
end
if showroomHorse_entity ~= nil then
DeleteEntity(showroomHorse_entity)
showroomHorse_entity = nil
end
if MyHorse_entity ~= nil then
DeleteEntity(MyHorse_entity)
MyHorse_entity = nil
end
showroomHorse_model = horseModel
local modelHash = GetHashKey(showroomHorse_model)
if not HasModelLoaded(modelHash) then
RequestModel(modelHash)
while not HasModelLoaded(modelHash) do
Citizen.Wait(10)
end
end
showroomHorse_entity = CreatePed(modelHash, SpawnPoint.x, SpawnPoint.y, SpawnPoint.z - 0.98, SpawnPoint.h, false, 0)
Citizen.InvokeNative(0x283978A15512B2FE, showroomHorse_entity, true)
Citizen.InvokeNative(0x58A850EAEE20FAA3, showroomHorse_entity)
NetworkSetEntityInvisibleToNetwork(showroomHorse_entity, true)
SetVehicleHasBeenOwnedByPlayer(showroomHorse_entity, true)
-- SetModelAsNoLongerNeeded(modelHash)
interpCamera("Horse", showroomHorse_entity)
end
)
RegisterNUICallback(
"loadMyHorse",
function(data)
local horseModel = data.horseModel
IdMyHorse = data.IdHorse
if showroomHorse_model == horseModel then
return
end
if showroomHorse_entity ~= nil then
DeleteEntity(showroomHorse_entity)
showroomHorse_entity = nil
end
if MyHorse_entity ~= nil then
DeleteEntity(MyHorse_entity)
MyHorse_entity = nil
end
showroomHorse_model = horseModel
local modelHash = GetHashKey(showroomHorse_model)
if not HasModelLoaded(modelHash) then
RequestModel(modelHash)
while not HasModelLoaded(modelHash) do
Citizen.Wait(10)
end
end
MyHorse_entity = CreatePed(modelHash, SpawnPoint.x, SpawnPoint.y, SpawnPoint.z - 0.98, SpawnPoint.h, false, 0)
Citizen.InvokeNative(0x283978A15512B2FE, MyHorse_entity, true)
Citizen.InvokeNative(0x58A850EAEE20FAA3, MyHorse_entity)
NetworkSetEntityInvisibleToNetwork(MyHorse_entity, true)
SetVehicleHasBeenOwnedByPlayer(MyHorse_entity, true)
local componentsHorse = json.decode(data.HorseComp)
if componentsHorse ~= '[]' then
for _, Key in pairs(componentsHorse) do
local model2 = GetHashKey(tonumber(Key))
if not HasModelLoaded(model2) then
Citizen.InvokeNative(0xFA28FE3A6246FC30, model2)
end
Citizen.InvokeNative(0xD3A7B003ED343FD9, MyHorse_entity, tonumber(Key), true, true, true)
end
end
-- SetModelAsNoLongerNeeded(modelHash)
interpCamera("Horse", MyHorse_entity)
end
)
RegisterNUICallback(
"BuyHorse",
function(data)
local HorseName = cAPI.prompt("A ló neve:", "")
if HorseName == "" then
return
end
SetNuiFocus(true, true)
TriggerServerEvent('FRP:STABLE:BuyHorse', data, HorseName)
end
)
RegisterNUICallback(
"CloseStable",
function()
SetNuiFocus(false, false)
SendNUIMessage(
{
action = "hide"
}
)
SetEntityVisible(PlayerPedId(), true)
showroomHorse_model = nil
if showroomHorse_entity ~= nil then
DeleteEntity(showroomHorse_entity)
end
if MyHorse_entity ~= nil then
DeleteEntity(MyHorse_entity)
end
DestroyAllCams(true)
showroomHorse_entity = nil
CloseStable()
end
)
function CloseStable()
local dados = {
-- ['saddles'] = SaddlesUsing,
-- ['saddlescloths'] = SaddleclothsUsing,
-- ['stirrups'] = StirrupsUsing,
-- ['bags'] = BagsUsing,
-- ['manes'] = ManesUsing,
-- ['horsetails'] = HorseTailsUsing,
-- ['acshorn'] = AcsHornUsing,
-- ['ascluggage'] = AcsLuggageUsing
SaddlesUsing,
SaddleclothsUsing,
StirrupsUsing,
BagsUsing,
ManesUsing,
HorseTailsUsing,
AcsHornUsing,
AcsLuggageUsing
}
local DadosEncoded = json.encode(dados)
if DadosEncoded ~= "[]" then
TriggerServerEvent("FRP:STABLE:UpdateHorseComponents", dados, IdMyHorse )
end
end
Citizen.CreateThread(
function()
while true do
Citizen.Wait(100)
if MyHorse_entity ~= nil then
SendNUIMessage(
{
EnableCustom = "true"
}
)
else
SendNUIMessage(
{
EnableCustom = "false"
}
)
end
end
end
)
function interpCamera(cameraName, entity)
for k, v in pairs(cameraUsing) do
if cameraUsing[k].name == cameraName then
tempCam = CreateCam("DEFAULT_SCRIPTED_CAMERA")
AttachCamToEntity(tempCam, entity, cameraUsing[k].x + CamPos[1], cameraUsing[k].y + CamPos[2], cameraUsing[k].z)
SetCamActive(tempCam, true)
SetCamRot(tempCam, -30.0, 0, HeadingPoint + 50.0)
if InterP then
SetCamActiveWithInterp(tempCam, fixedCam, 1200, true, true)
InterP = false
end
end
end
end
function createCamera(entity)
groundCam = CreateCam("DEFAULT_SCRIPTED_CAMERA")
SetCamCoord(groundCam, StablePoint[1] + 0.5, StablePoint[2] - 3.6, StablePoint[3] )
SetCamRot(groundCam, -20.0, 0.0, HeadingPoint + 20)
SetCamActive(groundCam, true)
RenderScriptCams(true, false, 1, true, true)
--Wait(3000)
-- last camera, create interpolate
fixedCam = CreateCam("DEFAULT_SCRIPTED_CAMERA")
SetCamCoord(fixedCam, StablePoint[1] + 0.5, StablePoint[2] - 3.6, StablePoint[3] +1.8)
SetCamRot(fixedCam, -20.0, 0, HeadingPoint + 50.0)
SetCamActive(fixedCam, true)
SetCamActiveWithInterp(fixedCam, groundCam, 3900, true, true)
Wait(3900)
DestroyCam(groundCam)
end
|
local E, C, L, ET, _ = select(2, shCore()):unpack()
if C.main.restyleUI ~= true then return end
local _G = _G
local select = select
local function LoadSkin()
ArenaRegistrarFrame:StripLayout(true)
ArenaRegistrarFrame:SetLayout()
ArenaRegistrarFrame.bg:SetAnchor('TOPLEFT', 14, -18)
ArenaRegistrarFrame.bg:SetAnchor('BOTTOMRIGHT', -30, 67)
ArenaRegistrarFrame:SetShadow()
ArenaRegistrarFrame.shadow:SetAnchor('TOPLEFT', 12, -16)
ArenaRegistrarFrame.shadow:SetAnchor('BOTTOMRIGHT', -26, 63)
ArenaRegistrarFrameCloseButton:CloseTemplate()
ArenaRegistrarGreetingFrame:StripLayout()
select(1, ArenaRegistrarGreetingFrame:GetRegions()):SetTextColor(1, 0.80, 0.10)
RegistrationText:SetTextColor(1, 0.80, 0.10)
ET:HandleButton(ArenaRegistrarFrameGoodbyeButton)
for i = 1, MAX_TEAM_BORDERS do
local button = _G['ArenaRegistrarButton'..i]
local obj = select(3, button:GetRegions())
ET:HandleButtonHighlight(button)
obj:SetTextColor(1, 1, 1)
end
ArenaRegistrarPurchaseText:SetTextColor(1, 1, 1)
ET:HandleButton(ArenaRegistrarFrameCancelButton)
ET:HandleButton(ArenaRegistrarFramePurchaseButton)
select(6, ArenaRegistrarFrameEditBox:GetRegions()):dummy()
select(7, ArenaRegistrarFrameEditBox:GetRegions()):dummy()
ET:HandleEditBox(ArenaRegistrarFrameEditBox)
ArenaRegistrarFrameEditBox:Height(18)
PVPBannerFrame:SetLayout()
PVPBannerFrame.bg:SetAnchor('TOPLEFT', 10, -12)
PVPBannerFrame.bg:SetAnchor('BOTTOMRIGHT', -33, 73)
PVPBannerFrame:StripLayout()
PVPBannerFramePortrait:dummy()
PVPBannerFrameCustomizationFrame:StripLayout()
local customization, customizationLeft, customizationRight
for i = 1, 2 do
customization = _G['PVPBannerFrameCustomization'..i]
customizationLeft = _G['PVPBannerFrameCustomization'..i..'LeftButton']
customizationRight = _G['PVPBannerFrameCustomization'..i..'RightButton']
customization:StripLayout()
customizationLeft:ButtonPrevLeft()
customizationRight:ButtonNextRight()
end
local pickerButton
for i = 1, 3 do
pickerButton = _G['PVPColorPickerButton'..i]
ET:HandleButton(pickerButton)
if i == 2 then
pickerButton:SetAnchor('TOP', PVPBannerFrameCustomization2, 'BOTTOM', 0, -33)
elseif i == 3 then
pickerButton:SetAnchor('TOP', PVPBannerFrameCustomization2, 'BOTTOM', 0, -59)
end
end
ET:HandleButton(PVPBannerFrameAcceptButton)
ET:HandleButton(PVPBannerFrameCancelButton)
ET:HandleButton(select(4, PVPBannerFrame:GetChildren()))
PVPBannerFrameCloseButton:CloseTemplate()
end
table.insert(ET['SohighUI'], LoadSkin) |
-- Dialogue for NPC "npc_cat"
loadDialogue = function(DL)
DL:setRoot(1)
DL:createNPCNode(1, -1, "DL_Cat_Meow") -- Meow!
DL:addNode()
end |
-- This file is generated by proto-gen-lua. DO NOT EDIT.
-- The protoc version is 'v3.19.2'
-- The proto-gen-lua version is 'Develop'
return {
name = [[google/protobuf/type.proto]],
package = [[google.protobuf]],
dependency = {
[[google/protobuf/any.proto]],
[[google/protobuf/source_context.proto]],
},
message_type = {
{
name = [[Type]],
field = {
{
name = [[name]],
number = 1,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_STRING]],
json_name = [[name]],
},
{
name = [[fields]],
number = 2,
label = [[LABEL_REPEATED]],
type = [[TYPE_MESSAGE]],
type_name = [[.google.protobuf.Field]],
json_name = [[fields]],
},
{
name = [[oneofs]],
number = 3,
label = [[LABEL_REPEATED]],
type = [[TYPE_STRING]],
json_name = [[oneofs]],
},
{
name = [[options]],
number = 4,
label = [[LABEL_REPEATED]],
type = [[TYPE_MESSAGE]],
type_name = [[.google.protobuf.Option]],
json_name = [[options]],
},
{
name = [[source_context]],
number = 5,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_MESSAGE]],
type_name = [[.google.protobuf.SourceContext]],
json_name = [[sourceContext]],
},
{
name = [[syntax]],
number = 6,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_ENUM]],
type_name = [[.google.protobuf.Syntax]],
json_name = [[syntax]],
},
},
},
{
name = [[Field]],
field = {
{
name = [[kind]],
number = 1,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_ENUM]],
type_name = [[.google.protobuf.Field.Kind]],
json_name = [[kind]],
},
{
name = [[cardinality]],
number = 2,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_ENUM]],
type_name = [[.google.protobuf.Field.Cardinality]],
json_name = [[cardinality]],
},
{
name = [[number]],
number = 3,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_INT32]],
json_name = [[number]],
},
{
name = [[name]],
number = 4,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_STRING]],
json_name = [[name]],
},
{
name = [[type_url]],
number = 6,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_STRING]],
json_name = [[typeUrl]],
},
{
name = [[oneof_index]],
number = 7,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_INT32]],
json_name = [[oneofIndex]],
},
{
name = [[packed]],
number = 8,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_BOOL]],
json_name = [[packed]],
},
{
name = [[options]],
number = 9,
label = [[LABEL_REPEATED]],
type = [[TYPE_MESSAGE]],
type_name = [[.google.protobuf.Option]],
json_name = [[options]],
},
{
name = [[json_name]],
number = 10,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_STRING]],
json_name = [[jsonName]],
},
{
name = [[default_value]],
number = 11,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_STRING]],
json_name = [[defaultValue]],
},
},
enum_type = {
{
name = [[Kind]],
value = {
{
name = [[TYPE_UNKNOWN]],
number = 0,
},
{
name = [[TYPE_DOUBLE]],
number = 1,
},
{
name = [[TYPE_FLOAT]],
number = 2,
},
{
name = [[TYPE_INT64]],
number = 3,
},
{
name = [[TYPE_UINT64]],
number = 4,
},
{
name = [[TYPE_INT32]],
number = 5,
},
{
name = [[TYPE_FIXED64]],
number = 6,
},
{
name = [[TYPE_FIXED32]],
number = 7,
},
{
name = [[TYPE_BOOL]],
number = 8,
},
{
name = [[TYPE_STRING]],
number = 9,
},
{
name = [[TYPE_GROUP]],
number = 10,
},
{
name = [[TYPE_MESSAGE]],
number = 11,
},
{
name = [[TYPE_BYTES]],
number = 12,
},
{
name = [[TYPE_UINT32]],
number = 13,
},
{
name = [[TYPE_ENUM]],
number = 14,
},
{
name = [[TYPE_SFIXED32]],
number = 15,
},
{
name = [[TYPE_SFIXED64]],
number = 16,
},
{
name = [[TYPE_SINT32]],
number = 17,
},
{
name = [[TYPE_SINT64]],
number = 18,
},
},
},
{
name = [[Cardinality]],
value = {
{
name = [[CARDINALITY_UNKNOWN]],
number = 0,
},
{
name = [[CARDINALITY_OPTIONAL]],
number = 1,
},
{
name = [[CARDINALITY_REQUIRED]],
number = 2,
},
{
name = [[CARDINALITY_REPEATED]],
number = 3,
},
},
},
},
},
{
name = [[Enum]],
field = {
{
name = [[name]],
number = 1,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_STRING]],
json_name = [[name]],
},
{
name = [[enumvalue]],
number = 2,
label = [[LABEL_REPEATED]],
type = [[TYPE_MESSAGE]],
type_name = [[.google.protobuf.EnumValue]],
json_name = [[enumvalue]],
},
{
name = [[options]],
number = 3,
label = [[LABEL_REPEATED]],
type = [[TYPE_MESSAGE]],
type_name = [[.google.protobuf.Option]],
json_name = [[options]],
},
{
name = [[source_context]],
number = 4,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_MESSAGE]],
type_name = [[.google.protobuf.SourceContext]],
json_name = [[sourceContext]],
},
{
name = [[syntax]],
number = 5,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_ENUM]],
type_name = [[.google.protobuf.Syntax]],
json_name = [[syntax]],
},
},
},
{
name = [[EnumValue]],
field = {
{
name = [[name]],
number = 1,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_STRING]],
json_name = [[name]],
},
{
name = [[number]],
number = 2,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_INT32]],
json_name = [[number]],
},
{
name = [[options]],
number = 3,
label = [[LABEL_REPEATED]],
type = [[TYPE_MESSAGE]],
type_name = [[.google.protobuf.Option]],
json_name = [[options]],
},
},
},
{
name = [[Option]],
field = {
{
name = [[name]],
number = 1,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_STRING]],
json_name = [[name]],
},
{
name = [[value]],
number = 2,
label = [[LABEL_OPTIONAL]],
type = [[TYPE_MESSAGE]],
type_name = [[.google.protobuf.Any]],
json_name = [[value]],
},
},
},
},
enum_type = {
{
name = [[Syntax]],
value = {
{
name = [[SYNTAX_PROTO2]],
number = 0,
},
{
name = [[SYNTAX_PROTO3]],
number = 1,
},
},
},
},
options = {
java_package = [[com.google.protobuf]],
java_outer_classname = [[TypeProto]],
java_multiple_files = true,
go_package = [[google.golang.org/protobuf/types/known/typepb]],
cc_enable_arenas = true,
objc_class_prefix = [[GPB]],
csharp_namespace = [[Google.Protobuf.WellKnownTypes]],
},
syntax = [[proto3]],
} |
return function(p, o, sw, sh)
local pc, cx, cy = o / sw, sw / 2, sh / 2
local prog = math.min(1, math.abs(16 * pc))
for i, ic in subviews(p) do
local result = dofile("includes/formula.lua")("math.abs(-400 * math.sin(x)) - 150", pc, i, #p, sw / (2 * math.pi), sw, sh, ic.width)
ic:translate(prog * (result.x - ic.x), prog * (result.y - ic.y), 0)
ic:rotate(prog * result.r, 0, 0, 1)
end
p:translate(o, 0, 0)
end
|
--[[
Grupy: Praca jako DJ
@author Jakub 'XJMLN' Starzak <jack@pszmta.pl
@package PSZMTA.psz-grupy
@copyright Jakub 'XJMLN' Starzak <jack@pszmta.pl>
Nie mozesz uzywac tego skryptu bez mojej zgody. Napisz - byc moze sie zgodze na uzycie.
]]--
C_DJ = 0
local napisy = {
{476.65,-12.49,1004,17,0, fid=6},-- DJ
}
for i,v in ipairs(napisy) do
v.napis = createElement("ctext")
setElementPosition(v.napis,v[1],v[2],v[3]+0.4)
setElementData(v.napis,"ctext",setTxtByGID(v.fid))
setElementData(v.napis,"f:text",v.fid)
setElementDimension(v.napis,v[5])
setElementInterior(v.napis,v[4])
end
local DJ_info = createElement("text")
setElementPosition(DJ_info, 487.45,-6.16,1004.5)
setElementInterior(DJ_info,17)
setElementDimension(DJ_info,0)
setElementData(DJ_info, "text","Aktualnie gra DJ:\n --")
setElementData(DJ_info, "scale", 1.5)
function grupy_playerStopJob(plr, fid)
if (not fid or not plr) then return end
local fr = getElementData(plr,"faction:data")
if (not fr) then return end
if fid == 6 then
C_DJ = C_DJ - 1
if C_DJ < 0 then C_DJ = 0 end
updateAllTxt(fid,C_DJ)
restoreSavedData(plr,fr)
setElementData(DJ_info,"text","Aktualnie gra DJ:\n --")
outputChatBox("* Zakończyłeś pracę jako DJ!", plr, 255, 0, 0)
end
end
function grupy_playerStartJob(plr,fid)
if (not plr or not fid) then return end
local fr = getElementData(plr,"faction:data")
if (fr) then return end
if fid == 6 then
if C_DJ == 1 then return end
C_DJ = C_DJ + 1
if C_DJ > 1 then
C_DJ = 1
end
updateAllTxt(fid, C_DJ)
setElementData(plr,"faction:data",{
["id"]=fid,
["nick"]=getPlayerName(plr),
})
string.gsub(getPlayerName(plr),"|DJ|","")
setPlayerName(plr,"|DJ|"..getPlayerName(plr))
setElementData(DJ_info,"text","Aktualnie gra DJ:\n "..string.gsub(getPlayerName(plr),"#%x%x%x%x%x%x",""))
outputChatBox("* Rozpoczęto pracę jako DJ!", plr, 255,0,0)
end
end
function grupy_playerJoinToJob(plr,fid)
if (not plr or not fid) then return end
local fr = getElementData(plr,"faction:data")
local blokada = getElementData(plr,"banned_jobs")
if fid == 6 then
if C_DJ>=2 then return end
if fr and fr.id ~= 6 then
outputChatBox('Najpierw zakończ aktualną pracę aby rozpocząć kolejna.',plr,255,0,0)
return
elseif fr and fr.id == 6 then
grupy_playerStopJob(plr,fid)
return
elseif not fr and not blokada then
grupy_playerStartJob(plr,fid)
return
end
end
end
function grupy_checkJob(v)
if (not v) then return end
grupy_playerJoinToJob(source,v)
end
function grupy_quitJob(reason,plr)
if reason ~= 'bpracy' then plr = source end
local fr = getElementData(plr,"faction:data")
if (not fr) then return end
grupy_playerStopJob(plr,fr.id)
end
addEventHandler("onPlayerQuit",getRootElement(),grupy_quitJob)
addEvent("grupy_playerHasJoinToJob", true)
addEventHandler("grupy_playerHasJoinToJob", root, grupy_checkJob)
|
local M = {}
M.config = {
goimport = "gopls", -- if set to 'gopls' will use golsp format
gofmt = "gopls", -- if set to gopls will use golsp format
tag_transform = false,
test_dir = "",
comment_placeholder = " ",
lsp_cfg = false, -- false: use your own lspconfig
lsp_on_attach = false, -- use on_attach from go.nvim
dap_debug = true,
}
M.setup = function()
local status_ok, go = pcall(require, "go")
if not status_ok then
return
end
go.setup(M.config)
end
return M
|
local discordia = require('discordia')
local client = discordia.Client()
local E = io.open("Test.lua"):read()
local tk = 'NzcxNDY0MjQ0MzQzODY1Mzc2.X5sgEA.3_xGyXHsbcCXmIRUzg0Gk2tMOFc'
local pf = '!'
client:on('ready', function()
print('Logged in as '.. client.user.username)
end)
client:on('messageCreate', function(message)
local content = message.content
local member = message.member
local memberid = message.member.id
if content:lower():sub(1,#"!gay") == "!gay" then
local mentioned = message.mentionedUsers
if #mentioned == 1 then
local member = message.guild:getMember(mentioned[1][1])
message:reply{
embed = {
fields = {
{name = "Gay Detected"; value = member.username.." is "..math.random(1,100).."% Gay!"}
};
color = discordia.Color.fromRGB(255,0,0).value;
};
}
elseif #mentioned == 0 then
message:reply{
embed = {
fields = {
{name = "Gay Detected"; value = message.member.username.." is "..math.random(1,100).."% Gay!"}
};
color = discordia.Color.fromRGB(255,0,0).value;
};
}
end
end
end)
client:run("Bot "..tk) |
BigButton = class()
function BigButton:init(t, x, y)
self.text = t
self.frame = Frame(x, y, x + 140, y + 80)
self.active = true
end
function BigButton:draw()
if self.active then
stroke(255, 255, 255, 255)
else
stroke(93, 95, 125, 255)
end
strokeWidth(2)
noFill()
self.frame:draw()
if self.active then
fill(255, 255, 255, 255)
else
fill(98, 100, 134, 255)
end
fontSize(24)
textMode(CORNER)
text(self.text, self.frame.left + 20, self.frame.top - 40)
end
function BigButton:touched(touch)
return self.frame:touched(touch)
end
|
Class = require 'class'
Menu = Class{}
function Menu:init()
-- one indexed arrays in Lua
self.options = { 'Single Player (PvsAI)', 'Multi Player (PvsP)', 'Settings', 'Exit' }
self.optionsSize = 4
self.selection = 0
end
function Menu:changeSelection(key)
if key ~= 'up' and key ~= 'down' then
return false
end
if key == 'down' then
self.selection = (self.selection+1)%self.optionsSize
elseif key == 'up' then
self.selection = (self.selection-1)%self.optionsSize
end
sounds['menuOption']:play()
return true
end
function Menu:performSelection()
if self.selection == 0 then -- single player
currentState = gameState.setAi
elseif self.selection == 1 then -- multi player
currentState = gameState.setPlayer
elseif self.selection == 2 then -- settings
elseif self.selection == 3 then -- exit
love.event.quit()
end
end
function Menu:render()
love.graphics.setFont(fonts['retroL'])
love.graphics.setColor(220/255, 220/255, 220/255, 0.7)
frameWidth = WINDOW_WIDTH
frameHeight = WINDOW_HEIGHT/3
frameX = WINDOW_WIDTH/2-frameWidth/2
frameY = WINDOW_HEIGHT/2-frameHeight/2
love.graphics.rectangle('fill', frameX, frameY, frameWidth, frameHeight)
love.graphics.setColor(0, 0, 0, 0.5)
-- love.graphics.polygon('fill', , 200, 100, 400, 300, 400)
-- love.graphics.print(self.options[self.selection+1], frameX+frameWidth/2, frameY+frameHeight/2)
love.graphics.print(self.options[(self.selection-1)%self.optionsSize+1], frameWidth/3+frameX+20, frameY+2*frameHeight/6-15)
love.graphics.print(self.options[(self.selection+1)%self.optionsSize+1], frameWidth/3+frameX+20, frameY+4*frameHeight/6-15)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.print(self.options[self.selection+1], frameWidth/3+frameX+20, frameY+3*frameHeight/6-15)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(fonts.retroS)
love.graphics.printf('<Up> and <Down> arrow-keys to control the right paddle.\n<W> and <S> keys to control the left paddle (multiplayer).\n<Esc> to pause game. <Enter> or <Space> to select option.', 115, 440, 800, 'center')
triangleX1 = WINDOW_WIDTH/2-30
triangleX2 = WINDOW_WIDTH/2+30
love.graphics.setColor(0, 0, 0, 1)
love.graphics.polygon('fill', WINDOW_WIDTH/2, WINDOW_HEIGHT/3+15, triangleX1, WINDOW_HEIGHT/3+40, triangleX2, WINDOW_HEIGHT/3+40)
love.graphics.polygon('fill', WINDOW_WIDTH/2, 2*WINDOW_HEIGHT/3-10, triangleX1, 2*WINDOW_HEIGHT/3-35, triangleX2, 2*WINDOW_HEIGHT/3-35)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.polygon('fill', WINDOW_WIDTH/2, WINDOW_HEIGHT/3+20, triangleX1+10, WINDOW_HEIGHT/3+36, triangleX2-10, WINDOW_HEIGHT/3+36)
love.graphics.polygon('fill', WINDOW_WIDTH/2, 2*WINDOW_HEIGHT/3-15, triangleX1+10, 2*WINDOW_HEIGHT/3-31, triangleX2-10, 2*WINDOW_HEIGHT/3-31)
end
|
-- This file is subject to copyright - contact swampservers@gmail.com for more information.
-- INSTALL: CINEMA
-- autorun/client/cl_vapeswep.lua
-- Defines shared globals for Vape SWEP
-- Vape SWEP by Swamp Onions - http://steamcommunity.com/id/swamponions/
CreateConVar("vape_block_sounds", "0", FCVAR_REPLICATED, "Set to 1 to disable Vape SWEP speech sounds")
--override Entity:SetMaterial to make sure vape shows for ponies
meta = FindMetaTable("Entity")
if meta.VapeOrigSetMaterial == nil then
meta.VapeOrigSetMaterial = meta.SetMaterial
meta.SetMaterial = function(self, materialName, forceMaterial)
if self:GetClass():sub(1, 11) == "weapon_vape" and materialName == "Models/effects/vol_light001" then return end
self:VapeOrigSetMaterial(materialName, forceMaterial)
end
end
|
---------------- Require -----------------------
require 'image'
if opt.cuda then
require 'cutorch'
cutorch.setDevice(opt.gpuID) -- goes after cutorch and before nn
end
require 'nn'
if opt.cuda then
require 'cudnn'
require 'cunn'
end
require 'stn'
require 'util/nn/WarpFlowNew'
require 'util/nn/ShuffleTable'
require 'optim'
require 'util/ut'
----------------------- Set cuda ----------------------
if opt.cuda then
cudnn.fastest = true
cudnn.benchmark = true
end
|
local string = require"string"
local path = require"minipath"
local str_fmt = string.format
local dir_envir = "D:\\Mirserver\\Mir200\\Envir"
-- local dir_mirserver = [[E:\clear\Envir]]
function trim(s)
return s:match("^%s*(.-)%s*$")
end
local doc = App.active_doc
local fullpath = doc.fullpath or ""
if string.contains(fullpath, "Envir") then
local parts = string.explode(fullpath, [[\]], true)
local out = {}
for i, v in ipairs(parts) do
table.insert(out, v)
if v == "Envir" then
break
end
end
dir_envir = table.concat(out, [[\]])
end
local text = trim(doc:getline("."))
local parts = string.explode(text, "[%s]+")
if #parts >= 7 then
local npc_fn = path.join(dir_envir, "Market_Def",
str_fmt("%s-%s.txt", parts[1], parts[2]))
-- App:output_line(str_fmt("npc_fn: %s", npc_fn))
App:open_doc(npc_fn, 936)
elseif #parts >= 2 and parts[1]:upper() == "#CALL" then
local script_name = parts[2]:sub(2, -2)
local script_fn = path.join(dir_envir, "QuestDiary",
script_name)
-- App:output_line(str_fmt("script_fn: %s", script_fn))
App:open_doc(script_fn, 936)
elseif #parts >= 2 then
for _, val in ipairs(parts) do
if string.contains(val, "QuestDiary") or string.contains(val, "questdiary") then
local fn = path.join(dir_envir, "Market_Def", val)
fn = path.getabsolute(fn)
App:open_doc(fn, 936)
break
end
end
end
|
dofile("./opensimplex2s.lua")
local function fbm2Loop(
gen,
vx, vy,
cosa, sina,
octaves, lacunarity, gain)
local freq = 1.0
local amp = 0.5
local vinx = 0.0
local viny = 0.0
local vinz = 0.0
local vinw = 0.0
local sum = 0.0
local oct = octaves or 8
local lac = lacunarity or 1.0
local gn = gain or 1.0
for i = 0, oct - 1, 1 do
vinx = vx * freq
viny = vy * freq
vinz = sina * freq
vinw = cosa * freq
-- This noise variety is recommmended for this trick.
