content stringlengths 5 1.05M |
|---|
-- Tests for caesar_cipher.lua
local caesar = require 'caesar_cipher'
local total, pass = 0, 0
local function dec(str, len)
return #str < len
and str .. (('.'):rep(len-#str))
or str:sub(1,len)
end
local function run(message, f)
total = total + 1
local ok, err = pcall(f)
if ok then pass = pass + 1 end
local status = ok and 'PASSED' or 'FAILED'
print(('%02d. %68s: %s'):format(total, dec(message,68), status))
end
run('Ciphering test', function()
assert(caesar.cipher('abcd',1) == 'bcde')
assert(caesar.cipher('WXYZ',2) == 'YZAB')
assert(caesar.cipher('abcdefghijklmnopqrstuvwxyz',3) == 'defghijklmnopqrstuvwxyzabc')
assert(caesar.cipher('ABCDEFGHIJKLMNOPQRSTUVWXYZ',4) == 'EFGHIJKLMNOPQRSTUVWXYZABCD')
end)
run('Deciphering test', function()
assert(caesar.decipher('bcde',1) == 'abcd')
assert(caesar.decipher('YZAB',2) == 'WXYZ')
assert(caesar.decipher('defghijklmnopqrstuvwxyzabc',3) == 'abcdefghijklmnopqrstuvwxyz')
assert(caesar.decipher('EFGHIJKLMNOPQRSTUVWXYZABCD',4) == 'ABCDEFGHIJKLMNOPQRSTUVWXYZ')
end)
print(('-'):rep(80))
print(('Total : %02d: Pass: %02d - Failed : %02d - Success: %.2f %%')
:format(total, pass, total-pass, (pass*100/total)))
|
--DEBUG = true
local class
if DEBUG == false then
class = require("lib.external.30log")
require("lib.orm.model")
else
class = require("30log")
require("table_util")
require("model")
end
local Casa = Model:extend("Casa", { columns = {
nome = {},
idade = { notNull=true }
},
belongsTo={
pessoa='Pessoa'
}
})
function Casa:init(columns)
Casa.super:init(columns, self)
end
return Casa |
-- vim.cmd [[ packadd nvim-lsp-installer ]]
local lsp_installer = require("nvim-lsp-installer")
local capabilities = require('cmp_nvim_lsp').update_capabilities(vim.lsp.protocol.make_client_capabilities())
local installed_servers = require'nvim-lsp-installer.servers'
-- Provide settings first!
lsp_installer.settings {
ui = {
icons = {
server_installed = "✓",
server_pending = "➜",
server_uninstalled = "✗"
},
borders = false,
keymaps = {
-- Keymap to expand a server in the UI
toggle_server_expand = "<CR>",
-- Keymap to install a server
install_server = "i",
-- Keymap to reinstall/update a server
update_server = "u",
-- Keymap to uninstall a server
uninstall_server = "X",
},
},
-- The directory in which to install all servers.
install_root_dir = vim.fn.stdpath("data") .. "lsp_servers",
pip = {
-- These args will be added to `pip install` calls. Note that setting extra args might impact intended behavior
-- and is not recommended.
--
-- Example: { "--proxy", "https://proxyserver" }
install_args = {},
},
-- Controls to which degree logs are written to the log file. It's useful to set this to vim.log.levels.DEBUG when
-- debugging issues with server installations.
log_level = vim.log.levels.INFO,
-- Limit for the maximum amount of servers to be installed at the same time. Once this limit is reached, any further
-- servers that are requested to be installed will be put in a queue.
max_concurrent_installers = 4,
}
lsp_installer.on_server_ready(function (server)
server:setup {
on_attach = require('lsp').on_attach,
capabilities = capabilities
}
vim.cmd [[ do User LspAttachBuffers ]]
end)
|
-- 比较两数大小
function max(num1, num2)
if (num1 > num2) then
result = num1;
else
result = num2;
end
return result;
end
-- 调用函数
print("两值比较最大值为 ",max(10,4))
print("两值比较最大值为 ",max(5,6))
-- 将函数作为参数传递给另一个函数
myprint = function(param) -- 定义格式化打印函数
print("这是打印函数 - ##",param,"##")
end
function add(num1,num2,functionPrint)
result = num1 + num2 -- 定义加法运算
-- 调用传递的函数参数
functionPrint(result)
end
myprint(10) -- 直接调用打印函数
-- myprint 函数作为参数传递
add(2,5,myprint) -- 将打印函数作为加法函数的一个参数
|
local path = require('plenary.path')
local Job = require('plenary.job')
local utils = require('noteflow.utils')
local note = require('noteflow.notes')
local config = require('noteflow.config')
local log = utils.log
local text_iterator = utils.text_iterator
local from_paths = utils.from_paths
local luv = vim.loop
local get_mt_time = function(fn)
local stat = luv.fs_lstat(fn)
return stat.mtime.sec
end
local mt = {}
mt.__index = mt
local cache = {
notes = {}
}
local already_run = false
function mt:initialized()
return already_run
end
function mt:by_title(title)
for _,meta in pairs(self.notes) do
if meta.title == title then return meta end
end
end
mt.refresh = utils.async(function(_, opts)
opts = opts or {}
local tmpl_dir = config.templates_dir
if not already_run and not opts.silent then
vim.cmd('echo "Refreshing note cache for the first time..."')
end
local processing = 0
local processed = 0
local args = config.find_command()
local vault_dir = config.vault_dir
local new_notes = {}
local notes = cache.notes
local cor = coroutine.running()
local job = Job:new{
command = args[1],
args = vim.list_slice(args, 2),
cwd = vault_dir,
on_stdout = function(_,fn,_)
fn = from_paths(vault_dir, fn):absolute()
if not fn or fn == "" then return end
if tmpl_dir and fn:sub(1,#tmpl_dir) == tmpl_dir then
return
end
local mt_time = nil
if notes[fn] then
mt_time = get_mt_time(fn)
local meta = notes[fn]
new_notes[fn] = meta
if meta.mt_time == mt_time then
if opts.on_insert then opts.on_insert(meta) end
return
end
end
processing = processing + 1
path:new(fn):read(function(text)
local meta = note.parse_note(text_iterator(text), fn)
meta.mt_time = mt_time or get_mt_time(fn)
new_notes[fn] = meta
if opts.on_insert then pcall(opts.on_insert,meta) end
processed = processed + 1
if processed >= processing then
cache.notes = new_notes
utils.resume(cor)
end
end)
end,
on_stderr = function(error)
print('Error while indexing notes: ' .. error)
end,
on_exit = function()
if processing == 0 then
cache.notes = new_notes
utils.resume(cor)
end
end
}
job:start()
already_run = true
coroutine.yield()
end)
return setmetatable(cache, mt)
|
-----------------------------------
-- Area: Alzadaal Undersea Ruins
-- ZNM: Cheese Hoarder Gigiroon
-- TODO: Running around mechanic and dropping bombs
-----------------------------------
mixins = {require("scripts/mixins/rage")}
require("scripts/globals/status")
-----------------------------------
function onMobInitialize(mob)
mob:setMobMod(tpz.mobMod.IDLE_DESPAWN, 300)
end
function onMobSpawn(mob)
mob:setLocalVar("[rage]timer", 3600) -- 60 minutes
end
function onMobFight(mob, target)
end
function onMobDeath(mob)
end
|
--[[
desc: Input, a component with key map.
author: Musoucrow
since: 2018-3-29
alter: 2018-5-5
]]--
---@class Actor.Component.Input
local _Input = require("core.class")()
function _Input:Ctor()
self.map = {}
end
return _Input |
if game:GetService("RunService"):IsEdit() then
local Sunshine = require(script.Parent.Sunshine)
local PluginNetworkClient = require(script.Parent.PluginNetworkClient)
for _, child in pairs(workspace:GetChildren()) do
if child:IsA("Message") and child.Name == "SunshineSuiteWorkspace" then
child:Destroy()
end
end
Sunshine.workspace = Instance.new("Message")
Sunshine.workspace.Name = "SunshineSuiteWorkspace"
Sunshine.workspace.Parent = workspace
Sunshine.gui = Instance.new("ScreenGui")
Sunshine.gui.Name = "SunshineSuiteScreenGui"
Sunshine.gui.IgnoreGuiInset = true -- why does this property need to exist it should always be true
Sunshine.gui.ResetOnSpawn = false -- this should always be false, again why does it exist
Sunshine.gui.Parent = game:GetService("CoreGui") -- TANGERINE
Sunshine.plugin = plugin
Sunshine.PluginNetworkClient = PluginNetworkClient
PluginNetworkClient:init(plugin)
Sunshine:manage()
Sunshine:addSystemFolder(script:WaitForChild("systems"))
Sunshine:loadScene(require(script:WaitForChild("scene")))
else
wait(2)
for _, child in pairs(workspace:GetChildren()) do
if child:IsA("Message") and child.Name == "SunshineSuiteWorkspace" then
child:Destroy()
end
end
end |
fn = vim.fn
api = vim.api
cmd = vim.cmd
opt = vim.opt
g = vim.g
_G.theme = "paradise-dark"
local modules = {
'options',
'mappings',
'statusline',
'colors',
'plugins',
}
for i, a in ipairs(modules) do
local ok, err = pcall(require, a)
if not ok then
error("Error calling " .. a .. err)
end
end
-- Auto commands
cmd [[
au TermOpen term://* setlocal nonumber norelativenumber signcolumn=no | setfiletype terminal
]]
|
--[[
File Name : Friends.lua
Created By : tubiakou
Creation Date : [2019-01-07 01:28]
Last Modified : [2019-02-11 22:07]
Description : Friends class for the WoW addon AllFriends
--]]
--[[
This module of AllFriends implements a Friends class, responsible for all
functionality related to the Friends List. This includes taking / restoring
snapshots, providing information, etc.
--]]
--local addonName, AF = ...
local addonName, AF_G = ...
-- Some local overloads to optimize performance (i.e. stop looking up these
-- standard functions every single time they are called, and instead refer to
-- them by local variables.
local string = string
local strgsub = string.gsub
local strlower = string.lower
-- Class table
AF.Friends = {
-- Class data prototypes (i.e. "default" values for new objects)
----------------------------------------------------------------------------
class = "friends", -- Class identifier
}
AF.Friends_mt = { __index = AF.Friends } -- Class metatable
--- Class constructor "new"
-- Creates a new Friends object and sets initial state.
-- @return The newly constructed and initialized Friends object
function AF.Friends:new( )
local friendsObj = {} -- New object
setmetatable( friendsObj, AF.Friends_mt ) -- Set up the object's metatable
-- Per-object data initialization
----------------------------------------------------------------------------
----------------------------------------------------------------------------
return friendsObj
end
--- Class public method "getFriends"
-- Returns a table representing all the friends currently in the friend list.
-- The table is numerically indexed and takes the form:
-- tFriendList = {
-- playerObj1, -- [1]
-- playerObj2, -- [2]
-- ...
-- playerObjx -- [x]
-- }
-- return tFriendList Table representing all friends currently in the friend list
function AF.Friends:getFriends( )
local tFriendList = {}
local numServerFriends = C_FriendList.GetNumFriends( )
debug:debug( "Friend list contains %d friends", numServerFriends )
local _, friendInfo, playerName, playerRealm
for i = 1, numServerFriends do
friendInfo = C_FriendList.GetFriendInfoByIndex( i )
playerName = strlower( strgsub( friendInfo.name, "-.+$", "" ) )
_, playerRealm = AF:getLocalizedRealm( friendInfo.name )
debug:debug( "Retrieved %s-%s (%d of %d) from friend-list", playerName, playerRealm, i, numServerFriends )
tFriendList[i] = AF.Player:new( playerName .. "-" .. playerRealm )
end
debug:debug( "Done retrieving friends - returning [%s]", AF._tostring( tFriendList ) )
return tFriendList
end
--- Class public method "getFriendsAsNames"
-- Returns a table representing all the friends currently in the friend list.
-- The table takes the form:
-- tFriendList = {
-- [ "playername-playerrealm"] = 1,
-- [ "anotherplayer-anotherrealm"] = 2,
-- }
-- return tFriendList Table representing all friends currently in the friend list
function AF.Friends:getFriendsAsNames( )
local tFriendList = {}
local numServerFriends = C_FriendList.GetNumFriends( )
debug:debug( "Friend list contains %d friends", numServerFriends )
local _, friendInfo, playerName, playerRealm
for i = 1, numServerFriends do
friendInfo = C_FriendList.GetFriendInfoByIndex( i )
playerName = strlower( strgsub( friendInfo.name, "-.+$", "" ) )
_, playerRealm = AF:getLocalizedRealm( friendInfo.name )
debug:debug( "Retrieved %s-%s (%d of %d) from friend-list", playerName, playerRealm, i, numServerFriends )
tFriendList[ playerName .. "-" .. playerRealm ] = i
end
debug:debug( "Done retrieving friends - returning [%s]", AF._tostring( tFriendList ) )
return tFriendList
end
--- Class public method "countFriendList"
-- Returns the number of players in the current friend-list
-- @return Number of players in the current friend-list
function AF.Friends:countFriendList( )
local numFriends = C_FriendList.GetNumFriends( )
debug:debug( "C_FriendsList.GetNumFriends() returned %d", numFriends )
return numFriends
end
--- Class public method "isFriendListAvailable"
-- It appears that when starting the game, the Friend List may not yet be
-- available by the time events such as PLAYER_LOGIN and PLAYER_ENTERING_WORLD
-- fire. This tests whether a friend-list is currently available.
--
-- NOTE: this method assumes that the friend-list contains at-least one player.
--
-- @return: true Friend-list is available.
-- @return: false Friend-list is unavailable.
function AF.Friends:isFriendListAvailable( )
local friendInfo = C_FriendList.GetFriendInfoByIndex( 1 )
if( friendInfo == nil ) then
debug:debug( "GetFriendInfoByIndex() returned nil - server friend list unavailable." )
return false
elseif( friendInfo.name == nil ) then
debug:debug( "friendInfo.name is nil - server friend list unavailable." )
return false
elseif( friendInfo.name == "" ) then
debug:debug( "friendInfo.name is empty - server friend list unavailable." )
return false
else
debug:debug( "Server friend-list available." )
return true
end
end
--- Class public method "findFriend"
-- Takes the specified player object and indicates whether or not they are
-- present in the current friend list.
-- @param playerObj Player object to be checked within friend list
-- @return true Specified player is in friend list
-- @return false Specified player not in friend list, or invalid object
function AF.Friends:findFriend( playerObj )
-- Parameter validation
if( not playerObj ) then
debug:warn( "Invalid player object - can't search within friends." )
return false
end
-- Identify player by name if on the local realm, or name-realm if on a
-- connected realm, since this is what the WoW API current expects.
local playerKey
if( playerObj:isLocal( ) ) then
playerKey = playerObj:getName( )
else
playerKey = playerObj:getKey( )
end
local friendReturn = C_FriendList.GetFriendInfo( playerKey )
if( friendReturn ~= nil ) then
debug:debug( "Player %s is in friend list.", playerKey )
return true
else
debug:debug( "Player %s not in friend list.", playerKey )
return false
end
end
--- Class public method "addFriend"
-- Takes the specified player object and adds the player to the current friend
-- list. The operation is idempotent - adding a friend that is already present
-- will return success.
-- @param playerObj Player object to be added to the friend list
-- @return true Added successfully (or was already present)
-- @return false Failure while adding friend
function AF.Friends:addFriend( playerObj )
-- Parameter validation
if( not playerObj ) then
debug:warn( "Invalid player object - can't add to friend list." )
return false
end
-- Qualify the player name with the player's realm if the realm is not
-- local. Otherwise use just the player's name.
local playerKey
if( playerObj:isLocal( ) ) then
playerKey = playerObj:getName( )
else
playerKey = playerObj:getKey( )
end
if( not self:findFriend( playerObj ) ) then
C_FriendList.AddFriend( playerKey )
debug:info( "Added %s to friend list.", playerKey )
end
return true
end
--- Class public method "removeFriend"
-- Takes the specified player object and ensures the player is no longer in the
-- current friend list. The operation is idempotent; Removing a non-existent
-- friend will return success.
-- @param playerObj Player object to be removed from the friend list
-- @return true Removed successfully (or was already not present)
-- @return false Failure while removing friend
function AF.Friends:removeFriend( playerObj )
-- Parameter validation
if( not pcall( function( ) return playerObj:chkType( AF.Player.class ) end ) ) then
debug:warn( "Invalid player object - can't remove from friend list." )
return false
end
-- Qualify the player name with the player's realm if the realm is not
-- local. Otherwise use just the player's name.
local playerKey
if( playerObj:isLocal( ) ) then
playerKey = playerObj:getName( )
else
playerKey = playerObj:getKey( )
end
if( not self:findFriend( playerObj ) ) then
debug:debug( "Player %s already absent from friend list.", playerKey )
else
C_FriendList.RemoveFriend( playerKey )
debug:info( "Removed %s from friend list.", playerKey )
end
return true
end
--- Class public method "chkType"
-- Asserts whether the specified class ID matches the ID of this class
-- @param wantedType Class ID to assert against this class's ID
-- @return true Returned of the specified class ID matches this class's ID
-- @return <error raised by the assert() if the IDs don't match>
function AF.Friends:chkType( wantedType )
return assert( self.class == wantedType )
end
-- vim: autoindent tabstop=4 shiftwidth=4 softtabstop=4 expandtab
|
-- This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild
--
-- This file is compatible with Lua 5.3
local class = require("class")
require("kaitaistruct")
ExprIfIntOps = class.class(KaitaiStruct)
function ExprIfIntOps:_init(io, parent, root)
KaitaiStruct._init(self, io)
self._parent = parent
self._root = root or self
self:_read()
end
function ExprIfIntOps:_read()
self.skip = self._io:read_bytes(2)
if true then
self.it = self._io:read_s2le()
end
if true then
self.boxed = self._io:read_s2le()
end
end
ExprIfIntOps.property.is_eq_prim = {}
function ExprIfIntOps.property.is_eq_prim:get()
if self._m_is_eq_prim ~= nil then
return self._m_is_eq_prim
end
self._m_is_eq_prim = self.it == 16705
return self._m_is_eq_prim
end
ExprIfIntOps.property.is_eq_boxed = {}
function ExprIfIntOps.property.is_eq_boxed:get()
if self._m_is_eq_boxed ~= nil then
return self._m_is_eq_boxed
end
self._m_is_eq_boxed = self.it == self.boxed
return self._m_is_eq_boxed
end
|
local map_string = [[
#################################
#...............................#
#..##...........................#
#..##...............#...........#
#...................##..........#
#.....####...........#..........#
#.....#..#...........##.........#
#..#..#..#............###.......#
#.....####...........#####......#
#...............................#
#................###......##....#
#................###.....##.....#
#................###....###.....#
#...##...................#......#
#...####....#...................#
#....##....###........###.......#
#...........#..........##.......#
#....................####.......#
#...............................#
#...............................#
#...............................#
#################################
]]
local map = {size = {0, 0}, cels = {}}
do -- Generate map from ascii
local width = #map_string:match("[^\n]+")
local x = 0
local y = 0
for row in map_string:gmatch("[^\n]+") do
map.cels[y] = {}
for char in row:gmatch(".") do
map.cels[y][x] = {}
if char == '#' then
map.cels[y][x].type = 'wall'
elseif char == 'A' then
map.cels[y][x].type = 'arch'
elseif char == 'T' then
map.cels[y][x].type = 'trap'
else
map.cels[y][x].type = 'floor'
end
x = x + 1
end
print(row)
x = 0
y = y + 1
end
print(width, y)
map.size = {width - 1, y - 1}
end
return map |
Objects = {
createObject ( 6959, 997.5, 1323.7998, -10.1, 90, 0, 90 ),
createObject ( 6959, 997.5, 1365.0996, -10.1, 90, 0, 90 ),
createObject ( 6959, 997.5, 1406.4, -10.1, 90, 0, 90 ),
createObject ( 6959, 997.5, 1447.7, -10.1, 90, 0, 90 ),
createObject ( 6959, 997.5, 1489, -10.1, 90, 0, 90 ),
createObject ( 6959, 997.5, 1530.2998, -10.1, 90, 0, 90 ),
createObject ( 8171, 977.5, 1414.2002, -0.8 ),
createObject ( 3115, 988.09998, 1533.1, 7.8, 0, 10, 270 ),
createObject ( 3115, 988.09961, 1512.7002, 4.2, 0, 9.998, 270 ),
createObject ( 3115, 988.09998, 1492.3, 0.6, 0, 9.998, 270 ),
createObject ( 3115, 969.29999, 1492.3, 0.6, 0, 9.998, 270 ),
createObject ( 3115, 969.29999, 1512.7, 4.2, 0, 9.998, 270 ),
createObject ( 3115, 969.29999, 1533.1, 7.8, 0, 9.998, 270 ),
createObject ( 6959, 959.90039, 1530.2002, -10.1, 90, 0, 90 ),
createObject ( 6959, 959.90002, 1488.9, -10.1, 90, 0, 90 ),
createObject ( 6959, 959.90002, 1447.6, -10.1, 90, 0, 90 ),
createObject ( 6959, 959.90039, 1406.2998, -10.1, 90, 0, 90 ),
createObject ( 6959, 959.5, 1349.4004, -10.1, 90, 0, 90 ),
createObject ( 6959, 959.5, 1308.1, -10.1, 90, 0, 90 ),
createObject ( 3997, 989, 1450.2002, -15.4, 0, 0, 90 ),
createObject ( 8947, 990.09998, 1336.8, -5.6, 339.999, 0, 0 ),
createObject ( 8947, 990.09998, 1359.6, -13.9, 339.999, 0, 0 ),
createObject ( 8947, 990.09998, 1382.4, -22.2, 339.999, 0, 0 ),
createObject ( 6959, 982.79999, 1349.5, -20.8, 90, 0, 90 ),
createObject ( 6959, 982.7998, 1324.4004, -10.1, 90, 0.198, 90 ),
createObject ( 6959, 977.5, 1340.2002, 9.9, 0, 0, 90 ),
createObject ( 8947, 990.09961, 1313.7002, 2.8, 339.994, 0, 0 ),
createObject ( 6959, 977.5, 1381.5, 9.9, 0, 0, 90 ),
createObject ( 6959, 977.5, 1422.7998, 9.9, 0, 0, 90 ),
createObject ( 6959, 977.5, 1464.0996, 9.9, 0, 0, 90 ),
createObject ( 6959, 977.40039, 1486.0996, 9.9, 0.099, 0, 90 ),
createObject ( 6959, 962.90039, 1298.9004, 9.9, 0, 0, 90 ),
createObject ( 6959, 976.90002, 1530.3, -12.4, 90, 0, 0 ),
createObject ( 6959, 935.59998, 1530.3, -12.4, 90, 0, 0 ),
createObject ( 6959, 976.79999, 1365, -0.8 ),
createObject ( 6959, 976.79999, 1404.9, -0.8 ),
createObject ( 6959, 976.79999, 1444.9, -0.8 ),
createObject ( 6959, 976.79999, 1484.9, -0.8 ),
createObject ( 6959, 976.79999, 1524.9, -0.8 ),
createObject ( 6959, 935.5, 1524.9, -0.8 ),
createObject ( 6959, 962.09998, 1370.2, -20.8, 90, 0, 359.75 ),
createObject ( 6959, 920.90002, 1370.4, -20.8, 90, 0, 359.747 ),
createObject ( 6959, 935.5, 1484.9, -0.8 ),
createObject ( 6959, 935.5, 1444.9, -0.8 ),
createObject ( 6959, 935.5, 1404.9, -0.8 ),
createObject ( 6959, 935.5, 1364.9004, -0.8 ),
createObject ( 6959, 929.09998, 1530.3, -10.7, 90, 0, 90 ),
createObject ( 6959, 929.09961, 1489, -10.1, 90, 0, 90 ),
createObject ( 6959, 929.09961, 1447.7002, -10.1, 90, 0, 90 ),
createObject ( 6959, 929.09998, 1406.4, -10.1, 90, 0, 90 ),
createObject ( 6959, 929.09961, 1365.0996, -10.1, 90, 0, 90 ),
createObject ( 3095, 993.09961, 1345.5996, 3.7, 90, 0, 0 ),
createObject ( 3095, 984.09961, 1345.5996, 3.7, 90, 0, 0 ),
createObject ( 3095, 975.09961, 1345.5996, 3.7, 90, 0, 0 ),
createObject ( 3095, 966.09961, 1345.5996, 3.7, 90, 0, 0 ),
createObject ( 3095, 957.09961, 1345.5996, 3.7, 90, 0, 0 ),
createObject ( 6959, 939.90002, 1522.8, 9.9, 0.022, 0, 90 ),
createObject ( 6959, 939.90002, 1481.5, 9.9, 0.022, 0, 90 ),
createObject ( 6959, 939.90002, 1440.2, 9.9, 0.022, 0, 90 ),
createObject ( 6959, 939.90002, 1398.9, 9.9, 0.022, 0, 90 ),
createObject ( 6959, 939.90039, 1357.5996, 9.9, 0.022, 0, 90 ),
createObject ( 6959, 939.90002, 1316.3, 9.9, 0.022, 0, 90 ),
createObject ( 6959, 939.90002, 1298.9, 9.9, 0.022, 359.985, 90 ),
createObject ( 6959, 920, 1522.8, -10.1, 90, 0, 90 ),
createObject ( 6959, 920, 1481.5, -10.1, 90, 0, 90 ),
createObject ( 6959, 920, 1440.2, -10.1, 90, 0, 90 ),
createObject ( 6959, 920, 1298.9004, -10.1, 90, 0, 90 ),
createObject ( 6959, 920, 1340.2, -10.1, 90, 0, 90 ),
createObject ( 6959, 920, 1381.5, -10.1, 90, 0, 92 ),
createObject ( 6959, 940.59961, 1278.2998, -10.1, 90, 0, 0 ),
createObject ( 3095, 993.09998, 1345.7, 5.3, 90, 0, 0 ),
createObject ( 3095, 984.09998, 1345.7, 5.3, 90, 0, 0 ),
createObject ( 3095, 975.09998, 1345.7, 5.3, 90, 0, 0 ),
createObject ( 3095, 966.09961, 1345.7002, 5.3, 90, 0, 0 ),
createObject ( 3095, 957.09998, 1345.7, 5.3, 90, 0, 0 ),
createObject ( 11353, 953.5, 1278.7, 14.2, 0, 0, 90 ),
createObject ( 11353, 920.79999, 1305.4, 14.2 ),
createObject ( 11353, 920.79999, 1359.7, 14.2 ),
createObject ( 11353, 920.79999, 1414, 14.2 ),
createObject ( 11353, 920.79999, 1468.3, 14.2 ),
createObject ( 11353, 920.90002, 1511.5, 14.3 ),
createObject ( 6959, 940.79999, 1543.4, -10.1, 90, 0, 0 ),
createObject ( 11353, 996.90039, 1306.4004, 14.3 ),
createObject ( 11353, 996.90002, 1360.7, 14.3 ),
createObject ( 11353, 996.7998, 1428.5, 14.2 ),
createObject ( 11353, 996.90002, 1479.6, 14.3 ),
createObject ( 987, 932.20001, 1543.2, 9.8, 0, 0, 180 ),
createObject ( 987, 944.20001, 1543.2, 9.8, 0, 0, 179.995 ),
createObject ( 987, 956.20001, 1543.2, 9.8, 0, 0, 179.995 ),
createObject ( 987, 959.20001, 1543.2, 9.8, 0, 0, 179.995 ),
createObject ( 987, 959.09998, 1531.4, 9.8, 0, 0, 90 ),
createObject ( 987, 959.09998, 1519.4, 9.8, 0, 0, 90 ),
createObject ( 987, 959.09998, 1507.4, 9.8, 0, 0, 90 ),
createObject ( 987, 971.40002, 1506.4, 9.8, 0, 0, 179.995 ),
createObject ( 987, 983.40002, 1506.4, 9.8, 0, 0, 179.995 ),
createObject ( 987, 995.40002, 1506.4, 9.8, 0, 0, 179.995 ),
createObject ( 8620, 996.7002, 1395.7998, 32.9, 0, 0, 90 ),
createObject ( 2774, 920.79999, 1539.4, 5.7 ),
createObject ( 2774, 920.7998, 1541, 5.7 ),
createObject ( 2774, 920.79999, 1542.6, 5.7 ),
createObject ( 2774, 959, 1506.7998, 5.7 ),
createObject ( 2774, 959, 1506.8, -17.9 ),
createObject ( 987, 952.20001, 1374.9, 9.7, 0, 0, 90.25 ),
createObject ( 987, 952.20001, 1386.8, 9.7, 0, 0, 90.247 ),
createObject ( 987, 952.20001, 1398.8, 9.7, 0, 0, 90.247 ),
createObject ( 987, 952.20001, 1410.7, 9.7, 0, 0, 90.247 ),
createObject ( 987, 940.5, 1374.9004, 9.7 ),
createObject ( 987, 928.5, 1374.9, 9.7 ),
createObject ( 987, 922.5, 1374.9, 9.7 ),
createObject ( 2774, 922.09961, 1374.7998, 5.7 ),
createObject ( 987, 952.29999, 1422.6, 9.7, 0, 0, 180 ),
createObject ( 987, 933.20001, 1422.5, 9.7, 0, 0, 179.995 ),
createObject ( 2774, 996.7998, 1308.7002, 9.2, 0, 90, 90 ),
createObject ( 4874, 942.79999, 1325.3, 13.6, 0, 0, 90 ),
createObject ( 987, 952.29999, 1422.7, 9.7 ),
createObject ( 987, 964.29999, 1422.7, 9.7 ),
createObject ( 987, 984.40002, 1422.8, 9.7 ),
createObject ( 3268, 940, 1517.7002, 9.8, 0, 0, 90 ),
createObject ( 8947, 989, 1243.4, 8.8 ),
createObject ( 8947, 989, 1220.5996, 4.8, 339.983, 0, 179.995 ),
createObject ( 8947, 989, 1290.7, 4.8, 339.994, 0, 0 ),
createObject ( 11353, 996.90002, 1252.2, 14.3 ),
createObject ( 11353, 981.20001, 1252.5, 14.3 ),
createObject ( 3749, 989, 1223.3, 15.6 ),
createObject ( 8947, 989, 1267.9, 8.8 ),
createObject ( 1634, 936.70001, 1369.4, 11, 0, 0, 91.995 ),
createObject ( 11458, 936.90002, 1441.1, 10, 0, 0, 30 ),
createObject ( 11458, 930.20001, 1486.4, 10, 0, 0, 319.998 ),
createObject ( 11458, 956.90002, 1473.5, 10, 0, 0, 319.993 ),
createObject ( 11458, 987.59998, 1493.3, 10, 0, 0, 319.993 ),
createObject ( 11459, 960.20001, 1491.2, 9.9, 0, 0, 30 ),
createObject ( 11459, 973.09998, 1465.3, 9.9, 0, 0, 329.998 ),
createObject ( 11459, 985.59998, 1449.8, 9.9, 0, 0, 329.996 ),
createObject ( 11459, 941.79999, 1474.2, 9.9, 0, 0, 89.996 ),
createObject ( 11459, 978.70001, 1502, 9.9, 0, 0, 89.995 ),
createObject ( 11442, 951.79999, 1436.3, 9.9, 0, 0, 12 ),
createObject ( 11442, 970.09998, 1436.5, 9.9, 0, 0, 331.997 ),
createObject ( 11442, 945.59998, 1489.7, 9.9, 0, 0, 41.996 ),
createObject ( 11442, 935.29999, 1457.6, 9.9, 0, 0, 91.995 ),
createObject ( 11457, 957.59998, 1460.4, 9.4, 0, 0, 30 ),
createObject ( 11457, 979.29999, 1479.1, 9.4, 0, 0, 79.998 ),
createObject ( 3279, 992.09998, 1501.9, 9.9, 0, 0, 180 ),
createObject ( 3279, 927.20001, 1499, 9.9, 0, 0, 179.995 ),
createObject ( 3279, 991.59998, 1375.8, 9.9, 0, 0, 179.995 ),
createObject ( 3279, 990.59998, 1328.1, 9.9, 0, 0, 179.995 ),
createObject ( 3279, 968.2002, 1284.5, 9.9, 0, 0, 89.995 ),
createObject ( 18257, 942.90002, 1520.6, 9.9 ),
createObject ( 2934, 948.90002, 1513.6, 11.2 ),
createObject ( 1685, 929.40002, 1510.2, 10.5 ),
createObject ( 1685, 929.40002, 1512.3, 10.5 ),
createObject ( 1685, 929.40002, 1514.6, 10.5 ),
createObject ( 1685, 929.40002, 1516.8, 10.5 ),
createObject ( 3279, 990.7002, 1430.5, 9.9, 0, 0, 179.995 ),
createObject ( 970, 993.29999, 1319.8, 10.4 ),
createObject ( 970, 989.09998, 1319.8, 10.4 ),
createObject ( 970, 984.90002, 1319.8, 10.4 ),
createObject ( 970, 982.79999, 1317.7, 10.4, 0, 0, 90 ),
createObject ( 970, 982.79999, 1313.5, 10.4, 0, 0, 90 ),
createObject ( 970, 982.79999, 1309.3, 10.4, 0, 0, 90 ),
createObject ( 970, 982.79999, 1305.1, 10.4, 0, 0, 90 ),
createObject ( 3095, 955, 1370.2, 3.7, 90, 0, 0 ),
createObject ( 3095, 950.59998, 1374.5, 3.7, 90, 0, 270 ),
createObject ( 3095, 950.59998, 1383.5, 3.7, 90, 0, 270 ),
createObject ( 3095, 955.40002, 1385.6, 3.7, 270, 0, 0 ),
createObject ( 6959, 939.40002, 1369.8, 8.1, 0.022, 0, 90 ),
createObject ( 2774, 958.70001, 1378.5, 9, 0, 90, 89.75 ),
createObject ( 10832, 954.40002, 1377.7, 1, 0, 0, 180 ),
createObject ( 6959, 977.40002, 1486.1, 9.8, 0.099, 0, 90 ),
createObject ( 6959, 977.5, 1464.1, 9.8, 0, 0, 90 ),
createObject ( 6959, 977.5, 1422.8, 9.8, 0, 0, 90 ),
createObject ( 6959, 977.5, 1422.8, 9.7, 0, 0, 90 ),
createObject ( 6959, 977.5, 1381.5, 9.8, 0, 0, 90 ),
createObject ( 2774, 920.70001, 1360.8, -3.2 ),
createObject ( 1597, 963.70001, 1324.9, 12.4 ),
createObject ( 1597, 963.70001, 1312.3, 12.4 ),
createObject ( 1597, 963.70001, 1299.5, 12.4 ),
createObject ( 1597, 995, 1339.4, 12.4 ),
createObject ( 1597, 995, 1360.9004, 12.4 ),
createObject ( 3606, 982.70001, 1518.8, -12, 0, 0, 0.994 ),
createObject ( 12978, 966.40002, 1519.5, -15.3 ),
createObject ( 8650, 993.40002, 1421.8, -14.3, 0, 0, 90 ),
createObject ( 8650, 993.40002, 1449.2, -14.3, 0, 0, 89.75 ),
createObject ( 9345, 987.5, 1411, -15.3, 0, 0, 159.999 ),
createObject ( 11490, 987.70001, 1470.3, -15.5, 0, 0, 270 ),
createObject ( 11491, 976.70001, 1470.3, -14, 0, 0, 270 ),
createObject ( 9345, 976, 1458.3, -15.3, 0, 0, 270.749 ),
createObject ( 716, 986, 1409.7002, -19 ),
createObject ( 716, 975.79999, 1459.9, -19 ),
createObject ( 11547, 991.59998, 1435.7, -12.5 ),
createObject ( 3660, 988, 1423.5, -12.8 ),
createObject ( 3660, 988, 1448.1, -12.8 ),
createObject ( 3362, 990.20001, 1500.6, -15.5, 0, 0, 189.748 ),
createObject ( 3660, 960.7002, 1396.2002, -12.8, 0, 0, 90 ),
createObject ( 3660, 960.7998, 1443.2002, -12.8, 0, 0, 90 ),
createObject ( 3660, 960.70001, 1491.8, -12.8, 0, 0, 90 ),
createObject ( 1597, 995.09998, 1396.5, -12.7 ),
createObject ( 1597, 935.40002, 1414.7, -12.5 ),
createObject ( 1597, 935.40002, 1396.7, -12.5 ),
createObject ( 1597, 935.29999, 1379.5, -12.5 ),
createObject ( 1597, 947.09998, 1376.2, -12.5, 0, 0, 90 ),
createObject ( 1597, 935.09998, 1491.9, -12.5 ),
createObject ( 1597, 935.20001, 1506.9, -12.5 ),
createObject ( 1597, 935.29999, 1520.7, -12.5 ),
createObject ( 1597, 948, 1524.4, -12.5, 0, 0, 90 ),
createObject ( 14789, 930.5, 1470.7998, -11.1 ),
createObject ( 14787, 943, 1466.8, -15.2 ),
createObject ( 14788, 930.5, 1470.8, -13.3 ),
createObject ( 14788, 930.5, 1456.90002, -13.3 ),
createObject ( 6965, 949.40002, 1499.1, -11.7, 0, 0, 12.75 ),
createObject ( 6964, 949.40002, 1499.1, -16, 0, 0, 12.75 ),
createObject ( 11489, 935, 1436.3, -15.5, 0, 0, 67.496 ),
createObject ( 3660, 958.5, 1396.3, -12.8, 0, 0, 90 ),
createObject ( 3660, 958.5, 1443.2, -12.8, 0, 0, 90 ),
createObject ( 2639, 947.70001, 1469.6, -14.8 ),
createObject ( 2639, 942.09998, 1469.6, -14.8 ),
createObject ( 2639, 942.09998, 1471.7, -14.8 ),
createObject ( 2639, 942.09998, 1473.9, -14.8 ),
createObject ( 2639, 947.70001, 1471.7, -14.8 ),
createObject ( 2639, 947.70001, 1473.8, -14.8 ),
createObject ( 3997, 989, 1450.2002, -15.4, 0, 0, 90 ),
createObject ( 2207, 943.90002, 1476.9, -15.4 ),
createObject ( 1671, 944.79999, 1478.7, -14.9 ),
createObject ( 16782, 944.5, 1480.8, -11.2, 0, 0, 270 ),
createObject ( 14791, 944.09998, 1460.8, -13.3 ),
createObject ( 9131, 995.90002, 1506.3, 10.8 ),
createObject ( 9131, 995.90002, 1506.3, 13 ),
createObject ( 9131, 995.90002, 1506.3, 15.2 ),
createObject ( 11353, 942.70001, 1278.6, 14.1, 0, 0, 90 ),
createObject ( 2774, 919.5, 1278.6, 5.7 ),
createObject ( 2774, 917.90002, 1278.6, 5.7 ),
createObject ( 2774, 916.29999, 1278.6, 5.7 ),
}
for index, object in ipairs ( Objects ) do
setElementDoubleSided ( object, true )
setObjectBreakable(object, false)
end |
-- load module
luafsm = require('luafsm')
-- define the state machine
hello_world_states = {
entry = "print_hello",
substates = {
print_hello = function() io.write("hello") return true, "print_space" end,
print_space = function() io.write(" ") return true, "print_world" end,
print_world = function() io.write("world") return true, "print_newline" end,
print_newline = function() io.write("\n") return true, nil end,
}
}
-- instantiate it
hello_world_fsm = luafsm.create(hello_world_states)
-- run it until it has finished
while hello_world_fsm() == false do end
|
import "metabase_common.lua"
writer "writer_gnumakegcccompatible.lua"
local cppFlagsCommon = "-Wall"
option("cc", "gcc")
option("cxx", "g++")
option("ar", "ar")
option("ld", "g++")
option("cxxflags", "-Wall")
option("arflags", "crsT")
option("ldflags", "")
config "Debug"
option("cppflags", cppFlagsCommon .. " -g -O0")
config_end()
config "Release"
option("cppflags", cppFlagsCommon .. " -g -O2")
config_end()
config "Master"
option("cppflags", cppFlagsCommon .. " -O2")
config_end()
config "Debug"
config_end()
config "Release"
config_end()
config "Master"
config_end()
|
local Rand = require("api.Rand")
local function pick(choices, chance)
return function()
if Rand.one_in(chance) then
return Rand.choice(choices)
end
return choices[1]
end
end
data:add_multi(
"elona_sys.map_tileset",
{
{
_id = "default",
door = {
open_tile = "elona.feat_door_wooden_open",
closed_tile = "elona.feat_door_wooden_closed",
},
tiles = {
["elona.mapgen_default"] = "elona.wall_oriental_top",
["elona.mapgen_wall"] = "elona.wall_stone_1_top",
["elona.mapgen_room"] = "elona.cracked_dirt_2",
["elona.mapgen_tunnel"] = "elona.dark_dirt_1",
},
fog = "elona.wall_stone_4_fog"
},
{
_id = "jail",
elona_id = 12,
door = {
open_tile = "elona.feat_door_jail_open",
closed_tile = "elona.feat_door_jail_closed",
}
},
{
_id = "sf",
elona_id = 8,
door = {
open_tile = "elona.feat_door_sf_open",
closed_tile = "elona.feat_door_sf_closed",
}
},
{
_id = "eastern",
elona_id = 9,
door = {
open_tile = "elona.feat_door_eastern_open",
closed_tile = "elona.feat_door_eastern_closed",
}
},
{
_id = "home",
elona_id = 3,
tiles = {
["elona.mapgen_room"] = "elona.dirt",
["elona.mapgen_tunnel"] = "elona.dirt",
["elona.mapgen_wall"] = "elona.wall_dirt_dark_top",
},
fog = "elona.wall_dirt_dark_fog"
},
{
_id = "wilderness",
elona_id = 4,
tiles = {
["elona.mapgen_default"] = "elona.grass",
},
fog = "elona.wall_stone_1_fog"
},
{
_id = "town",
elona_id = 2,
tiles = {
["elona.mapgen_wall"] = "elona.wall_stone_1_top"
},
fog = "elona.wall_stone_2_fog"
},
{
_id = "water",
elona_id = 10,
tiles = {
["elona.mapgen_room"] = "elona.anime_water_shallow",
["elona.mapgen_tunnel"] = pick({"elona.dark_dirt_1","elona.dark_dirt_2","elona.dark_dirt_3","elona.dark_dirt_4"}, 2),
["elona.mapgen_wall"] = "elona.wall_dirt_dark_top",
["elona.mapgen_default"] = "elona.wall_dirt_dark_top",
}
},
{
_id = "castle",
elona_id = 11,
tiles = {
["elona.mapgen_default"] = "elona.wall_stone_4_top",
["elona.mapgen_tunnel"] = "elona.tiled_2",
["elona.mapgen_wall"] = "elona.wall_wooden_top",
["elona.mapgen_room"] = "elona.carpet_green",
},
fog = "elona.wall_stone_3_fog"
},
{
_id = "dungeon",
elona_id = 0,
tiles = {
["elona.mapgen_default"] = "elona.wall_dirt_dark_top",
["elona.mapgen_tunnel"] = pick({"elona.dark_dirt_1","elona.dark_dirt_2","elona.dark_dirt_3","elona.dark_dirt_4"}, 2),
["elona.mapgen_wall"] = "elona.wall_dirt_dark_top",
["elona.mapgen_room"] = pick({"elona.dark_dirt_1","elona.dark_dirt_2","elona.dark_dirt_3","elona.dark_dirt_4"}, 2),
},
fog = "elona.wall_stone_2_fog"
},
{
_id = "snow",
elona_id = 6,
tiles = {
["elona.mapgen_default"] = "elona.wall_dirt_dark_top",
["elona.mapgen_tunnel"] = pick({"elona.snow", "elona.snow_mound", "elona.snow_plants"}, 2),
["elona.mapgen_wall"] = "elona.wall_dirt_dark_top",
["elona.mapgen_room"] = pick({"elona.dark_dirt_1", "elona.dark_dirt_2", "elona.dark_dirt_3", "elona.dark_dirt_4", "elona.destroyed", "elona.dirt_patch"}, 3),
},
fog = "elona.wall_stone_2_fog"
},
{
_id = "tower_of_fire",
elona_id = 7,
tiles = {
["elona.mapgen_default"] = "elona.wall_tower_of_fire_top",
["elona.mapgen_tunnel"] = "elona.tower_of_fire_tile_2",
["elona.mapgen_wall"] = "elona.wall_tower_of_fire_top",
["elona.mapgen_room"] = pick({"elona.tower_of_fire_tile_1", "elona.tower_of_fire_tile_2"}, 2)
},
fog = "elona.wall_stone_3_fog"
},
{
_id = "dungeon_forest",
elona_id = 300,
tiles = {
["elona.mapgen_default"] = "elona.wall_forest_top",
["elona.mapgen_tunnel"] = "elona.grass",
["elona.mapgen_wall"] = "elona.wall_forest_top",
["elona.mapgen_room"] = pick({"elona.grass", "elona.grass_violets", "elona.grass_rocks", "elona.grass_tall_1", "elona.grass_tall_2", "elona.grass_patch_1"}, 6)
},
fog = "elona.wall_stone_1_fog"
},
{
_id = "noyel_fields",
tiles = {
["elona.mapgen_default"] = "elona.wall_forest_top",
["elona.mapgen_tunnel"] = "elona.grass",
["elona.mapgen_wall"] = "elona.wall_forest_top",
["elona.mapgen_room"] = pick({"elona.snow", "elona.snow_mound", "elona.snow_plants", "elona.snow_rock", "elona.snow_stump", "elona.snow_flowers_1"}, 6)
},
fog = "elona.wall_stone_1_fog"
},
{
_id = "tower_1",
elona_id = 100,
tiles = {
["elona.mapgen_default"] = "elona.wall_concrete_top",
["elona.mapgen_tunnel"] = "elona.cobble_4",
["elona.mapgen_wall"] = "elona.wall_concrete_light_top",
["elona.mapgen_room"] = pick({"elona.tile_1", "elona.tile_2", "elona.tile_3"}, 2)
},
fog = "elona.wall_stone_3_fog"
},
{
_id = "tower_2",
elona_id = 101,
tiles = {
["elona.mapgen_default"] = "elona.wall_stone_7_top",
["elona.mapgen_tunnel"] = "elona.concrete_2",
["elona.mapgen_wall"] = "elona.wall_stone_7_top",
["elona.mapgen_room"] = "elona.cobble_3"
},
fog = "elona.wall_stone_3_fog"
},
{
_id = "dungeon_castle",
elona_id = 200,
tiles = {
["elona.mapgen_default"] = "elona.wall_dirt_top",
["elona.mapgen_tunnel"] = pick({ "elona.dark_dirt_1", "elona.dark_dirt_2", "elona.dark_dirt_3", "elona.dark_dirt_4", "elona.destroyed", "elona.dirt_patch" }, 2),
["elona.mapgen_wall"] = "elona.wall_stone_1_top",
["elona.mapgen_room"] = pick({"elona.cobble_dark_1", "elona.cobble_dark_2", "elona.cobble_dark_3", "elona.cobble_dark_4"}, 2)
},
fog = "elona.wall_stone_4_fog"
},
{
_id = "world_map",
elona_id = 1,
tiles = {
-- ["elona.mapgen_wall"] = "elona.wall_stone_1_top", -- was -1
},
fog = pick("elona.wall_oriental_top", 4, "elona.wall_brick_top")
},
}
)
|
-- Copyright 2017-2019, Firaxis Games
include("TeamSupport");
include("DiplomacyRibbonSupport");
print("LeaderIcon for BSM")
-- ===========================================================================
-- Class Table
-- ===========================================================================
LeaderIcon = {
playerID = -1,
TEAM_RIBBON_PREFIX = "ICON_TEAM_RIBBON_"
}
local m_bspec = false
-- ===========================================================================
function LeaderIcon:GetInstance(instanceManager:table, uiNewParent:table)
local instance:table = instanceManager:GetInstance(uiNewParent);
return LeaderIcon:AttachInstance(instance);
end
-- ===========================================================================
-- Essentially the "new"
-- ===========================================================================
function LeaderIcon:AttachInstance( instance:table )
if instance == nil then
UI.DataError("NIL instance passed into LeaderIcon:AttachInstance. Setting the value to the ContextPtr's 'Controls'.");
instance = Controls;
end
setmetatable(instance, {__index = self });
self.Controls = instance;
self:Reset();
return instance;
end
-- ===========================================================================
function LeaderIcon:UpdateIcon(iconName: string, playerID: number, isUniqueLeader: boolean, ttDetails: string)
LeaderIcon.playerID = playerID;
local pPlayer:table = Players[playerID];
local pPlayerConfig:table = PlayerConfigurations[playerID];
local localPlayerID:number = Game.GetLocalPlayer();
-- Display the civ colors/icon for duplicate civs
if isUniqueLeader == false and (playerID == localPlayerID or Players[localPlayerID]:GetDiplomacy():HasMet(playerID)) then
local backColor, frontColor = UI.GetPlayerColors( playerID );
self.Controls.CivIndicator:SetHide(false);
self.Controls.CivIndicator:SetColor(backColor);
self.Controls.CivIcon:SetHide(false);
self.Controls.CivIcon:SetColor(frontColor);
self.Controls.CivIcon:SetIcon("ICON_"..pPlayerConfig:GetCivilizationTypeName());
else
self.Controls.CivIcon:SetHide(true);
self.Controls.CivIndicator:SetHide(true);
end
-- Set leader portrait and hide overlay if not local player
self.Controls.Portrait:SetIcon(iconName);
self.Controls.YouIndicator:SetHide(playerID ~= localPlayerID);
-- Set the tooltip
local tooltip:string = self:GetToolTipString(playerID);
if (ttDetails ~= nil and ttDetails ~= "") then
tooltip = tooltip .. "[NEWLINE]" .. ttDetails;
end
self.Controls.Portrait:SetToolTipString(tooltip);
self:UpdateTeamAndRelationship(playerID);
end
-- ===========================================================================
function LeaderIcon:UpdateIconSimple(iconName: string, playerID: number, isUniqueLeader: boolean, ttDetails: string)
LeaderIcon.playerID = playerID;
local localPlayerID:number = Game.GetLocalPlayer();
self.Controls.Portrait:SetIcon(iconName);
self.Controls.YouIndicator:SetHide(playerID ~= localPlayerID);
-- Display the civ colors/icon for duplicate civs
if isUniqueLeader == false and (playerID ~= -1 and Players[localPlayerID]:GetDiplomacy():HasMet(playerID)) then
local backColor, frontColor = UI.GetPlayerColors( playerID );
self.Controls.CivIndicator:SetHide(false);
self.Controls.CivIndicator:SetColor(backColor);
self.Controls.CivIcon:SetHide(false);
self.Controls.CivIcon:SetColor(frontColor);
self.Controls.CivIcon:SetIcon("ICON_"..PlayerConfigurations[playerID]:GetCivilizationTypeName());
else
self.Controls.CivIcon:SetHide(true);
self.Controls.CivIndicator:SetHide(true);
end
if playerID < 0 then
self.Controls.TeamRibbon:SetHide(true);
self.Controls.Relationship:SetHide(true);
self.Controls.Portrait:SetToolTipString("");
return;
end
-- Set the tooltip
local tooltip:string = self:GetToolTipString(playerID);
if (ttDetails ~= nil and ttDetails ~= "") then
tooltip = tooltip .. "[NEWLINE]" .. ttDetails;
end
self.Controls.Portrait:SetToolTipString(tooltip);
self:UpdateTeamAndRelationship(playerID);
end
-- ===========================================================================
-- playerID, Index of the player to compare a relationship. (May be self.)
