content
stringlengths 5
1.05M
|
---|
-- argument parsing
local cmdPrefix = config.command_prefixes
if not config.command_prefixes or not config.command_prefixes[1] then
local default = "d$"
print('Command prefix not found, using default "' .. default .. '"')
cmdPrefix = { default }
end
bot.commandPrefixes = cmdPrefix
local cmdArgGrouper = "[\"']"
local cmdArgSeparators = "[%s,]"
local cmdEscapeChar = "[\\]"
function parseArgs(str) -- from mingeban2
local chars = str:split("")
local grouping = false
local escaping = false
local grouper = false
local separator = false
local arg = ""
local ret = {}
for k, c in next, chars do
local cont = true
local before = chars[k - 1] -- check if there's anything behind the current char
local after = chars[k + 1] -- check if there's anything after the current char
if c:match(cmdEscapeChar) then
escaping = true
cont = false -- we're escaping a char, no need to continue
end
if cont then
if ((arg ~= "" and grouping) or (arg == "" and not grouping)) and c:match(grouper or cmdArgGrouper) then -- do we try to group
if not before or before and not escaping then -- are we escaping or starting a command
if not grouper then
grouper = c -- pick the current grouper
end
grouping = not grouping -- toggle group mode
if arg ~= "" then
ret[#ret + 1] = arg -- finish the job, add arg to list
arg = "" -- reset arg
end
cont = false -- we toggled grouping mode
elseif escaping then
escaping = false -- we escaped the character, disable it
end
end
if cont then
if c:match(separator or cmdArgSeparators) and not grouping then -- are we separating and not grouping
if not separator then
separator = c -- pick the current separator
end
if before and not before:match(grouper or cmdArgGrouper) then -- arg ~= "" then
ret[#ret + 1] = arg -- finish the job, add arg to list
arg = "" -- reset arg
end
cont = false -- let's get the next arg going
end
if cont then
arg = arg .. c -- go on with the arg
if not after then -- in case this is the end of the sentence, add last thing written
ret[#ret + 1] = arg
end
end
end
end
end
return ret -- give results!!
end
function bot.errorMsg(channel, msg, title, footer, icon_url)
local _msg = {
embed = {
title = title,
description = isstring(msg) and msg or nil,
fields = istable(msg) and { msg } or nil,
color = 0xFF4040
}
}
if _msg.embed.title then
_msg.embed.title = ":interrobang: " .. _msg.embed.title
else
_msg.embed.description = ":interrobang: " .. _msg.embed.description
end
if footer then
_msg.embed.footer = {
icon_url = icon_url,
text = footer
}
end
channel:send(_msg)
end
bot.commands = {}
function bot.getCommands(cat)
local tbl = {}
if not cat then
for cmd, cmdData in next, bot.commands do
local cat = cmdData.category or "No Category"
if not tbl[cat] then
tbl[cat] = {}
end
if istable(cmd) then
for _, name in next, cmd do
cmdData.aliases = cmd
tbl[cat][name] = cmdData
end
else
tbl[cat][cmd] = cmdData
end
end
elseif cat == true then
for cmd, cmdData in next, bot.commands do
if istable(cmd) then
for _, name in next, cmd do
cmdData.aliases = cmd
tbl[name] = cmdData
end
else
tbl[cmd] = cmdData
end
end
else
for cmd, cmdData in next, bot.commands do
if cmdData.category and cmdData.category:lower() == cat:lower() then
cat = cmdData.category -- preserve original case
if istable(cmd) then
for _, name in next, cmd do
cmdData.aliases = cmd
tbl[name] = cmdData
end
else
tbl[cmd] = cmdData
end
end
end
end
return tbl, cat
end
function bot.getCommand(cmd)
return bot.getCommands(true)[cmd:lower()]
end
-- load commands
for file, _type in fs.scandirSync("./commands") do
if _type ~= "directory" then
require("./commands/" .. file)
end
end
bot.getCommands() -- hahaa refresh .aliases.
-- command handling
local function call(cmdData, cmdName, msg, line, ...)
_G.cmdError = function(err, footer, icon_url) -- this is gay
local cmdName = cmdName
coroutine.wrap(function() bot.errorMsg(msg.channel, err, cmdName .. " Error:", footer, icon_url) end)()
end
local _, ok, err, footer, icon_url = xpcall(cmdData.callback, function(err)
local traceback = debug.traceback("Error while running " .. cmdName .. " command:", 2)
print(err)
print(traceback)
coroutine.wrap(function()
bot.errorMsg(msg.channel, { name = err:gsub(process.cwd() .. "/", ""), value = bot.errorToGithub(traceback) }, cmdName .. " Internal Error:")
end)()
end, msg, line, ...)
if ok == false then
bot.errorMsg(msg.channel, err, cmdName .. " Error:", footer, icon_url)
end
end
client:on("messageCreate", function(msg)
local text = msg.content
local usedPrefix
for _, prefix in next, cmdPrefix do
if text:match("^" .. prefix:gsub("%$", "%%$")) then
usedPrefix = prefix
break
end
end
if usedPrefix then
local args = text:split(" ")
local cmd = args[1]:sub(usedPrefix:len() + 1)
local line = text:sub(args[1]:len() + 2):trim()
args = parseArgs(line)
for cmdName, cmdData in next, bot.commands do
if istable(cmdName) then
for _, cmdName in next, cmdName do
if cmdName:lower() == cmd:lower() then
msg.channel:broadcastTyping()
if cmdData.ownerOnly and not config.owners[msg.author.id] then
bot.errorMsg(msg.channel, "No access!", cmdName .. " Error:")
return
end
bot.currentPrefix = usedPrefix
call(cmdData, cmdName, msg, line, unpack(args))
break
end
end
elseif cmdName:lower() == cmd:lower() then
msg.channel:broadcastTyping()
if cmdData.ownerOnly and not config.owners[msg.author.id] then
bot.errorMsg(msg.channel, "No access!", cmdName .. " Error:")
return
end
bot.currentPrefix = usedPrefix
call(cmdData, cmdName, msg, line, unpack(args))
end
end
end
end)
|
local cwtest = require "cwtest"
local ltn12 = require "ltn12"
local H = (require "socket.http").request
local mp = (require "multipart-post").gen_request
local enc = (require "multipart-post").encode
local J
do -- Find a JSON parser
local ok, json = pcall(require, "cjson")
if not ok then ok, json = pcall(require, "json") end
J = json.decode
assert(ok and J, "no JSON parser found :(")
end
local file = io.open("testfile.tmp", "w+")
file:write("file data")
file:flush()
file:seek("set", 0)
local fsz = file:seek("end")
file:seek("set", 0)
local T = cwtest.new()
T:start("gen_request"); do
local r = {}
local rq = mp{
myfile = {name = "myfilename", data = "some data"},
diskfile = {name = "diskfilename", data = file, len = fsz},
ltn12file = {
name = "ltn12filename",
data = ltn12.source.string("ltn12 data"),
len = string.len("ltn12 data")
},
foo = "bar",
}
rq.url = "http://httpbin.org/post"
rq.sink = ltn12.sink.table(r)
local _, c = H(rq)
T:eq(c, 200)
r = J(table.concat(r))
T:eq(r.files, {
myfile="some data",
diskfile="file data",
ltn12file="ltn12 data"
})
T:eq(r.form, {foo = "bar"})
end; T:done()
T:start("encode"); do
local body, boundary = enc{foo="bar"}
local r = {}
local _, c = H{
url = "http://httpbin.org/post",
source = ltn12.source.string(body),
method = "POST",
sink = ltn12.sink.table(r),
headers = {
["content-length"] = string.len(body),
["content-type"] = string.format(
"multipart/form-data; boundary=\"%s\"", boundary
),
},
}
T:eq(c, 200)
r = J(table.concat(r))
T:eq(r.form, {foo = "bar"})
end; T:done()
os.remove("testfile.tmp")
|
--- Date and Date Format classes.
-- See @{05-dates.md|the Guide}.
--
-- NOTE: the date module is deprecated! see
-- https://github.com/lunarmodules/Penlight/issues/285
--
-- Dependencies: `pl.class`, `pl.stringx`, `pl.utils`
-- @classmod pl.Date
-- @pragma nostrip
local class = require "pl.class"
local os_time, os_date = os.time, os.date
local stringx = require "pl.stringx"
local utils = require "pl.utils"
local assert_arg, assert_string = utils.assert_arg, utils.assert_string
utils.raise_deprecation {
source = "Penlight " .. utils._VERSION,
message = "the 'Date' module is deprecated, see https://github.com/lunarmodules/Penlight/issues/285",
version_removed = "2.0.0",
version_deprecated = "1.9.2",
}
local Date = class()
Date.Format = class()
--- Date constructor.
-- @param t this can be either
--
-- * `nil` or empty - use current date and time
-- * number - seconds since epoch (as returned by `os.time`). Resulting time is UTC
-- * `Date` - make a copy of this date
-- * table - table containing year, month, etc as for `os.time`. You may leave out year, month or day,
-- in which case current values will be used.
-- * year (will be followed by month, day etc)
--
-- @param ... true if Universal Coordinated Time, or two to five numbers: month,day,hour,min,sec
-- @function Date
function Date:_init(t, ...)
local time
local nargs = select("#", ...)
if nargs > 2 then
local extra = { ... }
local year = t
t = {
year = year,
month = extra[1],
day = extra[2],
hour = extra[3],
min = extra[4],
sec = extra[5],
}
end
if nargs == 1 then
self.utc = select(1, ...) == true
end
if t == nil or t == "utc" then
time = os_time()
self.utc = t == "utc"
elseif type(t) == "number" then
time = t
if self.utc == nil then
self.utc = true
end
elseif type(t) == "table" then
if getmetatable(t) == Date then -- copy ctor
time = t.time
self.utc = t.utc
else
if not (t.year and t.month) then
local lt = os_date "*t"
if not t.year and not t.month and not t.day then
t.year = lt.year
t.month = lt.month
t.day = lt.day
else
t.year = t.year or lt.year
t.month = t.month or (t.day and lt.month or 1)
t.day = t.day or 1
end
end
t.day = t.day or 1
time = os_time(t)
end
else
error("bad type for Date constructor: " .. type(t), 2)
end
self:set(time)
end
--- set the current time of this Date object.
-- @int t seconds since epoch
function Date:set(t)
self.time = t
if self.utc then
self.tab = os_date("!*t", t)
else
self.tab = os_date("*t", t)
end
end
--- get the time zone offset from UTC.
-- @int ts seconds ahead of UTC
function Date.tzone(ts)
if ts == nil then
ts = os_time()
elseif type(ts) == "table" then
if getmetatable(ts) == Date then
ts = ts.time
else
ts = Date(ts).time
end
end
local utc = os_date("!*t", ts)
local lcl = os_date("*t", ts)
lcl.isdst = false
return os.difftime(os_time(lcl), os_time(utc))
end
--- convert this date to UTC.
function Date:toUTC()
local ndate = Date(self)
if not self.utc then
ndate.utc = true
ndate:set(ndate.time)
end
return ndate
end
--- convert this UTC date to local.
function Date:toLocal()
local ndate = Date(self)
if self.utc then
ndate.utc = false
ndate:set(ndate.time)
--~ ndate:add { sec = Date.tzone(self) }
end
return ndate
end
--- set the year.
-- @int y Four-digit year
-- @class function
-- @name Date:year
--- set the month.
-- @int m month
-- @class function
-- @name Date:month
--- set the day.
-- @int d day
-- @class function
-- @name Date:day
--- set the hour.
-- @int h hour
-- @class function
-- @name Date:hour
--- set the minutes.
-- @int min minutes
-- @class function
-- @name Date:min
--- set the seconds.
-- @int sec seconds
-- @class function
-- @name Date:sec
--- set the day of year.
-- @class function
-- @int yday day of year
-- @name Date:yday
--- get the year.
-- @int y Four-digit year
-- @class function
-- @name Date:year
--- get the month.
-- @class function
-- @name Date:month
--- get the day.
-- @class function
-- @name Date:day
--- get the hour.
-- @class function
-- @name Date:hour
--- get the minutes.
-- @class function
-- @name Date:min
--- get the seconds.
-- @class function
-- @name Date:sec
--- get the day of year.
-- @class function
-- @name Date:yday
for _, c in ipairs { "year", "month", "day", "hour", "min", "sec", "yday" } do
Date[c] = function(self, val)
if val then
assert_arg(1, val, "number")
self.tab[c] = val
self:set(os_time(self.tab))
return self
else
return self.tab[c]
end
end
end
--- name of day of week.
-- @bool full abbreviated if true, full otherwise.
-- @ret string name
function Date:weekday_name(full)
return os_date(full and "%A" or "%a", self.time)
end
--- name of month.
-- @int full abbreviated if true, full otherwise.
-- @ret string name
function Date:month_name(full)
return os_date(full and "%B" or "%b", self.time)
end
--- is this day on a weekend?.
function Date:is_weekend()
return self.tab.wday == 1 or self.tab.wday == 7
end
--- add to a date object.
-- @param t a table containing one of the following keys and a value:
-- one of `year`,`month`,`day`,`hour`,`min`,`sec`
-- @return this date
function Date:add(t)
local old_dst = self.tab.isdst
local key, val = next(t)
self.tab[key] = self.tab[key] + val
self:set(os_time(self.tab))
if old_dst ~= self.tab.isdst then
self.tab.hour = self.tab.hour - (old_dst and 1 or -1)
self:set(os_time(self.tab))
end
return self
end
--- last day of the month.
-- @return int day
function Date:last_day()
local d = 28
local m = self.tab.month
while self.tab.month == m do
d = d + 1
self:add { day = 1 }
end
self:add { day = -1 }
return self
end
--- difference between two Date objects.
-- @tparam Date other Date object
-- @treturn Date.Interval object
function Date:diff(other)
local dt = self.time - other.time
if dt < 0 then
error("date difference is negative!", 2)
end
return Date.Interval(dt)
end
--- long numerical ISO data format version of this date.
function Date:__tostring()
local fmt = "%Y-%m-%dT%H:%M:%S"
if self.utc then
fmt = "!" .. fmt
end
local t = os_date(fmt, self.time)
if self.utc then
return t .. "Z"
else
local offs = self:tzone()
if offs == 0 then
return t .. "Z"
end
local sign = offs > 0 and "+" or "-"
local h = math.ceil(offs / 3600)
local m = (offs % 3600) / 60
if m == 0 then
return t .. ("%s%02d"):format(sign, h)
else
return t .. ("%s%02d:%02d"):format(sign, h, m)
end
end
end
--- equality between Date objects.
function Date:__eq(other)
return self.time == other.time
end
--- ordering between Date objects.
function Date:__lt(other)
return self.time < other.time
end
--- difference between Date objects.
-- @function Date:__sub
Date.__sub = Date.diff
--- add a date and an interval.
-- @param other either a `Date.Interval` object or a table such as
-- passed to `Date:add`
function Date:__add(other)
local nd = Date(self)
if Date.Interval:class_of(other) then
other = { sec = other.time }
end
nd:add(other)
return nd
end
Date.Interval = class(Date)
---- Date.Interval constructor
-- @int t an interval in seconds
-- @function Date.Interval
function Date.Interval:_init(t)
self:set(t)
end
function Date.Interval:set(t)
self.time = t
self.tab = os_date("!*t", self.time)
end
local function ess(n)
if n > 1 then
return "s "
else
return " "
end
end
--- If it's an interval then the format is '2 hours 29 sec' etc.
function Date.Interval:__tostring()
local t, res = self.tab, ""
local y, m, d = t.year - 1970, t.month - 1, t.day - 1
if y > 0 then
res = res .. y .. " year" .. ess(y)
end
if m > 0 then
res = res .. m .. " month" .. ess(m)
end
if d > 0 then
res = res .. d .. " day" .. ess(d)
end
if y == 0 and m == 0 then
local h = t.hour
if h > 0 then
res = res .. h .. " hour" .. ess(h)
end
if t.min > 0 then
res = res .. t.min .. " min "
end
if t.sec > 0 then
res = res .. t.sec .. " sec "
end
end
if res == "" then
res = "zero"
end
return res
end
------------ Date.Format class: parsing and renderinig dates ------------
-- short field names, explicit os.date names, and a mask for allowed field repeats
local formats = {
d = { "day", { true, true } },
y = { "year", { false, true, false, true } },
m = { "month", { true, true } },
H = { "hour", { true, true } },
M = { "min", { true, true } },
S = { "sec", { true, true } },
}
--- Date.Format constructor.
-- @string fmt. A string where the following fields are significant:
--
-- * d day (either d or dd)
-- * y year (either yy or yyy)
-- * m month (either m or mm)
-- * H hour (either H or HH)
-- * M minute (either M or MM)
-- * S second (either S or SS)
--
-- Alternatively, if fmt is nil then this returns a flexible date parser
-- that tries various date/time schemes in turn:
--
-- * [ISO 8601](http://en.wikipedia.org/wiki/ISO_8601), like `2010-05-10 12:35:23Z` or `2008-10-03T14:30+02`
-- * times like 15:30 or 8.05pm (assumed to be today's date)
-- * dates like 28/10/02 (European order!) or 5 Feb 2012
-- * month name like march or Mar (case-insensitive, first 3 letters); here the
-- day will be 1 and the year this current year
--
-- A date in format 3 can be optionally followed by a time in format 2.
-- Please see test-date.lua in the tests folder for more examples.
-- @usage df = Date.Format("yyyy-mm-dd HH:MM:SS")
-- @class function
-- @name Date.Format
function Date.Format:_init(fmt)
if not fmt then
self.fmt = "%Y-%m-%d %H:%M:%S"
self.outf = self.fmt
self.plain = true
return
end
local append = table.insert
local D, PLUS, OPENP, CLOSEP = "\001", "\002", "\003", "\004"
local vars, used = {}, {}
local patt, outf = {}, {}
local i = 1
while i < #fmt do
local ch = fmt:sub(i, i)
local df = formats[ch]
if df then
if used[ch] then
error("field appeared twice: " .. ch, 4)
end
used[ch] = true
-- this field may be repeated
local _, inext = fmt:find(ch .. "+", i + 1)
local cnt = not _ and 1 or inext - i + 1
if not df[2][cnt] then
error("wrong number of fields: " .. ch, 4)
end
-- single chars mean 'accept more than one digit'
local p = cnt == 1 and (D .. PLUS) or (D):rep(cnt)
append(patt, OPENP .. p .. CLOSEP)
append(vars, ch)
if ch == "y" then
append(outf, cnt == 2 and "%y" or "%Y")
else
append(outf, "%" .. ch)
end
i = i + cnt
else
append(patt, ch)
append(outf, ch)
i = i + 1
end
end
-- escape any magic characters
fmt = utils.escape(table.concat(patt))
-- fmt = table.concat(patt):gsub('[%-%.%+%[%]%(%)%$%^%%%?%*]','%%%1')
-- replace markers with their magic equivalents
fmt = fmt:gsub(D, "%%d"):gsub(PLUS, "+"):gsub(OPENP, "("):gsub(CLOSEP, ")")
self.fmt = fmt
self.outf = table.concat(outf)
self.vars = vars
end
local parse_date
--- parse a string into a Date object.
-- @string str a date string
-- @return date object
function Date.Format:parse(str)
assert_string(1, str)
if self.plain then
return parse_date(str, self.us)
end
local res = { str:match(self.fmt) }
if #res == 0 then
return nil, "cannot parse " .. str
end
local tab = {}
for i, v in ipairs(self.vars) do
local name = formats[v][1] -- e.g. 'y' becomes 'year'
tab[name] = tonumber(res[i])
end
-- os.date() requires these fields; if not present, we assume
-- that the time set is for the current day.
if not (tab.year and tab.month and tab.day) then
local today = Date()
tab.year = tab.year or today:year()
tab.month = tab.month or today:month()
tab.day = tab.day or today:day()
end
local Y = tab.year
if Y < 100 then -- classic Y2K pivot
tab.year = Y + (Y < 35 and 2000 or 1999)
elseif not Y then
tab.year = 1970
end
return Date(tab)
end
--- convert a Date object into a string.
-- @param d a date object, or a time value as returned by @{os.time}
-- @return string
function Date.Format:tostring(d)
local tm
local fmt = self.outf
if type(d) == "number" then
tm = d
else
tm = d.time
if d.utc then
fmt = "!" .. fmt
end
end
return os_date(fmt, tm)
end
--- force US order in dates like 9/11/2001
function Date.Format:US_order(yesno)
self.us = yesno
end
--local months = {jan=1,feb=2,mar=3,apr=4,may=5,jun=6,jul=7,aug=8,sep=9,oct=10,nov=11,dec=12}
local months
local parse_date_unsafe
local function create_months()
local ld, day1 = parse_date_unsafe "2000-12-31", { day = 1 }
months = {}
for i = 1, 12 do
ld = ld:last_day()
ld:add(day1)
local mon = ld:month_name():lower()
months[mon] = i
end
end
--[[
Allowed patterns:
- [day] [monthname] [year] [time]
- [day]/[month][/year] [time]
]]
local function looks_like_a_month(w)
return w:match "^%a+,*$" ~= nil
end
local is_number = stringx.isdigit
local function tonum(s, l1, l2, kind)
kind = kind or ""
local n = tonumber(s)
if not n then
error(("%snot a number: '%s'"):format(kind, s))
end
if n < l1 or n > l2 then
error(("%s out of range: %s is not between %d and %d"):format(kind, s, l1, l2))
end
return n
end
local function parse_iso_end(p, ns, sec)
-- may be fractional part of seconds
local _, nfrac, secfrac = p:find("^%.%d+", ns + 1)
if secfrac then
sec = sec .. secfrac
p = p:sub(nfrac + 1)
else
p = p:sub(ns + 1)
end
-- ISO 8601 dates may end in Z (for UTC) or [+-][isotime]
-- (we're working with the date as lower case, hence 'z')
if p:match "z$" then -- we're UTC!
return sec, { h = 0, m = 0 }
end
p = p:gsub(":", "") -- turn 00:30 to 0030
local _, _, sign, offs = p:find "^([%+%-])(%d+)"
if not sign then
return sec, nil
end -- not UTC
if #offs == 2 then
offs = offs .. "00"
end -- 01 to 0100
local tz = { h = tonumber(offs:sub(1, 2)), m = tonumber(offs:sub(3, 4)) }
if sign == "-" then
tz.h = -tz.h
tz.m = -tz.m
end
return sec, tz
end
function parse_date_unsafe(s, US)
s = s:gsub("T", " ") -- ISO 8601
local parts = stringx.split(s:lower())
local i, p = 1, parts[1]
local function nextp()
i = i + 1
p = parts[i]
end
local year, min, hour, sec, apm
local tz
local _, nxt, day, month = p:find "^(%d+)/(%d+)"
if day then
-- swop for US case
if US then
day, month = month, day
end
_, _, year = p:find("^/(%d+)", nxt + 1)
nextp()
else -- ISO
year, month, day = p:match "^(%d+)%-(%d+)%-(%d+)"
if year then
nextp()
end
end
if p and not year and is_number(p) then -- has to be date
if #p < 4 then
day = p
nextp()
else -- unless it looks like a 24-hour time
year = true
end
end
if p and looks_like_a_month(p) then -- date followed by month
p = p:sub(1, 3)
if not months then
create_months()
end
local mon = months[p]
if mon then
month = mon
else
error("not a month: " .. p)
end
nextp()
end
if p and not year and is_number(p) then
year = p
nextp()
end
if p then -- time is hh:mm[:ss], hhmm[ss] or H.M[am|pm]
_, nxt, hour, min = p:find "^(%d+):(%d+)"
local ns
if nxt then -- are there seconds?
_, ns, sec = p:find("^:(%d+)", nxt + 1)
--if ns then
sec, tz = parse_iso_end(p, ns or nxt, sec)
--end
else -- might be h.m
_, ns, hour, min = p:find "^(%d+)%.(%d+)"
if ns then
apm = p:match "[ap]m$"
else -- or hhmm[ss]
local hourmin
_, nxt, hourmin = p:find "^(%d+)"
if nxt then
hour = hourmin:sub(1, 2)
min = hourmin:sub(3, 4)
sec = hourmin:sub(5, 6)
if #sec == 0 then
sec = nil
end
sec, tz = parse_iso_end(p, nxt, sec)
end
end
end
end
local today
if year == true then
year = nil
end
if not (year and month and day) then
today = Date()
end
day = day and tonum(day, 1, 31, "day") or (month and 1 or today:day())
month = month and tonum(month, 1, 12, "month") or today:month()
year = year and tonumber(year) or today:year()
if year < 100 then -- two-digit year pivot around year < 2035
year = year + (year < 35 and 2000 or 1900)
end
hour = hour and tonum(hour, 0, apm and 12 or 24, "hour") or 12
if apm == "pm" then
hour = hour + 12
end
min = min and tonum(min, 0, 59) or 0
sec = sec and tonum(sec, 0, 60) or 0 --60 used to indicate leap second
local res = Date { year = year, month = month, day = day, hour = hour, min = min, sec = sec }
if tz then -- ISO 8601 UTC time
local corrected = false
if tz.h ~= 0 then
res:add { hour = -tz.h }
corrected = true
end
if tz.m ~= 0 then
res:add { min = -tz.m }
corrected = true
end
res.utc = true
-- we're in UTC, so let's go local...
if corrected then
res = res:toLocal()
end -- we're UTC!
end
return res
end
function parse_date(s)
local ok, d = pcall(parse_date_unsafe, s)
if not ok then -- error
d = d:gsub(".-:%d+: ", "")
return nil, d
else
return d
end
end
return Date
|
local defaultOptions = {
layout = DEFAULT_LAYOUT, -- set in init.lua
vsync = true,
showFps = true,
showPing = true,
fullscreen = false,
classicView = not g_app.isMobile(),
cacheMap = false,
classicControl = not g_app.isMobile(),
smartWalk = false,
dash = false,
autoChaseOverride = true,
showStatusMessagesInConsole = true,
showEventMessagesInConsole = true,
showInfoMessagesInConsole = true,
showTimestampsInConsole = true,
showLevelsInConsole = true,
showPrivateMessagesInConsole = true,
showPrivateMessagesOnScreen = true,
rightPanels = 1,
leftPanels = g_app.isMobile() and 1 or 2,
containerPanel = 8,
backgroundFrameRate = 60,
enableAudio = true,
enableMusicSound = false,
musicSoundVolume = 100,
botSoundVolume = 100,
enableLights = false,
floorFading = 500,
crosshair = 2,
ambientLight = 100,
optimizationLevel = 1,
displayNames = true,
displayHealth = true,
displayMana = true,
displayHealthOnTop = false,
showHealthManaCircle = false,
hidePlayerBars = false,
highlightThingsUnderCursor = true,
topHealtManaBar = true,
displayText = true,
dontStretchShrink = false,
turnDelay = 30,
hotkeyDelay = 30,
wsadWalking = false,
walkFirstStepDelay = 200,
walkTurnDelay = 100,
walkStairsDelay = 50,
walkTeleportDelay = 200,
walkCtrlTurnDelay = 150,
actionBar1 = true,
actionBar2 = false
}
local optionsWindow
local optionsButton
local optionsTabBar
local options = {}
local extraOptions = {}
local generalPanel
local interfacePanel
local consolePanel
local graphicsPanel
local soundPanel
local extrasPanel
local audioButton
function init()
for k,v in pairs(defaultOptions) do
g_settings.setDefault(k, v)
options[k] = v
end
for _, v in ipairs(g_extras.getAll()) do
extraOptions[v] = g_extras.get(v)
g_settings.setDefault("extras_" .. v, extraOptions[v])
end
optionsWindow = g_ui.displayUI('options')
optionsWindow:hide()
optionsTabBar = optionsWindow:getChildById('optionsTabBar')
optionsTabBar:setContentWidget(optionsWindow:getChildById('optionsTabContent'))
g_keyboard.bindKeyDown('Ctrl+Shift+F', function() toggleOption('fullscreen') end)
g_keyboard.bindKeyDown('Ctrl+N', toggleDisplays)
generalPanel = g_ui.loadUI('game')
optionsTabBar:addTab(tr('Game'), generalPanel, '/images/optionstab/game')
interfacePanel = g_ui.loadUI('interface')
optionsTabBar:addTab(tr('Interface'), interfacePanel, '/images/optionstab/game')
consolePanel = g_ui.loadUI('console')
optionsTabBar:addTab(tr('Console'), consolePanel, '/images/optionstab/console')
graphicsPanel = g_ui.loadUI('graphics')
optionsTabBar:addTab(tr('Graphics'), graphicsPanel, '/images/optionstab/graphics')
audioPanel = g_ui.loadUI('audio')
optionsTabBar:addTab(tr('Audio'), audioPanel, '/images/optionstab/audio')
extrasPanel = g_ui.createWidget('OptionPanel')
for _, v in ipairs(g_extras.getAll()) do
local extrasButton = g_ui.createWidget('OptionCheckBox')
extrasButton:setId(v)
extrasButton:setText(g_extras.getDescription(v))
extrasPanel:addChild(extrasButton)
end
if not g_game.getFeature(GameNoDebug) and not g_app.isMobile() then
optionsTabBar:addTab(tr('Extras'), extrasPanel, '/images/optionstab/extras')
end
optionsButton = modules.client_topmenu.addLeftButton('optionsButton', tr('Options'), '/images/topbuttons/options', toggle)
audioButton = modules.client_topmenu.addLeftButton('audioButton', tr('Audio'), '/images/topbuttons/audio', function() toggleOption('enableAudio') end)
if g_app.isMobile() then
audioButton:hide()
end
addEvent(function() setup() end)
connect(g_game, { onGameStart = online,
onGameEnd = offline })
end
function terminate()
disconnect(g_game, { onGameStart = online,
onGameEnd = offline })
g_keyboard.unbindKeyDown('Ctrl+Shift+F')
g_keyboard.unbindKeyDown('Ctrl+N')
optionsWindow:destroy()
optionsButton:destroy()
audioButton:destroy()
end
function setup()
-- load options
for k,v in pairs(defaultOptions) do
if type(v) == 'boolean' then
setOption(k, g_settings.getBoolean(k), true)
elseif type(v) == 'number' then
setOption(k, g_settings.getNumber(k), true)
elseif type(v) == 'string' then
setOption(k, g_settings.getString(k), true)
end
end
for _, v in ipairs(g_extras.getAll()) do
g_extras.set(v, g_settings.getBoolean("extras_" .. v))
local widget = extrasPanel:recursiveGetChildById(v)
if widget then
widget:setChecked(g_extras.get(v))
end
end
if g_game.isOnline() then
online()
end
end
function toggle()
if optionsWindow:isVisible() then
hide()
else
show()
end
end
function show()
optionsWindow:show()
optionsWindow:raise()
optionsWindow:focus()
end
function hide()
optionsWindow:hide()
end
function toggleDisplays()
if options['displayNames'] and options['displayHealth'] and options['displayMana'] then
setOption('displayNames', false)
elseif options['displayHealth'] then
setOption('displayHealth', false)
setOption('displayMana', false)
else
if not options['displayNames'] and not options['displayHealth'] then
setOption('displayNames', true)
else
setOption('displayHealth', true)
setOption('displayMana', true)
end
end
end
function toggleOption(key)
setOption(key, not getOption(key))
end
function setOption(key, value, force)
if extraOptions[key] ~= nil then
g_extras.set(key, value)
g_settings.set("extras_" .. key, value)
if key == "debugProxy" and modules.game_proxy then
if value then
modules.game_proxy.show()
else
modules.game_proxy.hide()
end
end
return
end
if modules.game_interface == nil then
return
end
if not force and options[key] == value then return end
local gameMapPanel = modules.game_interface.getMapPanel()
if key == 'vsync' then
g_window.setVerticalSync(value)
elseif key == 'showFps' then
modules.client_topmenu.setFpsVisible(value)
if modules.game_stats and modules.game_stats.ui.fps then
modules.game_stats.ui.fps:setVisible(value)
end
elseif key == 'showPing' then
modules.client_topmenu.setPingVisible(value)
if modules.game_stats and modules.game_stats.ui.ping then
modules.game_stats.ui.ping:setVisible(value)
end
elseif key == 'fullscreen' then
g_window.setFullscreen(value)
elseif key == 'enableAudio' then
if g_sounds ~= nil then
g_sounds.setAudioEnabled(value)
end
if value then
audioButton:setIcon('/images/topbuttons/audio')
else
audioButton:setIcon('/images/topbuttons/audio_mute')
end
elseif key == 'enableMusicSound' then
if g_sounds ~= nil then
g_sounds.getChannel(SoundChannels.Music):setEnabled(value)
end
elseif key == 'musicSoundVolume' then
if g_sounds ~= nil then
g_sounds.getChannel(SoundChannels.Music):setGain(value/100)
end
audioPanel:getChildById('musicSoundVolumeLabel'):setText(tr('Music volume: %d', value))
elseif key == 'botSoundVolume' then
if g_sounds ~= nil then
g_sounds.getChannel(SoundChannels.Bot):setGain(value/100)
end
audioPanel:getChildById('botSoundVolumeLabel'):setText(tr('Bot sound volume: %d', value))
elseif key == 'showHealthManaCircle' then
modules.game_healthinfo.healthCircle:setVisible(value)
modules.game_healthinfo.healthCircleFront:setVisible(value)
modules.game_healthinfo.manaCircle:setVisible(value)
modules.game_healthinfo.manaCircleFront:setVisible(value)
elseif key == 'backgroundFrameRate' then
local text, v = value, value
if value <= 0 or value >= 201 then text = 'max' v = 0 end
graphicsPanel:getChildById('backgroundFrameRateLabel'):setText(tr('Game framerate limit: %s', text))
g_app.setMaxFps(v)
elseif key == 'enableLights' then
gameMapPanel:setDrawLights(value and options['ambientLight'] < 100)
graphicsPanel:getChildById('ambientLight'):setEnabled(value)
graphicsPanel:getChildById('ambientLightLabel'):setEnabled(value)
elseif key == 'floorFading' then
gameMapPanel:setFloorFading(value)
interfacePanel:getChildById('floorFadingLabel'):setText(tr('Floor fading: %s ms', value))
elseif key == 'crosshair' then
if value == 1 then
gameMapPanel:setCrosshair("")
elseif value == 2 then
gameMapPanel:setCrosshair("/images/crosshair/default.png")
elseif value == 3 then
gameMapPanel:setCrosshair("/images/crosshair/full.png")
end
elseif key == 'ambientLight' then
graphicsPanel:getChildById('ambientLightLabel'):setText(tr('Ambient light: %s%%', value))
gameMapPanel:setMinimumAmbientLight(value/100)
gameMapPanel:setDrawLights(options['enableLights'] and value < 100)
elseif key == 'optimizationLevel' then
g_adaptiveRenderer.setLevel(value - 2)
elseif key == 'displayNames' then
gameMapPanel:setDrawNames(value)
elseif key == 'displayHealth' then
gameMapPanel:setDrawHealthBars(value)
elseif key == 'displayMana' then
gameMapPanel:setDrawManaBar(value)
elseif key == 'displayHealthOnTop' then
gameMapPanel:setDrawHealthBarsOnTop(value)
elseif key == 'hidePlayerBars' then
gameMapPanel:setDrawPlayerBars(value)
elseif key == 'topHealtManaBar' then
modules.game_healthinfo.topHealthBar:setVisible(value)
modules.game_healthinfo.topManaBar:setVisible(value)
elseif key == 'displayText' then
gameMapPanel:setDrawTexts(value)
elseif key == 'dontStretchShrink' then
addEvent(function()
modules.game_interface.updateStretchShrink()
end)
elseif key == 'dash' then
if value then
g_game.setMaxPreWalkingSteps(2)
else
g_game.setMaxPreWalkingSteps(1)
end
elseif key == 'wsadWalking' then
if modules.game_console and modules.game_console.consoleToggleChat:isChecked() ~= value then
modules.game_console.consoleToggleChat:setChecked(value)
end
elseif key == 'hotkeyDelay' then
generalPanel:getChildById('hotkeyDelayLabel'):setText(tr('Hotkey delay: %s ms', value))
elseif key == 'walkFirstStepDelay' then
generalPanel:getChildById('walkFirstStepDelayLabel'):setText(tr('Walk delay after first step: %s ms', value))
elseif key == 'walkTurnDelay' then
generalPanel:getChildById('walkTurnDelayLabel'):setText(tr('Walk delay after turn: %s ms', value))
elseif key == 'walkStairsDelay' then
generalPanel:getChildById('walkStairsDelayLabel'):setText(tr('Walk delay after floor change: %s ms', value))
elseif key == 'walkTeleportDelay' then
generalPanel:getChildById('walkTeleportDelayLabel'):setText(tr('Walk delay after teleport: %s ms', value))
elseif key == 'walkCtrlTurnDelay' then
generalPanel:getChildById('walkCtrlTurnDelayLabel'):setText(tr('Walk delay after ctrl turn: %s ms', value))
end
-- change value for keybind updates
for _,panel in pairs(optionsTabBar:getTabsPanel()) do
local widget = panel:recursiveGetChildById(key)
if widget then
if widget:getStyle().__class == 'UICheckBox' then
widget:setChecked(value)
elseif widget:getStyle().__class == 'UIScrollBar' then
widget:setValue(value)
elseif widget:getStyle().__class == 'UIComboBox' then
if type(value) == "string" then
widget:setCurrentOption(value, true)
break
end
if value == nil or value < 1 then
value = 1
end
if widget.currentIndex ~= value then
widget:setCurrentIndex(value, true)
end
end
break
end
end
g_settings.set(key, value)
options[key] = value
if key == 'classicView' or key == 'rightPanels' or key == 'leftPanels' or key == 'cacheMap' then
modules.game_interface.refreshViewMode()
elseif key == 'actionBar1' or key == 'actionBar2' then
modules.game_actionbar.show()
end
end
function getOption(key)
return options[key]
end
function addTab(name, panel, icon)
optionsTabBar:addTab(name, panel, icon)
end
function addButton(name, func, icon)
optionsTabBar:addButton(name, func, icon)
end
-- hide/show
function online()
setLightOptionsVisibility(not g_game.getFeature(GameForceLight))
end
function offline()
setLightOptionsVisibility(true)
end
-- classic view
-- graphics
function setLightOptionsVisibility(value)
graphicsPanel:getChildById('enableLights'):setEnabled(value)
graphicsPanel:getChildById('ambientLightLabel'):setEnabled(value)
graphicsPanel:getChildById('ambientLight'):setEnabled(value)
interfacePanel:getChildById('floorFading'):setEnabled(value)
interfacePanel:getChildById('floorFadingLabel'):setEnabled(value)
interfacePanel:getChildById('floorFadingLabel2'):setEnabled(value)
end
|
local xml2lua = require "xml2lua"
local handler = require "xmlhandler.tree"
local Util = require("Lua/Util/Util")
--Util:MakeDir("cache_lua")
local INPUT = "Lua/Data/cache/World_of_Warcraft_API.xml"
local m = {}
function m:SaveExport()
local url = "https://wowpedia.fandom.com/wiki/Special:Export"
local requestBody = "pages=World_of_Warcraft_API&curonly=1"
Util:DownloadFilePost(INPUT, url, requestBody)
end
local symbols = {
["<"] = "<",
[">"] = ">",
["&"] = "&",
}
function m:ReplaceHtml(text)
return text:gsub("&.-;", symbols)
end
function m:GetWikitext(isRetail)
local xmlstr = xml2lua.loadFile(INPUT)
local parser = xml2lua.parser(handler)
parser:parse(xmlstr)
local text = handler.root.mediawiki.page.revision.text[1]
text = self:ReplaceHtml(text)
if isRetail then
local str_start = text:find("== API Reference ==")
local str_end = text:find("== Classic ==")
return text:sub(str_start, str_end-1)
else
return text
end
end
return m
|
--[[
Copyright (c) 2016 Baidu.com, Inc. All Rights Reserved
@file OstypeJudge.lua
@author [email protected]
@date 2016/03/12 11:27:24
@brief os type judge
]]--
local BDLOG = require('lua.bdlib.BdLogWrite')
local setmetatable = setmetatable
local tonumber = tonumber
local Method = require('models.service.rule.JudgeMethods')
local OstypeJudge = {}
function OstypeJudge:new(userAgent, ruleType, ruleContent)
local instance = {}
instance.strIncludecSen = 2
instance.strIncludeInsen = 3
instance.userAgent = userAgent
instance.ruleType = tonumber(ruleType)
instance.ruleContent = ruleContent
setmetatable(instance, {__index = self})
return instance
end
function OstypeJudge:judge()
if self.ruleType == self.strIncludecSen then
return Method.checkStrIncCaseSensitive(self.userAgent, self.ruleContent)
elseif self.ruleType == self.strIncludeInsen then
return Method.checkStrIncCaseInsensitive(self.userAgent, self.ruleContent)
else
BDLOG.log_fatal('unsupported rule type by Os_Type judge. [rule type] : %s', self.ruleType)
return false
end
end
return OstypeJudge
|
return {
level = 49,
need_exp = 70000,
clothes_attrs = {
0,
0,
0,
0,
0,
1,
1,
1,
1,
1,
},
} |
local vehicleDef = {
properties = {
HealthPool = 1400,
EnergyPool = 100,
EnergyRechargeRate = 13,
BoostEnergyCost = 20,
BoostMultiplier = 1.5,
MaxSpeed = 2500,
MaxDivingSpeedMultiplier = 1.2,
MinCrashDamageSpeed = 400,
MaxCrashDamageSpeed = 2400,
MinCrashDamage = 200,
MaxCrashDamage = 2000,
RamMinSpeed = 800,
RamMaxDamageSpeed = 1900,
RamMinDamage = 100,
RamMaxDamage = 2400,
},
}
local vehicleWeaponsDef = {
{
name="Grav Cycle",
changes={
Damage = 250,
ExplosiveRadius = 200,
ProjectileSpeed = 4000,
ProjectileMaxSpeed = 4000,
ImpactMomentum = 15000,
CollisionSize = 42,
DamageAgainstShrikeMultiplier = 2.5,
ClipAmmo = 8,
ReloadTime = 4.0,
FireInterval = 0.15,
MaxDamageRangeProportion = 0.5,
MinDamageRangeProportion = 0.9,
MinDamageProportion = 0.7
},
}
}
return {vehicle=vehicleDef, weapons=vehicleWeaponsDef} |
----------------------
-- a module containing some classes.
-- @module classes
local _M = {}
---- a useful class.
-- @type Bonzo
_M.Bonzo = class()
--- a method.
-- function one
function Bonzo:one()
end
--- a metamethod
-- function __tostring
function Bonzo:__tostring()
end
return M
|
modifier_kassadin_riftwalk = class({})
--------------------------------------------------------------------------------
function modifier_kassadin_riftwalk:IsHidden()
return ( self:GetStackCount() == 0 )
end
--------------------------------------------------------------------------------
function modifier_kassadin_riftwalk:DestroyOnExpire()
return false
end
--------------------------------------------------------------------------------
function modifier_kassadin_riftwalk:OnCreated( kv )
self:GetAbility().modifier = self
end
--------------------------------------------------------------------------------
function modifier_kassadin_riftwalk:OnIntervalThink()
if IsServer() then
self:StartIntervalThink( -1 )
self:SetStackCount( 0 )
self:GetAbility():MarkAbilityButtonDirty()
end
end
--------------------------------------------------------------------------------
-------------------------------------------------------------------------------- |
--[[
Utility functions and building blocks for functional programming styles.
]]
local Tables = require(script.Parent.Tables)
local t = require(script.Parent.Parent.t)
local Functions = {}
--[[
A simple function that does nothing, and returns nil.
@usage Shorthand for `function() end`. Useful for when a function is expecting a callback but
you don't want to do anything.
]]
--: () -> ()
function Functions.noop()
end
--[[
A simple function that does nothing, but returns its input parameters.
@trait Chainable
@usage This is typically referred to as the "identity" function. Useful for when a function is
expecting a callback to transform a value but you don't want to make any change to it.
]]
--: <A>(...A -> ...A)
function Functions.id(...)
return ...
end
--[[
Returns a function that when called, returns the original input parameters.
@trait Chainable
@example
findPlayer("builderman"):andThen(dash.returns("Found Dave!"))
--> "Found Dave!" (soon after)
@usage Useful for when you want a callback to discard the arguments passed in and instead use static ones.
]]
--: <A>(...A -> () -> ...A)
function Functions.returns(...)
local args = {...}
return function()
return unpack(args)
end
end
--[[
Return `true` if the _value_ is a function or a table with a `__call` entry in its metatable.
@usage This is a more general test than checking purely for a function type.
]]
--: any -> bool
function Functions.isCallable(value)
return type(value) == "function" or
(type(value) == "table" and getmetatable(value) and getmetatable(value).__call ~= nil)
end
--[[
Returns a function that wraps the input _fn_ but only passes the first argument to it.
@example
local printOneArgument = dash.unary(function(...)
print(...)
end)
printOneArgument("Hello", "World", "!")
-->> Hello
]]
--: <A, R>((A -> R) -> A -> R)
function Functions.unary(fn)
assert(Functions.isCallable(fn), "BadInput: fn must be callable")
return function(first)
return fn(first)
end
end
--[[
Returns a function that when called, throws the original message.
@example
findPlayer("builderman"):andThen(dash.throws("DaveNotFound"))
--!> "DaveNotFound" (soon after)
@usage Useful for when you want a callback to discard any result and throw a message instead.
]]
--: string -> () -> fail
function Functions.throws(errorMessage)
assert(t.string(errorMessage), "BadInput: errorMessage must be a string")
return function()
error(errorMessage)
end
end
--[[
Takes a function _fn_ and binds _arguments_ to the head of the _fn_ argument list.
Returns a function which executes _fn_, passing the bound arguments supplied, followed by any
dynamic arguments.
@example
local function damagePlayer( player, amount )
player:Damage(amount)
end
local damageLocalPlayer = dash.bind(damagePlayer, game.Players.LocalPlayer)
damageLocalPlayer(5)
]]
--: <A, A2, R>(((...A, ...A2 -> R), ...A) -> ...A2 -> R)
function Functions.bind(fn, ...)
assert(Functions.isCallable(fn), "BadInput: fn must be callable")
local args = {...}
return function(...)
return fn(unpack(args), ...)
end
end
--[[
Takes a chainable function _fn_ and binds _arguments_ to the tail of the _fn_ argument list.
Returns a function which executes _fn_, passing a subject ahead of the bound arguments supplied.
@example
local function setHealthTo(player, health)
player.Health = health
end
local restoreHealth = dash.bindTail(setHealthTo, 100)
local Jimbo = {
Health = 5
}
restoreHealth(Jimbo)
Jimbo.Health --> 100
@example
local filterHurtPlayers = dash.bindTail(dash.filter, function(player)
return player.Health < player.MaxHealth
end)
local getName = dash.bindTail(dash.map, function(player)
return player.Name
end)
local filterHurtNames = dash.compose(filterHurtPlayers, getName)
filterHurtNames(game.Players) --> {"Frodo", "Boromir"}
@see `dash.filter`
@see `dash.compose`
@usage Chainable rodash function feeds are mapped to `dash.fn`, such as `dash.fn.map(handler)`.
]]
--: <S>(Chainable<S>, ...) -> S -> S
function Functions.bindTail(fn, ...)
assert(Functions.isCallable(fn), "BadInput: fn must be callable")
local args = {...}
return function(subject)
return fn(subject, unpack(args))
end
end
--[[
Returns a function that when called, only calls _fn_ the first time the function is called.
For subsequent calls, the initial return of _fn_ is returned, even if it is `nil`.
@returns the function with method `:clear()` that resets the cached value.
@trait Chainable
@example
local fry = dash.once(function(item)
return "fried " .. item
end)
fry("sardine") --> "fried sardine"
fry("squid") --> "fried sardine"
fry:clear()
fry("squid") --> "fried squid"
fry("owl") --> "fried squid"
@throws _passthrough_ - any error thrown when called will cause `nil` to cache and pass through the error.
@usage Useful for when you want to lazily compute something expensive that doesn't change.
]]
--: <A, R>((...A -> R), R?) -> Clearable & (...A -> R)
function Functions.once(fn)
assert(Functions.isCallable(fn), "BadInput: fn must be callable")
local called = false
local result = nil
local once = {
clear = function()
called = false
result = nil
end
}
setmetatable(
once,
{
__call = function(_, ...)
if called then
return result
else
called = true
result = fn(...)
return result
end
end
}
)
return once
end
--[[
Calls the supplied _fn_ on the subject and any additional arguments, returning the result.
@example
local function get(object, key)
return object[key]
end
local Jimbo = {
Name = "Jimbo"
}
dash.call(Jimbo, get, "Name") --> "Jimbo"
@example
local function get(object, key)
return object[key]
end
local isABaggins = dash.fn:call(get, "Name"):endsWith("Baggins")
local Jimbo = {
Name = "Jimbo"
}
isABaggins(Jimbo) --> false
@trait Chainable
@usage This is useful when used in the `dash.fn:call` form to call arbitrary function
inside a chain.
@see `dash.chain`
]]
--: <S, A, R>(S, (S, ...A -> R), ...A -> R)
function Functions.call(subject, fn, ...)
assert(Functions.isCallable(fn), "BadInput: fn must be callable")
return fn(subject, ...)
end
--[[
Chain takes a dictionary of chainable functions and returns a Chain instance with
methods mapped to the input functions.
Chaining is useful when you want to simplify operating on data in a common form and perform
sequences of operations on some data with a very concise syntax. An _actor_ function can
check the value of the data at each step and change how the chain proceeds.
Calling a _Chain_ with a subject reduces the chained operations in order on the subject.
@param actor called for each result in the chain to determine how the next operation should process it. (default = `dash.invoke`)
@example
-- Define a simple chain that can operate a list of numbers.
-- A chain function is called with the subject being processed as first argument,
-- and any arguments passed in the chain as subsequent arguments.
local numberChain = dash.chain({
addN = function(list, n)
return dash.map(list, function(element)
return element + n
end)
end,
sum = function(list)
return dash.sum(list)
end
})
local op = numberChain:addN(2):sum()
op({1, 2, 3}) --> 12
@example
-- Get the name of a player
local function getName(player)
return player.Name
end)
-- Create a chain that filters for hurt players and finds their name
local filterHurtNames = dash.fn:filter(function(player)
return player.Health < player.MaxHealth
end):map(getName)
-- Run the chain on the current game players
filterHurtNames(game.Players) --> {"Frodo Baggins", "Boromir"}
-- For fun, let's encapsulate the functionality above by
-- defining a chain of operations on players...
local players = dash.chain({
filterHurtPlayers = dash.fn:filter(function(player)
return player.Health < player.MaxHealth
end),
-- Filter players by getting their name and checking it ends with 'Baggins'
filterBaggins = dash.fn:filter(dash.fn:call(getName):endsWith("Baggins"))
})
local hurtHobbits = players:filterHurtPlayers():filterBaggins()
hurtHobbits(game.Players) --> {{Name = "Frodo Baggins", ...}}
local names = dash.fn:map(getName)
-- Chains are themselves chainable, so you can compose two chains together
local filterHurtHobbitNames = dash.compose(hurtHobbits, names)
filterHurtHobbitNames(game.Players) --> {"Frodo Baggins"}
@trait Chainable
@usage The "Rodash" chain: `dash.chain(_)` is aliased to `dash.fn`, so instead of writing
`dash.chain(_):filter` you can simply write `dash.fn:filter`, or any other chainable method.
@usage A chained function can be made using `dash.chain` or built inductively using other chained
methods of `dash.fn`.
@usage A chainable method is one that has the subject which is passed through a chain as the
first argument, and subsequent arguments
@see `dash.chainFn` - Makes a function chainable if it returns a chain.
@see `dash.invoke` - the identity actor
@see `dash.continue` - an actor for chains of asynchronous functions
@see `dash.maybe` - an actor for chains of partial functions
]]
--: <S,T:Chainable<S>{}>(T, Actor<S>) -> Chain<S,T>
function Functions.chain(fns, actor)
if actor == nil then
actor = Functions.invoke
end
assert(Functions.isCallable(actor), "BadInput: actor must be callable")
local chain = {}
setmetatable(
chain,
{
__index = function(self, name)
local fn = fns[name]
assert(Functions.isCallable(fn), "BadFn: Chain key " .. tostring(name) .. " is not callable")
local feeder = function(parent, ...)
assert(type(parent) == "table", "BadCall: Chain functions must be called with ':'")
local stage = {}
local op = Functions.bindTail(fn, ...)
setmetatable(
stage,
{
__index = chain,
__call = function(self, subject)
local value = parent(subject)
return actor(op, value)
end,
__tostring = function()
return tostring(parent) .. "::" .. name
end
}
)
return stage
end
return feeder
end,
__newindex = function()
error("ReadonlyKey: Cannot assign to a chain, create one with dash.chain instead.")
end,
__call = function(_, subject)
return subject
end,
__tostring = function()
return "Chain"
end
}
)
return chain
end
--[[
Wraps a function, making it chainable if it returns a chain itself.
This allows you to define custom functions in terms of the arguments they will take when called
in a chain, and return a chained function which performs the operation, rather than explicitly
taking the subject as first argument.
@example
-- In the chain example addN was defined like so:
local function addN(list, n)
return dash.map(list, function(element)
return element + n
end)
end
numberChain = dash.chain({
addN = addN
})
local op = numberChain:addN(2):sum()
op({1, 2, 3}) --> 12
-- It is more natural to define addN as a function taking one argument,
-- to match the way it is called in the chain:
local function addN(n)
-- Methods on dash.fn are themselves chained, so "list" can be dropped.
return dash.fn:map(function(element)
return element + n
end)
end
-- The dash.chainFn is used to wrap any functions which return chains.
numberChain = dash.chain({
addN = dash.chainFn(addN)
})
local op = numberChain:addN(2):sum()
op({1, 2, 3}) --> 12
@see `dash.chain`
]]
--: <T, A, R>((...A -> T -> R) -> T, ...A -> R)
function Functions.chainFn(fn)
assert(Functions.isCallable(fn), "BadInput: fn must be callable")
return function(source, ...)
return fn(...)(source)
end
end
--[[
An [Actor](/rodash/types#Actor) which calls the supplied _fn_ with the argument tail.
@example
local getName = function(player)
return player.Name
end
local Jimbo = {
Name = "Jimbo"
}
dash.invoke(getName, Jimbo) --> "Jimbo"
@usage This is the default _actor_ for `dash.chain` and acts as an identity, meaning it has no effect on the result.
]]
--: <S, A>((A -> S), ...A -> S)
function Functions.invoke(fn, ...)
assert(Functions.isCallable(fn), "BadInput: fn must be callable")
return fn(...)
end
--[[
An [Actor](/rodash/types#Actor) which cancels execution of a chain if a method returns nil, evaluating the chain as nil.
Can wrap any other actor which handles values that are non-nil.
@example
-- We can define a chain of Rodash functions that will skip after a nil is returned.
local maybeFn = dash.chain(_, dash.maybe())
local getName = function(player)
return player.Name
end
local players
players =
dash.chain(
{
-- Any chainable functions can be used
call = dash.call,
endsWith = dash.endsWith,
filterHurt = dash.fn:filter(
function(player)
return player.Health < 100
end
),
filterBaggins = dash.chainFn(
function()
-- If getName returns nil here, endsWith will be skipped
return dash.fn:filter(maybeFn:call(getName):endsWith("Baggins"))
end
)
}
)
local hurtHobbits = players:filterHurt():filterBaggins()
local mapNames = dash.fn:map(getName)
local filterHurtBagginsNames = dash.compose(hurtHobbits, mapNames)
-- Here, one player record doesn't have a Name property, so it is skipped.
local crew = {
{
Name = "Frodo Baggins",
Health = 50
},
{
Name = "Bilbo Baggins",
Health = 100
},
{
Health = 0
}
}
]]
--: <S>(Actor<S>? -> Actor<S>)
function Functions.maybe(actor)
actor = actor or Functions.invoke
assert(Functions.isCallable(actor), "BadInput: actor must be callable")
return function(fn, ...)
local args = {...}
if args[1] == nil then
return
else
return actor(fn, ...)
end
end
end
--[[
An [Actor](/rodash/types#Actor) getter which awaits on any promises returned by chain methods, and continues execution
when the promise completes.
This allows any asynchronous methods to be used in chains without modifying any of the chain's
synchronous methods, removing any boilerplate needed to handle promises in the main code body.
Can wrap any other actor which handles values after any promise resolution.
@param actor (default = `dash.invoke`) The actor to wrap.
@example
-- Let's define a function which returns an answer after a delay
local getName = function(player)
return dash.delay(1):andThen(dash.returns(player.Name))
end
local players
players =
dash.chain(
{
-- Any chainable function can be used
filter = dash.filter,
-- A chain which evaluates a promise of the player names
mapNames = dash.fn:map(getName):parallel(),
filterHurt = dash.fn:filter(
function(player)
return player.Health < 100
end
),
mapNameIf = dash.chainFn(
function(expectedName)
-- Methods on self work as expected
return players:mapNames():filter(dash.fn:endsWith(expectedName))
end
)
},
dash.continue()
)
local filterHurtHobbitNames = players:filterHurt():mapNameIf("Baggins")
local crew = {
{
Name = "Frodo Baggins",
Health = 50
},
{
Name = "Bilbo Baggins",
Health = 100
},
{
Name = "Boromir",
Health = 0
}
}
filterHurtHobbitNames(crew):await() --> {"Frodo Baggins"} (some time later)
@rejects passthrough
@see `dash.chain`
]]
--: <S>(Actor<S>? -> Actor<S>)
function Functions.continue(actor)
actor = actor or Functions.invoke
assert(Functions.isCallable(actor), "BadInput: actor must be callable")
return function(fn, value, ...)
local Async = require(script.Parent.Async)
return Async.resolve(value):andThen(
function(...)
return actor(fn, ...)
end
)
end
end
local getRodashChain =
Functions.once(
function(rd)
return Functions.chain(rd)
end
)
--[[
A [Chain](/rodash/types/#chain) built from Rodash itself. Any
[Chainable](/rodash/types/#chainable) Rodash function can be used as a method on this object,
omitting the subject until the whole chain is evaluated by calling it with the subject.
@example
local getNames = dash.fn:map(function( player )
return player.Name
end)
getNames(game.Players) --> {"Bilbo Baggins", "Frodo Baggins", "Peregrin Took"}
@example
local getNames = dash.fn:map(function( player )
return player.Name
end):filter(function( name )
return dash.endsWith(name, "Baggins")
end)
getNames(game.Players) --> {"Bilbo Baggins", "Frodo Baggins"}
@example
local getNames = dash.fn:map(function( player )
return player.Name
end):filter(dash.fn:endsWith("Baggins"))
getNames(game.Players) --> {"Bilbo Baggins", "Frodo Baggins"}
@see `dash.chain` - to make your own chains.
]]
--: Chain<any,dash>
Functions.fn = {}
setmetatable(
Functions.fn,
{
__index = function(self, key)
local rd = require(script.Parent)
return getRodashChain(rd)[key]
end,
__call = function(self, subject)
return subject
end,
__tostring = function()
return "fn"
end
}
)
--[[
Returns a function that calls the argument functions in left-right order on an input, passing
the return of the previous function as argument(s) to the next.
@example
local function fry(item)
return "fried " .. item
end
local function cheesify(item)
return "cheesy " .. item
end
local prepare = dash.compose(fry, cheesify)
prepare("nachos") --> "cheesy fried nachos"
@usage Useful for when you want to lazily compute something expensive that doesn't change.
@trait Chainable
]]
--: <A>((...A -> ...A)[]) -> ...A -> A
function Functions.compose(...)
local fnCount = select("#", ...)
if fnCount == 0 then
return Functions.id
end
local fns = {...}
return function(...)
local result = {fns[1](...)}
for i = 2, fnCount do
result = {fns[i](unpack(result))}
end
return unpack(result)
end
end
--[[
Like `dash.once`, but caches non-nil results of calls to _fn_ keyed by some serialization of the
input arguments to _fn_. By default, all the args are serialized simply using `tostring`.
Optionally memoize takes `function serializeArgs(args, cache)`, a function that should return a string key which a
result should be cached at for a given signature. Return nil to avoid caching the result.
@param serializeArgs (default = `dash.serialize`)
@returns the function with method `:clear(...)` that resets the cache for the argument specified, or `:clearAll()` to clear the entire cache.
@example
local menu = {"soup", "bread", "butter"}
local heat = dash.memoize(function(index)
return "hot " ... menu[index]
end)
heat(1) --> "hot soup"
menu = {"caviar"}
heat(1) --> "hot soup"
heat(2) --> nil
menu = {"beef", "potatoes"}
heat(1) --> "hot soup"
heat(2) --> "hot potatoes"
heat:clear(1)
heat(1) --> "hot beef"
@see `dash.once`
@see `dash.serialize`
@see `dash.serializeDeep` if you want to recursively serialize arguments.
]]
--: <A, R>((...A -> R), ...A -> string?) -> Clearable<A> & AllClearable & (...A -> R)
function Functions.memoize(fn, serializeArgs)
assert(Functions.isCallable(fn), "BadInput: fn must be callable")
serializeArgs = serializeArgs or Functions.unary(Tables.serialize)
assert(Functions.isCallable(serializeArgs), "BadInput: serializeArgs must be callable or nil")
local cache = {}
local clearable = {
clear = function(_, ...)
local cacheKey = serializeArgs({...}, cache)
if cacheKey then
cache[cacheKey] = nil
end
end,
clearAll = function()
cache = {}
end
}
setmetatable(
clearable,
{
__call = function(_, ...)
local cacheKey = serializeArgs({...}, cache)
if cacheKey == nil then
return fn(...)
else
if cache[cacheKey] == nil then
cache[cacheKey] = fn(...)
end
return cache[cacheKey]
end
end
}
)
return clearable
end
--[[
Like `delay`, this calls _fn_ after _delayInSeconds_ time has passed, with the added benefit of being cancelable.
The _fn_ is called in a separate thread, meaning that it will not block the thread it is called
in, and if the calling threads, the _fn_ will still be called at the expected time.
@returns an instance which `:clear()` can be called on to prevent _fn_ from firing.
@example
local waitTimeout = dash.setTimeout(function()
print("Sorry, no players came online!")
end, 5)
game.Players.PlayerAdded:Connect(function(player)
waitTimeout:clear()
end)
@see `dash.delay`
]]
--: (Clearable -> ()), number -> Clearable
function Functions.setTimeout(fn, delayInSeconds)
assert(Functions.isCallable(fn), "BadInput: fn must be callable")
assert(t.number(delayInSeconds), "BadInput: delayInSeconds must be a number")
local cleared = false
local timeout
delay(
delayInSeconds,
function()
if not cleared then
fn(timeout)
end
end
)
timeout = {
clear = function()
cleared = true
end
}
return timeout
end
--[[
Like `dash.setTimeout` but calls _fn_ after every interval of _intervalInSeconds_ time has
passed.
The _fn_ is called in a separate thread, meaning that it will not block the thread it is called
in, and if the calling threads, the _fn_ will still be called at the expected times.
@param delayInSeconds (default = _intervalInSeconds_) The delay before the initial call.
@returns an instance which `:clear()` can be called on to prevent _fn_ from firing.
@example
local waitInterval = dash.setInterval(function()
print("Waiting for more players...")
end, 5)
game.Players.PlayerAdded:Connect(function(player)
waitInterval:clear()
end)
@see `dash.setTimeout`
]]
--: (Clearable -> ()), number, number? -> Clearable
function Functions.setInterval(fn, intervalInSeconds, delayInSeconds)
assert(Functions.isCallable(fn), "BadInput: fn must be callable")
assert(t.number(intervalInSeconds), "BadInput: intervalInSeconds must be a number")
assert(t.optional(t.number)(delayInSeconds), "BadInput: delayInSeconds must be a number")
local timeout
local callTimeout
local function handleTimeout()
callTimeout()
fn(timeout)
end
callTimeout = function()
timeout = Functions.setTimeout(handleTimeout, intervalInSeconds)
end
if delayInSeconds ~= nil then
timeout = Functions.setTimeout(handleTimeout, delayInSeconds)
else
callTimeout()
end
return {
clear = function()
timeout:clear()
end
}
end
--[[
Creates a debounced function that delays calling _fn_ until after _delayInSeconds_ seconds have
elapsed since the last time the debounced function was attempted to be called.
@returns the debounced function with method `:clear()` can be called on to cancel any scheduled call.
@usage A nice [visualisation of debounce vs. throttle](http://demo.nimius.net/debounce_throttle/),
the illustrated point being debounce will only call _fn_ at the end of a spurt of events.
]]
--: <A, R>(...A -> R), number -> Clearable & (...A -> R)
function Functions.debounce(fn, delayInSeconds)
assert(Functions.isCallable(fn), "BadInput: fn must be callable")
assert(type(delayInSeconds) == "number", "BadInput: delayInSeconds must be a number")
local lastResult = nil
local timeout
local debounced = {
clear = function()
if timeout then
timeout:clear()
end
end
}
setmetatable(
debounced,
{
__call = function(_, ...)
local args = {...}
if timeout then
timeout:clear()
end
timeout =
Functions.setTimeout(
function()
lastResult = fn(unpack(args))
end,
delayInSeconds
)
return lastResult
end
}
)
return debounced
end
--[[
Creates a throttle function that drops any repeat calls within a cooldown period and instead
returns the result of the last call.
@example
local post = dash.async(HttpService.Post)
local saveMap = dash.throttle(function(data)
post("https://example.com/save", data)
end, 10)
saveMap(map) -- This saves the map
saveMap(map) -- This function call is throttled and won't result in post being called
saveMap(map) -- Same again
wait(10)
saveMap(map) -- Enough time has passed, so this saves the map again
@usage A nice [visualisation of debounce vs. throttle](http://demo.nimius.net/debounce_throttle/),
the illustrated point being throttle will call _fn_ every period during a spurt of events.
@see `dash.async`
]]
--: <A, R>((...A) -> R), number -> ...A -> R
function Functions.throttle(fn, cooldownInSeconds)
assert(Functions.isCallable(fn), "BadInput: fn must be callable")
assert(type(cooldownInSeconds) == "number", "BadInput: cooldownInSeconds must be a number > 0")
assert(cooldownInSeconds > 0, "BadInput: cooldownInSeconds must be a number > 0")
local cached = false
local lastResult = nil
return function(...)
if not cached then
cached = true
lastResult = fn(...)
Functions.setTimeout(
function()
cached = false
end,
cooldownInSeconds
)
end
return lastResult
end
end
return Functions
|
local feats = {}
local flutedcolumn = {
name = "Fluted Column",
useWalkedOnImage = true,
description = "A decorative stone column.",
symbol = "|",
passableFor={ghost=true},
color={r=200,g=200,b=200},
blocksMovement = true,
alwaysDisplay = true,
blocksSight = true,
ghostPassable=true
}
function flutedcolumn:new()
self.image_name = "flutedcolumn" .. random(1,2)
end
feats['flutedcolumn'] = flutedcolumn
local seaweed = {
name = "Seaweed",
description = "A clump of seaweed.",
symbol = "{",
color={r=0,g=150,b=0,a=255},
useWalkedOnImage=true
}
function seaweed:new()
local btype = random(1,4)
self.image_name = "seaweed" .. btype
end
function seaweed:enter(entity,fromX,fromY)
if entity:is_type('flyer') == false and not entity:has_condition('inbushes') then
entity:give_condition('inbushes',-1)
if player:can_see_tile(entity.x,entity.y) then
output:sound('grass_rustle' .. random(1,2))
end
end --end flyer if
end --end enter function
possibleFeatures['seaweed'] = seaweed
return feats |
ENDGAMESONGS = {
"music/HL2_song29.mp3",
"music/HL2_song14.mp3",
"music/HL2_song26.mp3",
"music/HL1_song20.mp3",
"music/HL1_song19.mp3",
"music/HL1_song16.mp3",
"music/HL2_song20_submix0.mp3"
}
MINIGAMESONGS = {
"labyrinth/music/minigame1.mp3"
}
GAMESTARTSONGS = {
"labyrinth/music/gamestart1.mp3",
"labyrinth/music/gamestart2.mp3",
"labyrinth/music/gamestart3.mp3",
"labyrinth/music/gamestart4.mp3",
"labyrinth/music/gamestart5.mp3",
"labyrinth/music/gamestart6.mp3"
}
MINOTAURSONGS = {
"labyrinth/music/minosong1.mp3",
"labyrinth/music/minosong2.mp3",
"labyrinth/music/minosong3.mp3",
"labyrinth/music/minosong4.mp3",
"labyrinth/music/minosong5.mp3",
"labyrinth/music/minosong6.mp3",
"labyrinth/music/minosong7.mp3",
"labyrinth/music/minosong8.mp3"
}
--Music Credits (All are royalty free)
--"Bent and Broken" Kevin MacLeod (incompetech.com)
--"Hall of the Mountain King" Kevin MacLeod (incompetech.com)
--"One of Them" Kevin MacLeod (incompetech.com)
--"The House of Leaves" Kevin MacLeod (incompetech.com)
--"Classic Horror 3" Kevin MacLeod (incompetech.com)
--"Sugar Plum Dark Mix" Kevin MacLeod (incompetech.com)
--"Go Cart" Kevin MacLeod (incompetech.com)
--"Club Driver" Kevin MacLeod (incompetech.com)
--"Exhilarate" Kevin MacLeod (incompetech.com)
--"Hitman" Kevin MacLeod (incompetech.com)
--"Iron Horse" Kevin MacLeod (incompetech.com)
--"Prelude and Action" Kevin MacLeod (incompetech.com)
--"Video Dungeon Boss" Kevin MacLeod (incompetech.com)
--"Movement Proposition" Kevin MacLeod (incompetech.com)
--"Plans in Motion" Kevin MacLeod (incompetech.com)
--Licensed under Creative Commons: By Attribution 3.0
--http://creativecommons.org/licenses/by/3.0/
|
-------------------------------------
---------------- Cuffs --------------
-------------------------------------
-- Copyright (c) 2015 Nathan Healy --
-------- All rights reserved --------
-------------------------------------
-- weapon_cuff_shackles.lua SHARED --
-- --
-- Strongest handcuffs available. --
-------------------------------------
AddCSLuaFile()
SWEP.Base = "weapon_cuff_base"
SWEP.Category = "Handcuffs"
SWEP.Author = "my_hat_stinks"
SWEP.Instructions = "Strong metal shackles."