-- https://necessarydisorder.wordpress.com/2017/11/15/
-- drawing-from-noise-and-then-making-animated-
-- loopy-gifs-from-there/
sum = sum + amp * gen:noise4_XYBeforeZW(
vinx, viny,
vinz, vinw)
freq = freq * lac
amp = amp * gn
end
return sum
end
local function lerpRGB(
ar, ag, ab, aa,
br, bg, bb, ba, t)
local u = 1.0 - t
return app.pixelColor.rgba(
math.tointeger(u * ar + t * br),
math.tointeger(u * ag + t * bg),
math.tointeger(u * ab + t * bb),
math.tointeger(u * aa + t * ba))
end
local dlg = Dialog { title = "Noise" }
dlg:check {
id = "useSeed",
label = "Use Seed:",
selected = false,
onclick = function()
dlg:modify{
id = "seed",
visible = dlg.data.useSeed
}
end
}
dlg:number {
id = "seed",
text = string.format("%d", os.time()),
decimals = 0,
visible = false
}
dlg:newrow { always = false }
dlg:number {
id = "scale",
label = "Scale:",
text = string.format("%.5f", 2.0),
decimals = 5
}
dlg:newrow { always = false }
dlg:number {
id = "radius",
label = "Radius:",
text = string.format("%.5f", 1.0),
decimals = 5
}
dlg:newrow { always = false }
dlg:number {
id = "xOrigin",
label = "Origin:",
text = string.format("%.1f", 0.0),
decimals = 5
}
dlg:number {
id = "yOrigin",
text = string.format("%.1f", 0.0),
decimals = 5
}
dlg:newrow { always = false }
dlg:slider {
id = "octaves",
label = "Octaves:",
min = 1,
max = 32,
value = 8
}
dlg:newrow { always = false }
dlg:number {
id = "lacunarity",
label = "Lacunarity:",
text = string.format("%.5f", 1.75),
decimals = 5
}
dlg:newrow { always = false }
dlg:number {
id = "gain",
label = "Gain:",
text = string.format("%.5f", 0.5),
decimals = 5
}
dlg:newrow { always = false }
dlg:slider {
id = "quantization",
label = "Quantize:",
min = 0,
max = 32,
value = 0
}
dlg:newrow { always = false }
dlg:slider {
id = "frames",
label = "Frames:",
min = 1,
max = 96,
value = 0
}
dlg:newrow { always = false }
dlg:color {
id = "aColor",
label = "Colors:",
color = Color(32, 32, 32, 255)
}
dlg:color {
id = "bColor",
color = Color(255, 245, 215, 255)
}
dlg:newrow { always = false }
dlg:button {
id = "okButton",
text = "OK",
focus = false,
onclick = function()
-- Unpack arguments.
local args = dlg.data
local useSeed = args.useSeed
local octaves = args.octaves
local lacun = args.lacunarity
local gain = args.gain
local reqFrames = args.frames
local aColor = args.aColor or Color(0xff000000)
local bColor = args.bColor or Color(0xffffffff)
-- Seed.
local seed = 0
if useSeed then
seed = args.seed
else
seed = math.random(
math.mininteger,
math.maxinteger)
end
-- Create a new sprite if none are active.
local sprite = app.activeSprite
local layer = nil
if sprite == nil then
sprite = Sprite(64, 64)
app.activeSprite = sprite
layer = sprite.layers[1]
else
layer = sprite:newLayer()
end
layer.name = "Noise." .. string.format("%d", seed)
layer.data = string.format("{\"seed\":%d}", seed)
-- Normalize width and height, accounting
-- for aspect ratio.
local w = sprite.width
local h = sprite.height
local wInv = (w / h) / w
local hInv = 1.0 / h
-- Scale and offset.
local scl = 1.0
if args.scale ~= 0.0 then
scl = args.scale
end
local rad = 1.0
if args.radius ~= 0.0 then
rad = args.radius
end
local ox = args.xOrigin or 0.0
local oy = args.yOrigin or 0.0
-- Assign quantization variables.
local useQuantize = args.quantization > 0.0
local delta = 1.0
local levels = 1.0
if useQuantize then
levels = args.quantization
delta = 1.0 / levels
end
-- Assign fbm variables.
local os2s = OpenSimplex2S.new(seed)
-- Assign new frames.
local oldLen = #sprite.frames
local needed = math.max(0, reqFrames - oldLen)
for i = 1, needed, 1 do
sprite:newEmptyFrame()
end
-- Decompose colors.
local a0 = aColor.red
local a1 = aColor.green
local a2 = aColor.blue
local a3 = aColor.alpha
local b0 = bColor.red
local b1 = bColor.green
local b2 = bColor.blue
local b3 = bColor.alpha
-- Cache global methods
local cos = math.cos
local sin = math.sin
local floor = math.floor
-- Loop through frames.
local toTheta = 6.283185307179586 / reqFrames
for j = 0, reqFrames - 1, 1 do
-- Convert frame position to z and w theta.
local theta = j * toTheta
local costheta = cos(theta)
local sintheta = sin(theta)
costheta = 0.5 + 0.5 * costheta
sintheta = 0.5 + 0.5 * sintheta
costheta = costheta * rad
sintheta = sintheta * rad
-- Create new cel.
local frame = sprite.frames[1 + j]
local cel = sprite:newCel(layer, frame)
local img = cel.image
-- Loop over image pixels.
local iterator = img:pixels()
for elm in iterator do
local xPx = elm.x
local yPx = elm.y
local xNrm = xPx * wInv
local yNrm = yPx * hInv
xNrm = ox + scl * xNrm
yNrm = oy + scl * yNrm
local fac = fbm2Loop(
os2s, xNrm, yNrm,
costheta, sintheta,
octaves, lacun, gain)
-- Quantize first, then shift
-- from [-1.0, 1.0] to [0.0,1.0].
if useQuantize then
fac = delta * floor(
0.5 + fac * levels)
end
fac = 0.5 + fac * 0.5
if fac < 0.0 then fac = 0.0
elseif fac > 1.0 then fac = 1.0 end
local clr = lerpRGB(
a0, a1, a2, a3,
b0, b1, b2, b3,
fac)
elm(clr)
end
end
app.refresh()
end
}
dlg:button {
id = "cancelButton",
text = "CANCEL",
onclick = function()
dlg:close()
end
}
dlg:show { wait = false } |
local obj = {}
obj.__index = obj
obj.name = "Command"
-- Load dependencies
local function script_path()
local str = debug.getinfo(2, "S").source:sub(2)
return str:match("(.*/)")
end
obj.spoonPath = script_path()
Validate = dofile(obj.spoonPath.."/validator.lua")
Resize = dofile(obj.spoonPath.."/resize.lua")
--- Command:leftHalf(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.leftHalf = function(windowFrame, screenFrame)
local newFrame
if Validate:leftHalf(windowFrame, screenFrame) then
newFrame = Resize:leftTwoThirds(windowFrame, screenFrame)
elseif Validate:leftTwoThirds(windowFrame, screenFrame) then
newFrame = Resize:leftThird(windowFrame, screenFrame)
else
newFrame = Resize:leftHalf(windowFrame, screenFrame)
end
return newFrame
end
--- Command:fullscreen(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.fullScreen = function(windowFrame, screenFrame)
local newFrame = Resize:fullScreen(windowFrame, screenFrame)
return newFrame
end
--- Command:center(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.center = function(windowFrame, screenFrame)
local newFrame = Resize:center(windowFrame, screenFrame)
return newFrame
end
--- Command:topHalf(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.topHalf = function(windowFrame, screenFrame)
local newFrame
if Validate:topHalf(windowFrame, screenFrame) then
newFrame = Resize:topTwoThirds(windowFrame, screenFrame)
elseif Validate:topTwoThirds(windowFrame, screenFrame) then
newFrame = Resize:topThird(windowFrame, screenFrame)
else
newFrame = Resize:topHalf(windowFrame, screenFrame)
end
return newFrame
end
--- Command:bottomHalf(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.bottomHalf = function(windowFrame, screenFrame)
local newFrame
if Validate:bottomHalf(windowFrame, screenFrame) then
newFrame = Resize:bottomTwoThirds(windowFrame, screenFrame)
elseif Validate:bottomTwoThirds(windowFrame, screenFrame) then
newFrame = Resize:bottomThird(windowFrame, screenFrame)
else
newFrame = Resize:bottomHalf(windowFrame, screenFrame)
end
return newFrame
end
--- Command:topLeft(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.topLeft = function(windowFrame, screenFrame)
local newFrame
if Validate:topLeftHalf(windowFrame, screenFrame) then
newFrame = Resize:topLeftTwoThirds(windowFrame, screenFrame)
elseif Validate:topLeftTwoThirds(windowFrame, screenFrame) then
newFrame = Resize:topLeftThird(windowFrame, screenFrame)
else
newFrame = Resize:topLeftHalf(windowFrame, screenFrame)
end
return newFrame
end
--- Command:topRight(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.topRight = function(windowFrame, screenFrame)
local newFrame
if Validate:topRightHalf(windowFrame, screenFrame) then
newFrame = Resize:topRightTwoThirds(windowFrame, screenFrame)
elseif Validate:topRightTwoThirds(windowFrame, screenFrame) then
newFrame = Resize:topRightThird(windowFrame, screenFrame)
else
newFrame = Resize:topRightHalf(windowFrame, screenFrame)
end
return newFrame
end
--- Command:bottomRight(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.bottomRight = function(windowFrame, screenFrame)
local newFrame
if Validate:bottomRightHalf(windowFrame, screenFrame) then
newFrame = Resize:bottomRightTwoThirds(windowFrame, screenFrame)
elseif Validate:bottomRightTwoThirds(windowFrame, screenFrame) then
newFrame = Resize:bottomRightThird(windowFrame, screenFrame)
else
newFrame = Resize:bottomRightHalf(windowFrame, screenFrame)
end
return newFrame
end
--- Command:bottomLeft(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.bottomLeft = function(windowFrame, screenFrame)
local newFrame
if Validate:bottomLeftHalf(windowFrame, screenFrame) then
newFrame = Resize:bottomLeftTwoThirds(windowFrame, screenFrame)
elseif Validate:bottomLeftTwoThirds(windowFrame, screenFrame) then
newFrame = Resize:bottomLeftThird(windowFrame, screenFrame)
else
newFrame = Resize:bottomLeftHalf(windowFrame, screenFrame)
end
return newFrame
end
--- Command:rightHalf(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.rightHalf = function(windowFrame, screenFrame)
local newFrame
if Validate:rightHalf(windowFrame, screenFrame) then
newFrame = Resize:rightTwoThirds(windowFrame, screenFrame)
elseif Validate:rightTwoThirds(windowFrame, screenFrame) then
newFrame = Resize:rightThird(windowFrame, screenFrame)
else
newFrame = Resize:rightHalf(windowFrame, screenFrame)
end
return newFrame
end
--- Command:enlarge(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.enlarge = function(windowFrame, screenFrame)
local newFrame = Resize:enlarge(windowFrame, screenFrame)
return newFrame
end
--- Command:shrink(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.shrink = function(windowFrame, screenFrame)
local newFrame = Resize:shrink(windowFrame, screenFrame)
return newFrame
end
--- Command:nextThird(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.nextThird = function(windowFrame, screenFrame)
local newFrame
if Validate:leftThird(windowFrame, screenFrame) then
newFrame = Resize:centerVerticalThird(windowFrame, screenFrame)
elseif Validate:centerVerticalThird(windowFrame, screenFrame) then
newFrame = Resize:rightThird(windowFrame, screenFrame)
elseif Validate:rightThird(windowFrame, screenFrame) then
newFrame = Resize:topThird(windowFrame, screenFrame)
elseif Validate:topThird(windowFrame, screenFrame) then
newFrame = Resize:centerHorizontalThird(windowFrame, screenFrame)
elseif Validate:centerHorizontalThird(windowFrame, screenFrame) then
newFrame = Resize:bottomThird(windowFrame, screenFrame)
else
newFrame = Resize:leftThird(windowFrame, screenFrame)
end
return newFrame
end
--- Command:prevThird(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.prevThird = function(windowFrame, screenFrame)
local newFrame
if Validate:leftThird(windowFrame, screenFrame) then
newFrame = Resize:bottomThird(windowFrame, screenFrame)
elseif Validate:bottomThird(windowFrame, screenFrame) then
newFrame = Resize:centerHorizontalThird(windowFrame, screenFrame)
elseif Validate:centerHorizontalThird(windowFrame, screenFrame) then
newFrame = Resize:topThird(windowFrame, screenFrame)
elseif Validate:topThird(windowFrame, screenFrame) then
newFrame = Resize:rightThird(windowFrame, screenFrame)
elseif Validate:rightThird(windowFrame, screenFrame) then
newFrame = Resize:centerVerticalThird(windowFrame, screenFrame)
else
newFrame = Resize:leftThird(windowFrame, screenFrame)
end
return newFrame
end
--- Command:nextScreen(windowFrame, screenFrame)
--- Method
--- Inspects current screen frame position, determines how to resize given frame
--- and calls corresponding resize method
---
--- Returns:
--- * A screenFrame to be rendered
obj.nextDisplay = function(windowFrame, screenFrame)
local currentWindow = hs.window.focusedWindow()
local currentScreen = currentWindow:screen()
local nextScreen = currentScreen:next()
local nextScreenFrame = nextScreen:frame()
local newFrame
if Validate:inScreenBounds(windowFrame, nextScreenFrame) then
newFrame = Resize:center(windowFrame, nextScreenFrame)
else
newFrame = Resize:fullScreen(windowFrame, nextScreenFrame)
end
return newFrame
end
obj.prevDisplay = function(windowFrame, screenFrame)
local currentWindow = hs.window.focusedWindow()
local currentScreen = currentWindow:screen()
local prevScreen = currentScreen:previous()
local prevScreenFrame = prevScreen:frame()
local newFrame
if Validate:inScreenBounds(windowFrame, prevScreenFrame) then
newFrame = Resize:center(windowFrame, prevScreenFrame)
else
newFrame = Resize:fullScreen(windowFrame, prevScreenFrame)
end
return newFrame
end
return obj
|
local TrainClass = {}
function TrainClass:new(GridModule)
local Train = GridModule
Train.class = 'Train'
function Train:isTrain()
return true
end
function Train:isTrack()
return true
end
return Train
end
return TrainClass |
-- Prints every received event.
inspect = require("lib/inspect")
write = require("lib/write")
local last_time_event = nil
local last_termbox_event = nil
function luabox.load()
termbox.setinmode(termbox.inmode.altMouse)
display()
end
function luabox.event(e)
if(e.key == termbox.key.CtrlC) then
termbox.close()
luabox.quit()
end
if(e.type == "time") then
last_time_event = e
end
if(e.type == "termbox") then
last_termbox_event = e
end
display()
end
function find_key(tab, val)
for k, v in pairs(tab) do
if v == val then
return k
end
end
return "none"
end
function display()
termbox.clear()
write.xdefault = 1
write.ydefault = 1
if last_termbox_event then
e = last_termbox_event
write.line("Event type: " .. find_key(termbox.event, e.tbtype))
if e.key == 0 then
write.line("Character: " .. e.char)
else
write.line("Key: " .. find_key(termbox.key, e.key))
end
write.line("Modifier: " .. find_key(termbox.modifier, e.modifier))
write.line("Width: " .. tostring(e.width))
write.line("Height: " .. tostring(e.height))
write.line("Mouse X: " .. tostring(e.mousex))
write.line("Mouse Y: " .. tostring(e.mousey))
else
write.line("Enter any key to see the event.\nQuit with Ctrl-C.")
end
if last_time_event then
e = last_time_event
write.line()
write.line(tostring(e.tick) .. " seconds since startup.")
write.ydefault = write.ydefault - 2
end
end |
--[[
Name: cl_networking.lua
]]--
GM.Net = (GAMEMODE or GM).Net or {}
GM.Net.m_bVerbose = false
GM.Net.m_tblProtocols = (GAMEMODE or GM).Net.m_tblProtocols or { Names = {}, IDs = {} }
GM.Net.m_tblVarLookup = {
Write = {
["UInt4"] = { func = net.WriteUInt, size = 4 },
["UInt8"] = { func = net.WriteUInt, size = 8 },
["UInt16"] = { func = net.WriteUInt, size = 16 },
["UInt32"] = { func = net.WriteUInt, size = 32 },
["Int4"] = { func = net.WriteInt, size = 4 },
["Int8"] = { func = net.WriteInt, size = 8 },
["Int16"] = { func = net.WriteInt, size = 16 },
["Int32"] = { func = net.WriteInt, size = 32 },
["Angle"] = { func = net.WriteAngle },
["Bit"] = { func = net.WriteBit },
["Bool"] = { func = net.WriteBool },
["Color"] = { func = net.WriteColor },
["Double"] = { func = net.WriteDouble },
["Entity"] = { func = net.WriteEntity },
["Float"] = { func = net.WriteFloat },
["Normal"] = { func = net.WriteNormal },
["String"] = { func = net.WriteString },
["Table"] = { func = net.WriteTable },
["Vector"] = { func = net.WriteVector },
},
Read = {
["UInt4"] = { func = net.ReadUInt, size = 4 },
["UInt8"] = { func = net.ReadUInt, size = 8 },
["UInt16"] = { func = net.ReadUInt, size = 16 },
["UInt32"] = { func = net.ReadUInt, size = 32 },
["Int4"] = { func = net.ReadInt, size = 4 },
["Int8"] = { func = net.ReadInt, size = 8 },
["Int16"] = { func = net.ReadInt, size = 16 },
["Int32"] = { func = net.ReadInt, size = 32 },
["Angle"] = { func = net.ReadAngle },
["Bit"] = { func = net.ReadBit },
["Bool"] = { func = net.ReadBool },
["Color"] = { func = net.ReadColor },
["Double"] = { func = net.ReadDouble },
["Entity"] = { func = net.ReadEntity },
["Float"] = { func = net.ReadFloat },
["Normal"] = { func = net.ReadNormal },
["String"] = { func = net.ReadString },
["Table"] = { func = net.ReadTable },
["Vector"] = { func = net.ReadVector },
},
}
function GM.Net:Initialize()
net.Receive( "gm_netmsg", function( intMsgLen, ... )
local id, name = net.ReadUInt( 8 ), net.ReadString()
if not id or not name then return end
if self.m_bVerbose then print( intMsgLen, id, name ) end
local event_data = GAMEMODE.Net:GetEventHandleByID( id, name )
if not event_data then return end
if event_data.meta then
event_data.func( event_data.meta, intMsgLen, ... )
else
event_data.func( intMsgLen, ... )
end
end )
end
function GM.Net:AddProtocol( strProtocol, intNetID )
if self.m_tblProtocols.Names[strProtocol] then return end
self.m_tblProtocols.Names[strProtocol] = { ID = intNetID, Events = {} }
self.m_tblProtocols.IDs[intNetID] = self.m_tblProtocols.Names[strProtocol]
end
function GM.Net:IsProtocol( strProtocol )
return self.m_tblProtocols.Names[strProtocol] and true or false
end
function GM.Net:RegisterEventHandle( strProtocol, strMsgName, funcHandle, tblHandleMeta )
if not self:IsProtocol( strProtocol ) then
return
end
self.m_tblProtocols.Names[strProtocol].Events[strMsgName] = { func = funcHandle, meta = tblHandleMeta }
end
function GM.Net:GetEventHandle( strProtocol, strMsgName )
if not self:IsProtocol( strProtocol ) then return end
return self.m_tblProtocols.Names[strProtocol].Events[strMsgName]
end
function GM.Net:GetEventHandleByID( intNetID, strMsgName )
return self.m_tblProtocols.IDs[intNetID].Events[strMsgName]
end
function GM.Net:GetProtocolIDByName( strProtocol )
return self.m_tblProtocols.Names[strProtocol].ID
end
function GM.Net:NewEvent( strProtocol, strMsgName )
if self.m_bVerbose then print( "New outbound net message: ".. strProtocol.. ":".. strMsgName ) end
net.Start( "gm_netmsg" )
net.WriteUInt( self:GetProtocolIDByName(strProtocol), 8 )
net.WriteString( strMsgName )
end
function GM.Net:FireEvent()
if self.m_bVerbose then print( "Sending outbound net message to server." ) end
net.SendToServer()
end
-- ----------------------------------------------------------------
-- Core Gamemode Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "game", 0 )
GM.Net:AddProtocol( "ent", 255 )
--Player wants to get a job from F4 menu
function GM.Net:RequestJobChange( intJobID )
self:NewEvent( "game", "f4_j" )
net.WriteUInt( intJobID, 8 )
self:FireEvent()
end
--Player is ready for initial game data
function GM.Net:SendPlayerReady()
self:NewEvent( "game", "ready" )
self:FireEvent()
end
--The server is updating our in-game status
GM.Net:RegisterEventHandle( "game", "g", function( intMsgLen, pPlayer )
GAMEMODE.m_bInGame = net.ReadBit() == 1
hook.Call( "GamemodeGameStatusChanged", GAMEMODE, GAMEMODE.m_bInGame )
end )
--The server is loading the character we selected
GM.Net:RegisterEventHandle( "game", "load", function( intMsgLen, pPlayer )
hook.Call( "GamemodeLoadingCharacter", GAMEMODE )
end )
--A game var has changed on the server
GM.Net:RegisterEventHandle( "game", "v", function( intMsgLen, pPlayer )
local key = net.ReadString()
local varData = GAMEMODE.Net.m_tblVarLookup.Read[GAMEMODE.Player:GetGameVarType( key )]
GAMEMODE.Player:SetGameVar( key, varData.func(varData.size) )
end )
--A batched game var update was sent from the server
GM.Net:RegisterEventHandle( "game", "v_batch", function( intMsgLen, pPlayer )
local numVars = net.ReadUInt( 16 )
local key, varData
for i = 1, numVars do
key = net.ReadString()
varData = GAMEMODE.Net.m_tblVarLookup.Read[GAMEMODE.Player:GetGameVarType( key )]
GAMEMODE.Player:SetGameVar( key, varData.func(varData.size) )
end
end )
--A full game var update was sent from the server
GM.Net:RegisterEventHandle( "game", "v_full", function( intMsgLen, pPlayer )
local numVars = net.ReadUInt( 16 )
local key, varData
for i = 1, numVars do
key = net.ReadString()
varData = GAMEMODE.Net.m_tblVarLookup.Read[GAMEMODE.Player:GetGameVarType( key )]
GAMEMODE.Player:SetGameVar( key, varData.func(varData.size) )
end
end )
--A shared game var has changed on the server
GM.Net:RegisterEventHandle( "game", "vs", function( intMsgLen, pPlayer )
local playerOwner = net.ReadString()
local key = net.ReadString()
local varData = GAMEMODE.Net.m_tblVarLookup.Read[GAMEMODE.Player:GetSharedGameVarType( key )]
GAMEMODE.Player:SetSharedGameVar( playerOwner, key, varData.func(varData.size) )
end )
--A full shared game var update was sent from the server
GM.Net:RegisterEventHandle( "game", "vs_full", function( intMsgLen, pPlayer )
local playerOwner = net.ReadString()
local numVars = net.ReadUInt( 16 )
local key, varData
for i = 1, numVars do
key = net.ReadString()
varData = GAMEMODE.Net.m_tblVarLookup.Read[GAMEMODE.Player:GetSharedGameVarType( key )]
GAMEMODE.Player:SetSharedGameVar( playerOwner, key, varData.func(varData.size) )
end
end )
--A combined update of entity owners was sent from the server
GM.Net:RegisterEventHandle( "game", "e_owners", function( intMsgLen, pPlayer )
local num = net.ReadUInt( 16 )
for i = 1, num do
local entIdx = net.ReadUInt( 16 )
local entOwner = net.ReadEntity()
GAMEMODE:GetEntityOwnerTable()[entIdx] = entOwner
end
end )
--A single entity owner update was sent from the server
GM.Net:RegisterEventHandle( "game", "e_owner", function( intMsgLen, pPlayer )
GAMEMODE:GetEntityOwnerTable()[net.ReadUInt( 16 )] = net.ReadEntity()
end )
--Send an npc dialog event to the server
function GM.Net:SendNPCDialogEvent( strEventName, tblArgs )
self:NewEvent( "game", "npcd" )
net.WriteString( strEventName )
net.WriteTable( tblArgs or {} )
self:FireEvent()
end
--Sever is sending us an open dialog event
GM.Net:RegisterEventHandle( "game", "npcd_s", function( intMsgLen, pPlayer )
GAMEMODE.Dialog:OpenDialog( net.ReadString() )
end )
--Sever is sending us an open nwmenu event
GM.Net:RegisterEventHandle( "game", "nw_menu", function( intMsgLen, pPlayer )
GAMEMODE.Gui:ShowNWMenu( net.ReadString() )
end )
--Server wants to show us a hint
GM.Net:RegisterEventHandle( "game", "note", function( intMsgLen, pPlayer )
GAMEMODE.HUD:AddNote( net.ReadString(), net.ReadUInt(4), net.ReadUInt(8) )
end )
--Player wants to buy an item from an npc
function GM.Net:RequestBuyNPCItem( strNPCID, strItemID, intAmount )
self:NewEvent( "game", "npc_b" )
net.WriteString( strNPCID )
net.WriteString( strItemID )
net.WriteUInt( intAmount, 8 )
self:FireEvent()
end
--Player wants to buy an item from F4
function GM.Net:RequestBuyF4Item( strName, intPrice )
self:NewEvent( "game", "f4_b" )
net.WriteString( strName )
net.WriteUInt( intPrice, 8 )
self:FireEvent()
end
--Player wants to sell an item to an npc
function GM.Net:RequestSellNPCItem( strNPCID, strItemID, intAmount )
self:NewEvent( "game", "npc_s" )
net.WriteString( strNPCID )
net.WriteString( strItemID )
net.WriteUInt( intAmount, 8 )
self:FireEvent()
end
--Server sent all character info to us
GM.Net:RegisterEventHandle( "game", "char_f", function( intMsgLen, pPlayer )
local numChars = net.ReadUInt( 4 )
local chars = {}
for i = 1, numChars do
chars[net.ReadUInt( 32 )] = {
Name = {
First = net.ReadString(),
Last = net.ReadString(),
},
Model = net.ReadString(),
Skin = net.ReadUInt( 8 ),
}
end
GAMEMODE.Char.m_tblCharacters = chars
hook.Call( "GamemodeOnCharacterUpdate", GAMEMODE, GAMEMODE.Char.m_tblCharacters )
end )
--Request to select a character
function GM.Net:RequestSelectCharacter( intCharID )
self:NewEvent( "game", "char_s" )
net.WriteUInt( intCharID, 32 )
self:FireEvent()
end
--Request to submit a new character
function GM.Net:RequestCreateCharacter( tblData )
self:NewEvent( "game", "char_n" )
net.WriteString( tblData.Name.First )
net.WriteString( tblData.Name.Last )
net.WriteString( tblData.Model )
net.WriteUInt( tblData.Sex, 4 )
net.WriteUInt( tblData.Skin, 8 )
self:FireEvent()
end
--Server sent us an error message while submitting a character
GM.Net:RegisterEventHandle( "game", "char_e", function( intMsgLen, pPlayer )
hook.Call( "GamemodeCharacterCreateError", GAMEMODE, net.ReadString() )
end )
--Player wants to buy a custom license plate
function GM.Net:RequestBuyPlate( strPlate )
self:NewEvent( "game", "buy_lp" )
net.WriteString( strPlate )
self:FireEvent()
end
--Player wants to submit a driving test
function GM.Net:SubmitDrivingTest( tblAnswers )
self:NewEvent( "game", "d_test" )
net.WriteTable( tblAnswers )
self:FireEvent()
end
--Player wants to deposit funds in their bank account
function GM.Net:RequestDepositBankFunds( entATM, intAmount )
self:NewEvent( "game", "atm_dep" )
net.WriteEntity( entATM )
net.WriteUInt( intAmount, 32 )
self:FireEvent()
end
--Player wants to withdraw funds from their bank account
function GM.Net:RequestWithdrawBankFunds( entATM, intAmount )
self:NewEvent( "game", "atm_wdr" )
net.WriteEntity( entATM )
net.WriteUInt( intAmount, 32 )
self:FireEvent()
end
--Update clientside fuel data for a car
GM.Net:RegisterEventHandle( "game", "c_fuel", function( intMsgLen, pPlayer )
GAMEMODE.Cars:UpdateCarFuel( net.ReadUInt(16), net.ReadUInt(8), net.ReadUInt(8) )
end )
--Player wants to drop money on the ground
function GM.Net:RequestDropMoney( intAmount, bOwnerless )
self:NewEvent( "game", "d_money" )
net.WriteUInt( intAmount, 32 )
net.WriteBit( bOwnerless )
self:FireEvent()
end
--Players wants to give money in hands
function GM.Net:RequestGiveMoney( intAmount, Receiver)
self:NewEvent( "game", "g_money" )
net.WriteUInt( intAmount, 32 )
net.WriteEntity(Receiver)
self:FireEvent()
end
-- function GM.Net:PromotePoliceRank(pTarget)
-- self:NewEvent("jobs", "promote_cop")
-- net.WriteEntity(pTarget)
-- self:FireEvent()
-- end
-- function GM.Net:DemotePoliceRank(pTarget)
-- self:NewEvent("jobs", "demote_cop")
-- net.WriteEntity(pTarget)
-- self:FireEvent()
-- end
