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util.AddNetworkString('ChangeCamera')
util.AddNetworkString('ChangeFollowCamera')
util.AddNetworkString('RemoveCamera')
hook.Add('OnChangeCamTrigger', 'ChangeCamera', function()
local activator, caller = ACTIVATOR, CALLER
local trigger_postfix = '_TRIGGER'
local camName = caller:GetName()
camName = string.sub( camName, 1, string.find(camName, trigger_postfix, 1, true) - 1 )
print(camName)
local cameras = ents.FindByName(camName)
local camera = nil;
if ( !table.IsEmpty(cameras) ) then camera = cameras[1] end
net.Start('ChangeCamera')
net.WriteVector(camera:EyePos())
net.WriteAngle(camera:EyeAngles())
net.Send(activator)
end )
hook.Add('OnChangeFollowCamTrigger', 'ChangeFollowCamera', function()
local activator, caller = ACTIVATOR, CALLER
local trigger_postfix = '_FOLLOWTRIGGER'
local camName = caller:GetName()
camName = string.sub( camName, 1, string.find(camName, trigger_postfix, 1, true) - 1 )
print(camName)
local cameras = ents.FindByName(camName)
local camera = nil;
if ( !table.IsEmpty(cameras) ) then camera = cameras[1] end
net.Start('ChangeFollowCamera')
net.WriteVector(camera:EyePos())
net.Send(activator)
end )
hook.Add('OnRemoveCamTrigger', 'RemoveCamera', function()
local activator = ACTIVATOR
net.Start('RemoveCamera')
net.Send(activator)
end ) |
local g = vim.g
local cmd = vim.cmd
g.dart_format_on_save = 1
g.dart_style_guide = 2
|
object_static_structure_dathomir_static_undead_liver = object_static_structure_dathomir_shared_static_undead_liver:new {
}
ObjectTemplates:addTemplate(object_static_structure_dathomir_static_undead_liver, "object/static/structure/dathomir/static_undead_liver.iff")
|
local cjson = require "cjson"
local dbbase = require "db.base_db"
local reqArgs = require "common.request_args"
local redis = require "redis.zs_redis"
local systemConf = require "common.systemconfig"
local resty_md5 = require "resty.md5"
local str = require "resty.string"
local uuid = require 'resty.jit-uuid'
local http = require "resty.http"
local respone = require "common.api_data_help"
local httpc = http:new()
local red = redis:new()
local userDbOp = userDb:new();
--[[微信登录--]]
local function wechatlogin(loginparm)
-- body
end
local currentRequestArgs = reqArgs.new()
local args = currentRequestArgs.getArgs()
--登录方式
-- local logintype = args["logintype"]
-- ngx.say(zhCn_bundles.db_no_parm)
-- if not args["code"] then
-- local result = respone.new_failed({},zhCn_bundles.db_no_parm)
-- ngx.say(cjson.encode(result))
-- return
-- end
--获取access_token
local res, err = httpc:request_uri("https://api.weixin.qq.com/sns/oauth2/access_token", {
method = "GET",
query = {
grant_type = "authorization_code",
appid = "wx5dd7a03e3fe86262", --填写自己的appid
secret = "9b47297518f953376dec0c5b0697dd42", -- 填写自己的secret
code = args["code"],
},
ssl_verify = false, -- 需要关闭这项才能发起https请求
headers = {["Content-Type"] = "application/x-www-form-urlencoded" },
})
if not res then
local result = respone.new_failed({},err)
ngx.say(cjson.encode(result))
return
end
-- if not res.access_token then
-- local result = respone.new_failed({},"invalid code")
-- ngx.say(cjson.encode(result))
-- return
-- end
ngx.status = res.status
ngx.say(res.body)
--验证access_token是否有效
res, err = httpc:request_uri("https://api.weixin.qq.com/sns/auth", {
method = "GET",
query = {
access_token = res["access_token"],
openid = res["openid"], --用户openid
},
ssl_verify = false, --
headers = {["Content-Type"] = "application/x-www-form-urlencoded" },
})
if not res then
ngx.say("failed to request: ", err)
return
end
--获取用户信息
res, err = httpc:request_uri("https://api.weixin.qq.com/sns/userinfo", {
method = "GET",
query = {
access_token = res["access_token"],
openid = res["openid"], --
},
ssl_verify = false, --
headers = {["Content-Type"] = "application/x-www-form-urlencoded" },
})
if not res then
ngx.say("failed to request: ", err)
return
end
|
local AS = unpack(AddOnSkins)
if not AS:CheckAddOn('Skada') then return end
function AS:Skada()
local L = LibStub('AceLocale-3.0'):GetLocale('Skada', false)
function Skada:ShowPopup()
AS:AcceptFrame(L['Do you want to reset Skada?'], function(self) Skada:Reset() self:GetParent():Hide() end)
end
local SkadaDisplayBar = Skada.displays['bar']
hooksecurefunc(SkadaDisplayBar, 'AddDisplayOptions', function(self, win, options)
options.baroptions.args.barspacing = nil
options.titleoptions.args.texture = nil
options.titleoptions.args.bordertexture = nil
options.titleoptions.args.thickness = nil
options.titleoptions.args.margin = nil
options.titleoptions.args.color = nil
options.windowoptions = nil
end)
hooksecurefunc(SkadaDisplayBar, 'ApplySettings', function(self, win)
local skada = win.bargroup
skada:SetSpacing(1)
skada:SetFrameLevel(5)
skada:SetBackdrop(nil)
if win.db.enabletitle then
AS:SkinFrame(skada.button, 'Default')
local color = win.db.title.color
skada.button:SetBackdropColor(color.r, color.g, color.b, color.a or 1)
end
if not skada.Backdrop then
AS:SkinBackdropFrame(skada)
end
if skada.Backdrop then
skada.Backdrop:ClearAllPoints()
if win.db.reversegrowth then
skada.Backdrop:SetPoint('TOPLEFT', skada, 'TOPLEFT', -2, 2)
skada.Backdrop:SetPoint('BOTTOMRIGHT', win.db.enabletitle and skada.button or skada, 'BOTTOMRIGHT', 2, -2)
else
skada.Backdrop:SetPoint('TOPLEFT', win.db.enabletitle and skada.button or skada, 'TOPLEFT', -2, 2)
skada.Backdrop:SetPoint('BOTTOMRIGHT', skada, 'BOTTOMRIGHT', 2, -2)
end
end
end)
hooksecurefunc(Skada, 'ToggleWindow', function()
if not (AS:CheckEmbed('Skada') and AS.EmbedSystemCreated) then return end
for i, win in ipairs(Skada:GetWindows()) do
if win:IsShown() then
AS:SetOption('EmbedIsHidden', false)
EmbedSystem_MainWindow:Show()
else
AS:SetOption('EmbedIsHidden', true)
EmbedSystem_MainWindow:Hide()
end
end
end)
hooksecurefunc(Skada, 'CreateWindow', function()
if AS:CheckEmbed('Skada') then
AS:Embed_Skada()
end
end)
hooksecurefunc(Skada, 'DeleteWindow', function()
if AS:CheckEmbed('Skada') then
AS:Embed_Skada()
end
end)
hooksecurefunc(Skada, 'UpdateDisplay', function()
if AS:CheckEmbed('Skada') and not InCombatLockdown() then
AS:Embed_Skada()
end
end)
end
AS:RegisterSkin('Skada', AS.Skada)
|
local constant_keys = {
'crypto_sign_PUBLICKEYBYTES',
'crypto_sign_SECRETKEYBYTES',
'crypto_sign_BYTES',
'crypto_sign_SEEDBYTES',
'crypto_sign_ed25519_PUBLICKEYBYTES',
'crypto_sign_ed25519_SECRETKEYBYTES',
'crypto_sign_ed25519_BYTES',
'crypto_sign_ed25519_SEEDBYTES',
}
return constant_keys
|
Graphics = LCS.class{}
SB_GFX_DIR = Path.Join(SB_DIR, "gfx/")
SB_GFX_DRAW_DIR = Path.Join(SB_GFX_DIR, "draw/")
SB.IncludeDir(SB_GFX_DIR)
SB.IncludeDir(SB_GFX_DRAW_DIR)
function Graphics:init()
self:__InitTempTextures()
end |
return
{
['sv_gamemode'] = 1,
['mp_hudscale'] = 1,
['mp_unbuildable'] = 'turret',
['mp_hud'] = 8+64,
['mp_radar'] = 0,
['mp_respawndelay'] = 255,
['mp_luamap'] = 1
}
|
local interface = {}
interface["func"] = {}
interface["setting"] = {}
interface["db"] = DB_MANAGER
interface["log"] = LOGGER_IN
interface["tool"] = {
-- 检查某个函数是否存在(或被实现)
method_exist = function (name)
local state, func = pcall(require, name)
if state then
return func
else
return nil
end
end,
-- 打印 table 数据
dump = function (object)
if type(object) == 'table' then
local s = '{ '
for k,v in pairs(object) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. interface.tool.dump(v) .. ','
end
return s .. '} '
else
return tostring(object)
end
end
}
return interface |
local debug = {}
function debug:setup_gvv()
if script.active_mods["gvv"] then
require("__gvv__.gvv")()
end
end
return debug
|
--***********************************************************
--** ROBERT JOHNSON **
--***********************************************************
require "TimedActions/ISBaseTimedAction"
---@class ISFixGenerator : ISBaseTimedAction
ISFixGenerator = ISBaseTimedAction:derive("ISFixGenerator");
function ISFixGenerator:isValid()
return self.generator:getObjectIndex() ~= -1 and
not self.generator:isActivated() and
self.generator:getCondition() < 100 and
self.character:getInventory():contains("ElectronicsScrap")
end
function ISFixGenerator:waitToStart()
self.character:faceThisObject(self.generator)
return self.character:shouldBeTurning()
end
function ISFixGenerator:update()
self.character:faceThisObject(self.generator)
self.character:setMetabolicTarget(Metabolics.UsingTools);
end
function ISFixGenerator:start()
self:setActionAnim("Loot")
self.character:SetVariable("LootPosition", "Low")
self.character:reportEvent("EventLootItem")
end
function ISFixGenerator:stop()
ISBaseTimedAction.stop(self);
end
function ISFixGenerator:perform()
-- needed to remove from queue / start next.
ISBaseTimedAction.perform(self);
self.generator:setCondition(self.generator:getCondition() + 4 + (1*(self.character:getPerkLevel(Perks.Electricity))/2))
self.character:getInventory():RemoveOneOf("ElectronicsScrap");
self.character:getXp():AddXP(Perks.Electricity, 5);
if self.generator:getCondition() < 100 and self.character:getInventory():contains("ElectronicsScrap") then
ISTimedActionQueue.add(ISFixGenerator:new(self.character, self.generator, 150));
end
end
function ISFixGenerator:new(character, generator, time)
local o = {}
setmetatable(o, self)
self.__index = self
o.character = character;
o.generator = generator;
o.stopOnWalk = true;
o.stopOnRun = true;
o.maxTime = time - (o.character:getPerkLevel(Perks.Electricity) * 3);
if o.character:isTimedActionInstant() then o.maxTime = 1; end
o.caloriesModifier = 4;
return o;
end
|
--[[
Jericho's system.print() extension -- https://github.com/Jericho1060
Display content in lua chat channel with colors
Source : https://github.com/Jericho1060/DualUniverse/blob/master/tools/console%20text%20colors.lua
]]
system.printColor = function(message, color) system.print('<span style="color:' .. color .. ';">' .. message .. '</span>') end
system.printPrimary = function(message) system.printColor(message, "#007bff") end
system.printSecondary = function(message) system.printColor(message, "#6c757d") end
system.printSuccess = function (message) system.printColor(message, "#28a745") end
system.printDanger = function (message) system.printColor(message, "#dc3545") end
system.printWarning = function (message) system.printColor(message, "#ffc107") end
system.printInfo = function (message) system.printColor(message, "#17a2b8") end |
local function f(i,sum)
return i-1, sum + 1
end
local sum = 0
local j = 1000
while (j > 0) do
if (j % 10 == 0) then io.write('.'); io.flush() end
local i = 10000
while (i > 0) do
i,sum = f(i,sum)
end
j = j - 1
end
print (sum)
|
-- Generated by CSharp.lua Compiler
local System = System
local SlipeClientGame
local SlipeMtaDefinitions
local SlipeSharedElements
local SlipeSharedHelpers
local SystemNumerics
System.import(function (out)
SlipeClientGame = Slipe.Client.Game
SlipeMtaDefinitions = Slipe.MtaDefinitions
SlipeSharedElements = Slipe.Shared.Elements
SlipeSharedHelpers = Slipe.Shared.Helpers
SystemNumerics = System.Numerics
end)
System.namespace("Slipe.Client.Lights", function (namespace)
-- <summary>
-- This function creates a searchlight. A searchlight is a spotlight which looks like the one available in the Police Maverick.
-- </summary>
namespace.class("SearchLight", function (namespace)
local getToAttached, getIsAttached, getStartPosition, setStartPosition, getEndPosition, setEndPosition, getStartRadius, setStartRadius,
getEndRadius, setEndRadius, AttachTo, AttachTo1, AttachTo2, AttachTo3, Detach, Update,
internal, __ctor1__, __ctor2__, __ctor3__
internal = function (this)
this.relativeEndPosition = System.default(SystemNumerics.Vector3)
this.Offset = System.default(SystemNumerics.Matrix4x4)
end
__ctor1__ = function (this, element)
internal(this)
SlipeSharedElements.Element.__ctor__[2](this, element)
end
-- <summary>
-- Create a searchlight from all parameters
-- </summary>
__ctor2__ = function (this, start, end_, startRadius, endRadius, renderSpot)
__ctor1__(this, SlipeMtaDefinitions.MtaClient.CreateSearchLight(start.X, start.Y, start.Z, end_.X, end_.Y, end_.Z, startRadius, endRadius, renderSpot))
this.relativeEndPosition = SystemNumerics.Vector3.op_Subtraction(end_, start)
end
-- <summary>
-- Create a searchlight attached to an element
-- </summary>
__ctor3__ = function (this, attachTo, relativeEnd, offset, startRadius, endRadius, renderSpot)
__ctor2__(this, SystemNumerics.Vector3.getZero(), relativeEnd:__clone__(), startRadius, endRadius, renderSpot)
AttachTo(this, attachTo, offset:__clone__())
end
getToAttached = function (this)
return this.toAttached
end
getIsAttached = function (this)
return this.toAttached ~= nil
end
getStartPosition = function (this)
local result = SlipeMtaDefinitions.MtaClient.GetSearchLightStartPosition(this.element)
return SystemNumerics.Vector3(result[1], result[2], result[3])
end
setStartPosition = function (this, value)
SlipeMtaDefinitions.MtaClient.SetSearchLightStartPosition(this.element, value.X, value.Y, value.Z)
end
getEndPosition = function (this)
local result = SlipeMtaDefinitions.MtaClient.GetSearchLightEndPosition(this.element)
return SystemNumerics.Vector3(result[1], result[2], result[3])
end
setEndPosition = function (this, value)
SlipeMtaDefinitions.MtaClient.SetSearchLightEndPosition(this.element, value.X, value.Y, value.Z)
end
getStartRadius = function (this)
return SlipeMtaDefinitions.MtaClient.GetSearchLightStartRadius(this.element)
end
setStartRadius = function (this, value)
SlipeMtaDefinitions.MtaClient.SetSearchLightStartRadius(this.element, value)
end
getEndRadius = function (this)
return SlipeMtaDefinitions.MtaClient.GetSearchLightEndRadius(this.element)
end
setEndRadius = function (this, value)
SlipeMtaDefinitions.MtaClient.SetSearchLightEndRadius(this.element, value)
end
-- <summary>
-- Attach this attachable to a toAttachable using a matrix to describe the positional and rotational offset
-- </summary>
AttachTo = function (this, toElement, offsetMatrix)
this.toAttached = toElement
this.Offset = offsetMatrix:__clone__()
SlipeClientGame.GameClient.OnUpdate = SlipeClientGame.GameClient.OnUpdate + System.fn(this, Update)
end
-- <summary>
-- Attach this attachable to a toAttachable with 2 vectors describing a position offset and a rotation offset
-- </summary>
AttachTo1 = function (this, toElement, positionOffset, rotationOffset)
AttachTo2(this, toElement, positionOffset:__clone__(), SlipeSharedHelpers.NumericHelper.EulerToQuaternion(rotationOffset:__clone__()))
end
-- <summary>
-- Attach this attachable to a toAttachable with a vector describing the position offset and a quaternion describing the rotation offset
-- </summary>
AttachTo2 = function (this, toElement, positionOffset, rotationOffset)
AttachTo(this, toElement, SystemNumerics.Matrix4x4.Transform(SystemNumerics.Matrix4x4.CreateTranslation(positionOffset), rotationOffset))
end
-- <summary>
-- Attach this attachable to a toAttachable without any offset
-- </summary>
AttachTo3 = function (this, toElement)
AttachTo(this, toElement, SystemNumerics.Matrix4x4.getIdentity())
end
-- <summary>
-- Detach this attachable
-- </summary>
Detach = function (this)
SlipeClientGame.GameClient.OnUpdate = SlipeClientGame.GameClient.OnUpdate - System.fn(this, Update)
end
-- <summary>
-- Updates this element to the correct position and rotation
-- </summary>
Update = function (this, source, eventArgs)
setStartPosition(this, SystemNumerics.Vector3.op_Addition(getToAttached(this):getPosition(), this.Offset:__clone__():getTranslation()))
setEndPosition(this, SystemNumerics.Vector3.Transform(this.relativeEndPosition, SystemNumerics.Matrix4x4.op_Multiply(getToAttached(this):getMatrix(), this.Offset:__clone__())))
end
return {
__inherits__ = function (out)
return {
out.Slipe.Shared.Elements.Element
}
end,
getToAttached = getToAttached,
getIsAttached = getIsAttached,
getStartPosition = getStartPosition,
setStartPosition = setStartPosition,
getEndPosition = getEndPosition,
setEndPosition = setEndPosition,
getStartRadius = getStartRadius,
setStartRadius = setStartRadius,
getEndRadius = getEndRadius,
setEndRadius = setEndRadius,
AttachTo = AttachTo,
AttachTo1 = AttachTo1,
AttachTo2 = AttachTo2,
AttachTo3 = AttachTo3,
Detach = Detach,
Update = Update,
__ctor__ = {
__ctor1__,
__ctor2__,
__ctor3__
},
__metadata__ = function (out)
return {
fields = {
{ "relativeEndPosition", 0x3, System.Numerics.Vector3 },
{ "toAttached", 0x3, out.Slipe.Shared.Elements.PhysicalElement }
},
properties = {
{ "EndPosition", 0x106, System.Numerics.Vector3, getEndPosition, setEndPosition },
{ "EndRadius", 0x106, System.Single, getEndRadius, setEndRadius },
{ "IsAttached", 0x206, System.Boolean, getIsAttached },
{ "Offset", 0x6, System.Numerics.Matrix4x4 },
{ "StartPosition", 0x106, System.Numerics.Vector3, getStartPosition, setStartPosition },
{ "StartRadius", 0x106, System.Single, getStartRadius, setStartRadius },
{ "ToAttached", 0x206, out.Slipe.Shared.Elements.PhysicalElement, getToAttached }
},
methods = {
{ ".ctor", 0x106, __ctor1__, out.Slipe.MtaDefinitions.MtaElement },
{ ".ctor", 0x506, __ctor2__, System.Numerics.Vector3, System.Numerics.Vector3, System.Single, System.Single, System.Boolean },
{ ".ctor", 0x606, __ctor3__, out.Slipe.Shared.Elements.PhysicalElement, System.Numerics.Vector3, System.Numerics.Matrix4x4, System.Single, System.Single, System.Boolean },
{ "AttachTo", 0x206, AttachTo, out.Slipe.Shared.Elements.PhysicalElement, System.Numerics.Matrix4x4 },
{ "AttachTo", 0x306, AttachTo1, out.Slipe.Shared.Elements.PhysicalElement, System.Numerics.Vector3, System.Numerics.Vector3 },
{ "AttachTo", 0x306, AttachTo2, out.Slipe.Shared.Elements.PhysicalElement, System.Numerics.Vector3, System.Numerics.Quaternion },
{ "AttachTo", 0x106, AttachTo3, out.Slipe.Shared.Elements.PhysicalElement },
{ "Detach", 0x6, Detach },
{ "Update", 0x203, Update, out.Slipe.Client.Elements.RootElement, out.Slipe.Client.Game.Events.OnUpdateEventArgs }
},
class = { 0x6, System.new(out.Slipe.Shared.Elements.DefaultElementClassAttribute, 2, 33 --[[ElementType.SearchLight]]) }
}
end
}
end)
end)
|
Font = class()
-- - The Hershey Fonts were originally created by Dr.
-- A. V. Hershey while working at the
-- U. S. National Bureau of Standards.
-- Useful Links:
-- http://emergent.unpythonic.net/software/hershey
-- http://paulbourke.net/dataformats/hershey/
-- Re-encoding of font information and other shenanigans
-- by Tom Bortels [email protected] November 2011
-- all rights reversed (Hail Eris!)
-- "If I have seen a little further it is by standing
-- on the shoulders of Giants."
-- Isaac Newton
function Font:init()
-- font data - 2 decimal character # of points,
-- followed by 2*points of point data
-- 9->-9, 8-<-8, ... 1->-1, 0->0, A->1, B->2, ... Z->26
self.code = "9876543210ABCDEFGHIJKLMNOPQRSTUVWXYZ"
-- this is the Hershey Roman Simplex font for ascii 32-127
self.fontdata =
"00160810EUEG11EBDAE0FAEB0516DUDN11LULN1121KYD711QYJ711DLRL11"
.. "CFQF2620HYH411LYL411QROTLUHUETCRCPDNEMGLMJOIPHQFQCOAL0H0EACC"
.. "3124UUC011HUJSJQIOGNENCPCRDTFUHUJTMSPSSTUU11QGOFNDNBP0R0TAUC"
.. "UESGQG3426WLWMVNUNTMSKQFOCMAK0G0EADBCDCFDHEILMMNNPNRMTKUITHR"
.. "HPIMKJPCRAT0V0WAWB0710ESDTEUFTFREPDO1014KYIWGTEPDKDGEBG2I5K7"
.. "1014CYEWGTIPJKJGIBG2E5C70816HUHI11CRML11MRCL0526MRM011DIVI08"
.. "10FAE0DAEBFAF1E3D40226DIVI0510EBDAE0FAEB0222TYB71720IUFTDQCL"
.. "CIDDFAI0K0NAPDQIQLPQNTKUIU0420FQHRKUK01420DPDQESFTHULUNTOSPQ"
.. "POOMMJC0Q01520EUPUJMMMOLPKQHQFPCNAK0H0EADBCD0620MUCGRG11MUM0"
.. "1720OUEUDLEMHNKNNMPKQHQFPCNAK0H0EADBCD2320PROTLUJUGTEQDLDGEC"
.. "GAJ0K0NAPCQFQGPJNLKMJMGLEJDG0520QUG011CUQU2920HUETDRDPENGMKL"
.. "NKPIQGQDPBOAL0H0EADBCDCGDIFKILMMONPPPROTLUHU2320PNOKMIJHIHFI"
.. "DKCNCODRFTIUJUMTORPNPIODMAJ0H0EADC1110ENDMELFMEN11EBDAE0FAEB"
.. "1410ENDMELFMEN11FAE0DAEBFAF1E3D40324TRDIT00526DLVL11DFVF0324"
.. "DRTID02018CPCQDSETGUKUMTNSOQOONMMLIJIG11IBHAI0JAIB5527RMQOOP"
.. "LPJOINHKHHIFKENEPFQH11LPJNIKIHJFKE11RPQHQFSEUEWGXJXLWOVQTSRT"
.. "OULUITGSEQDOCLCIDFEDGBIAL0O0RATBUC11SPRHRFSE0818IUA011IUQ011"
.. "DGNG2321DUD011DUMUPTQSRQROQMPLMK11DKMKPJQIRGRDQBPAM0D01821RP"
.. "QROTMUIUGTERDPCMCHDEECGAI0M0OAQCRE1521DUD011DUKUNTPRQPRMRHQE"
.. "PCNAK0D01119DUD011DUQU11DKLK11D0Q00818DUD011DUQU11DKLK2221RP"
.. "QROTMUIUGTERDPCMCHDEECGAI0M0OAQCRERH11MHRH0822DUD011RUR011DK"
.. "RK0208DUD01016LULEKBJAH0F0DACBBEBG0821DUD011RUDG11ILR00517DU"
.. "D011D0P01124DUD011DUL011TUL011TUT00822DUD011DUR011RUR02122IU"
.. "GTERDPCMCHDEECGAI0M0OAQCRESHSMRPQROTMUIU1321DUD011DUMUPTQSRQ"
.. "RNQLPKMJDJ2422IUGTERDPCMCHDEECGAI0M0OAQCRESHSMRPQROTMUIU11LD"
.. "R21621DUD011DUMUPTQSRQROQMPLMKDK11KKR02020QROTLUHUETCRCPDNEM"
.. "GLMJOIPHQFQCOAL0H0EACC0516HUH011AUOU1022DUDFECGAJ0L0OAQCRFRU"
.. "0518AUI011QUI01124BUG011LUG011LUQ011VUQ00520CUQ011QUC00618AU"
.. "IKI011QUIK0820QUC011CUQU11C0Q01114DYD711EYE711DYKY11D7K70214"
.. "0UN31114IYI711JYJ711CYJY11C7J71016FOHRJO11CLHQML11HQH0021602"
.. "P20710FUETDRDPEOFPEQ1719ONO011OKMMKNHNFMDKCHCFDCFAH0K0MAOC17"
.. "19DUD011DKFMHNKNMMOKPHPFOCMAK0H0FADC1418OKMMKNHNFMDKCHCFDCFA"
.. "H0K0MAOC1719OUO011OKMMKNHNFMDKCHCFDCFAH0K0MAOC1718CHOHOJNLMM"
.. "KNHNFMDKCHCFDCFAH0K0MAOC0812JUHUFTEQE011BNIN2219ONO2N5M6K7H7"
.. "F611OKMMKNHNFMDKCHCFDCFAH0K0MAOC1019DUD011DJGMINLNNMOJO00808"
.. "CUDTEUDVCU11DND01110EUFTGUFVEU11FNF3E6C7A70817DUD011NNDD11HH"
.. "O00208DUD01830DND011DJGMINLNNMOJO011OJRMTNWNYMZJZ01019DND011"
.. "DJGMINLNNMOJO01719HNFMDKCHCFDCFAH0K0MAOCPFPHOKMMKNHN1719DND7"
.. "11DKFMHNKNMMOKPHPFOCMAK0H0FADC1719ONO711OKMMKNHNFMDKCHCFDCFA"
.. "H0K0MAOC0813DND011DHEKGMINLN1717NKMMJNGNDMCKDIFHKGMFNDNCMAJ0"
.. "G0DACC0812EUEDFAH0J011BNIN1019DNDDEAG0J0LAOD11ONO00516BNH011"
.. "NNH01122CNG011KNG011KNO011SNO00517CNN011NNC00916BNH011NNH0F4"
.. "D6B7A70817NNC011CNNN11C0N03914IYGXFWEUESFQGPHNHLFJ11GXFVFTGR"
.. "HQIOIMHKDIHGIEICHAG0F2F4G611FHHFHDGBFAE1E3F5G6I70208DYD73914"
.. "EYGXHWIUISHQGPFNFLHJ11GXHVHTGRFQEOEMFKJIFGEEECFAG0H2H4G611HH"
.. "FFFDGBHAI1I3H5G6E72324CFCHDKFLHLJKNHPGRGTHUJ11CHDJFKHKJJNGPF"
.. "RFTGUJUL"
local i=1
local c=32
self.font = {}
while (i < string.len(self.fontdata)) do
local cs = string.char(c)
self.font[cs] = {}
local points = string.sub(self.fontdata, i, i+1)
self.font[cs].points = points
self.font[cs].char = cs
self.font[cs].ascii = c
self.font[cs].width = string.sub(self.fontdata, i+2, i+3)
i = i + 4
self.font[cs].data = string.sub(self.fontdata, i, i+points*2)
i = i + points*2
c = c + 1
end
i=-9
self.decode = {}
for c in self.code:gmatch"." do
self.decode[c]=i
i=i+1
end
end
-- returns width in pixels of unscaled, strokeWidth(1) string
function Font:stringwidth(s)
local x, l, i = 0, string.len(s)
for i = 1, l do
x = x + self.font[s:sub(i, i)].width
end
end
-- draw a string at x,y (skipping offscreen draws)
function Font:drawstring(s, x, y)
local l, i
l = string.len(s)
for i = 1, l do
local c = s:sub(i, i)
local w = self.font[c].width
if ((x + w) >= 0) then
x = x + (self:drawchar(c, x, y))
else
x = x + w -- skip offscreen left (but track position)
end
if (x > WIDTH) then break end -- skip offscreen right
end
end
-- optimized draw string at x,y (old version for reference)
function Font:olddrawstring(s, x, y)
local l, i
l = string.len(s)
for i = 1, l do
x = x + (self:drawchar(string.sub(s, i, i), x, y))
end
end
function Font:drawchar(c, x, y)
local ax, ay, bx, by, minx, maxx = -1, -1, -1, -1, -1, -1
local p, plot
local ch = self.font[c]
for p=1, ch.points do
ax=bx
ay=by
bx=self.decode[ch.data:sub(p*2-1, p*2-1)]
by=self.decode[ch.data:sub(p*2, p*2)]
plot=true
if ((ax==-1) and (ay==-1)) then plot=false end
if ((bx==-1) and (by==-1)) then plot=false end
if (plot) then
line(x+ax, y+ay, x+bx, y+by)
end
end
return ch.width -- for drawstring
end
|
ITEM.name = "ОЦ-14 «Гроза»"
ITEM.desc = "Опытный образец автоматно-гранатомётного комплекса, российская модификация стандартного «Гром-С14», созданная специально для действующих в Зоне спецподразделений. Отличается увеличенным размером магазина. \n\nБоеприпасы 9х39"
ITEM.price = 40488
ITEM.class = "weapon_cop_groza"
ITEM.weaponCategory = "1"
ITEM.category = "Оружие"
ITEM.exRender = false
ITEM.weight = 4.32
ITEM.model = "models/wick/weapons/stalker/stcopwep/w_groza_model_stcop.mdl"
ITEM.width = 4
ITEM.height = 2
ITEM.iconCam = {
pos = Vector(1, 200, 1),
ang = Angle(0, 270, 0),
fov = 12.03821656051
}
|
--- ### Select bus driver between classic PCI and VFIO
module(...,package.seeall)
local ffi = require('ffi')
local C = ffi.C
local lib = require('core.lib')
local pci = require('lib.hardware.pci')
local vfio = require('lib.hardware.vfio')
local memory = require("core.memory")
devices = {}
map_devices = {}
function scan_devices ()
for _,device in ipairs(lib.files_in_directory("/sys/bus/pci/devices")) do
local info = device_info(device)
if info.driver and not map_devices[device] then
table.insert(devices, info)
map_devices[device] = info
end
end
end
function host_has_vfio()
local files = lib.files_in_directory('/sys/kernel/iommu_groups/')
return files and #files > 0
end
function device_in_vfio(devicepath)
local iommu_group = lib.basename(lib.readlink(devicepath..'/iommu_group'))
if not iommu_group then return false end
local drivername = lib.basename(lib.readlink(devicepath..'/driver'))
return drivername == 'vfio-pci'
end
function device_info(pciaddress)
if map_devices[pciaddress] then
return map_devices[pciaddress]
end
local pcidevpath = pci.path(pciaddress)
if device_in_vfio(pcidevpath) then
info = vfio.device_info(pciaddress)
info.bus = 'vfio'
info.device_info = vfio.device_info
info.map_pci_memory = vfio.map_pci_memory
info.set_bus_master = vfio.set_bus_master
info.dma_alloc = memory.dma_alloc
else
info = pci.device_info(pciaddress)
info.bus = 'pci'
info.device_info = pci.device_info
info.map_pci_memory = pci.map_pci_memory
info.set_bus_master = pci.set_bus_master
info.dma_alloc = memory.dma_alloc
end
return info
end
function map_pci_memory(pciaddress, n)
return map_devices[pciaddress].map_pci_memory(pciaddress, n)
end
function set_bus_master(pciaddress, enable)
return map_devices[pciaddress].set_bus_master(pciaddress, enable)
end
function selftest ()
print("selftest: bus")
scan_devices()
for _,info in ipairs(devices) do
print (string.format("device %s: %s", info.pciaddress, info.bus))
end
end
if host_has_vfio() then
memory.ram_to_io_addr = vfio.set_mapping(memory.huge_page_size)
else
memory.set_use_physical_memory()
end
memory.set_default_allocator(true)
|
return Def.ActorFrame{
PREFSMAN:SetPreference("DisabledSongs",0); --Clean "DisabledSongs" preference
LoadFont("Common normal")..{
InitCommand=cmd(x,_screen.cx;y,_screen.cy;zoom,0.9;maxwidth,_screen.w*0.9);
OnCommand=cmd(settext,"DisabledSongs setting resetted\n relaunch game in order to changes make effect\n(Press CENTER to continue)");
};
}; |
--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2012-2014 Kenny Shields --
--]]------------------------------------------------
return function(loveframes)
---------- module start ----------
-- menuoption object
local newobject = loveframes.newObject("menuoption", "loveframes_object_menuoption", true)
--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function newobject:initialize(parent, option_type, menu)
self.type = "menuoption"
self.text = "Option"
self.width = 100
self.height = 25
self.contentwidth = 0
self.contentheight = 0
self.parent = parent
self.option_type = option_type or "option"
self.menu = menu
self.activated = false
self.internal = true
self.icon = false
self.func = nil
self:setDrawFunc()
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function newobject:_update(dt)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
local alwaysupdate = self.alwaysupdate
if not visible then
if not alwaysupdate then
return
end
end
self:checkHover()
local hover = self.hover
local parent = self.parent
local option_type = self.option_type
local activated = self.activated
local base = loveframes.base
local update = self.update
if option_type == "submenu_activator" then
if hover and not activated then
self.menu:setVisible(true)
self.menu:moveToTop()
self.activated = true
elseif not hover and activated then
local hoverobject = loveframes.hoverobject
if hoverobject and hoverobject:getBaseParent() == self.parent then
self.menu:setVisible(false)
self.activated = false
end
elseif activated then
local screen_width = love.graphics.getWidth()
local screen_height = love.graphics.getHeight()
local sx = self.x
local sy = self.y
local width = self.width
local height = self.height
local x1 = sx + width
if x1 + self.menu.width <= screen_width then
self.menu.x = x1
else
self.menu.x = sx - self.menu.width
end
if sy + self.menu.height <= screen_height then
self.menu.y = sy
else
self.menu.y = (sy + height) - self.menu.height
end
end
end
-- move to parent if there is a parent
if parent ~= base then
self.x = self.parent.x + self.staticx
self.y = self.parent.y + self.staticy
end
if update then
update(self, dt)
end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function newobject:mousepressed(x, y, button)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
return
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function newobject:mousereleased(x, y, button)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
return
end
local hover = self.hover
local option_type = self.option_type
if hover and option_type ~= "divider" and button == 1 then
local func = self.func
if func then
local text = self.text
func(self, text)
end
local basemenu = self.parent:getBaseMenu()
basemenu:setVisible(false)
end
end
--[[---------------------------------------------------------
- func: setText(text)
- desc: sets the object's text
--]]---------------------------------------------------------
function newobject:setText(text)
self.text = text
end
--[[---------------------------------------------------------
- func: getText()
- desc: gets the object's text
--]]---------------------------------------------------------
function newobject:getText()
return self.text
end
--[[---------------------------------------------------------
- func: setIcon(icon)
- desc: sets the object's icon
--]]---------------------------------------------------------
function newobject:setIcon(icon)
if type(icon) == "string" then
self.icon = love.graphics.newImage(icon)
self.icon:setFilter("nearest", "nearest")
elseif type(icon) == "userdata" then
self.icon = icon
end
end
--[[---------------------------------------------------------
- func: getIcon()
- desc: gets the object's icon
--]]---------------------------------------------------------
function newobject:getIcon()
return self.icon
end
--[[---------------------------------------------------------
- func: setFunction(func)
- desc: sets the object's function
--]]---------------------------------------------------------
function newobject:setFunction(func)
self.func = func
end
---------- module end ----------
end
|
local abs = math.abs
local floor = math.floor
local max = math.max
local min = math.min
local sort = table.sort
local vehicle_types =
{
["locomotive"] = true,
["cargo-wagon"] = true,
["car"] = true,
}
local train_types =
{
["locomotive"] = true,
["cargo-wagon"] = true,
}
local default_masses =
{
["locomotive"] = LOCOMOTIVE_MASS,
["cargo-wagon"] = CARGO_WAGON_MASS,
["car"] = CAR_MASS,
}
-- Local function prototypes
local cache_equipment
local cars_tick
local charge_tick
local fuel_tick
local on_entity_removed
local read_equipment
local recover_energy
local update_equipment
-- Table utils
-------------------------------------------------------------------------------
-- These utilities assume the table is an array and each value is unique
local function insert_unique_f(tbl, x, f)
for k, v in pairs(tbl) do
if(f(v)) then
return false
end
end
tbl[#tbl + 1] = x
return true
end
local function erase_f(tbl, f)
for k, v in pairs(tbl) do
if(f(v)) then
tbl[k] = nil
return k
end
end
return nil
end
-- Local caches
-------------------------------------------------------------------------------
-- Dictionary of only those vehicles that have a transformer
-- [unit-number] = transformer index
local transformer_for_unit = { }
-- Remember entities which were invalid in on_load to remove in the first on_tick
local invalid_entities = { }
function rebuild_caches()
equipment_cache = { }
transformer_for_unit = { }
for unit, entity in pairs(global.vehicles) do
if(entity.valid) then
local grid = entity.grid
if(grid and grid.valid) then
cache_equipment(unit, read_equipment(unit, grid))
else
invalid_entities[#invalid_entities + 1] = unit
end
else
invalid_entities[#invalid_entities + 1] = unit
end
end
end
function validate_prototypes()
-- Stop doing anything involving a no longer present prototypes
local equipment = game.equipment_prototypes
local entities = game.entity_prototypes
for tbl, exists in pairs{[global.transformers] = equipment} do
for name in pairs(tbl) do
if(not exists[name]) then
tbl[name] = nil
end
end
end
end
function validate_entities()
-- If any units were deleted stop processing them
for unit, entity in pairs(global.vehicles) do
if(not entity.valid or not entity.grid) then
global.vehicles[unit] = nil
else
-- In case equipment was deleted
update_equipment(unit, entity.grid)
end
end
end
-- Equipment handling
-------------------------------------------------------------------------------
read_equipment = function(unit, grid)
local equipment = grid.equipment
local known_transformers = global.transformers
local transformers = { }
for i = 1, #equipment do
local item = equipment[i]
if(known_transformers[item.name] and item.prototype.energy_source) then
transformers[#transformers + 1] = i
end
end
sort(transformers, function(a, b) return equipment[a].prototype.energy_source.input_flow_limit >
equipment[b].prototype.energy_source.input_flow_limit end)
return transformers
end
cache_equipment = function(unit, transformers)
transformer_for_unit[unit] = transformers[1]
end
function update_equipment(unit, grid)
local transformers = read_equipment(unit, grid)
local entity = global.vehicles[unit]
cache_equipment(unit, transformers)
end
-- on_tick actions
-------------------------------------------------------------------------------
fuel_tick = function()
local vehicles = global.vehicles
for unit, equipment in pairs(transformer_for_unit) do
local entity = vehicles[unit]
local transformer = entity.grid.equipment[equipment]
local available_energy = transformer.energy
local current_energy = entity.energy
entity.energy = current_energy + available_energy
-- The burner energy buffer is kinda weird so we have to check how much energy we actually inserted
local used = entity.energy - current_energy
transformer.energy = available_energy - used
end
end
-- Entity management
-------------------------------------------------------------------------------
on_entity_removed = function(entity)
if(vehicle_types[entity.type]) then
local unit = entity.unit_number
global.vehicles[unit] = nil
transformer_for_unit[unit] = nil
end
end
-- Event entry points
-------------------------------------------------------------------------------
function on_built_entity(event)
local entity = event.created_entity
if(vehicle_types[entity.type] and entity.grid) then
global.vehicles[entity.unit_number] = entity
update_equipment(entity.unit_number, entity.grid)
end
end
function on_entity_died(event)
on_entity_removed(event.entity)
end
function on_player_placed_equipment(event)
for unit, entity in pairs(global.vehicles) do
if(entity.valid and entity.grid == event.grid) then
update_equipment(unit, event.grid)
break
end
end
end
function on_player_removed_equipment(event)
for unit, entity in pairs(global.vehicles) do
if(entity.valid and entity.grid == event.grid) then
update_equipment(unit, event.grid)
break
end
end
end
function on_preplayer_mined_item(event)
on_entity_removed(event.entity)
end
function on_robot_pre_mined(event)
on_entity_removed(event.entity)
end
function on_tick(event)
function real_on_tick(event)
fuel_tick()
end
for _, unit in pairs(invalid_entities) do
local unit = invalid_entities[i]
if global.vehicles[unit] ~= nil then global.vehicles[unit] = nil end
end
invalid_entities = { }
script.on_event(defines.events.on_tick, real_on_tick)
real_on_tick(event)
end
-- Remote interface
-------------------------------------------------------------------------------
function register_transformer(data)
assert(type(data.name) == "string", "'name' must be a string")
local prototype = game.equipment_prototypes[data.name]
assert(prototype, string.format("%s is not a valid equipment prototype", data.name))
assert(prototype.energy_source, string.format("%s has no energy_source", data.name))
global.transformers[data.name] =
{
[1] = data.name,
[2] = prototype.energy_source.input_flow_limit,
}
end |
frenzied_donkuwah = Creature:new {
objectName = "@mob/creature_names:frenzied_donkuwah",
randomNameType = NAME_GENERIC,
randomNameTag = true,
socialGroup = "donkuwah_tribe",
faction = "donkuwah_tribe",
level = 39,
chanceHit = 0.42,
damageMin = 365,
damageMax = 440,
baseXp = 3915,
baseHAM = 9000,
baseHAMmax = 11000,
armor = 0,
resists = {40,0,0,50,50,-1,0,-1,-1},
meatType = "",
meatAmount = 0,
hideType = "",
hideAmount = 0,
boneType = "",
boneAmount = 0,
milk = 0,
tamingChance = 0.0,
ferocity = 0,
pvpBitmask = AGGRESSIVE + ATTACKABLE + ENEMY,
creatureBitmask = PACK + KILLER,
optionsBitmask = AIENABLED,
diet = HERBIVORE,
templates = {
"object/mobile/dulok_male.iff",
"object/mobile/dulok_female.iff"},
lootGroups = {
{
groups = {
{group = "donkuwah_common", chance = 10000000}
},
lootChance = 1780000
}
},
weapons = {"donkuwah_weapons"},
conversationTemplate = "",
attacks = merge(fencermaster,brawlermaster)
}
CreatureTemplates:addCreatureTemplate(frenzied_donkuwah, "frenzied_donkuwah")
|
function menu_load(x, y)
gamestate = "menu"
musicvolume = 0
menumusic:setVolume(musicvolume)
playsound(menumusic)
pl = nil
coins = {}
menuoffset = y or 0
menuoffsett = y or 0
menuoffsetx = x or 0
menuoffsetxt = x or 0
pitch = 0
rotation = pi075
wantedbackground = {0, 0, 0}
coincount = 0
drawcenterX = screenwidth/2
drawcenterY = 140
boxwidth = 45
rotcenterX = menurotcenterX
rotcenterY = menurotcenterY
rotcenterZ = menurotcenterZ
calculatevars()
creditstext = { "'Ortho Robot'",
"An awesome game by",
"Maurice Guegan",
"Level design help by ",
"Visit Stabyourself.net for more"}
helptext = { "You're a robot ",
"You have to recharge yourself ",
"Collect for bonus points",
"Drag the view to activate the FSWD ",
"If you're not blocked (background green),",
"you can walk without depth!"}
wintext = { "Congratulations!",
"You have beaten every",
"level and successfully",
"recharged yourself!",
"Try to get a gold star",
"for every level!"}
if x == nil and y == nil then
backgroundblocks = {}
for i = 1, 500 do
table.insert(backgroundblocks, backgroundblock:new(unpack(newBox(true))))
end
menubuttons = {}
table.insert(menubuttons, menubutton:new(screenwidth/2, 300, "Play levels", button_start))
table.insert(menubuttons, menubutton:new(screenwidth/2, 400, "Help", button_help))
table.insert(menubuttons, menubutton:new(screenwidth/2, 500, "Credits", button_credits))
table.insert(menubuttons, menubutton:new(screenwidth/2, 600, "Exit", button_exit))
table.insert(menubuttons, menubutton:new(screenwidth/2, -45, "Back", button_back))
table.insert(menubuttons, menubutton:new(screenwidth/2-100, 1100, "Yes", button_yes))
table.insert(menubuttons, menubutton:new(screenwidth/2+100, 1100, "No", button_no))
table.insert(menubuttons, menubutton:new(screenwidth/2+screenwidth, 650, "< Okay I get it", button_creditsback))
table.insert(menubuttons, menubutton:new(-screenwidth/2, 685, "Let's do this >", button_creditsback))
table.insert(menubuttons, menubutton:new(screenwidth-141, -45, "Next >", button_nextpage))
table.insert(menubuttons, menubutton:new(198, -45, "< Previous", button_prevpage))
table.insert(menubuttons, menubutton:new(screenwidth/2+screenwidth, 0, "< Awesome", button_winback))
if scale == 1 then
sizebutton = pausebutton:new(0, 0, "Help, this game doesn't fit on my screen!", scalebutton)
else
sizebutton = pausebutton:new(0, 0, "Nevermind, the game does fit on my screen.", scalebutton)
end
sizebutton.width = 680
sizebutton.active = true
else
menubuttons[5].active = true
end
pausebuttons = {}
if soundenabled then
pausebuttons["menutogglesound"] = pausebutton:new(109, 0, "Sound ON", menu_togglesound)
else
pausebuttons["menutogglesound"] = pausebutton:new(109, 0, "Sound OFF", menu_togglesound)
end
pausebuttons["menutogglesound"].active = true
currentpage = math.min(math.ceil(currentmap/16), math.ceil(#filetable/16))
pages = math.ceil(#filetable/16)
menubuttons[11].active = true
menubuttons[10].active = true
if currentpage == 1 then
menubuttons[11].active = false
end
if currentpage == pages then
menubuttons[10].active = false
end
levelbuttons = {}
for i = 1, #filetable do
if i >= (currentpage-1)*16+1 and i <= math.min(currentpage*16, #filetable) then
local j = math.mod(i-1, 16)+1
local x = round(((math.mod(j-1, 4)-1)+1) * 247.5 + 125)
local y = math.ceil(j/4) * 100 - 570
if i <= unlockedlevels then
table.insert(levelbuttons, levelbutton:new(x, y, filetable[i].name, i, true))
else
table.insert(levelbuttons, levelbutton:new(x, y, filetable[i].name, i, false))
end
else
if i < (currentpage-1)*16+1 then
local j = math.mod(i-1, 16)+1
local x = round(((math.mod(j-1, 4)-1)+1) * 247.5 + 125 -screenwidth*math.ceil(((currentpage-1)*16+1 - i)/16))
local y = math.ceil(j/4) * 100 - 570
if i <= unlockedlevels then
table.insert(levelbuttons, levelbutton:new(x, y, filetable[i].name, i, true))
else
table.insert(levelbuttons, levelbutton:new(x, y, filetable[i].name, i, false))
end
else
local j = math.mod(i-1, 16)+1
local x = round(((math.mod(j-1, 4)-1)+1) * 247.5 + 125 + screenwidth*math.floor((i - ((currentpage-1)*16+1))/16))
local y = math.ceil(j/4) * 100 - 570
if i <= unlockedlevels then
table.insert(levelbuttons, levelbutton:new(x, y, filetable[i].name, i, true))
else
table.insert(levelbuttons, levelbutton:new(x, y, filetable[i].name, i, false))
end
end
end
end
fadetimer = 0
fadecolor = 0
fadetimert = 1
skipupdate = true
end
function scalebutton()
if scale == 1 then
changescale(0.75)
sizebutton:changetext("Nevermind, the game does fit on my screen.")