SWEP.Spawnable = true
SWEP.AdminOnly = true
SWEP.AdminSpawnable = true
SWEP.Slot = 3
SWEP.PrintName = "Shackles"
//
// Handcuff Vars
SWEP.CuffTime = 1.0 // Seconds to handcuff
SWEP.CuffSound = Sound( "buttons/lever7.wav" )
SWEP.CuffMaterial = "phoenix_storms/cube"
SWEP.CuffRope = "cable/cable2"
SWEP.CuffStrength = 1.4
SWEP.CuffRegen = 0.8
SWEP.RopeLength = 0
SWEP.CuffReusable = false
SWEP.CuffBlindfold = false
SWEP.CuffGag = false
SWEP.CuffStrengthVariance = 0.4 // Randomise strangth
SWEP.CuffRegenVariance = 0.1 // Randomise regen
|
addEvent("onSkinChangeBuy",true)
call ( getResourceFromName ( "scoreboard" ), "scoreboardAddColumn", "level" )
CPlayer = {}
Players = {}
--Constructor
function CPlayer:constructor(id,name,password,serial,kills,tode,coins,level,adminlvl,skin)
self.ID = id
self.Name = name
self.Password = password
self.Serial = serial
self.Kills = kills
self.Tode = tode
self.Coins = coins
self.Level = level
self.Adminlvl = adminlvl
self.Skin = skin
self:setModel(skin)
self.LoggedIn = true
Players[self.ID] = self
setElementData(self,"kills",self.Kills)
setElementData(self,"tode",self.Tode)
setElementData(self,"level",self.Level)
setElementData(self,"coins",self.Coins)
---EVENTS
self.eOnWasted = bind(CPlayer.onWasted, self)
addEventHandler("onPlayerWasted",self, self.eOnWasted)
self.eOnQuit = bind(CPlayer.onQuit,self)
addEventHandler("onPlayerQuit",self,self.eOnQuit)
self.eOnChangeSkinBuy = bind(CPlayer.onSkinBuy,self)
addEventHandler("onSkinChangeBuy",self,self.eOnChangeSkinBuy)
triggerClientEvent(self,"showPlayerHud",self,"true")
triggerClientEvent(self,"jetztbindediescheisse",self)
end
--Functions
function CPlayer:onSkinBuy(id)
if self.Coins >= 50 then
self:setSkin(id)
self:takeCoins(50)
else
outputChatBox("Not enough coins!",self,255,0,0)
end
end
function CPlayer:onWasted(totalAmmo,killer,KillerWeapon,bodypart,stealth)
self:newDeath(killer)
if killer then
if getElementType(killer) == "player" then
killer:newKill(self)
if killer.Level == 15 and KillerWeapon ~= 4 then
outputChatBox(killer:getName().." has won the round!",getRootElement(),255,0,0)
killer:giveCoins(4)
for i,v in ipairs(getElementsByType("player")) do
if v:isLoggedIn() then
killPed(v)
v:setLevel(1)
v:spawning()
end
end
elseif killer.Level <= 14 and KillerWeapon ~= 4 then
killer:levelUp()
self:spawning()
elseif KillerWeapon == 4 then
killer:giveCoins(1)
self:levelDown()
self:spawning()
end
end
else
outputChatBox("You killed yourself!",self,255,255,0)
self:spawning()
end
end
function CPlayer:onQuit(quitType,reason,responsibleElement)
DB:query("UPDATE players SET Serial=?, Kills=?, Tode=?, Coins=?, Level=?, Adminlvl=?, Skin=? WHERE Name=?", getPlayerSerial(self),self.Kills,self.Tode,self.Coins,self.Level,self.Adminlvl,self.Skin, self:getName() )
end
function CPlayer:setLevel(level)
self.Level = level
setElementData(self,"level",self.Level)
end
function CPlayer:newDeath(killer)
self.Tode = self.Tode + 1
setElementData(self,"tode",self.Tode)
triggerClientEvent(self,"playLooser",self)
if killer then
outputChatBox("You are killed by "..killer:getName(),self,255,255,0)
end
end
function CPlayer:newKill(opfer)
self.Kills = self.Kills + 1
setElementData(self,"kills",self.Kills)
triggerClientEvent(self,"playWinner",self)
outputChatBox("You killed "..opfer:getName(),self,255,255,0)
end
local WaffenListe = {}
WaffenListe[1] = 22 --Pistol
WaffenListe[2] = 24 --Deagle
WaffenListe[3] = 25 --Shotgun
WaffenListe[4] = 26 --Spawn-Off Shotgun
WaffenListe[5] = 27 --Spaz-12 Combat Shotgun
WaffenListe[6] = 28 --Uzi
WaffenListe[7] = 29 -- MP5
WaffenListe[8] = 32-- Tec-9
WaffenListe[9] = 30 --Ak47
WaffenListe[10] = 31 --M4
WaffenListe[11] = 33 -- Country Rifle
WaffenListe[12] = 34 -- Sniper
WaffenListe[13] = 35 --RPG
WaffenListe[14] = 36 --Jevelin
--WaffenListe[15] = 37 --Flammenwerfer
--WaffenListe[16] = 16 -- Granate
--WaffenListe[17] = 18 --Molotov
WaffenListe[15] = 38 --Minigun
function CPlayer:levelUp()
self.Level = self.Level + 1
setElementData(self,"level",self.Level)
takeAllWeapons(self)
giveWeapon(self,WaffenListe[self.Level],9999,true)
giveWeapon(self,4)
end
function CPlayer:levelDown()
outputChatBox("KNIFE KILL!",self,255,255,0)
if self.Level > 1 then
self.Level = self.Level - 1
setElementData(self,"level",self.Level)
takeAllWeapons(self)
giveWeapon(self,WaffenListe[self.Level],9999,true)
giveWeapon(self,4)
end
end
function CPlayer:giveCoins(coin)
self.Coins = self.Coins + tonumber(coin)
setElementData(self,"coins",self.Coins)
end
function CPlayer:takeCoins(coin)
if self.Coins >= coin then
self.Coins = self.Coins - coin
setElementData(self,"coins",self.Coins)
else
return false
end
end
function CPlayer:setKills(value)
if value then
self.Kills = value
setElementData(self,"kills",self.Kills)
return true
end
end
function CPlayer:setDeath(value)
if value then
self.Tode = value
setElementData(self,"tode",self.Tode)
return true
end
end
function CPlayer:setLevel(value)
if value then
self.Level = value
setElementData(self,"level",self.Level)
end
end
------------------SPAWN------------------------------
local SpawnPlatz = {}
SpawnPlatz[1] = {0,0,3}
SpawnPlatz[2] = {-296,-2.4000000953674,1.1000000238419}
SpawnPlatz[3] = {-196.69999694824,68.900001525879,3.0999999046326}
SpawnPlatz[4] = {-48.099998474121,6.0999999046326,3.0999999046326}
SpawnPlatz[5] = {-78.900001525879,-115,3.0999999046326}
SpawnPlatz[6] = {-142.5,-96.800003051758,3.0999999046326}
SpawnPlatz[7] = {-38.299999237061,98.099998474121,3.0999999046326}
SpawnPlatz[8] = {70.400001525879,52.200000762939,0.60000002384186}
SpawnPlatz[9] = {-142.5,50,3.0999999046326}
SpawnPlatz[10] = {-203.80000305176,222,11.800000190735}
local spawnRan = {}
function CPlayer:spawning()
spawnRan[self] = math.random(1,10)
setTimer(function()
spawnPlayer(self,SpawnPlatz[spawnRan[self]][1],SpawnPlatz[spawnRan[self]][2],SpawnPlatz[spawnRan[self]][3],0,self.Skin)
setCameraTarget(self,self)
fadeCamera(self,true)
takeAllWeapons(self)
giveWeapon(self,WaffenListe[self.Level],9999,true)
giveWeapon(self,4)
end,5000,1)
end
--Skin
function CPlayer:getSkin()
return self.Skin
end
function CPlayer:setSkin(id)
if setElementModel(self,id) then
self.Skin = id
else
return false
end
end
--Name
function CPlayer:getName()
return self.Name
end
--login
function CPlayer:isLoggedIn()
if self.LoggedIn then
return true
else
return false
end
end
--VIP
function CPlayer:getCoins()
return self.Coins
end
function CPlayer:setCoins(value)
if value then
self.Coins = value
setElementData(self,"coins",self.Coins)
return true
else
return false
end
end
--Admin
function CPlayer:isAdmin()
if self.Adminlvl >= 1 then
return true
else
return false
end
end
function CPlayer:getAdminLevel()
return self.Adminlvl
end
function CPlayer:save()
x,y,z = getElementPosition(self)
int = getElementInterior(self)
dim = getElementDimension(self)
_,_,rz = getElementRotation(self)
spawn = tostring(x).."|"..tostring(y).."|"..tostring(z).."|"..tostring(int).."|"..tostring(dim).."|"..tostring(rz)
DB:query("UPDATE players SET Serial=?, Kills=?, Tode=?, Coins=?, Level=?, Adminlvl=?, Skin=? WHERE Name=?", getPlayerSerial(self),self.Kills,self.Tode,self.Coins,self.Level,self.Adminlvl,self.Skin, self:getName() )
end
----SECURE SAVE
addEventHandler("onResourceStop",getResourceRootElement(getThisResource()),
function()
for i,v in ipairs(getElementsByType("player")) do
if v:isLoggedIn() then
v:save()
end
end
end)
function CPlayer:destructor()
self.LoggedIn = false
Players[self.ID] = nil
end
--COMMANDHANDLER
addCommandHandler("set",
function(player,cmd,target,value,new)
if player:isAdmin() then
if target and value and new then
if getPlayerFromName(target) then
target = getPlayerFromName(target)
if tonumber(new) then
new = tonumber(new)
if value == "skin" then
target:setSkin(new)
outputChatBox(getPlayerName(target).."s "..value.." changed!",player,0,255,0)
elseif value == "coins" then
target:setCoins(new)
outputChatBox(getPlayerName(target).."s "..value.." changed!",player,0,255,0)
elseif value == "kills" then
target:setKills(new)
outputChatBox(getPlayerName(target).."s "..value.." changed!",player,0,255,0)
elseif value == "death" then
target:setDeath(new)
outputChatBox(getPlayerName(target).."s "..value.." changed!",player,0,255,0)
elseif value == "level" then
target:setLevel(new)
outputChatBox(getPlayerName(target).."s "..value.." changed!",player,0,255,0)
end
end
else
outputChatBox("Player not found!",player,255,0,0)
end
end
end
end) |
Tools = dofile(global:getCurrentDirectory() .. "\\YayaTools\\Module\\Tools.lua")
Craft = Tools.craft
Movement = Tools.movement
Zone = Tools.zone
Packet = Tools.packet
Character = Tools.character
Gather = Tools.gather
API = Tools.api
Monsters = Tools.monsters
function move()
local dic = Tools.dictionnary()
local list = Tools.list()
for i = 0, 10 do
dic:Add("test" .. i, i)
list:Add(i * 10)
end
dic:Foreach(function(v, k)
Tools:Print("Value : " .. v .. " Key : " .. k)
end)
list:Foreach(function(v, i)
Tools:Print("Value : " .. v .. " Index : " .. i)
end)
--Tools:Dump(Zone:GetSubAreaObject(Zone:GetSubAreaIdByMapId(153880322)))
--Tools:Print(Zone:GetAreaName(8))
--Tools:Print(Zone:GetAreaIdByMapId(153880322))
--Tools:Print(Zone:GetAreaIdByMapId("153880322"))
end
function messagesRegistering()
Character.dialog:InitCallBack()
Movement:InitCallBack()
Gather:InitCallBack()
end
API = API()
Craft = Craft({api = API})
Monsters = Monsters({api = API})
Zone = Zone({api = API})
Packet = Packet()
Gather = Gather({packet = Packet})
Character = Character({packet = Packet})
Movement = Movement({zone = Zone, packet = Packet, character = Character})
Tools = Tools() |
-------------------------------------------------------------------------------
-- Spine Runtimes Software License v2.5
--
-- Copyright (c) 2013-2016, Esoteric Software
-- All rights reserved.
--
-- You are granted a perpetual, non-exclusive, non-sublicensable, and
-- non-transferable license to use, install, execute, and perform the Spine
-- Runtimes software and derivative works solely for personal or internal
-- use. Without the written permission of Esoteric Software (see Section 2 of
-- the Spine Software License Agreement), you may not (a) modify, translate,
-- adapt, or develop new applications using the Spine Runtimes or otherwise
-- create derivative works or improvements of the Spine Runtimes or (b) remove,
-- delete, alter, or obscure any trademarks or any copyright, trademark, patent,
-- or other intellectual property or proprietary rights notices on or in the
-- Software, including any copy thereof. Redistributions in binary or source
-- form must include this license and terms.
--
-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
-- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
-- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
-- EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
-- USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
-- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
-- ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
-- POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local setmetatable = setmetatable
local AttachmentType = require "spine-lua.attachments.AttachmentType"
local VertexAttachment = require "spine-lua.attachments.VertexAttachment"
local utils = require "spine-lua.utils"
local Color = require "spine-lua.Color"
local MeshAttachment = {}
MeshAttachment.__index = MeshAttachment
setmetatable(MeshAttachment, { __index = VertexAttachment })
function MeshAttachment.new (name)
if not name then error("name cannot be nil", 2) end
local self = VertexAttachment.new(name, AttachmentType.mesh)
self.region = nil
self.path = nil
self.regionUVs = nil
self.uvs = nil
self.triangles = nil
self.color = Color.newWith(1, 1, 1, 1)
self.hullLength = 0
self.parentMesh = nil
self.inheritDeform = false
self.tempColor = Color.newWith(1, 1, 1, 1)
setmetatable(self, MeshAttachment)
return self
end
function MeshAttachment:updateUVs ()
local u = 0
local v = 0
local width = 0
local height = 0
if not self.region then
u = 0
v = 0
width = 1
height = 1
else
u = self.region.u;
v = self.region.v;
width = self.region.u2 - u;
height = self.region.v2 - v;
end
local regionUVs = self.regionUVs
if not self.uvs or (#self.uvs ~= #regionUVs) then self.uvs = utils.newNumberArray(#regionUVs) end
local uvs = self.uvs
if self.region and self.region.rotate then
local i = 0
local n = #uvs
while i < n do
uvs[i + 1] = u + regionUVs[i + 2] * width;
uvs[i + 2] = v + height - regionUVs[i + 1] * height;
i = i + 2
end
else
local i = 0
local n = #uvs
while i < n do
uvs[i + 1] = u + regionUVs[i + 1] * width;
uvs[i + 2] = v + regionUVs[i + 2] * height;
i = i + 2
end
end
end
function MeshAttachment:applyDeform (sourceAttachment)
return self == sourceAttachment or (self.inheritDeform and self.parentMesh == sourceAttachment)
end
function MeshAttachment:setParentMesh (parentMesh)
self.parentMesh = parentMesh
if parentMesh then
self.bones = parentMesh.bones
self.vertices = parentMesh.vertices
self.regionUVs = parentMesh.regionUVs
self.triangles = parentMesh.triangles
self.hullLength = parentMesh.hullLength
end
end
return MeshAttachment
|
function start (song)
print("Song: " .. song .. " @ " .. bpm .. " downscroll: " .. downscroll)
changeDadIcon('spirit-glitch')
end
local defaultHudX = 0
local defaultHudY = 0
local defaultWindowX = 0
local defaultWindowY = 0
local lastStep = 0
function update (elapsed)
local currentBeat = (songPos / 1000)*(bpm/60)
end
function beatHit (beat)
if curBeat == 94 then
inAndOutCam(0.5, 0.5, 0.5)
end
if curBeat == 96 then
changeDadCharacterBetter(250, 460, 'senpai-angry')
changeDadIcon('senpai-glitch')
end
if curBeat == 144 then
changeDadCharacterBetter(250, 460, 'senpai-giddy')
changeDadIcon('senpai-glitch')
end
end
function stepHit (step)
end
|
-- CSS + Less + SASS Language Server
local capabilities = vim.lsp.protocol.make_client_capabilities()
capabilities.textDocument.completion.completionItem.snippetSupport = true
require'lspconfig'.cssls.setup {
capabilities = capabilities,
}
|
commando_house_loot_deed = {
minimumLevel = 0,
maximumLevel = -1,
customObjectName = "Commando Bunker Blueprint",
directObjectTemplate = "object/tangible/loot/loot_schematic/commando_house_loot_schem.iff",
craftingValues = {
},
customizationStringNames = {},
customizationValues = {}
}
addLootItemTemplate("commando_house_loot_deed", commando_house_loot_deed)
|
local Native = require('lib.stdlib.native')
local converter = require('lib.stdlib.enum.converter')
---@class AbilityIntegerLevelArrayField
local AbilityIntegerLevelArrayField = {
}
return AbilityIntegerLevelArrayField
|
package.path = "../?.lua;" .. package.path
require("tests/mock")
local types = require("types")
local Placeholder = require("placeholder")
describe("Placeholder", function()
describe("new_listener", function()
it("modifies an environment to return placeholders for missing and new values", function()
local temp_env = {}
Placeholder.new_listener(temp_env)
local name = temp_env.person.name()
assert.are.equal("Placeholder", types.get(name))
assert.has_error(function() temp_env.name = "John" end, "libuix->Placeholder.new_listener: attempt to assign value "
.. "to key 'name' in access listener")
end)
end)
describe("set", function()
it("can assign a value", function()
local tbl = {}
local key = Placeholder.index("name")
Placeholder.set(tbl, key, "John")
assert.are.equal(tbl.name, "John")
end)
it("can assign a sub-level value", function()
local tbl = {person = {name = {}}}
local key = Placeholder.index("person").name.first
Placeholder.set(tbl, key, "John")
assert.are.equal(tbl.person.name.first, "John")
local bad_key = Placeholder.index("name").first
assert.has_error(function() Placeholder.set(tbl, bad_key, "John") end,
"libuix->Placeholder.set: attempt to index environment key 'name' (a nil value)")
end)
it("throws an error if any events other than access and assign are found in the key", function()
local env = {name = ""}
local key = Placeholder.index("name")()
assert.has_error(function() Placeholder.set(env, key, "John") end,
"libuix->Placeholder.set: assignment key cannot contain a call event")
key = Placeholder.new_index("name")
assert.has_no.error(function() Placeholder.set(env, key, "John") end)
end)
end)
describe("evaluate", function()
it("can access a top-level value", function()
local instance = Placeholder.index("name")
local tbl = {name = "John"}
assert.are.equal("John", Placeholder.evaluate(tbl, instance))
end)
it("can access a sub-level value", function()
local instance = Placeholder.index("name").first
local tbl = {name = {first = "John"}}
assert.are.equal("John", Placeholder.evaluate(tbl, instance))
local bad_key = Placeholder.index("name").last.firstChar
assert.has_error(function() Placeholder.evaluate(tbl, bad_key) end,
"libuix->Placeholder.evaluate: attempt to index environment key 'firstChar' (a nil value)")
instance = Placeholder.index("person").name.first
tbl = {person = {name = {first = "John"}}}
assert.are.equal("John", Placeholder.evaluate(tbl, instance))
instance = Placeholder.index(1).about.name.first
tbl = {{about = {name = {first = "John"}}}}
assert.are.equal("John", Placeholder.evaluate(tbl, instance))
end)
it("can assign values", function()
local tbl = {person = {name = {}}}
local name = Placeholder.index("person").name
name.first = "John"
Placeholder.evaluate(tbl, name)
assert.are.equal(tbl.person.name.first, "John")
end)
it("can call functions with or without self and with or without a custom environment", function()
local tbl = { say = {
name = "John",
hello = function(self, to)
return self.name .. " says hello to " .. to .. "!"
end
}, goodbye = function()
return "Goodbye!"
end,
assign = function()
model.message = "Hello!"
end }
local with_self = Placeholder.index("say"):hello("oct")
assert.are.equal("John says hello to oct!", Placeholder.evaluate(tbl, with_self))
local without_self = Placeholder.index("goodbye")()
assert.are.equal("Goodbye!", Placeholder.evaluate(tbl, without_self))
local with_placeholder_arg = Placeholder.index("say"):hello(Placeholder.index("say").name)
assert.are.equal("John says hello to John!", Placeholder.evaluate(tbl, with_placeholder_arg))
local env = { model = {} }
local with_env = Placeholder.index("assign")()
Placeholder.evaluate(tbl, with_env, env)
assert.are.equal("Hello!", env.model.message)
end)
it("can return the result of the unary minus operator", function()
local tbl = {age = 16}
local unm = -Placeholder.index("age")
assert.are.equal(-16, Placeholder.evaluate(tbl, unm))
end)
it("can return the result of math operations", function()
local tbl = {count = 2, incrementor = 2}
local add = Placeholder.index("count") + Placeholder.index("incrementor") + 1
assert.are.equal(5, Placeholder.evaluate(tbl, add))
local sub = Placeholder.index("count") - Placeholder.index("incrementor") - 1
assert.are.equal(-1, Placeholder.evaluate(tbl, sub))
local mul = Placeholder.index("count") * (Placeholder.index("incrementor") * 2)
assert.are.equal(8, Placeholder.evaluate(tbl, mul))
local div = Placeholder.index("count") / (Placeholder.index("incrementor") / 0.5)
assert.are.equal(0.5, Placeholder.evaluate(tbl, div))
local mod = (Placeholder.index("count") + 1) % Placeholder.index("incrementor")
assert.are.equal(1, Placeholder.evaluate(tbl, mod))
local pow = Placeholder.index("count") ^ Placeholder.index("incrementor")
assert.are.equal(4, Placeholder.evaluate(tbl, pow))
end)
it("can return the result of string concatenation", function()
local tbl = {one = "Hello"}
local concat = Placeholder.index("one") .. " world!"
assert.are.equal("Hello world!", Placeholder.evaluate(tbl, concat))
end)
it("does not care about order in mathematical operations", function()
local tbl = {multiplier = 10}
local mul = 2 * Placeholder.index("multiplier")
assert.are.equal(20, Placeholder.evaluate(tbl, mul))
end)
it("allows function calls to be mixed into mathematical operations", function()
local tbl = {start = 5, get_incrementor = function() return 2 end}
local add = Placeholder.index("start") + Placeholder.index("get_incrementor")()
assert.are.equal(7, Placeholder.evaluate(tbl, add))
end)
it("throws an error if an equality check is attempted", function()
assert.has_error(function() return Placeholder.index("one") <= Placeholder.index("two") end,
"libuix->Placeholder:__le: comparison operators are not allowed, use 'is.le()' instead")
assert.has_error(function() return Placeholder.index("one") == Placeholder.index("two") end,
"libuix->Placeholder:__eq: comparison operators are not allowed, use 'is.eq()' instead")
end)
it("throws the correct error message for each event", function()
local call = Placeholder.index("one")()
assert.has_error(function() Placeholder.evaluate({}, call) end,
"libuix->Placeholder.evaluate: attempt to call environment key 'one' (a nil value)")
local arithmetic_error_msg = "libuix->Placeholder.evaluate: attempt to perform arithmetic on environment key 'one' "
.. "(a nil value)"
local unm = -Placeholder.index("one")
assert.has_error(function() Placeholder.evaluate({}, unm) end, arithmetic_error_msg)
local add = Placeholder.index("one") + Placeholder.index("two")
assert.has_error(function() Placeholder.evaluate({}, add) end, arithmetic_error_msg)
local sub = Placeholder.index("one") - Placeholder.index("two")
assert.has_error(function() Placeholder.evaluate({}, sub) end, arithmetic_error_msg)
local mul = Placeholder.index("one") * Placeholder.index("two")
assert.has_error(function() Placeholder.evaluate({}, mul) end, arithmetic_error_msg)
local div = Placeholder.index("one") / Placeholder.index("two")
assert.has_error(function() Placeholder.evaluate({}, div) end, arithmetic_error_msg)
local mod = Placeholder.index("one") % Placeholder.index("two")
assert.has_error(function() Placeholder.evaluate({}, mod) end, arithmetic_error_msg)
local pow = Placeholder.index("one") ^ Placeholder.index("two")
assert.has_error(function() Placeholder.evaluate({}, pow) end, arithmetic_error_msg)
local concat = Placeholder.index("one") .. Placeholder.index("two")
assert.has_error(function() Placeholder.evaluate({}, concat) end,
"libuix->Placeholder.evaluate: attempt to concatenate environment key 'one' (a nil value)")
end)
end)
describe("provides custom comparison operator", function()
local env = {is = Placeholder.is, one = 28, two = 28, three = 14}
it("is.eq (is equal)", function()
local eq = Placeholder.index("is").eq(Placeholder.index("one"), Placeholder.index("two"))
assert.is_true(Placeholder.evaluate(env, eq))
eq = Placeholder.index("is").eq(Placeholder.index("one"), Placeholder.index("three"))
assert.is_false(Placeholder.evaluate(env, eq))
end)
it("is.ne (is not equal)", function()
local ne = Placeholder.index("is").ne(Placeholder.index("one"), Placeholder.index("three"))
assert.is_true(Placeholder.evaluate(env, ne))
ne = Placeholder.index("is").ne(Placeholder.index("one"), Placeholder.index("two"))
assert.is_false(Placeholder.evaluate(env, ne))
end)
it("is.lt (is less than)", function()
local lt = Placeholder.index("is").lt(Placeholder.index("three"), Placeholder.index("two"))
assert.is_true(Placeholder.evaluate(env, lt))
lt = Placeholder.index("is").lt(Placeholder.index("one"), Placeholder.index("two"))
assert.is_false(Placeholder.evaluate(env, lt))
end)
it("is.gt (is greater than)", function()
local gt = Placeholder.index("is").gt(Placeholder.index("two"), Placeholder.index("three"))
assert.is_true(Placeholder.evaluate(env, gt))
gt = Placeholder.index("is").gt(Placeholder.index("three"), Placeholder.index("two"))
assert.is_false(Placeholder.evaluate(env, gt))
end)
it("is.le (is less than or equal)", function()
local le = Placeholder.index("is").le(Placeholder.index("one"), Placeholder.index("two"))
assert.is_true(Placeholder.evaluate(env, le))
le = Placeholder.index("is").le(Placeholder.index("three"), Placeholder.index("two"))
assert.is_true(Placeholder.evaluate(env, le))
le = Placeholder.index("is").le(Placeholder.index("two"), Placeholder.index("three"))
assert.is_false(Placeholder.evaluate(env, le))
end)
it("is.ge (is greater than or equal)", function()
local ge = Placeholder.index("is").ge(Placeholder.index("one"), Placeholder.index("two"))
assert.is_true(Placeholder.evaluate(env, ge))
ge = Placeholder.index("is").ge(Placeholder.index("two"), Placeholder.index("three"))
assert.is_true(Placeholder.evaluate(env, ge))
ge = Placeholder.index("is").ge(Placeholder.index("three"), Placeholder.index("two"))
assert.is_false(Placeholder.evaluate(env, ge))
end)
end)
describe("provides custom logical operator", function()
local env = {logical = Placeholder.logical, one = true, two = false}
it("logical.l_and (logical and)", function()
local l_and = Placeholder.index("logical").l_and(Placeholder.index("one"), true)
assert.is_true(Placeholder.evaluate(env, l_and))
l_and = Placeholder.index("logical").l_and(Placeholder.index("one"), Placeholder.index("two"))
assert.is_false(Placeholder.evaluate(env, l_and))
end)
it("logical.l_or (logical or)", function()
local l_or = Placeholder.index("logical").l_or(Placeholder.index("one"), false)
assert.is_true(Placeholder.evaluate(env, l_or))
l_or = Placeholder.index("logical").l_or(false, Placeholder.index("two"))
assert.is_false(Placeholder.evaluate(env, l_or))
end)
it("logical.l_not (logical not)", function()
local l_not = Placeholder.index("logical").l_not(Placeholder.index("two"))
assert.is_true(Placeholder.evaluate(env, l_not))
l_not = Placeholder.index("logical").l_not(Placeholder.index("one"))
assert.is_false(Placeholder.evaluate(env, l_not))
end)
end)
end)
|
local eq = assert.are.same
local status = require'neogit.status'
local harness = require'tests.git_harness'
local in_prepared_repo = harness.in_prepared_repo
local get_git_status = harness.get_git_status
local get_git_diff = harness.get_git_diff
local function act(normal_cmd)
vim.cmd('normal '..normal_cmd)
status.wait_on_current_operation()
end
describe('status buffer', function ()
describe('staging files - s', function ()
it('can stage an untracked file under the cursor', in_prepared_repo(function ()
vim.fn.setpos('.', {0, 5, 1, 0})
act('s')
status.wait_on_current_operation()
local result = get_git_status('untracked.txt')
eq('A untracked.txt\n', result)
end))
it('can stage a tracked file under the cursor', in_prepared_repo(function ()
vim.fn.setpos('.', {0, 8, 1, 0})
act('s')
status.wait_on_current_operation()
local result = get_git_status('a.txt')
eq('M a.txt\n', result)
end))
it('can stage a hunk under the cursor of a tracked file', in_prepared_repo(function ()
vim.fn.setpos('.', {0, 8, 1, 0})
act('zajjs')
status.wait_on_current_operation()
eq('MM a.txt\n', get_git_status('a.txt'))
eq([[--- a/a.txt
+++ b/a.txt
@@ -1,5 +1,5 @@
This is a text file under version control.
-It exists so it can be manipulated by the test suite.
+This is a change made to a tracked file.
Here are some lines we can change during the tests.
]], get_git_diff('a.txt', '--cached'))
end))
it('can stage a subsequent hunk under the cursor of a tracked file', in_prepared_repo(function ()
vim.fn.setpos('.', {0, 8, 1, 0})
act('za8js')
status.wait_on_current_operation()
eq('MM a.txt\n', get_git_status('a.txt'))
eq([[--- a/a.txt
+++ b/a.txt
@@ -7,4 +7,5 @@ Here are some lines we can change during the tests.
This is a second block of text to create a second hunk.
It also has some line we can manipulate.
+Adding a new line right here!
Here is some more.
]], get_git_diff('a.txt', '--cached'))
end))
it('can stage from a selection in a hunk', in_prepared_repo(function ()
vim.fn.setpos('.', {0, 8, 1, 0})
act('zajjjjVs')
status.wait_on_current_operation()
eq('MM a.txt\n', get_git_status('a.txt'))
eq([[--- a/a.txt
+++ b/a.txt
@@ -1,5 +1,6 @@
This is a text file under version control.
It exists so it can be manipulated by the test suite.
+This is a change made to a tracked file.
Here are some lines we can change during the tests.
]], get_git_diff('a.txt', '--cached'))
end))
end)
describe('unstaging files - u', function ()
it('can unstage a staged file under the cursor', in_prepared_repo(function ()
vim.fn.setpos('.', {0, 24, 1, 0})
act('u')
status.wait_on_current_operation()
local result = get_git_status('b.txt')
eq(' M b.txt\n', result)
end))
it('can unstage a hunk under the cursor of a staged file', in_prepared_repo(function ()
vim.fn.setpos('.', {0, 24, 1, 0})
act('zajju')
status.wait_on_current_operation()
eq('MM b.txt\n', get_git_status('b.txt'))
eq([[--- a/b.txt
+++ b/b.txt
@@ -7,3 +7,4 @@ This way, unstaging staged changes can be tested.
Some more lines down here to force a second hunk.
I can't think of anything else.
Duh.
+And here as well
]], get_git_diff('b.txt', '--cached'))
end))
it('can unstage from a selection in a hunk', in_prepared_repo(function ()
vim.fn.setpos('.', {0, 24, 1, 0})
act('zajjjjVu')
status.wait_on_current_operation()
eq('MM b.txt\n', get_git_status('b.txt'))
eq([[--- a/b.txt
+++ b/b.txt
@@ -1,4 +1,5 @@
This is another test file.
+Changes here!
This way, unstaging staged changes can be tested.
]], get_git_diff('b.txt'))
end))
it('can unstage a subsequent hunk from a staged file', in_prepared_repo(function ()
vim.fn.setpos('.', {0, 24, 1, 0})
act('za8ju')
status.wait_on_current_operation()
eq('MM b.txt\n', get_git_status('b.txt'))
eq([[--- a/b.txt
+++ b/b.txt
@@ -7,3 +7,4 @@ This way, unstaging staged changes can be tested.
Some more lines down here to force a second hunk.
I can't think of anything else.
Duh.
+And here as well
]], get_git_diff('b.txt'))
end))
end)
end)
|
--=========== Copyright © 2019, Planimeter, All rights reserved. ===========--
--
-- Purpose: Frame Tab class
--
--==========================================================================--
class "gui.frametab" ( "gui.radiobutton" )
local frametab = gui.frametab
function frametab:frametab( parent, name, text )
gui.radiobutton.radiobutton( self, parent, name, text )
self:setDisplay( "inline-block" )
self:setPadding( 22 )
self.text:set( text )
self.width = nil
self.height = nil
end
function frametab:draw()
self:drawBackground()
self:drawText()
gui.box.draw( self )
end
function frametab:drawBackground()
local color = self:getScheme( "frametab.backgroundColor" )
local mouseover = self.mouseover or self:isChildMousedOver()
local width = self:getWidth()
local height = self:getHeight()
if ( self:isSelected() ) then
color = self:getScheme( "frametab.selected.backgroundColor" )
elseif ( mouseover ) then
gui.panel.drawBackground( self, color )
color = self:getScheme( "frametab.mouseover.backgroundColor" )
end
love.graphics.setColor( color )
local selected = mouseover or self:isSelected()
mouseover = mouseover and not self:isSelected()
love.graphics.rectangle(
"fill",
0,
0,
width - ( selected and 1 or 0 ),
height - ( mouseover and 1 or 0 )
)
local lineWidth = 1
if ( selected ) then
love.graphics.setColor( self:getScheme( "frametab.backgroundColor" ) )
love.graphics.setLineStyle( "rough" )
love.graphics.setLineWidth( lineWidth )
love.graphics.line(
width - lineWidth / 2, 0, -- Top-left
width - lineWidth / 2, height -- Bottom-left
)
end
selected = self:isSelected()
love.graphics.setColor( self:getScheme( "frametab.borderColor" ) )
love.graphics.setLineStyle( "rough" )
love.graphics.setLineWidth( lineWidth )
love.graphics.line(
width - lineWidth / 2, 0,
width - lineWidth / 2, height - ( selected and 0 or 1 )
)
if ( not selected ) then
love.graphics.line(
0, height - lineWidth / 2, -- Top-right
width, height - lineWidth / 2 -- Bottom-right
)
end
end
function frametab:mousepressed( x, y, button, istouch )
if ( ( self.mouseover or self:isChildMousedOver() ) and button == 1 ) then
self.mousedown = true
if ( not self:isDisabled() ) then
local frametabgroup = self:getGroup()
if ( frametabgroup ) then
frametabgroup:setSelectedId( self.id )
self:onClick()
end
end
end
self:invalidate()
end
function frametab:mousereleased( x, y, button, istouch )
self.mousedown = false
self:invalidate()
end
|
-- Server Objects
includeFile("custom_content/tangible/event_perk/empire_day_defaced_recruitment_sign.lua")
includeFile("custom_content/tangible/event_perk/empire_day_missing_sign.lua")
includeFile("custom_content/tangible/event_perk/empire_day_player_defaced_recruitment_sign.lua")
includeFile("custom_content/tangible/event_perk/empire_day_player_placed_recruitment_sign.lua")
includeFile("custom_content/tangible/event_perk/empire_day_recruitment_sign.lua")
includeFile("custom_content/tangible/event_perk/frn_all_gaming_kiosk_s01.lua")
includeFile("custom_content/tangible/event_perk/frn_hologram_data_disk_s01.lua")
includeFile("custom_content/tangible/event_perk/frn_hologram_data_disk_s02.lua")
includeFile("custom_content/tangible/event_perk/frn_loyalty_award_plaque_gold.lua")
includeFile("custom_content/tangible/event_perk/frn_loyalty_award_plaque_silver.lua")
includeFile("custom_content/tangible/event_perk/frn_tato_fruit_stand_small_style_01.lua")
includeFile("custom_content/tangible/event_perk/frn_tato_meat_rack.lua")
includeFile("custom_content/tangible/event_perk/gmf_crafted_bat_pheromone.lua")
includeFile("custom_content/tangible/event_perk/gmf_crafted_spider_pheromone.lua")
includeFile("custom_content/tangible/event_perk/gravestone02.lua")
includeFile("custom_content/tangible/event_perk/halloween_bat_pheromone.lua")
includeFile("custom_content/tangible/event_perk/halloween_coin.lua")
includeFile("custom_content/tangible/event_perk/halloween_krayt_dragon_skeleton.lua")
includeFile("custom_content/tangible/event_perk/halloween_painting.lua")
includeFile("custom_content/tangible/event_perk/halloween_sith_o_lantern_01.lua")
includeFile("custom_content/tangible/event_perk/halloween_sith_o_lantern_02.lua")
includeFile("custom_content/tangible/event_perk/halloween_sith_o_lantern_03.lua")
includeFile("custom_content/tangible/event_perk/halloween_sith_o_lantern_04.lua")
includeFile("custom_content/tangible/event_perk/halloween_sith_o_lantern_05.lua")
includeFile("custom_content/tangible/event_perk/halloween_skull_candle_01.lua")
includeFile("custom_content/tangible/event_perk/halloween_skull_candle_02.lua")
includeFile("custom_content/tangible/event_perk/halloween_song_book.lua")
includeFile("custom_content/tangible/event_perk/halloween_spider_pheromone.lua")
includeFile("custom_content/tangible/event_perk/halloween_spider_web_01.lua")
includeFile("custom_content/tangible/event_perk/halloween_spider_web_02.lua")
includeFile("custom_content/tangible/event_perk/halloween_spider_web_03.lua")
includeFile("custom_content/tangible/event_perk/life_day_presents.lua")
includeFile("custom_content/tangible/event_perk/life_day_tree.lua")
includeFile("custom_content/tangible/event_perk/life_day_tree_dressed.lua")
includeFile("custom_content/tangible/event_perk/lifeday_holo_table.lua")
includeFile("custom_content/tangible/event_perk/lifeday_imperial_gcw_disk.lua")
includeFile("custom_content/tangible/event_perk/lifeday_imperial_token.lua")
includeFile("custom_content/tangible/event_perk/lifeday_monkey_cage.lua")
includeFile("custom_content/tangible/event_perk/lifeday_painting.lua")
includeFile("custom_content/tangible/event_perk/lifeday_pocket_aquarium.lua")
includeFile("custom_content/tangible/event_perk/lifeday_rebel_gcw_disk.lua")
includeFile("custom_content/tangible/event_perk/lifeday_rebel_token.lua")
includeFile("custom_content/tangible/event_perk/remembrance_day_defaced_sign.lua")
includeFile("custom_content/tangible/event_perk/remembrance_day_missing_sign.lua")
includeFile("custom_content/tangible/event_perk/remembrance_day_player_defaced_sign.lua")
includeFile("custom_content/tangible/event_perk/remembrance_day_player_resistance_sign.lua")
includeFile("custom_content/tangible/event_perk/remembrance_day_resistance_sign.lua")
includeFile("custom_content/tangible/event_perk/vehicle_deed_stap_speeder.lua")
|
messages = {}
messages[2] = {bayld=7368, ease=7360, fail=7285, full=7283, notes=7367, points=7365, standing=7366, success=6388}
messages[4] = {bayld=7362, ease=7354, fail=7279, full=7277, notes=7361, points=7359, standing=7360, success=6388}
messages[5] = {bayld=7319, ease=7311, fail=7236, full=7234, notes=7318, points=7316, standing=7317, success=6401}
messages[7] = {bayld=7313, ease=7305, fail=7230, full=7228, notes=7312, points=7310, standing=7311, success=6388}
messages[24] = {bayld=7649, ease=7641, fail=7566, full=7564, notes=7648, points=7646, standing=7647, success=6388}
messages[25] = {bayld=7169, ease=7161, fail=7086, full=7084, notes=7168, points=7166, standing=7167, success=6388}
messages[51] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[52] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[61] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[79] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[81] = {bayld=7828, ease=7820, fail=7745, full=7743, notes=7827, points=7825, standing=7826, success=6388}
messages[82] = {bayld=7460, ease=7452, fail=7377, full=7375, notes=7459, points=7457, standing=7458, success=6388}
messages[83] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[84] = {bayld=7167, ease=7159, fail=7084, full=7082, notes=7166, points=7164, standing=7165, success=6388}
messages[88] = {bayld=7453, ease=7445, fail=7370, full=7368, notes=7452, points=7450, standing=7451, success=6388}
messages[89] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[90] = {bayld=7244, ease=7236, fail=7161, full=7159, notes=7243, points=7241, standing=7242, success=6388}
messages[91] = {bayld=7167, ease=7159, fail=7084, full=7082, notes=7166, points=7164, standing=7165, success=6388}
messages[95] = {bayld=7174, ease=7166, fail=7091, full=7089, notes=7173, points=7171, standing=7172, success=6388}
messages[96] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[97] = {bayld=7705, ease=7697, fail=7622, full=7620, notes=7704, points=7702, standing=7703, success=6388}
messages[98] = {bayld=7705, ease=7697, fail=7622, full=7620, notes=7704, points=7702, standing=7703, success=6388}
messages[100] = {bayld=7328, ease=7320, fail=7245, full=7243, notes=7327, points=7325, standing=7326, success=6410}
messages[101] = {bayld=7328, ease=7320, fail=7245, full=7243, notes=7327, points=7325, standing=7326, success=6410}
messages[102] = {bayld=7310, ease=7302, fail=7227, full=7225, notes=7309, points=7307, standing=7308, success=6388}
messages[103] = {bayld=7328, ease=7320, fail=7245, full=7243, notes=7327, points=7325, standing=7326, success=6410}
messages[104] = {bayld=7802, ease=7794, fail=7719, full=7717, notes=7801, points=7799, standing=7800, success=6410}
messages[105] = {bayld=7328, ease=7320, fail=7245, full=7243, notes=7327, points=7325, standing=7326, success=6410}
messages[106] = {bayld=7328, ease=7320, fail=7245, full=7243, notes=7327, points=7325, standing=7326, success=6569}
messages[107] = {bayld=7328, ease=7320, fail=7245, full=7243, notes=7327, points=7325, standing=7326, success=6410}
messages[108] = {bayld=7310, ease=7302, fail=7227, full=7225, notes=7309, points=7307, standing=7308, success=6388}
messages[109] = {bayld=7328, ease=7320, fail=7245, full=7243, notes=7327, points=7325, standing=7326, success=6410}
messages[110] = {bayld=7328, ease=7320, fail=7245, full=7243, notes=7327, points=7325, standing=7326, success=6410}
messages[111] = {bayld=7328, ease=7320, fail=7245, full=7243, notes=7327, points=7325, standing=7326, success=6569}
messages[112] = {bayld=7345, ease=7337, fail=7262, full=7260, notes=7344, points=7342, standing=7343, success=6401}
messages[113] = {bayld=7648, ease=7640, fail=7565, full=7563, notes=7647, points=7645, standing=7646, success=6388}
messages[114] = {bayld=7648, ease=7640, fail=7565, full=7563, notes=7647, points=7645, standing=7646, success=6388}
messages[115] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[116] = {bayld=7306, ease=7298, fail=7223, full=7221, notes=7305, points=7303, standing=7304, success=6388}
messages[117] = {bayld=7328, ease=7320, fail=7245, full=7243, notes=7327, points=7325, standing=7326, success=6569}
messages[118] = {bayld=7347, ease=7339, fail=7264, full=7262, notes=7346, points=7344, standing=7345, success=6423}
messages[119] = {bayld=7328, ease=7320, fail=7245, full=7243, notes=7327, points=7325, standing=7326, success=6410}
messages[120] = {bayld=7336, ease=7328, fail=7253, full=7251, notes=7335, points=7333, standing=7334, success=6410}
messages[121] = {bayld=7648, ease=7640, fail=7565, full=7563, notes=7647, points=7645, standing=7646, success=6388}
messages[122] = {bayld=7306, ease=7298, fail=7223, full=7221, notes=7305, points=7303, standing=7304, success=6388}
messages[123] = {bayld=7648, ease=7640, fail=7565, full=7563, notes=7647, points=7645, standing=7646, success=6388}
messages[124] = {bayld=7648, ease=7640, fail=7565, full=7563, notes=7647, points=7645, standing=7646, success=6388}
messages[125] = {bayld=7306, ease=7298, fail=7223, full=7221, notes=7305, points=7303, standing=7304, success=6388}
messages[126] = {bayld=7306, ease=7298, fail=7223, full=7221, notes=7305, points=7303, standing=7304, success=6388}
messages[127] = {bayld=7306, ease=7298, fail=7223, full=7221, notes=7305, points=7303, standing=7304, success=6388}
messages[128] = {bayld=7306, ease=7298, fail=7223, full=7221, notes=7305, points=7303, standing=7304, success=6388}
messages[136] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[137] = {bayld=7669, ease=7661, fail=7586, full=7584, notes=7668, points=7666, standing=7667, success=6388}
messages[260] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[261] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[262] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[263] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[265] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[266] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
messages[267] = {bayld=7147, ease=7139, fail=7064, full=7062, notes=7146, points=7144, standing=7145, success=6388}
|
addEventHandler("onClientResourceStart",resourceRoot,
function ()
SKIN_ID=277
txd = engineLoadTXD ( "277.txd" )
engineImportTXD ( txd, SKIN_ID )
dff = engineLoadDFF ( "277.dff", SKIN_ID )
engineReplaceModel ( dff, SKIN_ID )
end) |
-- Server only
if not Server then return end
Script.Load("lua/bots/Bot.lua")
kHallucinationModifyHealFactor = 0
PlayerHallucinationMixin = CreateMixin(PlayerHallucinationMixin)
PlayerHallucinationMixin.type = "PlayerHallucination"
PlayerHallucinationMixin.overrideFunctions =
{
"GetIsAllowedToBuy",
}
function PlayerHallucinationMixin:ModifyHealingDone(health)
return 0
end
function PlayerHallucinationMixin:GetIsAllowedToBuy()
return false
end
function PlayerHallucinationMixin:ComputeDamageAttackerOverrideMixin(attacker, damage, damageType, doer, hitPoint)
return 0
end
function PlayerHallucinationMixin:ModifyDamageTaken(damageTable, attacker, doer, damageType, hitPoint)
local multiplier = 8
if self:isa("Skulk") then
multiplier = 6
elseif self:isa("Fade") then
multiplier = 12
elseif self:isa("Onos") then
multiplier = 16
end
damageTable.damage = damageTable.damage * multiplier
end
function PlayerHallucinationMixin:OnUpdate(deltaTime)
if not self:GetIsAlive() then
return
end
-- generate moves for the hallucination server side
if not self.brain then
if self:isa("Skulk") then
self.brain = SkulkBrain()
elseif self:isa("Gorge") then
self.brain = GorgeBrain()
elseif self:isa("Lerk") then
self.brain = LerkBrain()
elseif self:isa("Fade") then
self.brain = FadeBrain()
elseif self:isa("Onos") then
self.brain = OnosBrain()
end
self.brain:Initialize()
end
local move = Move()
self:GetMotion():SetDesiredViewTarget(nil)
self.brain:Update(self, move)
local viewDir, moveDir, doJump = self:GetMotion():OnGenerateMove(self)
move.yaw = GetYawFromVector(viewDir) - self:GetBaseViewAngles().yaw
move.pitch = GetPitchFromVector(viewDir)
moveDir.y = 0
moveDir = moveDir:GetUnit()
local zAxis = Vector(viewDir.x, 0, viewDir.z):GetUnit()
local xAxis = zAxis:CrossProduct(Vector(0, -1, 0))
local moveX = moveDir:DotProduct(xAxis)
local moveZ = moveDir:DotProduct(zAxis)
if moveX ~= 0 then
moveX = GetSign(moveX)
end
if moveZ ~= 0 then
moveZ = GetSign(moveZ)
end
move.move = Vector(moveX, 0, moveZ)
if doJump then
move.commands = AddMoveCommand(move.commands, Move.Jump)
end
move.time = deltaTime
-- do with that move now what a real player would do
self:OnProcessMove(move)
UpdateHallucinationLifeTime(self)
end
function PlayerHallucinationMixin:GetPlayer()
return self
end
function PlayerHallucinationMixin:ModifyHeal(healTable)
healTable.health = healTable.health * kHallucinationModifyHealFactor
end
function PlayerHallucinationMixin:GetHealthPerBioMass()
return 0
end
local kBabblerAttachPoints = CompMod:GetLocalVariable(BabblerClingMixin.GetCanAttachBabbler, "kBabblerAttachPoints")
function BabblerClingMixin:GetCanAttachBabbler()
if not self.isHallucination then
local numClingedBabbler = self:GetNumClingedBabblers()
local numAttachPoints = #kBabblerAttachPoints
return numClingedBabbler < numAttachPoints
end
return false
end
local kMaxShield = kMucousShieldMaxAmount
function MucousableMixin:GetMaxShieldAmount()
local targetMaxShield = kMaxShield
if self.isHallucination then
targetMaxShield = 0
end
return math.floor(math.min(self:GetBaseHealth() * kMucousShieldPercent, targetMaxShield))
end
--Copy for the botbrain essential methods from the playerbot metatable
PlayerHallucinationMixin.GetMotion = PlayerBot.GetMotion
PlayerHallucinationMixin.GetPlayerOrder = PlayerBot.GetPlayerOrder
PlayerHallucinationMixin.GivePlayerOrder = PlayerBot.GivePlayerOrder
PlayerHallucinationMixin.GetPlayerHasOrder = PlayerBot.GetPlayerHasOrder
PlayerHallucinationMixin.GetBotCanSeeTarget = PlayerBot.GetBotCanSeeTarget |
require("../utils")
Log = {}
function Log:new(xLabel,yLabel)
-- Initialise the instance
local result = {}
result.data = {}
result.xLabel = xLabel or "x"
result.yLabel = yLabel or "y"
-- Do Lua class stuff
setmetatable(result,self)
self.__index = self
-- Return the new instance
return result
end
function Log:log(x,y)
if(self.data[x] == nil) then
self.data[x] = {};
end
table.insert(self.data[x],y)
end
function Log:get_labels()
return self.xLabel, self.yLabel, self.yLabel .. "_stddev"
end
function Log:get_data()
result = {}
for x,ys in pairs(self.data) do
result[x] = {}
result[x].average = mean(ys)
result[x].stddev = stddev(ys)
end
return result
end
|
local OS_ID = os.get()
local QT_MAC_BASE_PATH = "/Applications/Qt5.7.0/5.7/clang_64"
local QT_MAC_LIB_BASE_PATH = QT_MAC_BASE_PATH.."/lib"
local MAC_EMBEDDED_HELPER_PATH = "bin/%{cfg.buildcfg}/Asset Pipeline.app/Contents/Resources/Asset Pipeline Helper.app"
function EscapeSpacesInPath(path)
-- TODO: Make sure that this function works on Windows.
return path:gsub(" ", "\\ ")
end
function GetCommandMkdirRecursive(path)
if OS_ID == "macosx" then
return string.format('mkdir -p "%s"', path)
end
end
function GetQtLibPath(name)
if OS_ID == "macosx" then
return QT_MAC_LIB_BASE_PATH.."/"..name..".framework"
end
end
function GetQtHeadersPath(name)
if OS_ID == "macosx" then
return GetQtLibPath(name).."/Headers"
end
end
function GetQtRccCommand(input, output)
if OS_ID == "macosx" then
local rccPath = QT_MAC_BASE_PATH.."/bin/rcc"
return string.format("%s %s -o %s", rccPath, input, output)
end
end
function GetQtMocCommand(input, output)
if OS_ID == "macosx" then
local mocPath = QT_MAC_BASE_PATH.."/bin/moc"
local escapedInput = EscapeSpacesInPath(input)
local escapedOutput = EscapeSpacesInPath(output)
-- This checks file modification timestamps, before running the moc
-- (and so only runs the moc when the header has actually changed).
return string.format(
'if ["$(stat -f \\"%%m\\" %s)" -ne "$(stat -f \\"%%m\\" %s)"]; then '..
'%s %s -o %s; '..
'fi',
escapedInput, escapedOutput, mocPath, escapedInput, escapedOutput
)
end
end
function GetQtMocOutputPath(projName, file)
local index, _, name = string.find(file, "([^/]*)%.h$")
local path = string.sub(file, 1, index - 1)
return projName.."/generated/moc/"..path.."moc_"..name..".cpp"
end
function GetQtMocOutputFilePaths(projName, files)
local result = {}
for _, file in ipairs(files) do
result[#result+1] = GetQtMocOutputPath(projName, file)
end
return result
end
function GetQtMocCommands(projName, files)
local result = {}
for _, file in ipairs(files) do
local input = projName.."/Source/"..file
local output = GetQtMocOutputPath(projName, file)
result[#result+1] = GetQtMocCommand(input, output)
end
return result
end
HELPER_MOC_INPUT_FILES = {
"ProjectsWindow.h",
"HelperApp.h",
"AddProjectWindow.h",
"AboutWindow.h",
"ErrorsWindow.h",
}
MAINAPP_MOC_INPUT_FILES = {
"SystemTrayApp.h",
}
QT_LIBS = {
"QtCore",
"QtGui",
"QtWidgets",
"QtNetwork",
}
workspace "AssetPipeline"
configurations { "Debug", "Release" }
platforms { "OSX" }
project("Common")
kind "StaticLib"
language "C++"
targetdir("bin/%{cfg.buildcfg}")
files { "Common/Source/**.h", "Common/Source/**.c", "Common/Source/**.cpp" }
includedirs "Common/Source"
includedirs "Common/Source/lua/src"
includedirs "Common/Source/lua/etc"
filter "configurations:Debug"
defines { "DEBUG" }
symbols "On"
filter "configurations:Release"
defines { "NDEBUG" }
optimize "On"
filter "platforms:OSX"
files { "Common/Source/**.m", "Common/Source/**.mm" }
architecture "x64"
links {
"Cocoa.framework",
}
xcodebuildsettings {
["MACOSX_DEPLOYMENT_TARGET"] = "10.11",
["CLANG_ENABLE_OBJC_ARC"] = "YES",
["OTHER_CPLUSPLUSFLAGS"] = "-std=c++14",
}
project("Asset Pipeline Helper")
kind "WindowedApp"
language "C++"
targetdir("bin/%{cfg.buildcfg}")
files {
"Helper/Source/**.h", "Helper/Source/**.c", "Helper/Source/**.cpp",
"Helper/generated/QtResources.cpp",
}
files(GetQtMocOutputFilePaths("Helper", HELPER_MOC_INPUT_FILES))
prebuildcommands(GetCommandMkdirRecursive("Helper/generated/moc"))
prebuildcommands(GetQtMocCommands("Helper", HELPER_MOC_INPUT_FILES))
prebuildcommands(GetQtRccCommand("Helper/Resources.qrc", "Helper/generated/QtResources.cpp"))
links { "Common" }
for _, lib in ipairs(QT_LIBS) do
links(GetQtLibPath(lib))
end
includedirs "Helper/Source"
includedirs "Common/Source"
for _, lib in ipairs(QT_LIBS) do
includedirs(GetQtHeadersPath(lib))
end
filter "configurations:Debug"
defines { "DEBUG" }
symbols "On"
filter "configurations:Release"
defines { "NDEBUG" }
optimize "On"
filter "platforms:OSX"
files {
"Helper/Source/**.m", "Helper/Source/**.mm",
"Helper/Mac/**.strings", "Helper/Mac/Info.plist"
}
architecture "x64"
links {
"Cocoa.framework",
}
frameworkdirs { QT_MAC_LIB_BASE_PATH }
xcodebuildsettings {
["MACOSX_DEPLOYMENT_TARGET"] = "10.11",
["CLANG_ENABLE_OBJC_ARC"] = "YES",
["OTHER_CPLUSPLUSFLAGS"] = "-std=c++14",
["PRODUCT_BUNDLE_IDENTIFIER"] = "com.williamih.assetpipelinehelper",
}
linkoptions { "-lstdc++" }
filter "files:**.plist"
buildaction "Resource"
filter "files:**.strings"
buildaction "Resource"
project("Asset Pipeline")
kind "WindowedApp"
language "C++"
targetdir("bin/%{cfg.buildcfg}")
files {
"MainApp/Source/**.h", "MainApp/Source/**.c", "MainApp/Source/**.cpp",
"MainApp/generated/QtResources.cpp",
}
files(GetQtMocOutputFilePaths("MainApp", MAINAPP_MOC_INPUT_FILES))
dependson { "Asset Pipeline Helper" }
prebuildcommands(GetCommandMkdirRecursive("MainApp/generated/moc"))
prebuildcommands(GetQtMocCommands("MainApp", MAINAPP_MOC_INPUT_FILES))
prebuildcommands(GetQtRccCommand("MainApp/Resources.qrc", "MainApp/generated/QtResources.cpp"))
links { "Common" }
includedirs "MainApp/Source"
includedirs "Common/Source"
for _, lib in ipairs(QT_LIBS) do
includedirs(GetQtHeadersPath(lib))
end
filter "configurations:Debug"
defines { "DEBUG" }
symbols "On"
filter "configurations:Release"
defines { "NDEBUG" }
optimize "On"
filter "platforms:OSX"
files {
"MainApp/Source/**.m", "MainApp/Source/**.mm",
"MainApp/Mac/**.strings", "MainApp/Mac/Info.plist"
}
architecture "x64"
links {
"Cocoa.framework",
}
frameworkdirs { QT_MAC_LIB_BASE_PATH }
xcodebuildsettings {
["MACOSX_DEPLOYMENT_TARGET"] = "10.11",
["CLANG_ENABLE_OBJC_ARC"] = "YES",
["OTHER_CPLUSPLUSFLAGS"] = "-std=c++14",
-- N.B. NSUserNotificationCenter popup notifications don't work if
-- this isn't set!
["PRODUCT_BUNDLE_IDENTIFIER"] = "com.williamih.assetpipeline",
}
for _, lib in ipairs(QT_LIBS) do
xcodeembeddedframeworks(GetQtLibPath(lib))
end
linkoptions { "-lstdc++" }
postbuildcommands {
string.format('ditto "bin/%%{cfg.buildcfg}/Asset Pipeline Helper.app" "%s"', MAC_EMBEDDED_HELPER_PATH),
string.format('mkdir -p "%s/Contents/Frameworks"', MAC_EMBEDDED_HELPER_PATH),
}
postbuildcommands {
'cp -r Scripts/ "bin/%{cfg.buildcfg}/Asset Pipeline.app/Contents/Resources"',
}
for _, lib in ipairs(QT_LIBS) do
postbuildcommands {
string.format('rm -f "%s/Contents/Frameworks/%s.framework"', MAC_EMBEDDED_HELPER_PATH, lib),
string.format('ln -s ../../../../Frameworks/%s.framework "%s/Contents/Frameworks/%s.framework"',
lib, MAC_EMBEDDED_HELPER_PATH, lib),
}
end
filter "files:**.plist"
buildaction "Resource"
filter "files:**.strings"
buildaction "Resource"
|
-- Copyright 2004-present Facebook. All Rights Reserved.
-- Always line-buffer stdout because we want our logs not to be slow, even
-- if they are redirected.
io.stdout:setvbuf('line')
local pl = require('pl.import_into')()
local util = require('fb.util')
require 'totem'
-- Compatibility stuff, LuaJIT in 5.2 compat mode has renamed string.gfind
-- to string.gmatch
if string.gfind == nil then
string.gfind = string.gmatch
end
-- sys.clock is broken, broken, broken!
local sys = require('sys')
sys.clock = util.time
local timer_start
local function tic()
timer_start = util.monotonic_clock()
end
sys.tic = tic
local function toc(verbose)
local duration = util.monotonic_clock() - timer_start
if verbose then print(duration) end
return duration
end
sys.toc = toc
-- Load C extension which loads torch and sets up error handlers
local torch = require('fbtorch_ext')
-- OMP tends to badly hurt performance on our multi-die multi-core NUMA
-- machines, so it's off by default. Turn it on with extreme care, and
-- benchmark, benchmark, benchmark -- check "user time", not just "wall
-- time", since you might be inadvertently wasting a ton of CPU for a
-- negligible wall-clock speedup. For context, read this thread:
-- https://fb.facebook.com/groups/709562465759038/874071175974832
local env_threads = os.getenv('OMP_NUM_THREADS')
if env_threads == nil or env_threads == '' then
torch.setnumthreads(1)
end
if LuaUnit then
-- modify torch.Tester and totem.Tester to use our own flavor of LuaUnit
torch.Tester._assert_sub = function(self, condition, message)
self._assertSubCalled = true
if not condition then
error(message)
end
end
torch.Tester.run = function(self, run_tests)
local tests, testnames
tests = self.tests
testnames = self.testnames
if type(run_tests) == 'string' then
run_tests = {run_tests}
end
if type(run_tests) == 'table' then
tests = {}
testnames = {}
for i,fun in ipairs(self.tests) do
for j,name in ipairs(run_tests) do
if self.testnames[i] == name then
tests[#tests+1] = self.tests[i]
testnames[#testnames+1] = self.testnames[i]
end
end
end
end
-- global
TestTorch = {}
for name,fun in pairs(tests) do
TestTorch['test_' .. name] = fun
end
-- LuaUnit will run tests (functions whose names start with 'test')
-- from all globals whose names start with 'Test'
LuaUnit:run()
end
totem.Tester._assert_sub = torch.Tester._assert_sub
totem.Tester._success = function() end
totem.Tester._failure = function(message) error(message) end
totem.Tester.run = function(self, run_tests)
local tests = self.tests
if type(run_tests) == 'string' then
run_tests = {run_tests}
end
if type(run_tests) == 'table' then
tests = {}
for j, name in ipairs(run_tests) do
if self.tests[name] then
tests[name] = self.tests[name]
end
end
end
-- global
TestTotem = tests
-- LuaUnit will run tests (functions whose names start with 'test')
-- from all globals whose names start with 'Test'
LuaUnit:run()
end
end
if os.getenv('LUA_DEBUG') then
require('fb.debugger').enter()
end
-- reload: unload a module and re-require it
local function reload(mod, ...)
package.loaded[mod] = nil
return require(mod, ...)
end
torch.reload = reload
return torch
|
local _, ns = ...
local B, C, L, DB, P = unpack(ns)
local S = P:GetModule("Skins")
----------------------------
-- Credit: ElvUI
----------------------------
local _G = getfenv(0)
local select, pairs, type = select, pairs, type
local r, g, b = DB.r, DB.g, DB.b
local TT = B:GetModule("Tooltip")
S.EarlyAceWidgets = {}
function S:Ace3()
local AceGUI = LibStub and LibStub('AceGUI-3.0', true)
if not AceGUI then return end
if not S.db["Ace3"] then return end
if AceGUITooltip then
AceGUITooltip:HookScript("OnShow", TT.ReskinTooltip)
end
if AceConfigDialogTooltip then
AceConfigDialogTooltip:HookScript("OnShow", TT.ReskinTooltip)
end
for _, n in next, S.EarlyAceWidgets do
if n.SetLayout then
S:Ace3_RegisterAsContainer(n)
else
S:Ace3_RegisterAsWidget(n)
end
end
end
S:RegisterSkin("Ace3", S.Ace3)
function S:Ace3_SkinDropdown()
if self and self.obj then
if self.obj.pullout and self.obj.pullout.frame then
P.ReskinTooltip(self.obj.pullout.frame)
self.obj.pullout.frame.SetBackdrop = B.Dummy
elseif self.obj.dropdown then
P.ReskinTooltip(self.obj.dropdown)
self.obj.dropdown.SetBackdrop = B.Dummy
if self.obj.dropdown.slider then
B.ReskinSlider(self.obj.dropdown.slider)
end
end
end
end
function S:Ace3_SkinTab(tab)
B.StripTextures(tab)
tab.bg = B.CreateBDFrame(tab)
tab.bg:SetPoint('TOPLEFT', 8, -3)
tab.bg:SetPoint('BOTTOMRIGHT', -8, 0)
tab.text:SetPoint("LEFT", 14, -1)
tab:HookScript("OnEnter", B.Texture_OnEnter)
tab:HookScript("OnLeave", B.Texture_OnLeave)
hooksecurefunc(tab, 'SetSelected', function(self, selected)
if selected then
self.bg:SetBackdropColor(r, g, b, .25)
else
self.bg:SetBackdropColor(0, 0, 0, .25)
end
end)
end
local WeakAuras_RegionType = {
["icon"] = true,
["group"] = true,
["dynamicgroup"] = true,
}
function S:WeakAuras_SkinIcon(icon)
if type(icon) ~= "table" or not icon.icon then return end
if WeakAuras_RegionType[self.data.regionType] then
icon.icon:SetTexCoord(unpack(DB.TexCoord))
end
end
function S:WeakAuras_UpdateIcon()
if not self.thumbnail or not self.thumbnail.icon then return end
if WeakAuras_RegionType[self.data.regionType] then
self.thumbnail.icon:SetTexCoord(unpack(DB.TexCoord))
end
end
function S:Ace3_RegisterAsWidget(widget)
local TYPE = widget.type
if TYPE == 'MultiLineEditBox' then
B.StripTextures(widget.scrollBG)
local bg = B.CreateBDFrame(widget.scrollBG, .8)
bg:SetPoint("TOPLEFT", 0, -2)
bg:SetPoint("BOTTOMRIGHT", -2, 1)
B.Reskin(widget.button)
B.ReskinScroll(widget.scrollBar)
widget.scrollBar:SetPoint('RIGHT', widget.frame, 'RIGHT', 0 -4)
widget.scrollBG:SetPoint('TOPRIGHT', widget.scrollBar, 'TOPLEFT', -2, 19)
widget.scrollBG:SetPoint('BOTTOMLEFT', widget.button, 'TOPLEFT')
widget.scrollFrame:SetPoint('BOTTOMRIGHT', widget.scrollBG, 'BOTTOMRIGHT', -4, 8)
elseif TYPE == 'CheckBox' then
local check = widget.check
local checkbg = widget.checkbg
local highlight = widget.highlight
local bg = B.CreateBDFrame(checkbg, 0)
bg:SetPoint("TOPLEFT", checkbg, "TOPLEFT", 4, -4)
bg:SetPoint("BOTTOMRIGHT", checkbg, "BOTTOMRIGHT", -4, 4)
B.CreateGradient(bg)
bg:SetFrameLevel(bg:GetFrameLevel() + 1)
checkbg:SetTexture(nil)
checkbg.SetTexture = B.Dummy
highlight:SetTexture(DB.bdTex)
highlight:SetPoint("TOPLEFT", checkbg, "TOPLEFT", 5, -5)
highlight:SetPoint("BOTTOMRIGHT", checkbg, "BOTTOMRIGHT", -5, 5)
highlight:SetVertexColor(r, g, b, .25)
highlight.SetTexture = B.Dummy
check:SetTexture("Interface\\Buttons\\UI-CheckBox-Check")
check:SetTexCoord(0, 1, 0, 1)
check:SetDesaturated(true)
check:SetVertexColor(r, g, b)
check.SetDesaturated = B.Dummy
hooksecurefunc(widget, 'SetDisabled', function(self, disabled)
local check = self.check
if disabled then
check:SetVertexColor(.8, .8, .8)
else
check:SetVertexColor(r, g, b)
end
end)
hooksecurefunc(widget, "SetType", function(self, type)
if type == "radio" then
self.check:SetTexture(DB.bdTex)
self.check:SetInside(self.checkbg, 4, 4)
else
self.check:SetAllPoints(self.checkbg)
end
end)
elseif TYPE == 'Dropdown' or TYPE == 'LQDropdown' then
local frame = widget.dropdown
local button = widget.button
local button_cover = widget.button_cover
local text = widget.text
B.StripTextures(frame)
local bg = B.CreateBDFrame(frame, 0)
bg:SetPoint("TOPLEFT", 18, -3)
bg:SetPoint("BOTTOMRIGHT", -18, 3)
B.CreateGradient(bg)
widget.label:ClearAllPoints()
widget.label:SetPoint('BOTTOMLEFT', bg, 'TOPLEFT', 2, 0)
B.ReskinArrow(button, "down")
button:SetSize(20, 20)
button:ClearAllPoints()
button:SetPoint('RIGHT', bg)
text:ClearAllPoints()
text:SetJustifyH("RIGHT")
text:SetPoint('RIGHT', button, 'LEFT', -3, 0)
button:HookScript('OnClick', S.Ace3_SkinDropdown)
button_cover:HookScript('OnClick', S.Ace3_SkinDropdown)
elseif TYPE == 'LSM30_Font' or TYPE == 'LSM30_Sound' or TYPE == 'LSM30_Border' or TYPE == 'LSM30_Background' or TYPE == 'LSM30_Statusbar' then
local frame = widget.frame
local button = frame.dropButton
local text = frame.text
B.StripTextures(frame)
local bg = B.CreateBDFrame(frame, 0)
bg:SetPoint("TOPLEFT", 3, -22)
bg:SetPoint("BOTTOMRIGHT", -1, 2)
B.CreateGradient(bg)
frame.label:ClearAllPoints()
frame.label:SetPoint('BOTTOMLEFT', bg, 'TOPLEFT', 2, 0)
B.ReskinArrow(button, "down")
button:SetSize(20, 20)
button:ClearAllPoints()
button:SetPoint('RIGHT', bg)
frame.text:ClearAllPoints()
frame.text:SetPoint('RIGHT', button, 'LEFT', -2, 0)
if TYPE == 'LSM30_Sound' then
widget.soundbutton:SetParent(bg)
widget.soundbutton:ClearAllPoints()
widget.soundbutton:SetPoint('LEFT', bg, 'LEFT', 2, 0)
elseif TYPE == 'LSM30_Statusbar' then
widget.bar:SetParent(bg)
widget.bar:ClearAllPoints()
widget.bar:SetPoint('TOPLEFT', bg, 'TOPLEFT', 2, -2)
widget.bar:SetPoint('BOTTOMRIGHT', button, 'BOTTOMLEFT', -1, 0)
elseif TYPE == 'LSM30_Border' or TYPE == 'LSM30_Background' then
bg:SetPoint("TOPLEFT", 45, -22)
end
button:SetParent(bg)
text:SetParent(bg)
button:HookScript('OnClick', S.Ace3_SkinDropdown)
elseif TYPE == 'EditBox' then
B.Reskin(widget.button)
P.ReskinInput(widget.editbox)
widget.editbox.bg:SetPoint("TOPLEFT", 0, -2)
widget.editbox.bg:SetPoint("BOTTOMRIGHT", 0, 2)
hooksecurefunc(widget.editbox, "SetPoint", function(self, a, b, c, d, e)
if d == 7 then
self:SetPoint(a, b, c, 0, e)
end
end)
elseif TYPE == 'Button' or TYPE == 'MacroButton' then
B.Reskin(widget.frame)
elseif TYPE == 'Slider' then
B.ReskinSlider(widget.slider)
widget.editbox:SetBackdrop(nil)
B.ReskinInput(widget.editbox)
widget.editbox:SetPoint('TOP', widget.slider, 'BOTTOM', 0, -1)
elseif TYPE == 'Keybinding' then
local button = widget.button
local msgframe = widget.msgframe
B.Reskin(button)
B.StripTextures(msgframe)
B.SetBD(msgframe)
msgframe.msg:ClearAllPoints()
msgframe.msg:SetPoint("CENTER")
elseif TYPE == 'Icon' then
B.StripTextures(widget.frame)
elseif TYPE == 'WeakAurasDisplayButton' then
local button = widget.frame
P.ReskinCollapse(widget.expand)
widget.expand:SetPushedTexture("")
widget.expand.SetPushedTexture = B.Dummy
B.ReskinInput(widget.renamebox)
button.group.texture:SetTexture(P.RotationRightTex)
widget.icon:ClearAllPoints()
widget.icon:SetPoint("LEFT", widget.frame, "LEFT", 1, 0)
button.iconBG = B.CreateBDFrame(widget.icon, 0)
button.iconBG:SetAllPoints(widget.icon)
button.highlight:SetTexture(DB.bdTex)
button.highlight:SetVertexColor(DB.r, DB.g, DB.b, .25)
button.highlight:SetInside()
hooksecurefunc(widget, "SetIcon", S.WeakAuras_SkinIcon)
hooksecurefunc(widget, "UpdateThumbnail", S.WeakAuras_UpdateIcon)
elseif TYPE == 'WeakAurasNewButton' then
local button = widget.frame
widget.icon:SetTexCoord(unpack(DB.TexCoord))
widget.icon:ClearAllPoints()
widget.icon:SetPoint("LEFT", widget.frame, "LEFT", 1, 0)
button.iconBG = B.CreateBDFrame(widget.icon, 0)
button.iconBG:SetAllPoints(widget.icon)
button.highlight:SetTexture(DB.bdTex)
button.highlight:SetVertexColor(DB.r, DB.g, DB.b, .25)
button.highlight:SetInside()
elseif TYPE == 'WeakAurasMultiLineEditBox' then
B.StripTextures(widget.scrollBG)
local bg = B.CreateBDFrame(widget.scrollBG, .8)
bg:SetPoint("TOPLEFT", 0, -2)
bg:SetPoint("BOTTOMRIGHT", -2, 1)
B.Reskin(widget.button)
B.ReskinScroll(widget.scrollBar)
widget.scrollBar:SetPoint('RIGHT', widget.frame, 'RIGHT', 0 -4)
widget.scrollBG:SetPoint('TOPRIGHT', widget.scrollBar, 'TOPLEFT', -2, 19)
widget.scrollBG:SetPoint('BOTTOMLEFT', widget.button, 'TOPLEFT')
widget.scrollFrame:SetPoint('BOTTOMRIGHT', widget.scrollBG, 'BOTTOMRIGHT', -4, 8)
widget.frame:HookScript("OnShow", function()
if widget.extraButtons then
for _, button in next, widget.extraButtons do
if not button.styled then
B.Reskin(button)
button.styled = true
end
end
end
end)
elseif TYPE == 'WeakAurasLoadedHeaderButton' then
P.ReskinCollapse(widget.expand)
widget.expand:SetPushedTexture("")
widget.expand.SetPushedTexture = B.Dummy
elseif TYPE == 'WeakAurasIconButton' then
local bg = B.ReskinIcon(widget.texture)
bg:SetBackdropColor(0, 0, 0, 0)
local hl = widget.frame:GetHighlightTexture()
hl:SetColorTexture(1, 1, 1, .25)
hl:SetAllPoints()
elseif TYPE == 'WeakAurasTextureButton' then
local button = widget.frame
B.CreateBD(button, .25)
button:SetHighlightTexture(DB.bdTex)
local hl = button:GetHighlightTexture()
hl:SetVertexColor(DB.r, DB.g, DB.b, .25)
hl:SetInside()
end
end
function S:Ace3_RegisterAsContainer(widget)
local TYPE = widget.type
if TYPE == 'ScrollFrame' then
B.ReskinScroll(widget.scrollbar)
widget.scrollbar:DisableDrawLayer("BACKGROUND")
elseif TYPE == 'InlineGroup' or TYPE == 'TreeGroup' or TYPE == 'TabGroup' or TYPE == 'Frame' or TYPE == 'DropdownGroup' or TYPE == "Window" or TYPE == "WeakAurasTreeGroup" then
local frame = widget.content:GetParent()
B.StripTextures(frame)
if TYPE == 'Frame' then
for i = 1, frame:GetNumChildren() do
local child = select(i, frame:GetChildren())
if child:GetObjectType() == 'Button' and child:GetText() then
B.Reskin(child)
else
B.StripTextures(child)
end
end
B.SetBD(frame)
else
frame.bg = B.CreateBDFrame(frame, .25)
frame.bg:SetPoint("TOPLEFT", 2, -2)
frame.bg:SetPoint("BOTTOMRIGHT", -2, 2)
end
if TYPE == "Window" then
B.ReskinClose(frame.obj.closebutton)
end
if widget.treeframe then
local bg = B.CreateBDFrame(widget.treeframe, .25)
bg:SetPoint("TOPLEFT", 2, -2)
bg:SetPoint("BOTTOMRIGHT", -2, 2)
local oldRefreshTree = widget.RefreshTree
widget.RefreshTree = function(self, scrollToSelection)
oldRefreshTree(self, scrollToSelection)
if not self.tree then return end
local status = self.status or self.localstatus
local lines = self.lines
local buttons = self.buttons
local offset = status.scrollvalue
for i = offset + 1, #lines do
local button = buttons[i - offset]
if button and not button.styled then
local toggle = button.toggle
P.ReskinCollapse(toggle)
toggle.SetPushedTexture = B.Dummy
button.styled = true
end
end
end
end
if TYPE == 'TabGroup' then
local oldCreateTab = widget.CreateTab
widget.CreateTab = function(self, id)
local tab = oldCreateTab(self, id)
S:Ace3_SkinTab(tab)
return tab
end
end
if widget.scrollbar then
B.ReskinScroll(widget.scrollbar)
widget.scrollbar:DisableDrawLayer("BACKGROUND")
end
if TYPE == "WeakAurasTreeGroup" then
local treeframe = widget.treeframe
local treeframeBG = treeframe:GetChildren()
treeframeBG:SetAlpha(0)
end
end
end
function S:Ace3_MetaTable(lib)
local t = getmetatable(lib)
if t then
t.__newindex = S.Ace3_MetaIndex
else
setmetatable(lib, {__newindex = S.Ace3_MetaIndex})
end
end
function S:Ace3_MetaIndex(k, v)
if k == 'RegisterAsContainer' then
rawset(self, k, function(s, w, ...)
