content
stringlengths 5
1.05M
|
---|
print("initialized textures")
--[[
The Mineclone 2 Unofficial Official Texture Pack is located here https://forum.minetest.net/viewtopic.php?f=4&t=18559.
Creative Commons Attribution-ShareAlike 4.0 International Public License
By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Creative Commons Attribution-ShareAlike 4.0 International Public License (Public License). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.
Section 1 – Definitions.
Adapted Material means material subject to Copyright and Similar Rights that is derived from or based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor. For purposes of this Public License, where the Licensed Material is a musical work, performance, or sound recording, Adapted Material is always produced where the Licensed Material is synched in timed relation with a moving image.
Adapter's License means the license You apply to Your Copyright and Similar Rights in Your contributions to Adapted Material in accordance with the terms and conditions of this Public License.
BY-SA Compatible License means a license listed at creativecommons.org/compatiblelicenses, approved by Creative Commons as essentially the equivalent of this Public License.
Copyright and Similar Rights means copyright and/or similar rights closely related to copyright including, without limitation, performance, broadcast, sound recording, and Sui Generis Database Rights, without regard to how the rights are labeled or categorized. For purposes of this Public License, the rights specified in Section 2(b)(1)-(2) are not Copyright and Similar Rights.
Effective Technological Measures means those measures that, in the absence of proper authority, may not be circumvented under laws fulfilling obligations under Article 11 of the WIPO Copyright Treaty adopted on December 20, 1996, and/or similar international agreements.
Exceptions and Limitations means fair use, fair dealing, and/or any other exception or limitation to Copyright and Similar Rights that applies to Your use of the Licensed Material.
License Elements means the license attributes listed in the name of a Creative Commons Public License. The License Elements of this Public License are Attribution and ShareAlike.
Licensed Material means the artistic or literary work, database, or other material to which the Licensor applied this Public License.
Licensed Rights means the rights granted to You subject to the terms and conditions of this Public License, which are limited to all Copyright and Similar Rights that apply to Your use of the Licensed Material and that the Licensor has authority to license.
Licensor means the individual(s) or entity(ies) granting rights under this Public License.
Share means to provide material to the public by any means or process that requires permission under the Licensed Rights, such as reproduction, public display, public performance, distribution, dissemination, communication, or importation, and to make material available to the public including in ways that members of the public may access the material from a place and at a time individually chosen by them.
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You means the individual or entity exercising the Licensed Rights under this Public License. Your has a corresponding meaning.
Section 2 – Scope.
License grant.
Subject to the terms and conditions of this Public License, the Licensor hereby grants You a worldwide, royalty-free, non-sublicensable, non-exclusive, irrevocable license to exercise the Licensed Rights in the Licensed Material to:
reproduce and Share the Licensed Material, in whole or in part; and
produce, reproduce, and Share Adapted Material.
Exceptions and Limitations. For the avoidance of doubt, where Exceptions and Limitations apply to Your use, this Public License does not apply, and You do not need to comply with its terms and conditions.
Term. The term of this Public License is specified in Section 6(a).
Media and formats; technical modifications allowed. The Licensor authorizes You to exercise the Licensed Rights in all media and formats whether now known or hereafter created, and to make technical modifications necessary to do so. The Licensor waives and/or agrees not to assert any right or authority to forbid You from making technical modifications necessary to exercise the Licensed Rights, including technical modifications necessary to circumvent Effective Technological Measures. For purposes of this Public License, simply making modifications authorized by this Section 2(a)(4) never produces Adapted Material.
Downstream recipients.
Offer from the Licensor – Licensed Material. Every recipient of the Licensed Material automatically receives an offer from the Licensor to exercise the Licensed Rights under the terms and conditions of this Public License.
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Patent and trademark rights are not licensed under this Public License.
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Section 3 – License Conditions.
Your exercise of the Licensed Rights is expressly made subject to the following conditions.
Attribution.
If You Share the Licensed Material (including in modified form), You must:
retain the following if it is supplied by the Licensor with the Licensed Material:
identification of the creator(s) of the Licensed Material and any others designated to receive attribution, in any reasonable manner requested by the Licensor (including by pseudonym if designated);
a copyright notice;
a notice that refers to this Public License;
a notice that refers to the disclaimer of warranties;
a URI or hyperlink to the Licensed Material to the extent reasonably practicable;
indicate if You modified the Licensed Material and retain an indication of any previous modifications; and
indicate the Licensed Material is licensed under this Public License, and include the text of, or the URI or hyperlink to, this Public License.
You may satisfy the conditions in Section 3(a)(1) in any reasonable manner based on the medium, means, and context in which You Share the Licensed Material. For example, it may be reasonable to satisfy the conditions by providing a URI or hyperlink to a resource that includes the required information.
If requested by the Licensor, You must remove any of the information required by Section 3(a)(1)(A) to the extent reasonably practicable.
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In addition to the conditions in Section 3(a), if You Share Adapted Material You produce, the following conditions also apply.
The Adapter’s License You apply must be a Creative Commons license with the same License Elements, this version or later, or a BY-SA Compatible License.
You must include the text of, or the URI or hyperlink to, the Adapter's License You apply. You may satisfy this condition in any reasonable manner based on the medium, means, and context in which You Share Adapted Material.
You may not offer or impose any additional or different terms or conditions on, or apply any Effective Technological Measures to, Adapted Material that restrict exercise of the rights granted under the Adapter's License You apply.
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for the avoidance of doubt, Section 2(a)(1) grants You the right to extract, reuse, reproduce, and Share all or a substantial portion of the contents of the database;
if You include all or a substantial portion of the database contents in a database in which You have Sui Generis Database Rights, then the database in which You have Sui Generis Database Rights (but not its individual contents) is Adapted Material, including for purposes of Section 3(b); and
You must comply with the conditions in Section 3(a) if You Share all or a substantial portion of the contents of the database.
For the avoidance of doubt, this Section 4 supplements and does not replace Your obligations under this Public License where the Licensed Rights include other Copyright and Similar Rights.
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To the extent possible, in no event will the Licensor be liable to You on any legal theory (including, without limitation, negligence) or otherwise for any direct, special, indirect, incidental, consequential, punitive, exemplary, or other losses, costs, expenses, or damages arising out of this Public License or use of the Licensed Material, even if the Licensor has been advised of the possibility of such losses, costs, expenses, or damages. Where a limitation of liability is not allowed in full or in part, this limitation may not apply to You.
The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner that, to the extent possible, most closely approximates an absolute disclaimer and waiver of all liability.
Section 6 – Term and Termination.
This Public License applies for the term of the Copyright and Similar Rights licensed here. However, if You fail to comply with this Public License, then Your rights under this Public License terminate automatically.
Where Your right to use the Licensed Material has terminated under Section 6(a), it reinstates:
automatically as of the date the violation is cured, provided it is cured within 30 days of Your discovery of the violation; or
upon express reinstatement by the Licensor.
For the avoidance of doubt, this Section 6(b) does not affect any right the Licensor may have to seek remedies for Your violations of this Public License.
For the avoidance of doubt, the Licensor may also offer the Licensed Material under separate terms or conditions or stop distributing the Licensed Material at any time; however, doing so will not terminate this Public License.
Sections 1, 5, 6, 7, and 8 survive termination of this Public License.
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The Licensor shall not be bound by any additional or different terms or conditions communicated by You unless expressly agreed.
Any arrangements, understandings, or agreements regarding the Licensed Material not stated herein are separate from and independent of the terms and conditions of this Public License.
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For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit, restrict, or impose conditions on any use of the Licensed Material that could lawfully be made without permission under this Public License.
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No term or condition of this Public License will be waived and no failure to comply consented to unless expressly agreed to by the Licensor.
Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from the legal processes of any jurisdiction or authority.
]]--
|
local M = {}
function M.setup(opts)
local schemastore_status_ok, schemastore = pcall(require, "schemastore")
if schemastore_status_ok then
opts["settings"] = {
json = {
schemas = schemastore.json.schemas(),
},
}
-- require("svim.utils").print_table(opts.settings.json)
end
return opts
end
return M
|
local module = {async = true}
local probability = require(game:GetService('ReplicatedStorage').Common.Probability)
local alignments = {
{item = 'masculine', chance = 66.6},
{item = 'feminine', chance = 33.4},
}
function module.Random(info)
return probability.Choose(alignments, info.seed)
end
function module.Start(info)
if info.noGenerating then return end
local npc = info.model
local seed = npc:GetAttribute('seed')
if not seed then
seed:GetAttributeChangedSignal('seed'):Wait()
seed = npc:GetAttribute('seed')
end
info.seed = Random.new(seed)
info.alignment = info.alignment or module.Random(info)
end
return module |
CloneClass( ECMJammerBase )
|
TatooineAnchorheadScreenPlay = ScreenPlay:new {
numberOfActs = 1,
screenplayName = "TatooineAnchorheadScreenPlay"
}
registerScreenPlay("TatooineAnchorheadScreenPlay", true)
function TatooineAnchorheadScreenPlay:start()
if (isZoneEnabled("tatooine")) then
self:spawnMobiles()
self:spawnSceneObjects()
end
end
function TatooineAnchorheadScreenPlay:spawnSceneObjects()
--Tavern
spawnSceneObject("tatooine", "object/mobile/le_repair_droid.iff", -0.3, -4.0, -3.7, 1213349, math.rad(90) )
end
function TatooineAnchorheadScreenPlay:spawnMobiles()
--Tavern
local pNpc = spawnMobile("tatooine", "borra_setas",60,9.51111,0.408271,-0.736723,320.12,1213345)
self:setMoodString(pNpc, "worried")
pNpc = spawnMobile("tatooine", "commoner_tatooine",60,-9.4,0.4,2.0,161,1213345)
self:setMoodString(pNpc, "npc_standing_drinking")
spawnMobile("tatooine", "trainer_doctor",0,1.53792,1.00421,6.82596,265,1213346)
spawnMobile("tatooine", "rebel_recruiter",60,-6.22005,-3.96617,-6.58904,194.653,1213349)
--Tavern west
pNpc = spawnMobile("tatooine", "bounty_hunter",60,7.7,-4.0,-4.0,138,3355393)
self:setMoodString(pNpc, "angry")
pNpc = spawnMobile("tatooine", "businessman",60,8.5,-4.0,-5.3,-37,3355393)
self:setMoodString(pNpc, "worried")
pNpc = spawnMobile("tatooine", "commoner_technician",60,8.4,0.4,-9.5,126,3355387)
self:setMoodString(pNpc, "neutral")
pNpc = spawnMobile("tatooine", "commoner_fat",60,-8.8,1.0,6.5,-99,3355388)
self:setMoodString(pNpc, "happy")
--Outside
spawnMobile("tatooine", "commoner",60,-144.579,65,-5301.04,250.798,0)
spawnMobile("tatooine", "commoner_naboo",60,134.869,52,-5333.14,67.0208,0)
spawnMobile("tatooine", "commoner_old",60,73.2491,52,-5329.48,324.6,0)
spawnMobile("tatooine", "commoner_old",60,70.2339,52,-5316.54,358.449,0)
spawnMobile("tatooine", "commoner_tatooine",60,83.9686,52,-5390.23,61.1388,0)
spawnMobile("tatooine", "commoner_tatooine",60,74.6127,52,-5382.24,106.067,0)
spawnMobile("tatooine", "commoner_tatooine",60,59.0963,52,-5342.29,282.005,0)
spawnMobile("tatooine", "commoner_tatooine",60,39.6087,52,-5345.06,179.67,0)
spawnMobile("tatooine", "commoner_tatooine",60,150.383,52,-5327.33,143.663,0)
spawnMobile("tatooine", "commoner_tatooine",60,123.408,52,-5377.31,88.9686,0)
spawnMobile("tatooine", "commoner_tatooine",60,114.69,52,-5404.19,89.678,0)
pNpc = spawnMobile("tatooine", "commoner_technician",60,-108.399,65,-5298.05,0,0)
self:setMoodString(pNpc, "conversation")
pNpc = spawnMobile("tatooine", "bounty_hunter",300,-162.748,65,-5312.84,0,0)
self:setMoodString(pNpc, "conversation")
pNpc = spawnMobile("tatooine", "scavenger",300,-108.399,65,-5297.05,180.005,0)
self:setMoodString(pNpc, "conversation")
pNpc = spawnMobile("tatooine", "mercenary",60,-162.748,65,-5311.84,180.005,0)
self:setMoodString(pNpc, "conversation")
pNpc = spawnMobile("tatooine", "r3",60,-180.482,65,-5314.98,96.2472,0)
self:setMoodString(pNpc, "calm")
pNpc = spawnMobile("tatooine", "r3",60,116.569,52,-5341.57,2.26464,0)
self:setMoodString(pNpc, "calm")
pNpc = spawnMobile("tatooine", "r4",60,75.9409,52,-5355.36,178.447,0)
self:setMoodString(pNpc, "calm")
pNpc = spawnMobile("tatooine", "businessman", 60, -143.907, 65, -5335.05, 0, 0)
self:setMoodString(pNpc, "conversation")
pNpc = spawnMobile("tatooine", "pilot", 60, -143.907, 65, -5334.05, 180.005, 0)
self:setMoodString(pNpc, "conversation")
spawnMobile("tatooine", "junk_dealer", 0, 110.87, 52, -5428.19, 53, 0)
spawnMobile("tatooine", "bantha",300,216.9,11.7,-5425.4,-121,0)
spawnMobile("tatooine", "specforce_technician",400,65.685,52,-5349.49,-4,0)
spawnMobile("tatooine", "specforce_technician",400,49.2,52,-5351,350,0)
spawnMobile("tatooine", "specforce_technician",400,125.5,52,-5416,279.008,0)
spawnMobile("tatooine", "specforce_technician",400,55.2,52.6,-5332.5,184.005,0)
spawnMobile("tatooine", "specforce_heavy_weapons_specialist",400,68,52,-5382,67,0)
spawnMobile("tatooine", "rebel_specforce_captain",400,67,52,-5366.5,95,0)
spawnMobile("tatooine", "rebel_specforce_captain",400,31.4,51.1006,-5350.3,203.975,0)
spawnMobile("tatooine", "rebel_specforce_pathfinder",400,31,51.9725,-5337,270.008,0)
spawnMobile("tatooine", "rebel_specforce_pathfinder",400,76.5,52,-5361.1,329.737,0)
spawnMobile("tatooine", "rebel_specforce_pathfinder",400,135.1,52,-5374.9,83.0024,0)
spawnMobile("tatooine", "rebel_specforce_pathfinder",400,123.6,52,-5368,235,0)
spawnMobile("tatooine", "rebel_specforce_pathfinder",400,89.9,52,-5393.8,313.009,0)
spawnMobile("tatooine", "rebel_specforce_pathfinder",400,151,52,-5316,37.8685,0)
spawnMobile("tatooine", "rebel_specforce_pathfinder",400,159,52,-5320,331.012,0)
spawnMobile("tatooine", "cu_pa",300,75.5625,88.9439,-5217.41,276.531,0)
spawnMobile("tatooine", "cu_pa",300,81.1976,85.0672,-5200.6,174.759,0)
spawnMobile("tatooine", "cu_pa",300,14.564,23.6794,-5543.66,99.0125,0)
spawnMobile("tatooine", "cu_pa",300,26.8762,12.236,-5564.46,284.743,0)
spawnMobile("tatooine", "cu_pa",300,163.943,12.072,-5473.22,272.381,0)
spawnMobile("tatooine", "cu_pa",300,210.837,16.4247,-5464.01,32.0514,0)
spawnMobile("tatooine", "cu_pa",300,188.14,9.71503,-5485.52,63.2364,0)
spawnMobile("tatooine", "cu_pa",300,186.305,14.9233,-5467.36,145.471,0)
spawnMobile("tatooine", "cu_pa",300,166.736,4.42212,-5483.28,304.088,0)
spawnMobile("tatooine", "rebel_recruiter",60,69.6872,52,-5349.47,360.011,0)
spawnMobile("tatooine", "rill",300,3.34558,86.6525,-5245.25,82.0905,0)
spawnMobile("tatooine", "rill",300,-26.4483,85.5717,-5227.67,257.612,0)
spawnMobile("tatooine", "rill",300,-4.51558,88.9463,-5226.49,314.221,0)
spawnMobile("tatooine", "rill",300,16.8025,87.749,-5249.62,280.51,0)
spawnMobile("tatooine", "zucca_boar",300,176.37,29.6614,-5228.44,23.7572,0)
spawnMobile("tatooine", "zucca_boar",300,177.37,29.3367,-5227.44,202.645,0)
spawnMobile("tatooine", "zucca_boar",300,171.993,33.695,-5229.99,181.173,0)
spawnMobile("tatooine", "zucca_boar",300,-35.6792,30,-5439.35,11.3066,0)
end
|
local wrap, yield = coroutine.wrap, coroutine.yield
local Iterable = require('iterables/Iterable')
local ArrayIterable, get = require('class')('ArrayIterable', Iterable)
function ArrayIterable:__init(array, map)
self._array = array
self._map = map
end
function ArrayIterable:__len()
local array = self._array
if not array or #array == 0 then
return 0
end
local map = self._map
if map then -- map can return nil
return Iterable.__len(self)
else
return #array
end
end
function get.first(self)
local array = self._array
if not array or #array == 0 then
return nil
end
local map = self._map
if map then
for i = 1, #array, 1 do
local v = array[i]
local obj = v and map(v)
if obj then
return obj
end
end
else
return array[1]
end
end
function get.last(self)
local array = self._array
if not array or #array == 0 then
return nil
end
local map = self._map
if map then
for i = #array, 1, -1 do
local v = array[i]
local obj = v and map(v)
if obj then
return obj
end
end
else
return array[#array]
end
end
function ArrayIterable:iter()
local array = self._array
if not array or #array == 0 then
return function() -- new closure for consistency
return nil
end
end
local map = self._map
if map then
return wrap(function()
for _, v in ipairs(array) do
local obj = map(v)
if obj then
yield(obj)
end
end
end)
else
local i = 0
return function()
i = i + 1
return array[i]
end
end
end
return ArrayIterable
|
package("libjpeg")
set_homepage("http://ijg.org/")
set_description("A widely used C library for reading and writing JPEG image files.")
set_urls("http://www.ijg.org/files/jpegsrc.$(version).tar.gz")
add_versions("v9c", "650250979303a649e21f87b5ccd02672af1ea6954b911342ea491f351ceb7122")
add_versions("v9b", "240fd398da741669bf3c90366f58452ea59041cacc741a489b99f2f6a0bad052")
on_install("windows", function (package)
os.mv("jconfig.vc", "jconfig.h")
os.vrun("nmake -f makefile.vc")
os.cp("*.h", package:installdir("include"))
os.cp("libjpeg.lib", package:installdir("lib"))
end)
on_install("linux", "macosx", "iphoneos", "android@linux,macosx", function (package)
import("package.tools.autoconf").install(package, {"--enable-shared=no"})
end)
on_test(function (package)
assert(package:has_cfuncs("jpeg_create_compress(0)", {includes = {"stdio.h", "jpeglib.h"}}))
end)
|
local button = require "skyla.gui.button"
local util = {}
function util.create_test_button(text, callback)
return button.new {
normal = "#ui_button_tiny.png",
text = text,
font = "fonts/animated_32_ffffff.fnt",
callback = callback
}
end
return util |
--[[
Show what's in the next room, by predicting its seed
based on the current seed and RNG offset.
Features that are useful for routing are prioritized.
Currently shows:
- Room rewards, including Boon options.
- Charon's shop offerings, if the next room is a shop.
- Well shop contents.
- Enemy types and wave count.
- The room's exits, including:
- Reward type in the subsequent room.
- Number of exits to the subsequent room.
- Whether a well shop is in the subsequent room.
]]
ModUtil.RegisterMod("ParasDoorPredictions")
local config = {
ModName = "Para's Door Predictions",
ShowRewardType = true,
ShowChaosGates = true,
ShowErebusGates = true,
ShowFountains = true,
ShowPossibleSurvival = true,
ShowWellShops = true,
ShowStoreOptions = true,
ShowUpgradeOptions = true,
ShowRerolls = true,
ShowExits = true,
ShowEncounters = true,
ShowEnemies = true,
ShowRoomNames = true,
ShowCharonBag = true,
ShowUsesButtons = true,
ShowFatefulTwist = true,
PrintRngUses = false,
PrintNextSeed = true
}
if ModConfigMenu then
ModConfigMenu.Register(config)
end
ParasDoorPredictions.Config = config
-- Add +/- buttons while the boon details sidebar is open.
-- We need normal combat input to be disabled or Zag will attack etc. while
-- we're clicking, and break pots or otherwise mess up the RNG.
ModUtil.WrapBaseFunction("CreatePrimaryBacking", function( baseFunc )
local components = ScreenAnchors.TraitTrayScreen.Components
if config.ShowUsesButtons then
components.UsesButtonPlus = CreateScreenComponent({
Name = "LevelUpArrowRight",
Scale = 1.5,
X = CombatUI.TraitUIStart + 300,
Y = 360,
Group = "Combat_Menu_TraitTray"
})
components.UsesButtonPlus.OnPressedFunctionName = "ParasDoorPredictions__OnUsesButtonPlus"
components.UsesButtonMinus = CreateScreenComponent({
Name = "LevelUpArrowLeft",
Scale = 1.5,
X = CombatUI.TraitUIStart + 300,
Y = 420,
Group = "Combat_Menu_TraitTray"
})
components.UsesButtonMinus.OnPressedFunctionName = "ParasDoorPredictions__OnUsesButtonMinus"
end
baseFunc()
end)
function ParasDoorPredictions__OnUsesButtonPlus(screen, button)
RandomSynchronize(ParasDoorPredictions.CurrentUses + 1)
UpdateRngDisplay()
end
function ParasDoorPredictions__OnUsesButtonMinus(screen, button)
RandomSynchronize(ParasDoorPredictions.CurrentUses - 1)
UpdateRngDisplay()
end
ParasDoorPredictions.Config = config
ParasDoorPredictions.Doors = {}
ParasDoorPredictions.Dirty = false
ParasDoorPredictions.Enabled = false
ParasDoorPredictions.LastUpdateRngUses = -1
-- hooks to add / enable / clear the annotations on door
function ParasDoorPredictions.AddDoor(door)
local annotation = CreateAnnotation(door.ObjectId)
ParasDoorPredictions.Doors[door.ObjectId] = { Door = door, Annotation = annotation }
ParasDoorPredictions.Dirty = true
end
function ParasDoorPredictions.Clear()
ParasDoorPredictions.Doors = {}
ParasDoorPredictions.Dirty = false
ParasDoorPredictions.Enabled = false
ParasDoorPredictions.LastUpdateRngUses = -1
end
function ParasDoorPredictions.Enable()
ParasDoorPredictions.Enabled = true
end
ModUtil.WrapBaseFunction("AssignRoomToExitDoor", function(baseFunc, door, room)
baseFunc(door, room)
ParasDoorPredictions.AddDoor(door)
end, ParasDoorPredictions)
ModUtil.WrapBaseFunction("DoUnlockRoomExits", function(baseFunc, run, room)
ParasDoorPredictions.Enable()
baseFunc(run, room)
end, ParasDoorPredictions)
ModUtil.WrapBaseFunction("RandomSetNextInitSeed", function(baseFunc, args)
ParasDoorPredictions.Clear()
baseFunc(args)
if config.PrintNextSeed then
print("RandomSetNextInitSeed:", ParasDoorPredictions.CurrentUses, NextSeeds[1])
end
end, ParasDoorPredictions)
ParasDoorPredictions.WellMenu = nil
ModUtil.WrapBaseFunction("CreateStoreButtons", function(baseFunc, ...)
local r = baseFunc(...)
ParasDoorPredictions.WellMenu = {}
local components = CurrentRun.CurrentRoom.Store.Screen.Components
for itemIndex = 1, 3 do
local item = CurrentRun.CurrentRoom.Store.StoreOptions[itemIndex]
if item and item.Name == "RandomStoreItem" then
local itemLocationX = ShopUI.ShopItemStartX
local itemLocationY = ShopUI.ShopItemStartY + (itemIndex - 1) * ShopUI.ShopItemSpacerY
ParasDoorPredictions.WellMenu.FatefulTwistInfo = CreateScreenComponent({
Name = "BlankObstacle",
Group = "Combat_Menu",
X = itemLocationX,
Y = itemLocationY })
CreateTextBox({
Id = ParasDoorPredictions.WellMenu.FatefulTwistInfo.Id,
Text = "",
OffsetX = -245, OffsetY = 23,
Font = "AlegreyaSansSCBold",
FontSize = 18,
Color = Color.Yellow,
Justification = "Left"})
end
end
return r
end)
function PredictFatefulTwist()
-- based on AwardRandomStoreItem
if config.ShowFatefulTwist and ParasDoorPredictions.WellMenu and ParasDoorPredictions.WellMenu.FatefulTwistInfo then
local args = ConsumableData.RandomStoreItem.UseFunctionArgs
local options = {}
for i, traitName in pairs( args.Traits ) do
if TraitData[traitName] and IsGameStateEligible( CurrentRun, TraitData[traitName]) then
table.insert( options, { Name = traitName, Type = "Trait" } )
end
end
for i, consumableName in pairs( args.Consumables ) do
if ConsumableData[consumableName] and StoreItemEligible( CurrentRun, ConsumableData[consumableName])
and ( ConsumableData[consumableName].PurchaseRequirements == nil or IsGameStateEligible( ConsumableData[consumableName].PurchaseRequirements )) then
table.insert( options, { Name = consumableName, Type = "Consumable" })
end
end
local oldUses = ParasDoorPredictions.CurrentUses
local tmpRun = DeepCopyTable(CurrentRun)
SimulateVoiceLines(tmpRun, GlobalVoiceLines.PurchasedWellShopItemVoiceLines)
local randomItem = GetRandomValue( options )
RandomSynchronize(oldUses) -- reset to previous value
ModifyTextBox({
Id = ParasDoorPredictions.WellMenu.FatefulTwistInfo.Id,
Text = randomItem.Name
})
end
end
ModUtil.WrapBaseFunction("CloseStoreScreen", function(baseFunc, ...)
if ParasDoorPredictions.WellMenu and ParasDoorPredictions.WellMenu.FatefulTwistInfo then
Destroy({ Ids = { ParasDoorPredictions.WellMenu.FatefulTwistInfo.Id }})
end
ParasDoorPredictions.WellMenu = nil
return baseFunc(...)
end)
-- track rng uses
ParasDoorPredictions.CurrentSeed = 0
ParasDoorPredictions.CurrentUses = 0
local random = ModUtil.UpValues(
ModUtil.GetOriginalBaseValue("RandomInit"))
local function printRngUse()
local linesToSkip = 1
local linesToPrint = 2
-- log which function caused this use of the RNG
if config.PrintRngUses then
local traceback = debug.traceback()
for line in traceback:gmatch"[^\n]+" do
if linesToSkip > 0 then
linesToSkip = linesToSkip - 1
elseif (line:match"stack traceback" or
line:match"string \"Random\"" or
line:match"string \"ParasDoorPredictions\"" or
line:match"GetRandomValue" or
line:match"RemoveRandomValue" or
line:match"tail calls") then
else
print("Use", ParasDoorPredictions.CurrentUses, line)
linesToPrint = linesToPrint - 1
end
if linesToPrint == 0 then break end
end
end
end
ModUtil.WrapFunction(random, {"Rng", "Seed"}, function(baseFunc, self, s, id)
if (id or self.id) == 1 then
ParasDoorPredictions.CurrentSeed = s
ParasDoorPredictions.CurrentUses = 0
end
return baseFunc(self, s, id)
end)
ModUtil.WrapFunction(random, {"Rng", "Random"}, function(baseFunc, self, a, b)
if self.id == 1 then
ParasDoorPredictions.CurrentUses = ParasDoorPredictions.CurrentUses + 1
printRngUse()
end
return baseFunc(self, a, b)
end)
ModUtil.WrapFunction(random, {"Rng", "RandomGaussian"}, function(baseFunc, self)
if self.id == 1 then
ParasDoorPredictions.CurrentUses = ParasDoorPredictions.CurrentUses + 1
printRngUse()
end
return baseFunc(self)
end)
ModUtil.WrapBaseFunction("RandomSynchronize", function(baseFunc, offset, rngId)
local previousPrintState = config.PrintRngUses
config.PrintRngUses = false
if previousPrintState then
print("RandomSynchronize", offset)
end
baseFunc(offset, rngId)
config.PrintRngUses = previousPrintState
end)
-- For prediction, we often want to run a function "as if" a global table (eg. CurrentRun) is modified in a certain way.
-- Copy the relevant functions and modify their environment so these can be overridden.
function CloneFunction(func, wrapper)
local newEnv = {}
setmetatable(newEnv, {__index = _G})
local newFunc = load(string.dump(func), nil, "b", newEnv)
return wrapper(newEnv, newFunc)
end
ParasDoorPredictions.CreateRoom = CloneFunction(CreateRoom, function(env, func)
return function(run, roomData, args)
env.CurrentRun = run
return func(roomData, args)
end
end)
ParasDoorPredictions.AssumedUpgradableGodTraitCount = 0
ModUtil.WrapBaseFunction("UpgradableGodTraitCountAtLeast", function(baseFunc, num)
local adjustedNum = num - ParasDoorPredictions.AssumedUpgradableGodTraitCount
if adjustedNum <= 0 then
return true
else
return baseFunc(adjustedNum)
end
end, ParasDoorPredictions)
ParasDoorPredictions.ChooseRoomReward = CloneFunction(ChooseRoomReward, function(env, func)
return function(run, room, rewardStoreName, previouslyChosenRewards, args)
env.CurrentRun = run
env.ChooseRoomReward = ParasDoorPredictions.ChooseRoomReward
if args.PreviousRoom.ChosenRewardType == "Boon" then
ParasDoorPredictions.AssumedUpgradableGodTraitCount = 1
end
local result = func(run, room, rewardStoreName, previouslyChosenRewards, args)
ParasDoorPredictions.AssumedUpgradableGodTraitCount = 0
return result
end
end)
ParasDoorPredictions.UpdateRunHistoryCache = CloneFunction(UpdateRunHistoryCache, function(env, func)
return function(run, roomAdded)
env.GameState = { RoomCountCache = {} }
return func(run, roomAdded)
end
end)
ParasDoorPredictions.GetRarityChances = CloneFunction(GetRarityChances, function(env, func)
return function(run, args)
env.CurrentRun = run
return func(args)
end
end)
ParasDoorPredictions.CheckCooldown = CloneFunction(CheckCooldown, function(env, func)
return function(...)
env.GlobalCooldowns = TmpGlobalCooldowns
return func(...)
end
end)
TmpActiveScreens = {}
function ParasDoorPredictions.IsScreenOpen( flag )
if TmpActiveScreens[flag] ~= nil then
return true
else
return IsScreenOpen( name )
end
end
ParasDoorPredictions.IsGameStateEligible = CloneFunction(IsGameStateEligible, function(env, func)
env.IsScreenOpen = ParasDoorPredictions.IsScreenOpen
return func
end)
ParasDoorPredictions.IsVoiceLineEligible = CloneFunction(IsVoiceLineEligible, function(env, func)
env.CheckCooldown = ParasDoorPredictions.CheckCooldown
env.IsGameStateEligible = ParasDoorPredictions.IsGameStateEligible
return func
end)
ParasDoorPredictions.FillInShopOptions = CloneFunction(FillInShopOptions, function(env, func)
return function(run, ...)
env.CurrentRun = run
return func(...)
end
end)
-- data
ParasDoorPredictions.OverrideExitCount = {
RoomSecret01 = 2,
RoomSecret02 = 3,
RoomSecret03 = 1,
B_Combat10 = 2,
C_MiniBoss02 = 2,
C_Reprieve01 = 2,
C_Combat03 = 2,
C_Combat04 = 2,
C_Combat05 = 2,
D_Hub = 5
}
ParasDoorPredictions.SecretPointCount = {
RoomSimple01 = 1,
A_Combat01 = 3,
A_Combat02 = 2,
A_Combat03 = 2,
A_Combat04 = 3,
A_Combat05 = 3,
A_Combat06 = 3,
A_Combat07 = 2,
A_Combat08A = 2,
A_Combat08B = 3,
A_Combat09 = 2,
A_Combat10 = 3,
A_Combat11 = 4,
A_Combat12 = 3,
A_Combat13 = 2,
A_Combat14 = 2,
A_Combat15 = 4,
A_Combat16 = 2,
A_Combat17 = 4,
A_Combat18 = 4,
A_Combat19 = 3,
A_Combat20 = 3,
A_Combat21 = 2,
A_Combat24 = 3,
A_MiniBoss01 = 1,
A_MiniBoss03 = 2,
A_MiniBoss04 = 2,
B_Intro = 1,
B_Combat01 = 1,
B_Combat02 = 4,
B_Combat03 = 2,
B_Combat04 = 2,
B_Combat05 = 1,
B_Combat06 = 6,
B_Combat07 = 2,
B_Combat08 = 2,
B_Combat09 = 2,
B_Combat10 = 1,
B_Combat21 = 4,
B_Combat22 = 2,
B_MiniBoss01 = 1,
B_MiniBoss02 = 2,
C_Intro = 2,
C_Combat01 = 3,
C_Combat02 = 2,
C_Combat03 = 3,
C_Combat04 = 3,
C_Combat05 = 3,
C_Combat06 = 3,
C_Combat08 = 4,
C_Combat09 = 4,
C_Combat10 = 2,
C_Combat11 = 4,
C_Combat12 = 3,
C_Combat13 = 2,
C_Combat14 = 1,
C_MiniBoss02 = 3
}
ParasDoorPredictions.ChallengeSwitchBaseCount = {
A_Combat01 = 2,
A_Combat02 = 2,
A_Combat03 = 1,
A_Combat04 = 1,
A_Combat05 = 2,
A_Combat06 = 2,
A_Combat07 = 1,
A_Combat08A = 1,
A_Combat08B = 1,
A_Combat09 = 2,
A_Combat10 = 1,
A_Combat11 = 1,
A_Combat12 = 1,
A_Combat13 = 1,
A_Combat14 = 3,
A_Combat15 = 2,
A_Combat16 = 2,
A_Combat17 = 1,
A_Combat18 = 2,
A_Combat19 = 1,
A_Combat20 = 2,
A_Combat21 = 1,
A_Combat24 = 2,
A_PostBoss01 = 2,
B_Combat01 = 1,
B_Combat02 = 2,
B_Combat03 = 2,
B_Combat04 = 2,
B_Combat05 = 2,
B_Combat06 = 2,
B_Combat07 = 2,
B_Combat08 = 2,
B_Combat09 = 1,
B_Combat10 = 1,
B_Combat21 = 2,
B_Combat22 = 3,
B_PostBoss01 = 2,
C_Combat01 = 2,
C_Combat02 = 2,
C_Combat03 = 2,
C_Combat04 = 2,
C_Combat05 = 2,
C_Combat06 = 2,
C_Combat08 = 2,
C_Combat09 = 2,
C_Combat10 = 2,
C_Combat11 = 2,
C_Combat12 = 2,
C_Combat13 = 2,
C_Combat14 = 2,
C_PostBoss01 = 2
}
ParasDoorPredictions.RarityColorMap = {
Common = Color.BoonPatchCommon,
Rare = Color.BoonPatchRare,
Epic = Color.BoonPatchEpic,
Heroic = Color.BoonPatchHeroic,
Legendary = Color.BoonPatchLegendary
}
TmpPlayedRandomLines = nil
TmpPlayingVoiceLines = {}
TmpGlobalCooldowns = {}
-- like PlayVoiceLines, but assumes neverQueue = true
-- and args = nil, which is how it's called in LeaveRoomAudio
function SimulateVoiceLines(run, voiceLines, args)
if voiceLines == nil then
print("SimulateVoiceLines: voiceLines == nil")
return
end
local source = GetLineSource(voiceLines)
if source == nil then
print("SimulateVoiceLines: source == nil")
return
end
if not ParasDoorPredictions.IsVoiceLineEligible(run, voiceLines, nil, nil, source, nil) then
print("SimulateVoiceLines: Ineligible")
if voiceLines.PlayedNothingFunctionName ~= nil then
print("==== BEGIN KNOWN ISSUE ====")
print("voiceLines.PlayedNothingFunctionName", voiceLines.PlayedNothingFunctionName)
print("==== END KNOWN ISSUE ====")
end
return
end
if TmpPlayingVoiceLines[source] then
if voiceLines.Queue == "Interrupt" then
print("INTERRUPT!")
else
return -- assuming neverQueue
end
end
-- PlayVoiceLine, including sublines
TmpPlayingVoiceLines[source] = SimulateVoiceLine(run, voiceLines, source, args)
end
function SimulateVoiceLine(run, line, source, args)
local playedSomething = false
args = args or {}
args.BreakIfPlayed = line.BreakIfPlayed or args.BreakIfPlayed
source = GetLineSource(line, source)
if source == nil then
return
end
if line.Cue ~= nil then
-- no effect on rng
-- assume success
run.SpeechRecord[line.Cue] = true
playedSomething = true
if args.BreakIfPlayed then
return playedSomething
end
end
if line.RandomRemaining then
local eligibleUnplayedLines = {}
local allEligibleLines = {}
for k, subLine in ipairs(line) do
if ParasDoorPredictions.IsVoiceLineEligible(run, subLine, nil, line, source) then
table.insert(allEligibleLines, subLine)
if not TmpPlayedRandomLines[subLine.Cue] then
table.insert(eligibleUnplayedLines, subLine)
end
end
end
if not IsEmpty( allEligibleLines ) then
local randomLine = nil
if IsEmpty( eligibleUnplayedLines ) then
-- turn the record over
for k, subLine in ipairs(line) do
TmpPlayedRandomLines[subLine.Cue] = nil
end
randomLine = GetRandomValue( allEligibleLines )
else
randomLine = GetRandomValue( eligibleUnplayedLines )
end
TmpPlayedRandomLines[randomLine.Cue] = true
local subLineArgs = ShallowCopyTable(args)
if SimulateVoiceLine(run, randomLine, source, sublineArgs) then
playedSomething = true
if args.BreakIfPlayed or randomLine.BreakIfPlayed or subLineArgs.BreakIfPlayed then
return playedSomething
end
end
end
else
for k, subLine in ipairs( line ) do
if ParasDoorPredictions.IsVoiceLineEligible(run, subLine, nil, line, source) then
local subLineArgs = ShallowCopyTable(args)
if SimulateVoiceLine(run, subLine, source, subLineArgs) then
playedSomething = true
if args.BreakIfPlayed or subLine.BreakIfPlayed or subLineArgs.BreakIfPlayed then
return playedSomething
end
end
end
end
end
return playedSomething
end
function PredictApprovalProcess(loot)
local blockedIndexes = {}
for i = 1, TableLength(loot.UpgradeOptions) do
table.insert( blockedIndexes, i )
end
for i = 1, CalcNumLootChoices() do
RemoveRandomValue( blockedIndexes )
end
-- Sort traits in the following order: Melee, Secondary, Rush, Range
table.sort(loot.UpgradeOptions, function (x, y)
local slotToInt = function( slot )
if slot ~= nil then
local slotType = slot.Slot
if slotType == "Melee" then
return 0
elseif slotType == "Secondary" then
return 1
elseif slotType == "Ranged" then
return 2
elseif slotType == "Rush" then
return 3
elseif slotType == "Shout" then
return 4
end
end
return 99
end
return slotToInt(TraitData[x.ItemName]) < slotToInt(TraitData[y.ItemName])
end)
for itemIndex, itemData in ipairs( loot.UpgradeOptions ) do
if Contains( blockedIndexes, itemIndex ) then
itemData.Blocked = true
end
end
end
function PredictUpgradeOptions(run, lootName, args)
args = args or {}
local rewardCount = run.LootTypeHistory[lootName] or 0
if run.CurrentRoom.Encounter == nil or run.CurrentRoom.Encounter.EncounterType == "NonCombat" then
RandomSynchronize()
else
-- the game will synchronize to rewardCount + 1, we add
-- an extra increment to account for choosing the flavor
-- text at the top of the boon menu which is done before
-- choosing rewards
RandomSynchronize(rewardCount + 2)
end
local lootData = LootData[lootName]
local loot = DeepCopyTable(lootData)
if args.ForceCommon then
loot.RarityChances = {}
loot.ForceCommon = true
else
loot.RarityChances = ParasDoorPredictions.GetRarityChances(run, loot)
end
SetTraitsOnLoot(loot)
if not args.SpawnOnly then
if run.CurrentRoom.Encounter == nil or run.CurrentRoom.Encounter.EncounterType == "NonCombat" then
-- the calculation for Approval Process runs when you open the menu, even in non-combat rooms
RandomSynchronize(rewardCount + 2)
end
PredictApprovalProcess(loot)
end
return loot.UpgradeOptions
end
function PredictUpgradeOptionsReroll(run, lootName, previousOptions)
RandomSynchronize(run.NumRerolls - 1)
local oldBoonMenu = TmpActiveScreens["BoonMenu"]
TmpActiveScreens["BoonMenu"] = true
-- these voice lines play on a thread, and are long enough
-- so that once one plays, the subsequent ones don't affect
-- the rerolled rewards, so we break once one starts
SimulateVoiceLines(run, HeroVoiceLines.UsedRerollPanelVoiceLines, { BreakIfPlayed = true })
TmpActiveScreens["BoonMenu"] = oldBoonMenu
local itemNames = {}
for i, value in pairs(previousOptions) do
table.insert( itemNames, value.ItemName)
end
local lootData = LootData[lootName]
local loot = DeepCopyTable(lootData)
loot.RarityChances = ParasDoorPredictions.GetRarityChances(run, loot)
SetTraitsOnLoot(loot, { ExclusionNames = { GetRandomValue( itemNames ) } })
PredictApprovalProcess(loot)
return loot.UpgradeOptions
end
function RunWithUpdatedHistory(run)
local runCopy = DeepCopyTable(run)
table.insert(runCopy.RoomHistory, runCopy.CurrentRoom)
ParasDoorPredictions.UpdateRunHistoryCache(runCopy, runCopy.CurrentRoom)
return runCopy
end
function ExitCountForRoom(room)
return ParasDoorPredictions.OverrideExitCount[room.Name] or room.NumExits
end
function IsFountainRoom(room)
return Contains(room.LegalEncounters, "HealthRestore")
end
function IsErebusRoom(room)
return Contains(room.LegalEncounters, "ShrineChallengeTartarus")
end
function PredictLoot(door)
local predictions = {}
local tmpRoom = DeepCopyTable(door.Room)
-- Make a copy of CurrentRun that has the current room
-- in the room history. This well make the Is*Eligible
-- functions correctly calculate restrictions based
-- on run depth, biome depth, etc.
local tmpRun = RunWithUpdatedHistory(CurrentRun)
local secretPointCount = ParasDoorPredictions.SecretPointCount[tmpRoom.Name] or 0
if secretPointCount > 0 and IsSecretDoorEligible(tmpRun, tmpRoom) then
predictions.HasChaosGate = true
secretPointCount = secretPointCount - 1
end
local hasShrinePointDoor = secretPointCount > 0 and IsShrinePointDoorEligible(tmpRun, tmpRoom)
if IsFountainRoom(tmpRoom) then
predictions.HasFountain = true
end
local lootName = nil
if tmpRoom.ChosenRewardType == "Boon" then
lootName = tmpRoom.ForceLootName
elseif tmpRoom.ChosenRewardType == "TrialUpgrade" then
lootName = "TrialUpgrade"
elseif tmpRoom.ChosenRewardType == "WeaponUpgrade" then
lootName = "WeaponUpgrade"
elseif tmpRoom.ChosenRewardType == "HermesUpgrade" then
lootName = "HermesUpgrade"
end
local rng = GetGlobalRng()
local oldSeed = ParasDoorPredictions.CurrentSeed
local oldUses = ParasDoorPredictions.CurrentUses
-- Advance the rng to the right position.
-- 1. If this is a Chaos room, roll as if we had interacted with it,
-- ie. take damage, display health, etc.
if tmpRoom.ChosenRewardType == "TrialUpgrade" then
-- Interactables
CoinFlip(rng) -- SacrificeHealth
-- SecretDoorUsedPresentation
CoinFlip(rng) -- PlayVoiceLine
if door.HealthCost > 0 then
CoinFlip(rng) -- DisplayPlayerDamageText
CoinFlip(rng) -- DisplayPlayerDamageText
end
end
-- 2. Simulate LeaveRoomPresentation, playing voice lines etc.
local exitFunctionName = CurrentRun.CurrentRoom.ExitFunctionName or door.ExitFunctionName or "LeaveRoomPresentation"
TmpPlayingVoiceLines = {}
TmpPlayedRandomLines = DeepCopyTable(PlayedRandomLines)
TmpGlobalCooldowns = DeepCopyTable(GlobalCooldowns)
if exitFunctionName == "AsphodelLeaveRoomPresentation" then
if CurrentRun.CurrentRoom.ExitVoiceLines ~= nil then
SimulateVoiceLines(tmpRun, CurrentRun.CurrentRoom.ExitVoiceLines)
else
SimulateVoiceLines(tmpRun, GlobalVoiceLines.ExitedAsphodelRoomVoiceLines)
end
end
if door.ExitVoiceLines ~= nil then
SimulateVoiceLines(tmpRun, door.ExitVoiceLines)
elseif CurrentRun.CurrentRoom.ExitVoiceLines ~= nil then
SimulateVoiceLines(tmpRun, CurrentRun.CurrentRoom.ExitVoiceLines)
elseif CurrentRun.CurrentRoom.Encounter.ExitVoiceLines ~= nil then
SimulateVoiceLines(tmpRun, CurrentRun.CurrentRoom.Encounter.ExitVoiceLines)
else
if RandomChance(0.17) then
if GlobalVoiceLines.GeneralExitVoiceLines ~= nil then
SimulateVoiceLines(tmpRun, GlobalVoiceLines.GeneralExitVoiceLines)
end
if CurrentRun.Hero.Health <= 50 then
if GlobalVoiceLines.HealthStatusPostExitVoiceLines ~= nil then
SimulateVoiceLines(tmpRun, GlobalVoiceLines.GeneralExitVoiceLines)
end
end
end
end
-- 3. LeaveRoom, determining the orientation and encounter for the next
-- room, and also rolling the well shop if any.