-- ===========================================================================
function LeaderIcon:UpdateTeamAndRelationship( playerID: number)
local localPlayerID :number = Game.GetLocalPlayer();
if localPlayerID == PlayerTypes.NONE or playerID == PlayerTypes.OBSERVER then return; end -- Local player is auto-play.
-- Don't even attempt it, just hide the icon if this game mode doesn't have the capabilitiy.
if GameCapabilities.HasCapability("CAPABILITY_DISPLAY_HUD_RIBBON_RELATIONSHIPS") == false then
self.Controls.Relationship:SetHide( true );
return;
end
-- Nope, autoplay or observer
if playerID < 0 then
UI.DataError("Invalid playerID="..tostring(playerID).." to check against for UpdateTeamAndRelationship().");
return;
end
if PlayerConfigurations[Game.GetLocalPlayer()] ~= nil then
if PlayerConfigurations[Game.GetLocalPlayer()]:GetLeaderTypeName() == "LEADER_SPECTATOR" then
m_bspec = true
end
end
if (m_bspec == true) and Game.GetLocalPlayer() ~= nil then
if (GameConfiguration.GetValue("OBSERVER_ID_"..Game.GetLocalPlayer()) ~= nil) and (GameConfiguration.GetValue("OBSERVER_ID_"..Game.GetLocalPlayer()) ~= 1000) and (GameConfiguration.GetValue("OBSERVER_ID_"..Game.GetLocalPlayer()) ~= -1) then
localPlayerID = GameConfiguration.GetValue("OBSERVER_ID_"..Game.GetLocalPlayer())
end
end
local pPlayer :table = Players[playerID];
local pPlayerConfig :table = PlayerConfigurations[playerID];
local isHuman :boolean = pPlayerConfig:IsHuman();
local isSelf :boolean = (playerID == localPlayerID);
local isMet :boolean = Players[localPlayerID]:GetDiplomacy():HasMet(playerID);
-- Team Ribbon
local isTeamRibbonHidden:boolean = true;
if(isSelf or isMet) then
-- Show team ribbon for ourselves and civs we've met
local teamID:number = pPlayerConfig:GetTeam();
if Teams[teamID] ~= nil then
if #Teams[teamID] > 1 then
local teamRibbonName:string = self.TEAM_RIBBON_PREFIX .. tostring(teamID);
self.Controls.TeamRibbon:SetIcon(teamRibbonName);
self.Controls.TeamRibbon:SetColor(GetTeamColor(teamID));
isTeamRibbonHidden = false;
end
end
end
self.Controls.TeamRibbon:SetHide(isTeamRibbonHidden);
-- Relationship status (Humans don't show anything, unless we are at war)
local eRelationship :number = pPlayer:GetDiplomaticAI():GetDiplomaticStateIndex(localPlayerID);
local relationType :string = GameInfo.DiplomaticStates[eRelationship].StateType;
local isValid :boolean= (isHuman and Relationship.IsValidWithHuman( relationType )) or (not isHuman and Relationship.IsValidWithAI( relationType ));
if isValid then
self.Controls.Relationship:SetVisState(eRelationship);
if (GameInfo.DiplomaticStates[eRelationship].Hash ~= DiplomaticStates.NEUTRAL) then
self.Controls.Relationship:SetToolTipString(Locale.Lookup(GameInfo.DiplomaticStates[eRelationship].Name));
end
end
self.Controls.Relationship:SetHide( not isValid );
end
-- ===========================================================================
-- Resets the view of attached controls
-- ===========================================================================
function LeaderIcon:Reset()
if self.Controls == nil then
UI.DataError("Attempting to call Reset() on a nil LeaderIcon.");
return;
end
self.Controls.TeamRibbon:SetHide(true);
self.Controls.Relationship:SetHide(true);
self.Controls.YouIndicator:SetHide(true);
end
------------------------------------------------------------------
function LeaderIcon:RegisterCallback(event: number, func: ifunction)
self.Controls.SelectButton:RegisterCallback(event, func);
end
------------------------------------------------------------------
function LeaderIcon:GetToolTipString(playerID:number)
local result:string = "";
local pPlayerConfig:table = PlayerConfigurations[playerID];
if pPlayerConfig and pPlayerConfig:GetLeaderTypeName() then
local isHuman :boolean = pPlayerConfig:IsHuman();
local leaderDesc :string = pPlayerConfig:GetLeaderName();
local civDesc :string = pPlayerConfig:GetCivilizationDescription();
local localPlayerID :number = Game.GetLocalPlayer();
if localPlayerID==PlayerTypes.NONE or localPlayerID==PlayerTypes.OBSERVER then
return "";
end
if GameConfiguration.IsAnyMultiplayer() and isHuman then
if(playerID ~= localPlayerID and not Players[localPlayerID]:GetDiplomacy():HasMet(playerID)) then
result = Locale.Lookup("LOC_DIPLOPANEL_UNMET_PLAYER") .. " (" .. pPlayerConfig:GetPlayerName() .. ")";
else
result = Locale.Lookup("LOC_DIPLOMACY_DEAL_PLAYER_PANEL_TITLE", leaderDesc, civDesc) .. " (" .. pPlayerConfig:GetPlayerName() .. ")";
end
else
if(playerID ~= localPlayerID and not Players[localPlayerID]:GetDiplomacy():HasMet(playerID)) then
result = Locale.Lookup("LOC_DIPLOPANEL_UNMET_PLAYER");
else
result = Locale.Lookup("LOC_DIPLOMACY_DEAL_PLAYER_PANEL_TITLE", leaderDesc, civDesc);
end
end
end
local bspec = false
local spec_ID = 0
if (Game:GetProperty("SPEC_NUM") ~= nil) then
for k = 1, Game:GetProperty("SPEC_NUM") do
if ( Game:GetProperty("SPEC_ID_"..k)~= nil) then
if Game.GetLocalPlayer() == Game:GetProperty("SPEC_ID_"..k) then
bspec = true
spec_ID = k
end
end
end
end
if bspec == true then
local govType:string = "";
local eSelectePlayerGovernment :number = Players[playerID]:GetCulture():GetCurrentGovernment();
if eSelectePlayerGovernment ~= -1 then
govType = Locale.Lookup(GameInfo.Governments[eSelectePlayerGovernment].Name);
else
govType = Locale.Lookup("LOC_GOVERNMENT_ANARCHY_NAME" );
end
local cities = Players[playerID]:GetCities();
local numCities = 0;
local ERD_Total_Population = 0;
for i,city in cities:Members() do
ERD_Total_Population = ERD_Total_Population + city:GetPopulation();
numCities = numCities + 1;
end
local pPlayerCulture:table = Players[playerID]:GetCulture();
local culture_num = 0
for k = 0, 58 do
if (pPlayerCulture:HasCivic(k) == true) then
culture_num = culture_num + 1
end
end
local pPlayerTechs:table = Players[playerID]:GetTechs();
local tech_num = 0
for k = 0, 73 do
if (pPlayerTechs:HasTech(k) == true) then
tech_num = tech_num + 1
end
end
local unit_num = 0
local unit_str = 0
if Players[playerID]:GetUnits() ~= nil then
if Players[playerID]:GetUnits():GetCount() ~= nil then
unit_num = Players[playerID]:GetUnits():GetCount()
end
end
local playerTreasury:table = Players[playerID]:GetTreasury();
local goldBalance :number = math.floor(playerTreasury:GetGoldBalance());
local goldYield :number = math.floor((playerTreasury:GetGoldYield() - playerTreasury:GetTotalMaintenance()));
local pGameEras:table = Game.GetEras();
local score = pGameEras:GetPlayerCurrentScore(playerID);
local detailsString = "Current Era Score: ".. score;
local isFinalEra:boolean = pGameEras:GetCurrentEra() == pGameEras:GetFinalEra();
if not isFinalEra then
detailsString = detailsString .. Locale.Lookup("LOC_DARK_AGE_THRESHOLD_TEXT", pGameEras:GetPlayerDarkAgeThreshold(playerID));
detailsString = detailsString .. Locale.Lookup("LOC_GOLDEN_AGE_THRESHOLD_TEXT", pGameEras:GetPlayerGoldenAgeThreshold(playerID));
end
if pGameEras:HasHeroicGoldenAge(playerID) then
sEras = " ("..Locale.Lookup("LOC_ERA_PROGRESS_HEROIC_AGE").." [ICON_GLORY_SUPER_GOLDEN_AGE])";
elseif pGameEras:HasGoldenAge(playerID) then
sEras = " ("..Locale.Lookup("LOC_ERA_PROGRESS_GOLDEN_AGE").." [ICON_GLORY_GOLDEN_AGE])";
elseif pGameEras:HasDarkAge(playerID) then
sEras = " ("..Locale.Lookup("LOC_ERA_PROGRESS_DARK_AGE").." [ICON_GLORY_DARK_AGE])";
else
sEras = " ("..Locale.Lookup("LOC_ERA_PROGRESS_NORMAL_AGE").." [ICON_GLORY_NORMAL_AGE])";
end
local sEras_2 = ""
local activeCommemorations = pGameEras:GetPlayerActiveCommemorations(playerID);
for i,activeCommemoration in ipairs(activeCommemorations) do
local commemorationInfo = GameInfo.CommemorationTypes[activeCommemoration];
if (commemorationInfo ~= nil) then
if pGameEras:HasHeroicGoldenAge(playerID) then
sEras_2 = sEras_2.."[NEWLINE]"..Locale.Lookup(commemorationInfo.GoldenAgeBonusDescription)
elseif pGameEras:HasGoldenAge(playerID) then
sEras_2 = sEras_2.."[NEWLINE]"..Locale.Lookup(commemorationInfo.GoldenAgeBonusDescription)
elseif pGameEras:HasDarkAge(playerID) then
sEras_2 = sEras_2.."[NEWLINE]"..Locale.Lookup(commemorationInfo.DarkAgeBonusDescription)
else
sEras_2 = sEras_2.."[NEWLINE]"..Locale.Lookup(commemorationInfo.NormalAgeBonusDescription)
end
end
end
result = result
.."[NEWLINE]"..sEras
..sEras_2
.."[NEWLINE]"..detailsString
.."[NEWLINE] "
.."[NEWLINE]"..Locale.Lookup("LOC_DIPLOMACY_INTEL_GOVERNMENT").." "..Locale.ToUpper(govType)
.."[NEWLINE]"..Locale.Lookup("LOC_PEDIA_CONCEPTS_PAGEGROUP_CITIES_NAME").. ": " .. "[COLOR_FLOAT_PRODUCTION]" .. numCities .. "[ENDCOLOR] [ICON_Housing] ".. Locale.Lookup("LOC_DEAL_CITY_POPULATION_TOOLTIP", ERD_Total_Population) .. " [ICON_Citizen]"
.."[NEWLINE] "
.."[NEWLINE][ICON_Capital] "..Locale.Lookup("LOC_WORLD_RANKINGS_OVERVIEW_DOMINATION_SCORE", Players[playerID]:GetScore())
.."[NEWLINE][ICON_Favor] "..Locale.Lookup("LOC_DIPLOMATIC_FAVOR_NAME") .. ": [COLOR_Red]" .. Players[playerID]:GetFavor().."[ENDCOLOR]"
.."[NEWLINE][ICON_Gold] "..Locale.Lookup("LOC_YIELD_GOLD_NAME")..": "..goldBalance.." ( " .. "[COLOR_GoldMetalDark]" .. (goldYield>0 and "+" or "") .. (goldYield>0 and goldYield or "-?") .. "[ENDCOLOR] )"
.."[NEWLINE]"..Locale.Lookup("LOC_WORLD_RANKINGS_OVERVIEW_SCIENCE_SCIENCE_RATE", "[COLOR_FLOAT_SCIENCE]" .. Round(Players[playerID]:GetTechs():GetScienceYield(),1) .. "[ENDCOLOR]").." Technologies know: "..tech_num
.."[NEWLINE]"..Locale.Lookup("LOC_WORLD_RANKINGS_OVERVIEW_CULTURE_CULTURE_RATE", "[COLOR_FLOAT_CULTURE]" .. Round(Players[playerID]:GetCulture():GetCultureYield(),1) .. "[ENDCOLOR]").." Civics known: "..culture_num
.."[NEWLINE]"..Locale.Lookup("LOC_WORLD_RANKINGS_OVERVIEW_CULTURE_TOURISM_RATE", "[COLOR_Tourism]" .. Round(Players[playerID]:GetStats():GetTourism(),1) .. "[ENDCOLOR]")
.."[NEWLINE]"..Locale.Lookup("LOC_WORLD_RANKINGS_OVERVIEW_RELIGION_FAITH_RATE", Round(Players[playerID]:GetReligion():GetFaithYield(),1))
.."[NEWLINE][ICON_Strength] "..Locale.Lookup("LOC_WORLD_RANKINGS_OVERVIEW_DOMINATION_MILITARY_STRENGTH", "[COLOR_FLOAT_MILITARY]" .. Players[playerID]:GetStats():GetMilitaryStrengthWithoutTreasury() .. "[ENDCOLOR]").." # Units: "..unit_num
;
local tooltip = "";
local canTrade = false;
local MAX_WIDTH = 4;
local pLuxuries = "";
local pStrategics = "";
local pLuxNum = 0;
local pStratNum = 0;
local minAmount = 0;
local pForDeal = DealManager.GetWorkingDeal(DealDirection.OUTGOING, Game.GetLocalPlayer(), playerID);
local pPlayerResources = DealManager.GetPossibleDealItems(playerID, Game.GetLocalPlayer(), DealItemTypes.RESOURCES, pForDeal);
local pLocalPlayerResources = Players[Game.GetLocalPlayer()]:GetResources();
if (pPlayerResources ~= nil) then
for i,entry in ipairs(pPlayerResources) do
local resource = GameInfo.Resources[entry.ForType];
local amount = entry.MaxAmount;
local amountString = (playerID ~= Game.GetLocalPlayer()) and
(pLocalPlayerResources:HasResource(entry.ForType) and "[COLOR_ModStatusGreenCS]" .. amount .. "[ENDCOLOR]" or "[COLOR_ModStatusRedCS]" .. amount .. "[ENDCOLOR]") or
amount;
local showResource = true or not pLocalPlayerResources:HasResource(entry.ForType);
if (resource.ResourceClassType == "RESOURCECLASS_STRATEGIC") then
if (amount > minAmount and showResource) then
pStrategics = ((pStratNum - MAX_WIDTH)%(MAX_WIDTH) == 0) and (pStrategics .. "[NEWLINE]" .. "[ICON_"..resource.ResourceType.."]".. amountString .. " ")
or (pStrategics .. "[ICON_"..resource.ResourceType.."]".. amountString .. " ");
pStratNum = pStratNum + 1;
end
elseif (resource.ResourceClassType == "RESOURCECLASS_LUXURY") then
if (amount > minAmount and showResource) then
pLuxuries = ((pLuxNum - MAX_WIDTH)%(MAX_WIDTH) == 0) and (pLuxuries .. "[NEWLINE]" .. "[ICON_"..resource.ResourceType.."]" .. amountString .. " ")
or (pLuxuries .. "[ICON_"..resource.ResourceType.."]" .. amountString .. " ");
pLuxNum = pLuxNum + 1;
end
end
end
end
if (minAmount > 0) then
tooltip = Locale.Lookup("LOC_HUD_REPORTS_TAB_RESOURCES") .. " (> " .. minAmount .. ") :";
end
tooltip = pStratNum > 0 and (tooltip .. "[NEWLINE]Tradeable Strategics:" .. pStrategics) or (tooltip .. "");
tooltip = pLuxNum > 0 and (tooltip .. "[NEWLINE]Tradeable Luxuries:" .. pLuxuries) or (tooltip .. "");
if (pStratNum > 0 or pLuxNum > 0) then
result = result
.."[NEWLINE]"..tooltip
else
result = result
end
end
return result;
end
-- ===========================================================================
function LeaderIcon:AppendTooltip( extraText:string )
if extraText == nil or extraText == "" then return; end --Ignore blank
local tooltip:string = self:GetToolTipString(self.playerID) .. "[NEWLINE]" .. extraText;
self.Controls.Portrait:SetToolTipString(tooltip);
end |
require "some"
x = 0;
y = 0;
function love.load()
fruits = {"apple", "banana"}
table.insert(fruits, "pear")
for i=1,#fruits do
print(fruits[i])
end
listOfRectangles = {}
end
-- function love.draw()
-- love.graphics.print(x, 300, 300)
-- love.graphics.print(y, 300, 400)
-- -- love.graphics.ellipse("fill", 10, 10, 50, 30);
-- -- love.graphics.circle("fill", 10, 10, 100, 25);
-- love.graphics.rectangle("line", x, y, 10, 10);
-- end
-- -- 100 frames / sec
-- function love.update(dt)
-- if love.keyboard.isDown("up") then
-- y = y - 100 * dt
-- end
-- if love.keyboard.isDown("down") then
-- y = y + 100 * dt
-- end
-- if love.keyboard.isDown("left") then
-- x = x - 100 * dt
-- end
-- if love.keyboard.isDown("right") then
-- x = x + 100 * dt
-- end
-- end
function love.keypressed(key)
-- Remember, 2 equal signs (==) for comparing!
if key == "space" then
createRect()
end
end
function love.update(dt)
for i,v in ipairs(listOfRectangles) do
v.x = v.x + v.speed * dt
end
end
function love.draw(dt)
for i,v in ipairs(listOfRectangles) do
love.graphics.rectangle("line", v.x, v.y, v.width, v.height)
end
end |
object_static_item_item_hoth_standing_light = object_static_item_shared_item_hoth_standing_light:new {
}
ObjectTemplates:addTemplate(object_static_item_item_hoth_standing_light, "object/static/item/item_hoth_standing_light.iff")
|
local npairs = require('nvim-autopairs')
npairs.setup({
-- defaults
-- local disable_filetype = { "TelescopePrompt" }
-- local ignored_next_char = string.gsub([[ [%w%%%'%[%"%.] ]],"%s+", "")
-- local enable_moveright = true
-- local check_ts = false,
disable_filetype = { "TelescopePrompt" },
})
_G.calls= {}
vim.g.completion_confirm_key = ""
calls.completion_confirm = function()
if vim.fn.pumvisible() ~= 0 then
if vim.fn.complete_info()["selected"] ~= -1 then
require'completion'.confirmCompletion()
return npairs.esc("<c-y>")
else
vim.api.nvim_select_popupmenu_item(0, false, false, {})
require'completion'.confirmCompletion()
return npairs.esc("<c-n><c-y>")
end
else
return npairs.autopairs_cr()
end
end
-- local utils = require('settings/utils')
vim.api.nvim_set_keymap('i', '<CR>', 'v:lua.calls.completion_confirm()', {expr = true , noremap = true})
|
-----------------------------------
-- Area: Chamber of Oracles
-- NPC: Pedestal of Water
-- Involved in Zilart Mission 7
-- !pos 199 -2 36 168
-------------------------------------
require("scripts/globals/titles")
require("scripts/globals/keyitems")
require("scripts/globals/missions")
local ID = require("scripts/zones/Chamber_of_Oracles/IDs")
-------------------------------------
function onTrade(player, npc, trade)
end
function onTrigger(player, npc)
local ZilartStatus = player:getCharVar("ZilartStatus")
if (player:getCurrentMission(ZILART) == tpz.mission.id.zilart.THE_CHAMBER_OF_ORACLES) then
if (player:hasKeyItem(tpz.ki.WATER_FRAGMENT)) then
player:delKeyItem(tpz.ki.WATER_FRAGMENT)
player:setCharVar("ZilartStatus", ZilartStatus + 64)
player:messageSpecial(ID.text.YOU_PLACE_THE, tpz.ki.WATER_FRAGMENT)
if (ZilartStatus == 255) then
player:startEvent(1)
end
elseif (ZilartStatus == 255) then -- Execute cutscene if the player is interrupted.
player:startEvent(1)
else
player:messageSpecial(ID.text.IS_SET_IN_THE_PEDESTAL, tpz.ki.WATER_FRAGMENT)
end
elseif (player:hasCompletedMission(ZILART, tpz.mission.id.zilart.THE_CHAMBER_OF_ORACLES)) then
player:messageSpecial(ID.text.HAS_LOST_ITS_POWER, tpz.ki.WATER_FRAGMENT)
else
player:messageSpecial(ID.text.PLACED_INTO_THE_PEDESTAL)
end
end
function onEventUpdate(player, csid, option)
-- printf("onUpdate CSID: %u", csid)
-- printf("onUpdate RESULT: %u", option)
end
function onEventFinish(player, csid, option)
-- printf("onFinish CSID: %u", csid)
-- printf("onFinish RESULT: %u", option)
if (csid == 1) then
player:addTitle(tpz.title.LIGHTWEAVER)
player:setCharVar("ZilartStatus", 0)
player:addKeyItem(tpz.ki.PRISMATIC_FRAGMENT)
player:messageSpecial(ID.text.KEYITEM_OBTAINED, tpz.ki.PRISMATIC_FRAGMENT)
player:completeMission(ZILART, tpz.mission.id.zilart.THE_CHAMBER_OF_ORACLES)
player:addMission(ZILART, tpz.mission.id.zilart.RETURN_TO_DELKFUTTS_TOWER)
end
end
|
require 'busted.runner'()
local lfs = require 'lfs'
local SRV_CONFIG_FOLDER = './tests/data/srv-configs'
local SMARTSTACK_CONFIG = './tests/data/services.yaml'
local SRV1_CONFIG_PATH = './tests/data/srv-configs/service1.main.yaml'
local ENVOY_CONFIGS_PATH = './tests/data/srv-configs'
describe("config_loader", function()
local config_loader
setup(function()
_G.os.getenv = function(e)
if e == 'SRV_CONFIGS_PATH' then
return SRV_CONFIG_FOLDER
elseif e == 'SERVICES_YAML_PATH' then
return SMARTSTACK_CONFIG
elseif e == 'ENVOY_CONFIGS_PATH' then
return ENVOY_CONFIGS_PATH
end
return e
end
config_loader = require 'config_loader'
stub(ngx, 'log')
end)
after_each(function()
config_loader.clear_mod_time_table()
end)
it("loads a valid config file", function()
local config = config_loader.parse_configs(SRV1_CONFIG_PATH)
assert.are.equal(123, config['cached_endpoints']['test_cache']['ttl'])
assert.are.equal('^abc$', config['cached_endpoints']['test_cache']['pattern'])
assert.are.equal('XY1', config['uncacheable_headers'][1])
end)
it("returns nil if file_path is nil", function()
stub(ngx, 'log')
local config = config_loader.parse_configs(nil)
assert.is_nil(config)
assert.stub(ngx.log).was.called.with(ngx.ERR, 'No file provided. Cannot parse configs.')
end)
it("returns nil and log if config file is missing", function()
stub(ngx, 'log')
local config = config_loader.parse_configs('tests/data/srv-configs/missing_config.yaml')
assert.is_nil(config)
assert.stub(ngx.log).was.called.with(ngx.ERR, 'File missing, cannot parse: tests/data/srv-configs/missing_config.yaml')
end)
it("file has not changed, returns nil", function()
local old_att = lfs.attributes
lfs.attributes = function(a, b) return 12346 end
config_loader.set_mod_time(SRV1_CONFIG_PATH, 12346)
local config = config_loader.parse_configs(SRV1_CONFIG_PATH)
lfs.attributes = old_att
assert.is_nil(config)
end)
it("file has changed, reload it", function()
local old_att = lfs.attributes
lfs.attributes = function(a, b) return 12347 end
config_loader.set_mod_time(SRV1_CONFIG_PATH, 12346)
local config = config_loader.parse_configs(SRV1_CONFIG_PATH)
lfs.attributes = old_att
assert.are.equal(123, config['cached_endpoints']['test_cache']['ttl'])
assert.are.equal('^abc$', config['cached_endpoints']['test_cache']['pattern'])
assert.are.equal('XY1', config['uncacheable_headers'][1])
end)
it("can load multiple config files", function()
config_loader.load_services_configs(SRV_CONFIG_FOLDER)
assert.are.equal('XY1', config_loader.get_spectre_config_for_namespace('service1.main')['uncacheable_headers'][1])
assert.are.equal('XY2', config_loader.get_spectre_config_for_namespace('service2.main')['uncacheable_headers'][1])
assert.are.equal('XY2', config_loader.get_spectre_config_for_namespace('service2.canary')['uncacheable_headers'][1])
assert.are.equal('XY3', config_loader.get_spectre_config_for_namespace('service3.main')['uncacheable_headers'][1])
--assert.is_true(ngx.shared.services_configs['service2.main']['cached_endpoints'])
assert._is_true(config_loader.get_spectre_config_for_namespace('service2.main')['cached_endpoints']['test_cache']['dont_cache_missing_ids'])
end)
it("can load services.yaml", function()
config_loader.load_smartstack_info(SMARTSTACK_CONFIG)
assert.are.equal('169.254.255.254', config_loader.get_smartstack_info_for_namespace('service1.main')['host'])
assert.are.equal(20001, config_loader.get_smartstack_info_for_namespace('service1.main')['port'])
assert.are.equal(20003, config_loader.get_smartstack_info_for_namespace('service2.canary')['port'])
end)
it("setup reload timer", function()
local mock_timer = function(a, b) return true, '' end
ngx.timer.at = mock_timer
local spy_timer = spy.on(ngx.timer, 'at')
config_loader.reload_configs(false)
assert.is_not_nil(config_loader.get_spectre_config_for_namespace('service1.main'))
assert.is_not_nil(config_loader.get_smartstack_info_for_namespace('service1.main'))
assert.spy(spy_timer).was.called()
end)
it("don't setup reload timer if premature = true", function()
local mock_timer = function(a, b) return true, '' end
ngx.timer.at = mock_timer
local spy_timer = spy.on(ngx.timer, 'at')
config_loader.reload_configs(true)
assert.is_not_nil(config_loader.get_spectre_config_for_namespace('service1.main'))
assert.is_not_nil(config_loader.get_smartstack_info_for_namespace('service1.main'))
assert.spy(spy_timer).was_not_called()
end)
end)
|
add_rules("mode.debug", "mode.release")
set_languages("c++17")
target("sodium")
set_kind("static")
add_files("3rd/libsodium/src/libsodium/crypto_aead/aes256gcm/aesni/aead_aes256gcm_aesni.c",
"3rd/libsodium/src/libsodium/crypto_aead/chacha20poly1305/sodium/aead_chacha20poly1305.c",
"3rd/libsodium/src/libsodium/crypto_aead/xchacha20poly1305/sodium/aead_xchacha20poly1305.c",
"3rd/libsodium/src/libsodium/crypto_core/ed25519/ref10/ed25519_ref10.c",
"3rd/libsodium/src/libsodium/crypto_core/hchacha20/core_hchacha20.c",
"3rd/libsodium/src/libsodium/crypto_core/salsa/ref/core_salsa_ref.c",
"3rd/libsodium/src/libsodium/crypto_generichash/blake2b/ref/blake2b-compress-ref.c",
"3rd/libsodium/src/libsodium/crypto_generichash/blake2b/ref/blake2b-ref.c",
"3rd/libsodium/src/libsodium/crypto_generichash/blake2b/ref/generichash_blake2b.c",
"3rd/libsodium/src/libsodium/crypto_onetimeauth/poly1305/onetimeauth_poly1305.c",
"3rd/libsodium/src/libsodium/crypto_onetimeauth/poly1305/donna/poly1305_donna.c",
"3rd/libsodium/src/libsodium/crypto_pwhash/crypto_pwhash.c",
"3rd/libsodium/src/libsodium/crypto_pwhash/argon2/argon2-core.c",
"3rd/libsodium/src/libsodium/crypto_pwhash/argon2/argon2.c",
"3rd/libsodium/src/libsodium/crypto_pwhash/argon2/argon2-encoding.c",
"3rd/libsodium/src/libsodium/crypto_pwhash/argon2/argon2-fill-block-ref.c",
"3rd/libsodium/src/libsodium/crypto_pwhash/argon2/blake2b-long.c",
"3rd/libsodium/src/libsodium/crypto_pwhash/argon2/pwhash_argon2i.c",
"3rd/libsodium/src/libsodium/crypto_scalarmult/curve25519/scalarmult_curve25519.c",
"3rd/libsodium/src/libsodium/crypto_scalarmult/curve25519/ref10/x25519_ref10.c",
"3rd/libsodium/src/libsodium/crypto_stream/chacha20/stream_chacha20.c",
"3rd/libsodium/src/libsodium/crypto_stream/chacha20/ref/chacha20_ref.c",
"3rd/libsodium/src/libsodium/crypto_stream/salsa20/stream_salsa20.c",
"3rd/libsodium/src/libsodium/crypto_stream/salsa20/ref/salsa20_ref.c",
"3rd/libsodium/src/libsodium/crypto_verify/sodium/verify.c",
"3rd/libsodium/src/libsodium/randombytes/randombytes.c",
"3rd/libsodium/src/libsodium/randombytes/sysrandom/randombytes_sysrandom.c",
"3rd/libsodium/src/libsodium/sodium/core.c",
"3rd/libsodium/src/libsodium/sodium/runtime.c",
"3rd/libsodium/src/libsodium/sodium/utils.c",
"3rd/libsodium/src/libsodium/sodium/version.c",
"3rd/libsodium/src/libsodium/crypto_pwhash/argon2/pwhash_argon2id.c",
"3rd/libsodium/src/libsodium/sodium/codecs.c",
"3rd/libsodium/src/libsodium/crypto_generichash/crypto_generichash.c",
"3rd/libsodium/src/libsodium/crypto_stream/crypto_stream.c",
"3rd/libsodium/src/libsodium/crypto_stream/xsalsa20/stream_xsalsa20.c",
"3rd/libsodium/src/libsodium/crypto_core/hsalsa20/ref2/core_hsalsa20_ref2.c",
"3rd/libsodium/src/libsodium/crypto_stream/xchacha20/stream_xchacha20.c",
"3rd/libsodium/src/libsodium/crypto_auth/hmacsha256/auth_hmacsha256.c",
"3rd/libsodium/src/libsodium/crypto_hash/sha256/cp/hash_sha256_cp.c"
)
add_defines(
"PACKAGE_VERSION=\"1.0.18\"",
"PACKAGE_STRING=\"libsodium-1.0.18\"",
"PACKAGE_BUGREPORT=\"https://github.com/jedisct1/libsodium/issues\"",
"PACKAGE_URL=\"https://github.com/jedisct1/libsodium\"",
"PACKAGE=\"libsodium\"",
"VERSION=\"1.0.18\"",
"HAVE_PTHREAD=1",
"STDC_HEADERS=1",
"HAVE_SYS_TYPES_H=1",
"HAVE_SYS_STAT_H=1",
"HAVE_STDLIB_H=1",
"HAVE_STRING_H=1",
"HAVE_MEMORY_H=1",
"HAVE_STRINGS_H=1",
"HAVE_INTTYPES_H=1",
"HAVE_STDINT_H=1",
"HAVE_UNISTD_H=1",
"__EXTENSIONS__=1",
"_ALL_SOURCE=1",
"_GNU_SOURCE=1",
"_POSIX_PTHREAD_SEMANTICS=1",
"_TANDEM_SOURCE=1",
"HAVE_DLFCN_H=1",
"LT_OBJDIR=\".libs/\"",
"HAVE_SYS_MMAN_H=1",
"NATIVE_LITTLE_ENDIAN=1",
"ASM_HIDE_SYMBOL=.hidden",
"HAVE_WEAK_SYMBOLS=1",
"HAVE_ATOMIC_OPS=1",
"HAVE_ARC4RANDOM=1",
"HAVE_ARC4RANDOM_BUF=1",
"HAVE_MMAP=1",
"HAVE_MLOCK=1",
"HAVE_MADVISE=1",
"HAVE_MPROTECT=1",
"HAVE_NANOSLEEP=1",
"HAVE_POSIX_MEMALIGN=1",
"HAVE_GETPID=1",
"CONFIGURED=1",
"DEV_MODE=1",
"HAVE_TMMINTRIN_H=1",
"HAVE_WMMINTRIN_H=1",
--[[#PC on here]]
"HAVE_AMD64_ASM_V=1",
"HAVE_AVX_ASM_V=1",
"AVE_CPUID_V=1",
"HAVE_TI_MODE_V=1",
"HAVE_CPUID=1",
"__x86_64__=1")
add_includedirs(
"3rd/libsodium/src/libsodium/include",
"3rd/libsodium/src/libsodium/include/sodium")
target("easyloggingpp")
set_kind("static")
add_files("3rd/easyloggingpp/src/**.cc")
add_includedirs("3rd/easyloggingpp/src")
add_defines("ELPP_THREAD_SAFE",
"ELPP_FRESH_LOG_FILE",
"ELPP_FEATURE_ALL",
"ELPP_LOGGING_FLAGS_FROM_ARG",
"ELPP_NO_DEFAULT_LOG_FILE")
target("chimney-c")
set_kind("binary")
add_files("src/**.cpp")
add_deps("easyloggingpp","sodium")
add_includedirs("src/include", "3rd/rapidjson/include", "3rd/easyloggingpp/src")
add_links("pthread")
add_defines("ELPP_THREAD_SAFE",
"ELPP_FRESH_LOG_FILE",
"ELPP_FEATURE_ALL",
"ELPP_LOGGING_FLAGS_FROM_ARG",
"ELPP_NO_DEFAULT_LOG_FILE")
|
local M = {}
M.config = function()
local cmp = require'cmp'
local fk = vim.fn.feedkeys
local map = cmp.mapping
local pv = vim.fn.pumvisible
local rep = vim.api.nvim_replace_termcodes
local snip = require'luasnip'
cmp.setup{
formatting = {
format = function (entry, vimitem)
vimitem.kind = string.format(
'%s %s',
require'soup.kind'[vimitem.kind],
vimitem.kind
)
vimitem.menu = ({
buffer = '[BUF]',
nvim_lsp = '[LSP]',
nvim_lua = '[Lua]',
})[entry.source.name]
return vimitem
end
},
mapping = {
['<C-Space>'] = map.complete(),
['<C-d>'] = map.scroll_docs(-4),
['<C-e>'] = map.close(),
['<C-f>'] = map.scroll_docs(4),
['<C-n>'] = map.select_next_item(),
['<C-p>'] = map.select_prev_item(),
['<CR>'] = map.confirm{
behavior = cmp.ConfirmBehavior.Insert,
select = true,
},
['<S-Tab>'] = function(fb)
if pv() == 1 then fk(rep('<C-p>', true, true, true), 'n')
elseif snip.jumpable(-1) then
fk(rep('<Plug>luasnip-jump-prev', true, true, true), '')
else fb()
end
end,
['<Tab>'] = function(fb)
if pv() == 1 then fk(rep('<C-n>', true, true, true), 'n')
elseif snip.expand_or_jumpable() then
fk(rep('<Plug>luasnip-expand-or-jump', true, true, true), '')
else fb()
end
end,
},
snippet = {
expand = function(args) require'luasnip'.lsp_expand(args.body) end,
},
sources = {
{name = 'nvim_lua'},
{name = 'nvim_lsp'},
{name = 'luasnip'},
{name = 'path'},
{name = 'buffer'},
},
}
end
return M
|
--------------------------------------------------------------------------------
local composer = require "composer"
local widget = require "widget"
local store = require "store"
local _ = require "lib.underscore"
local Message = require "app.views.message"
local NavBar = require "app.views.navBar"
local ListItem = require "app.views.listItem"
local Button = require "app.views.button"
local Head = require "app.views.head"
local ProductPurchase = require "app.views.product_purchase"
--------------------------------------------------------------------------------
local scene = composer.newScene()
local navigationBar
local activateBtn
local list
local buttonGroup
local purchase_window
local products = {}
local sceneGroup
local form_definitions
--------------------------------------------------------------------------------
local function activatedAll()
local all = Purchase:count({ product = appconfig.inapp_code_all }) > 0
local each = true
for i = 1, #form_definitions.sections do
if each then
local definition = form_definitions.sections[i]
if definition.inapp_code then
each = Purchase:count({ product = definition.inapp_code }) > 0
end
end
end
return all or each
end
local function doPurchase(product_id)
ads.hide()
purchase_window:hide()
local purchase = Purchase:find({product = product_id})
if not purchase then
Purchase:insert({ product = product_id })
end
premium = true
banner_height = 0
list.height = _AH - navigationBar.height
navigationBar:toFront()
if activatedAll() then
buttonGroup.isVisible = false
else
list.height = list.height - 60
buttonGroup:toFront()
buttonGroup.y = 0
end
list.top = navigationBar.bottom
list:reloadData()
list:scrollToY({ y = 0 })
return true
end
local function productCallback( event )
if event and event.products then
for i = 1,#event.products do
local product = event.products[i]
products[product.productIdentifier] = product
if product.productIdentifier == appconfig.inapp_code_all and product.localizedPrice then
activateBtn:setText(T:t("select_section.activate_all") .. " (" .. product.localizedPrice .. ")")
end
end
list:reloadData()
else
print("NO PRODUCT IN EVENT")
print("EVENT: " .. inspect(event))
end
end
local function loadProducts()
if (store.canLoadProducts) then
local result = store.loadProducts( _.keys(products), productCallback)
else
Message.toast("store.calLoadProducts vraci false, neni podpora nacitani produktu?")