if S.db["Ace3"] then
S.Ace3_RegisterAsContainer(s, w, ...)
end
return v(s, w, ...)
end)
elseif k == 'RegisterAsWidget' then
rawset(self, k, function(...)
if S.db["Ace3"] then
S.Ace3_RegisterAsWidget(...)
end
return v(...)
end)
else
rawset(self, k, v)
end
end
-- versions of AceGUI and AceConfigDialog.
local minorGUI, minorConfigDialog = 36, 76
local lastMinor = 0
function S:HookAce3(lib, minor, earlyLoad) -- lib: AceGUI
if not lib or (not minor or minor < minorGUI) then return end
local earlyContainer, earlyWidget
local oldMinor = lastMinor
if lastMinor < minor then
lastMinor = minor
end
if earlyLoad then
earlyContainer = lib.RegisterAsContainer
earlyWidget = lib.RegisterAsWidget
end
if earlyLoad or oldMinor ~= minor then
lib.RegisterAsContainer = nil
lib.RegisterAsWidget = nil
end
if not lib.RegisterAsWidget then
S:Ace3_MetaTable(lib)
end
if earlyContainer then lib.RegisterAsContainer = earlyContainer end
if earlyWidget then lib.RegisterAsWidget = earlyWidget end
end
do -- Early Skin Loading
local Libraries = {
['AceGUI'] = true,
}
local LibStub = _G.LibStub
if not LibStub then return end
local numEnding = '%-[%d%.]+$'
function S:LibStub_NewLib(major, minor)
local earlyLoad = major == 'ElvUI'
if earlyLoad then major = minor end
local n = gsub(major, numEnding, '')
if Libraries[n] then
if n == 'AceGUI' then
S:HookAce3(LibStub.libs[major], LibStub.minors[major], earlyLoad)
end
end
end
local findWidget
local function earlyWidget(y)
if y.children then findWidget(y.children) end
if y.frame and (y.base and y.base.Release) then
tinsert(S.EarlyAceWidgets, y)
end
end
findWidget = function(x)
for _, y in ipairs(x) do
earlyWidget(y)
end
end
for n in next, LibStub.libs do
if n == 'AceGUI-3.0' then
for _, x in ipairs({_G.UIParent:GetChildren()}) do
if x and x.obj then earlyWidget(x.obj) end
end
end
if Libraries[gsub(n, numEnding, '')] then
S:LibStub_NewLib('ElvUI', n)
end
end
hooksecurefunc(LibStub, 'NewLibrary', S.LibStub_NewLib)
end
|
require 'torch'
require 'optim'
require 'image'
require 'fast_neural_style.DataLoader'
require 'fast_neural_style.PerceptualCriterion'
local utils = require 'fast_neural_style.utils'
local preprocess = require 'fast_neural_style.preprocess'
local models = require 'fast_neural_style.models'
local cmd = torch.CmdLine()
--[[
Train a feedforward style transfer model
--]]
-- Generic options
cmd:option('-arch', 'c9s1-32,d64,d128,R128,R128,R128,R128,R128,u64,u32,c9s1-3')
cmd:option('-use_instance_norm', 1)
cmd:option('-task', 'style', 'style|upsample')
cmd:option('-h5_file', 'data/ms-coco-256.h5')
cmd:option('-padding_type', 'reflect-start')
cmd:option('-tanh_constant', 150)
cmd:option('-preprocessing', 'vgg')
cmd:option('-resume_from_checkpoint', '')
-- Generic loss function options
cmd:option('-pixel_loss_type', 'L2', 'L2|L1|SmoothL1')
cmd:option('-pixel_loss_weight', 0.0)
cmd:option('-percep_loss_weight', 1.0)
cmd:option('-tv_strength', 1e-6)
-- Options for feature reconstruction loss
cmd:option('-content_weights', '1.0')
cmd:option('-content_layers', '16')
cmd:option('-loss_network', 'models/vgg16.t7')
-- Options for style reconstruction loss
cmd:option('-style_image', 'images/styles/candy.jpg')
cmd:option('-style_image_size', 256)
cmd:option('-style_weights', '5.0')
cmd:option('-style_layers', '4,9,16,23')
cmd:option('-style_target_type', 'gram', 'gram|mean')
-- Upsampling options
cmd:option('-upsample_factor', 4)
-- Optimization
cmd:option('-num_iterations', 40000)
cmd:option('-max_train', -1)
cmd:option('-batch_size', 4)
cmd:option('-learning_rate', 1e-3)
cmd:option('-lr_decay_every', -1)
cmd:option('-lr_decay_factor', 0.5)
cmd:option('-weight_decay', 0)
-- Checkpointing
cmd:option('-checkpoint_name', 'checkpoint')
cmd:option('-checkpoint_every', 1000)
cmd:option('-num_val_batches', 10)
-- Backend options
cmd:option('-gpu', 0)
cmd:option('-use_cudnn', 1)
cmd:option('-backend', 'cuda', 'cuda|opencl')
function main()
local opt = cmd:parse(arg)
-- Parse layer strings and weights
opt.content_layers, opt.content_weights =
utils.parse_layers(opt.content_layers, opt.content_weights)
opt.style_layers, opt.style_weights =
utils.parse_layers(opt.style_layers, opt.style_weights)
-- Figure out preprocessing
if not preprocess[opt.preprocessing] then
local msg = 'invalid -preprocessing "%s"; must be "vgg" or "resnet"'
error(string.format(msg, opt.preprocessing))
end
preprocess = preprocess[opt.preprocessing]
-- Figure out the backend
local dtype, use_cudnn = utils.setup_gpu(opt.gpu, opt.backend, opt.use_cudnn == 1)
-- Build the model
local model = nil
if opt.resume_from_checkpoint ~= '' then
print('Loading checkpoint from ' .. opt.resume_from_checkpoint)
model = torch.load(opt.resume_from_checkpoint).model:type(dtype)
else
print('Initializing model from scratch')
model = models.build_model(opt):type(dtype)
end
if use_cudnn then cudnn.convert(model, cudnn) end
model:training()
print(model)
-- Set up the pixel loss function
local pixel_crit
if opt.pixel_loss_weight > 0 then
if opt.pixel_loss_type == 'L2' then
pixel_crit = nn.MSECriterion():type(dtype)
elseif opt.pixel_loss_type == 'L1' then
pixel_crit = nn.AbsCriterion():type(dtype)
elseif opt.pixel_loss_type == 'SmoothL1' then
pixel_crit = nn.SmoothL1Criterion():type(dtype)
end
end
-- Set up the perceptual loss function
local percep_crit
if opt.percep_loss_weight > 0 then
local loss_net = torch.load(opt.loss_network)
local crit_args = {
cnn = loss_net,
style_layers = opt.style_layers,
style_weights = opt.style_weights,
content_layers = opt.content_layers,
content_weights = opt.content_weights,
agg_type = opt.style_target_type,
}
percep_crit = nn.PerceptualCriterion(crit_args):type(dtype)
if opt.task == 'style' then
-- Load the style image and set it
local style_image = image.load(opt.style_image, 3, 'float')
style_image = image.scale(style_image, opt.style_image_size)
local H, W = style_image:size(2), style_image:size(3)
style_image = preprocess.preprocess(style_image:view(1, 3, H, W))
percep_crit:setStyleTarget(style_image:type(dtype))
end
end
local loader = DataLoader(opt)
local params, grad_params = model:getParameters()
local function shave_y(x, y, out)
if opt.padding_type == 'none' then
local H, W = x:size(3), x:size(4)
local HH, WW = out:size(3), out:size(4)
local xs = (H - HH) / 2
local ys = (W - WW) / 2
return y[{{}, {}, {xs + 1, H - xs}, {ys + 1, W - ys}}]
else
return y
end
end
local function f(x)
assert(x == params)
grad_params:zero()
local x, y = loader:getBatch('train')
x, y = x:type(dtype), y:type(dtype)
-- Run model forward
local out = model:forward(x)
local grad_out = nil
-- This is a bit of a hack: if we are using reflect-start padding and the
-- output is not the same size as the input, lazily add reflection padding
-- to the start of the model so the input and output have the same size.
if opt.padding_type == 'reflect-start' and x:size(3) ~= out:size(3) then
local ph = (x:size(3) - out:size(3)) / 2
local pw = (x:size(4) - out:size(4)) / 2
local pad_mod = nn.SpatialReflectionPadding(pw, pw, ph, ph):type(dtype)
model:insert(pad_mod, 1)
out = model:forward(x)
end
y = shave_y(x, y, out)
-- Compute pixel loss and gradient
local pixel_loss = 0
if pixel_crit then
pixel_loss = pixel_crit:forward(out, y)
pixel_loss = pixel_loss * opt.pixel_loss_weight
local grad_out_pix = pixel_crit:backward(out, y)
if grad_out then
grad_out:add(opt.pixel_loss_weight, grad_out_pix)
else
grad_out_pix:mul(opt.pixel_loss_weight)
grad_out = grad_out_pix
end
end
-- Compute perceptual loss and gradient
local percep_loss = 0
if percep_crit then
local target = {content_target=y}
percep_loss = percep_crit:forward(out, target)
percep_loss = percep_loss * opt.percep_loss_weight
local grad_out_percep = percep_crit:backward(out, target)
if grad_out then
grad_out:add(opt.percep_loss_weight, grad_out_percep)
else
grad_out_percep:mul(opt.percep_loss_weight)
grad_out = grad_out_percep
end
end
local loss = pixel_loss + percep_loss
-- Run model backward
model:backward(x, grad_out)
-- Add regularization
-- grad_params:add(opt.weight_decay, params)
return loss, grad_params
end
local optim_state = {learningRate=opt.learning_rate}
local train_loss_history = {}
local val_loss_history = {}
local val_loss_history_ts = {}
local style_loss_history = nil
if opt.task == 'style' then
style_loss_history = {}
for i, k in ipairs(opt.style_layers) do
style_loss_history[string.format('style-%d', k)] = {}
end
for i, k in ipairs(opt.content_layers) do
style_loss_history[string.format('content-%d', k)] = {}
end
end
local style_weight = opt.style_weight
for t = 1, opt.num_iterations do
local epoch = t / loader.num_minibatches['train']
local _, loss = optim.adam(f, params, optim_state)
table.insert(train_loss_history, loss[1])
if opt.task == 'style' then
for i, k in ipairs(opt.style_layers) do
table.insert(style_loss_history[string.format('style-%d', k)],
percep_crit.style_losses[i])
end
for i, k in ipairs(opt.content_layers) do
table.insert(style_loss_history[string.format('content-%d', k)],
percep_crit.content_losses[i])
end
end
print(string.format('Epoch %f, Iteration %d / %d, loss = %f',
epoch, t, opt.num_iterations, loss[1]), optim_state.learningRate)
if t % opt.checkpoint_every == 0 then
-- Check loss on the validation set
loader:reset('val')
model:evaluate()
local val_loss = 0
print 'Running on validation set ... '
local val_batches = opt.num_val_batches
for j = 1, val_batches do
local x, y = loader:getBatch('val')
x, y = x:type(dtype), y:type(dtype)
local out = model:forward(x)
y = shave_y(x, y, out)
local pixel_loss = 0
if pixel_crit then
pixel_loss = pixel_crit:forward(out, y)
pixel_loss = opt.pixel_loss_weight * pixel_loss
end
local percep_loss = 0
if percep_crit then
percep_loss = percep_crit:forward(out, {content_target=y})
percep_loss = opt.percep_loss_weight * percep_loss
end
val_loss = val_loss + pixel_loss + percep_loss
end
val_loss = val_loss / val_batches
print(string.format('val loss = %f', val_loss))
table.insert(val_loss_history, val_loss)
table.insert(val_loss_history_ts, t)
model:training()
-- Save a JSON checkpoint
local checkpoint = {
opt=opt,
train_loss_history=train_loss_history,
val_loss_history=val_loss_history,
val_loss_history_ts=val_loss_history_ts,
style_loss_history=style_loss_history,
}
local filename = string.format('%s.json', opt.checkpoint_name)
paths.mkdir(paths.dirname(filename))
utils.write_json(filename, checkpoint)
-- Save a torch checkpoint; convert the model to float first
model:clearState()
if use_cudnn then
cudnn.convert(model, nn)
end
model:float()
checkpoint.model = model
filename = string.format('%s.t7', opt.checkpoint_name)
torch.save(filename, checkpoint)
-- Convert the model back
model:type(dtype)
if use_cudnn then
cudnn.convert(model, cudnn)
end
params, grad_params = model:getParameters()
end
if opt.lr_decay_every > 0 and t % opt.lr_decay_every == 0 then
local new_lr = opt.lr_decay_factor * optim_state.learningRate
optim_state = {learningRate = new_lr}
end
end
end
main()
|
#!/usr/bin/env tarantool
local test = require("sqltester")
test:plan(203)
--!./tcltestrunner.lua
-- 2015-01-19
--
-- The author disclaims copyright to this source code. In place of
-- a legal notice, here is a blessing:
--
-- May you do good and not evil.
-- May you find forgiveness for yourself and forgive others.
-- May you share freely, never taking more than you give.
--
-------------------------------------------------------------------------
-- This file implements regression tests for sql library. The
-- focus of this file is testing ORDER BY and LIMIT on tables with
-- many columns.
--
-- These tests verify that ticket [f97c4637102a3ae72b7911167e1d4da12ce60722]
-- from 2015-01-19 has been fixed.
--
-- ["set","testdir",[["file","dirname",["argv0"]]]]
-- ["source",[["testdir"],"\/tester.tcl"]]
local rs = ""
test:do_test(
1.0,
function()
test:execsql [[
CREATE TABLE t1(x INT primary key);
INSERT INTO t1(x) VALUES(1),(5),(9),(7),(3),(2),(4),(6),(8);
]]
rs = "x"
return "x"
end,
-- <1.0>
"x"
-- </1.0>
)
for i=1,200 do
rs = rs..", x+"..i
test:do_execsql_test(
"1."..i,
"SELECT x FROM (SELECT "..rs.." FROM t1 ORDER BY x LIMIT 100)",
{
1, 2, 3, 4, 5, 6, 7, 8, 9
})
end
-- Tests to check that ORDER BY + LIMIT + (ASC + DESC, different
-- sorting orders) are forbidden. Such combination is forbidden
-- because currently it returns data in wrong sorting order.
-- It will be fixed when multi-directional would be introduced:
-- https://github.com/tarantool/tarantool/issues/3309
test:do_catchsql_test(
"1.201",
[[
CREATE TABLE t2 (id INT PRIMARY KEY, a INT, b INT);
INSERT INTO t2 VALUES (1, 2, 1), (2, -3, 5), (3, 2, -3), (4, 2, 12);
SELECT * FROM t2 ORDER BY a ASC, b DESC LIMIT 5;
]],
{1, "ORDER BY with LIMIT does not support different sorting orders"}
)
test:do_catchsql_test(
"1.202",
[[
SELECT * FROM t2 ORDER BY a, b DESC LIMIT 5;
]],
{1, "ORDER BY with LIMIT does not support different sorting orders"}
)
test:finish_test()
|
SLASH_ANALYZE1 = "/analyze"
SlashCmdList["ANALYZE"] = function(arg)
if arg ~= "" then
arg = _G[arg]
else
arg = GetMouseFocus()
end
if arg ~= nil then FRAME = arg end --Set the global variable FRAME to = whatever we are mousing over to simplify messing with frames that have no name.
if arg ~= nil and arg:GetName() ~= nil then
local name = arg:GetName()
local childFrames = { arg:GetChildren() }
ChatFrame1:AddMessage("|cffCC0000----------------------------")
ChatFrame1:AddMessage(name)
for _, child in ipairs(childFrames) do
if child:GetName() then
ChatFrame1:AddMessage("+="..child:GetName())
end
end
ChatFrame1:AddMessage("|cffCC0000----------------------------")
end
end
SLASH_PROFILE1 = "/profile"
SlashCmdList["PROFILE"] = function(arg)
local cpuProfiling = GetCVar("scriptProfile") == "1"
if cpuProfiling then
SetCVar("scriptProfile", "0")
else
SetCVar("scriptProfile", "1")
end
ReloadUI()
end
|
Keys = {
["ESC"] = 322, ["F1"] = 288, ["F2"] = 289, ["F3"] = 170, ["F5"] = 166, ["F6"] = 167, ["F7"] = 168, ["F8"] = 169, ["F9"] = 56, ["F10"] = 57,
["~"] = 243, ["1"] = 157, ["2"] = 158, ["3"] = 160, ["4"] = 164, ["5"] = 165, ["6"] = 159, ["7"] = 161, ["8"] = 162, ["9"] = 163, ["-"] = 84, ["="] = 83, ["BACKSPACE"] = 177,
["TAB"] = 37, ["Q"] = 44, ["W"] = 32, ["E"] = 38, ["R"] = 45, ["T"] = 245, ["Y"] = 246, ["U"] = 303, ["P"] = 199, ["["] = 39, ["]"] = 40, ["ENTER"] = 18,
["CAPS"] = 137, ["A"] = 34, ["S"] = 8, ["D"] = 9, ["F"] = 23, ["G"] = 47, ["H"] = 74, ["K"] = 311, ["L"] = 182,
["LEFTSHIFT"] = 21, ["Z"] = 20, ["X"] = 73, ["C"] = 26, ["V"] = 0, ["B"] = 29, ["N"] = 249, ["M"] = 244, [","] = 82, ["."] = 81,
["LEFTCTRL"] = 36, ["LEFTALT"] = 19, ["SPACE"] = 22, ["RIGHTCTRL"] = 70,
["HOME"] = 213, ["PAGEUP"] = 10, ["PAGEDOWN"] = 11, ["DELETE"] = 178,
["LEFT"] = 174, ["RIGHT"] = 175, ["TOP"] = 27, ["DOWN"] = 173,
["NENTER"] = 201, ["N4"] = 108, ["N5"] = 60, ["N6"] = 107, ["N+"] = 96, ["N-"] = 97, ["N7"] = 117, ["N8"] = 61, ["N9"] = 118
}
ragdoll = false
isDead = false
prop = nil
loop = {
status = nil,
current = nil,
finish = nil,
delay = 0,
dettach = false,
last = 0
}
binds = nil
binding = nil
ESX = nil
local PlayerData = {}
CreateThread(function()
while ESX == nil do
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
Citizen.Wait(0)
end
Citizen.Wait(5000)
PlayerData = ESX.GetPlayerData()
if not binds then
TriggerServerEvent('esx_animations:load')
end
end)
RegisterNetEvent('esx:playerLoaded')
AddEventHandler('esx:playerLoaded', function(xPlayer)
PlayerData = xPlayer
end)
RegisterNetEvent('esx:setJob')
AddEventHandler('esx:setJob', function(job)
PlayerData.job = job
end)
RegisterNetEvent('esx_animations:bind')
AddEventHandler('esx_animations:bind', function(list)
binds = list
end)
AddEventHandler('esx:onPlayerDeath', function(data)
isDead = true
end)
AddEventHandler('esx:onPlayerSpawn', function(spawn)
isDead = false
end)
RegisterNetEvent('esx_animations:trigger')
AddEventHandler('esx_animations:trigger', function(anim)
--local ped = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
--local car = GetVehiclePedIsIn(ped, false)
--if car then
if anim.type == 'ragdoll' then
if IsPedInAnyVehicle(PlayerPedId(), false) then
ragdoll = true
end
elseif anim.type == 'attitude' then
if anim.data.car == true then
if IsPedInAnyVehicle(PlayerPedId(), false) then
startAttitude(anim.data.lib, anim.data.anim)
end
else
if not IsPedInAnyVehicle(PlayerPedId(), false) then
startAttitude(anim.data.lib, anim.data.anim)
end
end
elseif anim.type == 'scenario' then
if anim.data.car == true then
if IsPedInAnyVehicle(PlayerPedId(), false) then
startScenario(anim.data.anim, anim.data.offset)
end
else
if not IsPedInAnyVehicle(PlayerPedId(), false) then
startScenario(anim.data.anim, anim.data.offset)
end
end
elseif anim.type == 'anim' then
if anim.data.car == true then
if IsPedInAnyVehicle(PlayerPedId(), false) then
startAnim(anim.data.lib, anim.data.anim, anim.data.mode, anim.data.prop)
end
else
if not IsPedInAnyVehicle(PlayerPedId(), false) then
startAnim(anim.data.lib, anim.data.anim, anim.data.mode, anim.data.prop)
end
end
elseif anim.type == 'facial' then
TriggerEvent('esx_voice:facial', anim.data)
elseif anim.type == 'wspolne' then
if anim.data.name == 'powitaj' then
local Gracz = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
if not IsPedInAnyVehicle(Gracz, false) then
local closestPlayer, distance = ESX.Game.GetClosestPlayer()
if closestPlayer ~= nil and distance ~= -1 and distance <= 3.0 then
TriggerServerEvent('route68_animacje:powitajSynchroS', GetPlayerServerId(closestPlayer))
else
ESX.ShowNotification('~r~Brak obywatela w poblizu')
end
end
elseif anim.data.name == 'przytul' then
local Gracz = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
if not IsPedInAnyVehicle(Gracz, false) then
local closestPlayer, distance = ESX.Game.GetClosestPlayer()
if closestPlayer ~= nil and distance ~= -1 and distance <= 3.0 then
TriggerServerEvent('route68_animacje:przytulSynchroS', GetPlayerServerId(closestPlayer))
else
ESX.ShowNotification('~r~Brak obywatela w poblizu')
end
end
elseif anim.data.name == 'pocaluj' then
local Gracz = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
if not IsPedInAnyVehicle(Gracz, false) then
local closestPlayer, distance = ESX.Game.GetClosestPlayer()
if closestPlayer ~= nil and distance ~= -1 and distance <= 3.0 then
TriggerServerEvent('route68_animacje:pocalujSynchroS', GetPlayerServerId(closestPlayer))
else
ESX.ShowNotification('~r~Brak obywatela w poblizu')
end
end
elseif anim.data.name == 'przenies' then
local Gracz = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
if not IsPedInAnyVehicle(Gracz, false) then
local closestPlayer, distance = ESX.Game.GetClosestPlayer()
if closestPlayer ~= nil and distance ~= -1 and distance <= 3.0 then
TriggerServerEvent('route68_animacje:OdpalAnimacje4', GetPlayerServerId(closestPlayer))
else
ESX.ShowNotification('~r~Brak obywatela w poblizu')
end
end
end
else
if not IsPedInAnyVehicle(PlayerPedId(), false) then
startAnimLoop(anim.data)
end
end
--else
--end
end)
function startAttitude(lib, anim)
CreateThread(function()
RequestAnimSet(anim)
while not HasAnimSetLoaded(anim) do
Citizen.Wait(1)
end
SetPedMovementClipset(PlayerPedId(), anim, true)
end)
end
function startScenario(anim, offset)
if loop.status == true then
finishLoop(function()
startScenario(anim, offset)
end)
else
local ped = PlayerPedId()
if offset then
local coords = GetEntityCoords(ped, true)
TaskStartScenarioAtPosition(ped, anim, coords.x, coords.y, coords.z + offset, GetEntityHeading(ped), 0, true, true)
else
TaskStartScenarioInPlace(ped, anim, 0, false)
end
end
end
function startAnim(lib, anim, mode, obj)
if loop.status == true then
finishLoop(function()
startAnim(lib, anim, mode, obj)
end)
else
mode = mode or 0
CreateThread(function()
RequestAnimDict(lib)
while not HasAnimDictLoaded(lib) do
Citizen.Wait(0)
end
local ped = PlayerPedId()
TaskPlayAnim(ped, lib, anim, 8.0, -8.0, -1, mode, 0, false, false, false)
if obj then
if type(prop) == 'table' then
DeleteObject(prop.obj)
end
local coords = GetEntityCoords(ped)
local boneIndex = GetPedBoneIndex(ped, obj.bone)
ESX.Game.SpawnObject(obj.object, {
x = coords.x,
y = coords.y,
z = coords.z + 2
}, function(object)
AttachEntityToEntity(object, ped, boneIndex, obj.offset.x + 0.0, obj.offset.y + 0.0, obj.offset.z + 0.0, obj.rotation.x + 0.0, obj.rotation.y + 0.0, obj.rotation.z + 0.0, true, true, false, true, 1, true)
prop = {obj = object, lib = lib, anim = anim}
end)
end
end)
end
end
function startAnimLoop(data)
if loop.status == true then
finishLoop(function()
startAnimLoop(data)
end)
else
CreateThread(function()
while loop.status ~= nil do
Citizen.Wait(1)
end
RequestAnimDict(data.base.lib)
while not HasAnimDictLoaded(data.base.lib) do
Citizen.Wait(1)
end
RequestAnimDict(data.idle.lib)
while not HasAnimDictLoaded(data.idle.lib) do
Citizen.Wait(1)
end
RequestAnimDict(data.finish.lib)
while not HasAnimDictLoaded(data.finish.lib) do
Citizen.Wait(1)
end
local playerPed = PlayerPedId()
if data.prop then
local coords = GetEntityCoords(playerPed)
local boneIndex = GetPedBoneIndex(playerPed, data.prop.bone)
ESX.Game.SpawnObject(data.prop.object, {
x = coords.x,
y = coords.y,
z = coords.z + 2
}, function(object)
AttachEntityToEntity(object, playerPed, boneIndex, data.prop.offset.x, data.prop.offset.y, data.prop.offset.z, data.prop.rotation.x, data.prop.rotation.y, data.prop.rotation.z, true, true, false, true, 1, true)
prop = object
end)
end
TaskPlayAnim(PlayerPedId(), data.base.lib, data.base.anim, 8.0, -8.0, -1, data.mode, 0, false, false, false)
loop = {status = true, current = nil, finish = data.finish, delay = (GetGameTimer() + 100), last = 0}
loop.finish.mode = data.mode
if data.prop then
loop.dettach = data.prop.dettach
else
loop.dettach = false
end
Citizen.Wait(data.base.length)
while loop.status do
local rng
repeat
rng = math.random(0, #data.idle.anims)
until rng ~= loop.last
loop.delay = GetGameTimer() + 100
loop.last = rng
if rng == 0 then
TaskPlayAnim(PlayerPedId(), data.base.lib, data.base.anim, 8.0, -8.0, -1, data.mode, 0, false, false, false)
loop.current = data.base
Citizen.Wait(data.base.length)
else
TaskPlayAnim(PlayerPedId(), data.idle.lib, data.idle.anims[rng][1], 8.0, -8.0, -1, data.mode, 0, false, false, false)
loop.current = {lib = data.idle.lib, anim = data.idle.anims[rng][1]}
Citizen.Wait(data.idle.anims[rng][2])
end
end
end)
end
end
function finishLoop(cb)
loop.status = false
CreateThread(function()
TaskPlayAnim(PlayerPedId(), loop.finish.lib, loop.finish.anim, 8.0, 8.0, -1, loop.finish.mode, 0, false, false, false)
Citizen.Wait(loop.finish.length)
if loop.status == false and prop then
if loop.dettach then
DetachEntity(prop, true, false)
else
DeleteObject(prop)
end
prop = nil
end
loop.status = nil
if cb then
cb()
end
end)
end
function OpenAnimationsMenu()
local elements = {}
if not binding then
if binds then
table.insert(elements, {label = "Ulubione (SHIFT+1-9)", value = "binds"})
end
table.insert(elements, {label = "- PRZERWIJ -", value = "cancel"})
end
for _, group in ipairs(Config.Animations) do
if not group.resource or GetResourceState(group.resource) == 'started' then
table.insert(elements, {label = group.label, value = group.name})
end
end
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'animations', {
title = 'Animacje',
align = 'bottom-right',
elements = elements
}, function(data, menu)
if data.current.value == 'binds' then
menu.close()
OpenBindsSubMenu()
elseif data.current.value ~= 'cancel' then
menu.close()
OpenAnimationsSubMenu(data.current.value)
elseif not exports['esx_policejob']:isHandcuffed() and not exports['AriviRP']:checkInTrunk() then
clearTask()
end
end, function(data, menu)
menu.close()
end)
end
function OpenBindsSubMenu()
local elements = {}
for i = 1, 9 do
local bind = binds[i]
if bind then
table.insert(elements, {label = i .. ' - ' .. bind.label, value = i, assigned = true})
else
table.insert(elements, {label = i .. ' - PRZYPISZ', value = i, assigned = false})
end
end
window = ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'animations_binds', {
title = 'Animacje - ulubione',
align = 'bottom-right',
elements = elements
}, function(data, menu)
menu.close()
window = nil
local index = tonumber(data.current.value)
if data.current.assigned then
binds[index] = nil
TriggerServerEvent('esx_animations:save', binds)
OpenBindsSubMenu()
else
binding = tonumber(data.current.value)
OpenAnimationsMenu()
end
end, function(data, menu)
menu.close()
window = nil
OpenAnimationsMenu()
end)
end
function OpenAnimationsSubMenu(menu)
local title, elements = nil, {}
for _, group in ipairs(Config.Animations) do
if group.name == menu then
for _, item in ipairs(group.items) do
table.insert(elements, {label = item.label .. (item.keyword and ' <span style="font-size: 11px; color: #fff000;">/e ' .. item.keyword .. '</span>' or ''), short = item.label, type = item.type, data = item.data})
end
title = group.label
break
end
end
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'animations_' .. menu, {
title = title,
align = 'bottom-right',
elements = elements
}, function(data, menu)
if binding then
menu.close()
window = nil
if not binds then
binds = {}
end
binds[binding] = {
label = '[' .. title .. '] ' .. data.current.short,
type = data.current.type,
data = data.current.data
}
TriggerServerEvent('esx_animations:save', binds)
binding = nil
OpenBindsSubMenu()
else
TriggerEvent('esx_animations:trigger', data.current)
end
end, function(data, menu)
menu.close()
OpenAnimationsMenu()
end)
end
local GraczKuca = false
CreateThread( function()
while true do
Citizen.Wait(1)
local ped = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
if DoesEntityExist(ped) and not Citizen.InvokeNative(0x5F9532F3B5CC2551, ped) then
DisableControlAction(0, 36, true) -- CTRL
if not IsPauseMenuActive() then
if IsDisabledControlJustPressed(0, 36) and not IsPedInAnyVehicle(ped, false) then
RequestAnimSet( "move_ped_crouched" )
while not HasAnimSetLoaded( "move_ped_crouched" ) do
Citizen.Wait(100)
end
if GraczKuca == true then
ResetPedMovementClipset(ped, 0)
GraczKuca = false
elseif GraczKuca == false then
SetPedMovementClipset(ped, "move_ped_crouched", 0.25)
GraczKuca = true
end
end
end
end
end
end)
RegisterCommand("e",function(source, args)
local player = PlayerPedId()
if tostring(args[1]) == nil then
return
else
if tostring(args[1]) ~= nil then
local argh = tostring(args[1])
for _, group in ipairs(Config.Animations) do
for _, anim in ipairs(group.items) do
if argh == anim.keyword then
if anim.type == 'ragdoll' then
if IsPedInAnyVehicle(PlayerPedId(), false) then
ragdoll = true
end
elseif anim.type == 'attitude' then
if anim.data.car == true then
if IsPedInAnyVehicle(PlayerPedId(), false) then
startAttitude(anim.data.lib, anim.data.anim)
end
else
if not IsPedInAnyVehicle(PlayerPedId(), false) then
startAttitude(anim.data.lib, anim.data.anim)
end
end
elseif anim.type == 'scenario' then
if anim.data.car == true then
if IsPedInAnyVehicle(PlayerPedId(), false) then
startScenario(anim.data.anim, anim.data.offset)
end
else
if not IsPedInAnyVehicle(PlayerPedId(), false) then
startScenario(anim.data.anim, anim.data.offset)
end
end
elseif anim.type == 'anim' then
if anim.data.car == true then
if IsPedInAnyVehicle(PlayerPedId(), false) then
startAnim(anim.data.lib, anim.data.anim, anim.data.mode, anim.data.prop)
end
else
if not IsPedInAnyVehicle(PlayerPedId(), false) then
startAnim(anim.data.lib, anim.data.anim, anim.data.mode, anim.data.prop)
end
end
elseif anim.type == 'wspolne' then
if anim.data.name == 'powitaj' then
local Gracz = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
if not IsPedInAnyVehicle(Gracz, false) then
local closestPlayer, distance = ESX.Game.GetClosestPlayer()
if closestPlayer ~= nil and distance ~= -1 and distance <= 3.0 then
TriggerServerEvent('route68_animacje:powitajSynchroS', GetPlayerServerId(closestPlayer))
else
ESX.ShowNotification('~r~Brak obywatela w poblizu')
end
end
elseif anim.data.name == 'przytul' then
local Gracz = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
if not IsPedInAnyVehicle(Gracz, false) then
local closestPlayer, distance = ESX.Game.GetClosestPlayer()
if closestPlayer ~= nil and distance ~= -1 and distance <= 3.0 then
TriggerServerEvent('route68_animacje:przytulSynchroS', GetPlayerServerId(closestPlayer))
else
ESX.ShowNotification('~r~Brak obywatela w poblizu')
end
end
elseif anim.data.name == 'pocaluj' then
local Gracz = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
if not IsPedInAnyVehicle(Gracz, false) then
local closestPlayer, distance = ESX.Game.GetClosestPlayer()
if closestPlayer ~= nil and distance ~= -1 and distance <= 3.0 then
TriggerServerEvent('route68_animacje:pocalujSynchroS', GetPlayerServerId(closestPlayer))
else
ESX.ShowNotification('~r~Brak obywatela w poblizu')
end
end
elseif anim.data.name == 'przenies' then
local Gracz = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
if not IsPedInAnyVehicle(Gracz, false) then
local closestPlayer, distance = ESX.Game.GetClosestPlayer()
if closestPlayer ~= nil and distance ~= -1 and distance <= 3.0 then
TriggerServerEvent('route68_animacje:OdpalAnimacje4', GetPlayerServerId(closestPlayer))
else
ESX.ShowNotification('~r~Brak obywatela w poblizu')
end
end
end
else
if not IsPedInAnyVehicle(PlayerPedId(), false) then
startAnimLoop(anim.data)
end
end
end
end
end
end
end
end)
-- Key Controls
CreateThread(function()
while true do
Citizen.Wait(1)
local ped = PlayerPedId()
if ragdoll then
SetPedToRagdoll(ped, 1000, 1000, 0, 0, 0, 0)
end
if loop.status and loop.current and loop.delay < GetGameTimer() and not IsEntityPlayingAnim(ped, loop.current.lib, loop.current.anim, 3) then
loop.status = nil
if prop and type(prop) ~= 'table' then
if loop.dettach then
DetachEntity(prop, true, false)
else
DeleteObject(prop)
end
prop = nil
end
end
if type(prop) == 'table' and not IsEntityPlayingAnim(ped, prop.lib, prop.anim, 3) then
DeleteObject(prop.obj)
prop = nil
end
if IsControlPressed(0, Keys['LEFTSHIFT']) and not IsPedSprinting(ped) and not IsPedRunning(ped) then
local bind = nil
for i, key in ipairs({157, 158, 160, 164, 165, 159, 161, 162, 163}) do
DisableControlAction(0, key, true)
--[[if binds[i] == nil then
print(binds[i])
end]]
if IsDisabledControlJustPressed(0, key) and binds[i] then
bind = i
break
end
end
if bind and not exports['esx_ambulancejob']:getDeathStatus() or exports['esx_policejob']:isHandcuffed() and not getCarry() then
TriggerEvent('esx_animations:trigger', binds[bind])
end
end
if IsControlJustPressed(0, Keys['F3']) and not isDead then
OpenAnimationsMenu(PlayerPedId())
elseif IsControlJustReleased(0, Keys['X']) and GetLastInputMethod(2) and not isDead then
clearTask()
end
end
end)
RegisterNetEvent('animacje')
AddEventHandler('animacje', function()
OpenAnimationsMenu(PlayerPedId())
end)
function clearTask()
if loop.status == true then
finishLoop()
elseif ragdoll then
ragdoll = false
else
ClearPedTasks(PlayerPedId())
if loop.status ~= nil then
loop.status = nil
if prop and type(prop) ~= 'table' then
if loop.dettach then
DetachEntity(prop, true, false)
else
DeleteObject(prop)
end
prop = nil
end
elseif type(prop) == 'table' then
DeleteObject(prop.obj)
prop = nil
end
end
end
local Oczekuje = false
local Czas = 7
local wysylajacy = nil
RegisterNetEvent('route68_animacje:powitajSynchroC')
AddEventHandler('route68_animacje:powitajSynchroC', function(target)
Oczekuje = true
wysylajacy = target
end)
CreateThread(function()
while true do
Citizen.Wait(0)
if Oczekuje then
if IsControlJustReleased(0, 246) then
Oczekuje = false
Czas = 7
TriggerServerEvent('route68_animacje:OdpalAnimacje', wysylajacy)
end
else
Citizen.Wait(200)
end
end
end)
RegisterNetEvent('route68_animacje:PrzywitajTarget')
AddEventHandler('route68_animacje:PrzywitajTarget', function(target)
local playerPed = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
local targetPed = Citizen.InvokeNative(0x43A66C31C68491C0, GetPlayerFromServerId(target))
AttachEntityToEntity(Citizen.InvokeNative(0x43A66C31C68491C0, -1), targetPed, 11816, 0.1, 1.15, 0.0, 0.0, 0.0, 180.0, false, false, false, false, 20, false)
ESX.Streaming.RequestAnimDict("mp_ped_interaction", function()
TaskPlayAnim(playerPed, "mp_ped_interaction", "handshake_guy_b", 8.0, -8.0, -1, 0, 0, false, false, false)
end)
Citizen.Wait(950)
DetachEntity(Citizen.InvokeNative(0x43A66C31C68491C0, -1), true, false)
Oczekuje = false
Czas = 7
wysylajacy = nil
end)
RegisterNetEvent('route68_animacje:PrzywitajSource')
AddEventHandler('route68_animacje:PrzywitajSource', function()
local playerPed = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
ESX.Streaming.RequestAnimDict("mp_ped_interaction", function()
TaskPlayAnim(playerPed, "mp_ped_interaction", "handshake_guy_a", 8.0, -8.0, -1, 0, 0, false, false, false)
end)
end)
CreateThread(function()
while true do
Citizen.Wait(1000)
if Oczekuje then
Czas = Czas - 1
end
end
end)
CreateThread(function()
while true do
Citizen.Wait(250)
if Czas < 1 then
Oczekuje = false
Czas = 7
wysylajacy = nil
ESX.ShowNotification('~r~Anulowano propozycję animacji')
end
end
end)
-- pocalowanie
local Oczekuje2 = false
local Czas2 = 7
local wysylajacy2 = nil
RegisterNetEvent('route68_animacje:pocalujSynchroC')
AddEventHandler('route68_animacje:pocalujSynchroC', function(target)
Oczekuje2 = true
wysylajacy2 = target
end)
CreateThread(function()
while true do
Citizen.Wait(0)
if Oczekuje2 then
if IsControlJustReleased(0, 246) then
Oczekuje2 = false
Czas2 = 7
TriggerServerEvent('route68_animacje:OdpalAnimacje2', wysylajacy2)
end
else
Citizen.Wait(200)
end
end
end)
RegisterNetEvent('route68_animacje:PocalujTarget')
AddEventHandler('route68_animacje:PocalujTarget', function(target)
local playerPed = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
local targetPed = Citizen.InvokeNative(0x43A66C31C68491C0, GetPlayerFromServerId(target))
AttachEntityToEntity(Citizen.InvokeNative(0x43A66C31C68491C0, -1), targetPed, 11816, 0.0, 1.2, 0.0, 0.0, 0.0, 180.0, false, false, false, false, 20, false)
ESX.Streaming.RequestAnimDict("mp_ped_interaction", function()
TaskPlayAnim(playerPed, "mp_ped_interaction", "kisses_guy_a", 8.0, -8.0, -1, 0, 0, false, false, false)
end)
Citizen.Wait(950)
DetachEntity(Citizen.InvokeNative(0x43A66C31C68491C0, -1), true, false)
Oczekuje2 = false
Czas2 = 7
wysylajacy2 = nil
end)
RegisterNetEvent('route68_animacje:PocalujSource')
AddEventHandler('route68_animacje:PocalujSource', function()
local playerPed = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
ESX.Streaming.RequestAnimDict("mp_ped_interaction", function()
TaskPlayAnim(playerPed, "mp_ped_interaction", "kisses_guy_b", 8.0, -8.0, -1, 0, 0, false, false, false)
end)
end)
CreateThread(function()
while true do
Citizen.Wait(1000)
if Oczekuje2 then
Czas2 = Czas2 - 1
end
end
end)
CreateThread(function()
while true do
Citizen.Wait(250)
if Czas2 < 1 then
Oczekuje2 = false
Czas2 = 7
wysylajacy2 = nil
ESX.ShowNotification('~r~Anulowano propozycję animacji')
end
end
end)
-- przytulas
local Oczekuje3 = false
local Czas3 = 7
local wysylajacy3 = nil
RegisterNetEvent('route68_animacje:przytulSynchroC')
AddEventHandler('route68_animacje:przytulSynchroC', function(target)
Oczekuje3 = true
wysylajacy3 = target
end)
CreateThread(function()
while true do
Citizen.Wait(0)
if Oczekuje3 then
if IsControlJustReleased(0, 246) then
Oczekuje3 = false
Czas3 = 7
TriggerServerEvent('route68_animacje:OdpalAnimacje3', wysylajacy3)
end
else
Citizen.Wait(200)
end
end
end)
RegisterNetEvent('route68_animacje:PrzytulTarget')
AddEventHandler('route68_animacje:PrzytulTarget', function(target)
local playerPed = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
local targetPed = Citizen.InvokeNative(0x43A66C31C68491C0, GetPlayerFromServerId(target))
AttachEntityToEntity(Citizen.InvokeNative(0x43A66C31C68491C0, -1), targetPed, 11816, -0.05, 0.9, 0.0, 0.0, 0.0, 180.0, false, false, false, false, 20, false)
ESX.Streaming.RequestAnimDict("mp_ped_interaction", function()
TaskPlayAnim(playerPed, "mp_ped_interaction", "hugs_guy_a", 8.0, -8.0, -1, 0, 0, false, false, false)
end)
Citizen.Wait(950)
DetachEntity(Citizen.InvokeNative(0x43A66C31C68491C0, -1), true, false)
Oczekuje3 = false
Czas3 = 7
wysylajacy3 = nil
end)
RegisterNetEvent('route68_animacje:PrzytulSource')
AddEventHandler('route68_animacje:PrzytulSource', function()
local playerPed = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
ESX.Streaming.RequestAnimDict("mp_ped_interaction", function()
TaskPlayAnim(playerPed, "mp_ped_interaction", "hugs_guy_a", 8.0, -8.0, -1, 0, 0, false, false, false)
end)
end)
CreateThread(function()
while true do
Citizen.Wait(1000)
if Oczekuje3 then
Czas3 = Czas3 - 1
end
end
end)
CreateThread(function()
while true do
Citizen.Wait(250)
if Czas3 < 1 then
Oczekuje3 = false
Czas3 = 7
wysylajacy3 = nil
ESX.ShowNotification('~r~Anulowano propozycję animacji')
end
end
end)
--Noszenie
local Oczekuje4 = false
local Czas4 = 7
local wysylajacy4 = nil
RegisterNetEvent('route68_animacje:przytulSynchroC2')
AddEventHandler('route68_animacje:przytulSynchroC2', function(target)
Oczekuje4 = true
wysylajacy4 = target
end)
CreateThread(function()
while true do
Citizen.Wait(1000)
if Oczekuje4 then
Czas4 = Czas4 - 1
end
end
end)
CreateThread(function()
while true do
Citizen.Wait(250)
if Czas4 < 1 then
Oczekuje4 = false
Czas4 = 7
wysylajacy4 = nil
ESX.ShowNotification('~r~Anulowano propozycję animacji')
end
end
end)
CreateThread(function()
while true do
Citizen.Wait(0)
if Oczekuje4 then
if IsControlJustReleased(0, 246) then
Oczekuje4 = false
Czas4 = 7
TriggerServerEvent('route68_animacje:OdpalAnimacje5', wysylajacy4)
end
else
Citizen.Wait(200)
end
end
end)
local carryingBackInProgress = false
local niesie = false
function getCarry()
return carryingBackInProgress
end
CreateThread(function()
while true do
Citizen.Wait(0)
if niesie == true then
local coords = GetEntityCoords(Citizen.InvokeNative(0x43A66C31C68491C0, -1))
ESX.Game.Utils.DrawText3D(coords, "NACIŚNIJ [~g~L~s~] ABY PUŚCIĆ", 0.45)
if IsControlJustPressed(0, Keys['L']) then
local closestPlayer, distance = ESX.Game.GetClosestPlayer()
local target = GetPlayerServerId(closestPlayer)
carryingBackInProgress = false
niesie = false
ClearPedSecondaryTask(Citizen.InvokeNative(0x43A66C31C68491C0, -1))
DetachEntity(Citizen.InvokeNative(0x43A66C31C68491C0, -1), true, false)
TriggerServerEvent("cmg2_animations:stop", target)
end
else
Citizen.Wait(200)
end
end
end)
RegisterNetEvent('cmg2_animations:startMenu2')
AddEventHandler('cmg2_animations:startMenu2', function()
local Gracz = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
if not IsPedInAnyVehicle(Gracz, false) then
local closestPlayer, distance = ESX.Game.GetClosestPlayer()
if closestPlayer ~= nil and distance <= 4 then
TriggerEvent('cmg2_animations:startMenu', GetPlayerServerId(closestPlayer))
end
end
end)
RegisterNetEvent('cmg2_animations:startMenu')
AddEventHandler('cmg2_animations:startMenu', function(obiekt)
if not carryingBackInProgress then
niesie = true
carryingBackInProgress = true
local player = PlayerPedId()
lib = 'missfinale_c2mcs_1'
anim1 = 'fin_c2_mcs_1_camman'
lib2 = 'nm'
anim2 = 'firemans_carry'
distans = 0.15
distans2 = 0.27
height = 0.63
spin = 0.0
length = 100000
controlFlagMe = 49
controlFlagTarget = 33
animFlagTarget = 1
local closestPlayer = Citizen.InvokeNative(0x43A66C31C68491C0, obiekt)
target = obiekt
if closestPlayer ~= nil then
TriggerServerEvent('cmg2_animations:sync', closestPlayer, lib,lib2, anim1, anim2, distans, distans2, height,target,length,spin,controlFlagMe,controlFlagTarget,animFlagTarget)
end
else
carryingBackInProgress = false
ClearPedSecondaryTask(Citizen.InvokeNative(0x43A66C31C68491C0, -1))
DetachEntity(Citizen.InvokeNative(0x43A66C31C68491C0, -1), true, false)
local closestPlayer = obiekt
target = GetPlayerServerId(closestPlayer)
TriggerServerEvent("cmg2_animations:stop",target)
end
end)
RegisterNetEvent('cmg2_animations:syncTarget')
AddEventHandler('cmg2_animations:syncTarget', function(target, animationLib, animation2, distans, distans2, height, length,spin,controlFlag)
local playerPed = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
local targetPed = Citizen.InvokeNative(0x43A66C31C68491C0, GetPlayerFromServerId(target))
carryingBackInProgress = true
RequestAnimDict(animationLib)
while not HasAnimDictLoaded(animationLib) do
Citizen.Wait(10)
end
if spin == nil then spin = 180.0 end
AttachEntityToEntity(Citizen.InvokeNative(0x43A66C31C68491C0, -1), targetPed, 0, distans2, distans, height, 0.5, 0.5, spin, false, false, false, false, 2, false)
if controlFlag == nil then controlFlag = 0 end
TaskPlayAnim(playerPed, animationLib, animation2, 8.0, -8.0, length, controlFlag, 0, false, false, false)
end)
RegisterNetEvent('cmg2_animations:syncMe')
AddEventHandler('cmg2_animations:syncMe', function(animationLib, animation,length,controlFlag,animFlag)
local playerPed = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
RequestAnimDict(animationLib)
while not HasAnimDictLoaded(animationLib) do
Citizen.Wait(10)
end
Wait(500)
if controlFlag == nil then controlFlag = 0 end
TaskPlayAnim(playerPed, animationLib, animation, 8.0, -8.0, length, controlFlag, 0, false, false, false)
Citizen.Wait(length)
end)
RegisterNetEvent('cmg2_animations:cl_stop')
AddEventHandler('cmg2_animations:cl_stop', function()
carryingBackInProgress = false
niesie = false
ClearPedSecondaryTask(Citizen.InvokeNative(0x43A66C31C68491C0, -1))
DetachEntity(Citizen.InvokeNative(0x43A66C31C68491C0, -1), true, false)
end)
function GetPlayers()
local players = {}
for _, player in ipairs(GetActivePlayers()) do
table.insert(players, player)
end
return players
end
function GetClosestPlayer(radius)
local players = GetPlayers()
local closestDistance = -1
local closestPlayer = -1
local ply = Citizen.InvokeNative(0x43A66C31C68491C0, -1)
local plyCoords = GetEntityCoords(ply, 0)
for index,value in ipairs(players) do
local target = Citizen.InvokeNative(0x43A66C31C68491C0, value)
if(target ~= ply) then
local targetCoords = GetEntityCoords(Citizen.InvokeNative(0x43A66C31C68491C0, value), 0)
local distance = GetDistanceBetweenCoords(targetCoords['x'], targetCoords['y'], targetCoords['z'], plyCoords['x'], plyCoords['y'], plyCoords['z'], true)
if(closestDistance == -1 or closestDistance > distance) then
closestPlayer = value
closestDistance = distance
end
end
end
if closestDistance <= radius then
return closestPlayer
else
return nil
end
end
local lockpick = false
RegisterNetEvent('animki:lockpick')
AddEventHandler('animki:lockpick', function(rodzaj)
if rodzaj == true then
lockpick = true
elseif rodzaj == false then
lockpick = false
end
end)
--Zakładanie rąk
CreateThread(function()
local dict = "amb@world_human_hang_out_street@female_arms_crossed@base"
RequestAnimDict(dict)
while not HasAnimDictLoaded(dict) do
Citizen.Wait(100)
end
local handsup = false
while true do
Citizen.Wait(0)
if IsControlJustPressed(1, 47) then --Start holding g
if not lockpick then
if not handsup then
TaskPlayAnim(Citizen.InvokeNative(0x43A66C31C68491C0, -1), dict, "base", 8.0, 8.0, -1, 50, 0, false, false, false)
handsup = true
else
handsup = false
ClearPedTasks(Citizen.InvokeNative(0x43A66C31C68491C0, -1))
end
end
end
end
end)
|
local BonusItem = GetFileConfig("server/setting/reward/reward_item_cfg.lua").RuleData
-- local BonusGold = GetFileConfig("server/setting/reward/reward_gold_cfg.lua").RuleData
-- local BonusExp = GetFileConfig("server/setting/reward/reward_exp_cfg.lua").BonusRule
return function(Data)
local Reward = {}
local DataTbl = Split(Data, ",")
for _, data in pairs(DataTbl) do
local Tmpdate = Split(data, "|")
local RewardId = tonumber(Tmpdate[1])
assert(BonusItem[RewardId], "在奖励表中找不到".. Data .. "这个奖励模板")
local Count = tonumber(Tmpdate[2]) or 1
table.insert(Reward, {RewardId, Count})
end
return Reward
end |
wmChat.chatCustom.config = wmChat.chatCustom.config or {}
local CONFIG = wmChat.chatCustom.config
local w, h = chat.GetChatBoxSize()
CONFIG.MinWidth = 300 // Can't be larger than the chatbox
CONFIG.MinHeight = 200
CONFIG.MinWidth = math.min(CONFIG.MinWidth, w)
CONFIG.MinHeight = math.min(CONFIG.MinHeight, h)
CONFIG.MaxFontSize = 50
CONFIG.Fonts = {
["georgia"] = "Georgia, serif",
["palatino linotype"] = "\"Palatino Linotype\", \"Book Antiqua\", Palatino, serif",
["times new roman"] = "\"Times New Roman\", Times, serif",
["arial"] = "Arial, Helvetica, sans-serif",
["arial black"] = "\"Arial Black\", Gadget, sans-serif",
["comic sans"] = "\"Comic Sans MS\", cursive, sans-serif",
["impact"] = "Impact, Charcoal, sans-serif",
["lucida sans unicode"] = "\"Lucida Sans Unicode\", \"Lucida Grande\", sans-serif",
["tahoma"] = "Tahoma, Geneva, sans-serif",
["trebuchet"] = "\"Trebuchet MS\", Helvetica, sans-serif",
["verdana"] = "Verdana, Geneva, sans-serif",
["courier new"] = "\"Courier New\", Courier, monospace",
["lucida console"] = "\"Lucida Console\", Monaco, monospace",
} |
--[[---------------------------------------------------------
Material Design Core
Copyright © 2015 Szymon (Szymekk) Jankowski
All Rights Reserved
Steam: https://steamcommunity.com/id/szymski
-------------------------------------------------------------]]
if SERVER then return end
matcore = { }
matcore.mat = { }
--[[------------------------------
Materials
----------------------------------]]
matcore.mat.GradientUp = Material("vgui/gradient-u")
matcore.mat.GradientDown = Material("vgui/gradient-d")
matcore.mat.Blur = Material("pp/blurscreen")
matcore.mat.SU = Material("shadow/u.png", "unlitgeneric")
matcore.mat.SL = Material("shadow/l.png", "unlitgeneric")
matcore.mat.SR = Material("shadow/r.png", "unlitgeneric")
matcore.mat.SD = Material("shadow/d.png", "unlitgeneric")
matcore.mat.SLU = Material("shadow/lu.png", "unlitgeneric")
matcore.mat.SRU = Material("shadow/ru.png", "unlitgeneric")
matcore.mat.SLD = Material("shadow/ld.png", "unlitgeneric")
matcore.mat.SRD = Material("shadow/rd.png", "unlitgeneric")
--[[------------------------------
Stencil functions
----------------------------------]]
function matcore.StencilStart()
render.ClearStencil()
render.SetStencilEnable( true )
render.SetStencilWriteMask( 1 )
render.SetStencilTestMask( 1 )
render.SetStencilFailOperation( STENCILOPERATION_KEEP )
render.SetStencilZFailOperation( STENCILOPERATION_KEEP )
render.SetStencilPassOperation( STENCILOPERATION_REPLACE )
render.SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_ALWAYS )
render.SetStencilReferenceValue( 1 )
render.SetColorModulation( 1, 1, 1 )
end
function matcore.StencilReplace(v)
render.SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL )
render.SetStencilPassOperation( STENCILOPERATION_REPLACE )
render.SetStencilReferenceValue(v or 1)
end
function matcore.StencilEnd()
render.SetStencilEnable( false )
end
--[[------------------------------
Circles
----------------------------------]]
function matcore.DrawCircle(posx, posy, radius, color)
local poly = { }
local v = 40
for i = 0, v do
poly[i+1] = {x = math.sin(-math.rad(i/v*360)) * radius + posx, y = math.cos(-math.rad(i/v*360)) * radius + posy}
end
draw.NoTexture()
surface.SetDrawColor(color)
surface.DrawPoly(poly)
end
--[[------------------------------
Animations
----------------------------------]]
function matcore.Lerp(t, from, to)
return Lerp(t*((math.sin(3.14*math.Clamp(from/to,0,1)))*0.8+0.2), from, to)
end
--[[------------------------------
Material boxes
----------------------------------]]
function matcore.DrawShadowC(x, y, w, h, left, top, right, bottom, cs)
surface.SetDrawColor(255, 255, 255, 255)
local s = cs or 16
if top then
local m = {
{x = x, y = y-s, u = 0, v = 0},
{x = x+w, y = y-s, u = 1/w/1024, v = 0},
{x = x+w, y = y-s+s, u = 1/w/1024, v = 1},
{x = x, y = y-s+s, u = 0, v = 1},
}
surface.SetMaterial(matcore.mat.SU)
surface.DrawPoly(m)
end
if right then
local m = {
{x = x+w, y = y, u = 0, v = 0},
{x = x+w+s, y = y, u = 1, v = 0},
{x = x+w+s, y = y+h, u = 1, v = 1/h/1024},
{x = x+w, y = y+h, u = 0, v = 1/h/1024},
}
surface.SetMaterial(matcore.mat.SR)
surface.DrawPoly(m)
end
if bottom then
local m = {
{x = x, y = y+h, u = 0, v = 0},
{x = x+w, y = y+h, u = 1/w/1024, v = 0},
{x = x+w, y = y+h+s, u = 1/w/1024, v = 1},
{x = x, y = y+h+s, u = 0, v = 1},
}
surface.SetMaterial(matcore.mat.SD)
surface.DrawPoly(m)
end
if left then
local m = {
{x = x-s, y = y, u = 0, v = 0},
{x = x-s+s, y = y, u = 1, v = 0},
{x = x-s+s, y = y+h, u = 1, v = 1/h/1024},
{x = x-s, y = y+h, u = 0, v = 1/h/1024},
}
surface.SetMaterial(matcore.mat.SL)
surface.DrawPoly(m)
end
end
function matcore.DrawShadow(x, y, w, h)
surface.SetDrawColor(255, 255, 255, 255)
local m = {
{x = x, y = y-16, u = 0, v = 0},
{x = x+w, y = y-16, u = 1/w/1024, v = 0},
{x = x+w, y = y-16+16, u = 1/w/1024, v = 1},
{x = x, y = y-16+16, u = 0, v = 1},
}
surface.SetMaterial(matcore.mat.SU)
surface.DrawPoly(m)
local m = {
{x = x+w, y = y, u = 0, v = 0},
{x = x+w+16, y = y, u = 1, v = 0},
{x = x+w+16, y = y+h, u = 1, v = 1/h/1024},
{x = x+w, y = y+h, u = 0, v = 1/h/1024},
}
surface.SetMaterial(matcore.mat.SR)
surface.DrawPoly(m)
local m = {
{x = x, y = y+h, u = 0, v = 0},
{x = x+w, y = y+h, u = 1/w/1024, v = 0},
{x = x+w, y = y+h+16, u = 1/w/1024, v = 1},
{x = x, y = y+h+16, u = 0, v = 1},
}
surface.SetMaterial(matcore.mat.SD)
surface.DrawPoly(m)
local m = {
{x = x-16, y = y, u = 0, v = 0},
{x = x-16+16, y = y, u = 1, v = 0},
{x = x-16+16, y = y+h, u = 1, v = 1/h/1024},
{x = x-16, y = y+h, u = 0, v = 1/h/1024},
}
surface.SetMaterial(matcore.mat.SL)
surface.DrawPoly(m)
surface.SetMaterial(matcore.mat.SLU)
surface.DrawTexturedRect(x-16, y-16, 16, 16)
surface.SetMaterial(matcore.mat.SRU)
surface.DrawTexturedRect(x+w, y-16, 16, 16)
surface.SetMaterial(matcore.mat.SRD)
surface.DrawTexturedRect(x+w, y+h, 16, 16)
surface.SetMaterial(matcore.mat.SLD)
surface.DrawTexturedRect(x-16, y+h, 16, 16)
end
function matcore.DrawRoundedBoxS(x, y, w, h, col)
surface.SetDrawColor(col)
draw.RoundedBox(4, x, y, w, h, col)
matcore.DrawShadow(x, y, w, h)
end
function matcore.DrawBoxS(x, y, w, h, col)
surface.SetDrawColor(col)
draw.RoundedBox(0, x, y, w, h, col)
matcore.DrawShadow(x, y, w, h)
end
--[[------------------------------
Flat buttons
----------------------------------]]
surface.CreateFont("matcore_btn", {
font = "Roboto",
size = 30,
weight = 100,
blursize = 0,
scanlines = 0,
antialias = true,
})
local PANEL = {}
function PANEL:Init()
self:SetHeight(48)
self:SetFont("matcore_btn")
self:SetColor(self.textColor)
self.anim = 0
self.hAnim = 0
self.mouseX = 0
self.mouseY = 0
self.OnClick = function() end
end
function PANEL:Think()
self.anim = math.Max(self.anim - FrameTime()*8, 0)
self.hAnim = Lerp(FrameTime()*8, self.hAnim, self:IsHovered() and 1 or 0)
end
function PANEL:Paint(w, h)
draw.RoundedBox(0, 0, 0, w, h, self.bgColor)
local factor = math.sin(self.anim)
draw.RoundedBox(0, 0, 0, w, h, Color(self.clickColor1.r, self.clickColor1.g, self.clickColor1.b, self.clickColor1.a*factor))
matcore.DrawCircle(self.mouseX, self.mouseY, (3.14-self.anim)*100+10, Color(self.clickColor2.r, self.clickColor2.g, self.clickColor2.b, self.clickColor2.a*math.sin(math.min(self.anim,3.14/2))))
if self.hold then
draw.RoundedBox(0, 0, 0, w, h, Color(self.clickColor1.r, self.clickColor2.g, self.clickColor2.b, self.clickColor2.a*0.5*(1-factor)))
end
if self.hoverAnim then
draw.RoundedBox(0, 0, 0, w, h, Color(self.clickColor1.r, self.clickColor1.g, self.clickColor1.b, self.clickColor1.a*0.3*self.hAnim))
end
end
function PANEL:UpdateColours(skin)
self:SetTextStyleColor(self.textColor or Color(140,140,140,200))
end
function PANEL:OnMousePressed()
self.anim = 3.14
local x, y = self:LocalToScreen(0, 0)
local mx, my = gui.MousePos()
self.mouseX = mx - x
self.mouseY = my - y
self:DoClick()
end
derma.DefineControl("MFlatButton", "Flat button", PANEL, "DButton")
function matcore.MakeFlatButton(parent, bgColor, clickColor1, clickColor2, textColor, hoverAnim)
local btn = parent:Add("MFlatButton")
btn.bgColor = bgColor
btn.clickColor1 = clickColor1 or Color(140,140,140,100)
btn.clickColor2 = clickColor2 or Color(140,140,140,200)
btn.textColor = textColor or Color(140,140,140,200)
btn.hoverAnim = hoverAnim
return btn
end
--[[------------------------------
Dialogs
----------------------------------]]
surface.CreateFont("matcore_dialog_big", {
font = "Roboto",
size = 34,
weight = 5000,
blursize = 0,
scanlines = 0,
antialias = true,
})
surface.CreateFont("matcore_dialog_text", {
font = "Roboto",
size = 26,
weight = 100,
blursize = 0,
scanlines = 0,
antialias = true,
})
surface.CreateFont("matcore_dialog_textb", {
font = "Roboto",
size = 26,
weight = 5000,
blursize = 0,
scanlines = 0,
antialias = true,
})
surface.CreateFont("matcore_dialog_btn", {
font = "Roboto",
size = 25,
weight = 5000,
blursize = 0,
scanlines = 0,
antialias = true,
})
local PANEL = {}
function PANEL:Init()
self:SetSize(0,0)
self.anim = 0
self.Header = self:Add("DLabel")
self.Header:DockMargin(16+24,16+16,16+24,0)
self.Header:Dock(TOP)
self.Header:SetWrap(true)
self.Header:SetFont("matcore_dialog_big")
self.Header:SetColor(Color(0,0,0))
self.Header:SetHeight(48)
self.Header:SetContentAlignment(7)
self.Text = self:Add("DLabel")
self.Text:DockMargin(16+24,0,16+24,0)
self.Text:Dock(FILL)
self.Text:SetWrap(true)
self.Text:SetFont("matcore_dialog_text")
self.Text:SetColor(Color(0,0,0))
self.Text:SetHeight(48)
self.Text:SetContentAlignment(7)
self.Btns = self:Add("DPanel")
self.Btns:DockMargin(16+8,0,16+8,16+8)
self.Btns:Dock(BOTTOM)
self.Btns:SetHeight(48)
function self.Btns:Paint(w, h) end
self.Agree = self.Btns:Add("DButton")
self.Agree:DockMargin(4,8,8,8)
self.Agree:Dock(RIGHT)
self.Agree:SetFont("matcore_dialog_btn")
function self.Agree:Paint(w, h) end
function self.Agree:UpdateColours()
if self.Depressed || self.m_bSelected then self:SetTextStyleColor(Color(21, 101, 192)) return end
self:SetTextStyleColor(Color(33, 150, 243))
end
self.Disagree = self.Btns:Add("DButton")
self.Disagree:DockMargin(4,8,8,8)
self.Disagree:Dock(RIGHT)
self.Disagree:SetFont("matcore_dialog_btn")
function self.Disagree:Paint(w, h) end
function self.Disagree:UpdateColours()
if self.Depressed || self.m_bSelected then self:SetTextStyleColor(Color(21, 101, 192)) return end
self:SetTextStyleColor(Color(33, 150, 243))
end
self:MakePopup()
self:MoveToFront()
end
function PANEL:SetAnimSize(w, h)
self.targetW = w
self.targetH = h
end
function PANEL:Think()
self.anim = Lerp(FrameTime()*6, self.anim, 1)
self:SetAlpha(255*self.anim)
self:SetSize(self.targetW*self.anim+50, self.targetH*self.anim+50)
self:Center()
end
function PANEL:Paint(w, h)
matcore.DrawBoxS(16, 16, w-32, h-32, self.maincolor)
end
derma.DefineControl("MDialog", "Dialog", PANEL, "DPanel")
function matcore.MakeDialog(maincolor, header, text, headerColor, textColor, agreeText, disagreeText, agree, disagree)
local dg = vgui.Create("MDialog")
dg.Header:SetText(header)
dg.Header:SetColor(headerColor)
dg.Text:SetText(text)
dg.Text:SetColor(textColor)
dg.Agree:SetText(agreeText)
dg.Disagree:SetText(disagreeText)
dg.maincolor = maincolor
return dg
end
--[[------------------------------
List Dialogs
----------------------------------]]
local PANEL = {}
function PANEL:Init()
self:SetSize(0,0)
self.anim = 0
self.Header = self:Add("DLabel")
self.Header:DockMargin(16+24,16+16,16+24,0)
self.Header:Dock(TOP)
self.Header:SetWrap(true)
self.Header:SetFont("matcore_dialog_big")
self.Header:SetColor(Color(0,0,0))
self.Header:SetHeight(48)
self.Header:SetContentAlignment(7)
self.Content = self:Add("DScrollPanel")
self.Content:DockMargin(16,0,16,0)
self.Content:Dock(FILL)
function self.Content:PaintOver(w, h)
matcore.DrawShadowC(0, 0, w, 0, false, false, false, true)
matcore.DrawShadowC(0, h, w, 0, false, true, false, false)
end
self.Btns = self:Add("DPanel")
self.Btns:DockMargin(16+8,0,16+8,16+8)
self.Btns:Dock(BOTTOM)
self.Btns:SetHeight(48)
function self.Btns:Paint(w, h) end
self.Agree = self.Btns:Add("DButton")
self.Agree:DockMargin(4,8,8,8)
self.Agree:Dock(RIGHT)
self.Agree:SetFont("matcore_dialog_btn")
function self.Agree:Paint(w, h) end
function self.Agree:UpdateColours()
if self.m_bDisabled then self:SetTextStyleColor(Color(120, 120, 120)) return end
if self.Depressed || self.m_bSelected then self:SetTextStyleColor(Color(21, 101, 192)) return end
self:SetTextStyleColor(Color(33, 150, 243))
end
self.Disagree = self.Btns:Add("DButton")
self.Disagree:DockMargin(4,8,8,8)
self.Disagree:Dock(RIGHT)
self.Disagree:SetFont("matcore_dialog_btn")
function self.Disagree:Paint(w, h) end
function self.Disagree:UpdateColours()
if self.Depressed || self.m_bSelected then self:SetTextStyleColor(Color(21, 101, 192)) return end
self:SetTextStyleColor(Color(33, 150, 243))
end
self:MakePopup()
self:MoveToFront()
end
function PANEL:AddItem(type)
local pnl = self.Content:Add(type)
pnl:Dock(TOP)
return pnl
end
function PANEL:SetAnimSize(w, h)
self.targetW = w
self.targetH = h
end
function PANEL:Think()
self.anim = Lerp(FrameTime()*6, self.anim, 1)
self:SetAlpha(255*self.anim)
self:SetSize((self.targetW or 0)*self.anim+50, (self.targetH or 0)*self.anim+50)
self:Center()
end
function PANEL:Paint(w, h)
matcore.DrawBoxS(16, 16, w-32, h-32, self.maincolor)
end
derma.DefineControl("MListDialog", "List Dialog", PANEL, "DPanel")
function matcore.MakeListDialog(maincolor, header, headerColor, textColor, agreeText, disagreeText, agree, disagree)
local dg = vgui.Create("MListDialog")
dg.Header:SetText(header)
dg.Header:SetColor(headerColor)
dg.Agree:SetText(agreeText)
dg.Agree:SizeToContentsX()
dg.Disagree:SetText(disagreeText)
dg.Disagree:SizeToContentsX()
dg.maincolor = maincolor
return dg
end |
object_draft_schematic_genetic_engineering_beast_steroid_sub_adv = object_draft_schematic_genetic_engineering_shared_beast_steroid_sub_adv:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_genetic_engineering_beast_steroid_sub_adv, "object/draft_schematic/genetic_engineering/beast_steroid_sub_adv.iff")
|
-- 'nvim-telescope/telescope.nvim'
return function(c, s, cs)
return {
{ 'TelescopeBorder', c.gray, cs.bg('telescope') },
{ 'TelescopeNormal', c.dark_white, cs.bg('telescope') },
{ 'TelescopePreviewNormal', c.dark_white, cs.bg('telescope') },
{ 'TelescopePromptPrefix', c.dark_white },
{ 'TelescopeSelection', c.bright_cyan, c.gray, s.bold },
{ 'TelescopeMatching', c.bright_cyan, c.gray },
}
end
|
local maxSegments = 150
local function CreateSegments(Player)
local t = Def.ActorFrame { };
local bars = Def.ActorFrame{ Name="CoverBars" };
local bpmFrame = Def.ActorFrame{ Name="BPMFrame"; };
local stopFrame = Def.ActorFrame{ Name="StopFrame"; };
local delayFrame = Def.ActorFrame{ Name="DelayFrame"; };
local warpFrame = Def.ActorFrame{ Name="WarpFrame"; };
local fakeFrame = Def.ActorFrame{ Name="FakeFrame"; };
local scrollFrame = Def.ActorFrame{ Name="ScrollFrame"; };
local speedFrame = Def.ActorFrame{ Name="SpeedFrame"; };
local fFrameWidth = 380;
local fFrameHeight = 8;
-- XXX: doesn't work in course mode -aj
if not GAMESTATE:IsSideJoined( Player ) then
return t
elseif not GAMESTATE:IsCourseMode() then
-- Straight rip off NCRX
local song = GAMESTATE:GetCurrentSong();
local steps = GAMESTATE:GetCurrentSteps( Player );
if steps then
local timingData = steps:GetTimingData();
-- use the StepsSeconds, which will almost always be more proper
-- than a file with ITG2r21 compatibility.