else
changescale(1)
sizebutton:changetext("Help, this game doesn't fit on my screen!")
end
end
function menu_update(dt)
if fadetimer ~= fadetimert then
if fadetimert > fadetimer then
fadetimer = fadetimer + dt
if fadetimer >= fadetimert then
fadetimer = fadetimert
fadecolor = fadetimer
menumusic:setVolume(1)
else
menumusic:setVolume(fadetimer)
fadecolor = fadetimer
end
else
fadetimer = fadetimer - dt
if fadetimer <= fadetimert then
fadetimer = fadetimert
fadecolor = fadetimer
menumusic:stop()
if fadegoal == "startlevel" then
game_load(fadei)
return
elseif fadegoal == "quit" then
savesave()
love.event.quit()
return
end
else
if menuoffsett < 0 then
menumusic:setVolume(fadetimer*0.3)
else
menumusic:setVolume(fadetimer)
end
fadecolor = fadetimer
end
end
else
if menuoffsett >= 0 then
menumusic:setVolume(menumusic:getVolume()+dt)
if menumusic:getVolume() > 1 then
menumusic:setVolume(1)
end
end
end
if menuoffsett < 0 and fadetimert ~= 0 then
menumusic:setVolume(menumusic:getVolume()-dt)
if menumusic:getVolume() < 0.3 then
menumusic:setVolume(0.3)
end
end
--get closest full rot
local rot = rotation+pi025
while rot > math.pi/4 do
rot = rot - math.pi/2
end
local speed = math.abs(rot)*2+0.005
--pitch = (math.abs(rot))/pi05*0.3
pitchadd = ((love.mouse.getY()-menuoffset)-330)/screenheight * 0.2
pitchadd = math.max(math.min(pitchadd, 1), 0)
pitch = pitchadd
rotation = rotation + speed*dt
while rotation > math.pi*2 do
rotation = rotation - math.pi*2
end
while rotation < 0 do
rotation = rotation + math.pi*2
end
calculatevars()
if menuoffset ~= menuoffsett then
if menuoffset < menuoffsett then
menuoffset = menuoffset + (menuoffsett-menuoffset)*4*dt + 2*dt
if menuoffset > menuoffsett then
menuoffset = menuoffsett
end
else
menuoffset = menuoffset + (menuoffsett-menuoffset)*4*dt - 2*dt
if menuoffset < menuoffsett then
menuoffset = menuoffsett
end
end
end
if menuoffsetx ~= menuoffsetxt then
if menuoffsetx < menuoffsetxt then
menuoffsetx = menuoffsetx + (menuoffsetxt-menuoffsetx)*4*dt + 2*dt
if menuoffsetx > menuoffsetxt then
menuoffsetx = menuoffsetxt
end
else
menuoffsetx = menuoffsetx + (menuoffsetxt-menuoffsetx)*4*dt - 2*dt
if menuoffsetx < menuoffsetxt then
menuoffsetx = menuoffsetxt
end
end
end
for i, v in pairs(menubuttons) do
v:update(dt)
end
for i, v in pairs(levelbuttons) do
v:update(dt)
end
pausebuttons["menutogglesound"]:update(dt)
sizebutton.x = menuoffsetx-screenwidth/2
sizebutton.y = menuoffset+615
sizebutton:update(dt)
end
function menu_draw()
love.graphics.translate(menuoffsetx, menuoffset)
love.graphics.setColor(100, 100, 100, 100*fadecolor)
love.graphics.rectangle("fill", 30, 30, 964, 230)
gridfadecolor = fadecolor
fillfadecolor = fadecolor
playerfadecolor = fadecolor
local lmap = menumap
--ISOMETRIC WORLD
if rotation >= pi125 and rotation < pi175 then
--DRAW ORDER: X, -Z, Y
for cox = 1, menumapwidth do
for coz = menumapdepth, 1, -1 do
for coy = 1, menumapheight do
drawtile(cox, coy, coz, lmap[cox][coy][coz])
end
end
end
elseif rotation >= pi175 or rotation < pi025 then
--DRAW ORDER: Z, X, Y
for coz = 1, menumapdepth do
for cox = 1, menumapwidth do
for coy = 1, menumapheight do
drawtile(cox, coy, coz, lmap[cox][coy][coz])
end
end
end
elseif rotation >= pi025 and rotation < pi075 then
--DRAW ORDER: -X, Z, Y
for cox = menumapwidth, 1, -1 do
for coz = 1, menumapdepth do
for coy = 1, menumapheight do
drawtile(cox, coy, coz, lmap[cox][coy][coz])
end
end
end
elseif rotation >= pi075 and rotation < pi125 then
--DRAW ORDER: -Z, -X, Y
for coz = menumapdepth, 1, -1 do
for cox = menumapwidth, 1, -1 do
for coy = 1, menumapheight do
drawtile(cox, coy, coz, lmap[cox][coy][coz])
end
end
end
end
love.graphics.setFont(menufont)
if menuoffset < 500 and menuoffset > -650 then --MAIN MENU
menubuttons[1]:draw()
menubuttons[2]:draw()
menubuttons[3]:draw()
menubuttons[4]:draw()
end
if menuoffset > 0 then --LEVEL LIST
if menuoffsetx < screenwidth then
love.graphics.setFont( levelselectfont )
for i, v in pairs(levelbuttons) do
v:draw()
end
love.graphics.setFont( menufont )
menubuttons[5]:draw()
if currentpage ~= pages then
menubuttons[10]:draw()
end
if currentpage ~= 1 then
menubuttons[11]:draw()
end
end
end
if menuoffset > 0 and menuoffsetx < 0 and menuoffsett == 500 then --win screen
love.graphics.setColor(255, 255, 255, 255*fadecolor)
for x = 2, 6 do --0-4
love.graphics.draw(winplayerimg, screenwidth+screenwidth/7*x, screenheight/5-500, math.sin(creditss+(x-2)/16*math.pi*2)*0.2, 1, 1, 42, 66)
end
for y = 2, 4 do --5-7
love.graphics.draw(winplayerimg, screenwidth+screenwidth/7*6, screenheight/5*y-500, math.sin(creditss+(y+3)/16*math.pi*2)*0.2, 1, 1, 42, 66)
end
for x = 2, 6 do --8-12
love.graphics.draw(winplayerimg, screenwidth+screenwidth/7*(7-x), screenheight/5*4-500, math.sin(creditss+(x+6)/16*math.pi*2)*0.2, 1, 1, 42, 66)
end
for y = 2, 4 do --13-15
love.graphics.draw(winplayerimg, screenwidth+screenwidth/7, screenheight/5*(5-y)-500, math.sin(creditss+(y+11)/16*math.pi*2)*0.2, 1, 1, 42, 66)
end
love.graphics.setFont(helpfont)
local r, g, b = unpack(getrainbowcolor(math.mod(rainbowi, 1)))
love.graphics.setColor(r, g, b, 255*fadecolor)
for i = 1, #wintext do
love.graphics.print(wintext[i], screenwidth+screenwidth*0.5 - helpfont:getWidth(wintext[i])/2, i*45+150-500)
end
menubuttons[12]:draw()
end
if menuoffset < 0 then --ARE YOU SURE? (well are you?)
love.graphics.print("Are you sure?", screenwidth/2-areyousurewidth/2, 950)
menubuttons[6]:draw()
menubuttons[7]:draw()
end
if menuoffsetx < 0 and menuoffset < 500 then --CREDITS
love.graphics.translate(screenwidth+screenwidth/2, (#creditstext-1)*100-70)
love.graphics.rotate(creditsr)
love.graphics.translate(-screenwidth-screenwidth/2, -(#creditstext-1)*100+70)
love.graphics.setColor(100, 100, 100, 100*fadecolor)
love.graphics.rectangle("fill", screenwidth*1.5-480, 50, 960, 510)
for i = 1, #creditstext do
love.graphics.setColor(255, 255, 255, 255*fadecolor)
if i == 3 then
local r, g, b = unpack(getrainbowcolor(math.mod(rainbowi+.66, 1)))
love.graphics.setColor(r, g, b, 255*fadecolor)
love.graphics.draw(accentimg, screenwidth*1.5+100, 266)
end
love.graphics.print(creditstext[i], screenwidth*1.5 - menufont:getWidth(creditstext[i])/2, i*100-50)
end
love.graphics.setFont(winwindowfont)
love.graphics.print("Menu Music: 'Trooped' by BlueAngelEagle Game Music: 'oh' by CapsAdmin", screenwidth+83, 530)
love.graphics.setFont(menufont)
local r, g, b = unpack(getrainbowcolor(math.mod(rainbowi+.33, 1)))
love.graphics.setColor(r, g, b, 255*fadecolor)
love.graphics.print("Saso", screenwidth*1.5 + 230, 350)
love.graphics.draw(ssssimg, screenwidth*1.5+307, 366)
love.graphics.translate(screenwidth+screenwidth/2, (#creditstext-1)*100-70)
love.graphics.rotate(-creditsr)
love.graphics.translate(-screenwidth-screenwidth/2, -(#creditstext-1)*100+70)
menubuttons[8]:draw()
end
if menuoffsetx > 0 then --HELP
--[[love.graphics.setFont(helpfont)
for i = 1, #helptext do
love.graphics.setColor(255, 255, 255, 255*fadecolor)
love.graphics.print(helptext[i], -screenwidth*0.5 - helpfont:getWidth(helptext[i])/2, (i-1)*65+20)
end
love.graphics.setFont(menufont)--]]
love.graphics.setColor(255, 255, 255, 255*fadecolor)
love.graphics.draw(helptextimg, -screenwidth, 0)
love.graphics.draw(helpplayerimg, -350, 60, creditsr, 1, 1, 28, 64)
love.graphics.draw(helpgoalimg, -200, 80)
love.graphics.draw(coinimg, -665, 130+creditsr*50, 0, 4, 4)
love.graphics.draw(helpcursorimg, -110+math.cos(creditss)*10, 225+math.sin(creditss)*10, 0, 2, 2)
love.graphics.draw(helpfswdimg, -900, 380, 0, 1, 1)
menubuttons[9]:draw()
end
love.graphics.translate(-menuoffsetx, -menuoffset)
pausebuttons["menutogglesound"]:draw()
sizebutton:draw()
love.graphics.setFont(winwindowfont)
love.graphics.setColor(255, 255, 255, 100*fadecolor)
love.graphics.print("2011 Stabyourself.net (v1.1.1)", screenwidth/2-140, 730)
love.graphics.setColor(fillcolor[1], fillcolor[2], fillcolor[3], 255)
love.graphics.draw(scanlineimg, 0, math.mod(creditss*3, 5)-5)
end
function loadlevels()
filetable = love.filesystem.getDirectoryItems( "maps/" )
for i = 1, #filetable do
local path = filetable[i]
filetable[i] = {}
local v = filetable[i]
v.path = path
end
for i = #filetable, 1, -1 do
if string.sub(filetable[i].path, -4 ) ~= ".txt" or filetable[i].path == "menu.txt" then
table.remove(filetable, i)
end
end
for i = 1, #filetable do
local v = filetable[i]
local txtcontents = love.filesystem.read("maps/" .. v.path)
v.collectedcoins = {}
v.coins = 0
local s1 = txtcontents:split("\n")
for i = 1, #s1 do
local s2 = s1[i]:split("=")
if s2[1] == "name" then
v.name = s2[2]
elseif s2[1] == "text" then
v.text = s2[2]
elseif s2[1] == "time" then
v.goaltime = tonumber(s2[2])
elseif s2[1] == "steps" then
v.goalsteps = tonumber(s2[2])
elseif s2[1] == "warps" then
v.goalwarps = tonumber(s2[2])
elseif s2[1] == "coins" then
v.coins = tonumber(s2[2])
end
end
end
end
function button_start()
playsound(proceedsound)
menuoffsett = 500
menuoffsetxt = 0
end
function button_back()
playsound(backsound)
menuoffsett = 0
end
function button_exit()
playsound(proceedsound)
menuoffsett = -650
menuoffsetxt = 0
end
function button_credits()
playsound(proceedsound)
menuoffsetxt = -screenwidth
menuoffsett = 0
end
function button_help()
playsound(proceedsound)
menuoffsetxt = screenwidth
menuoffsett = 0
end
function button_no()
playsound(backsound)
button_back()
end
function button_yes()
menubuttons[6].active = false
menubuttons[7].active = false
playsound(proceedsound)
fadetimer = 1
fadetimert = 0
fadegoal = "quit"
end
function button_creditsback()
playsound(backsound)
menuoffsetxt = 0
end
function button_prevpage()
playsound(backsound)
currentpage = currentpage - 1
for i, v in pairs(levelbuttons) do
v.xt = v.xt + screenwidth
end
if menubuttons[10].active == false then
menubuttons[10].active = true
menubuttons[10].value = 0
end
if currentpage == 1 then
menubuttons[11].active = false
end
end
function button_nextpage()
playsound(proceedsound)
currentpage = currentpage + 1
for i, v in pairs(levelbuttons) do
v.xt = v.xt - screenwidth
end
if menubuttons[11].active == false then
menubuttons[11].active = true
menubuttons[11].value = 0
end
if currentpage == pages then
menubuttons[10].active = false
end
end
function button_winback()
menuoffsetxt = 0
end
function startlevel(i)
playsound(proceedsound)
fadetimert = 0
fadegoal = "startlevel"
fadei = i
end
function newBox(first)
local rand = math.random(4)
local dir = "hor"
if math.mod(rand, 2) == 1 then
dir = "ver"
end
local x, y, width, height
local speed = math.random(300, 400)
if dir == "hor" then
width = math.random(30, 100)
height = math.random(10, 20)
if first then
x = math.random(-screenwidth*3-width, -width)
else
x = -screenwidth-width
end
y = math.random(-screenheight, screenheight*2)
if rand/2 == 2 then
if first then
x = math.random(screenwidth, screenwidth*4)
else
x = screenwidth*2+width
end
speed = -speed
end
else
width = math.random(10, 20)
height = math.random(30, 100)
if first then
y = math.random(-screenheight*3-height, -height)
else
y = -screenheight - height
end
x = math.random(-screenwidth, screenwidth*2)
if rand/2 == 1.5 then
if first then
y = math.random(screenheight, screenheight*4)
else
y = screenheight*2+height
end
speed = -speed
end
end
return {x, y, width, height, dir, speed}
end
function menu_keypressed(key)
end
function menu_mousepressed(x, y, button)
y = y - menuoffset
x = x - menuoffsetx
for i, v in pairs(levelbuttons) do
if v:mousepressed(x, y, button) then
return
end
end
for i, v in pairs(menubuttons) do
if v:mousepressed(x, y, button) then
return
end
end
pausebuttons["menutogglesound"]:mousepressed(x + menuoffsetx, y + menuoffset, button)
sizebutton:mousepressed(x + menuoffsetx, y + menuoffset, button)
end
function menu_togglesound()
if soundenabled then
soundenabled = false
menumusic:stop()
pausebuttons["menutogglesound"].text = "Sound OFF"
pausebuttons["menutogglesound"].textwidth = levelselectfont:getWidth(pausebuttons["menutogglesound"].text)
else
soundenabled = true
playsound(menumusic)
pausebuttons["menutogglesound"].text = "Sound ON"
pausebuttons["menutogglesound"].textwidth = levelselectfont:getWidth(pausebuttons["menutogglesound"].text)
end
end |
local assets =
{
Asset("ANIM", "anim/cave_exit_lightsource.zip"),
}
local lightColour = {180/255, 195/255, 150/255}
local function TurnOn(inst)
inst.AnimState:PlayAnimation("on")
inst.AnimState:PushAnimation("idle_loop", false)
inst.components.lighttweener:StartTween(inst.Light, 0, .9, .9, nil, 0)
inst.components.lighttweener:StartTween(inst.Light, 1.5, nil, nil, nil, FRAMES*6)
end
local function TurnOff(inst)
inst.AnimState:PlayAnimation("off")
inst.components.lighttweener:StartTween(inst.Light, 0, nil, nil, nil, FRAMES*6)
inst:ListenForEvent("animover", function() inst:Remove() end)
end
local function fn()
local inst = CreateEntity()
local trans = inst.entity:AddTransform()
local anim = inst.entity:AddAnimState()
inst.TurnOn = TurnOn
inst.TurnOff = TurnOff
anim:SetBank("cavelight")
anim:SetBuild("cave_exit_lightsource")
inst:AddTag("NOCLICK")
local light = inst.entity:AddLight()
light:SetRadius(5)
light:SetIntensity(0.9)
light:SetFalloff(0.3)
light:SetColour(lightColour[1], lightColour[2], lightColour[3])
inst:AddComponent("lighttweener")
return inst
end
return Prefab("fx/chesterlight", fn, assets) |
local wsmode = 1
local jpmode = 1
local gothrough = false
local lotptog = false
local bodyang = nil
local cameratoggle = false
local spintoggle = false
local flytoggle = false
local scg = Instance.new('ScreenGui',game.Players.LocalPlayer.PlayerGui)
scg.ResetOnSpawn = false
local frm = Instance.new('Frame',scg)
frm.BorderSizePixel = 0
frm.BackgroundColor3 = Color3.new(255/255,122/255,122/255)
frm.Size = UDim2.new(0.3,0,0.3,0)
frm.Position = UDim2.new(0.35,0,0.35,0)
frm.Draggable = true
local topl = Instance.new('TextLabel',frm)
topl.BorderSizePixel = 0
topl.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
topl.Size = UDim2.new(0.9,1,0.2,0)
topl.Position = UDim2.new(0,0,0,0)
topl.TextScaled = true
topl.Font = "SourceSansLight"
topl.TextColor3 = Color3.new(1,1,1)
topl.Text = "Newbie's FE Gui V1.1"
topl.Draggable = true
local scrl = Instance.new('ScrollingFrame',frm)
scrl.BorderSizePixel = 0
scrl.BackgroundColor3 = Color3.new(255/255,122/255,122/255)
scrl.Size = UDim2.new(1,0,0.8,0)
scrl.Position = UDim2.new(0,0,0.2,0)
scrl.BottomImage = "rbxasset://textures/ui/Scroll/scroll-middle.png"
scrl.TopImage = "rbxasset://textures/ui/Scroll/scroll-middle.png"
local plr = Instance.new('TextBox',scrl)
plr.BorderSizePixel = 0
plr.BackgroundColor3 = Color3.new(255/255,150/255,150/255)
plr.Size = UDim2.new(0.425,0,0.1,0)
plr.Position = UDim2.new(0.05,0,0.025,0)
plr.TextScaled = true
plr.Font = "SourceSansLight"
plr.TextColor3 = Color3.new(1,1,1)
plr.Text = "Player Name Here"
local plrsp = Instance.new('TextButton',scrl)
plrsp.BorderSizePixel = 0
plrsp.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
plrsp.Size = UDim2.new(0.425,0,0.1,0)
plrsp.Position = UDim2.new(0.5,0,0.025,0)
plrsp.TextScaled = true
plrsp.Font = "SourceSansLight"
plrsp.TextColor3 = Color3.new(1,1,1)
plrsp.Text = "Spawn Blocks"
local minim = Instance.new('TextButton',frm)
minim.BorderSizePixel = 0
minim.BackgroundColor3 = Color3.new(200/255,50/255,50/255)
minim.Size = UDim2.new(0.1,0,0.2,0)
minim.Position = UDim2.new(0.9,0,0,0)
minim.TextScaled = true
minim.Font = "SourceSansLight"
minim.TextColor3 = Color3.new(1,1,1)
minim.Text = "-"
function sblock()
for i=1,20 do
wait(1)
for _,v in pairs(game.Players.LocalPlayer.Backpack:GetChildren()) do
if v:IsA'Accoutrement' then
v.Parent=game.Players.LocalPlayer.Character
v.Parent = workspace.Terrain
end
end
for i,v in pairs(game.Players.LocalPlayer.Character:GetChildren()) do
if v:IsA'Accoutrement' then
for ape,hax in pairs(v.Handle:GetChildren()) do
hax:Destroy()
end
wait'.1'
v.Parent=game.Players.LocalPlayer.StarterGear
end
end
for _,v in pairs(game.Players.LocalPlayer.Character:GetChildren()) do
v:Destroy()
end
local prt=Instance.new("Model", workspace);
Instance.new("Part", prt).Name="Torso";
Instance.new("Part", prt).Name="Head";
Instance.new("Humanoid", prt).Name="Humanoid";
game.Players.LocalPlayer.Character=prt
repeat wait(1) until game.Players.LocalPlayer.Character:FindFirstChild'Head'
for lol,dad in pairs(game.Players.LocalPlayer.Backpack:GetChildren()) do
if dad:IsA'Accoutrement' then
dad.Parent = game.Players.LocalPlayer.StarterGear
end
end
for _,v in pairs(game.Players.LocalPlayer.Character:GetChildren()) do
v:Destroy()
end
local prt2=Instance.new("Model", workspace);
Instance.new("Part", prt).Name="Torso";
Instance.new("Part", prt).Name="Head";
Instance.new("Humanoid", prt).Name="Humanoid";
game.Players.LocalPlayer.Character=prt
end
end
plrsp.MouseButton1Click:connect(sblock)
local spin = Instance.new('TextButton',scrl)
spin.BorderSizePixel = 0
spin.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
spin.Size = UDim2.new(0.425,0,0.1,0)
spin.Position = UDim2.new(0.05,0,0.15,0)
spin.TextScaled = true
spin.Font = "SourceSansLight"
spin.TextColor3 = Color3.new(1,1,1)
spin.Text = "Crazy Spin: OFF"
local fly = Instance.new('TextButton',scrl)
fly.BorderSizePixel = 0
fly.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
fly.Size = UDim2.new(0.425,0,0.1,0)
fly.Position = UDim2.new(0.5,0,0.15,0)
fly.TextScaled = true
fly.Font = "SourceSansLight"
fly.TextColor3 = Color3.new(1,1,1)
fly.Text = "Fly: OFF"
local seethr = Instance.new('TextButton',scrl)
seethr.BorderSizePixel = 0
seethr.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
seethr.Size = UDim2.new(0.425,0,0.1,0)
seethr.Position = UDim2.new(0.05,0,0.275,0)
seethr.TextScaled = true
seethr.Font = "SourceSansLight"
seethr.TextColor3 = Color3.new(1,1,1)
seethr.Text = "See-Through: OFF"
local tpto = Instance.new('TextButton',scrl)
tpto.BorderSizePixel = 0
tpto.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
tpto.Size = UDim2.new(0.425,0,0.1,0)
tpto.Position = UDim2.new(0.5,0,0.275,0)
tpto.TextScaled = true
tpto.Font = "SourceSansLight"
tpto.TextColor3 = Color3.new(1,1,1)
tpto.Text = "Teleport To"
local ws = Instance.new('TextButton',scrl)
ws.BorderSizePixel = 0
ws.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
ws.Size = UDim2.new(0.425,0,0.1,0)
ws.Position = UDim2.new(0.05,0,0.4,0)
ws.TextScaled = true
ws.Font = "SourceSansLight"
ws.TextColor3 = Color3.new(1,1,1)
ws.Text = "WalkSpeed: Normal"
local jp = Instance.new('TextButton',scrl)
jp.BorderSizePixel = 0
jp.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
jp.Size = UDim2.new(0.425,0,0.1,0)
jp.Position = UDim2.new(0.5,0,0.4,0)
jp.TextScaled = true
jp.Font = "SourceSansLight"
jp.TextColor3 = Color3.new(1,1,1)
jp.Text = "JumpPower: Normal"
local lotp = Instance.new('TextButton',scrl)
lotp.BorderSizePixel = 0
lotp.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
lotp.Size = UDim2.new(0.425,0,0.1,0)
lotp.Position = UDim2.new(0.05,0,0.525,0)
lotp.TextScaled = true
lotp.Font = "SourceSansLight"
lotp.TextColor3 = Color3.new(1,1,1)
lotp.Text = "Loop-Teleport: OFF"
local sb = Instance.new('TextButton',scrl)
sb.BorderSizePixel = 0
sb.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
sb.Size = UDim2.new(0.425,0,0.1,0)
sb.Position = UDim2.new(0.5,0,0.525,0)
sb.TextScaled = true
sb.Font = "SourceSansLight"
sb.TextColor3 = Color3.new(1,1,1)
sb.Text = "Noclip"
local cr = Instance.new('TextLabel',scrl)
cr.BorderSizePixel = 0
cr.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
cr.Size = UDim2.new(0.875,0,0.225,0)
cr.Position = UDim2.new(0.05,0,0.65,0)
cr.TextScaled = true
cr.Font = "SourceSansLight"
cr.TextColor3 = Color3.new(1,1,1)
cr.Text = "Gui Created by Newbie15. Credit Goes to RGeeneus/Ignoramical for the Fly Script and Natural Modder for leaking the block spam script. but most importantly credits go to the users of this Gui."
local fl = Instance.new('TextLabel',scrl)
fl.BorderSizePixel = 0
fl.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
fl.Size = UDim2.new(0.875,0,0.075,0)
fl.Position = UDim2.new(0.05,0,0.9,0)
fl.TextScaled = true
fl.Font = "SourceSansLight"
fl.TextColor3 = Color3.new(1,1,1)
if game.Workspace.FilteringEnabled == true then
fl.Text = "Filtering is Enabled"
else
fl.Text = "Filtering is Disabled"
end
local gui2 = Instance.new('ScreenGui',game.Players.LocalPlayer.PlayerGui)
gui2.ResetOnSpawn = false
local oc = Instance.new('TextButton',gui2)
oc.BorderSizePixel = 0
oc.BackgroundColor3 = Color3.new(255/255,70/255,70/255)
oc.Size = UDim2.new(0,50,0,50)
oc.Position = UDim2.new(0,0,0,0)
oc.TextScaled = true
oc.Font = "SourceSansLight"
oc.TextColor3 = Color3.new(1,1,1)
oc.Text = "Close"
oc.Draggable = true
-- FLY SCRIPT BY RGEENEUS
-- The following code should be in a local script.
-- Only works on PC, not xbox or mobile. I do not have devices to test on.
-- Call the start fly function AFTER the character exists to fly. The function does not run if there is no character.
local speed = 50 -- This is the fly speed. Change it to whatever you like. The variable can be changed while running
local c
local h
local bv
local bav
local cam
local flying
local p = game.Players.LocalPlayer
local buttons = {W = false, S = false, A = false, D = false, Moving = false}
local startFly = function () -- Call this function to begin flying
if not p.Character or not p.Character.Head or flying then return end
c = p.Character
h = c.Humanoid
h.PlatformStand = true
cam = workspace:WaitForChild('Camera')
bv = Instance.new("BodyVelocity")
bav = Instance.new("BodyAngularVelocity")
bv.Velocity, bv.MaxForce, bv.P = Vector3.new(0, 0, 0), Vector3.new(10000, 10000, 10000), 1000
bav.AngularVelocity, bav.MaxTorque, bav.P = Vector3.new(0, 0, 0), Vector3.new(10000, 10000, 10000), 1000
bv.Parent = c.Head
bav.Parent = c.Head
flying = true
h.Died:connect(function() flying = false end)
end
local endFly = function () -- Call this function to stop flying
if not p.Character or not flying then return end
h.PlatformStand = false
bv:Destroy()
bav:Destroy()
flying = false
end
game:GetService("UserInputService").InputBegan:connect(function (input, GPE)
if GPE then return end
for i, e in pairs(buttons) do
if i ~= "Moving" and input.KeyCode == Enum.KeyCode[i] then
buttons[i] = true
buttons.Moving = true
end
end
end)
game:GetService("UserInputService").InputEnded:connect(function (input, GPE)
if GPE then return end
local a = false
for i, e in pairs(buttons) do
if i ~= "Moving" then
if input.KeyCode == Enum.KeyCode[i] then
buttons[i] = false
end
if buttons[i] then a = true end
end
end
buttons.Moving = a
end)
local setVec = function (vec)
return vec * (speed / vec.Magnitude)
end
game:GetService("RunService").Heartbeat:connect(function (step) -- The actual fly function, called every frame
if flying and c and c.PrimaryPart then
local p = c.PrimaryPart.Position
local cf = cam.CFrame
local ax, ay, az = cf:toEulerAnglesXYZ()
c:SetPrimaryPartCFrame(CFrame.new(p.x, p.y, p.z) * CFrame.Angles(ax, ay, az))
if buttons.Moving then
local t = Vector3.new()
if buttons.W then t = t + (setVec(cf.lookVector)) end
if buttons.S then t = t - (setVec(cf.lookVector)) end
if buttons.A then t = t - (setVec(cf.rightVector)) end
if buttons.D then t = t + (setVec(cf.rightVector)) end
c:TranslateBy(t * step)
end
end
end)
function spintogl()
if spintoggle == true then
spintoggle = false
spin.Text = "Crazy Spin: OFF"
else
spintoggle = true
spin.Text = "Crazy Spin: ON"
local bodyang = Instance.new('BodyAngularVelocity',game.Players.LocalPlayer.Character.PrimaryPart)
bodyang.AngularVelocity = Vector3.new(90,999,0)
bodyang.MaxTorque = Vector3.new(60000,100,3000)
bodyang.P = 5000000
repeat
wait(0.001)
until spintoggle == false
bodyang:Destroy()
end
end
spin.MouseButton1Click:connect(spintogl)
function flytogl()
if flytoggle == true then
flytoggle = false
fly.Text = "Fly: OFF"
else
flytoggle = true
fly.Text = "Fly: ON"
startFly()
repeat
wait(0.001)
until flytoggle == false
endFly()
end
end
fly.MouseButton1Click:connect(flytogl)
function opctogl()
if scg.Enabled == true then
scg.Enabled = false
oc.Text = "Open"
else
scg.Enabled = true
oc.Text = "Close"
end
end
oc.MouseButton1Click:connect(opctogl)
function telep()
game.Players.LocalPlayer.Character:MoveTo(game.Players:FindFirstChild(plr.Text).Character.PrimaryPart.Position)
end
tpto.MouseButton1Click:connect(telep)
function camtogl()
if cameratoggle == false then
cameratoggle = true
game.Workspace.CurrentCamera.CameraType = "Follow"
seethr.Text = "See-Through: ON"
else
cameratoggle = false
game.Workspace.CurrentCamera.CameraType = "Custom"
seethr.Text = "See-Through: OFF"
end
end
seethr.MouseButton1Click:connect(camtogl)
function wsp()
if wsmode ~= 5 then
wsmode = wsmode + 1
else
wsmode = 1
end
if wsmode == 1 then
ws.Text = "WalkSpeed: Normal"
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 16
end
if wsmode == 2 then
ws.Text = "WalkSpeed: Fast"
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 32
end
if wsmode == 3 then
ws.Text = "WalkSpeed: FASTER"
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 70
end
if wsmode == 4 then
ws.Text = "WalkSpeed: EXTREME"
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 150
end
if wsmode == 5 then
ws.Text = "WalkSpeed: The Speed of Light"
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 4357234785243
end
end
ws.MouseButton1Click:connect(wsp)
function jpp()
if jpmode ~= 5 then
jpmode = jpmode + 1
else
jpmode = 1
end
if jpmode == 1 then
jp.Text = "JumpPower: Normal"
game.Players.LocalPlayer.Character.Humanoid.JumpPower = 50
end
if jpmode == 2 then
jp.Text = "JumpPower: Trampoline"
game.Players.LocalPlayer.Character.Humanoid.JumpPower = 100
end
if jpmode == 3 then
jp.Text = "JumpPower: Big Trampoline"
game.Players.LocalPlayer.Character.Humanoid.JumpPower = 200
end
if jpmode == 4 then
jp.Text = "JumpPower: Bigger Trampoline"
game.Players.LocalPlayer.Character.Humanoid.JumpPower = 400
end
if jpmode == 5 then
jp.Text = "JumpPower: Bounce into Heaven"
game.Players.LocalPlayer.Character.Humanoid.JumpPower = 80000
end
end
jp.MouseButton1Click:connect(jpp)
function spawnblock()
if gothrough == false then
gothrough = true
sb.Text = "Noclip"
local gc = game.Players.LocalPlayer.Character:GetChildren()
for i = 1,#gc,1 do
if (gc[i].ClassName == "Part") or (gc[i].ClassName == "MeshPart") then
gc[i].CollisionGroupId = 29
end
end
game:service("RunService").Stepped:wait()
else
gothrough = false
sb.Text = "Noclip"
local gc = game.Players.LocalPlayer.Character:GetChildren()
for i = 1,#gc,1 do
if (gc[i].ClassName == "Part") or (gc[i].ClassName == "MeshPart") then
gc[i].CollisionGroupId = 1
game:service("RunService").Stepped:wait()
end
end
end
end
sb.MouseButton1Click:connect(spawnblock)
function looptelep()
if lotptog == false then
lotptog = true
lotp.Text = "Loop-Teleport: ON"
repeat
game.Players.LocalPlayer.Character:MoveTo(game.Players:FindFirstChild(plr.Text).Character.PrimaryPart.Position)
wait(0.001)
until lotptog == false
else
lotptog = false
lotp.Text = "Loop-Teleport: OFF"
end
end
lotp.MouseButton1Click:connect(looptelep)
function minimi()
scg.Enabled = false
oc.Text = "Open"
end
minim.MouseButton1Click:connect(minimi) |
if not modules then modules = { } end modules ['luatex-font-mis'] = {
version = 1.001,
comment = "companion to luatex-*.tex",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
if context then
os.exit()
end
local currentfont = font.current
local hashes = fonts.hashes
local identifiers = hashes.identifiers or { }
local marks = hashes.marks or { }
hashes.identifiers = identifiers
hashes.marks = marks
table.setmetatableindex(marks,function(t,k)
if k == true then
return marks[currentfont()]
else
local resources = identifiers[k].resources or { }
local marks = resources.marks or { }
t[k] = marks
return marks
end
end)
function font.each()
return table.sortedhash(fonts.hashes.identifiers)
end
|
local sound = require 'vendor/TEsound'
local Dialog = require 'dialog'
local Timer = require 'vendor/timer'
local Gamestate = require 'vendor/gamestate'
local Prompt = require 'prompt'
local fonts = require 'fonts'
local Dealer = {}
Dealer.__index = Dealer
-- Nodes with 'isInteractive' are nodes which the player can interact with, but not pick up in any way
Dealer.isInteractive = true
function Dealer.new(node, collider)
local dealer = {}
setmetatable(dealer, Dealer)
dealer.x = node.x
dealer.y = node.y
dealer.height = node.height
dealer.width = node.width
dealer.bb = collider:addRectangle(node.x, node.y, node.width, node.height)
dealer.bb.node = dealer
collider:setPassive(dealer.bb)
return dealer
end
function Dealer:enter(previous)
fonts.reset()
--Dealer says "Let's play poker" after a few seconds when player enters the tavern.
if not self.dialog then
self.dialog = Timer.add(math.random(3,4), function()
self.poker_dialog = Dialog.new("Let's play {{yellow}}poker{{white}}.")
sound.playSfx("letsPlayPoker")
end)
end
end
function Dealer:leave()
--The timers are canceled upon leaving so the dialog and sound don't occur outside the tavern.
Timer.cancel(self.dialog)
if self.poker_dialog then
self.poker_dialog:close()
end
end
function Dealer:keypressed( button, player )
if button == 'INTERACT' then
player.freeze = true
--Timers for "Let's play poker" cancel upon interaction with the dealer.
Timer.cancel(self.dialog)
local message = {'Choose a card game to play'}
local options = {'Poker', 'Blackjack', 'Exit'}
if player.money == 0 then
message = {'You dont have enough money!','Come back again...'}
options = {'Exit'}
end
local callback = function(result)
self.prompt = nil
player.freeze = false
if result == 'Poker' or result == 'Blackjack' then
local screenshot = love.graphics.newImage( love.graphics.newScreenshot() )
Gamestate.stack(result:lower() .. 'game', player, screenshot)
end
end
self.prompt = Prompt.new(message, callback, options)
return true
end
end
return Dealer
|
-- misc. functions supplementing os table
-- utility metatable for making tables key-weak
aux.weak_k_mt = {
__mode = "k"
}
-- utility metatable for making tables fully weak
aux.weak_mt = {
__mode = "kv"
}
-- code to normalize paths
function aux.absPath(path)
local dir, name = path:match("^(.-/?)([^/]-)$")
if #dir == 0 then
--TODO: we presumably want to use some default directory
-- in these cases besides cwd
dir = "./"
end
-- normalize directory, including a trailing slash
-- (but leave "/" as-is, not "//")
dir = aux.cAbsPath(dir):gsub("^(.-)/?$", "%1/")
path = dir .. name
return path, dir
end
function aux.resolvePath(base, path)
if path:match("^/") then
return path
end
return base .. "/" .. path
end
-- code for shutting down cleanly
aux.exitHooks = {}
function aux.addExitHook(hook)
aux.exitHooks[#aux.exitHooks + 1] = hook
end
function aux.shutdown()
for i = 1,#aux.exitHooks do
aux.exitHooks[i]()
end
os.exit()
end
|
jedi_earings = {
description = "",
minimumLevel = 0,
maximumLevel = 0,
lootItems = {
{itemTemplate = "earingLST", weight = 3500000},
{itemTemplate = "ch_earing", weight = 3000000},
{itemTemplate = "earingJT", weight = 3500000}
}
}
addLootGroupTemplate("jedi_earings", jedi_earings)
|
object_tangible_loot_creature_loot_collections_treasure_hunter_stone_03 = object_tangible_loot_creature_loot_collections_shared_treasure_hunter_stone_03:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_creature_loot_collections_treasure_hunter_stone_03, "object/tangible/loot/creature/loot/collections/treasure_hunter_stone_03.iff")
|
AddCSLuaFile()
DEFINE_BASECLASS("emod_base")
EMod.RegisterComponent(ENT, "E-Battery", EMod.ComponentsTypes.Source, "Energy Sources", true, "EMod Official Pack")
function ENT:EModSetup()
self:AddPin(EMod.Plus, Vector(-4.902077, -6.536953, 1.198760))
self:AddPin(EMod.Zero, Vector(-4.902195, 6.757458, 1.200500))
self:AddScheme(1,nil)
self:AddScheme(2,nil)
self.State = false
if SERVER then
self:SetUseType(SIMPLE_USE)
end
self:EModSetModel("models/Items/car_battery01.mdl")
end
function ENT:EModSettings(settings)
self:EModSetModel(settings.model)
end
function ENT:Use(_, caller)
self.State = not self.State
self:EmitSound("buttons/button14.wav", 75, 150)
end
-- if SERVER then
-- function ENT:Initialize()
-- self:SetModel("models/Items/car_battery01.mdl")
-- self:PhysicsInit(SOLID_VPHYSICS)
-- self:SetMoveType(MOVETYPE_VPHYSICS)
-- self:SetSolid(SOLID_VPHYSICS)
-- self:SetUseType(SIMPLE_USE)
-- self:PhysWake()
-- self:SetCollisionGroup(COLLISION_GROUP_NONE)
-- self.Temperature = 25.0
-- self:SetCapacity(1000)
-- self:SetAvailable(1000)
-- self:RegisterCallback(2,function(edata)
-- if edata.I == math.huge then
-- util.BlastDamage(self:GetPlayer() or self.Player,self:GetPlayer() or self.Player,self:GetPos()+Vector(0,0,100),100,50) self.Think = nil
-- local effectdata = EffectData()
-- effectdata:SetOrigin(self:GetPos())
-- util.Effect( "Explosion", effectdata )
-- self:Remove()
-- return
-- end
-- EModPerformDischarge(self,edata.I)
-- if self:GetAvailable() == 0 or edata.I == 0 then return end
-- self:MakeTick(edata)
-- end)
-- end
-- function ENT:Use(_,caller)
-- self:SetState(!self:GetState())
-- self:EmitSound("buttons/button14.wav",75,150)
-- end
-- function ENT:Think()
-- if self:GetState() then
-- self:FlowCurrent(1,{ChargeOwner=self,ChargeID=SysTime(),Route={},I=math.huge,U=58})
-- self:NextThink(CurTime() + EMODTick)
-- return true
-- end
-- end
-- end
-- if CLIENT then
-- function ENT:Think()
-- if self:GetState() then
-- local dlight = DynamicLight(self:EntIndex())
-- if ( dlight ) then
-- dlight.pos = self:LocalToWorld(Vector(0,0,10))
-- dlight.r = self:GetAvailable() == 0 and 100 or 0
-- dlight.g = self:GetAvailable() != 0 and 100 or 0
-- dlight.b = 0
-- dlight.brightness = 1
-- dlight.Decay = 0
-- dlight.Size = 100
-- dlight.DieTime = CurTime() + EMODTick
-- end
-- end
-- end
-- function ENT:Draw()
-- self:DrawModel()
-- cam.Start3D2D(self:LocalToWorld(Vector(-4,5.4,4.7)),self:LocalToWorldAngles(Angle(0,0,0)),0.1)
-- local percent = self:GetAvailable()*100/self:GetCapacity()
-- local light = GetLightAmount(self:GetPos())
-- draw.RoundedBox(2,0,53*(percent/100),35,53-53*(percent/100),Color(255,0,0,light))
-- draw.RoundedBox(2,0,0,35,53*(percent/100),Color(0,255,0,light))
-- -- draw.SimpleText(math.Round(self:GetAvailable(),3),"DermaLarge",50,50,Color(255,255,255),1,1) |Debug|
-- cam.End3D2D()
-- end
-- end
-- function ENT:SetupDataTables()
-- self:NetworkVar("Bool",0,"State")
-- self:NetworkVar("Float",0,"Capacity")
-- self:NetworkVar("Float",1,"Available")
-- if SERVER then
-- self:SetState(false)
-- end
-- end |
local ffi = require( "ffi" )
-- Normal bindings
local overlay = require "ffi.overlay"
-- Kbd table
local kbd = {}
function kbd.keyboardIterator(keyboards)
local current = 0
return function()
if current == 0 then
-- The first element.
current = keyboards.keyboards
else
-- Elements after the current one.
current = current.next
end
-- Only if there is a keyboard - the iterator is over in any other case.
if current ~= nil then
return current
end
end
end
return kbd
|
for i = 1, 10, 2
do
print(i)
end
local obj = { }
obj[1] = 3.14
obj[2] = "nihaop"
-- print(obj[1])
-- print(obj["1"])
print(obj[2.0])
-- assert(obj[1] == 13.14) |
ENT.Type = 'anim'
ENT.Base = 'bw_machine_base'
ENT.PrintName = 'Drink Mixer'
ENT.Author = 'n00bmobile'
ENT.Category = 'n00bmobile'
ENT.Spawnable = true
ENT.AdminSpawnable = true
--[Customizable Values]--
ENT.MaxPower = 100
ENT.Cooldown = 600
-------------------------
function ENT:SetupDataTables()
self:NetworkVar('Bool', 0, 'TurnedOn')
self:NetworkVar('Int', 0, 'PowerStored')
self:NetworkVar('Int', 1, 'Countdown')
if SERVER then
self:SetCountdown(self.Cooldown)
end
end
if CLIENT then
ENT.StatusBars = {
[1] = {
name = 'HEALTH',
color = Color(255, 0, 0),
getWidth = function(ent)
return 186 *(ent:Health() /ent:GetMaxHealth())
end
},
[2] = {
name = 'DRINK',
color = Color(0, 255, 255),
getWidth = function(ent)
local countdown = ent:GetCountdown()
if countdown == 0 then
ent.StatusBars[2].name = 'DRINK READY'
else
ent.StatusBars[2].name = 'DRINK ('..string.ToMinutesSeconds(countdown)..')'
end
return 186 -186 *(countdown /ent.Cooldown)
end
}
}
end |
local _, ns = ...
ns.L = {}
local localizations = {}
local locale = GetLocale()
setmetatable(ns.L, {
__call = function(_, newLocale)
localizations[newLocale] = {}
return localizations[newLocale]
end,
__index = function(_, key)
local localeTable = localizations[locale]
return localeTable and localeTable[key] or tostring(key)
end
})
|
-- slb_racing trigger
ENT.Base = "base_entity"
ENT.Type = "brush"
function ENT:Initialize()
end
function ENT:StartTouch( entity )
if entity:IsPlayer() then
entity:SetNetworkedBool( "IsRacing", true )
entity:SetTeam(TEAM_RACING)
end
if not entity:IsPlayer() then
local phys = entity:GetPhysicsObject()
if ( phys && phys:IsValid() ) then
phys:SetMaterial("gmod_ice")
end
end
end
function ENT:EndTouch( entity )
if entity:IsPlayer() then
entity:SetTeam(TEAM_BUILDING)
entity:SetNetworkedBool( "IsRacing", false )
end
local phys = entity:GetPhysicsObject()
if ( phys && phys:IsValid() && !entity:IsPlayer() ) then
phys:SetMaterial("dirt") -- Reset physprops when not racing.
end
end
function ENT:Touch( entity ) -- we don't want to use this function... server lag.
end
/*---------------------------------------------------------
Name: PassesTriggerFilters
Desc: Return true if this object should trigger us
---------------------------------------------------------*/
function ENT:PassesTriggerFilters( entity )
return true
end
/*---------------------------------------------------------
Name: KeyValue
Desc: Called when a keyvalue is added to us
---------------------------------------------------------*/
function ENT:KeyValue( key, value )
end
/*---------------------------------------------------------
Name: Think
Desc: Entity's think function.