end
end
local function storeTransaction( event )
local transaction = event.transaction
if transaction.state == "purchased" then
doPurchase(transaction.productIdentifier)
Message.toast(T:t("product_purchase.purchased_msg"), { color = "#448800" })
elseif transaction.state == "restored" then
Message.toast(T:t("product_purchase.restored_msg"), { color = "#448800" })
doPurchase(transaction.productIdentifier)
elseif transaction.state == "cancelled" then
purchase_window:hide()
Message.toast(T:t("product_purchase.cancelled_msg"), { color = "#881100" })
elseif transaction.state == "failed" then
purchase_window:hide()
Message.toast(T:t("product_purchase.failed_msg") .. " (" .. transaction.errorString .. ")", { color = "#881100" })
else
purchase_window:hide()
print("unknown event")
end
store.finishTransaction( transaction )
end
local function tryPurchase(code)
code = code or appconfig.inapp_code_all
if system.getInfo("platformName") == "Android" then
store.purchase( code )
else
store.purchase({code})
end
end
local function tryRestorePurchase()
store.restore()
end
--------------------------------------------------------------------------------
local function isProductActive(product)
return product.free or
(product.inapp_code and Purchase:count({ product = product.inapp_code }) > 0) or
(Purchase:count({ product = appconfig.inapp_code_all }) > 0)
end
local function onRowRender(event)
local row = event.row
local color = "#000000"
local lock = nil
if not isProductActive(row.params) then
-- if not row.params.free and
-- (not row.params.inapp_code or Purchase:count({ product = row.params.inapp_code }) == 0) and
-- (Purchase:count({ product = appconfig.inapp_code_all })) then
color = "#777777"
lock = T:t("select_section.activate")
if products[row.params.inapp_code] and products[row.params.inapp_code].localizedPrice then
lock = T:t("select_section.activate_for") .. " " .. products[row.params.inapp_code].localizedPrice
end
end
local item = ListItem:new({
width = _AW,
height = 60,
title = T:t("title." .. row.params.code),
titleColor = color,
rightTextSize = 13,
rightText = lock
})
row:insert(item.group)
end
local function onRowTouch(event)
local row = event.row
if event.phase == 'tap' or event.phase == 'release' then
-- if row.params.free or
-- (row.params.inapp_code and Purchase:count({ product = row.params.inapp_code }) > 0) then
if isProductActive(row.params) then
row.params.clearForm = true
composer.gotoScene("app.new_rating_step_1", { effect = "slideLeft", params = row.params })
else
local product = {}
if products[row.params.inapp_code] and products[row.params.inapp_code].localizedPrice then
product = products[row.params.inapp_code]
end
purchase_window:show({
title = product.title or T:t("title." .. row.params.code),
price = product.localizedPrice or row.params.inapp_price,
description = product.description or row.params.inapp_description
})
purchase_window.onPurchase = function()
tryPurchase(row.params.inapp_code)
end
end
end
end
function scene:redrawScene()
local group = self.view
if sceneGroup then
sceneGroup:removeSelf()
end
sceneGroup = display.newGroup()
group:insert(sceneGroup)
navigationBar = NavBar.create({
title = T:t("select_section.title"),
backBtn = { title = T:t("nav.back"), scene = "app.dashboard" },
})
sceneGroup:insert(navigationBar)
if not activatedAll() then
if not store or not store.isActive then
local store_provider = "apple"
if system.getInfo("platformName") == "Android" then
print("ANDROID V3 IAP")
store = require( "plugin.google.iap.v3" )
store_provider = "google"
end
print("------------------------------ STORE INIT: " .. store_provider .. " -----------------")
store.init(store_provider, storeTransaction)
print("------------------------------ STORE INIT DONE -------------------------------------")
end
buttonGroup = display.newGroup()
sceneGroup:insert(buttonGroup)
activateBtn = Button:new(
buttonGroup,
_B - 40,
T:t("select_section.activate_all"),
"main",
function()
if products[appconfig.inapp_code_all] then
purchase_window:show({
title = products[appconfig.inapp_code_all].title or "",
price = products[appconfig.inapp_code_all].localizedPrice or "",
description = products[appconfig.inapp_code_all].description or ""
})
purchase_window.onPurchase = function() tryPurchase(appconfig.inapp_code_all) end
else
Message.toast("Product is not available", { color = "#881100" })
end
end,
(_AW - 60) / 2,
_L + _AW / 2 - (_AW - 60) / 4 - 10
)
restoreBtn = Button:new(buttonGroup, _B - 40, T:t("select_section.restore_purchases"), "gray", tryRestorePurchase, (_AW - 60) / 2, _L + _AW / 2 + (_AW - 60) / 4 + 10)
buttonGroup.y = - banner_height
end
local head_height = Head.conditional_draw(sceneGroup,
T:t("select_section.head_text"),
_T + 65)
list = widget.newTableView({
x = _W / 2,
top = navigationBar.bottom + 5 + head_height,
width = _AW,
height = _AH - navigationBar.height - 60 - banner_height - head_height,
left = _L,
onRowTouch = onRowTouch,
onRowRender = onRowRender
})
sceneGroup:insert(list)
products = {}
products[appconfig.inapp_code_all] = {}
for i = 1, #form_definitions.sections do
local definition = form_definitions.sections[i]
if definition.inapp_code then
products[definition.inapp_code] = { }
end
list:insertRow({
rowHeight = 60,
isCategory = false,
rowColor = { 1, 1, 1 },
lineColor = { 0.90, 0.90, 0.90 },
params = definition
})
end
local foot_text = T:t('select_section.foot_text')
if foot_text and string.len(foot_text) > 0 then
list:insertRow({
rowHeight = 60,
isCategory = true,
rowColor = { 0.9, 0.9, 0.9 },
lineColor = { 0.90, 0.90, 0.90 },
params = foot_text
})
end
if store.isActive then
timer.performWithDelay(50, loadProducts)
end
list:scrollToY({ y = 0, time = 0 })
purchase_window = ProductPurchase:new(sceneGroup, { height = 120 })
end
function scene:create(event)
form_definitions = loadTable("config/form_definitions.json", system.ResourceDirectory) or {sections = {}}
end
function scene:show(event)
if event.phase == 'will' then
self:redrawScene(event)
end
end
scene:addEventListener( "create", scene)
scene:addEventListener( "show", scene)
return scene
|
require("assert_equal_expected")
insulate("", function()
test("Expected to be equal", function()
local expected = 1
local actual = 1
assert.is_eq_expected(expected, actual)
end)
test("Expected to NOT be equal", function()
local expected = 1
local actual = 2
assert.is_not_eq_expected(expected, actual)
end)
end)
|
string.startswith = function (s, p)
return string.sub(s, 1, string.len(p)) == p
end
string.endswith = function (s, p)
return string.sub(s, string.len(s) - string.len(p) + 1) == p
end
string.split = function (str, delimiter)
if str == nil or str == '' or delimiter == nil then
return nil
end
local result = {}
for match in (str .. delimiter):gmatch("(.-)" .. delimiter) do
table.insert(result, match)
end
return result
end |
local tasty = require 'tasty'
local test = tasty.test_case
local group = tasty.test_group
local assert = tasty.assert
return {
group 'ListAttributes' {
test('has field `start`', function ()
local la = ListAttributes(7, DefaultStyle, Period)
assert.are_equal(la.start, 7)
end),
test('has field `style`', function ()
local la = ListAttributes(1, Example, Period)
assert.are_equal(la.style, 'Example')
end),
test('has field `delimiter`', function ()
local la = ListAttributes(1, Example, Period)
assert.are_equal(la.delimiter, 'Period')
end),
test('can be compared on equality', function ()
assert.are_equal(
ListAttributes(2, DefaultStyle, Period),
ListAttributes(2, DefaultStyle, Period)
)
assert.is_falsy(
ListAttributes(2, DefaultStyle, Period) ==
ListAttributes(4, DefaultStyle, Period)
)
end),
test('can be modified through `start`', function ()
local la = ListAttributes(3, Decimal, OneParen)
la.start = 20
assert.are_equal(la, ListAttributes(20, Decimal, OneParen))
end),
test('can be modified through `style`', function ()
local la = ListAttributes(3, Decimal, OneParen)
la.style = LowerRoman
assert.are_equal(la, ListAttributes(3, LowerRoman, OneParen))
end),
test('can be modified through `delimiter`', function ()
local la = ListAttributes(5, UpperAlpha, DefaultDelim)
la.delimiter = TwoParens
assert.are_equal(la, ListAttributes(5, UpperAlpha, TwoParens))
end),
test('can be cloned', function ()
local la = ListAttributes(2, DefaultStyle, Period)
local cloned = la:clone()
assert.are_equal(la, cloned)
la.start = 9
assert.are_same(cloned.start, 2)
end),
group 'Constructor' {
test('omitting a start numer sets it to 1', function ()
assert.are_equal(ListAttributes().start, 1)
end),
test('omitting a style sets it to DefaultStyle', function ()
assert.are_equal(ListAttributes(0).style, DefaultStyle)
end),
test('omitting a delimiter sets it to DefaultDelim', function ()
assert.are_equal(ListAttributes(0, UpperRoman).delimiter, DefaultDelim)
end)
}
},
}
|
local function create()
local inst = {}
inst.items = {}
function inst:GetItem(slot)
return self.items[slot]
end
function inst:RemoveItem(slot)
self.items[slot] = nil
end
function inst:SetItem(slot, name)
self.items[slot] = CreateItem(self, slot, name)
end
function inst:IsEmpty(slot)
return not self.items[slot]
end
function inst:ChangeWithCursor(slot)
MOUSE_SLOT.items[1], self.items[slot] = self.items[slot], MOUSE_SLOT.items[1]
--[[if MOUSE_SLOT.item == self.items[slot].id then
self.items[slot].amount = self.items[slot].amount + MOUSE_SLOT.amount
MOUSE_SLOT.item = 0
MOUSE_SLOT.amount = 0
return
end
MOUSE_SLOT.item, self.items[slot].id = self.items[slot].id, MOUSE_SLOT.item
MOUSE_SLOT.amount, self.items[slot].amount = self.items[slot].amount, MOUSE_SLOT.amount]]
end
--[[local inst = {}
inst.items = {}
function inst:AddSlot(slot)
local i = {}
i.id = 0
i.amount = 0
function i:Reduce(amount)
self.amount = self.amount - amount
if self.amount <= 0 then
self.id = 0
self.amount = 0
end
print(self.amount)
end
function i:GetItem()
return ITEMS[self.id]
end
function i:IsEmpty()
return self.id == 0
end
self.items[slot] = i
end
function inst:SetItem(slot, item)
self.items[slot].id = item
end
function inst:ChangeWithCursor(slot)
if MOUSE_SLOT.item == self.items[slot].id then
self.items[slot].amount = self.items[slot].amount + MOUSE_SLOT.amount
MOUSE_SLOT.item = 0
MOUSE_SLOT.amount = 0
return
end
MOUSE_SLOT.item, self.items[slot].id = self.items[slot].id, MOUSE_SLOT.item
MOUSE_SLOT.amount, self.items[slot].amount = self.items[slot].amount, MOUSE_SLOT.amount
end
function inst:PutIn(inventory)
-- Coming soon
end
function inst:GetItem(slot)
return ITEMS[self.items[slot].id]
end
function inst:GetItemStack(slot)
return self.items[slot]
end
function inst:IsEmpty(slot)
if self.items[slot].amount <= 0 then
self.items[slot].id = 0
self.items[slot].amount = 0
return true
end
return self.items[slot].id == 0
end
function inst:GetAmount(slot)
return self.items[slot].amount
end
function inst:SetAmount(slot, a)
self.items[slot].amount = a
end]]
--inst:SetItem("arm", "food_bowl")
return inst
end
return create |
local ok, saga = pcall(require, "lspsaga")
if (not ok) then return end
local map = require('helpers.map').map
saga.init_lsp_saga({
code_action_icon = " ",
definition_preview_icon = " ",
dianostic_header_icon = " ",
error_sign = " ",
finder_definition_icon = " ",
finder_reference_icon = " ",
hint_sign = "⚡",
infor_sign = "",
warn_sign = "",
})
local opts = { noremap=true, silent=true }
map("n", "<Leader>cf", ":Lspsaga lsp_finder<CR>", opts)
map("n", "<Leader>ca", ":Lspsaga code_action<CR>", opts)
map("v", "<Leader>ca", ":<C-U>Lspsaga range_code_action<CR>", opts)
map("n", "<Leader>ch", ":Lspsaga hover_doc<CR>", opts)
map("n", "<Leader>ck", '<cmd>lua require("lspsaga.action").smart_scroll_with_saga(-1)<CR>', opts)
map("n", "<Leader>cj", '<cmd>lua require("lspsaga.action").smart_scroll_with_saga(1)<CR>', opts)
map("n", "<Leader>cs", ":Lspsaga signature_help<CR>", opts)
map("n", "<Leader>ci", ":Lspsaga show_line_diagnostics<CR>", opts)
map("n", "<Leader>cc", ":Lspsaga show_cursor_diagnostics<CR>", opts)
map("n", "<Leader>cn", ":Lspsaga diagnostic_jump_next<CR>", opts)
map("n", "<Leader>cp", ":Lspsaga diagnostic_jump_prev<CR>", opts)
map("n", "<Leader>cr", ":Lspsaga rename<CR>", opts)
map("n", "<Leader>cd", ":Lspsaga preview_definition<CR>", opts)
|
local base58 = require('basex').base58bitcoin
local cipher = require('app.cipher')
local mediatypes = require('app.mediatypes')
local utils = require('app.utils')
local cipher_encrypt = cipher.encrypt
local cipher_decrypt = cipher.decrypt
local DEFAULT_TYPE_ID = mediatypes.DEFAULT_TYPE_ID
local ID_TYPE_MAP = mediatypes.ID_TYPE_MAP
local decode_urlsafe_base64 = utils.decode_urlsafe_base64
local encode_urlsafe_base64 = utils.encode_urlsafe_base64
local get_substring = utils.get_substring
local _M = {}
_M.encode = function(params)
local file_id_bytes, err = decode_urlsafe_base64(params.file_id)
if not file_id_bytes then
return nil, err
end
local file_id_size_byte = string.char(#file_id_bytes)
local media_type_byte = string.char(params.media_type_id or DEFAULT_TYPE_ID)
local tiny_id_raw_bytes = table.concat{
file_id_size_byte,
file_id_bytes,
media_type_byte,
}
local tiny_id_encr_bytes = cipher_encrypt(tiny_id_raw_bytes)
return base58:encode(tiny_id_encr_bytes)
end
_M.decode = function(tiny_id)
-- decrypt tiny_id
local tiny_id_encr_bytes, err = base58:decode(tiny_id)
if not tiny_id_encr_bytes then
return nil, err
end
local tiny_id_raw_bytes, err = cipher_decrypt(tiny_id_encr_bytes) -- luacheck: ignore 411
if not tiny_id_raw_bytes then
return nil, err
end
-- get file_id size
local file_id_size = string.byte(tiny_id_raw_bytes:sub(1, 1))
if not file_id_size or file_id_size < 1 then
return nil, 'Wrong file_id size'
end
-- get file_id
local file_id_bytes, pos
file_id_bytes, pos = get_substring(tiny_id_raw_bytes, 2, file_id_size)
if #file_id_bytes < file_id_size then
return nil, 'file_id size less than declared'
end
local file_id = encode_urlsafe_base64(file_id_bytes)
-- get media_type
local media_type = nil
local media_type_id = nil
if pos then
local media_type_byte = get_substring(tiny_id_raw_bytes, pos, 1)
media_type_id = string.byte(media_type_byte)
if media_type_id ~= DEFAULT_TYPE_ID then
media_type = ID_TYPE_MAP[media_type_id]
end
end
return {
file_id = file_id,
media_type_id = media_type_id,
media_type = media_type,
}
end
return _M
|
if not pcall(require, "lualine") then
return
end
local should_reload = true
local reloader = function()
if should_reload then
RELOAD "lualine"
RELOAD "bufferline"
RELOAD "kalimali.lualine.utils"
RELOAD "kalimali.lualine.bufferline"
end
end
reloader()
local lualine = require 'lualine'
local utils = require 'kalimali.lualine.utils'
-- LUALINE CONFIGS
-- Default Configs
local lualine_config = utils.default_config
-- LEFT SECTION
-- utils.ins_left (config, utils.ins_delim)
utils.ins_left (lualine_config, utils.show_mode)
utils.ins_left (lualine_config, utils.show_git_branch)
utils.ins_left (lualine_config, utils.ins_section)
utils.ins_left (lualine_config, utils.show_filename)
utils.ins_left (lualine_config, utils.show_filesize)
-- utils.ins_left (config, utils.ins_section)
-- RIGHT SECTION
utils.ins_right (lualine_config, utils.show_lspserver)
utils.ins_right (lualine_config, utils.show_lspdiagnostics)
utils.ins_right (lualine_config, utils.show_encoding)
-- utils.ins_right (config, utils.show_fileformat)
utils.ins_right (lualine_config, utils.show_git_diff)
utils.ins_right (lualine_config, utils.show_progress)
utils.ins_right (lualine_config, utils.show_location)
lualine.setup(lualine_config)
|
---@class CS.FairyGUI.GPath
---@field public length number
---@field public segmentCount number
---@type CS.FairyGUI.GPath
CS.FairyGUI.GPath = { }
---@return CS.FairyGUI.GPath
function CS.FairyGUI.GPath.New() end
---@overload fun(points:CS.System.Collections.Generic.IEnumerable_CS.FairyGUI.GPathPoint): void
---@overload fun(pt1:CS.FairyGUI.GPathPoint, pt2:CS.FairyGUI.GPathPoint): void
---@overload fun(pt1:CS.FairyGUI.GPathPoint, pt2:CS.FairyGUI.GPathPoint, pt3:CS.FairyGUI.GPathPoint): void
---@param pt1 CS.FairyGUI.GPathPoint
---@param optional pt2 CS.FairyGUI.GPathPoint
---@param optional pt3 CS.FairyGUI.GPathPoint
---@param optional pt4 CS.FairyGUI.GPathPoint
function CS.FairyGUI.GPath:Create(pt1, pt2, pt3, pt4) end
function CS.FairyGUI.GPath:Clear() end
---@return CS.UnityEngine.Vector3
---@param t number
function CS.FairyGUI.GPath:GetPointAt(t) end
---@return number
---@param segmentIndex number
function CS.FairyGUI.GPath:GetSegmentLength(segmentIndex) end
---@param segmentIndex number
---@param t0 number
---@param t1 number
---@param points CS.System.Collections.Generic.List_CS.UnityEngine.Vector3
---@param ts CS.System.Collections.Generic.List_CS.System.Single
---@param pointDensity number
function CS.FairyGUI.GPath:GetPointsInSegment(segmentIndex, t0, t1, points, ts, pointDensity) end
---@param points CS.System.Collections.Generic.List_CS.UnityEngine.Vector3
---@param pointDensity number
function CS.FairyGUI.GPath:GetAllPoints(points, pointDensity) end
return CS.FairyGUI.GPath
|
-----------------------------------
-- Area: Windurst Waters
-- NPC: Machitata
-- Involved in Quest: Hat in Hand
-- !pos 163 0 -22 238
-----------------------------------
local ID = require("scripts/zones/Windurst_Waters/IDs")
require("scripts/globals/settings")
require("scripts/globals/keyitems")
require("scripts/globals/quests")
require("scripts/globals/titles")
-----------------------------------
function onTrade(player, npc, trade)
end
function onTrigger(player, npc)
function testflag(set, flag)
return (set % (2*flag) >= flag)
end
hatstatus = player:getQuestStatus(WINDURST, tpz.quest.id.windurst.HAT_IN_HAND)
if ((hatstatus == 1 or player:getCharVar("QuestHatInHand_var2") == 1) and testflag(tonumber(player:getCharVar("QuestHatInHand_var")), 1) == false) then
player:messageSpecial(ID.text.YOU_SHOW_OFF_THE, tpz.ki.NEW_MODEL_HAT)
player:addCharVar("QuestHatInHand_var", 1)
player:addCharVar("QuestHatInHand_count", 1)
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
end
|
local Typer = require(script.Parent.Parent.Parent.Typer)
local function toList(set)
local new = {}
local index = 1
for key in next, set do
new[index] = key
index = index + 1
end
return new
end
return Typer.AssignSignature(Typer.Table, toList)
|
local on_tick = {}
local event = require("__flib__.event")
local translation = require("__flib__.translation")
local function handler(e)
if translation.translating_players_count() > 0 then
translation.iterate_batch(e)
else
event.on_tick(nil)
end
end
function on_tick.update()
if global.__flib and translation.translating_players_count() > 0 then
event.on_tick(handler)
end
end
return on_tick |
function saving(p,typ,money)
local username = getElementData(p,"username")
if typ == 1 then
setElementData(p,"susa:d_licence",1)
local f = dbQuery(db, "UPDATE accounts SET d_licence=?, money=? WHERE username=?",1 )
dbFree(f)
elseif typ == 2 then
setElementData(p,"susa:b_licence",1)
local f = dbQuery(db, "UPDATE accounts SET b_licence=?,money=? WHERE username=?",1)
dbFree(f)
elseif typ == 3 then
setElementData(p,"susa:taxi",1)
local f = dbQuery(db, "UPDATE accounts SET taxi_licence=?,money=? WHERE username=?",1)
dbFree(f)
elseif typ == 4 then
setElementData(p,"susa:trash",1)
local f = dbQuery(db, "UPDATE accounts SET bus_licence=?,money=? WHERE username=?",1)
dbFree(f)
elseif typ == 5 then
setElementData(p,"susa:bus",1)
local f = dbQuery(db, "UPDATE accounts SET trashman_licence=?,money=? WHERE username=?",1)
dbFree(f)
elseif typ == 6 then
setElementData(p,"susa:tuning",1)
local f = dbQuery(db, "UPDATE accounts SET tuning_licence=?,money=? WHERE username=?",1)
dbFree(f)
end
setPlayerMoney(p,money)
end
addEvent("licence",true)
addEventHandler("licence",root,saving)
addCommandHandler("leave",
function(plr)
setElementData(plr,"susa:taxi",0)
setElementData(plr,"susa:bus",0)
setElementData(plr,"susa:trash",0)
outputChatBox("You successfully quit your job. Now you can accept other jobs.",plr,0,180,0,false)
end
)
|
if not modules then modules = { } end modules ['typo-fkr'] = {
version = 1.001,
comment = "companion to typo-fkr.mkiv",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
local nuts = nodes.nuts
local tonut = nuts.tonut
local getid = nuts.getid
local getnext = nuts.getnext
local getchar = nuts.getchar
local getfont = nuts.getfont
local getattr = nuts.getattr
local nodecodes = nodes.nodecodes
local glyph_code = nodecodes.glyph
local fontdata = fonts.hashes.identifiers
local getkernpair = fonts.handlers.otf.getkern
local insert_before = nuts.insert_before
local new_kern = nuts.pool.fontkern
local enableaction = nodes.tasks.enableaction
local a_extrakern = attributes.private("extrafontkern")
-- 0=none 1=min 2=max 3=mixed
typesetters.fontkerns = { }
function typesetters.fontkerns.handler(head)
local kepthead = head
local head = tonut(head)
local current = head
local lastfont = nil
local lastchar = nil
local lastdata = nil
local done = false
while current do
local id = getid(current)
if id == glyph_code then
local a = getattr(current,a_extrakern)
if a then
local char = getchar(current)
local font = getfont(current)
if font ~= lastfont then
if a > 0 and lastchar then
if not lastdata then
lastdata = fontdata[lastfont]
end
local kern = nil
local data = fontdata[font]
local kern1 = getkernpair(lastdata,lastchar,char)
local kern2 = getkernpair(data,lastchar,char)
if a == 1 then
kern = kern1 > kern2 and kern2 or kern1 -- min
elseif a == 2 then
kern = kern1 > kern2 and kern1 or kern2 -- max
else -- 3
kern = (kern1 + kern2)/2 -- mixed
end
if kern ~= 0 then
head, current = insert_before(head,current,new_kern(kern))
done = true
end
lastdata = data
else
lastdata = nil
end
elseif lastchar then
if not lastdata then
lastdata = fontdata[lastfont]
end
local kern = getkernpair(lastdata,lastchar,char)
if kern ~= 0 then
head, current = insert_before(head,current,new_kern(kern))
done = true
end
end
lastchar = char
lastfont = font
elseif lastfont then
lastfont = nil
lastchar = nil
lastdata = nil
end
elseif lastfont then
lastfont = nil
lastchar = nil
lastdata = nil
end
current = getnext(current)
end
return kepthead, done
end
if context then
local variables = interfaces.variables
local unsetvalue = attributes.unsetvalue
local enabled = false
local setattribute = tex.setattribute
local values = {
[variables.none ] = 0,
[variables.min ] = 1,
[variables.max ] = 2,
[variables.mixed] = 3,
[variables.reset] = unsetvalue,
}
local function setextrafontkerns(str)
if not enabled then
enableaction("processors","typesetters.fontkerns.handler")
enabled = true
end
setattribute(a_extrakern,values[str] or unsetvalue)
end
interfaces.implement {
name = "setextrafontkerns",
arguments = "string",
actions = setextrafontkerns,
}
end
|
local bp = require("bp")
test_ai = {}
function test_ai:test_call_func( )
local testValue = 1
local action = bp.call_func {function(graph)
testValue = graph:get_data().value
end}
local graph = bp.graph {}
graph:set_data({value=1234})
action:start(graph)
action:update()
lu.assertTrue(action:is_done())
lu.assertEquals(testValue, 1234)
end
function test_ai:test_wait( )
local action = bp.wait{5000}
action:start()
lu.assertFalse(action:is_done())
action:update(1000)
lu.assertFalse(action:is_done())
action:update(4000)
lu.assertTrue(action:is_done())
local action = bp.wait{5000}
action:start()
lu.assertFalse(action:is_done())
action:update(6000)
lu.assertTrue(action:is_done())
end
function test_ai:test_if_else( )
--测试:if_else进入true
local check_ret_true = function()
return true
end
local trueAction = bp.call_func {function(graph)
graph:get_data().value = 2
end}
local action = bp.if_else {check_ret_true, trueAction}
local testTbl = { value = 1 }
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update()
lu.assertTrue(action:is_done())
lu.assertEquals(testTbl.value, 2)
--测试:if_else进入false
local check_ret_false = function()
return false
end
local FalseAction = bp.oo.class {
__index = {
start = function(self, graph)
self.graph = graph
end,
is_done = function(self)
return true
end,
update = function(self)
self.graph:get_data().value = 333333
end
}
}
local action = bp.if_else {check_ret_false, trueAction, FalseAction{}}
local testTbl = { value = 1 }
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update()
lu.assertTrue(action:is_done())
lu.assertEquals(testTbl.value, 333333)
end
local CheckerCallable = bp.oo.class {
type = "checker",
__index = {
start = function(self, graph)
self.graph = graph
end,
},
__call = function(self)
return self[1]
end
}
local Checker = bp.oo.class {
type = "checker",
__index = {
start = function(self, graph)
self.graph = graph
end,
update = function(self)
return self[1]
end,
},
}
function test_ai:test_if_else_with_checker()
--测试:if_else的是否会调用条件节点的start函数
local actionA = bp.call_func {function(graph)
graph:get_data().value = "a"
end}
local action = bp.if_else {CheckerCallable{true}, actionA}
local testTbl = { }
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update()
lu.assertTrue(action:is_done())
lu.assertEquals(testTbl.value, "a")
local action = bp.if_else {Checker{true}, actionA}
local testTbl = { }
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update()
lu.assertTrue(action:is_done())
lu.assertEquals(testTbl.value, "a")
end
function test_ai:test_sequence( )
local actionA = bp.call_func {function(graph)
graph:get_data().value = "a"
end}
local actionB = bp.call_func {function(graph)
graph:get_data().value = "b"
end}
local actionC = bp.call_func {function(graph)
graph:get_data().value = "c"
end}
local action = bp.sequence{ actionA, bp.wait{1000}, actionB, actionC }
local testTbl = {value = "0"}
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
lu.assertFalse(action:is_done())
action:update(500)
lu.assertFalse(action:is_done())
lu.assertEquals(testTbl.value, "a")
--在sequence里的delay,就算是时间到了,也要下次Update才会运行delay后面的Action
action:update(500)
lu.assertTrue(action:is_done())
lu.assertEquals(testTbl.value, "c")
local action = bp.sequence{ actionA, bp.wait{1000}, actionB, bp.wait{1000}, actionC }
local testTbl = {value = "0"}
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update(1000)
lu.assertEquals(testTbl.value, "b")
lu.assertFalse(action:is_done())
action:update(1000)
lu.assertEquals(testTbl.value, "c")
lu.assertTrue(action:is_done())
--最后一个是delay
local action = bp.sequence{ actionA, bp.wait{1000} }
local testTbl = {value = "0"}
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update(500)
lu.assertEquals(testTbl.value, "a")
lu.assertFalse(action:is_done())
action:update(500)
lu.assertTrue(action:is_done())
--测试delay被If包裹后会不会被漏掉
local action = bp.sequence{ actionA, bp.if_else{ bp.random{10000}, bp.wait{1000}, bp.wait{1000}}, actionB, bp.wait{1000}, actionC }
local testTbl = {value = "0"}
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update(1000)
lu.assertEquals(testTbl.value, "b")
action:update(1000)
lu.assertEquals(testTbl.value, "c")
end
function test_ai:test_random( )
local trueAction = bp.call_func {function(graph)
graph:get_data().value = "true"
end}
local falseAction = bp.call_func {function(graph)
graph:get_data().value = "false"
end}
local testTbl = {value = 1}
local ifAction = bp.if_else {bp.random{10000}, trueAction, falseAction}
local graph = bp.graph {}
graph:set_data(testTbl)
ifAction:start(graph)
ifAction:update()
lu.assertTrue(ifAction:is_done())
lu.assertEquals(testTbl.value, "true")
testTbl.value = 1
local ifAction = bp.if_else {bp.random{0}, trueAction, falseAction}
local graph = bp.graph {}
graph:set_data(testTbl)
ifAction:start(graph)
ifAction:update()
lu.assertTrue(ifAction:is_done())
lu.assertEquals(testTbl.value, "false")
end
function test_ai:test_all_true( )
local is_value_1_and_set_2 = function(graph)
local data = graph:get_data()
local isTrue = data.value == 1
data.value = 2
return isTrue
end
local is_value_2_and_set_3 = function(graph)
local data = graph:get_data()
local isTrue = data.value == 2
data.value = 3
return isTrue
end
local set_result_true = bp.call_func {function(graph)
local data = graph:get_data()
data.result = "true"
end}
local set_result_false = bp.call_func {function(graph)
local data = graph:get_data()
data.result = "false"
end}
local action = bp.if_else {bp.all_true{is_value_1_and_set_2, is_value_2_and_set_3}, set_result_true, set_result_false}
local testTbl = { value = 1 }
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update()
lu.assertTrue(action:is_done())
lu.assertEquals(testTbl.value, 3)
lu.assertEquals(testTbl.result, "true")
local action = bp.if_else {bp.all_true{is_value_1_and_set_2, is_value_2_and_set_3}, set_result_true, set_result_false}
local testTbl = { value = 1111 }
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update()
lu.assertTrue(action:is_done())
lu.assertEquals(testTbl.value, 2)
lu.assertEquals(testTbl.result, "false")
local action = bp.if_else {bp.all_true{Checker{true}, bp.get_bb{"bb_value"}}, set_result_true, set_result_false}
local testTbl = { value = 1 }
local graph = bp.graph {}
graph:set_bb("bb_value", true)
graph:set_data(testTbl)
action:start(graph)
action:update()
lu.assertTrue(action:is_done())
lu.assertEquals(testTbl.value, 1)
lu.assertEquals(testTbl.result, "true")
end
function test_ai:test_any_true( )
local conditionTrue = function(graph)
return true
end
local conditionFalse = function(graph)
return false
end
local conditionNil = function(graph)
return nil
end
local trueAction = bp.call_func {function(graph)
graph:get_data().result = "true"
end}
local falseAction = bp.call_func {function(graph)
graph:get_data().result = "false"
end}
local action = bp.if_else {bp.any_true{conditionTrue, conditionFalse}, trueAction, falseAction}
local testTbl = {}
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update()
lu.assertTrue(action:is_done())
lu.assertEquals(testTbl.result, "true")
action = bp.if_else {bp.any_true{conditionFalse, conditionTrue}, trueAction, falseAction}
testTbl = {}
graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update()
lu.assertTrue(action:is_done())
lu.assertEquals(testTbl.result, "true")
action = bp.if_else {bp.any_true{conditionFalse, conditionNil, conditionFalse}, trueAction, falseAction}
testTbl = {}
graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update()
lu.assertTrue(action:is_done())
lu.assertEquals(testTbl.result, "false")
end
function test_ai:test_loop( )
local funcAction = bp.call_func {function(graph)
local data = graph:get_data()
data.loop = data.loop + 1
end}
local action = bp.loop {5, funcAction}
local testTbl = {loop=0}
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
lu.assertFalse(action:is_done())
for i=1,5 do
lu.assertFalse(action:is_done())
action:update()
lu.assertEquals(testTbl.loop, i)
if i ~= 5 then
lu.assertFalse(action:is_done())
else
lu.assertTrue(action:is_done())
end
end
local action = bp.loop {4, bp.sequence { funcAction, bp.wait{100}} }
local testTbl = {loop=0}
local graph = bp.graph {}
graph:set_data(testTbl)
action:start(graph)
action:update(99)
lu.assertEquals(testTbl.loop, 1)
lu.assertFalse(action:is_done())
action:update(1)
lu.assertEquals(testTbl.loop, 1)
lu.assertFalse(action:is_done())
action:update(55)
lu.assertEquals(testTbl.loop, 2)
lu.assertFalse(action:is_done())
action:update(2)
lu.assertEquals(testTbl.loop, 2)
lu.assertFalse(action:is_done())
action:update(155)
lu.assertEquals(testTbl.loop, 2)
lu.assertFalse(action:is_done())
action:update(555)
lu.assertEquals(testTbl.loop, 3)
lu.assertFalse(action:is_done())
action:update(100)
lu.assertEquals(testTbl.loop, 4)
lu.assertTrue(action:is_done())
end
function test_ai:test_loop_infinite( )
local funcAction = bp.call_func {function(graph)
local data = graph:get_data()
data.loop = data.loop + 1
end}
local act = bp.loop {-1, bp.sequence { funcAction, bp.wait{2}}}
local data = {loop=0}
local graph = bp.graph {}
graph:set_data(data)
act:start(graph)
for i=1,10 do
act:update(1)
lu.assertEquals(data.loop, i)
act:update(1)
end
end
function test_ai:test_parallel()
--测试:同时跑几个 action
local run_num = 4
local acts = {}
for i=1,run_num do
local funcAction = bp.call_func {function(graph)
local data = graph:get_data()
data.test_num = data.test_num + 1
end}
acts[#acts + 1] = funcAction
end
local act = bp.parallel(acts)
local data = {test_num=0}
local graph = bp.graph {}
graph:set_data(data)
act:start(graph)
act:update(1)
lu.assertEquals(data.test_num, run_num)
lu.assertTrue(act:is_done())
end
function test_ai:test_parallel_with_wait()
--测试:同时跑几个 action,其中有一个等待节点,需要等该节点完成才算真正完成
local run_num = 4
local acts = {}
for i=1,run_num do
local funcAction = bp.call_func {function(graph)
local data = graph:get_data()
data.test_num = data.test_num + 1
end}
acts[#acts + 1] = funcAction
end
table.insert(acts, 2, bp.wait {100})
local act = bp.parallel(acts)
local data = {test_num=0}
local graph = bp.graph {}
graph:set_data(data)
act:start(graph)
act:update(10)
lu.assertEquals(data.test_num, run_num)
lu.assertFalse(act:is_done())
act:update(50)
lu.assertEquals(data.test_num, run_num)
lu.assertFalse(act:is_done())
act:update(40)
lu.assertEquals(data.test_num, run_num)
lu.assertTrue(act:is_done())
end
function test_ai:test_bd()
local act = bp.sequence {
bp.set_bb {"test_bd_1", 1},
bp.set_bb {"test_bd_2", true},
bp.set_bb {"test_bd_3", "test_bd_3"},
}
local graph = bp.graph {}
graph:set_data(data)
act:start(graph)
act:update(10)
lu.assertEquals(graph:get_bb("test_bd_1"), 1)
lu.assertEquals(graph:get_bb("test_bd_2"), true)
lu.assertEquals(graph:get_bb("test_bd_3"), "test_bd_3")
end
local ReturnNum = bp.oo.class {
type = "ReturnNum",
__index = {
start = function(self, graph)
self.graph = graph
end,
update = function(self, dt)
return self.return_num
end,
},
}
local ReturnNum = bp.oo.class {
type = "ReturnNum",
__index = {
start = function(self, graph)
self.graph = graph
end,
update = function(self, dt)
return self.return_num
end,
},
}
function test_ai:test_operator()
local trueAction = bp.call_func {function(graph)
graph:get_data().value = 1
end}
local falseAction = bp.call_func {function(graph)
graph:get_data().value = 2
end}
--测试:not
local act = bp.if_else {
bp.operator {"not", false},
trueAction,
falseAction
}
local graph = bp.graph {}
local data = {value=0}
graph:set_data(data)
act:start(graph)
act:update()
lu.assertEquals(data.value, 1)
--测试:大于
local act = bp.if_else {
bp.operator {">", 22, 11},
trueAction,
falseAction
}
local graph = bp.graph {}
local data = {value=0}
graph:set_data(data)
act:start(graph)
act:update()
lu.assertEquals(data.value, 1)
--测试:小于
local act = bp.if_else {
bp.operator {"<", 11, 22},
trueAction,
falseAction
}
local graph = bp.graph {}
local data = {value=0}
graph:set_data(data)
act:start(graph)
act:update()
lu.assertEquals(data.value, 1)
--测试:等于
local act = bp.if_else {
bp.operator {"==", ReturnNum{return_num=11}, 11},
trueAction,
falseAction
}
local graph = bp.graph {}
local data = {value=0}
graph:set_data(data)
act:start(graph)
act:update()
lu.assertEquals(data.value, 1)
--测试:小于等于
local act = bp.if_else {
bp.operator {"<=", 11, ReturnNum{return_num=22}},
trueAction,
falseAction
}
local graph = bp.graph {}
local data = {value=0}
graph:set_data(data)
act:start(graph)
act:update()
lu.assertEquals(data.value, 1)
--测试:大于等于
local act = bp.if_else {
bp.operator {">=", ReturnNum{return_num=22}, ReturnNum{return_num=11}},
trueAction,
falseAction
}
local graph = bp.graph {}
local data = {value=0}
graph:set_data(data)
act:start(graph)
act:update()
lu.assertEquals(data.value, 1)
--测试:not nil
local act = bp.if_else {
bp.operator {"not", ReturnNum{return_num=nil}},
trueAction,
falseAction
}
local graph = bp.graph {}
local data = {value=0}
graph:set_data(data)
act:start(graph)
act:update()
lu.assertEquals(data.value, 1)
--测试:传入updater
local act = bp.if_else {
bp.operator {"not", Checker{false}},
trueAction,
falseAction
}
local graph = bp.graph {}
local data = {value=0}
graph:set_data(data)
act:start(graph)
act:update()
lu.assertEquals(data.value, 1)
--测试:传入callable
local act = bp.if_else {
bp.operator {"not", CheckerCallable{false}},
trueAction,
falseAction
}
local graph = bp.graph {}
local data = {value=0}
graph:set_data(data)
act:start(graph)
act:update()
lu.assertEquals(data.value, 1)
end
function test_ai:test_slot_action()
local SlotName = "SlotName1"
local graph = bp.graph {}
local fake_act_out = {}
local fake_act_in = {}
graph:register_slot(fake_act_out, "out", 1, SlotName)
graph:register_slot(fake_act_in, "in", 1, SlotName)
graph:set_slot_value(fake_act_out, 1, "haha")
local slot_value = graph:get_slot_value(fake_act_in, 1)
lu.assertEquals(slot_value, "haha")
local SlotName = "SlotName2"
local graph = bp.graph {}
local get_bb_value = bp.get_bb {"test_bd_key"}
--注册孔是为了在 get_bb 内部的孔是按顺序的数字作 key,只需要调用 self.graph:set_slot_value(1, get到的某值)
graph:register_slot(get_bb_value, "out", 1, SlotName)
local op_not_act = bp.operator {"not"}
graph:register_slot(op_not_act, "in", 1, SlotName)
local act = bp.sequence {
bp.set_bb {"test_bd_key", true},
get_bb_value,
bp.if_else {
op_not_act,
nil,
bp.call_func {function(graph)
graph:get_data().value = 1
end}
},
}
local data = {value=0}
graph:set_data(data)
act:start(graph)
act:update(1)
lu.assertEquals(data.value, 1)
end |
SLASH_PTR1 = "/ptr";
SlashCmdList["PTR"] = function (message)
local parsed = EOT_ParseCommand(message)
if parsed[1] == nil then
EOT_Log("/ptr")
EOT_Log(" buff - Buff the current target. Hold ctrl for offspec")
EOT_Log(" wipe - Wipe your group quickly")
EOT_Log(" res - Revive/reset health/mana of your group")
EOT_Log(" gather - Ports your entire group to you")
EOT_Log(" raidbuff - Buffs the entire group")
EOT_Log(" phase - Unlearns skills from later phases")
EOT_Log(" aura - place an aura on the entire group")
EOT_Log(" roster - creates a copyable list of the current raid members")
elseif parsed[1] == "god" then
if parsed[2] == "on" or parsed[2] == "off" then
EOT_GodGroup(parsed[2])
else
EOT_Log("/ptr god")
EOT_Log(" on - turns godmode on for the group")
EOT_Log(" off - turns godmode off for the group")
end
elseif parsed[1] == "aura" then
EOT_AuraGroup(tonumber(parsed[2]))
elseif parsed[1] == "buff" then
if parsed[2] == nil then
EOT_Log("/ptr buff")
EOT_Log(" 0 - Castable buffs only")
EOT_Log(" 1 - Trash consumes")
EOT_Log(" 2 - Boss consumes")
EOT_Log(" 3 - Boss consumes + flasks")
else
EOT_BuffTarget(tonumber(parsed[2]))
end
elseif parsed[1] == "raidbuff" then
if parsed[2] == nil then
EOT_Log("/ptr raidbuff")
EOT_Log(" 0 - Castable buffs only")
EOT_Log(" 1 - Trash consumes")
EOT_Log(" 2 - Boss consumes")
EOT_Log(" 3 - Boss consumes + flasks")
else
EOT_BuffGroup(tonumber(parsed[2]))
end
elseif parsed[1] == "wipe" then
EOT_WipeGroup()
elseif parsed[1] == "res" then
EOT_ResGroup()
elseif parsed[1] == "gather" then
EOT_GatherGroup()
elseif parsed[1] == "repair" then
EOT_RepairGroup()
elseif parsed[1] == "phase" then
EOT_SetPhaseTarget(tonumber(parsed[2]))
elseif parsed[1] == "cooldown" then
EOT_CooldownGroup(0)
elseif parsed[1] == "roster" then
EOT_PrintGroup()
else
EOT_Error("No such command:", parsed[1])
end
end
EoTPTR = CreateFrame("Frame", nil, UIParent)
EOT_Log("AddOn loaded. Type /ptr for help.")