-- ----------------------------------------------------------------
-- Clothing Shop Netcode
-- ----------------------------------------------------------------
--Player wants to buy a new outfit
function GM.Net:BuyCharacterClothing( intSkin, strModel )
self:NewEvent( "game", "npcc_b" )
net.WriteString( strModel )
net.WriteUInt( intSkin, 8 )
self:FireEvent()
end
--Player wants to buy an item from the clothing accessories menu
function GM.Net:BuyCharacterClothingItem( strItemID )
self:NewEvent( "game", "buy_c_item" )
net.WriteString( strItemID )
self:FireEvent()
end
-- ----------------------------------------------------------------
-- Inventory Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "inv", 1 )
--The server sent us a full inventory update
GM.Net:RegisterEventHandle( "inv", "f", function( intMsgLen, pPlayer )
local numItems = net.ReadUInt( 16 )
local tbl = {}
if numItems == 0 then
LocalPlayer():SetInventory( tbl )
else
for i = 1, numItems do
tbl[net.ReadString()] = net.ReadUInt( 16 )
end
LocalPlayer():SetInventory( tbl )
end
GAMEMODE:PrintDebug( 0, "Got full inventory update" )
hook.Call( "GamemodeOnInventoryUpdated", GAMEMODE, LocalPlayer():GetInventory() or {} )
end )
--The server sent us an update for a new item
GM.Net:RegisterEventHandle( "inv", "s", function( intMsgLen, pPlayer )
local itemName, itemAmount = net.ReadString(), net.ReadUInt( 16 )
LocalPlayer():GetInventory()[itemName] = itemAmount > 0 and itemAmount or nil
GAMEMODE:PrintDebug( 0, "Got update for item ".. itemName.. " - amount ".. itemAmount )
hook.Call( "GamemodeOnInventoryUpdated", GAMEMODE, LocalPlayer():GetInventory() or {} )
end )
function GM.Net:RequestDropItem( strItemID, intAmount, bOwnerless )
self:NewEvent( "inv", "d" )
net.WriteString( strItemID )
net.WriteUInt( intAmount, 8 )
net.WriteBit( bOwnerless and true )
self:FireEvent()
end
function GM.Net:RequestDestroyItem(strItemID, intAmount, bOwnerless)
self:NewEvent("inv", "r")
net.WriteString(strItemID)
net.WriteUInt(intAmount, 8)
self:FireEvent()
end
function GM.Net:RequestUseItem( strItemID )
self:NewEvent( "inv", "u" )
net.WriteString( strItemID )
self:FireEvent()
end
function GM.Net:RequestEquipItem( strSlot, strItemID )
self:NewEvent( "inv", "e" )
net.WriteString( strSlot )
net.WriteString( strItemID and strItemID or "nil" )
self:FireEvent()
end
--Player wants to craft an item
function GM.Net:RequestCraftItem( strItemID )
self:NewEvent( "inv", "craft" )
net.WriteString( strItemID )
self:FireEvent()
end
--Player wants to abort crafting something
function GM.Net:RequestAbortCraft()
self:NewEvent( "inv", "c_abort" )
self:FireEvent()
end
--Server sent us current crafting data
GM.Net:RegisterEventHandle( "inv", "c_start", function( intMsgLen, pPlayer )
hook.Call( "GamemodeOnStartCrafting", GAMEMODE, net.ReadString(), net.ReadFloat() )
end )
--Server sent us an end crafting event
GM.Net:RegisterEventHandle( "inv", "c_end", function( intMsgLen, pPlayer )
hook.Call( "GamemodeOnEndCrafting", GAMEMODE, net.ReadString() )
end )
-- ----------------------------------------------------------------
-- Bank Item Storage Netcode
-- ----------------------------------------------------------------
--Request to move an item from inventory to the bank
function GM.Net:MoveItemToNPCBank( strItemID, intAmount )
self:NewEvent( "inv", "npcb_d" )
net.WriteString( strItemID )
net.WriteUInt( intAmount, 8 )
self:FireEvent()
end
--Request to move an item from the bank to inventory
function GM.Net:TakeItemFromBank( strItemID, intAmount )
self:NewEvent( "inv", "npcb_w" )
net.WriteString( strItemID )
net.WriteUInt( intAmount, 8 )
self:FireEvent()
end
--Sever sent us an update about items in the bank
GM.Net:RegisterEventHandle( "inv", "npcb_upd", function( intMsgLen, pPlayer )
GAMEMODE.m_tblBankItems = net.ReadTable()
hook.Call( "GamemodeOnGetBankUpdate", GAMEMODE, GAMEMODE.m_tblBankItems )
end )
-- ----------------------------------------------------------------
-- Bank Lost And Found Storage Netcode
-- ----------------------------------------------------------------
--Player wants to move an item from the lost and found to their inventory
function GM.Net:TakeItemFromLostAndFound( strItemID, intAmount )
self:NewEvent( "inv", "npcb_lw" )
net.WriteString( strItemID )
net.WriteUInt( intAmount, 8 )
self:FireEvent()
end
--Player wants to destroy an item in lost and found
function GM.Net:DestroyLostAndFoundItem( strItemID )
self:NewEvent( "inv", "npcb_ld" )
net.WriteString( strItemID )
self:FireEvent()
end
--Send player an update about items in the bank
GM.Net:RegisterEventHandle( "inv", "npcb_lupd", function( intMsgLen, pPlayer )
GAMEMODE.m_tblLostItems = net.ReadTable()
hook.Call( "GamemodeOnGetLostAndFoundUpdate", GAMEMODE, GAMEMODE.m_tblLostItems )
end )
-- ----------------------------------------------------------------
-- Trunk Netcode
-- ----------------------------------------------------------------
--Request to move an item from inventory to the trunk
function GM.Net:MoveItemToTrunk( intCarIndex, strItemID, intAmount )
self:NewEvent( "inv", "trunk_d" )
net.WriteUInt( intCarIndex, 32 )
net.WriteString( strItemID )
net.WriteUInt( intAmount, 8 )
self:FireEvent()
end
--Request to move an item from the trunk to inventory
function GM.Net:TakeItemFromTrunk( intCarIndex, strItemID, intAmount )
self:NewEvent( "inv", "trunk_w" )
net.WriteUInt( intCarIndex, 32 )
net.WriteString( strItemID )
net.WriteUInt( intAmount, 8 )
self:FireEvent()
end
--Sever sent us an update about items in the trunk
GM.Net:RegisterEventHandle( "inv", "trunk_upd", function( intMsgLen, pPlayer )
local eCar = ents.GetByIndex(net.ReadUInt(32))
eCar.TrunkItems = net.ReadTable()
hook.Call( "GamemodeOnGetTrunkUpdate" )
end )
-- ----------------------------------------------------------------
-- Vehicle Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "veh", 2 )
--Player wants to buy a car
function GM.Net:RequestBuyCar( strCarUID, intColorIDX )
self:NewEvent( "veh", "b" )
net.WriteString( strCarUID )
net.WriteUInt( intColorIDX, 8 )
self:FireEvent()
end
--Player wants to sell a car
function GM.Net:RequestSellCar( strCarUID )
self:NewEvent( "veh", "s" )
net.WriteString( strCarUID )
self:FireEvent()
end
--Player wants to spawn a car
function GM.Net:RequestSpawnCar( strCarUID )
self:NewEvent( "veh", "sp" )
net.WriteString( strCarUID )
self:FireEvent()
end
--Player wants to stow a car
function GM.Net:RequestStowCar()
self:NewEvent( "veh", "st" )
self:FireEvent()
end
-- ----------------------------------------------------------------
-- Jail Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "jail", 3 )
--Player wants to send a player to jail
function GM.Net:RequestJailPlayer( pPlayer, intTime, strReason )
self:NewEvent( "jail", "t" )
net.WriteEntity( pPlayer )
net.WriteUInt( intTime, 32 )
net.WriteString( strReason )
self:FireEvent()
end
--Player wants to free a player from jail
function GM.Net:RequestFreePlayer( pPlayer, strReason )
self:NewEvent( "jail", "f" )
net.WriteEntity( pPlayer )
net.WriteString( strReason )
self:FireEvent()
end
--Player wants to bail a player out of jail
function GM.Net:RequestBailPlayer( pPlayer )
self:NewEvent( "jail", "b" )
net.WriteEntity( pPlayer )
self:FireEvent()
end
--Player wants to warrant another player
function GM.Net:RequestWarrantPlayer( pPlayer, strReason )
self:NewEvent( "jail", "w" )
net.WriteEntity( pPlayer )
net.WriteString( strReason )
self:FireEvent()
end
--Player wants to revoke another player's warrant
function GM.Net:RequestRevokePlayerWarrant( pPlayer )
self:NewEvent( "jail", "wr" )
net.WriteEntity( pPlayer )
self:FireEvent()
end
-- ----------------------------------------------------------------
-- Cop Computer Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "cop_computer", 4 )
--Player wants to get another player's rap sheet
function GM.Net:RequestPlayerRapSheet( pPlayer )
self:NewEvent( "cop_computer", "r" )
net.WriteEntity( pPlayer )
self:FireEvent()
end
--The server sent us a player's main rap sheet
GM.Net:RegisterEventHandle( "cop_computer", "s", function( intMsgLen, pPlayer )
local playerOwner = net.ReadEntity()
local len = net.ReadUInt( 32 )
local data = util.JSONToTable( util.Decompress(net.ReadData(len)) )
hook.Call( "GamemodeGetRapSheet", GAMEMODE, playerOwner, data.JailData, data.LicenseData )
end )
--Player wants to revoke another players drivers license
function GM.Net:RequestRevokePlayerLicense( pPlayer, intDuration )
self:NewEvent( "cop_computer", "rl" )
net.WriteEntity( pPlayer )
net.WriteUInt( intDuration, 16 )
self:FireEvent()
end
--Player wants to place a dot on another players drivers license
function GM.Net:RequestDotPlayerLicense( pPlayer, strReason )
self:NewEvent( "cop_computer", "d" )
net.WriteEntity( pPlayer )
net.WriteString( strReason )
self:FireEvent()
end
-- ----------------------------------------------------------------
-- Ticket Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "ticket", 5 )
--Player wants to ticket another player
function GM.Net:RequestTicketPlayer( pPlayer, strReason, intPrice )
self:NewEvent( "ticket", "gp" )
net.WriteEntity( pPlayer )
net.WriteString( strReason )
net.WriteUInt( intPrice, 16 )
self:FireEvent()
end
--Players wants to leave a ticket on a car for the owner
function GM.Net:RequestTicketCar( entVeh, strReason, intPrice )
self:NewEvent( "ticket", "ge" )
net.WriteEntity( entVeh )
net.WriteString( strReason )
net.WriteUInt( intPrice, 16 )
self:FireEvent()
end
--Player wants to pay off a ticket
function GM.Net:RequestPayTicket( intTicketID )
self:NewEvent( "ticket", "p" )
net.WriteUInt( intTicketID, 8 )
self:FireEvent()
end
--Player wants to get a list of their unpaid tickets
function GM.Net:RequestTicketList()
self:NewEvent( "ticket", "rup" )
self:FireEvent()
end
--Server sent us a list of our unpaid tickets
GM.Net:RegisterEventHandle( "ticket", "gt", function( intMsgLen, pPlayer )
hook.Call( "GamemodeGetUnpaidTickets", GAMEMODE, net.ReadTable() )
end )
-- ----------------------------------------------------------------
-- Drugs Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "drugs", 7 )
GM.Net:RegisterEventHandle( "drugs", "n", function( intMsgLen, pPlayer )
local effectName, idx = net.ReadString(), net.ReadUInt( 16 )
local time, len, power = net.ReadDouble(), net.ReadDouble(), net.ReadDouble()
GAMEMODE.Drugs:ApplyEffect( effectName, idx, time, len, power )
end )
GM.Net:RegisterEventHandle( "drugs", "r", function( intMsgLen, pPlayer )
GAMEMODE.Drugs:RemoveEffect( net.ReadString(), net.ReadUInt( 16 ) )
end )
GM.Net:RegisterEventHandle( "drugs", "c", function( intMsgLen, pPlayer )
GAMEMODE.Drugs:ClearDrugEffects()
end )
-- ----------------------------------------------------------------
-- Buddy Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "buddy", 8 )
GM.Net:RegisterEventHandle( "buddy", "f_upd", function( intMsgLen, pPlayer )
local num = net.ReadUInt( 16 )
local buddies = {}
if num > 0 then
for i = 1, num do
buddies[net.ReadUInt( 32 )] = net.ReadTable()
end
end
GAMEMODE.Buddy:SetBuddyTable( buddies )
hook.Call( "GamemodeOnBuddyUpdate", GAMEMODE )
end )
GM.Net:RegisterEventHandle( "buddy", "upd", function( intMsgLen, pPlayer )
local buddyID, hasData = net.ReadUInt( 32 ), net.ReadBit() == 1
local data
if hasData then data = net.ReadTable() end
GAMEMODE.Buddy:GetBuddyTable()[buddyID] = hasData and data or nil
hook.Call( "GamemodeOnBuddyUpdate", GAMEMODE )
end )
function GM.Net:RequestEditBuddyKey( intBuddyID, strKey, bValue )
self:NewEvent( "buddy", "edit_key" )
net.WriteUInt( intBuddyID, 32 )
net.WriteString( strKey )
net.WriteBit( bValue )
self:FireEvent()
end
function GM.Net:RequestAddBuddy( intBuddyID )
self:NewEvent( "buddy", "add" )
net.WriteUInt( intBuddyID, 32 )
self:FireEvent()
end
function GM.Net:RequestRemoveBuddy( intBuddyID )
self:NewEvent( "buddy", "del" )
net.WriteUInt( intBuddyID, 32 )
self:FireEvent()
end
-- ----------------------------------------------------------------
-- Property Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "property", 9 )
function GM.Net:RequestBuyProperty( strName )
self:NewEvent( "property", "b" )
net.WriteString( strName )
self:FireEvent()
end
function GM.Net:RequestSellProperty( strName )
self:NewEvent( "property", "s" )
net.WriteString( strName )
self:FireEvent()
end
--[[function GM.Net:RequestSetDoorTitle( strText )
self:NewEvent( "property", "t" )
net.WriteUInt( GAMEMODE.Property.NET_SET_TITLE, 8 )
net.WriteString( strText )
self:FireEvent()
end]]--
function GM.Net:ReadProperty()
local tbl = {}
tbl.Name = net.ReadString()
tbl.Owner = net.ReadEntity()
tbl.ID = net.ReadUInt( 16 )
tbl.Doors = {}
local count = net.ReadUInt( 8 )
if count == 0 then return end
for i = 1, count do
local idx = net.ReadUInt( 32 )
tbl.Doors[idx] = true
GAMEMODE.Property.m_tblDoorCache[idx] = tbl
end
GAMEMODE.Property.m_tblProperties[tbl.Name].Doors = tbl.Doors
GAMEMODE.Property.m_tblProperties[tbl.Name].Owner = tbl.Owner
GAMEMODE.Property.m_tblProperties[tbl.Name].ID = tbl.ID
end
GM.Net:RegisterEventHandle( "property", "upd", function( intMsgLen, pPlayer )
GAMEMODE.Net:ReadProperty()
end )
GM.Net:RegisterEventHandle( "property", "fupd", function( intMsgLen, pPlayer )
GAMEMODE.Property.m_tblDoorCache = {}
local count = net.ReadUInt( 16 )
if count == 0 then return end
for i = 1, count do
GAMEMODE.Net:ReadProperty()
end
end )
function GM.Net:RequestLockProperty( strName )
self:NewEvent( "property", "l" )
net.WriteString( strName )
self:FireEvent()
end
function GM.Net:RequestMessageProperty( strName, strMessage )
self:NewEvent( "property", "m" )
net.WriteString( strName )
net.WriteString( strMessage )
self:FireEvent()
end
--[[GM.Net:RegisterEventHandle( "property", "dmn", function( intMsgLen, pPlayer )
--!REWRITE THIS FUNCTION!--
SRP_CS_OpenDoorOptions( net.ReadEntity(), net.ReadTable() )
--!REWRITE THIS FUNCTION!--
end )]]--
-- ----------------------------------------------------------------
-- Car Radios Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "cradio", 10 )
GM.Net:RegisterEventHandle( "cradio", "p", function( intMsgLen, pPlayer )
local ent, id = net.ReadEntity(), net.ReadUInt( 32 )
local data = GAMEMODE.CarRadio.m_tblStations[id]
GAMEMODE.CarRadio:StartStream( ent, data.Url.. (data.NoConcat and "" or id) )
end )
GM.Net:RegisterEventHandle( "cradio", "pc", function( intMsgLen, pPlayer )
GAMEMODE.CarRadio:StartStream( net.ReadEntity(), "http://yp.shoutcast.com/sbin/tunein-station.pls?id=".. net.ReadUInt(32) )
end )
GM.Net:RegisterEventHandle( "cradio", "s", function( intMsgLen, pPlayer )
GAMEMODE.CarRadio:StopStream( net.ReadEntity() )
end )
GM.Net:RegisterEventHandle( "cradio", "fupd", function( intMsgLen, pPlayer )
local num = net.ReadUInt( 16 )
if num == 0 then return end
for i = 1, num do
local ent, id = net.ReadEntity(), net.ReadUInt( 32 )
local url = GAMEMODE.CarRadio.m_tblCarStreams[id] and GAMEMODE.CarRadio.m_tblStations[id].Url.. id or nil
if not url then url = "http://yp.shoutcast.com/sbin/tunein-station.pls?id=".. id end
GAMEMODE.CarRadio:StartStream( ent, url )
end
end )
function GM.Net:RequestPlayCarRadio( intID )
self:NewEvent( "cradio", "rp" )
net.WriteUInt( intID, 32 )
self:FireEvent()
end
function GM.Net:RequestPlayCustomCarRadio( intID )
if not intID then return end
self:NewEvent( "cradio", "rpc" )
net.WriteUInt( intID, 32 )
self:FireEvent()
end
function GM.Net:RequestStopCarRadio()
self:NewEvent( "cradio", "rs" )
self:FireEvent()
end
-- ----------------------------------------------------------------
-- Item Radios Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "iradio", 11 )
GM.Net:RegisterEventHandle( "iradio", "p", function( intMsgLen, pPlayer )
local ent, id = net.ReadEntity(), net.ReadUInt( 32 )
local data = GAMEMODE.CarRadio.m_tblStations[id]
GAMEMODE.PropRadio:StartStream( ent, data.Url.. (data.NoConcat and "" or id) )
end )
GM.Net:RegisterEventHandle( "iradio", "pc", function( intMsgLen, pPlayer )
GAMEMODE.PropRadio:StartStream( net.ReadEntity(), "http://yp.shoutcast.com/sbin/tunein-station.pls?id=".. net.ReadUInt(32) )
end )
GM.Net:RegisterEventHandle( "iradio", "s", function( intMsgLen, pPlayer )
GAMEMODE.PropRadio:StopStream( net.ReadEntity() )
end )
GM.Net:RegisterEventHandle( "iradio", "m", function( intMsgLen, pPlayer )
GAMEMODE.Gui:ShowPropRadioMenu()
end )
GM.Net:RegisterEventHandle( "iradio", "fupd", function( intMsgLen, pPlayer )
local num = net.ReadUInt( 16 )
if num == 0 then return end
for i = 1, num do
local ent, id = net.ReadEntity(), net.ReadUInt( 32 )
local url = GAMEMODE.PropRadio.m_tblPropStreams[id] and GAMEMODE.PropRadio.m_tblPropStreams[id].Url.. id or nil
if not url then url = "http://yp.shoutcast.com/sbin/tunein-station.pls?id=".. id end
GAMEMODE.PropRadio:StartStream( ent, url )
end
end )
function GM.Net:RequestPlayPropRadio( eEnt, intID )
self:NewEvent( "iradio", "rp" )
net.WriteEntity( eEnt )
net.WriteUInt( intID, 32 )
self:FireEvent()
end
function GM.Net:RequestPlayCustomPropRadio( eEnt, intID )
self:NewEvent( "iradio", "rpc" )
net.WriteEntity( eEnt )
net.WriteUInt( intID, 32 )
self:FireEvent()
end
function GM.Net:RequestStopPropRadio( eEnt )
self:NewEvent( "iradio", "rs" )
net.WriteEntity( eEnt )
self:FireEvent()
end
-- ----------------------------------------------------------------
-- Chat Radios Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "chat_radio", 12 )
function GM.Net:RequestChangeChatRadioChannel( intNewChanID )
self:NewEvent( "chat_radio", "rs" )
net.WriteUInt( intNewChanID, 8 )
self:FireEvent()
end
function GM.Net:RequestMuteChatRadio( bMuted )
self:NewEvent( "chat_radio", "rm" )
net.WriteBit( bMuted )
self:FireEvent()
end
GM.Net:RegisterEventHandle( "chat_radio", "c", function( intMsgLen, pPlayer )
if net.ReadBit() == 0 then
GAMEMODE.ChatRadio:SetCurrentChannel( nil )
return
end
GAMEMODE.ChatRadio:SetCurrentChannel( net.ReadUInt(8) )
end )
-- ----------------------------------------------------------------
-- LICENSE/WANTED NETCODE
-- ----------------------------------------------------------------
licted={}
hook.Add("InitPostEntity", "confirmLicted", function()
net.Start("VrZn::LicTedPlayerSpawn")
net.SendToServer()
end)
concommand.Add( "jesusnegao", function( ply, cmd, args )
if not ply:IsSuperAdmin() then return end
net.Start("VrZn::LicTedPlayerSpawn")
net.SendToServer()
end )
local meta = FindMetaTable( "Player" );
net.Receive("VrZn::UpdateLictedTbl",function( len )
tblname = net.ReadString()
ply = net.ReadEntity() or ""
bBol = net.ReadBool()
strReason = net.ReadString() or ""
-- print(ply:Nick())
-- if ply == "" return end
-- if not licted[ply:SteamID64()] then
-- end
if tblname=="Wanted" then
licted[ply:SteamID64()] = {}
licted[ply:SteamID64()]["Wanted"] = {}
licted[ply:SteamID64()]["Wanted"].State = bBol
licted[ply:SteamID64()]["Wanted"].Reason = strReason
elseif tblname=="License" then
licted[ply:SteamID64()]={}
licted[ply:SteamID64()]["License"] = bBol
end
end)
function meta:GetLicense()
-- PrintTable( licted )
-- return 0
-- print()
if licted[self:SteamID64()] then
return licted[self:SteamID64()].License
else
return false
end
end
function meta:GetWanted()
if licted[self:SteamID64()] then
return licted[self:SteamID64()]["Wanted"].State
else
return false
end
end
net.Receive("VrZn::LictedMakeHud", function( len, ply )
strReason = net.ReadString()
tend = 180 + CurTime()
tcur = CurTime()
AWDrawTimeCountdown( tcur, tend, Color(255,0,0), strReason )
end)
-- ----------------------------------------------------------------
-- Economy Netcode
-- ----------------------------------------------------------------
GM.Net:AddProtocol( "econ", 14 )
GM.Net:RegisterEventHandle( "econ", "fupd_t", function( intMsgLen, pPlayer )
local numTaxes = net.ReadUInt( 8 )
for i = 1, numTaxes do
GAMEMODE.Econ:SetTaxRate( net.ReadString(), net.ReadFloat() )
end
end )
GM.Net:RegisterEventHandle( "econ", "upd_t", function( intMsgLen, pPlayer )
GAMEMODE.Econ:SetTaxRate( net.ReadString(), net.ReadFloat() )
end )
GM.Net:RegisterEventHandle( "econ", "upd_tb", function( intMsgLen, pPlayer )
local numTaxes = net.ReadUInt( 8 )
for i = 1, numTaxes do
GAMEMODE.Econ:SetTaxRate( net.ReadString(), net.ReadFloat() )
end
end )
GM.Net:RegisterEventHandle( "econ", "fupd_b", function( intMsgLen, pPlayer )
local numBills = net.ReadUInt( 8 )
if numBills <= 0 then
g_GamemodeUnPaidBills = {}
hook.Call( "GamemodeOnBillsUpdated", GAMEMODE, g_GamemodeUnPaidBills )
return
end
local bills = {}
for i = 1, numBills do
bills[net.ReadUInt( 8 )] = {
Type = net.ReadString(),
Name = net.ReadString(),
Cost = net.ReadUInt( 16 ),
LifeTime = net.ReadUInt( 32 ),
IssueTime = net.ReadUInt( 32 ),
MetaData = net.ReadBool() and net.ReadTable() or {},
}
end
g_GamemodeUnPaidBills = bills
hook.Call( "GamemodeOnBillsUpdated", GAMEMODE, g_GamemodeUnPaidBills )
end )
function GM.Net:RequestPayBill( intBillIDX )
self:NewEvent( "econ", "pay_b" )
net.WriteUInt( intBillIDX, 8 )
self:FireEvent()
end
function GM.Net:RequestBillUpdate()
self:NewEvent( "econ", "rbupd" )
self:FireEvent()
end
function GM.Net:RequestPayAllBills()
self:NewEvent( "econ", "pay_a" )
self:FireEvent()
end
GM.Net:AddProtocol( "jobs", 15 )
GM.Net:RegisterEventHandle( "jobs", "mayor_v", function( intMsgLen, pPlayer )
local participants = net.ReadTable()
GAMEMODE.Gui:ShowMayorVoteWheel(participants)
end )
function GM.Net:SendVote(participant)
self:NewEvent( "jobs", "mayor_sv" )
net.WriteEntity(participant)
self:FireEvent()
end
|
DefineClass.ResourceItems = {
__parents = {"ItemMenuBase"},
hide_single_category = true,
align_pos = false,
ScaleModifier = point(750,750),
lines_stretch_time_init = 350,
}
function ResourceItems:Init()
self.align_pos = GetUIStyleGamepad() and self.desktop.box:Center() or terminal:GetMousePos()
self:SetModal()
PlayFX("ItemSelectorIn", "start")
UICity:Gossip("ItemSelector", "open")
end
function ResourceItems:Close()
ItemMenuBase.Close(self)
PlayFX("ItemSelectorOut", "start")
UICity:Gossip("ItemSelector", "close")
if self.context.on_close_callback then
self.context.on_close_callback()
end
local igi = GetInGameInterface()
if igi then
if igi.mode_dialog then
igi.mode_dialog:SetFocus()
else
igi:SetMode("selection")
end
end
end
function ResourceItems:UpdateLayout()
local margins_x1, margins_y1, margins_x2, margins_y2 = ScaleXY(self.scale, self.Margins:xyxy())
local anchor = sizebox(self.align_pos, 1, 1)
local safe_area_box = GetSafeAreaBox()
local x, y = self.box:minxyz()
local width, height = self.measure_width - margins_x1 - margins_x2, self.measure_height - margins_y1 - margins_y2
x = anchor:minx() + ((anchor:maxx() - anchor:minx()) - width)/2
y = anchor:miny() - height - margins_y2
if y<safe_area_box:miny() then
x = anchor:minx() + ((anchor:maxx() - anchor:minx()) - width)/2
y = anchor:maxy() + margins_y2
end
-- fit window to safe_area_box
if x + width + margins_x2 > safe_area_box:maxx() then
x = safe_area_box:maxx() - width - margins_x2
elseif x < safe_area_box:minx() then
x = safe_area_box:minx()
end
if y + height + margins_y2 > safe_area_box:maxy() then
y = safe_area_box:maxy() - height - margins_y2
elseif y < safe_area_box:miny() then
y = safe_area_box:miny()
end
-- layout
self:SetBox(x, y, width, height)
return XControl.UpdateLayout(self)
end
function ResourceItems:GetCategories()
return empty_table
end
function ResourceItems:GetItems(category_id)
local buttons = {}
local items = self.context.object:GetSelectorItems(self.context)
if #items<=0 then self:delete() end
for i=1, #items do
local item = items[i]
item.ButtonAlign = i%2==1 and "top" or "bottom"
item.hint = item.hint or false
item.gamepad_hint = item.gamepad_hint or false
local button = HexButtonResource:new(item, self.idButtonsList)
buttons[#buttons + 1] = button
end
return buttons
end
function ResourceItems:OpenItemsInterpolation(bFirst, set_focus)
ItemMenuBase.OpenItemsInterpolation(self, bFirst, set_focus)
self:CreateThread(function()
local items = self.items
local offs = self.idBottomBackWnd.box:miny() - self.idTopBackWnd.box:maxy()
local item_pop_time = self.lines_stretch_time_init/#items
local duration = item_pop_time
for i = 1, #items do
items[i]:SetVisible(true, "instant")
if duration > 0 then
if i % 2 == 0 then
EdgeAnimation(true, items[i], 0, offs / 4, duration)
else
EdgeAnimation(true, items[i], 0, -offs / 4, duration)
end
end
end
self:SetInitFocus(set_focus)
end)
end
function ResourceItems:OnXButtonDown(button, source)
if button == "ButtonA" then
local focus = self.desktop and self.desktop.keyboard_focus
if focus then
if focus:GetEnabled() then
focus.idButton:Press()
end
end
return "break"
elseif button == "ButtonX" and self.context.meta_key then
local focus = self.desktop and self.desktop.keyboard_focus
if focus then
if focus:GetEnabled() then
focus.idButton:Press(nil, false, true)
end
end
return "break"
end
return ItemMenuBase.OnXButtonDown(self, button, source)
end
function OpenResourceSelector(object, context)
local dlg = GetXDialog("ResourceItems")
if dlg then
if dlg.context.object~=object then
CloseXDialog("ResourceItems")
else
return
end
end
context.object = object
return OpenXDialog("ResourceItems", GetInGameInterface(), context)
end
function CloseResourceSelector()
CloseXDialog("ResourceItems")
end
function OnMsg.UIModeChange(mode)
CloseResourceSelector()
end
function OnMsg.SelectionChange()
CloseResourceSelector()
end
|
-- mydoors mod by don
-- DO WHAT YOU WANT TO PUBLIC LICENSE
-- or abbreviated DWYWPL
-- December 2nd 2015
-- License Copyright (C) 2015 Michael Tomaino (PlatinumArts@gmail.com)
-- www.sandboxgamemaker.com/DWYWPL/
-- DO WHAT YOU WANT TO PUBLIC LICENSE
-- TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
-- 1. You are allowed to do whatever you want to with what content is using this license.
