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-- Action local setmetatable = setmetatable local _M = { _VERSION = '0.0.1' } local mt = { __index = _M } function _M.new(name, action) return setmetatable({ name = name, action = action }, mt) end function _M.execute(self, rule_name, decision) local name = self.name local action = self.action decision:match(rule_name) local fn = decision[name] if fn then fn(decision, action) return end end return _M
module("moonscript.data", package.seeall) local stack_t = {} local _stack_mt = { __index = stack_t, __tostring = function(self) return "<Stack {"..table.concat(self, ", ").."}>" end} function stack_t:pop() return table.remove(self) end function stack_t:push(value) table.insert(self, value) return value end function stack_t:top() return self[#self] end function Stack(...) local self = setmetatable({}, _stack_mt) for _, v in ipairs{...} do self:push(v) end return self end function Set(items) local self = {} for _,item in ipairs(items) do self[item] = true end return self end -- find out the type of a node function ntype(node) if type(node) ~= "table" then return "value" end return node[1] end lua_keywords = Set{ 'and', 'break', 'do', 'else', 'elseif', 'end', 'false', 'for', 'function', 'if', 'in', 'local', 'nil', 'not', 'or', 'repeat', 'return', 'then', 'true', 'until', 'while' }
-------------------------------------------------------------------------------- -- Kui Nameplates -- By Kesava at curse.com -- All rights reserved -------------------------------------------------------------------------------- -- Base element script handler & base frame element registrar -- Update registered elements and dispatch messages -------------------------------------------------------------------------------- local addon = KuiNameplates local wipe = wipe addon.Nameplate = {} addon.Nameplate.__index = addon.Nameplate -- Element registrar function addon.Nameplate.RegisterElement(frame, element_name, element_frame) frame = frame.parent if frame[element_name] then return end frame.elements[element_name] = true frame[element_name] = element_frame -- approximate provider; -- can't find elements with different names to their parent plugin local provider = addon:GetPlugin(element_name) if provider and type(provider.PostRegister) == 'function' then provider:PostRegister(frame,element_name) end end -- Disable/enable an element on a per-frame basis: -- XXX important to note that once an element is disabled, it must be manually -- re-enabled for that frame; it does not re-enable when a frame is re-used. function addon.Nameplate.DisableElement(frame, element_name) if not element_name then return end frame = frame.parent if frame and frame.elements[element_name] then frame.elements[element_name] = false local provider = addon:GetPlugin(element_name) if provider and type(provider.DisableOnFrame) == 'function' then provider:DisableOnFrame(frame,element_name) end end end function addon.Nameplate.EnableElement(frame, element_name) if not element_name then return end frame = frame.parent if frame and frame.elements[element_name] == false then frame.elements[element_name] = true local provider = addon:GetPlugin(element_name) if provider and type(provider.EnableOnFrame) == 'function' then provider:EnableOnFrame(frame,element_name) end end end -------------------------------------------------------- Frame event handlers -- function addon.Nameplate.OnUnitAdded(f,unit) f = f.parent if not unit then addon:print('NO UNIT: '..f:GetName()) return else f.state.personal = UnitIsUnit(unit,'player') f.unit = unit f.handler:OnShow() end end ------------------------------------------------------- Frame script handlers -- function addon.Nameplate.OnShow(f) f = f.parent f:Show() addon:DispatchMessage('Show', f) end function addon.Nameplate.OnHide(f) f = f.parent if not f:IsShown() then return end f:Hide() addon:DispatchMessage('Hide', f) f.unit = nil wipe(f.state) end function addon.Nameplate.Create(f) f = f.parent addon:DispatchMessage('Create', f) end
local hotkey = require "hs.hotkey" local grid = require "hs.grid" local window = require "hs.window" local application = require "hs.application" local appfinder = require "hs.appfinder" local fnutils = require "hs.fnutils" hs.application.enableSpotlightForNameSearches(true) local logger = hs.logger.new('Launcher', 'debug') grid.setMargins({0, 0}) applist = { {shortcut = '1', appname = 'OmniFocus'}, {shortcut = '2', appname = 'flomo'}, {shortcut = 'A', appname = 'Sequel Ace'}, {shortcut = 'C', appname = 'Visual Studio Code'}, {shortcut = 'D', appname = 'Dash'}, {shortcut = 'E', appname = 'EuDic'}, {shortcut = 'F', appname = 'Firefox'}, {shortcut = 'J', appname = 'Safari'}, {shortcut = 'K', appname = 'kitty'}, {shortcut = 'L', appname = 'Telegram'}, {shortcut = 'M', appname = 'Mail'}, {shortcut = 'N', appname = 'Notion'}, {shortcut = 'O', appname = 'Microsoft Outlook'}, {shortcut = 'P', appname = 'PhpStorm'}, {shortcut = 'Q', appname = 'Activity Monitor'}, {shortcut = 'S', appname = 'Slack'}, {shortcut = 'V', appname = 'MacVim'}, {shortcut = 'W', appname = 'Workflowy'} } local hostnames = hs.host.names() --[[ [ Map key B to the default browser. ]] local defaultBrowser = nil for i = 1, #hostnames do if string.find(string.lower(hostnames[i]), 'imac') ~= nil then defaultBrowser = 'Google Chrome' break elseif string.find(string.lower(hostnames[i]), 'mbp') ~= nil then defaultBrowser = 'Brave Browser' break end end if defaultBrowser ~= nil then table.insert(applist, {shortcut = 'B', appname = defaultBrowser}) end --[[ [ Map key T to the default twitter client. ]] local defaultTwitterClient = nil for i = 1, #hostnames do if string.find(string.lower(hostnames[i]), 'imac') ~= nil then defaultTwitterClient = 'Twitter' break elseif string.find(string.lower(hostnames[i]), 'mbp') ~= nil then defaultTwitterClient = 'Tweetbot' break end end if defaultTwitterClient ~= nil then table.insert(applist, {shortcut = 'T', appname = defaultTwitterClient}) end -- Do mappings. fnutils.each(applist, function(entry) hotkey.bind({'alt'}, entry.shortcut, entry.appname, function() -- application.launchOrFocus(entry.appname) toggle_application(entry.appname) end) end) -- Toggle an application between being the frontmost app, and being hidden function toggle_application(app_name) local app = appfinder.appFromName(app_name) if not app or not app:mainWindow() then application.launchOrFocus(app_name) return else local mainwin = app:mainWindow() if mainwin == window.focusedWindow() then mainwin:application():hide() else mainwin:application():activate(true) mainwin:application():unhide() mainwin:focus() end end end
-------------------------------- -- @module ContourData -- @extend Ref -- @parent_module ccs ---@class ccs.ContourData:ccs.Ref local ContourData = {} ccs.ContourData = ContourData -------------------------------- --- ---@return boolean function ContourData:init() end -------------------------------- --- ---@param vertex vec2_table ---@return ccs.ContourData function ContourData:addVertex(vertex) end -------------------------------- --- ---@return ccs.ContourData function ContourData:create() end -------------------------------- --- js ctor ---@return ccs.ContourData function ContourData:ContourData() end return nil
--- SETUP local tool = script.Parent; local server = require(game:GetService("ServerStorage"):WaitForChild("nofairTCM_Server"):WaitForChild("GunKit")); local this = server:setup():setGun { tool = tool; settings = require(tool.settings); }; --- BIND EVENT -- setupClient 에 설명을 확인해주세요 (이건 이제 서버에서 작동하는 부분) -- 웹훅 사용시 주의사항 -- 웹훅이 필요하시면 ServerStorage 에 모듈을 만들고 requrie 해와서 쓰는 방식을 쓰세요 -- 그렇게 하지 않고 여기에 바로 웹훅을 집어넣으면 웹훅 아이디가 노출될 수 있으며 -- 다른이가 사용할 수 있게 됩니다 this:bind("kill",function(thisPlayer,killedHumanoidObj,killedPlayer) end); this:bind("fire",function(thisPlayer,firePos,hitPos,hitObj,hitHumanoid,hitPlayer) end);
-- Biological cell simulation -- Disclaimer: I am not a molecular biologist! (Nor am I a computer scientist.) foobar: Cell { cell: self dna: [ foo: 40 ] rna: Queue new ribosomes: Set new transcribe: '(value)' => { instructions: { -- ... } dna foo | ≥ 42 | if true -> rna put (instructions) } ribosome: { process: '(instructions)' => { protein: Protein from (instructions) cell << events emit "protein" (protein) } loop -> { instructions: await (rna take promise) process (instructions) } } ribosomes add (ribosome) dna on change (transcribe) 'increase foo' => { dna foo | increment } } foobar increase foo foobar increase foo -- A new protein is emitted!
-- Common Localizations - Finnish -- Localizations are licensed under the MIT License, from http://goo.gl/fhnw1t lang_dict = {} lang_dict["app"] = {} lang_dict["app"]["button"] = "" lang_dict["app"]["button.abort"] = "" lang_dict["app"]["button.accept"] = "Hyväksy" lang_dict["app"]["button.back"] = "Takaisin" lang_dict["app"]["button.cancel"] = "Peruuta" lang_dict["app"]["button.close"] = "Sulje" lang_dict["app"]["button.confirm"] = "Varmista" lang_dict["app"]["button.continue"] = "Jatka" lang_dict["app"]["button.forward"] = "Eteenpäin" lang_dict["app"]["button.ignore"] = "Ohita" lang_dict["app"]["button.no"] = "Ei" lang_dict["app"]["button.ok"] = "Ok" lang_dict["app"]["button.quit"] = "Lopeta" lang_dict["app"]["button.resume"] = "Jatka" lang_dict["app"]["button.retry"] = "Yritä uudelleen" lang_dict["app"]["button.yes"] = "Kyllä" lang_dict["app"]["dir.error"] = "" lang_dict["app"]["dir.error.access"] = "" lang_dict["app"]["dir.error.change"] = "" lang_dict["app"]["dir.error.copy"] = "" lang_dict["app"]["dir.error.create"] = "" lang_dict["app"]["dir.error.delete"] = "" lang_dict["app"]["dir.error.modify"] = "" lang_dict["app"]["dir.error.move"] = "" lang_dict["app"]["dir.error.open"] = "" lang_dict["app"]["dir.error.read"] = "" lang_dict["app"]["dir.error.rename"] = "" lang_dict["app"]["dir.few"] = "" lang_dict["app"]["dir.many"] = "" lang_dict["app"]["dir.one"] = "" lang_dict["app"]["dir.other"] = "" lang_dict["app"]["dir.two"] = "" lang_dict["app"]["dir.zero"] = "" lang_dict["app"]["drive.access"] = "" lang_dict["app"]["drive.change"] = "" lang_dict["app"]["drive.error"] = "" lang_dict["app"]["drive.few"] = "" lang_dict["app"]["drive.many"] = "" lang_dict["app"]["drive.one"] = "" lang_dict["app"]["drive.other"] = "" lang_dict["app"]["drive.two"] = "" lang_dict["app"]["drive.zero"] = "" lang_dict["app"]["edit"] = "" lang_dict["app"]["edit.clear"] = "" lang_dict["app"]["edit.copy"] = "" lang_dict["app"]["edit.cut"] = "" lang_dict["app"]["edit.delete"] = "" lang_dict["app"]["edit.duplicate"] = "" lang_dict["app"]["edit.group"] = "" lang_dict["app"]["edit.insert"] = "" lang_dict["app"]["edit.merge"] = "" lang_dict["app"]["edit.modify"] = "" lang_dict["app"]["edit.move"] = "" lang_dict["app"]["edit.paste"] = "" lang_dict["app"]["edit.paste.special"] = "" lang_dict["app"]["edit.redo"] = "" lang_dict["app"]["edit.remove"] = "" lang_dict["app"]["edit.split"] = "" lang_dict["app"]["edit.undo"] = "" lang_dict["app"]["edit.ungroup"] = "" lang_dict["app"]["error"] = "" lang_dict["app"]["error.audio"] = "" lang_dict["app"]["error.connection"] = "" lang_dict["app"]["error.critical"] = "Kriittinen virhe" lang_dict["app"]["error.device"] = "" lang_dict["app"]["error.fonts"] = "" lang_dict["app"]["error.input"] = "" lang_dict["app"]["error.runtime"] = "Ajoaikainen virhe" lang_dict["app"]["error.shutdown"] = "Suljettu väärin" lang_dict["app"]["error.system"] = "Järjestelmävirhe" lang_dict["app"]["error.video"] = "" lang_dict["app"]["file.error"] = "" lang_dict["app"]["file.error.access"] = "" lang_dict["app"]["file.error.copy"] = "" lang_dict["app"]["file.error.create"] = "" lang_dict["app"]["file.error.delete"] = "" lang_dict["app"]["file.error.lock"] = "" lang_dict["app"]["file.error.modify"] = "" lang_dict["app"]["file.error.move"] = "" lang_dict["app"]["file.error.open"] = "" lang_dict["app"]["file.error.overwrite"] = "" lang_dict["app"]["file.error.read"] = "" lang_dict["app"]["file.error.rename"] = "" lang_dict["app"]["file.error.save"] = "" lang_dict["app"]["file.error.write"] = "" lang_dict["app"]["file.few"] = "" lang_dict["app"]["file.many"] = "" lang_dict["app"]["file.one"] = "" lang_dict["app"]["file.other"] = "" lang_dict["app"]["file.two"] = "" lang_dict["app"]["file.zero"] = "" lang_dict["app"]["help"] = "" lang_dict["app"]["help.about"] = "" lang_dict["app"]["help.content"] = "" lang_dict["app"]["help.copyright"] = "" lang_dict["app"]["help.guide"] = "" lang_dict["app"]["help.license"] = "" lang_dict["app"]["help.manual"] = "" lang_dict["app"]["help.privacy"] = "" lang_dict["app"]["help.support"] = "" lang_dict["app"]["io.close"] = "" lang_dict["app"]["io.close.all"] = "" lang_dict["app"]["io.compress"] = "" lang_dict["app"]["io.export"] = "" lang_dict["app"]["io.extract"] = "" lang_dict["app"]["io.import"] = "" lang_dict["app"]["io.new"] = "" lang_dict["app"]["io.open"] = "" lang_dict["app"]["io.open.recent"] = "" lang_dict["app"]["io.overwrite"] = "" lang_dict["app"]["io.preview"] = "" lang_dict["app"]["io.rename"] = "" lang_dict["app"]["io.revert"] = "" lang_dict["app"]["io.save"] = "" lang_dict["app"]["io.save.all"] = "" lang_dict["app"]["io.save.as"] = "" lang_dict["app"]["net"] = "" lang_dict["app"]["net.attach"] = "" lang_dict["app"]["net.connect"] = "" lang_dict["app"]["net.disconnect"] = "" lang_dict["app"]["net.download"] = "" lang_dict["app"]["net.join"] = "" lang_dict["app"]["net.leave"] = "" lang_dict["app"]["net.offline"] = "" lang_dict["app"]["net.online"] = "" lang_dict["app"]["net.receive"] = "" lang_dict["app"]["net.send"] = "" lang_dict["app"]["net.share"] = "" lang_dict["app"]["net.sync"] = "" lang_dict["app"]["net.upload"] = "" lang_dict["app"]["page.all"] = "" lang_dict["app"]["page.all\\long"] = "Kaikki sivut" lang_dict["app"]["page.choose"] = "" lang_dict["app"]["page.choose\\long"] = "Valitse sivu" lang_dict["app"]["page.count.few"] = "" lang_dict["app"]["page.count.many"] = "" lang_dict["app"]["page.count.one"] = "$1. sivu" lang_dict["app"]["page.count.other"] = "$1 sivua" lang_dict["app"]["page.count.two"] = "" lang_dict["app"]["page.count.zero"] = "" lang_dict["app"]["page.first"] = "Ensimmäinen sivu" lang_dict["app"]["page.last"] = "" lang_dict["app"]["page.last\\long"] = "Viimeinen sivu" lang_dict["app"]["page.next"] = "" lang_dict["app"]["page.next\\long"] = "Seuraava sivu" lang_dict["app"]["page.number.few"] = "" lang_dict["app"]["page.number.many"] = "" lang_dict["app"]["page.number.one"] = "Sivu $1" lang_dict["app"]["page.number.other"] = "Sivu $1" lang_dict["app"]["page.number.two"] = "" lang_dict["app"]["page.number.zero"] = "" lang_dict["app"]["page.outof.few"] = "" lang_dict["app"]["page.outof.many"] = "" lang_dict["app"]["page.outof.one"] = "$1. sivu $2 sivusta" lang_dict["app"]["page.outof.other"] = "" lang_dict["app"]["page.outof.two"] = "" lang_dict["app"]["page.outof.zero"] = "" lang_dict["app"]["page.page.few"] = "" lang_dict["app"]["page.page.many"] = "" lang_dict["app"]["page.page.one"] = "Sivu" lang_dict["app"]["page.page.other"] = "Sivut" lang_dict["app"]["page.page.two"] = "" lang_dict["app"]["page.page.zero"] = "" lang_dict["app"]["page.previous"] = "" lang_dict["app"]["page.previous\\long"] = "Edellinen sivu" lang_dict["app"]["search"] = "" lang_dict["app"]["search.find"] = "" lang_dict["app"]["search.find.infiles"] = "" lang_dict["app"]["search.find.next"] = "" lang_dict["app"]["search.find.previous"] = "" lang_dict["app"]["search.find.replace"] = "" lang_dict["app"]["search.goto"] = "" lang_dict["app"]["search.replace"] = "" lang_dict["app"]["search.replace.files"] = "" lang_dict["app"]["select"] = "" lang_dict["app"]["select.add"] = "" lang_dict["app"]["select.add.to"] = "" lang_dict["app"]["select.deselect"] = "" lang_dict["app"]["select.deselect.all"] = "" lang_dict["app"]["select.invert"] = "" lang_dict["app"]["select.invert\\long"] = "" lang_dict["app"]["select.remove"] = "" lang_dict["app"]["select.remove.from"] = "" lang_dict["app"]["select.select"] = "" lang_dict["app"]["select.select.all"] = "" lang_dict["app"]["sort"] = "" lang_dict["app"]["sort.asc"] = "" lang_dict["app"]["sort.desc"] = "" lang_dict["app"]["sort.mark"] = "" lang_dict["app"]["sort.order"] = "" lang_dict["app"]["sort.reverse"] = "" lang_dict["app"]["sort.unmark"] = "" lang_dict["app"]["title"] = "" lang_dict["app"]["title.error"] = "Virhe" lang_dict["app"]["title.message"] = "Viesti" lang_dict["app"]["title.notify"] = "Huomio" lang_dict["app"]["title.warning"] = "Varoitus" lang_dict["app"]["total"] = "" lang_dict["app"]["trans"] = "" lang_dict["app"]["trans.flip"] = "" lang_dict["app"]["trans.free"] = "" lang_dict["app"]["trans.lower"] = "" lang_dict["app"]["trans.mirror"] = "" lang_dict["app"]["trans.raise"] = "" lang_dict["app"]["trans.rotate"] = "" lang_dict["app"]["trans.scale"] = "" lang_dict["app"]["trans.skew"] = "" lang_dict["app"]["trans.stretch"] = "" lang_dict["app"]["trans.translate"] = "" lang_dict["app"]["type.demo"] = "Demo" lang_dict["app"]["type.demo.na"] = "Tämä ominaisuus ei ole saatavilla demoversiossa" lang_dict["app"]["type.demo.over"] = "Pelin demoversio on päättynyt" lang_dict["app"]["type.demo\\long"] = "Demoversio" lang_dict["app"]["type.free"] = "Ilmainen pelata" lang_dict["app"]["type.free\\long"] = "Ilmaispeluuversio" lang_dict["app"]["type.freeware"] = "Ilmaistuote" lang_dict["app"]["type.freeware\\long"] = "Ilmaisversio" lang_dict["app"]["type.full"] = "Täysi" lang_dict["app"]["type.full.buy"] = "" lang_dict["app"]["type.full.buy\\long"] = "Haluaisitko hankkia täysversion?" lang_dict["app"]["type.full.website"] = "" lang_dict["app"]["type.full.website\\long"] = "Haluaisitko avata verkkosivun \\"$1\\"?" lang_dict["app"]["type.full\\long"] = "Täysversio" lang_dict["app"]["type.lite"] = "Kevyt" lang_dict["app"]["type.lite.na"] = "Tämä ominaisuus ei ole saatavilla kevytversiossa" lang_dict["app"]["type.lite.over"] = "Pelin kevytversio on päättynyt" lang_dict["app"]["type.lite\\long"] = "Kevytversio" lang_dict["app"]["type.shareware"] = "Shareware" lang_dict["app"]["type.shareware\\long"] = "Shareware-versio" lang_dict["app"]["type.vote"] = "Äänestä tätä peliä Steam Greenlight:ssa" lang_dict["app"]["version"] = "Versio: $1" lang_dict["app"]["version.alpha"] = "Alpha-versio" lang_dict["app"]["version.beta"] = "Beta-versio" lang_dict["app"]["version.build"] = "Version tyyppi" lang_dict["app"]["version.proto"] = "Prototyyppi" lang_dict["app"]["version.release"] = "Julkaisuversio" lang_dict["app"]["view"] = "" lang_dict["app"]["view.camera"] = "" lang_dict["app"]["view.grid"] = "" lang_dict["app"]["view.guides"] = "" lang_dict["app"]["view.refresh"] = "" lang_dict["app"]["view.snap"] = "" lang_dict["app"]["view.zoom"] = "" lang_dict["app"]["view.zoom.in"] = "" lang_dict["app"]["view.zoom.out"] = "" lang_dict["app"]["view.zoom.reset"] = "" lang_dict["astro"] = {} lang_dict["astro"]["And"] = "Andromeda" lang_dict["astro"]["Ant"] = "Ilmapumppu" lang_dict["astro"]["Aps"] = "Paratiisilintu" lang_dict["astro"]["Aql"] = "Kotka" lang_dict["astro"]["Aqr"] = "Vesimies" lang_dict["astro"]["Ara"] = "Alttari" lang_dict["astro"]["Ari"] = "Oinas" lang_dict["astro"]["Aur"] = "Ajomies" lang_dict["astro"]["Boo"] = "Karhunvartija" lang_dict["astro"]["CMa"] = "Iso koira" lang_dict["astro"]["CMi"] = "Pieni koira" lang_dict["astro"]["CVn"] = "Ajokoirat" lang_dict["astro"]["Cae"] = "Veistotaltta" lang_dict["astro"]["Cam"] = "Kirahvi" lang_dict["astro"]["Cap"] = "Kauris" lang_dict["astro"]["Car"] = "Köli" lang_dict["astro"]["Cas"] = "Kassiopeia" lang_dict["astro"]["Cen"] = "Kentauri" lang_dict["astro"]["Cep"] = "Kefeus" lang_dict["astro"]["Cet"] = "Valaskala" lang_dict["astro"]["Cha"] = "Kameleontti" lang_dict["astro"]["Cir"] = "Harppi" lang_dict["astro"]["Cnc"] = "Krapu" lang_dict["astro"]["Col"] = "Kyyhkynen" lang_dict["astro"]["Com"] = "Bereniken hiukset" lang_dict["astro"]["CrA"] = "Etelän kruunu" lang_dict["astro"]["CrB"] = "Pohjan kruunu" lang_dict["astro"]["Crt"] = "Malja" lang_dict["astro"]["Cru"] = "Etelän risti" lang_dict["astro"]["Crv"] = "Korppi" lang_dict["astro"]["Cyg"] = "Joutsen" lang_dict["astro"]["Del"] = "Delfiini" lang_dict["astro"]["Dor"] = "Kultakala" lang_dict["astro"]["Dra"] = "Lohikäärme" lang_dict["astro"]["Equ"] = "Pieni hevonen" lang_dict["astro"]["Eri"] = "Eridanus" lang_dict["astro"]["For"] = "Sulatusuuni" lang_dict["astro"]["Gem"] = "Kaksoset" lang_dict["astro"]["Gru"] = "Kurki" lang_dict["astro"]["Her"] = "Herkules" lang_dict["astro"]["Hor"] = "Heilurikello" lang_dict["astro"]["Hya"] = "Vesikäärme" lang_dict["astro"]["Hyi"] = "Etelän vesikäärme" lang_dict["astro"]["Ind"] = "Intiaani" lang_dict["astro"]["LMi"] = "Pieni leijona" lang_dict["astro"]["Lac"] = "Sisilisko" lang_dict["astro"]["Leo"] = "Leijona" lang_dict["astro"]["Lep"] = "Jänis" lang_dict["astro"]["Lib"] = "Vaaka" lang_dict["astro"]["Lup"] = "Susi" lang_dict["astro"]["Lyn"] = "Ilves" lang_dict["astro"]["Lyr"] = "Lyyra" lang_dict["astro"]["Men"] = "Pöytävuori" lang_dict["astro"]["Mic"] = "Mikroskooppi" lang_dict["astro"]["Mon"] = "Yksisarvinen" lang_dict["astro"]["Mus"] = "Kärpänen" lang_dict["astro"]["Nor"] = "Kulmaviivoitin" lang_dict["astro"]["Oct"] = "Oktantti" lang_dict["astro"]["Oph"] = "Käärmeen-kantaja" lang_dict["astro"]["Ori"] = "Orion" lang_dict["astro"]["Pav"] = "Riikinkukko" lang_dict["astro"]["Peg"] = "Pegasus" lang_dict["astro"]["Per"] = "Perseus" lang_dict["astro"]["Phe"] = "Feeniks" lang_dict["astro"]["Pic"] = "Maalari" lang_dict["astro"]["PsA"] = "Etelän kala" lang_dict["astro"]["Psc"] = "Kalat" lang_dict["astro"]["Pup"] = "Peräkeula" lang_dict["astro"]["Pyx"] = "Kompassi" lang_dict["astro"]["Ret"] = "Verkko" lang_dict["astro"]["Scl"] = "Kuvan-veistäjä" lang_dict["astro"]["Sco"] = "Skorpioni" lang_dict["astro"]["Sct"] = "Kilpi" lang_dict["astro"]["Ser"] = "Käärme" lang_dict["astro"]["Sex"] = "Sekstantti" lang_dict["astro"]["Sge"] = "Nuoli" lang_dict["astro"]["Sgr"] = "Jousimies" lang_dict["astro"]["Tau"] = "Härkä" lang_dict["astro"]["Tel"] = "Kaukoputki" lang_dict["astro"]["TrA"] = "Etelän kolmio" lang_dict["astro"]["Tri"] = "Kolmio" lang_dict["astro"]["Tuc"] = "Tukaani" lang_dict["astro"]["UMa"] = "Iso karhu" lang_dict["astro"]["UMi"] = "Pieni karhu" lang_dict["astro"]["Vel"] = "Purje" lang_dict["astro"]["Vir"] = "Neitsyt" lang_dict["astro"]["Vol"] = "Lentokala" lang_dict["astro"]["Vul"] = "Kettu" lang_dict["astro"]["ceres"] = "Ceres" lang_dict["astro"]["chiron"] = "Chiron" lang_dict["astro"]["constellation"] = "Tähdistö" lang_dict["astro"]["deimos"] = "Deimos" lang_dict["astro"]["eris"] = "Eris" lang_dict["astro"]["haumea"] = "" lang_dict["astro"]["juno"] = "Juno" lang_dict["astro"]["makemake"] = "" lang_dict["astro"]["pallas"] = "Pallas" lang_dict["astro"]["phobos"] = "Phobos" lang_dict["astro"]["total"] = "" lang_dict["astro"]["vesta"] = "Vesta" lang_dict["audio"] = {} lang_dict["audio"]["audio"] = "Ääni" lang_dict["audio"]["audio.advanced"] = "" lang_dict["audio"]["audio.advanced.change"] = "" lang_dict["audio"]["audio.advanced\\long"] = "" lang_dict["audio"]["audio.card"] = "Äänikortti" lang_dict["audio"]["audio.change"] = "Vaihda ääniasetuksia" lang_dict["audio"]["audio.error"] = "" lang_dict["audio"]["audio.error.init"] = "" lang_dict["audio"]["audio.error.mode"] = "" lang_dict["audio"]["audio.error.mode\\long"] = "" lang_dict["audio"]["audio.off"] = "" lang_dict["audio"]["audio.on"] = "" lang_dict["audio"]["audio.settings"] = "Ääniasetukset" lang_dict["audio"]["audio.turn.off"] = "" lang_dict["audio"]["audio.turn.on"] = "" lang_dict["audio"]["audio.warn.fatal"] = "" lang_dict["audio"]["audio.warn.nonfatal"] = "" lang_dict["audio"]["bitdepth"] = "Bittisyvyys" lang_dict["audio"]["bitdepth.audio"] = "Äänen bittisyvyys" lang_dict["audio"]["bitdepth.bits.few"] = "" lang_dict["audio"]["bitdepth.bits.many"] = "" lang_dict["audio"]["bitdepth.bits.one"] = "" lang_dict["audio"]["bitdepth.bits.other"] = "$1 bittiä" lang_dict["audio"]["bitdepth.bits.two"] = "" lang_dict["audio"]["bitdepth.bits.zero"] = "" lang_dict["audio"]["bitdepth.change"] = "Vaihda bittisyvyyttä" lang_dict["audio"]["bitdepth.choose"] = "Valitse bittisyvyys" lang_dict["audio"]["bitdepth.desc"] = "" lang_dict["audio"]["bitdepth.func"] = "" lang_dict["audio"]["channels"] = "Kanavat" lang_dict["audio"]["channels.audio"] = "Äänikanavat" lang_dict["audio"]["channels.change"] = "Vaihda äänikanavien määrää" lang_dict["audio"]["channels.choose"] = "Valitse äänikanavien määrä" lang_dict["audio"]["channels.mono"] = "Mono" lang_dict["audio"]["channels.stereo"] = "Stereo" lang_dict["audio"]["channels.surround"] = "Surround" lang_dict["audio"]["channels.surround.51"] = "5.1 surround" lang_dict["audio"]["channels.surround.71"] = "7.1 surround" lang_dict["audio"]["controls.backward"] = "" lang_dict["audio"]["controls.ctrack"] = "" lang_dict["audio"]["controls.eject"] = "" lang_dict["audio"]["controls.fforward"] = "" lang_dict["audio"]["controls.forward"] = "" lang_dict["audio"]["controls.loop"] = "" lang_dict["audio"]["controls.pause"] = "" lang_dict["audio"]["controls.play"] = "" lang_dict["audio"]["controls.playlist"] = "" lang_dict["audio"]["controls.random"] = "" lang_dict["audio"]["controls.rec"] = "" lang_dict["audio"]["controls.repeat"] = "" lang_dict["audio"]["controls.rewind"] = "Taaksepäin" lang_dict["audio"]["controls.stop"] = "" lang_dict["audio"]["controls.track"] = "" lang_dict["audio"]["music"] = "Musiikki" lang_dict["audio"]["music.ambience"] = "Musiikki ja taustaäänet" lang_dict["audio"]["music.change"] = "Säädä musiikin voimakkuutta" lang_dict["audio"]["music.off"] = "" lang_dict["audio"]["music.on"] = "" lang_dict["audio"]["music.turn.off"] = "Ota musiikki pois päältä" lang_dict["audio"]["music.turn.on"] = "Laita musiikki päälle" lang_dict["audio"]["music.volume"] = "Musiikin voimakkuus" lang_dict["audio"]["sampling"] = "Näytteenottotaajuus" lang_dict["audio"]["sampling.change"] = "Vaihda näytteenottotaajuutta" lang_dict["audio"]["sampling.choose"] = "Valitse näytteenottotaajuus" lang_dict["audio"]["sampling.desc"] = "" lang_dict["audio"]["sampling.freq"] = "Näytteenottotaajuus" lang_dict["audio"]["sampling.func"] = "" lang_dict["audio"]["sampling.hertz.few"] = "" lang_dict["audio"]["sampling.hertz.one"] = "" lang_dict["audio"]["sampling.hertz.other"] = "" lang_dict["audio"]["sampling.hertz.two"] = "" lang_dict["audio"]["sampling.hertz.zero"] = "" lang_dict["audio"]["sampling.hz"] = "$1 Hz" lang_dict["audio"]["sampling.khertz.few"] = "" lang_dict["audio"]["sampling.khertz.many"] = "" lang_dict["audio"]["sampling.khertz.one"] = "" lang_dict["audio"]["sampling.khertz.other"] = "" lang_dict["audio"]["sampling.khertz.two"] = "" lang_dict["audio"]["sampling.khertz.zero"] = "" lang_dict["audio"]["sampling.khz"] = "" lang_dict["audio"]["sampling.ratex"] = "Taajuus: $1" lang_dict["audio"]["sapmling.hertz.many"] = "" lang_dict["audio"]["sounds"] = "Äänet" lang_dict["audio"]["sounds.change"] = "Säädä ääniefektien voimakkuutta" lang_dict["audio"]["sounds.effects"] = "Ääniefektit" lang_dict["audio"]["sounds.off"] = "" lang_dict["audio"]["sounds.on"] = "" lang_dict["audio"]["sounds.turn.off"] = "Ota ääniefektit pois päältä" lang_dict["audio"]["sounds.turn.on"] = "Laita ääniefektit päälle" lang_dict["audio"]["sounds.volume"] = "Ääniefektien voimakkuus" lang_dict["audio"]["total"] = "" lang_dict["audio"]["volume"] = "Äänenvoimakkuus" lang_dict["audio"]["volume.change"] = "Säädä äänenvoimakkuutta" lang_dict["audio"]["volume.decrease"] = "Vähennä äänenvoimakkuutta" lang_dict["audio"]["volume.increase"] = "Lisää äänenvoimakkuutta" lang_dict["audio"]["volume.levels"] = "Äänenvoimakkuustasot" lang_dict["audio"]["volume.mute"] = "Päällä" lang_dict["audio"]["volume.muted"] = "Pois" lang_dict["audio"]["volume.off"] = "Ota ääni käyttöön" lang_dict["audio"]["volume.on"] = "Poista ääni käytöstä" lang_dict["audio"]["volume.unmute"] = "" lang_dict["audio"]["volume.unmuted"] = "" lang_dict["chess"] = {} lang_dict["chess"]["board"] = "Lauta" lang_dict["chess"]["board.style"] = "Tyyli" lang_dict["chess"]["board.style.choose"] = "Valitse laudan tyyli" lang_dict["chess"]["board.style\\long"] = "Laudan tyyli" lang_dict["chess"]["captured"] = "Vangittu" lang_dict["chess"]["captured\\full"] = "Vangittuja nappuloita" lang_dict["chess"]["castle"] = "Tornitus" lang_dict["chess"]["check"] = "" lang_dict["chess"]["checkmate"] = "Shakkimatti" lang_dict["chess"]["color"] = "Väri" lang_dict["chess"]["color\\full"] = "nappulan väri" lang_dict["chess"]["delete"] = "Poista" lang_dict["chess"]["delete\\full"] = "poista nappula" lang_dict["chess"]["enpassant"] = "" lang_dict["chess"]["error.check"] = "Sijainti alkaa shakkitilanteesta" lang_dict["chess"]["error.position"] = "laiton sijoitus" lang_dict["chess"]["error.toomany"] = "liikaa nappuloita" lang_dict["chess"]["fiftymoves"] = "Viidenkymmenen siirron sääntö" lang_dict["chess"]["flip"] = "Käännä lauta" lang_dict["chess"]["goto"] = "Siirry vuoroon" lang_dict["chess"]["high1"] = "edellinen" lang_dict["chess"]["high1\\long"] = "edellinen siirto" lang_dict["chess"]["high2"] = "saatavilla" lang_dict["chess"]["high2\\long"] = "saatavilla olevat siirrot" lang_dict["chess"]["high3"] = "edellinen ja saatavilla" lang_dict["chess"]["high3\\long"] = "edellinen ja saatavilla olevat siirrot" lang_dict["chess"]["high4"] = "pois päältä" lang_dict["chess"]["highlight"] = "Korosta" lang_dict["chess"]["highlightd"] = "Korosta siirtoja" lang_dict["chess"]["impossible"] = "Shakkimatti on mahdoton" lang_dict["chess"]["invalid"] = "Laiton siirto" lang_dict["chess"]["load"] = "Lataa tietokanta" lang_dict["chess"]["loadd"] = "Katso klassisia otteluita" lang_dict["chess"]["move"] = "Siirrä" lang_dict["chess"]["move\\full"] = "liikuta nappulaa" lang_dict["chess"]["moves"] = "Vuorot" lang_dict["chess"]["moves1"] = "Takaisinpäin" lang_dict["chess"]["moves2"] = "Edellinen" lang_dict["chess"]["moves3"] = "Seuraava" lang_dict["chess"]["moves4"] = "Eteenpäin" lang_dict["chess"]["movesd"] = "Vuoronavigaatio" lang_dict["chess"]["movesl"] = "Vuorolista" lang_dict["chess"]["nomoves"] = "Ei laillisia siirtoja" lang_dict["chess"]["opening"] = "Avaus" lang_dict["chess"]["opponent"] = "Vastustaja" lang_dict["chess"]["pgn.black"] = "Musta" lang_dict["chess"]["pgn.date"] = "Aika" lang_dict["chess"]["pgn.event"] = "Tapahtuma" lang_dict["chess"]["pgn.match"] = "Ottelu" lang_dict["chess"]["pgn.result"] = "Tulos" lang_dict["chess"]["pgn.round"] = "Siirto" lang_dict["chess"]["pgn.site"] = "Paikka" lang_dict["chess"]["pgn.white"] = "Valkoinen" lang_dict["chess"]["player1"] = "Ihminen" lang_dict["chess"]["player2"] = "Tietokone" lang_dict["chess"]["repetition"] = "Kolmas toisto" lang_dict["chess"]["result.black"] = "Musta voitti" lang_dict["chess"]["result.draw"] = "Tasapeli" lang_dict["chess"]["result.none"] = "Ei tulosta" lang_dict["chess"]["result.white"] = "Valkoinen voitti" lang_dict["chess"]["setup"] = "Asetus" lang_dict["chess"]["setup\\full"] = "Asettele pelilauta" lang_dict["chess"]["setup\\short"] = "Asettele pelilauta" lang_dict["chess"]["side"] = "Valitse puoli" lang_dict["chess"]["side1"] = "valkoinen" lang_dict["chess"]["side2"] = "musta" lang_dict["chess"]["side3"] = "ei kumpikaan" lang_dict["chess"]["siden"] = "Puoli" lang_dict["chess"]["spawn"] = "Lisää" lang_dict["chess"]["spawn\\full"] = "lisää nappula" lang_dict["chess"]["stalemate"] = "Kyllästyminen" lang_dict["chess"]["switch"] = "Vaihda puolta" lang_dict["chess"]["total"] = "" lang_dict["gameplay"] = {} lang_dict["gameplay"]["action.few"] = "" lang_dict["gameplay"]["action.many"] = "" lang_dict["gameplay"]["action.one"] = "Toiminto" lang_dict["gameplay"]["action.other"] = "" lang_dict["gameplay"]["action.two"] = "" lang_dict["gameplay"]["action.zero"] = "" lang_dict["gameplay"]["attack"] = "Hyökkää" lang_dict["gameplay"]["bomb"] = "Pommi" lang_dict["gameplay"]["cancel"] = "Peru" lang_dict["gameplay"]["command"] = "Komento" lang_dict["gameplay"]["command.other"] = "" lang_dict["gameplay"]["difficulty"] = "Haastavuus" lang_dict["gameplay"]["difficulty.change"] = "Vaihda haastavuustaso" lang_dict["gameplay"]["difficulty.easy"] = "Helppo" lang_dict["gameplay"]["difficulty.hard"] = "Vaikea" lang_dict["gameplay"]["difficulty.lunatic"] = "Sekopäinen" lang_dict["gameplay"]["difficulty.maniac"] = "Uhkarohkea" lang_dict["gameplay"]["difficulty.veryeasy"] = "Tosi helppo" lang_dict["gameplay"]["difficulty.veryhard"] = "Tosi vaikea" lang_dict["gameplay"]["difficulty\\long"] = "Haastavuustaso" lang_dict["gameplay"]["difficutly.choose"] = "Valitse haastavuus" lang_dict["gameplay"]["difficutly.normal"] = "Normaali" lang_dict["gameplay"]["down"] = "Alas" lang_dict["gameplay"]["focus"] = "Keskity" lang_dict["gameplay"]["help"] = "Apua" lang_dict["gameplay"]["hint"] = "Vinkki" lang_dict["gameplay"]["hints.disable"] = "" lang_dict["gameplay"]["hints.disabled"] = "" lang_dict["gameplay"]["hints.enable"] = "" lang_dict["gameplay"]["hints.enabled"] = "" lang_dict["gameplay"]["hints.hide.one"] = "" lang_dict["gameplay"]["hints.hide.other"] = "" lang_dict["gameplay"]["hints.one"] = "" lang_dict["gameplay"]["hints.other"] = "" lang_dict["gameplay"]["hints.show.one"] = "" lang_dict["gameplay"]["hints.show.other"] = "" lang_dict["gameplay"]["hit"] = "Lyö" lang_dict["gameplay"]["jump"] = "Hyppää" lang_dict["gameplay"]["left"] = "Vasemmalle" lang_dict["gameplay"]["mdown"] = "Liiku alas" lang_dict["gameplay"]["mleft"] = "Liiku vasemmalle" lang_dict["gameplay"]["mode.choose"] = "Valitse pelityyli" lang_dict["gameplay"]["mode.few"] = "" lang_dict["gameplay"]["mode.many"] = "" lang_dict["gameplay"]["mode.one"] = "Pelityyli" lang_dict["gameplay"]["mode.other"] = "" lang_dict["gameplay"]["mode.sandbox"] = "Hiekkalaatikko" lang_dict["gameplay"]["mode.sandbox.desc"] = "Pelaa ilman erityistä päämäärää" lang_dict["gameplay"]["mode.score"] = "Pistehaaste" lang_dict["gameplay"]["mode.score.desc"] = "Kerää mahdollisimman monta pistettä" lang_dict["gameplay"]["mode.survive"] = "Selvityminen" lang_dict["gameplay"]["mode.survive.desc"] = "Koeta selvitä mahdollisimman pitkään" lang_dict["gameplay"]["mode.time"] = "Aikahaaste" lang_dict["gameplay"]["mode.time.desc"] = "Suorita mahdollisimman nopeasti" lang_dict["gameplay"]["mode.two"] = "" lang_dict["gameplay"]["mode.zero"] = "" lang_dict["gameplay"]["mright"] = "Liiku oikealle" lang_dict["gameplay"]["mup"] = "Liiku ylös" lang_dict["gameplay"]["pause"] = "Pysäytä" lang_dict["gameplay"]["reset"] = "Palauta" lang_dict["gameplay"]["right"] = "Oikealle" lang_dict["gameplay"]["selsect"] = "Valitse" lang_dict["gameplay"]["shoot"] = "Ammu" lang_dict["gameplay"]["skill"] = "Osaaminen" lang_dict["gameplay"]["skill.advanced"] = "Edistynyt" lang_dict["gameplay"]["skill.average"] = "Keskiverto" lang_dict["gameplay"]["skill.beginner"] = "Aloittelija" lang_dict["gameplay"]["skill.change"] = "Muuta osaamistasoa" lang_dict["gameplay"]["skill.choose"] = "Valitse osaamistaso" lang_dict["gameplay"]["skill.expert"] = "Taitava" lang_dict["gameplay"]["skill.novice"] = "Noviisi" lang_dict["gameplay"]["skill\\long"] = "Osaamistaso" lang_dict["gameplay"]["start"] = "Aloita" lang_dict["gameplay"]["total"] = "" lang_dict["gameplay"]["up"] = "Ylös" lang_dict["input"] = {} lang_dict["input"]["axis.dpad"] = "" lang_dict["input"]["axis.fifth"] = "" lang_dict["input"]["axis.fourth"] = "" lang_dict["input"]["axis.fourth\\long"] = "" lang_dict["input"]["axis.horizontal"] = "" lang_dict["input"]["axis.horizontal\\long"] = "" lang_dict["input"]["axis.pov"] = "" lang_dict["input"]["axis.sixth"] = "" lang_dict["input"]["axis.third"] = "" lang_dict["input"]["axis.third\\long"] = "" lang_dict["input"]["axis.vertical"] = "" lang_dict["input"]["axis.vertical\\long"] = "" lang_dict["input"]["button"] = "Nappula" lang_dict["input"]["button.analog"] = "" lang_dict["input"]["button.back"] = "" lang_dict["input"]["button.buttonx"] = "Nappula $1" lang_dict["input"]["button.home"] = "" lang_dict["input"]["button.lanalog"] = "" lang_dict["input"]["button.lbumper"] = "" lang_dict["input"]["button.lshoulder"] = "" lang_dict["input"]["button.lstick"] = "" lang_dict["input"]["button.ltrigger"] = "" lang_dict["input"]["button.ouya1"] = "O" lang_dict["input"]["button.ouya2"] = "A" lang_dict["input"]["button.ouya3"] = "U" lang_dict["input"]["button.ouya4"] = "Y" lang_dict["input"]["button.press"] = "Paina nappulaa" lang_dict["input"]["button.press.any"] = "Paina mitä vain nappulaa" lang_dict["input"]["button.press.buttonx"] = "Paina nappulaa $1" lang_dict["input"]["button.press.on"] = "Paina nappulaa $1:ssä" lang_dict["input"]["button.press.xbutton"] = "" lang_dict["input"]["button.ps1"] = "Neliö" lang_dict["input"]["button.ps2"] = "Cross" lang_dict["input"]["button.ps3"] = "Ympyrä" lang_dict["input"]["button.ps4"] = "Kolmio" lang_dict["input"]["button.ranalog"] = "" lang_dict["input"]["button.rbumper"] = "" lang_dict["input"]["button.release"] = "Päästä nappula $1" lang_dict["input"]["button.release.all"] = "Päästä kaikki nappulat" lang_dict["input"]["button.release.all\\long"] = "Älä paina mitään nappulaa $1:ssä" lang_dict["input"]["button.rshoulder"] = "" lang_dict["input"]["button.rstick"] = "" lang_dict["input"]["button.rtrigger"] = "" lang_dict["input"]["button.select"] = "" lang_dict["input"]["button.start"] = "" lang_dict["input"]["button.trigger"] = "" lang_dict["input"]["button.xbox1"] = "A" lang_dict["input"]["button.xbox2"] = "B" lang_dict["input"]["button.xbox3"] = "X" lang_dict["input"]["button.xbox4"] = "Y" lang_dict["input"]["buttons"] = "" lang_dict["input"]["controls"] = "Ohjaus" lang_dict["input"]["controls.change"] = "Muuta pelin ohjausta" lang_dict["input"]["controls.devicex"] = "$1:n ohjaus" lang_dict["input"]["controls.game"] = "Pelin ohjaus" lang_dict["input"]["controls.reset"] = "Resetoi ohjausasetukset" lang_dict["input"]["controls.reset.confirm"] = "Haluaisitko resetoida kaikki pelin ohjausasetukset?" lang_dict["input"]["controls.reset.confirm\\long"] = "" lang_dict["input"]["input"] = "Ohjaus" lang_dict["input"]["input.change"] = "Muuta ohjausasetuksia" lang_dict["input"]["input.choose"] = "Valitse ohjauslaita" lang_dict["input"]["input.devicex"] = "Laite: $1" lang_dict["input"]["input.settings"] = "Ohjausasetukset" lang_dict["input"]["joystick"] = "Ilotikku" lang_dict["input"]["joystick.assign"] = "Aseta nappula \\"$1\\":lle" lang_dict["input"]["joystick.assign.none"] = "Nappuloita ei asetettu" lang_dict["input"]["joystick.assign.taken"] = "Nappula on jo asetettu" lang_dict["input"]["joystick.calibration"] = "Kalibrointi" lang_dict["input"]["joystick.calibration\\long"] = "Ilotikun kalibrointi" lang_dict["input"]["joystick.change"] = "Vaihda ilotikun asetuksia" lang_dict["input"]["joystick.changem"] = "Vaihda nappula-asetuksia" lang_dict["input"]["joystick.changen"] = "Säädä ilotikun nolla-aluetta" lang_dict["input"]["joystick.changes"] = "Säädä ilotikun herkkyyttä" lang_dict["input"]["joystick.controls"] = "Ilotikun asetukset" lang_dict["input"]["joystick.error"] = "" lang_dict["input"]["joystick.error.none"] = "Ilotikkuja ei löydy" lang_dict["input"]["joystick.error.none\\long"] = "" lang_dict["input"]["joystick.joystickx"] = "Ilotikku $1" lang_dict["input"]["joystick.map"] = "Nappula-asetukset" lang_dict["input"]["joystick.mapx"] = "$1:n nappula-asetukset" lang_dict["input"]["joystick.null"] = "Nolla-alue" lang_dict["input"]["joystick.null\\long"] = "Ilotikun nolla-alue" lang_dict["input"]["joystick.sensitivity"] = "Ilotikun herkkyys" lang_dict["input"]["key"] = "Näppäinkontrollit" lang_dict["input"]["key.alt"] = "" lang_dict["input"]["key.arrows"] = "" lang_dict["input"]["key.back"] = "" lang_dict["input"]["key.ctrl"] = "" lang_dict["input"]["key.down"] = "Alanuoli" lang_dict["input"]["key.enter"] = "" lang_dict["input"]["key.escape"] = "" lang_dict["input"]["key.keys"] = "" lang_dict["input"]["key.keyx"] = "$1 näppäin" lang_dict["input"]["key.lalt"] = "" lang_dict["input"]["key.lctrl"] = "" lang_dict["input"]["key.left"] = "Vasen nuoli" lang_dict["input"]["key.lshift"] = "" lang_dict["input"]["key.ralt"] = "" lang_dict["input"]["key.rctrl"] = "" lang_dict["input"]["key.right"] = "Oikea nuoli" lang_dict["input"]["key.rshift"] = "" lang_dict["input"]["key.shift"] = "" lang_dict["input"]["key.space"] = "Välilyönti" lang_dict["input"]["key.tab"] = "" lang_dict["input"]["key.up"] = "Ylänuoli" lang_dict["input"]["keyboard"] = "Näppäimistö" lang_dict["input"]["keyboard.assign"] = "Aseta näppäin \\"$1\\":lle" lang_dict["input"]["keyboard.assign.none"] = "Näppäimiä ei asetettu" lang_dict["input"]["keyboard.assign.taken"] = "Näppäin on jo asetettu" lang_dict["input"]["keyboard.change"] = "Muuta näppäinkontrolleja" lang_dict["input"]["keyboard.changem"] = "Vaihda näppäinasetuksia" lang_dict["input"]["keyboard.controls"] = "Näppäinkontrollit" lang_dict["input"]["keyboard.error"] = "" lang_dict["input"]["keyboard.error.none"] = "Näppäimistöä ei löydy" lang_dict["input"]["keyboard.error.none\\long"] = "" lang_dict["input"]["keyboard.map"] = "Näppäinasetukset" lang_dict["input"]["keyboard.mapx"] = "$1:n näppäinasetukset" lang_dict["input"]["keyboard.press.akey"] = "Paina näppäintä" lang_dict["input"]["keyboard.press.any"] = "Paina mitä vain näppäintä" lang_dict["input"]["keyboard.press.key"] = "Paina $1-näppäintä" lang_dict["input"]["keyboard.release.all"] = "Älä paina mitään näppäintä" lang_dict["input"]["keyboard.release.key"] = "Vapauta $1-näppäin" lang_dict["input"]["mouse"] = "Hiiri" lang_dict["input"]["mouse.buttons"] = "Hiiren nappulat" lang_dict["input"]["mouse.error"] = "" lang_dict["input"]["mouse.error.none"] = "Hiirtä ei löydy" lang_dict["input"]["mouse.error.none\\long"] = "" lang_dict["input"]["mouse.lmb"] = "Vasen hiiren nappi" lang_dict["input"]["mouse.mmb"] = "Hiiren keskinappi" lang_dict["input"]["mouse.press.abutton"] = "Paina hiiren nappia" lang_dict["input"]["mouse.press.any"] = "Paina mitä vain hiiren nappua" lang_dict["input"]["mouse.press.buttonx"] = "Paina $1:ä" lang_dict["input"]["mouse.rmb"] = "Oikea hiiren nappi" lang_dict["input"]["mouse.wheel"] = "Hiiren rulla" lang_dict["input"]["total"] = "" lang_dict["input"]["touch"] = "Kosketusnäyttö" lang_dict["lang"] = {} lang_dict["lang"]["error"] = "Kielivirhe" lang_dict["lang"]["error.missing"] = "" lang_dict["lang"]["error.na"] = "Kieli ei ole saatavilla" lang_dict["lang"]["error.na.in"] = "Ei ole saatavilla $1" lang_dict["lang"]["error.na.in\\long"] = "Tätä peliä ei ole saatavilla $1" lang_dict["lang"]["error.na\\long"] = "Valittu kieli ei ole saatavilla" lang_dict["lang"]["lang"] = "Kieli" lang_dict["lang"]["lang.change"] = "Vaihda kieli" lang_dict["lang"]["lang.choose"] = "Valitse kieli" lang_dict["lang"]["lang.current"] = "Valittu kieli" lang_dict["lang"]["name"] = "Suomi" lang_dict["lang"]["name.english"] = "Finnish" lang_dict["math"] = {} lang_dict["math"]["add"] = "Yhteenlasku" lang_dict["math"]["add0"] = "" lang_dict["math"]["add1"] = "" lang_dict["math"]["add2"] = "" lang_dict["math"]["add3"] = "" lang_dict["math"]["addv"] = "" lang_dict["math"]["algebra"] = "Algebra" lang_dict["math"]["angle"] = "" lang_dict["math"]["angle.acute"] = "" lang_dict["math"]["angle.obtuse"] = "" lang_dict["math"]["angle.right"] = "" lang_dict["math"]["arithmetic"] = "Aritmetiikka" lang_dict["math"]["circ"] = "" lang_dict["math"]["circle"] = "Ympyrä" lang_dict["math"]["circle1"] = "" lang_dict["math"]["circle2"] = "" lang_dict["math"]["cos"] = "Kosini" lang_dict["math"]["cot"] = "" lang_dict["math"]["csc"] = "" lang_dict["math"]["dart"] = "" lang_dict["math"]["degree.few"] = "" lang_dict["math"]["degree.many"] = "" lang_dict["math"]["degree.one"] = "" lang_dict["math"]["degree.other"] = "" lang_dict["math"]["degree.two"] = "" lang_dict["math"]["degree.zero"] = "" lang_dict["math"]["div"] = "Jakolasku" lang_dict["math"]["div0"] = "" lang_dict["math"]["div1"] = "" lang_dict["math"]["div2"] = "" lang_dict["math"]["div3"] = "" lang_dict["math"]["divv"] = "" lang_dict["math"]["ellipse"] = "" lang_dict["math"]["expo"] = "" lang_dict["math"]["expo0"] = "" lang_dict["math"]["expo1"] = "" lang_dict["math"]["expo2"] = "" lang_dict["math"]["expo3"] = "" lang_dict["math"]["expov"] = "" lang_dict["math"]["geometry"] = "Geometria" lang_dict["math"]["heptagon"] = "" lang_dict["math"]["hexagon"] = "" lang_dict["math"]["kite"] = "" lang_dict["math"]["log"] = "" lang_dict["math"]["log0"] = "" lang_dict["math"]["log1"] = "" lang_dict["math"]["log2"] = "" lang_dict["math"]["log3"] = "" lang_dict["math"]["logb"] = "" lang_dict["math"]["logv"] = "" lang_dict["math"]["math"] = "Matematiikka" lang_dict["math"]["mod"] = "" lang_dict["math"]["mod0"] = "" lang_dict["math"]["mod1"] = "" lang_dict["math"]["mod2"] = "" lang_dict["math"]["mod3"] = "" lang_dict["math"]["modv"] = "" lang_dict["math"]["mul"] = "Kertolasku" lang_dict["math"]["mul0"] = "" lang_dict["math"]["mul1"] = "" lang_dict["math"]["mul2"] = "" lang_dict["math"]["mul3"] = "" lang_dict["math"]["mulv"] = "" lang_dict["math"]["num"] = "Luku" lang_dict["math"]["num.complex"] = "Kompleksiluku" lang_dict["math"]["num.integer"] = "Kokonaisluku" lang_dict["math"]["num.rational"] = "Rationaaliluku" lang_dict["math"]["num.real"] = "Reaaliluku" lang_dict["math"]["oblong"] = "" lang_dict["math"]["octagon"] = "" lang_dict["math"]["parallelogram"] = "" lang_dict["math"]["pentagon"] = "" lang_dict["math"]["quadrilateral"] = "" lang_dict["math"]["radian.few"] = "" lang_dict["math"]["radian.many"] = "" lang_dict["math"]["radian.one"] = "" lang_dict["math"]["radian.other"] = "" lang_dict["math"]["radian.two"] = "" lang_dict["math"]["radian.zero"] = "" lang_dict["math"]["rect"] = "" lang_dict["math"]["rhomboid"] = "" lang_dict["math"]["rhombus"] = "" lang_dict["math"]["root"] = "" lang_dict["math"]["root0"] = "" lang_dict["math"]["root1"] = "" lang_dict["math"]["root2"] = "" lang_dict["math"]["root3"] = "" lang_dict["math"]["rootb"] = "" lang_dict["math"]["rootv"] = "" lang_dict["math"]["sec"] = "" lang_dict["math"]["sin"] = "Sini" lang_dict["math"]["square"] = "Neliö" lang_dict["math"]["square1"] = "" lang_dict["math"]["sub"] = "Vähennyslasku" lang_dict["math"]["sub0"] = "" lang_dict["math"]["sub1"] = "" lang_dict["math"]["sub2"] = "" lang_dict["math"]["sub3"] = "" lang_dict["math"]["subv"] = "" lang_dict["math"]["tan"] = "Tangentti" lang_dict["math"]["total"] = "" lang_dict["math"]["trapezoid"] = "" lang_dict["math"]["triangle"] = "Kolmio" lang_dict["math"]["triangle1"] = "" lang_dict["math"]["triangle2"] = "" lang_dict["math"]["trianglea"] = "" lang_dict["math"]["triangleb"] = "" lang_dict["math"]["trianglec"] = "" lang_dict["math"]["trig"] = "Trigonometria" lang_dict["menu"] = {} lang_dict["menu"]["close"] = "" lang_dict["menu"]["close.confirm\\long"] = "Haluatko sulkea pelin?" lang_dict["menu"]["close.confrim"] = "" lang_dict["menu"]["content.locked"] = "" lang_dict["menu"]["content.locked\\long"] = "" lang_dict["menu"]["content.na"] = "" lang_dict["menu"]["content.na\\long"] = "" lang_dict["menu"]["continue"] = "" lang_dict["menu"]["continue.confirm"] = "" lang_dict["menu"]["continue.confirm\\long"] = "" lang_dict["menu"]["continue.error"] = "Peli ei voi jatkaa" lang_dict["menu"]["credits"] = "Lopputekstit" lang_dict["menu"]["credits.art"] = "Taide" lang_dict["menu"]["credits.citations"] = "" lang_dict["menu"]["credits.code"] = "Ohjelmointi" lang_dict["menu"]["credits.design"] = "Suunnitelu" lang_dict["menu"]["credits.end"] = "Loppu" lang_dict["menu"]["credits.fonts"] = "" lang_dict["menu"]["credits.localization"] = "" lang_dict["menu"]["credits.marketing"] = "Markkinointi" lang_dict["menu"]["credits.music"] = "Musiikki" lang_dict["menu"]["credits.playtesting"] = "" lang_dict["menu"]["credits.production"] = "Tuotanto" lang_dict["menu"]["credits.qa"] = "Laadun varmistus" lang_dict["menu"]["credits.sfx"] = "" lang_dict["menu"]["credits.sound"] = "Äänet" lang_dict["menu"]["credits.soundtrack"] = "" lang_dict["menu"]["credits.story"] = "Kirjoitus" lang_dict["menu"]["credits.thanks"] = "" lang_dict["menu"]["credits.thanks.special"] = "Erityiskiitokset" lang_dict["menu"]["credits.thanks.to"] = "Kiitos" lang_dict["menu"]["credits.thanks.you"] = "Kiitos sinulle pelaamisesta" lang_dict["menu"]["credits.theme"] = "" lang_dict["menu"]["credits.typo"] = "" lang_dict["menu"]["credits.voiceacting"] = "Ääninäyttely" lang_dict["menu"]["credits\\long"] = "Pelin lopputekstit" lang_dict["menu"]["date"] = "Päiväys ja aika" lang_dict["menu"]["date.change"] = "Vaihda tämänhetkinen päiväys tai aika" lang_dict["menu"]["date.change.confirm"] = "" lang_dict["menu"]["date.change.confirm\\long"] = "Haluatko vaihtaa päiväyksen ja ajan?" lang_dict["menu"]["date.choose"] = "Valitse päiväys ja aika" lang_dict["menu"]["date.error"] = "Virhe päiväyksessä tai ajassa" lang_dict["menu"]["date.error\\long"] = "Päiväys tai aika on virheellinen" lang_dict["menu"]["date\\long"] = "Päiväyksen ja ajan asetukset" lang_dict["menu"]["episode.choose"] = "" lang_dict["menu"]["episode.error"] = "" lang_dict["menu"]["episode.error.na"] = "" lang_dict["menu"]["episode.error.na\\long"] = "" lang_dict["menu"]["episode.error.none"] = "" lang_dict["menu"]["episode.error.none\\long"] = "" lang_dict["menu"]["episode.few"] = "" lang_dict["menu"]["episode.many"] = "" lang_dict["menu"]["episode.one"] = "" lang_dict["menu"]["episode.other"] = "" lang_dict["menu"]["episode.two"] = "" lang_dict["menu"]["f"] = "" lang_dict["menu"]["level.choose"] = "Valitse taso" lang_dict["menu"]["level.completed"] = "Suoritettu" lang_dict["menu"]["level.completed\\long"] = "Taso suoritettu" lang_dict["menu"]["level.failed"] = "" lang_dict["menu"]["level.failed\\long"] = "" lang_dict["menu"]["level.few"] = "" lang_dict["menu"]["level.keep"] = "Jatka pelaamista" lang_dict["menu"]["level.keep.confirm"] = "" lang_dict["menu"]["level.keep.confirm\\long"] = "Haluatko jatkaa pelaamista?" lang_dict["menu"]["level.many"] = "" lang_dict["menu"]["level.one"] = "" lang_dict["menu"]["level.other"] = "Tasot" lang_dict["menu"]["level.retry"] = "" lang_dict["menu"]["level.retry.confirm"] = "" lang_dict["menu"]["level.retry.confirm\\long"] = "" lang_dict["menu"]["level.retry\\medium"] = "" lang_dict["menu"]["level.select"] = "Tason valinta" lang_dict["menu"]["level.two"] = "" lang_dict["menu"]["level.zero"] = "" lang_dict["menu"]["loading"] = "Ladataan" lang_dict["menu"]["loading.error"] = "Latausvirhe" lang_dict["menu"]["loading.file.few"] = "" lang_dict["menu"]["loading.file.many"] = "" lang_dict["menu"]["loading.file.one"] = "1$. tiedosto $2 tiedostosta" lang_dict["menu"]["loading.file.other"] = "" lang_dict["menu"]["loading.file.two"] = "" lang_dict["menu"]["loading.file.zero"] = "" lang_dict["menu"]["loading.missing"] = "Tiedosto puuttuu tai on rikki" lang_dict["menu"]["loading.notfound"] = "" lang_dict["menu"]["loading.percent"] = "Ladataan: $1%" lang_dict["menu"]["loading.wait"] = "Odota" lang_dict["menu"]["menu"] = "Päävalikko" lang_dict["menu"]["mode.choose"] = "Valitse pelityyli" lang_dict["menu"]["mode.coop"] = "Yhteistyö" lang_dict["menu"]["mode.coop.local"] = "Yhteistyö (paikallinen)" lang_dict["menu"]["mode.coop.online"] = "Yhteistyö (internet)" lang_dict["menu"]["mode.few"] = "" lang_dict["menu"]["mode.hotseat"] = "Vuorotellen" lang_dict["menu"]["mode.local"] = "Moninpeli (paikallinen)" lang_dict["menu"]["mode.many"] = "" lang_dict["menu"]["mode.multi"] = "Moninpeli" lang_dict["menu"]["mode.one"] = "Pelityyli" lang_dict["menu"]["mode.online"] = "Moninpeli (internet)" lang_dict["menu"]["mode.other"] = "" lang_dict["menu"]["mode.single"] = "Yksinpeli" lang_dict["menu"]["mode.two"] = "" lang_dict["menu"]["mode.versus"] = "Vastakkain" lang_dict["menu"]["mode.versus.local"] = "Vastakkain (paikallinen)" lang_dict["menu"]["mode.versus.online"] = "Vastakkain (internet)" lang_dict["menu"]["new"] = "Uusi peli" lang_dict["menu"]["new.confirm"] = "" lang_dict["menu"]["new.confirm\\long"] = "Haluatko aloittaa uuden pelin?" lang_dict["menu"]["new\\long"] = "Aloita uusi peli" lang_dict["menu"]["over"] = "Peli ohi" lang_dict["menu"]["over.try"] = "Yritä uudelleen" lang_dict["menu"]["over.try.confirm"] = "" lang_dict["menu"]["over.try.confirm\\long"] = "Haluatko yrittää uudelleen?" lang_dict["menu"]["pause"] = "Pysäytetty" lang_dict["menu"]["pause.confirm"] = "" lang_dict["menu"]["pause.confirm\\long"] = "Haluatko jatkaa pelaamista?" lang_dict["menu"]["pause\\long"] = "Peli on pysäytetty" lang_dict["menu"]["quit"] = "Lopeta" lang_dict["menu"]["quit.confirm"] = "" lang_dict["menu"]["quit.confirm\\long"] = "Haluatko sulkea pelin?" lang_dict["menu"]["quit\\long"] = "Lopeta peli" lang_dict["menu"]["restart"] = "" lang_dict["menu"]["restart.changes"] = "" lang_dict["menu"]["restart.changes\\long"] = "Muutosten käyttöönotto vaatii uudelleenkäynnistyksen" lang_dict["menu"]["restart.confirm"] = "" lang_dict["menu"]["restart.confirm\\long"] = "Haluatko käynnistää pelin uudelleen?" lang_dict["menu"]["restart.required"] = "Tarvitsee uudelleenkäynnistyksen" lang_dict["menu"]["resume"] = "Jatka" lang_dict["menu"]["resume.confirm"] = "" lang_dict["menu"]["resume.confirm\\long"] = "Haluatko jatkaa edellistä peliä?" lang_dict["menu"]["resume\\long"] = "Jatka edellistä peliä" lang_dict["menu"]["settings"] = "Asetukset" lang_dict["menu"]["settings.change"] = "Vaihda pelin asetuksia" lang_dict["menu"]["settings.choose"] = "Valitse pelin asetus" lang_dict["menu"]["settings.eror"] = "" lang_dict["menu"]["settings.error.load"] = "" lang_dict["menu"]["settings.error.load\\long"] = "" lang_dict["menu"]["settings.error.save"] = "" lang_dict["menu"]["settings.error.save\\long"] = "" lang_dict["menu"]["settings.reset"] = "Palauta" lang_dict["menu"]["settings.reset.confirm"] = "" lang_dict["menu"]["settings.reset.confirm\\long"] = "Haluatko palauttaa pelin asetukset?" lang_dict["menu"]["settings.reset\\long"] = "Palauta asetukset" lang_dict["menu"]["settings\\long"] = "Pelin asetukset" lang_dict["menu"]["total"] = "" lang_dict["menu"]["update"] = "" lang_dict["menu"]["update.check"] = "" lang_dict["menu"]["update.check.confirm"] = "" lang_dict["menu"]["update.check.confirm\\long"] = "" lang_dict["menu"]["update.check.wait"] = "" lang_dict["menu"]["update.choose"] = "" lang_dict["menu"]["update.completed"] = "" lang_dict["menu"]["update.download.few"] = "" lang_dict["menu"]["update.download.many"] = "" lang_dict["menu"]["update.download.one"] = "" lang_dict["menu"]["update.download.other"] = "" lang_dict["menu"]["update.download.two"] = "" lang_dict["menu"]["update.download.wait"] = "" lang_dict["menu"]["update.error.check"] = "" lang_dict["menu"]["update.error.check\\long"] = "" lang_dict["menu"]["update.error.download"] = "" lang_dict["menu"]["update.error.download\\long"] = "" lang_dict["menu"]["update.error.install"] = "" lang_dict["menu"]["update.error.install\\long"] = "" lang_dict["menu"]["update.error.na"] = "" lang_dict["menu"]["update.error.uptodate"] = "" lang_dict["menu"]["update.failed"] = "" lang_dict["menu"]["update.install.confirm"] = "" lang_dict["menu"]["update.install.confirm\\long"] = "" lang_dict["menu"]["update.install.few"] = "" lang_dict["menu"]["update.install.many"] = "" lang_dict["menu"]["update.install.one"] = "" lang_dict["menu"]["update.install.other"] = "" lang_dict["menu"]["update.install.two"] = "" lang_dict["menu"]["update.install.wait"] = "" lang_dict["menu"]["update.progress"] = "" lang_dict["menu"]["update.restart.cofirm"] = "" lang_dict["menu"]["update.restart.confirm\\long"] = "" lang_dict["menu"]["update\\long"] = "" lang_dict["meta"] = {} lang_dict["meta"]["license"] = "" lang_dict["meta"]["notes"] = "" lang_dict["meta"]["repos"] = "" lang_dict["meta"]["script.break"] = "False" lang_dict["meta"]["script.cased"] = "True" lang_dict["meta"]["script.name"] = "Latn" lang_dict["meta"]["script.rtl"] = "False" lang_dict["meta"]["stats"] = "" lang_dict["meta"]["stats.pinternet"] = "" lang_dict["meta"]["stats.pspeakers"] = "0.1" lang_dict["meta"]["stats.psteam"] = "0.34" lang_dict["meta"]["support"] = "" lang_dict["meta"]["trans"] = "" lang_dict["meta"]["trans.contributors"] = "sol, waterlimon" lang_dict["meta"]["trans.pwords"] = "" lang_dict["meta"]["trans.updated"] = "" lang_dict["meta"]["trans.words"] = "" lang_dict["meta"]["updates"] = "" lang_dict["meta"]["url"] = "" lang_dict["progress"] = {} lang_dict["progress"]["gander.female"] = "Nainen" lang_dict["progress"]["gender"] = "Sukupuoli" lang_dict["progress"]["gender.choose"] = "Valitse sukupuoli" lang_dict["progress"]["gender.male"] = "Mies" lang_dict["progress"]["gender.other"] = "Muu" lang_dict["progress"]["gender.undefined"] = "Määrittelemätön" lang_dict["progress"]["name"] = "" lang_dict["progress"]["name.anon"] = "Nimetön" lang_dict["progress"]["name.enter"] = "" lang_dict["progress"]["name.enter\\long"] = "Anna profiilin nimi" lang_dict["progress"]["name.none"] = "Tuntematon" lang_dict["progress"]["name.player"] = "Pelaaja" lang_dict["progress"]["name.player.id"] = "Pelaaja $1" lang_dict["progress"]["name.warn"] = "" lang_dict["progress"]["name.warn\\long"] = "Profiilin nimi ei kelpaa" lang_dict["progress"]["name\\long"] = "" lang_dict["progress"]["pregress.error"] = "Tilannevirhe" lang_dict["progress"]["pregress.save.fail"] = "Tilannetta ei voitu tallentaa" lang_dict["progress"]["profile.change"] = "Vaihda profiiliasetuksia" lang_dict["progress"]["profile.choose"] = "Valitse profiili" lang_dict["progress"]["profile.delete"] = "Poista profiili" lang_dict["progress"]["profile.delete.confirm"] = "" lang_dict["progress"]["profile.delete.confirm\\long"] = "Haluaisitko poistaa tämän profiilin?" lang_dict["progress"]["profile.edit"] = "" lang_dict["progress"]["profile.error"] = "" lang_dict["progress"]["profile.error.delete"] = "Virhe profiilia poistaessa" lang_dict["progress"]["profile.error.load"] = "Virhe profiilia ladatessa" lang_dict["progress"]["profile.error.load\\long"] = "Profiilia ei voitu ladata" lang_dict["progress"]["profile.error.new"] = "Virhe profiilia luodessa" lang_dict["progress"]["profile.error.rename"] = "Virhe profiilin nimen vaihdossa" lang_dict["progress"]["profile.error.save"] = "Virhe profiilia tallennettaessa" lang_dict["progress"]["profile.error.save\\long"] = "Profiilia ei voitu tallentaa" lang_dict["progress"]["profile.few"] = "" lang_dict["progress"]["profile.many"] = "" lang_dict["progress"]["profile.new"] = "Luo uusi profiili" lang_dict["progress"]["profile.new.confirm"] = "" lang_dict["progress"]["profile.new.confirm\\long"] = "" lang_dict["progress"]["profile.one"] = "Profiili" lang_dict["progress"]["profile.other"] = "" lang_dict["progress"]["profile.password"] = "" lang_dict["progress"]["profile.password.enter"] = "" lang_dict["progress"]["profile.rename"] = "Vaihda profiilin nimeä" lang_dict["progress"]["profile.signin"] = "" lang_dict["progress"]["profile.singout"] = "" lang_dict["progress"]["profile.two"] = "" lang_dict["progress"]["profile.username"] = "" lang_dict["progress"]["profile.zero"] = "" lang_dict["progress"]["progress.last"] = "Edellistä peliä ei tallennettu oikein" lang_dict["progress"]["progress.load.fail"] = "Tilannetta ei voitu ladata" lang_dict["progress"]["progress.loading"] = "Tilannetta ladataan" lang_dict["progress"]["progress.saving"] = "Tilannetta tallennetaan" lang_dict["progress"]["progress.warning"] = "Koko tilannetta ei voitu tallentaa" lang_dict["progress"]["sg.choose"] = "Valitse pelitallenne" lang_dict["progress"]["sg.copy"] = "Kopioi" lang_dict["progress"]["sg.copy.confirm"] = "" lang_dict["progress"]["sg.copy.confirm\\long"] = "Haluaisitko kopioida pelitallenteen?" lang_dict["progress"]["sg.copy\\long"] = "Kopioi pelitallenne" lang_dict["progress"]["sg.delete"] = "Poista" lang_dict["progress"]["sg.delete.confirm"] = "" lang_dict["progress"]["sg.delete.confirm\\long"] = "Haluaisitko poistaa pelitallenteen?" lang_dict["progress"]["sg.delete.fail"] = "" lang_dict["progress"]["sg.delete.fail\\long"] = "Pelitallennetta ei voitu poistaa" lang_dict["progress"]["sg.delete\\long"] = "Poista pelitallenne" lang_dict["progress"]["sg.load"] = "Lataa" lang_dict["progress"]["sg.load.fail"] = "Tallennettua pelitilaa ei voitu ladata" lang_dict["progress"]["sg.load\\long"] = "Lataa pelitallenne" lang_dict["progress"]["sg.loading"] = "Lataan tallennettua peliä" lang_dict["progress"]["sg.loading.fail"] = "Pelitilan latausvirhe" lang_dict["progress"]["sg.loading.fail\\long"] = "Tallennettua pelitilaa ei voitu ladata" lang_dict["progress"]["sg.name"] = "Kirjoita nimi pelitallenteelle" lang_dict["progress"]["sg.overwrite"] = "" lang_dict["progress"]["sg.overwrite.confirm"] = "" lang_dict["progress"]["sg.overwrite.confirm\\long"] = "Haluaisitko ylikirjoittaa tallennetun pelin?" lang_dict["progress"]["sg.overwrite.fail"] = "Tallenteen yli ei voitu kirjoittaa" lang_dict["progress"]["sg.overwrite\\long"] = "Ylikirjoita peli" lang_dict["progress"]["sg.save"] = "Tallenna" lang_dict["progress"]["sg.save.confirm"] = "" lang_dict["progress"]["sg.save.confirm\\long"] = "Haluaisitko tallentaa pelin?" lang_dict["progress"]["sg.save\\long"] = "Tallenna peli" lang_dict["progress"]["sg.saved"] = "" lang_dict["progress"]["sg.saving"] = "Peliä tallennetaan" lang_dict["progress"]["sg.saving.fail"] = "Pelin tallennusvirhe" lang_dict["progress"]["sg.saving.fail\\long"] = "Peliä ei voitu tallentaa" lang_dict["progress"]["sg.scan"] = "Etsin pelitallenteita" lang_dict["progress"]["sg.scan.fail"] = "En löytänyt pelitallenteita" lang_dict["progress"]["slot"] = "Lokero" lang_dict["progress"]["slot.choose"] = "Valitse lokero" lang_dict["progress"]["slot.choose.empty"] = "Valitse tyhjä lokero" lang_dict["progress"]["slot.choose\\long"] = "Valitse tallennuslokero" lang_dict["progress"]["slot.copy"] = "Kopioi tallennuslokero" lang_dict["progress"]["slot.copy.confirm"] = "" lang_dict["progress"]["slot.copy.confirm\\long"] = "Haluaisitko kopioida lokeron $1?" lang_dict["progress"]["slot.delete"] = "Poista tallennuslokero" lang_dict["progress"]["slot.delete.confirm"] = "" lang_dict["progress"]["slot.delete.confirm\\long"] = "Haluaisitko poistaa lokeron $1?" lang_dict["progress"]["slot.delete.error"] = "Tallennuslokeroa ei voitu poistaa" lang_dict["progress"]["slot.empty"] = "Tyhjä" lang_dict["progress"]["slot.empty\\long"] = "Tyhjä lokero" lang_dict["progress"]["slot.id"] = "Lokero $1" lang_dict["progress"]["slot.load"] = "Lataa tallennuslokerosta" lang_dict["progress"]["slot.load.error"] = "Tallennuslokeroa ei voitu ladata" lang_dict["progress"]["slot.notempty"] = "Lokero $1 ei ole tyhjä" lang_dict["progress"]["slot.overwrite"] = "Ylikirjoita tallennuslokero" lang_dict["progress"]["slot.overwrite.confirm"] = "" lang_dict["progress"]["slot.overwrite.confirm\\long"] = "Haluaisitko ylikirjoittaa lokeron $1?" lang_dict["progress"]["slot.overwrite.error"] = "Tallennuslokeron yli ei voitu tallentaa" lang_dict["progress"]["slot.save"] = "Tallennuslokero" lang_dict["progress"]["total"] = "" lang_dict["sayings"] = {} lang_dict["sayings"]["beginning"] = "" lang_dict["sayings"]["beginning.similar"] = "" lang_dict["sayings"]["bird"] = "" lang_dict["sayings"]["bird.similar"] = "" lang_dict["sayings"]["birds"] = "" lang_dict["sayings"]["birds.similar"] = "" lang_dict["sayings"]["blink"] = "" lang_dict["sayings"]["blink.similar"] = "" lang_dict["sayings"]["cat"] = "" lang_dict["sayings"]["cat.similar"] = "" lang_dict["sayings"]["chickens"] = "" lang_dict["sayings"]["chickens.similar"] = "" lang_dict["sayings"]["clock"] = "" lang_dict["sayings"]["clock.similar"] = "" lang_dict["sayings"]["cut"] = "" lang_dict["sayings"]["cut.similar"] = "" lang_dict["sayings"]["end"] = "" lang_dict["sayings"]["end.similar"] = "" lang_dict["sayings"]["flow"] = "" lang_dict["sayings"]["flow.similar"] = "" lang_dict["sayings"]["fool"] = "" lang_dict["sayings"]["fortune"] = "" lang_dict["sayings"]["fortune.similar"] = "" lang_dict["sayings"]["forward"] = "" lang_dict["sayings"]["forward.similar"] = "" lang_dict["sayings"]["gain"] = "" lang_dict["sayings"]["gain.similar"] = "" lang_dict["sayings"]["gate"] = "" lang_dict["sayings"]["gate.similar"] = "" lang_dict["sayings"]["goal"] = "" lang_dict["sayings"]["leap"] = "" lang_dict["sayings"]["leap.similar"] = "" lang_dict["sayings"]["luck"] = "" lang_dict["sayings"]["luck.similar"] = "" lang_dict["sayings"]["moment"] = "" lang_dict["sayings"]["moment.similar"] = "" lang_dict["sayings"]["mouth"] = "" lang_dict["sayings"]["mouth.similar"] = "" lang_dict["sayings"]["opportunity"] = "" lang_dict["sayings"]["opportunity.similar"] = "" lang_dict["sayings"]["ox"] = "" lang_dict["sayings"]["ox.similar"] = "" lang_dict["sayings"]["path"] = "" lang_dict["sayings"]["patience"] = "" lang_dict["sayings"]["plan"] = "" lang_dict["sayings"]["practice"] = "" lang_dict["sayings"]["praticle.similar"] = "" lang_dict["sayings"]["reap"] = "" lang_dict["sayings"]["reap.similar"] = "" lang_dict["sayings"]["run"] = "" lang_dict["sayings"]["run.similar"] = "" lang_dict["sayings"]["slow"] = "" lang_dict["sayings"]["slow.similar"] = "" lang_dict["sayings"]["stitch"] = "" lang_dict["sayings"]["stitch.similar"] = "" lang_dict["sayings"]["stoke.similar"] = "" lang_dict["sayings"]["stroke"] = "" lang_dict["sayings"]["total"] = "" lang_dict["sayings"]["turn"] = "" lang_dict["sayings"]["turn.similar"] = "" lang_dict["sayings"]["two"] = "" lang_dict["sayings"]["two.similar"] = "" lang_dict["sayings"]["wait"] = "" lang_dict["sayings"]["wait.similar"] = "" lang_dict["sayings"]["water"] = "" lang_dict["sayings"]["water.similar"] = "" lang_dict["sayings"]["wheat"] = "" lang_dict["sayings"]["wind"] = "" lang_dict["sayings"]["wind.similar"] = "" lang_dict["sayings"]["wise"] = "" lang_dict["score"] = {} lang_dict["score"]["achieve.few"] = "" lang_dict["score"]["achieve.many"] = "" lang_dict["score"]["achieve.one"] = "" lang_dict["score"]["achieve.other"] = "" lang_dict["score"]["achieve.two"] = "" lang_dict["score"]["achieve.unlock"] = "" lang_dict["score"]["achieve.unlock.plural"] = "" lang_dict["score"]["achieve.unlock\\long"] = "" lang_dict["score"]["achieve.zero"] = "" lang_dict["score"]["attempt.failed"] = "" lang_dict["score"]["attempt.failed\\long"] = "" lang_dict["score"]["attempt.few"] = "" lang_dict["score"]["attempt.made"] = "" lang_dict["score"]["attempt.many"] = "" lang_dict["score"]["attempt.one"] = "" lang_dict["score"]["attempt.other"] = "" lang_dict["score"]["attempt.successful"] = "" lang_dict["score"]["attempt.successful\\long"] = "" lang_dict["score"]["attempt.two"] = "" lang_dict["score"]["attempt.zero"] = "" lang_dict["score"]["bones.earned.plural"] = "" lang_dict["score"]["bonus.earned"] = "" lang_dict["score"]["bonus.earned\\long"] = "" lang_dict["score"]["bonus.few"] = "" lang_dict["score"]["bonus.many"] = "" lang_dict["score"]["bonus.one"] = "" lang_dict["score"]["bonus.other"] = "" lang_dict["score"]["bonus.two"] = "" lang_dict["score"]["bonus.zero"] = "" lang_dict["score"]["completed"] = "Suoritettu" lang_dict["score"]["completed\\long"] = "Suoritetut tasot" lang_dict["score"]["hiscore"] = "Ennätykset" lang_dict["score"]["hiscore.downloading"] = "" lang_dict["score"]["hiscore.downloading\\long"] = "Haetaan ennätyksiä" lang_dict["score"]["hiscore.error"] = "Virhe ennätyksissä" lang_dict["score"]["hiscore.error.connect"] = "" lang_dict["score"]["hiscore.error.connect\\long"] = "Yhdistäminen ennätyspalvelimeen epäonnistui" lang_dict["score"]["hiscore.error.connect\\medium"] = "" lang_dict["score"]["hiscore.error.download"] = "" lang_dict["score"]["hiscore.error.download\\long"] = "" lang_dict["score"]["hiscore.error.download\\medium"] = "Virhe ennätysten lataamisessa" lang_dict["score"]["hiscore.error.load"] = "" lang_dict["score"]["hiscore.error.load\\long"] = "Ennätyksiä ei voitu ladata" lang_dict["score"]["hiscore.error.load\\medium"] = "" lang_dict["score"]["hiscore.error.save"] = "" lang_dict["score"]["hiscore.error.save\\long"] = "Ennätystä ei voitu tallentaa" lang_dict["score"]["hiscore.error.save\\medium"] = "" lang_dict["score"]["hiscore.error.upload"] = "" lang_dict["score"]["hiscore.error.upload\\long"] = "" lang_dict["score"]["hiscore.error.upload\\medium"] = "Virhe ennätyksen lähetyksessä" lang_dict["score"]["hiscore.loading"] = "" lang_dict["score"]["hiscore.loading\\long"] = "Ladataan ennätyksiä" lang_dict["score"]["hiscore.offline"] = "Paikalliset ennätykset" lang_dict["score"]["hiscore.online"] = "Maailmanlaajuiset ennätykset" lang_dict["score"]["hiscore.reset"] = "Nollaa ennätykset" lang_dict["score"]["hiscore.reset.confirm"] = "" lang_dict["score"]["hiscore.reset.confirm\\long"] = "Haluatko nollata ennätykset?" lang_dict["score"]["hiscore.saving"] = "" lang_dict["score"]["hiscore.saving\\long"] = "Tallennetaan ennätystä" lang_dict["score"]["hiscore.submit"] = "Tallenna tulos" lang_dict["score"]["hiscore.submit.confirm"] = "" lang_dict["score"]["hiscore.submit.confirm\\long"] = "Haluatko tallentaa tuloksesi?" lang_dict["score"]["hiscore.upload"] = "Lähetä tulos" lang_dict["score"]["hiscore.upload.confirm"] = "" lang_dict["score"]["hiscore.upload.confirm\\long"] = "Haluatko lähettää tuloksesi?" lang_dict["score"]["hiscore.uploading"] = "" lang_dict["score"]["hiscore.uploading\\long"] = "Lähetetään ennätystä" lang_dict["score"]["played"] = "" lang_dict["score"]["played\\long"] = "" lang_dict["score"]["points.count.few"] = "" lang_dict["score"]["points.count.many"] = "" lang_dict["score"]["points.count.one"] = "$1 piste" lang_dict["score"]["points.count.other"] = "$1 pistettä" lang_dict["score"]["points.count.two"] = "" lang_dict["score"]["points.count.zero"] = "" lang_dict["score"]["points.few"] = "" lang_dict["score"]["points.many"] = "" lang_dict["score"]["points.one"] = "" lang_dict["score"]["points.other"] = "Pisteet" lang_dict["score"]["points.two"] = "" lang_dict["score"]["points.your"] = "" lang_dict["score"]["points.zero"] = "" lang_dict["score"]["score"] = "Tulos" lang_dict["score"]["score.your"] = "Tuloksesi" lang_dict["score"]["stats"] = "" lang_dict["score"]["stats.your"] = "" lang_dict["score"]["stats.your\\long"] = "" lang_dict["score"]["stats\\long"] = "" lang_dict["score"]["time"] = "" lang_dict["score"]["time\\long"] = "" lang_dict["score"]["total"] = "" lang_dict["translit"] = {} lang_dict["translit"]["A"] = "" lang_dict["translit"]["Ae"] = "" lang_dict["translit"]["B"] = "" lang_dict["translit"]["C"] = "" lang_dict["translit"]["D"] = "" lang_dict["translit"]["E"] = "" lang_dict["translit"]["F"] = "" lang_dict["translit"]["G"] = "" lang_dict["translit"]["H"] = "" lang_dict["translit"]["I"] = "" lang_dict["translit"]["J"] = "" lang_dict["translit"]["K"] = "" lang_dict["translit"]["L"] = "" lang_dict["translit"]["M"] = "" lang_dict["translit"]["N"] = "" lang_dict["translit"]["O"] = "" lang_dict["translit"]["Oe"] = "" lang_dict["translit"]["P"] = "" lang_dict["translit"]["Q"] = "" lang_dict["translit"]["R"] = "" lang_dict["translit"]["S"] = "" lang_dict["translit"]["T"] = "" lang_dict["translit"]["U"] = "" lang_dict["translit"]["V"] = "" lang_dict["translit"]["W"] = "" lang_dict["translit"]["X"] = "" lang_dict["translit"]["Y"] = "" lang_dict["translit"]["Z"] = "" lang_dict["translit"]["a"] = "ä, å" lang_dict["translit"]["ae"] = "" lang_dict["translit"]["af"] = "" lang_dict["translit"]["ai"] = "" lang_dict["translit"]["av"] = "" lang_dict["translit"]["ay"] = "" lang_dict["translit"]["b"] = "" lang_dict["translit"]["c"] = "" lang_dict["translit"]["ch"] = "" lang_dict["translit"]["d"] = "" lang_dict["translit"]["dy"] = "" lang_dict["translit"]["dz"] = "" lang_dict["translit"]["dzh"] = "" lang_dict["translit"]["e"] = "" lang_dict["translit"]["ef"] = "" lang_dict["translit"]["ei"] = "" lang_dict["translit"]["ev"] = "" lang_dict["translit"]["ey"] = "" lang_dict["translit"]["f"] = "" lang_dict["translit"]["g"] = "" lang_dict["translit"]["gk"] = "" lang_dict["translit"]["h"] = "" lang_dict["translit"]["i"] = "" lang_dict["translit"]["ia"] = "" lang_dict["translit"]["iu"] = "" lang_dict["translit"]["j"] = "" lang_dict["translit"]["k"] = "" lang_dict["translit"]["kh"] = "" lang_dict["translit"]["l"] = "" lang_dict["translit"]["lf"] = "" lang_dict["translit"]["lv"] = "" lang_dict["translit"]["ly"] = "" lang_dict["translit"]["m"] = "" lang_dict["translit"]["n"] = "" lang_dict["translit"]["nch"] = "" lang_dict["translit"]["nt"] = "" lang_dict["translit"]["nx"] = "" lang_dict["translit"]["ny"] = "" lang_dict["translit"]["o"] = "ö" lang_dict["translit"]["oe"] = "" lang_dict["translit"]["oi"] = "" lang_dict["translit"]["ou"] = "" lang_dict["translit"]["oy"] = "" lang_dict["translit"]["p"] = "" lang_dict["translit"]["ps"] = "" lang_dict["translit"]["q"] = "" lang_dict["translit"]["r"] = "" lang_dict["translit"]["s"] = "" lang_dict["translit"]["sh"] = "" lang_dict["translit"]["shch"] = "" lang_dict["translit"]["sht"] = "" lang_dict["translit"]["t"] = "" lang_dict["translit"]["th"] = "" lang_dict["translit"]["total"] = "" lang_dict["translit"]["ts"] = "" lang_dict["translit"]["ty"] = "" lang_dict["translit"]["u"] = "" lang_dict["translit"]["ue"] = "" lang_dict["translit"]["v"] = "" lang_dict["translit"]["w"] = "" lang_dict["translit"]["x"] = "" lang_dict["translit"]["y"] = "" lang_dict["translit"]["ya"] = "" lang_dict["translit"]["yi"] = "" lang_dict["translit"]["yo"] = "" lang_dict["translit"]["yu"] = "" lang_dict["translit"]["z"] = "" lang_dict["translit"]["zh"] = "" lang_dict["video"] = {} lang_dict["video"]["aa"] = "Reunojenpehmennys" lang_dict["video"]["aa.change"] = "Vaihda reunojenpehmennyksen tasoa" lang_dict["video"]["aa.choose"] = "Valitse reunojenpehmennyksen taso" lang_dict["video"]["aa.desc"] = "" lang_dict["video"]["aa.desc\\long"] = "" lang_dict["video"]["aa.desc\\short"] = "Pehmentää reunojen piirtoa, parantaen kuvanlaatua" lang_dict["video"]["aa.func"] = "" lang_dict["video"]["aa.func\\long"] = "" lang_dict["video"]["aa.func\\short"] = "Pehmentää tai sumentaa rosoisia reunoja näytöllä" lang_dict["video"]["aa.level"] = "$1x" lang_dict["video"]["aa.modex"] = "Reunojenpehmennystaso: $1" lang_dict["video"]["aa.off"] = "Ota reunojenpehmennys pois käytöstä" lang_dict["video"]["aa.on"] = "Ota reunojenpehmennys käyttöön" lang_dict["video"]["aa\\long"] = "Reunojenpehmennyksen tasot" lang_dict["video"]["aspect"] = "Kuvasuhde" lang_dict["video"]["aspect.change"] = "Muuta näytön kuvasuhdetta" lang_dict["video"]["aspect.choose"] = "Valitse kuvasuhde" lang_dict["video"]["aspect.desc"] = "Näytön korkeuden ja leveyden suhde" lang_dict["video"]["aspect.func"] = "Määrittää näytön mittasuhteet" lang_dict["video"]["aspect.ratio"] = "$1:$2" lang_dict["video"]["aspect\\long"] = "Näytön kuvasuhde" lang_dict["video"]["color"] = "Väri" lang_dict["video"]["color.change"] = "Muuta värin laatua" lang_dict["video"]["color.choose"] = "Valitse värin laatu" lang_dict["video"]["color.count.few"] = "" lang_dict["video"]["color.count.many"] = "" lang_dict["video"]["color.count.one"] = "" lang_dict["video"]["color.count.other"] = "$1 väriä" lang_dict["video"]["color.count.two"] = "" lang_dict["video"]["color.count.zero"] = "" lang_dict["video"]["color.mode1"] = "" lang_dict["video"]["color.mode2"] = "Tuhansia värejä" lang_dict["video"]["color.mode3"] = "Miljoonia värejä" lang_dict["video"]["color\\long"] = "Värin laatu" lang_dict["video"]["depth"] = "Värisyvyys" lang_dict["video"]["depth.bit.few"] = "" lang_dict["video"]["depth.bit.many"] = "" lang_dict["video"]["depth.bit.one"] = "$1 bitti" lang_dict["video"]["depth.bit.other"] = "$1 bittiä" lang_dict["video"]["depth.bit.two"] = "" lang_dict["video"]["depth.bit.zero"] = "" lang_dict["video"]["depth.change"] = "Muuta värisyvyyden formaattia" lang_dict["video"]["depth.choose"] = "Valitse värisyvyys" lang_dict["video"]["depth.current"] = "" lang_dict["video"]["depth.currentx"] = "" lang_dict["video"]["depth.desc"] = "Yhden pikselin värin esittämiseen käytettyjen bittien määrä" lang_dict["video"]["depth.desc\\long"] = "" lang_dict["video"]["depth.error"] = "" lang_dict["video"]["depth.error.change"] = "" lang_dict["video"]["depth.error.unsupported"] = "" lang_dict["video"]["depth.error.unsupported2"] = "" lang_dict["video"]["depth.func"] = "Määrittää esitettävien värien määrän" lang_dict["video"]["depth.func\\long"] = "" lang_dict["video"]["depth\\long"] = "Värisyvyyden formaatti" lang_dict["video"]["fps"] = "Kuvataajuus" lang_dict["video"]["fps.change"] = "Vaihda tavoitekuvataajuutta" lang_dict["video"]["fps.choose"] = "Valitse tavoitekuvataajuus" lang_dict["video"]["fps.count.few"] = "" lang_dict["video"]["fps.count.few\\long"] = "" lang_dict["video"]["fps.count.many"] = "" lang_dict["video"]["fps.count.many\\long"] = "" lang_dict["video"]["fps.count.one"] = "" lang_dict["video"]["fps.count.one\\long"] = "$1 päivitys sekunnissa" lang_dict["video"]["fps.count.other"] = "$1 FPS" lang_dict["video"]["fps.count.other\\long"] = "$1 päivitystä sekunnissa" lang_dict["video"]["fps.count.two"] = "" lang_dict["video"]["fps.count.two\\long"] = "" lang_dict["video"]["fps.count.zero"] = "" lang_dict["video"]["fps.count.zero\\long"] = "" lang_dict["video"]["fps.current"] = "Kuvataajuus nyt" lang_dict["video"]["fps.target"] = "Tavoitekuvataajuus" lang_dict["video"]["gamma"] = "Gamma-korjaus" lang_dict["video"]["gamma.change"] = "Säädä gamma-korjauksen tasoja" lang_dict["video"]["gamma.choose"] = "Valitse gamma-korjauksen taso" lang_dict["video"]["gamma\\long"] = "Gamma-korjauksen tasot" lang_dict["video"]["graphics"] = "Grafiikka" lang_dict["video"]["graphics.advanced"] = "" lang_dict["video"]["graphics.advanced.change"] = "" lang_dict["video"]["graphics.advanced\\long"] = "" lang_dict["video"]["graphics.card"] = "Näytönohjain" lang_dict["video"]["graphics.change"] = "Vaihda grafiikka-asetuksia" lang_dict["video"]["graphics.error"] = "" lang_dict["video"]["graphics.error.init"] = "" lang_dict["video"]["graphics.settings"] = "Grafiikka-asetukset" lang_dict["video"]["mode"] = "Näyttötila" lang_dict["video"]["mode.application"] = "Sovelluksen näyttötila" lang_dict["video"]["mode.change"] = "Vaihda näyttötilaa" lang_dict["video"]["mode.choose"] = "Valitse näyttötila" lang_dict["video"]["mode.confirm"] = "" lang_dict["video"]["mode.confrim\\long"] = "Vahvista valittu näyttötila" lang_dict["video"]["mode.efullscreen"] = "Vaihda koko ruudun tilaan" lang_dict["video"]["mode.error"] = "Näyttötilavirhe" lang_dict["video"]["mode.error.change"] = "" lang_dict["video"]["mode.error.unsupported"] = "" lang_dict["video"]["mode.error.unsupported2"] = "Valittua näyttötilaa ei tueta" lang_dict["video"]["mode.ewindowed"] = "Vaihda ikkunatilaan" lang_dict["video"]["mode.fullscreen"] = "Koko ruutu" lang_dict["video"]["mode.keep"] = "" lang_dict["video"]["mode.keep\\long"] = "Haluatko pitää valitun näyttötilan?" lang_dict["video"]["mode.windowed"] = "Ikkuna" lang_dict["video"]["quality"] = "Laatu" lang_dict["video"]["quality.average"] = "Keskiverto" lang_dict["video"]["quality.change"] = "Vaihda grafiikan laatu" lang_dict["video"]["quality.choose"] = "Valitse grafiikan laatu" lang_dict["video"]["quality.graphics"] = "Grafiikan laatu" lang_dict["video"]["quality.high"] = "Korkea" lang_dict["video"]["quality.low"] = "Matala" lang_dict["video"]["quality.maximum"] = "Paras" lang_dict["video"]["quality.minimum"] = "Nopein" lang_dict["video"]["resolution"] = "Tarkkuus" lang_dict["video"]["resolution.area"] = "$1x$2" lang_dict["video"]["resolution.area\\long"] = "$1 kertaa $2 pikseliä" lang_dict["video"]["resolution.change"] = "Vaihda näytön tarkkuutta" lang_dict["video"]["resolution.choose"] = "Valitse tarkkuus" lang_dict["video"]["resolution.confirm"] = "" lang_dict["video"]["resolution.confirm\\long"] = "Vahvista valittu tarkkuus" lang_dict["video"]["resolution.current"] = "" lang_dict["video"]["resolution.error"] = "Tarkkuusvirhe" lang_dict["video"]["resolution.error.change"] = "" lang_dict["video"]["resolution.error.unsupported"] = "" lang_dict["video"]["resolution.error.unsupported\\long"] = "Valittua tarkkuutta ei tueta" lang_dict["video"]["resolution.keep"] = "" lang_dict["video"]["resolution.keep\\long"] = "Haluatko pitää valitun tarkkuuden?" lang_dict["video"]["resolution\\long"] = "Näytön tarkkuus" lang_dict["video"]["rrate"] = "Virkistystaajuus" lang_dict["video"]["rrate.change"] = "Vaihda näytön virkistystaajuutta" lang_dict["video"]["rrate.choose"] = "Valitse virkistystaajuus" lang_dict["video"]["rrate.hz.few"] = "" lang_dict["video"]["rrate.hz.few\\long"] = "" lang_dict["video"]["rrate.hz.many"] = "" lang_dict["video"]["rrate.hz.many\\long"] = "" lang_dict["video"]["rrate.hz.one"] = "" lang_dict["video"]["rrate.hz.one\\long"] = "$1 Hertz" lang_dict["video"]["rrate.hz.other"] = "$1 Hz" lang_dict["video"]["rrate.hz.other\\long"] = "$1 Hertz" lang_dict["video"]["rrate.hz.two"] = "" lang_dict["video"]["rrate.hz.two\\long"] = "" lang_dict["video"]["rrate.hz.zero"] = "" lang_dict["video"]["rrate.hz.zero\\long"] = "" lang_dict["video"]["rratefull"] = "Näytön virkistystaajuus" lang_dict["video"]["total"] = "" lang_dict["video"]["vsync"] = "Vsync" lang_dict["video"]["vsync.change"] = "Ota tai poista vsync käytöstä" lang_dict["video"]["vsync.desc"] = "Synkronoi näytönohjaimen ja näytön virkistystaajuuden" lang_dict["video"]["vsync.desc\\long"] = "" lang_dict["video"]["vsync.func"] = "" lang_dict["video"]["vsync.func\\long"] = "Vähentää kuvan repeytymistä" lang_dict["video"]["vsync.off"] = "Pois" lang_dict["video"]["vsync.on"] = "Päällä" lang_dict["video"]["vsync.turnoff"] = "Poista vsync käytöstä" lang_dict["video"]["vsync.turnon"] = "Ota vsync käyttöön" lang_dict["video"]["vsync\\long"] = "Pystysuuntainen synkronisaatio" return lang_dict
dofile'../../include.lua' os.execute('clear') --try_torch = true if try_torch then T = require'libTransform' else T = require'Transform' end q = require'quaternion' v = require'vector' util = require'util' angle0 = 45*DEG_TO_RAD axis0 = {0,1,0} angle1 = 45*DEG_TO_RAD axis1 = {1,0,0} t = 0 print(angle0*RAD_TO_DEG, unpack(axis0)) print(angle1*RAD_TO_DEG, unpack(axis1)) -- q0 = q.from_angle_axis(angle0,axis0) q1 = q.from_angle_axis(angle1,axis1) print(q0,q1) qSlerp = q.slerp(q0,q1,t) angle, axis = q.angle_axis( qSlerp ) print(angle*RAD_TO_DEG, unpack(axis)) print('=======') function randAA() local ang = math.random()*360*DEG_TO_RAD-180*DEG_TO_RAD local axis = v.new{ math.random(), math.random(), math.random() } return ang, axis / v.norm(axis) end local quats = {} for i=1,100 do local ang, axis = randAA() print(ang, axis) quats[i] = q.from_angle_axis(ang, axis) end local fromQ = require'Transform'.from_quatp local toQ = require'Transform'.to_quatp local quatps = {} for i,quat in ipairs(quats) do local quatp = {unpack(quat)} quatp[5] = math.random() * 10 quatp[6] = math.random() * 10 quatp[7] = math.random() * 10 quatps[i] = v.new(quatp) end for i,quatp in ipairs(quatps) do print('*') print(quatp) local tr = fromQ(quatp) print(tr) local quatp1 = toQ(tr) v.new(quatp1) --local tr1 = fromQ(quatp1) print(quatp, quatp1) --print(quatp1-quatp) end
-- NOTE: CLove has 'different' API than Love. Be careful! box = {} box.x = 100 box.y = 100 box.s = 32 function love.load() end function love.update(dt) if love.joystick.isDown(0, "b", "dpright") then box.x = box.x + 100 * dt end if love.joystick.isDown(0, "x", "dpleft") then box.x = box.x - 100 * dt end if love.joystick.isDown(0, "y", "dpup") then box.y = box.y + 100 * dt end if love.joystick.isDown(0, "a", "dpdown") then box.y = box.y - 100 * dt end -- NOTE! -- RT & LT are being shown in this piece of code and can not be accesed -- differently at least using an XBox One controller. for i=1, love.joystick.getAxisCount(0) do local value = love.joystick.getAxis(0, i) if value ~= 0 then print("detected movement: " .. value .. " on axis: " .. i) end end end function love.joystickpressed(id, button) if id == 0 then -- add your logic print(button .. " has been just pressed!") end end function love.joystickreleased(id, button) if id == 0 then -- add your logic here end end function love.draw() love.graphics.rectangle("fill", box.x, box.y, box.s, box.s) local count = love.joystick.getCount(0) local name = love.joystick.getName(0) local isGamepad = tostring(love.joystick.isGamepad(0)) local isConnected = tostring(love.joystick.isConnected(0)) -- local getHatCount = love.joystick.getHatCount(0) -- local getHat = tostring(love.joystick.getHat(0, "d")) -- TYPE can be: u, d, l , r, ld (left down), lu, rd, du -- local getGamepadAxis = tostring(love.joystick.getGamepadAxis(0, "rightx")) love.graphics.print("You got: " .. count .. " connected device with status of connected: " .. isConnected .. " joystick/gamepad connected which \n are/are not gamepads: " .. isGamepad .. " by the name of: " .. name, 10, 300); end
return { Inventory = { -- MILITECH "FALCON" SANDEVISTAN MK.5 / Cyberware / Operating System / Legendary -- Manufactured by Militech, the "Falcon" is hands down the best and most advanced Sandevistan model out there. Previously used only by elite Militech soldiers, its now available to the average consumer. The nickname is no accident - the peregrine falcon was once one of the fastest animals in the world, as this implant is among cyberware. -- Slows time by 30% for 18 sec. -- Increase any damage dealt by 15% when Sandevistan is active. -- Increase Crit Chance by 20% and Crit Damage by 35% when Sandevistan is active. -- Cooldown 60 sec. { id = "Items.SandevistanC4MK5", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- MILITECH BERSERK MK.5 / Cyberware / Operating System / Legendary -- The only official Berserk implant from Militech available on the market, but an exceptionally fine one at that. Its genius lies in being nanopowered, making it highly suited for regenerative purposes. -- When activated, ranged weapon recoil and sway -15%, melee damage +15% and Armor +10% for 10 seconds. -- Max health and stamina +40%, defeating enemies restores 5% health. -- Cooldown 60 seconds. { id = "Items.BerserkC4MK5", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- NETWATCH NETDRIVER MK.5 / Cyberware / Operating System / Legendary -- A cyberdeck series used by the best NetWatch agents and a frightening beast in terms of its offensive capabilities. It's best if NetWatch didn't catch you using this. -- Allows yout to preform quickhacks on targets and devices while scanning. -- Offensive quickhacks can be uploaded to 3 targets within a 6-meter radius. -- Increases damage dealt by quickhacks by 30%. -- Increases cyberdeck RAM recovery rare by 9 unit(s) per 60 sec. -- Increases quickhack spread distance by 60%. { id = "Items.NetwatchNetdriverLegendaryMKV", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, { slot = "Program5" }, { slot = "Program6" }, }, }, -- QIANT "WARP DANCER" SANDEVISTAN MK.5 / Cyberware / Operating System / Legendary -- QianT's pride and joy - the company's latest Sandevistan model has already reached a legendary status with its astounding craftsmanship and precision, while its artificial neural network-powered software is virtually unmatched in the market. -- Slows time by 10% for 8 sec. -- Increase any damage dealt by 15% when Sandevistan is active. -- Increase Crit Chance by 10% and Crit Damage by 50% when Sandevistan is active. -- Cooldown 30 sec. { id = "Items.SandevistanC3MK5", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- ZETATECH BERSERK MK.5 / Cyberware / Operating System / Legendary -- A true work of beauty from Zetatech - one of the most potent and most valuable Berserk implants on the market. Many private security companies allegedly outfit their mercenaries with this very model. -- When activated, reduces weapon recoil and increases melee damage, Armor, Resistances by 20% for 10 seconds. -- While active, defeating enemies restores 5% health and jumping from a high height create a Shockwave. -- Cooldown 30 seconds. -- 3 Mod Slots. { id = "Items.BerserkC3MK5", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, }, }
local cfg = {} -- paycheck and bill for users cfg.message_paycheck = "Você recebeu seu salario: R$~g~" -- message that will show before payment of salary cfg.message_bill = "Pagamento de contas: R$~r~" -- message that will show before payment of bill cfg.post = "." -- message that will show after payment cfg.bank = true -- if true money goes to bank, false goes to wallet cfg.minutes_paycheck = 30 -- minutes between payment for paycheck cfg.minutes_bill = 30 -- minutes between withdrawal for bill cfg.paycheck_title_picture = "Banco do Brasil" -- define title for paycheck notification picture cfg.paycheck_picture = "CHAR_BANK_MAZE" -- define paycheck notification picture want's to display cfg.bill_title_picture = "Companhia de Seguro" -- define title for bill notification picture cfg.bill_picture = "CHAR_MP_MORS_MUTUAL" -- define bill notificatiosn picture want's to display cfg.paycheck = { -- ["permission"] = paycheck --[""] = 0, ["colonel.paycheck"] = 17200, ["tenent-colonel.paycheck"] = 14000, ["major.paycheck"] = 12000, ["capitain.paycheck"] = 10000, ["first-tenent.paycheck"] = 9550, ["second-tenentTenente.paycheck"] = 9000, ["sub-tenent.paycheck"] = 7900, ["first-sargeant.paycheck"] = 7000, ["second-sargeant.paycheck"] = 6000, ["third-sargeant.paycheck"] = 5300, ["cabo.paycheck"] = 4800, ["soldier.paycheck"] = 4500, ["recruit.payceck"] = 2800, ["chefe.paycheck"] = 8000, ["samu.paycheck"] = 3500, ["taxi.paycheck"] = 1300, ["repair.paycheck"] = 1800, ["bankdriver.paycheck"] = 1650, ["diretorchefe.paycheck"] = 1650, ["delivery.paycheck"] = 1700, ["player.paycheck"] = 150, ["sedex.paycheck"] = 2200 } cfg.bill = { -- ["permission"] = withdrawal --[""] = 0, ["colonel.paycheck"] = 2200, ["tenent-colonel.paycheck"] = 1400, ["major.paycheck"] = 1300, ["captain.paycheck"] = 1200, ["first-tenent.paycheck"] = 1100, ["second-tenentTenente.paycheck"] = 1000, ["sub-tenent.paycheck"] = 900, ["first-sargeant.paycheck"] = 800, ["second-sargeant.paycheck"] = 700, ["third-sargeant.paycheck"] = 600, ["cabo.paycheck"] = 500, ["soldier.paycheck"] = 400, ["recruit.paceck"] = 300, ["chefe.paycheck"] = 1000, ["samu.paycheck"] = 300, ["taxi.paycheck"] = 100, ["repair.paycheck"] = 350, ["bankdriver.paycheck"] = 150, ["diretorchefe.paycheck"] = 150, ["delivery.paycheck"] = 280, ["sedex.paycheck"] = 150, ["player.paycheck"] = 0 } return cfg
----------------------------------------------- -- detail.lua -- Represents a detail when it is in the world -- Created by HazardousPeach ----------------------------------------------- local game = require 'game' local collision = require 'hawk/collision' local Item = require 'items/item' local utils = require 'utils' local Detail = {} Detail.__index = Detail Detail.isDetail = true --- -- Creates a new detail object -- @return the detail object created function Detail.new(node, collider) local detail = {} setmetatable(detail, Detail) detail.name = node.name detail.type = 'detail' local category = node.properties.category or 'recipe' detail.image = love.graphics.newImage('images/details/'..category..'.png') -- category can be quest or recipe detail.image_q = love.graphics.newQuad( 0, 0, 24, 24, detail.image:getDimensions() ) detail.foreground = node.properties.foreground detail.collider = collider detail.bb = collider:addRectangle(node.x, node.y, node.width, node.height) detail.bb.node = detail collider:setSolid(detail.bb) collider:setPassive(detail.bb) detail.position = {x = node.x, y = node.y} detail.velocity = {x = 0, y = 0} detail.width = node.width detail.height = node.height detail.bb_offset_x = (24 - node.width) / 2 -- positions bb for details smaller than 24px detail.touchedPlayer = nil detail.exists = true detail.dropping = false return detail end --- -- Draws the detail to the screen -- @return nil function Detail:draw() if not self.exists then return end love.graphics.draw(self.image, self.image_q, self.position.x, self.position.y) end function Detail:keypressed( button, player ) if button ~= 'INTERACT' then return end local itemNode = utils.require( 'items/details/' .. self.name ) itemNode.type = 'detail' local item = Item.new(itemNode, self.quantity) local callback = function() self.exists = false self.containerLevel:saveRemovedNode(self) self.containerLevel:removeNode(self) self.collider:remove(self.bb) end player.inventory:addItem(item, true, callback) end --- -- Called when the detail begins colliding with another node -- @return nil function Detail:collide(node, dt, mtv_x, mtv_y) if node and node.character then self.touchedPlayer = node end end --- -- Called when the detail finishes colliding with another node -- @return nil function Detail:collide_end(node, dt) if node and node.character then self.touchedPlayer = nil end end --- -- Updates the detail and allows the player to pick it up. function Detail:update(dt, player, map) if not self.exists then return end if self.dropping then local nx, ny = collision.move(map, self, self.position.x, self.position.y, self.width, self.height, self.velocity.x * dt, self.velocity.y * dt) self.position.x = nx self.position.y = ny -- X velocity won't need to change self.velocity.y = self.velocity.y + game.gravity*dt self.bb:moveTo(self.position.x + self.width / 2 + self.bb_offset_x, self.position.y + self.height / 2) end -- Item has finished dropping in the level if not self.dropping and self.dropped and not self.saved then self.containerLevel:saveAddedNode(self) self.saved = true end end function Detail:drop(player) if player.footprint then self:floorspace_drop(player) return end self.dropping = true self.dropped = true end function Detail:floorspace_drop(player) self.dropping = false self.position.y = player.footprint.y - self.height self.bb:moveTo(self.position.x + self.width / 2 + self.bb_offset_x, self.position.y + self.height / 2) self.containerLevel:saveAddedNode(self) end function Detail:floor_pushback() if not self.exists or not self.dropping then return end self.dropping = false self.velocity.y = 0 self.collider:setPassive(self.bb) end return Detail
-- -- Please see the license.html file included with this distribution for -- attribution and copyright information. -- local sortLocked = false; function setSortLock(isLocked) sortLocked = isLocked; end function onInit() onEncumbranceChanged(); registerMenuItem(Interface.getString("list_menu_createitem"), "insert", 5); local node = getDatabaseNode(); DB.addHandler(DB.getPath(node, "*.isidentified"), "onUpdate", onIDChanged); DB.addHandler(DB.getPath(node, "*.bonus"), "onUpdate", onBonusChanged); DB.addHandler(DB.getPath(node, "*.ac"), "onUpdate", onArmorChanged); DB.addHandler(DB.getPath(node, "*.maxstatbonus"), "onUpdate", onArmorChanged); DB.addHandler(DB.getPath(node, "*.checkpenalty"), "onUpdate", onArmorChanged); DB.addHandler(DB.getPath(node, "*.spellfailure"), "onUpdate", onArmorChanged); DB.addHandler(DB.getPath(node, "*.speed20"), "onUpdate", onArmorChanged); DB.addHandler(DB.getPath(node, "*.speed30"), "onUpdate", onArmorChanged); DB.addHandler(DB.getPath(node, "*.carried"), "onUpdate", onCarriedChanged); DB.addHandler(DB.getPath(node, "*.weight"), "onUpdate", onEncumbranceChanged); DB.addHandler(DB.getPath(node, "*.count"), "onUpdate", onEncumbranceChanged); DB.addHandler(DB.getPath(node), "onChildDeleted", onEncumbranceChanged); end function onClose() local node = getDatabaseNode(); DB.removeHandler(DB.getPath(node, "*.isidentified"), "onUpdate", onIDChanged); DB.removeHandler(DB.getPath(node, "*.bonus"), "onUpdate", onBonusChanged); DB.removeHandler(DB.getPath(node, "*.ac"), "onUpdate", onArmorChanged); DB.removeHandler(DB.getPath(node, "*.maxstatbonus"), "onUpdate", onArmorChanged); DB.removeHandler(DB.getPath(node, "*.checkpenalty"), "onUpdate", onArmorChanged); DB.removeHandler(DB.getPath(node, "*.spellfailure"), "onUpdate", onArmorChanged); DB.removeHandler(DB.getPath(node, "*.speed20"), "onUpdate", onArmorChanged); DB.removeHandler(DB.getPath(node, "*.speed30"), "onUpdate", onArmorChanged); DB.removeHandler(DB.getPath(node, "*.carried"), "onUpdate", onCarriedChanged); DB.removeHandler(DB.getPath(node, "*.weight"), "onUpdate", onEncumbranceChanged); DB.removeHandler(DB.getPath(node, "*.count"), "onUpdate", onEncumbranceChanged); DB.removeHandler(DB.getPath(node), "onChildDeleted", onEncumbranceChanged); end function onMenuSelection(selection) if selection == 5 then addEntry(true); end end function onIDChanged(nodeField) local nodeItem = DB.getChild(nodeField, ".."); if (DB.getValue(nodeItem, "carried", 0) == 2) and ItemManager2.isArmor(nodeItem) then CharManager.calcItemArmorClass(DB.getChild(nodeItem, "...")); end end function onBonusChanged(nodeField) local nodeItem = DB.getChild(nodeField, ".."); if (DB.getValue(nodeItem, "carried", 0) == 2) and ItemManager2.isArmor(nodeItem) then CharManager.calcItemArmorClass(DB.getChild(nodeItem, "...")); end end function onArmorChanged(nodeField) local nodeItem = DB.getChild(nodeField, ".."); if (DB.getValue(nodeItem, "carried", 0) == 2) and ItemManager2.isArmor(nodeItem) then CharManager.calcItemArmorClass(DB.getChild(nodeItem, "...")); end end function onCarriedChanged(nodeField) local nodeChar = DB.getChild(nodeField, "...."); if nodeChar then local nodeItem = DB.getChild(nodeField, ".."); local nCarried = nodeField.getValue(); local sCarriedItem = StringManager.trim(ItemManager.getDisplayName(nodeItem)):lower(); if sCarriedItem ~= "" then for _,vNode in pairs(DB.getChildren(nodeChar, "inventorylist")) do if vNode ~= nodeItem then local sLoc = StringManager.trim(DB.getValue(vNode, "location", "")):lower(); if sLoc == sCarriedItem then DB.setValue(vNode, "carried", "number", nCarried); end end end end if ItemManager2.isArmor(nodeItem) then CharManager.calcItemArmorClass(nodeChar); end end onEncumbranceChanged(); end function onEncumbranceChanged() if CharManager.updateEncumbrance then CharManager.updateEncumbrance(window.getDatabaseNode()); end end function onListChanged() update(); updateContainers(); end function update() local bEditMode = (window.inventorylist_iedit.getValue() == 1); window.idelete_header.setVisible(bEditMode); for _,w in ipairs(getWindows()) do w.idelete.setVisibility(bEditMode); end end function addEntry(bFocus) local w = createWindow(); if w then if bFocus then w.name.setFocus(); end end return w; end function onClickDown(button, x, y) return true; end function onClickRelease(button, x, y) if not getNextWindow(nil) then addEntry(true); end return true; end function onSortCompare(w1, w2) if sortLocked then return false; end return ItemManager.onInventorySortCompare(w1, w2); end function updateContainers() ItemManager.onInventorySortUpdate(self); end function onDrop(x, y, draginfo) return ItemManager.handleAnyDrop(window.getDatabaseNode(), draginfo); end
local Tileset = Class() function Tileset:init(data, path) self.id = data.id self.name = data.name self.tile_count = data.tilecount or 0 self.tile_width = data.tilewidth or 40 self.tile_height = data.tileheight or 40 self.margin = data.margin or 0 self.spacing = data.spacing or 0 self.columns = data.columns or 0 self.tile_info = {} for _,v in ipairs(data.tiles or {}) do local info = {} if v.animation then info.animation = {duration = 0, frames={}} for _,anim in ipairs(v.animation) do table.insert(info.animation.frames, {id = anim.tileid, duration = anim.duration / 1000}) info.animation.duration = info.animation.duration + (anim.duration / 1000) end end self.tile_info[v.id] = info end self.texture = Assets.getTexture(Utils.absoluteToLocalPath("assets/sprites/", data.image, path)) self.quads = {} if self.texture then local tw, th = self.texture:getWidth(), self.texture:getHeight() for i = 0, self.tile_count-1 do local tx = self.margin + (i % self.columns) * (self.tile_width + self.spacing) local ty = self.margin + math.floor(i / self.columns) * (self.tile_height + self.spacing) self.quads[i] = love.graphics.newQuad(tx, ty, self.tile_width, self.tile_height, tw, th) end end end function Tileset:getAnimation(id) local info = self.tile_info[id] return info and info.animation end function Tileset:drawTile(id, x, y, ...) local draw_id = id local info = self.tile_info[id] if info and info.animation then local time = love.timer.getTime() local pos = time % info.animation.duration local total_duration = 0 for _,frame in ipairs(info.animation.frames) do draw_id = frame.id if pos < total_duration + frame.duration then break end total_duration = total_duration + frame.duration end end love.graphics.draw(self.texture, self.quads[draw_id], x or 0, y or 0, ...) end return Tileset
----------------------------------------------------------------------------- -- Name: plugin_interface.lua -- Purpose: Plugin Interface library project script. -- Author: Andrea Zanellato zanellato.andrea@gmail.com -- Modified by: -- Created: 2011/10/20 -- Copyright: (c) wxFormBuilder Team -- Licence: GNU General Public License Version 2 ----------------------------------------------------------------------------- project "plugin-interface" kind "StaticLib" files { "../../sdk/plugin_interface/**.h", "../../sdk/plugin_interface/**.cpp", "../../sdk/plugin_interface/**.fbp" } includedirs {"../../sdk/tinyxml"} targetdir "../../sdk/lib" flags {"ExtraWarnings"} defines {"TIXML_USE_TICPP"} targetsuffix ( "-" .. wxVersion ) if wxArchitecture then buildoptions {"-arch " .. wxArchitecture} end configuration "not windows" buildoptions {"-fPIC"} -- Visual C++ 2005/2008 configuration "vs*" defines {"_CRT_SECURE_NO_DEPRECATE"} configuration "Debug" targetname ( CustomPrefix .. wxDebugSuffix .. "_plugin-interface" ) wx_config { Debug="yes", WithoutLibs="yes" } configuration "Release" buildoptions {"-fno-strict-aliasing"} targetname ( CustomPrefix .. "_plugin-interface" ) wx_config { WithoutLibs="yes" }
object_intangible_pet_beast_master_bm_snorbal_mount = object_intangible_pet_beast_master_shared_bm_snorbal_mount:new { } ObjectTemplates:addTemplate(object_intangible_pet_beast_master_bm_snorbal_mount, "object/intangible/pet/beast_master/bm_snorbal_mount.iff")