-- initialize default variables
EoTPTR.frames = {}
|
local class = require 'middleclass'
return class('Game', require 'Application')
|
local export = {}
local m_data = require('grc-utilities/data')
local tokenize = require('grc-utilities').tokenize
local ufind = mw.ustring.find
local ugsub = mw.ustring.gsub
local U = mw.ustring.char
local ulower = mw.ustring.lower
local uupper = mw.ustring.upper
local UTF8char = '[%z\1-\127\194-\244][\128-\191]*'
-- Diacritics
local diacritics = m_data.named
-- Greek
local acute = diacritics.acute
local grave = diacritics.grave
local circumflex = diacritics.circum
local diaeresis = diacritics.diaeresis
local smooth = diacritics.smooth
local rough = diacritics.rough
local macron = diacritics.macron
local breve = diacritics.breve
local subscript = diacritics.subscript
-- Latin
local hat = diacritics.Latin_circum
local macron_diaeresis = macron .. diaeresis .. "?" .. hat
local a_subscript = '^[αΑ].*' .. subscript .. '$'
local velar = 'κγχξ'
local tt = {
-- Vowels
["α"] = "a",
["ε"] = "e",
["η"] = "e" .. macron,
["ι"] = "i",
["ο"] = "o",
["υ"] = "u",
["ω"] = "o" .. macron,
-- Consonants
["β"] = "b",
["γ"] = "g",
["δ"] = "d",
["ζ"] = "z",
["θ"] = "th",
["κ"] = "k",
["λ"] = "l",
["μ"] = "m",
["ν"] = "n",
["ξ"] = "x",
["π"] = "p",
["ρ"] = "r",
["σ"] = "s",
["ς"] = "s",
["τ"] = "t",
["φ"] = "ph",
["χ"] = "kh",
["ψ"] = "ps",
-- Archaic letters
["ϝ"] = "w",
["ϻ"] = "ś",
["ϙ"] = "q",
["ϡ"] = "š",
["ͷ"] = "v",
-- Incorrect characters: see [[Wiktionary:About Ancient Greek#Miscellaneous]].
-- These are tracked by [[Module:script utilities]].
["ϐ"] = "b",
["ϑ"] = "th",
["ϰ"] = "k",
["ϱ"] = "r",
["ϲ"] = "s",
["ϕ"] = "ph",
-- Diacritics
-- unchanged: macron, diaeresis, grave, acute
[breve] = '',
[smooth] = '',
[rough] = '',
[circumflex] = hat,
[subscript] = 'i',
}
function export.tr(text, lang, sc)
if text == '῾' then
return 'h'
end
--[[
Replace semicolon or Greek question mark with regular question mark,
except after an ASCII alphanumeric character (to avoid converting
semicolons in HTML entities).
]]
text = ugsub(text, "([^A-Za-z0-9])[;" .. U(0x37E) .. "]", "%1?")
-- Handle the middle dot. It is equivalent to semicolon or colon, but semicolon is probably more common.
text = text:gsub("·", ";")
local tokens = tokenize(text)
--now read the tokens
local output = {}
for i, token in pairs(tokens) do
-- Convert token to lowercase and substitute each character
-- for its transliteration
local translit = ulower(token):gsub(UTF8char, tt)
local next_token = tokens[i + 1]
if token == 'γ' and next_token and velar:find(next_token, 1, true) then
-- γ before a velar should be <n>
translit = 'n'
elseif token == 'ρ' and tokens[i - 1] == 'ρ' then
-- ρ after ρ should be <rh>
translit = 'rh'
elseif ufind(token, a_subscript) then
-- add macron to ᾳ
translit = ugsub(translit, '([aA])', '%1' .. macron)
end
if token:find(rough) then
if ufind(token, '^[Ρρ]') then
translit = translit .. 'h'
else -- vowel
translit = 'h' .. translit
end
end
-- Remove macron from a vowel that has a circumflex.
if ufind(translit, macron_diaeresis) then
translit = translit:gsub(macron, '')
end
-- Capitalize first character of transliteration.
if token ~= ulower(token) then
translit = translit:gsub("^" .. UTF8char, uupper)
end
table.insert(output, translit)
end
output = table.concat(output)
return output
end
return export |
local ok, gfold = pcall(require, "gfold")
if not ok then
return
end
gfold.setup({
picker = {
on_select = function(repo)
if not repo then
return
end
vim.cmd("cd " .. repo.path)
vim.cmd("%bw!")
vim.lsp.stop_client(vim.lsp.get_active_clients())
vim.cmd("e .")
end
},
status = {
enable = false,
},
cwd = vim.fn.getenv("HOME") .. "/projects",
})
local wk = require "which-key"
wk.register({
r = { "<cmd>lua require 'gfold'.pick_repo()<CR>", "Switch Repo" },
}, {
prefix = "<leader>"
})
|
-- https://www.codewars.com/kata/5772382d509c65de7e000982/solutions/lua
|
--[[--
Interactable entities that can be held in inventories.
Items are objects that are contained inside of an `Inventory`, or as standalone entities if they are dropped in the world. They
usually have functionality that provides more gameplay aspects to the schema. For example, the zipties in the HL2 RP schema
allow a player to tie up and search a player.
For an item to have an actual presence, they need to be instanced (usually with `ix.item.Instance`). Items describe the
properties, while instances are a clone of these properties that can have their own unique data (e.g an ID card will have the
same name but different numerical IDs). You can think of items as the class, while instances are objects of the `Item` class.
]]
-- @classmod Item
local ITEM = ix.meta.item or {}
ITEM.__index = ITEM
ITEM.name = "Undefined"
ITEM.description = ITEM.description or "An item that is undefined."
ITEM.id = ITEM.id or 0
ITEM.uniqueID = "undefined"
--- Returns a string representation of this item.
-- @realm shared
-- @treturn string String representation
-- @usage print(ix.item.instances[1])
-- > "item[1]"
function ITEM:__tostring()
return "item["..self.uniqueID.."]["..self.id.."]"
end
--- Returns true if this item is equal to another item. Internally, this checks item IDs.
-- @realm shared
-- @item other Item to compare to
-- @treturn bool Whether or not this item is equal to the given item
-- @usage print(ix.item.instances[1] == ix.item.instances[2])
-- > false
function ITEM:__eq(other)
return self:GetID() == other:GetID()
end
--- Returns this item's database ID. This is guaranteed to be unique.
-- @realm shared
-- @treturn number Unique ID of item
function ITEM:GetID()
return self.id
end
function ITEM:GetName()
return (CLIENT and L(self.name) or self.name)
end
function ITEM:GetDescription()
if (!self.description) then return "ERROR" end
return L(self.description or "noDesc")
end
function ITEM:GetModel()
return self.model
end
function ITEM:GetSkin()
return self.skin or 0
end
function ITEM:GetMaterial()
return nil
end
-- returns the ID of the owning character if there is one
function ITEM:GetCharacterID()
return self.characterID
end
-- returns the steamid64 of the owning player if there is one
function ITEM:GetPlayerID()
return self.playerID
end
-- Dev Buddy. You don't have to print the item data with PrintData();
function ITEM:Print(detail)
if (detail == true) then
print(Format("%s[%s]: >> [%s](%s,%s)", self.uniqueID, self.id, self.owner, self.gridX, self.gridY))
else
print(Format("%s[%s]", self.uniqueID, self.id))
end
end
-- Dev Buddy, You don't have to make another function to print the item Data.
function ITEM:PrintData()
self:Print(true)
print("ITEM DATA:")
for k, v in pairs(self.data) do
print(Format("[%s] = %s", k, v))
end
end
function ITEM:Call(method, client, entity, ...)
local oldPlayer, oldEntity = self.player, self.entity
self.player = client or self.player
self.entity = entity or self.entity
if (type(self[method]) == "function") then
local results = {self[method](self, ...)}
self.player = nil
self.entity = nil
return unpack(results)
end
self.player = oldPlayer
self.entity = oldEntity
end
function ITEM:GetOwner()
local inventory = ix.item.inventories[self.invID]
if (inventory) then
return inventory.GetOwner and inventory:GetOwner()
end
local id = self:GetID()
for _, v in ipairs(player.GetAll()) do
local character = v:GetCharacter()
if (character and character:GetInventory():GetItemByID(id)) then
return v
end
end
end
function ITEM:SetData(key, value, receivers, noSave, noCheckEntity)
self.data = self.data or {}
self.data[key] = value
if (SERVER) then
if (!noCheckEntity) then
local ent = self:GetEntity()
if (IsValid(ent)) then
local data = ent:GetNetVar("data", {})
data[key] = value
ent:SetNetVar("data", data)
end
end
end
if (receivers != false and (receivers or self:GetOwner())) then
net.Start("ixInventoryData")
net.WriteUInt(self:GetID(), 32)
net.WriteString(key)
net.WriteType(value)
net.Send(receivers or self:GetOwner())
end
if (!noSave and ix.db) then
local query = mysql:Update("ix_items")
query:Update("data", util.TableToJSON(self.data))
query:Where("item_id", self:GetID())
query:Execute()
end
end
function ITEM:GetData(key, default)
self.data = self.data or {}
if (self.data) then
if (key == true) then
return self.data
end
local value = self.data[key]
if (value != nil) then
return value
elseif (IsValid(self.entity)) then
local data = self.entity:GetNetVar("data", {})
value = data[key]
if (value != nil) then
return value
end
end
else
self.data = {}
end
if (default != nil) then
return default
end
return
end
function ITEM:Hook(name, func)
if (name) then
self.hooks[name] = func
end
end
function ITEM:PostHook(name, func)
if (name) then
self.postHooks[name] = func
end
end
function ITEM:Remove(bNoReplication, bNoDelete)
local inv = ix.item.inventories[self.invID]
if (self.invID > 0 and inv) then
local failed = false
for x = self.gridX, self.gridX + (self.width - 1) do
if (inv.slots[x]) then
for y = self.gridY, self.gridY + (self.height - 1) do
local item = inv.slots[x][y]
if (item and item.id == self.id) then
inv.slots[x][y] = nil
else
failed = true
end
end
end
end
if (failed) then
local items = inv:GetItems()
inv.slots = {}
for _, v in pairs(items) do
if (v.invID == inv:GetID()) then
for x = self.gridX, self.gridX + (self.width - 1) do
for y = self.gridY, self.gridY + (self.height - 1) do
inv.slots[x][y] = v.id
end
end
end
end
if (IsValid(inv.owner) and inv.owner:IsPlayer()) then
inv:Sync(inv.owner, true)
end
return false
end
else
-- @todo definition probably isn't needed
inv = ix.item.inventories[self.invID]
if (inv) then
ix.item.inventories[self.invID][self.id] = nil
end
end
if (SERVER and !bNoReplication) then
local entity = self:GetEntity()
if (IsValid(entity)) then
entity:Remove()
end
local receivers = inv.GetReceivers and inv:GetReceivers()
if (self.invID != 0 and istable(receivers)) then
net.Start("ixInventoryRemove")
net.WriteUInt(self.id, 32)
net.WriteUInt(self.invID, 32)
net.Send(receivers)
end
if (!bNoDelete) then
local item = ix.item.instances[self.id]
if (item and item.OnRemoved) then
item:OnRemoved()
end
local query = mysql:Delete("ix_items")
query:Where("item_id", self.id)
query:Execute()
ix.item.instances[self.id] = nil
end
end
return true
end
if (SERVER) then
function ITEM:GetEntity()
local id = self:GetID()
for _, v in ipairs(ents.FindByClass("ix_item")) do
if (v.ixItemID == id) then
return v
end
end
end
-- Spawn an item entity based off the item table.
function ITEM:Spawn(position, angles)
-- Check if the item has been created before.
if (ix.item.instances[self.id]) then
local client
-- Spawn the actual item entity.
local entity = ents.Create("ix_item")
entity:Spawn()
entity:SetAngles(angles or Angle(0, 0, 0))
-- Make the item represent this item.
entity:SetItem(self.id)
-- If the first argument is a player, then we will find a position to drop
-- the item based off their aim.
if (type(position) == "Player") then
client = position
position = position:GetItemDropPos(entity)
end
entity:SetPos(position)
if (IsValid(client)) then
entity.ixSteamID = client:SteamID()
entity.ixCharID = client:GetCharacter():GetID()
end
-- Return the newly created entity.
return entity
end
end
-- Transfers an item to a specific inventory.
function ITEM:Transfer(invID, x, y, client, noReplication, isLogical)
invID = invID or 0
if (self.invID == invID) then
return false, "same inv"
end
local inventory = ix.item.inventories[invID]
local curInv = ix.item.inventories[self.invID or 0]
if (curInv and !IsValid(client)) then
client = curInv.GetOwner and curInv:GetOwner() or nil
end
-- check if this item doesn't belong to another one of this player's characters
local itemPlayerID = self:GetPlayerID()
local itemCharacterID = self:GetCharacterID()
if (!self.bAllowMultiCharacterInteraction and IsValid(client) and client:GetCharacter()) then
local playerID = client:SteamID64()
local characterID = client:GetCharacter():GetID()
if (itemPlayerID and itemCharacterID) then
if (itemPlayerID == playerID and itemCharacterID != characterID) then
return false, "itemOwned"
end
else
self.characterID = characterID
self.playerID = playerID
local query = mysql:Update("ix_items")
query:Update("character_id", characterID)
query:Update("player_id", playerID)
query:Where("item_id", self:GetID())
query:Execute()
end
end
if (hook.Run("CanTransferItem", self, curInv, inventory) == false) then
return false, "notAllowed"
end
local authorized = false
if (inventory and inventory.OnAuthorizeTransfer and inventory:OnAuthorizeTransfer(client, curInv, self)) then
authorized = true
end
if (!authorized and self.CanTransfer and self:CanTransfer(curInv, inventory) == false) then
return false, "notAllowed"
end
if (curInv) then
if (invID and invID > 0 and inventory) then
local targetInv = inventory
local bagInv
if (!x and !y) then
x, y, bagInv = inventory:FindEmptySlot(self.width, self.height)
end
if (bagInv) then
targetInv = bagInv
end
if (!x or !y) then
return false, "noFit"
end
local prevID = self.invID
local status, result = targetInv:Add(self.id, nil, nil, x, y, noReplication)
if (status) then
if (self.invID > 0 and prevID != 0) then
-- we are transferring this item from one inventory to another
curInv:Remove(self.id, false, true, true)
self.invID = invID
if (self.OnTransferred) then
self:OnTransferred(curInv, inventory)
end
hook.Run("OnItemTransferred", self, curInv, inventory)
return true
elseif (self.invID > 0 and prevID == 0) then
-- we are transferring this item from the world to an inventory
ix.item.inventories[0][self.id] = nil
if (self.OnTransferred) then
self:OnTransferred(curInv, inventory)
end
hook.Run("OnItemTransferred", self, curInv, inventory)
return true
end
else
return false, result
end
elseif (IsValid(client)) then
-- we are transferring this item from an inventory to the world
self.invID = 0
curInv:Remove(self.id, false, true)
local query = mysql:Update("ix_items")
query:Update("inventory_id", 0)
query:Where("item_id", self.id)
query:Execute()
inventory = ix.item.inventories[0]
inventory[self:GetID()] = self
if (self.OnTransferred) then
self:OnTransferred(curInv, inventory)
end
hook.Run("OnItemTransferred", self, curInv, inventory)
if (!isLogical) then
return self:Spawn(client)
end
return true
else
return false, "noOwner"
end
else
return false, "invalidInventory"
end
end
end
ix.meta.item = ITEM
|
---@meta
--=== file ===
---@class file
file = {}
---@class fd
local fd = {}
---Change current directory (and drive). This will be used\
---when no drive/directory is prepended to filenames.
---@param dir string|'"/FLASH"'|'"/SD0"'|'"/SD1"' @directory name
---@return boolean
function file.chdir(dir) end
---Determines whether the specified file exists.
---@param filename string @file to check
---@return boolean @"`true` of the file exists (even if 0 bytes in size), \n and `false` if it does not exist"
function file.exists(filename) end
---Format the file system. Completely erases any\
---existing file system and writes a new one.
---@return nil
function file.format() end
---Returns the flash address and physical\
---size of the file system area, in bytes.
---@return number flash_address
---@return number size
function file.fscfg() end
---Return size information for the file system.\
---The unit is Byte for SPIFFS and kByte for FatFS.
---@return number remaining
---@return number used
---@return number total
function file.fsinfo() end
---Lists all files in the file system.
---@return table @"a lua table which contains \n the `{file name: file size}` pairs"
function file.list() end
---Registers callback functions.
---@param event string|'"rtc"' @"Trigger events are: **rtc** deliver current date & time to the file system. \n Function is expected to return a table containing the fields **year, mon, day, hour, min, sec** \n of current date and time. Not supported for internal flash."
---@param callback fun() @function. Unregisters the callback if function() is omitted.
---@return nil
function file.on(event, callback) end
---Opens a file for access, potentially creating it (for write modes).\
---When done with the file, it must be closed using `file.close()`.
---@param filename string @file to be opened, directories are not supported
---@param mode string @mode
---|>' "r"' #read mode
---| ' "w"' #write mode
---| ' "a"' #append mode
---| ' "r+"' #update mode, all previous data is preserved
---| ' "w+"' #update mode, all previous data is erased
---| ' "a+"' #append update mode, previous data is preserved, writing is only allowed at the end of file
---@return fd fileObj @file object if file opened ok. `nil` if file not opened, or not exists (read modes).
function file.open(filename, mode) end
---Remove a file from the file system.\
---The file must not be currently open.
---@param filename string @file to remove
---@return nil
function file.remove(filename) end
---Renames a file. If a file is currently open, it will be closed first.
---@param oldname string @old file name
---@param newname string @new file name
---@return boolean
function file.rename(oldname, newname) end
---Closes the open file, if any.
---@return nil
function file.close() end
---Closes the open file, if any.
---@return nil
function fd:close() end
---Flushes any pending writes to the file system,\
---ensuring no data is lost on a restart. Closing\
---the open file using `file.close() / fd:close()`\
---performs an implicit flush as well.
---@return nil
function file.flush() end
---Flushes any pending writes to the file system,\
---ensuring no data is lost on a restart. Closing\
---the open file using `file.close() / fd:close()`\
---performs an implicit flush as well.
---@return nil
function fd:flush() end
---Read content from the open file.
---@param n_or_char? integer @(optional):
--- - if nothing passed in, then read up to FILE_READ_CHUNK bytes\
---or the entire file (whichever is smaller).
--- - if passed a number n, then read up to n bytes or the entire file\
---(whichever is smaller).
--- - if passed a string containing the single character `char`,\
---then read until char appears next in the file,\
---FILE_READ_CHUNK bytes have been read, or EOF is reached.
---@return string|nil @File content as a string, or `nil` when EOF
function file.read(n_or_char) end
---Read content from the open file.
---@param n_or_char? integer @(optional):
--- - if nothing passed in, then read up to FILE_READ_CHUNK bytes\
---or the entire file (whichever is smaller).
--- - if passed a number `n`, then read up to *n* bytes or the entire file\
---(whichever is smaller).
--- - if passed a string containing the single character `char`,\
---then read until char appears next in the file,\
---FILE_READ_CHUNK bytes have been read, or EOF is reached.
---@return string|nil @File content as a string, or `nil` when EOF
function fd:read(n_or_char) end
---Read the next line from the open file. Lines are defined as zero\
---or more bytes ending with a EOL ('\n') byte.
---@return string|nil @File content in string, line by line, including EOL('\n').
---Return `nil` when EOF.
function file.readline() end
---Read the next line from the open file. Lines are defined as zero\
---or more bytes ending with a EOL ('\n') byte.
---@return string|nil @File content in string, line by line, including EOL('\n').
---Return `nil` when EOF.
function fd:readline() end
---@alias seekwhence32_f string
---| '"set"' #Base is position 0 (beginning of the file)
---|>'"cur"' #Base is current position
---| '"end"' #Base is end of file
---Sets and gets the file position, measured from the beginning of the file,\
---to the position given by offset plus a base specified by the string whence.\
---If no parameters are given, the function simply returns the current file offset.
---@param whence? seekwhence32_f @(optional) 'set' | 'cur' | 'end'
---@param offset? integer @(optional) default 0
---@return integer @the resulting file position, or `nil` on error
function file.seek(whence, offset) end
---Sets and gets the file position, measured from the beginning of the file,\
---to the position given by offset plus a base specified by the string whence.\
---If no parameters are given, the function simply returns the current file offset.
---@param whence? seekwhence32_f @(optional) 'set' | 'cur' | 'end'
---@param offset? integer @(optional) default 0
---@return integer @the resulting file position, or `nil` on error
function fd:seek(whence, offset) end
---Write a string to the open file.
---@param str string @content to be write to file
---@return boolean|nil @`true` if write ok, `nil` on error
function file.write(str) end
---Write a string to the open file.
---@param str string @content to be write to file
---@return boolean|nil @`true` if write ok, `nil` on error
function fd:write(str) end
---Write a string to the open file and append '\n' at the end.
---@param str string @content to be write to file
---@return boolean|nil @`true` if write ok, `nil` on error
function file.writeline(str) end
---Write a string to the open file and append '\n' at the end.
---@param str string @content to be write to file
---@return boolean|nil @`true` if write ok, `nil` on error
function fd:writeline(str) end
|
function love.timer.getTime()
return os.time()
end
function love.timer.getDelta()
return dt
end
|
--[[
APP_easing
Display the various easing/interpolation functions
]]
local vkeys = require("vkeys")
local GraphicGroup = require("GraphicGroup")
local functor = require("functor")
local easing = require("easing")
local radians = math.rad
local maths = require("maths")
local map = maths.map
local EasingGraph = require("GEasingGraph")
local BPanel = require("BPage")
local BView = require("BView")
local sliding = require("sliding")
local easings = {
{row = 1, column = 1, title = "easeLinear", interpolator = easing.easeLinear};
{row = 2, column = 1, title = "easeInQuad", interpolator = easing.easeInQuad};
{row = 2, column = 2, title = "easeOutQuad", interpolator = easing.easeOutQuad};
{row = 2, column = 3, title = "easeInOutQuad", interpolator = easing.easeInOutQuad};
{row = 3, column = 1, title = "easeInCubic", interpolator = easing.easeInCubic};
{row = 3, column = 2, title = "easeOutCubic", interpolator = easing.easeOutCubic};
{row = 3, column = 3, title = "easeInOutCubic", interpolator = easing.easeInOutCubic};
{row = 4, column = 1, title = "easeInQuart", interpolator = easing.easeInQuart};
{row = 4, column = 2, title = "easeOutQuart", interpolator = easing.easeOutQuart};
{row = 4, column = 3, title = "easeInOutQuart", interpolator = easing.easeInOutQuart};
{row = 5, column = 1, title = "easeInQuint", interpolator = easing.easeInQuint};
{row = 5, column = 2, title = "easeOutQuint", interpolator = easing.easeOutQuint};
{row = 5, column = 3, title = "easeInOutQuint", interpolator = easing.easeInOutQuint};
{row = 6, column = 1, title = "easeInSine", interpolator = easing.easeInSine};
{row = 6, column = 2, title = "easeOutSine", interpolator = easing.easeOutSine};
{row = 6, column = 3, title = "easeInOutSine", interpolator = easing.easeInOutSine};
{row = 7, column = 1, title = "easeInExpo", interpolator = easing.easeInExpo};
{row = 7, column = 2, title = "easeOutExpo", interpolator = easing.easeOutExpo};
{row = 7, column = 3, title = "easeInOutExpo", interpolator = easing.easeInOutExpo};
{row = 8, column = 1, title = "easeInCirc", interpolator = easing.easeInCirc};
{row = 8, column = 2, title = "easeOutCirc", interpolator = easing.easeOutCirc};
{row = 8, column = 3, title = "easeInOutCirc", interpolator = easing.easeInOutCirc};
}
function app(params)
local winparams = {frame = {x=0,y=0, width = 800, height = 1024}}
local win1 = WMCreateWindow(winparams)
function win1.drawBackground(self, ctx)
ctx:fill(255);
ctx:fillAll()
end
local panel = BPanel:new({frame={x=0, y=0,width=0,height=0}})
-- create the easing graphics
local xmargin = 10;
local ymargin = 10;
local cellWidth = 200;
local cellHeight = 240;
local widthGap = 40;
local heightGap = 40;
for _, entry in ipairs(easings) do
local x = xmargin + (entry.column-1) * (cellWidth + widthGap)
local y = ymargin + (entry.row-1) * (cellHeight + heightGap)
entry.frame = {x=x, y=y, width = cellWidth, height=cellHeight}
--print(x,y,entry.frame.width, entry.frame.height)
local easing = EasingGraph:new(entry)
panel:addChild(easing)
end
local psize = panel:getPreferredSize()
--print("Panel Size: ", psize.width, psize.height)
local view = BView:new({
frame={x=8,y=8, width = 700, height = 800},
page = panel
})
local boxSlider = sliding.createSlider({
startPoint = {x=view.frame.x+view.frame.width+10,y=view.frame.y};
endPoint = {x=view.frame.x+view.frame.width+10, y=view.frame.y+view.frame.height};
thickness = 24;
thumb = {
length = 60;
thumbColor = 0x70;
}
})
-- connect slider to viewbox
on(boxSlider, functor(view.handleVerticalPositionChange, view))
win1:add(view)
win1:add(boxSlider)
win1:show()
---[[
while true do
win1:draw()
yield();
end
--]]
local function drawproc()
win1:draw()
end
--periodic(1000/20, drawproc)
end
require("windowapp")
return app
|
-- not a test, but a helper local function
local function is_truthy(condition)
if condition then return true end
return false
end
function test_true_is_truthy()
assert_equal(true, is_truthy(true))
end
function test_false_is_not_truthy()
assert_equal(false, is_truthy(false))
end
function test_nil_is_also_not_truthy()
assert_equal(false, is_truthy(nil))
end
function test_everything_else_is_truthy()
assert_equal(true, is_truthy(1))
assert_equal(true, is_truthy(0))
assert_equal(true, is_truthy({'tables'}))
assert_equal(true, is_truthy({}))
assert_equal(true, is_truthy("Strings"))
assert_equal(true, is_truthy(""))
assert_equal(true, is_truthy(function() return 'functions too' end))
end
-- Bonus note:
-- Is it better to use
-- if obj == nil then
-- or
-- if obj then
-- Why?
|
fightcondition = createConditionObject(CONDITION_INFIGHT)
setConditionParam(fightcondition, CONDITION_PARAM_TICKS, 5000)
ordercondition = createConditionObject(CONDITION_EXHAUST)
setConditionParam(ordercondition, CONDITION_PARAM_TICKS, 500)
movecondition = createConditionObject(CONDITION_EXHAUST)
setConditionParam(movecondition, CONDITION_PARAM_TICKS, 250)
confusioncondition = createConditionObject(CONDITION_DRUNK)
setConditionParam(confusioncondition, CONDITION_PARAM_TICKS, 1000)
invisiblecondition = createConditionObject(CONDITION_INVISIBLE)
setConditionParam(invisiblecondition, CONDITION_PARAM_TICKS, -1)
bebo = createConditionObject(CONDITION_DRUNK)
setConditionParam(bebo, CONDITION_PARAM_TICKS, -1)
|
module ('mapgenerator', package.seeall) do
require 'map.tileset'
require 'map.tiletype'
require 'map.map'
require 'map.generator.grid'
require 'map.generator.procedural.cave'
local tilesets = {}
function get_tileset()
if not tilesets.default then
tilesets.default = tileset:new {
types = {
["I"] = tiletype:new {
imgpath = 'data/tile/ice.png',
floor = true
}
}
}
end
return tilesets.default
end
local function generate_map_with_grid(grid)
return map:new {
tileset = grid.tileset,
width = grid.width,
height = grid.height,
tiles = grid
}
end
local function find_grounded_open_spots(map)
local spots = {}
for j=1,map.height-2 do
for i=1,map.width-1 do
if not map:get_tile_floor(j ,i) and not map:get_tile_floor(j ,i+1) and
not map:get_tile_floor(j+1,i) and not map:get_tile_floor(j+1,i+1) and
map:get_tile_floor(j+2,i) and map:get_tile_floor(j+2,i+1) then
table.insert(spots, {j=j,i=i})
end
end
end
return spots
end
local function get_random_position(spots, debug)
local i = (debug and 1) or love.math.random(#spots)
local result = spots[i]
table.remove(spots, i)
return {result.i+1, result.j+1}
end
function random_map(debug)
local blocks = {
width = 4,
height = 4,
tileset = get_tileset(),
total_rarity = 0,
{ ' ', ' I ', ' ', ' ', rarity = 1 },
{ ' ', ' I ', ' ', ' ', rarity = 1 },
{ ' ', ' ', 'IIII', 'IIII', rarity = 2 },
{ ' ', ' III', ' III', ' ', rarity = 2 },
}
for _, block in ipairs(blocks) do
blocks.total_rarity = blocks.total_rarity + block.rarity
end
local blocks_grid = random_grid_from_blocks(26, 18, blocks)
local cavegrid = mapgenerator.generate_cave_from_grid(blocks_grid)
local m = generate_map_with_grid(cavegrid)
local valid_spots = find_grounded_open_spots(m)
m.locations.playerstart = get_random_position(valid_spots, debug)
table.insert(m.things, { type = "door", position = get_random_position(valid_spots, debug) })
table.insert(m.things, { type = "npc_cain", position = get_random_position(valid_spots, debug) })
table.insert(m.things, { type = "vendor", position = get_random_position(valid_spots, debug) })
for i=1,(debug and 1 or 10) do
table.insert(m.things, { type = "drillbeast", position = get_random_position(valid_spots, debug) })
end
for i=1,5 do
table.insert(m.things, { type = "ironaxe", position = get_random_position(valid_spots, debug) })
table.insert(m.things, { type = "leatherarmor", position = get_random_position(valid_spots, debug) })
end
return m
end
-- A map file is a lua script that should return a table that will be used to construct a map object.
-- This lua script is allowed to construct tilesets and tiletypes, and nothing more.
function from_file(path)
local ok, chunk = pcall(love.filesystem.load, path)
if not ok then
print(chunk)
return nil, chunk
end
setfenv(chunk, { tileset = tileset, tiletype = tiletype })
local ok, result = pcall(chunk)
if not ok then
print(result)
return nil, result
end
return map:new(result)
end
end |
if game.SinglePlayer() then
if SERVER then
util.AddNetworkString('pac_footstep')
hook.Add("PlayerFootstep", "footstep_fix", function(ply, pos, _, snd, vol)
net.Start("pac_footstep")
net.WriteEntity(ply)
net.WriteVector(pos)
net.WriteString(snd)
net.WriteFloat(vol)
net.Broadcast()
end)
end
if CLIENT then
net.Receive("pac_footstep", function(len)
local ply = net.ReadEntity()
local pos = net.ReadVector()
local snd = net.ReadString()
local vol = net.ReadFloat()
if ply:IsValid() then
hook.Run("pac_PlayerFootstep", ply, pos, snd, vol)
end
end)
end
else
hook.Add("PlayerFootstep", "footstep_fix", function(ply, pos, _, snd, vol)
return hook.Run("pac_PlayerFootstep", ply, pos, snd, vol)
end)
end
|
if not turtle then
error( "Cannot load turtle API on computer", 2 )
end
native = turtle.native or turtle
local function addCraftMethod( object )
if peripheral.getType( "left" ) == "workbench" then
object.craft = function( ... )
return peripheral.call( "left", "craft", ... )
end
elseif peripheral.getType( "right" ) == "workbench" then
object.craft = function( ... )
return peripheral.call( "right", "craft", ... )
end
else
object.craft = nil
end
end
-- Put commands into environment table
local env = _ENV
for k,v in pairs( native ) do
if k == "equipLeft" or k == "equipRight" then
env[k] = function( ... )
local result, err = v( ... )
addCraftMethod( turtle )
return result, err
end
else
env[k] = v
end
end
addCraftMethod( env )
|
local Factory = require("support.factory")
local Ability = require("invokation.dota2.Ability")
Factory.define("ability", function(attributes)
return Ability(Factory.create("dota_ability", attributes))
end)
|
--- Free functions used to create and prepare some font objects.
--
-- 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.
--
-- [ MIT license: http://www.opensource.org/licenses/mit-license.php ]
--
--- Each .ttf / .ttc file may have more than one font. Each font has a sequential
-- index number starting from 1. Call this function to get the font offset for
-- a given index. A regular .ttf file will only define one font that will always be
-- at offset 0, so it will return 0 for index 1, and -1 for all other indices.
-- You can just skip this step if you know it's that kind of font.
-- @function GetFontOffsetForIndex
-- @tparam Bytes|string bytes Font data, e.g. as read from a file. Data is assumed to be valid.
-- @uint[opt=1] index Font index, ≥ 1.
-- @treturn int Offset into _bytes_, or -1 if _index_ is out of range.
-- @see NewFont
--- Given an offset into the file that defines a font, this function builds
-- the necessary cached info for the rest of the system. You don't need to
-- do anything special to free it, because the contents are pure value data
-- with no additional data structures.
-- @function NewFont
-- @tparam Bytes|string bytes Font data, typically the contents of a file.
-- @int[opt=0] offset Offset into _bytes_, cf. @{GetFontOffsetForIndex}.
-- @treturn ?|FontInfo|nil On success, a new @{FontInfo} instance. Otherwise, **nil**.
--- Initializes a packing context. Future calls using this context will pack
-- characters into its 1-channel, _width_ x _height_ @{Packing:GetBitmap|bitmap}.
--
-- TODO: options for bitmap...
-- @function NewPacking
-- @uint width Packing width...
-- @uint height ...and height.
-- @uint[opt=0] stride_in_bytes Distance from one row to the next (or 0 to mean they
-- are packed tightly together).
-- @uint[opt=1] packing Amount of padding to leave between each character (normally
-- you want 1 for bitmaps you'll use as textures with bilinear filtering).
-- @treturn ?|Packing|nil On success, a new @{Packing} instance. Otherwise, **nil**.
--- Encode a size so that certain methods associate it with @{FontInfo:ScaleForMappingEmToPixels}.
-- @function PointSize
-- @number size Font size, > 0.