if song then
local songLen = song:MusicLengthSeconds();
local firstBeatSecs = song:GetFirstSecond();
local lastBeatSecs = song:GetLastSecond();
local bpms = timingData:GetBPMsAndTimes(true);
local stops = timingData:GetStops(true);
local delays = timingData:GetDelays(true);
local warps = timingData:GetWarps(true);
local fakes = timingData:GetFakes(true);
local scrolls = timingData:GetScrolls(true);
local speeds = timingData:GetSpeeds(true);
-- we don't want too many segments to be shown.
local sumSegments = #bpms + #stops + #delays + #warps + #fakes + #scrolls + #speeds
if sumSegments > maxSegments then
return Def.ActorFrame{}
end
local function CreateLine(beat, secs, firstShadow, firstDiffuse, secondShadow, firstEffect, secondEffect)
local beatTime = timingData:GetElapsedTimeFromBeat(beat);
if beatTime < 0 then beatTime = 0; end;
return Def.ActorFrame {
Def.Quad {
InitCommand=function(self)
self:shadowlength(0);
self:shadowcolor(color(firstShadow));
-- set width
self:zoomto(math.max((secs/songLen)*fFrameWidth, 1), fFrameHeight);
-- find location
self:x((scale(beatTime,firstBeatSecs,lastBeatSecs,-fFrameWidth/2,fFrameWidth/2)));
end;
OnCommand=function(self)
self:diffuse(color(firstDiffuse));
end;
};
--[[ there's a cool effect that can't happen because we don't fade out like we did before
Def.Quad {
InitCommand=function(self)
--self:diffuse(HSVA(192,1,0.8,0.8));
self:shadowlength(0);
self:shadowcolor(color(secondShadow));
-- set width
self:zoomto(math.max((secs/songLen)*fFrameWidth, 1),fFrameHeight);
-- find location
self:x((scale(beatTime,firstBeatSecs,lastBeatSecs,-fFrameWidth/2,fFrameWidth/2)));
end;
OnCommand=function(self)
self:diffusealpha(1);
self:diffuseshift();
self:effectcolor1(color(firstEffect));
self:effectcolor2(color(secondEffect));
self:effectclock('beat');
self:effectperiod(1/8);
--
self:diffusealpha(0);
self:sleep(beatTime+1);
self:diffusealpha(1);
self:linear(4);
self:diffusealpha(0);
end;
};]]
};
end;
for i=2,#bpms do
bpmFrame[#bpmFrame+1] = CreateLine(bpms[i][1], 0,
"#00808077", "#00808077", "#00808077", "#FF634777", "#FF000077");
end;
for i=1,#delays do
delayFrame[#delayFrame+1] = CreateLine(delays[i][1], delays[i][2],
"#FFFF0077", "#FFFF0077", "#FFFF0077", "#00FF0077", "#FF000077");
end;
for i=1,#stops do
stopFrame[#stopFrame+1] = CreateLine(stops[i][1], stops[i][2],
"#FFFFFF77", "#FFFFFF77", "#FFFFFF77", "#FFA50077", "#FF000077");
end;
for i=1,#scrolls do
scrollFrame[#scrollFrame+1] = CreateLine(scrolls[i][1], 0,
"#4169E177", "#4169E177", "#4169E177", "#0000FF77", "#FF000077");
end;
for i=1,#speeds do
-- TODO: Turn beats into seconds for this calculation?
speedFrame[#speedFrame+1] = CreateLine(speeds[i][1], 0,
"#ADFF2F77", "#ADFF2F77", "#ADFF2F77", "#7CFC0077", "#FF000077");
end;
for i=1,#warps do
warpFrame[#warpFrame+1] = CreateLine(warps[i][1], 0,
"#CC00CC77", "#CC00CC77", "#CC00CC77", "#FF33CC77", "#FF000077");
end;
for i=1,#fakes do
fakeFrame[#fakeFrame+1] = CreateLine(fakes[i][1], 0,
"#BC8F8F77", "#BC8F8F77", "#BC8F8F77", "#F4A46077", "#FF000077");
end;
end;
bars[#bars+1] = bpmFrame;
bars[#bars+1] = scrollFrame;
bars[#bars+1] = speedFrame;
bars[#bars+1] = stopFrame;
bars[#bars+1] = delayFrame;
bars[#bars+1] = warpFrame;
bars[#bars+1] = fakeFrame;
t[#t+1] = bars;
--addition here: increase performance a ton by only rendering once
t[#t+1] = Def.ActorFrameTexture{Name="Target"}
t[#t+1] = Def.Sprite{Name="Actual"}
local FirstPass=true;
local function Draw(self)
kids=self:GetChildren();
if FirstPass then
kids.Target:setsize(fFrameWidth,fFrameHeight);
kids.Target:EnableAlphaBuffer(true);
kids.Target:Create();
kids.Target:GetTexture():BeginRenderingTo();
for k,v in pairs(kids) do
if k~="Target" and k~="Actual" then
v:Draw();
end
end
kids.Target:GetTexture():FinishRenderingTo();
kids.Actual:SetTexture(kids.Target:GetTexture());
FirstPass=false;
end
kids.Actual:Draw();
end
t.InitCommand=function(self) self:SetDrawFunction(Draw); end
end
end
return t
end
local t = LoadFallbackB()
t[#t+1] = StandardDecorationFromFileOptional("ScoreFrame","ScoreFrame");
local function songMeterScale(val) return scale(val,0,1,-380/2,380/2) end
for pn in ivalues(PlayerNumber) do
local MetricsName = "SongMeterDisplay" .. PlayerNumberToString(pn);
local songMeterDisplay = Def.ActorFrame{
InitCommand=function(self)
self:player(pn);
self:name(MetricsName);
ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen");
end;
Def.Quad {
InitCommand=cmd(zoomto,420,20);
OnCommand=cmd(fadeleft,0.35;faderight,0.35;diffuse,Color.Black;diffusealpha,0.5);
};
LoadActor( THEME:GetPathG( 'SongMeterDisplay', 'frame ' .. PlayerNumberToString(pn) ) ) .. {
InitCommand=function(self)
self:name('Frame');
ActorUtil.LoadAllCommandsAndSetXY(self,MetricsName);
end;
};
Def.Quad {
InitCommand=cmd(zoomto,2,8);
OnCommand=cmd(x,songMeterScale(0.25);diffuse,PlayerColor(pn);diffusealpha,0.5);
};
Def.Quad {
InitCommand=cmd(zoomto,2,8);
OnCommand=cmd(x,songMeterScale(0.5);diffuse,PlayerColor(pn);diffusealpha,0.5);
};
Def.Quad {
InitCommand=cmd(zoomto,2,8);
OnCommand=cmd(x,songMeterScale(0.75);diffuse,PlayerColor(pn);diffusealpha,0.5);
};
Def.SongMeterDisplay {
StreamWidth=THEME:GetMetric( MetricsName, 'StreamWidth' );
Stream=LoadActor( THEME:GetPathG( 'SongMeterDisplay', 'stream ' .. PlayerNumberToString(pn) ) )..{
InitCommand=cmd(diffuse,PlayerColor(pn);diffusealpha,0.5;blend,Blend.Add;);
};
Tip=LoadActor( THEME:GetPathG( 'SongMeterDisplay', 'tip ' .. PlayerNumberToString(pn) ) ) .. { InitCommand=cmd(visible,false); };
};
};
if ThemePrefs.Get("TimingDisplay") == true then
songMeterDisplay[#songMeterDisplay+1] = CreateSegments(pn);
end
t[#t+1] = songMeterDisplay
end;
for pn in ivalues(PlayerNumber) do
local MetricsName = "ToastyDisplay" .. PlayerNumberToString(pn);
t[#t+1] = LoadActor( THEME:GetPathG("Player", 'toasty'), pn ) .. {
InitCommand=function(self)
self:player(pn);
self:name(MetricsName);
ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen");
end;
};
end;
t[#t+1] = StandardDecorationFromFileOptional("BPMDisplay","BPMDisplay");
t[#t+1] = StandardDecorationFromFileOptional("StageDisplay","StageDisplay");
t[#t+1] = StandardDecorationFromFileOptional("SongTitle","SongTitle");
return t
|
object_draft_schematic_dance_prop_prop_ribbon_magic_l = object_draft_schematic_dance_prop_shared_prop_ribbon_magic_l:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_dance_prop_prop_ribbon_magic_l, "object/draft_schematic/dance_prop/prop_ribbon_magic_l.iff")
|
local path = ...
if not path then error( "Expected path", 2 ) end
path = shell.absolute(path)
if not disk.exists(path) then error( "No such path", 2 ) end
local suffixes = {"B", "kB", "MB", "GB"}
local info = disk.info(path)
local size = info.size
local sizeSuffix = 1
while size > 1000 and sizeSuffix < #suffixes do
size = size / 1000
sizeSuffix = sizeSuffix+1
end
print( "Type: "..info.type )
print( "Size: "..string.format( "%.2f ", size )..suffixes[sizeSuffix] )
print( "Timestamp: "..info.modified ) |
-----------------------------------------
-- ID: 15769
-- Olduum Ring
-- Teleports to Wajoam Woodlands Leypoint
-----------------------------------------
require("scripts/globals/status")
-----------------------------------------
function onItemCheck(target)
return 0
end
function onItemUse(target)
target:setPos(-199, -10, 80, 94, 51)
end
|
endor_bordok_herd_master_neutral_none = Lair:new {
mobiles = {{"bordok_herd_master",1},{"bordok_mare",1},{"bordok_foal",1},{"roaming_bordok_stud",1}},
spawnLimit = 15,
buildingsVeryEasy = {},
buildingsEasy = {},
buildingsMedium = {},
buildingsHard = {},
buildingsVeryHard = {},
buildingType = "none",
}
addLairTemplate("endor_bordok_herd_master_neutral_none", endor_bordok_herd_master_neutral_none)
|
--------------------------------------------------------------------------------
-- Function......... : easeInQuad
-- Author........... :
-- Description...... :
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function Tweener.easeInQuad ( t, b, c, d )
--------------------------------------------------------------------------------
t = t/d
return c * t * t + b
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
|
--
-- This is fun64 code, you can copy paste it into https://xriss.github.io/fun64/pad/ to run it.
--
hardware,main=system.configurator({
mode="fun64", -- select the standard 320x240 screen using the swanky32 palette.
update=function() update() end, -- called repeatedly to update+draw
})
local wstr=require("wetgenes.string")
-- we will call this once in the update function
setup=function()
-- system.components.screen.bloom=0
-- system.components.screen.filter=nil
-- system.components.screen.shadow=nil
print("Setup complete!")
end
-- updates are run at 60fps
update=function()
if setup then setup() setup=nil end
local cmap=system.components.colors.cmap
local ctext=system.components.text
local bg=9
local fg=31
ctext.text_clear(0x01000000*bg) -- clear text forcing a background color
for y=0,15 do
for x=0,1 do
local n=16*x + y
local web=math.floor(cmap[n].bgra/16)%16 + math.floor(cmap[n].bgra/(16*256))%16*16 + math.floor(cmap[n].bgra/(16*256*256))%16*256
local s=string.format("%3d %2s %03X %-16s",n,cmap[n].code or "",web,cmap[n].name or "")
ctext.text_print(s,x*40+1,y+2,fg,bg) -- (text,x,y,color,background)
ctext.text_print(" ",x*40+1+6,y+2,fg,n) -- (text,x,y,color,background)
end
end
local tx=wstr.trim([[
This is a data dump of the ]]..tostring(cmap.name)..[[ palette.
First column is the color index number.
Second column is the color.
Third column is the color code used in bitdown ascii graphics.
Fourth column is the hex RGB that can be used on the web.
Fifth column is the name of the color.
Colors may be referenced by their index number or name.
]]) -- :gsub("\n"," ")
local tl=wstr.smart_wrap(tx,system.components.text.text_hx-6)
for i=0,system.components.text.tilemap_hy-1 do
local t=tl[i+1]
if not t then break end
system.components.text.text_print(t,3,19+i,fg,bg)
end
end
|
local composer = require( "composer" )
local scene = composer.newScene()
-- -----------------------------------------------------------------------------------
-- Code outside of the scene event functions below will only be executed ONCE unless
-- the scene is removed entirely (not recycled) via "composer.removeScene()"
-- -----------------------------------------------------------------------------------
-- Required libraries
local widget = require( "widget" )
local _g = require("lib.globalVariables")
local _gdpr = require("lib.gdprutil")
local _ads = require("lib.ads")
-- Variables
local bg
local group
function scene:onResized(event)
bg.x, bg.y = _g.centerX, _g.centerY
bg.width, bg.height = _g.screenWidth, _g.screenHeight
group.y = _g.centerY - group.contentHeight*0.5 + 10
end
function scene:onBackKey(event)
-- block back key
return true
end
-- -----------------------------------------------------------------------------------
-- Scene event functions
-- -----------------------------------------------------------------------------------
-- create()
function scene:create( event )
local sceneGroup = self.view
-- Code here runs when the scene is first created but has not yet appeared on screen
bg = display.newRect(sceneGroup, _g.centerX, _g.centerY, _g.screenWidth, _g.screenHeight)
bg:setFillColor(0,0,0,0.9)
group = display.newGroup()
group.x, group.y = _g.centerX, 0
sceneGroup:insert(group)
local textOptions =
{
text = "Personalize your Ads",
x = 0,
y = 0,
font = _g.fontMain,
fontSize = 24,
parent = group
}
local text = display.newText(textOptions)
text:setFillColor( 1, 1, 1, 0.9 )
local textOptions =
{
text = "O-ZONE personalizes your advertising experience. Our ad provider and its partners may collect and process personal data such as device identifiers, location data, and other demographic and interest data to provide you with a tailored experience. By consenting, you'll see ads that our ad provider and its partners believe are more relevant to you.",
x = 0,
y = 110,
width = _g.screenWidth-20,
font = _g.fontRegular,
fontSize = 14,
align = "left",
parent = group
}
local text = display.newText(textOptions)
text:setFillColor( 1, 1, 1, 0.9 )
local function learnMoreButtonEvent( event )
if ( "ended" == event.phase ) then
system.openURL( "https://robbieelias.ca/ozone_privacy.html" )
end
end
local learnMoreButton = widget.newButton(
{
label = "LEARN MORE",
font = _g.fontRegular,
fontSize = 14,
onEvent = learnMoreButtonEvent,
textOnly = true,
labelAlign = "left",
x = 0,
y = 200,
labelColor = { default=_g.buttonColor, over=_g.buttonColorPressed },
}
)
learnMoreButton.x = -_g.screenWidth*0.5 + learnMoreButton.contentWidth*0.5 + 10
group:insert(learnMoreButton)
local textOptions =
{
text = "By agreeing, you confirm that you are over the age of 16 and would like a personalized ad experience.",
x = 0,
y = 250,
width = _g.screenWidth-20,
font = _g.fontRegular,
fontSize = 14,
align = "left",
parent = group
}
local text = display.newText(textOptions)
text:setFillColor( 1, 1, 1, 0.9 )
local function agreeButtonEvent( event )
if ( "ended" == event.phase ) then
_gdpr.setConsent(true)
_ads:init(true)
composer.hideOverlay( "slideRight", 400 )
end
end
local shadow = display.newRoundedRect(group, 0, 324, 250, 50, 10)
shadow:setFillColor(54/255,85/255,102/255)
local agreeButton = widget.newButton(
{
label = "YES, I AGREE",
labelColor = { default={1,1,1}, over={1,1,1} },
font = _g.fontMain,
fontSize = 26,
onEvent = agreeButtonEvent,
shape = "roundedRect",
x = 0,
y = 320,
width = 250,
height = 50,
cornerRadius = 10,
fillColor = { default={_g.buttonColor[1],_g.buttonColor[2],_g.buttonColor[3]}, over={_g.buttonColorPressed[1],_g.buttonColorPressed[2],_g.buttonColorPressed[3]} },
}
)
group:insert(agreeButton)
local function noButtonEvent( event )
if ( "ended" == event.phase ) then
_gdpr.setConsent(false)
_ads:init(false)
composer.hideOverlay( "slideRight", 400 )
end
end
local noButton = widget.newButton(
{
label = "NO, THANK YOU",
font = _g.fontRegular,
fontSize = 18,
onEvent = noButtonEvent,
textOnly = true,
x = 0,
y = 380,
labelColor = { default=_g.buttonColor, over=_g.buttonColorPressed },
}
)
group:insert(noButton)
local textOptions =
{
text = "I understand that I will still see ads, but they may not be relevant to me.",
x = 0,
y = 415,
width = _g.screenWidth-100,
align = "center",
font = _g.fontRegular,
fontSize = 12,
parent = group
}
local text = display.newText(textOptions)
text:setFillColor( 1, 1, 1, 0.9 )
group.y = _g.centerY - group.contentHeight*0.5 + 10
end
-- show()
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Code here runs when the scene is still off screen (but is about to come on screen)
elseif ( phase == "did" ) then
-- Code here runs when the scene is entirely on screen
end
end
-- hide()
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if ( phase == "will" ) then
-- Code here runs when the scene is on screen (but is about to go off screen)
elseif ( phase == "did" ) then
composer.removeScene( "scenes.gdpr" )
-- Code here runs immediately after the scene goes entirely off screen
end
end
-- destroy()
function scene:destroy( event )
local sceneGroup = self.view
-- Code here runs prior to the removal of scene's view
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
-- -----------------------------------------------------------------------------------
return scene |
-- This file is subject to copyright - contact [email protected] for more information.
DEFINE_BASECLASS("gun")
SWEP.GunType = "smg"
SWEP.PrintName = "UMP-45"
SWEP.Purpose = "High damage, long range SMG"
SWEP.HoldType = "smg"
SWEP.Slot = 0
CSKillIcon(SWEP, "q")
--
SWEP.WorldModel = "models/weapons/w_smg_ump45.mdl"
SWEP.ViewModel = "models/weapons/cstrike/c_smg_ump45.mdl"
SWEP.ShootSound = "Weapon_UMP45.Single"
SWEP.CSMuzzleFlashes = true
SWEP.CSMuzzleX = false
SWEP.CSMuzzleFlashScale = 1.15
--
SWEP.Primary.Ammo = "BULLET_PLAYER_45ACP"
SWEP.Primary.ClipSize = 25
SWEP.Primary.DefaultClip = 25
SWEP.Primary.Automatic = true
SWEP.Damage = 36
SWEP.CycleTime = 0.105
SWEP.HalfDamageDistance = 4096
--
SWEP.SpreadBase = 0.008
SWEP.SpreadMove = 0.02
SWEP.Spray = 0.05
SWEP.SprayExponent = 2.5
ComputeSpray(SWEP, {
TapFireInterval = 0.5,
ShotsTo90Spray = 16
})
--
SWEP.KickUBase = 0.3
SWEP.KickUSpray = 1
SWEP.KickLBase = 0.2
SWEP.KickLSpray = 0.3
SWEP.MoveSpeed = 1
-- SWEP.KickMoving = {0.45, 0.3, 0.2, 0.0275, 4, 2.25, 7}
-- SWEP.KickStanding = {0.3, 0.225, 0.125, 0.02, 3.25, 1.25, 8}
-- SWEP.KickCrouching = {0.275, 0.2, 0.125, 0.02, 3, 1, 9}
-- CSParseWeaponInfo(SWEP, [[WeaponData
-- {
-- "MaxPlayerSpeed" "250"
-- "WeaponType" "SubMachinegun"
-- "FullAuto" 1
-- "WeaponPrice" "1700"
-- "WeaponArmorRatio" "1.0"
-- "CrosshairMinDistance" "6"
-- "CrosshairDeltaDistance" "3"
-- "Team" "ANY"
-- "BuiltRightHanded" "0"
-- "PlayerAnimationExtension" "ump45"
-- "MuzzleFlashScale" "1.15"
-- "CanEquipWithShield" "0"
-- // Weapon characteristics:
-- "Penetration" "1"
-- "Damage" "30"
-- "Range" "4096"
-- "RangeModifier" "0.82"
-- "Bullets" "1"
-- "CycleTime" "0.105"
-- "AccuracyQuadratic" "1"
-- "AccuracyDivisor" "210"
-- "AccuracyOffset" "0.5"
-- "MaxInaccuracy" "1"
-- "TimeToIdle" "2"
-- "IdleInterval" "20"
-- // New accuracy model parameters
-- "Spread" 0.00100
-- "InaccuracyCrouch" 0.01439
-- "InaccuracyStand" 0.01919
-- "InaccuracyJump" 0.16941
-- "InaccuracyLand" 0.03388
-- "InaccuracyLadder" 0.04235
-- "InaccuracyFire" 0.01129
-- "InaccuracyMove" 0.01366
-- "RecoveryTimeCrouch" 0.21710
-- "RecoveryTimeStand" 0.30394
-- // Weapon data is loaded by both the Game and Client DLLs.
-- "printname" "#Cstrike_WPNHUD_UMP45"
-- "viewmodel" "models/weapons/v_smg_ump45.mdl"
-- "playermodel" "models/weapons/w_smg_ump45.mdl"
-- "anim_prefix" "anim"
-- "bucket" "0"
-- "bucket_position" "0"
-- "clip_size" "25"
-- "primary_ammo" "BULLET_PLAYER_45ACP"
-- "secondary_ammo" "None"
-- "weight" "25"
-- "item_flags" "0"
-- // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
-- SoundData
-- {
-- //"reload" "Default.Reload"
-- //"empty" "Default.ClipEmpty_Rifle"
-- "single_shot" "Weapon_UMP45.Single"
-- }
-- // Weapon Sprite data is loaded by the Client DLL.
-- TextureData
-- {
-- "weapon"
-- {
-- "font" "CSweaponsSmall"
-- "character" "Q"
-- }
-- "weapon_s"
-- {
-- "font" "CSweapons"
-- "character" "Q"
-- }
-- "ammo"
-- {
-- "font" "CSTypeDeath"
-- "character" "M"
-- }
-- "crosshair"
-- {
-- "file" "sprites/crosshairs"
-- "x" "0"
-- "y" "48"
-- "width" "24"
-- "height" "24"
-- }
-- "autoaim"
-- {
-- "file" "sprites/crosshairs"
-- "x" "0"
-- "y" "48"
-- "width" "24"
-- "height" "24"
-- }
-- }
-- ModelBounds
-- {
-- Viewmodel
-- {
-- Mins "-7 -1 -15"
-- Maxs "27 11 -2"
-- }
-- World
-- {
-- Mins "-10 -7 -8"
-- Maxs "20 8 8"
-- }
-- }
-- }]])
-- function SWEP:PrimaryAttack()
-- if self:GetNextPrimaryFire() > CurTime() then return end
-- self:GunFire(self:BuildSpread())
-- end
-- function SWEP:GunFire(spread)
-- if not self:BaseGunFire(spread, self.CycleTime, true) then return end
-- if self:GetOwner():GetAbsVelocity():Length2D() > 5 then
-- self:KickBack(0.45, 0.3, 0.2, 0.0275, 4, 2.25, 7)
-- elseif not self:GetOwner():OnGround() then
-- self:KickBack(0.9, 0.45, 0.35, 0.04, 5.25, 3.5, 4)
-- elseif self:GetOwner():Crouching() then
-- self:KickBack(0.275, 0.2, 0.125, 0.02, 3, 1, 9)
-- else
-- self:KickBack(0.3, 0.225, 0.125, 0.02, 3.25, 1.25, 8)
-- end
-- end
|
PJ_QUESTS = PJ_QUESTS or {}
local mod = PJ_QUESTS
mod.mission_sjoktraken_shipwreck_payload = function(char)
cm:callback(function()
CampaignUI.ToggleCinematicBorders(true)
cm:stop_user_input(true)
cm:scroll_camera_from_current(true, 0.01, {464.257, 490.1476, 6, d_to_r(120), 3})
cm:callback(function()
cm:move_to(cm:char_lookup_str(char), 704,649, true) -- mission shipwreck
cm:scroll_camera_from_current(true, 3, {470.60491943359,500.95404052734, 5, d_to_r(120), 4})
cm:callback(function()
CampaignUI.ToggleCinematicBorders(false)
cm:stop_user_input(false)
mod.select_first_lord()
cm:scroll_camera_from_current(true, 0.1, {470.60491943359,500.95404052734, 5, d_to_r(120), 4})
local custom_bundle = cm:create_new_custom_effect_bundle("pj_quests_empty_1")
custom_bundle:add_effect("wh2_dlc13_effect_wulfhart_battle_army_abilities", "faction_to_force_own", 1)
cm:apply_custom_effect_bundle_to_faction(custom_bundle, cm:get_faction(cm:get_local_faction(true)))
mod.force_start_quest_battle("mission_sjoktraken_shipwreck")
end, 4)
end, 0.1)
end, 0.1)
end
mod.mission_sjoktraken_shipwreck = {
key = "mission_sjoktraken_shipwreck",
ui_offsets = {528, 253},
parchment_text_offset = {-31, 0},
locs = {
title="The Last of the Northern Ironclads ",
desc="The Last of the Northern Ironclads",
mission_desc = "The sea routes between Sjoktraken and the minor ports of the northerns holds are used to fortify and supply the realm. The last of the Ironclads, gifted by the high King og Barak Var ages ago, have gone missing. The port master of Sjoktraken, Thorin Seabborn have approached us, ininquiring our service. We are to travel two days north by the Draksfjord and search for the missing Ironclad and by any means secure it.",
},
icon = "ui/small_icon_quest_battle.png",
payload = mod.mission_sjoktraken_shipwreck_payload,
}
core:remove_listener("pj_quests_on_won_battle_shipwreck")
core:add_listener(
"pj_quests_on_won_battle_shipwreck",
"pj_quests_won_battle_shipwreck",
true,
function()
mod.set_state(mod.states.after_shipwreck)
end,
true
)
core:remove_listener("pj_quests_on_won_battle_shipwreck_remove_ironclad_cannon")
core:add_listener(
"pj_quests_on_won_battle_shipwreck_remove_ironclad_cannon",
"pj_quests_won_battle_shipwreck",
true,
function()
cm:remove_effect_bundle("pj_quests_empty_1", cm:get_local_faction(true))
end,
true
)
core:remove_listener("pj_quests_on_lost_battle_shipwreck_remove_ironclad_cannon")
core:add_listener(
"pj_quests_on_lost_battle_shipwreck_remove_ironclad_cannon",
"pj_quests_lost_battle_shipwreck",
true,
function()
cm:remove_effect_bundle("pj_quests_empty_1", cm:get_local_faction(true))
end,
true
)
|
--[[
Name: init.lua
For: SantosRP
By: TalosLife
]]--
AddCSLuaFile "cl_init.lua"
AddCSLuaFile "shared.lua"
include "shared.lua"
function ENT:Initialize()
self:SetModel( "models/props/cs_office/radio.mdl" )
self:PhysicsInit( SOLID_VPHYSICS )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
self:SetUseType( SIMPLE_USE )
self:PhysWake()
end
function ENT:AcceptInput( strName, entActivator, entCaller )
if not IsValid( entCaller ) or not entCaller:IsPlayer() or strName ~= "Use" then return end
if CurTime() > (self.m_intLastUsed or 0) then
GAMEMODE.Net:NetworkOpenRadioMenu( entCaller )
self.m_intLastUsed = CurTime() +1
end
end
function ENT:UpdateTransmitState()
return TRANSMIT_ALWAYS
end |
--[[------------------------------------------------------
h1. bt.Ground
Create a simple solid shape representing the ground.
--]]------------------------------------------------------
function bt.Ground(restitution)
local groundShape = bt.StaticPlaneShape(bt.Vector3(0,1,0),1)
local groundMotionState = bt.DefaultMotionState(
bt.Transform(
bt.Quaternion(0,0,0,1),
bt.Vector3(0,0,0)
)
)
local groundRigidBodyCI = bt.RigidBody.RigidBodyConstructionInfo(
0,
groundMotionState,
groundShape,
bt.Vector3(0,0,0)
)
groundRigidBodyCI.m_restitution = restitution or 1.0
return bt.RigidBody(groundRigidBodyCI)
end
|
local _M = {}
local cjson = require 'cjson'
local dyups = require 'ngx.dyups'
function _M.split(str, separator, max, regex)
assert(separator ~= '')
assert(max == nil or max >= 1)
local record = {}
if str:len() > 0 then
local plain = not regex
max = max or -1
local field=1 start=1
local first, last = str:find(separator, start, plain)
while first and max ~= 0 do
record[field] = str:sub(start, first - 1)
field = field + 1
start = last + 1
first, last = str:find(separator, start, plain)
max = max - 1
end
record[field] = str:sub(start)
end
return record
end
function _M.set_upstream(backend_name, servers_str)
local status, err = dyups.update(backend_name, servers_str)
if status ~= ngx.HTTP_OK then
return false
end
return true
end
function _M.real_key(key)
local subs = _M.split(key, '/')
return subs[#subs]
end
function _M.servers_str(servers)
local server_pattern = "server %s %s;"
local data = {}
for i = 1, #servers do
local backend = _M.real_key(servers[i]['key'])
local addition = servers[i]['value']
table.insert(data, string.format(server_pattern, backend, addition))
end
return table.concat(data, '\n')
end
function _M.load_data(data)
if not data or not data['node'] or not data['node']['nodes'] then
return nil
end
return data['node']['nodes']
end
function _M.read_data()
ngx.req.read_body()
local data = ngx.req.get_body_data()
if not data then
ngx.exit(ngx.HTTP_BAD_REQUEST)
end
return data
end
function _M.say_msg_and_exit(status, message)
if status == ngx.HTTP_OK then
if type(message) == 'table' then
ngx.say(cjson.encode(message))
else
ngx.say(cjson.encode({msg=message}))
end
end
ngx.exit(status)
end
return _M
|
-- LTSpice parser utilities
local type = type
local getmetatable = getmetatable
local setmetatable = setmetatable
local tonumber = tonumber
local tostring = tostring
local table = table
local io = io
local math = math
local winapi = require("winapi") -- To convert UTF16 to UTF8 encoding
local vstruct = require("vstruct") -- To read the binary byte data
local print = print
-- Create the module table here
local M = {}
package.loaded[...] = M
_ENV = M -- Lua 5.2+
_VERSION = "1.21.07.08"
-- File handling functions
-- To close the file
local function close(fs)
if not type(fs) == "table" or not getmetatable(fs) or not getmetatable(fs).v == _VERSION then
return
end
local fsmeta = getmetatable(fs)
if not fsmeta.fileHandle then
return nil, "File already closed"
end
fsmeta.fileHandle:close()
fsmeta.fileHandle = nil
return true
end
-- Function to read the transient data
-- Function to read the transient plot data
-- fs is the file structure
-- vars are the list of variables for which the data is required
-- start is the starting time - all data >= this time is returned
-- stop is the stop time - all data <= this time is returned
-- maxpoints is the maximum number of points to be returned. If nil then all points returned
local function read_transient(fs,vars,start,stop,maxpoints)
if not type(vars) == "table" then
return nil,"2nd argument should be list of variables whose data needs to be extracted."
end
local data = {[0]={}}
local fm = getmetatable(fs)
local fH = fm.fileHandle
if not fH then
return nil, "File already closed"
end
local offset = {} -- To store the data offsets
-- Each offset should correspond to the vars entry
for i = 1,#vars do
offset[i] = 0
end
for i = #vars,1,-1 do
local found
for j = 1,#fs.vars do
if fs.vars[j] == vars[i] then
found = true
offset[i] = j-1
break
end
end
if not found then
table.remove(vars,i)
table.remove(offset,i)
end
end
if #vars == 0 then
return nil,"No waves found!"
end
for i = 1,#offset do
data[i] = {}
end
-- Do a binary search to find starting time point
local chunkSize = (#fs.vars-1)*4+8 -- 4 bytes of data and 8 bytes for time
local st = fs.datapos
local stp = fs.datapos + (fs.numpts-1)*chunkSize
local function getTime(pos)
fH:seek("set",pos)
local dat = fH:read(chunkSize)
return math.abs(vstruct.read("f8",dat:sub(1,8))[1])
end
-- First either start or stop should lie in the file data
local t1,t2,tmid,pts,midpos
pts = fs.numpts
t1 = getTime(st)
t2 = getTime(stp)
if not (start >= t1 and start <= t2) and not (stop >= t1 and stop <= t2) then
return data -- start - stop range does not overlap with t1 - t2
end
-- Update start/stop with the range that that exists in t1-t2
if start < t1 then
start = t1
end
if stop > t2 then
stop = t2
end
-- Now find the data position with first time >= start
local found
while not found do
if start == t1 then
found = st
break
end
if start == t2 or pts == 2 then
found = stp
break
end
midpos = st+(math.ceil(pts/2)-1)*chunkSize
tmid = getTime(midpos)
if start == tmid then
found = midpos
break
end
if start > tmid then
st = midpos
t1 = tmid
pts = pts - (math.ceil(pts/2)-1)
else
stp = midpos
t2 = tmid
pts = math.ceil(pts/2)
end
end
-- found contains the point from where the data has to be extracted
--found = fs.datapos
fH:seek("set",found)
local dat,time,done
pts = 0
local tData = data[0]
while not done do
dat = fH:read(chunkSize)
if not dat then break end
time = math.abs(vstruct.read("f8",dat:sub(1,8))[1])
if time > stop then break end
if time >= start then
pts = pts + 1
tData[pts] = time
-- Now read all the variable data
for j = 1,#vars do
data[j][pts] = vstruct.read("f4",dat:sub(9+(offset[j]-1)*4,12+(offset[j]-1)*4))[1]
end
if maxpoints and pts >= maxpoints then
break
end
end
end
return data
end
-- Function to calculate the total energy supplied by integrating the power from t[start] to t[stop]
-- fs is the file structure
-- Vp is the array containing the +ve node voltages
-- Vn is the array containing the -ve node voltages (OPTIONAL). If not given this is assumed as ground.
-- I is the array containing the current
-- t is the array containing the time points
-- start is the start index from where the integral is to be calculated (default = 1)
-- stop is the stop index up till where the integral will be done (default = #t)
function getEnergy(fs,t,Vp,Vn,I,start,stop)
local E = 0
local Pi,Pim1
start = start or 1
stop = stop or #t
local function fPi1(i,Vp,Vn,I)
return (Vp[i]-Vn[i])*I[i]
end
local function fPi2(i,Vp,Vn,I)
return Vp[i]*I[i]
end
local fPi = fPi1
if not Vn then
fPi = fPi2
end
for i = start+1,stop do -- starting from start+1 since Pim1 takes the previous point
Pi = fPi(i,Vp,Vn,I)
Pim1 = fPi(i-1,Vp,Vn,I)
E = E + 0.5*(Pi+Pim1)*(t[i]-t[i-1])
end
return E
end
-- Function to calculate the RMS value of the given wave vector
-- fs is the file structure
-- wave is the vector containing the waveform data
-- start is the start index from where the integral is to be calculated (default = 1)
-- stop is the stop index up till where the integral will be done (default = #t)
function getRMS(fs,t,wave,start,stop)
local sum = 0
start = start or 1
stop = stop or #t
for i = start+1,stop do
sum = sum + (wave[i]^2)*(t[i]-t[i-1])
end
-- Mean sqrt
return math.sqrt(sum/(t[stop]-t[start]))
end
-- Function to calculate the efficiency from a transient simulation
-- fs is the file structure
-- inv is an array containing input voltage data
-- ini is an array containing the input current data
-- outv is an array containing the output voltage data
-- outi is an array containing the output current data
-- time is an array containing the corresponding time points
function getEfficiency(fs,time,inv,ini,outv,outi)
-- Now calculate the input Power
local Pin = getEnergy(fs,time,inv,nil,ini)
Pin = Pin/(time[#time]-time[1])
-- Now calculate the output Power
local Pout = getEnergy(fs,time,outv,nil,outi)
Pout = Pout/(time[#time]-time[1])
return Pout/Pin,Pout,Pin
end
--------------------------------------------------------------------------
local function readHeaderString(fH,header,lineNo,tag)
return header[lineNo]:sub(#tag+1,-1):gsub("^%s*",""):gsub("%s*$","")
end
local function readHeaderFlags(fH,header,lineNo,tag)
local fl = header[lineNo]:sub(#tag+1,-1):gsub("^%s*",""):gsub("%s*$","").." "
local flags = {}
for flag in fl:gmatch("(.-) ") do
flags[#flags + 1] = flag
end
return flags
end
local function readHeaderNum(fH,header,lineNo,tag)
local num = header[lineNo]:sub(#tag+1,-1):gsub("^%s*",""):gsub("%s*$","")
return tonumber(num)
end
local function readHeaderVars(fh,header,lineNo,tag)
local vars = {}
local i = lineNo+1
local line = header[i]
while line:match("^%s%s*%d%d*%s%s*%a[^%s]*") do
vars[#vars + 1] = line:match("^%s%s*%d%d*%s%s*(%a[^%s]*)")
i = i + 1
line = header[i]
end
return vars
end
-- Raw file parser
rawParser = function(filename)
-- File structure definition
local fs = {
title = "",
date = "",
plotname = "",
flags = {},
vars = {},
numpts = 0,
offset = 0,
mode = "Transient", -- Support Transient, AC
filetype = "binary", -- Binary or ascii
datapos = 0 -- position in file from where data begins
}
local tagMap = { -- Key is the key of fs and value is the text in the beginning of line that contains that info in the raw file
{"title", "Title:", readHeaderString},
{"date", "Date:", readHeaderString},
{"plotname", "Plotname:", readHeaderString},
{"flags", "Flags:", readHeaderFlags},
{"numpts", "No. Points:", readHeaderNum},
{"offset", "Offset:", readHeaderNum},
{"vars", "Variables:", readHeaderVars}
}
local dataTags = {
{"Binary:%c","binary"}, -- Tag text, filetype string
{"Values:%c","ascii"}
}
local modes = {
"Transient",
"AC",
"FFT",
"Noise"
}
local header = {} -- To store the decoded header lines
local f,msg = io.open(filename,"rb") -- Assuming UTF-16LE encoding for the file
if not f then
return nil,msg
end
local fsmeta = {
fileHandle = f,
__index = {
v = _VERSION,
close = close,
}
}
local line = f:read("L")
header[#header+1] = line
-- Note UTF-8 is backward compatible with ASCII so the ASCII characters will appear with the right codepoints
local headerStr = winapi.encode(winapi.CP_UTF16,winapi.CP_UTF8,table.concat(header))
-- Function to check whether header has come to an end
local checkEndHeader = function(l)
for i = 1,#dataTags do
if l:find(dataTags[i][1]) then
return dataTags[i][2]
end
end
return false
end
-- Parse the header
while line and not checkEndHeader(headerStr) do
--print(line)
line = f:read("L")
if line then
header[#header+1] = line
headerStr = winapi.encode(winapi.CP_UTF16,winapi.CP_UTF8,table.concat(header))
end
end
if not line then
return nil,"Premature file end"
end
fs.filetype = checkEndHeader(headerStr)
-- Split headerStr into decoded header lines
if headerStr:sub(-1,-1) ~= "\n" then
headerStr = headerStr.."\n"
end
header = {}
for l in headerStr:gmatch("([^\n]-)\n") do
header[#header + 1] = l
end
fs.datapos = f:seek()+1 -- +1 for UTF-16 code
for j = 1,#header do
for i = 1,#tagMap do
if header[j]:find(tagMap[i][2],1,true) then
fs[tagMap[i][1]] = tagMap[i][3](f,header,j,tagMap[i][2])
break
end
end
end
-- Set the mode
for i = 1,#modes do
if fs.plotname:find(modes[i]) then
fs.mode = modes[i]
break
end
end
-- Check whether the file length is correct
local size = f:seek("end")
if size < fs.datapos+((#fs.vars-1)*4+8)*fs.numpts then
return nil, "Incorrect file size. Expected: "..tostring(fs.datapos+((#fs.vars-1)*4+8)*fs.numpts).." got: "..tostring(size)
end
if fs.mode == "Transient" then
fsmeta.__index.read = read_transient
fsmeta.__index.getEfficiency = getEfficiency
fsmeta.__index.getEnergy = getEnergy
fsmeta.__index.getRMS = getRMS
elseif fs.mode == "AC" then
return nil,"AC file reading not added yet"
elseif fs.mode == "FFT" then
return nil,"FFT file reading not added yet"
elseif fs.mode == "Noise" then
return nil,"Noise file reading not added yet"
else
return nil,"Unknown file type"
end
return setmetatable(fs,fsmeta)
end |
local module = {}
module.name = 'Mqtt'
module.connected = false
module.onReceive = nil
local moduleConfig = nil
local mq = nil
local user_disconnect = false
local function echo (text)
print('['..module.name..'] '..text)
end
local function handle_message (conn, topic, data)
echo ("Message received! Topic "..topic .. " data " .. data )
if(module.onReceive ~= nil) then
module.onReceive(topic,data)
end
end
function module.init(cnf)
moduleConfig = cnf
mq = mqtt.Client(cnf.nodeId,60,cnf.user, cnf.pwd)
mq:on("message", handle_message)
mq:on('offline',function(client)
if (module.connected) then
echo('Disconnected from broker!')
if(user_disconnect == false) then
echo('Will attempt reconnect in 10 sec.')
tmr.create():alarm(10 * 1000, tmr.ALARM_SINGLE, module.connect)
else
module_disconnect = false
end
module.connected = false
end
end)
mq:lwt(moduleConfig.nodeTopic,'offline',moduleConfig.defaultQos)
end
function module.connect()
mq:connect(moduleConfig.host, moduleConfig.port, moduleConfig.secure, 0, function(con)
echo('Connected to broker on '.. moduleConfig.host ..'!')
module.connected = true
mq:publish(moduleConfig.nodeTopic,'online',moduleConfig.defaultQos,0)
for i=0,9 do
if(moduleConfig.subscribeTopics[i] ~= nil) then
mq:subscribe(moduleConfig.subscribeTopics[i],0, function(conn) echo("Successfully subscribed to " .. moduleConfig.subscribeTopics[i]) end)
end
end
end,
function(client,reason)
echo('Cannot connect to broker on '.. moduleConfig.host .. ':' .. moduleConfig.port ..'. Reason ' .. reason)
tmr.create():alarm(10 * 1000, tmr.ALARM_SINGLE, module.connect)
module.connected = false
end
)
end
function module.disconnect()
user_disconnect = true
mq:close()
end
function module.publish(topic,message,qos, retain)
if(module.connected == false) then
echo('Not connected to broker! Cannot publish yet!')
return
end
if (qos == nil) then
qos = moduleConfig.defaultQos
end
if (retain == nil) then
retain = 0
end
echo('Sending data to '..topic)
return mq:publish(moduleConfig.topic .. '/'..topic,message,qos,retain,function (client) echo('Data sent!') end)
end
return module
|
local require = require
local ej = require 'war3.enhanced_jass'
local Math = require 'std.math'
local Point = require 'std.point'
local Timer = require 'war3.timer'
local Text = require 'std.class'('Text')
local Init, SetTrace, Scaling, Move, MoveSin, ComputeSinTrace, ComputeMin, UpdateText, IsExpired
-- ex: Text:new{
-- text: 文字,
-- loc: {x, y},
-- time: 秒數,
-- mode: 移動模式,
-- font_size: {字體最小值, 字體增大值, 字體最大值},
-- height: {基本高度, 增加高度(沒用填0), 最大高度},
-- offset(可選): {距離, 角度},
-- on_pulse(可選): 每個週期都會調用的函數,
-- }
function Text:_new(data)
data._invalid_ = false
data._object_ = ej.CreateTextTag()
data.init = Init
data.loc = Point:new(data.loc[1], data.loc[2])
-- NOTE: 如果輸入random會隨機弧度;若輸入角度會自動轉換成弧度,這樣方便使用者填入,畢竟正常都用角度。
if data.offset then
local angle = (data.offset[2] == 'random') and ej.GetRandomReal(0, 2 * Math.pi) or Math.rad(data.offset[2])
data.offset = Point:new(data.offset[1] * Math.cos(angle), data.offset[1] * Math.sin(angle))
end
SetTrace(data)
return data
end
Init = function(self)
local TIME_FADE = 0.3
ej.SetTextTagText(self._object_, self.text, self.font_size[1])
ej.SetTextTagPos(self._object_, self.loc.x, self.loc.y, self.height[1])
-- 設置結束點、淡出動畫時間
ej.SetTextTagPermanent(self._object_, self.time > 0 and false or true)
ej.SetTextTagLifespan(self._object_, self.time)
ej.SetTextTagFadepoint(self._object_, TIME_FADE)
end
SetTrace = function(self)
if self.mode == 'fix' then -- 原地縮放
self.update = Scaling
elseif self.mode == 'move' then -- 移動
self.update = Move
elseif self.mode == 'sin' then -- 正弦移動
self.update = MoveSin
end
end
Scaling = function(self, runtime)
ej.SetTextTagText(self._object_, self.text, ComputeMin(self.font_size, runtime))
end
Move = function(self, runtime)
-- 更新位置
local displacement = self.offset * runtime
local loc = self.loc + displacement
UpdateText(self, loc, ComputeMin(self.font_size, runtime), ComputeMin(self.height, runtime))
loc:remove()
displacement:remove()
end
ComputeMin = function(x, t)
return Math.min(x[1] + x[2] * t, x[3])
end
MoveSin = function(self, runtime)
-- 更新位置
local displacement = self.offset * runtime
local loc = self.loc + displacement
UpdateText(
self,
loc,
ComputeSinTrace(self.font_size, self.time, runtime),
ComputeSinTrace(self.height, self.time, runtime)
)
loc:remove()
displacement:remove()
end
ComputeSinTrace = function(x, max, t)
return (x[3] - x[1]) * Math.sin(Math.pi * t / max) + x[1]
end
UpdateText = function(self, loc, font_size, height)
ej.SetTextTagText(self._object_, self.text, font_size)
ej.SetTextTagPos(self._object_, loc.x, loc.y, height)
end
function Text:_remove()
ej.DestroyTextTag(self._object_)
self.loc:remove()
if self.offset then
self.offset:remove()
end
end
function Text:start()
local PERIOD = 0.04
self:init()
self._timer_ =
Timer:new(
PERIOD,
(self.time > 0) and self.time / PERIOD or -1,
function(timer)
-- NOTE: 一定要放在update前面,不然on_pulse如果有更新文字之類的動作,本次週期不會更新。
if self.on_pulse then
self:on_pulse(timer)
end
self:update(timer:getRuntime())
if IsExpired(self, timer.count_) then
self._timer_:stop()
self:remove()
end
end
):start()
return self
end
IsExpired = function(self, count)
return self._invalid_ or count == 1
end
function Text:stop()
self._invalid_ = true
return self
end
function Text:setText(text)
self.text = text
return self
end
return Text
|
monitoring.wrap_global({"minetest", "find_nodes_in_area"}, "find_nodes_in_area")
monitoring.wrap_global({"minetest", "find_node_near"}, "find_node_near")
monitoring.wrap_global({"minetest", "get_objects_inside_radius"}, "get_objects_inside_radius")
monitoring.wrap_global({"minetest", "check_player_privs"}, "check_player_privs")
monitoring.wrap_global({"minetest", "get_craft_result"}, "get_craft_result")
monitoring.wrap_global({"minetest", "get_craft_recipe"}, "get_craft_recipe")
monitoring.wrap_global({"minetest", "get_all_craft_recipes"}, "get_all_craft_recipes")
-- call intensive functions, only enable if explicitly set
if minetest.settings:get_bool("monitoring.verbose") then
monitoring.wrap_global({"minetest", "add_entity"}, "add_entity")
monitoring.wrap_global({"minetest", "add_item"}, "add_item")
monitoring.wrap_global({"minetest", "add_node"}, "add_node")
monitoring.wrap_global({"minetest", "add_particle"}, "add_particle")
monitoring.wrap_global({"minetest", "add_particlespawner"}, "add_particlespawner")
monitoring.wrap_global({"minetest", "get_node"}, "get_node")
monitoring.wrap_global({"minetest", "get_node_or_nil"}, "get_node_or_nil")
monitoring.wrap_global({"minetest", "get_meta"}, "get_meta")
monitoring.wrap_global({"minetest", "swap_node"}, "swap_node")
monitoring.wrap_global({"minetest", "load_area"}, "load_area")
monitoring.wrap_global({"minetest", "get_voxel_manip"}, "get_voxel_manip")
monitoring.wrap_global({"minetest", "set_node"}, "set_node")
monitoring.wrap_global({"minetest", "find_path"}, "find_path")
monitoring.wrap_global({"minetest", "check_for_falling"}, "check_for_falling")
end
|
local inn = require 'inn.env'
local utils = {}
-- a script to simplify trained net by incorporating every Spatial/VolumetricBatchNormalization
-- to Spatial/VolumetricConvolution and BatchNormalization to Linear
local function BNtoConv(net)
for i,v in ipairs(net.modules) do
if v.modules then
BNtoConv(v)
else
local cur = v
local pre = net:get(i-1)
if pre and
((torch.typename(cur):find'nn.SpatialBatchNormalization' and
torch.typename(pre):find'nn.SpatialConvolution') or
(torch.typename(cur):find'nn.BatchNormalization' and
torch.typename(pre):find'nn.Linear') or
(torch.typename(cur):find'nn.VolumetricBatchNormalization' and
torch.typename(pre):find'nn.VolumetricConvolution')) then
local conv = pre
local bn = v
net:remove(i)
local no = conv.weight:size(1)
local conv_w = conv.weight:view(no,-1)
local fold = function()
local invstd = bn.running_var and (bn.running_var + bn.eps):pow(-0.5) or bn.running_std
if not conv.bias then
conv.bias = bn.running_mean:clone():zero()
conv.gradBias = conv.bias:clone()
end
conv_w:cmul(invstd:view(no,-1):expandAs(conv_w))
conv.bias:add(-1,bn.running_mean):cmul(invstd)
if bn.affine then
conv.bias:cmul(bn.weight):add(bn.bias)
conv_w:cmul(bn.weight:view(no,-1):expandAs(conv_w))
end
if conv.resetWeightDescriptors then
conv:resetWeightDescriptors()
assert(conv.biasDesc)
end
end
if cutorch and conv_w.getDevice then cutorch.withDevice(conv_w:getDevice(),fold) else fold() end
end
end
end
end
local checklist = {
'nn.SpatialBatchNormalization',
'nn.VolumetricBatchNormalization',
'nn.BatchNormalization',
'cudnn.SpatialBatchNormalization',
'cudnn.VolumetricBatchNormalization',
'cudnn.BatchNormalization',
}
function utils.foldBatchNorm(net)
-- works in place!
BNtoConv(net)
BNtoConv(net)
for i,v in ipairs(checklist) do
local modules = net:findModules(v)
if #modules > 0 then print('Couldnt fold these:', modules) end
end
end
function utils.BNtoFixed(net, ip)
local net = net:replace(function(x)
if torch.typename(x):find'BatchNormalization' then
local no = x.running_mean:numel()
local y = inn.ConstAffine(no, ip):type(x.running_mean:type())
assert(x.running_var and not x.running_std)
local invstd = x.running_var:double():add(x.eps):pow(-0.5):cuda()
y.a:copy(invstd)
y.b:copy(-x.running_mean:double():cmul(invstd:double()))
if x.affine then
y.a:cmul(x.weight)
y.b:cmul(x.weight):add(x.bias)
end
return y
else
return x
end
end
)
assert(#net:findModules'nn.SpatialBatchNormalization' == 0)
assert(#net:findModules'nn.BatchNormalization' == 0)
assert(#net:findModules'cudnn.SpatialBatchNormalization' == 0)
assert(#net:findModules'cudnn.BatchNormalization' == 0)
return net
end
function utils.testSurgery(input, f, net, ...)
local output1 = net:forward(input):clone()
f(net,...)
local output2 = net:forward(input):clone()
local err = (output1 - output2):abs():max()
return err
end
return utils
|
require("std/orklib")
inspect = require("std/inspect")
local s = ork.getscene();
printf("Hello world, from %s yo.",_VERSION)
--printf( "Lua Initializing scene NumEnt<%d>",s:NumEntities() )
-------------------------------------
function OnSceneCompose()
printf("OnSceneCompose()")
end
-------------------------------------
function OnSceneLink()
printf("OnSceneLink()")
end
-------------------------------------
function OnSceneStart()
printf("OnSceneStart()")
end
-------------------------------------
function OnSceneStop()
printf("OnSceneStop()")
end
-------------------------------------
function OnSceneUnLink()
printf("OnSceneUnLink()")
end
-------------------------------------
spawned = 0
myents = {}
function OnSceneUpdate(dt,gt)
local r = math.random(100)
if r>91 then
--printf( "SPAWN %d", spawned)
local ent = s:spawn("/arch/ball","dynaentXZ"..spawned)
myents[gt]=ent
spawned = spawned+1
end
for k,v in pairs(myents) do
local age = gt-k;
if age > 6.0 then
s:despawn(v);
myents[k]=nil
end
end
--printf( "OnSceneUpdate")
--printf( "///////////////////////////")
end
-------------------------------------
|
-----------------------------------
-- Ability: Warcry
-----------------------------------
require("scripts/globals/monstertpmoves")
require("scripts/globals/settings")
require("scripts/globals/status")
-----------------------------------
function OnMobSkillCheck(target, mob, skill)
return 0
end
function OnMobWeaponSkill(target, mob, skill)
local power = 25
local duration = 180
local typeEffect = tpz.effect.WARCRY
skill:setMsg(MobBuffMove(mob, typeEffect, power, 0, duration))
return typeEffect
end
|
---- Roleplay: Prison
timer.Create("HungerTick", 24.0, 0, function()
local AllPlayers = player.GetAll()
for Index, Player in ipairs(AllPlayers) do
if Player:Team() == TEAM_ROBBER or Player:Team() == TEAM_GUARD then
local HungerMultiplier = 0.5
if Player:Team() == TEAM_GUARD and UtilCheckPlayerInArea(Player, GuardRestArea) then
MsgN(Format("Hunger tick for %s in rest area", Player))
Player:SetArmor(math.Clamp(Player:Armor() + 15, 0, Player:GetMaxArmor()))
HungerMultiplier = 0.0
elseif UtilCheckPlayerInArea(Player, PunishmentArea) then
HungerMultiplier = 3.0
end
if Player.Food >= 1 * HungerMultiplier then
Player.Food = Player.Food - 1 * HungerMultiplier
else
Player.Food = 0
end
if Player.Water >= 2 * HungerMultiplier then
Player.Water = Player.Water - 2 * HungerMultiplier
else
Player.Water = 0
end
if Player.Food < 20 or Player.Water < 20 then
if Player:Health() > 15 then
Player:SetHealth(Player:Health() - 1)
end
elseif Player.Food > 50 and Player.Water > 50 then
if Player:Health() < 100 then
Player:SetHealth(math.Clamp(Player:Health() + 5, 0, Player:GetMaxHealth()))
end
end
UpdatePlayerHungerValue(Player)
end
end
end)
hook.Add("OnEntityCreated", "NutritionSpawn", function(InEntity)
timer.Simple(0.1, function()
if not IsValid(InEntity) then
return
end
--MsgN(InEntity:GetName())
if string.EndsWith(InEntity:GetName(), "_FoodInstance") then
InEntity:SetNWBool("bFoodInstance", true)
InEntity:SetNWBool("bShowHint", true)
elseif string.EndsWith(InEntity:GetName(), "_WaterInstance") then
InEntity:SetNWBool("bWaterInstance", true)
InEntity:SetNWBool("bShowHint", true)
end
end)
end)
hook.Add("OnPlayerPhysicsPickup", "NutritionPickup", function(InPlayer, InEntity)
if InEntity:GetNWBool("bFoodInstance") or InEntity:GetNWBool("bWaterInstance") then
InEntity:SetNWBool("bShowHint", false)
end
end)
hook.Add("OnPlayerPhysicsDrop", "NutritionDrop", function(InPlayer, InEntity, bThrown)
if InEntity:GetNWBool("bFoodInstance") or InEntity:GetNWBool("bWaterInstance") then
InEntity:SetNWBool("bShowHint", true)
end
end)
function UpdatePlayerHungerValue(InPlayer)
InPlayer.Food = math.Clamp(InPlayer.Food, 0.0, 100.0)
InPlayer.Water = math.Clamp(InPlayer.Water, 0.0, 100.0)
--MsgN(Format("%s Food: %i, Water: %s", InPlayer:GetNWString("RPName"), InPlayer.Food, InPlayer.Water))
InPlayer:SetNWFloat("HungerValue", 1.0 - math.Clamp((InPlayer.Food + InPlayer.Water) * 2, 0, 200) / 200)
end
function AddNutrition(InPlayer, InValue, bFood)
if bFood then
InPlayer.Food = InPlayer.Food + InValue
else
InPlayer.Water = InPlayer.Water + InValue
end
UpdatePlayerHungerValue(InPlayer)
end
function OnNutritionSpawn(InPlayer, InTemplateEntity)
local NutritionInstance = ents.Create("prop_physics")
if InTemplateEntity:GetNWBool("bFoodSpawn") then
NutritionInstance:SetName("Spawned_FoodInstance")
else
NutritionInstance:SetName("Spawned_WaterInstance")
end
NutritionInstance:SetPos(InTemplateEntity:GetPos() + Vector(0.0, 0.0, 16.0))
NutritionInstance:SetAngles(InTemplateEntity:GetAngles())
NutritionInstance:SetModel(InTemplateEntity:GetModel())
NutritionInstance:Spawn()
--[[
if InTemplateEntity:GetNWBool("bFoodSpawn") then
NutritionInstance:SetNWBool("bFoodInstance", true)
else
NutritionInstance:SetNWBool("bWaterInstance", true)
end
NutritionInstance:SetNWBool("bShowHint", true)
--]]
InPlayer:PickupObject(NutritionInstance)
end
function OnNutritionConsume(InPlayer, InNutritionInstance)
if InNutritionInstance:GetNWBool("bFoodInstance") then
AddNutrition(InPlayer, 60, true)
InPlayer:EmitSound("Watermelon.BulletImpact")
elseif InNutritionInstance:GetNWBool("bWaterInstance") then
AddNutrition(InPlayer, 60, false)
InPlayer:EmitSound("Water.BulletImpact")
end
InNutritionInstance:Remove()
end
|
--[[ Sequence to sequence model with attention. ]]
local Seq2Seq, parent = torch.class('Seq2Seq', 'Model')
local options = {
-- main network
{'-layers', 2, [[Number of layers in the RNN encoder/decoder]],
{valid=onmt.utils.ExtendedCmdLine.isUInt()}},
{'-rnn_size', 500, [[Size of RNN hidden states]],
{valid=onmt.utils.ExtendedCmdLine.isUInt()}},
{'-rnn_type', 'LSTM', [[Type of RNN cell]],
{enum={'LSTM','GRU'}}},
{'-word_vec_size', 0, [[Common word embedding size. If set, this overrides -src_word_vec_size and -tgt_word_vec_size.]],
{valid=onmt.utils.ExtendedCmdLine.isUInt()}},
{'-src_word_vec_size', '500', [[Comma-separated list of source embedding sizes: word[,feat1,feat2,...].]]},
{'-tgt_word_vec_size', '500', [[Comma-separated list of target embedding sizes: word[,feat1,feat2,...].]]},
{'-feat_merge', 'concat', [[Merge action for the features embeddings]],
{enum={'concat','sum'}}},
{'-feat_vec_exponent', 0.7, [[When features embedding sizes are not set and using -feat_merge concat, their dimension
will be set to N^exponent where N is the number of values the feature takes.]]},
{'-feat_vec_size', 20, [[When features embedding sizes are not set and using -feat_merge sum, this is the common embedding size of the features]],
{valid=onmt.utils.ExtendedCmdLine.isUInt()}},
{'-input_feed', 1, [[Feed the context vector at each time step as additional input (via concatenation with the word embeddings) to the decoder.]],
{enum={0,1}}},
{'-residual', false, [[Add residual connections between RNN layers.]]},
{'-brnn', false, [[Use a bidirectional encoder]]},
{'-brnn_merge', 'concat', [[Merge action for the bidirectional hidden states]],
{enum={'concat','sum'}}},
{'-pre_word_vecs_enc', '', [[If a valid path is specified, then this will load
pretrained word embeddings on the encoder side.
See README for specific formatting instructions.]],
{valid=onmt.utils.ExtendedCmdLine.fileNullOrExists}},
{'-pre_word_vecs_dec', '', [[If a valid path is specified, then this will load
pretrained word embeddings on the decoder side.
See README for specific formatting instructions.]],
{valid=onmt.utils.ExtendedCmdLine.fileNullOrExists}},
{'-fix_word_vecs_enc', false, [[Fix word embeddings on the encoder side]]},
{'-fix_word_vecs_dec', false, [[Fix word embeddings on the decoder side]]},
{'-dropout', 0.3, [[Dropout probability. Dropout is applied between vertical LSTM stacks.]]},
-- the following options are used for adding context to input word embedding
{'-gate', false, [[Use the gating mechanism for adding context vector]]},
{'-concat', false, [[Use the concat mechanism for adding context vector]]},
-- type of contextNetwork that is used to generate the context vector
{'-gating_type', 'contextBiEncoder', [[ContextNetwork to generate the context vector]],
{enum={'contextBiEncoder', 'leave_one_out', 'conv', 'cbow'}}},
{'-share', false, [[share contextnet lookupTable with encoder]]},
-- options for contextNetwork = biencoder
{'-gating_layers', 1, [[Number of layers in the RNN encoder/decoder]],
{valid=onmt.utils.ExtendedCmdLine.isUInt()}},
{'-gating_rnn_size', 500, [[Size of RNN hidden states]],
{valid=onmt.utils.ExtendedCmdLine.isUInt()}},
{'-gating_rnn_type', 'LSTM', [[Type of RNN cell]],
{enum={'LSTM','GRU'}}},
{'-gating_word_vec_size', 0, [[Common word embedding size. If set, this overrides -src_word_vec_size and -tgt_word_vec_size.]],
{valid=onmt.utils.ExtendedCmdLine.isUInt()}},
{'-gating_src_word_vec_size', '500', [[Comma-separated list of source embedding sizes: word[,feat1,feat2,...].]]},
{'-gating_tgt_word_vec_size', '500', [[Comma-separated list of target embedding sizes: word[,feat1,feat2,...].]]},
{'-gating_feat_merge', 'concat', [[Merge action for the features embeddings]],
{enum={'concat','sum'}}},
{'-gating_feat_vec_exponent', 0.7, [[When features embedding sizes are not set and using -feat_merge concat, their dimension
will be set to N^exponent where N is the number of values the feature takes.]]},
{'-gating_feat_vec_size', 20, [[When features embedding sizes are not set and using -feat_merge sum, this is the common embedding size of the features]],
{valid=onmt.utils.ExtendedCmdLine.isUInt()}},
{'-gating_input_feed', 1, [[Feed the context vector at each time step as additional input (via concatenation with the word embeddings) to the decoder.]],
{enum={0,1}}},
{'-gating_residual', false, [[Add residual connections between RNN layers.]]},
{'-gating_brnn', true, [[Use a bidirectional encoder]]},
{'-gating_brnn_merge', 'concat', [[Merge action for the bidirectional hidden states]],
{enum={'concat','sum'}}},
{'-gating_pre_word_vecs_enc', '', [[If a valid path is specified, then this will load
pretrained word embeddings on the encoder side.
See README for specific formatting instructions.]],
{valid=onmt.utils.ExtendedCmdLine.fileNullOrExists}},
{'-gating_pre_word_vecs_dec', '', [[If a valid path is specified, then this will load
pretrained word embeddings on the decoder side.