local array = require "util.array"; describe("util.array", function () describe("creation", function () describe("from table", function () it("works", function () local a = array({"a", "b", "c"}); assert.same({"a", "b", "c"}, a); end); end); describe("from iterator", function () it("works", function () -- collects the first value, ie the keys local a = array(ipairs({true, true, true})); assert.same({1, 2, 3}, a); end); end); describe("collect", function () it("works", function () -- collects the first value, ie the keys local a = array.collect(ipairs({true, true, true})); assert.same({1, 2, 3}, a); end); end); end); describe("metatable", function () describe("operator", function () describe("addition", function () it("works", function () local a = array({ "a", "b" }); local b = array({ "c", "d" }); assert.same({"a", "b", "c", "d"}, a + b); end); end); describe("equality", function () it("works", function () local a1 = array({ "a", "b" }); local a2 = array({ "a", "b" }); local b = array({ "c", "d" }); assert.truthy(a1 == a2); assert.falsy(a1 == b); assert.falsy(a1 == { "a", "b" }, "Behavior of metatables changed in Lua 5.3"); end); end); describe("division", function () it("works", function () local a = array({ "a", "b", "c" }); local b = a / function (i) if i ~= "b" then return i .. "x" end end; assert.same({ "ax", "cx" }, b); end); end); end); end); describe("methods", function () describe("map", function () it("works", function () local a = array({ "a", "b", "c" }); local b = a:map(string.upper); assert.same({ "A", "B", "C" }, b); end); end); describe("filter", function () it("works", function () local a = array({ "a", "b", "c" }); a:filter(function (i) return i ~= "b" end); assert.same({ "a", "c" }, a); end); end); describe("sort", function () it("works", function () local a = array({ 5, 4, 3, 1, 2, }); a:sort(); assert.same({ 1, 2, 3, 4, 5, }, a); end); end); describe("unique", function () it("works", function () local a = array({ "a", "b", "c", "c", "a", "b" }); a:unique(); assert.same({ "a", "b", "c" }, a); end); end); describe("pluck", function () it("works", function () local a = array({ { a = 1, b = -1 }, { a = 2, b = -2 }, }); a:pluck("a"); assert.same({ 1, 2 }, a); end); end); describe("reverse", function () it("works", function () local a = array({ "a", "b", "c" }); a:reverse(); assert.same({ "c", "b", "a" }, a); end); end); -- TODO :shuffle describe("append", function () it("works", function () local a = array({ "a", "b", "c" }); a:append(array({ "d", "e", })); assert.same({ "a", "b", "c", "d", "e" }, a); end); end); describe("push", function () it("works", function () local a = array({ "a", "b", "c" }); a:push("d"):push("e"); assert.same({ "a", "b", "c", "d", "e" }, a); end); end); describe("pop", function () it("works", function () local a = array({ "a", "b", "c" }); assert.equal("c", a:pop()); assert.same({ "a", "b", }, a); end); end); describe("concat", function () it("works", function () local a = array({ "a", "b", "c" }); assert.equal("a,b,c", a:concat(",")); end); end); describe("length", function () it("works", function () local a = array({ "a", "b", "c" }); assert.equal(3, a:length()); end); end); describe("slice", function () it("works", function () local a = array({ "a", "b", "c" }); assert.equal(array.slice(a, 1, 2), array{ "a", "b" }); assert.equal(array.slice(a, 1, 3), array{ "a", "b", "c" }); assert.equal(array.slice(a, 2, 3), array{ "b", "c" }); assert.equal(array.slice(a, 2), array{ "b", "c" }); assert.equal(array.slice(a, -4), array{ "a", "b", "c" }); assert.equal(array.slice(a, -3), array{ "a", "b", "c" }); assert.equal(array.slice(a, -2), array{ "b", "c" }); assert.equal(array.slice(a, -1), array{ "c" }); end); it("can mutate", function () local a = array({ "a", "b", "c" }); assert.equal(a:slice(-1), array{"c"}); assert.equal(a, array{"c"}); end); end); end); -- TODO The various array.foo(array ina, array outa) functions end);
Talk(6, "魔教妖邪,来我峨嵋山有何贵事.", "talkname6", 0); Talk(0, "上回看你手中那把宝剑,寒芒吞吐,电闪星飞,想必就是传说中的”倚天剑”?小侠我想向你借来用用.", "talkname0", 1); Talk(6, "光明顶上被你侥幸获胜,你现在还敢来我峨嵋撒野,莫非真视我峨嵋无人.", "talkname6", 0); if AskBattle() == true then goto label0 end; Talk(0, "那里,那里.我只不过是来劝师太,与明教间的事能和就和.自古以来冤家宜解不宜结.", "talkname0", 1); Talk(6, "阁下未免管的太多了吧,难道你真以为你是”武林盟主”吗!", "talkname6", 0); do return end; ::label0:: if TryBattle(20) == true then goto label1 end; Dead(); do return end; ::label1:: LightScence(); Talk(0, "宝剑还是应该配英雄,怎样?师太,这”倚天剑”可以让给我了吧.", "talkname0", 1); Talk(6, "魔教妖孽,想从我灭绝手中拿走倚天剑,等下辈子吧!", "talkname6", 0); PlayAnimation(2, 5468, 5496);--by fanyu|播放动画。场景33-2 ModifyEvent(-2, -2, -2, -2, 149, -1, -1, 5238, 5238, 5238, -2, -2, -2);--by fanyu|启动脚本-149,改变贴图。场景33-2 Talk(77, "师父,师父!", "talkname77", 0); Talk(0, "师太,师太!何苦如此呢?若真不想给我,跟我说一声就行了.唉!", "talkname0", 1); Talk(6, "魔教的淫徒,你若玷污了我爱徒们的清白,我做鬼也不饶过........你!", "talkname6", 0); Talk(77, "师父,师父!可恶的魔教妖邪,替我师父尝命来.", "talkname77", 0); if TryBattle(21) == true then goto label2 end; Dead(); do return end; ::label2:: LightScence(); ModifyEvent(-2, 3, -2, -2, 151, -1, -1, -2, -2, -2, -2, -2, -2);--by fanyu|启动脚本-151。场景33-3 ModifyEvent(-2, 4, -2, -2, 151, -1, -1, -2, -2, -2, -2, -2, -2);--by fanyu|启动脚本-151。场景33-4 ModifyEvent(-2, 5, -2, -2, 151, -1, -1, -2, -2, -2, -2, -2, -2);--by fanyu|启动脚本-151。场景33-5 ModifyEvent(-2, 6, -2, -2, 151, -1, -1, -2, -2, -2, -2, -2, -2);--by fanyu|启动脚本-151。场景33-6 ModifyEvent(-2, 7, -2, -2, 151, -1, -1, -2, -2, -2, -2, -2, -2);--by fanyu|启动脚本-151。场景33-7 ModifyEvent(-2, 8, -2, -2, 151, -1, -1, -2, -2, -2, -2, -2, -2);--by fanyu|启动脚本-151。场景33-8 ModifyEvent(-2, 9, -2, -2, 151, -1, -1, -2, -2, -2, -2, -2, -2);--by fanyu|启动脚本-151。场景33-9 ModifyEvent(-2, 10, -2, -2, 151, -1, -1, -2, -2, -2, -2, -2, -2);--by fanyu|启动脚本-151。场景33-10 AddEthics(-5); AddRepute(8); do return end;
class("MetaCharacterTacticsRequestCommand", pm.SimpleCommand).execute = function (slot0, slot1) print("63313 request tactics info") pg.ConnectionMgr.GetInstance():Send(63313, { ship_id = slot1:getBody().id }, 63314, function (slot0) print("63314 requset success") slot1 = {} slot2 = ipairs slot3 = slot0.tasks or {} for slot5, slot6 in slot2(slot3) do if not slot1[slot6.skill_id] then slot1[slot7] = {} end table.insert(slot1[slot7], { taskID = slot6.task_id, finishCount = slot6.finish_cnt }) end slot2 = {} slot3 = ipairs slot4 = slot0.skill_exp or {} for slot6, slot7 in slot3(slot4) do slot2[slot7.skill_id] = slot7.exp print("skill", slot7.skill_id, slot7.exp) end getProxy(MetaCharacterProxy):setMetaTacticsInfo(slot0) slot0:sendNotification(GAME.TACTICS_META_INFO_REQUEST_DONE, { shipID = slot0.ship_id, doubleExp = slot0.double_exp, normalExp = slot0.exp, curSkillID = slot0.skill_id or 0, switchCount = slot0.switch_cnt, taskInfoTable = slot1, skillExpTable = slot2 }) end) end return class("MetaCharacterTacticsRequestCommand", pm.SimpleCommand)
-- Created by Elfansoer --[[ Ability checklist (erase if done/checked): - Scepter Upgrade - Break behavior - Linken/Reflect behavior - Spell Immune/Invulnerable/Invisible behavior - Illusion behavior - Stolen behavior ]] -------------------------------------------------------------------------------- windranger_focus_fire_lua = class({}) LinkLuaModifier( "modifier_windranger_focus_fire_lua", "lua_abilities/windranger_focus_fire_lua/modifier_windranger_focus_fire_lua", LUA_MODIFIER_MOTION_NONE ) -------------------------------------------------------------------------------- -- Ability Start function windranger_focus_fire_lua:OnSpellStart() -- unit identifier local caster = self:GetCaster() local target = self:GetCursorTarget() -- cancel if linken if target:TriggerSpellAbsorb( self ) then return end -- load data local duration = self:GetDuration() -- this version of Focus Fire allows multiple target -- check existing modifiers local found = false local modifiers = caster:FindAllModifiersByName( "modifier_windranger_focus_fire_lua" ) for _,modifier in pairs(modifiers) do if modifier.target==target then -- if already exist for current target, refresh modifier:ForceRefresh() found = true break end end if not found then -- get entindex local ent = target:entindex() -- add modifier to new targets caster:AddNewModifier( caster, -- player source self, -- ability source "modifier_windranger_focus_fire_lua", -- modifier name { duration = duration, target = ent, } -- kv ) end -- Play effects local sound_cast = "Ability.Focusfire" EmitSoundOn( sound_cast, caster ) end
local getEnemyTeam = { RED = "BLUE", BLUE = "RED" } local blipColors = { RED = {255,0,0}, BLUE = {0,0,255} } local playerBlips = {} local blipInfo = {} --Setup our playerblips addEventHandler ( "onClientPlayerSpawn", root, function() if isElement ( playerBlips[source] ) then destroyElement ( playerBlips[source] ) end playerBlips[source] = createBlip ( 0, 0, 0, 0, 2, 255, 0, 0, 0 ) attachElements ( playerBlips[source], source ) end ) addEventHandler ( "onClientPlayerQuit", root, function() destroyElement ( playerBlips[source] ) playerBlips[source] = nil end ) addEventHandler ( "onClientPlayerWasted", root, function() destroyElement ( playerBlips[source] ) playerBlips[source] = nil end ) --- function updateRemoteSoundLevels () local localTeam = getPlayerTeam ( thisplayer ) if not localTeam then return end local localTeamName = getTeamName(localTeam) local enemyTeam = getTeamFromName( getEnemyTeam[localTeamName] ) local enemyTeamName = getEnemyTeam[localTeamName] -- for i,player in ipairs(getElementsByType"player") do local soundlevel = getElementData ( player, "noiselevel" ) local playerTeam = getPlayerTeam(player) if ( playerTeam ) then local teamName = getTeamName ( playerTeam ) --Sort out our nametags if playerTeam == localTeam then setPlayerNametagShowing(player,true) if isElement ( playerBlips[player] ) then if soundlevel == 0 then setBlipColor ( playerBlips[player], blipColors[teamName][1],blipColors[teamName][2],blipColors[teamName][3], 255 ) setBlipSize ( playerBlips[player], 1 ) else setBlipSize ( playerBlips[player], 2 ) setBlipColor ( playerBlips[player], blipColors[teamName][1],blipColors[teamName][2],blipColors[teamName][3], 255*(soundlevel/10) ) end end else if soundlevel == 0 then setPlayerNametagShowing(player,false) else setPlayerNametagShowing(player,true) end if isElement ( playerBlips[player] ) then setBlipColor ( playerBlips[player], blipColors[teamName][1],blipColors[teamName][2],blipColors[teamName][3], 255*(soundlevel/10) ) end end end end end function table.find ( theTable, value ) for i,v in pairs(theTable) do if v == value then return end end return false end function destroyBlipsAttachedTo(player) if not isElement(player) then return false end -- local attached = getAttachedElements ( player ) if not attached then return false end for k,element in ipairs(attached) do if getElementType ( element ) == "blip" then destroyElement ( element ) end end return true end
include("shared.lua") function ENT:Initialize() self.speed = 1 self.particleSys = ParticleEmitter(self:GetPos(), true) end function ENT:Draw() if not self:GetIsActive() then return end self:DrawModel() end function ENT:Think() if not self:GetIsActive() then return end if not LocalPlayer():IsLineOfSightClear(self) then return end self.speed = (5000 * FrameTime()) self:SetAngles(self:GetAngles() + (Angle(0, self.speed, 0) * FrameTime())) if LocalPlayer():GetPos():Distance(self:GetPos()) > 600 then return end local part = self.particleSys:Add("color", self:GetPos()) part:SetDieTime(3) part:SetVelocity(Vector(math.random(-100, 50),math.random(-100, 50),math.random(1, 200))) part:SetColor(math.random(50, 255), math.random(50, 255), math.random(50, 255)) part:SetStartSize(3) part:SetAngleVelocity(Angle(math.random(-500, 500),math.random(-500,500),math.random(-500,500))) part:SetEndSize(10) part:SetBounce(0.8) part:SetCollide(true) part:SetGravity(Vector(0,0, -500)) end
package.path = './spec/?.lua;../lua/?.lua;'..package.path local path = require "path" local utils = require "utils" local LUA, ARGS = utils.lua_args(arg) local PATH = path.fullpath(".") local DATE_PAT = "%d%d%d%d%-%d%d%-%d%d %d%d:%d%d:%d%d" local TESTDIR = ".test_log" local function exec_file(file) assert(path.isfile(file)) return utils.exec(PATH, LUA, '%s', path.quote(file)) end local function exec_code(src) local tmpfile = assert(path.tmpname()) local f = assert(utils.write_file(tmpfile, src)) local a, b, c = exec_file(tmpfile) path.remove(tmpfile) return a, b, c end do local s = require("say") local function is_match(state, arguments) local pat, str = arguments[1], arguments[2] if type(pat) ~= "string" and type(str) ~= "string" then return false end return (not not string.match(str, pat)) end s:set("assertion.match.positive", "String `%s` expected match to \n`%s`") s:set("assertion.match.negative", "String\n`%s` not expected match to \n`%s`") assert:register("assertion", "match", is_match, "assertion.match.positive", "assertion.match.negative") end describe("writers", function() it('basic format', function() local ok, status, msg = exec_code[[ local LOG = require"log".new('trace', require "log.writer.stdout".new() ) LOG.emerg("can not allocate memory") LOG.alert("can not allocate memory") LOG.fatal("can not allocate memory") LOG.error("file not found") LOG.warning("cache server is not started") LOG.notice("message has 2 file") LOG.info("new message is received") LOG.debug("message has 2 file") LOG.trace("message has 2 file") ]] assert.True(ok, msg) assert.match(DATE_PAT .. " %[EMERG%] can not allocate memory", msg) assert.match(DATE_PAT .. " %[ALERT%] can not allocate memory", msg) assert.match(DATE_PAT .. " %[FATAL%] can not allocate memory", msg) assert.match(DATE_PAT .. " %[ERROR%] file not found", msg) assert.match(DATE_PAT .. " %[WARNING%] cache server is not started", msg) assert.match(DATE_PAT .. " %[NOTICE%] message has 2 file", msg) assert.match(DATE_PAT .. " %[INFO%] new message is received", msg) assert.match(DATE_PAT .. " %[DEBUG%] message has 2 file", msg) assert.match(DATE_PAT .. " %[TRACE%] message has 2 file", msg) end) it('level', function() local ok, status, msg = exec_code[[ local LOG = require"log".new('notice', require "log.writer.stdout".new() ) LOG.emerg("can not allocate memory") LOG.alert("can not allocate memory") LOG.fatal("can not allocate memory") LOG.error("file not found") LOG.warning("cache server is not started") LOG.notice("message has 2 file") LOG.info("new message is received") LOG.debug("message has 2 file") LOG.trace("message has 2 file") ]] assert.True(ok, msg) assert.match (DATE_PAT .. " %[EMERG%] can not allocate memory", msg) assert.match (DATE_PAT .. " %[ALERT%] can not allocate memory", msg) assert.match (DATE_PAT .. " %[FATAL%] can not allocate memory", msg) assert.match (DATE_PAT .. " %[ERROR%] file not found", msg) assert.match (DATE_PAT .. " %[WARNING%] cache server is not started", msg) assert.match (DATE_PAT .. " %[NOTICE%] message has 2 file", msg) assert.not_match(DATE_PAT .. " %[INFO%] new message is received", msg) assert.not_match(DATE_PAT .. " %[DEBUG%] message has 2 file", msg) assert.not_match(DATE_PAT .. " %[TRACE%] message has 2 file", msg) end) it('formatter', function() local ok, status, msg = exec_code[[ local writer = require "log.writer.stdout".new() local LOG = require"log".new(writer, require "log.formatter.concat".new(':') ) local LOG_FMT = require"log".new(writer, require "log.formatter.format".new() ) LOG.info('new', 'message', 'is', 'received') LOG_FMT.notice("message has %d %s", 2, 'file') ]] assert.True(ok, msg) assert.match('new:message:is:received', msg) assert.match('message has 2 file', msg) end) it('async_zmq', function() local ok, status, msg = exec_code[[ local ztimer = require "lzmq.timer" local writer = require "log.writer.async.zmq".new('inproc://async.logger', "return require 'log.writer.stdout'.new()" ) ztimer.sleep(500) local LOG = require"log".new(writer) ztimer.sleep(500) LOG.fatal("can not allocate memory") ztimer.sleep(5000) require "lzmq.threads".context():destroy() ztimer.sleep(5000) ]] assert.True(ok, msg) assert.match('can not allocate memory', msg) end) it('async_udp', function() local ok, status, msg = exec_code[[ local writer = require "log.writer.async.udp".new('127.0.0.1', '5555', "return require 'log.writer.stdout'.new()" ) local LOG = require"log".new(writer) LOG.fatal("can not allocate memory") require 'lzmq.timer'.sleep(1000) ]] assert.True(ok, msg) assert.match('can not allocate memory', msg) end) if _G.jit then pending"FIXME: makes LuaLane work with LuaJIT" else it('async_lane', function() local ok, status, msg = exec_code[[ local writer = require "log.writer.async.lane".new('lane.logger', "return require 'log.writer.stdout'.new()" ) local LOG = require"log".new(writer) LOG.fatal("can not allocate memory") require 'lzmq.timer'.sleep(1000) ]] assert.True(ok, msg) assert.match('can not allocate memory', msg) end) end it('async_proxy', function() local ok, status, msg = exec_code[[ local zthreads = require "lzmq.threads" local ztimer = require 'lzmq.timer' -- create log thread local LOG = require"log".new( require "log.writer.async.zmq".new('inproc://async.logger', "return require 'log.writer.stdout'.new()" ) ) ztimer.sleep(500) -- log from separate thread via proxy local Thread = function() local LOG = require"log".new( require "log.writer.async.zmq".new('inproc://async.logger') ) LOG.error("(Thread) file not found") end local child_thread = zthreads.xrun(Thread):start() ztimer.sleep(500) LOG.fatal("can not allocate memory") child_thread:join() ztimer.sleep(5000) zthreads.context():destroy() ztimer.sleep(1500) ]] assert.True(ok, msg) assert.match('can not allocate memory', msg) assert.match('%(Thread%) file not found', msg) end) it('async_filter_le', function() local ok, status, msg = exec_code[[ local writer = require 'log.writer.stdout'.new() local Filter = require "log.writer.filter" local LOG = require"log".new( Filter.new('warning', writer) ) LOG.fatal("can not allocate memory") LOG.warning("cache server is not started") LOG.info("new message is received") require 'lzmq.timer'.sleep(1000) ]] assert.True(ok, msg) assert.match('can not allocate memory', msg) assert.match('cache server is not started', msg) assert.not_match('new message is received', msg) end) it('async_filter_eq', function() local ok, status, msg = exec_code[[ local writer = require 'log.writer.stdout'.new() local Filter = require "log.writer.filter.lvl.eq" local LOG = require"log".new( Filter.new('warning', writer) ) LOG.fatal("can not allocate memory") LOG.warning("cache server is not started") LOG.info("new message is received") require 'lzmq.timer'.sleep(1000) ]] assert.True(ok, msg) assert.not_match('can not allocate memory', msg) assert.match('cache server is not started', msg) assert.not_match('new message is received', msg) end) it('formatter_mix', function() local ok, status, msg = exec_code[[ local LOG = require"log".new('trace', require "log.writer.stdout".new(), require "log.formatter.mix".new() ) LOG.emerg("can not allocate memory") LOG.alert(function(str) return str end, "can not allocate memory") LOG.fatal("can not allocate %s", "memory") ]] assert.True(ok, msg) assert.match(DATE_PAT .. " %[EMERG%] can not allocate memory", msg) assert.match(DATE_PAT .. " %[ALERT%] can not allocate memory", msg) assert.match(DATE_PAT .. " %[FATAL%] can not allocate memory", msg) end) end)
--------------------Made by TobyPlowy----------------------- minetest.register_node('ruins:old_skeleton', { description = 'Old Skeleton', drawtype = 'mesh', mesh = 'decoblocks_old_skeleton.obj', tiles = {name='decoblocks_old_skeleton.png'}, visual_scale = 0.5, groups = {cracky=2, oddly_breakable_by_hand=5}, paramtype = 'light', paramtype2 = 'facedir', selection_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.0, 0.3} }, collision_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.0, 0.3} }, }) minetest.register_node('ruins:old_skeleton2', { description = 'Old Skeleton', drawtype = 'mesh', mesh = 'decoblocks_old_skeleton2.obj', tiles = {name='decoblocks_old_skeleton.png'}, visual_scale = 0.5, groups = {cracky=2, oddly_breakable_by_hand=5}, paramtype = 'light', paramtype2 = "facedir", selection_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.0, 0.3} }, collision_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.0, 0.3} }, }) minetest.register_node("ruins:human_skull", { description = "Human Skull", drawtype = "mesh", mesh = "human_skull.obj", tiles = { "human_skull.png", }, visual_scale = 0.5, wield_image = "skeleton_head_item.png", wield_scale = {x=1.0, y=1.0, z=1.0}, paramtype = "light", paramtype2 = "facedir", selection_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.0, 0.3} }, collision_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.0, 0.3} }, inventory_image = "skeleton_head_item.png", groups = {choppy = 1, oddly_breakable_by_hand = 1}, }) minetest.register_node("ruins:carrot", { description = "Carrot", drawtype = "mesh", mesh = "carrot.obj", tiles = { "crops.png", }, visual_scale = 0.5, paramtype = "light", paramtype2 = "facedir", inventory_image= "ws_carrot.png", wield_image= "ws_carrot.png", selection_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.0, 0.3} }, collision_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.0, 0.3} }, groups = {choppy = 1, oddly_breakable_by_hand = 1, flora = 1, attached_node = 1}, }) minetest.register_node("ruins:melons", { description = "Melons", drawtype = "mesh", mesh = "melons.obj", tiles = { "crops.png", }, visual_scale = 0.5, paramtype = "light", paramtype2 = "facedir", inventory_image= "ws_melons.png", wield_image= "ws_melons.png", selection_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.0, 0.3} }, collision_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.0, 0.3} }, groups = {choppy = 1, oddly_breakable_by_hand = 1, flora = 1, attached_node = 1}, }) minetest.register_node("ruins:tomato_plant", { description = "Tomato Plant", drawtype = "mesh", mesh = "tomato.obj", tiles = { "crops.png", }, visual_scale = 0.5, paramtype = "light", paramtype2 = "facedir", inventory_image= "ws_tomato.png", wield_image= "ws_tomato.png", selection_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.0, 0.3} }, collision_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.0, 0.3} }, groups = {choppy = 1, oddly_breakable_by_hand = 1}, }) ------------------------ minetest.register_node('ruins:concrete', { description = 'Concrete', tiles = {name='ws_concrete.png'}, groups = {cracky=3}, paramtype = 'light', paramtype2 = 'facedir', }) minetest.register_node('ruins:brick_burnt', { description = 'Burnt Brick', tiles = {name='ws_brick_ruin.png'}, groups = {cracky=3}, paramtype = 'light', paramtype2 = 'facedir', }) minetest.register_node("ruins:block", { description = "Block", tiles = {"ws_burnt_stone.png", {name = "ws_burnt_stone.png", tileable_vertical = false}}, groups = {crumbly = 3}, }) local fdir_to_front = { {x=0, z=1}, {x=1, z=0}, {x=0, z=-1}, {x=-1, z=0} } local function checkwall(pos) local fdir = minetest.get_node(pos).param2 local second_node_x = pos.x + fdir_to_front[fdir + 1].x local second_node_z = pos.z + fdir_to_front[fdir + 1].z local second_node_pos = {x=second_node_x, y=pos.y, z=second_node_z} local second_node = minetest.get_node(second_node_pos) if not second_node or not minetest.registered_nodes[second_node.name] or not minetest.registered_nodes[second_node.name].buildable_to then return true end return false end local dumpster_selectbox = {-0.5, -0.5625, -0.5, 0.5, 0.5, 1.5} local dumpster_nodebox = { -- Main Body {-0.4375, -0.375, -0.4375, 0.4375, 0.5, 1.4375}, -- Feet {-0.4375, -0.5, -0.4375, -0.25, -0.375, -0.25}, {0.25, -0.5, -0.4375, 0.4375, -0.375, -0.25}, {0.25, -0.5, 1.25, 0.4375, -0.375, 1.4375}, {-0.4375, -0.5, 1.25, -0.25, -0.375, 1.4375}, -- Border {-0.5, 0.25, -0.5, 0.5, 0.375, 1.5}, } -- Dumpster minetest.register_node("ruins:dumpster", { description = "Dumpster", paramtype = "light", paramtype2 = "facedir", inventory_image = "dumpster_wield.png", tiles = { "dumpster_top.png", "dumpster_bottom.png", "dumpster_side.png", "dumpster_side.png", "dumpster_side.png", "dumpster_side.png" }, drawtype = "nodebox", selection_box = { type = "fixed", fixed = dumpster_selectbox, }, node_box = { type = "fixed", fixed = dumpster_nodebox, }, groups = { cracky = 3, oddly_breakable_by_hand = 1, }, sounds = default and default.node_sound_metal_defaults(), on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("formspec", "size[8,9]" .. "list[context;main;1,1;6,3;]" .. "list[current_player;main;0,5;8,4;]".. "listring[context;main]".. "listring[current_player;main]" ) meta:set_string("infotext", "Dumpster") local inv = meta:get_inventory() inv:set_size("main", 8*4) end, after_place_node = function(pos, placer, itemstack) if checkwall(pos) then minetest.set_node(pos, {name = "air"}) return true end end, can_dig = function(pos,player) local meta = minetest.get_meta(pos); local inv = meta:get_inventory() return inv:is_empty("main") end, on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player) minetest.log("action", player:get_player_name() .. " moves stuff in dumpster at " .. minetest.pos_to_string(pos)) end, on_metadata_inventory_put = function(pos, listname, index, stack, player) minetest.log("action", player:get_player_name() .. " moves stuff to dumpster at " .. minetest.pos_to_string(pos)) end, on_metadata_inventory_take = function(pos, listname, index, stack, player) minetest.log("action", player:get_player_name() .. " takes stuff from dumpster at " .. minetest.pos_to_string(pos)) end, }) --[[ Dumpster craft minetest.register_craft({ output = 'ruins:dumpster', recipe = { {'default:coalblock', 'default:coalblock', 'default:coalblock'}, {'default:steel_ingot', 'dye:dark_green', 'default:steel_ingot'}, {'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'}, } })]]
--//////////////////////////////////////////////////////////////////////// -- -- LuaCwrap - Lua <-> C -- Copyright (C) 2011-2021 Klaus Oberhofer. See Copyright Notice in luacwrap.h -- -- unit tests for LuaCwrap -- --//////////////////////////////////////////////////////////////////////// lu = require("luaunit") luacwrap = require("luacwrap") -- wrapper for the test struct type testluacwrap = require("testluacwrap") -- -- helper function to get a table as a string -- outputs members sorted by member names -- used for table comparison -- local function getTable(t) local keys = {} for k, _ in pairs(t) do keys[#keys+1] = k end table.sort(keys) local tmp = {} for _, k in ipairs(keys) do local v = t[k] tmp[#tmp+1] = type(v) .. " " .. k end return table.concat(tmp, ", ") end -- -- test suite -- TestTESTSTRUCT = {} -- -- test different struct creation methods -- function TestTESTSTRUCT:testCreateTESTSTRUCT() -- create a ne struct instance local struct = TESTSTRUCT:new() assert(nil ~= struct) -- semantic of attach() local attached = TESTSTRUCT:attach(struct) lu.assertEquals(attached, struct) lu.assertEquals(struct.__ptr, attached.__ptr) -- check metatable assert(nil ~= getmetatable(struct)) assert(getTable(getmetatable(struct)) == [[function __index, function __len, function __newindex, function __tostring, userdata getouter]]) -- check inner struct access assert(nil ~= getmetatable(struct.inner)) assert(getTable(getmetatable(struct.inner)) == [[function __gc, function __index, function __len, function __newindex, function __tostring, userdata getouter]]) assert(1 == testluacwrap.checkInnerStructAccess(struct, struct.inner)) -- check $ref init values -- by default references should have the value nil assert(nil == struct.ref.value) -- and the reserved index 0 assert(0 == struct.ref.ref) -- access __ptr assert("userdata" == type(struct.__ptr)) assert("userdata" == type(struct.intarray.__ptr)) assert("userdata" == type(struct.inner.__ptr)) -- access psztext member assert("nil" == type(struct.inner.pszText)) assert(nil == struct.inner.pszText) end -- -- test assignment to struct members -- function TestTESTSTRUCT:testAssignment() local struct = TESTSTRUCT:new() struct.u8 = 11 struct.i8 = 22 struct.u16 = 33 struct.i16 = 44 struct.u32 = 55 struct.i32 = 66 struct.ptr = "hello" struct.chararray = "hello" struct.intarray[1] = 10 struct.intarray[2] = 20 struct.intarray[3] = 30 struct.intarray[4] = 40 -- check assigned values assert(struct.u8 == 11) assert(struct.i8 == 22) assert(struct.u16 == 33) assert(struct.i16 == 44) assert(struct.u32 == 55) assert(struct.i32 == 66) assert(struct.ptr == "hello") assert(tostring(struct.chararray) == "hello\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0") assert(struct.intarray[1] == 10) assert(struct.intarray[2] == 20) assert(struct.intarray[3] == 30) assert(struct.intarray[4] == 40) end -- -- test references -- function TestTESTSTRUCT:testReference() local struct = TESTSTRUCT:new() -- test pointer reset (reference removal) struct.ptr = "hello2" assert(struct.ptr == "hello2") struct.ptr = nil assert(struct.ptr == nil) struct.ptr = "hello2" assert(struct.ptr == "hello2") struct.ptr = 0 assert(struct.ptr == nil) end -- -- test assignment of table to struct via set function -- function TestTESTSTRUCT:testTableAssignment() local struct = TESTSTRUCT:new() -- test table assignment struct:set{ u8 = 91, i8 = 92, u16 = 93, i16 = 94, u32 = 95, i32 = 96, ptr = "hello", chararray = "hello", intarray = { 19, 29, 39, 49, }, } assert(struct.u8 == 91) assert(struct.i8 == 92) assert(struct.u16 == 93) assert(struct.i16 == 94) assert(struct.u32 == 95) assert(struct.i32 == 96) assert(struct.ptr == "hello") assert(tostring(struct.chararray) == "hello\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0") assert(struct.intarray[1] == 19) assert(struct.intarray[2] == 29) assert(struct.intarray[3] == 39) assert(struct.intarray[4] == 49) end -- -- test assignment of table to struct during new -- function TestTESTSTRUCT:testNewWithTableAssignment() -- test new with table assignment local struct = TESTSTRUCT:new{ u8 = 91, i8 = 92, u16 = 93, i16 = 94, u32 = 95, i32 = 96, ptr = "hello", chararray = "hello", intarray = { 19, 29, 39, 49, } } assert(struct.u8 == 91) assert(struct.i8 == 92) assert(struct.u16 == 93) assert(struct.i16 == 94) assert(struct.u32 == 95) assert(struct.i32 == 96) assert(struct.ptr == "hello") assert(tostring(struct.chararray) == "hello\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0") assert(struct.intarray[1] == 19) assert(struct.intarray[2] == 29) assert(struct.intarray[3] == 39) assert(struct.intarray[4] == 49) assert(nil == struct.inner.pszText) -- test new with assignment from existing struct local struct2 = TESTSTRUCT:new(struct) assert(struct2.u8 == 91) assert(struct2.i8 == 92) assert(struct2.u16 == 93) assert(struct2.i16 == 94) assert(struct2.u32 == 95) assert(struct2.i32 == 96) assert(struct2.ptr == "hello") assert(tostring(struct2.chararray) == "hello\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0") assert(struct2.intarray[1] == 19) assert(struct2.intarray[2] == 29) assert(struct2.intarray[3] == 39) assert(struct2.intarray[4] == 49) assert(nil == struct2.inner.pszText) -- test __dup() from existing struct local struct3 = struct:__dup() assert(struct3.u8 == 91) assert(struct3.i8 == 92) assert(struct3.u16 == 93) assert(struct3.i16 == 94) assert(struct3.u32 == 95) assert(struct3.i32 == 96) assert(struct3.ptr == "hello") assert(tostring(struct3.chararray) == "hello\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0") assert(struct3.intarray[1] == 19) assert(struct3.intarray[2] == 29) assert(struct3.intarray[3] == 39) assert(struct3.intarray[4] == 49) end -- -- test member size operator -- function TestTESTSTRUCT:testSizes() local struct = TESTSTRUCT:new() -- check sizes -- assert(#struct == 88) -- depends on packing assert(#struct.intarray == 4) assert(#struct.chararray == 32) assert(0 == struct.ref.ref) assert(nil == struct.ref.value) -- check $ref types struct.ref = "my unique reference string" assert(0 ~= struct.ref.ref) assert("string" == type(struct.ref.value)) assert("my unique reference string" == struct.ref.value) end -- -- test attaching to a given pointer -- function TestTESTSTRUCT:testAttach() -- test attach function myfunc(s) local wrap = TESTSTRUCT:attach(s) assert(nil ~= wrap.ptr) assert(wrap.u8 == 8) assert(wrap.i8 == - 8) assert(wrap.u16 == 16) assert(wrap.i16 == -16) assert(wrap.u32 == 32) assert(wrap.i32 == -32) -- print(wrap) end testluacwrap.callwithTESTSTRUCT(myfunc) end -- -- test attach to inner struct -- function TestTESTSTRUCT:testAttachWithLightEmbeddedStructs() -- semantic of attach() with light embedded structs function myfunc(struct) local wrap = TESTSTRUCT:attach(struct) local attached = INNERSTRUCT:attach(wrap) -- check if they point to the same memory assert(wrap.__ptr == attached.__ptr) end testluacwrap.callwithTESTSTRUCT(myfunc) end -- -- test access to boxed object -- function TestTESTSTRUCT:testBoxed() -- test boxed function myfunc(struct) -- print(struct) -- print(testluacwrap.printTESTSTRUCT(struct)) assert(struct.u8 == 8) assert(struct.i8 == - 8) assert(struct.u16 == 16) assert(struct.i16 == -16) assert(struct.u32 == 32) assert(struct.i32 == -32) end testluacwrap.callwithBoxedTESTSTRUCT(myfunc) end -- -- test access to wrapped stack based objects -- function TestTESTSTRUCT:testCallwithwrappedTESTSTRUCT() -- callwithwrappedTESTSTRUCT") -- test wrapped stack based objects function wrapfunc(wrap) -- print(wrap) assert(wrap.u8 == 8) assert(wrap.i8 == - 8) assert(wrap.u16 == 16) assert(wrap.i16 == -16) assert(wrap.u32 == 32) assert(wrap.i32 == -32) end testluacwrap.callwithwrappedTESTSTRUCT(wrapfunc) end -- -- test call with reference type -- function TestTESTSTRUCT:testCallwithRefType() -- callwithRefType -- test wrapped stack based objects function wrapfunc(wrap) -- print(wrap) assert(wrap.u8 == 8) assert(wrap.i8 == - 8) assert(wrap.u16 == 16) assert(wrap.i16 == -16) assert(wrap.u32 == 32) assert(wrap.i32 == -32) -- print("wrap.__ptr", wrap.__ptr) assert(0 ~= wrap.ref.ref) assert("string" == type(wrap.ref.value)) assert("callwithRefType" == wrap.ref.value) -- print(testluacwrap.printTESTSTRUCT(wrap)) end testluacwrap.callwithRefType(wrapfunc, "callwithRefType") end -- -- test fixed memory buffers -- function TestTESTSTRUCT:testBuffers() -- checkbuffers local mybuf = luacwrap.createbuffer(256) -- print(mybuf) local mybuf2 = luacwrap.createbuffer(256) -- print(mybuf2) -- create instance mybuf = "hello" assert("hello" == mybuf) -- print("content of mybuf:", mybuf) end -- -- test array type -- function TestTESTSTRUCT:testArrays() -- create type descriptor local type_double128 = luacwrap.registerarray("double128", 128, "$dbl") -- create instance local myarray = type_double128:new() -- print(myarray) assert(#myarray == 128) assert("number" == type(myarray[1])) for idx=1, 128 do myarray[idx] = idx end for idx=1, 128 do assert(myarray[idx] == idx) end end -- -- test registering custom struct type -- function TestTESTSTRUCT:testRegisterStructType() -- create type descriptor local type_mystruct = luacwrap.registerstruct("mystruct", 8, { { "member1", 0, "$i32" }, { "member2", 4, "$i32" } } ) -- create struct instance local mystruct = type_mystruct:new() -- access members mystruct.member1 = 10 mystruct.member2 = 22 assert(mystruct.member1 == 10) assert(mystruct.member2 == 22) end os.exit(lu.run())
-------------------- -- Sassilization -- By Sassafrass / Spacetech / LuaPineapple -------------------- AddCSLuaFile("shared.lua") include("shared.lua") function ENT:Initialize() end function ENT:Setup(ProjModel) self:SetModel(ProjModel) self:SetSolid(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_NONE) self:PhysicsInit(SOLID_VPHYSICS) self:SetCollisionGroup(COLLISION_GROUP_WEAPON) self:DrawShadow(false) self.Trail = util.SpriteTrail(self, 0, Color(180, 180, 180, 80), false, 1, 0.01, 0.5, 0.5, "trails/laser.vmt") timer.Simple(2, function() SafeRemoveEntity(self) end ) end function ENT:Shoot(Damage, Dir) self.Damage = Damage local Phys = self:GetPhysicsObject() if (Phys:IsValid()) then Phys:Wake() Phys:SetVelocity(Dir:Forward() * Phys:GetMass() * 10) end end function ENT:GetEmpire() return self.empire end function ENT:SetControl(Empire) self.empire = Empire self:SetColor(Empire:GetColor()) end function ENT:StartTouch(Ent) if (self.Fail) then return end self:HitEnt(Ent, self:GetPhysicsObject()) SafeRemoveEntity(self) end function ENT:PhysicsCollide(data, Phys) if (self.Fail) then return end if (data.HitEntity:IsWorld()) then self.Fail = true Phys:EnableMotion(false) else self:HitEnt(data.HitEntity, Phys) SafeRemoveEntity(self) end end function ENT:HitEnt(Ent, Phys) if (Ent:IsUnit() or Ent:IsBuilding()) then if (self.empire != Ent:GetEmpire() and !Allied(self.empire, Ent:GetEmpire())) then self.Fail = true if (Ent.Damage) then self.Damage.dmgpos = Phys:GetPos() Ent:Damage(self.Damage) end end end end
--************************ --name : ppid_001.lua --ver : 0.1 --author : Ferron --date : 2004/09/21 --lang : en --desc : General Faction Information --npc : Hacknet Broadcast Daemon v0.1.1 --************************ --changelog: --2004/09/21(0.1): built from snows template --************************ -- faction information DBNAME="ProtoPharm Broadcasting Daemon v0.0.1" FACNAME="ProtoPharm" FACSLOGAN="Your hope. Your strength. Your cure." FACGENERAL="General Faction Information\n ProtoPharm produces most of the pharmaceutical supplies in Neocron. In this regard, virtually everything is produced, from standard Medkits to miracle cures." FACHQ="Faction Headquarter\n Located in ViaRosso 2, can also be reached through Plaza 2 trough the PP Labs." FACPERS="Key Personalities\n Chairwoman Sandra Frasier, 42, is a brilliant and tough strategist who made her way up from the street. Currently she is rumored to have a relationship with Seymor Jordan, manager of Biotech Industries." FACHISTORY="Faction History\n In 2646 the medical company ProtoPharm emerged from a merger of several medical and chemical companies. Management was handed over to Jakob Finster, a young business attorney. In 2652 the development of cryogenic sleeping chambers for the 'Avenger' was successfully completed, in 2658 a version for rich customers in Neocron was developed. Some years later Jakob Finster - fallen ill to an incurable disease - entered a CryoVault(tm) himself in the hope of future progresses in medicine. In 2670 ProtoPharm started production for the mass market. Research into a multipurpose medication was pushed ahead, the fruits of which were harvested in the form of the formula for 'Vitae(tm)' in 2678. Three years later cheap generics of Vitae(tm) are supplied on the black market, which drove the company into a crisis. In 2739 'Spirula', a remedy for radiation damage, was introduced to the market by ProtoPharm. After a short boom, things changed drastically one year later when it was revealed that side effects of the drug caused devastating genetic damage on Neocron's population. In 2741, Sandra Frasier, the firm's successful attorney in the Spirula case, was made head of the company. Three years later there is still no cure for cryogenical preserved Jakob Finster. In 2747 the 'Spirula' scandal flared up again when it was revealed that the mutants who were created by Spirula were becoming sexually mature and fertile much faster than normal human beings. They were declared non-human beings by Lioon Reza. Killing them was regarded an act of mercy. In 2750 ProtoPharm and BioTech Industries enter a cooperation agreement." FACRUMORS="Faction Rumors\n Many odd stories float around the intriguing Sandra Frasier. For instance it is said that there is more to BioTech's and ProtoPharm's recent alliance than meets the eye and that Seymour Jordan's motives are far from being all business related. In the same direction go numerous stories about the means Ms Frasier used on her way into the upper levels of management. Some of those stories might be true, but others depict a Sandra Frasier so cold blooded and calculating, that they cannot be believed by anyone in his or her right mind. Rumor has it that the founder of ProtoPharm, Jakob Finster, fell terminally ill and therefore saw no other chance than to preserve himself in one of ProtoPharm's cryogenic chamber. Supposedly he is woken up every 20 years to see if he can be cured yet. But even if there was a cure, those who spread this rumor also say that Ms Frasier doesn't have the slightest interest in saving the old man." FACREL="Faction Relations\n Miss Frasier has very good contacts with both BioTech Ind. and its manager, Seymour Jordan. The CityMercs have an agreement of 'protection for equipment' with ProtoPharm, also accepting sabotage jobs against NEXT Systems. The Brotherhood of Crahn is a valuable source of information for Sandra Frasier. The good relations between ProtoPharm and the Administration of Neocron date back to the days of the 'Avenger' construction and the Great Trek, the success of which, among other things, was very much dependent on the CryoVaults(tm) produced by ProtoPharm. \n The animosities with NEXT Systems seem to stem from Sandra's rather tough business practices, while the aversion on Madame Veronique's side, the leader of the Tsunami Syndicate, seems to be of a more personal nature. Aside from weakness, Sandra Frasier hates unpredictable people. She finds the chaos and the freethinking ideas of the Breed very dubious and ProtoPharm supports all allies who work actively against the Anarchists. All mutants are the testimony of ProtoPharm's fallibility and unscrupulousness. If Sandra (and many other managerial employees of the company) had her way, all mutants would be eradicated for good." -- main dialog function DIALOG() NODE(0) SAY("Broadcast system establishing link ...... Link established ...... System ready:"..DBNAME) ANSWER(" - Continue",10) ANSWER(" - Abort",25) NODE(10) SAY("Information categories") ANSWER(" - General Faction Information",15) ANSWER(" - Faction Headquarter",16) ANSWER(" - Key Personalities",17) ANSWER(" - Faction History",18) ANSWER(" - Faction Rumors",19) ANSWER(" - Faction Relations",20) ANSWER(" - Abort",25) NODE(15) SAY(""..FACGENERAL) ANSWER("Back",10) NODE(16) SAY(""..FACHQ) ANSWER("Back",10) NODE(17) SAY(""..FACPERS) ANSWER("Back",10) NODE(18) SAY(""..FACHISTORY) ANSWER("Back",10) NODE(19) SAY(""..FACPERS) ANSWER("Back",10) NODE(20) SAY(""..FACRUMORS) ANSWER("Back",10) NODE(25) SAY("Closing Link ...... Disconnecting ......"..FACNAME.." - "..FACSLOGAN) ANSWER(" - Disconnect",26) ANSWER(" - Cancel",0) NODE(26) SAY("Disconnecting") ENDDIALOG() end
-- SPDX-FileCopyrightText: 2020 Henri Chain <henri.chain@enioka.com> -- -- SPDX-License-Identifier: Apache-2.0 local BasePlugin = require "kong.plugins.base_plugin" local UpstreamOAuth2 = BasePlugin:extend() local tokens = require "kong.plugins.upstream-oauth2.tokens" local socket = require "socket" UpstreamOAuth2.PRIORITY = 802 UpstreamOAuth2.VERSION = "1.0.0" function UpstreamOAuth2:new() UpstreamOAuth2.super.new(self, "upstream-oauth2") end function UpstreamOAuth2:access(conf) UpstreamOAuth2.super.access(self) local curtime = socket.gettime() local cache_key = tokens.get_cache_key(conf.token_url, conf.client_id, conf.scope) local err, res for i = 1, 2 do res, err = kong.cache:get( cache_key, nil, tokens.get_access_token, conf.token_url, conf.client_id, conf.client_secret, "client_credentials", conf.scope ) -- preventively ask for new access token if about to expire if res and res.expires_at and res.expires_at < curtime + 5 then kong.cache:invalidate_local(cache_key) kong.response.set_header("X-Token-Expired", curtime - res.expires_at) elseif res and res.access_token then break else kong.cache:invalidate_local(cache_key) return kong.response.exit(400, res or err) end end kong.service.request.set_header("Authorization", "Bearer " .. res.access_token) if (res.expires_at) then kong.response.set_header("X-Token-Expires-In", res.expires_at - curtime) end end function UpstreamOAuth2:header_filter(conf) local status = kong.response.get_status() -- If auth doesn't work, delete token from cache if status == 401 then kong.cache:invalidate(tokens.get_cache_key(conf.token_url, conf.client_id, conf.scope)) end end return UpstreamOAuth2
require "tundra.syntax.osx-bundle" Program { Name = "foo", Sources = { "main.m", "delegate.m" }, Frameworks = { "Cocoa" }, } local mybundle = OsxBundle { Depends = { "foo" }, Target = "$(OBJECTDIR)/MyApp.app", InfoPList = "Info.plist", Executable = "$(OBJECTDIR)/foo", Resources = { CompileNib { Source = "appnib.xib", Target = "appnib.nib" }, "icon.icns", }, } Default(mybundle)
local M = {} M.cmd = "vusted" M.working_dir = require("cmdhndlr.util").working_dir.upward_pattern(".git") local handler = require("cmdhndlr.handler.test_runner.lua.busted") return setmetatable(M, { __index = function(_, k) return rawget(M, k) or handler[k] end, })
--[[--------------------------------------------- AdvLib (C) Mijyuoon 2014-2020 Contains various helper functions -----------------------------------------------]] adv = { -- Constants here HttpCache = {}, Markup = {}, } ----- Config section ---------------------------- local Use_MoonScript = true local Use_PrintTable = false ------------------------------------------------- local MODLOAD = {} adv._MODLOAD = MODLOAD function loadmodule(name) if MODLOAD[name] then return MODLOAD[name] end local kname = "mods/base/" .. name:gsub("%.", "/") .. ".lua" local file = io.open(kname, "r") io.input(file) local s = io.read("*all") io.close(file) local func = loadstring(s) if func then MODLOAD[name] = func() or true return MODLOAD[name] end end loadmodule("moonscript.lulpeg"):register(_G) lpeg.re = loadmodule("moonscript.lpeg_re") local trmv = table.remove function adv.StrFormat(text, subst) if subst == nil then subst = text text = trmv(text, 1) end text = text:gsub("$([%w_]+)", function(s) local ns = tonumber(s) or s local subs = subst[ns] if subs == nil then return end return tostring(subs) end) return text end function adv.StrSet(text, pos, rep) pos = (pos < 0) and #text+pos+1 or pos if pos > #text or pos < 1 then return text end return text:sub(1, pos-1) .. rep .. text:sub(pos+1, -1) end function adv.StrSplit(str, sep) sep = lpeg.re.compile(sep) local elem = lpeg.C((1 - sep)^0) local gs = lpeg.Ct(elem * (sep * elem)^0) return gs:match(str) end adv.StrPatt = lpeg.re.compile adv.StrFind = lpeg.re.find adv.StrMatch = lpeg.re.match adv.StrSubst = lpeg.re.gsub function adv.TblMap(tbl, func) for ki, vi in pairs(tbl) do tbl[ki] = func(vi) end return tbl end function adv.TblMapN(tbl, func) local res = {} for ki, vi in pairs(tbl) do res[ki] = func(vi) end return res end function adv.TblFold(tbl, acc, func) local init = nil if func == nil then func = acc acc = tbl[1] init = acc end for _, vi in next, tbl, init do acc = func(acc, vi) end return acc end function adv.TblFilt(tbl, func) for ki, vi in pairs(tbl) do if not func(vi) then tbl[ki] = nil end end return tbl end function adv.TblFiltN(tbl, func) local res = {} for ki, vi in pairs(tbl) do if func(vi) then res[ki] = vi end end return res end function adv.TblSlice(tbl, from, to, step) local res = {} from = from or 1 to = to or #tbl step = step or 1 for i = from, to, step do res[#res+1] = tbl[i] end return res end function adv.TblAny(tbl, func) for ki, vi in pairs(tbl) do if func(vi) then return true end end return false end function adv.TblAll(tbl, func) for ki, vi in pairs(tbl) do if not func(vi) then return false end end return true end function adv.TblKeys(tbl) local res = {} for k in pairs(tbl) do res[#res+1] = k end return res end for _, kn in pairs{"K", "V", "KV"} do adv["TblWeak" .. kn] = function() return setmetatable({}, { __mode = kn:lower() }) end end local function prefix(str) local stri = tostring(str) return (stri:gsub("^[a-z]+: ", "")) end local function do_printr(arg, spaces, passed) local ty = type(arg) if ty == "table" then passed[arg] = true Msg(adv.StrFormat{"(table) $v {\n", v = prefix(arg)}) for k ,v in pairs(arg) do if not passed[v] then Msg(adv.StrFormat{" $s($t) $k => ", s = spaces, t = type(k), k = k}) do_printr(rawget(arg, k), spaces.." ", passed) else Msg(adv.StrFormat{" $s($t) $k => [RECURSIVE TABLE: $v]\n", s = spaces, t = type(k), k = k, v = prefix(v)}) end end Msg(spaces .. "}\n") elseif ty == "function" then Msg(adv.StrFormat{"($t) $v\n", t = ty, v = prefix(arg)}) elseif ty == "string" then Msg(adv.StrFormat{"($t) '$v'\n", t = ty, v = arg}) elseif ty == "nil" then Msg(adv.StrFormat{"($t)\n", t = ty}) else Msg(adv.StrFormat{"($t) $v\n", t = ty, v = arg}) end end function adv.TblPrint(...) local arg = {...} for i = 1, #arg do do_printr(arg[i], "", {}) end end if Use_MoonScript then moonscript = loadmodule "moonscript.base" end
local t = Def.ActorFrame{}; local frameWidth = 280 local frameHeight = 20 local frameX = SCREEN_WIDTH-5 local frameY = 15 local sortTable = { SortOrder_Preferred = 'Preferred', SortOrder_Group = 'Group', SortOrder_Title = 'Title', SortOrder_BPM = 'BPM', SortOrder_Popularity = 'Popular', SortOrder_TopGrades = 'Grade', SortOrder_Artist = 'Artist', SortOrder_Genre = 'Genre', SortOrder_ModeMenu = 'Mode Menu', SortOrder_Length = 'Song Length', SortOrder_Recent = 'Recently Played', SortOrder_Favorites = 'Favorites' } t[#t+1] = Def.Quad{ Name="CurrentSort"; InitCommand=cmd(xy,frameX,frameY;halign,1;zoomto,frameWidth,frameHeight;diffuse,getMainColor('frames');); }; t[#t+1] = LoadFont("_wendy small") .. { InitCommand=cmd(xy,frameX,frameY+5;halign,1;zoom,0.55;maxwidth,(frameWidth-40)/0.35); BeginCommand=cmd(queuecommand,"Set"); SetCommand=function(self) local sort = GAMESTATE:GetSortOrder() local song = GAMESTATE:GetCurrentSong() if sort == nil then self:settext("Sort: ") elseif sort == "SortOrder_Group" and song ~= nil then self:settext(song:GetGroupName()) else self:settext("Sort: "..sortTable[sort]) end end; SortOrderChangedMessageCommand=cmd(queuecommand,"Set";diffuse,getMainColor('positive')); CurrentSongChangedMessageCommand=cmd(queuecommand,"Set"); }; return t
#!/usr/bin/env tarantool test = require("sqltester") test:plan(3) --!./tcltestrunner.lua -- 2008 January 13 -- -- The author disclaims copyright to this source code. In place of -- a legal notice, here is a blessing: -- -- May you do good and not evil. -- May you find forgiveness for yourself and forgive others. -- May you share freely, never taking more than you give. -- ------------------------------------------------------------------------- -- This file implements regression tests for SQLite library. -- -- This file implements tests to verify that ticket #3581 has been -- fixed. -- -- $Id: tkt3581.test,v 1.1 2009/01/14 01:10:40 drh Exp $ -- ["set","testdir",[["file","dirname",["argv0"]]]] -- ["source",[["testdir"],"\/tester.tcl"]] test:do_test( "tkt3581-1.1", function() return test:execsql [[ CREATE TABLE t1(a INTEGER PRIMARY KEY, b, c); INSERT INTO t1 VALUES(0,544,846); INSERT INTO t1 VALUES(1,345,51); CREATE TABLE t2(a INTEGER PRIMARY KEY, b, c); INSERT INTO t2 SELECT * FROM t1; CREATE INDEX i2 on t2(c); ]] end, { -- <tkt3581-1.1> -- </tkt3581-1.1> }) test:do_test( "tkt3581-1.2", function() return test:execsql [[ SELECT a FROM t1 WHERE (b > 45 AND c < 356) OR b <= 733 OR b >= 557 OR (b >= 614 AND c < 251) ORDER BY b; ]] end, { -- <tkt3581-1.2> 1, 0 -- </tkt3581-1.2> }) test:do_test( "tkt3581-1.3", function() return test:execsql [[ SELECT a FROM t2 WHERE (b > 45 AND c < 356) OR b <= 733 OR b >= 557 OR (b >= 614 AND c < 251) ORDER BY b; ]] end, { -- <tkt3581-1.3> 1, 0 -- </tkt3581-1.3> }) test:finish_test()