-- @treturn string Encoded size. |
local entity_list = require("entity-list")
function has_value(tab, val)
for index, value in ipairs(tab) do
if value == val then
return true
end
end
return false
end
function place_off_grid(dataType)
for i, e in pairs(data.raw[dataType]) do
if not e.flags then
e.flags = {}
end
local flags = e.flags
if not has_value(flags, "placeable-off-grid") then
table.insert(flags, "placeable-off-grid")
e.flags = flags
end
end
end
for i, e in pairs(entity_list) do
if not settings.startup["pof-disable-"..e].value then
place_off_grid(e)
end
end
|
-- Generated By protoc-gen-lua Do not Edit
local protobuf = require( "depends/protobuf/protobuf" )
local __COMMON_ENUMS_PB = require( "pb/__common_enums_pb" )
local COMMON_BASE_PB = require( "pb/common_base_pb" )
--module('login_pb')
local login_pb = {}
local LOGINREQUEST = protobuf.Descriptor();
local LOGINREQUEST_USER_ID_FIELD = protobuf.FieldDescriptor();
local LOGINREQUEST_CHANNEL_UID_FIELD = protobuf.FieldDescriptor();
local LOGINRESPONSE = protobuf.Descriptor();
local LOGINRESPONSE_USER_ID_FIELD = protobuf.FieldDescriptor();
local LOGINRESPONSE_PLAYER_FIELD = protobuf.FieldDescriptor();
local CREATECHARACTERREQUEST = protobuf.Descriptor();
local CREATECHARACTERREQUEST_USER_ID_FIELD = protobuf.FieldDescriptor();
local CREATECHARACTERREQUEST_PLAYER_NAME_FIELD = protobuf.FieldDescriptor();
local CREATECHARACTERRESPONSE = protobuf.Descriptor();
local CREATECHARACTERRESPONSE_USER_ID_FIELD = protobuf.FieldDescriptor();
local LOGOUTRESPONSE = protobuf.Descriptor();
local LOGOUTRESPONSE_USER_ID_FIELD = protobuf.FieldDescriptor();
local HEARTBEAT = protobuf.Descriptor();
local HEARTBEAT_PLAYER_ID_FIELD = protobuf.FieldDescriptor();
LOGINREQUEST_USER_ID_FIELD.name = "user_id"
LOGINREQUEST_USER_ID_FIELD.full_name = ".my_project.LoginRequest.user_id"
LOGINREQUEST_USER_ID_FIELD.number = 1
LOGINREQUEST_USER_ID_FIELD.index = 0
LOGINREQUEST_USER_ID_FIELD.label = 2
LOGINREQUEST_USER_ID_FIELD.has_default_value = false
LOGINREQUEST_USER_ID_FIELD.default_value = 0
LOGINREQUEST_USER_ID_FIELD.type = 5
LOGINREQUEST_USER_ID_FIELD.cpp_type = 1
LOGINREQUEST_CHANNEL_UID_FIELD.name = "channel_uid"
LOGINREQUEST_CHANNEL_UID_FIELD.full_name = ".my_project.LoginRequest.channel_uid"
LOGINREQUEST_CHANNEL_UID_FIELD.number = 2
LOGINREQUEST_CHANNEL_UID_FIELD.index = 1
LOGINREQUEST_CHANNEL_UID_FIELD.label = 2
LOGINREQUEST_CHANNEL_UID_FIELD.has_default_value = false
LOGINREQUEST_CHANNEL_UID_FIELD.default_value = ""
LOGINREQUEST_CHANNEL_UID_FIELD.type = 9
LOGINREQUEST_CHANNEL_UID_FIELD.cpp_type = 9
LOGINREQUEST.name = "LoginRequest"
LOGINREQUEST.full_name = ".my_project.LoginRequest"
LOGINREQUEST.nested_types = {}
LOGINREQUEST.enum_types = {}
LOGINREQUEST.fields = {LOGINREQUEST_USER_ID_FIELD, LOGINREQUEST_CHANNEL_UID_FIELD}
LOGINREQUEST.is_extendable = false
LOGINREQUEST.extensions = {}
LOGINRESPONSE_USER_ID_FIELD.name = "user_id"
LOGINRESPONSE_USER_ID_FIELD.full_name = ".my_project.LoginResponse.user_id"
LOGINRESPONSE_USER_ID_FIELD.number = 1
LOGINRESPONSE_USER_ID_FIELD.index = 0
LOGINRESPONSE_USER_ID_FIELD.label = 2
LOGINRESPONSE_USER_ID_FIELD.has_default_value = false
LOGINRESPONSE_USER_ID_FIELD.default_value = 0
LOGINRESPONSE_USER_ID_FIELD.type = 5
LOGINRESPONSE_USER_ID_FIELD.cpp_type = 1
LOGINRESPONSE_PLAYER_FIELD.name = "player"
LOGINRESPONSE_PLAYER_FIELD.full_name = ".my_project.LoginResponse.player"
LOGINRESPONSE_PLAYER_FIELD.number = 11
LOGINRESPONSE_PLAYER_FIELD.index = 1
LOGINRESPONSE_PLAYER_FIELD.label = 1
LOGINRESPONSE_PLAYER_FIELD.has_default_value = false
LOGINRESPONSE_PLAYER_FIELD.default_value = nil
LOGINRESPONSE_PLAYER_FIELD.message_type = COMMON_BASE_PB._PLAYER
LOGINRESPONSE_PLAYER_FIELD.type = 11
LOGINRESPONSE_PLAYER_FIELD.cpp_type = 10
LOGINRESPONSE.name = "LoginResponse"
LOGINRESPONSE.full_name = ".my_project.LoginResponse"
LOGINRESPONSE.nested_types = {}
LOGINRESPONSE.enum_types = {}
LOGINRESPONSE.fields = {LOGINRESPONSE_USER_ID_FIELD, LOGINRESPONSE_PLAYER_FIELD}
LOGINRESPONSE.is_extendable = false
LOGINRESPONSE.extensions = {}
CREATECHARACTERREQUEST_USER_ID_FIELD.name = "user_id"
CREATECHARACTERREQUEST_USER_ID_FIELD.full_name = ".my_project.CreateCharacterRequest.user_id"
CREATECHARACTERREQUEST_USER_ID_FIELD.number = 1
CREATECHARACTERREQUEST_USER_ID_FIELD.index = 0
CREATECHARACTERREQUEST_USER_ID_FIELD.label = 2
CREATECHARACTERREQUEST_USER_ID_FIELD.has_default_value = false
CREATECHARACTERREQUEST_USER_ID_FIELD.default_value = 0
CREATECHARACTERREQUEST_USER_ID_FIELD.type = 5
CREATECHARACTERREQUEST_USER_ID_FIELD.cpp_type = 1
CREATECHARACTERREQUEST_PLAYER_NAME_FIELD.name = "player_name"
CREATECHARACTERREQUEST_PLAYER_NAME_FIELD.full_name = ".my_project.CreateCharacterRequest.player_name"
CREATECHARACTERREQUEST_PLAYER_NAME_FIELD.number = 2
CREATECHARACTERREQUEST_PLAYER_NAME_FIELD.index = 1
CREATECHARACTERREQUEST_PLAYER_NAME_FIELD.label = 2
CREATECHARACTERREQUEST_PLAYER_NAME_FIELD.has_default_value = false
CREATECHARACTERREQUEST_PLAYER_NAME_FIELD.default_value = ""
CREATECHARACTERREQUEST_PLAYER_NAME_FIELD.type = 9
CREATECHARACTERREQUEST_PLAYER_NAME_FIELD.cpp_type = 9
CREATECHARACTERREQUEST.name = "CreateCharacterRequest"
CREATECHARACTERREQUEST.full_name = ".my_project.CreateCharacterRequest"
CREATECHARACTERREQUEST.nested_types = {}
CREATECHARACTERREQUEST.enum_types = {}
CREATECHARACTERREQUEST.fields = {CREATECHARACTERREQUEST_USER_ID_FIELD, CREATECHARACTERREQUEST_PLAYER_NAME_FIELD}
CREATECHARACTERREQUEST.is_extendable = false
CREATECHARACTERREQUEST.extensions = {}
CREATECHARACTERRESPONSE_USER_ID_FIELD.name = "user_id"
CREATECHARACTERRESPONSE_USER_ID_FIELD.full_name = ".my_project.CreateCharacterResponse.user_id"
CREATECHARACTERRESPONSE_USER_ID_FIELD.number = 1
CREATECHARACTERRESPONSE_USER_ID_FIELD.index = 0
CREATECHARACTERRESPONSE_USER_ID_FIELD.label = 2
CREATECHARACTERRESPONSE_USER_ID_FIELD.has_default_value = false
CREATECHARACTERRESPONSE_USER_ID_FIELD.default_value = 0
CREATECHARACTERRESPONSE_USER_ID_FIELD.type = 5
CREATECHARACTERRESPONSE_USER_ID_FIELD.cpp_type = 1
CREATECHARACTERRESPONSE.name = "CreateCharacterResponse"
CREATECHARACTERRESPONSE.full_name = ".my_project.CreateCharacterResponse"
CREATECHARACTERRESPONSE.nested_types = {}
CREATECHARACTERRESPONSE.enum_types = {}
CREATECHARACTERRESPONSE.fields = {CREATECHARACTERRESPONSE_USER_ID_FIELD}
CREATECHARACTERRESPONSE.is_extendable = false
CREATECHARACTERRESPONSE.extensions = {}
LOGOUTRESPONSE_USER_ID_FIELD.name = "user_id"
LOGOUTRESPONSE_USER_ID_FIELD.full_name = ".my_project.LogoutResponse.user_id"
LOGOUTRESPONSE_USER_ID_FIELD.number = 1
LOGOUTRESPONSE_USER_ID_FIELD.index = 0
LOGOUTRESPONSE_USER_ID_FIELD.label = 2
LOGOUTRESPONSE_USER_ID_FIELD.has_default_value = false
LOGOUTRESPONSE_USER_ID_FIELD.default_value = 0
LOGOUTRESPONSE_USER_ID_FIELD.type = 5
LOGOUTRESPONSE_USER_ID_FIELD.cpp_type = 1
LOGOUTRESPONSE.name = "LogoutResponse"
LOGOUTRESPONSE.full_name = ".my_project.LogoutResponse"
LOGOUTRESPONSE.nested_types = {}
LOGOUTRESPONSE.enum_types = {}
LOGOUTRESPONSE.fields = {LOGOUTRESPONSE_USER_ID_FIELD}
LOGOUTRESPONSE.is_extendable = false
LOGOUTRESPONSE.extensions = {}
HEARTBEAT_PLAYER_ID_FIELD.name = "player_id"
HEARTBEAT_PLAYER_ID_FIELD.full_name = ".my_project.HeartBeat.player_id"
HEARTBEAT_PLAYER_ID_FIELD.number = 1
HEARTBEAT_PLAYER_ID_FIELD.index = 0
HEARTBEAT_PLAYER_ID_FIELD.label = 2
HEARTBEAT_PLAYER_ID_FIELD.has_default_value = false
HEARTBEAT_PLAYER_ID_FIELD.default_value = ""
HEARTBEAT_PLAYER_ID_FIELD.type = 9
HEARTBEAT_PLAYER_ID_FIELD.cpp_type = 9
HEARTBEAT.name = "HeartBeat"
HEARTBEAT.full_name = ".my_project.HeartBeat"
HEARTBEAT.nested_types = {}
HEARTBEAT.enum_types = {}
HEARTBEAT.fields = {HEARTBEAT_PLAYER_ID_FIELD}
HEARTBEAT.is_extendable = false
HEARTBEAT.extensions = {}
CreateCharacterRequest = protobuf.Message(CREATECHARACTERREQUEST)
CreateCharacterResponse = protobuf.Message(CREATECHARACTERRESPONSE)
HeartBeat = protobuf.Message(HEARTBEAT)
LoginRequest = protobuf.Message(LOGINREQUEST)
LoginResponse = protobuf.Message(LOGINRESPONSE)
LogoutResponse = protobuf.Message(LOGOUTRESPONSE)
login_pb.CREATECHARACTERREQUEST = CREATECHARACTERREQUEST
login_pb.CREATECHARACTERRESPONSE = CREATECHARACTERRESPONSE
login_pb.CreateCharacterRequest = CreateCharacterRequest
login_pb.CreateCharacterResponse = CreateCharacterResponse
login_pb.HEARTBEAT = HEARTBEAT
login_pb.HeartBeat = HeartBeat
login_pb.LOGINREQUEST = LOGINREQUEST
login_pb.LOGINRESPONSE = LOGINRESPONSE
login_pb.LOGOUTRESPONSE = LOGOUTRESPONSE
login_pb.LoginRequest = LoginRequest
login_pb.LoginResponse = LoginResponse
login_pb.LogoutResponse = LogoutResponse
return login_pb
|
-- // Dependencies
local Aiming = loadstring(game:HttpGet("https://raw.githubusercontent.com/Stefanuk12/ROBLOX/master/Universal/Aiming/GamePatches/RushPoint.lua"))()
-- // Services
local Workspace = game:GetService("Workspace")
-- // Vars
local CurrentCamera = Workspace.CurrentCamera
local CFramelookAt = CFrame.lookAt
-- // Hook
local __index
__index = hookmetamethod(game, "__index", function(t, k)
-- // Make sure it is the shoot function trying to get the camera's cframe
if (not checkcaller() and t == CurrentCamera and k == "CFrame" and Aiming.Check() and debug.validlevel(3) and #debug.getupvalues(3) == 11) then
local Origin = __index(t, k).Position
local Destination = Aiming.SelectedPart.Position
local Modified = CFramelookAt(Origin, Destination)
return Modified
end
-- // Return old
return __index(t, k)
end) |
---@class i18n
local i18n = ECSLoader:CreateModule("i18n")
local _UseLanguage
function i18n:LoadLanguageData()
local locale = ExtendedCharacterStats.general.langugage
if (not locale) or (locale == "auto") then
locale = GetLocale()
end
_UseLanguage(locale)
end
---@param lang string
_UseLanguage = function(lang)
if lang == "deDE" then
i18n:UseGerman()
elseif lang == "frFR" then
i18n:UseFrench()
else
i18n:UseEnglish()
end
end
---@param lang string
function i18n:SetLanguage(lang)
_UseLanguage(lang)
end
---@param key string @The specified key for the target text
---@return string @The formated text
function i18n:translate(key, ...)
local args = {...}
for i, v in ipairs(args) do
args[i] = tostring(v);
end
if (not i18n.texts[key]) then
print("|cffff0000[ERROR]|r Missing translation for <" .. key .. "> key")
return ""
end
return string.format(i18n.texts[key], unpack(args))
end
setmetatable(i18n, {__call = function(_, ...) return i18n:translate(...) end})
|
local ACTIONS_PATH = ACTIONS_PATH or ({...})[1]:gsub("[%.\\/]init$", "") .. '.'
return {
Dispatcher = require(ACTIONS_PATH .. "dispatcher"),
Task = require(ACTIONS_PATH .. "tasks")
}
|
local function input(event) -- for update button
if event.type ~= "InputEventType_Release" then
if event.DeviceInput.button == "DeviceButton_left mouse button" then
MESSAGEMAN:Broadcast("MouseLeftClick")
elseif event.DeviceInput.button == "DeviceButton_right mouse button" then
MESSAGEMAN:Broadcast("MouseRightClick")
end
end
return false
end
local t = Def.ActorFrame{
OnCommand=function(self) SCREENMAN:GetTopScreen():AddInputCallback(input) end,
}
local frameX = THEME:GetMetric("ScreenTitleMenu","ScrollerX")-10
local frameY = THEME:GetMetric("ScreenTitleMenu","ScrollerY")
t[#t+1] = LoadActor("bn.png") .. { InitCommand=function(self) self:xy(0,-23):halign(0):valign(0):diffusealpha(1):zoomto(SCREEN_WIDTH, SCREEN_HEIGHT) end }
t[#t+1] = LoadActor("bgscroll1.png") .. { InitCommand=function(self) self:xy(20,0):halign(0):valign(0):texcoordvelocity(0.002,-0.01):scaletocover(0,0,capWideScale(640,1080),capWideScale(480, 1080)) end }
t[#t+1] = LoadActor("bgscroll2.png") .. { InitCommand=function(self) self:xy(0,30):halign(0):valign(0):texcoordvelocity(-0.002,-0.01):scaletocover(0,0,capWideScale(640,1080),capWideScale(480, 1080)) end }
t[#t+1] = LoadActor("bgscroll3.png") .. { InitCommand=function(self) self:xy(100,0):halign(0):valign(0):texcoordvelocity(0.002,-0.01):scaletocover(0,0,capWideScale(640,1080),capWideScale(480, 1080)) end }
t[#t+1] = LoadActor("bgscroll.png") .. { InitCommand=function(self) self:xy(30,0):halign(0):valign(0):texcoordvelocity(0.002,-0.01):scaletocover(0,0,capWideScale(640,1080),capWideScale(480, 1080)) end }
t[#t+1] = LoadFont("Common Formal") .. {
InitCommand=function(self)
self:xy(2,478):zoom(0.55):valign(1):halign(0)
end,
OnCommand=function(self)
self:settext("PRESS START")
end,
}
t[#t+1] = LoadFont("Common Formal") .. {
InitCommand=function(self)
self:xy(630,25):zoom(0.5):valign(1):halign(1):shadowlength(2)
end,
OnCommand=function(self)
self:settext("Etterna "..GAMESTATE:GetEtternaVersion()):diffuse(color("#999999"))
end,
}
t[#t+1] = LoadFont("Common Formal") .. {
InitCommand=function(self)
self:xy(4,25):zoom(0.5):valign(1):halign(0):shadowlength(2)
end,
OnCommand=function(self)
self:settextf("%i songs in %i groups", SONGMAN:GetNumSongs(), SONGMAN:GetNumSongGroups()):diffuse(color("#999999"))
end,
}
-- lazy game update button -mina
local gameneedsupdating = false
local buttons = {x=22,y=40,width=140,height=36,fontScale=0.3,color=getMainColor('frames')}
t[#t+1] = Def.Quad{
InitCommand=function(self)
self:xy(buttons.x,buttons.y):zoomto(buttons.width,buttons.height):halign(1):valign(0):diffuse(buttons.color):diffusealpha(0)
local latest = tonumber((DLMAN:GetLastVersion():gsub("[.]","",1)))
local current = tonumber((GAMESTATE:GetEtternaVersion():gsub("[.]","",1)))
if latest and latest > current then
gameneedsupdating = true
end
end,
OnCommand=function(self)
if gameneedsupdating then
self:diffusealpha(1)
end
end,
MouseLeftClickMessageCommand=function(self)
if isOver(self) and gameneedsupdating then
GAMESTATE:ApplyGameCommand("urlnoexit,https://github.com/etternagame/etterna/releases;text,GitHub")
end
end
}
t[#t+1] = LoadFont("Common Large") .. {
OnCommand=function(self)
self:xy(buttons.x+3,buttons.y+14):halign(1):zoom(buttons.fontScale):diffuse(getMainColor('positive'))
if gameneedsupdating then
self:settext("Update Available\nClick to Update")
else
self:settext("")
end
end
}
function mysplit(inputstr, sep)
if sep == nil then
sep = "%s"
end
local t={} ; i=1
for str in string.gmatch(inputstr, "([^"..sep.."]+)") do
t[i] = str
i = i + 1
end
return t
end
local transformF = THEME:GetMetric("ScreenTitleMenu", "ScrollerTransform")
local scrollerX = THEME:GetMetric("ScreenTitleMenu", "ScrollerX")
local scrollerY = THEME:GetMetric("ScreenTitleMenu", "ScrollerY")
local scrollerChoices = THEME:GetMetric("ScreenTitleMenu", "ChoiceNames")
local _, count = string.gsub(scrollerChoices, "%,", "")
local choices = mysplit(scrollerChoices, ",")
local choiceCount = count+1
local i
for i=1,choiceCount do
t[#t+1] = Def.Quad {
OnCommand=function(self)
self:xy(scrollerX,scrollerY):zoomto(260,16)
transformF(self, 0, i, choiceCount)
self:addx(SCREEN_CENTER_X-20)
self:addy(SCREEN_CENTER_Y-20)
self:diffusealpha(0)
end,
MouseLeftClickMessageCommand = function(self)
if(isOver(self)) then
SCREENMAN:GetTopScreen():playcommand("MadeChoicePlayer_1")
SCREENMAN:GetTopScreen():playcommand("Choose")
if choices[i] ~= "Multi" and choices[i] ~= "GameStart" then -- for some reason multi gets stuck :/
GAMESTATE:ApplyGameCommand(THEME:GetMetric("ScreenTitleMenu", "Choice"..choices[i]))
end
end
end,
}
end
return t
|
object_mobile_peawp_bodyguard_trainer = object_mobile_shared_peawp_bodyguard_trainer:new {
}
ObjectTemplates:addTemplate(object_mobile_peawp_bodyguard_trainer, "object/mobile/peawp_bodyguard_trainer.iff")
|
local M = torch.zeros(total_num_words(), word_vecs_size):float()
--Reading Contents
for line in io.lines(w2v_txtfilename) do
local parts = split(line, ' ')
local w = parts[1]
local w_id = get_id_from_word(w)
if w_id ~= unk_w_id then
for i=2, #parts do
M[w_id][i-1] = tonumber(parts[i])
end
end
end
return M
|
if not modules then modules = { } end modules ['data-use'] = {
version = 1.001,
comment = "companion to luat-lib.mkiv",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
local format, lower, gsub, find = string.format, string.lower, string.gsub, string.find
local trace_locating = false trackers.register("resolvers.locating", function(v) trace_locating = v end)
local report_mounts = logs.reporter("resolvers","mounts")
local resolvers = resolvers
-- we will make a better format, maybe something xml or just text or lua
resolvers.automounted = resolvers.automounted or { }
function resolvers.automount(usecache)
local mountpaths = resolvers.cleanpathlist(resolvers.expansion('TEXMFMOUNT'))
if (not mountpaths or #mountpaths == 0) and usecache then
mountpaths = caches.getreadablepaths("mount")
end
if mountpaths and #mountpaths > 0 then
resolvers.starttiming()
for k=1,#mountpaths do
local root = mountpaths[k]
local f = io.open(root.."/url.tmi")
if f then
for line in f:lines() do
if line then
if find(line,"^[%%#%-]") then -- or %W
-- skip
elseif find(line,"^zip://") then
if trace_locating then
report_mounts("mounting %a",line)
end
table.insert(resolvers.automounted,line)
resolvers.usezipfile(line)
end
end
end
f:close()
end
end
resolvers.stoptiming()
end
end
-- status info
statistics.register("used config file", function() return caches.configfiles() end)
statistics.register("used cache path", function() return caches.usedpaths() end)
-- experiment (code will move)
function statistics.savefmtstatus(texname,formatbanner,sourcefile,kind,banner) -- texname == formatname
local enginebanner = status.banner
if formatbanner and enginebanner and sourcefile then
local luvname = file.replacesuffix(texname,"luv") -- utilities.lua.suffixes.luv
local luvdata = {
enginebanner = enginebanner,
formatbanner = formatbanner,
sourcehash = md5.hex(io.loaddata(resolvers.findfile(sourcefile)) or "unknown"),
sourcefile = sourcefile,
luaversion = LUAVERSION,
}
io.savedata(luvname,table.serialize(luvdata,true))
lua.registerfinalizer(function()
logs.report("format banner","%s",banner)
logs.newline()
end)
end
end
-- todo: check this at startup and return (say) 999 as signal that the run
-- was aborted due to a wrong format in which case mtx-context can trigger
-- a remake
function statistics.checkfmtstatus(texname)
local enginebanner = status.banner
if enginebanner and texname then
local luvname = file.replacesuffix(texname,"luv") -- utilities.lua.suffixes.luv
if lfs.isfile(luvname) then
local luv = dofile(luvname)
if luv and luv.sourcefile then
local sourcehash = md5.hex(io.loaddata(resolvers.findfile(luv.sourcefile)) or "unknown")
local luvbanner = luv.enginebanner or "?"
if luvbanner ~= enginebanner then
return format("engine mismatch (luv: %s <> bin: %s)",luvbanner,enginebanner)
end
local luvhash = luv.sourcehash or "?"
if luvhash ~= sourcehash then
return format("source mismatch (luv: %s <> bin: %s)",luvhash,sourcehash)
end
local luvluaversion = luv.luaversion or 0
if luvluaversion ~= LUAVERSION then
return format("lua mismatch (luv: %s <> bin: %s)",luvluaversion,LUAVERSION)
end
else
return "invalid status file"
end
else
return "missing status file"
end
end
return true
end
|
menu = {}
username = ""
roomname = ""
function menu.update(dt, data, msg)
return menu
end
function menu.draw()
if mode == 1 then
love.graphics.setColor(0,0,0)
love.graphics.setFont(largefont)
love.graphics.printf("Please enter a username!",100,100,love.graphics.getWidth()-200,"center")
love.graphics.printf(username,100,300,love.graphics.getWidth()-200,"center")
love.graphics.setFont(midfont)
love.graphics.printf(errormsg,100,500,love.graphics.getWidth()-200,"center")
elseif mode == 2 then
love.graphics.setColor(0,0,0)
love.graphics.setFont(largefont)
love.graphics.printf("Please enter a room name!",100,100,love.graphics.getWidth()-200,"center")
love.graphics.printf(roomname,100,300,love.graphics.getWidth()-200,"center")
love.graphics.setFont(midfont)
love.graphics.printf(errormsg,100,500,love.graphics.getWidth()-200,"center")
end
return menu
end
function menu.textinput(t)
if mode == 1 then
username = username .. t
elseif mode == 2 then
roomname = roomname .. t
end
return menu
end
function menu.keypressed(key)
if key == "backspace" then
if mode == 1 then
local byteoffset = utf8.offset(username, -1)
if byteoffset then
username = string.sub(username, 1, byteoffset - 1)
end
elseif mode == 2 then
local byteoffset = utf8.offset(roomname, -1)
if byteoffset then
roomname = string.sub(roomname, 1, byteoffset - 1)
end
end
elseif key == "return" then
-- We want a room!
if mode == 1 then
mode = 2
elseif mode == 2 then
udp:send("#"..roomname.."@"..username)
end
end
return menu
end
function menu.acceptMessage(data, msg)
if data:sub(1,1) == "!" then
setUpGame(data, false)
return gameHandWait
elseif data:sub(1,1) == "&" then
return waiting
elseif string.sub(data,1,1) == "@" then
mode = 1
errormsg = "Username already used or no valid username entered"
elseif string.sub(data,1,1) == "#" then
mode = 2
errormsg = "Room in use or no valid room entered."
end
return menu
end
|
local Q = require 'Q'
local qc = require 'Q/UTILS/lua/q_core'
local Vector = require 'libvec'
local test = {}
test.t1 = function ()
local sum_prod = require 'Q/ML/LOGREG/lua/sum_prod_eval'
local N = 256 * 65536
local M = 16
local X = {}
for i = 1, M do
X[i] = Q.rand({lb = 0, ub = 10, qtype = "F4", len = N}):eval()
end
local w = Q.rand({lb = 0, ub = 1, qtype = "F4", len = N}):eval()
local start_time = qc.RDTSC()
Vector.reset_timers()
local A = sum_prod(X, w)
Vector.print_timers()
local stop_time = qc.RDTSC()
print("sum_prod eval = ", stop_time-start_time)
--[[
for i = 1, 3 do
for j = 1, 3 do
print(A[i][j])
end
print("================")
end
]]
print("==============================================")
if _G['g_time'] then
for k, v in pairs(_G['g_time']) do
local niters = _G['g_ctr'][k] or "unknown"
local ncycles = tonumber(v)
print("0," .. k .. "," .. niters .. "," .. ncycles)
end
end
print("SUCCESS")
os.exit()
end
test.t2 = function ()
local sum_prod = require 'Q/ML/LOGREG/lua/sum_prod_chunk'
local N = 256 * 65536
local M = 16
local X = {}
for i = 1, M do
X[i] = Q.rand({lb = 0, ub = 10, qtype = "F4", len = N}):eval()
end
local w = Q.rand({lb = 0, ub = 1, qtype = "F4", len = N}):eval()
local start_time = qc.RDTSC()
Vector.reset_timers()
local A = sum_prod(X, w)
Vector.print_timers()
local stop_time = qc.RDTSC()
print("sum_prod chunk = ", stop_time-start_time)
--[[
for i = 1, 3 do
for j = 1, 3 do
print(A[i][j])
end
print("================")
end
]]
print("==============================================")
if _G['g_time'] then
for k, v in pairs(_G['g_time']) do
local niters = _G['g_ctr'][k] or "unknown"
local ncycles = tonumber(v)
print("0," .. k .. "," .. niters .. "," .. ncycles)
end
end
print("SUCCESS")
os.exit()
end
return test
|
--[[
@author Sebastian "CrosRoad95" Jura <sebajura1234@gmail.com>
@copyright 2011-2021 Sebastian Jura <sebajura1234@gmail.com>
@license MIT
]]--
function findPlayer(plr,cel)
local target=nil
if (tonumber(cel) ~= nil) then
target=getElementByID("p"..cel)
else -- podano fragment nicku
for _,thePlayer in ipairs(getElementsByType("player")) do
if string.find(string.gsub(getPlayerName(thePlayer):lower(),"#%x%x%x%x%x%x", ""), cel:lower(), 0, true) then
if (target) then
outputChatBox("* Znaleziono więcej niż jednego gracza o pasującym nicku, podaj więcej liter.", plr)
return nil
end
target=thePlayer
end
end
end
if target and getElementData(target,"p:inv") then return nil end
return target
end
local function findFreeValue(tablica_id)
table.sort(tablica_id)
local wolne_id=1
for i,v in ipairs(tablica_id) do
if (v==wolne_id) then wolne_id=wolne_id+1 end
if (v>wolne_id) then return wolne_id end
end
return wolne_id
end
function assignPlayerID(plr)
local gracze=getElementsByType("player")
local tablica_id = {}
for i,v in ipairs(gracze) do
local lid=getElementData(v, "id")
if (lid) then
table.insert(tablica_id, tonumber(lid))
end
end
local free_id=findFreeValue(tablica_id)
if isElement(plr) then
setElementData(plr,"id", free_id)
setElementID(plr, "p" .. free_id)
end
return free_id
end
function getPlayerID(plr)
if not plr then return "" end
local id=getElementData(plr,"id")
if (id) then
return id
else
return assignPlayerID(plr)
end
end
addEventHandler ("onPlayerJoin", getRootElement(), function()
assignPlayerID(source)
end) |
local lspconfig = require('lspconfig')
local lsp_status = require('lsp-status')
local cmp_nvim_lsp = require('cmp_nvim_lsp')
lsp_status.register_progress()
local on_attach = function(client, bufnr)
if client.resolved_capabilities.hover then
vim.api.nvim_exec([[
augroup lsp_hover
autocmd!
autocmd CursorHold <buffer> lua vim.lsp.buf.hover()
augroup END
]], false)
end
if client.resolved_capabilities.document_formatting then
vim.api.nvim_exec([[
augroup lsp_document_formatting
autocmd!
autocmd BufWritePre <buffer> lua vim.lsp.buf.formatting()
augroup END
]], false)
end
if client.resolved_capabilities.definition then
vim.api.nvim_set_keymap('n', '<C-]>', '<Cmd>lua vim.lsp.buf.definition()<CR>', { noremap = true, silent = true })
vim.api.nvim_set_keymap('n', '<C-t>', '<C-o>', { noremap = true, silent = true })
end
lsp_status.on_attach(client)
end
local capabilities = lsp_status.capabilities
capabilities = cmp_nvim_lsp.update_capabilities(capabilities)
lspconfig.gopls.setup {
on_attach = on_attach,
capabilities = capabilities,
}
lspconfig.terraformls.setup {
on_attach = on_attach,
capabilities = capabilities,
}
lspconfig.rust_analyzer.setup {
on_attach = on_attach,
capabilities = capabilities,
settings = {
["rust-analyzer"] = {
cargo = {
loadOutDirsFromCheck = true
},
procMacro = {
enable = true
}
}
}
}
lspconfig.yamlls.setup {
on_attach = on_attach,
capabilities = capabilities,
settings = {
yaml = {
schemas = {
kubernetes = 'kubernetes/*',
}
}
}
}
lspconfig.sumneko_lua.setup {
on_attach = on_attach,
capabilities = capabilities,
cmd = { 'lua-langserver' },
settings = {
Lua = {
diagnostics = {
-- Suppress "Undefined global `vim`" error for neovim lua
globals = { 'vim' }
}
}
}
}
lspconfig.tsserver.setup {
on_attach = on_attach,
capabilities = capabilities,
}
|
-------------------------------------------------------------------------------------------
--
-- raylib [core] example - Basic window
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window")
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
-- TODO: Update your variables here
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY)
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
CloseWindow() -- Close window and OpenGL context
------------------------------------------------------------------------------------------- |
local LogFile={};
function LogFile.create(_filename)
LogFile.filename=_filename;
LogFile.handle=io.open(LogFile.filename, "w");
end
function LogFile.println(line)
LogFile.handle:write(line .. "\n");
end
function LogFile.print(line)
LogFile.handle:write(line);
end
function LogFile.close()
LogFile.handle:close();
end
return LogFile; |
local M = {}
local tinsert, ipairs, setmetatable = table.insert, ipairs, setmetatable
function M.new(key)
local meta = {
__index = function(_, k)
return M[k]
end
}
return setmetatable({
deps = {},
collect = {},
key = key
}, meta)
end
function M:record(path)
if not self.deps[path] then
self.deps[path] = true
tinsert(self.collect, path)
end
end
function M:fetch(binding)
if #self.collect == 0 then
return
end
for _, key in ipairs(self.collect) do
binding:watch(key, function()
binding:computed_trigger(self.key)
end)
end
self.collect = {}
end
return M |
-- Corona Cannon
-- A complete remake of Ghosts vs. Monsters sample game for Corona SDK.
-- Most of the graphics made by kenney.nl
-- Please use Corona daily build 2016.2818 or later.
-- Created by Sergey Lerg for Corona Labs.
-- License - MIT.
display.setStatusBar(display.HiddenStatusBar)
system.activate('multitouch')
if system.getInfo('build') >= '2017.2741' then -- Allow the game to be opened using an old Corona version
display.setDefault('isAnchorClamped', true) -- Needed for scenes/reload_game.lua animation
end
local platform = system.getInfo('platformName')
if platform == 'tvOS' then
system.setIdleTimer(true)
end
-- Hide navigation bar on Android
if platform == 'Android' then
native.setProperty('androidSystemUiVisibility', 'immersiveSticky')
end
-- Exit and enter fullscreen mode
-- CMD+CTRL+F on OS X
-- F11 or ALT+ENTER on Windows
if platform == 'Mac OS X' or platform == 'Win' then
Runtime:addEventListener('key', function(event)
if event.phase == 'down' and (
(platform == 'Mac OS X' and event.keyName == 'f' and event.isCommandDown and event.isCtrlDown) or
(platform == 'Win' and (event.keyName == 'f11' or (event.keyName == 'enter' and event.isAltDown)))
) then
if native.getProperty('windowMode') == 'fullscreen' then
native.setProperty('windowMode', 'normal')
else
native.setProperty('windowMode', 'fullscreen')
end
end
end)
end
local composer = require('composer')
composer.recycleOnSceneChange = true -- Automatically remove scenes from memory
composer.setVariable('levelCount', 15) -- Set how many levels there are under levels/ directory
-- Add support for back button on Android and Window Phone
-- When it's pressed, check if current scene has a special field gotoPreviousScene
-- If it's a function - call it, if it's a string - go back to the specified scene
if platform == 'Android' or platform == 'WinPhone' then
Runtime:addEventListener('key', function(event)
if event.phase == 'down' and event.keyName == 'back' then
local scene = composer.getScene(composer.getSceneName('current'))
if scene then
if type(scene.gotoPreviousScene) == 'function' then
scene:gotoPreviousScene()
return true
elseif type(scene.gotoPreviousScene) == 'string' then
composer.gotoScene(scene.gotoPreviousScene, {time = 500, effect = 'slideRight'})
return true
end
end
end
end)
end
-- Please note that above Runtime events use anonymous listeners. While it's fine for these cases,
-- it is not possible to remove the event listener if needed. For instanse, an accelerometer event listener must be removed at some point
-- to reduce battery consumption.
-- The above cases are fine to use anonymous listeners because we don't need to remove them ever.
-- Add support for controllers so the game is playable on Android TV, Apple TV and with a MFi controller
require('libs.controller') -- Activate by requiring
-- This library automatically loads and saves it's storage into databox.json inside Documents directory
-- And it uses iCloud KVS storage on iOS and tvOS
local databox = require('libs.databox')
databox({
isSoundOn = true,
isMusicOn = true,
isHelpShown = true,
overscanValue = 0
})
-- This library manages sound files and music files playback
-- Inside it there is a list of all used audio files
local sounds = require('libs.sounds')
sounds.isSoundOn = databox.isSoundOn
sounds.isMusicOn = databox.isMusicOn
-- This library helps position elements on the screen during the resize event
require('libs.relayout')
-- This library deals with the overscan issue that is present on many TVs
local overscan = require('libs.overscan')
overscan.compensate(databox.overscanValue)
-- Show menu scene
composer.gotoScene('scenes.menu')
|
local skynet = require "skynet"
local sharetable = require "skynet.sharetable"
skynet.start(function()
-- You can also use sharetable.loadfile / sharetable.loadstring
sharetable.loadtable ("test", { x=1,y={ 'hello world' },['hello world'] = true })
local t = sharetable.query("test")
for k,v in pairs(t) do
print(k,v)
end
sharetable.loadstring ("test", "return { ... }", 1,2,3)
skynet.sleep(1)
for k,v in pairs(t) do
print(k,v)
end
end)
|
--[[
Carbon for Lua
#class Math.Vector
#inherits OOP.Object
#description {
**Abstract Template `Vector<N>`**
Provides a metaprogramming-driven method of generating N-length vectors.
Presently has a hard maximum component count of 26, can be expanded upon request.
}
]]
local Carbon = (...)
local OOP = Carbon.OOP
local Dictionary = Carbon.Collections.Dictionary
local List = Carbon.Collections.List
local CodeGenerationException = Carbon.Exceptions.CodeGenerationException
local TemplateEngine = Carbon.TemplateEngine
local loadstring = loadstring or load
local SIMPLE_LOOSE_BINARY_OPERATOR = function(symbol, default)
default = default or 0
return (([[
return function(self, {%= ARGS_STRING %}, out)
return self.class:PlacementNew(out,
{% for i = 1, LENGTH do
_(("self[%d] {symbol} (%s or {default})"):format(
i, ARGS[i]
))
if (i < LENGTH) then
_(", ")
end
end %}
)
end
]])
:gsub("{symbol}", symbol)
:gsub("{default}", default)
)
end
local SIMPLE_BINARY_OPERATOR = function(symbol, default)
default = default or 0
return (([[
return function(self, other, out)
return self.class:PlacementNew(out,
{% for i = 1, LENGTH do
_(("self[%d] {symbol} (other[%d] or {default})"):format(i, i))
if (i < LENGTH) then
_(", ")
end
end %}
)
end
]])
:gsub("{symbol}", symbol)
:gsub("{default}", default)
)
end
local Vector = {
Engine = TemplateEngine:New(),
__cache = {},
__methods = {
--[[#method 1 {
class public @Vector<N> Vector<N>:New(...)
-alias: object public @void Vector<N>:Init(...)
optional ...: The arguments to the intialization. Should be `N` arguments long.
Creates a new @Vector with `N` components.
}]]
Init = [[
return function(self, {%= ARGS_STRING %})
{% for i, arg in ipairs(ARGS) do
_(("self[%d] = %s or %s;"):format(
i, arg, PARAMETERS.DefaultValues[i]
))
end %}
end
]],
--[[#method {
object public @unumber Vector<N>:Length()
Returns the length of the vector.
}]]
Length = [[
return function(self)
return math.sqrt(
{% for i = 1, LENGTH do
_(("self[%d]^2%s"):format(
i, i < LENGTH and "+" or ""
))
end %})
end
]],
--[[#method {
object public @unumber Vector<N>:LengthSquared()
Returns the length of the vector squared.
}]]
LengthSquared = [[
return function(self)
return
{% for i = 1, LENGTH do
_(("self[%d]^2%s"):format(
i, i < LENGTH and "+" or ""
))
end %}
end
]],
--[[#method {
object public self Vector<N>:Normalize!()
-alias: object public self Vector<N>:NormalizeInPlace()
Normalizes the vector in-place.
Called in Carbide as `Vector:Normalize!()`
}]]
NormalizeInPlace = function(self)
return self:Normalize(self)
end,
--[[#method {
object public out Vector<N>:Normalize([@Vector<N> out])
optional out: Where to place the data of the normalized vector. A new `Vector<N>` if not given.
Normalizes the @Vector<N> object, optionally outputting the data to an existing @Vector<N>.
}]]
Normalize = [[
local abs = math.abs
return function(self, out)
out = out or self.class:New()
local square_length = self:LengthSquared()
if (square_length == 0) then
square_length = 1 / {%= PARAMETERS.NormalizedLength^2 %}
else
{% if (PARAMETERS.NormalizedLength ~= 1) then %}
square_length = square_length / {%= PARAMETERS.NormalizedLength^2 %}
{% end %}
end
-- First-order Padé approximation for unit-ish vectors
if (abs(1 - square_length) < 2.107342e-8) then
{% for i = 1, LENGTH do
_(("out[%d] = self[%d] * 2 / (1 + square_length)"):format(i, i))
end %}
else
local length = math.sqrt(square_length)
{% for i = 1, LENGTH do
_(("out[%d] = %g * self[%d] / length;"):format(
i, PARAMETERS.NormalizedLength, i
))
end %}
end
return out
end
]],
--[[#method {
object public @loose<Vector> Vector:LooseScale(@number scalar)
required scalar: The value to scale by.
Scales the @Vector and returns it in @loose form.
}]]
LooseScale = [[
return function(self, scalar)
return
{% for i = 1, LENGTH do
_(("self[%d] * scalar"):format(i))
if (i < LENGTH) then
_(",")
end
end %}
end
]],
--[[#method {
object public @Vector Vector:Scale(@number scalar, [@Vector out])
required scalar: The value to scale by.
optional out: Where to put the resulting data.
Scales the @Vector, optionally outputting into an existing @Vector.
}]]
Scale = function(self, scalar, out)
return self.class:PlacementNew(out, self:LooseScale(scalar))
end,
--[[#method {
object public @Vector Vector:Scale!(@number scalar)
-alias: object public @Vector Vector:ScaleInPlace(@number scalar)
required scalar: The value to scale by.
Scales the @Vector in place.
}]]
ScaleInPlace = function(self, scalar)
return self:Scale(scalar, self)
end,
--[[#method {
object public @tuple<N, unumber> Vector<N>:GetComponents()
Returns the individual components of the @Vector<N> in order. Much faster than `unpack`.
}]]
GetComponents = [[
return function(self)
return
{% for i = 1, LENGTH do
_(("self[%d]"):format(i))
if (i < LENGTH) then
_(",")
end
end %}
end
]],
--[[#method {
object public @number Vector<N>:DotMultiply(@Vector<N> other)
required other: The @Vector to multiply with.
Performs a dot product between two vectors.
}]]
DotMultiply = [[
return function(self, other)
return
{% for i = 1, LENGTH do
_(("self[%d] * (other[%d] or 0)"):format(i, i))
if (i < LENGTH) then
_(" + ")
end
end %}
end
]],
--[[#method {
object public (@number, @Vector<N>) Vector<N>:Multiply((@number, @Vector<N>) other, [@Vector<N> out])
required other: The object to multiply with; a vector, matrix, or number.
optional out: Where to put the resulting data, if specified.
}]]
Multiply = function(self, other, out)
if (type(other) == "number") then
return self:Scale(other, out)
elseif (type(other) == "table") then
if (other.Is[Carbon.Math.Matrix]) then
return self:MultiplyMatrix(other, out)
elseif (other.Is[self.class]) then
return self:DotMultiply(other)
end
end
return nil
end,
MultiplyMatrixInPlace = function(self, other)
return self:MultiplyMatrix(other, self)
end,
MultiplyMatrix = function(self, other, out)
return other:PreMultiplyVector(self, out)
end,
PostMultiplyMatrixInPlace = function(self, other)
return self:PostMultiplyMatrix(other, self)
end,
PostMultiplyMatrix = function(self, other, out)
return other:MultiplyVector(self, out)
end,
Add = function(self, other, out)
return self:AddVector(other, out)
end,
AddLooseVector = SIMPLE_LOOSE_BINARY_OPERATOR("+"),
AddLooseVectorInPlace = [[
return function(self, {%=ARGS_STRING %})
return self:AddLooseVector({%=ARGS_STRING %}, self)
end
]],
AddVector = SIMPLE_BINARY_OPERATOR("+"),
AddVectorInPlace = function(self, other)
return self:AddVector(other, self)
end,
Subtract = function(self, other, out)
return self:SubtractVector(other, out)
end,
SubtractLooseVector = SIMPLE_LOOSE_BINARY_OPERATOR("-"),
SubtractLooseVectorInPlace = [[
return function(self, {%=ARGS_STRING %})
return self:SubtractLooseVector({%=ARGS_STRING %}, self)
end
]],
SubtractVector = SIMPLE_BINARY_OPERATOR("-"),
SubtractVectorInPlace = function(self, other)
return self:SubtractVector(other, self)
end,
},
__metatable = {
-- String conversion:
-- tostring(Vector)
__tostring = [[
return function(self)
return ("({%= ("%g, "):rep(LENGTH):sub(1,-3) %})"):format(
{% for i = 1, LENGTH do
_(("self[%d]%s"):format(
i, i < LENGTH and "," or ""
))
end %})
end
]],
__add = function(self, ...)
return self:Add(...)
end,
__sub = function(self, ...)
return self:Subtract(...)
end,
__mul = function(self, ...)
return self:Multiply(...)
end
}
}
local arg_list = {"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"}
--[[#method {
private function Vector:__generate_method(@string body, @dictionary arguments, [@dictionary env])
required body: Template-enabled code to return a function.
required arguments: Arguments to the template
optional env: The environment to generate the method under.
Generates a method using Carbon's TemplateEngine and handles errors.
}]]
function Vector:__generate_method(body, arguments, env)
env = env or {}
local generated, exception = self.Engine:Render(body, arguments)
if (not generated) then
return false, exception
end
Dictionary.ShallowMerge(_G, env)
local generator, err = Carbon.LoadString(generated, body:sub(1, 50), env)
if (not generator) then
return false, CodeGenerationException:New(err, generated), generated
end
return generated, generator()
end
--[[#method {
public @Vector<length> Vector:Generate(@uint length, [@dictionary parameters])
required length: The length of the vector.
optional parameters: Options for generating the class:
Generates a new Vector class with the given keys and parameters. Results are cached, but this method may still be slow.
It performs runtime code generation and template parsing on each generated class.
The following parameters are valid:
- @number NormalizedLength (1): The length the vector reaches when normalized.
- @number DefaultValue (0): The value to initialize all members to if not given.
- @list<@number> DefaultValues: A list of values to initialize specific keys to. If any are given, all keys must be specified.