-- ExitDirection is set in LeaveRoomPresentation
local heroExitIds = GetIdsByType({ Name = "HeroExit" })
local hasExitDirection = (exitFunctionName == "LeaveRoomPresentation" and not IsEmpty(heroExitIds)) or exitFunctionName == "AsphodelLeaveRoomPresentation"
if hasExitDirection and tmpRoom.EntranceDirection ~= nil and tmpRoom.EntranceDirection ~= "LeftRight" then
-- room orientation is forced
else
CoinFlip(rng) -- flip room randomly
end
-- generate encounter, if necessary
if tmpRoom.Encounter == nil then
local tmpRun = DeepCopyTable(CurrentRun)
tmpRoom.Encounter = ChooseEncounter(tmpRun, tmpRoom)
end
predictions.Encounter = tmpRoom.Encounter
-- RunShopGeneration
tmpRun.CurrentRoom = tmpRoom
-- generate shop, if necessary
local hasWellShop = false
if IsWellShopEligible(tmpRun, tmpRoom) then
hasWellShop = true
tmpRun.LastWellShopDepth = currentRun.RunDepthCache
tmpRoom.Store = ParasDoorPredictions.FillInShopOptions(tmpRun, { StoreData = StoreData.RoomShop, RoomName = tmpRoom.Name })
predictions.StoreOptions = tmpRoom.Store.StoreOptions
end
local challengeSwitchBaseCount = ParasDoorPredictions.ChallengeSwitchBaseCount[tmpRoom.Name] or 0
if challengeSwitchBaseCount == 0 or
(challengeSwitchBaseCount == 1 and IsChallengeSwitchEligible( tmpRun, challengeSwitchBaseCount ) ) then
-- We run shop generation anyways to ensure that the rng is advanced correctly before seeding
-- the next room. But only some rooms have spawn locations for a well shop.
hasWellShop = false
predictions.StoreOptions = nil
end
if tmpRoom.ChosenRewardType == "Shop" then
tmpRoom.Store = ParasDoorPredictions.FillInShopOptions(tmpRun, { StoreData = StoreData[tmpRoom.StoreDataName or "WorldShop"], RoomName = tmpRoom.Name })
predictions.StoreOptions = tmpRoom.Store.StoreOptions
end
-- Determine the seed of the next room, which we will use for predicting
-- what will occur there.
local uses = ParasDoorPredictions.CurrentUses
local seed = RandomInt(-2147483647, 2147483646)
if config.PrintNextSeed then
print("PredictLoot: as if", uses, seed)
end
predictions.Seed = seed
-- Predict boon or chaos reward
NextSeeds[1] = seed
if lootName ~= nil then
predictions["UpgradeOptions"] = PredictUpgradeOptions(tmpRun, lootName) -- calls RandomSynchronize
end
if predictions.StoreOptions ~= nil then
for k, item in pairs(predictions.StoreOptions) do
if item.Args == nil then
item.Args = {}
end
if item.Name == "HermesUpgradeDrop" then
item.Args["ForceLootName"] = "HermesUpgrade"
end
if item.Name == "BlindBoxLoot" then
-- ChooseLoot
local eligibleLootNames = GetEligibleLootNames()
RandomSynchronize()
item.Args["ForceLootName"] = GetRandomValue(eligibleLootNames)
end
if item.Args.ForceLootName ~= nil then
item.Args["UpgradeOptions"] = PredictUpgradeOptions(tmpRun, item.Args.ForceLootName) -- calls RandomSynchronize()
end
end
end
-- StartRoom()
if tmpRun.CurrentRoom.WingRoom then
tmpRun.WingDepth = (tmpRun.WingDepth or 0) + 1
else
tmpRun.WingDepth = 0
end
local runForWellPrediction = RunWithUpdatedHistory(tmpRun)
local exitRooms = {}
local shrinePointRoom = nil
-- Predict if the room's exit doors will be blue or gold leaf.
local rewardStoreName = ChooseNextRewardStore(tmpRun) -- calls RandomSynchronize
-- Predict if shop will have Charon's bag
if predictions.Encounter and predictions.Encounter.Name == "Shop" then
-- Simulate SpawnRoomReward, this happens during StartRoom for shops
if tmpRun.CurrentRoom.SpawnRewardGlobalVoiceLines ~= nil then
SimulateVoiceLines( tmpRun, GlobalVoiceLines[tmpRun.CurrentRoom.SpawnRewardGlobalVoiceLines] )
end
-- Simulate SpawnStoreItemsInWorld
local unsorted = DeepCopyTable( predictions.StoreOptions )
local sortedList = CollapseTableAsOrderedKeyValuePairs( unsorted )
for i, kvp in ipairs( sortedList ) do
local item = kvp.Value
if item.Name == "HermesUpgradeDrop" then
PredictUpgradeOptions(tmpRun, "HermesUpgrade", { SpawnOnly = true})
elseif item.Name == "StackUpgradeDrop" then
PredictUpgradeOptions(tmpRun, "StackUpgrade", { SpawnOnly = true, ForceCommon = true })
elseif item.Name == "WeaponUpgradeDrop" then
PredictUpgradeOptions(tmpRun, "WeaponUpgrade", { SpawnOnly = true})
elseif item.Type == "Consumable" then
-- do nothing
elseif item.Type == "Boon" then
PredictUpgradeOptions(tmpRun, item.Args.ForceLootName, { SpawnOnly = true })
end
end
-- 2 increments in ActivatePrePlaced
CoinFlip()
CoinFlip()
if RandomChance( 0.22 ) then
predictions.HasCharonBag = true
end
end
-- DoUnlockRoomExits()
if hasShrinePointDoor then
RandomSynchronize(13)
if predictions.HasChaosGate then
-- simulate generating the chaos room, see HandleSecretSpawns
CoinFlip() -- RemoveRandomValue( secretPointIds )
ChooseNextRoomData(tmpRun, {RoomDataSet = RoomSetData.Secrets}) -- ignore result, called for rng side effects
end
local shrinePointRoomOptions = tmpRoom.ShrinePointRoomOptions or RoomSetData.Base.BaseRoom.ShrinePointRoomOptions
local shrinePointRoomName = GetRandomValue(shrinePointRoomOptions)
local shrinePointRoomData = RoomSetData.Base[shrinePointRoomName]
if shrinePointRoomData ~= nil then
shrinePointRoom = ParasDoorPredictions.CreateRoom(tmpRun, shrinePointRoomData, { SkipChooseReward = true })
shrinePointRoom.NeedsReward = true
end
end
RandomSynchronize()
local exitCount = ExitCountForRoom(tmpRoom)
for i=1,exitCount do
local roomData = ChooseNextRoomData(tmpRun)
local exitRoom = ParasDoorPredictions.CreateRoom(tmpRun, roomData, { SkipChooseReward = true, SkipChooseEncounter = true})
table.insert(exitRooms, exitRoom)
end
if shrinePointRoom then
-- exits are sorted by the name of door, which start with the name of the biome
-- ie. TartarusDoor03b, AsphodelBoat01b, ElysiumExitDoor
-- or ShrinePointDoor for Erebus gates
if tmpRun.RunDepthCache > 12 then
-- in Asphodel and Elysium, Erebus gates come last
table.insert(exitRooms, shrinePointRoom)
else
-- in Tartarus, Erebus gates come first
table.insert(exitRooms, 1, shrinePointRoom)
end
end
for i, exitRoom in pairs(exitRooms) do
if exitRoom.ForcedRewardStore ~= nil then
-- if any room is forced to give eg. a gold leaf,
-- then all of them will.
rewardStoreName = exitRoom.ForcedRewardStore
end
end
-- upgrade styx miniboss doors
if tmpRoom.FirstAppearanceNumExitOverrides ~= nil and not HasSeenRoomEarlierInRun(tmpRun, tmpRoom.Name) then
local randomDoors = {}
for i, _ in ipairs(exitRooms) do
table.insert(randomDoors, { Name = "TravelDoor03", Index = i })
end
for i = 1, tmpRoom.FirstAppearanceNumExitOverrides do
local randomDoor = RemoveRandomValue( randomDoors )
local randomRoom = exitRooms[randomDoor.Index]
randomRoom.UseOptionalOverrides = true
for k,v in pairs( randomRoom.OptionalOverrides ) do
randomRoom[k] = v
end
end
end
local rewardsChosen = {}
for i, exitRoom in pairs(exitRooms) do
local exitCanHaveSurvival = Contains(exitRoom.LegalEncounters, "SurvivalTartarus") and IsEncounterEligible(runForWellPrediction, exitRoom, EncounterData.SurvivalTartarus) and exitRoom.ChosenRewardType ~= "Devotion"
local exitIsFountain = IsFountainRoom(exitRoom)
local exitIsErebus = IsErebusRoom(exitRoom)
local exitRoomExitCount = ExitCountForRoom(exitRoom)
exitRoom.ChosenRewardType = ParasDoorPredictions.ChooseRoomReward(tmpRun, exitRoom, rewardStoreName, rewardsChosen, { PreviousRoom = tmpRoom }) -- calls RandomSynchronize(4)
local exitChallengeSwitchBaseCount = ParasDoorPredictions.ChallengeSwitchBaseCount[exitRoom.Name] or 0
runForWellPrediction.CurrentRoom = exitRoom
if IsChallengeSwitchEligible( runForWellPrediction, exitChallengeSwitchBaseCount ) then
exitChallengeSwitchBaseCount = exitChallengeSwitchBaseCount - 1
end
local exitHasWellShop = IsWellShopEligible(runForWellPrediction, exitRoom) and exitChallengeSwitchBaseCount > 0
local exitSecretPointCount = ParasDoorPredictions.SecretPointCount[exitRoom.Name] or 0
local exitHasChaosGate = exitSecretPointCount > 0 and IsSecretDoorEligible(runForWellPrediction, exitRoom)
if exitHasChaosGate then
exitSecretPointCount = exitSecretPointCount - 1
end
local exitHasShrinePointDoor = exitSecretPointCount > 0 and IsShrinePointDoorEligible(runForWellPrediction, exitRoom)
if exitRoom.ChosenRewardType ~= "Devotion" then -- don't care about trials, we won't take them anyways
SetupRoomReward(tmpRun, exitRoom, rewardsChosen)
end
table.insert( rewardsChosen, {
RewardType = exitRoom.ChosenRewardType,
ForceLootName = exitRoom.ForceLootName,
WellShop = exitHasWellShop,
ExitCount = exitRoomExitCount,
Fountain = exitIsFountain,
ShrinePointDoor = exitHasShrinePointDoor,
ChaosGate = exitHasChaosGate,
Erebus = exitIsErebus,
CanHaveSurvival = exitCanHaveSurvival,
StyxMiniBoss = exitRoom.RequireWingEndMiniBoss,
RoomName = exitRoom.Name
})
end
predictions.NextExitRewards = rewardsChosen
-- Rerolls
TmpPlayingVoiceLines = {}
if predictions.UpgradeOptions and lootName ~= "WeaponUpgrade" then
predictions.UpgradeOptionsReroll = PredictUpgradeOptionsReroll(tmpRun, lootName, predictions.UpgradeOptions)
end
if false then
-- well shop rerolls are heavily manipulable, not useful to show them
RandomSynchronize(tmpRun.NumRerolls - 1)
SimulateVoiceLines(tmpRun, HeroVoiceLines.UsedRerollPanelVoiceLines)
local randomExclusion = { GetRandomValue(tmpRoom.Store.StoreOptions).Name }
local rerollStore = FillInShopOptions({ StoreData = StoreData.RoomShop, RoomName = tmpRoom.Name, ExclusionNames = randomExclusion })
predictions.StoreOptionsReroll = rerollStore.StoreOptions
end
-- Reset the RNG to the current value.
NextSeeds[1] = oldSeed
RandomSynchronize(oldUses)
return predictions
end
function CreateAnnotation(objectId)
local annotation = {}
annotation.ObjectId = objectId
annotation.NextLineNumber = 0
annotation.Anchors = {}
return annotation
end
function AddLine(annotation, text, args)
args = args or {}
local yOffset = annotation.NextLineNumber * 12
local id = SpawnObstacle({
Name = "BlankObstacleNoTimeModifier",
DestinationId = annotation.ObjectId,
Group = "Overlay",
OffsetX = 0, OffsetY = yOffset })
CreateTextBox({
Id = id,
Text = text,
OffsetX = 0, OffsetY = yOffset,
Font = "AlegreyaSansSCBold",
FontSize = 18,
Color = args.Color or Color.White,
LuaKey = args.LuaKey,
LuaValue = args.LuaValue,
Justification = "Center"})
annotation.NextLineNumber = annotation.NextLineNumber + 1
annotation.Anchors[annotation.NextLineNumber] = id
end
function ResetAnnotation(annotation)
for index,id in pairs(annotation.Anchors) do
Destroy({Ids = {id}})
end
annotation.Anchors = {}
annotation.NextLineNumber = 0
end
-- These don't seems to have entries in HelpText
ParasDoorPredictions.StoreDropNames = {
RoomRewardHealDrop = "Food",
StoreRewardLockKeyDrop = "Key",
StoreRewardMetaPointDrop = "Darkness",
StackUpgradeDrop = "Pom of Power"
}
function ShowStoreOptions(annotation, storeOptions)
if config.ShowStoreOptions and storeOptions ~= nil then
for i, item in pairs(storeOptions) do
if item.Args ~= nil and item.Args.ForceLootName ~= nil then
local text = "{$ForceLootName}"
if item.Name == "BlindLootBox" then
text = text .. " (Blind)"
end
AddLine(annotation, text, {LuaKey = "ForceLootName", LuaValue = item.Args.ForceLootName})
for id, choice in pairs(item.Args.UpgradeOptions) do
local color = ParasDoorPredictions.RarityColorMap[choice.Rarity]
if choice.Blocked then
color = Color.Red
end
AddLine(annotation, choice.ItemName, {Color = color})
end
else
AddLine(annotation, ParasDoorPredictions.StoreDropNames[item.Name] or item.Name)
end
end
end
end
function ShowUpgradeOptions(annotation, upgradeOptions)
if upgradeOptions ~= nil then
for id, choice in pairs(upgradeOptions) do
local upgradeOptionString = "{$Choice.ItemName}"
if choice.SecondaryItemName ~= nil then
upgradeOptionString = "{$Choice.SecondaryItemName} " .. upgradeOptionString
end
local color = ParasDoorPredictions.RarityColorMap[choice.Rarity]
if choice.Blocked then
color = Color.Red
end
AddLine(annotation, upgradeOptionString, {Color = color, LuaKey="Choice", LuaValue=choice})
end
end
end
function ShowEncounter(annotation, encounter)
if not config.ShowEncounters then
return
end
if Contains(EncounterSets.ThanatosEncounters, encounter.Name) then
AddLine(annotation, "Thanatos", {Color = Color.Yellow})
end
if encounter.Name == "SurvivalTartarus" then
AddLine(annotation, "Survival", {Color = Color.Yellow})
end
if config.ShowEnemies and encounter.SpawnWaves ~= nil then
for i, wave in pairs(encounter.SpawnWaves) do
local waveString = ""
local spawns = {}
for j, spawn in pairs(wave.Spawns) do
if waveString ~= "" then
waveString = waveString .. ", "
end
local name = spawn.Name:gsub("Elite$", "")
if name ~= spawn.Name then
waveString = waveString .. "Dire "
end
waveString = waveString .. "{$Spawns[" .. j .. "]}"
table.insert(spawns, name)
end
AddLine(annotation, waveString, {LuaKey = "Spawns", LuaValue = spawns})
end
end
end
-- reward can be a room
function ShowExits(annotation, nextExitRewards)
if not config.ShowExits then
return
end
for k, reward in pairs(nextExitRewards) do
local rewardString = ""
if config.ShowRoomNames then
rewardString = rewardString .. reward.RoomName .. " "
end
if config.ShowRewardType and reward.RewardType ~= nil then
if reward.ForceLootName ~= nil then
rewardString = rewardString .. "Boon of {$Reward.ForceLootName}"
else
rewardString = rewardString .. "{$Reward.RewardType}"
end
end
if config.ShowFountains and reward.Fountain then
rewardString = rewardString .. " with Fountain"
end
if config.ShowWellShops and reward.WellShop then
rewardString = rewardString .. " with Well Shop"
end
if config.ShowChaosGates and reward.ChaosGate then
rewardString = rewardString .. " with Chaos Gate"
end
if config.ShowErebusGates and reward.ShrinePointDoor then
rewardString = rewardString .. " with Erebus Gate"
end
if reward.Erebus then
rewardString = rewardString .. " through Erebus Gate"
end
if config.ShowPossibleSurvival and reward.CanHaveSurvival then
rewardString = rewardString .. " with possible survival"
end
if reward.StyxMiniBoss then
rewardString = rewardString .. " with MiniBoss"
end
rewardString = rewardString .. " (" .. reward.ExitCount .. " Exits)"
AddLine(annotation, rewardString, {LuaKey = "Reward", LuaValue = reward})
end
end
function ShowDoorPreview(annotation, door)
if config.ShowRoomNames then
AddLine(annotation, door.Room.Name)
end
if config.ShowRewardType and door.Room.ChosenRewardType ~= nil then
local rewardString = "{$Room.ChosenRewardType}"
if door.Room.ForceLootName then
rewardString = "Boon of {$Room.ForceLootName}"
end
AddLine(annotation, rewardString, {LuaKey = "Room", LuaValue = door.Room})
end
local predictions = PredictLoot(door)
if config.ShowCharonBag and predictions.HasCharonBag then
AddLine(annotation, "Charon's Bag", { Color = Color.Yellow })
end
if config.ShowStoreOptions and predictions.StoreOptions ~= nil then
ShowStoreOptions(annotation, predictions.StoreOptions)
if config.ShowRerolls and predictions.StoreOptionsReroll ~= nil then
AddLine(annotation, "RerollPanel")
ShowStoreOptions(annotation, predictions.StoreOptionsReroll)
end
end
if config.ShowFountains and predictions.HasFountain then
AddLine(annotation, "Fountain")
end
if config.ShowChaosGates and predictions.HasChaosGate then
AddLine(annotation, "Chaos Gate")
end
if config.ShowUpgradeOptions and predictions.UpgradeOptions ~= nil then
ShowUpgradeOptions(annotation, predictions.UpgradeOptions)
if config.ShowRerolls and predictions.UpgradeOptionsReroll ~= nil then
AddLine(annotation, "RerollPanel")
ShowUpgradeOptions(annotation, predictions.UpgradeOptionsReroll)
end
end
ShowEncounter(annotation, predictions.Encounter)
ShowExits(annotation, predictions.NextExitRewards)
end
function UpdateRngDisplay( triggerArgs )
if GetNumMetaUpgrades("DoorHealMetaUpgrade") > 0 then
return ModUtil.Hades.PrintOverhead("Please disable Chthonic Vitality, it causes predictions to be incorrect.")
end
local rngUses = ParasDoorPredictions.CurrentUses
if ParasDoorPredictions.Enabled and (ParasDoorPredictions.Dirty or rngUses ~= ParasDoorPredictions.LastUpdateRngUses) then
ParasDoorPredictions.Dirty = false
ParasDoorPredictions.LastUpdateRngUses = rngUses
for doorId, door in pairs(ParasDoorPredictions.Doors) do
ResetAnnotation(door.Annotation)
ShowDoorPreview(door.Annotation, door.Door)
end
end
PredictFatefulTwist()
end
OnControlPressed { "Gift", UpdateRngDisplay }
|
local Herbie = LibStub("AceAddon-3.0"):GetAddon("Herbie")
local acr = LibStub("AceConfigRegistry-3.0")
local acd = LibStub("AceConfigDialog-3.0")
local function getHerbieProfileProfessionsOption(item)
return Herbie.dbAce.profile.professions[item.arg]
end
local function setHerbieProfileProfessionsOption(item, val)
Herbie.dbAce.profile.professions[item.arg] = val
end
local herbieGeneralOptions = {
type = "group",
get = getHerbieProfileProfessionsOption,
set = setHerbieProfileProfessionsOption,
childGroups = "tab",
args=
{
description =
{
order = 0,
type = "description",
name = "Options for Herbie component helper. Use these options to control what is displayed",
},
filters =
{
order = 1,
type = "description",
name = "Filters"
},
general =
{
type = "group",
desc = "General options for Herbie",
name = "General",
args =
{
desc =
{
order = 0,
type = "description",
name = "General options for Herbie"
},
showLeatherworking =
{
order = 1,
type = "toggle",
name = "Leatherworking",
desc = "Toggle showing Leatherworking recipes",
width = "full",
arg = "fIncludeLeatherworking"
},
showAlchemy =
{
order = 2,
type = "toggle",
name = "Alchemy",
desc = "Toggle showing Alchemy recipes",
width = "full",
arg = "fIncludeAlchemy"
},
showCooking =
{
order = 3,
type = "toggle",
name = "Cooking",
desc = "Toggle showing Cooking recipes",
width = "full",
arg = "fIncludeCooking"
},
showBlacksmithing =
{
order = 4,
type = "toggle",
name = "Blacksmithing",
desc = "Toggle showing Blacksmithing recipes",
width = "full",
arg = "fIncludeBlacksmithing"
},
showTailoring =
{
order = 5,
type = "toggle",
name = "Tailoring",
desc = "Toggle showing Tailoring recipes",
width = "full",
arg = "fIncludeTailoring"
},
showEnchanting =
{
order = 6,
type = "toggle",
name = "Enchanting",
desc = "Toggle showing Enchanting recipes",
width = "full",
arg = "fIncludeEnchanting"
},
}
},
}
}
local function getHerbieCompFilterValue(item, val)
-- print("item: " .. tostring(Herbie.dbAce.profile[item.arg]))
-- print("val: " .. tostring(val))
-- print("item.option: " .. tostring(item.option))
-- print("item.option.values: " .. tostring(item.option.values))
-- print("item.option.values[val]: " .. tostring(item.option.values[val]))
if (Herbie.dbAce.profile[item.arg][item.option.values[val]] == nil) then
return false
end
return Herbie.dbAce.profile[item.arg][item.option.values[val]]
end
local function setHerbieCompFilterValue(item, val)
-- the val in this case will be an index into item.values[]
-- print("item: " .. tostring(Herbie.dbAce.profile[item.arg]))
-- print("val: " .. tostring(val))
-- print("item.option: " .. tostring(item.option))
-- print("item.option.values: " .. tostring(item.option.values))
-- print("item.option.values[val]: " .. tostring(item.option.values[val]))
if (Herbie.dbAce.profile[item.arg][item.option.values[val]] == nil) then
Herbie.dbAce.profile[item.arg][item.option.values[val]] = true
else
Herbie.dbAce.profile[item.arg][item.option.values[val]] = nil
end
end
local herbieFilterOptions = {
type = "group",
get = getHerbieCompFilterValue,
set = setHerbieCompFilterValue,
childGroups = "tab",
args=
{
description =
{
order = 0,
type = "description",
name = "Options for Herbie component helper. Use these options to control what is displayed",
},
filters =
{
order = 1,
type = "description",
name = "Filters"
},
leatherworking =
{
type = "group",
name = "Leatherworking",
desc = "Select the leather working components to ignore",
args =
{
itemList =
{
order = 1,
name = "Select items to ignore",
type = "multiselect",
values = {},
arg = "LeatherworkingFilter"
}
}
},
alchemy =
{
type = "group",
name = "Alchemy",
desc = "Select the leather working components to ignore",
args =
{
itemList =
{
order = 1,
name = "Select items to ignore",
type = "multiselect",
values = {},
arg = "AlchemyFilter"
}
}
},
tailoring =
{
type = "group",
name = "Tailoring",
desc = "Select the leather working components to ignore",
args =
{
itemList =
{
order = 1,
name = "Select items to ignore",
type = "multiselect",
values = {},
arg = "TailoringFilter"
}
}
},
blacksmithing =
{
type = "group",
name = "Blacksmithing",
desc = "Select the leather working components to ignore",
args =
{
itemList =
{
order = 1,
name = "Select items to ignore",
type = "multiselect",
values = {},
arg = "BlacksmithingFilter"
}
}
},
enchanting =
{
type = "group",
name = "Enchanting",
desc = "Select the leather working components to ignore",
args =
{
itemList =
{
order = 1,
name = "Select items to ignore",
type = "multiselect",
values = {},
arg = "EnchantingFilter"
}
}
},
cooking =
{
type = "group",
name = "Cooking",
desc = "Select the leather working components to ignore",
args =
{
itemList =
{
order = 1,
name = "Select items to ignore",
type = "multiselect",
values = {},
arg = "CookingFilter"
}
}
},
}
}
local function getCompsListForType(type)
local keys = {}
local keysHash = {}
for item, recipe in pairs(Herbie.ComponentDB) do
if recipe.type == type and recipe.components ~= nil then
-- print("components = " .. tostring(recipe.components))
for comp in pairs(recipe.components) do
if (keysHash[comp] == nil) then
keys[#keys + 1] = comp
keysHash[comp] = true
end
end
end
end
return keys
end
function InitializeConfig()
herbieFilterOptions.args.leatherworking.args.itemList.values = getCompsListForType("Leatherworking")
herbieFilterOptions.args.alchemy.args.itemList.values = getCompsListForType("Alchemy")
herbieFilterOptions.args.enchanting.args.itemList.values = getCompsListForType("Enchanting")
herbieFilterOptions.args.tailoring.args.itemList.values = getCompsListForType("Tailoring")
herbieFilterOptions.args.blacksmithing.args.itemList.values = getCompsListForType("Blacksmithing")
herbieFilterOptions.args.cooking.args.itemList.values = getCompsListForType("Cooking")
acr:RegisterOptionsTable("Herbie", herbieGeneralOptions, "/herbieopt")
Herbie.optionsPanel = acd:AddToBlizOptions("Herbie", "Herbie")
acr:RegisterOptionsTable("Herbie/Filters", herbieFilterOptions, "/herbieopt")
acd:AddToBlizOptions("Herbie/Filters", "Filters", "Herbie")
end
function debugPrintProfile(name, profile)
print("Profile " .. name)
print(" professions: { ")
print(string.format(" fIncludeCooking = %s", tostring(profile.professions.fIncludeCooking)))
print(string.format(" fIncludeAlchemy = %s", tostring(profile.professions.fIncludeAlchemy)))
print(string.format(" fIncludeLeatherworking = %s", tostring(profile.professions.fIncludeLeatherworking)))
print(string.format(" fIncludeBlacksmithing = %s", tostring(profile.professions.fIncludeBlacksmithing)))
print(string.format(" fIncludeTailoring = %s", tostring(profile.professions.fIncludeTailoring)))
print(string.format(" fIncludeEnchanting = %s", tostring(profile.professions.fIncludeEnchanting)))
print(" }")
end
function Herbie:OnProfileChanged(db, name)
print("OnProfileChanged: name = " .. name)
-- db = self.db.profile
-- filter = db.filter
Herbie:SendMessage("HerbieConfigChanged")
end
function Herbie:ConfigChanged()
print("in config changed")
end
|
local formattingutil = require("util/formattingutil")
return function(self, chips, el)
-- If the header isn't enabled, don't add any indentation in each line.
local offset = self.config.header_style.enabled and 1 or 0
local header =
formattingutil.create_osd_section_header(formattingutil.get_format(self, "header", "Sensors"), self, el)
local osd_document = {
header,
header and el.newline,
}
local chip_views = {}
--[[
Filter out unwanted chips and features, skipping chips and features that
do not have temperature information.
]]
for kchip, chip in pairs(chips) do
if self.config.chip_filter_function(self, chip) then
local chip_temperature_found = false
local feature_views = {}
for kfeature, feature in pairs(chip.features) do
if self.config.feature_filter_function(self, chip, feature) then
local feature_temperature_found = false
local current_temperature = nil
local current_max_temperature = nil
for _, subfeature in pairs(feature.subfeatures) do
if subfeature.type == "TEMP_INPUT" then
feature_temperature_found = true
chip_temperature_found = true
current_temperature = subfeature.value
elseif subfeature.type == "TEMP_MAX" then
current_max_temperature = subfeature.value
end
end
if feature_temperature_found then
table.insert(feature_views, {
label = feature.label,
id = kfeature,
current_temperature = current_temperature,
current_max_temperature = current_max_temperature
})
end
end
end
-- Sort the features by label and id.
table.sort(feature_views, function(l, r)
if l.label == r.label then
return l.id < r.id
end
return l.label < r.label
end)
if chip_temperature_found then
table.insert(chip_views, {
name = chip.name,
id= kchip,
features = feature_views
})
end
end
end
-- Sort the chips by name and id.
table.sort(chip_views, function(l, r)
if l.name == r.name then
return l.id < r.id
end
return l.name < r.name
end)
for _, chip in pairs(chip_views) do
-- Write the chip's name to the OSD.
table.insert_all(osd_document,
el.indent(offset),
el.new({text = chip.name}),
el.newline
)
for _, feature in pairs(chip.features) do
-- Determine if the temperature is normal or if the chip is overheating.
local heat_status = "unknown"
if feature.current_max_temperature then
heat_status = "good"
if
feature.current_temperature
>= feature.current_max_temperature
- self.config.max_temperature_warning_threshold
then
heat_status = "warning"
end
if
feature.current_temperature
>= feature.current_max_temperature
then
heat_status = "overheating"
end
end
local color_map = {
unknown = self.config.default_temperature_color,
good = self.config.good_temperature_color,
warning = self.config.warning_temperature_color,
overhearing = self.config.overheating_temperature_color
}
local temperature_color = color_map[heat_status]
table.insert_all(osd_document,
el.indent(offset+1),
el.new({text = feature.label..": "}),
el.new({
text=string.format("%d°",feature.current_temperature),
color=temperature_color
}),
el.newline
)
end
end
return osd_document
end
|
local ffi = require("ffi") -- LuaJIT Extension
local user32 = ffi.load("user32") -- LuaJIT User32 DLL Handler Function
ffi.cdef([[
enum{
MB_OK = 0x00000000L,
MB_OKCANCEL = 0x00000001L,
MB_ABORTRETRYIGNORE = 0x00000002L,
MB_YESNOCANCEL = 0x00000003L,
MB_YESNO = 0x00000004L,
MB_RETRYCANCEL = 0x00000005L,
MB_CANCELTRYCONTINUE = 0x00000006L,
MB_ICONINFORMATION = 0x00000040L,
MB_ICONWARNING = 0x00000030L,
MB_ICONASTERISK = 0x00000040L,
MB_ICONHAND = 0x00000010L,
};
typedef void* HANDLE;
typedef HANDLE HWND;
typedef const char* LPCSTR;
typedef unsigned UINT;
int MessageBoxA(HWND, LPCSTR, LPCSTR, UINT);
int MessageBoxW(HWND, LPCSTR, LPCSTR, UINT);
]])
--HP POISON
local doDrain = false;
local healthDrainPoison = 0.025;
local poisonStacks = 0;
--HP POISON
local hitsToDeath = 0;
allowPause = false;
isCrashing = true;
hpProhibit = false;
sway = true;
local angleshit = 1.5;
local anglevar = 1.5;
local notesUntilCure = 0;
logArray = {"","","","","","","","","","","","","","","","","","","",""}
function onCreate()
health = getProperty('health')
setPropertyFromClass('ClientPrefs', 'timeBarType', 'Disabled');
makeLuaSprite('CRASH', 'ERR', 0, 0);
setProperty('CRASH.alpha', 0);
setObjectCamera('CRASH', 'other')
setProperty('CrashScreen.visible', false)
addLuaSprite('CRASH', true);
makeLuaSprite('HP', 'HP_PROHIBIT_SCREEN', 0, 0);
setProperty('HP.alpha', 0);
setObjectCamera('HP', 'other')
setProperty('HpProh.visible', true)
addLuaSprite('HP', true);
makeAnimatedLuaSprite('Crash', 'HUD_Break', 0, 0);
setObjectCamera('Crash', 'other');
addAnimationByPrefix('Crash', 'glitching', 'HUD_GLITCH', 45, true)
objectPlayAnimation('Crash', 'glitching', false)
setProperty('Crash.visible', false)
addLuaSprite('Crash',true)
--setProperty('health', health+ 2.0);
end
function onMoveCamera(focus)
--if focus == 'boyfriend' then
--setProperty ('defaultCamZoom', 0.6)
--elseif focus == 'dad' then
--setProperty ('defaultCamZoom', 0.7)
--end
end
function onDestroy()
-- triggered when the lua file is ended (Song fade out finished)
end
function onCountdownTick(counter)
-- counter = 0 -> "Three"
-- counter = 1 -> "Two"
-- counter = 2 -> "One"
-- counter = 3 -> "Go!"
-- counter = 4 -> Nothing happens lol, tho it is triggered at the same time as onSongStart i think
end
function noteMiss(id, noteData, noteType, isSustainNote, tag, loops, loopsleft)
if noteType == 'Sako_Note' then
poisonStacks = poisonStacks + 1;
end
if noteType == 'Fallen Note' then
--H E L L
hpProhibit = true;
doTweenAlpha('HpAlpha', 'HP', 0.6, 0.8, 'quintOut');
--H E L L
end
if noteType == 'CRASH_NOTES' then
if isCrashing == true then
cameraShake("camHUD", 999999, 999999);
setProperty('health', 1.0);
playMusic('red-alertCrash', 1, true)
setProperty('Crash.visible', true)
isCrashing = false;
playSound('glitchSound', 2, 'glitch')
runTimer('crashPre', 2.1);
runTimer('crash', 3.5);
runTimer('crashPost', 3.8);
end
end
end
function goodNoteHit()
if noteType == 'Sako_Note' then
poisonStacks = poisonStacks - poisonStacks;
hpProhibit = false;
end
health = getProperty('health')
setProperty('health', health+ 0.03);
end
function onUpdate(elapsed)
health = getProperty('health')
if getProperty('health') > 0.05 then
setProperty('health', health- healthDrainPoison * poisonStacks * elapsed);
end
--H E L L
--H E L L
if notesUntilCure == 30 then
hpProhibit = false;
end
if hpProhibit == false then
doTweenAlpha('HpAlpha', 'HP', 0.0, 0.8, 'quintOut');
notesUntilCure = notesUntilCure - notesUntilCure;
end
--H E L L
--H E L L
end
function opponentNoteHit(id, direction, noteData, noteType, isSustainNote, tag, loops, loopsleft)
if noteType == 'Fallen Note' then
setProperty('health', health- 0.03);
end
if hpProhibit == true then
setProperty('health', health- 0.02);
end
if curBeat < 1 then
if curBeat > 240 then
cameraShake('cam', '0.015', '0.1')
end
end
end
function onBeatHit()
--[[if curBeat > 1 then
if curBeat % 2 == 0 then
angleshit = anglevar;
else
angleshit = -anglevar;
end
doTweenAngle('turn', 'camHUD', angleshit, stepCrochet*0.002, 'circOut')
doTweenX('tuin', 'camHUD', -angleshit*8, crochet*0.001, 'linear')
doTweenAngle('tt', 'camGame', -angleshit, stepCrochet*0.002, 'circOut')
doTweenX('ttrn', 'camGame', angleshit*8, crochet*0.001, 'linear')
end]]
end
-- song ended/starting transition (Will be delayed if you're unlocking an achievement)
-- return Function_Stop to stop the song from ending for playing a cutscene or something.
--function onEndSong()
--return Function_Continue;
--end
prevent = false;
--function onPause()
--return Function_Continue;
-- Called when you press Pause while not on a cutscene/etc
-- return Function_Stop if you want to stop the player from pausing the game
-- return Function_Stop if you want to stop the player from pausing the game
--end
function onTimerCompleted(tag, loops, loopsLeft)
if tag == 'startDialogue' then -- Timer completed, play dialogue
startDialogue('dialogue');
end
if tag == 'crashPre' then -- Timer completed, play dialogue
makeLuaSprite('NUL', 'null', -1800, -800);
setScrollFactor('NUL', 0, 0);
addLuaSprite('NUL', false);
return Function_Stop;
end
if tag == 'crash' then -- Timer completed, play dialogue
local f = io.open("crash_log.dmp", "w")
f:write("")
f:write("LogID:38e76ft5rds6fu7gti8f9gh8gf7\nUserID:[failed to initialize]\n\nUnhandled Excpetion:ADDRESS_ERROR_ON_SPIN_LOCK reading from address 0x00000000\n\nProcess!EventManager::Allocated 'VSSHUN' to logging process\nVSSHUN!EventManager::Loaded Actors\nVSSHUN!EventManager::Loaded Stage\nVSSHUN!EventManager::Initialized Audio\nVSSHUN!EventManager::Initialized Countdown\nVSSHUN!Error::No instance of NUL was found\nVSSHUN!Critical::Invalid object instance cause load segment fault in address 0x00000000\nVSSHUN!Error::Illegal instruction at address 0x00000000\nVSSHUN!Critical::GraphicEngine segment failure\nVSSHUN!EventManager::Unloading stageActor\nVSSHUN!Log::Critical error detected\nVSSHUN!Log::Raising HardError\nProcess!Allocation corruption detected\nProcess!Exiting process\nflixel.system.note:Thank you for playing VS Shun, keep an eye out for Ver 2 and expect an even bigger CALAMITY!")
f:close()
--================================================
makeLuaSprite('Error', 'ERR', 0, 0);
setProperty('Error.alpha', 1);
setObjectCamera('Error', 'other')
addLuaSprite('Error', true);
setProperty('Crash.visible', false)
playMusic('red-alertCrash', 0, true)
return Function_Stop;
end
if tag == 'crashPost' then -- Timer completed, play dialogue
doTweenAlpha('CrashScreen', 'CRASH', 1, 1, 'quintOut');
health = getProperty('health')
stopSound('glitch')
setProperty('health', 0.0);
setProperty('camHUD.alpha', 0);
user32.MessageBoxA(nil, "The system detected an overrun of a stack-based buffer in this application. This overrun could potentially allow a malicious user to gain control of this application.", "System Error", ffi.C.MB_OK + ffi.C.MB_ICONHAND)
if ffi.C.MB_OK then
user32.MessageBoxA(nil, "Uh oh! Looks like the game has crashed. We apologize for the inconvenience.\n\nA crash log has been created in the game folder.", "Friday Night Funkin': VS Shun", ffi.C.MB_OK + ffi.C.MB_ICONHAND)
os.exit()
end
return Function_Stop;
end
function resetButtonPositions()
for i=0,7 do
setActorX(_G['defaultStrum'..i..'X'] + 3 * math.sin((i*0.25) * math.pi), i);
setActorY(_G['defaultStrum'..i..'Y'] + 50, i);
end
-- Also reset camera
camHudAngle = 0
end
end |
APEX:SetBPM(120)
-- Item Scroller setup
local container = nil
local scroller = nil
local current_entry = nil
local current_sort = "Difficulty"
local t = Def.ActorFrame {
InitCommand = function(this)
container = this
end,
}
local ITEM_HEIGHT = 54
local ITEM_MARGIN = 2
local ITEM_WIDTH = 751
local DIFFICULTY_BOX_SIZE = ITEM_HEIGHT
local CLEAR_LAMP_WIDTH = 16
local SCROLLBAR_HEIGHT = SCREEN_HEIGHT - 256
local item_mt = {
__index = {
set_x = function(self)
local this = self.container
local base_x = 0
if self.data.type == "Song" then
this:x(self.is_focused and base_x+33 or base_x+66)
else
this:x(self.is_focused and base_x-33 or base_x)
end
end,
create_actors = function(self, params)
local t = Def.ActorFrame {
InitCommand = function(this)
self.container = this
end,
SetupCommand = function(this)
this:queuecommand("Update")
:decelerate(0.2)
self:set_x()
end,
SetCommand = function(this)
if self.is_focused then
this:queuecommand("Update")
else
this:accelerate(0.2)
:x(ITEM_WIDTH * 1.5)
:queuecommand("DoSet")
end
end,
DoSetCommand = function(this)
this:queuecommand("Update")
:sleep(0.1)
:queuecommand("AfterSet")
end,
ScrollCommand = function(this)
self:set_x()
end,
AfterSetCommand = function(this)
this:linear(0.1)
self:set_x()
this:queuecommand("Update")
end,
}
-- Title
t[#t+1] = Def.ActorFrame {
UpdateCommand = function(this)
this:x(self.data.type == "Song" and ((DIFFICULTY_BOX_SIZE)) or 0)
end,
-- Box outline
Def.Quad {
InitCommand = function(this)
this:zoomto(ITEM_WIDTH, ITEM_HEIGHT)
:diffuse(ThemeColor.Black)
end,
},
-- Box fill
Def.Quad {
InitCommand = function(this)
this:zoomto(ITEM_WIDTH-3, ITEM_HEIGHT-3)
:diffuse(ThemeColor.White)
end,
},
-- Box selection fill
Def.Quad {
InitCommand = function(this)
this:zoomto(0, ITEM_HEIGHT-3)
:halign(0)
:x(-ITEM_WIDTH/2 + 1)
:diffuse(ThemeColor.Yellow)
end,
UpdateCommand = function(this)
if self.focused_last_update == self.is_focused then return end
this:stoptweening()
if self.is_focused then
this:linear(0.15)
:zoomx(ITEM_WIDTH)
else
this:linear(0.15)
:zoomx(0)
end
self.focused_last_update = self.is_focused
end,
},
-- Title
Def.BitmapText {
Font = ThemeFonts.ListDisplayTitle,
InitCommand = function(this)
this:diffuse(ThemeColor.Black)
:halign(0)
:x((-ITEM_WIDTH/2)+16)
:zoom(0.5)
end,
UpdateCommand = function(this)
if self.data.type == "Song" then
this:settext(self.data.song:GetDisplayMainTitle())
else
this:settext(self.data.name)
end
end,
},
}
-- Clear lamp
t[#t+1] = Def.ActorFrame {
InitCommand = function(this)
this:x(-ITEM_WIDTH/2)
end,
UpdateCommand = function(this)
this:visible(self.data.type == "Song")
end,
SetCommand = function(this)
this:stoptweening()
this:queuecommand("Blink")
end,
Def.Quad {
InitCommand = function(this)
this:zoomto(CLEAR_LAMP_WIDTH, ITEM_HEIGHT)
:diffuse(ThemeColor.Black)
end,
UpdateCommand = function(this)
this:stoptweening()
:queuecommand("Blink")
end,
BlinkCommand = function(this)
this:stoptweening()
if self.data.type ~= "Song" then return end
this:diffuse(CLEAR.GetColor(self.data.clear_types["PlayerNumber_P1"]))
:sleep(0.02)
:queuecommand("Blink")
end,
},
Def.Sprite {
InitCommand = function(this)
this:Load(THEME:GetPathG("", "Glow.png"))
end,
UpdateCommand = function(this)
this:stoptweening()
:queuecommand("Blink")
end,
SetCommand = function(this)
this:stoptweening()
:queuecommand("Blink")
end,
BlinkCommand = function(this)
this:stoptweening()
if self.data.type ~= "Song" then
this:visible(false)
return
end
local color = CLEAR.GetColor(self.data.clear_types["PlayerNumber_P1"])
this:visible(color ~= ThemeColor.Black)
this:diffuse(CLEAR.GetColor(self.data.clear_types["PlayerNumber_P1"]))
:sleep(0.02)
:queuecommand("Blink")
end,
},
}
-- Difficulty
t[#t+1] = Def.ActorFrame {
InitCommand = function(this)
this:x(((-ITEM_WIDTH/2) + (DIFFICULTY_BOX_SIZE/2)) + 2)
end,
UpdateCommand = function(this)
this:visible(self.data.type == "Song")
end,
-- Difficulty Border
Def.Quad {
InitCommand = function(this)
this:zoomto(DIFFICULTY_BOX_SIZE, DIFFICULTY_BOX_SIZE)
:diffuse(ThemeColor.Black)
end,
},
-- Difficulty Fill
Def.Quad {
InitCommand = function(this)
this:zoomto(DIFFICULTY_BOX_SIZE-3, DIFFICULTY_BOX_SIZE-3)
end,
UpdateCommand = function(this)
if self.data.type == "Song" then
this:diffuse(DifficultyColor[self.data.steps:GetDifficulty()])
end
end,
},
-- Difficulty Number
Def.BitmapText {
Font = ThemeFonts.Regular,
InitCommand = function(this)
this:diffuse(ThemeColor.White)
end,
UpdateCommand = function(this)
if self.data.type == "Song" then
this:settext(self.data.steps:GetMeter())
end
end,
},
}
-- Type Label
t[#t+1] = Def.ActorFrame {
InitCommand = function(this)
this:x(ITEM_WIDTH/2)
end,
UpdateCommand = function(this)
this:visible(self.data.type ~= "Song")
end,
Def.Sprite {
InitCommand = function(this)
this:Load(THEME:GetPathG("", "TypeBack.png"))
end,
UpdateCommand = function(this)
this:diffuse(TypeColor[self.data.type])
end,
},
Def.BitmapText {
Font = ThemeFonts.Regular,
InitCommand = function(this)
this:x(-16)
end,
UpdateCommand = function(this)
this:settext(self.data.type)
:diffusealpha(0.5)
end,
}
}
return t
end,
transform = function(self, item_index, num_items, is_focus)
if self.index_last_update == nil then
-- Keep track what this entries index is, if it jumps more then one (because of scrolling multiple or it wrapping around) we should not tween it.
self.index_last_update = item_index
end
self.is_focused = is_focus
if item_index == self.index_last_update+1 or item_index == self.index_last_update-1 then
self.container:stoptweening()
:decelerate(0.15)
:y(item_index * (ITEM_HEIGHT + (ITEM_MARGIN)))
else
self.container:stoptweening()
:y(item_index * (ITEM_HEIGHT + (ITEM_MARGIN)))
if is_focus then
self.container:queuecommand("Scroll")
else
self.container:stoptweening()
end
end
self.index_last_update = item_index
end,
set = function(self, info)
self.data = info
end,
}
}
scroller = setmetatable({ disable_wrapping = false }, item_scroller_mt)
-- Actors
t[#t+1] = scroller:create_actors("MusicList", 24, item_mt, 1095 + (ITEM_WIDTH/2), -132)
-- Scrollbar
t[#t+1] = Def.ActorFrame {
InitCommand = function(this)
scrollbar_container = this
this:x(SCREEN_WIDTH - 8)
:y((SCREEN_HEIGHT - SCROLLBAR_HEIGHT) / 2)
end,
-- Background
Def.Quad {
InitCommand = function(this)
this:zoomto(9, SCROLLBAR_HEIGHT+2)
:diffuse(ThemeColor.Black)
:valign(0)
end,
},
-- Scroll Indicator
Def.Quad {
InitCommand = function(this)
this:diffuse(ThemeColor.White)
:valign(0)
end,
SetupCommand = function(this)
this:queuecommand("Update")
:queuecommand("Scroll")
end,
SetCommand = function(this)
this:queuecommand("Update")
end,
UpdateCommand = function(this)
local height = math.max(SCROLLBAR_HEIGHT / (#scroller:get_info_set() / 18), 3)
this:stoptweening()
:linear(0.1)
:y(math.min(math.max((SCROLLBAR_HEIGHT / #scroller:get_info_set()) * (scroller:get_current_index()-1) - height/2, 1), SCROLLBAR_HEIGHT - (height)))
:zoomto(6, height)
end,
ScrollCommand = function(this)
this:queuecommand("Update")
end,
}
}
-- Song Information
local song_information = SongInformation.Create()
t[#t+1] = song_information:CreateActors(132, 64)
-- Song Difficulty
local song_difficulty = SongDifficulty.Create("PlayerNumber_P1")
t[#t+1] = song_difficulty:CreateActors(329, 535)
local function set_song(song, current_steps)
song_information:SetSong(song)
song_difficulty:SetSong(song, current_steps)
end
local function set_entries(entries, focus_index)
scroller:set_info_set(entries, focus_index)
container:queuecommand("Set")
end
local function select_entry(entry)
-- Root
if entry == nil then
set_entries(MENUENTRY:GetRoot(), 1)
-- Close folder
elseif current_entry ~= nil and entry.id == current_entry.id then
local entries = MENUENTRY:GetRoot()
local index = table.find_index(table.map(entries, function(e) return e.id end), current_entry.id)
set_entries(MENUENTRY:GetRoot(), index)
current_entry = nil
set_song(nil)
-- Groups
elseif entry.type == "Group" then
set_entries(MENUENTRY:GetGroup(entry.name), 1)
current_entry = entry
elseif entry.type == "All" then
set_entries(entry.entries, 1)
current_entry = entry
elseif entry.type == "Profile" then
set_entries(MENUENTRY:GetFolder(entry), 1)
current_entry = entry
else
lua.ReportScriptError("Unknown current entry in music wheel! Don't know action to trigger!")
end
end
local function on_scroll()
container:queuecommand("Scroll")
container:queuecommand("Update")
local info = scroller:get_info_at_focus_pos()
if (info.type == "Song") then
set_song(info.song, info.steps)
else
set_song(nil)
end
end
local function on_stop_scroll()
container:queuecommand("EndScroll")
end
local function on_start_scroll()
container:queuecommand("StartScroll")
end
local function scroll(amount)
scroller:scroll_by_amount(amount)
on_scroll()
end
local function scroll_to(index)
scroller:scroll_to_pos(index)
on_scroll()
end
function scroll_to_steps(steps)
for i, v in ipairs(scroller.info_set) do
if v.steps == steps then
scroll_to(i)
end
end
end
function scroll_difficulty(amount)
local info = scroller:get_info_at_focus_pos()
if info.type == "Song" then
local all_steps = info.song:GetStepsByStepsType(GAMESTATE:GetCurrentStyle():GetStepsType())
-- Turn steps into entries (so we get clear lamps and can reuse the sorting functionality)
local entries = table.map(all_steps, function(steps) return MENUENTRY.CreateSongEntry(info.song, steps) end)
-- Find the current difficulty and set it to focused (Before sort so the indices match up)
-- Sort it by meter and difficulty
table.sort(entries, SORTFUNC.ByDifficulty)
local current_steps_index = table.find_index(table.map(entries, function(e) return e.steps end), info.steps)
local new_index = current_steps_index + amount
if new_index >= 1 and new_index <= #all_steps then
scroll_to_steps(entries[current_steps_index+amount].steps)
end
end
end
local last_button_press_timestamps = {}
local function is_double_tap(button, event, tolerance)
if event.type == "InputEventType_FirstPress"
and event.GameButton == button
and last_button_press_timestamps[event.GameButton] ~= nil
and last_button_press_timestamps[event.GameButton] > GetTimeSinceStart() - tolerance then
last_button_press_timestamps[event.GameButton] = -1
return true
else
return false
end
end
local handle_input = function(event)
if event.type == "InputEventType_FirstPress" and event.GameButton == "MenuLeft"
or event.type == "InputEventType_FirstPress" and event.GameButton == "MenuRight" then
on_start_scroll()
end
if event.type == "InputEventType_Release" and event.GameButton == "MenuLeft"
or event.type == "InputEventType_Release" and event.GameButton == "MenuRight" then
on_stop_scroll()
end
if event.type == "InputEventType_Release" then return end
local current_row_info = scroller:get_info_at_focus_pos()
if event.GameButton == "Start" and event.type == "InputEventType_FirstPress" then
select_entry(scroller:get_info_at_focus_pos())
end
if event.GameButton == "Back" and event.type == "InputEventType_FirstPress" then
if current_entry ~= nil then
select_entry(current_entry)
else
SCREENMAN:SetNewScreen("ScreenMainMenu")
end
end
-- TODO: Find a good way for user to use "next page" functionality
-- if is_double_tap("MenuRight", event) then
-- local e = scroller:get_info_at_focus_pos()
-- if e.type == "Song" then
-- local meter_list = table.map(scroller:get_info_set(), function(i) return i.type == "Song" and i.steps:GetMeter() or 0 end)
-- scroll_to(table.find_index(meter_list, e.steps:GetMeter()+1))
-- end
if event.GameButton == "MenuRight" then
scroll(1)
end
-- TODO: Find a good way for user to use "previous page" functionality
--if is_double_tap("MenuLeft", event) then
-- local e = scroller:get_info_at_focus_pos()
-- if e.type == "Song" then
-- local meter_list = table.map(scroller:get_info_set(), function(i) return i.type == "Song" and i.steps:GetMeter() or 0 end)
-- scroll_to(table.find_index(meter_list, e.steps:GetMeter()-1))
-- end
if event.GameButton == "MenuLeft" then
scroll(-1)
end
if is_double_tap("MenuUp", event, 0.2) then
scroll_difficulty(-1)
end
if is_double_tap("MenuDown", event, 0.2) then
scroll_difficulty(1)
end
if event.type == "InputEventType_FirstPress" then
-- Ignore it if set to -1, because that means a double tap was executed this update
if last_button_press_timestamps[event.GameButton] ~= -1 then
last_button_press_timestamps[event.GameButton] = GetTimeSinceStart()
else
last_button_press_timestamps[event.GameButton] = nil
end
end
end
t[#t+1] = Def.Quad {
OnCommand = function(this)
this:sleep(0.1)
:queuecommand("LoadRoot")
end,
LoadRootCommand = function(this)
MENUENTRY:InitializeSongQueue()
this:queuecommand("ProcessQueue")
end,
-- TODO: Add loading indicator while processing songs
ProcessQueueCommand = function(this)
if MENUENTRY:ProcessSongQueue(400) > 0 then
this:sleep(0.01)
:queuecommand("ProcessQueue")
else
MENUENTRY:Sort()
scroller:set_info_set(MENUENTRY:GetRoot(), 1)
this:queuecommand("Setup")
end
end,
SetupCommand = function(this)
SCREENMAN:GetTopScreen():AddInputCallback(handle_input)
container:queuecommand("Update")
:queuecommand("PlayPreview")
:sleep(0.1)
end,
StartScrollCommand = function(this)
SOUND:StopMusic()
APEX:SetBPM(0)
end,
EndScrollCommand = function(this)
SOUND:StopMusic()
this:stoptweening()
:sleep(0.1)
:queuecommand("PlayPreview")
end,
SetCommand = function(this)
this:queuecommand("PlayPreview")
end,
PlayPreviewCommand = function(subself)
local info = scroller:get_info_at_focus_pos()
if info.type == "Song" then
container:queuecommand("PauseBGM")
local preview_beat = info.steps:GetTimingData():GetBeatFromElapsedTime(info.song:GetSampleStart())
local preview_bpm = info.steps:GetTimingData():GetBPMAtBeat(preview_beat)
APEX:SetBPM(preview_bpm)
SOUND:PlayMusicPart(info.song:GetPreviewMusicPath(), info.song:GetSampleStart(), info.song:GetSampleLength(), 1, 1, true, true)
else
container:queuecommand("PlayBGM")
SOUND:StopMusic()
end
end,
}
t[#t+1] = Def.Sound {
InitCommand = function(this)
this:load(THEME:GetPathS("", "Menu Music.ogg"))
end,
OnCommand = function(this)
this:play()
end,
StartScrollCommand = function(this)
this:stoptweening()
:sleep(0.2)
:queuecommand("PlayBGM")
end,
PlayBGMCommand = function(this)
APEX:SetBPM(120)
this:pause(false)
end,
PauseBGMCommand = function(this)
this:stoptweening()
:pause(true)
end,
}
return t
|
object_tangible_painting_painting_clone_trooper_01 = object_tangible_painting_shared_painting_clone_trooper_01:new {
}
ObjectTemplates:addTemplate(object_tangible_painting_painting_clone_trooper_01, "object/tangible/painting/painting_clone_trooper_01.iff")
|
local utils = {}
function utils.MSRinit(model)
for k,v in pairs(model:findModules('nn.SpatialConvolution')) do
local n = v.kW*v.kH*v.nInputPlane
v.weight:normal(0,math.sqrt(2/n))
if v.bias then v.bias:zero() end
end
end
function utils.FCinit(model)
for k,v in pairs(model:findModules'nn.Linear') do
v.bias:zero()
end
end
function utils.DisableBias(model)
for i,v in ipairs(model:findModules'nn.SpatialConvolution') do
v.bias = nil
v.gradBias = nil
end
end
function utils.testModel(model)
model:float()
local imageSize = opt and opt.imageSize or 32
local input = torch.randn(1,3,imageSize,imageSize):type(model._type)
print('forward output',{model:forward(input)})
print('backward output',{model:backward(input,model.output)})
model:reset()
end
function utils.makeDataParallelTable(model, nGPU)
if nGPU > 1 then
local gpus = torch.range(1, nGPU):totable()
local fastest, benchmark = cudnn.fastest, cudnn.benchmark
local dpt = nn.DataParallelTable(1, true, true)
:add(model, gpus)
:threads(function()
local cudnn = require 'cudnn'
cudnn.fastest, cudnn.benchmark = fastest, benchmark
end)
dpt.gradInput = nil
model = dpt:cuda()
end
return model
end
return utils
|
local ffi = require("ffi")
ffi.cdef[[
void hello();
int64_t add(int64_t, int64_t);
int64_t length(const char *);
char *duplicate(int64_t, const char *);
void release(char *);
typedef struct {
int32_t x, y;
} point_t;
void add_points(
const point_t *,
const point_t *,
point_t *
);
typedef struct {
const char *msg;
int32_t count;
} duplicate_string_t;
void add_duplicate_strings(
const duplicate_string_t *,
const duplicate_string_t *,
duplicate_string_t *
);
typedef struct {
const char *name; // TODO(gardell): manage dangling pointer
int64_t created;
int64_t expire;
} token_t;
int32_t new_token(
const char *,
token_t *);
]]
local rust = ffi.load("rust")
function duplicate(count, msg)
local c_str = rust.duplicate(count, msg)
local str = ffi.string(c_str)
rust.release(c_str)
return str
end
local duplicate_string
duplicate_string = ffi.metatype(
"duplicate_string_t",
{
__add = function(a, b)
local result = duplicate_string()
rust.add_duplicate_strings(a, b, result)
ffi.gc(result.msg, rust.release)
return result
end,
__tostring = function(a)
return string.format(
"duplicate_string(\"%s\", %d)",
ffi.string(a.msg),
a.count
)
end,
}
)
local point
point = ffi.metatype(
"point_t",
{
__add = function(a, b)
local result = point()
rust.add_points(a, b, result)
return result
end,
__tostring = function(a)
return string.format(
"point(%i, %i)",
a.x,
a.y
)
end,
}
)
rust.hello()
print(rust.add(13, 37))
print(rust.length("slimjim"))
print(duplicate(3, "bork!"))