--[[ psz-sklepy: Kupno obiektow przyczepialnych, zapis do EQ gracza @author Jakub 'XJMLN' Starzak <jack@pszmta.pl @package PSZMTA.psz-sklepy @copyright Jakub 'XJMLN' Starzak <jack@pszmta.pl> Nie mozesz uzywac tego skryptu bez mojej zgody. Napisz - byc moze sie zgodze na uzycie. ]]-- local sw, sh = guiGetScreenSize() local sklep = {} sklep.wnd = guiCreateWindow(sw*168/800, sh*120/600, sw*520/sw, sh*414/sh, "Sklep", false) sklep.gridlist = guiCreateGridList(0.02, 0.07, 0.55, 0.90, true, sklep.wnd) sklep.gridlist_nazwa = guiGridListAddColumn(sklep.gridlist, "Nazwa", 0.5) sklep.gridlist_cena = guiGridListAddColumn(sklep.gridlist, "Cena", 0.5) sklep.img = guiCreateStaticImage(0.59, 0.13, 0.39, 0.32, "s_general/i/empty.png", true, sklep.wnd) sklep.label1 = guiCreateLabel(0.59, 0.06, 0.39, 0.05, "Wygląd przedmiotu: ", true, sklep.wnd) sklep.btn_buy = guiCreateButton(0.58, 0.65, 0.40, 0.15, "Kup przedmiot", true, sklep.wnd) sklep.btn_cancel = guiCreateButton(0.58, 0.83, 0.40 ,0.15, "Anuluj", true, sklep.wnd) guiSetVisible(sklep.wnd, false) local function shop_fill(npc) local shopOffer = getElementData(npc, "shop_offer") if (not shopOffer) then outputChatBox("Sprzedawca: Niestety, nie mamy nic w ofercie.",255,0,0) return false end sklep.sprzedawca = npc guiGridListClear(sklep.gridlist) for i, v in ipairs(shopOffer) do local row = guiGridListAddRow(sklep.gridlist) guiGridListSetItemText(sklep.gridlist, row, sklep.gridlist_nazwa, v.itemName, false, false) guiGridListSetItemData(sklep.gridlist, row, sklep.gridlist_nazwa, v) guiGridListSetItemText(sklep.gridlist, row, sklep.gridlist_cena, v.buyprice.."$", false, false) if (tonumber(v.buyprice)>getPlayerMoney()) then guiGridListSetItemColor(sklep.gridlist, row, sklep.gridlist_cena, 255,0,0) else guiGridListSetItemColor(sklep.gridlist, row, sklep.gridlist_cena, 155, 255, 155) end end return true end function shop_refreshPhoto() local selRow, selCol = guiGridListGetSelectedItem(sklep.gridlist) if (not selRow) then return end local data = guiGridListGetItemData(sklep.gridlist, selRow, sklep.gridlist_nazwa) local img if (not data) then img = "s_general/i/empty.png" else img = "s_general/i/eq-"..data.itemID..".png" end guiStaticImageLoadImage(sklep.img, img) end function shop_buyOffer() local selRow, selCol = guiGridListGetSelectedItem(sklep.gridlist) if (not selRow) then return end local data = guiGridListGetItemData(sklep.gridlist, selRow, sklep.gridlist_nazwa) end addEventHandler("onClientGUIClick", sklep.gridlist, shop_refreshPhoto, false) addEventHandler("onClientGUIClick", sklep.btn_buy, shop_buyOffer, false) addEventHandler("onClientColShapeHit", resourceRoot, function(he,md) if (he~=localPlayer or not md or getElementInterior(localPlayer)~=getElementInterior(source)) then return end local npc = getElementParent(source) if (npc and getElementType(npc)=="ped") then if shop_fill(npc) then guiSetVisible(sklep.wnd,true) showCursor(true,false) sklep.enabled=true toggleControl("fire", false) end end end) addEventHandler("onClientColShapeLeave", resourceRoot, function(he,md) if (he~=localPlayer or not md or getElementInterior(localPlayer)~=getElementInterior(source)) then return end local npc=getElementParent(source) if (npc and getElementType(npc)=="ped") then guiSetVisible(sklep.wnd,false) sklep.sprzedawca=nil showCursor(false) sklep.enabled=false toggleControl("fire",true) end end) addEventHandler("onClientGUIClick", sklep.btn_cancel, function() if (not sklep.enabled) then return end guiSetVisible(sklep.wnd,false) showCursor(false) sklep.enabled=false sklep.sprzedawca=nil toggleControl("fire",true) end,false)
-- Copyright (C) Izio, Inc - All Rights Reserved -- Unauthorized copying of this file, via any medium is strictly prohibited -- Proprietary and confidential -- Written by Romain Billot <romainbillot3009@gmail.com>, Jully 2017 allJob = {} allZoneJob = {} addCapactity = 10 timeCapactity = 300000 timePay = 180000 minTimePay = timePay/2 enablePay = false addjobautomatic = false debugg = true local usableTreatItem = {48}-- TO CHANGE ------------------------------------------------------------------------------------------------------------------------ ----------------------------------------------------------ON RESOURCE START--------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ AddEventHandler("onMySQLReady", function() TriggerEvent("iJob:startLoading") end) AddEventHandler("iJob:loadingAfterRestart", function() TriggerEvent("iJob:startLoading") end) AddEventHandler("iJob:startLoading", function() if addjobautomatic == true then tableTest = { rank = { {name = "Gérant", salary = 500}, {name="Confirmé", salary = 100}, {name="Stagiaire", salary = 300}}, blacklist = {{p = "steamTest", dhm = "14 6 5"} }, lost = { {p = "steamTest2", a = 10, re = "essence", dmh = "14 6 5"}, {p = "steamTest3", a = 10, re = "essence", dmh = "14 6 5"} }, benefit = { {p = "steamTest2", a = 10, re = "venteTest", dmh = "14 6 5"}, {p = "steamTest3", a = 10, re = "venteTest", dmh = "14 6 5"} }, capital = 100000, name = "pompiste", employe = { {pl = "steam:110000104bd6595", rank = "interne", displayName = "test Test"} }, default = {rank = "stagiaire"}, id = 7 } local encodedRank = json.encode(tableTest.rank) local encodedBlacklist = json.encode(tableTest.blacklist) local encodedLost = json.encode(tableTest.lost) local encodedBenefit = json.encode(tableTest.benefit) local encodedEmploye = json.encode(tableTest.employe) local capital = tostring(tableTest.capital) local default = json.encode(tableTest.default) MySQL.Sync.execute("INSERT INTO job (`capital`, `benefit`, `lost`, `default`, `rank`, `employe`, `blacklist`, `name`, `id`) VALUES (@capital, @benefit, @lost, @default, @rank, @employe, @blacklist, @name, @id)", { ['@capital'] = capital, ['@benefit'] = encodedBenefit, ['@lost'] = encodedLost, ['@default'] = default, ['@rank'] = encodedRank, ['@employe'] = encodedEmploye, ['@blacklist'] = encodedBlacklist, ['@name'] = tableTest.name, ['@id'] = tableTest.id }) end local results = MySQL.Sync.fetchAll("SELECT * FROM job") local results2 = MySQL.Sync.fetchAll("SELECT * FROM zone") if results[1] ~= nil then for i = 1, #results do v = 0 for j = 1, #results2 do if (results2[j].categorie == results[i].name or results2[j].categorie == "shared") and results2[j].instructions then table.insert(allZoneJob, { nom = results2[j].nom, coords = json.decode(results2[j].coords), gravityCenter = json.decode(results2[j].gravityCenter), longestDistance = json.decode(results2[j].longestDistance), categorie = results2[j].categorie, instructions = json.decode(results2[j].instructions) }) v = 1 elseif results2[j].categorie == results[i].name then table.insert(allZoneJob, { nom = results2[j].nom, coords = json.decode(results2[j].coords), gravityCenter = json.decode(results2[j].gravityCenter), longestDistance = json.decode(results2[j].longestDistance), categorie = results2[j].categorie }) elseif IsHarvestJob(results[i].name) and results2[j].categorie == "rec" then table.insert(allZoneJob, { nom = results2[j].nom, coords = json.decode(results2[j].coords), gravityCenter = json.decode(results2[j].gravityCenter), longestDistance = json.decode(results2[j].longestDistance), categorie = results2[j].categorie, instructions = json.decode(results2[j].instructions) }) end end if v == 0 then -- to prevent the job without zone assigned (which is not supposed to happend) LoadJob(results[i], nil) else LoadJob(results[i], allZoneJob) allZoneJob = {} end end end saveJobIfChanged() end) function LoadJob(test, test2) if test2 ~= nil then allJob[test.name] = CreateJob(test.capital, json.decode(test.benefit), json.decode(test.lost), test.name, json.decode(test.default), json.decode(test.rank), json.decode(test.employe), test2, json.decode(test.blacklist)) -- zone contain { zone1 = { }, zone2 = { }, zone3 = { } } else -- the job got a zone assigned by the categorie name allJob[test.name] = CreateJob(test.capital, json.decode(test.benefit), json.decode(test.lost), test.name, json.decode(test.default), json.decode(test.rank), json.decode(test.employe), nil, json.decode(test.blacklist)) end end RegisterServerEvent("ijob:retreiveIfRestart") AddEventHandler("ijob:retreiveIfRestart", function() local source = source TriggerEvent("es:getPlayerFromId", source, function(user) if user ~= nil then TriggerClientEvent("ijob:updateJob", user.get('source'), user.get('job'), user.get('rank')) TriggerClientEvent("ijob:addBlip", user.get('source'), allJob[user.get('job')].getBlip(), true) end end) end) AddEventHandler("es:playerLoaded", function(source) TriggerEvent("es:getPlayerFromId", source, function(user) TriggerClientEvent("ijob:addBlip", source, allJob[user.get('job')].getBlip(), true) end) end) ------------------------------------------------------------------------------------------------------------------------ ----------------------------------------------------------COMMANDES----------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ----------------------------------------------------------PARTIE API---------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ RegisterServerEvent("ijob:getJobFromName") AddEventHandler("ijob:getJobFromName", function(jobName, cb) if allJob[jobName] then cb(allJob[jobName]) else cb(nil) end end) RegisterServerEvent("ijob:getAllJob") AddEventHandler("ijob:getAllJob", function(cb) cb(allJob) end) ------------------------------------------------------------------------------------------------------------------------ ----------------------------------------------------------SAVE---------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ function saveJobIfChanged() SetTimeout(60000, function() for k,v in pairs(allJob)do print("Job changed ? : ".. tostring(v.get('haveChanged'))) if v.get('haveChanged') == true then -- only if changed MySQL.Sync.execute("UPDATE job SET `capital`=@vcapital, `benefit`=@vbenefit, `lost`=@vlost, `rank`=@vrank, `employe`=@vemploye, `blacklist`=@vblacklist, `name`=@vname WHERE name = @vname",{ ['@vcapital'] = tostring(v.get('capital')), ['@vbenefit'] = json.encode(v.get('benefit')), ['@vlost'] = json.encode(v.get('lost')), ['@vrank'] = json.encode(v.get('rank')), ['@vemploye'] = json.encode(v.get('employe')), ['@vblacklist'] = json.encode(v.get('blacklist')), ['@vname'] = v.get('name') }) v.set('haveChanged', false) print("Job changed saved to the DB.") end end saveJobIfChanged() end) end function saveJob() for k,v in pairs(allJob)do MySQL.Sync.execute("UPDATE job SET `capital`=@vcapital, `benefit`=@vbenefit, `lost`=@vlost,`rank`=@vrank, `employe`=@vemploye, `blacklist`=@vblacklist, `name`=@vname WHERE name = @vname",{ ['@vcapital'] = tostring(v.get('capital')), ['@vbenefit'] = json.encode(v.get('benefit')), ['@vlost'] = json.encode(v.get('lost')), ['@vrank'] = json.encode(v.get('rank')), ['@vemploye'] = json.encode(v.get('employe')), ['@vblacklist'] = json.encode(v.get('blacklist')), ['@vname'] = v.get('name') }) allJob[v.name].set('haveChanged', false) end print("Job changed saved to the DB.") end ------------------------------------------------------------------------------------------------------------------------ -------------------------------------------------------NewPlayer-------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ AddEventHandler("es:newPlayerLoaded", function(userSource, user) allJob["chomeur"].addEmployeWithRefresh(user) end) ------------------------------------------------------------------------------------------------------------------------ --------------------------------------------------------Harvest--------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ function AddHarvestCapacity() SetTimeout(timeCapactity, function() for k,v in pairs(allJob) do v.addCapacityToAll(addCapactity) end AddHarvestCapacity() end) end AddHarvestCapacity() RegisterServerEvent("iJob:harvestillegal") AddEventHandler("iJob:harvestillegal", function(result) local source = source -- Thanks FXS TriggerEvent("es:getPlayerFromId", source, function(user) local item = {} local quantity = {} local lucky = false local randomHarvest = math.random(1, 100) if randomHarvest < 20 then -- 20% de change d'avoir deux item normaux item = result.receive.normal lucky = true else -- et 80% de chance d'avoir jsute un item normal item = result.receive.normal end for i=1, #item do if lucky then quantity[i] = 2 else quantity[i] = 1 end end local resultFromHarvest = allJob["illegal"].harvest(result.displayMessageInZone, quantity, false) if resultFromHarvest then ProcessHarvest(source, result, item, quantity) else TriggerClientEvent("ijob:stopHarvest", source) user.notify("Tu ne peux pas récolter, la zone de récolte est vide. Attends un peu", "error", "centerLeft", true, 5000) TriggerClientEvent("anim:Play", source, "stopAll") end end) end) RegisterServerEvent("iJob:otherIllegal") AddEventHandler("iJob:otherIllegal", function(result) local source = source -- Thanks FXS TriggerEvent("es:getPlayerFromId", source, function(user) local item = result.receive.normal local quantity = {} for i=1, #item do quantity[i] = 1 end ProcessOther(source, result, item, quantity) end) end) RegisterServerEvent("iJob:checkHarvest") AddEventHandler("iJob:checkHarvest", function(result) local source = source -- Thanks FXS local job local lucky TriggerEvent("es:getPlayerFromId", source, function(user) if not(IsHarvestJob(user.get('job'))) then user.notify("Tu n'as pas ce métier.", "error", "topCenter", true, 5000) CancelEvent() return end local finalItemsArray, totalQuantity = GenerateLucky(result) -- TODO job = string.lower(user.get('job')) -- local resultFromHarvest = allJob[job].harvest(result.displayMessageInZone, totalQuantity, false) if resultFromHarvest then ProcessHarvest(source, result, finalItemsArray) else TriggerClientEvent("ijob:stopHarvest", source) user.notify("Tu ne peux pas récolter, la zone de récolte est vide. Attends un peu", "error", "topCenter", true, 5000) TriggerClientEvent("anim:Play", source, "stopAll") end end) end) RegisterServerEvent("iJob:askForItemsArray") AddEventHandler("iJob:askForItemsArray", function(result, plate) local source = source TriggerEvent("es:getPlayerFromId", source, function(user) TriggerEvent("car:getPlayerJobCar", user.get('identifier'), function(car) if car ~= nil then local items = {} local quantity = {} for i = 1, #result.need do table.insert(items, result.need[i].id) table.insert(quantity, result.need[i].quantity) end local quantityGotten = car.howMuchItContainOfArray(items) if car.isAbleToReceiveItems(items, quantity) then TriggerClientEvent("iJob:returnFromAskForItemsArray", source, result, quantityGotten, plate) else user.notify("Tu n'as plus rien à revendre de ton véhicule ici.") TriggerClientEvent("iJob:returnFromAskForItemsArray", source, result, nil, plate) end else user.notify("Contact Izio iJiob server : nil veh for job when selling", "error", "topCenter", true, 5000) end end) end) end) RegisterServerEvent("iJob:sellItemsFromVeh") AddEventHandler("iJob:sellItemsFromVeh", function(itemsNeeded, plate) local source = source TriggerEvent("es:getPlayerFromId", source, function(user) TriggerEvent("car:getPlayerJobCar", user.get('identifier'), function(car) local items = {} local quantity = {} for i = 1, #itemsNeeded do table.insert(items, itemsNeeded[i].id) table.insert(quantity, itemsNeeded[i].quantity) end local items = user.get('item') local totalPrice = 0 for i = 1, #itemsNeeded do totalPrice = totalPrice + items[itemsNeeded[i].id] * itemsNeeded[i].quantity end user.addMoney(totalPrice) local message = GetMessage(items, quantity, items) user.notity("Tu viens de vendre " .. message .. "pour " .. totalPrice .. "$.", "success", "topCenter", true, 5000) car.removeQuantityArray(items, quantity) end) end) end) function GenerateLucky(result) local finalItems = {} local quantity = {} for i = 1, #result.receive.normal do local luck = math.random(1,100) if luck <= 2 then if result.receive.rare then local picker = math.random(1, #result.receive.rare) table.insert(finalItems, result.receive.rare[picker]) table.insert(quantity, result.receive.rare[picker].quantity * 5) else table.insert(finalItems, {id = result.receive.normal[i].id, quantity = result.receive.normal[i].quantity * 2}) table.insert(quantity, result.receive.normal[i].quantity * 2) end elseif luck <= 15 then table.insert(finalItems, {id = result.receive.normal[i].id, quantity = result.receive.normal[i].quantity * 2}) table.insert(quantity, result.receive.normal[i].quantity * 2) elseif luck <= 100 then table.insert(finalItems, {id = result.receive.normal[i].id, quantity = result.receive.normal[i].quantity}) table.insert(quantity, result.receive.normal[i].quantity) end end return finalItems, quantity end RegisterServerEvent("ijob:process") AddEventHandler("ijob:process", function(result) local source = source -- Thanks FXS local job TriggerEvent("es:getPlayerFromId", source, function(user) local item = {} local quantity = {} local lucky = false local randomReceive = math.random(1, 100) if randomReceive < 2 then -- 2% de chance d'avoir un item rare item = result.receive.rare elseif randomReceive < 17 then -- 15% de change d'avoir deux item normaux item = result.receive.normal lucky = true else -- et 83% de chance d'avoir jsute un item normal item = result.receive.normal end for i=1, #item do if lucky then quantity[i] = 2 else quantity[i] = 1 end end ProcessOther(source, result, item, quantity) end) end) function IsHarvestJob(job) if string.lower(job) == string.lower("Fermier") or string.lower(job) == string.lower("Bucheron") or string.lower(job) == string.lower("Pompiste") then return true else return false end end function ProcessHarvest(source, result, allItems) -- create = true / false TriggerEvent("es:getPlayerFromId", source, function(user) local item, quantity = ConvertToBeTreated(allItems) local bool = user.isAbleToReceiveItems(item , quantity) -- deux array if bool then user.addQuantityArray(item, quantity) local itemInfos = user.get('item') local generatedMessage = GetMessage(item, quantity, itemInfos) user.notify("Tu viens de récolter" .. generatedMessage .. ".", "success", "topCenter", true, 5000) allJob[user.get('job')].harvest(result.displayMessageInZone, quantity, true) user.refreshInventory() TriggerClientEvent("inventory:change", source, user.sendDatas()) else user.notify("Tu n'as pas assez de place dans ton inventaire", "error", "topCenter", true, 5000) TriggerClientEvent("ijob:stopHarvest", source) end end) end function ConvertToBeTreated(allItems) local items = {} local quantity = {} for i = 1, #allItems do table.insert(items, allItems[i].id) table.insert(quantity, allItems[i].quantity) end return items, quantity end function ProcessOther(source, result, item, quantity) TriggerEvent("es:getPlayerFromId", source, function(user) local quantityToRemove = {} user.addQuantityArray(item, quantity) for i = 1, #result.need do table.insert(quantityToRemove, 1) end for i=1, #result.need do for j=1, #usableTreatItem do if result.need[i] == usableTreatItem[j] then table.remove(result.need, i) end end end user.removeQuantityArray(result.need, quantityToRemove) local itemInfos = user.get('item') local message = GetMessage(item, quantity, itemInfos) user.notify("Tu viens de recevoir" .. message .. ".", "success", "topCenter", true, 5000) TriggerClientEvent("inventory:change", source, json.decode(user.sendDatas())) end) end function GetMessage(item, quantity, itemInfos) local message = "" for i=1, #item do -- name est nill visiblement message = message .. " " .. quantity[i] .. " " .. itemInfos[item[i]].name if i ~= 1 and i ~= #item then message = message .. " et " end end return message end ------------------------------------------------------------------------------------------------------------------------ -------------------------------------------------------PARTIE API------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ AddEventHandler("ijob:getJobFromName", function(name, cb) if allJob[name] ~= nil then cb(allJob[name]) else cb(nil) end end) ------------------------------------------------------------------------------------------------------------------------ -------------------------------------------------------EVENT JOB-------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ RegisterServerEvent('ijob:changeJobPoleEmplois') -- Le joueur est nécéssairement Online AddEventHandler('ijob:changeJobPoleEmplois', function(job) local job = string.lower(job) --RconPrint("Job Changed to " .. tostring(job)) TriggerEvent("es:getPlayerFromId", source, function(user) if allJob[job].isBlacklisted(user.get('identifier')) then user.notify("Tu es <span style='color:red'>blacklisté</span> du métier, attends encore un peu.", "error", true, 5000) else local result = allJob[job].addEmployeWithRefresh(user) if result == "already" then user.notify("Tu viens de quitter le métier de <span style='color:yellow' > " ..job.. "</span>, attends encode un peu.", "error", "leftCenter", true, 5000) else if result == "hireFirst" then user.notify("Tu ne peux pas faire ça, tu es <span style='color:yellow' > ".. user.get('job') .. "</span> quitte d'abord ton emploie (/demission).", "error", "centerLeft", true, 5000) else user.notify("Bienvenue chez les <span style='color:yellow' > "..job.. "</span> contact ton patron, il te donnera les infos dont tu as besoin.", "success", "topCenter", true, 5000) TriggerClientEvent("ijob:addBlip", user.get('source'), allJob[user.get('job')].getBlip(), true) TriggerClientEvent("ijob:updateJob", user.get('source'), user.get('job'), user.get('rank')) end end end end) end) TriggerEvent('es:addGroupCommand', 'addjob', "mod", function(source, args, user) local source = source TriggerEvent("es:getPlayerFromId", tonumber(args[2]), function(targetUser) -- job, employeNetId if args[2] == "help" or #args ~= 3 then print("test") TriggerClientEvent('chatMessage', source, "SYSTEM", {255, 0, 0}, "Usage: /addjob [serverId] [job], ex : /addjob 1 bucheron") CancelEvent() return end if targetUser ~= nil then print("different de nil") if allJob[targetUser.get('job')] ~= nil then print("diff nil 2") if allJob[targetUser.get('job')].isBlacklisted(targetUser) then print("je suis blacklisté ?") targetUser.notify("Tu es <span style='color:red'>blacklisté</span> du métier de " .. targetUser.get('job') .. ".", "error", true, 5000) else print("pas blacklisté") if allJob[args[3]] then result = allJob[args[3]].addEmployeWithRefresh(targetUser) print(result) if result == "already" then TriggerEvent("es:getPlayerFromId", source, function(user) user.set('job', args[3]) user.set('rank', allJob[args[3]].get('default.rank')) TriggerClientEvent("ijob:addBlip", targetUser.get('source'), allJob[args[3]].getBlip(), true) TriggerClientEvent("ijob:updateJob", targetUser.get('source'), args[3], targetUser.get('rank')) user.notify("Le joueur à déjà ce job.", "error", "topCenter", true, 5000) end) elseif result == "hireFirst" then allJob[targetUser.get('job')].removeEmploye(targetUser) targetUser.notify("Tu es retiré du métier de " .. targetUser.get('job') .. ".", "success", "topCenter", true, 5000) print(targetUser.get('job') .. targetUser.get('rank')) TriggerEvent('es:getPlayerFromId', tonumber(args[2]), function(targetUserr) print(targetUserr.get('job') .. targetUserr.get('rank')) allJob[args[3]].addEmployeWithRefresh(targetUser) TriggerClientEvent("ijob:updateJob", targetUserr.get('source'), args[3], targetUserr.get('rank')) TriggerClientEvent("ijob:addBlip", targetUserr.get('source'), allJob[args[3]].getBlip(), true) targetUser.notify("Tu es ajouté au métier de " .. targetUserr.get('job') .. ".", "success", "topCenter",true, 5000) end) else TriggerClientEvent("ijob:updateJob", targetUser.get('source'), args[3], targetUser.get('rank')) TriggerClientEvent("ijob:addBlip", targetUser.get('source'), allJob[args[3]].getBlip(), true) targetUser.notify("Tu es <span style='color:green'>ajouté</span> au métier de " .. targetUser.get('job') .. ".", "success", "topCenter", true, 5000) end else user.notify("Le job n'existe pas.", "error", "topCenter", true, 5000) end end else TriggerEvent("es:getPlayerFromId", source, function(user) user.notify("Le job spécifié n'existe pas", "error", "topCenter", true, 5000) end) end else TriggerEvent("es:getPlayerFromId", source, function(user) user.notify("Le serverId " .. args[2] .. " n'existe pas.", "error", "topCenter", true, 5000) end) end end) end, function(source, args, user) print("TEST") local source = source TriggerClientEvent('chatMessage', source, "SYSTEM", {255, 0, 0}, "permission insuffisante!") end) -- commande démission (provisoire) : TriggerEvent('es:addCommand', 'demission', function(source, args, user) if #args ~= 1 then user.notify("Utilisation : /demission.", "error", "topCenter",true, 5000) else user.notify("Tu viens de quitter ton métier.", "success", "topCenter",true, 5000) local test = allJob[user.get('job')].removeEmploye(user) if test == "L employe n a pas ete trouve" then local result = nil for k,v in pairs(allJob) do result = v.isEmploye(user) if result then user.set("job", k) user.set("rank", result) TriggerClientEvent("ijob:updateJob", user.get('source'), user.get('job'), user.get('rank')) return CancelEvent() end end user.set("job", "chomeur") user.set("rank", allJob["chomeur"].default.rank) TriggerClientEvent("ijob:updateJob", user.get('source'), user.get('job'), user.get('rank')) end end end) ------------------------------------------------------------------------------------------------------------------------ -------------------------------------------------------PAY-------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ function PayAllPlayer() SetTimeout(timePay, function() if enablePay then TriggerEvent("es:getPlayers", function(Users) for i=1, #Users do if allJob[Users[i].get('job')] then allJob[Users[i].get('job')].getPaid(Users[i]) else print("Job : " .. Users[i].get('job') .. " not reconized by the iJob") end end end) else print("Pay not enable : see iJob/iJob_server.lua") end PayAllPlayer() end) end PayAllPlayer() ------------------------------------------------------------------------------------------------------------------------ -------------------------------------------------------OnResourceStop--------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------ AddEventHandler("onResourceStop", function(resource) if resource == "iJob" then saveJob() end end) ------------------------------------------------------------------------------------------------------------------------ -------------------------------------------------------DEBUG------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ function PrintAllIndexArray(array) for i=1, #array do for k,v in pairs(array[i]) do print("k : " .. tostring(k) .. " v : " ..tostring(v)) end end end function debugMsg(msg) if(msg) and debugg then print("iJob_Debug: " .. msg) end end -------------------Futur poubelle : ------------------------------------------------------------------------------------------------------------------------ ----------------------------------------------------------Test Rcon Cmd------------------------------------------------- ------------------------------------------------------------Hardcoding-------------------------------------------------- AddEventHandler('rconCommand', function(commandName, args) -- Je ne fais aucune vérification car je m'en fou, c'est juste pour tester et vous montrer comment ça fonctionne local msg = table.concat(args, ' ') local job = args[2] --[[if commandName == "addZone" then local zone = nil allJob[job]:addZone(zone) CancelEvent() elseif commandName == "addEmploye" then local employe = args[3] -- steamID64 Hexa allJob[job]:addEmploye(employe) CancelEvent() elseif commandName == "removeEmploye" then local employe = args[3] allJob[job]:removeEmploye(employe) CancelEvent() elseif commandName == "addRank" then local rank = args[3] -- juste un string avec le nom du rank allJob[job]:addRank(rank) CancelEvent() elseif commandName == "removeRank" then local rank = args[3] allJob[job]:removeRank(rank) CancelEvent() elseif commandName == "setRank" then local player = args[3] -- steam ID 64 Hexa local rank = args[4] -- un rank déjà existant dans le job allJob[job]:setRank(player, rank) CancelEvent() elseif commandName == "getEmployeWithRank" then local employe = allJob[job]:getEmployeWithRank() -- employe = { {pl = employe, rank = defaultRank}, {pl = employe2, rank = rankOsef} } CancelEvent() elseif commandName == "getEmployeName" then local employeId = allJob[job]:getEmployeId() -- employeId = { {pl = employe1}, {pl = employe2} } CancelEvent() elseif commandName == "getCapital" then local capital = allJob[job]:getCapital() -- float ou int 100 / 1542.2 / 486542.36 CancelEvent() elseif commandName == "setCapital" then local amount = args[3] allJob[job]:setCapital(amount) -- enleve 152.2 au capital. sinon job:setCapital(565) ajoute 565 au capital CancelEvent() elseif commandName == "getBenefit" then local allBenefit = allJob[job]:getBenefit() -- { {p = pl, a = m, re = r, dm = tostring(temp.day) .. " " .. tostring(temp.month)}, {p = pl, a = m, re = r, dm = tostring(temp.day) .. " " .. tostring(temp.month)} } CancelEvent() elseif commandName == "addBenefit" then local pl = args[3] -- SteamId64 Hex local m = args[4] -- le montant (automatiquement transformé en positif, donc pas de soucis avec le - ou +) et est transformé en number local r = args[5] -- la raison : "vente de drogue", "course taxi" etc.. allJob[job]:addBenefit(pl, m, r) CancelEvent() elseif commandName == "addLost" then local pl = args[3] -- SteamId64 Hex local m = args[4] -- le montant (automatiquement transformé en négatif, donc pas de soucis avec le - ou +) et est transformé en number local r = args[5] -- la raison : "essence", "achat outils", "réparation vehicule" etc.. allJob[job]:addLost(pl, m, r) CancelEvent() elseif commandName == "addBlacklist" then local pl = args[3] -- SteamId64 Hex local isReturned = allJob[job]:addBlacklist(pl) print(isReturned) CancelEvent() elseif commandName == "isBlacklisted" then -- Ne fonctionne pas pour le moment local pl = args[3] local isBlacklisted = Job:isBlacklisted(pl) CancelEvent() elseif commandName == "removeBlacklist" then local pl = args[3] -- SteamId64 Hex allJob[job]:removeBlacklist(pl) CancelEvent() elseif commandName == "getSalaryForRank" then local rank = args[3] -- le rank en string local salary = allJob[job]:getSalaryForRank(rank) -- retourne un number du montant correspondant au rank CancelEvent() elseif commandName == "setSalaryForRank" then local m = args[3] -- un montant pour le rank préciser au dessous local rank = args[4] -- le rank en string CancelEvent() allJob[job]:setSalaryForRank(m, rank) end ]] end)
--[[ Lua XML parser. Originally created by Paul Chakravarti (paulc@passtheaardvark.com). Modified to work with Garry's Mod. This code is freely distributable under the terms of the Lua license (http://www.lua.org/copyright.html) ]] local function simpleTreeHandler() local obj = {} obj.root = { _name = "root" } obj.current = obj.root obj.options = { noreduce = {} } obj.stack = { } obj.starttag = function(self, name, attribs) if not self.current.children then self.current.children = { } end self.current.children[#self.current.children + 1] = { name = name, } self.stack[#self.stack + 1] = self.current.children[#self.current.children] self.current = self.current.children[#self.current.children] end obj.endtag = function(self, name, attribs) table.remove(self.stack, #self.stack) self.current = self.stack[#self.stack] end obj.text = function(self, text) self.current.value = text end obj.cdata = obj.text return obj end SF.Editor.Themes.CreateXMLParser = function() local obj = {} -- Public attributes obj.options = { stripWS = 1, expandEntities = 1, errorHandler = function(err, pos) error(string.format("%s [char=%d]\n", err or "Parse Error", pos)) end, } -- Public methods obj.parse = function(self, string) local match, endmatch, pos = 0, 0, 1 local text, endt1, endt2, tagstr, tagname, attrs, starttext, endtext local errstart, errend, extstart, extend while match do -- Get next tag (first pass - fix exceptions below) match, endmatch, text, endt1, tagstr, endt2 = string.find(string, self._XML, pos) if not match then if string.find(string, self._WS, pos) then -- No more text - check document complete if table.getn(self._stack) ~= 0 then self:_err(self._errstr.incompleteXmlErr, pos) else break end else -- Unparsable text self:_err(self._errstr.xmlErr, pos) end end -- Handle leading text starttext = match endtext = match + string.len(text) - 1 match = match + string.len(text) text = self:_parseEntities(self:_stripWS(text)) if text ~= "" and self._handler.text then self._handler:text(text, nil, match, endtext) end -- Test for tag type if string.find(string.sub(tagstr, 1, 5), "?xml%s") then -- XML Declaration match, endmatch, text = string.find(string, self._PI, pos) if not match then self:_err(self._errstr.declErr, pos) end if match ~= 1 then -- Must be at start of doc if present self:_err(self._errstr.declStartErr, pos) end tagname, attrs = self:_parseTag(text) -- TODO: Check attributes are valid -- Check for version (mandatory) if attrs.version == nil then self:_err(self._errstr.declAttrErr, pos) end if self._handler.decl then self._handler:decl(tagname, attrs, match, endmatch) end elseif string.sub(tagstr, 1, 1) == "?" then -- Processing Instruction match, endmatch, text = string.find(string, self._PI, pos) if not match then self:_err(self._errstr.piErr, pos) end if self._handler.pi then -- Parse PI attributes & text tagname, attrs = self:_parseTag(text) local pi = string.sub(text, string.len(tagname) + 1) if pi ~= "" then if attrs then attrs._text = pi else attrs = { _text = pi } end end self._handler:pi(tagname, attrs, match, endmatch) end elseif string.sub(tagstr, 1, 3) == "!--" then -- Comment match, endmatch, text = string.find(string, self._COMMENT, pos) if not match then self:_err(self._errstr.commentErr, pos) end if self._handler.comment then text = self:_parseEntities(self:_stripWS(text)) self._handler:comment(text, next, match, endmatch) end elseif string.sub(tagstr, 1, 8) == "!DOCTYPE" then -- DTD match, endmatch, attrs = self:_parseDTD(string, pos) if not match then self:_err(self._errstr.dtdErr, pos) end if self._handler.dtd then self._handler:dtd(attrs._root, attrs, match, endmatch) end elseif string.sub(tagstr, 1, 8) == "![CDATA[" then -- CDATA match, endmatch, text = string.find(string, self._CDATA, pos) if not match then self:_err(self._errstr.cdataErr, pos) end if self._handler.cdata then self._handler:cdata(text, nil, match, endmatch) end else -- Normal tag -- Need theck for embedded '>' in attribute value and extend -- match recursively if necessary eg. <tag attr="123>456"> while 1 do errstart, errend = string.find(tagstr, self._ATTRERR1) if errend == nil then errstart, errend = string.find(tagstr, self._ATTRERR2) if errend == nil then break end end extstart, extend, endt2 = string.find(string, self._TAGEXT, endmatch + 1) tagstr = tagstr .. string.sub(string, endmatch, extend-1) if not match then self:_err(self._errstr.xmlErr, pos) end endmatch = extend end -- Extract tagname/attrs tagname, attrs = self:_parseTag(tagstr) if (endt1=="/") then -- End tag if self._handler.endtag then if attrs then -- Shouldnt have any attributes in endtag self:_err(string.format("%s (/%s)", self._errstr.endTagErr, tagname) , pos) end if table.remove(self._stack) ~= tagname then self:_err(string.format("%s (/%s)", self._errstr.unmatchedTagErr, tagname) , pos) end self._handler:endtag(tagname, nil, match, endmatch) end else -- Start Tag table.insert(self._stack, tagname) if self._handler.starttag then self._handler:starttag(tagname, attrs, match, endmatch) end -- Self-Closing Tag if (endt2=="/") then table.remove(self._stack) if self._handler.endtag then self._handler:endtag(tagname, nil, match, endmatch) end end end end pos = endmatch + 1 end end -- Private attrobures/functions obj._handler = simpleTreeHandler() obj._stack = {} obj._XML = '^([^<]*)<(%/?)([^>]-)(%/?)>' obj._ATTR1 = '([%w-:_]+)%s*=%s*"(.-)"' obj._ATTR2 = '([%w-:_]+)%s*=%s*\'(.-)\'' obj._CDATA = '<%!%[CDATA%[(.-)%]%]>' obj._PI = '<%?(.-)%?>' obj._COMMENT = '<!%-%-(.-)%-%->' obj._TAG = '^(.-)%s.*' obj._LEADINGWS = '^%s+' obj._TRAILINGWS = '%s+$' obj._WS = '^%s*$' obj._DTD1 = '<!DOCTYPE%s+(.-)%s+(SYSTEM)%s+["\'](.-)["\']%s*(%b[])%s*>' obj._DTD2 = '<!DOCTYPE%s+(.-)%s+(PUBLIC)%s+["\'](.-)["\']%s+["\'](.-)["\']%s*(%b[])%s*>' obj._DTD3 = '<!DOCTYPE%s+(.-)%s*(%b[])%s*>' obj._DTD4 = '<!DOCTYPE%s+(.-)%s+(SYSTEM)%s+["\'](.-)["\']%s*>' obj._DTD5 = '<!DOCTYPE%s+(.-)%s+(PUBLIC)%s+["\'](.-)["\']%s+["\'](.-)["\']%s*>' obj._ATTRERR1 = '=%s*"[^"]*$' obj._ATTRERR2 = '=%s*\'[^\']*$' obj._TAGEXT = '(%/?)>' obj._ENTITIES = { ["&lt;"] = "<", ["&gt;"] = ">", ["&amp;"] = "&", ["&quot;"] = '"', ["&apos;"] = "'", ["&#(%d+);"] = function (x) local d = tonumber(x) if d >= 0 and d < 256 then return string.char(d) else return "&#"..d..";" end end, ["&#x(%x+);"] = function (x) local d = tonumber(x, 16) if d >= 0 and d < 256 then return string.char(d) else return "&#x"..x..";" end end, } obj._err = function(self, err, pos) if self.options.errorHandler then self.options.errorHandler(err, pos) end end obj._errstr = { xmlErr = "Error Parsing XML", declErr = "Error Parsing XMLDecl", declStartErr = "XMLDecl not at start of document", declAttrErr = "Invalid XMLDecl attributes", piErr = "Error Parsing Processing Instruction", commentErr = "Error Parsing Comment", cdataErr = "Error Parsing CDATA", dtdErr = "Error Parsing DTD", endTagErr = "End Tag Attributes Invalid", unmatchedTagErr = "Unbalanced Tag", incompleteXmlErr = "Incomplete XML Document", } obj._stripWS = function(self, s) if self.options.stripWS then s = string.gsub(s, '^%s+', '') s = string.gsub(s, '%s+$', '') end return s end obj._parseEntities = function(self, s) if self.options.expandEntities then for k, v in pairs(self._ENTITIES) do s = string.gsub(s, k, v) end end return s end obj._parseDTD = function(self, s, pos) -- match,endmatch,root,type,name,uri,internal local m, e, r, t, n, u, i m, e, r, t, u, i = string.find(s, self._DTD1, pos) if m then return m, e, { _root = r, _type = t, _uri = u, _internal = i } end m, e, r, t, n, u, i = string.find(s, self._DTD2, pos) if m then return m, e, { _root = r, _type = t, _name = n, _uri = u, _internal = i } end m, e, r, i = string.find(s, self._DTD3, pos) if m then return m, e, { _root = r, _internal = i } end m, e, r, t, u = string.find(s, self._DTD4, pos) if m then return m, e, { _root = r, _type = t, _uri = u } end m, e, r, t, n, u = string.find(s, self._DTD5, pos) if m then return m, e, { _root = r, _type = t, _name = n, _uri = u } end return nil end obj._parseTag = function(self, s) local attrs = {} local tagname = string.gsub(s, self._TAG, '%1') string.gsub(s, self._ATTR1, function (k, v) attrs[string.lower(k)] = self:_parseEntities(v) attrs._ = 1 end) string.gsub(s, self._ATTR2, function (k, v) attrs[string.lower(k)] = self:_parseEntities(v) attrs._ = 1 end) if attrs._ then attrs._ = nil else attrs = nil end return tagname, attrs end return obj end
-- Developer -- MIT License © 2019 Arthur Corenzan -- More on https://github.com/haggen/wow local function ParseQuery(message) local query = { patterns = {}, }; for term in string.gmatch(message, "%S+") do if (string.sub(term, 0, 5) == "type:") then query.type = string.sub(term, 6); else table.insert(query.patterns, term); end end return query; end local function MatchAll(subject, patterns) for i = 1, #patterns do if (not string.find(subject, patterns[i], nil, false)) then return false; end end return true; end SlashCmdList["GLOBALS"] = function(message) local query = ParseQuery(string.lower(message)); local globals = {}; local checkpoint = GetTime(); local total = 0; for key, value in pairs(_G) do local name = string.lower(tostring(key)); if (query.type == nil or query.type == type(value)) then if MatchAll(name, query.patterns) then globals[key] = tostring(value); total = total + 1; end end end UIParentLoadAddOn("Blizzard_DebugTools"); DevTools_Dump(globals); print(string.format("Found %d result(s) in %.3f sec.", total, GetTime() - checkpoint)); end; SLASH_GLOBALS1 = "/globals";
--Regen doesn't heal in combat anymore kAlienRegenerationCombatModifier = 0 function Alien:UpdateAutoHeal() PROFILE("Alien:UpdateAutoHeal") if self:GetIsHealable() and ( not self.timeLastAlienAutoHeal or self.timeLastAlienAutoHeal + kAlienRegenerationTime <= Shared.GetTime() ) then local healRate = 1 local hasRegenUpgrade = GetHasRegenerationUpgrade(self) local shellLevel = GetShellLevel(self:GetTeamNumber()) local maxHealth = self:GetBaseHealth() if hasRegenUpgrade and shellLevel > 0 then healRate = Clamp(kAlienRegenerationPercentage * maxHealth, kAlienMinRegeneration, kAlienMaxRegeneration) * (shellLevel/3) else healRate = Clamp(kAlienInnateRegenerationPercentage * maxHealth, kAlienMinInnateRegeneration, kAlienMaxInnateRegeneration) end if self:GetTimeLastDamageTaken() + kAlienRegenerationTime + 1 > Shared.GetTime() then healRate = healRate * kAlienRegenerationCombatModifier end self:AddHealth(healRate, false, false, not hasRegenUpgrade) self.timeLastAlienAutoHeal = Shared.GetTime() end end
sk=net.createConnection(net.TCP, 0) sk:on("receive", function(sck, c) ledmate.push_msg(c) end ) sk:connect(3344,"149.210.234.62") --sk:connect(3344,"192.168.1.100")
--[[ Project: SA-MP-API Author: Tim4ukys My url: vk.com/tim4ukys ]] local sys = require 'SA-MP API.kernel' sys.safely_include 'SA-MP API.samp.0_3_7-R4-2.stGangzone' sys.ffi.cdef[[ struct stGangzonePool { stGangzone *pGangzone[1024]; int iIsListed[1024]; }__attribute__ ((packed)); ]]
local obs = obslua; local var = {} -- -- Helpers -- local info = function(msg) obs.script_log(obs.LOG_INFO, "INFO: "..msg) end local warn = function(msg) obs.script_log(obs.LOG_WARNING, "WARNING: "..msg) end local split = function(s, sep) local fields = {} local sep = sep or " " local pattern = string.format("([^%s]+)", sep) string.gsub(s, pattern, function(c) fields[#fields + 1] = c end) return fields end -- -- Code -- local start_recording_timerproc = function() obs.remove_current_callback() obs.obs_frontend_recording_start() info("RECORDING STARTED") end local stop_recording_timerproc = function() obs.remove_current_callback() obs.obs_frontend_recording_stop() info ("RECORDING STOPPED") end local check_for_active_sources = function() if not (var.sources_count > 0) or var.enabled == false then return end local source_active = false for i,s in ipairs(var.sources) do if var.sources[s] == true then source_active = true break end end if var.source_active ~= source_active then obs.timer_remove(start_recording_timerproc) obs.timer_remove(stop_recording_timerproc) if source_active then -- begin recording if (var.start_timer > 0) then info("Recording timer started. ("..var.start_timer.."s)") else start_recording_timerproc() end obs.timer_add(start_recording_timerproc, var.start_timer * 1000) elseif var.source_active ~= nil then -- stop recording if (var.stop_timeout > 0) then info("There are no sources active. Recording will stop in "..var.stop_timeout.."s") else stop_recording_timerproc() end obs.timer_add(stop_recording_timerproc, var.stop_timeout * 1000) end var.source_active = source_active end end -- -- handlers -- local on_source_activated = function(cd) local src = obs.calldata_source(cd, "source") if src == nil then warn("Source activated but calldata is nil") return end local name = obs.obs_source_get_name(src) if var.sources[name] ~= nil then info("Source activated: "..name) var.sources[name] = true end check_for_active_sources() end local on_source_deactivated = function(cd) local src = obs.calldata_source(cd, "source") if src == nil then warn("Source deactivated but calldata is nil") return end local name = obs.obs_source_get_name(src) if var.sources[name] ~= nil then info("Source deactivated: "..name) var.sources[name] = false end check_for_active_sources() end -- -- Script setup -- function script_description() return "Automatically begin recording when a source is activated, and stop recording when the source is deactivated after a specified timeout" end function script_properties() local props = obs.obs_properties_create() obs.obs_properties_add_bool(props, "enabled", "Enabled") obs.obs_properties_add_text(props, "source_list", "Sources", obs.OBS_TEXT_MULTILINE) obs.obs_properties_add_int(props, "start_timer", "Start timer (sec)", 0, 100000, 1) obs.obs_properties_add_int(props, "stop_timeout", "Stop timeout (sec)", 0, 100000, 1) return props end function script_defaults(settings) obs.obs_data_set_default_int(settings, "stop_timeout", 10) obs.obs_data_set_default_bool(settings, "enabled", true) end function script_update(settings) var.enabled = obs.obs_data_get_bool(settings, "enabled") var.stop_timeout = obs.obs_data_get_int(settings, "stop_timeout") var.start_timer = obs.obs_data_get_int(settings, "start_timer") var.sources = split(obs.obs_data_get_string(settings, "source_list"), "\n") info("Settings changed") info("Stop timeout: "..var.stop_timeout..". Start timer: "..var.start_timer) local sources_count = 0 info("Sources:") for i, s in ipairs(var.sources) do var.sources[s] = false info(s) sources_count = sources_count + 1 end if not (sources_count > 0) then info("<No sources specified>") end var.sources_count = sources_count local enable_str if var.enabled then enable_str = "ENABLED" else enable_str = "DISABLED" end info("Currently "..enable_str) check_for_active_sources() end function script_load(settings) local sh = obs.obs_get_signal_handler() obs.signal_handler_connect(sh, "source_activate", on_source_activated) obs.signal_handler_connect(sh, "source_deactivate", on_source_deactivated) end
local M = {} function M.file_exists(name) local f = io.open(name, "r") return f ~= nil and io.close(f) end function M.esc(x) return (x:gsub('%%', '%%%%') :gsub('^%^', '%%^') :gsub('%$$', '%%$') :gsub('%(', '%%(') :gsub('%)', '%%)') :gsub('%.', '%%.') :gsub('%[', '%%[') :gsub('%]', '%%]') :gsub('%*', '%%*') :gsub('%+', '%%+') :gsub('%-', '%%-') :gsub('%?', '%%?')) end return M