}]]
function Vector:Generate(length, parameters)
if (self.__cache[length]) then
return self.__cache[length]
end
parameters = parameters or {}
local args = {}
for i = 1, length do
table.insert(args, arg_list[i])
end
local args_string = table.concat(args, ",")
if (parameters.DefaultValue) then
parameters.DefaultValues = {}
for i = 1, length do
table.insert(paramters.DefaultValues, parameters.DefaultValue)
end
elseif (not parameters.DefaultValues) then
parameters.DefaultValues = {}
for i = 1, length do
table.insert(parameters.DefaultValues, 0)
end
end
parameters.NormalizedLength = parameters.NormalizedLength or 1
local class = OOP:Class()
class.__generated = {}
class.Is[Vector] = true
local body = {
ComponentCount = length
}
class:Members(body)
-- These are all LOUD to show that they're template arguments.
local gen_args = {
LENGTH = length,
ARGS = args,
ARGS_STRING = args_string,
PARAMETERS = parameters,
CLASS = class
}
-- Process methods for the generated class
for name, body in pairs(self.__methods) do
if (type(body) == "string") then
local generated
generated, class[name] = self:__generate_method(body, gen_args)
class.__generated[name] = generated
if (not class[name]) then
return false, err, body
end
else
class[name] = body
end
end
local metatable = {}
for name, body in pairs(self.__metatable) do
if (type(body) == "string") then
local generated
generated, metatable[name] = self:__generate_method(body, gen_args)
class.__generated[name] = generated
if (not metatable[name]) then
return false, err, body
end
else
metatable[name] = body
end
end
class:Metatable(metatable)
:Attributes {
PooledInstantiation = true,
PoolSize = 64,
SparseInstances = true,
ExplicitInitialization = true
}
self.__cache[length] = class
return class
end
return Vector |
local kong = kong
local _M = {}
local function show_kong_headers(show)
kong.configuration.enabled_headers['X-Kong-Upstream-Latency'] = show
kong.configuration.enabled_headers['X-Kong-Proxy-Latency'] = show
kong.configuration.enabled_headers['Via'] = show
end
function _M.execute(config)
show_kong_headers(config.show_kong_headers)
if config.add_magalu_header then
kong.response.set_header('x-magalu', 'Hello TDC Connections')
end
end
return _M
|
local Layout = {mediaPath = {}}
local SML, mediaRequired, anchoringQueued
local mediaPath = Layout.mediaPath
local backdropTbl = {insets = {}}
local _G = getfenv(0)
ShadowUF.Layout = Layout
-- Someone is using another mod that is forcing a media type for all mods using SML
function Layout:MediaForced(mediaType)
local oldPath = mediaPath[mediaType]
self:CheckMedia()
if( mediaPath[mediaType] ~= oldPath ) then
self:Reload()
end
end
local function loadMedia(type, name, default)
if( name == "" ) then return "" end
local media = SML:Fetch(type, name, true)
if( not media ) then
mediaRequired = mediaRequired or {}
mediaRequired[type] = name
return default
end
return media
end
-- Updates the background table
local function updateBackdrop()
-- Update the backdrop table
local backdrop = ShadowUF.db.profile.backdrop
backdropTbl.bgFile = mediaPath.background
backdropTbl.edgeFile = mediaPath.border
backdropTbl.tile = backdrop.tileSize > 0 and true or false
backdropTbl.edgeSize = backdrop.edgeSize
backdropTbl.tileSize = backdrop.tileSize
backdropTbl.insets.left = backdrop.inset
backdropTbl.insets.right = backdrop.inset
backdropTbl.insets.top = backdrop.inset
backdropTbl.insets.bottom = backdrop.inset
end
-- Tries to load media, if it fails it will default to whatever I set
function Layout:CheckMedia()
mediaPath[SML.MediaType.STATUSBAR] = loadMedia(SML.MediaType.STATUSBAR, ShadowUF.db.profile.bars.texture, "Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\Aluminium")
mediaPath[SML.MediaType.FONT] = loadMedia(SML.MediaType.FONT, ShadowUF.db.profile.font.name, "Interface\\AddOns\\ShadowedUnitFrames\\media\\fonts\\Myriad Condensed Web.ttf")
mediaPath[SML.MediaType.BACKGROUND] = loadMedia(SML.MediaType.BACKGROUND, ShadowUF.db.profile.backdrop.backgroundTexture, "Interface\\ChatFrame\\ChatFrameBackground")
mediaPath[SML.MediaType.BORDER] = loadMedia(SML.MediaType.BORDER, ShadowUF.db.profile.backdrop.borderTexture, "")
updateBackdrop()
end
-- We might not have had a media we required at initial load, wait for it to load and then update everything when it does
function Layout:MediaRegistered(event, mediaType, key)
if( mediaRequired and mediaRequired[mediaType] and mediaRequired[mediaType] == key ) then
mediaPath[mediaType] = SML:Fetch(mediaType, key)
mediaRequired[mediaType] = nil
self:Reload()
end
end
-- Helper functions
function Layout:ToggleVisibility(frame, visible)
if( frame and visible ) then
frame:Show()
elseif( frame ) then
frame:Hide()
end
end
function Layout:SetBarVisibility(frame, key, status)
if( status and not frame[key]:IsVisible() ) then
frame[key]:Show()
ShadowUF.Layout:PositionWidgets(frame, ShadowUF.db.profile.units[frame.unitType])
elseif( not status and frame[key]:IsVisible() ) then
frame[key]:Hide()
ShadowUF.Layout:PositionWidgets(frame, ShadowUF.db.profile.units[frame.unitType])
end
end
-- Frame changed somehow between when we first set it all up and now
function Layout:Reload(unit)
updateBackdrop()
-- Now update them
for frame in pairs(ShadowUF.Units.frameList) do
if( frame.unit and ( not unit or frame.unitType == unit ) and not frame.isHeaderFrame ) then
frame:SetVisibility()
self:Load(frame)
frame:FullUpdate()
end
end
ShadowUF:FireModuleEvent("OnLayoutReload", unit)
end
-- Do a full update
function Layout:Load(frame)
local unitConfig = ShadowUF.db.profile.units[frame.unitType]
-- About to set layout
ShadowUF:FireModuleEvent("OnPreLayoutApply", frame, unitConfig)
-- Load all of the layout things
self:SetupFrame(frame, unitConfig)
self:SetupBars(frame, unitConfig)
self:PositionWidgets(frame, unitConfig)
self:SetupText(frame, unitConfig)
-- Layouts been fully set
ShadowUF:FireModuleEvent("OnLayoutApplied", frame, unitConfig)
end
-- Register it on file load because authors seem to do a bad job at registering the callbacks
SML = LibStub:GetLibrary("LibSharedMedia-3.0")
SML:Register(SML.MediaType.FONT, "Myriad Condensed Web", "Interface\\AddOns\\ShadowedUnitFrames\\media\\fonts\\Myriad Condensed Web.ttf")
SML:Register(SML.MediaType.BORDER, "Square Clean", "Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\ABFBorder")
SML:Register(SML.MediaType.BACKGROUND, "Chat Frame", "Interface\\ChatFrame\\ChatFrameBackground")
SML:Register(SML.MediaType.STATUSBAR, "BantoBar", "Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\banto")
SML:Register(SML.MediaType.STATUSBAR, "Smooth", "Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\smooth")
SML:Register(SML.MediaType.STATUSBAR, "Perl", "Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\perl")
SML:Register(SML.MediaType.STATUSBAR, "Glaze", "Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\glaze")
SML:Register(SML.MediaType.STATUSBAR, "Charcoal", "Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\Charcoal")
SML:Register(SML.MediaType.STATUSBAR, "Otravi", "Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\otravi")
SML:Register(SML.MediaType.STATUSBAR, "Striped", "Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\striped")
SML:Register(SML.MediaType.STATUSBAR, "LiteStep", "Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\LiteStep")
SML:Register(SML.MediaType.STATUSBAR, "Aluminium", "Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\Aluminium")
SML:Register(SML.MediaType.STATUSBAR, "Minimalist", "Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\Minimalist")
function Layout:LoadSML()
SML.RegisterCallback(self, "LibSharedMedia_Registered", "MediaRegistered")
SML.RegisterCallback(self, "LibSharedMedia_SetGlobal", "MediaForced")
self:CheckMedia()
end
--[[
Keep in mind this is relative to where you're parenting it, RT will put the object outside of the frame, on the right side, at the top of it while ITR will put it inside the frame, at the top to the right
* Positions OUTSIDE the frame
RT = Right Top, RC = Right Center, RB = Right Bottom
LT = Left Top, LC = Left Center, LB = Left Bottom,
BL = Bottom Left, BC = Bottom Center, BR = Bottom Right
TR = Top Right, TC = Top Center, TL = Top Left
* Positions INSIDE the frame
CLI = Inside Center Left, CRI = Inside Center Right
TRI = Inside Top Right, TLI = Inside Top Left
BRI = Inside Bottom Right, BRI = Inside Bottom left
]]
local preDefPoint = {C = "CENTER", CLI = "LEFT", RT = "TOPLEFT", BC = "TOP", CRI = "RIGHT", LT = "TOPRIGHT", TR = "BOTTOMRIGHT", BL = "TOPLEFT", LB = "BOTTOMRIGHT", LC = "RIGHT", RB = "BOTTOMLEFT", RC = "LEFT", TC = "BOTTOM", BR = "TOPRIGHT", TL = "BOTTOMLEFT", BRI = "BOTTOMRIGHT", BLI = "BOTTOMLEFT", TRI = "TOPRIGHT", TLI = "TOPLEFT"}
local preDefRelative = {C = "CENTER", CLI = "LEFT", RT = "TOPRIGHT", BC = "BOTTOM", CRI = "RIGHT", LT = "TOPLEFT", TR = "TOPRIGHT", BL = "BOTTOMLEFT", LB = "BOTTOMLEFT", LC = "LEFT", RB = "BOTTOMRIGHT", RC = "RIGHT", TC = "TOP", BR = "BOTTOMRIGHT", TL = "TOPLEFT", BRI = "BOTTOMRIGHT", BLI = "BOTTOMLEFT", TRI = "TOPRIGHT", TLI = "TOPLEFT"}
local columnDirection = {RT = "RIGHT", C = "RIGHT", BC = "BOTTOM", LT = "LEFT", TR = "TOP", BL = "BOTTOM", LB = "LEFT", LC = "LEFT", TRI = "TOP", RB = "RIGHT", RC = "RIGHT", TC = "TOP", CLI = "RIGHT", TL = "TOP", BR = "BOTTOM", IBL = "RIGHT", IBR = "RIGHT", CRI = "RIGHT", TLI = "TOP"}
local auraDirection = {RT = "BOTTOM", C = "LEFT", BC = "LEFT", LT = "BOTTOM", TR = "LEFT", BL = "RIGHT", LB = "TOP", LC = "LEFT", TRI = "LEFT", RB = "TOP", RC = "LEFT", TC = "LEFT", CLI = "RIGHT", TL = "RIGHT", BR = "LEFT", IBL = "TOP", IBR = "TOP", CRI = "LEFT", TLI = "RIGHT"}
-- Figures out how text should be justified based on where it's anchoring
function Layout:GetJustify(config)
local point = config.anchorPoint and config.anchorPoint ~= "" and preDefPoint[config.anchorPoint] or config.point
if( point and point ~= "" ) then
if( string.match(point, "LEFT$") ) then
return "LEFT"
elseif( string.match(point, "RIGHT$") ) then
return "RIGHT"
end
end
return "CENTER"
end
function Layout:GetPoint(key)
return preDefPoint[key] or "CENTER"
end
function Layout:GetRelative(key)
return preDefRelative[key] or "CENTER"
end
function Layout:GetColumnGrowth(key)
return columnDirection[key] or "DOWN"
end
function Layout:GetAuraGrowth(key)
return auraDirection[key] or "LEFT"
end
function Layout:ReverseDirection(key)
return key == "LEFT" and "RIGHT" or key == "RIGHT" and "LEFT" or key == "TOP" and "BOTTOM" or key == "BOTTOM" and "TOP"
end
-- Gets the relative anchoring for Blizzards default raid frames, these differ from the split ones
function Layout:GetRelativeAnchor(point)
if( point == "TOP" ) then
return "BOTTOM", 0, -1
elseif( point == "BOTTOM" ) then
return "TOP", 0, 1
elseif( point == "LEFT" ) then
return "RIGHT", 1, 0
elseif( point == "RIGHT" ) then
return "LEFT", -1, 0
elseif( point == "TOPLEFT" ) then
return "BOTTOMRIGHT", 1, -1
elseif( point == "TOPRIGHT" ) then
return "BOTTOMLEFT", -1, -1
elseif( point == "BOTTOMLEFT" ) then
return "TOPRIGHT", 1, 1
elseif( point == "BOTTOMRIGHT" ) then
return "TOPLEFT", -1, 1
else
return "CENTER", 0, 0
end
end
function Layout:GetSplitRelativeAnchor(point, columnPoint)
-- Column is growing to the RIGHT
if( columnPoint == "LEFT" ) then
return "TOPLEFT", "TOPRIGHT", 1, 0
-- Column is growing to the LEFT
elseif( columnPoint == "RIGHT" ) then
return "TOPRIGHT", "TOPLEFT", -1, 0
-- Column is growing DOWN
elseif( columnPoint == "TOP" ) then
return "TOP" .. point, "BOTTOM" .. point, 0, -1
-- Column is growing UP
elseif( columnPoint == "BOTTOM" ) then
return "BOTTOM" .. point, "TOP" .. point, 0, 1
end
end
function Layout:AnchorFrame(parent, frame, config)
if( not config or not config.anchorTo or not config.x or not config.y ) then
return
end
local anchorTo = config.anchorTo
local prefix = string.sub(config.anchorTo, 0, 1)
if( config.anchorTo == "$parent" ) then
anchorTo = parent
-- $ is used as an indicator of a sub-frame inside a parent, $healthBar -> parent.healthBar and so on
elseif( prefix == "$" ) then
anchorTo = parent[string.sub(config.anchorTo, 2)]
-- # is used as an indicator of an actual frame created by SUF, it lets us know that the frame might not be created yet
-- and if so, to watch for it to be created and fix the anchoring
elseif( prefix == "#" ) then
anchorTo = string.sub(config.anchorTo, 2)
-- The frame we wanted to anchor to doesn't exist yet, so will queue and wait for it to exist
if( not _G[anchorTo] ) then
frame.queuedParent = parent
frame.queuedConfig = config
frame.queuedName = anchorTo
anchoringQueued = anchoringQueued or {}
anchoringQueued[frame] = true
-- For the time being, will take over the frame we wanted to anchor to's position.
local unit = string.match(anchorTo, "SUFUnit(%w+)") or string.match(anchorTo, "SUFHeader(%w+)")
if( unit and ShadowUF.db.profile.positions[unit] ) then
self:AnchorFrame(parent, frame, ShadowUF.db.profile.positions[unit])
end
return
end
end
-- Figure out where it's anchored
local point = config.point and config.point ~= "" and config.point or preDefPoint[config.anchorPoint] or "CENTER"
local relativePoint = config.relativePoint and config.relativePoint ~= "" and config.relativePoint or preDefRelative[config.anchorPoint] or "CENTER"
-- Effective scaling is only used for unit based frames and if they are anchored to UIParent
local scale = 1
if( config.anchorTo == "UIParent" and frame.unitType ) then
scale = frame:GetScale() * UIParent:GetScale()
end
frame:ClearAllPoints()
frame:SetPoint(point, anchorTo, relativePoint, config.x / scale, config.y / scale)
end
-- Setup the main frame
function Layout:SetupFrame(frame, config)
local backdrop = ShadowUF.db.profile.backdrop
frame:SetBackdrop(backdropTbl)
frame:SetBackdropColor(backdrop.backgroundColor.r, backdrop.backgroundColor.g, backdrop.backgroundColor.b, backdrop.backgroundColor.a)
frame:SetBackdropBorderColor(backdrop.borderColor.r, backdrop.borderColor.g, backdrop.borderColor.b, backdrop.borderColor.a)
-- Prevent these from updating while in combat to prevent tainting
if( not InCombatLockdown() ) then
frame:SetHeight(config.height)
frame:SetWidth(config.width)
frame:SetScale(config.scale)
-- Let the frame clip closer to the edge, not using inset + clip as that lets you move it too far in
local clamp = backdrop.inset + 0.20
frame:SetClampRectInsets(clamp, -clamp, -clamp, clamp)
frame:SetClampedToScreen(true)
-- This is wrong technically, I need to redo the backdrop stuff so it will accept insets and that will fit hitbox issues
-- for the time being, this is a temporary fix to it
local hit = backdrop.borderTexture == "None" and backdrop.inset or 0
frame:SetHitRectInsets(hit, hit, hit, hit)
if( not frame.ignoreAnchor ) then
self:AnchorFrame(frame.parent or UIParent, frame, ShadowUF.db.profile.positions[frame.unitType])
end
end
-- Check if we had anything parented to us
if( anchoringQueued ) then
for queued in pairs(anchoringQueued) do
if( queued.queuedName == frame:GetName() ) then
self:AnchorFrame(queued.queuedParent, queued, queued.queuedConfig)
queued.queuedParent = nil
queued.queuedConfig = nil
queued.queuedName = nil
anchoringQueued[queued] = nil
end
end
end
end
-- Setup bars
function Layout:SetupBars(frame, config)
for _, module in pairs(ShadowUF.modules) do
local key = module.moduleKey
local widget = frame[key]
if( widget and ( module.moduleHasBar or config[key] and config[key].isBar ) ) then
self:ToggleVisibility(widget, frame.visibility[key])
if( widget:IsShown() and widget.SetStatusBarTexture ) then
widget:SetStatusBarTexture(mediaPath.statusbar)
widget:GetStatusBarTexture():SetHorizTile(false)
end
if( widget.background ) then
if( config[key].background ) then
widget.background:SetTexture(mediaPath.statusbar)
widget.background:SetHorizTile(false)
widget.background:Show()
widget.background.overrideColor = ShadowUF.db.profile.bars.backgroundColor or config[key].backgroundColor
if( widget.background.overrideColor ) then
widget.background:SetVertexColor(widget.background.overrideColor.r, widget.background.overrideColor.g, widget.background.overrideColor.b, ShadowUF.db.profile.bars.backgroundAlpha)
end
else
widget.background:Hide()
end
end
end
end
end
-- Setup text
function Layout:SetupFontString(fontString, extraSize)
local size = ShadowUF.db.profile.font.size + (extraSize or 0)
if( size <= 0 ) then size = 1 end
fontString:SetFont(mediaPath.font, size, ShadowUF.db.profile.font.extra)
if( ShadowUF.db.profile.font.shadowColor and ShadowUF.db.profile.font.shadowX and ShadowUF.db.profile.font.shadowY ) then
fontString:SetShadowColor(ShadowUF.db.profile.font.shadowColor.r, ShadowUF.db.profile.font.shadowColor.g, ShadowUF.db.profile.font.shadowColor.b, ShadowUF.db.profile.font.shadowColor.a)
fontString:SetShadowOffset(ShadowUF.db.profile.font.shadowX, ShadowUF.db.profile.font.shadowY)
else
fontString:SetShadowColor(0, 0, 0, 0)
fontString:SetShadowOffset(0, 0)
end
end
local totalWeight = {}
function Layout:SetupText(frame, config)
-- Update tag text
frame.fontStrings = frame.fontStrings or {}
for _, fontString in pairs(frame.fontStrings) do
ShadowUF.Tags:Unregister(fontString)
fontString:Hide()
end
for k in pairs(totalWeight) do totalWeight[k] = nil end
-- Update the actual text, and figure out the weighting information now
for id, row in pairs(config.text) do
local parent = row.anchorTo == "$parent" and frame or frame[string.sub(row.anchorTo, 2)]
if( parent and parent:IsShown() and row.enabled and row.text ~= "" ) then
local fontString = frame.fontStrings[id] or frame.highFrame:CreateFontString(nil, "ARTWORK")
self:SetupFontString(fontString, row.size)
fontString:SetTextColor(ShadowUF.db.profile.font.color.r, ShadowUF.db.profile.font.color.g, ShadowUF.db.profile.font.color.b, ShadowUF.db.profile.font.color.a)
fontString:SetText(row.text)
fontString:SetJustifyH(self:GetJustify(row))
self:AnchorFrame(frame, fontString, row)
-- We figure out the anchor point so we can put text in the same area with the same width requirements
local anchorPoint = columnDirection[row.anchorPoint]
if( string.len(row.anchorPoint) == 3 ) then anchorPoint = anchorPoint .. "I" end
fontString.availableWidth = parent:GetWidth() - row.x
fontString.widthID = row.anchorTo .. anchorPoint .. row.y
totalWeight[fontString.widthID] = (totalWeight[fontString.widthID] or 0) + row.width
ShadowUF.Tags:Register(frame, fontString, row.text)
fontString:UpdateTags()
fontString:Show()
frame.fontStrings[id] = fontString
end
end
-- Now set all of the width using our weightings
for id, fontString in pairs(frame.fontStrings) do
if( fontString:IsShown() ) then
fontString:SetWidth(fontString.availableWidth * (config.text[id].width / totalWeight[fontString.widthID]))
fontString:SetHeight(ShadowUF.db.profile.font.size + 1)
frame:RegisterUpdateFunc(fontString, "UpdateTags")
else
frame:UnregisterAll(fontString)
end
end
end
-- Setup the bar barOrder/info
local currentConfig
local function sortOrder(a, b)
return currentConfig[a].order < currentConfig[b].order
end
local barOrder = {}
function Layout:PositionWidgets(frame, config)
-- Deal with setting all of the bar heights
local totalWeight, totalBars, hasFullSize = 0, -1
-- Figure out total weighting as well as what bars are full sized
for i=#(barOrder), 1, -1 do table.remove(barOrder, i) end
for key, module in pairs(ShadowUF.modules) do
if( ( module.moduleHasBar or config[key] and config[key].isBar ) and frame[key] and frame[key]:IsShown() and config[key].height > 0 ) then
totalWeight = totalWeight + config[key].height
totalBars = totalBars + 1
table.insert(barOrder, key)
-- Decide whats full sized
if( not frame.visibility.portrait or config.portrait.isBar or config[key].order < config.portrait.fullBefore or config[key].order > config.portrait.fullAfter ) then
hasFullSize = true
frame[key].fullSize = true
else
frame[key].fullSize = nil
end
end
end
-- Sort the barOrder so it's all nice and orderly (:>)
currentConfig = config
table.sort(barOrder, sortOrder)
-- Now deal with setting the heights and figure out how large the portrait should be.
local clip = ShadowUF.db.profile.backdrop.inset + ShadowUF.db.profile.backdrop.clip
local clipDoubled = clip * 2
local portraitOffset, portraitAlignment, portraitAnchor, portraitWidth
if( not config.portrait.isBar ) then
self:ToggleVisibility(frame.portrait, frame.visibility.portrait)
if( frame.visibility.portrait ) then
-- Figure out portrait alignment
portraitAlignment = config.portrait.alignment
-- Set the portrait width so we can figure out the offset to use on bars, will do height and position later
portraitWidth = math.floor(frame:GetWidth() * config.portrait.width) - ShadowUF.db.profile.backdrop.inset
frame.portrait:SetWidth(portraitWidth - (portraitAlignment == "RIGHT" and 1 or 0.5))
-- Disable portrait if there isn't enough room
if( portraitWidth <= 0 ) then
frame.portrait:Hide()
end
-- As well as how much to offset bars by (if it's using a left alignment) to keep them all fancy looking
portraitOffset = clip
if( portraitAlignment == "LEFT" ) then
portraitOffset = portraitOffset + portraitWidth
end
end
end
-- Position and size everything
local portraitHeight, xOffset = 0, -clip
local availableHeight = frame:GetHeight() - clipDoubled - (math.abs(ShadowUF.db.profile.bars.spacing) * totalBars)
for id, key in pairs(barOrder) do
local bar = frame[key]
-- Position the actual bar based on it's type
if( bar.fullSize ) then
bar:SetWidth(frame:GetWidth() - clipDoubled)
bar:SetHeight(availableHeight * (config[key].height / totalWeight))
bar:ClearAllPoints()
bar:SetPoint("TOPLEFT", frame, "TOPLEFT", clip, xOffset)
else
bar:SetWidth(frame:GetWidth() - portraitWidth - clipDoubled)
bar:SetHeight(availableHeight * (config[key].height / totalWeight))
bar:ClearAllPoints()
bar:SetPoint("TOPLEFT", frame, "TOPLEFT", portraitOffset, xOffset)
portraitHeight = portraitHeight + bar:GetHeight()
end
-- Figure out where the portrait is going to be anchored to
if( not portraitAnchor and config[key].order >= config.portrait.fullBefore ) then
portraitAnchor = bar
end
xOffset = xOffset - bar:GetHeight() + ShadowUF.db.profile.bars.spacing
end
-- Now position the portrait and set the height
if( frame.portrait and frame.portrait:IsShown() and portraitAnchor and portraitHeight > 0 ) then
if( portraitAlignment == "LEFT" ) then
frame.portrait:ClearAllPoints()
frame.portrait:SetPoint("TOPLEFT", portraitAnchor, "TOPLEFT", -frame.portrait:GetWidth() - 0.5, 0)
elseif( portraitAlignment == "RIGHT" ) then
frame.portrait:ClearAllPoints()
frame.portrait:SetPoint("TOPRIGHT", portraitAnchor, "TOPRIGHT", frame.portrait:GetWidth() + 1, 0)
end
if( hasFullSize ) then
frame.portrait:SetHeight(portraitHeight)
else
frame.portrait:SetHeight(frame:GetHeight() - clipDoubled)
end
end
ShadowUF:FireModuleEvent("OnLayoutWidgets", frame, config)
end
|
--------------------------------------------------------------------------------
-- account.lua
--------------------------------------------------------------------------------
local store = require("lib.store")
return store.model("Account", {
attributes = {
"account", -- 账号
'password', -- 登录密码
"name", -- 昵称
'gender', -- 性别
'face', -- 头像
'game', -- 游戏标志
'group', -- 社团
'groupname', -- 社团名字
'custom', -- 自定义
'lock', -- 锁定机器
'sign', -- 签名
'viplevel', -- 会员等级
'expire', -- 会员到期时间
'exp', -- 经验
"score", -- 分数
},
indices = {
"account"
},
uniques = {
"account"
},
tracked = {
}
}) |
local M = {
__prefix = 'pokemon',
}
M.name = function(self)
return self:fetch('pokemon.names')
end
M.location = function(self)
return self:fetch('pokemon.locations')
end
local Base = require "faker.base"
return Base(M)
|
-- handle new payments events ONLY SERVER-SIDE
AddEventHandler('tebex:newPayment', function(packageName, packageData)
print( ("[PAYMENTS]: New payment for %s"):format(packageName) )
end)
-- execute any framework function ONLY SERVER-SIDE
ESX = nil
TriggerEvent('esx:getSharedObject', function(o) ESX = o end)
AddEventHandler('tebex:newPayment', function(packageName, packageData)
if packageName == "Money" then
local playerId = packageData.variables["server_id"] -- you should have setup a variable on your package first!
local xPlayer = ESX.GetPlayerFromId(playerId)
if xPlayer then
xPlayer.addMoney(100)
-- notify player?
TriggerClientEvent('chat:addMessage', playerId, { args={"TEBEX", "You bought "..packageName} })
end
end
end)
|
project "lua_grdmap"
language "C++"
files { "code/**.cpp" , "code/**.c" , "code/**.h" , "all.h" }
links { "lib_lua" , "lib_grd" }
includedirs { "." , "../lua_grd" }
KIND{kind="lua",dir="wetgenes/grdmap",name="core",luaname="wetgenes.grdmap.core",luaopen="wetgenes_grdmap_core"}
|
msg = "Date duži ne mogu biti stranice trougla."
|
package.cpath = package.cpath..";../?.so"
package.path = package.cpath..";../?.lua"
local ljson_decoder = require 'json_decoder'
local decoder = ljson_decoder.new()
local function cmp_lua_var(obj1, obj2)
if type(obj1) ~= type(obj2) then
return
end
if type(obj1) == "string" or
type(obj1) == "number" or
type(obj1) == "nil" or
type(obj1) == "boolean" then
return obj1 == obj2 and true or nil
end
if (type(obj1) ~= "table") then
print("unknown type", type(obj1));
return
end
-- compare table
for k, v in pairs(obj1) do
if not cmp_lua_var(v, obj2[k]) then
-- print(v," vs ", obj2[k])
return
end
end
for k, v in pairs(obj2) do
if not cmp_lua_var(v, obj1[k]) then
-- print(v," vs ", obj1[k])
return
end
end
return true
end
local test_fail_num = 0;
local test_total = 0;
local function ljson_test(test_id, parser, input, expect)
test_total = test_total + 1
io.write(string.format("Testing %s ...", test_id))
local result = decoder:decode(input)
if cmp_lua_var(result, expect) then
print("succ!")
else
test_fail_num = test_fail_num + 1
print("failed!")
--ljson_decoder.debug(result)
end
end
local json_parser = ljson_decoder.create()
-- Test 1
local input = [=[[1, 2, 3, {"key1":"value1", "key2":"value2"}, "lol"]]=]
local output = {1, 2, 3, {["key1"] = "value1", ["key2"] = "value2" }, "lol"}
ljson_test("test1", json_parser, input, output);
-- Test 2
input = [=[[]]=]
output = {}
ljson_test("test2", json_parser, input, output);
-- Test 3
input = [=[[{}]]=]
output = {{}}
ljson_test("test3", json_parser, input, output);
input = [=[[null]]=]
output = {nil}
ljson_test("test4", json_parser, input, output);
input = [=[[true, false]]=]
output = {true, false}
ljson_test("test5", json_parser, input, output);
input = "-" -- invalid input
output = nil
ljson_test("test6", json_parser, input, output);
-- The input string is "[\0265]", where char \0265 is illegal. The json decoder
-- once crash on this case.
input = string.format("[%c]", 181)
output = nil
ljson_test("test7", json_parser, input, output);
input = string.format("[ %c]", 181)
output = nil
ljson_test("test8", json_parser, input, output);
io.write(string.format(
"\n============================\nTotal test count %d, fail %d\n",
test_total, test_fail_num))
if test_fail_num == 0 then
os.exit(0)
else
os.exit(1)
end
|
--- Bresenham Based Ray-Casting FOV calculator.
-- See http://en.wikipedia.org/wiki/Bresenham's_line_algorithm.
-- Included for sake of having options. Provides three functions for computing FOV
-- @module ROT.FOV.Bresenham
local ROT = require((...):gsub(('.[^./\\]*'):rep(2) .. '$', ''))
local Bresenham=ROT.FOV:extend("Bresenham")
-- internal Point class
local Point = ROT.Class:extend("Point")
function Point:init(x, y)
self.isPoint = true
self.x=x
self.y=y
end
function Point:hashCode()
local prime =31
local result=1
result=prime*result+self.x
result=prime*result+self.y
return result
end
function Point:equals(other)
if self==other then return true end
if other==nil or
not other.isPoint or
(other.x and other.x ~= self.x) or
(other.y and other.y ~= self.y) then return false end
return true
end
function Point:adjacentPoints()
local points={}
local i =1
for ox=-1,1 do for oy=-1,1 do
points[i]=Point(self.x+ox,self.y+oy)
i=i+1
end end
return points
end
-- internal Line class
local Line = ROT.Class:extend("Line")
function Line:init(x1, y1, x2, y2)
self.x1=x1
self.y1=y1
self.x2=x2
self.y2=y2
self.points={}
end
function Line:getPoints()
local dx =math.abs(self.x2-self.x1)
local dy =math.abs(self.y2-self.y1)
local sx =self.x1<self.x2 and 1 or -1
local sy =self.y1<self.y2 and 1 or -1
local err=dx-dy
while true do
table.insert(self.points, Point(self.x1, self.y1))
if self.x1==self.x2 and self.y1==self.y2 then break end
local e2=err*2
if e2>-dx then
err=err-dy
self.x1 =self.x1+sx
end
if e2<dx then
err=err+dx
self.y1 =self.y1+sy
end
end
return self
end
--- Constructor.
-- Called with ROT.FOV.Bresenham:new()
-- @tparam function lightPassesCallback A function with two parameters (x, y) that returns true if a map cell will allow light to pass through
-- @tparam table options Options
-- @tparam int options.topology Direction for light movement Accepted values: (4 or 8)
-- @tparam boolean options.useDiamond If true, the FOV will be a diamond shape as opposed to a circle shape.
function Bresenham:init(lightPassesCallback, options)
Bresenham.super.init(self, lightPassesCallback, options)
end
--- Compute.
-- Get visibility from a given point.
-- This method cast's rays from center to points on a circle with a radius 3-units longer than the provided radius.
-- A list of cell's within the radius is kept. This list is checked at the end to verify that each cell has been passed to the callback.
-- @tparam int cx x-position of center of FOV
-- @tparam int cy y-position of center of FOV
-- @tparam int r radius of FOV (i.e.: At most, I can see for R cells)
-- @tparam function callback A function that is called for every cell in view. Must accept four parameters.
-- @tparam int callback.x x-position of cell that is in view
-- @tparam int callback.y y-position of cell that is in view
-- @tparam int callback.r The cell's distance from center of FOV
-- @tparam number callback.visibility The cell's visibility rating (from 0-1). How well can you see this cell?
function Bresenham:compute(cx, cy, r, callback)
local notvisited={}
for x=-r,r do
for y=-r,r do
notvisited[Point(cx+x, cy+y):hashCode()]={cx+x, cy+y}
end
end
callback(cx,cy,1,1)
notvisited[Point(cx, cy):hashCode()]=nil
local thePoints=self:_getCircle(cx, cy, r+3)
for _,p in pairs(thePoints) do
local x,y=p[1],p[2]
local line=Line(cx,cy,x, y):getPoints()
for i=2,#line.points do
local point=line.points[i]
if self:_oob(cx-point.x, cy-point.y, r) then break end
if notvisited[point:hashCode()] then
callback(point.x, point.y, i, 1-(i/r))
notvisited[point:hashCode()]=nil
end
if not self:_lightPasses(point.x, point.y) then
break
end
end
end
for _,v in pairs(notvisited) do
local x,y=v[1],v[2]
local line=Line(cx,cy,x, y):getPoints()
for i=2,#line.points do
local point=line.points[i]
if self:_oob(cx-point.x, cy-point.y, r) then break end
if notvisited[point:hashCode()] then
callback(point.x, point.y, i, 1-(i/r))
notvisited[point:hashCode()]=nil
end
if not self:_lightPasses(point.x, point.y) then
break
end
end
end
end
--- Compute Thorough.
-- Get visibility from a given point.
-- This method cast's rays from center to every cell within the given radius.
-- This method is much slower, but is more likely to not generate any anomalies within the field.
-- @tparam int cx x-position of center of FOV
-- @tparam int cy y-position of center of FOV
-- @tparam int r radius of FOV (i.e.: At most, I can see for R cells)
-- @tparam function callback A function that is called for every cell in view. Must accept four parameters.
-- @tparam int callback.x x-position of cell that is in view
-- @tparam int callback.y y-position of cell that is in view
-- @tparam int callback.r The cell's distance from center of FOV
-- @tparam number callback.visibility The cell's visibility rating (from 0-1). How well can you see this cell?
function Bresenham:computeThorough(cx, cy, r, callback)
local visited={}
callback(cx,cy,r)
visited[Point(cx, cy):hashCode()]=0
for x=-r,r do for y=-r,r do
local line=Line(cx,cy,x+cx, y+cy):getPoints()
for i=2,#line.points do
local point=line.points[i]
if self:_oob(cx-point.x, cy-point.y, r) then break end
if not visited[point:hashCode()] then
callback(point.x, point.y, r)
visited[point:hashCode()]=0
end
if not self:_lightPasses(point.x, point.y) then
break
end
end
end end
end
--- Compute Thorough.
-- Get visibility from a given point. The quickest method provided.
-- This method cast's rays from center to points on a circle with a radius 3-units longer than the provided radius.
-- Unlike compute() this method stops at that point. It will likely miss cell's for fields with a large radius.
-- @tparam int cx x-position of center of FOV
-- @tparam int cy y-position of center of FOV
-- @tparam int r radius of FOV (i.e.: At most, I can see for R cells)
-- @tparam function callback A function that is called for every cell in view. Must accept four parameters.
-- @tparam int callback.x x-position of cell that is in view
-- @tparam int callback.y y-position of cell that is in view
-- @tparam int callback.r The cell's distance from center of FOV
-- @tparam number callback.visibility The cell's visibility rating (from 0-1). How well can you see this cell?
function Bresenham:computeQuick(cx, cy, r, callback)
local visited={}
callback(cx,cy,1, 1)
visited[Point(cx, cy):hashCode()]=0
local thePoints=self:_getCircle(cx, cy, r+3)
for _,p in pairs(thePoints) do
local x,y=p[1],p[2]
local line=Line(cx,cy,x, y):getPoints()
for i=2,#line.points do
local point=line.points[i]
if self:_oob(cx-point.x, cy-point.y, r) then break end
if not visited[point:hashCode()] then
callback(point.x, point.y, i, 1-(i*i)/(r*r))
visited[point:hashCode()]=0
end
if not self:_lightPasses(point.x, point.y) then
break
end
end
end
end
function Bresenham:_oob(x, y, r)
if not self._options.useDiamond then
local ab=((x*x)+(y*y))
local c =(r*r)
return ab > c
else
return math.abs(x)+math.abs(y)>r
end
end
return Bresenham
|
--Need to redefine this old-way because sometimes cannot be copied right parameter
----------------
--DEFINE ITEMS--
----------------
data:extend({
{
type = "item",
name = "armored-platform-minigun-mk1",
icon = "__Armored-train__/graphics/icons/armored-paltform-minigun-mk1-icon.png",
icon_size = 32,
flags = {},
subgroup = "transport",
order = "a[train-system]-l[armored_platform_turret1]",
place_result = "armored-platform-minigun-mk1",
stack_size = 5
},
------------------
--DEFINE RECIPES--
------------------
{
type = "recipe",
name = "armored-platform-minigun-mk1",
enabled = false,
ingredients =
{
{"armored-platform-mk1", 1},
{"repair-pack", 1},
{"platform-minigun-turret-mk1", 1},
},
result = "armored-platform-minigun-mk1"
}
})
------------------
--DEFINE ENTITIES--
------------------
--Deep copy base data and create new one with custom parametres
local armored_platform_minigun_mk1 = util.table.deepcopy(data.raw["cargo-wagon"]["cargo-wagon"])
armored_platform_minigun_mk1.name = "armored-platform-minigun-mk1"
armored_platform_minigun_mk1.icon = "__Armored-train__/graphics/icons/armored-paltform-mk1-icon.png"
armored_platform_minigun_mk1.minable =
{
mining_time = 1,
result = "armored-platform-mk1" --wagon or platform dismantled and turret is placed to inventory (using buffer)
}
--COPY FROM BASE HP data from tank \/
-------------------------------------
local base_tank = data.raw.car["tank"];
--use flags (not flamable)
armored_platform_minigun_mk1.flags = base_tank.flags;
--copy tank resistancec (maybe add acid resistane)
armored_platform_minigun_mk1.resistances = base_tank.resistances;
-------------------------------------
--COPY FROM BASE HP data from tank /\
--ACTUAL PARAMETRES \/
armored_platform_minigun_mk1.max_health = 1000
armored_platform_minigun_mk1.weight = 2000
armored_platform_minigun_mk1.energy_per_hit_point = 5
armored_platform_minigun_mk1.inventory_size = 10
--ACTUAL PARAMETRES /\
--no doors
armored_platform_minigun_mk1.horizontal_doors = nil
armored_platform_minigun_mk1.vertical_doors = nil
--pictures
armored_platform_minigun_mk1.pictures =
{
layers =
{
{
priority = "very-low",
width = 256,
height = 256,
back_equals_front = false, --means to not rotate mirroring
direction_count = 128, --means to add aditional frames
allow_low_quality_rotation = true,
line_length = 32,
lines_per_file = 1,
shift = {0.4, -1.25},
filenames =
{
"__Armored-train__/graphics/entity/armored-platform-mk2/armored-platform-mk2-01.png",
"__Armored-train__/graphics/entity/armored-platform-mk2/armored-platform-mk2-02.png",
"__Armored-train__/graphics/entity/armored-platform-mk2/armored-platform-mk2-03.png",
"__Armored-train__/graphics/entity/armored-platform-mk2/armored-platform-mk2-04.png"
},
},
--DECORATIVES
--SHADOW
{
priority = "very-low",
--draw_as_shadow = true, --draw as shadow on groud level as in riginal game (use original shadow zip)
width = 126,
height = 62,
back_equals_front = false, --means to not rotate mirroring
direction_count = 128, --means to add aditional frames
allow_low_quality_rotation = true,
line_length = 32,
lines_per_file = 1,
shift = {-0.65, -1.4},
scale = 1,
filenames =
{
"__Armored-train__/graphics/entity/minigun-turret-128/minigun-turret-128-01-shadow.png",
"__Armored-train__/graphics/entity/minigun-turret-128/minigun-turret-128-02-shadow.png",
"__Armored-train__/graphics/entity/minigun-turret-128/minigun-turret-128-03-shadow.png",
"__Armored-train__/graphics/entity/minigun-turret-128/minigun-turret-128-04-shadow.png",
},
},
--MAIN SPRITE
{
priority = "very-low",
width = 66,
height = 64,
back_equals_front = false, --means to not rotate mirroring
direction_count = 128, --means to add aditional frames
allow_low_quality_rotation = true,
line_length = 32,
lines_per_file = 1,
shift = {0.0, -1.25},
filenames =
{
"__Armored-train__/graphics/entity/minigun-turret-128/minigun-turret-128-01.png",
"__Armored-train__/graphics/entity/minigun-turret-128/minigun-turret-128-02.png",
"__Armored-train__/graphics/entity/minigun-turret-128/minigun-turret-128-03.png",
"__Armored-train__/graphics/entity/minigun-turret-128/minigun-turret-128-04.png",
},
},
--MASK
{
priority = "very-low",
width = 30,
height = 28,
back_equals_front = false, --means to not rotate mirroring
direction_count = 128, --means to add aditional frames
allow_low_quality_rotation = true,
line_length = 32,
lines_per_file = 1,
shift = {0.0, -1.4},
scale = 1,
filenames =
{
"__Armored-train__/graphics/entity/minigun-turret-128/minigun-turret-128-01-mask.png",
"__Armored-train__/graphics/entity/minigun-turret-128/minigun-turret-128-02-mask.png",
"__Armored-train__/graphics/entity/minigun-turret-128/minigun-turret-128-03-mask.png",
"__Armored-train__/graphics/entity/minigun-turret-128/minigun-turret-128-04-mask.png",
},
}
},
}
--FINAL RESULTS and write
data:extend({armored_platform_minigun_mk1}) |
require "lmk"
require "lmkutil"
local startTime = os.time ()
local function print_usage ()
print ("")
print ("LMK options:")
print (" -u <path/lmk file>")
print (" -b <path/lmk file>")
print (" -m <debug, opt, bc>")
print (" -f <function name>")
print (" -r <on/off>")
print (" -v <on/off>")
print (" -c <on/off>")
end
local argList = lmkutil.process_args (arg)
local result, msg = true, nil
if argList then
local doBuild = true
for ix = 1, #argList do
local opt = argList[ix].opt
local values = argList[ix].values
if opt == "-u" then
doBuild = false
if not values then result, msg = lmk.update ()
else
for jy = 1, #values do
result, msg = lmk.update (values[jy])
if not result then break end
end
end
elseif opt == "-s" then
if values then
lmk.set_system (values[1])
else
end
elseif opt == "-b" then
doBuild = false
if not values then result, msg = lmk.build ()
else
for jy = 1, #values do
result, msg = lmk.build (values[jy])
if not result then break end
end
end
elseif opt == "-m" then
if not values then lmk.set_build_mode ("debug")
else
if #values > 1 then
print ("Warning: -m only take one parameter. " ..
"Ignoring other parameters: ")
for jy = 2, #values do print (" " .. values[jy]) end
end
lmk.set_build_mode (values[1])
end
elseif opt == "-p" then
doBuild = false
if not values then result, msg = lmk.init ()
else
for jy = 1, #values do
result, msg = lmk.init (values[jy])
if not result then break end
end
end
elseif opt == "-f" then
if not values then lmk.set_process_func_name ("main")
else
if #values > 1 then
print ("Warning: -f only take one parameter. " ..
"Ignoring other parameters: ")
for jy = 2, #values do print (" " .. values[jy]) end
end
lmk.set_process_func_name (values[1])
end
elseif opt == "-r" then
if not values then lmk.set_recurse (true)
else
local value = values[1]:lower ()
if (value == "true") or (value == "on") or (value == "1") then
lmk.set_recurse (true)
else lmk.set_recurse (false)
end
end
elseif opt == "-v" then
if not values then lmk.set_verbose (true)
else
local value = values[1]:lower ()
if (value == "true") or (value == "on") or (value == "1") then
lmk.set_verbose (true)
else lmk.set_verbose (false)
end
end
elseif opt == "-c" then
if not values then lmk.set_color_mode (true)
else
local value = values[1]:lower ()
if (value == "true") or (value == "on") or (value == "1") then
lmk.set_color_mode (true)
else lmk.set_color_mode (false)
end
end
elseif opt == "-h" then print_usage (); os.exit ()
else
result = false
msg = "Unknown opt: " .. opt
print_usage ()
end
if not result then break end
end
if result and doBuild then lmk.build () end
else result, msg = lmk.build ()
end
if not result then
print ("Error: " .. (msg and msg or "Unknown Error"))
end
local deltaTime = os.time () - startTime
local hours = math.floor (deltaTime / 3600)
local min = math.floor ((deltaTime - (hours * 3600)) / 60)
local sec = math.floor (deltaTime - ((min * 60) + (hours * 3600)))
print ("Execution time: " ..