-- 2. This content is provided 'as-is', without any express or implied warranty. In no event
-- will the authors be held liable for any damages arising from the use of this content.
-- Retrieving mod settings
local scifi_nodes = {}
scifi_nodes.doors_open_with_mesecon_only = minetest.settings:get_bool("scifi_nodes.doors_open_with_mesecon_only", true)
print("Ici !"..dump(scifi_nodes))
-- Some aliases to deal with old namming policy --
minetest.register_alias("scifi_nodes:doors_1a","scifi_nodes:Doom_door_closed")
minetest.register_alias("scifi_nodes:doors_1b","scifi_nodes:Doom_door_closed_top")
minetest.register_alias("scifi_nodes:doors_1c","scifi_nodes:Doom_door_opened")
minetest.register_alias("scifi_nodes:doors_1d","scifi_nodes:Doom_door_opened_top")
minetest.register_alias("scifi_nodes:doors_2a","scifi_nodes:black_door_closed")
minetest.register_alias("scifi_nodes:doors_2b","scifi_nodes:black_door_closed_top")
minetest.register_alias("scifi_nodes:doors_2c","scifi_nodes:black_door_opened")
minetest.register_alias("scifi_nodes:doors_2d","scifi_nodes:black_door_opened_top")
minetest.register_alias("scifi_nodes:doors_3a","scifi_nodes:white_door_closed")
minetest.register_alias("scifi_nodes:doors_3b","scifi_nodes:white_door_closed_top")
minetest.register_alias("scifi_nodes:doors_3c","scifi_nodes:white_door_opened")
minetest.register_alias("scifi_nodes:doors_3d","scifi_nodes:white_door_opened_top")
minetest.register_alias("scifi_nodes:doors_4a","scifi_nodes:green_door_closed")
minetest.register_alias("scifi_nodes:doors_4b","scifi_nodes:green_door_closed_top")
minetest.register_alias("scifi_nodes:doors_4c","scifi_nodes:green_door_opened")
minetest.register_alias("scifi_nodes:doors_4d","scifi_nodes:green_door_opened_top")
-- This table now uses named parameters and more convenient variables names
local doors = {
{base_name = "Doom", base_ingredient = "doors:door_obsidian_glass", sound = "scifi_nodes_door_mechanic"},
{base_name = "black", base_ingredient = "doors:door_steel", sound = "scifi_nodes_door_mechanic"},
{base_name = "white", base_ingredient = "doors:door_glass", sound = "scifi_nodes_door_normal"},
{base_name = "green", base_ingredient = "doors:door_wood", sound = "scifi_nodes_door_mechanic"},
{base_name = "blue", base_ingredient = "default:steel_block", sound = "scifi_nodes_door_normal"}
}
for _, current_door in ipairs(doors) do
local closed = "scifi_nodes:"..current_door.base_name.."_door_closed"
local closed_top = "scifi_nodes:"..current_door.base_name.."_door_closed_top"
local opened = "scifi_nodes:"..current_door.base_name.."_door_opened"
local opened_top = "scifi_nodes:"..current_door.base_name.."_door_opened_top"
local base_name = current_door.base_name
local base_ingredient = current_door.base_ingredient
local sound = current_door.sound
local doors_rightclick
minetest.register_craft({
output = closed .. " 2",
recipe = {
{"scifi_nodes:white2", base_ingredient, "scifi_nodes:white2"},
{"scifi_nodes:black", base_ingredient, "scifi_nodes:black"}
}
})
function onplace(itemstack, placer, pointed_thing)
-- Is there room enough ?
local pos1 = pointed_thing.above
local pos2 = {x=pos1.x, y=pos1.y, z=pos1.z}
pos2.y = pos2.y+1 -- 2 nodes above
if
not minetest.registered_nodes[minetest.get_node(pos1).name].buildable_to or
not minetest.registered_nodes[minetest.get_node(pos2).name].buildable_to or
not placer or
not placer:is_player() or
minetest.is_protected(pos1, placer:get_player_name()) or
minetest.is_protected(pos2, placer:get_player_name()) then
return
end
local pt = pointed_thing.above
local pt2 = {x=pt.x, y=pt.y, z=pt.z}
pt2.y = pt2.y+1
-- Player look dir is converted to node rotation ?
local p2 = minetest.dir_to_facedir(placer:get_look_dir())
-- Where to look for another door ?
local pt3 = {x=pt.x, y=pt.y, z=pt.z}
-- Door param2 depends of placer's look dir
local p4 = 0
if p2 == 0 then
pt3.x = pt3.x-1
p4 = 2
elseif p2 == 1 then
pt3.z = pt3.z+1
p4 = 3
elseif p2 == 2 then
pt3.x = pt3.x+1
p4 = 0
elseif p2 == 3 then
pt3.z = pt3.z-1
p4 = 1
end
-- First door of a pair is already there
if minetest.get_node(pt3).name == closed then
minetest.set_node(pt, {name=closed, param2=p4,})
minetest.set_node(pt2, {name=closed_top, param2=p4})
-- Placed door is the first of a pair
else
minetest.set_node(pt, {name=closed, param2=p2,})
minetest.set_node(pt2, {name=closed_top, param2=p2})
end
itemstack:take_item(1)
return itemstack;
end
function afterdestruct(pos, oldnode)
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z},{name="air"})
end
function open_door(pos, node, player, itemstack, pointed_thing)
-- play sound
minetest.sound_play(sound,{
max_hear_distance = 16,
pos = pos,
gain = 1.0
})
local timer = minetest.get_node_timer(pos)
local a = minetest.get_node({x=pos.x, y=pos.y, z=pos.z-1})
local b = minetest.get_node({x=pos.x, y=pos.y, z=pos.z+1})
local c = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z})
local d = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z})
local e = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z-1})
local f = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z-1})
local g = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z+1})
local h = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z+1})
minetest.set_node(pos, {name=opened, param2=node.param2})
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z}, {name=opened_top, param2=node.param2})
if a.name == closed then
minetest.set_node({x=pos.x, y=pos.y, z=pos.z-1}, {name=opened, param2=a.param2})
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z-1}, {name=opened_top, param2=a.param2})
end
if b.name == closed then
minetest.set_node({x=pos.x, y=pos.y, z=pos.z+1}, {name=opened, param2=b.param2})
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z+1}, {name=opened_top, param2=b.param2})
end
if c.name == closed then
minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z}, {name=opened, param2=c.param2})
minetest.set_node({x=pos.x+1,y=pos.y+1,z=pos.z}, {name=opened_top, param2=c.param2})
end
if d.name == closed then
minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z}, {name=opened, param2=d.param2})
minetest.set_node({x=pos.x-1,y=pos.y+1,z=pos.z}, {name=opened_top, param2=d.param2})
end
if e.name == closed then
minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z-1}, {name=opened, param2=e.param2})
minetest.set_node({x=pos.x+1, y=pos.y+1, z=pos.z-1}, {name=opened_top, param2=e.param2})
end
if f.name == closed then
minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z-1}, {name=opened, param2=f.param2})
minetest.set_node({x=pos.x-1, y=pos.y+1, z=pos.z-1}, {name=opened_top, param2=f.param2})
end
if g.name == closed then
minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z+1}, {name=opened, param2=g.param2})
minetest.set_node({x=pos.x+1, y=pos.y+1, z=pos.z+1}, {name=opened_top, param2=g.param2})
end
if h.name == closed then
minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z+1}, {name=opened, param2=h.param2})
minetest.set_node({x=pos.x-1, y=pos.y+1, z=pos.z+1}, {name=opened_top, param2=h.param2})
end
timer:start(3)
end
if scifi_nodes.doors_open_with_mesecon_only then rightclick = nil end
function afterplace(pos, placer, itemstack, pointed_thing)
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z},{name=opened_top,param2=nodeu.param2})
end
function ontimer(pos, elapsed)
-- play sound
minetest.sound_play(sound,{
max_hear_distance = 16,
pos = pos,
gain = 1.0
})
local node = minetest.get_node(pos)
local a = minetest.get_node({x=pos.x, y=pos.y, z=pos.z-1})
local b = minetest.get_node({x=pos.x, y=pos.y, z=pos.z+1})
local c = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z})
local d = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z})
local e = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z-1})
local f = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z-1})
local g = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z+1})
local h = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z+1})
minetest.set_node(pos, {name=closed, param2=node.param2})
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z}, {name=closed_top, param2=node.param2})
if a.name == opened then
minetest.set_node({x=pos.x, y=pos.y, z=pos.z-1}, {name=closed, param2=a.param2})
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z-1}, {name=closed_top, param2=a.param2})
end
if b.name == opened then
minetest.set_node({x=pos.x, y=pos.y, z=pos.z+1}, {name=closed, param2=b.param2})
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z+1}, {name=closed_top, param2=b.param2})
end
if c.name == opened then
minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z}, {name=closed, param2=c.param2})
minetest.set_node({x=pos.x+1,y=pos.y+1,z=pos.z}, {name=closed_top, param2=c.param2})
end
if d.name == opened then
minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z}, {name=closed, param2=d.param2})
minetest.set_node({x=pos.x-1,y=pos.y+1,z=pos.z}, {name=closed_top, param2=d.param2})
end
if e.name == opened then
minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z-1}, {name=closed, param2=e.param2})
minetest.set_node({x=pos.x+1, y=pos.y+1, z=pos.z-1}, {name=closed_top, param2=e.param2})
end
if f.name == opened then
minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z-1}, {name=closed, param2=f.param2})
minetest.set_node({x=pos.x-1, y=pos.y+1, z=pos.z-1}, {name=closed_top, param2=f.param2})
end
if g.name == opened then
minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z+1}, {name=closed, param2=g.param2})
minetest.set_node({x=pos.x+1, y=pos.y+1, z=pos.z+1}, {name=closed_top, param2=g.param2})
end
if h.name == opened then
minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z+1}, {name=closed, param2=h.param2})
minetest.set_node({x=pos.x-1, y=pos.y+1, z=pos.z+1}, {name=closed_top, param2=h.param2})
end
end
local mesecons_doors_rules = {
-- get signal from pressure plate
{x=-1, y=0, z=0},
{x=0, y=0, z=1},
{x=0, y=0, z=-1},
{x=1, y=0, z=0},
-- get signal from wall mounted button
{x=-1, y=1, z=-1},
{x=-1, y=1, z=1},
{x=0, y=1, z=-1},
{x=0, y=1, z=1},
{x=1, y=1, z=-1},
{x=1, y=1, z=1},
{x=-1, y=1, z=0},
{x=1, y=1, z=0},
}
local mesecons_doors_def = {
effector = {
action_on = open_door,
rules = mesecons_doors_rules
},
}
local doors_rightclick
if scifi_nodes.doors_open_with_mesecon_only then doors_rightclick = {}
else doors_rightclick = open_door end
minetest.register_node(closed, {
description = current_door.base_name.." sliding door",
inventory_image = "scifi_nodes_door_"..base_name.."_inv.png",
wield_image = "scifi_nodes_door_"..base_name.."_inv.png",
tiles = {
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_rbottom.png",
"scifi_nodes_door_"..base_name.."_bottom.png"
},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
groups = {cracky = 3, oddly_breakable_by_hand = 1},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.0625, 0.5, 0.5, 0.0625}
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.0625, 0.5, 1.5, 0.0625}
}
},
mesecons = mesecons_doors_def,
on_place = onplace,
after_destruct = afterdestruct,
on_rightclick = rightclick,
})
minetest.register_node(closed_top, {
tiles = {
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_rtop.png",
"scifi_nodes_door_"..base_name.."_top.png"
},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
groups = {cracky = 1},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.0625, 0.5, 0.5, 0.0625}
}
},
selection_box = {
type = "fixed",
fixed = {
{0, 0, 0, 0, 0, 0},
}
},
})
minetest.register_node(opened, {
tiles = {
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_rbottom0.png",
"scifi_nodes_door_"..base_name.."_bottom0.png"
},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
drop = closed,
groups = {cracky = 1},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.0625, -0.25, 0.5, 0.0625},
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.0625, -0.25, 1.5, 0.0625},
}
},
after_place_node = afterplace,
after_destruct = afterdestruct,
on_timer = ontimer,
})
minetest.register_node(opened_top, {
tiles = {
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_edge.png",
"scifi_nodes_door_"..base_name.."_rtopo.png",
"scifi_nodes_door_"..base_name.."_topo.png"
},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
groups = {cracky = 1},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.0625, -0.25, 0.5, 0.0625},
}
},
selection_box = {
type = "fixed",
fixed = {
{0, 0, 0, 0, 0, 0},
}
},
})
end -- end of doors table browsing
|
return {
source = {
type = 'dist',
location = 'https://download.samba.org/pub/rsync/rsync-3.1.2.tar.gz',
sha256sum = 'ecfa62a7fa3c4c18b9eccd8c16eaddee4bd308a76ea50b5c02a5840f09c0a1c2'
},
build = {
type = 'gnu'
}
}
|
package.path = './?.lua;' .. package.path
local generator = require("bin.scaffold.generator")
local lor = require("bin.scaffold.launcher")
local version = require("lor.version")
local usages = [[lor v]] .. version .. [[, a Lua web framework based on OpenResty.
Usage: lord COMMAND [OPTIONS]
Commands:
new [name] Create a new application
start Start running app server
stop Stop the server
restart Restart the server
version Show version of lor
help Show help tips
path Show install path
]]
local function exec(args)
local arg = table.remove(args, 1)
-- parse commands and options
if arg == 'new' and args[1] then
generator.new(args[1]) -- generate example code
elseif arg == 'start' then
lor.start() -- start application
elseif arg == 'stop' then
lor.stop() -- stop application
elseif arg == 'restart' then
lor.stop()
lor.start()
elseif arg == 'reload' then
lor.reload()
elseif arg == 'help' or arg == '-h' then
print(usages)
elseif arg == 'version' or arg == '-v' then
print(version) -- show lor framework version
elseif arg == nil then
print(usages)
else
print("[lord] unsupported commands or options, `lord -h` to check usages.")
end
end
return exec
|
return
{
variables =
{
{name = "random-splitter", type = "entity-expression", value = {type = "random-of-entity-type", entity_type = "splitter"}}
},
entities =
{
{{type = "variable", name = "random-splitter"}, {x = 0, y = -1.5}, {dir = "south", dmg = {dmg = {type = "random", min = 30, max = 300}}}},
{{type = "variable", name = "random-splitter"}, {x = 1, y = -0.5}, {dir = "south", dmg = {dmg = {type = "random", min = 30, max = 300}}}},
{{type = "variable", name = "random-splitter"}, {x = 2, y = -1.5}, {dir = "south", dmg = {dmg = {type = "random", min = 30, max = 300}}}},
{{type = "variable", name = "random-splitter"}, {x = 0, y = 0.5}, {dir = "south", dmg = {dmg = {type = "random", min = 30, max = 300}}}},
{{type = "variable", name = "random-splitter"}, {x = 1, y = 1.5}, {dir = "south", dmg = {dmg = {type = "random", min = 30, max = 300}}}},
{{type = "variable", name = "random-splitter"}, {x = 2, y = 0.5}, {dir = "south", dmg = {dmg = {type = "random", min = 30, max = 300}}}},
},
}
|
--
-- Majordomo Protocol worker example
-- Uses the mdwrk API to hide all MDP aspects
--
-- Author: Robert G. Jakabosky <bobby@sharedrealm.com>
--
require"mdwrkapi"
require"zmsg"
local verbose = (arg[1] == "-v")
local session = mdwrkapi.new("tcp://localhost:5555", "echo", verbose)
local reply
while true do
local request = session:recv(reply)
if not request then
break -- Worker was interrupted
end
reply = request -- Echo is complex... :-)
end
session:destroy()
|
Map = Object:extend()
require "tilemap/tiledmap"
function Map:new()
_G.map = loadTiledMap('tilemap/map_data');
end
function Map:update(dt)
end
function Map.draw()
_G.map:draw()
end |
--- The player library is used to get the Lua objects that represent players in-game.
_G.player = {}
--- Similar to the serverside command "bot", this function creates a new Player bot with the given name. This bot will not obey to the usual "bot_*" commands, and it's the same bot base used in TF2 and CS:S.
--- The best way to control the behaviour of a Player bot right now is to use the GM:StartCommand hook and modify its input serverside.
--- ℹ **NOTE**: Despite this Player being fake, it has to be removed from the server by using Player:Kick and **NOT** Entity:Remove.
--- Also keep in mind that these bots still use player slots, so you won't be able to spawn them in singleplayer!
--- ℹ **NOTE**: Any Bot created using this method will be considered UnAuthed by Garry's Mod
--- @param botName string @The name of the bot, using an already existing name will append brackets at the end of it with a number pertaining it
--- @return GPlayer @The newly created Player bot
function player.CreateNextBot(botName)
end
--- Gets all the current players in the server (not including connecting clients).
--- ℹ **NOTE**: This function returns bots as well as human players. See player.GetBots and player.GetHumans.
--- ℹ **NOTE**: This function returns sequential table, this means it should be looped with Global.ipairs instead of Global.pairs for efficiency reasons!
--- @return table @All Players currently in the server.
function player.GetAll()
end
--- Returns a table of all bots on the server.
--- @return table @A table only containing bots ( AI / non human players )
function player.GetBots()
end
--- Gets the player with the specified AccountID.
--- @param accountID string @The Player:AccountID to find the player by.
--- @return GPlayer @Player if one is found, false otherwise.
function player.GetByAccountID(accountID)
end
--- Gets the player with the specified connection ID.
--- Connection ID can be retrieved via gameevent.Listen events.
--- For a function that returns a player based on their Entity:EntIndex, see Global.Entity.
--- For a function that returns a player based on their Player:UserID, see Global.Player.
--- @param connectionID number @The connection ID to find the player by.
--- @return GPlayer @Player if one is found, nil otherwise
function player.GetByID(connectionID)
end
--- Gets the player with the specified SteamID.
--- @param steamID string @The Player:SteamID to find the player by.
--- @return GPlayer @Player if one is found, false otherwise.
function player.GetBySteamID(steamID)
end
--- Gets the player with the specified SteamID64.
--- @param steamID64 string @The Player:SteamID64 to find the player by
--- @return GPlayer @Player if one is found, false otherwise.
function player.GetBySteamID64(steamID64)
end
--- Gets the player with the specified uniqueID (not recommended way to identify players).
--- ⚠ **WARNING**: It is highly recommended to use player.GetByAccountID, player.GetBySteamID or player.GetBySteamID64 instead as this function can have collisions ( be same for different people ) while SteamID is guaranteed to unique to each player.
--- @param uniqueID string @The Player:UniqueID to find the player by.
--- @return GPlayer @Player if one is found, false otherwise.
function player.GetByUniqueID(uniqueID)
end
--- Gives you the player count. Similar to **#**player.GetAll but with much better performance.
--- @return number @Number of players
function player.GetCount()
end
--- Returns a table of all human ( non bot/AI ) players.
--- Unlike player.GetAll, this does not include bots.
--- @return table @A table of all human ( non bot/AI ) players.