local p = point(1, 2) + point(3, 4)
print(p)
local ds = duplicate_string("Tipi Tais ", 3) + duplicate_string("Lee ba Time ", 2)
print(ds)
local token = {
metatype = ffi.metatype(
"token_t",
{
__tostring = function(a)
return string.format(
"token(name: %s, created: %d, expire: %d)",
ffi.string(a.name), tonumber(a.created), tonumber(a.expire)
)
end
}
)
}
token.__index = token
function token.new(str)
local t = {}
setmetatable(t, token)
t.c_type = token.metatype()
rust.new_token(str, t.c_type)
return t
end
function token:get_name()
return ffi.string(self.c_type.name)
end
function token:get_created()
return tonumber(self.c_type.created) -- TODO(gardell): Use float and no tonumber
end
function token:get_expire()
return tonumber(self.c_type.expire) -- TODO(gardell): Use float and no tonumber
end
function token:__tostring()
return string.format(
"token(name: %s, created: %d, expire: %d)",
self:get_name(), self:get_created(), self:get_expire()
)
end
print(token.new("bajs:13:37")) |
local api = vim.api
local chezmoi_bin = ''
local function chezmoi(cmd)
local fcmd = string.format('%s %s 2>&1', chezmoi_bin, cmd)
local out = vim.fn.system(fcmd)
if vim.v.shell_error ~= 0 then
-- api.nvim_err_writeln(string.format("chezmoi error: %s: %s", fcmd, out))
-- return ''
end
return out
end
local function chezmoi_add(file, options)
return chezmoi(string.format('add %s %s', options or '', vim.fn.shellescape(vim.fn.expand(file))))
end
local function chezmoi_apply(file)
return chezmoi(string.format('apply %s', vim.fn.shellescape(vim.fn.expand(file))))
end
local function chezmoi_forget(file, options)
return chezmoi(string.format('forget %s %s', options or '', vim.fn.shellescape(vim.fn.expand(file))))
end
local function chezmoi_version()
return chezmoi '--version'
end
local function chezmoi_source_path(file)
if file == nil then
return chezmoi 'source-path'
else
return chezmoi(string.format('source-path %s', vim.fn.shellescape(vim.fn.expand(file))))
end
end
local Chezmoi = { conf = {} }
local defaultConf = {
exec = vim.g.chezmoi_exec or Chezmoi.conf.exec or 'chezmoi',
auto_add = vim.g.chezmoi_auto_add or Chezmoi.conf.auto_add or true,
add_options = vim.g.chezmoi_add_options or Chezmoi.conf.add_options or '--empty',
}
Chezmoi.conf = defaultConf
function Chezmoi.setup_add_autocmd()
vim.cmd [[
augroup chezmoi_auto_add
autocmd!
autocmd BufWritePost * lua require'chezmoi'.save('%')
augroup END
]]
end
function Chezmoi.setup(config)
if config == nil then
return
end
for k, v in pairs(config) do
Chezmoi.conf[k] = v
end
chezmoi_bin = vim.fn.exepath(Chezmoi.conf.exec)
if chezmoi_bin == '' then
api.nvim_echo({
string.format("chezmoi.nvim: cannot find an executable named '%s'", Chezmoi.conf.exec),
'ErrorMsg',
}, true, {})
return
end
if Chezmoi.conf.auto_add == true then
Chezmoi.setup_add_autocmd()
end
local v = Chezmoi.version()
if v.major ~= 2 then
api.nvim_echo({
{
string.format(
"chezmoi.nvim: chezmoi major version is not 2. chezmoi.nvim probably won't work. exec = %s; version = %d",
chezmoi_bin,
v.major
),
'ErrorMsg',
},
}, true, {})
return
end
end
function Chezmoi.is_managed(file)
if file == nil or file == '' then
return false
end
local out = chezmoi_source_path(file)
if
string.find(out, 'not in') == nil
and string.find(out, 'does not exist') == nil
and string.find(out, 'outside target directory') == nil
then
return true
else
return false
end
end
function Chezmoi.clear_cache()
Chezmoi.cached_status = nil
end
function Chezmoi.status()
local file = vim.fn.expand '%'
if Chezmoi.cached_status == nil or file ~= Chezmoi.cached_status_file then
if Chezmoi.is_managed(file) then
Chezmoi.cached_status = '[CM]'
else
Chezmoi.cached_status = ''
end
Chezmoi.cached_status_file = file
end
return Chezmoi.cached_status
end
function Chezmoi.version()
local vstr = chezmoi_version()
local maj, min, patch = string.match(vstr, '^chezmoi version v(%d+)%.(%d+)%.(%d+)')
if maj == nil then
maj = 0
min = 0
patch = 0
else
maj = tonumber(maj)
min = tonumber(min)
patch = tonumber(patch)
end
return { major = maj, minor = min, patch = patch }
end
function Chezmoi.cmdline_add(file, options)
if options == '' or options == nil then
Chezmoi.add(file)
else
Chezmoi.add(file, options)
end
end
function Chezmoi.cmdline_forget(file)
if Chezmoi.is_managed(file) then
Chezmoi.forget(file)
end
end
function Chezmoi.add(file, options)
chezmoi_add(file, options or Chezmoi.conf.add_options)
Chezmoi.clear_cache()
end
function Chezmoi.forget(file)
if Chezmoi.is_managed(file) then
chezmoi_forget(file, '--force')
Chezmoi.clear_cache()
end
end
function Chezmoi.save(file)
if Chezmoi.is_managed(file) then
chezmoi_add(file)
Chezmoi.clear_cache()
end
end
return Chezmoi
|
local FindService = require('apicast.policy.find_service')
local HostBasedFinder = require('apicast.policy.find_service.host_based_finder')
local PathBasedFinder = require('apicast.policy.find_service.path_based_finder')
local ConfigurationStore = require('apicast.configuration_store')
describe('find_service', function()
describe('.rewrite', function()
describe('when path routing is enabled', function()
describe('and there is a service with a matching path', function()
it('stores that service in the context', function()
ConfigurationStore.path_routing = true
local service = { id = '1' }
local context = { configuration = ConfigurationStore.new(), host = 'example.com' }
stub(PathBasedFinder, 'find_service', function(config_store, host)
if config_store == context.configuration and host == context.host then
return service
end
end)
stub(HostBasedFinder, 'find_service')
local find_service = FindService.new()
find_service:rewrite(context)
assert.stub(HostBasedFinder.find_service).was_not_called()
assert.equals(service, context.service)
end)
end)
describe('and fallback to find by host is enabled', function()
before_each(function()
ConfigurationStore.path_routing = true
ConfigurationStore.path_routing_only = false
end)
it('finds the service by host and stores it in the context', function()
local service = { id = '1' }
local context = { configuration = ConfigurationStore.new(), host = 'example.com' }
stub(PathBasedFinder, 'find_service', function() return nil end)
stub(HostBasedFinder, 'find_service', function(config_store, host)
if config_store == context.configuration and host == context.host then
return service
end
end)
local find_service = FindService.new()
find_service:rewrite(context)
assert.equals(service, context.service)
end)
it('stores nil in the context if there is not a service for the host', function()
local context = { }
stub(PathBasedFinder, 'find_service', function() return nil end)
stub(HostBasedFinder, 'find_service', function() return nil end)
local find_service = FindService.new()
find_service:rewrite(context)
assert.is_nil(context.service)
end)
end)
describe('and fallback to find by host is disabled', function()
before_each(function()
ConfigurationStore.path_routing = true
ConfigurationStore.path_routing_only = true
end)
it('stores nil in the context even if there is a service for the host', function()
local service = { id = '1' }
local context = { configuration = ConfigurationStore.new(), host = 'example.com' }
stub(PathBasedFinder, 'find_service', function() return nil end)
stub(HostBasedFinder, 'find_service', function(config_store, host)
if config_store == context.configuration and host == context.host then
return service
end
end)
local find_service = FindService.new()
find_service:rewrite(context)
assert.is_nil(context.service)
end)
end)
end)
describe('when path routing is disabled', function()
before_each(function()
ConfigurationStore.path_routing = false
ConfigurationStore.path_routing_only = false
end)
it('finds the service by host and stores it in the context', function()
local service = { id = '1' }
local context = { configuration = ConfigurationStore.new(), host = 'example.com' }
stub(HostBasedFinder, 'find_service', function(config_store, host)
if config_store == context.configuration and host == context.host then
return service
end
end)
stub(PathBasedFinder, 'find_service')
local find_service = FindService.new()
find_service:rewrite(context)
assert.stub(PathBasedFinder.find_service).was_not_called()
assert.equals(service, context.service)
end)
it('stores nil in the context if there is not a service for the host', function()
local context = { }
stub(HostBasedFinder, 'find_service', function() return nil end)
local find_service = FindService.new()
find_service:rewrite(context)
assert.is_nil(context.service)
end)
end)
end)
describe('.ssl_certificate', function()
-- Path based routing is not used when using ssl. It fallbacks to finding
-- the service by host.
for _, path_routing in ipairs({ true, false }) do
describe("when path routing = " .. tostring(path_routing), function()
ConfigurationStore.path_routing = path_routing
it('finds the service by host and stores it in the context', function()
local service = { id = '1' }
local context = { configuration = ConfigurationStore.new(), host = 'example.com' }
stub(HostBasedFinder, 'find_service', function(config_store, host)
if config_store == context.configuration and host == context.host then
return service
end
end)
stub(PathBasedFinder, 'find_service')
local find_service = FindService.new()
find_service:ssl_certificate(context)
assert.stub(PathBasedFinder.find_service).was_not_called()
assert.equals(service, context.service)
end)
it('stores nil in the context if there is not a service for the host', function()
local context = { }
stub(HostBasedFinder, 'find_service', function() return nil end)
local find_service = FindService.new()
find_service:ssl_certificate(context)
assert.is_nil(context.service)
end)
end)
end
end)
end)
|
FishTdSoundController = class("FishTdSoundController")
slot1 = {
["Net0.mp3"] = {
occupationTime = 0,
time = 0.1,
priority = ({
BUTTON = 8,
Fish = 6,
ACCOUNT = 5,
WAVE = 7,
ATHER = 2,
ATHER_II = 3,
HIT = 0,
GOLD = 4,
DEAD = 9
})["HIT"]
},
["Net1.mp3"] = {
occupationTime = 0,
time = 0.1,
priority = ()["HIT"]
},
["Fire.mp3"] = {
occupationTime = 0.2,
time = 0.05,
priority = ()["HIT"]
},
["GunFire0.mp3"] = {
occupationTime = 0,
time = 0.1,
priority = ()["HIT"]
},
["GunFire1.mp3"] = {
occupationTime = 0,
time = 0.1,
priority = ()["HIT"]
},
["ChangeScore.mp3"] = {
occupationTime = 0,
time = 0.2,
priority = ()["ATHER"]
},
["MakeUP.mp3"] = {
occupationTime = 0,
time = 0.5,
priority = ()["ATHER"]
},
["ChangeType.mp3"] = {
occupationTime = 0,
time = 0.1,
priority = ()["ATHER"]
},
["award.mp3"] = {
occupationTime = 0.5,
time = 0.8,
priority = ()["ATHER"]
},
["bigAward.mp3"] = {
occupationTime = 4,
time = 4,
priority = ()["ATHER_II"]
},
["rotaryturn.mp3"] = {
occupationTime = 0,
time = 0.1,
priority = ()["ATHER"]
},
["CJ.mp3"] = {
occupationTime = 5,
time = 5,
priority = ()["ATHER_II"]
},
["TNNFDCLNV.mp3"] = {
occupationTime = 1,
time = 2,
priority = ()["ATHER"]
},
["surf.mp3"] = {
occupationTime = 7,
time = 7,
priority = ()["WAVE"]
},
["HaiLang.mp3"] = {
occupationTime = 7,
time = 7,
priority = ()["WAVE"]
},
["fisha0.mp3"] = {
occupationTime = 1.8,
time = 2,
priority = ()["Fish"]
},
["fisha1.mp3"] = {
occupationTime = 1.8,
time = 2,
priority = ()["Fish"]
},
["fisha2.mp3"] = {
occupationTime = 1.8,
time = 2,
priority = ()["Fish"]
},
["fisha3.mp3"] = {
occupationTime = 1,
time = 1,
priority = ()["Fish"]
},
["fisha4.mp3"] = {
occupationTime = 3.8,
time = 4,
priority = ()["Fish"]
},
["fisha5.mp3"] = {
occupationTime = 2.8,
time = 3,
priority = ()["Fish"]
},
["fisha6.mp3"] = {
occupationTime = 2.8,
time = 3,
priority = ()["Fish"]
},
["fisha7.mp3"] = {
occupationTime = 1.8,
time = 2,
priority = ()["Fish"]
},
["fisha8.mp3"] = {
occupationTime = 1.8,
time = 2,
priority = ()["Fish"]
},
["fisha9.mp3"] = {
occupationTime = 1,
time = 1,
priority = ()["Fish"]
},
["fisha10.mp3"] = {
occupationTime = 1.8,
time = 2,
priority = ()["Fish"]
},
["fisha11.mp3"] = {
occupationTime = 1,
time = 1,
priority = ()["Fish"]
},
["fisha12.mp3"] = {
occupationTime = 1,
time = 1,
priority = ()["Fish"]
},
["fisha13.mp3"] = {
occupationTime = 1.8,
time = 2,
priority = ()["Fish"]
},
["fisha14.mp3"] = {
occupationTime = 1.8,
time = 2,
priority = ()["Fish"]
},
["fisha15.mp3"] = {
occupationTime = 1.8,
time = 2,
priority = ()["Fish"]
},
["fisha16.mp3"] = {
occupationTime = 1.8,
time = 2,
priority = ()["Fish"]
},
["fisha17.mp3"] = {
occupationTime = 1,
time = 1,
priority = ()["Fish"]
},
["Hit0.mp3"] = {
occupationTime = 0,
time = 0.1,
priority = ()["HIT"]
},
["Hit1.mp3"] = {
occupationTime = 0,
time = 0.1,
priority = ()["HIT"]
},
["Hit2.mp3"] = {
occupationTime = 1,
time = 1.5,
priority = ()["HIT"]
},
["laser.mp3"] = {
occupationTime = 0,
time = 0.4,
priority = ()["ATHER_II"]
},
["electric.mp3"] = {
occupationTime = 0,
time = 0.4,
priority = ()["ATHER_II"]
},
["BigBang.mp3"] = {
occupationTime = 1,
time = 1,
priority = ()["DEAD"]
},
["Bigfireworks.mp3"] = {
occupationTime = 1,
time = 0.2,
priority = ()["ATHER_II"]
},
["fireworks.mp3"] = {
occupationTime = 0.5,
time = 0.2,
priority = ()["ATHER_II"]
},
["click.mp3"] = {
occupationTime = 0,
time = 0,
priority = ()["BUTTON"]
},
["sfx_bursts_fever.mp3"] = {
occupationTime = 0,
time = 0,
priority = ()["DEAD"]
},
["sfx_blackhole.mp3"] = {
occupationTime = 0,
time = 0,
priority = ()["DEAD"]
},
["bgm_boss.mp3"] = {
occupationTime = 0,
time = 0,
priority = ()["ATHER"]
},
["sfx_levelup.mp3"] = {
occupationTime = 0,
time = 0,
priority = ()["ACCOUNT"]
},
["sfx_window_open.mp3"] = {
occupationTime = 0,
time = 0,
priority = ()["BUTTON"]
},
["sfx_window_close.mp3"] = {
occupationTime = 0,
time = 0,
priority = ()["BUTTON"]
},
["sfx_coin.mp3"] = {
occupationTime = 0,
time = 0,
priority = ()["GOLD"]
},
["sfx_thunder_fever.mp3"] = {
occupationTime = 0,
time = 0,
priority = ()["ATHER"]
}
}
FishTdSoundController.ctor = function (slot0)
slot0:resetFishtdSoundManager()
for slot4, slot5 in pairs(slot0) do
audioMgr:preloadEffect(FilePath.SOUND .. "effect/" .. slot4)
end
end
FishTdSoundController.resetFishtdSoundManager = function (slot0)
slot0.m_lastEffectType = nil
slot0.m_lastFishEffectType = nil
slot0.m_fishEffectTime = 0
slot0.m_effectTime = 0
slot0.m_soundCategoryGameEffect = {}
slot0.m_soundCategoryFishEffect = {}
slot0.m_nVolume = 0
slot0.m_nCurnId = 0
slot0.m_bSound = true
slot0.m_bMusic = true
slot0.m_bgms = {
"bgm1.mp3",
"bgm2.mp3",
"bgm3.mp3",
"bgm4.mp3"
}
slot0.m_effects = {
[Fish3DSound.GameEffect.CANNON_SWITCH] = "MakeUP.mp3",
[Fish3DSound.GameEffect.CASTING_NORMAL] = "Net0.mp3",
[Fish3DSound.GameEffect.CASTING_ION] = "Net1.mp3",
[Fish3DSound.GameEffect.CATCH] = "Hit0.mp3",
[Fish3DSound.GameEffect.CATCH1] = "Hit1.mp3",
[Fish3DSound.GameEffect.CATCH2] = "Hit2.mp3",
[Fish3DSound.GameEffect.FIRE] = "Fire.mp3",
[Fish3DSound.GameEffect.IONFIRE] = "Fire.mp3",
[Fish3DSound.GameEffect.INSERT] = "ChangeScore.mp3",
[Fish3DSound.GameEffect.AWARD] = "award.mp3",
[Fish3DSound.GameEffect.BIGAWARD] = "bigAward.mp3",
[Fish3DSound.GameEffect.ROTARYTURN] = "rotaryturn.mp3",
[Fish3DSound.GameEffect.BINGO] = "CJ.mp3",
[Fish3DSound.GameEffect.BINGO2] = "TNNFDCLNV.mp3",
[Fish3DSound.GameEffect.WAVE] = "surf.mp3",
[Fish3DSound.GameEffect.EFFECT_BULLET_BOMB] = "Fire.mp3",
[Fish3DSound.GameEffect.BOMB_LASER] = "laser.mp3",
[Fish3DSound.GameEffect.BOMB_ELECTRIC] = "electric.mp3",
[Fish3DSound.GameEffect.EFFECT_PARTICAL_BIG_BOMB] = "BigBang.mp3",
[Fish3DSound.GameEffect.EFFECT_PARTICAL_BIG_FIREWORKS] = "Bigfireworks.mp3",
[Fish3DSound.GameEffect.EFFECT_PARTICAL_FIREWORKS] = "fireworks.mp3",
[Fish3DSound.GameEffect.BUTTON_CLICK] = "click.mp3",
[Fish3DSound.GameEffect.FROZEN_EFFECT] = "sfx_bursts_fever.mp3",
[Fish3DSound.GameEffect.BLACK_VORTEX] = "sfx_blackhole.mp3",
[Fish3DSound.GameEffect.BOSS_COME] = "bgm_boss.mp3",
[Fish3DSound.GameEffect.BOSS_ACCOUNT] = "sfx_levelup.mp3",
[Fish3DSound.GameEffect.ION_CANNON_ACTIVE] = "ChangeType.mp3",
[Fish3DSound.GameEffect.ION_CANNON_FIRE] = "Fire.mp3",
[Fish3DSound.GameEffect.DIALOG_POPUP] = "sfx_window_open.mp3",
[Fish3DSound.GameEffect.DIALOG_CLOSE] = "sfx_window_close.mp3",
[Fish3DSound.GameEffect.GOLD_POPUP] = "sfx_coin.mp3",
[Fish3DSound.GameEffect.EXPLODE] = "sfx_thunder_fever.mp3"
}
slot0.m_fishSound = {
"fisha1.mp3",
"fisha1.mp3",
"fisha2.mp3",
"fisha3.mp3",
"fisha4.mp3",
"fisha5.mp3",
"fisha10.mp3",
"fisha7.mp3",
"fisha9.mp3",
"fisha6.mp3",
"fisha14.mp3",
"fisha15.mp3",
"fisha5.mp3",
"fisha11.mp3",
"fisha16.mp3",
"fisha13.mp3",
"fisha0.mp3",
"fisha4.mp3",
"fisha12.mp3",
"fisha17.mp3",
"fisha11.mp3",
"fisha8.mp3"
}
slot0._killBossEffect = {
chuitousha = Fish3DSound.GameEffect.BIGAWARD
}
slot0._bossCome = {
chuitousha = Fish3DSound.GameEffect.BOSS_COME,
zhangyu = Fish3DSound.GameEffect.BOSS_COME,
haiyao = Fish3DSound.GameEffect.BOSS_COME
}
slot0._specialEffect = {
[20.0] = 19,
[21.0] = 21,
[22.0] = 20
}
slot0.effectRepeatState = {
[Fish3DSound.GameEffect.GOLD_POPUP] = {
maxCount = 3,
clearInterval = 0.2,
counter = 0,
timer = 0
},
[Fish3DSound.GameEffect.BOMB_ELECTRIC] = {
maxCount = 2,
clearInterval = 0.1,
counter = 0,
timer = 0
},
[Fish3DSound.GameEffect.EXPLODE] = {
maxCount = 1,
clearInterval = 0.1,
counter = 0,
timer = 0
}
}
slot0.total = 0
slot0.totalTimer = 0
slot0.bossBgmTimer = 0
end
FishTdSoundController.playRandomFishEffect = function (slot0, slot1)
if slot0._specialEffect[slot1] then
slot0:playFishTdFishEffect(slot0._specialEffect[slot1])
else
slot0:playFishTdFishEffect((3 * (math.floor(math.random() * 79) + 1) * slot1 * slot1 + 7 * (math.floor(math.random() * 79) + 1) * slot1 + 29 * slot1 + 173) % 18 + 1)
end
end
FishTdSoundController.playFishTdGameEffect = function (slot0, slot1)
if slot0.total > 5 then
return
end
if not slot0.m_effects[slot1] then
return
end
if slot0.effectRepeatState[slot1] then
if slot3.counter == slot3.maxCount then
return
else
slot3.counter = slot3.counter + 1
slot0:playGameEffect(slot2)
end
else
slot0:playGameEffect(slot2)
end
end
FishTdSoundController.playFishTdFishEffect = function (slot0, slot1)
if slot0.total > 5 then
return
end
if not slot0.m_fishSound[slot1] then
return
end
if not slot0[slot2] then
return
end
slot0.m_soundCategoryFishEffect[slot3.priority] = slot0.m_soundCategoryFishEffect[slot3.priority] or {
time = 0
}
slot4 = socket.gettime()
if slot0.m_soundCategoryFishEffect[slot3.priority].last_sound and slot4 - slot5.time < slot0[slot5.last_sound].time then
return
end
slot5.time = slot4
slot5.last_sound = slot2
slot0:playGameEffect(slot2)
end
FishTdSoundController.playFishTdMusicByID = function (slot0, slot1)
slot0:playMusic(ClassLoader:aquireSingleton("GameConfig").SceneSets[slot1].bgMap)
slot0.currentBgMusicName = ClassLoader.aquireSingleton("GameConfig").SceneSets[slot1].bgMap
slot0.bossBgmTimer = 0
end
FishTdSoundController.playMusic = function (slot0, slot1, slot2)
audioMgr:playMusic(FilePath.SOUND .. "bgm/" .. slot1, slot2 or 1)
end
FishTdSoundController.playGameEffect = function (slot0, slot1, slot2)
audioMgr:playEffect(FilePath.SOUND .. "effect/" .. slot1, slot2 or false)
slot0.total = slot0.total + 1
end
FishTdSoundController.playEffectOnBossCome = function (slot0, slot1)
audioMgr:playMusic(FilePath.SOUND .. "effect/bgm_boss.mp3")
slot0.bossBgmTimer = 14
end
FishTdSoundController.playEffectOnBossKill = function (slot0, slot1)
if slot0._killBossEffect[slot1] then
slot0:playFishTdGameEffect(slot0._killBossEffect[slot1])
end
end
FishTdSoundController.update = function (slot0, slot1)
for slot5, slot6 in pairs(slot0.effectRepeatState) do
slot6.timer = slot6.timer + slot1
if slot6.clearInterval < slot6.timer then
slot6.timer = slot6.timer - slot6.clearInterval
slot6.counter = 0
end
end
slot0.totalTimer = slot0.totalTimer + slot1
if slot0.totalTimer > 0.5 then
slot0.total = 0
slot0.totalTimer = 0
end
if slot0.bossBgmTimer > 0 then
slot0.bossBgmTimer = slot0.bossBgmTimer - slot1
if slot0.bossBgmTimer <= 0 then
slot0.bossBgmTimer = 0
slot0:playMusic(slot0.currentBgMusicName)
end
end
end
fishtdSound = FishTdSoundController.new()
return
|
local Enemies = {}
Enemies.enemy = {}
local numEnemies = 3
for i =1, numEnemies do
Enemies.enemy[i] = require "enemy"
Enemies.enemy[i] = Enemy:new()
Enemies.enemy[i]:init()
end
Enemies.projectiles = require "projectiles"
Enemies.projectiles = Projectiles:new()
local minXSpacing = 450
local maxXSpacing = 1200
local xSpacingRange = maxXSpacing - minXSpacing
local currentX = 660
local minYSpacing = 100
local maxYSpacing = 500
local ySpacingRange = maxYSpacing - minYSpacing
function Enemies:init()
for i =1, numEnemies do
Enemies.enemy[i] = require "enemy"
Enemies.enemy[i] = Enemy:new()
Enemies.enemy[i]:init()
Enemies.enemy[i]:setPos(-100, 0)
end
currentX = 660
end
function Enemies:update(dt)
for i =1, numEnemies do
Enemies.enemy[i]:update(dt)
end
end
function Enemies:setPositions(camX, buildings)
for i =1, numEnemies do
if Enemies.enemy[i].pos.x < camX - 100 then
local offScreenRight = camX + love.graphics.getWidth()
if currentX < offScreenRight then
currentX = offScreenRight + 100
end
local enemy = Enemies.enemy[i]
Enemies:setRandomPos(enemy)
while buildings:overlaps(enemy) do
Enemies:setRandomPos(enemy)
end
enemy.isAlive = true
enemy.isExploding = false
currentX = currentX + additionalX
end
end
end
function Enemies:setRandomPos(enemy)
local randX = love.math.random() * xSpacingRange
local randY = love.math.random() * ySpacingRange
randX = randX + minXSpacing
additionalX = randX
randX = randX + currentX
randY = randY + minYSpacing
enemy:setPos(randX, randY)
end
function Enemies:getNumEnemies()
return numEnemies
end
function Enemies:draw()
love.graphics.setColor(255, 255, 255, 255)
for i =1, numEnemies do
Enemies.enemy[i]:draw()
end
end
return Enemies
|
bankConfig = {};
bankConfig.bank = {
Vector( -779.466736, 1220.188843, -200.307022),
Vector(-1155.516113, 1353.531982, -52.040535)
} // Where is the bank located.
bankConfig.vault = {
Vector(-1154.817139, 1401.917480, -25.699097),
Vector(-1372.119385, 1135.647217, -200.667740)
}
bankConfig.bannerPos = Vector(-1100.998901, 958.953064, -50.336380)
bankConfig.bannerAngle = Angle(0, 0, 90)
bankConfig.bankGuards = {TEAM_POLICE, TEAM_MAYOR}
bankConfig.bankGuardWeapons = {"weapon_ar2"}; // What weapons do bank security get.
bankConfig.initialMoney = 1000 // How much money does the bank start out with.
bankConfig.moneyGrowth = 200 // How much money does the bank get every interval of time.
bankConfig.moneyGrowthTime = 4 // How long does it take for the bank to increase its worth. --Should be in seconds!
bankConfig.robTime = 120
bankConfig.maxMoney = 20000 //How high should the vault's storage go
bankConfig.minMoney = 2000 //Min money required for raiding
bankConfig.restrictedTeams = {
TEAM_ADMIN,
}
-- Don't include models/ or .mdl
-- {Path, Offest, Angle, Scale}
bankConfig.masks = {
{"rinfect/payday/PAYDAY_AME", Vector(-3, 0, -67), Angle(0, 90, 0), 1},
{"rinfect/payday/PAYDAY_DINO", Vector(-2, 0, -65), Angle(0, 90, 0), 1},
{"rinfect/payday/PAYDAY_GAS", Vector(-2, 0, -67), Angle(0, 90, 0), 1}
} |
if os.get() == "windows" then
os.mkdir("build");
os.mkdir("build/bin_x86");
os.mkdir("build/bin_x64");
-- Copy the SDL2 dlls to the build directory.
os.copyfile("examples/sdl/lib/x86/SDL2.dll", "build/bin_x86/SDL2.dll");
os.copyfile("examples/sdl/lib/x64/SDL2.dll", "build/bin_x64/SDL2.dll");
end
-----------------------------------------------------------------------------
solution "WidgetZero"
language "C++"
location "build"
warnings "Extra"
startproject "Example 1 - Demo"
configurations { "Debug", "Release" }
platforms { "native", "x64", "x32" }
configuration "Debug"
optimize "Debug"
defines "_DEBUG"
flags "Symbols"
configuration "Release"
optimize "Full"
defines "NDEBUG"
configuration "vs*"
defines { "_CRT_SECURE_NO_DEPRECATE" }
configuration { "not x64" }
targetdir "build/bin_x86"
configuration { "x64" }
targetdir "build/bin_x64"
-----------------------------------------------------------------------------
project "WidgetZero"
kind "StaticLib"
pchheader "wz.h"
pchsource "src/wz_pch.cpp"
defines "WZ_USE_PCH"
files { "src/*.*" }
includedirs { "nanovg" }
-----------------------------------------------------------------------------
project "NanoVG"
language "C"
kind "StaticLib"
files { "nanovg/*.*" }
includedirs { "nanovg" }
-----------------------------------------------------------------------------
function createExampleProject(_title, _name, _file)
project(_title)
kind "WindowedApp"
targetname("example_" .. _name)
files { "examples/" .. _file, "examples/gl/*.*" }
includedirs { "src", "nanovg", "examples/gl" }
configuration "linux"
buildoptions { "`pkg-config --cflags sdl2`" }
linkoptions { "`pkg-config --libs sdl2`" }
links { "GL", "GLU" }
configuration "vs*"
includedirs("examples/sdl/include")
links { "glu32", "opengl32" }
configuration { "vs*", "not x64" }
libdirs("examples/sdl/lib/x86")
configuration { "vs*", "x64" }
libdirs("examples/sdl/lib/x64")
configuration {}
links { "SDL2", "SDL2main", "NanoVG", "WidgetZero" }
configuration "vs2012"
linkoptions { "/SAFESEH:NO" }
end
createExampleProject("Example 1 - Demo", "demo", "Demo.cpp")
createExampleProject("Example 2 - Simple", "simple", "Simple.cpp")
-----------------------------------------------------------------------------
project "Example 3 - Custom Renderer"
kind "WindowedApp"
targetname "example_custom_renderer"
files { "examples/CustomRenderer.cpp", "examples/tigr/*.*" }
includedirs { "src", "examples/tigr" }
links { "WidgetZero" }
configuration "vs*"
links { "d3d9" }
configuration "vs2012"
linkoptions { "/SAFESEH:NO" }
|
local socket = require("socket.core")
local json = require("json")
function connect(address, port, laddress, lport)
local sock, err = socket.tcp()
if not sock then return nil, err end
if laddress then
local res, err = sock:bind(laddress, lport, -1)
if not res then return nil, err end
end
local res, err = sock:connect(address, port)
if not res then return nil, err end
return sock
end
function bind(host, port, backlog)
local sock, err = socket.tcp()
if not sock then return nil, err end
sock:setoption("reuseaddr", true)
local res, err = sock:bind(host, port)
if not res then return nil, err end
res, err = sock:listen(backlog)
if not res then return nil, err end
return sock
end
--sock, err = bind("127.0.0.1", 80, -1)
--print(sock, err)
sock2, err2 = connect("127.0.0.1", 81)
sock2:settimeout(0)
print("Connected", sock2, err2)
function parseEndCallbackCommand(cmd, callbackName)
if cmd[1] == callbackName then
return true
end
return false
end
function waitUntilCallbackFinished(callbackName)
--print("waitToEndCallback", callbackName)
while true do
local message, err, part = sock2:receive("*all")
if not message then
message = part
end
if message and string.len(message)>0 then
--print(message)
local recCommand = json.decode(message)
if parseEndCallbackCommand(recCommand, callbackName) then
return
else
--!!! if this is other command, not we are waiting, just send it to global parseCommand coroutine
table.insert(commandsQueue, recCommand)
coroutine.resume(parseCommandCoroutine)
end
end
end
end
function emu_registerbeforewrapper(hfunc)
sendToHost({"emu.registerbefore_callback", hfunc})
waitUntilCallbackFinished("emu.registerbefore_callback_finished")
end
function emu_registerbefore(hfunc)
if hfunc == 0 then
emu.registerbefore(nil)
return
end
emu.registerbefore(function() emu_registerbeforewrapper(hfunc) end)
end
function emu_registerafterwrapper(hfunc)
sendToHost({"emu.registerafter_callback", hfunc})
waitUntilCallbackFinished("emu.registerafter_callback_finished")
end
function emu_registerafter(hfunc)
if hfunc == 0 then
emu.registerafter(nil)
return
end
emu.registerafter(function() emu_registerafterwrapper(hfunc) end)
end
function memory_registerexecutewrapper(hfunc, addr, size)
sendToHost({"memory.registerexecute_callback", hfunc, addr, size})
waitUntilCallbackFinished("memory.registerexecute_callback_finished")
end
function memory_registerexecute(addr, size, hfunc)
if hfunc == 0 then
memory.registerexecute(addr, size, nil)
return
end
memory.registerexecute(addr, size, function(addr, size) memory_registerexecutewrapper(hfunc, addr, size) end)
end
function memory_registerwritewrapper(hfunc, addr, size)
sendToHost({"memory.registerwrite_callback", hfunc, addr, size})
waitUntilCallbackFinished("memory.registerwrite_callback_finished")
end
function memory_registerwrite(addr, size, hfunc)
if hfunc == 0 then
memory.memory_registerwrite(addr, size, nil)
return
end
memory.registerwrite(addr, size, function(addr, size) memory_registerwritewrapper(hfunc, addr, size) end)
end
function sendToHost(cmd)
local command = json.encode(cmd)
sock2:send("json"..command) --json prefix for easy splitting group of commands
end
commandTable = {}
methodsNoArgs = {
["emu.poweron"] = emu.poweron,
["emu.pause"] = emu.pause,
["emu.unpause"] = emu.unpause,
["emu.message"] = emu.message,
["emu.softreset"] = emu.softreset,
["emu.speedmode"] = emu.speedmode,
--["emu.frameadvance"] = emu.frameadvance, --we can't call it via socket anyway
["emu.setrenderplanes"] = emu.setrenderplanes,
["emu.framecount"] = emu.framecount,
["emu.lagcount"] = emu.lagcount,
["emu.lagged"] = emu.lagged,
["emu.setlagflag"] = emu.setlagflag,
["emu.paused"] = emu.paused,
["emu.emulating"] = emu.emulating,
["emu.readonly"] = emu.readonly,
["emu.setreadonly"] = emu.setreadonly,
["emu.getdir"] = emu.getdir,
["emu.loadrom"] = emu.loadrom,
["emu.registerafter"] = emu_registerafter,
["emu.registerbefore"] = emu_registerbefore,
["emu.addgamegenie"] = emu.addgamegenie,
["emu.delgamegenie"] = emu.delgamegenie,
["emu.print"] = emu.print,
--["emu.getscreenpixel"] = emu.getscreenpixel, --add this manually
["rom.readbyte"] = rom.readbyte,
["rom.readbytesigned"] = rom.readbytesigned,
["rom.writebyte"] = rom.writebyte,
["memory.readbyte"] = memory.readbyte,
["memory.readbytesigned"] = memory.readbytesigned,
["memory.readword"] = memory.readword,
["memory.readwordsigned"] = memory.readwordsigned,
--["memory.readbyterange"] = memory.readbyterange, --need to encode string to byte values
["memory.writebyte"] = memory.writebyte,
["memory.registerexecute"] = memory_registerexecute,
["memory.registerwrite"] = memory_registerwrite,
["memory.getregister"] = memory.getregister,
["memory.setregister"] = memory.setregister,
["joypad.read"] = joypad.read,
["joypad.readimmediate"] = joypad.readimmediate,
["joypad.readdown"] = joypad.readdown,
["joypad.readup"] = joypad.readup,
["joypad.write"] = joypad.write,
["zapper.read"] = zapper.read,
["input.read"] = input.read,
["sound.get"] = sound.get,
["gui.pixel"] = gui.pixel,
["gui.getpixel"] = gui.getpixel,
["gui.line"] = gui.line,
["gui.box"] = gui.box,
["gui.text"] = gui.text,
--["gui.parsecolor"] = gui.parsecolor,
["gui.savescreenshot"] = gui.savescreenshot,
["gui.savescreenshotas"] = gui.savescreenshotas,
--["gui.gdscreenshot"] = gui.gdscreenshot,
--[gui.gdoverlay] = gui.gdoverlay,
["gui.opacity"] = gui.opacity,
["gui.transparency"] = gui.transparency,
--["gui.popup"] = gui.popup
["debugger.hitbreakpoint"] = debugger.hitbreakpoint,
["debugger.getcyclescount"] = debugger.getcyclescount,
["debugger.getinstructionscount"] = debugger.getinstructionscount,
["debugger.resetcyclescount"] = debugger.resetcyclescount,
["debugger.resetinstructionscount"] = debugger.resetinstructionscount,
["movie.active"] = movie.active,
["movie.mode"] = movie.mode,
["movie.rerecordcounting"] = movie.rerecordcounting,
["movie.stop"] = movie.stop,
["movie.length"] = movie.length,
["movie.name"] = movie.name,
["movie.getfilename"] = movie.getfilename,
["movie.rerecordcount"] = movie.rerecordcount,
["movie.replay"] = movie.replay,
["movie.readonly"] = movie.readonly,
["movie.setreadonly"] = movie.setreadonly,
["movie.recording"] = movie.recording,
["movie.playing"] = movie.ispoweron,
["movie.isfromsavestate"] = movie.isfromsavestate,
}
--for avoiding copypaste, really we can call methods by loadstring(methodName), by it's slower
for methodName, method in pairs(methodsNoArgs) do
commandTable[methodName] = function(currentCmd)
--print("cmd:", currentCmd)
table.remove(currentCmd, 1) -- now currentCmd is argument list
local result = method(unpack(currentCmd))
--print("result:", result)
sendToHost({methodName.."_finished", result})
end
end
--special case for method that return several values
--emu.getscreenpixel
commandTable["emu.getscreenpixel"] = function(currentCmd)
--print("cmd:", currentCmd)
table.remove(currentCmd, 1) -- now currentCmd is argument list
local r,g,b,pal = emu.getscreenpixel(unpack(currentCmd))
--print("result:", {r,g,b,pal})
sendToHost({"emu.getscreenpixel".."_finished", {r,g,b,pal}})
end
--special case for method that return string, need to reencoding it to array, as json can't encode string with non ascii characters
--memory.readbyterange
commandTable["memory.readbyterange"] = function(currentCmd)
--print("cmd:", currentCmd)
table.remove(currentCmd, 1) -- now currentCmd is argument list
local str = memory.readbyterange(unpack(currentCmd))
arrayWithData = {}
--reencoode string to table
str:gsub(".",function(c) table.insert(arrayWithData, string.byte(c)) end)
--print("result:", arrayWithData)
sendToHost({"memory.readbyterange".."_finished", arrayWithData})
end
commandsQueue = {}
function parseCommand()
while true do
if commandsQueue[1] then
currentCmd = table.remove(commandsQueue, 1)
--print("parseCommand:", currentCmd)
local cmdFunction = commandTable[currentCmd[1]]
if cmdFunction then cmdFunction(currentCmd) end
end
coroutine.yield()
end
end
parseCommandCoroutine = coroutine.create(parseCommand)
function passiveUpdate()
local message, err, part = sock2:receive("*all")
if not message then
message = part
end
if message and string.len(message)>0 then
--print(message)
local recCommand = json.decode(message)
table.insert(commandsQueue, recCommand)
coroutine.resume(parseCommandCoroutine)
end
end
function main()
while true do
passiveUpdate()
emu.frameadvance()
end
end
gui.register(passiveUpdate) --undocumented. this function will call even if emulator paused
main()
|
--[[
Copyright 2020 The Defold Foundation Authors & Contributors
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
]]--
local tictactoe = require("tictactoe_state")
local nk = require("nakama")
local M = {}
local OP_CODE_MOVE = 1
local OP_CODE_STATE = 2
local function pprint(t)
if type(t) ~= "table" then
nk.logger_info(tostring(t))
else
for k,v in pairs(t) do
nk.logger_info(string.format("%s = %s", tostring(k), tostring(v)))
end
end
end
local function broadcast_gamestate_to_recipient(dispatcher, gamestate, recipient)
nk.logger_info("broadcast_gamestate")
local active_player = tictactoe.get_active_player(gamestate)
local other_player = tictactoe.get_other_player(gamestate)
local your_turn = active_player.user_id == recipient.user_id
local message = {
state = gamestate,
active_player = active_player,
other_player = other_player,
your_turn = your_turn,
}
local encoded_message = nk.json_encode(message)
dispatcher.broadcast_message(OP_CODE_STATE, encoded_message, { recipient })
end
local function broadcast_gamestate(dispatcher, gamestate)
local player = tictactoe.get_active_player(gamestate)
local opponent = tictactoe.get_other_player(gamestate)
broadcast_gamestate_to_recipient(dispatcher, gamestate, player)
broadcast_gamestate_to_recipient(dispatcher, gamestate, opponent)
end
function M.match_init(context, setupstate)
nk.logger_info("match_init")
local gamestate = tictactoe.new_game()
local tickrate = 1 -- per sec
local label = ""
return gamestate, tickrate, label
end
function M.match_join_attempt(context, dispatcher, tick, gamestate, presence, metadata)
nk.logger_info("match_join_attempt")
local acceptuser = true
return gamestate, acceptuser
end
function M.match_join(context, dispatcher, tick, gamestate, presences)
nk.logger_info("match_join")
for _, presence in ipairs(presences) do
tictactoe.add_player(gamestate, presence)
end
if tictactoe.player_count(gamestate) == 2 then
broadcast_gamestate(dispatcher, gamestate)
end
return gamestate
end
function M.match_leave(context, dispatcher, tick, gamestate, presences)
nk.logger_info("match_leave")
-- end match if someone leaves
return nil
end
function M.match_loop(context, dispatcher, tick, gamestate, messages)
nk.logger_info("match_loop")
for _, message in ipairs(messages) do
nk.logger_info(string.format("Received %s from %s", message.data, message.sender.username))
pprint(message)
if message.op_code == OP_CODE_MOVE then
local decoded = nk.json_decode(message.data)
local row = decoded.row
local col = decoded.col
gamestate = tictactoe.player_move(gamestate, row, col)
if gamestate.winner or gamestate.draw then
gamestate.rematch_countdown = 10
end
broadcast_gamestate(dispatcher, gamestate)
end
end
if gamestate.rematch_countdown then
gamestate.rematch_countdown = gamestate.rematch_countdown - 1
if gamestate.rematch_countdown == 0 then
gamestate = tictactoe.rematch(gamestate)
end
broadcast_gamestate(dispatcher, gamestate)
end
return gamestate
end
function M.match_terminate(context, dispatcher, tick, gamestate, grace_seconds)
nk.logger_info("match_terminate")
local message = "Server shutting down in " .. grace_seconds .. " seconds"
dispatcher.broadcast_message(2, message)
return nil
end
return M
|
local call_table
call_table = function(value)
if value == 0 then
return "inc"
elseif value == 1 then
return "dec"
elseif value == 2 then
return "next"
elseif value == 3 then
return "prev"
elseif value == 4 then
return "loop"
elseif value == 5 then
return "endloop"
elseif value == 6 then
return "put"
elseif value == 7 then
return "get"
else
return "err"
end
end
local parse
parse = function(program)
local ast = { }
local ptr = 0
for chr in program:gmatch(".") do
if chr == "," then
if ptr == 7 then
ptr = 0
else
ptr = ptr + 1
end
elseif chr == "." then
ast[#ast + 1] = call_table(ptr)
end
end
return ast
end
local eval
eval = function(ast, program_ptr, jump_table, stack, stack_ptr)
if program_ptr == nil then
program_ptr = 1
end
if jump_table == nil then
jump_table = { }
end
if stack == nil then
stack = { }
end
if stack_ptr == nil then
stack_ptr = 1
end
if #stack == 0 then
for i = 1, 255 do
stack[i] = 0
end
end
while program_ptr <= #ast do
local com = ast[program_ptr]
if com ~= nil then
if stack_ptr > 255 then
stack_ptr = 0
elseif stack_ptr < 0 then
stack_ptr = 255
end
if stack[stack_ptr] > 255 then
stack[stack_ptr] = 0
elseif stack[stack_ptr] < 0 then
stack[stack_ptr] = 255
end
if com == "inc" then
stack[stack_ptr] = stack[stack_ptr] + 1
program_ptr = program_ptr + 1
elseif com == "dec" then
stack[stack_ptr] = stack[stack_ptr] - 1
program_ptr = program_ptr + 1
elseif com == "next" then
stack_ptr = stack_ptr + 1
program_ptr = program_ptr + 1
elseif com == "prev" then
stack_ptr = stack_ptr - 1
program_ptr = program_ptr + 1
elseif com == "loop" then
jump_table[#jump_table + 1] = program_ptr
program_ptr = program_ptr + 1
elseif com == "endloop" then
if stack[stack_ptr] == 0 then
table.remove(jump_table, #jump_table)
program_ptr = program_ptr + 1
else
program_ptr = jump_table[#jump_table]
end
elseif com == "put" then
io.write(string.char(stack[stack_ptr]))
io.flush()
program_ptr = program_ptr + 1
elseif com == "get" then
stack[stack_ptr] = string.byte(io.read(1))
program_ptr = program_ptr + 1
end
end
end
return {
ast = ast,
program_ptr = program_ptr,
jump_table = jump_table,
stack = stack,
stack_ptr = stack_ptr
}
end
if arg[1] == "--file" then
local f = io.open(arg[2], "r")
if f then
local program = f:read()
f:close()
return eval(parse(program))
else
return print("Could not open file.")
end
elseif arg[1] == "-" then
local program = io.read()
local data = eval(parse(program))
while true do
data = eval(data["ast"], data["program_ptr"], data["jump_table"], data["stack"], data["stack_ptr"])
end
else
local program = io.read()
local data = eval(parse(program))
while true do
data = eval(data["ast"], data["program_ptr"], data["jump_table"], data["stack"], data["stack_ptr"])
end
end
|
SKILL.name = "Sigmars Blessing"
SKILL.LevelReq = 5
SKILL.SkillPointCost = 2
SKILL.Incompatible = {
}
SKILL.RequiredSkills = {
}
SKILL.icon = "vgui/skills/Spell_holy_surgeoflight.png"
SKILL.category = "Followers of Sigmar"-- Common Passives, Warrior, Stealth, Lore of Light, Dark Magic
SKILL.slot = "AOE" -- ULT, RANGED, MELEE, AOE, PASSIVE
SKILL.class = {
"cultist_sigmar"
}
SKILL.desc = [[
You call upon Sigmar to bless your allies with a portion of his divinity, bolstering them in combat.
Duration: 10 Seconds.
Regen: 5 (+0.5 Faith)
Speed: 1.0 Faith
Range: 250 Units.
Cost: 60 Energy
Cooldown: 30 Seconds.