---------------------------------------------------------*/
function ENT:Think()
end
/*---------------------------------------------------------
Name: OnRemove
Desc: Called just before entity is deleted
---------------------------------------------------------*/
function ENT:OnRemove()
end |
local Input = {}
local self = Input
-- TODO: rebinding
Input.key_down = {}
Input.key_pressed = {}
Input.key_released = {}
Input.aliases = {
["up"] = {"up"},
["down"] = {"down"},
["left"] = {"left"},
["right"] = {"right"},
["confirm"] = {"z", "return"},
["cancel"] = {"x", "lshift", "rshift"},
["menu"] = {"c", "lctrl", "rctrl"}
}
Input.lock_stack = {}
function Input.clearPressed()
self.key_pressed = {}
self.key_released = {}
end
function Input.lock(target)
table.insert(self.lock_stack, target)
end
function Input.release(target)
if not target then
table.remove(self.lock_stack, #self.lock_stack)
else
Utils.removeFromTable(self.lock_stack, target)
end
end
function Input.check(target)
return self.lock_stack[#self.lock_stack] == target
end
function Input.onKeyPressed(key)
self.key_down[key] = true
self.key_pressed[key] = true
end
function Input.onKeyReleased(key)
self.key_down[key] = false
self.key_released[key] = true
end
function Input.down(key)
if self.aliases[key] then
for _,k in ipairs(self.aliases[key]) do
if self.key_down[k] then
return true
end
end
return false
else
return self.key_down[key]
end
end
function Input.keyDown(key)
return self.key_down[key]
end
function Input.pressed(key)
if self.aliases[key] then
for _,k in ipairs(self.aliases[key]) do
if self.key_pressed[k] then
return true
end
end
return false
else
return self.key_down[key]
end
end
function Input.keyPressed(key)
return self.key_pressed[key]
end
function Input.released(key)
if self.aliases[key] then
for _,k in ipairs(self.aliases[key]) do
if self.key_released[k] then
return true
end
end
return false
else
return self.key_released[key]
end
end
function Input.keyReleased(key)
return self.key_released[key]
end
function Input.up(key)
if self.aliases[key] then
for _,k in ipairs(self.aliases[key]) do
if self.key_down[k] then
return false
end
end
return true
else
return not self.key_down[key]
end
end
function Input.keyUp(key)
return not self.key_down[key]
end
function Input.is(alias, key)
return self.aliases[alias] and Utils.containsValue(self.aliases[alias], key)
end
function Input.getText(alias)
local name = self.aliases[alias] and self.aliases[alias][1] or alias
return "["..name:upper().."]"
end
function Input.isConfirm(key)
return Utils.containsValue(self.aliases["confirm"], key)
end
function Input.isCancel(key)
return Utils.containsValue(self.aliases["cancel"], key)
end
function Input.isMenu(key)
return Utils.containsValue(self.aliases["menu"], key)
end
function Input.getMousePosition()
return love.mouse.getX() / (Kristal.Config["windowScale"] or 1), love.mouse.getY() / (Kristal.Config["windowScale"] or 1)
end
return Input |
local Model = require "meiru.db.model"
local Session = Model("Session")
function Session:ctor()
-- log("Session:ctor id =",self.id)
end
return Session
|
-- Tencent is pleased to support the open source community by making LuaPanda available.
-- Copyright (C) 2019 THL A29 Limited, a Tencent company. All rights reserved.
-- Licensed under the BSD 3-Clause License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
-- https://opensource.org/licenses/BSD-3-Clause
-- 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.
-- API:
-- LuaPanda.printToVSCode(logStr, printLevel, type)
-- 打印日志到VSCode Output下 LuaPanda Debugger 中
-- @printLevel: debug(0)/info(1)/error(2) 这里的日志等级需高于launch.json中配置等级日志才能输出 (可选参数,默认0)
-- @type(可选参数,默认0): 0:VSCode output console 1:VSCode tip 2:VSCode debug console
-- LuaPanda.BP()
-- 强制打断点,可以在协程中使用。建议使用以下写法:
-- local ret = LuaPanda and LuaPanda.BP and LuaPanda.BP();
-- 如果成功加入断点ret返回true,否则是nil
-- LuaPanda.getInfo()
-- 返回获取调试器信息。包括版本号,是否使用lib库,系统是否支持loadstring(load方法)。返回值类型string, 推荐在调试控制台中使用。
-- LuaPanda.testBreakpoint()
-- 测试断点,用于分析路径错误导致断点无法停止的情况。测试方法是
-- 1. launch.json 中开启 stopOnEntry, 或者在代码中加入LuaPanda.BP()。
-- 2. 运行调试器和 lua 进程,当停止在 stopOnEntry 或者 LuaPanda.BP() 时在调试控制台输入 LuaPanda.testBreakpoint()
-- 3. 根据提示更新断点后再次输入 LuaPanda.testBreakpoint()。此时系统会输出一些提示,帮助用户分析断点可能无法停止的原因。
-- LuaPanda.doctor()
-- 返回对当前环境的诊断信息,提示可能存在的问题。返回值类型string, 推荐在调试控制台中使用。
-- LuaPanda.getBreaks()
-- 获取断点信息,推荐在调试控制台中使用。
-- LuaPanda.serializeTable(table)
-- 把table序列化为字符串,返回值类型是string。
-- LuaPanda.stopAttach()
-- 断开连接,停止attach,本次被调试程序运行过程无法再次进行attach连接。
-- 其他说明:
-- 关于真机调试,首次使用真机调试时要注意下方"用户设置项"中的配置
-- 1. 确定 attach 开关打开: openAttachMode = true; 这样可以避免先启动手机app之后启动调试器无法连接。
-- 2. 把连接时间放长: connectTimeoutSec 设置为 0.5 或者 1。首次尝试真机调试时这个值可以设置大一点,之后再根据自己的网络状况向下调整。
-- 调试方法可以参考 github 文档
--用户设置项
local openAttachMode = true; --是否开启attach模式。attach模式开启后可以在任意时刻启动vscode连接调试。缺点是没有连接调试时也会略降低lua执行效率(会不断进行attach请求)
local attachInterval = 1; --attach间隔时间(s)
local connectTimeoutSec = 0.005; --lua进程作为Client时, 连接超时时间, 单位s. 时间过长等待attach时会造成卡顿,时间过短可能无法连接。建议值0.005 - 0.05
local listeningTimeoutSec = 0.5; -- lua进程作为Server时,连接超时时间, 单位s. 时间过长等待attach时会造成卡顿,时间过短可能无法连接。建议值0.1 - 1
local userDotInRequire = true; --兼容require中使用 require(a.b) 和 require(a/b) 的形式引用文件夹中的文件,默认无需修改
local traversalUserData = false; --如果可以的话(取决于userdata原表中的__pairs),展示userdata中的元素。 如果在调试器中展开userdata时有错误,请关闭此项.
local customGetSocketInstance = nil; --支持用户实现一个自定义调用luasocket的函数,函数返回值必须是一个socket实例。例: function() return require("socket.core").tcp() end;
local consoleLogLevel = 2; --打印在控制台(print)的日志等级 0 : all/ 1: info/ 2: error.
--用户设置项END
local debuggerVer = "3.2.0"; --debugger版本号
LuaPanda = {};
local this = LuaPanda;
local tools = {}; --引用的开源工具,包括json解析和table展开工具等
this.tools = tools;
this.curStackId = 0;
--json处理
local json;
--hook状态列表
local hookState = {
DISCONNECT_HOOK = 0, --断开连接
LITE_HOOK = 1, --全局无断点
MID_HOOK = 2, --全局有断点,本文件无断点
ALL_HOOK = 3, --本文件有断点
};
--运行状态列表
local runState = {
DISCONNECT = 0, --未连接
WAIT_CMD = 1, --已连接,等待命令
STOP_ON_ENTRY = 2, --初始状态
RUN = 3,
STEPOVER = 4,
STEPIN = 5,
STEPOUT = 6,
STEPOVER_STOP = 7,
STEPIN_STOP = 8,
STEPOUT_STOP = 9,
HIT_BREAKPOINT = 10
};
local TCPSplitChar = "|*|"; --json协议分隔符,请不要修改
local MAX_TIMEOUT_SEC = 3600 * 24; --网络最大超时等待时间
--当前运行状态
local currentRunState;
local currentHookState;
--断点信息
local breaks = {}; --保存断点的数组
this.breaks = breaks; --供hookLib调用
local recCallbackId = "";
--VSCode端传过来的配置,在VSCode端的launch配置,传过来并赋值
local luaFileExtension = ""; --vscode传过来的脚本后缀
local cwd = ""; --工作路径
local DebuggerFileName = ""; --Debugger文件名(原始,未经path处理), 函数中会自动获取
local DebuggerToolsName = "";
local lastRunFunction = {}; --上一个执行过的函数。在有些复杂场景下(find,getcomponent)一行会挺两次
local currentCallStack = {}; --获取当前调用堆栈信息
local hitBP = false; --BP()中的强制断点命中标记
local TempFilePath_luaString = ""; --VSCode端配置的临时文件存放路径
local recordHost; --记录连接端IP
local recordPort; --记录连接端口号
local sock; --lua socket 文件描述符
local server; --server 描述符
local OSType; --VSCode识别出的系统类型,也可以自行设置。Windows_NT | Linux | Darwin
local clibPath; --chook库在VScode端的路径,也可自行设置。
local hookLib; --chook库的引用实例
local adapterVer; --VScode传来的adapter版本号
local truncatedOPath; --VScode中用户设置的用于截断opath路径的标志,注意这里可以接受lua魔法字符
local distinguishSameNameFile = false; --是否区分lua同名文件中的断点,在VScode launch.json 中 distinguishSameNameFile 控制
--标记位
local logLevel = 1; --日志等级all/info/error. 此设置对应的是VSCode端设置的日志等级.
local variableRefIdx = 1; --变量索引
local variableRefTab = {}; --变量记录table
local lastRunFilePath = ""; --最后执行的文件路径
local pathCaseSensitivity = true; --路径是否发大小写敏感,这个选项接收VScode设置,请勿在此处更改
local recvMsgQueue = {}; --接收的消息队列
local coroutinePool = {}; --保存用户协程的队列
local winDiskSymbolUpper = false;--设置win下盘符的大小写。以此确保从VSCode中传入的断点路径,cwd和从lua虚拟机获得的文件路径盘符大小写一致
local isNeedB64EncodeStr = false;-- 记录是否使用base64编码字符串
local loadclibErrReason = 'launch.json文件的配置项useCHook被设置为false.';
local OSTypeErrTip = "";
local pathErrTip = ""
local winDiskSymbolTip = "";
local isAbsolutePath = false;
local stopOnEntry; --用户在VSCode端设置的是否打开stopOnEntry
local userSetUseClib; --用户在VSCode端设置的是否是用clib库
local autoPathMode = false;
local autoExt; --调试器启动时自动获取到的后缀, 用于检测lua虚拟机返回的路径是否带有文件后缀。他可以是空值或者".lua"等
local luaProcessAsServer;
local testBreakpointFlag = false; -- 测试断点的标志位。结合 LuaPanda.testBreakpoint() 测试断点无法停止的原因
--Step控制标记位
local stepOverCounter = 0; --STEPOVER over计数器
local stepOutCounter = 0; --STEPOVER out计数器
local HOOK_LEVEL = 3; --调用栈偏移量,使用clib时为3,lua中不再使用此变量,而是通过函数getSpecificFunctionStackLevel获取
local isUseLoadstring = 0;
local debugger_loadString;
--临时变量
local recordBreakPointPath; --记录最后一个[可能命中]的断点,用于getInfo以及doctor的断点测试
local coroutineCreate; --用来记录lua原始的coroutine.create函数
local stopConnectTime = 0; --用来临时记录stop断开连接的时间
local isInMainThread;
local receiveMsgTimer = 0;
local isUserSetClibPath = false; --用户是否在本文件中自设了clib路径
local hitBpTwiceCheck; -- 命中断点的Vscode校验结果,默认true (true是命中,false是未命中)
local formatPathCache = {}; -- getinfo -> format
function this.formatPathCache() return formatPathCache; end
local fakeBreakPointCache = {}; --其中用 路径-{行号列表} 形式保存错误命中信息
function this.fakeBreakPointCache() return fakeBreakPointCache; end
--5.1/5.3兼容
if _VERSION == "Lua 5.1" then
debugger_loadString = loadstring;
else
debugger_loadString = load;
end
--用户在控制台输入信息的环境变量
local env = setmetatable({ }, {
__index = function( _ , varName )
local ret = this.getWatchedVariable( varName, _G.LuaPanda.curStackId , false);
return ret;
end,
__newindex = function( _ , varName, newValue )
this.setVariableValue( varName, _G.LuaPanda.curStackId, newValue);
end
});
-----------------------------------------------------------------------------
-- 流程
-----------------------------------------------------------------------------
---this.bindServer 当lua进程作为Server时,server绑定函数
--- server 在bind时创建, 连接成功后关闭listen , disconnect时置空。reconnect时会查询server,没有的话重新绑定,如果已存在直接accept
function this.bindServer(host, port)
server = sock
server:settimeout(listeningTimeoutSec);
assert(server:bind(host, port));
server:setoption("reuseaddr", true); --防止已连接状态下新的连接进入,不再reuse
assert(server:listen(0));
end
-- 以lua作为服务端的形式启动调试器
-- @host 绑定ip , 默认 0.0.0.0
-- @port 绑定port, 默认 8818
function this.startServer(host, port)
host = tostring(host or "0.0.0.0") ;
port = tonumber(port) or 8818;
luaProcessAsServer = true;
this.printToConsole("Debugger start as SERVER. bind host:" .. host .. " port:".. tostring(port), 1);
if sock ~= nil then
this.printToConsole("[Warning] 调试器已经启动,请不要再次调用start()" , 1);
return;
end
--尝试初次连接
this.changeRunState(runState.DISCONNECT);
if not this.reGetSock() then
this.printToConsole("[Error] LuaPanda debugger start success , but get Socket fail , please install luasocket!", 2);
return;
end
recordHost = host;
recordPort = port;
this.bindServer(recordHost, recordPort);
local connectSuccess = server:accept();
sock = connectSuccess;
if connectSuccess then
this.printToConsole("First connect success!");
this.connectSuccess();
else
this.printToConsole("First connect failed!");
this.changeHookState(hookState.DISCONNECT_HOOK);
end
end
-- 启动调试器
-- @host adapter端ip, 默认127.0.0.1
-- @port adapter端port ,默认8818
function this.start(host, port)
host = tostring(host or "127.0.0.1") ;
port = tonumber(port) or 8818;
this.printToConsole("Debugger start as CLIENT. connect host:" .. host .. " port:".. tostring(port), 1);
if sock ~= nil then
this.printToConsole("[Warning] 调试器已经启动,请不要再次调用start()" , 1);
return;
end
--尝试初次连接
this.changeRunState(runState.DISCONNECT);
if not this.reGetSock() then
this.printToConsole("[Error] Start debugger but get Socket fail , please install luasocket!", 2);
return;
end
recordHost = host;
recordPort = port;
sock:settimeout(connectTimeoutSec);
local connectSuccess = this.sockConnect(sock);
if connectSuccess then
this.printToConsole("First connect success!");
this.connectSuccess();
else
this.printToConsole("First connect failed!");
this.changeHookState(hookState.DISCONNECT_HOOK);
end
end
function this.sockConnect(sock)
if sock then
local connectSuccess, status = sock:connect(recordHost, recordPort);
if status == "connection refused" then
this.reGetSock();
end
return connectSuccess;
end
return nil;
end
-- 连接成功,开始初始化
function this.connectSuccess()
if server then
server:close(); -- 停止listen
end
this.changeRunState(runState.WAIT_CMD);
this.printToConsole("connectSuccess", 1);
--设置初始状态
local ret = this.debugger_wait_msg();
--获取debugger文件路径
if DebuggerFileName == "" then
local info = debug.getinfo(1, "S")
for k,v in pairs(info) do
if k == "source" then
DebuggerFileName = tostring(v);
-- 从代码中去后缀
autoExt = DebuggerFileName:gsub('.*[Ll][Uu][Aa][Pp][Aa][Nn][Dd][Aa]', '');
if hookLib ~= nil then
hookLib.sync_debugger_path(DebuggerFileName);
end
end
end
end
if DebuggerToolsName == "" then
DebuggerToolsName = tools.getFileSource();
if hookLib ~= nil then
hookLib.sync_tools_path(DebuggerToolsName);
end
end
if ret == false then
this.printToVSCode("[debugger error]初始化未完成, 建立连接但接收初始化消息失败。请更换端口重试", 2);
return;
end
this.printToVSCode("debugger init success", 1);
this.changeHookState(hookState.ALL_HOOK);
if hookLib == nil then
--协程调试
if coroutineCreate == nil and type(coroutine.create) == "function" then
this.printToConsole("change coroutine.create");
coroutineCreate = coroutine.create;
coroutine.create = function(...)
local co = coroutineCreate(...)
table.insert(coroutinePool, co);
--运行状态下,创建协程即启动hook
this.changeCoroutineHookState();
return co;
end
else
this.printToConsole("restart coroutine");
this.changeCoroutineHookState();
end
end
end
--重置数据
function this.clearData()
OSType = nil;
clibPath = nil;
-- reset breaks
breaks = {};
formatPathCache = {};
fakeBreakPointCache = {};
this.breaks = breaks;
if hookLib ~= nil then
hookLib.sync_breakpoints(); --清空断点信息
hookLib.clear_pathcache(); --清空路径缓存
end
end
-- 本次连接过程中停止attach ,以提高运行效率
function this.stopAttach()
openAttachMode = false;
this.printToConsole("Debugger stopAttach", 1);
this.clearData()
this.changeHookState( hookState.DISCONNECT_HOOK );
stopConnectTime = os.time();
this.changeRunState(runState.DISCONNECT);
if sock ~= nil then
sock:close();
if luaProcessAsServer and server then server = nil; end;
end
end
--断开连接
function this.disconnect()
this.printToConsole("Debugger disconnect", 1);
this.clearData()
this.changeHookState( hookState.DISCONNECT_HOOK );
stopConnectTime = os.time();
this.changeRunState(runState.DISCONNECT);
if sock ~= nil then
sock:close();
sock = nil;
server = nil;
end
if recordHost == nil or recordPort == nil then
--异常情况处理, 在调用LuaPanda.start()前首先调用了LuaPanda.disconnect()
this.printToConsole("[Warning] User call LuaPanda.disconnect() before set debug ip & port, please call LuaPanda.start() first!", 2);
return;
end
this.reGetSock();
end
-----------------------------------------------------------------------------
-- 调试器通用方法
-----------------------------------------------------------------------------
-- 返回断点信息
function this.getBreaks()
return breaks;
end
---testBreakpoint 测试断点
function this.testBreakpoint()
if recordBreakPointPath and recordBreakPointPath ~= "" then
-- testBreakpointFlag = false;
return this.breakpointTestInfo();
else
local strTable = {};
strTable[#strTable + 1] = "正在准备进行断点测试,请按照如下步骤操作\n"
strTable[#strTable + 1] = "1. 请[删除]当前项目中所有断点;\n"
strTable[#strTable + 1] = "2. 在当前停止行打一个断点;\n"
strTable[#strTable + 1] = "3. 再次运行 'LuaPanda.testBreakpoint()'"
testBreakpointFlag = true;
return table.concat(strTable);
end
end
-- 返回路径相关信息
-- cwd:配置的工程路径 | info["source"]:通过 debug.getinfo 获得执行文件的路径 | format:格式化后的文件路径
function this.breakpointTestInfo()
local ly = this.getSpecificFunctionStackLevel(lastRunFunction.func);
if type(ly) ~= "number" then
ly = 2;
end
local runSource = lastRunFunction["source"];
if runSource == nil and hookLib ~= nil then
runSource = this.getPath(tostring(hookLib.get_last_source()));
end
local info = debug.getinfo(ly, "S");
local NormalizedPath = this.formatOpath(info["source"]);
NormalizedPath = this.truncatedPath(NormalizedPath, truncatedOPath);
local strTable = {}
local FormatedPath = tostring(runSource);
strTable[#strTable + 1] = "\n- BreakPoint Test:"
strTable[#strTable + 1] = "\nUser set lua extension: ." .. tostring(luaFileExtension);
strTable[#strTable + 1] = "\nAuto get lua extension: " .. tostring(autoExt);
if truncatedOPath and truncatedOPath ~= '' then
strTable[#strTable + 1] = "\nUser set truncatedOPath: " .. truncatedOPath;
end
strTable[#strTable + 1] = "\nGetInfo: ".. info["source"];
strTable[#strTable + 1] = "\nNormalized: " .. NormalizedPath;
strTable[#strTable + 1] = "\nFormated: " .. FormatedPath;
if recordBreakPointPath and recordBreakPointPath ~= "" then
strTable[#strTable + 1] = "\nBreakpoint: " .. recordBreakPointPath;
end
if not autoPathMode then
if isAbsolutePath then
strTable[#strTable + 1] = "\n说明:从lua虚拟机获取到的是绝对路径,Formated使用GetInfo路径。" .. winDiskSymbolTip;
else
strTable[#strTable + 1] = "\n说明:从lua虚拟机获取到的路径(GetInfo)是相对路径,调试器运行依赖的绝对路径(Formated)是来源于cwd+GetInfo拼接。如Formated路径错误请尝试调整cwd或改变VSCode打开文件夹的位置。也可以在Formated对应的文件下打一个断点,调整直到Formated和Breaks Info中断点路径完全一致。" .. winDiskSymbolTip;
end
else
strTable[#strTable + 1] = "\n说明:自动路径(autoPathMode)模式已开启。";
if recordBreakPointPath and recordBreakPointPath ~= "" then
if string.find(recordBreakPointPath , FormatedPath, (-1) * string.len(FormatedPath) , true) then
-- 短路径断点命中
if distinguishSameNameFile == false then
strTable[#strTable + 1] = "本文件中断点可正常命中。"
strTable[#strTable + 1] = "同名文件中的断点识别(distinguishSameNameFile) 未开启,请确保 VSCode 断点不要存在于同名 lua 文件中。";
else
strTable[#strTable + 1] = "同名文件中的断点识别(distinguishSameNameFile) 已开启。";
if string.find(recordBreakPointPath, NormalizedPath, 1, true) then
strTable[#strTable + 1] = "本文件中断点可被正常命中"
else
strTable[#strTable + 1] = "断点可能无法被命中,因为 lua 虚拟机中获得的路径 Normalized 不是断点路径 Breakpoint 的子串。 如有需要,可以在 launch.json 中设置 truncatedOPath 来去除 Normalized 部分路径。"
end
end
else
strTable[#strTable + 1] = "断点未被命中,原因是 Formated 不是 Breakpoint 路径的子串,或者 Formated 和 Breakpoint 文件后缀不一致"
end
else
strTable[#strTable + 1] = "如果要进行断点测试,请使用 LuaPanda.testBreakpoint()。"
end
end
return table.concat(strTable)
end
--返回版本号等配置
function this.getBaseInfo()
local strTable = {};
local jitVer = "";
if jit and jit.version then
jitVer = "," .. tostring(jit.version);
end
strTable[#strTable + 1] = "Lua Ver:" .. _VERSION .. jitVer .." | Adapter Ver:" .. tostring(adapterVer) .. " | Debugger Ver:" .. tostring(debuggerVer);
local moreInfoStr = "";
if hookLib ~= nil then
local clibVer, forluaVer = hookLib.sync_getLibVersion();
local clibStr = forluaVer ~= nil and tostring(clibVer) .. " for " .. tostring(math.ceil(forluaVer)) or tostring(clibVer);
strTable[#strTable + 1] = " | hookLib Ver:" .. clibStr;
moreInfoStr = moreInfoStr .. "说明: 已加载 libpdebug 库.";
else
moreInfoStr = moreInfoStr .. "说明: 未能加载 libpdebug 库。原因请使用 LuaPanda.doctor() 查看";
end
local outputIsUseLoadstring = false
if type(isUseLoadstring) == "number" and isUseLoadstring == 1 then
outputIsUseLoadstring = true;
end
strTable[#strTable + 1] = " | supportREPL:".. tostring(outputIsUseLoadstring);
strTable[#strTable + 1] = " | useBase64EncodeString:".. tostring(isNeedB64EncodeStr);
strTable[#strTable + 1] = " | codeEnv:" .. tostring(OSType);
strTable[#strTable + 1] = " | distinguishSameNameFile:" .. tostring(distinguishSameNameFile) .. '\n';
strTable[#strTable + 1] = moreInfoStr;
if OSTypeErrTip ~= nil and OSTypeErrTip ~= '' then
strTable[#strTable + 1] = '\n' ..OSTypeErrTip;
end
return table.concat(strTable);
end
--自动诊断当前环境的错误,并输出信息
function this.doctor()
local strTable = {};
if debuggerVer ~= adapterVer then
strTable[#strTable + 1] = "\n- 建议更新版本\nLuaPanda VSCode插件版本是" .. adapterVer .. ", LuaPanda.lua文件版本是" .. debuggerVer .. "。建议检查并更新到最新版本。";
strTable[#strTable + 1] = "\n更新方式 : https://github.com/Tencent/LuaPanda/blob/master/Docs/Manual/update.md";
strTable[#strTable + 1] = "\nRelease版本: https://github.com/Tencent/LuaPanda/releases";
end
--plibdebug
if hookLib == nil then
strTable[#strTable + 1] = "\n\n- libpdebug 库没有加载\n";
if userSetUseClib then
--用户允许使用clib插件
if isUserSetClibPath == true then
--用户自设了clib地址
strTable[#strTable + 1] = "用户使用 LuaPanda.lua 中 clibPath 变量指定了 plibdebug 的位置: " .. clibPath;
if this.tryRequireClib("libpdebug", clibPath) then
strTable[#strTable + 1] = "\n引用成功";
else
strTable[#strTable + 1] = "\n引用错误:" .. loadclibErrReason;
end
else
--使用默认clib地址
local clibExt, platform;
if OSType == "Darwin" then clibExt = "/?.so;"; platform = "mac";
elseif OSType == "Linux" then clibExt = "/?.so;"; platform = "linux";
else clibExt = "/?.dll;"; platform = "win"; end
local lua_ver;
if _VERSION == "Lua 5.1" then
lua_ver = "501";
else
lua_ver = "503";
end
local x86Path = clibPath .. platform .."/x86/".. lua_ver .. clibExt;
local x64Path = clibPath .. platform .."/x86_64/".. lua_ver .. clibExt;
strTable[#strTable + 1] = "尝试引用x64库: ".. x64Path;
if this.tryRequireClib("libpdebug", x64Path) then
strTable[#strTable + 1] = "\n引用成功";
else
strTable[#strTable + 1] = "\n引用错误:" .. loadclibErrReason;
strTable[#strTable + 1] = "\n尝试引用x86库: ".. x86Path;
if this.tryRequireClib("libpdebug", x86Path) then
strTable[#strTable + 1] = "\n引用成功";
else
strTable[#strTable + 1] = "\n引用错误:" .. loadclibErrReason;
end
end
end
else
strTable[#strTable + 1] = "原因是" .. loadclibErrReason;
end
end
--path
--尝试直接读当前getinfo指向的文件,看能否找到。如果能,提示正确,如果找不到,给出提示,建议玩家在这个文件中打一个断点
--检查断点,文件和当前文件的不同,给出建议
local runSource = lastRunFilePath;
if hookLib ~= nil then
runSource = this.getPath(tostring(hookLib.get_last_source()));
end
-- 在精确路径模式下的路径错误检测
if not autoPathMode and runSource and runSource ~= "" then
-- 读文件
local isFileExist = this.fileExists(runSource);
if not isFileExist then
strTable[#strTable + 1] = "\n\n- 路径存在问题\n";
--解析路径,得到文件名,到断点路径中查这个文件名
local pathArray = this.stringSplit(runSource, '/');
--如果pathArray和断点能匹配上
local fileMatch= false;
for key, _ in pairs(this.getBreaks()) do
if string.find(key, pathArray[#pathArray], 1, true) then
--和断点匹配了
fileMatch = true;
-- retStr = retStr .. "\n请对比如下路径:\n";
strTable[#strTable + 1] = this.breakpointTestInfo();
strTable[#strTable + 1] = "\nfilepath: " .. key;
if isAbsolutePath then
strTable[#strTable + 1] = "\n说明:从lua虚拟机获取到的是绝对路径,format使用getinfo路径。";
else
strTable[#strTable + 1] = "\n说明:从lua虚拟机获取到的是相对路径,调试器运行依赖的绝对路径(format)是来源于cwd+getinfo拼接。";
end
strTable[#strTable + 1] = "\nfilepath是VSCode通过获取到的文件正确路径 , 对比format和filepath,调整launch.json中CWD,或改变VSCode打开文件夹的位置。使format和filepath一致即可。\n如果format和filepath路径仅大小写不一致,设置launch.json中 pathCaseSensitivity:false 可忽略路径大小写";
end
end
if fileMatch == false then
--未能和断点匹配
strTable[#strTable + 1] = "\n找不到文件:" .. runSource .. ", 请检查路径是否正确。\n或者在VSCode文件" .. pathArray[#pathArray] .. "中打一个断点后,再执行一次doctor命令,查看路径分析结果。";
end
end
end
--日志等级对性能的影响
if logLevel < 1 or consoleLogLevel < 1 then
strTable[#strTable + 1] = "\n\n- 日志等级\n";
if logLevel < 1 then
strTable[#strTable + 1] = "当前日志等级是" .. logLevel .. ", 会产生大量日志,降低调试速度。建议调整launch.json中logLevel:1";
end
if consoleLogLevel < 1 then
strTable[#strTable + 1] = "当前console日志等级是" .. consoleLogLevel .. ", 过低的日志等级会降低调试速度,建议调整LuaPanda.lua文件头部consoleLogLevel=2";
end
end
if #strTable == 0 then
strTable[#strTable + 1] = "未检测出问题";
end
return table.concat(strTable);
end
function this.fileExists(path)
local f=io.open(path,"r");
if f~= nil then io.close(f) return true else return false end
end
--返回一些信息,帮助用户定位问题
function this.getInfo()
--用户设置项
local strTable = {};
strTable[#strTable + 1] = "\n- Base Info: \n";
strTable[#strTable + 1] = this.getBaseInfo();
--已经加载C库,x86/64 未能加载,原因
strTable[#strTable + 1] = "\n\n- User Setting: \n";
strTable[#strTable + 1] = "stopOnEntry:" .. tostring(stopOnEntry) .. ' | ';
-- strTable[#strTable + 1] = "luaFileExtension:" .. luaFileExtension .. ' | ';
strTable[#strTable + 1] = "logLevel:" .. logLevel .. ' | ' ;
strTable[#strTable + 1] = "consoleLogLevel:" .. consoleLogLevel .. ' | ';
strTable[#strTable + 1] = "pathCaseSensitivity:" .. tostring(pathCaseSensitivity) .. ' | ';
strTable[#strTable + 1] = "attachMode:".. tostring(openAttachMode).. ' | ';
strTable[#strTable + 1] = "autoPathMode:".. tostring(autoPathMode).. ' | ';
if userSetUseClib then
strTable[#strTable + 1] = "useCHook:true";
else
strTable[#strTable + 1] = "useCHook:false";
end
if logLevel == 0 or consoleLogLevel == 0 then
strTable[#strTable + 1] = "\n说明:日志等级过低,会影响执行效率。请调整logLevel和consoleLogLevel值 >= 1";
end
strTable[#strTable + 1] = "\n\n- Path Info: \n";
strTable[#strTable + 1] = "clibPath: " .. tostring(clibPath) .. '\n';
strTable[#strTable + 1] = "debugger: " .. DebuggerFileName .. " | " .. this.getPath(DebuggerFileName) .. '\n';
strTable[#strTable + 1] = "cwd : " .. cwd .. '\n';
strTable[#strTable + 1] = this.breakpointTestInfo();
if pathErrTip ~= nil and pathErrTip ~= '' then
strTable[#strTable + 1] = '\n' .. pathErrTip;
end
strTable[#strTable + 1] = "\n\n- Breaks Info: \nUse 'LuaPanda.getBreaks()' to watch.";
return table.concat(strTable);
end
--判断是否在协程中
function this.isInMain()
return isInMainThread;
end
--添加路径,尝试引用库。完成后把cpath还原,返回引用结果true/false
-- @libName 库名
-- path lib的cpath路径
function this.tryRequireClib(libName , libPath)
this.printToVSCode("tryRequireClib search : [" .. libName .. "] in "..libPath);
local savedCpath = package.cpath;
package.cpath = package.cpath .. ';' .. libPath;
this.printToVSCode("package.cpath:" .. package.cpath);
local status, err = pcall(function() hookLib = require(libName) end);
if status then
if type(hookLib) == "table" and this.getTableMemberNum(hookLib) > 0 then
this.printToVSCode("tryRequireClib success : [" .. libName .. "] in "..libPath);
package.cpath = savedCpath;
return true;
else
loadclibErrReason = "tryRequireClib fail : require success, but member function num <= 0; [" .. libName .. "] in "..libPath;
this.printToVSCode(loadclibErrReason);
hookLib = nil;
package.cpath = savedCpath;
return false;
end
else
-- 此处考虑到tryRequireClib会被调用两次,日志级别设置为0,防止输出不必要的信息。
loadclibErrReason = err;
this.printToVSCode("[Require clib error]: " .. err, 0);
end
package.cpath = savedCpath;
return false
end
------------------------字符串处理-------------------------
-- 倒序查找字符串 a.b/c查找/ , 返回4
-- @str 被查找的长串
-- @subPattern 查找的子串, 也可以是pattern
-- @plain plane text / pattern
-- @return 未找到目标串返回nil. 否则返回倒序找到的字串位置
function this.revFindString(str, subPattern, plain)
local revStr = string.reverse(str);
local _, idx = string.find(revStr, subPattern, 1, plain);
if idx == nil then return nil end;
return string.len(revStr) - idx + 1;
end
-- 反序裁剪字符串 如:print(subString("a.b/c", "/"))输出c
-- @return 未找到目标串返回nil. 否则返回被裁剪后的字符串
function this.revSubString(str, subStr, plain)
local idx = this.revFindString(str, subStr, plain)
if idx == nil then return nil end;
return string.sub(str, idx + 1, str.length)
end
-- 把字符串按reps分割成并放入table
-- @str 目标串
-- @reps 分割符。注意这个分隔符是一个pattern
function this.stringSplit( str, separator )
local retStrTable = {}
string.gsub(str, '[^' .. separator ..']+', function ( word )
table.insert(retStrTable, word)
end)
return retStrTable;
end
-- 保存CallbackId(通信序列号)
function this.setCallbackId( id )
if id ~= nil and id ~= "0" then
recCallbackId = tostring(id);
end
end
-- 读取CallbackId(通信序列号)。读取后记录值将被置空
function this.getCallbackId()
if recCallbackId == nil then
recCallbackId = "0";
end
local id = recCallbackId;
recCallbackId = "0";
return id;
end
-- reference from https://www.lua.org/pil/20.1.html
function this.trim (s)
return (string.gsub(s, "^%s*(.-)%s*$", "%1"))
end
--返回table中成员数量(数字key和非数字key之和)
-- @t 目标table
-- @return 元素数量
function this.getTableMemberNum(t)
local retNum = 0;
if type(t) ~= "table" then
this.printToVSCode("[debugger Error] getTableMemberNum get "..tostring(type(t)), 2)
return retNum;
end
for k,v in pairs(t) do
retNum = retNum + 1;
end
return retNum;
end
-- 生成一个消息Table
function this.getMsgTable(cmd ,callbackId)
callbackId = callbackId or 0;
local msgTable = {};
msgTable["cmd"] = cmd;
msgTable["callbackId"] = callbackId;
msgTable["info"] = {};
return msgTable;
end
function this.serializeTable(tab, name)
local sTable = tools.serializeTable(tab, name);
return sTable;
end
------------------------日志打印相关-------------------------
-- 把日志打印在VSCode端
-- @str: 日志内容
-- @printLevel: all(0)/info(1)/error(2)
-- @type: 0:vscode console 1:vscode tip
function this.printToVSCode(str, printLevel, type)
type = type or 0;
printLevel = printLevel or 0;
if currentRunState == runState.DISCONNECT or logLevel > printLevel then
return;
end
local sendTab = {};
sendTab["callbackId"] = "0";
if type == 0 then
sendTab["cmd"] = "output";
elseif type == 1 then
sendTab["cmd"] = "tip";
else -- type == 2
sendTab["cmd"] = "debug_console";
end
sendTab["info"] = {};
sendTab["info"]["logInfo"] = tostring(str);
this.sendMsg(sendTab);
end
-- 把日志打印在控制台
-- @str: 日志内容
-- @printLevel: all(0)/info(1)/error(2)
function this.printToConsole(str, printLevel)
printLevel = printLevel or 0;
if consoleLogLevel > printLevel then
return;
end
print("[LuaPanda] ".. tostring(str));
end
-----------------------------------------------------------------------------
-- 提升兼容性方法
-----------------------------------------------------------------------------
--生成平台无关的路径。
--return:nil(error)/path
function this.genUnifiedPath(path)
if path == "" or path == nil then
return "";
end
--大小写不敏感时,路径全部转为小写
if pathCaseSensitivity == false then
path = string.lower(path);
end
--统一路径全部替换成/
path = string.gsub(path, [[\]], "/");
--处理 /../ /./
local pathTab = this.stringSplit(path, '/');
local newPathTab = {};
for k, v in ipairs(pathTab) do
if v == '.' then
--continue
elseif v == ".." and #newPathTab >= 1 and newPathTab[#newPathTab]:sub(2,2) ~= ':' then
--newPathTab有元素,最后一项不是X:
table.remove(newPathTab);
else
table.insert(newPathTab, v);
end
end
--重新拼合后如果是mac路径第一位是/
local newpath = table.concat(newPathTab, '/');
if path:sub(1,1) == '/' then
newpath = '/'.. newpath;
end
--win下按照winDiskSymbolUpper的设置修改盘符大小
if "Windows_NT" == OSType then
if winDiskSymbolUpper then
newpath = newpath:gsub("^%a:", string.upper);
winDiskSymbolTip = "路径中Windows盘符已转为大写。"
else
newpath = newpath:gsub("^%a:", string.lower);
winDiskSymbolTip = "路径中Windows盘符已转为小写。"
end
end
return newpath;
end
function this.getCacheFormatPath(source)
if source == nil then return formatPathCache end;
return formatPathCache[source];
end
function this.setCacheFormatPath(source, dest)
formatPathCache[source] = dest;
end
-- 处理 opath(info.source) 的函数, 生成一个规范的路径函数(和VScode端checkRightPath逻辑完全一致)
function this.formatOpath(opath)
-- delete @
if opath:sub(1,1) == '@' then
opath = opath:sub(2);
end
-- change ./ to /
if opath:sub(1,2) == './' then
opath = opath:sub(2);
end
opath = this.genUnifiedPath(opath);
-- lower
if pathCaseSensitivity == false then
opath = string.lower(opath);
end
--把filename去除后缀
if autoExt == nil or autoExt == '' then
-- 在虚拟机返回路径没有后缀的情况下,用户必须自设后缀
-- 确定filePath中最后一个.xxx 不等于用户配置的后缀, 则把所有的. 转为 /
if not opath:find(luaFileExtension , (-1) * luaFileExtension:len(), true) then
-- getinfo 路径没有后缀,把 . 全部替换成 / ,我们不允许用户在文件(或文件夹)名称中出现"." , 因为无法区分
opath = string.gsub(opath, "%.", "/");
else
-- 有后缀,那么把除后缀外的部分中的. 转为 /
opath = this.changePotToSep(opath, luaFileExtension);
end
else
-- 虚拟机路径有后缀
opath = this.changePotToSep(opath, autoExt);
end
-- 截取 路径+文件名 (不带后缀)
-- change pot to /
-- opath = string.gsub(opath, "%.", "/");
return opath;
end
-----------------------------------------------------------------------------
-- 内存相关
-----------------------------------------------------------------------------
function this.sendLuaMemory()
local luaMem = collectgarbage("count");
local sendTab = {};
sendTab["callbackId"] = "0";
sendTab["cmd"] = "refreshLuaMemory";
sendTab["info"] = {};
sendTab["info"]["memInfo"] = tostring(luaMem);
this.sendMsg(sendTab);
end
-----------------------------------------------------------------------------
-- 网络相关方法
-----------------------------------------------------------------------------
-- 刷新socket
-- @return true/false 刷新成功/失败
function this.reGetSock()
if server then return true end
if sock ~= nil then
pcall(function() sock:close() end);
end
--call slua-unreal luasocket
sock = lua_extension and lua_extension.luasocket and lua_extension.luasocket().tcp();
if sock == nil then
--call normal luasocket
if pcall(function() sock = require("socket.core").tcp(); end) then
this.printToConsole("reGetSock success");
else
--call custom function to get socket
if customGetSocketInstance and pcall( function() sock = customGetSocketInstance(); end ) then
this.printToConsole("reGetSock custom success");
else
this.printToConsole("[Error] reGetSock fail", 2);
return false;
end
end
else
--set ue4 luasocket
this.printToConsole("reGetSock ue4 success");
end
return true;
end
-- 定时(以函数return为时机) 进行attach连接
-- 返回值 hook 可以继续往下走时返回1 ,无需继续时返回0
function this.reConnect()
if currentHookState == hookState.DISCONNECT_HOOK then
if os.time() - stopConnectTime < attachInterval then
-- 未到重连时间
-- this.printToConsole("Reconnect time less than 1s");
-- this.printToConsole("os.time:".. os.time() .. " | stopConnectTime:" ..stopConnectTime);
return 0;
end
this.printToConsole("Reconnect !");
if sock == nil then
this.reGetSock();
end
local connectSuccess;
if luaProcessAsServer == true and currentRunState == runState.DISCONNECT then
-- 在 Server 模式下,以及当前处于未连接状态下,才尝试accept新链接。如果不判断可能会出现多次连接,导致sock被覆盖
if server == nil then
this.bindServer(recordHost, recordPort);
end
sock = server:accept();
connectSuccess = sock;
else
sock:settimeout(connectTimeoutSec);
connectSuccess = this.sockConnect(sock);
end
if connectSuccess then
this.printToConsole("reconnect success");
this.connectSuccess();
return 1;
else
this.printToConsole("reconnect failed" );
stopConnectTime = os.time();
return 0;
end
end
-- 不必重连,正常继续运行
return 1;
end
-- 向adapter发消息
-- @sendTab 消息体table
function this.sendMsg( sendTab )
if isNeedB64EncodeStr and sendTab["info"] ~= nil then
for _, v in ipairs(sendTab["info"]) do
if v["type"] == "string" then
v["value"] = tools.base64encode(v["value"])
end
end
end
local sendStr = json.encode(sendTab);
if currentRunState == runState.DISCONNECT then
this.printToConsole("[debugger error] disconnect but want sendMsg:" .. sendStr, 2);
this.disconnect();
return;
end
local succ,err;
if pcall(function() succ,err = sock:send(sendStr..TCPSplitChar.."\n"); end) then
if succ == nil then
if err == "closed" then
this.disconnect();
end
end
end
end
-- 处理 收到的消息
-- @dataStr 接收的消息json
function this.dataProcess( dataStr )
this.printToVSCode("debugger get:"..dataStr);
local dataTable = json.decode(dataStr);
if dataTable == nil then
this.printToVSCode("[error] Json is error", 2);
return;
end
if dataTable.callbackId ~= "0" then
this.setCallbackId(dataTable.callbackId);
end
if dataTable.cmd == "continue" then
local info = dataTable.info;
if info.isFakeHit == "true" and info.fakeBKPath and info.fakeBKLine then
-- 设置校验结果标志位,以便hook流程知道结果
hitBpTwiceCheck = false;
if hookLib ~= nil and hookLib.set_bp_twice_check_res then
-- 把结果同步给C
hookLib.set_bp_twice_check_res(0);
end
-- 把假断点的信息加入cache
if nil == fakeBreakPointCache[info.fakeBKPath] then
fakeBreakPointCache[info.fakeBKPath] = {};
end
table.insert(fakeBreakPointCache[info.fakeBKPath] ,info.fakeBKLine);
else
this.changeRunState(runState.RUN);
end
local msgTab = this.getMsgTable("continue", this.getCallbackId());
this.sendMsg(msgTab);
elseif dataTable.cmd == "stopOnStep" then
this.changeRunState(runState.STEPOVER);
local msgTab = this.getMsgTable("stopOnStep", this.getCallbackId());
this.sendMsg(msgTab);
this.changeHookState(hookState.ALL_HOOK);
elseif dataTable.cmd == "stopOnStepIn" then
this.changeRunState(runState.STEPIN);
local msgTab = this.getMsgTable("stopOnStepIn", this.getCallbackId());
this.sendMsg(msgTab);
this.changeHookState(hookState.ALL_HOOK);
elseif dataTable.cmd == "stopOnStepOut" then
this.changeRunState(runState.STEPOUT);
local msgTab = this.getMsgTable("stopOnStepOut", this.getCallbackId());
this.sendMsg(msgTab);
this.changeHookState(hookState.ALL_HOOK);
elseif dataTable.cmd == "setBreakPoint" then
this.printToVSCode("dataTable.cmd == setBreakPoint");
-- 设置断点时,把 fakeBreakPointCache 清空。这是一个简单的做法,也可以清除具体的条目
fakeBreakPointCache = {}
local bkPath = dataTable.info.path;
bkPath = this.genUnifiedPath(bkPath);
if testBreakpointFlag then
recordBreakPointPath = bkPath;
end
if autoPathMode then
-- 自动路径模式下,仅保留文件名
-- table[文件名.后缀] -- [fullpath] -- [line , type]
-- | - [fullpath] -- [line , type]
local bkShortPath = this.getFilenameFromPath(bkPath);
if breaks[bkShortPath] == nil then
breaks[bkShortPath] = {};
end
breaks[bkShortPath][bkPath] = dataTable.info.bks;
-- 当v为空时,从断点列表中去除文件
for k, v in pairs(breaks[bkShortPath]) do
if next(v) == nil then
breaks[bkShortPath][k] = nil;
end
end
else
if breaks[bkPath] == nil then
breaks[bkPath] = {};
end
-- 两级 bk path 是为了和自动路径模式结构保持一致
breaks[bkPath][bkPath] = dataTable.info.bks;
-- 当v为空时,从断点列表中去除文件
for k, v in pairs(breaks[bkPath]) do
if next(v) == nil then
breaks[bkPath][k] = nil;
end
end
end
-- 当v为空时,从断点列表中去除文件
for k, v in pairs(breaks) do
if next(v) == nil then
breaks[k] = nil;
end
end
--sync breaks to c
if hookLib ~= nil then
hookLib.sync_breakpoints();
end
if currentRunState ~= runState.WAIT_CMD then
if hookLib == nil then
local fileBP, G_BP =this.checkHasBreakpoint(lastRunFilePath);
if fileBP == false then
if G_BP == true then
this.changeHookState(hookState.MID_HOOK);
else
this.changeHookState(hookState.LITE_HOOK);
end
else
this.changeHookState(hookState.ALL_HOOK);
end
end
else
local msgTab = this.getMsgTable("setBreakPoint", this.getCallbackId());
this.sendMsg(msgTab);
return;
end
--其他时机收到breaks消息
local msgTab = this.getMsgTable("setBreakPoint", this.getCallbackId());
this.sendMsg(msgTab);
-- 打印调试信息
this.printToVSCode("LuaPanda.getInfo()\n" .. this.getInfo())
this.debugger_wait_msg();
elseif dataTable.cmd == "setVariable" then
if currentRunState == runState.STOP_ON_ENTRY or
currentRunState == runState.HIT_BREAKPOINT or
currentRunState == runState.STEPOVER_STOP or
currentRunState == runState.STEPIN_STOP or
currentRunState == runState.STEPOUT_STOP then
local msgTab = this.getMsgTable("setVariable", this.getCallbackId());
local varRefNum = tonumber(dataTable.info.varRef);
local newValue = tostring(dataTable.info.newValue);
local needFindVariable = true; --如果变量是基础类型,直接赋值,needFindVariable = false; 如果变量是引用类型,needFindVariable = true
local varName = tostring(dataTable.info.varName);