function player.GetHumans()
end
|
local t = ...;
t = Def.ActorFrame{
Def.Sprite {
Texture="ScreenPlayerOptions LineHighlight P2 1x2";
Frame0000=0;
Delay0000=0.5;
Frame0001=1;
Delay0001=0.5;
InitCommand=cmd(addx,458);
};
LoadActor("Colour.png")..{
InitCommand=cmd(addx,458-100+2;addy,1;zoomy,0.98;zoomx,1.007);
};
};
return t;
|
function getRun(i, param)
local i = i
local param = param
return function ()
--print("test");
--[[if i == 1 then
i = 0
print "aqui"
print(io.read())
end]]
--luajava.bindClass("java.lang.String")
print("teste2 "..i);
--luajava.bindClass("java.lang.Thread"):sleep(100)
luajava.newInstance("java.lang.String", "lalala");
--print("fim thread");
print(gcinfo());
print(param:toString());
end
end
for i=0,100 do
f = luajava.createProxy("java.lang.Runnable",{run=getRun(i, luajava.newInstance("java.lang.String", "str param"))});
--print(f:toString())
t = luajava.newInstance("java.lang.Thread", f);
print(t:toString())
t:start()
--t:run()
--t:join()
end
for i=0,5000 do
--luajava.bindClass("java.lang.String")
end
print("fim main");
--luajava.bindClass("java.lang.Thread"):sleep(100)
|
local Types = require('orgmode.parser.types')
local parser = require('orgmode.parser')
local Range = require('orgmode.parser.range')
local Date = require('orgmode.objects.date')
local config = require('orgmode.config')
describe('Parser', function()
it('should parse filetags headline', function()
local lines = {
'#+FILETAGS: :Tag1:Tag2:',
'* TODO Something with a lot of tags :WORK:',
}
local parsed = parser.parse(lines, 'todos')
assert.are.same(parsed.tags, { 'Tag1', 'Tag2' })
assert.are.same(false, parsed.is_archive_file)
assert.are.same({
content = {},
dates = {},
headlines = {},
level = 1,
line = '* TODO Something with a lot of tags :WORK:',
id = 2,
range = Range.from_line(2),
parent = parsed,
type = 'HEADLINE',
archived = false,
title = 'Something with a lot of tags',
priority = '',
properties = { items = {} },
todo_keyword = {
type = 'TODO',
value = 'TODO',
range = Range:new({
start_line = 2,
end_line = 2,
start_col = 3,
end_col = 6,
}),
},
tags = { 'Tag1', 'Tag2', 'WORK' },
category = 'todos',
file = '',
}, parsed:get_item(
2
))
end)
it('should parse lines', function()
local lines = {
'Top level content',
'* TODO Test orgmode',
'** TODO [#A] Test orgmode level 2 :PRIVATE:',
'Some content for level 2',
'*** TODO [#1] Level 3',
'Content Level 3',
'* DONE top level todo :WORK:',
'content for top level todo',
'* TODO top level todo with multiple tags :OFFICE:PROJECT:',
'multiple tags content, tags not read from content :FROMCONTENT:',
'** TODO Working on this now :OFFICE:NESTED:',
'* NOKEYWORD Headline with wrong todo keyword and wrong tag format :WORK : OFFICE:',
}
local parsed = parser.parse(lines, 'todos')
assert.are.same({
level = 0,
line = 'Top level content',
range = Range.from_line(1),
id = 1,
parent = parsed,
dates = {},
type = 'CONTENT',
}, parsed:get_item(
1
))
assert.are.same({
content = {},
dates = {},
headlines = { parsed:get_item(3) },
level = 1,
line = '* TODO Test orgmode',
range = Range:new({ start_line = 2, end_line = 6 }),
id = 2,
parent = parsed,
priority = '',
properties = { items = {} },
title = 'Test orgmode',
type = 'HEADLINE',
archived = false,
category = 'todos',
file = '',
todo_keyword = {
value = 'TODO',
type = 'TODO',
range = Range:new({
start_line = 2,
end_line = 2,
start_col = 3,
end_col = 6,
}),
},
tags = {},
}, parsed:get_item(
2
))
assert.are.same({
content = { parsed:get_item(4) },
dates = {},
headlines = { parsed:get_item(5) },
level = 2,
line = '** TODO [#A] Test orgmode level 2 :PRIVATE:',
range = Range:new({ start_line = 3, end_line = 6 }),
id = 3,
parent = parsed:get_item(2),
priority = 'A',
properties = { items = {} },
title = '[#A] Test orgmode level 2',
type = 'HEADLINE',
archived = false,
category = 'todos',
file = '',
todo_keyword = {
value = 'TODO',
type = 'TODO',
range = Range:new({
start_line = 3,
end_line = 3,
start_col = 4,
end_col = 7,
}),
},
tags = { 'PRIVATE' },
}, parsed:get_item(
3
))
assert.are.same({
level = 2,
line = 'Some content for level 2',
id = 4,
range = Range.from_line(4),
dates = {},
parent = parsed:get_item(3),
type = 'CONTENT',
}, parsed:get_item(
4
))
assert.are.same({
content = { parsed:get_item(6) },
dates = {},
headlines = {},
level = 3,
line = '*** TODO [#1] Level 3',
id = 5,
range = Range:new({ start_line = 5, end_line = 6 }),
parent = parsed:get_item(3),
priority = '1',
properties = { items = {} },
title = '[#1] Level 3',
type = 'HEADLINE',
archived = false,
category = 'todos',
file = '',
todo_keyword = {
value = 'TODO',
type = 'TODO',
range = Range:new({
start_line = 5,
end_line = 5,
start_col = 5,
end_col = 8,
}),
},
tags = { 'PRIVATE' },
}, parsed:get_item(
5
))
assert.are.same({
level = 3,
line = 'Content Level 3',
id = 6,
range = Range.from_line(6),
dates = {},
parent = parsed:get_item(5),
type = 'CONTENT',
}, parsed:get_item(
6
))
assert.are.same({
content = { parsed:get_item(8) },
dates = {},
headlines = {},
level = 1,
line = '* DONE top level todo :WORK:',
id = 7,
priority = '',
properties = { items = {} },
range = Range:new({ start_line = 7, end_line = 8 }),
title = 'top level todo',
parent = parsed,
type = 'HEADLINE',
archived = false,
category = 'todos',
file = '',
todo_keyword = {
value = 'DONE',
type = 'DONE',
range = Range:new({
start_line = 7,
end_line = 7,
start_col = 3,
end_col = 6,
}),
},
tags = { 'WORK' },
}, parsed:get_item(
7
))
assert.are.same({
level = 1,
line = 'content for top level todo',
id = 8,
range = Range.from_line(8),
parent = parsed:get_item(7),
dates = {},
type = 'CONTENT',
}, parsed:get_item(
8
))
assert.are.same({
content = { parsed:get_item(10) },
dates = {},
headlines = { parsed:get_item(11) },
level = 1,
line = '* TODO top level todo with multiple tags :OFFICE:PROJECT:',
id = 9,
range = Range:new({ start_line = 9, end_line = 11 }),
parent = parsed,
priority = '',
properties = { items = {} },
title = 'top level todo with multiple tags',
type = 'HEADLINE',
archived = false,
category = 'todos',
file = '',
todo_keyword = {
value = 'TODO',
type = 'TODO',
range = Range:new({
start_line = 9,
end_line = 9,
start_col = 3,
end_col = 6,
}),
},
tags = { 'OFFICE', 'PROJECT' },
}, parsed:get_item(
9
))
assert.are.same({
level = 1,
line = 'multiple tags content, tags not read from content :FROMCONTENT:',
id = 10,
range = Range.from_line(10),
dates = {},
parent = parsed:get_item(9),
type = 'CONTENT',
}, parsed:get_item(
10
))
assert.are.same({
content = {},
dates = {},
headlines = {},
level = 2,
line = '** TODO Working on this now :OFFICE:NESTED:',
id = 11,
range = Range.from_line(11),
parent = parsed:get_item(9),
type = 'HEADLINE',
archived = false,
category = 'todos',
file = '',
priority = '',
properties = { items = {} },
title = 'Working on this now',
todo_keyword = {
value = 'TODO',
type = 'TODO',
range = Range:new({
start_line = 11,
end_line = 11,
start_col = 4,
end_col = 7,
}),
},
tags = { 'OFFICE', 'PROJECT', 'NESTED' },
}, parsed:get_item(
11
))
assert.are.same({
content = {},
dates = {},
headlines = {},
level = 1,
line = '* NOKEYWORD Headline with wrong todo keyword and wrong tag format :WORK : OFFICE:',
id = 12,
range = Range.from_line(12),
parent = parsed,
priority = '',
properties = { items = {} },
title = 'NOKEYWORD Headline with wrong todo keyword and wrong tag format :WORK : OFFICE:',
type = 'HEADLINE',
archived = false,
category = 'todos',
file = '',
todo_keyword = { value = '', type = '' },
tags = {},
}, parsed:get_item(
12
))
assert.are.same(0, parsed.level)
assert.are.same(0, parsed.id)
assert.are.same(lines, parsed.lines)
assert.are.same(false, parsed.is_archive_file)
assert.are.same(
Range:new({
start_line = 1,
end_line = 12,
}),
parsed.range
)
assert.are.same(4, #parsed.headlines)
assert.are.same(parsed.headlines[1], parsed.items[2])
assert.are.same(parsed.headlines[2], parsed.items[7])
assert.are.same(parsed.headlines[3], parsed.items[9])
assert.are.same(parsed.headlines[4], parsed.items[12])
end)
it('should parse headline and its planning dates', function()
local lines = {
'* TODO Test orgmode <2021-05-15 Sat> :WORK:',
'DEADLINE: <2021-05-20 Thu> SCHEDULED: <2021-05-18> CLOSED: <2021-05-21 Fri>',
'* TODO get deadline only if first line after headline',
'Some content',
'DEADLINE: <2021-05-22 Sat>',
}
local parsed = parser.parse(lines, 'work')
assert.are.same({
content = { parsed:get_item(2) },
dates = {
Date.from_string('2021-05-15 Sat', {
active = true,
range = Range:new({
start_line = 1,
end_line = 1,
start_col = 21,
end_col = 36,
}),
}),
Date.from_string('2021-05-20 Thu', {
type = 'DEADLINE',
active = true,
range = Range:new({
start_line = 2,
end_line = 2,
start_col = 11,
end_col = 26,
}),
}),
Date.from_string('2021-05-18', {
type = 'SCHEDULED',
active = true,
range = Range:new({
start_line = 2,
end_line = 2,
start_col = 39,
end_col = 50,
}),
}),
Date.from_string('2021-05-21 Fri', {
type = 'CLOSED',
active = true,
range = Range:new({
start_line = 2,
end_line = 2,
start_col = 60,
end_col = 75,
}),
}),
},
headlines = {},
level = 1,
line = '* TODO Test orgmode <2021-05-15 Sat> :WORK:',
id = 1,
range = Range:new({
start_line = 1,
end_line = 2,
}),
parent = parsed,
priority = '',
properties = { items = {} },
title = 'Test orgmode <2021-05-15 Sat>',
type = 'HEADLINE',
archived = false,
category = 'work',
file = '',
todo_keyword = {
value = 'TODO',
type = 'TODO',
range = Range:new({
start_line = 1,
end_line = 1,
start_col = 3,
end_col = 6,
}),
},
tags = { 'WORK' },
}, parsed:get_item(
1
))
assert.are.same({
level = 1,
line = 'DEADLINE: <2021-05-20 Thu> SCHEDULED: <2021-05-18> CLOSED: <2021-05-21 Fri>',
id = 2,
range = Range:new({
start_line = 2,
end_line = 2,
}),
parent = parsed:get_item(1),
type = 'PLANNING',
dates = {
Date.from_string('2021-05-20 Thu', {
type = 'DEADLINE',
active = true,
range = Range:new({
start_line = 2,
end_line = 2,
start_col = 11,
end_col = 26,
}),
}),
Date.from_string('2021-05-18', {
type = 'SCHEDULED',
active = true,
range = Range:new({
start_line = 2,
end_line = 2,
start_col = 39,
end_col = 50,
}),
}),
Date.from_string('2021-05-21 Fri', {
type = 'CLOSED',
active = true,
range = Range:new({
start_line = 2,
end_line = 2,
start_col = 60,
end_col = 75,
}),
}),
},
}, parsed:get_item(
2
))
assert.are.same({
content = { parsed:get_item(4), parsed:get_item(5) },
dates = {
Date.from_string('2021-05-22 Sat', {
active = true,
type = 'NONE',
range = Range:new({
start_line = 5,
end_line = 5,
start_col = 11,
end_col = 26,
}),
}),
},
headlines = {},
level = 1,
line = '* TODO get deadline only if first line after headline',
id = 3,
range = Range:new({
start_line = 3,
end_line = 5,
}),
parent = parsed,
priority = '',
properties = { items = {} },
title = 'get deadline only if first line after headline',
type = 'HEADLINE',
archived = false,
category = 'work',
file = '',
todo_keyword = {
value = 'TODO',
type = 'TODO',
range = Range:new({
start_line = 3,
end_line = 3,
start_col = 3,
end_col = 6,
}),
},
tags = {},
}, parsed:get_item(
3
))
assert.are.same({
level = 1,
line = 'Some content',
range = Range:new({
start_line = 4,
end_line = 4,
}),
id = 4,
dates = {},
parent = parsed:get_item(3),
type = 'CONTENT',
}, parsed:get_item(
4
))
assert.are.same({
level = 1,
line = 'DEADLINE: <2021-05-22 Sat>',
dates = {
Date.from_string('2021-05-22 Sat', {
type = 'DEADLINE',
active = true,
range = Range:new({
start_line = 5,
end_line = 5,
start_col = 11,
end_col = 26,
}),
}),
},
range = Range:new({
start_line = 5,
end_line = 5,
}),
id = 5,
parent = parsed:get_item(3),
type = Types.PLANNING,
}, parsed:get_item(
5
))
end)
it('should parse properties drawer', function()
local lines = {
'* TODO Test orgmode :WORK:',
'DEADLINE: <2021-05-10 11:00>',
':PROPERTIES:',
':SOME_PROP: some value',
':END:',
'* TODO Another todo',
}
local parsed = parser.parse(lines, 'work')
assert.are.same({
content = {
parsed:get_item(2),
parsed:get_item(3),
parsed:get_item(4),
parsed:get_item(5),
},
dates = {
Date.from_string('2021-05-10 11:00', {
type = 'DEADLINE',
active = true,
range = Range:new({
start_line = 2,
end_line = 2,
start_col = 11,
end_col = 28,
}),
}),
},
headlines = {},
level = 1,
line = '* TODO Test orgmode :WORK:',
id = 1,
range = Range:new({
start_line = 1,
end_line = 5,
}),
parent = parsed,
type = 'HEADLINE',
archived = false,
title = 'Test orgmode',
priority = '',
properties = {
items = {
SOME_PROP = 'some value',
},
range = Range:new({
start_line = 3,
end_line = 5,
}),
valid = true,
},
todo_keyword = {
value = 'TODO',
type = 'TODO',
range = Range:new({
start_line = 1,
end_line = 1,
start_col = 3,
end_col = 6,
}),
},
tags = { 'WORK' },
category = 'work',
file = '',
}, parsed:get_item(
1
))
assert.are.same({
level = 1,
line = 'DEADLINE: <2021-05-10 11:00>',
dates = {
Date.from_string('2021-05-10 11:00', {
type = 'DEADLINE',
active = true,
range = Range:new({
start_line = 2,
end_line = 2,
start_col = 11,
end_col = 28,
}),
}),
},
range = Range:new({
start_line = 2,
end_line = 2,
}),
id = 2,
parent = parsed:get_item(1),
type = Types.PLANNING,
}, parsed:get_item(
2
))
assert.are.same({
level = 1,
line = ':PROPERTIES:',
dates = {},
range = Range:new({
start_line = 3,
end_line = 3,
}),
id = 3,
parent = parsed:get_item(1),
type = Types.DRAWER,
drawer = {
name = 'PROPERTIES',
},
}, parsed:get_item(
3
))
assert.are.same({
level = 1,
line = ':SOME_PROP: some value',
dates = {},
range = Range:new({
start_line = 4,
end_line = 4,
}),
id = 4,
parent = parsed:get_item(1),
type = Types.DRAWER,
drawer = {
properties = {
SOME_PROP = 'some value',
},
},
}, parsed:get_item(
4
))
assert.are.same({
level = 1,
line = ':END:',
dates = {},
range = Range:new({
start_line = 5,
end_line = 5,
}),
id = 5,
parent = parsed:get_item(1),
type = Types.DRAWER,
drawer = {
ended = true,
},
}, parsed:get_item(
5
))
end)
it('should not parse properties that are not in the :PROPERTIES: drawer', function()
local lines = {
'* TODO Test orgmode :WORK:',
'DEADLINE: <2021-05-10 11:00>',
':SOME_PROP: some value',
':END:',
'* TODO Another todo',
}
local parsed = parser.parse(lines, 'work')
assert.are.same({ items = {} }, parsed:get_item(1).properties)
end)
it('should parse properties only if its positioned after headline or planning date', function()
local lines = {
'* TODO Test orgmode :WORK:',
'DEADLINE: <2021-05-10 11:00>',
'Some content in between',
':PROPERTIES:',
':SOME_PROP: some value',
':END:',
'* TODO Another todo',
}
local parsed = parser.parse(lines, 'work')
local headline = parsed:get_item(1)
assert.are.same({}, headline.properties.items)
lines = {
'* TODO Test orgmode :WORK:',
'Some content in between',
':PROPERTIES:',
':SOME_PROP: some value',
':END:',
'* TODO Another todo',
}
parsed = parser.parse(lines, 'work')
headline = parsed:get_item(1)
assert.are.same({}, headline.properties.items)
lines = {
'* TODO Test orgmode :WORK:',
':PROPERTIES:',
':SOME_PROP: some value',
':END:',
'* TODO Another todo',
}
parsed = parser.parse(lines, 'work')
headline = parsed:get_item(1)
assert.are.same({ SOME_PROP = 'some value' }, headline.properties.items)
lines = {
'* TODO Test orgmode :WORK:',
'DEADLINE: <2021-05-10 11:00>',
':PROPERTIES:',
':SOME_PROP: some value',
':END:',
'* TODO Another todo',
}
parsed = parser.parse(lines, 'work')
headline = parsed:get_item(1)
assert.are.same({ SOME_PROP = 'some value' }, headline.properties.items)
end)
it('should override headline category from property', function()
local lines = {
'* TODO Test orgmode :WORK:',
'DEADLINE: <2021-05-10 11:00>',
':PROPERTIES:',
':SOME_PROP: some value',
':END:',
'* TODO Another todo',
}
local parsed = parser.parse(lines, 'work')
assert.are.same('work', parsed:get_item(1):get_category())
lines = {
'* TODO Test orgmode :WORK:',
'DEADLINE: <2021-05-10 11:00>',
':PROPERTIES:',
':SOME_PROP: some value',
':CATEGORY: my-category',
':END:',
'* TODO Another todo',
}
parsed = parser.parse(lines, 'work')
assert.are.same('my-category', parsed:get_item(1):get_category())
end)
it('should parse source code #BEGIN_SRC filetype', function()
local lines = {
'* TODO Test orgmode :WORK:',
'DEADLINE: <2021-05-10 11:00>',
'#+BEGIN_SRC javascript',
'console.log("test");',
'#+END_SRC',
'* TODO Another todo',
}
local parsed = parser.parse(lines, 'work')
assert.are.same({ 'javascript' }, parsed.source_code_filetypes)
end)
it('should consider file archived if file name is matching org-archive-location setting', function()
local lines = {
'* TODO Test orgmode :WORK:',
'DEADLINE: <2021-05-10 11:00>',
'#+BEGIN_SRC javascript',
'console.log("test");',
'#+END_SRC',
'* TODO Another todo',
}
local parsed = parser.parse(lines, 'work', '/tmp/my-work.org_archive', true)
assert.are.same(parsed.is_archive_file, true)
end)
it('should properly handle tag inheritance', function()
local lines = {
'#+FILETAGS: TOPTAG',
'',
'* TODO Test orgmode :WORK:MYPROJECT:',
' First level content',
'** TODO Level 2 todo :CHILDPROJECT:',
' Second level content',
'*** TODO Child todo',
}
local parsed = parser.parse(lines, 'work', '')
assert.are.same({ 'TOPTAG', 'WORK', 'MYPROJECT' }, parsed:get_item(3).tags)
assert.are.same({ 'TOPTAG', 'WORK', 'MYPROJECT', 'CHILDPROJECT' }, parsed:get_item(5).tags)
assert.are.same({ 'TOPTAG', 'WORK', 'MYPROJECT', 'CHILDPROJECT' }, parsed:get_item(7).tags)
config:extend({ org_use_tag_inheritance = false })
parsed = parser.parse(lines, 'work', '')
assert.are.same({ 'WORK', 'MYPROJECT' }, parsed:get_item(3).tags)
assert.are.same({ 'CHILDPROJECT' }, parsed:get_item(5).tags)
assert.are.same({}, parsed:get_item(7).tags)
config:extend({ org_use_tag_inheritance = true, org_tags_exclude_from_inheritance = { 'MYPROJECT' } })
parsed = parser.parse(lines, 'work', '')
assert.are.same({ 'TOPTAG', 'WORK', 'MYPROJECT' }, parsed:get_item(3).tags)
assert.are.same({ 'TOPTAG', 'WORK', 'CHILDPROJECT' }, parsed:get_item(5).tags)
assert.are.same({ 'TOPTAG', 'WORK', 'CHILDPROJECT' }, parsed:get_item(7).tags)
end)
end)
|
-- TODO: actually implement this later, for now ripple works fine with just name swaps on top of it for naming consistency.
Sound = function(asset_name, options) return ripple.newSound(love.audio.newSource('assets/sounds/' .. asset_name, 'static'), options) end
SoundTag = ripple.newTag
Effect = love.audio.setEffect
|
local Class = require "Base.Class"
local Object = require "Base.Object"
local Env = require "Env"
local FileSystem = require "Card.FileSystem"
local Serialization = require "Persist.Serialization"
local Utils = require "Utils"
local Path = require "Path"
local Preset = Class {}
Preset:include(Object)
function Preset:init(data)
self:setClassName("Preset")
self.data = data
end
function Preset:write(fullpath)
local data = self.data
if data then
data.firmwareVersion = app.FIRMWARE_VERSION
return Serialization.writeTable(fullpath, data)
end
end
function Preset:read(fullpath)
self.data = Serialization.readTable(fullpath)
return self.data ~= nil
end
function Preset:get(xpath)
return self.data and Serialization.get(xpath, self.data)
end
-- This routine is trying to cover the different ways version info was encoded in presets in the past.
function Preset:getVersionString()
local defaultVersion = "0.0.00"
if self.data == nil then return defaultVersion end
local V = self.data.firmwareVersion or self.data.version
if V == nil then return defaultVersion end
if type(V) == "string" then return V end
if type(V) == "table" then
if V.SimpleString then
return V.SimpleString
elseif V.Major and V.Minor and V.Build then
return string.format("%d.%d.%02d", V.Major, V.Minor, V.Build)
end
end
return defaultVersion
end
local function walkHelper(value, path, callback)
for k, v in pairs(value) do
if type(v) == "table" then
walkHelper(v, path .. "." .. k, callback)
else
callback(path, k, v)
end
end
end
-- Traverse the preset data executing the callback on each non-table element.
-- callback(path, key, value)
function Preset:walk(callback)
walkHelper(self.data, "", callback)
end
return Preset
|
--[[
This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:25' using the latest game version.
NOTE: This file should only be used as IDE support; it should NOT be distributed with addons!
****************************************************************************
CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC.
****************************************************************************
]]
local GAMEPAD_AVA_ROOT_SCENE_NAME = "gamepad_campaign_root"
local CAMPAIGN_BROWSER_MODES = {
CAMPAIGNS = 1,
BONUSES = 2,
CAMPAIGN_RULESET_TYPES = 3,
}
local ENTRY_TYPES = {
CAMPAIGN = 1,
BONUSES = 2,
SCORING = 3,
EMPERORSHIP = 4,
ENTER_CAMPAIGN = 5,
TRAVEL_TO_CAMPAIGN = 6,
LEAVE_QUEUE = 7,
SET_HOME = 8,
ABANDON_CAMPAIGN = 9,
CAMPAIGN_RULESET_TYPE = 10,
}
local CONTENT_TYPES = {
BONUSES = 1,
SCORING = 2,
EMPERORSHIP = 3,
CAMPAIGN = 4,
CAMPAIGN_RULESET_TYPE = 5,
}
local ICON_ENTER = "EsoUI/Art/Campaign/Gamepad/gp_campaign_menuIcon_enter.dds"
local ICON_TRAVEL = "EsoUI/Art/Campaign/Gamepad/gp_campaign_menuIcon_travel.dds"
local ICON_LEAVE = "EsoUI/Art/Campaign/Gamepad/gp_campaign_menuIcon_leave.dds"
local ICON_ABANDON = "EsoUI/Art/Campaign/Gamepad/gp_campaign_menuIcon_abandon.dds"
local ICON_HOME = "EsoUI/Art/Campaign/Gamepad/gp_overview_menuIcon_home.dds"
local ICON_BONUS = "EsoUI/Art/Campaign/Gamepad/gp_overview_menuIcon_bonus.dds"
local ICON_SCORING = "EsoUI/Art/Campaign/Gamepad/gp_overview_menuIcon_scoring.dds"
local ICON_EMPEROR = "EsoUI/Art/Campaign/Gamepad/gp_overview_menuIcon_emperor.dds"
ZO_CampaignBrowser_Gamepad = ZO_Gamepad_ParametricList_Screen:Subclass()
function ZO_CampaignBrowser_Gamepad:New(...)
return ZO_Gamepad_ParametricList_Screen.New(self, ...)
end
function ZO_CampaignBrowser_Gamepad:Initialize(control)
GAMEPAD_AVA_ROOT_SCENE = ZO_Scene:New(GAMEPAD_AVA_ROOT_SCENE_NAME, SCENE_MANAGER)
local ACTIVATE_LIST_ON_SHOW = true
ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ACTIVATE_LIST_ON_SHOW, GAMEPAD_AVA_ROOT_SCENE)
end
-- Override
function ZO_CampaignBrowser_Gamepad:SetupList(list)
list:AddDataTemplate("ZO_GamepadNewMenuEntryTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction)
list:AddDataTemplateWithHeader("ZO_GamepadNewMenuEntryTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
end
function ZO_CampaignBrowser_Gamepad:OnShowing()
ZO_Gamepad_ParametricList_Screen.OnShowing(self)
self:SetCurrentMode(CAMPAIGN_BROWSER_MODES.CAMPAIGN_RULESET_TYPES)
-- need to update the content here because all the fragments have been removed,
-- so we need to add the appropriate fragment back
self:UpdateContentPane()
self:RegisterEvents()
self.dataRegistration:Refresh()
QueryCampaignSelectionData()
end
function ZO_CampaignBrowser_Gamepad:OnHiding()
ZO_Gamepad_ParametricList_Screen.OnHiding(self)
self.dataRegistration:Refresh()
self:UnregisterEvents()
end
------------
-- Update --
------------
function ZO_CampaignBrowser_Gamepad:PerformUpdate()
if self.currentMode == CAMPAIGN_BROWSER_MODES.CAMPAIGN_RULESET_TYPES then
self:BuildCampaignRulesetTypeList()
else
self:BuildCampaignList()
end
self:UpdateContentPane()
self:RefreshScreenHeader()
end
function ZO_CampaignBrowser_Gamepad:GetCampaignQueryType(campaignId)
if campaignId == GetAssignedCampaignId() then
return BGQUERY_ASSIGNED_CAMPAIGN
else
return BGQUERY_LOCAL
end
end
function ZO_CampaignBrowser_Gamepad:HasCampaignInformation(campaignId)
return campaignId == GetAssignedCampaignId() or campaignId == GetCurrentCampaignId()
end
function ZO_CampaignBrowser_Gamepad:UpdateContentPane(updateFromTimer)
local hideContent = true
local hideScoring = true
local hideEmperor = true
local hideBonuses = true
local targetData = self:GetTargetData()
if targetData ~= nil then
local displayContentType = targetData.displayContentType
local queryType
if displayContentType == CONTENT_TYPES.SCORING or
displayContentType == CONTENT_TYPES.EMPERORSHIP or
displayContentType == CONTENT_TYPES.BONUSES then