Class Restriction:
Ability Slot: AOE (3)
Level Requirement: ]] .. SKILL.LevelReq .. [[
Skill Point Cost:]] .. SKILL.SkillPointCost .. [[
]]
SKILL.coolDown = 30
local function ability( SKILL, ply )
local nospam = ply:GetNWBool( "nospamAOE" ) // nospamRanged, nospamUlt, nospamAOE, nospamMelee
if (nospam) then
if timer.Exists(ply:SteamID().."nospamAOE") then return end
timer.Create(ply:SteamID().."nospamAOE", SKILL.coolDown, 1, function()
ply:SetNWBool( "nospamAOE", false )
end)
return
end
local mana = ply:getLocalVar("mana", 0)
if mana < 60 then
return
end
ply:setLocalVar("mana", mana - 60)
local char = ply:getChar()
local Entities = ents.FindInSphere( ply:GetPos(), 250 )
for k, v in pairs(Entities) do
if v:IsPlayer() or (v:IsPlayer() and v:IsBot()) and v:Team() == ply:Team() then
local regenHealth = (char:getAttrib("fth", 0) /2) + 20
local maxHealth = v:GetMaxHealth()
local naturalMaxHP = char:getData("naturalHPMax", 0)
char:setData("tempHPMax", naturalMaxHP + (maxHealth * 0.2))
v:SetHealth(v:Health() + (v:Health() * 0.2))
v:HealthRegeneration(regenHealth)
timer.Create("emperorsblessing"..(v:SteamID() or v:Nick()), 0.25, 4, function()
ParticleEffectAttach("fantasy_sigmar_enhance_great", PATTACH_POINT_FOLLOW, ply, 3)
end)
timer.Simple(10, function()
char:setData("tempHPMax", naturalMaxHP)
v:SetHealth(maxHealth)
v:HealthRegeneration(0)
end)
end
end
if (SERVER) then
ply:SetNWBool( "nospamAOE", true )
net.Start( "AOEActivated" ) // RangedActivated, UltActivated, AOEActivated, MeleeActivated
net.Send( ply )
if timer.Exists(ply:SteamID().."nospamAOE") then return end
timer.Create(ply:SteamID().."nospamAOE", SKILL.coolDown, 1, function()
ply:SetNWBool( "nospamAOE", false )
end)
end
end
SKILL.ability = ability |
-- Demonstration Command
return {
run = function(arg, msg)
msg:reply('Pong!')
end,
description = 'Ping Pong',
group = 'utility',
aliases = {'pong'}
}
|
---------------------------------------------------------------------
-- Project: irc
-- Author: MCvarial
-- Contact: [email protected]
-- Version: 1.0.0
-- Date: 31.10.2010
---------------------------------------------------------------------
-- everything is saved here
servers = {} -- syntax: [server] = {element socket,string name,string host,string nick,string password,number port,bool secure,string nickservpass,string authident, string authpass,number lastping,timer timeoutguard,number reconnectattempts, table channels,bool connected,table buffer}
------------------------------------
-- Servers
------------------------------------
function func_ircRaw (server,data)
if servers[server] and servers[server][1] then
if servers[server][15] then
writeLog("-> "..data)
return sockWrite(servers[server][1],data.."\r\n")
end
table.insert(servers[server][16],data)
return true
end
return false
end
function func_ircHop (channel,reason)
if channels[channel] then
local name = channels[channel][1]
local password = channels[channel][6]
if ircPart(channel) then
return ircJoin(name,password)
end
end
return false
end
function func_ircSay (target,message)
if #message > 400 then
for i=1,math.ceil(#message/400) do
ircSay(target,string.sub(message,(i-1)*400,i*400))
end
return true
end
local server = getElementParent(target)
local channel = ircGetChannelName(target)
local user = ircGetUserNick(target)
if server then
local localuser = ircGetUserFromNick(ircGetServerNick(server))
if localuser then
if channel then
triggerEvent("onIRCMessage",localuser,target,message)
else
triggerEvent("onIRCPrivateMessage",target,message)
end
end
return ircRaw(server,"PRIVMSG "..(channel or user).." :"..(message or "<no message>"))
end
return false
end
function func_ircPart (server,channel,reason)
if servers[server] and channels[channel] then
if getElementType(server) == "irc-server" then
local channelName = ircGetChannelName(channel)
if channelName then
if reason then
return ircRaw(server,"PART "..channelName.." :"..reason)
else
return ircRaw(server,"PART "..channelName)
end
end
end
end
return false
end
function func_ircJoin (server,channel,password)
if servers[server] then
table.insert(servers[server][14],channel)
local chan = createElement("irc-channel")
setElementParent(chan,server)
if #getElementsByType("irc-channel") == 1 then
channels[chan] = {channel,"+nst","Unknown",{},password,false,true}
else
channels[chan] = {channel,"+nst","Unknown",{},password,false,false}
end
if password then
ircRaw(server,"JOIN "..channel.." :"..password)
else
ircRaw(server,"JOIN "..channel)
end
ircRaw(server,"NAMES "..channel)
return chan
else
return false
end
end
function func_ircAction (channel,message)
if #message > 400 then
for i=1,math.ceil(#message/400) do
ircAction(channel,string.sub(message,(i-1)*400,i*400))
end
return true
end
local server = getElementParent(channel,0)
local channelName = ircGetChannelName(channel)
if server and channelName then
return ircRaw(server,"ACTION "..channelName.." :"..(message or "<no message>"))
end
return false
end
function func_ircNotice (target,message)
if #message > 400 then
for i=1,math.ceil(#message/400) do
ircNotice(target,string.sub(message,(i-1)*400,i*400))
end
return true
end
local server = getElementParent(target,0)
local targetName = ircGetChannelName(target)
if not targetName then
targetName = ircGetUserNick(target)
end
if server and targetName then
return ircRaw(server,"NOTICE "..targetName.." :"..(message or "<no message>"))
end
return false
end
function func_outputIRC (message)
if #message > 400 then
for i=1,math.ceil(#message/400) do
outputIRC(string.sub(message,(i-1)*400,i*400))
end
return true
end
for i,channel in pairs (ircGetChannels()) do
if ircIsEchoChannel(channel) then
local server = getElementParent(channel)
local localuser = ircGetUserFromNick(ircGetServerNick(server))
if server then
if localuser then
triggerEvent("onIRCMessage",localuser,channel,message)
end
return ircRaw(server,"PRIVMSG "..ircGetChannelName(channel).." :"..(message or "<no message>"))
end
end
end
return false
end
function func_ircIdentify (server,password)
if servers[server] then
servers[server][8] = password
return ircRaw(server,"PRIVMSG NickServ :IDENTIFY "..(password or ""))
end
return false
end
function func_ircConnect (host,nick,port,password,secure)
local server = createElement("irc-server")
local socket,sockError = sockOpen(host,(port or 6667),secure)
if server and socket then
servers[server] = {socket,host,host,nick,password,port,secure,false,false,false,getTickCount(),nil,0,{},false,{}}
triggerEvent("onIRCConnecting",server)
return server
end
if sockError then
outputServerLog("IRC: Failed to connect to "..tostring(host).." reason: "..getSocketErrorString(sockError))
end
return false
end
function func_ircReconnect (server,reason)
if type(reason) ~= "string" then
reason = "reconnecting..."
end
if servers[server] then
triggerEvent("onIRCDisconnect",server,reason)
ircRaw(server,"QUIT :"..reason)
sockClose(servers[server][1])
triggerEvent("onIRCConnecting",server)
servers[server][15] = false
servers[server][1] = sockOpen(ircGetServerHost(server),ircGetServerPort(server),ircIsServerSecure(server))
if servers[server][8] then
ircRaw(server,"PRIVMSG NickServ :IDENTIFY "..tostring(servers[server][8]))
end
for i,channel in ipairs (servers[server][14]) do
ircRaw(server,"JOIN "..tostring(channel))
end
return true
end
return false
end
function func_ircDisconnect (server,reason)
if servers[server] then
ircRaw(server,"QUIT :"..(reason or "Disconnect"))
sockClose(servers[server][1])
servers[server] = nil
return destroyElement(server)
end
return false
end
function func_ircChangeNick (server,newnick)
if servers[server] and type(newnick) == "string" then
servers[server][4] = newnick
return ircRaw(server,"NICK :"..newnick)
end
return false
end
function func_ircGetServers ()
return getElementsByType("irc-server")
end
function func_ircGetServerName (server)
if servers[server] then
return servers[server][2]
end
return false
end
function func_ircGetServerHost (server)
if servers[server] then
return servers[server][3]
end
return false
end
function func_ircGetServerPort (server)
if servers[server] then
return servers[server][6]
end
return false
end
function func_ircGetServerPass (server)
if servers[server] then
return servers[server][5]
end
return false
end
function func_ircGetServerNick (server)
if servers[server] then
return servers[server][4]
end
return false
end
function func_ircIsServerSecure (server)
if servers[server] then
return servers[server][7]
end
return false
end
function func_ircGetServerChannels (server)
if servers[server] then
return servers[server][14]
end
return false
end
|
---@meta
resty_websocket_client={}
function resty_websocket_client.send_text(self, data) end
function resty_websocket_client.new(self, opts) end
function resty_websocket_client.send_ping(self, data) end
function resty_websocket_client.connect(self, uri, opts) end
function resty_websocket_client.set_timeout(self, time) end
function resty_websocket_client.set_keepalive(self, ...) end
function resty_websocket_client.send_binary(self, data) end
function resty_websocket_client.send_close() end
function resty_websocket_client.send_frame() end
function resty_websocket_client.recv_frame(self) end
function resty_websocket_client.close(self) end
resty_websocket_client._VERSION="0.07"
function resty_websocket_client.send_pong(self, data) end
return resty_websocket_client |
--[[
ItemSystems.RollLootManager
================
Description: Creates rolled loot objects that clients will listen for.
]]
local ROLLENTRY_TEMPLATE = script:GetCustomProperty("RollEntryTemplate")
local ROLLER_TEMPLATE = script:GetCustomProperty("RollerTemplate")
local ROLL_EXPIRETIME = script:GetCustomProperty("RollExpireTime")
local ReliableEvents = require(script:GetCustomProperty("ReliableEvents"))
local Database = require(script:GetCustomProperty("ItemSystems_Database"))
Database:WaitUntilLoaded()
local entries = {}
-- Create a string full of players IDs concatenated together.
local function PlayersToIDTable(players)
local ids = ''
for _, player in pairs(players) do
ids = ids .. player.id
end
return ids
end
local function GetEntry(id)
for _, entry in pairs(entries) do
if entry.serverUserData.id == id then
return entry
end
end
return nil
end
local function DeleteEntry(oldEntry)
for i, entry in pairs(entries) do
if entry == oldEntry then
if Object.IsValid(entry) then
table.remove(entries, i)
entry:Destroy()
end
end
end
end
-- When rolling is complete we will determine the the winner and reward them then destroy the entry as it's finished.
local function RollingComplete(entry) -- CoreObject
local highestRoller = 0
local winner = nil
if not Object.IsValid(entry) then return end
for _, playerEntry in pairs(entry.serverUserData.replies) do
if playerEntry.roll > highestRoller and playerEntry.participated then
highestRoller = playerEntry.roll
winner = playerEntry.player
end
end
if winner ~= nil and Object.IsValid(winner) then
local winnerInventory = winner.serverUserData.inventory
if winnerInventory:IsBackpackFull() then
Events.Broadcast("DropLootSpecificHashForPlayers",entry.serverUserData.rolledItem:PersistentHash(),winner,winner:GetWorldPosition() + Vector3.UP * -100)
else
winnerInventory:AddItem(entry.serverUserData.rolledItem)
ReliableEvents.BroadcastToPlayer(winner,"AddWonItem",entry.serverUserData.rolledItem:PersistentHash())
end
end
DeleteEntry(entry)
end
-- Check if someone already rolled our number.
local function GetValidRoll(entry) -- CoreObject
local roll = math.random(1,100)
for _, playerEntry in pairs(entry.serverUserData.replies) do
if playerEntry.roll == roll then GetValidRoll(entry) end
end
return roll
end
-- Receives a client request
local function ProcessRollRequest(player,id,request) -- player, int, bool
local entry = GetEntry(id)
if not Object.IsValid(entry) then return end
local replies = entry.serverUserData.replies
local requiredReplies = entry.serverUserData.requiredReplies
local roll = GetValidRoll(entry)
if request then -- If the player wants to participat in the roll.
-- Clients will be listening for the players roll child. When they receive it they'll display what the person rolled above their head.
local newRollerEntry = World.SpawnAsset(ROLLER_TEMPLATE)
newRollerEntry:SetNetworkedCustomProperty("PlayerName",player.name)
newRollerEntry:SetNetworkedCustomProperty("Rolled",roll)
newRollerEntry.parent = entry
else
local newRollerEntry = World.SpawnAsset(ROLLER_TEMPLATE)
newRollerEntry:SetNetworkedCustomProperty("PlayerName",player.name)
newRollerEntry:SetNetworkedCustomProperty("Rolled",0)
newRollerEntry.parent = entry
end
table.insert(replies,{ player = player,
participated = request,
roll = roll, })
if #replies >= requiredReplies then
Task.Wait(1) -- Wait for the last player to see their roll.
RollingComplete(entry)
end
end
-- Create a rolled loot entry that specified clients will receive to roll upon.
local function CreateRollForLootEntry(dropKey, players) -- string, table of players
--assert(#players > 1, "You need more than 1 player to create rollable loot.")
local rolledItem = Database:CreateItemFromDrop(dropKey)
local rollEntry = World.SpawnAsset(ROLLENTRY_TEMPLATE,{ parent = script })
local ID = #entries+1
local playerIds = PlayersToIDTable(players)
table.insert(entries,ID,rollEntry)
rollEntry:SetNetworkedCustomProperty('ItemHash',rolledItem:PersistentHash())
rollEntry:SetNetworkedCustomProperty("RequestedPlayers",playerIds)
rollEntry:SetNetworkedCustomProperty("ID",ID)
rollEntry.serverUserData.rolledItem = rolledItem
rollEntry.serverUserData.id = ID
rollEntry.serverUserData.requiredReplies = #players -- Amount of replies required to process the roll.
rollEntry.serverUserData.replies = {} -- { player, rollType }
Task.Wait(ROLL_EXPIRETIME + 3) -- Expire time + extra time. We can't be sure that the client and server will be synced.
RollingComplete(rollEntry)
end
Events.Connect('RollForLootDrop', CreateRollForLootEntry)
Events.ConnectForPlayer("ProcessRollRequest", ProcessRollRequest) |
require 'setup/setup'
local dummy = { dummy = "dummy" } -- we fulfill or reject with this when we don't intend to test against it
describe("2.3.1: If `promise` and `x` refer to the same object, reject `promise` with a `TypeError' as the reason.", function()
specify("via return from a fulfilled promise", function(done)
local promise
promise = resolved(dummy):Then(function()
return promise
end)
promise:Then(nil, function(reason)
assert.equal(reason, "TypeError: Tried to pass promise to itself")
done()
end)
end)
specify("via return from a rejected promise", function(done)
local promise
promise = rejected(dummy):Then(nil, function()
return promise
end)
promise:Then(nil, function(reason)
assert.equal(reason, "TypeError: Tried to pass promise to itself")
done()
end)
end)
end)
|
-- Node definitions
minetest.register_node("bitchange:minecoinblock", {
description = "MineCoin Block",
tiles = { "bitchange_minecoinblock.png" },
groups = {cracky=2},
sounds = default.node_sound_stone_defaults(),
stack_max = 30000,
})
minetest.register_craftitem("bitchange:minecoin", {
description = "MineCoin",
inventory_image = "bitchange_minecoin.png",
stack_max = 30000,
})
minetest.register_craftitem("bitchange:mineninth", {
description = "MineNinth",
inventory_image = "bitchange_mineninth.png",
stack_max = 30000,
})
-- Crafting
if bitchange.craft_convert_currency then
minetest.register_craft({
output = "bitchange:minecoinblock",
recipe = {
{"bitchange:minecoin", "bitchange:minecoin", "bitchange:minecoin"},
{"bitchange:minecoin", "bitchange:minecoin", "bitchange:minecoin"},
{"bitchange:minecoin", "bitchange:minecoin", "bitchange:minecoin"},
}
})
minetest.register_craft({
output = "bitchange:minecoin 9",
recipe = {
{"bitchange:minecoinblock"},
}
})
minetest.register_craft({
output = "bitchange:minecoin",
recipe = {
{"bitchange:mineninth", "bitchange:mineninth", "bitchange:mineninth"},
{"bitchange:mineninth", "bitchange:mineninth", "bitchange:mineninth"},
{"bitchange:mineninth", "bitchange:mineninth", "bitchange:mineninth"},
}
})
minetest.register_craft({
output = "bitchange:mineninth 9",
recipe = {
{"bitchange:minecoin"},
}
})
end
-- Cooking
minetest.register_craft({
type = "cooking",
recipe = "default:goldblock",
output = "bitchange:minecoinblock 2",
})
minetest.register_craft({
type = "cooking",
recipe = "bitchange:minecoinblock",
output = "default:gold_ingot 4",
})
-- Legacy
if bitchange.enable_generation then
minetest.log("warning", "[bitchange] Ores will not be generated any more. Remove the setting " ..
"'enable_generation' from your bitchange configuration to suppress this warning.")
end
minetest.register_alias("bitchange:minecoin_in_ground", "default:stone_with_gold")
minetest.register_alias("bitchange:mineninth_in_ground", "default:stone_with_tin")
minetest.register_alias("bitchange:coinbase", "bitchange:mineninth")
|
function Wall(x1, y1, x2, y2, thickness)
local wall = {
name = 'wall',
x1 = NormalizeToWindowWidth(x1),
y1 = NormalizeToWindowHeight(y1),
x2 = NormalizeToWindowWidth(x2),
y2 = NormalizeToWindowHeight(y2),
thickness = thickness,
}
wall.collide = function(trigger)
local x1 = trigger.x
local y1 = trigger.y
local w1 = trigger.border_offset_width
local h1 = trigger.border_offset_height
local x2 = wall.x1
local y2 = wall.y1
local w2 = wall.x2 - wall.x1
local h2 = wall.y2 - wall.y1
return x1 < x2+w2 and
x2 < x1+w1 and
y1 < y2+h2 and
y2 < y1+h1
end
wall.draw = function()
love.graphics.setColor(globals.colors.blue)
love.graphics.rectangle(
'fill',
wall.x1 * globals.win_width,
wall.y1 * globals.win_height,
wall.x2 * globals.win_width,
wall.y2 * globals.win_height
)
love.graphics.setColor(globals.colors.default)
end
return wall
end |
PLUGIN.stalkernames = {
"Alex",
"Alexander",
"Alexei",
"Anatoly",
"Andrei",
"Andryuha",
"Anton",
"Arkasha",
"Arthur",
"Artyom",
"Bodya",
"Bogdan",
"Borka",
"Borya",
"Boryan",
"Danila",
"Danko",
"Danya",
"Denis",
"Dima",
"Dimka",
"Dimon",
"Dimuha",
"Dmitro",
"Dmitry",
"Edik",
"Egor",
"Egorka",
"Fedka",
"Fedya",
"Felka",
"Filka",
"Filya",
"Fima",
"Fimka",
"Fyodor",
"Gena",
"Genka",
"Georg",
"German",
"Gleb",
"Gosha",
"Grisha",
"Grishka",
"Grishko",
"Igoryok",
"Ilya",
"Ilyuha",
"Ivan",
"Kolya",
"Kolyan",
"Konstantin",
"Kostik",
"Kostya",
"Kostyan",
"Lenka",
"Lyoha",
"Lyonya",
"Lyosha",
"Lyoshka",
"Lyova",
"Matvey",
"Max",
"Miha",
"Mihal",
"Mihas",
"Misha",
"Mishka",
"Mitka",
"Mitya",
"Nik",
"Nikita",
"Oleg",
"Oles",
"Pasha",
"Pashka",
"Pavluha",
"Petka",
"Petro",
"Petruha",
"Petya",
"Roma",
"Roman",
"Romka",
"Rostik",
"Rus",
"Ruslan",
"Sanya",
"Sanyok",
"Sasha",
"Sava",
"Semyon",
"Senya",
"Sergei",
"Seryoga",
"Seva",
"Sevka",
"Shurik",
"Slava",
"Slavik",
"Stepa",
"Stepan",
"Stepuha",
"Styopka",
"Syoma",
"Tima",
"Timka",
"Timoha",
"Toha",
"Tolay",
"Tolik",
"Toshka",
"Tyomka",
"Vadik",
"Vadim",
"Vadya",
"Valera",
"Valik",
"Vanka",
"Vanya",
"Vasek",
"Vaska",
"Vasko",
"Vasya",
"Vasyan",
"Veniamin",
"Venya",
"Vetal",
"Vitalik",
"Vitaly",
"Vitka",
"Vitya",
"Vityuha",
"Vlad",
"Vladimir",
"Vova",
"Vovan",
"Vovka",
"Yara",
"Yarik",
"Yasha",
"Yashka",
"Yura",
"Yuras",
"Yurka",
"Yurko",
"Yury",
"Zheka",
"Zhenka",
"Zhenya",
"Zhora",
"Zhorka",
}
PLUGIN.stalkersnames = {
"Abdurhmanov",
"Alfyorov",
"Altynnik",
"Andreychuk",
"Andreyev",
"Andruschenko",
"Aniseyev",
"Antipin",
"Ardashev",
"Babich",
"Balan",
"Balitsky",
"Baranov",
"Baranovsky",
"Barsak",
"Bashakov",
"Bashmakov",
"Baul",
"Belyavin",
"Beshevliy",
"Binoyev",
"Blinov",
"Bobrov",
"Bogdanov",
"Bogomolov",
"Boldeskul",
"Boldskul",
"Bondarev",
"Borisov",
"Boychenko",
"Boyko",
"Brich",
"Bronshtein",
"Buryak",
"Buturin",
"Byalo",
"Chernodub",
"Chirikov",
"Denisenko",
"Dombrik",
"Dotsenko",
"Dovgalyuk",
"Drozdush",
"Dubenchuk",
"Dudorov",
"Duka",
"Dumko",
"Dunayev",
"Dyakonov",
"Dyklov",
"Efremov",
"Erofeyev",
"Erohin",
"Fadeyev",
"Feygelman",
"Galkin",
"Ganzyuk",
"Garkovenko",
"Garkusha",
"Gatsula",
"Gatsula",
"Georgov",
"Geshkenbein",
"Glebovsky",
"Gnatyuk",
"Goncharenko",
"Gordiyenko",
"Gorlevoy",
"Gorohin",
"Goryunov",
"Grebenyuk",
"Grischuk",
"Grishachev",
"Gritsay",
"Gritsayenko",
"Gritsenko",
"Gubar",
"Gunko",
"Gurevich",
"Ignatenko",
"Ischuk",
"Ivanov",
"Ivchenko",
"Izhenko",
"Kabanov",
"Kandybabko",
"Kapuka",
"Kapustyanko",
"Katz",
"Kazakov",
"Kazantsev",
"Khaladze",
"Kikabidze",
"Kireyev",
"Klimenko",
"Kolontar",
"Kolontarev",
"Kondratenko",
"Korkin",
"Korneyev",
"Kovalchuk",
"Koyev",
"Kozlov",
"Kravchenko",
"Krivda",
"Krivohatsky",
"Kucheruk",
"Kulchitsky",
"Kuntsev",
"Kurvits",
"Kushnaryov",
"Kuzmich",
"Kuznetsov",
"Kuzyakin",
"Larin",
"Lavrik",
"Lavrov",
"Ledentsov",
"Lisichansky",
"Litvin",
"Livshits",
"Lymarenko",
"Makarenko",
"Maltsev",
"Mamayev",
"Manko",
"Mazepa",
"Merzlyayev",
"Milchenko",
"Mironov",
"Mironyuk",
"Morer",
"Morozov",
"Mostovoy",
"Muhamedov",
"Muntyan",
"Myskov",
"Navrotsky",
"Nepritsky",
"Nikanorov",
"Nikeshin",
"Nikulin",
"Nordiyev",
"Nosan",
"Novikov",
"Oganesyan",
"Opolev",
"Orlevich",
"Orlov",
"Petkevich",
"Petrenko",
"Petrov",
"Plohenko",
"Podyachev",
"Polyanin",
"Poplavsky",
"Popov",
"Portnyh",
"Prasolov",
"Prokopenko",
"Proskurin",
"Protsenko",
"Prudov",
"Puchek",
"Pustovar",
"Rabinovich",
"Radkevich",
"Rezun",
"Rodnyansky",
"Rogoza",
"Rotan",
"Rublev",
"Rudik",
"Rusanov",
"Rychagirsky",
"Sabchenko",
"Sagitov",
"Savchenko",
"Savchuk",
"Sedyh",
"Sereda",
"Shilov",
"Sidorenko",
"Sidorov",
"Sinayev",
"Sinitsyn",
"Siniy",
"Skameyka",
"Slutsky",
"Smelov",
"Smoliy",
"Sorokin",
"Spirin",
"Statsyura",
"Steklov",
"Stepanenko",
"Stepchin",
"Stichinsky",
"Sviridov",
"Sykula",
"Tarnavsky",
"Tatarchuk",
"Timchuk",
"Valentinov",
"Vasilevich",
"Vasiliev",
"Veselov",
"Vinogradov",
"Volanchuk",
"Volodar",
"Voloshin",
"Vorohayev",
"Vorontsov",
"Vovnenko",
"Vyushinsky",
"Zabiyagoda",
"Zagorodnyuk",
"Zaharin",
"Zaharov",
"Zaikin",
"Zamosenchuk",
"Zarubin",
"Zhabenko",
"Zhmiyev",
"Zhurakovsky",
"Zolotar",
"Zonovyev",
"Zozo",
"Zubarev",
"Zubkov",
"Zvonnitsky",
}
PLUGIN.pdaavatars = {
-- gasmaskless, balaclava loners
"propic/loner/loner1",
"propic/loner/loner100",
"propic/loner/loner11",
"propic/loner/loner12",
"propic/loner/loner13",
"propic/loner/loner14",
"propic/loner/loner16",
"propic/loner/loner17",
"propic/loner/loner3",
"propic/loner/loner47",
"propic/loner/loner53",
"propic/loner/loner62",
"propic/loner/loner63",
"propic/loner/loner79",
"propic/loner/loner8",
"propic/loner/loner80",
"propic/loner/loner81",
"propic/loner/loner83",
"propic/loner/loner84",
"propic/loner/loner85",
"propic/loner/loner86",
"propic/loner/loner87",
"propic/loner/loner90",
"propic/loner/loner96",
"propic/loner/loner98",
--gasmaskless, no balaclava loners, some story chars
"propic/loner/loner19",
"propic/loner/loner20",
"propic/loner/loner21",
"propic/loner/loner22",
"propic/loner/loner23",
"propic/loner/loner25",
"propic/loner/loner26",
"propic/loner/loner27",
"propic/loner/loner28",
"propic/loner/loner29",
"propic/loner/loner30",
"propic/loner/loner31",
"propic/loner/loner32",
"propic/loner/loner33",
"propic/loner/loner34",
"propic/loner/loner35",
"propic/loner/loner36",
"propic/loner/loner38",
"propic/loner/loner39",
"propic/loner/loner4",
"propic/loner/loner40",
"propic/loner/loner41",
"propic/loner/loner5",
"propic/loner/loner6",
"propic/loner/loner64",
"propic/loner/loner65",
"propic/loner/loner66",
"propic/loner/loner67",
"propic/loner/loner70",
"propic/loner/loner71",
"propic/loner/loner72",
"propic/loner/loner9",
"propic/loner/loner91",
"propic/loner/loner92",
"propic/loner/loner93",
"propic/loner/loner94",
} |
package.loaded.layouts = nil
local layouts = require "layouts"
package.loaded.utils = nil
local utils = require "utils"
local readIntBE = utils.readIntBE
local subclass = utils.subclass
local CompoundElement = layouts.CompoundElement
local SimpleElement = layouts.SimpleElement
-- Display a memory value using per-character images (effectively a bitmap font).
local ImageValueDisplay = subclass(CompoundElement)
function ImageValueDisplay:init(window, returnFuncOrValue, numCharacters, fontName, passedDisplayOptions)
-- This can be any kind of MemoryValue. The only constraint is that all the possible
-- characters that can be displayed are covered in the charImages defined below.
self.returnFuncOrValue = returnFuncOrValue
-- Max number of characters to show in this display. This is how many Image objects
-- we'll maintain.
self.numCharacters = numCharacters
-- display options to pass into the memory value's display() method.
self.displayOptions = {nolabel=true}
self.fontName = fontName
if passedDisplayOptions then
utils.updateTable(self.displayOptions, passedDisplayOptions)
end
local fontDirectory = RWCEMainDirectory .. "/fonts/" .. self.fontName
local font = require (fontDirectory .. "/font")
self.charImageFiles = font.charImageFiles
self.charImages = {}
for char, charImageFilepath in pairs(self.charImageFiles) do
self.charImages[char] = createPicture()
self.charImages[char]:loadFromFile(fontDirectory .. charImageFilepath)
end
-- Empty picture to represent a space
self.charImages[''] = createPicture()
self.charImages[' '] = createPicture()
local width = font.settings.width
local height = font.settings.height
for n=1, numCharacters do
local uiObj = createImage(window)
uiObj:setSize(width, height)
-- Allow the image to stretch to fit the size
uiObj:setStretch(false)
local relativePosition = {width*(n-1), 0}
self:addElement(relativePosition, uiObj)
end
end
function ImageValueDisplay:update()
local valueString
if tostring(type(self.returnFuncOrValue)) == 'string' then
valueString = self.returnFuncOrValue
elseif tostring(type(self.returnFuncOrValue)) == 'function' then
valueString = self.returnFuncOrValue()
else
valueString = self.memoryValue:display(self.displayOptions)
end
for n, element in pairs(self.elements) do
if valueString:len() >= n then
local char = valueString:sub(n, n)
if self.charImages[char] == nil then
error(
"No image specified for '" .. char
.. "' (full string: " .. valueString .. ")")
--element.uiObj.setPicture(self.charImages[''])
end
element.uiObj.setPicture(self.charImages[char])
else
element.uiObj.setPicture(self.charImages[''])
end
end
end
return {
ImageValueDisplay = ImageValueDisplay
} |
--[[
Sine-Cosine Wave
Auther: Ahmed Dawoud
[email protected]
Animation Shows Sine And Cosine waves and the relation
to the unit vector.
]]
local Timer = require "knife.timer"
local Easing = require 'easing'
local suit = require 'suit'
function love.load()
-- Load Suit and set its theme (GUI Buttons).
Suit = suit.new()
Suit.theme.color = {
normal = {
bg = {193 / 255, 193 / 255, 193 / 255},
fg = {40 / 255, 44 / 255, 52 / 255}
},
hovered = {
bg = {0, 96 / 255, 255},
fg = {1, 1, 1}
},
active = {
bg = {224 / 255, 90 / 255, 84 / 255},
fg = {1, 1, 1}
}
}
-- Load Fonts.
fonts = {love.graphics.newFont("fonts/MontserratBold.ttf", 50),
love.graphics.newFont("fonts/MontserratExtralight.ttf", 40),
love.graphics.newFont("fonts/MontserratExtralightItalic.ttf", 50),
love.graphics.newFont("fonts/MontserratItalic.ttf", 20),
love.graphics.newFont("fonts/MontserratSemibold.ttf", 30)}
love.graphics.setFont(fonts[2])
-- Set Window properties.
love.window.setMode(800, 800)
love.window.setTitle("Sine-Cosine Wave")
-- Set The default point size to 5px (For the points indicating the position of the vector).
love.graphics.setPointSize(5)
-- Set The initial angle to π/4.
angle = math.atan2(-1, 1)
if angle < 0 then
angle = angle + math.pi * 2
end
-- Set The initial speed to One.
speed = 1
-- The X, Y for the Vector.
y = 0
x = 0
-- The Radius of the Circle.
r = 200
-- Start motion after the drawing is completed.
finishedTheInitialDrawing = false
-- Set angle of the arc and the length of the vector in a table to tween them.
vars = {
angleArc = 0,
len = 0
}
-- Indicates whether the Sine and Cosine follows the victor or the axis.
WithVector = true
-- a table containing the values of the points of Sine.
sin = {}
-- a table containing the values of the points of cosine.
cos = {}
-- Boolean indicating whether to draw sine or cosine or both.
sine = true
cosine = true
-- When Starting, tweeen the arc to make a circle.
Timer.tween(4, {
[vars] = {
angleArc = math.pi * 2
}
}):ease(Easing.outCirc):finish(function()
-- When The arc is finished, tween the "len" variable to make the unit vector.
Timer.tween(2, {
[vars] = {
len = 200
}
}):ease(Easing.outElastic):finish(function()
finishedTheInitialDrawing = true
end)
end)
end
function love.update(dt)
-- If the lenght of the sin table is above 1500, remove the first 2 elements from the table
if #sin > 1500 then
table.remove(sin, 1)
table.remove(sin, 1)
end
-- If the lenght of the cos table is above 1500, remove the first 2 elements from the table
if #cos > 1500 then
table.remove(cos, 1)
table.remove(cos, 1)
end
-- Update timer (for the Tweens).
Timer.update(dt)
-- Start moving the vector when the inital drawing is finished.
if finishedTheInitialDrawing then
-- set the new X, y for the vector as the angle variable.
x = math.cos(angle - 0.01) * r
y = math.sin(angle - 0.01) * r
-- Change the angle acording to the speed.
angle = angle - 0.01 * speed
if angle < 0 then
angle = angle + math.pi * 2
end
-- Insert ther sine, cosine values.
-- with Sine, X is always 0.
table.insert(sin, 0)
table.insert(sin, y)
-- with Cosine, Y is always 0.
table.insert(cos, x)
table.insert(cos, 0)
end
-- Loop over the sine values and change the X by "1" each frome to move it away from the vector.
for i, v in ipairs(sin) do
if i % 2 ~= 0 then
sin[i] = v + 1
end
end
-- Loop over the cosine values and change the Y by "1" each frome to move it away from the vector.
for i, v in ipairs(cos) do
if i % 2 == 0 then
cos[i] = v + 1
end
end
--[[
Drawing GUI Buttons.
]]
if Suit:Button('Sine', {
font = fonts[5]
}, 20, 700, 140, 50).hit then
sine = true
cosine = not sine
end
if Suit:Button('Cosine', {
font = fonts[5]
}, 20, 630, 140, 50).hit then
sine = false
cosine = not sine
end
if Suit:Button('Both', {
font = fonts[5]
}, 20, 560, 140, 50).hit then
sine = true
cosine = sine
end
if Suit:Button('Normal', {
font = fonts[5]
}, 640, 700, 140, 50).hit then
speed = 1
end
if Suit:Button('Faster', {
font = fonts[5]
}, 640, 630, 140, 50).hit then
if speed > 1 then
speed = speed + 1
else
speed = speed * 2
end
end
if Suit:Button('Slower', {
font = fonts[5]
}, 640, 560, 140, 50).hit then
if speed > 1 then
speed = speed - 1
elseif speed > 0.125 then
speed = speed / 2
end
end
if Suit:Button('With The Axe', {
font = fonts[5]
}, 520, 20, 270, 50).hit then
WithVector = false
end
if Suit:Button('With The Vector', {
font = fonts[5]
}, 520, 80, 270, 50).hit then
WithVector = true
end
end
function love.draw()
love.graphics.clear(40 / 255, 48 / 255, 51 / 255)
-- Translate the center to 400, 400.
love.graphics.translate(400, 400)
--[[
The Arc.
]]
love.graphics.setColor(255, 255, 255)
love.graphics.arc("line", 0, 0, 200, 0, vars.angleArc)
-- draw a line to hide the Arc's end.
love.graphics.setColor(40 / 255, 48 / 255, 51 / 255, 1)
love.graphics.setLineWidth(5)
love.graphics.line(0, 0, math.cos(vars.angleArc) * 200, math.sin(vars.angleArc) * 200)
love.graphics.setLineWidth(3)
--[[
The X, Y axis.
]]
love.graphics.setColor(255, 255, 255)
love.graphics.line(-400, 0, 400, 0)
love.graphics.line(0, -400, 0, 400)
--[[
Sine and Cosine Waves.
]]
-- Check if sine is activated to draw it.
if #sin >= 4 and sine then
love.graphics.setColor(0, 96 / 255, 255)
if WithVector then
love.graphics.push()
love.graphics.translate(math.cos(angle - 0.01) * r, 0)
love.graphics.line(sin)
love.graphics.pop()
else
love.graphics.line(sin)
end
end
-- Check if cosine is activated to draw it.
if #cos >= 4 and cosine then
love.graphics.setColor(224 / 255, 90 / 255, 84 / 255)
if WithVector then
love.graphics.push()
love.graphics.translate(0, math.sin(angle - 0.01) * r)
love.graphics.line(cos)
love.graphics.pop()
else
love.graphics.line(cos)
end
end
--[[
The Vector.
]]
love.graphics.setColor(0.8, 0.8, 0.8, 1)
love.graphics.arrow(0, 0, math.cos(angle) * vars.len, math.sin(angle) * vars.len, 20, .4)
--[[
Draw info to the screen
]]
love.graphics.print(
"Speed= " .. speed .. "\nSine = " .. Round(math.sin(math.pi * 2 - angle), 3) .. "\nCosine= " ..
Round(math.cos(math.pi * 2 - angle), 3) .. "\nAngle: " .. Round(360 - angle * 180 / 3.14159265359) .. "°",
-390, -390)
-- Credit :)
love.graphics.print("Ahmed Dawoud", fonts[4], -400, -25)
--[[
The point at the end of the vector.
]]
love.graphics.setColor(19 / 255, 158 / 255, 91 / 255)
love.graphics.circle("fill", math.cos(angle) * vars.len, math.sin(angle) * vars.len, 4)
love.graphics.translate(-400, -400)
Suit:draw()
end
--[[
A function to round numbers
]]
function Round(num, idp)
local mult = 10 ^ (idp or 0)
return math.floor(num * mult + 0.5) / mult
end
function love.graphics.arrow(x1, y1, x2, y2, arrlen, angle)
love.graphics.line(x1, y1, x2, y2)
local a = math.atan2(y1 - y2, x1 - x2)
love.graphics.polygon('fill', x2, y2, x2 + arrlen * math.cos(a + angle), y2 + arrlen * math.sin(a + angle), x2 + arrlen * math.cos(a - angle), y2 + arrlen * math.sin(a - angle))
end
|
module("UITask", package.seeall)
setmetatable(UITask, {__index=UIWidget})
UT_EXECTASK = "UT_EXECTASK"
UT_GIVEUP = "UT_GIVEUP"
function new(go)
local obj = {
}
setmetatable(obj, {__index=UITask})
obj:Init(go)
return obj
end
function Init(self, go)
UIWidget.Init(self, go)
end
function Awake(self)
self:Install({
UT_EXECTASK, UT_GIVEUP
})
end
function Start(self)
self:RegisterClickEvent(UT_EXECTASK, OnExecTaskClicked)
self:RegisterClickEvent(UT_GIVEUP, OnGiveupClicked)
end
function Close(self, complete)
--self:DOCanvasGroupFade(1, 0, 1, function()
if complete then
complete()
end
--end)
end
function OnExecTaskClicked(self, goSend, evtData)
XPluginManager.GetSingleton():FireEvent(GuiEvent.EVT_EXECUTE, {
widget = self
})
end
function OnGiveupClicked(self, goSend, evtData)
XPluginManager.GetSingleton():FireEvent(GuiEvent.EVT_RETURN, {
widget = self
})
end |
local tabnine = require('cmp_tabnine.config')
tabnine:setup{
max_lines = 1000,
max_num_results = 20,
sort = true,
run_on_every_keystroke = true,
snippet_placeholder = '..'
}
|
return function(pos1, pos2, pos1_load, pos2_load)
local manip1 = minetest.get_voxel_manip()
local e1, e2 = manip1:read_from_map(pos1, pos2)
local area1 = VoxelArea:new({MinEdge=e1, MaxEdge=e2})
local manip2 = minetest.get_voxel_manip()
e1, e2 = manip2:read_from_map(pos1_load, pos2_load)
local area2 = VoxelArea:new({MinEdge=e1, MaxEdge=e2})
local offset = vector.subtract(pos1_load, pos1)
local nodeids1 = manip1:get_data()
local nodeids2 = manip2:get_data()
local param1_data1 = manip1:get_light_data()
local param1_data2 = manip2:get_light_data()
local param2_data1 = manip1:get_param2_data()
local param2_data2 = manip2:get_param2_data()
for x=pos1.x,pos2.x do
for y=pos1.y,pos2.y do
for z=pos1.z,pos2.z do
local pos = { x=x, y=y, z=z }
local i1 = area1:indexp(pos)
local i2 = area2:indexp(vector.add(pos, offset))
if nodeids1[i1] ~= nodeids2[i2] then
return false, "node-ids, pos: " .. minetest.pos_to_string(pos)
end
if param1_data1[i1] ~= param1_data2[i2] then
return false, "light, pos: " .. minetest.pos_to_string(pos)
end
if param2_data1[i1] ~= param2_data2[i2] then
return false, "param2, pos: " .. minetest.pos_to_string(pos)
end
end
end
end
return true
end |
--[[
--=====================================================================================================--
Script Name: Give Passenger Weapon, for SAPP (PC & CE)
Description: Assigns a custom wepaon when someone enters the passengers seat of a vehicle
~ requested by mdc81 on opencarnage.net
- note, this mod doesn't function correctly.
- The reason for this (I think) is because the player cannot pick up a weapon while they're in a vehicle.
- SAPP needs a PreVehicleEntry event.
Copyright (c) 2016-2018, Jericho Crosby <[email protected]>
Notice: You can use this document subject to the following conditions:
https://github.com/Chalwk77/HALO-SCRIPT-PROJECTS/blob/master/LICENSE
--=====================================================================================================--
]]
--[[
-- valid weapon tags
"weapons\\assault rifle\\assault rifle"
"weapons\\ball\\ball"
"weapons\\flag\\flag"
"weapons\\flamethrower\\flamethrower"
"weapons\\needler\\mp_needler"
"weapons\\pistol\\pistol"
"weapons\\plasma pistol\\plasma pistol"
"weapons\\plasma rifle\\plasma rifle"
"weapons\\plasma_cannon\\plasma_cannon"
"weapons\\rocket launcher\\rocket launcher"
"weapons\\shotgun\\shotgun"
"weapons\\sniper rifle\\sniper rifle"
]]
api_version = '1.12.0.0'
-- set 'true' to 'false' to prevent weapon-assignment OnVehicleEntry() (and vice versa)
vehicles = {
{ "vehicles\\rwarthog\\rwarthog", false, "weapons\\rocket launcher\\rocket launcher" },
{ "vehicles\\scorpion\\scorpion_mp", false, "weapons\\plasma_cannon\\plasma_cannon" },
{ "vehicles\\warthog\\mp_warthog", true, "weapons\\sniper rifle\\sniper rifle" },
}
function OnScriptLoad()
register_callback(cb['EVENT_VEHICLE_ENTER'], 'OnVehicleEntry')
end
function OnScriptUnload()
end
function OnVehicleEntry(PlayerIndex)
local player_object = get_dynamic_player(PlayerIndex)
if (player_object ~= 0) then
local vehicle = get_object_memory(read_dword(player_object + 0x11c))
for i = 1, #vehicles do
if (vehicles[i] ~= nil) and (vehicle ~= nil and vehicle ~= 0) then
if read_string(read_dword(read_word(vehicle) * 32 + 0x40440038)) == vehicles[i][1] then
if (vehicles[i][2] == true) and (read_word(player_object + 0x2F0) == 1) then
local vehiX, vehiY, vehiZ = read_vector3d(vehicle + 0x5C)
-- delete all of their weapons...
for j = 1, 4 do
execute_command("wdel " .. PlayerIndex)
end
-- assign new weapon
assign_weapon(spawn_object("weap", vehicles[i][3], vehiX, vehiY, vehiZ + 0.3), PlayerIndex)
end
end
end
end
end
end
|
-- Copyright 2022 SmartThings
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
-- Zigbee Spec Utils
local zcl_messages = require "st.zigbee.zcl"
local messages = require "st.zigbee.messages"
local generic_body = require "st.zigbee.generic_body"
local zb_const = require "st.zigbee.constants"
local data_types = require "st.zigbee.data_types"
local utils = require "st.utils"
-- Capabilities
local capabilities = require "st.capabilities"
local Tone = capabilities.tone
local PresenceSensor = capabilities.presenceSensor
local SignalStrength = capabilities.signalStrength
local Battery = capabilities.battery
-- Constants
local PROFILE_ID = 0xFC01
local PRESENCE_LEGACY_CLUSTER = 0xFC05
local BEEP_CMD_ID = 0x00
local CHECKIN_CMD_ID = 0x01
local DATA_TYPE = 0x00
local MFG_CODE = 0x110A
local BEEP_DESTINATION_ENDPOINT = 0x02
local BEEP_SOURCE_ENDPOINT = 0x02
local BEEP_PAYLOAD = ""
local FRAME_CTRL = 0x15
local NUMBER_OF_BEEPS = 5
local LEGACY_DEVICE_BATTERY_COMMAND = 0x00
local LEGACY_DEVICE_PRESENCE_COMMAND = 0x01
local LEGACY_DEVICE_PRESENCE_REPORT_EXT = 0x02
local timer_const = require "constants/timer-constants"
local CHECKIN_INTERVAL = 20 -- seconds
local function arrival_sensor_v1_can_handle(opts, driver, device, ...)
return device:get_model() ~= "tagv4"
end
local function legacy_battery_handler(self, device, zb_rx)
local battery_value = string.byte(zb_rx.body.zcl_body.body_bytes)
local divisor = 10
local battery_intermediate = ((battery_value / divisor) - 2.2) * 125
local battery_percentage = utils.round(utils.clamp_value(battery_intermediate, 0, 100))
device:emit_event(Battery.battery(battery_percentage))
end
local function create_beep_message(device)
local header_args = {
cmd = data_types.ZCLCommandId(BEEP_CMD_ID)
}
header_args.mfg_code = data_types.validate_or_build_type(MFG_CODE, data_types.Uint16, "mfg_code")
local zclh = zcl_messages.ZclHeader(header_args)
zclh.frame_ctrl:set_cluster_specific()
zclh.frame_ctrl:set_mfg_specific()
zclh.frame_ctrl:set_disable_default_response()
local addrh = messages.AddressHeader(
zb_const.HUB.ADDR,
BEEP_SOURCE_ENDPOINT,
device:get_short_address(),
BEEP_DESTINATION_ENDPOINT,
PROFILE_ID,
PRESENCE_LEGACY_CLUSTER
)
local payload_body = generic_body.GenericBody(BEEP_PAYLOAD)
local message_body = zcl_messages.ZclMessageBody({
zcl_header = zclh,
zcl_body = payload_body
})
local beep_message = messages.ZigbeeMessageTx({
address_header = addrh,
body = message_body
})
return beep_message
end
local function beep_handler(self, device, command)
local beep_message = create_beep_message(device)
device:send(beep_message)
for i=1,(NUMBER_OF_BEEPS),1 do
device.thread:call_with_delay(
i*7,
function()
device:send(beep_message)
end
)
end
end
local function added_handler(self, device)
device:emit_event(PresenceSensor.presence("present"))
end
local function init_handler(self, device, event, args)
device:set_field(
timer_const.PRESENCE_CALLBACK_CREATE_FN,
function(device)
return device.thread:call_with_delay(
3 * CHECKIN_INTERVAL + 1,
function()
device:emit_event(PresenceSensor.presence("not present"))
device:emit_event(SignalStrength.lqi(0))
device:emit_event(SignalStrength.rssi({value = -100, unit = 'dBm'}))
device:set_field(timer_const.PRESENCE_CALLBACK_TIMER, nil)
end
)
end
)
end
local arrival_sensor_v1 = {
NAME = "Arrival Sensor v1",
zigbee_handlers = {
cluster = {
[PRESENCE_LEGACY_CLUSTER] = {
[LEGACY_DEVICE_BATTERY_COMMAND] = legacy_battery_handler
}
}
},
capability_handlers = {
[Tone.ID] = {
[Tone.commands.beep.NAME] = beep_handler
}
},
lifecycle_handlers = {
added = added_handler,
init = init_handler
},
can_handle = arrival_sensor_v1_can_handle
}
return arrival_sensor_v1
|
function reverse_table(t)
for _, v in pairs(t) do print(v) end
local size = #t
local result = {}
for i,e in pairs(t) do
result[size-i+1] = e
end
return result
end
function rotate_array(array)
print('rotating array')
print('vals')
for k, v in pairs(array) do print(v) end
print('end vals')
if #array == 0 then return {} end
result = {}
for i=1,#array[1] do
result[#result+1] = {}
end
for _, row in pairs(array) do
for i, e in pairs(row) do
result[i][#result[i]+1] = e
end
end
for k, v in pairs(array) do print(unpack(v)) end
return result
end
function spiral(array)
result = {}
while #array > 0 do
--print('first part is: ' .. result)-- table.concat(result, ' '))
--print('array:')
for _, v in pairs(array) do print(table.concat(v, ' ')) end
print('adding top row to result')
for _, e in pairs(array[1]) do
result[#result+1] = e
end
print('added top row to result')
-- delete top row
print('deleting top row')
table.remove(array, 1)
print('deleted top row')
-- rotate array
print('rotating array')
array = rotate_array(array)
print('rotated')
end
return result
end
for line in io.lines(arg[1]) do
numbers = {}
for m in line:gmatch('%d+') do numbers[#numbers+1] = tonumber(m) end
width = numbers[1]
height = numbers[2]
table.remove(numbers, 1)
table.remove(numbers, 1)
array = {}
for i=1,width do
row = {}
for j=1,height do
row[#row+1] = numbers[((i-1)*height) + j]
end
array[#array+1] = row
end
result = spiral(array)
print(table.concat(result, ' '))
print('finished')
end
|
local IO = require "kong.tools.io"
local Object = require "classic"
-- Migrations
local Migrations = Object:extend()
function Migrations:new(dao, migrations_path)
local path = migrations_path and migrations_path or "."
self.dao = dao
self.options = { keyspace = dao._properties.keyspace }
self.migrations_path = IO.path:join(path, "database", "migrations")
self.migrations_files = IO.retrieve_files(IO.path:join(self.migrations_path, dao.type), { file_pattern = ".lua" })
table.sort(self.migrations_files)
end
-- Createa migration interface for each database available
function Migrations:create(configuration, name, callback)
for k, _ in pairs(configuration.databases_available) do
local date_str = os.date("%Y-%m-%d-%H%M%S")
local file_path = IO.path:join(self.migrations_path, k)
local file_name = date_str.."_"..name
local interface = [[
local Migration = {
name = "]]..file_name..[[",
up = function(options)
return ]].."[["..[[
]].."]]"..[[
end,
down = function(options)
return ]].."[["..[[
]].."]]"..[[
end
}
return Migration
]]
if callback then
callback(interface, file_path, file_name, k)
end
end
end
-- Execute all migrations UP
-- @param callback A function to execute on each migration (ie: for logging)
function Migrations:migrate(callback)
local old_migrations, err = self.dao:get_migrations()
if err then
callback(nil, err)
return
end
-- Retrieve migrations to execute
local diff_migrations = {}
if old_migrations then
-- Only execute from the latest executed migrations
for i, migration in ipairs(self.migrations_files) do
if old_migrations[i] == nil then
table.insert(diff_migrations, migration)
end
end
-- If no diff, there is no new migration to run
if #diff_migrations == 0 then
callback(nil, nil)
return
end
else
-- No previous migrations, just execute all migrations
diff_migrations = self.migrations_files
end
-- Execute all new migrations, in order
for _, file_path in ipairs(diff_migrations) do
-- Load our migration script
local migration = loadfile(file_path)()
-- Generate UP query from string + options
local up_query = migration.up(self.options)
local err = self.dao:execute_queries(up_query, migration.init)
if err then
callback(nil, err)
return
end
-- Record migration in db
local _, err = self.dao:add_migration(migration.name)
if err then
err = "Cannot record migration "..migration.name..": "..err
end
callback(migration, err)
if err then
break
end
end
end
-- Take the latest executed migration and DOWN it
-- @param callback A function to execute (for consistency with other functions of this module)
function Migrations:rollback(callback)
local old_migrations, err = self.dao:get_migrations()
if err then
callback(nil, err)
return
end
local migration_to_rollback
if old_migrations and #old_migrations > 0 then
migration_to_rollback = loadfile(IO.path:join(self.migrations_path, self.dao.type, old_migrations[#old_migrations])..".lua")()
else
-- No more migration to rollback
callback(nil, nil)
return
end
-- Generate DOWN query from string + options
local down_query = migration_to_rollback.down(self.options)
local err = self.dao:execute_queries(down_query)
if err then
callback(nil, err)
return
end
-- delete migration from schema changes records if it's not the first one
-- (otherwise the schema_migrations table doesn't exist anymore)
if not migration_to_rollback.init then
local _, err = self.dao:delete_migration(migration_to_rollback.name)
if err then
callback(migration_to_rollback, "Cannot delete migration "..migration_to_rollback.name..": "..err)
return
end
end
callback(migration_to_rollback)
end
-- Execute all migrations DOWN
-- @param {function} callback A function to execute on each migration (ie: for logging)
function Migrations:reset(callback)
local done = false
while not done do
self:rollback(function(migration, err)
if not migration and not err then
done = true
end
callback(migration, err)
end)
end
end
return Migrations
|
local apps = { 93, 9, 175, 22, 15 }
function pl_corshift_001(obj)
local app = math.random(#apps)
obj:SetAppearanceType(apps[app])
end
|
local class = require 'ext.class'
local Function = require 'symmath.Function'
local atanh = class(Function)
atanh.name = 'atanh'
-- domain: (-1, 1)
function atanh.func(x)
return .5 * math.log((1 + x) / (1 - x))
end
-- domain: (-1, 1)
function atanh:evaluateDerivative(deriv, ...)
local x = table.unpack(x)
return deriv(x, ...) / (1 - x^2)
end
atanh.getRealDomain = require 'symmath.set.RealSubset'.getRealDomain_plusMinusOneOpen
atanh.getRealRange = require 'symmath.set.RealSubset'.getRealRange_pmOneInc
atanh.evaluateLimit = require 'symmath.Limit'.evaluateLimit_plusMinusOne_to_plusMinusInf
atanh.rules = {
Prune = {
{apply = function(prune, expr)
symmath = symmath or require 'symmath'
local Constant = symmath.Constant
local x = expr[1]
if Constant.isValue(x, 0) then return Constant(0) end
-- [[ TODO this should be on all Function's prune()'s
if expr:getRealDomain():complement():open():contains(x) then
return symmath.invalid
end
--]]
end},
},
}
return atanh
|
local MemObj = require "memobj"
local print_r = require "print_r"
local skynet = require "skynet"
local MemAdmin = class("MemAdmin")
function MemAdmin:ctor(table_name, pk)
self._table_name = table_name
self._pk = pk
local tmp_pks = string.split(pk, ",")
if #tmp_pks > 1 then
self._is_multi_pk = true
else
self._is_multi_pk = false
end
end
function MemAdmin:create(data)
local fields = get_fields(self._table_name)
local data_new = {}
for _, field in pairs(fields) do
for key, value in pairs(data) do
if field == key then
data_new[key] = value
break
end
end
end
local sql = construct_insert_str(self._table_name, data_new)
local ret = skynet.call("mysqlpool", "lua", "execute", sql)
if not ret then
return nil
end
local pk = ""
if self._is_multi_pk then
local tmp_pks = string.split(self._pk, ",")
local tmp_values = {}
for _, key in pairs(tmp_pks) do
table.insert(tmp_values, data[key])
end
pk = table.concat(tmp_values, "#")
else
pk = tostring(get_maxkey(self._table_name))
data_new[self._pk] = pk
end
local mem_obj = MemObj.new(string.format("%s:%s", self._table_name, pk), self._pk, data_new)
mem_obj:init_redis_from_local()
return mem_obj
end
function MemAdmin:get_pk_by_fk(pres)
local sql = construct_query_str(self._table_name, pres, self._pk)
local ret = skynet.call("mysqlpool", "lua", "execute", sql)
local result = {}
if not table.empty(ret) then
for _, value in pairs(ret) do
table.insert(result, value[self._pk])
end
end
return result
end
return MemAdmin
|
-- Usage: nvim -u test/manual/minimal_init.lua
-- Add the current working directory to the runtime path.