-- 根据首末含有" ' 判断 newValue 是否是字符串
local first_chr = string.sub(newValue, 1, 1);
local end_chr = string.sub(newValue, -1, -1);
if first_chr == end_chr then
if first_chr == "'" or first_chr == '"' then
newValue = string.sub(newValue, 2, -2);
needFindVariable = false;
end
end
--数字,nil,false,true的处理
if newValue == "nil" and needFindVariable == true then newValue = nil; needFindVariable = false;
elseif newValue == "true" and needFindVariable == true then newValue = true; needFindVariable = false;
elseif newValue == "false" and needFindVariable == true then newValue = false; needFindVariable = false;
elseif tonumber(newValue) and needFindVariable == true then newValue = tonumber(newValue); needFindVariable = false;
end
-- 如果新值是基础类型,则不需遍历
if dataTable.info.stackId ~= nil and tonumber(dataTable.info.stackId) ~= nil and tonumber(dataTable.info.stackId) > 1 then
this.curStackId = tonumber(dataTable.info.stackId);
else
this.printToVSCode("未能获取到堆栈层级,默认使用 this.curStackId;")
end
if varRefNum < 10000 then
-- 如果修改的是一个 引用变量,那么可直接赋值。但还是要走变量查询过程。查找和赋值过程都需要steakId。 目前给引用变量赋值Object,steak可能有问题
msgTab.info = this.createSetValueRetTable(varName, newValue, needFindVariable, this.curStackId, variableRefTab[varRefNum]);
else
-- 如果修改的是一个基础类型
local setLimit; --设置检索变量的限定区域
if varRefNum >= 10000 and varRefNum < 20000 then setLimit = "local";
elseif varRefNum >= 20000 and varRefNum < 30000 then setLimit = "global";
elseif varRefNum >= 30000 then setLimit = "upvalue";
end
msgTab.info = this.createSetValueRetTable(varName, newValue, needFindVariable, this.curStackId, nil, setLimit);
end
this.sendMsg(msgTab);
this.debugger_wait_msg();
end
elseif dataTable.cmd == "getVariable" then
--仅在停止时处理消息,其他时刻收到此消息,丢弃
if currentRunState == runState.STOP_ON_ENTRY or
currentRunState == runState.HIT_BREAKPOINT or
currentRunState == runState.STEPOVER_STOP or
currentRunState == runState.STEPIN_STOP or
currentRunState == runState.STEPOUT_STOP then
--发送变量给游戏,并保持之前的状态,等待再次接收数据
--dataTable.info.varRef 10000~20000局部变量
-- 20000~30000全局变量
-- 30000~ upvalue
-- 1000~2000局部变量的查询,2000~3000全局,3000~4000upvalue
local msgTab = this.getMsgTable("getVariable", this.getCallbackId());
local varRefNum = tonumber(dataTable.info.varRef);
if varRefNum < 10000 then
--查询变量, 此时忽略 stackId
local varTable = this.getVariableRef(dataTable.info.varRef, true);
msgTab.info = varTable;
elseif varRefNum >= 10000 and varRefNum < 20000 then
--局部变量
if dataTable.info.stackId ~= nil and tonumber(dataTable.info.stackId) > 1 then
this.curStackId = tonumber(dataTable.info.stackId);
if type(currentCallStack[this.curStackId - 1]) ~= "table" or type(currentCallStack[this.curStackId - 1].func) ~= "function" then
local str = "getVariable getLocal currentCallStack " .. this.curStackId - 1 .. " Error\n" .. this.serializeTable(currentCallStack, "currentCallStack");
this.printToVSCode(str, 2);
msgTab.info = {};
else
local stackId = this.getSpecificFunctionStackLevel(currentCallStack[this.curStackId - 1].func); --去除偏移量
local varTable = this.getVariable(stackId, true);
msgTab.info = varTable;
end
end
elseif varRefNum >= 20000 and varRefNum < 30000 then
--全局变量
local varTable = this.getGlobalVariable();
msgTab.info = varTable;
elseif varRefNum >= 30000 then
--upValue
if dataTable.info.stackId ~= nil and tonumber(dataTable.info.stackId) > 1 then
this.curStackId = tonumber(dataTable.info.stackId);
if type(currentCallStack[this.curStackId - 1]) ~= "table" or type(currentCallStack[this.curStackId - 1].func) ~= "function" then
local str = "getVariable getUpvalue currentCallStack " .. this.curStackId - 1 .. " Error\n" .. this.serializeTable(currentCallStack, "currentCallStack");
this.printToVSCode(str, 2);
msgTab.info = {};
else
local varTable = this.getUpValueVariable(currentCallStack[this.curStackId - 1 ].func, true);
msgTab.info = varTable;
end
end
end
this.sendMsg(msgTab);
this.debugger_wait_msg();
end
elseif dataTable.cmd == "initSuccess" then
--初始化会传过来一些变量,这里记录这些变量
--Base64
if dataTable.info.isNeedB64EncodeStr == "true" then
isNeedB64EncodeStr = true;
else
isNeedB64EncodeStr = false;
end
--path
luaFileExtension = dataTable.info.luaFileExtension;
local TempFilePath = dataTable.info.TempFilePath;
if TempFilePath:sub(-1, -1) == [[\]] or TempFilePath:sub(-1, -1) == [[/]] then
TempFilePath = TempFilePath:sub(1, -2);
end
TempFilePath_luaString = TempFilePath;
cwd = this.genUnifiedPath(dataTable.info.cwd);
--logLevel
logLevel = tonumber(dataTable.info.logLevel) or 1;
--autoPathMode
if dataTable.info.autoPathMode == "true" then
autoPathMode = true;
else
autoPathMode = false;
end
if dataTable.info.pathCaseSensitivity == "true" then
pathCaseSensitivity = true;
truncatedOPath = dataTable.info.truncatedOPath or "";
else
pathCaseSensitivity = false;
truncatedOPath = string.lower(dataTable.info.truncatedOPath or "");
end
if dataTable.info.distinguishSameNameFile == "true" then
distinguishSameNameFile = true;
else
distinguishSameNameFile = false;
end
--OS type
if nil == OSType then
--用户未主动设置OSType, 接收VSCode传来的数据
if type(dataTable.info.OSType) == "string" then
OSType = dataTable.info.OSType;
else
OSType = "Windows_NT";
OSTypeErrTip = "未能检测出OSType, 可能是node os库未能加载,系统使用默认设置Windows_NT"
end
else
--用户自设OSType, 使用用户的设置
end
--检测用户是否自设了clib路径
isUserSetClibPath = false;
if nil == clibPath then
--用户未设置clibPath, 接收VSCode传来的数据
if type(dataTable.info.clibPath) == "string" then
clibPath = dataTable.info.clibPath;
else
clibPath = "";
pathErrTip = "未能正确获取libpdebug库所在位置, 可能无法加载libpdebug库。";
end
else
--用户自设clibPath
isUserSetClibPath = true;
end
--查找c++的hook库是否存在. 当lua5.4时默认不使用c库
if tostring(dataTable.info.useCHook) == "true" and "Lua 5.4" ~= _VERSION then
userSetUseClib = true; --用户确定使用clib
if isUserSetClibPath == true then --如果用户自设了clib路径
if luapanda_chook ~= nil then
hookLib = luapanda_chook;
else
if not(this.tryRequireClib("libpdebug", clibPath)) then
this.printToVSCode("Require clib failed, use Lua to continue debug, use LuaPanda.doctor() for more information.", 1);
end
end
else
local clibExt, platform;
if OSType == "Darwin" then clibExt = "/?.so;"; platform = "mac";
elseif OSType == "Linux" then clibExt = "/?.so;"; platform = "linux";
else clibExt = "/?.dll;"; platform = "win"; end
local lua_ver;
if _VERSION == "Lua 5.1" then
lua_ver = "501";
else
lua_ver = "503";
end
local x86Path = clibPath.. platform .."/x86/".. lua_ver .. clibExt;
local x64Path = clibPath.. platform .."/x86_64/".. lua_ver .. clibExt;
if luapanda_chook ~= nil then
hookLib = luapanda_chook;
else
if not(this.tryRequireClib("libpdebug", x64Path) or this.tryRequireClib("libpdebug", x86Path)) then
this.printToVSCode("Require clib failed, use Lua to continue debug, use LuaPanda.doctor() for more information.", 1);
end
end
end
else
userSetUseClib = false;
end
--adapter版本信息
adapterVer = tostring(dataTable.info.adapterVersion);
local msgTab = this.getMsgTable("initSuccess", this.getCallbackId());
--回传是否使用了lib,是否有loadstring函数
local isUseHookLib = 0;
if hookLib ~= nil then
isUseHookLib = 1;
--同步数据给c hook
local luaVerTable = this.stringSplit(debuggerVer , '%.');
local luaVerNum = luaVerTable[1] * 10000 + luaVerTable[2] * 100 + luaVerTable[3];
if hookLib.sync_lua_debugger_ver then
hookLib.sync_lua_debugger_ver(luaVerNum);
end
-- hookLib.sync_config(logLevel, pathCaseSensitivity and 1 or 0, autoPathMode and 1 or 0);
hookLib.sync_config(logLevel, pathCaseSensitivity and 1 or 0);
hookLib.sync_tempfile_path(TempFilePath_luaString);
hookLib.sync_cwd(cwd);
hookLib.sync_file_ext(luaFileExtension);
end
--detect LoadString
isUseLoadstring = 0;
if debugger_loadString ~= nil and type(debugger_loadString) == "function" then
if(pcall(debugger_loadString("return 0"))) then
isUseLoadstring = 1;
end
end
local tab = { debuggerVer = tostring(debuggerVer) , UseHookLib = tostring(isUseHookLib) , UseLoadstring = tostring(isUseLoadstring), isNeedB64EncodeStr = tostring(isNeedB64EncodeStr) };
msgTab.info = tab;
this.sendMsg(msgTab);
--上面getBK中会判断当前状态是否WAIT_CMD, 所以最后再切换状态。
stopOnEntry = dataTable.info.stopOnEntry;
if dataTable.info.stopOnEntry == "true" then
this.changeRunState(runState.STOP_ON_ENTRY); --停止在STOP_ON_ENTRY再接收breaks消息
else
this.debugger_wait_msg(1); --等待1s bk消息 如果收到或超时(没有断点)就开始运行
this.changeRunState(runState.RUN);
end
elseif dataTable.cmd == "getWatchedVariable" then
local msgTab = this.getMsgTable("getWatchedVariable", this.getCallbackId());
local stackId = tonumber(dataTable.info.stackId);
--loadstring系统函数, watch插件加载
if isUseLoadstring == 1 then
--使用loadstring
this.curStackId = stackId;
local retValue = this.processWatchedExp(dataTable.info);
msgTab.info = retValue
this.sendMsg(msgTab);
this.debugger_wait_msg();
return;
else
--旧的查找方式
local wv = this.getWatchedVariable(dataTable.info.varName, stackId, true);
if wv ~= nil then
msgTab.info = wv;
end
this.sendMsg(msgTab);
this.debugger_wait_msg();
end
elseif dataTable.cmd == "stopRun" then
--停止hook,已不在处理任何断点信息,也就不会产生日志等。发送消息后等待前端主动断开连接
local msgTab = this.getMsgTable("stopRun", this.getCallbackId());
this.sendMsg(msgTab);
if not luaProcessAsServer then
this.disconnect();
end
elseif "LuaGarbageCollect" == dataTable.cmd then
this.printToVSCode("collect garbage!");
collectgarbage("collect");
--回收后刷一下内存
this.sendLuaMemory();
this.debugger_wait_msg();
elseif "runREPLExpression" == dataTable.cmd then
this.curStackId = tonumber(dataTable.info.stackId);
local retValue = this.processExp(dataTable.info);
local msgTab = this.getMsgTable("runREPLExpression", this.getCallbackId());
msgTab.info = retValue
this.sendMsg(msgTab);
this.debugger_wait_msg();
else
end
end
-- 变量赋值的处理函数。基本逻辑是先从当前栈帧(curStackId)中取 newValue 代表的变量,找到之后再把找到的值通过setVariableValue写回。
-- @varName 被设置值的变量名
-- @newValue 新值的名字,它是一个string
-- @needFindVariable 是否需要查找引用变量。(用户输入的是否是一个Object)
-- @curStackId 当前栈帧(查找和变量赋值用)
-- @assigndVar 被直接赋值(省去查找过程)
-- @setLimit 赋值时的限制范围(local upvalue global)
function this.createSetValueRetTable(varName, newValue, needFindVariable, curStackId, assigndVar , setLimit)
local info;
local getVarRet;
-- needFindVariable == true,则使用getWatchedVariable处理(可选, 用来支持 a = b (b为变量的情况))。
if needFindVariable == false then
getVarRet = {};
getVarRet[1] = {variablesReference = 0, value = newValue, name = varName, type = type(newValue)};
else
getVarRet = this.getWatchedVariable( tostring(newValue), curStackId, true);
end
if getVarRet ~= nil then
-- newValue赋变量真实值
local realVarValue;
local displayVarValue = getVarRet[1].value;
if needFindVariable == true then
if tonumber(getVarRet[1].variablesReference) > 0 then
realVarValue = variableRefTab[tonumber(getVarRet[1].variablesReference)];
else
if getVarRet[1].type == 'number' then realVarValue = tonumber(getVarRet[1].value) end
if getVarRet[1].type == 'string' then
realVarValue = tostring(getVarRet[1].value);
local first_chr = string.sub(realVarValue, 1, 1);
local end_chr = string.sub(realVarValue, -1, -1);
if first_chr == end_chr then
if first_chr == "'" or first_chr == '"' then
realVarValue = string.sub(realVarValue, 2, -2);
displayVarValue = realVarValue;
end
end
end
if getVarRet[1].type == 'boolean' then
if getVarRet[1].value == "true" then
realVarValue = true;
else
realVarValue = false;
end
end
if getVarRet[1].type == 'nil' then realVarValue = nil end
end
else
realVarValue = getVarRet[1].value;
end
local setVarRet;
if type(assigndVar) ~= table then
setVarRet = this.setVariableValue( varName, curStackId, realVarValue, setLimit );
else
assigndVar[varName] = realVarValue;
setVarRet = true;
end
if getVarRet[1].type == "string" then
displayVarValue = '"' .. displayVarValue .. '"';
end
if setVarRet ~= false and setVarRet ~= nil then
local retTip = "变量 ".. varName .." 赋值成功";
info = { success = "true", name = getVarRet[1].name , type = getVarRet[1].type , value = displayVarValue, variablesReference = tostring(getVarRet[1].variablesReference), tip = retTip};
else
info = { success = "false", type = type(realVarValue), value = displayVarValue, tip = "找不到要设置的变量"};
end
else
info = { success = "false", type = nil, value = nil, tip = "输入的值无意义"};
end
return info
end
--接收消息
--这里维护一个接收消息队列,因为Lua端未做隔断符保护,变量赋值时请注意其中不要包含隔断符 |*|
-- @timeoutSec 超时时间
-- @return boolean 成功/失败
function this.receiveMessage( timeoutSec )
timeoutSec = timeoutSec or MAX_TIMEOUT_SEC;
sock:settimeout(timeoutSec);
--如果队列中还有消息,直接取出来交给dataProcess处理
if #recvMsgQueue > 0 then
local saved_cmd = recvMsgQueue[1];
table.remove(recvMsgQueue, 1);
this.dataProcess(saved_cmd);
return true;
end
if currentRunState == runState.DISCONNECT then
this.disconnect();
return false;
end
if sock == nil then
this.printToConsole("[debugger error]接收信息失败 | reason: socket == nil", 2);
return;
end
local response, err = sock:receive();
if response == nil then
if err == "closed" then
this.printToConsole("[debugger error]接收信息失败 | reason:"..err, 2);
this.disconnect();
end
return false;
else
--判断是否是一条消息,分拆
local proc_response = string.sub(response, 1, -1 * (TCPSplitChar:len() + 1 ));
local match_res = string.find(proc_response, TCPSplitChar, 1, true);
if match_res == nil then
--单条
this.dataProcess(proc_response);
else
--有粘包
repeat
--待处理命令
local str1 = string.sub(proc_response, 1, match_res - 1);
table.insert(recvMsgQueue, str1);
--剩余匹配
local str2 = string.sub(proc_response, match_res + TCPSplitChar:len() , -1);
match_res = string.find(str2, TCPSplitChar, 1, true);
until not match_res
this.receiveMessage();
end
return true;
end
end
--这里不用循环,在外面处理完消息会在调用回来
-- @timeoutSec 等待时间s
-- @entryFlag 入口标记,用来标识是从哪里调入的
function this.debugger_wait_msg(timeoutSec)
timeoutSec = timeoutSec or MAX_TIMEOUT_SEC;
if currentRunState == runState.WAIT_CMD then
local ret = this.receiveMessage(timeoutSec);
return ret;
end
if currentRunState == runState.STEPOVER or
currentRunState == runState.STEPIN or
currentRunState == runState.STEPOUT or
currentRunState == runState.RUN then
this.receiveMessage(0);
return
end
if currentRunState == runState.STEPOVER_STOP or
currentRunState == runState.STEPIN_STOP or
currentRunState == runState.STEPOUT_STOP or
currentRunState == runState.HIT_BREAKPOINT or
currentRunState == runState.STOP_ON_ENTRY
then
this.sendLuaMemory();
this.receiveMessage(MAX_TIMEOUT_SEC);
return
end
end
-----------------------------------------------------------------------------
-- 调试器核心方法
-----------------------------------------------------------------------------
------------------------堆栈管理-------------------------
--getStackTable需要建立stackTable,保存每层的lua函数实例(用来取upvalue),保存函数展示层级和ly的关系(便于根据前端传来的stackId查局部变量)
-- @level 要获取的层级
function this.getStackTable( level )
local functionLevel = 0
if hookLib ~= nil then
functionLevel = level or HOOK_LEVEL;
else
functionLevel = level or this.getSpecificFunctionStackLevel(lastRunFunction.func);
end
local stackTab = {};
local userFuncSteakLevel = 0; --用户函数的steaklevel
repeat
local info = debug.getinfo(functionLevel, "SlLnf")
if info == nil then
break;
end
if info.source == "=[C]" then
break;
end
local ss = {};
ss.file = this.getPath(info);
local oPathFormated = this.formatOpath(info.source) ; --从lua虚拟机获得的原始路径, 它用于帮助定位VScode端原始lua文件的位置(存在重名文件的情况)。
ss.oPath = this.truncatedPath(oPathFormated, truncatedOPath);
ss.name = "文件名"; --这里要做截取
ss.line = tostring(info.currentline);
--使用hookLib时,堆栈有偏移量,这里统一调用栈顶编号2
local ssindex = functionLevel - 3;
if hookLib ~= nil then
ssindex = ssindex + 2;
end
ss.index = tostring(ssindex);
table.insert(stackTab,ss);
--把数据存入currentCallStack
local callStackInfo = {};
callStackInfo.name = ss.file;
callStackInfo.line = ss.line;
callStackInfo.func = info.func; --保存的function
callStackInfo.realLy = functionLevel; --真实堆栈层functionLevel(仅debug时用)
table.insert(currentCallStack, callStackInfo);
--level赋值
if userFuncSteakLevel == 0 then
userFuncSteakLevel = functionLevel;
end
functionLevel = functionLevel + 1;
until info == nil
return stackTab, userFuncSteakLevel;
end
-- 把路径中去除后缀部分的.变为/,
-- @filePath 被替换的路径
-- @ext 后缀(后缀前的 . 不会被替换)
function this.changePotToSep(filePath, ext)
local idx = filePath:find(ext, (-1) * ext:len() , true)
if idx then
local tmp = filePath:sub(1, idx - 1):gsub("%.", "/");
filePath = tmp .. ext;
end
return filePath;
end
--- this.truncatedPath 从 beTruncatedPath 字符串中去除 rep 匹配到的部分
function this.truncatedPath(beTruncatedPath, rep)
if beTruncatedPath and beTruncatedPath ~= '' and rep and rep ~= "" then
local _, lastIdx = string.find(beTruncatedPath , rep);
if lastIdx then
beTruncatedPath = string.sub(beTruncatedPath, lastIdx + 1);
end
end
return beTruncatedPath;
end
--这个方法是根据的cwd和luaFileExtension对getInfo获取到的路径进行标准化
-- @info getInfo获取的包含调用信息table
function this.getPath( info )
local filePath = info;
if type(info) == "table" then
filePath = info.source;
end
--尝试从Cache中获取路径
local cachePath = this.getCacheFormatPath(filePath);
if cachePath~= nil and type(cachePath) == "string" then
return cachePath;
end
-- originalPath是getInfo的原始路径,后面用来填充路径缓存的key
local originalPath = filePath;
--如果路径头部有@,去除
if filePath:sub(1,1) == '@' then
filePath = filePath:sub(2);
end
--如果路径头部有./,去除
if filePath:sub(1,2) == './' then
filePath = filePath:sub(3);
end
-- getPath的参数路径可能来自于hook, 也可能是一个已标准的路径
if userDotInRequire then
if autoExt == nil or autoExt == '' then
-- 在虚拟机返回路径没有后缀的情况下,用户必须自设后缀
-- 确定filePath中最后一个.xxx 不等于用户配置的后缀, 则把所有的. 转为 /
if not filePath:find(luaFileExtension , (-1) * luaFileExtension:len(), true) then
-- getinfo 路径没有后缀,把 . 全部替换成 / ,我们不允许用户在文件(或文件夹)名称中出现"." , 因为无法区分
filePath = string.gsub(filePath, "%.", "/");
else
-- 有后缀,那么把除后缀外的部分中的. 转为 /
filePath = this.changePotToSep(filePath, luaFileExtension);
end
else
-- 虚拟机路径有后缀
filePath = this.changePotToSep(filePath, autoExt);
end
end
--后缀处理
if luaFileExtension ~= "" then
--判断后缀中是否包含%1等魔法字符.用于从lua虚拟机获取到的路径含.的情况
if string.find(luaFileExtension, "%%%d") then
filePath = string.gsub(filePath, "%.[%w%.]+$", luaFileExtension);
else
filePath = string.gsub(filePath, "%.[%w%.]+$", "");
filePath = filePath .. "." .. luaFileExtension;
end
end
if not autoPathMode then
--绝对路径和相对路径的处理 | 若在Mac下以/开头,或者在Win下以*:开头,说明是绝对路径,不需要再拼。
if filePath:sub(1,1) == [[/]] or filePath:sub(1,2):match("^%a:") then
isAbsolutePath = true;
else
isAbsolutePath = false;
if cwd ~= "" then
--查看filePath中是否包含cwd
local matchRes = string.find(filePath, cwd, 1, true);
if matchRes == nil then
filePath = cwd.."/"..filePath;
end
end
end
end
filePath = this.genUnifiedPath(filePath);
if autoPathMode then
-- 自动路径模式下,只保留文件名
filePath = this.getFilenameFromPath(filePath)
end
--放入Cache中缓存
this.setCacheFormatPath(originalPath, filePath);
return filePath;
end
--从路径中获取[文件名.后缀]
function this.getFilenameFromPath(path)
if path == nil then
return '';
end
return string.match(path, "([^/]*)$");
end
--获取当前函数的堆栈层级
--原理是向上查找,遇到DebuggerFileName就调过。但是可能存在代码段和C导致不确定性。目前使用getSpecificFunctionStackLevel代替。
function this.getCurrentFunctionStackLevel()
-- print(debug.traceback("===getCurrentFunctionStackLevel Stack trace==="))
local funclayer = 2;
repeat
local info = debug.getinfo(funclayer, "S"); --通过name来判断
if info ~= nil then
local matchRes = ((info.source == DebuggerFileName) or (info.source == DebuggerToolsName));
if matchRes == false then
return (funclayer - 1);
end
end
funclayer = funclayer + 1;
until not info
return 0;
end
--获取指定函数的堆栈层级
--通常用来获取最后一个用户函数的层级,用法是从currentCallStack取用户点击的栈,再使用本函数取对应层级。
-- @func 被获取层级的function
function this.getSpecificFunctionStackLevel( func )
local funclayer = 2;
repeat
local info = debug.getinfo(funclayer, "f"); --通过name来判断
if info ~= nil then
if info.func == func then
return (funclayer - 1);
end
end
funclayer = funclayer + 1;
until not info
return 0;
end
--检查当前堆栈是否是Lua
-- @checkLayer 指定的栈层
function this.checkCurrentLayerisLua( checkLayer )
local info = debug.getinfo(checkLayer, "S");
if info == nil then
return nil;
end
info.source = this.genUnifiedPath(info.source);
if info ~= nil then
for k,v in pairs(info) do
if k == "what" then
if v == "C" then
return false;
else
return true;
end
end
end
end
return nil;
end
-- 在 fakeBreakPointCache 中查询此断点是否真实存在
-- 因为同名文件的影响, 有些断点是命中错误的。经过VScode校验后,这些错误命中的断点信息被存在fakeBreakPointCache中
function this.checkRealHitBreakpoint( oPath, line )
-- 在假命中列表中搜索,如果本行有过假命中记录,返回 false
if oPath and fakeBreakPointCache[oPath] then
for _, value in ipairs(fakeBreakPointCache[oPath]) do
if tonumber(value) == tonumber(line) then
this.printToVSCode("cache hit bp in same name file. source:" .. tostring(oPath) .. " line:" .. tostring(line));
return false;
end
end
end
return true;
end
------------------------断点处理-------------------------
--- this.isHitBreakpoint 判断断点是否命中。这个方法在c mod以及lua中都有调用
-- @param breakpointPath 文件名+后缀
-- @param opath getinfo path
-- @param curLine 当前执行行号
function this.isHitBreakpoint(breakpointPath, opath, curLine)
if breaks[breakpointPath] then
local oPathFormated;
for fullpath, fullpathNode in pairs(breaks[breakpointPath]) do
recordBreakPointPath = fullpath; --这里是为了兼容用户断点行号没有打对的情况
local line_hit = false, cur_node;
for _, node in ipairs(fullpathNode) do
if tonumber(node["line"]) == tonumber(curLine) then
line_hit = true; -- fullpath 文件中 有行号命中
cur_node = node;
recordBreakPointPath = fullpath; --行号命中后,再设置一次,保证路径准确
break;
end
end
-- 在lua端不知道是否有同名文件,基本思路是先取文件名,用文件名和breakpointArray 进行匹配。
-- 当文件名匹配上时,可能存在多个同名文件中存在断点的情况。这时候需要用 oPath 和 fullpath 进行对比,取出正确的。
-- 当本地文件中有断点,lua做了初步命中后,可能存在 stack , 断点文件有同名的情况。这就需要vscode端也需要checkfullpath函数,使用opath进行文件校验。
if line_hit then
if oPathFormated == nil then
-- 为了避免性能消耗,仅在行号命中时才处理 opath 到标准化路径
oPathFormated = this.formatOpath(opath);
-- 截取
oPathFormated = this.truncatedPath(oPathFormated, truncatedOPath);
end
if (not distinguishSameNameFile) or (string.match(fullpath, oPathFormated ) and this.checkRealHitBreakpoint(opath, curLine)) then
-- type是TS中的枚举类型,其定义在BreakPoint.tx文件中
-- enum BreakpointType {
-- conditionBreakpoint = 0,
-- logPoint,
-- lineBreakpoint
-- }
-- 处理断点
if cur_node["type"] == "0" then
-- condition breakpoint
-- 注意此处不要使用尾调用,否则会影响调用栈,导致Lua5.3和Lua5.1中调用栈层级不同
local conditionRet = this.IsMeetCondition(cur_node["condition"]);
-- this.printToVSCode("Condition BK: condition:" .. cur_node["condition"] .. " conditionRet " .. tostring(conditionRet));
return conditionRet;
elseif cur_node["type"] == "1" then
-- log point
this.printToVSCode("[LogPoint Output]: " .. cur_node["logMessage"], 2, 2);
return false;
else
-- line breakpoint
return true;
end
end
end
end
else
testBreakpointFlag = false; --如果用户打开了测试断点的标志位而未主动关闭,会在lua继续运行时关闭。
recordBreakPointPath = ''; --当切换文件时置空,避免提示给用户错误信息
end
return false;
end
-- 条件断点处理函数
-- 返回true表示条件成立
-- @conditionExp 条件表达式
function this.IsMeetCondition(conditionExp)
-- 判断条件之前更新堆栈信息
currentCallStack = {};
variableRefTab = {};
variableRefIdx = 1;
if hookLib then
this.getStackTable(4);
else
this.getStackTable();
end
this.curStackId = 2; --在用户空间最上层执行
local conditionExpTable = {["varName"] = conditionExp}
local retTable = this.processWatchedExp(conditionExpTable)
local isMeetCondition = false;
local function HandleResult()
if retTable[1]["isSuccess"] == "true" then
if retTable[1]["value"] == "nil" or (retTable[1]["value"] == "false" and retTable[1]["type"] == "boolean") then
isMeetCondition = false;
else
isMeetCondition = true;
end
else
isMeetCondition = false;
end
end
xpcall(HandleResult, function() isMeetCondition = false; end)
return isMeetCondition;
end
--加入断点函数
function this.BP()
this.printToConsole("BP()");
if hookLib == nil then
if currentHookState == hookState.DISCONNECT_HOOK then
this.printToConsole("BP() but NO HOOK");
return;
end
local co, isMain = coroutine.running();
if _VERSION == "Lua 5.1" then
if co == nil then
isMain = true;
else
isMain = false;
end
end
if isMain == true then
this.printToConsole("BP() in main");
else
this.printToConsole("BP() in coroutine");
debug.sethook(co, this.debug_hook, "lrc");
end
hitBP = true;
else
if hookLib.get_libhook_state() == hookState.DISCONNECT_HOOK then
this.printToConsole("BP() but NO C HOOK");
return;
end
--clib, set hitBP
hookLib.sync_bp_hit(1);
end
this.changeHookState(hookState.ALL_HOOK);
return true;
end
-- 检查当前文件中是否有断点
-- 如果填写参数fileName 返回fileName中有无断点, 全局有无断点
-- fileName为空,返回全局是否有断点
function this.checkHasBreakpoint(fileName)
local hasBk = false;
--有无全局断点
if next(breaks) == nil then
hasBk = false;
else
hasBk = true;
end
--当前文件中是否有断点
if fileName ~= nil then
return breaks[fileName] ~= nil, hasBk;
else
return hasBk;
end
end
function this.checkfuncHasBreakpoint(sLine, eLine, fileName)
if breaks[fileName] == nil then
return false;
end
sLine = tonumber(sLine);
eLine = tonumber(eLine);
--起始行号>结束行号,或者sLine = eLine = 0
if sLine >= eLine then
return true;
end
if this.getTableMemberNum(breaks[fileName]) <= 0 then
return false;
else
for k,v in pairs(breaks[fileName]) do
for _, node in ipairs(v) do
if tonumber(node.line) > sLine and tonumber(node.line) <= eLine then
return true;
end
end
end
end
return false;
end
------------------------HOOK模块-------------------------
-- 钩子函数
-- @event 执行状态(call,return,line)
-- @line 行号
function this.debug_hook(event, line)
if this.reConnect() == 0 then return; end
if logLevel == 0 then
local logTable = {"-----enter debug_hook-----\n", "event:", event, " line:", tostring(line), " currentHookState:",currentHookState," currentRunState:", currentRunState};
local logString = table.concat(logTable);
this.printToVSCode(logString);
end
--litehook 仅非阻塞接收断点
if currentHookState == hookState.LITE_HOOK then
local ti = os.time();
if ti - receiveMsgTimer > 1 then
this.debugger_wait_msg(0);
receiveMsgTimer = ti;
end
return;
end
--运行中
local info;
local co, isMain = coroutine.running();
if _VERSION == "Lua 5.1" then
if co == nil then
isMain = true;
else
isMain = false;
end
end
isInMainThread = isMain;
if isMain == true then
info = debug.getinfo(2, "Slf")
else
info = debug.getinfo(co, 2, "Slf")
end
info.event = event;
this.real_hook_process(info);
end
function this.real_hook_process(info)
local jumpFlag = false;
local event = info.event;
--如果当前行在Debugger中,不做处理
local matchRes = ((info.source == DebuggerFileName) or (info.source == DebuggerToolsName));
if matchRes == true then
return;
end
--即使MID hook在C中, 或者是Run或者单步时也接收消息
if currentRunState == runState.RUN or
currentRunState == runState.STEPOVER or
currentRunState == runState.STEPIN or
currentRunState == runState.STEPOUT then
local ti = os.time();
if ti - receiveMsgTimer > 1 then
this.debugger_wait_msg(0);
receiveMsgTimer = ti;
end
end
--不处理C函数
if info.source == "=[C]" then
this.printToVSCode("current method is C");
return;
end
--不处理 slua "temp buffer"
if info.source == "temp buffer" then
this.printToVSCode("current method is in temp buffer");
return;
end
--不处理 xlua "chunk"
if info.source == "chunk" then
this.printToVSCode("current method is in chunk");
return;
end
--lua 代码段的处理,目前暂不调试代码段。
if info.short_src:match("%[string \"") then
--当shortSrc中出现[string时]。要检查一下source, 区别是路径还是代码段. 方法是看路径中有没有\t \n ;
if info.source:match("[\n;=]") then
--是代码段,调过
this.printToVSCode("hook jump Code String!");
jumpFlag = true;
end
end
--标准路径处理
if jumpFlag == false then
info.orininal_source = info.source; --使用 info.orininal_source 记录lua虚拟机传来的原始路径
info.source = this.getPath(info);
end
--本次执行的函数和上次执行的函数作对比,防止在一行停留两次
if lastRunFunction["currentline"] == info["currentline"] and lastRunFunction["source"] == info["source"] and lastRunFunction["func"] == info["func"] and lastRunFunction["event"] == event then
this.printToVSCode("run twice");
end
--记录最后一次调用信息
if jumpFlag == false then
lastRunFunction = info;
lastRunFunction["event"] = event;
lastRunFilePath = info.source;
end
--输出函数信息到前台
if logLevel == 0 and jumpFlag == false then
local logTable = {"[lua hook] event:", tostring(event), " currentRunState:",tostring(currentRunState)," currentHookState:",tostring(currentHookState)," jumpFlag:", tostring(jumpFlag)};
for k,v in pairs(info) do
table.insert(logTable, tostring(k));
table.insert(logTable, ":");
table.insert(logTable, tostring(v));
table.insert(logTable, " ");
end
local logString = table.concat(logTable);
this.printToVSCode(logString);
end
--仅在line时做断点判断。进了断点之后不再进入本次STEP类型的判断,用Aflag做标记
local isHit = false;
if tostring(event) == "line" and jumpFlag == false then
if currentRunState == runState.RUN or currentRunState == runState.STEPOVER or currentRunState == runState.STEPIN or currentRunState == runState.STEPOUT then
--断点判断
isHit = this.isHitBreakpoint(info.source, info.orininal_source, info.currentline) or hitBP;
if isHit == true then
this.printToVSCode("HitBreakpoint!");
--备份信息
local recordStepOverCounter = stepOverCounter;
local recordStepOutCounter = stepOutCounter;
local recordCurrentRunState = currentRunState;
--计数器清0
stepOverCounter = 0;
stepOutCounter = 0;
this.changeRunState(runState.HIT_BREAKPOINT);
hitBpTwiceCheck = true; -- 命中标志默认设置为true, 如果校验通过,会保留这个标记,校验失败会修改
if hitBP then
hitBP = false; --hitBP是断点硬性命中标记
--发消息并等待
this.SendMsgWithStack("stopOnCodeBreakpoint");
else
--发消息并等待
this.SendMsgWithStack("stopOnBreakpoint");
--若二次校验未命中,恢复状态
if hitBpTwiceCheck == false then
isHit = false;
-- 确认未命中,把状态恢复,继续运行
this.changeRunState(recordCurrentRunState);
stepOverCounter = recordStepOverCounter;
stepOutCounter = recordStepOutCounter;
end
end
end
end
end
if isHit == true then
return;
end
if currentRunState == runState.STEPOVER then
-- line stepOverCounter!= 0 不作操作
-- line stepOverCounter == 0 停止
if event == "line" and stepOverCounter <= 0 and jumpFlag == false then
stepOverCounter = 0;
this.changeRunState(runState.STEPOVER_STOP)
this.SendMsgWithStack("stopOnStep");
elseif event == "return" or event == "tail return" then
--5.1中是tail return
if stepOverCounter ~= 0 then
stepOverCounter = stepOverCounter - 1;
end
elseif event == "call" then
stepOverCounter = stepOverCounter + 1;
end
elseif currentRunState == runState.STOP_ON_ENTRY then
--在Lua入口点处直接停住
if event == "line" and jumpFlag == false then
--初始化内存分析的变量
-- MemProfiler.getSystemVar();
--这里要判断一下是Lua的入口点,否则停到
this.SendMsgWithStack("stopOnEntry");
end
elseif currentRunState == runState.STEPIN then
if event == "line" and jumpFlag == false then
this.changeRunState(runState.STEPIN_STOP)
this.SendMsgWithStack("stopOnStepIn");
end
elseif currentRunState == runState.STEPOUT then
--line 不做操作
--in 计数器+1
--out 计数器-1
if jumpFlag == false then
if stepOutCounter <= -1 then
stepOutCounter = 0;
this.changeRunState(runState.STEPOUT_STOP)
this.SendMsgWithStack("stopOnStepOut");
end
end
if event == "return" or event == "tail return" then
stepOutCounter = stepOutCounter - 1;
elseif event == "call" then
stepOutCounter = stepOutCounter + 1;
end
end
--在RUN时检查并改变状态
if hookLib == nil then
if currentRunState == runState.RUN and jumpFlag == false and currentHookState ~= hookState.DISCONNECT_HOOK then
local fileBP, G_BP = this.checkHasBreakpoint(lastRunFilePath);
if fileBP == false then
--文件无断点
if G_BP == true then
this.changeHookState(hookState.MID_HOOK);
else
this.changeHookState(hookState.LITE_HOOK);
end
else
--文件有断点, 判断函数内是否有断点
local funHasBP = this.checkfuncHasBreakpoint(lastRunFunction.linedefined, lastRunFunction.lastlinedefined, lastRunFilePath);
if funHasBP then
--函数定义范围内
this.changeHookState(hookState.ALL_HOOK);
else
this.changeHookState(hookState.MID_HOOK);
end
end
--MID_HOOK状态下,return需要在下一次hook检查文件(return时,还是当前文件,检查文件时状态无法转换)
if (event == "return" or event == "tail return") and currentHookState == hookState.MID_HOOK then
this.changeHookState(hookState.ALL_HOOK);
end
end
end
end
-- 向Vscode发送标准通知消息,cmdStr是消息类型
-- @cmdStr 命令字
function this.SendMsgWithStack(cmdStr)
local msgTab = this.getMsgTable(cmdStr);
local userFuncLevel = 0;
msgTab["stack"] , userFuncLevel= this.getStackTable();
if userFuncLevel ~= 0 then
lastRunFunction["func"] = debug.getinfo( (userFuncLevel - 1) , 'f').func;
end
this.sendMsg(msgTab);
this.debugger_wait_msg();
end
-- hook状态改变
-- @s 目标状态
function this.changeHookState( s )
if hookLib == nil and currentHookState == s then
return;
end
this.printToConsole("change hook state :"..s)
if s ~= hookState.DISCONNECT_HOOK then
this.printToVSCode("change hook state : "..s)
end
currentHookState = s;
if s == hookState.DISCONNECT_HOOK then
--为了实现通用attach模式,require即开始hook,利用r作为时机发起连接
if openAttachMode == true then
if hookLib then hookLib.lua_set_hookstate(hookState.DISCONNECT_HOOK); else debug.sethook(this.debug_hook, "r", 1000000); end
else
if hookLib then hookLib.endHook(); else debug.sethook(); end
end
elseif s == hookState.LITE_HOOK then
if hookLib then hookLib.lua_set_hookstate(hookState.LITE_HOOK); else debug.sethook(this.debug_hook, "r"); end
elseif s == hookState.MID_HOOK then
if hookLib then hookLib.lua_set_hookstate(hookState.MID_HOOK); else debug.sethook(this.debug_hook, "rc"); end
elseif s == hookState.ALL_HOOK then
if hookLib then hookLib.lua_set_hookstate(hookState.ALL_HOOK); else debug.sethook(this.debug_hook, "lrc");end
end
--coroutine
if hookLib == nil then
this.changeCoroutineHookState();
end
end
-- 运行状态机,状态变更
-- @s 目标状态
-- @isFromHooklib 1:从libc库中发来的状态改变 | 0:lua发来的状态改变
function this.changeRunState(s , isFromHooklib)
local msgFrom;
if isFromHooklib == 1 then
msgFrom = "libc";
else
msgFrom = "lua";
end
--WAIT_CMD状态会等待接收消息,以下两个状态下不能发消息
this.printToConsole("changeRunState :"..s.. " | from:"..msgFrom);
if s ~= runState.DISCONNECT and s ~= runState.WAIT_CMD then
this.printToVSCode("changeRunState :"..s.." | from:"..msgFrom);
end
if hookLib ~= nil and isFromHooklib ~= 1 then
hookLib.lua_set_runstate(s);
end
currentRunState = s;
--状态切换时,清除记录栈信息的状态
currentCallStack = {};
variableRefTab = {};
variableRefIdx = 1;
end
-- 修改协程状态
-- @s hook标志位
function this.changeCoroutineHookState(s)
s = s or currentHookState;
this.printToConsole("change [Coroutine] HookState: "..tostring(s));
for k ,co in pairs(coroutinePool) do
if coroutine.status(co) == "dead" then
table.remove(coroutinePool, k)
else
if s == hookState.DISCONNECT_HOOK then
if openAttachMode == true then
debug.sethook(co, this.debug_hook, "r", 1000000);
else
debug.sethook(co, this.debug_hook, "");
end
elseif s == hookState.LITE_HOOK then debug.sethook(co , this.debug_hook, "r");
elseif s == hookState.MID_HOOK then debug.sethook(co , this.debug_hook, "rc");
elseif s == hookState.ALL_HOOK then debug.sethook(co , this.debug_hook, "lrc");
end
end
end
end
-------------------------变量处理相关-----------------------------
--清空REPL的env环境
function this.clearEnv()
if this.getTableMemberNum(env) > 0 then
--清空env table
env = setmetatable({}, getmetatable(env));
end
end
--返回REPL的env环境
function this.showEnv()
return env;
end
-- 用户观察table的查找函数。用tableVarName作为key去查逐层级查找realVar是否匹配
-- @tableVarName 是用户观察的变量名,已经按层级被解析成table。比如用户输出a.b.c,tableVarName是 a = { b = { c } }
-- @realVar 是待查询 table
-- @return 返回查到的table。没查到返回nil
function this.findTableVar( tableVarName, realVar)
if type(tableVarName) ~= "table" or type(realVar) ~= "table" then
return nil;
end
local layer = 2;
local curVar = realVar;
local jumpOutFlag = false;
repeat
if tableVarName[layer] ~= nil then
--这里优先展示数字key,比如a{"1" = "aa", [1] = "bb"} 会展示[1]的值
local tmpCurVar = nil;
xpcall(function() tmpCurVar = curVar[tonumber(tableVarName[layer])]; end , function() tmpCurVar = nil end );
if tmpCurVar == nil then
xpcall(function() curVar = curVar[tostring(tableVarName[layer])]; end , function() curVar = nil end );
else
curVar = tmpCurVar;
end
layer = layer + 1;
if curVar == nil then
return nil;
end
else
--找到
jumpOutFlag = true;
end
until(jumpOutFlag == true)
return curVar;
end
-- 根据传入信息生成返回的变量信息
-- @variableName 变量名
-- @variableIns 变量实例
-- @return 包含变量信息的格式化table
function this.createWatchedVariableInfo(variableName, variableIns)
local var = {};
var.name = variableName;
var.type = tostring(type(variableIns));
xpcall(function() var.value = tostring(variableIns) end , function() var.value = tostring(type(variableIns)) .. " [value can't trans to string]" end );
var.variablesReference = "0"; --这个地方必须用“0”, 以免variableRefTab[0]出错
if var.type == "table" or var.type == "function" or var.type == "userdata" then
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = variableIns;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(variableIns);
var.value = memberNum .." Members ".. var.value;
end
elseif var.type == "string" then
var.value = '"' ..variableIns.. '"';
end
return var;
end
-- 设置 global 变量
-- @varName 被修改的变量名
-- @newValue 新的值
function this.setGlobal(varName, newValue)
_G[varName] = newValue;
this.printToVSCode("[setVariable success] 已设置 _G.".. varName .. " = " .. tostring(newValue) );
return true;
end
-- 设置 upvalue 变量
-- @varName 被修改的变量名
-- @newValue 新的值
-- @stackId 变量所在stack栈层
-- @tableVarName 变量名拆分成的数组
function this.setUpvalue(varName, newValue, stackId, tableVarName)
local ret = false;
local upTable = this.getUpValueVariable(currentCallStack[stackId - 1 ].func, true);
for i, realVar in ipairs(upTable) do
if realVar.name == varName then
if #tableVarName > 0 and type(realVar) == "table" then
--处理a.b.c的table类型
local findRes = this.findTableVar(tableVarName, variableRefTab[realVar.variablesReference]);
if findRes ~= nil then
--命中
local setVarRet = debug.setupvalue (currentCallStack[stackId - 1 ].func, i, newValue);
if setVarRet == varName then
this.printToConsole("[setVariable success1] 已设置 upvalue ".. varName .. " = " .. tostring(newValue) );
ret = true;
else
this.printToConsole("[setVariable error1] 未能设置 upvalue ".. varName .. " = " .. tostring(newValue).." , 返回结果: ".. tostring(setVarRet));
end
return ret;
end
else
--命中
local setVarRet = debug.setupvalue (currentCallStack[stackId - 1 ].func, i, newValue);
if setVarRet == varName then
this.printToConsole("[setVariable success] 已设置 upvalue ".. varName .. " = " .. tostring(newValue) );
ret = true;
else
this.printToConsole("[setVariable error] 未能设置 upvalue ".. varName .. " = " .. tostring(newValue).." , 返回结果: ".. tostring(setVarRet));
end
return ret;
end
end
end
return ret;
end
-- 设置local 变量
-- @varName 被修改的变量名
-- @newValue 新的值
-- @tableVarName 变量名拆分成的数组
function this.setLocal( varName, newValue, tableVarName, stackId)
local istackId = tonumber(stackId);
local offset = (istackId and istackId - 2) or 0;
local layerVarTab, ly = this.getVariable(nil , true, offset);
local ret = false;
for i, realVar in ipairs(layerVarTab) do
if realVar.name == varName then
if #tableVarName > 0 and type(realVar) == "table" then
--处理a.b.c的table类型
local findRes = this.findTableVar(tableVarName, variableRefTab[realVar.variablesReference]);