require 'torch' local argcheck = require "argcheck" local doc = require "argcheck.doc" local tnt if (doc.__record) then doc.stop() tnt = require "torchnet" doc.record() else v = require "torchnet" end doc[[ ## Df_Subset The subset class contains all the information for a specific subset of an associated Dataframe. It is generally owned by a dataframe and simply initiates values/functions associated with subsetting, e.g. samplers, which indexes are in a particular subset. ]] -- create class object local subset, parent_class = torch.class('Df_Subset', 'Dataframe') subset.__init = argcheck{ doc = [[ <a name="Df_Subset.__init"> ### Df_Subset.__init(@ARGP) Creates and initializes a Df_Subset class. @ARGT ]], {name="self", type="Df_Subset"}, {name="parent", type="Dataframe", doc="The parent Dataframe that will be stored by reference"}, {name="indexes", type="Df_Array", doc="The indexes in the original dataset to use for sampling"}, {name="sampler", type="string", opt=true, doc="The sampler to use with this data"}, {name="label_column", type="string", opt=true, doc="The column with all the labels (a local copy will be generated)"}, {name="sampler_args", type="Df_Dict", opt=true, doc=[[Optional arguments for the sampler function, currently only used for the label-distribution sampler.]]}, {name='batch_args', type='Df_Tbl', opt=true, doc="Arguments to be passed to the Batchframe class initializer"}, call=function(self, parent, indexes, sampler, label_column, sampler_args, batch_args) parent_class.__init(self) self: _clean(): set_idxs(indexes) self.parent = parent if (label_column) then self:set_labels(label_column) end if (sampler) then if (sampler_args) then self:set_sampler(sampler, sampler_args) else self:set_sampler(sampler) end end if (batch_args) then self.batch_args = batch_args.data end end} subset._clean = argcheck{ doc = [[ <a name="Df_Subset._clean"> ### Df_Subset._clean(@ARGP) Reset the internal data @ARGT _Return value_: self ]], {name="self", type="Df_Subset"}, call=function(self) parent_class._clean(self) self.indexes = {} self.sampler = nil self.reset = nil self.label_column = nil return self end} subset.set_idxs = argcheck{ doc = [[ <a name="Df_Subset.set_idxs"> ### Df_Subset.set_idxs(@ARGP) Set the indexes @ARGT _Return value_: self ]], {name="self", type="Df_Subset"}, {name="indexes", type="Df_Array", doc="The indexes in the original dataset to use for sampling"}, call=function(self, indexes) for i=1,#indexes.data do local idx = indexes.data[i] assert(isint(idx) and idx > 0, "The index must be a positive integer, you've provided " .. tostring(idx)) end -- Remove previous column if it exists if (self:has_column('indexes')) then assert(#indexes.data == self:size(1), ("The rows of the new (%d) and old data (%d) don't match"): format(#indexes.data, self:size(1))) self:drop('indexes') end self:add_column('indexes', Dataseries(indexes)) return self end} subset.get_idx = argcheck{ doc = [[ <a name="Df_Subset.get_idx"> ### Df_Subset.get_idx(@ARGP) Get the index fromm the parent Dataframe that a local index corresponds to @ARGT _Return value_: integer ]], {name="self", type="Df_Subset"}, {name="index", type="number", doc="The subset's index that you want the original index for"}, call=function(self, index) self:assert_is_index(index) return self:get_column('indexes')[index] end} subset.set_labels = argcheck{ doc = [[ <a name="Df_Subset.set_labels"> ### Df_Subset.set_labels(@ARGP) Set the labels needed for certain samplers @ARGT _Return value_: self ]], {name="self", type="Df_Subset"}, {name="label_column", type="string", doc="The column with all the labels"}, call=function(self, label_column) -- Remove previous column if it exists if (self:has_column('labels')) then self:drop('labels') end self.parent:assert_has_column(label_column) label_column = self.parent:get_column(label_column) -- A little hacky but it should speed up and re-checking makes no sense local labels = Df_Array() local indexes = self:get_column("indexes") for i=1,self:size() do labels.data[#labels.data + 1] = label_column[indexes[i]] end -- TODO: an appealing alternative would be to store the label by ref. but this requires quite a few changes... -- Column does not have to be numerical for this to work self:add_column('labels', Dataseries(labels)) return self end} subset.set_sampler = argcheck{ doc = [[ <a name="Df_Subset.set_sampler"> ### Df_Subset.set_sampler(@ARGP) Set the sampler function that is associated with this subset @ARGT _Return value_: self ]], {name="self", type="Df_Subset"}, {name="sampler", type="string", doc="The indexes in the original dataset to use for sampling"}, {name="sampler_args", type="Df_Dict", doc=[[Optional arguments for the sampler function, currently only used for the label-distribution sampler.]], default=false}, call=function(self, sampler, sampler_args) if (sampler_args) then self.sampler, self.reset = self:get_sampler(sampler, sampler_args) else self.sampler, self.reset = self:get_sampler(sampler) end return self end} -- Load the extensions local ext_path = string.gsub(paths.thisfile(), "[^/]+$", "") .. "subset_extensions/" load_dir_files(ext_path, {subset}) subset.get_batch = argcheck{ doc = [[ <a name="Df_Subset.get_batch"> ### Df_Subset.get_batch(@ARGP) Retrieves a batch of given size using the set sampler. If sampler needs resetting then the second return statement will be `true`. Note that the last batch may be smaller than the requested number when using samplers that require resetting. Once you ave retrieved all available examples using one of the resetting samplers the returned batch will be `nil`. @ARGT _Return value_: Batchframe, boolean (if reset_sampler() should be called) ]], {name="self", type="Df_Subset"}, {name='no_lines', type='number', doc='The number of lines/rows to include (-1 for all)'}, {name='class_args', type='Df_Tbl', opt=true, doc='Arguments to be passed to the class initializer'}, call=function(self, no_lines, class_args) assert(isint(no_lines) and (no_lines > 0 or no_lines == -1), "The number of files to load has to be either -1 for all files or " .. " a positive integer." .. " You provided " .. tostring(no_lines)) if (not class_args) then class_args = Df_Tbl(self.batch_args) end local reset = false if (no_lines == -1 or no_lines > self:size(1)) then no_lines = self:size(1) reset = true -- The sampler only triggers the reset after passing > 1 epoch end local indexes = {} for i=1,no_lines do local idx idx, reset = self.sampler() if (idx == nil) then reset = true break end table.insert(indexes, idx) if (reset) then break; end end if (#indexes == 0) then return nil, reset end return self.parent:_create_subset{index_items = Df_Array(indexes), frame_type = "Batchframe", class_args = class_args}, reset end} subset.reset_sampler = argcheck{ doc = [[ <a name="Df_Subset.reset_sampler"> ### Df_Subset.reset_sampler(@ARGP) Resets the sampler. This is needed for a few samplers and is easily checked for in the 2nd return value from `get_batch` @ARGT _Return value_: self ]], {name="self", type="Df_Subset"}, call=function(self) self.reset() return self end} subset.get_iterator = argcheck{ doc = [[ <a name="Df_Subset.get_iterator"> ### Df_Subset.get_iterator(@ARGP) **Important**: See the docs for Df_Iterator @ARGT _Return value_: `Df_Iterator` ]], {name="self", type="Df_Subset"}, {name="batch_size", type="number", doc="The size of the batches"}, {name='filter', type='function', default=function(sample) return true end, doc="See `tnt.DatasetIterator` definition"}, {name='transform', type='function', default=function(sample) return sample end, doc="See `tnt.DatasetIterator` definition. Runs immediately after the `get_batch` call"}, {name='input_transform', type='function', default=function(val) return val end, doc="Allows transforming the input (data) values after the `Batchframe:to_tensor` call"}, {name='target_transform', type='function', default=function(val) return val end, doc="Allows transforming the target (label) values after the `Batchframe:to_tensor` call"}, call=function(self, batch_size, filter, transform, input_transform, target_transform) return Df_Iterator{ dataset = self, batch_size = batch_size, filter = filter, transform = transform, input_transform = input_transform, target_transform = target_transform } end} subset.get_parallel_iterator = argcheck{ doc = [[ <a name="Df_Subset.get_parallel_iterator"> ### Df_Subset.get_parallel_iterator(@ARGP) **Important**: See the docs for Df_Iterator and Df_ParallelIterator @ARGT _Return value_: `Df_ParallelIterator` ]], {name="self", type="Df_Subset"}, {name="batch_size", type="number", doc="The size of the batches"}, {name='init', type='function', default=function(idx) -- Load the libraries needed require 'torch' require 'Dataframe' end, doc=[[`init(threadid)` (where threadid=1..nthread) is a closure which may initialize the specified thread as needed, if needed. It is loading the libraries 'torch' and 'Dataframe' by default.]]}, {name='nthread', type='number', doc='The number of threads used to parallelize is specified by `nthread`.'}, {name='filter', type='function', default=function(sample) return true end, doc=[[is a closure which returns `true` if the given sample should be considered or `false` if not. Note that filter is called _after_ fetching the data in a threaded manner and _before_ the `to_tensor` is called.]]}, {name='transform', type='function', default=function(sample) return sample end, doc='a function which maps the given sample to a new value. This transformation occurs before filtering.'}, {name='input_transform', type='function', default=function(val) return val end, doc="Allows transforming the input (data) values after the `Batchframe:to_tensor` call"}, {name='target_transform', type='function', default=function(val) return val end, doc="Allows transforming the target (label) values after the `Batchframe:to_tensor` call"}, {name='ordered', type='boolean', opt=true, doc=[[This option is particularly useful for repeatable experiments. By default `ordered` is false, which means that order is not guaranteed by `run()` (though often the ordering is similar in practice).]]}, call = function(self, batch_size, init, nthread, filter, transform, input_transform, target_transform, ordered) return Df_ParallelIterator{ dataset = self, batch_size = batch_size, init = init, nthread = nthread, filter = filter, transform = transform, input_transform = input_transform, target_transform = target_transform, ordered = ordered } end} subset.__tostring__ = argcheck{ doc=[[ <a name="Df_Subset.__tostring__"> ### Df_Subset.__tostring__(@ARGP) @ARGT _Return value_: string ]], {name="self", type="Dataframe"}, call=function (self) return ("\nThis is a subset with %d rows and %d columns."): format(self:size(1), self:size(2)) .. "\n ------ \n" .. " the subset core data consists of: \n" .. parent_class.__tostring__(self) end} subset.set_data_retriever = argcheck{ doc = [[ <a name="Df_Subset.set_data_retriever"> ### Df_Subset.set_data_retriever(@ARGP) Sets the self.batch_args.data to either a function for loading data or a set of columns that should be used in the to_tensor functions. @ARGT _Return value_: self ]], {name="self", type="Df_Subset"}, {name="data", type="function|Df_Array", opt=true, doc="The data loading procedure/columns. If omitted the retriever will be erased"}, call=function(self, data) if (not self.batch_args) then self.batch_args = {} end self.batch_args.data = data return self end} subset.set_label_retriever = argcheck{ doc = [[ <a name="Df_Subset.set_label_retriever"> ### Df_Subset.set_label_retriever(@ARGP) Sets the self.batch_args.data to either a function for loading data or a set of columns that should be used in the to_tensor functions. @ARGT _Return value_: self ]], {name="self", type="Df_Subset"}, {name="label", type="function|Df_Array", opt=true, doc="The label loading procedure/columns. If omitted the retriever will be erased"}, call=function(self, label) if (not self.batch_args) then self.batch_args = {} end self.batch_args.label = label return self end} subset.set_label_shape = argcheck{ doc = [[ <a name="Df_Subset.set_label_shape"> ### Df_Subset.set_label_shape(@ARGP) Sets the self.batch_args.label_shape for transforming the data into requested format @ARGT _Return value_: self ]], {name="self", type="Df_Subset"}, {name="label_shape", type="string", opt=true, doc=[[The shape in witch the labels should be provided. Some criterion require to subset the labels on the column and not the row, e.g. `nn.ParallelCriterion`, and thus the shape must be `NxM` or `NxMx1` for it to work as expected.]]}, call=function(self, label_shape) if (not self.batch_args) then self.batch_args = {} end self.batch_args.label_shape = label_shape return self end} return subset
--[[ FiveM Scripts Copyright C 2018 Sighmir This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or at your option any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. ]] -- MAIN THREAD Citizen.CreateThread(function() while true do Citizen.Wait(0) for k,v in pairs(cfg.hotkeys) do if IsControlJustPressed(v.group, k) or IsDisabledControlJustPressed(v.group, k) then v.pressed() end if IsControlJustReleased(v.group, k) or IsDisabledControlJustReleased(v.group, k) then v.released() end end end end) --[[Citizen.CreateThread(function() while true do if crouchedState == 2 then if IsControlPressed(1, 32) and not movFwd then movFwd = true TaskPlayAnimAdvanced(GetPlayerPed(-1), "move_crawl", "onfront_fwd", GetEntityCoords(GetPlayerPed(-1)), 0.0, 0.0, GetEntityHeading(GetPlayerPed(-1)), -1, 1.0, -1, 47, 1.0, 0, 0) elseif IsControlJustReleased(1,32) and movFwd then TaskPlayAnimAdvanced(GetPlayerPed(-1), "move_crawl", "onfront_fwd", GetEntityCoords(GetPlayerPed(-1)), 0.0, 0.0, GetEntityHeading(GetPlayerPed(-1)), -1, 1.0, -1, 46, 1.0, 0, 0) movFwd = false end if IsControlPressed(1, 34) then SetEntityHeading(GetPlayerPed(-1), GetEntityHeading(GetPlayerPed(-1)) + 2) end if IsControlPressed(1, 9) then SetEntityHeading(GetPlayerPed(-1), GetEntityHeading(GetPlayerPed(-1)) - 2) end end Citizen.Wait(1) end end)]] -- OTHER THREADS -- THIS IS FOR CROUCH Citizen.CreateThread(function() while true do Citizen.Wait(0) if DoesEntityExist(GetPlayerPed(-1)) and not IsEntityDead(GetPlayerPed(-1)) then DisableControlAction(0,36,true) -- INPUT_DUCK end end end) -- OTHER THREADS -- THIS IS FOR KNEEL Citizen.CreateThread(function() while true do Citizen.Wait(0) if IsEntityPlayingAnim(GetPlayerPed(PlayerId()), "random@arrests@busted", "idle_a", 3) then DisableControlAction(1, 140, true) DisableControlAction(1, 141, true) DisableControlAction(1, 142, true) DisableControlAction(0, 21, true) DisableControlAction(0,37,true) -- disable tab DisableControlAction(0,22,true) -- disable jump end end end) -- THIS IS FOR HANDSUP Citizen.CreateThread(function() while true do Citizen.Wait(0) if handsup then SetPedStealthMovement(GetPlayerPed(-1),true,"") DisableControlAction(0,21,true) -- disable sprint DisableControlAction(0,24,true) -- disable attack DisableControlAction(0,25,true) -- disable aim DisableControlAction(0,47,true) -- disable weapon DisableControlAction(0,58,true) -- disable weapon DisableControlAction(0,71,true) -- veh forward DisableControlAction(0,72,true) -- veh backwards DisableControlAction(0,63,true) -- veh turn left DisableControlAction(0,64,true) -- veh turn right DisableControlAction(0,263,true) -- disable melee DisableControlAction(0,264,true) -- disable melee DisableControlAction(0,257,true) -- disable melee DisableControlAction(0,140,true) -- disable melee DisableControlAction(0,141,true) -- disable melee DisableControlAction(0,142,true) -- disable melee DisableControlAction(0,143,true) -- disable melee DisableControlAction(0,73,true) -- disable menu K DisableControlAction(0,37,true) -- disable tab DisableControlAction(0,22,true) -- disable jump --DisableControlAction(0,75,true) -- disable exit vehicle --DisableControlAction(27,75,true) -- disable exit vehicle end end end) -- THIS IS FOR POINTING Citizen.CreateThread(function() while true do Citizen.Wait(0) if pointing then local camPitch = GetGameplayCamRelativePitch() if camPitch < -70.0 then camPitch = -70.0 elseif camPitch > 42.0 then camPitch = 42.0 end camPitch = (camPitch + 70.0) / 112.0 local camHeading = GetGameplayCamRelativeHeading() local cosCamHeading = Cos(camHeading) local sinCamHeading = Sin(camHeading) if camHeading < -180.0 then camHeading = -180.0 elseif camHeading > 180.0 then camHeading = 180.0 end camHeading = (camHeading + 180.0) / 360.0 local blocked = 0 local nn = 0 local coords = GetOffsetFromEntityInWorldCoords(GetPlayerPed(-1), (cosCamHeading * -0.2) - (sinCamHeading * (0.4 * camHeading + 0.3)), (sinCamHeading * -0.2) + (cosCamHeading * (0.4 * camHeading + 0.3)), 0.6) local ray = Cast_3dRayPointToPoint(coords.x, coords.y, coords.z - 0.2, coords.x, coords.y, coords.z + 0.2, 0.4, 95, GetPlayerPed(-1), 7); nn,blocked,coords,coords = GetRaycastResult(ray) Citizen.InvokeNative(0xD5BB4025AE449A4E, GetPlayerPed(-1), "Pitch", camPitch) Citizen.InvokeNative(0xD5BB4025AE449A4E, GetPlayerPed(-1), "Heading", camHeading * -1.0 + 1.0) Citizen.InvokeNative(0xB0A6CFD2C69C1088, GetPlayerPed(-1), "isBlocked", blocked) Citizen.InvokeNative(0xB0A6CFD2C69C1088, GetPlayerPed(-1), "isFirstPerson", Citizen.InvokeNative(0xEE778F8C7E1142E2, Citizen.InvokeNative(0x19CAFA3C87F7C2FF)) == 4) end end end) -- THIS IS FOR ENGINE-CONTROL Citizen.CreateThread(function() while true do Citizen.Wait(0) if DoesEntityExist(GetVehiclePedIsTryingToEnter(PlayerPedId())) then local veh = GetVehiclePedIsTryingToEnter(PlayerPedId()) engine = IsVehicleEngineOn(veh) end if IsPedInAnyVehicle(GetPlayerPed(-1), false) and not engine then local vehicle = GetVehiclePedIsIn(GetPlayerPed(-1), false) local damage = GetVehicleBodyHealth(vehicle) SetVehicleEngineOn(vehicle, engine, false, false) if damage <= 0 then SetVehicleUndriveable(vehicle, true) vRP.notify({"~r~Este veículo está muito danificado."}) end end end end) --[[ THIS IS FOR NO DOC COMA Citizen.CreateThread(function() -- coma thread while true do Citizen.Wait(1000) if vRP.isInComa({}) then if called == 0 then HKserver.canSkipComa({"coma.skipper","coma.caller"},function(skipper, caller) -- change them on cfg too if you do if skipper or caller then HKserver.docsOnline({},function(docs) if docs == 0 and skipper then vRP.notify({"~r~There's nobody to revive you.\n~b~Press ~g~E~b~ to respawn."}) elseif docs > 0 and caller then vRP.notify({"~g~There are doctors online.\n~b~Press ~g~E~b~ to call an ambulance."}) end end) end end) else called = called - 1 end else called = 0 end end end)]] -- Scoreboard local playerList = {} local showPlayerList = false function vRPhk.showScoreboard(playerListSended) playerList = playerListSended showPlayerList = not showPlayerList end local function DrawPlayerList() local count = 0 for k, v in pairs( playerList ) do count = count +1 end --Top bar DrawRect( 0.5, 0.045, 0.2, 0.03, 0, 0, 0, 220 ) --Top bar title SetTextFont( 4 ) SetTextProportional( 0 ) SetTextScale( 0.45, 0.45 ) SetTextColour( 255, 255, 255, 255 ) SetTextDropShadow( 0, 0, 0, 0, 255 ) SetTextEdge( 1, 0, 0, 0, 255 ) SetTextEntry( "STRING" ) AddTextComponentString( "B2K Roleplay - Players: " .. count) DrawText( 0.405, 0.028 ) count = 1 for k, v in pairs( playerList ) do local r local g local b if count % 2 == 0 then r = 28 g = 47 b = 68 else r = 38 g = 57 b = 74 end --Row BG DrawRect( 0.50, 0.045 + ( count * 0.03 ), 0.2, 0.03, r, g, b, 220 ) --Name Label SetTextFont( 4 ) SetTextScale( 0.45, 0.45 ) SetTextColour( 255, 255, 255, 255 ) SetTextEntry( "STRING" ) AddTextComponentString("["..k.."] ".. v) DrawText( 0.402, 0.030 + ( count * 0.03 ) ) count = count +1 end end Citizen.CreateThread( function() RequestStreamedTextureDict( "mplobby" ) RequestStreamedTextureDict( "mpleaderboard" ) while true do Wait(0) if showPlayerList then DrawPlayerList() end end end) -- OTHER FUNCTIONS function vRPhk.lockVehicle(lockStatus, vehicle) if lockStatus == 1 or lockStatus == 0 then -- locked or unlocked if IsVehicleEngineOn(vehicle) and not isPlayerInside then SetVehicleUndriveable(vehicle, true) end SetVehicleDoorsLocked(vehicle, 2) SetVehicleDoorsLockedForPlayer(vehicle, PlayerId(), true) HKserver.lockSystemUpdate({2, plate}) -- ## Notifications local eCoords = GetEntityCoords(vehicle) HKserver.playSoundWithinDistanceOfCoordsForEveryone({eCoords.x, eCoords.y, eCoords.z, 10, "lock", 1.0}) Citizen.InvokeNative(0xAD738C3085FE7E11, vehicle, true, true) -- set as mission entity vRP.notifyPicture({"CHAR_LIFEINVADER", 3, "LockSystem", "vRP Hotkeys", "Vehicle locked."}) -- ## Notifications elseif lockStatus == 2 then -- if it is locked if not IsVehicleEngineOn(vehicle) then Citizen.CreateThread(function() while true do Wait(0) if isPlayerInside then SetVehicleUndriveable(vehicle, false) break end end end) end SetVehicleDoorsLocked(vehicle, 1) SetVehicleDoorsLockedForPlayer(vehicle, PlayerId(), false) HKserver.lockSystemUpdate({1, plate}) -- ## Notifications local eCoords = GetEntityCoords(vehicle) HKserver.playSoundWithinDistanceOfCoordsForEveryone({eCoords.x, eCoords.y, eCoords.z, 10, "unlock", 1.0}) vRP.notifyPicture({"CHAR_LIFEINVADER", 3, "LockSystem", "vRP Hotkeys", "Vehicle unlocked."}) -- ## Notifications end end function vRPhk.playSoundWithinDistanceOfCoords(x, y, z, maxDistance, soundFile, soundVolume) local lCoords = GetEntityCoords(GetPlayerPed(-1)) local distIs = Vdist(lCoords.x, lCoords.y, lCoords.z, x, y, z) local Sreduc = 1.0 - (distIs/maxDistance) local reducedVolume = Sreduc*soundVolume if(distIs <= maxDistance) then SendNUIMessage({ transactionType = 'playSound', transactionFile = soundFile, transactionVolume = reducedVolume }) end end
if select("#", ...) == 0 then io.stderr:write "usage: lua client.lua <time of client 1>, <time of client 2>, ..." os.exit(-1) end local arg = {...} -------------------------------------------------------------------------------- require "oil" oil.main(function() local orb = oil.init() ------------------------------------------------------------------------------ local proxy = orb:newproxy(oil.readfrom("proxy.ior")) local padpt = orb:newproxy(oil.readfrom("proxyadaptor.ior")) local sadpt = orb:newproxy(oil.readfrom("serveradaptor.ior")) ------------------------------------------------------------------------------ local function showprogress(id, time) print(id, "about to request work for "..time.." seconds") local result = proxy:request_work_for(time) print(id, "got", result) end ------------------------------------------------------------------------------ local maximum = 0 for id, time in ipairs(arg) do time = tonumber(time) oil.newthread(showprogress, id, time) maximum = math.max(time, maximum) end ------------------------------------------------------------------------------ local NewServerIDL = [[ module Concurrent { interface Server { string do_something_for(in double seconds); }; }; ]] local NewServerImpl = [[ local server_impl = ... function server_impl:do_something_for(seconds) local message = "about to sleep for "..seconds.." seconds" oil.sleep(seconds) return message end ]] local NewProxyIDL = [[ module Concurrent { interface Proxy { string request_work_for(in double seconds); }; }; ]] oil.sleep(maximum/2) orb:loadidl(NewProxyIDL) sadpt:update(NewServerIDL, NewServerImpl) padpt:update(NewServerIDL, "") padpt:update(NewProxyIDL, "") for id, time in ipairs(arg) do oil.newthread(showprogress, id, tonumber(time)) end ------------------------------------------------------------------------------ end)
CobralHideoutScreenPlay = ScreenPlay:new { numberOfActs = 1, screenplayName = "CobralHideoutScreenPlay", lootContainers = { 6475949, 6475950, 6475951, 6475952, 6475953, 6475954 }, lootLevel = 13, lootGroups = { { groups = { {group = "color_crystals", chance = 100000}, {group = "junk", chance = 5500000}, {group = "melee_weapons", chance = 1500000}, {group = "heavy_weapons_consumable", chance = 800000}, {group = "pistols", chance = 500000}, {group = "carbines", chance = 500000}, {group = "rifles", chance = 500000}, {group = "clothing_attachments", chance = 300000}, {group = "armor_attachments", chance = 300000} }, lootChance = 8000000 } }, lootContainerRespawn = 1800 -- 30 minutes } registerScreenPlay("CobralHideoutScreenPlay", true) function CobralHideoutScreenPlay:start() if (isZoneEnabled("rori")) then self:spawnMobiles() self:initializeLootContainers() end end function CobralHideoutScreenPlay:spawnMobiles() spawnMobile("rori", "neo_cobral_thug", 300, 5443.0, 87.0, 5029.0, 19, 0) spawnMobile("rori", "neo_cobral_thug", 300, 5448.4, 87.0, 5029.2, -15, 0) spawnMobile("rori", "neo_cobral_runner", 300, 5444.9, 87.0, 5044.1, 64, 0) spawnMobile("rori", "neo_cobral_runner", 300, 5470.9, 86.7, 5031.5, 18, 0) spawnMobile("rori", "neo_cobral_runner", 300, 5421.8, 91.6, 5041.4, -52, 0) spawnMobile("rori", "neo_cobral_thug", 300, 0.6, 0.3, 2.6, -13, 6055630) spawnMobile("rori", "neo_cobral_thug", 300, -0.6, 0.3, 2.4, 9, 6055630) spawnMobile("rori", "neo_cobral_thief", 300, -3.6, 0.3, -3.1, 0, 6055630) spawnMobile("rori", "neo_cobral_thief", 300, 4.5, 0.3, -4.4, -89, 6055631) spawnMobile("rori", "neo_cobral_thief", 300, -5.1, -6.8, 5.3, 94, 6055632) spawnMobile("rori", "neo_cobral_thief", 300, 6.1, -13.8, 9.0, -149, 6055635) spawnMobile("rori", "neo_cobral_thug", 300, 6.5, -13.8, 7.3, -134, 6055635) spawnMobile("rori", "neo_cobral_thug", 300, 4.2, -13.8, 9.4, -176, 6055635) spawnMobile("rori", "neo_cobral_hitman", 300, -10.9, -13.8, 7.0, 86, 6055635) spawnMobile("rori", "neo_cobral_thief", 300, -8.5, -13.8, 9.9, 132, 6055635) spawnMobile("rori", "neo_cobral_thief", 300, -9.1, -13.8, 4.9, 26, 6055635) spawnMobile("rori", "neo_cobral_hitman", 300, -1.9, -20.7, 5.5, -110, 6055637) spawnMobile("rori", "neo_cobral_hitman", 300, 4.8, -20.7, 5.0, 83, 6055637) spawnMobile("rori", "neo_cobral_assassin", 300, 1.3, -20.7, 11.5, 176, 6055637) spawnMobile("rori", "neo_cobral_assassin", 300,-2.5, -20.8, 22.8, 157, 6055638) spawnMobile("rori", "neo_cobral_assassin", 300,5.3, -20.8, 22.2, -162, 6055638) spawnMobile("rori", "neo_cobral_hitman", 300, 5.2, -20.8, 31.8, -168, 6055638) spawnMobile("rori", "neo_cobral_hitman", 300, -2.1, -20.8, 32.2, 155, 6055638) spawnMobile("rori", "neo_cobral_boss", 300, 1.6, -20.8, 31.5, 179, 6055638) end
-- -- Copyright (c) 2016, Facebook, Inc. -- All rights reserved. -- -- This source code is licensed under the BSD-style license found in the -- LICENSE file in the root directory of this source tree. An additional grant -- of patent rights can be found in the PATENTS file in the same directory. -- -- The ResNet model definition -- local nn = require 'nn' require 'cunn' local Convolution = cudnn.SpatialConvolution local Avg = cudnn.SpatialAveragePooling local ReLU = cudnn.ReLU local Max = nn.SpatialMaxPooling local SBatchNorm = nn.SpatialBatchNormalization local function createModel(opt) if opt.nGPU == 0 then Convolution = nn.SpatialConvolution Avg = nn.SpatialAveragePooling ReLU = nn.ReLU Max = nn.SpatialMaxPooling SBatchNorm = nn.SpatialBatchNormalization end local function ConvBN(ich, och, kW, kH, stride, padding) local unit = nn.Sequential() unit:add(Convolution(ich, och, kW, kH, stride, stride, padding, padding)) unit:add(SBatchNorm(och)) unit:add(ReLU(true)) return unit end local function inceptionFactoryA(ich, num_1x1, num_3x3red, num_3x3, num_d3x3red, num_d3x3, pool, proj) local depthConcat = nn.Concat(2) local conv1 = ConvBN(ich,num_1x1,1,1,1,0) local conv3 = nn.Sequential() conv3:add(ConvBN(ich,num_3x3red,1,1,1,0)) conv3:add(ConvBN(num_3x3red,num_3x3,3,3,1,1)) local reduce3 = nn.Sequential() reduce3:add(ConvBN(ich,num_d3x3red,1,1,1,0)) reduce3:add(ConvBN(num_d3x3red,num_d3x3,3,3,1,1)) reduce3:add(ConvBN(num_d3x3,num_d3x3,3,3,1,1)) local pooling = nn.Sequential() if pool == "Avg" then pooling:add(Avg(3,3,1,1,1,1)) else pooling:add(Max(3,3,1,1,1,1)) end pooling:add(ConvBN(ich,proj,1,1,1,0)) depthConcat:add(conv1) depthConcat:add(conv3) depthConcat:add(reduce3) depthConcat:add(pooling) --return nn.Sequential() -- :add(depthConcat) return depthConcat end local function inceptionFactoryB(ich, num_3x3red, num_3x3, num_d3x3red, num_d3x3) local depthConcat = nn.Concat(2) local reduce = nn.Sequential() reduce:add(ConvBN(ich,num_3x3red,1,1,1,0)) reduce:add(ConvBN(num_3x3red,num_3x3,3,3,2,1)) local doubleReduce = nn.Sequential() doubleReduce:add(ConvBN(ich,num_d3x3red,1,1,1,0)) doubleReduce:add(ConvBN(num_d3x3red,num_d3x3,3,3,1,1)) doubleReduce:add(ConvBN(num_d3x3,num_d3x3,3,3,2,1)) local pooling = Max(3,3,2,2,1,1) depthConcat:add(reduce) depthConcat:add(doubleReduce) depthConcat:add(pooling) --return nn.Sequential() -- :add(depthConcat) return depthConcat end local model = nn.Sequential() -- STAGE 1 model:add(ConvBN(3,96,7,7,2,3)) model:add(Max(3,3,2,2,0,0)) -- STAGE 2 model:add(ConvBN(96,128,1,1,1,0)) model:add(ConvBN(128,288,3,3,1,1)) model:add(Max(3,3,2,2,0,0)) -- STAGE 2 model:add(inceptionFactoryA(288,96,96,96,96,144,"Avg",48)) model:add(inceptionFactoryA(384,96,96,144,96,144,"Avg",96)) model:add(inceptionFactoryB(480,192,240,96,144)) -- STAGE 3 model:add(inceptionFactoryA(864,224,64,96,96,128,"Avg",128)) model:add(inceptionFactoryA(576,192,96,128,96,128,"Avg",128)) model:add(inceptionFactoryA(576,160,128,160,128,160,"Avg",128)) model:add(inceptionFactoryA(608,96,128,192,160,96,"Avg",128)) model:add(inceptionFactoryB(512,128,192,192,256)) -- STAGE 4 model:add(inceptionFactoryA(960,352,192,320,160,224,"Avg",128)) model:add(inceptionFactoryA(1024,352,192,320,192,224,"Max",128)) -- global average pooling model:add(Avg(7,7,1,1)) model:add(nn.View(1024):setNumInputDims(3)) model:add(nn.Linear(1024,1000)) local function ConvInit(name) for k,v in pairs(model:findModules(name)) do local n = v.kW*v.kH*v.nOutputPlane v.weight:normal(0,math.sqrt(2/n)) if opt.nGPU > 0 then if cudnn.version >= 4000 then v.bias = nil v.gradBias = nil else v.bias:zero() end end end end local function BNInit(name) for k,v in pairs(model:findModules(name)) do v.weight:fill(1) if opt.nGPU > 0 then v.bias:zero() end end end ConvInit('cudnn.SpatialConvolution') ConvInit('nn.SpatialConvolution') BNInit('fbnn.SpatialBatchNormalization') BNInit('cudnn.SpatialBatchNormalization') BNInit('nn.SpatialBatchNormalization') for k,v in pairs(model:findModules('nn.Linear')) do v.bias:zero() end model:cuda() if opt.cudnn == 'deterministic' then model:apply(function(m) if m.setMode then m:setMode(1,1,1) end end) end model:get(1).gradInput = nil return model end return createModel
--- Utility methods for JSON -- @module JSONUtils local require = require(game:GetService("ReplicatedStorage"):WaitForChild("Nevermore")) local HttpService = game:GetService("HttpService") local Promise = require("Promise") local JSONUtils = {} function JSONUtils.promiseJSONDecode(str) if type(str) ~= "string" then return Promise.rejected("Not a string") end return Promise.new(function(resolve, reject) local decoded local ok, err = pcall(function() decoded = HttpService:JSONDecode(str) end) if not ok then reject(err) return elseif decoded then resolve(decoded) return else reject("Failed to decode any value") return end end) end return JSONUtils
--- 场景控制器 非必需,对于一些复杂的场景建议使用,把场景中一些处理挪到这里实现 --- Generated by EmmyLua(https://github.com/EmmyLua) --- Created by yzx. --- DateTime: 2019/5/30 13:25 --- 使用方法:对应场景如XX场景, 建立XXSceneCtrl 继承BaseSceneCtrl --- 在XXScene中持有,跟随XXScene生命周期 ---@class BattleSceneCtrl:BaseSceneCtrl local BattleSceneCtrl = BaseClass("BattleSceneCtrl", BaseSceneCtrl) local base = BaseSceneCtrl function BattleSceneCtrl:OnCreate() base.OnCreate(self) ---@type CoBattleScene self.scene = self.scene Logger.Log(">>>BattleSceneCtrl:OnCreate") end function BattleSceneCtrl:OnCompleteEnter() base.OnCompleteEnter(self) Logger.Log(">>>BattleSceneCtrl:OnCompleteEnter") end function BattleSceneCtrl:OnLeave() base.OnLeave(self) Logger.Log(">>>BattleSceneCtrl:OnLeave") end function BattleSceneCtrl:Clear() end function BattleSceneCtrl:OnDestroy() base.OnDestroy(self) end --region local 私有 --endregion --region 一些监听回调处理 --endregion return BattleSceneCtrl
local panelName = "autoParty" local autopartyui = setupUI([[ Panel height: 38 BotSwitch id: status anchors.top: parent.top anchors.left: parent.left text-align: center width: 130 height: 18 text: Auto Party Button id: editPlayerList anchors.top: prev.top anchors.left: prev.right anchors.right: parent.right margin-left: 3 height: 17 text: Setup Button id: ptLeave text: Leave Party anchors.left: parent.left anchors.top: prev.bottom width: 86 height: 17 margin-top: 3 color: #ee0000 Button id: ptShare text: Share XP anchors.left: prev.right anchors.top: prev.top margin-left: 5 height: 17 width: 86 ]], parent) g_ui.loadUIFromString([[ AutoPartyName < Label background-color: alpha text-offset: 2 0 focusable: true height: 16 $focus: background-color: #00000055 Button id: remove text: x anchors.right: parent.right margin-right: 15 width: 15 height: 15 AutoPartyListWindow < MainWindow text: Auto Party size: 180 275 @onEscape: self:hide() Label id: lblLeader anchors.left: parent.left anchors.right: parent.right anchors.top: parent.top anchors.right: parent.right text-align: center text: Leader Name TextEdit id: txtLeader anchors.left: parent.left anchors.right: parent.right anchors.top: prev.bottom margin-top: 5 Label id: lblParty anchors.left: parent.left anchors.top: prev.bottom anchors.right: parent.right margin-top: 5 text-align: center text: Party List TextList id: lstAutoParty anchors.top: prev.bottom anchors.left: parent.left anchors.right: parent.right margin-top: 5 margin-bottom: 5 padding: 1 height: 83 vertical-scrollbar: AutoPartyListListScrollBar VerticalScrollBar id: AutoPartyListListScrollBar anchors.top: lstAutoParty.top anchors.bottom: lstAutoParty.bottom anchors.right: lstAutoParty.right step: 14 pixels-scroll: true TextEdit id: playerName anchors.left: parent.left anchors.top: lstAutoParty.bottom margin-top: 5 width: 120 Button id: addPlayer text: + anchors.right: parent.right anchors.left: prev.right anchors.top: prev.top margin-left: 3 HorizontalSeparator id: separator anchors.right: parent.right anchors.left: parent.left anchors.top: prev.bottom margin-top: 8 CheckBox id: creatureMove anchors.left: parent.left anchors.right: parent.right anchors.top: prev.bottom margin-top: 6 text: Invite on move tooltip: This will activate the invite on player move. HorizontalSeparator id: separator anchors.right: parent.right anchors.left: parent.left anchors.bottom: closeButton.top margin-bottom: 8 Button id: closeButton text: Close font: cipsoftFont anchors.right: parent.right anchors.bottom: parent.bottom size: 45 21 ]]) if not storage[panelName] then storage[panelName] = { leaderName = 'Leader', autoPartyList = {}, enabled = true, } end if not storage[panelName].onMove then storage[panelName].onMove = false end rootWidget = g_ui.getRootWidget() if rootWidget then tcAutoParty = autopartyui.status autoPartyListWindow = UI.createWindow('AutoPartyListWindow', rootWidget) autoPartyListWindow:hide() autopartyui.editPlayerList.onClick = function(widget) autoPartyListWindow:show() autoPartyListWindow:raise() autoPartyListWindow:focus() end autopartyui.ptShare.onClick = function(widget) g_game.partyShareExperience(not player:isPartySharedExperienceActive()) end autopartyui.ptLeave.onClick = function(widget) g_game.partyLeave() end autoPartyListWindow.closeButton.onClick = function(widget) autoPartyListWindow:hide() end if storage[panelName].autoPartyList and #storage[panelName].autoPartyList > 0 then for _, pName in ipairs(storage[panelName].autoPartyList) do local label = g_ui.createWidget("AutoPartyName", autoPartyListWindow.lstAutoParty) label.remove.onClick = function(widget) table.removevalue(storage[panelName].autoPartyList, label:getText()) label:destroy() end label:setText(pName) end end autoPartyListWindow.addPlayer.onClick = function(widget) local playerName = autoPartyListWindow.playerName:getText() if playerName:len() > 0 and not (table.contains(storage[panelName].autoPartyList, playerName, true) or storage[panelName].leaderName == playerName) then table.insert(storage[panelName].autoPartyList, playerName) local label = g_ui.createWidget("AutoPartyName", autoPartyListWindow.lstAutoParty) label.remove.onClick = function(widget) table.removevalue(storage[panelName].autoPartyList, label:getText()) label:destroy() end label:setText(playerName) autoPartyListWindow.playerName:setText('') end end autopartyui.status:setOn(storage[panelName].enabled) autopartyui.status.onClick = function(widget) storage[panelName].enabled = not storage[panelName].enabled widget:setOn(storage[panelName].enabled) end autoPartyListWindow.creatureMove:setChecked(storage[panelName].onMove) autoPartyListWindow.creatureMove.onClick = function(widget) storage[panelName].onMove = not storage[panelName].onMove widget:setChecked(storage[panelName].onMove) end autoPartyListWindow.playerName.onKeyPress = function(self, keyCode, keyboardModifiers) if not (keyCode == 5) then return false end autoPartyListWindow.addPlayer.onClick() return true end autoPartyListWindow.playerName.onTextChange = function(widget, text) if table.contains(storage[panelName].autoPartyList, text, true) then autoPartyListWindow.addPlayer:setColor("#FF0000") else autoPartyListWindow.addPlayer:setColor("#FFFFFF") end end autoPartyListWindow.txtLeader.onTextChange = function(widget, text) storage[panelName].leaderName = text end autoPartyListWindow.txtLeader:setText(storage[panelName].leaderName) onTextMessage(function(mode, text) if tcAutoParty:isOn() then if mode == 20 then if text:find("has joined the party") then local data = regexMatch(text, "([a-z A-Z-]*) has joined the party")[1][2] if data then if table.contains(storage[panelName].autoPartyList, data, true) then if not player:isPartySharedExperienceActive() then g_game.partyShareExperience(true) end end end elseif text:find("has invited you") then if player:getName():lower() == storage[panelName].leaderName:lower() then return end local data = regexMatch(text, "([a-z A-Z-]*) has invited you")[1][2] if data then if storage[panelName].leaderName:lower() == data:lower() then local leader = getCreatureByName(data, true) if leader then g_game.partyJoin(leader:getId()) return end end end end end end end) function creatureInvites(creature) if not creature:isPlayer() or creature == player then return end if creature:getName():lower() == storage[panelName].leaderName:lower() then if creature:getShield() == 1 then g_game.partyJoin(creature:getId()) return end end if player:getName():lower() ~= storage[panelName].leaderName:lower() then return end if not table.contains(storage[panelName].autoPartyList, creature:getName(), true) then return end if creature:isPartyMember() or creature:getShield() == 2 then return end g_game.partyInvite(creature:getId()) end onCreatureAppear(function(creature) if tcAutoParty:isOn() then creatureInvites(creature) end end) onCreaturePositionChange(function(creature, newPos, oldPos) if tcAutoParty:isOn() and storage[panelName].onMove then creatureInvites(creature) end end) end
local sprotoparser = require "sprotoparser" local proto = {} proto.c2s = sprotoparser.parse [[ .package { type 0 : integer session 1 : integer } handshake 1 { response { msg 0 : string } } get 2 { request { what 0 : string } response { result 0 : string } } set 3 { request { what 0 : string value 1 : string } } quit 4 {} login_account 5 { request { account 0 : string password 1 : string } } add_account 6 { request { account 1 : string password 2 : string } } add_user 7 { request { name 0 : string } } login_user 8 { request { uid 0 : integer name 1 : string } } ]] proto.s2c = sprotoparser.parse [[ .package { type 0 : integer session 1 : integer } heartbeat 1 {} login_account 2 { request { result 0 : integer desc 1 : string } } add_account 3 { request { result 0 : integer account 1 : string password 2 : string desc 3 : string } } add_user 4 { request { result 0 : integer name 1 : string desc 2 : string uid 3 : integer } } login_user 5 { request { result 0 : integer desc 1 : string uid 2 : integer } } ]] return proto
hook.Add("PopulatePropMenu", "SupinePandora43_Hook_SpawnList", function() local contents = {} table.insert( contents, { type = "header", text = "Hello World!" } ) table.insert( contents, { type = "model", model = "models/props_c17/oildrum001.mdl" } ) if CustomizableWeaponry then table.insert( contents, { type = "weapon", spawnname = "cw_ak74", nicename = "Kalash", material = "entities/weapon_crowbar.png" } ) table.insert( contents, { type = "entity", spawnname = "cw_ammo_545x39", nicename = "Ammo", material = "entities/sent_ball.png" } ) end table.insert( contents, { type = "entity", spawnname = "combine_mine", nicename = "Hopper Mine", material = "entities/combine_mine.png" } ) -- Vehicles table.insert( contents, { type = "vehicle", spawnname = "Airboat", nicename = "Half-Life 2 Airboat", material = "entities/Airboat.png" } ) table.insert( contents, { type = "vehicle", spawnname = "Chair_Office2", nicename = "Executive's Chair", material = "entities/Chair_Office2.png" } ) -- NPCs table.insert( contents, { type = "npc", spawnname = "npc_citizen", nicename = "A random citizen", material = "entities/npc_citizen.png", weapon = {"weapon_smg1", "weapon_crowbar"} } ) table.insert( contents, { type = "npc", spawnname = "npc_headcrab", nicename = "Headhumper", material = "entities/npc_headcrab.png" } ) -- Weapons table.insert( contents, { type = "weapon", spawnname = "weapon_smg1", nicename = "SMG", material = "entities/weapon_smg1.png" } ) spawnmenu.AddPropCategory("SupinePandora43_PropCategory_SpawnList", "IDK", contents, "icon16/page.png") end)
if not AI then return false end local Stack = {} local PriorityQueue = {} local function lessThan(a, b) return a < b end -- Stack function Stack:New() local stack = {} setmetatable(stack, {__index = Stack}) return stack end function Stack:Push(v) table.insert(self, v) end function Stack:Pop() local val = self[table.size(self)] table.remove(self) return val end function Stack:Top() return self[table.size(self)] end function Stack:Size() return table.size(self) end function Stack:IsEmpty() return table.size(self) == 0 end -- Queue --[[function Queue:New() local queue = {} setmetatable(queue, {__index = Queue}) return queue end function Queue:Push(v) table.insert(self, v) end function Queue:Pop() local v = self[1] table.remove(self, 1) return v end function Queue:Size() return #self end function Queue:Top() return self[1] end function Queue:IsEmpty() return #self == 0 end ]] -- Priority Queue local function upi(h, lt, obj, i) local j = math.floor(i / 2) local hj = h[j] while j > 0 and lt(obj, hj) do h[i] = hj i, j = j, math.floor(j / 2) hj = h[j] end h[i] = obj end local function downi(h, lt, obj, i, n) local j = i * 2 while j <= n do local hj = h[j] if j < n then local hj1 = h[j + 1] if lt(hj1, hj) then j = j + 1 hj = hj1 end end if lt(obj, hj) then break end h[i] = hj i = j j = j * 2 end h[i] = obj end function PriorityQueue:New(lt) local heap = { compareCallback = lt or lessThan } setmetatable(heap, {__index = PriorityQueue}) return heap end function PriorityQueue:Top() return self[1] end function PriorityQueue:Push(v) return upi(self, self.compareCallback, v, table.size(self) + 1) end function PriorityQueue:Pop() local size = table.size(self) assert(size > 0, "PriorityQueue:Pop() Heap is empty") local ret = self[1] if size > 1 then local last = self[size] self[1] = last self[size] = nil downi(self, self.compareCallback, last, 1, size - 1) else self[1] = nil end return ret end function PriorityQueue:Size() return table.size(self) end function PriorityQueue:IsEmpty() return table.size(self) == 0 end -- Register AI.Stack = Stack AI.PriorityQueue = PriorityQueue
local dr = require "deadReckoner" local loc= Locus.new(0,0,0) local function testBearTo() dr.bearTo(dr.PORT) assert(dr.heading==dr.PORT, "should be PORT now; instead".. " it's ".. dr.WAYS[dr.heading] ) dr.bearTo(dr.FORE) assert(dr.heading==dr.FORE, "should be FORE; instead".. " it's ".. dr.WAYS[dr.heading]) print("heading: ".. dr.WAYS[dr.heading] ) end -- testBearTo() local function testLocus() loc.x = 1 assert( loc.x==1, "Locus.x 1" ) end local function testHowFarFromHome() dr.place.x= 1 dr.place.y= 2 dr.place.z= 3 assert(6== dr.howFarFromHome(), "howFarFromHome() FAILED") end local function testMove() dr.place.x= 0 dr.place.y= 0 dr.place.z= 0 dr.move(dr.AHEAD) assert(dr.place.z==1, "z should be 1") dr.bearTo( dr.PORT ) dr.move(dr.AHEAD) assert(dr.place.x==-1,"x should be -1") end local function testFurthestWay() dr.place.x= 0 dr.place.y= 0 dr.place.z= 0 loc.x= -50 loc.y= 25 loc.z= 10 local way = 0 local dist = 0 way, dist= dr.furthestWay(loc) assert( way==dr.PORT, "furthestWay way is wrong" ) assert( dist==50, "furthestWay dist is wrong" ) end local vm = require "veinMiner" local function testIsVeinExplored() table.insert(vm.cubeStack, loc ) assert( not vm.isVeinExplored(), "isVeinExplored should be false") local l=table.remove(vm.cubeStack) assert( vm.isVeinExplored(), "isVeinExplored should be true") end local function testIsFuelOK() assert( vm.isFuelOK(), "fuel should be OK" ) vm.previousDistance = 145 assert( not vm.isFuelOK(), "fuel should *not* be OK" ) end local function testCheck() vm.targetBlockName="minecraft:log" assert(vm.check(dr.AHEAD),"AHEAD") assert(vm.check(dr.DOWN),"DOWN") assert(vm.check(dr.UP),"UP") assert(table.maxn(vm.cubeStack)==3, "Should be 3 cubes in stack." ) vm.explore(dr.STARBOARD,1) vm.targetBlockName="somethingElse" assert(not vm.check(dr.AHEAD),"AHEAD") assert(not vm.check(dr.DOWN),"DOWN") assert(not vm.check(dr.UP),"UP") assert(table.maxn(vm.cubeStack)==3, "Should be 3 cubes in stack." ) end local function testInspected() vm.setInspected(1,-20,3) vm.setInspected(100,-20,3) assert( vm.isInspected(1,-20,3), "1,-2,3 should be inspected." ) assert( not vm.isInspected(1,2,3), "1,2,3 should not be inspected.") end local function testDig() assert( vm.dig(dr.AHEAD), "AHEAD" ) assert( vm.dig(dr.UP), "UP" ) assert( vm.dig(dr.DOWN), "DOWN" ) end local function testExplore() vm.explore( dr.FORE, 2 ) assert(dr.place.z==2,"z should be 2") end local function testXYandZ() local dest= Locus.new(10,20,30) vm.exploreTo(dest) end local function testGolookAt() vm.goLookAt(-1,1,1) assert(dr.place.x==-1, "X no good") assert(dr.place.y==0, "Y no good") assert(dr.place.z==1, "Z no good") end local function testInspectACube() table.insert( vm.cubeStack, loc ) vm.inspectACube() local count=vm.inspectedCount assert(count==26, "inspected count: ".. count ) end local function testIsInvtrySpaceAvail() local isOK = vm.isInvtrySpaceAvail() assert(isOK,"should've been enough") end local function testMine() local args = { "-r" } vm.mine( args ) -- assert( not vm.isFuelOK4Cube(), -- "fuel should be low" ) end testMine()
function EFFECT:Init(data) self.Origin = data:GetOrigin() local emitter = ParticleEmitter( self.Origin + Vector( 0, 0, 16 ) ) local light = DynamicLight(self:EntIndex()) if (light) then light.Pos = self:GetPos() light.r = 225 light.g = 155 light.b = 200 light.Brightness = 3 light.Decay = 10 light.Size = 512 light.DieTime = CurTime() + 0.3 end local particle = emitter:Add("effects/halo_ce/flare_generic2", self.Origin) particle:SetVelocity( 25 * VectorRand() ) particle:SetDieTime( 0.2 ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.Rand(5,15) ) particle:SetEndSize( math.Rand(150,300) ) particle:SetRoll( math.Rand(0,360) ) particle:SetRollDelta( math.Rand(0,0) ) particle:SetColor( 255, 255, 255 ) particle:SetAirResistance( 55 ) particle:SetLighting( false ) particle:SetCollide( false ) for i= 0,5 do local particle = emitter:Add("effects/halo3/smoke_dark", self.Origin) particle:SetVelocity( Vector(math.Rand(75, 100),math.Rand(75, 100),math.Rand(300, 750)) ) particle:SetDieTime( math.Rand(2,3) ) particle:SetStartAlpha( 55 ) particle:SetEndAlpha( 255 ) particle:SetStartSize( math.Rand(95,100) ) particle:SetEndSize( math.Rand(125,135) ) particle:SetRoll( math.Rand(0,360) ) particle:SetRollDelta( math.Rand(-0.5,0.5) ) particle:SetColor( 255, 225, 225 ) particle:SetAirResistance( 55 ) particle:SetGravity( Vector( 0, 0, math.Rand(-325,-425) ) ) particle:SetLighting( true ) particle:SetCollide( false ) end for i = 0,5 do particle = emitter:Add( "effects/halo_ce/flare_generic" , self.Origin ) particle:SetVelocity( 1 * VectorRand() ) particle:SetDieTime( math.Rand(0.15, 0.2) ) particle:SetStartAlpha( 200 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.Rand(20,35) ) particle:SetEndSize( math.Rand(175,225) ) particle:SetRoll( math.Rand(0,360) ) particle:SetRollDelta( math.Rand(-1,1) ) particle:SetColor( 255,255,200 ) particle:SetAirResistance( 200 ) particle:SetGravity( Vector( 0, 0, math.Rand(10,40) ) ) particle:SetLighting( false ) particle:SetCollide( true ) particle:SetBounce( 0.5 ) end particle = emitter:Add( "effects/halo_ce/flare_generic2a", self.Origin ) particle:SetVelocity( 1 * VectorRand() ) particle:SetDieTime( math.Rand(0.15, 0.2) ) particle:SetStartAlpha( 200 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.Rand(20,35) ) particle:SetEndSize( math.Rand(250,400) ) particle:SetRoll( math.Rand(0,360) ) particle:SetRollDelta( math.Rand(-1,1) ) particle:SetColor( 255,200,50 ) particle:SetAirResistance( 200 ) particle:SetGravity( Vector( 0, 0, math.Rand(10,40) ) ) particle:SetLighting( false ) particle:SetCollide( true ) particle:SetBounce( 0.5 ) emitter:Finish() end function EFFECT:Think() return false end function EFFECT:Render() end
local vgc = vgui.Create function CreateWindowFrame(parent) parent = parent or nil local window = vgc("DFrame", parent) window.lblTitle:SetFont("VBFONT_DERMANORMAL") window.lblTitle:SetTextColor(COLOR_WHITE) function window:Paint() draw.RoundedBoxEx(5, 0, 25, window:GetWide(), window:GetTall() - 25, COLOR_MENU_BAR, false, false, true, true) draw.RoundedBoxEx(5, 0, 0, window:GetWide(), 25, COLOR_MENU_BACK, true, true, false, false) surface.SetDrawColor(Color(20, 20, 20, 100)) surface.DrawOutlinedRect(0, 0, window:GetWide(), window:GetTall()) end return window end
return { shocker = { areaofeffect = 192, avoidfeature = 0, avoidfriendly = 0, collidefriendly = 0, craterboost = 0, cratermult = 0, edgeeffectiveness = 0.5, explosiongenerator = "custom:FLASHSMALLBUILDING", heightboostfactor = 2.8, impulseboost = 0.5, impulsefactor = 0.5, name = "ShockerHeavyCannon", noselfdamage = 1, predictboost = 0.75, range = 1325, reloadtime = 6, size = 5, soundhit = "xplomed2", soundstart = "cannhvy5", targetborder = 1, turret = 1, weaponvelocity = 610, damage = { default = 1100, }, }, }
app:DoAction("App_CustomizeHotkeys", {})
local Frame = script.Parent local NotesButton = Frame:WaitForChild("HomeScreenApps"):WaitForChild("Notes") local BackButton = Frame.NotesPage:WaitForChild("Back") local SaveButton = Frame.NotesPage:WaitForChild("Save") local Notes = Frame.NotesPage:WaitForChild("Notes") local Notes = Frame.NotesPage:WaitForChild("Notes") local NotesValue = game.Players.LocalPlayer.Character:FindFirstChild("iExotic 11 Pro Max").NotesValue local HomeScreenApps = Frame:WaitForChild("HomeScreenApps"):GetChildren() NotesButton.MouseButton1Click:Connect(function() local NotesPage = Frame.NotesPage:GetChildren() for _,v in pairs (NotesPage)do v.Visible = true end Notes.Text = NotesValue.Value for _,v in pairs (HomeScreenApps)do v.Visible = false end end) BackButton.MouseButton1Click:Connect(function() local NotesPage = Frame.NotesPage:GetChildren() for _,v in pairs (NotesPage)do v.Visible = false end for _,v in pairs (HomeScreenApps)do v.Visible = true end end) SaveButton.MouseButton1Click:Connect(function() NotesValue.Value = Notes.Text end)
--------------------------------------------------------------------------------------------------- -- Item: Use Case: request is allowed by policies but app is already subscribed for specified parameter -- -- Requirement summary: -- [SubscribeVehicleData] As a mobile app wants to send a request to subscribe for specified parameter -- -- Description: -- In case: -- Mobile application sends valid SubscribeVehicleData to SDL and this request -- is allowed by Policies but app is already subscribed for specified parameter -- SDL must: -- SDL responds IGNORED, success:false and info: "Already subscribed on some provided VehicleData." -- to mobile application and doesn't transfer this request to HMI --------------------------------------------------------------------------------------------------- --[[ Required Shared libraries ]] local runner = require('user_modules/script_runner') local common = require('test_scripts/API/VehicleData/commonVehicleData') local commonTestCases = require('user_modules/shared_testcases/commonTestCases') --[[ Local Variables ]] local rpc = { name = "SubscribeVehicleData", params = { engineOilLife = true, fuelRange = true, tirePressure = true, electronicParkBrakeStatus = true, turnSignal = true } } local vehicleDataResults = { engineOilLife = { dataType = "VEHICLEDATA_ENGINEOILLIFE", resultCode = "SUCCESS" }, fuelRange = { dataType = "VEHICLEDATA_FUELRANGE", resultCode = "SUCCESS" }, tirePressure = { dataType = "VEHICLEDATA_TIREPRESSURE", resultCode = "SUCCESS" }, electronicParkBrakeStatus = { dataType = "VEHICLEDATA_ELECTRONICPARKBRAKESTATUS", resultCode = "SUCCESS" }, turnSignal = { dataType = "VEHICLEDATA_TURNSIGNAL", resultCode = "SUCCESS" } } local vehicleDataResults2 = { engineOilLife = { dataType = "VEHICLEDATA_ENGINEOILLIFE", resultCode = "DATA_ALREADY_SUBSCRIBED" }, fuelRange = { dataType = "VEHICLEDATA_FUELRANGE", resultCode = "DATA_ALREADY_SUBSCRIBED" }, tirePressure = { dataType = "VEHICLEDATA_TIREPRESSURE", resultCode = "DATA_ALREADY_SUBSCRIBED" }, turnSignal = { dataType = "VEHICLEDATA_TURNSIGNAL", resultCode = "DATA_ALREADY_SUBSCRIBED" }, electronicParkBrakeStatus = { dataType = "VEHICLEDATA_TIREPRESSURE", resultCode = "DATA_ALREADY_SUBSCRIBED" } } --[[ Local Functions ]] local function processRPCSuccess(self) local mobileSession = common.getMobileSession(self, 1) local cid = mobileSession:SendRPC(rpc.name, rpc.params) EXPECT_HMICALL("VehicleInfo." .. rpc.name, rpc.params) :Do(function(_, data) self.hmiConnection:SendResponse(data.id, data.method, "SUCCESS", vehicleDataResults) end) local responseParams = vehicleDataResults responseParams.success = true responseParams.resultCode = "SUCCESS" mobileSession:ExpectResponse(cid, responseParams) end local function processRPCIgnored(self) local mobileSession = common.getMobileSession(self, 1) local cid = mobileSession:SendRPC(rpc.name, rpc.params) EXPECT_HMICALL("VehicleInfo." .. rpc.name, rpc.params):Times(0) commonTestCases:DelayedExp(common.timeout) local responseParams = vehicleDataResults2 responseParams.success = false responseParams.resultCode = "IGNORED" mobileSession:ExpectResponse(cid, responseParams) end --[[ Scenario ]] runner.Title("Preconditions") runner.Step("Clean environment", common.preconditions) runner.Step("Start SDL, HMI, connect Mobile, start Session", common.start) runner.Step("RAI with PTU", common.registerAppWithPTU) runner.Step("Activate App", common.activateApp) runner.Title("Test") runner.Step("RPC " .. rpc.name .. " 1st time" , processRPCSuccess) runner.Step("RPC " .. rpc.name .. " 2nd time" , processRPCIgnored) runner.Title("Postconditions") runner.Step("Stop SDL", common.postconditions)
mass_res = { cast = function(player) check = player:getObjectsInArea(BL_PC) if (#check > 0) then for i = 1, #check do if (check[i].state == 1) then check[i].state = 0 check[i].health = check[i].maxHealth check[i].magic = check[i].maxMagic check[i]:sendStatus() check[i]:updateState() end end end end }