-- This way the termmaker plugin can be used without installing it.
vim.cmd("set rtp+=.")
-- Set hidden ... otherwise toggling terminals will not work.
vim.o.hidden = true
require("termmaker").setup()
|
local ing = {
{
{"pipe", 20},
{"stone-brick", 100}
},
{
{"facility-mk1", 1},
{"advanced-circuit", 30},
{"concrete", 100}
},
{
{"facility-mk2", 1},
{"refined-concrete", 100}
},
}
if bobmods and bobmods.plates then
table.insert(ing[2], {"brass-pipe", 100})
table.insert(ing[3], {"tungsten-pipe", 100})
else
table.insert(ing[2], {"pipe", 100})
table.insert(ing[3], {"pipe", 100})
end
if data.raw.item["basic-circuit-board"] then
table.insert(ing[1], {"basic-circuit-board", 20})
else
table.insert(ing[1], {"electronic-circuit", 20})
end
if data.raw.item["advanced-processing-unit"] then
table.insert(ing[3], {"advanced-processing-unit", 40})
else
table.insert(ing[3], {"processing-unit", 40})
end
for i=1,3 do
if not data.raw.recipe["facility-mk"..i] then
local recipe =
{
type = "recipe",
name = "facility-mk"..i,
enabled = false,
energy_required = 2,
ingredients = ing[i],
result = "facility-mk"..i
}
local item = {
type = "item",
name = "facility-mk"..i,
icons =
{
{
icon = "__fundamental_physics__/graphics/item/facility.png"
}
},
icon_size = 32,
flags = {"goes-to-quickbar"},
subgroup = "fundamental-physics-lab",
order = "a-a",
place_result = "facility-mk"..i,
stack_size = 10,
}
local entity = {
type = "assembling-machine",
name = "facility-mk"..i,
fast_replaceable_group = "facility",
icons =
{
{
icon = "__fundamental_physics__/graphics/item/facility.png"
}
},
icon_size = 32,
flags = {"placeable-neutral", "placeable-player", "player-creation"},
minable = {hardness = 0.8, mining_time = 1.2, result = "facility-mk"..i},
max_health = 500,
corpse = "medium-remnants",
dying_explosion = "medium-explosion",
light = {intensity = 1, size = 100},--int = 0.75, s = 8
resistances =
{
{
type = "fire",
percent = 70
}
},
collision_box = {{-1.4, -1.4}, {1.4, 1.4}},
selection_box = {{-1.5, -1.5}, {1.5, 1.5}},
animation =
{
filename = "__fundamental_physics__/graphics/entity/facility.png",
priority = "high",
width = 128,
height = 128,
frame_count = 29,
line_length = 6,
animation_speed = 1,
shift = {0,-0.3}
},
crafting_categories = {"facility"},
crafting_speed = i,
module_specification =
{
module_slots = i+1
},
allowed_effects = {"consumption", "speed", "pollution"},
energy_source =
{
type = "electric",
usage_priority = "secondary-input",
emissions = 0.001
},
energy_usage = (4*2^(i-1)).."MW",
ingredient_count = 2,
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
vehicle_impact_sound = { filename = "__base__/sound/car-metal-impact.ogg", volume = 0.65 },
working_sound =
{
sound =
{
{
filename = "__base__/sound/assembling-machine-t1-1.ogg",
volume = 0.8
},
{
filename = "__base__/sound/assembling-machine-t1-2.ogg",
volume = 0.8
},
},
idle_sound = {filename = "__base__/sound/idle1.ogg", volume = 0.6},
apparent_volume = 1.5,
},
fluid_boxes =
{
{
production_type = "input",
pipe_covers = pipecoverspictures(),
base_area = 10,
base_level = -1,
pipe_connections = {{ type="input", position = {-1, -1.8} }}
},
{
production_type = "input",
pipe_covers = pipecoverspictures(),
base_area = 10,
base_level = -1,
pipe_connections = {{ type="input", position = {1, -1.8} }}
}
}
}
mylib.add_angel_num_icon(item,i)
mylib.add_angel_num_icon(entity,i)
data:extend({recipe, item, entity})
end
end |
--aliases (helper variables)
lg = love.graphics
la = love.audio
lfs = love.filesystem
li = love.image
lm = love.math
lmo = love.mouse
lf = love.font
lk = love.keyboard
lt = love.timer
lw = love.window
lj = love.joystick
-- lw.setMode()
sw = love.window.getWidth()
sh = love.window.getHeight()
math.randomseed(os.time())
math.random()
math.random()
math.random()
lm.setRandomSeed(os.time())
lm.random()
lm.random()
lm.random()
-- class = middleclass.class
white = {255,255,255}
black = {0,0,0}
crs = {}
img = {}
fnt = {}
snd = {}
loadResources(img,"images")
loadResources(fnt,"fonts")
loadResources(snd,"sounds ")
fnt.default = lg.getFont() |
registerNpc(251, {
walk_speed = 150,
run_speed = 350,
scale = 90,
r_weapon = 1076,
l_weapon = 0,
level = 48,
hp = 22,
attack = 195,
hit = 126,
def = 97,
res = 168,
avoid = 73,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 18,
give_exp = 42,
drop_type = 0,
drop_money = 1,
drop_item = 40,
union_number = 40,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 800,
npc_type = 7,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(711, {
walk_speed = 130,
run_speed = 440,
scale = 95,
r_weapon = 1076,
l_weapon = 0,
level = 19,
hp = 19,
attack = 60,
hit = 87,
def = 47,
res = 74,
avoid = 38,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 36,
give_exp = 33,
drop_type = 0,
drop_money = 55,
drop_item = 10,
union_number = 10,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 800,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(712, {
walk_speed = 134,
run_speed = 452,
scale = 100,
r_weapon = 1076,
l_weapon = 0,
level = 23,
hp = 19,
attack = 73,
hit = 94,
def = 55,
res = 84,
avoid = 43,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 36,
give_exp = 37,
drop_type = 0,
drop_money = 56,
drop_item = 10,
union_number = 10,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 830,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(713, {
walk_speed = 138,
run_speed = 464,
scale = 105,
r_weapon = 1076,
l_weapon = 0,
level = 27,
hp = 19,
attack = 86,
hit = 100,
def = 62,
res = 94,
avoid = 48,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 36,
give_exp = 39,
drop_type = 0,
drop_money = 57,
drop_item = 10,
union_number = 10,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 860,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(714, {
walk_speed = 142,
run_speed = 476,
scale = 110,
r_weapon = 1076,
l_weapon = 0,
level = 31,
hp = 19,
attack = 99,
hit = 107,
def = 71,
res = 104,
avoid = 53,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 36,
give_exp = 42,
drop_type = 0,
drop_money = 58,
drop_item = 10,
union_number = 10,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 890,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(715, {
walk_speed = 146,
run_speed = 488,
scale = 115,
r_weapon = 1076,
l_weapon = 0,
level = 35,
hp = 20,
attack = 113,
hit = 114,
def = 79,
res = 115,
avoid = 58,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 36,
give_exp = 47,
drop_type = 0,
drop_money = 59,
drop_item = 10,
union_number = 10,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 920,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(716, {
walk_speed = 150,
run_speed = 500,
scale = 120,
r_weapon = 1076,
l_weapon = 0,
level = 39,
hp = 20,
attack = 126,
hit = 121,
def = 88,
res = 126,
avoid = 63,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 36,
give_exp = 50,
drop_type = 0,
drop_money = 60,
drop_item = 9,
union_number = 9,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 950,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(717, {
walk_speed = 154,
run_speed = 512,
scale = 125,
r_weapon = 1076,
l_weapon = 0,
level = 43,
hp = 21,
attack = 140,
hit = 128,
def = 97,
res = 137,
avoid = 68,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 37,
give_exp = 53,
drop_type = 0,
drop_money = 61,
drop_item = 9,
union_number = 9,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 980,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(718, {
walk_speed = 158,
run_speed = 524,
scale = 130,
r_weapon = 1076,
l_weapon = 0,
level = 47,
hp = 21,
attack = 155,
hit = 136,
def = 107,
res = 149,
avoid = 73,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 37,
give_exp = 59,
drop_type = 0,
drop_money = 62,
drop_item = 9,
union_number = 9,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1010,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(719, {
walk_speed = 162,
run_speed = 536,
scale = 135,
r_weapon = 1076,
l_weapon = 0,
level = 51,
hp = 21,
attack = 169,
hit = 143,
def = 116,
res = 161,
avoid = 78,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 37,
give_exp = 61,
drop_type = 0,
drop_money = 63,
drop_item = 9,
union_number = 9,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1040,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(720, {
walk_speed = 166,
run_speed = 548,
scale = 140,
r_weapon = 1076,
l_weapon = 0,
level = 55,
hp = 22,
attack = 184,
hit = 151,
def = 126,
res = 173,
avoid = 84,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 37,
give_exp = 65,
drop_type = 0,
drop_money = 64,
drop_item = 9,
union_number = 9,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1070,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(721, {
walk_speed = 130,
run_speed = 440,
scale = 145,
r_weapon = 1076,
l_weapon = 0,
level = 59,
hp = 22,
attack = 199,
hit = 158,
def = 137,
res = 186,
avoid = 89,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 37,
give_exp = 67,
drop_type = 0,
drop_money = 65,
drop_item = 8,
union_number = 8,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1300,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(722, {
walk_speed = 134,
run_speed = 452,
scale = 150,
r_weapon = 1076,
l_weapon = 0,
level = 63,
hp = 23,
attack = 214,
hit = 166,
def = 148,
res = 198,
avoid = 95,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 37,
give_exp = 71,
drop_type = 0,
drop_money = 66,
drop_item = 8,
union_number = 8,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1330,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(723, {
walk_speed = 138,
run_speed = 464,
scale = 155,
r_weapon = 1076,
l_weapon = 0,
level = 67,
hp = 23,
attack = 229,
hit = 174,
def = 159,
res = 211,
avoid = 101,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 38,
give_exp = 74,
drop_type = 0,
drop_money = 67,
drop_item = 8,
union_number = 8,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1360,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(724, {
walk_speed = 142,
run_speed = 476,
scale = 160,
r_weapon = 1076,
l_weapon = 0,
level = 71,
hp = 23,
attack = 245,
hit = 182,
def = 170,
res = 225,
avoid = 106,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 38,
give_exp = 80,
drop_type = 0,
drop_money = 68,
drop_item = 8,
union_number = 8,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1390,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(725, {
walk_speed = 146,
run_speed = 488,
scale = 165,
r_weapon = 1076,
l_weapon = 0,
level = 75,
hp = 24,
attack = 260,
hit = 190,
def = 182,
res = 238,
avoid = 112,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 38,
give_exp = 85,
drop_type = 0,
drop_money = 69,
drop_item = 8,
union_number = 8,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1420,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(726, {
walk_speed = 150,
run_speed = 500,
scale = 170,
r_weapon = 1076,
l_weapon = 0,
level = 79,
hp = 24,
attack = 276,
hit = 199,
def = 194,
res = 252,
avoid = 118,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 38,
give_exp = 88,
drop_type = 0,
drop_money = 70,
drop_item = 7,
union_number = 7,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1450,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(727, {
walk_speed = 154,
run_speed = 512,
scale = 175,
r_weapon = 1076,
l_weapon = 0,
level = 83,
hp = 25,
attack = 292,
hit = 207,
def = 206,
res = 266,
avoid = 124,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 38,
give_exp = 96,
drop_type = 0,
drop_money = 71,
drop_item = 7,
union_number = 7,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1480,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(728, {
walk_speed = 158,
run_speed = 524,
scale = 180,
r_weapon = 1076,
l_weapon = 0,
level = 87,
hp = 25,
attack = 309,
hit = 216,
def = 219,
res = 281,
avoid = 130,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 38,
give_exp = 100,
drop_type = 0,
drop_money = 72,
drop_item = 7,
union_number = 7,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1510,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(729, {
walk_speed = 162,
run_speed = 536,
scale = 185,
r_weapon = 1076,
l_weapon = 0,
level = 91,
hp = 25,
attack = 325,
hit = 224,
def = 232,
res = 295,
avoid = 137,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 39,
give_exp = 103,
drop_type = 0,
drop_money = 73,
drop_item = 7,
union_number = 7,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1540,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(730, {
walk_speed = 166,
run_speed = 548,
scale = 190,
r_weapon = 1076,
l_weapon = 0,
level = 95,
hp = 26,
attack = 342,
hit = 233,
def = 246,
res = 310,
avoid = 143,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 39,
give_exp = 113,
drop_type = 0,
drop_money = 74,
drop_item = 7,
union_number = 7,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1570,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(731, {
walk_speed = 130,
run_speed = 440,
scale = 195,
r_weapon = 1076,
l_weapon = 0,
level = 99,
hp = 26,
attack = 359,
hit = 242,
def = 259,
res = 325,
avoid = 149,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 39,
give_exp = 110,
drop_type = 0,
drop_money = 75,
drop_item = 7,
union_number = 7,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1300,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(732, {
walk_speed = 134,
run_speed = 452,
scale = 200,
r_weapon = 1076,
l_weapon = 0,
level = 103,
hp = 26,
attack = 376,
hit = 251,
def = 273,
res = 340,
avoid = 156,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 39,
give_exp = 114,
drop_type = 0,
drop_money = 0,
drop_item = 0,
union_number = 0,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1330,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(733, {
walk_speed = 138,
run_speed = 464,
scale = 205,
r_weapon = 1076,
l_weapon = 0,
level = 107,
hp = 27,
attack = 393,
hit = 260,
def = 288,
res = 356,
avoid = 162,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 39,
give_exp = 123,
drop_type = 0,
drop_money = 0,
drop_item = 0,
union_number = 0,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1360,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(734, {
walk_speed = 142,
run_speed = 476,
scale = 210,
r_weapon = 1076,
l_weapon = 0,
level = 111,
hp = 27,
attack = 410,
hit = 269,
def = 302,
res = 371,
avoid = 169,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 39,
give_exp = 127,
drop_type = 0,
drop_money = 0,
drop_item = 0,
union_number = 0,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1390,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(735, {
walk_speed = 146,
run_speed = 488,
scale = 215,
r_weapon = 1076,
l_weapon = 0,
level = 115,
hp = 27,
attack = 428,
hit = 278,
def = 318,
res = 387,
avoid = 175,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 39,
give_exp = 131,
drop_type = 0,
drop_money = 0,
drop_item = 0,
union_number = 0,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1420,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(736, {
walk_speed = 150,
run_speed = 500,
scale = 220,
r_weapon = 1076,
l_weapon = 0,
level = 119,
hp = 28,
attack = 446,
hit = 288,
def = 333,
res = 403,
avoid = 182,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 39,
give_exp = 142,
drop_type = 0,
drop_money = 0,
drop_item = 0,
union_number = 0,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1450,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(737, {
walk_speed = 154,
run_speed = 512,
scale = 225,
r_weapon = 1076,
l_weapon = 0,
level = 123,
hp = 28,
attack = 464,
hit = 297,
def = 349,
res = 420,
avoid = 189,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 39,
give_exp = 146,
drop_type = 0,
drop_money = 0,
drop_item = 0,
union_number = 0,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1480,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(738, {
walk_speed = 158,
run_speed = 524,
scale = 230,
r_weapon = 1076,
l_weapon = 0,
level = 127,
hp = 28,
attack = 482,
hit = 307,
def = 365,
res = 436,
avoid = 196,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 39,
give_exp = 151,
drop_type = 0,
drop_money = 0,
drop_item = 0,
union_number = 0,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1510,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(739, {
walk_speed = 162,
run_speed = 536,
scale = 235,
r_weapon = 1076,
l_weapon = 0,
level = 131,
hp = 29,
attack = 500,
hit = 316,
def = 381,
res = 453,
avoid = 203,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 39,
give_exp = 158,
drop_type = 0,
drop_money = 0,
drop_item = 0,
union_number = 0,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1540,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(740, {
walk_speed = 166,
run_speed = 548,
scale = 240,
r_weapon = 1076,
l_weapon = 0,
level = 135,
hp = 29,
attack = 519,
hit = 326,
def = 398,
res = 470,
avoid = 210,
attack_spd = 100,
is_magic_damage = 1,
ai_type = 39,
give_exp = 167,
drop_type = 0,
drop_money = 0,
drop_item = 0,
union_number = 0,
need_summon_count = 0,
sell_tab0 = 0,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 1570,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
registerNpc(927, {
walk_speed = 190,
run_speed = 450,
scale = 160,
r_weapon = 0,
l_weapon = 0,
level = 62,
hp = 2380,
attack = 202,
hit = 165,
def = 199,
res = 103,
avoid = 94,
attack_spd = 100,
is_magic_damage = 0,
ai_type = 166,
give_exp = 0,
drop_type = 3,
drop_money = 0,
drop_item = 100,
union_number = 100,
need_summon_count = 33,
sell_tab0 = 33,
sell_tab1 = 0,
sell_tab2 = 0,
sell_tab3 = 0,
can_target = 0,
attack_range = 350,
npc_type = 0,
hit_material_type = 1,
face_icon = 0,
summon_mob_type = 0,
quest_type = 0,
height = 0
});
function OnInit(entity)
return true
end
function OnCreate(entity)
return true
end
function OnDelete(entity)
return true
end
function OnDead(entity)
end
function OnDamaged(entity)
end |
parseColor = require("api.parse_color")
function addScienceFluid(name,base_color,flow_color,icon)
data:extend({
{
type = "fluid",
name = name,
default_temperature = 0,
max_temperature = 0,
heat_capacity = "0KJ",
base_color = parseColor(base_color),
flow_color = parseColor(flow_color),
subgroup = "tool",
max_temperature = 100,
icon = icon,
pressure_to_speed_ratio = 0.4,
flow_to_energy_ratio = 0.59,
order = "e[lubricant]",
icon_size = 32
}
})
end
return addScienceFluid
|
do
local function It(a) return { __tag = "It", a } end
local function Mk(a) return { __tag = "Mk", a } end
local function Foo(gk) return gk end
(nil)(Foo)
(nil)(function(gl) return gl end)
(nil)(It)
(nil)(Mk)
end
|
-- test_binlib.lua
local bin = require("bin")
local h = ""
h = h..bin.pack("A", "hello world")
print(h) |
Common_UnitConsumeActPoint(attacker, 1);
Common_Sleep(attacker, 0.3)
|
--[[
Copyright 2021 - Sebastian S. Cocioba - Binomica Labs
Inspired by a Tweet from @JacobPhD (Dr. Jacob A Tennessen)
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.
]]--
--handle passed arguments for later use
if #arg < 1 then
print("")
print("ProtEmoji v1.0 - Amino to Emoji Converter")
print("----------------------------------------------------------------------------")
print("")
print("usage: lua " .. arg[0] .. " [protein FASTA file name] [output file name] ")
print("")
print("example input: lua protemoji.lua testProtein.faa testOutput.faa")
print("")
return
end
--set file logic and catch loading errors
local inputFile = io.open(arg[1], "r")
local outputFile = io.open(arg[2], "w")
if not inputFile or not outputFile then
print("")
print("")
print("Error: could not open files; check file names and paths!")
print("")
print("")
return
end
proteinInputString = ""
emojiOutputString = ""
proteinInputTable = {}
emojiOutputTable = {}
emojiCodex =
{
--Hydrophobic
--Big
W = "🐂",
F = "🐎",
Y = "🐫",
--Small
A = "🐿️",
V = "🐈",
I = "🐒",
L = "🐕",
P = "🐗",
M = "🌰",
C = "🥜",
G = "🥔",
--Hydrophilic
--Polar
S = "🐊",
T = "🐸",
N = "🐠",
Q = "🐟",
--Negative
E = "🦑",
D = "🐙",
--Positive
R = "🐳",
K = "🐋",
H = "🐬"
}
function splitByChunk(text, chunkSize) --basic function to split string into table of substrings
local s = {} --chunkSize denotes how long substring is; 1 = single char
for i=1, #text, chunkSize do --returns a table of substrings or chars
s[#s+1] = text:sub(i,i+chunkSize - 1)
end
return s
end
firstLine = inputFile:read() --read first line of file (FASTA header)
proteinInputString = inputFile:read("*all") --read entire file as one string + all end of line chars
inputFile:close() --close file because we got what we need from it
trimmedSequence = string.gsub(proteinInputString, firstLine, "") --remove the FASTA header
polishedSequence = string.upper(trimmedSequence:gsub("[\r\n]", "")) --remove new lines and carriage reture chars
proteinInputTable = splitByChunk(polishedSequence, 1) --split protein seq into table of chars
for i=1,#proteinInputTable do --for every amino letter in the table,
for k, v in pairs(emojiCodex) do
if proteinInputTable[i] == k then --if the letter matches a corresponding emoji in codex
emojiOutputString = emojiOutputString .. v --append output string of emojis with corresponding emoji
end
end
end
outputFile:write(emojiOutputString) --write the output string of emojis to a file
outputFile:close() --close the output file
print("Done! Check your output file for emojis and enjoy :)") |
Ball = {}
Ball.__index = Ball
local ballFilter = function(ball, other)
if other.isBlock then
return 'bounce'
else
return nil
end
-- else return nil
end
function Ball:create(x, y, r, world)
local ball = {}
ball.x, ball.y = x, y
ball.rad = r
ball.speed = 700
ball.directionX = 0
ball.directionY = 0
ball.r, ball.g, ball.b = 255, 255, 0
ball.isBall = true
ball.world = world
ball.escaped = false
world:add(ball, x, y, ball.rad *2 , ball.rad * 2)
setmetatable(ball, Ball)
return ball
end
function Ball:setColor( r,g,b )
self.r, self.g, self.b = r, g, b
end
function Ball:putOnPlat(plat)
-- self.world:remove(self)
self.escaped = false
self.x = plat.x + plat.w / 2 - self.rad
self.y = plat.y - self.rad*2
self.onWhichPlat = plat
self.world:update(self, self.x, self.y, self.rad *2 , self.rad * 2)
end
function Ball:update(dt)
if(self.escaped)then
local goalX, goalY = self.x + self.speed * self.directionX * dt , self.y + self.speed * self.directionY * dt
local cols, len
self.x, self.y, cols, len = self.world:move(self, goalX, goalY)
for i=1, len do
local other = cols[i].other
if other.isBlock then
if other.isBottom then
lose = true
else
if other.crispy then
other:crash()
print(1)
end
if(cols[i].normal.x ~= 0) then
self.directionX = self.directionX * -1
end
if(cols[i].normal.y ~= 0) then
self.directionY = self.directionY * -1
end
end
elseif other.isPlat then
self.directionX = self.directionX * -1
self.directionY = self.directionY * -1
local dx = (self.x + self.rad) - (other.x + other.w / 2)
self:setDirection(dx/120, self.directionY)
end
end
else
if love.keyboard.isDown('space') then
print('eject')
self.escaped = true
self.directionX = 0
self.directionY = -1
else
self:putOnPlat(self.onWhichPlat)
end
end
end
function Ball:setDirection(x, y)
self.directionX = x / math.sqrt(x*x+y*y)
self.directionY = y / math.sqrt(x*x+y*y)
end
function Ball:draw()
love.graphics.setColor(self.r, self.g, self.b)
love.graphics.circle("fill", self.x + self.rad, self.y + self.rad, self.rad, 128)
if(debug)then
local x,y,w,h = self.world:getRect(self)
love.graphics.setColor(255,0 ,0 )
love.graphics.rectangle("line", x, y, w, h)
end
love.graphics.setColor(255,255,255)
end
return Ball |
--New
object_static_worldbuilding_vehicles_shared_barc_speeder_static_destroyed = SharedStaticObjectTemplate:new {
clientTemplateFileName = "object/static/worldbuilding/vehicles/shared_barc_speeder_static_destroyed.iff"
}
ObjectTemplates:addClientTemplate(object_static_worldbuilding_vehicles_shared_barc_speeder_static_destroyed, "object/static/worldbuilding/vehicles/shared_barc_speeder_static_destroyed.iff")
--**********************************************************************************************************************************
object_static_worldbuilding_vehicles_shared_lambda_shuttle_static_destroyed = SharedStaticObjectTemplate:new {
clientTemplateFileName = "object/static/worldbuilding/vehicles/shared_lambda_shuttle_static_destroyed.iff"
}
ObjectTemplates:addClientTemplate(object_static_worldbuilding_vehicles_shared_lambda_shuttle_static_destroyed, "object/static/worldbuilding/vehicles/shared_lambda_shuttle_static_destroyed.iff")
--**********************************************************************************************************************************
object_static_worldbuilding_vehicles_shared_landspeeder_static_destroyed = SharedStaticObjectTemplate:new {
clientTemplateFileName = "object/static/worldbuilding/vehicles/shared_landspeeder_static_destroyed.iff"
}
ObjectTemplates:addClientTemplate(object_static_worldbuilding_vehicles_shared_landspeeder_static_destroyed, "object/static/worldbuilding/vehicles/shared_landspeeder_static_destroyed.iff")
--**********************************************************************************************************************************
object_static_worldbuilding_vehicles_shared_pv_snowspeeder = SharedStaticObjectTemplate:new {
clientTemplateFileName = "object/static/worldbuilding/vehicles/shared_pv_snowspeeder.iff"
}
ObjectTemplates:addClientTemplate(object_static_worldbuilding_vehicles_shared_pv_snowspeeder, "object/static/worldbuilding/vehicles/shared_pv_snowspeeder.iff")
--**********************************************************************************************************************************
object_static_worldbuilding_vehicles_shared_speeder_bike_static_destroyed = SharedStaticObjectTemplate:new {
clientTemplateFileName = "object/static/worldbuilding/vehicles/shared_speeder_bike_static_destroyed.iff"
}
ObjectTemplates:addClientTemplate(object_static_worldbuilding_vehicles_shared_speeder_bike_static_destroyed, "object/static/worldbuilding/vehicles/shared_speeder_bike_static_destroyed.iff")
--**********************************************************************************************************************************
|
cc.FileUtils:getInstance():addSearchPath("src")
cc.FileUtils:getInstance():addSearchPath("res")
-- CC_USE_DEPRECATED_API = true
require "cocos.init"
-- cclog
cclog = function(...)
print(string.format(...))
end
-- for CCLuaEngine traceback
function __G__TRACKBACK__(msg)
cclog("----------------------------------------")
cclog("LUA ERROR: " .. tostring(msg) .. "\n")
cclog(debug.traceback())
cclog("----------------------------------------")
end
local function initGLView()
local director = cc.Director:getInstance()
local glView = director:getOpenGLView()
if nil == glView then
glView = cc.GLViewImpl:create("Lua Empty Test")
director:setOpenGLView(glView)
end
director:setOpenGLView(glView)
glView:setDesignResolutionSize(480, 320, cc.ResolutionPolicy.NO_BORDER)
--turn on display FPS
director:setDisplayStats(true)
--set FPS. the default value is 1.0/60 if you don't call this
director:setAnimationInterval(1.0 / 60)
end
local function main()
-- avoid memory leak
collectgarbage("setpause", 100)
collectgarbage("setstepmul", 5000)
initGLView()
require "hello2"
cclog("result is " .. myadd(1, 1))
---------------
local visibleSize = cc.Director:getInstance():getVisibleSize()
local origin = cc.Director:getInstance():getVisibleOrigin()
-- add the moving dog
local function creatDog()
local frameWidth = 105
local frameHeight = 95
-- create dog animate
local textureDog = cc.Director:getInstance():getTextureCache():addImage("dog.png")
local rect = cc.rect(0, 0, frameWidth, frameHeight)
local frame0 = cc.SpriteFrame:createWithTexture(textureDog, rect)
rect = cc.rect(frameWidth, 0, frameWidth, frameHeight)
local frame1 = cc.SpriteFrame:createWithTexture(textureDog, rect)
local spriteDog = cc.Sprite:createWithSpriteFrame(frame0)
spriteDog.isPaused = false
spriteDog:setPosition(origin.x, origin.y + visibleSize.height / 4 * 3)
--[[
local animFrames = CCArray:create()
animFrames:addObject(frame0)
animFrames:addObject(frame1)
]]--
local animation = cc.Animation:createWithSpriteFrames({frame0,frame1}, 0.5)
local animate = cc.Animate:create(animation)
spriteDog:runAction(cc.RepeatForever:create(animate))
-- moving dog at every frame
local function tick()
if spriteDog.isPaused then return end
local x, y = spriteDog:getPosition()
if x > origin.x + visibleSize.width then
x = origin.x
else
x = x + 1
end
spriteDog:setPositionX(x)
end
cc.Director:getInstance():getScheduler():scheduleScriptFunc(tick, 0, false)
return spriteDog
end
-- create farm
local function createLayerFarm()
local layerFarm = cc.Layer:create()
-- add in farm background
local bg = cc.Sprite:create("farm.jpg")
bg:setPosition(origin.x + visibleSize.width / 2 + 80, origin.y + visibleSize.height / 2)
layerFarm:addChild(bg)
-- add land sprite
for i = 0, 3 do
for j = 0, 1 do
local spriteLand = cc.Sprite:create("land.png")
spriteLand:setPosition(200 + j * 180 - i % 2 * 90, 10 + i * 95 / 2)
layerFarm:addChild(spriteLand)
end
end
-- add crop
local frameCrop = cc.SpriteFrame:create("crop.png", cc.rect(0, 0, 105, 95))
for i = 0, 3 do
for j = 0, 1 do
local spriteCrop = cc.Sprite:createWithSpriteFrame(frameCrop)
spriteCrop:setPosition(10 + 200 + j * 180 - i % 2 * 90, 30 + 10 + i * 95 / 2)
layerFarm:addChild(spriteCrop)
end
end
-- add moving dog
local spriteDog = creatDog()
layerFarm:addChild(spriteDog)
-- handing touch events
local touchBeginPoint = nil
local function onTouchBegan(touch, event)
local location = touch:getLocation()
cclog("onTouchBegan: %0.2f, %0.2f", location.x, location.y)
touchBeginPoint = {x = location.x, y = location.y}
spriteDog.isPaused = true
-- CCTOUCHBEGAN event must return true
return true
end
local function onTouchMoved(touch, event)
local location = touch:getLocation()
cclog("onTouchMoved: %0.2f, %0.2f", location.x, location.y)
if touchBeginPoint then
local cx, cy = layerFarm:getPosition()
layerFarm:setPosition(cx + location.x - touchBeginPoint.x,
cy + location.y - touchBeginPoint.y)
touchBeginPoint = {x = location.x, y = location.y}
end
end
local function onTouchEnded(touch, event)
local location = touch:getLocation()
cclog("onTouchEnded: %0.2f, %0.2f", location.x, location.y)
touchBeginPoint = nil
spriteDog.isPaused = false
end
local listener = cc.EventListenerTouchOneByOne:create()
listener:registerScriptHandler(onTouchBegan,cc.Handler.EVENT_TOUCH_BEGAN )
listener:registerScriptHandler(onTouchMoved,cc.Handler.EVENT_TOUCH_MOVED )
listener:registerScriptHandler(onTouchEnded,cc.Handler.EVENT_TOUCH_ENDED )
local eventDispatcher = layerFarm:getEventDispatcher()
eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layerFarm)
return layerFarm
end
-- create menu
local function createLayerMenu()
local layerMenu = cc.Layer:create()
local menuPopup, menuTools, effectID
local function menuCallbackClosePopup()
-- stop test sound effect
cc.SimpleAudioEngine:getInstance():stopEffect(effectID)
menuPopup:setVisible(false)
end
local function menuCallbackOpenPopup()
-- loop test sound effect
local effectPath = cc.FileUtils:getInstance():fullPathForFilename("effect1.wav")
effectID = cc.SimpleAudioEngine:getInstance():playEffect(effectPath)
menuPopup:setVisible(true)
end
-- add a popup menu
local menuPopupItem = cc.MenuItemImage:create("menu2.png", "menu2.png")
menuPopupItem:setPosition(0, 0)
menuPopupItem:registerScriptTapHandler(menuCallbackClosePopup)
menuPopup = cc.Menu:create(menuPopupItem)
menuPopup:setPosition(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2)
menuPopup:setVisible(false)
layerMenu:addChild(menuPopup)
-- add the left-bottom "tools" menu to invoke menuPopup
local menuToolsItem = cc.MenuItemImage:create("menu1.png", "menu1.png")
menuToolsItem:setPosition(0, 0)
menuToolsItem:registerScriptTapHandler(menuCallbackOpenPopup)
menuTools = cc.Menu:create(menuToolsItem)
local itemWidth = menuToolsItem:getContentSize().width
local itemHeight = menuToolsItem:getContentSize().height
menuTools:setPosition(origin.x + itemWidth/2, origin.y + itemHeight/2)
layerMenu:addChild(menuTools)
return layerMenu
end
-- play background music, preload effect
local bgMusicPath = cc.FileUtils:getInstance():fullPathForFilename("background.mp3")
cc.SimpleAudioEngine:getInstance():playMusic(bgMusicPath, true)
local effectPath = cc.FileUtils:getInstance():fullPathForFilename("effect1.wav")
cc.SimpleAudioEngine:getInstance():preloadEffect(effectPath)
-- run
local sceneGame = cc.Scene:create()
sceneGame:addChild(createLayerFarm())
sceneGame:addChild(createLayerMenu())
cc.Director:getInstance():runWithScene(sceneGame)
end
xpcall(main, __G__TRACKBACK__)
|
migration_0_17_57 = {}
function migration_0_17_57.global()
end
function migration_0_17_57.player_table(player, player_table)
end
function migration_0_17_57.subfactory(player, subfactory)
for _, floor in pairs(Subfactory.get_in_order(subfactory, "Floor")) do
for _, line in pairs(Floor.get_in_order(floor, "Line")) do
line.uncapped_production_ratio = 0
end
end
end |
object_tangible_furniture_tatooine_uber_basket_shallow = object_tangible_furniture_tatooine_shared_uber_basket_shallow:new {
}
ObjectTemplates:addTemplate(object_tangible_furniture_tatooine_uber_basket_shallow, "object/tangible/furniture/tatooine/uber_basket_shallow.iff")
|
local function sendErrorParse( client, sendString, okayMsg )
connected, err = client:send( sendString )
if connected ~= nil then
print( okayMsg )
else
print( connected )
print( "Error: " )
print( err )
end
end
local socket = require( "src.socket" )
local timer = require( "love.timer" )
local config = require( "config" )
local sendChannel = love.thread.getChannel( "IRCSend" )
local receiveChannel = love.thread.getChannel( "IRCReceive" )
local client = socket.tcp()
client:settimeout( 0.1 )
print( "Connecting to server " .. config.host .. ":" .. config.port )
local connected, err = client:connect( config.host, config.port )
if connected == 1 then
print( "Successfully connected to server." )
else
print( connected )
print( err )
end
print( "Logging in as " .. config.nick )
sendErrorParse( client, "PASS " .. config.pass .. "\r\n", "Successfully sent password" )
sendErrorParse( client, "NICK " .. config.nick .. "\r\n", "Successfully sent nickname" )
sendErrorParse( client, "USER " .. config.nick .. " " .. config.nick .. " " .. config.nick .. " :" .. config.nick .. " IRC\r\n", "Successfully sent user" )
sendErrorParse( client, "CAP REQ :twitch.tv/membership\r\n", "Successfully sent membership request" )
sendErrorParse( client, "JOIN " .. config.chan .. "\r\n", "Successfully sent join" )
while true do
local toSend = sendChannel:pop()
if toSend ~= nil then
sendErrorParse( client, toSend, "Successfully sent message" )
end
local response = client:receive()
if response ~= nil then
receiveChannel:push( response )
end
timer.sleep( 20/30 )
end |
local M = {}
-- table information begin
local tableName = "pathHistory"
-- table information end
local Util = require "sora.util"
function M.new(o,isSingleton)
local ins
local SoraModelMysql = require 'sora.model.mysql'
if isSingleton then
setmetatable(M, { __index = SoraModelMysql:new() })
ins = { tableName = tableName }
setmetatable(
ins,
{
__index = M
}
)
else
ins = o or {}
ins.tableName = tableName
setmetatable(
ins,
{
__index = SoraModelMysql:new()
}
)
end
ins:mysqlConnectService(isSingleton)
return ins
end
function M:add(data)
local res,err = self:insert(data, true)
if res then return res end
self.errorMessage = err
return false
end
return M
|
ifile = im.FileNew("1frame.avi", "AVI")
ifile:SetInfo("CUSTOM")
ifile:SetAttribute("FPS", im.FLOAT, {15}) -- Frames per second
ifile:SetAttribute("AVIQuality", im.INT, {10000}) -- Default Quality
new_image = im.ImageCreate(320, 240, im.RGB, im.BYTE)
err = ifile:SaveImage(new_image)
if (err ~= im.ERR_NONE) then
ifile:Close()
error("Error Saving: ".. err)
end
ifile:SaveImage(new_image)
ifile:Close()
|
function momoTweak.finalFixes.ElectronicsCategory()
for _, e in pairs(momoTweak.electronics) do
momoIRTweak.recipe.SetCategory(e, "electronics")
end
for _, c in pairs(momoTweak.components) do
momoIRTweak.recipe.SetCategory(c, "electronics")
end
local recipes = {momoTweak.board.grey, "circuit-grey-board-alternative", momoTweak.circuit.grey}
for _, e in pairs(recipes) do
momoIRTweak.recipe.SetCategory(e, "electronics")
end
end |
--- Provides various cipher functions, such as a Caesar cipher, and Viginere cipher.
-- @module[kind=misc] cipher
-- Setup local functions
local expect = require("cc.expect").expect -- Ensure that fields are correct.
local function cut(str,len,pad) -- Shorten viginere keys.
pad = pad or " "
return str:sub(1,len) .. pad:rep(len - #str)
end
-- Very big table
--- Just a numerically indiced table that contains every letter of the alphabet (English alphabet.)
local letterTable = {
"a", "b", "c", "d", "e",
"f", "g", "h", "i", "j",
"k", "l", "m", "n", "o",
"p", "q", "r", "s", "t",
"u", "v", "w", "x", "y",
"z",
}
for k, v in pairs(letterTable) do
letterTable[v] = k
end
--- Shift a single letter by a modifier.
-- @tparam string letter Letter to modify.
-- @tparam number modifier How many letters to shift it by.
-- @treturn string Shifted letter.
local function shiftLetter(letter,modifier)
-- Do type checking
expect(1,letter,"string")
expect(2,modifier,"number")
if letter == " " then return " " end
-- Get the index of the input letter
local letterIndex = letterTable[letter]
-- Add the modifier to the letter index
local newIndex = letterIndex + modifier
-- Return the index, between 1 and 26
return letterTable[newIndex % 26]
end
--- Run a Caesar Cipher on the provided string. (https://en.wikipedia.org/wiki/Caesar_cipher)
-- @tparam string input String to cipher.
-- @tparam[opt=-3] number shift Amount of letters to shift the string by.
-- @treturn string Ciphered string.
local function caesar(input,shift)
-- Do type checking
expect(1,input,"string")
expect(2,shift,"number","nil")
-- Default the shift if not present
shift = shift or -3
-- Remove the invalid letters from a string.
input = input:gsub("%A","")
local outTbl = {}
-- Loop through every letter in the string
for x in input:lower():gmatch(".") do
-- Shift the letter and insert it into the table
local shifted = shiftLetter(x,shift)
table.insert(outTbl,shifted)
end
-- Concatenate the entire table into a single string
local final = table.concat(outTbl)
return final
end
--- Run a Viginere cipher on the provided string. (https://en.wikipedia.org/wiki/Vigen%C3%A8re_cipher)
-- @tparam string input String to cipher.
-- @tparam string key Key to cipher the string with.
-- @treturn string The ciphered string.
local function viginere(input,key)
-- Do type checking
expect(1,input,"string")
expect(2,input,"string")
-- Check the key length against the input.
local cutKey -- Cut to length key
if key:len() < input:len() then -- If the key length is shorter than the input, repeat the key.
-- Determine amount of repeats
local repeatAmount = math.ceil(input:len() / key:len())
cutKey = cut(key:rep(repeatAmount),input:len()) -- Then cut the key to the to the length of the key.
elseif key:len() > input:len() then -- If the key length is longer than the input, cut the key.
cutKey = cut(key,input:len())
else
cutKey = key
end
-- Tables to store the numbers in the tables.
local inputNumbers = {}
local keyNumbers = {}
local combined = {}
for x in input:gmatch(".") do
if x == " " then
table.insert(inputNumbers," ")
else
local index = letterTable[x]
table.insert(inputNumbers,index)
end
end
for x in cutKey:gmatch(".") do
if x == " " then
table.insert(inputNumbers," ")
else
local index = letterTable[x]
table.insert(keyNumbers,index)
end
end
-- Loop through the table, and combine the key and input.
for i=1,#inputNumbers do
if inputNumbers[i] == " " then
table.insert(combined," ")
else
local inLet = inputNumbers[i]-1
local keyLet = keyNumbers[i]-1
local outNum = inLet + keyLet
local outLet = letterTable[outNum % 26+1]
table.insert(combined,outLet)
end
end
-- Combined string
local outString = table.concat(combined)
return outString
end
--- Reverse a Viginere cipher on the provided string. (https://en.wikipedia.org/wiki/Vigen%C3%A8re_cipher)
-- @tparam string input String to decipher.
-- @tparam string key Key to decipher the string with.
-- @treturn string The deciphered string.
local function viginerDecode(input,key)
-- Do type checking
expect(1,input,"string")
expect(2,input,"string")
-- Check the key length against the input.
local cutKey -- Cut to length key
if key:len() < input:len() then -- If the key length is shorter than the input, repeat the key.
-- Determine amount of repeats
local repeatAmount = math.ceil(input:len() / key:len())
cutKey = cut(key:rep(repeatAmount),input:len()) -- Then cut the key to the to the length of the key.
elseif key:len() > input:len() then -- If the key length is longer than the input, cut the key.
cutKey = cut(key,input:len())
else
cutKey = key
end
-- Tables to store the numbers in the tables.
local inputNumbers = {}
local keyNumbers = {}
local combined = {}
for x in input:gmatch(".") do
local index = letterTable[x]
table.insert(inputNumbers,index)
end
for x in cutKey:gmatch(".") do
local index = letterTable[x]
table.insert(keyNumbers,index)
end
-- Loop through the table, and combine the key and input.
for i=1,#inputNumbers do
local inLet = inputNumbers[i]-1
local keyLet = keyNumbers[i]-1
local outNum = inLet - keyLet
if outNum < 0 then outNum = outNum + 26 end
local outLet = letterTable[outNum % 26+1]
table.insert(combined,outLet)
end
-- Combined string
local outString = table.concat(combined)
return outString
end
--- Run a ROT13 cipher on the input. (https://en.wikipedia.org/wiki/ROT13)
-- @tparam string input The string to cipher.
-- @tparam string The ciphered string.
local function rot13(input)
return caesar(input,13)
end
return {
letterTable = letterTable,
shiftLetter = shiftLetter,
caesar = caesar,
viginere = viginere,
viginereDecode = viginerDecode,
rot13 = rot13,
} |
local template = require "resty.template"
local auth_header = ngx.var.http_authorization
local _, _, token_string = string.find(auth_header, "Basic%s+(.+)")
local user_json = ngx.decode_base64(token_string)
local user = cjson.decode(user_json)
local routes = {};
local route_keys = ngx.shared.api_routes:get_keys(100)
for _, k in ipairs(route_keys) do
v = ngx.shared.api_routes:get(k)
routes[k] = v
end
template.cache = {}
template.caching(false)
template.render("debug.html", {
title = "Opsee debug",
headers = ngx.req.get_headers(),
user = user,
routes = routes
})
|
if Holo:ShouldModify("HUD", "TopHUD") then
Holo:Post(HUDHeistTimer, "init", function(self)
self._bg_box = HUDBGBox_create(self._heist_timer_panel)
self:UpdateHolo()
Holo:AddUpdateFunc(callback(self, self, "UpdateHolo"))
end)
Holo:Post(HUDHeistTimer, "set_time", function(self, ...)
if Holo.Options:GetValue("RealTime") then
self._timer_text:set_text(os.date("%X"))
end
end)
function HUDHeistTimer:UpdateHolo()
if WolfHUD then
self._heist_timer_panel:set_y(2)
else
self._heist_timer_panel:set_w(60)
Holo.Utils:SetPosition(self._heist_timer_panel, "Timer")
end
self._heist_timer_panel:set_h(26)
HUDBGBox_recreate(self._bg_box, {
name = "Timer",
w = 60,
h = 24,
})
self._bg_box:set_world_center(self._heist_timer_panel:world_center())
self._bg_box:set_visible(self._hud_panel == managers.hud:script(PlayerBase.PLAYER_INFO_HUD_PD2).panel and Holo.Options:GetValue("TimerBackground"))
self._timer_text:configure({
font = "fonts/font_large_mf",
font_size = self._bg_box:h() - 2,
vertical = "center",
color = Holo:GetColor("TextColors/Timer")
})
self._timer_text:set_shape(self._bg_box:shape())
self._timer_text:move(0, 1)
end
end |
local fmt, write=string.format,io.write
local hof=coroutine.wrap(function()
local yield=coroutine.yield
local a={1,1}
yield(a[1], 1)
yield(a[2], 2)
local n=a[#a]
repeat
n=a[n]+a[1+#a-n]
a[#a+1]=n
yield(n, #a)
until false
end)
local mallows, mdiv=0,0
for p=1,20 do
local max, div, num, last, fdiv=0,0,0,0,0
for i=2^(p-1),2^p-1 do
h,n=hof()
div=h/n
if div>max then
max=div
num=n
end
if div>0.55 then
last=n
fdiv=div
end
end
write(fmt("From 2^%-2d to 2^%-2d the max is %.4f the %6dth Hofstadter number.\n",
p-1, p, max, num))
if max>.55 and p>4 then
mallows, mdiv=last, fdiv
end
end
write("So Mallows number is ", mallows, " with ", fmt("%.4f",mdiv), ", yay, just wire me my $10000 now!\n")
|
local m = {}
tigris.magic = m
tigris.include("mana.lua")
tigris.include("essences.lua")
tigris.include("spells.lua")
tigris.include("potions.lua")
tigris.include("jewelry.lua")
tigris.include("portals.lua")
|
--[[
Bizhawk Shuffler 2 by authorblues
inspired by Brossentia's Bizhawk Shuffler, based on slowbeef's original project
tested on Bizhawk v2.6.2 - http://tasvideos.org/BizHawk/ReleaseHistory.html
released under MIT License
--]]
config = {}
total_time_limit = 0
running = true
plugins = {}
-- determine operating system for the purpose of commands
_PLATFORMS = {['dll'] = 'WIN', ['so'] = 'LINUX', ['dylib'] = 'MAC'}
PLATFORM = _PLATFORMS[package.cpath:match("%p[\\|/]?%p(%a+)")]
PLUGINS_FOLDER = 'plugins'
GAMES_FOLDER = 'games'
STATES_FOLDER = GAMES_FOLDER .. '/.savestates'
STATES_BACKUPS = 3
DEFAULT_CMD_OUTPUT = 'shuffler-src/.cmd-output.txt'
MIN_BIZHAWK_VERSION = "2.6.1"
RECOMMENDED_LUA_CORE = "LuaInterface"
MAX_INTEGER = 99999999
local gettime = require("socket.core").gettime
function log_message(msg, quiet)
if not quiet then print(msg) end
local handle, err = io.open('message.log', 'a')
if handle == nil then return end
handle:write(os.date("[%X] "))
handle:write(tostring(msg))
handle:write('\n')
handle:close()
end
-- check if folder exists
function path_exists(p)
local ok, err, code = os.rename(p, p)
-- code 13 is permission denied, but it's there
if not ok and code == 13 then return true end
return ok, err
end
function make_dir(p)
if path_exists(p .. '/') then return end
os.execute(string.format('mkdir "%s"', p))
end
-- folders needed for the shuffler to run
make_dir('output-info')
make_dir(GAMES_FOLDER)
make_dir(STATES_FOLDER)
-- loads primary config file
function load_config(f)
local fn = loadfile(f)
if fn ~= nil then fn() end
return fn ~= nil
end
-- dump lua object
function dump(o)
function _dump(o, a, b)
if type(o) == 'table' then
local s = ''
for k,v in pairs(o) do
s = s..a..string.format('[%s] = %s,', _dump(k, "", ""), _dump(v, "", ""))..b
end
return '{'..b..s..'}'..b
elseif type(o) == 'number' or type(o) == 'boolean' or o == nil then
return tostring(o)
elseif type(o) == 'string' then
-- %q encloses in double quotes and escapes according to lua rules
return string.format('%q', o)
else -- functions, native objects, coroutines
error(string.format('Unsupported value of type "%s" in config.', type(o)))
end
end
return _dump(o, "\t", "\n")
end
-- saves primary config file
function save_config(config, f)
write_data(f, 'config=\n'..dump(config))
end
-- output data to files (for OBS support)
function write_data(filename, data, mode)
local handle, err = io.open(filename, mode or 'w')
if handle == nil then
log_message(string.format("Couldn't write to file: %s", filename))
log_message(err)
return
end
handle:write(data)
handle:close()
end
function table_subtract(t2, t1)
local t = {}
for i = 1, #t1 do
t[t1[i]] = true
end
for i = #t2, 1, -1 do
if t[t2[i]] then
table.remove(t2, i)
end
end
end
-- returns a table containing all files in a given directory
function get_dir_contents(dir, tmp, force)
local TEMP_FILE = tmp or DEFAULT_CMD_OUTPUT
if force ~= false or not path_exists(TEMP_FILE) then
local cmd = string.format('ls "%s" -type f > %s', dir, TEMP_FILE)
if PLATFORM == 'WIN' then
cmd = string.format('dir "%s" /B /A-D > %s', dir, TEMP_FILE)
end
os.execute(cmd)
end
local file_list = {}
local fp = io.open(TEMP_FILE, 'r')
for x in fp:lines() do
table.insert(file_list, x)
end
fp:close()
return file_list
end
-- types of files to ignore in the games directory
local IGNORED_FILE_EXTS = { '.msu', '.pcm' }
-- get list of games
function get_games_list(force)
local LIST_FILE = '.games-list.txt'
local games = get_dir_contents(GAMES_FOLDER, GAMES_FOLDER .. '/' .. LIST_FILE, force or false)
local toremove = {}
-- find .cue files and remove the associated bin/iso
for _,filename in ipairs(games) do
if ends_with(filename, '.cue') then
-- open the cue file, oh god here we go...
fp = io.open(GAMES_FOLDER .. '/' .. filename, 'r')
for line in fp:lines() do
-- look for the line that starts with FILE and remove the rest of the stuff
if starts_with(line, "FILE") and ends_with(line, "BINARY") then
table.insert(toremove, line:sub(7, -9))
end
end
fp:close()
-- ccd/img format?
elseif ends_with(filename, '.ccd') then
local primary = filename:sub(1, #filename-4)
table.insert(toremove, primary .. '.img')
table.insert(toremove, primary .. '.sub')
elseif ends_with(filename, '.xml') then
fp = io.open(GAMES_FOLDER .. '/' .. filename, 'r')
local xml = fp:read("*all")
fp:close()
-- bizhawk multidisk bundle
if xml:find('BizHawk--XMLGame') then -- double hyphen to escape literal hyphen
for asset in xml:gfind('<Asset.-FileName="(.-)".-/>') do
if asset:find('\.\\') == 1 then asset = asset:sub(3) end
table.insert(toremove, asset)
end
end
end
for _,ext in ipairs(IGNORED_FILE_EXTS) do
if ends_with(filename, ext) then
table.insert(toremove, filename)
end
end
end
table_subtract(games, toremove)
table_subtract(games, { LIST_FILE })
table_subtract(games, config.completed_games)
return games
end
-- delete savestates folder
function delete_savestates()
local cmd = string.format('rm -rf "%s"', STATES_FOLDER)
if PLATFORM == 'WIN' then
cmd = string.format('rmdir "%s" /S /Q', STATES_FOLDER)
end
os.execute(cmd)
end
function get_savestate_file(game)
game = game or config.current_game
if game == nil then error('no game specified for savestate file') end
return string.format("%s/%s.state", STATES_FOLDER, game)
end
function save_current_game()
local function overwrite(a, b)
os.remove(b)
os.rename(a, b)
end
if config.current_game ~= nil then
local statename = get_savestate_file()
-- safety backups
for i = STATES_BACKUPS, 2, -1 do
overwrite(string.format("%s.bk%d", statename, i-1),
string.format("%s.bk%d", statename, i))
end
overwrite(statename, statename .. '.bk1')
savestate.save(statename)
end
end
function file_exists(f)
local p = io.open(f, 'r')
if p == nil then return false end
io.close(p)
return true
end
-- we don't load the savestate here because (for some unbelievably f***ed up reason),
-- client.openrom() causes the whole script to reload, forcing us to use a convoluted
-- method to determine if this is the initial execution of the script, or a reload
-- caused by openrom(). in any case, loading the savestate here seems to run into
-- a race condition, so we load the savestate at the beginning of the reloaded script
function load_game(g)
local filename = GAMES_FOLDER .. '/' .. g
if not file_exists(filename) then return false end
client.openrom(filename)
return true
end
function get_next_game()
local prev = config.current_game or nil
local all_games = get_games_list()
-- check to make sure that all of the games correspond to actual
-- game files that can be opened
local all_exist = true
for i,game in ipairs(all_games) do
all_exist = all_exist and file_exists(GAMES_FOLDER .. '/' .. game)
end
-- if any of the games are missing, force a refresh of the game list
if not all_exist then
all_games = get_games_list(true)
end
-- shuffle_index == -1 represents fully random shuffle order
if config.shuffle_index < 0 then
-- remove the currently loaded game and see if there are any other options
table_subtract(all_games, { prev })
if #all_games == 0 then return prev end
return all_games[math.random(#all_games)]
else
-- manually select the next one
if #all_games == 1 then return prev end
config.shuffle_index = (config.shuffle_index % #all_games) + 1
return all_games[config.shuffle_index]
end
end
-- save current game's savestate, backup config, and load new game
function swap_game(next_game)
-- if a swap has already happened, don't call again
if not running then return false end
-- set the time for the next game to swap
update_next_swap_time()
-- if no game provided, call get_next_game()
next_game = next_game or get_next_game()
-- if the game isn't changing, stop here and just update the timer
-- (you might think we should just disable the timer at this point, but this
-- allows new games to be added mid-run without the timer being disabled)
if next_game == config.current_game then
return false
end
-- swap_game() is used for the first load, so check if a game is loaded
if config.current_game ~= nil then
for _,plugin in ipairs(plugins) do
if plugin.on_game_save ~= nil then
local pdata = config.plugins[plugin._module]
plugin.on_game_save(pdata.state, pdata.settings)
end
end
end
-- at this point, save the game and update the new "current" game after
save_current_game()
config.current_game = next_game
running = false
-- mute the sound for a moment to help with the swap
config.sound = client.GetSoundOn()
client.SetSoundOn(false)
-- force another frame to pass to get the mute to take effect
if emu.getsystemid() ~= "NULL" then emu.frameadvance() end
-- unique game count, for debug purposes
config.game_count = 0
for k,v in pairs(config.game_swaps) do
config.game_count = config.game_count + 1
end
-- save an updated randomizer seed
config.nseed = math.random(MAX_INTEGER)
save_config(config, 'shuffler-src/config.lua')
-- load the new game WHICH IS JUST GOING TO RESTART THE WHOLE SCRIPT f***
return load_game(config.current_game)
end
function swap_game_delay(seconds)
config.total_time_limit = config.total_time_limit + seconds
end
function update_next_swap_time()
if config.auto_shuffle then
swap_game_delay(math.random(config.min_swap * 100, config.max_swap * 100) / 100)
else
config.total_time_limit = math.huge -- infinity
end
end
function starts_with(a, b)
return a:sub(1, #b) == b
end
function ends_with(a, b)
return a:sub(-#b) == b
end
function strip_ext(filename)
local ndx = filename:find("\.[^\.]*$")
return filename:sub(1, ndx-1)
end
function checkversion(reqversion)
-- nil string means no requirements, so of course true
if reqversion == nil then return true end
local curr, reqd = {}, {}
for x in string.gmatch(client.getversion(), "%d+") do
table.insert(curr, tonumber(x))
end
for x in string.gmatch(reqversion, "%d+") do
table.insert(reqd, tonumber(x))
end
while #curr < #reqd do table.insert(curr, 0) end
for i=1,#reqd do
if curr[i]<reqd[i] then
return false
end
end
return true
end
local function check_lua_core()
if client.get_lua_engine() ~= RECOMMENDED_LUA_CORE then
log_message(string.format("\n[!] It is recommended to use the %s core (currently using %s)\n" ..
