content stringlengths 5 1.05M |
|---|
return {'jicht','jichtaanval','jichtig','jichtknobbel','jichtlijder','jichtpijn','jichtaanvallen','jichtige','jichtknobbels','jichtlijders','jichtpijnen'} |
-- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ --
-- ───────────────────────────────────────────────── --
-- Plugin: nvim-treesitter
-- Github: github.com/nvim-treesitter/nvim-treesitter
-- ───────────────────────────────────────────────── --
-- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ --
-- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ --
-- ━━━━━━━━━━━━━━━━━━━❰ configs ❱━━━━━━━━━━━━━━━━━━━ --
-- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ --
require'nvim-treesitter.configs'.setup {
-- ensure_installed = "maintained", -- one of "all", "maintained" (parsers with maintainers), or a list of languages
-- ignore_install = { "javascript" }, -- List of parsers to ignore installing
ensure_installed = {"html", "css", "vim", "lua", "javascript", "typescript", "tsx", "cpp", "c_sharp", "json"},
highlight = {
enable = true, -- {"c", "cpp", "dart", "python", "javascript"}, enable = true (false will disable the whole extension)
-- disable = { "c", "rust" }, -- list of language that will be disabled
custom_captures = {
-- Highlight the @foo.bar capture group with the "Identifier" highlight group.
["foo.bar"] = "Identifier"
},
-- Setting this to true will run `:h syntax` and tree-sitter at the same time.
-- Set this to `true` if you depend on 'syntax' being enabled (like for indentation).
-- Using this option may slow down your editor, and you may see some duplicate highlights.
-- Instead of true it can also be a list of languages
additional_vim_regex_highlighting = true
},
rainbow = {
enable = true,
-- disable = { "jsx", "cpp" }, list of languages you want to disable the plugin for
extended_mode = true, -- Also highlight non-bracket delimiters like html tags, boolean or table: lang -> boolean
max_file_lines = nil -- Do not enable for files with more than n lines, int
-- colors = {}, -- table of hex strings
-- termcolors = {} -- table of colour name strings
},
playground = {
enable = true,
disable = {},
updatetime = 25, -- Debounced time for highlighting nodes in the playground from source code
persist_queries = false -- Whether the query persists across vim sessions
-- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ --
-- ━━━━━━━━━━━━━━━━━❰ end configs ❱━━━━━━━━━━━━━━━━━ --
-- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ --
-- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ --
-- ━━━━━━━━━━━━━━━━━━━❰ Mappings ❱━━━━━━━━━━━━━━━━━━ --
-- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ --
-- keybindings = {
-- toggle_query_editor = 'o',
-- toggle_hl_groups = 'i',
-- toggle_injected_languages = 't',
-- toggle_anonymous_nodes = 'a',
-- toggle_language_display = 'I',
-- focus_language = 'f',
-- unfocus_language = 'F',
-- update = 'R',
-- goto_node = '<cr>',
-- show_help = '?'
-- }
}
}
-- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ --
-- ━━━━━━━━━━━━━━━━━❰ end Mappings ❱━━━━━━━━━━━━━━━━ --
-- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ --
|
-- Since there are two i2c on esp32, I setup one i2c as master and the other one as slave, and read/write them on the esp32
-- slave :
-- GPIO25 is assigned as the data signal of i2c slave port
-- GPIO26 is assigned as the clock signal of i2c slave port
-- master:
-- GPIO18 is assigned as the data signal of i2c master port
-- GPIO19 is assigned as the clock signal of i2c master port
-- connect GPIO18 with GPIO25
-- connect GPIO19 with GPIO26
i2c.setup(i2c.SLAVE,i2c.I2C_0,26,25,40)
i2c.setup(i2c.MASTER,i2c.I2C_1,19,18)
-- slave write something, master read
i2c.write(i2c.SLAVE,i2c.I2C_0,40,"helloworld")
c=i2c.read(i2c.MASTER,i2c.I2C_1,40,10)
print(c)
tmr.delay(5)
-- master write something, slave read
i2c.write(i2c.MASTER,i2c.I2C_1,40,"test")
c=i2c.read(i2c.SLAVE,i2c.I2C_0,40,4)
print(c)
-- i2c uninstall
i2c.uninstall(i2c.I2C_0)
i2c.uninstall(i2c.I2C_1)
|
---create an instance of RunAfter (so tests are independent of each other)
---@return RunAfter
local function makeRunAfter()
---@class RunAfter
local RunAfter = {}
local private = {}
if EXPOSE_PRIVATE_FOR_TESTING then
RunAfter.private = private
end
--#region type definitions
---@class Options
---@field immoName string
---@field axisName string
---@field loadFn fun(): string
---@field saveFn fun(content: string)
---@class UserOptions
---@field axisName string
---@field immoName number | string
---@class ScheduledTask
---@field time number @absolute time this task should run at
---@field func string|function @the function to execute (if this is a string, the task will be stored in a slot or tag text; if it's a function, it won't)
--#endregion type definitions
--#region private members
---@type Options
private.options = {
axisName = 'Timer'
}
---List of all scheduled tasks, sorted by time ascending.
---
---The task that will be executed first is at the start of the list, like this:
---```
---{
--- {time = 1, ...},
--- ...
--- {time = 50, ...},
---}
---```
---@type ScheduledTask[]
private.scheduledTasks = {}
--#endregion private members
--#region private functions
---Formats a string or a number into a immoName (string starting with `'#'`).
---This function doesn't check whether the resulting immoName is valid
---@param immoName string | number
---@return string immoName @in the format `'#123'`
function private.toImmoName(immoName)
if type(immoName) == 'number' then
return '#' .. immoName
else
return immoName
end
end
---Parses a time value given as a string or number.
---
---All the following time values return `5420` seconds:
---* `5420` (number)
---* `"5420"` (numeric string)
---* `"5420s"` (explicit seconds)
---* `"1h30m20s"` (mix of units)
---* `"1h 30m 20s"` (with spaces)
---* `"1.5h20s"` (with decimals)
---* `"90m20s"` (with "overflow")
---@param timeValue string | number
---@return number @the time in seconds
function private.toNumberOfSeconds(timeValue)
if type(timeValue) == 'number' then
return timeValue
elseif type(timeValue) == 'string' then
local seconds = 0
local numberPattern, unitPattern = '%d+%.?%d*', '[hms]?'
for match in string.gmatch(timeValue, numberPattern .. unitPattern) do
local _, _, numeric, unit = string.find(match, string.format('(%s)(%s)', numberPattern, unitPattern))
local number = tonumber(numeric)
local multiplier = ({h = 60 * 60, m = 60, s = 1})[unit] or 1
seconds = seconds + (number * multiplier)
end
-- print(timeValue, '-', string.find(timeValue, '(%d+[hms])'))
return seconds
end
end
---Returns a string representation of the given `value`, which is parsable by Lua
---@param value any
---@return string
function private.serialize(value)
---all keywords reserved by Lua, taken from the manual
---@type table<string,boolean|nil>
local reservedKeywords = {
['and'] = true,
['break'] = true,
['do'] = true,
['else'] = true,
['elseif'] = true,
['end'] = true,
['false'] = true,
['for'] = true,
['function'] = true,
['goto'] = true,
['if'] = true,
['in'] = true,
['local'] = true,
['nil'] = true,
['not'] = true,
['or'] = true,
['repeat'] = true,
['return'] = true,
['then'] = true,
['true'] = true,
['until'] = true,
['while'] = true
}
---checks whether `key` is an identifier according to the Lua specification (§3.1)
---@param key any
---@return boolean
local function isIdentifier(key)
if type(key) ~= 'string' then
return false
elseif reservedKeywords[key] then
return false
elseif string.match(key, '^[_%a][_%d%a]*$') then
-- "any string of letters, digits, and underscores, not beginning with a digit"
return true
else
return false
end
end
local function serializeRecursively(valueToSerialize, alreadyVisited)
local serializers = {
['nil'] = tostring,
boolean = tostring,
number = tostring,
string = function(str)
-- use %q-formatting, and replace escaped linebreaks with \n
-- extra parentheses to trim the return values of gsub
return (string.gsub(string.format('%q', str), '\\\n', '\\n'))
end,
table = function(tbl)
if alreadyVisited[tbl] then
error('cannot serialize recursive tables')
end
alreadyVisited[tbl] = true
local serializedSegments = {}
local visitedByIpairs = {}
for i, v in ipairs(tbl) do
visitedByIpairs[i] = true
table.insert(serializedSegments, serializeRecursively(v, alreadyVisited))
end
for k, v in pairs(tbl) do
if not visitedByIpairs[k] then
local serializedValue = serializeRecursively(v, alreadyVisited)
local segment
if isIdentifier(k) then
segment = string.format('%s=%s', k, serializedValue)
else
segment = string.format('[%s]=%s', serializeRecursively(k, alreadyVisited), serializedValue)
end
table.insert(serializedSegments, segment)
end
end
alreadyVisited[tbl] = nil
return string.format('{%s}', table.concat(serializedSegments, ','))
end
}
local serializer = serializers[type(valueToSerialize)]
if serializer == nil then
error(string.format('serializing values of type %s is not supported', type(valueToSerialize)))
end
return serializer(valueToSerialize)
end
return serializeRecursively(value, {})
end
---Returns the current time (based on the axis position)
---@return number currentTime @current time in seconds
function private.getCurrentTime()
local _, axisPosition = EEPStructureGetAxis(private.options.immoName, private.options.axisName)
return axisPosition
end
function private.loadFromStorage()
local stringFromStorage = private.options.loadFn and private.options.loadFn() or ''
local fun, errorMessage = load('return ' .. stringFromStorage, stringFromStorage)
if fun == nil then
error('data from storage is incomplete: ' .. errorMessage)
end
local compressedTaskList = fun()
for index, value in ipairs(compressedTaskList or {}) do
private.scheduledTasks[index] = {time = value[1], func = value[2]}
end
private.resetTimerAxis()
end
function private.saveToStorage()
if type(private.options.saveFn) ~= 'function' then
return
end
local compressedTaskList = {}
for _, task in ipairs(private.scheduledTasks) do
if type(task.func) == 'string' then
table.insert(compressedTaskList, {task.time, task.func})
end
end
private.options.saveFn(private.serialize(compressedTaskList))
end
function private.resetTimerAxis()
local resetInterval = 60
local shouldInsertResetTask = true
local _, axisPosition = EEPStructureGetAxis(private.options.immoName, private.options.axisName)
local newAxisPosition = axisPosition - resetInterval
if newAxisPosition >= 0 then
EEPStructureSetAxis(private.options.immoName, private.options.axisName, newAxisPosition)
for _, task in ipairs(private.scheduledTasks) do
if task.func == private.resetTimerAxis then
shouldInsertResetTask = false
else
task.time = task.time - resetInterval
end
end
private.saveToStorage()
end
if shouldInsertResetTask then
private.insertTask({time = resetInterval, func = private.resetTimerAxis})
end
end
---inserts a task at the right place into the list of all scheduled tasks
---@param task ScheduledTask
function private.insertTask(task)
local index = #private.scheduledTasks
while index >= 1 and private.scheduledTasks[index].time > task.time do
private.scheduledTasks[index + 1] = private.scheduledTasks[index]
index = index - 1
end
private.scheduledTasks[index + 1] = task
if type(task.func) == 'string' then
-- if task.func is a function, it won't get saved anyway
private.saveToStorage()
end
end
--#endregion private functions
--#region public functions
---@param newOptions UserOptions
function RunAfter.setOptions(newOptions)
if type(newOptions) ~= 'table' then
newOptions = {immoName = newOptions}
end
if newOptions.axisName then
local axisName = newOptions.axisName
assert(type(axisName) == 'string', 'axisName muss ein String sein, aber ist vom Typ ' .. type(axisName))
private.options.axisName = axisName
end
if newOptions.immoName then
local immoName = private.toImmoName(newOptions.immoName)
assert(
type(immoName) == 'string',
'immoName muss eine Zahl oder ein String sein, aber ist vom Typ ' .. type(immoName)
)
local CONTINUOUS_MOVEMENT = 1000
local ok = EEPStructureAnimateAxis(immoName, private.options.axisName, CONTINUOUS_MOVEMENT)
assert(
ok,
string.format(
'Die Immobilie %s existiert nicht oder hat keine Achse namens %s',
immoName,
private.options.axisName
)
)
private.options.immoName = immoName
end
private.loadFromStorage()
end
---Executes due tasks.
---This function needs to be called periodically.
function RunAfter.tick()
local currentTime = private.getCurrentTime()
local someTaskWasExecuted = false
while private.scheduledTasks[1] ~= nil and private.scheduledTasks[1].time < currentTime do
someTaskWasExecuted = true
local task = private.scheduledTasks[1]
table.remove(private.scheduledTasks, 1)
if type(task.func) == 'function' then
task.func()
else
local func, errMsg = load(task.func)
if func then
func()
else
error(errMsg)
end
end
end
if someTaskWasExecuted then
private.saveToStorage()
end
end
---Registers a task that is executed in the future
---@param delay string|number @delay after which the function should be called, either as a number (in seconds) or as a string like "1m20s"
---@param func string|function @function to be called or name of the function
---@param params? any[] @table of paramaters for the function call, if the function is given as a string
function RunAfter.runAfter(delay, func, params)
local time = private.getCurrentTime() + private.toNumberOfSeconds(delay)
if type(func) == 'string' then
local serializedParams = {}
for i, param in ipairs(params or {}) do
serializedParams[i] = private.serialize(param)
end
func = string.format('%s(%s)', func, table.concat(serializedParams, ','))
end
private.insertTask({time = time, func = func})
end
--#endregion public functions
return setmetatable(
RunAfter,
{
---@see RunAfter.runAfter
__call = function(self, ...)
return RunAfter.runAfter(...)
end
}
)
end
--#region module metadata
return setmetatable(
{
_VERSION = {0, 0, 1},
_DESCRIPTION = 'Zeitverzögerte Auführung von Funktionen',
_URL = 'https://github.com/EEP-Benny/RunAfter',
_LICENSE = 'MIT'
},
{
---returns an instance of RunAfter, configured with the given options
---@param options UserOptions
---@return RunAfter
__call = function(self, options)
local RunAfter = makeRunAfter()
RunAfter.setOptions(options)
return RunAfter
end
}
)
--#endregion module metadata
|
-- settings_gui.lua
--
-- Version 0.1
--
-- Copyright (C) 2013 David I. Gross. All Rights Reserved.
--
-- This software is is protected by the author's copyright, and may not be used, copied,
-- modified, merged, published, distributed, sublicensed, and/or sold, without
-- written permission of the author.
--
-- 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.
--
--[[
Allow user to manage settings using dialog screens.
--]]
local funx = require( "scripts.funx" )
--module table
local M = {}
local pathToModule = "scripts/dialog/"
-- Local settings for an app, e.g. current user, etc.
M.values = {}
-- This creates a dialog generator function
local dialog = require ("scripts.dialog.dialog")
-- Be CAREFUL not to use names of existing lua files, e.g. settings.lua unless you mean it!!!
local settingsDialogName = "settingsDialog"
local signInDialogName = "signinDialog"
local newAccountDialogName = "createAccountDialog"
-- Should we use Modal dialogs or let them stick around?
-- Probably not if we want dialogs to be able to jump around. If we allow modal,
-- then dialogs can lose their scenes, not a good thing.
local isModal = false
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--[[
Wordpress connection
Verify the user with WordPress
--]]
local mb_api = require ("mb_api")
--------------------------------------------
local screenW, screenH = display.contentWidth, display.contentHeight
local viewableScreenW, viewableScreenH = display.viewableContentWidth, display.viewableContentHeight
local screenOffsetW, screenOffsetH = display.contentWidth - display.viewableContentWidth, display.contentHeight - display.viewableContentHeight
local midscreenX = screenW*(0.5)
local midscreenY = screenH*(0.5)
local error_messages = {
email_invalid = "Invalid email",
email_exists = "Email already in use",
username_invalid = "Username not acceptable",
api_key_invalid = "My Mistake: Invalid API key!",
user_creation_failed = "Account creation failed, I don't know why.",
username_exists = "Username already in use.",
}
--- Get user information from WordPress
-- @param url The URL of the website to contact
-- @param username The username
-- @param password
-- @param onSuccess Function to run on success
-- @param onFailure Function to run on failure
-- @return
local function getUserInfo(url, username, password, onSuccess, onFailure)
function onError(result)
print ("getUserInfo: ERROR:")
funx.dump(result)
end
function onSuccess(result)
print ("getUserInfo: onSuccess:")
funx.dump(result)
end
--------------------------------------------
local url = "http://localhost/photobook/wordpress/"
mb_api.getUserInfo(url, username, password, onSuccess, onError)
return true
end
--- Update the settings window with the values
-- This is useful after signing in and update the values.
-- @return
local function updateSettingsDialog()
if (dialog.window[settingsDialogName].exists) then
local dialogName = "settings"
local id = "username"
local newText = "You are signed in as <span font='Avenir-Black'>{username}</span> (<span font='Avenir-Black'>{displayname}</span>)"
local f = { text = newText }
dialog:replaceTextBlock(settingsDialogName, id, f, M.values.user)
-- Update the sign in/out button
local f = {
label = "Sign Out",
functionName = "signOutUser",
}
local id = "signOut"
dialog:replaceButton(settingsDialogName, id, f, M.values.user)
end
end
--- Set the conditions table based on the current M.values table
-- @return conditions
local function setConditions(windowName)
local conditions = {}
conditions = {
signout = M.values.user.authorized or false, -- make sure it is boolean (could be nil!)
signin = not M.values.user.authorized,
}
if (windowName) then
dialog.window[windowName].conditions = conditions
end
--funx.tellUser("setConditions:Authorized:".. tostring(M.values.user.authorized))
return conditions
end
--- Set the conditions table based on the current M.values table
-- @return conditions
local function updateConditions(windowName)
local conditions = {}
conditions = {
signout = M.values.user.authorized or false, -- make sure it is boolean (could be nil!)
signin = not M.values.user.authorized,
}
if (windowName) then
dialog.window[windowName].conditions = conditions
end
--funx.tellUser("setConditions:Authorized:".. tostring(M.values.user.authorized))
return conditions
end
--- Update a dialog.window table to use the current 'values'
local function updateDialogParams(windowName)
dialog.window[windowName].params.substitutions = M.values.user
end
------------------------------------------------------------------------
--- Show a dialog
-- @param windowname
-- @param values (optional) updated key/value set used for substitutions in fields + texts
-- @param conditions (optional) updated conditions table
-- @return
local function showDialog(windowName)
local conditions = updateConditions(windowName)
dialog:showWindow(windowName, M.values.user, conditions)
end
------------------------------------------------------------------------
--- SIGN IN dialog
-- @return
local function showSettingsDialog()
showDialog(settingsDialogName)
end
--- If the user exists, update new info about the user taken from the WP website.
-- @param results
-- @return
local function signin_user(results)
local username = results.username
local password = results.password
local url = "http://localhost/photobook/wordpress/"
function onError(mb_api_result)
funx.tellUser(mb_api_result.error)
print ("signin_user: ERROR")
funx.dump(mb_api_result)
-- Set the conditionals for this dialog
dialog.window[signInDialogName].conditions.authorized = false
showSettingsDialog()
return false
end
-- I think that Success ONLY means the network transaction worked!
function onSuccess(mb_api_result)
if (mb_api_result.status == "ok") then
funx.tellUser("Sign In for '"..results.username .. "' confirmed.")
M.values.user = funx.tableMerge(M.values.user, mb_api_result.user)
M.values.user.authorized = true
showSettingsDialog()
--updateSettingsDialog()
return true
else
funx.tellUser("Sign In for '"..results.username .. "' failed!")
return false
end
end
--------------------------------------------
mb_api.getUserInfo(url, username, password, onSuccess, onError)
return true
end
--
--- If the user exists, update new info about the user taken from the WP website.
-- @param results
-- @return
local function verify_user(results)
function onError(mb_api_result)
funx.tellUser(mb_api_result.error)
print ("verify_user: ERROR")
funx.dump(mb_api_result)
return false
end
-- I think that Success ONLY means the network transaction worked!
function onSuccess(mb_api_result)
funx.tellUser("Sign In for '"..results.username .. "' confirmed.")
-- Update values
--local newvalues = { firstname = result.user.firstname, lastname = result.user.lastname, displayname = result.user.displayname }
--dialog:addValuesToDocuments(signInDialogName, newvalues, showSavedFeedback)
return true
end
--------------------------------------------
local username = results.username
local password = results.password
local url = "http://localhost/photobook/wordpress/"
mb_api.getUserInfo(url, username, password, onSuccess, onError)
return true
end
--------------------------------------------------------------------------------
-- Shortcut functions
--- Shortcut to show sign-in dialog
local function showSignInUserDialog()
showDialog(signInDialogName)
end
--- Shortcut to show the create-new-account dialog
local function openCreateNewAccountDialog()
showDialog(newAccountDialogName)
end
--- Show the create new account dialog
local function confirmAccount(results)
return verify_user(results)
end
--------------------------------------------------------------------------------
-- If the user exists, update new info about the user taken from the WP website.
-- The username, etc., might come back altered, e.g. user --> user_001
-- So we must update the values.
-- Return true -> finished with dialog, do closing function
-- Return false -> failure, keep dialog open so use can try again
local function createNewAccount(results)
function onError(mb_api_result)
funx.tellUser(mb_api_result.error)
print ("createNewAccount:", error_messages[mb_api_result.error])
return false
end
-- Success ONLY means the network transaction worked!
function onSuccess(mb_api_result)
if (mb_api_result.status == "error") then
funx.tellUser(error_messages[mb_api_result.error])
print ("createNewAccount:", error_messages[mb_api_result.error])
return false
else
funx.tellUser("Account created.")
print ("createNewAccount:", "Account created")
-- Get updated values
local newvalues = {
username = mb_api_result.username,
password = mb_api_result.password,
email = mb_api_result.email,
firstname = mb_api_result.firstname,
lastname = mb_api_result.lastname,
displayname = mb_api_result.displayname,
}
-- ***** THIS VALUE????
local showSavedFeedback = false
dialog:addValuesToDocuments(newAccountDialogName, newvalues, showSavedFeedback)
-- Update the settings dialog, too!
dialog:addValuesToDocuments(signInDialogName, newvalues, showSavedFeedback)
-- Add values to the main 'values' table
M.values.user = funx.tableMerge(M.values.user, newvalues)
showSignInUserDialog()
return true
end
end
--------------------------------------------
-- In this case, username/pass have to be an admin user
-- who can create new accounts!!!!
local username = "admin"
local password = "nookie"
local url = "http://localhost/photobook/wordpress/"
mb_api.register_user(url, username, password, results, onSuccess, onError)
return false
end
local function cancelled(results)
funx.tellUser ("Cancelled")
end
------------------------------------------------------------------------
-- SIGN IN dialog
-- Create a dialog window to sign in
-- @param dialogName Name of the dialog window
-- @return
local function createSignInDialog(dialogName)
local options = {
effect = "fade",
time = 250,
isModal = isModal,
}
-- Options for the dialog builder
local params = {
name = dialogName,
substitutions = M.values.user,
restoreValues = false, -- restore previous results from disk
writeValues = false, -- save the results to disk
onSubmitButton = nil, -- set this function or have another scene check dialogResults
--onCancelButton = showSettingsDialog, -- set this function or have another scene check dialogResults
cancelToSceneName = settingsDialogName,
showSavedFeedback = false, -- show "saved" if save succeeds
options = options,
isModal = isModal,
functions = {
createNewAccountDialog = openCreateNewAccountDialog,
confirmAccount = confirmAccount,
signin = {
action = signin_user,
success = nil,
failure = nil,
},
},
cancelToSceneName = settingsDialogName,
}
-- Creates a new dialog scene
dialog.new(params)
end
------------------------------------------------------------------------
--- Create New account dialog
-- @param dialogName Name of the dialog window
-- @return
local function createNewAccountDialog(dialogName)
-- Success just means the network didn't fail!
local function onSuccess(results)
print ("createNewAccountDialog:onSuccess: ")
funx.dump(results)
showSignInUserDialog()
end
local function onFailure(results)
funx.tellUser("Error: Probably a network connection error.")
end
local options = {
effect = "fade",
time = 250,
isModal = isModal,
}
-- Options for the dialog builder
local params = {
name = dialogName,
substitutions = M.values.user,
restoreValues = true, -- restore previous results from disk
writeValues = true, -- save the results to disk
onSubmitButton = nil, -- set this function or have another scene check dialogResults
--onCancelButton = showSettingsDialog, -- set this function or have another scene check dialogResults
cancelToSceneName = settingsDialogName,
showSavedFeedback = false, -- show "saved" if save succeeds
options = options,
isModal = isModal,
functions = {
createAccount = {
action = createNewAccount,
success = nil,
failure = nil,
},
},
}
------------------------------------------------------------------------
-- Creates a new dialog scene
dialog.new(params)
end
--- Sign Out in settings dialog
-- @return
local function signOutUserInSettings()
local currentUserName = ""
local currentUserFullName = ""
-- Update the username text block
local dialogName = "settings"
M.values.user.authorized = false
M.values.user.username = ""
M.values.user.password= ""
M.values.user.displayname = ""
local conditions = {
signout = M.values.user.authorized or false, -- make sure it is boolean (could be nil!)
signin = not M.values.user.authorized,
}
dialog:updateDialogByConditions(settingsDialogName, conditions)
end
------------------------------------------------------------------------
--- SETTINGS dialog
-- @param callback the function to call when user closes/cancels.
-- @return
local function createSettingsDialog(callback)
-- Results are of the last closed dialog, not all results
-- Merge these results into the final values that we return to the callback function.
local function onCompletion(results)
M.values = funx.tableMerge(M.values, results)
--dialog:removeWindow(settingsDialogName)
if (type(callback) == "function") then
callback( M.values )
end
end
-- Options for the composer
local options = {
effect = "fade",
time = 250,
isModal = isModal,
}
-- Set the INITIAL conditions which control what is displayed.
-- Params should update these conditions if the window is recreated
local conditions = {
signout = M.values.user.authorized or false, -- make sure it is boolean (could be nil!)
signin = not M.values.user.authorized,
}
-- Options for the dialog builder
local params = {
name = settingsDialogName,
substitutions = M.values.user,
restoreValues = false, -- restore previous results from disk
writeValues = false, -- save the results to disk
onSubmitButton = onCompletion, -- set this function or have another scene check dialogResults
onCancelButton = onCompletion, -- set this function or have another scene check dialogResults
cancelToSceneName = storyboard.getCurrentSceneName(), -- cancel to the scene that called this dialog
showSavedFeedback = false, -- show "saved" if save succeeds
options = options,
isModal = isModal,
functions = {
createNewAccountDialog = openCreateNewAccountDialog,
signOutUser = {
action = signOutUserInSettings,
success = createSettingsDialog,
failure = nil,
},
signInUser = {
action = showSignInUserDialog,
success = nil,
failure = nil,
},
},
--conditions = conditions,
}
------------------------------------------------------------------------
-- Creates a new dialog scene
dialog.new(params)
end
local function init(values, onCompletion)
M.values = values
createSignInDialog(signInDialogName)
createNewAccountDialog(newAccountDialogName)
createSettingsDialog(onCompletion)
end
-- functions
M.init = init
M.showSettingsDialog = showSettingsDialog
M.showDialog = showDialog
return M
|
local playsession = {
{"Knugn", {503955}},
{"EPO666", {218193}},
{"wekkka", {482881}},
{"Dammpi", {501429}},
{"untouchablez", {437330}},
{"NikolaB131", {495661}},
{"MovingMike", {486455}},
{"vvictor", {142548}},
{"Croustibax", {153755}},
{"Mrho", {1138}},
{"elvaleto", {446741}},
{"Thymey", {257809}},
{"Sexy_Platypus", {27298}},
{"Hyp3rX", {397313}},
{"Timfee", {299638}},
{"Tcheko", {326281}},
{"Tomy52499", {38219}},
{"exabyte", {71456}},
{"AmiloPL", {133628}},
{"harukine", {175006}},
{"D0pex", {125266}},
{"jackazzm", {137669}},
{"Jitikko", {4204}},
{"moqart", {61769}},
{"William071802", {73137}},
{"Killeraoc", {61418}},
{"dog80", {22539}},
{"vlad02", {4160}}
}
return playsession |
-- Basic Movement Training
-- Teaches the basic movement controls.
--[[ Lessons:
* How to show the mission panel again
* Walking
* Collecting crates
* Health basics
* Jumping
* Fall damage
* Walking and staying on ice
* Switching hedgehogs
* Bouncing on rubber
]]
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
HedgewarsScriptLoad("/Scripts/Utils.lua")
local hhs = {}
local hog_greenhorn, hog_cappy
local crates = {}
local switcherGear
local tookDamage = false
local switchTextDelay = -1
local missionPanelConfirmed = false
local missionPanelConfirmedTimer = 0
local turnStarted = false
local map = {
"\1\74\7\29\135\1\74\8\11\0\1\83\7\135\135",
"\1\250\7\135\0\1\204\7\137\135\1\238\7\135\0",
"\2\17\7\130\0\2\42\7\110\0\2\74\7\94\0",
"\2\106\7\89\0\2\99\7\121\0\2\76\7\128\0",
"\2\115\7\98\135\2\147\7\98\0\2\179\7\94\0",
"\2\147\7\96\0\2\174\7\89\0\2\145\7\91\135",
"\2\115\7\87\0\2\122\7\89\135\2\154\7\89\0",
"\2\170\7\89\0\2\179\7\105\135\2\179\7\107\135",
"\2\177\7\142\135\2\177\8\105\0\3\74\7\94\135",
"\3\74\8\50\0\3\88\7\89\135\3\129\7\89\0",
"\3\161\7\91\0\3\193\7\98\0\3\225\7\100\0",
"\4\1\7\91\0\4\33\7\89\0\4\65\7\98\0",
"\4\97\7\100\0\4\134\7\103\0\4\166\7\100\0",
"\4\200\7\98\0\4\232\7\96\0\5\8\7\96\0",
"\5\40\7\98\0\5\72\7\98\0\5\107\7\100\0",
"\5\139\7\98\0\5\173\7\89\0\5\207\7\94\0",
"\5\239\7\100\0\6\15\7\100\0\6\47\7\100\0",
"\6\86\7\100\0\6\118\7\100\0\6\153\7\94\0",
"\6\185\7\91\0\6\219\7\91\0\6\251\7\98\0",
"\7\27\7\103\0\7\61\7\100\0\7\94\7\96\0",
"\7\126\7\91\0\7\160\7\94\0\7\192\7\105\0",
"\7\224\7\116\0\7\254\7\126\0\8\34\7\123\0",
"\8\66\7\119\0\8\98\7\114\0\8\133\7\119\0",
"\8\165\7\132\0\8\195\7\142\0\8\229\7\146\0",
"\9\5\7\151\0\9\37\7\155\0\9\69\7\164\0",
"\9\101\7\174\0\9\131\7\190\0\9\160\7\208\0",
"\9\186\7\226\0\9\215\7\240\0\9\250\7\238\0",
"\10\26\7\233\0\10\58\7\233\0\10\90\7\235\0",
"\10\122\7\238\0\10\154\7\238\0\10\186\7\249\0",
"\10\213\8\14\0\10\245\8\9\0\11\3\8\39\0",
"\11\24\8\66\0\11\10\8\62\0\10\213\8\5\135",
"\10\245\8\7\0\11\21\8\14\0\11\56\8\25\0",
"\11\92\8\37\0\11\106\8\43\0\9\85\8\0\147",
"\9\83\8\0\0\8\208\7\233\147\3\168\7\197\147",
"\8\94\7\197\0\2\83\7\210\147\1\179\7\238\0",
"\1\44\7\84\139\1\12\7\87\0\0\238\7\98\0",
"\0\211\7\119\0\0\190\7\144\0\0\165\7\164\0",
"\0\146\7\190\0\0\140\7\222\0\0\142\7\254\0",
"\0\153\8\30\0\0\156\8\37\0\1\7\7\178\139",
"\0\247\7\210\0\0\224\7\238\0\0\215\8\14\0",
"\0\215\8\18\0\1\5\7\238\139\1\19\8\11\0",
"\1\32\8\43\0\1\39\8\62\0\1\67\7\32\136",
"\1\69\6\253\0\1\69\6\219\0\1\69\6\187\0",
"\1\74\6\155\0\1\80\6\123\0\1\51\6\109\0",
"\1\35\6\80\0\1\12\6\105\0\0\243\6\132\0",
"\0\233\6\176\0\0\252\6\212\0\1\14\6\240\0",
"\0\252\7\13\0\0\233\6\219\0\0\238\6\182\0",
"\0\238\6\148\0\1\12\6\164\0\1\9\6\201\0",
"\0\236\6\224\0\0\206\6\251\0\0\165\7\32\0",
"\0\144\7\57\0\0\124\7\82\0\0\103\7\107\0",
"\0\96\7\144\0\0\92\7\176\0\0\112\7\139\0",
"\0\121\7\105\0\0\130\7\61\0\0\142\7\25\0",
"\0\156\6\251\0\0\188\6\247\0\0\201\6\217\0",
"\0\167\6\224\0\0\146\6\251\0\0\130\7\25\0",
"\0\112\7\66\0\0\98\7\110\0\0\98\7\142\0",
"\0\98\7\174\0\0\101\7\206\0\0\101\7\238\0",
"\0\126\8\7\0\0\137\8\14\0\10\46\7\245\136",
"\10\14\7\247\0\9\241\7\229\0\9\209\7\222\0",
"\9\176\7\226\0\9\138\7\233\0\9\94\7\233\0",
"\9\62\7\233\0\9\46\7\235\0\2\53\7\139\136",
"\2\21\7\137\0\1\250\7\119\0\1\218\7\116\0",
"\1\186\7\119\0\1\151\7\119\0\1\119\7\114\0",
"\1\92\7\135\0\1\78\7\132\0" }
local function drawMap()
for m=1, #map do
ParseCommand("draw "..map[m])
end
end
function onGameInit()
GameFlags = gfDisableWind + gfDisableGirders + gfDisableLandObjects + gfOneClanMode + gfInfAttack
Map = ""
Seed = 0
Theme = "Brick"
MapGen = mgDrawn
TurnTime = MAX_TURN_TIME
Explosives = 0
MinesNum = 0
CaseFreq = 0
WaterRise = 0
HealthDecrease = 0
-- DRAW MAP --
drawMap()
------ HOG LIST ------
AddMissionTeam(-1)
hhs[1] = AddMissionHog(100)
SetGearPosition(hhs[1], 404, 1714)
SetEffect(hhs[1], heResurrectable, 1)
hhs[2] = AddMissionHog(100)
SetGearPosition(hhs[2], 620, 1538)
SetEffect(hhs[2], heResurrectable, 1)
HogTurnLeft(hhs[2], true)
hhs[3] = AddMissionHog(100)
SetGearPosition(hhs[3], 1573, 1824)
SetEffect(hhs[3], heResurrectable, 1)
hhs[4] = AddHog(loc("Cappy"), 0, 100, "cap_red")
SetGearPosition(hhs[4], 2114, 1411)
SetEffect(hhs[4], heResurrectable, 1)
HogTurnLeft(hhs[4], true)
hhs[5] = AddMissionHog(100)
SetGearPosition(hhs[5], 1813, 1285)
SetEffect(hhs[5], heResurrectable, 1)
hog_greenhorn = hhs[1]
hog_cappy = hhs[4]
for i=1,#hhs do
if hhs[i] ~= hog_cappy then
if GetHogName(hhs[i]) == loc("Cappy") then
SetHogName(hhs[i], loc("Greenhorn"))
end
if GetHogHat(hhs[i]) == "cap_red" then
SetHogHat(hhs[i], "NoHat")
end
end
end
SendHealthStatsOff()
SendRankingStatsOff()
end
local function LoadGearData()
--BEGIN CORE DATA--
------ GIRDER LIST ------
PlaceSprite(292, 1488, sprAmGirder, 6, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(454, 1731, sprAmGirder, 4, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(467, 1653, sprAmGirder, 4, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(611, 1702, sprAmGirder, 5, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(426, 1558, sprAmGirder, 7, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(555, 1558, sprAmGirder, 5, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(649, 1600, sprAmGirder, 7, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1072, 1809, sprAmGirder, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1040, 1831, sprAmGirder, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1124, 1805, sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1175, 1772, sprAmGirder, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1226, 1738, sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1275, 1705, sprAmGirder, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1325, 1700, sprAmGirder, 6, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1342, 1638, sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1368, 1560, sprAmGirder, 3, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1390, 1665, sprAmGirder, 6, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1481, 1716, sprAmGirder, 4, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1625, 1652, sprAmGirder, 7, U_LAND_TINT_ICE, nil, nil, nil, lfIce)
PlaceSprite(1729, 1596, sprAmGirder, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1762, 1545, sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1563, 1536, sprAmGirder, 5, U_LAND_TINT_ICE, nil, nil, nil, lfIce)
PlaceSprite(1506, 1392, sprAmGirder, 6, U_LAND_TINT_ICE, nil, nil, nil, lfIce)
PlaceSprite(1591, 1450, sprAmGirder, 3, U_LAND_TINT_ICE, nil, nil, nil, lfIce)
PlaceSprite(1650, 1463, sprAmGirder, 1, U_LAND_TINT_ICE, nil, nil, nil, lfIce)
PlaceSprite(1766, 1492, sprAmGirder, 4, U_LAND_TINT_ICE, nil, nil, nil, lfIce)
PlaceSprite(1925, 1492, sprAmGirder, 4, U_LAND_TINT_ICE, nil, nil, nil, lfIce)
PlaceSprite(2114, 1428, sprAmGirder, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2187, 1435, sprAmGirder, 6, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2135, 1478, sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2284, 1650, sprAmGirder, 4, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2005, 1724, sprAmGirder, 4, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1885, 1562, sprAmGirder, 7, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2252, 1700, sprAmGirder, 2, U_LAND_TINT_ICE, nil, nil, nil, lfIce)
PlaceSprite(2308, 1803, sprAmGirder, 5, U_LAND_TINT_ICE, nil, nil, nil, lfIce)
PlaceSprite(2394, 1893, sprAmGirder, 1, U_LAND_TINT_ICE, nil, nil, nil, lfIce)
PlaceSprite(605, 1761, sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1813, 1312, sprAmGirder, 4, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1742, 1260, sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1812, 1210, sprAmGirder, 4, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1884, 1260, sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1545, 1811, sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1577, 1761, sprAmGirder, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1610, 1811, sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1440, 1511, sprAmGirder, 6, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2082, 1337, sprAmGirder, 6, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2187, 1273, sprAmGirder, 6, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2097, 1246, sprAmGirder, 4, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(593, 1465, sprAmGirder, 7, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(684, 1505, sprAmGirder, 5, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2046, 1492, sprAmGirder, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2064, 1442, sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1849, 1426, sprAmGirder, 4, U_LAND_TINT_ICE, nil, nil, nil, lfIce)
PlaceSprite(3051, 1957, sprAmGirder, 6, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(3101, 1956, sprAmGirder, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(3150, 1954, sprAmGirder, 6, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(3233, 1962, sprAmGirder, 5, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(3322, 2004, sprAmGirder, 3, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(3391, 2001, sprAmGirder, 1, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(3483, 1982, sprAmGirder, 7, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2770, 1980, sprAmGirder, 4, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2886, 2005, sprAmGirder, 1, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2698, 1891, sprAmGirder, 6, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2843, 1891, sprAmGirder, 6, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2834, 1771, sprAmGirder, 5, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2706, 1771, sprAmGirder, 7, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2768, 1818, sprAmGirder, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(2768, 1899, sprAmGirder, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(1760, 1393, sprAmGirder, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
PlaceSprite(516, 1795, sprAmGirder, 4, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
------ RUBBER LIST ------
PlaceSprite(2151, 1659, sprAmRubber, 3, U_LAND_TINT_NORMAL, nil, nil, nil, lfBouncy)
PlaceSprite(2399, 1698, sprAmRubber, 3, U_LAND_TINT_NORMAL, nil, nil, nil, lfBouncy)
PlaceSprite(2467, 1553, sprAmRubber, 2, U_LAND_TINT_NORMAL, nil, nil, nil, lfBouncy)
PlaceSprite(2279, 1497, sprAmRubber, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfBouncy)
PlaceSprite(2414, 1452, sprAmRubber, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfBouncy)
PlaceSprite(1860, 1687, sprAmRubber, 1, U_LAND_TINT_NORMAL, nil, nil, nil, lfBouncy)
------ SPRITE LIST ------
PlaceSprite(1297, 1732, sprTargetBee, 0, U_LAND_TINT_NORMAL, nil, nil, nil, lfNormal)
------ CRATE LIST ------
crates[1] = SpawnHealthCrate(401, 1850) -- Jumping
crates[2] = SpawnHealthCrate(2639, 1973) -- Final crate
crates[3] = SpawnHealthCrate(1969, 1698) -- Rubber
crates[4] = SpawnHealthCrate(889, 1829) -- Back Jumping
crates[5] = SpawnHealthCrate(1486, 1694) -- Walking on Ice
crates[6] = SpawnHealthCrate(2033, 1470) -- Walking on Ice completed
crates[7] = SpawnHealthCrate(1198, 1750) -- Back Jumping 2
crates[8] = SpawnSupplyCrate(1851, 1402, amSwitch, 100) -- Switch Hedgehog
crates[9] = SpawnHealthCrate(564, 1772) -- Health
-- FIXME: Not available in touch because no “precise” button
if INTERFACE ~= "touch" then
crates[10] = SpawnHealthCrate(2290, 1622) -- Turning Around
end
end
local function victory()
SaveMissionVar("Won", "true")
ShowMission(loc("Basic Movement Training"), loc("Training complete!"),loc("Congratulations! You have completed the obstacle course!"), 0, 0)
SendStat(siGameResult, loc("You have completed the Basic Movement Training!"))
SendStat(siCustomAchievement, loc("Congratulations!"))
SendStat(siCustomAchievement, loc("Return to the training menu by pressing the “Go back” button."))
PlaySound(sndVictory, CurrentHedgehog)
-- Disable controls, end game
SetInputMask(0)
SetWeapon(amNothing)
SetGearMessage(CurrentHedgehog, band(GetGearMessage(CurrentHedgehog), bnot(gmAllStoppable)))
EndGame()
for i=1,#hhs do
SetState(hhs[i], gstWinner)
end
end
local function switchHedgehogText()
if CurrentHedgehog == hog_cappy then
ShowMission(loc("Basic Movement Training"), loc("Switch Hedgehog (3/3)"),
loc("This is Cappy.").."|"..
loc("To finish hedgehog selection, just do anything|with him, like walking."),
2, 20000)
else
local ctrl = ""
if INTERFACE == "desktop" then
ctrl = loc("Hit the “Switch Hedgehog” key until you have|selected Cappy, the hedgehog with the cap!").."|"..
loc("Switch hedgehog: [Tabulator]")
else
ctrl = loc("Tap the “rotating arrow” button on the left|until you have selected Cappy, the hedgehog with the cap!")
end
ShowMission(loc("Basic Movement Training"), loc("Switch Hedgehog (2/3)"),
loc("You have activated Switch Hedgehog!").."|"..
loc("The spinning arrows above your hedgehog show|which hedgehog is selected right now.").."|"..
ctrl, 2, 20000)
end
end
function onGearAdd(gear)
if GetGearType(gear) == gtSwitcher then
switcherGear = gear
switchHedgehogText()
end
end
function onGearDelete(gear)
local ctrl = ""
-- Switching done
if GetGearType(gear) == gtSwitcher then
switcherGear = nil
if CurrentHedgehog == hog_cappy then
ShowMission(loc("Basic Movement Training"), loc("Leap of Faith"),
loc("Good! You now control Cappy.").."|"..
loc("Collect the remaining crates to complete the training."),
2, 0)
else
if INTERFACE == "desktop" then
ctrl = loc("Open ammo menu: [Right click]").."|"..
loc("Attack: [Space]")
elseif INTERFACE == "touch" then
ctrl = loc("Open ammo menu: Tap the [Suitcase]").."|"..
loc("Attack: Tap the [Bomb]")
end
ShowMission(loc("Basic Movement Training"), loc("Switch Hedgehog (Failed!)"),
loc("Oops! You have selected the wrong hedgehog! Just try again.").."|"..
loc("Select “Switch Hedgehog” from the ammo menu and|hit the “Attack” key to proceed.").."|"..
ctrl, 2, 0)
end
-- Crate collected (or destroyed, but this should not be possible)
elseif gear == crates[1] then
if INTERFACE == "desktop" then
ctrl = loc("Long Jump: [Enter]")
elseif INTERFACE == "touch" then
ctrl = loc("Long Jump: Tap the [Curvy Arrow] button for long")
end
ShowMission(loc("Basic Movement Training"), loc("Jumping"),
loc("Get the next crate by jumping over the abyss.").."|"..
loc("Careful, hedgehogs can't swim!").."|"..
ctrl, 2, 5000)
elseif gear == crates[2] then
victory()
elseif gear == crates[4] then
if INTERFACE == "desktop" then
ctrl = loc("High Jump: [Backspace]").."|"..loc("Back Jump: [Backspace] ×2")
elseif INTERFACE == "touch" then
ctrl = loc("High Jump: Tap the [Curvy Arrow] shortly").."|"..loc("Back Jump: Double-tap the [Curvy Arrow]")
end
ShowMission(loc("Basic Movement Training"), loc("Back Jumping (1/2)"),
loc("For the next crate, you have to do back jumps.") .. "|" ..
loc("To reach higher ground, walk to a ledge, look to the left, then do a back jump.") .. "|" ..
ctrl, 2, 6600)
elseif gear == crates[7] then
if INTERFACE == "desktop" then
ctrl = loc("High Jump: [Backspace]").."|"..loc("Back Jump: [Backspace] ×2")
elseif INTERFACE == "touch" then
ctrl = loc("High Jump: Tap the [Curvy Arrow] shortly").."|"..loc("Back Jump: Double-tap the [Curvy Arrow]")
end
ShowMission(loc("Basic Movement Training"), loc("Back Jumping (2/2)"),
loc("To get over the next obstacles, keep some distance from the wall before you back jump.").."|"..
loc("Hint: To jump higher, wait a bit before you hit “High Jump” a second time.").."|"..
ctrl, 2, 15000)
elseif gear == crates[5] then
-- FIXME: Touch doesn't have precise aim yet :(
if INTERFACE == "desktop" then
ctrl = "|" ..
loc("You can also hold down the key for “Precise Aim” to prevent slipping.") .. "|" ..
loc("Precise Aim: [Left Shift]")
end
ShowMission(loc("Basic Movement Training"), loc("Walking on Ice"),
loc("These girders are slippery, like ice.").."|"..
loc("And you need to move to the top!").."|"..
loc("If you don't want to slip away, you have to keep moving!")..
ctrl, 2, 9000)
elseif gear == crates[6] then
-- FIXME: Touch doesn't have precise aim yet :(
if INTERFACE == "desktop" then
ctrl = "|" .. loc("Remember: Hold down [Left Shift] to prevent slipping")
end
ShowMission(loc("Basic Movement Training"), loc("A mysterious Box"),
loc("The next crate is an utility crate.").."|"..loc("What's in the box, you ask? Let's find out!")..
ctrl, 2, 6000)
elseif gear == crates[8] then
if INTERFACE == "desktop" then
ctrl = loc("Open ammo menu: [Right click]").."|"..
loc("Attack: [Space]")
elseif INTERFACE == "touch" then
ctrl = loc("Open ammo menu: Tap the [Suitcase]").."|"..
loc("Attack: Tap the [Bomb]")
end
ShowMission(loc("Basic Movement Training"), loc("Switch Hedgehog (1/3)"),
loc("You have collected the “Switch Hedgehog” utility!").."|"..
loc("This allows to select any hedgehog in your team!").."|"..
loc("Select “Switch Hedgehog” from the ammo menu and|hit the “Attack” key.").."|"..
ctrl, 2, 30000)
elseif gear == crates[3] then
ShowMission(loc("Basic Movement Training"), loc("Rubber"), loc("As you probably noticed, these rubber bands|are VERY elastic. Hedgehogs and many other|things will bounce off without taking any damage.").."|"..
loc("Now try to get out of this bounce house|and take the next crate."), 2, 8000)
elseif gear == crates[9] then
if INTERFACE == "desktop" then
ctrl = loc("Look around: [Mouse movement]") .. "|" ..
loc("Zoom: [Rotate mouse wheel]")
elseif INTERFACE == "touch" then
ctrl = loc("Look around: [Tap or swipe on the screen]") .. "|" ..
-- multi-touch gesture
loc("Zoom: [Pinch] with 2 fingers")
end
ShowMission(loc("Basic Movement Training"), loc("Health"), loc("You just got yourself some extra health.|The more health your hedgehogs have, the better!").."|"..
loc("The health of your current hedgehog|is shown at the top right corner.").."|"..
loc("Now go to the next crate.").."|"..
ctrl, 2, 11500)
elseif gear == crates[10] then
-- FIXME: This crate is unused in touch atm
ShowMission(loc("Basic Movement Training"), loc("Turning Around"),
loc("By the way, you can turn around without walking|by holding down Precise when you hit a walk control.").."|"..
loc("Get the final crate to the right to complete the training.").."|"..
loc("Turn around: [Left Shift] + [Left]/[Right]")
, 2, 8000)
end
end
function onGearDamage(gear)
if GetGearType(gear) == gtHedgehog and tookDamage == false and GetX(gear) > 1362 then
ShowMission(loc("Basic Movement Training"), loc("Fall Damage"), loc("Ouch! You just took fall damage.").."|"..
loc("Better get yourself another health crate to heal your wounds."), 2, 5000)
tookDamage = true
end
end
function onSwitch()
-- Update help while switching hogs
if switcherGear then
-- Delay for CurrentHedgehog to update
switchTextDelay = 1
end
end
local function firstMission()
-- Here we teach player must know how to show the current mission texts again.
-- We force the player to hit Attack before the actual training begins.
-- Later, the mission panel key is perma-shown as caption.
local ctrl = ""
if INTERFACE == "desktop" then
ctrl = loc("IMPORTANT: To see the mission panel again, hold the mission panel key.").."| |"..
loc("Note: This basic training assumes default controls.").."|"..
loc("Mission panel: [M]").."|"..
loc("Quit: [Esc]").."|"..
loc("Pause: [P]").."| |"..
loc("To begin with the training, hit the attack key!").."|"..
loc("Attack: [Space]")
elseif INTERFACE == "touch" then
ctrl = loc("IMPORTANT: To see the mission panel again, pause the game.").."| |"..
loc("Pause: Tap the [Pause] button").."| |"..
loc("To begin with the training, tap the attack button!").."|"..
loc("Attack: Tap the [Bomb]")
end
ShowMission(loc("Basic Movement Training"), loc("Mission Panel"),
loc("This is the mission panel.").."|"..
loc("Here you will find the current mission instructions.").."|"..
loc("Normally, the mission panel disappears after a few seconds.").."|"..
ctrl, 2, 900000, true)
-- TODO: This and other training missions are currently hardcoding control names.
-- This should be fixed eventually.
end
function onGameTick20()
if switchTextDelay > 0 then
switchTextDelay = switchTextDelay - 1
elseif switchTextDelay == 0 then
switchHedgehogText()
switchTextDelay = -1
end
if turnStarted and GameTime % 10000 == 0 and not missionPanelConfirmed then
-- Forces the first mission panel to be displayed without time limit
firstMission()
end
if missionPanelConfirmed then
missionPanelConfirmedTimer = missionPanelConfirmedTimer + 20
--[[ After confirming the initial mission panel,
show the mission panel key as permanent caption
so the player can't overlook or forget it. ]]
if missionPanelConfirmedTimer > 7000 then
if INTERFACE == "desktop" then
AddCaption(loc("Press [M] to see the mission texts"), capcolDefault, capgrpMessage2)
elseif INTERFACE == "touch" then
AddCaption(loc("Tap [Pause] to see the mission texts"), capcolDefault, capgrpMessage2)
end
end
end
end
function onGearResurrect(gear, vGear)
AddCaption(loc("Your hedgehog has been revived!"))
if gear == hog_cappy then
SetGearPosition(gear, 404, 1714)
elseif gear == hog_greenhorn then
SetGearPosition(gear, 401, 1850)
else
-- Generic teleport to Rhombus' cage
SetGearPosition(gear, 619, 1559)
end
if vGear then
SetVisualGearValues(vGear, GetX(gear), GetY(gear))
end
FollowGear(gear)
end
function onNewTurn()
SwitchHog(hog_greenhorn)
FollowGear(hog_greenhorn)
if not missionPanelConfirmed then
turnStarted = true
PlaySound(sndHello, hog_greenhorn)
firstMission()
end
end
function onAttack()
if not missionPanelConfirmed then
-- Mission panel confirmed, release controls
PlaySound(sndPlaced)
SetInputMask(0xFFFFFFFF)
SetSoundMask(sndYesSir, false)
PlaySound(sndYesSir, hog_greenhorn)
-- First mission: How to walk
ShowMission(loc("Basic Movement Training"), loc("First Steps"), loc("Complete the obstacle course.") .."|"..
loc("To begin, walk to the crate to the right.").."|"..
loc("Walk: [Left]/[Right]"), 2, 7000)
missionPanelConfirmed = true
end
end
function onGameStart()
-- Disable input to force player to confirm first message
SetInputMask(0)
SetSoundMask(sndYesSir, true)
LoadGearData()
ShowMission(loc("Basic Movement Training"), loc("Basic Training"), loc("Complete the obstacle course."), 1, 0)
FollowGear(hog_greenhorn)
end
|
local util = require("__bztitanium__.data-util");
if mods["modmashsplinter"] then
if mods["modmashsplinterresources"] then
util.remove_raw("recipe", "titanium-extraction-process")
data.raw.recipe["alien-enrichment-process-to-titanium-ore"].icons = {
{ icon = "__modmashsplinterresources__/graphics/icons/alien-ooze.png", icon_size = 64},
{ icon = "__bztitanium__/graphics/icons/titanium-ore.png", icon_size = 64, icon_mipmaps = 3, scale=0.25, shift= {8, 8}},
}
if mods["modmashsplinterenrichment"] then
data.raw.recipe["ore-enrichment-process-titanium-ore"].icons = {
{ icon = "__base__/graphics/icons/fluid/steam.png", icon_size = 64},
{ icon = "__bztitanium__/graphics/icons/titanium-ore.png", icon_size = 64, icon_mipmaps = 3, scale=0.25, shift= {8, 8}},
}
end
end
if mods["modmashsplinterrefinement"] then
local recipe = data.raw.recipe["titanium-ore-refined_to_plate"]
if recipe and recipe.ingredients then
for i, ingredient in ipairs(recipe.ingredients) do
if ingredient[1] and ingredient[1] == "titanium-ore-refined" then
ingredient[2] = 5
end
end
end
if recipe and recipe.normal and recipe.normal.ingredients then
for i, ingredient in ipairs(recipe.normal.ingredients) do
if ingredient[1] and ingredient[1] == "titanium-ore-refined" then
ingredient[2] = 5
end
end
end
if recipe and recipe.expensive and recipe.expensive.ingredients then
for i, ingredient in ipairs(recipe.expensive.ingredients) do
if ingredient[1] and ingredient[1] == "titanium-ore-refined" then
ingredient[2] =10
end
end
end
end
if mods["modmashsplinterlogistics"] then
util.replace_ingredient("regenerative-transport-belt", "steel-plate", util.me.titanium_plate)
util.replace_ingredient("regenerative-splitter", "steel-plate", util.me.titanium_plate)
util.replace_ingredient("regenerative-underground-belt-structure", "steel-plate", util.me.titanium_plate)
util.replace_ingredient("regenerative-mini-loader", "steel-plate", util.me.titanium_plate)
end
end
|
--- High-level database class.