See README for specific formatting instructions.]],
{valid=onmt.utils.ExtendedCmdLine.fileNullOrExists}},
{'-gating_fix_word_vecs_enc', false, [[Fix word embeddings on the encoder side]]},
{'-gating_fix_word_vecs_dec', false, [[Fix word embeddings on the decoder side]]},
{'-gating_dropout', 0.3, [[Dropout probability. Dropout is applied between vertical LSTM stacks.]]}
}
function Seq2Seq.declareOpts(cmd)
cmd:setCmdLineOptions(options, Seq2Seq.modelName())
end
function Seq2Seq:__init(args, dicts, verbose)
parent.__init(self, args)
onmt.utils.Table.merge(self.args, onmt.utils.ExtendedCmdLine.getModuleOpts(args, options))
self.gate = args.gate
self.concat = args.concat
if self.gate or self.concat then
self.models.gatingNetwork = onmt.Factory.buildGatingNetwork(args, dicts.src, verbose)
self.gatingType = args.gating_type
end
self.models.encoder = onmt.Factory.buildWordEncoder(args, dicts.src, verbose)
self.models.decoder = onmt.Factory.buildWordDecoder(args, dicts.tgt, verbose)
self.criterion = onmt.ParallelClassNLLCriterion(onmt.Factory.getOutputSizes(dicts.tgt))
end
function Seq2Seq.load(args, models, dicts, isReplica)
local self = torch.factory('Seq2Seq')()
parent.__init(self, args)
onmt.utils.Table.merge(self.args, onmt.utils.ExtendedCmdLine.getModuleOpts(args, options))
self.gate = args.gate
self.concat = args.concat
if self.gate or self.concat then
self.models.gatingNetwork = onmt.Factory.loadGatingNetwork(models.gatingNetwork, isReplica)
self.gatingType = args.gating_type
end
self.models.encoder = onmt.Factory.loadEncoder(models.encoder, isReplica)
self.models.decoder = onmt.Factory.loadDecoder(models.decoder, isReplica)
self.criterion = onmt.ParallelClassNLLCriterion(onmt.Factory.getOutputSizes(dicts.tgt))
return self
end
-- Returns model name.
function Seq2Seq.modelName()
return 'Sequence to Sequence with Attention'
end
-- Returns expected dataMode.
function Seq2Seq.dataType()
return 'bitext'
end
function Seq2Seq:enableProfiling()
if self.gate or self.concat then
_G.profiler.addHook(self.models.gatingNetwork, 'gatingNetwork')
end
_G.profiler.addHook(self.models.encoder, 'encoder')
_G.profiler.addHook(self.models.decoder, 'decoder')
_G.profiler.addHook(self.models.decoder.modules[2], 'generator')
_G.profiler.addHook(self.criterion, 'criterion')
end
function Seq2Seq:getOutput(batch)
return batch.targetOutput
end
function Seq2Seq:forwardComputeLoss(batch)
local gatingEncStates = nil
local gatingContext = nil
if self.gate or self.concat then
-- gatingContext: batch x rho x dim tensor
if self.gatingType == 'contextBiEncoder' then
gatingEncStates, gatingContext = self.models.gatingNetwork:forward(batch)
elseif self.gatingType == 'leave_one_out' then
gatingContext = {}
for t = 1, batch.sourceLength do
local gateInputBatch = onmt.utils.Tensor.deepClone(batch)
gateInputBatch.sourceInput[t]:fill(onmt.Constants.DOL)
local finalStates, context = self.models.gatingNetwork:forward(gateInputBatch)
table.insert(gatingContext, finalStates[#finalStates]) -- gatingContext then becomes rho x batch x dim -> need to transpose later
end
gatingContext = torch.cat(gatingContext, 1):resize(batch.sourceLength, batch.size, self.models.gatingNetwork.args.rnnSize)
gatingContext = gatingContext:transpose(1,2) -- swapping dim1 with dim2 -> batch x rho x dim
elseif self.gatingType == 'conv' then
gatingContext = self.models.gatingNetwork:forward(batch)
elseif self.gatingType == 'cbow' then
gatingVector = self.models.gatingNetwork:forward(batch)
local replica = nn.Replicate(batch.sourceLength, 2)
if #onmt.utils.Cuda.gpuIds > 0 then
replica:cuda()
end
gatingContext = replica:forward(gatingVector)
end
batch:setGateTensor(gatingContext)
end
local encoderStates, context = self.models.encoder:forward(batch)
return self.models.decoder:computeLoss(batch, encoderStates, context, self.criterion)
end
function Seq2Seq:trainNetwork(batch, dryRun)
local rnnSize = nil
local gatingEncStates = nil
local gatingContext = nil
if self.gate or self.concat then
rnnSize = self.models.gatingNetwork.args.rnnSize
-- gatingContext: batch x rho x dim tensor
if self.gatingType == 'contextBiEncoder' then
rnnSize = self.models.gatingNetwork.args.rnnSize * 2
gatingEncStates, gatingContext = self.models.gatingNetwork:forward(batch)
elseif self.gatingType == 'leave_one_out' then
rnnSize = self.models.gatingNetwork.args.rnnSize
gatingContext = {}
for t = 1, batch.sourceLength do
local gateInputBatch = onmt.utils.Tensor.deepClone(batch)
gateInputBatch.sourceInput[t]:fill(onmt.Constants.DOL)
local finalStates, context = self.models.gatingNetwork:forward(gateInputBatch)
table.insert(gatingContext, finalStates[#finalStates]) -- gatingContext then becomes rho x batch x dim -> need to transpose later
end
gatingContext = torch.cat(gatingContext, 1):resize(batch.sourceLength, batch.size, self.models.gatingNetwork.args.rnnSize)
gatingContext = gatingContext:transpose(1,2) -- swapping dim1 with dim2 -> batch x rho x dim
elseif self.gatingType == 'conv' then
gatingContext = self.models.gatingNetwork:forward(batch)
elseif self.gatingType == 'cbow' then
rnnSize = self.models.gatingNetwork.args.rnnSize
gatingVector = self.models.gatingNetwork:forward(batch)
local replica = nn.Replicate(batch.sourceLength, 2)
if #onmt.utils.Cuda.gpuIds > 0 then
replica:cuda()
end
gatingContext = replica:forward(gatingVector)
end
batch:setGateTensor(gatingContext)
end
-- setSourceInput
local encStates, context = self.models.encoder:forward(batch)
local decOutputs = self.models.decoder:forward(batch, encStates, context)
if dryRun then
decOutputs = onmt.utils.Tensor.recursiveClone(decOutputs)
end
local encGradStatesOut, gradContext, loss = self.models.decoder:backward(batch, decOutputs, self.criterion)
local gradInputs = self.models.encoder:backward(batch, encGradStatesOut, gradContext)
if self.gate or self.concat then
if self.gatingType == 'contextBiEncoder' then
local gradGatingContext = torch.Tensor(batch.size, batch.sourceLength, rnnSize):zero()
if #onmt.utils.Cuda.gpuIds > 0 then
gradGatingContext = gradGatingContext:cuda()
end
for t = 1, batch.sourceLength do
gradGatingContext[{{}, t, {}}] = gradInputs[t][2]
end
self.models.gatingNetwork:backward(batch, nil, gradGatingContext)
elseif self.gatingType == 'conv' then
local gradGatingContext = torch.Tensor(batch.size, batch.sourceLength, 600):zero()
if #onmt.utils.Cuda.gpuIds > 0 then
gradGatingContext = gradGatingContext:cuda()
end
for t = 1, batch.sourceLength do
gradGatingContext[{{}, t, {}}] = gradInputs[t][2]
end
self.models.gatingNetwork:backward(batch, gradGatingContext)
elseif self.gatingType == 'cbow' then
local gradGatingContext = torch.Tensor(batch.size, batch.sourceLength, rnnSize):zero()
if #onmt.utils.Cuda.gpuIds > 0 then
gradGatingContext = gradGatingContext:cuda()
end
for t = 1, batch.sourceLength do
gradGatingContext[{{}, t, {}}] = gradInputs[t][2]
end
gradGatingVector = torch.sum(gradGatingContext, 2):squeeze(2)
self.models.gatingNetwork:backward(batch, gradGatingVector)
elseif self.gatingType == 'leave_one_out' then
local gradStates = {}
local gradContext
for t = batch.sourceLength, 1, -1 do
local gateInputBatch = onmt.utils.Tensor.deepClone(batch)
gateInputBatch.sourceInput[t]:fill(onmt.Constants.DOL)
local gradStates = torch.Tensor()
gradStates = onmt.utils.Tensor.initTensorTable(self.models.gatingNetwork.args.numEffectiveLayers,
gradStates, { batch.size, rnnSize })
local gradGatingContext = torch.Tensor(batch.size, batch.sourceLength, rnnSize):zero()
gradStates[#gradStates] = gradInputs[t][2]
if #onmt.utils.Cuda.gpuIds > 0 then
for s = 1, #gradStates do
gradStates[s] = gradStates[s]:cuda()
gradGatingContext = gradGatingContext:cuda()
end
end
self.models.gatingNetwork:backward(gateInputBatch, gradStates, gradGatingContext)
end
end
end
return loss
end
return Seq2Seq
|
require "upgrade_ptr_to_ref"
node_id_cfgs = {}
NodeIdFinder = {}
function NodeIdFinder.new(tctx, node_descriptions)
local self = {}
self.tctx = tctx
self.node_descriptions = node_descriptions
setmetatable(self, NodeIdFinder)
NodeIdFinder.__index = NodeIdFinder
return self
end
function NodeIdFinder:flatten_stmt(fn, stmt, i)
if stmt:kind_name() == "Local" then
local locl = stmt:child(1)
local pat = locl:get_pat()
local pat_kind = pat:get_kind()
local pat_ident = tostring(pat_kind:child(2):get_name())
if fn.locl and fn.locl[pat_ident] then
node_id_cfgs[locl:get_id()] = fn.locl[pat_ident]
end
-- "Flatten" stmts
elseif stmt:child(1):kind_name() == "While" then
local block = stmt:child(1):get_kind():child(2)
local stmts = block:get_stmts()
for _, stmt in ipairs(stmts) do
self:flatten_stmt(fn, stmt, i)
i = i + 1
end
end
if fn.stmt and fn.stmt[i] then
node_id_cfgs[stmt:get_id()] = fn.stmt[i]
end
end
function NodeIdFinder:flat_map_item(item, walk)
local kind_name = item:kind_name()
local ident = tostring(item:get_ident():get_name())
local item_kind = item:get_kind()
if kind_name == "Fn" then
local fn_desc = self.node_descriptions["fn"]
local fn = fn_desc[ident]
if fn then
local fn_sig = item_kind:child(1)
local fn_decl = fn_sig:get_decl()
local params = fn_decl:get_inputs()
for _, param in ipairs(params) do
local pat = param:get_pat()
local pat_kind = pat:get_kind()
local pat_ident = tostring(pat_kind:child(2):get_name())
if fn.param[pat_ident] then
node_id_cfgs[param:get_id()] = fn.param[pat_ident]
end
end
local block = item_kind:child(3)
local stmts = block:get_stmts()
local i = 1
for _, stmt in ipairs(stmts) do
self:flatten_stmt(fn, stmt, i)
i = i + 1
end
end
elseif kind_name == "Struct" then
local struct_desc = self.node_descriptions["struct"]
local struct = struct_desc[ident]
if struct then
local fields = item_kind:child(1):child(1)
for _, field in ipairs(fields) do
local ident = tostring(field:get_ident():get_name())
if struct.field and struct.field[ident] then
node_id_cfgs[field:get_id()] = struct.field[ident]
end
end
end
end
walk(item)
return {item}
end
node_descriptions = {
fn = {
ten_mul = {
param = {
acc = ConvConfig.new{"ref"},
r = ConvConfig.new{"ref"},
},
},
struct_ptr = {
param = {
ctx = ConvConfig.new{"ref"},
p = ConvConfig.new{"slice", mutability="immut"},
},
},
init_buf = {
param = {
sd = ConvConfig.new{"ref"},
},
locl = {
buf = ConvConfig.new{"opt_box_slice"},
},
},
init_buf2 = {
param = {
sd = ConvConfig.new{"ref"},
},
locl = {
buf = ConvConfig.new{"box_slice"},
},
},
destroy_buf = {
param = {
sd = ConvConfig.new{"ref"},
},
},
explicit_lifetimes = {
param = {
_ptrs = ConvConfig.new{"ref", lifetime="a"},
},
},
init_opt_item = {
param = {
hi = ConvConfig.new{"ref"},
},
locl = {
ptr = ConvConfig.new{"box"},
},
},
init_opt_item2 = {
param = {
hi = ConvConfig.new{"ref"},
},
locl = {
ptr = ConvConfig.new{"opt_box"},
}
},
bm = {
param = {
hashp = ConvConfig.new{"ref"},
},
locl = {
ip = ConvConfig.new{"box_slice", mutability="mut"},
},
},
bisearch_cat = {
param = {
table = ConvConfig.new{"slice"},
},
},
opt_params = {
param = {
p1 = ConvConfig.new{"opt_ref", mutability="mut"},
p2 = ConvConfig.new{"opt_ref", mutability="immut"},
p3 = ConvConfig.new{"opt_slice"},
},
},
byteswap = {
param = {
srcp = ConvConfig.new{"ref"},
destp = ConvConfig.new{"ref"},
},
stmt = {
[2] = ConvConfig.new{"byteswap", 790, 808},
[3] = ConvConfig.new{"del"},
[4] = ConvConfig.new{"del"},
[5] = ConvConfig.new{"del"},
[7] = ConvConfig.new{"del"},
[8] = ConvConfig.new{"byteswap", 1014, 1042},
[9] = ConvConfig.new{"del"},
[10] = ConvConfig.new{"del"},
[11] = ConvConfig.new{"del"},
[12] = ConvConfig.new{"byteswap", 1242, 1270},
},
},
byteswap2 = {
param = {
hashp = ConvConfig.new{"ref"},
},
locl = {
hdrp = ConvConfig.new{"box"}, -- FIXME: not a box
},
stmt = {
[3] = ConvConfig.new{"del"},
[4] = ConvConfig.new{"del"},
[5] = ConvConfig.new{"del"},
[6] = ConvConfig.new{"byteswap", 1400, 1400},
[7] = ConvConfig.new{"del"},
},
},
},
struct = {
Ptrs = {
field = {
r = ConvConfig.new{"ref", lifetime="r"},
r2 = ConvConfig.new{"ref", lifetime="r"},
s = ConvConfig.new{"slice", lifetime="s"},
s2 = ConvConfig.new{"slice", lifetime="s"},
boxed = ConvConfig.new{"opt_box"},
},
},
SizedData = {
field = {
buf = ConvConfig.new{"opt_box_slice"},
},
},
HeapItem = {
field = {
item = ConvConfig.new{"box"},
opt_item = ConvConfig.new{"opt_box"},
},
},
HTab = {
field = {
mapp = ConvConfig.new{"opt_box_slice"},
},
},
HashHDR = {
field = {
bitmaps = ConvConfig.new{"array"},
spares = ConvConfig.new{"array"},
},
},
},
}
refactor:transform(
function(transform_ctx)
-- transform_ctx:dump_crate()
return transform_ctx:visit_crate_new(NodeIdFinder.new(transform_ctx, node_descriptions))
end
)
run_ptr_upgrades(node_id_cfgs)
refactor:save_crate()
print("Finished test_run_ptr_upgrades.lua")
|
----------------------------
--class ZMath 这个类主要用于编写数学算法
-- @author 郑灶生
-- Creation 2014-12-17
local ZMath=class("ZMath",math)
--求两点间的距离
function ZMath.dist(ax, ay, bx, by)
local dx, dy = bx - ax, by - ay
return math.sqrt(dx * dx + dy * dy)
end
--算圆周上的点 传入 角度 半径 及 圆弧的x坐标
function ZMath.getrx(angle,r,x)
return ((r*(math.cos((angle*3.14)/180)))+x)
end
--算圆周上的点 传入 角度 半径 及 圆心的y坐标
function ZMath.getry(angle,r,y)
return ((r*(math.sin((angle*3.14)/180)))+y)
end
--角色上下移动 flag 是否碰到上下点
function ZMath.fluctuateY (flag,role)
local x,y=role:getPosition()
-- local x,y=self.enemy:getPosition()
if not flag then
if y<(display.height-role:getContentSize().height) then
y=y+1
else
flag=true
end
else
if y>0 then
y=y-1
else
flag=false
end
end
role:setPosition(x,y)
return flag
end
--角色上下移动 flags 是否碰到上下左右点
function ZMath.fluctuateXY (flags,role,boundaryx)
local x,y=role:getPosition()
local rand=math.random(2,4)
if not flags.lr then
if x<(display.width-role:getContentSize().width/2) then
x=x+3
else
flags.lr=true
end
else
if x>boundaryx then
x=x-3
else
flags.lr=false
end
end
if not flags.flag then
if y<(display.height-role:getContentSize().height/2) then
y=y+3
else
flags.flag=true
end
else
if y>role:getContentSize().height/2 then
y=y-3
else
flags.flag=false
end
end
local my= (math.sin((((x+rand*5)%360)*3.14)/180))*2
role:setPosition(x,y+my)
x=x+1
return flags
end
--两个盒子的碰撞检测
function ZMath.ifRam( x1,y1,width1,height1,x2,y2,width2,height2)
if x1<=(x2+width2) and y1<=(y2+height2) and (x1+width1)>=x2 and (y1+height1)>=y2 then
return true
end
return false
end
--[[--
判断盒子是否出界
@function [parent=#src.zframework.utils.ZMath] ifRam
@param box userdata 视图盒子
--]]
function ZMath.ifRam(x,y,w,h)
if w/2>x or h/2>y or (display.height-h/2)<y or (display.width-w/2)<x then
return false
end
return true
end
--[[
function ZMath.ifRam(vx,vy,w,h)
local x,y,w,h= ZMath.getPosAndSize(box)
if w/2>x or h/2>y or (display.height-h/2)<y or (display.width-w/2)<x then
return false
end
return true
end
--]]
-----------------------
--获取盒子的坐标与大小
--@param box userdata 盒子
--
function ZMath.getPosAndSize(box)
local x,y=box:getPosition()
local size= box:getContentSize()
local w,h=size.width,size.height
return x,y,w,h
end
--计算开火的角度
function ZMath.getFireAngle(heroX,heroY,enemyX,enemyY)
-- print("heroX,heroY"..heroX.." "..heroY)
-- print("enemyX,enemyY"..enemyX.." ")
local value=math.atan2(enemyY-heroY,enemyX-heroX)
return -value*180/math.pi+90
end
---------------------------
--从右边往左边开始查找
--@param input string 需要操作的字符串
--@param str string 需要查找的字符串
--@return #int 所在的位置
function ZMath.rIndexof(input,str)
local pos = string.len(input)
local spos = string.len(str)
pos=pos-spos
while pos > 0 do
local st,sp=string.find(input, str, pos, true)
-- print(st,sp)
if st and sp then
return st,sp
end
pos = pos - 1
end
return 0,0
end
---------------------------
--以某个下标分割字符串
--@param input string 需要操作的字符串
--@param index integer 下标
--@return string,string
function ZMath.subscriptSplit(input,index)
local start=string.sub(input,1,index-1)
local ends=string.sub(input,index)
return start,ends
end
return ZMath |
-----------------------------------------------------------
-- (c) 2020 Mustafa Erkam Badin --
-----------------------------------------------------------
-- Source: https://github.com/arthurealike/turtle.lua --
-----------------------------------------------------------
package.path = package.path .. ";../../turtle/?.lua"
local Spider = require "turtle"
local spider = Spider()
local spiderweb = function(turtle)
turtle:pendown()
for i=1, 6 do
turtle:speed(15):forward(150):backward(150):right(60)
end
local side = 150
for i=1, 15 do
turtle:penup():speed(11)
:pendown()
:setheading(0)
:forward(side)
:right(120)
for j=1, 6 do
turtle:forward(side)
turtle:right(60)
end
turtle:setheading(0):speed(15)
turtle:backward(side)
side = side - 30
end
end
function love.keypressed(key)
if key == "space" then
spider:toggle()
elseif key == "c" then
spider:clear()
end
end
function love.load()
love.window.setTitle("Spidey")
spider:name("spidey"):setsprite("spider.png"):home():speed(15)
spiderweb(spider)
end
function love.draw()
spider:draw()
end
|
local cjson = require "cjson"
resp = ngx.location.capture('/__mesos_dns/v1/services/_' .. os.getenv("APP_NAME") .. '._tcp.marathon.mesos')
backends = cjson.decode(resp.body)
backend = backends[1]
ngx.var.target = "http://" .. backend['ip'] .. ":" .. backend['port']
|
dofile("/opt/domoticz/scripts/parse_config.lua")
debug = false
commandArray = {}
time = os.date("*t")
minutes = time.min + time.hour * 60
if debug then print('light=' .. otherdevices[conf['lightIntensity']]) end
if (tonumber(otherdevices[conf['lightIntensity']]) < tonumber(conf['switchOnLux'])) then
switchOnLux = true
else
switchOnLux = false
end
if ((minutes > (timeofday['SunsetInMinutes']) or switchOnLux) and otherdevices[conf['atHome']] == 'On' and otherdevices[conf['eveningLights']] == 'Off' and otherdevices[conf['atSleep']] == 'Off' ) then
commandArray[conf['eveningLightsScene']]='On'
end
if ((minutes < (timeofday['SunriseInMinutes']) or switchOnLux ) and otherdevices[conf['atHome']] == 'On' and otherdevices[conf['atSleep']] == 'Off' and otherdevices[conf['eveningLights']] == 'Off' ) then
commandArray[conf['eveningLightsScene']]='On'
end
if (minutes > (timeofday['SunriseInMinutes']) and minutes < (timeofday['SunsetInMinutes']) and otherdevices[conf['eveningLights']] == 'On' ) then
if ( otherdevices[conf['atHome']] == 'On' and switchOnLux ) then
if debug then print('It is still dark. Do not turn off lights') end
else
commandArray[conf['eveningLightsScene']]='Off'
end
end
if (otherdevices[conf['atHome']] == 'Off' ) then
commandArray[conf['theRestScene']]='Off'
end
return commandArray
|
local vRPserver = Tunnel.getInterface("vRP", "cars")
local vRPCarsS = Tunnel.getInterface("cars", "cars")
local vRPCarsC = {}
RegisterCommand(
"transferownership",
function(source, args, rawCommand)
local buyerID = tonumber(args[1])
local ped = GetPlayerPed(-1)
local model = vRP.EXT.Garage:getNearestOwnedVehicle(2)
if model == nil then
return
end
vRPCarsS._transferOwnership(buyerID, model)
end
) |
local MinimapHelper = {}
function MinimapHelper:WorldToMiniMap(pos, screenWidth, screenHeight)
local screenH = screenHeight
local screenW = screenWidth
local MapLeft = -8000
local MapTop = 7350
local MapRight = 7500
local MapBottom = -7200
local mapWidth = math.abs(MapLeft - MapRight)
local mapHeight = math.abs(MapBottom - MapTop)
local x = pos:GetX() - MapLeft
local y = pos:GetY() - MapBottom
local dx, dy, px, py
if self.Round(screenW / screenH, 1) >= 1.7 then
dx = 272 / 1920 * screenW
dy = 261 / 1080 * screenH
px = 11 / 1920 * screenW
py = 11 / 1080 * screenH
elseif self.Round(screenW / screenH, 1) >= 1.5 then
dx = 267 / 1680 * screenW
dy = 252 / 1050 * screenH
px = 10 / 1680 * screenW
py = 11 / 1050 * screenH
else
dx = 255 / 1280 * screenW
dy = 229 / 1024 * screenH
px = 6 / 1280 * screenW
py = 9 / 1024 * screenH
end
local minimapMapScaleX = dx / mapWidth
local minimapMapScaleY = dy / mapHeight
local scaledX = math.min(math.max(x * minimapMapScaleX, 0), dx)
local scaledY = math.min(math.max(y * minimapMapScaleY, 0), dy)
local screenX = px + scaledX
local screenY = screenH - scaledY - py
return Vector(math.floor(screenX - 20), math.floor(screenY - 12), 0)
end
function MinimapHelper.Round(num, numDecimalPlaces)
local mult = 10^(numDecimalPlaces or 0)
return math.floor(num * mult + 0.5) / mult
end
return MinimapHelper |
-----------------------------------
-- Ability: Chain Affinity
-- Makes it possible for your next "physical" blue magic spell to be used in a skillchain. Effect varies with TP.
-- Obtained: Blue Mage Level 40
-- Recast Time: 2 minutes
-- Duration: 30 seconds or one Blue Magic spell
-- May be used with Sneak Attack and Trick Attack.
-----------------------------------
require("scripts/globals/settings")
require("scripts/globals/status")
-----------------------------------
function onAbilityCheck(player,target,ability)
return 0,0
end
function onUseAbility(player, target, ability)
player:addStatusEffect(tpz.effect.CHAIN_AFFINITY,1,0,30)
return tpz.effect.CHAIN_AFFINITY
end |
---@type MessageData
local MessageData = Classes.MessageData
Ext.RegisterNetListener("LeaderLib_EnableFeature", function(channel, id)
Features[id] = true
end)
Ext.RegisterNetListener("LeaderLib_DisableFeature", function(channel, id)
Features[id] = false
end)
Ext.RegisterNetListener("LeaderLib_SyncFeatures", function(call, dataString)
if Features == nil then
Features = {}
end
local data = Common.JsonParse(dataString)
if data ~= nil then
for k,b in pairs(data) do
Features[k] = b
end
end
end)
local function SetGlobalSettingsMetatables()
for _,v in pairs(GlobalSettings.Mods) do
setmetatable(v, Classes.ModSettingsClasses.ModSettings)
Classes.ModSettingsClasses.SettingsData.SetMetatables(v.Global)
setmetatable(v.Global, Classes.ModSettingsClasses.SettingsData)
for _,p in pairs(v.Profiles) do
Classes.ModSettingsClasses.SettingsData.SetMetatables(p.Settings)
setmetatable(p, Classes.ModSettingsClasses.ProfileSettings)
setmetatable(p.Settings, Classes.ModSettingsClasses.SettingsData)
end
end
end
---@param settings GlobalSettings
local function SyncGlobalSettings(settings)
if GlobalSettings ~= nil then
local length = #Listeners.ModSettingsSynced
GlobalSettings.Version = settings.Version
for k,v in pairs(settings.Mods) do
local target = v
if GlobalSettings.Mods[k] == nil then
GlobalSettings.Mods[k] = v
else
local existing = GlobalSettings.Mods[k]
if existing.Global == nil then
existing.Global = v.Global
else
existing.Global:CopySettings(v.Global)
end
if existing.Profiles == nil then
existing.Profiles = v.Profiles
else
for k2,v2 in pairs(v.Profiles) do
local existingProfile = existing.Profiles[k2]
if existingProfile ~= nil then
existingProfile.Settings:CopySettings(v2.Settings)
else
existing.Profiles[k2] = v2
end
end
end
existing.Version = v.Version
target = existing
end
if length > 0 then
for i=1,length do
local callback = Listeners.ModSettingsSynced[i]
local status,err = xpcall(callback, debug.traceback, k, target)
if not status then
Ext.PrintError("[LeaderLib:HitListeners.lua] Error calling function for 'ModSettingsSynced':\n", err)
end
end
end
end
PrintDebug("[LeaderLib:CLIENT] Updated GlobalSettings.")
else
Ext.PrintError("[LeaderLib:CLIENT] GlobalSettings is nil.")
GlobalSettings = settings
end
SetGlobalSettingsMetatables()
end
Ext.RegisterNetListener("LeaderLib_SyncGlobalSettings", function(call, dataString)
local settings = Common.JsonParse(dataString)
if settings ~= nil then
SyncGlobalSettings(settings)
end
end)
Ext.RegisterNetListener("LeaderLib_SyncAllSettings", function(call, dataString)
local data = Common.JsonParse(dataString)
if data.Features ~= nil then Features = data.Features end
if data.GlobalSettings ~= nil then
SyncGlobalSettings(data.GlobalSettings)
end
if data.GameSettings ~= nil then
GameSettings = data.GameSettings
setmetatable(GameSettings, Classes.LeaderLibGameSettings)
--SyncStatOverrides(GameSettings)
end
InvokeListenerCallbacks(Listeners.ModSettingsLoaded)
end)
Ext.RegisterNetListener("LeaderLib_SyncScale", function(call, payload)
local data = Common.JsonParse(payload)
if data.Scale then
local obj = Ext.GetGameObject(data.Handle) or Ext.GetGameObject(data.UUID)
if obj and obj.SetScale then
obj:SetScale(data.Scale)
end
end
end)
---@class StatusMovieClip
---@field setTurns fun(turns:string) Set the turns text.
---@field setCooldown fun(turns:number) Set the turn display border.
---@class StatusMovieClipTable
---@field Status EsvStatus
---@field MC StatusMovieClip
---@param character EclCharacter The player.
---@param matchStatus string|table<string,bool>|nil An optional status to look for.
---@return StatusMovieClipTable[]
local function GetPlayerStatusMovieClips(character, matchStatus)
local statusMovieclips = {}
local ui = Ext.GetBuiltinUI("Public/Game/GUI/playerInfo.swf")
if ui ~= nil then
local root = ui:GetRoot()
if root ~= nil then
local playerHandle = Ext.HandleToDouble(character.Handle)
local player_mc = nil --root.getPlayerOrSummonByHandle(playerHandle)
for i=0,#root.player_array,1 do
local mc = root.player_array[i]
if mc ~= nil then
if mc.characterHandle == playerHandle then
player_mc = mc
break
end
end
end
if player_mc ~= nil then
for i=0,#player_mc.status_array,1 do
local status_mc = player_mc.status_array[i]
if status_mc ~= nil then
local handle = Ext.DoubleToHandle(status_mc.id)
if handle ~= nil then
local statusObj = Ext.GetStatus(character.NetID, handle) or {}
--print(string.format("[%i] id(%s) name(%s) iconId(%s) tooltip(%s) handle(%s) StatusId(%s)", i, status_mc.id, status_mc.name, status_mc.iconId, status_mc.tooltip, handle, statusObj.StatusId))
if statusObj ~= nil then
if matchStatus == nil then
table.insert(statusMovieclips, {Status=statusObj, MC = status_mc})
else
if type(matchStatus) == "table" then
if matchStatus[statusObj.StatusId] == true then
table.insert(statusMovieclips, {Status=statusObj, MC = status_mc})
end
elseif statusObj.StatusId == matchStatus then
table.insert(statusMovieclips, {Status=statusObj, MC = status_mc})
end
end
end
end
end
end
else
error(string.format("[LeaderLib:RefreshStatusTurns] Failed to find player MC for %s", character.MyGuid), 1)
end
end
end
return statusMovieclips
end
local function RefreshStatusTurns(data)
if data.UUID ~= nil and data.Status ~= nil then
---@type EclCharacter
local character = Ext.GetCharacter(data.UUID)
if character ~= nil then
local statusData = GetPlayerStatusMovieClips(character, data.Status)
for i,v in pairs(statusData) do
---@type EsvStatus
local status = v.Status
local mc = v.MC
local turns = math.ceil(status.CurrentLifeTime / 6.0)
local cooldown = status.LifeTime / status.CurrentLifeTime
if data.Turns ~= nil then
turns = data.Turns
local nextLifetime = turns * 6.0
if nextLifetime >= status.LifeTime then
cooldown = 1.0
else
cooldown = math.min(1.0, status.LifeTime / nextLifetime)
end
end
mc.setTurns(tostring(turns))
mc.setCoolDown(1.0)
mc.tick()
end
end
end
end
Ext.RegisterNetListener("LeaderLib_UI_RefreshStatusTurns", function(call, payload)
local data = Common.JsonParse(payload)
if data then
local b,err = xpcall(RefreshStatusTurns, debug.traceback, data)
if not b then
Ext.PrintError(err)
end
end
end)
Ext.RegisterNetListener("LeaderLib_SetHelmetOption", function(call, dataStr)
local data = MessageData:CreateFromString(dataStr)
if data.Params.UUID ~= nil and data.Params.Enabled ~= nil then
local ui = Ext.GetBuiltinUI("Public/Game/GUI/characterSheet.swf")
if ui ~= nil then
local state = data.Params.Enabled and 1 or 0
ui:ExternalInterfaceCall("setHelmetOption", state)
end
end
end)
Ext.RegisterNetListener("LeaderLib_SetArmorOption", function(call, dataStr)
local data = MessageData:CreateFromString(dataStr)
if data.Params.UUID ~= nil and data.Params.State ~= nil then
local ui = Ext.GetBuiltinUI("Public/Game/GUI/characterCreation.swf")
if ui ~= nil then
ui:ExternalInterfaceCall("setArmourState", data.Params.State)
end
end
end)
Ext.RegisterNetListener("LeaderLib_UI_RefreshAll", function(cmd, uuid)
local host = Ext.GetCharacter(uuid)
Ext.UISetDirty(host, 0xffffffffffff)
end)
Ext.RegisterNetListener("LeaderLib_Client_InvokeListeners", function(cmd, payload)
if string.find(payload, "{") then
local data = Common.JsonParse(payload)
if data._PrintSettings then
for k,v in pairs(data._PrintSettings) do
Vars.Print[k] = v
end
end
if data._CommandSettings then
for k,v in pairs(data._CommandSettings) do
Vars.Commands[k] = v
end
end
local listeners = Listeners[data.Event]
if listeners then
if data.Event == "LuaReset" then
GameSettingsManager.Load()
end
if data.Args then
InvokeListenerCallbacks(listeners, table.unpack(data.Args))
else
InvokeListenerCallbacks(listeners)
end
else
fprint(LOGLEVEL.ERROR, "[LeaderLib:LeaderLib_Client_InvokeListeners] No listeners for event (%s)", payload)
end
else
local listeners = Listeners[payload]
if listeners then
if payload == "LuaReset" then
GameSettingsManager.Load()
end
InvokeListenerCallbacks(listeners)
else
fprint(LOGLEVEL.ERROR, "[LeaderLib:LeaderLib_Client_InvokeListeners] No listeners for event (%s)", payload)
end
end
end)
local lastActiveSkill = -1
local function OnShowActiveSkill(ui, method, id)
if id == -1 and lastActiveSkill ~= id then
local char = Client:GetCharacter()
if char then
Ext.PostMessageToServer("LeaderLib_OnActiveSkillCleared", tostring(char.NetID))
end
end
lastActiveSkill = id
end
Ext.RegisterUITypeInvokeListener(Data.UIType.hotBar, "showActiveSkill", OnShowActiveSkill)
Ext.RegisterUITypeInvokeListener(Data.UIType.bottomBar_c, "showActiveSkill", OnShowActiveSkill)
Ext.RegisterNetListener("LeaderLib_Debug_MusicTest", function(cmd, payload)
local data = Common.JsonParse(payload)
local mType = data.Type or "Explo"
local theme = data.Theme or "Fort_Joy"
--Ext.Audio.SetState("Music_Type", "None")
local success1 = Ext.Audio.SetState("Music_Type", mType)
local success2 = Ext.Audio.SetState("Music_Theme", theme)
fprint(LOGLEVEL.TRACE, "Ext.Audio.SetState(\"Music_Type\", \"%s\") = %s", mType, success1)
fprint(LOGLEVEL.TRACE, "Ext.Audio.SetState(\"Music_Theme\", \"%s\") = %s", theme, success2)
end)
function UI.ToggleChainGroup()
local targetGroupId = -1
local client = Client:GetCharacter()
local characters = {}
local ui = Ext.GetUIByType(Data.UIType.playerInfo)
if ui then
local this = ui:GetRoot()
if this then
for i=0,#this.player_array-1 do
local player_mc = this.player_array[i]
if player_mc then
local groupId = player_mc.groupId
local character = Ext.GetCharacter(Ext.DoubleToHandle(player_mc.characterHandle))
if character then
characters[#characters+1] = {
Group = groupId,
NetID = character.NetID
}
if character.NetID == client.NetID then
targetGroupId = groupId
end
end
end
end
end
end
local groupData = {
Leader = client.NetID,
Targets = {},
TotalChained = 0,
TotalUnchained = 0
}
for i,v in pairs(characters) do
if v.NetID ~= groupData.Leader then
groupData.Targets[#groupData.Targets+1] = v.NetID
if v.Group ~= targetGroupId then
groupData.TotalUnchained = groupData.TotalUnchained + 1
else
groupData.TotalChained = groupData.TotalChained + 1
end
end
end
if groupData.Leader then
Ext.PostMessageToServer("LeaderLib_ToggleChainGroup", Ext.JsonStringify(groupData))
end
end
Ext.RegisterUINameCall("LeaderLib_ToggleChainGroup", function(...)
UI.ToggleChainGroup()
end) |
-- i don't think i'll really use this class
local Class = require'libs.hump.class'
local Entity = require'entity'
-- local lg = love.graphics
local Ground = Class{
-- inherit entity
__includes = Entity
}
function Ground:init(--[[world-,-]]x,y,w,h)
Entity.init(self,--[[world,--]]x,y,w,h)
-- self.world:add(self, self:getRect())
end
function Ground:draw()
-- place holder
-- lg.rectangle('fill', self.getRect())
end
return Ground
|
--[[
This module prints the list of all Pokémon, alternative forms included, having
a given ability.
--]]
local k = {}
local tab = require('Wikilib-tables') -- luacheck: no unused
local txt = require('Wikilib-strings') -- luacheck: no unused
local list = require('Wikilib-lists')
local oop = require('Wikilib-oop')
local genlib = require('Wikilib-multigen')
local css = require('Css')
local ms = require('MiniSprite')
local resp = require('Resp')
local pokes = require("Poké-data")
local abils = require('PokéAbil-data')
local gens = require("Gens-data")
local mw = require('mw')
--[[
Class representing a list entry. Fulfills requirements of makeList, sortNdex
and sortForms of Wikilib/lists
--]]
k.Entry = oop.makeClass(list.PokeLabelledEntry)
--[[
Printing ability is a complex job: event have to be handled, as well as
generation changes. The first argumetn is the ability to be printed, the second
one whether it should be marked or not, to be used for events.
--]]
k.Entry.printAbil = function(abil, marked)
if not abil then
return marked and '' or 'Nessuna'
end
-- Marked abilities are italic
local toHTML
if marked then
toHTML = function(ability)
return table.concat{"<div>''[[", ability, "]]''</div>"}
end
else
toHTML = function(ability)
return table.concat{"[[", ability, "]]"}
end
end
if type(abil) == 'string' then
return toHTML(abil)
end
-- Adding generations superscripts
return table.concat(table.map(genlib.getGenSpan(abil), function(v)
local first, last = gens[v.first].roman, gens[v.last].roman
return string.interp(
'<div>${abil}<sup>${gen}</sup></div>',
{
abil = v.val == 'Nessuna' and v.val
or toHTML(v.val),
gen = v.first == v.last and first
or table.concat{first, '-', last}
})
end))
end
--[[
Constructor: the first argument is an entry from PokéAbil/data, the second
one its key.
--]]
k.Entry.new = function(pokeAbil, name)
local pokedata = genlib.getGen(pokes[name])
local this = k.Entry.super.new(name, pokedata.ndex)
this.abils = pokeAbil
if this.labels[1] == "" then
this.labels[1] = nil
end
return setmetatable(table.merge(this, pokedata), k.Entry)
end
-- Wikicode for a list entry: Pokémon mini sprite, name, types and abilities.
k.Entry.__tostring = function(this)
-- local form = this.formsData
-- and this.formsData.blacklinks[this.formAbbr] or ''
local form = ""
if this.labels[1] then
form = this.labels[1] == 'Tutte le forme'
and '<div class="small-text">Tutte le forme</div>'
or this.formsData.blacklinks[this.formAbbr]
end
return string.interp([=[| class="min-width-sm-20" data-sort-value="${ndex}" | ${static}
| class="black-text min-width-sm-40 min-width-xs-80" | [[${name}]]${form}
| class="min-width-xl-20 width-sm-40 width-xs-100" style="padding: 1ex 0.8ex;" | ${types}
| class="black-text min-width-sm-33" style="padding: 0.3ex;" | <div class="visible-sm text-small">Prima abilità</div>${abil1}${abilEv}
| class="black-text min-width-sm-33" style="padding: 0.3ex;" | <div class="visible-sm text-small">Seconda abilità</div>${abil2}
| class="black-text min-width-sm-33" style="padding: 0.3ex;" | <div class="visible-sm text-small">Abilità speciali</div>${abild}]=],
{
ndex = this.ndex and string.tf(this.ndex) or '???',
static = ms.staticLua(string.tf(this.ndex or 0) ..
(this.formAbbr == 'base' and '' or this.formAbbr or '')),
name = this.name,
form = form,
types = resp.twoTypeBoxesLua(this.type1, this.type2, {'thin'}, nil,
{'inline-block-sm', 'min-width-sm-70'}),
abil1 = k.Entry.printAbil(this.abils.ability1),
abilEv =k.Entry.printAbil(this.abils.abilitye, true),
abil2 = k.Entry.printAbil(this.abils.ability2),
abild = k.Entry.printAbil(this.abils.abilityd),
})
end
k.headers = {}
-- Wikicode for list header: it takes the color name
k.headers.makeHeader = function(color)
return string.interp([=[{| class="sortable roundy text-center pull-center white-rows" style="border-spacing: 0; padding: 0.3ex; ${bg};"
|- class="hidden-sm black-text"
! style="padding-top: 0.5ex; padding-bottom: 0.5ex;" | [[Elenco Pokémon secondo il Pokédex Nazionale|#]]
! Pokémon
! [[Tipo|Tipi]]
! Prima abilità
! Seconda abilità
! Abilità speciale]=],
{
bg = css.horizGradLua{type = color}
})
end
k.headers.separator = '|- class="roundy flex-sm flex-row flex-wrap flex-main-stretch flex-items-center" style="margin-top: 0.5rem;"'
k.headers.footer = [[|-
! class="text-left font-small" colspan="6" style="padding: 0.3ex 0.3em;" |
* Le abilità in ''corsivo'' sono ottenibili solo in determinate circostanze.
|}]]
-- =============================== AbilEntry ===============================
-- Class representing an entry of a Pokémon with a certain ability.
k.AbilEntry = oop.makeClass(k.Entry)
--[[
Constructor: the same as the superclass but adding a filter for Pokémon with
a certain ability.
The first argument is an entry from PokéAbil/data, the second one its key and
the third is the ability the Pokémon must have.
--]]
k.AbilEntry.new = function(pokeAbil, name, abil)
if not table.deepSearch(pokeAbil, abil) then
return nil
end
local this = k.AbilEntry.super.new(pokeAbil, name)
return setmetatable(this, k.AbilEntry)
end
--[[
Funzione d'interfaccia: si passano il tipo per il colore
e il titolo della pagina, da cui si ricava quello
dell'abilità.
--]]
k.abillist = function(frame)
local type = string.trim(frame.args[1]) or 'pcwiki'
local abil = string.trim(mw.text.decode(frame.args[2]))
abil = abil or 'Cacofonia'
return list.makeList({
source = abils,
iterator = list.pokeNames,
entryArgs = abil,
makeEntry = k.AbilEntry.new,
header = k.headers.makeHeader(type),
separator = k.headers.separator,
footer = k.headers.footer,
})
end
k.Abillist = k.abillist
return k
|
local _, Addon = ...
local Dominos = _G.Dominos
local GoldBar = Dominos:CreateClass("Frame", Addon.ProgressBar)
function GoldBar:Init()
self:Update()
self:SetColor(Addon.Config:GetColor("gold"))
self:SetBonusColor(Addon.Config:GetColor("gold_realm"))
end
function GoldBar:Update()
local gold = GetMoney("player")
local max = Addon.Config:GoldGoal()
if DataStore then
realm = 0
for _, c in pairs(DataStore:GetCharacters()) do
realm = realm + DataStore:GetMoney(c)
end
realm = realm - gold
else
realm = 0
end
if max == 0 then
max = (gold + realm) / 10000
end
self:SetValues(gold, max*10000, realm)
self:UpdateText(_G.MONEY, gold/10000, max, realm/10000)
end
function GoldBar:IsModeActive()
local goal = Addon.Config:GoldGoal()
return goal and goal > 0
end
-- register this as a possible progress bar mode
Addon.progressBarModes = Addon.progressBarModes or {}
Addon.progressBarModes["gold"] = GoldBar
Addon.GoldBar = GoldBar
|
local layerBase = require("games/common2/module/layerBase");
--[[
动画层
]]
local RoomAnimLayer = class(layerBase);
RoomAnimLayer.s_cmds = {
};
RoomAnimLayer.ctor = function(self)
self:removeStateBroadcast();
end
RoomAnimLayer.dtor = function(self)
end
-- 初始化layer的配置
RoomAnimLayer.initViewConfig = function(self)
self.m_viewConfig = {
[1] = {
path = "games/common2/module/anim/roomAnimView";
};
[2] = {
-- path = "games/common2/module/anim/roomAnimView";
};
[3] = {
-- path = "games/common2/module/anim/roomAnimView";
};
};
end
RoomAnimLayer.s_cmdConfig =
{
};
return RoomAnimLayer;
--[[
公共房间动画图层
功能:踢人、互动道具、加好友相关动画、升场、聊天、表情
说明:
动画模块,负责播放动画。有新动画播放时,发送消息通知模块,并添加接收逻辑,播放动画
动画尽量定义为layer类型的local类,避免直接继承animBase,定义成全局类。
]] |
local files = {
"Blocks",
"EastAsianWidth",
"PropList",
"Scripts",
"UnicodeData",
"DerivedCoreProperties",
}
local limit = 200000
local buffer = 190000
local head =
"-- Automatically generated by build.lua, do not edit\n"
for _,name in pairs(files) do
local path = string.format("UCD/%s.txt", name)
print("Building", path)
local file = io.open(path, 'r')
local contents = file:read("*a")
local num = math.ceil(#contents / limit);
if num == 1 then
print("Below max size")
local out = io.open(string.format("src/Data/%s.lua", name), 'w')
out:write(head.."return [[\n")
out:write(contents)
out:write("]]")
out:flush()
out:close()
else
print("Above max size, using "..num.." scripts")
local out
local length = math.huge
local i = 0
for line in contents:gmatch("([^\r\n]*)\n?") do
if length + #line + 1 > buffer then
if out then
out:write("]]\n")
out:flush()
out:close()
print("wrote file "..i)
end
i = i + 1
out = io.open(string.format("src/Data/%s%i.lua", name, i), 'w')
local str = head..'return [[\n'
out:write(str)
length = #str
end
out:write(line .. '\n')
length = length + #line + 1
end
out:write("]]\n")
out:flush()
out:close()
print("wrote file "..i)
local out = io.open(string.format("src/Data/%s.lua", name), 'w')
out:write(head.."return {\n")
for j = 1, i do
out:write(string.format(" require(script.Parent.%s%i),\n", name, j))
end
out:write("}\n")
out:flush()
print("wrote index file")
end
end
|
local entity_id = GetUpdatedEntityID()
function spawn_trading_post( x, y )
GamePrint("spawn_trading_post start");
EntityLoad( "data/trading/trading_post.xml", x, y )
GamePrint("spawn_trading_post end");
end
|
--==[[ libs ]]==--
local stringutils = {}
stringutils.format = function(s, tab) return (s:gsub('($%b{})', function(w) return tab[w:sub(3, -2)] or w end)) end
stringutils.split = function(s, delimiter)
result = {}
for match in (s .. delimiter):gmatch("(.-)" .. delimiter) do
table.insert(result, match)
end
return result
end
table.tostring = function(tbl, depth)
local res = "{"
local prev = 0
for k, v in next, tbl do
if type(v) == "table" then
if depth == nil or depth > 0 then
res =
res ..
((type(k) == "number" and prev and prev + 1 == k) and "" or k .. ": ") ..
table.tostring(v, depth and depth - 1 or nil) .. ", "
else
res = res .. k .. ": {...}, "
end
else
res = res .. ((type(k) == "number" and prev and prev + 1 == k) and "" or k .. ": ") .. tostring(v) .. ", "
end
prev = type(k) == "number" and k or nil
end
return res:sub(1, res:len() - 2) .. "}"
end
table.map = function(tbl, fn)
local res = {}
for k, v in next, tbl do
res[k] = fn(v)
end
return res
end
table.find = function(tbl, val)
for k, v in next, tbl do
if v == val then return k end
end
end
local prettyify
do
local typeLookup = {
["string"] = function(obj) return ("<VP>\"%s\"</VP>"):format(obj) end,
["number"] = function(obj) return ("<J>%s</J>"):format(obj) end,
["boolean"] = function(obj) return ("<J>%s</J>"):format(obj) end,
["function"] = function(obj) return ("<b><V>%s</V></b>"):format(obj) end,
["nil"] = function() return ("<G>nil</G>") end
}
local string_repeat = function(str, times)
local res = ""
while times > 0 do
res = res .. str
times = times - 1
end
return res
end
prettify = function(obj, depth, opt)
opt = opt or {}
opt.maxDepth = opt.maxDepth or 30
opt.truncateAt = opt.truncateAt or 30
local prettifyFn = typeLookup[type(obj)]
if (prettifyFn) then return { res = (prettifyFn(tostring(obj))), count = 1 } end -- not the type of object ({}, [])
if depth >= opt.maxDepth then
return {
res = ("<b><V>%s</V></b>"):format(tostring(obj)),
count = 1
}
end
local kvPairs = {}
local totalObjects = 0
local length = 0
local shouldTruncate = false
local previousKey = 0
for key, value in next, obj do
if not shouldTruncate then
local tn = tonumber(key)
key = tn and (((previousKey and tn - previousKey == 1) and "" or "[" .. key .. "]:")) or (key .. ":")
-- we only need to check if the previous key is a number, so a nil key doesn't matter
previousKey = tn
local prettified = prettify(value, depth + 1, opt)
kvPairs[#kvPairs + 1] = key .. " " .. prettified.res
totalObjects = totalObjects + prettified.count
if length >= opt.truncateAt then shouldTruncate = true end
end
length = length + 1
end
if shouldTruncate then kvPairs[#kvPairs] = (" <G><i>... %s more values</i></G>"):format(length - opt.truncateAt) end
if totalObjects < 6 then
return { res = "<N>{ " .. table.concat(kvPairs, ", ") .. " }</N>", count = totalObjects }
else
return { res = "<N>{ " .. table.concat(kvPairs, ",\n " .. string_repeat(" ", depth)) .. " }</N>", count = totalObjects }
end
end
end
local prettyprint = function(obj, opt) print(prettify(obj, 0, opt or {}).res) end
local p = prettyprint
-- Thanks to Turkitutu
-- https://pastebin.com/raw/Nw3y1A42
bit = {}
bit.lshift = function(x, by) -- Left-shift of x by n bits
return x * 2 ^ by
end
bit.rshift = function(x, by) -- Logical right-shift of x by n bits
return math.floor(x / 2 ^ by)
end
bit.band = function(a, b) -- bitwise and of x1, x2
local p, c = 1, 0
while a > 0 and b > 0 do
local ra, rb = a % 2, b % 2
if ra + rb > 1 then
c = c + p
end
a, b, p = (a - ra) / 2, (b - rb) / 2, p * 2
end
return c
end
bit.bxor = function(a,b) -- Bitwise xor of x1, x2
local r = 0
for i = 0, 31 do
local x = a / 2 + b / 2
if x ~= math.floor(x) then
r = r + 2^i
end
a = math.floor(a / 2)
b = math.floor(b / 2)
end
return r
end
bit.bor = function(a,b) -- Bitwise or of x1, x2
local p, c= 1, 0
while a+b > 0 do
local ra, rb = a % 2, b % 2
if ra + rb > 0 then
c = c + p
end
a, b, p = (a - ra) / 2, (b - rb) / 2, p * 2
end
return c
end
bit.bnot = function(n) -- Bitwise not of x
local p, c = 1, 0
while n > 0 do
local r = n % 2
if r < 0 then
c = c + p
end
n, p = (n - r) / 2, p * 2
end
return c
end
local BitList = {}
BitList.__index = BitList
setmetatable(BitList, {
__call = function(cls, ...)
return cls.new(...)
end
})
do
function BitList.new(features)
local self = setmetatable({}, BitList)
self.featureArray = features
self.featureKeys = {}
for k, v in next, features do
self.featureKeys[v] = k
end
self.features = #self.featureArray
return self
end
function BitList:encode(featTbl)
local res = 0
for k, v in next, featTbl do
if v and self.featureKeys[k] then
res = bit.bor(res, bit.lshift(1, self.featureKeys[k] - 1))
end
end
return res
end
function BitList:decode(featInt)
local features, index = {}, 1
while (featInt > 0) do
feat = bit.band(featInt, 1) == 1
corrFeat = self.featureArray[index]
features[corrFeat] = feat
featInt = bit.rshift(featInt, 1)
index = index + 1
end
return features
end
function BitList:get(index)
return self.featureArray[index]
end
function BitList:find(feature)
return self.featureKeys[feature]
end
end
local Panel = {}
local Image = {}
do
local string_split = function(s, delimiter)
result = {}
for match in (s .. delimiter):gmatch("(.-)" .. delimiter) do
table.insert(result, match)
end
return result
end
local table_tostring
table_tostring = function(tbl, depth)
local res = "{"
local prev = 0
for k, v in next, tbl do
if type(v) == "table" then
if depth == nil or depth > 0 then
res =
res ..
((type(k) == "number" and prev and prev + 1 == k) and "" or k .. ": ") ..
table_tostring(v, depth and depth - 1 or nil) .. ", "
else
res = res .. k .. ": {...}, "
end
else
res = res .. ((type(k) == "number" and prev and prev + 1 == k) and "" or k .. ": ") .. tostring(v) .. ", "
end
prev = type(k) == "number" and k or nil
end
return res:sub(1, res:len() - 2) .. "}"
end
local table_copy = function(tbl)
local res = {}
for k, v in next, tbl do res[k] = v end
return res
end
-- [[ class Image ]] --
Image.__index = Image
Image.__tostring = function(self) return table_tostring(self) end
Image.images = {}
setmetatable(Image, {
__call = function(cls, ...)
return cls.new(...)
end
})
function Image.new(imageId, target, x, y, parent)
local self = setmetatable({
id = #Image.images + 1,
imageId = imageId,
target = target,
x = x,
y = y,
instances = {},
}, Image)
Image.images[self.id] = self
return self
end
function Image:show(target)
if target == nil then error("Target cannot be nil") end
if self.instances[target] then return self end
self.instances[target] = tfm.exec.addImage(self.imageId, self.target, self.x, self.y, target)
return self
end
function Image:hide(target)
if target == nil then error("Target cannot be nil") end
if not self.instances[target] then return end
tfm.exec.removeImage(self.instances[target])
self.instances[target] = nil
return self
end
-- [[ class Panel ]] --
Panel.__index = Panel
Panel.__tostring = function(self) return table_tostring(self) end
Panel.panels = {}
setmetatable(Panel, {
__call = function (cls, ...)
return cls.new(...)
end,
})
function Panel.new(id, text, x, y, w, h, background, border, opacity, fixed, hidden)
local self = setmetatable({
id = id,
text = text,
x = x,
y = y,
w = w,
h = h,
background = background,
border = border,
opacity = opacity,
fixed = fixed,
hidden = hidden,
isCloseButton = false,
closeTarget = nil,
parent = nil,
onhide = nil,
onclick = nil,
children = {},
temporary = {}
}, Panel)
Panel.panels[id] = self
return self
end
function Panel.handleActions(id, name, event)
local panelId = id - 10000
local panel = Panel.panels[panelId]
if not panel then return end
if panel.isCloseButton then
if not panel.closeTarget then return end
panel.closeTarget:hide(name)
if panel.onhide then panel.onhide(panelId, name, event) end
else
if panel.onclick then panel.onclick(panelId, name, event) end
end
end
function Panel:show(target)
ui.addTextArea(10000 + self.id, self.text, target, self.x, self.y, self.w, self.h, self.background, self.border, self.opacity, self.opacity)
self.visible = true
for name in next, (target and { [target] = true } or tfm.get.room.playerList) do
for id, child in next, self.children do
child:show(name)
end
end
return self
end
function Panel:update(text, target)
ui.updateTextArea(10000 + self.id, text, target)
return self
end
function Panel:hide(target)
ui.removeTextArea(10000 + self.id, target)
for name in next, (target and { [target] = true } or tfm.get.room.playerList) do
for id, child in next, self.children do
child:hide(name)
end
if self.temporary[name] then
for id, child in next, self.temporary[name] do
child:hide(name)
end
self.temporary[name] = {}
end
end
if self.onclose then self.onclose(target) end
return self
end
function Panel:addPanel(panel)
self.children[panel.id] = panel
panel.parent = self.id
return self
end
function Panel:addImage(image)
self.children["i_" .. image.id] = image
return self
end
function Panel:addPanelTemp(panel, target)
if not self.temporary[target] then self.temporary[target] = {} end
panel:show(target)
self.temporary[target][panel.id] = panel
return self
end
function Panel:addImageTemp(image, target)
if not self.temporary[target] then self.temporary[target] = {} end
image:show(target)
self.temporary[target]["i_" .. image.id] = image
return self
end
function Panel:setActionListener(fn)
self.onclick = fn
return self
end
function Panel:setCloseButton(id, callback)
local button = Panel.panels[id]
if not button then return self end
self.closeTarget = button
self.onclose = callback
button.isCloseButton = true
button.closeTarget = self
return self
end
end
-- [[Timers4TFM]] --
local a={}a.__index=a;a._timers={}setmetatable(a,{__call=function(b,...)return b.new(...)end})function a.process()local c=os.time()local d={}for e,f in next,a._timers do if f.isAlive and f.mature<=c then f:call()if f.loop then f:reset()else f:kill()d[#d+1]=e end end end;for e,f in next,d do a._timers[f]=nil end end;function a.new(g,h,i,j,...)local self=setmetatable({},a)self.id=g;self.callback=h;self.timeout=i;self.isAlive=true;self.mature=os.time()+i;self.loop=j;self.args={...}a._timers[g]=self;return self end;function a:setCallback(k)self.callback=k end;function a:addTime(c)self.mature=self.mature+c end;function a:setLoop(j)self.loop=j end;function a:setArgs(...)self.args={...}end;function a:call()self.callback(table.unpack(self.args))end;function a:kill()self.isAlive=false end;function a:reset()self.mature=os.time()+self.timeout end;Timer=a
--[[DataHandler v22]]
local a={}a.VERSION='1.5'a.__index=a;function a.new(b,c,d)local self=setmetatable({},a)assert(b,'Invalid module ID (nil)')assert(b~='','Invalid module ID (empty text)')assert(c,'Invalid skeleton (nil)')for e,f in next,c do f.type=f.type or type(f.default)end;self.players={}self.moduleID=b;self.moduleSkeleton=c;self.moduleIndexes={}self.otherOptions=d;self.otherData={}self.originalStuff={}for e,f in pairs(c)do self.moduleIndexes[f.index]=e end;if self.otherOptions then self.otherModuleIndexes={}for e,f in pairs(self.otherOptions)do self.otherModuleIndexes[e]={}for g,h in pairs(f)do h.type=h.type or type(h.default)self.otherModuleIndexes[e][h.index]=g end end end;return self end;function a.newPlayer(self,i,j)assert(i,'Invalid player name (nil)')assert(i~='','Invalid player name (empty text)')self.players[i]={}self.otherData[i]={}j=j or''local function k(l)local m={}for n in string.gsub(l,'%b{}',function(o)return o:gsub(',','\0')end):gmatch('[^,]+')do n=n:gsub('%z',',')if string.match(n,'^{.-}$')then table.insert(m,k(string.match(n,'^{(.-)}$')))else table.insert(m,tonumber(n)or n)end end;return m end;local function p(c,q)for e,f in pairs(c)do if f.index==q then return e end end;return 0 end;local function r(c)local s=0;for e,f in pairs(c)do if f.index>s then s=f.index end end;return s end;local function t(b,c,u,v)local w=1;local x=r(c)b="__"..b;if v then self.players[i][b]={}end;local function y(n,z,A,B)local C;if z=="number"then C=tonumber(n)or B elseif z=="string"then C=string.match(n and n:gsub('\\"','"')or'',"^\"(.-)\"$")or B elseif z=="table"then C=string.match(n or'',"^{(.-)}$")C=C and k(C)or B elseif z=="boolean"then if n then C=n=='1'else C=B end end;if v then self.players[i][b][A]=C else self.players[i][A]=C end end;if#u>0 then for n in string.gsub(u,'%b{}',function(o)return o:gsub(',','\0')end):gmatch('[^,]+')do n=n:gsub('%z',','):gsub('\9',',')local A=p(c,w)local z=c[A].type;local B=c[A].default;y(n,z,A,B)w=w+1 end end;if w<=x then for D=w,x do local A=p(c,D)local z=c[A].type;local B=c[A].default;y(nil,z,A,B)end end end;local E,F=self:getModuleData(j)self.originalStuff[i]=F;if not E[self.moduleID]then E[self.moduleID]='{}'end;t(self.moduleID,self.moduleSkeleton,E[self.moduleID]:sub(2,-2),false)if self.otherOptions then for b,c in pairs(self.otherOptions)do if not E[b]then local G={}for e,f in pairs(c)do local z=f.type or type(f.default)if z=='string'then G[f.index]='"'..tostring(f.default:gsub('"','\\"'))..'"'elseif z=='table'then G[f.index]='{}'elseif z=='number'then G[f.index]=f.default elseif z=='boolean'then G[f.index]=f.default and'1'or'0'end end;E[b]='{'..table.concat(G,',')..'}'end end end;for b,u in pairs(E)do if b~=self.moduleID then if self.otherOptions and self.otherOptions[b]then t(b,self.otherOptions[b],u:sub(2,-2),true)else self.otherData[i][b]=u end end end end;function a.dumpPlayer(self,i)local m={}local function H(I)local m={}for e,f in pairs(I)do local J=type(f)if J=='table'then m[#m+1]='{'m[#m+1]=H(f)if m[#m]:sub(-1)==','then m[#m]=m[#m]:sub(1,-2)end;m[#m+1]='}'m[#m+1]=','else if J=='string'then m[#m+1]='"'m[#m+1]=f:gsub('"','\\"')m[#m+1]='"'elseif J=='boolean'then m[#m+1]=f and'1'or'0'else m[#m+1]=f end;m[#m+1]=','end end;if m[#m]==','then m[#m]=''end;return table.concat(m)end;local function K(i,b)local m={b,'=','{'}local L=self.players[i]local M=self.moduleIndexes;local N=self.moduleSkeleton;if self.moduleID~=b then M=self.otherModuleIndexes[b]N=self.otherOptions[b]b='__'..b;L=self.players[i][b]end;if not L then return''end;for D=1,#M do local A=M[D]local z=N[A].type;if z=='string'then m[#m+1]='"'m[#m+1]=L[A]:gsub('"','\\"')m[#m+1]='"'elseif z=='number'then m[#m+1]=L[A]elseif z=='boolean'then m[#m+1]=L[A]and'1'or'0'elseif z=='table'then m[#m+1]='{'m[#m+1]=H(L[A])m[#m+1]='}'end;m[#m+1]=','end;if m[#m]==','then m[#m]='}'else m[#m+1]='}'end;return table.concat(m)end;m[#m+1]=K(i,self.moduleID)if self.otherOptions then for e,f in pairs(self.otherOptions)do local u=K(i,e)if u~=''then m[#m+1]=','m[#m+1]=u end end end;for e,f in pairs(self.otherData[i])do m[#m+1]=','m[#m+1]=e;m[#m+1]='='m[#m+1]=f end;return table.concat(m)..self.originalStuff[i]end;function a.get(self,i,A,O)if not O then return self.players[i][A]else assert(self.players[i]['__'..O],'Module data not available ('..O..')')return self.players[i]['__'..O][A]end end;function a.set(self,i,A,C,O)if O then self.players[i]['__'..O][A]=C else self.players[i][A]=C end;return self end;function a.save(self,i)system.savePlayerData(i,self:dumpPlayer(i))end;function a.removeModuleData(self,i,O)assert(O,"Invalid module name (nil)")assert(O~='',"Invalid module name (empty text)")assert(O~=self.moduleID,"Invalid module name (current module data structure)")if self.otherData[i][O]then self.otherData[i][O]=nil;return true else if self.otherOptions and self.otherOptions[O]then self.players[i]['__'..O]=nil;return true end end;return false end;function a.getModuleData(self,l)local m={}for b,u in string.gmatch(l,'([0-9A-Za-z_]+)=(%b{})')do local P=self:getTextBetweenQuotes(u:sub(2,-2))for D=1,#P do P[D]=P[D]:gsub("[%(%)%.%%%+%-%*%?%[%]%^%$]","%%%0")u=u:gsub(P[D],P[D]:gsub(',','\9'))end;m[b]=u end;for e,f in pairs(m)do l=l:gsub(e..'='..f:gsub('\9',','):gsub("[%(%)%.%%%+%-%*%?%[%]%^%$]","%%%0")..',?','')end;return m,l end;function a.convertFromOld(self,Q,R)assert(Q,'Old data is nil')assert(R,'Old skeleton is nil')local function S(l,T)local m={}for U in string.gmatch(l,'[^'..T..']+')do m[#m+1]=U end;return m end;local E=S(Q,'?')local m={}for D=1,#E do local O=E[D]:match('([0-9a-zA-Z]+)=')local u=S(E[D]:gsub(O..'=',''):gsub(',,',',\8,'),',')local G={}for V=1,#u do if R[O][V]then if R[O][V]=='table'then G[#G+1]='{'if u[V]~='\8'then local I=S(u[V],'#')for W=1,#I do G[#G+1]=I[W]G[#G+1]=','end;if G[#G]==','then table.remove(G)end end;G[#G+1]='},'elseif R[O][V]=='string'then G[#G+1]='"'if u[V]~='\8'then G[#G+1]=u[V]end;G[#G+1]='"'G[#G+1]=','else if u[V]~='\8'then G[#G+1]=u[V]else G[#G+1]=0 end;G[#G+1]=','end end end;if G[#G]==','then table.remove(G)end;m[#m+1]=O;m[#m+1]='='m[#m+1]='{'m[#m+1]=table.concat(G)m[#m+1]='}'m[#m+1]=','end;if m[#m]==','then table.remove(m)end;return table.concat(m)end;function a.convertFromDataManager(self,Q,R)assert(Q,'Old data is nil')assert(R,'Old skeleton is nil')local function S(l,T)local m={}for U in string.gmatch(l,'[^'..T..']+')do m[#m+1]=U end;return m end;local E=S(Q,'§')local m={}for D=1,#E do local O=E[D]:match('%[(.-)%]')local u=S(E[D]:gsub('%['..O..'%]%((.-)%)','%1'),'#')local G={}for V=1,#u do if R[V]=='table'then local I=S(u[V],'&')G[#G+1]='{'for W=1,#I do if tonumber(I[W])then G[#G+1]=I[W]G[#G+1]=','else G[#G+1]='"'G[#G+1]=I[W]G[#G+1]='"'G[#G+1]=','end end;if G[#G]==','then table.remove(G)end;G[#G+1]='}'G[#G+1]=','else if R[V]=='string'then G[#G+1]='"'G[#G+1]=u[V]G[#G+1]='"'else G[#G+1]=u[V]end;G[#G+1]=','end end;if G[#G]==','then table.remove(G)end;m[#m+1]=O;m[#m+1]='='m[#m+1]='{'m[#m+1]=table.concat(G)m[#m+1]='}'end;return table.concat(m)end;function a.getTextBetweenQuotes(self,l)local m={}local X=1;local Y=0;local Z=false;for D=1,#l do local _=l:sub(D,D)if _=='"'then if l:sub(D-1,D-1)~='\\'then if Y==0 then X=D;Y=Y+1 else Y=Y-1;if Y==0 then m[#m+1]=l:sub(X,D)end end end end end;return m end;DataHandler=a
--[[ Makinit's XML library ]]--
local a="Makinit's XML library"local b="[%a_:][%w%.%-_:]*"function parseXml(c,d)if not d then c=string.gsub(c,"<!%[CDATA%[(.-)%]%]>",xmlEscape)c=string.gsub(c,"<%?.-%?>","")c=string.gsub(c,"<!%-%-.-%-%->","")c=string.gsub(c,"<!.->","")end;local e={}local f={}local g=e;for h,i,j,k,l in string.gmatch(c,"<(/?)("..b..")(.-)(/?)>%s*([^<]*)%s*")do if h=="/"then local m=f[g]if m and i==g.name then g=m end else local n={name=i,attribute={}}table.insert(g,n)f[n]=g;if k~="/"then g=n end;for i,o in string.gmatch(j,"("..b..")%s*=%s*\"(.-)\"")do n.attribute[i]=d and o or xmlUnescape(o)end end;if l~=""then local n={text=d and l or xmlUnescape(l)}table.insert(g,n)f[n]=g end end;return e[1]end;function generateXml(g,d)if g.name then local c="<"..g.name;for i,o in pairs(g.attribute)do c=c.." "..i.."=\""..(d and tostring(o)or xmlEscape(tostring(o))).."\""end;if#g==0 then c=c.." />"else c=c..">"for p,n in ipairs(g)do c=c..generateXml(n,d)end;c=c.."</"..g.name..">"end;return c elseif g.text then return d and tostring(g.text)or xmlEscape(tostring(g.text))end end;function path(q,...)q={q}for p,i in ipairs(arg)do local r={}for p,s in ipairs(q)do for p,n in ipairs(s)do if n.name==i then table.insert(r,n)end end end;q=r end;return q end;local t={}function xmlEscape(u)local v=t[u]if not v then local w=string.gsub;v=w(u,"&","&")v=w(v,"\"",""")v=w(v,"'","'")v=w(v,"<","<")v=w(v,">",">")t[u]=v end;return v end;local x={}function xmlUnescape(u)local v=x[u]if not v then local w=string.gsub;v=w(u,""","\"")v=w(v,"'","'")v=w(v,"<","<")v=w(v,">",">")v=w(v,"&#(%d%d?%d?%d?);",dec2char)v=w(v,"&#x(%x%x?%x?%x?);",hex2char)v=w(v,"&","&")x[u]=v end;return v end;function dec2char(y)y=tonumber(y)return string.char(y>255 and 0 or y)end;function hex2char(y)y=tonumber(y,16)return string.char(y>255 and 0 or y)end
--==[[ init ]]==--
local VERSION = "v2.5.2.0"
local VERSION_IMG = nil
local CHANGELOG =
[[
<p align='center'><font size='20'><b><V>CHANGELOG</V></b></font> <BV><a href='event:log'>[View all]</a></BV></p><font size='12' face='Lucida Console'>
<font size='15' face='Lucida Console'><b><BV>v2.5.2.0</BV></b></font> <i>(7/26/2021)</i>
• Player data fail safeback
<font size='15' face='Lucida Console'><b><BV>v2.5.1.0</BV></b></font> <i>(7/26/2021)</i>
• Minor permission changes for some commands
<font size='15' face='Lucida Console'><b><BV>v2.5.0.0</BV></b></font> <i>(7/26/2021)</i>
• Added new map parameters ALLOWED="" and RESTRICTED="", check the map submission thread for more information!
<font size='15' face='Lucida Console'><b><BV>v2.4.0.0</BV></b></font> <i>(7/26/2021)</i>
• Added a news windows
<font size='15' face='Lucida Console'><b><BV>v2.3.4.0</BV></b></font> <i>(7/26/2021)</i>
• Added UR (urdu) translations (Thanks to Maha010#0000)
• Changed the map rotation algorithm to play latest maps more frequent
• Added an indicator for stats enabled/disabled
• Fixed not showing all the credits for some languages
<font size='15' face='Lucida Console'><b><BV>v2.3.3.0</BV></b></font> <i>(6/12/2021)</i>
• Fixed the bug that displays your badges instead of showing the target's badges
• Added BR translations (Thanks to Santoex#0000)
• Changed the font size of ratios in leaderboard to '9' as a temporary fix for text wrapping issuess
<font size='15' face='Lucida Console'><b><BV>v2.3.2.0</BV></b></font> <i>(3/27/2021)</i>
• Added badges for the roles you have obtained!!!