--[[ Copyright 2020 Samarth Ramesh & wsor4035 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. --]] local storage = minetest.get_mod_storage() minetest.deserialize(storage:get_string("banned_names")) banned_names=minetest.deserialize(storage:get_string("banned_names")) or {"sex","fuck","damn","drug","suicid"} print("[sriniban] loaded") minetest.register_on_prejoinplayer(function(name) for k,v in pairs(banned_names) do if string.find(string.lower(name),string.lower(v)) then --logging print("[sriniban] user: " .. name .. " attempted to join with disallowed word: " .. v) return "your name contains: " .. v .. " and is not allowed here, please come back with a better name" end end end) minetest.register_chatcommand("add_name", { params = "<string>", privs = {server= true}, description = "adds a name to banlist\nCAUTION adding a single letter can be catastrophic. always be careful when adding names", func = function(name,param) if param ~= "" then table.insert(banned_names,tostring(param)) print(tostring(param)) minetest.chat_send_all("added "..param.." to the list of banned words") local serial_table = minetest.serialize(banned_names) storage:set_string("banned_names", serial_table) else minetest.chat_send_player(name, "Captain Spock tells us that expexting to add a new banned word without specefying it is senseless") end end }) minetest.register_chatcommand("list_names", { description = "lists all the banned names", privs = {server= true}, func= function(name) for k,v in pairs(banned_names) do minetest.chat_send_player(name, banned_names[k]) end end }) minetest.register_chatcommand("rm_name",{ description = "removes a name from the ban list", params = "<name>", privs = {server=true}, func = function(name, param) if param ~="" then for k in pairs(banned_names) do if param == banned_names[k] then table.remove(banned_names,k) end end storage:set_string("banned_names", minetest.serialize(banned_names)) end end })
object_tangible_deed_vehicle_deed_havoc_ship_deed = object_tangible_deed_vehicle_deed_shared_havoc_ship_deed:new { } ObjectTemplates:addTemplate(object_tangible_deed_vehicle_deed_havoc_ship_deed, "object/tangible/deed/vehicle_deed/havoc_ship_deed.iff")
local function getFirework() local firework = {} firework.isInitialized = false firework.x = nil firework.y = nil firework.particles = {} firework.totalParticles = 120 firework.particlesSpeedRange = {min = 100, max = 300} firework.radius = 100 firework.rangeX = {min = firework.radius, max = window.width - firework.radius} firework.rangeY = {min = firework.radius, max = 2 * firework.radius} firework.outOfBoundCount = 0 firework.hasExploded = false firework.rocket = getParticle(0, window.height, 0, 0) firework.rocketSpeed = 800 firework.gravity = getVector(0, 0.12) firework.color = {255, love.math.random(255), love.math.random(255)} function firework.setRandomPosition() firework.x = love.math.random(firework.rangeX.min, firework.rangeX.max) firework.y = love.math.random(firework.rangeY.min, firework.rangeY.max) end function firework.initParticles(dt) for i = 1, firework.totalParticles do local speed = love.math.random(firework.particlesSpeedRange.min, firework.particlesSpeedRange.max) * dt local angle = love.math.random() * math.pi * 2 firework.particles[i] = getParticle(firework.x, firework.y, speed, angle) firework.particles[i].isVisible = true end end function firework.resetParticles(dt) for i, particle in ipairs(firework.particles) do local speed = love.math.random(firework.particlesSpeedRange.min, firework.particlesSpeedRange.max) * dt local angle = love.math.random() * math.pi * 2 particle.position.setX(firework.x) particle.position.setY(firework.y) particle.velocity.setLength(speed) particle.velocity.setAngle(angle) particle.isVisible = true end end function firework.resetRocket(dt) firework.setRandomPosition() firework.rocket.hasExploded = false firework.rocket.position.setX(firework.x) firework.rocket.position.setY(window.height) firework.rocket.velocity.setLength(firework.rocketSpeed * dt) firework.rocket.velocity.setAngle(-math.pi * 0.5) end function firework.update(dt) if not firework.isInitialized then firework.setRandomPosition() firework.resetRocket(dt) firework.initParticles(dt) firework.isInitialized = true end if firework.rocket.position.getY() <= firework.y then firework.rocket.hasExploded = true end if not firework.rocket.hasExploded then firework.rocket.update() return end for i, particle in ipairs(firework.particles) do particle.accelerate(firework.gravity) particle.update() end for i, particle in ipairs(firework.particles) do local magnitude = math.sqrt(math.pow(particle.position.getX() - firework.x, 2) + math.pow(particle.position.getY() - firework.y, 2)) if(magnitude >= firework.radius) then firework.outOfBoundCount = firework.outOfBoundCount + 1 particle.isVisible = false end end if firework.outOfBoundCount >= firework.totalParticles then firework.setRandomPosition() firework.resetRocket(dt) firework.resetParticles(dt) end firework.outOfBoundCount = 0 end function firework.draw() love.graphics.setColor(firework.color) if not firework.rocket.hasExploded then --love.graphics.circle("fill", firework.rocket.position.getX(), firework.rocket.position.getY(), 5) love.graphics.rectangle("fill", firework.rocket.position.getX(), firework.rocket.position.getY(), 5, 10) return end for i, particle in ipairs(firework.particles) do if particle.isVisible then --love.graphics.circle("fill", particle.position.getX(), particle.position.getY(), 1) love.graphics.rectangle("fill", particle.position.getX(), particle.position.getY(), 2, 2) end end end return firework end return getFirework
local file = io.open("GLOBAL rev4.lua") local content = file:read("*a") io.close(file) -- note: there is event skip at event 511 in rev4 local replacements = { ["evt%.CanShowTopic%[(%d+)%]"] = eventNumberReplacements("evt.CanShowTopic[%d]"), ["evt%.global%[(%d+)%]"] = eventNumberReplacements("evt.global[%d]"), ["evt%.Cmp%(\"QBits\", (%d+)%)"] = function(num) return ("evt.Cmp(\"QBits\", %d)"):format(getQuestBit(num)) end, ["evt%.Set%(\"QBits\", (%d+)%)"] = function(num) return ("evt.Set(\"QBits\", %d)"):format(getQuestBit(num)) end, ["evt%.Add%(\"QBits\", (%d+)%)"] = function(num) return ("evt.Add(\"QBits\", %d)"):format(getQuestBit(num)) end, ["evt%.Subtract%(\"QBits\", (%d+)%)"] = function(num) return ("evt.Subtract(\"QBits\", %d)"):format(getQuestBit(num)) end, ["evt%.SetMessage%((%d+)%)"] = function(message) message = tonumber(message) return ("evt.SetMessage(%d)"):format(getMessage(message)) end, ["evt%.SetNPCTopic%{NPC = (%d+), Index = (%d+), Event = (%d+)%}"] = function(npc, index, event) npc = tonumber(npc) index = tonumber(index) event = tonumber(event) local indexes = {[0] = "A", "B", "C", "D", "E", "F"} return ("evt.SetNPCTopic{NPC = %d, Index = %d, Event = %d}"):format(getNPC(npc), index, getEvent(event)) --return ("Game.NPC[%d].Event%s = %d"):format(getNPC(npc), indexes[index], getEvent(event)) end, ["evt%.Subtract%(\"NPCs\", (%d+)%)"] = function(npc) npc = tonumber(npc) return ("evt.Subtract(\"NPCs\", %d)"):format(getNPC(npc)) end, ["evt%.Add%(\"NPCs\", (%d+)%)"] = function(npc) npc = tonumber(npc) return ("evt.Add(\"NPCs\", %d)"):format(getNPC(npc)) end, ["evt%.Set%(\"NPCs\", (%d+)%)"] = function(npc) npc = tonumber(npc) return ("evt.Set(\"NPCs\", %d)"):format(getNPC(npc)) end, ["evt%.Cmp%(\"NPCs\", (%d+)%)"] = function(npc) npc = tonumber(npc) return ("evt.Cmp(\"NPCs\", %d)"):format(getNPC(npc)) end, ["evt%.Add%(\"Awards\", (%d+)%)"] = function(award) award = tonumber(award) local mappingsFromMM7PromotionAwardsToMergeQBits = -- generated with generateMappingsFromMM7PromotionAwardsToMergeQBits { [10] = 1560, [11] = 1561, [12] = 1562, [13] = 1563, [16] = 1566, [17] = 1567, [18] = 1568, [19] = 1569, [22] = 1572, [23] = 1573, [24] = 1574, [25] = 1575, [27] = 1577, [28] = 1578, [29] = 1579, [30] = 1580, [31] = 1581, [34] = 1584, [35] = 1585, [36] = 1586, [37] = 1587, [38] = 1588, [39] = 1589, [40] = 1590, [41] = 1591, [42] = 1592, [43] = 1593, [44] = 1594, [45] = 1595, [50] = 1596, [51] = 1597, [52] = 1598, [53] = 1599, [54] = 1600, [55] = 1601, [56] = 1602, [57] = 1603, [58] = 1604, [59] = 1605, [60] = 1606, [62] = 1607, [63] = 1608, [64] = 1609, [65] = 1610, [66] = 1611, [67] = 1612, [68] = 1613, [69] = 1614, [70] = 1615, [71] = 1616, [72] = 1617, [73] = 1618, [74] = 1619, [75] = 1620, [76] = 1621, [77] = 1622, [78] = 1623, [79] = 1624 } if mappingsFromMM7PromotionAwardsToMergeQBits[award] ~= nil then -- promotion award, special processing return ("evt.Add(\"QBits\", %d)"):format(mappingsFromMM7PromotionAwardsToMergeQBits[award]) else --local awards = LoadBasicTextTable("tab\\AWARDS rev4.txt", 0) --print("Not promotion award: " .. awards[award + 1][2]) end local a2 = award award = getAward(award) if award == -1 then return ("--" .. " evt.Add(\"Awards\", %d)"):format(a2) end return ("evt.Add(\"Awards\", %d)"):format(award) end, ["evt%.Set%(\"Awards\", (%d+)%)"] = function(award) award = tonumber(award) local mappingsFromMM7PromotionAwardsToMergeQBits = -- generated with generateMappingsFromMM7PromotionAwardsToMergeQBits { [10] = 1560, [11] = 1561, [12] = 1562, [13] = 1563, [16] = 1566, [17] = 1567, [18] = 1568, [19] = 1569, [22] = 1572, [23] = 1573, [24] = 1574, [25] = 1575, [27] = 1577, [28] = 1578, [29] = 1579, [30] = 1580, [31] = 1581, [34] = 1584, [35] = 1585, [36] = 1586, [37] = 1587, [38] = 1588, [39] = 1589, [40] = 1590, [41] = 1591, [42] = 1592, [43] = 1593, [44] = 1594, [45] = 1595, [50] = 1596, [51] = 1597, [52] = 1598, [53] = 1599, [54] = 1600, [55] = 1601, [56] = 1602, [57] = 1603, [58] = 1604, [59] = 1605, [60] = 1606, [62] = 1607, [63] = 1608, [64] = 1609, [65] = 1610, [66] = 1611, [67] = 1612, [68] = 1613, [69] = 1614, [70] = 1615, [71] = 1616, [72] = 1617, [73] = 1618, [74] = 1619, [75] = 1620, [76] = 1621, [77] = 1622, [78] = 1623, [79] = 1624 } if mappingsFromMM7PromotionAwardsToMergeQBits[award] ~= nil then -- promotion award, special processing return ("evt.Set(\"QBits\", %d)"):format(mappingsFromMM7PromotionAwardsToMergeQBits[award]) else --local awards = LoadBasicTextTable("tab\\AWARDS rev4.txt", 0) --print("Not promotion award: " .. awards[award + 1][2]) end local a2 = award award = getAward(award) if award == -1 then return ("--" .. " evt.Set(\"Awards\", %d)"):format(a2) end return ("evt.Set(\"Awards\", %d)"):format(award) end, ["evt%.Cmp%(\"Awards\", (%d+)%)"] = function(award) award = tonumber(award) local mappingsFromMM7PromotionAwardsToMergeQBits = -- generated with generateMappingsFromMM7PromotionAwardsToMergeQBits { [10] = 1560, [11] = 1561, [12] = 1562, [13] = 1563, [16] = 1566, [17] = 1567, [18] = 1568, [19] = 1569, [22] = 1572, [23] = 1573, [24] = 1574, [25] = 1575, [27] = 1577, [28] = 1578, [29] = 1579, [30] = 1580, [31] = 1581, [34] = 1584, [35] = 1585, [36] = 1586, [37] = 1587, [38] = 1588, [39] = 1589, [40] = 1590, [41] = 1591, [42] = 1592, [43] = 1593, [44] = 1594, [45] = 1595, [50] = 1596, [51] = 1597, [52] = 1598, [53] = 1599, [54] = 1600, [55] = 1601, [56] = 1602, [57] = 1603, [58] = 1604, [59] = 1605, [60] = 1606, [62] = 1607, [63] = 1608, [64] = 1609, [65] = 1610, [66] = 1611, [67] = 1612, [68] = 1613, [69] = 1614, [70] = 1615, [71] = 1616, [72] = 1617, [73] = 1618, [74] = 1619, [75] = 1620, [76] = 1621, [77] = 1622, [78] = 1623, [79] = 1624 } if mappingsFromMM7PromotionAwardsToMergeQBits[award] ~= nil then -- promotion award, special processing return ("evt.Cmp(\"QBits\", %d)"):format(mappingsFromMM7PromotionAwardsToMergeQBits[award]) else --local awards = LoadBasicTextTable("tab\\AWARDS rev4.txt", 0) --print("Not promotion award: " .. awards[award + 1][2]) end local a2 = award award = getAward(award) if award == -1 then return ("--" .. " evt.Cmp(\"Awards\", %d)"):format(a2) end return ("evt.Cmp(\"Awards\", %d)"):format(award) end, ["evt%.Subtract%(\"Awards\", (%d+)%)"] = function(award) award = tonumber(award) local mappingsFromMM7PromotionAwardsToMergeQBits = -- generated with generateMappingsFromMM7PromotionAwardsToMergeQBits { [10] = 1560, [11] = 1561, [12] = 1562, [13] = 1563, [16] = 1566, [17] = 1567, [18] = 1568, [19] = 1569, [22] = 1572, [23] = 1573, [24] = 1574, [25] = 1575, [27] = 1577, [28] = 1578, [29] = 1579, [30] = 1580, [31] = 1581, [34] = 1584, [35] = 1585, [36] = 1586, [37] = 1587, [38] = 1588, [39] = 1589, [40] = 1590, [41] = 1591, [42] = 1592, [43] = 1593, [44] = 1594, [45] = 1595, [50] = 1596, [51] = 1597, [52] = 1598, [53] = 1599, [54] = 1600, [55] = 1601, [56] = 1602, [57] = 1603, [58] = 1604, [59] = 1605, [60] = 1606, [62] = 1607, [63] = 1608, [64] = 1609, [65] = 1610, [66] = 1611, [67] = 1612, [68] = 1613, [69] = 1614, [70] = 1615, [71] = 1616, [72] = 1617, [73] = 1618, [74] = 1619, [75] = 1620, [76] = 1621, [77] = 1622, [78] = 1623, [79] = 1624 } if mappingsFromMM7PromotionAwardsToMergeQBits[award] ~= nil then -- promotion award, special processing return ("evt.Subtract(\"QBits\", %d)"):format(mappingsFromMM7PromotionAwardsToMergeQBits[award]) else --local awards = LoadBasicTextTable("tab\\AWARDS rev4.txt", 0) --print("Not promotion award: " .. awards[award + 1][2]) end local a2 = award award = getAward(award) if award == -1 then return ("--" .. " evt.Subtract(\"Awards\", %d)"):format(a2) end return ("evt.Subtract(\"Awards\", %d)"):format(award) end, ["evt%.SetNPCGroupNews%{NPCGroup = (%d+), NPCNews = (%d+)%}"] = function(group, news) group = tonumber(group) news = tonumber(news) return ("evt.SetNPCGroupNews{NPCGroup = %d, NPCNews = %d}"):format(getNpcGroup(group), news + 51) end, ["evt%.SetNPCGreeting%{NPC = (%d+), Greeting = (%d+)%}"] = function (npc, greeting) npc = tonumber(npc) greeting = tonumber(greeting) return ("evt.SetNPCGreeting{NPC = %d, Greeting = %d}"):format(getNPC(npc), getGreeting(greeting)) end, ["evt%.Cmp%(\"Inventory\", (%d+)%)"] = function(item) item = tonumber(item) return ("evt.Cmp(\"Inventory\", %d)"):format(getItem(item)) end, ["evt%.Add%(\"Inventory\", (%d+)%)"] = function(item) item = tonumber(item) return ("evt.Add(\"Inventory\", %d)"):format(getItem(item)) end, ["evt%.Subtract%(\"Inventory\", (%d+)%)"] = function(item) item = tonumber(item) return ("evt.Subtract(\"Inventory\", %d)"):format(getItem(item)) end, ["evt%.Set%(\"Inventory\", (%d+)%)"] = function(item) item = tonumber(item) -- apparently evt.Set("Inventory", num) makes character diseased... return ("evt.Add(\"Inventory\", %d)"):format(getItem(item)) end, ["evt%.MoveNPC%{NPC = (%d+), HouseId = (%d+)%}"] = function(npc, houseid) npc = tonumber(npc) houseid = tonumber(houseid) return ("evt.MoveNPC{NPC = %d, HouseId = %d}"):format(getNPC(npc), getHouseID(houseid)) end, ["evt%.SetNPCItem%{NPC = (%d+), Item = (%d+), On = (%w+)%}"] = function(npc, item, on) npc = tonumber(npc) item = tonumber(item) return ("evt.SetNPCItem{NPC = %d, Item = %d, On = %s}"):format(getNPC(npc), getItem(item), on) end, --[[["evt%.Add%(\"History(%d+)\", (%d+)%)"] = function(historyid, dummy) historyid = tonumber(historyid) dummy = tonumber(dummy) return ("--" .. " evt.Add(\"History%d\", %d)"):format(historyid, dummy) end,]]-- ["evt%.SetMonGroupBit%{NPCGroup = (%d+), Bit = ([%w%.]+), On = (%w+)%}"] = function(npcgroup, bit, on) npcgroup = tonumber(npcgroup) return ("evt.SetMonGroupBit{NPCGroup = %d, Bit = %s, On = %s}"):format(getNpcGroup(npcgroup), bit, on) end, ["evt%.Set%(\"AutonotesBits\", (%d+)%)"] = function(autonote) autonote = tonumber(autonote) return ("evt.Set(\"AutonotesBits\", %d)"):format(getAutonote(autonote)) end, ["evt%.ChangeEvent%((%d+)%)"] = function(event) event = tonumber(event) return ("evt.ChangeEvent(%d)"):format(getEvent(event)) end, ["evt%.StatusText%((%d+)%)"] = function(message) message = tonumber(message) return ("evt.StatusText(%d)"):format(getMessage(message)) end, ["evt%.CheckMonstersKilled%{CheckType = (%d+), Id = (%d+), Count = (%d+)%}"] = function(checktype, id, count) checktype = tonumber(checktype) id = tonumber(id) count = tonumber(count) if checktype == 1 then return ("evt.CheckMonstersKilled{CheckType = %d, Id = %d, Count = %d}"):format(checktype, id + 51, count) elseif checktype == 2 then return ("evt.CheckMonstersKilled{CheckType = %d, Id = %d, Count = %d}"):format(checktype, getMonster(id), count) elseif checktype == 4 then print("While processing scripts encountered evt.CheckMonstersKilled with CheckType of 4, need to take care of that") end return ("evt.CheckMonstersKilled{CheckType = %d, Id = %d, Count = %d}"):format(checktype, id, count) end } --[[ TODO * SBG's blessed items have red crossed circle icon when equipped - idk how to fix this * after windiff newly downloaded revamp's directory with my own directory --]] --[[ Script files to move to github folder * Quest_MM7Lich.lua * Rev4 for Merge.lua * map and global scripts (incl. MM6/MM8 ones - changed ddmapbuffs) * Rev4 for Merge change spell damage.lua * Quest_FortRiverstride.lua --]] --[[ TODOs completed * <del>fix getHouseID (create table of overriding mappings from rev4 to merge in case of for example hostels) - both here and in parseNpcData.lua</del> * <del>promoted awards checks are changed into qbits in merge</del> * <del>check if class consts (const.Class.Thief for example) is good for merge</del> * <del>check if setMonGroupBit works correctly</del> * <del>check strange avlee teachers greetings ("Help me!")</del> * <del>BDJ goodbye topic giving wrong message</del> * <del>sort entries in mapstats</del> * <del>process npctext</del> * <del>fix adventurers in temple of the moon not dropping items: iterate through monsters after loading map, find adventurer index and give item to him</del> * <del>fix skill barrels code</del> * <del>fix mm7 barrels to give +5</del> * <del>the gauntlet: lord godwinson, the coding fortress: BDJ the coding wizard, fix him (move to correct location)</del> * <del>inspect map d16.blv for what's changed (couldn't find anything in the first pass) - vampire cloak</del> * <del>stone city check chests</del> * <del>check chests in 7d12.blv</del> * <del>five rings in chests in stone city</del> * <del>getItem() fixes (potions etc.)</del> * <del>d29.blv - angel messenger</del> * <del>7d28.lua - map editor stuff</del> * <del>check ancient weapons in items.txt</del> * <del>check d08.blv for crashes relating to Lord Godwinson placemon id</del> * <del>BDJ should become hostile on game load/move into 7d12 with lloyd's beacon - use vars table</del>, same thing with 7d08.blv (monsters reappearing) * <del>castle harmondale locked if not finished scavenger hunt, also messenger about scavenger hunt</del> * <del>process summon monsters npcgroup</del> * <del>inspect EI event 575 (where is it located) - answer: nowhere</del> * <del>castle harmondale respawn -1</del> * <del>leane shadowrunner in deyja strange message on master stealing</del> - strange in vanilla Merge too * <del>move npcs in mdt12.blv</del> * <del>check if after arriving in harmondale death map is set as harmondale</del> * <del>d16 vampire cloak in prison</del - vampire has it * <del>check other qbits past 512 * 3, for things that might break with conversion</del> * <del>phasing cauldron and brazier of succor</del> - idk how to fix this * <del>judas in colony zod?</del> - nope, though make sure to play fully through rev4 * <del>realign evenmorn island titans</del> * <del>check d08.blv Lord Godwinson stats - they get affected by bolster monster</del> * <del>trees in tularean looked strange - possible not changed file name in evt.CheckSeason checks</del> * <del>the small house entrance text</del> * <del>resolve docent talking in emerald island - workaround is to walk into BDJ radius again, second time it sets the QBit</del> * <del>antagarichan gems have changed descriptions in Merge, maybe preserve them?</del> * <del>consider restoring original behavior of blasters - currently they benefit from bow skill</del> * <del>check evt.ShowMovie file names</del> * <del>https://gitlab.com/cthscr/mmmerge/-/wikis/Cluebook/DimensionDoor</del> * <del>fix other ddmapbuffs in MM6/MM8 maps</del> * <del>check wtf at line 2595</del> * <del>check if blayze's quest and saving erathia quest give correct mastery - they probably don't, fix them</del> * <del>check awards missing mappings</del> * <del>check Elgar Fellmoon</del> * <del>Zokarr's tomb fix coordinates on teleport to Barrow VI</del> * <del>restore qbits on leaving the gauntlet only if they were set originally</del> * <del>fix the gauntlet scripts to subtract MM8/MM6 scrolls/potions as well and remove SPs from all party members</del> * <del>restore original pics & descriptions of items taken from MM8/MM6</del> * <del>mdt, mdk, mdr test</del> * <del>check evt.SpeakNPC commands if they won't break</del> * <del>check test of friendship - probably need to disable monster pathfinding there/increase HP of NPCs</del> * <del>check search for "ERROR: " and check if everything is ok near it</del> ** <del>do this in map scripts too</del> * <del>integrate changes from revamp.T.lod (incl. scripts)</del> * <del>integrate latest cthscr's commits</del> * <del>boost mapstats spawns</del> * <del>boost spells damage</del> * <del>find where judas the geek is in rev4 and put him there in merge (maybe he is as spawn)</del> * <del>tunnels to eofol changed (deleted) spawns at the end?</del> - no, just monster limit is hit easily in this map --]] --[[ USEFUL STUFF shows event id when event is triggered on the map function events.EvtMap(evtId, seq) Message(tostring(evtId)) end for m, id in pairs(Editor.State.Monsters) do if id == 1 then XYZ(m, XYZ(Party)) end end t1 = nil for v, k in pairs(Editor.State.Monsters) do if k == 0 then t1 = v end end local file = io.open("Monster data.txt", "w") for k, v in Map.Monsters do if v.NameId ~= 0 then file:write("Monster " .. k .. "\n\n" .. dump(v, 1):gsub("NameId = (%d+)", function(nameid) return ("NameId = %d (%s)"):format(tonumber(nameid), Game.PlaceMonTxt[tonumber(nameid)]) end) .. "\n\n\n") end end file:close() --]] for regex, fun in pairs(replacements) do content = content:gsub(regex, fun) end content = content:replace([[Game.GlobalEvtLines.Count = 0 -- Deactivate all standard events ]], "") local patches = {[ [[evt.ForPlayer("All") if evt.Cmp("QBits", 850) then -- BDJ Final evt.SetMessage(1024) -- "Adventurer 4, select your new profession." evt.ForPlayer(3) elseif evt.Cmp("QBits", 849) then -- BDJ 3 evt.SetMessage(1023) -- "Adventurer 3, select your new profession." evt.ForPlayer(2) elseif evt.Cmp("QBits", 848) then -- BDJ 2 evt.SetMessage(1022) -- "Adventurer 2, select your new profession." evt.ForPlayer(1) else evt.SetMessage(1021) -- "Adventurer 1, select your new profession." evt.ForPlayer(0) end]] ] = [[evt.ForPlayer("All") if evt.Cmp("QBits", 869) then -- BDJ Final evt.SetMessage(2822) -- "Adventurer 5, select your new profession." evt.ForPlayer(4) elseif evt.Cmp("QBits", 850) then -- BDJ 4 evt.SetMessage(1024) -- "Adventurer 4, select your new profession." evt.ForPlayer(3) elseif evt.Cmp("QBits", 849) then -- BDJ 3 evt.SetMessage(1023) -- "Adventurer 3, select your new profession." evt.ForPlayer(2) elseif evt.Cmp("QBits", 848) then -- BDJ 2 evt.SetMessage(1022) -- "Adventurer 2, select your new profession." evt.ForPlayer(1) else evt.SetMessage(1021) -- "Adventurer 1, select your new profession." evt.ForPlayer(0) end]], [ [[evt.ForPlayer(3) if evt.Cmp("FireSkill", 1) then evt.Set("FireSkill", 49152) evt.Set("FireSkill", 72) end evt.ForPlayer(2) if evt.Cmp("FireSkill", 1) then evt.Set("FireSkill", 49152) evt.Set("FireSkill", 72) end evt.ForPlayer(1) if evt.Cmp("FireSkill", 1) then evt.Set("FireSkill", 49152) evt.Set("FireSkill", 72) end evt.ForPlayer(0) if evt.Cmp("FireSkill", 1) then evt.Set("FireSkill", 49152) evt.Set("FireSkill", 72) end]] ] = [[for _, pl in Party do local s, m = SplitSkill(pl.Skills[const.Skills.Fire]) if s ~= 0 then pl.Skills[const.Skills.Fire] = JoinSkill(math.max(s, 8), math.max(m, const.Expert)) end end]], -- don't need sparkles, as later there's evt.Add("Experience") [ [[if not evt.Cmp("QBits", 807) then -- Water if not evt.Cmp("QBits", 808) then -- Fire if not evt.Cmp("QBits", 809) then -- Air if not evt.Cmp("QBits", 810) then -- Earth return end end end end]] ] = [[if not evt.Cmp("QBits", 807) or not evt.Cmp("QBits", 808) or not evt.Cmp("QBits", 809) or not evt.Cmp("QBits", 810) then return end]], [ [[evt.Set("DarkSkill", 136)]] ] = [[ if evt.Player == 5 then for _, pl in Party do local s, m = SplitSkill(pl.Skills[const.Skills.Dark]) pl.Skills[const.Skills.Dark] = JoinSkill(math.max(s, 8), math.max(m, const.Master)) end else local pl = Party[evt.Player] local s, m = SplitSkill(pl.Skills[const.Skills.Dark]) pl.Skills[const.Skills.Dark] = JoinSkill(math.max(s, 8), math.max(m, const.Master)) end]], -- [ [[evt.Subtract("QBits", 811) -- "Clear out the Strange Temple, retrieve the ancient weapons, and return to Maximus in The Pit"]] ] = -- [[evt.SetNPCGreeting{NPC = 388, Greeting = 370} -- Halfgild Wynac -- evt.Subtract("QBits", 811) -- "Clear out the Strange Temple, retrieve the ancient weapons, and return to Maximus in The Pit"]], -- [ [[evt.MoveNPC{NPC = 60, -- ERROR: Not found HouseId = 999} -- "Drathen Keldin"]] ] = "", [ [[evt.Add(-- ERROR: Not found "Awards", 83886128)]] ] = [[evt.Add(-- ERROR: Not found "Awards", 21)]], [ [[evt.global[42397] = function() evt.SetSnow{EffectId = 18, On = true} end]] ] = "", [ [[evt.Set(-- ERROR: Not found "Awards", 108) evt.EnterHouse(600) -- Win Good]] ] = [[evt.Set(-- ERROR: Not found "Awards", 109)]] } for from, to in pairs(patches) do content = content:replace(from, to) end local genericEvtRegex = "evt%.%w-[%(%{].-[%)%}]" local exclusions = { "evt%.Add%(\"Experience\", %d+%)" } local i, j = content:find(genericEvtRegex, 1) repeat local text = content:sub(i, j) local matched = false for regex, fun in pairs(replacements) do if text:match("(" .. regex .. ")") == text then -- need full capture group, as match returns only first capture group matched = true break end end if not matched then for k, regex in ipairs(exclusions) do if text:match("(" .. regex .. ")") == text then matched = true break end end end if not matched then --print("Found unfixed evt command: " .. text) end i, j = content:find(genericEvtRegex, i + 1) until i == nil -- Harmondale teleportal hub content = content:replace([[-- "Challenges" Game.GlobalEvtLines:RemoveEvent(1313) evt.global[1313] = function() evt.SetMessage(1671) -- "Scattered around the land are the Challenges. If your ability is great enough, and you best the challenge, you will be award skill points to do with as you wish!" end]], [[-- "Challenges" Game.GlobalEvtLines:RemoveEvent(1313) evt.global[1313] = function() evt.SetMessage(1671) -- "Scattered around the land are the Challenges. If your ability is great enough, and you best the challenge, you will be award skill points to do with as you wish!" end -- HARMONDALE TELEPORTAL HUB -- local indexes = {[0] = "A", "B", "C", "D", "E", "F"} -- "Go back" evt.global[1993] = function() for i = 0, 2 do Game.NPC[1255]["Event" .. indexes[i] ] = 1995 + i end Game.NPC[1255]["Event" .. indexes[3] ] = 1994 end -- "More destinations" evt.global[1994] = function() for i = 0, 1 do Game.NPC[1255]["Event" .. indexes[i] ] = 1998 + i end Game.NPC[1255]["Event" .. indexes[2] ] = 1993 Game.NPC[1255]["Event" .. indexes[3] ] = 0 end evt.CanShowTopic[1995] = function() return evt.All.Cmp("Inventory", 1467) end -- "Tatalia" evt.global[1995] = function() evt.MoveToMap{X = 6604, Y = -8941, Z = 0, Direction = 1024, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "7Out13.odm"} end evt.CanShowTopic[1996] = function() return evt.All.Cmp("Inventory", 1469) end -- "Avlee" evt.global[1996] = function() evt.MoveToMap{X = 14414, Y = 12615, Z = 0, Direction = 768, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "Out14.odm"} end evt.CanShowTopic[1997] = function() return evt.All.Cmp("Inventory", 1468) end -- "Deyja" evt.global[1997] = function() evt.MoveToMap{X = 4586, Y = -12681, Z = 0, Direction = 512, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "7Out05.odm"} end evt.CanShowTopic[1998] = function() return evt.All.Cmp("Inventory", 1471) end -- "Bracada Desert" evt.global[1998] = function() evt.MoveToMap{X = 8832, Y = 18267, Z = 0, Direction = 1536, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "7Out06.odm"} end evt.CanShowTopic[1999] = function() return evt.All.Cmp("Inventory", 1470) end -- "Evenmorn Island" evt.global[1999] = function() evt.MoveToMap{X = 17161, Y = -10827, Z = 0, Direction = 1024, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "Out09.odm"} end]]) local file2 = io.open("GLOBAL rev4 processed.lua", "w") file2:write(content) io.close(file2)
GM.Name = "Cataclysm" GM.Author = "Thendon.exe" GM.Website = "sneaky.rocks" DeriveGamemode( "base" ) _G.TEAM_BLACK = 1 _G.TEAM_WHITE = 2 include("sh_loader.lua") function GM:CreateTeams() team.SetUp( TEAM_BLACK, "Black", _COLOR.BLACK, true) team.SetClass( TEAM_BLACK, { "player_earth", "player_fire", "player_air", "player_water" } ) team.SetUp( TEAM_WHITE, "White", _COLOR.WHITE, true) team.SetClass( TEAM_WHITE, { "player_earth", "player_fire", "player_air", "player_water" } ) end function GM:GetEnemyTeam( teamID ) teamID = isnumber(teamID) and teamID or teamID:Team() return teamID == TEAM_BLACK and TEAM_WHITE or TEAM_BLACK end local lastThink = 0 local deltaTime = 0 _G.DeltaTime = function() return deltaTime end local function CalcDelta() local now = CurTime() deltaTime = now - lastThink lastThink = now end function GM:Think() CalcDelta() if SERVER then round_manager.Update() end if CLIENT then music_manager.Update() Popup.Update() KillLog.Update() end end
-- -- Author: zen.zhao88@gmail.com -- Date: 2015-12-03 16:54:06 -- local Error = class("Error",b3.Action) function Error:onTick(tick) return b3.Com.ERROR end return Error
--[[ Made by toonrun123V2 9.12.2021 (m/d/y). Custom physics (not newton's law) understand uself. SCALE-ONLY ]] local tweenservice = game:GetService("TweenService") local mouse:Mouse = game.Players.LocalPlayer:GetMouse() local info = TweenInfo.new(0.1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0) local HostFrame = script.Parent.Parent --[[HostFrame]] local Frame = script.Parent --[[Box]] local Camera = workspace.CurrentCamera local Weight = 1 local SpeedPhysicsLower = 1 local Speed2DLower = 2 local Bouncedivide = 2 local bounceside = { ["Down"] = false, ["Left"] = true, ["Right"] = true } --These Settings Change eveytimes======= local weight = 0 local XD = nil local future_position = nil local Rotation = nil local IsInProcess = nil local lastx = nil local lasty = nil local newx = nil local newy = nil local enable = false local reversespeed = 0 local oldspeedx = 0 local oldspeedy = 0 --==================================== local Floor,abs = math.floor,math.abs mouse.Button1Down:Connect(function() enable = true end) mouse.Button1Up:Connect(function() enable = false end) local function ScaleToOffset(Scale) local ViewPortSize = Camera.ViewportSize return ({ViewPortSize.X * Scale[1],ViewPortSize.Y * Scale[2]}) end local function OffsetToScale(Offset) local ViewPortSize = Camera.ViewportSize return ({Offset[1] / ViewPortSize.X, Offset[2] / ViewPortSize.Y}) end game:GetService("RunService").RenderStepped:Connect(function() weight = (Frame.AbsoluteSize.X/2)+(Frame.AbsoluteSize.Y/2) if enable then if not lastx then lastx = mouse.X end if not lasty then lasty = mouse.Y end newx = -(lastx - mouse.X)/Weight newy = -(lasty - mouse.Y)/Weight oldspeedx = newx oldspeedy = newy else if oldspeedx >= 1 then oldspeedx -= SpeedPhysicsLower end if oldspeedx <= -1 then oldspeedx += SpeedPhysicsLower end if oldspeedx <= 1 and oldspeedx >= 0 then oldspeedx = 0 end if oldspeedx >= -1 and oldspeedx <= 0 then oldspeedx = 0 end oldspeedy += abs(weight/200*((workspace.Gravity/100)-1*10)) end XD = OffsetToScale({oldspeedx/Speed2DLower,oldspeedy/Speed2DLower}) future_position = Frame.Position + UDim2.new(XD[1],0,XD[2],0) Rotation = OffsetToScale({Frame.Rotation,Frame.Rotation}) IsInProcess = false Frame.Position = future_position if Frame.Position.Y.Scale < 0 then oldspeedy = 0 Frame.Position = UDim2.new(future_position.X.Scale,0,0,0) elseif Frame.Position.Y.Scale > 1-Frame.Size.Y.Scale then if bounceside["Down"] then oldspeedy = Floor(-(oldspeedy/Bouncedivide)) else oldspeedy = 0 end --[[ XD = OffsetToScale({oldspeedx/Speed2DLower,oldspeedy/Speed2DLower}) future_position = Frame.Position + UDim2.new(XD[1],0,XD[2],0) Dont enabled it because it will broke speed physics ]] Frame.Position = UDim2.new(future_position.X.Scale,0,future_position.Y.Scale,0) if Frame.Position.Y.Scale > 1-Frame.Size.Y.Scale then Frame.Position = UDim2.new(future_position.X.Scale,0,1-Frame.Size.Y.Scale,0) end IsInProcess = true end if Frame.Position.X.Scale < 0 then if bounceside["Left"] then oldspeedx = Floor(-(oldspeedx/Bouncedivide)) else oldspeedx = 0 end XD = OffsetToScale({oldspeedx/Speed2DLower,oldspeedy/Speed2DLower}) future_position = Frame.Position + UDim2.new(XD[1],0,XD[2],0) Frame.Position = UDim2.new(0,0,future_position.Y.Scale,0) IsInProcess = true elseif Frame.Position.X.Scale > 1-Frame.Size.X.Scale then if bounceside["Right"] then oldspeedx = Floor(-(oldspeedx/Bouncedivide)) else oldspeedx = 0 end XD = OffsetToScale({oldspeedx/Speed2DLower,oldspeedy/Speed2DLower}) future_position = Frame.Position + UDim2.new(XD[1],0,XD[2],0) Frame.Position = UDim2.new(1-Frame.Size.X.Scale,0,Frame.Position.Y.Scale,0) IsInProcess = true end --[[if oldspeedx >= 1 then oldspeedx += oldspeedx/10 end if oldspeedx <= -1 then oldspeedx -= oldspeedx/10 end]] --[[if oldspeedx < reversespeed then warn(oldspeedx,reversespeed) local Speedclone = script.Parent.Parent:WaitForChild("sPEED"):Clone() Speedclone.Text = oldspeedx.." "..reversespeed Speedclone.Parent = HostFrame Speedclone.Position = Frame.Position end reversespeed = oldspeedx UNUSED ]] lasty = mouse.Y lastx = mouse.X end)
local Ansi = setmetatable({ }, { __call = function(self, ...) local str = '\027[' for k,v in ipairs({ ...}) do if k == 1 then str = str .. v else str = str .. ';' .. v end end return str .. 'm' end }) Ansi.codes = { reset = 0, white = 1, orange = 2, magenta = 3, lightBlue = 4, yellow = 5, lime = 6, pink = 7, gray = 8, lightGray = 9, cyan = 10, purple = 11, blue = 12, brown = 13, green = 14, red = 15, black = 16, onwhite = 21, onorange = 22, onmagenta = 23, onlightBlue = 24, onyellow = 25, onlime = 26, onpink = 27, ongray = 28, onlightGray = 29, oncyan = 30, onpurple = 31, onblue = 32, onbrown = 33, ongreen = 34, onred = 35, onblack = 36, } for k,v in pairs(Ansi.codes) do Ansi[k] = Ansi(v) end return Ansi
-- gperftools.cpu local ffi = require('ffi') local status, profiler = pcall(ffi.load, 'profiler') if not status then error('Failed to load libprofiler. Please install gperftools!') end ffi.cdef[[ int ProfilerStart(const char* fname); void ProfilerStop(); void ProfilerFlush(); ]] local function start(filename) if filename == nil then error("Usage: cpu.start(filename)") end if profiler.ProfilerStart(filename) ~= 0 then return true else return nil end end local function stop() profiler.ProfilerStop() end local function flush() profiler.ProfilerFlush() end return { start = start; stop = stop; flush = flush; }
GuildGearRulesCache = GuildGearRules:NewModule("GuildGearRulesCache", "AceEvent-3.0") function GuildGearRulesCache:Initialize(core) self.Core = core; self.Queue = {}; self.Queue = GuildGearRulesTable:New{ }; self:RegisterEvent("GET_ITEM_INFO_RECEIVED", "OnItemInfoReceived"); self.Core:Log(tostring(self) .. " initialized."); return self; end function GuildGearRulesCache:Log(text, msgType) if (self.Core.db.profile.DebugCache) then self.Core:Log("Cache: " .. text, msgType) end end function GuildGearRulesCache:Update() -- Iterate backwards so items can be safely removed. for i = #self.Queue, 1, -1 do local item = self.Queue[i]; if (item ~= nil) then if (item.Validate and item.Received) then if (time() - item.Received >= 1) then -- Validate item two times. self.Core.Inspector:ValidateItemAttributes(item.ItemID, item.Meta.ItemLink, item.Meta.SlotID, item.Meta.CharacterInfo); self:Log("Checking " .. item.Meta.ItemLink .. "."); item.TimesChecked = item.TimesChecked + 1 if (item.TimesChecked < 2) then item.Received = time(); else self.Queue:Remove(i); end end else self.Queue:Remove(i); end end end end function GuildGearRulesCache:New(itemID, validate) local cacheItem = { ItemID = itemID, Validate = validate or false, Received = nil, TimesChecked = 0, Meta = nil, } return cacheItem; end -- New item equipped, forget about last validation. -- Without this, items can appear unequipped if they are unequipped and equipped quickly. function GuildGearRulesCache:Cancel(characterInfo, slotID) -- Iterate backwards so items can be safely removed. for i = #self.Queue, 1, -1 do local item = self.Queue[i]; if (item ~= nil) then if (item.Meta ~= nil and item.Meta.CharacterInfo ~= nil and item.Meta.SlotID ~= nil) then if (item.Meta.CharacterInfo == characterInfo and item.Meta.SlotID == slotID) then self.Queue:Remove(i); end end end end end function GuildGearRulesCache:Load(itemID, cacheItem) -- Will be nil if not cached and start a GET_ITEM_INFO_RECEIVED request. local itemName = GetItemInfo(itemID); local isCached = itemName ~= nil; -- Add item to queue if is not cached or if we want to validate it. if (cacheItem ~= nil and (not isCached or cacheItem.Validate)) then if (cacheItem.Validate) then cacheItem.Received = time(); end self.Queue:Add(cacheItem); local index, cacheItem = self.Queue:Find("ItemID", itemID); if (self.Core.db.profile.DebugCache) then local ending = "was already cached."; if (not isCached) then local ending = "was not cached."; end self:Log("Adding " .. itemID .. " to queue, " .. ending); end end end function GuildGearRulesCache:OnItemInfoReceived(event, itemID, success) if (not success) then return; end local itemName = GetItemInfo(itemID); local indexes, cacheItems = self.Queue:FindAll("ItemID", itemID); for i = 1, #indexes do if (cacheItems[i].Validate) then cacheItems[i].Received = time(); else -- If we don't want to validate it, remove directly. self.Queue:Remove(indexes[i]); end end if (#indexes > 0) then self:Log("Resolved " .. itemID .. "."); else if (itemName ~= nil) then self:Log("Received information on " .. itemName .. " (" .. itemID .. ")."); else self:Log("Received information on " .. itemID .. ", could not get name."); end end end
-- SPDX-License-Identifier: BSD-3-Clause -- -- Copyright 2016 Raritan Inc. All rights reserved. -- Print some information from the PDU data model. -- load the "Pdu" library and all dependencies require "Pdu" -- Acquire the single instance of the Pdu interface local pdu = pdumodel.Pdu:getDefault() -- Get and print some information from the PDU nameplate. -- -- According to Pdu.idl, getNameplate() returns a structure. In Lua, this is -- represented as a table whose keys are the field names of the structure. local nameplate = pdu:getNameplate() print("PDU Manufacturer: " .. nameplate.manufacturer) print("PDU Model: " .. nameplate.model) print() -- Get and print the PDU metadata structure. -- -- To display a complete table, use the built-in function 'printTable'. print("PDU metadata:") printTable(pdu:getMetaData()) print() -- Iterate through all outlets and print their power state local outlets = pdu:getOutlets() for _, outlet in ipairs(outlets) do -- Get the outlet label (from the metadata) and power state local label = outlet:getMetaData().label local state = outlet:getState() if state.powerState == pdumodel.Outlet.PowerState.PS_ON then print("Outlet " .. label .. ": ON") else print("Outlet " .. label .. ": OFF") end end
local PluginRoot = script:FindFirstAncestor("PicularPlugin") local Components = PluginRoot.Components local Roact: Roact = require(PluginRoot.Packages.Roact) local Controls = require(Components.Controls) local e = Roact.createElement local Component = Roact.PureComponent:extend("PicularSearchBar") function Component:render() return e(Controls.TextInput, { placeholder = "Search for anything...", iconId = "Search", size = UDim2.new(1, 0, 0, 36), }) end return Component
addEvent("onPlayerAcceptTrade",true) addEventHandler("onPlayerAcceptTrade",root,function(koszt) local character = getElementData(source,"character") if (not character or not character.id) then outputDebugString("Zadanie onPlayerAcceptTrade dla niezalogowanego gracza.") return false end if (not getPlayerMoney(source) or getPlayerMoney(source)<koszt) then return false end takePlayerMoney(source,koszt) setPedArmor(source,100) outputChatBox("* Zakupiłeś kamizelkę kuloodporną, za 235$.",source) return true end) arm_pick = createPickup(309.38,-134.70,1000.3,3,1242,1,1) setElementDimension(arm_pick,12) setElementInterior(arm_pick,7)
local lua = require "lapis.lua" local lapis = require "lapis.init" local lapis_application = require "lapis.application" local respond_to = lapis_application.respond_to local yield_error = lapis_application.yield_error local capture_errors = lapis_application.capture_errors local lapis_validate = require "lapis.validate" local assert_valid = lapis_validate.assert_valid local fmt = string.format local model = require "model" local app = { path = "/greet", name = "greeter.", } app[{greet = "/:login"}] = respond_to { GET = capture_errors(function(self) assert_valid(self.params, { {"login", min_length = 2, max_length = 128}, }) local user = model.get_user_by_login(self.params.login) if user then self.name = user.fullname else yield_error("unexpected guest") end return { render = true, layout = "greeter.layout", } end), } -- BELOW: This does not work: -- app.layout = require "views.greeter.layout" return lua.class(app, lapis.Application)
-- Language Server Protocol configuration. local utils = require 'utils' utils.debug('S LSP configuration sequence started') require('lsp.bash') require('lsp.lua') require('lsp.python') require('lsp.rust') require('lsp.common').lsputils() utils.debug('S LSP configuration sequence finished')
local PANEL --[[--------------------------------------------------------------------------- Hitman menu ---------------------------------------------------------------------------]] PANEL = {} AccessorFunc(PANEL, "hitman", "Hitman") AccessorFunc(PANEL, "target", "Target") AccessorFunc(PANEL, "selected", "Selected") function PANEL:Init() self.BaseClass.Init(self) self.btnClose = vgui.Create("DButton", self) self.btnClose:SetText("") self.btnClose.DoClick = function() self:Remove() end self.btnClose.Paint = function(panel, w, h) derma.SkinHook("Paint", "WindowCloseButton", panel, w, h) end self.icon = vgui.Create("SpawnIcon", self) self.icon:SetDisabled(true) self.icon.PaintOver = function(icon) icon:SetTooltip() end self.icon:SetTooltip() self.title = vgui.Create("DLabel", self) self.title:SetText(DarkRP.getPhrase("hitman")) self.name = vgui.Create("DLabel", self) self.price = vgui.Create("DLabel", self) self.playerList = vgui.Create("DScrollPanel", self) self.btnRequest = vgui.Create("HitmanMenuButton", self) self.btnRequest:SetText(DarkRP.getPhrase("hitmenu_request")) self.btnRequest.DoClick = function() if IsValid(self:GetTarget()) then RunConsoleCommand("darkrp", "requesthit", self:GetTarget():SteamID(), self:GetHitman():UserID()) self:Remove() end end self.btnCancel = vgui.Create("HitmanMenuButton", self) self.btnCancel:SetText(DarkRP.getPhrase("cancel")) self.btnCancel.DoClick = function() self:Remove() end self:SetSkin(GAMEMODE.Config.DarkRPSkin) self:InvalidateLayout() end function PANEL:Think() if not IsValid(self:GetHitman()) or self:GetHitman():GetPos():Distance(LocalPlayer():GetPos()) > GAMEMODE.Config.minHitDistance then self:Remove() return end -- update the price (so the hitman can't scam) self.price:SetText(DarkRP.getPhrase("priceTag", DarkRP.formatMoney(self:GetHitman():getHitPrice()), "")) self.price:SizeToContents() end function PANEL:PerformLayout() local w, h = self:GetSize() self:SetSize(500, 700) self:Center() self.btnClose:SetSize(24, 24) self.btnClose:SetPos(w - 24 - 5, 5) self.icon:SetSize(128, 128) self.icon:SetModel(self:GetHitman():GetModel()) self.icon:SetPos(20, 20) self.title:SetFont("ScoreboardHeader") self.title:SetPos(20 + 128 + 20, 20) self.title:SizeToContents(true) self.name:SizeToContents(true) self.name:SetText(DarkRP.getPhrase("name", self:GetHitman():Nick())) self.name:SetPos(20 + 128 + 20, 20 + self.title:GetTall()) self.price:SetFont("HUDNumber5") self.price:SetColor(Color(255, 0, 0, 255)) self.price:SetText(DarkRP.getPhrase("priceTag", DarkRP.formatMoney(self:GetHitman():getHitPrice()), "")) self.price:SetPos(20 + 128 + 20, 20 + self.title:GetTall() + 20) self.price:SizeToContents(true) self.playerList:SetPos(20, 20 + self.icon:GetTall() + 20) self.playerList:SetWide(self:GetWide() - 40) self.btnRequest:SetPos(20, h - self.btnRequest:GetTall() - 20) self.btnRequest:SetButtonColor(Color(0, 120, 30, 255)) self.btnCancel:SetPos(w - self.btnCancel:GetWide() - 20, h - self.btnCancel:GetTall() - 20) self.btnCancel:SetButtonColor(Color(140, 0, 0, 255)) self.playerList:StretchBottomTo(self.btnRequest, 20) self.BaseClass.PerformLayout(self) end function PANEL:Paint() local w, h = self:GetSize() surface.SetDrawColor(Color(0, 0, 0, 200)) surface.DrawRect(0, 0, w, h) end function PANEL:AddPlayerRows() local players = table.Copy(player.GetAll()) table.sort(players, function(a, b) local aTeam, bTeam, aNick, bNick = team.GetName(a:Team()), team.GetName(b:Team()), string.lower(a:Nick()), string.lower(b:Nick()) return aTeam == bTeam and aNick < bNick or aTeam < bTeam end) for k, v in pairs(players) do local canRequest = hook.Call("canRequestHit", DarkRP.hooks, self:GetHitman(), LocalPlayer(), v, self:GetHitman():getHitPrice()) if not canRequest then continue end local line = vgui.Create("HitmanMenuPlayerRow") line:SetPlayer(v) self.playerList:AddItem(line) line:SetWide(self.playerList:GetWide() - 100) line:Dock(TOP) line.DoClick = function() self:SetTarget(line:GetPlayer()) if IsValid(self:GetSelected()) then self:GetSelected():SetSelected(false) end line:SetSelected(true) self:SetSelected(line) end end end vgui.Register("HitmanMenu", PANEL, "DPanel") --[[--------------------------------------------------------------------------- Hitmenu button ---------------------------------------------------------------------------]] PANEL = {} AccessorFunc(PANEL, "btnColor", "ButtonColor") function PANEL:PerformLayout() self:SetSize(self:GetParent():GetWide() / 2 - 30, 100) self:SetFont("HUDNumber5") self:SetTextColor(Color(255, 255, 255, 255)) self.BaseClass.PerformLayout(self) end function PANEL:Paint() local w, h = self:GetSize() local col = self:GetButtonColor() or Color(0, 120, 30, 255) surface.SetDrawColor(col.r, col.g, col.b, col.a) surface.DrawRect(0, 0, w, h) end vgui.Register("HitmanMenuButton", PANEL, "DButton") --[[--------------------------------------------------------------------------- Player row ---------------------------------------------------------------------------]] PANEL = {} AccessorFunc(PANEL, "player", "Player") AccessorFunc(PANEL, "selected", "Selected", FORCE_BOOL) function PANEL:Init() self.lblName = vgui.Create("DLabel", self) self.lblName:SetMouseInputEnabled(false) self.lblName:SetColor(Color(255,255,255,200)) self.lblTeam = vgui.Create("DLabel", self) self.lblTeam:SetMouseInputEnabled(false) self.lblTeam:SetColor(Color(255,255,255,200)) self:SetText("") self:SetCursor("hand") end function PANEL:PerformLayout() local ply = self:GetPlayer() if not IsValid(ply) then self:Remove() return end self.lblName:SetFont("UiBold") self.lblName:SetText(DarkRP.deLocalise(ply:Nick())) self.lblName:SizeToContents() self.lblName:SetPos(10, 1) self.lblTeam:SetFont("UiBold") self.lblTeam:SetText((ply.DarkRPVars and DarkRP.deLocalise(ply:getDarkRPVar("job") or "")) or team.GetName(ply:Team())) self.lblTeam:SizeToContents() self.lblTeam:SetPos(self:GetWide() / 2, 1) end function PANEL:Paint() if not IsValid(self:GetPlayer()) then self:Remove() return end local color = team.GetColor(self:GetPlayer():Team()) color.a = self:GetSelected() and 70 or 255 surface.SetDrawColor(color) surface.DrawRect(0, 0, self:GetWide(), 20) end vgui.Register("HitmanMenuPlayerRow", PANEL, "Button") --[[--------------------------------------------------------------------------- Open the hit menu ---------------------------------------------------------------------------]] function DarkRP.openHitMenu(hitman) local frame = vgui.Create("HitmanMenu") frame:SetHitman(hitman) frame:AddPlayerRows() frame:SetVisible(true) frame:MakePopup() end