--
-- Contains all of the high-level methods to manage databases. This module
-- should be used instead of the core modules when possible.
--
-- See the @{database.lua} example for more detail.
--
-- @classmod luchia.database
-- @author Chad Phillips
-- @copyright 2011-2015 Chad Phillips
require "luchia.conf"
local logger = require "luchia.core.log"
local log = logger.logger
local server = require "luchia.core.server"
local string = require "string"
local setmetatable = setmetatable
local _M = {}
--- Create a new database handler object.
--
-- @param server_params
-- Optional. A table of server connection parameters (identical to
-- <code>default.server</code> in @{luchia.conf}. If not provided, a server
-- object will be generated from the default server configuration.
-- @return A database handler object.
-- @usage db = luchia.database:new(server_params)
function _M.new(self, server_params)
local database = {}
database.server = server:new(server_params)
setmetatable(database, self)
self.__index = self
log:debug(string.format([[New database handler]]))
return database
end
--- Make a database-related request to the server.
--
-- @param self
-- @param method
-- Required. The HTTP method.
-- @param database_name
-- Required. The database name.
-- @return The following four values, in this order: response_data,
-- response_code, headers, status_code.
local function database_call(self, method, database_name)
if database_name then
local params = {
method = method,
path = database_name,
}
local response, response_code, headers, status = self.server:request(params)
return response, response_code, headers, status
else
log:error([[Database name is required]])
end
end
--- List all databases.
--
-- @return Same values as @{database_call}, response_data is a list of databases.
-- @usage db:list()
-- @see database_call
function _M:list()
return self:info("_all_dbs")
end
--- Get information on a database.
--
-- @param database_name
-- Required. The database to get info from.
-- @return Same values as @{database_call}, response_data is a table of database
-- information.
-- @usage db:info("example_database")
-- @see database_call
function _M:info(database_name)
return database_call(self, "GET", database_name)
end
--- Create a database.
--
-- @param database_name
-- Required. The database to create.
-- @return Same values as @{database_call}, response_data is a table of the
-- request result.
-- @usage db:create("example_database")
-- @see database_call
function _M:create(database_name)
return database_call(self, "PUT", database_name)
end
--- Delete a database.
--
-- @param database_name
-- Required. The database to delete.
-- @return Same values as @{database_call}, response_data is a table of the
-- request result.
-- @usage db:delete("example_database")
-- @see database_call
function _M:delete(database_name)
return database_call(self, "DELETE", database_name)
end
--- Check the response for success.
--
-- A convenience method to ensure a successful request.
--
-- @param response
-- Required. The response object returned from the server request.
-- @return true if the server responsed with an ok:true, false otherwise.
-- @usage operation_succeeded = db:response_ok(response)
function _M:response_ok(response)
return self.server:response_ok(response)
end
return _M
|
local new_player = require("player")
local new_obstacle_handler = require("obstacle_handler")
local collision = require("collision")
function new()
local player_list = {}
local obstacle_handler = new_obstacle_handler()
local function get_player(player_id)
for _, player in ipairs(player_list) do
if(player.get_id() == player_id) then
return player
end
end
return nil
end
local function add_player(player_id)
if(get_player(player_id) == nil) then
local player = new_player(player_id)
table.insert(player_list, player)
end
end
local function remove_player(index)
player = player_list[index]
local player_channels = {
"lages_movement_x_" .. player.get_id(),
"lages_movement_y_" .. player.get_id(),
}
table.remove(player_list, index)
server.mqtt:unsubscribe(player_channels)
end
local function check_collisions()
local obstacle_list = obstacle_handler.get_obstacle_list()
for player_index, player in ipairs(player_list) do
player.update()
for obstacle_index, obstacle in ipairs(obstacle_list) do
if(collision.circle(player.get_x(), player.get_y(), player.get_radius(), obstacle.get_x(), obstacle.get_y(), obstacle.get_radius())) then
remove_player(player_index)
table.remove(obstacle_list, obstacle_index)
end
end
end
end
local function update(dt)
local now = love.timer.getTime()
check_collisions()
if(#player_list > 0) then
if(obstacle_handler.is_time_to_spawn(now)) then
obstacle_handler.spawn()
end
obstacle_handler.reduce_spawn_time(dt)
end
if(#player_list == 0) then
obstacle_handler.reset()
end
obstacle_handler.update(dt)
end
local function draw()
for _, player in ipairs(player_list) do
player.draw()
end
obstacle_handler.draw()
end
return {
add_player = add_player,
get_player = get_player,
update = update,
draw = draw,
}
end
return new
|
--
-- Created by IntelliJ IDEA.
-- User: RJ
-- Date: 03/02/14
-- Time: 09:28
-- To change this template use File | Settings | File Templates.
--
require "ISUI/ISCollapsableWindow"
require "ISUI/ISRichTextPanel"
require "ISUI/ISButton"
require "ISUI/ISTabPanel"
---@class ISChat : ISCollapsableWindow
ISChat = ISCollapsableWindow:derive("ISChat");
ISChat.maxLine = 50;
ISChat.focused = false;
ISChat.allChatStreams = {}
ISChat.allChatStreams[1] = {name = "say", command = "/say ", shortCommand = "/s ", tabID = 1};
ISChat.allChatStreams[2] = {name = "yell", command = "/yell ", shortCommand = "/y ", tabID = 1};
ISChat.allChatStreams[3] = {name = "whisper", command = "/whisper ", shortCommand = "/w ", tabID = 1};
ISChat.allChatStreams[4] = {name = "faction", command = "/faction ", shortCommand = "/f ", tabID = 1};
ISChat.allChatStreams[5] = {name = "safehouse", command = "/safehouse ", shortCommand = "/sh ", tabID = 1};
ISChat.allChatStreams[6] = {name = "general", command = "/all ", tabID = 1};
ISChat.allChatStreams[7] = {name = "admin", command = "/admin ", shortCommand = "/a ", tabID = 2};
ISChat.defaultTabStream = {}
ISChat.defaultTabStream[1] = ISChat.allChatStreams[1];
ISChat.defaultTabStream[2] = ISChat.allChatStreams[7];
-- default min and max opaque values
ISChat.minControlOpaque = 0.5; -- a value
ISChat.minGeneralOpaque = 0.0; -- a value, not percentage
ISChat.maxGeneralOpaque = 1.0; -- a value, not percentage
ISChat.minTextEntryOpaque = 0.3;
ISChat.maxTextEntryOpaque = 1.0;
ISChat.minTextOpaque = 0.8;
-- elements name
ISChat.textEntryName = "chat text entry"
ISChat.tabPanelName = "chat tab panel"
ISChat.yResizeWidgetName = "chat bottom y resize widget"
ISChat.xyResizeWidgetName = "chat xy resize widget"
ISChat.closeButtonName = "chat close button"
ISChat.lockButtonName = "chat lock button"
ISChat.gearButtonName = "chat gear button"
ISChat.textPanelName = "chat text element"
ISChat.windowName = "chat window"
function ISChat:initialise()
self:setUIName(ISChat.windowName);
ISCollapsableWindow.initialise(self);
self.showTimestamp = getCore():isOptionShowChatTimestamp();
self.showTitle = getCore():isOptionShowChatTitle();
self.minOpaque = getCore():getOptionMinChatOpaque(); -- in percentage
self.maxOpaque = getCore():getOptionMaxChatOpaque(); -- in percentage
self.fadeTime = getCore():getOptionChatFadeTime();
self.chatFont = getCore():getOptionChatFontSize();
self.opaqueOnFocus = getCore():getOptionChatOpaqueOnFocus();
self:initFade(self.fadeTime);
self.fade:update();
self.backgroundColor.a = self.maxOpaque * ISChat.maxGeneralOpaque;
self.pin = true;
self.borderColor.a = 0.0;
end
ISChat.initChat = function()
local instance = ISChat.instance;
if instance.tabCnt == 1 then
instance.chatText:setVisible(false);
instance:removeChild(instance.chatText);
instance.chatText = nil;
elseif instance.tabCnt > 1 then
instance.panel:setVisible(false);
for i = 1, instance.tabCnt do
instance.panel:removeView(instance.tabs[i])
end
end
instance.tabCnt = 0;
instance.tabs = {}
instance.currentTabID = 0;
end
function ISChat:createChildren()
--window stuff
-- Do corner x + y widget
local rh = self:resizeWidgetHeight()
local resizeWidget = ISResizeWidget:new(self.width-rh, self.height-rh, rh, rh, self);
resizeWidget:initialise();
resizeWidget.onMouseDown = ISChat.onMouseDown;
resizeWidget.onMouseUp = ISChat.onMouseUp;
resizeWidget:setVisible(self.resizable)
resizeWidget:bringToTop();
resizeWidget:setUIName(ISChat.xyResizeWidgetName);
self:addChild(resizeWidget);
self.resizeWidget = resizeWidget;
-- Do bottom y widget
local resizeWidget2 = ISResizeWidget:new(0, self.height-rh, self.width-rh, rh, self, true);
resizeWidget2.anchorLeft = true;
resizeWidget2.anchorRight = true;
resizeWidget2:initialise();
resizeWidget2.onMouseDown = ISChat.onMouseDown;
resizeWidget2.onMouseUp = ISChat.onMouseUp;
resizeWidget2:setVisible(self.resizable);
resizeWidget2:setUIName(ISChat.yResizeWidgetName);
self:addChild(resizeWidget2);
self.resizeWidget2 = resizeWidget2;
-- close button
local th = self:titleBarHeight()
self.closeButton = ISButton:new(3, 0, th, th, "", self, self.close);
self.closeButton:initialise();
self.closeButton.borderColor.a = 0.0;
self.closeButton.backgroundColor.a = 0;
self.closeButton.backgroundColorMouseOver.a = 0;
self.closeButton:setImage(self.closeButtonTexture);
self.closeButton:setUIName(ISChat.closeButtonName);
self:addChild(self.closeButton);
-- lock button
self.lockButton = ISButton:new(self.width - 19, 0, th, th, "", self, ISChat.pin);
self.lockButton.anchorRight = true;
self.lockButton.anchorLeft = false;
self.lockButton:initialise();
self.lockButton.borderColor.a = 0.0;
self.lockButton.backgroundColor.a = 0;
self.lockButton.backgroundColorMouseOver.a = 0;
if self.locked then
self.lockButton:setImage(self.chatLockedButtonTexture);
else
self.lockButton:setImage(self.chatUnLockedButtonTexture);
end
self.lockButton:setUIName(ISChat.lockButtonName);
self:addChild(self.lockButton);
self.lockButton:setVisible(true);
--gear button
self.gearButton = ISButton:new(self.lockButton:getX() - th / 2 - th, 1, th, th, "", self, ISChat.onGearButtonClick);
self.gearButton.anchorRight = true;
self.gearButton.anchorLeft = false;
self.gearButton:initialise();
self.gearButton.borderColor.a = 0.0;
self.gearButton.backgroundColor.a = 0;
self.gearButton.backgroundColorMouseOver.a = 0;
self.gearButton:setImage(getTexture("media/ui/Panel_Icon_Gear.png"));
self.gearButton:setUIName(ISChat.gearButtonName);
self:addChild(self.gearButton);
self.gearButton:setVisible(true);
--general stuff
self.minimumHeight = 90;
self.minimumWidth = 200;
self:setResizable(true);
self:setDrawFrame(true);
self:addToUIManager();
self.tabs = {};
self.tabCnt = 0;
self.btnHeight = 25;
self.currentTabID = 0;
self.inset = 2
self.fontHgt = getTextManager():getFontFromEnum(UIFont.Medium):getLineHeight();
--text entry stuff
local inset, EdgeSize, fontHgt = self.inset, 5, self.fontHgt;
-- EdgeSize must match UITextBox2.EdgeSize
local height = EdgeSize * 2 + fontHgt
self.textEntry = ISTextEntryBox:new("", inset, self:getHeight() - 8 - inset - height, self:getWidth() - inset * 2, height);
self.textEntry.font = UIFont.Medium
self.textEntry:initialise();
self.textEntry:instantiate();
self.textEntry.backgroundColor = {r=0, g=0, b=0, a=0.5};
self.textEntry.borderColor = {r=1, g=1, b=1, a=0.0};
self.textEntry:setHasFrame(true)
self.textEntry:setAnchorTop(false);
self.textEntry:setAnchorBottom(true);
self.textEntry:setAnchorRight(true);
self.textEntry.onCommandEntered = ISChat.onCommandEntered;
self.textEntry.onTextChange = ISChat.onTextChange;
self.textEntry.onPressDown = ISChat.onPressDown;
self.textEntry.onPressUp = ISChat.onPressUp;
self.textEntry.onOtherKey = ISChat.onOtherKey
self.textEntry.onClick = ISChat.onMouseDown;
self.textEntry:setUIName(ISChat.textEntryName); -- need to be right this. If it will empty or another then focus will lost on click in chat
self.textEntry:setHasFrame(true);
self:addChild(self.textEntry)
ISChat.maxTextEntryOpaque = self.textEntry:getFrameAlpha();
--tab panel stuff
local panelHeight = self.textEntry:getY() - self:titleBarHeight() - self.inset;
self.panel = ISTabPanel:new(0, self:titleBarHeight(), self.width - inset, panelHeight);
self.panel:initialise();
self.panel.borderColor = { r = 0, g = 0, b = 0, a = 0};
self.panel.onActivateView = ISChat.onActivateView;
self.panel.target = self;
self.panel:setAnchorTop(true);
self.panel:setAnchorLeft(true);
self.panel:setAnchorRight(true);
self.panel:setAnchorBottom(true);
self.panel:setEqualTabWidth(false);
self.panel:setVisible(false);
self.panel.onRightMouseUp = ISChat.onRightMouseUp;
self.panel.onRightMouseDown = ISChat.onRightMouseDown;
self.panel.onMouseUp = ISChat.onMouseUp;
self.panel.onMouseDown = ISChat.ISTabPanelOnMouseDown;
self.panel:setUIName(ISChat.tabPanelName);
self:addChild(self.panel);
self:bringToTop();
self.textEntry:bringToTop();
self.minimumWidth = self.panel:getWidthOfAllTabs() + 2 * inset;
self.minimumHeight = self.textEntry:getHeight() + self:titleBarHeight() + 2 * inset + self.panel.tabHeight + fontHgt * 4;
self:unfocus();
self.mutedUsers = {}
end
function ISChat:setDrawFrame(visible)
self.background = visible
self.drawFrame = visible
if self.closeButton then
self.closeButton:setVisible(visible)
end
end
function ISChat:collapse()
self.pin = false;
self.lockButton:setVisible(true);
end
function ISChat:close()
if not self.locked then
ISCollapsableWindow.close(self);
end
end
function ISChat:pin()
self.locked = not self.locked;
ISChat.focused = not self.locked;
if self.locked then
self.lockButton:setImage(self.chatLockedButtonTexture);
else
self.lockButton:setImage(self.chatUnLockedButtonTexture);
end
end
function ISChat:onGearButtonClick()
local context = ISContextMenu.get(0, self:getAbsoluteX() + self:getWidth() / 2, self:getAbsoluteY() + self.gearButton:getY())
local timestampOptionName = getText("UI_chat_context_enable_timestamp");
if self.showTimestamp then
timestampOptionName = getText("UI_chat_context_disable_timestamp");
end
context:addOption(timestampOptionName, ISChat.instance, ISChat.onToggleTimestampPrefix)
local tagOptionName = getText("UI_chat_context_enable_tags");
if self.showTitle then
tagOptionName = getText("UI_chat_context_disable_tags");
end
context:addOption(tagOptionName, ISChat.instance, ISChat.onToggleTagPrefix)
local fontSizeOption = context:addOption(getText("UI_chat_context_font_submenu_name"), ISChat.instance);
local fontSubMenu = context:getNew(context);
context:addSubMenu(fontSizeOption, fontSubMenu);
fontSubMenu:addOption(getText("UI_chat_context_font_small"), ISChat.instance, ISChat.onFontSizeChange, "small");
fontSubMenu:addOption(getText("UI_chat_context_font_medium"), ISChat.instance, ISChat.onFontSizeChange, "medium");
fontSubMenu:addOption(getText("UI_chat_context_font_large"), ISChat.instance, ISChat.onFontSizeChange, "large");
if self.chatFont == "small" then
fontSubMenu:setOptionChecked(fontSubMenu.options[1], true)
elseif self.chatFont == "medium" then
fontSubMenu:setOptionChecked(fontSubMenu.options[2], true)
elseif self.chatFont == "large" then
fontSubMenu:setOptionChecked(fontSubMenu.options[3], true)
end
local minOpaqueOption = context:addOption(getText("UI_chat_context_opaque_min"), ISChat.instance);
local minOpaqueSubMenu = context:getNew(context);
context:addSubMenu(minOpaqueOption, minOpaqueSubMenu);
local opaques = {0, 0.25, 0.5, 0.75, 1};
for i = 1, #opaques do
if logTo01(opaques[i]) <= self.maxOpaque then
local option = minOpaqueSubMenu:addOption((opaques[i] * 100) .. "%", ISChat.instance, ISChat.onMinOpaqueChange, opaques[i])
local current = math.floor(self.minOpaque * 1000)
local value = math.floor(logTo01(opaques[i]) * 1000)
if current == value then
minOpaqueSubMenu:setOptionChecked(option, true)
end
end
end
local maxOpaqueOption = context:addOption(getText("UI_chat_context_opaque_max"), ISChat.instance);
local maxOpaqueSubMenu = context:getNew(context);
context:addSubMenu(maxOpaqueOption, maxOpaqueSubMenu);
for i = 1, #opaques do
if logTo01(opaques[i]) >= self.minOpaque then
local option = maxOpaqueSubMenu:addOption((opaques[i] * 100) .. "%", ISChat.instance, ISChat.onMaxOpaqueChange, opaques[i])
local current = math.floor(self.maxOpaque * 1000)
local value = math.floor(logTo01(opaques[i]) * 1000)
if current == value then
maxOpaqueSubMenu:setOptionChecked(option, true)
end
end
end
local fadeTimeOption = context:addOption(getText("UI_chat_context_opaque_fade_time_submenu_name"), ISChat.instance);
local fadeTimeSubMenu = context:getNew(context);
context:addSubMenu(fadeTimeOption, fadeTimeSubMenu);
local availFadeTime = {0, 1, 2, 3, 5, 10};
local option = fadeTimeSubMenu:addOption(getText("UI_chat_context_disable"), ISChat.instance, ISChat.onFadeTimeChange, 0)
if 0 == self.fadeTime then
fadeTimeSubMenu:setOptionChecked(option, true)
end
for i = 2, #availFadeTime do
local time = availFadeTime[i];
option = fadeTimeSubMenu:addOption(time .. " s", ISChat.instance, ISChat.onFadeTimeChange, time)
if time == self.fadeTime then
fadeTimeSubMenu:setOptionChecked(option, true)
end
end
local opaqueOnFocusOption = context:addOption(getText("UI_chat_context_opaque_on_focus"), ISChat.instance);
local opaqueOnFocusSubMenu = context:getNew(context);
context:addSubMenu(opaqueOnFocusOption, opaqueOnFocusSubMenu);
opaqueOnFocusSubMenu:addOption(getText("UI_chat_context_disable"), ISChat.instance, ISChat.onFocusOpaqueChange, false)
opaqueOnFocusSubMenu:addOption(getText("UI_chat_context_enable"), ISChat.instance, ISChat.onFocusOpaqueChange, true)
opaqueOnFocusSubMenu:setOptionChecked(opaqueOnFocusSubMenu.options[self.opaqueOnFocus and 2 or 1], true)
end
function ISChat:createTab()
local chatY = self:titleBarHeight() + self.btnHeight + 2 * self.inset;
local chatHeight = self.textEntry:getY() - chatY;
local chatText = ISRichTextPanel:new(0, chatY, self:getWidth(), chatHeight);
chatText.maxLines = 500
chatText:initialise();
chatText.background = false;
chatText:setAnchorBottom(true);
chatText:setAnchorRight(true);
chatText:setAnchorTop(true);
chatText:setAnchorLeft(true);
chatText.log = {};
chatText.logIndex = 0;
chatText.marginTop = 2
chatText.marginBottom = 0
chatText.onRightMouseUp = nil;
chatText.render = ISChat.render_chatText
chatText.autosetheight = false;
chatText:addScrollBars();
chatText.vscroll:setVisible(false);
chatText.vscroll.background = false;
chatText:ignoreHeightChange()
chatText:setVisible(false);
chatText.chatTextLines = {};
chatText.chatMessages = {};
chatText.onRightMouseUp = ISChat.onRightMouseUp;
chatText.onRightMouseDown = ISChat.onRightMouseDown;
chatText.onMouseUp = ISChat.onMouseUp;
chatText.onMouseDown = ISChat.onMouseDown;
return chatText;
end
function ISChat:initFade(durationInS)
self.fade:init(durationInS * 1000, true);
end
function ISChat:calcAlpha(defaultMin, defaultMax, fraction)
-- default min/max value is not percentage! It's just [0,1] alpha value.
-- The self.maxOpaque is current percentage of min/max alpha. self.maxOpaque assigned by player in context chat menu
local newMinAlpha = defaultMin + self.minOpaque * (defaultMax - defaultMin);
local newMaxAlpha = defaultMin + self.maxOpaque * (defaultMax - defaultMin); -- same as previous
return newMinAlpha + fraction * (newMaxAlpha - newMinAlpha);
end
function ISChat:makeFade(fraction)
local min, max = ISChat.minGeneralOpaque, ISChat.maxGeneralOpaque;
local alpha = self:calcAlpha(min, max, fraction);
self.backgroundColor.a = alpha;
min = ISChat.minTextOpaque;
alpha = self:calcAlpha(min, max, fraction);
self.chatText:setContentTransparency(alpha)
if self.tabCnt > 1 then
self.panel:setTextTransparency(alpha);
end
min = ISChat.minControlOpaque;
alpha = self:calcAlpha(min, max, fraction);
self.widgetTextureColor.a = alpha;
self.closeButton.textureColor.a = alpha;
self.lockButton.textureColor.a = alpha;
self.gearButton.textureColor.a = alpha;
if self.tabCnt > 1 then
self.panel:setTabsTransparency(alpha);
end
max = ISChat.maxTextEntryOpaque;
min = ISChat.minTextEntryOpaque;
alpha = self:calcAlpha(min, max, fraction);
self.textEntry:setFrameAlpha(alpha);
self.textEntry.backgroundColor.a = alpha;
end
function ISChat:prerender()
ISChat.instance = self
self.gearButton.onclick = self.onGearButtonClick
self:setDrawFrame(true)
if not ISChat.focused then
self.fade:update();
end
self:makeFade(self.fade:fraction());
local a = self.backgroundColor.a;
local r, g, b = self.backgroundColor.r, self.backgroundColor.g, self.backgroundColor.b;
self:drawRect(0, 0, self:getWidth(), self:getHeight(), a, r, g, b);
local th = self:titleBarHeight()
local titlebarAlpha = self:calcAlpha(ISChat.minControlOpaque, ISChat.maxGeneralOpaque, self.fade:fraction());
self:drawTextureScaled(self.titlebarbkg, 2, 1, self:getWidth() - 4, th - 2, titlebarAlpha, 1, 1, 1);
if self.servermsg then
local x = getCore():getScreenWidth() / 2 - self:getX()
local y = getCore():getScreenHeight() / 4 - self:getY();
self:drawTextCentre(self.servermsg, x, y, 1, 0.1, 0.1, 1, UIFont.Title);
self.servermsgTimer = self.servermsgTimer - UIManager.getMillisSinceLastRender();
if self.servermsgTimer < 0 then
self.servermsg = nil;
self.servermsgTimer = 0;
end
end
end
function ISChat:render()
ISCollapsableWindow.render(self);
end
function ISChat:render_chatText()
self:setStencilRect(0, 0, self.width, self.height)
ISRichTextPanel.render(self)
self:clearStencilRect()
end
function ISChat:onContextClear()
self.chatText.chatTextLines = {}
self.chatText.text = ""
self.chatText:paginate()
end
function ISChat:logChatCommand(command)
self.chatText.logIndex = 0;
if command and command ~= "" then
local newLog = {};
table.insert(newLog, command);
for i,v in ipairs(self.chatText.log) do
table.insert(newLog, v);
if i > 20 then
break;
end
end
self.chatText.log = newLog;
end
end
function ISChat:onCommandEntered()
local command = ISChat.instance.textEntry:getText();
local chat = ISChat.instance;
ISChat.instance:unfocus();
if not command or command == "" then
return;
end
local commandProcessed = false;
local chatCommand;
local chatStreamName;
for _, stream in ipairs(ISChat.allChatStreams) do
chatCommand = nil;
if luautils.stringStarts(command, stream.command) then
chatCommand = stream.command;
elseif stream.shortCommand and luautils.stringStarts(command, stream.shortCommand) then
chatCommand = stream.shortCommand;
end
if chatCommand then
if chat.currentTabID ~= stream.tabID then
showWrongChatTabMessage(chat.currentTabID - 1, stream.tabID - 1, chatCommand); -- from one-based to zero-based
commandProcessed = true;
break;
end
chat.chatText.lastChatCommand = chatCommand;
local originalCommand = command;
command = string.sub(command, #chatCommand);
if command ~= "" and command ~= " " then
chat:logChatCommand(originalCommand);
end
chatStreamName = stream.name;
break;
end
end
if not chatCommand then
if luautils.stringStarts(command, "/") then
SendCommandToServer(command);
chat:logChatCommand(command);
commandProcessed = true;
else
local defaultStream = ISChat.defaultTabStream[chat.currentTabID];
chatStreamName = defaultStream.name;
chat:logChatCommand(command);
end
end
if not commandProcessed then
if chatStreamName == "yell" then
processShoutMessage(command);
elseif chatStreamName == "whisper" then
local username = proceedPM(command);
chat.chatText.lastChatCommand = chat.chatText.lastChatCommand .. username .. " ";
elseif chatStreamName == "faction" then
proceedFactionMessage(command);
elseif chatStreamName == "safehouse" then
processSafehouseMessage(command);
elseif chatStreamName == "admin" then
processAdminChatMessage(command);
elseif chatStreamName == "say" then
processSayMessage(command);
elseif chatStreamName == "general" then
processGeneralMessage(command);
end
end
doKeyPress(false);
ISChat.instance.timerTextEntry = 20;
end
function ISChat.onOtherKey(key)
if key == Keyboard.KEY_ESCAPE then
ISChat.instance:unfocus();
end
end
ISChat.onSwitchStream = function()
if ISChat.focused then
local curTxtPanel = ISChat.instance.chatText
local chatStreams = curTxtPanel.chatStreams;
for i = 0, #chatStreams do
curTxtPanel.streamID = curTxtPanel.streamID % #chatStreams + 1;
if checkPlayerCanUseChat(chatStreams[curTxtPanel.streamID].command) then
break;
end
end
ISChat.instance.textEntry:setText(chatStreams[curTxtPanel.streamID].command);
end
end
ISChat.onTextChange = function()
local t = ISChat.instance.textEntry;
local internalText = t:getInternalText();
if ISChat.instance.chatText.lastChatCommand ~= nil then
for _, chat in ipairs(ISChat.instance.chatText.chatStreams) do
local prefix;
if chat.command and luautils.stringStarts(internalText, chat.command) then
prefix = chat.command;
elseif chat.shortCommand and luautils.stringStarts(internalText, chat.shortCommand) then
prefix = chat.shortCommand;
end
if prefix then
if string.sub(t:getText(), prefix:len() + 1, t:getText():len()):len() <= 5
and luautils.stringStarts(internalText, "/")
and luautils.stringEnds(internalText, "/") then
t:setText("/");
return;
end
end
end
if t:getText():len() <= 5 and luautils.stringEnds(internalText, "/") then
t:setText("/");
return;
end
end
end
function ISChat:focus()
self:setVisible(true);
ISChat.focused = true;
self.textEntry:setEditable(true);
self.textEntry:focus();
self.textEntry:ignoreFirstInput();
self.textEntry:setText(self.chatText.lastChatCommand);
self.fade:reset();
self.fade:update(); --reset fraction to start value
end
function ISChat:unfocus()
self.textEntry:unfocus();
self.textEntry:setText("");
if ISChat.focused then
self.fade:reset(); -- to begin fade. unfocus called when element was unfocused also.
end
ISChat.focused = false;
self.textEntry:setEditable(false);
end
function ISChat:updateChatPrefixSettings()
updateChatSettings(self.chatFont, self.showTimestamp, self.showTitle);
for tabNumber, chatText in ipairs(self.tabs) do
chatText.text = "";
local newText = "";
chatText.chatTextLines = {};
for i,msg in ipairs(chatText.chatMessages) do
local line = msg:getTextWithPrefix() .. " <LINE> ";
table.insert(chatText.chatTextLines, line);
if i == #chatText.chatMessages then
line = string.gsub(line, " <LINE> $", "")
end
newText = newText .. line;
end
chatText.text = newText;
chatText:paginate();
end
end
ISChat.onToggleTimestampPrefix = function()
local chat = ISChat.instance;
chat.showTimestamp = not chat.showTimestamp;
if chat.showTimestamp then
print("timestamp enabled");
else
print("timestamp disabled");
end
chat:updateChatPrefixSettings();
end
ISChat.onToggleTagPrefix = function()
local chat = ISChat.instance;
chat.showTitle = not chat.showTitle;
if chat.showTitle then
print("tags enabled");
else
print("tags disabled");
end
chat:updateChatPrefixSettings();
end
ISChat.onFontSizeChange = function(target, value)
if target.chatFont == value then
return;
end
target.chatFont = value;
target:updateChatPrefixSettings();
print("Font size switched to " .. value);
end
ISChat.onMinOpaqueChange = function(target, value)
target.minOpaque = logTo01(value);
target.backgroundColor.a = target.maxOpaque;
getCore():setOptionMinChatOpaque(target.minOpaque);
end
ISChat.onMaxOpaqueChange = function(target, value)
target.maxOpaque = logTo01(value);
target.backgroundColor.a = target.maxOpaque;
getCore():setOptionMaxChatOpaque(target.maxOpaque);
end
ISChat.onFadeTimeChange = function(target, value)
target.fadeTime = value;
target:initFade(target.fadeTime);
getCore():setOptionChatFadeTime(value);
end
ISChat.onFocusOpaqueChange = function(target, value)
target.opaqueOnFocus = value;
getCore():setOptionChatOpaqueOnFocus(value);
end
ISChat.addLineInChat = function(message, tabID)
local line = message:getTextWithPrefix();
if message:isServerAlert() then
ISChat.instance.servermsg = "";
if message:isShowAuthor() then
ISChat.instance.servermsg = message:getAuthor() .. ": ";
end
ISChat.instance.servermsg = ISChat.instance.servermsg .. message:getText();
ISChat.instance.servermsgTimer = 5000;
--return;
end
if user and ISChat.instance.mutedUsers[user] then return end
if not ISChat.instance.chatText then
ISChat.instance.chatText = ISChat.instance.defaultTab;
ISChat.instance:onActivateView();
end
local chatText;
for i,tab in ipairs(ISChat.instance.tabs) do
if tab and tab.tabID == tabID then
chatText = tab;
break;
end
end
if chatText.tabTitle ~= ISChat.instance.chatText.tabTitle then
local alreadyExist = false;
for i,blinkedTab in ipairs(ISChat.instance.panel.blinkTabs) do
if blinkedTab == chatText.tabTitle then
alreadyExist = true;
break;
end
end
if alreadyExist == false then
table.insert(ISChat.instance.panel.blinkTabs, chatText.tabTitle);
end
end
local vscroll = chatText.vscroll
local scrolledToBottom = (chatText:getScrollHeight() <= chatText:getHeight()) or (vscroll and vscroll.pos == 1)
if #chatText.chatTextLines > ISChat.maxLine then
local newLines = {};
for i,v in ipairs(chatText.chatTextLines) do
if i ~= 1 then
table.insert(newLines, v);
end
end
table.insert(newLines, line .. " <LINE> ");
chatText.chatTextLines = newLines;
else
table.insert(chatText.chatTextLines, line .. " <LINE> ");
end
chatText.text = "";
local newText = "";
for i,v in ipairs(chatText.chatTextLines) do
if i == #chatText.chatTextLines then
v = string.gsub(v, " <LINE> $", "")
end
newText = newText .. v;
end
chatText.text = newText;
table.insert(chatText.chatMessages, message);
chatText:paginate();
if scrolledToBottom then
chatText:setYScroll(-10000);
end
end
ISChat.onToggleChatBox = function(key)
if ISChat.instance==nil then return; end
if key == getCore():getKey("Toggle chat") or key == getCore():getKey("Alt toggle chat") then
ISChat.instance:focus();
end
local chat = ISChat.instance;
if key == getCore():getKey("Switch chat stream") then
chat.currentTabID = chat.currentTabID % chat.tabCnt + 1;
chat.panel:activateView(chat.tabs[chat.currentTabID].tabTitle);
ISChat.instance:onActivateView();
end
end
ISChat.onKeyKeepPressed = function(key)
if ISChat.instance==nil then return; end
end
function ISChat:calcTabSize()
if ISChat.instance.tabCnt == 0 then
return {width = self.width, height = self.textEntry:getY() - self.panel:getY()};
elseif ISChat.instance.tabCnt > 0 then
return {width = self.panel.width, height = self.panel.height - self.panel.tabHeight - 1};
end
end
function ISChat:calcTabPos()
if ISChat.instance.tabCnt == 0 then
return {x = 0, y = self:titleBarHeight() + self.inset};
else
return {x = 0, y = self:titleBarHeight() + self.btnHeight + 2 * self.inset};
end
end
ISChat.onTabAdded = function(tabTitle, tabID)
local chat = ISChat.instance;
local newTab = chat:createTab();
newTab.parent = chat;
newTab.tabTitle = tabTitle;
newTab.tabID = tabID;
newTab.streamID = 1;
newTab.chatStreams = {}
for _, stream in ipairs(ISChat.allChatStreams) do
if stream.tabID == tabID + 1 then --tabID is zero-based index but stream.tabID is one-based index.
table.insert(newTab.chatStreams, stream)
end
end
newTab.lastChatCommand = newTab.chatStreams[newTab.streamID].command;
newTab:setUIName("chat text panel with title '" .. tabTitle .. "'");
local pos = chat:calcTabPos();
local size = chat:calcTabSize();
newTab:setY(pos.y);
newTab:setHeight(size.height);
newTab:setWidth(size.width);
if chat.tabCnt == 0 then
chat:addChild(newTab);
chat.chatText = newTab;
chat.chatText:setVisible(true);
end
if chat.tabCnt == 1 then
chat.panel:setVisible(true);
chat.chatText:setY(pos.y);
chat.chatText:setHeight(size.height);
chat.chatText:setWidth(size.width);
chat:removeChild(chat.chatText);
chat.panel:addView(chat.chatText.tabTitle, chat.chatText);
end
if chat.tabCnt >= 1 then
chat.panel:addView(tabTitle, newTab);
chat.minimumWidth = chat.panel:getWidthOfAllTabs() + 2 * chat.inset;
end
table.insert(chat.tabs, newTab);
chat.tabCnt = chat.tabCnt + 1;
end
ISChat.onTabRemoved = function(tabTitle, tabID)
local foundedTab;
for i,tab in ipairs(ISChat.instance.tabs) do
if tabID == tab.tabID then
foundedTab = tab;
table.remove(ISChat.instance.tabs, i);
break;
end
end
if ISChat.instance.tabCnt > 1 then
for i,blinkedTab in ipairs(ISChat.instance.panel.blinkTabs) do
if tabTitle == blinkedTab then
table.remove(ISChat.instance.panel.blinkTabs, i);
break;
end
end
ISChat.instance.panel:removeView(foundedTab);
ISChat.instance.minimumWidth = ISChat.instance.panel:getWidthOfAllTabs() + 2 * ISChat.instance.inset;
end
ISChat.instance.tabCnt = ISChat.instance.tabCnt - 1;
if ISChat.instance.tabCnt == 1 then
local lastTab = ISChat.instance.tabs[1];
ISChat.instance.panel:setVisible(false);
ISChat.instance.panel:removeView(lastTab);
ISChat.instance.chatText = lastTab;
ISChat.instance:addChild(ISChat.instance.chatText);
ISChat.instance.chatText:setVisible(true);
end
ISChat.instance:onActivateView();
end
ISChat.onSetDefaultTab = function(defaultTabTitle)
for i,v in ipairs(ISChat.instance.tabs) do
if v.tabTitle == defaultTabTitle then
ISChat.instance.defaultTab = v;
ISChat.instance.currentTabID = i;
ISChat.instance.chatText = v;
ISChat.instance:onActivateView();
return;
end
end
ISChat.instance.defaultTab = nil;
end
function ISChat:onActivateView()
if self.tabCnt > 1 then
self.chatText = self.panel.activeView.view;
end
for i,blinkedTab in ipairs(self.panel.blinkTabs) do
if self.chatText.tabTitle and self.chatText.tabTitle == blinkedTab then
table.remove(self.panel.blinkTabs, i);
break;
end
end
for i,tab in ipairs(self.tabs) do
if tab.tabTitle == self.chatText.tabTitle then
self.currentTabID = i;
break;
end
end
focusOnTab(self.chatText.tabID)
end
function ISChat:new (x, y, width, height)
local o = {}
--o.data = {}
o = ISCollapsableWindow:new(x, y, width, height);
setmetatable(o, self)
self.__index = self
o.x = x;
o.y = y;
o.borderColor = {r=1, g=1, b=1, a=0.7};
o.backgroundColor = {r=0, g=0, b=0, a=1};
o.width = width;
o.height = height;
o.anchorLeft = true;
o.anchorRight = false;
o.anchorTop = true;
o.anchorBottom = false;
o.onRightMouseUp = nil;
o.prevBtnTxt = getTexture("media/ui/sGuidePrevBtn.png");
o.nextBtnTxt = getTexture("media/ui/sGuideNextBtn.png");
o.closeBtnTxt = getTexture("media/ui/sGuideCloseBtn.png");
o.chatLockedButtonTexture = getTexture("media/ui/lock.png");
o.chatUnLockedButtonTexture = getTexture("media/ui/lockOpen.png");
o.background = true;
o.timerTextEntry = 0;
o.servermsg = "";
o.servermsgTimer = 0;
o.showTimestamp = true;
o.showTitle = true;
o.chatFont = "medium";
o.fadeTime = 0;
o.minOpaque = 1; -- in percentage
o.maxOpaque = 1; -- in percentage
o.opaqueOnFocus = true;
o.backgroundColor.a = 1.0 * o.maxOpaque;
o.fade = UITransition.new()
o.fade:setIgnoreUpdateTime(true);
ISChat.instance = o;
Events.OnTick.Add(ISChat.ontick);
return o
end
function ISChat:onPressDown()
local chat = ISChat.instance;
local chatText = chat.chatText;
chatText.logIndex = chatText.logIndex - 1;
if chatText.logIndex < 0 then
chatText.logIndex = 0;
end
if chatText.log and chatText.log[chatText.logIndex] then
-- print(ISChat.instance.log[ISChat.instance.logIndex]);
chat.textEntry:setText(chatText.log[chatText.logIndex]);
else
chat.textEntry:setText("");
end
end
function ISChat:onPressUp()
local chat = ISChat.instance;
local chatText = chat.chatText;
chatText.logIndex = chatText.logIndex + 1;
if chatText.logIndex > #chatText.log then
chatText.logIndex = #chatText.log;
end
if chatText.log and chatText.log[chatText.logIndex] then
-- print(ISChat.instance.log[ISChat.instance.logIndex]);
chat.textEntry:setText(chatText.log[chatText.logIndex]);
end
end
function ISChat:isCursorOnTitlebar(x, y)
return y <= self:titleBarHeight();
end
function ISChat.onMouseUp(target, x, y)
-- check if player clicked on titlebar
if target:getUIName() == ISChat.windowName and ISChat.instance.moving then
ISCollapsableWindow.onMouseUp(ISChat.instance, x, y);
return true;
end
-- checks if player clicked on text panel
if target:getUIName() == ISChat.textPanelName then
-- if window focused we should ignore other handlers. if we returns true then another handlers will be ignored
-- we ignore clicks on text
return ISChat.focused;
end
-- checks if player clicked on tab panel
if target:getUIName() == ISChat.tabPanelName then
ISTabPanel.onMouseUp(ISChat.instance.panel, x, y)
return ISChat.focused;
end
-- checks if player clicked on text entry panel
if target:getUIName() == ISChat.textEntryName then
return ISChat.focused;
end
-- checks if player clicked on bottom y resize widget
if not ISChat.instance.locked and target:getUIName() == ISChat.yResizeWidgetName then
ISResizeWidget.onMouseUp(ISChat.instance.resizeWidget2, x, y);
return true
end
-- checks if player clicked on xy resize widget
if not ISChat.instance.locked and target:getUIName() == ISChat.xyResizeWidgetName then
ISResizeWidget.onMouseUp(ISChat.instance.resizeWidget, x, y);
return true
end
return ISChat.focused;
end
function ISChat.onMouseDown(target, x, y)
-- check if player clicked on titlebar
if target:getUIName() == ISChat.windowName and not ISChat.instance.locked and ISChat.instance:isCursorOnTitlebar(x, y) then
ISCollapsableWindow.onMouseDown(ISChat.instance, x, y);
return true;
end
-- checks if player clicked on text panel
if target:getUIName() == ISChat.textPanelName then
-- if window focused we should ignore other handlers. if we returns true then another handlers will be ignored
-- we ignore clicks on text
return ISChat.focused;
end
-- checks if player clicked on tab panel
if target:getUIName() == ISChat.tabPanelName then
ISChat.ISTabPanelOnMouseDown(ISChat.instance.panel, x, y)
return ISChat.focused;
end
-- checks if player clicked on text entry panel
if target:getUIName() == ISChat.textEntryName then
return ISChat.focused;
end
-- checks if player clicked on bottom y resize widget
if not ISChat.instance.locked and target:getUIName() == ISChat.yResizeWidgetName then
ISResizeWidget.onMouseDown(ISChat.instance.resizeWidget2, x, y);
return true
end
-- checks if player clicked on xy resize widget
if not ISChat.instance.locked and target:getUIName() == ISChat.xyResizeWidgetName then
ISResizeWidget.onMouseDown(ISChat.instance.resizeWidget, x, y);
return true
end
return ISChat.focused;
end
ISChat.ISTabPanelOnMouseDown = function(target, x, y)
if target:getMouseY() >= 0 and target:getMouseY() < target.tabHeight then
if target:getScrollButtonAtX(x) == "left" then
target:onMouseWheel(-1)
return true
end
if target:getScrollButtonAtX(x) == "right" then
target:onMouseWheel(1)
return true
end
local tabIndex = target:getTabIndexAtX(target:getMouseX())
if tabIndex >= 1 and tabIndex <= #target.viewList and ISTabPanel.xMouse == -1 and ISTabPanel.yMouse == -1 then -- if we clicked on a tab, the first time we set up the x,y of the mouse, so next time we can see if the player moved the mouse (moved the tab)
ISTabPanel.xMouse = target:getMouseX();
ISTabPanel.yMouse = target:getMouseY();
target.draggingTab = tabIndex - 1;
local clickedTab = target.viewList[target.draggingTab + 1];
target:activateView(clickedTab.name)
return true
end
end
return false
end
function ISChat:onRightMouseUp(x, y)
if ISChat.focused then
return true;
end
return false;
end
function ISChat:onRightMouseDown(x, y)
if ISChat.focused then
return true;
end
return false;
end
function ISChat:mute(username)
if self.mutedUsers[username] then
self.mutedUsers[username] = nil
else
self.mutedUsers[username] = true
end
end
function ISChat:isMuted(username)
return self.mutedUsers[username] ~= nil
end
-- RJ : Do this because of some delay your last key entered in chat can pop a "KeyPressed"
ISChat.ontick = function()
if ISChat.instance and ISChat.instance.timerTextEntry > 0 then
ISChat.instance.timerTextEntry = ISChat.instance.timerTextEntry - 1;
if ISChat.instance.timerTextEntry == 0 then
doKeyPress(true);
end
end
end
ISChat.unfocusEvent = function()
if ISChat.instance == nil then
return;
end
ISChat.instance:unfocus();
end
function ISChat:RestoreLayout(name, layout)
ISLayoutManager.DefaultRestoreWindow(self, layout)
if layout.locked == 'false' then
self.locked = false;
self.lockButton:setImage(self.chatUnLockedButtonTexture);
else
self.locked = true;
self.lockButton:setImage(self.chatLockedButtonTexture);
end
self:recalcSize();
end
function ISChat:SaveLayout(name, layout)
ISLayoutManager.DefaultSaveWindow(self, layout)
if self.locked then layout.locked = 'true' else layout.locked = 'false' end
end
ISChat.createChat = function()
if not isClient() then
return;
end
ISChat.chat = ISChat:new(15, getCore():getScreenHeight() - 400, 500, 200);
ISChat.chat:initialise();
ISChat.chat:addToUIManager();
ISChat.chat:setVisible(true);
ISChat.chat:bringToTop()
ISLayoutManager.RegisterWindow('chat', ISChat, ISChat.chat)
ISChat.instance:setVisible(true);
Events.OnAddMessage.Add(ISChat.addLineInChat);
Events.OnMouseDown.Add(ISChat.unfocusEvent);
Events.OnKeyPressed.Add(ISChat.onToggleChatBox);
Events.OnKeyKeepPressed.Add(ISChat.onKeyKeepPressed);
Events.OnTabAdded.Add(ISChat.onTabAdded);
Events.OnSetDefaultTab.Add(ISChat.onSetDefaultTab);
Events.OnTabRemoved.Add(ISChat.onTabRemoved);
Events.SwitchChatStream.Add(ISChat.onSwitchStream)
end
function logTo01(value)
if value < 0.0 or value > 1.0 then
error("only [0,1] accepted!");
end
if value > 0.0 then
return math.log10(value * 100) - 1;
end
return 0.0;
end
Events.OnGameStart.Add(ISChat.createChat);
Events.OnChatWindowInit.Add(ISChat.initChat)
|
--[[
helpers for the cbox_grind module (see appropriate lua file).
]]
local i = {}
-- reference implementation of mkcube which just assigns the result into a table.
local mkcube_collect = function(sxmin, symin, szmin, sxmax, symax, szmax)
local r = {}
r.xmin = sxmin
r.ymin = symin
r.zmin = szmin
r.xmax = sxmax
r.ymax = symax
r.zmax = szmax
return r
end
i.mkcube_collect = mkcube_collect
return i
|
--- The idle node inherits from the @{action} base node class and plays a configurable animation for a specified
-- amount of time. It succeeds when the duration time has elapsed.
-- @action idle
local action = behaviors.action
local idle = behaviors.class("idle", action)
behaviors.idle = idle
--- Configuration table passed into the constructor function.
-- @table config
-- @tfield number duration The amount of time to remain idle.
-- @tfield string idle_animation The animation to play while the mob is idle.
--- Constructs a @{idle} node class instance.
-- @tparam config config The configuration options for this @{idle} node
function idle:constructor(config)
action.constructor(self)
self.duration = config.duration
self.idle_animation = config.idle_animation or "stand"
self.time = self.duration
end
--- Resets the @{idle} node's state and stateful properties.
function idle:reset()
action.reset(self)
self.time = self.duration
end
--- Called when the node first runs to set initial values, and idle animation.
-- @function on_start
-- @param any Any parameters passed to parent node's run call
function idle:on_start()
if self.idle_animation then
bt_mobs.animate(self.object, self.idle_animation)
end
end
--- The main method that handles the processing for this @{idle} node. This node will cause the mob to
-- set an idle animation and simply wait for the idle duration amount of time and then succeeds.