"Change the Lua core in the Config > Customize > Advanced menu and restart BizHawk",
RECOMMENDED_LUA_CORE, client.get_lua_engine()))
end
end
function seconds_to_time(sec)
local min = math.floor(sec / 60)
local hrs = math.floor(min / 60)
return string.format('%02d:%02d:%02d', hrs, min%60, sec%60)
end
function output_completed()
completed = ""
for i,game in ipairs(config.completed_games) do
completed = completed .. strip_ext(game) .. '\n'
end
write_data('output-info/completed-games.txt', completed)
end
function mark_complete()
-- mark the game as complete in the config file rather than moving files around
table.insert(config.completed_games, config.current_game)
log_message(config.current_game .. ' marked complete')
for _,plugin in ipairs(plugins) do
if plugin.on_complete ~= nil then
local pdata = config.plugins[plugin._module]
plugin.on_complete(pdata.state, pdata.settings)
end
end
-- update list of completed games in file
output_completed()
if #get_games_list() == 0 then
-- the shuffler is complete!
running = false
save_config(config, 'shuffler-src/config.lua')
log_message('Shuffler complete!')
else
swap_game()
end
end
function cwd()
local cmd = string.format('pwd > %s', DEFAULT_CMD_OUTPUT)
if PLATFORM == 'WIN' then
cmd = string.format('cd > %s', DEFAULT_CMD_OUTPUT)
end
os.execute(cmd)
local fp = io.open(DEFAULT_CMD_OUTPUT, 'r')
local resp = fp:read("*all")
fp:close()
return resp:match( "^%s*(.+)%s*$" )
end
function complete_setup()
os.remove('message.log')
if config.plugins ~= nil then
for pmodpath,pdata in pairs(config.plugins) do
local pmodule = require(PLUGINS_FOLDER .. '.' .. pmodpath)
if checkversion(pmodule.minversion) then
log_message('Plugin loaded: ' .. pmodule.name)
else
log_message(string.format('%s requires Bizhawk version %s+', pmodule.name, pmodule.minversion))
log_message("-- Currently installed version: " .. client.getversion())
log_message("-- Please update your Bizhawk installation to use this plugin")
config.plugins[pmodpath] = nil
end
if pmodule ~= nil and pmodule.on_setup ~= nil then
pmodule.on_setup(pdata.state, pdata.settings)
end
end
end
local games = get_games_list(true) -- force refresh of the games list
if #games == 0 then
local sep = '/'
if PLATFORM == 'WIN' then sep = '\\' end
log_message('No games found in the expected directory. Were they put somewhere else? ' ..
'Are they nested inside folders? ROM files should be placed directly in the following directory:')
if cwd ~= nil then log_message(string.format("Expected: %s%s%s", cwd(), sep, GAMES_FOLDER)) end
return
end
-- these messages will only appear in the message log
log_message('Platform: ' .. PLATFORM, true)
log_message('Bizhawk version: ' .. client.getversion(), true)
for _,game in ipairs(games) do
log_message('GAME FOUND: ' .. game, true)
end
config.total_time_limit = 0
config.initial_time = gettime()
save_config(config, 'shuffler-src/config.lua')
math.randomseed(config.nseed or config.seed)
if config.frame_count == 0 then
log_message('deleting savestates!')
delete_savestates()
end
-- whatever the current state is, update the output file
output_completed()
-- if there is already a listed current game, this is a resumed session
-- otherwise, call swap_game() to setup for the first game load
if config.current_game ~= nil then
load_game(config.current_game)
else swap_game() end
end
function get_tag_from_hash_db(target, database)
local resp = nil
local fp = io.open(database, 'r')
for x in fp:lines() do
local hash, tag = x:match("^([0-9A-Fa-f]+)%s+(%S+)")
if hash == target then resp = tag; break end
end
fp:close()
return resp
end
check_lua_core()
-- load primary configuration
load_config('shuffler-src/config.lua')
if emu.getsystemid() ~= "NULL" then
-- THIS CODE RUNS EVERY TIME THE SCRIPT RESTARTS
-- which is specifically after a call to client.openrom()
-- I will try to limit the number of comments I write solely to complain about
-- this design decision, but I make no promises.
-- load plugin configuration
if config.plugins ~= nil then
for pmodpath,pdata in pairs(config.plugins) do
local pmodule = require(PLUGINS_FOLDER .. '.' .. pmodpath)
pmodule._module = pmodpath
if pmodule ~= nil then table.insert(plugins, pmodule) end
end
end
local state = get_savestate_file()
if file_exists(state) then savestate.load(state) end
-- update swap counter for this game
local new_swaps = (config.game_swaps[config.current_game] or 0) + 1
config.game_swaps[config.current_game] = new_swaps
write_data('output-info/current-swaps.txt', new_swaps)
-- update total swap counter
config.total_swaps = (config.total_swaps or 0) + 1
write_data('output-info/total-swaps.txt', config.total_swaps)
-- update game name
write_data('output-info/current-game.txt', strip_ext(config.current_game))
-- this code just outright crashes on Bizhawk 2.6.1, go figure
if checkversion("2.6.2") then
gui.use_surface('client')
gui.clearGraphics()
end
math.randomseed(config.nseed or config.seed)
for _,plugin in ipairs(plugins) do
if plugin.on_game_load ~= nil then
local pdata = config.plugins[plugin._module]
plugin.on_game_load(pdata.state, pdata.settings)
end
end
else
-- THIS CODE RUNS ONLY ON THE INITIAL SCRIPT SETUP
client.displaymessages(false)
if checkversion(MIN_BIZHAWK_VERSION) then
local setup = require('shuffler-src.setupform')
setup.initial_setup(complete_setup)
else
log_message(string.format("Expected Bizhawk version %s+", MIN_BIZHAWK_VERSION))
log_message("-- Currently installed version: " .. client.getversion())
log_message("-- Please update your Bizhawk installation")
end
end
prev_input = input.get()
frames_since_restart = 0
local ptime_total = nil
local ptime_game = nil
last_time = gettime()
while true do
if emu.getsystemid() ~= "NULL" and running then
-- wait for a frame to pass before turning sound back on
if frames_since_restart == 1 and config.sound then client.SetSoundOn(true) end
local frame_count = (config.frame_count or 0) + 1
config.frame_count = frame_count
frames_since_restart = frames_since_restart + 1
local time = gettime()
local time_difference = time - last_time
last_time = time
local total_time_since_start = time - config.initial_time
local total_time = config.total_time + time_difference
config.total_time = total_time
-- update the frame count specifically for the active game as well
local current_game_seconds = (config.game_second_count[config.current_game] or 0) + time_difference
config.game_second_count[config.current_game] = current_game_seconds
-- save time info to files for OBS display
if config.output_timers then
local time_total = seconds_to_time(total_time)
if time_total ~= ptime_total then
write_data('output-info/total-time.txt', time_total)
ptime_total = time_total
end
local time_game = seconds_to_time(current_game_seconds)
if time_game ~= ptime_game then
write_data('output-info/current-time.txt', time_game)
ptime_game = time_game
end
end
-- let plugins do operations each frame
for _,plugin in ipairs(plugins) do
if plugin.on_frame ~= nil then
local pdata = config.plugins[plugin._module]
plugin.on_frame(pdata.state, pdata.settings)
end
end
-- calculate input "rises" by subtracting the previously held inputs from the inputs on this frame
local input_rise = input.get()
for k,v in pairs(prev_input) do input_rise[k] = nil end
prev_input = input.get()
-- mark the game as complete if the hotkey is pressed (and some time buffer)
-- the time buffer should hopefully prevent somebody from attempting to
-- press the hotkey and the game swapping, marking the wrong game complete
if input_rise[config.hk_complete] and frames_since_restart > math.min(3, config.min_swap/2) * 60 then mark_complete() end
-- time to swap!
if total_time_since_start >= config.total_time_limit then swap_game() end
end
emu.frameadvance()
end
|
local function capture()
local img = image(CAMERA)
for i = 1, img.width, 10 do
for j = 1, img.height, 10 do
table.insert(pixels,{x=i/2,y=j/2,w=5,h=5,c=color(img:get(i,j))})
end
end
captured = true
end
function setup()
parameter.action("Capture",capture)
parameter.number("ChromaKey",0,255,0)
noSmooth()
captured = false
pixels = {}
end
function draw()
background(0)
if captured then
for _,v in ipairs(pixels) do
if v.c.g > ChromaKey then
fill(v.c)
rect(v.x,v.y,v.w,v.h)
end
end
else
fill(255)
sprite(CAMERA,WIDTH/2,HEIGHT/2,math.min(spriteSize(CAMERA),WIDTH))
end
end |
Hyper = {"ctrl", "cmd", "shift"}
AssetsDir = hs.configdir .. "assets/"
-- hs.logger.defaultLogLevel = 'debug'
ConfigLogger = hs.logger.new('config','debug') |
--[[
Copyright 2017 YANG Huan ([email protected]).
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
--]]
local System = System
local throw = System.throw
local clear = System.Array.clear
local ArgumentNullException = System.ArgumentNullException
local ArgumentOutOfRangeException = System.ArgumentOutOfRangeException
local table = table
local tconcat = table.concat
local schar = string.char
local ssub = string.sub
local function build(this, value, startIndex, length)
value = value:Substring(startIndex, length)
local len = #value
if len > 0 then
this[#this + 1] = value
this.Length = len
end
end
System.define("System.StringBuilder", {
Length = 0,
ToString = tconcat,
__tostring = tconcat,
__ctor__ = function (this, ...)
local len = select("#", ...)
if len == 0 then
elseif len == 1 or len == 2 then
local value = ...
if type(value) == "string" then
build(this, value, 0, #value)
else
build(this, "", 0, 0)
end
else
local value, startIndex, length = ...
build(this, value, startIndex, length)
end
end,
getLength = function (this)
return this.Length
end,
setLength = function (this, value)
if value < 0 then throw(ArgumentOutOfRangeException("value")) end
if value == 0 then
this:Clear()
return
end
local delta = value - this.Length
if delta > 0 then
this:AppendCharRepeat(0, delta)
else
local length, remain = #this, value
for i = 1, length do
local s = this[i]
local len = #s
if len >= remain then
if len ~= remain then
s = ssub(s, 0, remain)
this[i] = s
end
for j = i + 1, length do
this[j] = nil
end
break
end
remain = remain - len
end
this.Length = this.Length + delta
end
end,
Append = function (this, ...)
local len = select("#", "...")
if len == 1 then
local value = ...
if value ~= nil then
value = value:ToString()
this[#this + 1] = value
this.Length = this.Length + #value
end
else
local value, startIndex, length = ...
if value == nil then
throw(ArgumentNullException("value"))
end
value = value:Substring(startIndex, length)
this[#this + 1] = value
this.Length = this.Length + #value
end
return this
end,
AppendChar = function (this, v)
v = schar(v)
this[#this + 1] = v
this.Length = this.Length + 1
return this
end,
AppendCharRepeat = function (this, v, repeatCount)
if repeatCount < 0 then throw(ArgumentOutOfRangeException("repeatCount")) end
if repeatCount == 0 then return this end
v = schar(v)
local count = #this + 1
for i = 1, repeatCount do
this[count] = v
count = count + 1
end
this.Length = this.Length + repeatCount
return this
end,
AppendFormat = function (this, format, ...)
local value = format:Format(...)
this[#this + 1] = value
this.Length = this.Length + #value
return this
end,
AppendLine = function (this, value)
local count = 1
local len = #this + 1
if value ~= nil then
this[len] = value
len = len + 1
count = count + #value
end
this[len] = "\n"
this.Length = this.Length + count
return this
end,
Clear = function (this)
clear(this)
this.length = 0
return this
end
})
|
local M = { }
M.defaultFont = jd.Font.request(jd.conf.misc.defaultFont)
M.defaultLayer = jd.drawService:layer(3)
function M.create(s, p, layer, font)
if type(font) == 'string' then
font = jd.Font.request(font)
else
font = font or M.defaultFont
end
layer = layer or M.defaultLayer.group
p = p or jd.Vec2()
local text = jd.Text(layer)
text.font = font
text.string = s
text.position = p
return text
end
local function calculateCenterP(t, layer)
layer = layer or M.defaultLayer
local r = t.bounds
local d = r.position - t.position
r.center = layer.view.center
return r.position - d
end
function M.center(t, layer)
t.position = calculateCenterP(t, layer)
end
function M.centerX(t, layer)
t.position = jd.Vec2(calculateCenterP(t, layer).x, t.position.y)
end
function M.centerY(t, layer)
t.position = jd.Vec2(t.position.x, calculateCenterP(t, layer).y)
end
return M
|
SoundLayerEditor = SoundLayerEditor or class(EnvironmentLayerEditor)
local SndLayer = SoundLayerEditor
function SndLayer:init(parent)
self:init_basic(parent, "SoundLayerEditor")
self._menu = parent._holder
MenuUtils:new(self)
self._created_units = {}
self._environment_unit = "core/units/sound_environment/sound_environment"
self._emitter_unit = "core/units/sound_emitter/sound_emitter"
self._area_emitter_unit = "core/units/sound_area_emitter/sound_area_emitter"
end
function SndLayer:loaded_continents()
if true then
return
end
for _, area in ipairs(clone(managers.sound_environment:areas())) do
local unit = self:do_spawn_unit(self._environment_unit, {name_id = area:name(), position = area:position(), rotation = area:rotation()})
unit:unit_data().environment_area = area
unit:unit_data().environment_area:set_unit(unit)
end
for _, emitter in ipairs(clone(managers.sound_environment:emitters())) do
local unit = self:do_spawn_unit(self._emitter_unit, {name_id = emitter:name(), position = emitter:position(), rotation = emitter:rotation()})
unit:unit_data().emitter = emitter
unit:unit_data().emitter:set_unit(unit)
end
for _, emitter in ipairs(clone(managers.sound_environment:area_emitters())) do
local unit = self:do_spawn_unit(self._area_emitter_unit, {name_id = emitter:name(), position = emitter:position(), rotation = emitter:rotation()})
unit:unit_data().emitter = emitter
unit:unit_data().emitter:set_unit(unit)
end
end
function SndLayer:save()
local sound_environments = {}
local sound_emitters = {}
local sound_area_emitters = {}
for _, unit in ipairs(self._created_units) do
if unit:name() == Idstring(self._environment_unit) then
local area = unit:unit_data().environment_area
local shape_table = area:save_level_data()
shape_table.environment = area:environment()
shape_table.ambience_event = area:ambience_event()
shape_table.occasional_event = area:occasional_event()
shape_table.use_environment = area:use_environment()
shape_table.use_ambience = area:use_ambience()
shape_table.use_occasional = area:use_occasional()
shape_table.name = area:name()
table.insert(sound_environments, shape_table)
end
if unit:name() == Idstring(self._emitter_unit) then
local emitter = unit:unit_data().emitter
table.insert(sound_emitters, {
emitter_event = emitter:emitter_event(),
position = emitter:position(),
rotation = emitter:rotation(),
name = emitter:name()
})
end
if unit:name() == Idstring(self._area_emitter_unit) then
local area_emitter = unit:unit_data().emitter
local shape_table = area_emitter:save_level_data()
shape_table.name = area_emitter:name()
table.insert(sound_area_emitters, shape_table)
end
end
local default_ambience = managers.sound_environment:default_ambience()
local default_occasional = managers.sound_environment:default_occasional()
local ambience_enabled = managers.sound_environment:ambience_enabled()
managers.worlddefinition._sound_data = {
default_environment = managers.sound_environment:default_environment(),
default_ambience = default_ambience,
ambience_enabled = ambience_enabled,
default_occasional = default_occasional,
sound_environments = sound_environments,
sound_emitters = sound_emitters,
sound_area_emitters = sound_area_emitters
}
end
function SndLayer:reset_selected_units()
for k, unit in ipairs(clone(self._created_units)) do
if not alive(unit) then
table.remove(self._created_units, k)
end
end
self:save()
end
function SndLayer:update(t, dt)
if self:Value("SoundUnits") then
local selected_units = self:selected_units()
for _, unit in ipairs(self._created_units) do
if alive(unit) then
if unit:name() == Idstring(self._emitter_unit) then
local r, g, b = 0.6, 0.6, 0
if table.contains(selected_units, unit) then
r, g, b = 1, 1, 0.4
end
unit:unit_data().emitter:draw(t, dt, r, g, b)
end
if unit:name() == Idstring(self._environment_unit) then
Application:draw(unit, 1, 1, 1)
local r, g, b = 0, 0, 0.8
if table.contains(selected_units, unit) then
r, g, b = 0.4, 0.4, 1
end
unit:unit_data().environment_area:draw(t, dt, r, g, b)
end
if unit:name() == Idstring(self._area_emitter_unit) then
Application:draw(unit, 1, 1, 1)
local r, g, b = 0, 0, 0.8
if table.contains(selected_units, unit) then
r, g, b = 0.4, 0.4, 1
end
unit:unit_data().emitter:draw(t, dt, r, g, b)
end
end
end
end
end
function SndLayer:ambience_events()
local events = {}
for _, sound in pairs(Global.WorldSounds) do
if string.begins(sound, "ambience_") then
table.insert(events, sound)
end
end
return events
end
function SndLayer:occasional_events()
local events = {}
for _, sound in pairs(Global.WorldSounds) do
if string.begins(sound, "occasionals_") then
table.insert(events, sound)
end
end
return events
end
function SndLayer:emitter_events()
local events = {}
for _, sound in pairs(Global.WorldSounds) do
if string.begins(sound, "emitter_") then
table.insert(events, sound)
end
end
return events
end
function SndLayer:build_menu()
local defaults = self:Group("Defaults")
local environments = managers.sound_environment:environments()
self._default_environment = self:ComboBox("Environment", callback(self, self, "select_default_sound_environment"), environments, table.get_key(environments, managers.sound_environment:default_environment()), {group = defaults})
local events = self:ambience_events()
self._default_ambience = self:ComboBox("Ambience", callback(self, self, "select_default_ambience"), events, table.get_key(events, managers.sound_environment:default_ambience()), {
group = defaults,
enabled = #events > 0
})
local occ_events = self:occasional_events()
self._default_occasional = self:ComboBox("Occasional", callback(self, self, "select_default_occasional"), occ_events, table.get_key(occ_events, managers.sound_environment:default_occasional()), {
group = defaults,
enabled = #occ_events > 0
})
self._ambience_enabled = self:Toggle("AmbienceEnabled", callback(self, self, "set_ambience_enabled"), managers.sound_environment:ambience_enabled(), {group = defaults, enabled = #events > 0})
self:Button("RestartAllEmitters", callback(self, self, "on_restart_emitters"))
self:Button("SpawnSoundEnvironment", callback(self._parent, self._parent, "BeginSpawning", self._environment_unit))
self:Button("SpawnSoundEmitter", callback(self._parent, self._parent, "BeginSpawning", self._emitter_unit))
self:Button("SpawnSoundAreaEmitter", callback(self._parent, self._parent, "BeginSpawning", self._area_emitter_unit))
end
function SndLayer:build_unit_menu()
local S = self:Manager("static")
S._built_multi = false
S.super.build_default_menu(S)
local unit = self:selected_unit()
if alive(unit) then
S:build_positions_items(true)
S:update_positions()
S:Button("CreatePrefab", callback(S, S, "add_selection_to_prefabs"), {group = S:GetItem("QuickButtons")})
if unit:name() == self._environment_unit:id() then
S:SetTitle("Sound Environment Selection")
local sound_environment = S:Group("SoundEnvironment", {index = 1})
S:TextBox("Name", callback(self, self, "set_unit_name_id"), unit:unit_data().name_id or "", {group = sound_environment})
local environments = managers.sound_environment:environments()
self._effect = S:ComboBox("Effect", callback(self, self, "select_sound_environment"), managers.sound_environment:environments(), table.get_key(environments, managers.sound_environment:default_environment()), {
group = sound_environment
})
self._use_environment = S:Toggle("UseEnvironment", callback(self, self, "toggle_use_environment"), true, {group = sound_environment})
local events = self:ambience_events()
self._ambience = S:ComboBox("Ambience", callback(self, self, "select_environment_ambience"), events, table.get_key(events, managers.sound_environment:default_ambience()), {
group = sound_environment,
})
self._use_ambience = S:Toggle("UseAmbience", callback(self, self, "toggle_use_ambience"), true, {group = sound_environment})
local occ_events = self:occasional_events()
self._occasional = S:ComboBox("Occasional", callback(self, self, "select_environment_occasional"), occ_events, table.get_key(occ_events, managers.sound_environment:default_occasional()), {
group = sound_environment,
})
self._use_occasional = S:Toggle("UseOccasional", callback(self, self, "toggle_use_occasional"), true, {group = sound_environment})
self:set_sound_environment_parameters()
elseif unit:name() == self._emitter_unit:id() or unit:name() == self._area_emitter_unit:id() then
if unit:name() == self._emitter_unit:id() then
S:SetTitle("Sound Emitter Selection")
elseif unit:name() == self._area_emitter_unit:id() then
S:SetTitle("Sound Area Emitter Selection")
end
local sound_emitter = S:Group("SoundEmitter", {index = 1})
S:TextBox("Name", callback(self, self, "set_unit_name_id"), unit:unit_data().name_id or "", {group = sound_emitter})
local events = self:emitter_events{}
self._emitter_events_combobox = S:ComboBox("Events", callback(self, self, "select_emitter_event"), events, table.get_key(events, default_emitter_path and managers.sound_environment:emitter_events(default_emitter_path)[1]), {group = sound_emitter})
self:set_sound_emitter_parameters()
end
end
end
function SndLayer:select_default_ambience(menu, item)
managers.sound_environment:set_default_ambience(item:SelectedItem())
self:save()
end
function SndLayer:select_default_occasional(menu, item)
managers.sound_environment:set_default_occasional(item:SelectedItem())
self:save()
end
function SndLayer:set_ambience_enabled(menu, item)
managers.sound_environment:set_ambience_enabled(item:Value())
self:save()
end
function SndLayer:select_default_sound_environment(menu, item)
managers.sound_environment:set_default_environment(item:SelectedItem())
self:save()
end
function SndLayer:select_emitter_path(menu, item)
local path = item:SelectedItem()
local emitter = self:selected_unit():unit_data().emitter
emitter:set_emitter_path(path)
self._emitter_events_combobox:SetItems(managers.sound_environment:emitter_events(path))
self._emitter_events_combobox:SetSelectedItem(emitter:emitter_event())
end
function SndLayer:select_emitter_event(menu, item)
self:selected_unit():unit_data().emitter:set_emitter_event(item:SelectedItem())
self:save()
end
function SndLayer:select_sound_environment(menu, item)
self:selected_unit():unit_data().environment_area:set_environment(item:SelectedItem())
self:save()
end
function SndLayer:toggle_use_environment(menu, item)
self:selected_unit():unit_data().environment_area:set_use_environment(item:Value())
self:save()
end
function SndLayer:select_environment_ambience(menu, item)
self:selected_unit():unit_data().environment_area:set_environment_ambience(item:SelectedItem())
self:save()
end
function SndLayer:toggle_use_ambience(menu, item)
self:selected_unit():unit_data().environment_area:set_use_ambience(item:Value())
self:save()
end
function SndLayer:select_environment_occasional(menu, item)
self:selected_unit():unit_data().environment_area:set_environment_occasional(item:SelectedItem())
self:save()
end
function SndLayer:toggle_use_occasional(menu, item)
self:selected_unit():unit_data().environment_area:set_use_occasional(item:Value())
self:save()
end
function SndLayer:on_restart_emitters()
for _, unit in ipairs(self._created_units) do
if unit:name() == Idstring(self._emitter_unit) or unit:name() == Idstring(self._area_emitter_unit) then
unit:unit_data().emitter:restart()
end
end
end
function SndLayer:do_spawn_unit(unit_path, ud)
local unit = World:spawn_unit(unit_path:id(), ud.position or Vector3(), ud.rotation or Rotation())
table.merge(unit:unit_data(), ud)
unit:unit_data().name = unit_path
unit:unit_data().sound_unit = true
unit:unit_data().position = unit:position()
unit:unit_data().rotation = unit:rotation()
table.insert(self._created_units, unit)
if alive(unit) then
if unit:name() == Idstring(self._emitter_unit) then
local emitter = unit:unit_data().emitter
if not emitter or emitter:unit() ~= unit then
unit:unit_data().emitter = managers.sound_environment:add_emitter(emitter and emitter:get_params() or {})
unit:unit_data().emitter:set_unit(unit)
end
elseif unit:name() == Idstring(self._area_emitter_unit) then
local emitter = unit:unit_data().emitter
if not emitter or emitter:unit() ~= unit then
unit:unit_data().emitter = managers.sound_environment:add_area_emitter(emitter and emitter:save_level_data() or {})
unit:unit_data().emitter:set_unit(unit)
end
elseif unit:name() == Idstring(self._environment_unit) then
local area = unit:unit_data().environment_area
if not area or area:unit() ~= unit then
unit:unit_data().environment_area = managers.sound_environment:add_area(area and area:get_params() or {})
unit:unit_data().environment_area:set_unit(unit)
end
end
end
self:save()
return unit
end
function SndLayer:is_my_unit(unit)
if unit == self._emitter_unit:id() or unit == self._environment_unit:id() or unit == self._area_emitter_unit:id() then
return true
end
return false
end
function SndLayer:delete_unit(unit)
local ud = unit:unit_data()
table.delete(self._created_units, unit)
if ud then
if unit:name() == Idstring(self._environment_unit) then
managers.sound_environment:remove_area(ud.environment_area)
end
if unit:name() == Idstring(self._emitter_unit) then
managers.sound_environment:remove_emitter(ud.emitter)
end
if unit:name() == Idstring(self._area_emitter_unit) then
managers.sound_environment:remove_area_emitter(ud.emitter)
end
end
self:save()
end
function SndLayer:set_sound_environment_parameters()
local S = self:Manager("static")
self._effect:SetEnabled(false)
self._ambience:SetEnabled(false)
self._occasional:SetEnabled(false)
self._use_environment:SetEnabled(false)
self._use_ambience:SetEnabled(false)
self._use_occasional:SetEnabled(false)
if alive(self:selected_unit()) and self:selected_unit():name() == self._environment_unit:id() then
local area = self:selected_unit():unit_data().environment_area
if area then
area:create_panel(S)
self._effect:SetEnabled(true)
self._ambience:SetEnabled(true)
self._occasional:SetEnabled(true)
self._use_environment:SetEnabled(true)
self._use_ambience:SetEnabled(true)
self._use_occasional:SetEnabled(true)
self._effect:SetSelectedItem(area:environment())
self._ambience:SetSelectedItem(area:ambience_event())
self._occasional:SetSelectedItem(area:occasional_event())
self._use_environment:SetValue(area:use_environment())
self._use_ambience:SetValue(area:use_ambience())
self._use_occasional:SetValue(area:use_occasional())
end
end
end
function SndLayer:set_sound_emitter_parameters()
local S = self:Manager("static")
if alive(self:selected_unit()) and (self:selected_unit():name() == self._emitter_unit:id() or self:selected_unit():name() == self._area_emitter_unit:id()) then
local emitter = self:selected_unit():unit_data().emitter
if emitter then
self._emitter_events_combobox:SetSelectedItem(emitter:emitter_event())
end
if self:selected_unit():name() == self._area_emitter_unit:id() then
local area = self:selected_unit():unit_data().emitter
if area then
area:create_panel(S)
end
end
end
end
function SndLayer:activate()
SoundLayerEditor.super.activate(self)
managers.editor:set_listener_enabled(true)
managers.editor:set_wanted_mute(false)
end
function SndLayer:deactivate(params)
managers.editor:set_listener_enabled(false)
SoundLayerEditor.super.deactivate(self)
if not params or not params.simulation then
managers.editor:set_wanted_mute(true)
end
end |
--Color Class (table)
Color = {R = 0 ,G = 0,B = 0,A = 0 , className = "Color"}
--Color Class Metatable
Color.mt = {}
--Creation by Constructor simulation
Color.mt.__call = function(caller,r,g,b,a)
R = r or 0
G = g or 0
B = b or 0
A = a or 0
p = {}
setmetatable(p,Color)
Color.__index = Color
p.R = r
p.G = g
p.B = b
p.A = a
p.className = "Color"
return p
end
setmetatable(Color,Color.mt)
--Creation with new
function Color:new(r,g,b,a)
R = r or 0
G = g or 0
B = b or 0
A = a or 0
p = {}
setmetatable(p,self)
self.__index = self
p.R = r
p.G = g
p.B = b
p.A = a
p.className = "Color"
return p
end
--Addition overload (adding two Colors)
Color.__add = function(a,b)
local pr = Color()
pr.R = a.R + b.R
pr.G = a.G + b.G
pr.B = a.B + b.B
pr.A = a.A + b.A
return pr
end
--Substraction overload
Color.__sub = function(a,b)
local pr = Color()
pr.R = a.R - b.R
pr.G = a.G - b.G
pr.B = a.B - b.B
pr.A = a.A - b.A
return pr
end
--Color * color overload
Color.__mul = function(a,b)
local pr = Color()
pr.R = a.R * b.R
pr.G = a.G * b.G
pr.B = a.B * b.B
pr.A = a.A * b.A
return pr
end
--Color / color number overload
Color.__div = function(a,b)
local pr = Color()
pr.R = a.R / b.R
pr.G = a.G / b.G
pr.B = a.B / b.B
pr.A = a.A / b.A
return pr
end
--comparing 2 Colors
Color.__eq = function(a,b)
if(a.R == b.R and a.G == b.G and a.B == b.B and a.A == b.A) then return true end
return false
end
function Color:Clamp()
if(self.R > 1.0) then self.R = 1.0 end
if(self.G > 1.0) then self.G = 1.0 end
if(self.B > 1.0) then self.B = 1.0 end
if(self.A > 1.0) then self.A = 1.0 end
if(self.R < 0.0) then self.R = 0.0 end
if(self.G < 0.0) then self.G = 0.0 end
if(self.B < 0.0) then self.B = 0.0 end
if(self.A < 0.0) then self.A = 0.0 end
end
-- this is used by C++ to create a lua Color
function CreateColor()
local pt = Color()
return pt
end |
local setmetatable = setmetatable
local ipairs = ipairs
local error = error
local _guardian = function()
local guard = { __when = {} }
guard.when = function(filter, f)
guard.__when[#guard.__when + 1] = { filter = filter, f = f }
return guard
end
guard.any = function(f)
guard.__any = f
return guard
end
return setmetatable(guard, {
__call = function(guard, ...)
for k, g in ipairs(guard.__when) do
if g.filter(...) then
return g.f(...)
end
end
if guard.__any then
return guard.__any(...)
end
return error("guard: No guard defined for given arguments.", 0)
end,
})
end
return setmetatable({
_DESCRIPTION = "Elixir-style guards for Lua",
_VERSION = "guard v0.0.1",
_URL = "http://github.com/Yonaba/guard.lua",
_LICENSE = "MIT LICENSE <http://www.opensource.org/licenses/mit-license.php>",
}, { __call = function()
return _guardian()
end })
|
for i, v in pairs(tfm.get.room.playerList) do
eventNewPlayer(i)
end
for i, v in pairs(BOT) do
PLAYER[i] = instanceData()
PLAYER[i].skinEquiped = v.chair
end
local temp = roomOwner()
addFunctionTimer(function()
for i, v in pairs(tfm.get.room.playerList) do
if nickHashtag(i) == temp then
OWNER = i
colorNick(i)
return
end
end
if not (tfm.get.room.isTribeHouse or tfm.get.room.name:sub(1,1) == "@") then
CONFIG.ranked = true
end
end, 500)
if not temp then
tfm.exec.setRoomMaxPlayers(15)
else
CONFIG.ranked = false
end
if tfm.get.room.isTribeHouse or tfm.get.room.name:sub(1,1) == "@" then
CONFIG.ranked = false
CONFIG.tribeHouse = true
end
if tfm.get.room.name:find("#event$") then
CONFIG.eventRoom = true
CONFIG.ranked = true
end
system.disableChatCommandDisplay(nil, true)
tfm.exec.disableAutoShaman()
--tfm.exec.disablePhysicalConsumables(true)
tfm.exec.disableAfkDeath()
tfm.exec.disableAutoNewGame()
tfm.exec.disableAutoScore()
tfm.exec.disableAutoTimeLeft()
tfm.exec.disableMinimalistMode()
tfm.exec.disableMortCommand()
newMap() |
-- converted from https://github.com/joaquimserafim/base64-url
local Buffer = require('buffer').Buffer
local function unescape (str)
local len = 4 - #str % 4
local newstr = {}
str:gsub("%S+", function(c) table.insert(newstr, c) end)
for i = 1, len do
table.insert(newstr, "")
end
newstr = table.concat(newstr, '=')
newstr = newstr:gsub("(-)", "+")
newstr = newstr:gsub("(_)", "/")
return newstr
end
local function escape (str)
str = str:gsub("(%+)", "-")
str = str:gsub("(/)", "_")
str = str:gsub("(%=)", "")
return str
end
local function encode (str)
return escape(Buffer:new(str):toString())
end
local function decode (str)
return Buffer:new(unescape(str)):toString()
end
return {
unescape = unescape,
escape = escape,
encode = encode,
decode = decode
} |
--===========================================================================--
-- --
-- Attribute for Validator --
-- --
--===========================================================================--
--===========================================================================--
-- Author : [email protected] --
-- URL : http://github.com/kurapica/PLoop --
-- Create Date : 2018/04/04 --
-- Update Date : 2020/06/13 --
-- Version : 1.3.4 --
--===========================================================================--
PLoop(function(_ENV)
namespace "System.Web"
import "System.Configuration"
--- the login & authority validator
__Sealed__() __NoNilValue__(false) class "__Login__" (function(_ENV)
extend "IInitAttribute"
export {
unpack = unpack,
UrlEncode = UrlEncode,
HttpMethod_GET = HttpMethod.GET,
IsObjectType = Class.IsObjectType,
AttributeTargets, __Login__, Application
}
local function redirect(context, path, settings)
local request = context.Request
if request:IsHtmlAccepted() then
if not path then
if request.HttpMethod == HttpMethod_GET then
path = (settings and settings.LoginPage or __Login__.DefaultLoginPage) .. "?" .. (settings and settings.PathKey or __Login__.DefaultPathKey) .. "=" .. UrlEncode(request.RawUrl)
else
path = settings and settings.LoginPage or __Login__.DefaultLoginPage
end
end
return context.Response:Redirect(path)
else
context.Response.StatusCode = HTTP_STATUS.DENIED
end
end
-----------------------------------------------------------
-- method --
-----------------------------------------------------------
function InitDefinition(self, target, targettype, definition, owner, name, stack)
local authority = self[1]
if targettype == AttributeTargets.Function then
if authority then
return function(context, ...)
local settings = context.Application[__Login__]
local result, path
if (settings and settings.LoginChecker or __Login__.DefaultLoginChecker)(context) then
result, path = (settings and settings.AuthorityChecker or __Login__.DefaultAuthorityChecker)(context, unpack(authority))
if result then return definition(context, ...) end
end
return redirect(context, path, settings)
end
else
return function(context, ...)
local settings = context.Application[__Login__]
if (settings and settings.LoginChecker or __Login__.DefaultLoginChecker)(context) then
return definition(context, ...)
end
return redirect(context, nil, settings)
end
end
else
if authority then
return function(self, context, ...)
local settings = context.Application[__Login__]
local result, path
if (settings and settings.LoginChecker or __Login__.DefaultLoginChecker)(context) then
result, path = (settings and settings.AuthorityChecker or __Login__.DefaultAuthorityChecker)(context, unpack(authority))
if result then return definition(self, context, ...) end
end
return redirect(context, path, settings)
end
else
return function(self, context, ...)
local settings = context.Application[__Login__]
if (settings and settings.LoginChecker or __Login__.DefaultLoginChecker)(context) then
return definition(self, context, ...)
end
return redirect(context, nil, settings)
end
end
end
end
-----------------------------------------------------------
-- static property --
-----------------------------------------------------------
--- the default key in the session items for checking
__Static__() property "DefaultKey" { type = String, default = "user" }
--- the default login checker, so the user can do their own login check logic
__Static__() property "DefaultLoginChecker" {
type = Function,
default = function(context)
local settings = context.Application[__Login__]
return context.Session.Items[settings and settings.Key or __Login__.DefaultKey] ~= nil
end,
}
--- the default login path
__Static__() property "DefaultLoginPage" { type = String }
--- the default key to send the request path to the login page
__Static__() property "DefaultPathKey" { type = String, default = "path"}
--- the default authority checker
__Static__() property "DefaultAuthorityChecker" { type = Function, default = function() return true end }
--- the key in the session items for checking
__Indexer__(Application)
__Static__() property "Key" {
type = String,
set = function(self, app, value)
app = app._Application
local settings = app[__Login__] or {}
settings.Key = value
app[__Login__] = settings
end,
}
--- the login checker
__Indexer__(Application)
__Static__() property "LoginChecker" {
type = Function,
set = function(self, app, value)
app = app._Application
local settings = app[__Login__] or {}
settings.LoginChecker = value
app[__Login__] = settings
end,
}
--- the login path
__Indexer__(Application)
__Static__() property "LoginPage" {
type = String,
set = function(self, app, value)
app = app._Application
local settings = app[__Login__] or {}
settings.LoginPage = value
app[__Login__] = settings
end,
}
--- the key to send the request path to the login page
__Indexer__(Application)
__Static__() property "PathKey" {
type = String,
set = function(self, app, value)
app = app._Application
local settings = app[__Login__] or {}
settings.PathKey = value
app[__Login__] = settings
end,
}
--- the authority checker
__Indexer__(Application)
__Static__() property "AuthorityChecker" {
type = Function,
set = function(self, app, value)
app = app._Application
local settings = app[__Login__] or {}
settings.AuthorityChecker = value
app[__Login__] = settings
end,
}
-----------------------------------------------------------
-- property --
-----------------------------------------------------------
--- the attribute target
property "AttributeTarget" { set = false, default = AttributeTargets.Function + AttributeTargets.Method }
--- the attribute priority
property "Priority" { set = false, default = AttributePriority.Lower }
-- the attribute priority sub level
property "SubLevel" { set = false, default = - 2000 }
-----------------------------------------------------------
-- constructor --
-----------------------------------------------------------
function __new(_, val, ...)
if val then
return { { val, ... } }, true
else
return {}, true
end
end
end)
--- the form validator
__Sealed__() class "__Form__" (function(_ENV)
extend "IInitAttribute"
export {
Serialize = Serialization.Serialize,
Deserialize = Serialization.Deserialize,
GetStructCategory = Struct.GetStructCategory,
GetMembers = Struct.GetMembers,
GetArrayElement = Struct.GetArrayElement,
GetDictionaryKey = Struct.GetDictionaryKey,
GetDictionaryValue = Struct.GetDictionaryValue,
IsSubStruct = Struct.IsSubType,
IsStruct = Struct.Validate,
IsEnum = Enum.Validate,
GetEnumValues = Enum.GetEnumValues,
ValidateStructValue = Struct.ValidateValue,
ValidateEnumValue = Enum.ValidateValue,
strmatch = string.match,
select = select,
tonumber = tonumber,
pairs = pairs,
type = type,
pcall = pcall,
strgsub = string.gsub,
strtrim = function (s) return s and strgsub(s, "^%s*(.-)%s*$", "%1") or "" end,
MEMBER = StructCategory.MEMBER,
ARRAY = StructCategory.ARRAY,
CUSTOM = StructCategory.CUSTOM,
DICTIONARY = StructCategory.DICTIONARY,
Debug = Logger.Default[Logger.LogLevel.Debug],
HttpMethod_GET = HttpMethod.GET,
__Form__, Attribute, AttributeTargets, JsonFormatProvider, Serialization.StringFormatProvider, Number
}
local function validateNotypeValue(config, value)
if type(value) == "string" then value = strtrim(value) end
if value == "" then value = nil end
if value == nil and config.require then return nil, __Form__.RequireMessage end
return value
end
local function validateEnumValue(config, value)
if type(value) == "string" then value = strtrim(value) end
if value == "" then value = nil end
if value == nil then
return nil, config.require and __Form__.RequireMessage or nil
else
if config.number then
local num = tonumber(value)
if not num then return value, __Form__.NumberMessage end
value = num
end
local ret, err = ValidateEnumValue(config.type, value)
if err then return value, true end
return ret
end
end
local function validateCustomValue(config, value)
if type(value) == "string" then value = strtrim(value) end
if value == "" then value = nil end
if value == nil then
return nil, config.require and __Form__.RequireMessage or nil
else
if config.number then
local num = tonumber(value)
if not num then return value, __Form__.NumberMessage end
value = num
end
local ret, err = ValidateStructValue(config.type, value)
if err then return value, err end
return ret
end
end
local function validateArrayValue(config, value)
if type(value) == "string" then
local ok, val = pcall(Deserialize, JsonFormatProvider(), value)
if ok then value= val end
end
if type(value) ~= "table" then
if value == nil then
return nil, config.require and __Form__.RequireMessage or nil
end
-- Could be one element
local errs
local val, err = config.elementconfig:validate(value)
value = { val }
if err then
errs = {}
errs[1] = err
end
return value, errs
elseif value[1] == nil then
local errs
local val, err = config.elementconfig:validate(value)
value = { val }
if err then
errs = {}
errs[1] = err
end
return value, errs
else
local errs
local avalid = config.elementconfig
-- The array may have some empty holes
for i, v in pairs(value) do
if type(i) == "number" then
local val, err = avalid:validate(v)
value[i]= val
if err then
errs = errs or {}
errs[i] = err
end
end
end
return value, errs
end
end
local function validateMemberValue(config, value)
if type(value) == "string" then
local ok, val = pcall(Deserialize, JsonFormatProvider(), value)
if ok then value= val end
end
if type(value) ~= "table" then
return nil, config.require and __Form__.RequireMessage or nil
else
local errs
for name, config in pairs(config.memberconfigs) do
local val, err = config:validate(value[name])
value[name] = val
if err then
errs = errs or {}
errs[name] = err
end
end
return value, errs
end
end
local function validateDictValue(config, value)
if type(value) == "string" then
local ok, val = pcall(Deserialize, JsonFormatProvider(), value)
if ok then value= val end
end
if type(value) ~= "table" then
if value == nil then
return nil, config.require and __Form__.RequireMessage or nil
else
return value, __Form__.TabelMessage
end
else
local errs
local kvalid = config.keyconfig
local vvalid = config.valconfig
for k, v in pairs(value) do
local _, err= kvalid:validate(k)
if err then
errs = errs or {}
errs[k] = err
else
local val, err = vvalid:validate(v)
if err then
errs = errs or {}
errs[k] = err
else
value[k]= val
end
end
end
return value, errs
end
end
local function parseType(vtype, require, stack)
if vtype then
if IsEnum(vtype) then
for k, v in GetEnumValues(vtype) do
-- simple check, normally should be number
return { type = vtype, validate = validateEnumValue, number = type(v) == "number", require = require }
end
elseif IsStruct(vtype) then
local category = GetStructCategory(vtype)
if category == CUSTOM then
return { type = vtype, validate = validateCustomValue, number = IsSubStruct(vtype, Number), require = require }
elseif category == ARRAY then
return { elementconfig = parseType(GetArrayElement(vtype), nil, stack + 1), validate = validateArrayValue, require = require }
elseif category == MEMBER then
local memconfigs = {}
for _, mem in GetMembers(vtype) do
memconfigs[mem:GetName()] = parseType(mem:GetType(), mem:IsRequire(), stack + 1)
end
return { memberconfigs = memconfigs, validate = validateMemberValue, require = require }
elseif category == DICTIONARY then
return { keyconfig = parseType(GetDictionaryKey(vtype), nil, stack + 1), valconfig = parseType(GetDictionaryValue(vtype), nil, stack + 1), validate = validateDictValue, require = require }
end
end
end
return { validate = validateNotypeValue, require = require }
end
local function validateForm(query, config)
local form = {}
local errors
-- Init
for key, val in pairs(query) do
if type(val) == "string" then
val = val:gsub("^%s*(.-)%s*$", "%1")
if val == "" then val = nil end
end
if val ~= nil then
local prev
local ct = form
for p in key:gmatch("%P+") do
p = tonumber(p) or p
if prev then
ct[prev]= type(ct[prev]) == "table" and ct[prev] or {}
ct = ct[prev]
prev = p
else
prev = p
end
end
if prev then
ct[prev] = val
end
end
end
-- validate
return config:validate(form)
end
-----------------------------------------------------------
-- method --
-----------------------------------------------------------
function InitDefinition(self, target, targettype, definition, owner, name, stack)
if self[1] and GetStructCategory(self[1]) ~= MEMBER then error("The form validation type isn't valid", stack + 1) end
local config = parseType(self[1], nil, stack + 1)
if targettype == AttributeTargets.Function then
return function(context)
local request = context.Request
return definition(context, validateForm(request.HttpMethod == HttpMethod_GET and request.QueryString or request.Form, config))
end
else
return function(self, context)
local request = context.Request
return definition(self, context, validateForm(request.HttpMethod == HttpMethod_GET and request.QueryString or request.Form, config))
end
end
end
-----------------------------------------------------------
-- static property --
-----------------------------------------------------------
--- the message for require items
__Static__() property "RequireMessage" { type = String, default = "the %s can't be nil" }
--- the message for number errors
__Static__() property "NumberMessage" { type = String, default = "the %s must be number" }
--- The message for table errors
__Static__() property "TableMessage" { type = String, default = "the %s must be a table" }
-----------------------------------------------------------
-- property --
-----------------------------------------------------------
--- the attribute target
property "AttributeTarget" { set = false, default = AttributeTargets.Function + AttributeTargets.Method }
--- the attribute priority
property "Priority" { set = false, default = AttributePriority.Lower }
--- the attribute priority sub level
property "SubLevel" { set = false, default = - 1000 }
-----------------------------------------------------------
-- constructor --
-----------------------------------------------------------
__Arguments__{ StructType }
function __new(_, type)
return { type }, true
end
__Arguments__{ RawTable }
function __new(_, type)
Attribute.IndependentCall(function()
type = struct(type)
end)
return { type }, true
end
__Arguments__{}
function __new(_)
return {}, true
end
end)
-- the inner request validator
__Sealed__() class "__InnerRequest__" (function(_ENV)
extend "IInitAttribute"
export { NOT_FOUND = HTTP_STATUS.NOT_FOUND, AttributeTargets }
-----------------------------------------------------------
-- method --
-----------------------------------------------------------
function InitDefinition(self, target, targettype, definition, owner, name, stack)
if targettype == AttributeTargets.Function then
return function(context, ...)