--[[ -------------------------------------------------- Update Checker for Rainmeter v6.1.0 By raiguard Implements 'semver.lua' by kikito (https://github.com/kikito/semver.lua) Implements 'JSON.lua' by rxi (https://github.com/rxi/json.lua) -------------------------------------------------- Release Notes: v6.1.0 - 2018-7-4 - Added 'RawChangelog' option v6.0.0 - 2018-7-2 - Switched to use GitHub REST v3 API, rather than a customized INI file v5.1.0 - 2018-6-21 - Switched to using the WebParser measure output rather than a downloaded file for the ReadINI function v5.0.0 - 2017-12-20 - Removed hard-coded actions and replaced with arguments in the script measure - Switched to using INI format for the remote version data - Added 'GetIniValue' function for retrieving other information from remote v4.0.0 - 2016-11-18 - Implemented "semver.lua" for more robust comparisons v3.0.0 - 2016-11-14 - Added support for update checking on development versions v2.1.0 - 2016-11-14 - Fixed oversight where if the user is on a development version for an outdated release, it would not return UpdateAvailable() - Added 'ParsingError' return v2.0.0 - 2016-8-4 - Removed dependancy on an output meter in favor of hard-coded actions, added more documentation v1.0.1 - 2016-7-1 - Optimized gmatch function, more debug functionality v1.0.0 - 2016-1-25 - Initial release -------------------------------------------------- This script compares two semver-formatted version strings and compares them, returning whether the current version is outdated, up-to-date, or a development version. By default, it uses the GitHub REST API to download release information, automatically extracting the most recent release from the specified repository. However, you do not need to use this if you have another method for retrieving the most recently released version. Please keep in mind that version strings must be formatted using the Semantic Versioning 2.0.0 format. See http://semver.org/ for additional information. -------------------------------------------------- INSTRUCTIONS FOR USE: [MeasureUpdateCheckerScript] Measure=Script Script=#@#Scripts\UpdateChecker.lua CheckForPrereleases=#checkForPrereleases# UpToDateAction=[!ShowMeter "UpToDateString"] DevAction=[!ShowMeter "DevString"] UpdateAvailableAction=[!ShowMeter "UpdateAvailableString"] ParsingErrorAction=[!ShowMeter "ParsingErrorString"] This is an example of the script measure you will use to invoke this script. The 'CheckForPrereleases' defines whether the update checker will compare with the most recent full release, or the most recent release whatsoever. Each action option is a series of bangs to execute when that outcome is reached by the comparison function. [MeasureUpdateCheck] Measure=WebParser URL=#webParserUrl# RegExp=(?siU)^(.*)$ StringIndex=1 UpdateRate=#updateCheckRate# OnConnectErrorAction=[!Log "Couldn't connect to update server" "Error"] FinishAction=[!CommandMeasure MeasureUpdateCheckerScript "CheckForUpdate('#version#', 'MeasureUpdateCheck')"] DynamicVariables=1 This is an example of the webparser measure used to download the information. The important thing to note here is the last argument on the 'FinishAction' line. This must be the name of the WebParser measure, whatever that may be. This allows the script to actually retrieve the string that was downloaded, which lets the update check actually take place. The script retrieves the raw JSON data from the GitHub API, then uses a JSON parser function to convert it into a LUA table. From there, the script extracts data for the most recent full release, and the most recent release regardless of whether or not it is a prerelease. Which release is compared to and provides the release information is determined by the 'CheckForPrereleases' option in the script measure. There are four values for each release that you can retrieve for displaying in your skin. Each value is retrieved using [&MeasureUpdateCheckerScript:GetReleaseInfo('key')]. Replace key with one of the following options: 'name' - returns the tag version of the release 'date' - returns the published date of the release 'changelog' - returns the release's changelog, with the release version and published date added to the beginning 'downloadUrl' - returns the URL that can be used to download the .RMSKIN attached to the release Please note that any meter that extracts information from the script in this way will need 'DynamicVariables=1' set in order to function properly. By default, the changelog will include the release's tag version and published date attached to the beginning of the string. If you wish to disable this, add 'RawChangelog=1' to the script measure. -------------------------------------------------- ]]-- debug = false function Initialize() upToDateAction = SELF:GetOption('UpToDateAction') updateAvailableAction = SELF:GetOption('UpdateAvailableAction') parsingErrorAction = SELF:GetOption('ParsingErrorAction') devAction = SELF:GetOption('DevAction') rawChangelog = tonumber(SELF:GetOption('RawChangelog', '0')) checkForPrereleases = tonumber(SELF:GetOption('CheckForPrereleases', '1')) if devAction == '' or devAction == nil then devAction = upToDateAction end printIndent = ' ' releases = {} end function Update() end function CheckForUpdate(cVersion, measureName) showPrereleases = tonumber(SELF:GetOption('ShowPrereleases', 1)) apiJson = json.decode(SKIN:GetMeasure(measureName or 'MeasureUpdateCheck'):GetStringValue()) releases = AssembleReleaseInfo(apiJson) Compare(cVersion, releases[checkForPrereleases + 1]['name']) end -- compares two semver-formatted version strings function Compare(cVersion, rVersion) cVersion = v(cVersion) rVersion = v(rVersion) if cVersion == rVersion then LogHelper('Up-to-date', 'Debug') SKIN:Bang(upToDateAction) elseif cVersion > rVersion then LogHelper('Development version', 'Debug') SKIN:Bang(devAction) elseif cVersion < rVersion then LogHelper('Update available', 'Debug') SKIN:Bang(updateAvailableAction) else LogHelper('Parsing error', 'Debug') SKIN:Bang(parsingErrorAction) end end function GetReleaseInfo(key) return releases[checkForPrereleases + 1] and releases[checkForPrereleases + 1][key] or '---' end function AssembleReleaseInfo(jsonTable) local releases = {} local i = 0 local k = 0 while i == 0 do k = k + 1 if jsonTable[k]['prerelease'] == false then i = 1 releases[1] = {} releases[1]['name'] = jsonTable[k]['tag_name']:gsub('v', '') releases[1]['date'] = jsonTable[k]['published_at']:gsub('(.*)T(.*)', '%1') releases[1]['changelog'] = (rawChangelog == 0 and 'v' .. releases[1]['name'] .. ' - ' .. releases[1]['date'] .. '\n' or '') .. jsonTable[k]['body']:gsub('\r\n', '\n') releases[1]['downloadUrl'] = jsonTable[k]['assets'][1]['browser_download_url'] end end releases[2] = {} releases[2]['name'] = jsonTable[1]['tag_name']:gsub('v', '') releases[2]['date'] = jsonTable[1]['published_at']:gsub('(.*)T(.*)', '%1') releases[2]['changelog'] = (rawChangelog == 0 and 'v' .. releases[2]['name'] .. ' - ' .. releases[2]['date'] .. '\n' or '') .. jsonTable[1]['body']:gsub('\r\n', '\n') releases[2]['downloadUrl'] = jsonTable[1]['assets'][1]['browser_download_url'] return releases end -- function to make logging messages less cluttered function LogHelper(message, type) if type == nil then type = 'Debug' end if debug == true then SKIN:Bang("!Log", message, type) elseif type ~= 'Debug' then SKIN:Bang("!Log", message, type) end end --[[ -------------------------------------------------- SEMVER.LUA By kitito MIT LICENSE Copyright (c) 2015 Enrique García Cota Permission is hereby granted, free of charge, to any person obtaining a copy of tother 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 tother permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -------------------------------------------------- ]]-- local function checkPositiveInteger(number, name) assert(number >= 0, name .. ' must be a valid positive number') assert(math.floor(number) == number, name .. ' must be an integer') end local function present(value) return value and value ~= '' end -- splitByDot("a.bbc.d") == {"a", "bbc", "d"} local function splitByDot(str) str = str or "" local t, count = {}, 0 str:gsub("([^%.]+)", function(c) count = count + 1 t[count] = c end) return t end local function parsePrereleaseAndBuildWithSign(str) local prereleaseWithSign, buildWithSign = str:match("^(-[^+]+)(+.+)$") if not (prereleaseWithSign and buildWithSign) then prereleaseWithSign = str:match("^(-.+)$") buildWithSign = str:match("^(+.+)$") end assert(prereleaseWithSign or buildWithSign, ("The parameter %q must begin with + or - to denote a prerelease or a build"):format(str)) return prereleaseWithSign, buildWithSign end local function parsePrerelease(prereleaseWithSign) if prereleaseWithSign then local prerelease = prereleaseWithSign:match("^-(%w[%.%w-]*)$") assert(prerelease, ("The prerelease %q is not a slash followed by alphanumerics, dots and slashes"):format(prereleaseWithSign)) return prerelease end end local function parseBuild(buildWithSign) if buildWithSign then local build = buildWithSign:match("^%+(%w[%.%w-]*)$") assert(build, ("The build %q is not a + sign followed by alphanumerics, dots and slashes"):format(buildWithSign)) return build end end local function parsePrereleaseAndBuild(str) if not present(str) then return nil, nil end local prereleaseWithSign, buildWithSign = parsePrereleaseAndBuildWithSign(str) local prerelease = parsePrerelease(prereleaseWithSign) local build = parseBuild(buildWithSign) return prerelease, build end local function parseVersion(str) local sMajor, sMinor, sPatch, sPrereleaseAndBuild = str:match("^(%d+)%.?(%d*)%.?(%d*)(.-)$") assert(type(sMajor) == 'string', ("Could not extract version number(s) from %q"):format(str)) local major, minor, patch = tonumber(sMajor), tonumber(sMinor), tonumber(sPatch) local prerelease, build = parsePrereleaseAndBuild(sPrereleaseAndBuild) return major, minor, patch, prerelease, build end -- return 0 if a == b, -1 if a < b, and 1 if a > b local function compare(a,b) return a == b and 0 or a < b and -1 or 1 end local function compareIds(myId, otherId) if myId == otherId then return 0 elseif not myId then return -1 elseif not otherId then return 1 end local selfNumber, otherNumber = tonumber(myId), tonumber(otherId) if selfNumber and otherNumber then -- numerical comparison return compare(selfNumber, otherNumber) -- numericals are always smaller than alphanums elseif selfNumber then return -1 elseif otherNumber then return 1 else return compare(myId, otherId) -- alphanumerical comparison end end local function smallerIdList(myIds, otherIds) local myLength = #myIds local comparison for i=1, myLength do comparison = compareIds(myIds[i], otherIds[i]) if comparison ~= 0 then return comparison == -1 end -- if comparison == 0, continue loop end return myLength < #otherIds end local function smallerPrerelease(mine, other) if mine == other or not mine then return false elseif not other then return true end return smallerIdList(splitByDot(mine), splitByDot(other)) end local methods = {} function methods:nextMajor() return semver(self.major + 1, 0, 0) end function methods:nextMinor() return semver(self.major, self.minor + 1, 0) end function methods:nextPatch() return semver(self.major, self.minor, self.patch + 1) end local mt = { __index = methods } function mt:__eq(other) return self.major == other.major and self.minor == other.minor and self.patch == other.patch and self.prerelease == other.prerelease -- notice that build is ignored for precedence in semver 2.0.0 end function mt:__lt(other) if self.major ~= other.major then return self.major < other.major end if self.minor ~= other.minor then return self.minor < other.minor end if self.patch ~= other.patch then return self.patch < other.patch end return smallerPrerelease(self.prerelease, other.prerelease) -- notice that build is ignored for precedence in semver 2.0.0 end -- This works like the "pessimisstic operator" in Rubygems. -- if a and b are versions, a ^ b means "b is backwards-compatible with a" -- in other words, "it's safe to upgrade from a to b" function mt:__pow(other) if self.major == 0 then return self == other end return self.major == other.major and self.minor <= other.minor end function mt:__tostring() local buffer = { ("%d.%d.%d"):format(self.major, self.minor, self.patch) } if self.prerelease then table.insert(buffer, "-" .. self.prerelease) end if self.build then table.insert(buffer, "+" .. self.build) end return table.concat(buffer) end function v(major, minor, patch, prerelease, build) assert(major, "At least one parameter is needed") if type(major) == 'string' then major,minor,patch,prerelease,build = parseVersion(major) end patch = patch or 0 minor = minor or 0 checkPositiveInteger(major, "major") checkPositiveInteger(minor, "minor") checkPositiveInteger(patch, "patch") local result = {major=major, minor=minor, patch=patch, prerelease=prerelease, build=build} return setmetatable(result, mt) end -- -- json.lua -- -- Copyright (c) 2018 rxi -- -- 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. -- json = { _version = "0.1.1" } ------------------------------------------------------------------------------- -- Encode ------------------------------------------------------------------------------- local encode local escape_char_map = { [ "\\" ] = "\\\\", [ "\"" ] = "\\\"", [ "\b" ] = "\\b", [ "\f" ] = "\\f", [ "\n" ] = "\\n", [ "\r" ] = "\\r", [ "\t" ] = "\\t", } local escape_char_map_inv = { [ "\\/" ] = "/" } for k, v in pairs(escape_char_map) do escape_char_map_inv[v] = k end local function escape_char(c) return escape_char_map[c] or string.format("\\u%04x", c:byte()) end local function encode_nil(val) return "null" end local function encode_table(val, stack) local res = {} stack = stack or {} -- Circular reference? if stack[val] then error("circular reference") end stack[val] = true if val[1] ~= nil or next(val) == nil then -- Treat as array -- check keys are valid and it is not sparse local n = 0 for k in pairs(val) do if type(k) ~= "number" then error("invalid table: mixed or invalid key types") end n = n + 1 end if n ~= #val then error("invalid table: sparse array") end -- Encode for i, v in ipairs(val) do table.insert(res, encode(v, stack)) end stack[val] = nil return "[" .. table.concat(res, ",") .. "]" else -- Treat as an object for k, v in pairs(val) do if type(k) ~= "string" then error("invalid table: mixed or invalid key types") end table.insert(res, encode(k, stack) .. ":" .. encode(v, stack)) end stack[val] = nil return "{" .. table.concat(res, ",") .. "}" end end local function encode_string(val) return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"' end local function encode_number(val) -- Check for NaN, -inf and inf if val ~= val or val <= -math.huge or val >= math.huge then error("unexpected number value '" .. tostring(val) .. "'") end return string.format("%.14g", val) end local type_func_map = { [ "nil" ] = encode_nil, [ "table" ] = encode_table, [ "string" ] = encode_string, [ "number" ] = encode_number, [ "boolean" ] = tostring, } encode = function(val, stack) local t = type(val) local f = type_func_map[t] if f then return f(val, stack) end error("unexpected type '" .. t .. "'") end function json.encode(val) return ( encode(val) ) end ------------------------------------------------------------------------------- -- Decode ------------------------------------------------------------------------------- local parse local function create_set(...) local res = {} for i = 1, select("#", ...) do res[ select(i, ...) ] = true end return res end local space_chars = create_set(" ", "\t", "\r", "\n") local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",") local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u") local literals = create_set("true", "false", "null") local literal_map = { [ "true" ] = true, [ "false" ] = false, [ "null" ] = nil, } local function next_char(str, idx, set, negate) for i = idx, #str do if set[str:sub(i, i)] ~= negate then return i end end return #str + 1 end local function decode_error(str, idx, msg) local line_count = 1 local col_count = 1 for i = 1, idx - 1 do col_count = col_count + 1 if str:sub(i, i) == "\n" then line_count = line_count + 1 col_count = 1 end end error( string.format("%s at line %d col %d", msg, line_count, col_count) ) end local function codepoint_to_utf8(n) -- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa local f = math.floor if n <= 0x7f then return string.char(n) elseif n <= 0x7ff then return string.char(f(n / 64) + 192, n % 64 + 128) elseif n <= 0xffff then return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128) elseif n <= 0x10ffff then return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128, f(n % 4096 / 64) + 128, n % 64 + 128) end error( string.format("invalid unicode codepoint '%x'", n) ) end local function parse_unicode_escape(s) local n1 = tonumber( s:sub(3, 6), 16 ) local n2 = tonumber( s:sub(9, 12), 16 ) -- Surrogate pair? if n2 then return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000) else return codepoint_to_utf8(n1) end end local function parse_string(str, i) local has_unicode_escape = false local has_surrogate_escape = false local has_escape = false local last for j = i + 1, #str do local x = str:byte(j) if x < 32 then decode_error(str, j, "control character in string") end if last == 92 then -- "\\" (escape char) if x == 117 then -- "u" (unicode escape sequence) local hex = str:sub(j + 1, j + 5) if not hex:find("%x%x%x%x") then decode_error(str, j, "invalid unicode escape in string") end if hex:find("^[dD][89aAbB]") then has_surrogate_escape = true else has_unicode_escape = true end else local c = string.char(x) if not escape_chars[c] then decode_error(str, j, "invalid escape char '" .. c .. "' in string") end has_escape = true end last = nil elseif x == 34 then -- '"' (end of string) local s = str:sub(i + 1, j - 1) if has_surrogate_escape then s = s:gsub("\\u[dD][89aAbB]..\\u....", parse_unicode_escape) end if has_unicode_escape then s = s:gsub("\\u....", parse_unicode_escape) end if has_escape then s = s:gsub("\\.", escape_char_map_inv) end return s, j + 1 else last = x end end decode_error(str, i, "expected closing quote for string") end local function parse_number(str, i) local x = next_char(str, i, delim_chars) local s = str:sub(i, x - 1) local n = tonumber(s) if not n then decode_error(str, i, "invalid number '" .. s .. "'") end return n, x end local function parse_literal(str, i) local x = next_char(str, i, delim_chars) local word = str:sub(i, x - 1) if not literals[word] then decode_error(str, i, "invalid literal '" .. word .. "'") end return literal_map[word], x end local function parse_array(str, i) local res = {} local n = 1 i = i + 1 while 1 do local x i = next_char(str, i, space_chars, true) -- Empty / end of array? if str:sub(i, i) == "]" then i = i + 1 break end -- Read token x, i = parse(str, i) res[n] = x n = n + 1 -- Next token i = next_char(str, i, space_chars, true) local chr = str:sub(i, i) i = i + 1 if chr == "]" then break end if chr ~= "," then decode_error(str, i, "expected ']' or ','") end end return res, i end local function parse_object(str, i) local res = {} i = i + 1 while 1 do local key, val i = next_char(str, i, space_chars, true) -- Empty / end of object? if str:sub(i, i) == "}" then i = i + 1 break end -- Read key if str:sub(i, i) ~= '"' then decode_error(str, i, "expected string for key") end key, i = parse(str, i) -- Read ':' delimiter i = next_char(str, i, space_chars, true) if str:sub(i, i) ~= ":" then decode_error(str, i, "expected ':' after key") end i = next_char(str, i + 1, space_chars, true) -- Read value val, i = parse(str, i) -- Set res[key] = val -- Next token i = next_char(str, i, space_chars, true) local chr = str:sub(i, i) i = i + 1 if chr == "}" then break end if chr ~= "," then decode_error(str, i, "expected '}' or ','") end end return res, i end local char_func_map = { [ '"' ] = parse_string, [ "0" ] = parse_number, [ "1" ] = parse_number, [ "2" ] = parse_number, [ "3" ] = parse_number, [ "4" ] = parse_number, [ "5" ] = parse_number, [ "6" ] = parse_number, [ "7" ] = parse_number, [ "8" ] = parse_number, [ "9" ] = parse_number, [ "-" ] = parse_number, [ "t" ] = parse_literal, [ "f" ] = parse_literal, [ "n" ] = parse_literal, [ "[" ] = parse_array, [ "{" ] = parse_object, } parse = function(str, idx) local chr = str:sub(idx, idx) local f = char_func_map[chr] if f then return f(str, idx) end decode_error(str, idx, "unexpected character '" .. chr .. "'") end function json.decode(str) if type(str) ~= "string" then error("expected argument of type string, got " .. type(str)) end local res, idx = parse(str, next_char(str, 1, space_chars, true)) idx = next_char(str, idx, space_chars, true) if idx <= #str then decode_error(str, idx, "trailing garbage") end return res end return json
local theme = {} theme.font = "Terminus 9" --theme.bg_normal = "#222222" theme.bg_normal = "#CCCCCC" theme.bg_focus = theme.bg_normal theme.bg_urgent = "#ff0000" theme.bg_minimize = "#444444" theme.bg_systray = theme.bg_normal theme.fg_normal = "#000000" theme.fg_focus = "#ffffff" theme.fg_urgent = "#ffffff" theme.fg_minimize = "#ffffff" theme.battery_high = "#66d93c" theme.battery_medium = "#edf940" theme.battery_low = "#db2a20" theme.battery_bg = theme.bg_normal theme.battery_border = "#000000" theme.snap_old = "#cccccc" theme.snap_new = "#66d93c" theme.snap_border = "#000000" theme.useless_gap = 2 theme.border_width = 1 theme.border_normal = "#000000" theme.border_focus = "#535d6c" theme.border_marked = "#91231c" theme.clip_icon = "~/.config/awesome/themes/bold_white/clip_icon.png" -- Define the image to load theme.titlebar_close_button_normal = "/usr/local/share/awesome/themes/default/titlebar/close_normal.png" theme.titlebar_close_button_focus = "/usr/local/share/awesome/themes/default/titlebar/close_focus.png" theme.titlebar_minimize_button_normal = "/usr/local/share/awesome/themes/default/titlebar/minimize_normal.png" theme.titlebar_minimize_button_focus = "/usr/local/share/awesome/themes/default/titlebar/minimize_focus.png" theme.titlebar_ontop_button_normal_inactive = "/usr/local/share/awesome/themes/default/titlebar/ontop_normal_inactive.png" theme.titlebar_ontop_button_focus_inactive = "/usr/local/share/awesome/themes/default/titlebar/ontop_focus_inactive.png" theme.titlebar_ontop_button_normal_active = "/usr/local/share/awesome/themes/default/titlebar/ontop_normal_active.png" theme.titlebar_ontop_button_focus_active = "/usr/local/share/awesome/themes/default/titlebar/ontop_focus_active.png" theme.titlebar_sticky_button_normal_inactive = "/usr/local/share/awesome/themes/default/titlebar/sticky_normal_inactive.png" theme.titlebar_sticky_button_focus_inactive = "/usr/local/share/awesome/themes/default/titlebar/sticky_focus_inactive.png" theme.titlebar_sticky_button_normal_active = "/usr/local/share/awesome/themes/default/titlebar/sticky_normal_active.png" theme.titlebar_sticky_button_focus_active = "/usr/local/share/awesome/themes/default/titlebar/sticky_focus_active.png" theme.titlebar_floating_button_normal_inactive = "/usr/local/share/awesome/themes/default/titlebar/floating_normal_inactive.png" theme.titlebar_floating_button_focus_inactive = "/usr/local/share/awesome/themes/default/titlebar/floating_focus_inactive.png" theme.titlebar_floating_button_normal_active = "/usr/local/share/awesome/themes/default/titlebar/floating_normal_active.png" theme.titlebar_floating_button_focus_active = "/usr/local/share/awesome/themes/default/titlebar/floating_focus_active.png" theme.titlebar_maximized_button_normal_inactive = "/usr/local/share/awesome/themes/default/titlebar/maximized_normal_inactive.png" theme.titlebar_maximized_button_focus_inactive = "/usr/local/share/awesome/themes/default/titlebar/maximized_focus_inactive.png" theme.titlebar_maximized_button_normal_active = "/usr/local/share/awesome/themes/default/titlebar/maximized_normal_active.png" theme.titlebar_maximized_button_focus_active = "/usr/local/share/awesome/themes/default/titlebar/maximized_focus_active.png" theme.wallpaper = "~/.background.png" -- You can use your own layout icons like this: theme.layout_fairh = "/usr/local/share/awesome/themes/default/layouts/fairh.png" theme.layout_fairv = "/usr/local/share/awesome/themes/default/layouts/fairv.png" theme.layout_floating = "/usr/local/share/awesome/themes/default/layouts/floating.png" theme.layout_magnifier = "/usr/local/share/awesome/themes/default/layouts/magnifier.png" theme.layout_max = "/usr/local/share/awesome/themes/default/layouts/max.png" theme.layout_fullscreen = "/usr/local/share/awesome/themes/default/layouts/fullscreen.png" theme.layout_tilebottom = "/usr/local/share/awesome/themes/default/layouts/tilebottom.png" theme.layout_tileleft = "/usr/local/share/awesome/themes/default/layouts/tileleft.png" theme.layout_tile = "/usr/local/share/awesome/themes/default/layouts/tile.png" theme.layout_tiletop = "/usr/local/share/awesome/themes/default/layouts/tiletop.png" theme.layout_spiral = "/usr/local/share/awesome/themes/default/layouts/spiral.png" theme.layout_dwindle = "/usr/local/share/awesome/themes/default/layouts/dwindle.png" theme.layout_cornernw = "/usr/local/share/awesome/themes/default/layouts/cornernw.png" theme.layout_cornerne = "/usr/local/share/awesome/themes/default/layouts/cornerne.png" theme.layout_cornersw = "/usr/local/share/awesome/themes/default/layouts/cornersw.png" theme.layout_cornerse = "/usr/local/share/awesome/themes/default/layouts/cornerse.png" theme.awesome_icon = "/usr/local/share/awesome/icons/awesome16.png" -- Define the icon theme for application icons. If not set then the icons -- from /usr/share/icons and /usr/share/icons/hicolor will be used. theme.icon_theme = nil return theme -- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80
local skinSwapTrigger = {} skinSwapTrigger.name = "SkinModHelper/SkinSwapTrigger" skinSwapTrigger.placements = { { name = "normal", data = { width = 16, height = 16, skinId = "Default"; revertOnLeave = false; } } } return skinSwapTrigger
object_tangible_furniture_decorative_event_lifeday07_banner_kit = object_tangible_furniture_decorative_shared_event_lifeday07_banner_kit:new { } ObjectTemplates:addTemplate(object_tangible_furniture_decorative_event_lifeday07_banner_kit, "object/tangible/furniture/decorative/event_lifeday07_banner_kit.iff")
-- Minimal controller draw ent. Inherit and override "guideline" function to control pointer line display namespace "standard" local Hand = classNamed("Hand", Ent) local desktop = lovr.headset.getDriver() == "desktop" local platform = require "skategirl.engine.platform" -- If first value is false, no guideline. If true, guideline. -- First and second values may optionally be a color (cpml style table) and a termination point (a vec3) function Hand:guideline(i, controllerName) return false end function Hand:onDraw() for i,controllerName in ipairs(lovr.headset.getHands()) do -- Attempt to load a model if not self.controllerModel then self.controllerModel = {} end if self.controllerModel[i] == nil then if platform.oculusmobile then -- See issue#417 self.controllerModel[i] = false print "Skipping controller model on Oculus Mobile" else self.controllerModel[i] = lovr.headset.newModel(controllerName) if not self.controllerModel[i] then self.controllerModel[i] = false print "NO CONTROLLER MODEL!" end -- If model load fails, don't try again end end if self.controllerModel[i] then local x, y, z, angle, ax, ay, az = lovr.headset.getPose(controllerName) --x = x * 4 y = y * 4 z = z * 4 -- Good for background debug mode self.controllerModel[i]:draw(x,y,z,1,angle,ax, ay, az) elseif not desktop then -- On OculusVR, no-model is expected, due to lack of avatar sdk support local x, y, z, angle, ax, ay, az = lovr.headset.getPose(controllerName) -- Placeholder: Draw a little box at an local q = quat.from_angle_axis(angle, ax, ay, az) local v = vec3(x, y, z) + q * vec3(0, -.025, .05) lovr.graphics.setColor(1,1,1,1) lovr.graphics.box('fill', v.x, v.y, v.z, .1, .05, .1, angle, ax, ay, az) end local guideline, guidelineTo = self:guideline(i, controllerName) if guideline then if type(guideline) == "table" then lovr.graphics.setColor(unpack(guideline)) end local at, q = unpackPose(controllerName) local a2 = guidelineTo or forwardLine(at, q) lovr.graphics.line(at.x,at.y,at.z, a2.x,a2.y,a2.z) end end end return Hand
local cmd = vim.cmd local global_theme = "themes/" .. vim.g.nvchad_theme local colors = require(global_theme) local white = colors.white local darker_black = colors.darker_black local black = colors.black local black2 = colors.black2 local one_bg = colors.one_bg local one_bg2 = colors.one_bg2 local grey = colors.grey local grey_fg = colors.grey_fg local red = colors.red local line = colors.line local green = colors.green local nord_blue = colors.nord_blue local blue = colors.blue local yellow = colors.yellow local purple = colors.purple local pmenu_bg = colors.pmenu_bg local folder_bg = colors.folder_bg -- for guifg , bg local function fg(group, color) cmd("hi " .. group .. " guifg=" .. color) end local function bg(group, color) cmd("hi " .. group .. " guibg=" .. color) end local function fg_bg(group, fgcol, bgcol) cmd("hi " .. group .. " guifg=" .. fgcol .. " guibg=" .. bgcol) end -- blankline fg("IndentBlanklineChar", line) -- misc -- fg("LineNr", grey) -- Comments local ui = require("utils").load_config().ui if ui.italic_comments then cmd("hi Comment gui=italic guifg=" .. grey_fg) else fg("Comment", grey_fg) end fg("NvimInternalError", red) fg("VertSplit", line) fg("EndOfBuffer", black) -- fg_bg("Visual",light_grey, colors.lightbg) -- Pmenu bg("Pmenu", one_bg) bg("PmenuSbar", one_bg2) bg("PmenuSel", pmenu_bg) bg("PmenuThumb", nord_blue) -- inactive statuslines as thin splitlines cmd("hi! StatusLineNC gui=underline guifg=" .. line) -- line n.o cmd("hi clear CursorLine") fg("cursorlinenr", white) -- git signs --- fg_bg("DiffAdd", nord_blue, "none") fg_bg("DiffChange", grey_fg, "none") fg_bg("DiffModified", nord_blue, "none") -- NvimTree fg("NvimTreeFolderIcon", folder_bg) fg("NvimTreeFolderName", folder_bg) fg("NvimTreeGitDirty", red) fg("NvimTreeOpenedFolderName", blue) fg("NvimTreeEmptyFolderName", blue) fg("NvimTreeIndentMarker", one_bg2) fg("NvimTreeVertSplit", darker_black) bg("NvimTreeVertSplit", darker_black) fg("NvimTreeEndOfBuffer", darker_black) cmd("hi NvimTreeRootFolder gui=underline guifg=" .. red) bg("NvimTreeNormal", darker_black) fg_bg("NvimTreeStatuslineNc", darker_black, darker_black) fg_bg("NvimTreeWindowPicker", red, black2) -- telescope fg("TelescopeBorder", line) fg("TelescopePromptBorder", line) fg("TelescopeResultsBorder", line) fg("TelescopePreviewBorder", grey) -- LspDiagnostics --- -- error / warnings fg("DiagnosticSignError", red) fg("DiagnosticVirtualTextError", red) fg("DiagnosticSignWarn", yellow) fg("DiagnosticVirtualTextWarn", yellow) -- info fg("DiagnosticSignInfo", green) fg("DiagnosticsVirtualTextInfo", green) -- hint fg("DiagnosticSignHint", purple) fg("DiagnosticVirtualTextHint", purple) -- signature fg("LspSignatureActiveParameter", purple) -- document highlight cmd("hi default link LspReferenceText CursorColumn") cmd("hi default link LspReferenceRead LspReferenceText") cmd("hi default link LspReferenceWrite LspReferenceText") -- dashboard fg("DashboardHeader", grey_fg) fg("DashboardCenter", grey_fg) fg("DashboardShortcut", grey_fg) fg("DashboardFooter", grey_fg) if require("utils").load_config().ui.transparency then bg("Normal", "NONE") bg("Folded", "NONE") fg("Folded", "NONE") bg("NvimTreeNormal", "NONE") bg("NvimTreeVertSplit", "NONE") fg("NvimTreeVertSplit", grey) bg("NvimTreeStatusLineNC", "NONE") fg("Comment", grey) end -- For floating windows bg("NormalFloat", one_bg) fg("FloatBorder", blue) --
local pl local create_retry local trex, pol, apikeys local arb local dump_orderbook = function (o, name, depth) local min = math.min io.write (string.format ("[%s - %s]\n", name, tostring(o))) io.write (string.format ("%12s %12s %14s %13s\n", "sell price", "sell amount", "buy price", "buy amount")) depth = depth or 200 depth = min (depth, min (#o.sell.price, #o.buy.price)) for i = 1, depth do local out = string.format ("%12.8f %12.4f || %12.8f %12.4f", o.sell.price[i], o.sell.amount[i], o.buy.price[i], o.buy.amount[i]) print (out) end end local arb_module = {} arb_module.startup = function () pl = require 'pl.import_into' () apikeys = require 'apikeys' make_retry = require 'tools.retry' trex = require 'exchange.bittrex' (apikeys.bittrex) pol = require 'exchange.poloniex' (apikeys.poloniex) trex = make_retry (trex, 4, "timeout", "closed") pol = make_retry (pol, 4, "timeout", "closed") arb = require 'arbitrate'.arbitrate log = require 'tools.logger' "Arb" end arb_module.main = function () local dump = require 'pl.pretty'.dump local timer = require 'pl.test'.timer local trex_orders, pol_orders local arb_str = "%s buy %.8f => %s sell %.8f, Qty: %.8f" while true do local noerr, errmsg = pcall (function () timer ("pol orderbook", 1, function () pol_orders = pol:orderbook ("BTC", "XMR") end) timer ("trex orderbook", 1, function () trex_orders = trex:orderbook ("BTC", "XMR") end) local res = arb (trex_orders, pol_orders) if res then res.buy = res.buy == trex_orders and "bittrex" or "poloniex" res.sell = res.sell == pol_orders and "poloniex" or "bittrex" for _, v in ipairs (res) do local prof_spread = v.amount * (v.sellprice - v.buyprice) log (arb_str:format (res.buy, v.buyprice, res.sell, v.sellprice, v.amount, prof_spread)) log ( ("Risking: %.8f -> Profit: %.8f btc, ratio: %.6f"):format (v.buyprice * v.amount, prof_spread, 100*prof_spread / (v.buyprice * v.amount) )) end -- local o1, o2 -- timer ("trex buy", 1, function () o1 = trex:buy ("BTC", "CINNI", 0.000011, 10.001) end) -- timer ("pol buy", 1, function () o2 = pol:buy ("BTC", "CINNI", 0.000011, 10.001) end) -- dump (o1); dump (o2) -- timer ("trex cancel", 1, function () -- if o1.orderNumber then -- o1 = trex:cancelorder ("BTC", "CINNI", o1.orderNumber) -- else -- local o1 = assert (trex:openorders ("BTC", "CINNI")) -- for each, order in ipairs (o1) do -- assert (trex:cancelorder ("BTC", "CINNI", order.order_id)) -- end -- end -- end) -- timer ("pol cancel", 1, function () -- o2 = pol:cancelorder ("BTC", "CINNI", o2.orderNumber) -- end) -- dump (o1); dump (o2) -- assert (o1 and o1.response == "success") -- assert (o2 and o2.success == 1) dump_orderbook (trex_orders, "bittrex", 4) dump_orderbook (pol_orders, "poloniex", 4) end end) log._if (not noerr, errmsg) if not noerr and errmsg:match "wantread" then break end coroutine.yield () end end arb_module.interval = 4 -- secs return arb_module
-- Copy of the bot_nevermore.lua. It is used in the recording mode and -- Dota 2 client requires the files to have this structure. require(GetScriptDirectory() .. '/util/json') local Observation = require(GetScriptDirectory() .. '/agent_utils/observation') local Reward = require(GetScriptDirectory() .. '/agent_utils/reward') local Action = require(GetScriptDirectory() .. '/agent_utils/action') local action_to_do_next local current_action = 0 -- Bot communication automaton. local IDLE = 0 local ACTION_RECEIVED = 1 local SEND_OBSERVATION = 2 local fsm_state = SEND_OBSERVATION local wrong_action = 0 local messages = {} --- Executes received action. -- @param action_info bot action -- function execute_action(action) wrong_action = Action.execute_action(action) end --- Create JSON message from table 'message' of type 'type'. -- @param message table containing message -- @param type type of message e.g. 'what_next' or 'observation' -- @return JSON encoded {'type': type, 'content': message} -- function create_message(message, type) local msg = { ['type'] = type, ['content'] = message } local encode_msg = Json.Encode(msg) return encode_msg end --- Send JSON message to bot server. -- @param json_message message to send -- @param route route ('/what_next' or '/observation') -- @param callback called after response is received -- function send_message(json_message, route, callback) local req = CreateHTTPRequest(':5000' .. route) req:SetHTTPRequestRawPostBody('application/json', json_message) req:Send(function(result) for k, v in pairs(result) do if k == 'Body' then if v ~= '' then local response = Json.Decode(v) if callback ~= nil then callback(response) end action_to_do_next = response['action'] fsm_state = response['fsm_state'] else fsm_state = WHAT_NEXT end end end end) end --- Ask what to do next. -- function send_what_next_message() local message = create_message('', 'what_next') send_message(message, '/what_next', nil) end --- Send JSON with the message. -- function send_observation_message(msg) send_message(create_message(msg, 'observation'), '/observation', nil) end function Think() -- current state info Observation.update_info_about_environment() local message = { ['observation'] = Observation.get_observation(), ['reward'] = Reward.get_reward(wrong_action), ['done'] = Observation.is_done(), ['action_info'] = Observation.get_action_info() } table.insert(messages, {current_action, message}) if fsm_state == SEND_OBSERVATION then fsm_state = IDLE send_observation_message(messages) print('FRAMES SENT', #messages) messages = {} elseif fsm_state == ACTION_RECEIVED then fsm_state = SEND_OBSERVATION current_action = action_to_do_next elseif fsm_state == IDLE then -- Do nothing end execute_action(current_action) end
local function make(p) if p > 10 then local n = p + 1 return { incr = function(i) n = n + i end, mult = function(i) n = n * i end, get = function() return n end, } else local n = 2*p return { incr = function(i) n = n + i end, mult = function(i) n = n * i end, get = function() return n end, } end end local obj = make(7) obj.mult(3) obj.incr(1) obj.mult(2) obj.incr(5) print(obj.get())
--[[ animationUI.lua Copyright (C) 2016 Kano Computing Ltd. License: http://www.gnu.org/licenses/gpl-2.0.txt GNU GPLv2 ]]-- local CircleWipeIn = require 'game.ui.animation.circleWipeIn' local CircleWipeOut = require 'game.ui.animation.circleWipeOut' local RectangleWipeIn = require 'game.ui.animation.rectangleWipeIn' local RectangleWipeOut = require 'game.ui.animation.rectangleWipeOut' local RectangleSwipeIn = require 'game.ui.animation.rectangleSwipeIn' local RectangleSwipeOut = require 'game.ui.animation.rectangleSwipeOut' local RectangleVerticalWipeIn = require 'game.ui.animation.rectangleVerticalWipeIn' local RectangleVerticalWipeOut = require 'game.ui.animation.rectangleVerticalWipeOut' local AnimationUI = {} AnimationUI.__index = AnimationUI function AnimationUI.create(gameStates, uiManager) -- print("CREATING AnimationUI") -- DEBUG_TAG local self = setmetatable({}, AnimationUI) -- parameters self.gameStates = gameStates self.uiManager = uiManager -- animation types available self.CIRCLE_WIPE_IN = 'circleWipeIn' self.CIRCLE_WIPE_OUT = 'circleWipeOut' self.RECTANGLE_WIPE_IN = 'rectangleWipeIn' self.RECTANGLE_WIPE_OUT = 'rectangleWipeOut' self.RECTANGLE_SWIPE_IN = 'rectangleSwipeIn' self.RECTANGLE_SWIPE_OUT = 'rectangleSwipeOut' self.RECTANGLE_VERTICAL_WIPE_IN = 'rectangleVerticalWipeIn' self.RECTANGLE_VERTICAL_WIPE_OUT = 'rectangleVerticalWipeOut' -- variables self.animations = { [self.CIRCLE_WIPE_IN] = CircleWipeIn.create(), [self.CIRCLE_WIPE_OUT] = CircleWipeOut.create(), [self.RECTANGLE_WIPE_IN] = RectangleWipeIn.create(), [self.RECTANGLE_WIPE_OUT] = RectangleWipeOut.create(), [self.RECTANGLE_SWIPE_IN] = RectangleSwipeIn.create(), [self.RECTANGLE_SWIPE_OUT] = RectangleSwipeOut.create(), [self.RECTANGLE_VERTICAL_WIPE_IN] = RectangleVerticalWipeIn.create(), [self.RECTANGLE_VERTICAL_WIPE_OUT] = RectangleVerticalWipeOut.create(), } self.currentAnimation = nil self.postAnimationCallback = nil self.callbackArgs = nil return self end function AnimationUI:load() -- print("LOADING AnimationUI") -- DEBUG_TAG for _, animation in pairs(self.animations) do animation:load() end end function AnimationUI:update(dt) if not self.currentAnimation:isFinished() then self.currentAnimation:update(dt) else self:deactivate() end end function AnimationUI:draw() self.currentAnimation:draw() end function AnimationUI:activate(type, postAnimationCallback, ...) self.currentAnimation = self.animations[type] self.postAnimationCallback = postAnimationCallback self.callbackArgs = {...} self.currentAnimation:start() self.gameStates:changeState(self.gameStates.STATE_ANIMATION) self.uiManager:changeState(self.uiManager.STATE_ANIMATION) end function AnimationUI:deactivate() self.gameStates:changeState(self.gameStates.STATE_INGAME) self.uiManager:changeState(self.uiManager.STATE_GAMEUI) local postAnimationCallback = self.postAnimationCallback local callbackArgs = self.callbackArgs self.currentAnimation = nil self.postAnimationCallback = nil self.callbackArgs = nil if postAnimationCallback then postAnimationCallback(unpack(callbackArgs)) end end -- Input -------------------------------------------------------------------------------- function AnimationUI:controls() return end return AnimationUI
game.ReplicatedStorage.Click.OnServerEvent:connect(function(Player,Target) if Target:IsDescendantOf(script.Parent) then game.ReplicatedStorage.Boom:FireClient(Player,script.Parent) game.ServerStorage.AwardItem:Invoke(Player,501,1) end end)
if (system.getPreference('locale', 'identifier') == 'pt_BR') then return { applicationName = 'JUMRUN', developedByTitle = 'Desenvolvido por:', developerName = 'AFG', developerGithubLink = 'github.com/arturfgirao', developerEmail = 'arturfgirao@gmail.com', designedByTitle = 'Design por:', firstDesignerName = 'Luis GG', firstDesignerGithub = 'David Clifte', secondDesignerName = 'Artur Girao', secondDesignerGithub = 'github.com/arturfgirao', songsTitle = 'Sons:', songsLink = 'freemusicarchive.org/music/boxcat_games', imagesTitle = 'Imagens:', imagesLink = 'wallpaper.zone/night-background-images', score = 'Pontuação', enableSound = 'Habilitar som', enableVibration = 'Habilitar vibração', enableLargeSprites = 'Habilitar imagens grandes', playTitle = 'Jogar', preferencesTitle = 'Configurações', aboutTitle = 'Sobre', menuTitle = 'Menu', yes = 'Sim', no = 'Não', isEnUS = false } else return { applicationName = 'JUMRUN', developedByTitle = 'Developed by:', developerName = 'AFG', developerGithubLink = 'github.com/arturfgirao', developerEmail = 'arturfgirao@gmail', designedByTitle = 'Designed by:', firstDesignerName = 'Luiz GG', firstDesignerGithub = 'David Clifte', secondDesignerName = 'Artur Girao', secondDesignerGithub = 'github.com/arturfgirao', songsTitle = 'Songs:', songsLink = 'freemusicarchive.org/music/boxcat_games', imagesTitle = 'Images:', imagesLink = 'wallpaper.zone/night-background-images', score = 'Score', enableSound = 'Enable sound', enableVibration = 'Enable vibration', enableLargeSprites = 'Enable large sprites', playTitle = 'Play', preferencesTitle = 'Preferences', aboutTitle = 'About', menuTitle = 'Menu', yes = 'Yes', no = 'No', isEnUS = true } end
----------------------------------- -- Area: Phomiuna_Aqueducts -- NM: Tres Duendes ----------------------------------- function onMobDeath(mob, player, isKiller) end function onMobDespawn(mob) mob:setRespawnTime(math.random(75600, 86400)) -- 21 to 24 hours end
local completeLifecycleOrderTests = require(script:FindFirstAncestor("lifecycle").completeLifecycleOrderTests) return function() describe("never run", function() it("SHOULD FAIL", function() fail("This should have never ran. Check testNamePattern") end) end) describe("super specific describe block", completeLifecycleOrderTests) end
local switch = { [1] = function() LoadStory(4060101,function() end) end } if module.TeamModule.GetTeamInfo().id > 0 then local stage = module.CemeteryModule.GetTeam_stage(106) stage = stage + 1 --ERROR_LOG("STAGE:",stage) local f = switch[stage] print("------------",stage) if(f) then f() else end end
-- Aaahhh (screams of terror, not a yawn) function color (r, g, b) return {r, g, b} end function fromFile (filename) -- file extensions of different length filetype3 = string.sub(filename, -4) filetype4 = string.sub(filename, -5) filetype5 = string.sub(filename, -6) filetype7 = string.sub(filename, -8) -- "loading" a model if filetype3 == ".j3o" or filetype3 == ".obj" or filetype5 == ".blend" or filetype8 == ".mesh.xml" then return { meshFile = filename, material = {} } end -- "loading" a material if filetype3 == ".j3m" then return { materialFile = filename } end -- "loading" a texture if filetype3 == ".png" or filetype3 == ".jpg" or filetype3 == ".bmp" or filetype3 == ".tga" or filetype4 == ".jpeg" or filetype3 == ".gif" then return { textureFile = filename, flipY = false } end -- lua file if filetype3 == ".lua" then return dofile(ADDON_ROOT .. filename) end end
local luaunit = require("luaunit") require("eos_exception_u4") TestEosExceptionU4 = {} function TestEosExceptionU4:test_eos_exception_u4() luaunit.assertError(EosExceptionU4.from_file, "src/term_strz.bin") end
-- -- Author: Alexey Melnichuk <mimir@newmail.ru> -- -- Copyright (C) 2013-2014 Alexey Melnichuk <mimir@newmail.ru> -- -- Licensed according to the included 'LICENCE' document -- -- This file is part of lua-lzqm library. -- return require "lzmq.impl.threads"("lzmq")
function MineSection.OnInit() end function MineSection.OnEnable() end function MineSection.Update(dt) local moveSpeed = this.manager.moveSpeed + this.manager.boostSpeed; GameObject.TranslateZ(-dt * moveSpeed); if GameObject.GetTransformZ() < -9.0 then this.GameObject:Delete(); end end function MineSection.OnDisable() end function MineSection.OnDestroy() end
function DarknessMinion_Corruption(pUnit, Event) if pUnit:GetHealthPct() < 70 then pUnit:FullCastSpell(25419) pUnit:RegisterEvent("DarknessMinion_Shadowbolt", 1000, 0) end end function DarknessMinion_Shadowbolt(pUnit, Event) if pUnit:GetHealthPct() < 30 then pUnit:FullCastSpell(29640) end end function DarknessMinion_start(pUnit, Event) pUnit:RegisterEvent("DarknessMinion_Corruption", 1000, 0) end RegisterUnitEvent(1337134, 1, "DarknessMinion_start")
require 'Util' require 'Constants' require 'Menu' require 'Music' require 'Skill' require 'Triggers' Battle = class('Battle') GridSpace = class('GridSpace') PULSE = 0.4 function GridSpace:initialize(sp) self.occupied = nil if sp then self.occupied = sp end self.assists = {} self.n_assists = 0 end function Battle:initialize(battle_id, player, chapter) self.id = battle_id self.chapter = chapter -- Tracking state self.turn = 0 self.seen = {} -- Data file local data_file = 'Abelon/data/battles/' .. self.id .. '.txt' local data = readLines(data_file) -- Get base tile of the top left of the grid local tile_origin = readArray(data[3], tonumber) self.origin_x = tile_origin[1] self.origin_y = tile_origin[2] -- Battle grid local grid_index = 14 local grid_dim = readArray(data[grid_index], tonumber) self.grid_w = grid_dim[1] self.grid_h = grid_dim[2] self.grid = {} for i = 1, self.grid_h do local row_str = data[grid_index + i] self.grid[i] = {} for j = 1, self.grid_w do self.grid[i][j] = ite(row_str:sub(j, j) == 'T', GridSpace:new(), F) end end -- Participants and statuses self.player = player self.status = {} self.enemy_order = readArray(data[6]) self.participants = concat( self:readEntities(data, 4), self:readEntities(data, 5) ) self.enemy_action = nil -- Win conditions and loss conditions self.win = readArray(data[7], function(s) return wincons[s] end) self.lose = readArray(data[8], function(s) return losscons[s] end) self.turnlimits = readArray(data[9], tonumber) if next(self.turnlimits) then table.insert(self.lose, {}) end self:adjustDifficultyFrom(MASTER) -- Battle cam starting location self.battle_cam_x = self.chapter.camera_x self.battle_cam_y = self.chapter.camera_y self.battle_cam_speed = 170 -- Render timers self.pulse_timer = 0 self.pulse = false self.shading = 0.2 self.shade_dir = 1 self.action_in_progress = nil self.skill_in_use = nil self.render_bexp = false self.levelup_queue = {} -- Music self.chapter:stopMusic() self.chapter.current_music = readField(data[10]) -- Action stack self.suspend_stack = {} self.stack = {} -- Participants to battle behavior for i = 1, #self.participants do self.participants[i]:changeBehavior('battle') end self.player:changeMode('battle') end -- Put participants on grid function Battle:readEntities(data, idx) local t = {} for k,v in pairs(readDict(data[idx], ARR, nil, tonumber)) do -- Put sprite on grid and into participants local sp = self.chapter:getSprite(k) table.insert(t, sp) self.grid[v[2]][v[1]] = GridSpace:new(sp) -- Initialize sprite status self.status[sp:getId()] = { ['sp'] = sp, ['team'] = ite(idx == 4, ALLY, ENEMY), ['location'] = { v[1], v[2] }, ['effects'] = {}, ['alive'] = true, ['acted'] = false, ['attack'] = nil, ['assist'] = nil, ['prepare'] = nil } local x_tile = self.origin_x + v[1] local y_tile = self.origin_y + v[2] local x, y = self.chapter:getMap():tileToPixels(x_tile, y_tile) sp:resetPosition(x, y) -- If an enemy, prepare their first skill if self.status[sp:getId()]['team'] == ENEMY then self:prepareSkill(sp) end end return t end function Battle:adjustDifficultyFrom(old) -- Adjust enemy stats local new = self.chapter.difficulty local factor = 3 * (old - new) for i = 1, #self.participants do local sp = self.participants[i] if not self:isAlly(sp) then local attrs = sp.attributes local adjust = { 'endurance', 'focus', 'force', 'affinity', 'reaction' } for j = 1, #adjust do attrs[adjust[j]] = math.max(0, attrs[adjust[j]] - factor) end sp.health = math.min(sp.health, attrs['endurance']) sp.ignea = math.min(sp.ignea, attrs['focus']) end end -- Adjust turn limit, if there is one if next(self.turnlimits) then self.turnlimit = self.turnlimits[new] self.lose[#self.lose] = { self.turnlimit .. ' turns pass', function(b) return ite(b.turn > b.turnlimit, 'turnlimit', false) end } -- Stupid hack to refresh objectives box if self.stack then self:closeMenu() self:openBattleStartMenu() local m = self:getMenu() m:hover(DOWN) m:hover(DOWN) m:forward() m:hover(UP) m:forward() for i = 1, new - 1 do m:hover(DOWN) end end end end function Battle:getId() return self.id end function Battle:getCamera() self:updateBattleCam() return self.battle_cam_x, self.battle_cam_y, self.battle_cam_speed end function Battle:push(e) for i = 1, #self.stack do if self.stack[i]['cursor'] then self.stack[i]['cursor'][3] = false end end self.stack[#self.stack + 1] = e end function Battle:pop() local st = self.stack table.remove(st, #st) while next(st) and st[#st]['stage'] == STAGE_BUBBLE do table.remove(st, #st) end end function Battle:stackBase() return { ['stage'] = STAGE_FREE, ['cursor'] = { 1, 1, false, { HIGHLIGHT } }, ['views'] = { { BEFORE, TEMP, function(b) b:renderMovementHover() end } } } end function Battle:stackBubble(c, moves) local x = 1 local y = 1 if c then x = c[1] y = c[2] end bubble = { ['stage'] = STAGE_BUBBLE, ['cursor'] = { x, y, false, { 0, 0, 0, 0 } }, ['views'] = {} } if moves then bubble['moves'] = moves end return bubble end function Battle:getCursor(n) c = nil found = 0 n = ite(n, n, 1) for i = 1, #self.stack do if self.stack[#self.stack - i + 1]['cursor'] then c = self.stack[#self.stack - i + 1]['cursor'] found = found + 1 if found == n then return c end end end return nil end function Battle:getMenu() if next(self.stack) ~= nil then local st = self.stack[#self.stack] return st['menu'] end return nil end function Battle:getSprite() top = nil for i = 1, #self.stack do if self.stack[i]['sp'] then top = self.stack[i]['sp'] end end return top end function Battle:getMoves() for i = 1, #self.stack do if self.stack[#self.stack - i + 1]['moves'] then return self.stack[#self.stack - i + 1]['moves'] end end end function Battle:findSprite(sp_id) local loc = self.status[sp_id]['location'] return loc[2], loc[1] end function Battle:getSkill() for i = 1, #self.stack do if self.stack[#self.stack - i + 1]['sk'] then return self.stack[#self.stack - i + 1]['sk'] end end end function Battle:moveCursor(x, y) local c = self:getCursor() if self.grid[y] and self.grid[y][x] and (x ~= c[1] or y ~= c[2]) then sfx['hover']:play() c[1] = x c[2] = y end end function Battle:moveSprite(sp, x, y) local old_y, old_x = self:findSprite(sp:getId()) self.status[sp:getId()]['location'] = { x, y } self.grid[old_y][old_x].occupied = nil self.grid[y][x].occupied = sp end function Battle:isAlly(sp) return self.status[sp:getId()]['team'] == ALLY end function Battle:getTmpAttributes(sp) local y, x = self:findSprite(sp:getId()) return mkTmpAttrs( sp.attributes, self.status[sp:getId()]['effects'], ite(self:isAlly(sp), self.grid[y][x].assists, {}) ) end function Battle:getStage() if next(self.stack) ~= nil then return self.stack[#self.stack]['stage'] end return nil end function Battle:setStage(s) self.stack[#self.stack]['stage'] = s end function Battle:openMenu(m, views) self:push({ ['stage'] = STAGE_MENU, ['menu'] = m, ['views'] = views }) end function Battle:closeMenu() if self.stack[#self.stack]['stage'] == STAGE_MENU then self:pop() end end function Battle:checkTriggers(phase, doneAction) local triggers = battle_triggers[self.id][phase] for k, v in pairs(triggers) do if not self.seen[k] then local scene_id = v(self) if scene_id then self.seen[k] = true self:suspend(self.id .. '-' .. scene_id, doneAction) return true end end end return false end function Battle:endTurn() -- Check triggers first local doneAction = function() self:endTurn() end if self:checkTriggers(ENEMY, doneAction) then return end -- Allies have their actions refreshed for i = 1, #self.participants do local sp = self.participants[i] if self:isAlly(sp) then self.status[sp:getId()]['acted'] = false end end -- Prepare the first enemy's action and place it in self.enemy_action self:planNextEnemyAction() -- Let the first enemy go if exists, and prepare the subsequent enemy if self.enemy_action then self.stack = self.enemy_action self:playAction() else -- If there are no enemies, it's immediately the ally phase self:beginTurn() end end function Battle:beginTurn() -- Increment turn count self.turn = self.turn + 1 -- Check win and loss local battle_over = self:checkWinLose() if battle_over then return end -- Start menu open self:openBeginTurnMenu() end