-- @param ... Any parameters passed to the node's run method
-- @return A string representing the enum @{behaviors.states} of "running", or "success".
function idle:on_step(...)
self.time = self.time-self.object.dtime
if self.time <= 0 then
return self:succeed()
end
return self:running()
end
-- function mobkit.lq_idle(self,duration,anim)
-- anim = anim or 'stand'
-- local init = true
-- local func=function(self)
-- if init then
-- mobkit.animate(self,anim)
-- init=false
-- end
-- duration = duration-self.dtime
-- if duration <= 0 then return true end
-- end
-- mobkit.queue_low(self,func)
-- end |
local M = {}
local Result = {}
Result.__index = Result
function Result.new()
local tbl = {lines = {}, declaration = {params = {}, param_lines = {}, has_variadic = false}}
return setmetatable(tbl, Result)
end
local function merge(origin, result)
for key, value in pairs(result) do
local v = origin[key]
if vim.tbl_islist(v) then
if vim.tbl_islist(value) then
vim.list_extend(v, value)
else
table.insert(v, value)
end
elseif type(v) == "table" then
merge(v, value)
else
origin[key] = value
end
end
end
function Result.merge(self, result)
vim.validate({result = {result, "table", true}})
if result == nil then
return
end
merge(self, result)
end
local State = {}
State.__index = State
function State.new(stage_name, processor)
vim.validate({stage_name = {stage_name, "string"}, processor = {processor, "table"}})
local tbl = {stage_name = stage_name, _processor = processor}
return setmetatable(tbl, State)
end
function State.changed(self, stage_name)
vim.validate({stage_name = {stage_name, "string", true}})
if stage_name == nil then
return false
end
return self.stage_name ~= stage_name
end
function State.process(self, values)
local f = self._processor.STAGES[self.stage_name]
return f(self._processor, unpack(values))
end
function State.transition(self, stage_name)
vim.validate({stage_name = {stage_name, "string"}})
return self.new(stage_name, self._processor)
end
local Parser = {}
Parser.__index = Parser
M.Parser = Parser
function Parser.new(processor, iter)
vim.validate({processor = {processor, "table"}, iter = {iter, "function"}})
local state = State.new(processor.FIRST_STAGE, processor)
local tbl = {
_state = state,
_iter = iter,
_first_stage = processor.FIRST_STAGE,
_completed_stage_names = processor.COMPLETE_STAGE,
}
return setmetatable(tbl, Parser)
end
function Parser.parse(self)
local nodes = {}
local node = Result.new()
local iter_values = {}
local skip_iter = false
while true do
if not skip_iter then
iter_values = {self._iter()}
end
if iter_values[1] == nil then
break
end
local result, next_stage, skip = self._state:process(iter_values)
skip_iter = skip
node:merge(result)
if not self._state:changed(next_stage) then
goto continue
end
local state = self._state:transition(next_stage)
if next_stage == self._first_stage then
table.insert(nodes, node)
node = Result.new()
end
self._state = state
::continue::
end
if vim.tbl_contains(self._completed_stage_names, self._state.stage_name) then
table.insert(nodes, node)
end
return nodes
end
return M
|
local helpers = require "spec.helpers"
local cjson = require "cjson"
for _, strategy in helpers.each_strategy() do
describe("plugin: cluster-redirect (access) [#" .. strategy .. "]", function()
local db, bp, dao
local client
-- Admin API REST interface
local function api_send(method, path, body, forced_port)
local api_client = helpers.admin_client()
local res, err = api_client:send({
method = method,
path = path,
headers = {
["Content-Type"] = "application/json"
},
body = body,
})
if not res then
api_client:close()
return nil, err
end
local res_body = res.status ~= 204 and cjson.decode((res:read_body()))
api_client:close()
return res.status, res_body
end
setup(function()
bp, db, dao = helpers.get_db_utils(strategy)
-- start kong
assert(helpers.start_kong({
-- set the strategy
database = strategy,
-- use the custom test template to create a local mock server
nginx_conf = "spec/fixtures/custom_nginx.template",
-- set the config item to make sure our plugin gets loaded
plugins = "bundled,cluster-redirect", -- since Kong CE 0.14
custom_plugins = "cluster-redirect", -- pre Kong CE 0.14
}))
assert.same(201, api_send("POST", "/upstreams", { name = "europe_cluster", slots = 10 }))
assert.same(201, api_send("POST", "/upstreams", { name = "italy_cluster", slots = 10 }))
assert.same(201, api_send("POST", "/upstreams/europe_cluster/targets", { target = "requestloggerbin.herokuapp.com:80"} ))
assert.same(201, api_send("POST", "/upstreams/italy_cluster/targets", { target = "mockbin.org:80" }))
assert.same(201, api_send("POST", "/services", {
name = "europe-service",
url = "http://europe_cluster:80/bin/a10f2738-6456-4bae-b5a9-f6c5e0463a66/view",
}))
assert.same(201, api_send("POST", "/services/europe-service/routes", {
paths = { "/local" },
}))
assert.same(201, api_send("POST", "/services/europe-service/plugins", {
name = "cluster-redirect",
config = {
redirect = "italy_cluster",
}
}))
end)
teardown(function()
helpers.stop_kong(nil, true)
db:truncate("routes")
db:truncate("services")
db:truncate("targets")
db:truncate("upstreams")
end)
before_each(function()
client = helpers.proxy_client()
end)
after_each(function()
if client then client:close() end
end)
-- Case 0: request with /local X-Country header (Italy) and X-Region
describe("request", function()
it("Positive case: matching for italy_cluster", function()
local r = assert(client:send {
method = "GET",
path = "/local", -- makes mockbin return the entire request
headers = {
["X-Country"] = "Italy",
["X-Regione"] = "Abruzzo",
["Host"] = "test.com",
}
})
local body = assert.res_status(200, r)
assert.equal("", body)
end)
-- Case 1: request with /local X-Country header (non-Italy) and X-Region
it("Negative case: going streight to europe_cluster", function()
local r = assert(client:send {
method = "GET",
path = "/local", -- makes mockbin return the entire request
headers = {
["X-Country"] = "Spain",
["X-Regione"] = "Abruzzo",
["Host"] = "test.com",
}
})
local body = assert.res_status(200, r)
local json = cjson.decode(body)
assert.is_string(json.content.text)
assert.equal("This is europe_cluster", json.content.text)
end)
end)
describe("request", function()
end)
end)
end
|
-- HYDRO_TURBINE
-- Water turbine:
-- Active if flowing >water< above it
-- (does not work with other liquids)
minetest.register_node("mesecons_hydroturbine:hydro_turbine_off", {
drawtype = "nodebox",
tiles = {"jeija_hydro_turbine_off.png"},
groups = {dig_immediate=2},
description="Water Turbine",
paramtype = "light",
selection_box = {
type = "fixed",
fixed = {{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
{-0.15, 0.5, -0.15, 0.15, 1.45, 0.15},
{-0.45, 1.15, -0.1, 0.45, 1.45, 0.1},
{-0.1, 1.15, -0.45, 0.1, 1.45, 0.45}},
},
node_box = {
type = "fixed",
fixed = {{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
{-0.15, 0.5, -0.15, 0.15, 1.45, 0.15},
{-0.45, 1.15, -0.1, 0.45, 1.45, 0.1},
{-0.1, 1.15, -0.45, 0.1, 1.45, 0.45}},
},
sounds = default.node_sound_stone_defaults(),
mesecons = {receptor = {
state = mesecon.state.off
}}
})
minetest.register_node("mesecons_hydroturbine:hydro_turbine_on", {
drawtype = "nodebox",
tiles = {"jeija_hydro_turbine_on.png"},
drop = "mesecons_hydroturbine:hydro_turbine_off 1",
groups = {dig_immediate=2,not_in_creative_inventory=1},
description="Water Turbine",
paramtype = "light",
selection_box = {
type = "fixed",
fixed = {{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
{-0.15, 0.5, -0.15, 0.15, 1.45, 0.15},
{-0.5, 1.15, -0.1, 0.5, 1.45, 0.1},
{-0.1, 1.15, -0.5, 0.1, 1.45, 0.5}},
},
node_box = {
type = "fixed",
fixed = {{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
{-0.15, 0.5, -0.15, 0.15, 1.45, 0.15},
{-0.5, 1.15, -0.1, 0.5, 1.45, 0.1},
{-0.1, 1.15, -0.5, 0.1, 1.45, 0.5}},
},
sounds = default.node_sound_stone_defaults(),
mesecons = {receptor = {
state = mesecon.state.on
}}
})
minetest.register_abm({
nodenames = {"mesecons_hydroturbine:hydro_turbine_off"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local waterpos={x=pos.x, y=pos.y+1, z=pos.z}
if minetest.get_node(waterpos).name=="default:water_flowing" then
minetest.add_node(pos, {name="mesecons_hydroturbine:hydro_turbine_on"})
minetest.check_for_falling(pos)
mesecon.receptor_on(pos)
end
end,
})
minetest.register_abm({
nodenames = {"mesecons_hydroturbine:hydro_turbine_on"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local waterpos={x=pos.x, y=pos.y+1, z=pos.z}
if minetest.get_node(waterpos).name~="default:water_flowing" then
minetest.add_node(pos, {name="mesecons_hydroturbine:hydro_turbine_off"})
minetest.check_for_falling(pos)
mesecon.receptor_off(pos)
end
end,
})
minetest.register_craft({
output = "mesecons_hydroturbine:hydro_turbine_off 2",
recipe = {
{"","default:stick", ""},
{"default:stick", "default:steel_ingot", "default:stick"},
{"","default:stick", ""},
}
})
|
local M = {}
function M.attach(bufnr, lang)
-- TODO: Fill this with what you need to do when attaching to a buffer
end
function M.detach(bufnr)
-- TODO: Fill this with what you need to do when detaching from a buffer
end
return M
|
---@class CS.FairyEditor.FullSearch
---@field public result CS.System.Collections.Generic.List_CS.FairyEditor.FPackageItem
---@type CS.FairyEditor.FullSearch
CS.FairyEditor.FullSearch = { }
---@return CS.FairyEditor.FullSearch
function CS.FairyEditor.FullSearch.New() end
---@param strName string
---@param strTypes string
---@param includeBrances boolean
function CS.FairyEditor.FullSearch:Start(strName, strTypes, includeBrances) end
return CS.FairyEditor.FullSearch
|
--[[
Bagnon Void Storage Localization: Russian
--]]
local L = LibStub('AceLocale-3.0'):NewLocale('Bagnon-VoidStorage', 'ruRU')
if not L then return end
L.ConfirmTransfer = 'Вклад этих предметов удалит все изменения и сделает их не продаваемыми и не возвращаемыми.|n|nПродолжить?'
L.PurchaseDialog = 'Вы хотите разблокировать Хранилище Бездны?|n|n|cffffd200Цена:|r %s'
L.CannotPurchaseDialog = 'У вас недостаточно денег для разблокировки Хранилище Бездны|n|n|cffff2020Цена: %s|r'
L.AskMafia = 'Спросить у Мафии'
L.Title = 'Хранилище Бездны %s'
L.NumDeposit = '%d вложено'
L.NumWithdraw = '%d снято' |
Harmony.ui.styles = {}
-- Eleusis: ForestGreen
-- Cyrene: dodger_blue
-- Mhaldor: firebrick
-- Ashtan: blue_violet
-- Hashan: a_darkmagenta
-- Targossas: gold
Harmony.ui.styles.blackConsole = [[
background-color: #000000;
]]
Harmony.ui.styles.buttonActive = [[
background-color: #00654b;
border-left: 1px solid rgba(0,0,0,0.7);
border-bottom: 1px solid rgba(0,0,0,0.7);
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
]]
Harmony.ui.styles.buttonInactive = [[
background-color: rgba(242,99,73,0.29);
border-left: 1px solid rgba(0,0,0,0.7);
border-bottom: 1px solid rgba(0,0,0,0.7);
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
]]
Harmony.ui.styles.buttonNormal = [[
background-color: rgba(51,51,51,0.4);
border-left: 1px solid rgba(0,0,0,0.7);
border-bottom: 1px solid rgba(0,0,0,0.7);
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
]]
function Harmony.ui.styles.calculateBackground(from, to, current, max, min)
local gaugeStyle = Harmony.ui.styles.gaugeFront
-- What we'll divide by to get the %
local base = max - min
local div = current - min
local r = 0
local g = 0
local b = 0
-- Gives us the change
local difference = 1 - (div / base)
-- Calculate current values
r = from[1] - math.floor((from[1] - to[1]) * difference)
g = from[2] - math.floor((from[2] - to[2]) * difference)
b = from[3] - math.floor((from[3] - to[3]) * difference)
gaugeStyle = gaugeStyle..("background-color: rgba(%s, %s, %s, 1);"):format(r, g, b)
return gaugeStyle
end
Harmony.ui.styles.chatActive = [[
background-color: #043605;
border-left: 1px solid black;
border-bottom: 2px solid #259237;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
]]
Harmony.ui.styles.chatAlert = [[
background-color: #043605;
border-left: 1px solid black;
border-bottom: 2px solid #f25118;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
]]
Harmony.ui.styles.chatNormal = [[
background-color: #043605;
border-left: 1px solid black;
border-bottom: 2px solid #FFFFFF;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
]]
Harmony.ui.styles.cityAshtan = [[
QLabel{
background-color: rgba(138, 43, 226, .8);
border: 1px solid #3c076d;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
QLabel::hover {
background-color: rgba(138, 43, 226, .8);
border: 1px solid #a443ff;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
]]
Harmony.ui.styles.cityCyrene = [[
QLabel{
background-color: rgba(30, 144, 255, .8);
border: 1px solid #0461b7;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
QLabel::hover {
background-color: rgba(30, 144, 255, .8);
border: 1px solid #6db9ff;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
]]
Harmony.ui.styles.cityDelos = [[
QLabel{
background-color: rgba(105, 105, 105, .8);
border: 1px solid #3f3f3f;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
QLabel::hover {
background-color: rgba(105, 105, 105, .8);
border: 1px solid #b7b7b7;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
]]
Harmony.ui.styles.cityEleusis = [[
QLabel{
background-color: rgba(34, 139, 34, .8);
border: 1px solid #080c2f;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
QLabel::hover {
background-color: rgba(34, 139, 34, .8);
border: 1px solid #68ba68;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
]]
Harmony.ui.styles.cityHashan = [[
QLabel{
background-color: rgba(128, 0, 128, .8);
border: 1px solid #360035;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
QLabel::hover {
background-color: rgba(128, 0, 128, .8);
border: 1px solid #b700b5;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
]]
Harmony.ui.styles.cityMhaldor = [[
QLabel{
background-color: rgba(178, 34, 34, .8);
border: 1px solid #080c2f;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
QLabel::hover {
background-color: rgba(178, 34, 34, .8);
border: 1px solid #68ba68;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
]]
Harmony.ui.styles.cityTargossas = [[
QLabel{
background-color: rgba(255, 215, 0, .8);
border: 1px solid #ae9300;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
QLabel::hover {
background-color: rgba(255, 215, 0, .8);
border: 1px solid #ffd800;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
]]
Harmony.ui.styles.gaugeFront = [[
border-radius: 5px;
font-family: "Consolas", "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
]]
Harmony.ui.styles.healthBack = [[
background: #001c07;
border: 2px solid black;
border-radius: 9px;
]]
Harmony.ui.styles.huntingButton = [[
QLabel{
background-color: rgba(6, 70, 0, .7);
border: 1px solid rgba(6, 70, 0, .9);
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
}
QLabel::hover {
background-color: rgba(6, 104, 0, .7);
border: 1px solid rgba(6, 104, 0, .9);
color: black;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
}
]]
Harmony.ui.styles.infoBox = [[
QLabel{
background-color: rgba(0, 0, 0, .7);
border: 1px solid rgba(0, 0, 0, .8);
font-family: "Consolas", "Courier New", monospace;
font-size: 14px;
}
]]
Harmony.ui.styles.infoBoxFooter = [[
background-color: transparent;
border-bottom: 1px solid white;
border-right: 1px solid white;
font-family: "Consolas", "Courier New", monospace;
]]
Harmony.ui.styles.infoBoxHeader = [[
background-color: transparent;
border-right: 1px solid white;
font-family: "Consolas", "Courier New", monospace;
]]
Harmony.ui.styles.leftBox = [[
background-color: rgba(0, 0, 0, 0);
border-right: 1px solid #FFFFFF;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-right: 5px;
]]
Harmony.ui.styles.manaBack = [[
background: #00075c;
border: 2px solid black;
border-radius: 9px;
]]
Harmony.ui.styles.tacticActive = [[
QLabel{
background-color: rgba(11, 146, 34, .7);
border-bottom: 1px solid rgba(0, 0, 0, .8);
border-right: 1px solid rgba(0, 0, 0, .8);
font-family: "Consolas", "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
}
QLabel::hover {
background-color: rgba(255, 237, 152, .3);
border: 1px solid rgba(255, 237, 152, .5);
}
]]
Harmony.ui.styles.tacticInactive = [[
QLabel{
background-color: rgba(0, 0, 0, .5);
border-bottom: 1px solid rgba(0, 0, 0, .8);
border-right: 1px solid rgba(0, 0, 0, .8);
font-family: "Consolas", "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
}
QLabel::hover {
background-color: rgba(255, 237, 152, .3);
border: 1px solid rgba(255, 237, 152, .5);
color: black;
}
]]
Harmony.ui.styles.topButton = [[
QLabel{
background-color: #043605;
border: 1px solid #135815;
border-radius: 3px;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-right: 5px;
cursor: pointer;
}
QLabel::hover {
border: 1px solid #66b368;
}
]]
Harmony.ui.styles.topButtonChild = [[
QLabel {
background-color: rgba(0, 0, 0, .8);
border: 1px solid #080c2f;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
QLabel::hover {
background-color: rgba(0, 0, 0, .8);
border: 1px solid #4ab0ce;
font-family: "Lato", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin-left: 2px;
cursor: pointer;
}
]]
Harmony.ui.styles.transparent = [[
QLabel{
background-color: rgba(0, 0, 0, 0);
}
]] |
--[[
This file is to deal with the code to generate the lockout table/vector and
to handle the refresh of data and deletion of stale data
--]]
local addonName, _ = ...;
-- libraries
local addon = LibStub( "AceAddon-3.0" ):NewAddon( addonName, "AceConsole-3.0", "AceEvent-3.0", "AceBucket-3.0" );
local L = LibStub( "AceLocale-3.0" ):GetLocale( addonName, false );
--_G.LockedOut = addon;
-- Upvalues
local next, time =
next, time;
-- cache lua functions
local InterfaceOptionsFrame_OpenToCategory, GetCurrencyListSize, GetCurrencyInfo, GetItemInfo, GetMacroIcons, RequestRaidInfo, GetServerExpansionLevel, GetMaxLevelForPlayerExpansion = -- variables
InterfaceOptionsFrame_OpenToCategory, C_CurrencyInfo.GetCurrencyListSize, C_CurrencyInfo.GetCurrencyInfo, GetItemInfo, GetMacroIcons, RequestRaidInfo, GetServerExpansionLevel, GetMaxLevelForPlayerExpansion -- lua functions
-- this allows me to override the blizzard function in the case of a "pre-patch" event. e.g.: 8.0 (BfA) but Legion still active
local function getCurrentExpansionLevel()
return GetServerExpansionLevel();
end
local function getCurrentMaxLevel()
return GetMaxLevelForPlayerExpansion();
end
local function getGeneralOptionConfig( self )
local anchorOptions = {
["cell"] = L["At cursor location"],
["parent"] = L["At bottom of frame"]
}
return {
order = 1,
type = "group",
name = L["Frame Options"],
args = {
minimapIconList = {
order = 1,
name = L["Choose Icon (reload ui)"],
desc = L["Choose icon for addon - requires ui refresh or login/logout"],
type = "select",
values = addon:getIconOptions(),
set = function(info,val) self.config.profile.minimap.addonIcon = val; end,
get = function(info) return self.config.profile.minimap.addonIcon end
},
showMinimapIcon = {
order = 2,
name = L["Hide Icon"],
desc = L["Show Minimap Icon"],
type = "toggle",
set = function(info,val)
self.config.profile.minimap.hide = val;
if( self.config.profile.minimap.hide ) then
self.icon:Hide( addonName );
else
self.icon:Show( addonName );
end
end,
get = function(info) return self.config.profile.minimap.hide end
},
configureFrameScale = {
order = 3,
name = L["Frame Scale"],
desc = L["Configure the scale of the window"],
type = "range",
min = 0.50,
max = 1.50,
step = 0.05,
set = function(info,val)
self.config.profile.general.frameScale = val;
if( addon.tooltip ) then
addon.tooltip:SetScale( val );
end
end,
get = function(info) return self.config.profile.general.frameScale end
},
setAnchorPoint = {
order = 4,
name = L["Anchor To"],
desc = L["Choose where hover tooltip displays"],
type = "select",
style = "dropdown",
values = anchorOptions,
set = function(info,val) self.config.profile.general.anchorPoint = val; end,
get = function(info) return self.config.profile.general.anchorPoint end
},
showResetTime = {
order = 5,
name = L["Show Reset Time"],
desc = L["Show reset time instead of checkbox when completed"],
type = "toggle",
set = function(info,val) self.config.profile.general.showResetTime = val; end,
get = function(info) return self.config.profile.general.showResetTime end
},
}
};
end
local function getCharacterOptionConfig( self )
local characterSortOptions = {}
for key, data in next, self:getCharSortOptions() do
characterSortOptions[ key ] = data.description;
end
local showCharList = {};
for key, value in next, addon:getCharacterList() do
showCharList[ key ] = value;
end
return {
order = 5,
type = "group",
name = L["Character Options"],
args = {
showRealmHeader = {
order = 1,
name = L["Show Realm"],
desc = L["Show the realm header"],
type = "toggle",
set = function(info,val) self.config.profile.general.showRealmHeader = val; end,
get = function(info) return self.config.profile.general.showRealmHeader end
},
currentRealmOnly = {
order = 2,
name = L["Current Realm"],
desc = L["Show characters from current realm only"],
type = "toggle",
set = function(info,val) self.config.profile.general.currentRealm = val; end,
get = function(info) return self.config.profile.general.currentRealm end
},
showCharFirst = {
order = 3,
name = L["Show Active First"],
desc = L["Show logged in char first"],
type = "toggle",
set = function(info,val) self.config.profile.general.loggedInFirst = val; end,
get = function(info) return self.config.profile.general.loggedInFirst end
},
characterSort = {
order = 4,
name = L["Sort Chars By"],
desc = L["Configure how characters are sorted in the list"],
type = "select",
style = "dropdown",
values = characterSortOptions,
set = function(info,val) self.config.profile.general.charSortBy = val; end,
get = function(info) return self.config.profile.general.charSortBy end
},
charTrackWhen = {
order = 5,
name = L["Start Tracking Level"],
desc = L["Start tracking characters greater than or equal to level below"],
type = "range",
min = 1,
max = getCurrentMaxLevel(),
step = 1,
set = function(info,val) self.config.profile.general.minTrackCharLevel = val; end,
get = function(info) return self.config.profile.general.minTrackCharLevel end
},
charVisible = {
order = 6,
name = L["Visible Characters"],
desc = L["Which characters should show in menu"],
type = "multiselect",
values = showCharList,
set = function(info,key,val) self.config.profile.general.showCharList[key] = val; end,
get = function(info,key) return self.config.profile.general.showCharList[key] end
},
}
};
end
local function getDungeonHeaderConfig( self )
local dungeonDisplayType = {
[0] = L["All Characters"],
[1] = L["Current realm only"],
[2] = L["Current char only"],
[3] = L["Hide completely"],
};
return {
order = 10,
name = L["Instance Options"],
type = "group",
args = {
dungeonShow = {
order = 21,
name = L["Show"],
desc = L["Show dungeon information"],
type = "toggle",
set = function(info,val) self.config.profile.dungeon.show = val; end,
get = function(info) return self.config.profile.dungeon.show end
},
instanceDisplay = {
order = 22,
name = L["Locked Instance #"],
desc = L["Determine how the locked instances show"],
type = "select",
style = "dropdown",
values = dungeonDisplayType,
set = function(info,val) self.config.profile.dungeon.displayType = val; end,
get = function(info) return self.config.profile.dungeon.displayType end
},
}
};
end
local function getRaidHeaderConfig( self )
return {
order = 20,
name = L["Raid Options"],
type = "group",
args = {
raidShow = {
order = 31,
name = L["Show"],
desc = L["Show raid information"],
type = "toggle",
set = function(info,val) self.config.profile.raid.show = val; end,
get = function(info) return self.config.profile.raid.show end
},
}
}
end
local function getWorldBossHeaderConfig( self )
return {
order = 30,
name = L["World Boss Options"],
type = "group",
args = {
worldBossShow = {
order = 41,
name = L["Show"],
desc = L["Show world boss information"],
type = "toggle",
set = function(info,val) self.config.profile.worldBoss.show = val; end,
get = function(info) return self.config.profile.worldBoss.show end
},
worldBossOnlyDead = {
order = 42,
name = L["Show when dead"],
desc = L["Show in list only when killed"],
type = "toggle",
set = function(info,val) self.config.profile.worldBoss.showKilledOnly = val; end,
get = function(info) return self.config.profile.worldBoss.showKilledOnly end
},
}
};
end
local function getEmissaryHeaderConfig( self )
return {
order = 40,
name = L["Emissary Options"],
type = "group",
args = {
emissaryShow = {
order = 51,
name = L["Show"],
desc = L["Show Emissary Information"],
type = "toggle",
set = function(info,val) self.config.profile.emissary.show = val; end,
get = function(info) return self.config.profile.emissary.show end
},
emissaryExp = {
order = 52,
name = L["Emissary groups"],
desc = L["Which emissary groups to display"],
type = "multiselect",
values = addon.EmissaryDisplayGroups,
set = function(info,key,val) self.config.profile.emissary.displayGroup[ key ] = val; end,
get = function(info,key) return self.config.profile.emissary.displayGroup[ key ] end
},
}
};
end
local function getWeeklyQuestHeaderConfig( self )
return {
order = 50,
name = L["Repeatable Quest Options"],
type = "group",
args = {
weeklyQuestShow = {
order = 61,
name = L["Show"],
desc = L["Show repeatable quest information"],
type = "toggle",
set = function(info,val) self.config.profile.weeklyQuest.show = val; end,
get = function(info) return self.config.profile.weeklyQuest.show end
},
}
};
end
local function getCurrencyHeaderConfig( self )
local currencyOptions = {
["short"] = L["Short"],
["long"] = L["Long"]
};
local currencySortOptions = {};
for key, data in next, self:getCurrencyOptions() do
currencySortOptions[ key ] = data.description;
end
local currencyList = { };
for ndx, currencyData in next, self:getCurrencyList() do
if( currencyData.show ) then
if( currencyData.icon == nil ) then
if( currencyData.type == "C" ) then
local currencyInfo = GetCurrencyInfo( currency.ID );
currencyData.icon = currencyInfo.iconFileID;
currencyData.name = currencyInfo.name;
else
_, _, _, _, _, _, _, _, _, currencyData.icon = GetItemInfo( currencyData.ID );
end;
end
currencyList[ currencyData.ID ] = (currencyData.icon == nil ) and "" or currencyData.icon .. currencyData.name;
end
end
return {
order = 60,
name = L["Currency Options"],
type = "group",
args = {
currencyShow = {
order = 101,
name = L["Show"],
desc = L["Show currency information"],
type = "toggle",
set = function(info,val) self.config.profile.currency.show = val; end,
get = function(info) return self.config.profile.currency.show end
},
currencyShorten = {
order = 102,
name = L["Currency Display"],
desc = L["Configures currency display"],
type = "select",
style = "dropdown",
values = currencyOptions,
set = function(info,val) self.config.profile.currency.display = val; end,
get = function(info) return self.config.profile.currency.display end
},
currencySort = {
order = 102,
name = L["Sort By"],
desc = L["Configure how currency is sorted"],
type = "select",
style = "dropdown",
values = currencySortOptions,
set = function(info,val) self.config.profile.currency.sortBy = val; end,
get = function(info) return self.config.profile.currency.sortBy end
},
displayExpansion = {
order = 103,
name = L["Display Expansion"],
desc = L["Display expansion abbreviation the currency belongs to"],
type = "toggle",
set = function(info,key,val) self.config.profile.currency.displayExpansion = val; end,
get = function(info,key) return self.config.profile.currency.displayExpansion end
},
currencyVisible = {
order = 104,
name = L["Visible Currencies"],
desc = L["Select which currencies you'd like to see"],
type = "multiselect",
values = currencyList,
set = function(info,key,val) self.config.profile.currency.displayList[key] = val; end,
get = function(info,key) return self.config.profile.currency.displayList[key] end
},
}
};
end
local function getHolidayHeaderConfig( self )
return {
order = 40,
name = L["Holiday Options"],
type = "group",
args = {
holidayShow = {
order = 101,
name = L["Show"],
desc = L["Show holiday tracing info"],
type = "toggle",
set = function(info,val) self.config.profile.holidayEvents.show = val; end,
get = function(info) return self.config.profile.holidayEvents.show end
},
}
};
end
function addon:getConfigOptions()
local configOptions = {
type = "group",
childGroups = "tab",
name = addonName,
args = {
generalOptGroup = getGeneralOptionConfig( self ),
characterOptGroup = getCharacterOptionConfig( self ),
dungeonHeader = getDungeonHeaderConfig( self ),
raidHeader = getRaidHeaderConfig( self ),
worldBossHeader = getWorldBossHeaderConfig( self ),
emissaryHeader = getEmissaryHeaderConfig( self ),
weeklyQuestHeader = getWeeklyQuestHeaderConfig( self ),
currencyHeader = getCurrencyHeaderConfig( self ),
holidayHeader = getHolidayHeaderConfig( self ),
}
};
return configOptions;
end
function addon:getDefaultOptions()
local currencyListDefaults = {};
for _, currencyData in next, self:getCurrencyList() do
if( currencyData.show ) then
currencyListDefaults[ currencyData.ID ] = (currencyData.expansionLevel == getCurrentExpansionLevel());
else
currencyListDefaults[ currencyData.ID ] = nil; -- if improperly flagged, remove from list
end
end
local showCharList = {};
for key, _ in next, addon:getCharacterList() do
showCharList[ key ] = true;
end
local defaultOptions = {
global = {
enabled = true
},
profile = {
minimap = {
--[[
position can only be >= 0
so use this to fix the position saving issue
by forcing it to 0 later on if it == -1
--]]
minimapPos = -1,
hide = false,
addonIcon = "134244",
},
general = {
currentRealm = false,
showRealmHeader = true,
loggedInFirst = true,
anchorPoint = "cell",
showCharList = showCharList,
charSortBy = "rc",
frameScale = 1.0,
minTrackCharLevel = getCurrentMaxLevel(),
showResetTime = false
},
dungeon = {
show = true,
displayType = 0
},
raid = {
show = true
},
worldBoss = {
show = true,
showKilledOnly = true
},
currency = {
show = true,
display = "long",
displayList = currencyListDefaults,
sortBy = "en",
displayExpansion = true
},
emissary = {
show = true,
displayGroup = addon.EmissaryDisplayGroups
},
weeklyQuest = {
show = true
},
holidayEvents = {
show = true
},
}
}
return defaultOptions;
end
--[[
libdbicon doesn't trigger the update for some reason. so lets force the update outside first since
-1 is an invalid value. change it to a correct default of 0 - this fixes the issue with minimap position not saving
--]]
local function minimapPositionFix( self )
if( self.config.profile.minimap.minimapPos == -1 ) then
self.config.profile.minimap.minimapPos = 0;
end
end
function addon:OnEnable()
self:RegisterEvent( "PLAYER_ENTERING_WORLD", "EVENT_ResetExpiredData" );
self:RegisterEvent( "ZONE_CHANGED_NEW_AREA", "EVENT_CheckEnteredInstance" );
self:RegisterEvent( "COMBAT_LOG_EVENT_UNFILTERED", "EVENT_CheckEnteredInstance" );
self:RegisterBucketEvent( "UNIT_QUEST_LOG_CHANGED", 1, "EVENT_FullCharacterRefresh" );
self:RegisterEvent( "BAG_UPDATE", "EVENT_FullCharacterRefresh" );
self:RegisterEvent( "TIME_PLAYED_MSG", "EVENT_TimePlayed" );
self:RegisterEvent( "PLAYER_LOGOUT", "EVENT_Logout" );
self:RegisterEvent( "CHALLENGE_MODE_MAPS_UPDATE", "EVENT_SaveToInstance" );
self:RegisterEvent( "CHALLENGE_MODE_LEADERS_UPDATE", "EVENT_SaveToInstance" );
self:RegisterEvent( "CHALLENGE_MODE_MEMBER_INFO_UPDATED", "EVENT_SaveToInstance" );
self:RegisterEvent( "CHALLENGE_MODE_COMPLETED", "EVENT_SaveToInstance" );
self:RegisterEvent( "BOSS_KILL", "EVENT_SaveToInstance" );
self:RegisterBucketEvent( "CURRENCY_DISPLAY_UPDATE", 1, "EVENT_CoinUpdate" );
self:RegisterChatCommand( "lo", "ChatCommand" );
self:RegisterChatCommand( "lockedout", "ChatCommand" );
end
function addon:OnDisable()
self:UnRegisterEvent( "PLAYER_ENTERING_WORLD" );
self:UnRegisterEvent( "ZONE_CHANGED_NEW_AREA" );
self:UnRegisterEvent( "COMBAT_LOG_EVENT_UNFILTERED" );
self:UnRegisterEvent( "UNIT_QUEST_LOG_CHANGED" );
self:UnRegisterEvent( "BAG_UPDATE" );
self:UnRegisterEvent( "TIME_PLAYED_MSG" );
self:UnRegisterEvent( "PLAYER_LOGOUT" );
self:UnRegisterEvent( "CHALLENGE_MODE_MAPS_UPDATE" );
self:UnRegisterEvent( "CHALLENGE_MODE_LEADERS_UPDATE" );
self:UnRegisterEvent( "CHALLENGE_MODE_MEMBER_INFO_UPDATED" );
self:UnRegisterEvent( "CHALLENGE_MODE_COMPLETED" );
self:UnRegisterEvent( "BOSS_KILL" );
self:UnRegisterEvent( "CURRENCY_DISPLAY_UPDATE" );
self:UnRegisterChatCommand( "lo" );
self:UnRegisterChatCommand( "lockedout" );
end
function addon:OnInitialize()
local defaultOptions = self:getDefaultOptions();
self.config = LibStub( "AceDB-3.0" ):New( "LockedOutConfig", defaultOptions, true );
self.config:RegisterDefaults( defaultOptions );
local LockedoutMo = LibStub( "LibDataBroker-1.1" ):NewDataObject( "Locked Out", {
type = "data source",
text = L[ "Locked Out" ],
label = "0/0",
icon = self.config.profile.minimap.addonIcon,
OnClick = function( frame, button ) self:OpenConfigDialog( button ) end,
OnEnter = function( frame ) self:ShowInfo( frame ) end,
} ); -- local LockedoutMo
self.icon = LibStub( "LibDBIcon-1.0" );
minimapPositionFix( self );
self.icon:Register(addonName, LockedoutMo, self.config.profile.minimap)
self.optionFrameName = addonName .. "OptionPanel"
LibStub( "AceConfigRegistry-3.0" ):RegisterOptionsTable( self.optionFrameName, self:getConfigOptions() );
self.optionFrame = LibStub( "AceConfigDialog-3.0" ):AddToBlizOptions( self.optionFrameName, addonName );
self.optionFrame.default = function() self:ResetDefaults() end;
self.toolTipShowing = false;
self.loggingOut = false;
end
BINDING_NAME_LOCKEDOUT = L["Show/Hide the LockedOut tooltip"]
BINDING_HEADER_LOCKEDOUT = L["Locked Out"]
function LockedOut_ToggleMinimap( )
self = addon;
self.toolTipShowing = not self.toolTipShowing;
self:ShowInfo( self.icon.objects[addonName], self.toolTipShowing );
end
function addon:ChatCommand( )
self:OpenConfigDialog();
end
function addon:ResetDefaults()
-- reset database here.
self.config:ResetProfile();
minimapPositionFix( self );
self.icon:Refresh( addonName, self.config.profile.minimap );
LibStub("AceConfigRegistry-3.0"):NotifyChange( self.optionFrameName );
end
function addon:OpenConfigDialog( button )
self.config:RegisterDefaults( self:getDefaultOptions() );
LibStub( "AceConfigRegistry-3.0" ):RegisterOptionsTable( self.optionFrameName, self:getConfigOptions() );
if( button == nil) or ( button == "RightButton" ) then
-- this command is buggy, open it twice to fix the bug.
InterfaceOptionsFrame_OpenToCategory( self.optionFrame ); -- #1
InterfaceOptionsFrame_OpenToCategory( self.optionFrame ); -- #2
end
--[[ this helps to build the currency table
local currList = self:getCurrencyList();
for ndx=1, 2000 do
local currencyInfo = GetCurrencyInfo( ndx );
if( currencyInfo ~= nil ) then
local name = currencyInfo.name;
local found = false;
for _, data in next, currList do
if( data.ID == ndx ) then
found = true;
break;
end
end
if( found == false ) then
--print( '{ ID=' .. ndx .. ', name=nil, icon=nil, expansionLevel=7, type="C", show=true }, -- ' .. name );
print( "{ ID=" .. ndx .. ", name=nil, expansionLevel=" .. getCurrentExpansionLevel() .. ", type="C", show=true }, -- " .. name );
end
end
end
--]]
end
function addon:EVENT_TimePlayed( event, timePlayed, currentPlayedLevel )
addon:debug( "EVENT_TimePlayed: ", event );
self.lastTimePlayedUpdate = time();
self.playerDb.timePlayed = { total = timePlayed, currentLevel = currentPlayedLevel };
end
function addon:EVENT_Logout( event )
addon:debug( "EVENT_Logout: ", event );
self.loggingOut = true;
self.playerDb.lastLogin = time();
-- means we fired before, and we can go ahead and force an update
if( self.lastTimePlayedUpdate ) then
local diff = self.playerDb.lastLogin - self.lastTimePlayedUpdate;
self:EVENT_TimePlayed( event, self.playerDb.timePlayed.total + diff, self.playerDb.timePlayed.currentLevel + diff );
end
end
function addon:EVENT_CoinUpdate( event )
addon:debug( "EVENT_CoinUpdate: ", "CURRENCY_DISPLAY_UPDATE" );
self:EVENT_FullCharacterRefresh( "CURRENCY_DISPLAY_UPDATE" );
end
function addon:EVENT_SaveToInstance( event )
addon:debug( "EVENT_SaveToInstance: ", event );
self:RegisterEvent( "UPDATE_INSTANCE_INFO", "EVENT_UpdateInstanceInfo" );
RequestRaidInfo();
end
function addon:EVENT_UpdateInstanceInfo()
self:UnregisterEvent( "UPDATE_INSTANCE_INFO" );
self:Lockedout_BuildInstanceLockout();
end
function addon:EVENT_CheckEnteredInstance( event )
addon:debug( "EVENT_CheckEnteredInstance: ", event );
-- force a refresh every time something dies...in an effort to keep the latest time updating.
if( event == "COMBAT_LOG_EVENT_UNFILTERED" ) then
local _, eventType = CombatLogGetCurrentEventInfo();
if( eventType ~= "UNIT_DIED" ) then
return;
end
end
self:IncrementInstanceLockCount();
end
function addon:EVENT_ResetExpiredData( event )
addon:debug( "EVENT_ResetExpiredData: ", event );
self:InitCharDB()
self:checkExpiredLockouts( );
self.config:RegisterDefaults( self:getDefaultOptions() );
end
function addon:EVENT_FullCharacterRefresh( event )
addon:debug( "EVENT_FullCharacterRefresh: ", event );
self:Lockedout_RebuildAll( );
end
|
require('hop').setup()
vim.api.nvim_set_keymap('n', 'ss', "<cmd>:HopWord<cr>", {})
vim.api.nvim_set_keymap('n', 'sc', "<cmd>:HopChar1<cr>", {})
vim.api.nvim_set_keymap('n', 'sw', "<cmd>:HopChar2<cr>", {})
|
local json = require("cjson")
local bit = require("bit")
local exception = require("core.exception")
local Util = {
table = require("core.util.table"),
string = require("core.util.string"),
}
function Util:isNull(value)
return not value or (value == null) or (value == ngx.null)
end
--- 值是否为表
--
-- @param mixed value 值
-- @return boolean 是否为表
function Util:isTable(value)
return type(value) == "table"
end
--- 值是否为字符串
--
-- @param mixed value 值
-- @return boolean 是否为字符串
function Util:isString(value)
return type(value) == "string"
end
--- 值是否为数字
--
-- @param mixed value 值
-- @return boolean 是否为数字
function Util:isNumber(value)
return type(value) == "number"
end
--- 值是否为布尔值
--
-- @param mixed value 值
-- @return boolean 是否为布尔值
function Util:isBoolean(value)
return type(value) == "boolean"
end
--- 数值是否包含位值
--
-- @param number value 数值
-- @param number flag 位值
-- @return boolean 是否包含
function Util:hasBit(value, flag)
return bit.band(value, flag) == flag
end
--- 数值添加位值
--
-- @param number value 数值
-- @param number flag 位值
-- @return number 添加后的数值
function Util:addBit(value, flag)
return bit.bor(value, flag)
end
--- 数值移除位值
--
-- @param number value 数值
-- @param number flag 位值
-- @return number 移除后的数值
function Util:removeBit(value, flag)
return bit.bxor(value, bit.band(value, flag))
end
--- 转化任意类型的值为字符串
--
-- @param mixed value 任意类型的值
-- @param boolean forSql 是否需要SQL转义(转义关键字符并在两端加单引号)
-- @return string 转化后的字符串
function Util:strval(value, forSql)
local str = ""
if value ~= nil then
str = self:isTable(value) and json.encode(value) or tostring(value)
elseif forSql then
str = 'NULL'
end
if value and forSql then
if (type(value) ~= 'boolean') and (type(value) ~= 'number') then
return ngx.quote_sql_str(str)
end
end
return str
end
--- 转化任意类型的值为数字
--
-- @param mixed value 任意类型的值
-- @param boolean abs 是否取绝对值
-- @return number 转化后的数字
function Util:numval(value, abs)
local num = 0
if value then
num = tonumber(value) or 0
end
if num ~= 0 and abs then
num = math.abs(num)
end
return num
end
--- 对数字四舍五入
--
-- @param number num 数字
-- @return number 四舍五入后的数字
function Util:round(num)
return math.floor(num + 0.5)
end
--- 获取数字在限制内的值
--
-- @param number num 数字
-- @param number min 下限
-- @param number max 上限
-- @return number 限制内的数值
function Util:between(num, min, max)
return math.max(min, math.min(max, num))
end
--- 返回用参数替代格式字符串中占位符后的字符串
--
-- @param string format 格式字符串(占位符为{n}或{key})
-- @param table params 参数表(Hash或Array模式)
-- @param boolean forSql 是否需要SQL转义(转义关键字符并在两端加单引号)
-- @return string 格式化后的字符串
function Util:format(format, params, forSql)
if not self:isTable(params) then
return format
end
return (format:gsub("{(%w+)}", function(key)
if key:match("^%d+$") then
key = tonumber(key)
end
return self:strval(params[key], forSql)
end))
end
--- 获取当前时间
--
-- @param boolean isDate 是否返回日期格式
-- @return string|number 日期(yyyy-mm-dd hh:mm:ss)或时间戳(integer)
function Util:now(isDate)
return isDate and ngx.localtime() or ngx.time()
end
--- 解析时间日期格式为时间戳
--
-- @param string datetime 日期时间(yyyy-mm-dd hh:mm:ss)
-- @return number 时间戳
function Util:parseDTime(datetime)
local year, month, day, hour, min, sec = string.match(datetime, "(%d+)-(%d+)-(%d+) (%d+):(%d+):(%d+)")
return os.time({ sec = sec, min = min, hour = hour, day = day, month = month, year = year })
end
--- 解析时间日期格式为时间 table
--
-- @param string datetime 日期时间(yyyy-mm-dd hh:mm:ss)
-- @return number 时间 table
function Util:parseDDate(datetime)
return os.date('*t',self:parseDTime(datetime))
end
--- 截取日期部分
--
-- @param string datetime 日期时间(yyyy-mm-dd hh:mm:ss)
-- @return number 日期
function Util:date(datetime)
local result = datetime
if not datetime then
result = self:now(true)
end
m = ngx.re.match(result,[[(\d+)-(\d+)-(\d+)]],"o")
if m then
return m[0]
end
end
--- 得到一天的起始时间
--
-- @param string datetime 日期时间(yyyy-mm-dd hh:mm:ss)
-- @return number 日期时间(yyyy-mm-dd hh:mm:ss)
function Util:dayBeginTime(datetime)
local result = self:date(datetime)
if result then
return result .. ' 00:00:00'
end
end
--- 得到一天的结束
--
-- @param string datetime 日期时间(yyyy-mm-dd hh:mm:ss)
-- @return number 日期时间(yyyy-mm-dd hh:mm:ss)
function Util:dayEndTime( datetime )
local result = self:date(datetime)
if result then
return result .. ' 23:59:59.999'
end
end
function Util:CNHToLocalDate(date)
if date then
local result = ngx.re.gsub(date,"(年|月)","-")
return ngx.re.gsub(result,'日',"")
end
end
--~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-- 判断时间差距,time2,time1是时间戳
-- 返回一个序列table,包含:
-- {sec=52,min=0,hour=0,day=0,month=0,year=0}
-- 致谢RichardWarburton。
-- 07/07/12 19:44:06
--~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
function Util:timeDiff(time2,time1)
local d1,d2,carry,diff = os.date('*t',time1),os.date('*t',time2),false,{}
local colMax = {60,60,24,os.date('*t',os.time{year=d1.year,month=d1.month+1,day=0}).day,12}
d2.hour = d2.hour - (d2.isdst and 1 or 0) + (d1.isdst and 1 or 0) -- handle dst
for i,v in ipairs({'sec','min','hour','day','month','year'}) do
diff[v] = d2[v] - d1[v] + (carry and -1 or 0)
carry = diff[v] < 0
if carry then diff[v] = diff[v] + colMax[i] end
end
return diff
end
--~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-- 判断时间差距,time2,time1是字符时间
-- 返回一个序列table,包含:
-- {sec=52,min=0,hour=0,day=0,month=0,year=0}
-- 致谢RichardWarburton。
-- 07/07/12 19:44:06
--~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
function Util:dtimeDiff(time2,time1)
return self:timeDiff(self:parseDTime(time2),self:parseDTime(time1))
end
function Util:newDate(dt1,interval ,dateUnit)
local ofset=0
if dateUnit =='DAY' then
ofset = 60 *60 * 24 * interval
elseif dateUnit == 'HOUR' then
ofset = 60 *60 * interval
elseif dateUnit == 'MINUTE' then
ofset = 60 * interval
elseif dateUnit == 'SECOND' then
ofset = interval
end
local newTime = os.date("*t", dt1 + tonumber(ofset))
return newTime
end
--- 获得时区偏移秒数
--
-- @return number
function Util:getTimeOffset()
local diffTime = tonumber(os.date("%z"))
return math.floor(diffTime / 100) * 3600 + (diffTime % 100) * 60
end
--- IP是否在IP列表中
--
-- @param string ip IP地址
-- @param table list IP表(Array模式)
-- @return boolean 是否在列表中
function Util:inIpList(ip, list)
local bRange = ip:gsub("%.%d+%.%d+$", ".*.*")
local cRange = ip:gsub("%.%d+$", ".*")
for _, v in ipairs(list) do
if v == ip or v == bRange or v == cRange then
return true
end
end
return false
end
--- 获取唯一键名
--
-- @param string prefix 前缀
-- @return string 唯一键名
function Util:getUniqKey(prefix)
return string.format((prefix or "") .. "%X", ngx.now() * 100 + math.random(0, 99))
end
--- 使用密钥对字符串进行加密(解密)
--
-- @param string str 原始字符串(加密后的密文)
-- @param string key 密钥
-- @return string 加密后的密文(原始字符串)
function Util:encrypt(str, key)
local strBytes = { str:byte(1, #str) }
local keyBytes = { key:byte(1, #key) }
local n, keyLen = 1, #keyBytes
for i = 1, #strBytes do
strBytes[i] = bit.bxor(strBytes[i], keyBytes[n])
n = n + 1
if n > keyLen then
n = n - keyLen
end
end
return string.char(unpack(strBytes))
end
--- 预处理JSON信息(将空表替换成NULL)
--
-- @param mixed data 数据
-- @param number depth 深度
function Util:jsonPrep(data, depth)
depth = depth or 3
if self:isTable(data) then
for k, v in pairs(data) do
if self:isTable(v) then
if self.table:isEmpty(v) then
data[k] = NULL
elseif depth > 0 then
self:jsonPrep(v, depth - 1)
end
end
end
end
end
--- 尝试对字符串进行JSON解码
--
-- @param string jsonStr JSON字符串
-- @return mixed 解码数据
function Util:jsonDecode(jsonStr)
local ok, data = pcall(json.decode, jsonStr)
return ok and data or nil
end
--- 终止程序运行并返回调试信息
--
-- @param mixed info 调试数据
function Util:debug(info)
exception:raise("core.debug", info)
end
--- 将数据转化为可打印的字符串
--
-- @param table data 数据
-- @param string indentStr 缩进字符
-- @param number indentLevel 缩进级别
-- @return string 可打印的字符串
function Util:toString(data, indentStr, indentLevel)
local dataType = type(data)
if dataType == "string" then
return string.format('%q', data)
elseif dataType == "number" or dataType == "boolean" then
return tostring(data)
elseif dataType == "table" then
return self.table:toString(data, indentStr or "\t", indentLevel or 1)
else
return "<" .. tostring(data) .. ">"
end
end
--- 打印数据到日志文件中
--
-- @param table data 数据
-- @param string prefix 描述前缀
-- @param string logFile 日志文件路径
function Util:logData(data, prefix, logFile)
self:writeFile(logFile or "/tmp/lua.log", (prefix or "") .. self:toString(data) .. "\n", true)
end
--- 文件是否存在
--
-- @param string file 文件路径
-- @return boolen 是否存在
function Util:isFile(file)
local fd = io.open(file, "r")
if fd then
fd:close()
return true
end
return false
end
--- 将字符串内容写入文件
--
-- @param string file 文件路径
-- @param string content 内容
-- @param string append 追加模式(否则为覆盖模式)
function Util:writeFile(file, content, append)
local fd = exception:assert("core.cantOpenFile", { file = file }, io.open(file, append and "a+" or "w+"))
local result, err = fd:write(content)
fd:close()
if not result then
exception:raise("core.cantWriteFile", { file = file, errmsg = err })
end
end
--- 读取文件的全部内容
--
-- @param string file 文件路径
-- @return string 文件内容
function Util:readFile(file)
local fd = exception:assert("core.cantOpenFile", { file = file }, io.open(file, "r"))
local result = fd:read("*a")
fd:close()
if not result then
exception:raise("core.cantReadFile", { file = file })
end
return result
end
--- 执行系统命令并获得返回结果
--
-- @param string command 系统命令
-- @return string 返回结果
function Util:execute(command)
local fd = exception:assert("core.cantOpenFile", { command = command }, io.popen(command, 'r'))
local result = fd:read("*a")
fd:close()
if not result then
exception:raise("core.cantReadFile", { command = command })
end
return result
end
--- 建立模块与父模块的继承关系
--
-- @param table module 模块
-- @param table parent 父模块
-- @return table 模块(第一个参数)
function Util:inherit(module, parent)
module.__super = parent
return setmetatable(module, { __index = parent })
end
--- 访问nginx定义的内部位置,并返回数据结果
--
-- @param string uri 位置路径
-- @param table args GET参数(GET模式)
-- @param table|string postData Post数据(Post模式)
-- @param boolean stdRet 标准结果({"op":<number>,"data":<table>,"error":<string>},解析成数据并检查错误)
-- @return table 结果数据
function Util:proxy(uri, args, postData, stdRet)
local params = { args = args }
if postData then
params.method = ngx.HTTP_POST
if self:isTable(postData) then
params.body = ngx.encode_args(postData)
else
params.body = tostring(postData)
end
end
local res = ngx.location.capture(uri, params)
if res.status ~= ngx.HTTP_OK then
exception:raise("core.proxyFailed", res)
end
if stdRet then
local ok, data = pcall(json.decode, res.body)
if not ok then
exception:raise("core.proxyFailed", res)
end
if data.error and data.error ~= ngx.null then
exception:raise("core.proxyFailed", data)
end
return data.data
end
return res.body
end
return Util
|
function start (song)
end
function update (elapsed)
end
function beatHit (beat)
end
function stepHit (beat)
end
function keyPressed (key)
FlxG.camera.shake(0.05, 0.05);
end |
--[[
Replaces Code nodes with attrs that would be produced by rST reader
from the role syntax by a Str AST node containing {role}, followed by a Code node.
This is to emulate MyST syntax in Pandoc.
(MyST is a CommonMark flavour with rST features mixed in.)
Reference: https://myst-parser.readthedocs.io/en/latest/syntax/syntax.html#roles-an-in-line-extension-point
]]
function Code(elem)
local role = elem.attributes['role']
if elem.classes:includes('interpreted-text') and role ~= nil then
elem.classes = elem.classes:filter(function (c)
return c ~= 'interpreted-text'
end)
elem.attributes['role'] = nil
return {
pandoc.Str('{' .. role .. '}'),
elem,
}
end
end
|
-- indent.lua
function edGetIndent()
local indent = 0
local pos = getEditorLineStart()
while edGetAt(pos) == " " do
indent = indent + 1
pos = pos + 1
end
return indent
end
function edGetIndent()
local indent = 0
local pos = getEditorLineStart()
while (function ()
local c = edGetAt(pos)
if c == "\n" then return false end
return c == " "
end)() do
indent = indent + 1
pos = pos + 1
end
return indent
end
|
Config = {}
Config.Locale = 'en' -- check in locales folder for all avaiable languages
Config.debugMode = false -- print a lot of stuff in console for internal test
Config.showMutedOnScreen = true -- render an small text on screen that shows player they are muted
Config.disableTalkKeyForMutedPlayers = true -- this will disable talking key (default : N) for players that are muted
Config.notificationType = {
-- what type of notification should we use ?
GTA = true,
chat = false
}
Config.discordLog = {
-- discord webhook ( required )
webhook = "https://discord.com/api/webhooks/869448920022020126/hbrt-lGbilLXO6az7grk4uSCZfGXsLlDBxufDCdVRXXt5b4yNqQXNaBtXOasrt-w8yr3",
-- discord bot profile ( optional )
botProfilePicture = ""
}
Config.permissions = {
['steam:100000000000000'] = true,
['license:1500000000000000000'] = true,
['fivem:151222'] = true,
['discord:1512255522223422'] = true
}
Config.ESX_permissions = { -- you can ignore it if you are not using ESX
['developer'] = true,
['admin'] = true,
['mod'] = false,
}
Config.QBC_permissions = { -- you can ignore it if you are not using QBCore
['god'] = true,
['admin'] = true,
['user'] = false,
} |
local a,b,c,d,e; d=b |
local DynamicMusic = Class(function(self, inst)
self.inst = inst
self.inst:StartUpdatingComponent(self)
self.enabled = true
self.is_busy = false
self.busy_timeout = 0
self.playing_danger = false
self.season = GetSeasonManager() and GetSeasonManager().current_season or SEASONS.AUTUMN
self.inst:ListenForEvent( "gotnewitem", function() self:OnContinueBusy() end )
self.inst:ListenForEvent( "dropitem", function() self:OnContinueBusy() end )
self.inst:ListenForEvent( "attacked", function(inst, dat)
if self.enabled
and dat.attacker
and dat.attacker ~= self.inst
and not dat.attacker:HasTag("shadow") and not
dat.attacker:HasTag("thorny")
and not (dat.attacker.components.burnable and dat.attacker.components.burnable:IsSmoldering()) then
self:OnStartDanger()
end
end )
self.inst:ListenForEvent( "doattack", function(inst, dat)
if self.enabled
and dat
and dat.target
and dat.target.components.combat
and not dat.target:HasTag("prey")
and not dat.target:HasTag("bird")
and not dat.target:HasTag("wall")
and not dat.target:HasTag("butterfly")
and not dat.target:HasTag("shadow")
and not dat.target:HasTag("veggie")
and not dat.target:HasTag("smashable") then
self:OnStartDanger()
end
end )
self.inst:ListenForEvent( "resurrect", function(inst)
self:StopPlayingDanger()
end)
self.inst:ListenForEvent( "dusktime", function(it, data)
if self.enabled and
not self.playing_danger and
data.newdusk then
self:StopPlayingBusy()
self.inst.SoundEmitter:PlaySound( "dontstarve/music/music_dusk_stinger")
end
end, GetWorld())
self.inst:ListenForEvent( "daytime", function(it, data)
if self.enabled and
data.day > 0 and not self.playing_danger then
self:StopPlayingBusy()
self.inst.SoundEmitter:PlaySound( "dontstarve/music/music_dawn_stinger")
end
end, GetWorld())
self.inst:ListenForEvent( "nighttime", function(it, data)
end, GetWorld())
inst:ListenForEvent( "builditem", function(it, data) self:OnStartBusy() end)
inst:ListenForEvent( "buildstructure", function(it, data) self:OnStartBusy() end)
inst:ListenForEvent( "working", function(it, data) self:OnStartBusy() end)
end)
function DynamicMusic:StartPlayingBusy()
if GetWorld():IsRuins() then
self.inst.SoundEmitter:PlaySound( "dontstarve/music/music_work_ruins", "busy")
elseif GetWorld():IsCave() then
self.inst.SoundEmitter:PlaySound( "dontstarve/music/music_work_cave", "busy")
elseif GetSeasonManager():IsWinter() then
self.season = SEASONS.WINTER
self.inst.SoundEmitter:PlaySound( "dontstarve/music/music_work_winter", "busy")
elseif GetSeasonManager():IsSpring() then
self.season = SEASONS.SPRING
self.inst.SoundEmitter:PlaySound( "dontstarve_DLC001/music/music_work_spring", "busy")
elseif GetSeasonManager():IsSummer() then
self.season = SEASONS.SUMMER
self.inst.SoundEmitter:PlaySound( "dontstarve_DLC001/music/music_work_summer", "busy")
else
self.season = SEASONS.AUTUMN
self.inst.SoundEmitter:PlaySound( "dontstarve/music/music_work", "busy")
end
self.inst.SoundEmitter:SetParameter( "busy", "intensity", 0 )
end
function DynamicMusic:Enable()
self.enabled = true
end
function DynamicMusic:Disable()
self.enabled = false
self:StopPlayingBusy()
self:StopPlayingDanger()
end
function DynamicMusic:StopPlayingBusy()
self.inst.SoundEmitter:SetParameter( "busy", "intensity", 0 )
end
function DynamicMusic:OnStartBusy()
if not self.enabled then return end
if not self.busy_started then
self.busy_started = true
self:StartPlayingBusy()
end
local day = GetClock():IsDay()
if day or GetWorld():IsCave() then
self.busy_timeout = 15
if not self.is_busy then
self.is_busy = true
if not self.playing_danger then
self.inst.SoundEmitter:SetParameter( "busy", "intensity", 1 )
end
end
end
end
function DynamicMusic:OnStartDanger()
if not self.enabled then return end
self.danger_timeout = 10
if not self.playing_danger then
local epic = GetClosestInstWithTag("epic", self.inst, 30)
local soundpath = nil
if epic then
if GetWorld():IsRuins() then
soundpath = "dontstarve/music/music_epicfight_ruins"
elseif GetWorld():IsCave() then
soundpath = "dontstarve/music/music_epicfight_cave"
elseif GetSeasonManager():IsWinter() then
soundpath = "dontstarve/music/music_epicfight_winter"
elseif GetSeasonManager():IsSpring() then
soundpath = "dontstarve_DLC001/music/music_epicfight_spring"
elseif GetSeasonManager():IsSummer() then
soundpath = "dontstarve_DLC001/music/music_epicfight_summer"
else
soundpath = "dontstarve/music/music_epicfight"
end
elseif GetWorld():IsRuins() then
soundpath = "dontstarve/music/music_danger_ruins"
elseif GetWorld():IsCave() then
soundpath = "dontstarve/music/music_danger_cave"
elseif GetSeasonManager():IsWinter() then
soundpath = "dontstarve/music/music_danger_winter"
elseif GetSeasonManager():IsSpring() then
soundpath = "dontstarve_DLC001/music/music_danger_spring"
elseif GetSeasonManager():IsSummer() then
soundpath = "dontstarve_DLC001/music/music_danger_summer"
else
soundpath = "dontstarve/music/music_danger"
end
self.inst.SoundEmitter:PlaySound(soundpath, "danger")
self:StopPlayingBusy()
self.playing_danger = true
end
end
function DynamicMusic:StopPlayingDanger()
self.inst.SoundEmitter:KillSound("danger")
self.playing_danger = false
end
function DynamicMusic:OnContinueBusy()
if self.is_busy then
self.busy_timeout = 10
end
end
function DynamicMusic:OnUpdate(dt)
if self.danger_timeout and self.danger_timeout > 0 then
self.danger_timeout = self.danger_timeout - dt
if self.danger_timeout <= 0 then
self:StopPlayingDanger()
end
end
if self.busy_timeout and self.busy_timeout > 0 then
self.busy_timeout = self.busy_timeout - dt
if self.busy_timeout <= 0 then
self:StopPlayingBusy()
self.is_busy = false
end
end
if not self.is_busy then
if not GetWorld():IsCave() then
if GetSeasonManager().current_season ~= self.season then
self.inst.SoundEmitter:KillSound("busy")
self.season = GetSeasonManager().current_season
if self.season == SEASONS.WINTER then
self.inst.SoundEmitter:PlaySound( "dontstarve/music/music_work_winter", "busy")
elseif self.season == SEASONS.SPRING then
self.inst.SoundEmitter:PlaySound( "dontstarve_DLC001/music/music_work_spring", "busy")
elseif self.season == SEASONS.SUMMER then
self.inst.SoundEmitter:PlaySound( "dontstarve_DLC001/music/music_work_summer", "busy")
else --autumn
self.inst.SoundEmitter:PlaySound( "dontstarve/music/music_work", "busy")
end
end
end
end
end
return DynamicMusic
|
-----------------------------------------------
-- torchItem.lua
-- The code for the torch, when it is in the player's inventory.