• Fixed bugs that caused the leaderboards from not loading properly due to the last update
• Fixed some internal commands
<font size='15' face='Lucida Console'><b><BV>v2.3.1.0</BV></b></font> <i>(3/22/2021)</i>
• Added !npp [@code] to queue maps - works only inside your tribe house
• Major internal changes regarding map rotation
</font>
]]
tfm.exec.disableAutoNewGame()
tfm.exec.disableAutoScore()
tfm.exec.disableAutoShaman()
tfm.exec.disableAutoTimeLeft()
tfm.exec.disablePhysicalConsumables()
local admins = {
["King_seniru#5890"] = true,
["Lightymouse#0421"] = true,
["Overforyou#9290"] = true
}
-- TEMP: Temporary fix to get rid of farmers and hackers
local banned = {
["Sannntos#0000"] = true,
["Bofmfodo#1438"] = true,
["Rimuru#7401"] = true
}
maps = {
list = { 521833, 401421, 541917, 541928, 541936, 541943, 527935, 559634, 559644 },
dumpCache = "",
overwriteFile = false
}
local ENUM_ITEMS = {
SMALL_BOX = 1,
LARGE_BOX = 2,
SMALL_PLANK = 3,
LARGE_PLANK = 4,
BALL = 6,
ANVIL = 10,
CANNON = 17,
BOMB = 23,
SPIRIT = 24,
BLUE_BALOON = 28,
RUNE = 32,
SNOWBALL = 34,
CUPID_ARROW = 35,
APPLE = 39,
SHEEP = 40,
SMALL_ICE_PLANK = 45,
SMALL_CHOCO_PLANK = 46,
ICE_CUBE = 54,
CLOUD = 57,
BUBBLE = 59,
TINY_PLANK = 60,
STABLE_RUNE = 62,
PUFFER_FISH = 65,
TOMBSTONE = 90
}
local items = {
ENUM_ITEMS.SMALL_BOX,
ENUM_ITEMS.LARGE_BOX,
ENUM_ITEMS.SMALL_PLANK,
ENUM_ITEMS.LARGE_PLANK,
ENUM_ITEMS.BALL,
ENUM_ITEMS.ANVIL,
ENUM_ITEMS.BOMB,
ENUM_ITEMS.SPIRIT,
ENUM_ITEMS.BLUE_BALOON,
ENUM_ITEMS.RUNE,
ENUM_ITEMS.SNOWBALL,
ENUM_ITEMS.CUPID_ARROW,
ENUM_ITEMS.APPLE,
ENUM_ITEMS.SHEEP,
ENUM_ITEMS.SMALL_ICE_PLANK,
ENUM_ITEMS.SMALL_CHOCO_PLANK,
ENUM_ITEMS.ICE_CUBE,
ENUM_ITEMS.CLOUD,
ENUM_ITEMS.BUBBLE,
ENUM_ITEMS.TINY_PLANK,
ENUM_ITEMS.STABLE_RUNE,
ENUM_ITEMS.PUFFER_FISH,
ENUM_ITEMS.TOMBSTONE
}
local keys = {
LEFT = 0,
RIGHT = 2,
DOWN = 3,
SPACE = 32,
LETTER_H = 72,
LETTER_L = 76,
LETTER_O = 79,
LETTER_P = 80,
}
local assets = {
banner = "173f1aa1720.png",
count1 = "173f211056a.png",
count2 = "173f210937b.png",
count3 = "173f210089f.png",
newRound = "173f2113b5e.png",
heart = "173f2212052.png",
iconRounds = "17434cc5748.png",
iconDeaths = "17434d1c965.png",
iconSurvived = "17434d0a87e.png",
iconWon = "17434cff8bd.png",
iconTrophy = "176463dbc3e.png",
lock = "1660271f4c6.png",
help = {
survive = "17587d5abed.png",
killAll = "17587d5ca0e.png",
shoot = "17587d6acaf.png",
creditors = "17587d609f1.png",
commands = "17587d64557.png",
weapon = "17587d67562.png",
github = "1764b681c20.png",
discord = "1764b73dad6.png",
map = "1764b7a7692.png"
},
items = {
[ENUM_ITEMS.SMALL_BOX] = "17406985997.png",
[ENUM_ITEMS.LARGE_BOX] = "174068e3bca.png",
[ENUM_ITEMS.SMALL_PLANK] = "174069a972e.png",
[ENUM_ITEMS.LARGE_PLANK] = "174069c5a7a.png",
[ENUM_ITEMS.BALL] = "174069d7a29.png",
[ENUM_ITEMS.ANVIL] = "174069e766a.png",
[ENUM_ITEMS.CANNON] = "17406bf2f70.png",
[ENUM_ITEMS.BOMB] = "17406bf6ffc.png",
[ENUM_ITEMS.SPIRIT] = "17406a23cd0.png",
[ENUM_ITEMS.BLUE_BALOON] = "17406a41815.png",
[ENUM_ITEMS.RUNE] = "17406a58032.png",
[ENUM_ITEMS.SNOWBALL] = "17406a795f4.png",
[ENUM_ITEMS.CUPID_ARROW] = "17406a914a3.png",
[ENUM_ITEMS.APPLE] = "17406aa2daf.png",
[ENUM_ITEMS.SHEEP] = "17406ac8ab7.png",
[ENUM_ITEMS.SMALL_ICE_PLANK] = "17406aefb88.png",
[ENUM_ITEMS.SMALL_CHOCO_PLANK] = "17406b00239.png",
[ENUM_ITEMS.ICE_CUBE] = "17406b15725.png",
[ENUM_ITEMS.CLOUD] = "17406b22bd6.png",
[ENUM_ITEMS.BUBBLE] = "17406b32d1f.png",
[ENUM_ITEMS.TINY_PLANK] = "17406b59bd6.png",
[ENUM_ITEMS.STABLE_RUNE] = "17406b772b7.png",
[ENUM_ITEMS.PUFFER_FISH] = "17406b8c9f2.png",
[ENUM_ITEMS.TOMBSTONE] = "17406b9eda9.png"
},
widgets = {
borders = {
topLeft = "155cbe99c72.png",
topRight = "155cbea943a.png",
bottomLeft = "155cbe97a3f.png",
bottomRight = "155cbe9bc9b.png"
},
closeButton = "171e178660d.png",
scrollbarBg = "1719e0e550a.png",
scrollbarFg = "1719e173ac6.png"
},
community = {
int= "1651b327097.png",
xx = "1651b327097.png",
ar = "1651b32290a.png",
bg = "1651b300203.png",
br = "1651b3019c0.png",
cn = "1651b3031bf.png",
cz = "1651b304972.png",
de = "1651b306152.png",
ee = "1651b307973.png",
en = "1723dc10ec2.png",
e2 = "1723dc10ec2.png",
es = "1651b309222.png",
fi = "1651b30aa94.png",
fr = "1651b30c284.png",
gb = "1651b30da90.png",
hr = "1651b30f25d.png",
hu = "1651b310a3b.png",
id = "1651b3121ec.png",
il = "1651b3139ed.png",
it = "1651b3151ac.png",
jp = "1651b31696a.png",
lt = "1651b31811c.png",
lv = "1651b319906.png",
nl = "1651b31b0dc.png",
pl = "1651b31e0cf.png",
pt = "1651b3019c0.png",
ro = "1651b31f950.png",
ru = "1651b321113.png",
tg = "1651b31c891.png",
tr = "1651b3240e8.png",
vk = "1651b3258b3.png"
},
dummy = "17404561700.png"
}
local closeSequence = {
[1] = {}
}
local dHandler = DataHandler.new("pew", {
rounds = {
index = 1,
type = "number",
default = 0
},
survived = {
index = 2,
type = "number",
default = 0
},
won = {
index = 3,
type = "number",
default = 0
},
points = {
index = 4,
type = "number",
default = 0
},
packs = {
index = 5,
type = "number",
default = 1
},
equipped = {
index = 6,
type = "number",
default = 1
},
roles = {
index = 7,
type = "number",
default = 0
},
version = {
index = 8,
type = "string",
default = "v0.0.0.0"
}
})
local MIN_PLAYERS = 4
local profileWindow, leaderboardWindow, changelogWindow, shopWindow, helpWindow
local initialized, newRoundStarted, suddenDeath = false, false, false
local currentItem = ENUM_ITEMS.CANNON
local isTribeHouse = tfm.get.room.isTribeHouse
local statsEnabled = not isTribeHouse
local rotation, queuedMaps, currentMapIndex = {}, {}, 0
local mapProps = { allowed = nil, restricted = nil, grey = nil, items = items, fromQueue = false }
local leaderboardNotifyList = {}
local leaderboard, shop, roles
--==[[ translations ]]==--
local translations = {}
translations["en"] = {
LIVES_LEFT = "<ROSE>You have <N>${lives} <ROSE>lives left. <VI>Respawning in 3...",
LOST_ALL = "<ROSE>You have lost all your lives!",
SD = "<VP>Sudden death! Everyone has <N>1 <VP>life left",
WELCOME = "<VP>Welcome to pewpew, <N>duck <VP>or <N>spacebar <VP>to shoot items!",
SOLE = "<ROSE>${player} is the sole survivor!",
SURVIVORS = "<ROSE>${winners} and ${winner} have survived this round!",
SELF_RANK = "<p align='center'>Your rank: ${rank}</p>",
ROUNDS = "<font face='Lucida console'><N2>Rounds played</N2></font>",
DEATHS = "<font face='Lucida console'><N2>Deaths</N2></font>",
SURVIVED = "<font face='Lucida console'><N2>Rounds survived</N2></font>",
WON = "<font face='Lucida console'><N2>Rounds won</N2></font>",
LBOARD_POS = "<b><font face='Lucida console' color='#e3b134'>Global leaderboard: ${pos}</font></b>",
EQUIPPED = "Equipped",
EQUIP = "Equip",
BUY = "Buy",
POINTS = "<font face='Lucida console' size='12'> <b>Points:</b> <V>${points}</V></font>",
PACK_DESC = "\n\n<font face='Lucida console' size='12' color='#cccccc'><i>“ ${desc} ”</i></font>\n<p align='right'><font size='10'>- ${author}</font></p>",
GIFT_RECV = "<N>You have been rewarded with <ROSE><b>${gift}</b></ROSE> by <ROSE><b>${admin}</b></ROSE>",
COMMANDS = "\n\n<N2>[ <b>H</b> ]</N2> <N><ROSE>!help</ROSE> (displays this help menu)</N><br><N2>[ <b>P</b> ]</N2> <N><ROSE>!profile <i>[player]</i></ROSE> (displays the profile of the player)</N><br></N><N2>[ <b>O</b> ]</N2> <N><ROSE>!shop</ROSE> (displays the shop)</N><br><N2>[ <b>L</b> ]</N2> <N>(displays the leaderboard)</N><br><br><N><ROSE>!changelog</ROSE> (displays the changelog)</N><br><br>",
CMD_TITLE = "<font size='25' face='Comic Sans'><b><J>Commands</J></b></font>",
CREDITS = "\n\nArtist - <b>${artists}</b>\nTranslators - <b>${translators}</b>\n\n\nAnd thank you for playing pewpew!",
CREDS_TITLE = "<font size='25' face='Comic Sans'><b><R>Credits</R></b></font>",
OBJECTIVE = "<b>Survive and kill others to win</b>",
HELP_GOTIT = "<font size='15'><J><b><a href='event:close'>Got it!</a></b></J></font>",
HELP_GITHUB = "<N>Want to contribute this module? Cool! Check out</N> <VI><b><i>https://github.com/Seniru/pewpew</i></b></VI>",
HELP_DISCORD = "<N>Discord:</N> <VI><b><i>https://discord.gg/vaqgrgp</i></b></VI>",
HELP_MAP = "<N>Want to add your maps to pewpew? Check out</N> <VI><b><i>https://atelier801.com/topic?f=6&t=892550</i></b></VI>",
NEW_ROLE = "<N><ROSE><b>${player}</b></ROSE> is now a <ROSE><b>${role}</b></ROSE>",
KICK_ROLE = "<N><ROSE><b>${player}</b></ROSE> is not a <ROSE><b>${role}</b></ROSE> anymore! ;c",
ERR_PERMS = "<N>[</N><R>•</R><N>] <R><b>Error: You are not permitted to use this command!</b></R>",
ERR_CMD = "<N>[</N><R>•</R><N>] <R><b>Error in command<br>\tUsage:</b><font face='Lucida console'>${syntax}</i></font></R>",
MAP_QUEUED ="<N><ROSE><b>@${map}</b></ROSE> has been queued by <ROSE><b>${player}</b></ROSE>",
STATS_ENABLED = "${author}<G> - @${code} | </G><V>STATS ENABLED",
STATS_DISABLED = "${author}<G> - @${code} | </G><R>STATS DISABLED",
SHOW_CLOGS = "<p align='center'><a href='event:changelog'><b>Show changelog</b></a></p>",
NEW_VERSION = "<font size='16'><p align='center'><b><J>NEW VERSION <T>${version}</T></J></b></p></font>",
MAP_ERROR = "<N>[</N><R>•</R><N>]</N> <R><b>[Map Error]</b>: Reason: <font face='Lucida console'>${reason}</font>\nRetrying another map in 3...</R>",
LIST_MAP_PROPS = "<ROSE>[Map Info]</ROSE> <J>@${code}</J> - ${author}\n<ROSE>[Map Info]</ROSE> <VP>Item list:</VP> <N>${items}\n<ROSE>[Map Info]</ROSE> <VP>Allowed:</VP> <N>${allowed}\n<ROSE>[Map Info]</ROSE> <VP>Restricted:</VP> <N>${restricted}",
DATA_LOAD_ERROR = "<N>[</N><R>•</R><N>]</N> <R><b>[Error]</b>: We had an issue loading your data; as a result we have stopped saving your data in this room. Rejoining the room might fix the problem.</R>"
}
translations["br"] = {
LIVES_LEFT = "<ROSE>Você possuí <N>${lives} <ROSE>vidas restantes. <VI>Respawning in 3...",
LOST_ALL = "<ROSE>Você perdeu todas as suas vidas!",
SD = "<VP>Morte súbita! Todos agora possuem <N>1 <VP>vida restante",
WELCOME = "<VP>Bem-vindo(a) ao pewpew, <N>duck <VP>or <N>pressione espaço <VP>para poder atirar itens!",
SOLE = "<ROSE>${player} é o único sobrevivente!",
SURVIVORS = "<ROSE>${winners} e ${winner} sobreviveram nesta rodada!",
SELF_RANK = "<p align='center'>Seu rank: ${rank}</p>",
ROUNDS = "<font face='Lucida console'><N2>Rodadas jogadas</N2></font>",
DEATHS = "<font face='Lucida console'><N2>Mortes</N2></font>",
SURVIVED = "<font face='Lucida console'><N2>Rodadas sobreviventes</N2></font>",
WON = "<font face='Lucida console'><N2>Rodadas ganhas</N2></font>",
LBOARD_POS = "<b><font face='Lucida console' color='#e3b134'>Tabela de classificação geral: ${pos}</font></b>",
EQUIPPED = "Usando",
EQUIP = "Usar",
BUY = "Comprar",
POINTS = "<font face='Lucida console' size='12'> <b>Pontos:</b> <V>${points}</V></font>",
PACK_DESC = "\n\n<font face='Lucida console' size='12' color='#cccccc'><i>“ ${desc} ”</i></font>\n<p align='right'><font size='10'>- ${author}</font></p>",
GIFT_RECV = "<N>Você foi recompensado com <ROSE><b>${gift}</b></ROSE> por <ROSE><b>${admin}</b></ROSE>",
COMMANDS = "\n\n<N2>[ <b>H</b> ]</N2> <N><ROSE>!help</ROSE> (exibe este menu de ajuda)</N><br><N2>[ <b>P</b> ]</N2> <N><ROSE>!profile <i>[player]</i></ROSE> (exibe o perfil do jogador)</N><br></N><N2>[ <b>O</b> ]</N2> <N><ROSE>!shop</ROSE> (exibe o shop)</N><br><N2>[ <b>L</b> ]</N2> <N>(exibe a classificação)</N><br><br><N><ROSE>!changelog</ROSE> (exibe o changelog)</N><br><br>",
CMD_TITLE = "<font size='25' face='Comic Sans'><b><J>Comandos</J></b></font>",
CREDITS = "\n\nArtist - <b>${artists}</b>\nTranslators - <b>${translators}</b>\n\n\nE muito obrigado por jogar pewpew!",
CREDS_TITLE = "<font size='25' face='Comic Sans'><b><R>Credits</R></b></font>",
OBJECTIVE = "<b>Sobreviva e mate os demais para poder vencer</b>",
HELP_GOTIT = "<font size='15'><J><b><a href='event:close'>Entendi!</a></b></J></font>",
HELP_GITHUB = "<N>Quer ser um contribuidor desse module? Bacana! Saiba mais neste link</N> <VI><b><i>https://github.com/Seniru/pewpew</i></b></VI>",
HELP_DISCORD = "<N>Discord:</N> <VI><b><i>https://discord.gg/vaqgrgp</i></b></VI>",
HELP_MAP = "<N>Quer adicionar seus mapas ao pewpew? Saiba mais neste link</N> <VI><b><i>https://atelier801.com/topic?f=6&t=892550</i></b></VI>",
NEW_ROLE = "<N><ROSE><b>${player}</b></ROSE> é agora um <ROSE><b>${role}</b></ROSE>",
KICK_ROLE = "<N><ROSE><b>${player}</b></ROSE> não é um <ROSE><b>${role}</b></ROSE> mais! ;c",
ERR_PERMS = "<N>[</N><R>•</R><N>] <R><b>Erro: Você não tem permissão para usar esse comando!</b></R>",
ERR_CMD = "<N>[</N><R>•</R><N>] <R><b>Erro no comando<br>\tUsage:</b><font face='Lucida console'>${syntax}</i></font></R>",
MAP_QUEUED ="<N><ROSE><b>@${map}</b></ROSE> foi colocado na fila por <ROSE><b>${player}</b></ROSE>"
}
translations["es"] = {
LIVES_LEFT = "<ROSE>Te quedan <N>${lives} <ROSE>vidas restantes. <VI>Renaciendo en 3...",
LOST_ALL = "<ROSE>¡Has perdido todas tus vidas!",
SD = "<VP>¡Muerte súbita! A todos le quedan <N>1 <VP>vida restante",
WELCOME = "<VP>¡Bienvenido a pewpew, <N>agáchate <VP>o presiona <N>la barra de espacio <VP>para disparar ítems!",
SOLE = "<ROSE>¡${player} es el único superviviente!"
}
translations["fr"] = {
LIVES_LEFT = "<ROSE>Tu as encore <N>${lives} <ROSE>vies restantes. <VI>Réapparition dans 3...",
LOST_ALL = "<ROSE>Tu as perdu toutes tes vies !",
SD = "<VP>Mort soudaine ! Tout le monde a <N>1 <VP>seule vie restante",
WELCOME = "<VP>Bienvenue dans pewpew, <N>baisse-toi <VP>ou utilise la <N>barre d'espace <VP>pour tirer des objets !",
SOLE = "<ROSE>${player} est le dernier survivant !",
SURVIVORS = "<ROSE>${winners} et ${winner} ont survécu à cette manche !",
SELF_RANK = "<p align='center'>Ton rang : ${rank}</p>",
ROUNDS = "<font face='Lucida console'><N2>Manches jouées</N2></font>",
DEATHS = "<font face='Lucida console'><N2>Morts</N2></font>",
SURVIVED = "<font face='Lucida console'><N2>Manches survécues</N2></font>",
WON = "<font face='Lucida console'><N2>Manches gagnées</N2></font>",
LBOARD_POS = "<b><font face='Lucida console' color='#e3b134'>Classement global : ${pos}</font></b>",
EQUIPPED = "Equipé",
EQUIP = "Utiliser",
BUY = "Acheter",
POINTS = "<font face='Lucida console' size='12'> <b>Points :</b> <V>${points}</V></font>",
PACK_DESC = "\n\n<font face='Lucida console' size='12' color='#cccccc'><i>“ ${desc} ”</i></font>\n<p align='right'><font size='10'>- ${author}</font></p>",
GIFT_RECV = "<N>Tu as été récompensé avec un(e) <ROSE><b>${gift}</b></ROSE> de la part de <ROSE><b>${admin}</b></ROSE>",
COMMANDS = "\n\n<N2>[ <b>H</b> ]</N2> <N><ROSE>!help</ROSE> (Affiche le menu d'aide)</N><br><N2>[ <b>P</b> ]</N2> <N><ROSE>!profile <i>[joueur]</i></ROSE> (Affiche le profile d'un joueur)</N><br></N><N2>[ <b>O</b> ]</N2> <N><ROSE>!shop</ROSE> (Ouvre le magasin)</N><br><N2>[ <b>L</b> ]</N2> <N>(Affiche le classement)</N><br><br><N><ROSE>!changelog</ROSE> (Affiche l'historique des changements)</N><br><br>",
CMD_TITLE = "<font size='25' face='Comic Sans'><b><J>Commandes</J></b></font>",
CREDITS = "\n\nArtiste - <b>${artists}</b>\nTraducteurs - <b>${translators}</b>\n\n\nEt merci de jouer à Pewpew!",
CREDS_TITLE = "<font size='25' face='Comic Sans'><b><R>Credits</R></b></font>",
OBJECTIVE = "<b>Survie et tue les autres pour gagner.</b>",
HELP_GOTIT = "<font size='15'><J><b><a href='event:close'>Compris !</a></b></J></font>",
HELP_GITHUB = "<N>Envie de contribuer à ce module ? Cool ! Va sur </N> <VI><b><i>https://github.com/Seniru/pewpew</i></b></VI>",
HELP_DISCORD = "<N>Discord : </N> <VI><b><i>https://discord.gg/vaqgrgp</i></b></VI>",
HELP_MAP = "<N>Tu voudrais voir tes maps dans pewpew ? Va sur </N> <VI><b><i>https://atelier801.com/topic?f=6&t=892550</i></b></VI>",
NEW_ROLE = "<N><ROSE><b>${player}</b></ROSE> est maintenant un(e) <ROSE><b>${role}</b></ROSE>",
KICK_ROLE = "<N><ROSE><b>${player}</b></ROSE> n'est plus un(e) <ROSE><b>${role}</b></ROSE> ! ;c",
}
translations["tr"] = {
LIVES_LEFT = "<N>${lives} <ROSE> canınız kaldı. <VI>3 saniye içinde yeniden doğacaksınız...",
LOST_ALL = "<ROSE>Bütün canınızı kaybettiniz!",
SD = "<VP>Ani ölüm! Artık herkesin <N>1<VP> canı kald?",
WELCOME = "<VP>pewpew odasına hoşgeldiniz, eşyaları fırlatmak için <N>eğilin <VP>ya da <N>spacebar <VP>'a basın!",
SOLE = "<ROSE>Yaşayan kişi ${player}!",
SURVIVORS = "<ROSE>${winners} ve ${winner} bu turda hayatta kaldı!",
SELF_RANK = "<p align='center'>Your rank: ${rank}</p>",
ROUNDS = "<font face='Lucida console'><N2>Oynanılan turlar</N2></font>",
DEATHS = "<font face='Lucida console'><N2>Ölümler</N2></font>",
SURVIVED = "<font face='Lucida console'><N2>Rounds survived</N2></f ont>",
WON = "<font face='Lucida console'><N2>Kazanılan turlar</N2></font>",
LBOARD_POS = "<b><font face='Lucida console' color='#e3b134'>Genel Skor Tablosu: ${pos}</font></b>",
EQUIPPED = "Donanımlı",
EQUIP = "Ekipman",
BUY = "Satın Al",
POINTS = "<font face='Lucida console' size='12'> <b>Puanlar:</b> <V>${points}</V></font>",
PACK_DESC = "\n\n<font face='Lucida console' size='12' color='#cccccc'><i>“ ${desc} ”</i></font>\n<p align='right'><font size='10'>- ${author}</font></p>",
GIFT_RECV = "<N>Ödülendirildin seni ödülendiren kişi <ROSE><b>${gift}</b></ROSE> by <ROSE><b>${admin}</b></ROSE>",
COMMANDS = "\n\n<N2>[ <b>H</b> ]</N2> <N><ROSE>!help</ROSE> (yardım menüsünü açar)</N><br><N2>[ <b>P</b> ]</N2> <N><ROSE>!profile <i>[oyuncu]</i></ROSE> (istediğiniz kişinin profiline bakarsınız)</N><br></N><N2>[ <b>O</b> ]</N2> <N><ROSE>!shop</ROSE> (Marketi açar)</N><br><N2>[ <b>L</b> ]</N2> <N>(Skor Tablosunu açar)</N><br><br><N><ROSE>!changelog</ROSE> (displays the changelog)</N><br><br>",
CMD_TITLE = "<font size='25' face='Comic Sans'><b><J>Komutlar</J></b></font>",
CREDITS = "\n\nÇizimler - <b>${artists}</b>\nÇevirmenler - <b>${translators}</b>\n\n\nVe pewpew oynadığınız için teşekkür ederiz!",
CREDS_TITLE = "<font size='25' face='Comic Sans'><b><R>Krediler</R></b></font>",
OBJECTIVE = "<b>Hayatta kal ve kazanmak için başkalarını öldür</b>",
HELP_GOTIT = "<font size='15'><J><b><a href='event:close'>Anladım!</a></b></J></font>",
HELP_GITHUB = "<N>Bu modüle katkıda bulunmak ister misiniz? Güzel! Link:</N> <VI><b><i>https://github.com/Seniru/pewpew</i></b></VI>",
HELP_DISCORD = "<N>Discord:</N> <VI><b><i>https://discord.gg/vaqgrgp</i></b></VI>",
HELP_MAP = "<N>Haritalarınızı pewpew'e eklemek ister misiniz? Link:</N> <VI><b><i>https://atelier801.com/topic?f=6&t=892550</i></b></VI>",
NEW_ROLE = "<N><ROSE><b>${player}</b></ROSE> artık bir <ROSE><b>${role}</b></ROSE>",
KICK_ROLE = "<N><ROSE><b>${player}</b></ROSE> artık bir <ROSE><b>${role}</b></ROSE> değil! ;c"
}
translations["tg"] = {
LIVES_LEFT = "<ROSE>Mayroon kang <N>${lives} <ROSE>buhay na natitira. <VI>Respawning sa 3...",
LOST_ALL = "<ROSE>Nawala lahat nang buhay mo!",
SD = "<VP>Biglaang kamatayan! Lahat ay mayroong <N>1 <VP>buhay na natitira",
WELCOME = "<VP>Maligayang pagdating sa pewpew, <N>bumaba <VP>o <N>spacebar <VP>para bumaril nang gamit!",
SOLE = "<ROSE>${player} ang nag isang nakaligtas!",
SURVIVORS = "<ROSE>${winners} at ${winner} ay nakaligtas ngayong round!",
SELF_RANK = "<p align='center'>Ranggo mo: ${rank}</p>",
ROUNDS = "<font face='Lucida console'><N2>Rounds na nalaro</N2></font>",
DEATHS = "<font face='Lucida console'><N2>Pagkamatay</N2></font>",
SURVIVED = "<font face='Lucida console'><N2>Rounds na nakaligtas</N2></font>",
WON = "<font face='Lucida console'><N2>Rounds na nanalo</N2></font>"
}
translations["pl"] = {
LIVES_LEFT = "<ROSE>Pozostało ci <N>${lives} <ROSE>żyć! . <VI>Odrodzenie za 3...",
LOST_ALL = "<ROSE>Straciłeś wszystkie życia!",
SD = "<VP>Nagła śmierć! Każdy został z <N>1 <VP>życiem",
WELCOME = "<VP>Witamy w Pewpew, kucnij, kliknij strzałkę w dół lub <N>spacje <VP>aby strzelać przedmiotami!",
SOLE = "<ROSE>${player} jest jedynym ocalałym!",
SURVIVORS = "<ROSE>${winners} i ${winner} przeżyli tę runde!",
SELF_RANK = "<p align='center'>Twoja range: ${rank}</p>",
ROUNDS = "<font face='Lucida console'><N2>Rozegrane rundy</N2></font>",
DEATHS = "<font face='Lucida console'><N2>Śmierci</N2></font>",
SURVIVED = "<font face='Lucida console'><N2>Przeżyte rundy</N2></font>",
WON = "<font face='Lucida console'><N2>Wygrane rundy</N2></font>"
}
translations["ru"] = {
LIVES_LEFT = "<ROSE>Оставшиеся жизни: <N>${lives}. <VI>Вернёшься в игру через 3...",
LOST_ALL = "<ROSE>Вы потеряли все cвои жизни!",
SD = "<VP>Внезапная смерть! У всех осталась <N>1 <VP>жизнь.",
WELCOME = "<VP>Добро пожаловать в pewpew, нажмите на пробел или на s чтобы стрелять предметами.",
SOLE = "<ROSE>${player} был единственным выжившим!",
SURVIVORS = "<ROSE>${winners} и ${winner} выжили эту игру!",
SELF_RANK = "<p align='center'>Ваше место на лидерборде: ${rank}</p>",
ROUNDS = "<font face='Lucida console'><N2>Номер игр</N2></font>",
DEATHS = "<font face='Lucida console'><N2>Умер</N2></font>",
SURVIVED = "<font face='Lucida console'><N2>Выжил</N2></font>",
WON = "<font face='Lucida console'><N2>Выиграл</N2></font>"
}
translations["hu"] = {
LIVES_LEFT = "<ROSE><N>${lives} <ROSE>életed maradt. <VI>Újraéledés 3...",
LOST_ALL = "<ROSE>Elvesztetted az összes életed!",
SD = "<VP>Hirtelen halál! Mindenkinek <N>1 <VP>élete maradt.",
WELCOME = "<VP>Üdvözöl a pewpew! Használd a <N>lefele <VP>vagy a <N>space <VP>gombot, hogy tárgyakat lőj!",
SOLE = "<ROSE>${player} az egyetlen túlélő!",
SURVIVORS = "<ROSE>${winners} és ${winner} túlélte ezt a kört!",
SELF_RANK = "<p align='center'>Rangod: ${rank}</p>",
ROUNDS = "<font face='Lucida console'><N2>Játszott körök</N2></font>",
DEATHS = "<font face='Lucida console'><N2>Halálok</N2></font>",
SURVIVED = "<font face='Lucida console'><N2>Túlélt körök</N2></font>",
WON = "<font face='Lucida console'><N2>Megnyert körök</N2></font>",
LBOARD_POS = "<b><font face='Lucida console' color='#e3b134'>Globális ranglista: ${pos}</font></b>",
EQUIPPED = "Használva",
EQUIP = "Használ",
BUY = "Vásárlás",
POINTS = "<font face='Lucida console' size='12'> <b>Pont:</b> <V>${points}</V></font>",
PACK_DESC = "\n\n<font face='Lucida console' size='12' color='#cccccc'><i>“ ${desc} ”</i></font>\n<p align='right'><font size='10'>- ${author}</font></p>",
GIFT_RECV = "<N><ROSE><b>${admin}</b></ROSE> megjutalmazott téged ezzel: <ROSE><b>${gift}</b></ROSE>",
COMMANDS = "\n\n<N2>[ <b>H</b> ]</N2> <N><ROSE>!help</ROSE> (megnyitja a segítség menüt)</N><br><N2>[ <b>P</b> ]</N2> <N><ROSE>!profile <i>[játékosNév]</i></ROSE> (megnyitja a játékosNév profilját)</N><br></N><N2>[ <b>O</b> ]</N2> <N><ROSE>!shop</ROSE> (megnyitja a boltot)</N><br><N2>[ <b>L</b> ]</N2> <N>(megnyitja a ranglistát)</N><br><br><N><ROSE>!changelog</ROSE> (megnyitja a változásokat)</N><br><br>",
CMD_TITLE = "<font size='25' face='Comic Sans'><b><J>Parancsok</J></b></font>",
CREDITS = "\n\nMűvész - <b>${artists}</b>\nFordítók - <b>${translators}</b>\n\n\nÉs köszönöm, hogy játszol a pewpew -el!",
CREDS_TITLE = "<font size='25' face='Comic Sans'><b><R>Kreditek</R></b></font>",
OBJECTIVE = "<b>Éld túl és ölj meg másokat a győzelemért</b>",
HELP_GOTIT = "<font size='15'><J><b><a href='event:close'>Értem!</a></b></J></font>",
HELP_GITHUB = "<N>Szeretnél hozzájárulni a modulhoz? Nagyszerű! Csekkold:</N> <VI><b><i>https://github.com/Seniru/pewpew</i></b></VI>",
HELP_DISCORD = "<N>Discord:</N> <VI><b><i>https://discord.gg/vaqgrgp</i></b></VI>",
HELP_MAP = "<N>Szeretnél benyújtani pályákat? Csekkold:</N> <VI><b><i>https://atelier801.com/topic?f=6&t=892550</i></b></VI>",
NEW_ROLE = "<N><ROSE><b>${player}</b></ROSE> most már egy <ROSE><b>${role}</b></ROSE>",
KICK_ROLE = "<N><ROSE><b>${player}</b></ROSE> nem <ROSE><b>${role}</b></ROSE> többé! ;c",
}
translations["ur"] = {
LIVES_LEFT = "<ROSE>Ap ke pas <N>${lives} <ROSE>lives hain. <VI>Apke zinda honay me time hai 3...",
LOST_ALL = "<ROSE>Ap apni saari lives kho chukay hain!",
SD = "<VP>Sudden Death! Sab ke paas <N>1 <VP>life hai",
WELCOME = "<VP>Pewpew me khushamadeed!, <N>duck <VP>ya <N>spacebar <VP>se items shoot karain!",
SOLE = "<ROSE>${player} sole survivor hain!",
SURVIVORS = "<ROSE>${winners} aur ${winner} is round ke survivors hai!",
SELF_RANK = "<p align='center'>Apka rank: ${rank}</p>",
ROUNDS = "<font face='Lucida console'><N2>Rounds khelay</N2></font>",
DEATHS = "<font face='Lucida console'><N2>Deaths</N2></font>",
SURVIVED = "<font face='Lucida console'><N2>Rounds survived</N2></font>",
WON = "<font face='Lucida console'><N2>Rounds jeetay</N2></font>",
LBOARD_POS = "<b><font face='Lucida console' color='#e3b134'>Aalmi leaderboard: ${pos}</font></b>",
EQUIPPED = "Equipped",
EQUIP = "Equip",
BUY = "Khareedien",
POINTS = "<font face='Lucida console' size='12'> <b>Points:</b> <V>${points}</V></font>",
PACK_DESC = "\n\n<font face='Lucida console' size='12' color='#cccccc'><i>“ ${desc} ”</i></font>\n<p align='right'><font size='10'>- ${author}</font></p>",
GIFT_RECV = "<N>Ap ko <ROSE><b>${admin}</b></ROSE> ne <ROSE><b>${gift}</b></ROSE> inaam diya hai",
COMMANDS = "\n\n<N2>[ <b>H</b> ]</N2> <N><ROSE>!help</ROSE> (help menu dekhnay ke liye)</N><br><N2>[ <b>P</b> ]</N2> <N><ROSE>!profile <i>[player]</i></ROSE> (Player ki profile dekhnay ke liye)</N><br></N><N2>[ <b>O</b> ]</N2> <N><ROSE>!shop</ROSE> (dukaan kholnay ke liye)</N><br><N2>[ <b>L</b> ]</N2> <N>(leaderboard kholnay ke liye)</N><br><br><N><ROSE>!changelog</ROSE> (changelog dekhnay ke liye)</N><br><br>",
CMD_TITLE = "<font size='25' face='Comic Sans'><b><J>Commands</J></b></font>",
CREDITS = "\n\nArtist - <b>${artists}</b>\nTranslators - <b>${translators}</b>\n\n\nPewpew khelnay ke liye shukariya!",
CREDS_TITLE = "<font size='25' face='Comic Sans'><b><R>Credits</R></b></font>",
OBJECTIVE = "<b>Dusron ko maarein aur jeetein.</b>",
HELP_GOTIT = "<font size='15'><J><b><a href='event:close'>Got it!</a></b></J></font>",
HELP_GITHUB = "<N>Kiya aap bhi is module ki madad krna chahtay hain? Is link pr jayein</N> <VI><b><i>https://github.com/Seniru/pewpew</i></b></VI>",
HELP_DISCORD = "<N>Discord:</N> <VI><b><i>https://discord.gg/vaqgrgp</i></b></VI>",
HELP_MAP = "<N>Kiya aap apnay maps pewpew mein daalna chahtay hai? Is link pr jayein</N> <VI><b><i>https://atelier801.com/topic?f=6&t=892550</i></b></VI>",
NEW_ROLE = "<N><ROSE><b>${player}</b></ROSE> ab <ROSE><b>${role}</b></ROSE> hain!",
KICK_ROLE = "<N><ROSE><b>${player}</b></ROSE> ab <ROSE><b>${role}</b></ROSE> nahi hain! ;c",
ERR_PERMS = "<N>[</N><R>•</R><N>] <R><b>Error: Ap ye command istemaal nahi kr saktay!</b></R>",
ERR_CMD = "<N>[</N><R>•</R><N>] <R><b>Command mein ghalti hai.<br>\tUsage:</b><font face='Lucida console'>${syntax}</i></font></R>",
MAP_QUEUED ="<ROSE><b>${player}</b></ROSE> ne <N><ROSE><b>@${map}</b></ROSE> queue mein daala hai."
}
local translate = function(term, lang, page, kwargs)
local translation
if translations[lang] then
translation = translations[lang][term] or translations.en[term]
else
translation = translations.en[term]
end
translation = page and translation[page] or translation
if not translation then return end
return stringutils.format(translation, kwargs)
end
--==[[ classes ]]==--
local Player = {}
Player.players = {}
Player.alive = {}
Player.playerCount = 0
Player.aliveCount = 0
Player.__index = Player
Player.__tostring = function(self)
return table.tostring(self)
end
setmetatable(Player, {
__call = function (cls, name)
return cls.new(name)
end,
})
function Player.new(name)
local self = setmetatable({}, Player)
self.name = name
self.alive = false
self.lives = 0
self.inCooldown = true
self.community = tfm.get.room.playerList[name].language
self.hearts = {}
self.rounds = 0
self.survived = 0
self.won = 0
self.score = 0
self.points = 0
self.packs = 1
self.packsArray = {}
self.equipped = 1
self.roles = {}
self._dataSafeLoaded = false
self.tempEquipped = nil
self.openedWindow = nil
self.version = "v0.0.0.0"
for key, code in next, keys do system.bindKeyboard(name, code, true, true) end
Player.players[name] = self
Player.playerCount = Player.playerCount + 1
return self
end
function Player:refresh()
self.alive = true
self.inCooldown = false
self:setLives(3)
if not Player.alive[self.name] then
Player.alive[self.name] = self
Player.aliveCount = Player.aliveCount + 1
end
setNameColor(self.name)
self.tempEquipped = nil
end
function Player:setLives(lives)
self.lives = lives
tfm.exec.setPlayerScore(self.name, lives)
for _, id in next, self.hearts do tfm.exec.removeImage(id) end
self.hearts = {}
local heartCount = 0
while heartCount < lives do
heartCount = heartCount + 1
self.hearts[heartCount] = tfm.exec.addImage(assets.heart, "$" .. self.name, -45 + heartCount * 15, -45)
end
end
function Player:shoot(x, y)
if newRoundStarted and self.alive and not self.inCooldown then
if self.equipped == "Random" and not self.tempEquipped then
self.tempEquipped = #self.packsArray == 0 and "Default" or self.packsArray[math.random(#self.packsArray)]
end
self.inCooldown = true
local stance = self.stance
local pos = getPos(currentItem, stance)
local rot = getRot(currentItem, stance)
local xSpeed = currentItem == 34 and 60 or 40
local object = tfm.exec.addShamanObject(
currentItem,
x + pos.x,
y + pos.y,
rot,
stance == -1 and -xSpeed or xSpeed,
0,
currentItem == 32 or currentItem == 62
)
local equippedPackName = self.tempEquipped or self.equipped
local equippedPack = shop.packs[equippedPackName]
local skin = equippedPack.skins[currentItem]
if (equippedPackName ~= "Default" and equippedPackName ~= "Random") and skin and skin.image then
tfm.exec.addImage(
skin.image,
"#" .. object,
skin.adj.x,
skin.adj.y
)
end
Timer("shootCooldown_" .. self.name, function(object)
tfm.exec.removeObject(object)
self.inCooldown = false
end, 1500, false, object)
end
end
function Player:die()
self.lives = 0
self.alive = false
tfm.exec.chatMessage(translate("LOST_ALL", self.community), self.name)
if statsEnabled then
self.rounds = self.rounds + 1
self:savePlayerData()
end
if Player.alive[self.name] then
Player.alive[self.name] = nil
Player.aliveCount = Player.aliveCount - 1
end
if Player.aliveCount == 1 then
local winner = next(Player.alive)
local winnerPlayer = Player.players[winner]
local n, t = extractName(winner)
tfm.exec.chatMessage(translate("SOLE", tfm.get.room.language, nil, {player = "<b><VI>" .. n .. "</VI><font size='8'><N2>" .. t .. "</N2></font></b>"}))
tfm.exec.giveCheese(winner)
tfm.exec.playerVictory(winner)
if statsEnabled then
winnerPlayer.rounds = winnerPlayer.rounds + 1
winnerPlayer.survived = winnerPlayer.survived + 1
winnerPlayer.won = winnerPlayer.won + 1
winnerPlayer.points = winnerPlayer.points + 5
winnerPlayer:savePlayerData()
end
Timer("newRound", newRound, 3 * 1000)
elseif Player.aliveCount == 0 then
Timer("newRound", newRound, 3 * 1000)
end
end
function Player:hasRole(role)
return not not self.roles[role]
end
function Player:savePlayerData()
-- if tfm.get.room.uniquePlayers < MIN_PLAYERS then return end
if not self._dataSafeLoaded then return end
local name = self.name
dHandler:set(name, "rounds", self.rounds)
dHandler:set(name, "survived", self.survived)
dHandler:set(name, "won", self.won)
dHandler:set(name, "points", self.points)
dHandler:set(name, "packs", shop.packsBitList:encode(self.packs))
dHandler:set(name, "equipped", self.equipped == "Random" and -1 or shop.packsBitList:find(self.equipped))
dHandler:set(name, "roles", roles.list:encode(self.roles))
dHandler:set(name, "version", self.version)
system.savePlayerData(name, "v2" .. dHandler:dumpPlayer(name))
end
--==[[ events ]]==--
function eventNewPlayer(name)
local player = Player.new(name)
tfm.exec.chatMessage(translate("WELCOME", player.community), name)
tfm.exec.chatMessage("<N>Discord server:</N> <VI><b><i>https://discord.gg/vaqgrgp</i></b></VI>", name)
Timer("banner_" .. name, function(image)
tfm.exec.removeImage(image)
end, 5000, false, tfm.exec.addImage(assets.banner, ":1", 120, -85, name))
player._dataSafeLoaded = system.loadPlayerData(name)
if not player._dataSafeLoaded then
tfm.exec.chatMessage(translate("DATA_LOAD_ERROR", player.community), name)
end
setNameColor(name)
end
function eventLoop(tc, tr)
Timer.process()
if tr < 0 and initialized then
if not suddenDeath then
suddenDeath = true
tfm.exec.chatMessage(translate("SD", tfm.get.room.language))
for name, player in next, Player.alive do
player:setLives(1)
end
tfm.exec.setGameTime(30, true)
else
local aliveCount = Player.aliveCount
if aliveCount > 1 then
local winners = ""
local winner = ""
for name, player in next, Player.alive do
if statsEnabled then
player.rounds = player.rounds + 1
player.survived = player.survived + 1
player.points = player.points + 2
player:savePlayerData()
end
if aliveCount == 1 then
winners = winners:sub(1, -3)
local n, t = extractName(name)
winner = "<b><VI>" .. n .. "</VI><font size='8'><N2>" .. t .. "</N2></font></b>"
break
end
local n, t = extractName(name)
winners = winners .. "<b><VI>" .. n .. "</VI><font size='8'><N2>" .. t .. "</N2></font></b>" .. ", "
aliveCount = aliveCount - 1
end
tfm.exec.chatMessage(translate("SURVIVORS", tfm.get.room.language, nil, { winners = winners, winner = winner }))
end
newRoundStarted = false
Timer("newRound", newRound, 3 * 1000)
tfm.exec.setGameTime(4, true)
end
end
end
function eventKeyboard(name, key, down, x, y)
if key == keys.SPACE or key == keys.DOWN then
Player.players[name]:shoot(x, y)
elseif key == keys.LEFT then
Player.players[name].stance = -1
elseif key == keys.RIGHT then
Player.players[name].stance = 1
elseif key == keys.LETTER_H then
displayHelp(name, true)
elseif key == keys.LETTER_P then
displayProfile(Player.players[name], name, true)
elseif key == keys.LETTER_L then
leaderboard.displayLeaderboard("global", 1, name, true)
elseif key == keys.LETTER_O then
shop.displayShop(name, 1, true)
end
end
local attributes = { "ALLOWED", "RESTRICT", "GREY" }
function eventNewGame()
if not initialized then return end
local fromQueue = mapProps.fromQueue
mapProps = { allowed = nil, restricted = nil, grey = nil, items = items, fromQueue = fromQueue }
local xml = tfm.get.room.xmlMapInfo.xml:upper()
local hasSpecialAttrs = false
for _, attr in next, attributes do
if xml:find(attr) then
hasSpecialAttrs = true
break
end
end
-- Handle special map attributes
local dom = parseXml(xml, true)
local P = path(dom, "P")[1]
if hasSpecialAttrs then
mapProps.allowed = P.attribute.ALLOWED
mapProps.restricted = P.attribute.RESTRICT
local mapFailback = function(err)
tfm.exec.chatMessage(translate("MAP_ERROR", tfm.get.room.community, nil, { reason = err}))
newRoundStarted = false
Timer("newRound", newRound, 3 * 1000)
tfm.exec.setGameTime(4, true)
end
if mapProps.allowed then
mapProps.allowed = stringutils.split(mapProps.allowed, ",")
mapProps.items = table.map(mapProps.allowed, tonumber)
end
if mapProps.restricted then
mapProps.restricted = table.map(stringutils.split(mapProps.restricted, ","), tonumber)
if table.find(mapProps.restricted, 17) then return mapFailback("Item 17 cannot be a restricted item") end
for _, item in next, mapProps.restricted do
table.remove(mapProps.items, table.find(mapProps.items, item))
end
end
if fromQueue then
tfm.exec.chatMessage(translate("LIST_MAP_PROPS", tfm.get.room.language, nil, {
code = tfm.get.room.xmlMapInfo.mapCode,
author = tfm.get.room.xmlMapInfo.author,
items = table.concat(mapProps.items or {"-"}, ", "),
allowed = table.concat(mapProps.allowed or {"-"}, ", "),
restricted = table.concat(mapProps.restricted or {"-"}, ", "),
}))
end
end
-- other visual tasks
local changeItemTimer = Timer._timers["changeItem"]
if changeItemTimer then
changeItemTimer:setArgs(mapProps.items)
changeItemTimer:call()
changeItemTimer:reset()
end
ui.setMapName(translate(statsEnabled and "STATS_ENABLED" or "STATS_DISABLED", tfm.get.room.community, nil, {
author = tfm.get.room.xmlMapInfo.author,
code = tfm.get.room.xmlMapInfo.mapCode
}))
Timer("pre", function()
Timer("count3", function(count3)
tfm.exec.removeImage(count3)
Timer("count2", function(count2)
tfm.exec.removeImage(count2)
Timer("count1", function(count1)
tfm.exec.removeImage(count1)
newRoundStarted = true
Timer("roundStart", function(imageGo)
tfm.exec.removeImage(imageGo)
end, 1000, false, tfm.exec.addImage(assets.newRound, ":1", 145, -120))
end, 1000, false, tfm.exec.addImage(assets.count1, ":1", 145, -120))
end, 1000, false, tfm.exec.addImage(assets.count2, ":1", 145, -120))
end, 1000, false, tfm.exec.addImage(assets.count3, ":1", 145, -120))
end, Player.playerCount == 1 and 0 or 4000)
end
function eventPlayerDied(name)
local player = Player.players[name]
if not player then return end
if not newRoundStarted then
tfm.exec.respawnPlayer(name)
return player:refresh()
end
player.lives = player.lives - 1
tfm.exec.setPlayerScore(name, player.lives)
player.alive = false
if player.lives == 0 then
player:die()
else
tfm.exec.chatMessage(translate("LIVES_LEFT", player.community, nil, {lives = player.lives}), name)
Timer("respawn_" .. name, function()
tfm.exec.respawnPlayer(name)
setNameColor(name)
player:setLives(player.lives)
player.alive = true
end, 3000, false)
end
end
function eventPlayerLeft(name)
local player = Player.players[name]
if not player then return end
player:die()
Player.players[name] = nil
Player.playerCount = Player.playerCount - 1
-- statsEnabled = (not isTribeHouse) and tfm.get.room.uniquePlayers >= 4
end
function eventPlayerDataLoaded(name, data)
-- reset player data if they are stored according to the old version
if data:find("^v2") then
dHandler:newPlayer(name, data:sub(3))
else
system.savePlayerData(name, "")
dHandler:newPlayer(name, "")
end
local player = Player.players[name]
player.rounds = dHandler:get(name, "rounds")
player.survived = dHandler:get(name, "survived")
player.won = dHandler:get(name, "won")
player.points = dHandler:get(name, "points")
player.packs = shop.packsBitList:decode(dHandler:get(name, "packs"))
local counter = 1
for pack, hasPack in next, player.packs do
if pack ~= "Default" and hasPack then
player.packsArray[counter] = pack
counter = counter + 1
end
end
player.packs["Random"] = true
local equipped = dHandler:get(name, "equipped")
player.equipped = equipped == -1 and "Random" or shop.packsBitList:get(equipped)
player.roles = roles.list:decode(dHandler:get(name, "roles"))
player.highestRole = roles.getHighestRole(player)
setNameColor(name)
player.version = dHandler:get(name, "version")
if player.version ~= VERSION then
player.version = VERSION
player:savePlayerData()
if VERSION_IMG then
player.openedWindow = newsWindow
newsWindow:show(name)
Panel.panels[1050]:update(translate("SHOW_CLOGS", player.community))
Panel.panels[1051]:update(translate("NEW_VERSION", player.community, nil, { version = VERSION }))
end
end
end
function eventFileLoaded(id, data)
-- print(table.tostring(leaderboard.leaders))
if id == leaderboard.FILE_ID or id == tostring(leaderboard.FILE_ID) then
print("[STATS] Leaderboard and map data loaded!")
local sections = stringutils.split(data, "\n\n")
local lBoardData = sections[1]
if maps.dumpCache ~= sections[2] and not maps.overwriteFile then
maps.dumpCache = sections[2]
maps.list = stringutils.split(maps.dumpCache, ",")
end
if #rotation < 50 then
rotation = shuffleMaps(maps.list)
end
if not (leaderboard.leaderboardData == lBoardData) then
leaderboard.leaderboardData = lBoardData
leaderboard.leaders = leaderboard.parseLeaderboard(lBoardData)
end
for name, player in next, Player.players do leaderboard.addPlayer(player) end
leaderboard.save(leaderboard.leaders, #leaderboardNotifyList > 0) -- force save when required
end
end
function eventFileSaved(id)
if id == leaderboard.FILE_ID or id == tostring(leaderboard.FILE_ID) then
print("[STATS] Leaderboard saved!")
print(os.time())
for _, player in next, leaderboardNotifyList do
tfm.exec.chatMessage("<N>[</N><R>•</R><N>] Files have been updated!", player)
end
leaderboardNotifyList = {}
leaderboard.needUpdate = false
maps.overwriteFile = false
end
end
function eventChatCommand(name, cmd)
local args = stringutils.split(cmd, " ")
if cmds[args[1]] then
local cmdArgs = {}
for i = 2, #args do cmdArgs[#cmdArgs + 1] = args[i] end
cmds[args[1]](cmdArgs, cmd, name)
end
end
function eventTextAreaCallback(id, name, event)
Panel.handleActions(id, name, event)
end
--==[[ main ]]==--
leaderboard = {}
leaderboard.FILE_ID = 2
leaderboard.DUMMY_DATA = [[*souris1,0,0,0,xx|*souris2,0,0,0,xx|*souris3,0,0,0,xx|*souris4,0,0,0,xx|*souris5,0,0,0,xx|*souris6,0,0,0,xx|*souris7,0,0,0,xx|*souris8,0,0,0,xx|*souris9,0,0,0,xx|*souris10,0,0,0,xx|*souris11,0,0,0,xx|*souris12,0,0,0,xx|*souris13,0,0,0,xx|*souris14,0,0,0,xx|*souris15,0,0,0,xx|*souris16,0,0,0,xx|*souris17,0,0,0,xx|*souris18,0,0,0,xx|*souris19,0,0,0,xx|*souris20,0,0,0,xx|*souris21,0,0,0,xx|*souris22,0,0,0,xx|*souris23,0,0,0,xx|*souris24,0,0,0,xx|*souris25,0,0,0,xx|*souris26,0,0,0,xx|*souris27,0,0,0,xx|*souris28,0,0,0,xx|*souris29,0,0,0,xx|*souris30,0,0,0,xx|*souris31,0,0,0,xx|*souris32,0,0,0,xx|*souris33,0,0,0,xx|*souris34,0,0,0,xx|*souris35,0,0,0,xx|*souris36,0,0,0,xx|*souris37,0,0,0,xx|*souris38,0,0,0,xx|*souris39,0,0,0,xx|*souris40,0,0,0,xx|*souris41,0,0,0,xx|*souris42,0,0,0,xx|*souris43,0,0,0,xx|*souris44,0,0,0,xx|*souris45,0,0,0,xx|*souris46,0,0,0,xx|*souris47,0,0,0,xx|*souris48,0,0,0,xx|*souris49,0,0,0,xx|*souris50,0,0,0,xx]]
leaderboard.needUpdate = false
leaderboard.indexed = {}
leaderboard.leaderboardData = leaderboard.leaderboardData or leaderboard.DUMMY_DATA
leaderboard.parseLeaderboard = function(data)
local res = {}
for i, entry in next, stringutils.split(data, "|") do
local fields = stringutils.split(entry, ",")
local name = fields[1]
res[name] = { name = name, rounds = tonumber(fields[2]), survived = tonumber(fields[3]), won = tonumber(fields[4]), community = fields[5] }
res[name].score = leaderboard.scorePlayer(res[name])
end
return res
end
leaderboard.dumpLeaderboard = function(lboard)
local res = ""
for i, entry in next, lboard do
res = res .. entry.name .. "," .. entry.rounds .. "," .. entry.survived .. "," .. entry.won .. "," .. entry.community .. "|"
end
return res:sub(1, -2)
end
leaderboard.load = function()
local started = system.loadFile(leaderboard.FILE_ID)
if started then print("[STATS] Loading leaderboard...") end
end
leaderboard.save = function(leaders, force)
local serialised, indexes = leaderboard.prepare(leaders)
--if (not force) then return end
leaderboard.indexed = indexes
if (not force) and serialised == leaderboard.leaderboardData and tfm.get.room.uniquePlayers < 4 then return end
local started = system.saveFile(serialised .. "\n\n" .. maps.dumpCache, leaderboard.FILE_ID)
if started then print("[STATS] Saving leaderboard...") end
end
leaderboard.scorePlayer = function(player)
return player.rounds * 0.5 * ((player.won + player.survived) / (player.rounds == 0 and 1 or player.rounds))
end
leaderboard.addPlayer = function(player)
if not player._dataSafeLoaded then return end
local score = leaderboard.scorePlayer(player)
leaderboard.leaders[player.name] = { name = player.name, rounds = player.rounds, survived = player.survived, won = player.won, community = player.community, score = score }
end
leaderboard.prepare = function(leaders)
local temp, res = {}, {}
for name, leader in next, leaders do
if not banned[name] then
temp[#temp + 1] = leader
end
end
table.sort(temp, function(p1, p2)
return p1.score > p2.score
end)
for i = 1, 50 do res[i] = temp[i] end
return leaderboard.dumpLeaderboard(res), res
end
leaderboard.displayLeaderboard = function(mode, page, target, keyPressed)
local targetPlayer = Player.players[target]
if targetPlayer.openedWindow then
targetPlayer.openedWindow:hide(target)
if targetPlayer.openedWindow == leaderboardWindow and keyPressed then
targetPlayer.openedWindow = nil
return
end
end
leaderboardWindow:show(target)
local leaders = {}
local rankTxt, nameTxt, roundsTxt, deathsTxt, survivedTxt, wonTxt
= "<br><br>", "<br><br>", "<br><br>", "<br><br>", "<br><br>", "<br><br>"
if mode == "global" then
for leader = (page - 1) * 10 + 1, page * 10 do leaders[#leaders + 1] = leaderboard.indexed[leader] end
Panel.panels[356]:update("<font size='20'><BV><p align='center'><a href='event:1'>•</a> <a href='event:2'>•</a> <a href='event:3'>•</a> <a href='event:4'>•</a> <a href='event:5'>•</a></p>")
Panel.panels[357]:update("<a href='event:switch'>Global \t ▼</a>", target)
else
local selfRank
for name, player in next, Player.players do
leaders[#leaders + 1] = player
end
table.sort(leaders, function(p1, p2)
return leaderboard.scorePlayer(p1) > leaderboard.scorePlayer(p2)
end)
for i, leader in ipairs(leaders) do if leader.name == target then selfRank = i break end end
-- TODO: Add translations v
Panel.panels[356]:update(translate("SELF_RANK", targetPlayer.community, nil, { rank = selfRank }), target)
Panel.panels[357]:update("<a href='event:switch'>Room \t ▼</a>", target)
end
local counter = 0
local rankPage = (page - 1) * 10
for i, leader in next, leaders do
local name, tag = extractName(leader.name)
if not (name and tag) then name, tag = leader.name, "" end
counter = counter + 1
rankTxt = rankTxt .. "# " .. rankPage + counter .. "<br>"
nameTxt = nameTxt .. " <b><V>" .. name .. "</V><N><font size='8'>" .. tag .. "</font></N></b><br>"
roundsTxt = roundsTxt .. leader.rounds .. "<br>"
deathsTxt = deathsTxt .. (leader.rounds - leader.survived) .. "<br>"
survivedTxt = survivedTxt .. leader.survived .. " <V><i><font size='9'>(" .. math.floor(leader.survived / (leader.rounds == 0 and 1 or leader.rounds) * 100) .. " %)</font></i></V><br>"
wonTxt = wonTxt .. leader.won .. " <V><i><font size='9'>(" .. math.floor(leader.won / (leader.rounds == 0 and 1 or leader.rounds) * 100) .. " %)</font></i></V><br>"
Panel.panels[351]:addImageTemp(Image(assets.community[leader.community], "&1", 170, 115 + 13 * counter), target)
if counter >= 10 then break end
end
Panel.panels[350]:update(rankTxt, target)
Panel.panels[351]:update(nameTxt, target)
Panel.panels[352]:update(roundsTxt, target)
Panel.panels[353]:update(deathsTxt, target)
Panel.panels[354]:update(survivedTxt, target)
Panel.panels[355]:update(wonTxt, target)
targetPlayer.openedWindow = leaderboardWindow
end
leaderboard.leaders = leaderboard.parseLeaderboard(leaderboard.leaderboardData)
shop = {}
-- Images to display in shop if some items are missing in the pack
shop.defaultItemImages = {
[ENUM_ITEMS.CANNON] = "175301924fd.png",
[ENUM_ITEMS.ANVIL] = "17530198302.png",
[ENUM_ITEMS.BALL] = "175301924fd.png",
[ENUM_ITEMS.BLUE_BALOON] = "175301b5151.png",
[ENUM_ITEMS.LARGE_BOX] = "175301a8692.png",
[ENUM_ITEMS.SMALL_BOX] = "175301adef2.png",
[ENUM_ITEMS.LARGE_PLANK] = "1753019e778.png",
[ENUM_ITEMS.SMALL_PLANK] = "175301a35c2.png"
}
-- Item packs that are used to display in the shop interface
shop.packs = {
["Random"] = {
coverImage = "1756e10f5e0.png",
coverAdj = { x = 3, y = 0 },
description = "It's all random 0m0",
author = "rand()",
price = 0,
description_locales = {
en = "It's all random 0m0",
fr = "C'est que du hasard 0m0",
br = "É tudo aleatório 0m0",
ur = "Sab random hai 0m0"
},
skins = {
[ENUM_ITEMS.CANNON] = { image = "1756df9f351.png" },
[ENUM_ITEMS.ANVIL] = { image = "1756dfa81b1.png" },
[ENUM_ITEMS.BALL] = { image = "1756df9f351.png" },
[ENUM_ITEMS.BLUE_BALOON] = { image = "1756dfa3e9a.png" },
[ENUM_ITEMS.LARGE_BOX] = { image = "1756dfad0ff.png" },
[ENUM_ITEMS.SMALL_BOX] = { image = "1756dfafe31.png" },
[ENUM_ITEMS.LARGE_PLANK] = { image = "1756dfb428f.png" },
[ENUM_ITEMS.SMALL_PLANK] = { image = "1756e01b60d.png" }
}
},
["Default"] = {
coverImage = "175405f30a3.png",
coverAdj = { x = 15, y = 5 },
description = "Default item pack",
author = "Transformice",
price = 0,
description_locales = {
en = "Default item pack",
fr = "Pack de texture par défaut.",
br = "Pacote de itens padrão",
ur = "Default cheezon ka pack"
},
skins = {
[ENUM_ITEMS.CANNON] = { image = "1752b1c10bc.png" },
[ENUM_ITEMS.ANVIL] = { image = "1752b1b9497.png" },
[ENUM_ITEMS.BALL] = { image = "1752b1bdeee.png" },
[ENUM_ITEMS.BLUE_BALOON] = { image = "1752b1aa57c.png" },
[ENUM_ITEMS.LARGE_BOX] = { image = "1752b1adb5e.png" },
[ENUM_ITEMS.SMALL_BOX] = { image = "1752b1b1cc6.png" },
[ENUM_ITEMS.LARGE_PLANK] = { image = "1752b1b5ac3.png" },
[ENUM_ITEMS.SMALL_PLANK] = { image = "1752b0918ed.png" }
}
},
["Poisson"] = {
coverImage = "17540405f67.png",
coverAdj = { x = 8, y = 8 },
description = "Back in old days...",
author = "Transformice",
price = 100,
description_locales = {
en = "Back in old days...",
fr = "Comme au bon vieux temps...",
br = "De volta aos velhos tempos...",
ur = "Puranay dino mein..."
},
skins = {
[ENUM_ITEMS.CANNON] = { image = "174bb44115d.png", adj = { x = -16, y = -16 } },
[ENUM_ITEMS.ANVIL] = { },
[ENUM_ITEMS.BALL] = { image = "174bb405fd4.png", adj = { x = -16, y = -16 } },
[ENUM_ITEMS.BLUE_BALOON] = { },
[ENUM_ITEMS.LARGE_BOX] = { image = "174c530f384.png", adj = { x = -30, y = -30 } },
[ENUM_ITEMS.SMALL_BOX] = { image = "174c532630c.png", adj = { x = -16, y = -16 } },
[ENUM_ITEMS.LARGE_PLANK] = { image = "174c5311ea4.png", adj = { x = -104, y = -6 } },
[ENUM_ITEMS.SMALL_PLANK] = { image = "174c5324b9b.png", adj = { x = -50, y = -6 } }
}
},
["Catto"] = {
coverImage = "1754528ac5c.png",
coverAdj = { x = 8, y = 0 },
description = "Meow!",
author = "King_seniru#5890",
price = 300,
description_locales = {
en = "Meow!",
fr = "Miaou !",
br = "Miau!",
},
skins = {
[ENUM_ITEMS.CANNON] = { image = "17530cc2bfb.png", adj = { x = -16, y = -16 } },
[ENUM_ITEMS.ANVIL] = { image = "17530cb9535.png", adj = { x = -24, y = -24 } },
[ENUM_ITEMS.BALL] = { image = "17530cb1c03.png", adj = { x = -16, y = -16 } },
[ENUM_ITEMS.BLUE_BALOON] = { image = "17530cc8b06.png", adj = { x = -18, y = -18 } },
[ENUM_ITEMS.LARGE_BOX] = { image = "17530ccf337.png", adj = { x = -30, y = -30 } },
[ENUM_ITEMS.SMALL_BOX] = { image = "17530cd4a81.png", adj = { x = -16, y = -16 } },
[ENUM_ITEMS.LARGE_PLANK] = { image = "17530cf135f.png", adj = { x = -100, y = -14 } },
[ENUM_ITEMS.SMALL_PLANK] = { image = "17530cf9d23.png", adj = { x = -50, y = -14 } }
}
},
["Royal"] = {
coverImage = "1754f97c21c.png",
coverAdj = { x = 8, y = 0 },
description = "Only for the strongest kings!",
author = "Lightymouse#0421",
price = 300,
description_locales = {
en = "Only for the strongest kings!",
fr = "Seulement pour les rois les plus fort !",
br = "Apenas para os reis mais fortes!",
ur = "Sab se bahadur badshah ke liye!"
},
skins = {
[ENUM_ITEMS.CANNON] = { image = "1754f9851c8.png", adj = { x = -17, y = -17 } },
[ENUM_ITEMS.ANVIL] = { image = "1754f98d0b8.png", adj = { x = -24, y = -34 } },
[ENUM_ITEMS.BALL] = { image = "1754f9a7601.png", adj = { x = -16, y = -16 } },
[ENUM_ITEMS.BLUE_BALOON] = { image = "1754fca819f.png", adj = { x = -22, y = -22 } },
[ENUM_ITEMS.LARGE_BOX] = { image = "1754f9b87a6.png", adj = { x = -35, y = -35 } },
[ENUM_ITEMS.SMALL_BOX] = { image = "1754f9d18f6.png", adj = { x = -19, y = -19 } },
[ENUM_ITEMS.LARGE_PLANK] = { image = "1754f9d7544.png", adj = { x = -100, y = -10 } },
[ENUM_ITEMS.SMALL_PLANK] = { image = "1754f9dc2a0.png", adj = { x = -50, y = -10 } }
}
},
["Halloween 2020"] = {
coverImage = "175832f4631.png",
coverAdj = { x = 8, y = 0 },
description = "Trick or Treat!?",
author = "Thetiger56#6961",
price = 400,
description_locales = {
en = "Trick or Treat!?",
fr = "Un bonbon ou un sort !?",
br = "Gostosuras ou Travessuras?",
ur = "Trick ya treat!?"
},
skins = {
[ENUM_ITEMS.CANNON] = { image = "175829957ec.png", adj = { x = -17, y = -17 } },
[ENUM_ITEMS.ANVIL] = { image = "17582960dfd.png", adj = { x = -22, y = -24 } },
[ENUM_ITEMS.BALL] = { image = "17582965a03.png", adj = { x = -17, y = -19 } },
[ENUM_ITEMS.BLUE_BALOON] = { image = "1758295cf4b.png", adj = { x = -22, y = -22 } },
[ENUM_ITEMS.LARGE_BOX] = { image = "175829687b2.png", adj = { x = -32, y = -32 } },
[ENUM_ITEMS.SMALL_BOX] = { image = "1758296be0c.png", adj = { x = -19, y = -19 } },
[ENUM_ITEMS.LARGE_PLANK] = { image = "175829715e2.png", adj = { x = -100, y = -6 } },
[ENUM_ITEMS.SMALL_PLANK] = { image = "17582976871.png", adj = { x = -50, y = -13 } }
}
},
["Christmas 2020"] = {
coverImage = "1765abc248e.png",
coverAdj = { x = 0, y = 0 },
description = "Ho ho ho, Merry Christmas!!",
author = "Thetiger56#6961",
price = 400,
description_locales = {
en = "Ho ho ho, Merry Christmas!!",
fr = "Ho ho Ho, Joyeux Noël !!",
br = "Ho ho ho, Feliz Natal!!",
ur = "Ho ho ho, Christmas mubarak!!"
},
skins = {
[ENUM_ITEMS.CANNON] = { image = "1765abff096.png", adj = { x = -17, y = -17 } },
[ENUM_ITEMS.ANVIL] = { image = "1765ac2ed92.png", adj = { x = -24, y = -28 } },
[ENUM_ITEMS.BALL] = { image = "1765ac10519.png", adj = { x = -17, y = -18 } },
[ENUM_ITEMS.BLUE_BALOON] = { image = "17660481ac5.png", adj = { x = -25, y = -24 } },
[ENUM_ITEMS.LARGE_BOX] = { image = "1765aca14d3.png", adj = { x = -32, y = -32 } },
[ENUM_ITEMS.SMALL_BOX] = { image = "1765ad54bea.png", adj = { x = -17, y = -17 } },
[ENUM_ITEMS.LARGE_PLANK] = { image = "1765ad8d77d.png", adj = { x = -100, y = -17 } },
[ENUM_ITEMS.SMALL_PLANK] = { image = "1765ad9f608.png", adj = { x = -50, y = -18 } }
}
},
}
shop.totalPacks = 0
for pack in next, shop.packs do shop.totalPacks = shop.totalPacks + 1 end
shop.totalPages = math.ceil((shop.totalPacks) / 6)
shop.packsBitList = BitList {
"Default", "Poisson", "Catto", "Royal", "Halloween 2020", "Christmas 2020"
}
shop.displayShop = function(target, page, keyPressed)
page = page or 1
if page < 1 or page > shop.totalPages then return end
local targetPlayer = Player.players[target]
local commu = targetPlayer.community
if targetPlayer.openedWindow then
targetPlayer.openedWindow:hide(target)
if targetPlayer.openedWindow == shopWindow and keyPressed then
targetPlayer.openedWindow = nil
return
end
end
shopWindow:show(target)
shop.displayPackInfo(target, targetPlayer.equipped)
Panel.panels[520]:update(translate("POINTS", commu, nil, { points = targetPlayer.points }), target)
Panel.panels[551]:update(("<a href='event:%s'><p align='center'><b>%s〈%s</b></p></a>")
:format(
page - 1,
page - 1 < 1 and "<N2>" or "",
page - 1 < 1 and "</N2>" or ""
)
, target)
Panel.panels[552]:update(("<a href='event:%s'><p align='center'><b>%s〉%s</b></p></a>")
:format(
page + 1,
page + 1 > shop.totalPages and "<N2>" or "</N2>",
page + 1 > shop.totalPages and "</N2>" or "</N2>"
)
, target)
targetPlayer.openedWindow = shopWindow
local col, row, count = 0, 0, 0
for i = (page - 1) * 6 + 1, page * 6 do
local name = i == 1 and "Random" or shop.packsBitList:get(i - 1)
if not name then return end
local pack = shop.packs[name]
local packPanel = Panel(560 + count, "", 380 + col * 120, 100 + row * 120, 100, 100, 0x1A3846, 0x1A3846, 1, true)
:addImageTemp(Image(pack.coverImage, "&1", 400 + (pack.coverAdj and pack.coverAdj.x or 0) + col * 120, 100 + (pack.coverAdj and pack.coverAdj.y or 0) + row * 120, target), target)
:addPanel(
Panel(560 + count + 1, ("<p align='center'><a href='event:%s'>%s</a></p>"):format(name, name), 385 + col * 120, 170 + row * 120, 90, 20, nil, 0x324650, 1, true)
:setActionListener(function(id, name, event)
shop.displayPackInfo(name, event)
end)
)
if not targetPlayer.packs[name] then packPanel:addImageTemp(Image(assets.lock, "&1", 380 + col * 120, 80 + row * 120, target), target) end
shopWindow:addPanelTemp(packPanel, target)
col = col + 1
count = count + 2
if col >= 3 then
row = row + 1
col = 0
end
end
end
shop.displayPackInfo = function(target, packName)
local pack = shop.packs[packName]
local player = Player.players[target]
local commu = player.community
Panel.panels[610]:hide(target):show(target)
Panel.panels[620]:addImageTemp(Image(pack.coverImage, "&1", 80 + (pack.coverAdj and pack.coverAdj.x or 0), 80 + (pack.coverAdj and pack.coverAdj.y or 0), target), target)
Panel.panels[620]:update(" <font size='15' face='Lucida console'><b><BV>" .. packName .. "</BV></b></font>", target)
local hasEquipped = player.equipped == packName
local hasBought = not not player.packs[packName]
local hasRequiredPoints = player.points >= pack.price
Panel.panels[650]:update(("<p align='center'><b><a href='event:%s:%s'>%s</a></b></p>")
:format(
hasEquipped and "none" or (hasBought and "equip" or (hasRequiredPoints and "buy" or "none")),
packName,
hasEquipped and translate("EQUIPPED", commu)
or (hasBought and translate("EQUIP", commu)
or (hasRequiredPoints and (translate("BUY", commu) .. ": " .. pack.price)
or ("<N2>" .. translate("BUY", commu) .. ": " .. pack.price .. "</N2>")
)
)
)
, target)
local n, t = extractName(pack.author)
Panel.panels[651]:update(translate("PACK_DESC", commu, nil,
{
desc = (pack.description_locales[commu] or pack.description),
author = "<V>" .. n .. "</V><N2>" .. t .. "</N2>"
}
), target)
Panel.panels[652]
:addImageTemp(Image(pack.skins[ENUM_ITEMS.CANNON].image or shop.defaultItemImages[ENUM_ITEMS.CANNON], "&1", 80, 160), target)
:addImageTemp(Image(pack.skins[ENUM_ITEMS.ANVIL].image or shop.defaultItemImages[ENUM_ITEMS.ANVIL], "&1", 130, 150), target)
:addImageTemp(Image(pack.skins[ENUM_ITEMS.BLUE_BALOON].image or shop.defaultItemImages[ENUM_ITEMS.BLUE_BALOON], "&1", 195, 160), target)
:addImageTemp(Image(pack.skins[ENUM_ITEMS.BALL].image or shop.defaultItemImages[ENUM_ITEMS.BALL], "&1", 250, 160), target)
:addImageTemp(Image(pack.skins[ENUM_ITEMS.LARGE_BOX].image or shop.defaultItemImages[ENUM_ITEMS.LARGE_BOX], "&1", 80, 220), target)
:addImageTemp(Image(pack.skins[ENUM_ITEMS.SMALL_BOX].image or shop.defaultItemImages[ENUM_ITEMS.SMALL_BOX], "&1", 160, 220), target)
:addImageTemp(Image(pack.skins[ENUM_ITEMS.LARGE_PLANK].image or shop.defaultItemImages[ENUM_ITEMS.LARGE_PLANK], "&1", 80, 300), target)
:addImageTemp(Image(pack.skins[ENUM_ITEMS.SMALL_PLANK].image or shop.defaultItemImages[ENUM_ITEMS.SMALL_PLANK], "&1", 80, 320), target)
end
roles = {}
roles.list = BitList {
"admin",
"staff",
"developer",
"artist",
"translator",
"mapper"
}
roles.colors = {
["admin"] = 0xFF5555,
["staff"] = 0xF3D165,
["developer"] = 0x7BC7F7,
["artist"] = 0xFF69B4,
["translator"] = 0xB69EFD,
["mapper"] = 0x87DF87
}
roles.images = {
["admin"] = "178598716f4.png",
["staff"] = "17859a9985c.png",
["developer"] = "17859b0531e.png",
["artist"] = "17859ab0277.png",
["translator"] = "17859b2cb23.png",
["mapper"] = "17859b68e86.png"
}
roles.addRole = function(player, role)
player.roles[role] = true
player.highestRole = roles.getHighestRole(player)
setNameColor(player.name)
tfm.exec.chatMessage(translate("NEW_ROLE", tfm.get.room.language, nil, { player = player.name, role = role }))
player:savePlayerData()
end
roles.removeRole = function(player, role)
player.roles[role] = nil
player.highestRole = roles.getHighestRole(player)
tfm.exec.setNameColor(player.name, 0) -- set it to default color in case of all the colors are removed
setNameColor(player.name)
tfm.exec.chatMessage(translate("KICK_ROLE", tfm.get.room.language, nil, { player = player.name, role = role }))
player:savePlayerData()
end
roles.getHighestRole = function(player)
for i, rank in next, roles.list.featureArray do
if player.roles[rank] then return rank end
end
return "default"
end
cmds = {
["profile"] = function(args, msg, author)
local player = Player.players[args[1] or author] or Player.players[author]
displayProfile(player, author)
end,
["help"] = function(args, msg, author)
displayHelp(author)
end,
["shop"] = function(args, msg, author)
shop.displayShop(author, 1)
end,
["changelog"] = function(args, msg, author)
displayChangelog(author)
end,
-- [[ administration commands ]]
["give"] = function(args, msg, author)
local player = Player.players[author]
if not (admins[author] or player:hasRole("staff")) then return end
local FORMAT_ERR_MSG = "<N>[</N><R>•</R><N>] <R><b>Error in command<br>\tUsage:</b><font face='Lucida console'> !give <i>[points|pack] [target] [value]</i></font></R>"
local TARGET_UNREACHABLE_ERR = "<N>[</N><R>•</R><N>] <R><b>Error: Target unreachable!</b></R>"
if (not args[1]) or (not args[2]) or (not args[3]) then return tfm.exec.chatMessage(FORMAT_ERR_MSG, author) end
local target = Player.players[args[2]]
local n, t = extractName(author)
if args[1] == "points" then
if not target then return tfm.exec.chatMessage(TARGET_UNREACHABLE_ERR, author) end
local points = tonumber(args[3])
if not points then return tfm.exec.chatMessage(FORMAT_ERR_MSG, author) end -- NaN
target.points = target.points + points
target:savePlayerData()
print(("[GIFT] %s has been rewarded with %s by %s"):format(args[2], points .. " Pts.", author))
tfm.exec.chatMessage(("<N>[</N><ROSE>•</ROSE><N>] Rewarded <ROSE>%s</ROSE> with <ROSE>%s</ROSE> points"):format(args[2], points), author)
tfm.exec.chatMessage(translate("GIFT_RECV", target.community, nil, {
admin = "<VI>" .. n .. "</VI><font size='8'><N2>" .. t .. "</N2></font>",
gift = points .. " Pts."