((hours < 10) and "0" or "") .. tostring (hours) .. ":" ..
((min < 10) and "0" or "") .. tostring (min) .. ":" ..
((sec < 10) and "0" or "") .. tostring (sec))
|
DEBUGMODE = false
MTAVER = 1.4
HVER = "2.1.2"
|
local _M = {}
local k8s_suffix = os.getenv("fqdn_suffix")
if (k8s_suffix == nil) then
k8s_suffix = ""
end
local function _StrIsEmpty(s)
return s == nil or s == ''
end
local function _LoadTimeline(data)
local timeline = {}
for _, timeline_post in ipairs(data) do
local new_post = {}
new_post["post_id"] = tostring(timeline_post.post_id)
new_post["creator"] = {}
new_post["creator"]["user_id"] = tostring(timeline_post.creator.user_id)
new_post["creator"]["username"] = timeline_post.creator.username
new_post["req_id"] = tostring(timeline_post.req_id)
new_post["text"] = timeline_post.text
new_post["user_mentions"] = {}
for _, user_mention in ipairs(timeline_post.user_mentions) do
local new_user_mention = {}
new_user_mention["user_id"] = tostring(user_mention.user_id)
new_user_mention["username"] = user_mention.username
table.insert(new_post["user_mentions"], new_user_mention)
end
new_post["media"] = {}
for _, media in ipairs(timeline_post.media) do
local new_media = {}
new_media["media_id"] = tostring(media.media_id)
new_media["media_type"] = media.media_type
table.insert(new_post["media"], new_media)
end
new_post["urls"] = {}
for _, url in ipairs(timeline_post.urls) do
local new_url = {}
new_url["shortened_url"] = url.shortened_url
new_url["expanded_url"] = url.expanded_url
table.insert(new_post["urls"], new_url)
end
new_post["timestamp"] = tostring(timeline_post.timestamp)
new_post["post_type"] = timeline_post.post_type
table.insert(timeline, new_post)
end
return timeline
end
function _M.ReadHomeTimeline()
local bridge_tracer = require "opentracing_bridge_tracer"
local ngx = ngx
local GenericObjectPool = require "GenericObjectPool"
local social_network_HomeTimelineService = require "social_network_HomeTimelineService"
local HomeTimelineServiceClient = social_network_HomeTimelineService.HomeTimelineServiceClient
local cjson = require "cjson"
local liblualongnumber = require "liblualongnumber"
local req_id = tonumber(string.sub(ngx.var.request_id, 0, 15), 16)
local tracer = bridge_tracer.new_from_global()
local parent_span_context = tracer:binary_extract(
ngx.var.opentracing_binary_context)
local span = tracer:start_span("read_home_timeline_client",
{ ["references"] = { { "child_of", parent_span_context } } })
local carrier = {}
tracer:text_map_inject(span:context(), carrier)
ngx.req.read_body()
local args = ngx.req.get_uri_args()
if (_StrIsEmpty(args.user_id) or _StrIsEmpty(args.start) or _StrIsEmpty(args.stop)) then
ngx.status = ngx.HTTP_BAD_REQUEST
ngx.say("Incomplete arguments")
ngx.log(ngx.ERR, "Incomplete arguments")
ngx.exit(ngx.HTTP_BAD_REQUEST)
end
local client = GenericObjectPool:connection(
HomeTimelineServiceClient, "home-timeline-service" .. k8s_suffix, 9090)
local status, ret = pcall(client.ReadHomeTimeline, client, req_id,
tonumber(args.user_id), tonumber(args.start), tonumber(args.stop), carrier)
if not status then
ngx.status = ngx.HTTP_INTERNAL_SERVER_ERROR
if (ret.message) then
ngx.say("Get home-timeline failure: " .. ret.message)
ngx.log(ngx.ERR, "Get home-timeline failure: " .. ret.message)
else
ngx.say("Get home-timeline failure: " .. ret)
ngx.log(ngx.ERR, "Get home-timeline failure: " .. ret)
end
client.iprot.trans:close()
span:finish()
ngx.exit(ngx.HTTP_INTERNAL_SERVER_ERROR)
else
GenericObjectPool:returnConnection(client)
local home_timeline = _LoadTimeline(ret)
ngx.header.content_type = "application/json; charset=utf-8"
ngx.say(cjson.encode(home_timeline) )
end
span:finish()
ngx.exit(ngx.HTTP_OK)
end
return _M |
-- imports
local WIM = WIM;
local _G = _G;
local CreateFrame = CreateFrame;
local select = select;
local type = type;
local table = table;
local pairs = pairs;
local string = string;
local next = next;
local Ambiguate = Ambiguate;
-- set name space
setfenv(1, WIM);
-- Core information
addonTocName = "WIM";
version = "@project-version@";
beta = false; -- flags current version as beta.
debug = false; -- turn debugging on and off.
useProtocol2 = true; -- test switch for new W2W Protocol. (Dev use only)
-- is Private Server?
--[[isPrivateServer = not (string.match(_G.GetCVar("realmList"), "worldofwarcraft.com$")
or string.match(_G.GetCVar("realmList"), "battle.net$")
or string.match(_G.GetCVar("realmListbn"), "battle.net$")) and true or false;--]]
constants = {}; -- constants such as class colors will be stored here. (includes female class names).
modules = {}; -- module table. consists of all registerd WIM modules/plugins/skins. (treated the same).
windows = {active = {whisper = {}, chat = {}, w2w = {}}}; -- table of WIM windows.
libs = {}; -- table of loaded library references.
stats = {};
-- default options. live data is found in WIM.db
-- modules may insert fields into this table to
-- respect their option contributions.
db_defaults = {
enabled = true,
showToolTips = true,
modules = {},
alertedPrivateServer = false,
};
-- WIM.env is an evironmental reference for the current instance of WIM.
-- Information is stored here such as .realm and .character.
-- View table dump for more available information.
env = {};
-- default lists - This will store lists such as friends, guildies, raid members etc.
lists = {};
-- list of all the events registered from attached modules.
local Events = {};
-- create a frame to moderate events and frame updates.
local workerFrame = CreateFrame("Frame", "WIM_workerFrame");
workerFrame:SetScript("OnEvent", function(self, event, ...) WIM:CoreEventHandler(event, ...); end);
-- some events we always want to listen to so data is ready upon WIM being enabled.
workerFrame:RegisterEvent("VARIABLES_LOADED");
workerFrame:RegisterEvent("ADDON_LOADED");
-- called when WIM is first loaded into memory but after variables are loaded.
local function initialize()
--load cached information from the WIM_Cache saved variable.
env.cache[env.realm] = env.cache[env.realm] or {};
env.cache[env.realm][env.character] = env.cache[env.realm][env.character] or {};
lists.friends = env.cache[env.realm][env.character].friendList;
lists.guild = env.cache[env.realm][env.character].guildList;
if(type(lists.friends) ~= "table") then lists.friends = {}; end
if(type(lists.guild) ~= "table") then lists.guild = {}; end
workerFrame:RegisterEvent("GUILD_ROSTER_UPDATE");
workerFrame:RegisterEvent("FRIENDLIST_UPDATE");
workerFrame:RegisterEvent("BN_FRIEND_LIST_SIZE_CHANGED");
workerFrame:RegisterEvent("BN_FRIEND_INFO_CHANGED");
--querie guild roster
if( _G.IsInGuild() ) then
_G.GuildRoster();
end
-- import libraries.
libs.SML = _G.LibStub:GetLibrary("LibSharedMedia-3.0");
libs.ChatHandler = _G.LibStub:GetLibrary("LibChatHandler-1.0");
isInitialized = true;
RegisterPrematureSkins();
--enableModules
local moduleName, tData;
for moduleName, tData in pairs(modules) do
modules[moduleName].db = db;
if(modules[moduleName].canDisable ~= false) then
local modDB = db.modules[moduleName];
if(modDB) then
if(modDB.enabled == nil) then
modDB.enabled = modules[moduleName].enableByDefault;
end
EnableModule(moduleName, modDB.enabled);
else
if(modules[moduleName].enableByDefault) then
EnableModule(moduleName, true);
end
end
else
EnableModule(moduleName, true);
end
end
for mName, module in pairs(modules) do
if(db.enabled) then
if(type(module.OnEnableWIM) == "function") then
module:OnEnableWIM();
end
else
if(type(module.OnDisableWIM) == "function") then
module:OnDisableWIM();
end
end
end
-- notify all modules of current state.
CallModuleFunction("OnStateChange", WIM.curState);
RegisterSlashCommand("enable", function() SetEnabled(not db.enabled) end, L["Toggle WIM 'On' and 'Off'."]);
RegisterSlashCommand("debug", function() debug = not debug; end, L["Toggle Debugging Mode 'On' and 'Off'."]);
FRIENDLIST_UPDATE(); -- pretend event has been fired in order to get cache loaded.
CallModuleFunction("OnInitialized");
WindowParent:Show();
dPrint("WIM initialized...");
end
--Begin Compat wrappers for retail and classic to access same functions and expect same returns
--These should work in all files that use them since they are written to WIMs global namespace
--Retail kind of has these for now, but won't forever, and classic is not expected to make same API restructuring, so this ugly mess is probably required forever
function GetBNGetFriendInfo(friendIndex)
local accountInfo = _G.C_BattleNet and _G.C_BattleNet.GetFriendAccountInfo(friendIndex);
if accountInfo then
local wowProjectID = accountInfo.gameAccountInfo.wowProjectID or 0;
local clientProgram = accountInfo.gameAccountInfo.clientProgram ~= "" and accountInfo.gameAccountInfo.clientProgram or nil;
return accountInfo.bnetAccountID, accountInfo.accountName, accountInfo.battleTag, accountInfo.isBattleTagFriend,
accountInfo.gameAccountInfo.characterName, accountInfo.gameAccountInfo.gameAccountID, clientProgram,
accountInfo.gameAccountInfo.isOnline, accountInfo.lastOnlineTime, accountInfo.isAFK, accountInfo.isDND, accountInfo.customMessage, accountInfo.note, accountInfo.isFriend,
accountInfo.customMessageTime, wowProjectID, accountInfo.rafLinkType == _G.Enum.RafLinkType.Recruit, accountInfo.gameAccountInfo.canSummon, accountInfo.isFavorite, accountInfo.gameAccountInfo.isWowMobile;
else
return _G.BNGetFriendInfo(friendIndex)
end
end
function GetBNGetFriendInfoByID(id)
local accountInfo = _G.C_BattleNet and _G.C_BattleNet.GetAccountInfoByID(id);
if accountInfo then
local wowProjectID = accountInfo.gameAccountInfo.wowProjectID or 0;
local clientProgram = accountInfo.gameAccountInfo.clientProgram ~= "" and accountInfo.gameAccountInfo.clientProgram or nil;
return accountInfo.bnetAccountID, accountInfo.accountName, accountInfo.battleTag, accountInfo.isBattleTagFriend,
accountInfo.gameAccountInfo.characterName, accountInfo.gameAccountInfo.gameAccountID, clientProgram,
accountInfo.gameAccountInfo.isOnline, accountInfo.lastOnlineTime, accountInfo.isAFK, accountInfo.isDND, accountInfo.customMessage, accountInfo.note, accountInfo.isFriend,
accountInfo.customMessageTime, wowProjectID, accountInfo.rafLinkType == _G.Enum.RafLinkType.Recruit, accountInfo.gameAccountInfo.canSummon, accountInfo.isFavorite, accountInfo.gameAccountInfo.isWowMobile;
else
return _G.BNGetFriendInfoByID(id)
end
end
function GetBNGetGameAccountInfo(toonId)
local gameAccountInfo = _G.C_BattleNet and _G.C_BattleNet.GetGameAccountInfoByID(toonId)
if gameAccountInfo then
local wowProjectID = gameAccountInfo.wowProjectID or 0;
local characterName = gameAccountInfo.characterName or "";
local realmName = gameAccountInfo.realmName or "";
local realmID = gameAccountInfo.realmID or 0;
local factionName = gameAccountInfo.factionName or "";
local raceName = gameAccountInfo.raceName or "";
local className = gameAccountInfo.className or "";
local areaName = gameAccountInfo.areaName or "";
local characterLevel = gameAccountInfo.characterLevel or "";
local richPresence = gameAccountInfo.richPresence or "";
local gameAccountID = gameAccountInfo.gameAccountID or 0;
local playerGuid = gameAccountInfo.playerGuid or 0;
return gameAccountInfo.hasFocus, characterName, gameAccountInfo.clientProgram,
realmName, realmID, factionName, raceName, className, "", areaName, characterLevel,
richPresence, nil, nil,
gameAccountInfo.isOnline, gameAccountID, nil, gameAccountInfo.isGameAFK, gameAccountInfo.isGameBusy,
playerGuid, wowProjectID, gameAccountInfo.isWowMobile
else
return _G.BNGetGameAccountInfo(toonId)
end
end
--End Compat wrappers for retail and classic to access same functions and expect same returns
-- called when WIM is enabled.
-- WIM will not be enabled until WIM is initialized event is fired.
local function onEnable()
db.enabled = true;
local tEvent;
for tEvent, _ in pairs(Events) do
workerFrame:RegisterEvent(tEvent);
end
if(isInitialized) then
for mName, module in pairs(modules) do
if(type(module.OnEnableWIM) == "function") then
module:OnEnableWIM();
end
if(db.modules[mName] and db.modules[mName].enabled and type(module.OnEnable) == "function") then
module:OnEnable();
end
end
end
-- DisplayTutorial(L["WIM (WoW Instant Messenger)"], L["WIM is currently running. To access WIM's wide array of options type:"].." |cff69ccf0/wim|r");
dPrint("WIM is now enabled.");
--[[ --Private Server Check
if(isPrivateServer and not db.alertedPrivateServer) then
_G.StaticPopupDialogs["WIM_PRIVATE_SERVER"] = {
preferredIndex = STATICPOPUP_NUMDIALOGS,
text = L["WIM has detected that you are playing on a private server. Some servers can not process ChatAddonMessages. Would you like to enable them anyway?"],
button1 = _G.TEXT(_G.YES),
button2 = _G.TEXT(_G.NO),
OnShow = function(self) end,
OnHide = function() end,
OnAccept = function() db.disableAddonMessages = false; db.alertedPrivateServer = true; end,
OnCancel = function() db.disableAddonMessages = true; db.alertedPrivateServer = true; end,
timeout = 0,
whileDead = 1,
hideOnEscape = 1
};
_G.StaticPopup_Show ("WIM_PRIVATE_SERVER", theLink);
end--]]
end
-- called when WIM is disabled.
local function onDisable()
db.enabled = false;
local tEvent;
for tEvent, _ in pairs(Events) do
workerFrame:UnregisterEvent(tEvent);
end
if(isInitialized) then
for _, module in pairs(modules) do
if(type(module.OnDisableWIM) == "function") then
module:OnDisableWIM();
end
if(type(module.OnDisable) == "function") then
module:OnDisable();
end
end
end
dPrint("WIM is now disabled.");
end
function SetEnabled(enabled)
if( enabled ) then
onEnable();
else
onDisable();
end
end
-- events are passed to modules. Events do not need to be
-- unregistered. A disabled module will not receive events.
local function RegisterEvent(event)
Events[event] = true;
if( db and db.enabled ) then
workerFrame:RegisterEvent(event);
end
end
-- create a new WIM module. Will return module object.
function CreateModule(moduleName, enableByDefault)
if(type(moduleName) == "string") then
modules[moduleName] = {
title = moduleName,
enabled = false,
enableByDefault = enableByDefault or false,
canDisable = true,
resources = {
lists = lists,
windows = windows,
env = env,
constants = constants,
libs = libs,
},
db = db,
db_defaults = db_defaults,
RegisterEvent = function(self, event) RegisterEvent(event); end,
Enable = function() EnableModule(moduleName, true) end,
Disable = function() EnableModule(moduleName, false) end,
dPrint = function(self, t) dPrint(t); end,
hasWidget = false,
RegisterWidget = function(widgetName, createFunction) RegisterWidget(widgetName, createFunction, moduleName); end
}
return modules[moduleName];
else
return nil;
end
end
function EnableModule(moduleName, enabled)
if(enabled == nil) then enabled = false; end
local module = modules[moduleName];
if(module) then
if(module.canDisable == false and enabled == false) then
dPrint("Module '"..moduleName.."' can not be disabled!");
return;
end
if(db) then
db.modules[moduleName] = WIM.db.modules[moduleName] or {};
db.modules[moduleName].enabled = enabled;
end
if(enabled) then
module.enabled = enabled;
if(enabled and type(module.OnEnable) == "function") then
module:OnEnable();
elseif(not enabled and type(module.OnDisable) == "function") then
module:OnDisable();
end
dPrint("Module '"..moduleName.."' Enabled");
else
if(module.hasWidget) then
dPrint("Module '"..moduleName.."' will be disabled after restart.");
else
module.enabled = enabled;
if(enabled and type(module.OnEnable) == "function") then
module:OnEnable();
elseif(not enabled and type(module.OnDisable) == "function") then
module:OnDisable();
end
dPrint("Module '"..moduleName.."' Disabled");
end
end
end
end
function CallModuleFunction(funName, ...)
-- notify all enabled modules.
dPrint("Calling Module Function: "..funName);
local module, tData, fun;
for module, tData in pairs(WIM.modules) do
fun = tData[funName];
if(type(fun) == "function" and tData.enabled) then
dPrint(" +--"..module);
fun(tData, ...);
end
end
end
--------------------------------------
-- Event Handlers --
--------------------------------------
function WIM.honorChatFrameEventFilter(event, ...)
local arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15 = ...;
local chatFilters = _G.ChatFrame_GetMessageEventFilters(event);
local filter = false;
if chatFilters then
local narg1, narg2, narg3, narg4, narg5, narg6, narg7, narg8, narg9, narg10, narg11, narg12, narg13, narg14, narg15;
for _, filterFunc in next, chatFilters do
filter, narg1, narg2, narg3, narg4, narg5, narg6, narg7, narg8, narg9, narg10, narg11, narg12, narg13, narg14, narg15 = filterFunc(workerFrame, event, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15);
if filter then
return true, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15;
elseif(narg1) then
arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15 = narg1, narg2, narg3, narg4, narg5, narg6, narg7, narg8, narg9, narg10, narg11, narg12, narg13, narg14, narg15;
end
end
end
return filter, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15;
end
function WIM:EventHandler(event,...)
-- depricated - here for compatibility only
end
-- This is WIM's core event controler.
function WIM:CoreEventHandler(event, ...)
-- Core WIM Event Handlers.
dPrint("Event '"..event.."' received.");
local fun = WIM[event];
if(type(fun) == "function") then
dPrint(" +-- WIM:"..event);
fun(WIM, ...);
end
-- Module Event Handlers
if(db and db.enabled) then
local module, tData;
for module, tData in pairs(modules) do
fun = tData[event];
if(type(fun) == "function" and tData.enabled) then
dPrint(" +-- "..module..":"..event);
fun(modules[module], ...);
end
end
end
end
function WIM:VARIABLES_LOADED()
_G.WIM3_Data = _G.WIM3_Data or {};
db = _G.WIM3_Data;
_G.WIM3_Cache = _G.WIM3_Cache or {};
env.cache = _G.WIM3_Cache;
_G.WIM3_Filters = _G.WIM3_Filters or GetDefaultFilters();
_G.WIM3_ChatFilters = _G.WIM3_ChatFilters or {};
if(#_G.WIM3_Filters == 0) then
_G.WIM3_Filters = GetDefaultFilters();
end
filters = _G.WIM3_Filters;
chatFilters = _G.WIM3_ChatFilters;
_G.WIM3_History = _G.WIM3_History or {};
history = _G.WIM3_History;
-- load some environment data.
env.realm = _G.GetRealmName();
env.character = _G.UnitName("player");
-- inherrit any new default options which wheren't shown in previous releases.
inherritTable(db_defaults, db);
lists.gm = {};
-- load previous state into memory
curState = db.lastState;
SetEnabled(db.enabled);
initialize();
--_G.print("WIM Notice: Since 7.0 there is a new bug where first whisper is not visible until you get a 2nd whisper, or you scroll up and then back down. That's work around. Scroll up, then scroll down.")
end
function WIM:FRIENDLIST_UPDATE()
env.cache[env.realm][env.character].friendList = env.cache[env.realm][env.character].friendList or {};
for key, d in pairs(env.cache[env.realm][env.character].friendList) do
if(d == 1) then
env.cache[env.realm][env.character].friendList[key] = nil;
end
end
if _G.C_FriendList then
for i=1, _G.C_FriendList.GetNumFriends() do
local name = _G.C_FriendList.GetFriendInfoByIndex(i).name;
if(name) then
env.cache[env.realm][env.character].friendList[name] = 1; --[set place holder for quick lookup
end
end
else
for i=1, _G.GetNumFriends() do
local name = _G.GetFriendInfo(i);
if(name) then
env.cache[env.realm][env.character].friendList[name] = 1; --[set place holder for quick lookup
end
end
end
lists.friends = env.cache[env.realm][env.character].friendList;
dPrint("Friends list updated...");
end
function WIM:BN_FRIEND_LIST_SIZE_CHANGED()
env.cache[env.realm][env.character].friendList = env.cache[env.realm][env.character].friendList or {};
for key, d in pairs(env.cache[env.realm][env.character].friendList) do
if(d == 2) then
env.cache[env.realm][env.character].friendList[key] = nil;
end
end
for i=1, _G.BNGetNumFriends() do
local id, name = GetBNGetFriendInfo(i);
if(name) then
env.cache[env.realm][env.character].friendList[name] = 2; --[set place holder for quick lookup
if(windows.active.whisper[name]) then
windows.active.whisper[name]:SendWho();
end
end
end
lists.friends = env.cache[env.realm][env.character].friendList;
dPrint("RealID list updated...");
end
WIM.BN_FRIEND_INFO_CHANGED = WIM.BN_FRIEND_LIST_SIZE_CHANGED;
function WIM:GUILD_ROSTER_UPDATE()
env.cache[env.realm][env.character].guildList = env.cache[env.realm][env.character].guildList or {};
for key, _ in pairs(env.cache[env.realm][env.character].guildList) do
env.cache[env.realm][env.character].guildList[key] = nil;
end
if(_G.IsInGuild()) then
for i=1, _G.GetNumGuildMembers(true) do
local name = _G.GetGuildRosterInfo(i);
if(name) then
name = Ambiguate(name, "none")
env.cache[env.realm][env.character].guildList[name] = i; --[set place holder for quick lookup
end
end
end
lists.guild = env.cache[env.realm][env.character].guildList;
dPrint("Guild list updated...");
end
function IsGM(name)
if(name == nil or name == "") then
return false;
end
-- Blizz gave us a new tool. Lets use it.
if(_G.GMChatFrame_IsGM and _G.GMChatFrame_IsGM(name)) then
lists.gm[name] = 1;
return true;
end
if(lists.gm[name]) then
return true;
else
return false;
end
end
function IsInParty(user)
for i=1, 4 do
if(_G.GetUnitName("party"..i, true) == user) then
return true;
end
end
return false;
end
function IsInRaid(user)
for i=1, _G.GetNumGroupMembers() do
if(_G.GetUnitName("raid"..i, true) == user) then
return true;
end
end
return false;
end
function CompareVersion(v, withV)
withV = withV or version;
local M, m, r = string.match(v, "(%d+).(%d+).(%d+)");
local cM, cm, cr = string.match(withV, "(%d+).(%d+).(%d+)");
M, m = M*100000, m*1000;
cM, cm = cM*100000, cm*1000;
local this, that = cM+cm+cr, M+m+r;
return that - this;
end
local talentOrder = {};
function TalentsToString(talents, class)
--passed talents in format of "#/#/#";
-- first check that all required information is passed.
local t1, t2, t3 = string.match(talents or "", "(%d+)/(%d+)/(%d+)");
if(not t1 or not t2 or not t3 or not class) then
return talents;
end
-- next check if we even have information to show.
if(talents == "0/0/0") then return L["None"]; end
local classTbl = constants.classes[class];
if(not classTbl) then
return talents;
end
-- clear talentOrder
for k, _ in pairs(talentOrder) do
talentOrder[k] = nil;
end
--calculate which order the tabs should be in; in relation to spec.
table.insert(talentOrder, t1.."1");
table.insert(talentOrder, t2.."2");
table.insert(talentOrder, t3.."3");
table.sort(talentOrder);
local fVal, f = string.match(_G.tostring(talentOrder[3]), "^(%d+)(%d)$");
local sVal, s = string.match(_G.tostring(talentOrder[2]), "^(%d+)(%d)$");
local tVal, t = string.match(_G.tostring(talentOrder[1]), "^(%d+)(%d)$");
if(_G.tonumber(fVal)*.75 <= _G.tonumber(sVal)) then
if(_G.tonumber(fVal)*.75 <= _G.tonumber(tVal)) then
return L["Hybrid"]..": "..talents;
else
return classTbl.talent[_G.tonumber(f)].."/"..classTbl.talent[_G.tonumber(s)]..": "..talents;
end
else
return classTbl.talent[_G.tonumber(f)]..": "..talents;
end
end
function GetTalentSpec()
local talents, tabs = "", _G.GetNumTalentTabs();
for i=1, tabs do
local name, _, _, _, pointsSpent = _G.GetTalentTabInfo(i);
talents = i==tabs and talents..pointsSpent or talents..pointsSpent.."/";
end
return talents ~= "" and talents or "0/0/0";
end
-- list of PreSendFilterText(text)
local preSendFilterTextFunctions = {};
function PreSendFilterText(text)
for i=1, #preSendFilterTextFunctions do
text = preSendFilterTextFunctions[i](text);
end
return text;
end
function RegisterPreSendFilterText(func)
if(type(func) == "function") then
table.insert(preSendFilterTextFunctions, func);
end
end
--[[ Example usage
RegisterPreSendFilterText(
function(text)
return "john";
end
);
]]
|
--[[/*
* (C) 2012-2013 Marmalade.
*
* 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.
*/--]]
--------------------------------------------------------------------------------
-- Director singleton
--------------------------------------------------------------------------------
director = quick.QDirector:new()
getmetatable(director).__serialize = function(o)
local obj = serializeTLMT(getmetatable(o), o)
return obj
end
--------------------------------------------------------------------------------
-- Private API
--------------------------------------------------------------------------------
-- Update display info
function directorUpdateDisplayInfo(dw, dh)
dbg.assertFuncVarTypes({"number", "number"}, dw, dh)
director:_updateDisplayInfo(dw, dh)
end
-- Purge everything
function director:_purge()
-- Replacing the global scene will force the old one to be GC'd
director.globalScene = director:createScene({name="globalScene"})
collectgarbage("collect")
collectgarbage("collect")
end
-- Overall update
--Recursions for director:update() below
function director:_updateNodeAndChildren(n, dt, alphaMul, strokeAlphaMul)
dbg.assertFuncVarType("userdata", n)
dbg.assertFuncVarType("number", dt)
-- Update node tweens
if n._tweensPaused == false then
n:updateTweens(dt * n._tweensTimeScale)
end
-- Update node timers
if n._timersPaused == false then
QTimer:updateTimers(n.timers, dt * n._timersTimeScale)
end
n._alphaInternal = n.alpha * alphaMul
if director.isAlphaInherited == true then
alphaMul = alphaMul * n.alpha
end
if n._strokeAlphaInternal then
n._strokeAlphaInternal = n.strokeAlpha * strokeAlphaMul
if director.isAlphaInherited == true then
strokeAlphaMul = strokeAlphaMul * n.strokeAlpha
end
end
-- Update children
for i,v in ipairs(n.children) do
self:_updateNodeAndChildren(v, dt, alphaMul, strokeAlphaMul)
end
end
function director:_syncNodeAndChildren(n, dt)
dbg.assertFuncVarType("userdata", n)
dbg.assertFuncVarType("number", dt)
-- Sync
n:sync()
-- Sync children
for i,v in ipairs(n.children) do
self:_syncNodeAndChildren(v, dt)
end
end
-- Called from QSystemObject::Update()
function director:update()
-- Update global timers
if system._timersPaused == false then
QTimer:updateTimers(system.timers, system.deltaTime * system._timersTimeScale)
end
local o = director:getOverlayScene()
-- Update overlay scene graph
if o ~= nil then
local keepQueue = true
if director:isOverlayModal() == true then
keepQueue = false
end
handleEventQueue(o, keepQueue)
director:_updateNodeAndChildren(o, system.deltaTime, 1, 1)
-- Sync scene graph
director:_syncNodeAndChildren(o, system.deltaTime)
end
local s = director:getCurrentScene()
handleEventQueue(s, false)
-- Update scene graph (but don't sync)
director:_updateNodeAndChildren(s, system.deltaTime, 1, 1)
-- Sync scene graph
director:_syncNodeAndChildren(s, system.deltaTime)
-- Sync web views
if nui then
nui:_syncWebViews()
end
-- Process instant scene changes without event locks getting in the way of
-- the tearDown process
director:_processInstantSceneChange()
end
--[[
/*
Create a tween object. We use a factory method to create these, so we can ensure that
QTween:initTween is called, which sets up the Lua peer table for the C++ userdata object.
@return A tween object.
*/
--]]
function director:createTween()
local t = quick.QTween()
QTween:initTween(t)
return t
end
--[[
/**
-- Called to complete an overlay scene
Throws the following events:
<overlay> - exitPostTransition
<overlay> - tearDown
<current scene> - overlayEnd
*/
--]]
function director:_overlayComplete()
if self._overlayTransitionType ~= "" then
local exitPostTransitionEvent = QEvent:create("exitPostTransition")
self._overlayScene:handleEvent(exitPostTransitionEvent)
end
self:_updateNodeAndChildren(self._overlayScene, 0, 1, 1)
self:_syncNodeAndChildren(self._overlayScene, 0)
if self._overlayScene.isSetUp == true then
local tearDownEvent = QEvent:create("tearDown", { nopropagation = true })
self._overlayScene:handleEvent(tearDownEvent)
self._overlayScene.isSetUp = false
end
-- Perform a bit of GC
collectgarbage("collect")
self:cleanupTextures()
-- Send an event to current scene
local overlayEndEvent = QEvent:create("overlayEnd", { nopropagation = true })
self.currentScene:handleEvent(overlayEndEvent)
end
-- Called to complete a scene transition
function director:_transitionComplete()
-- dbg.print("director:_transitionComplete")
if self._outgoingScene ~= nil then
-- Send events to current scene
-- dbg.print("exitPostTransition")
local exitPostTransitionEvent = QEvent:create("exitPostTransition")
self._outgoingScene:handleEvent(exitPostTransitionEvent)
if self._outgoingScene.isSetUp == true then
-- dbg.print("tearDown")
local tearDownEvent = QEvent:create("tearDown", { nopropagation = true })
self._outgoingScene:handleEvent(tearDownEvent)
self._outgoingScene.isSetUp = false
end
self._outgoingScene = nil
end
self:setCurrentScene( self._incomingScene)
-- Perform a bit of GC so we can load the new scene
collectgarbage("collect")
self:cleanupTextures()
if self._incomingScene ~= nil then
-- Send events to new scene
local enterPostTransitionEvent = QEvent:create("enterPostTransition", { nopropagation = true })
self._incomingScene:handleEvent(enterPostTransitionEvent)
self._incomingScene = nil
end
end
function director:setCurrentScene(scene)
-- dbg.print("director:setCurrentScene")
-- nil will set the global scene
if scene == nil then
scene = director.globalScene
-- dbg.print("director.globalScene is " .. scene or "nil")
end
dbg.assertFuncUserDataType("quick::QScene", scene)
-- Store the LUA reference to the current scene
self.currentScene = scene
-- Pass it down to the CPP code as well (as this dosn't count as a LUA reference)
self._currentScene = scene
end
-- Processing of instant scene changes
function director:_processInstantSceneChange()
if self._newScene ~= nil then
-- Tear down the old scene
if self.currentScene.isSetUp == true then
local tearDownEvent = QEvent:create("tearDown", { nopropagation = true })
self.currentScene:handleEvent(tearDownEvent)
self.currentScene.isSetUp = false
end
-- Flip to the new scene
self:setCurrentScene( self._newScene)
-- Perform a bit of GC so we can load the new scene
collectgarbage("collect")
self:cleanupTextures()
if self._newScene.isSetUp == false then
-- dbg.print("Performing new scene setup on scene: " .. self._newScene.name)
local setUpEvent = QEvent:create("setUp", { nopropagation = true })
self._newScene:handleEvent(setUpEvent)
self._newScene.isSetUp = true
end
-- Clear the new scene pointer
self._newScene = nil
end
end
--------------------------------------------------------------------------------
-- Public API
--------------------------------------------------------------------------------
--[[
/**
Gets the currently active scene
*/
--]]
function director:getCurrentScene()
-- Get the current scene from LUA side
return self.currentScene
end
--[[
/**
Gets the current overlay scene
*/
--]]
function director:getOverlayScene()
-- Get the current scene from LUA side
return self._overlayScene
end
--[[
/**
Check if the overlay modal
*/
--]]
function director:isOverlayModal()
return self._modalOverlay
end
--[[
/**
Remove a node from its scene.
@param n The node to remove.
*/
--]]
function director:removeNode(n)
dbg.assertFuncVarType("userdata", n)
n:setParent(nil)
end
function director:addNodeToLists(n)
dbg.assertFuncVarType("userdata", n)
if self.addNodesToScene == true then
local sc = self:getCurrentScene()
dbg.assert(sc, "No current scene")
sc:addChild(n)
end
end
--[[
/**
Set the default color for newly created nodes.
@param r The red component of the color.
@param g The green component of the color.
@param b The blue component of the color.
*/
--]]
function director:setNodesColor(r, g, b, a)
dbg.assertFuncVarTypes({"number", "number", "number", "number"}, r, g, b, a)
self.nodesColor.r = r or 255
self.nodesColor.g = g or 255
self.nodesColor.b = b or 255
self.nodesColor.a = a or 255
end
--------------------------------------------------------------------------------
-- Public API - factory functions
--------------------------------------------------------------------------------
-- THESE HAVE NOW BEEN MOVED TO THE RESPECTIVE OBJECT FILES
-- E.G. director:createNode() is defined in QNode.lua
--[[
/**
Create a bounding box object, from x and y bounds.
@param xMin Local minimum x value.
@param xMax Local maximum x value.
@param yMin Local minimum y value.
@param yMax Local maximum y value.
@return The created bounding box object.
*/
--]]
function director:createBBox(_xMin, _xMax, _yMin, _yMax)
dbg.assertFuncVarTypes({"number", "number", "number", "number"}, _xMin, _xMax, _yMin, _yMax)
local bb = {xMin=_xMin, xMax=_xMax, yMin=_yMin, yMax=_yMax}
return bb
end
----------------------------------
-- Scenes
----------------------------------
--[[
/**
Move to a new scene.
Throws the following events:
<new scene> - setUp (only if the new scene is not already set up)
<new scene> - enterPreTransition
<current scene> - exitPreTransition
@param newScene The new Scene object to move to
@param options A table of options, e.g. "transition", "time"
*/
--]]
function director:moveToScene(newScene, options)
-- Check if we are moving to the default scene
if newScene == nil then
-- dbg.print("moveToScene(nil)")
newScene = self.globalScene
end
dbg.assertFuncUserDataType("quick::QScene", newScene)
dbg.assertFuncVarTypes({"table", "nil"}, options)
-- If this is the same as the current scene, then bail at this point
local oldScene = self.currentScene
if newScene == oldScene then
dbg.print("Already in target scene")
return
end
-- Set details of transition
self._transitionScene = newScene
self._transitionTime = 0
self._transitionType = ""
if options ~= nil then
-- get transition information
self._transitionTime = options.transitionTime or 0
self._transitionType = options.transitionType or ""
end
if self._transitionType ~= "" then
-- this is a timed transition
-- dbg.print("Timed transition to " .. newScene.name)
-- Send events to new scene
-- NOTE: We temporarily set director.currentScene to this scene, so that the setUp function
-- can assume newly created objects will get added to this scene
self.currentScene = newScene
if newScene.isSetUp == false then
local setUpEvent = QEvent:create("setUp", { nopropagation = true })
newScene:handleEvent(setUpEvent)
newScene.isSetUp = true
end
local enterPreTransitionEvent = QEvent:create("enterPreTransition", { nopropagation = true })
newScene:handleEvent(enterPreTransitionEvent)
self.currentScene = oldScene
-- Once we've called enterPreTransition on the new scene, we should sync() that scene graph once
-- so that stuff is in the right place as it's getting transitioned in. We pass a deltaTime of 0
self:_updateNodeAndChildren(newScene, 0, 1, 1)
self:_syncNodeAndChildren(newScene, 0)
-- Send events to current scene
local exitPreTransitionEvent = QEvent:create("exitPreTransition", { nopropagation = true })
oldScene:handleEvent(exitPreTransitionEvent)
-- LUA side storage for usage in _transitionComplete
self._outgoingScene = oldScene
self._incomingScene = newScene
else
-- this is actually an instant transition
-- dbg.print("Instant transition to " .. newScene.name)
-- no need to actually do a transition
self._transitionScene = nil
-- Queue up a scene change for next update
self._newScene = newScene
end
end
--[[
/**
Show a scene on the top of current one.
Throws the following events:
<overlay scene> - setUp (only if the overlay scene is not already set up)
<overlay scene> - enterPreTransition
<current scene> - overlayBegin
@param newScene The new Scene object to show
@param options A table of options, e.g. "transition", "time"
*/
--]]
function director:showOverlay(overlayScene, options)
dbg.assertFuncUserDataType("quick::QScene", overlayScene)
dbg.assertFuncVarTypes({"table", "nil"}, options)
-- Do not show another overlay until current hidden
if self._overlayScene ~= nil or self._overlayTransitionScene ~= nil then
dbg.print("An overlay already shown")
return
end
-- Cannot show the current scene
if overlayScene == self._currentScene then
dbg.print("The overlay is current scene")
return
end
-- Set details of transition
self._overlayTransitionScene = overlayScene
self._overlayTransitionTime = 0
self._overlayTransitionType = ""
self._modalOverlay = false
local oldScene = self.currentScene
if options ~= nil then
-- Get transition information
self._overlayTransitionTime = options.transitionTime or 0
self._overlayTransitionType = options.transitionType or ""
self._modalOverlay = options.isModal or false
end
self.currentScene = overlayScene
if overlayScene.isSetUp == false then
local setUpEvent = QEvent:create("setUp", { nopropagation = true })
overlayScene:handleEvent(setUpEvent)
overlayScene.isSetUp = true
end
self.currentScene = oldScene
if self._overlayTransitionType ~= "" then
local enterPreTransitionEvent = QEvent:create("enterPreTransition", { nopropagation = true })
overlayScene:handleEvent(enterPreTransitionEvent)
-- Once we've called enterPreTransition on the new scene, we should sync() that scene graph once
-- so that stuff is in the right place as it's getting transitioned in. We pass a deltaTime of 0
self:_updateNodeAndChildren(overlayScene, 0, 1, 1)
self:_syncNodeAndChildren(overlayScene, 0)
else
-- no need to actually do a transition
self._overlayTransitionScene = overlayScene
end
-- Send events to current scene
local overlayBeginEvent = QEvent:create("overlayBegin", { nopropagation = true })
self.currentScene:handleEvent(overlayBeginEvent)
end
--[[
/**
Hide the overlay
Throws the following events:
<overlay> - exitPreTransition
@param options A table of options, e.g. "transition", "time"
*/
--]]
function director:hideOverlay(options)
-- Hide if the overlay
if self._overlayScene == nil then
dbg.print("The overlay is not shown")
return
end
-- Set details of transition
self._overlayTransitionTime = 0
self._overlayTransitionType = ""
if options ~= nil then
-- Get transition information
self._overlayTransitionTime = options.transitionTime or 0
self._overlayTransitionType = options.transitionType or ""
end
if self._overlayTransitionType ~= "" then
local enterPreTransitionEvent = QEvent:create("exitPreTransition", { nopropagation = true })
self._overlayScene:handleEvent(enterPreTransitionEvent)
end
self._overlayTransitionScene = self._overlayScene
end
|
local enemy = {}
enemy.__index = enemy
local maxSpeed = 350
local accSpeed = 500
local function new(x, y)
x = x or 0
y = y or 0
return setmetatable({
x = x,
y = y,
r = 10,
dx = 0,
dy = 0,
timer = 0,
keys = {},
hp = 100,
hpRegen = 1,
minDmg = -5,
maxDmg = -10,
invTimer = 0}, enemy)
end
function enemy:draw()
love.graphics.setColor(0.7, 0.1, 0.1)
love.graphics.circle(
'fill',
self.x,
self.y,
self.r)
love.graphics.print(math.floor(self.hp), self.x, self.y)
end
function enemy:update(dt, field)
self.timer = self.timer - dt
self.invTimer = self.invTimer - dt
self.hp = math.min(self.hp + self.hpRegen * dt, 100)
if self.timer < 0 then
self.timer = 0.2
self.keys = {
["w"] = love.math.random(0, 1) == 1,
["s"] = love.math.random(0, 1) == 1,
["d"] = love.math.random(0, 1) == 1,
["a"] = love.math.random(0, 1) == 1,
}
end
if self.keys['w'] then
self.dy = self.dy - accSpeed * dt
end
if self.keys['s'] then
self.dy = self.dy + accSpeed * dt
end
if self.keys['a'] then
self.dx = self.dx - accSpeed * dt
end
if self.keys['d'] then
self.dx = self.dx + accSpeed * dt
end
if self.dx > maxSpeed then
self.dx = maxSpeed
elseif self.dx < -maxSpeed then
self.dx = -maxSpeed
end
if self.dy > maxSpeed then
self.dy = maxSpeed
elseif self.dy < -maxSpeed then
self.dy = -maxSpeed
end
local newX = self.x + self.dx * dt
local newY = self.y + self.dy * dt
if field:isWalkable(newX, newY) >= 0 then
self.x = newX
self.y = newY
elseif field:isWalkable(self.x, newY) >= 0 then
self.y = newY
self.dx = 0
elseif field:isWalkable(newX, self.y) >= 0 then
self.x = newX
self.dy = 0
end
end
function enemy:getDmg()
return love.math.random(self.minDmg, self.maxDmg)
end
function enemy:hit(dmg)
if self.invTimer <= 0 then
self.hp = self.hp - dmg
self.invTimer = 0.1
return dmg
end
return 0
end
function enemy:alive()
return self.hp > 0
end
return setmetatable({new = new},
{__call = function(_, ...) return new(...) end}) |
--[=========================================================================[
ZSS v1.0.1
See http://github.com/Phrogz/ZSS for usage documentation.