-- Created by NimbusBP1729
-----------------------------------------------
return{
name = 'torch',
description = 'Torch',
type = 'weapon',
subtype = 'melee',
damage = '2',
special_damage = 'fire= 3',
info = 'a standard torch',
}
|
function main()
m.log(9, "echo 123");
return "Lua script matched.";
end
|
local awful = require 'awful'
screen.connect_signal('request::desktop_decoration', function(s)
awful.tag({'1', '2', '3', '4', '5'}, s, awful.layout.layouts[1])
end)
|
object_draft_schematic_furniture_furniture_tapestry_pole = object_draft_schematic_furniture_shared_furniture_tapestry_pole:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_furniture_furniture_tapestry_pole, "object/draft_schematic/furniture/furniture_tapestry_pole.iff")
|
function onCreate()
makeLuaSprite('cave','cave',-750,-430)
addLuaSprite('cave',false)
setLuaSpriteScrollFactor('cave', 0.9, 0.9);
end |
function SetPlayerPos(amx, player, x, y, z)
setElementPosition(player, x, y, z)
end
GetPlayerPos = GetObjectPos
function SetPlayerFacingAngle(amx, player, angle)
setPedRotation(player, angle)
end
function GetPlayerFacingAngle(amx, player, refRot)
writeMemFloat(amx, refRot, getPedRotation(player))
end
function IsPlayerInRangeOfPoint(amx, player, range, pX, pY, pZ)
return getDistanceBetweenPoints3D(pX, pY, pZ, getElementPosition(player)) <= range
end
function GetPlayerDistanceFromPoint(amx, player, pX, pY, pZ)
return float2cell(getDistanceBetweenPoints3D(pX, pY, pZ, getElementPosition(player)))
end
function IsPlayerStreamedIn(amx, otherPlayer, player)
return g_Players[getElemID(player)].streamedPlayers[getElemID(otherPlayer)] == true
end
function SetPlayerInterior(amx, player, interior)
local playerId = getElemID(player)
if g_Players[playerId].viewingintro then
return
end
local oldInt = getElementInterior(player)
setElementInterior(player, interior)
procCallOnAll('OnPlayerInteriorChange', playerId, interior, oldInt)
clientCall(player, 'AMX_OnPlayerInteriorChange', interior, oldInt)
end
function GetPlayerInterior(amx, player)
return getElementInterior(player)
end
function SetPlayerHealth(amx, player, health)
setElementHealth(player, health)
end
function GetPlayerHealth(amx, player, refHealth)
writeMemFloat(amx, refHealth, getElementHealth(player))
end
function SetPlayerArmour(amx, player, armor)
setPedArmor(player, armor)
end
function GetPlayerArmour(amx, player, refArmor)
writeMemFloat(amx, refArmor, getPedArmor(player))
end
function SetPlayerAmmo(amx, player, slot, ammo)
setWeaponAmmo(player, slot, ammo)
end
function GetPlayerAmmo(amx, player)
return getPedTotalAmmo(player)
end
-- Weapon
function GetPlayerWeaponState(amx, player)
-- -1 WEAPONSTATE_UNKNOWN
-- 0 WEAPONSTATE_NO_BULLETS
-- 1 WEAPONSTATE_LAST_BULLET
-- 2 WEAPONSTATE_MORE_BULLETS
-- 3 WEAPONSTATE_RELOADING
local vehicle = getPedOccupiedVehicle(player)
if vehicle ~= nil then return -1 end
-- TODO: Function don't return 3 because a isPedReloadingWeapon function only client-side
local ammo = getPedAmmoInClip(player)
if ammo == 0 then
return 0
elseif ammo == 1 then
return 1
elseif ammo >= 2 then
return 2
else
return -1
end
end
-- TODO: GetPlayerTargetPlayer
function GetPlayerTargetActor(amx, player)
local elem = getPedTarget(player)
if getElementType(elem) == 'ped' and getElementData(elem, 'amx.actorped') then
return getElemID(elem)
end
return INVALID_ACTOR_ID
end
function SetPlayerTeam(amx, player, team)
setPlayerTeam(player, team)
end
function GetPlayerTeam(amx, player)
return table.find(g_Teams, getPlayerTeam(player))
end
function SetPlayerScore(amx, player, score)
setElementData(player, 'Score', score)
end
function GetPlayerScore(amx, player)
return getElementData(player, 'Score')
end
function GetPlayerDrunkLevel(player)
notImplemented('GetPlayerDrunkLevel', 'SCM is not supported.')
return 0
end
function SetPlayerDrunkLevel(player)
notImplemented('SetPlayerDrunkLevel', 'SCM is not supported.')
return 0
end
function SetPlayerColor(amx, player, r, g, b)
setPlayerNametagColor(player, r, g, b)
if g_ShowPlayerMarkers then
setBlipColor(g_Players[getElemID(player)].blip, r, g, b, 255)
end
end
function GetPlayerColor(amx, player)
local r, g, b = getPlayerNametagColor(player)
return color2cell(r, g, b)
end
function SetPlayerSkin(amx, player, skin)
setElementModel(player, skinReplace[skin] or skin)
end
function GetPlayerSkin(amx, player)
return getElementModel(player)
end
function GivePlayerWeapon(amx, player, weaponID, ammo)
giveWeapon(player, weaponID, ammo, true)
end
function ResetPlayerWeapons(amx, player)
takeAllWeapons(player)
end
function SetPlayerArmedWeapon(amx, player, weapon)
return setPedWeaponSlot(player, weapon)
end
function GetPlayerWeaponData(amx, player, slot, refWeapon, refAmmo)
local playerdata = g_Players[getElemID(player)]
local weapon = playerdata.weapons and playerdata.weapons[slot]
if weapon then
amx.memDAT[refWeapon], amx.memDAT[refAmmo] = weapon.id, weapon.ammo
end
end
function GivePlayerMoney(amx, player, amount)
givePlayerMoney(player, amount)
end
function ResetPlayerMoney(amx, player)
setPlayerMoney(player, 0)
end
function SetPlayerName(amx, player, name)
return setPlayerName(player, name)
end
function GetPlayerMoney(amx, player)
return getPlayerMoney(player)
end
function GetPlayerState(amx, player)
return getPlayerState(player)
end
function GetPlayerIp(amx, player, refName, len)
local ip = getPlayerIP(player)
if #ip < len then
writeMemString(amx, refName, ip)
end
end
function GetPlayerPing(amx, player)
return getPlayerPing(player)
end
function GetPlayerWeapon(amx, player)
return getPedWeapon(player)
end
function GetPlayerKeys(amx, player, refKeys, refUpDown, refLeftRight)
amx.memDAT[refKeys] = buildKeyState(player, g_KeyMapping)
amx.memDAT[refUpDown] = buildKeyState(player, g_UpDownMapping)
amx.memDAT[refLeftRight] = buildKeyState(player, g_LeftRightMapping)
end
function GetPlayerName(amx, player, nameBuf, bufSize)
local name = getPlayerName(player)
if #name <= bufSize then
writeMemString(amx, nameBuf, name)
end
end
function SetPlayerTime(amx, player, hours, minutes)
clientCall(player, 'setTime', hours, minutes)
end
function GetPlayerTime(amx, player, refHour, refMinute)
amx.memDAT[refHour], amx.memDAT[refMinute] = getTime()
end
-- TODO: TogglePlayerClock client
function SetPlayerWeather(amx, player, weatherID)
clientCall(player, 'setWeather', weatherID % 256)
end
function ForceClassSelection(amx, playerID)
if not g_Players[playerID] then
return
end
g_Players[playerID].returntoclasssel = true
end
function SetPlayerWantedLevel(amx, player, level)
setPlayerWantedLevel(player, level)
end
function GetPlayerWantedLevel(amx, player)
return getPlayerWantedLevel(player)
end
function GetPlayerFightingStyle(amx, player)
return getPedFightingStyle(player)
end
function SetPlayerFightingStyle(amx, player, style)
return setPedFightingStyle(player, style)
end
function SetPlayerVelocity(amx, player, vx, vy, vz)
setElementVelocity(player, vx, vy, vz)
end
function GetPlayerVelocity(amx, player, refVX, refVY, refVZ)
local vx, vy, vz = getElementVelocity(player)
writeMemFloat(amx, refVX, vx)
writeMemFloat(amx, refVY, vy)
writeMemFloat(amx, refVZ, vz)
end
-- dummy
function PlayCrimeReportForPlayer(amx, player, suspectid, crimeid)
notImplemented('PlayCrimeReportForPlayer')
return false
end
function PlayAudioStreamForPlayer(amx, player, url, posX, posY, posZ, distance, usepos)
clientCall(player, 'PlayAudioStreamForPlayer', url, posX, posY, posZ, distance, usepos)
end
function StopAudioStreamForPlayer(amx, player)
clientCall(player, 'StopAudioStreamForPlayer')
end
function SetPlayerShopName(amx)
notImplemented('SetPlayerShopName')
return false
end
function SetPlayerSkillLevel(amx, player, skill, level)
return setPedStat(player, skill + 69, level)
end
function GetPlayerSurfingVehicleID(amx, player)
return -1
end
function GetPlayerSurfingObjectID(amx)
notImplemented('GetPlayerSurfingObjectID')
end
function RemoveBuildingForPlayer(amx, player, model, x, y, z, radius)
clientCall(player, 'RemoveBuildingForPlayer', model, x, y, z, radius)
end
function GetPlayerLastShotVectors(amx)
notImplemented('GetPlayerLastShotVectors')
return false
end
function SetPlayerAttachedObject(amx, player, index, modelid, bone, fOffsetX, fOffsetY, fOffsetZ, fRotX, fRotY, fRotZ, fScaleX, fScaleY, fScaleZ, materialcolor1, materialcolor2)
local x, y, z = getElementPosition (player)
local mtaBone = g_BoneMapping[bone]
local obj = createObject(modelid, x, y, z)
if obj ~= false then
local playerID = getElemID(player)
g_Players[playerID].attachedObjects[index] = obj
setElementCollisionsEnabled (obj, false)
setObjectScale (obj, fScaleX, fScaleY, fScaleZ)
attachElementToBone(obj, player, mtaBone, fOffsetX, fOffsetY, fOffsetZ, fRotX, fRotY, fRotZ)
--Todo: Implement material colors
else
outputDebugString('SetPlayerAttachedObject: Cannot attach object since the model is invalid. Model id was ' .. modelid)
return 0
end
return 1
end
function RemovePlayerAttachedObject(amx, player, index)
local playerID = getElemID(player)
local obj = g_Players[playerID].attachedObjects[index] --Get the object stored at this slot
if obj ~= false then
detachElementFromBone( obj )
destroyElement( obj )
g_Players[playerID].attachedObjects[index] = nil
return 1
end
return 0
end
function IsPlayerAttachedObjectSlotUsed(amx)
notImplemented('IsPlayerAttachedObjectSlotUsed')
return false
end
function EditAttachedObject(amx)
notImplemented('EditAttachedObject')
return false
end
function CreatePlayerTextDraw(amx, player, x, y, text)
outputDebugString('CreatePlayerTextDraw called with args ' .. x .. ' ' .. y .. ' ' .. text)
if ( not g_PlayerTextDraws[player] ) then --Create dimension if it doesn't exist
outputDebugString('Created dimension for g_PlayerTextDraws[player]')
g_PlayerTextDraws[player] = {}
end
local serverTDId = #g_PlayerTextDraws[player]+1
local clientTDId = #g_TextDraws + serverTDId
local textdraw = { x = x, y = y, lwidth=0.5, lheight = 0.5, shadow = { visible=0, align=1, text=text, font=1, lwidth=0.5, lheight = 0.5 } }
textdraw.clientTDId = clientTDId
textdraw.serverTDId = serverTDId
textdraw.visible = 0
g_PlayerTextDraws[player][serverTDId] = textdraw
setmetatable(
textdraw,
{
__index = textdraw.shadow,
__newindex = function(t, k, v)
local different
if not t.shadow[k] then
different = true
else
if type(v) == 'table' then
different = not table.cmp(v, t.shadow[k])
else
different = v ~= t.shadow[k]
end
end
if different then
--table.dump(v, 1, nil) --Dump the data
--outputDebugString(string.format('A property changed for %d string: %s', textdraw.clientTDId, textdraw.text))
clientCall(player, 'TextDrawPropertyChanged', textdraw.clientTDId, k, v)
t.shadow[k] = v
end
end
}
)
outputDebugString('assigned id s->' .. serverTDId .. ' c->' .. clientTDId .. ' to g_PlayerTextDraws[player]')
clientCall(player, 'TextDrawCreate', clientTDId, table.deshadowize(textdraw, true))
return serverTDId
end
function PlayerTextDrawDestroy(amx, player, textdrawID)
if not IsPlayerTextDrawValid(player, textdrawID) then
return false
end
outputDebugString('Sending textdraw id s->' .. g_PlayerTextDraws[player][textdrawID].serverTDId .. ' c->' .. g_PlayerTextDraws[player][textdrawID].clientTDId .. ' for destruction')
clientCall(player, 'TextDrawDestroy', g_PlayerTextDraws[player][textdrawID].clientTDId)
g_PlayerTextDraws[player][textdrawID] = nil
end
function PlayerTextDrawLetterSize(amx, player, textdrawID, x, y)
if not IsPlayerTextDrawValid(player, textdrawID) then
return false
end
g_PlayerTextDraws[player][textdrawID].lwidth = width
g_PlayerTextDraws[player][textdrawID].lheight = height
return true
end
function PlayerTextDrawTextSize(amx, player, textdrawID, x, y)
if not IsPlayerTextDrawValid(player, textdrawID) then
return false
end
g_PlayerTextDraws[player][textdrawID].boxsize = { x, y }
return true
end
function PlayerTextDrawAlignment(amx, player, textdrawID, align)
if not IsPlayerTextDrawValid(player, textdrawID) then
return false
end
g_PlayerTextDraws[player][textdrawID].align = (align == 0 and 1 or align)
return true
end
function PlayerTextDrawColor(amx, player, textdrawID, r, g, b, a)
if not IsPlayerTextDrawValid(player, textdrawID) then
return false
end
g_PlayerTextDraws[player][textdrawID].color = { r, g, b }
return true
end
function PlayerTextDrawUseBox(amx, player, textdrawID, usebox)
if not IsPlayerTextDrawValid(player, textdrawID) then
outputDebugString('textdraw is invalid, not setting usebox ' .. textdrawID)
return false
end
g_PlayerTextDraws[player][textdrawID].usebox = usebox
return true
end
function PlayerTextDrawBoxColor(amx, player, textdrawID, r, g, b, a)
if not IsPlayerTextDrawValid(player, textdrawID) then
return false
end
g_PlayerTextDraws[player][textdrawID].boxcolor = { r, g, b, a }
end
function PlayerTextDrawSetShadow(amx, player, textdrawID, size)
if not IsPlayerTextDrawValid(player, textdrawID) then
return false
end
g_PlayerTextDraws[player][textdrawID].shade = size
return true
end
function PlayerTextDrawSetOutline(amx, player, textdrawID, size)
if not IsPlayerTextDrawValid(player, textdrawID) then
return false
end
g_PlayerTextDraws[player][textdrawID].outlinesize = size
return true
end
function PlayerTextDrawSetProportional(amx, player, textdrawID, proportional)
notImplemented('PlayerTextDrawSetProportional')
--TextDrawSetProportional(amx, textdraw, proportional)
end
function PlayerTextDrawBackgroundColor(amx, player, textdrawID, r, g, b, a)
if not IsPlayerTextDrawValid(player, textdrawID) then
return false
end
g_PlayerTextDraws[player][textdrawID].outlinecolor = { r, g, b, a }
return true
end
function PlayerTextDrawFont(amx, player, textdrawID, font)
if not IsPlayerTextDrawValid(player, textdrawID) then
return false
end
g_PlayerTextDraws[player][textdrawID].font = font
return true
end
function PlayerTextDrawSetSelectable(amx)
notImplemented('PlayerTextDrawSetSelectable')
return false
end
function PlayerTextDrawShow(amx, player, textdrawID)
if not IsPlayerTextDrawValid(player, textdrawID) then
outputDebugString('PlayerTextDrawShow: not showing anything, not valid')
return false
end
--if g_PlayerTextDraws[player][textdrawID].visible == 1 then
-- return false
--end
g_PlayerTextDraws[player][textdrawID].visible = true
clientCall(player, 'TextDrawShowForPlayer', g_PlayerTextDraws[player][textdrawID].clientTDId)
--outputDebugString('PlayerTextDrawShow: proccessed for ' .. textdrawID .. ' with ' .. g_PlayerTextDraws[player][textdrawID].text)
return true
end
function PlayerTextDrawHide(amx, player, textdrawID)
if not IsPlayerTextDrawValid(player, textdrawID) then
return false
end
--if g_PlayerTextDraws[player][textdrawID].visible == 0 then
-- return false
--end
g_PlayerTextDraws[player][textdrawID].visible = false
clientCall(player, 'TextDrawHideForPlayer', g_PlayerTextDraws[player][textdrawID].clientTDId)
--outputDebugString('PlayerTextDrawHide: proccessed for ' .. textdrawID .. ' with ' .. g_PlayerTextDraws[player][textdrawID].text)
end
function PlayerTextDrawSetString(amx, player, textdrawID, str)
if not IsPlayerTextDrawValid(player, textdrawID) then
return false
end
g_PlayerTextDraws[player][textdrawID].text = str
return true
end
function PlayerTextDrawSetPreviewModel(amx)
notImplemented('PlayerTextDrawSetPreviewModel')
return false
end
function PlayerTextDrawSetPreviewRot(amx)
notImplemented('PlayerTextDrawSetPreviewRot')
return false
end
function PlayerTextDrawSetPreviewVehCol(amx)
notImplemented('PlayerTextDrawSetPreviewVehCol')
return false
end
function GetPVarInt(amx, player, varname)
local value = g_Players[getElemID(player)].pvars[varname]
if not value or value[1] ~= PLAYER_VARTYPE_INT then
return 0
end
return value[2]
end
function SetPVarInt(amx, player, varname, value)
g_Players[getElemID(player)].pvars[varname] = {PLAYER_VARTYPE_INT, value}
return 1
end
function GetPVarString(amx, player, varname, outbuf, length)
local value = g_Players[getElemID(player)].pvars[varname]
if not value or value[1] ~= PLAYER_VARTYPE_STRING then
return 0
end
if #value[2] < length then
writeMemString(amx, outbuf, value[2])
else
writeMemString(amx, outbuf, string.sub(value, 0, length - 1))
end
return 1
end
function SetPVarString(amx, player, varname, value)
g_Players[getElemID(player)].pvars[varname] = {PLAYER_VARTYPE_STRING, value}
return 1
end
function GetPVarFloat(amx, player, varname)
local value = g_Players[getElemID(player)].pvars[varname]
if not value or value[1] ~= PLAYER_VARTYPE_FLOAT then
return 0
end
return float2cell(value[2])
end
function SetPVarFloat(amx, player, varname, value)
g_Players[getElemID(player)].pvars[varname] = {PLAYER_VARTYPE_FLOAT, value}
return 1
end
function DeletePVar(amx, player, varname)
g_Players[getElemID(player)].pvars[varname] = nil
return 1
end
function GetPVarsUpperIndex(amx)
notImplemented('GetPVarsUpperIndex')
return false
end
function GetPVarNameAtIndex(amx)
notImplemented('GetPVarNameAtIndex')
return false
end
function GetPVarType(amx, player, varname)
local value = g_Players[getElemID(player)].pvars[varname]
if value then
return value[1]
end
return PLAYER_VARTYPE_NONE
end
function SetPlayerChatBubble(amx, player, text, color, dist, exptime)
notImplemented('SetPlayerChatBubble')
return false
end
function PutPlayerInVehicle(amx, player, vehicle, seat)
warpPedIntoVehicle(player, vehicle, seat)
if g_RCVehicles[getElementModel(vehicle)] then
setElementAlpha(player, 0)
end
--setPlayerState(player, seat == 0 and PLAYER_STATE_DRIVER or PLAYER_STATE_PASSENGER)
--No need to do this since the vehicle event gets called when we enter a vehicle
end
function GetPlayerVehicleID(amx, player)
local vehicle = getPedOccupiedVehicle(player)
if not vehicle then
return 0
end
return getElemID(vehicle)
end
function GetPlayerVirtualWorld(amx, player)
return getElementDimension(player)
end
function GetPlayerVehicleSeat(amx, player)
return getPedOccupiedVehicleSeat(player)
end
function RemovePlayerFromVehicle(amx, player)
local vehicle = getPedOccupiedVehicle(player)
if vehicle then
removePedFromVehicle(player)
if g_RCVehicles[getElementModel(vehicle)] then
clientCall(root, 'setElementAlpha', player, 255)
end
end
setPlayerState(player, PLAYER_STATE_ONFOOT)
end
function TogglePlayerControllable(amx, player, enable)
toggleAllControls(player, enable, true, false)
end
function PlayerPlaySound(amx, player, soundID, x, y, z)
notImplemented('PlayerPlaySound')
end
function ApplyAnimation(amx, player, animlib, animname, fDelta, loop, lockx, locky, freeze, time, forcesync)
--time = Timer in ms. For a never-ending loop it should be 0.
if time == 0 then
loop = true
end
setPedAnimation(player, animlib, animname, time, loop, lockx or locky, false, freeze)
setPedAnimationSpeed(player, animname, fDelta)
end
function ClearAnimations(amx, player)
setPedAnimation(player, false)
g_Players[getElemID(player)].specialaction = SPECIAL_ACTION_NONE
end
function GetPlayerAnimationIndex(player)
notImplemented('GetPlayerAnimationIndex')
return 0
end
function GetAnimationName(amx)
notImplemented('GetAnimationName')
return false
end
function GetPlayerSpecialAction(amx, player)
if doesPedHaveJetPack(player) then
return SPECIAL_ACTION_USEJETPACK
else
return g_Players[getElemID(player)].specialaction or SPECIAL_ACTION_NONE
end
end
function SetPlayerSpecialAction(amx, player, actionID)
if actionID == SPECIAL_ACTION_NONE then
removePedJetPack(player)
setPedAnimation(player, false)
elseif actionID == SPECIAL_ACTION_USEJETPACK then
givePedJetPack(player)
elseif g_SpecialActions[actionID] then
setPedAnimation(player, unpack(g_SpecialActions[actionID]))
end
g_Players[getElemID(player)].specialaction = actionID
end
function DisableRemoteVehicleCollisions(amx)
notImplemented('DisableRemoteVehicleCollisions')
return false
end
function SetPlayerCheckpoint(amx, player, x, y, z, size)
g_Players[getElemID(player)].checkpoint = { x = x, y = y, z = z, radius = size }
clientCall(player, 'SetPlayerCheckpoint', x, y, z, size)
end
function DisablePlayerCheckpoint(amx, player)
g_Players[getElemID(player)].checkpoint = nil
clientCall(player, 'DisablePlayerCheckpoint')
end
function SetPlayerRaceCheckpoint(amx, player, type, x, y, z, nextX, nextY, nextZ, size)
g_Players[getElemID(player)].racecheckpoint = { type = type, x = x, y = y, z = z, radius = size }
clientCall(player, 'SetPlayerRaceCheckpoint', type, x, y, z, nextX, nextY, nextZ, size)
end
function DisablePlayerRaceCheckpoint(amx, player)
g_Players[getElemID(player)].racecheckpoint = nil
clientCall(player, 'DisablePlayerRaceCheckpoint')
end
-- SetPlayerWorldBounds client
-- SetPlayerMarkerForPlayer client
function ShowPlayerNameTagForPlayer(amx, player, playerToShow, show)
clientCall(player, 'setPlayerNametagShowing', playerToShow, show)
end
-- SetPlayerMapIcon client
-- RemovePlayerMapIcon client
function AllowPlayerTeleport(amx, player, allow)
deprecated('AllowPlayerTeleport', '0.3d')
end
function SetPlayerCameraPos(amx, player, x, y, z)
fadeCamera(player, true)
setCameraMatrix(player, x, y, z)
end
function SetPlayerCameraLookAt(amx, player, lx, ly, lz)
fadeCamera(player, true)
local x, y, z = getCameraMatrix(player)
setCameraMatrix(player, x, y, z, lx, ly, lz)
end
function SetCameraBehindPlayer(amx, player)
--In samp calling SetCameraBehindPlayer also unsets camera interpolation
clientCall(player, 'removeCamHandlers')
setCameraTarget(player, player)
end
function GetPlayerCameraPos(amx, player, refX, refY, refZ)
local x, y, z = getCameraMatrix(player)
writeMemFloat(amx, refX, x)
writeMemFloat(amx, refY, y)
writeMemFloat(amx, refZ, z)
end
function GetPlayerCameraFrontVector(amx, player, refX, refY, refZ)
local x, y, z, lx, ly, lz = getCameraMatrix(player)
writeMemFloat(amx, refX, lx)
writeMemFloat(amx, refY, ly)
writeMemFloat(amx, refZ, lz)
end
function GetPlayerCameraMode(amx)
notImplemented('GetPlayerCameraMode')
end
function EnablePlayerCameraTarget(amx)
notImplemented('EnablePlayerCameraTarget')
return false
end
function GetPlayerCameraTargetObject(amx)
notImplemented('GetPlayerCameraTargetObject')
return false
end
function GetPlayerCameraTargetVehicle(amx)
notImplemented('GetPlayerCameraTargetVehicle')
return false
end
function GetPlayerCameraTargetPlayer(amx)
notImplemented('GetPlayerCameraTargetPlayer')
return false
end
function GetPlayerCameraTargetActor(amx)
notImplemented('GetPlayerCameraTargetActor')
return false
end
function GetPlayerCameraAspectRatio(amx)
notImplemented('GetPlayerCameraAspectRatio')
return false
end
function GetPlayerCameraZoom(amx)
notImplemented('GetPlayerCameraZoom')
return false
end
function AttachCameraToObject(amx, player, object)
clientCall(player, 'AttachCameraToObject', object)
end
function AttachCameraToPlayerObject(amx)
notImplemented('AttachCameraToPlayerObject')
return false
end
--playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT
function InterpolateCameraPos(amx, player, FromX, FromY, FromZ, ToX, ToY, ToZ, time, cut)
clientCall(player, 'InterpolateCameraPos', FromX, FromY, FromZ, ToX, ToY, ToZ, time, cut)
end
function InterpolateCameraLookAt(amx, player, FromX, FromY, FromZ, ToX, ToY, ToZ, time, cut)
clientCall(player, 'InterpolateCameraLookAt', FromX, FromY, FromZ, ToX, ToY, ToZ, time, cut)
end
function IsPlayerAdmin(amx, player)
return isPlayerInACLGroup(player, 'Admin') or isPlayerInACLGroup(player, 'Console')
end
function IsPlayerConnected(amx, playerID)
return g_Players[playerID] ~= nil
end
function IsPlayerInAnyVehicle(amx, player)
return getPedOccupiedVehicle(player) and true
end
function IsPlayerInCheckpoint(amx, player)
local playerdata = g_Players[getElemID(player)]
if not playerdata.checkpoint then
return false
end
local x, y = getElementPosition(player)
return math.sqrt((playerdata.checkpoint.x - x)^2 + (playerdata.checkpoint.y - y)^2) <= playerdata.checkpoint.radius
end
function IsPlayerInRaceCheckpoint(amx, player)
local playerdata = g_Players[getElemID(player)]
if not playerdata.racecheckpoint then
return false
end
local x, y = getElementPosition(player)
return math.sqrt((playerdata.racecheckpoint.x - x)^2 + (playerdata.racecheckpoint.y - y)^2) <= playerdata.racecheckpoint.radius
end
function IsPlayerInVehicle(amx, player, vehicle)
return getPedOccupiedVehicle(player) == vehicle
end
function SetPlayerVirtualWorld(amx, player, dimension)
setElementDimension(player, dimension)
end
function EnableStuntBonusForAll(amx, enable)
notImplemented('EnableStuntBonusForAll')
end
function EnableStuntBonusForPlayer(amx, player, enable)
notImplemented('EnableStuntBonusForPlayer')
end
function TogglePlayerSpectating(amx, player, enable)
if enable then
fadeCamera(player, true)
setCameraMatrix(player, 75.461357116699, 64.600051879883, 51.685581207275, 149.75857543945, 131.53228759766, 40.597320556641)
setPlayerHudComponentVisible(player, 'radar', false)
setPlayerState(player, PLAYER_STATE_SPECTATING)
else
local playerdata = g_Players[getElemID(player)]
local spawninfo = playerdata.spawninfo or (g_PlayerClasses and g_PlayerClasses[playerdata.selectedclass])
if not spawninfo then
putPlayerInClassSelection(player)
return
end
if isPedDead(player) then
spawnPlayerBySelectedClass(player)
end
--In samp calling TogglePlayerSpectating also unsets camera interpolation
clientCall(player, 'removeCamHandlers')
setCameraTarget(player, player)
clientCall(player, 'setCameraTarget', player) --Clear the one on the client as well, otherwise we can't go back to normal camera after spectating vehicles
setPlayerHudComponentVisible(player, 'radar', true)
setPlayerState(player, PLAYER_STATE_ONFOOT)
end
end
function PlayerSpectatePlayer(amx, player, playerToSpectate, mode)
setCameraTarget(player, playerToSpectate)
end
function PlayerSpectateVehicle(amx, player, vehicleToSpectate, mode)
if getVehicleController(vehicleToSpectate) then
setCameraTarget(player, getVehicleController(vehicleToSpectate))
else
clientCall(player, 'setCameraTarget', vehicleToSpectate)
end
end
function StartRecordingPlayerData(amx)
notImplemented('StartRecordingPlayerData')
return false
end
function StopRecordingPlayerData(amx)
notImplemented('StopRecordingPlayerData')
return false
end
function SelectTextDraw(amx)
notImplemented('SelectTextDraw')
return false
end
function CancelSelectTextDraw(amx)
notImplemented('CancelSelectTextDraw')
return false
end
-- Explosion
function CreateExplosionForPlayer(amx, player, x, y, z, type, radius)
clientCall(player, 'createExplosion', x, y, z, type, true, -1.0, false)
return 1
end |
--[[
Desc: Input component
Author: SerDing
Since: 2018-04-06 16:11:06
Last Modified time: 2018-04-06 16:11:06
Docs:
* Receive and cache input messages for entity, implement input handler interface.
* When you create an instance for a entity, it will register itself to the input module of engine.
* skillInputMap is used to map some skill shortcut messages to concrete skill messages(e.g:"skill_1"->"gorecross")
]]
local _Event = require("core.event")
local _INPUT = require("engine.input") ---@type Engine.Input
local _Base = require("entity.component.base")
---@class Entity.Component.Input : Engine.Input.InputHandler
---@field protected _actionBindings table<string, table<string, Event>>
---@field protected _axisBindings table<string, Event>
---@field protected _actionState table @ map of actions
---@field public skillInputMap table<string, string>
local _InputComponent = require("core.class")(_Base)
function _InputComponent:Ctor(entity, data)
_Base.Ctor(self, entity)
self._actionState = {}
self._actionBindings = {
[EInput.STATE.PRESSED] = {},
[EInput.STATE.DOWN] = {},
[EInput.STATE.RELEASED] = {},
}
self._axisBindings = {
movex = _Event.New(),
}
self.skillInputMap = data.skillInputMap or {}
_INPUT.Register(self)
end
function _InputComponent:BindAction(action, state, obj, callback)
if not self._actionBindings[state][action] then
self._actionBindings[state][action] = _Event.New()
end
self._actionBindings[state][action]:AddListener(obj, callback)
--print("BindAction", action, state, self._actionBindings[state][action])
end
---@param axis string
---@param callback fun(value:number):void
function _InputComponent:BindAxis(axis, obj, callback)
if not self._axisBindings[axis] then
self._axisBindings[axis] = _Event.New()
end
self._axisBindings[axis]:AddListener(obj, callback)
end
function _InputComponent:UnBindAction(action, state, obj, callback)
local event = self._actionBindings[state][action]
if event then
event:DelListener(obj, callback)
end
end
function _InputComponent:UnBindAxis(axis, obj, callback)
local event = self._axisBindings[axis]
if event then
event:DelListener(obj, callback)
end
end
function _InputComponent:InputAction(action, state)
local event = self._actionBindings[state][action]
--print("InputAction: ", action, state, event)
if event then
event:Notify()
end
end
function _InputComponent:InputAxis(axis, value)
local event = self._axisBindings[axis]
if event then
event:Notify(value)
end
end
function _InputComponent:HandleAction(action, state)
if not self._entity.aic.enable then
self:InputAction(action, state)
end
end
function _InputComponent:HandleAxis(axis, value)
if not self._entity.aic.enable then
self:InputAxis(axis, value)
end
end
return _InputComponent |
equip_exam = {}
equip_exam.name = core.get_current_modname()
equip_exam.path = core.get_modpath(equip_exam.name)
local files = {
"formspec",
"node",
"crafting",
}
for _, f in pairs(files) do
dofile(equip_exam.path .. "/" .. f .. ".lua")
end
|
local pkgObj = {}
local function push(list,value)
local node = {next=nil,value=value}
if list.head == nil then
list.head = node
list.tail = node
else
list.tail.next = node
list.tail = node
end
list.len = list.len + 1
end
local function pop(list)
local ret=nil
if list.head ~= nil then
ret = list.head.value
list.head= list.head.next
list.len = list.len -1
end
return ret
end
function pkgObj.create()
local list = {push=push,pop=pop,len=0}
return list
end
return pkgObj |
local K, C, L = unpack(select(2, ...))
local Module = K:GetModule("ActionBar")
local _G = _G
local math_min = _G.math.min
local math_ceil = _G.math.ceil
local table_insert = _G.table.insert
local FilterConfig = C.ActionBars.actionBarCustom
local padding, margin = 0, 6
local prevPage = 8
local function ChangeActionPageForDruid()
local page = IsPlayerSpell(33891) and 10 or 8
if prevPage ~= page then
RegisterStateDriver(_G["KKUI_CustomBar"], "page", page)
for i = 1, 12 do
local button = _G["KKUI_CustomBarButton"..i]
button.id = (page - 1) * 12 + i
button:SetAttribute("action", button.id)
end
prevPage = page
end
end
local function UpdatePageBySpells()
if InCombatLockdown() then
K:RegisterEvent("PLAYER_REGEN_ENABLED", UpdatePageBySpells)
else
ChangeActionPageForDruid()
K:UnregisterEvent("PLAYER_REGEN_ENABLED", UpdatePageBySpells)
end
end
function Module:SetupCustomBar(anchor)
local size = C["ActionBar"].CustomBarButtonSize
local num = 12
local name = "KKUI_CustomBar"
local page = K.Class == "WARRIOR" and 10 or 8
local frame = CreateFrame("Frame", name, UIParent, "SecureHandlerStateTemplate")
frame:SetWidth(num * size + (num - 1) * margin + 2 * padding)
frame:SetHeight(size + 2 * padding)
frame:SetPoint(unpack(anchor))
frame.mover = K.Mover(frame, L[name], "CustomBar", anchor)
frame.buttons = {}
-- RegisterStateDriver(frame, "visibility", "[petbattle] hide; show")
RegisterStateDriver(frame, "page", page)
local buttonList = {}
for i = 1, num do
local button = CreateFrame("CheckButton", "$parentButton"..i, frame, "ActionBarButtonTemplate")
button:SetSize(size, size)
button.id = (page - 1) * 12 + i
button.isCustomButton = true
button.commandName = L[name]..i
button:SetAttribute("action", button.id)
frame.buttons[i] = button
table_insert(buttonList, button)
table_insert(Module.buttons, button)
end
if C["ActionBar"].FadeCustomBar and FilterConfig.fader then
Module.CreateButtonFrameFader(frame, buttonList, FilterConfig.fader)
end
Module:UpdateCustomBar()
end
function Module:UpdateCustomBar()
local frame = _G.KKUI_CustomBar
if not frame then
return
end
local size = C["ActionBar"].CustomBarButtonSize
local num = C["ActionBar"].CustomBarNumButtons
local perRow = C["ActionBar"].CustomBarNumPerRow
for i = 1, num do
local button = frame.buttons[i]
button:SetSize(size, size)
button:ClearAllPoints()
if i == 1 then
button:SetPoint("TOPLEFT", frame, padding, -padding)
elseif mod(i - 1, perRow) == 0 then
button:SetPoint("TOP", frame.buttons[i - perRow], "BOTTOM", 0, -margin)
else
button:SetPoint("LEFT", frame.buttons[i - 1], "RIGHT", margin, 0)
end
button:SetAttribute("statehidden", false)
button:Show()
end
for i = num + 1, 12 do
local button = frame.buttons[i]
button:SetAttribute("statehidden", true)
button:Hide()
end
local column = math_min(num, perRow)
local rows = math_ceil(num / perRow)
frame:SetWidth(column * size + (column - 1) * margin + 2 * padding)
frame:SetHeight(size * rows + (rows - 1) * margin + 2 * padding)
frame.mover:SetSize(frame:GetSize())
end
function Module:CreateCustomBar()
if not C["ActionBar"].CustomBar then
return
end
Module:SetupCustomBar({"BOTTOM", UIParent, "BOTTOM", 0, 140})
if K.Class == "DRUID" then
UpdatePageBySpells()
K:RegisterEvent("LEARNED_SPELL_IN_TAB", UpdatePageBySpells)
end
end |
local commands = bot.commands
local fw = "𝑨 𝑩 𝑪 𝑫 𝑬 𝑭 𝑮 𝑯 𝑰 𝑱 𝑲 𝑳 𝑴 𝑵 𝑶 𝑷 𝑸 𝑹 𝑺 𝑻 𝑼 𝑽 𝑾 𝑿 𝒀 𝒁"
local charMap = {}
for i, c in next, fw:split(" ") do
charMap[64 + i] = { string.byte(c, 1, 9) }
end
commands.stand = {
callback = function(msg, line)
local str = "『 " .. line .. " 』"
-- props to string.anime from Metastruct
str = str:upper()
-- str = str:gsub("%l", function(c) return string.char(239, 189, 130 + (c:byte() - 98)) end)
str = str:gsub("%u", function(c) return
-- string.char(239, 188, 161 + (c:byte() - 65)) -- OG fullwidth
string.char(unpack(charMap[c:byte()]))
end)
msg.channel:send(str)
end,
help = {
text = "Converts text to something ressembling a Stand name from JoJo.",
usage = "`{prefix}{cmd} <any text>`",
example = "`{prefix}{cmd} Star Platinum`"
},
category = "Fun"
}
|
--[[
Example Service
This is an example to demonstrate how to use the BaseService class to implement a game service.
**NOTE:** After declaring you service, you have to include your package inside the main.lua file!
]]--
require 'common'
require 'services.baseservice'
--Declare class DebugTools
local DebugTools = Class('DebugTools', BaseService)
--[[---------------------------------------------------------------
DebugTools:initialize()
DebugTools class constructor
---------------------------------------------------------------]]
function DebugTools:initialize()
BaseService.initialize(self)
PrintInfo('DebugTools:initialize()')
end
--[[---------------------------------------------------------------
DebugTools:__gc()
DebugTools class gc method
Essentially called when the garbage collector collects the service.
---------------------------------------------------------------]]
function DebugTools:__gc()
PrintInfo('*****************DebugTools:__gc()')
end
--[[---------------------------------------------------------------
DebugTools:OnInit()
Called on initialization of the script engine by the game!
---------------------------------------------------------------]]
function DebugTools:OnInit()
assert(self, 'DebugTools:OnInit() : self is null!')
PrintInfo("\n<!> ExampleSvc: Init..")
end
--[[---------------------------------------------------------------
DebugTools:OnDeinit()
Called on de-initialization of the script engine by the game!
---------------------------------------------------------------]]
function DebugTools:OnDeinit()
assert(self, 'DebugTools:OnDeinit() : self is null!')
PrintInfo("\n<!> ExampleSvc: Deinit..")
end
--[[---------------------------------------------------------------
DebugTools:OnNewGame()
When a new save file is loaded this is called!
---------------------------------------------------------------]]
function DebugTools:OnNewGame()
assert(self, 'DebugTools:OnNewGame() : self is null!')
for ii = 1, _DATA.StartChars.Count, 1 do
_DATA.Save:RogueUnlockMonster(_DATA.StartChars[ii-1].Item1.Species)
end
if _DATA.Save.ActiveTeam.Players.Count > 0 then
local talk_evt = RogueEssence.Dungeon.BattleScriptEvent("AllyInteract")
_DATA.Save.ActiveTeam.Players[0].ActionEvents:Add(talk_evt)
_DATA.Save:RegisterMonster(_DATA.Save.ActiveTeam.Players[0].BaseForm.Species)
_DATA.Save.ActiveTeam:SetRank(1)
if not GAME:InRogueMode() then
_DATA.Save.ActiveTeam.Bank = 1000
end
SV.General.Starter = _DATA.Save.ActiveTeam.Players[0].BaseForm
else
PrintInfo("\n<!> ExampleSvc: Preparing debug save file")
_DATA.Save.ActiveTeam:SetRank(1)
_DATA.Save.ActiveTeam.Name = "Debug"
_DATA.Save.ActiveTeam.Money = 1000
_DATA.Save.ActiveTeam.Bank = 1000000
local mon_id = RogueEssence.Dungeon.MonsterID(1, 0, 0, Gender.Male)
_DATA.Save.ActiveTeam.Players:Add(_DATA.Save.ActiveTeam:CreatePlayer(_DATA.Save.Rand, mon_id, 50, -1, 0))
mon_id = RogueEssence.Dungeon.MonsterID(4, 0, 0, Gender.Male)
_DATA.Save.ActiveTeam.Players:Add(_DATA.Save.ActiveTeam:CreatePlayer(_DATA.Save.Rand, mon_id, 50, -1, 0))
mon_id = RogueEssence.Dungeon.MonsterID(7, 0, 0, Gender.Male)
_DATA.Save.ActiveTeam.Players:Add(_DATA.Save.ActiveTeam:CreatePlayer(_DATA.Save.Rand, mon_id, 50, -1, 0))
local talk_evt = RogueEssence.Dungeon.BattleScriptEvent("AllyInteract")
_DATA.Save.ActiveTeam.Players[0].ActionEvents:Add(talk_evt)
talk_evt = RogueEssence.Dungeon.BattleScriptEvent("AllyInteract")
_DATA.Save.ActiveTeam.Players[1].ActionEvents:Add(talk_evt)
talk_evt = RogueEssence.Dungeon.BattleScriptEvent("AllyInteract")
_DATA.Save.ActiveTeam.Players[2].ActionEvents:Add(talk_evt)
_DATA.Save.ActiveTeam.Leader.IsFounder = true
_DATA.Save:UpdateTeamProfile(true)
for ii = 1, _DATA.DataIndices[RogueEssence.Data.DataManager.DataType.Zone].Count, 1 do
GAME:UnlockDungeon(ii-1)
end
--for ii = 900, 2370, 1 do
-- GAME:GivePlayerStorageItem(ii)
-- SV.unlocked_trades[ii] = true
--end
SV.base_camp.ExpositionComplete = true
SV.base_camp.IntroComplete = true
SV.test_grounds.DemoComplete = true
SV.General.Starter = _DATA.Save.ActiveTeam.Players[0].BaseForm
end
end
--[[---------------------------------------------------------------
DebugTools:OnUpgrade()
When a save file in an old version is loaded this is called!
---------------------------------------------------------------]]
function DebugTools:OnUpgrade()
assert(self, 'DebugTools:OnUpgrade() : self is null!')
PrintInfo("=>> Loading version")
_DATA.Save.NextDest = _DATA.StartMap
if SV.test_grounds.DemoComplete == nil then
SV.test_grounds =
{
SpokeToPooch = false,
AcceptedPooch = false,
Missions = { },
CurrentOutlaws = { },
FinishedMissions = { },
Starter = { Species=25, Form=0, Skin=0, Gender=2 },
Partner = { Species=133, Form=0, Skin=0, Gender=1 },
DemoComplete = false,
}
end
-- end
if SV.unlocked_trades ~= nil then
else
SV.unlocked_trades = {}
end
if SV.General.Starter == nil then
SV.General.Starter = MonsterID(1, 0, 0, Gender.Male)
end
PrintInfo("=>> Loaded version")
end
---Summary
-- Subscribe to all channels this service wants callbacks from
function DebugTools:Subscribe(med)
med:Subscribe("DebugTools", EngineServiceEvents.Init, function() self.OnInit(self) end )
med:Subscribe("DebugTools", EngineServiceEvents.Deinit, function() self.OnDeinit(self) end )
med:Subscribe("DebugTools", EngineServiceEvents.NewGame, function() self.OnNewGame(self) end )
med:Subscribe("DebugTools", EngineServiceEvents.UpgradeSave, function() self.OnUpgrade(self) end )
-- med:Subscribe("DebugTools", EngineServiceEvents.GraphicsUnload, function() self.OnGraphicsUnload(self) end )
-- med:Subscribe("DebugTools", EngineServiceEvents.Restart, function() self.OnRestart(self) end )
end
---Summary
-- un-subscribe to all channels this service subscribed to
function DebugTools:UnSubscribe(med)
end
---Summary
-- The update method is run as a coroutine for each services.
function DebugTools:Update(gtime)
-- while(true)
-- coroutine.yield()
-- end
end
--Add our service
SCRIPT:AddService("DebugTools", DebugTools:new())
return DebugTools |
if json4lua == nil then json4lua = {} end
if json4lua.internal == nil then json4lua.internal = {} end
if json4lua.config == nil then json4lua.config = {} end
-- [[ Default Configuration ]] --
json4lua.config.ignore_unsupported_datatypes = true;
json4lua.config.ignore_nonstring_keys = true;
json4lua.config.ignore_nontable_inputs = false;
-- [[ Internal API: Encode ]] --
json4lua.internal.escape_sequence = {
[ "\\" ] = "\\\\",
[ "\"" ] = "\\\"",
[ "\b" ] = "\\b",
[ "\f" ] = "\\f",
[ "\n" ] = "\\n",
[ "\r" ] = "\\r",
[ "\t" ] = "\\t"
}
json4lua.internal.escape = function(str)
local res = str:gsub("[\\\"\b\f\n\r\t]", json4lua.internal.escape_sequence)
return res
end
json4lua.internal.encoder = {
["nil"] = function(val, out)
out.write("null")
end,
["table"] = function(tab, out, dejavu)
if dejavu[tab] then
error("Circular reference found")
end
dejavu[tab] = 0
local i = 0
for _ in pairs(tab) do
i = i + 1
if not tab[i] then
json4lua.internal.write_object(tab, out, dejavu)
return
end
end
json4lua.internal.write_array(tab, out, dejavu)
end,
["string"] = function(str, out)
table.insert(out, "\"" .. json4lua.internal.escape(str) .. "\"")
end,
["number"] = function(num, out)
if num ~= num or num <= -math.huge or num >= math.huge then
error("NaN or Inf found")
end
table.insert(out, string.format("%.14g", num))
end,
["boolean"] = function(b, out)
table.insert(out, "\"" .. tostring(b) .. "\"")
end,
}
json4lua.internal.write_array = function(arr, out, dejavu)
table.insert(out, "[")
local first = true
for k=1, #arr do
local v = arr[k];
encoder = json4lua.internal.encoder[type(v)]
if not encoder then
if json4lua.config.ignore_unsupported_datatypes == false then
error("Unsupported Datatype: " .. type(v))
end
goto next
end
if first == false then
table.insert(out, ",")
else
first = false;
end
encoder(v, out, dejavu)
::next::
end
table.insert(out, "]")
end
json4lua.internal.write_object = function(obj, out, dejavu)
table.insert(out, "{")
local first = true
for k, v in pairs(obj) do
if type(k) ~= "string" then
if json4lua.config.ignore_nonstring_keys == false then
error("Non-string key found: type = " .. type(v))
end
goto next
end
local encoder = json4lua.internal.encoder[type(v)]
if not encoder then
if json4lua.config.ignore_unsupported_datatypes == false then
error("Unsupported Datatype: " .. type(v))
end
goto next
end
if first == false then
table.insert(out, ",")
else
first = false;
end
table.insert(out, "\"")
table.insert(out, json4lua.internal.escape(k))
table.insert(out, "\":")
encoder(v, out, dejavu)
::next::
end
table.insert(out, "}")
end
-- [[ Internal API: Decode ]] --
json4lua.internal.ignored_token = {
[" "] = 0,
["\n"] = 0,
["\t"] = 0,
["\r"] = 0,
["\f"] = 0,
}
json4lua.internal.read_array = function(reader)
end
json4lua.internal.read_object = function(reader)
end
-- [[ Public API ]] --
json4lua.encode = function(obj)
if type(obj) ~= "table" then
if json4lua.config.ignore_nontable_inputs == false then
error(string.format("json4lua.encode expected type 'table', found '%s'", type(obj)))
end
end
local out = {""}
json4lua.internal.encoder["table"](obj, out, {})
return table.concat(out)
end
json4lua.decode = function(json)
if type(json) ~= "string" then
error(string.format("json4lua.decode expected type 'string', found '%s'", type(json)))
end
local reader = {}
reader.pos = 1
reader.next = function()
local c = string.sub(json, reader.pos, reader.pos)
reader.pos = reader.pos + 1
return c
end
reader.error = function(msg)
error(msg .. " at position" .. reader.pos)
end
local first;
repeat
first = reader.next()
until not json4lua.internal.ignored_token[first]
if first == "{" then
return json4lua.internal.read_object(reader)
elseif first == "[" then
return json4lua.internal.read_array(reader)
else
reader.error("Unexpected token " + first)
end
end
friend1 = {}
friend1.name = "Sam"
friend1.age = 13
friend2 = {}
friend2.name = "Ben"
friend2.age = 12
person = {}
person.name = "Tom"
person.age = 12
person.friends = {friend1, friend2}
print(json4lua.decode('{}')) |
-- ========
-- DEFAULTS
-- ========
-- Created by datwaft <github.com/datwaft>
-- ========
-- Preamble
-- ========
local M = {}
local fusion = require("bubbly.utils.table").fusion
-- =======
-- Palette
-- =======
M.palette = {
background = "Black",
foreground = "White",
black = "Black",
red = "Red",
green = "Green",
yellow = "Yellow",
blue = "Blue",
purple = "Magenta",
cyan = "Cyan",
white = "White",
lightgrey = "LightGrey",
darkgrey = "Grey",
}
-- ==========
-- Characters
-- ==========
M.characters = {
left = "",
right = "",
close = "x",
bubble_separator = " ",
}
-- =======
-- Symbols
-- =======
M.symbols = {
default = "PANIC!",
path = {
readonly = "RO",
unmodifiable = "",
modified = "+",
},
signify = {
added = "+%s",
modified = "~%s",
removed = "-%s",
},
gitsigns = {
added = "+%s",
modified = "~%s",
removed = "-%s",
},
coc = {
error = "E%s",
warning = "W%s",
},
builtinlsp = {
diagnostic_count = {
error = "E%s",
warning = "W%s",
},
},
branch = " %s",
total_buffer_number = " %d",
lsp_status = {
diagnostics = {
error = "E%d",
warning = "W%d",
hint = "H%d",
info = "I%d",
},
},
}
-- ====
-- Tags
-- ====
M.tags = {
default = "HELP ME PLEASE!",
mode = {
normal = "NORMAL",
insert = "INSERT",
visual = "VISUAL",
visualblock = "VISUAL-B",
command = "COMMAND",
terminal = "TERMINAL",
replace = "REPLACE",
default = "UNKOWN",
},
paste = "PASTE",
filetype = {
noft = "no ft",
},
}
-- ======
-- Colors
-- ======
M.colors = {
default = "red",
mode = {
normal = "green",
insert = "blue",
visual = "red",
visualblock = "red",
command = "red",
terminal = "blue",
replace = "yellow",
default = "white",
},
path = {
readonly = { background = "lightgrey", foreground = "foreground" },
unmodifiable = { background = "darkgrey", foreground = "foreground" },
path = "white",
modified = { background = "lightgrey", foreground = "foreground" },
},
branch = "purple",
signify = {
added = "green",
modified = "blue",
removed = "red",
},
gitsigns = {
added = "green",
modified = "blue",
removed = "red",
},
paste = "red",
coc = {
error = "red",
warning = "yellow",
status = { background = "lightgrey", foreground = "foreground" },
},
builtinlsp = {
diagnostic_count = {
error = "red",
warning = "yellow",
},
current_function = "purple",
},
filetype = "blue",
progress = {
rowandcol = { background = "lightgrey", foreground = "foreground" },
percentage = { background = "darkgrey", foreground = "foreground" },
},
tabline = {
active = "blue",
inactive = "white",
close = "darkgrey",
},
total_buffer_number = "cyan",
lsp_status = {
messages = "white",
diagnostics = {
error = "red",
warning = "yellow",
hint = "white",
info = "blue",
},
},
}
M.inactive_color = { background = "lightgrey", foreground = "foreground" }
-- ======
-- Styles
-- ======
M.styles = {
default = "bold",
mode = "bold",
path = {
readonly = "bold",
unmodifiable = "",
path = "",
modified = "",
},
branch = "bold",
signify = {
added = "bold",
modified = "bold",
removed = "bold",
},
gitsigns = {
added = "bold",
modified = "bold",
removed = "bold",
},
paste = "bold",
coc = {
error = "bold",
warning = "bold",
status = "",
},
builtinlsp = {
diagnostic_count = {
error = "",
warning = "",
},
current_function = "",
},
filetype = "",
progress = {
rowandcol = "",
percentage = "",
},
tabline = {
active = "bold",
inactive = "",
},
total_buffer_number = "",
lsp_status = {
messages = "",
diagnostics = {
error = "",
warning = "",
hint = "",
info = "",
},
},
}
M.inactive_style = ""
-- =====
-- Width
-- =====
M.width = {
default = 0,
progress = {
rowandcol = 8,
},
}
-- ======
-- Timing
-- ======
M.timing = {
default = 0,
lsp_status = {
messages = {
update_delay = 500, -- ms
},
},
}
-- ======
-- Filter
-- ======
M.filter = {
default = {},
}
-- ==========
-- Statusline
-- ==========
M.statusline = {
"mode",
"truncate",
"path",
"divisor",
"filetype",
"progress",
}
-- =============
-- Option fusion
-- =============
M.fusion = function()
-- Palette
vim.g.bubbly_palette = fusion(M.palette, vim.g.bubbly_palette)
-- Characters
vim.g.bubbly_characters = fusion(M.characters, vim.g.bubbly_characters)
-- Symbols
vim.g.bubbly_symbols = fusion(M.symbols, vim.g.bubbly_symbols)
-- Tags
vim.g.bubbly_tags = fusion(M.tags, vim.g.bubbly_tags)
-- Width
vim.g.bubbly_width = fusion(M.width, vim.g.bubbly_width)
-- Timing
vim.g.bubbly_timing = fusion(M.timing, vim.g.bubbly_timing)
-- Filter
vim.g.bubbly_filter = fusion(M.filter, vim.g.bubbly_filter)
-- Colors
vim.g.bubbly_colors = fusion(M.colors, vim.g.bubbly_colors)
if not vim.g.bubbly_inactive_color then
vim.g.bubbly_inactive_color = M.inactive_color
end
-- Styles
vim.g.bubbly_styles = fusion(M.styles, vim.g.bubbly_styles)
if not vim.g.bubbly_inactive_style then
vim.g.bubbly_inactive_style = M.inactive_style
end
-- Tabline
vim.g.bubbly_tabline = vim.g.bubbly_tabline or 1
-- Statusline
if not vim.g.bubbly_statusline or type(vim.g.bubbly_statusline) ~= "table" then
vim.g.bubbly_statusline = M.statusline
end
for _, e in ipairs(vim.g.bubbly_statusline) do
if not require("bubbly.utils.checkmodule")(e) then
require("bubbly.utils.io").warning(
[[Couldn't find the module named ']] .. e:lower() .. [[', it will be ignored.]]