}), args[2])
elseif args[1] == "pack" then
if not target then return tfm.exec.chatMessage(TARGET_UNREACHABLE_ERR, author) end
local pack = msg:match("give pack .+#%d+ (.+)")
if not shop.packs[pack] then return tfm.exec.chatMessage("<N>[</N><R>•</R><N>] <R><b>Error:</b> Could not find the pack</R>", author) end
if target.packs[pack] then return tfm.exec.chatMessage("<N>[</N><R>•</R><N>] <R><b>Error: </b>Target already own that pack</R>", author) end
target.packs[pack] = true
target:savePlayerData()
print(("[GIFT] %s has been rewarded with %s by %s"):format(args[2], pack, author))
tfm.exec.chatMessage(("<N>[</N><ROSE>•</ROSE><N>] Rewarded <ROSE>%s</ROSE> with <ROSE>%s</ROSE>"):format(args[2], pack), author)
tfm.exec.chatMessage(translate("GIFT_RECV", target.community, nil, {
admin = "<VI>" .. n .. "</VI><font size='8'><N2>" .. t .. "</N2></font>",
gift = pack
}), args[2])
else
tfm.exec.chatMessage(FORMAT_ERR_MSG, author)
end
end,
["pw"] = function(args, msg, author)
local player = Player.players[author]
if not (admins[author] or player:hasRole("staff")) then return end
local pw = msg:match("^pw (.+)")
tfm.exec.setRoomPassword(pw)
if (not pw) or pw == "" then tfm.exec.chatMessage("<N>[</N><ROSE>•</ROSE><N>] Removed the password!", author)
else tfm.exec.chatMessage(("<N>[</N><ROSE>•</ROSE><N>] Password: %s"):format(pw), author) end
end,
["setrole"] = function(args, msg, author)
if not admins[author] then return end
if not (args[1] or args[2]) then return tfm.exec.chatMessage("<N>[</N><R>•</R><N>] <R><b>Error in command<br>\tUsage:</b><font face='Lucida console'> !setrole <i> [target] [role]</i></font>\n\tAvailable roles - <font face='Lucida Console'>admin, staff, developer, artist, translator, mapper</font></R>", author) end
local target = Player.players[args[1]]
if not target then return tfm.exec.chatMessage("<N>[</N><R>•</R><N>] <R><b>Error: Target unreachable!</b></R>", author) end
if not roles.list:find(args[2]) then return tfm.exec.chatMessage("<N>[</N><R>•</R><N>] <R><b>Error:</b> Could not find the role</R>", author) end
roles.addRole(target, args[2])
end,
["remrole"] = function(args, msg, author)
if not admins[author] then return end
if not (args[1] or args[2]) then return tfm.exec.chatMessage("<N>[</N><R>•</R><N>] <R><b>Error in command<br>\tUsage:</b><font face='Lucida console'> !remrole <i> [target] [role]</i></font>\n\tAvailable roles - <font face='Lucida Console'>admin, staff, developer, artist, translator, mapper</font></R>", author) end
local target = Player.players[args[1]]
if not target then return tfm.exec.chatMessage("<N>[</N><R>•</R><N>] <R><b>Error: Target unreachable!</b></R>", author) end
if not roles.list:find(args[2]) then return tfm.exec.chatMessage("<N>[</N><R>•</R><N>] <R><b>Error:</b> Could not find the role</R>", author) end
roles.removeRole(target, args[2])
end,
["maps"] = function(args, msg, author)
p(maps)
local player = Player.players[author]
if not (admins[author] or (player:hasRole("staff") and player:hasRole("mapper"))) then return end
local res = "<b><BV>Current rotation:</BV></b> "
for index, map in next, rotation do
if index == currentMapIndex then
res = res .. "<b><VP> < @" .. map .. " > </VP></b>, "
else
res = res .. "@" .. map .. ", "
end
if #res > 980 then
tfm.exec.chatMessage(res, author)
res = ""
end
end
if #res > 0 then tfm.exec.chatMessage(res:sub(1, -2), author) end
tfm.exec.chatMessage("<b><BV>Queued maps:</BV></b> " .. (#queuedMaps > 0 and table.concat(queuedMaps, ", @") or "-"), author)
end,
["npp"] = function(args, msg, author)
local player = Player.players[author]
if not isTribeHouse then
if not (admins[author] or player:hasRole("staff")) then
return tfm.exec.chatMessage(translate("ERR_PERMS", player.community), author)
end
else
if tfm.get.room.name:sub(2) ~= tfm.get.room.playerList[author].tribeName then
return tfm.exec.chatMessage(translate("ERR_PERMS", player.community), author)
end
end
local map = args[1]:match("@?(%d+)")
if not map then return tfm.exec.chatMessage(translate("ERR_CMD", player.community, nil, { syntax = "!npp [@code]"}), author) end
queuedMaps[#queuedMaps+1] = map
tfm.exec.chatMessage(translate("MAP_QUEUED", tfm.get.room.language, nil, { map = map, player = author }), author)
end,
["addmap"] = function(args, msg, author)
local player = Player.players[author]
if not (admins[author] or (player:hasRole("staff") and player:hasRole("mapper"))) then return end
if tfm.get.room.xmlMapInfo.permCode ~= 41 then return tfm.exec.chatMessage("<N>[</N><R>•</R><N>] <R><b>Error:</b> Map should be P41</R>", author) end
local map = tfm.get.room.xmlMapInfo.mapCode
if isInRotation(map) then return tfm.exec.chatMessage("<N>[</N><R>•</R><N>] <R><b>Error:</b> The map is already in the rotation</R>", author) end
maps.list[#maps.list + 1] = map
maps.dumpCache = table.concat(maps.list, ",")
maps.overwriteFile = true
tfm.exec.chatMessage(
("<N>[</N><R>•</R><N>] <N><ROSE><b>@%s</b></ROSE> [<ROSE><b>%s</b></ROSE>] has been added to the rotation. Please stay in the room for few minutes to save them properly.")
:format(map, tfm.get.room.xmlMapInfo.author),
author
)
leaderboardNotifyList[#leaderboardNotifyList + 1] = author
end,
["remmap"] = function(args, msg, author)
local player = Player.players[author]
if not (admins[author] or (player:hasRole("staff") and player:hasRole("mapper"))) then return end
local map = args[1]:match("@?(%d+)")
if not map then return tfm.exec.chatMessage(translate("ERR_CMD", target.community, nil, { syntax = "!remmap [@code]"}), author) end
local isExisting, index = isInRotation(map)
if not isExisting then return tfm.exec.chatMessage("<N>[</N><R>•</R><N>] <R><b>Error:</b> The map is not in the rotation</R>", author) end
table.remove(maps.list, index)
maps.dumpCache = table.concat(maps.list, ",")
maps.overwriteFile = true
tfm.exec.chatMessage(
("<N>[</N><R>•</R><N>] <N><ROSE><b>@%s</b></ROSE> has been removed from the rotation. Please stay in the room for few minutes to save them properly.")
:format(map),
author
)
leaderboardNotifyList[#leaderboardNotifyList + 1] = author
end
}
-- [[ aliases ]]
cmds["p"] = cmds["profile"]
shuffleMaps = function(maps)
local res = {}
local latest = {}
for i = #maps, #maps - 20, -1 do
local map = maps[i]
latest[#latest + 1] = map
res[#res + 1] = map
end
for _, map in next, maps do
res[#res + 1] = map
res[#res + 1] = map
end
table.sort(res, function(e1, e2)
return math.random() <= 0.5
end)
for _, map in next, latest do
table.insert(res, math.random(25), map)
end
return res
end
newRound = function()
newRoundStarted = false
suddenDeath = false
statsEnabled = (not isTribeHouse) and tfm.get.room.uniquePlayers >= MIN_PLAYERS
mapProps.fromQueue = false
if #queuedMaps > 0 then
tfm.exec.newGame(queuedMaps[1])
table.remove(queuedMaps, 1)
mapProps.fromQueue = true
else
currentMapIndex = next(rotation, currentMapIndex)
tfm.exec.newGame(rotation[currentMapIndex])
if currentMapIndex >= #rotation then
rotation = shuffleMaps(maps.list)
currentMapIndex = 1
end
end
tfm.exec.setGameTime(93, true)
Player.alive = {}
Player.aliveCount = 0
for name, player in next, Player.players do player:refresh() end
if not initialized then
initialized = true
closeSequence[1].images = { tfm.exec.addImage(assets.items[currentItem],":1", 740, 330) }
Timer("changeItem", function(items)
if math.random(1, 3) == 3 then
currentItem = ENUM_ITEMS.CANNON
else
currentItem = items[math.random(1, #items)]
end
tfm.exec.removeImage(closeSequence[1].images[1])
closeSequence[1].images = { tfm.exec.addImage(assets.items[currentItem], ":1", 740, 330) }
end, 10000, true)
end
end
getPos = function(item, stance)
if item == ENUM_ITEMS.CANNON then
return { x = stance == -1 and 10 or -10, y = 18 }
elseif item == ENUM_ITEMS.SPIRIT then
return { x = 0, y = 10 }
else
return { x = stance == -1 and -10 or 10, y = 0 }
end
end
getRot = function(item, stance)
if item == ENUM_ITEMS.RUNE or item == ENUM_ITEMS.CUPID_ARROW or item == ENUM_ITEMS.STABLE_RUNE then
return stance == -1 and 180 or 0
elseif item == ENUM_ITEMS.CANNON then
return stance == -1 and -90 or 90
else
return 0
end
end
extractName = function(username)
username = username or ""
local name, tag = username:match("^(.+)(#%d+)$")
if name and tag then return name, tag
else return username, "" end
end
setNameColor = function(name)
local player = Player.players[name]
if (not player) or player.highestRole == "default" then return end
local color = roles.colors[player.highestRole]
if not color then return end
tfm.exec.setNameColor(name, color)
end
isInRotation = function(map)
map = tostring(map):match("@?(%d+)")
for i, m in next, maps.list do if m == map then return true, i end end
return false
end
createPrettyUI = function(id, x, y, w, h, fixed, closeButton)
local window = Panel(id * 100 + 10, "", x - 4, y - 4, w + 8, h + 8, 0x7f492d, 0x7f492d, 1, fixed)
:addPanel(
Panel(id * 100 + 20, "", x, y, w, h, 0x152d30, 0x0f1213, 1, fixed)
)
:addImage(Image(assets.widgets.borders.topLeft, "&1", x - 10, y - 10))
:addImage(Image(assets.widgets.borders.topRight, "&1", x + w - 18, y - 10))
:addImage(Image(assets.widgets.borders.bottomLeft, "&1", x - 10, y + h - 18))
:addImage(Image(assets.widgets.borders.bottomRight, "&1", x + w - 18, y + h - 18))
if closeButton then
window
:addPanel(
Panel(id * 100 + 30, "<a href='event:close'>\n\n\n\n\n\n</a>", x + w + 18, y - 10, 15, 20, nil, nil, 0, fixed)
:addImage(Image(assets.widgets.closeButton, ":0", x + w + 15, y - 10)
)
)
:setCloseButton(id * 100 + 30)
end
return window
end
displayProfile = function(player, target, keyPressed)
local targetPlayer = Player.players[target]
if targetPlayer.openedWindow then
targetPlayer.openedWindow:hide(target)
if targetPlayer.openedWindow == profileWindow and keyPressed then
targetPlayer.openedWindow = nil
return
end
end
local lboardPos
for i, p in next, leaderboard.indexed do
if p.name == player.name then
lboardPos = i
break
end
end
local count = 0
for i, role in next, roles.list.featureArray do
if player.roles[role] then
Panel.panels[220]:addImageTemp(Image(roles.images[role], "&1", 430 + count * 30, 82), target)
count = count + 1
end
end
local name, tag = extractName(player.name)
if (not name) or (not tag) then return end -- guest players
profileWindow:show(target)
Panel.panels[220]:update("<b><font size='20'><V>" .. name .. "</V></font><font size='10'><G>" .. tag, target)
Panel.panels[151]:update(translate("ROUNDS", player.community) .. "<br><b><BV><font size='14'>" .. player.rounds .. "</font></BV>", target)
Panel.panels[152]:update(translate("DEATHS", player.community) .. "<br><b><BV><font size='14'>" .. player.rounds - player.survived .. "</font></BV>", target)
Panel.panels[153]:update(translate("SURVIVED", player.community) .. "<br><b><BV><font size='14'>" .. player.survived .. "</font></BV> <font size='10'>(" .. math.floor(player.survived / player.rounds * 100) .."%)</font>", target)
Panel.panels[154]:update(translate("WON", player.community) .. "<br><b><BV><font size='14'>" .. player.won .. "</font></BV> <font size='10'>(" .. math.floor(player.won / player.rounds * 100) .."%)</font>", target)
Panel.panels[155]:update(translate("LBOARD_POS", player.community, nil, { pos = lboardPos or "N/A" }), target)
targetPlayer.openedWindow = profileWindow
end
displayHelp = function(target, keyPressed)
local targetPlayer = Player.players[target]
if targetPlayer.openedWindow then
targetPlayer.openedWindow:hide(target)
if targetPlayer.openedWindow == helpWindow and keyPressed then
targetPlayer.openedWindow = nil
return
end
end
local commu = targetPlayer.community
helpWindow:show(target)
Panel.panels[820]:update(translate("COMMANDS", commu), target)
Panel.panels[705]:update(translate("CMD_TITLE", commu), target)
Panel.panels[920]:update(translate("CREDITS", commu, nil, {
artists = "<BV>Lightymouse</BV><G>#0421</G>",
translators = "<BV>Overjoy06#0000</BV><G>#0000</G>, <BV>Nuttysquirrel</BV><G>#0626</G>, <BV>Star</BV><G>#6725</G>, <BV>Jaker</BV><G>#9310</G>, <BV>Santoex</BV><G>#0000</G>, <BV>Maha010</BV><G>#0000</G>"
}), target)
Panel.panels[706]:update(translate("CREDS_TITLE", commu), target)
Panel.panels[701]:update(translate("OBJECTIVE", commu), target)
Panel.panels[704]:update(translate("HELP_GOTIT", commu), target)
targetPlayer.openedWindow = helpWindow
end
displayChangelog = function(target)
local targetPlayer = Player.players[target]
if targetPlayer.openedWindow then
targetPlayer.openedWindow:hide(target)
if targetPlayer.openedWindow == changelogWindow then
targetPlayer.openedWindow = nil
return
end
end
changelogWindow:show(target)
targetPlayer.openedWindow = changelogWindow
end
do
rotation = shuffleMaps(maps.list)
currentMapIndex = 1
statsEnabled = (not isTribeHouse) and tfm.get.room.uniquePlayers >= MIN_PLAYERS
leaderboard.load()
Timer("newRound", newRound, 6 * 1000)
Timer("leaderboard", leaderboard.load, 2 * 60 * 1000, true)
tfm.exec.newGame(rotation[currentMapIndex])
tfm.exec.setGameTime(8)
for cmd in next, cmds do system.disableChatCommandDisplay(cmd) end
for name in next, tfm.get.room.playerList do
eventNewPlayer(name)
end
profileWindow = createPrettyUI(1, 200, 100, 400, 200, true, true)
:addPanel(createPrettyUI(2, 240, 80, 250, 35, true))
:addPanel(
Panel(150, "", 220, 140, 360, 100, 0x1A3846 , 0x1A3846, 1, true)
:addImage(Image(assets.iconRounds, "&1", 230, 125))
:addPanel(Panel(151, "", 290, 140, 120, 50, nil, nil, 0, true))
:addImage(Image(assets.iconDeaths, "&1", 400, 125))
:addPanel(Panel(152, "", 460, 140, 120, 50, nil, nil, 0, true))
:addImage(Image(assets.iconSurvived, "&1", 230, 185))
:addPanel(Panel(153, "", 290, 200, 120, 50, nil, nil, 0, true))
:addImage(Image(assets.iconWon, "&1", 400, 185))
:addPanel(Panel(154, "", 460, 200, 120, 50, nil, nil, 0, true))
:addImage(Image(assets.iconTrophy, "&1", 390, 255))
:addPanel(Panel(155, "", 420, 260, 210, 30, nil, nil, 0, true))
)
leaderboardWindow = createPrettyUI(3, 70, 50, 670, 330, true, true)
:addPanel(Panel(350, "", 90, 100, 50, 240, 0x1A3846, 0x1A3846, 1, true))
:addPanel(Panel(351, "", 160, 100, 200, 240, 0x1A3846, 0x1A3846, 1, true))
:addPanel(
Panel(352, "", 380, 100, 70, 240, 0x1A3846, 0x1A3846, 1, true)
:addImage(Image(assets.iconRounds, "&1", 380, 70))
)
:addPanel(
Panel(353, "", 470, 100, 70, 240, 0x1A3846, 0x1A3846, 1, true)
:addImage(Image(assets.iconDeaths, "&1", 470, 70))
)
:addPanel(
Panel(354, "", 560, 100, 70, 240, 0x1A3846, 0x1A3846, 1, true)
:addImage(Image(assets.iconSurvived, "&1", 560, 70))
)
:addPanel(
Panel(355, "", 650, 100, 70, 240, 0x1A3846, 0x1A3846, 1, true)
:addImage(Image(assets.iconWon, "&1", 650, 70))
)
:addPanel(
Panel(356, "", 70, 350, 670, 50, nil, nil, 0, true)
:setActionListener(function(id, name, event)
local page = tonumber(event)
if page then
leaderboardWindow:hide(name)
leaderboard.displayLeaderboard("global", page, name)
end
end)
)
:addPanel(
Panel(357, "<a href='event:switch'>Room \t ▼</a>", 90, 55, 80, 20, 0x152d30, 0x7f492d, 1, true)
:setActionListener(function(id, name, event)
Panel.panels[id]:addPanelTemp(
Panel(358, "<a href='event:room'>Room</a><br><a href='event:global'>Global</a>", 90, 85, 80, 30, 0x152d30, 0x7f492d, 1, true)
:setActionListener(function(id, name, event)
leaderboardWindow:hide(name)
leaderboard.displayLeaderboard(event, 1, name)
end),
name)
end)
)
changelogWindow = createPrettyUI(4, 70, 50, 670, 330, true, true)
:addPanel(
Panel(450, CHANGELOG, 100, 50, 630, 330, nil, nil, 0, true)
:setActionListener(function(id, name, event)
tfm.exec.chatMessage("<BV>• <u><i>https://github.com/Seniru/pewpew/releases</i></u></BV>", name)
end)
)
:addImage(Image(assets.widgets.scrollbarBg, "&1", 720, 80))
:addImage(Image(assets.widgets.scrollbarFg, "&1", 720, 90))
shopWindow = createPrettyUI(5, 360, 50, 380, 330, true, true) -- main shop window
:addPanel( -- preview window
createPrettyUI(6, 70, 50, 260, 330, true, false)
:addPanel(
Panel(650, "", 80, 350, 240, 20, nil, 0x324650, 1, true)
:setActionListener(function(id, name, event)
local key, value = table.unpack(stringutils.split(event, ":"))
local player = Player.players[name]
local pack = shop.packs[value]
if not pack then return end
if key == "buy" then
-- Exit if the player already have the pack or if they dont have the required points
if player.packs[value] or player.points < pack.price then return end
player.packs[value] = true
player.equipped = value
player.points = player.points - pack.price
player.packsArray[#player.packsArray + 1] = value
shop.displayShop(name)
player:savePlayerData()
elseif key == "equip" then
-- Exit if the player don't have the pack
if not player.packs[value] then return end
player.equipped = value
player:savePlayerData()
shop.displayPackInfo(name, value)
end
end)
)
:addPanel(Panel(651, "", 160, 60, 150, 90, nil, nil, 0, true))
:addPanel(Panel(652, "", 80, 160, 100, 100, nil, nil, 0, true))
):addPanel(
Panel(551, "〈", 620, 350, 40, 20, nil, 0x324650, 1, true)
:setActionListener(function(id, name, event)
shop.displayShop(name, tonumber(event))
end)
):addPanel(
Panel(552, "〉", 680, 350, 40, 20, nil, 0x324650, 1, true)
:setActionListener(function(id, name, event)
shop.displayShop(name, tonumber(event))
end)
)
helpWindow = Panel(700, ("<br><br>\t <J><b><a href='event:changelog'>%s</a></b></J> <a href='event:github'> </a> <a href='event:discord'> </a> <a href='event:map'> </a>"):format(VERSION), 0, 0, 800, 50, 0x324650, 0x324650, 0, true)
:setActionListener(function(id, name, event)
if event == "changelog" then displayChangelog(name) end end)
:addImage(Image(assets.help.github, ":1", 120, 30))
:addImage(Image(assets.help.discord, ":1", 144, 30))
:addImage(Image(assets.help.map, ":1", 170, 30))
:addPanel(
Panel(701, "", 180, 150, 200, 20, 0x324650, 0x324650, 0.6, true)
:addImage(Image(assets.help.survive, ":1", 10, 10))
:addImage(Image(assets.help.killAll, ":1", 200, 10))
)
:addPanel(
createPrettyUI(8, 10, 220, 230, 165, true)
:addPanel(Panel(705, "", 90, 200, 300, 30, nil, nil, 0, true))
:addImage(Image(assets.help.commands, "&1", -55, 150))
)
:addPanel(
createPrettyUI(9, 270, 220, 230, 165, true)
:addPanel(Panel(706, "", 345, 200, 300, 30, nil, nil, 0, true))
:addImage(Image(assets.help.creditors, "&1", 260, 170))
)
:addImage(Image(assets.help.shoot, "&1", 521, 28))
:addImage(Image(assets.help.weapon, ":1", 480, 220))
:addPanel(
Panel(704, "", 585, 370, 100, 30, nil, nil, 0, true)
:addImage(Image("170970cdb9f.png", ":1", 550, 350))
)
:setCloseButton(704)
:addPanel(
Panel(710, "<a href='event:github'>\n\n\n\n</a>", 120, 25, 18, 20, nil, nil, 0, true)
:setActionListener(function(id, name, event)
tfm.exec.chatMessage(translate("HELP_GITHUB", Player.players[name].community), name)
end)
)
:addPanel(
Panel(711, "<a href='event:discord'>\n\n\n\n</a>", 144, 25, 18, 20, nil, nil, 0, true)
:setActionListener(function(id, name, event)
tfm.exec.chatMessage(translate("HELP_DISCORD", Player.players[name].community), name)
end)
)
:addPanel(
Panel(712, "<a href='event:map'>\n\n\n\n</a>", 170, 25, 18, 20, nil, nil, 0, true)
:setActionListener(function(id, name, event)
tfm.exec.chatMessage(translate("HELP_MAP", Player.players[name].community), name)
end)
)
newsWindow = createPrettyUI(10, 70, 50, 670, 330, true, true)
:addImage(Image(VERSION_IMG, "&1", 80, 83))
:addPanel(Panel(1050, "$SHOW_CLOGS", 80, 357, 650, 18, 0x1A3846, 0x1A3846, 1, true)
:setActionListener(function(id, name, event)
displayChangelog(name)
end)
)
:addPanel(Panel(1051, "$VERSION", 80, 60, 650, 25, nil, nil, 0, trues))
end
|
module("luci.controller.onliner",package.seeall)
nixio=require"nixio"
function index()
entry({"admin","status","onliner"},alias("admin","status","onliner","onliner"),_("Connection info"))
entry({"admin","status","onliner","onliner"},template("onliner/onliner"),_("Online User"),1)
entry({"admin", "status","onliner","speed"}, template("onliner/display"), _("Speed monitor"), 2)
entry({"admin", "status","onliner","setnlbw"}, call("set_nlbw"))
end
function set_nlbw()
if nixio.fs.access("/var/run/onsetnlbw") then
nixio.fs.writefile("/var/run/onsetnlbw","1");
else
io.popen("/usr/share/onliner/setnlbw.sh &")
end
luci.http.prepare_content("application/json")
luci.http.write('')
end
|
local function onFocusedWindow(callback)
local window = hs.window.focusedWindow()
if window then
callback(window)
else
hs.alert.show('No active window')
end
end
local function fullScreen()
onFocusedWindow(function (window)
local frame = window:frame()
local screen = window:screen()
local max = screen:frame()
frame.x = max.x
frame.y = max.y
frame.w = max.w
frame.h = max.h
window:setFrame(frame)
end)
end
local function center()
onFocusedWindow(function (window)
window:centerOnScreen()
end)
end
local function leftHalf()
onFocusedWindow(function (window)
local frame = window:frame()
local screen = window:screen()
local max = screen:frame()
frame.x = max.x
frame.w = max.w / 2
window:setFrame(frame)
end)
end
local function bottomHalf()
onFocusedWindow(function (window)
local frame = window:frame()
local screen = window:screen()
local max = screen:frame()
frame.y = max.y + max.h / 2
frame.h = max.h / 2
window:setFrame(frame)
end)
end
local function topHalf()
onFocusedWindow(function (window)
local frame = window:frame()
local screen = window:screen()
local max = screen:frame()
frame.y = max.y
frame.h = max.h / 2
window:setFrame(frame)
end)
end
local function rightHalf()
onFocusedWindow(function (window)
local frame = window:frame()
local screen = window:screen()
local max = screen:frame()
frame.x = max.x + max.w / 2
frame.w = max.w / 2
window:setFrame(frame)
end)
end
local function leftScreen()
onFocusedWindow(function (window)
window:moveOneScreenWest(true, true)
end)
end
local function lowerScreen()
onFocusedWindow(function (window)
window:moveOneScreenSouth(true, true)
end)
end
local function upperScreen()
onFocusedWindow(function (window)
window:moveOneScreenNorth(true, true)
end)
end
local function rightScreen()
onFocusedWindow(function (window)
window:moveOneScreenEast(true, true)
end)
end
local function windows(hyper, hyperShift)
hs.window.animationDuration = 0
hs.hotkey.bind(hyper, 'f', fullScreen)
hs.hotkey.bind(hyper, 'c', center)
hs.hotkey.bind(hyper, 'h', leftHalf)
hs.hotkey.bind(hyper, 'j', bottomHalf)
hs.hotkey.bind(hyper, 'k', topHalf)
hs.hotkey.bind(hyper, 'l', rightHalf)
hs.hotkey.bind(hyperShift, 'h', leftScreen)
hs.hotkey.bind(hyperShift, 'j', lowerScreen)
hs.hotkey.bind(hyperShift, 'k', upperScreen)
hs.hotkey.bind(hyperShift, 'l', rightScreen)
end
return windows
|
type Storage = {
}
var M = Contract<Storage>()
function M:init()
end
function M:start(gift_num: string)
local gift = math.floor(1.2)
local a = b.c(123)
end
print ("123")
return M
|
---------------------------------------------------------------------
-- Project: irc
-- Author: MCvarial
-- Contact: [email protected]
-- Version: 1.0.0
-- Date: 31.10.2010
---------------------------------------------------------------------
acl = {}
local commands = {}
------------------------------------
-- Acl
------------------------------------
function func_addIRCCommandHandler (cmd,fn,level,echochanonly)
if not acl[cmd] then
acl[cmd] = {name = cmd,level = level,echoChannelOnly = echochannelonly}
end
commands[cmd] = fn
return true
end
function func_ircGetCommands ()
local cmds = {}
for cmd,fn in pairs (commands) do
table.insert(cmds,cmd)
end
return cmds
end
function func_ircGetCommandLevel (cmd)
if acl[cmd] then
return tonumber(acl[cmd].level) or 0
end
return false
end
function func_ircIsCommandEchoChannelOnly (cmd)
if acl[cmd] then
return acl[cmd].echoChannelOnly
end
return false
end
addEvent("onIRCMessage")
addEventHandler("onIRCMessage",root,
function (channel,message)
if gettok(ircGetUserVhost(source),1,64) == 'echobot' then return end --ignore ourselves
local cmd = gettok(message,1,32)
local args = split(message,32)
if commands[cmd] and acl[cmd] and acl[cmd].level and (tonumber(acl[cmd].level) or 0) <= (tonumber(ircGetUserLevel(source,channel)) or 0) then
if ircIsCommandEchoChannelOnly(cmd) then
if ircIsEchoChannel(channel) then
commands[cmd](ircGetChannelServer(channel),channel,source,unpack(args))
end
else
commands[cmd](ircGetChannelServer(channel),channel,source,unpack(args))
end
elseif ircIsEchoChannel(channel) and message:sub(1, 1) ~= '!' then
say(ircGetChannelServer(channel),channel,source,'say',message)
end
end
) |
local _,L = ...
local rematch = Rematch
local dialog = RematchDialog
local settings, saved
rematch:InitModule(function()
settings = RematchSettings
saved = RematchSaved
dialog:UpdateTabPicker()
rematch:RegisterMenu("SaveAsTarget",{
{ text=L["No Target"], npcID=nil, func=rematch.PickNpcID },
{ text=function() return rematch:GetNameFromNpcID(rematch.recentTarget) end, hidden=function() return not rematch.recentTarget end, npcID=function() return rematch.recentTarget end, func=rematch.PickNpcID },
{ text=function() return rematch:GetTeamTitle(settings.loadedTeam) end, hidden=function() return type(settings.loadedTeam)~="number" or settings.loadedTeam==rematch.recentTarget or settings.loadedTeam==1 end, npcID=function() return settings.loadedTeam end, func=rematch.PickNpcID },
{ text=L["Noteworthy Targets"], subMenu="NotableNPCs" }, -- defined in Npcs.lua
})
dialog.SaveAs.Target.tooltipTitle=L["Target For This Team"]
dialog.SaveAs.Target.tooltipBody=L["A target stored in a team is used to decide which team to load when you return to that target.\n\nYou can save an unlimited number of teams to fight a target, but a target can only be saved in one team."]
dialog.SaveAs.Name.Label:SetText(L["Name:"])
dialog.SaveAs.Target.Label:SetText(L["Target:"])
end)
function rematch:ShowSaveAsDialog(header)
rematch:ShowDialog("SaveAs",300,140+dialog.SaveAs:GetHeight(),header or L["Save As.."],L["Save this team?"],SAVE,rematch.SaveAsAccept,CANCEL)
dialog.SaveAs:SetPoint("TOP",0,-40)
dialog.SaveAs:Show()
dialog.TabPicker:SetPoint("TOPRIGHT",dialog.SaveAs.Target,"BOTTOMRIGHT",0,-6)
dialog.TabPicker:Show()
rematch:UpdateSaveAsDialog() -- fills in stuff
end
function dialog.SaveAs.Target:OnClick()
rematch:ToggleMenu("SaveAsTarget","TOPRIGHT",self,"BOTTOMRIGHT",0,2)
end
function rematch:UpdateSaveAsDialog()
dialog:UpdateTabPicker()
local team,key = rematch:GetSideline()
dialog:FillTeam(dialog.SaveAs.Team,team)
dialog.SaveAs.Name:SetFontObject(type(key)=="number" and "GameFontHighlight" or "GameFontNormal")
dialog.SaveAs.Name:SetText(rematch:GetSidelineTitle())
dialog.SaveAs.Target.Text:SetText(rematch:GetNameFromNpcID(key))
dialog.SaveAs.Themselves:Hide()
local height = 180
local yoff = -40
if rematch:GetSidelineContext("AskingOverwriteNotes") then
-- if saving from loadout, and team has notes (determined in CheckToOverwriteNotesAndPreferences)
-- which also sets this context, then attach a checkbox for "Save Notes & Preferences too"
dialog.CheckButton:SetPoint("TOPLEFT",dialog.SaveAs.Target,"BOTTOMLEFT",-32,yoff)
dialog.CheckButton.text:SetText(L["Save Notes & Preferences Too"])
dialog.CheckButton:Show()
dialog.CheckButton:SetChecked(settings.OverwriteNotes and true)
dialog.CheckButton:SetScript("OnClick",function(self) settings.OverwriteNotes=self:GetChecked() end)
height = height + 28
yoff = yoff - 28
end
dialog.SaveAs:SetHeight(height)
rematch:SaveAsUpdateWarning()
end
function rematch:SaveAsUpdateWarning()
local name = dialog.SaveAs.Name:GetText()
local team,key = rematch:GetSideline()
local warn
if name and name:len()==0 then
warn = L["All teams must have a name."]
elseif rematch:GetSidelineContext("originalKey")~=key and saved[key] then
if type(key)=="number" then
warn = L["This target already has a team."]
else
warn = L["A team already has this name."]
end
end
if warn then
dialog.Warning:SetPoint("TOP",dialog.SaveAs,"BOTTOM",0,-4)
dialog.Warning.Text:SetText(warn)
dialog.Warning:Show()
else
dialog.Warning:Hide()
end
dialog:SetHeight((warn and 140 or 108)+dialog.SaveAs:GetHeight())
end
-- call to change target in the SaveAs dialog
function rematch:SetSaveAsTarget(npcID)
local team,key = rematch:GetSideline()
if npcID~=key then
if npcID then
rematch:ChangeSidelineKey(npcID)
team,key = rematch:GetSideline() -- need to get them again since table changes
if saved[npcID] then
team.teamName = saved[npcID].teamName
else
team.teamName = rematch:GetNameFromNpcID(npcID)
end
else
rematch:ChangeSidelineKey(rematch:GetSidelineContext("originalName"))
team,key = rematch:GetSideline() -- need to get them again since table changes
team.teamName = nil
end
end
rematch:UpdateSaveAsDialog()
end
function dialog.SaveAs.Name:OnTextChanged()
local text = self:GetText()
if text:len()==0 then
dialog.Accept:Disable()
else
dialog.Accept:Enable()
if text~=rematch:GetSidelineTitle() then
local team,key = rematch:GetSideline()
if type(key)=="number" then
team.teamName = text -- if an npcID-indexed team, it can be any name
else
rematch:ChangeSidelineKey(text)
end
end
end
rematch:SaveAsUpdateWarning()
end
-- when the Save button is clicked in the SaveAs dialog
function rematch:SaveAsAccept()
local team,key = rematch:GetSideline()
if not saved[key] or not rematch:SidelinePetsDifferentThan(key) then
rematch:PushSideline()
rematch:ShowTeam(key)
else
rematch:ShowOverwriteDialog()
end
end
-- returns true if the sidelined team's pets are different than the team of the passed key
function rematch:SidelinePetsDifferentThan(key)
local team1 = rematch:GetSideline()
local team2 = saved[key]
if team1 and team2 then
for i=1,3 do
if team1[i][1]~=team2[i][1] then
return true -- a pet is different
end
end
if team1.notes~=team2.notes or team1.minHP~=team2.minHP or team1.maxXP~=team2.maxXP or team1.minXP~=team2.minXP or team1.maxHP~=team2.maxHP then
return true -- notes or preferences are different
end
return false -- the three pets are the same
end
return true -- one or both teams doesn't exist
end
-- shows an overwrite dialog to confirm whether to save a team
-- make noDialog true when declining shouldn't return to the SaveAs dialog
function rematch:ShowOverwriteDialog(noDialog,prompt)
rematch:ShowDialog("Overwrite",300,350,L["Overwrite Team"],prompt or L["Overwrite this team?"],YES,rematch.OverwriteAccept,NO,not noDialog and rematch.ShowSaveAsDialog or nil)
local team,key = rematch:GetSideline()
dialog.Text:SetSize(260,72)
if noDialog then -- no need to explain why overwrite happening, just show team name
dialog.Text:SetSize(260,32)
dialog.Text:SetJustifyH("CENTER")
dialog.Text:SetText(rematch:GetTeamTitle(key,true))
dialog:SetHeight(310)
else
if type(key)=="number" then
dialog.Text:SetText(format(L["The target %s%s\124r already has a team.\n\nA target can only have one team."],rematch.hexWhite,rematch:GetNameFromNpcID(key)))
else
dialog.Text:SetText(format(L["A team named %s%s\124r already exists.\n\nTeams without a target must have a unique name."],rematch.hexWhite,key))
end
end
dialog.Text:SetPoint("TOP",0,-32)
dialog.Text:Show()
dialog.OldTeam:SetPoint("TOP",dialog.Text,"BOTTOM")
dialog.OldTeam:Show()
dialog:FillTeam(dialog.OldTeam,saved[key])
dialog.Team:SetPoint("TOP",dialog.OldTeam,"BOTTOM",0,-32)
dialog.Team:Show()
dialog:FillTeam(dialog.Team,team)
end
-- when accept clicked on overwrite dialog
function rematch:OverwriteAccept()
local _,key = rematch:GetSideline()
rematch:PushSideline()
rematch:ShowTeam(key)
end
-- to be called after a loaded team is sidelined (Save As... or target's Save button)
-- will turn on AskingOverwriteNotes to know whether notes can potentially overwrite
function rematch:CheckToOverwriteNotesAndPreferences()
local team = settings.loadedTeam and saved[settings.loadedTeam]
if team and (team.notes or rematch:HasPreferences(team)) then
rematch:SetSidelineContext("AskingOverwriteNotes",true)
end
end |
local PLUGIN = PLUGIN
PLUGIN.name = "Anomaly Controller"
PLUGIN.author = "gumlefar"
PLUGIN.desc = "Allows for randomly spawning anomaly entities"
PLUGIN.anomalydefs = PLUGIN.anomalydefs or {}
PLUGIN.anomalypoints = PLUGIN.anomalypoints or {} -- ANOMALYPOINTS STRUCTURE table.insert( PLUGIN.eventpoints, { position, radius, anoms } )
PLUGIN.spawnrate = 900
PLUGIN.spawnchance = 1
ix.util.Include("sh_anomalydefs.lua")
if SERVER then
local spawntime = 1
function PLUGIN:Think()
if spawntime > CurTime() then return end
spawntime = CurTime() + self.spawnrate - #player.GetAll()*5
for i, j in pairs(self.anomalypoints) do
if (!j) then
return
end
if math.random(1001) > self.spawnchance then
return
end
local data = {}
data.start = j[1]
data.endpos = data.start + Vector(0, 0, -64)
data.filter = client
data.mins = Vector(-32, -32, 0)
data.maxs = Vector(32, 32, 32)
local trace = util.TraceHull(data)
if trace.Entity:IsValid() then
if !(trace.Entity:GetClass() == "ix_storage") then
continue
end
end
local rand = math.random(101)
local rarityselector = 0
local anomalyselector = 0
if rand <= 70 then
rarityselector = 0
elseif rand <= 90 then
rarityselector = 1
elseif rand <= 100 then
rarityselector = 2
else return end
for k,v in pairs(ents.FindInSphere(j[1], 400)) do
if (string.sub(v:GetClass(), 1, 5) == "anom_") then
for i=1,5 do
if self.anomalydefs[i].entityname == v:GetClass() then
anomalyselector = i
break
end
end
end
end
if anomalyselector == 0 then return end
local idat = 0
if rarityselector == 0 then
idat = table.Random(self.anomalydefs[anomalyselector].commonArtifacts)
elseif rarityselector == 1 then
idat = table.Random(self.anomalydefs[anomalyselector].rareArtifacts)
else
idat = table.Random(self.anomalydefs[anomalyselector].veryRareArtifacts)
end
ix.item.Spawn(idat, j[1] + Vector( math.Rand(-8,8), math.Rand(-8,8), 20 ), nil, AngleRand(), {})
end
end
-- Function that cleans up all anomalies (Entities with names starting with "anom_")
function PLUGIN:cleanAnomalies()
for k, v in pairs( ents.GetAll() ) do
if (string.sub(v:GetClass(), 1, 5) == "anom_") then
v:Remove()
end
end
end
-- Function that will spawn anomalies
-- It will populate all spawnpoints with valid anomalies
function PLUGIN:spawnAnomalies()
if CurTime() > 5 then
spawntime = 1
end
for k, v in pairs(self.anomalypoints) do
local selectedAnoms = {}
for i=1, #self.anomalydefs do
if string.sub(v[3],i,i) == "1" then
table.insert( selectedAnoms, self.anomalydefs[i])
end
end
local entity = table.Random(selectedAnoms)
for i = 1, math.ceil(v[2]/entity.interval) do
local position = self:GetSpawnLocation( v[1], v[2] )
local data = {}
data.start = position
data.endpos = position
data.mins = Vector(-16, -16, 0)
data.maxs = Vector(16, 16, 71)
local trace = util.TraceHull(data)
if trace.Entity:IsValid() then
continue
end
local spawnedent = ents.Create(entity.entityname)
spawnedent:SetPos(position)
spawnedent:Spawn()
spawnedent:DropToFloor()
end
end
end
function PLUGIN:LoadData()
self.anomalypoints = self:GetData() or {}
self:cleanAnomalies()
self:spawnAnomalies()
end
function PLUGIN:SaveData()
self:SetData(self.anomalypoints)
end
function PLUGIN:GetSpawnLocation( pos , radius )
local tracegood = false
local teleres
local tracecnt = 0
local firstTrace = util.TraceLine( {
start = pos + Vector(0,0,64),
endpos = pos + Vector(0,0,512),
mask = MASK_ALL,
ignoreworld = false
} )
repeat
local trace = util.TraceHull( {
start = firstTrace.HitPos - Vector(0,0,64),
endpos = pos + Vector(math.random(-radius,radius),math.random(-radius,radius),-400),
mins = Vector( -32, -32, 0 ),
maxs = Vector( 32, 32, 64 ),
mask = MASK_ALL,
ignoreworld = false
} )
if not trace.HitSky then
tracegood = true
teleres = trace.HitPos + ( trace.HitNormal * 32 )
end
tracecnt = tracecnt + 1
if tracecnt > 50 then
tracegood = true
teleres = pos + Vector(0,0,64) -- Teleport to original position if we cant find a position
end
until tracegood
return teleres
end
else
-- Simple hook to display points
netstream.Hook("ix_DisplaySpawnPoints", function(data)
for k, v in pairs(data) do
local emitter = ParticleEmitter( v[1] )
local smoke = emitter:Add( "sprites/glow04_noz", v[1] )
smoke:SetVelocity( Vector( 0, 0, 1 ) )
smoke:SetDieTime(10)
smoke:SetStartAlpha(255)
smoke:SetEndAlpha(255)
smoke:SetStartSize(64)
smoke:SetEndSize(64)
smoke:SetColor(255,186,50)
smoke:SetAirResistance(300)
end
end)
end
-- Adds a point to to the list of anomaly spawnpoints
-- Example : /anomalyadd 256 111
-- Will add a point at the users crosshair with a radius of 256
-- (meaning it will spawn anomalies in a 256 unit radius around the point)
-- allowing the first three anomaly definitions to spawn there
ix.command.Add("anomalyadd", {
superAdminOnly = true,
arguments = {
ix.type.number,
ix.type.string
},
OnRun = function(self, client, radius, anomalies)
local trace = client:GetEyeTraceNoCursor()
local hitpos = trace.HitPos + trace.HitNormal*5
local radius = radius or 128
local anomalies = anomalies or 1111111111111111111
if (!radius or !isnumber(radius) or radius < 0) then
return "@invalidArg", 2
end
table.insert( PLUGIN.anomalypoints, { hitpos, radius, anomalies } )
client:Notify( "Anomaly point successfully added" )
end
})
-- Removes anomaly spawnpoints in a radius around the users crosshair
-- Example : /anomalyremove
-- Will remove anomaly spawnpoints in a 128 range around the users crosshair
-- Example : /anomalyremove 256
-- Will remove anomaly spawnpoints in a 256 range around the users crosshair
ix.command.Add("anomalyremove", {
superAdminOnly = true,
arguments = {
ix.type.number
},
OnRun = function(self, client, range)
local trace = client:GetEyeTraceNoCursor()
local hitpos = trace.HitPos + trace.HitNormal*5
local range = range or 128
local mt = 0
for k, v in pairs( PLUGIN.anomalypoints ) do
local distance = v[1]:Distance( hitpos )
if distance <= tonumber(range) then
PLUGIN.anomalypoints[k] = nil
mt = mt + 1
end
end
if mt > 0 then
client:Notify( mt .. " anomaly locations has been removed.")
else
client:Notify( "No anomaly spawn points found at location.")
end
end
})
-- Will display glow sprites at all the anomaly spawn points on the map
ix.command.Add("anomalydisplay", {
adminOnly = true,
OnRun = function(self, client, arguments)
if SERVER then
netstream.Start(client, "ix_DisplaySpawnPoints", PLUGIN.anomalypoints)
client:Notify( "Displayed All Points for 10 secs." )
end
end
})
-- Debug command for removing anomaly entities in a radius
-- Example : /anomalyentremove 512
-- Will remove all entities that have names starting with "anom_" in a 512 radius around the users crosshair
ix.command.Add("anomalyentremove", {
adminOnly = true,
arguments = {
ix.type.number
},
OnRun = function(self, client, range)
local trace = client:GetEyeTraceNoCursor()
local hitpos = trace.HitPos + trace.HitNormal*5
local range = range or 128
local mt = 0
for k, v in pairs( ents.FindInSphere(hitpos, range) ) do
if (string.sub(v:GetClass(), 1, 5) == "anom_") then
v:Remove()
mt = mt + 1
end
end
if mt > 0 then
client:Notify( "Removed " .. mt .. " anomalies.")
else
client:Notify( "No anomalies found at location.")
end
end
})
ix.command.Add("cleananomalies", {
adminOnly = true,
OnRun = function(self, client, arguments)
ix.plugin.list["anomalycontroller"]:cleanAnomalies()
client:Notify("All anomalies have been cleaned up from the map.")
end
})
ix.command.Add("spawnanomalies", {
adminOnly = true,
OnRun = function(self, client, arguments)
ix.plugin.list["anomalycontroller"]:spawnAnomalies()
client:Notify("Spawned anomalies on points (if any).")
end
}) |
function onCreate()
-- background shit
makeLuaSprite('nightsky', 'miku concert night/nightsky', -360, -110);
scaleObject('nightsky', 1.1, 1.1);
makeLuaSprite('stageback', 'miku concert night/concerttop', -380, -110);
setLuaSpriteScrollFactor('stageback', 0.9, 0.9);
scaleObject('stageback', 1.1, 1.1);
makeLuaSprite('front', 'miku concert night/front', -470, -80);
scaleObject('front', 1.2, 1.1);
-- sprites that only load if Low Quality is turned off
if not lowQuality then
makeLuaSprite('back', 'miku concert night/mainstage', -380, -110);
setLuaSpriteScrollFactor('back', 0.9, 0.9);
scaleObject('back', 1.1, 1.1);
makeLuaSprite('speakers', 'miku concert night/speakers', -380, -110);
setLuaSpriteScrollFactor('speakers', 0.9, 0.9);
scaleObject('speakers', 1.1, 1.1);
makeAnimatedLuaSprite('bunch_of_simps', 'miku concert night/crowd', -450, 660);
setLuaSpriteScrollFactor('bunch_of_simps', 0.9, 0.9);
scaleObject('bunch_of_simps', 1.7, 1.7);
makeLuaSprite('stadiumback', 'miku concert night/stadiumback', -380, -110);
setLuaSpriteScrollFactor('stadiumback', 0.9, 0.9);
makeLuaSprite('backlight', 'miku concert night/backlight', -380, -110);
setLuaSpriteScrollFactor('backlight', 0.9, 0.9);
makeLuaSprite('hell', 'miku concert night/hell', -380, -110);
setLuaSpriteScrollFactor('hell', 0.9, 0.9);
scaleObject('hell', 1.7, 1.7);
end
addLuaSprite('nightsky', false);
addLuaSprite('backlight', false);
addLuaSprite('hell', true);
addLuaSprite('stadiumback', false);
addLuaSprite('stageback', false);
addLuaSprite('speakers', false);
addLuaSprite('back', false);
addLuaSprite('front', false);
addLuaSprite('bunch_of_simps', true);
addAnimationByPrefix('bunch_of_simps', 'idle', 'crowdbump', 24, true);
close(true); --For performance reasons, close this script once the stage is fully loaded, as this script won't be used anymore after loading the stage
end |
print(type("Hello world")) --> string
print(type(10.4*3)) --> number
print(type(print)) --> function
print(type(type)) --> function
print(type(true)) --> boolean
print(type(nil)) --> nil
print(type(type(X))) --> string
|
-- collision-pi-visualizer
-- (c) Vilhelm Prytz <[email protected]> 2019
-- digits of pi
d = 2
collisions = 0
-- left square
left_square = {}
left_square.x = 200
left_square.mass = 1
left_square.velocity = 0
-- right square
right_square = {}
right_square.x = 500
right_square.mass = math.pow(100, d-1)
right_square.velocity = -2
-- other
block_y = love.graphics.getHeight()/2
square_size = 50
function collision()
collisions = collisions+1
v1 = right_square.velocity
v2 = left_square.velocity
m1 = right_square.mass
m2 = left_square.mass
-- conservation of momentum & completely elastic collision
right_square.velocity = (v1 * (m1 - m2) + 2 * m2 * v2)/(m1 + m2)
left_square.velocity = (v2 * (m2 - m1) + 2 * m1 * v1)/(m2 + m1)
end
function wall_collision()
collisions = collisions+1
left_square.velocity = -(left_square.velocity)
end
function love.draw()
love.graphics.setBackgroundColor(0, 0, 0)
-- draw squares
love.graphics.setColor(255, 0, 0) -- red
love.graphics.rectangle("fill", left_square.x, block_y, square_size, square_size)
love.graphics.setColor(0, 0, 255) -- blue
love.graphics.rectangle("fill", right_square.x, block_y, square_size, square_size)
-- display amount of collisions
love.graphics.setColor(255, 255, 255) -- white
love.graphics.print("Collisions: " .. tostring(collisions), 10, 10, 0, 1, 1)
-- fps
love.graphics.print("FPS: "..tostring(love.timer.getFPS()), 10, 25, 0, 1, 1)
end
function love.update(dt)
left_square.x = left_square.x + (left_square.velocity)
right_square.x = right_square.x + (right_square.velocity)
-- check collision
if (right_square.x-square_size/2 <= left_square.x+square_size/2) then
collision()
end
if (left_square.x < 0) then
wall_collision()
end
end |
--[[
Copyright (C) 2013-2018 Draios Inc dba Sysdig.
This file is part of sysdig.
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.
--]]
view_infoz =
{
id = "cores",
name = "CPUs",
description = "This is the typical top/htop process list, showing usage of resources like CPU, memory, disk and network on a by process basis.",
tags = {"Default"},
view_type = "table",
applies_to = {"", "container.id", "proc.pid", "thread.nametid", "k8s.pod.id", "k8s.rc.id", "k8s.rs.id", "k8s.svc.id", "k8s.ns.id", "marathon.app.id", "marathon.group.name", "mesos.task.id", "mesos.framework.name"},
is_root = true,
use_defaults = true,
drilldown_target = "procs",
columns =
{
{
name = "NA",
field = "proc.pid",
is_key = true
},
{
name = "NA",
field = "evt.cpu",
is_groupby_key = true
},
{
name = "CORE",
description = "CPU or Core ID.",
field = "evt.cpu",
colsize = 8,
},
{
name = "CPU",
field = "proc.cpu",
description = "CPU usage.",
colsize = 8,
aggregation = "AVG",
groupby_aggregation = "SUM",
is_sorting = true
},
{
name = "TH",
field = "proc.nthreads",
description = "Number of threads that the process contains.",
aggregation = "MAX",
groupby_aggregation = "SUM",
colsize = 5
}
}
}
|
local K, _, L = unpack(KkthnxUI)
if (not L) then
return
end
local _G = _G
local GetLocale = _G.GetLocale
if GetLocale() ~= "frFR" then
return
end
-- Module Locales
L["%s players"] = "%s joueurs"
L["Account Keystones"] = "Account Keystone"
L["AddContactTip"] = "|nModifier la liste de contacts dont vous avez besoin, le format de saisie est 'NomUnité-NomRoyaume'.|nVous devez saisir uniquement le nom seulement si l'unité se trouve dans le même royaume que vous.|nVous pouvez personnaliser la couleur du texte pour les classer."
L["AddToIgnoreList"] = "%s SpellID %s a été ajouté a la liste des ignorés de AuraWatch. Vous pouvez maintenir CTRL+ALT enfoncées et cliquer sur l'icône de UnitAura pour le supprimer des ignorés."
L["All Buffs Ready"] = "[KkthnxUI] Tous les buffs sont prêts!"
L["Alt Key"] = "Alt Key"
L["AttackSpeed"] = "VA"
L["AuraWatch List"] = "Liste personnalisée"
L["AuraWatch Switcher"] = "Bloquer les auras prédéfinies"
L["AuraWatchGUI Tips"] = "|nObtenez plus d'infos en passant la souris sur chaque en-tête d'option.|n|nVous devez recharger l'IU après avoir modifié les paramètres.|n|nVous pouvez maintenir CTRL+ALT enfoncées, et cliquez sur l'icône AuraWatch pour ajouter le sort dans la liste des ignorés, ou cliquez sur l'icône UnitAura pour supprimer le sort des ignorés."
L["AuraWatchGUI Title"] = "KkthnxUI AuraWatch GUI"
L["Auto Quest Disabled Desc"] = "Activer l'acceptation/rendu auto des quêtes. |n|nMaintenez SHIFT désactivera temporairement l'acceptation/rendu automatique"
L["Auto Quest Disabled"] = "Status: |CFFFF0000Disabled|r"
L["Auto Quest Enabled Desc"] = "Désactiver l'acceptation/rendu auto des quêtes. |n|nMaintenez SHIFT désactivera temporairement l'acceptation/rendu automatique"
L["Auto Quest Enabled"] = "Status: |CFF008000Enabled|r"
L["Auto Quest"] = "Quête auto"
L["AutoDepositTip"] = "Cliquez sur le bouton gauche pour déposer vos composants, cliquez sur le bouton droit pour faire un dépôt automatique. Si la bordure du bouton s'affiche, les composants de vos sacs seront déposés automatiquement dès que vous ouvrirez votre Banque."
L["BFA Invasion"] = "Assauts des factions"
L["BN"] = "BN"
L["Bars"] = "Barres"
L["BoE"] = "LqE"
L["BoP"] = "LqR"
L["BrokenSpell"] = "%s Broke %s's %s!"
L["CD"] = "CD"
L["CPU Usage"] = "Utilisation CPU"
L["Caster Intro"] = "|nFiltrez le caster.|n|njoueur: caster est le joueur.|n|ncible: caster est la cible.|n|nfamilier: caster est le familier.|n|nToutes les auras sont surveillées si vides"
L["Caster"] = "Caster"
L["Changelog"] = "Changelog"
L["Changes Reload"] = "Un ou plusieurs des changements que vous avez effectués nécessitent un rechargement de l'interface."
L["Check Flask Food"] = "Vérifiez vos flacons et votre nourriture"
L["CheckQuestComplete"] = " a été achevée!"
L["CheckQuestInfo"] = "\nEntrer l'ID de quête de Wowhead\nhttp://wowhead.com/quest=ID\nExemple: /checkquest 12045\n"
L["CheckQuestNotComplete"] = " n'a pas été achevée!"
L["Choose a Type"] = "Vous devez sélectionner un type."
L["Clear Binds"] = "|CFFFFCC66All raccourci effacé pour|r %s"
L["Collect Memory"] = "Récolter la mémoire"
L["Combat Intro"] = "|nSi coché, le sort ne s'affiche qu'en combat."
L["Combat"] = "Combat"
L["CombatLog"] = "Log"
L["Combo"] = "Com"
L["ContactList"] = "Liste des contacts"
L["Copy Name"] = "Copier le nom"
L["Crit"] = "Crit"
L["Ctrl Key"] = "(Ctrl) "
L["Current Invasion"] = "En cours: "
L["Deficit"] = "Déficit"
L["Delete Mode Enabled"] = "|nVous pouvez détruire l'objet du sac en appuyant sur CTRL+ALT. |n|nLa qualité de l'objet doit être inférieure à |cff0070ddRare|r"
L["Disable to hide areas."] = "Désactiver pour cacher les zones|nque vous n'avez pas encore découvertes."
L["Discard KeyBinds"] = "Raccourcis effacés."
L["Discord URL"] = "https://discord.gg/Rc9wcK9cAB"
L["Discord"] = "|cff7289daDiscord|r"
L["Dispel"] = "Dispeled %s's %s!"
L["Download"] = "Télécharger"
L["Duration Intro"] = "|nLe chronomètre est déclenché."
L["Duration*"] = "Durée*"
L["Earned"] = "Gagnés"
L["Empty Slot"] = "Emplacement vide"
L["Enable to show hidden areas."] = "Permettre de montrer les zones cachées|nque vous n'avez pas encore découvertes."
L["Enchant Aura"] = "Enchantement"
L["Equipement Set"] = "Sets d'armure"
L["ExRT Potion Check"] = "ExRT Vérification des potions"
L["Exalted"] = "Exalté"
L["Existing ID"] = "Le SpellID existe."
L["Experience"] = "Expérience"
L["FPS"] = "IPS"
L["Favourite Mode Enabled"] = "|nVous pouvez maintenant mettre des objets en favoris|n|nSi l'option 'Filtre des sacs' est activée, l'objet que vous avez sélectionné sera ajouté aux emplacements du filtre des 'Préférences'.|n|nCe n'est pas disponible pour |cff9d9d9dCamelote|r"
L["Favourite Mode"] = "Mode favoris"
L["Fishy Loot"] = "Butin de pêche"
L["Flash Intro"] = "|nSi la case est cochée, une lueur de surbrillance s'affichera sur l'icône lorsqu'elle est activée."
L["Flash"] = "Surbrillance"
L["Flask"] = "Fiole"
L["Focus Aura"] = "FocusAura"
L["Food"] = "Nourriture"
L["From"] = "De"
L["General"] = "Général"
L["Get Close"] = "Rapprochez-vous"
L["Get Out"] = "Sortez!"
L["Ghost"] = "Fantôme"
L["Groups"] = "Groupes"
L["Hidden"] = "Caché"
L["Hide Undiscovered Areas"] = "Cacher les zones non découvertes"
L["Hold Shift"] = "Maintenez Shift"
L["Home Latency"] = "Latence domicile"
L["Home Protocol"] = "Protocole domicile"
L["Honor Remaining"] = "Honneur restant:"
L["Honor XP"] = "XP Honneur:"
L["ID Intro"] = "|nSpell ID, doit être un nombre.|n|nVous pouvez obtenir l'ID sur l'info-bulle' du sort.|n|nSpellName n'est pas supporté."
L["Incomplete Input"] = "Vous devez remplir tous les * optinos"
L["Incorrect SpellID"] = "SpellID incorrecte."
L["Install"] = "Installer"
L["IntID Intro"] = "|nLe spellID qui déclenche le chronomètre, doit être un nombre.|n|nVous pouvez obtenir l'ID sur l'info-bulle' du sort.|n|nSpellName n'est pas supporté."
L["IntID*"] = "Sorts*"
L["InternalCD"] = "CustomCD"
L["Interrupt"] = "Interrupted %s's %s!"
L["Interrupted Message"] = "Interrompu %s's \124cff71d5ff\124Hspell:%d:0\124h[%s]\124h\124r!"
L["Invalid Target"] = "Cible incorrecte"
L["Invite"] = "Inviter"
L["Item Delete Mode"] = "Mode suppression d'objet"
L["Item Placed"] = "%s a déposé %s"
L["ItemID Intro"] = "|nThe item name of the timer that triggered.|n|nThe spellName would take place if blank."
L["ItemID"] = "Nom"
L["Join or Invite"] = "Rejoindre ou inviter"
L["KKUI_ActionBarX"] = "CustomBar"
L["Key Binding"] = "Raccourcis"
L["Key Bound To"] = "associée a"
L["Key Index"] = "Index"
L["Keybind Mode"] = "Passez votre souris sur n'importe quel bouton d'action, pour le lier. Appuyez sur la touche Echap ou clic droit pour effacer le lien du bouton d'action actuel."
L["Lack"] = "Manque de"
L["Latency"] = "Latence"
L["Leeeeeroy!"] = "Leeeeeroy!"
L["Left Click"] = "Clic gauche"
L["Legion Invasion"] = "Assauts des factions"
L["Local Time"] = "Heure locale"
L["Loot"] = "Loot"
L["MS"] = "MS"
L["Mail Is COD"] = "You can't auto collect Cash on Delivery"
L["Main Actionbar"] = "Barre d'action principale"
L["Memory Collected"] = "Mémoire collectée"
L["Missing DBM BigWigs"] = "Vous ne pouvez faire ca sans DBM ou BigWigs."
L["MoveUI"] = "DéplacerIU"
L["Next Invasion"] = "Suivante: "
L["No Guild"] = "Aucune guilde"
L["No Key Set"] = "Aucune clef"
L["Paragon"] = "Paragon "
L["Player Aura"] = "PlayerAura"
L["Power"] = "PW"
L["Press To Copy"] = "|nAppuyez sur <CTRL/C> pour copier."
L["Profile"] = "Profil "
L["ProfileDel"] = " Effacé: "
L["ProfileInfo"] = "\n/liste des profils\n/profil #\n/profil effacé #\n\n"
L["ProfileNotFound"] = "Profil introuvable"
L["ProfileSelection"] = "Merci de taper le numéro du profil pour l'utiliser (exemple: /profile 5)"
L["Profiles"] = "Profils"
L["Profit"] = "Profit"
L["Pull ABORTED!"] = "Pull REPORTÉ!"
L["Pulling In"] = "Pull de %s dans %s.."
L["Quick Split"] = "Quick Split"
L["Raid Buff Checker"] = "[KkthnxUI] Vérificateur des Buffs de Raid:"
L["Raid Buff"] = "RaidBuff"
L["Raid Debuff"] = "RaidDebuff"
L["Raid Disbanding"] = "[KkthnxUI] Dissolution du Raid"
L["Rare Spotted"] = "Rare repéré "
L["RareScanner Skin"] = "RareScanner Skin"
L["Realm Time"] = "Heure du royaume"
L["RealmCharacter"] = "Personnages du royaume:"
L["Remaining"] = "Restant:"
L["RemoveFromIgnoreList"] = "%s SpellID %s a été retiré de la liste des ignorés de AuraWatch. Vous pouvez maintenir CTRL+ALT enfoncées et cliquer sur l'icône de UnitAura pour l'ajouter de nouveau aux ignorés."
L["Repaired Failed"] = "Vous n'avez pas assez d'argent pour réparer,|r "
L["Repaired Items Guild"] = "Vos objets ont été réparés en utilisant les fonds de la banque de guilde pour : "
L["Repaired Items"] = "Vos objets ont été réparés pour :|r "
L["Replay"] = "Replay"
L["Reset Data"] = "Reset Data"
L["Reset Details"] = "Réinitialiser Details"
L["Reset KkthnxUI"] = "Êtes-vous sûr de vouloir réinitialiser tous les paramètres de ce profil ?"
L["Reset your AuraWatch List?"] = "Êtes-vous sûr d'effacer tous vos groupes de la liste personnalisée ?"
L["Restart Graphics"] = "Une ou plusieurs des modifications que vous avez apportées nécessitent un redémarrage du moteur graphique."
L["Rested"] = "Reposé:"
L["Reveal Hidden Areas"] = "Révélez les zones cachées"
L["Reveal"] = "Révélez"
L["Right Click"] = "Clic Droit"
L["Sapped"] = "Sapped"
L["SappedBy"] = "Sapped by: "
L["Save KeyBinds"] = "Raccourci(s) sauvgardé(s)."
L["Saved Raid(s)"] = "Raid(s) saugardé(s)"
L["Section"] = "Section"
L["Session"] = "Session:"
L["Show Hide Details"] = "Montrer/Masquer Details"
L["Show Hide Skada"] = "Montre/Masquer Skada"
L["Skipped The Cutscene"] = "Passez la cinématique."
L["Slot Intro"] = "|nAfficher le cooldown des objets.|n|ne.g. Enchantement d'ingénierie sur la taille ou la cape.|n|nNe supporte que les bijoux activés."
L["Slot*"] = "Emplacement*"
L["Special Aura"] = "SpecialAura"
L["Spell Cooldown"] = "Cooldown"
L["Spent"] = "Dépensés"
L["Split Count"] = "Split Count"
L["Stack Buying Check"] = "Êtes-vous sûr de vouloir acheter |cffff0000une pile|r de ça?"
L["Stack Cap"] = "Stack Caps"
L["Stack Intro"] = "|nCumul de sort, doit être un nombre.|n|nLe sort ne s'affiche qu'une fois qu'il a atteint le cumul que vous avez défini.|n|nLe cumul sera ignoré si il est vide."
L["Stack"] = "Pile"
L["StackSplitEnable"] = "|nCliquez pour séparer les objets empilés dans vos sacs, vous pouvez changer 'split count' pour chaque clic dans la boîte d'édition."
L["Start Stop Countdown"] = "Démarrer/Arrêter le décompte"
L["Steal"] = "Stole %s's %s!"
L["Stranger"] = "Etranger"
L["Strike"] = "SS"
L["Summon From"] = "L'invocation de"
L["Summon Warning"] = "sera automatiquement acceptée dans 10 secondes, sauf annulation."
L["SwitchMode"] = "Switch Mode"
L["System"] = "System"
L["Take All"] = "Take all"
L["Target Aura"] = "TargetAura"
L["Targeted By"] = "Ciblé par:"
L["Text Intro"] = "|nAfficher le texte sur le sort|n|nLorsque le sort est activé, il affiche le texte que vous avez défini.|n|nLe texte sera masqué lorsque VALUE est activée ou laissée vide."
L["Text"] = "Texte"
L["The health for %s is low!"] = "La vie de %s est faible !"
L["This Cutscene Can Not Be Skipped"] = "Cette cinématique ne peut être passée."
L["Timeless Intro"] = "|nSi activé, le timer du sort devrait être caché."
L["Timeless"] = "Timeless"
L["Tips"] = "Astuces"
L["To"] = "To"
L["Toggle KkthnxUI Config"] = "Afficher la config de KkthnxUI"
L["Toggle Quick Menu"] = "Afficher le menu rapide"
L["Totem Intro"] = "|nAfficher la durée du totem dans son emplacement."
L["Totem*"] = "Totem*"
L["TotemSlot"] = "TotemSlot"
L["Trade"] = "Echanger"
L["Trait"] = "Trait"
L["Trigger"] = "Déclencheur"
L["Tutorial Page1"] = "Bienvenue au tutoriel d'installation !|n|nCliquez sur le bouton 'Appliquer' (en bas à droite) pour appliquer certains paramètres par défaut. Cela comprend (entre autres) les noms, les barres d'action, les Unitframes et autres.|n|n|cffff0000CQui sont tous recommandés.|r"
L["Tutorial Page2"] = "Vous êtes passé à l'étape suivante !|n|nNous allons ici charger quelques paramètres utiles pour le Chat ! Ces paramètres sont importants et conçus pour KkthnxUI|n|n|cffff0000ATTENTION:|r|n|n|cff00ccffVous pouvez défiler vers le haut ou le bas du chat en maintenant la touche MAJ enfoncée sur la fenêtre de chat.|r"
L["Tutorial Page3"] = "Toujours là ? Bien !|n|nIl s'agit de la section permettant d'appliquer l'échelle d'interface recommandée en fonction de votre résolution actuelle.|n|nVous pouvez changer cette échelle dans |cffffcc00 les options de configuration de KkthnxUI (Onglet Général)|r plus tard."
L["Tutorial Page4"] = "Enfin, les paramètres de profil de Skada/DBM/BigWigs et quelques autres addOns seront importés si ces addOns sont chargés/activés actuellement.|n|nVous pouvez désactiver les skins dans |cffffcc00les options de configuration de KkthnxUI (Onglet Skins)|r."
L["Tutorial Page5"] = "Eh bien, vous avez réussi à aller jusqu'au bout ! Vous avez terminé le tutoriel.|n|n|cffff0000ATTENTION:|r|n|nVous pouvez facilement définir la focalisation en maintenant les touches SHIFT et clic gauche sur l'unité désirée ;|n|nLa plupart des paramètres peuvent être modifiés dans |cffffcc00les options de configuration de KkthnxUI|r.|r Bonne chance et amusez-vous bien "..K.Name
L["Type Intro"] = "|nAuraID: surveiller le statut des Buff/Debuff.|n|nSpellID: surveiller le cooldown des sorts.|n|nSlotID: surveiller le cooldown des objets.|n|nTotemID: surveiller la durée du totem activé."
L["Type*"] = "Type*"
L["Unit Intro"] = "|nLes informations sur les de l'unité.|n|njoueur: unité est le joueur.|n|ncible: unité est la cible.|n|nfocalisation: unité est la cible focalisée.|n|nfamilier: unité est le familier."
L["Unit*"] = "Unité*"
L["Value Intro"] = "|nSi activé, la valeur du sort doit être visible.|n|ne.g. Le bouclier du prêtre indiquera sa quantité d'absorption restante.|n|nIl a une priorité plus élevée que le TEXTE."
L["Value"] = "Valeur"
L["Vendored Items"] = "Camelote vendues pour: |r "
L["Warning"] = "Attention"
L["Whisper"] = "Dire à"
L["WoW"] = "WoW"
L["World Latency"] = "Latence du monde"
L["World Protocol"] = "Protocole du monde"
L["XP"] = "XP:"
-- HelpTip Locales
L["ChatHelpTip"] = "Faites défiler plusieurs lignes en maintenant la touche Ctrl enfoncée, et faites défiler vers le haut ou le bas en maintenant la touche Shift enfoncée."
L["MinimapHelpTip"] = "Faites défiler la minimap pour faire un zoom avant ou arrière, cliquez au milieu pour basculer le micro-menu, cliquez à droite pour basculer le menu des pistes."
-- GUI Group Title Locales
L["ActionBar"] = "Barres d'action"
L["Announcements"] = "Annonces"
L["Arena"] = "Arène"
L["AuraWatch"] = "AuraWatch"
L["Auras"] = "Auras"
L["Automation"] = "Automatisation"
L["Boss"] = "Boss"
L["Chat"] = "Chat"
L["DataBars"] = "Barre d'info."
L["DataText"] = "Textes d'info."