if findRes ~= nil then
--命中
local setVarRet = debug.setlocal(ly , layerVarTab[i].index, newValue);
if setVarRet == varName then
this.printToConsole("[setVariable success1] 已设置 local ".. varName .. " = " .. tostring(newValue) );
ret = true;
else
this.printToConsole("[setVariable error1] 未能设置 local ".. varName .. " = " .. tostring(newValue).." , 返回结果: ".. tostring(setVarRet));
end
return ret;
end
else
local setVarRet = debug.setlocal(ly , layerVarTab[i].index, newValue);
if setVarRet == varName then
this.printToConsole("[setVariable success] 已设置 local ".. varName .. " = " .. tostring(newValue) );
ret = true;
else
this.printToConsole("[setVariable error] 未能设置 local ".. varName .. " = " .. tostring(newValue) .." , 返回结果: ".. tostring(setVarRet));
end
return ret;
end
end
end
return ret;
end
-- 设置变量的值
-- @varName 被修改的变量名
-- @curStackId 调用栈层级(仅在固定栈层查找)
-- @newValue 新的值
-- @limit 限制符, 10000表示仅在局部变量查找 ,20000 global, 30000 upvalue
function this.setVariableValue (varName, stackId, newValue , limit)
this.printToConsole("setVariableValue | varName:" .. tostring(varName) .. " stackId:".. tostring(stackId) .." newValue:" .. tostring(newValue) .." limit:"..tostring(limit) )
if tostring(varName) == nil or tostring(varName) == "" then
--赋值错误
this.printToConsole("[setVariable Error] 被赋值的变量名为空", 2 );
this.printToVSCode("[setVariable Error] 被赋值的变量名为空", 2 );
return false;
end
--支持a.b.c形式。切割varName
local tableVarName = {};
if varName:match('%.') then
tableVarName = this.stringSplit(varName , '%.');
if type(tableVarName) ~= "table" or #tableVarName < 1 then
return false;
end
varName = tableVarName[1];
end
if limit == "local" then
local ret = this.setLocal( varName, newValue, tableVarName, stackId);
return ret;
elseif limit == "upvalue" then
local ret = this.setUpvalue(varName, newValue, stackId, tableVarName);
return ret
elseif limit == "global" then
local ret = this.setGlobal(varName, newValue);
return ret;
else
local ret = this.setLocal( varName, newValue, tableVarName, stackId) or this.setUpvalue(varName, newValue, stackId, tableVarName) or this.setGlobal(varName, newValue);
this.printToConsole("set Value res :".. tostring(ret));
return ret;
end
end
-- 按照local -> upvalue -> _G 顺序查找观察变量
-- @varName 用户输入的变量名
-- @stackId 调用栈层级(仅在固定栈层查找)
-- @isFormatVariable 是否把变量格式化为VSCode接收的形式
-- @return 查到返回信息,查不到返回nil
function this.getWatchedVariable( varName , stackId , isFormatVariable )
this.printToConsole("getWatchedVariable | varName:" .. tostring(varName) .. " stackId:".. tostring(stackId) .." isFormatVariable:" .. tostring(isFormatVariable) )
if tostring(varName) == nil or tostring(varName) == "" then
return nil;
end
if type(currentCallStack[stackId - 1]) ~= "table" or type(currentCallStack[stackId - 1].func) ~= "function" then
local str = "getWatchedVariable currentCallStack " .. stackId - 1 .. " Error\n" .. this.serializeTable(currentCallStack, "currentCallStack");
this.printToVSCode(str, 2);
return nil;
end
--orgname 记录原名字. 用来处理a.b.c的形式
local orgname = varName;
--支持a.b.c形式。切割varName
local tableVarName = {};
if varName:match('%.') then
tableVarName = this.stringSplit(varName , '%.');
if type(tableVarName) ~= "table" or #tableVarName < 1 then
return nil;
end
varName = tableVarName[1];
end
--用来返回,带有查到变量的table
local varTab = {};
local ly = this.getSpecificFunctionStackLevel(currentCallStack[stackId - 1].func);
local layerVarTab = this.getVariable(ly, isFormatVariable);
local upTable = this.getUpValueVariable(currentCallStack[stackId - 1 ].func, isFormatVariable);
local travelTab = {};
table.insert(travelTab, layerVarTab);
table.insert(travelTab, upTable);
for _, layerVarTab in ipairs(travelTab) do
for i,realVar in ipairs(layerVarTab) do
if realVar.name == varName then
if #tableVarName > 0 and type(realVar) == "table" then
--处理a.b.c的table类型
local findRes = this.findTableVar(tableVarName, variableRefTab[realVar.variablesReference]);
if findRes ~= nil then
--命中
if isFormatVariable then
local var = this.createWatchedVariableInfo( orgname , findRes );
table.insert(varTab, var);
return varTab;
else
return findRes.value;
end
end
else
--命中
if isFormatVariable then
table.insert(varTab, realVar);
return varTab;
else
return realVar.value;
end
end
end
end
end
--在全局变量_G中查找
if _G[varName] ~= nil then
--命中
if #tableVarName > 0 and type(_G[varName]) == "table" then
local findRes = this.findTableVar(tableVarName, _G[varName]);
if findRes ~= nil then
if isFormatVariable then
local var = this.createWatchedVariableInfo( orgname , findRes );
table.insert(varTab, var);
return varTab;
else
return findRes;
end
end
else
if isFormatVariable then
local var = this.createWatchedVariableInfo( varName , _G[varName] );
table.insert(varTab, var);
return varTab;
else
return _G[varName];
end
end
end
this.printToConsole("getWatchedVariable not find variable");
return nil;
end
-- 查询引用变量
-- @refStr 变量记录id(variableRefTab索引)
-- @return 格式化的变量信息table
function this.getVariableRef( refStr )
local varRef = tonumber(refStr);
local varTab = {};
if tostring(type(variableRefTab[varRef])) == "table" then
for n,v in pairs(variableRefTab[varRef]) do
local var = {};
if type(n) == "string" then
var.name = '"' .. tostring(n) .. '"';
else
var.name = tostring(n);
end
var.type = tostring(type(v));
xpcall(function() var.value = tostring(v) end , function() var.value = tostring(type(v)) .. " [value can't trans to string]" end );
var.variablesReference = "0";
if var.type == "table" or var.type == "function" or var.type == "userdata" then
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = v;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(v);
var.value = memberNum .." Members ".. ( var.value or '' );
end
elseif var.type == "string" then
var.value = '"' ..v.. '"';
end
table.insert(varTab, var);
end
--获取一下mtTable
local mtTab = getmetatable(variableRefTab[varRef]);
if mtTab ~= nil and type(mtTab) == "table" then
local var = {};
var.name = "_Metatable_";
var.type = tostring(type(mtTab));
xpcall(function() var.value = "元表 "..tostring(mtTab); end , function() var.value = "元表 [value can't trans to string]" end );
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = mtTab;
variableRefIdx = variableRefIdx + 1;
table.insert(varTab, var);
end
elseif tostring(type(variableRefTab[varRef])) == "function" then
--取upvalue
varTab = this.getUpValueVariable(variableRefTab[varRef], true);
elseif tostring(type(variableRefTab[varRef])) == "userdata" then
--取mt table
local udMtTable = getmetatable(variableRefTab[varRef]);
if udMtTable ~= nil and type(udMtTable) == "table" then
local var = {};
var.name = "_Metatable_";
var.type = tostring(type(udMtTable));
xpcall(function() var.value = "元表 "..tostring(udMtTable); end , function() var.value = "元表 [value can't trans to string]" end );
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = udMtTable;
variableRefIdx = variableRefIdx + 1;
table.insert(varTab, var);
if traversalUserData and udMtTable.__pairs ~= nil and type(udMtTable.__pairs) == "function" then
for n,v in pairs(variableRefTab[varRef]) do
local var = {};
var.name = tostring(n);
var.type = tostring(type(v));
xpcall(function() var.value = tostring(v) end , function() var.value = tostring(type(v)) .. " [value can't trans to string]" end );
var.variablesReference = "0";
if var.type == "table" or var.type == "function" or var.type == "userdata" then
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = v;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(v);
var.value = memberNum .." Members ".. ( var.value or '' );
end
elseif var.type == "string" then
var.value = '"' ..v.. '"';
end
table.insert(varTab, var);
end
end
end
end
return varTab;
end
-- 获取全局变量。方法和内存管理中获取全局变量的方法一样
-- @return 格式化的信息, 若未找到返回空table
function this.getGlobalVariable( ... )
--成本比较高,这里只能遍历_G中的所有变量,并去除系统变量,再返回给客户端
local varTab = {};
for k,v in pairs(_G) do
local var = {};
var.name = tostring(k);
var.type = tostring(type(v));
xpcall(function() var.value = tostring(v) end , function() var.value = tostring(type(v)) .." [value can't trans to string]" end );
var.variablesReference = "0";
if var.type == "table" or var.type == "function" or var.type == "userdata" then
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = v;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(v);
var.value = memberNum .." Members ".. ( var.value or '' );
end
elseif var.type == "string" then
var.value = '"' ..v.. '"';
end
table.insert(varTab, var);
end
return varTab;
end
-- 获取upValues
-- @isFormatVariable true返回[值] true返回[格式化的数据]
function this.getUpValueVariable( checkFunc , isFormatVariable)
local isGetValue = true;
if isFormatVariable == true then
isGetValue = false;
end
--通过Debug获取当前函数的Func
checkFunc = checkFunc or lastRunFunction.func;
local varTab = {};
if checkFunc == nil then
return varTab;
end
local i = 1
repeat
local n, v = debug.getupvalue(checkFunc, i)
if n then
local var = {};
var.name = n;
var.type = tostring(type(v));
var.variablesReference = "0";
if isGetValue == false then
xpcall(function() var.value = tostring(v) end , function() var.value = tostring(type(v)) .. " [value can't trans to string]" end );
if var.type == "table" or var.type == "function" or var.type == "userdata" then
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = v;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(v);
var.value = memberNum .." Members ".. ( var.value or '' );
end
elseif var.type == "string" then
var.value = '"' ..v.. '"';
end
else
var.value = v;
end
table.insert(varTab, var);
i = i + 1
end
until not n
return varTab;
end
-- 获取局部变量 checkLayer是要查询的层级,如果不设置则查询当前层级
-- @isFormatVariable 是否取值,true:取值的tostring
function this.getVariable( checkLayer, isFormatVariable , offset)
local isGetValue = true;
if isFormatVariable == true then
isGetValue = false;
end
local ly = 0;
if checkLayer ~= nil and type(checkLayer) == "number" then ly = checkLayer + 1;
else ly = this.getSpecificFunctionStackLevel(lastRunFunction.func); end
if ly == 0 then
this.printToVSCode("[error]获取层次失败!", 2);
return;
end
local varTab = {};
local stacklayer = ly;
local k = 1;
if type(offset) == 'number' then
stacklayer = stacklayer + offset;
end
repeat
local n, v = debug.getlocal(stacklayer, k)
if n == nil then
break;
end
--(*temporary)是系统变量,过滤掉。这里假设(*temporary)仅出现在最后
if "(*temporary)" ~= tostring(n) then
local var = {};
var.name = n;
var.type = tostring(type(v));
var.variablesReference = "0";
var.index = k;
if isGetValue == false then
xpcall(function() var.value = tostring(v) end , function() var.value = tostring(type(v)) .. " [value can't trans to string]" end );
if var.type == "table" or var.type == "function" or var.type == "userdata" then
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = v;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(v);
var.value = memberNum .." Members ".. ( var.value or '' );
end
elseif var.type == "string" then
var.value = '"' ..v.. '"';
end
else
var.value = v;
end
local sameIdx = this.checkSameNameVar(varTab, var);
if sameIdx ~= 0 then
varTab[sameIdx] = var;
else
table.insert(varTab, var);
end
end
k = k + 1
until n == nil
return varTab, stacklayer - 1;
end
--检查变量列表中的同名变量
function this.checkSameNameVar(varTab, var)
for k , v in pairs(varTab) do
if v.name == var.name then
return k;
end
end
return 0;
end
-- 执行表达式
function this.processExp(msgTable)
local retString;
local var = {};
var.isSuccess = "true";
if msgTable ~= nil then
local expression = this.trim(tostring(msgTable.Expression));
local isCmd = false;
if isCmd == false then
--兼容旧版p 命令
if expression:find("p ", 1, true) == 1 then
expression = expression:sub(3);
end
local expressionWithReturn = "return " .. expression;
local f = debugger_loadString(expressionWithReturn) or debugger_loadString(expression);
--判断结果,如果表达式错误会返回nil
if type(f) == "function" then
if _VERSION == "Lua 5.1" then
setfenv(f , env);
else
debug.setupvalue(f, 1, env);
end
--表达式要有错误处理
xpcall(function() retString = f() end , function() retString = "输入错误指令。\n + 请检查指令是否正确\n + 指令仅能在[暂停在断点时]输入, 请不要在程序持续运行时输入"; var.isSuccess = false; end)
else
retString = "指令执行错误。\n + 请检查指令是否正确\n + 可以直接输入表达式,执行函数或变量名,并观察执行结果";
var.isSuccess = false;
end
end
end
var.name = "Exp";
var.type = tostring(type(retString));
xpcall(function() var.value = tostring(retString) end , function(e) var.value = tostring(type(retString)) .. " [value can't trans to string] ".. e; var.isSuccess = false; end);
var.variablesReference = "0";
if var.type == "table" or var.type == "function" or var.type == "userdata" then
variableRefTab[variableRefIdx] = retString;
var.variablesReference = variableRefIdx;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(retString);
var.value = memberNum .." Members ".. var.value;
end
elseif var.type == "string" then
var.value = '"' ..retString.. '"';
end
--string执行完毕后清空env环境
this.clearEnv();
local retTab = {}
table.insert(retTab ,var);
return retTab;
end
--执行变量观察表达式
function this.processWatchedExp(msgTable)
local retString;
local expression = "return ".. tostring(msgTable.varName)
this.printToConsole("processWatchedExp | expression: " .. expression);
local f = debugger_loadString(expression);
local var = {};
var.isSuccess = "true";
--判断结果,如果表达式错误会返回nil
if type(f) == "function" then
--表达式正确
if _VERSION == "Lua 5.1" then
setfenv(f , env);
else
debug.setupvalue(f, 1, env);
end
xpcall(function() retString = f() end , function() retString = "输入了错误的变量信息"; var.isSuccess = "false"; end)
else
retString = "未能找到变量的值";
var.isSuccess = "false";
end
var.name = msgTable.varName;
var.type = tostring(type(retString));
xpcall(function() var.value = tostring(retString) end , function() var.value = tostring(type(retString)) .. " [value can't trans to string]"; var.isSuccess = "false"; end );
var.variablesReference = "0";
if var.type == "table" or var.type == "function" or var.type == "userdata" then
variableRefTab[variableRefIdx] = retString;
var.variablesReference = variableRefIdx;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(retString);
var.value = memberNum .." Members ".. var.value;
end
elseif var.type == "string" then
var.value = '"' ..retString.. '"';
end
local retTab = {}
table.insert(retTab ,var);
return retTab;
end
function tools.getFileSource()
local info = debug.getinfo(1, "S")
for k,v in pairs(info) do
if k == "source" then
return v;
end
end
end
--序列化并打印table
function tools.printTable(t, name ,indent)
local str = (tools.show(t, name, indent));
print(str);
end
--序列化并返回table
function tools.serializeTable(t, name, indent)
local str = (tools.show(t, name, indent))
return str
end
--[[
Author: Julio Manuel Fernandez-Diaz
Date: January 12, 2007
Modified slightly by RiciLake to avoid the unnecessary table traversal in tablecount()
Formats tables with cycles recursively to any depth.
The output is returned as a string.
References to other tables are shown as values.
Self references are indicated.
The string returned is "Lua code", which can be procesed
(in the case in which indent is composed by spaces or "--").
Userdata and function keys and values are shown as strings,
which logically are exactly not equivalent to the original code.
This routine can serve for pretty formating tables with
proper indentations, apart from printing them:
print(table.show(t, "t")) -- a typical use
Heavily based on "Saving tables with cycles", PIL2, p. 113.
Arguments:
t is the table.
name is the name of the table (optional)
indent is a first indentation (optional).
--]]
function tools.show(t, name, indent)
local cart -- a container
local autoref -- for self references
local function isemptytable(t) return next(t) == nil end
local function basicSerialize (o)
local so = tostring(o)
if type(o) == "function" then
local info = debug.getinfo(o, "S")
-- info.name is nil because o is not a calling level
if info.what == "C" then
return string.format("%q", so .. ", C function")
else
-- the information is defined through lines
return string.format("%q", so .. ", defined in (" ..
info.linedefined .. "-" .. info.lastlinedefined ..
")" .. info.source)
end
elseif type(o) == "number" or type(o) == "boolean" then
return so
else
return string.format("%q", so)
end
end
local function addtocart (value, name, indent, saved, field)
indent = indent or ""
saved = saved or {}
field = field or name
cart = cart .. indent .. field
if type(value) ~= "table" then
cart = cart .. " = " .. basicSerialize(value) .. ";\n"
else
if saved[value] then
cart = cart .. " = {}; -- " .. saved[value]
.. " (self reference)\n"
autoref = autoref .. name .. " = " .. saved[value] .. ";\n"
else
saved[value] = name
--if tablecount(value) == 0 then
if isemptytable(value) then
cart = cart .. " = {};\n"
else
cart = cart .. " = {\n"
for k, v in pairs(value) do
k = basicSerialize(k)
local fname = string.format("%s[%s]", name, k)
field = string.format("[%s]", k)
-- three spaces between levels
addtocart(v, fname, indent .. " ", saved, field)
end
cart = cart .. indent .. "};\n"
end
end
end
end
name = name or "PRINT_Table"
if type(t) ~= "table" then
return name .. " = " .. basicSerialize(t)
end
cart, autoref = "", ""
addtocart(t, name, indent)
return cart .. autoref
end
-----------------------------------------------------------------------------
-- JSON4Lua: JSON encoding / decoding support for the Lua language.
-- json Module.
-- Author: Craig Mason-Jones
-- Homepage: http://github.com/craigmj/json4lua/
-- Version: 1.0.0
-- This module is released under the MIT License (MIT).
-- Please see LICENCE.txt for details.
--
-- USAGE:
-- This module exposes two functions:
-- json.encode(o)
-- Returns the table / string / boolean / number / nil / json.null value as a JSON-encoded string.
-- json.decode(json_string)
-- Returns a Lua object populated with the data encoded in the JSON string json_string.
--
-- REQUIREMENTS:
-- compat-5.1 if using Lua 5.0
--
-- CHANGELOG
-- 0.9.20 Introduction of local Lua functions for private functions (removed _ function prefix).
-- Fixed Lua 5.1 compatibility issues.
-- Introduced json.null to have null values in associative arrays.
-- json.encode() performance improvement (more than 50%) through table.concat rather than ..
-- Introduced decode ability to ignore /**/ comments in the JSON string.
-- 0.9.10 Fix to array encoding / decoding to correctly manage nil/null values in arrays.
-----------------------------------------------------------------------------
function tools.createJson()
-----------------------------------------------------------------------------
-- Imports and dependencies
-----------------------------------------------------------------------------
local math = require('math')
local string = require("string")
local table = require("table")
-----------------------------------------------------------------------------
-- Module declaration
-----------------------------------------------------------------------------
local json = {} -- Public namespace
local json_private = {} -- Private namespace
-- Public constants
json.EMPTY_ARRAY={}
json.EMPTY_OBJECT={}
-- Public functions
-- Private functions
local decode_scanArray
local decode_scanComment
local decode_scanConstant
local decode_scanNumber
local decode_scanObject
local decode_scanString
local decode_scanWhitespace
local encodeString
local isArray
local isEncodable
-----------------------------------------------------------------------------
-- PUBLIC FUNCTIONS
-----------------------------------------------------------------------------
--- Encodes an arbitrary Lua object / variable.
-- @param v The Lua object / variable to be JSON encoded.
-- @return String containing the JSON encoding in internal Lua string format (i.e. not unicode)
function json.encode (v)
-- Handle nil values
if v==nil then
return "null"
end
local vtype = type(v)
-- Handle strings
if vtype=='string' then
return '"' .. json_private.encodeString(v) .. '"' -- Need to handle encoding in string
end
-- Handle booleans
if vtype=='number' or vtype=='boolean' then
return tostring(v)
end
-- Handle tables
if vtype=='table' then
local rval = {}
-- Consider arrays separately
local bArray, maxCount = isArray(v)
if bArray then
for i = 1,maxCount do
table.insert(rval, json.encode(v[i]))
end
else -- An object, not an array
for i,j in pairs(v) do
if isEncodable(i) and isEncodable(j) then
table.insert(rval, '"' .. json_private.encodeString(i) .. '":' .. json.encode(j))
end
end
end
if bArray then
return '[' .. table.concat(rval,',') ..']'
else
return '{' .. table.concat(rval,',') .. '}'
end
end
-- Handle null values
if vtype=='function' and v==json.null then
return 'null'
end
assert(false,'encode attempt to encode unsupported type ' .. vtype .. ':' .. tostring(v))
end
--- Decodes a JSON string and returns the decoded value as a Lua data structure / value.
-- @param s The string to scan.
-- @param [startPos] Optional starting position where the JSON string is located. Defaults to 1.
-- @param Lua object, number The object that was scanned, as a Lua table / string / number / boolean or nil,
-- and the position of the first character after
-- the scanned JSON object.
function json.decode(s, startPos)
startPos = startPos and startPos or 1
startPos = decode_scanWhitespace(s,startPos)
assert(startPos<=string.len(s), 'Unterminated JSON encoded object found at position in [' .. s .. ']')
local curChar = string.sub(s,startPos,startPos)
-- Object
if curChar=='{' then
return decode_scanObject(s,startPos)
end
-- Array
if curChar=='[' then
return decode_scanArray(s,startPos)
end
-- Number
if string.find("+-0123456789.e", curChar, 1, true) then
return decode_scanNumber(s,startPos)
end
-- String
if curChar==[["]] or curChar==[[']] then
return decode_scanString(s,startPos)
end
if string.sub(s,startPos,startPos+1)=='/*' then
return json.decode(s, decode_scanComment(s,startPos))
end
-- Otherwise, it must be a constant
return decode_scanConstant(s,startPos)
end
--- The null function allows one to specify a null value in an associative array (which is otherwise
-- discarded if you set the value with 'nil' in Lua. Simply set t = { first=json.null }
function json.null()
return json.null -- so json.null() will also return null ;-)
end
-----------------------------------------------------------------------------
-- Internal, PRIVATE functions.
-- Following a Python-like convention, I have prefixed all these 'PRIVATE'
-- functions with an underscore.
-----------------------------------------------------------------------------
--- Scans an array from JSON into a Lua object
-- startPos begins at the start of the array.
-- Returns the array and the next starting position
-- @param s The string being scanned.
-- @param startPos The starting position for the scan.
-- @return table, int The scanned array as a table, and the position of the next character to scan.
function decode_scanArray(s,startPos)
local array = {} -- The return value
local stringLen = string.len(s)
assert(string.sub(s,startPos,startPos)=='[','decode_scanArray called but array does not start at position ' .. startPos .. ' in string:\n'..s )
startPos = startPos + 1
-- Infinite loop for array elements
local index = 1
repeat
startPos = decode_scanWhitespace(s,startPos)
assert(startPos<=stringLen,'JSON String ended unexpectedly scanning array.')
local curChar = string.sub(s,startPos,startPos)
if (curChar==']') then
return array, startPos+1
end
if (curChar==',') then
startPos = decode_scanWhitespace(s,startPos+1)
end
assert(startPos<=stringLen, 'JSON String ended unexpectedly scanning array.')
local object
object, startPos = json.decode(s,startPos)
array[index] = object
index = index + 1
until false
end
--- Scans a comment and discards the comment.
-- Returns the position of the next character following the comment.
-- @param string s The JSON string to scan.
-- @param int startPos The starting position of the comment
function decode_scanComment(s, startPos)
assert( string.sub(s,startPos,startPos+1)=='/*', "decode_scanComment called but comment does not start at position " .. startPos)
local endPos = string.find(s,'*/',startPos+2)
assert(endPos~=nil, "Unterminated comment in string at " .. startPos)
return endPos+2
end
--- Scans for given constants: true, false or null
-- Returns the appropriate Lua type, and the position of the next character to read.
-- @param s The string being scanned.
-- @param startPos The position in the string at which to start scanning.
-- @return object, int The object (true, false or nil) and the position at which the next character should be
-- scanned.
function decode_scanConstant(s, startPos)
local consts = { ["true"] = true, ["false"] = false, ["null"] = nil }
local constNames = {"true","false","null"}
for i,k in pairs(constNames) do
if string.sub(s,startPos, startPos + string.len(k) -1 )==k then
return consts[k], startPos + string.len(k)
end
end
assert(nil, 'Failed to scan constant from string ' .. s .. ' at starting position ' .. startPos)
end
--- Scans a number from the JSON encoded string.
-- (in fact, also is able to scan numeric +- eqns, which is not
-- in the JSON spec.)
-- Returns the number, and the position of the next character
-- after the number.
-- @param s The string being scanned.
-- @param startPos The position at which to start scanning.
-- @return number, int The extracted number and the position of the next character to scan.
function decode_scanNumber(s,startPos)
local endPos = startPos+1
local stringLen = string.len(s)
local acceptableChars = "+-0123456789.e"
while (string.find(acceptableChars, string.sub(s,endPos,endPos), 1, true)
and endPos<=stringLen
) do
endPos = endPos + 1
end
-- local stringValue = 'return ' .. string.sub(s, startPos, endPos - 1)
-- local stringEval = loadstring(stringValue)
-- assert(stringEval, 'Failed to scan number [ ' .. stringValue .. '] in JSON string at position ' .. startPos .. ' : ' .. endPos)
local numberValue = string.sub(s, startPos, endPos - 1)
return numberValue, endPos
end
--- Scans a JSON object into a Lua object.
-- startPos begins at the start of the object.
-- Returns the object and the next starting position.
-- @param s The string being scanned.
-- @param startPos The starting position of the scan.
-- @return table, int The scanned object as a table and the position of the next character to scan.
function decode_scanObject(s,startPos)
local object = {}
local stringLen = string.len(s)
local key, value
assert(string.sub(s,startPos,startPos)=='{','decode_scanObject called but object does not start at position ' .. startPos .. ' in string:\n' .. s)
startPos = startPos + 1
repeat
startPos = decode_scanWhitespace(s,startPos)
assert(startPos<=stringLen, 'JSON string ended unexpectedly while scanning object.')
local curChar = string.sub(s,startPos,startPos)
if (curChar=='}') then
return object,startPos+1
end
if (curChar==',') then
startPos = decode_scanWhitespace(s,startPos+1)
end
assert(startPos<=stringLen, 'JSON string ended unexpectedly scanning object.')
-- Scan the key
key, startPos = json.decode(s,startPos)
assert(startPos<=stringLen, 'JSON string ended unexpectedly searching for value of key ' .. key)
startPos = decode_scanWhitespace(s,startPos)
assert(startPos<=stringLen, 'JSON string ended unexpectedly searching for value of key ' .. key)
assert(string.sub(s,startPos,startPos)==':','JSON object key-value assignment mal-formed at ' .. startPos)
startPos = decode_scanWhitespace(s,startPos+1)
assert(startPos<=stringLen, 'JSON string ended unexpectedly searching for value of key ' .. key)
value, startPos = json.decode(s,startPos)
object[key]=value
until false -- infinite loop while key-value pairs are found
end
-- START SoniEx2
-- Initialize some things used by decode_scanString
-- You know, for efficiency
local escapeSequences = {
["\\t"] = "\t",
["\\f"] = "\f",
["\\r"] = "\r",
["\\n"] = "\n",
["\\b"] = "\b"
}
setmetatable(escapeSequences, {__index = function(t,k)
-- skip "\" aka strip escape
return string.sub(k,2)
end})
-- END SoniEx2
--- Scans a JSON string from the opening inverted comma or single quote to the
-- end of the string.
-- Returns the string extracted as a Lua string,
-- and the position of the next non-string character
-- (after the closing inverted comma or single quote).
-- @param s The string being scanned.
-- @param startPos The starting position of the scan.
-- @return string, int The extracted string as a Lua string, and the next character to parse.
function decode_scanString(s,startPos)
assert(startPos, 'decode_scanString(..) called without start position')
local startChar = string.sub(s,startPos,startPos)
-- START SoniEx2
-- PS: I don't think single quotes are valid JSON
assert(startChar == [["]] or startChar == [[']],'decode_scanString called for a non-string')
--assert(startPos, "String decoding failed: missing closing " .. startChar .. " for string at position " .. oldStart)
local t = {}
local i,j = startPos,startPos
while string.find(s, startChar, j+1) ~= j+1 do
local oldj = j
i,j = string.find(s, "\\.", j+1)
local x,y = string.find(s, startChar, oldj+1)
if not i or x < i then
i,j = x,y-1
end
table.insert(t, string.sub(s, oldj+1, i-1))
if string.sub(s, i, j) == "\\u" then
local a = string.sub(s,j+1,j+4)
j = j + 4
local n = tonumber(a, 16)
assert(n, "String decoding failed: bad Unicode escape " .. a .. " at position " .. i .. " : " .. j)
-- math.floor(x/2^y) == lazy right shift
-- a % 2^b == bitwise_and(a, (2^b)-1)
-- 64 = 2^6
-- 4096 = 2^12 (or 2^6 * 2^6)
local x
if n < 0x80 then
x = string.char(n % 0x80)
elseif n < 0x800 then
-- [110x xxxx] [10xx xxxx]
x = string.char(0xC0 + (math.floor(n/64) % 0x20), 0x80 + (n % 0x40))
else
-- [1110 xxxx] [10xx xxxx] [10xx xxxx]
x = string.char(0xE0 + (math.floor(n/4096) % 0x10), 0x80 + (math.floor(n/64) % 0x40), 0x80 + (n % 0x40))
end
table.insert(t, x)
else
table.insert(t, escapeSequences[string.sub(s, i, j)])
end
end
table.insert(t,string.sub(j, j+1))
assert(string.find(s, startChar, j+1), "String decoding failed: missing closing " .. startChar .. " at position " .. j .. "(for string at position " .. startPos .. ")")
return table.concat(t,""), j+2
-- END SoniEx2
end
--- Scans a JSON string skipping all whitespace from the current start position.
-- Returns the position of the first non-whitespace character, or nil if the whole end of string is reached.
-- @param s The string being scanned
-- @param startPos The starting position where we should begin removing whitespace.
-- @return int The first position where non-whitespace was encountered, or string.len(s)+1 if the end of string
-- was reached.
function decode_scanWhitespace(s,startPos)
local whitespace=" \n\r\t"
local stringLen = string.len(s)
while ( string.find(whitespace, string.sub(s,startPos,startPos), 1, true) and startPos <= stringLen) do
startPos = startPos + 1
end
return startPos
end
--- Encodes a string to be JSON-compatible.
-- This just involves back-quoting inverted commas, back-quotes and newlines, I think ;-)
-- @param s The string to return as a JSON encoded (i.e. backquoted string)
-- @return The string appropriately escaped.
local escapeList = {
['"'] = '\\"',
['\\'] = '\\\\',
['/'] = '\\/',
['\b'] = '\\b',
['\f'] = '\\f',
['\n'] = '\\n',
['\r'] = '\\r',
['\t'] = '\\t'
}
function json_private.encodeString(s)
local s = tostring(s)
return s:gsub(".", function(c) return escapeList[c] end) -- SoniEx2: 5.0 compat
end
-- Determines whether the given Lua type is an array or a table / dictionary.
-- We consider any table an array if it has indexes 1..n for its n items, and no
-- other data in the table.
-- I think this method is currently a little 'flaky', but can't think of a good way around it yet...
-- @param t The table to evaluate as an array
-- @return boolean, number True if the table can be represented as an array, false otherwise. If true,
-- the second returned value is the maximum
-- number of indexed elements in the array.
function isArray(t)
-- Next we count all the elements, ensuring that any non-indexed elements are not-encodable
-- (with the possible exception of 'n')
if (t == json.EMPTY_ARRAY) then return true, 0 end
if (t == json.EMPTY_OBJECT) then return false end
local maxIndex = 0
for k,v in pairs(t) do
if (type(k)=='number' and math.floor(k)==k and 1<=k) then -- k,v is an indexed pair
if (not isEncodable(v)) then return false end -- All array elements must be encodable
maxIndex = math.max(maxIndex,k)
else
if (k=='n') then
if v ~= (t.n or #t) then return false end -- False if n does not hold the number of elements
else -- Else of (k=='n')
if isEncodable(v) then return false end
end -- End of (k~='n')
end -- End of k,v not an indexed pair
end -- End of loop across all pairs
return true, maxIndex
end
--- Determines whether the given Lua object / table / variable can be JSON encoded. The only
-- types that are JSON encodable are: string, boolean, number, nil, table and json.null.
-- In this implementation, all other types are ignored.
-- @param o The object to examine.
-- @return boolean True if the object should be JSON encoded, false if it should be ignored.
function isEncodable(o)
local t = type(o)
return (t=='string' or t=='boolean' or t=='number' or t=='nil' or t=='table') or
(t=='function' and o==json.null)
end
return json
end
-- Sourced from http://lua-users.org/wiki/BaseSixtyFour
-- Lua 5.1+ base64 v3.0 (c) 2009 by Alex Kloss <[email protected]>
-- licensed under the terms of the LGPL2
-- character table string
local base64CharTable='ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
-- encoding
function tools.base64encode(data)
return ((data:gsub('.', function(x)
local r,b='',x:byte()
for i=8,1,-1 do r=r..(b%2^i-b%2^(i-1)>0 and '1' or '0') end
return r;
end)..'0000'):gsub('%d%d%d?%d?%d?%d?', function(x)
if (#x < 6) then return '' end
local c=0
for i=1,6 do c=c+(x:sub(i,i)=='1' and 2^(6-i) or 0) end
return base64CharTable:sub(c+1,c+1)
end)..({ '', '==', '=' })[#data%3+1])
end
-- decoding
function tools.base64decode(data)
data = string.gsub(data, '[^'..base64CharTable..'=]', '')
return (data:gsub('.', function(x)
if (x == '=') then return '' end
local r,f='',(base64CharTable:find(x)-1)
for i=6,1,-1 do r=r..(f%2^i-f%2^(i-1)>0 and '1' or '0') end
return r;
end):gsub('%d%d%d?%d?%d?%d?%d?%d?', function(x)
if (#x ~= 8) then return '' end
local c=0
for i=1,8 do c=c+(x:sub(i,i)=='1' and 2^(8-i) or 0) end
return string.char(c)
end))
end
-- tools变量
json = tools.createJson(); --json处理
this.printToConsole("load LuaPanda success", 1);
return this; |
-- don't bother for Casual gamemode
if SL.Global.GameMode == "Casual" then return end
local player = ...
local judgments = {}
for i=1,GAMESTATE:GetCurrentStyle():ColumnsPerPlayer() do
judgments[#judgments+1] = { W1=0, W2=0, W3=0, W4=0, W5=0, Miss=0 }
end
return Def.Actor{
JudgmentMessageCommand=function(self, params)
if params.Player == player and params.Notes then
for i,col in pairs(params.Notes) do
local tns = ToEnumShortString(params.TapNoteScore)
judgments[i][tns] = judgments[i][tns] + 1
end
end
end,
OffCommand=function(self)
local storage = SL[ToEnumShortString(player)].Stages.Stats[SL.Global.Stages.PlayedThisGame + 1]
storage.column_judgments = judgments
end
} |
-----------------------------------------------------------------------------------------------
local title = "Trunks"
local version = "0.1.4"
local mname = "trunks"
-----------------------------------------------------------------------------------------------
-- Code by Mossmanikin & Neuromancer
abstract_trunks = {}
dofile(minetest.get_modpath("trunks").."/trunks_settings.txt")
dofile(minetest.get_modpath("trunks").."/generating.lua")
dofile(minetest.get_modpath("trunks").."/nodes.lua")
dofile(minetest.get_modpath("trunks").."/crafting.lua")
-----------------------------------------------------------------------------------------------
minetest.log("action", "[Mod] "..title.." ["..version.."] ["..mname.."] Loaded...")
----------------------------------------------------------------------------------------------- |
--[[ Copyright (C) 2018-2020 The DMLab2D Authors.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
https://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
]]
local file_system = require 'system.file_system'
local asserts = require 'testing.asserts'
local test_runner = require 'testing.test_runner'
local paths = require 'common.paths'
local FILE_NAME = ...
local TEST_DIR = test_runner.testDir(FILE_NAME)
local EMPTY_FILE_NAME = TEST_DIR .. "empty_test_file"
local TEXT_FILE_NAME = TEST_DIR .. "file_with_text.txt"
local tests = {}
local function readFile(file)
local f = io.open(file, "rb")
local content = f:read("*all")
f:close()
return content
end
function tests:readEmpty()
local emptyFileContent = file_system:loadFileToString(EMPTY_FILE_NAME)
asserts.EQ(emptyFileContent, '')
end
function tests:readBinaryFile()
local textFileContent = file_system:loadFileToString(TEXT_FILE_NAME)
asserts.EQ(textFileContent, readFile(TEXT_FILE_NAME))
end
function tests:readSelf()
local textFileContent = file_system:loadFileToString(FILE_NAME)
asserts.EQ(textFileContent, readFile(FILE_NAME))
end
return test_runner.run(tests)
|
-----------------------------------------------------------------------------
-- Name: minimal.wx.lua
-- Purpose: 'Minimal' wxLua sample
-- Author: J Winwood
-- Modified by:
-- Created: 16/11/2001
-- RCS-ID: $Id: veryminimal.wx.lua,v 1.7 2008/01/22 04:45:39 jrl1 Exp $
-- Copyright: (c) 2001 J Winwood. All rights reserved.
-- Licence: wxWidgets licence
-----------------------------------------------------------------------------
-- Load the wxLua module, does nothing if running from wxLua, wxLuaFreeze, or wxLuaEdit
package.cpath = package.cpath..";./?.dll;./?.so;../lib/?.so;../lib/vc_dll/?.dll;../lib/bcc_dll/?.dll;../lib/mingw_dll/?.dll;"
require("wx")
frame = nil
function main()
-- create the frame window
frame = wx.wxFrame( wx.NULL, wx.wxID_ANY, "wxLua Very Minimal Demo",
wx.wxDefaultPosition, wx.wxSize(450, 450),
wx.wxDEFAULT_FRAME_STYLE )
-- show the frame window
frame:Show(true)
end
main()
-- Call wx.wxGetApp():MainLoop() last to start the wxWidgets event loop,
-- otherwise the wxLua program will exit immediately.