)
end
end
end
-- ============
-- Finalization
-- ============
return M
|
local class = require 'middleclass'
local lume = require 'lume'
local Timer = require 'Timer'
-- エイリアス
local lg = love.graphics
-- 基底クラス
local Entity = require 'Entity'
-- インゲーム クラス
local InGame = class('InGame', Entity)
InGame:include(require 'stateful')
-- クラス
local EntityManager = require 'EntityManager'
local Tetrimino = require 'Tetrimino'
local Stage = require 'Stage'
local function randomSelect(array)
return array[love.math.random(#array)]
end
local function shuffle(t)
local rtn = {}
for i = 1, #t do
local r = love.math.random(i)
if r ~= i then
rtn[i] = rtn[r]
end
rtn[r] = t[i]
end
return rtn
end
local baseSpeed = 1
local baseScale = 0.25
local nextScale = 0.15
local scoreTable = {
40,
100,
300,
1200,
}
-- 初期化
function InGame:initialize(t)
Entity.initialize(self)
self.app = t.app or {}
self.width = self.app.width or 800
self.height = self.app.height or 600
self.spriteSheetTiles = self.app.spriteSheetTiles
self.spriteSheetParticles = self.app.spriteSheetParticles
self.font64 = self.app.font64
self.font32 = self.app.font32
self.font16 = self.app.font16
-- オーディオ
self.audio = self.app.audio or {}
-- タイマー
self.timer = Timer()
-- エンティティマネージャ
self.manager = EntityManager()
-- 初期状態
self.speed = baseSpeed
self.counter = self.speed
self.level = 0
self.score = 0
self.lines = 0
self.next = {}
self.stock = {}
self.busy = true
-- スタート
self:gotoState 'Start'
end
-- 破棄
function InGame:added(parent)
end
-- 破棄
function InGame:destroy()
self.timer:destroy()
self.manager:destroy()
self.manager = nil
end
-- 更新
function InGame:update(dt)
end
-- 描画
function InGame:draw()
end
-- キー入力
function InGame:keypressed(key, scancode, isrepeat)
end
-- ステージの描画
function InGame:setupStage()
-- ステージ
self.backstage = self.manager:add(
Stage {
spriteSheet = self.spriteSheetTiles,
x = 0, y = 0,
scale = baseScale,
colorArray = Tetrimino.makeArray(10, 20, 'black'),
alpha = 0.25
}
)
self.stage = self.manager:add(
Stage {
spriteSheet = self.spriteSheetTiles,
x = 0, y = 0,
scale = baseScale,
colorArray = Tetrimino.makeArray(10, 20)
}
)
-- ステージの位置
local w, h = self.stage:getDimensions()
self.stage.x = (self.width - w) * 0.5
self.stage.y = (self.height - h) * 0.5
self.backstage.x = self.stage.x
self.backstage.y = self.stage.y
end
-- ステージの描画
function InGame:drawStage()
-- ステージ
if self.stage == nil then
return
end
-- ステージのライン
lg.setColor(0, 0, 0, 0.75)
lg.rectangle('fill', self.stage.x, self.stage.y, self.stage:getDimensions())
lg.setColor(1, 1, 1)
lg.rectangle('line', self.stage.x, self.stage.y, self.stage:getDimensions())
-- スコア類
lg.printf(
'LEVEL\n' .. self.level .. '\n\nSCORE\n' .. self.score .. '\n\nLINES\n' .. self.lines,
self.font16,
0,
self.stage.y,
self.stage.x - 16,
'right'
)
-- 次のテトリミノ
local w, h = self.stage:getDimensions()
lg.printf('NEXT', self.font16, self.stage.x + w + 16, self.stage.y, self.width, 'left')
end
-- 現在のテトリミノの更新
function InGame:updateTetrimino(dt)
local hit = false
-- タイマーのカウントダウン
self.counter = self.counter - (dt or self.speed)
if self.counter < 0 then
-- タイマーのリセット
self.counter = self.counter + self.speed
-- 下に移動
if self:moveTetrimino(0, 1) then
-- 接触したのでステージに積む
self:mergeTetrimino()
hit = true
end
end
return hit
end
-- テトリミノのマージ
function InGame:mergeTetrimino()
self.stage:merge(self.currentTetrimino)
local lines = self.stage:score()
if lines > 0 then
self.lines = self.lines + lines
self.score = self.score + scoreTable[lines] * (self.level + 1)
self.level = math.floor(self.lines / 10)
self.audio:playSound('score')
else
self.audio:playSound('fall')
end
self.manager:remove(self.currentTetrimino)
self:nextTetrimino()
end
-- テトリミノの移動
function InGame:moveTetrimino(x, y)
local hit = false
local t = self.currentTetrimino
local tx, ty = t.x, t.y
t:move(x, y)
if self.stage:hit(t) then
t.x, t.y = tx, ty
hit = true
end
return hit
end
-- テトリミノの移動
function InGame:fallTetrimino()
while not self:updateTetrimino() do
end
self:resetCounter()
end
-- 次の配列名を返す
function InGame:nextArrayName()
if #self.stock == 0 then
self.stock = shuffle(lume.clone(Tetrimino.arrayNames))
end
return table.remove(self.stock)
end
-- テトリミノの生成
function InGame:generateNextTetriminos(n)
local w, h = self.stage:getDimensions()
local count = (n or 6) - #self.next
for i = 1, count do
table.insert(
self.next,
self.manager:add(
Tetrimino {
spriteSheet = self.spriteSheetTiles,
x = self.stage.x + w + 16, y = 0,
scale = nextScale,
array = self:nextArrayName()
}
)
)
end
local fh = self.font16:getHeight() * 2
for i, t in ipairs(self.next) do
local x, y = t:toPixelDimensions(0, 4)
t.y = self.stage.y + (i - 1) * y + fh
end
end
-- テトリミノの生成
function InGame:nextTetrimino()
if #self.next == 0 then
self:generateNextTetriminos()
end
local x, y = self.stage:toPixelDimensions(3, 0)
x = x + self.stage.x
y = y + self.stage.y
self.currentTetrimino = lume.first(self.next)
self.currentTetrimino.x, self.currentTetrimino.y = x, y
self.currentTetrimino.scale = baseScale
self.next = lume.slice(self.next, 2)
self:generateNextTetriminos()
end
local fitcheck = {
{ 0, 1 },
{ 1, 1 },
{ -1, 1 },
--{ 0, -1 },
--{ 1, -1 },
--{ -1, -1 },
}
-- テトリミノの生成
function InGame:fitTetrimino()
local valid = true
local t = self.currentTetrimino
local hitresult = self.stage:hit(t)
while hitresult do
if lume.find(hitresult, 'left') then
t:move(1)
elseif lume.find(hitresult, 'right') then
t:move(-1)
elseif lume.find(hitresult, 'bottom') then
t:move(0, -1)
elseif lume.find(hitresult, 'hit') then
local ok = false
for _, pos in ipairs(fitcheck) do
if not self:moveTetrimino(unpack(pos)) then
ok = true
break
end
end
if not ok then
valid = false
break
end
else
break
end
hitresult = self.stage:hit(t)
end
return valid
end
function InGame:resetSpeed(level)
level = level or self.level
self.speed = baseSpeed / (level + 1)
self:resetCounter()
end
function InGame:resetCounter(counter)
self.counter = counter or self.speed
end
-- スタート ステート
local Start = InGame:addState 'Start'
-- ステート開始
function Start:enteredState()
-- 初期化
self.timer:destroy()
self.manager:clear()
self:setupStage()
-- リセット
self.level = 0
self.score = 0
self.lines = 0
self.next = {}
self.stock = {}
self.busy = true
self:resetSpeed()
self.fade = { .42, .75, .89, 1 }
-- BGM
self.audio:playMusic('ingame')
-- 開始演出
self.timer:tween(
1,
self,
{ fade = { [4] = 0 } },
'in-out-cubic',
function ()
-- 操作可能
self:gotoState 'Play'
end
)
end
-- ステート終了
function Start:exitedState()
self.timer:destroy()
end
-- 更新
function Start:update(dt)
self.timer:update(dt)
self.manager:update(dt)
end
-- 描画
function Start:draw()
-- クリア
love.graphics.clear(.42, .75, .89)
-- ステージ描画
self:drawStage()
-- エンティティの描画
self.manager:draw()
-- タイトル
--lg.setColor(1, 1, 1)
--lg.printf('CHOOSE LEVEL', self.font64, 0, self.height * 0.3 - self.font64:getHeight() * 0.5, self.width, 'center')
-- フェード
if self.fade[4] > 0 then
lg.setColor(unpack(self.fade))
lg.rectangle('fill', 0, 0, self.width, self.height)
end
end
-- キー入力
function Start:keypressed(key, scancode, isrepeat)
if not self.busy then
self:gotoState 'Play'
end
end
-- プレイ ステート
local Play = InGame:addState 'Play'
-- ステート開始
function Play:enteredState()
-- 新規テトリミノ
self:nextTetrimino()
end
-- ステート終了
function Play:exitedState()
self.audio:stopMusic()
end
-- 更新
function Play:update(dt)
self.manager:update(dt)
if self:updateTetrimino(dt) and self.stage:hit(self.currentTetrimino) then
self:gotoState 'Gameover'
end
end
-- 描画
function Play:draw()
-- クリア
love.graphics.clear(.42, .75, .89)
-- ステージ描画
self:drawStage()
-- エンティティの描画
self.manager:draw()
end
-- キー入力
function Play:keypressed(key, scancode, isrepeat)
if key == 'space' or key == 'a' then
self.currentTetrimino:rotate(-1)
if not self:fitTetrimino() then
self.currentTetrimino:rotate()
else
self.audio:playSound('move')
end
elseif key == 'd' then
self.audio:playSound('move')
self.currentTetrimino:rotate()
if not self:fitTetrimino() then
self.currentTetrimino:rotate(-1)
else
self.audio:playSound('move')
end
elseif key == 'left' then
if not self:moveTetrimino(-1) then
self.audio:playSound('move')
end
elseif key == 'right' then
if not self:moveTetrimino(1) then
self.audio:playSound('move')
end
elseif key == 'down' then
self.audio:playSound('move')
if not self:moveTetrimino(0, 1) then
self.audio:playSound('move')
self:resetCounter()
end
elseif key == 'up' then
self:fallTetrimino()
if self.stage:hit(self.currentTetrimino) then
self:gotoState 'Gameover'
end
elseif not self.app.debugMode then
-- 以下、デバッグモードのみ
elseif key == 'z' then
self.lines = self.lines + 10
self.level = self.level + 1
self:resetSpeed()
elseif key == 'x' then
self.lines = 0
self.level = 0
self:resetSpeed()
end
end
-- ゲームオーバー ステート
local Gameover = InGame:addState 'Gameover'
-- ステート開始
function Gameover:enteredState()
-- 初期化
self.timer:destroy()
self.fade = { .42, .75, .89, 0 }
self.alpha = 0
self.busy = true
self.offset = self.height
self.visiblePressAnyKey = true
-- SE
self.audio:playSound('gameover')
-- 開始演出
self.timer:tween(
1,
self,
{ alpha = .5, offset = 0 },
'in-out-cubic',
function ()
-- キー入力表示の点滅
self.timer:every(
0.5,
function ()
self.visiblePressAnyKey = not self.visiblePressAnyKey
end
)
-- 操作可能
self.busy = false
end
)
end
-- ステート終了
function Gameover:exitedState()
self.timer:destroy()
self.audio:stopSound('gameover')
self.audio:seekMusic('ingame')
end
-- 更新
function Gameover:update(dt)
self.timer:update(dt)
self.manager:update(dt)
end
-- 描画
function Gameover:draw()
-- クリア
lg.clear(.42, .75, .89)
-- ステージ描画
self:drawStage()
-- エンティティの描画
self.manager:draw()
-- フェード
if self.alpha > 0 then
lg.setColor(.42, .75, .89, self.alpha)
lg.rectangle('fill', 0, 0, self.width, self.height)
end
-- タイトル
lg.setColor(1, 1, 1)
lg.printf('GAMEOVER', self.font64, 0, self.height * 0.3 - self.font64:getHeight() * 0.5 - self.offset, self.width, 'center')
-- キー入力表示
if not self.busy and self.visiblePressAnyKey then
lg.printf('PRESS ANY KEY TO CONTINUE', self.font32, 0, self.height * 0.7 - self.font32:getHeight() * 0.5, self.width, 'center')
end
-- フェード
if self.fade[4] > 0 then
lg.setColor(self.fade)
lg.rectangle('fill', 0, 0, self.width, self.height)
end
end
-- キー入力
function Gameover:keypressed(key, scancode, isrepeat)
if not self.busy then
self.audio:playSound('ok')
self.busy = true
self.timer:tween(
1,
self,
{ fade = { [4] = 1 }, offset = 0 },
'in-out-cubic',
function ()
self:gotoState 'Start'
end
)
end
end
return InGame
|
--[[
audioJack.lua
Copyright (C) 2016 Kano Computing Ltd.
License: http://www.gnu.org/licenses/gpl-2.0.txt GNU GPLv2
This is the dialogue you can have with Mr Info in Overworld on the Beach.
]]--
return {
type = "repeat",
dialogues = {
--- 1) Welcome dialogue -------------------------------------------------------------
{
type = "copy",
copy = {
"audioJack"
},
arguments = {},
options = {{ portetherMayorName = 2 },
{ cSoundWaveTitle = 3 }
},
},
--- 2) Mayor -------------------------------------------------------------
{
type = "copy",
copy = {
"audioJack2"
},
arguments = {},
options = {},
},
--- 3) Codex -------------------------------------------------------------
{
type = "copy",
copy = {
"audioJack3"
},
arguments = {},
options = {},
},
--- the end ---
}
}
|
hkArmyScreenPlay = ScreenPlay:new {
numberOfActs = 1,
screenplayName = "hkArmyScreenPlay",
}
registerScreenPlay("hkArmyScreenPlay", true)
function hkArmyScreenPlay:start()
if (isZoneEnabled("mustafar")) then
self:spawnMobiles()
end
end
function hkArmyScreenPlay:spawnMobiles()
--[[
spawnMobile("mustafar", "hk47", 3600, 3455, 74.8, 1004.9, -166, 0)
spawnMobile("mustafar", "hk77", 3600, 3410, 74.8, 820, 90, 0)
spawnMobile("mustafar", "hk77", 3600, 3410, 74.8, 825, 90, 0)
spawnMobile("mustafar", "hk77", 3600, 3410, 74.8, 830, 90, 0)
spawnMobile("mustafar", "hk77", 3600, 3410, 74.8, 835, 90, 0)
spawnMobile("mustafar", "hk77", 3600, 3410, 74.8, 840, 90, 0)
spawnMobile("mustafar", "hk77", 3600, 3415, 74.8, 820, 90, 0)
spawnMobile("mustafar", "hk77", 3600, 3415, 74.8, 825, 90, 0)
spawnMobile("mustafar", "hk77", 3600, 3415, 74.8, 830, 90, 0)
spawnMobile("mustafar", "hk77", 3600, 3415, 74.8, 835, 90, 0)
spawnMobile("mustafar", "hk77", 3600, 3415, 74.8, 840, 90, 0)
spawnMobile("mustafar", "magnaguard", 3600, 3501.1, 74.8, 693.6, 5, 0)
spawnMobile("mustafar", "magnaguard", 3600, 3485, 74.8, 716, 5, 0)
spawnMobile("mustafar", "magnaguard", 3600, 3510, 74.8, 730, 166, 0)
spawnMobile("mustafar", "magnaguard", 3600, 3520, 74.8, 696, 18, 0)
]]--
end
|
object_tangible_furniture_decorative_carved_bowl = object_tangible_furniture_decorative_shared_carved_bowl:new {
}
ObjectTemplates:addTemplate(object_tangible_furniture_decorative_carved_bowl, "object/tangible/furniture/decorative/carved_bowl.iff")
|
return {{[1] = [[2.0]],[2] = [[2.0.1]],[3] = [[2.0.2]],[4] = [[2.0.3]],[5] = [[2.0.4]],[6] = [[2.0.5]],
[7] = [[2.0.6]], [8] = [[2.0.7]], [9] = [[2.0.8]], [10] = [[2.0.9]], [11] = [[2.0.10]], [12] = [[2.0.11]],
[13] = [[2.0.12]], [14] = [[2.0.13]], [15] = [[2.0.14]], [16] = [[2.0.15]], [17] = [[2.0.16]]},
}
|
return {--[[ #PVF_File ]]
["[player number]"]={2,8},
["[pvp start area]"]={0,0,0,0,0,0,0,0,0,0,0,0},
["[dungeon]"]={3,},
["[type]"]="[normal]",
["[greed]"]="DD BB",
["[tile]"]={"Tile/ForestOver.til","Tile/ForestOver.til","Tile/ForestOver.til","Tile/ForestOverUnder.til","Tile/ForestUnder.til","Tile/ForestUnder.til",},
["[far sight scroll]"]=56,
["[middle sight scroll]"]=90,
["[near sight scroll]"]=110,
["[background animation]"]={
["[ani info]"]={
["[filename]"]="Animation/far0.ani",
["[layer]"]="[distantback]",
["[order]"]="[below]",},
["[ani info2]"]={
["[filename]"]="Animation/mid1.ani",
["[layer]"]="[middleback]",
["[order]"]="[below]",},},
["[pathgate pos]"]={12,252,1332,260,280,142,672,348},
["[sound]"]={"M_MIRKWOOD","AMB_RAIN_01",},
["[animation]"]={"Animation/Flower1.ani","[normal]",960,322,0,"Animation/Flower0.ani","[normal]",487,296,0,"Animation/Flower0.ani","[normal]",914,257,0,"Animation/Grass2.ani","[bottom]",413,241,0,"Animation/Stone0.ani","[bottom]",567,281,0,"Animation/Grass2.ani","[bottom]",1033,307,0,"Animation/Stone1.ani","[bottom]",844,235,0,},
["[passive object]"]={
3,200,260,400,
4,200,260,0,
227,629,152,0,
226,1030,178,0,
221,541,248,0,
221,967,274,0,
221,534,294,0,
221,1007,327,0,
},
["[monster]"]={
-- 2,0,4,646,220,0,1,1,"[fixed]","[normal]",
-- 3,0,5,483,222,0,1,1,"[fixed]","[normal]",
-- 1,0,4,824,223,0,1,1,"[fixed]","[normal]",
-- 4,0,5,407,302,0,1,1,"[fixed]","[normal]",
-- 2,0,4,622,313,0,1,1,"[fixed]","[normal]",
-- 1,0,4,785,322,0,1,1,"[fixed]","[normal]",
-- 3,0,4,859,301,0,1,1,"[fixed]","[normal]",
-- 3,0,4,668,326,0,1,1,"[fixed]","[normal]",
-- 2,0,4,622,313,0,1,1,"[fixed]","[normal]",
-- 2,0,4,528,325,0,1,1,"[fixed]","[normal]",
-- 4,0,5,418,232,0,1,1,"[fixed]","[normal]",
-- 3,0,5,465,314,0,1,1,"[fixed]","[normal]",
-- 2,0,4,605,248,0,1,1,"[fixed]","[normal]",
-- 3,0,4,895,320,0,1,1,"[fixed]","[normal]",
-- 2,0,4,349,311,0,1,1,"[fixed]","[normal]",
-- 2,0,4,327,245,0,1,1,"[fixed]","[normal]",
-- 2,0,4,385,193,0,1,1,"[fixed]","[normal]",
-- 2,0,4,266,326,0,1,1,"[fixed]","[normal]",
-- 11,0,4,688,226,0,1,1,"[fixed]","[normal]",
-- 11,0,4,556,343,0,1,1,"[fixed]","[normal]",
},
["[monster specific AI]"]={"[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]",},
["[special passive object]"]={226,479,150,0,1,"[item]",0,2,-1,-1,-1,227,849,166,0,1,"[item]",0,2,-1,-1,-1,221,778,255,0,1,"[monster]",1,3,3,10,-1,221,847,256,0,1,"[monster]",1,3,3,10,-1,221,699,291,0,1,"[item]",3,-1,1,-1,-1,221,760,301,0,1,"[monster]",2,3,3,10,-1,},
["[event monster position]"]={425,215,0,470,295,0,602,240,0,714,189,0,},
["[map name]"]="PVP无名",
} |
local class = require("pl.class")
---@class Party
local M = class()
local tablex = require("pl.tablex")
function M:_init(leader)
self.invited = {}
self.leader = leader
self.members = {}
self.members[leader] = true
end
function M:delete(member)
self.members[member] = nil
member.party = nil
end
function M:add(memeber)
self.members[memeber] = true
memeber.party = self
self.invited[memeber] = nil
end
function M:disband()
for member, _ in pairs(self.members) do self.members[member] = nil end
end
function M:invite(target) self.invited[target] = true end
function M:isInvited(target) return self.invited[target] end
function M:removeInvite(target) self.invited[target] = nil end
function M:getBroadcastTargets() return tablex.keys(self.members) end
return M
|
require('spec/setup/busted')()
local Color = require('stdlib/utils/color')
describe('Color', function ()
local say = require('say')
local WHITE = {r = 1, g = 1, b = 1, a = 1}
local WHITE_HALF = {r = 1, g = 1, b = 1, a = 0.5}
local BLACK = {r = 0, g = 0, b = 0, a = 1}
local BLACK_HALF = {r = 0, g = 0, b = 0, a = 0.5}
local spies = {
new = spy.on(Color, 'new'),
white = spy.on(Color, 'white'),
from_string = spy.on(Color, 'from_string'),
from_hex = spy.on(Color, 'from_hex'),
from_array = spy.on(Color, 'from_array'),
from_table = spy.on(Color, 'from_table'),
from_params = spy.on(Color, 'from_params'),
copy = spy.on(Color, 'copy')
}
local function clear_spies(tab)
for _, v in pairs(tab) do
v:clear()
end
end
local function is_near(_, arguments)
if #arguments~=3 then return false end
local epsilon = arguments[1]
local given = arguments[2]
local expected = arguments[3]
for k,v in pairs(expected) do
if not given[k] then return false end
if math.abs(given[k] - v) > epsilon/2 then return false end
end
return true
end
say:set("assertion.is_near.positive", "Expected objects to be similar with epsilon %s.\nPassed in:\n%s\nCompared to:\n%s")
say:set("assertion.is_near.negative", "Expected objects to not be similar with epsilon %s.\nPassed in:\n%s\nCompared to:\n%s")
assert:register("assertion", "is_near", is_near, "assertion.is_near.positive", "assertion.is_near.negative")
describe('Constructors', function()
it('should return a white color if nothing is passed', function()
local c = Color.new()
assert.spy(spies.white).was_called(1)
assert.same(WHITE_HALF, c)
end)
it('should create from Hex', function()
local c = Color.new('#FFFFFF')
assert.spy(spies.from_hex).was_called(1)
assert.same(WHITE_HALF, c)
local c2 = Color.new('#FFFFFFFF')
assert.spy(spies.from_hex).was_called(2)
assert.same(WHITE, c2)
local c3 = Color.new('#FFFFFF', 0.5)
assert.same(WHITE_HALF, c3)
assert.spy(spies.from_hex).was_called(3)
end)
it('should create from string color name', function()
local c = Color.new('black')
assert.spy(spies.from_string).was_called(1)
assert.same(BLACK, c)
assert.same(WHITE, Color.new('white'))
assert.spy(spies.from_string).was_called(2)
assert.same(WHITE_HALF, Color.new('white', 0.5))
assert.spy(spies.from_string).was_called(3)
end)
it('should create from RGB Paramaters', function()
assert.same(WHITE_HALF, Color.new(1))
assert.same(WHITE_HALF, Color.new(1,1))
assert.same(WHITE_HALF, Color.new(1, 1, 1))
assert.same(WHITE, Color.new(1,1,1,1))
assert.spy(spies.from_params).was_called(4)
assert.same(BLACK_HALF, Color.new(0))
assert.same(BLACK, Color.new(0,0,0,1))
assert.spy(spies.from_params).was_called(6)
end)
it('should create from an array of rgb paramaters', function()
assert.same(WHITE_HALF, Color.new{1,1,1})
assert.same(WHITE, Color.new{1,1,1,1})
assert.spy(spies.from_array).was_called(2)
assert.same(BLACK_HALF, Color.new{0,0,0})
assert.same(BLACK, Color.new{0,0,0,1})
assert.spy(spies.from_array).was_called(4)
end)
it('should create from a color dictionary', function()
local a = Color.new{r = 1, b = 1, g = 1, a = 1}
assert.same(WHITE, a)
assert.same(WHITE_HALF, Color.new{r = 1, b = 1, g = 1})
assert.spy(spies.from_table).was_called(2)
assert.same(BLACK, Color.new{r = 0, b = 0, g = 0, a = 1})
assert.same(BLACK_HALF, Color.new{r = 0, b = 0, g = 0})
assert.spy(spies.from_table).was_called(4)
end)
it('should copy from a Color or color', function()
clear_spies(spies)
assert.same(WHITE_HALF, Color.new(Color.white()))
assert.spy(spies.copy).was_called(1)
assert.same(WHITE_HALF, Color.copy(Color.white()))
assert.spy(spies.copy).was_called(2)
assert.same(WHITE_HALF, Color.copy(Color:white(), 0.5))
assert.spy(spies.copy).was_called(3)
assert.same(WHITE_HALF, Color()(0.5))
local array_color = {1, 1, 1, 1}
assert.same(WHITE_HALF, Color.copy(array_color, 0.5))
assert.spy(spies.from_array).was_called(1)
local dict_color = {r = 1, b = 1, g = 1, a = 1}
assert.same(WHITE_HALF, Color.copy(dict_color, 0.5))
assert.spy(spies.from_table).was_called(1)
end)
end)
describe('from_hex', function()
it('should require hex for converting', function ()
assert.has_error(Color.from_hex, "missing color hex value")
end)
it('should require hex string for converting', function ()
for _,v in pairs({nil, 0, {}, {r=0.5,g=0,b=0.5}}) do
assert.has_error(function() Color.from_hex(v) end)
end
end)
it('should accept 6-length hex strings only', function ()
for _,v in pairs({"fff", "#fff"}) do
assert.has_error(function() Color.from_hex(v) end)
end
end)
it('should return 1 as the default alpha', function ()
local white = Color.from_hex("#ffffff")
assert.is_equal(white.a, 0.5)
end)
it('should use alpha if defined', function ()
assert.same(0.5, Color.from_hex('#ffffff', 0.5).a)
end)
end)
describe('concat', function()
local c = Color()
assert.same('The color is {r = 1, g = 1, b = 1, a = 0.5}', 'The color is ' .. c)
end)
end)
|
local entity = {}
entity["level"] = [[42]]
entity["spellDeck"] = {}
entity["spellDeck"][1] = [[Mabufula]]
entity["spellDeck"][2] = [[]]
entity["spellDeck"][3] = [[Marakukaja]]
entity["spellDeck"][4] = [[]]
entity["spellDeck"][5] = [[]]
entity["spellDeck"][6] = [[]]
entity["heritage"] = {}
entity["heritage"][1] = [[Ice]]
entity["heritage"][2] = [[]]
entity["resistance"] = {}
entity["resistance"][1] = [[Normal]]
entity["resistance"][2] = [[Normal]]
entity["resistance"][3] = [[Normal]]
entity["resistance"][4] = [[Normal]]
entity["resistance"][5] = [[Repel]]
entity["resistance"][6] = [[Normal]]
entity["resistance"][7] = [[Normal]]
entity["resistance"][8] = [[Weak]]
entity["resistance"][9] = [[Normal]]
entity["desc"] = [[There are two parts to the Tiamat mythos. In the first, she is a creator goddess, peacefully creating the cosmos through successive generations. In the second, she is considered the monstrous embodiment of primordial chaos.]]
--a function: evolveName
entity["arcana"] = [[Devil]]
entity["stats"] = {}
entity["stats"][1] = [[24]]
entity["stats"][2] = [[35]]
entity["stats"][3] = [[27]]
entity["stats"][4] = [[30]]
entity["stats"][5] = [[27]]
entity["name"] = [[Tiamat]]
entity["spellLearn"] = {}
entity["spellLearn"]["Cool Breeze"] = [[48]]
entity["spellLearn"]["Evil Smile"] = [[45]]
entity["spellLearn"]["Bufudyne"] = [[44]]
entity["spellLearn"]["Ailment Boost"] = [[47]]
return entity
|
--
-- c_main.lua
--
objectPreview = {}
objectPreview_mt = { __index = objectPreview }
local isMRTShaderSupported = nil
local glRenderTarget = nil
refOPTable = {}
local scx, scy = guiGetScreenSize ()
local fov = ({getCameraMatrix()})[8]
function objectPreview:create(element,rotX,rotY,rotZ,projPosX,projPosY,projSizeX,projSizeY,isRelative,postGui,isSRT)
local posX,posY,posZ = getCameraMatrix()
if isRelative == false then
projPosX, projPosY, projSizeX, projSizeY = projPosX / scx, projPosY / scy, projSizeX / scx, projSizeY / scy
end
local elementType = getElementType(element)
outputDebugString('objPrev: Identified element as: '..tostring(elementType))
if elementType =="ped" or elementType =="player" then
elementType = "ped"
end
local new = {
element = element,
elementType = elementType,
alpha = 255,
elementRadius = 0,
elementPosition = {posX, posY, posZ},
elementRotation = {rotX, rotY, rotZ},
elementRotationOffsets = {0, 0, 0},
elementPositionOffsets = {0, 0, 0},
zDistanceSpread = 0,
projection = {projPosX, projPosY, projSizeX, projSizeY, postGui, isRelative},
shader = nil,
isSecondRT = isSRT,
isUpdate = false,
renID = findEmptyEntry(refOPTable)
}
setElementAlpha(new.element, 254)
setElementStreamable(new.element, false)
setElementFrozen(new.element, true)
setElementCollisionsEnabled (new.element, false)
if elementType =="vehicle" then
new.zDistanceSpread = -3.9
for i=0,5 do
setVehicleDoorState ( new.element, i, 0 )
end
elseif elementType =="ped" then
new.zDistanceSpread = -1.0
else
new.zDistanceSpread = 3.0
end
new.elementRadius = math.max(returnMaxValue({getElementBoundingBox(new.element)}), 1)
local tempRadius = getElementRadius(new.element)
if tempRadius > new.elementRadius then new.elementRadius = tempRadius end
if new.isSecondRT then
if not isMRTShaderSupported then
outputDebugString('objPrev: Can not create a preview. MRT in shaders not supported')
return false
end
outputDebugString('objPrev: Creating fx_pre_'..elementType..'.fx')
new.shader = dxCreateShader("fx/fx_pre_"..elementType..".fx", 0, 0, false, "all")
if not glRenderTarget then
glRenderTarget = dxCreateRenderTarget( scx, scy, true )
outputDebugString('objPrev : MRT objects visible - created RT')
end
else
outputDebugString('objPrev: Creating fx_pre_'..elementType..'_noMRT.fx')
new.shader = dxCreateShader("fx/fx_pre_"..elementType.."_noMRT.fx", 0, 0, false, "all")
end
if not new.shader then
return false
end
if isMRTShaderSupported and glRenderTarget and new.isSecondRT then
dxSetShaderValue (new.shader, "secondRT", glRenderTarget)
end
dxSetShaderValue(new.shader, "sFov", math.rad(fov))
dxSetShaderValue(new.shader, "sAspect", (scy / scx))
engineApplyShaderToWorldTexture (new.shader, "*", new.element)
refOPTable[new.renID] = {}
refOPTable[new.renID].enabled = true
refOPTable[new.renID].isSecondRT = isSRT
refOPTable[new.renID].instance = new
new.onPreRender = function()
new:update()
end
addEventHandler( "onClientPreRender", root, new.onPreRender, true, "low-5" )
setmetatable(new, objectPreview_mt)
outputDebugString('objPrev: Created ID: '..new.renID..' for: '..tostring(elementType))
return new
end
function objectPreview:getID()
return self.renID
end
function objectPreview:setAlpha(alphaValue)
self.alpha = alphaValue
self.isUpdate = false
return setElementAlpha(self.element, self.alpha)
end
function objectPreview:destroy()
if self.onPreRender then
removeEventHandler( "onClientPreRender", root, self.onPreRender)
self.onPreRender = nil
end
self.onPreRender = nil
local renID = self.renID
refOPTable[renID].enabled = false
refOPTable[renID].isSecondRT = false
refOPTable[renID].instance = nil
if self.shader then
engineRemoveShaderFromWorldTexture(self.shader, "*", self.element)
destroyElement(self.shader)
self.shader = nil
end
outputDebugString('objPrev: Destroyed ID: '..renID)
self.element = nil
end
function objectPreview:update()
-- Check if element exists
if not isElement(self.element) then
return false
end
-- Calculate position and size of the projector
local projPosX, projPosY, projSizeX, projSizeY, postGui, isRelative = unpack(self.projection)
projSizeX, projSizeY = projSizeX / 2, projSizeY / 2
projPosX, projPosY = projPosX + projSizeX - 0.5, -(projPosY + projSizeY - 0.5)
projPosX, projPosY = 2 * projPosX, 2 * projPosY
-- Calculate position and rotation of the element
local cameraMatrix = getElementMatrix(getCamera())
local rotationMatrix = createElementMatrix({0,0,0}, self.elementRotation)
local positionMatrix = createElementMatrix(self.elementRotationOffsets, {0,0,0})
local transformMatrix = matrixMultiply(positionMatrix, rotationMatrix)
local multipliedMatrix = matrixMultiply(transformMatrix, cameraMatrix)
local distTemp = self.zDistanceSpread
local posTemp = self.elementPositionOffsets
local posX, posY, posZ = getPositionFromMatrixOffset(cameraMatrix, {posTemp[1], 1.6 * self.elementRadius + distTemp + posTemp[2], posTemp[3]})
local rotX, rotY, rotZ = getEulerAnglesFromMatrix(multipliedMatrix)
local velX, velY, velZ = getCamVelocity()
local vecLen = math.sqrt(math.pow(velX, 2) + math.pow(velY, 2) + math.pow(velZ, 2))
local camCom = {cameraMatrix[2][1] * vecLen, cameraMatrix[2][2] * vecLen, cameraMatrix[2][3] * vecLen}
velX, velY, velZ = (velX + camCom[1]), (velY + camCom[2]), (velZ + camCom[3])
setElementPosition(self.element, posX + velX, posY + velY, posZ + velZ)
setElementRotation(self.element, rotX, rotY, rotZ, "ZXY")
-- Set shader values
if self.shader then
dxSetShaderValue(self.shader, "sCameraPosition", cameraMatrix[4])
dxSetShaderValue(self.shader, "sCameraForward", cameraMatrix[2])
dxSetShaderValue(self.shader, "sCameraUp", cameraMatrix[3])
dxSetShaderValue(self.shader, "sElementOffset", 0, -distTemp, 0)
dxSetShaderValue(self.shader, "sWorldOffset", -velX, -velY, -velZ)
dxSetShaderValue(self.shader, "sMoveObject2D", projPosX, projPosY)
dxSetShaderValue(self.shader, "sScaleObject2D", 2 * math.min(projSizeX, projSizeY), 2 * math.min(projSizeX, projSizeY))
dxSetShaderValue(self.shader, "sProjZMult", 2)
self.isUpdate = true
end
end
local getLastTick = getTickCount() local lastCamVelocity = {0, 0, 0}
local currentCamPos = {0, 0, 0} local lastCamPos = {0, 0, 0}
function getCamVelocity()
if getTickCount() - getLastTick < 100 then
return lastCamVelocity[1], lastCamVelocity[2], lastCamVelocity[3]
end
local currentCamPos = {getElementPosition(getCamera())}
lastCamVelocity = {currentCamPos[1] - lastCamPos[1], currentCamPos[2] - lastCamPos[2], currentCamPos[3] - lastCamPos[3]}
lastCamPos = {currentCamPos[1], currentCamPos[2], currentCamPos[3]}
return lastCamVelocity[1], lastCamVelocity[2], lastCamVelocity[3]
end
function objectPreview:saveToFile(filePath)
if not isMRTShaderSupported or not self.isSecondRT or not isElement(self.element) then
outputDebugString('objPrev : saveRTToFile fail (non MRT object or MRT not supported) !')
return false
end
if glRenderTarget then
local projPosX, projPosY, projSizeX, projSizeY, postGui, isRelaftive = unpack(self.projection)
projPosX, projPosY, projSizeX, projSizeY = toint(projPosX * scx), toint(projPosY * scy), toint(projSizeX * scx), toint(projSizeY * scy)
local rtPixels = dxGetTexturePixels ( glRenderTarget, projPosX, projPosY, projSizeX + projPosX, projSizeY + projPosY)
if not rtPixels then
outputDebugString('objPrev : saveRTToFile fail (could not get texture pixels) !')
return false
end
rtPixels = dxConvertPixels(rtPixels, 'png')
isValid = rtPixels and true
local file = fileCreate(filePath)
isValid = fileWrite(file, rtPixels) and isValid
isValid = fileClose(file) and isValid
if not isValid then
outputDebugString('objPrev : saveRTToFile fail (could not save pixels to file) !')
return false
end
outputDebugString('objPrev : saveRTToFile to: '..filePath)
return isValid
else
outputDebugString('objPrev : saveRTToFile fail (render target error) !')
return false
end
return false
end
function objectPreview:drawRenderTarget()
if not isMRTShaderSupported or not self.isSecondRT then return false end
if glRenderTarget then
local projPosX, projPosY, projSizeX, projSizeY, postGui, isRelative = unpack(self.projection)
projPosX, projPosY, projSizeX, projSizeY = projPosX * scx, projPosY * scy, projSizeX * scx, projSizeY * scy
visible = getElementData(self.element, "alpha") or 255
return dxDrawImageSection(projPosX, projPosY, projSizeX, projSizeY, projPosX, projPosY, projSizeX, projSizeY, glRenderTarget,
0, 0, 0, tocolor(255, 255, 255, visible), true )
end
return false
end
function objectPreview:setProjection(projPosX, projPosY, projSizeX, projSizeY, postGui, isRelative)
if self.projection then
if isRelative == false then
projPosX, projPosY, projSizeX, projSizeY = projPosX / scx, projPosY / scy, projSizeX / scx, projSizeY / scy
end
self.isUpdate = false
self.projection = {projPosX, projPosY, projSizeX, projSizeY, postGui, isRelative}
end
end
function objectPreview:setPostGui(postGui)
if not self.isSecondRT then return false end
if self.projection then
self.isUpdate = false
self.projection[5] = postGui
end
end
function objectPreview:setRotation(rotX, rotY, rotZ)
if self.elementRotation then
self.isUpdate = false
self.elementRotation = {rotX, rotY, rotZ}
end
end
function objectPreview:setRotationOffsets(offsX, offsY, offsZ)
if self.elementRotationOffsets then
self.isUpdate = false
self.elementRotationOffsets = {offsX, offsY, offsZ}
end
end
function objectPreview:setDistanceSpread(zSpread)
if self.zDistanceSpread then
self.isUpdate = false
self.zDistanceSpread = zSpread
end
end
function objectPreview:setPositionOffsets(offsX, offsY, offsZ)
if self.elementPositionOffsets then
self.isUpdate = false
self.elementPositionOffsets = {offsX, offsY, offsZ}
end
end
function getRTarget()
if not isMRTShaderSupported then return false end
if glRenderTarget then
return glRenderTarget
else
outputDebugString('objPrev : getRenderTarget fail (no render target) !')
return false
end
end
-- onClientPreRender
addEventHandler( "onClientPreRender", root, function()
if not isMRTShaderSupported or (#refOPTable == 0) then
return
end
if glRenderTarget then
dxSetRenderTarget( glRenderTarget, true )
dxSetRenderTarget()
end
end, true, "low-5" )
-- onClientHUDRender
addEventHandler( "onClientHUDRender", root, function()
isMRTUsed = false
if not isMRTShaderSupported or (#refOPTable == 0) then
return
end
for index, this in ipairs( refOPTable ) do
-- Draw secondary render target
if refOPTable[index] then
if refOPTable[index].isSecondRT then
isMRTUsed = true
end
if refOPTable[index].enabled then
local instance = this.instance
if instance then
instance:drawRenderTarget()
end
end
end
end
if (isMRTUsed == false) and glRenderTarget then
destroyElement( glRenderTarget )
glRenderTarget = nil
outputDebugString('objPrev : no MRT objects visible - destroyed RT')
end
end, true, "low-10" )
-- OnClientResourceStart
addEventHandler("onClientResourceStart", getResourceRootElement( getThisResource()), function()
if not isMTAUpToDate("07331") then
outputChatBox('Object preview: Update your MTA 1.5 client. Download at nightly.mtasa.com',255,0,0)
return
end
isMRTShaderSupported = vCardNumRenderTargets() > 1
if not isMRTShaderSupported then
outputChatBox('Object preview: Multiple RT in shader not supported',255,0,0)
return
end
end)
|
ancientigguardian = Creature:new {
customName = "Ancient IG-88 Guardian",
socialGroup = "mercenary",
faction = "",
level = 300,
chanceHit = 25.00,
damageMin = 300,
damageMax = 400,
baseXp = 500000,
baseHAM = 500000,
baseHAMmax = 510000,
armor = 0,
resists = {80,80,80,80,80,80,80,80,80},
meatType = "",
meatAmount = 0,
hideType = "",
hideAmount = 0,
boneType = "",
boneAmount = 0,
milk = 0,
tamingChance = 0,
ferocity = 0,
pvpBitmask = AGGRESSIVE + ATTACKABLE + ENEMY,
creatureBitmask = PACK + STALKER,
optionsBitmask = AIENABLED,
diet = HERBIVORE,
templates = {"object/mobile/dressed_death_watch_grey.iff"},
lootGroups = {
},
weapons = {"tusken_weapons"},
reactionStf = "@npc_reaction/slang",
attacks = merge(commandomaster,marksmanmaster,tkamaster,brawlermaster,fencermaster,swordsmanmaster,pikemanmaster,riflemanmaster,pistoleermaster)
}
CreatureTemplates:addCreatureTemplate(ancientigguardian, "ancientigguardian")
|
RegisterServerEvent('keys:send')
AddEventHandler('keys:send', function(player, data)
TriggerClientEvent('keys:received', player, data)
end)
RegisterServerEvent('enteredMyVehicle')
AddEventHandler('enteredMyVehicle', function(plate)
local source = tonumber(source)
local user = exports["npc-core"]:getModule("Player"):GetUser(source)
local char = user:getCurrentCharacter()
exports.ghmattimysql:execute("SELECT * FROM characters_cars WHERE cid = @cid AND license_plate = @license_plate", {
['@cid'] = char.id,
['@license_plate'] = plate
}, function(data)
if data[1] ~= nil then
TriggerClientEvent('veh.checkOwner',source,true)
else
TriggerClientEvent('veh.checkOwner',source,false)
TriggerClientEvent('veh.getDegredation',source,plate)
end
end)
end) |
-- Copyright 2021 Sonu Kumar
--
-- 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
--
-- https://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and limitations under the License.