L["Inventory"] = "Inventaire"
L["Minimap"] = "Minimap"
L["Misc"] = "Autres"
L["Nameplate"] = "Noms"
L["Party"] = "Groupe"
L["QuestNotifier"] = "NotificationQuête"
L["Raid"] = "Raid"
L["Skins"] = "Habillages"
L["Tooltip"] = "Info-bulle"
L["UIFonts"] = "Polices"
L["UITextures"] = "Textures"
L["Unitframe"] = "Cadre d'unité"
L["WorldMap"] = "Carte du monde"
-- GUI Sub Options
L["Fading"] = "Fading"
L["Layouts"] = "Layouts"
L["Scaling"] = "Scaling"
L["Sizes"] = "Sizes"
L["Toggles"] = "Toggles"
L["Rare Alert"] = "Rare Alert"
-- GUI Group Options Description Locals
L["Choose Your Layout"] = "Choisissez votre disposition"
L["Enable ActionBar"] = "Activer les barres d'action"
L["Enable Count"] = "Activer le décompte"
L["Enable CustomBar"] = "Activer la barre personnalisée"
L["Enable Hotkey"] = "Activer raccourci"
L["Enable Macro"] = "Activer macro"
L["Enable MicroBar"] = "Activer la barre de menu"
L["Enable OverrideWA"] = "Cacher les les temps de recharge avec WA"
L["Format Cooldowns As Decimals"] = "Formater les temps de recharge en décimales"
L["Mouseover BottomBar 1"] = "Survol barre en bas 1"
L["Mouseover BottomBar 2"] = "Survol barre en bas 2"
L["Mouseover BottomBar 3"] = "Survol barre en bas 3"
L["Mouseover CustomBar"] = "Survol barre personnalisée"
L["Mouseover MicroBar"] = "Survol MicroBar"
L["Mouseover PetBar"] = "Survol barre du familier"
L["Mouseover RightBar 1"] = "Survol barre droite 1"
L["Mouseover RightBar 2"] = "Survol barre droite 2"
L["Mouseover StanceBar"] = "Survol barre des postures"
L["Set Actionbars Scale"] = "Set Actionbars Scale"
L["Set CustomBar Button Size"] = "Taille des boutons de la barre personnalisée"
L["Set CustomBar Num Buttons"] = "Nombre de boutons de la barre personnalisée"
L["Set CustomBar Num PerRow"] = "Nombre de boutons par ligne de la barre personnalisée"
L["Set MainBars Button Size"] = "Taille des boutons de la barre principale"
L["Set RightBars Button Size"] = "Taille des boutons des barres droite"
L["Set Stance/Pet Button Size"] = "Taille des boutons de la barre du familier/postures"
L["Show Cooldowns"] = "Afficher les Cooldowns"
L["Show PetBar"] = "Afficher barre du familier"
L["Show StanceBar"] = "Afficher barre des postures"
L["Accept Invites From Friends & Guild Members"] = "Accepter les invitations des amis et membres de guilde"
L["Accept PartySync From Friends & Guild Members"] = "Accepter la Synchro. de groupe des amis et membres de guilde"
L["Alert Group After Instance Resetting"] = "Alerter le groupe après la réinitialisation de l'instance"
L["Announce Broken Spells"] = "Announce Broken Spells"
L["Announce Dispells"] = "Announce Dispells"
L["Announce Interrupts"] = "Annoncer les interruptions"
L["Announce Items Being Placed"] = "Annoncer les festins et tables"
L["Announce Only In Instances"] = "Announce Only In Instances"
L["Announce Pull Countdown (/pc #)"] = "Annoncer le compte à rebours avant pull (/pc #)"
L["Announce When Low On Health"] = "Annonce quand votre vie est faible"
L["Announce When Sapped"] = "Annoncer quand assomer"
L["Auto Accept Invite Keyword"] = "Accepter auto. les invitations par mot-clé"
L["Auto Accept Resurrect Requests"] = "Accepter auto. les demandes de résurrection"
L["Auto Accept Summon Requests"] = "Acceptez auto. les demandes d'invocation"
L["Auto Collapse Objective Tracker"] = "Réduire automatiquement le suivi de quête"
L["Auto Open Items In Your Inventory"] = "Ouvrir automatiquement les objets de votre inventaire"
L["Auto Release in Battlegrounds & Arenas"] = "Libérer l'esprit auto. dans les Arènes et Champs de bataille"
L["Auto Screenshot Achievements"] = "Capturer un screenshot après un Haut-fait"
L["Auto Select Quest Rewards Best Value"] = "Sélectionner automatiquement la récompense de quête la plus cher"
L["Auto Set Your Role In Groups"] = "Définir auto. votre rôle dans les groupes"
L["Auto Skip All Cinematic/Movies"] = "Passer auto. les cinématiques"
L["Automatically Remove Annoying Buffs"] = "Retirer auto. les améliorations inutiles"
L["Blocks Invites From Strangers"] = "Bloquez les invitations des joueurs inconnus"
L["Decline Pet Duels"] = "Refuser les duels de mascottes"
L["Decline PvP Duels"] = "Refuser les duels JcJ"
L["Don't Alert In instances"] = "Ne pas envoyer d'alertes en instance"
L["Enable Event & Rare Alerts"] = "Activer les alertes d'évenement & de rare"
L["Only Tab Target Enemy Players"] = "Cibler seulement les joueurs ennemis avec Tab."
L["Own Dispells Announced Only"] = "Own Dispells Announced Only"
L["Own Interrupts Announced Only"] = "Own Interrupts Announced Only"
L["Print Alerts In Chat"] = "Ecrire les alertes dans le chat"
L["Say 'Thank You' When Resurrected"] = "Dire 'Merci' quand ressusciter"
L["Say Goodbye After Dungeon Completion."] = "Dire au revoir après avoir terminer le donjon."
L["Anchor Every Five Rows Into One Row"] = "Anchor Every Five Rows Into One Row"
L["Auto Repair Gear"] = "Réparer auto. l'équipement"
L["Auto Vendor Grays"] = "Vendre la camelote auto."
L["Bags Delete Button"] = "Bags Delete Button"
L["Bags Width"] = "Largeur des sacs"
L["Bank Width"] = "Largeur de la banque"
L["Display Item Level"] = "Afficher le niveau d'objet"
L["Enable Bagbar"] = "Activer la barre des sacs"
L["Enable Inventory"] = "Activer inventaire"
L["Fade Bagbar"] = "Barre des sacs fondue"
L["Filter Anima Items"] = "Filtrer les objets Anima"
L["Filter Collection Items"] = "Filter Collection Items"
L["Filter Consumable Items"] = "Filrer les consommables"
L["Filter EquipSet"] = "Filtrer les sets d'armure"
L["Filter Equipment Items"] = "Filtrer les équipements"
L["Filter Favourite Items"] = "Filtrer les objets favoris"
L["Filter Goods Items"] = "Filtrer les ressources"
L["Filter Items Into Categories"] = "Filtrer les objets en catégories"
L["Filter Junk Items"] = "Filtrer la camelote"
L["Filter Korthia Relic Items"] = "Filter Korthia Relic Items"
L["Filter Legendary Items"] = "Filtrer les objets légendaires"
L["Filter Quest Items"] = "Filtrer les objets de quête"
L["Gather Empty Slots Into One Button"] = "Rassembler les emplacement vide en un bouton"
L["Pet Trash Currencies"] = "Pet Trash Currencies"
L["Show New Item Glow"] = "Mettre les nouveaux objets en surbrillance"
L["Show Upgrade Icon"] = "Afficher l'icône d'amélioration"
L["Slot Icon Size"] = "Dimension des emplacements"
L["Umm Reverse The Sorting"] = "Umm inverser le tri"
L["Auras Reminder (Shout/Intellect/Poison)"] = "Auras Reminder (Shout/Intellect/Poison)"
L["Buff Icon Size"] = "Taille des icônes d'amélioration'"
L["Buffs Grow Right"] = "Les améliorations s'affiche vers la droite"
L["Buffs per Row"] = "Améliorations par ligne"
L["DeBuff Icon Size"] = "Taille des icônes d'affaiblissement"
L["DeBuffs per Row"] = "Affaiblissements par ligne"
L["Debuffs Grow Right"] = "Les affaiblissements s'affiche vers la droite"
L["Enable Auras"] = "Activer les Auras"
L["Enable TotemBar"] = "Activer barre des totems"
L["Totems IconSize"] = "Taille des icônes des Totems"
L["Vertical TotemBar"] = "Barre des totems verticale"
L["Alert On M+ Quake"] = "Alert On M+ Quake"
L["AuraWatch GUI"] = "AuraWatch GUI"
L["AuraWatch IconScale"] = "Taille des icônes d'AuraWatch"
L["Disable AuraWatch Tooltip (ClickThrough)"] = "Désactiver l'info-bulle d'AuraWatch (Clic au travers)"
L["Enable AuraWatch"] = "Activer AuraWatch"
L["Track Auras From Previous Expansions"] = "Suivre les auras des précédentes extensions"
L["Allow Spam From Friends"] = "Autoriser les spams d'amis"
L["Block 'Some' AddOn Alerts"] = "Bloquer 'certaines' alertes d'AddOn"
L["Block Repeated Spammer Messages"] = "Block Repeated Spammer Messages"
L["Block Whispers From Strangers"] = "Bloquer les messages privés des étrangers"
L["Chat History Lines To Save"] = "Chat History Lines To Save"
L["ChatFilter BlackList"] = "Filtre liste noire du chat"
L["ChatFilter WhiteList"] = "Filtre liste blanche du chat"
L["Custom Chat Timestamps"] = "Horodatage personnalisé du Chat"
L["Differ Whipser Colors"] = "Couleur différente des messages privés"
L["Disable Chat Language Filter"] = "Désactiver le filtre à obscenité du chat"
L["Enable Chat Filter"] = "Activer le filtre à obscenité du chat"
L["Enable Chat"] = "Activer le Chat"
L["Fade Chat Text"] = "Fondu du texte du chat"
L["Fading Chat Visible Time"] = "Temps avant fondu du Chat"
L["Filter Matches Number"] = "Filter Matches Number"
L["Lock Chat Height"] = "Bloquer la hauteur du Chat"
L["Lock Chat Width"] = "Bloquer la largeur du Chat"
L["Lock Chat"] = "Bloquer le Chat"
L["Show Chat Background"] = "Afficher le fond du Chat"
L["Show Chat Loot Icons"] = "Afficher les icônes de butin du Chat"
L["Show Chat Menu Buttons"] = "Afficher les boutons du menu du Chat"
L["Show Emojis In Chat"] = "Show Emojis In Chat"
L["Show ItemLevel on ChatFrames"] = "Afficher le niveau d'objet dans le Chat"
L["Show Role Icons In Chat"] = "Show Role Icons In Chat"
L["Stick On Channel If Whispering"] = "Stick On Channel If Whispering"
L["Use Default Channel Names"] = "Utiliser les noms de canaux par défaut"
L["DataBars Height"] = "Hauteur des barres d'info."
L["DataBars Width"] = "Largeur des barres d'info."
L["Enable DataBars"] = "Activer les barres d'info."
L["Experience Bar Color"] = "Couleur de la barre d'Experience"
L["Fade DataBars"] = "Fondu des barres d'info."
L["Honor Bar Color"] = "Couleur de la barre d'Honneur"
L["Pick Text Formatting"] = "Choisissez le formatage du texte"
L["Rested Bar Color"] = "Couleur de la barre de repos"
L["Show Text"] = "Afficher le texte"
L["Track Honor"] = "Suivre l'Honneur"
L["Color The Icons"] = "Color The Icons"
L["Enable Currency Info"] = "Afficher les monnaies"
L["Enable Friends Info"] = "Afficher les infos social"
L["Enable Guild Info"] = "Afficher les infos de guilde"
L["Enable Latency Info"] = "Afficher les infos de latences"
L["Enable Minimap Location"] = "Afficher la localisation de la Minimap"
L["Enable Minimap Time"] = "Afficher l'heure de la Minimap"
L["Enable Positon Coords"] = "Enable Positon Coords"
L["Enable System Info"] = "Afficher les infos système"
L["Hide Icon Text"] = "Hide Icon Text"
L["Auto Scale"] = "Echelle automatique"
L["Border Style"] = "Style de bordure"
L["Color 'Most' KkthnxUI Borders"] = "Couleur générale des bordures de KkthnxUI"
L["Disable 'Some' Blizzard Tutorials"] = "Désactiver les tutoriels Blizzard"
L["Disable Blizzard Error Frame Combat"] = "Désactiver la fenêtre d'erreur Blizzard pendant les combats"
L["Enable Version Checking"] = "Activer la vérification de version"
L["Import Profiles From Other Characters"] = "Importer les profils à partir d'autres personnages"
L["Move Blizzard Frames"] = "Bouger les fenêtres Blizzard"
L["Number Prefix Style"] = "Style du numéro de préfixe"
L["Set UI scale"] = "Echelle de l'interface"
L["Textures Color"] = "Couleur des Textures"
L["Auto Confirm Loot Dialogs"] = "Confirmer automatique les fenêtres de butin"
L["Auto Greed Green Items"] = "Cupidité automatique sur les objets verts"
L["Enable Group Loot"] = "Activer le butin de groupe"
L["Enable Loot"] = "Activer butin"
L["Faster Auto-Looting"] = "Butin-Auto plus rapide"
L["Blip Icon Styles"] = "Style de l'icône Blip"
L["Enable Minimap"] = "Activer Minimap"
L["Location Text Style"] = "Style du texte de Location"
L["Minimap Size"] = "Taille de la Minimap"
L["Set RecycleBin Positon"] = "Set RecycleBin Position"
L["Show Minimap Button Collector"] = "Afficher l'agrégateur de bouton de la Minimap"
L["Show Minimap Calendar"] = "Afficher le calendrier de la Minimap"
L["AFK Camera"] = "AFK Camera"
L["Add Spellbook-Like Tabs On TradeSkillFrame"] = "Ajouter des onglets type livre de sort dans TradeSkillFrame"
L["Auto Emote On Your Killing Blow"] = "Envoyer un emote après un coup fatal"
L["Character/Inspect Gem/Enchant Info"] = "Personnage/Inspecter Gemmes/Enchantements Info"
L["Display Character Frame Full Stats"] = "Afficher les statistiques complètes du personnage"
L["EasyMarking by Ctrl + LeftClick"] = "Marquage facile par Ctrl + LeftClick"
L["Enable Mouse Trail"] = "Activer le tracé de la souris"
L["Enhanced Color Picker"] = "Choix des couleurs amélioré"
L["Enhanced Colors (Friends/Guild +)"] = "Couleurs améliorées (Amis/Guilde +)"
L["Hide BossBanner"] = "Masquer la fenêtre des boss"
L["Hide RaidBoss EmoteFrame"] = "Masquer RaidBoss EmoteFrame"
L["Mouse Trail Color"] = "Couleur du tracé de la souris"
L["Paragon Color"] = "Couleur du Parangon"
L["Paragon Enable"] = "Activer Parangon"
L["Paragon Text Format"] = "Format du texte Parangon"
L["Paragon Toast Fade"] = "Fondu notification Parangon"
L["Paragon Toast Sound"] = "Son notification Parangon"
L["Paragon Toast"] = "Notification Parangon"
L["Remove And Hide The TalkingHead Frame"] = "Désactiver et cacher la fenêtre parlante des PNJ"
L["Replace Default Maw Threat Status"] = "Remplacer l'affichage de menace de l'Antre"
L["Show Character/Inspect ItemLevel Info"] = "Afficher Personnage/Inspecter niveau d'objet"
L["Show Mythic+ GuildBest"] = "Show Mythic Plus Guild Best"
L["Show Slot Durability %"] = "Afficher la durabilité des objets %"
L["Show Wowhead Links Above Questlog Frame"] = "Afficher un lien Wowhead au dessus de la fenêtre de suivi de quête"
L["Show Your Killing Blow Info"] = "Afficher les informations de vos coups fatals"
L["World Markers Bar"] = "World Markers Bar"
L["Auras Filter Style"] = "Style de filtre des Auras"
L["Auras Size"] = "Taille des Auras"
L["Classpower/Healthbar Height"] = "Hauteur de la Barre de ressource/Barre de vie"
L["Colored Custom Units"] = "Colored Custom Units"
L["Custom Color"] = "Couleur personnalisée"
L["Custom PowerUnit List"] = "Custom PowerUnit List" -- Needs Translations
L["Custom UnitColor List"] = "Custom UnitColor List" -- Needs Translations
L["Enable GCD Ticker"] = "Activer GCD Ticker"
L["Enable Nameplates"] = "Activer les noms"
L["Enable Personal Resource"] = "Activer l'energie personnelle"
L["Force TankMode Colored"] = "Forcé la colorisation par menace"
L["HealthText FontSize"] = "Taille de la police de la barre de vie"
L["Insecure Color"] = "Couleur d'insécurité"
L["Interacted Nameplate Stay Inside"] = "Interacted Nameplate Stay Inside"
L["Max Auras"] = "Auras maximum"
L["NameText FontSize"] = "Taille de la police du nom"
L["Nameplate Height"] = "Hauteur de la barre de nom"
L["Nameplate Vertical Spacing"] = "Espace vertical de la barre de nom"
L["Nameplate Width"] = "Largeur barre de nom"
L["Nameplete MaxDistance"] = "Distance max. d'affiche du nom"
L["Non-Target Nameplate Alpha"] = "Alpha du nom des non-cibles"
L["Non-Target Nameplate Scale"] = "Echelle du nom des non-cibles"
L["Off-Tank Color"] = "Couleur des Off-Tank"
L["Only Visible in Combat"] = "Seulement visible au combat"
L["PlayerPlate IconSize"] = "Taille icône de la barre d'info. joueur"
L["PlayerPlate Powerbar Height"] = "Hauteur barre d'energie du joueur"
L["Quest Progress Indicator"] = "Indicateur de progrès de la quête"
L["Revert Threat Color If Not Tank"] = "Inverser la couleur de la menace si non tank"
L["Scale Nameplates for Explosives"] = "Scale Nameplates for Explosives"
L["Secure Color"] = "Couleur de sécurité"
L["Show AngryKeystones Progress"] = "Afficher la progression AngryKeystones"
L["Show Enemy Class Icons"] = "Afficher l'icône de classe des ennemis"
L["Show Friendly ClassColor"] = "Afficher la couleur de classe des cibles amicales"
L["Show Health Value"] = "Afficher la valeur de santé"
L["Show Hostile ClassColor"] = "Afficher la couleur de classe des cibles ennemis"
L["Show Only Names For Friendly"] = "Afficher uniquement le noms des cibles amicales"
L["Show Power Value"] = "Afficher la puissance"
L["Smooth Bars Transition"] = "Transition des barres fluide"
L["Target Nameplate ClassPower"] = "Target Nameplate ClassPower"
L["TargetIndicator Color"] = "Couleur de l'indication de cible"
L["TargetIndicator Style"] = "Style de l'indication de cible"
L["Track Personal Class Auras"] = "Track Personal Class Auras"
L["Transition Color"] = "Transition de couleur"
L["Unit Execute Ratio"] = "Unit Execute Ratio"
L["Bartender4 Skin"] = "Habillage de Bartender4"
L["BigWigs Skin"] = "Habillage de BigWigs"
L["ButtonForge Skin"] = "ButtonForge Skin"
L["ChatBubbles Background Alpha"] = "Alpha du fond des bulles de Chat"
L["ChatBubbles Skin"] = "Habillage des bulles de Chat"
L["ChocolateBar Skin"] = "Habillage de ChocolateBar"
L["Deadly Boss Mods Skin"] = "Habillage de Deadly Boss Mods"
L["Details Skin"] = "Habillage de Details"
L["Dominos Skin"] = "Habillage de Dominos"
L["Hekili Skin"] = "Habillage d'Hekili"
L["Skada Skin"] = "Habillage de Skada"
L["Skin Some Blizzard Frames & Objects"] = "Habillage de certaines fenêtres Blizzard"
L["Spy Skin"] = "Habillage de Spy"
L["TalkingHead Skin"] = "Habillage de TalkingHead"
L["TellMeWhen Skin"] = "Habillage de TellMeWhen"
L["TitanPanel Skin"] = "Habillage de TitanPanel"
L["WeakAuras Skin"] = "Habillage de WeakAuras"
L["%month%-%day%-%year%"] = "%month%-%day%-%year%"
L["Abbreviate Guild Names"] = "Abréger les noms des guildes"
L["Castle Nathria"] = "Castle Nathria"
L["Conduit Collected Info"] = "Informations recueillies sur les conduits"
L["De Other Side"] = "De Other Side"
L["Follow Cursor"] = "Suivre le curseur"
L["Halls of Atonement"] = "Halls of Atonement"
L["Heroic"] = "Heroic"
L["Hide Guild Rank"] = "Cacher le rang de la guilde"
L["Hide Player Title"] = "Cacher le titre du joueur"
L["Hide Tooltip in Combat"] = "Cacher l'info-bulle en combat"
L["Item Icons"] = "Icônes des objets"
L["Mists of Tirna Scithe"] = "Mists of Tirna Scithe"
L["Mythic Dungeons"] = "Mythic Dungeons"
L["Mythic"] = "Mythic"
L["Normal"] = "Normal"
L["Not Completed"] = "Not Completed"
L["Plaguefall"] = "Plaguefall"
L["Quality Color Border"] = "Bordure de couleur en fonction de la qualité"
L["Raid Finder"] = "Raid Finder"
L["Sanctum of Domination"] = "Sanctum of Domination"
L["Sanguine Depths"] = "Sanguine Depths"
L["Shadowlands Keystone Master: Season One"] = "Shadowlands Keystone Master: Season One"
L["Shadowlands Keystone Master: Season Two"] = "Shadowlands Keystone Master: Season Two"
L["Show Faction Icon"] = "Afficher l'icône de faction"
L["Show Player Targeted By"] = "Afficher 'Joueur Ciblé Par'"
L["Show Roles Assigned Icon"] = "Afficher les icônes de rôle"
L["Show Spec/ItemLevel by SHIFT"] = "Afficher Spec/Niveau d'objet avec SHIFT"
L["Show Tooltip IDs"] = "Afficher l'ID des info-bulles"
L["Show realm name by SHIFT"] = "Afficher le nom du royaume avec SHIFT"
L["Spires of Ascension"] = "Spires of Ascension"
L["Tazavesh, the Veiled Market"] = "Tazavesh, the Veiled Market"
L["The Necrotic Wake"] = "The Necrotic Wake"
L["Theater of Pain"] = "Theater of Pain"
L["[ABBR] Castle Nathria"] = "CS"
L["[ABBR] De Other Side"] = "DOS"
L["[ABBR] Halls of Atonement"] = "HOA"
L["[ABBR] Heroic"] = "H"
L["[ABBR] Mists of Tirna Scithe"] = "MOTS"
L["[ABBR] Mythic Keystone"] = "M+"
L["[ABBR] Mythic"] = "M"
L["[ABBR] Normal"] = "N"
L["[ABBR] Plaguefall"] = "PF"
L["[ABBR] Raid Finder"] = "RF"
L["[ABBR] Raid"] = "R"
L["[ABBR] Sanctum of Domination"] = "SoD"
L["[ABBR] Sanguine Depths"] = "SD"
L["[ABBR] Shadowlands Keystone Master: Season One"] = "Keystone Master S1"
L["[ABBR] Shadowlands Keystone Master: Season Two"] = "Keystone Master S2"
L["[ABBR] Spires of Ascension"] = "SOA"
L["[ABBR] Tazavesh, the Veiled Market"] = "Tazavesh"
L["[ABBR] The Necrotic Wake"] = "NW"
L["[ABBR] Theater of Pain"] = "TOP"
L["Set ActionBar Font"] = "Police des barres d'action"
L["Set Auras Font"] = "Police des Auras"
L["Set Chat Font"] = "Police du Chat"
L["Set DataBars Font"] = "Police des barres d'info."
L["Set DataText Font"] = "Police des textes d'info."
L["Set Filger Font"] = "Police du Filger"
L["Set General Font"] = "Police générale"
L["Set Inventory Font"] = "Police de l'inventaire"
L["Set Minimap Font"] = "Police de la Minimap"
L["Set Nameplate Font"] = "Police des noms"
L["Set QuestTracker Font"] = "Police du suivi de quête"
L["Set Skins Font"] = "Police des habillages"
L["Set Tooltip Font"] = "Police des info-bulles"
L["Set Unitframe Font"] = "Police des cadres d'unité"
L["Adjust QuestFont Size"] = "Ajuster la taille de la police des quêtes"
L["Set DataBars Texture"] = "Texture des barres d'info."
L["Set Filger Texture"] = "Texture du Filger"
L["Set General Texture"] = "Texture générale"
L["Set HealPrediction Texture"] = "Texture de la prédiction de soin"
L["Set Loot Texture"] = "Texture du butin"
L["Set Nameplate Texture"] = "Texture des noms"
L["Set QuestTracker Texture"] = "Texture du suivi des quêtes"
L["Set Skins Texture"] = "Texture des habillages"
L["Set Tooltip Texture"] = "Texture de l'info-bulle"
L["Set Unitframe Texture"] = "Texture des barres d'unités"
L["Class Color Castbars"] = "Barres d'incantation' aux couleurs de classe"
L["Enable Player CastBar"] = "Activer la barre d'incantation du joueur"
L["Enable Simple CombatText"] = "Activer les textes de combat simple"
L["Enable Target CastBar"] = "Activer la barre d'incantation de la cible"
L["Enable Unitframes"] = "Activer les barres d'unités"
L["Fade Unitframes"] = "Fondu des barres d'unités"
L["Health Color Format"] = "Format de couleur de la vie"
L["Hide TargetofTarget Frame"] = "Masquer la cible de la cible"
L["Hide TargetofTarget Level"] = "Masquer le niveau de la cible de la cible"
L["Hide TargetofTarget Name"] = "Masquer le nom de la cible de la cible"
L["Target of Target Power Bar"] = "Barre de ressource de la cible de la cible"
L["Target of Target Frame Height"] = "Hauteur de la fenêtre cible de la cible"
L["Target of Target Frame Width"] = "Largeur de la fenêtre cible de la cible"
L["Hide Pet Name"] = "Masquer le nom du familier"
L["Hide Pet Level"] = "Masquer le niveau du familier"
L["Pet Power Bar"] = "Barre de ressource du familier"
L["Pet Frame Height"] = "Hauteur de la fenêtre du familier"
L["Pet Frame Width"] = "Largeur de la fenêtre du familier"
L["Focus Power Bar"] = "Barre de ressource du focus"
L["Focus Frame Height"] = "Hauteur de la fenêtre focus"
L["Focus Frame Width"] = "Largeur de la fenêtre focus"
L["Number of Buffs Per Row"] = "Nombre de buffs par ligne"
L["Number of Debuffs Per Row"] = "Nombre de debuffs par ligne"
L["Only Show Your Debuffs"] = "Afficher seulement vos débuffs"
L["Pet's Healing/Damage"] = "Dommages/Soins du familier"
L["Player Power Bar"] = "Player Power Bar"
L["Player Frame Height"] = "Player Frame Height"
L["Player Frame Width"] = "Player Frame Width"
L["Player Castbar Height"] = "Hauteur de la barre d'incantation du joueur"
L["Player Castbar Width"] = "Largeur de la barre d'incantation du joueur"
L["Reaction Color Castbars"] = "Reaction Color Castbars"
L["Show Additional Mana Power (|CFFFF7D0ADruide|r, |CFFFFFFFFPrêtre|r, |CFF0070DEChaman|r)"] = "Afficher le mana additionel (|CFFFF7D0ADruide|r, |CFFFFFFFFPrêtre|r, |CFF0070DEChaman|r)"
L["Show AutoAttack Damage"] = "Afficher les dommages des attaques auto"
L["Show Castbar Latency"] = "Afficher la latence de la barre d'incantation"
L["Show Class Resources"] = "Afficher les ressources de classe"
L["Show Full OverHealing"] = "Afficher l'OverHealing"
L["Show Global Cooldown"] = "Afficher le Global Cooldown"
L["Show HealPrediction Statusbars"] = "Afficher la prédiction de heal sur les Statusbars"
L["Show Health Debuff Highlight"] = "Mettre en surbrillance les affaiblissements de vie"
L["Show Hots and Dots"] = "Afficher les Hots et Dots"
L["Pet's Healing/Damage"] = "Pet's Healing/Damage"
L["Show Player Frame Buffs"] = "Afficher les buffs du joueur"
L["Show Player Frame Debuffs"] = "Afficher les débuffs du joueur"
L["Show Player Frame Level"] = "Afficher le niveau du joueur"
L["Show Player Frame Name"] = "Afficher le nom du joueur"
L["Show Player Power Prediction"] = "Afficher la prediction d'utilisation de ressource"
L["Show PvP Indicator on Player / Target"] = "Afficher l'indication JcJ sur le joueur/cible"
L["Show Target Frame Buffs"] = "Afficher les buffs de la cible"
L["Show Target Frame Debuffs"] = "Afficher les débuffs de la cible"
L["Show |CFF00FF96Monk|r Stagger Bar"] = "Afficher la barre de report du |CFF00FF96Moine|r"
L["Smooth Bars"] = "Barres fluides"
L["Sound Played When You Are Resurrected"] = "Son joué lors de la résurrection"
L["Target Power Bar"] = "Target Power Bar"
L["Target Frame Height"] = "Target Frame Height"
L["Target Frame Width"] = "Target Frame Width"
L["Target Castbar Height"] = "Hauteur de la barre d'incantation de la cible"
L["Target Castbar Width"] = "Largeur de la barre d'incantation de la cible"
L["Target of Focus Power Bar"] = "Barre de ressource de la cible du focus"
L["Target of Focus Frame Height"] = "Hauteur de la fenêtre de la cible du focus"
L["Target of Focus Frame Width"] = "Largeur de la fenêtre de la cible du focus"
L["Unitframe Portrait Style"] = "Style du portrait du cadre d'unité"
L["Unitframe Swingbar Timer"] = "Unitframe Swingbar Timer"
L["Unitframe Swingbar"] = "Unitframe Swingbar"
L["Enable Party"] = "Activer les groupes"
L["Show Castbars"] = "Afficher les barres d'incantation"
L["Show Highlighted Target"] = "Afficher la cible mise en évidence"
L["Show Party Buffs"] = "Afficher les buffs de groupe"
L["Show Party Pets"] = "Afficher les familiers du groupe"
L["Show Player In Party"] = "Afficher les joueurs dans le groupe"
L["Smooth Bar Transition"] = "Transitions fluides des barres"
L["Enable Boss"] = "Activer boss"
L["Enable Arena"] = "Activer arène"
L["Aura Debuff Icon Size"] = "Taille d'icône des Debuffs Aura"
L["AuraWatch Icon Size"] = "Taille d'icône d'AuraWatch"
L["Enable Raidframes"] = "Activer les fenêtres de raid"
L["Health Format"] = "Format de la vie"
L["Horizontal Raid Frames"] = "Fenêtres de raid horizontales"
L["Number Of Groups to Show"] = "Nombre de groupe affichés"
L["Raidframe Height"] = "Hauteur des fenêtres de raid"
L["Raidframe Width"] = "Largeur des fenêtres de raid"
L["Reverse Raid Frame Growth"] = "Inverser le sens d'agrandissement de la fenêtre de raid"
L["Save Raid Positions Based On Specs"] = "Sauvergarder la position du raid par rapport a votre spécialisation"
L["Show AuraWatch Icons"] = "Afficher les icônes AuraWatch"
L["Show Away/DND Status"] = "Afficher le statut Absent/Ne pas déranger"
L["Show Group Number Team Index"] = "Afficher le numéro de groupe"
L["Show MainTank Frames"] = "Afficher la fenêtre des tanks principaux"
L["Show Manabars"] = "Afficher les barres de mana"
L["Show Raid Utility Frame"] = "Afficher la fenêtre utilitaire de raid"
L["Alert QuestProgress In Chat"] = "Alerter votre progression de quête dans le chat"
L["Enable QuestNotifier"] = "Activer la notification de quête"
L["Only Play Complete Quest Sound"] = "Ne jouez que le son en réussite de quête"
L["Alpha When Moving"] = "Alpha When Moving"
L["Fade Worldmap When Moving"] = "Fondu de la carte du monde en mouvement"
L["Map Reveal Shadow Color"] = "Couleur de l'ombre de révélation de la carte"
L["Map Reveal Shadow"] = "Ombre de révalation de la carte"
L["Show Player/Mouse Coordinates"] = "Afficher les coordonnées du joueur/souris"
L["Show Smaller Worldmap"] = "Afficher une carte du monde plus petite"
-- GUI Config Tooltip Locales
L["AutoScaleTip"] = "Mise à l'échelle automatique de l'IU au pixel près en fonction de votre résolution.|n|nSi vous voulez changer l'échelle manuellement, vous devez désactiver 'Echelle automatique' puis appliquer l'échelle en utilisant le curseur"
L["CustomUnitTip"] = "Entrez le nom de l'unité ou l'ID du PNJ. Vous pouvez voir l'ID du PNJ dans l'info-bulle en maintenant la touche MAJ enfoncée."
L["ExecuteRatioTip"] = "Si le pourcentage de santé de l'unité est inférieur à la valeur plafond d'exécution que vous avez fixée, son nom devient rouge.|n|nL'indicateur d'exécution sera désactivé sur 0."
L["MapRevealTip"] = "Si cette option est activée, les zones à explorer seront affichées dans une ombre légère. Vous pouvez choisir la couleur de l'ombre que vous souhaitez."
L["ParagonReputationTip"] = "Remplace les barres exaltées du cadre de réputation par des barres Parangon, que vous pouvez personnaliser vous-même avec les paramètres"
L["UIScaleTip"] = "Modifier l'échelle de l'IU selon vos préférences|n|nSi vous voulez changer l'échelle manuellement, vous devez désactiver 'Echelle automatique' puis appliquer l'échelle en utilisant le curseur" |
object_tangible_collection_col_gcw_city_reb_4 = object_tangible_collection_shared_col_gcw_city_reb_4:new {
gameObjectType = 8211,}
ObjectTemplates:addTemplate(object_tangible_collection_col_gcw_city_reb_4, "object/tangible/collection/col_gcw_city_reb_4.iff") |
--[[
Nginx Shard DiCT Cache operation utils
--]]
local cjson = require("core.utils.json")
local shared_name = require("core.constants.shard_name")
local shared = ngx.shared
local cache_data = shared[shared_name.global_cache]
local _Cache = {}
function _Cache._get(key)
return cache_data:get(key)
end
function _Cache.get_json(key)
local value, flags = _Cache._get(key)
if value then
value = cjson.decode(value)
end
return value, flags
end
function _Cache.get(key)
return _Cache._get(key)
end
function _Cache._set(key, value)
-- success, err, forcible
return cache_data:set(key, value)
end
function _Cache._add(key,value)
-- success, err, forcible
return cache_data:add(key,value)
end
function _Cache.set_json(key, value)
if value then
value = cjson.encode(value)
end
return _Cache._set(key, value)
end
function _Cache.set(key, value)
-- success, err, forcible
return _Cache._set(key, value)
end
function _Cache.add(key,value)
-- success, err, forcible
return _Cache._add(key,value)
end
function _Cache.add_json(key,value )
if value then
value = cjson.encode(value)
end
return _Cache._add(key,value)
end
function _Cache.incr(key, value)
return cache_data:incr(key, value)
end
function _Cache.delete(key)
return cache_data:delete(key)
end
function _Cache.delete_all()
cache_data:flush_all()
cache_data:flush_expired()
end
return _Cache
|
-- Build configuration for logos
-- Matthew Leingang, 2020-09-23
bundle = "Gotham"
module = "logos"
maindir = ".."
-- Files to install to the tex area of the texmf tree
imagefiles = {"*.eps", "*.svg", "*_*_*.pdf", "*.png", "*.jpg"}
sourcefiles = imagefiles
installfiles = imagefiles
-- Files to typeset for documentation
typesetfiles = {"nyu-logos.tex"}
-- Executable for compiling doc(s)
typesetexe = "xelatex"
cleanfiles = {"*.log", "nyu-logos.pdf", "*.zip"}
-- Root directory of the TDS structure for the module to be installed into.
-- Mentally prepend the path to the correct texmf tree THEN either "tex" (for
-- includes), "doc" (for documentation), or "source" (for source files).
tdsroot = "generic"
function update_tag(file,content,tagname,tagdate)
-- This should go in a pre-tag hook, but there isn't one.
-- ensure that the tagname matches `v`x.y.z
assert(string.match(tagname,"^v%d+%.%d+%.%d+$"),
"invalid tag name. Use a literal 'v', then a semantic version number of the form x.y.z.")
-- Make sure the working directory is "clean".
-- See https://unix.stackexchange.com/a/394674/62853
assert(os.execute("git diff-index --quiet HEAD .") == 0,
"Working directory dirty. Commit changes and try again.")
-- TeX dates are in yyyy/mm/dd format. tagdate is in yyyy-mm-dd format.
tagdate_tex = string.gsub(tagdate,'-','/')
if string.match(file, "%.dtx$") then
content = string.gsub(content,
"\n %[%d%d%d%d/%d%d/%d%d v.- ",
"\n [" .. tagdate_tex .. " " .. tagname .. " "
)
content = string.gsub(content,
"\n%% \\changes{unreleased}",
"\n%% \\changes{" .. tagname .. "}"
)
return content
end
end
kpse.set_program_name("texlua")
if not release_date then
dofile(kpse.lookup("l3build.lua"))
end
|
--[[
***
This file adapted from https://github.com/nvim-lua/plenary.nvim
MIT License
Copyright (c) 2020 TJ DeVries
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.
****
]]
--[[
Curl Wrapper
all curl methods accepts
url = "The url to make the request to.", (string)
query = "url query, append after the url", (table)
body = "The request body" (string/filepath/table)
auth = "Basic request auth, 'user:pass', or {"user", "pass"}" (string/array)
form = "request form" (table)
raw = "any additonal curl args, it must be an array/list." (array)
dry_run = "whether to return the args to be ran through curl." (boolean)
output = "where to download something." (filepath)
timeout = "timeout in milliseconds for synchronous requests" (number)
return_job = "whether to return the Job and a function which can be called to check the response" (boolean)
and returns table:
exit = "The shell process exit code." (number)
status = "The https response status." (number)
headers = "The https response headers." (array)
body = "The http response body." (string)
see test/plenary/curl_spec.lua for examples.
author = github.com/tami5
]]
--
local util, parse = {}, {}
-- Helpers --------------------------------------------------
-------------------------------------------------------------
local F = require('plenary.functional')
local J = require('plenary.job')
local P = require('plenary.path')
local log = require('nvim-magic-openai._log')
local DEFAULT_TIMEOUT = 10000 -- milliseconds
local function is_windows()
return P.path.sep == '\\'
end
local function default_compressed()
return not is_windows() -- it may be more common on Windows for curl to be installed without compression support
end
-- Utils ----------------------------------------------------
-------------------------------------------------------------
util.url_encode = function(str)
if type(str) ~= 'number' then
str = str:gsub('\r?\n', '\r\n')
str = str:gsub('([^%w%-%.%_%~ ])', function(c)
return string.format('%%%02X', c:byte())
end)
str = str:gsub(' ', '+')
return str
else
return str
end
end
util.kv_to_list = function(kv, prefix, sep)
return vim.tbl_flatten(F.kv_map(function(kvp)
return { prefix, kvp[1] .. sep .. kvp[2] }
end, kv))
end
util.kv_to_str = function(kv, sep, kvsep)
return F.join(
F.kv_map(function(kvp)
return kvp[1] .. kvsep .. util.url_encode(kvp[2])
end, kv),
sep
)
end
util.gen_dump_path = function()
local path
local id = string.gsub('xxxx4xxx', '[xy]', function(l)
local v = (l == 'x') and math.random(0, 0xf) or math.random(0, 0xb)
return string.format('%x', v)
end)
if is_windows() then
path = string.format('%s\\AppData\\Local\\Temp\\plenary_curl_%s.headers', os.getenv('USERPROFILE'), id)
else
path = '/tmp/plenary_curl_' .. id .. '.headers'
end
return { '-D', path }
end
-- Parsers ----------------------------------------------------
---------------------------------------------------------------
parse.headers = function(t)
if not t then
return
end
local upper = function(str)
return string.gsub(' ' .. str, '%W%l', string.upper):sub(2)
end
return util.kv_to_list(
(function()
local normilzed = {}
for k, v in pairs(t) do
normilzed[upper(k:gsub('_', '%-'))] = v
end
return normilzed
end)(),
'-H',
': '
)
end
parse.data_body = function(t)
if not t then
return
end
return util.kv_to_list(t, '-d', '=')
end
parse.raw_body = function(xs)
if not xs then
return
end
if type(xs) == 'table' then
return parse.data_body(xs)
else
return { '--data-raw', xs }
end
end
parse.form = function(t)
if not t then
return
end
return util.kv_to_list(t, '-F', '=')
end
parse.curl_query = function(t)
if not t then
return
end
return util.kv_to_str(t, '&', '=')
end
parse.method = function(s)
if not s then
return
end
if s ~= 'head' then
return { '-X', string.upper(s) }
else
return { '-I' }
end
end
parse.file = function(p)
if not p then
return
end
return { '-d', '@' .. P.expand(P.new(p)) }
end
parse.auth = function(xs)
if not xs then
return
end
return { '-u', type(xs) == 'table' and util.kv_to_str(xs, nil, ':') or xs }
end
parse.url = function(xs, q)
if not xs then
return
end
q = parse.curl_query(q)
if type(xs) == 'string' then
return q and xs .. '?' .. q or xs
elseif type(xs) == 'table' then
error('Low level URL definition is not supported.')
end
end
parse.accept_header = function(s)
if not s then
return
end
return { '-H', 'Accept: ' .. s }
end
-- Parse Request -------------------------------------------
------------------------------------------------------------
parse.request = function(opts)
if opts.body then
local b = opts.body
opts.body = nil
if type(b) == 'table' then
opts.data = b
elseif P.is_file(P.new(b)) then
opts.in_file = b
elseif type(b) == 'string' then
opts.raw_body = b
end
end
local preargs = vim.tbl_flatten({
'-sSL',
opts.dump,
opts.compressed and '--compressed' or nil,
parse.method(opts.method),
parse.headers(opts.headers),
parse.accept_header(opts.accept),
parse.raw_body(opts.raw_body),
parse.data_body(opts.data),
parse.form(opts.form),
parse.file(opts.in_file),
})
local postargs = vim.tbl_flatten({
opts.raw,
opts.output and { '-o', opts.output } or nil,
parse.url(opts.url, opts.query),
})
local nonauth_args = vim.deepcopy(preargs)
vim.list_extend(nonauth_args, postargs)
log.fmt_debug('Parsed request options nonauth_curl_args=%s', nonauth_args)
local args = preargs
vim.list_extend(
args,
vim.tbl_flatten({
parse.auth(opts.auth),
})
)
vim.list_extend(args, postargs)
return preargs, opts
end
-- Parse response ------------------------------------------
------------------------------------------------------------
parse.response = function(lines, dump_path, code)
local headers = P.readlines(dump_path)
local status = tonumber(string.match(headers[1], '([%w+]%d+)'))
local body = F.join(lines, '\n')
vim.loop.fs_unlink(dump_path)
table.remove(headers, 1)
return {
status = status,
headers = headers,
body = body,
exit = code,
}
end
local curl_job = function(args, dump_path, callback)
return J:new({
command = 'curl',
args = args,
on_exit = function(j, code)
if code ~= 0 then
callback(
nil,
'curl exited with code=' .. tostring(code) .. ' stderr=' .. vim.inspect(j:stderr_result())
)
return
end
local output = parse.response(j:result(), dump_path, code)
callback(output)
end,
})
end
local request = function(specs)
local args, opts = parse.request(vim.tbl_extend('force', {
compressed = default_compressed(),
dry_run = false,
dump = util.gen_dump_path(),
}, specs))
if opts.dry_run then
return args
end
local response
local cb
local errmsg
if opts.callback then
cb = opts.callback
else
cb = function(output, error_msg)
if error_msg then
errmsg = error_msg
end
response = output
end
end
local job = curl_job(args, opts.dump[2], cb)
if opts.return_job then
return job, function()
return response, errmsg
end
end
if opts.callback then
return job:start()
else
local timeout
if opts.timeout then
timeout = opts.timeout
else
timeout = DEFAULT_TIMEOUT
end
job:sync(timeout)
return response
end
end
-- Main ----------------------------------------------------
------------------------------------------------------------
return (function()
local spec = {}
local partial = function(method)
return function(url, opts)
opts = opts or {}
if type(url) == 'table' then
opts = url
spec.method = method
else
spec.url = url
spec.method = method
end
opts = method == 'request' and opts or (vim.tbl_extend('keep', opts, spec))
return request(opts)
end
end
return {
get = partial('get'),
post = partial('post'),
put = partial('put'),
head = partial('head'),
patch = partial('patch'),
delete = partial('delete'),
request = partial('request'),
}
end)()
|
local NumEntries = 13
local RowHeight = 24
local RpgYellow = color("0.902,0.765,0.529,1")
local ItlPink = color("1,0.2,0.406,1")
local paneWidth1Player = 330
local paneWidth2Player = 230
local paneWidth = (GAMESTATE:GetNumSidesJoined() == 1) and paneWidth1Player or paneWidth2Player
local paneHeight = 360
local borderWidth = 2
local SetRpgStyle = function(eventAf)
eventAf:GetChild("MainBorder"):diffuse(RpgYellow)
eventAf:GetChild("BackgroundImage"):visible(true)
eventAf:GetChild("BackgroundColor"):diffuse(color("0,0,0,0.8"))
eventAf:GetChild("HeaderBorder"):diffuse(RpgYellow)
eventAf:GetChild("HeaderBackground"):diffusetopedge(color("0.275,0.510,0.298,1")):diffusebottomedge(color("0.235,0.345,0.184,1"))
eventAf:GetChild("Header"):diffuse(RpgYellow)
eventAf:GetChild("EX"):visible(false)
eventAf:GetChild("BodyText"):diffuse(Color.White)
eventAf:GetChild("PaneIcons"):GetChild("Text"):diffuse(RpgYellow)
local leaderboard = eventAf:GetChild("Leaderboard")
for i=1, NumEntries do
local entry = leaderboard:GetChild("LeaderboardEntry"..i)
entry:GetChild("Rank"):diffuse(Color.White)
entry:GetChild("Name"):diffuse(Color.White)
entry:GetChild("Score"):diffuse(Color.White)
entry:GetChild("Date"):diffuse(Color.White)
end
end
local SetItlStyle = function(eventAf)
eventAf:GetChild("MainBorder"):diffuse(ItlPink)
eventAf:GetChild("BackgroundImage"):visible(false)
eventAf:GetChild("BackgroundColor"):diffuse(Color.White):diffusealpha(1)
eventAf:GetChild("HeaderBorder"):diffuse(ItlPink)
eventAf:GetChild("HeaderBackground"):diffusetopedge(color("0.3,0.3,0.3,1")):diffusebottomedge(color("0.157,0.157,0.165,1"))
eventAf:GetChild("Header"):diffuse(Color.White)
eventAf:GetChild("EX"):diffuse(Color.White):visible(false)
eventAf:GetChild("BodyText"):diffuse(color("0.157,0.157,0.165,1"))
eventAf:GetChild("PaneIcons"):GetChild("Text"):diffuse(ItlPink)
local leaderboard = eventAf:GetChild("Leaderboard")
for i=1, NumEntries do
local entry = leaderboard:GetChild("LeaderboardEntry"..i)
entry:GetChild("Rank"):diffuse(Color.Black)
entry:GetChild("Name"):diffuse(Color.Black)
entry:GetChild("Score"):diffuse(Color.Black)
entry:GetChild("Date"):diffuse(Color.Black)
end
end
local SetEntryText = function(rank, name, score, date, actor)
if actor == nil then return end
actor:GetChild("Rank"):settext(rank)
actor:GetChild("Name"):settext(name)
actor:GetChild("Score"):settext(score)
actor:GetChild("Date"):settext(date)
end
local SetLeaderboardData = function(eventAf, leaderboardData, event)
local entryNum = 1
local rivalNum = 1
local leaderboard = eventAf:GetChild("Leaderboard")
local defaultTextColor = event == "itl" and Color.White or Color.Black
-- Hide the rival and self highlights.
-- They will be unhidden and repositioned as needed below.
for i=1,3 do
leaderboard:GetChild("Rival"..i):visible(false)
end
leaderboard:GetChild("Self"):visible(false)
for gsEntry in ivalues(leaderboardData) do
local entry = leaderboard:GetChild("LeaderboardEntry"..entryNum)
SetEntryText(
gsEntry["rank"]..".",
gsEntry["name"],
string.format("%.2f%%", gsEntry["score"]/100),
ParseGroovestatsDate(gsEntry["date"]),
entry
)
if gsEntry["isRival"] then
if gsEntry["isFail"] then
entry:GetChild("Rank"):diffuse(Color.Black)
entry:GetChild("Name"):diffuse(Color.Black)
entry:GetChild("Score"):diffuse(Color.Red)
entry:GetChild("Date"):diffuse(Color.Black)
else
entry:diffuse(Color.Black)
end
leaderboard:GetChild("Rival"..rivalNum):y(entry:GetY()):visible(true)
rivalNum = rivalNum + 1
elseif gsEntry["isSelf"] then
if gsEntry["isFail"] then
entry:GetChild("Rank"):diffuse(Color.Black)
entry:GetChild("Name"):diffuse(Color.Black)
entry:GetChild("Score"):diffuse(Color.Red)
entry:GetChild("Date"):diffuse(Color.Black)
else
entry:diffuse(Color.Black)
end
leaderboard:GetChild("Self"):y(entry:GetY()):visible(true)
else
entry:diffuse(defaultTextColor)
end
-- Why does this work for normal entries but not for Rivals/Self where
-- I have to explicitly set the colors for each child??
if gsEntry["isFail"] then
entry:GetChild("Score"):diffuse(Color.Red)
end
entryNum = entryNum + 1
end
-- Empty out any remaining entries.
for i=entryNum, NumEntries do
local entry = leaderboard:GetChild("LeaderboardEntry"..i)
-- We didn't get any scores if i is still == 1.
if i == 1 then
SetEntryText("", "No Scores", "", "", entry)
else
-- Empty out the remaining rows.
SetEntryText("", "", "", "", entry)
end
end
end
local GetRpgPaneFunctions = function(eventAf, rpgData, player)
local score, scoreDelta, rate, rateDelta = 0, 0, 0, 0
local pss = STATSMAN:GetCurStageStats():GetPlayerStageStats(player)
local paneTexts = {}
local paneFunctions = {}
if rpgData["result"] == "score-added" then
score = pss:GetPercentDancePoints() * 100
scoreDelta = score
rate = SL.Global.ActiveModifiers.MusicRate or 1.0
rateDelta = rate
elseif rpgData["result"] == "improved" or rpgData["result"] == "score-not-improved" then
score = pss:GetPercentDancePoints() * 100
scoreDelta = rpgData["scoreDelta"] and rpgData["scoreDelta"]/100.0 or 0.0
rate = SL.Global.ActiveModifiers.MusicRate or 1.0
rateDelta = rpgData["rateDelta"] and rpgData["rateDelta"]/100.0 or 0.0
else
-- song-not-ranked (invalid case)
return paneFunctions
end
local statImprovements = {}
local skillImprovements = {}
local quests = {}
local progress = rpgData["progress"]
if progress then
if progress["statImprovements"] then
for improvement in ivalues(progress["statImprovements"]) do
if improvement["gained"] > 0 then
table.insert(
statImprovements,
string.format("+%d %s", improvement["gained"], string.upper(improvement["name"]))
)
end
end
end
if progress["skillImprovements"] then
skillImprovements = progress["skillImprovements"]
end
if progress["questsCompleted"] then
for quest in ivalues(progress["questsCompleted"]) do
local questStrings = {}
table.insert(questStrings, string.format(
"Completed \"%s\"!\n",
quest["title"]
))
-- Group all the rewards by type.
local allRewards = {}
for reward in ivalues(quest["rewards"]) do
if allRewards[reward["type"]] == nil then
allRewards[reward["type"]] = {}
end
table.insert(allRewards[reward["type"]], reward["description"])
end
for rewardType, rewardDescriptions in pairs(allRewards) do
table.insert(questStrings, string.format(
"%s"..
"%s\n",
rewardType == "ad-hoc" and "" or string.upper(rewardType)..":\n",
table.concat(rewardDescriptions, "\n")
))
end
table.insert(quests, table.concat(questStrings, "\n"))
end
end
end
table.insert(paneTexts, string.format(
"Skill Improvements\n\n"..
"%.2f%% (%+.2f%%) at\n"..
"%.2fx (%+.2fx) rate\n\n"..
"%s"..
"%s",
score, scoreDelta,
rate, rateDelta,
#statImprovements == 0 and "" or table.concat(statImprovements, "\n").."\n\n",
#skillImprovements == 0 and "" or table.concat(skillImprovements, "\n").."\n\n"
))
for quest in ivalues(quests) do
table.insert(paneTexts, quest)
end
for text in ivalues(paneTexts) do
table.insert(paneFunctions, function(eventAf)
SetRpgStyle(eventAf)
eventAf:GetChild("Header"):settext(rpgData["name"])
eventAf:GetChild("Leaderboard"):visible(false)
local bodyText = eventAf:GetChild("BodyText")
-- We don't want text to run out through the bottom.
-- Incrementally adjust the zoom while adjust wrapwdithpixels until it fits.
-- Not the prettiest solution but it works.
for zoomVal=1.0, 0.1, -0.05 do
bodyText:zoom(zoomVal)
bodyText:wrapwidthpixels(paneWidth/(zoomVal))
bodyText:settext(text):visible(true)
Trace(bodyText:GetHeight() * zoomVal)
if bodyText:GetHeight() * zoomVal <= paneHeight - RowHeight*1.5 then
break
end
end
local offset = 0
while offset <= #text do
-- Search for all numbers (decimals included).
-- They may include the +/- prefixes and also potentially %/x as suffixes.
local i, j = string.find(text, "[-+]?[%d]*%.?[%d]+[%%x]?", offset)
-- No more numbers found. Break out.
if i == nil then
break
end
-- Extract the actual numeric text.
local substring = string.sub(text, i, j)
-- Numbers should be a blueish hue by default.
local clr = color("0,1,1,1")
-- Except negatives should be red.
if substring:sub(1, 1) == "-" then
clr = Color.Red
-- And positives should be green.
elseif substring:sub(1, 1) == "+" then
clr = Color.Green
end
bodyText:AddAttribute(i-1, {
Length=#substring,
Diffuse=clr
})
offset = j + 1
end
offset = 0
while offset <= #text do
-- Search for all quoted strings.
local i, j = string.find(text, "\".-\"", offset)
-- No more found. Break out.
if i == nil then
break
end
-- Extract the actual numeric text.
local substring = string.sub(text, i, j)
bodyText:AddAttribute(i-1, {
Length=#substring,
Diffuse=Color.Green
})
offset = j + 1
end
end)
end
table.insert(paneFunctions, function(eventAf)
SetRpgStyle(eventAf)
eventAf:GetChild("Header"):settext(rpgData["name"])
SetLeaderboardData(eventAf, rpgData["rpgLeaderboard"], "rpg")
eventAf:GetChild("Leaderboard"):visible(true)
eventAf:GetChild("BodyText"):visible(false)
end)
return paneFunctions
end
local GetItlPaneFunctions = function(eventAf, itlData, player)
local pn = ToEnumShortString(player)
local score = CalculateExScore(player)
local paneTexts = {}
local paneFunctions = {}
scoreDelta = itlData["scoreDelta"]/100.0
previousRankingPointTotal = itlData["previousRankingPointTotal"]
currentRankingPointTotal = itlData["currentRankingPointTotal"]
rankingDelta = currentRankingPointTotal - previousRankingPointTotal
previousPointTotal = itlData["previousPointTotal"]
currentPointTotal = itlData["currentPointTotal"]
totalDelta = currentPointTotal - previousPointTotal
table.insert(paneTexts, string.format(
"EX Score: %.2f%% (%+.2f%%)\n"..
"Ranking Points: %d (%+d)\n"..
"Total Points: %d (%+d)\n\n",
score, scoreDelta,
currentRankingPointTotal, rankingDelta,
currentPointTotal, totalDelta
))
for text in ivalues(paneTexts) do
table.insert(paneFunctions, function(eventAf)
SetItlStyle(eventAf)
eventAf:GetChild("Header"):settext(itlData["name"])
eventAf:GetChild("Leaderboard"):visible(false)
eventAf:GetChild("EX"):visible(true)
local bodyText = eventAf:GetChild("BodyText")
-- We don't want text to run out through the bottom.
-- Incrementally adjust the zoom while adjust wrapwdithpixels until it fits.
-- Not the prettiest solution but it works.
for zoomVal=1.0, 0.1, -0.05 do
bodyText:zoom(zoomVal)
bodyText:wrapwidthpixels(paneWidth/(zoomVal))
bodyText:settext(text):visible(true)
Trace(bodyText:GetHeight() * zoomVal)
if bodyText:GetHeight() * zoomVal <= paneHeight - RowHeight*1.5 then
break
end
end
local offset = 0
while offset <= #text do
-- Search for all numbers (decimals included).
-- They may include the +/- prefixes and also potentially %/x as suffixes.
local i, j = string.find(text, "[-+]?[%d]*%.?[%d]+[%%x]?", offset)
-- No more numbers found. Break out.
if i == nil then
break
end
-- Extract the actual numeric text.
local substring = string.sub(text, i, j)
-- Numbers should be a pinkish hue by default.
local clr = ItlPink
-- Except negatives should be red.
if substring:sub(1, 1) == "-" then
clr = Color.Red
-- And positives should be green.
elseif substring:sub(1, 1) == "+" then
clr = Color.Green
end
bodyText:AddAttribute(i-1, {
Length=#substring,
Diffuse=clr
})
offset = j + 1
end
offset = 0
while offset <= #text do
-- Search for all quoted strings.
local i, j = string.find(text, "\".-\"", offset)
-- No more found. Break out.
if i == nil then
break
end
-- Extract the actual numeric text.
local substring = string.sub(text, i, j)
bodyText:AddAttribute(i-1, {
Length=#substring,
Diffuse=Color.Green
})
offset = j + 1
end
end)
end
table.insert(paneFunctions, function(eventAf)
SetItlStyle(eventAf)
SetLeaderboardData(eventAf, itlData["itlLeaderboard"], "itl")
eventAf:GetChild("Header"):settext(itlData["name"])
eventAf:GetChild("Leaderboard"):visible(true)
eventAf:GetChild("EX"):visible(true)
eventAf:GetChild("BodyText"):visible(false)
end)
return paneFunctions
end
local af = Def.ActorFrame{
Name="EventOverlay",
InitCommand=function(self)
self:visible(false)
end,
-- Slightly darken the entire screen
Def.Quad {
InitCommand=function(self) self:FullScreen():diffuse(Color.Black):diffusealpha(0.8) end
},
-- Press START to dismiss text.
LoadFont("Common Normal")..{
Text=THEME:GetString("Common", "PopupDismissText"),
InitCommand=function(self) self:xy(_screen.cx, _screen.h-50):zoom(1.1) end
}
}
for player in ivalues(PlayerNumber) do
af[#af+1] = Def.ActorFrame{
Name=ToEnumShortString(player).."EventAf",
InitCommand=function(self)
self.PaneFunctions = {}
self:visible(false)
if GAMESTATE:GetNumSidesJoined() == 1 then
self:xy(_screen.cx, _screen.cy - 15)
else
self:xy(_screen.cx + 160 * (player==PLAYER_1 and -1 or 1), _screen.cy - 15)
end
end,
PlayerJoinedMessageCommand=function(self)
self:visible(GAMESTATE:IsSideJoined(player))
end,
ShowCommand=function(self, params)
self.PaneFunctions = {}
if params.data["rpg"] then
local rpgData = params.data["rpg"]
for func in ivalues(GetRpgPaneFunctions(self, rpgData, player)) do
self.PaneFunctions[#self.PaneFunctions+1] = func
end
end
if params.data["itl"] then
local itlData = params.data["itl"]
for func in ivalues(GetItlPaneFunctions(self, itlData, player)) do
self.PaneFunctions[#self.PaneFunctions+1] = func
end
end
self.PaneIndex = 1
if #self.PaneFunctions > 0 then
self.PaneFunctions[self.PaneIndex](self)
self:visible(true)
end
end,
EventOverlayInputEventMessageCommand=function(self, event)
if #self.PaneFunctions == 0 then return end
if event.PlayerNumber == player then
if event.type == "InputEventType_FirstPress" then
-- We don't use modulus because #Leaderboards might be zero.
if event.GameButton == "MenuLeft" then
self.PaneIndex = self.PaneIndex - 1
if self.PaneIndex == 0 then
-- Wrap around if we decremented from 1 to 0.
self.PaneIndex = #self.PaneFunctions
end
elseif event.GameButton == "MenuRight" then
self.PaneIndex = self.PaneIndex + 1
if self.PaneIndex > #self.PaneFunctions then
-- Wrap around if we incremented past #Leaderboards
self.PaneIndex = 1
end
end
if event.GameButton == "MenuLeft" or event.GameButton == "MenuRight" then
self.PaneFunctions[self.PaneIndex](self)
end
end
end
end,
-- White border
Def.Quad {
Name="MainBorder",
InitCommand=function(self)
self:zoomto(paneWidth + borderWidth, paneHeight + borderWidth + 1)
end
},
-- Main Black cement background
Def.Sprite {
Name="BackgroundImage",
Texture=THEME:GetPathG("", "_VisualStyles/SRPG6/Overlay-BG.png"),
InitCommand=function(self)
self:CropTo(paneWidth, paneHeight)
end
},
-- A quad that goes over the black cement background to try and lighten/darken it however we want.
Def.Quad {
Name="BackgroundColor",
InitCommand=function(self)
self:zoomto(paneWidth, paneHeight)
end
},
-- Header border
Def.Quad {
Name="HeaderBorder",
InitCommand=function(self)
self:zoomto(paneWidth + borderWidth, RowHeight + borderWidth + 1):y(-paneHeight/2 + RowHeight/2)
end
},
-- Green Header
Def.Quad {
Name="HeaderBackground",
InitCommand=function(self)
self:zoomto(paneWidth, RowHeight):y(-paneHeight/2 + RowHeight/2)
end
},
-- Header Text
LoadFont("Wendy/_wendy small").. {
Name="Header",
Text="Stamina RPG",
InitCommand=function(self)
self:zoom(0.5)
self:y(-paneHeight/2 + 12)
end
},
-- EX Score text (if applicable)
LoadFont("Wendy/_wendy small").. {
Name="EX",
Text="EX",
InitCommand=function(self)
self:zoom(0.5)
self:y(-paneHeight/2 + 12)
self:x(paneWidth/2 - 18)
self:visible(false)
end
},
-- Main Body Text
LoadFont("Common Normal").. {
Name="BodyText",
Text="",
InitCommand=function(self)
self:valign(0)
self:wrapwidthpixels(paneWidth)
self:y(-paneHeight/2 + RowHeight * 3/2)
end,
ResetCommand=function(self)
self:zoom(1)
self:wrapwidthpixels(paneWidth)
self:setext("")
end,
},
-- This is always visible as we will always have multiple panes for RPG
Def.ActorFrame{
Name="PaneIcons",
InitCommand=function(self)
self:y(paneHeight/2 - RowHeight/2)
end,
LoadFont("Common Normal").. {
Name="LeftIcon",
Text="&MENULEFT;",
InitCommand=function(self)
self:x(-paneWidth2Player/2 + 10)
end,
OnCommand=function(self) self:queuecommand("Bounce") end,
BounceCommand=function(self)
self:decelerate(0.5):addx(10):accelerate(0.5):addx(-10)
self:queuecommand("Bounce")
end,
},
LoadFont("Common Normal").. {
Name="Text",
Text="More Information",
InitCommand=function(self)
self:addy(-2)
end,
},
LoadFont("Common Normal").. {
Name="RightIcon",
Text="&MENURiGHT;",
InitCommand=function(self)
self:x(paneWidth2Player/2 - 10)
end,
OnCommand=function(self) self:queuecommand("Bounce") end,
BounceCommand=function(self)
self:decelerate(0.5):addx(-10):accelerate(0.5):addx(10)
self:queuecommand("Bounce")
end,
},
}
}
local af2 = af[#af]
-- The Leaderboard for the RPG data. Currently hidden until we want to display it.
af2[#af2+1] = Def.ActorFrame{
Name="Leaderboard",
InitCommand=function(self)
self:visible(false)
end,
-- Highlight backgrounds for the leaderboard.
Def.Quad {
Name="Rival1",
InitCommand=function(self)
self:diffuse(color("#BD94FF")):zoomto(paneWidth, RowHeight)
end,
},
Def.Quad {
Name="Rival2",
InitCommand=function(self)
self:diffuse(color("#BD94FF")):zoomto(paneWidth, RowHeight)
end,
},
Def.Quad {
Name="Rival3",
InitCommand=function(self)
self:diffuse(color("#BD94FF")):zoomto(paneWidth, RowHeight)
end,
},
Def.Quad {
Name="Self",
InitCommand=function(self)
self:diffuse(color("#A1FF94")):zoomto(paneWidth, RowHeight)
end,
},
}
local af3 = af2[#af2]
for i=1, NumEntries do
--- Each entry has a Rank, Name, and Score subactor.
af3[#af3+1] = Def.ActorFrame{
Name="LeaderboardEntry"..i,
InitCommand=function(self)
self:x(-(paneWidth-paneWidth2Player)/2)
if NumEntries % 2 == 1 then
self:y(RowHeight*(i - (NumEntries+1)/2) )
else
self:y(RowHeight*(i - NumEntries/2))
end
end,
LoadFont("Common Normal").. {
Name="Rank",
Text="",
InitCommand=function(self)
self:horizalign(right)
self:maxwidth(30)
self:x(-paneWidth2Player/2 + 30 + borderWidth)
end,
},
LoadFont("Common Normal").. {
Name="Name",
Text="",
InitCommand=function(self)
self:horizalign(center)
self:maxwidth(130)
self:x(-paneWidth2Player/2 + 100)
end,
},
LoadFont("Common Normal").. {
Name="Score",
Text="",
InitCommand=function(self)
self:horizalign(right)
self:x(paneWidth2Player/2-borderWidth)
end,
},
LoadFont("Common Normal").. {
Name="Date",
Text="",
InitCommand=function(self)
self:horizalign(right)
self:x(paneWidth2Player/2 + 100 - borderWidth)
self:visible(GAMESTATE:GetNumSidesJoined() == 1)
end,
},
}
end
end
return af
|
return PlaceObj("ModDef", {
"title", "Example Delay Mystery",
"version", 1,
"version_major", 0,
"version_minor", 1,
"saved", 0,
"image", "Preview.png",
"id", "ChoGGi_ExampleDelayMystery",
"author", "ChoGGi",
"lua_revision", 249143,
"code", {
"Code/Script.lua",
},
"description", [[Looks for a gamerule id called "replace with gamerule id", if it finds it then the start of the mystery will be delayed 100 days (sols).]],
})
|
local M = {}
local titan_packer_util = require("titan.packer.util")
local plugin_specs = nil
local plugin_specs_by_name = nil
local skip_plugins = nil
local skip_all_plugins = false
local function use(plugin_spec)
local spec = {
spec = plugin_spec,
line = debug.getinfo(2, 'l').currentline,
}
spec.name = titan_packer_util.plugin_name(spec.spec, spec.line)
plugin_specs[#plugin_specs+1] = spec
plugin_specs_by_name[spec.name] = spec
end
local function skip(name)
skip_plugins[#skip_plugins+1] = name
end
local function skip_all()
skip_all_plugins = true
end
function M.reset()
plugin_specs = {}
plugin_specs_by_name = {}
skip_plugins = {}
skip_all_plugins = false
end
function M.config()
M.reset()
-- User plugins and overrides go here
-- skip_all()
-- skip "toggleterm.nvim"
-- use "~/dev/titan.nvim"
-- use "~/dev/lunarized"
use {
"ryansch/habitats.nvim",
requires = {
"nvim-telescope/telescope-file-browser.nvim",
"natecraddock/sessions.nvim",
"natecraddock/workspaces.nvim"
}
}
return {
plugin_specs = plugin_specs,
plugin_specs_by_name = plugin_specs_by_name,
skip_plugins = skip_plugins,
skip_all_plugins = skip_all_plugins,
}
end
return M
|
return {
strike1 = {
animationId = "rbxassetid://2065686536";
looped = false;
priority = Enum.AnimationPriority.Action;
};
strike2 = {
animationId = "rbxassetid://2035777674";
looped = false;
priority = Enum.AnimationPriority.Action;
};
strike3 = {
animationId = "rbxassetid://4272381396";
looped = false;
priority = Enum.AnimationPriority.Action;
};
} |
----------------------------------------------------------------------------------------------
-- NETWORKING NETWORKING NETWORKING NETWORKING NETWORKING NETWORKING NETWORKING NETWOR
----------------------------------------------------------------------------------------------
net.Receive( "BP::OpenGui", function( len )
print("Cliente received")
local Data = net.ReadTable()
-- local PData = net.ReadTable()
BattlePass.Achievement[ LocalPlayer():SteamID64() ] = Data
BattlePass.AchievementList = ACV.Achievements
-- BattlePass.PlayerParsed = util.JSONToTable(PData[1].parsed)
BattlePassUI(Data)
-- PrintTable(BattlePass.AchievementList)
end)
net.Receive("BP::PlayerRewards", function(len, ply)
local PData = net.ReadTable()
BattlePass.PlayerParsed = util.JSONToTable(PData[1].parsed)
end)
----------------------------------------------------------------------------------------------
-- FUNCTIONS FUNCTIONS FUNCTIONS FUNCTIONS FUNCTIONS FUNCTIONS FUNCTIONS FUNCTIONS FUNCTIONS
----------------------------------------------------------------------------------------------
local ACVTTime = CurTime()
hook.Add("Think","ACV Test",function()
if ACVTTime < CurTime() then
ACVTTime = CurTime() + 8
-- ACV_DrawNoticer("ACV_Normal_Say_100")
end
end)
ACV_ClientInventory = ACV_ClientInventory or {}
net.Receive( "BP::SavedData", function( len )
local DATA = net.ReadTable()
ACV_ClientInventory = DATA
end)
net.Receive( "BP::SyncData", function( len )
local DA = net.ReadTable()
ACV_ClientInventory[DA.LN] = DA.AM
local ADB = ACVTable(DA.LN)
if DA.AM >= ADB.Max then
ACV_DrawNoticer(DA.LN)
end
end)
function ACV_DrawNoticer(ACVLuaName)
local ADB = ACVTable(ACVLuaName)
hook.Remove( "HUDPaint", "ACVNotice_HUD" )
local StartTime = CurTime()
local PosX = ScrW()/2-250
local PosY = ScrH()+50
local SizeX,SizeY = 500,100
hook.Add("HUDPaint","ACVNotice_HUD",function()
local DeltaTime = CurTime() - StartTime
if DeltaTime < ACVCustomizer.CompleteNoticerHUDDuration then
local AnimationLerp = 100/(1/FrameTime())
AnimationLerp = AnimationLerp/15
PosY = Lerp(AnimationLerp,PosY,ScrH()-150)
else
local AnimationLerp = 100/(1/FrameTime())
AnimationLerp = AnimationLerp/25
PosY = Lerp(AnimationLerp,PosY,ScrH()+50)
end
surface.SetDrawColor(0,0,0,250)
surface.DrawRect(PosX,PosY,SizeX,SizeY)
surface.SetDrawColor(0,150,255,250)
surface.DrawRect(PosX,PosY,SizeX,1)
surface.DrawRect(PosX,PosY+SizeY-1,SizeX,1)
surface.DrawRect(PosX,PosY,1,SizeY)
surface.DrawRect(PosX+SizeX-1,PosY,1,SizeY)
draw.SimpleText("Achievement Complete!!", "RXF_TrebOut_S30", PosX+SizeX/2, PosY+5, Color(0,200,255,255), TEXT_ALIGN_CENTER)
render.SetScissorRect( PosX+10, 0, PosX+SizeX -10 , ScrH(), true )
draw.SimpleText("< " .. ADB.PrintName .. " >", "RXF_TrebOut_S25", PosX+SizeX/2, PosY+35, Color(0,255,255,255), TEXT_ALIGN_CENTER)
draw.SimpleText("< " .. ADB.Description .. " >", "RXF_TrebOut_S20", PosX+SizeX/2, PosY+70, Color(150,150,255,255), TEXT_ALIGN_CENTER)
render.SetScissorRect( PosX+10, 0, PosX+SizeX -10, ScrH() , false )
if DeltaTime > ACVCustomizer.CompleteNoticerHUDDuration+1 then
hook.Remove( "HUDPaint", "ACVNotice_HUD" )
return
end
end)
end
function BattlePassUI( Data, PData )
local frame = vgui.Create("BP::Frame")
frame:SetSize(ScrW(), ScrH())
frame:Center()
frame:MakePopup()
-- local background = frame:Add("BP::Canvas")
-- background:Dock(FILL)
local navbar = frame:Add("BP::Navbar")
navbar:Dock(TOP)
navbar:SetTall( ScrH() * 0.1)
navbar:SetBody( frame )
navbar:AddMenu( "Recompensas", "BP::Main")
navbar:AddMenu( "Missões", "BP::Quests")
navbar:AddMenu( "Como funciona?", "MenuBackgroundGradient")
navbar:SetActive( 1 )
-- navbar:SetTargetData( Data )
-- navbar:SetActive(1)
-- navbar:AddPanel( , 1, 0, 0 )
-- navbar:AddPanel( ,2 ,1, 0 )
end
concommand.Add("bp", BattlePassUI)
|
do
local _ = {
['item-with-tags'] = {
icon = '__base__/graphics/icons/wooden-chest.png',
name = 'item-with-tags',
icon_mipmaps = 4,
type = 'item-with-tags',
order = 's[item-with-tags]-o[item-with-tags]',
flags = {'hidden'},
subgroup = 'other',
stack_size = 1,
icon_size = 64
}
};
return _;
end
|