-- Does nothing if running from wxLua, wxLuaFreeze, or wxLuaEdit since the
-- MainLoop is already running or will be started by the C++ program.
wx.wxGetApp():MainLoop()
|
-- nvim-cmp highlights
local lush = require("lush")
local base = require("lush_jsx.base")
local M = {}
M = lush(function()
return {
-- nvim-cmp
CmpItemKind {base.LushJSXYellow},
CmpItemAbbrMatch {base.LushJSXFg1},
CmpItemAbbr {base.LushJSXFg4},
CmpItemMenu {base.LushJSXAqua}
}
end)
return M
|
num = 42
s = "walternate"
t = "double-quotes are also fine"
u = " Double brackets\n start and end\n multi-line strings."
t = nil
while num < 50 do
num = num + 1
end
if num > 40 then
print("over 40")
elseif s ~= "walternate" then
io.write("not over 40\n")
else
thisIsGlobal = 5
local line = io.read()
print("Winter is coming, " .. line)
end
foo = anUnknownVariable
aBoolValue = false
if not aBoolValue then
print("twas false")
end
ans = aBoolValue and "yes" or "no"
karlSum = 0
for i = 1, 100 do
karlSum = karlSum + i
end
fredSum = 0
for j = 100, 1, -1 do
fredSum = fredSum + j
end
repeat
print("the way of the future")
num = num - 1
until num == 0
function fib(n)
if n < 2 then
return n
end
return fib(n - 2) + fib(n - 1)
end
function adder(x)
return function(y)
return x + y
end
end
a1 = adder(9)
a2 = adder(36)
print(a1(16))
print(a2(64))
x, y, z = 1, 2, 3, 4
function bar(a, b, c)
print(a, b, c)
return 4, 8, 15, 16, 23, 42
end
x, y = bar("zaphod")
function f(x)
return x * x
end
f = function(x)
return x * x
end
local function g(x)
return math.sin(x)
end
local g = function(x)
return math.sin(x)
end
local g
g = function(x)
return math.sin(x)
end
print "hello"
print {}
t = {
key1 = "value1",
key2 = false
}
print(t.key1)
t.newKey = {}
t.key2 = nil
u = {
["@!#"] = "qbert",
[{}] = 1729,
[6.28] = "tau"
}
print(u[6.28])
a = u["@!#"]
b = u[{}]
function h(x)
print(x.key1)
end
h {
key1 = "Sonmi~451"
}
for key, val in pairs(u) do
print(key, val)
end
print(_G["_G"] == _G)
v = {
"value1",
"value2",
1.21,
"gigawatts"
}
for i = 1, #v do
print(v[i])
end
f1 = {
a = 1,
b = 2
}
f2 = {
a = 2,
b = 3
}
metafraction = {}
function metafraction.__add(f1, f2)
local sum = {}
sum.b = f1.b * f2.b
sum.a = f1.a * f2.b + f2.a * f1.b
return sum
end
setmetatable(f1, metafraction)
setmetatable(f2, metafraction)
s = f1 + f2
defaultFavs = {
animal = "gru",
food = "donuts"
}
myFavs = {
food = "pizza"
}
setmetatable(myFavs, {
__index = defaultFavs
})
eatenBy = myFavs.animal
Dog = {}
function Dog:new()
local newObj = {
sound = "woof"
}
self.__index = self
return setmetatable(newObj, self)
end
function Dog:makeSound()
print("I say " .. self.sound)
end
mrDog = Dog:new()
mrDog:makeSound()
LoudDog = Dog:new()
function LoudDog:makeSound()
local s = self.sound .. " "
print(s .. s .. s)
end
seymour = LoudDog:new()
seymour:makeSound()
function LoudDog:new()
local newObj = {}
self.__index = self
return setmetatable(newObj, self)
end
|
object_mobile_dressed_rebel_communication_male_01 = object_mobile_shared_dressed_rebel_communication_male_01:new {
}
ObjectTemplates:addTemplate(object_mobile_dressed_rebel_communication_male_01, "object/mobile/dressed_rebel_communication_male_01.iff")
|
dofile(ModPath .. "infcore.lua")
-- If we successfully pick up an ammo pickup and we have the upgrade, charge the bulletstorm meter
local ammopickup_pickup_orig = AmmoClip._pickup
function AmmoClip:_pickup(unit)
local result = ammopickup_pickup_orig(self, unit)
if result and unit == managers.player:player_unit() and managers.player:has_category_upgrade("player", "inf_charge_bulletstorm") then
local bulletstorm_second_gain = managers.player:upgrade_value("player", "inf_bulletstorm_second_gain", 0)
IreNFist.current_bulletstorm_charge = IreNFist.current_bulletstorm_charge + bulletstorm_second_gain
-- Clamp to max
if IreNFist.current_bulletstorm_charge > tweak_data.upgrades.bulletstorm_max_seconds then
IreNFist.current_bulletstorm_charge = tweak_data.upgrades.bulletstorm_max_seconds
end
end
return result
end
|
cflags{
'-I $dir',
'-isystem $builddir/pkg/freetype/include',
'-isystem $builddir/pkg/fribidi/include',
}
nasmflags{
'-D ARCH_X86_64=1',
'-D HAVE_ALIGNED_STACK=1',
'-D HAVE_CPUNOP=0',
'-D private_prefix=ass',
'-i $srcdir/libass/',
'-f elf64',
'-P $outdir/PIC.asm',
}
pkg.hdrs = copy('$outdir/include/ass', '$srcdir/libass', {'ass.h', 'ass_types.h'})
pkg.deps = {
'pkg/freetype/headers',
'pkg/fribidi/headers',
'$outdir/PIC.asm',
}
build('sed', '$outdir/PIC.asm', '$builddir/probe/PIC', {expr='s,#define,%define,'})
lib('libass.a', [[
libass/(
ass.c ass_utils.c
ass_string.c ass_strtod.c
ass_library.c ass_cache.c
ass_font.c ass_fontselect.c
ass_render.c ass_render_api.c
ass_parse.c ass_shaper.c
ass_outline.c ass_drawing.c
ass_rasterizer.c ass_rasterizer_c.c
ass_bitmap.c ass_blur.c
x86/(
rasterizer.asm blend_bitmaps.asm blur.asm cpuid.asm
be_blur.asm
)
)
$builddir/pkg/freetype/libfreetype.a.d
$builddir/pkg/fribidi/libfribidi.a
]])
fetch 'git'
|
local DB = require("dashboard.model.db")
return function(config)
local node_model = {}
local mysql_config = config.store_mysql
local db = DB:new(mysql_config)
local table_name = 'persist_log'
function node_model:get_stat(limit, group_by_day)
local result, err, sql
if group_by_day then
sql = "SELECT stat_time, SUM(request_2xx) request_2xx,SUM(request_3xx) request_3xx,SUM(request_4xx) request_4xx,SUM(request_5xx) request_5xx,SUM(total_request_count) total_request_count,SUM(total_success_request_count) total_success_request_count,SUM(traffic_read) traffic_read,SUM(traffic_write) traffic_write,SUM(total_request_time) total_request_time " ..
"FROM (SELECT DATE(stat_time) stat_time,SUM(request_2xx) request_2xx,SUM(request_3xx) request_3xx,SUM(request_4xx) request_4xx,SUM(request_5xx) request_5xx,SUM(total_request_count) total_request_count,SUM(total_success_request_count) total_success_request_count,SUM(traffic_read) traffic_read,SUM(traffic_write) traffic_write,SUM(total_request_time) total_request_time FROM " .. table_name .. " " ..
"GROUP BY stat_time ) T GROUP BY stat_time ORDER BY stat_time DESC LIMIT ? "
else
sql = "" ..
" SELECT stat_time as stat_time_old, " ..
" DATE_FORMAT(stat_time, '%Y-%m-%d %H:%i') as stat_time, " ..
" SUM(request_2xx) as request_2xx," ..
" sum(request_3xx) as request_3xx," ..
" sum(request_4xx) as request_4xx," ..
" sum(request_5xx) as request_5xx," ..
" sum(total_request_count) as total_request_count," ..
" sum(total_success_request_count) as total_success_request_count," ..
" sum(traffic_read) as traffic_read," ..
" sum(traffic_write) as traffic_write," ..
" sum(total_request_time) as total_request_time" ..
" FROM " .. table_name ..
" GROUP BY stat_time" ..
" ORDER BY stat_time DESC LIMIT ?"
end
result, err = db:query(sql, { limit })
if not result or err or type(result) ~= "table" or #result < 1 then
return nil, err
else
return result, err
end
end
function node_model:get_stat_by_ip(ip, limit, group_by_day)
local result, err, sql
if group_by_day then
sql = "SELECT op_time,stat_time,ip,SUM(request_2xx) request_2xx,SUM(request_3xx) request_3xx,SUM(request_4xx) request_4xx,SUM(request_5xx) request_5xx,SUM(total_request_count) total_request_count,SUM(total_success_request_count) total_success_request_count,SUM(traffic_read) traffic_read,SUM(traffic_write) traffic_write,SUM(total_request_time) total_request_time " ..
"FROM (SELECT DATE(stat_time) stat_time,ip,SUM(request_2xx) request_2xx,SUM(request_3xx) request_3xx,SUM(request_4xx) request_4xx,SUM(request_5xx) request_5xx,SUM(total_request_count) total_request_count,SUM(total_success_request_count) total_success_request_count,SUM(traffic_read) traffic_read,SUM(traffic_write) traffic_write,SUM(total_request_time) total_request_time FROM " .. table_name .. " " ..
"GROUP BY stat_time HAVING ip = ?) T GROUP BY stat_time ORDER BY stat_time DESC LIMIT ? "
else
sql = "SELECT * from " .. table_name .. " WHERE ip = ? ORDER BY stat_time DESC LIMIT ?"
end
result, err = db:query(sql, { ip, limit })
if not result or err or type(result) ~= "table" or #result < 1 then
return nil, err
else
return result, err
end
end
return node_model
end
|
--- === plugins.zoom.shortcuts ===
---
--- Trigger Zoom Shortcuts
local require = require
--local log = require "hs.logger".new "actions"
local application = require "hs.application"
local image = require "hs.image"
local config = require "cp.config"
local i18n = require "cp.i18n"
local tools = require "cp.tools"
local imageFromPath = image.imageFromPath
local keyStroke = tools.keyStroke
local launchOrFocusByBundleID = application.launchOrFocusByBundleID
local playErrorSound = tools.playErrorSound
local mod = {}
local plugin = {
id = "zoom.shortcuts",
group = "zoom",
dependencies = {
["core.action.manager"] = "actionmanager",
}
}
function plugin.init(deps)
--------------------------------------------------------------------------------
-- Shortcuts:
--
-- TODO: This needs to be i18n'ified.
--------------------------------------------------------------------------------
local shortcuts = {
{
title = "Close the current window",
modifiers = {"cmd"},
character = "w"
},
{
title = "Switch to portrait or landscape View, depending on current view",
modifiers = {"cmd"},
character = "l"
},
{
title = "Switch from one tab to the next",
modifiers = {"control"},
character = "t"
},
{
title = "Join meeting",
modifiers = {"command"},
character = "j"
},
{
title = "Start meeting",
modifiers = {"cmd","control"},
character = "v"
},
{
title = "Schedule meeting",
modifiers = {"cmd"},
character = "j"
},
{
title = "Screen share using direct share",
modifiers = {"cmd","control"},
character = "s"
},
{
title = "Mute/unmute audio ",
modifiers = {"cmd","shift"},
character = "a"
},
{
title = "Mute audio for everyone except the host (only available to the host)",
modifiers = {"cmd","control"},
character = "m"
},
{
title = "Unmute audio for everyone except host (only available to the host)",
modifiers = {"cmd","control"},
character = "u"
},
{
title = "Start/stop video",
modifiers = {"command", "shift"},
character = "v"
},
{
title = "Switch camera",
modifiers = {"cmd","shift"},
character = "n"
},
{
title = "Start/stop screen share",
modifiers = {"cmd","shift"},
character = "s"
},
{
title = "Pause or resume screen share",
modifiers = {"cmd","shift"},
character = "t"
},
{
title = "Start local recording",
modifiers = {"cmd","shift"},
character = "r"
},
{
title = "Start cloud recording",
modifiers = {"command", "shift"},
character = "c"
},
{
title = "Pause or resume recording",
modifiers = {"cmd","shift"},
character = "p"
},
{
title = "Switch to active speaker view or gallery view, depending on current view",
modifiers = {"command", "shift"},
character = "w"
},
{
title = "View previous 25 participants in gallery view",
modifiers = {"control"},
character = "p"
},
{
title = "View next 25 participants in gallery view",
modifiers = {"control"},
character = "n"
},
{
title = "Display/hide participants panel",
modifiers = {"command"},
character = "u"
},
{
title = "Show/hide in-meeting chat panel",
modifiers = {"cmd", "shift"},
character = "h"
},
{
title = "Open invite window",
modifiers = {"command"},
character = "i"
},
{
title = "Raise hand/lower hand",
modifiers = {"option"},
character = "y"
},
{
title = "Gain remote control",
modifiers = {"control","shift"},
character = "r"
},
{
title = "Stop remote control",
modifiers = {"control","shift"},
character = "g"
},
{
title = "Enter or exit full screen",
modifiers = {"command", "shift"},
character = "f"
},
{
title = "Switch to minimal window",
modifiers = {"command", "shift"},
character = "m"
},
{
title = "Show/hide meeting controls",
modifiers = {"control", "option", "command"},
character = "h"
},
{
title = "Toggle the Always Show meeting controls option in General settings",
modifiers = {"control"},
character = [[\]]
},
{
title = "Prompt to End or Leave Meeting",
modifiers = {"command"},
character = "w"
},
{
title = "Jump to chat with someone",
modifiers = {"command"},
character = "k"
},
{
title = "Screenshot",
modifiers = {"command"},
character = "t"
},
{
title = "Call highlighted phone number",
modifiers = {"control","shift"},
character = "c"
},
{
title = "Accept inbound call",
modifiers = {"control", "shift"},
character = "a"
},
{
title = "Decline inbound call",
modifiers = {"control", "shift"},
character = "d"
},
{
title = "End current call",
modifiers = {"control", "shift"},
character = "e"
},
{
title = "Mute/unmute mic",
modifiers = {"control", "shift"},
character = "m"
},
{
title = "Hold/unhold call",
modifiers = {"command", "shift"},
character = "h"
},
}
--------------------------------------------------------------------------------
-- Setup Handler:
--------------------------------------------------------------------------------
local icon = imageFromPath(config.basePath .. "/plugins/skype/console/images/shortcut.png")
local actionmanager = deps.actionmanager
mod._handler = actionmanager.addHandler("zoom_shortcuts", "zoom")
:onChoices(function(choices)
for _, v in pairs(shortcuts) do
choices
:add(v.title)
:subText("Triggers a shortcut key within Zoom")
:params({
modifiers = v.modifiers,
character = v.character,
id = v.title
})
:image(icon)
:id("zoom_shortcuts_" .. "pressControl")
end
end)
:onExecute(function(action)
if launchOrFocusByBundleID("us.zoom.xos") then
keyStroke(action.modifiers, action.character)
else
playErrorSound()
end
end)
:onActionId(function(params)
return "zoom_shortcuts" .. params.id
end)
return mod
end
return plugin
|
ITEM.name = "Scrap Revolver"
ITEM.description = "An unusually crafted revolver using .357 rounds. Good enough for personal defense."
ITEM.model = "models/weapons/yurie_rustalpha/wm-revolver.mdl"
ITEM.class = "tfa_rustalpha_revolver"
ITEM.weaponCategory = "secondary"
ITEM.width = 2
ITEM.height = 1
ITEM.chance = 17 |
local animPos, lastx, lasty, jumpTypes, jumpTimes, moveDirs, jumpStarted
local moveTime = 0
local backJumped, jTimer, awTime, globalWait, stageEvents, seNum, curEvent
local needToDecrease
local AnimList, AnimListNum
local FunctionList, FunctionListNum
local skipFuncList
local skipping
local baseInputMask = 0xFFFFFFFF
local extraInputMask = baseInputMask
--------------------------------Animation---------------------------------
--------------------------(In-game cinematics)----------------------------
function AddSkipFunction(anim, func, args)
skipFuncList[anim] = {sfunc = func, sargs = args}
end
function RemoveSkipFunction(anim)
skipFuncList[anim] = nil
end
function SetAnimSkip(bool)
skipping = bool
end
function AnimInProgress()
return AnimListNum ~= 0
end
function SkipAnimation(anim)
if skipFuncList[anim] == nil then
return
else
skipFuncList[anim].sfunc(unpack(skipFuncList[anim].sargs))
end
end
function AddFunction(element)
table.insert(FunctionList, element)
FunctionListNum = FunctionListNum + 1
end
function RemoveFunction()
table.remove(FunctionList, 1)
FunctionListNum = FunctionListNum - 1
end
function ExecuteAfterAnimations()
if FunctionListNum == 0 then
return
end
FunctionList[1].func(unpack(FunctionList[1].args))
RemoveFunction()
end
local function updateInputMask()
SetInputMask(band(baseInputMask, extraInputMask))
end
local function startCinemaLock()
SetCinematicMode(true)
baseInputMask = bnot(gmAnimate+gmAttack+gmDown+gmHJump+gmLeft+gmLJump+gmRight+gmSlot+gmSwitch+gmTimer+gmUp+gmWeapon)
updateInputMask()
end
local function stopCinemaLock()
baseInputMask = 0xFFFFFFFF
updateInputMask()
SetCinematicMode(false)
end
function AnimSetInputMask(newExtraInputMask)
extraInputMask = newExtraInputMask
updateInputMask()
end
function AnimInit(startAnimating)
lastx = 0
lasty = 0
jumpTypes = {long = gmLJump, high = gmHJump, back = gmHJump}
jumpTimes = {long = 500, high = 500, back = 300, backback = 500}
moveDirs = {Right = gmRight, Left = gmLeft}
jumpStarted = false
backJumped = false
jTimer = 0
awTime = 0
globalWait = 0
stageEvents = {}
seNum = 0
curEvent = 0
needToDecrease = 0
AnimList = {}
AnimListNum = 0
FunctionList = {}
FunctionListNum = 0
skipping = false
skipFuncList = {}
animPos = 1
if startAnimating then
startCinemaLock()
end
end
function AnimSwitchHog(gear)
SetGearMessage(gear, band(GetGearMessage(gear), bnot(gmAllStoppable)))
SwitchHog(gear)
FollowGear(gear)
return true
end
function AnimGiveState(gear, state)
SetState(gear, state)
return true
end
function AnimRemoveState(gear, state)
SetState(gear, band(GetState(gear), bnot(state)))
return true
end
function AnimGearWait(gear, time)
AnimWait(gear, time)
return true
end
function AnimUnWait()
if globalWait > 0 then
globalWait = globalWait - 1
end
end
function AnimWait(gear, time) -- gear is for compatibility with Animate
globalWait = globalWait + time
return true
end
function AnimWaitLeft()
return globalWait
end
function AnimSay(gear, text, manner, time)
HogSay(gear, text, manner, 2)
if time ~= nil then
AnimWait(gear, time)
end
return true
end
function AnimSound(gear, sound, time)
PlaySound(sound, gear)
AnimWait(gear, time)
return true
end
function AnimTurn(gear, dir)
if dir == "Right" then
HogTurnLeft(gear, false)
else
HogTurnLeft(gear, true)
end
return true
end
function AnimFollowGear(gear)
FollowGear(gear)
return true
end
function AnimMove(gear, dir, posx, posy, maxMoveTime)
local dirr = moveDirs[dir]
SetGearMessage(gear, dirr)
moveTime = moveTime + 1
if (maxMoveTime and moveTime > maxMoveTime) then
SetGearMessage(gear, 0)
SetGearPosition(gear, posx, posy)
lastx = GetX(gear)
lasty = GetY(gear)
moveTime = 0
return true
elseif GetX(gear) == posx or GetY(gear) == posy then
SetGearMessage(gear, 0)
lastx = GetX(gear)
lasty = GetY(gear)
moveTime = 0
return true
end
return false
end
function AnimJump(gear, jumpType)
if jumpStarted == false then
lastx = GetX(gear)
lasty = GetY(gear)
backJumped = false
jumpStarted = true
SetGearMessage(gear, jumpTypes[jumpType])
AnimGearWait(gear, jumpTimes[jumpType])
elseif jumpType == "back" and backJumped == false then
backJumped = true
SetGearMessage(gear, jumpTypes[jumpType])
AnimGearWait(gear, jumpTimes["backback"])
else
local curx = GetX(gear)
local cury = GetY(gear)
if curx == lastx and cury == lasty then
jumpStarted = false
backJumped = false
AnimGearWait(gear, 100)
return true
else
lastx = curx
lasty = cury
AnimGearWait(gear, 100)
end
end
return false
end
function AnimSetGearPosition(gear, destX, destY, fall)
SetGearPosition(gear, destX, destY)
if fall ~= false then
SetGearVelocity(gear, 0, 10)
end
return true
end
function AnimDisappear(gear, destX, destY)
AddVisualGear(GetX(gear)-5, GetY(gear)-5, vgtSmoke, 0, false)
AddVisualGear(GetX(gear)+5, GetY(gear)+5, vgtSmoke, 0, false)
AddVisualGear(GetX(gear)-5, GetY(gear)+5, vgtSmoke, 0, false)
AddVisualGear(GetX(gear)+5, GetY(gear)-5, vgtSmoke, 0, false)
PlaySound(sndExplosion)
AnimSetGearPosition(gear, destX, destY)
return true
end
function AnimOutOfNowhere(gear, destX, destY)
if (not destX) or (not destY) then
destX = GetX(gear)
destY = GetY(gear)
end
AnimSetGearPosition(gear, destX, destY)
AddVisualGear(destX, destY, vgtBigExplosion, 0, false)
PlaySound(sndExplosion)
AnimGearWait(gear, 50)
return true
end
function AnimTeleportGear(gear, destX, destY)
AddVisualGear(GetX(gear)-5, GetY(gear)-5, vgtSmoke, 0, false)
AddVisualGear(GetX(gear)+5, GetY(gear)+5, vgtSmoke, 0, false)
AddVisualGear(GetX(gear)-5, GetY(gear)+5, vgtSmoke, 0, false)
AddVisualGear(GetX(gear)+5, GetY(gear)-5, vgtSmoke, 0, false)
AnimSetGearPosition(gear, destX, destY)
AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
PlaySound(sndExplosion)
FollowGear(gear)
AnimGearWait(gear, 50)
return true
end
function AnimVisualGear(gear, x, y, vgType, state, critical)
AddVisualGear(x, y, vgType, state, critical)
return true
end
function AnimCaption(gear, text, time)
AddCaption(text)
if time == nil then
return true
end
AnimWait(gear, time)
return true
end
function AnimCustomFunction(gear, func, args)
if args == nil then
args = {}
end
local retval = func(unpack(args))
if retval == false then
return false
else
return true
end
end
function AnimInsertStepNext(step)
table.insert(AnimList[1], animPos + 1, step)
return true
end
function AnimShowMission(gear, caption, subcaption, text, icon, time)
ShowMission(caption, subcaption, text, icon, time)
return true
end
function RemoveAnim()
table.remove(AnimList, 1)
AnimListNum = AnimListNum - 1
end
function AddAnim(animation)
table.insert(AnimList, animation)
AnimListNum = AnimListNum + 1
if AnimListNum == 1 then
skipping = false
end
end
function ShowAnimation()
if AnimListNum == 0 then
skipping = false
return true
else
SetTurnTimeLeft(MAX_TURN_TIME)
if Animate(AnimList[1]) == true then
RemoveAnim()
end
end
return false
end
function Animate(steps)
if skipping == true then
animPos = 1
stopCinemaLock()
SkipAnimation(steps)
return true
end
if globalWait ~= 0 then
return false
end
if steps[animPos] == nil then
animPos = 1
stopCinemaLock()
return true
end
if steps[animPos].args[1] ~= CurrentHedgehog and steps[animPos].func ~= AnimWait
and (steps[animPos].swh == nil or steps[animPos].swh == true) then
AnimSwitchHog(steps[animPos].args[1])
end
startCinemaLock()
local retVal = steps[animPos].func(unpack(steps[animPos].args))
if (retVal ~= false) then
animPos = animPos + 1
end
return false
end
------------------------------Event Handling------------------------------
function AddEvent(condFunc, condArgs, doFunc, doArgs, evType)
seNum = seNum + 1
stageEvents[seNum] = {}
stageEvents[seNum].cFunc = condFunc
stageEvents[seNum].cArgs = condArgs
stageEvents[seNum].dFunc = doFunc
stageEvents[seNum].dArgs = doArgs
stageEvents[seNum].evType = evType
end
function AddNewEvent(condFunc, condArgs, doFunc, doArgs, evType)
local i
for i = 1, seNum do
if stageEvents[i].cFunc == condFunc and stageEvents[i].cArgs == condArgs and
stageEvents[i].dFunc == doFunc and stageEvents[i].dArgs == doArgs and
stageEvents[seNum].evType == evType then
return
end
end
AddEvent(condFunc, condArgs, doFunc, doArgs, evType)
end
function RemoveEvent(evNum)
if stageEvents[evNum] ~= nil then
seNum = seNum - 1
table.remove(stageEvents, evNum)
if evNum < curEvent then
return true
end
end
if evNum < curEvent then
needToDecrease = needToDecrease + 1
end
end
function RemoveEventFunc(cFunc, cArgs)
local i = 1
while i <= seNum do
if stageEvents[i].cFunc == cFunc and (cArgs == nil or cArgs == stageEvents[i].cArgs) then
RemoveEvent(i)
i = i - 1
end
i = i + 1
end
end
function CheckEvents()
local i = 1
while i <= seNum do
curEvent = i
if stageEvents[i].cFunc(unpack(stageEvents[i].cArgs)) then
stageEvents[i].dFunc(unpack(stageEvents[i].dArgs))
if needToDecrease > 0 then
i = i - needToDecrease
needToDecrease = 0
end
if stageEvents[i].evType ~= 1 then
RemoveEvent(i)
i = i - 1
end
end
i = i + 1
end
curEvent = 0
end
-------------------------------------Misc---------------------------------
function StoppedGear(gear)
-- GetHealth returns nil if gear does not exist
if not GetHealth(gear) then
-- We consider the gear to be “stopped” if it has been destroyed
return true
end
local dx,dy = GetGearVelocity(gear)
return math.abs(dx) <= 1 and math.abs(dy) <= 1
end
|
-----------------------------------
-- Area: Windurst Waters
-- NPC: Hakeem
-- Type: Cooking Image Support
-- !pos -123.120 -2.999 65.472 238
-----------------------------------
require("scripts/globals/status")
require("scripts/globals/crafting")
local ID = require("scripts/zones/Windurst_Waters/IDs")
-----------------------------------
function onTrade(player, npc, trade)
end
function onTrigger(player, npc)
local guildMember = isGuildMember(player, 4)
local SkillCap = getCraftSkillCap(player, tpz.skill.COOKING)
local SkillLevel = player:getSkillLevel(tpz.skill.COOKING)
if (guildMember == 1) then
if (player:hasStatusEffect(tpz.effect.COOKING_IMAGERY) == false) then
player:startEvent(10017, SkillCap, SkillLevel, 2, 495, player:getGil(), 0, 4095, 0) -- p1 = skill level
else
player:startEvent(10017, SkillCap, SkillLevel, 2, 495, player:getGil(), 7094, 4095, 0)
end
else
player:startEvent(10017) -- Standard Dialogue
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
if (csid == 10017 and option == 1) then
player:messageSpecial(ID.text.COOKING_SUPPORT, 0, 8, 2)
player:addStatusEffect(tpz.effect.COOKING_IMAGERY, 1, 0, 120)
end
end
|
local screenSize = Vector2(guiGetScreenSize())
local windowSize = Vector2(240, 120)
local currentCallback
local ui = {}
function admin.ui.hideConfirmWindow()
ui.window.visible = false
currentCallback(false)
currentCallback = nil
end
function admin.ui.showConfirmWindow(title, text, callback)
if ui.window.visible then
return false
end
ui.window.text = title
ui.textLabel.text = text
ui.window.visible = true
ui.window:bringToFront()
currentCallback = callback
end
addEventHandler("onClientResourceStart", resourceRoot, function ()
ui.window = GuiWindow(
(screenSize.x - windowSize.x) / 2,
(screenSize.y - windowSize.y) / 2,
windowSize.x,
windowSize.y,
"",
false)
ui.window.sizable = false
ui.textLabel = GuiLabel(0.05, 0.2, 0.9, 0.15, "", true, ui.window)
ui.cancelButton = GuiButton(0, 0.7, 0.45, 0.3, "No", true, ui.window)
ui.acceptButton = GuiButton(0.5, 0.7, 0.45, 0.3, "Yes", true, ui.window)
ui.window.visible = false
addEventHandler("onClientGUIClick", resourceRoot, function()
if not ui.window.visible then
return false
end
if source == ui.acceptButton then
if type(currentCallback) == "function" then
currentCallback(true)
end
admin.ui.hideConfirmWindow()
elseif source == ui.cancelButton then
admin.ui.hideConfirmWindow()
end
end)
end) |
include "app.ui.base.init"
_ENV=namespace "ui"
using_namespace "luaClass"
using_namespace "container"
using_namespace "game"
class("SkillDetailUI"){
super(cc.Node);
super(LUIObject);
SINGAL.skillUsed("skill","cardUI");
public{
FUNCTION.SkillDetailUI(function(self,skill,contentSize)
self=self:__super()
self:LUIObject()
self._skill=skill
self._contentSize=contentSize
self:setContentSize(contentSize)
local detail=createBlock(contentSize)
:setPosition(0,0)
:setAnchorPoint(0,0)
:addTo(self)
local textNode=createLabel(skill:toString(),18)
:setWidth(contentSize.width)
:setTag(998)
local head=cc.Sprite:create(skill.picPath)
:setAnchorPoint(1,1)
:setPosition(contentSize.width,0)
:setContentSize(contentSize.width/3,contentSize.height/3)
:setTag(100)
local scrollView=
ScrollView()
:setContentSize(contentSize)
:setPosition(0,0)
:setInnerNode(textNode)
:addNode(head)
:addTo(detail)
end);
FUNCTION.showMenu(function(self)
local textArray=array()
local callArray=array()
textArray:push_back(self._skill.equipped and "可用" or "禁用")
textArray:push_back("返回")
local skill=self._skill
callArray:push_back(function(_,_,card)
self:skillUsed(skill,card)
end)
--返回
callArray:push_back(function()
self:remove()
end)
return self:setMenu(textArray,callArray)
end);
FUNCTION.setMenu(function(self,textArray,callArray)
local contentSize=self._contentSize
for index,text,callBack in textArray:zip(callArray) do
local card=
CardUI(cc.size(contentSize.width/4,contentSize.height/8))
:setAnchorPoint(0,1)
:addTo(self)
:setPosition(contentSize.width,contentSize.height-((index-1)*contentSize.height/6))
:setText(text,20)
card.onTouch=true
connect(card,"touched",card,callBack)
end
return self
end)
};
protected{
MEMBER._contentSize();
MEMBER._skill();
}
}
|
--
-- created with TexturePacker (http://www.codeandweb.com/texturepacker)
--
-- $TexturePacker:SmartUpdate:a71a13373f387aa5f10d9c8c01bef7df:5ad5675d5cd591fb77929de69c088943:cf8ab4992190eb44f97f06311ef326d7$
--
-- local sheetInfo = require("mysheet")
-- local myImageSheet = graphics.newImageSheet( "mysheet.png", sheetInfo:getSheet() )
-- local sprite = display.newSprite( myImageSheet , {frames={sheetInfo:getFrameIndex("sprite")}} )
--
local SheetInfo = {}
SheetInfo.sheet =
{
frames = {
{
-- 1
x=321,
y=449,
width=88,
height=118,
sourceX = 129,
sourceY = 469,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 2
x=525,
y=435,
width=80,
height=66,
sourceX = 116,
sourceY = 377,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 3
x=209,
y=449,
width=110,
height=130,
sourceX = 123,
sourceY = 352,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 4
x=1,
y=289,
width=244,
height=158,
sourceX = 600,
sourceY = 339,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 5
x=549,
y=1,
width=90,
height=252,
sourceX = 617,
sourceY = 97,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 6
x=1,
y=1,
width=176,
height=286,
sourceX = 685,
sourceY = 77,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 7
x=439,
y=1,
width=108,
height=234,
sourceX = 528,
sourceY = 121,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 8
x=497,
y=367,
width=90,
height=66,
sourceX = 653,
sourceY = 484,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 9
x=391,
y=367,
width=104,
height=78,
sourceX = 734,
sourceY = 478,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 10
x=301,
y=179,
width=136,
height=90,
sourceX = 173,
sourceY = 262,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 11
x=501,
y=505,
width=40,
height=36,
sourceX = 686,
sourceY = 34,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 12
x=547,
y=639,
width=20,
height=32,
sourceX = 602,
sourceY = 40,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 13
x=401,
y=569,
width=54,
height=16,
sourceX = 613,
sourceY = 80,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 14
x=321,
y=569,
width=78,
height=18,
sourceX = 148,
sourceY = 577,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 15
x=437,
y=639,
width=30,
height=32,
sourceX = 108,
sourceY = 374,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 16
x=411,
y=505,
width=88,
height=56,
sourceX = 207,
sourceY = 319,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 17
x=179,
y=179,
width=120,
height=106,
sourceX = 603,
sourceY = 26,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 18
x=577,
y=523,
width=68,
height=58,
sourceX = 671,
sourceY = 203,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 19
x=569,
y=583,
width=74,
height=76,
sourceX = 474,
sourceY = 196,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 20
x=641,
y=1,
width=98,
height=194,
sourceX = 859,
sourceY = 478,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 21
x=247,
y=287,
width=142,
height=160,
sourceX = 816,
sourceY = 433,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 22
x=179,
y=1,
width=160,
height=176,
sourceX = 736,
sourceY = 496,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 23
x=1,
y=589,
width=184,
height=72,
sourceX = 627,
sourceY = 600,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 24
x=301,
y=271,
width=76,
height=14,
sourceX = 711,
sourceY = 658,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 25
x=457,
y=563,
width=34,
height=18,
sourceX = 686,
sourceY = 654,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 26
x=391,
y=639,
width=44,
height=24,
sourceX = 806,
sourceY = 648,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 27
x=353,
y=589,
width=208,
height=48,
sourceX = 390,
sourceY = 527,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 28
x=493,
y=563,
width=26,
height=18,
sourceX = 341,
sourceY = 560,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 29
x=217,
y=659,
width=32,
height=10,
sourceX = 516,
sourceY = 579,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 30
x=187,
y=659,
width=28,
height=12,
sourceX = 570,
sourceY = 558,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 31
x=391,
y=287,
width=106,
height=78,
sourceX = 37,
sourceY = 556,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 32
x=509,
y=639,
width=36,
height=22,
sourceX = 72,
sourceY = 581,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 33
x=469,
y=639,
width=38,
height=24,
sourceX = 184,
sourceY = 643,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 34
x=411,
y=447,
width=112,
height=56,
sourceX = 145,
sourceY = 616,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 35
x=501,
y=543,
width=26,
height=18,
sourceX = 285,
sourceY = 586,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 36
x=645,
y=583,
width=74,
height=60,
sourceX = 259,
sourceY = 565,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 37
x=1,
y=449,
width=206,
height=138,
sourceX = 0,
sourceY = 534,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 38
x=187,
y=589,
width=164,
height=68,
sourceX = 233,
sourceY = 604,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 39
x=379,
y=271,
width=28,
height=14,
sourceX = 389,
sourceY = 658,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 40
x=543,
y=523,
width=22,
height=16,
sourceX = 409,
sourceY = 640,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 41
x=529,
y=543,
width=24,
height=16,
sourceX = 423,
sourceY = 620,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 42
x=561,
y=559,
width=14,
height=22,
sourceX = 405,
sourceY = 617,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 43
x=543,
y=503,
width=20,
height=18,
sourceX = 221,
sourceY = 603,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 44
x=251,
y=659,
width=10,
height=12,
sourceX = 220,
sourceY = 597,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 45
x=555,
y=541,
width=12,
height=16,
sourceX = 210,
sourceY = 603,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 46
x=541,
y=561,
width=18,
height=20,
sourceX = 87,
sourceY = 528,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 47
x=521,
y=563,
width=18,
height=22,
sourceX = 66,
sourceY = 512,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 48
x=565,
y=503,
width=14,
height=18,
sourceX = 65,
sourceY = 536,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 49
x=263,
y=659,
width=12,
height=10,
sourceX = 82,
sourceY = 527,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 50
x=353,
y=639,
width=36,
height=30,
sourceX = 818,
sourceY = 550,
sourceWidth = 960,
sourceHeight = 672
},
{
-- 51
x=607,
y=255,
width=88,
height=236,
sourceX = 872,
sourceY = 436,
sourceWidth = 960,
sourceHeight = 672
},
},
sheetContentWidth = 960,
sheetContentHeight = 672
}
SheetInfo.frameIndex =
{
["1"] = 1,
["2"] = 2,
["3"] = 3,
["4"] = 4,
["5"] = 5,
["6"] = 6,
["7"] = 7,
["8"] = 8,
["9"] = 9,
["10"] = 10,
["11"] = 11,
["12"] = 12,
["13"] = 13,
["14"] = 14,
["15"] = 15,
["16"] = 16,
["17"] = 17,
["18"] = 18,
["19"] = 19,
["20"] = 20,
["21"] = 21,
["22"] = 22,
["23"] = 23,
["24"] = 24,
["25"] = 25,
["26"] = 26,
["27"] = 27,
["28"] = 28,
["29"] = 29,
["30"] = 30,
["31"] = 31,
["32"] = 32,
["33"] = 33,
["34"] = 34,
["35"] = 35,
["36"] = 36,
["37"] = 37,
["38"] = 38,
["39"] = 39,
["40"] = 40,
["41"] = 41,
["42"] = 42,
["43"] = 43,
["44"] = 44,
["45"] = 45,
["46"] = 46,
["47"] = 47,
["48"] = 48,
["49"] = 49,
["50"] = 50,
["51"] = 51,
}
function SheetInfo:getSheet()
return self.sheet;
end
function SheetInfo:getFrameIndex(name)
return self.frameIndex[name];
end
return SheetInfo
|
Config = {}
Config.Locale = 'fr'
Config.green = 56108
Config.grey = 8421504
Config.red = 16711680
Config.orange = 16744192
Config.blue = 2061822
Config.purple = 11750815
Config.webhook = "https://discordapp.com/api/webhooks/739310086232735924/VpNqKWmwqZSajNVVGdcw7GN0BxsHpTUSpExJHMngd_N9Ycn3rrCWh9QYyTUh14Gs6hIh"
settings = {
LogKills = true, -- Log when a player kill an other player.
LogEnterPoliceVehicle = true, -- Log when an player enter in a police vehicle.
LogEnterBlackListedVehicle = true, -- Log when a player enter in a blacklisted vehicle.
LogPedJacking = true, -- Log when a player is jacking a car
LogChatServer = true, -- Log when a player is talking in the chat , /command works too.
LogLoginServer = true, -- Log when a player is connecting/disconnecting to the server.
LogItemTransfer = true, -- Log when a player is giving an item.
LogWeaponTransfer = true, -- Log when a player is giving a weapon.
LogMoneyTransfer = true, -- Log when a player is giving money
LogMoneyBankTransfert = true, -- Log when a player is giving money from bankaccount
}
blacklistedModels = {
"APC",
"BARRACKS",
"BARRACKS2",
"RHINO",
"CRUSADER",
"CARGOBOB",
"SAVAGE",
"TITAN",
"LAZER",
"HYDRA",
"BUZZARD",
"OPPRESSOR",
"OPPRESSOR2",
}
|
-- Author : olipcs
-- Create Date : 8/12/2009
-- Version : 0.1
-- Credits: Many thanks goes to Jafula for the awsome JAMBA addon
-- Nearly all code where copy & pasted from Jafulas JAMBA 0.5 addon,
-- and only small additions where coded by me.
-- So again, many thanks Jafula, for making the Jamba 0.5 API so simple to use!
-- Create the addon using AceAddon-3.0 and embed some libraries.
local AJM = LibStub( "AceAddon-3.0" ):NewAddon(
"JambaFTL",
"JambaModule-1.0",
"AceConsole-3.0",
"AceEvent-3.0"
)
-- Get the Jamba Utilities Library.
local JambaUtilities = LibStub:GetLibrary( "JambaUtilities-1.0" )
local JambaHelperSettings = LibStub:GetLibrary( "JambaHelperSettings-1.0" )
-- Constants and Locale for this module.
AJM.moduleName = "Jamba-FTL"
AJM.settingsDatabaseName = "JambaFTLProfileDB"
AJM.chatCommand = "jamba-ftl"
local L = LibStub( "AceLocale-3.0" ):GetLocale( AJM.moduleName )
AJM.parentDisplayName = L["Advanced"]
AJM.moduleDisplayName = L["FTL Helper"]
local assistButton
local followButton
local targetButton
-- Settings - the values to store and their defaults for the settings database.
-- dontUseLeftRight : If this is true only shift/alt/ctrl will be used instead of lshift/rshift...
-- onlyUseUsedModifiers : If this is true, only modifiers, which are used by the active Toons are used in the macro
-- onlyUseOnlineToons : If true only Toons which are online (and active) when the ftl-string is created are included
-- assistString: The macrotext of the JambaFTLAssist Button
AJM.settings = {
profile = {
dontUseLeftRight = false,
onlyUseUsedModifiers = true,
onlyUseOnlineToons = false,
assistString = "",
targetString = "",
followString = "",
CharListWithModifiers = {},
},
}
-- Configuration.
function AJM:GetConfiguration()
local configuration = {
name = AJM.moduleDisplayName,
handler = AJM,
type = 'group',
childGroups = "tab",
get = "JambaConfigurationGetSetting",
set = "JambaConfigurationSetSetting",
args = {
update = {
type = "input",
name = L["Update FTL-Button"],
desc = L["Updates the FTL-Button on all Team members"],
usage = "/jamba-ftl update",
get = false,
set = "CreateUpdateFTLButton",
},
push = {
type = "input",
name = L["Push Settings"],
desc = L["Push the FTL settings to all characters in the team."],
usage = "/jamba-ftl push",
get = false,
set = "JambaSendSettings",
},
},
}
return configuration
end
-------------------------------------------------------------------------------------------------------------
-- Command this module sends.
-------------------------------------------------------------------------------------------------------------
AJM.COMMAND_UPDATE_FTL_BUTTON = "JambaFTLupdate"
-------------------------------------------------------------------------------------------------------------
-- FTL.