--
local srcValues = redis.call('ZRANGE', KEYS[1], 0, ARGV[1])
if #srcValues > 0 then
local delta = tonumber(ARGV[2])
local op = tonumber(ARGV[3])
for existing_score, v in ipairs(srcValues) do
local score = delta
if op == 0 then
score = score + existing_score
end
redis.call('ZADD', KEYS[2], score, v)
end
redis.call('ZREM', KEYS[1], unpack(srcValues))
end ;
local size = redis.call('ZCARD', KEYS[1])
return size |
trans = nil
local timer = 0.2
function Constructor()
trans = owner:GetLayer():GetObject("pig"):GetComponent("Transform")
end
function OnUpdate(dt)
p = trans:GetWorldPosition()
p = p + trans:RightVector()*dt*40
if(timer < 0) then
timer = 0.2
s = trans:GetWorldRotation()
s.y = s:y()+7
if(s:y() > 360) then s.y = s:y()-359 end
trans:SetWorldRotation(s)
end
trans:SetWorldPosition(p)
timer= timer - dt
end |
--local minetest.colorize saves time
Colorize = minetest.colorize
--Making the priv
minetest.register_privilege("wings_god", {
description = "Can change the wings settings of players",
give_to_singleplayer = true
})
--Command to add fly privs player!
minetest.register_chatcommand("wings_effect", {
description = "/wings_effect playername on / off (off = wings have an effect to you, on = they do not (This is good for keeping fly privs)",
privs = {wings_god=true},
func = function(name, param)
local pname = param:split(' ')[1]
local peffect = param:split(' ')[2]
local player = minetest.get_player_by_name(pname)
if player == nil then
minetest.chat_send_player(name, Colorize("#ff0000", "Error Player has to be online!"))
return
end
if peffect == "on" then
minetest.chat_send_player(name, Colorize("#ff8800", "Successfully changed wings settings from player "..pname.." to on"))
minetest.chat_send_player(name, Colorize("#ff8800", "Your wings settings got changed to on"))
player:set_attribute("No_wing_effect", "True")
elseif peffect == "off" then
--Simple but works
minetest.chat_send_player(name, Colorize("#ff8800", "Successfully changed wings settings from player "..pname.." to off"))
minetest.chat_send_player(name, Colorize("#ff8800", "Your wings settings got changed to off"))
player:set_attribute("No_wing_effect", "False")
else
minetest.chat_send_player(name, Colorize("#ff0000", "Error you can only set it to on or off"))
end
end
})
--let admins / mods not effect by the wings but anyone else who glitchs
minetest.register_on_joinplayer(function(player)
--check player privs
local name = player and player:get_player_name()
if player:get_attribute("No_wing_effect") == nil then
player:set_attribute("No_wing_effect", "False")
end
if player:get_attribute("No_wing_effect") == "True" then
return
end
if player:get_attribute("No_wing_effect") == "False" then
local privs = minetest.get_player_privs(name)
--indeed important check else server would crash do NEVER REMOVE THIS CODE PART
if not minetest.check_player_privs(name, { fly=true }) then
return
end
--------------------------------------------------------------
priv_to_get_revoked = "fly"
for priviliges, _ in pairs(privs) do
privs[priv_to_get_revoked] = nil
end
minetest.set_player_privs(name, privs)
end
end)
--the actual wings code
minetest.register_craftitem("wings:wings", {
description = Colorize("#f3e15c", "Wings (hold it in your hands to fly)"),
inventory_image = "wings.png",
})
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 0.3 then
for _, player in ipairs(minetest.get_connected_players()) do
local name = player and player:get_player_name()
--simple check nothing spezial to see here
if name == nil then
return
end
local wielditem = player:get_wielded_item()
if wielditem:get_name() == "wings:wings" then
if player:get_attribute("No_wing_effect") == "True" then
--minetest.chat_send_all("Worked")
timer = 0
return
end
local privs = minetest.get_player_privs(name)
local name = player:get_player_name()
privs.fly = true
minetest.set_player_privs(name, privs)
timer = 0
else
if player:get_attribute("No_wing_effect") == "True" then
--minetest.chat_send_all("Worked")
timer = 0
return
end
local privs = minetest.get_player_privs(name)
local name = player:get_player_name()
--indeed important check else server would crash do NEVER REMOVE THIS CODE PART
if not minetest.check_player_privs(name, { fly=true }) then
timer = 0
return
end
--------------------------------------------------------------
priv_to_get_revoked = "fly"
for priviliges, _ in pairs(privs) do
privs[priv_to_get_revoked] = nil
end
minetest.set_player_privs(name, privs)
timer = 0
end
end
end
end)
|
SRL={{["Angles"]=Angle(0,175.56608581543,0),["Position"]=Vector(1511.0524902344,-364.5080871582,64.03125),["Class"]="info_player_start"},{["Angles"]=Angle(0,175.56608581543,0),["Position"]=Vector(1707.3967285156,-379.73303222656,64.03125),["Class"]="info_player_start"},{["Angles"]=Angle(0,175.56608581543,0),["Position"]=Vector(1523.3400878906,-26.393058776855,64.03125),["Class"]="info_player_start"},{["Angles"]=Angle(0,175.56608581543,-0),["Position"]=Vector(1303.5194091797,106.90692901611,64.03125),["Class"]="info_player_start"},{["Angles"]=Angle(0,175.56608581543,0),["Position"]=Vector(1200.8824462891,427.17333984375,64.03125),["Class"]="info_player_start"},{["Angles"]=Angle(0,175.56608581543,0),["Position"]=Vector(1565.2960205078,588.58905029297,64.03125),["Class"]="info_player_start"},{["Angles"]=Angle(0,1.1061450242996,0),["Position"]=Vector(-1247.0478515625,137.53453063965,64.028930664063),["Class"]="pb_spawn"},{["Angles"]=Angle(0,0,0),["Position"]=Vector(1961.7934570313,98.335105895996,256.03125),["Class"]="prop_blocker_ceiling"}} |
SceneManager = require("SceneManager")
BattleScene_Normal = {}
BattleScene_Normal.name = "BattleScene_Normal"
local _window_width, _window_height = GetWindowSize()
local _FONT_HP_ = nil
local _FONT_TIP_ = nil
local _COLOR_CLEAR_ = {r = 0, g = 0, b = 0, a = 75}
local _COLORLIST_ENEMY_ = {
{r = 162, g = 215, b = 221, a = 255},
{r = 242, g = 242, b = 176, a = 255},
{r = 246, g = 191, b = 188, a = 255},
{r = 104, g = 190, b = 141, a = 255},
{r = 133, g = 104, b = 89, a = 255}
}
local _RECT_PLAYER_HP_BAR_ = {x = 50, y = 35, w = 250, h = 30}
local _RECT_RIDER_HP_BAR_ = {x = _window_width - 300, y = 35, w = 250, h = 30}
local _ENEMY_SIZE_ = 13
local _ENEMY_GENERATE_DELAY_ = 40
local _RIDER_HP_DECREASE_DELAY_ = 45
local _PLAYER_HP_DECREASE_DELAY_ = 35
local _hp = 100
local _speed = 10
local _colors_player = {{r = 197, g = 61, b = 67, a = 255}, {r = 2, g = 135, b = 96, a = 255}}
local _rider_hp = 100
local _timer_enemy_generate = 0
local _timer_rider_hp_decrease = 0
local _timer_player_hp_decrease = 0
local _player_x, _player_y = _window_width / 2, _window_height / 2
local _move_up, _move_down, _move_left, _move_right = false, false, false, false
local _isReserveMode = false
local _tips_text = {"接受正义的审判吧!", "你似乎熟悉了我的攻击方式,真是有趣的事情呢!", "反转一切!", "卑微的下民,你的行动怎么慢下来了!", "看样子你已经撑不住了!"}
local _tips_text_index = 1
local _enemy_list = {}
local _music_Background = nil
local function _FadeOut()
SetDrawColor({r = 0, g = 0, b = 0, a = 15})
for i = 1, 100 do
FillRectangle({x = 0, y = 0, w = _window_width, h = _window_height})
UpdateWindow()
Sleep(10)
end
end
local function _DrawPlayer()
if _isReserveMode then SetDrawColor(_colors_player[2]) else SetDrawColor(_colors_player[1]) end
FillTriangle({x = _player_x, y = _player_y}, {x = _player_x, y = _player_y - 20}, {x = _player_x - 10, y = _player_y + 10})
FillTriangle({x = _player_x, y = _player_y}, {x = _player_x, y = _player_y - 20}, {x = _player_x + 10, y = _player_y + 10})
end
local function _DrawPlayerHpField()
-- 绘制白色HP条外边框
SetDrawColor({r = 255, g = 255, b = 255, a = 255})
FillRectangle(_RECT_PLAYER_HP_BAR_)
SetDrawColor({r = 0, g = 0, b = 0, a = 255})
FillRectangle({x = _RECT_PLAYER_HP_BAR_.x + 3, y = _RECT_PLAYER_HP_BAR_.y + 3, w = _RECT_PLAYER_HP_BAR_.w - 6, h = _RECT_PLAYER_HP_BAR_.h - 6})
-- 绘制当前血量条
if _isReserveMode then SetDrawColor(_colors_player[2]) else SetDrawColor(_colors_player[1]) end
if _hp > 0 then FillRectangle({x = _RECT_PLAYER_HP_BAR_.x + 3, y = _RECT_PLAYER_HP_BAR_.y + 3, w = (_RECT_PLAYER_HP_BAR_.w - 6) * (_hp / 100), h = _RECT_PLAYER_HP_BAR_.h - 6}) end
-- 绘制血量值数值
local _image_HpValueText
if _hp > 0 then
_image_HpValueText = CreateUTF8TextImageBlended(_FONT_HP_, _hp, {r = 255, g = 255, b = 255, a = 255})
else
_image_HpValueText = CreateUTF8TextImageBlended(_FONT_HP_, 0, {r = 255, g = 255, b = 255, a = 255})
end
local _texture_HpValueText = CreateTexture(_image_HpValueText)
local _width_image_HpValueText, _height_image_HpValueText = GetImageSize(_image_HpValueText)
CopyTexture(_texture_HpValueText, {x = _RECT_PLAYER_HP_BAR_.x + _RECT_PLAYER_HP_BAR_.w + 20, y = _RECT_PLAYER_HP_BAR_.y, w = _width_image_HpValueText, h = _height_image_HpValueText})
DestroyTexture(_texture_HpValueText)
UnloadImage(_image_HpValueText)
end
local function _DrawRiderHpField()
-- 绘制白色HP外边框
SetDrawColor({r = 255, g = 255, b = 255, a = 255})
FillRectangle(_RECT_RIDER_HP_BAR_)
SetDrawColor({r = 0, g = 0, b = 0, a = 255})
FillRectangle({x = _RECT_RIDER_HP_BAR_.x + 3, y = _RECT_RIDER_HP_BAR_.y + 3, w = _RECT_RIDER_HP_BAR_.w - 6, h = _RECT_RIDER_HP_BAR_.h - 6})
-- 绘制蓝色当前血量条
SetDrawColor({r = 39, g = 146, b = 145, a = 255})
if _rider_hp > 0 then FillRectangle({x = _RECT_RIDER_HP_BAR_.x + 3, y = _RECT_RIDER_HP_BAR_.y + 3, w = (_RECT_RIDER_HP_BAR_.w - 6) * (_rider_hp / 100), h = _RECT_RIDER_HP_BAR_.h - 6}) end
-- 绘制骑士名字
local _image_HpValueText = CreateUTF8TextImageBlended(_FONT_HP_, "骑士", {r = 255, g = 255, b = 255, a = 255})
local _texture_HpValueText = CreateTexture(_image_HpValueText)
local _width_image_HpValueText, _height_image_HpValueText = GetImageSize(_image_HpValueText)
CopyTexture(_texture_HpValueText, {x = _RECT_RIDER_HP_BAR_.x - _width_image_HpValueText - 20, y = _RECT_RIDER_HP_BAR_.y, w = _width_image_HpValueText, h = _height_image_HpValueText})
DestroyTexture(_texture_HpValueText)
UnloadImage(_image_HpValueText)
end
local function _DrawTipText()
local _image_TipText = CreateUTF8TextImageBlended(_FONT_TIP_, _tips_text[_tips_text_index], {r = 255, g = 255, b = 255, a = 255})
local _texture_TipText = CreateTexture(_image_TipText)
local _width_image_TipText, _height_image_TipText = GetImageSize(_image_TipText)
local _rect_TipText = {
x = _window_width / 2 - _width_image_TipText / 2,
y = _window_height - _height_image_TipText - 50,
w = _width_image_TipText,
h = _height_image_TipText
}
-- 绘制白色提示框
SetDrawColor({r = 255, g = 255, b = 255, a = 255})
FillRectangle({x = _rect_TipText.x - 100, y = _rect_TipText.y - 10, w = _rect_TipText.w + 200, h = _rect_TipText.h + 20})
SetDrawColor({r = 0, g = 0, b = 0, a = 255})
FillRectangle({x = _rect_TipText.x - 97, y = _rect_TipText.y - 7, w = _rect_TipText.w + 194, h = _rect_TipText.h + 14})
CopyTexture(_texture_TipText, _rect_TipText)
DestroyTexture(_texture_TipText)
UnloadImage(_image_TipText)
end
local function _ClearWindow()
SetDrawColor(_COLOR_CLEAR_)
FillRectangle({x = 0, y = 0, w = _window_width, h = _window_height})
end
local function _GenerateEnemies()
local _point_center_x, _point_center_y = math.random(100, _window_width - 100), math.random(100, _window_height - 100)
local _meta_speeds = {
{x = 1, y = 0}, {x = 0.707, y = -0.707}, {x = 0, y = -1}, {x = -0.707, y = -0.707},
{x = -1, y = 0}, {x = -0.707, y = 0.707}, {x = 0, y = 1}, {x = 0.707, y = 0.707}
}
local _speed = math.random(2, 10)
local _color = _COLORLIST_ENEMY_[math.random(1, #_COLORLIST_ENEMY_)]
for _, _meta_speed in ipairs(_meta_speeds) do
table.insert(_enemy_list, {
color = _color,
speed = {x = _meta_speed.x * _speed, y = _meta_speed.y * _speed},
position = {x = _point_center_x, y = _point_center_y}
})
end
end
local function _UpdateEnemies()
for index, enemy in pairs(_enemy_list) do
if enemy.position.x > 0 and enemy.position.x < _window_width and enemy.position.y > 0 and enemy.position.y < _window_height then
if math.sqrt((enemy.position.x - _player_x) ^ 2 + (enemy.position.y - _player_y) ^ 2) <= _ENEMY_SIZE_ then
if _isReserveMode then
-- 反转模式下碰触回血
if _hp < 100 then
_hp = _hp + 6
end
else
if _hp > 0 then
_hp = _hp - 10
end
end
table.remove(_enemy_list, index)
end
enemy.position.x = enemy.position.x + enemy.speed.x
enemy.position.y = enemy.position.y + enemy.speed.y
else
table.remove(_enemy_list, index)
end
end
end
local function _DrawEnemies()
for _, enemy in pairs(_enemy_list) do
SetDrawColor(enemy.color)
FillCircle({x = enemy.position.x, y = enemy.position.y}, _ENEMY_SIZE_)
end
end
function BattleScene_Normal.Init()
SceneManager.ClearWindowWhenUpdate = false
_FONT_HP_ = LoadFont("./Resource/Font/SIMYOU.TTF", 25)
_FONT_TIP_ = LoadFont("./Resource/Font/SIMYOU.TTF", 35)
_music_Background = LoadMusic("./Resource/Audio/bgm_2.ogg")
FadeInMusic(_music_Background, -1, 1000)
SetMusicVolume(50)
end
function BattleScene_Normal.Update()
_ClearWindow()
if UpdateEvent() then
local _event = GetEventType()
if _event == EVENT_QUIT then
SceneManager.Quit()
return
elseif _event == EVENT_KEYDOWN_UP then
_move_up = true
elseif _event == EVENT_KEYUP_UP then
_move_up = false
elseif _event == EVENT_KEYDOWN_DOWN then
_move_down = true
elseif _event == EVENT_KEYUP_DOWN then
_move_down = false
elseif _event == EVENT_KEYDOWN_LEFT then
_move_left = true
elseif _event == EVENT_KEYUP_LEFT then
_move_left = false
elseif _event == EVENT_KEYDOWN_RIGHT then
_move_right = true
elseif _event == EVENT_KEYUP_RIGHT then
_move_right = false
elseif _event == EVENT_KEYDOWN_1 then
_hp = _hp - 1
end
end
if _move_up then if _player_y > _speed then _player_y = _player_y - _speed end end
if _move_down then if _player_y < _window_height - _speed then _player_y = _player_y + _speed end end
if _move_left then if _player_x > _speed then _player_x = _player_x - _speed end end
if _move_right then if _player_x < _window_width - _speed then _player_x = _player_x + _speed end end
if _timer_enemy_generate >= _ENEMY_GENERATE_DELAY_ then
_GenerateEnemies()
_timer_enemy_generate = 0
else
_timer_enemy_generate = _timer_enemy_generate + 1
end
if _timer_rider_hp_decrease >= _RIDER_HP_DECREASE_DELAY_ then
if _rider_hp > 0 then
_rider_hp = _rider_hp - 1
end
_timer_rider_hp_decrease = 0
else
_timer_rider_hp_decrease = _timer_rider_hp_decrease + 1
end
if _isReserveMode and _timer_player_hp_decrease >= _PLAYER_HP_DECREASE_DELAY_ then
if _hp >= 2 then
_hp = _hp - 2
end
_timer_player_hp_decrease = 0
else
_timer_player_hp_decrease = _timer_player_hp_decrease + 1
end
if _rider_hp <= 50 and _rider_hp > 40 then
-- 骑士血量在40~50期间,更换标语
_tips_text_index = 2
elseif _rider_hp <= 43 and _rider_hp > 0 then
-- 骑士血量在0~43期间,更换标语并启动反转模式
_tips_text_index = 3
_isReserveMode = true
elseif _rider_hp <= 0 then
-- 骑士血量归零,切换到成功场景
FadeOutMusic(1000)
_FadeOut()
SceneManager.LoadScene("VictoryScene")
return
end
if _hp <= 80 and _hp > 60 then
-- 玩家血量在60~80期间,第一次减速,更换标语
_speed = 6
if _tips_text_index ~= 2 and _tips_text_index ~= 3 then _tips_text_index = 4 end
elseif _hp <= 50 and _hp > 40 then
-- 玩家血量在40~50期间,第二次减速
_speed = 5
elseif _hp <= 40 and _hp > 0 then
-- 玩家血量在0~40期间,第三次减速,更换标语
_speed = 4
if _tips_text_index ~= 2 and _tips_text_index ~= 3 then _tips_text_index = 5 end
elseif _hp <= 0 then
-- 玩家血量归零,切换到失败场景
FadeOutMusic(1000)
_FadeOut()
SceneManager.LoadScene("FailureScene")
return
end
_UpdateEnemies()
_DrawEnemies()
_DrawPlayer()
_DrawPlayerHpField()
_DrawRiderHpField()
_DrawTipText()
end
function BattleScene_Normal.Unload()
UnloadFont(_FONT_HP_)
UnloadFont(_FONT_TIP_)
UnloadMusic(_music_Background)
end
return BattleScene_Normal
|
print("how Deep")
nDeeep=io.read()
nDeeep=tonumber(nDeeep)
<<<<<<< HEAD
print("I'm digging a mine")
=======
print("me mine get cookeis")
>>>>>>> caf03f92df0c0114aa2733b6bedea25c7e720858
for j=1,20 do
for i=1,nDeeep do
turtle.digDown()
turtle.down()
end
for i=1,nDeeep do
turtle.up()
end
turtle.forward()
end
|
local CurrentVersion = '2.0.0'
local GithubResourceName = 'RadarWhileDriving'
PerformHttpRequest('https://raw.githubusercontent.com/Flatracer/FiveM_Resources/master/' .. GithubResourceName .. '/VERSION', function(Error, NewestVersion, Header)
PerformHttpRequest('https://raw.githubusercontent.com/Flatracer/FiveM_Resources/master/' .. GithubResourceName .. '/CHANGES', function(Error, Changes, Header)
print('\n')
print('##############')
print('## ' .. GetCurrentResourceName())
print('##')
print('## Current Version: ' .. CurrentVersion)
print('## Newest Version: ' .. NewestVersion)
print('##')
if CurrentVersion ~= NewestVersion then
print('## Outdated')
print('## Check the Topic')
print('## For the newest Version!')
print('##############')
print('CHANGES:\n' .. Changes)
else
print('## Up to date!')
print('##############')
end
print('\n')
end)
end)
|
-- Copyright (c) 2018 Phil Leblanc -- see LICENSE file
------------------------------------------------------------------------
--[[
test plterm - Pure Lua ANSI Terminal functions - unix only
]]
-- some local definitions
local strf = string.format
local byte, char, rep = string.byte, string.char, string.rep
local app, concat = table.insert, table.concat
local repr = function(x) return strf("%q", tostring(x)) end
------------------------------------------------------------------------
local term = require "plterm"
local out, outf = term.out, term.outf
local golc = term.golc
local color = term.color
local colors = term.colors
------------------------------------------------------------------------
local function test_ansi()
local l, c, mode
term.clear()
term.golc(1,1)
outf("[1,1]")
-- colors
term.golc(2,1);
color(colors.red, colors.bgyellow)
outf "red on yellow"
term.golc(3,1);
color(colors.green, colors.bgblack)
outf "green on black"
term.golc(4,1);
color(0); color(colors.red, colors.bgcyan, colors.reverse)
outf "red on cyan, reverse"
color(0)
-- save, restore
golc(5, 10)
term.save()
golc(1, 15); outf"[1,15]"
term.restore()
outf"[5,10]restored"
-- getcurpos
mode = term.savemode()
term.setrawmode() -- required to enable getcurpos()
golc(12, 30)
l, c = term.getcurpos()
golc(11,30); outf"getcurpos(): next line should be [12,30]"
golc(12,30); outf(strf("[%d,%d]" , l, c))
-- golc beyond limits
golc(999,999) -- ok with vte
l, c = term.getcurpos()
golc(13, 30)
outf(strf("bottom right is [%d,%d]", l, c))
golc(14, 30)
l, c = term.getscrlc()
outf(strf("getscrlc(): number of lines, col [%d,%d]", l, c))
golc(14, 1); term.right(29)
term.down(999)
outf"down to last line"
term.up(); term.left(17)
outf"up 1 and left 17"
-- done
golc(18,1)
outf "test_ansi() OK. "
--~ term.setsanemode()
term.restoremode(mode)
end --test_ansi
local function test_input()
mode = term.savemode()
term.setrawmode() -- required to enable getcurpos()
local readkey = term.input()
while true do
golc(16,1); outf"type a key ('q' to quit): "
local code = readkey()
golc(16, 30); term.cleareol()
outf("key is " .. term.keyname(code))
if code == byte'q' then break end
end
golc(19,1)
outf "test_input() OK. "
term.restoremode(mode)
end --test_input
test_ansi()
test_input()
|
local vim = vim
local api = vim.api
local globals = require 'vimwiki_server/globals'
local g = require 'vimwiki_server/lib/graphql'
local u = require 'vimwiki_server/lib/utils'
local M = {}
-- Synchronous function to select an element under cursor
function M.an_element()
local bridge = globals.bridge
local tmp = globals.tmp
local path = tmp:get_current_buffer_tmp_path()
local reload = true
local offset = u.cursor_offset()
local query = g.query([[
{
page(path: "$path", reload: $reload) {
nodeAtOffset(offset: $offset) {
region {
offset
len
}
}
}
}
]], {path=path, reload=reload, offset=offset})
local res = bridge:send_wait_ok(query)
if res then
local region = u.get(res, 'data.page.nodeAtOffset.region')
if region then
u.select_in_buffer(region.offset, region.len)
elseif res.errors then
for i, e in ipairs(res.errors) do
vim.api.nvim_command('echoerr '..e.message)
end
end
end
end
-- Synchronous function to select root of an element under cursor
function M.root_element()
local bridge = globals.bridge
local tmp = globals.tmp
local path = tmp:get_current_buffer_tmp_path()
local reload = true
local offset = u.cursor_offset()
local query = g.query([[
{
page(path: "$path", reload: $reload) {
nodeAtOffset(offset: $offset) {
root {
region {
offset
len
}
}
}
}
}
]], {path=path, reload=reload, offset=offset})
local res = bridge:send_wait_ok(query)
if res then
local region = u.get(res, 'data.page.nodeAtOffset.root.region')
if region then
u.select_in_buffer(region.offset, region.len)
elseif res.errors then
for i, e in ipairs(res.errors) do
vim.api.nvim_command('echoerr '..e.message)
end
end
end
end
-- Synchronous function to select parent of an element under cursor
function M.parent_element()
local bridge = globals.bridge
local tmp = globals.tmp
local path = tmp:get_current_buffer_tmp_path()
local reload = true
local offset = u.cursor_offset()
local query = g.query([[
{
page(path: "$path", reload: $reload) {
nodeAtOffset(offset: $offset) {
parent {
region {
offset
len
}
}
}
}
}
]], {path=path, reload=reload, offset=offset})
local res = bridge:send_wait_ok(query)
if res then
local region = u.get(res, 'data.page.nodeAtOffset.parent.region')
if region then
u.select_in_buffer(region.offset, region.len)
elseif res.errors then
for i, e in ipairs(res.errors) do
vim.api.nvim_command('echoerr '..e.message)
end
end
end
end
-- Synchronous function to select the child element(s) of the element under
-- cursor, or the element under cursor itself if it has no children
function M.inner_element()
local bridge = globals.bridge
local tmp = globals.tmp
local path = tmp:get_current_buffer_tmp_path()
local reload = true
local offset = u.cursor_offset()
local query = g.query([[
{
page(path: "$path", reload: $reload) {
nodeAtOffset(offset: $offset) {
isLeaf
children {
region {
offset
len
}
}
region {
offset
len
}
}
}
}
]], {path=path, reload=reload, offset=offset})
local res = bridge:send_wait_ok(query)
if res then
local node = u.get(res, 'data.page.nodeAtOffset')
if node then
local region = nil
-- If element under cursor is a leaf node, we use its region
if node.isLeaf then
region = node.region
-- Otherwise, we calculate the start and len from the children
else
local offset = u.min(u.filter_map(node.children, (function(c)
return c.region.offset
end)))
local len = u.max(u.filter_map(node.children, (function(c)
return c.region.offset + c.region.len
end))) - offset
region = {
offset = offset,
len = len,
}
end
if region then
u.select_in_buffer(region.offset, region.len)
end
elseif res.errors then
for i, e in ipairs(res.errors) do
vim.api.nvim_command('echoerr '..e.message)
end
end
end
end
return M
|
--[[--------------------------------------------------------
-- Database Schema - A SQL Table Schema Tool for Lua --
-- Copyright (c) 2014-2015 TsT worldmaster.fr --
--]]--------------------------------------------------------
------------------------------------------------------------------------------
-- hoPairs --
-------------
--
--local hoPairs = assert( require("orderedpairs").hoPairs )
--
--
-- original source : http://lua-users.org/wiki/SortedIteration
--
-- Ordered table iterator, allow to iterate on the natural order of the keys
-- of a table.
local function cmp_multitype(op1, op2)
local type1, type2 = type(op1), type(op2)
if type1 ~= type2 then --cmp by type
return type1 < type2
elseif type1 == "number" and type2 == "number"
or type1 == "string" and type2 == "string" then
return op1 < op2 --comp by default
elseif type1 == "boolean" and type2 == "boolean" then
return op1 == true
else
return tostring(op1) < tostring(op2) --cmp by address
end
end
local function __genHybrideOrderedIndex( t )
local orderedIndex = {}
local rev = {}
for key,val in pairs(t) do
if type(key) == "string" then
table.insert( orderedIndex, key )
else
rev[val] = key -- rev['id'] = n
end
end
local function cmp_keyorder(op1, op2)
-- type are all strings here
local r1,r2 = rev[op1], rev[op2]
local type1, type2 = type(r1), type(r2)
if type1 ~= type2 then -- string VS number (or n VS s)
return type1 == "number" -- forced first
end
if not r1 and not r2 then -- no forced order : alphabetical order
return tostring(op1) < tostring(op2)
end
return r1 < r2
end
table.sort( orderedIndex, cmp_keyorder )
return orderedIndex
end
local function genericNext(t, state, genindex)
local genindex = genindex or __genOrderedIndex
local key
--print("orderedNext: state = "..tostring(state) )
if state == nil then -- the first time, generate the index
t.__orderedIndex = genindex( t )
key = t.__orderedIndex[1]
return key, t[key]
end
-- fetch the next value
key = nil
for i = 1,#t.__orderedIndex do
if t.__orderedIndex[i] == state then
key = t.__orderedIndex[i+1]
end
end
if key then
return key, t[key]
end
-- no more value to return, cleanup
t.__orderedIndex = nil
return
end
local function hoNext(t, state)
return genericNext(t, state, __genHybrideOrderedIndex)
end
local function hoPairs(t)
return hoNext, t, nil
end
--
------------------------------------------------------------------------------
--local dbtype = 'mysql'
--local dbtype = 'sqlite'
local datatypes = {
['serial'] = {
-- stub
},
['int'] = {
['mysql'] = 'int',
['sqlite'] = 'INTEGER',
},
['float'] = {
-- stub
},
['numeric'] = {
-- stub
},
['varchar'] = {
['mysql'] = 'varchar',
['sqlite'] = 'VARCHAR',
},
['char'] = {
-- stub
},
['text'] = {
['sqlite'] = 'TEXT',
-- stub
},
['blob'] = {
-- stub
},
['datetime'] = {
['sqlite'] = 'datetime',
-- stub
}
}
-- getDbFieldType( string abstractType )
-- Input: (String) string Generic Type of DB Field - see datatypes table
-- Output: (String) Returns Type specific to database implementation (mysql, sqlite)
--
local function getDbFieldType(abstractType, dbtype)
return assert(dbtype, "missing dbtype") and datatypes and datatypes[abstractType] and datatypes[abstractType][dbtype]
end
local function renderLine(linetab)
if type(linetab) == "string" then return linetab end
local sep = linetab.sep or '' -- separator
local bol = linetab.bol or '' -- begin of line
local eol = linetab.eol or '' -- end of line
for i,v in ipairs(linetab) do
local tv = type(v)
if tv == "table" then
local rendered = renderLine(v)
linetab[i] = rendered
tv=type(rendered)
assert(tv=="string", "rendered element must be a string")
end
assert(tv=="string", "element must be a string")
end
return bol..table.concat(linetab, sep)..eol
end
assert("(AA, B B, C C C);" == renderLine({ sep=', ', bol='(', eol=');',"AA", "B B", "C C C"}), "renderLine() selftest 1")
assert("(AA,\"1/22/333\",C C C);" == renderLine({ sep=',', bol='(', eol=');', "AA", { sep='/', bol='"', eol='"', "1", "22", "333", }, "C C C", }), "renderLine() selftest 2")
local function _f_char_text(t2, len)
if(len) then
return '('..len..')'
end
end
local function _f_varchar(t2, len)
--assert(not len, 'Database Error: varchar type must have length property')
if not len then
print('Database Error: varchar type must have length property')
end
return _f_char_text(t2, len)
end
-- generateAttributes( table tableAttributes, string dbtype, boolean isprimarykey) )
-- Input: (Table) Table with attributes ; (String) 'sqlite' or 'mysql' ; (Boolean) True if the current field is a primary key
-- Output: (Table) SQL Field Attributes
--
local function generateAttributes(tableAttributes, dbtype, isprimarykey)
assert(dbtype)
assert( type(tableAttributes) == "table", "tableAttributes must be a table :"..type(tableAttributes))
local len = tableAttributes['length']
local t2 = tableAttributes['type']
local t_attributes = {sep=' ', bol=nil, eol=nil}
t_attributes[#t_attributes+1] = getDbFieldType(t2, dbtype) or t2
if(t2 == 'varchar') then
local r = _f_varchar(t2, len)
if r then
t_attributes[#t_attributes+1] = r
end
elseif(t2 == 'char' or t2 == 'text') then
local r = _f_char_text(t2, len)
if r then
t_attributes[#t_attributes+1] = r
end
end
if not (dbtype == 'sqlite' and isprimarykey) then
if(tableAttributes['unsigned'] == true) then
t_attributes[#t_attributes+1] = 'UNSIGNED'
end
end
if(tableAttributes['default']) then
t_attributes[#t_attributes+1] = 'DEFAULT '..'\''..tableAttributes['default']..'\''
end
if(tableAttributes['not null'] == true) then
t_attributes[#t_attributes+1] = 'NOT NULL'
end
if(tableAttributes['auto increment'] == true) then
if(dbtype == 'mysql') then
t_attributes[#t_attributes+1] = 'AUTO_INCREMENT'
elseif(dbtype == 'sqlite') then
if isprimarykey then
t_attributes[#t_attributes+1] = 'PRIMARY KEY AUTOINCREMENT'
else
print("WARNING: 'auto increment' should be apply if field is not a primary key")
-- -- autoincrement only allowed on primary key
end
end
end
if(tableAttributes['description'] and dbtype == 'mysql') then
t_attributes[#t_attributes+1] = 'COMMENT \''..tableAttributes['description']..'\''
end
return t_attributes
end
local function schemaIsValid(schema)
assert(type(schema) == "table", "Schema must be a table")
if schema.schema then
return false, "Found a schema.schema. The real schema is maybe inside the schema.schema."
end
for tableName,columns in pairs(schema) do
if columns.description and type(columns.description) ~= "string" then
return false, ("Invalid element in the table '%s' definition, description must be a string"):format(tableName)
end
if type(columns.fields) ~= "table" then
return false, ("Invalid element in the table '%s' definition, fields must be a table"):format(tableName)
end
end
return true
end
local function schema_orderedfieldnames(fields)
if #fields == 0 then -- no number, use keys
return false
end
local ifields = {}
for k,v in pairs(fields) do
if type(k) == "number" then
ifields[#ifields+1] = v
end
end
-- table.sort(ifields, function(a,b) return fields[a] > fields[b] end)
table.sort(ifields)
return ifields
end
-- schemaToSql( table schema, string dbtype )
-- Input: (Table) Containing DB Schema elements
-- (String) Target Database Engine to format SQL : 'mysql'|'sqlite'
-- Output: (Table) SQL for creating Database Tables
--
local function schemaToSql(schema, dbtype)
assert(dbtype and (dbtype == 'mysql' or dbtype == 'sqlite'), "You must specify the database type (mysql or sqlite)")
local sqlQueryQueue = {}
local newline = '\n'
local prefix = '\t'
local fkey_enabled = false -- Enable FOREIGN KEY SUPPORT only once
-- CREATE Tables
for tableName,columns in pairs(schema) do
local foreignkeys = columns['foreign key']
if foreignkeys and dbtype == 'sqlite' then
if not fkey_enabled then
sqlQueryQueue[#sqlQueryQueue+1] = "PRAGMA foreign_keys=ON;"..newline
fkey_enabled=true
end
end
local primarykey = columns['primary key']
local description = columns['description']
-- CREATE Tables
local sqlOut2 = {
bol='CREATE TABLE '..tableName..' ',
eol=';'..newline,
sep=''
}
if description and (dbtype == 'sqlite' or dbtype == 'mysql') then
sqlQueryQueue[#sqlQueryQueue+1] = "-- COMMENT '"..description.."'"
end
local sqlOut = {
bol='('..newline,
eol=newline..')',
sep=','..newline,
}
local stuff = function(columnName, attributes)
local isprimarykey = not not (columnName == primarykey)
local ta2 = generateAttributes(attributes, assert(dbtype), isprimarykey)
local attr = renderLine(ta2)
local columnName = ("%-20s"):format( columnName )
sqlOut[#sqlOut+1] = prefix..columnName..' '..attr
end
for columnName, attributes in hoPairs(columns['fields']) do
if type(columnName) ~= "number" then
-- print("hoPairs():", columnName, attributes)
stuff(columnName, attributes)
end
end
-- After the Last Column
if primarykey then
if dbtype == 'mysql' or dbtype == 'sqlite' then
if not (dbtype == 'sqlite' and columns['fields'][primarykey]['auto increment'] ) then
sqlOut[#sqlOut+1] = prefix..'PRIMARY KEY ('..primarykey..')'
end
end
end
if foreignkeys then
if dbtype == 'sqlite' then
for key,foreignkey in pairs(foreignkeys) do
sqlOut[#sqlOut+1] = prefix..'FOREIGN KEY ('..key..') REFERENCES '..foreignkey..' ON UPDATE CASCADE ON DELETE CASCADE'
end
end
end
if(description and dbtype == 'mysql') then
sqlOut[#sqlOut+1] = "ENGINE=InnoDB COMMENT '"..description.."'"
end
sqlOut2[#sqlOut2+1] = sqlOut
sqlQueryQueue[#sqlQueryQueue+1] = renderLine(sqlOut2)
end
-- ALTER CREATED TABLES TO PROVIDE FOREIGN KEY SUPPORT
for tableName,columns in pairs(schema) do
local foreignkeys = columns['foreign key']
if foreignkeys and dbtype ~= 'sqlite' then
local sqlOut2 = {
bol='ALTER TABLE '..tableName..' '..newline..prefix,
eol=';'..newline,
sep=', '..newline..prefix,
}
for key, foreignkey in pairs(foreignkeys) do
sqlOut2[#sqlOut2+1] = 'ADD CONSTRAINT fk_'..tableName..'_'..key..' FOREIGN KEY ('..key..') REFERENCES '..foreignkey..' ON UPDATE CASCADE ON DELETE CASCADE'
end
sqlQueryQueue[#sqlQueryQueue+1] = renderLine(sqlOut2)
end
end
return sqlQueryQueue
end
local function schemaTables(schema)
local tables = {}
for tablename in pairs(schema) do
if type(tablename) == "string" then
tables[#tables+1] = tablename
end
end
return tables
end
local _M = {}
_M.schemaToSql = assert(schemaToSql)
_M.schemaIsValid = assert(schemaIsValid)
_M.schemaTables = assert(schemaTables)
return _M
-- usefull links :
-- http://www.w3schools.com/sql/default.asp
|
local update = false
local t = Def.ActorFrame{
InitCommand = function(self) self:xy(0,-100):diffusealpha(0):visible(false) end;
BeginCommand = function(self) self:queuecommand("Set") end;
OffCommand = function(self) self:finishtweening() self:bouncy(0.3) self:xy(0,-100):diffusealpha(0) end;
OnCommand = function(self) self:bouncy(0.3) self:xy(0,0):diffusealpha(1) end;
SetCommand = function(self)
self:finishtweening()
if getTabIndex() == 2 then
self:queuecommand("On");
self:visible(true)
update = true
else
self:queuecommand("Off");
update = false
end;
end;
TabChangedMessageCommand = function(self) self:queuecommand("Set") end;
PlayerJoinedMessageCommand = function(self) self:queuecommand("Set") end;
};
local frameX = 18
local frameY = 30
local frameWidth = capWideScale(get43size(390),390)
local frameHeight = 320
local fontScale = 0.4
local distY = 15
local offsetX = 10
local offsetY = 20
local pn = GAMESTATE:GetEnabledPlayers()[1]
local song
local steps
t[#t+1] = Def.Actor{
CurrentSongChangedMessageCommand = function(self)
song = GAMESTATE:GetCurrentSong()
steps = GAMESTATE:GetCurrentSteps(pn)
end;
CurrentStepsP1ChangedMessageCommand = function(self)
steps = GAMESTATE:GetCurrentSteps(pn)
end;
CurrentStepsP2ChangedMessageCommand = function(self)
steps = GAMESTATE:GetCurrentSteps(pn)
end;
}
t[#t+1] = Def.Quad{
InitCommand = cmd(xy,frameX,frameY+offsetY;zoomto,frameWidth,frameHeight-offsetY;halign,0;valign,0;diffuse,getMainColor("frame");diffusealpha,0.6);
}
t[#t+1] = Def.Quad{
InitCommand = cmd(xy,frameX,frameY;zoomto,frameWidth,offsetY;halign,0;valign,0;diffuse,getMainColor("frame");diffusealpha,0.8);
}
t[#t+1] = LoadFont("Common Normal")..{
InitCommand = cmd(xy,frameX+5,frameY+offsetY-9;zoom,0.45;halign,0;diffuse,getMainColor('highlight'));
BeginCommand = cmd(settext,THEME:GetString("ScreenSelectMusic","SimfileInfoHeader"))
}
t[#t+1] = Def.Quad{
InitCommand = function(self)
self:y(frameY+5+offsetY+150*3/8)
self:x(frameX+75+5)
self:diffuse(color("#000000")):diffusealpha(0.6)
self:zoomto(150,150*3/4)
end
}
t[#t+1] = Def.Sprite {
Name = "BG";
SetCommand = function(self)
if update then
self:finishtweening()
self:sleep(0.25)
if song then
if song:HasJacket() then
self:visible(true);
self:Load(song:GetJacketPath())
elseif song:HasBackground() then
self:visible(true)
self:Load(song:GetBackgroundPath())
else
self:visible(false)
end
else
self:visible(false)
end;
self:scaletofit(frameX+5,frameY+5+offsetY,frameX+150+5,frameY+150*3/4+offsetY+5)
self:y(frameY+5+offsetY+150*3/8)
self:x(frameX+75+5)
self:smooth(0.5)
self:diffusealpha(0.8)
end
end;
BeginCommand = function(self) self:queuecommand("Set") end;
CurrentSongChangedMessageCommand = function(self)
self:finishtweening()
self:smooth(0.5):diffusealpha(0):sleep(0.35)
self:queuecommand("Set")
end
}
t[#t+1] = LoadFont("Common Normal")..{
Name = "StepsAndMeter";
InitCommand = cmd(xy,frameX+frameWidth-offsetX,frameY+offsetY+10;zoom,0.5;halign,1;);
SetCommand = function(self)
if steps and update then
local diff = getDifficulty(steps:GetDifficulty())
local stype = ToEnumShortString(steps:GetStepsType()):gsub("%_"," ")
local meter = steps:GetMeter()
if IsUsingWideScreen() then
self:settext(stype.." "..diff.." "..meter)
else
self:settext(diff.." "..meter)
end
self:diffuse(getDifficultyColor(GetCustomDifficulty(steps:GetStepsType(),steps:GetDifficulty())))
end
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
CurrentStepsP1ChangedMessageCommand = function(self) self:queuecommand("Set") end;
CurrentStepsP2ChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
t[#t+1] = LoadFont("Common Normal")..{
Name = "StepsAndMeter";
InitCommand = cmd(xy,frameX+frameWidth-offsetX,frameY+offsetY+23;zoom,0.4;halign,1;);
SetCommand = function(self)
local notecount = 0
local length = 1
if steps and song and update then
length = song:GetStepsSeconds()
notecount = steps:GetRadarValues(pn):GetValue("RadarCategory_Notes")
self:settext(string.format("%0.2f %s",notecount/length,THEME:GetString("ScreenSelectMusic","SimfileInfoAvgNPS")))
self:diffuse(Saturation(getDifficultyColor(GetCustomDifficulty(steps:GetStepsType(),steps:GetDifficulty())),0.3))
else
self:settext("0.00 Average NPS")
end
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
CurrentStepsP1ChangedMessageCommand = function(self) self:queuecommand("Set") end;
CurrentStepsP2ChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
t[#t+1] = LoadFont("Common Normal")..{
Name = "Song Title";
InitCommand = cmd(xy,frameX+offsetX+150,frameY+offsetY+45;zoom,0.6;halign,0;maxwidth,((frameWidth-offsetX*2-150)/0.6)-40);
SetCommand = function(self)
if update and song then
self:settext(song:GetDisplayMainTitle())
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
else
self:settext("Not Available")
self:diffuse(getMainColor("disabled"))
end
self:GetParent():GetChild("Song Length"):x(frameX+offsetX+155+(math.min(self:GetWidth()*0.60,frameWidth-195)))
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
t[#t+1] = LoadFont("Common Normal")..{
Name = "Song Length";
InitCommand = cmd(xy,frameX+offsetX+150,frameY+offsetY+44;zoom,0.4;halign,0;maxwidth,(frameWidth-offsetX*2-150)/0.6);
SetCommand = function(self)
local length = 0
if update and song then
length = song:GetStepsSeconds()
self:visible(true)
end
self:settext(string.format("%s",SecondsToMSS(length)))
self:diffuse(getSongLengthColor(length))
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
t[#t+1] = LoadFont("Common Normal")..{
Name = "Song SubTitle";
InitCommand = cmd(xy,frameX+offsetX+150,frameY+offsetY+60;zoom,0.4;halign,0;maxwidth,(frameWidth-offsetX*2-150)/0.4);
SetCommand = function(self)
if update and song then
self:visible(true)
self:settext(song:GetDisplaySubTitle())
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
else
self:visible(false)
end
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
t[#t+1] = LoadFont("Common Normal")..{
Name = "Song Artist";
InitCommand = cmd(xy,frameX+offsetX+150,frameY+offsetY+73;zoom,0.4;halign,0;maxwidth,(frameWidth-offsetX*2-150)/0.4);
SetCommand = function(self)
if update and song then
self:visible(true)
self:settext(song:GetDisplayArtist())
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
if #song:GetDisplaySubTitle() == 0 then
self:y(frameY+offsetY+60)
else
self:y(frameY+offsetY+73)
end
else
self:y(frameY+offsetY+60)
self:settext("Not Available")
self:diffuse(getMainColor("disabled"))
end
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
t[#t+1] = LoadFont("Common Normal")..{
Name = "Song BPM";
InitCommand = cmd(xy,frameX+offsetX+150,frameY+offsetY+130;zoom,0.4;halign,0;maxwidth,(frameWidth-offsetX*2-150)/0.4);
SetCommand = function(self)
local bpms = {0,0}
if update and song then
bpms = song:GetTimingData():GetActualBPM()
for k,v in pairs(bpms) do
bpms[k] = math.round(bpms[k])
end
self:visible(true)
if bpms[1] == bpms[2] and bpms[1]~= nil then
self:settext(string.format("BPM: %d",bpms[1]))
else
self:settext(string.format("BPM: %d-%d (%d)",bpms[1],bpms[2],getCommonBPM(song:GetTimingData():GetBPMsAndTimes(true),song:GetLastBeat())))
end
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
else
self:settext("Not Available")
self:diffuse(getMainColor("disabled"))
end
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
t[#t+1] = LoadFont("Common Normal")..{
Name = "BPM Change Count";
InitCommand = cmd(xy,frameX+offsetX+150,frameY+offsetY+145;zoom,0.4;halign,0;maxwidth,(frameWidth-offsetX*2-150)/0.4);
SetCommand = function(self)
local bpms = {0,0}
if update and song then
self:settext(string.format("BPM Changes: %d",getBPMChangeCount(song:GetTimingData():GetBPMsAndTimes(true))))
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
else
self:settext("Not Available")
self:diffuse(getMainColor("disabled"))
end
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
t[#t+1] = LoadFont("Common Normal")..{
Name = "Stop Count";
InitCommand = cmd(xy,frameX+offsetX+150,frameY+offsetY+160;zoom,0.4;halign,0;maxwidth,(frameWidth-offsetX*2-150)/0.4);
SetCommand = function(self)
if update and song then
self:settext(string.format("Stops: %d",#song:GetTimingData():GetStops(true)))
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
else
self:settext("Not Available")
self:diffuse(getMainColor("disabled"))
end
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
local radarValues = {
{'RadarCategory_Notes','Notes'},
{'RadarCategory_TapsAndHolds','Taps'},
{'RadarCategory_Holds','Holds'},
{'RadarCategory_Rolls','Rolls'},
{'RadarCategory_Mines','Mines'},
{'RadarCategory_Lifts','Lifts'},
{'RadarCategory_Fakes','Fakes'},
}
for k,v in ipairs(radarValues) do
t[#t+1] = LoadFont("Common Normal")..{
InitCommand = cmd(xy,frameX+offsetX,frameY+offsetY+130+(15*(k-1));zoom,0.4;halign,0;maxwidth,(frameWidth-offsetX*2-150)/0.4);
OnCommand = function(self)
self:settext(v[2]..": ")
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
end;
}
t[#t+1] = LoadFont("Common Normal")..{
Name = "RadarValue"..v[1];
InitCommand = cmd(xy,frameX+offsetX+40,frameY+offsetY+130+(15*(k-1));zoom,0.4;halign,0;maxwidth,(frameWidth-offsetX*2-150)/0.4);
SetCommand = function(self)
local count = 0
if song and steps and update then
count = steps:GetRadarValues(pn):GetValue(v[1])
self:settext(count)
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
else
self:settext(0)
self:diffuse(getMainColor("disabled"))
end
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
CurrentStepsP1ChangedMessageCommand = function(self) self:queuecommand("Set") end;
CurrentStepsP2ChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
end
t[#t+1] = LoadFont("Common Normal")..{
InitCommand = cmd(xy,frameX+offsetX,frameY+frameHeight-10-distY*2;zoom,fontScale;halign,0;);
BeginCommand = function(self)
self:settext("Path:")
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
end
}
t[#t+1] = LoadFont("Common Normal")..{
InitCommand = cmd(xy,frameX+offsetX+35,frameY+frameHeight-10-distY*2;zoom,fontScale;halign,0;maxwidth,(frameWidth-35-offsetX-10)/fontScale);
BeginCommand = function(self) self:queuecommand("Set") end;
SetCommand = function(self)
if update and song then
self:settext(song:GetSongDir())
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
else
self:settext("Not Available")
self:diffuse(getMainColor("disabled"))
end
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
t[#t+1] = LoadFont("Common Normal")..{
InitCommand = cmd(xy,frameX+offsetX,frameY+frameHeight-10-distY;zoom,fontScale;halign,0;);
BeginCommand = function(self)
self:settext("SHA-1:")
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
end
}
t[#t+1] = LoadFont("Common Normal")..{
InitCommand = cmd(xy,frameX+offsetX+35,frameY+frameHeight-10-distY;zoom,fontScale;halign,0;maxwidth,(frameWidth-35)/fontScale);
BeginCommand = function(self) self:queuecommand("Set") end;
SetCommand = function(self)
if update and steps then
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
self:settext(SHA1FileHex(steps:GetFilename()))
else
self:settext("Not Available")
self:diffuse(getMainColor("disabled"))
end
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
t[#t+1] = LoadFont("Common Normal")..{
InitCommand = cmd(xy,frameX+offsetX,frameY+frameHeight-10;zoom,fontScale;halign,0;);
BeginCommand = function(self)
self:settext("MD5:")
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
end
}
t[#t+1] = LoadFont("Common Normal")..{
InitCommand = cmd(xy,frameX+offsetX+35,frameY+frameHeight-10;zoom,fontScale;halign,0;maxwidth,(frameWidth-35)/fontScale);
BeginCommand = function(self) self:queuecommand("Set") end;
SetCommand = function(self)
if update and steps then
self:diffuse(color(colorConfig:get_data().selectMusic.TabContentText))
self:settext(MD5FileHex(steps:GetFilename()))
else
self:settext("Not Available")
self:diffuse(getMainColor("disabled"))
end
end;
CurrentSongChangedMessageCommand = function(self) self:queuecommand("Set") end;
}
return t |
local GameConstants = require("game/GameConstants")
local menu = require("game/MainMenu")
local Level = require("game/Level")
local LevelSelect = require("game/LevelSelect")
local GameEnd = require("game/GameEnd")
local StateManager = {currentState = nil, _state = GameConstants.State.MENU}
function StateManager.init()
StateManager.currentState = menu
StateManager.currentState:load()
end
-- I should really optimize these state thingies but
-- I didn't add a way to switch back from game to menu
-- or level select to menu. So the load gets called
-- only once. TODO: update later.
function StateManager.switchState(state, arg)
StateManager._state = state
if state == GameConstants.State.PLAYING then
StateManager.currentState = Level:new(arg)
StateManager.currentState:load()
elseif state == GameConstants.State.LVL_SELECT then
StateManager.currentState = LevelSelect
StateManager.currentState:load()
else
StateManager.currentState = GameEnd
StateManager.currentState:load()
end
end
function StateManager.handleKeyPress(key)
if StateManager.currentState.handleKeyPress then
StateManager.currentState:handleKeyPress(key)
end
end
function StateManager.updateState(dt)
StateManager.currentState:update(dt)
end
function StateManager.drawState()
StateManager.currentState:show()
end
return StateManager
|
local M, module = {}, ...
_G[module] = M
function M.run()
-- make this a volatile module:
package.loaded[module] = nil
print("Running component gradient...")
disp:setColor(0, 0, 255, 0)
disp:setColor(1, 255, 0, 0)
disp:setColor(2, 255, 0, 255)
disp:setColor(3, 0, 255, 255)
disp:drawGradientBox(0, 0, disp:getWidth(), disp:getHeight())
disp:setColor(255, 255, 255)
disp:setPrintPos(2,18)
disp:setPrintDir(0)
disp:print("GradientBox")
disp:setColor(0, 0, 255, 0)
disp:drawBox(2, 25, 8, 8)
disp:setColor(0, 255, 0, 0)
disp:drawBox(2+10, 25, 8, 8)
disp:setColor(0, 255, 0, 255)
disp:drawBox(2, 25+10, 8, 8)
disp:setColor(0, 0, 255, 255)
disp:drawBox(2+10, 25+10, 8, 8)
print("...done")
end
return M
|
-- API.lua
-- Implements the functions that are considered "External API" callable by other plugins
--- Locks an area specified by the coords
-- Returns true on success, false and error ID and error message on failure
-- a_LockedByName is the name of the player locking the area (for information purposes only)
function LockAreaByCoords(a_WorldName, a_BlockX, a_BlockZ, a_LockedByName)
-- Check params:
a_BlockX = tonumber(a_BlockX)
a_BlockZ = tonumber(a_BlockZ)
if (
(type(a_WorldName) ~= "string") or
(type(a_BlockX) ~= "number") or
(type(a_BlockZ) ~= "number") or
(type(a_LockedByName) ~= "string")
) then
return false, "ParamError", "Invalid parameters. Expected string, number, number and string."
end
-- Find the appropriate area:
local Area = g_DB:LoadAreaByPos(a_WorldName, a_BlockX, a_BlockZ)
if (Area == nil) then
return false, "NoAreaHere", "There is no gallery area here"
end
-- If the area is already locked, bail out:
if (Area.IsLocked) then
return false, "AlreadyLocked", "This area has already been locked by " .. Area.LockedBy .. " on " .. Area.DateLocked
end
-- Lock the area:
g_DB:LockArea(Area, a_LockedByName)
ReplaceAreaForAllPlayers(Area)
return true
end
--- Locks an area specified by its ID
-- Returns true on success, false and error ID and error message on failure
-- a_LockedByName is the name of the player locking the area (for information purposes only)
function LockAreaByID(a_AreaID, a_LockedByName)
-- Check params:
a_AreaID = tonumber(a_AreaID)
if (
(type(a_AreaID) ~= "number") or
(type(a_LockedByName) ~= "string")
) then
return false, "ParamError", "Invalid parameters. Expected number and string."
end
-- Find the appropriate area:
local Area = g_DB:LoadAreaByID(a_AreaID)
if (Area == nil) then
return false, "NoSuchArea", "There is no such area"
end
-- If the area is already locked, bail out:
if (Area.IsLocked) then
return false, "AlreadyLocked", "This area has already been locked by " .. Area.LockedBy .. " on " .. Area.DateLocked
end
-- Lock the area:
g_DB:LockArea(Area, a_LockedByName)
ReplaceAreaForAllPlayers(Area)
return true
end
--- Unlocks an area specified by the coords
-- Returns true on success, false and error ID and error message on failure
-- a_UnlockedByName is the name of the player unlocking the area (for information purposes only)
function UnlockAreaByCoords(a_WorldName, a_BlockX, a_BlockZ, a_UnlockedByName)
-- Check params:
a_BlockX = tonumber(a_BlockX)
a_BlockZ = tonumber(a_BlockZ)
if (
(type(a_WorldName) ~= "string") or
(type(a_BlockX) ~= "number") or
(type(a_BlockZ) ~= "number") or
(type(a_UnlockedByName) ~= "string")
) then
return false, "ParamError", "Invalid parameters. Expected string, number, number and string."
end
-- Find the appropriate area:
local Area = g_DB:LoadAreaByPos(a_WorldName, a_BlockX, a_BlockZ)
if (Area == nil) then
return false, "NoAreaHere", "There is no gallery area here"
end
-- If the area isn't locked, bail out:
if not(Area.IsLocked) then
return false, "NotLocked", "This area hasn't been locked."
end
-- Lock the area:
g_DB:UnlockArea(Area, a_UnlockedByName)
ReplaceAreaForAllPlayers(Area)
return true
end
--- Unlocks an area specified by its ID
-- Returns true on success, false and error ID and error message on failure
-- a_LockedByName is the name of the player locking the area (for information purposes only)
function UnlockAreaByID(a_AreaID, a_UnlockedByName)
-- Check params:
a_AreaID = tonumber(a_AreaID)
if (
(type(a_AreaID) ~= "number") or
(type(a_UnlockedByName) ~= "string")
) then
return false, "ParamError", "Invalid parameters. Expected number and string."
end
-- Find the appropriate area:
local Area = g_DB:LoadAreaByID(a_AreaID)
if (Area == nil) then
return false, "NoSuchArea", "There is no such area"
end
-- If the area is already unlocked, bail out:
if not(Area.IsLocked) then
return false, "NotLocked", "This area has already been unlocked by " .. Area.LockedBy .. " on " .. Area.DateLocked
end
-- Unlock the area:
g_DB:UnlockArea(Area, a_UnlockedByName)
ReplaceAreaForAllPlayers(Area)
return true
end
|
object_tangible_furniture_all_frn_all_data_terminal_wall_s1 = object_tangible_furniture_all_shared_frn_all_data_terminal_wall_s1:new {
}
ObjectTemplates:addTemplate(object_tangible_furniture_all_frn_all_data_terminal_wall_s1, "object/tangible/furniture/all/frn_all_data_terminal_wall_s1.iff")
|
--local null_ls = require("null-ls")
-- register any number of sources simultaneously
--local sources = {
-- --null_ls.builtins.formatting.prettier,
-- --null_ls.builtins.diagnostics.write_good,
-- --null_ls.builtins.code_actions.gitsigns,
-- null_ls.builtins.diagnostics.vale.with({
-- filetypes = { "markdown", "tex", "txt" },
-- -- command = "vale",
-- -- args = { "--no-exit", "--output=JSON", "$FILENAME" },
-- })
--}
--null_ls.setup({ sources = sources })
|
return {
install_script = [[
wget -O vscode.tar.gz https://update.code.visualstudio.com/latest/linux-x64/stable
rm -rf vscode
mkdir vscode
tar -xzf vscode.tar.gz -C vscode --strip-components 1
rm vscode.tar.gz
rm -rf vscode-html
mkdir vscode-html
cp -r vscode/resources/app/extensions/node_modules vscode-html
cp -r vscode/resources/app/extensions/html-language-features vscode-html
rm -rf vscode
]],
default_config = {
cmd = { "node", "./vscode-html/html-language-features/server/dist/node/htmlServerMain.js", "--stdio" },
filetypes = {
-- html
'aspnetcorerazor',
'blade',
'django-html',
'edge',
'ejs',
'erb',
'gohtml',
'haml',
'handlebars',
'hbs',
'html',
'html-eex',
'jade',
'leaf',
'liquid',
'markdown',
'mdx',
'mustache',
'njk',
'nunjucks',
'php',
'razor',
'slim',
'twig',
-- mixed
'vue',
'svelte',
},
root_dir = require'lspconfig'.util.root_pattern(".git", vim.fn.getcwd()),
init_options = {
provideFormatter = true,
},
}
}
|
-- copy from https://github.com/ejoy/avalon/blob/master/lualib/staticfile.lua
local conf = require "conf"
local io = io
local root = conf.static_path
local cache = setmetatable({}, { __mode = "kv" })
local function cachefile(_, filename)
local v = cache[filename]
if v then
return v[1]
end
local f = io.open (root .. filename)
if f then
local content = f:read "a"
f:close()
cache[filename] = { content }
return content
else
cache[filename] = {}
end
end
local staticfile = setmetatable({}, {__index = cachefile })
return staticfile
|
-- This Source Code Form is subject to the terms of the Mozilla Public
-- License, v. 2.0. If a copy of the MPL was not distributed with this
-- file, You can obtain one at http://mozilla.org/MPL/2.0/.