if not context.IsInnerRequest then
context.Response.StatusCode = NOT_FOUND
return
end
return definition(context, ...)
end
else
return function(self, context, ...)
if not context.IsInnerRequest then
context.Response.StatusCode = NOT_FOUND
return
end
return definition(self, context, ...)
end
end
end
-----------------------------------------------------------
-- property --
-----------------------------------------------------------
--- the attribute target
property "AttributeTarget" { set = false, default = AttributeTargets.Function + AttributeTargets.Method }
--- the attribute priority
property "Priority" { set = false, default = AttributePriority.Lower }
-- the attribute priority sub level
property "SubLevel" { set = false, default = - 3000 }
end)
-----------------------------------------------------------------------
-- config section --
-----------------------------------------------------------------------
export { __Login__, "pairs" }
local configMap = {
Key = String,
LoginChecker = Function,
LoginPage = String,
PathKey = String,
AuthorityChecker = Function,
}
__ConfigSection__(Web.ConfigSection.Validator.Login, configMap)
function applyWebConfig(config)
for k, v in pairs(config) do
if configMap[k] then
__Login__["Default"..k] = v
end
end
end
__ConfigSection__(Application.ConfigSection.Validator.Login, configMap)
function applyAppConfig(config, app)
for k, v in pairs(config) do
if configMap[k] then
__Login__[k][app] = v
end
end
end
end) |
local _0_0 = nil
do
local name_0_ = "conjure.fs"
local loaded_0_ = package.loaded[name_0_]
local module_0_ = nil
if ("table" == type(loaded_0_)) then
module_0_ = loaded_0_
else
module_0_ = {}
end
module_0_["aniseed/module"] = name_0_
module_0_["aniseed/locals"] = (module_0_["aniseed/locals"] or {})
module_0_["aniseed/local-fns"] = (module_0_["aniseed/local-fns"] or {})
package.loaded[name_0_] = module_0_
_0_0 = module_0_
end
local function _2_(...)
local ok_3f_0_, val_0_ = nil, nil
local function _2_()
return {require("conjure.aniseed.core"), require("conjure.config"), require("conjure.aniseed.nvim"), require("conjure.aniseed.string")}
end
ok_3f_0_, val_0_ = pcall(_2_)
if ok_3f_0_ then
_0_0["aniseed/local-fns"] = {require = {a = "conjure.aniseed.core", config = "conjure.config", nvim = "conjure.aniseed.nvim", str = "conjure.aniseed.string"}}
return val_0_
else
return print(val_0_)
end
end
local _1_ = _2_(...)
local a = _1_[1]
local config = _1_[2]
local nvim = _1_[3]
local str = _1_[4]
local _2amodule_2a = _0_0
local _2amodule_name_2a = "conjure.fs"
do local _ = ({nil, _0_0, {{}, nil, nil, nil}})[2] end
local env = nil
do
local v_0_ = nil
local function env0(k)
local v = nvim.fn.getenv(k)
if (a["string?"](v) and not a["empty?"](v)) then
return v
end
end
v_0_ = env0
_0_0["aniseed/locals"]["env"] = v_0_
env = v_0_
end
local config_dir = nil
do
local v_0_ = nil
do
local v_0_0 = nil
local function config_dir0()
return ((env("XDG_CONFIG_HOME") or (env("HOME") .. "/.config")) .. "/conjure")
end
v_0_0 = config_dir0
_0_0["config-dir"] = v_0_0
v_0_ = v_0_0
end
_0_0["aniseed/locals"]["config-dir"] = v_0_
config_dir = v_0_
end
local findfile = nil
do
local v_0_ = nil
do
local v_0_0 = nil
local function findfile0(name, path)
local res = nvim.fn.findfile(name, path)
if not a["empty?"](res) then
return res
end
end
v_0_0 = findfile0
_0_0["findfile"] = v_0_0
v_0_ = v_0_0
end
_0_0["aniseed/locals"]["findfile"] = v_0_
findfile = v_0_
end
local resolve_above = nil
do
local v_0_ = nil
do
local v_0_0 = nil
local function resolve_above0(name)
return (findfile(name, ".;") or findfile(name, (nvim.fn.getcwd() .. ";")) or findfile(name, (config_dir() .. ";")))
end
v_0_0 = resolve_above0
_0_0["resolve-above"] = v_0_0
v_0_ = v_0_0
end
_0_0["aniseed/locals"]["resolve-above"] = v_0_
resolve_above = v_0_
end
local file_readable_3f = nil
do
local v_0_ = nil
do
local v_0_0 = nil
local function file_readable_3f0(path)
return (1 == nvim.fn.filereadable(path))
end
v_0_0 = file_readable_3f0
_0_0["file-readable?"] = v_0_0
v_0_ = v_0_0
end
_0_0["aniseed/locals"]["file-readable?"] = v_0_
file_readable_3f = v_0_
end
local split_path = nil
do
local v_0_ = nil
do
local v_0_0 = nil
local function split_path0(path)
local function _3_(_241)
return not a["empty?"](_241)
end
return a.filter(_3_, str.split(path, "/"))
end
v_0_0 = split_path0
_0_0["split-path"] = v_0_0
v_0_ = v_0_0
end
_0_0["aniseed/locals"]["split-path"] = v_0_
split_path = v_0_
end
local join_path = nil
do
local v_0_ = nil
do
local v_0_0 = nil
local function join_path0(parts)
return str.join("/", a.concat(parts))
end
v_0_0 = join_path0
_0_0["join-path"] = v_0_0
v_0_ = v_0_0
end
_0_0["aniseed/locals"]["join-path"] = v_0_
join_path = v_0_
end
local resolve_relative_to = nil
do
local v_0_ = nil
do
local v_0_0 = nil
local function resolve_relative_to0(path, root)
local function loop(parts)
if a["empty?"](parts) then
return path
else
if file_readable_3f(join_path(a.concat({root}, parts))) then
return join_path(parts)
else
return loop(a.rest(parts))
end
end
end
return loop(split_path(path))
end
v_0_0 = resolve_relative_to0
_0_0["resolve-relative-to"] = v_0_0
v_0_ = v_0_0
end
_0_0["aniseed/locals"]["resolve-relative-to"] = v_0_
resolve_relative_to = v_0_
end
local resolve_relative = nil
do
local v_0_ = nil
do
local v_0_0 = nil
local function resolve_relative0(path)
local relative_file_root = config["get-in"]({"relative_file_root"})
if relative_file_root then
return resolve_relative_to(path, relative_file_root)
else
return path
end
end
v_0_0 = resolve_relative0
_0_0["resolve-relative"] = v_0_0
v_0_ = v_0_0
end
_0_0["aniseed/locals"]["resolve-relative"] = v_0_
resolve_relative = v_0_
end
return nil |
local sha2 = require('opus.crypto.sha2')
local Krist = { }
local function sha256(key)
return sha2.digest(key):toHex()
end
local function makeaddressbyte(byte)
byte = 48 + math.floor(byte / 7)
return string.char(byte + 39 > 122 and 101 or byte > 57 and byte + 39 or byte)
end
function Krist.makev2address(key)
local protein = {}
local stick = sha256(sha256(key))
local n = 0
local v2 = "k"
repeat
if n < 9 then
protein[n] = string.sub(stick,0,2)
stick = sha256(sha256(stick))
end
n = n + 1
until n == 9
n = 0
repeat
local link = tonumber(string.sub(stick,1+(2*n),2+(2*n)),16) % 9
if string.len(protein[link]) ~= 0 then
v2 = v2 .. makeaddressbyte(tonumber(protein[link],16))
protein[link] = ''
n = n + 1
else
stick = sha256(stick)
end
until n == 9
return v2
end
function Krist.toKristWalletFormat(passphrase)
return sha256('KRISTWALLET' .. passphrase) .. '-000'
end
return Krist
|
--[[-------------------------------------------------------------------------
This file handles most of the server side atm stuff, such as setting and getting bank values
Creating and destroying group accounts.
---------------------------------------------------------------------------]]
include("batm_config.lua")
AddCSLuaFile("batm_translation.lua")
include("batm_translation.lua")
util.AddNetworkString("blueatm")
BATM = BATM or {}
local Accounts = CBLib.LoadModule("batm/bm_accounts.lua", false)
--Lets try connect to the sql database
local connected, failedReason = Accounts.SQL.Initialize()
if connected == false then
MsgC(Color(255,100,100), "--------------------------------------BLUEATM ERROR--------------------------------------\n")
print("BLUE ATM : Failed to connect to the sql database, a reason should be below. If you cannot fix this then please open a support ticket!")
print("BlueATM will not function correctly without resolving this error.\n"..failedReason)
error("SQL_CONNECT_ERROR")
end
--Try to load there account, if not create one. (Test)
hook.Add("PlayerInitialSpawn" , "TestLoad", function(ply)
--What we will do, is when the player spawns we will check which groups there part of
--Then we will confirm each group still has that user as a memeber so you can kick offline memeber of the group
Accounts.GetCachedPersonalAccount(ply:SteamID64(), function(account, didExist)
if didExist then
timer.Simple(0.1, function() --Due to bug we have to network it the next frame
BATM.NetworkAccount(ply, account) --We network this instantly so that the user can see what groups there part of in the account selections creen
end)
end
end)
local timerName = "batm_interest_"..ply:SteamID64()
timer.Create("batm_interest_"..ply:SteamID64(), 60 * BATM.Config.InterestInterval, 0, function()
if BATM.Config.InterestRate <= 0 then
return
end
if not ply:IsValid() then
timer.Destroy(timerName)
return
end
--Get there account, if it exists then add the interest to it.
Accounts.SQL.LoadPersonalAccount(ply:SteamID64(), function(account)
if account ~= false then --yay
--Add the interested
Accounts.GetCachedPersonalAccount(ply:SteamID64(), function(account, didExist)
local interestAmount = math.floor((account:GetBalance() / 100.0) * BATM.Config.InterestRate)
interestAmount = math.Clamp(interestAmount, 0, BATM.MaxInterest or interestAmount)
if interestAmount > 0 then
account:AddBalance(interestAmount, BATM.Config.InterestRate..BATM.Lang["% Interest"])
account:SaveAccount()
BATM.NetworkAccount(ply, account, false)
ply:ChatPrint(BATM.Lang["[ATM] You just got "]..BATM.Config.InterestRate..BATM.Lang["% interest! You will next get interest in 15 minutes!"])
end
end)
end
end)
end)
end)
--Check is a number is "valid"
function BATM.VerifyNumber(number)
return number ~= nil and number > 0
end
--Networks an accoun to a single user
function BATM.NetworkAccount(user, account, shouldUpdateSelectedAccount)
if shouldUpdateSelectedAccount == nil then
shouldUpdateSelectedAccount = true
end
net.Start("blueatm")
net.WriteUInt(BATM_NET_COMMANDS.receiveAccountInfo, 8)
net.WriteTable(account)
net.WriteBool(shouldUpdateSelectedAccount)
net.Send(user)
end
--Networks a group account to all online players from that group
function BATM.NetworkGroupAccount(account)
local owners = account.owners
--Check members
for k ,v in pairs(owners) do
local ply = player.GetBySteamID64(v)
if ply ~= false then
BATM.NetworkAccount(ply, account)
end
end
--Check owner
local ply = player.GetBySteamID64(account.ownerID)
if ply ~= false then
BATM.NetworkAccount(ply, account)
end
end
--[[-------------------------------------------------------------------------
Handle net messages
---------------------------------------------------------------------------]]
local networkEvents = {}
local function addNetworkEvent(typeID, func)
networkEvents[typeID] = func
end
net.Receive("blueatm", function(len, ply)
if ply.batmcooldown == nil then
ply.batmcooldown = CurTime()
else
if CurTime() - ply.batmcooldown < 0.1 then
return
else
ply.batmcooldown = CurTime()
end
end
local type = net.ReadUInt(8)
local ent = net.ReadEntity()
--Prevent false calls
if type == 0 then return end
if networkEvents[type] == nil then return end
if not IsValid(ent) or ent:GetClass() ~= "atm_wall" then return end
networkEvents[type](ent, ply)
end)
--[[-------------------------------------------------------------------------
Networking logic
---------------------------------------------------------------------------]]
--Load an account
addNetworkEvent(BATM_NET_COMMANDS.selectAccount, function(ent, ply)
local type = net.ReadString()
if type == nil then return end
--Get that players personal account
if type == "personal" then
Accounts.GetCachedPersonalAccount(ply:SteamID64(), function(account)
BATM.NetworkAccount(ply, account)
ent:SetScene("personalaccount", ply)
ply.batmloadedaccountid = -1 --
end)
elseif type == "personalgroup" then --Personal group is the group account that is created by the player
Accounts.GetCachedGroupAccount(ply:SteamID64(), true, function(account)
account.ownerName = ply:Name()
BATM.NetworkAccount(ply, account)
account:SaveAccount()
ent:SetScene("groupaccount", ply)
ply.batmloadedaccountid = ply:SteamID64()
end)
elseif type == "group" then --This is a group account created by someone else
local groupID = net.ReadString()
Accounts.GetCachedGroupAccount(groupID, false, function(account)
if account == false then
ent:SetScene("failed", ply)
timer.Simple(2, function()
ent:SetScene("accountselection", ply)
end)
ply:ChatPrint(BATM.Lang["[ATM] Incorrect data..."])
return
end
if not table.HasValue(account.owners, ply:SteamID64()) then
ent:SetScene("failed", ply)
timer.Simple(2, function()
ent:SetScene("accountselection", ply)
end)
ply:ChatPrint(BATM.Lang["[ATM] You are not a member of this group..."])
return
end
--So there a member, lets network it
BATM.NetworkAccount(ply, account)
ent:SetScene("groupaccount", ply)
ply.batmloadedaccountid = groupID
end)
end
end)
--Deposite into an account
addNetworkEvent(BATM_NET_COMMANDS.deposit, function(ent, ply)
local accountType = net.ReadString()
local amount = math.floor(net.ReadDouble())
if not BATM.VerifyNumber(amount) then
ent:SetScene("failed", ply)
timer.Simple(2, function()
ent:SetScene("accountselection", ply)
end)
ply:ChatPrint(BATM.Lang["[ATM] Incorrect data..."])
return
end
--Check if they can afford it
if not BATM.Config.CanAfford(ply, amount) then
ent:SetScene("failed", ply)
ply:ChatPrint(BATM.Lang["[ATM] You don't have that much money!"])
return
end
if accountType == "personal" then
--If they can afford it then deposite it
Accounts.GetCachedPersonalAccount(ply:SteamID64(), function(account)
account:AddBalance(amount, BATM.Lang["Deposit from account owner"])
if not BATM.Config.CanAfford(ply, amount) then
ent:SetScene("failed", ply)
ply:ChatPrint(BATM.Lang["[ATM] You don't have that much money!"])
return
end
BATM.Config.TakeMoney(ply, amount)
account:SaveAccount()
BATM.NetworkAccount(ply, account)
ent:SetScene("done", ply)
end)
else
local groupID = ply.batmloadedaccountid
--Try to load the account
Accounts.GetCachedGroupAccount(groupID, false, function(account, valid)
if account == false then
ent:SetScene("failed", ply)
timer.Simple(2, function()
ent:SetScene("accountselection", ply)
end)
ply:ChatPrint(BATM.Lang["[ATM] You don't have permission to do this..."])
return
end
--Check if they have perms
if account.ownerID == ply:SteamID64() or table.HasValue(account.owners, ply:SteamID64()) then
if not BATM.Config.CanAfford(ply, amount) then
ent:SetScene("failed", ply)
ply:ChatPrint(BATM.Lang["[ATM] You don't have that much money!"])
return
end
BATM.Config.TakeMoney(ply, amount)
account:AddBalance(amount, "Deposit from "..ply:Name())
account:SaveAccount()
BATM.NetworkGroupAccount(account)
ent:SetScene("done", ply)
else
ent:SetScene("failed", ply)
timer.Simple(2, function()
ent:SetScene("accountselection", ply)
end)
ply:ChatPrint(BATM.Lang["[ATM] You don't have permission to do this..."])
return
end
end)
end
end)
--Deposite into an account
addNetworkEvent(BATM_NET_COMMANDS.withdraw, function(ent, ply)
local accountType = net.ReadString()
local amount = math.floor(net.ReadDouble())
if not BATM.VerifyNumber(amount) then
ent:SetScene("failed", ply)
timer.Simple(2, function()
ent:SetScene("accountselection", ply)
end)
ply:ChatPrint(BATM.Lang["[ATM] Incorrect data..."])
return
end
if accountType == "personal" then
--First get there account
Accounts.GetCachedPersonalAccount(ply:SteamID64(), function(account)
--Check if they have enough
if account.balance - amount >= 0 then
account:AddBalance(-amount, "Withdrawal from account owner.")
BATM.Config.AddMoney(ply, amount)
account:SaveAccount()
BATM.NetworkAccount(ply, account)
ent:SetScene("done_withdraw", ply)
else
ent:SetScene("failed", ply)
ply:ChatPrint(BATM.Lang["[ATM] You don't have that much money!"])
end
end)
else
local groupID = ply.batmloadedaccountid
--Try to load the account
Accounts.GetCachedGroupAccount(groupID, false, function(account, valid)
if account == false then
ent:SetScene("failed", ply)
timer.Simple(2, function()
ent:SetScene("accountselection", ply)
end)
ply:ChatPrint(BATM.Lang["[ATM] You don't have permission to do this..."])
return
end
--Check if they have perms
if account.ownerID == ply:SteamID64() or table.HasValue(account.owners, ply:SteamID64()) then
if account:GetBalance() - amount >= 0 then
account:AddBalance(-amount, "Withdrawal from "..ply:Name())
BATM.Config.AddMoney(ply, amount)
account:SaveAccount()
BATM.NetworkGroupAccount(account)
ent:SetScene("done", ply)
else
ent:SetScene("failed", ply)
ply:ChatPrint(BATM.Lang["[ATM] You don't have that much money!"])
return
end
else
ent:SetScene("failed", ply)
timer.Simple(2, function()
ent:SetScene("accountselection", ply)
end)
ply:ChatPrint(BATM.Lang["[ATM] You don't have permission to do this..."])
return
end
end)
end
end)
--Handles transfering funds from one player to anouther
addNetworkEvent(BATM_NET_COMMANDS.transfer, function(ent, ply)
if ply.batmtransfercooldown == nil then ply.batmtransfercooldown = 0 end
local amount = math.floor(net.ReadDouble())
local target = net.ReadString()
--Force a cooldown so they cannot spam queries
if ply.batmtransfercooldown > CurTime() then
ent:SetScene("failed", ply)
ply:ChatPrint(BATM.Lang["[ATM] You're sending to many requests! Please wait..."]) return
end
if BATM.VerifyNumber(amount) then
--First get there account
Accounts.GetCachedPersonalAccount(ply:SteamID64(), function(account)
if account:GetBalance() - amount >= 0 then
Accounts.GetCachedPersonalAccount(target, function(targetAccount, didExist)
if not IsValid(ply) then return end --Dont do anything as that player has left now
if didExist and account:GetBalance() - amount >= 0 then
--Take money
account:AddBalance(-amount, "Transfer to '"..target.."'")
account:SaveAccount()
--Add money
targetAccount:AddBalance(amount, "Transfer from '"..ply:SteamID64().."'")
targetAccount:SaveAccount()
--Update display
BATM.NetworkAccount(ply, account)
ent:SetScene("done_transfer", ply)
ply.batmtransfercooldown = CurTime() + 1.5
--If the player is online who he transfered to, then go ahead and network it to them too
if player.GetBySteamID64(target) ~= false then
BATM.NetworkAccount(player.GetBySteamID64(target) , targetAccount)
end
else
ply.batmtransfercooldown = CurTime() + 3
ent:SetScene("failed", ply)
ply:ChatPrint(BATM.Lang["[ATM] That person does not have an account set up!"])
end
end)
else
ent:SetScene("failed", ply)
ply:ChatPrint(BATM.Lang["[ATM] You don't have that much money!"])
end
end)
end
end)
--Load an account
addNetworkEvent(BATM_NET_COMMANDS.kickUser, function(ent, ply)
local target = net.ReadString()
local groupID = ply.batmloadedaccountid
Accounts.GetCachedGroupAccount(groupID, false, function(account)
--Does the account exist
if account == false then
ent:SetScene("failed", ply)
ply:ChatPrint(BATM.Lang["[ATM] You don't have permission to do this..."])
return
end
--Now check that there the owner
if ply:SteamID64() ~= account.ownerID then
ent:SetScene("failed", ply)
ply:ChatPrint(BATM.Lang["[ATM] You don't have permission to do this..."])
return
end
--Now try to remove the user
account:RemoveOwner(target, function(worked, reason)
if worked then
account:SaveAccount()
ent:SetScene("members", ply)
--Network it
BATM.NetworkGroupAccount(account)
else
ent:SetScene("failed", ply)
ply:ChatPrint(BATM.Lang["[ATM] "]..reason)
return
end
end)
end)
end)
--Add a member to a group account
addNetworkEvent(BATM_NET_COMMANDS.addUser, function(ent, ply)
local target = net.ReadString()
local groupID = ply.batmloadedaccountid
Accounts.GetCachedGroupAccount(groupID, false, function(account)
--Does the account exist
if account == false then
ent:SetScene("failed", ply)
timer.Simple(2, function()
ent:SetScene("accountselection", ply)
end)
ply:ChatPrint(BATM.Lang["[ATM] You don't have permission to do this..."])
return
end
--Now check that there the owner
if ply:SteamID64() ~= account.ownerID then
ent:SetScene("failed", ply)
timer.Simple(2, function()
ent:SetScene("accountselection", ply)
end)
ply:ChatPrint(BATM.Lang["[ATM] You don't have permission to do this..."])
return
end
local targetply = player.GetBySteamID64(target)
if targetply == false then
ent:SetScene("failed", ply)
timer.Simple(2, function()
ent:SetScene("accountselection", ply)
end)
ply:ChatPrint(BATM.Lang["[ATM] Invalid player..."])
return
end
--Now try to remove the user
account:AddOwner(target, targetply:Name(), function(worked)
if worked then
account:SaveAccount()
ent:SetScene("members", ply)
--Network it
BATM.NetworkGroupAccount(account)
else
ent:SetScene("failed", ply)
timer.Simple(2, function()
ent:SetScene("accountselection", ply)
end)
ply:ChatPrint(BATM.Lang["[ATM] Oh no! Something went wrong, please try again!"])
return
end
end)
end)
end)
local function SaveAtms()
local data = {}
for k ,v in pairs(ents.FindByClass("atm_wall")) do
table.insert(data, {pos = v:GetPos(), ang = v:GetAngles()})
end
if not file.Exists("batm" , "DATA") then
file.CreateDir("batm")
end
file.Write("batm/"..game.GetMap()..".txt", util.TableToJSON(data))
end
local function LoadAtms()
if file.Exists("batm/"..game.GetMap()..".txt" , "DATA") then
local data = file.Read("batm/"..game.GetMap()..".txt", "DATA")
data = util.JSONToTable(data)
for k, v in pairs(data) do
local slot = ents.Create("atm_wall")
slot:SetPos(v.pos)
slot:SetAngles(v.ang)
slot:Spawn()
slot:GetPhysicsObject():EnableMotion(false)
end
print("[BATM] Finished loading Blue ATM entities.")
else
print("[BATM] No map data found for Blue's ATM entities. Please place some and do !saveatms to create the data.")
end
end
hook.Add("InitPostEntity", "spawn:batms", function()
LoadAtms()
end)
--Handle saving and loading of slots
hook.Add("PlayerSay", "handlebatmcommands" , function(ply, text)
if string.sub(string.lower(text), 1, 10) == "!saveatms" then
if table.HasValue(BATM.Config.AuthorisedRanks, ply:GetUserGroup()) then
SaveAtms()
ply:ChatPrint(BATM.Lang["[ATM] Blue's atms have been saved for the map "]..game.GetMap().."!")
else
ply:ChatPrint(BATM.Lang["[ATM] You do not have permission to perform this action, please contact an admin."])
end
end
end)
|
--[[
author:{JanRoid}
time:2019-4-26
Description: 保存本地数据
]]
local DataKey = {
-- clientSocket
CS_USER = "clent_server_user"
}
return DataKey |
pausebutton = class:new()
function pausebutton:init(x, y, text, func)
self.x = x-1
self.y = y
self.text = text
self.func = func
self.value = 0
self.textwidth = levelselectfont:getWidth(self.text)
self.active = false
self.height = 23
self.width = 218
end
function pausebutton:changetext(t)
self.text = t
self.textwidth = levelselectfont:getWidth(self.text)
end
function pausebutton:update(dt)
local x, y = mymousegetPosition()
y = y
x = x
if self:gethighlight(x, y) then
self.value = self.value + ((1-self.value)*10*dt+0.01*dt)
if self.value > 1 then
self.value = 1
end
else
self.value = self.value - (self.value*4*dt+0.1*dt)
if self.value < 0 then
self.value = 0
end
end
end
function pausebutton:draw()
local r, g, b = 190, 206, 248
local tr, tg, tb = unpack(getrainbowcolor(math.mod(rainbowi+.5+self.value*0.5, 1)))
r = r + (tr-r)*(self.value*.7+.3)
g = g + (tg-g)*(self.value*.7+.3)
b = b + (tb-b)*(self.value*.7+.3)
local scissorx, scissory, scissorwidth, scissorheight = mygraphicsgetScissor( )
love.graphics.setFont(levelselectfont)
mygraphicssetScissor(self.x-self.width/2+self.width/2*self.value, scissory or self.y, round(self.width-self.width*self.value), scissorheight or self.height)
love.graphics.setColor(r, g, b, 100*fadecolor)
love.graphics.rectangle("fill", self.x-self.width/2, self.y, self.width, self.height)
love.graphics.setColor(0, 0, 0, 255*fadecolor)
if self.text then
love.graphics.print(self.text, self.x - self.textwidth/2+1, self.y-7)
end
mygraphicssetScissor()
love.graphics.setColor(r, g, b, 255*fadecolor)
mygraphicssetScissor(round(self.x-self.width/2), scissory or self.y, round(self.width/2*self.value), scissorheight or self.height)
if self.text then
love.graphics.print(self.text, round(self.x - self.textwidth/2+1), self.y-7)
end
mygraphicssetScissor(round(self.x+self.width/2-(self.width/2*self.value)), scissory or self.y, round(self.width/2), scissorheight or self.height)
if self.text then
love.graphics.print(self.text, round(self.x - self.textwidth/2+1), self.y-7)
end
if scissorx then
mygraphicssetScissor(scissorx, scissory, scissorwidth, scissorheight)
else
mygraphicssetScissor()
end
end
function pausebutton:mousepressed(x, y, button)
if self.active then
if button == lbutton then
if self:gethighlight(x, y) then
self:func()
end
end
end
end
function pausebutton:gethighlight(x, y)
if x >= self.x-self.width/2-1 and x < self.x+self.width/2+2 and
y >= self.y-1 and y < self.y+self.height+2 then
return true
end
return false
end
|
--[[
Simplistic base panel that has basic colors, fields and methods commonly used throughout Flux Framework.
Do not use it directly, base your own panels off of it instead.
--]]
local PANEL = {}
PANEL.draw_background = true
PANEL.background_color = Color(0, 0, 0)
PANEL.text_color = Color(255, 255, 255)
PANEL.main_color = Color(255, 100, 100)
PANEL.accent_color = Color(200, 200, 200)
PANEL.title = 'Flux Base Panel'
PANEL.font = Theme.get_font('menu_titles') or 'flRoboto'
AccessorFunc(PANEL, 'draw_background', 'DrawBackground')
AccessorFunc(PANEL, 'background_color', 'BackgroundColor')
AccessorFunc(PANEL, 'text_color', 'TextColor')
AccessorFunc(PANEL, 'main_color', 'MainColor')
AccessorFunc(PANEL, 'accent_color', 'AccentColor')
AccessorFunc(PANEL, 'title', 'Title')
AccessorFunc(PANEL, 'font', 'Font')
function PANEL:Paint(width, height)
Theme.hook('PaintPanel', self, width, height)
end
function PANEL:Think() Theme.hook('PanelThink', self)
end
-- MVC Functionality for all FL panels.
function PANEL:push(name, ...)
MVC.push(name, ...)
end
function PANEL:pull(name, handler, prevent_remove)
MVC.pull(name, handler, prevent_remove)
end
function PANEL:request(name, handler, ...)
self:pull(name, handler)
self:push(name, ...)
end
PANEL.set_title = PANEL.SetTitle
vgui.Register('fl_base_panel', PANEL, 'EditablePanel')
|
local funny_text_combo = ui.new_combobox("MISC", "Miscellaneous", "Funny Text", "-", "autism", "monospace", "bold", "bold italic")
client.set_event_callback("string_cmd", function(e)
local text = e.text
local cmd, msg = text:match("^(.-) (.*)$")
if ((cmd == "say" or cmd == "say_team") and msg ~= nil and msg ~= "") then
local new_msg = {}
for funny_text in msg:gmatch("[^%s]+") do
if (ui.get(funny_text_combo) == "autism") then
funny_text = funny_text:gsub("a", "𝕒")
funny_text = funny_text:gsub("b", "𝕓")
funny_text = funny_text:gsub("c", "𝕔")
funny_text = funny_text:gsub("d", "𝕕")
funny_text = funny_text:gsub("e", "𝕖")
funny_text = funny_text:gsub("f", "𝕗")
funny_text = funny_text:gsub("g", "𝕘")
funny_text = funny_text:gsub("h", "𝕙")
funny_text = funny_text:gsub("i", "𝕚")
funny_text = funny_text:gsub("j", "𝕛")
funny_text = funny_text:gsub("k", "𝕜")
funny_text = funny_text:gsub("l", "𝕝")
funny_text = funny_text:gsub("m", "𝕞")
funny_text = funny_text:gsub("n", "𝕟")
funny_text = funny_text:gsub("o", "𝕠")
funny_text = funny_text:gsub("p", "𝕡")
funny_text = funny_text:gsub("q", "𝕢")
funny_text = funny_text:gsub("r", "𝕣")
funny_text = funny_text:gsub("s", "𝕤")
funny_text = funny_text:gsub("t", "𝕥")
funny_text = funny_text:gsub("u", "𝕦")
funny_text = funny_text:gsub("v", "𝕧")
funny_text = funny_text:gsub("w", "𝕨")
funny_text = funny_text:gsub("x", "𝕩")
funny_text = funny_text:gsub("y", "𝕪")
funny_text = funny_text:gsub("z", "𝕫")
funny_text = funny_text:gsub("A", "𝔸")
funny_text = funny_text:gsub("B", "𝔹")
funny_text = funny_text:gsub("C", "ℂ")
funny_text = funny_text:gsub("D", "𝔻")
funny_text = funny_text:gsub("E", "𝔼")
funny_text = funny_text:gsub("F", "𝔽")
funny_text = funny_text:gsub("G", "𝔾")
funny_text = funny_text:gsub("H", "ℍ")
funny_text = funny_text:gsub("I", "𝕀")
funny_text = funny_text:gsub("J", "𝕁")
funny_text = funny_text:gsub("K", "𝕂")
funny_text = funny_text:gsub("L", "𝕃")
funny_text = funny_text:gsub("M", "𝕄")
funny_text = funny_text:gsub("N", "ℕ")
funny_text = funny_text:gsub("O", "𝕆")
funny_text = funny_text:gsub("P", "ℙ")
funny_text = funny_text:gsub("Q", "ℚ")
funny_text = funny_text:gsub("R", "ℝ")
funny_text = funny_text:gsub("S", "𝕊")
funny_text = funny_text:gsub("T", "𝕋")
funny_text = funny_text:gsub("U", "𝕌")
funny_text = funny_text:gsub("V", "𝕍")
funny_text = funny_text:gsub("W", "𝕎")
funny_text = funny_text:gsub("X", "𝕏")
funny_text = funny_text:gsub("Y", "𝕐")
funny_text = funny_text:gsub("Z", "ℤ")
funny_text = funny_text:gsub("0", "𝟶")
funny_text = funny_text:gsub("1", "𝟷")
funny_text = funny_text:gsub("2", "𝟸")
funny_text = funny_text:gsub("3", "𝟹")
funny_text = funny_text:gsub("4", "𝟺")
funny_text = funny_text:gsub("5", "𝟻")
funny_text = funny_text:gsub("6", "𝟼")
funny_text = funny_text:gsub("7", "𝟽")
funny_text = funny_text:gsub("8", "𝟾")
funny_text = funny_text:gsub("9", "𝟿")
elseif ui.get(funny_text_combo) == "monospace" then
funny_text = funny_text:gsub("a", "a")
funny_text = funny_text:gsub("b", "b")
funny_text = funny_text:gsub("c", "c")
funny_text = funny_text:gsub("d", "d")
funny_text = funny_text:gsub("e", "e")
funny_text = funny_text:gsub("f", "f")
funny_text = funny_text:gsub("g", "g")
funny_text = funny_text:gsub("h", "h")
funny_text = funny_text:gsub("i", "i")
funny_text = funny_text:gsub("j", "j")
funny_text = funny_text:gsub("k", "k")
funny_text = funny_text:gsub("l", "l")
funny_text = funny_text:gsub("m", "m")
funny_text = funny_text:gsub("n", "n")
funny_text = funny_text:gsub("o", "o")
funny_text = funny_text:gsub("p", "p")
funny_text = funny_text:gsub("q", "q")
funny_text = funny_text:gsub("r", "r")
funny_text = funny_text:gsub("s", "s")
funny_text = funny_text:gsub("t", "t")
funny_text = funny_text:gsub("u", "u")
funny_text = funny_text:gsub("v", "v")
funny_text = funny_text:gsub("w", "w")
funny_text = funny_text:gsub("x", "x")
funny_text = funny_text:gsub("y", "y")
funny_text = funny_text:gsub("z", "z")
funny_text = funny_text:gsub("A", "A")
funny_text = funny_text:gsub("B", "B")
funny_text = funny_text:gsub("C", "C")
funny_text = funny_text:gsub("D", "D")
funny_text = funny_text:gsub("E", "E")
funny_text = funny_text:gsub("F", "F")
funny_text = funny_text:gsub("G", "G")
funny_text = funny_text:gsub("H", "H")
funny_text = funny_text:gsub("I", "I")
funny_text = funny_text:gsub("J", "J")
funny_text = funny_text:gsub("K", "K")
funny_text = funny_text:gsub("L", "L")
funny_text = funny_text:gsub("M", "M")
funny_text = funny_text:gsub("N", "N")
funny_text = funny_text:gsub("O", "O")
funny_text = funny_text:gsub("P", "P")
funny_text = funny_text:gsub("Q", "Q")
funny_text = funny_text:gsub("R", "R")
funny_text = funny_text:gsub("S", "S")
funny_text = funny_text:gsub("T", "T")
funny_text = funny_text:gsub("U", "U")
funny_text = funny_text:gsub("V", "V")
funny_text = funny_text:gsub("W", "W")
funny_text = funny_text:gsub("X", "X")
funny_text = funny_text:gsub("Y", "Y")
funny_text = funny_text:gsub("Z", "Z")
funny_text = funny_text:gsub("0", "0")
funny_text = funny_text:gsub("1", "1")
funny_text = funny_text:gsub("2", "2")
funny_text = funny_text:gsub("3", "3")
funny_text = funny_text:gsub("4", "4")
funny_text = funny_text:gsub("5", "5")
funny_text = funny_text:gsub("6", "6")
funny_text = funny_text:gsub("7", "7")
funny_text = funny_text:gsub("8", "8")
funny_text = funny_text:gsub("9", "9")
elseif ui.get(funny_text_combo) == "bold" then
funny_text = funny_text:gsub("a", "𝗮")
funny_text = funny_text:gsub("b", "𝗯")
funny_text = funny_text:gsub("c", "𝗰")
funny_text = funny_text:gsub("d", "𝗱")
funny_text = funny_text:gsub("e", "𝗲")
funny_text = funny_text:gsub("f", "𝗳")
funny_text = funny_text:gsub("g", "𝗴")
funny_text = funny_text:gsub("h", "𝗵")
funny_text = funny_text:gsub("i", "𝗶")
funny_text = funny_text:gsub("j", "𝗷")
funny_text = funny_text:gsub("k", "𝗸")
funny_text = funny_text:gsub("l", "𝗹")
funny_text = funny_text:gsub("m", "𝗺")
funny_text = funny_text:gsub("n", "𝗻")
funny_text = funny_text:gsub("o", "𝗼")
funny_text = funny_text:gsub("p", "𝗽")
funny_text = funny_text:gsub("q", "𝗾")
funny_text = funny_text:gsub("r", "𝗿")
funny_text = funny_text:gsub("s", "𝘀")
funny_text = funny_text:gsub("t", "𝘁")
funny_text = funny_text:gsub("u", "𝘂")
funny_text = funny_text:gsub("v", "𝘃")
funny_text = funny_text:gsub("w", "𝘄")
funny_text = funny_text:gsub("x", "𝘅")
funny_text = funny_text:gsub("y", "𝘆")
funny_text = funny_text:gsub("z", "𝘇")
funny_text = funny_text:gsub("A", "𝗔")
funny_text = funny_text:gsub("B", "𝗕")
funny_text = funny_text:gsub("C", "𝗖")
funny_text = funny_text:gsub("D", "𝗗")
funny_text = funny_text:gsub("E", "𝗘")
funny_text = funny_text:gsub("F", "𝗙")
funny_text = funny_text:gsub("G", "𝗚")
funny_text = funny_text:gsub("H", "𝗛")
funny_text = funny_text:gsub("I", "𝗜")
funny_text = funny_text:gsub("J", "𝗝")
funny_text = funny_text:gsub("K", "𝗞")
funny_text = funny_text:gsub("L", "𝗟")
funny_text = funny_text:gsub("M", "𝗠")
funny_text = funny_text:gsub("N", "𝗡")
funny_text = funny_text:gsub("O", "𝗢")
funny_text = funny_text:gsub("P", "𝗣")
funny_text = funny_text:gsub("Q", "𝗤")
funny_text = funny_text:gsub("R", "𝗥")
funny_text = funny_text:gsub("S", "𝗦")
funny_text = funny_text:gsub("T", "𝗧")
funny_text = funny_text:gsub("U", "𝗨")
funny_text = funny_text:gsub("V", "𝗩")
funny_text = funny_text:gsub("W", "𝗪")
funny_text = funny_text:gsub("X", "𝗫")
funny_text = funny_text:gsub("Y", "𝗬")
funny_text = funny_text:gsub("Z", "𝗭")
funny_text = funny_text:gsub("0", "𝟬")
funny_text = funny_text:gsub("1", "𝟭")
funny_text = funny_text:gsub("2", "𝟮")
funny_text = funny_text:gsub("3", "𝟯")
funny_text = funny_text:gsub("4", "𝟰")
funny_text = funny_text:gsub("5", "𝟱")
funny_text = funny_text:gsub("6", "𝟲")
funny_text = funny_text:gsub("7", "𝟳")
funny_text = funny_text:gsub("8", "𝟴")
funny_text = funny_text:gsub("9", "𝟵")
elseif ui.get(funny_text_combo) == "bold italic" then
funny_text = funny_text:gsub("a", "𝙖")
funny_text = funny_text:gsub("b", "𝙗")
funny_text = funny_text:gsub("c", "𝙘")
funny_text = funny_text:gsub("d", "𝙙")
funny_text = funny_text:gsub("e", "𝙚")
funny_text = funny_text:gsub("f", "𝙛")
funny_text = funny_text:gsub("g", "𝙜")
funny_text = funny_text:gsub("h", "𝙝")
funny_text = funny_text:gsub("i", "𝙞")
funny_text = funny_text:gsub("j", "𝙟")
funny_text = funny_text:gsub("k", "𝙠")
funny_text = funny_text:gsub("l", "𝙡")
funny_text = funny_text:gsub("m", "𝙢")
funny_text = funny_text:gsub("n", "𝙣")
funny_text = funny_text:gsub("o", "𝙤")
funny_text = funny_text:gsub("p", "𝙥")
funny_text = funny_text:gsub("q", "𝙦")
funny_text = funny_text:gsub("r", "𝙧")
funny_text = funny_text:gsub("s", "𝙨")
funny_text = funny_text:gsub("t", "𝙩")
funny_text = funny_text:gsub("u", "𝙪")
funny_text = funny_text:gsub("v", "𝙫")
funny_text = funny_text:gsub("w", "𝙬")
funny_text = funny_text:gsub("x", "𝙭")
funny_text = funny_text:gsub("y", "𝙮")
funny_text = funny_text:gsub("z", "𝙯")
funny_text = funny_text:gsub("A", "𝘼")
funny_text = funny_text:gsub("B", "𝘽")
funny_text = funny_text:gsub("C", "𝘾")
funny_text = funny_text:gsub("D", "𝘿")
funny_text = funny_text:gsub("E", "𝙀")
funny_text = funny_text:gsub("F", "𝙁")
funny_text = funny_text:gsub("G", "𝙂")
funny_text = funny_text:gsub("H", "𝙃")
funny_text = funny_text:gsub("I", "𝙄")
funny_text = funny_text:gsub("J", "𝙅")
funny_text = funny_text:gsub("K", "𝙆")
funny_text = funny_text:gsub("L", "𝙇")
funny_text = funny_text:gsub("M", "𝙈")
funny_text = funny_text:gsub("N", "𝙉")
funny_text = funny_text:gsub("O", "𝙊")
funny_text = funny_text:gsub("P", "𝙋")
funny_text = funny_text:gsub("Q", "𝙌")
funny_text = funny_text:gsub("R", "𝙍")
funny_text = funny_text:gsub("S", "𝙎")
funny_text = funny_text:gsub("T", "𝙏")
funny_text = funny_text:gsub("U", "𝙐")
funny_text = funny_text:gsub("V", "𝙑")
funny_text = funny_text:gsub("W", "𝙒")
funny_text = funny_text:gsub("X", "𝙓")
funny_text = funny_text:gsub("Y", "𝙔")
funny_text = funny_text:gsub("Z", "𝙕")
funny_text = funny_text:gsub("0", "𝟬")
funny_text = funny_text:gsub("1", "𝟭")
funny_text = funny_text:gsub("2", "𝟮")
funny_text = funny_text:gsub("3", "𝟯")
funny_text = funny_text:gsub("4", "𝟰")
funny_text = funny_text:gsub("5", "𝟱")
funny_text = funny_text:gsub("6", "𝟲")
funny_text = funny_text:gsub("7", "𝟳")
funny_text = funny_text:gsub("8", "𝟴")
funny_text = funny_text:gsub("9", "𝟵") --bold italic numbers don't exist for whatever reason -_-
end
table.insert(new_msg, funny_text)
end
e.text = cmd .. " " .. table.concat(new_msg, " ")
end
end) |
-- Generated By protoc-gen-lua Do not Edit
local protobuf = require "protobuf"
module('BceLeaveMessage_pb', package.seeall)
local BCELEAVEMESSAGE = protobuf.Descriptor();
local BCELEAVEMESSAGE_UID_FIELD = protobuf.FieldDescriptor();
local BCELEAVEMESSAGE_CONTEXT_FIELD = protobuf.FieldDescriptor();
local BCELEAVEMESSAGE_MESSAGE_FIELD = protobuf.FieldDescriptor();
BCELEAVEMESSAGE_UID_FIELD.name = "uid"
BCELEAVEMESSAGE_UID_FIELD.full_name = ".com.xinqihd.sns.gameserver.proto.BceLeaveMessage.uid"
BCELEAVEMESSAGE_UID_FIELD.number = 1
BCELEAVEMESSAGE_UID_FIELD.index = 0
BCELEAVEMESSAGE_UID_FIELD.label = 2
BCELEAVEMESSAGE_UID_FIELD.has_default_value = false
BCELEAVEMESSAGE_UID_FIELD.default_value = ""
BCELEAVEMESSAGE_UID_FIELD.type = 9
BCELEAVEMESSAGE_UID_FIELD.cpp_type = 9
BCELEAVEMESSAGE_CONTEXT_FIELD.name = "context"
BCELEAVEMESSAGE_CONTEXT_FIELD.full_name = ".com.xinqihd.sns.gameserver.proto.BceLeaveMessage.context"
BCELEAVEMESSAGE_CONTEXT_FIELD.number = 2
BCELEAVEMESSAGE_CONTEXT_FIELD.index = 1
BCELEAVEMESSAGE_CONTEXT_FIELD.label = 2
BCELEAVEMESSAGE_CONTEXT_FIELD.has_default_value = false
BCELEAVEMESSAGE_CONTEXT_FIELD.default_value = ""
BCELEAVEMESSAGE_CONTEXT_FIELD.type = 9
BCELEAVEMESSAGE_CONTEXT_FIELD.cpp_type = 9
BCELEAVEMESSAGE_MESSAGE_FIELD.name = "message"
BCELEAVEMESSAGE_MESSAGE_FIELD.full_name = ".com.xinqihd.sns.gameserver.proto.BceLeaveMessage.message"
BCELEAVEMESSAGE_MESSAGE_FIELD.number = 3
BCELEAVEMESSAGE_MESSAGE_FIELD.index = 2
BCELEAVEMESSAGE_MESSAGE_FIELD.label = 1
BCELEAVEMESSAGE_MESSAGE_FIELD.has_default_value = false
BCELEAVEMESSAGE_MESSAGE_FIELD.default_value = nil
BCELEAVEMESSAGE_MESSAGE_FIELD.message_type = LEAVEMESSAGE_PB_LEAVEMESSAGE
BCELEAVEMESSAGE_MESSAGE_FIELD.type = 11
BCELEAVEMESSAGE_MESSAGE_FIELD.cpp_type = 10
BCELEAVEMESSAGE.name = "BceLeaveMessage"
BCELEAVEMESSAGE.full_name = ".com.xinqihd.sns.gameserver.proto.BceLeaveMessage"
BCELEAVEMESSAGE.nested_types = {}
BCELEAVEMESSAGE.enum_types = {}
BCELEAVEMESSAGE.fields = {BCELEAVEMESSAGE_UID_FIELD, BCELEAVEMESSAGE_CONTEXT_FIELD, BCELEAVEMESSAGE_MESSAGE_FIELD}
BCELEAVEMESSAGE.is_extendable = false
BCELEAVEMESSAGE.extensions = {}
BceLeaveMessage = protobuf.Message(BCELEAVEMESSAGE)
_G.BCELEAVEMESSAGE_PB_BCELEAVEMESSAGE = BCELEAVEMESSAGE
|
local settings = require('settings')
local ui = require('core.ui')
local state = require('pv.state')
local defaults = {
visible = false,
x = 0,
y = 0,
width = 360,
height = 500,
}
local display = settings.load(defaults, 'dashboard', true)
local pairs = pairs
local save = settings.save
local init = state.init
-- Public operations
local dashboard = {}
dashboard.name = 'dashboard'
dashboard.visible = function()
return display.visible
end
dashboard.show = function(value)
display.visible = value
save('dashboard')
end
dashboard.save = function()
save('dashboard')
end
local components
dashboard.init = function(options)
components = options.components
end
-- UI
do
local location = ui.location
dashboard.state = init(display, {
title = 'Packet Viewer',
})
dashboard.window = function()
local y_current = 0
local pos = function(x, y_off)
y_current = y_current + y_off
location(x, y_current)
end
for _, component in pairs(components) do
local render_dashboard = component.dashboard
if render_dashboard then
render_dashboard(pos)
end
end
end
dashboard.button = function()
return 'Packet Viewer', 89
end
dashboard.save = function()
save('dashboard')
end
end
return dashboard
|
--- Load in custom levels with static level gen.
-- @module CustomLevels
local custom_level_params = {
hide_entrance = true,
}
local custom_level_state = {
active = false,
file_name = nil,
width = nil,
height = nil,
room_generation_callback = nil,
procedural_spawn_callback = nil,
embedded_currency_callback = nil,
embedded_item_callback = nil,
floor_spread_callback = nil,
bat_callback = nil,
allowed_spawn_types = 0,
entrance_tc = nil,
entrance_remove_callback = nil,
custom_theme_id = 4000,
custom_theme = nil,
}
-- Create a bunch of room templates that can be used in lvl files to create rooms. The maximum
-- level size is 8x15, so we only create that many templates.
local room_templates = {}
for x = 0, 7 do
local room_templates_x = {}
for y = 0, 14 do
local room_template = define_room_template("setroom" .. y .. "_" .. x, ROOM_TEMPLATE_TYPE.NONE)
room_templates_x[y] = room_template
end
room_templates[x] = room_templates_x
end
local removed_procedural_spawns = {
ENT_TYPE.MONS_PET_DOG,
ENT_TYPE.ITEM_BONES,
ENT_TYPE.EMBED_GOLD,
ENT_TYPE.EMBED_GOLD_BIG,
ENT_TYPE.ITEM_POT,
ENT_TYPE.ITEM_NUGGET,
ENT_TYPE.ITEM_NUGGET_SMALL,
ENT_TYPE.ITEM_SKULL,
ENT_TYPE.ITEM_CHEST,
ENT_TYPE.ITEM_CRATE,
ENT_TYPE.MONS_PET_CAT,
ENT_TYPE.MONS_PET_HAMSTER,
ENT_TYPE.ITEM_ROCK,
ENT_TYPE.ITEM_RUBY,
ENT_TYPE.ITEM_CURSEDPOT,
ENT_TYPE.ITEM_SAPPHIRE,
ENT_TYPE.ITEM_EMERALD,
ENT_TYPE.MONS_SCARAB,
ENT_TYPE.ITEM_WEB,
ENT_TYPE.ITEM_GOLDBAR,
ENT_TYPE.ITEM_GOLDBARS,
ENT_TYPE.ITEM_SKULL,
ENT_TYPE.MONS_SKELETON,
ENT_TYPE.ITEM_POTOFGOLD,
ENT_TYPE.MONS_LEPRECHAUN,
ENT_TYPE.DECORATION_POTOFGOLD_RAINBOW,
}
local removed_torches = {
ENT_TYPE.ITEM_WALLTORCH,
ENT_TYPE.ITEM_LITWALLTORCH,
ENT_TYPE.ITEM_AUTOWALLTORCH,
}
local removed_embedded_currencies = {
ENT_TYPE.EMBED_GOLD,
ENT_TYPE.EMBED_GOLD_BIG,
ENT_TYPE.ITEM_RUBY,
ENT_TYPE.ITEM_SAPPHIRE,
ENT_TYPE.ITEM_EMERALD,
}
local removed_embedded_items = {
ENT_TYPE.ITEM_ALIVE_EMBEDDED_ON_ICE,
ENT_TYPE.ITEM_PICKUP_ROPEPILE,
ENT_TYPE.ITEM_PICKUP_BOMBBAG,
ENT_TYPE.ITEM_PICKUP_BOMBBOX,
ENT_TYPE.ITEM_PICKUP_SPECTACLES,
ENT_TYPE.ITEM_PICKUP_CLIMBINGGLOVES,
ENT_TYPE.ITEM_PICKUP_PITCHERSMITT,
ENT_TYPE.ITEM_PICKUP_SPRINGSHOES,
ENT_TYPE.ITEM_PICKUP_SPIKESHOES,
ENT_TYPE.ITEM_PICKUP_PASTE,
ENT_TYPE.ITEM_PICKUP_COMPASS,
ENT_TYPE.ITEM_PICKUP_PARACHUTE,
ENT_TYPE.ITEM_CAPE,
ENT_TYPE.ITEM_JETPACK,
ENT_TYPE.ITEM_TELEPORTER_BACKPACK,
ENT_TYPE.ITEM_HOVERPACK,
ENT_TYPE.ITEM_POWERPACK,
ENT_TYPE.ITEM_WEBGUN,
ENT_TYPE.ITEM_SHOTGUN,
ENT_TYPE.ITEM_FREEZERAY,
ENT_TYPE.ITEM_CROSSBOW,
ENT_TYPE.ITEM_CAMERA,
ENT_TYPE.ITEM_TELEPORTER,
ENT_TYPE.ITEM_MATTOCK,
ENT_TYPE.ITEM_BOOMERANG,
ENT_TYPE.ITEM_MACHETE,
ENT_TYPE.ITEM_POTOFGOLD,
}
local procedural_enemies = {
ENT_TYPE.MONS_BAT,
ENT_TYPE.MONS_HERMITCRAB,
ENT_TYPE.TADPOLE,
}
local ALLOW_SPAWN_TYPE = {
PROCEDURAL = 1,
EMBEDDED_CURRENCY = 2,
EMBEDDED_ITEMS = 3,
PROCEDURAL_ENEMIES = 4,
PROCEDURAL_TORCHES = 5,
}
-- Keep old name in case it's being used.