-------------------------------------------------------------------------------------------------------------
-- Creates a new Entry if a Char isn't in CharListWithModifiers
local function createNewFTLListEntry( characterName )
if AJM.db.CharListWithModifiers[characterName] == nil then
AJM.db.CharListWithModifiers[characterName] = {useToon = false, lshift=false, lalt=false, lctrl=false, rshift=false, ralt=false, rctrl=false}
end
end
-- Updates The AssistButton with an FTL String (called when the AJM.COMMAND_UPDATE_FTL_BUTTON is received)
local function UpdateFTLAssistButton( astring )
assistButton:SetAttribute("macrotext", astring)
AJM:Print("Updating JambaFTLAssist-Button with:" .. astring)
AJM.db.assistString = astring
end
-- Updates The FollowButton with an FTL String (called when the AJM.COMMAND_UPDATE_FTL_BUTTON is received)
local function UpdateFTLFollowButton( fstring )
followButton:SetAttribute("macrotext", fstring)
AJM:Print("Updating JambaFTLFollow-Button with:" .. fstring)
AJM.db.followString = fstring
end
-- Updates The AssistButton with an FTL String (called when the AJM.COMMAND_UPDATE_FTL_BUTTON is received)
local function UpdateFTLTargetButton( tstring )
targetButton:SetAttribute("macrotext", tstring)
AJM:Print("Updating JambaFTLTarget-Button with:" .. tstring)
AJM.db.targetString = tstring
end
local function UpdateFTLButton( ftlstring )
local a = "/assist " .. ftlstring
local f = "/follow " .. ftlstring
local t = "/target " .. ftlstring
UpdateFTLAssistButton(a)
UpdateFTLFollowButton(f)
UpdateFTLTargetButton(t)
end
--creates a String for the teamlist which represents the used modifiers
local function getModifierStringForChar( characterName )
if AJM.db.CharListWithModifiers[characterName] == nil then
createNewFTLListEntry(characterName)
end
local modstring = "";
if AJM.db.CharListWithModifiers[characterName].lshift then
modstring = modstring .. "lshift "
end
if AJM.db.CharListWithModifiers[characterName].lalt then
modstring = modstring .. "lalt "
end
if AJM.db.CharListWithModifiers[characterName].lctrl then
modstring = modstring .. "lctrl "
end
if AJM.db.CharListWithModifiers[characterName].rshift then
modstring = modstring .. "rshift "
end
if AJM.db.CharListWithModifiers[characterName].ralt then
modstring = modstring .. "ralt "
end
if AJM.db.CharListWithModifiers[characterName].rctrl then
modstring = modstring .. "rctrl "
end
return modstring
end
-- Main function to create the FTL-Assist-String from the settings
local function createFTLString()
-- create a list of the Toons which should be used
local activeToons = {}
for index, characterName in JambaApi.TeamListOrdered() do
-- check if modifoers for a character exist
if AJM.db.CharListWithModifiers[characterName] then
-- check if useToon is true
if AJM.db.CharListWithModifiers[characterName].useToon then
-- check if onlyUseOnlineToons is activated and if so, if the toon is online
if (not AJM.db.onlyUseOnlineToons) or (JambaApi.GetCharacterOnlineStatus( characterName )) then
table.insert( activeToons, characterName )
end
end
end
end
-- First find out, which modifiers to use:
local useLShift = false;
local useRShift = false;
local useLAlt = false;
local useRAlt = false;
local useLCtrl = false;
local useRCtrl = false;
if AJM.db.onlyUseUsedModifiers then
for index, characterName in ipairs( activeToons ) do
if AJM.db.CharListWithModifiers[characterName].lshift then useLShift=true end
if AJM.db.CharListWithModifiers[characterName].rshift then useRShift=true end
if AJM.db.CharListWithModifiers[characterName].lalt then useLAlt=true end
if AJM.db.CharListWithModifiers[characterName].ralt then useRAlt=true end
if AJM.db.CharListWithModifiers[characterName].lctrl then useLCtrl=true end
if AJM.db.CharListWithModifiers[characterName].rctrl then useRCtrl=true end
end
else
useLShift = true;
useRShift = true;
useLAlt = true;
useRAlt = true;
useLCtrl = true;
useRCtrl = true;
end
-- create the string
local ftlstring = ""
for index, characterName in ipairs( activeToons ) do
ftlstring = ftlstring .. "["
--first if not dontUseLeftRight is set (so its differeniated between l/r)
if (not AJM.db.dontUseLeftRight) then
if useLShift then
if (not AJM.db.CharListWithModifiers[characterName].lshift) then
ftlstring = ftlstring .. "no"
end
ftlstring = ftlstring .. "mod:lshift,"
end
if useRShift then
if (not AJM.db.CharListWithModifiers[characterName].rshift) then
ftlstring = ftlstring .. "no"
end
ftlstring = ftlstring .. "mod:rshift,"
end
if useLAlt then
if (not AJM.db.CharListWithModifiers[characterName].lalt) then
ftlstring = ftlstring .. "no"
end
ftlstring = ftlstring .. "mod:lalt,"
end
if useRAlt then
if (not AJM.db.CharListWithModifiers[characterName].ralt) then
ftlstring = ftlstring .. "no"
end
ftlstring = ftlstring .. "mod:ralt,"
end
if useLCtrl then
if (not AJM.db.CharListWithModifiers[characterName].lctrl) then
ftlstring = ftlstring .. "no"
end
ftlstring = ftlstring .. "mod:lctrl,"
end
if useRShift then
if (not AJM.db.CharListWithModifiers[characterName].rctrl) then
ftlstring = ftlstring .. "no"
end
ftlstring = ftlstring .. "mod:rctrl,"
end
-- dontUseLeftRight is set
else
if (useLShift or useRShift) then
if (not ((AJM.db.CharListWithModifiers[characterName].lshift) or (AJM.db.CharListWithModifiers[characterName].rshift))) then
ftlstring = ftlstring .. "no"
end
ftlstring = ftlstring .. "mod:shift,"
end
if (useLAlt or useRAlt) then
if (not ((AJM.db.CharListWithModifiers[characterName].lalt) or (AJM.db.CharListWithModifiers[characterName].ralt))) then
ftlstring = ftlstring .. "no"
end
ftlstring = ftlstring .. "mod:alt,"
end
if (useLCtrl or useRCtrl) then
if (not ((AJM.db.CharListWithModifiers[characterName].lctrl) or (AJM.db.CharListWithModifiers[characterName].rctrl))) then
ftlstring = ftlstring .. "no"
end
ftlstring = ftlstring .. "mod:ctrl,"
end
end
ftlstring = ftlstring .. "]" .. characterName .. ";"
end
return ftlstring
end
------------------------------------------
-- GUI/Settings (Creation, refreshing, callbacks)
------------------------------------------
-- Settings received.
function AJM:JambaOnSettingsReceived( characterName, settings )
if characterName ~= AJM.characterName then
-- Update the settings.
AJM.db.CharListWithModifiers = JambaUtilities:CopyTable( settings.CharListWithModifiers )
AJM.db.dontUseLeftRight = settings.dontUseLeftRight
AJM.db.onlyUseUsedModifiers = settings.onlyUseUsedModifiers
AJM.db.onlyUseOnlineToons = settings.onlyUseOnlineToons
AJM.db.assistString = settings.assistString
AJM.db.targetString = settings.targetString
-- Refresh the settings.
AJM:SettingsRefresh()
-- Tell the player.
AJM:Print( L["Settings received from A."]( characterName ) )
end
end
function AJM:BeforeJambaProfileChanged()
end
function AJM:OnJambaProfileChanged()
AJM:SettingsRefresh()
end
function AJM:SettingsRefresh()
-- Refreshes all GUI-Elements
AJM.settingsControl.checkBoxDontUseLeftRight:SetValue( AJM.db.dontUseLeftRight )
AJM.settingsControl.checkBoxonlyUseUsedModifiers:SetValue( AJM.db.onlyUseUsedModifiers )
AJM.settingsControl.checkBoxonlyUseOnlineToons:SetValue( AJM.db.onlyUseOnlineToons )
local characterName = JambaApi.GetCharacterNameAtOrderPosition( AJM.settingsControl.teamListHighlightRow )
if AJM.db.CharListWithModifiers[characterName] == nil then
createNewFTLListEntry( characterName )
end
AJM.settingsControl.checkBoxUseToon:SetValue( AJM.db.CharListWithModifiers[characterName].useToon )
AJM.settingsControl.checkBoxLShift:SetValue( AJM.db.CharListWithModifiers[characterName].lshift )
AJM.settingsControl.checkBoxRShift:SetValue( AJM.db.CharListWithModifiers[characterName].rshift )
AJM.settingsControl.checkBoxLAlt:SetValue( AJM.db.CharListWithModifiers[characterName].lalt )
AJM.settingsControl.checkBoxRAlt:SetValue( AJM.db.CharListWithModifiers[characterName].ralt )
AJM.settingsControl.checkBoxLCtrl:SetValue( AJM.db.CharListWithModifiers[characterName].lctrl )
AJM.settingsControl.checkBoxRCtrl:SetValue( AJM.db.CharListWithModifiers[characterName].rctrl )
AJM:SettingsTeamListScrollRefresh()
end
function SettingsCreateFTLControl( top )
-- Get positions and dimensions.
local buttonHeight = JambaHelperSettings:GetButtonHeight()
local checkBoxHeight = JambaHelperSettings:GetCheckBoxHeight()
local labelHeight = JambaHelperSettings:GetLabelHeight()
local left = JambaHelperSettings:LeftOfSettings()
local headingHeight = JambaHelperSettings:HeadingHeight()
local headingWidth = JambaHelperSettings:HeadingWidth( false )
local column1Left = left
local movingTop = top
-- Create a heading for information.
JambaHelperSettings:CreateHeading( AJM.settingsControl, L["Modifiers to use for selected toon"], movingTop, false )
movingTop = movingTop - headingHeight
AJM.settingsControl.checkBoxUseToon = JambaHelperSettings:CreateCheckBox(
AJM.settingsControl,
headingWidth,
column1Left,
movingTop,
L["Use selected Toon in FTL"],
AJM.SettingsToggleUseToon
)
movingTop = movingTop - headingHeight
AJM.settingsControl.checkBoxLShift = JambaHelperSettings:CreateCheckBox(
AJM.settingsControl,
headingWidth/2 - column1Left,
column1Left,
movingTop,
L["Use left shift"],
AJM.SettingsToggleLShift
)
AJM.settingsControl.checkBoxRShift = JambaHelperSettings:CreateCheckBox(
AJM.settingsControl,
headingWidth/2,
headingWidth/2,
movingTop,
L["Use right shift"],
AJM.SettingsToggleRShift
)
movingTop = movingTop - checkBoxHeight
AJM.settingsControl.checkBoxLAlt = JambaHelperSettings:CreateCheckBox(
AJM.settingsControl,
headingWidth/2 - column1Left,
column1Left,
movingTop,
L["Use left alt"],
AJM.SettingsToggleLAlt
)
AJM.settingsControl.checkBoxRAlt = JambaHelperSettings:CreateCheckBox(
AJM.settingsControl,
headingWidth/2,
headingWidth/2,
movingTop,
L["Use right alt"],
AJM.SettingsToggleRAlt
)
movingTop = movingTop - checkBoxHeight
AJM.settingsControl.checkBoxLCtrl = JambaHelperSettings:CreateCheckBox(
AJM.settingsControl,
headingWidth/2 - column1Left,
column1Left,
movingTop,
L["Use left ctrl"],
AJM.SettingsToggleLCtrl
)
AJM.settingsControl.checkBoxRCtrl = JambaHelperSettings:CreateCheckBox(
AJM.settingsControl,
headingWidth,
headingWidth/2,
movingTop,
L["Use right ctrl"],
AJM.SettingsToggleRCtrl
)
movingTop = movingTop - checkBoxHeight
JambaHelperSettings:CreateHeading( AJM.settingsControl, L["Options"], movingTop, false )
movingTop = movingTop - headingHeight
-- Check box: left/right_mod.
AJM.settingsControl.checkBoxonlyUseUsedModifiers = JambaHelperSettings:CreateCheckBox(
AJM.settingsControl,
headingWidth,
column1Left,
movingTop,
L["If a modifier isn't used in a team, don't include it."],
AJM.SettingsToggleonlyUseUsedModifiers
)
movingTop = movingTop - checkBoxHeight
-- Check box: left/right_mod.
AJM.settingsControl.checkBoxDontUseLeftRight = JambaHelperSettings:CreateCheckBox(
AJM.settingsControl,
headingWidth,
column1Left,
movingTop,
L["Don't differenciate between left/right modifier states"],
AJM.SettingsToggleDontUseLeftRight
)
movingTop = movingTop - checkBoxHeight
-- Check box: left/right_mod.
AJM.settingsControl.checkBoxonlyUseOnlineToons = JambaHelperSettings:CreateCheckBox(
AJM.settingsControl,
headingWidth,
column1Left,
movingTop,
L["Only use Toons which are online"],
AJM.SettingsToggleonlyUseOnlineToons
)
movingTop = movingTop - checkBoxHeight
AJM.settingsControl.teamListButtonUpdateFTL = JambaHelperSettings:CreateButton(
AJM.settingsControl,
headingWidth,
left,
movingTop,
L["Create / Update FTL Buttons"],
AJM.CreateUpdateFTLButton
)
movingTop = movingTop - buttonHeight
-- Label: Quest has more than one reward.
AJM.settingsControl.labelUpdateFTL= JambaHelperSettings:CreateLabel(
AJM.settingsControl,
headingWidth,
column1Left,
movingTop,
L["Hint:Use the buttons by: /click JambaFTLAssist or /click JambaFTLTarget"]
)
--TODO: Add in message area.
return movingTop
end
function SettingsCreateTeamList()
-- Position and size constants.
local teamListButtonControlWidth = 85
local inviteDisbandButtonWidth = 85
local setMasterButtonWidth = 120
local buttonHeight = JambaHelperSettings:GetButtonHeight()
local top = JambaHelperSettings:TopOfSettings()
local left = JambaHelperSettings:LeftOfSettings()
local headingHeight = JambaHelperSettings:HeadingHeight()
local headingWidth = JambaHelperSettings:HeadingWidth( false )
local horizontalSpacing = JambaHelperSettings:GetHorizontalSpacing()
local verticalSpacing = JambaHelperSettings:GetVerticalSpacing()
local teamListWidth = headingWidth
local rightOfList = left + teamListWidth + horizontalSpacing
local topOfList = top - headingHeight
-- Team list internal variables (do not change).
AJM.settingsControl.teamListHighlightRow = 1
AJM.settingsControl.teamListOffset = 1
-- Create a heading.
JambaHelperSettings:CreateHeading( AJM.settingsControl, L["Team List"], top, false )
-- Create a team list frame.
local list = {}
list.listFrameName = "JambaFTLSettingsTeamListFrame"
list.parentFrame = AJM.settingsControl.widgetSettings.content
list.listTop = topOfList
list.listLeft = left
list.listWidth = teamListWidth
list.rowHeight = 20
list.rowsToDisplay = 5
list.columnsToDisplay = 2
list.columnInformation = {}
list.columnInformation[1] = {}
list.columnInformation[1].width = 40
list.columnInformation[1].alignment = "LEFT"
list.columnInformation[2] = {}
list.columnInformation[2].width = 60
list.columnInformation[2].alignment = "LEFT"
list.scrollRefreshCallback = AJM.SettingsTeamListScrollRefresh
list.rowClickCallback = AJM.SettingsTeamListRowClick
AJM.settingsControl.teamList = list
JambaHelperSettings:CreateScrollList( AJM.settingsControl.teamList )
-- Position and size constants (once list height is known).
local bottomOfList = topOfList - list.listHeight - verticalSpacing
local bottomOfSection = bottomOfList - verticalSpacing
return bottomOfSection
end
local function SettingsCreate()
AJM.settingsControl = {}
-- Create the settings panels.
JambaHelperSettings:CreateSettings(
AJM.settingsControl,
AJM.moduleDisplayName,
AJM.parentDisplayName,
AJM.SettingsPushSettingsClick
)
-- Create the team list controls.
local bottomOfTeamList = SettingsCreateTeamList()
-- Create the FTL controls.
local bottomOfQuestOptions = SettingsCreateFTLControl( bottomOfTeamList )
AJM.settingsControl.widgetSettings.content:SetHeight( -bottomOfQuestOptions )
-- Help
local helpTable = {}
JambaHelperSettings:CreateHelp( AJM.settingsControl, helpTable, AJM:GetConfiguration() )
end
function AJM:SettingsTeamListScrollRefresh()
FauxScrollFrame_Update(
AJM.settingsControl.teamList.listScrollFrame,
JambaApi.GetTeamListMaximumOrder(),
AJM.settingsControl.teamList.rowsToDisplay,
AJM.settingsControl.teamList.rowHeight
)
AJM.settingsControl.teamListOffset = FauxScrollFrame_GetOffset( AJM.settingsControl.teamList.listScrollFrame )
for iterateDisplayRows = 1, AJM.settingsControl.teamList.rowsToDisplay do
-- Reset.
AJM.settingsControl.teamList.rows[iterateDisplayRows].columns[1].textString:SetText( "" )
AJM.settingsControl.teamList.rows[iterateDisplayRows].columns[2].textString:SetText( "" )
AJM.settingsControl.teamList.rows[iterateDisplayRows].columns[1].textString:SetTextColor( 1.0, 1.0, 1.0, 1.0 )
AJM.settingsControl.teamList.rows[iterateDisplayRows].columns[2].textString:SetTextColor( 1.0, 1.0, 1.0, 1.0 )
AJM.settingsControl.teamList.rows[iterateDisplayRows].highlight:SetTexture( 0.0, 0.0, 0.0, 0.0 )
-- Get data.
local dataRowNumber = iterateDisplayRows + AJM.settingsControl.teamListOffset
if dataRowNumber <= JambaApi.GetTeamListMaximumOrder() then
-- Put character name and type into columns.
local characterName = JambaApi.GetCharacterNameAtOrderPosition( dataRowNumber )
local displayCharacterName = characterName
local characterType = getModifierStringForChar(characterName)
AJM.settingsControl.teamList.rows[iterateDisplayRows].columns[1].textString:SetText( displayCharacterName )
AJM.settingsControl.teamList.rows[iterateDisplayRows].columns[2].textString:SetText( characterType )
-- Highlight the selected row.
if dataRowNumber == AJM.settingsControl.teamListHighlightRow then
AJM.settingsControl.teamList.rows[iterateDisplayRows].highlight:SetTexture( 1.0, 1.0, 0.0, 0.5 )
end
end
end
end
function AJM:SettingsTeamListRowClick( rowNumber, columnNumber )
if AJM.settingsControl.teamListOffset + rowNumber <= JambaApi.GetTeamListMaximumOrder() then
AJM.settingsControl.teamListHighlightRow = AJM.settingsControl.teamListOffset + rowNumber
AJM:SettingsTeamListScrollRefresh()
end
AJM:SettingsRefresh()
end
function AJM:SettingsPushSettingsClick( event )
AJM:JambaSendSettings()
end
function AJM:SettingsToggleDontUseLeftRight( event, checked )
AJM.db.dontUseLeftRight = checked
AJM:SettingsRefresh()
end
function AJM:SettingsToggleonlyUseOnlineToons( event, checked )
AJM.db.onlyUseOnlineToons = checked
AJM:SettingsRefresh()
end
function AJM:SettingsToggleonlyUseUsedModifiers( event, checked )
AJM.db.onlyUseUsedModifiers = checked
AJM:SettingsRefresh()
end
function AJM:SettingsToggleUseToon( event, checked )
local characterName = JambaApi.GetCharacterNameAtOrderPosition( AJM.settingsControl.teamListHighlightRow )
AJM.db.CharListWithModifiers[characterName].useToon = checked
AJM:SettingsRefresh()
end
function AJM:SettingsToggleLShift( event, checked )
local characterName = JambaApi.GetCharacterNameAtOrderPosition( AJM.settingsControl.teamListHighlightRow )
AJM.db.CharListWithModifiers[characterName].lshift = checked
AJM:SettingsRefresh()
end
function AJM:SettingsToggleLAlt( event, checked )
local characterName = JambaApi.GetCharacterNameAtOrderPosition( AJM.settingsControl.teamListHighlightRow )
AJM.db.CharListWithModifiers[characterName].lalt = checked
AJM:SettingsRefresh()
end
function AJM:SettingsToggleLCtrl( event, checked )
local characterName = JambaApi.GetCharacterNameAtOrderPosition( AJM.settingsControl.teamListHighlightRow )
AJM.db.CharListWithModifiers[characterName].lctrl = checked
AJM:SettingsRefresh()
end
function AJM:SettingsToggleRShift( event, checked )
local characterName = JambaApi.GetCharacterNameAtOrderPosition( AJM.settingsControl.teamListHighlightRow )
AJM.db.CharListWithModifiers[characterName].rshift = checked
AJM:SettingsRefresh()
end
function AJM:SettingsToggleRAlt( event, checked )
local characterName = JambaApi.GetCharacterNameAtOrderPosition( AJM.settingsControl.teamListHighlightRow )
AJM.db.CharListWithModifiers[characterName].ralt = checked
AJM:SettingsRefresh()
end
function AJM:SettingsToggleRCtrl( event, checked )
local characterName = JambaApi.GetCharacterNameAtOrderPosition( AJM.settingsControl.teamListHighlightRow )
AJM.db.CharListWithModifiers[characterName].rctrl = checked
AJM:SettingsRefresh()
end
function AJM:CreateUpdateFTLButton(event)
local ftlstring = createFTLString()
AJM:Print("FTL-String is:" .. ftlstring)
AJM:JambaSendCommandToTeam( AJM.COMMAND_UPDATE_FTL_BUTTON, ftlstring )
-- UpdateFTLButton( ftlstring ) (is done by SendCommandToTeam)
end
-------------------------------------------------------------------------------------------------------------
-- Jamba-FTL functionality.
-------------------------------------------------------------------------------------------------------------
-- A Jamba command has been received.
function AJM:JambaOnCommandReceived( characterName, commandName, ... )
if commandName == AJM.COMMAND_UPDATE_FTL_BUTTON then
AJM:Print("Update recieved")
UpdateFTLButton( ... )
end
end
function AJM:OnCharacterAdded( message, characterName )
AJM:SettingsRefresh()
end
function AJM:OnCharacterRemoved( message, characterName )
AJM:SettingsRefresh()
end
-------------------------------------------------------------------------------------------------------------
-- Addon initialization, enabling and disabling.
-------------------------------------------------------------------------------------------------------------
-- Initialise the module.
function AJM:OnInitialize()
-- Create the settings control.
SettingsCreate()
-- Initialise the JambaModule part of this module.
AJM:JambaModuleInitialize( AJM.settingsControl.widgetSettings.frame )
-- Populate the settings.
AJM:SettingsRefresh()
-- Creates the Assistbutton
assistButton = CreateFrame("Button", "JambaFTLAssist", nil, "SecureActionButtonTemplate")
assistButton:SetAttribute("type", "macro")
if AJM.db.assistString then
UpdateFTLAssistButton(AJM.db.assistString)
end
-- Creates the Followbutton
followButton = CreateFrame("Button", "JambaFTLFollow", nil, "SecureActionButtonTemplate")
followButton:SetAttribute("type", "macro")
if AJM.db.followString then
UpdateFTLFollowButton(AJM.db.followString)
end
-- Creates the Targetbutton
targetButton = CreateFrame("Button", "JambaFTLTarget", nil, "SecureActionButtonTemplate")
targetButton:SetAttribute("type", "macro")
if AJM.db.targetString then
UpdateFTLTargetButton(AJM.db.targetString)
end
end
-- Called when the addon is enabled.
function AJM:OnEnable()
AJM:RegisterMessage( JambaApi.MESSAGE_TEAM_CHARACTER_ADDED, "OnCharacterAdded" )
AJM:RegisterMessage( JambaApi.MESSAGE_TEAM_CHARACTER_REMOVED, "OnCharacterRemoved" )
AJM:SettingsTeamListScrollRefresh()
end
-- Called when the addon is disabled.
function AJM:OnDisable()
end
|
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by shuieryin.
--- DateTime: 12/01/2018 9:29 PM
---
function visualizeBoundaryLinear(X, y, model, plot)
--VISUALIZEBOUNDARYLINEAR plots a linear decision boundary learned by the
--SVM
-- VISUALIZEBOUNDARYLINEAR(X, y, model) plots a linear decision boundary
-- learned by the SVM and overlays the data on it
local w = model.w
local b = model.b
local data = X[{ {}, 1 }]
local xp = torch.linspace(data:min(), data:max(), 100)
local yp = -(w[1][1] * xp + b) / w[2][1]
plot:line(xp:totable(), yp:totable(), 'blue', 'Decision boundary'):redraw()
itorchHtml(plot, 'ex6data1.html')
end |
-- Random numbers along a Normal curve
-- @author Validark
-- @original https://github.com/Quenty/NevermoreEngine/blob/8f9cbd9b870b3f061457a5c713d84ed097a05ccd/src/probability/src/Shared/Probability.lua
--[[
MIT License
Copyright (c) 2014-2021 Quenty
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--]]
local tau = 2 * math.pi
local cos = math.cos
local log = math.log
local random = math.random
local function Normal(Average, StdDeviation)
--- Normal curve [-1, 1] * StdDeviation + Average
return (Average or 0) + (-2 * log(random())) ^ 0.5 * cos(tau * random()) * 0.5 * (StdDeviation or 1)
end
return Normal
|
function RegenHp(unit)
local hp_max = BlzGetUnitMaxHP(unit)
local hp = (BlzGetUnitRealField(unit, UNIT_RF_HP))
local hp_regen = (BlzGetUnitRealField(unit, UNIT_RF_HIT_POINTS_REGENERATION_RATE))
local hp_heal = (((hp_max + .0) - hp) / 20.0) + hp_regen
local hp_result = math.ceil( hp + hp_heal )
SetUnitLifeBJ(unit, hp_result)
-- TEST
--SetUnitFacing(unit, math.floor(hp))
end |
local __ActionButton_OnUpdate;
local function __BigFoot_ActionButton_UpdateUsable(self)
if not BigFoot_DistanceAlert then return end
local icon = self.icon;
if ( IsActionInRange( ActionButton_GetPagedID(self)) == false ) then
icon:SetVertexColor(0.5, 0.1, 0.1);
else
local isUsable, notEnoughMana = IsUsableAction(ActionButton_GetPagedID(self));
if isUsable then
icon:SetVertexColor(1.0, 1.0, 1.0);
elseif notEnoughMana then
icon:SetVertexColor(0.5, 0.5, 1.0);
else
icon:SetVertexColor(0.4, 0.4, 0.4);
end
end
end
function DistanceAlert_Toggle(flag)
if (flag == 1) then
BigFoot_DistanceAlert = true;
if (not __ActionButton_OnUpdate) then
hooksecurefunc("ActionButton_UpdateUsable",__BigFoot_ActionButton_UpdateUsable)
hooksecurefunc("ActionButton_OnUpdate", ActionButton_UpdateUsable);
__ActionButton_OnUpdate = true
end
else
BigFoot_DistanceAlert = nil;
end
end |
--[[
-- Asteroid Class --
]]
Asteroid = Class{}
--[[
Asteroid takes an x and y for starting position as well as a radius to determine size.
Initializes dx and dy with random values in set ranges
]]
function Asteroid:init(x, y, radius, stage)
self.x = x
self.y = y
self.radius = radius
self.stage = stage
self.dy = math.random(2) == 1 and math.random(-90, -80) or math.random(80, 90)
self.dx = math.random(2) == 1 and math.random(-90, -80) or math.random(80, 90)
end
function Asteroid:update(dt)
if self.y < 0 and self.dy < 0 then
self.y = VIRTUAL_HEIGHT - self.radius
end
if self.y >= VIRTUAL_HEIGHT - self.radius / 2 then
self.y = 0 + self.radius / 2
end
if self.x < 0 and self.dx < 0 then
self.x = VIRTUAL_WIDTH - self.radius
end
if self.x >= VIRTUAL_WIDTH - self.radius / 2 then
self.x = 0 + self.radius / 2
end
self.x = self.x + self.dx * dt
self.y = self.y + self.dy * dt
end
function Asteroid:setDX(dx)
self.dx = dx
end
function Asteroid:setDY(dy)
self.dy = dy
end
function Asteroid:render()
love.graphics.circle('fill', self.x, self.y, self.radius)
end |
object_tangible_meatlump_hideout_shared_meatlump_hotdog_grill_01 = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/meatlump/hideout/shared_meatlump_hotdog_grill_01.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_meatlump_hideout_shared_meatlump_hotdog_grill_01, "object/tangible/meatlump/hideout/shared_meatlump_hotdog_grill_01.iff")
------------------------------------------------------------------------------------------------------------------------------------
object_tangible_meatlump_hideout_shared_meatlump_hotdog_grill_02 = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/meatlump/hideout/shared_meatlump_hotdog_grill_02.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_meatlump_hideout_shared_meatlump_hotdog_grill_02, "object/tangible/meatlump/hideout/shared_meatlump_hotdog_grill_02.iff")
------------------------------------------------------------------------------------------------------------------------------------
object_tangible_meatlump_hideout_shared_meatlump_lump_unfinished = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/meatlump/hideout/shared_meatlump_lump_unfinished.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_meatlump_hideout_shared_meatlump_lump_unfinished, "object/tangible/meatlump/hideout/shared_meatlump_lump_unfinished.iff")
------------------------------------------------------------------------------------------------------------------------------------
object_tangible_meatlump_hideout_shared_mtp_hideout_instance_entryb_controller = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/meatlump/hideout/shared_mtp_hideout_instance_entryb_controller.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_meatlump_hideout_shared_mtp_hideout_instance_entryb_controller, "object/tangible/meatlump/hideout/shared_mtp_hideout_instance_entryb_controller.iff")
------------------------------------------------------------------------------------------------------------------------------------
object_tangible_meatlump_hideout_shared_mtp_hideout_instance_supplies = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/meatlump/hideout/shared_mtp_hideout_instance_supplies.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_meatlump_hideout_shared_mtp_hideout_instance_supplies, "object/tangible/meatlump/hideout/shared_mtp_hideout_instance_supplies.iff")
------------------------------------------------------------------------------------------------------------------------------------
object_tangible_meatlump_hideout_shared_mtp_hideout_ladder_enter = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/meatlump/hideout/shared_mtp_hideout_ladder_enter.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_meatlump_hideout_shared_mtp_hideout_ladder_enter, "object/tangible/meatlump/hideout/shared_mtp_hideout_ladder_enter.iff")
------------------------------------------------------------------------------------------------------------------------------------
object_tangible_meatlump_hideout_shared_mtp_hideout_ladder_exit = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/meatlump/hideout/shared_mtp_hideout_ladder_exit.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_meatlump_hideout_shared_mtp_hideout_ladder_exit, "object/tangible/meatlump/hideout/shared_mtp_hideout_ladder_exit.iff")
------------------------------------------------------------------------------------------------------------------------------------
object_tangible_meatlump_hideout_shared_mtp_hideout_rock_chair = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/meatlump/hideout/shared_mtp_hideout_rock_chair.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_meatlump_hideout_shared_mtp_hideout_rock_chair, "object/tangible/meatlump/hideout/shared_mtp_hideout_rock_chair.iff")
------------------------------------------------------------------------------------------------------------------------------------
object_tangible_meatlump_hideout_shared_mtp_king_story = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/meatlump/hideout/shared_mtp_king_story.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_meatlump_hideout_shared_mtp_king_story, "object/tangible/meatlump/hideout/shared_mtp_king_story.iff")
------------------------------------------------------------------------------------------------------------------------------------
|
--[[
File-Author: Pyrr
File-Hash: 721f84fb9a18e42b9211590d4fcd63ef519c8efb
File-Date: 2020-04-30T22:04:46Z
]]
local BUILD = tonumber("20200430220446") or 0
if not ptl then ChatFrame1:AddMessage("|cffff0000OS-Fix error: ptl not found: PyLib required (https://rom.curseforge.com/projects/aa_pylib)")return end
if not pylib then ChatFrame1:AddMessage("|cffff0000OS-Fix error: pylib not found: PyLib required (https://rom.curseforge.com/projects/aa_pylib)")return end
local py_lib, py_timer, py_string, py_table, py_num, py_hash, py_color, py_hook, py_callback, py_item, py_helper = pylib.GetLibraries()
OS_BASETIME = OS_BASETIME or 0
local me = {
name = "pyos",
build = BUILD,
version = "1.1.2",
startTime = math.floor(GetTime()),
osFunctionNames = { "print", "clock", "time", "difftime", "date",
"exit", "execute", "getenv", "remove", "rename", "setlocale", "tmpname" },
secondsInMonth = { 2678400, 2419200, 2678400, 2592000, 2678400, 2592000, 2678400, 2678400, 2592000, 2678400, 2592000, 2678400,
2678400, 2505600, 2678400, 2592000, 2678400, 2592000, 2678400, 2678400, 2592000, 2678400, 2592000, 2678400, },
secondsRepresentation = { second = 1, min = 60, hour = 3600,
day = 86400, year = 31536000, lyear = 31622400, },
config = {
usechat = true,
}
}
_G[me.name] = me
me.patterns = {
["%a"] = function (str,key,t) return string.gsub(str, "%"..key, me.GetDay(tonumber(t.wday), true)) end,
["%A"] = function (str,key,t) return string.gsub(str, "%"..key, me.GetDay(tonumber(t.wday), false)) end,
["%b"] = function (str,key,t) return string.gsub(str, "%"..key, me.GetMonth(tonumber(t.month), true)) end,
["%B"] = function (str,key,t) return string.gsub(str, "%"..key, me.GetMonth(tonumber(t.month), false)) end,
["%c"] = function (str,key,t) return string.gsub(str, "%"..key, string.format("%04d-%02d-%02d %02d:%02d:%02d", t.year, t.month, t.day, t.hour, t.min, t.sec)) end,
["%d"] = function (str,key,t) return string.gsub(str, "%"..key, string.format("%02d", t.day)) end,
["%H"] = function (str,key,t) return string.gsub(str, "%"..key, string.format("%02d", t.hour)) end,
["%I"] = function (str,key,t) return string.gsub(str, "%"..key, string.format("%02d", ((t.hour == 0) and (t.hour+12) or ((t.hour>12) and (t.hour-12) or (t.hour))))) end,
["%M"] = function (str,key,t) return string.gsub(str, "%"..key, string.format("%02d", t.min)) end,
["%m"] = function (str,key,t) return string.gsub(str, "%"..key, string.format("%02d", t.month)) end,
["%p"] = function (str,key,t) return string.gsub(str, "%"..key, (((t.hour / 12) >= 1) and "pm" or "am")) end,
["%S"] = function (str,key,t) return string.gsub(str, "%"..key, string.format("%02d", t.sec)) end,
["%w"] = function (str,key,t) return string.gsub(str, "%"..key, me.GetDay(tonumber(t.wday), false)) end,
["%x"] = function (str,key,t) return string.gsub(str, "%"..key, string.format("%04d-%02d-%02d", t.year, t.month, t.day)) end,
["%X"] = function (str,key,t) return string.gsub(str, "%"..key, string.format("%02d:%02d:%02d", t.hour, t.min, t.sec)) end,
["%Y"] = function (str,key,t) return string.gsub(str, "%"..key, string.format("%04d", t.year)) end,
["%y"] = function (str,key,t) return string.gsub(str, "%"..key, string.sub(string.format("%04d", t.year), 3)) end,
}
function me.RegisterWithAddonManager()
if AddonManager and AddonManager.RegisterAddonTable then
local addon={
name = "osFix", -- todo name
description = "",
author = "Pyrrhus",
category="Development",
slashCommands="/os",
version = me.version,
icon = "interface\\icons\\boss_skill\\skill_boss_skill_380",
}
AddonManager.RegisterAddonTable(addon)
return true
else
printf("|cffff9a00%s loaded!", "osFix") -- todo name
end
end
--[[ [ Morphclockworkaround by TellTod]]
local MORPHCLOCK_FULL_REPLACEMENT= true
local function ReplaceMorphClock()
if MorphClock then
if MorphClock.vars and MorphClock.vars.registeredfuncs then
for _,v in ipairs(MorphClock.vars.registeredfuncs) do
local funcpt=_G[v]
if not funcpt and type(v)=="string" then
local tab,mfunc = string.match(v,"(.+)%.(.+)")
if type(_G[tab])=="table" then
funcpt=_G[tab][mfunc]
end
end
if type(funcpt)=="function" then
funcpt(time)
end
end
end
if MORPHCLOCK_FULL_REPLACEMENT then
MorphClock =
{
VERSION="99999",
date = function(self,...) return os.date(...) end,
time = function(self,...) return os.time(...) end,
difftime = function(self,...) return os.difftime(...) end,
-- helpers - for those using it as library
IsLeapYear = function (self,year) return me.IsLeapYear(year) end,
GetDaythisYear = function (self,day,month,year) return me.GetDaythisYear(day,month,year) end,
GetDaysSinceBegin = function (self,year) return me.GetDaysSinceBegin(year) end,
GetWeekday = function (self,day,month,year) return me.GetWeekday(day,month,year) end,
IsSummerTime = function (self,day,month,year,hour) return me.IsSummerTime(day,month,year,hour) end,
UTCToLocale = function(self,time) if time then return time else return 0 end end,
-- clock ready
RegisterClockReady = function(self,fct) _G[fct](nil) end,
IsValid = function(self) if OS_BASETIME~=0 then return true else return false end end,
-- unused
UnregisterClockReady = function(self,fct) end,
OnTimerUpdate = function() end,
OnTimerLoad = function() end,
OnTimerEvent = function() end,
About = function(self) end,
Restart = function(self) end,
Handler = function() end,
PromptItemshopID = function(self) end,
GetFirstDailyOfferGUID = function(self) end,
-- and finally the ZZInfoBar special
vars={},
}
else
-- just function fixing
MorphClock.date = function(self,...) return os.date(...) end
MorphClock.time = function(self,...) return os.time(...) end
MorphClock.difftime = function(self,...) return os.difftime(...) end
MorphClock.RegisterClockReady = function(self,fct) _G[fct](nil) end
MorphClock.IsValid = function(self) if OS_BASETIME~=0 then return true else return false end end
end
-- stop morphclock updates
if MorphClockTimerFrame then MorphClockTimerFrame:Hide() end
end
end
--[[ ] ]]
---------------------------------------
-- Determines if given time is within the summertime or not.
-- Works with the rules for summertime in germany.
-- last sunday in march and last sunday in october
--@param day the day of the date 1-31
--@param month the month of the date 1-12
--@param year the year of the date 1970-
--@param hour the hour of the time 0-23
--@return true if the given time is within the summertime else false<br><hr>
function me.IsSummerTime(day,month,year,hour)
local result=false;
if (tonumber(month) and tonumber(day) and tonumber(year)) then
month=tonumber(month);
year=tonumber(year);
day=tonumber(day);
if month>3 and month<10 then
result=true;
elseif month==3 then
local wday=me.GetWeekday(31,3,year);
local keyday=31-wday+1;
if day>keyday then
result=true;
elseif day==keyday and hour>=2 then
result=true;
end;
elseif month==10 then
local wday=me.GetWeekday(31,10,year);
local keyday=31-wday+1;
if day<keyday then --there will be an error of one hour in the night of the timeshift
result=true;
elseif day==keyday and hour<=2 then
result=true;
end;
end
end
return result;
end
-------------------------------------------------------------------------------
-- Returns Weekday for a given date
--@param day 1-31
--@param month 1-12
--@param year 1970-
--@return weekday from Sunday 1 to Saturday 7 <br><hr>
function me.GetWeekday(day,month,year)
local result=-1;
local days=me.GetDaythisYear(day,month,year);
days=days+ me.GetDaysSinceBegin(year);
--01.01.1970 was a Thursday
result=math.mod(days-1,7);
if result<=2 then
result=result+5;
else
result=result-2;
end;
return result;
end
------------------------------------------------------------------------------
-- returns the days fom 1.1.1970 till 1.1 of the given year
--@param year 1970-
--@return days from 1.1.1970 till 1.1.year<br><hr>
function me.GetDaysSinceBegin(year)
local result=0;
if tonumber(year) and tonumber(year)>=1970 then
year=tonumber(year);
if year>1970 then
for i=1970,year-1 do
result=result+365;
if me.IsLeapYear(i) then
result=result+1;
end;
end
end
end
return result;
end
---------------------------------------------------------------------
-- returns the yearday for a given date
--@param day 1-31
--@param month 1-12
--@param year 1970-
--@return day of the year for the given date or 0 for errors or unknown dates.e.g. 2.Januar.2010 would be the 2 day of the year<br><hr>
function me.GetDaythisYear(day,month,year)
local result=0;
if tonumber(day) and tonumber(month) and tonumber(year) then
month=tonumber(month);
day=tonumber(day);
if month>1 then
for i=1,month-1 do
result=result+me.secondsInMonth[i]/86400
if i==2 and me.IsLeapYear(year) then
result=result+1;
end;
end
end
result=result+day;
end
return result;
end
me.GetMonth = function(num, short)
local MonthsFull = { "January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December", }
local month = MonthsFull[num] or "err"
if short then
month=string.sub(month,1,3)
end
return month
end
me.GetDay = function(num, short)
local WeekDaysFull = { "WEEKINSTANCE_SUN", "WEEKINSTANCE_MON", "WEEKINSTANCE_TUE", "WEEKINSTANCE_WED", "WEEKINSTANCE_THUR", "WEEKINSTANCE_FRI", "WEEKINSTANCE_SAT", }
local day = TEXT(WeekDaysFull[num] or "err")
if short then
day=string.sub(day,1,GetLanguage()=="DE" and 2 or 3)
end
return day
end
me._Init = function(var)
if not var then return end --after load of children
py_lib.RegisterEventHandler("CHAT_MSG_GUILD", "OS_FIX", me.OnEvent)
py_lib.RegisterEventHandler("CHAT_MSG_SAY", "OS_FIX", me.OnEvent)
py_lib.RegisterEventHandler("CHAT_MSG_ZONE", "OS_FIX", me.OnEvent)
py_lib.RegisterEventHandler("CHAT_MSG_WHISPER", "OS_FIX", me.OnEvent)
py_lib.RegisterEventHandler("CHAT_MSG_PARTY", "OS_FIX", me.OnEvent)
py_lib.RegisterEventHandler("CHAT_MSG_YELL", "OS_FIX", me.OnEvent)
py_lib.RegisterEventHandler("CHAT_MSG_CHANNEL", "OS_FIX", me.OnEvent)
py_lib.RegisterEventHandler("VARIABLES_LOADED", "OS_FIX", me.LoadVars)
py_lib.RegisterEventHandler("REGISTER_HOOKS", "OS_FIX", me.SetHook)
end
me.OnEvent=function(event, arg1, ...)
if me.config.usechat then
if OS_BASETIME==0 then
me.parseTime(arg1)
end
end
end
me.LoadVars = function()
os = nil
os = {}
for _,v in ipairs(me.osFunctionNames) do
os[v] = me[v]
end
-- override osfix
if osfix then
SlashCmdList["osfix"] = nil
osfix.var.baseTime = 0
osfix.OnEvent = function() end
end
ReplaceMorphClock()
me.RegisterWithAddonManager()
-- Save Vars
PY_OSFIX_SETTINGS = PY_OSFIX_SETTINGS or {}
for a,b in pairs(PY_OSFIX_SETTINGS) do
me.config[a] = b
end
PY_OSFIX_SETTINGS = me.config
SaveVariables("PY_OSFIX_SETTINGS")
end
me.SetHook = function()
py_hook.AddHook("SendChatMessage", "OS_FIX", me.SendChatMessage)
end
me.SendChatMessage = function(next_fn, arg1,arg2,...)
if me.config.usechat then
if arg2~="GM" and type(arg1)=="string" and OS_BASETIME > 0 then
if string.len(arg1)<200 then
arg1=arg1.." |Hos:"..math.floor(OS_BASETIME+GetTime()).."|h|h"
end
end
end
next_fn(arg1, arg2, ...)
end
function me.parseTime(txt)
if string.find(txt, "(%d%d)/(%d%d)/(%d%d) (%d%d):(%d%d)") then
local _,_,m, d, y, h, M = string.find(txt, "(%d%d)/(%d%d)/(%d%d) (%d%d):(%d%d)");
OS_BASETIME=me.time({year=tonumber("20"..y),month=tonumber(m),day=tonumber(d),hour=tonumber(h),min=tonumber(M),sec=0})-GetTime();
elseif string.match(txt,"|Hos:%d+|h|h") then
local base=string.match(txt,"|Hos:(%d+)|h|h")
OS_BASETIME=base-GetTime();
end
if OS_BASETIME<=1324512000 then OS_BASETIME=0 end
end
function me.IsLeapYear(year)
return ((year % 4 == 0) and (year % 100 ~= 0) or (year % 400 == 0 and year % 1000 ~= 0))
end
function me.clock()
return math.floor(GetTime() - me.startTime)
end
function me.time(param)
local t = {};
if (type(param) == "table") then
t = param;
t.isLeap = me.IsLeapYear(t.year or 0);
else
-- Avoid loop date -> time -> date :D
return OS_BASETIME + GetTime();
end;
-- Calculate from days, hours, minutes and seconds
tm = tonumber(t.sec or 0) + (tonumber(t.min or 0) * me.secondsRepresentation.min) + (tonumber(t.hour or 12) * me.secondsRepresentation.hour) + (((tonumber(t.day or 1) - 1) * me.secondsRepresentation.day));
-- Add Month
m = tonumber(t.month or 1)
while m > 1 do
tm = tm + me.secondsInMonth[t.isLeap and m + 11 or m - 1]
m = m - 1;
end;
-- Add year
y = tonumber(t.year or 1970);
while y > 1970 do
tm = tm + me.secondsRepresentation[me.IsLeapYear(y - 1) and "lyear" or "year"];
y = y - 1;
end
return tm;
end
function me.difftime(x, y)
return ((type(x) == "table") and me.time(x) or x) - ((type(y) == "table") and me.time(y) or y)
end
function me.date(fmt, param)
local t = {};
local tm = OS_BASETIME + GetTime();
if param then
-- Set time from param
tm = (type(param) == "table") and me.time(param) or param;
-- If time is from parameter than get UTC time
if fmt and fmt:find("!") == 1 then
fmt = string.sub(fmt, 2)
end;
else
-- Get Game time if requested
if fmt and fmt:find("!") == 1 then
-- Few people tried to fix that, this is not an error, in RoM '!' means Game Time not UTC time
tm = ((86400 * GetCurrentGameTime()) / 240) + 16200;
while (tm > 86400) do
tm = tm - 86400;
end;
fmt = string.sub(fmt, 2)
end;
end
-- Set UNIX Base date
t = {
year = 1970, month = 1, day = 1,
hour = 0, min = 0, sec = 0,
isLeap = false, isdst = true,
}
-- Calculate week day
t.wday = 1 + (( 4 + math.ceil(tm / me.secondsRepresentation.day)) % 7);
-- Calculate year
y = me.secondsRepresentation[me.IsLeapYear(t.year) and "lyear" or "year"];
while tm >= y do
tm = tm - y;
t.year = t.year + 1;
y = me.secondsRepresentation[me.IsLeapYear(t.year) and "lyear" or "year"];
end
t.isLeap = y == me.secondsRepresentation.lyear;
-- Calculate day of the year
t.yday = math.floor(tm / 86400) + 1;
-- Calculate month
while tm >= me.secondsInMonth[t.isLeap and t.month + 12 or t.month] do
tm = tm - me.secondsInMonth[t.isLeap and t.month + 12 or t.month];
t.month = t.month + 1;
end
-- Calculate day, hour, minute and seconds
t.day = math.floor(tm / me.secondsRepresentation.day)+1; tm = tm % me.secondsRepresentation.day;
t.hour = math.floor(tm / me.secondsRepresentation.hour); tm = tm % me.secondsRepresentation.hour;
t.min = math.floor(tm / me.secondsRepresentation.min); tm = tm % me.secondsRepresentation.min;
t.sec = math.floor(tm);
if fmt and fmt == "*t" or fmt == "!*t" then
return t;
elseif fmt == nil then
fmt = "%c"
end;
-- Apply patterns
for key,fn in pairs(me.patterns) do
if fmt and fmt:find("%"..key) then
fmt = fn(fmt, key, t)
end
end
-- Fix % char
if fmt and fmt:find("%%") then
fmt = string.gsub(fmt, "%%", "%")
end;
-- return formatted string (splall trick for nill value)
return (fmt == nil) and "nil" or tostring(fmt)
end
function me.exit() end
function me.execute() end
function me.getenv() end
function me.remove() end
function me.rename() end
function me.setlocale() end
function me.tmpname() end
SLASH_pyos1 ="/os"
SlashCmdList["pyos"] = function(editBox, msg)
if msg=="reset" then
OS_BASETIME=0;
elseif string.find(msg,"settime") then
if string.find(msg, "(%d%d)/(%d%d)/(%d%d) (%d%d):(%d%d)") then
local _,_,m, d, y, h, M = string.find(msg, "(%d%d)/(%d%d)/(%d%d) (%d%d):(%d%d)");
OS_BASETIME=me.time({year=tonumber("20"..y),month=tonumber(m),day=tonumber(d),hour=tonumber(h),min=tonumber(M),sec=0})-GetTime();
end
elseif msg=="chat" then
me.config.usechat = not me.config.usechat
printf("osFix: Use Chat %s", me.config.usechat and "enabled" or "disabled")
else
print("osFix help:\n /os settime mm/dd/yy hh:mm\n/os reset\n/os chat [enables/disables sync with chat]");
end
end;
ptl.CreateTable(me, me.name, nil, _G) --Create Parent
|
--====================================================================--
-- dmc_widget/widget_style/textfield_style.lua
--
-- Documentation: http://docs.davidmccuskey.com/
--====================================================================--
--[[
The MIT License (MIT)
Copyright (c) 2015 David McCuskey
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.