--[[
# Heka JSON Message Decoder Module
https://wiki.mozilla.org/Firefox/Services/Logging
The above link describes the Heka message format with a JSON schema. The JSON
will be decoded and passed directly to inject_message so it needs to decode into
a Heka message table described here:
https://mozilla-services.github.io/lua_sandbox/heka/message.html
## Decoder Configuration Table
* none
## Functions
### decode
Decode and inject the resulting message
*Arguments*
- data (string) - JSON message with a Heka schema
*Return*
- nil - throws an error on an invalid data type, JSON parse error,
inject_message failure etc.
--]]
-- Imports
local cjson = require "cjson"
local inject_message = inject_message
local M = {}
setfenv(1, M) -- Remove external access to contain everything in the module
function decode(data)
inject_message(cjson.decode(data))
end
return M
|
-- vim: ft=lua ts=2
return {
area = true,
base = true,
br = true,
col = true,
command = true,
embed = true,
hr = true,
img = true,
input = true,
keygen = true,
link = true,
meta = true,
param = true,
source = true,
track = true,
wbr = true
}
|
module(..., package.seeall)
local tinsert, tremove = table.insert, table.remove
local format = string.format
local db = BAMBOO_DB
------------------------public ------------
local function getClassName(self)
return self.__name
end
-- return the key of some string like 'User:__index'
--
local function getIndexKey(self)
return getClassName(self) + ':__index'
end
function getFieldHashKey(self, field)
return getClassName(self) .. ":" .. field.. ':__hash'
end
function getFieldZSetKey(self,field)
return getClassName(self)..":"..field..":__zset";
end
function getFieldValSetKey(self, field, value)
return getClassName(self) .. ":" .. field..":".. value .. ':__set'
end
function getAllIds(self)
local indexKey = getIndexKey(self);
return db:zrange(indexKey, 0,-1);
end
--[[function getFieldZSet(self,sKey,eKey)
local indexKey = getFieldZSetKey(self);
return db:zrange(indexKey,0,-1);
end]]
function getFieldHashFields(self,field)
local indexKey = getFieldHashKey(self,field);
return db:hkeys(indexKey);
end
---------------------------make index ------------
--remove the string index of the field of the object
function indexFieldStrRemove(self, field)
local indexKey = getFieldHashKey(self,field);
local id = db:hget(indexKey, self[field]);
if id==nil then
--do nothing
elseif tonumber(id) then--this field only has a id
if tonumber(id) == tonumber(self.id) then
db:hdel(indexKey, self[field]);
end
else --this field has a id set
local indexSetKey = id;
db:srem(indexSetKey, self.id);
local num = db:scard(indexSetKey) ;
if num == 1 then
local ids = db:smembers(indexSetKey);
db:del(indexSetKey);
db:hset(indexKey,self[field],ids[1]);
end
end
end
--create the string index of the field of the object
function indexFieldStr(self,field) --add the new
local indexKey = getFieldHashKey(self,field);
local id = db:hget(indexKey, self[field]);
if id==nil then
db:hset(indexKey, self[field], self.id);
elseif tonumber(id) then--this field already has a id
local indexSetKey = getFieldValSetKey(self, field, self[field]);
db:sadd(indexSetKey, id);
db:sadd(indexSetKey, self.id);
db:hset(indexKey, self[field], indexSetKey);
else -- this field has a id set, the id is the set name
db:sadd(id, self.id);
end
end
-- create or update the index of the object field
function indexField(self, field, ctype, oldObj)
local value = self[field];
if oldObj and oldObj[field] == value then
return;
end
if ctype == 'number' then
local indexKey = getFieldZSetKey(self,field);
db:zadd(indexKey, value, self.id);
elseif ctype == 'string' then
if oldObj then
indexFieldStrRemove(oldObj,field);--remove the old
end
if self[field] then
indexFieldStr(self,field); --add the new
end
else
end
end
-- create or update the index of the object or the object field
-- if create, must be called after save() and the newIndex must be true
-- if update, must be called before save() and the newIndex must be false
-- NOTE: 1.the application developer should not call this function, becuase
-- it autolly be called in the Model:save(), Model:del(), and so on.
function index(self,newIndex,field)
I_AM_INSTANCE(self)
if field then
checkType(field, 'string')
end
-- start index
if newIndex then
-- when new ,it can not create index for the field only,
--[[if field then -- index for field
index_type = self.__fields[field].index_type;
if index_type then
indexField(self, field, index_type, nil)
end
else--]] -- index for object
for field, def in pairs(self.__fields) do
if def.hash_index then
indexField(self, field, def.type, nil);
end
end
-- end
else
if field then -- index for field
local oldObj = self:getClass():getById(self.id);
ctype = self.__fields[field].type;
if ctype then
indexField(self, field, ctype, oldObj)
end
else -- index for object
local oldObj = self:getClass():getById(self.id);
for field, def in pairs(self.__fields) do
if def.hash_index then
indexField(self, field, def.type, oldObj);
end
end
end
end
end;
--index field del
function indexFieldDel(self, field, ctype)
if ctype == 'number' then
local indexKey = getFieldZSetKey(self,field);
db:zrem(indexKey, self.id);
elseif ctype == 'string' then
indexFieldStrRemove(self,field);--remove the old
else
end
end
function indexDel(self)
for field, def in pairs(self.__fields) do
if def.hash_index then
indexFieldDel(self, field, def.type);
end
end
end
---------------- use index ---------------------------
--[[function filterQueryArgs(self,query_args)
if query_args and query_args['id'] then
-- remove 'id' query argument
print("[Warning] Filter doesn't support search by id.")
query_args['id'] = nil
end
local logic = 'and'
-- normalize the 'and' and 'or' logic
if query_args[1] then
assert(query_args[1] == 'or' or query_args[1] == 'and',
"[Error] The logic should be 'and' or 'or', rather than: " .. tostring(query_args[1]))
if query_args[1] == 'or' then
logic = 'or'
end
query_args[1] = nil
end
return logic, query_args;
end
-- walkcheck can process full object and partial object
function walkcheck(self,objs,query_args,logic_choice)
local query_set = QuerySet()
for i = 1, #objs do
local obj = objs[i]
--DEBUG(obj)
-- check the object's legalery, only act on valid object
--if isValidInstance(obj) then
local flag = checkLogicRelation(self, obj, query_args, logic_choice)
-- if walk to this line, means find one
if flag then
tinsert(query_set, obj)
end
--end
end
return query_set;
end
function filterQuerySet(self, query_args, start, stop, is_rev, is_get)
-- if query table is empty, return slice instances
if isFalse(query_args) then
local start = start or 1
local stop = stop or -1
local nums = self:numbers()
return self:slice(start, stop, is_rev);
end
local all_ids = self
-- nothing in id list, return empty table
if #all_ids == 0 then return List() end
-- create a query set
local query_set = nil;
local logic_choice = (logic == 'and')
local partially_got = false
query_set = walkcheck(objs);
-- here, _t_query_set is the all instance fit to query_args now
local _t_query_set = query_set
if #query_set == 0 then return query_set end
if is_get == 'get' then
query_set = (is_rev == 'rev') and List {_t_query_set[#_t_query_set]} or List {_t_query_set[1]}
else
-- now id_list is a list containing all id of instances fit to this query_args rule, so need to slice
query_set = _t_query_set:slice(start, stop, is_rev)
end
return query_set
end
ptable(all_ids)
--]]
function filterEqString(self, field, value)
local indexKey = getFieldHashKey(self,field);
local id = db:hget(indexKey, value);
if id == nil then
return List();
elseif tonumber(id) then
return {id};
else
local ids = db:smembers(id);
return ids;
end
end
function filterBtNumber(self,field,min,max)
local indexKey = getFieldZSetKey(self,field);
return db:zrangebyscore(indexKey,min,max)
end
function filterNumber(self,field,name,args)
local all_ids = {};
if name == 'eq' then-- equal
all_ids = filterBtNumber(self,field,args,args);
elseif name == 'uneq' then --unequal
local lefts = filterBtNumber(self,field,-math.huge,"("..tostring(args));
local rights = filterBtNumber(self,field,"("..tostring(args),math.huge);
all_ids = lefts;
for i,v in ipairs(rights) do
table.insert(all_ids,v);
end
elseif name == 'lt' then -- less then
all_ids = filterBtNumber(self,field,-math.huge,"("..args);
elseif name == 'gt' then -- great then
all_ids = filterBtNumber(self,field,"("..args,math.huge);
elseif name == 'le' then -- less and equal then
all_ids = filterBtNumber(self,field,-math.huge,args);
elseif name == 'ge' then -- great and equal then
all_ids = filterBtNumber(self,field,args,math.huge);
elseif name == 'bt' then
all_ids = filterBtNumber(self,field,"("..args[1],"("..args[2]);
elseif name == 'be' then
all_ids = filterBtNumber(self,field,args[1],args[2]);
elseif name == 'outside' then
all_ids = filterBtNumber(self,field,-math.huge,"("..args[1]);
local t = filterBtNumber(self,field,"("..args[2], math.huge);
for i,v in ipairs(t) do
table.insert(all_ids,v);
end
elseif name == 'inset' then
for i,v in ipairs(args) do
local ids = filterBtNumber(self,field,v,v);
for __,id in ipairs(ids) do
table.insert(all_ids, id);
end
end
elseif name == 'uninset' then
local all = Set(getAllIds(self));
for i,v in ipairs(args) do
local ids = filterBtNumber(self,field,v,v);
for __,id in ipairs(ids) do
all[id] = nil;
end
end
for k,v in pairs(all) do
table.insert(all_ids,k)
end
else
end
return all_ids;
end
function filterString(self,field,name,args)
local all_ids = {};
if name == 'eq' then-- equal
all_ids = filterEqString(self,field,args);
elseif name == 'uneq' then --unequal
local all = Set(getAllIds(self));
local ids = filterEqString(self,field,args);
for __,id in ipairs(ids) do
all[id] = nil;
end
for k,v in pairs(all) do
table.insert(all_ids,k)
end
elseif name == 'lt' then -- less then
local keys = getFieldHashFields(self,field);
for i,key in pairs(keys) do
if key<args then
local ids = filterEqString(self,field,key);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
else
--break;
end
end
elseif name == 'gt' then -- great then
local keys = getFieldHashFields(self,field);
for i=#keys,1,-1 do
if keys[i]>args then
local ids = filterEqString(self,field,keys[i]);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
else
--break;
end
end
elseif name == 'le' then -- less and equal then
local keys = getFieldHashFields(self,field);
for i,key in pairs(keys) do
if key<=args then
local ids = filterEqString(self,field,key);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
else
--break;
end
end
elseif name == 'ge' then -- great and equal then
local keys = getFieldHashFields(self,field);
for i=#keys,1,-1 do
if keys[i]>=args then
local ids = filterEqString(self,field,keys[i]);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
else
--break;
end
end
elseif name == 'bt' then -- between
local keys = getFieldHashFields(self,field);
for i,key in pairs(keys) do
if key<args[2] and key >args[1] then
local ids = filterEqString(self,field,key);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
elseif key >= args[2] then
--break;
else
end
end
elseif name == 'be' then -- between and equal
local keys = getFieldHashFields(self,field);
for i,key in pairs(keys) do
if key<=args[2] and key >=args[1] then
local ids = filterEqString(self,field,key);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
elseif key>args[2] then
--break;
else
end
end
elseif name == 'outside' then
local keys = getFieldHashFields(self,field);
for i,key in pairs(keys) do
if key<args[1] or key>args[2] then
local ids = filterEqString(self,field,key);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
else
--break;
end
end
--[[ for i=#keys,1,-1 do
if keys[i] > args then
local ids = filterEqString(self,field,keys[i]);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
else
break;
end]
end--]]
elseif name == 'contains' then
local keys = getFieldHashFields(self,field);
for i,key in pairs(keys) do
if string.find(key,args) then
local ids = filterEqString(self,field,key);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
end
end
elseif name == 'uncontains' then
local keys = getFieldHashFields(self,field);
for i,key in pairs(keys) do
if not string.find(key,args) then
local ids = filterEqString(self,field,key);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
end
end
elseif name == 'startsWith' then
local keys = getFieldHashFields(self,field);
for i,key in pairs(keys) do
local start = string.find(key,args);
if start and start == 1 then
local ids = filterEqString(self,field,key);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
end
end
elseif name == 'unstartsWith' then
local keys = getFieldHashFields(self,field);
for i,key in pairs(keys) do
local start = string.find(key,args);
if (not start) or( start >1) then
local ids = filterEqString(self,field,key);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
end
end
elseif name == 'endsWith' then
local keys = getFieldHashFields(self,field);
for i,key in pairs(keys) do
local _,ends = string.find(key,args);
if ends and ends == string.len(key) then
local ids = filterEqString(self,field,key);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
end
end
elseif name == 'unendsWith' then
local keys = getFieldHashFields(self,field);
for i,key in pairs(keys) do
local _,ends = string.find(key,args);
if (not ends) or ( ends<string.len(key)) then
local ids = filterEqString(self,field,key);
for _,id in ipairs(ids) do
table.insert(all_ids,id);
end
end
end
elseif name == 'inset' then
for i,v in ipairs(args) do
local t = filterEqString(self,field,v);
for _,id in ipairs(t) do
table.insert(all_ids,id);
end
end
elseif name == 'uninset' then
local all = Set(getAllIds(self));
for i,v in ipairs(args) do
local t = filterEqString(self,field,v);
for _,id in ipairs(t) do
all[id] = nil;
end
end
for k,v in pairs(all) do
table.insert(all_ids,k)
end
end
return all_ids;
end
function filterLogic( logic, all_ids)
if logic == "and" then
local ids = {};
local tset = {};
for i=2, #all_ids do
tset[i-1] = Set(all_ids[i]);
end
for i,v in ipairs(all_ids[1]) do
local flag = true;
for __,set in ipairs(tset) do
if set[v] == nil then
flag = false;
break;
end
end
if flag then
table.insert(ids,v);
end
end
return ids;
elseif logic == 'or' then
local t = Set(all_ids[1]);
for i=2,#all_ids do
for __,v in ipairs(all_ids[i]) do
t[v] = true;
end
end
local ids = {};
for k,v in pairs(t) do
table.insert(ids,k);
end
return ids;
else
print("[Warning] unknown logic :" .. logic);
return {};
end
end
--- fitler some instances belong to this model
-- @param query_args: query arguments in a table
function filter(self, query_args, logic)
--[[I_AM_CLASS_OR_QUERY_SET(self)
assert(type(query_args) == 'table' or type(query_args) == 'function',
'[Error] the query_args passed to filter must be table or function.')
if start then assert(type(start) == 'number', '[Error] @filter - start must be number.') end
if stop then assert(type(stop) == 'number', '[Error] @filter - stop must be number.') end
if is_rev then assert(type(is_rev) == 'string', '[Error] @filter - is_rev must be string.') end
--]]
local is_query_table = (type(query_args) == 'table')
--[[ deal args
local query_str_iden
if is_query_table then
logic, query_args = filterQueryArgs(self,query_args);
end--]]
local all_ids = {};
local i = 0;
if type(query_args) == 'table' then
for field,value in pairs(query_args) do
i = i + 1;
if not self.__fields[field] then
return List();
end
if type(value) == 'function' then
local flag,name,args = value('___hashindex^*_#@[]-+~~!$$$$');--get the args
if self.__fields[field].type == 'number' then
all_ids[i] = filterNumber(self,field,name,args);
elseif self.__fields[field].type == 'string' then
all_ids[i] = filterString(self,field,name,args);
else
all_ids[i] = {};
end
else
if self.__fields[field].type == 'number' then
all_ids[i] = filterBtNumber(self,field,value,value);
elseif self.__fields[field].type == 'string' then
all_ids[i] = filterEqString(self,field,value);
else
all_ids[i] = {};
end
end
end
else
print("rule index not surport");
end
if #all_ids == 1 then
return all_ids[1];
end
return filterLogic(logic, all_ids);
end;
|
-- simulate flux
hs.location.start()
hs.timer.doAfter(1, function()
loc = hs.location.get()
hs.location.stop()
-- NY time
-- local times = {sunrise = "07:00", sunset = "20:00"}
-- UTC + NY time
local times = {sunrise = "14:00", sunset = "03:00"}
-- UTC + SF time
-- local times = {sunrise = "11:00", sunset = "00:00"}
if loc then
local tzOffset = tonumber(string.sub(os.date("%z"), 1, -3))
for i,v in pairs({"sunrise", "sunset"}) do
times[v] = os.date("%H:%M", hs.location[v](loc.latitude, loc.longitude, tzOffset))
end
end
hs.redshift.start(3600, times.sunset, times.sunrise)
end)
|
-- Easy installer. Bootstrapped by http://pastebin.com/p8PJVxC4
local repo, tree = select(1,...)
if not tree then
-- assume tree as the preferred argument.
tree = repo or 'master'
end
if not repo then
repo = 'eric-wieser/computercraft-github'
end
local REPO_BASE = ('https://raw.githubusercontent.com/%s/%s/'):format(repo, tree)
local FILES = {
'apis/dkjson',
'apis/github',
'programs/github',
'github'
}
local function request(url_path)
local request = http.get(REPO_BASE..url_path)
local status = request.getResponseCode()
local response = request.readAll()
request.close()
return status, response
end
local function makeFile(file_path, data)
local path = 'github.rom/'..file_path
local dir = path:match('(.*/)')
fs.makeDir(dir)
local file = fs.open(path,'w')
file.write(data)
file.close()
end
local function rewriteDofiles()
for _, file in pairs(FILES) do
local filename = ('github.rom/%s'):format(file)
local r = fs.open(filename, 'r')
local data = r.readAll()
r.close()
local w = fs.open(filename, 'w')
data = data:gsub('dofile%("', 'dofile("github.rom/')
w.write(data)
w.close()
end
end
-- install github
for key, path in pairs(FILES) do
local try = 0
local status, response = request(path)
while status ~= 200 and try <= 3 do
status, response = request(path)
try = try + 1
end
if status then
makeFile(path, response)
else
printError(('Unable to download %s'):format(path))
fs.delete('github.rom')
fs.delete('github')
break
end
end
rewriteDofiles()
fs.move('github.rom/github', 'github')
print("github by Eric Wieser installed!")
dofile('github')
|
--New
object_static_installation_shared_mockup_clothing_factory_style_1 = SharedStaticObjectTemplate:new {
clientTemplateFileName = "object/static/installation/shared_mockup_clothing_factory_style_1.iff"
}
ObjectTemplates:addClientTemplate(object_static_installation_shared_mockup_clothing_factory_style_1, "object/static/installation/shared_mockup_clothing_factory_style_1.iff")
--**********************************************************************************************************************************
|
local Players = game:GetService("Players")
local CorePackages = game:GetService("CorePackages")
local InGameMenuDependencies = require(CorePackages.InGameMenuDependencies)
local Roact = InGameMenuDependencies.Roact
local t = InGameMenuDependencies.t
local InGameMenu = script.Parent.Parent
local Promise = require(InGameMenu.Utility.Promise)
local withLocalization = require(InGameMenu.Localization.withLocalization)
local Page = require(InGameMenu.Components.Page)
local ThemedTextLabel = require(InGameMenu.Components.ThemedTextLabel)
local PageNavigationWatcher = require(InGameMenu.Components.PageNavigationWatcher)
local InviteFriendsList = require(script.InviteFriendsList)
local AddFriendsNow = require(script.AddFriendsNow)
local LoadingFriendsError = require(script.LoadingFriendsError)
local InviteFriendsPage = Roact.PureComponent:extend("InviteFriendsPage")
InviteFriendsPage.validateProps = t.strictInterface({
pageTitle = t.string,
})
function InviteFriendsPage:init()
self.state = {
loadingFriends = true,
loadingFriendsError = false,
friends = {},
}
end
function InviteFriendsPage:renderLoadingPage()
return withLocalization({
loading = "CoreScripts.InGameMenu.InviteFriends.Loading",
})(function(localized)
return Roact.createElement(ThemedTextLabel, {
Size = UDim2.new(1, 0, 1, 0),
Text = localized.loading,
fontKey = "Header1",
themeKey = "TextEmphasis",
})
end)
end
function InviteFriendsPage:renderError()
return Roact.createElement(LoadingFriendsError, {
onRetry = function()
self:setState({
loadingFriends = true,
loadingFriendsError = false,
})
self:loadFriends()
end
})
end
function InviteFriendsPage:renderNoFriends()
return Roact.createElement(AddFriendsNow)
end
function InviteFriendsPage:renderFriends()
return Roact.createElement(InviteFriendsList, {
players = self.state.friends,
})
end
function InviteFriendsPage:render()
local state = self.state
local children = {
Watcher = Roact.createElement(PageNavigationWatcher, {
desiredPage = "InviteFriends",
onNavigateTo = function()
self:loadFriends()
end,
})
}
if state.loadingFriends then
children.Loading = self:renderLoadingPage()
elseif state.loadingFriendsError then
children.ErrorLoading = self:renderError()
elseif #state.friends == 0 then
children.NoFriends = self:renderNoFriends()
else
children.FriendsList = self:renderFriends()
end
return Roact.createElement(Page, {
pageTitle = self.props.pageTitle,
}, children)
end
function InviteFriendsPage:didMount()
self.mounted = true
self:loadFriends()
end
function InviteFriendsPage:loadFriends()
Promise.new(function(resolve, reject)
coroutine.wrap(function()
local localPlayer = Players.LocalPlayer
local success, friendsPages = pcall(function()
return Players:GetFriendsAsync(localPlayer.UserId)
end)
if not success then
reject("Error loading friends")
return
end
local friends = {}
while true do
for _, item in ipairs(friendsPages:GetCurrentPage()) do
friends[#friends+1] = {
IsOnline = item.IsOnline,
Id = item.Id,
Username = item.Username,
DisplayName = item.DisplayName,
}
end
if not friendsPages.IsFinished then
success = pcall(function()
friendsPages:AdvanceToNextPageAsync()
end)
if not success then
reject("Error loading friends")
return
end
else
break
end
end
resolve(friends)
end)()
end):andThen(function(friends)
if self.mounted then
self:setState({
loadingFriends = false,
friends = friends
})
end
end):catch(function()
if self.mounted then
self:setState({
loadingFriends = false,
loadingFriendsError = true,
})
end
end)
end
function InviteFriendsPage:willUnmount()
self.mounted = false
end
return InviteFriendsPage |
---------------------------------------------------------------------
-- SF Compiler.
-- Compiles code into an uninitialized Instance.
---------------------------------------------------------------------
SF.Compiler = {}
--- Preprocesses and Compiles code and returns an Instance
-- @param code Either a string of code, or a {path=source} table
-- @param context The context to use in the resulting Instance
-- @param mainfile If code is a table, this specifies the first file to parse.
-- @param player The "owner" of the instance
-- @param data The table to set instance.data to. Default is a new table.
-- @param dontpreprocess Set to true to skip preprocessing
-- @return True if no errors, false if errors occured.
-- @return The compiled instance, or the error message.
function SF.Compiler.Compile ( code, context, mainfile, player, data, dontpreprocess )
if type( code ) == "string" then
mainfile = mainfile or "generic"
code = { mainfile = code }
end
local instance = setmetatable( {}, SF.Instance )
data = data or {}
instance.player = player
instance.env = setmetatable( {}, context.env )
instance.env._G = instance.env
instance.data = data
instance.ppdata = {}
instance.ops = 0
instance.hooks = {}
instance.scripts = {}
instance.source = code
instance.initialized = false
instance.context = context
instance.mainfile = mainfile
-- Add local libraries
for k, v in pairs( context.libs ) do instance.env[ k ] = setmetatable( {}, v ) end
-- Call onLoad functions
for k, v in pairs( context.env.__index ) do
if type( v ) == "table" then
local meta = debug.getmetatable( v )
if meta.onLoad then meta.onLoad( instance ) end
end
end
for k, v in pairs( context.libs ) do
if type( v ) == "table" then
if v.onLoad then v.onLoad( instance ) end
end
end
for filename, source in pairs( code ) do
if not dontpreprocess then
SF.Preprocessor.ParseDirectives( filename, source, context.directives, instance.ppdata, instance )
else
print( "No preprocess" )
end
if string.match( source, "^[%s\n]*$" ) then
-- Lua doesn't have empty statements, so an empty file gives a syntax error
instance.scripts[ filename ] = function () end
else
local func = CompileString( source, "SF:"..filename, false )
if type( func ) == "string" then
return false, func
end
debug.setfenv( func, instance.env )
instance.scripts[ filename ] = func
end
end
return true, instance
end
|
--[[
Enumerated state of the purchase prompt
]]
local createEnum = require(script.Parent.createEnum)
local PromptState = createEnum("PromptState", {
"None",
"PremiumUpsell",
"RobuxUpsell",
"PromptPurchase",
"PurchaseInProgress",
"UpsellInProgress",
"AdultConfirmation",
"U13PaymentModal",
"U13MonthlyThreshold1Modal",
"RequireEmailVerification",
"U13MonthlyThreshold2Modal",
"PurchaseComplete",
"Error",
})
return PromptState
|
-- Copyright (c) 2021 榆柳松
-- https://github.com/wzhengsen/LuaOOP
-- 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 Config = require("OOP.Config");
local require = require;
local rawset = rawset;
local type = type;
local select = select;
local warn = warn or print;
local mType = Config.LuaVersion > 5.2 and math.type or type;
local integer = Config.LuaVersion > 5.2 and "integer" or "number";
local i18n = require("OOP.i18n");
local EnumBehavior = Config.EnumBehavior;
local DefaultEnumIndex = Config.DefaultEnumIndex;
local AllEnumerations = require("OOP.Variant.Internal").AllEnumerations;
local enum = nil;
local auto = DefaultEnumIndex - 1;
if Config.Debug then
function enum(first,...)
if nil == first then
auto = auto + 1;
return auto;
end
local isInteger = mType(first) == integer;
if isInteger then
auto = first;
return auto;
end
auto = DefaultEnumIndex - 1;
local fT = type(first);
local isString = fT == "string";
assert(isString or fT == "table",i18n"Only integers or strings or tables can be used to generate a enumeration.")
if not isString then
assert(select("#",...) == 0,i18n"Excess parameters.");
end
local e = isString and {} or first;
if isString then
for k,v in ipairs({first,...}) do
e[v] = k;
end
end
if EnumBehavior == 2 then
AllEnumerations[e] = true;
return e;
end
local _enum = {};
AllEnumerations[_enum] = true;
return setmetatable(_enum,{
__index = e,
__newindex = function ()
if EnumBehavior == 0 then
warn("You can't edit a enumeration.");
elseif EnumBehavior == 1 then
error(i18n"You can't edit a enumeration.");
end
end,
__pairs = function()return pairs(e);end
});
end
else
function enum(first,...)
if nil == first then
auto = auto + 1;
return auto;
end
local isInteger = mType(first) == integer;
if isInteger then
auto = first;
return auto;
end
auto = DefaultEnumIndex - 1;
local isString = type(first) == "string"
local e = isString and {} or first;
if isString then
for k,v in ipairs({first,...}) do
e[v] = k;
end
end
AllEnumerations[e] = true;
return e;
end
end
rawset(_G,Config.enum,enum); |
assert = _G.assert
collectgarbage = _G.collectgarbage
dofile = _G.dofile
error = _G.error
getfenv = _G.getfenv
getmetatable = _G.getmetatable
ipairs = _G.ipairs
load = _G.load
loadfile = _G.loadfile
loadstring = _G.loadstring
next = _G.next
pairs = _G.pairs
pcall = _G.pcall
print = _G.print
rawequal = _G.rawequal
rawget = _G.rawget
rawset = _G.rawset
select = _G.select
setfenv = _G.setfenv
setmetatable = _G.setmetatable
tonumber = _G.tonumber
tostring = _G.tostring
type = _G.type
unpack = _G.unpack
xpcall = _G.xpcall
module = _G.module
require = _G.require
_VERSION = "string"
_M = {}
|
data:extend({
{
type = "recipe",
name = "ground-telescope",
category = "satellite-crafting",
enabled = false,
ingredients =
{
{"steel-plate", 2000},
{"concrete", 1000},
{"pipe", 1000},
{"processing-unit", 500},
{"electric-engine-unit", 1000},
{"telescope-components", 1},
},
energy_required = 180,
result = "ground-telescope",
},
}) |
hook.Add( "PopulateEntities", "AddEntityContent", function( pnlContent, tree, node )
local Categorised = {}
-- Add this list into the tormoil
local SpawnableEntities = list.Get( "SpawnableEntities" )
if ( SpawnableEntities ) then
for k, v in pairs( SpawnableEntities ) do
v.Category = v.Category or "Other"
Categorised[ v.Category ] = Categorised[ v.Category ] or {}
table.insert( Categorised[ v.Category ], v )
end
end
--
-- Add a tree node for each category
--
for CategoryName, v in SortedPairs( Categorised ) do
-- Add a node to the tree
local node = tree:AddNode( CategoryName, "icon16/bricks.png" );
-- When we click on the node - populate it using this function
node.DoPopulate = function( self )
-- If we've already populated it - forget it.
if ( self.PropPanel ) then return end
-- Create the container panel
self.PropPanel = vgui.Create( "ContentContainer", pnlContent )
self.PropPanel:SetVisible( false )
self.PropPanel:SetTriggerSpawnlistChange( false )
for k, ent in SortedPairsByMemberValue( v, "PrintName" ) do
spawnmenu.CreateContentIcon( ent.ScriptedEntityType or "entity", self.PropPanel,
{
nicename = ent.PrintName or ent.ClassName,
spawnname = ent.ClassName,
material = "entities/"..ent.ClassName..".png",
admin = ent.AdminOnly
})
end
end
-- If we click on the node populate it and switch to it.
node.DoClick = function( self )
self:DoPopulate()
pnlContent:SwitchPanel( self.PropPanel );
end
end
-- Select the first node
local FirstNode = tree:Root():GetChildNode( 0 )
if ( IsValid( FirstNode ) ) then
FirstNode:InternalDoClick()
end
end )
spawnmenu.AddCreationTab( "#spawnmenu.category.entities", function()
local ctrl = vgui.Create( "SpawnmenuContentPanel" )
ctrl:CallPopulateHook( "PopulateEntities" );
return ctrl
end, "icon16/bricks.png", 20 )
|
local Ans = select(2, ...);
local TUJDB = Ans.Database.TUJ;
local TSMDB = Ans.Database.TSM;
local Sources = Ans.Sources;
local Utils = Ans.Utils;
local Data = Ans.Data;
local Filter = Ans.Filter;
local AHTabs = {};
local AHTabIndexToTab = {};
AnsCore = {};
AnsCore.__index = AnsCore;
Ans.Filters = {};
AnsCore.API = Ans;
local AH_TAB_CLICK = nil;
StaticPopupDialogs["ANS_NO_PRICING"] = {
text = "Looks like, you have no data pricing source! TheUndermineJournal, TSM, AnsAuctionData, and Auctionator are currently supported.",
button1 = "OKAY",
OnAccept = function() end,
timeout = 0,
whileDead = false,
hideOnEscape = true,
preferredIndex = 3
};
--local function AHTabClick(self, button, down)
-- AH_TAB_CLICK(self, button, down);
-- AnsCore:AHTabClick(self, button, down);
--end
local TUJOnlyPercentFn = "tujmarket";
local TSMOnlyPercentFn = "dbmarket";
local TUJAndTSMPercentFn = "min(dbmarket,tujmarket)";
local ATRPercentFn = "atrvalue";
local ATRTSMPercentFn = "min(atrvalue,dbmarket)";
local ATRTUJPercentFn = "min(atrvalue,tujmarket)";
local AnsOnlyPercentFn = "ansmarket";
function AnsCore:AddAHTab(name, displayMode)
local n = #AuctionHouseFrame.Tabs + 1;
local lastTab = AuctionHouseFrame.Tabs[n - 1];
local framename = "AuctionHouseFrameTab"..n;
local frame = CreateFrame("BUTTON", framename, AuctionHouseFrame, "AuctionHouseFrameDisplayModeTabTemplate");
frame:SetID(n);
frame:SetText(name);
frame:SetNormalFontObject(_G["AnsFontOrange"]);
frame:SetPoint("LEFT", lastTab, "RIGHT", -15, 0);
frame.displayMode = displayMode;
frame:HookScript("OnClick", function() AuctionHouseFrame:SetTitle(name) end);
tinsert(AuctionHouseFrame.Tabs, frame);
AuctionHouseFrame.tabsForDisplayMode[displayMode] = n;
PanelTemplates_SetNumTabs(AuctionHouseFrame, n);
end
function AnsCore:RegisterEvents(frame)
frame:RegisterEvent("VARIABLES_LOADED");
end
function AnsCore:EventHandler(frame, event, ...)
if (event == "VARIABLES_LOADED") then self:OnLoad(); end;
end
function AnsCore:OnLoad()
self:MigrateGlobalSettings();
self:CreateDefaultFilters();
self:MigrateCustomFilters();
self:RegisterPriceSources();
self:LoadFilters();
self:LoadCustomVars();
end
function AnsCore:RegisterPriceSources()
local tsmEnabled = false;
local tujEnabled = false;
local ansEnabled = false;
local auctionatorEnabled = false;
if (Utils:IsAddonEnabled("Auctionator") and Atr_GetAuctionBuyout) then
auctionatorEnabled = true;
end
if (TSM_API or TSMAPI) then
tsmEnabled = true;
end
if (AnsAuctionData) then
ansEnabled = true;
end
if (TUJMarketInfo) then
tujEnabled = true;
end
if (tujEnabled and tsmEnabled and ANS_GLOBAL_SETTINGS.percentFn:len() == 0) then
print("AnS: setting default tuj and tsm percent fn");
ANS_GLOBAL_SETTINGS.percentFn = TUJAndTSMPercentFn;
elseif (tujEnabled and not tsmEnabled and not auctionatorEnabled and ANS_GLOBAL_SETTINGS.percentFn:len() == 0) then
print("AnS: setting default tuj percent fn");
ANS_GLOBAL_SETTINGS.percentFn = TUJOnlyPercentFn;
elseif (tsmEnabled and not tujEnabled and not auctionatorEnabled and ANS_GLOBAL_SETTINGS.percentFn:len() == 0) then
print("AnS: setting default tsm percent fn");
ANS_GLOBAL_SETTINGS.percentFn = TSMOnlyPercentFn;
elseif (auctionatorEnabled and not tsmEnabled and not tujEnabled and ANS_GLOBAL_SETTINGS.percentFn:len() == 0) then
print("AnS: setting default auctionator percent fn");
ANS_GLOBAL_SETTINGS.percentFn = ATRPercentFn;
elseif (auctionatorEnabled and tujEnabled and not tsmEnabled and ANS_GLOBAL_SETTINGS.percentFn:len() == 0) then
print("AnS: setting default auctionator and tuj percent fn");
ANS_GLOBAL_SETTINGS.percentFn = ATRTUJPercentFn;
elseif (auctionatorEnabled and tsmEnabled and not tujEnabled and ANS_GLOBAL_SETTINGS.percentFn:len() == 0) then
print("AnS: setting default auctionator and tsm percent fn");
ANS_GLOBAL_SETTINGS.percentFn = ATRTSMPercentFn;
elseif (ansEnabled and ANS_GLOBAL_SETTINGS.percentFn:len() == 0) then
print("AnS: setting default AnsAuctionData percent fn");
ANS_GLOBAL_SETTINGS.percentFn = AnsOnlyPercentFn;
end
if (not tsmEnabled and not tujEnabled and not auctionatorEnabled and not ansEnabled) then
StaticPopup_Show("ANS_NO_PRICING");
end
if (tsmEnabled) then
print("AnS: found TSM pricing source");
Sources:Register("DBMarket", TSMDB.GetPrice, "marketValue");
Sources:Register("DBMinBuyout", TSMDB.GetPrice, "minBuyout");
Sources:Register("DBHistorical", TSMDB.GetPrice, "historical");
Sources:Register("DBRegionMinBuyoutAvg", TSMDB.GetPrice, "regionMinBuyout");
Sources:Register("DBRegionMarketAvg", TSMDB.GetPrice, "regionMarketValue");
Sources:Register("DBRegionHistorical", TSMDB.GetPrice, "regionHistorical");
Sources:Register("DBRegionSaleAvg", TSMDB.GetPrice, "regionSale");
Sources:Register("DBRegionSaleRate", TSMDB.GetSaleInfo, "regionSalePercent");
Sources:Register("DBRegionSoldPerDay", TSMDB.GetSaleInfo, "regionSoldPerDay");
Sources:Register("DBGlobalMinBuyoutAvg", TSMDB.GetPrice, "globalMinBuyout");
Sources:Register("DBGlobalMarketAvg", TSMDB.GetPrice, "globalMarketValue");
Sources:Register("DBGlobalHistorical", TSMDB.GetPrice, "globalHistorical");
Sources:Register("DBGlobalSaleAvg", TSMDB.GetPrice, "globalSale");
Sources:Register("DBGlobalSaleRate", TSMDB.GetSaleInfo, "globalSalePercent");
Sources:Register("DBGlobalSoldPerDay", TSMDB.GetSaleInfo, "globalSoldPerDay");
end
if (tujEnabled) then
print("AnS: found TUJ pricing source");
Sources:Register("TUJMarket", TUJDB.GetPrice, "market");
Sources:Register("TUJRecent", TUJDB.GetPrice, "recent");
Sources:Register("TUJGlobalMedian", TUJDB.GetPrice, "globalMedian");
Sources:Register("TUJGlobalMean", TUJDB.GetPrice, "globalMean");
Sources:Register("TUJAge", TUJDB.GetPrice, "age");
Sources:Register("TUJDays", TUJDB.GetPrice, "days");
Sources:Register("TUJStdDev", TUJDB.GetPrice, "stddev");
Sources:Register("TUJGlobalStdDev", TUJDB.GetPrice, "globalStdDev");
end
if (ansEnabled) then
print("AnS: found AnS pricing source");
Sources:Register("ANSRecent", AnsAuctionData.GetRealmValue, "recent");
Sources:Register("ANSMarket", AnsAuctionData.GetRealmValue, "market");
Sources:Register("ANSMin", AnsAuctionData.GetRealmValue, "min");
Sources:Register("ANS3Day", AnsAuctionData.GetRealmValue, "3day");
--Sources:Register("ANSRegionRecent", AnsAuctionData.GetRegionValue, "recent");
--Sources:Register("ANSRegionMarket", AnsAuctionData.GetRegionValue, "market");
--Sources:Register("ANSRegionMin", AnsAuctionData.GetRegionValue, "min");
--Sources:Register("ANSRegion3Day", AnsAuctionData.GetRegionValue, "3day");
end
if (auctionatorEnabled) then
print("AnS: found Auctionator pricing source");
Sources:Register("AtrValue", Atr_GetAuctionBuyout, nil);
end
end
function AnsCore:LoadCustomVars()
ANS_CUSTOM_VARS = ANS_CUSTOM_VARS or {};
Sources:ClearCache();
Sources:LoadCustomVars();
end
function AnsCore:LoadFilters()
wipe(Ans.Filters);
for i, f in ipairs(ANS_FILTERS) do
local filter = Filter:New(f.name);
filter.priceFn = f.priceFn;
filter.useGlobalMaxBuyout = f.useMaxPPU;
filter.useGlobalMinILevel = f.useMinLevel;
filter.useGlobalMinQuality = f.useQuality;
filter.useGlobalPercent = f.usePercent;
if (f.exactMatch == nil) then
filter.exactMatch = true;
else
filter.exactMatch = f.exactMatch;
end
filter:ParseTSM(f.ids);
if (#f.children > 0) then
self:LoadSubFilters(f.children, filter);
end
tinsert(Ans.Filters, filter);
end
end
function AnsCore:LoadSubFilters(filters, parent)
for i, f in ipairs(filters) do
local filter = Filter:New(f.name);
filter.priceFn = f.priceFn;
filter.useGlobalMaxBuyout = f.useMaxPPU;
filter.useGlobalMinILevel = f.useMinLevel;
filter.useGlobalMinQuality = f.useQuality;
filter.useGlobalPercent = f.usePercent;
if (f.exactMatch == nil) then
filter.exactMatch = true;
else
filter.exactMatch = f.exactMatch;
end
filter:ParseTSM(f.ids);
parent:AddChild(filter);
-- probably should do this as a stack
-- but for now will do recursive
if (#f.children > 0) then
self:LoadSubFilters(f.children, filter);
end
end
end
function AnsCore:MigrateGlobalSettings()
if (ANS_GLOBAL_SETTINGS.rescanTime == nil) then
ANS_GLOBAL_SETTINGS.rescanTime = 0;
end
if (ANS_GLOBAL_SETTINGS.showDressing == nil) then
ANS_GLOBAL_SETTINGS.showDressing = false;
end
if (ANS_GLOBAL_SETTINGS.dingSound == nil) then
ANS_GLOBAL_SETTINGS.dingSound = true;
end
if (ANS_GLOBAL_SETTINGS.scanDelayTime == nil) then
ANS_GLOBAL_SETTINGS.scanDelayTime = 5;
end
if (ANS_GLOBAL_SETTINGS.characterBlacklist == nil) then
ANS_GLOBAL_SETTINGS.characterBlacklist = "";
end
if (ANS_GLOBAL_SETTINGS.useCoinIcons == nil) then
ANS_GLOBAL_SETTINGS.useCoinIcons = false;
end
if (ANS_GLOBAL_SETTINGS.itemsPerUpdate == nil) then
ANS_GLOBAL_SETTINGS.itemsPerUpdate = 20;
end
if (ANS_GLOBAL_SETTINGS.itemBlacklist == nil) then
ANS_GLOBAL_SETTINGS.itemBlacklist = {};
end
if (ANS_GLOBAL_SETTINGS.useCommodityConfirm == nil) then
ANS_GLOBAL_SETTINGS.useCommodityConfirm = false;
end
if (ANS_GLOBAL_SETTINGS.tooltipRealm3Day == nil) then
ANS_GLOBAL_SETTINGS.tooltipRealm3Day = true;
end
if (ANS_GLOBAL_SETTINGS.tooltipRealmMarket == nil) then
ANS_GLOBAL_SETTINGS.tooltipRealmMarket = true;
end
if (ANS_GLOBAL_SETTINGS.tooltipRealmRecent == nil) then
ANS_GLOBAL_SETTINGS.tooltipRealmRecent = true;
end
if (ANS_GLOBAL_SETTINGS.tooltipRealmMin == nil) then
ANS_GLOBAL_SETTINGS.tooltipRealmMin = true;
end
end
function AnsCore:MigrateCustomFilters()
ANS_CUSTOM_FILTERS = ANS_CUSTOM_FILTERS or {};
if (#ANS_CUSTOM_FILTERS > 0) then
for i, v in ipairs(ANS_CUSTOM_FILTERS) do
local t = {
name = v.name,
ids = v.ids,
children = {},
useMaxPPU = false,
useMinLevel = false,
useQuality = false,
usePercent = true,
exactMatch = true,
priceFn = v.priceFn
};
tinsert(ANS_FILTERS, t);
end
end
-- migrating away from custom filters
-- and combined them with all filters
ANS_CUSTOM_FILTERS = {};
end
function AnsCore:RestoreDefaultFilters()
self:RestoreFilter(Data, ANS_FILTERS);
end
function AnsCore:RestoreFilter(children, parent)
for i,v in ipairs(children) do
local restored = false;
for i2, v2 in ipairs(parent) do
if (v2.name == v.name) then
v2.ids = v.ids;
v2.useMaxPPU = v.useMaxPPU;
v2.useMinLevel = v.useMinLevel;
v2.useQuality = v.useQuality;
v2.usePercent = v.usePercent;
v2.priceFn = v.priceFn;
v2.exactMatch = v.exactMatch;
if (v.children and #v.children > 0) then
self:RestoreFilter(v.children, v2.children);
end
restored = true;
break;
end
end
if (not restored) then
self:PopulateFilter(v, parent);
end
end
end
function AnsCore:CreateDefaultFilters()
if (not ANS_BASE_SELECTION) then
ANS_BASE_SELECTION = {};
end
if (not ANS_FILTERS or #ANS_FILTERS == 0) then
ANS_FILTERS = {};
-- reset filter selection as a new method will now
-- be used
ANS_FILTER_SELECTION = {};
self:RestoreFilter(Data, ANS_FILTERS);
end
end
function AnsCore:PopulateFilter(v, parent)
local t = {
name = v.name,
ids = v.ids,
children = {},
useMaxPPU = v.useMaxPPU,
useMinLevel = v.useMinLevel,
useQuality = v.useQuality,
usePercent = v.usePercent,
exactMatch = v.exactMatch,
priceFn = v.priceFn
};
if (v.children and #v.children > 0) then
for i2, v2 in ipairs(v.children) do
self:PopulateFilter(v2, t.children);
end
end
tinsert(parent, t);
end |
-- Grab all of the functions and classes from our GUI library
local info = debug.getinfo(1,'S');
script_path = info.source:match[[^@?(.*[\/])[^\/]-$]]
GUI = dofile(script_path .. "ultraschall_gui_lib.lua")
gfx_path=script_path.."/Ultraschall_Gfx/ColorPicker/"
-- All functions in the GUI library are now contained in the GUI table,
-- so they can be accessed via: GUI.function(params)
---- Window settings and user functions ----
GUI.name = "Ultraschall Color Picker"
GUI.x, GUI.y, GUI.w, GUI.h = 100, 200, 235, 175
-----------------------
-- Step 1 : get started
-----------------------
max_color = 20 -- Number of colors to cycle
curtheme = reaper.GetLastColorThemeFile()
os = reaper.GetOS()
---------------------------------------------------------
-- Step 2 : build table with color values from theme file
---------------------------------------------------------
t = {} -- initiate table
file = io.open(curtheme, "r");
for line in file:lines() do
index = string.match(line, "group_(%d+)") -- use "Group" section
index = tonumber(index)
if index then
if index < max_color then
color_int = string.match(line, "=(%d+)") -- get the color value
if string.match(os, "OS") then
r, g, b = reaper.ColorFromNative(color_int)
color_int = reaper.ColorToNative(b, g, r) -- swap r and b for Mac
end
t[index] = tonumber(color_int) -- put color into table
end
end
end
-- for key,value in pairs(t) do Msg(value) end
function gentle_rainboom(url)
local id = reaper.NamedCommandLookup("_Ultraschall_Set_Colors_To_Sonic_Rainboom")
reaper.Main_OnCommand(id,0)
end
function spread_rainboom(url)
local id = reaper.NamedCommandLookup("_Ultraschall_Set_Colors_To_Sonic_Rainboom_Spread")
reaper.Main_OnCommand(id,0)
end
function debug()
gfx.set(1, 0.5, 0.5, 1)
gfx.circle(10, 10, 20, 1)
end
-- body
---- GUI Elements ----
GUI.elms = {
-- name = element type x y w h caption ...other params...
colors = GUI.ColorPic:new( 4, 4, 170, 170, t),
col1 = GUI.Pic:new( 190,4, 42, 83, 1, gfx_path.."us_col1.png", gentle_rainboom, ""),
col2 = GUI.Pic:new( 190,88, 42, 83, 1, gfx_path.."us_col2.png", spread_rainboom, ""),
-- label = GUI.Lbl:new( 0, 160, "Ultraschall was sucsessfully installed.", 0),
-- label2 = GUI.Lbl:new( 135, 200, "Visit the Podcast menu to explore the user interface and features.", 0),
-- label3 = GUI.Lbl:new( 210, 220, "Use Project templates for a quick setup.", 0),
-- label4 = GUI.Lbl:new( 265, 290, "If you need assistance:", 0),
-- label3 = GUI.Lbl:new( 455, 290, "Visit our support forum:", 0),
-- pan_sldr = GUI.Sldr:new( 360, 280, 128, "Pan:", -100, 100, 200, 4),
-- pan_knb = GUI.Knob:new( 530, 100, 48, "Awesomeness", 0, 9, 11, 5, 1),
-- label2 = GUI.Lbl:new( 508, 42, "Awesomeness", 0),
-- options = GUI.OptLst:new( 50, 100, 150, 150, "Color notes by:", "Channel,Pitch,Velocity,Penis Size", 4),
-- blah = GUI.OptLst:new( 50, 260, 250, 200, "I have a crush on:", "Justin F,schwa,X-Raym,Jason Brian Merrill,pipelineaudio,Xenakios", 2, 0),
-- newlist = GUI.ChkLst:new( 210, 100, 120, 150, "I like to eat:", "Fruit,Veggies,Meat,Dairy", 4),
-- checkers = GUI.Checklist:new( 20, 380, 240, 30, "", "Show this Screen on Start", 4),
-- tutorials = GUI.Btn:new( 30, 320, 190, 40, "Tutorials", open_url, "http://ultraschall.fm/tutorials/"),
-- twitter = GUI.Btn:new( 242, 320, 190, 40, "Twitter", open_url, "https://twitter.com/ultraschall_fm"),
-- forum = GUI.Btn:new( 455, 320, 190, 40, "Userforum", open_url, "https://sendegate.de/c/ultraschall"),
-- label4 = GUI.Lbl:new( 300, 400, "Have fun!", 0),
--testbtn2 = GUI.Btn:new( 450, 100, 100, 50, "CLICK", userfunc, "This|#Is|A|!Menu"),
-- newtext = GUI.TxtBox:new( 340, 210, 200, 30, "Favorite music player:", 4),
}
---- Put all of your own functions and whatever here ----
--Msg("hallo")
--GUI.func = drawcolors(t)
-- GUI.func = debug()
-- GUI.freq = 0
---- Main loop ----
--[[
If you want to run a function during the update loop, use the variable GUI.func prior to
starting GUI.Main() loop:
GUI.func = my_function
GUI.freq = 5 <-- How often in seconds to run the function, so we can avoid clogging up the CPU.
- Will run once a second if no value is given.
- Integers only, 0 will run every time.
GUI.Init()
GUI.Main()
]]--
-- local startscreen = GUI.val("checkers")
-- local startscreen = GUI.elms.checkers[GUI.Val()]
-- Open Colorpicker, when it hasn't been opened yet
if reaper.GetExtState("Ultraschall_Windows", GUI.name) == "" then windowcounter=0 -- Check if window was ever opened yet(and external state for it exists already).
-- If yes, use temporarily 0 as opened windows-counter;will be changed by ultraschall_gui_lib.lua later
else windowcounter=tonumber(reaper.GetExtState("Ultraschall_Windows", GUI.name)) end -- get number of opened windows
if windowcounter<1 then -- you can choose how many GUI.name-windows are allowed to be opened at the same time.
-- 1 means 1 window, 2 means 2 windows, 3 means 3 etc
GUI.Init()
GUI.Main()
end
function atexit()
reaper.SetExtState("Ultraschall_Windows", GUI.name, 0, false)
end
reaper.atexit(atexit)
|
data:extend({
{
type = "bool-setting",
name = "autocolor_on",
setting_type = "runtime-per-user",
default_value = false,
order = "a"
},
{
type = "double-setting",
name = "autocolor_r",
setting_type = "runtime-per-user",
minimum_value = 0,
maximum_value = 255,
default_value = 0, -- As is the default color
order = "b"
},
{
type = "double-setting",
name = "autocolor_g",
setting_type = "runtime-per-user",
minimum_value = 0,
maximum_value = 255,
default_value = 0, -- As is the default color
order = "c"
},
{
type = "double-setting",
name = "autocolor_b",
setting_type = "runtime-per-user",
minimum_value = 0,
maximum_value = 255,
default_value = 0, -- As is the default color
order = "d"
},
{
type = "double-setting",
name = "autocolor_a",
setting_type = "runtime-per-user",
minimum_value = 0,
maximum_value = 255,
default_value = 127, -- As is the default color
order = "e"
},
}) |
gfx.initialize = function()
gfx.create_context({alpha = true})
gfx.clear_color(0.0, 0.0, 0.0, 1.0)
vertices = gfx.array.new(gfx.FLOAT,
0.0, 0.5, 0.0,
-0.5, -0.5, 0.0,
0.5, -0.5, 0.0)
vertexPosObject = gfx.gen_buffers(1)
gfx.bind_buffer(gfx.ARRAY_BUFFER, vertexPosObject)
gfx.buffer_data(gfx.ARRAY_BUFFER, 9*4, vertices, gfx.STATIC_DRAW)
vss = "attribute vec4 vPosition; void main() { gl_Position = vPosition; }"
vs = gfx.create_shader(gfx.VERTEX_SHADER, vss)
fss = "precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }"
fs = gfx.create_shader(gfx.FRAGMENT_SHADER, fss)
program = gfx.create_program(vs, fs)
w, h = gfx.canvas_size()
gfx.viewport(0, 0, w, h)
gfx.clear(gfx.COLOR_BUFFER_BIT)
gfx.use_program(program)
gfx.bind_buffer(gfx.ARRAY_BUFFER, vertexPosObject)
gfx.vertex_attrib_pointer(0, 3, gfx.FLOAT, 0, 0, 0)
gfx.enable_vertex_attrib_array(0)
gfx.draw_arrays(gfx.TRIANGLES, 0, 3)
end
|
-- AICharacter: TankClose
--------------------------------------------------------------------------
-- Crytek Source File.