queryType = self:GetCampaignQueryType(targetData.id)
end
if displayContentType == CONTENT_TYPES.CAMPAIGN then
if not updateFromTimer then
SCENE_MANAGER:AddFragment(GAMEPAD_AVA_CAMPAIGN_INFO_FRAGMENT)
end
self:RefreshCampaignInfoContent()
hideContent = false
elseif displayContentType == CONTENT_TYPES.SCORING then
if not updateFromTimer then
CAMPAIGN_SCORING_GAMEPAD:SetCampaignAndQueryType(targetData.id, queryType)
SCENE_MANAGER:AddFragment(CAMPAIGN_SCORING_GAMEPAD_FRAGMENT)
end
hideScoring = false
elseif displayContentType == CONTENT_TYPES.EMPERORSHIP then
if not updateFromTimer then
CAMPAIGN_EMPEROR_GAMEPAD:SetCampaignAndQueryType(targetData.id, queryType)
SCENE_MANAGER:AddFragment(CAMPAIGN_EMPEROR_GAMEPAD_FRAGMENT)
end
hideEmperor = false
elseif displayContentType == CONTENT_TYPES.BONUSES then
if not updateFromTimer then
CAMPAIGN_BONUSES_GAMEPAD:SetCampaignAndQueryType(targetData.id, queryType)
SCENE_MANAGER:AddFragment(CAMPAIGN_BONUSES_GAMEPAD_FRAGMENT)
end
hideBonuses = false
end
end
if hideContent then
SCENE_MANAGER:RemoveFragment(GAMEPAD_AVA_CAMPAIGN_INFO_FRAGMENT)
end
if hideScoring then
SCENE_MANAGER:RemoveFragment(CAMPAIGN_SCORING_GAMEPAD_FRAGMENT)
end
if hideEmperor then
SCENE_MANAGER:RemoveFragment(CAMPAIGN_EMPEROR_GAMEPAD_FRAGMENT)
end
if hideBonuses then
SCENE_MANAGER:RemoveFragment(CAMPAIGN_BONUSES_GAMEPAD_FRAGMENT)
end
local hideBackgroundAndHeader = hideScoring and hideContent and hideEmperor and hideBonuses
if hideBackgroundAndHeader then
GAMEPAD_AVA_ROOT_SCENE:RemoveFragment(GAMEPAD_NAV_QUADRANT_2_3_BACKGROUND_FRAGMENT)
self.contentHeader:SetHidden(true)
else
GAMEPAD_AVA_ROOT_SCENE:AddFragment(GAMEPAD_NAV_QUADRANT_2_3_BACKGROUND_FRAGMENT)
self.contentHeader:SetHidden(false)
self:RefreshContentHeader()
end
KEYBIND_STRIP:UpdateCurrentKeybindButtonGroups()
end
local POPULATION_ICONS =
{
[CAMPAIGN_POP_LOW] = "EsoUI/Art/AvA/Gamepad/Server_Empty.dds",
[CAMPAIGN_POP_MEDIUM] = "EsoUI/Art/AvA/Gamepad/Server_One.dds",
[CAMPAIGN_POP_HIGH] = "EsoUI/Art/AvA/Gamepad/Server_Two.dds",
[CAMPAIGN_POP_FULL] = "EsoUI/Art/AvA/Gamepad/Server_Full.dds",
}
local function GetPopulationIcon(population)
return POPULATION_ICONS[population]
end
local function SetupPopulationIcon(control, data)
control.populationControl:SetTexture(GetPopulationIcon(data.population))
local isFull = data.population == CAMPAIGN_POP_FULL
control.lockedIconControl:SetHidden(not isFull)
control.fullTextControl:SetHidden(not isFull)
local queueWaitSeconds = GetSelectionCampaignQueueWaitTime(data.selectionIndex)
if data.alliance == GetUnitAlliance("player") and queueWaitSeconds > 0 then
--We don't want to show an estimate for seconds
if queueWaitSeconds < 60 then
queueWaitSeconds = 60
end
local queueWaitMs = queueWaitSeconds * 1000
local textEstimatedTime = ZO_GetSimplifiedTimeEstimateText(queueWaitMs, TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT, nil, ZO_TIME_ESTIMATE_STYLE.ARITHMETIC)
control.estimatedWaitValueControl:SetText(textEstimatedTime)
control.estimatedWaitControl:SetHidden(false)
else
control.estimatedWaitControl:SetHidden(true)
end
if isFull then
control.factionControl:SetAlpha(0.5)
else
control.factionControl:SetAlpha(1.0)
end
end
function ZO_CampaignBrowser_Gamepad:SetupStateMessage(stateMessageLabel, campaignData)
local shouldHideStateMessage = false
local queueData = campaignData.queue
if queueData.isQueued and queueData.state ~= CAMPAIGN_QUEUE_REQUEST_STATE_FINISHED then
local isLoading, message, messageIcon = CAMPAIGN_BROWSER_MANAGER:GetQueueMessage(queueData.id, queueData.isGroup, queueData.state)
if not isLoading then
message = message .. zo_iconFormat(messageIcon, 32, 32)
end
stateMessageLabel:SetText(ZO_SUCCEEDED_TEXT:Colorize(message))
elseif not ZO_CampaignBrowser_DoesPlayerMatchAllianceLock(campaignData) then
stateMessageLabel:SetText(CAMPAIGN_BROWSER_MANAGER:GenerateAllianceLockStatusMessage(campaignData))
else
shouldHideStateMessage = true
end
if shouldHideStateMessage then
stateMessageLabel:SetHidden(true)
self.campaignInfoRules:ClearAnchors()
self.campaignInfoRules:SetAnchor(TOPLEFT, self.campaignInfoRulesContainer, TOPLEFT, 0, 0)
self.campaignInfoRules:SetAnchor(TOPRIGHT, self.campaignInfoRulesContainer, TOPRIGHT, 0, 0)
else
stateMessageLabel:SetHidden(false)
self.campaignInfoRules:ClearAnchors()
self.campaignInfoRules:SetAnchor(TOPLEFT, stateMessageLabel, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_VERT_OFFSET_PADDING)
self.campaignInfoRules:SetAnchor(TOPRIGHT, stateMessageLabel, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_VERT_OFFSET_PADDING)
end
end
function ZO_CampaignBrowser_Gamepad:RefreshCampaignInfoContent()
local targetData = self:GetTargetData()
if targetData and targetData.entryType ~= ENTRY_TYPES.CAMPAIGN_RULESET_TYPE then
self:SetupStateMessage(self.campaignStateMessage, targetData)
self.campaignInfoRules:SetText(GetCampaignRulesetDescription(targetData.rulesetId))
local selectionIndex = targetData.selectionIndex
SetupPopulationIcon(self.campaignInfoStats:GetNamedChild("AldmeriDominion"), {population = targetData.alliancePopulation1, selectionIndex = selectionIndex, alliance = ALLIANCE_ALDMERI_DOMINION})
SetupPopulationIcon(self.campaignInfoStats:GetNamedChild("EbonheartPact"), {population = targetData.alliancePopulation2, selectionIndex = selectionIndex, alliance = ALLIANCE_EBONHEART_PACT})
SetupPopulationIcon(self.campaignInfoStats:GetNamedChild("DaggerfallCovenant"), {population = targetData.alliancePopulation3, selectionIndex = selectionIndex, alliance = ALLIANCE_DAGGERFALL_COVENANT})
end
end
-------------------
-- Deferred Init --
-------------------
function ZO_CampaignBrowser_Gamepad:OnDeferredInitialize()
local campaignInfo = self.control:GetNamedChild("CampaignInfo")
local campaignRules = campaignInfo:GetNamedChild("Rules")
self.campaignInfoStats = campaignInfo:GetNamedChild("Stats")
self.campaignInfoRulesContainer = campaignRules
self.campaignInfoRules = campaignRules:GetNamedChild("RulesContent")
self.campaignStateMessage = campaignRules:GetNamedChild("StateMessage")
self.dataRegistration = ZO_CampaignDataRegistration:New("CampaignSelectorData", function() return GAMEPAD_AVA_ROOT_SCENE:IsShowing() end)
ZO_CampaignDialogGamepad_Initialize(self)
self.campaignList = self:GetMainList()
self.campaignEntries = {}
self.campaignRulesetTypeList = self:AddList("CampaignRulesetTypes")
self.campaignRulesetTypes = {}
self:InitializeHeader()
-- These events need to be listened for whether we are showing or not
-- If we are hidden, Update() will set the dirty flag and we will update when we next show
CAMPAIGN_BROWSER_MANAGER:RegisterCallback("OnCampaignDataUpdated", function() self:Update() end)
CAMPAIGN_BROWSER_MANAGER:RegisterCallback("OnCampaignQueueStateUpdated", function()
self:Update()
KEYBIND_STRIP:UpdateCurrentKeybindButtonGroups()
end)
EVENT_MANAGER:RegisterForEvent("ZO_CampaignBrowser_Gamepad", EVENT_ASSIGNED_CAMPAIGN_CHANGED, function() self:Update() end)
EVENT_MANAGER:RegisterForEvent("ZO_CampaignBrowser_Gamepad", EVENT_PLAYER_DEAD, function() self:Update() end)
EVENT_MANAGER:RegisterForEvent("ZO_CampaignBrowser_Gamepad", EVENT_PLAYER_ALIVE, function() self:Update() end)
--Only the group leader can leave when group queued. We add or remove the leave entry through this update
EVENT_MANAGER:RegisterForEvent("ZO_CampaignBrowser_Gamepad", EVENT_LEADER_UPDATE, function() self:Update() end)
self:SetCurrentMode(CAMPAIGN_BROWSER_MODES.CAMPAIGN_RULESET_TYPES)
end
function ZO_CampaignBrowser_Gamepad:OnSelectionChanged(list, selectedData, oldSelectedData)
if selectedData then
self:UpdateContentPane()
end
end
------------
-- Header --
------------
function ZO_CampaignBrowser_Gamepad:SetCampaignRulesetTypeFilter(campaignRulesetTypeFilter)
self.campaignRulesetTypeFilter = campaignRulesetTypeFilter
end
function ZO_CampaignBrowser_Gamepad:SetCurrentMode(mode)
self.currentMode = mode
if mode == CAMPAIGN_BROWSER_MODES.CAMPAIGN_RULESET_TYPES then
self:SetCurrentList(self.campaignRulesetTypeList)
else
self:SetCurrentList(self.campaignList)
end
self:Update()
end
function ZO_CampaignBrowser_Gamepad:InitializeHeader()
local IS_PLURAL = false
local IS_UPPER = false
self.headerData = {
titleText = GetString(SI_GAMEPAD_CAMPAIGN_BROWSER_CAMPAIGNS_HEADER),
data1HeaderText = GetCurrencyName(CURT_ALLIANCE_POINTS, IS_PLURAL, IS_UPPER),
data1Text = function(control)
ZO_CurrencyControl_SetSimpleCurrency(control, CURT_ALLIANCE_POINTS, GetCurrencyAmount(CURT_ALLIANCE_POINTS, CURRENCY_LOCATION_CHARACTER), ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT)
return true
end,
}
local rightPane = self.control:GetNamedChild("RightPane")
local contentContainer = rightPane:GetNamedChild("ContentContainer")
self.contentHeader = contentContainer:GetNamedChild("Header")
self.contentHeaderData = {}
ZO_GamepadGenericHeader_Initialize(self.contentHeader, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ZO_GAMEPAD_HEADER_LAYOUTS.CONTENT_HEADER_DATA_PAIRS_LINKED)
end
function ZO_CampaignBrowser_Gamepad:RefreshScreenHeader()
ZO_GamepadGenericHeader_Refresh(self.header, self.headerData)
end
local function GetCampaignEndsHeaderText(targetData)
local headerDataText = GetString(SI_GAMEPAD_CAMPAIGN_SCORING_DURATION_REMAINING)
local dataText
local _, secondsRemaining = GetSelectionCampaignTimes(targetData.selectionIndex)
if secondsRemaining > 0 then
dataText = ZO_FormatTime(secondsRemaining, TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE, TIME_FORMAT_PRECISION_TWELVE_HOUR)
else
dataText = GetString(SI_GAMEPAD_CAMPAIGN_SCORING_DURATION_REMAINING_DONE)
end
return headerDataText, dataText
end
function ZO_CampaignBrowser_Gamepad:RefreshContentHeader()
local targetData = self:GetTargetData()
local headerData = self.contentHeaderData
if targetData and not self.contentHeader:IsHidden() then
-- Title
if targetData.contentHeaderTitle then
headerData.titleText = targetData.contentHeaderTitle
else
headerData.titleText = targetData.text
end
headerData.data1HeaderText = nil
headerData.data1Text = nil
headerData.data2HeaderText = nil
headerData.data2Text = nil
headerData.data3HeaderText = nil
headerData.data3Text = nil
headerData.data4HeaderText = nil
headerData.data4Text = nil
if targetData.entryType == ENTRY_TYPES.SCORING then
-- Data 1
headerData.data1HeaderText = GetString(SI_GAMEPAD_CAMPAIGN_NEXT_SCORING_EVALUATION)
headerData.data1Text = function(control)
ZO_CampaignScoring_TimeUpdate(control, GetSecondsUntilCampaignScoreReevaluation)
return true
end
-- Data 2
headerData.data2HeaderText, headerData.data2Text = GetCampaignEndsHeaderText(targetData)
elseif targetData.entryType == ENTRY_TYPES.BONUSES then
-- Data 1
headerData.data1HeaderText = GetString(SI_GAMEPAD_CAMPAIGN_BONUSES_HOME_KEEPS_HEADER)
headerData.data1Text = function(control)
local _, _, numHomeHeld, numTotalHome = GetAvAKeepScore(CAMPAIGN_BONUSES_GAMEPAD.campaignId, GetUnitAlliance("player"))
return zo_strformat(GetString(SI_GAMEPAD_CAMPAIGN_BONUSES_HOME_KEEPS_HEADER_INFO), numHomeHeld, numTotalHome)
end
-- Data 2
headerData.data2HeaderText = GetString(SI_GAMEPAD_CAMPAIGN_BONUSES_ENEMY_KEEPS_HEADER)
headerData.data2Text = function(control)
local _, enemyKeepsHeld = GetAvAKeepScore(CAMPAIGN_BONUSES_GAMEPAD.campaignId, GetUnitAlliance("player"))
return enemyKeepsHeld
end
-- Data 3
headerData.data3HeaderText = GetString(SI_GAMEPAD_CAMPAIGN_BONUSES_DEFENSIVE_SCROLLS_HEADER)
headerData.data3Text = function(control)
local _, enemyScrollsHeld = GetAvAArtifactScore(CAMPAIGN_BONUSES_GAMEPAD.campaignId, GetUnitAlliance("player"), OBJECTIVE_ARTIFACT_DEFENSIVE)
return enemyScrollsHeld
end
-- Data 4
headerData.data4HeaderText = GetString(SI_GAMEPAD_CAMPAIGN_BONUSES_OFFENSIVE_SCROLLS_HEADER)
headerData.data4Text = function(control)
local _, enemyScrollsHeld = GetAvAArtifactScore(CAMPAIGN_BONUSES_GAMEPAD.campaignId, GetUnitAlliance("player"), OBJECTIVE_ARTIFACT_OFFENSIVE)
return enemyScrollsHeld
end
elseif targetData.entryType == ENTRY_TYPES.EMPERORSHIP then
-- Data 1
headerData.data1HeaderText = GetString(SI_CAMPAIGN_EMPEROR_NAME_HEADER)
headerData.data1Text = function(control)
if DoesCampaignHaveEmperor(targetData.id) then
local alliance, characterName, displayName = GetCampaignEmperorInfo(targetData.id)
local userFacingName = ZO_GetPlatformUserFacingName(characterName, displayName)
return zo_strformat(GetString(SI_GAMEPAD_CAMPAIGN_EMPEROR_HEADER_NAME), GetLargeAllianceSymbolIcon(alliance), userFacingName)
else
return GetString(SI_CAMPAIGN_NO_EMPEROR)
end
end
-- Data 2
headerData.data2HeaderText = GetString(SI_GAMEPAD_CAMPAIGN_EMPEROR_REIGN_DURATION_HEADER)
headerData.data2Text = function(control)
local duration = GetCampaignEmperorReignDuration(targetData.id)
return ZO_FormatTime(duration, TIME_FORMAT_STYLE_COLONS, TIME_FORMAT_PRECISION_TWELVE_HOUR)
end
elseif self:DoesCampaignHaveSocialInfo(targetData) then
-- Data 1
headerData.data1HeaderText = GetString(SI_GAMEPAD_CAMPAIGN_BROWSER_TOOLTIP_GROUP_MEMBERS)
headerData.data1Text = zo_strformat(SI_GAMEPAD_CAMPAIGN_BROWSER_PEOPLE_AMOUNT, targetData.numGroupMembers)
-- Data 2
headerData.data2HeaderText = GetString(SI_GAMEPAD_CAMPAIGN_BROWSER_TOOLTIP_FRIENDS)
headerData.data2Text = zo_strformat(SI_GAMEPAD_CAMPAIGN_BROWSER_PEOPLE_AMOUNT, targetData.numFriends)
-- Data 3
headerData.data3HeaderText = GetString(SI_GAMEPAD_CAMPAIGN_BROWSER_TOOLTIP_GUILD_MEMBERS)
headerData.data3Text = zo_strformat(SI_GAMEPAD_CAMPAIGN_BROWSER_PEOPLE_AMOUNT, targetData.numGuildMembers)
-- Data 4
headerData.data4HeaderText, headerData.data4Text = GetCampaignEndsHeaderText(targetData)
end
ZO_GamepadGenericHeader_Refresh(self.contentHeader, headerData)
end
end
--------------
-- Key Bind --
--------------
function ZO_CampaignBrowser_Gamepad:InitializeKeybindStripDescriptors()
self.keybindStripDescriptor = {
alignment = KEYBIND_STRIP_ALIGN_LEFT,
{ -- select
keybind = "UI_SHORTCUT_PRIMARY",
name = function()
local targetData = self:GetTargetData()
-- Contextual campaign action
if targetData and targetData.entryType == ENTRY_TYPES.CAMPAIGN then
if self:CanEnter(targetData) then
-- enter campaign after queue
return GetString(SI_CAMPAIGN_BROWSER_ENTER_CAMPAIGN)
elseif self:CanQueueForCampaign(targetData) then
-- enter campaign queue
return GetString(SI_CAMPAIGN_BROWSER_QUEUE_CAMPAIGN)
end
end
return GetString(SI_GAMEPAD_SELECT_OPTION)
end,
callback = function()
local targetData = self:GetTargetData()
local entryType = targetData.entryType
-- Contextual campaign action
if entryType == ENTRY_TYPES.CAMPAIGN then
if self:CanEnter(targetData) then
entryType = ENTRY_TYPES.TRAVEL_TO_CAMPAIGN
elseif self:CanQueueForCampaign(targetData) then
entryType = ENTRY_TYPES.ENTER_CAMPAIGN
end
end
if entryType == ENTRY_TYPES.ENTER_CAMPAIGN then
self:DoQueueForCampaign(targetData)
elseif entryType == ENTRY_TYPES.TRAVEL_TO_CAMPAIGN then
ConfirmCampaignEntry(targetData.id, targetData.isGroup, true)
elseif entryType == ENTRY_TYPES.LEAVE_QUEUE then
self:DoLeaveCampaignQueue(targetData)
elseif entryType == ENTRY_TYPES.SET_HOME then
self:DoSetHomeCampaign(targetData)
elseif entryType == ENTRY_TYPES.BONUSES then
self:DeactivateCurrentList()
CAMPAIGN_BONUSES_GAMEPAD:Activate()
self:SetCurrentMode(CAMPAIGN_BROWSER_MODES.BONUSES)
PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
elseif entryType == ENTRY_TYPES.ABANDON_CAMPAIGN then
self:DoAbandon(targetData)
elseif entryType == ENTRY_TYPES.CAMPAIGN_RULESET_TYPE then
self:SetCampaignRulesetTypeFilter(targetData.rulesetType)
self:SetCurrentMode(CAMPAIGN_BROWSER_MODES.CAMPAIGNS)
PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
end
end,
visible = function()
local targetData = self:GetTargetData()
if not targetData then
return false
end
if targetData.entryType == ENTRY_TYPES.CAMPAIGN then
return self:CanQueueForCampaign(targetData) or self:CanEnter(targetData)
elseif targetData.entryType == ENTRY_TYPES.ENTER_CAMPAIGN then
return self:CanQueueForCampaign(targetData) or self:IsQueuedForCampaign(targetData)
elseif targetData.entryType == ENTRY_TYPES.TRAVEL_TO_CAMPAIGN then
return self:CanEnter(targetData)
elseif targetData.entryType == ENTRY_TYPES.LEAVE_QUEUE then
return self:CanLeaveCampaignQueue(targetData)
elseif targetData.entryType == ENTRY_TYPES.SET_HOME then
return self:CanSetHomeCampaign(targetData)
elseif targetData.entryType == ENTRY_TYPES.BONUSES then
return self.currentMode == CAMPAIGN_BROWSER_MODES.CAMPAIGNS and self:HasCampaignInformation(targetData.id)
elseif targetData.entryType == ENTRY_TYPES.ABANDON_CAMPAIGN then
return true
elseif targetData.entryType == ENTRY_TYPES.CAMPAIGN_RULESET_TYPE then
return true
else
return false
end
end,
enabled = function()
local targetData = self:GetTargetData()
if targetData then
if targetData.entryType == ENTRY_TYPES.ENTER_CAMPAIGN then
return not self:IsQueuedForCampaign(targetData)
elseif targetData.entryType == ENTRY_TYPES.ABANDON_CAMPAIGN then
return not self:IsQueuedForCampaign(targetData)
end
end
return true
end
},
{ -- back
name = GetString(SI_GAMEPAD_BACK_OPTION),
keybind = "UI_SHORTCUT_NEGATIVE",
callback = function()
if self.currentMode == CAMPAIGN_BROWSER_MODES.BONUSES then
CAMPAIGN_BONUSES_GAMEPAD:Deactivate()
self:ActivateCurrentList()
self:SetCurrentMode(CAMPAIGN_BROWSER_MODES.CAMPAIGNS)
PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
elseif self.currentMode == CAMPAIGN_BROWSER_MODES.CAMPAIGNS then
self:SetCurrentMode(CAMPAIGN_BROWSER_MODES.CAMPAIGN_RULESET_TYPES)
PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
else
SCENE_MANAGER:Hide(GAMEPAD_AVA_ROOT_SCENE_NAME)
end
end,
},
{ -- set home campaign
keybind = "UI_SHORTCUT_SECONDARY",
name = GetString(SI_GAMEPAD_CAMPAIGN_BROWSER_CHOOSE_HOME_CAMPAIGN),
visible = function()
local targetData = self:GetTargetData()
if not targetData then
return
end
if self.currentMode == CAMPAIGN_BROWSER_MODES.CAMPAIGNS and targetData.entryType == ENTRY_TYPES.CAMPAIGN then
return self:CanSetHomeCampaign(targetData)
end
return false
end,
callback = function()
local targetCampaignData = self:GetTargetData()
self:DoSetHomeCampaign(targetCampaignData)
end,
},
{ -- Leave a non-home/local campaign
keybind = "UI_SHORTCUT_RIGHT_STICK",
name = GetString(SI_CAMPAIGN_BROWSER_LEAVE_QUEUE),
callback = function()
local targetData = self:GetTargetData()
if targetData.entryType == ENTRY_TYPES.CAMPAIGN then
self:DoLeaveCampaignQueue(targetData)
end
end,
visible = function()
local targetData = self:GetTargetData()
if targetData and targetData.entryType == ENTRY_TYPES.CAMPAIGN then
return self:CanLeaveCampaignQueue(targetData)
end
return false
end,
},
}
local function GetActiveList()
if self.currentMode == CAMPAIGN_BROWSER_MODES.BONUSES then
return CAMPAIGN_BONUSES_GAMEPAD.abilityList
elseif self.currentMode == CAMPAIGN_BROWSER_MODES.CAMPAIGN_RULESET_TYPES then
return self.campaignRulesetTypeList
elseif self.currentMode == CAMPAIGN_BROWSER_MODES.CAMPAIGNS then
return self.campaignList
end
end
ZO_Gamepad_AddListTriggerKeybindDescriptors(self.keybindStripDescriptor, GetActiveList)
end
------------
-- Events --
------------
function ZO_CampaignBrowser_Gamepad:RegisterEvents()
self.control:SetHandler("OnUpdate", function(control, seconds) self:OnUpdate(control, seconds) end)
self.nextUpdateTimeSeconds = 0
EVENT_MANAGER:RegisterForEvent("ZO_CampaignBrowser_Gamepad", EVENT_CAMPAIGN_QUEUE_POSITION_CHANGED, function() self:OnCampaignQueuePositionChanged() end)
end
function ZO_CampaignBrowser_Gamepad:UnregisterEvents()
self.control:SetHandler("OnUpdate", nil)
EVENT_MANAGER:UnregisterForEvent("ZO_CampaignBrowser_Gamepad", EVENT_CAMPAIGN_QUEUE_POSITION_CHANGED)
end
function ZO_CampaignBrowser_Gamepad:OnUpdate(control, seconds)
-- Many content pages contain countdown timers on them, so update every second to keep those fresh
if seconds > self.nextUpdateTimeSeconds then
self.nextUpdateTimeSeconds = zo_floor(seconds + 1)
local UPDATE_FROM_TIMER = true
self:UpdateContentPane(UPDATE_FROM_TIMER)
end
end
------------------------------------------------------------------------------------------------------------
function ZO_CampaignBrowser_Gamepad:GetTargetData()
local currentList = self:GetCurrentList()
if currentList then
return currentList:GetTargetData()
end
return nil
end
function ZO_CampaignBrowser_Gamepad:IsQueuedForCampaign(data)
return IsQueuedForCampaign(data.id, CAMPAIGN_QUEUE_INDIVIDUAL)
end
function ZO_CampaignBrowser_Gamepad:CanEnter(data)
return data.queue.state == CAMPAIGN_QUEUE_REQUEST_STATE_CONFIRMING
end
do
local PENDING_QUEUE_STATES = {
[CAMPAIGN_QUEUE_REQUEST_STATE_PENDING_JOIN] = true,
[CAMPAIGN_QUEUE_REQUEST_STATE_PENDING_LEAVE] = true,
[CAMPAIGN_QUEUE_REQUEST_STATE_PENDING_ACCEPT] = true,
}
function ZO_CampaignBrowser_Gamepad:IsPendingQueueState(data)
return PENDING_QUEUE_STATES[data.queue.state]
end
end
function ZO_CampaignBrowser_Gamepad:CanSetHomeCampaign(data)
return CAMPAIGN_BROWSER_MANAGER:CanSetHomeCampaign(data)
end
function ZO_CampaignBrowser_Gamepad:DoSetHomeCampaign(data)
return CAMPAIGN_BROWSER_MANAGER:DoSetHomeCampaign(data)
end
function ZO_CampaignBrowser_Gamepad:CanLeaveCampaignQueue(data)
return CAMPAIGN_BROWSER_MANAGER:CanLeaveCampaignQueue(data)
end
function ZO_CampaignBrowser_Gamepad:DoLeaveCampaignQueue(data)
return CAMPAIGN_BROWSER_MANAGER:DoLeaveCampaignQueue(data)
end
function ZO_CampaignBrowser_Gamepad:DoAbandon(data)
if internalassert(data.id == GetAssignedCampaignId()) then
local lockTimeLeft = GetCampaignUnassignCooldown()
if lockTimeLeft > 0 then
ZO_Dialogs_ShowGamepadDialog(ZO_GAMEPAD_CAMPAIGN_LOCKED_DIALOG, { isAbandoning = true, id = data.id } )
else
ZO_Dialogs_ShowGamepadDialog(ZO_GAMEPAD_CAMPAIGN_ABANDON_HOME_CONFIRM_DIALOG, { id = data.id }, { mainTextParams = self:GetTextParamsForAbandonHomeDialog() })
end
end
end
function ZO_CampaignBrowser_Gamepad:CanQueueForCampaign(data)
return CAMPAIGN_BROWSER_MANAGER:CanQueueForCampaign(data)
end
function ZO_CampaignBrowser_Gamepad:DoQueueForCampaign(data)
CAMPAIGN_BROWSER_MANAGER:DoQueueForCampaign(data.dataSource)
end
do
local DEFAULT_GAMEPAD_CAMPAIGN_ITEM_SORT =
{
campaignSort = { tiebreaker = "name", isNumeric = true },
name = { tiebreaker = "id" },
id = { isId64 = true },
}
local HOME_CAMPAIGN_SORT_ID = -2 -- sort first, before campaign ruleset ids
local LOCAL_CAMPAIGN_SORT_ID = -1 -- sort second, before campaign ruleset ids and after home campaign
function ZO_CampaignBrowser_Gamepad:CreateAndSortCampaignEntries()
local campaignDataList = CAMPAIGN_BROWSER_MANAGER:GetCampaignDataList()
local assignedCampaign = GetAssignedCampaignId()
local currentCampaign = GetCurrentCampaignId()
ZO_ClearNumericallyIndexedTable(self.campaignEntries)
for _, campaignData in ipairs(campaignDataList) do
local campaignEntry = ZO_GamepadEntryData:New(campaignData.name)
campaignEntry:SetDataSource(campaignData)
campaignEntry.displayContentType = CONTENT_TYPES.CAMPAIGN
campaignEntry.entryType = ENTRY_TYPES.CAMPAIGN
local campaignRulesetName = GetCampaignRulesetName(campaignData.rulesetId)
campaignEntry.contentHeaderTitle = zo_strformat(SI_GAMEPAD_CAMPAIGN_BROWSER_CONTENT_TITLE, campaignData.name, campaignRulesetName)
if assignedCampaign == campaignData.id then
if currentCampaign == campaignData.id then
campaignEntry.campaignAssignmentType = BGQUERY_ASSIGNED_AND_LOCAL
else
campaignEntry.campaignAssignmentType = BGQUERY_ASSIGNED_CAMPAIGN
end
campaignEntry.campaignSort = HOME_CAMPAIGN_SORT_ID
campaignEntry.headerText = GetString("SI_BATTLEGROUNDQUERYCONTEXTTYPE", BGQUERY_ASSIGNED_CAMPAIGN)
elseif currentCampaign == campaignData.id then
campaignEntry.campaignAssignmentType = BGQUERY_LOCAL
campaignEntry.campaignSort = LOCAL_CAMPAIGN_SORT_ID
campaignEntry.headerText = GetString("SI_BATTLEGROUNDQUERYCONTEXTTYPE", BGQUERY_LOCAL)
else
campaignEntry.campaignSort = campaignData.rulesetId
campaignEntry.headerText = campaignRulesetName
end