ALLOW_SPAWN_TYPE.BACKLAYER_BATS = ALLOW_SPAWN_TYPE.PROCEDURAL_ENEMIES
local function set_hide_entrance(hide_entrance)
custom_level_params.hide_entrance = hide_entrance
end
-- Resets the state to remove references to the loaded file and removes callbacks that alter the level.
local function unload_level()
if not custom_level_state.active then return end
custom_level_state.allowed_spawn_types = 0
custom_level_state.active = false
custom_level_state.file_name = nil
custom_level_state.width = nil
custom_level_state.height = nil
custom_level_state.custom_theme = nil
if custom_level_state.room_generation_callback then
clear_callback(custom_level_state.room_generation_callback)
end
custom_level_state.room_generation_callback = nil
if custom_level_state.procedural_spawn_callback then
clear_callback(custom_level_state.procedural_spawn_callback)
end
custom_level_state.procedural_spawn_callback = nil
if custom_level_state.embedded_currency_callback then
clear_callback(custom_level_state.embedded_currency_callback)
end
custom_level_state.embedded_currency_callback = nil
if custom_level_state.embedded_item_callback then
clear_callback(custom_level_state.embedded_item_callback)
end
custom_level_state.embedded_item_callback = nil
if custom_level_state.floor_spread_callback then
clear_callback(custom_level_state.floor_spread_callback)
end
custom_level_state.floor_spread_callback = nil
if custom_level_state.bat_callback then
clear_callback(custom_level_state.bat_callback)
end
custom_level_state.bat_callback = nil
if custom_level_state.entrance_tc then
clear_callback(custom_level_state.entrance_tc)
end
custom_level_state.entrance_tc = nil
if custom_level_state.entrance_remove_callback then
clear_callback(custom_level_state.entrance_remove_callback)
end
custom_level_state.entrance_remove_callback = nil
end
local function load_level(load_level_ctx, file_name, custom_theme, allowed_spawn_types, width, height)
allowed_spawn_types = allowed_spawn_types or 0
unload_level()
custom_level_state.active = true
custom_level_state.file_name = file_name
custom_level_state.width = width
custom_level_state.height = height
custom_level_state.allowed_spawn_types = allowed_spawn_types
custom_level_state.custom_theme = custom_theme
function override_level(ctx)
local level_files = {
file_name,
}
ctx:override_level_files(level_files)
end
if load_level_ctx then
override_level(load_level_ctx)
end
if custom_theme then
force_custom_theme(custom_theme)
end
custom_level_state.room_generation_callback = set_callback(function(ctx)
if width and height then
state.height = height
state.width = width
end
for x = 0, state.width - 1 do
for y = 0, state.height - 1 do
ctx:set_room_template(x, y, LAYER.FRONT, room_templates[x][y])
end
end
end, ON.POST_ROOM_GENERATION)
----------------------------
---- HIDE ENTRANCE DOOR ----
----------------------------
local entranceX
local entranceY
local entranceLayer
custom_level_state.entrance_tc = set_pre_tile_code_callback(function(x, y, layer)
if state.screen == 13 then return end
entranceX = math.floor(x)
entranceY = math.floor(y)
entranceLayer = layer
return false
end, "entrance")
custom_level_state.entrance_remove_callback = set_post_entity_spawn(function (entity)
if not entranceX or not entranceY or not entranceLayer then return end
if not custom_level_params.hide_entrance then return end
local px, py, pl = get_position(entity.uid)
if math.abs(px - entranceX) < 1 and math.abs(py - entranceY) < 1 and pl == entranceLayer then
kill_entity(entity.uid)
end
end, SPAWN_TYPE.ANY, 0, ENT_TYPE.BG_DOOR)
-----------------------------
---- /HIDE ENTRANCE DOOR ----
-----------------------------
custom_level_state.procedural_spawn_callback = set_post_entity_spawn(function(entity, spawn_flags)
if test_flag(custom_level_state.allowed_spawn_types, ALLOW_SPAWN_TYPE.PROCEDURAL) then return end
-- Do not remove spawns from a script.
if spawn_flags & SPAWN_TYPE.SCRIPT ~= 0 then return end
entity.flags = set_flag(entity.flags, ENT_FLAG.INVISIBLE)
entity.flags = set_flag(entity.flags, ENT_FLAG.DEAD)
move_entity(entity.uid, 1000, 0, 0, 0)
entity:destroy()
end, SPAWN_TYPE.LEVEL_GEN_GENERAL | SPAWN_TYPE.LEVEL_GEN_PROCEDURAL, 0, removed_procedural_spawns)
custom_level_state.embedded_currency_callback = set_post_entity_spawn(function(entity, spawn_flags)
if test_flag(custom_level_state.allowed_spawn_types, ALLOW_SPAWN_TYPE.EMBEDDED_CURRENCY) then return end
-- Do not remove spawns from a script.
if spawn_flags & SPAWN_TYPE.SCRIPT ~= 0 then return end
entity.flags = set_flag(entity.flags, ENT_FLAG.INVISIBLE)
entity.flags = set_flag(entity.flags, ENT_FLAG.DEAD)
move_entity(entity.uid, 1000, 0, 0, 0)
entity:destroy()
end, SPAWN_TYPE.LEVEL_GEN_TILE_CODE, 0, removed_embedded_currencies)
custom_level_state.embedded_item_callback = set_post_entity_spawn(function(entity, spawn_flags)
if test_flag(custom_level_state.allowed_spawn_types, ALLOW_SPAWN_TYPE.EMBEDDED_ITEMS) then return end
-- Do not remove spawns from a script.
if spawn_flags & SPAWN_TYPE.SCRIPT ~= 0 then return end
-- Only remove entities with an overlay, these should be the ones embeded in a crust.
if not entity.overlay then return end
entity.flags = set_flag(entity.flags, ENT_FLAG.INVISIBLE)
entity.flags = set_flag(entity.flags, ENT_FLAG.DEAD)
move_entity(entity.uid, 1000, 0, 0, 0)
entity:destroy()
end, SPAWN_TYPE.LEVEL_GEN_TILE_CODE, 0, removed_embedded_items)
custom_level_state.bat_callback = set_post_entity_spawn(function(entity, spawn_type)
if test_flag(custom_level_state.allowed_spawn_types, ALLOW_SPAWN_TYPE.PROCEDURAL_ENEMIES) then return end
-- Do not remove spawns from a script.
if spawn_type & SPAWN_TYPE.SCRIPT ~= 0 then return end
entity.flags = set_flag(entity.flags, ENT_FLAG.INVISIBLE)
entity.flags = set_flag(entity.flags, ENT_FLAG.DEAD)
entity:destroy()
end, SPAWN_TYPE.LEVEL_GEN_GENERAL, 0, procedural_enemies)
custom_level_state.procedural_spawn_callback = set_post_entity_spawn(function(entity, spawn_flags)
if test_flag(custom_level_state.allowed_spawn_types, ALLOW_SPAWN_TYPE.PROCEDURAL_TORCHES) then return end
-- Do not remove spawns from a script.
if spawn_flags & SPAWN_TYPE.SCRIPT ~= 0 then return end
entity.flags = set_flag(entity.flags, ENT_FLAG.INVISIBLE)
entity.flags = set_flag(entity.flags, ENT_FLAG.DEAD)
move_entity(entity.uid, 1000, 0, 0, 0)
entity:destroy()
end, SPAWN_TYPE.LEVEL_GEN_GENERAL | SPAWN_TYPE.LEVEL_GEN_PROCEDURAL, 0, removed_torches)
custom_level_state.floor_spread_callback = set_post_entity_spawn(function(entity)
entity.flags = set_flag(entity.flags, ENT_FLAG.INVISIBLE)
move_entity(entity.uid, 1000, 0, 0, 0)
entity:destroy()
end, SPAWN_TYPE.LEVEL_GEN_FLOOR_SPREADING, 0)
end
--- Load in a level file.
-- @param file_name name/path to the file to load.
-- @param width Width of the level in the file.
-- @param height Height of the level in the file.
-- @param load_level_ctx ON.PRE_LOAD_LEVEL_FILES context to load the level file into.
-- @param allowed_spawn_types Optional spawn types flags to allow certain types of procedural spawns to spawn without being eliminated.
--
-- Note: This must be called in ON.PRE_LOAD_LEVEL_FILES with the load_level_ctx from that callback.
local function load_level_legacy(file_name, width, height, load_level_ctx, allowed_spawn_types)
return load_level(load_level_ctx, file_name, nil, allowed_spawn_types, width, height)
end
local BORDER_THEME = {
DEFAULT = 1,
HARD_FLOOR = 2,
SUNKEN_CITY = 3,
NEO_BABYLON = 4,
ICE_CAVES = 5,
ICE_SUNKEN = 6,
ICE_BABY = 7,
DUAT = 8,
NONE = 9,
COSMIC_OCEAN = 10,
TIAMAT = 11,
}
local GROWABLE_SPAWN_TYPE = {
NONE = 0,
CHAINS = 1,
TIDE_POOL_POLES = 2,
VINES = 4,
}
GROWABLE_SPAWN_TYPE.ALL = GROWABLE_SPAWN_TYPE.CHAINS | GROWABLE_SPAWN_TYPE.TIDE_POOL_POLES | GROWABLE_SPAWN_TYPE.VINES
local function theme_for_border_theme(border_theme)
if border_theme == BORDER_THEME.DEFAULT or border_theme == BORDER_THEME.NONE then
return nil
elseif border_theme == BORDER_THEME.HARD_FLOOR then
return THEME.DWELLING
elseif border_theme == BORDER_THEME.SUNKEN_CITY then
return THEME.SUNKEN_CITY
elseif border_theme == BORDER_THEME.NEO_BABYLON then
return THEME.NEO_BABYLON
elseif border_theme == BORDER_THEME.ICE_CAVES or border_theme == BORDER_THEME.ICE_SUNKEN or border_theme == BORDER_THEME.ICE_BABY then
return THEME.ICE_CAVES
elseif border_theme == BORDER_THEME.DUAT then
return THEME.DUAT
elseif border_theme == BORDER_THEME.TIAMAT then
return THEME.TIAMAT
elseif border_theme == BORDER_THEME.COSMIC_OCEAN then
return THEME.COSMIC_OCEAN
end
end
local function entity_theme_for_border_theme(border_theme)
if border_theme == BORDER_THEME.ICE_SUNKEN then
return THEME.SUNKEN_CITY
elseif border_theme == BORDER_THEME.ICE_BABY then
return THEME.NEO_BABYLON
end
return theme_for_border_theme(border_theme)
end
local function background_texture_for_theme(theme)
if theme == THEME.DWELLING or theme == THEME.BASE_CAMP or theme == THEME.COSMIC_OCEAN then
return TEXTURE.DATA_TEXTURES_BG_CAVE_0
elseif theme == THEME.VOLCANA then
return TEXTURE.DATA_TEXTURES_BG_VOLCANO_0
elseif theme == THEME.JUNGLE then
return TEXTURE.DATA_TEXTURES_BG_JUNGLE_0
elseif theme == THEME.OLMEC then
return TEXTURE.DATA_TEXTURES_BG_STONE_0
elseif theme == THEME.TIDE_POOL or theme == THEME.ABZU or theme == THEME.TIAMAT then
return TEXTURE.DATA_TEXTURES_BG_TIDEPOOL_0
elseif theme == THEME.TEMPLE or theme == THEME.DUAT then
return TEXTURE.DATA_TEXTURES_BG_TEMPLE_0
elseif theme == THEME.CITY_OF_GOLD then
return TEXTURE.DATA_TEXTURES_BG_GOLD_0
elseif theme == THEME.ICE_CAVES then
return TEXTURE.DATA_TEXTURES_BG_ICE_0
elseif theme == THEME.NEO_BABYLON then
return TEXTURE.DATA_TEXTURES_BG_BABYLON_0
elseif theme == THEME.SUNKEN_CITY or theme == THEME.HUNDUN then
return TEXTURE.DATA_TEXTURES_BG_SUNKEN_0
elseif theme == THEME.EGGPLANT_WORLD then
return TEXTURE.DATA_TEXTURES_BG_EGGPLANT_0
end
end
local function floor_texture_for_theme(theme)
if theme == THEME.DWELLING then
return TEXTURE.DATA_TEXTURES_FLOOR_CAVE_0
elseif theme == THEME.BASE_CAMP then
return TEXTURE.DATA_TEXTURES_FLOOR_SURFACE_0
elseif theme == THEME.VOLCANA then
return TEXTURE.DATA_TEXTURES_FLOOR_VOLCANO_0
elseif theme == THEME.JUNGLE or theme == THEME.OLMEC then
return TEXTURE.DATA_TEXTURES_FLOOR_JUNGLE_0
elseif theme == THEME.TIDE_POOL or theme == THEME.TIAMAT or theme == THEME.ABZU then
return TEXTURE.DATA_TEXTURES_FLOOR_TIDEPOOL_0
elseif theme == THEME.TEMPLE or theme == THEME.DUAT or theme == THEME.CITY_OF_GOLD then
return TEXTURE.DATA_TEXTURES_FLOOR_TEMPLE_0
elseif theme == THEME.ICE_CAVES then
return TEXTURE.DATA_TEXTURES_FLOOR_ICE_0
elseif theme == THEME.NEO_BABYLON then
return TEXTURE.DATA_TEXTURES_FLOOR_BABYLON_0
elseif theme == THEME.SUNKEN_CITY or theme == THEME.HUNDUN then
return TEXTURE.DATA_TEXTURES_FLOOR_SUNKEN_0
elseif theme == THEME.EGGPLANT_WORLD then
return TEXTURE.DATA_TEXTURES_FLOOR_EGGPLANT_0
end
return TEXTURE.DATA_TEXTURES_FLOOR_CAVE_0
end
local aaab = false
local function create_custom_theme(theme_properties, level_file)
local theme = theme_properties.theme
local subtheme = theme_properties.subtheme or theme_properties.co_subtheme
local border_theme = theme_properties.theme
local border_entity_theme = theme_properties.theme
local border = theme_properties.border_type or theme_properties.border
if border then
if border == BORDER_THEME.NONE then
border_theme = false
border_entity_theme = false
else
border_theme = theme_for_border_theme(border) or border_theme
border_entity_theme = entity_theme_for_border_theme(border) or border_entity_theme
end
end
border_theme = theme_properties.border_theme or border_theme
border_entity_theme = theme_properties.border_entity_theme or border_entity_theme
local custom_theme = CustomTheme:new(custom_level_state.custom_theme_id, theme)
custom_level_state.custom_theme_id = custom_level_state.custom_theme_id + 1
-- Spawning effects does things like changing the camera bounds in ice caves and spawning the duat bosses.
if not theme_properties.dont_spawn_effects then
custom_theme:override(THEME_OVERRIDE.SPAWN_EFFECTS, theme)
end
custom_theme:override(THEME_OVERRIDE.SPAWN_BORDER, border_theme)
custom_theme:override(THEME_OVERRIDE.ENT_BORDER, border_entity_theme)
-- The INIT_LEVEL is required for some effects like duat fog to look proper, but it could do other things that may be
-- undesired, so it can be disabled.
if not theme_properties.dont_init then
custom_theme:override(THEME_OVERRIDE.INIT_LEVEL, border_theme)
end
if (border_theme == THEME.COSMIC_OCEAN and not theme_properties.dont_loop) or theme_properties.loop then
custom_theme:override(THEME_OVERRIDE.LOOP, THEME.COSMIC_OCEAN)
end
-- Some themes, such as cosmic ocean, do not get the level size from the level file, so it must be manually configured.
if theme_properties.width or theme_properties.height then
custom_theme:post(THEME_OVERRIDE.INIT_LEVEL, function()
if theme_properties.width then state.width = theme_properties.width end
if theme_properties.height then state.height = theme_properties.height end
end)
end
custom_theme:post(THEME_OVERRIDE.SPAWN_LEVEL, function()
if theme_properties.dont_spawn_growables then return end
local growables = theme_properties.growables or theme_properties.enabled_growables or theme_properties.growable_spawn_types or GROWABLE_SPAWN_TYPE.ALL
local poles = growables & GROWABLE_SPAWN_TYPE.TIDE_POOL_POLES == GROWABLE_SPAWN_TYPE.TIDE_POOL_POLES
local chains = growables & GROWABLE_SPAWN_TYPE.CHAINS == GROWABLE_SPAWN_TYPE.CHAINS
local vines = growables & GROWABLE_SPAWN_TYPE.VINES == GROWABLE_SPAWN_TYPE.VINES
local function grow_vines_both_layers()
grow_vines(LAYER.FRONT, 256)
grow_vines(LAYER.BACK, 256)
end
local function grow_poles_both_layers()
grow_poles(LAYER.FRONT, 256)
grow_poles(LAYER.BACK, 256)
end
if poles and chains and vines then
grow_poles_both_layers()
grow_vines_both_layers()
state.level_gen.themes[THEME.VOLCANA]:spawn_traps() -- Spawn chains and sliding doors.
elseif poles and chains then
grow_poles_both_layers()
state.level_gen.themes[THEME.VOLCANA]:spawn_traps() -- Spawn chains and sliding doors.
elseif chains and vines then
grow_vines_both_layers()
state.level_gen.themes[THEME.VOLCANA]:spawn_traps() -- Spawn chains and sliding doors.
elseif vines and poles then
grow_poles_both_layers()
grow_vines_both_layers()
state.level_gen.themes[THEME.CITY_OF_GOLD]:spawn_traps() -- Spawn sliding doors.
elseif vines then
grow_vines_both_layers()
state.level_gen.themes[THEME.CITY_OF_GOLD]:spawn_traps() -- Spawn sliding doors.
elseif poles then
grow_poles_both_layers()
state.level_gen.themes[THEME.CITY_OF_GOLD]:spawn_traps() -- Spawn sliding doors.
elseif chains then
state.level_gen.themes[THEME.VOLCANA]:spawn_traps() -- Spawn chains and sliding doors.
else
state.level_gen.themes[THEME.CITY_OF_GOLD]:spawn_traps() -- Spawn sliding doors.
end
end)
custom_theme:post(THEME_OVERRIDE.SPAWN_EFFECTS, function()
if state.screen ~= SCREEN.LEVEL then return end
-- Adjust the camera focus at the start of the level so it does not jump.
if not theme_properties.dont_adjust_camera_focus then
state.camera.adjusted_focus_x = state.level_gen.spawn_x
state.camera.adjusted_focus_y = state.level_gen.spawn_y + 0.05
end
-- If a camera bounds property exists, set the camera bounds to those bounds. Otherwise, leave them alone except for
-- in a cosmic ocean theme, where the camera bounds should be set to the max distance.
if theme_properties.camera_bounds then
state.camera.bounds_left = theme_properties.camera_bounds.left
state.camera.bounds_right = theme_properties.camera_bounds.right
state.camera.bounds_top = theme_properties.camera_bounds.top
state.camera.bounds_bottom = theme_properties.camera_bounds.bottom
elseif not theme_properties.dont_adjust_camera_bounds then
if border_theme == THEME.COSMIC_OCEAN then
state.camera.bounds_left = -math.huge
state.camera.bounds_top = math.huge
state.camera.bounds_right = math.huge
state.camera.bounds_bottom = -math.huge
end
end
end)
if theme_properties.background_theme then
custom_theme.textures[DYNAMIC_TEXTURE.BACKGROUND] = background_texture_for_theme(theme_properties.background_theme) or TEXTURE.DATA_TEXTURES_BG_CAVE_0
custom_theme:override(THEME_OVERRIDE.ENT_BACKWALL, theme_properties.background_theme)
custom_theme:override(THEME_OVERRIDE.SPAWN_BACKGROUND, theme_properties.background_theme)
end
if theme_properties.background_texture_theme then
custom_theme.textures[DYNAMIC_TEXTURE.BACKGROUND] = background_texture_for_theme(theme_properties.background_texture_theme) or TEXTURE.DATA_TEXTURES_BG_CAVE_0
custom_theme:override(THEME_OVERRIDE.ENT_BACKWALL, theme_properties.background_texture_theme)
end
if theme_properties.background_texture then
custom_theme.textures[DYNAMIC_TEXTURE.BACKGROUND] = theme_properties.background_texture
end
if theme_properties.floor_theme then
custom_theme.textures[DYNAMIC_TEXTURE.FLOOR] = floor_texture_for_theme(theme_properties.floor_theme)
-- Spawns extra theme elements over the floor.
custom_theme:override(THEME_OVERRIDE.SPAWN_PROCEDURAL, theme_properties.floor_theme)
end
if theme_properties.floor_texture_theme then
custom_theme.textures[DYNAMIC_TEXTURE.FLOOR] = floor_texture_for_theme(theme_properties.floor_texture_theme)
end
if theme_properties.floor_texture then
custom_theme.textures[DYNAMIC_TEXTURE.FLOOR] = theme_properties.floor_texture
end
custom_theme.theme = theme_properties.theme
custom_theme.level_file = level_file
if theme_properties.post_configure then
theme_properties.post_configure(custom_theme, subtheme, theme_properties)
end
return custom_theme, subtheme
end
--- Load in a level file.
-- @param load_level_ctx ON.PRE_LOAD_LEVEL_FILES context to load the level file into.
-- @param file_name name/path to the file to load.
-- @param custom_theme Either a CustomTheme object or a table of parameters to configure a new CustomTheme.
-- @param allowed_spawn_types Optional spawn types flags to allow certain types of procedural spawns to spawn without being eliminated.
--
-- Note: This must be called in ON.PRE_LOAD_LEVEL_FILES with the load_level_ctx from that callback.
local function load_level_custom_theme(load_level_ctx, file_name, custom_theme, allowed_spawn_types)
local actual_custom_theme = nil
if custom_theme then
if type(custom_theme) == "userdata" and getmetatable(custom_theme).__type.name == "CustomTheme" then
actual_custom_theme = custom_theme
else
actual_custom_theme, subtheme = create_custom_theme(custom_theme, file_name)
if subtheme then force_custom_subtheme(subtheme) end
width = width or custom_theme.width
height = height or custom_theme.height
end
end
load_level(load_level_ctx, file_name, actual_custom_theme, allowed_spawn_types)
end
return {
state = custom_level_state,
load_level = load_level_legacy,
load_level_custom_theme = load_level_custom_theme,
unload_level = unload_level,
ALLOW_SPAWN_TYPE = ALLOW_SPAWN_TYPE,
set_hide_entrance = set_hide_entrance,
BORDER_THEME = BORDER_THEME,
GROWABLE_SPAWN_TYPE = GROWABLE_SPAWN_TYPE,
}
|
return {
a = '\a';
b = '\b';
f = '\f';
n = '\n';
r = '\r';
t = '\t';
v = '\v';
}
|
--!A cross-platform build utility based on Lua
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--
-- Copyright (C) 2015-present, TBOOX Open Source Group.
--
-- @author ruki
-- @file xmake.lua
--
rule("vala.build")
set_extensions(".vala")
on_load(function (target)
-- only vala source files? we need patch c source kind for linker
local sourcekinds = target:sourcekinds()
if #sourcekinds == 0 then
table.insert(sourcekinds, "cc")
end
-- we disable to build across targets in parallel, because the source files may depend on other target modules
target:set("policy", "build.across_targets_in_parallel", false)
-- get vapi file
local vapifile = target:data("vala.vapifile")
if not vapifile then
local vapiname = target:values("vala.vapi")
if vapiname then
vapifile = path.join(target:targetdir(), vapiname)
else
vapifile = path.join(target:targetdir(), target:name() .. ".vapi")
end
target:data_set("vala.vapifile", vapifile)
end
-- get header file
local headerfile = target:data("vala.headerfile")
if not headerfile then
local headername = target:values("vala.header")
if headername then
headerfile = path.join(target:targetdir(), headername)
else
headerfile = path.join(target:targetdir(), target:name() .. ".h")
end
target:data_set("vala.headerfile", headerfile)
end
if headerfile then
target:add("headerfiles", headerfile)
target:add("sysincludedirs", path.directory(headerfile), {public = true})
end
end)
before_buildcmd_file(function (target, batchcmds, sourcefile_vala, opt)
-- get valac
import("lib.detect.find_tool")
local valac = assert(find_tool("valac"), "valac not found!")
-- get c source file for vala
local sourcefile_c = target:autogenfile((sourcefile_vala:gsub(".vala$", ".c")))
local basedir = path.directory(sourcefile_c)
-- add objectfile
local objectfile = target:objectfile(sourcefile_c)
table.insert(target:objectfiles(), objectfile)
-- add commands
batchcmds:show_progress(opt.progress, "${color.build.object}compiling.vala %s", sourcefile_vala)
batchcmds:mkdir(basedir)
local argv = {"-C", "-b", basedir}
local packages = target:values("vala.packages")
if packages then
for _, package in ipairs(packages) do
table.insert(argv, "--pkg")
table.insert(argv, package)
end
end
if target:is_binary() then
for _, dep in ipairs(target:orderdeps()) do
if dep:is_shared() or dep:is_static() then
local vapifile = dep:data("vala.vapifile")
if vapifile then
table.join2(argv, vapifile)
end
end
end
else
local vapifile = target:data("vala.vapifile")
if vapifile then
table.insert(argv, "--vapi=" .. vapifile)
end
local headerfile = target:data("vala.headerfile")
if headerfile then
table.insert(argv, "-H")
table.insert(argv, headerfile)
end
end
local vapidir = target:data("vala.vapidir")
if vapidir then
table.insert(argv, "--vapidir=" .. vapidir)
end
local valaflags = target:data("vala.flags")
if valaflags then
table.join2(argv, valaflags)
end
table.insert(argv, sourcefile_vala)
batchcmds:vrunv(valac.program, argv)
batchcmds:compile(sourcefile_c, objectfile)
-- add deps
batchcmds:add_depfiles(sourcefile_vala)
batchcmds:set_depmtime(os.mtime(objectfile))
batchcmds:set_depcache(target:dependfile(objectfile))
end)
after_install(function (target)
if target:is_shared() or target:is_static() then
local vapifile = target:data("vala.vapifile")
if vapifile then
local installdir = target:installdir()
if installdir then
local sharedir = path.join(installdir, "share")
os.mkdir(sharedir)
os.vcp(vapifile, sharedir)
end
end
end
end)
after_uninstall(function (target)
if target:is_shared() or target:is_static() then
local vapifile = target:data("vala.vapifile")
if vapifile then
local installdir = target:installdir()
if installdir then
os.rm(path.join(installdir, "share", path.filename(vapifile)))
end
end
end
end)
rule("vala")
-- add build rules
add_deps("vala.build")
-- set compiler runtime, e.g. vs runtime
add_deps("utils.compiler.runtime")
-- inherit links and linkdirs of all dependent targets by default
add_deps("utils.inherit.links")
-- support `add_files("src/*.o")` and `add_files("src/*.a")` to merge object and archive files to target
add_deps("utils.merge.object", "utils.merge.archive")
-- we attempt to extract symbols to the independent file and
-- strip self-target binary if `set_symbols("debug")` and `set_strip("all")` are enabled
add_deps("utils.symbols.extract")
-- check targets
add_deps("utils.check.targets")
-- check licenses
add_deps("utils.check.licenses")
|
-- User-changeable variables
local pumpkin_colour = {["r"] = 0xf, ["g"] = 0x2, ["b"] = 0x0}
--
local Timer = require('base.timer')
function effect()
Lighting.SetFlashingSpeed(0)
Lighting.SetBreathingModeEnabled(true)
for i = 1, 8 do
Lighting.SetColour(i, pumpkin_colour.r, pumpkin_colour.g, pumpkin_colour.b)
end
end
Timer.Set(effect, Timer.DefaultInterval) |
local OnsetRP = ImportPackage("onsetrp")
local currentNpc
local cinematicUIWeb = CreateWebUI(0, 0, 0, 0, 2, 60)
SetWebVisibility(cinematicUIWeb, WEB_HIDDEN)
SetWebAlignment(cinematicUIWeb, 0, 0)
SetWebAnchors(cinematicUIWeb, 0, 0, 1, 1)
SetWebURL(cinematicUIWeb, "http://asset/cinematicui/ui.html")
AddEvent("CUIClose", function()
stopCinematic()
end)
function startCinematic(data, npc, animation)
currentNpc = npc or GetNearestNPC()
SetNearClipPlane(15)
EnableFirstPersonCamera(true)
ShowChat(false)
SetIgnoreLookInput(true)
SetIgnoreMoveInput(true)
ShowMouseCursor(true)
SetInputMode(INPUT_GAMEANDUI)
SetWebVisibility(cinematicUIWeb, WEB_VISIBLE)
CallRemoteEvent("CUIAnimate", currentNpc, animation)
ExecuteWebJS(cinematicUIWeb, 'startCinematic('..json_encode(data)..');')
end
function updateCinematic(data, animation)
if animation then
CallRemoteEvent("CUIAnimate", currentNpc, animation)
end
ExecuteWebJS(cinematicUIWeb, 'updateCinematic('..json_encode(data)..');')
end
function stopCinematic()
currentNpc = null
SetNearClipPlane(0)
EnableFirstPersonCamera(false)
ShowChat(true)
SetIgnoreLookInput(false)
SetIgnoreMoveInput(false)
ShowMouseCursor(false)
SetInputMode(INPUT_GAME)
SetWebVisibility(cinematicUIWeb, WEB_HIDDEN)
ExecuteWebJS(cinematicUIWeb, 'stopCinematic(false);')
end
function GetNearestNPC()
local x, y, z = GetPlayerLocation()
for k, npc in pairs(GetStreamedNPC()) do
local x2, y2, z2 = GetNPCLocation(npc)
if GetDistance3D(x, y, z, x2, y2, z2) < 250.0 then
return npc
end
end
return 0
end
function NpcDelta()
local x, y, z = GetPlayerLocation()
local x2, y2, z2 = GetNPCLocation(currentNpc)
return x2 - x, y2 - y
end
-- Exports
AddFunctionExport("startCinematic", startCinematic)
AddFunctionExport("updateCinematic", updateCinematic)
AddFunctionExport("stopCinematic", stopCinematic) |
target("udns")
set_kind("static")
add_includedirs("../src/udns", {public=true})
add_files("../src/udns/*.c") |
-- authors: Luxinia Dev (Eike Decker & Christoph Kubisch)
---------------------------------------------------------
-- put bin/ and lualibs/ first to avoid conflicts with included modules
-- that may have other versions present somewhere else in path/cpath.
local iswindows = os.getenv('WINDIR') or (os.getenv('OS') or ''):match('[Ww]indows')
local islinux = not iswindows and not os.getenv('DYLD_LIBRARY_PATH') and io.open("/proc")
local arch = "x86" -- use 32bit by default
if islinux then
local file = io.popen("uname -m")
if file then
arch = file:read("*a"):find("x86_64") and "x64" or "x86"
file:close()
end
end
package.cpath = (
iswindows and 'bin/?.dll;bin/clibs/?.dll;' or
islinux and ('bin/linux/%s/lib?.so;bin/linux/%s/clibs/?.so;'):format(arch,arch) or
--[[isosx]] 'bin/lib?.dylib;bin/clibs/?.dylib;')
.. package.cpath
package.path = 'lualibs/?.lua;lualibs/?/?.lua;lualibs/?/init.lua;lualibs/?/?/?.lua;lualibs/?/?/init.lua;'
.. package.path
require("wx")
require("bit")
dofile "src/util.lua"
-----------
-- IDE
--
ide = {
config = {
path = {
projectdir = "",
app = nil,
},
editor = {
foldcompact = true,
checkeol = true,
},
debugger = {
verbose = false,
hostname = nil,
port = nil,
},
default = {
name = 'untitled',
fullname = 'untitled.lua',
},
outputshell = {},
filetree = {},
funclist = {},
keymap = {},
messages = {},
language = "en",
styles = nil,
stylesoutshell = nil,
interpreter = "_undefined_",
autocomplete = true,
autoanalizer = true,
acandtip = {
shorttip = false,
ignorecase = false,
nodynwords = false,
strategy = 2,
width = 60,
},
activateoutput = false, -- activate output/console on Run/Debug/Compile
unhidewindow = false, -- to unhide a gui window
allowinteractivescript = false, -- allow interaction in the output window
filehistorylength = 20,
projecthistorylength = 15,
savebak = false,
singleinstance = false,
singleinstanceport = 0xe493,
},
specs = {
none = {
linecomment = ">",
sep = "\1",
}
},
tools = {
},
iofilters = {
},
interpreters = {
},
app = nil, -- application engine
interpreter = nil, -- current Lua interpreter
frame = nil, -- gui related
debugger = {}, -- debugger related info
filetree = nil, -- filetree
findReplace = nil, -- find & replace handling
settings = nil, -- user settings (window pos, last files..)
session = {
projects = {}, -- project configuration for the current session
lastupdated = nil, -- timestamp of the last modification in any of the editors
lastsaved = nil, -- timestamp of the last recovery information saved
},
-- misc
exitingProgram = false, -- are we currently exiting, ID_EXIT
editorApp = wx.wxGetApp(),
editorFilename = nil,
openDocuments = {},-- open notebook editor documents[winId] = {
-- editor = wxStyledTextCtrl,
-- index = wxNotebook page index,
-- filePath = full filepath, nil if not saved,
-- fileName = just the filename,
-- modTime = wxDateTime of disk file or nil,
-- isModified = bool is the document modified? }
ignoredFilesList = {},
font = {
eNormal = nil,
eItalic = nil,
oNormal = nil,
oItalic = nil,
fNormal = nil,
dNormal = nil,
},
osname = wx.wxPlatformInfo.Get():GetOperatingSystemFamilyName(),
osarch = arch,
wxver = string.match(wx.wxVERSION_STRING, "[%d%.]+"),
}
-- add wx.wxMOD_RAW_CONTROL as it's missing in wxlua 2.8.12.3;
-- provide default for wx.wxMOD_CONTROL as it's missing in wxlua 2.8 that
-- is available through Linux package managers
if not wx.wxMOD_CONTROL then wx.wxMOD_CONTROL = 0x02 end
if not wx.wxMOD_RAW_CONTROL then
wx.wxMOD_RAW_CONTROL = ide.osname == 'Macintosh' and 0x10 or wx.wxMOD_CONTROL
end
-- ArchLinux running 2.8.12.2 doesn't have wx.wxMOD_SHIFT defined
if not wx.wxMOD_SHIFT then wx.wxMOD_SHIFT = 0x04 end
dofile "src/editor/ids.lua"
dofile "src/editor/style.lua"
dofile "src/editor/keymap.lua"
ide.config.styles = StylesGetDefault()
ide.config.stylesoutshell = StylesGetDefault()
local function setLuaPaths(mainpath, osname)
-- use LUA_DEV to setup paths for Lua for Windows modules if installed
local luadev = osname == "Windows" and os.getenv('LUA_DEV')
local luadev_path = (luadev
and ('LUA_DEV/?.lua;LUA_DEV/?/init.lua;LUA_DEV/lua/?.lua;LUA_DEV/lua/?/init.lua')
:gsub('LUA_DEV', (luadev:gsub('[\\/]$','')))
or "")
local luadev_cpath = (luadev
and ('LUA_DEV/?.dll;LUA_DEV/clibs/?.dll')
:gsub('LUA_DEV', (luadev:gsub('[\\/]$','')))
or "")
-- (luaconf.h) in Windows, any exclamation mark ('!') in the path is replaced
-- by the path of the directory of the executable file of the current process.
-- this effectively prevents any path with an exclamation mark from working.
-- if the path has an excamation mark, allow Lua to expand it as this
-- expansion happens only once.
if osname == "Windows" and mainpath:find('%!') then mainpath = "!/../" end
wx.wxSetEnv("LUA_PATH", package.path .. ";"
.. "./?.lua;./?/init.lua;./lua/?.lua;./lua/?/init.lua" .. ';'
.. mainpath.."lualibs/?/?.lua;"..mainpath.."lualibs/?.lua" .. ';'
.. luadev_path)
local clibs =
osname == "Windows" and mainpath.."bin/?.dll;"..mainpath.."bin/clibs/?.dll" or
osname == "Macintosh" and mainpath.."bin/lib?.dylib;"..mainpath.."bin/clibs/?.dylib" or
osname == "Unix" and mainpath..("bin/linux/%s/lib?.so;"):format(arch)
..mainpath..("bin/linux/%s/clibs/?.so"):format(arch) or
nil
if clibs then wx.wxSetEnv("LUA_CPATH",
package.cpath .. ';' .. clibs .. ';' .. luadev_cpath) end
end
---------------
-- process args
local filenames = {}
local configs = {}
do
local arg = {...}
-- application name is expected as the first argument
local fullPath = arg[1] or "zbstudio"
ide.arg = arg
-- on Windows use GetExecutablePath, which is Unicode friendly,
-- whereas wxGetCwd() is not (at least in wxlua 2.8.12.2).
-- some wxlua version on windows report wx.dll instead of *.exe.
local exepath = wx.wxStandardPaths.Get():GetExecutablePath()
if ide.osname == "Windows" and exepath:find("%.exe$") then
fullPath = exepath
elseif not wx.wxIsAbsolutePath(fullPath) then
fullPath = wx.wxGetCwd().."/"..fullPath
end
ide.editorFilename = fullPath
ide.config.path.app = fullPath:match("([%w_-%.]+)$"):gsub("%.[^%.]*$","")
assert(ide.config.path.app, "no application path defined")
for index = 2, #arg do
if (arg[index] == "-cfg" and index+1 <= #arg) then
table.insert(configs,arg[index+1])
elseif arg[index-1] ~= "-cfg" then
table.insert(filenames,arg[index])
end
end
setLuaPaths(GetPathWithSep(ide.editorFilename), ide.osname)
end
----------------------
-- process application
ide.app = dofile(ide.config.path.app.."/app.lua")
local app = assert(ide.app)
local function addToTab(tab,file)
local cfgfn,err = loadfile(file)
if not cfgfn then
print(("Error while loading configuration file: '%s'."):format(err))
else
local name = file:match("([a-zA-Z_0-9]+)%.lua$")
local success, result = pcall(function()return cfgfn(assert(_G or _ENV))end)
if not success then
print(("Error while processing configuration file: '%s'."):format(result))
elseif name then
if (tab[name]) then
local out = tab[name]
for i,v in pairs(result) do
out[i] = v
end
else
tab[name] = result
end
end
end
end
-- load interpreters
local function loadInterpreters(filter)
for _, file in ipairs(FileSysGetRecursive("interpreters", true, "*.lua")) do
if (filter or app.loadfilters.interpreters)(file) then
addToTab(ide.interpreters,file)
end
end
end
-- load specs
local function loadSpecs(filter)
for _, file in ipairs(FileSysGetRecursive("spec", true, "*.lua")) do
if (filter or app.loadfilters.specs)(file) then
addToTab(ide.specs,file)
end
end
for _, spec in pairs(ide.specs) do
spec.sep = spec.sep or "\1" -- default separator doesn't match anything
spec.iscomment = {}
spec.iskeyword0 = {}
spec.isstring = {}
if (spec.lexerstyleconvert) then
if (spec.lexerstyleconvert.comment) then
for _, s in pairs(spec.lexerstyleconvert.comment) do
spec.iscomment[s] = true
end
end
if (spec.lexerstyleconvert.keywords0) then
for _, s in pairs(spec.lexerstyleconvert.keywords0) do
spec.iskeyword0[s] = true
end
end
if (spec.lexerstyleconvert.stringtxt) then
for _, s in pairs(spec.lexerstyleconvert.stringtxt) do
spec.isstring[s] = true
end
end
end
end
end
-- load tools
local function loadTools(filter)
for _, file in ipairs(FileSysGetRecursive("tools", false, "*.lua")) do
if (filter or app.loadfilters.tools)(file) then
addToTab(ide.tools,file)
end
end
end
-- temporarily replace print() to capture reported error messages to show
-- them later in the Output window after everything is loaded.
local resumePrint do
local errors = {}
local origprint = print
print = function(...) errors[#errors+1] = {...} end
resumePrint = function()
print = origprint
for _, e in ipairs(errors) do DisplayOutputLn(unpack(e)) end
end
end
-----------------------
-- load config
local function addConfig(filename,isstring)
if not filename then return end
-- skip those files that don't exist
if not isstring and not wx.wxFileName(filename):FileExists() then return end
-- if it's marked as command, but exists as a file, load it as a file
if isstring and wx.wxFileName(filename):FileExists() then isstring = false end
local cfgfn, err, msg
if isstring
then msg, cfgfn, err = "string", loadstring(filename)
else msg, cfgfn, err = "file", loadfile(filename) end
if not cfgfn then
print(("Error while loading configuration %s: '%s'."):format(msg, err))
else
ide.config.os = os
ide.config.wxstc = wxstc
ide.config.load = { interpreters = loadInterpreters,
specs = loadSpecs, tools = loadTools }
setfenv(cfgfn,ide.config)
local _, err = pcall(function()cfgfn(assert(_G or _ENV))end)
if err then
print(("Error while processing configuration %s: '%s'."):format(msg, err))
end
end
end
function GetIDEString(keyword, default)
return app.stringtable[keyword] or default or keyword
end
----------------------
-- process config
addConfig(ide.config.path.app.."/config.lua")
ide.editorApp:SetAppName(GetIDEString("settingsapp"))
-- check if the .ini file needs to be migrated on Windows
if ide.osname == 'Windows' and ide.wxver >= "2.9.5" then
-- Windows used to have local ini file kept in wx.wxGetHomeDir (before 2.9),
-- but since 2.9 it's in GetUserConfigDir(), so migrate it.
local ini = ide.editorApp:GetAppName() .. ".ini"
local old = wx.wxFileName(wx.wxGetHomeDir(), ini)
local new = wx.wxFileName(wx.wxStandardPaths.Get():GetUserConfigDir(), ini)
if old:FileExists() and not new:FileExists() then
FileCopy(old:GetFullPath(), new:GetFullPath())
print(("Migrated configuration file from '%s' to '%s'.")
:format(old:GetFullPath(), new:GetFullPath()))
end
end
----------------------
-- process plugins
if app.preinit then app.preinit() end
loadInterpreters()
loadSpecs()
loadTools()
do
local home = os.getenv("HOME")
ide.configs = {
system = MergeFullPath("cfg", "user.lua"),
user = home and MergeFullPath(home, ".zbstudio/user.lua"),
}
-- process configs
addConfig(ide.configs.system)
addConfig(ide.configs.user)
-- process all other configs (if any)
for _, v in ipairs(configs) do addConfig(v, true) end
configs = nil
local sep = string_Pathsep
if ide.config.language then
addToTab(ide.config.messages, "cfg"..sep.."i18n"..sep..ide.config.language..".lua")
end
end
---------------
-- Load App
for _, file in ipairs({
"markup", "settings", "singleinstance", "iofilters",
"gui", "filetree", "output", "debugger",
"editor", "findreplace", "commands", "autocomplete", "shellbox",
"menu_file", "menu_edit", "menu_search",
"menu_view", "menu_project", "menu_tools", "menu_help",
"inspect" }) do
dofile("src/editor/"..file..".lua")
end
dofile "src/version.lua"
-- load rest of settings
SettingsRestoreEditorSettings()
SettingsRestoreFramePosition(ide.frame, "MainFrame")
SettingsRestoreFileHistory(SetFileHistory)
SettingsRestoreFileSession(function(tabs, params)
if params and params.recovery
then return SetOpenTabs(params)
else return SetOpenFiles(tabs, params) end
end)
SettingsRestoreProjectSession(FileTreeSetProjects)
SettingsRestoreView()
-- ---------------------------------------------------------------------------
-- Load the filenames
do
for _, fileName in ipairs(filenames) do
if fileName ~= "--" then
LoadFile(fileName, nil, true)
end
end
local notebook = ide.frame.notebook
if notebook:GetPageCount() == 0 then NewFile() end
end
if app.postinit then app.postinit() end
-- only set menu bar *after* postinit handler as it may include adding
-- app-specific menus (Help/About), which are not recognized by MacOS
-- as special items unless SetMenuBar is done after menus are populated.
ide.frame:SetMenuBar(ide.frame.menuBar)
if ide.wxver < "2.9.5" and ide.osname == 'Macintosh' then -- force refresh to fix the filetree
pcall(function() ide.frame:ShowFullScreen(true) ide.frame:ShowFullScreen(false) end)
end
resumePrint()
ide.frame:Show(true)
wx.wxGetApp():MainLoop()
-- There are several reasons for this call:
-- (1) to fix a crash on OSX when closing with debugging in progress.
-- (2) to fix a crash on Linux 32/64bit during GC cleanup in wxlua
-- after an external process has been started from the IDE.
-- (3) to fix exit on Windows when started as "bin\lua src\main.lua".
os.exit()
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-- Closures and anonymous functions are ok:
function adder(x)
-- The returned function is created when adder is
-- called, and remembers the value of x:
return function (y) return x + y end
end
a1 = adder(9)
a2 = adder(36)
print(a1(16)) --> 25
print(a2(64)) --> 100
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function start(keys)
local caster = keys.caster
local target = keys.target
local ability = keys.ability
local ability_crit = caster:FindAbilityByName("gustavo_crit")
local level = (ability:GetLevel()-1)
local level_crit = (ability_crit:GetLevel()-1)
local damage = ability:GetLevelSpecialValueFor("damage", level)
local crit_chance = ability_crit:GetLevelSpecialValueFor("chance", level_crit)
if level_crit >= 0 then
local random = math.random(100)
print ("random: " .. random)
print ("chance: " .. crit_chance)
if random <= crit_chance then
local mult = ability_crit:GetLevelSpecialValueFor("damage_percentage", level_crit)
damage = (damage * mult / 100)
end
end
local damageTable = {
victim = target,
attacker = caster,
damage = damage,
damage_type = DAMAGE_TYPE_MAGICAL,
ability = ability,
}
ApplyDamage(damageTable)
print("damage applyed: " .. damage)
end
function freeze_break(keys)
local caster = keys.caster
local target = keys.unit
target:RemoveModifierByName("gustavo_eradogelo_freeze")
local ability = keys.ability
local ability_crit = caster:FindAbilityByName("gustavo_crit")
local level = (ability:GetLevel()-1)
local level_crit = (ability_crit:GetLevel()-1)
local damage = ability:GetLevelSpecialValueFor("break_damage", level)
local crit_chance = ability_crit:GetLevelSpecialValueFor("chance", level_crit)
if level_crit >= 0 then
local random = math.random(100)
print ("random: " .. random)
print ("chance: " .. crit_chance)
if random <= crit_chance then
local mult = ability_crit:GetLevelSpecialValueFor("damage_percentage", level_crit)
damage = (damage * mult / 100)
end
end
local damageTable = {
victim = target,
attacker = caster,
damage = damage,
damage_type = DAMAGE_TYPE_MAGICAL,
ability = ability,
}
ApplyDamage(damageTable)
print("damage applyed: " .. damage)
end |
local chooseMagic = love.filesystem.load("utils/grid.lua")()
local skills = {}
for skill, value in pairs(character.active_skills) do
table.insert(skills, {
id = skill,
title = character:normalizeTitle(skill),
comment = "LV: "..character:getSkillLevel(skill).." MP: "..character:getSkillLevel(skill)
})
end
chooseMagic.title = "Magic menu"
chooseMagic.list = skills
function chooseMagic:onConfirm()
if character:hasEnoughMana(self.list[self.current].id) then
events:push({
type = "target",
skill = self.list[self.current].id
})
character.animation:setState("cast")
end
end
function chooseMagic:onDeny()
events:push("user_action")
end
return chooseMagic |
-- Put your computer's address here! localhost will work locally, but you'll
-- need an actual IP address to deploy to a device (iOS/Android).
local baseURL = 'http://localhost:2000'
--local baseURL = 'http://mycomputer.local:2000'
--local baseURL = 'http://10.0.0.10:2000'
local http = require('socket.http')
love.filesystem.setRequirePath(love.filesystem.getRequirePath()..';_bundle/?.lua;_bundle/?/init.lua')
local function makeDirs(fullpath)
local pathsep = string.sub(fullpath, 1, string.match(fullpath, '()/[%w. -]*$'))
love.filesystem.createDirectory(pathsep)
end
local function getBundle()
local bundle, code, h = http.request(baseURL..'/contents')
if code ~= 200 then error('blerp') end
local sep = h['x-sep']
local files = {}
local iter = 0
local seps = {}
local nextPos = 1
repeat
local e, filename, p = string.match(bundle, "()"..sep.." (%g+)()", nextPos, true)
if p ~= nil then
nextPos = p + 1
seps[#seps+1] = {e, filename, p+1}
end
until p == nil
local dest = '_bundle' --love.filesystem.getSaveDirectory() .. '/_bundle'
if not love.filesystem.createDirectory(dest) then
error('Could not create output dir '..dest)
end
for i,s in ipairs(seps) do
local _, filename, startContent = unpack(s)
--local startContent = string.find(bundle, '\n', pos, true) + 1
local c = string.sub(bundle, startContent, seps[i+1] and seps[i+1][1]-2 or -2)
local destFilename = dest..'/'..filename
makeDirs(destFilename)
local result, err = love.filesystem.write(destFilename, c)
if not result then error(err) end
print('wrote '..#c..' bytes to '..destFilename)
--print(filename, startContent, "'"..c.."'")
end
end
local callbacks = {"load", "update", "draw", "keypressed", "keyreleased",
"mousepressed", "mousereleased", "mousemoved", "wheelmoved", "touchpressed"}
local function empty() end
local function runFromBundle()
-- Save which modules were loaded before the game
local loaded = {}
for lib in pairs(package.loaded) do
loaded[lib] = true
end
for i, v in ipairs(callbacks) do love[v] = empty end
love.filesystem.load('_bundle/main.lua')()
love.graphics.setBackgroundColor(0, 0, 0)
love.graphics.setColor(255, 255, 255)
love.graphics.setLineWidth(1)
love.graphics.setLineStyle("smooth")
love.graphics.setBlendMode("alpha")
love.mouse.setVisible(true)
local function reload()
for lib in pairs(package.loaded) do
if not loaded[lib] then
package.loaded[lib] = nil
end
end
getBundle()
runFromBundle()
end
-- Install refresh handlers
local _keypressed = love.keypressed
function love.keypressed(k, ...)
if k == 'r' and love.keyboard.isDown('lshift') then
reload()
else
_keypressed(k, ...)
end
end
local _touchpressed = love.touchpressed
function love.touchpressed(...)
print('touchpressed', #love.touch.getTouches())
if #love.touch.getTouches() == 5 then
reload()
else
_touchpressed(...)
end
end
love.load()
end
getBundle()
runFromBundle()
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