-- Copyright (C), Crytek Studios, 2001-2004.
--------------------------------------------------------------------------
-- $Id$
-- $DateTime$
-- Description: Character SCRIPT for Tank
--
--------------------------------------------------------------------------
-- History:
-- - 06/02/2005 : Created by Kirill Bulatsev
-- - 10/07/2006 : Dulplicated for the special tank by Tetsuji
--
--------------------------------------------------------------------------
AICharacter.TankClose = {
Constructor = function(self,entity)
-- entity.AI.DesiredFireDistance[1] = 30; -- main gun
-- entity.AI.DesiredFireDistance[2] = 6; -- secondary machine gun
entity.AI.weaponIdx = 1; --temp: select main gun by default
end,
AnyBehavior = {
STOP_VEHICLE = "TankCloseIdle",
},
TankCloseIdle = {
-----------------------------------
ACT_GOTO = "TankCloseGoto",
STOP_VEHICLE = "",
VEHICLE_GOTO_DONE = "",
TO_TANKCLOSE_ATTACK = "TankCloseAttack",
TO_TANKCLOSE_GOTOPATH = "TankCloseGotoPath",
TO_TANKCLOSE_SWITCHPATH = "TankCloseSwitchPath",
TO_TANKCLOSE_RUNAWAY = "TankCloseRunAway",
TO_TANKCLOSE_IDLE = "",
OnEnemySeen = "",
},
TankCloseGoto = {
-----------------------------------
ACT_GOTO = "",
STOP_VEHICLE = "TankCloseIdle",
VEHICLE_GOTO_DONE = "TankCloseIdle",
TO_TANKCLOSE_ATTACK = "",
TO_TANKCLOSE_GOTOPATH = "",
TO_TANKCLOSE_SWITCHPATH = "TankCloseSwitchPath",
TO_TANKCLOSE_RUNAWAY = "TankCloseRunAway",
TO_TANKCLOSE_IDLE = "",
OnEnemySeen = "TankCloseAttack",
},
TankCloseAttack = {
-----------------------------------
ACT_GOTO = "",
STOP_VEHICLE = "TankCloseIdle",
VEHICLE_GOTO_DONE = "TankCloseIdle",
TO_TANKCLOSE_ATTACK = "",
TO_TANKCLOSE_GOTOPATH = "",
TO_TANKCLOSE_SWITCHPATH = "TankCloseSwitchPath",
TO_TANKCLOSE_RUNAWAY = "TankCloseRunAway",
TO_TANKCLOSE_IDLE = "",
OnEnemySeen = "",
},
TankCloseGotoPath = {
-----------------------------------
ACT_GOTO = "",
STOP_VEHICLE = "TankCloseIdle",
VEHICLE_GOTO_DONE = "TankCloseIdle",
TO_TANKCLOSE_ATTACK = "",
TO_TANKCLOSE_GOTOPATH = "",
TO_TANKCLOSE_SWITCHPATH = "TankCloseSwitchPath",
TO_TANKCLOSE_RUNAWAY = "TankCloseRunAway",
TO_TANKCLOSE_IDLE = "TankCloseIdle",
OnEnemySeen = "TankCloseAttack",
},
TankCloseSwitchPath = {
-----------------------------------
ACT_GOTO = "",
STOP_VEHICLE = "TankCloseIdle",
VEHICLE_GOTO_DONE = "TankCloseIdle",
TO_TANKCLOSE_ATTACK = "TankCloseAttack",
TO_TANKCLOSE_GOTOPATH = "",
TO_TANKCLOSE_SWITCHPATH = "",
TO_TANKCLOSE_RUNAWAY = "TankCloseRunAway",
TO_TANKCLOSE_IDLE = "TankCloseIdle",
OnEnemySeen = "",
},
TankCloseRunAway = {
-----------------------------------
ACT_GOTO = "",
STOP_VEHICLE = "TankCloseIdle",
VEHICLE_GOTO_DONE = "TankCloseIdle",
TO_TANKCLOSE_ATTACK = "",
TO_TANKCLOSE_GOTOPATH = "",
TO_TANKCLOSE_SWITCHPATH = "",
TO_TANKCLOSE_RUNAWAY = "",
TO_TANKCLOSE_IDLE = "TankCloseIdle",
OnEnemySeen = "",
},
}
|
-------------------------------------------
------------ Global Permissions -----------
-------------------------------------------
-- sh_permissions.lua SHARED --
-- --
-- Set up permissions for multiple Gmod --
-- moderation systems. --
-------------------------------------------
-- Get the most up-to-date version from GitHub:
-- https://github.com/MyHatStinks/gmod-global-permissions
---------- You shouldn't need to edit below this line ----------
-- Anything you add below here might not be loaded!
-- This number will be incremented when a new permissions system is added
-- Should help keep compatibility with other addons using this code
-- Format YYYYMMDD.revision
local version = 20201123.1
if GlobalPermissions and GlobalPermissions.Version>=version then return end -- Only overwrite if this is newer
GlobalPermissions = GlobalPermissions or {}
GlobalPermissions.Version = version
-- Permission groups
GlobalPermissions.GROUP_SUPERADMIN = 0
GlobalPermissions.GROUP_ADMIN = 1
GlobalPermissions.GROUP_ALL = 2
------------------------
-- Set up permissions --
------------------------
function GlobalPermissions.SetupPermission( Permission, DefaultGroup, Help, Cat )
hook.Run( "Permission.SetUp", Permission, DefaultGroup, Help, Cat )
-- ULX
if ULib and ULib.ucl then
if ULib.ucl.registerAccess then
local grp = GlobalPermissions.GetULXPermissionGroup(DefaultGroup) or ULib.ACCESS_SUPERADMIN
return ULib.ucl.registerAccess( Permission, grp, Help, Cat )
end
end
-- Evolve
if evolve and evolve.privileges then
table.Add( evolve.privileges, {Permission} )
table.sort( evolve.privileges )
return
end
-- Exsto
if exsto then
exsto.CreateFlag( Permission:lower(), Help )
return
end
-- Serverguard
if serverguard and serverguard.permission then
serverguard.permission:Add(Permission)
return
end
-- SAM
if sam and sam.permissions and sam.permissions.add then
sam.permissions.add( Permission, Cat, GlobalPermissions.GetSAMPermissionGroup(DefaultGroup) )
return
end
end
-----------------------
-- Check permissions --
-----------------------
function GlobalPermissions.HasPermission( ply, Permission, Default )
if not IsValid(ply) then return Default end
local hasPermission = hook.Run( "Permission.HasPermission", ply, Permission, Default )
if hasPermission~=nil then
return hasPermission
end
-- ULX
if ULib then
return ULib.ucl.query( ply, Permission, true )
end
-- Evolve
if ply.EV_HasPrivilege then
return ply:EV_HasPrivilege( Permission )
end
-- Exsto
if exsto then
return ply:IsAllowed( Permission:lower() )
end
-- Serverguard
if serverguard and serverguard.player then
return serverguard.player:HasPermission(ply, Permission)
end
-- SAM
if sam and ply.HasPermission then
return ply:HasPermission( Permission )
end
return Default
end
----------------------
-- Check User Group --
----------------------
function GlobalPermissions.GetRank( ply )
if not IsValid(ply) then return end
local customRank = hook.Run( "Permission.GetRank", ply )
if customRank~=nil then
return customRank
end
-- ULX/SAM
if ulx or (sam and sam.permissions) then
return ply:GetUserGroup()
end
-- Exsto
if exsto and ply.GetRank then
return ply:GetRank()
end
-- Evolve
if ply.EV_GetRank then
return ply:EV_GetRank()
end
-- Serverguard
if serverguard and serverguard.player then
return serverguard.player:GetRank(ply).name
end
-- SAM
if SAM then
end
-- Failed: Give a best guess
return ply:GetUserGroup() or "user"
end
-------------------------------
-- Default permission groups --
-------------------------------
local GroupToULX
function GlobalPermissions.GetULXPermissionGroup( perm )
if not perm then return ULib.ACCESS_SUPERADMIN end
if not GroupToULX then -- Table setup is delayed so ULib can load
GroupToULX = {
[GlobalPermissions.GROUP_SUPERADMIN] = ULib and ULib.ACCESS_SUPERADMIN,
[GlobalPermissions.GROUP_ADMIN] = ULib and ULib.ACCESS_ADMIN,
[GlobalPermissions.GROUP_ALL] = ULib and ULib.ACCESS_ALL,
}
end
return GroupToULX[perm] or ULib.ACCESS_SUPERADMIN
end
local GroupToSAM = {
[GlobalPermissions.GROUP_SUPERADMIN] = "superadmin",
[GlobalPermissions.GROUP_ADMIN] = "admin",
[GlobalPermissions.GROUP_ALL] = "user",
}
function GlobalPermissions.GetSAMPermissionGroup( perm )
return GroupToSAM[ perm or "" ] or nil
end
---------------
-- On Loaded --
---------------
hook.Add( "Initialize", "Permission.OnLoad", function() --Short delay, to load after admin mods
if not (GlobalPermissions and GlobalPermissions.SetupPermission) then return end --Just in case
hook.Run( "Permission.OnLoad" )
end)
|
--[=[
Utility functions involving field of view.
@class FieldOfViewUtility
]=]
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Math = require(ReplicatedStorage.Knit.Util.Additions.Math.Math)
local FieldOfViewUtility = {}
--[=[
Converts field of view to height
@param fov number
@return number
]=]
function FieldOfViewUtility.FovToHeight(fov)
return 2*math.tan(math.rad(fov)/2)
end
--[=[
Converts height to field of view
@param height number
@return number
]=]
function FieldOfViewUtility.HeightToFov(height)
return 2*math.deg(math.atan(height/2))
end
--[=[
Linear way to log a value so we don't get floating point errors or infinite values
@param height number
@param linearAt number
@return number
]=]
function FieldOfViewUtility.SafeLog(height, linearAt)
if height < linearAt then
local slope = 1/linearAt
return slope*(height - linearAt) + math.log(linearAt)
else
return math.log(height)
end
end
--[=[
Linear way to exponentiate field of view so we don't get floating point errors or
infinite values.
@param logHeight number
@param linearAt number
@return number
]=]
function FieldOfViewUtility.SafeExp(logHeight, linearAt)
local transitionAt = math.log(linearAt)
if logHeight <= transitionAt then
return linearAt*(logHeight - transitionAt) + linearAt
else
return math.exp(logHeight)
end
end
local linearAt = FieldOfViewUtility.FovToHeight(1)
--[=[
Interpolates field of view in height space, instead of degrees.
@param fov0 number
@param fov1 number
@param percent number
@return number -- Fov in degrees
]=]
function FieldOfViewUtility.LerpInHeightSpace(fov0, fov1, percent)
local height0 = FieldOfViewUtility.FovToHeight(fov0)
local height1 = FieldOfViewUtility.FovToHeight(fov1)
local logHeight0 = FieldOfViewUtility.SafeLog(height0, linearAt)
local logHeight1 = FieldOfViewUtility.SafeLog(height1, linearAt)
local newLogHeight = Math.Lerp(logHeight0, logHeight1, percent)
return FieldOfViewUtility.HeightToFov(FieldOfViewUtility.SafeExp(newLogHeight, linearAt))
end
table.freeze(FieldOfViewUtility)
return FieldOfViewUtility
|
---
-- usage.lua
-- Usage and uses
--
-- Example
-- -------
--
-- usage "vendor"
-- defines "USING_VENDOR"
-- includedirs "include/vendor"
-- links "lib/vendor"
--
-- project "core"
-- kind "SharedLib"
-- uses "vendor"
-- uses "core"
--
-- usage "core"
-- links "openssh"
-- includedirs "include/core"
--
-- project "app"
-- kind "ConsoleApp"
-- uses "core"
--
-- "core" will link vendor and openssh and define 'USING_VENDOR'
-- "app" will link 'core' and define 'USING_VENDOR'
-- If "core" was a StaticLib, the link dependencies would pass through.
-- "core" will define 'USING_VENDOR'
-- "app" would link 'vendor', 'core', and 'openssh' and still define
-- 'USING_VENDOR'
--
-- Notes
-- -----
--
-- 'uses' are recursive.
--
-- If a project and usage exist, the project is used first, then the usage.
--
-- If a project uses itself, any link dependencies in the usage will be
-- consumed by the project as needed. Otherwise those link dependencies
-- will pass onto to the user.
--
-- Using a project will link the project and resolves nested uses,
-- in addition to any declared usage.
--
-- "uses" do not respect configurations/filters due to havy optimizations
-- "usage" can contain configuration filters
require 'stack'
local p = premake
local oven = p.oven
local context = p.context
local keyLinks = "links"
local field = p.field
local fieldLinks = field.get(keyLinks)
newoption {
trigger = "usage-optimization-off",
description = "Turn off optimization for usage module. Useful for debuging dependencies (50% slower generation)."
}
local optimization = (_OPTIONS["usage-optimization-off"] == nil)
---
-- Two stacks which stores actual order of projects and usages
-- Projects stack and uses stack are aligned
--
local usesStack = Stack:Create()
local sourcesStack = Stack:Create()
--
-- 'uses' api
--
p.api.register {
name = "uses",
scope = { "config" },
kind = "list:string",
}
--
-- 'usage' container
--
-- TODO: maybe lock down what can be specified in usage further?
p.usage = p.api.container("usage", p.workspace, { "config" })
function p.usage.new(mode)
return p.container.new(p.usage, mode)
end
--
-- Extend workspace with findusage
--
function p.workspace.findusage(wks, name)
name = name:lower()
for _, usage in ipairs(wks.usages) do
if name == usage.name:lower() then
return usage
end
end
return nil
end
---
-- Push usage and source project name on stack
-- * if "usage" is already on stack it mean that "usage" in this configuration was in use,
--
local printUsesStack
local function pushUsage( usageName, sourceName )
-- search for uses
local usesStackIndex = usesStack:find_value(usageName)
if usesStackIndex == nil then
verbosef("{PUSH} USES_STACK [%s]: %s", sourceName, usageName)
-- push on stack
usesStack:push(usageName)
sourcesStack:push(sourceName)
else
verbosef("{EXIST} USES_STACK [%s]: %s", sourceName, usageName)
end
end
---
-- Pop usage and source name form stack
--
local function popUsage( count )
local count = count or 1
for i = 1, count do
-- pop form stack
local sourceName = sourcesStack:pop()
local usageName = usesStack:pop()
verbosef("{POP} USES_STACK [%s]: %s", sourceName, usageName)
end
end
--
-- During baking we can start new bake so we have to stash current stack
--
local stackStash = Stack:Create()
---
-- During "bake" process it is posible to call another "bake",
-- to starts new bake we have to stash current uses stack and create new empty
---
local function stashStack()
if _OPTIONS["verbose"] then
for i , sourceName in ipairs(sourcesStack._et) do
verbosef("{STASH} USES_STACK [%s]: %s", sourceName, usesStack:get(i))
end
end
stackStash:push( {["sourcesStack"] = sourcesStack, ["usesStack"] = usesStack} )
sourcesStack = Stack:Create()
usesStack = Stack:Create()
end
---
-- After "bake" previous uses stack have to be recreated
---
local function unstashStack()
local stash = stackStash:pop()
sourcesStack = stash.sourcesStack
usesStack = stash.usesStack
if _OPTIONS["verbose"] then
for i , sourceName in ipairs(sourcesStack._et) do
verbosef("{UNSTASH} USES_STACK [%s]: %s", sourceName, usesStack:get(i))
end
end
end
--
-- Print stack
--
printUsesStack = function()
-- reconstructed full stack from stashed and current stacks
local fullStack = {}
-- for formating we need max length of sourceName, it will be first column
local maxSourceNameLen = 1
-- get full stack form stashed stacks. form oldest to newest
for _, stacks in ipairs(stackStash._et) do
if stacks.sourcesStack:getn() > 0 then
for i, sourceName in ipairs(stacks.sourcesStack._et) do
local len = sourceName:len()
if len > maxSourceNameLen then
maxSourceNameLen = len
end
table.insert(fullStack, { ["sourceName"] = sourceName, ["usageName"] = stacks.usesStack:get(i) } )
end
end
end
-- get stack form currect "bake"
for i, sourceName in ipairs(sourcesStack._et) do
local len = sourceName:len()
if len > maxSourceNameLen then
maxSourceNameLen = len
end
table.insert(fullStack, { ["sourceName"] = sourceName, ["usageName"] = usesStack:get(i) } )
end
-- print full stack in three columns
-- SOURCE: ACRION: USAGE:
--
-- Actions:
-- BAKES - mean that usage requred "bake" project
-- USES - use project or usage
print("\nUses stack:\n")
local line = string.format("%-" .. maxSourceNameLen .. "s ACRION: USAGE: \n", "SOURCE:")
print(line)
for _, entry in ipairs(fullStack) do
if not entry.sourceName:find('"bake"') then
if entry.usageName:find('"bake"') then
line = string.format("%-" .. maxSourceNameLen .. "s BAKES %s", entry.sourceName, entry.usageName:gsub('"bake" ', ""))
else
line = string.format("%-" .. maxSourceNameLen .. "s USES %s", entry.sourceName, entry.usageName)
end
print(line)
end
end
end
---
-- Resolve usage of targetProject.targetBlock
--
local function resolveUsage( targetProject, targetBlock, usage )
verbosef("\nProject %s is using usage %s\n",
targetProject.name, usage.name)
-- Clone each block in the usage and insert it into the target project
for _,usageBlock in ipairs(usage.blocks) do
-- Merge the criteria for the usage and target
-- detach fat references before deepcopy
usageOrigin = usageBlock._origin
usageBlock._origin = nil
local newBlock = table.deepcopy(usageBlock)
-- attach fat references after deepcopy
newBlock._origin = usageOrigin
usageBlock._origin = usageOrigin
newBlock._criteria.patterns = table.join(
newBlock._criteria.patterns,
targetBlock._criteria.patterns )
newBlock._criteria.data =
p.criteria._compile(newBlock._criteria.patterns)
-- todo: would be nice not to do this.
-- needs to be in sync with internal block logic.
if newBlock.filename then
newBlock.filename = nil
newBlock._basedir = newBlock.basedir
newBlock.basedir = nil
end
-- Insert the new block into the target project.
-- TODO: We need to insert as if at the call site,
-- and it need to deal with with 'removes'
-- merging between the two blocks.
table.insert( targetProject.blocks, newBlock )
-- Recursion in usage is to fuzzy
if newBlock.uses then
error("Usage '" .. usage.name .. "'. Uses in usage is forbidden, move 'uses' to project.")
end
end
end
---
-- Insert usageName to outTable and push usageName on stack,
-- if srcProjectName and usageName are equal push is not performed.
-- This is common case and it should be in separeted function
--
local function insertUsage( usesTable, usageName, sourceName )
local usagePushed = 0
-- project can use own usage and it is valid use
-- without this check we will get error about double push on stack
if usageName ~= sourceName then
pushUsage( usageName, sourceName )
usagePushed = 1
end
table.insert( usesTable, usageName )
return usagePushed
end
---
-- Manually run "bake" process on source project if need,
-- if "bake" on sourceProject is under way this mean that we have circular dependence
--
local function bakeProject( sourceProject, targetProject )
-- _isUsageBaking - is flag on project which informs that premake alredy starts "bake" process
-- such situation occure with circular dependence
if sourceProject._isUsageBaking then
printUsesStack()
error("Use of "
.. "'" .. sourceProject.name .. "' in '" .. targetProject.name .. "'"
.." circular dependence!!!" )
else
if not sourceProject._usageBaked then
verbosef("\nUsage starts baking %s\n", sourceProject.name )
sourceProject._isUsageBaking = true
pushUsage( '"bake" ' .. sourceProject.name, targetProject.name ) -- source mark "bake" process on stack
if optimization then
bakeProjectUsage( sourceProject )
else
sourceProject.ctx = p.container.bake(sourceProject) -- bake context is temporary in current version of premake5, we have to store it
sourceProject._isBaked = false -- premake5 thinks that object was not baked
end
popUsage()
sourceProject._isUsageBaking = false
sourceProject._usageBaked = true
verbosef("\nUsage ends baking %s\n", sourceProject.name )
end
end
end
---
-- Resolve a sourceProject 'uses' into a target block of a target project
--
local resolveUse
local function resolveUses( sourceProject, targetProject, targetBlock )
if optimization then
local targetProjectResolvedUses = targetProject.resolvedUses -- get table of already resolved uses for this projects
local sourceProjectResolvedUses = sourceProject.resolvedUses
local sourceProjectName = sourceProject.name
local targetBlockResolvedUsesLinks = targetBlock.resolvedUsesLinks
-- Iterate over the source project uses
for usageName,usageInfo in pairs(sourceProjectResolvedUses) do
-- project can use own usage and it is valid use
-- without this check we will get error about double push on stack
if usageName ~= usageInfo.parent then
pushUsage( '"bake" ' .. usageInfo.parent, '???' )
pushUsage( usageName, usageInfo.parent )
popUsage(2)
end
if not targetProjectResolvedUses[usageName] then
usage = usageInfo.block
-- sourceProject include own usage
if usage then
resolveUsage( targetProject, targetBlock, usage )
end
if usageInfo.type == "project" then
-- When referring to a project, 'uses' acts like 'links' too.
table.insert(targetBlockResolvedUsesLinks, usageName )
end
targetProjectResolvedUses[usageName] = usageInfo
end
end
else
local pushCount = 0
-- Store feched uses for future usage
if sourceProject.ctx.usesValues == nil then
sourceProject.ctx.usesValues = context.fetchvalue( sourceProject.ctx, 'uses' )
end
local usesToResolve = {}
-- push all uses on stack before resolve, it guranty that all uses on current level are before uses are resolved
-- this is essential for duplicated uses detection
for k,v in ipairs(sourceProject.ctx.usesValues ) do
if type(v) == "table" then
for _, vName in ipairs(v) do
pushCount = pushCount + insertUsage( usesToResolve, vName, sourceProject.name )
end
else
pushCount = pushCount + insertUsage( usesToResolve, v, sourceProject.name )
end
end
-- Iterate over the source project uses'
for _,v in ipairs(usesToResolve) do
if v == sourceProject.name then
if not usage then
error( "Project " .. sourceProject.name .. " used itself but declares no usage")
end
else
resolveUse( targetProject,
targetBlock,
v )
end
end
if pushCount > 0 then
popUsage(pushCount)
end
end
end
---
-- Resolve a single 'use' into a target block of a target project
--
resolveUse = function( targetProject, targetBlock, usageName )
-- get table of already resolved uses for this projects
local resolvedUses = targetProject.resolvedUses
local usageType = "project"
local usageScriptPath = ""
-- if use already resolved SKIP it
if not resolvedUses[usageName] then
local targetWorkspace = targetProject.solution
local sourceProject = p.workspace.findproject( targetWorkspace, usageName )
local usage = p.workspace.findusage( targetWorkspace, usageName )
if sourceProject ~= nil and sourceProject.name ~= targetProject.name then
verbosef("\nProject %s is using project %s\n",
targetProject.name, sourceProject.name )
-- The source project might not be baked yet, bake it now.
-- We need this for the context.
bakeProject( sourceProject, targetProject )
resolveUses( sourceProject, targetProject, targetBlock )
-- sourceProject include own usage
if usage then
resolveUsage( targetProject, targetBlock, usage )
end
-- When referring to a project, 'uses' acts like 'links' too.
table.insert(targetBlock.resolvedUsesLinks, usageName )
usageType = "project"
usageScriptPath = sourceProject.script
elseif usage ~= nil then
resolveUsage( targetProject, targetBlock, usage )
usageType = "usage"
usageScriptPath = usage.script
elseif sourceProject ~= nil then
error( "Project " .. sourceProject.name
.. " used itself but declares no usage")
else
-- throw an error on Windows and keep going on Linux
local isLinux = ( package.config:sub(1,1) == '/' )
local messageText = "Use of "
.. "'" .. usageName.. "'"
.. ", is not defined as a usage or project in workspace "
.. "'" .. targetWorkspace.name .. "'" .. " for " .. targetProject.name
if isLinux then
print( messageText )
return
else
error( messageText )
end
end
resolvedUses[usageName] = { ["type"] = usageType, ["script"] = usageScriptPath, ["block"] = usage, ["parent"] = targetProject.name }
end
end
---
-- Resolve all uses from a target block in a target project
--
local function resolveAllUsesInBlock( targetProject, targetBlock )
local pushCount = 0
usesToResolve = {}
for _, usageKey in ipairs(targetBlock.uses) do
if type(usageKey) == "table" then
for _, usageName in ipairs(usageKey) do
pushCount = pushCount + insertUsage( usesToResolve, usageName, targetProject.name )
end
else
pushCount = pushCount + insertUsage( usesToResolve, usageKey, targetProject.name )
end
end
for _, usageName in ipairs(usesToResolve) do
resolveUse( targetProject, targetBlock, usageName )
end
if pushCount > 0 then
popUsage(pushCount)
end
end
--
-- Before baking a project, resolve all the 'uses'
--
function bakeProjectUsage( prj )
-- do not resolve "uses" twice
if prj.resolvedUses == nil then
-- create table of already resolved uses for this projects
prj.resolvedUses = {}
stashStack()
local blocks = {}
for k, v in pairs(prj.blocks) do
blocks[k] = v
end
pushUsage( prj.name, '"bake"' )
for _, block in pairs(blocks) do
if block.uses then
block.resolvedUsesLinks = {}
resolveAllUsesInBlock(prj, block)
-- When referring to a project, 'uses' acts like 'links' too.
block[keyLinks] = field.store( fieldLinks, block[keyLinks], fixOrder( block.resolvedUsesLinks ) )
end
end
popUsage()
unstashStack()
end
end
--
-- Put the linked projects in the right order
--
function fixOrder( resolvedUsesLinks )
if next(resolvedUsesLinks) ~= nil then
local fixedResolvedUsesLinks = {}
for i = #resolvedUsesLinks, 1, -1 do
table.insert( fixedResolvedUsesLinks, resolvedUsesLinks[ i ] )
end
return fixedResolvedUsesLinks
end
return resolvedUsesLinks
end
--
-- Register override
--
premake.override(p.project, "bake", function(base, self)
bakeProjectUsage(self)
return base(self)
end) |
-- This file is subject to copyright - contact swampservers@gmail.com for more information.
-- INSTALL: CINEMA
local SERVICE = {}
SERVICE.Name = "DLive"
SERVICE.NeedsCodecs = true
function SERVICE:GetKey(url)
if url.host and string.match(url.host, "dlive.tv") and string.match(url.path, "^/([%w_]+)[/]?$") then return url.encoded end
return false
end
if CLIENT then
function SERVICE:LoadVideo(Video, panel)
local url = "http://swampservers.net/cinema/hls.html"
panel:EnsureURL(url)
--using a 2 second delay is the fastest way to load the video, sending th_video any quicker is much much slower for whatever reason
timer.Simple(2, function()
if IsValid(panel) then
local str = string.format("th_video('%s',false);", string.JavascriptSafe(Video:Data()))
panel:QueueJavascript(str)
end
end)
end
end
theater.RegisterService('dlive', SERVICE) |
local Container = {}
Container.__VERSION = "Container 2.0"
Container.__AUTHOR = "lettuce-magician"
local mt = {
__index = Container,
__metatable = false
}
local _cst = {}
local function iter_table(tbl, Index)
if type(Index) ~= "number" then Index = 0 end
Index = Index + 1
local Value = tbl[Index]
if Value then
return Index, Value
end
end
-- A bit shit but ill fix it later
local function MakeMethods(Name)
local Methods = _cst[Name]["Methods"]
local Storage = _cst[Name]["Storage"]
function Methods:Set(Index, Value)
assert(type(Index) == "string" or type(Index) == "number", "bad argument #1 to 'Set': string or number expected, got "..type(Index))
assert(Value ~= nil, "cant set nil values")
Storage[Index] = Value
return Storage[Index]
end
function Methods:Append(Value)
assert(Value ~= nil, "cant append nil values")
Storage[#Storage + 1] = Value
return Storage[#Storage]
end
function Methods:Get(Index)
assert(type(Index) == "string" or type(Index) == "number", "bad argument #1 to 'Get': string expected, got "..type(Index))
if Storage[Index] ~= nil then
return Storage[Index]
end
end
function Methods:Call(Index, ...)
assert(type(Index) == "string" or type(Index) == "number", "bad argument #1 to 'Call': string or number expected, got "..type(Index))
assert(type(Storage[Index]) == "function", Index.." is not a function.")
return Storage[Index](...)
end
function Methods:Remove(Index)
assert(type(Index) == "string" or type(Index) == "number", "bad argument #1 to 'Remove': string or number expected, got "..type(Index))
assert(self[Index] ~= nil, "attempt to remove a nil index")
Storage[Index] = nil
end
function Methods:Exists(Index)
assert(type(Index) == "string" or type(Index) == "number", "bad argument #1 to 'Exists': string or number expected, got "..type(Index))
if Storage[Index] ~= nil then
return true
else
return false
end
end
function Methods:Bulk(Mode, ...)
local ToSet = {...}
if Mode == "a" then
for i, v in pairs(ToSet) do
table.insert(Storage, i, v)
end
elseif Mode == "s" then
for i, v in pairs(ToSet) do
Storage[i] = v
end
elseif Mode == "r" then
for i in pairs(ToSet) do
if Storage[i] ~= nil then
Storage[i] = nil
else
error("attempt to remove a nil index")
end
end
else
error("invalid mode; mode can only be 'a' (append), 'r' (remove) or 's' (set)")
end
end
function Methods:Pairs()
return next, Storage, nil
end
function Methods:Iter(Index)
if type(Index) ~= "number" then Index = 0 end
Index = Index + 1
local Value = Storage[Index]
if Value then
return Index, Value
end
end
function Methods:IPairs()
return iter_table, Storage, 0
end
function Methods:Size()
return #Storage
end
function Methods:First()
return Storage[1]
end
function Methods:Last()
return Storage[#Storage]
end
function Methods:Clear()
Storage = {}
end
setmetatable(Methods, {
__index = Methods,
__newindex = function (t, k, v)
if rawget(Storage, k) then
rawset(Storage, k, v)
else
error("attempt to edit Methods table")
end
end,
__metatable = {}
})
return Methods
end
--- Creates a new container to the Container Storage
---
--- If ``Name`` is nil, the container name is set to 'default'
---
--- If ``Name`` already exists, rises an error
---@param Name string
---@return table
function Container.Create(Name)
if Name == nil then Name = "default" end
assert(_cst[Name] == nil, "container "..Name.." already exists.")
_cst[Name] = {
["Methods"] = {},
["Storage"] = {}
}
return MakeMethods(Name)
end
--- Removes a container of the Container Storage
--
-- If containter dosent exists, rises an error.
---@param Name string
function Container.Delete(Name)
assert(type(Name) == "string", "bad argument #1 to 'Remove': string expected, got "..type(Name))
assert(_cst[Name] ~= nil, "attempt to remove a nil container")
_cst[Name] = nil
end
--- Clones a container.
---
--- If ``NewName`` is not a string then it will be set to be the ``Name`` + list pos.
---
--- If a conteiner with ``NewName`` already exists or the container dosent exists, rises an error.
---@param Name string
---@param NewName string
---@return table
function Container.Clone(Name, NewName)
assert(type(Name) == "string", "bad argument #1 to 'Clone': string expected, got "..type(Name))
if NewName == nil then NewName = Name..(#_cst + 1) end
assert(_cst[Name] ~= nil, "attempt to clone a nil container")
assert(_cst[NewName] == nil, NewName.." already exists.")
_cst[NewName] = {
["Methods"] = {},
["Storage"] = {},
}
for i, v in pairs(_cst[Name]["Storage"]) do
_cst[NewName]["Storage"][i] = v
end
return MakeMethods(NewName)
end
--- Clear the Container Storage
function Container.Clear()
_cst = {}
end
return setmetatable(Container, mt) |
-- load the base plugin object and create a subclass
local plugin = require("kong.plugins.base_plugin"):extend()
-- local debug = require "kong.plugins.newrelic-insights.debug"
local http = require "resty.http"
local JSON = require "kong.plugins.newrelic-insights.json"
local basic_serializer = require "kong.plugins.log-serializers.basic"
local body_data;
local authenticated_consumer;
-- constructor
function plugin:new()
plugin.super.new(self, "newrelic-insights")
end
---[[ runs in the 'access_by_lua_block'
function plugin:access(plugin_conf)
plugin.super.access(self)
ngx.req.read_body(); -- Populate get_body_data()
-- Fetch body data while API cosockets are enabled
plugin.body_data = ngx.req.get_body_data();
if ngx.ctx.authenticated_consumer == nil then
plugin.authenticated_consumer = "NOT AUTHENTICATED";
else
plugin.authenticated_consumer = ngx.ctx.authenticated_consumer.username;
end
end
local function recordEvent(premature, plugin_conf, requestEnvelop)
if premature then
return
end
local client = http.new()
local params = {
eventType = "kong_api_gateway_request",
headers_host = requestEnvelop.request.headers.host,
headers_contentLength = requestEnvelop.request.headers["content-length"],
headers_userAgent = requestEnvelop.request.headers["user-agent"],
headers_accept = requestEnvelop.request.headers["accept"],
headers_contentType = requestEnvelop.request.headers["content-type"],
request_method = requestEnvelop.request.method,
request_route = requestEnvelop.request["request_uri"],
request_size = requestEnvelop.request["size"],
client_ip = requestEnvelop["client_ip"],
config_api_name = requestEnvelop.api["name"],
config_api_https_only = requestEnvelop.api["https_only"],
config_api_preserve_host = requestEnvelop.api["preserve_host"],
config_api_upstream_connect_timeout = requestEnvelop.api["upstream_connect_timeout"],
config_api_upstream_read_timeout = requestEnvelop.api["api_upstream_read_timeout"],
config_api_upstream_send_timeout = requestEnvelop.api["api_upstream_send_timeout"],
config_api_strip_uri = requestEnvelop.api["strip_uri"],
config_api_upstream_url = requestEnvelop.api["upstream_url"],
latencies_request = requestEnvelop.latencies["request"],
latencies_kong = requestEnvelop.latencies["kong"],
latencies_proxy = requestEnvelop.latencies["proxy"],
response_status = requestEnvelop.response["status"],
response_size = requestEnvelop.response["size"],
started_at = requestEnvelop["started_at"],
body_data = plugin.body_data,
authenticated_consumer = plugin.authenticated_consumer
};
-- Add querystring variables as data column
for key,value in pairs(requestEnvelop.request.querystring) do
-- Don't record the api_key in newrelic_insights
if(key ~= 'api_key') then
params[key] = value;
end
end
if plugin_conf.environment_name ~= nil then
params['environment_name'] = plugin_conf.environment_name
end
-- debug.log_r("==============================================================");
-- debug.log_r(params);
-- debug.log_r("XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX");
if plugin_conf.account_id ~= nil and plugin_conf.api_key ~= nil then
client:set_timeout(30000)
local ok, err = client:connect("insights-collector.newrelic.com", 443);
if not ok then
ngx.log(ngx.STDERR, "Could not connect to newrelic insights API", err);
else
local ok, err = client:ssl_handshake(false, "insights-collector.newrelic.com", false)
if not ok then
ngx.log(ngx.STDERR, "Could not perform SSL handshake with Newrelic Insight", err);
return
end
local res, err = client:request {
method = "POST",
path = "/v1/accounts/" .. plugin_conf.account_id .. "/events",
body = JSON.stringify(params),
headers = {
["Content-Type"] = "application/json",
["X-Insert-Key"] = plugin_conf.api_key
}
}
if not res then
ngx.log(ngx.STDERR, "Could not send http logs to Newrelic Insights", err);
end
end
end
end
function plugin:log(plugin_conf)
plugin.super.log(self)
local requestEnvelop = basic_serializer.serialize(ngx);
-- trigger logging method with ngx_timer, a workaround to enable API
local ok, err = ngx.timer.at(0, recordEvent, plugin_conf, requestEnvelop)
if not ok then
ngx.log(ngx.STDERR, "Fail to create timer", err);
end
end
-- set the plugin priority, which determines plugin execution order
plugin.PRIORITY = 1000
-- return our plugin object
return plugin |
local M = {}
local excludeDirsFunc = function(opts)
local excludeDirs = {}
local dir = ""
repeat
dir = vim.fn.input("Exclude Dir (be sure to add trailing '/') > ", "", "file")
if dir ~= nil and dir ~= "" then
table.insert(excludeDirs, "--glob=!" .. dir)
end
until dir == ""
for index, direc in ipairs(excludeDirs) do
print(direc)
end
return excludeDirs
end
M.CustomLiveGrep = function()
local includeDirs = {}
local dir = ""
repeat
dir = vim.fn.input("Include Dir > ", "", "file")
if dir ~= nil and dir ~= "" then
table.insert(includeDirs, dir)
end
until dir == ""
require("telescope.builtin").live_grep({search_dirs = includeDirs, additional_args = excludeDirsFunc})
end
return M
|
local turretUtils = {}
require "util"
local function foreach(table_, fun_)
for k, tab in pairs(table_) do fun_(tab) end
return table_
end
local indicator_pictures =
{
north =
{
filename = "__base__/graphics/entity/flamethrower-turret/flamethrower-turret-led-indicator-north.png",
line_length = 2,
width = 4,
height = 10,
frame_count = 2,
axially_symmetrical = false,
direction_count = 1,
shift = util.by_pixel(8, 20),
hr_version =
{
filename = "__base__/graphics/entity/flamethrower-turret/hr-flamethrower-turret-led-indicator-north.png",
line_length = 2,
width = 10,
height = 18,
frame_count = 2,
axially_symmetrical = false,
direction_count = 1,
shift = util.by_pixel(7, 20),
scale = 0.5
}
},
east =
{
filename = "__base__/graphics/entity/flamethrower-turret/flamethrower-turret-led-indicator-east.png",
line_length = 2,
width = 12,
height = 6,
frame_count = 2,
axially_symmetrical = false,
direction_count = 1,
shift = util.by_pixel(-34, -6),
hr_version =
{
filename = "__base__/graphics/entity/flamethrower-turret/hr-flamethrower-turret-led-indicator-east.png",
line_length = 2,
width = 18,
height = 8,
frame_count = 2,
axially_symmetrical = false,
direction_count = 1,
shift = util.by_pixel(-33, -5),
scale = 0.5
}
},
south =
{
filename = "__base__/graphics/entity/flamethrower-turret/flamethrower-turret-led-indicator-south.png",
line_length = 2,
width = 4,
height = 12,
frame_count = 2,
axially_symmetrical = false,
direction_count = 1,
shift = util.by_pixel(-8, -46),
hr_version =
{
filename = "__base__/graphics/entity/flamethrower-turret/hr-flamethrower-turret-led-indicator-south.png",
line_length = 2,
width = 8,
height = 18,
frame_count = 2,
axially_symmetrical = false,
direction_count = 1,
shift = util.by_pixel(-8, -45),
scale = 0.5
}
},
west =
{
filename = "__base__/graphics/entity/flamethrower-turret/flamethrower-turret-led-indicator-west.png",
line_length = 2,
width = 10,
height = 10,
frame_count = 2,
axially_symmetrical = false,
direction_count = 1,
shift = util.by_pixel(32, -22),
hr_version =
{
filename = "__base__/graphics/entity/flamethrower-turret/hr-flamethrower-turret-led-indicator-west.png",
line_length = 2,
width = 20,
height = 10,
frame_count = 2,
axially_symmetrical = false,
direction_count = 1,
shift = util.by_pixel(32, -20),
scale = 0.5
}
}
}
local function set_shift(shift, tab)
tab.shift = shift
if tab.hr_version then
tab.hr_version.shift = shift
end
return tab
end
local function flamethrower_turret_pipepictures()
local pipe_sprites = pipepictures()
return {
north = set_shift({0, 1}, util.table.deepcopy(pipe_sprites.straight_vertical)),
south = set_shift({0, -1}, util.table.deepcopy(pipe_sprites.straight_vertical)),
east = set_shift({-1, 0}, util.table.deepcopy(pipe_sprites.straight_horizontal)),
west = set_shift({1, 0}, util.table.deepcopy(pipe_sprites.straight_horizontal))
}
end
function turretUtils.makeAmmoTurret(attributes, attack)
local name = attributes.name .. "-ammo-turret-rampant-arsenal"
local itemName = attributes.name .. "-item-rampant-arsenal"
data:extend({
{
type = "item",
name = itemName,
icon = attributes.icon or "__base__/graphics/icons/gun-turret.png",
icon_size = 32,
flags = attributes.itemFlags or {},
subgroup = attributes.subgroup or "defensive-structure",
order = attributes.order or "b[turret]-a[gun-turret]",
place_result = name,
stack_size = attributes.stackSize or 50
},
{
type = "ammo-turret",
name = name,
icon = attributes.icon or "__base__/graphics/icons/gun-turret.png",
icon_size = 32,
flags = attributes.flags or {"placeable-player", "player-creation"},
-- healing_per_tick = -0.04,
minable = {mining_time = attributes.miningTime or 0.5, result = itemName},
max_health = attributes.health or 400,
corpse = "medium-remnants",
collision_box = attributes.collisionBox or {{-0.7, -0.7 }, {0.7, 0.7}},
selection_box = attributes.selectionBox or {{-1, -1 }, {1, 1}},
rotation_speed = attributes.rotationSpeed or 0.007,
preparing_speed = attributes.preparingSpeed or 0.08,
folding_speed = attributes.foldingSpeed or 0.08,
dying_explosion = "medium-explosion",
inventory_size = attributes.inventorySize or 1,
automated_ammo_count = attributes.autoAmmoCount or 10,
attacking_speed = attributes.attackingSpeed or 0.5,
alert_when_attacking = true,
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
folded_animation = attributes.foldedAnimation,
preparing_animation = attributes.preparingAnimation,
prepared_animation = attributes.preparedAnimation,
folding_animation = attributes.foldingAnimation,
energy_source = attributes.energySource,
attacking_animation = attributes.attackingAnimation,
turret_base_has_direction = attributes.hasBaseDirection,
resistances = attributes.resistances,
vehicle_impact_sound = { filename = "__base__/sound/car-metal-impact.ogg", volume = 0.65 },
attack_parameters = attack or
{
type = "projectile",
ammo_category = "bullet",
cooldown = 6,
projectile_creation_distance = 1.39375,
projectile_center = {0, -0.0875}, -- same as gun_turret_attack shift
shell_particle =
{
name = "shell-particle",
direction_deviation = 0.1,
speed = 0.1,
speed_deviation = 0.03,
center = {-0.0625, 0},
creation_distance = -1.925,
starting_frame_speed = 0.2,
starting_frame_speed_deviation = 0.1
},
range = 18,
sound = make_heavy_gunshot_sounds(),
},
call_for_help_radius = 40,
order = attributes.order
}
})
return name, itemName
end
function turretUtils.makeFluidTurret(attributes, attack)
local name = attributes.name .. "-fluid-turret-rampant-arsenal"
local itemName = attributes.name .. "-item-rampant-arsenal"
data:extend({
{
type = "item",
name = itemName,
icon = attributes.icon or "__base__/graphics/icons/gun-turret.png",
icon_size = 32,
flags = attributes.itemFlags or {},
subgroup = attributes.subgroup or "defensive-structure",
order = attributes.order or "b[turret]-a[gun-turret]",
place_result = name,
stack_size = attributes.stackSize or 50
},
{
type = "fluid-turret",
name = name,
icon = attributes.icon or "__base__/graphics/icons/flamethrower-turret.png",
icon_size = 32,
flags = {"placeable-player", "player-creation"},
minable = {mining_time = attributes.miningTime or 0.5, result = itemName},
max_health = attributes.health or 1400,
corpse = "medium-remnants",
collision_box = attributes.collisionBox or {{-1.7, -2.2 }, {1.7, 2.2}},
selection_box = attributes.selectionBox or {{-2, -2.5 }, {2, 2.5}},
rotation_speed = attributes.rotationSpeed or 0.015,
preparing_speed = attributes.preparingSpeed or 0.08,
folding_speed = attributes.foldingSpeed or 0.08,
attacking_speed = attributes.attackingSpeed or 1,
ending_attack_speed = attributes.attackingEndSpeed or 0.2,
dying_explosion = "medium-explosion",
inventory_size = 1,
automated_ammo_count = 10,
attacking_animation_fade_out = 10,
turret_base_has_direction = true,
resistances = attributes.resistances or
{
{
type = "fire",
percent = 100,
},
},
fluid_box =
{
pipe_picture = flamethrower_turret_pipepictures(),
render_layer = "lower-object",
secondary_draw_order = 0,
pipe_covers = pipecoverspictures(),
base_area = 1,
pipe_connections = attributes.pipeConnections or {
{ position = {-2.5, 2.0} },
{ position = {2.5, 2.0} }
}
},
fluid_buffer_size = attributes.fluidBuffer or 100,
fluid_buffer_input_flow = attributes.fluidBufferFlow or 250 / 60 / 5, -- 5s to fill the buffer
activation_buffer_ratio = attributes.fluidBufferRation or 0.25,
folded_animation = attributes.foldedAnimation,
preparing_animation = attributes.preparingAnimation,
prepared_animation = attributes.preparedAnimation,
folding_animation = attributes.foldingAnimation,
not_enough_fuel_indicator_picture = indicator_pictures,
enough_fuel_indicator_picture = foreach(util.table.deepcopy(indicator_pictures), function (tab) tab.x = tab.width end),
indicator_light = { intensity = 0.8, size = 0.9 },
vehicle_impact_sound = { filename = "__base__/sound/car-metal-impact.ogg", volume = 0.65 },
prepare_range = attributes.prepareRange or 55,
shoot_in_prepare_state = false,
attack_parameters = attack or
{
type = "stream",
ammo_category = "flamethrower",
cooldown = 4,
range = 45,
min_range = 6,
turn_range = 1.0/3.0,
fire_penalty = 30,
fluids = {
{type = "crude-oil"},
{type = "heavy-oil", damage_modifier = 1.05},
{type = "light-oil", damage_modifier = 1.1}
},
fluid_consumption = 0.2,
gun_center_shift = {
north = {0, -0.65},
east = {0, 0},
south = {0, 0},
west = {0, 0}
},
gun_barrel_length = 0.4,
ammo_type =
{
category = "flamethrower",
action =
{
type = "line",
range = 45,
force = "enemy",
width = 20,
action_delivery =
{
type = "stream",
stream = "flamethrower-fire-stream2",
duration = 10,
source_offset = {0.15, -0.5},
}
}
},
cyclic_sound =
{
begin_sound =
{
{
filename = "__base__/sound/fight/flamethrower-start.ogg",
volume = 0.7
}
},
middle_sound =
{
{
filename = "__base__/sound/fight/flamethrower-mid.ogg",
volume = 0.7
}
},
end_sound =
{
{
filename = "__base__/sound/fight/flamethrower-end.ogg",
volume = 0.7
}
}
}
}, -- {0, 0.625}
call_for_help_radius = 40,
order = attributes.order
}
})
return name, itemName
end
function turretUtils.makeElectricTurret(attributes, attack)
local name = attributes.name .. "-electric-turret-rampant-arsenal"
local itemName = attributes.name .. "-item-rampant-arsenal"
data:extend({
{
type = "item",
name = itemName,
icon = attributes.icon or "__base__/graphics/icons/gun-turret.png",
icon_size = 32,
flags = attributes.itemFlags or {},
subgroup = attributes.subgroup or "defensive-structure",
order = attributes.order or "b[turret]-a[gun-turret]",
place_result = name,
stack_size = attributes.stackSize or 50
},
{
type = "electric-turret",
name = name,
icon = attributes.icon or "__base__/graphics/icons/laser-turret.png",
icon_size = 32,
flags = attributes.flags or { "placeable-player", "placeable-enemy", "player-creation"},
minable = { mining_time = attributes.miningTime or 0.5, result = itemName },
max_health = attributes.health or 1000,
corpse = "medium-remnants",
collision_box = attributes.collisionBox or {{ -0.7, -0.7}, {0.7, 0.7}},
selection_box = attributes.selectionBox or {{ -1, -1}, {1, 1}},
rotation_speed = attributes.rotationSpeed or 0.01,
preparing_speed = attributes.preparingSpeed or 0.05,
dying_explosion = "medium-explosion",
turret_base_has_direction = attributes.hasBaseDirection,
folding_speed = attributes.foldingSpeed or 0.05,
energy_source = attributes.energySource or
{
type = "electric",
buffer_capacity = "801kJ",
input_flow_limit = "9600kW",
drain = "24kW",
usage_priority = "primary-input"
},
resistances = attributes.resistances,
folded_animation = attributes.foldedAnimation,
preparing_animation = attributes.preparingAnimation,
prepared_animation = attributes.preparedAnimation,
folding_animation = attributes.foldingAnimation,
base_picture = attributes.basePicture,
vehicle_impact_sound = { filename = "__base__/sound/car-metal-impact.ogg", volume = 0.65 },
attack_parameters = attack or
{
type = "projectile",
ammo_category = "electric",
cooldown = 20,
projectile_center = {-0.09375, -0.2},
turn_range = 1.0/3.0,
projectile_creation_distance = 1.4,
range = 24,
damage_modifier = 4,
ammo_type =
{
type = "projectile",
category = "laser-turret",
energy_consumption = "800kJ",
action =
{
{
type = "direct",
action_delivery =
{
{
type = "projectile",
projectile = "laser",
starting_speed = 0.35
}
}
}
}
},
sound = make_laser_sounds()
},
call_for_help_radius = 40,
order = attributes.order
}
})
return name, itemName
end
return turretUtils
|
-- s-300v 9s32 tr
GT = {};
GT_t.ws = 0;
set_recursive_metatable(GT, GT_t.generic_stationary);
set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC);
GT.chassis.life = 4;
GT.visual.shape = "9s32";
GT.visual.shape_dstr = "9s32_d";
GT.visual.fire_pos[2] = 1;
GT.snd.radarRotation = "RadarRotation";
GT.sensor = {};
GT.sensor.max_range_finding_target = 150000;
GT.sensor.min_range_finding_target = 200;
GT.sensor.max_alt_finding_target = 150000;
GT.sensor.height = 8.0;
--Burning after hit
GT.visual.fire_size = 0.5; --relative burning size
GT.visual.fire_pos[1] = 0; -- center of burn at long axis shift(meters)
GT.visual.fire_pos[2] = 0; -- center of burn shift at vertical shift(meters)
GT.visual.fire_pos[3] = 0; -- center of burn at transverse axis shift(meters)
GT.visual.fire_time = 900; --burning time (seconds)
GT.CustomAimPoint = {0,1.5,0}
-- weapon system
GT.WS = {};
GT.WS.maxTargetDetectionRange = 150000;
GT.WS.radar_type = 102;
-- 6 trackers, first tracker is main, other 5 are limited within 120 degree
-- 0 tracker, dummy
local ws = GT_t.inc_ws();
GT.WS[ws] = {};
GT.WS[ws].pos = {0,27,0};
GT.WS[ws].angles = {
{math.rad(180), math.rad(-180), math.rad(-10), math.rad(80)},
};
GT.WS[ws].drawArgument1 = 11;
GT.WS[ws].omegaY = 0.174533;
GT.WS[ws].omegaZ = 0.174533;
GT.WS[ws].pidY = { p = 10, i = 0.1, d = 4};
GT.WS[ws].pidZ = { p = 10, i = 0.1, d = 4};
GT.WS[ws].LN = {};
GT.WS[ws].LN[1] = {};
GT.WS[ws].LN[1].depends_on_unit = {{{"S-300V 9S457 cp"}}};
GT.WS[ws].LN[1].reactionTime = 1;
GT.WS[ws].LN[1].max_number_of_missiles_channels = 2;
GT.WS[ws].LN[1].type = 102;
GT.WS[ws].LN[1].distanceMin = 2000;
GT.WS[ws].LN[1].distanceMax = 150000;
GT.WS[ws].LN[1].reflection_limit = 0.02;
GT.WS[ws].LN[1].ECM_K = 0.4;
GT.WS[ws].LN[1].min_trg_alt = 15;
GT.WS[ws].LN[1].max_trg_alt = 150000;
GT.WS[ws].LN[1].beamWidth = math.rad(90);
for i = 1,5 do -- 5 tracker's
ws = GT_t.inc_ws();
GT.WS[ws] = {}
GT.WS[ws].base = 1
GT.WS[ws].pos = {0,0,0}
GT.WS[ws].angles = {
{math.rad(45), math.rad(-45), math.rad(-10), math.rad(80)},
};
GT.WS[ws].omegaY = 3
GT.WS[ws].omegaZ = 3
GT.WS[ws].LN = {}
GT.WS[ws].LN[1] = {}
set_recursive_metatable(GT.WS[ws].LN[1], GT.WS[1].LN[1])
end --for
GT.Name = "S-300V 9S32 tr";
GT.DisplayName = _("SAM SA-12 S-300V Grill Pan TR");
GT.DisplayNameShort = _("SA-12 TR");
GT.Rate = 20;
GT.Sensors = { RADAR = GT.Name };
GT.DetectionRange = GT.sensor.max_range_finding_target;
GT.ThreatRange = 0;
GT.mapclasskey = "P0091000083";
GT.attribute = {wsType_Ground,wsType_SAM,wsType_Radar,RLS_9C32_1,
"LR SAM",
"SAM TR",
"RADAR_BAND1_FOR_ARM",
"CustomAimPoint",
};
GT.category = "Air Defence";
GT.tags = {"Air Defence", "Tracking Radar"};
GT.Countries = {"Ukraine", "Russia"}
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.