function Battle:turnRefresh() -- Decrement/clear statuses for _, v in pairs(self.status) do local es = v['effects'] local i = 1 while i <= #es do if es[i].duration > 1 then es[i].duration = es[i].duration - 1 i = i + 1 else table.remove(es, i) end end end -- Clear all assists from the field for i = 1, #self.grid do for j = 1, #self.grid[i] do if self.grid[i][j] then self.grid[i][j].assists = {} self.grid[i][j].n_assists = 0 end end end -- Nobody has acted for i = 1, #self.participants do self.status[self.participants[i]:getId()]['acted'] = false end end function Battle:suspend(scene_id, effects) self.suspend_stack = self.stack self.stack = {} local doneAction = function() self:restore() if effects then effects() end end self.chapter:launchScene(scene_id, doneAction) end function Battle:restore() self.stack = self.suspend_stack self.suspend_stack = {} end function Battle:checkWinLose() for i = 1, #self.lose do local defeat_scene = self.lose[i][2](self) if defeat_scene then -- TODO: Change to defeat music local scene_id = self.id .. '-' .. defeat_scene .. '-defeat' self:suspend(scene_id, function() self.stack = {} self.battle_cam_x = self.chapter.camera_x self.battle_cam_y = self.chapter.camera_y self:openDefeatMenu() end) return true end end for i = 1, #self.win do if self.win[i][2](self) then self.chapter:stopMusic() sfx['victory']:play() self.stack = {} self:openVictoryMenu() return true end end return false end function Battle:awardBonusExp() local bexp = 0 if self.turnlimit then bexp = bexp + (self.turnlimit - self.turn) * 15 self.render_bexp = bexp end for i = 1, #self.participants do local sp = self.participants[i] if self:isAlly(sp) then local lvlups = sp:gainExp(bexp) if lvlups > 0 then self.levelup_queue[sp:getId()] = lvlups end end end return bexp end function Battle:openBattleStartMenu() local save = function(c) self:closeMenu() c:saveAndQuit() end local next = function(c) self:closeMenu() self:beginTurn() end local begin = MenuItem:new('Begin battle', {}, "Begin the battle", nil, next) local wincon = MenuItem:new('Objectives', {}, 'View victory and defeat conditions', self:buildObjectivesBox() ) local settings = self.player:mkSettingsMenu() local party = self.player:mkPartyMenu() local restart = MenuItem:new('Restart chapter', {}, 'Start the chapter over', nil, function(c) c:reloadChapter() end, "Are you SURE you want to restart the chapter? You will lose ALL \z progress made during the chapter." ) local quit = MenuItem:new('Save and quit', {}, 'Quit the game', nil, save, "Save current progress and close the game?" ) local m = { wincon, party, settings, restart, quit, begin } self:openMenu(Menu:new(nil, m, BOX_MARGIN, BOX_MARGIN, true), {}) end function Battle:openVictoryMenu() self:awardBonusExp() local desc = 'Finish the battle' local m = { MenuItem:new('Continue', {}, desc, nil, function(c) self.render_bexp = false if next(self.levelup_queue) then self:push({ ['stage'] = STAGE_LEVELUP, ['views'] = {} }) else self.chapter:launchScene(self.id .. '-victory') self.chapter:startMapMusic() self.chapter.battle = nil end end )} local v = { " V I C T O R Y " } self:openMenu(Menu:new(nil, m, CONFIRM_X, CONFIRM_Y(v), true, v, GREEN), {}) end function Battle:openDefeatMenu() local m = { MenuItem:new('Restart battle', {}, 'Start the battle over', nil, function(c) c:reloadBattle() end )} local d = { " D E F E A T " } self:openMenu(Menu:new(nil, m, CONFIRM_X, CONFIRM_Y(d), true, d, RED), { { AFTER, TEMP, function(b) b:renderLens({ 0.5, 0, 0 }) end } }) end function Battle:openEndTurnMenu() self.stack = {} local m = { MenuItem:new('End turn', {}, 'Begin enemy phase', nil, function(c) self:closeMenu() self:endTurn() end )} local e = { " E N E M Y P H A S E " } self:openMenu(Menu:new(nil, m, CONFIRM_X, CONFIRM_Y(e), true, e, RED), {}) end function Battle:openBeginTurnMenu() self.stack = {} local m = { MenuItem:new('Begin turn', {}, 'Begin ally phase', nil, function(c) self:closeMenu() self:turnRefresh() self.stack = { self:stackBase() } local y, x = self:findSprite(self.player:getId()) local c = self:getCursor() c[1] = x c[2] = y self:checkTriggers(ALLY) end )} local e = { " A L L Y P H A S E " } self:openMenu(Menu:new(nil, m, CONFIRM_X, CONFIRM_Y(e), true, e, HIGHLIGHT), {}) end function Battle:openAttackMenu(sp) local attributes = MenuItem:new('Attributes', {}, 'View ' .. sp.name .. "'s attributes", { ['elements'] = sp:buildAttributeBox(self:getTmpAttributes(sp)), ['w'] = HBOX_WIDTH }) local wait = MenuItem:new('Skip', {}, 'Skip ' .. sp.name .. "'s attack", nil, function(c) self:push(self:stackBubble()) self:selectTarget() end ) local skills_menu = sp:mkSkillsMenu(true, false) local weapon = skills_menu.children[1] local spell = skills_menu.children[2] for i = 1, #weapon.children do self:mkUsable(sp, weapon.children[i]) end for i = 1, #spell.children do self:mkUsable(sp, spell.children[i]) end local opts = { attributes, weapon, spell, wait } local moves = self:getMoves() self:openMenu(Menu:new(nil, opts, BOX_MARGIN, BOX_MARGIN, false), { { BEFORE, TEMP, function(b) b:renderMovement(moves, 1) end } }) end function Battle:openAssistMenu(sp) local attributes = MenuItem:new('Attributes', {}, 'View ' .. sp.name .. "'s attributes", { ['elements'] = sp:buildAttributeBox(self:getTmpAttributes(sp)), ['w'] = HBOX_WIDTH }) local wait = MenuItem:new('Skip', {}, 'Skip ' .. sp.name .. "'s assist", nil, function(c) self:endAction(false) end ) local skills_menu = sp:mkSkillsMenu(true, false) local assist = skills_menu.children[3] for i = 1, #assist.children do self:mkUsable(sp, assist.children[i]) end local opts = { attributes, assist, wait } local c = self:getCursor(3) local moves = self:getMoves() self:openMenu(Menu:new(nil, opts, BOX_MARGIN, BOX_MARGIN, false), { { BEFORE, TEMP, function(b) b:renderMovement(moves, 1) end } }) end function Battle:openAllyMenu(sp) local attrs = MenuItem:new('Attributes', {}, 'View ' .. sp.name .. "'s attributes", { ['elements'] = sp:buildAttributeBox(self:getTmpAttributes(sp)), ['w'] = HBOX_WIDTH }) local sks = sp:mkSkillsMenu(true, false) self:openMenu(Menu:new(nil, { attrs, sks }, BOX_MARGIN, BOX_MARGIN, false), {}) end function Battle:openEnemyMenu(sp) local attributes = MenuItem:new('Attributes', {}, 'View ' .. sp.name .. "'s attributes", { ['elements'] = sp:buildAttributeBox(self:getTmpAttributes(sp)), ['w'] = 390 }) local readying = MenuItem:new('Next Attack', {}, 'Prepared skill and target', { ['elements'] = self:buildReadyingBox(sp), ['w'] = HBOX_WIDTH }) local skills = sp:mkSkillsMenu(false, true) local opts = { attributes, readying, skills } self:openMenu(Menu:new(nil, opts, BOX_MARGIN, BOX_MARGIN, false), { { BEFORE, TEMP, function(b) b:renderMovementHover() end } }) end function Battle:openOptionsMenu() local save = function(c) self:closeMenu() c:quicksave() end local endfxn = function(c) self:closeMenu() self:openEndTurnMenu() end local wincon = MenuItem:new('Objectives', {}, 'View victory and defeat conditions', self:buildObjectivesBox() ) local end_turn = MenuItem:new('End turn', {}, 'End your turn', nil, endfxn) local settings = self.player:mkSettingsMenu() table.remove(settings.children) local restart = MenuItem:new('Restart battle', {}, 'Start the battle over', nil, function(c) c:reloadBattle() end, "Start the battle over from the beginning?" ) local quit = MenuItem:new('Suspend game', {}, 'Suspend battle state and quit', nil, save, "Create a temporary save and close the game?" ) local m = { wincon, settings, restart, quit, end_turn } self:openMenu(Menu:new(nil, m, BOX_MARGIN, BOX_MARGIN, false), {}) end function Battle:openLevelupMenu(sp, n) local m = { MenuItem:new('Level up', {}, nil, nil, function(c) self.stack[#self.stack]['menu'] = LevelupMenu(sp, n) end )} local l = { " L E V E L U P " } local menu = Menu:new(nil, m, CONFIRM_X, CONFIRM_Y(l), true, l, GREEN) self.stack[#self.stack]['menu'] = menu end function Battle:endAction(used_assist) local sp = self:getSprite() local end_menu = MenuItem:new('Confirm end', {}, "Confirm " .. sp.name .. "'s actions this turn", nil, function(c) self:playAction() end ) local views = {} if used_assist then views = {{ BEFORE, TEMP, function(b) b:renderSkillRange({ 0, 1, 0 }) end }} end self:openMenu(Menu:new(nil, { end_menu }, BOX_MARGIN, BOX_MARGIN, false), views) end function Battle:buildReadyingBox(sp) -- Start with basic skill box local stat = self.status[sp:getId()] local prep = stat['prepare'] local hbox = prep['sk']:mkSkillBox(icon_texture, icons, false, false) -- Update priority for this sprite (would happen later anyway) if hasSpecial(stat['effects'], {}, 'enrage') then prep['prio'] = { FORCED, 'kath' } end -- Make prio elements local send = { prep['prio'][1] } if send[1] == FORCED then send[2] = self.status[prep['prio'][2]]['sp']:getName() end hbox = concat(hbox, prep['sk']:mkPrioElements(send)) -- Add enemy order local o = 0 for i = 1, #self.enemy_order do if self.enemy_order[i] == sp:getId() then o = i end end local s = ite(o == 1, 'st', ite(o == 2, 'nd', ite(o == 3, 'rd', 'th'))) table.insert(hbox, mkEle('text', { 'Order: ' .. o .. s }, 415, 13)) return hbox end function Battle:buildObjectivesBox() local joinOr = function(d) local res = '' for i = 1, #d do local s = d[i][1] res = res .. s if i < #d then res = res .. ' or ' else res = res .. '.' end end return res:sub(1,1):upper() .. res:sub(2) end local idt = 30 local wstr, _ = splitByCharLimit(joinOr(self.win), HBOX_CHARS_PER_LINE) local lstr, _ = splitByCharLimit(joinOr(self.lose), HBOX_CHARS_PER_LINE) local longest = max(mapf(string.len, concat(wstr, lstr))) local w = BOX_MARGIN + idt + longest * CHAR_WIDTH + BOX_MARGIN return { ['elements'] = { mkEle('text', {'Victory'}, BOX_MARGIN, BOX_MARGIN, GREEN), mkEle('text', wstr, idt + BOX_MARGIN, BOX_MARGIN + LINE_HEIGHT), mkEle('text', {'Defeat'}, BOX_MARGIN, BOX_MARGIN + LINE_HEIGHT * 3, RED), mkEle('text', lstr, idt + BOX_MARGIN, BOX_MARGIN + LINE_HEIGHT * 4) }, ['w'] = w } end function Battle:mkUsable(sp, sk_menu) local sk = skills[sk_menu.id] sk_menu.hover_desc = 'Use ' .. sk_menu.name local ignea_spent = sk.cost local sk2 = self:getSkill() if sk2 then ignea_spent = ignea_spent + sk2.cost end local obsrv = hasSpecial(self.status[sp:getId()]['effects'], {}, 'observe') if sp.ignea < ignea_spent or (sk.id == 'observe' and obsrv) then sk_menu.setPen = function(c) love.graphics.setColor(unpack(DISABLE)) end else sk_menu.setPen = function(c) love.graphics.setColor(unpack(WHITE)) end sk_menu.action = function(c) local c = self:getCursor() local cx = c[1] local cy = c[2] if sk.aim['type'] ~= SELF_CAST then if self.grid[cy][cx + 1] then cx = cx + 1 elseif self.grid[cy][cx - 1] then cx = cx - 1 elseif self.grid[cy + 1][cx] then cy = cy + 1 else cy = cy - 1 end end local cclr = ite(sk.type == ASSIST, { 0.4, 1, 0.4, 1 }, { 1, 0.4, 0.4, 1 }) local new_c = { cx, cy, c[3], cclr } local zclr = ite(sk.type == ASSIST, { 0, 1, 0 }, { 1, 0, 0 }) self:push({ ['stage'] = STAGE_TARGET, ['cursor'] = new_c, ['sp'] = sp, ['sk'] = sk, ['views'] = { { BEFORE, TEMP, function(b) b:renderSkillRange(zclr) end } } }) end end end function Battle:selectAlly(sp) local c = self:getCursor() local new_c = { c[1], c[2], c[3], { 0.4, 0.4, 1, 1 } } local moves = self:validMoves(sp, c[2], c[1]) self:push({ ['stage'] = STAGE_MOVE, ['sp'] = sp, ['cursor'] = new_c, ['moves'] = moves, ['views'] = { { BEFORE, TEMP, function(b) b:renderMovement(moves, 1) end }, { AFTER, PERSIST, function(b) local y, x = b:findSprite(sp:getId()) b:renderSpriteImage(new_c[1], new_c[2], x, y, sp) end } } }) self:checkTriggers(SELECT) end function Battle:getSpent(i, j) local moves = self:getMoves() if moves then for k = 1, #moves do if moves[k]['to'][1] == i and moves[k]['to'][2] == j then return moves[k]['spend'] end end end return 0 end function Battle:getMovement(sp, i, j) local attrs = self:getTmpAttributes(sp) local spent = self:getSpent(i, j) return math.floor(attrs['agility'] / 5) - spent end function Battle:validMoves(sp, i, j) -- Get sprite's base movement points local move = self:getMovement(sp, i, j) -- Run djikstra's algorithm on grid local dist, _ = sp:djikstra(self.grid, { i, j }, nil, move) -- Reachable nodes have distance < move local moves = {} for y = math.max(i - move, 1), math.min(i + move, #self.grid) do for x = math.max(j - move, 1), math.min(j + move, #self.grid[y]) do if dist[y][x] <= move then table.insert(moves, { ['to'] = { y, x }, ['spend'] = dist[y][x] } ) end end end return moves end function Battle:selectTarget() local sp = self:getSprite() local c = self:getCursor(2) local moves = self:validMoves(sp, c[2], c[1]) if #moves <= 1 then self:push(self:stackBubble(c, moves)) self:openAssistMenu(sp) else local nc = { c[1], c[2], c[3], { 0.6, 0.4, 0.8, 1 } } self:push({ ['stage'] = STAGE_MOVE, ['sp'] = sp, ['cursor'] = nc, ['moves'] = moves, ['views'] = { { BEFORE, TEMP, function(b) b:renderMovement(moves, 1) end }, { AFTER, PERSIST, function(b) b:renderSpriteImage(nc[1], nc[2], c[1], c[2], sp) end } } }) end end function Battle:useAttack(sp, attack, attack_dir, c_attack, dryrun) local i, j = self:findSprite(sp:getId()) local sp_a = ite(self:isAlly(sp), self.grid[i][j].assists, {}) local t = self:skillRange(attack, attack_dir, c_attack) local ts = {} local ts_a = {} for k = 1, #t do local space = self.grid[t[k][1]][t[k][2]] local target = space.occupied if target then table.insert(ts, target) table.insert(ts_a, ite(self:isAlly(target), space.assists, {})) end end return attack:use(sp, sp_a, ts, ts_a, self.status, self.grid, dryrun) end function Battle:kill(sp) local i, j = self:findSprite(sp:getId()) self.grid[i][j].occupied = nil self.status[sp:getId()]['alive'] = false end function Battle:pathToWalk(sp, path, next_sk) local move_seq = {} if #path == 0 then table.insert(move_seq, function(d) self.skill_in_use = next_sk d() end) end for i = 1, #path do table.insert(move_seq, function(d) self.skill_in_use = next_sk return sp:walkToBehaviorGeneric(function() self:moveSprite(sp, path[i][2], path[i][1]) d() end, self.origin_x + path[i][2], self.origin_y + path[i][1], true) end) end return move_seq end function Battle:playAction() -- Skills used local sp = self:getSprite() local attack = self.stack[4]['sk'] local assist = self.stack[7]['sk'] -- Cursor locations local c_sp = self.stack[1]['cursor'] local c_move1 = self.stack[2]['cursor'] local c_attack = self.stack[4]['cursor'] local c_move2 = self.stack[5]['cursor'] local c_assist = self.stack[7]['cursor'] -- Derive directions from cursor locations local computeDir = function(c1, c2) if c1[1] - c2[1] == 1 then return RIGHT elseif c1[1] - c2[1] == -1 then return LEFT elseif c1[2] - c2[2] == 1 then return DOWN else return UP end end local attack_dir = UP if attack and attack.aim['type'] == DIRECTIONAL then attack_dir = computeDir(c_attack, c_move1) end local assist_dir = UP if assist and assist.aim['type'] == DIRECTIONAL then assist_dir = computeDir(c_assist, c_move2) end -- Shorthand local ox = self.origin_x local oy = self.origin_y local sp_y, sp_x = self:findSprite(sp:getId()) -- Make behavior sequence -- Move 1 local move1_path = sp:djikstra(self.grid, { sp_y, sp_x }, { c_move1[2], c_move1[1] } ) local seq = self:pathToWalk(sp, move1_path, attack) -- Attack table.insert(seq, function(d) if not attack then return sp:waitBehaviorGeneric(d, 'combat', 0.2) end return sp:skillBehaviorGeneric(function() local hurt, dead, lvlups = self:useAttack(sp, attack, attack_dir, c_attack ) sp.ignea = sp.ignea - attack.cost for k, v in pairs(lvlups) do if lvlups[k] > 0 then self.levelup_queue[k] = v end end for i = 1, #hurt do if hurt[i] ~= sp then hurt[i]:behaviorSequence({ function(d) hurt[i]:fireAnimation('hurt', function() hurt[i]:changeBehavior('battle') end) return pass end }, pass) end end for i = 1, #dead do dead[i]:behaviorSequence({ function(d) dead[i]:fireAnimation('death', function() local did = dead[i]:getId() local stat = self.status[did] if stat['team'] == ENEMY then self.chapter:getMap():dropSprite(did) end end) return pass end }, pass) self:kill(dead[i]) end d() end, attack, attack_dir, c_attack[1] + ox, c_attack[2] + oy) end) -- Move 2 local move2_path = sp:djikstra(self.grid, { c_move1[2], c_move1[1] }, { c_move2[2], c_move2[1] } ) seq = concat(seq, self:pathToWalk(sp, move2_path, assist)) -- Assist table.insert(seq, function(d) if not assist then return sp:waitBehaviorGeneric(d, 'combat', 0.2) end return sp:skillBehaviorGeneric(function() sp.ignea = sp.ignea - assist.cost local t = self:skillRange(assist, assist_dir, c_assist) for i = 1, #t do -- Get the buffs this assist will confer, based on -- the sprite's attributes local buffs = assist:use(self:getTmpAttributes(sp)) -- Put the buffs on the grid local g = self.grid[t[i][1]][t[i][2]] for j = 1, #buffs do table.insert(g.assists, buffs[j]) end g.n_assists = g.n_assists + 1 end d() end, assist, assist_dir, c_assist[1] + ox, c_assist[2] + oy) end) -- Register behavior sequence with sprite sp:behaviorSequence(seq, function() self.action_in_progress = nil self.skill_in_use = nil sp:changeBehavior('battle') end ) -- Process other battle results of actions c_sp[1] = c_move2[1] c_sp[2] = c_move2[2] if attack then self.status[sp:getId()]['attack'] = attack end if assist then self.status[sp:getId()]['assist'] = assist end -- Force player to watch the action self.action_in_progress = sp self:push({ ['stage'] = STAGE_WATCH, ['sp'] = sp, ['views'] = {} }) end function Battle:rangeToTiles(sk, dir, c) local scale = #sk.range local toGrid = function(x, k, flip) local g = c[k] - (scale + 1) / 2 + x if flip then g = c[k] + (scale + 1) / 2 - x end return g end local tiles = {} for i = 1, scale do for j = 1, scale do if sk.range[i][j] then local gi = toGrid(i, 2, false) local gj = toGrid(j, 1, false) if dir == DOWN then gi = toGrid(i, 2, true) gj = toGrid(j, 1, true) elseif dir == LEFT then gi = toGrid(j, 2, true) gj = toGrid(i, 1, false) elseif dir == RIGHT then gi = toGrid(j, 2, false) gj = toGrid(i, 1, true) end table.insert(tiles, { gi, gj }) end end end return tiles end function Battle:skillRange(sk, dir, c) return filter( function(t) return self.grid[t[1]] and self.grid[t[1]][t[2]] end, self:rangeToTiles(sk, dir, c) ) end function Battle:newCursorMove(up, down, left, right) local c = self:getCursor() local i = c[2] local j = c[1] local x_move = 0 local y_move = 0 if left and not right and j - 1 >= 1 and self.grid[i][j - 1] then x_move = -1 end if right and not left and j + 1 <= self.grid_w and self.grid[i][j + 1] then x_move = 1 end if up and not down and i - 1 >= 1 and self.grid[i - 1][j] then y_move = -1 end if down and not up and i + 1 <= self.grid_h and self.grid[i + 1][j] then y_move = 1 end return x_move, y_move end function Battle:newCursorPosition(up, down, left, right) local x_move, y_move = self:newCursorMove(up, down, left, right) local c = self:getCursor() local i = c[2] local j = c[1] return j + x_move, i + y_move end function Battle:update(keys, dt) -- Advance render timers local c = self:getCursor() self.pulse_timer = self.pulse_timer + dt while self.pulse_timer > PULSE do self.pulse_timer = self.pulse_timer - PULSE self.pulse = not self.pulse if c then c[3] = self.pulse end end self.shading = self.shading + self.shade_dir * dt / 3 if self.shading > 0.4 then self.shading = 0.4 self.shade_dir = -1 elseif self.shading < 0.2 then self.shading = 0.2 self.shade_dir = 1 end -- Control determined by stage local s = self:getStage() local m = self:getMenu() local d = keys['d'] local f = keys['f'] local up = keys['up'] local down = keys['down'] local left = keys['left'] local right = keys['right'] if m then -- Menu navigation local m = self:getMenu() local done = false if d then done = m:back() elseif f then m:forward(self.chapter) elseif up ~= down then m:hover(ite(up, UP, DOWN)) end if done then self:closeMenu() end end if s == STAGE_FREE then -- Free map navagation local x, y = self:newCursorPosition(up, down, left, right) self:moveCursor(x, y) if f then local space = self.grid[y][x] local o = space.occupied if not o then self:openOptionsMenu() elseif self:isAlly(o) then if not self.status[o:getId()]['acted'] then self:selectAlly(o) else self:openAllyMenu(o) end else self:openEnemyMenu(o) end end elseif s == STAGE_MOVE then local sp = self:getSprite() local c = self:getCursor(3) if d then self:pop() else -- Move a sprite to a new location local x, y = self:newCursorPosition(up, down, left, right) self:moveCursor(x, y) local space = self.grid[y][x].occupied if f and not (space and space ~= sp) then local moves = self:getMoves() for i = 1, #moves do if moves[i]['to'][1] == y and moves[i]['to'][2] == x then if not c then self:openAttackMenu(sp) else self:openAssistMenu(sp) end break end end end end elseif s == STAGE_TARGET then local sp = self:getSprite() local sk = self:getSkill() if d then self:pop() else local c = self:getCursor(2) local x_move, y_move = self:newCursorMove(up, down, left, right) if sk.aim['type'] == DIRECTIONAL then if x_move == 1 then self:moveCursor(c[1] + 1, c[2]) elseif x_move == -1 then self:moveCursor(c[1] - 1, c[2]) elseif y_move == 1 then self:moveCursor(c[1], c[2] + 1) elseif y_move == -1 then self:moveCursor(c[1], c[2] - 1) end elseif sk.aim['type'] == FREE then local scale = sk.aim['scale'] local c_cur = self:getCursor() if abs(c_cur[1] + x_move - c[1]) + abs(c_cur[2] + y_move - c[2]) <= scale then self:moveCursor(c_cur[1] + x_move, c_cur[2] + y_move) end end if f then if sk.type ~= ASSIST then local c_cur = self:getCursor() local t = self.grid[c_cur[2]][c_cur[1]].occupied local can_obsv = t and self:isAlly(t) and t.id ~= 'elaine' if not (sk.id == 'observe' and not can_obsv) then self:selectTarget() end else self:endAction(true) end end end elseif s == STAGE_WATCH then -- Clean up after actions are performed if not self.action_in_progress then if next(self.levelup_queue) then self:push({ ['stage'] = STAGE_LEVELUP, ['views'] = {} }) return end -- Check triggers if self:checkTriggers(END_ACTION) then return end -- Say this sprite acted and reset stack local sp = self:getSprite() self.status[sp:getId()]['acted'] = true self.stack = { self.stack[1] } -- Check win and loss if self:checkWinLose() then return end -- If there are enemies that need to go next, have them go. if self.enemy_action then self:planNextEnemyAction() if self.enemy_action then self.stack = self.enemy_action self:playAction() end end -- If all allies have acted, switch to enemy phase local ally_phase_over = true for i = 1, #self.participants do local sp = self.participants[i] if self:isAlly(sp) and not self.status[sp:getId()]['acted'] then ally_phase_over = false end end if ally_phase_over and self.chapter.turn_autoend then self:openEndTurnMenu() else -- If all enemies have acted, it's time for the next turn local all_enemies_acted = true local enemies_alive = false for i = 1, #self.participants do local sp = self.participants[i] local sp_stat = self.status[sp:getId()] if not self:isAlly(sp) and sp_stat['alive'] then enemies_alive = true if not sp_stat['acted'] then all_enemies_acted = false end end end if all_enemies_acted and enemies_alive then self:beginTurn() end end end elseif s == STAGE_LEVELUP then -- Check levelups if not m then local k, v = next(self.levelup_queue) if k then self:openLevelupMenu(self.status[k]['sp'], v) self.levelup_queue[k] = self.levelup_queue[k] - 1 if self.levelup_queue[k] == 0 then self.levelup_queue[k] = nil end else self:pop() end end end end function Battle:updateBattleCam() local focus = self.action_in_progress local c = self:getCursor() if focus then local x, y = focus:getPosition() local w, h = focus:getDimensions() self.battle_cam_x = x + math.ceil(w / 2) - VIRTUAL_WIDTH / 2 self.battle_cam_y = y + math.ceil(h / 2) - VIRTUAL_HEIGHT / 2 elseif c then self.battle_cam_x = (c[1] + self.origin_x) * TILE_WIDTH - VIRTUAL_WIDTH / 2 - TILE_WIDTH / 2 self.battle_cam_y = (c[2] + self.origin_y) * TILE_HEIGHT - VIRTUAL_HEIGHT / 2 - TILE_HEIGHT / 2 end end -- Prepare this sprite's next skill function Battle:prepareSkill(e, used) -- TODO: skill selection strategy local sk = e.skills[1] self.status[e:getId()]['prepare'] = { ['sk'] = sk, ['prio'] = { sk.prio } } end function Battle:planTarget(e, plan) -- Get targeting priority local stat = self.status[e:getId()] local prio = stat['prepare']['prio'][1] -- If the target is forced, it doesn't matter where they are. Target them. if prio == FORCED then local sp = self.status[stat['prepare']['prio'][2]]['sp'] for i = 1, #plan['options'] do if sp == plan['options'][i]['sp'] then return plan['options'][i], nil end end return nil, nil end -- The set of choices is all ally sprites, unless some sprites are within -- striking distance, in which case only reachable sprites are considered local tgts = filter(function(o) return o['reachable'] end, plan['options']) if not next(tgts) then tgts = plan['options'] end -- Pick a target from the set of choices based on the sprite's priorities local tgt = nil -- Who to target local mv = nil -- Which move to take (optional) if prio == CLOSEST then -- Target whichever sprite requires the least movement to attack local min_dist = math.huge for i = 1, #tgts do for j = 1, #tgts[i]['moves'] do local d = tgts[i]['moves'][j]['attack']['dist'] if d <= min_dist then min_dist = d tgt, mv = tgts[i], tgts[i]['moves'][j] end end end elseif prio == KILL then -- Target whichever sprite will suffer the highest percent of their -- current health in damage (with 100% meaning they'd die) local max_percent = 0 for i = 1, #tgts do for j = 1, #tgts[i]['moves'] do local a = tgts[i]['moves'][j]['attack'] local d = self:useAttack(e, plan['sk'], a['dir'], a['c'], true) for k = 1, #d do if d[k]['percent'] >= max_percent then max_percent = d[k]['percent'] tgt, mv = tgts[i], tgts[i]['moves'][j] end end end end elseif prio == DAMAGE then -- Target whichever sprite and move will achieve the maximum damage -- across all affected sprites local max_dmg = 0 for i = 1, #tgts do for j = 1, #tgts[i]['moves'] do local a = tgts[i]['moves'][j]['attack'] local d = self:useAttack(e, plan['sk'], a['dir'], a['c'], true) local sum = 0 for k = 1, #d do sum = sum + d[k]['flat'] end if sum >= max_dmg then max_dmg = sum tgt, mv = tgts[i], tgts[i]['moves'][j] end end end elseif prio == STRONGEST then -- Target whichever sprite poses the biggest threat local max_attrs = 0 for i = 1, #tgts do local attrs = self:getTmpAttributes(tgts[i]['sp']) local sum = 0 for _,v in pairs(attrs) do sum = sum + v end if sum >= max_attrs then max_attrs = sum tgt, mv = tgts[i], nil end end end return tgt, mv end function Battle:planAction(e, plan, other_plans) -- Select a target and move based on skill prio and enemies in range local target, move = self:planTarget(e, plan) -- Get skill being used and suggested move local move = nil if not move then -- If no suggested move, compute the nearest one -- TODO: pick a non-interfering tile based on other_plans local min_dist = math.huge for i = 1, #target['moves'] do local d = target['moves'][i]['attack']['dist'] if d < min_dist then min_dist = d move = target['moves'][i] end end end -- Return move data, and attack data if target is reachable if target['reachable'] then return move['move_c'], move['attack']['c'], target['sp'] end return move['move_c'], nil, nil end function Battle:getAttackAngles(e, sp, sk) -- Initializing stuff local y, x = self:findSprite(sp:getId()) local ey, ex = self:findSprite(e:getId()) local g = self.grid local attacks = {} -- Tile transpose function local addTransposedAttack = function(c, dir) local ts = self:rangeToTiles(sk, ite(dir, dir, UP), c) for i = 1, #ts do local y_dst = ey + (y - ts[i][1]) local x_dst = ex + (x - ts[i][2]) local ac = { c[1] + (x - ts[i][2]), c[2] + (y - ts[i][1]) } if g[y_dst] and g[y_dst][x_dst] and (not g[y_dst][x_dst].occupied or g[y_dst][x_dst].occupied == e) and g[ac[2]] and g[ac[2]][ac[1]] then table.insert(attacks, { ['c'] = ac, ['from'] = { y_dst, x_dst }, ['dir'] = ite(dir, dir, UP) }) end end end -- Add transposed attacks if sk.aim['type'] == DIRECTIONAL then addTransposedAttack({ ex, ey - 1 }, UP) addTransposedAttack({ ex, ey + 1 }, DOWN) addTransposedAttack({ ex - 1, ey }, LEFT) addTransposedAttack({ ex + 1, ey }, RIGHT) else addTransposedAttack({ ex, ey }) end return attacks end function Battle:mkInitialPlan(e, sps) -- Get skill local sk = self.status[e:getId()]['prepare']['sk'] -- Preemptively get shortest paths for the grid, and enemy movement local y, x = self:findSprite(e:getId()) local paths_dist, paths_prev = e:djikstra(self.grid, { y, x }) local movement = math.floor(self:getTmpAttributes(e)['agility'] / 5) -- Compute ALL movement options! local opts = {} for i = 1, #sps do -- Init opts for this sprite opts[i] = {} opts[i]['sp'] = sps[i] opts[i]['moves'] = {} opts[i]['reachable'] = false -- Get all attacks that can be made against this sprite using the skill local attacks = self:getAttackAngles(e, sps[i], sk) for j = 1, #attacks do -- Get distance and path to attack location local attack_from = attacks[j]['from'] local dist = paths_dist[attack_from[1]][attack_from[2]] if dist ~= math.huge then -- Sprite should move to path node with dist == movement local move_c = { attack_from[2], attack_from[1] } local n = attack_from for k = 1, dist - movement do n = paths_prev[n[1]][n[2]] move_c[1] = n[2] move_c[2] = n[1] end -- Candidate move local c = { ['move_c'] = move_c, ['attack'] = { ['dist'] = dist, ['c'] = attacks[j]['c'], ['from'] = attacks[j]['from'], ['dir'] = attacks[j]['dir'] } } local c_reachable = move_c[1] == attack_from[2] and move_c[2] == attack_from[1] -- If candidate move is reachable, we will only accept reachable -- moves now. Clean out moves (all unreachable) and mark flag. if c_reachable and not opts[i]['reachable'] then opts[i]['moves'] = {} opts[i]['reachable'] = true end -- If candidate is reachable, or if we don't care whether or not -- it's reachable, add it to moves if c_reachable or not opts[i]['reachable'] then table.insert(opts[i]['moves'], c) end end end end return { ['sk'] = sk, ['options'] = opts } end -- Plan the next enemy's action function Battle:planNextEnemyAction() -- Clear previous action and stack self.enemy_action = nil -- Get enemies who haven't gone yet, in order of action local enemies = {} for i = 1, #self.enemy_order do local stat = self.status[self.enemy_order[i]] local prev = self:getSprite() if stat['alive'] and not stat['acted'] and not (prev and prev == stat['sp']) then table.insert(enemies, stat['sp']) end end -- If there are no more enemies who can act, do nothing if not next(enemies) then return end local e = enemies[1] -- If the current enemy is stunned, it misses it's action local stat = self.status[e:getId()] if hasSpecial(stat['effects'], {}, 'stun') then local y, x = self:findSprite(e:getId()) local move = { ['cursor'] = { x, y }, ['sp'] = e } self.enemy_action = { self:stackBase(), move, {}, {}, move, {}, {} } return end -- If the current enemy is enraged, force it to target Kath if hasSpecial(stat['effects'], {}, 'enrage') then stat['prepare']['prio'] = { FORCED, 'kath' } end -- For every enemy who hasn't acted, make a tentative plan for their action local sps = filter(function(p) return self:isAlly(p) end, self.participants) local plans = {} for i = 1, #enemies do -- Precompute options for targeting all ally sprites plans[i] = self:mkInitialPlan(enemies[i], sps) -- Compute this enemy's preferred action in a vacuum and add it to plan local pref_move, _, pref_target = self:planAction(enemies[i], plans[i]) plans[i]['pref'] = { ['target'] = pref_target, ['move'] = pref_move } end -- Prepare the first enemy's action, taking into account what the -- following enemies are planning and would prefer local m_c, a_c, _ = self:planAction(e, plans[1], plans) self:prepareSkill(enemies[1], ite(a_c, true, false)) -- Declare next enemy action to be played as an action stack local move = { ['cursor'] = m_c, ['sp'] = e } local attack = ite(a_c, { ['cursor'] = a_c, ['sk'] = plans[1]['sk'] }, {}) self.enemy_action = { self:stackBase(), move, {}, attack, move, {}, {} } end function Battle:renderCursors() for i = 1, #self.stack do local c = self.stack[i]['cursor'] if c then local x_tile = self.origin_x + c[1] local y_tile = self.origin_y + c[2] local x, y = self.chapter:getMap():tileToPixels(x_tile, y_tile) local shift = ite(c[3], 2, 3) local fx = x + TILE_WIDTH - shift local fy = y + TILE_HEIGHT - shift x = x + shift y = y + shift local len = 10 - shift love.graphics.setColor(unpack(c[4])) love.graphics.line(x, y, x + len, y) love.graphics.line(x, y, x, y + len) love.graphics.line(fx, y, fx - len, y) love.graphics.line(fx, y, fx, y + len) love.graphics.line(x, fy, x, fy - len) love.graphics.line(x, fy, x + len, fy) love.graphics.line(fx, fy, fx - len, fy) love.graphics.line(fx, fy, fx, fy - len) end end end function Battle:renderLens(clr) love.graphics.setColor(clr[1], clr[2], clr[3], 0.1) local map = self.chapter.current_map love.graphics.rectangle('fill', 0, 0, map.width * TILE_WIDTH, map.height * TILE_HEIGHT ) end function Battle:renderSkillInUse(cam_x, cam_y) local sk = self.skill_in_use if not sk then return end local str_w = #sk.name * CHAR_WIDTH local w = str_w + 55 + BOX_MARGIN local h = LINE_HEIGHT + BOX_MARGIN local x = cam_x + VIRTUAL_WIDTH - w - BOX_MARGIN local y = cam_y + BOX_MARGIN love.graphics.setColor(0, 0, 0, RECT_ALPHA) love.graphics.rectangle('fill', x, y, w, h) love.graphics.setColor(1, 1, 1, 1) love.graphics.draw( icon_texture, icons[sk:treeToIcon()], x + HALF_MARGIN + str_w + 8, y + HALF_MARGIN, 0, 1, 1, 0, 0 ) love.graphics.draw( icon_texture, icons[sk.type], x + HALF_MARGIN + str_w + 33, y + HALF_MARGIN, 0, 1, 1, 0, 0 ) renderString(sk.name, x + HALF_MARGIN, y + HALF_MARGIN + 3) end function Battle:renderSpriteImage(cx, cy, x, y, sp) if cx ~= x or cy ~= y then love.graphics.setColor(1, 1, 1, 0.5) love.graphics.draw( sp:getSheet(), sp:getCurrentQuad(), TILE_WIDTH * (cx + self.origin_x - 1) + sp.w / 2, TILE_HEIGHT * (cy + self.origin_y - 1) + sp.h / 2, 0, sp.dir, 1, sp.w / 2, sp.h / 2 ) end end function Battle:shadeSquare(i, j, clr, alpha) if self.grid[i] and self.grid[i][j] then local x = (self.origin_x + j - 1) * TILE_WIDTH local y = (self.origin_y + i - 1) * TILE_HEIGHT love.graphics.setColor(clr[1], clr[2], clr[3], self.shading * alpha) love.graphics.rectangle('fill', x + 2, y + 2, TILE_WIDTH - 4, TILE_HEIGHT - 4 ) end end function Battle:renderAssistSpaces() for i = 1, self.grid_h do for j = 1, self.grid_w do if self.grid[i][j] then local n = self.grid[i][j].n_assists if n > 0 then local clr = { 0, 1, 0 } if n == 1 then clr = { 0.7, 1, 0.7 } elseif n == 2 then clr = { 0.4, 1, 0.4 } elseif n == 3 then clr = { 0.2, 1, 0.2} end self:shadeSquare(i, j, clr, 0.75) end end end end end function Battle:getTargetDirection() -- Get skill and cursor info local c = self:getCursor() local sk = self:getSkill() -- Get direction to point the skill local dir = UP if sk.aim['type'] == DIRECTIONAL then local o = self:getCursor(2) dir = ite(c[1] > o[1], RIGHT, ite(c[1] < o[1], LEFT, ite(c[2] > o[2], DOWN, UP))) end return dir end function Battle:outlineTile(tx, ty, edges, clr) local x1 = (self.origin_x + tx - 1) * TILE_WIDTH local y1 = (self.origin_y + ty - 1) * TILE_HEIGHT local x2 = x1 + TILE_WIDTH local y2 = y1 + TILE_HEIGHT local sh = 0.3 local newclr = { clr[1] - sh, clr[2] - sh, clr[3] - sh, 1 } if self.grid[ty] and self.grid[ty][tx] then love.graphics.setColor(unpack(newclr)) if not next(edges) then if not self.grid[ty + 1] or not self.grid[ty + 1][tx] then love.graphics.line(x1, y2, x2, y2) end if not self.grid[ty - 1] or not self.grid[ty - 1][tx] then love.graphics.line(x1, y1, x2, y1) end if not self.grid[ty][tx + 1] then love.graphics.line(x2, y1, x2, y2) end if not self.grid[ty][tx - 1] then love.graphics.line(x1, y1, x1, y2) end else for i = 1, #edges do local e = edges[i] if e == UP then love.graphics.line(x1, y1, x2, y1) elseif e == DOWN then love.graphics.line(x1, y2, x2, y2) elseif e == LEFT then love.graphics.line(x1, y1, x1, y2) else love.graphics.line(x2, y1, x2, y2) end end end end end function Battle:renderSkillRange(clr) -- What skill? local c = self:getCursor() local sk = self:getSkill() -- Get direction to point the skill local dir = self:getTargetDirection() -- Render red squares given by the skill range local tiles = self:skillRange(sk, dir, c) for i = 1, #tiles do self:shadeSquare(tiles[i][1], tiles[i][2], clr, 1) end -- For bounded free aim skills, render the boundary if sk.aim['type'] == FREE and sk.aim['scale'] < 100 then local t = self:getCursor(2) for x = 0, sk.aim['scale'] do for y = 0, sk.aim['scale'] - x do local l = t[1] - x local r = t[1] + x local d = t[2] + y local u = t[2] - y if x + y == sk.aim['scale'] then self:outlineTile(r, d, { DOWN, RIGHT }, clr) self:outlineTile(l, d, { DOWN, LEFT }, clr) self:outlineTile(r, u, { UP, RIGHT }, clr) self:outlineTile(l, u, { UP, LEFT }, clr) end self:outlineTile(r, d, {}, clr) self:outlineTile(l, d, {}, clr) self:outlineTile(r, u, {}, clr) self:outlineTile(l, u, {}, clr) end end end end function Battle:renderMovement(moves, full) for i = 1, #moves do self:shadeSquare(moves[i]['to'][1], moves[i]['to'][2], {0, 0, 1}, full) end end function Battle:renderMovementHover() local c = self:getCursor() local sp = self.grid[c[2]][c[1]].occupied if sp and not self.status[sp:getId()]['acted'] then local i, j = self:findSprite(sp:getId()) self:renderMovement(self:validMoves(sp, i, j), 0.5) end end function Battle:renderViews(depth) for i = 1, #self.stack do local views = self.stack[i]['views'] for j = 1, #views do if views[j][1] == depth and (views[j][2] == PERSIST or i == #self.stack) then views[j][3](self) end end end end function Battle:renderHealthbar(sp) local x, y = sp:getPosition() local ratio = sp.health / sp.attributes['endurance'] y = y + sp.h + ite(self.pulse, 0, -1) - 1 love.graphics.setColor(0, 0, 0, 1) love.graphics.rectangle('fill', x + 3, y, sp.w - 6, 3) love.graphics.setColor(0.4, 0, 0.2, 1) love.graphics.rectangle('fill', x + 3, y, (sp.w - 6) * ratio, 3) love.graphics.setColor(0.3, 0.3, 0.3, 1) love.graphics.rectangle('line', x + 3, y, sp.w - 6, 3) end function Battle:renderStatus(sp) -- Get statuses local x, y = sp:getPosition() local statuses = self.status[sp:getId()]['effects'] -- Collect what icons need to be rendered local buffed = false local debuffed = false local augmented = false local impaired = false for i = 1, #statuses do local b = statuses[i].buff if b.attr == 'special' then if b.type == BUFF then augmented = true end if b.type == DEBUFF then impaired = true end else if b.type == BUFF then buffed = true end if b.type == DEBUFF then debuffed = true end end end -- Render icons local y_off = ite(self.pulse, 0, 1) if buffed then love.graphics.draw(icon_texture, status_icons[1], x + TILE_WIDTH - 8, y + y_off, 0, 1, 1, 0, 0 ) end if debuffed then love.graphics.draw(icon_texture, status_icons[2], x + TILE_WIDTH - 16, y + y_off, 0, 1, 1, 0, 0 ) end if augmented then love.graphics.draw(icon_texture, status_icons[4], x + 8, y + y_off, 0, 1, 1, 0, 0 ) end if impaired then love.graphics.draw(icon_texture, status_icons[3], x, y + y_off, 0, 1, 1, 0, 0 ) end end function Battle:mkOuterHoverBox(w) -- Check for an ally sprite or empty space local c = self:getCursor() local g = self.grid[c[2]][c[1]] local sp = g.occupied if ((not sp) or self:isAlly(sp)) and g.n_assists > 0 then -- Make an element for each assist local eles = { mkEle('text', 'Assists', HALF_MARGIN, HALF_MARGIN) } for i = 1, #g.assists do local str = g.assists[i]:toStr() table.insert(eles, mkEle('text', str, w - #str * CHAR_WIDTH - HALF_MARGIN, HALF_MARGIN + LINE_HEIGHT * i )) end return eles, LINE_HEIGHT * (#eles) + BOX_MARGIN end return {}, 0 end function Battle:mkTileHoverBox(tx, ty) local sp = self.grid[ty][tx].occupied if not sp then return nil, nil, nil, nil end local w = BOX_MARGIN + CHAR_WIDTH * MAX_WORD -- Box contains sprite's name and status local name_str = sp.name local hp_str = sp.health .. "/" .. sp.attributes['endurance'] local ign_str = sp.ignea .. "/" .. sp.attributes['focus'] -- Compute box width from longest status local statuses = self.status[sp:getId()]['effects'] local longest_status = 0 for i = 1, #statuses do -- Space (in characters) between two strings in hover box local buf = 3 -- Length of duration string local d = statuses[i].duration local dlen = ite(d == math.huge, 0, ite(d < 2, 6, ite(d < 10, 7, 8))) -- Length of buff string local b = statuses[i].buff local blen = #b:toStr() -- Combine them all to get character size longest_status = math.max(longest_status, dlen + blen + buf) end w = math.max(w, longest_status * CHAR_WIDTH + BOX_MARGIN) -- Add sprite basic info local sp_eles = { mkEle('text', sp.name, HALF_MARGIN, HALF_MARGIN), mkEle('text', hp_str, w - HALF_MARGIN - #hp_str * CHAR_WIDTH, HALF_MARGIN + LINE_HEIGHT + 3), mkEle('text', ign_str, w - HALF_MARGIN - #ign_str * CHAR_WIDTH, HALF_MARGIN + LINE_HEIGHT * 2 + 9), mkEle('image', icons[str_to_icon['endurance']], HALF_MARGIN, HALF_MARGIN + LINE_HEIGHT, icon_texture), mkEle('image', icons[str_to_icon['focus']], HALF_MARGIN, HALF_MARGIN + LINE_HEIGHT * 2 + 6, icon_texture) } -- Add sprite statuses local stat_eles = {} local y = HALF_MARGIN + LINE_HEIGHT * 3 + BOX_MARGIN for i = 1, #statuses do local cy = y + LINE_HEIGHT * (i - 1) local b = statuses[i].buff local d = statuses[i].duration local dur = '' if d ~= math.huge then dur = d .. ite(d > 1, ' turns', ' turn') end table.insert(stat_eles, mkEle('text', dur, w - #dur * CHAR_WIDTH - HALF_MARGIN, cy )) local str = b:toStr() table.insert(stat_eles, mkEle('text', str, HALF_MARGIN, cy)) end -- Concat info with statuses local h = BOX_MARGIN + HALF_MARGIN + LINE_HEIGHT * (#sp_eles - 2 + #stat_eles / 2) if next(statuses) ~= nil then h = h + HALF_MARGIN end local clr = ite(self:isAlly(sp), { 0, 0.1, 0.1 }, { 0.1, 0, 0 }) return concat(sp_eles, stat_eles), w, h, clr end function Battle:mkInnerHoverBox() local c = self:getCursor() local hbox, bw, bh, bclr = self:mkTileHoverBox(c[1], c[2]) if not hbox then local w = BOX_MARGIN + CHAR_WIDTH * MAX_WORD local h = BOX_MARGIN + LINE_HEIGHT local clr = { 0, 0, 0 } return { mkEle('text', 'Empty', HALF_MARGIN, HALF_MARGIN) }, w, h, clr end return hbox, bw, bh, bclr end function Battle:renderTargetHoverBoxes(cam_x, cam_y) -- Get skill range local dir = self:getTargetDirection() local sk = self:getSkill() local c = self:getCursor() local sp = self:getSprite() local tiles = self:skillRange(sk, dir, c) -- Iterate over tiles to see which ones need to render boxes local max_y = cam_y + VIRTUAL_HEIGHT - BOX_MARGIN * 2 - FONT_SIZE - LINE_HEIGHT local cur_y = cam_y + BOX_MARGIN for i = 1, #tiles do -- Switch tile of current sprite with prospective tile it's moving to local t = self.grid[tiles[i][1]][tiles[i][2]].occupied local move_c = self:getCursor(2) if t == sp then tiles[i][1] = move_c[2] tiles[i][2] = move_c[1] elseif tiles[i][1] == move_c[2] and tiles[i][2] == move_c[1] then local y, x = self:findSprite(sp:getId()) tiles[i][1] = y tiles[i][2] = x end t = self.grid[tiles[i][1]][tiles[i][2]].occupied -- If there's a sprite on the tile and the skill affects that sprite, -- render the sprite's hover box if t and sk:hits(sp, t, self.status) then local box, w, h, clr = self:mkTileHoverBox(tiles[i][2], tiles[i][1]) -- Only render if there's room for the whole box on screen if cur_y + h <= max_y then local cur_x = cam_x + VIRTUAL_WIDTH - BOX_MARGIN - w table.insert(clr, RECT_ALPHA) love.graphics.setColor(unpack(clr)) love.graphics.rectangle('fill', cur_x, cur_y, w, h) self:renderBoxElements(box, cur_x, cur_y) cur_y = cur_y + h + BOX_MARGIN else local cur_x = cam_x + VIRTUAL_WIDTH - BOX_MARGIN - CHAR_WIDTH * 3 renderString("...", cur_x, cur_y) break end end end end function Battle:renderBoxElements(box, base_x, base_y) for i = 1, #box do local e = box[i] if e['type'] == 'text' then local clr = ite(e['color'], e['color'], WHITE) love.graphics.setColor(unpack(clr)) renderString(e['data'], base_x + e['x'], base_y + e['y'], true, e['auto_color'] ) else love.graphics.setColor(unpack(WHITE)) love.graphics.draw( e['texture'], e['data'], base_x + e['x'], base_y + e['y'], 0, 1, 1, 0, 0 ) end end end function Battle:renderHoverBoxes(x, y, ibox, w, ih, obox, oh, clr) -- Base coordinates for both boxes local outer_x = x + VIRTUAL_WIDTH - BOX_MARGIN - w local inner_x = outer_x local inner_y = y + BOX_MARGIN local outer_y = inner_y + ih -- If there are assists if next(obox) ~= nil then -- Draw outer box love.graphics.setColor(0.05, 0.15, 0.05, RECT_ALPHA) love.graphics.rectangle('fill', outer_x, outer_y, w, oh) -- Draw outer box elements self:renderBoxElements(obox, outer_x, outer_y) end -- Draw inner box table.insert(clr, RECT_ALPHA) love.graphics.setColor(unpack(clr)) love.graphics.rectangle('fill', inner_x, inner_y, w, ih) -- Draw inner box elements self:renderBoxElements(ibox, inner_x, inner_y) end function Battle:renderBattleText(cam_x, cam_y) -- Variables needed off stack local s = self:getStage() local c = self:getCursor() local sp = self.grid[c[2]][c[1]].occupied -- Compute hover string local hover_str = 'View battle options' if s == STAGE_MOVE then hover_str = 'Select a space to move to' elseif s == STAGE_TARGET then hover_str = 'Select a target for ' .. self:getSkill().name elseif sp then if self:isAlly(sp) and not self.status[sp:getId()]['acted'] then hover_str = "Move " .. sp.name else hover_str = "Examine " .. sp.name end end -- Render hover string in the lower right local x = cam_x + VIRTUAL_WIDTH - BOX_MARGIN - #hover_str * CHAR_WIDTH local y = cam_y + VIRTUAL_HEIGHT - BOX_MARGIN - FONT_SIZE renderString(hover_str, x, y) end function Battle:renderBexp(x, y) local bexp = self.render_bexp local saved = self.turnlimit - self.turn local msg1 = saved .. " turns saved * 15 exp" local msg2 = bexp .. " bonus exp" local computeX = function(s) return x + VIRTUAL_WIDTH - BOX_MARGIN - #s * CHAR_WIDTH end local base_y = y + BOX_MARGIN love.graphics.setColor(unpack(DISABLE)) renderString(msg1, computeX(msg1), base_y, true) love.graphics.setColor(unpack(HIGHLIGHT)) renderString(msg2, computeX(msg2), base_y + LINE_HEIGHT, true) end function Battle:renderGrid() -- Draw grid at fixed position love.graphics.setColor(0.5, 0.5, 0.5, 1) for i = 1, self.grid_h do for j = 1, self.grid_w do if self.grid[i][j] then love.graphics.rectangle('line', (self.origin_x + j - 1) * TILE_WIDTH, (self.origin_y + i - 1) * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT ) end end end self:renderAssistSpaces() -- Render views over grid if we aren't watching a scene local s = self:getStage() if s ~= STAGE_WATCH and s ~= STAGE_LEVELUP then -- Render active views below the cursor, in stack order self:renderViews(BEFORE) -- Draw cursors always self:renderCursors() -- Render active views above the cursor, in stack order self:renderViews(AFTER) end end function Battle:renderOverlay(cam_x, cam_y) -- Render healthbars below each sprite, and status markers above for i = 1, #self.participants do if self.chapter:getMap():getSprite(self.participants[i]:getId()) then self:renderHealthbar(self.participants[i]) self:renderStatus(self.participants[i]) end end -- No overlay if stack has no cursors local s = self:getStage() if self:getCursor() then -- Dont render any other overlays while watching an action if s ~= STAGE_WATCH and s ~= STAGE_LEVELUP then -- Make and render hover boxes if s == STAGE_TARGET then self:renderTargetHoverBoxes(cam_x, cam_y) else local ibox, w, ih, clr = self:mkInnerHoverBox() local obox, oh = self:mkOuterHoverBox(w) self:renderHoverBoxes(cam_x, cam_y, ibox, w, ih, obox, oh, clr) end -- Render battle text if not in a menu if s ~= STAGE_MENU then self:renderBattleText(cam_x, cam_y) end elseif s == STAGE_WATCH then self:renderSkillInUse(cam_x, cam_y) end end -- Render menu if there is one local m = self:getMenu() if m then m:render(cam_x, cam_y, self.chapter) if self.render_bexp then self:renderBexp(cam_x, cam_y) end end -- Render what turn it is in the lower right if s and s ~= STAGE_WATCH and s ~= STAGE_LEVELUP then local turn_str = 'Turn ' .. self.turn renderString(turn_str, cam_x + VIRTUAL_WIDTH - BOX_MARGIN - #turn_str * CHAR_WIDTH, cam_y + VIRTUAL_HEIGHT - BOX_MARGIN - FONT_SIZE - LINE_HEIGHT ) end end wincons = { ['rout'] = { "defeat all enemies", function(b) for _,v in pairs(b.status) do if v['team'] == ENEMY and v['alive'] then return false end end return true end }, ['escape'] = { "escape the battlefield", function(b) return false end } } losscons = { ['death'] = { "any ally dies", function(b) for k,v in pairs(b.status) do if v['team'] == ALLY and not v['alive'] then return k end end return false end }, ['defend'] = { "any enemy breaches the defended area", function(b) return false end } }
-- -- Licensed to the Apache Software Foundation (ASF) under one or more -- contributor license agreements. See the NOTICE file distributed with -- this work for additional information regarding copyright ownership. -- The ASF licenses this file to You under the Apache License, Version 2.0 -- (the "License"); you may not use this file except in compliance with -- the License. You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- local core = require("apisix.core") local plugin_name = "request-validation" local ngx = ngx local io = io local req_read_body = ngx.req.read_body local schema = { type = "object", anyOf = { { title = "Body schema", properties = { body_schema = {type = "object"} }, required = {"body_schema"} }, { title = "Header schema", properties = { header_schema = {type = "object"} }, required = {"header_schema"} } } } local _M = { version = 0.1, priority = 2800, type = 'validation', name = plugin_name, schema = schema, } function _M.check_schema(conf) local ok, err = core.schema.check(schema, conf) if not ok then return false, err end if conf.body_schema then ok, err = core.schema.valid(conf.body_schema) if not ok then return false, err end end if conf.header_schema then ok, err = core.schema.valid(conf.header_schema) if not ok then return false, err end end return true, nil end function _M.rewrite(conf) local headers = ngx.req.get_headers() if conf.header_schema then local ok, err = core.schema.check(conf.header_schema, headers) if not ok then core.log.error("req schema validation failed", err) return 400, err end end if conf.body_schema then req_read_body() local req_body, error local body = ngx.req.get_body_data() if not body then local filename = ngx.req.get_body_file() if not filename then return 500 end local fd = io.open(filename, 'rb') if not fd then return 500 end body = fd:read('*a') end if headers["content-type"] == "application/x-www-form-urlencoded" then req_body, error = ngx.decode_args(body) else -- JSON as default req_body, error = core.json.decode(body) end if not req_body then core.log.error('failed to decode the req body', error) return 400, error end local ok, err = core.schema.check(conf.body_schema, req_body) if not ok then core.log.error("req schema validation failed", err) return 400, err end end end return _M