campaignEntry.queue = CAMPAIGN_BROWSER_MANAGER:CreateCampaignQueueData(campaignEntry, CAMPAIGN_QUEUE_INDIVIDUAL)
campaignEntry:SetLocked(not ZO_CampaignBrowser_DoesPlayerMatchAllianceLock(campaignEntry))
table.insert(self.campaignEntries, campaignEntry)
end
table.sort(self.campaignEntries, function(left, right) return ZO_TableOrderingFunction(left, right, "campaignSort", DEFAULT_GAMEPAD_CAMPAIGN_ITEM_SORT, ZO_SORT_ORDER_UP) end)
end
end
function ZO_CampaignBrowser_Gamepad:CreateAndSortCampaignRulesetTypes()
local campaignDataList = CAMPAIGN_BROWSER_MANAGER:GetCampaignDataList()
ZO_ClearNumericallyIndexedTable(self.campaignRulesetTypes)
for _, campaignData in ipairs(campaignDataList) do
if not ZO_IsElementInNumericallyIndexedTable(self.campaignRulesetTypes, campaignData.rulesetType) then
table.insert(self.campaignRulesetTypes, campaignData.rulesetType)
end
end
table.sort(self.campaignRulesetTypes) -- sort by enum order
end
function ZO_CampaignBrowser_Gamepad:IsHomeCampaign(campaignEntry)
return campaignEntry.campaignAssignmentType == BGQUERY_ASSIGNED_CAMPAIGN or campaignEntry.campaignAssignmentType == BGQUERY_ASSIGNED_AND_LOCAL
end
function ZO_CampaignBrowser_Gamepad:IsLocalCampaign(campaignEntry)
return campaignEntry.campaignAssignmentType == BGQUERY_LOCAL or campaignEntry.campaignAssignmentType == BGQUERY_ASSIGNED_AND_LOCAL
end
function ZO_CampaignBrowser_Gamepad:DoesCampaignHaveScoreInfo(campaignEntry)
return campaignEntry.campaignAssignmentType ~= nil and not campaignEntry.isImperialCityCampaign
end
function ZO_CampaignBrowser_Gamepad:DoesCampaignHaveSocialInfo(campaignEntry)
-- IC can't be assigned, so there will never be any friends/guild members/group members to display
return not campaignEntry.isImperialCityCampaign
end
function ZO_CampaignBrowser_Gamepad:IsHomeAndNotLocalCampaign(campaignEntry)
return campaignEntry.campaignAssignmentType == BGQUERY_ASSIGNED_CAMPAIGN or campaignEntry.campaignAssignmentType == BGQUERY_ASSIGNED_AND_LOCAL
end
function ZO_CampaignBrowser_Gamepad:CreateCampaignRulesetTypeEntry(campaignRulesetType)
local rulesetTypeName = GetString("SI_CAMPAIGNRULESETTYPE", campaignRulesetType)
local rulesetTypeIcon = ZO_CampaignBrowser_GetGamepadIconForRulesetType(campaignRulesetType)
local campaignTypeEntry = ZO_GamepadEntryData:New(rulesetTypeName, rulesetTypeIcon)
campaignTypeEntry:SetIconTintOnSelection(true)
campaignTypeEntry.rulesetType = campaignRulesetType
campaignTypeEntry.displayContentType = CONTENT_TYPES.CAMPAIGN_RULESET_TYPE
campaignTypeEntry.entryType = ENTRY_TYPES.CAMPAIGN_RULESET_TYPE
return campaignTypeEntry
end
function ZO_CampaignBrowser_Gamepad:AddExpandedCampaignEntryToList(entries, sourceCampaignEntry, name, icon, contentType, entryType)
local expandedEntry = ZO_GamepadEntryData:New(name, icon)
expandedEntry:SetIconTintOnSelection(true)
expandedEntry:SetDataSource(sourceCampaignEntry)
expandedEntry.displayContentType = contentType
expandedEntry.entryType = entryType
table.insert(entries, expandedEntry)
end
function ZO_CampaignBrowser_Gamepad:CreateExpandedCampaignEntries(campaignEntry)
local entries = {}
-- ENTER CAMPAIGN
if self:CanQueueForCampaign(campaignEntry) or (self:IsQueuedForCampaign(campaignEntry) and not self:CanEnter(campaignEntry)) then
self:AddExpandedCampaignEntryToList(entries, campaignEntry, GetString(SI_CAMPAIGN_BROWSER_QUEUE_CAMPAIGN), ICON_ENTER, CONTENT_TYPES.CAMPAIGN, ENTRY_TYPES.ENTER_CAMPAIGN)
end
-- TRAVEL TO / LEAVE CAMPAIGN
if self:CanEnter(campaignEntry) then
self:AddExpandedCampaignEntryToList(entries, campaignEntry, GetString(SI_CAMPAIGN_BROWSER_ENTER_CAMPAIGN), ICON_TRAVEL, CONTENT_TYPES.CAMPAIGN, ENTRY_TYPES.TRAVEL_TO_CAMPAIGN)
self:AddExpandedCampaignEntryToList(entries, campaignEntry, GetString(SI_GAMEPAD_CAMPAIGN_BROWSER_LEAVE_CAMPAIGN), ICON_LEAVE, CONTENT_TYPES.CAMPAIGN, ENTRY_TYPES.LEAVE_QUEUE)
elseif self:CanLeaveCampaignQueue(campaignEntry) and not self:IsPendingQueueState(campaignEntry) then
-- LEAVE QUEUE
self:AddExpandedCampaignEntryToList(entries, campaignEntry, GetString(SI_CAMPAIGN_BROWSER_LEAVE_QUEUE), ICON_LEAVE, CONTENT_TYPES.CAMPAIGN, ENTRY_TYPES.LEAVE_QUEUE)
end
-- SET HOME
if not self:IsHomeCampaign(campaignEntry) and self:CanSetHomeCampaign(campaignEntry) then
self:AddExpandedCampaignEntryToList(entries, campaignEntry, GetString(SI_GAMEPAD_CAMPAIGN_BROWSER_CHOOSE_HOME_CAMPAIGN), ICON_HOME, CONTENT_TYPES.CAMPAIGN, ENTRY_TYPES.SET_HOME)
end
-- BONUSES
self:AddExpandedCampaignEntryToList(entries, campaignEntry, GetString(SI_CAMPAIGN_OVERVIEW_CATEGORY_BONUSES), ICON_BONUS, CONTENT_TYPES.BONUSES, ENTRY_TYPES.BONUSES)
-- SCORING
self:AddExpandedCampaignEntryToList(entries, campaignEntry, GetString(SI_CAMPAIGN_OVERVIEW_CATEGORY_SCORING), ICON_SCORING, CONTENT_TYPES.SCORING, ENTRY_TYPES.SCORING)
-- EMPERORSHIP
self:AddExpandedCampaignEntryToList(entries, campaignEntry, GetString(SI_CAMPAIGN_OVERVIEW_CATEGORY_EMPERORSHIP), ICON_EMPEROR, CONTENT_TYPES.EMPERORSHIP, ENTRY_TYPES.EMPERORSHIP)
-- ABANDON
if self:IsHomeAndNotLocalCampaign(campaignEntry) then
self:AddExpandedCampaignEntryToList(entries, campaignEntry, GetString(SI_CAMPAIGN_BROWSER_ABANDON_CAMPAIGN), ICON_ABANDON, CONTENT_TYPES.CAMPAIGN, ENTRY_TYPES.ABANDON_CAMPAIGN)
end
return entries
end
function ZO_CampaignBrowser_Gamepad:BuildCampaignRulesetTypeList()
self.campaignRulesetTypeList:Clear()
self:CreateAndSortCampaignRulesetTypes()
for _, campaignRulesetType in ipairs(self.campaignRulesetTypes) do
self.campaignRulesetTypeList:AddEntry("ZO_GamepadNewMenuEntryTemplate", self:CreateCampaignRulesetTypeEntry(campaignRulesetType))
end
local DEFAULT_RESELECT = nil
local BLOCK_SELECTION_CHANGED_CALLBACK = true
self.campaignRulesetTypeList:Commit(DEFAULT_RESELECT, BLOCK_SELECTION_CHANGED_CALLBACK)
end
function ZO_CampaignBrowser_Gamepad:BuildCampaignList()
self.campaignList:Clear()
self:CreateAndSortCampaignEntries()
local lastCampaignListHeaderText = nil
for _, campaignEntry in ipairs(self.campaignEntries) do
if campaignEntry.rulesetType == self.campaignRulesetTypeFilter then
local entries
if self:DoesCampaignHaveScoreInfo(campaignEntry) then
entries = self:CreateExpandedCampaignEntries(campaignEntry)
else
entries = {campaignEntry}
end
for _, entry in ipairs(entries) do
if lastCampaignListHeaderText ~= entry.headerText then
entry:SetHeader(entry.headerText)
self.campaignList:AddEntryWithHeader("ZO_GamepadNewMenuEntryTemplate", entry)
lastCampaignListHeaderText = entry.headerText
else
self.campaignList:AddEntry("ZO_GamepadNewMenuEntryTemplate", entry)
end
end
end
end
local DEFAULT_RESELECT = nil
local BLOCK_SELECTION_CHANGED_CALLBACK = true
self.campaignList:Commit(DEFAULT_RESELECT, BLOCK_SELECTION_CHANGED_CALLBACK)
end
function ZO_CampaignBrowser_Gamepad:GetPriceMessage(cost, hasEnough, useGold)
if useGold then
local goldIconMarkup = ZO_Currency_GetGamepadFormattedCurrencyIcon(CURT_MONEY)
if hasEnough then
return zo_strformat(ZO_SELECTED_TEXT:Colorize(GetString(SI_GAMEPAD_CAMPAIGN_BROWSER_PRICE)), cost, goldIconMarkup)
else
return zo_strformat(ZO_ERROR_COLOR:Colorize(GetString(SI_GAMEPAD_CAMPAIGN_BROWSER_PRICE)), cost, goldIconMarkup)
end
else
local alliancePointIconMarkup = ZO_Currency_GetGamepadFormattedCurrencyIcon(CURT_ALLIANCE_POINTS)
if hasEnough then
return zo_strformat(ZO_SELECTED_TEXT:Colorize(GetString(SI_GAMEPAD_CAMPAIGN_BROWSER_PRICE)), cost, alliancePointIconMarkup)
else
return zo_strformat(ZO_ERROR_COLOR:Colorize(GetString(SI_GAMEPAD_CAMPAIGN_BROWSER_PRICE)), cost, alliancePointIconMarkup)
end
end
end
function ZO_CampaignBrowser_Gamepad:GetTextParamsForAbandonHomeDialog()
local homeCampaignId = GetAssignedCampaignId()
local warning = zo_strformat(GetString(SI_ABANDON_HOME_CAMPAIGN_QUERY), GetCampaignName(homeCampaignId))
local alliancePointCost = ZO_AbandonHomeCampaign_GetCost()
local isFree = alliancePointCost == 0
local costMessage
if isFree then
costMessage = GetString(SI_ABANDON_HOME_CAMPAIGN_FREE)
else
costMessage = ""
end
return {warning, costMessage}
end
function ZO_CampaignBrowser_Gamepad:OnCampaignQueuePositionChanged()
KEYBIND_STRIP:UpdateCurrentKeybindButtonGroups()
end
function ZO_CampaignAvARank_Gamepad_OnInitialized(control)
CAMPAIGN_AVA_RANK_GAMEPAD = CampaignAvARank:New(control)
end
function ZO_CampaignBrowser_Gamepad_Initialize(control)
GAMEPAD_AVA_BROWSER = ZO_CampaignBrowser_Gamepad:New(control)
end
function ZO_AvAFactionPopulation_Gamepad_OnInitialize(control, alliance)
local allianceTexture = nil
if alliance == ALLIANCE_EBONHEART_PACT then
allianceTexture = "EsoUI/Art/Campaign/Gamepad/gp_overview_allianceIcon_ebonheart.dds"
elseif alliance == ALLIANCE_ALDMERI_DOMINION then
allianceTexture = "EsoUI/Art/Campaign/Gamepad/gp_overview_allianceIcon_aldmeri.dds"
elseif alliance == ALLIANCE_DAGGERFALL_COVENANT then
allianceTexture = "EsoUI/Art/Campaign/Gamepad/gp_overview_allianceIcon_daggerfall.dds"
end
control.populationControl = control:GetNamedChild("Population")
control.factionControl = control:GetNamedChild("Faction")
control.allianceNameControl = control:GetNamedChild("AllianceName")
control.lockedIconControl = control:GetNamedChild("LockedIcon")
control.fullTextControl = control:GetNamedChild("FullText")
control.estimatedWaitControl = control:GetNamedChild("EstimatedWait")
control.estimatedWaitValueControl = control.estimatedWaitControl:GetNamedChild("Value")
local r,g,b,a = GetInterfaceColor(INTERFACE_COLOR_TYPE_ALLIANCE, alliance)
control.populationControl:SetColor(r,g,b,a)
control.factionControl:SetTexture(allianceTexture)
local allianceName = GetAllianceName(alliance)
control.allianceNameControl:SetText(zo_strformat(GetString(SI_ALLIANCE_NAME), allianceName))
end |
snippet #! "#! sh"
#! /bin/sh
endsnippet
snippet #! "#! bash"
#! /bin/bash
endsnippet
|
local vector = require "vector"
local platform = {}
platform.position = vector( 300, 500 )
platform.speed = vector( 800, 0 )
platform.image = love.graphics.newImage( "img/800x600/platform.png" )
platform.small_tile_width = 75
platform.small_tile_height = 16
platform.small_tile_x_pos = 0
platform.small_tile_y_pos = 0
platform.norm_tile_width = 108
platform.norm_tile_height = 16
platform.norm_tile_x_pos = 0
platform.norm_tile_y_pos = 32
platform.large_tile_width = 141
platform.large_tile_height = 16
platform.large_tile_x_pos = 0
platform.large_tile_y_pos = 64
platform.glued_x_pos_shift = 192
platform.tileset_width = 333
platform.tileset_height = 80
platform.quad = love.graphics.newQuad( platform.norm_tile_x_pos,
platform.norm_tile_y_pos,
platform.norm_tile_width,
platform.norm_tile_height,
platform.tileset_width,
platform.tileset_height )
platform.width = platform.norm_tile_width
platform.height = platform.norm_tile_height
function platform.update( dt )
platform.follow_mouse( dt )
end
function platform.draw()
love.graphics.draw( platform.image,
platform.quad,
platform.position.x,
platform.position.y )
end
function platform.follow_mouse( dt )
local x, y = love.mouse.getPosition()
local left_wall_plus_half_platform = 34 + platform.width / 2
local right_wall_minus_half_platform = 576 - platform.width / 2
if ( x > left_wall_plus_half_platform and
x < right_wall_minus_half_platform ) then
platform.position.x = x - platform.width / 2
elseif x < left_wall_plus_half_platform then
platform.position.x =
left_wall_plus_half_platform - platform.width / 2
elseif x > right_wall_minus_half_platform then
platform.position.x =
right_wall_minus_half_platform - platform.width / 2
end
end
function platform.bounce_from_wall( shift_platform )
platform.position.x = platform.position.x + shift_platform.x
end
return platform
|
animation { width = 1920, height = 1080, length = 4.5 }
-- la libs
local la = {}
la.trim = pan.require "la/trim"
la.palette, la.paints = unpack(pan.require "la/palette")
la.fonts = pan.require "la/fonts"
la.text = pan.require "la/text"
-- logo data
local LogoSize = 400
local LOffset = -LogoSize / 2 + 48
local LogoHalf = {
{ x = LOffset + 32, y = -LogoSize / 2 },
{ x = LOffset + 32, y = 64 },
{ x = LOffset + math.floor(LogoSize / 3), y = 32 },
{ x = LOffset + math.floor(LogoSize / 3), y = -48 },
}
local LogoFont = la.fonts.bold
local LogoName = "lqdev"
local LogoTextSize = 72
la.trim.prepare(LogoHalf)
-- box with logo inside of it
function addLogo()
rect(-LogoSize / 2, -LogoSize / 2, LogoSize, LogoSize)
for _, scale in ipairs({-1, 1}) do
push()
pan.scale(scale, scale)
la.trim.add(LogoHalf, 0.0, easel(0.0, 1.0, 0.0, 2.5, quinticInOut))
pop()
end
end
function drawLogo(dx, dy, scale, paint)
if scale ~= 0 then
begin()
push()
translate(width / 2, height / 2)
translate(dx, dy)
pan.scale(scale, scale)
addLogo()
pop()
stroke(paint)
end
end
function drawName(dx, dy, paint)
local tw, th = pan.textSize(LogoFont, LogoName, LogoTextSize)
push()
translate(width / 2, height / 2)
translate(0, LogoSize / 2 + 48)
translate(dx, dy)
begin()
if time < 3 then
cliprect(-tw / 2, 0, tw, th + 12, la.paints.text)
end
la.text.perchar(
LogoFont, 0, 0, LogoName, LogoTextSize,
function (add, index)
local t = 1 + (index - 1) * 0.1
add(0, keyframes {
{ time = t, val = 72 },
{ time = t + 1.0, val = 0, easing = quarticOut },
{ time = t + 1.75, val = 0 },
{ time = t + 2.75, val = height / 2, easing = quinticIn },
})
end,
0, 0, taCenter, taTop
)
fill(paint)
pop()
end
function render()
clear(la.paints.background)
local logoScale = keyframes {
{ time = 0.0, val = 0.0 },
{ time = 1.5, val = 1.0, easing = quarticOut },
{ time = 2.5, val = 1.0 },
{ time = 4.0, val = 0.0, easing = quarticIn },
}
drawLogo(32, 32, logoScale, la.paints.lightBackground)
drawLogo(16, 16, logoScale, la.paints.neonPink)
drawLogo(0, 0, logoScale, la.paints.text)
drawName(12, 12, la.paints.neonPink)
drawName(0, 0, la.paints.text)
end
|
EXPORTS["tripmine"] = { };
EXPORTS["tripmine"].Name = "Tripmine";
EXPORTS["tripmine"].Desc = "Detonates if it detects movement in its line-of-sight.\n\nOnce used, you can get more at your truck.";
EXPORTS["tripmine"].Secondary = true;
EXPORTS["tripmine"].Price = 4600;
EXPORTS["tripmine"].Model = "models/weapons/w_slam.mdl";
EXPORTS["tripmine"].W = 2;
EXPORTS["tripmine"].H = 2;
EXPORTS["tripmine"].SWEP = "weapon_coi_tripmine"; |
local _super
_super = function(cls, self, method, ...)
local fn
if method == "new" then
fn = cls.__parent.__init
else
fn = cls.__parent.__base[method]
end
return fn(self, ...)
end
local _class
_class = function(name, tbl, extend, setup_fn)
local cls
if extend then
do
local _class_0
local _parent_0 = extend
local _base_0 = { }
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = tbl and tbl.new,
__base = _base_0,
__name = "cls",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
local self = _class_0
self.super = _super
self.__name = name
if tbl then
tbl.new = nil
for k, v in pairs(tbl) do
self.__base[k] = v
end
end
local _ = setup_fn and setup_fn(self)
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
cls = _class_0
end
else
do
local _class_0
local _base_0 = { }
_base_0.__index = _base_0
_class_0 = setmetatable({
__init = tbl and tbl.new,
__base = _base_0,
__name = "cls"
}, {
__index = _base_0,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
local self = _class_0
self.super = _super
self.__name = name
if tbl then
tbl.new = nil
for k, v in pairs(tbl) do
self.__base[k] = v
end
end
local _ = setup_fn and setup_fn(self)
cls = _class_0
end
end
return cls
end
return {
class = _class
}
|
--[[ file meta info
@file WhatsTrainingUI.lua
@brief Functions to build the ingame UI window
--]]
--[[
@brief Accessing the addons private table
@var _ addonName, thrown away
@var wt Global addonTable
--]]
local _, wt = ...
-- @brief "Constant" variables
local BOOKTYPE_SPELL = BOOKTYPE_SPELL -- Used to specify the players spellbook from in-game constant
local MAX_ROWS = 22 -- Max rows for the data shown in the spellbook
local ROW_HEIGHT = 14 -- Height of each row in the spellbook
local SKILL_LINE_TAB = MAX_SKILLLINE_TABS - 1 -- Position for the addons tab in the spellbook
local HIGHLIGHT_TEXTURE_PATH = "Interface\\AddOns\\WhatsTraining_WotLK\\res\\highlight"
local LEFT_BG_TEXTURE_PATH = "Interface\\AddOns\\WhatsTraining_WotLK\\res\\left"
local RIGHT_BG_TEXTURE_PATH = "Interface\\AddOns\\WhatsTraining_WotLK\\res\\right"
local TAB_TEXTURE_PATH = "Interface\\Icons\\INV_Misc_QuestionMark"
-- @brief Creating the tooltip frame
local tooltip = CreateFrame("GameTooltip", -- Type of frame
"WhatsTrainingTooltip", -- Name of frame, globally accessable
UIParent, -- Parent frame
"GameTooltipTemplate") -- Template to use building the frame
--[[
@brief
@param spellInfo
--]]
local function setTooltip(spellInfo)
tooltip:ClearLines()
if (spellInfo.id) then
tooltip:SetSpellByID(spellInfo.id)
else
tooltip:ClearLines()
end
if (spellInfo.cost > 0) then
local coloredCoinString = spellInfo.formattedCost or
GetCoinTextureString(spellInfo.cost)
if (GetMoney() < spellInfo.cost) then
coloredCoinString = RED_FONT_COLOR_CODE .. coloredCoinString ..
FONT_COLOR_CODE_CLOSE
end
local formatString = spellInfo.isHeader and
(spellInfo.costFormat or wt.L.TOTALCOST_FORMAT) or
wt.L.COST_FORMAT
tooltip:AddLine(HIGHLIGHT_FONT_COLOR_CODE ..
format(formatString, coloredCoinString) ..
FONT_COLOR_CODE_CLOSE)
end
if (spellInfo.tooltip) then tooltip:AddLine(spellInfo.tooltip) end
tooltip:Show()
end
local function setRowSpell(row, spell)
if (spell == nil) then
row.currentSpell = nil
row:Hide()
return
elseif (spell.isHeader) then
row.spell:Hide()
row.header:Show()
row.header:SetText(spell.formattedName)
row:SetID(0)
row.highlight:SetTexture(nil)
else
local rowSpell = row.spell
row.header:Hide()
row.isHeader = false
row.highlight:SetTexture(HIGHLIGHT_TEXTURE_PATH)
rowSpell:Show()
rowSpell.label:SetText(spell.name)
rowSpell.subLabel:SetText(spell.formattedSubText)
if (not spell.hideLevel) then
rowSpell.level:Show()
rowSpell.level:SetText(spell.formattedLevel)
local color = spell.levelColor
rowSpell.level:SetTextColor(color.r, color.g, color.b)
else
rowSpell.level:Hide()
end
row:SetID(spell.id)
rowSpell.icon:SetTexture(spell.icon)
end
if (spell.click) then
row:SetScript("OnClick", spell.click)
elseif (not spell.isHeader) then
row:SetScript("OnClick", function(_, button)
if (not wt.ClickHook) then return end
if (button == "RightButton") then
wt.ClickHook(spell.id, function()
wt:RebuildData()
end)
end
end)
else
row:SetScript("OnClick", nil)
end
row.currentSpell = spell
if (tooltip:IsOwned(row)) then setTooltip(spell) end
row:Show()
end
-- When holding down left mouse on the slider knob, it will keep firing update even though
-- the offset hasn't changed so this will help throttle that
local lastOffset = -1
function wt.Update(frame, forceUpdate)
local scrollBar = frame.scrollBar
local offset = FauxScrollFrame_GetOffset(scrollBar)
if (offset == lastOffset and not forceUpdate) then return end
for i, row in ipairs(frame.rows) do
local spellIndex = i + offset
local spell = wt.data[spellIndex]
setRowSpell(row, spell)
end
FauxScrollFrame_Update(wt.MainFrame.scrollBar, #wt.data, MAX_ROWS,
ROW_HEIGHT, nil, nil, nil, nil, nil, nil, true)
lastOffset = offset
end
local hasFrameShown = false
function wt.CreateFrame()
local mainFrame = CreateFrame("Frame", "WhatsTrainingFrame", SpellBookFrame)
mainFrame:SetPoint("TOPLEFT", SpellBookFrame, "TOPLEFT", 0, 0)
mainFrame:SetPoint("BOTTOMRIGHT", SpellBookFrame, "BOTTOMRIGHT", 0, 0)
mainFrame:SetFrameStrata("HIGH")
local left = mainFrame:CreateTexture(nil, "ARTWORK")
left:SetTexture(LEFT_BG_TEXTURE_PATH)
left:SetWidth(256)
left:SetHeight(512)
left:SetPoint("TOPLEFT", mainFrame)
local right = mainFrame:CreateTexture(nil, "ARTWORK")
right:SetTexture(RIGHT_BG_TEXTURE_PATH)
right:SetWidth(128)
right:SetHeight(512)
right:SetPoint("TOPRIGHT", mainFrame)
mainFrame:Hide()
local skillLineTab = _G["SpellBookSkillLineTab" .. SKILL_LINE_TAB]
-- hooksecurefunc("SpellBookFrame_UpdateSkillLineTabs", function()
hooksecurefunc("SpellBookFrame_Update", function()
skillLineTab:SetNormalTexture(TAB_TEXTURE_PATH)
skillLineTab.tooltip = wt.L.TAB_TEXT
skillLineTab:Show()
if (SpellBookFrame.selectedSkillLine == SKILL_LINE_TAB) then
skillLineTab:SetChecked(true)
mainFrame:Show()
else
skillLineTab:SetChecked(false)
mainFrame:Hide()
end
end)
hooksecurefunc("SpellBookFrame_Update", function()
if (SpellBookFrame.bookType ~= BOOKTYPE_SPELL) then
mainFrame:Hide()
elseif (SpellBookFrame.selectedSkillLine == SKILL_LINE_TAB) then
mainFrame:Show()
end
end)
local scrollBar = CreateFrame("ScrollFrame", "$parentScrollBar", mainFrame,
"FauxScrollFrameTemplate")
scrollBar:SetPoint("TOPLEFT", 0, -75)
scrollBar:SetPoint("BOTTOMRIGHT", -65, 81)
scrollBar:SetScript("OnVerticalScroll", function(self, offset)
FauxScrollFrame_OnVerticalScroll(self, offset, ROW_HEIGHT,
function() wt.Update(mainFrame) end)
end)
scrollBar:SetScript("OnShow", function()
if (not hasFrameShown) then
wt:RebuildData()
hasFrameShown = true
end
wt.Update(mainFrame, true)
end)
mainFrame.scrollBar = scrollBar
local rows = {}
for i = 1, MAX_ROWS do
local row = CreateFrame("Button", "$parentRow" .. i, mainFrame)
row:SetHeight(ROW_HEIGHT)
row:EnableMouse(true)
row:RegisterForClicks("LeftButtonUp", "RightButtonUp")
row:SetScript("OnEnter", function(self)
tooltip:SetOwner(self, "ANCHOR_RIGHT")
setTooltip(self.currentSpell)
end)
row:SetScript("OnLeave", function() tooltip:Hide() end)
local highlight = row:CreateTexture("$parentHighlight", "HIGHLIGHT")
highlight:SetAllPoints()
local spell = CreateFrame("Frame", "$parentSpell", row)
spell:SetPoint("LEFT", row, "LEFT")
spell:SetPoint("TOP", row, "TOP")
spell:SetPoint("BOTTOM", row, "BOTTOM")
local spellIcon = spell:CreateTexture(nil, "OVERLAY")
spellIcon:SetPoint("TOPLEFT", spell)
spellIcon:SetPoint("BOTTOMLEFT", spell)
local iconWidth = ROW_HEIGHT
spellIcon:SetWidth(iconWidth)
local spellLabel = spell:CreateFontString("$parentLabel", "OVERLAY",
"GameFontNormal")
spellLabel:SetPoint("TOPLEFT", spell, "TOPLEFT", iconWidth + 4, 0)
spellLabel:SetPoint("BOTTOM", spell)
spellLabel:SetJustifyV("MIDDLE")
spellLabel:SetJustifyH("LEFT")
local spellSublabel = spell:CreateFontString("$parentSubLabel",
"OVERLAY",
--"NewSubSpellFont")
"SpellFont_Small")
-- test
spellSublabel:SetTextColor(255/255, 255/255, 153/255) -- Works!
--test end
spellSublabel:SetJustifyH("LEFT")
spellSublabel:SetPoint("TOPLEFT", spellLabel, "TOPRIGHT", 2, 0)
spellSublabel:SetPoint("BOTTOM", spellLabel)
local spellLevelLabel = spell:CreateFontString("$parentLevelLabel",
"OVERLAY",
"GameFontWhite")
spellLevelLabel:SetPoint("TOPRIGHT", spell, -4, 0)
spellLevelLabel:SetPoint("BOTTOM", spell)
spellLevelLabel:SetJustifyH("RIGHT")
spellLevelLabel:SetJustifyV("MIDDLE")
spellSublabel:SetPoint("RIGHT", spellLevelLabel, "LEFT")
spellSublabel:SetJustifyV("MIDDLE")
local headerLabel = row:CreateFontString("$parentHeaderLabel",
"OVERLAY", "GameFontWhite")
headerLabel:SetAllPoints()
headerLabel:SetJustifyV("MIDDLE")
headerLabel:SetJustifyH("CENTER")
spell.label = spellLabel
spell.subLabel = spellSublabel
spell.icon = spellIcon
spell.level = spellLevelLabel
row.highlight = highlight
row.header = headerLabel
row.spell = spell
if (rows[i - 1] == nil) then
row:SetPoint("TOPLEFT", mainFrame, 26, -78)
else
row:SetPoint("TOPLEFT", rows[i - 1], "BOTTOMLEFT", 0, -2)
end
row:SetPoint("RIGHT", scrollBar)
rawset(rows, i, row)
end
mainFrame.rows = rows
wt.MainFrame = mainFrame
end
|
function p_print(...)
local info = debug.getinfo(2, "Sl")
local source = info.source
local msg = ("%s:%i ->"):format(source, info.currentline)
print(msg, ...)
end
function resize( s )
love.window.setMode(s*gw,s*gh)
sx,sy = s,s
end
function UUID()
local fn = function ( x )
local r = love.math.random(16) - 1
r = (x == 'x') and (r + 1) or (r % 4) + 9
return ("0123456789abcdef"):sub(r,r)
end
return (("xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx"):gsub("[xy]",fn))
end
function addRoom( room_type, room_name, ... )
local room = _G[room_type](room_name, ...)