Licensed under MIT License.
See https://opensource.org/licenses/MIT for details.
--]=========================================================================]
local ZSS = { VERSION="1.0.1", debug=print, info=print, warn=print, error=print, ANY_VALUE={}, NIL_VALUE={} }
local updaterules, updateconstantschain, dirtyblocks
-- ZSS:new{
-- constants = { none=false, transparent=processColor(0,0,0,0), color=processColor },
-- directives = { ['font-face']=processFontFaceRule },
-- basecss = [[...css code...]],
-- files = { 'a.css', 'b.css' },
-- }
function ZSS:new(opts)
local style = {
_directives = {}, -- map from name of at rule (without @) to function to invoke
_constants = {}, -- value literal strings mapped to equivalent values (e.g. "none"=false)
_sheets = {}, -- array of sheetids, also mapping sheetid to its active state
_sheetconst = {}, -- map of sheetid to table of constants for that sheet
_sheetblocks = {}, -- map of sheetid to table of blocks underlying the constants
_envs = {}, -- map of sheetid to table that mutates to evaluate functions
_rules = {}, -- map of sheetids to array of rule tables, each sorted by document order
_lookup = {}, -- rules for active sheets indexed by type, then by id (with 'false' indicating no type or id)
_kids = setmetatable({},{__mode='k'}), -- set of child tables mapped to true
_parent = nil, -- reference to the style instance that spawned this one
}
style._envs[1] = setmetatable({},{__index=style._constants})
setmetatable(style,{__index=self})
style:directives{
-- Process @vars { foo:42 } with sheet ordering and chaining
vars = function(self, values, sheetid, blocks)
local consts = self._sheetconst[sheetid]
local blocksforthissheet = self._sheetblocks[sheetid]
if not blocksforthissheet then
blocksforthissheet = {}
self._sheetblocks[sheetid] = blocksforthissheet
end
-- iterate over blocks instead of values, in case a value is nil
for k,v in pairs(blocks) do
consts[k] = values[k]
blocksforthissheet[k] = blocks[k]
end
end
}
if opts then
if opts.constants then style:constants(opts.constants,true) end
if opts.directives then style:directives(opts.directives) end
if opts.basecss then style:add(opts.basecss, 'basecss') end
if opts.files then style:load(table.unpack(opts.files)) end
end
updaterules(style)
return style
end
-- Usage: myZSS:load( 'file1.css', 'file2.css', ... )
function ZSS:load(...)
self._deferupdate = true
for _,filename in ipairs{...} do
local file = io.open(filename)
if file then
self:add(file:read('*all'), filename)
file:close()
else
error("Could not load CSS file '"..filename.."'.")
end
end
updaterules(self)
self._deferupdate = false
return self
end
-- Usage: myZSS:constants{ none=false, transparent=color(0,0,0,0), rgba=color.makeRGBA }
function ZSS:constants(valuemap, preserveCaches)
for k,v in pairs(valuemap) do self._constants[k]=v end
if not preserveCaches then dirtyblocks(self) end
return self
end
function ZSS:directives(handlermap)
for k,v in pairs(handlermap) do self._directives[k]=v end
return self
end
-- Turn Lua code into function blocks that return the value
function ZSS:compile(str, sheetid, property)
local dynamic = str:find('@[%a_][%w_]*') or str:find('^!')
local env = self._envs[sheetid] or self._envs[1]
local func,err = load('return '..str:gsub('@([%a_][%w_]*)','_data_.%1'):gsub('^!',''), str, 't', env)
if not func then
self.error(("Error compiling CSS expression for '%s' in '%s': %s"):format(property, sheetid, err))
else
-- [1] will hold the actual cached value (deferred until the first request)
-- [2] is whether or not a cached value exists in [1] (needed in case the computed value is nil)
-- [3] is the environment of the function (cached for convenient lookup)
-- [4] is the function that produces the value
-- [5] indicates if the block must be computed each time, or may be cached
-- [6] is the sheetid (used for evaluation error messages)
-- [7] is the name of the property being evaluated (used for evaluation error messages)
return {nil,false,env,func,dynamic,sheetid,property,zssblock=true}
end
end
-- Compute the value for a block
function ZSS:eval(block, data, ignorecache)
if block[2] and not ignorecache then return block[1] end
block[3]._data_ = data -- may be nil; important to clear out from previous eval
local ok,valOrError = pcall(block[4])
if ok then
if not block[5] then
block[2]=true
block[1]=valOrError
end
return valOrError
else
self.error(("Error evaluating CSS value for '%s' in '%s': %s"):format(block[7], block[6], valOrError))
end
end
-- Convert a selector string into its component pieces;
function ZSS:parse_selector(selector_str, sheetid)
local selector = {
type = selector_str:match('^@?[%a_][%w_-]*') or false,
id = selector_str:match('#([%a_][%w_-]*)') or false,
tags={}, data={}
}
local tagrank = 0
-- Find all the tags
for name in selector_str:gmatch('%.([%a_][%w_-]*)') do
selector.tags[name] = true
tagrank = tagrank + 1
end
-- Find all attribute sections, e.g. [@attr], [@attr<17], [attr=12], …
for attr in selector_str:gmatch('%[%s*(.-)%s*%]') do
local attr_name_only = attr:match('^@?([%a_][%w_-]*)$')
if attr_name_only then
selector.data[attr_name_only] = ZSS.ANY_VALUE
tagrank = tagrank + 1
else
local name, op, val = attr:match('^@([%a_][%w_-]*)%s*(==)%s*(.-)$')
if name then
local value = self:eval(self:compile(val, sheetid, selector_str))
selector.data[name] = value==nil and ZSS.NIL_VALUE or value
else
selector.data[attr] = self:compile(attr, sheetid, selector_str)
end
-- attribute selectors with comparisons count slightly more than bare attributes or tags
tagrank = tagrank + 1.001
end
end
selector.rank = {
selector.id and 1 or 0,
tagrank,
selector.type and 1 or 0,
0 -- the document order will be determined during updaterules()
}
return selector
end
-- Add a block of raw CSS rules (as a single string) to the style sheet
-- Returns the sheet itself (for chaining) and id associated with the css (for later enable/disable)
function ZSS:add(css, sheetid)
sheetid = sheetid or 'css#'..(#self:sheetids()+1)
local newsheet = not self._rules[sheetid]
if newsheet then
table.insert(self._sheets, sheetid)
self._sheets[sheetid] = true
self._sheetconst[sheetid] = setmetatable({},{__index=self._constants})
self._envs[sheetid] = setmetatable({},{__index=self._sheetconst[sheetid]})
-- inherit from the last active sheet in the chain
for i=#self._sheets-1,1,-1 do
if self._sheets[self._sheets[i]] then
getmetatable(self._sheetconst[sheetid]).__index = self._sheetconst[self._sheets[i]]
break
end
end
end
self._rules[sheetid] = {}
for rule_str in css:gsub('/%*.-%*/',''):gmatch('[^%s][^{]+%b{}') do
-- Convert declarations into a table mapping property to block
local decl_str = rule_str:match('[^{]*(%b{})'):sub(2,-2)
local blocks = {}
for key,val in decl_str:gmatch('([^%s:;]+)%s*:%s*([^;]+)') do
blocks[key] = self:compile(val, sheetid, key)
end
-- Create a unique rule for each selector in the rule
local selectors_str = rule_str:match('(.-)%s*{')
for selector_str in selectors_str:gmatch('%s*([^,]+)') do
-- Check if this is a directive (at-rule) that needs processing
local name = selector_str:match('^%s*@([%a_][%w_-]*)%s*$')
if name and self._directives[name] then
-- bake value blocks into values before handing off
local values = {}
for k,block in pairs(blocks) do values[k] = self:eval(block) end
self._directives[name](self, values, sheetid, blocks)
end
local selector = self:parse_selector(selector_str:match "^%s*(.-)%s*$", sheetid)
if selector then
local rule = {selector=selector, declarations=blocks, doc=sheetid, selectorstr=selector_str}
table.insert(self._rules[sheetid], rule)
end
end
end
-- sort rules and determine active based on rank
if not self._deferupdate then updaterules(self) end
return self, sheetid
end
-- Given an element table, compute the declaration(s) that apply. For example:
-- local values = myZSS:match{tags={ped=1}}
-- local values = myZSS:match{type='text', id='accel', tags={label=1}}
-- local values = myZSS:match{type='text', id='accel', tags={value=1, negative=1}, value=-0.3}
function ZSS:match(el)
local placeholders, data
local result, sortedrules, ct = {}, {}, 0
local function checkrules(rules)
for _,rule in ipairs(rules) do
local sel = rule.selector
for tag,_ in pairs(sel.tags) do
-- TODO: handle anti-tags in the selector, where _==false
if not (el.tags and el.tags[tag]) then goto skiprule end
end
for name,desired in pairs(sel.data) do
if type(desired)=='table' and desired.zssblock then
if not self:eval(desired, el, true) then goto skiprule end
else
local actual = el[name]
if desired==ZSS.NIL_VALUE then
if actual~=nil then goto skiprule end
elseif desired==ZSS.ANY_VALUE then
if actual==nil then goto skiprule end
else
if actual~=desired then goto skiprule end
end
end
end
ct = ct + 1
sortedrules[ct] = rule
::skiprule::
end
end
local function addfortype(byid)
if el.id and byid[el.id] then addforid(byid[el.id]) end
if byid[false] then addforid(byid[false]) end
end
-- check rules that specify this element's type
local byid = el.type and self._lookup[el.type]
if byid then
-- check rules that specify this element's id
if el.id and byid[el.id] then checkrules(byid[el.id]) end
-- check rules that don't care about the element id
if byid[false] then checkrules(byid[false]) end
end
-- check rules that don't care about the element type
local byid = self._lookup[false]
if byid then
-- check rules that specify this element's id
if el.id and byid[el.id] then checkrules(byid[el.id]) end
-- check rules that don't care about the element id
if byid[false] then checkrules(byid[false]) end
end
if ct>1 then
table.sort(sortedrules, function(r1, r2)
r1,r2 = r1.selector.rank,r2.selector.rank
if r1[1]<r2[1] then return true elseif r1[1]>r2[1] then return false
elseif r1[2]<r2[2] then return true elseif r1[2]>r2[2] then return false
elseif r1[3]<r2[3] then return true elseif r1[3]>r2[3] then return false
elseif r1[4]<r2[4] then return true else return false
end
end)
end
-- merge the declarations from the rules in order
for _,rule in ipairs(sortedrules) do
for k,block in pairs(rule.declarations) do
result[k] = block
end
end
-- Convert blocks to values (honoring cached values)
for k,block in pairs(result) do
result[k] = self:eval(block, el)
end
return result
end
function ZSS:extend(...)
local kid = self:new()
kid._parent = self
-- getmetatable(kid).__index = self
setmetatable(kid._constants, {__index=self._constants})
setmetatable(kid._directives,{__index=self._directives})
setmetatable(kid._envs,{__index=self._envs})
self._kids[kid] = true
kid:load(...)
return kid
end
function ZSS:sheetids()
local ids = self._parent and self._parent:sheetids() or {}
table.move(self._sheets, 1, #self._sheets, #ids+1, ids)
for _,id in ipairs(self._sheets) do ids[id] = true end
return ids
end
function ZSS:disable(sheetid)
local ids = self:sheetids()
if ids[sheetid] then
self._sheets[sheetid] = false
updaterules(self)
updateconstantschain(self)
dirtyblocks(self,sheetid)
else
local quote='%q'
for i,id in ipairs(ids) do ids[i] = quote:format(id) end
self.warn(("Cannot disable() CSS with id '%s' (no such sheet loaded).\nAvailable sheet ids: %s"):format(sheetid, table.concat(ids, ", ")))
end
end
function ZSS:enable(sheetid)
if self._rules[sheetid] then
self._sheets[sheetid] = true
updaterules(self)
updateconstantschain(self)
dirtyblocks(self,sheetid)
elseif self._sheets[sheetid]~=nil then
-- wipe out a local override that may have been disabling an ancestor
self._sheets[sheetid] = nil
updaterules(self)
updateconstantschain(self)
dirtyblocks(self,sheetid)
else
local disabled = {}
local quote='%q'
for id,state in pairs(self._sheets) do
if state==false then table.insert(disabled, quote:format(id)) end
end
if #disabled==0 then
self.warn(("Cannot enable() CSS with id '%s' (no sheets are disabled)."):format(sheetid))
else
self.warn(("Cannot enable() CSS with id '%s' (no such sheet disabled).\nDisabled ids: %s"):format(sheetid, table.concat(disabled, ", ")))
end
end
end
updaterules = function(self)
-- reset the lookup cache
self._lookup = {}
local rulesadded = 0
-- add all rules from the parent style
if self._parent then
for type,rulesfortype in pairs(self._parent._lookup) do
local byid = self._lookup[type]
if not byid then
byid = {}
self._lookup[type] = byid
end
for id,rulesforid in pairs(rulesfortype) do
local rules = byid[id]
if not rules then
rules = {}
byid[id] = rules
end
for i=1,#rulesforid do
local rule = rulesforid[i]
-- do not use rule if we set its document inactive
if self._sheets[rule.doc]~=false then
rules[#rules+1] = rule
rulesadded = rulesadded + 1
end
end
end
end
end
-- add all the rules from this style's active sheets
for _,sheetid in ipairs(self._sheets) do
if self._sheets[sheetid] then
for _,rule in ipairs(self._rules[sheetid]) do
local byid = self._lookup[rule.selector.type]
if not byid then
byid = {}
self._lookup[rule.selector.type] = byid
end
local rulesforid = byid[rule.selector.id]
if not rulesforid then
rulesforid = {}
byid[rule.selector.id] = rulesforid
end
rulesforid[#rulesforid+1] = rule
rulesadded = rulesadded + 1
rule.selector.rank[4] = rulesadded
end
end
end
-- ensure that any extended children are updated
for kid,_ in pairs(self._kids) do
updaterules(kid)
end
end
updateconstantschain = function(self)
local lastactive = self._constants
for _,sheetid in ipairs(self._sheets) do
-- If the sheet is active, put it into the chain
if self._sheets[sheetid] then
local sheetconst = self._sheetconst[sheetid]
getmetatable(sheetconst).__index = lastactive
lastactive = sheetconst
end
end
end
dirtyblocks = function(self, sheetid)
local dirtythissheet = not sheetid
for _,id in ipairs(self._sheets) do
if id==sheetid then dirtythissheet=true end
if dirtythissheet then
for _,rule in ipairs(self._rules[id]) do
for k,block in pairs(rule.declarations) do block[2]=false end
end
if self._sheetblocks[id] then
for k,block in pairs(self._sheetblocks[id]) do
self._sheetconst[id][k] = self:eval(block,nil,true)
end
end
end
end
for kid,_ in pairs(self._kids) do dirtyblocks(kid) end
end
return ZSS
|
local Parser = {}
Parser.kind = {}
local kindSeed = 0
local kind2Txt = {}
local function regKind( name )
local kind = kindSeed
kindSeed = kindSeed + 1
kind2Txt[ kind ] = name
Parser.kind[ name ] = kind
return kind
end
local kindCmnt = regKind( "Cmnt" )
local kindStr = regKind( "Str" )
local kindInt = regKind( "Int" )
local kindReal = regKind( "Real" )
local kindChar = regKind( "Char" )
local kindSymb = regKind( "Symb" )
local kindDlmt = regKind( "Dlmt" )
local kindKywd = regKind( "Kywd" )
local kindOpe = regKind( "Ope" )
local kindType = regKind( "Type" )
local kindEof = regKind( "EOF" )
local quotedCharSet = {}
quotedCharSet[ 'a' ] = true
quotedCharSet[ 'b' ] = true
quotedCharSet[ 'f' ] = true
quotedCharSet[ 'n' ] = true
quotedCharSet[ 'r' ] = true
quotedCharSet[ 't' ] = true
quotedCharSet[ 'v' ] = true
quotedCharSet[ '\\' ] = true
quotedCharSet[ '"' ] = true
quotedCharSet[ "'" ] = true
local op2Set = {}
op2Set[ '+' ] = true
op2Set[ '-' ] = true
op2Set[ '*' ] = true
op2Set[ '/' ] = true
op2Set[ '//' ] = true
op2Set[ '^' ] = true
op2Set[ '%' ] = true
op2Set[ '&' ] = true
op2Set[ '~' ] = true
op2Set[ '|' ] = true
op2Set[ '>>' ] = true
op2Set[ '<<' ] = true
op2Set[ '..' ] = true
op2Set[ '<' ] = true
op2Set[ '<=' ] = true
op2Set[ '>' ] = true
op2Set[ '>=' ] = true
op2Set[ '==' ] = true
op2Set[ '~=' ] = true
op2Set[ 'and' ] = true
op2Set[ 'or' ] = true
op2Set[ '@' ] = true
op2Set[ '=' ] = true
local op1Set = {}
op1Set[ '-' ] = true
op1Set[ 'not' ] = true
op1Set[ '#' ] = true
op1Set[ '~' ] = true
op1Set[ '*' ] = true
local function createReserveInfo( luaMode )
local keywordSet = {}
local typeSet = {}
local builtInSet = {};
keywordSet[ "local" ] = true
keywordSet[ "function" ] = true
keywordSet[ "if" ] = true
keywordSet[ "else" ] = true
keywordSet[ "elseif" ] = true
keywordSet[ "while" ] = true
keywordSet[ "for" ] = true
keywordSet[ "in" ] = true
keywordSet[ "return" ] = true
keywordSet[ "break" ] = true
keywordSet[ "nil" ] = true
keywordSet[ "true" ] = true
keywordSet[ "false" ] = true
builtInSet[ "require" ] = true
if luaMode then
keywordSet[ "end" ] = true
keywordSet[ "then" ] = true
keywordSet[ "do" ] = true
keywordSet[ "until" ] = true
else
keywordSet[ "let" ] = true
keywordSet[ "mut" ] = true
keywordSet[ "pub" ] = true
keywordSet[ "pro" ] = true
keywordSet[ "pri" ] = true
keywordSet[ "fn" ] = true
keywordSet[ "each" ] = true
keywordSet[ "form" ] = true
keywordSet[ "class" ] = true
keywordSet[ "static" ] = true
keywordSet[ "advertise" ] = true
keywordSet[ "as" ] = true
keywordSet[ "import" ] = true
keywordSet[ "new" ] = true
builtInSet[ "super" ] = true
typeSet[ "int" ] = true
typeSet[ "real" ] = true
typeSet[ "stem" ] = true
typeSet[ "str" ] = true
typeSet[ "Map" ] = true
typeSet[ "bool" ] = true
end
-- 2文字以上の演算子
local multiCharDelimitMap = {}
multiCharDelimitMap[ "=" ] = { "==" }
multiCharDelimitMap[ "~" ] = { "~=" }
multiCharDelimitMap[ "<" ] = { "<=" }
multiCharDelimitMap[ ">" ] = { ">=" }
multiCharDelimitMap[ "." ] = { ".." }
multiCharDelimitMap[ "@" ] = { "@@" }
multiCharDelimitMap[ "@@" ] = { "@@?" }
multiCharDelimitMap[ ".." ] = { "..." }
return keywordSet, typeSet, multiCharDelimitMap
end
function Parser.getKindTxt( kind )
return kind2Txt[ kind ]
end
function Parser.isOp2( ope )
return op2Set[ ope ]
end
function Parser.isOp1( ope )
return op1Set[ ope ]
end
local ParserMtd = {
}
function Parser:create( path, luaMode )
local stream = io.open( path, "r" )
if not stream then
return nil
end
local obj = {
stream = stream,
lineNo = 0,
pos = 1,
lineTokenList = {},
}
setmetatable( obj, { __index = ParserMtd } )
local keywordSet, typeSet, multiCharDelimitMap =
createReserveInfo( luaMode or string.find( path, "%.lua$" ) )
obj.keywordSet = keywordSet
obj.typeSet = typeSet
obj.multiCharDelimitMap = multiCharDelimitMap
return obj
end
function ParserMtd:parse()
local function readLine()
self.lineNo = self.lineNo + 1
return self.stream:read( '*l' )
end
local rawLine = readLine()
if not rawLine then
return nil
end
local list = {}
local startIndex = 1
--[[
複数行コメントの処理。
@param comIndex 現在の解析行内の複数行コメント開始位置
@param termStr 複数行コメントの終端文字列
]]
local multiComment = function( comIndex, termStr )
local searchIndex = comIndex
local comment = ""
while true do
local termIndex, termEndIndex = string.find(
rawLine, termStr, searchIndex, true )
if termIndex then
comment = comment .. rawLine:sub( searchIndex, termEndIndex )
return comment, termEndIndex + 1
end
comment = comment .. rawLine:sub( searchIndex ) .. "\n"
searchIndex = 1
rawLine = readLine()
if not rawLine then
error( "illegal comment" )
end
end
end
--[[
ソースをコメント、文字列、その他(ステートメント候補)に
カテゴライズした結果を登録する。
この関数内でステートメント候補の文字列をトークン毎に分割して登録する。
@param kind カテゴライズの種類
@param val カテゴライズした文字列
@param column 現在の解析行内の位置
]]
local addVal = function( kind, val, column )
local function createInfo( tokenKind, token, tokenColumn )
if tokenKind == kindSymb then
if self.keywordSet[ token ] then
tokenKind = kindKywd
elseif self.typeSet[ token ] then
tokenKind = kindType
elseif op2Set[ token ] or op1Set[ token ] then
tokenKind = kindOpe
end
end
return { kind = tokenKind, txt = token,
pos = { lineNo = self.lineNo, column = tokenColumn } }
end
--[[
token の startIndex から始まる数値表現領域を特定する
@param token 文字列
@param startIndex token 内の検索開始位置。 この位置から数値表現が始まる。
@return 数値表現の終了位置, 整数かどうか
]]
local function analyzeNumber( token, startIndex )
local nonNumIndex = token:find( '[^%d]', startIndex )
if not nonNumIndex then
return #token, true
end
local intFlag = true
local nonNumChar = token:byte( nonNumIndex )
if nonNumChar == 46 then -- .
intFlag = false
nonNumIndex = token:find( '[^%d]', nonNumIndex + 1 )
nonNumChar = token:byte( nonNumIndex )
end
if nonNumChar == 120 or nonNumChar == 88 then -- X or x
nonNumIndex = token:find( '[^%d]', nonNumIndex + 1 )
nonNumChar = token:byte( nonNumIndex )
end
if nonNumChar == 101 or nonNumChar == 69 then -- E or e
intFlag = false
local nextChar = token:byte( nonNumIndex + 1 )
if nextChar == 45 or nextChar == 43 then -- '-' or '+'
nonNumIndex = token:find( '[^%d]', nonNumIndex + 2 )
else
nonNumIndex = token:find( '[^%d]', nonNumIndex + 1 )
end
end
if not nonNumIndex then
return #token, intFlag
end
return nonNumIndex - 1, intFlag
end
if kind == kindSymb then
local searchIndex = 1
while true do
-- 空白系以外の何らかの文字領域を探す
local tokenIndex, tokenEndIndex = string.find( val, "[%g]+", searchIndex )
if not tokenIndex then
break
end
local columnIndex = column + tokenIndex - 2
searchIndex = tokenEndIndex + 1
local token = val:sub( tokenIndex, tokenEndIndex )
local startIndex = 1
while true do
if token:find( '^[%d]', startIndex ) then
-- 数値の場合
local endIndex, intFlag = analyzeNumber( token, startIndex )
local info = createInfo(
intFlag and kindInt or kindReal,
token:sub( startIndex, endIndex ), columnIndex + startIndex )
table.insert( list, info )
startIndex = endIndex + 1
else
-- 区切り文字を探す
local index = string.find( token, '[^%w_]', startIndex )
if index then
if index > startIndex then
local info = createInfo(
kindSymb, token:sub( startIndex, index - 1 ),
columnIndex + startIndex )
table.insert( list, info )
end
local delimit = token:sub( index, index )
local candidateList = self.multiCharDelimitMap[ delimit ]
while candidateList do
local findFlag = false
for candIndex, candidate in ipairs( candidateList ) do
if candidate == token:sub( index, index + #candidate - 1 ) then
delimit = candidate
candidateList = self.multiCharDelimitMap[ delimit ]
findFlag = true
break
end
end
if not findFlag then
break
end
end
startIndex = index + #delimit
local workKind = kindDlmt
if op2Set[ delimit ] or op1Set[ delimit ] then
workKind = kindOpe
end
if delimit == "?" then
local nextChar = token:sub( index, startIndex )
table.insert( list, createInfo( kindChar, nextChar,
columnIndex + startIndex ) )
startIndex = startIndex + 1
else
table.insert(
list, createInfo( workKind, delimit, columnIndex + index ) )
end
else
if startIndex <= #token then
table.insert(
list, createInfo( kindSymb, token:sub( startIndex ),
columnIndex + startIndex ) )
end
break
end
end
end
end
else
table.insert( list, createInfo( kind, val, column ) )
end
end
-- 検索開始位置。
-- 領域開始位置と検索開始位置が異なる場合がある。
-- たとえば、 0.12e-2 のときに - の部分が検索開始位置、 0 の部分が領域開始位置になる
local searchIndex = startIndex
-- 領域をカテゴライズする
while true do
local syncIndexFlag = true
local index = string.find( rawLine, [[[%-%?"%'%`%[].]], searchIndex )
if not index then
addVal( kindSymb, rawLine:sub( startIndex ), startIndex )
return list
end
local findChar = string.byte( rawLine, index )
local nextChar = string.byte( rawLine, index + 1 )
if findChar == 45 and nextChar ~= 45 then -- --
searchIndex = index + 1
syncIndexFlag = false
else
if startIndex < index then
addVal( kindSymb, rawLine:sub( startIndex, index - 1 ), startIndex )
end
if findChar == 39 and nextChar == 39 then -- "''"
if string.byte( rawLine, index + 2 ) == 39 then
-- 複数行コメントの場合
local comment, nextIndex = multiComment( index + 3, "'''" )
addVal( kindCmnt, "'''" .. comment, index )
searchIndex = nextIndex
else
addVal( kindCmnt, rawLine:sub( index ), index )
searchIndex = #rawLine + 1
end
elseif findChar == 91 then -- '['
if nextChar == 64 then -- '@'
addVal( kindDlmt, "[@", index )
searchIndex = index + 2
else
addVal( kindDlmt, "[", index )
searchIndex = index + 1
end
elseif findChar == 34 or findChar == 39 then -- '"' or "'"
-- 文字列の場合
local workIndex = index + 1
local pattern = '["\'\\]'
while true do
local endIndex = string.find( rawLine, pattern, workIndex )
if not endIndex then
error( string.format( "illegal string: %d: %s", index, rawLine ) )
end
local workChar = string.byte( rawLine, endIndex )
if workChar == findChar then -- '"'
addVal( kindStr, rawLine:sub( index, endIndex ), index )
searchIndex = endIndex + 1
break
elseif workChar == 92 then -- \\
workIndex = workIndex + 2
else
workIndex = workIndex + 1
end
end
elseif findChar == 96 then -- '`'
if nextChar == findChar and
string.byte( rawLine, index + 2 ) == 96
then -- '```'
-- 複数行文字列の場合
local str, nextIndex = multiComment( index + 3, '```' )
addVal( kindStr, '```' .. str, index )
searchIndex = nextIndex
else
addVal( kindDlmt, '`', index )
end
elseif findChar == 63 then -- ?
local codeChar = rawLine:sub( index + 1, index + 1 )
if nextChar == 92 then -- \\
local quoted = rawLine:sub( index + 2, index + 2 )
if quotedCharSet[ quoted ] then
codeChar = rawLine:sub( index + 1, index + 2 )
else
codeChar = quoted
end
searchIndex = index + 3
else
searchIndex = index + 2
end
addVal( kindChar, codeChar, index )
else
error( string.format( "illegal syntax:%s:%s",
self.lineNo, rawLine:sub( index ) ) )
end
end
if syncIndexFlag then
startIndex = searchIndex
end
end
end
function ParserMtd:getToken()
if not self.lineTokenList then
return
end
if #self.lineTokenList < self.pos then
self.pos = 1
self.lineTokenList = {}
while #self.lineTokenList == 0 do
self.lineTokenList = self:parse()
if not self.lineTokenList then
return nil
end
end
end
local token = self.lineTokenList[ self.pos ]
self.pos = self.pos + 1
return token
end
local eofToken = { kind = kindEof, txt = "", pos = { lineNo = 0, column = 0 } }
function Parser:getEofToken()
return eofToken
end
return Parser
|
UTIL = UTIL or require "util"
Enums = Enums or require "enums"
local Elements = Enums.Elements
Modules = Modules or require "modules"
local Vec = Modules.Vec
local Collider = Modules.Collider
local Dim = Modules.Dim
Contents = Contents or {}
Contents.Game = Contents.Game or {}
Contents.Game.Bullet = Contents.Game.Bullet or require "game.bullet"
local Bullet = Contents.Game.Bullet
--* Player Class
local Player = {
sprite = {
[Elements.FIRE] = love.graphics.newImage("images/playerf.png"),
[Elements.WATER] = love.graphics.newImage("images/playerw.png"),
[Elements.PLANT] = love.graphics.newImage("images/playerp.png")
},
WALK = 200,
JUMP = 530
}
for _, i in ipairs(Player.sprite) do
i:setFilter("nearest", "nearest")
end
local player_sprite = love.graphics.newImage("images/player.png")
Player.tam = Dim:extract(player_sprite)
player_sprite = nil
Player.__index = Player
function Player:new(pos, vel, acc)
local player = {
weapon = Elements.FIRE,
pos = pos or Vec:new(),
vel = vel or Vec:new(),
acc = acc or Vec:new(),
shoot_vel = 450,
dir = 1,
onJump = false,
life = 30
}
setmetatable(player, self)
function player:draw(pos)
local real_pos
if self.dir == 1 then
real_pos = pos * UTIL.game.scale
love.graphics.draw(self.sprite[self.weapon], real_pos.x, real_pos.y, 0, UTIL.game.scale, UTIL.game.scale)
else
pos = pos:copy()
pos.x = pos.x + self.tam.width
real_pos = (pos) * UTIL.game.scale
love.graphics.draw(self.sprite[self.weapon], real_pos.x, real_pos.y, 0, -UTIL.game.scale, UTIL.game.scale)
end
end
function player:drawLife()
local pos = Vec:new(UTIL.window.width / 2, UTIL.window.height - 50)
local bar = Dim:new(self.life * 10, 20)
pos = pos - bar:toVec() / 2
local border = 1
love.graphics.setColor(255, 255, 255)
love.graphics.rectangle("fill", pos.x - border, pos.y - border, bar.width + 2 * border, bar.height + 2 * border)
love.graphics.setColor(255, 0, 0)
love.graphics.rectangle("fill", pos.x, pos.y, bar.width, bar.height)
love.graphics.setColor(255, 255, 255)
end
function player:drawDev(pos, color)
local col = self:getCollider()
local aux = col.p2 - col.p1
Collider:new(pos, pos + aux):draw(color)
pos.y = pos.y - 5
pos = pos * UTIL.game.scale
local text = tostring(math.floor(self.life * 1000) / 1000)
UTIL.printw(text, Fonts.PressStart2P, pos.x - 20, pos.y, self.tam.width * UTIL.game.scale + 40, "center", 1)
end
function player:update(dt)
self.vel = self.vel + self.acc * dt
self.pos = self.pos + self.vel * dt
end
function player:shoot()
local pos = self.pos:copy()
if self.dir == -1 then
pos.x = pos.x + self.tam.width
end
pos.y = pos.y + 8
pos.x = pos.x + 28 * self.dir
return Bullet:new(self.weapon, pos, Vec:new(self.dir * self.shoot_vel, 0))
end
function player:walk(dir)
self.vel.x = dir * self.WALK
-- self.dir = dir ~= 0 ? dir : self.dir
self.dir = dir ~= 0 and dir or self.dir
end
function player:jump()
self.vel.y = -self.JUMP
self.onJump = true
end
function player:stopJump()
if self.onJump then
self.vel.y = self.vel.y / 2
self.onJump = false
end
end
function player:getCollider()
local p2 = self.tam:toVec()
p2 = self.pos + p2
return Collider:new(self.pos, p2)
end
return player
end
return Player
|
-- FUNCTIONAL
require 'Q/UTILS/lua/strict'
local Q = require 'Q'
local C_to_txt = require "Q/UTILS/lua/C_to_txt"
local lVector = require 'Q/RUNTIME/VCTR/lua/lVector'
local qconsts = require 'Q/UTILS/lua/q_consts'
local ffi = require 'ffi'
local Scalar = require 'libsclr' ;
local cmem = require 'libcmem';
local get_ptr = require 'Q/UTILS/lua/get_ptr'
local tests = {}
tests.t1 = function()
local x_length = 10
local x_qtype = "I4"
local M = { qtype = x_qtype, gen = true, has_nulls = true, is_memo = true, num_elements = x_length }
-- creating a vector
local x = lVector(M)
-- providing value for vector
local x_width = qconsts.qtypes[x_qtype].width
local base_data = cmem.new(x_length * x_width)
local iptr = ffi.cast(qconsts.qtypes[x_qtype].ctype .. " *", get_ptr(base_data))
for itr = 1, x_length do
iptr[itr - 1] = itr * 10
end
-- creating vector with nulls to serve as an input for drop_nulls
-- treating nn vector as I1
local field_size = 8
local qtype = "I1"
local num_elements = math.ceil(x_length / 8)
local nn_data = cmem.new(num_elements * field_size)
local nn_iptr = ffi.cast(qconsts.qtypes[qtype].ctype .. " *", get_ptr(nn_data))
for itr = 1, num_elements do
nn_iptr[itr - 1] = 85
end
-- writing values to vector
x:put_chunk(base_data, nn_data, x_length)
-- Q.print_csv(x)
local sval = Scalar.new("1000", "I4")
local z = Q.drop_nulls(x, sval)
Q.print_csv(z)
assert(Q.sum(z):eval():to_num() == 5250)
print("Test t1 succeeded")
end
return tests
|
-- License: CC0
-- A simple Pandoc Lua filter to extract the links in a file.
function Link(elem)
if elem.target:find("^https?://") then
io.stdout:write(elem.target .. "\n")
elseif elem.target:find("^mailto:") then
-- Do nothing
else
-- Internal link
io.stdout:write("https://issarice.com/" .. elem.target .. "\n")
end
end
|
collectibles =
{
{"do_antimagic", 1},
{"do_antigravity", 1},
}
markers = {
{
map = "res/map/highland/highland.tmx",
position = {1900, 600},
step = 0
},
{
map = "res/map/gandria/gandria.tmx",
position = {2275, 375},
npc = "npc_jonathan",
step = -1
}
} |
local MyStation = function(templateName, x, y)
-- needs to be a CpuShip to have beams
local station = CpuShip():
setTemplate(templateName):
setFaction("Academy"):
setPosition(x, y):
setRotation(math.random(0,359)):
setShieldsMax():
setImpulseMaxSpeed(0):
setRotationMaxSpeed(0):
setBeamWeapon(0, 360, 0, 2500, 6, 6):
setScanState("full")
station:orderStandGround()
Station:withComms(station, {
hailText = function()
local text = station:getCallSign() .. "\n\n"
text = text .. string.format("Hull: %.0f/%.0f\n\n", station:getHull(), station:getHullMax())
text = text .. "We offer repairs, restocks and recharges when no enemies are on our scanners."
return text
end
})
Cron.regular(function(self)
-- station could be moved, because it is a "Ship"
if not station:isValid() then
Cron.abort(self)
else
station:setPosition(x, y)
end
end, 0.1)
return station
end
My.EventHandler:register("onWorldCreation", function()
local x, y = 0, 0
local station = MyStation("Large Station", x, y)
station:setCallSign("Academy")
My.EventHandler:fire("onStationSpawn", station)
Cron.regular(function()
if not station:isValid() then
victory("Unknown")
end
end, 1)
local angles = {0}
if _G.GameConfig.numberLanes == 2 then
angles = {-40, 40}
elseif _G.GameConfig.numberLanes == 3 then
angles = {-60, 0, 60}
elseif _G.GameConfig.numberLanes == 4 then
angles = {-80, -40, 0, 40, 80}
end
for i, avgAngle in ipairs(angles) do
local avgDistance = 12000
local x1, y1 = Util.addVector(x, y, (math.random() * 20) - 10 + avgAngle, avgDistance)
local station3 = MyStation("Medium Station", x1, y1)
if GameConfig.laneNames[i] and GameConfig.stationNames[1] then station3:setCallSign(GameConfig.laneNames[i] .. " " .. GameConfig.stationNames[1]) end
local x2, y2 = Util.addVector(x1, y1, (math.random() * 0.4 + 0.5) * avgAngle + math.random(-10, 10), avgDistance * (math.random() * 0.4 + 0.8))
local station2 = MyStation("Medium Station", x2, y2)
if GameConfig.laneNames[i] and GameConfig.stationNames[2] then station2:setCallSign(GameConfig.laneNames[i] .. " " .. GameConfig.stationNames[2]) end
local x3, y3 = Util.addVector(x2, y2, (math.random() * 0.4 + 0.2) * avgAngle + math.random(-10, 10), avgDistance * (math.random() * 0.4 + 0.8))
local station1 = MyStation("Medium Station", x3, y3)
if GameConfig.laneNames[i] and GameConfig.stationNames[3] then station1:setCallSign(GameConfig.laneNames[i] .. " " .. GameConfig.stationNames[3]) end
local x4, y4 = Util.addVector(x3, y3, (math.random() * 0.4 + 0.2) * avgAngle + math.random(-10, 10), avgDistance * (math.random() * 0.4 + 1.3))
My.EventHandler:fire("onStationSpawn", station3)
My.EventHandler:fire("onStationSpawn", station2)
My.EventHandler:fire("onStationSpawn", station1)
local jumpAngle = Util.angleFromVector(x3 - x4, y3 - y4)
-- just in case someone gets sucked
local jumpX, jumpY = Util.addVector(x4, y4, jumpAngle, 5000)
WormHole():setPosition(x4, y4):setTargetPosition(jumpX, jumpY)
local zone = (function()
local angle1 = Util.angleFromVector(x1 - x, y1 - y)
local firstX, firstY = Util.addVector(x1, y1, angle1 - 180, 2000)
local angle2 = Util.angleFromVector(x2 - x, y2 - y)
local angle3 = Util.angleFromVector(x3 - x1, y3 - y1)
local angle4 = Util.angleFromVector(x4 - x2, y4 - y2)
local angle5 = Util.angleFromVector(x4 - x3, y4 - y3)
local lastX, lastY = Util.addVector(x3, y3, angle5, 5000)
local points = {}
local pointX, pointY = Util.addVector(firstX, firstY, angle2 - 180, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(firstX, firstY, angle2 - 135, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(firstX, firstY, angle2 - 90, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(x1, y1, angle2 - 90, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(x2, y2, angle3 - 90, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(x3, y3, angle4 - 90, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(lastX, lastY, angle4 - 90, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(lastX, lastY, angle4 - 45, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(lastX, lastY, angle4, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(lastX, lastY, angle4 + 45, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(lastX, lastY, angle4 + 90, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(x3, y3, angle4 + 90, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(x2, y2, angle3 + 90, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(x1, y1, angle2 + 90, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(firstX, firstY, angle2 + 90, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
pointX, pointY = Util.addVector(firstX, firstY, angle2 + 135, 5000)
table.insert(points, pointX)
table.insert(points, pointY)
return Zone():setPoints(table.unpack(points))
end)()
zone:setFaction("Academy")
zone:setColor(31,63,31)
zone:setLabel(GameConfig.laneNames[i] or ("Campus" .. i))
local spawnAngle = Util.angleFromVector(x3 - x4, y4 - y4)
table.insert(My.World.lanes, {
spawn = function(self, spaceObject)
if Fleet:isFleet(spaceObject) then
for _, ship in pairs(spaceObject:getShips()) do
self:spawn(ship)
end
else
spaceObject:setPosition(Util.addVector(x4, y4, spawnAngle + math.random(-45, 45), 3000))
spaceObject:setRotation(spawnAngle)
end
end,
isStation1Valid = function() return station1:isValid() end,
getStation1 = function() return station1 end,
isStation2Valid = function() return station2:isValid() end,
getStation2 = function() return station2 end,
isStation3Valid = function() return station3:isValid() end,
getStation3 = function() return station3 end,
getWormHolePosition = function() return x4, y4 end,
})
end
My.World.hqStation = station
end, -100) |
object_mobile_loveday_ewok_cupid_familiar = object_mobile_shared_loveday_ewok_cupid_familiar:new {
}
ObjectTemplates:addTemplate(object_mobile_loveday_ewok_cupid_familiar, "object/mobile/loveday_ewok_cupid_familiar.iff")
|
local pairwise_utils = require 'pairwise_transform_utils'
local data_augmentation = require 'data_augmentation'
local iproc = require 'iproc'
local gm = {}
gm.Image = require 'graphicsmagick.Image'
local pairwise_transform = {}
function pairwise_transform.user(x, y, size, offset, n, options)
assert(x:size(1) == y:size(1))
local scale_y = y:size(2) / x:size(2)
assert(x:size(3) == y:size(3) / scale_y)
x, y = pairwise_utils.preprocess_user(x, y, scale_y, size, options)
assert(x:size(3) == y:size(3) / scale_y and x:size(2) == y:size(2) / scale_y)
local batch = {}
local lowres_y = nil
local xs ={x}
local ys = {y}
local ls = {}
if options.active_cropping_rate > 0 then
lowres_y = pairwise_utils.low_resolution(y)
end
if options.pairwise_flip and n == 1 then
xs[1], ys[1] = data_augmentation.pairwise_flip(xs[1], ys[1])
elseif options.pairwise_flip then
xs, ys, ls = pairwise_utils.flip_augmentation(x, y, lowres_y)
end
assert(#xs == #ys)
local perm = torch.randperm(#xs)
for i = 1, n do
local t = perm[(i % #xs) + 1]
local xc, yc = pairwise_utils.active_cropping(xs[t], ys[t], ls[t], size, scale_y,
options.active_cropping_rate,
options.active_cropping_tries)
xc = iproc.byte2float(xc)
yc = iproc.byte2float(yc)
if options.rgb then
else
if xc:size(1) > 1 then
yc = iproc.rgb2y(yc)
xc = iproc.rgb2y(xc)
end
end
if options.gcn then
local mean = xc:mean()
local stdv = xc:std()
if stdv > 0 then
xc:add(-mean):div(stdv)
else
xc:add(-mean)
end
end
yc = iproc.crop(yc, offset, offset, size - offset, size - offset)
if options.pairwise_y_binary then
yc[torch.lt(yc, 0.5)] = 0
yc[torch.gt(yc, 0)] = 1
end
table.insert(batch, {xc, yc})
end
return batch
end
return pairwise_transform
|
ESX = nil
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
ESX.RegisterServerCallback('denyCloseFrame:isPlayerWhitelist', function(src, cb)
local xPlayer = ESX.GetPlayerFromId(src)
local xlincense = xPlayer.getIdentifier()
for k, v in ipairs(Config.WhitelistLicence) do
if v == xlincense then
cb(true)
end
end
cb(false)
end) |
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