rooms[room_name] = room
return room
end
function gotoRoom( room_type, room_name, ... )
if current_room and current_room.destroy then current_room:destroy() end
if current_room and rooms[room_name] then
if current_room.deactivate then current_room:activate() end
current_room = rooms[room_name]
if current_room.activate then current_room:activate() end
else current_room = addRoom(room_type, room_name, ...) end
end
function recursiveEnumerate( folder,file_list )
local items = love.filesystem.getDirectoryItems(folder)
for _,item in ipairs(items) do
local file = folder .. '/' .. item
if love.filesystem.isFile(file) then
table.insert(file_list,file)
elseif love.filesystem.isDirectory(file) then
recursiveEnumerate(file,file_list)
end
end
end
function requireFiles(files)
for _, file in ipairs(files) do
local file = file:sub(1,-5)
require(file)
end
end
function random(min,max)
local min,max = min or 0, max or 1
return (min > max and (love.math.random()*(min - max) + max)) or (love.math.random()*(max - min) + min)
end
function count_all(f)
local seen = {}
local count_table
count_table = function(t)
if seen[t] then return end
f(t)
seen[t] = true
for k,v in pairs(t) do
if type(v) == "table" then
count_table(v)
elseif type(v) == "userdata" then
f(v)
end
end
end
count_table(_G)
end
function type_count()
local counts = {}
local enumerate = function (o)
local t = type_name(o)
counts[t] = (counts[t] or 0) + 1
end
count_all(enumerate)
return counts
end
global_type_table = nil
function type_name(o)
if global_type_table == nil then
global_type_table = {}
for k,v in pairs(_G) do
global_type_table[v] = k
end
global_type_table[0] = "table"
end
return global_type_table[getmetatable(o) or 0] or "Unknown"
end
GUI = {}
function GUI.box(x,y,w,h,fill_color,line_color)
local x,y = x,y or 0,0
local w,h = w,h or 200,200
local fill_color = fill_color or {1,1,1,0.3}
local line_color = line_color or {1,1,1,1}
love.graphics.setColor(fill_color)
love.graphics.rectangle("fill",x,y,w,h,8)
love.graphics.setColor(line_color)
love.graphics.rectangle("line",x,y,w,h,8)
end |
--* This Document is AutoGenerate by OrangeFilter, Don't Change it! *
---@meta
---
---[3.3]trail renderer[parent:]
---
---@class TrailRenderer
TrailRenderer = {}
---
---[3.3]constructor, 1 param
---
--- @param arg0 Context#context
--- @nodiscard
function TrailRenderer:new(arg0) end
---
---[3.3]add new point, and update buffer
---
--- @param arg0 Vec3f#vec3f
--- @param arg1 float
--- @param arg2 bool
--- @nodiscard
function TrailRenderer:update(arg0, arg1, arg2) end
---
---[3.3]add new point
---
--- @param arg0 Vec3f#vec3f
--- @param arg1 float
--- @param arg2 bool
--- @nodiscard
function TrailRenderer:addPoint(arg0, arg1, arg2) end
---
---[3.3]update buffer
---
--- @param arg0 float
--- @nodiscard
function TrailRenderer:updateBuffer(arg0) end
---
---[3.3]render
---
--- @nodiscard
function TrailRenderer:render() end
---
---[3.3]set shader
---
--- @param arg0 string
--- @nodiscard
function TrailRenderer:setShader(arg0) end
---
---[3.3]set texture
---
--- @param arg0 Texture#texture
--- @param arg1 Vec4f#vec4f
--- @nodiscard
function TrailRenderer:setTexture(arg0, arg1) end
---
---[3.3]set texture mode
---
--- @param arg0 OF_LineTextureMode#of_linetexturemode
--- @nodiscard
function TrailRenderer:setTextureMode(arg0) end
---
---[3.3]set texture tiling rate
---
--- @param arg0 float
--- @nodiscard
function TrailRenderer:setTextureTilingRate(arg0) end
---
---[3.3]get material
---
--- @return MaterialLegacy#materiallegacy
--- @nodiscard
function TrailRenderer:getMaterial() end
---
---[3.3]set min vertex distance
---
--- @param arg0 float
--- @nodiscard
function TrailRenderer:setMinVertexDistance(arg0) end
---
---[3.3]set width curve
---
--- @param arg0 AnimationCurve#animationcurve
--- @nodiscard
function TrailRenderer:setWidthCurve(arg0) end
---
---[3.3]set width multiplier
---
--- @param arg0 float
--- @nodiscard
function TrailRenderer:setWidthMultiplier(arg0) end
---
---[3.3]set color gradient
---
--- @param arg0 Gradient#gradient
--- @nodiscard
function TrailRenderer:setColorGradient(arg0) end
---
---[3.3]set trail time
---
--- @param arg0 float
--- @nodiscard
function TrailRenderer:setTime(arg0) end
---
---[3.3]set curvelize
---
--- @param arg0 bool
--- @nodiscard
function TrailRenderer:setCurvelize(arg0) end
---
---[3.3]set curve insert point count
---
--- @param arg0 int
--- @nodiscard
function TrailRenderer:setCurveInsertPointCount(arg0) end
---
---[3.3]clear all points
---
--- @nodiscard
function TrailRenderer:clear() end
---
---[3.3]get point count
---
--- @return int
--- @nodiscard
function TrailRenderer:getPositionCount() end
---
---[3.3]get point position
---
--- @param arg0 int
--- @return Vec3f#vec3f
--- @nodiscard
function TrailRenderer:getPosition(arg0) end
return TrailRenderer
|
local PANEL = {}
local nextSG = 0
local quickTools = {
{
name = "Goto",
icon = "icon16/arrow_right.png",
onRun = function(ply, sid)
LocalPlayer():ConCommand("say /goto "..sid)
end
},
{
name = "Bring",
icon = "icon16/arrow_inout.png",
onRun = function(ply, sid)
LocalPlayer():ConCommand("say /bring "..sid)
end
},
{
name = "Respawn",
icon = "icon16/arrow_refresh.png",
onRun = function(ply, sid)
LocalPlayer():ConCommand("say /respawn "..sid)
end
},
{
name = "Unarrest",
icon = "icon16/lock_open.png",
onRun = function(ply, sid)
LocalPlayer():ConCommand("say /unarrest "..sid)
end
},
{
name = "Name change",
icon = "icon16/textfield_rename.png",
onRun = function(ply, sid)
LocalPlayer():ConCommand("say /forcenamechange "..sid)
end
},
{
name = "Set team",
icon = "icon16/group_edit.png",
onRun = function(ply, sid)
local teams = DermaMenu()
for v,k in pairs(impulse.Teams.Data) do
teams:AddOption(k.name, function()
LocalPlayer():ConCommand("say /setteam "..sid.." "..v)
end)
end
teams:Open()
end
},
{
name = "View inventory",
icon = "icon16/magnifier.png",
onRun = function(ply, sid)
LocalPlayer():ConCommand("say /viewinv "..sid)
end
},
{
name = "Combine Ban",
icon = "icon16/group_delete.png",
onRun = function(ply, sid)
Derma_StringRequest("impulse", "Enter the length (in minutes) (1 WEEK MAX):", "", function(length)
LocalPlayer():ConCommand("say /combineban "..sid.." "..length)
end)
end
},
{
name = "OOC timeout",
icon = "icon16/sound_add.png",
onRun = function(ply, sid)
Derma_StringRequest("impulse", "Enter the timeout length (in minutes):", "10", function(length)
LocalPlayer():ConCommand("say /ooctimeout "..sid.." "..length)
end)
end
},
{
name = "Un-OOC timeout",
icon = "icon16/sound_delete.png",
onRun = function(ply, sid)
LocalPlayer():ConCommand("say /unooctimeout "..sid)
end
},
{
name = "Cleanup Props",
icon = "icon16/building_delete.png",
onRun = function(ply, sid)
Derma_Query("Are you sure you want to cleanup the props of:\n"..ply:Nick().."("..ply:SteamName()..")?", "ops", "Yes", function()
LocalPlayer():ConCommand("say /cleanup "..sid)
end, "No, take me back!")
end
},
{
name = "Warn",
icon = "icon16/error_add.png",
onRun = function(ply, sid)
Derma_StringRequest("impulse", "Enter the reason:", "", function(reason)
LocalPlayer():ConCommand("say /warn "..sid.." "..reason)
end)
end
},
{
name = "Kick",
icon = "icon16/user_go.png",
onRun = function(ply, sid)
Derma_StringRequest("impulse", "Enter the reason:", "Violation of community guidelines", function(reason)
LocalPlayer():ConCommand("say /kick "..sid.." "..reason)
end)
end
},
{
name = "Ban",
icon = "icon16/user_delete.png",
onRun = function(ply, sid)
local i = Derma_StringRequest("impulse", "Enter the length (in minutes):", "", function(length)
Derma_StringRequest("impulse", "Enter the reason:", "", function(reason)
local userInfo = sid
local targ = player.GetBySteamID(sid)
if IsValid(targ) then
userInfo = targ:Nick().." ("..targ:SteamName()..")"
end
Derma_Query("Please confirm the ban:\nUser: "..userInfo.."\nLength: "..string.NiceTime(tonumber(length) * 60).." ("..length.." minutes)\nReason: "..reason.."\n\nAll issued bans are logged forever, even if deleted.", "impulse", "Confirm", function()
LocalPlayer():ConCommand("say /ban "..sid.." "..length.." "..reason)
end, "Abort")
end)
end)
local textEntry = i:GetChild(4):GetChildren()[2]
local function addTime(time)
local v = textEntry:GetValue()
local new = (tonumber(v) or 0) + time
textEntry:SetValue(new)
LocalPlayer():Notify("Added "..time.." minutes.")
end
local addDay = vgui.Create("DButton", i)
addDay:SetPos(10, 90)
addDay:SetSize(25, 20)
addDay:SetText("+1D")
addDay.DoClick = function() addTime(1440) end
local addDay = vgui.Create("DButton", i)
addDay:SetPos(40, 90)
addDay:SetSize(25, 20)
addDay:SetText("+1W")
addDay.DoClick = function() addTime(10080) end
local addDay = vgui.Create("DButton", i)
addDay:SetPos(70, 90)
addDay:SetSize(25, 20)
addDay:SetText("+1M")
addDay.DoClick = function() addTime(43200) end
local addDay = vgui.Create("DButton", i)
addDay:SetPos(100, 90)
addDay:SetSize(25, 20)
addDay:SetText("+6M")
addDay.DoClick = function() addTime(259200) end
end
},
{
name = "IAC Flag",
icon = "icon16/flag_red.png",
onRun = function(ply, sid)
Derma_Query("BEFORE FLAGGING READ THE GUIDE AT: https://impulse-community.com/threads/how-to-iac-flag-a-user.3044/\nAre you sure you want to flag:\n"..ply:Nick().."("..ply:SteamName()..")?", "ops", "Yes", function()
LocalPlayer():ConCommand("say /iacflag "..sid)
end, "No, take me back!")
end
}
}
function PANEL:Init()
self:Hide()
timer.Simple(0, function() -- Time to allow SetPlayer to catch up
if not IsValid(self) then
return
end
self:Show()
self:SetSize(600, 400)
self:Center()
self:SetTitle("Player Information")
self:MakePopup()
-- 3d model
self.characterPreview = vgui.Create("impulseModelPanel", self)
self.characterPreview:SetSize(600,400)
self.characterPreview:SetPos(200,30)
self.characterPreview:SetFOV(80)
self.characterPreview:SetModel(self.Player:GetModel(), self.Player:GetSkin())
self.characterPreview:MoveToBack()
self.characterPreview:SetCursor("arrow")
--local charPreview = self.characterPreview
function self.characterPreview:LayoutEntity(ent)
--ent:SetSequence(ent:LookupSequence("idle"))
ent:SetAngles(Angle(0,40,0))
--charPreview:RunAnimation()
end
timer.Simple(0, function()
if not IsValid(self.characterPreview) then
return
end
local ent = self.characterPreview.Entity
if IsValid(ent) and IsValid(self.Player) then
for v,k in pairs(self.Player:GetBodyGroups()) do
ent:SetBodygroup(k.id, self.Player:GetBodygroup(k.id))
end
end
end)
self.profileImage = vgui.Create("AvatarImage", self)
self.profileImage:SetSize(70, 70)
self.profileImage:SetPos(10, 30)
self.profileImage:SetPlayer(self.Player, 64)
-- Steam name
self.oocName = vgui.Create("DLabel", self)
self.oocName:SetFont("Impulse-CharacterInfo-NO")
self.oocName:SetText(self.Player:SteamName())
self.oocName:SizeToContents()
self.oocName:SetPos(86,30)
self.rpName = vgui.Create("DLabel", self)
self.rpName:SetFont("Impulse-Elements18")
self.rpName:SetText(self.Player:Name())
self.rpName:SizeToContents()
self.rpName:SetPos(self.oocName:GetWide() + 88, 42)
-- team name
self.teamName = vgui.Create("DLabel", self)
self.teamName:SetFont("Impulse-Elements23")
self.teamName:SetText(team.GetName(self.Player:Team()))
self.teamName:SetTextColor(team.GetColor(self.Player:Team()))
self.teamName:SizeToContents()
self.teamName:SetPos(86,60)
-- buttons
self.profileButton = vgui.Create("DButton", self)
self.profileButton:SetText("Steam Profile")
self.profileButton:SetPos(10,105)
self.profileButton:SetSize(90,20)
self.profileButton.DoClick = function()
gui.OpenURL("http://steamcommunity.com/profiles/"..self.Player:SteamID64())
end
self.sidButton = vgui.Create("DButton", self)
self.sidButton:SetText("Copy Steam ID")
self.sidButton:SetPos(105,105)
self.sidButton:SetSize(90,20)
self.sidButton.DoClick = function()
SetClipboardText(self.Player:SteamID())
LocalPlayer():Notify("Copied SteamID.")
end
self.forumButton = vgui.Create("DButton", self)
self.forumButton:SetText("Panel Profile")
self.forumButton:SetPos(200,105)
self.forumButton:SetSize(90,20)
self.forumButton.DoClick = function()
gui.OpenURL(impulse.Config.PanelURL.."/index.php?t=user&id="..self.Player:SteamID64())
end
self.whitelistButton = vgui.Create("DButton", self)
self.whitelistButton:SetText("Forum Profile")
self.whitelistButton:SetPos(295, 105)
self.whitelistButton:SetSize(90, 20)
self.whitelistButton.DoClick = function()
if not IsValid(self.Player) then
return
end
gui.OpenURL("https://impulse-community.com/api/getforumprofile.php?id="..self.Player:SteamID64())
end
-- badges
local xShift = 0
for badgeName, badgeData in pairs(impulse.Badges) do
if badgeData[3](self.Player) then
local badge = vgui.Create("DImageButton", self)
badge:SetPos(86 + xShift, 84)
badge:SetSize(16, 16)
badge:SetMaterial(badgeData[1])
badge.info = badgeData[2]
function badge:DoClick()
Derma_Message(badge.info, "impulse", "Close")
end
xShift = xShift + 20
end
end
-- xp/playtime
self.playtime = vgui.Create("DLabel", self)
self.playtime:SetFont("Impulse-Elements18-Shadow")
self.playtime:SetText("XP: "..self.Player:GetXP())
self.playtime:SizeToContents()
self.playtime:SetPos(10,130)
-- tp
self.tp = vgui.Create("DLabel", self)
self.tp:SetFont("Impulse-Elements18-Shadow")
self.tp:SetText("Achievement Points: "..self.Player:GetSyncVar(SYNC_TROPHYPOINTS, 0))
self.tp:SizeToContents()
self.tp:SetPos(10,150)
-- admin stuff
if LocalPlayer():IsAdmin() then
self.adminTools = vgui.Create("DCollapsibleCategory", self)
self.adminTools:SetPos(10,180)
self.adminTools:SetSize(400, 250)
self.adminTools:SetExpanded(0)
self.adminTools:SetLabel("Admin tools (click to expand)")
local colInv = Color(0, 0, 0, 0)
function self.adminTools:Paint()
self:SetBGColor(colInv)
end
self.adminList = vgui.Create("DIconLayout", self.adminTools)
self.adminList:Dock(FILL)
self.adminList:SetSpaceY(5)
self.adminList:SetSpaceX(5)
for v,k in pairs(quickTools) do
local action = self.adminList:Add("DButton")
action:SetSize(125,30)
action:SetText(k.name)
action:SetIcon(k.icon)
action.runFunc = k.onRun
local target = self.Player
function action:DoClick()
if not IsValid(target) then return LocalPlayer():Notify("This player has disconnected.") end
self.runFunc(target, target:SteamID())
end
end
end
end)
end
function PANEL:SetPlayer(player, badges)
self.Player = player
self.Badges = badges
end
vgui.Register("impulsePlayerInfoCard", PANEL, "DFrame") |
--ZFUNC-joinpath-v1
local function joinpath( tab ) --> path
--ZFUNC-firstchar-v1
local function firstchar( str )
return string.sub( str, 1, 1 )
end
--ZFUNC-lastchar-v1
local function lastchar( str )
return string.sub( str, #str )
end
local rooted = false
local tmptab = {}
for k, s in ipairs( tab ) do
if k == 1 and firstchar( s ) == "/" then
rooted = true
end
if firstchar( s ) == "/" then
s = s:sub( 2 )
end
if lastchar( s ) == "/" then
s = s:sub( 1, #s - 1 )
end
if #s > 0 then
table.insert( tmptab, s )
end
end
if rooted then
return "/"..table.concat( tmptab, "/" )
end
return table.concat( tmptab, "/" )
end
return joinpath
|
local MetaPlayer = FindMetaTable("Player")
function MetaPlayer:CycleSpectator(a)
if self:Alive() then Error("Can't spectate while alive!")
return false
end
if not self.SpecIDX then
self.SpecIDX = 0
end
self.SpecIDX = self.SpecIDX + a
local Players = {}
for _, ply in pairs(GAMEMODE:GetActivePlayers()) do
Players[#Players + 1] = ply
end
if self.SpecIDX < 1 then
self.SpecIDX = #Players
end
if self.SpecIDX > #Players then
self.SpecIDX = 0
end
local ply
ply = Players[self.SpecIDX]
self:Spectate(OBS_MODE_CHASE)
self:SpectateEntity(ply)
end
|
local PANEL = {}
function PANEL:Init()
self:SetSkin( GAMEMODE.HudSkin )
self:ParentToHUD()
self.ControlCanvas = vgui.Create( "Panel", self )
self.ControlCanvas:MakePopup()
self.ControlCanvas:SetKeyboardInputEnabled( false )
self.lblCountDown = vgui.Create( "DLabel", self.ControlCanvas )
self.lblCountDown:SetText( "60" )
self.lblActionName = vgui.Create( "DLabel", self.ControlCanvas )
self.ctrlList = vgui.Create( "DPanelList", self.ControlCanvas )
self.ctrlList:SetDrawBackground( false )
self.ctrlList:SetSpacing( 2 )
self.ctrlList:SetPadding( 2 )
self.ctrlList:EnableHorizontal( true )
self.ctrlList:EnableVerticalScrollbar()
self.Peeps = {}
for i =1, game.MaxPlayers() do
self.Peeps[i] = vgui.Create( "DImage", self.ctrlList:GetCanvas() )
self.Peeps[i]:SetSize( 16, 16 )
self.Peeps[i]:SetZPos( 1000 )
self.Peeps[i]:SetVisible( false )
self.Peeps[i]:SetImage( "icon16/emoticon_smile.png" )
end
end
function PANEL:PerformLayout()
local cx, cy = chat.GetChatBoxPos()
local cw, ch = chat.GetChatBoxSize()
self:SetPos( 0, 0 )
self:SetSize( ScrW(), ScrH() )
self.ControlCanvas:StretchToParent( 0, 0, 0, 0 )
self.ControlCanvas:SetWide( ( math.Round((ScrW() / 256) - 0.5) * 256 ) + 17 )
self.ControlCanvas:SetTall( cy - 30 + (ch * 0.5) )
self.ControlCanvas:SetPos( 0, 30 )
self.ControlCanvas:CenterHorizontal()
self.ControlCanvas:SetZPos( 0 )
self.lblCountDown:SetFont( "FRETTA_MEDIUM_SHADOW" )
self.lblCountDown:AlignRight()
self.lblCountDown:SetTextColor( color_white )
self.lblCountDown:SetContentAlignment( 6 )
self.lblCountDown:SetWidth( 500 )
self.lblActionName:SetFont( "FRETTA_LARGE_SHADOW" )
self.lblActionName:AlignLeft()
self.lblActionName:SetTextColor( color_white )
self.lblActionName:SizeToContents()
self.lblActionName:SetWidth( 500 )
self.ctrlList:StretchToParent( 0, 60, 0, 0 )
end
function PANEL:ChooseGamemode()
self.lblActionName:SetText( "Which Gamemode Next?" )
self.ctrlList:Clear()
for name, gamemode in RandomPairs( g_PlayableGamemodes ) do
local lbl = vgui.Create( "DButton", self.ctrlList )
lbl:SetText( gamemode.label or name )
Derma_Hook( lbl, "Paint", "Paint", "GamemodeButton" )
Derma_Hook( lbl, "ApplySchemeSettings", "Scheme", "GamemodeButton" )
Derma_Hook( lbl, "PerformLayout", "Layout", "GamemodeButton" )
lbl:SetTall( 24 )
lbl:SetWide( 240 )
local desc = tostring( gamemode.description )
if ( gamemode.author ) then desc = desc .. "\nBy: " .. tostring( gamemode.author ) end
if ( gamemode.authorurl ) then desc = desc .. "\n" .. tostring( gamemode.authorurl ) end
lbl:SetTooltip( desc )
lbl.WantName = name
lbl.NumVotes = 0
lbl.DoClick = function() if GetGlobalFloat( "VoteEndTime", 0 ) - CurTime() <= 0 then return end RunConsoleCommand( "votegamemode", name ) end
self.ctrlList:AddItem( lbl )
end
end
function PANEL:ChooseMap( gamemode )
self.lblActionName:SetText( "Which Map?" )
self:ResetPeeps()
self.ctrlList:Clear()
local gm = g_PlayableGamemodes[ gamemode ]
if ( !gm ) then MsgN( "GAMEMODE MISSING, COULDN'T VOTE FOR MAP ", gamemode ) return end
for id, mapname in RandomPairs( gm.maps ) do
local lbl = vgui.Create( "DButton", self.ctrlList )
lbl:SetText( mapname )
Derma_Hook( lbl, "Paint", "Paint", "MapButton" )
Derma_Hook( lbl, "ApplySchemeSettings", "Scheme", "MapButton" )
Derma_Hook( lbl, "PerformLayout", "Layout", "MapButton" )
lbl:SetTall( 154 )
lbl:SetWide( 256 )
lbl.WantName = mapname
lbl.NumVotes = 0
lbl.DoClick = function() if GetGlobalFloat( "VoteEndTime", 0 ) - CurTime() <= 0 then return end RunConsoleCommand( "votemap", mapname ) end
-- IMAGES! yay
local Image = vgui.Create("DImage", lbl)
if file.Exists("maps/thumb/"..mapname..".png", "GAME") then
-- Setting the image does not require a parent directory thing
Image:SetImage("maps/thumb/"..mapname..".png")
else
Image:SetImage("maps/thumb/noicon.png")
end
Image:SizeToContents()
Image:SetSize(math.min(Image:GetWide(), 128), math.min(Image:GetTall(), 128))
Image:SetPos( (lbl:GetWide() * 0.5) - 64, 4 )
self.ctrlList:AddItem( lbl )
end
end
function PANEL:ResetPeeps()
for i=1, game.MaxPlayers() do
self.Peeps[i]:SetPos( math.random( 0, 600 ), -16 )
self.Peeps[i]:SetVisible( false )
self.Peeps[i].strVote = nil
end
end
function PANEL:FindWantBar( name )
for k, v in pairs( self.ctrlList:GetItems() ) do
if ( v.WantName == name ) then return v end
end
end
function PANEL:PeepThink( peep, ent )
if ( !IsValid( ent ) ) then
peep:SetVisible( false )
return
end
peep:SetTooltip( ent:Nick() )
peep:SetMouseInputEnabled( true )
if ( !peep.strVote ) then
peep:SetVisible( true )
peep:SetPos( math.random( 0, 600 ), -16 )
if ( ent == LocalPlayer() ) then
peep:SetImage( "icon16/star.png" )
end
end
peep.strVote = ent:GetNWString( "Wants", "" )
local bar = self:FindWantBar( peep.strVote )
if ( IsValid( bar ) ) then
bar.NumVotes = bar.NumVotes + 1
local vCurrentPos = Vector( peep.x, peep.y, 0 )
local vNewPos = Vector( (bar.x + bar:GetWide()) - 15 * bar.NumVotes - 4, bar.y + ( bar:GetTall() * 0.5 - 8 ), 0 )
if ( !peep.CurPos || peep.CurPos != vNewPos ) then
peep:MoveTo( vNewPos.x, vNewPos.y, 0.2 )
peep.CurPos = vNewPos
end
end
end
function PANEL:Think()
local Seconds = GetGlobalFloat( "VoteEndTime", 0 ) - CurTime()
if ( Seconds < 0 ) then Seconds = 0 end
self.lblCountDown:SetText( Format( "%i", Seconds ) )
for k, v in pairs( self.ctrlList:GetItems() ) do
v.NumVotes = 0
end
for i=1, game.MaxPlayers() do
self:PeepThink( self.Peeps[i], Entity(i) )
end
end
function PANEL:Paint()
Derma_DrawBackgroundBlur( self )
local CenterY = ScrH() / 2.0
local CenterX = ScrW() / 2.0
surface.SetDrawColor( 0, 0, 0, 200 )
surface.DrawRect( 0, 0, ScrW(), ScrH() )
end
function PANEL:FlashItem( itemname )
local bar = self:FindWantBar( itemname )
if ( !IsValid( bar ) ) then return end
timer.Simple( 0.0, function() bar.bgColor = Color( 0, 255, 255 ) surface.PlaySound( "hl1/fvox/blip.wav" ) end )
timer.Simple( 0.2, function() bar.bgColor = nil end )
timer.Simple( 0.4, function() bar.bgColor = Color( 0, 255, 255 ) surface.PlaySound( "hl1/fvox/blip.wav" ) end )
timer.Simple( 0.6, function() bar.bgColor = nil end )
timer.Simple( 0.8, function() bar.bgColor = Color( 0, 255, 255 ) surface.PlaySound( "hl1/fvox/blip.wav" ) end )
timer.Simple( 1.0, function() bar.bgColor = Color( 100, 100, 100 ) end )
end
derma.DefineControl( "VoteScreen", "", PANEL, "DPanel" )
|
VERSION = "2.0.2"
local micro = import("micro")
local config = import("micro/config")
local shell = import("micro/shell")
local buffer = import("micro/buffer")
-- outside init because we want these options to take effect before
-- buffers are initialized
config.RegisterCommonOption("rust", "rustfmt", true)
function init()
config.MakeCommand("rustfmt", rustfmt, config.NoComplete)
config.AddRuntimeFile("rs", config.RTHelp, "help/rust-plugin.md")
end
function onSave(bp)
if bp.Buf:FileType() == "rs" then
rustfmt(bp)
end
return true
end
function rustfmt(bp)
bp:Save()
local _, err = shell.RunCommand("rustfmt " .. bp.Buf.Path)
if err ~= nil then
micro.InfoBar():Error(err)
return
end
bp.Buf:ReOpen()
end
|
-- This performance benchmark was initially exposed in LuaJIT mailing list
-- by Laurent Deniau (Laurent.Deniau@cern.ch):
--
-- This particualar version is slightly modified in order to make
-- callgrind profiling possible.
-- Copyright (C) 2015-2019 IPONWEB Ltd. See Copyright Notice in COPYRIGHT
local function find_duplicates(inp)
local out = {}
for _,v in ipairs(inp) do
out[v] = out[v] and out[v]+1 or 1
end
for _,v in ipairs(inp) do
if out[v] > 1 then out[#out+1], out[v] = v, 0 end
end
return out
end
local inp, out
inp = {"b","a","c","c","e","a","c","d","c","d"}
-- Different iteration counts are possible for different situations.
-- In case you need an integral performance test (i.e. to run with `time`),
-- you can use original 10'000'000 iteration count.
-- In case you need a speedrun, callgrind profile or readable JIT dump, you
-- can use smaller numbers, i.e. 100'000. Note that big iteration counts will
-- result in callgrind OOMs.
--for i=1,100000 do
for _=1,10000000 do
out = find_duplicates(inp)
end
io.write('{ "', table.concat(out, '", "'), '" }\n')
|
#!/usr/bin/env luajit
---------
-- This script connects to fedmsg/zeromq interface of Anitya
-- <https://release-monitoring.org> and flags packages in the edge branch
-- for which a new version is released. It should be run as a daemon. Before
-- first run or after an outage run anitya-check-all to check all packages.
--
-- ## How does it work
--
-- Anitya watches registered projects and when a new release is found, then it
-- sends a message via fedmsg. This scripts consumes these messages. If the
-- updated project contains mapping for the configured distro, then it takes
-- distro's package name and new version from the message. Then looks into the
-- aports database; if there's an older version that is not flagged yet, or the
-- flag contains older new version, then it flags the package and sends email
-- to its maintainer.
--
local log = require 'turbo.log'
local escape = require 'turbo.escape'
local zmq = require 'lzmq'
local zpoller = require 'lzmq.poller'
local aports = require 'anitya_aports'
local conf = require 'config'
local utils = require 'utils'
local get = utils.get
local distro = conf.anitya.distro
local json_decode = escape.json_decode
--- Receives multipart message and returns decoded JSON payload.
local function receive_json_msg(sock)
local resp, err = sock:recv_multipart()
if err then
return nil, err
end
log.debug('Received message from topic '..resp[1])
local ok, res = pcall(json_decode, resp[2])
if not ok then
return nil, 'Failed to parse message as JSON: '..res
end
return res
end
--- Handles message from topic `anitya.project.map.new`; if it's mapping for
-- our distro, then flags the package if it's outdated.
local function handle_map_new(msg)
if get(msg, 'distro.name') ~= distro then
return nil
end
local pkgname = get(msg, 'message.new')
local version = get(msg, 'project.version')
if pkgname and version then
log.notice(("Received version update: %s %s"):format(pkgname, version))
aports.flag_outdated_pkgs(pkgname, version)
end
end
--- Handles message from topic `anitya.project.version.update`; if the project
-- contains mapping for our distro, then flags the package if it's outdated.
local function handle_version_update(msg)
local pkgname = nil
for _, pkg in ipairs(get(msg, 'message.packages') or {}) do
if pkg.distro == distro then
pkgname = pkg.package_name
break
end
end
local version = get(msg, 'message.upstream_version')
if pkgname and version then
log.notice(("Received version update: %s %s"):format(pkgname, version))
aports.flag_outdated_pkgs(pkgname, version)
end
end
-------- M a i n --------
local sock, err = zmq.context():socket(zmq.SUB, {
connect = conf.anitya.fedmsg_uri
})
zmq.assert(sock, err)
local handlers = {
['org.release-monitoring.prod.anitya.project.version.update'] = handle_version_update,
['org.release-monitoring.prod.anitya.project.map.new'] = handle_map_new,
}
for topic, _ in pairs(handlers) do
sock:subscribe(topic)
end
local poller = zpoller.new(1)
poller:add(sock, zmq.POLLIN, function()
local payload, err2 = receive_json_msg(sock)
if err2 then
log.error('Failed to receive message from fedmsg: '..err)
end
local ok, err3 = pcall(handlers[payload.topic], payload.msg)
if not ok then
log.error(err3)
end
end)
log.notice('Connecting to '..conf.anitya.fedmsg_uri)
poller:start()
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.