--]]
--====================================================================--
--== DMC Corona UI : TextField Widget Style
--====================================================================--
-- Semantic Versioning Specification: http://semver.org/
local VERSION = "0.1.0"
--====================================================================--
--== DMC UI Setup
--====================================================================--
local dmc_ui_data = _G.__dmc_ui
local dmc_ui_func = dmc_ui_data.func
local ui_find = dmc_ui_func.find
local ui_file = dmc_ui_func.file
--====================================================================--
--== DMC UI : newTextFieldStyle
--====================================================================--
--====================================================================--
--== Imports
local Objects = require 'dmc_objects'
local Utils = require 'dmc_utils'
local uiConst = require( ui_find( 'ui_constants' ) )
local BaseStyle = require( ui_find( 'core.style' ) )
local StyleHelp = require( ui_find( 'core.style_helper' ) )
--====================================================================--
--== Setup, Constants
local assert = assert
local sfmt = string.format
local tinsert = table.insert
local type = type
--== To be set in initialize()
local Style = nil
--====================================================================--
--== TextField Style Class
--====================================================================--
--- TextField Style Class.
-- a style object for a TextField View.
--
-- **Inherits from:** <br>
-- * @{Core.Style}
--
-- @classmod Style.TextField
-- @usage
-- dUI = require 'dmc_ui'
-- widget = dUI.newTextFieldStyle()
local TextFieldStyle = newClass( BaseStyle, {name="TextField Style"} )
--- Class Constants.
-- @section
--== Class Constants
TextFieldStyle.TYPE = uiConst.TEXTFIELD
TextFieldStyle.__base_style__ = nil
TextFieldStyle._CHILDREN = {
background=true,
hint=true,
display=true
}
TextFieldStyle._VALID_PROPERTIES = {
debugOn=true,
width=true,
height=true,
anchorX=true,
anchorY=true,
align=true,
backgroundStyle=true,
inputType=true,
isHitActive=true,
isHitTestable=true,
isSecure=true,
marginX=true,
marginY=true,
returnKey=true,
}
TextFieldStyle._EXCLUDE_PROPERTY_CHECK = {
background=true,
hint=true,
display=true
}
TextFieldStyle._STYLE_DEFAULTS = {
debugOn=false,
width=300,
height=40,
anchorX=0.5,
anchorY=0.5,
align='center',
backgroundStyle='none',
inputType='default',
isHitActive=true,
isSecure=false,
marginX=10,
marginY=5,
returnKey='done',
background={
--[[
Copied from TextField
* width
* height
* anchorX/Y
--]]
type='9-slice',
view={
sheetInfo=ui_find('theme.default.textfield.textfield-sheet'),
sheetImage=ui_file('theme/default/textfield/textfield-sheet.png'),
}
},
hint={
--[[
Copied from TextField
* width
* height
* align
* anchorX/Y
* marginX/Y
--]]
fillColor={0,0,0,0},
font=native.systemFont,
fontSize=18,
fontSizeMinimum=0,
marginX=15,
textColor={0.3,0.3,0.3,1},
},
display={
--[[
Copied from TextField
* width
* height
* align
* anchorX/Y
* marginX/Y
--]]
fillColor={0,0,0,0},
font=native.systemFont,
fontSize=18,
fontSizeMinimum=0,
marginX=15,
textColor={0.1,0.1,0.1,1},
},
}
TextFieldStyle._TEST_DEFAULTS = {
name='textfield-test-style',
debugOn=false,
width=501,
height=502,
anchorX=503,
anchorY=504,
align='textf-center',
backgroundStyle='textf-none',
inputType='textf-default',
isHitActive=true,
isSecure=false,
marginX=510,
marginY=511,
returnKey='done',
background={
--[[
Copied from TextField
* width
* height
* anchorX/Y
--]]
type='rectangle',
view={
fillColor={501,502,503,504},
strokeWidth=505,
strokeColor={511,512,513,514},
}
},
hint={
--[[
Copied from TextField
* width
* height
* align
* anchorX/Y
* marginX/Y
--]]
fillColor={521,522,523,524},
font=native.systemFont,
fontSize=524,
fontSizeMinimum=520,
textColor={523,524,525,526},
},
display={
--[[
Copied from TextField
* width
* height
* align
* anchorX/Y
* marginX/Y
--]]
fillColor={531,532,533,534},
font=native.systemFontBold,
fontSize=534,
fontSizeMinimum=523,
textColor={533,534,535,536},
},
}
TextFieldStyle.MODE = uiConst.RUN_MODE
TextFieldStyle._DEFAULTS = TextFieldStyle._STYLE_DEFAULTS
--== Event Constants
TextFieldStyle.EVENT = 'textfield-style-event'
--======================================================--
-- Start: Setup DMC Objects
function TextFieldStyle:__init__( params )
-- print( "TextFieldStyle:__init__", params )
params = params or {}
self:superCall( '__init__', params )
--==--
--== Style Properties ==--
-- self._data
-- self._inherit
-- self._widget
-- self._parent
-- self._onProperty
-- self._name
-- self._debugOn
-- self._width
-- self._height
-- self._anchorX
-- self._anchorY
self._align = nil
self._bgStyle = nil
self._inputType = nil
self._isHitActive = nil
self._isSecure = nil
self._marginX = nil
self._marginY = nil
self._returnKey = nil
--== Object Refs ==--
-- these are other style objects
self._background = nil -- Background Style
self._display = nil -- Text Style
self._hint = nil -- Text Style
end
-- END: Setup DMC Objects
--======================================================--
--====================================================================--
--== Static Methods
function TextFieldStyle.initialize( manager, params )
-- print( "TextFieldStyle.initialize", manager )
params = params or {}
if params.mode==nil then params.mode=uiConst.RUN_MODE end
--==--
Style = manager
if params.mode==uiConst.TEST_MODE then
TextFieldStyle.MODE = params.mode
TextFieldStyle._DEFAULTS = TextFieldStyle._TEST_DEFAULTS
end
local defaults = TextFieldStyle._DEFAULTS
TextFieldStyle._setDefaults( TextFieldStyle, {defaults=defaults} )
end
function TextFieldStyle.createStyleStructure( src )
-- print( "TextFieldStyle.createStyleStructure", src )
src = src or {}
--==--
return {
background=Style.Background.createStyleStructure( src.background ),
hint=Style.Text.createStyleStructure( src.hint ),
display=Style.Text.createStyleStructure( src.display ),
}
end
function TextFieldStyle.addMissingDestProperties( dest, src )
-- print( "TextFieldStyle.addMissingDestProperties", dest, src )
assert( dest )
--==--
local srcs = { TextFieldStyle._DEFAULTS }
if src then tinsert( srcs, 1, src ) end
dest = BaseStyle.addMissingDestProperties( dest, src )
for i=1,#srcs do
local src = srcs[i]
if dest.align==nil then dest.align=src.align end
if dest.backgroundStyle==nil then dest.backgroundStyle=src.backgroundStyle end
if dest.inputType==nil then dest.inputType=src.inputType end
if dest.isHitActive==nil then dest.isHitActive=src.isHitActive end
if dest.isSecure==nil then dest.isSecure=src.isSecure end
if dest.marginX==nil then dest.marginX=src.marginX end
if dest.marginY==nil then dest.marginY=src.marginY end
if dest.returnKey==nil then dest.returnKey=src.returnKey end
end
dest = TextFieldStyle._addMissingChildProperties( dest, src )
return dest
end
-- _addMissingChildProperties()
-- copy properties to sub-styles
--
function TextFieldStyle._addMissingChildProperties( dest, src )
-- print("TextFieldStyle._addMissingChildProperties", dest, srcs )
assert( dest )
src = dest
--==--
local eStr = "ERROR: Style (BackgroundStyle) missing property '%s'"
local StyleClass, child
child = dest.background
-- assert( child, sfmt( eStr, 'background' ) )
StyleClass = Style.Background
dest.background = StyleClass.addMissingDestProperties( child, src )
child = dest.hint
-- assert( child, sfmt( eStr, 'hint' ) )
StyleClass = Style.Text
dest.hint = StyleClass.addMissingDestProperties( child, src )
child = dest.display
-- assert( child, sfmt( eStr, 'display' ) )
StyleClass = Style.Text
dest.display = StyleClass.addMissingDestProperties( child, src )
return dest
end
function TextFieldStyle.copyExistingSrcProperties( dest, src, params)
-- print( "TextFieldStyle.copyMissingProperties", dest, src )
assert( dest )
if not src then return end
params = params or {}
if params.force==nil then params.force=false end
--==--
local force=params.force
dest = BaseStyle.copyExistingSrcProperties( dest, src, params )
if (src.align~=nil and dest.align==nil) or force then
dest.align=src.align
end
if (src.backgroundStyle~=nil and dest.backgroundStyle==nil) or force then
dest.backgroundStyle=src.backgroundStyle
end
if (src.inputType~=nil and dest.inputType==nil) or force then
dest.inputType=src.inputType
end
if (src.isHitActive~=nil and dest.isHitActive==nil) or force then
dest.isHitActive=src.isHitActive
end
if (src.isSecure~=nil and dest.isSecure==nil) or force then
dest.isSecure=src.isSecure
end
if (src.marginX~=nil and dest.marginX==nil) or force then
dest.marginX=src.marginX
end
if (src.marginY~=nil and dest.marginY==nil) or force then
dest.marginY=src.marginY
end
if (src.returnKey~=nil and dest.returnKey==nil) or force then
dest.returnKey=src.returnKey
end
return dest
end
function TextFieldStyle._verifyStyleProperties( src, exclude )
-- print("TextFieldStyle._verifyStyleProperties", src, exclude )
assert( src, "TextFieldStyle:verifyStyleProperties requires source" )
--==--
local emsg = "Style (TextFieldStyle) requires property '%s'"
local is_valid = BaseStyle._verifyStyleProperties( src, exclude )
if not src.align then
print(sfmt(emsg,'align')) ; is_valid=false
end
if not src.backgroundStyle then
print(sfmt(emsg,'backgroundStyle')) ; is_valid=false
end
if not src.inputType then
print(sfmt(emsg,'inputType')) ; is_valid=false
end
if src.isHitActive==nil then
print(sfmt(emsg,'isHitActive')) ; is_valid=false
end
if src.isSecure==nil then
print(sfmt(emsg,'isSecure')) ; is_valid=false
end
if not src.marginX then
print(sfmt(emsg,'marginX')) ; is_valid=false
end
if not src.marginY then
print(sfmt(emsg,'marginY')) ; is_valid=false
end
if not src.returnKey then
print(sfmt(emsg,'returnKey')) ; is_valid=false
end
local child, StyleClass
child = src.background
if not child then
print( "TextFieldStyle child test skipped for 'background'" )
is_valid=false
else
StyleClass = Style.Background
if not StyleClass._verifyStyleProperties( child, exclude ) then
is_valid=false
end
end
child = src.hint
if not child then
print( "TextFieldStyle child test skipped for 'hint'" )
is_valid=false
else
StyleClass = Style.Text
if not StyleClass._verifyStyleProperties( child, exclude ) then
is_valid=false
end
end
child = src.display
if not child then
print( "TextFieldStyle child test skipped for 'display'" )
is_valid=false
else
StyleClass = Style.Text
if not StyleClass._verifyStyleProperties( child, exclude ) then
is_valid=false
end
end
return is_valid
end
--====================================================================--
--== Public Methods
--======================================================--
-- Access to sub-styles
--== Background
function TextFieldStyle.__getters:background()
-- print( 'TextFieldStyle.__getters:background', self._background )
return self._background
end
function TextFieldStyle.__setters:background( data )
-- print( 'TextFieldStyle.__setters:background', data )
assert( data==nil or type( data )=='table' )
--==--
local StyleClass = Style.Background
local inherit = self._inherit and self._inherit._background or self._inherit
self._background = StyleClass:createStyleFrom{
name=TextFieldStyle.BACKGROUND_NAME,
inherit=inherit,
parent=self,
data=data
}
end
--== Display
function TextFieldStyle.__getters:display()
return self._display
end
function TextFieldStyle.__setters:display( data )
-- print( 'TextFieldStyle.__setters:display', data )
assert( data==nil or type( data )=='table' )
--==--
local StyleClass = Style.Text
local inherit = self._inherit and self._inherit._display or self._inherit
self._display = StyleClass:createStyleFrom{
name=TextFieldStyle.DISPLAY_NAME,
inherit=inherit,
parent=self,
data=data
}
end
--== Hint
function TextFieldStyle.__getters:hint()
-- print( "TextFieldStyle.__getters:hint", data )
return self._hint
end
function TextFieldStyle.__setters:hint( data )
-- print( "TextFieldStyle.__setters:hint", data )
assert( data==nil or type( data )=='table' )
--==--
local StyleClass = Style.Text
local inherit = self._inherit and self._inherit._hint or self._inherit
self._hint = StyleClass:createStyleFrom{
name=TextFieldStyle.HINT_NAME,
inherit=inherit,
parent=self,
data=data
}
end
--======================================================--
-- Hint Style Properties
--== .hintFont
--- [**style**] set/get Style value for Widget's Hint font.
--
-- @within Style-Helpers
-- @function .hintFont
-- @usage style.hintFont = 'helvetica-bold'
-- @usage print( style.hintFont )
function TextFieldStyle.__getters:hintFont()
-- print( "TextFieldStyle.__getters:hintFont" )
return self._hint.font
end
function TextFieldStyle.__setters:hintFont( value )
-- print( "TextFieldStyle.__setters:hintFont", value )
self._hint.font = value
end
--== .hintFontSize
--- [**style**] set/get Style value for Widget's Hint font size.
--
-- @within Style-Helpers
-- @function .hintFontSize
-- @usage style.hintFontSize = 12
-- @usage print( style.hintFontSize )
function TextFieldStyle.__getters:hintFontSize()
-- print( "TextFieldStyle.__getters:hintFontSize" )
return self._hint.fontSize
end
function TextFieldStyle.__setters:hintFontSize( value )
-- print( "TextFieldStyle.__setters:hintFontSize", value )
self._hint.fontSize = value
end
--== .hintTextColor
--- [**style**] set/get Style value for Widget's Hint text color.
--
-- @within Style-Helpers
-- @function .hintTextColor
-- @usage style.hintTextColor = {1,0.5,1,0.25}
-- @usage print( style.hintTextColor )
function TextFieldStyle.__getters:hintTextColor()
-- print( "TextFieldStyle.__getters:hintTextColor" )
return self._hint.textColor
end
function TextFieldStyle.__setters:hintTextColor( value )
-- print( "TextFieldStyle.__setters:hintTextColor", value )
self._hint.textColor = value
end
--======================================================--
-- Display Style Properties
--== .displayFont
--- [**style**] set/get Style value for Widget's Display font.
--
-- @within Style-Helpers
-- @function .displayFont
-- @usage style.displayFont = 'helvetica-bold'
-- @usage print( style.displayFont )
function TextFieldStyle.__getters:displayFont()
-- print( "TextFieldStyle.__getters:displayFont" )
return self._display.font
end
function TextFieldStyle.__setters:displayFont( value )
-- print( "TextFieldStyle.__setters:displayFont", value )
self._display.font = value
end
--== .displayFontSize
--- [**style**] set/get Style value for Widget's Display font size.
--
-- @within Style-Helpers
-- @function .displayFontSize
-- @usage style.displayFontSize = 12
-- @usage print( style.displayFontSize )
function TextFieldStyle.__getters:displayFontSize()
-- print( "TextFieldStyle.__getters:displayFontSize" )
return self._display.fontSize
end
function TextFieldStyle.__setters:displayFontSize( value )
-- print( "TextFieldStyle.__setters:displayFontSize", value )
self._display.fontSize = value
end
--== .displayTextColor
--- [**style**] set/get Style value for Widget's Display text color.
--
-- @within Style-Helpers
-- @function .displayTextColor
-- @usage style.displayTextColor = {1,0.5,1,0.25}
-- @usage print( style.displayTextColor )
function TextFieldStyle.__getters:displayTextColor()
-- print( "TextFieldStyle.__getters:displayTextColor" )
return self._display.textColor
end
function TextFieldStyle.__setters:displayTextColor( value )
-- print( "TextFieldStyle.__setters:displayTextColor", value )
self._display.textColor = value
end
--======================================================--
-- Access to style properties
--== .align
--- [**style**] set/get Style value for Widget text alignment.
-- values are 'left', 'center', 'right'
--
-- @within Properties
-- @function .align
-- @usage style.align = 'center'
-- @usage print( style.align )
TextFieldStyle.__getters.align = StyleHelp.__getters.align
TextFieldStyle.__setters.align = StyleHelp.__setters.align
--== .backgroundStyle
-- [**style**] set/get Style value for Widget background style.
-- values are 'none', ...
--
-- @within Properties
-- @function .backgroundStyle
-- @usage style.backgroundStyle = 'none'
-- @usage print( style.backgroundStyle )
function TextFieldStyle.__getters:backgroundStyle()
-- print( "TextFieldStyle.__getters:backgroundStyle" )
local value = self._bgStyle
if value==nil and self._inherit then
value = self._inherit.backgroundStyle
end
return value
end
function TextFieldStyle.__setters:backgroundStyle( value )
-- print( "TextFieldStyle.__setters:backgroundStyle", value )
assert( type(value)=='string' or (value==nil and (self._inherit or self._isClearing)) )
--==--
if value == self._bgStyle then return end
self._bgStyle = value
self:_dispatchChangeEvent( 'backgroundStyle', value )
end
--== .inputType
function TextFieldStyle.__getters:inputType()
-- print( "TextFieldStyle.__getters:inputType" )
local value = self._inputType
if value==nil and self._inherit then
value = self._inherit.inputType
end
return value
end
function TextFieldStyle.__setters:inputType( value )
-- print( "TextFieldStyle.__setters:inputType", value )
assert( type(value)=='string' or (value==nil and (self._inherit or self._isClearing)) )
--==--
if value == self._inputType then return end
self._inputType = value
self:_dispatchChangeEvent( 'inputType', value )
end
--== .isHitActive
function TextFieldStyle.__getters:isHitActive()
-- print( "TextFieldStyle.__getters:isHitActive" )
local value = self._isHitActive
if value==nil and self._inherit then
value = self._inherit.isHitActive
end
return value
end
function TextFieldStyle.__setters:isHitActive( value )
-- print( "TextFieldStyle.__setters:isHitActive", value )
assert( type(value)=='boolean' or (value==nil and (self._inherit or self._isClearing)) )
--==--
if value == self._isHitActive then return end
self._isHitActive = value
self:_dispatchChangeEvent( 'isHitActive', value )
end
--== .isSecure
function TextFieldStyle.__getters:isSecure()
-- print( "TextFieldStyle.__getters:isSecure" )
local value = self._isSecure
if value==nil and self._inherit then
value = self._inherit.isSecure
end
return value
end
function TextFieldStyle.__setters:isSecure( value )
-- print( "TextFieldStyle.__setters:isSecure", value )
assert( type(value)=='boolean' or (value==nil and (self._inherit or self._isClearing)) )
--==--
if value==self._isSecure then return end
self._isSecure = value
self:_dispatchChangeEvent( 'isSecure', value )
end
--== .marginX
--- [**style**] set/get Style value for Widget X-axis margin.
--
-- @within Properties
-- @function .marginX
-- @usage style.marginX = 10
-- @usage print( style.marginX )
TextFieldStyle.__getters.marginX = StyleHelp.__getters.marginX
TextFieldStyle.__setters.marginX = StyleHelp.__setters.marginX
--== .marginY
--- [**style**] set/get Style value for Widget Y-axis margin.
--
-- @within Properties
-- @function .marginY
-- @usage style.marginY = 10
-- @usage print( style.marginY )
TextFieldStyle.__getters.marginY = StyleHelp.__getters.marginY
TextFieldStyle.__setters.marginY = StyleHelp.__setters.marginY
--== .returnKey
function TextFieldStyle.__getters:returnKey()
-- print( "TextFieldStyle.__getters:returnKey" )
local value = self._returnKey
if value==nil and self._inherit then
value = self._inherit.returnKey
end
return value
end
function TextFieldStyle.__setters:returnKey( value )
-- print( "TextFieldStyle.__setters:returnKey", value )
assert( (value==nil and (self._inherit or self._isClearing)) or type(value)=='string' )
--==--
if value == self._inputType then return end
self._returnKey = value
end
--======================================================--
-- Misc
--====================================================================--
--== Private Methods
function TextFieldStyle:_doChildrenInherit( value )
-- print( "TextFieldStyle:_doChildrenInherit", value )
if not self._isInitialized then return end
self._background.inherit = value and value.background or value
self._hint.inherit = value and value.hint or value
self._display.inherit = value and value.display or value
end
function TextFieldStyle:_clearChildrenProperties( style, params )
-- print( "TextFieldStyle:_clearChildrenProperties", style, self )
assert( style==nil or type(style)=='table' )
if style and type(style.isa)=='function' then
assert( style:isa(TextFieldStyle) )
end
--==--
local substyle
substyle = style and style.background
self._background:_clearProperties( substyle, params )
substyle = style and style.hint
self._hint:_clearProperties( substyle, params )
substyle = style and style.display
self._display:_clearProperties( substyle, params )
end
function TextFieldStyle:_destroyChildren()
self._background:removeSelf()
self._background=nil
self._display:removeSelf()
self._display=nil
self._hint:removeSelf()
self._hint=nil
end
-- TODO: more work when inheriting, etc (Background Style)
function TextFieldStyle:_prepareData( data, dataSrc, params )
-- print("TextFieldStyle:_prepareData", data, self )
params = params or {}
--==--
-- local inherit = params.inherit
local StyleClass
local src, dest, tmp
if not data then
data = TextFieldStyle.createStyleStructure( dataSrc )
end
src, dest = data, nil
--== make sure we have structure for children
StyleClass = Style.Background
if not src.background then
tmp = dataSrc and dataSrc.background
src.background = StyleClass.createStyleStructure( tmp )
end
StyleClass = Style.Text
if not src.display then
tmp = dataSrc and dataSrc.display
src.display = StyleClass.createStyleStructure( tmp )
end
if not src.hint then
tmp = dataSrc and dataSrc.hint
src.hint = StyleClass.createStyleStructure( tmp )
end
--== process children
dest = src.background
src.background = StyleClass.copyExistingSrcProperties( dest, src )
dest = src.display
src.display = StyleClass.copyExistingSrcProperties( dest, src )
dest = src.hint
src.hint = StyleClass.copyExistingSrcProperties( dest, src )
return data
end
--====================================================================--
--== Event Handlers
-- none
return TextFieldStyle
|
--[[Intention of this script is to turn Christmas lights on and off based on sunrise and sunset. Script will run every third minute and only from November to February.
Setting debug variable true, script prints debug information to Domoticz's log
Own variable christmasLightsOnTime (type: Time) is used to store time in 24h format (HH:MM) when Christmas lights need to turned on.
Own variable christmasLightsOffTime (type: Time) is used to store time in 24h format (HH:MM) when Christmas lights need to turned off.
Own variable christmasLightsLastRunTime (type: Int) is used to store time when script ran last time (in system seconds)]]
--------------------------------
------ Variables to edit ------
--------------------------------
frontGardenSwitch = "Etupihan valokytkin" --Name of the front garden switch
backGardenSwitch = "Takapihan valokytkin" --Name of the back garden switch
outdoorSwitch = "Ulkokytkin" --Name of the outdoor switch
switchOnTime = "christmasLightsOnTime" --Variable HH:MM format which determines when christmas lights need to be turned On
switchOffTime = "christmasLightsOffTime" --Variable HH:MM format which determines when christmas lights need to be turned Off
lastRunTimeVariable = "christmasLightsLastRunTime" --Time in system seconds when script ran last time
runInterval = 150 --runInterval variable determines how often this script will run. Default 150s which means the script will run every third minute
defaultOnTime = "07:00" --Time when Christmas lights are turned On by default before sunrise
defaultOffTime = "00:00" --Time when Christmas lights are turned Off by default after sunset
switchOnWindow = 5 --switchOnWindow variable determines time "window" in minutes in which switch is turned on. Default value is 5min.
debug = false
--------------------------------
-- End of variables to edit --
--------------------------------
--Variables needed in the first place are initialized
lastRunTime = uservariables[lastRunTimeVariable] --Time in system seconds when script ran last time
time = os.time() --System time in seconds is stored to time variable
currentMonth = tonumber(os.date("%m")) --Number of current month (01-12)
commandArray = {}
if (time > lastRunTime + runInterval and (currentMonth < 3 or currentMonth > 10 or (otherdevices[frontGardenSwitch] == "On" and otherdevices[backGardenSwitch] == "On"))) then
print("Christmas lights switch script running...")
--Function currentTimeInMinutes returns current time in minutes
function currentTimeInMinutes()
local hour = tonumber(os.date("%H")) --Current hour (0 - 23)
local minute = tonumber(os.date("%M")) --Current minute (0 - 59)
return (hour * 60 + minute)
end
--Function convertTimeToMinutes converts time from HH:MM format to minutes. Converted time in minutes is returned.
function convertTimeToMinutes(timeSeconds)
local hour = tonumber(string.sub(timeSeconds, 1, 2))
local minutes = tonumber(string.sub(timeSeconds, 4, 5))
return (hour * 60 + minutes)
end
--Function convertMinutesToTime converts time from minutes to HH:MM format. Converted time in HH:MM format is returned.
function convertMinutesToTime(timeMinutes)
local hour = math.floor(timeMinutes / 60)
local minutes = math.floor(timeMinutes % 60)
if (hour < 10) then
hour = "0"..hour
end
if (minutes < 10) then
minutes = "0"..minutes
end
return (hour..":"..minutes)
end
--More variables are initialized
sunRise = timeofday['SunriseInMinutes'] --Time of sunrise in minutes
sunSet = timeofday['SunsetInMinutes'] --Time of sunrise in minutes
currentTime = currentTimeInMinutes() --Current time in minutes is stored to this variable
switchOnTimeInMinutes = convertTimeToMinutes(uservariables[switchOnTime]) --Christmas lights On time in minutes
switchOffTimeInMinutes = convertTimeToMinutes(uservariables[switchOffTime]) --Christmas lights Off time in minutes
commandArray["Variable:"..lastRunTimeVariable] = tostring(time) --Last run time of the script is updated to CarHeaterSwitchLastRunTime variable
if (debug) then
print("Current time: "..os.date("%H")..":"..os.date("%M"))
print("Time when Christmas light need to be turned on: "..uservariables[switchOnTime])
print("Time when Christmas light need to be turned off: "..uservariables[switchOffTime])
print("Time of sunrise: "..convertMinutesToTime(sunRise))
print("Time of sunset: "..convertMinutesToTime(sunSet))
print("State of "..frontGardenSwitch.." is: "..otherdevices[frontGardenSwitch])
print("State of "..backGardenSwitch.." is: "..otherdevices[backGardenSwitch])
print("State of "..outdoorSwitch.." is: "..otherdevices[outdoorSwitch])
end
if (otherdevices[frontGardenSwitch] == "Off" or otherdevices[backGardenSwitch] == "Off") then --Switches are Off
if ((currentTime > switchOnTimeInMinutes) and (currentTime < switchOnTimeInMinutes + switchOnWindow)) then --The switches are turned on if current time is within switch On time and start time "window". New Christmas light On time is set.
commandArray[frontGardenSwitch] = "On" --Turn front garden switch On
commandArray[backGardenSwitch] = "On" --Turn back garden switch On
commandArray[outdoorSwitch] = "On" --Turn outdoor switch On
if (currentTime <= 720) then --If switches are turned On before noon (720mins = 12:00), sunrise is set as an off time. Otherwise off time is based on defaultOffTime variable
commandArray["Variable:"..switchOffTime] = convertMinutesToTime(sunRise) --Time when switches need to be turned Off is updated to switchOffTime variable
else
commandArray["Variable:"..switchOffTime] = defaultOffTime --Time when switches need to be turned Off is updated to switchOffTime variable
end
print(frontGardenSwitch.." and "..backGardenSwitch.." and "..outdoorSwitch.." have been switched On")
end
else --Switches are On
if ((currentTime > switchOffTimeInMinutes) and (currentTime < switchOffTimeInMinutes + switchOnWindow)) then --The switches are turned off if current time is within switch Off time and start time "window". New Christmas light On time is set.
commandArray[frontGardenSwitch] = "Off" --Turn front garden switch Off
commandArray[backGardenSwitch] = "Off" --Turn back garden switch Off
commandArray[outdoorSwitch] = "Off" --Turn outdoor switch Off
if (timeofday['Daytime'] == false) then --If switches are turned Off after sunset, defaultOnTime variable is set as an On time. Otherwise On time is based on sunset.
commandArray["Variable:"..switchOnTime] = defaultOnTime --Time when switches need to be turned On is updated to switchOnTime variable
else
commandArray["Variable:"..switchOnTime] = convertMinutesToTime(sunSet) --Time when switches need to be turned On is updated to switchOnTime variable
end
print(frontGardenSwitch.." and "..backGardenSwitch.." and "..outdoorSwitch.." have been switched Off")
end
end
end
return commandArray |
return {
{
effect_list = {
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "dodgeRateExtra",
number = 0.01
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "dodgeRateExtra",
number = 0.02
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "dodgeRateExtra",
number = 0.03
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "dodgeRateExtra",
number = 0.04
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "dodgeRateExtra",
number = 0.05
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "dodgeRateExtra",
number = 0.06
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "dodgeRateExtra",
number = 0.07
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "dodgeRateExtra",
number = 0.08
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "dodgeRateExtra",
number = 0.09
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "dodgeRateExtra",
number = 0.1
}
}
}
},
time = 1,
name = "",
init_effect = "",
color = "yellow",
picture = "",
desc = "",
stack = 1,
id = 14792,
icon = 14792,
last_effect = "",
blink = {
0,
0.7,
1,
0.3,
0.3
},
effect_list = {
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
attr = "dodgeRateExtra",
number = 0.01
}
}
}
}
|
// ============================================================================================ //
/*
* Wildfire Servers - Portal RP - Base Addon
* File description: Event Power Box serverside script file
* Copyright (C) 2022 KiwifruitDev
* Licensed under the MIT License.
*/
// ============================================================================================ //
// BASE FILE HEADER DO NOT MODIFY!! //
local ent = FindMetaTable("Entity") //
local ply = FindMetaTable("Player") //
local vec = FindMetaTable("Vector") //
// ================================ //
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
function ENT:Initialize()
self:SetModel("models/props_vehicles/generatortrailer01.mdl")
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
end
end
function ENT:Use(ply)
if not IsValid(ply) then return end
if not ply:IsPlayer() then return end
if GetGlobalBool("BlackoutEvent", false) == true then
endpoweroutage()
end
end |
local luaunit = require("luaunit")
local xmlua = require("xmlua")
TestCDATASection = {}
function TestCDATASection.test_path()
local document = xmlua.XML.parse([=[
<root><![CDATA[This is <CDATA>]]></root>
]=])
local cdata_section = document:search("/root/text()")
luaunit.assertEquals(cdata_section[1]:path(),
"/root/text()")
end
function TestCDATASection.test_content()
local document = xmlua.XML.parse([=[
<root><![CDATA[This is <CDATA>]]></root>
]=])
local cdata_section = document:search("/root/text()")
luaunit.assertEquals(cdata_section[1]:content(),
"This is <CDATA>")
end
function TestCDATASection.test_set_content()
local document = xmlua.XML.parse([=[
<root><![CDATA[This is <CDATA>]]></root>
]=])
local cdata_section = document:search("/root/text()")
cdata_section[1]:set_content("Setting new <CDATA> content!")
luaunit.assertEquals(cdata_section[1]:content(),
"Setting new <CDATA> content!")
end
function TestCDATASection.test_text()
local document = xmlua.XML.parse([=[
<root><![CDATA[This is <CDATA>]]></root>
]=])
local cdata_section = document:search("/root/text()")
luaunit.assertEquals(cdata_section[1]:text(),
"")
end
|
-- factorial
-- return factorial of 'n', return 'nil' otherwise
function fact(n)
if type(n) ~= "number" or n < 0 or n%1 ~= 0 then
-- It's not a number, or positive or integer, wrong input!
return nil
end
if n == 0 then
return 1
else
return n*fact(n-1)
end
end
|
local Plugin = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent.Parent
local Libs = Plugin.Libs
local Roact = require(Libs.Roact)
local Constants = require(Plugin.Core.Util.Constants)
local ContextGetter = require(Plugin.Core.Util.ContextGetter)
local ContextHelper = require(Plugin.Core.Util.ContextHelper)
local SmartSetState = require(Plugin.Core.Util.SmartSetState)
local Types = require(Plugin.Core.Util.Types)
local Utility = require(Plugin.Core.Util.Utility)
local withTheme = ContextHelper.withTheme
local getMainManager = ContextGetter.getMainManager
local getModal = ContextGetter.getModal
local Components = Plugin.Core.Components
local Foundation = Components.Foundation
local PresetPreview = require(Components.PresetPreview)
-- local BorderedFrame = require(Foundation.BorderedFrame)
local RoundedBorderedFrame = require(Foundation.RoundedBorderedFrame)
local RoundedBorderedVerticalList = require(Foundation.RoundedBorderedVerticalList)
local StatefulButtonDetector = require(Foundation.StatefulButtonDetector)
local PreciseFrame = require(Foundation.PreciseFrame)
local RunService = game:GetService("RunService")
local PresetEntry = Roact.PureComponent:extend("PresetEntry")
function PresetEntry:init()
local mainManager = getMainManager(self)
self:setState(
{
buttonState = "Default",
dotState = "Default",
stale = false,
hovering = false
}
)
self.boxRef = Roact.createRef()
self.skyRef = Roact.createRef()
local modal = getModal(self)
self.hoveringInternal = false
self.onHoverDetectorMouseEnter = function()
self.hoveringInternal = true
self:UpdateHovering()
end
self.onHoverDetectorMouseLeave = function()
self.hoveringInternal = false
self:UpdateHovering()
end
self.onStateChanged = function(buttonState)
RunService.Heartbeat:Wait()
self:setState {
buttonState = buttonState
}
end
self.onDotStateChanged = function(dotState)
self:setState {
dotState = dotState
}
end
self.onCancelButtonClicked = function()
mainManager:ClearPresetIdBeingDelete()
end
self.onClickDetector = function()
local presetId = self.props.presetId
local activePreset = mainManager:GetActivePreset()
if activePreset ~= presetId then
mainManager:SetActivePreset(presetId)
end
end
self.onDotsClicked = function()
local presetId = self.props.presetId
mainManager:OpenPresetEntryContextMenu(presetId)
end
local camera = Instance.new("Camera")
camera.CFrame = CFrame.new(Vector3.new(0, -1.75, 6), Vector3.new(0, -1.75, -1))
camera.FieldOfView = 40
self.camera = camera
local skybox = Constants.SKYBOX_BALL:Clone()
Utility.ScaleObject(skybox, 100)
self.skybox = skybox
self.skybox:SetPrimaryPartCFrame(CFrame.new(self.camera.CFrame.p))
self:UpdateStateFromMainManager()
end
function PresetEntry:UpdateStateFromMainManager()
local mainManager = getMainManager(self)
local presetId = self.props.presetId
local hasPreset = mainManager:HasPreset(presetId)
if not hasPreset then
SmartSetState(
self,
{
stale = true
}
)
return
end
local presetType = mainManager:GetPresetType(presetId)
local active = mainManager:GetActivePreset() == presetId
local presetName = mainManager:GetPresetName(presetId)
SmartSetState(
self,
{
presetType = presetType,
active = active,
presetName = presetName,
stale = false
}
)
end
function PresetEntry:render()
if self.state.stale then
return
end
local props = self.props
return withTheme(
function(theme)
local entryTheme = theme.presetEntry
local entryHeight = 120
local entryPadding = 4
local state = self.state
local presetName = state.presetName
local active = state.active
local buttonState = state.buttonState
local boxState
if active then
boxState = "Selected"
else
local map = {
Default = "Default",
Hovered = "Hovered",
PressedInside = "PressedInside",
PressedOutside = "PressedOutside"
}
boxState = map[buttonState]
end
local bgColors = entryTheme.backgroundColor
local bgColor = bgColors[boxState]
return Roact.createElement(
RoundedBorderedVerticalList,
{
width = UDim.new(1, 0),
LayoutOrder = props.LayoutOrder,
BackgroundColor3 = theme.mainBackgroundColor,
BorderColor3 = theme.borderColor
},
{
Wrap = Roact.createElement(
"Frame",
{
Size = UDim2.new(1, 0, 0, entryHeight),
BackgroundTransparency = 1,
LayoutOrder = 1
},
{
Border = Roact.createElement(
RoundedBorderedFrame,
{
Size = UDim2.new(1, 0, 1, 0),
BackgroundColor3 = bgColor,
BorderColor3 = theme.borderColor,
LayoutOrder = props.LayoutOrder,
slice = "Center"
}
),
HoverDetector = Roact.createElement(
PreciseFrame,
{
[Roact.Event.MouseEnter] = self.onHoverDetectorMouseEnter,
[Roact.Event.MouseLeave] = self.onHoverDetectorMouseLeave,
Size = UDim2.new(1, 0, 1, 0),
BackgroundTransparency = 1
}
),
ClickDetector = Roact.createElement(
StatefulButtonDetector,
{
Size = UDim2.new(1, 0, 1, 0),
BackgroundTransparency = 1,
onClick = self.onClickDetector,
onStateChanged = self.onStateChanged
}
),
ImageFrame = Roact.createElement(
"Frame",
{
Size = UDim2.new(1, -entryPadding * 2, 1, -entryPadding * 3 - Constants.FONT_SIZE_MEDIUM),
Position = UDim2.new(0, entryPadding, 0, entryPadding),
BackgroundTransparency = 1
},
{
PresetPreview = Roact.createElement(
PresetPreview,
{
Size = UDim2.new(1, 0, 1, 0),
presetId = props.presetId,
presetParams = props.presetParams
}
),
DotDetector = self.state.hovering and
Roact.createElement(
StatefulButtonDetector,
{
Size = UDim2.new(0, 32, 0, 32),
Position = UDim2.new(1, -8, 1, -0),
BackgroundTransparency = 1,
AnchorPoint = Vector2.new(1, 1),
onStateChanged = self.onDotStateChanged,
onClick = self.onDotsClicked,
ZIndex = 2
},
{
Shadow = Roact.createElement(
"ImageLabel",
{
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, 1, 0),
Position = UDim2.new(0, 2, 0, 2),
Image = "rbxtemp://0",
ImageColor3 = Color3.new(0, 0, 0),
ImageTransparency = 0.25
}
),
Dots = Roact.createElement(
"ImageLabel",
{
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, 1, 0),
Position = UDim2.new(0, 0, 0, 0),
Image = "rbxtemp://0",
ImageColor3 = state.dotState == "Default" and entryTheme.dotColor.Default or entryTheme.dotColor.Hovered,
ZIndex = 2
}
)
}
)
}
),
ContentFrame = Roact.createElement(
"Frame",
{
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, 1, 0),
Position = UDim2.new(0, 0, 0, 0),
ZIndex = 2
},
{
TextLabel = Roact.createElement(
"TextLabel",
{
BackgroundTransparency = 1,
Font = Constants.FONT_BOLD,
TextColor3 = entryTheme.textColorEnabled,
Size = UDim2.new(1, -entryPadding * 2, 0, Constants.FONT_SIZE_MEDIUM + entryPadding * 2),
Position = UDim2.new(0, entryPadding, 1, -Constants.FONT_SIZE_MEDIUM - entryPadding * 2),
TextSize = Constants.FONT_SIZE_MEDIUM,
TextXAlignment = Enum.TextXAlignment.Center,
TextYAlignment = Enum.TextYAlignment.Center,
TextTruncate = Enum.TextTruncate.None,
ZIndex = 9,
Text = presetName
}
)
}
)
}
)
}
)
end
)
end
function PresetEntry:CreatePreviewObject()
debug.profilebegin("PresetEntry:CreatePreviewObject")
local mainManager = getMainManager(self)
local presetId = self.props.presetId
local previewObjectModel =
mainManager:DrawPreset(
presetId,
{
curveType = Types.Curve.CATENARY,
length = 15,
points = {Vector3.new(-6.5, 0, 0), Vector3.new(6.5, 0, 0)},
seed = 0
}
)
local previewObject = Instance.new("Model")
previewObjectModel.Parent = previewObject
debug.profileend()
return previewObject
end
function PresetEntry:UpdateHovering()
local modal = getModal(self)
local hoveringInternal = self.hoveringInternal
if modal.isAnyButtonPressed() then
return
end
if modal.isShowingModal(0) then
SmartSetState(self, {hovering=false})
else
SmartSetState(self, {hovering=hoveringInternal})
end
end
function PresetEntry:didMount()
local mainManager = getMainManager(self)
self.mainManagerDisconnect =
mainManager:subscribe(
function()
self:UpdateStateFromMainManager()
end
)
self.modalDisconnect =
getModal(self).modalStatus:subscribe(
function()
self:UpdateHovering()
end
)
self.skybox.Parent = self.skyRef.current
local previewObject = self:CreatePreviewObject()
self.previewObject = previewObject
self.previewObject.Parent = self.boxRef.current
end
function PresetEntry:willUnmount()
self.skybox.Parent = nil
self.previewObject:Destroy()
self.previewObject = nil
self.mainManagerDisconnect()
self.modalDisconnect()
end
return PresetEntry
|
local M = {}
M.log = print
local function log(...)
M.log(...)
end
local function get_metadata_filename()
return sys.get_save_file(sys.get_config("project.title"), "liveupdate_meta")
end
local function load_metadata()
return sys.load(get_metadata_filename())
end
local function checksum(buffer)
return hash_to_hex(hash(buffer))
end
local function status_to_string(status)
if status == resource.LIVEUPDATE_OK then
return "LIVEUPDATE_OK"
elseif status == resource.LIVEUPDATE_INVALID_RESOURCE then
return "LIVEUPDATE_INVALID_RESOURCE"
elseif status == resource.LIVEUPDATE_ENGINE_VERSION_MISMATCH then
return "LIVEUPDATE_ENGINE_VERSION_MISMATCH"
elseif status == resource.LIVEUPDATE_FORMAT_ERROR then
return "LIVEUPDATE_FORMAT_ERROR"
elseif status == resource.LIVEUPDATE_BUNDLED_RESOURCE_MISMATCH then
return "LIVEUPDATE_BUNDLED_RESOURCE_MISMATCH"
elseif status == resource.LIVEUPDATE_SCHEME_MISMATCH then
return "LIVEUPDATE_SCHEME_MISMATCH"
elseif status == resource.LIVEUPDATE_SIGNATURE_MISMATCH then
return "LIVEUPDATE_SIGNATURE_MISMATCH"
else
return("UNKNOWN")
end
end
local function download(url, cb)
log("Downloading", url)
http.request(url, "GET", function(self, id, response)
if response.status ~= 200 then
cb(nil, response)
return
end
cb(response.response, response)
end)
end
local config = {}
function M.init(server_url)
config.server_url = server_url
end
function M.download_manifest(cb)
local url = config.server_url .. "/liveupdate.game.dmanifest"
log("Downloading manifest from", url)
download(url, cb)
end
function M.store_manifest(manifest, cb)
log("Storing manifest")
local manifest_hex = checksum(manifest)
log("Manifest hex", manifest_hex)
local metadata = sys.load(get_metadata_filename())
if metadata.manifest_hex == manifest_hex then
log("LIVEUPDATE_OK - manifest already saved")
cb(true)
return
end
resource.store_manifest(manifest, function(self, status)
log(status_to_string(status))
if status == resource.LIVEUPDATE_OK then
log("Stored manifest - rebooting!")
metadata.manifest_hex = manifest_hex
sys.save(get_metadata_filename(), metadata)
sys.reboot()
else
cb(false)
end
end)
end
function M.update_manifest(cb)
M.download_manifest(function(manifest, response)
if not manifest then
cb(false)
return
end
M.store_manifest(manifest, cb)
end)
end
local function load_and_store_missing_resource(resource_hash, cb)
local url = config.server_url .. "/" .. resource_hash
log("Downloading missing resource", url)
download(url, function(resource_data, response)
if resource_data then
local manifest_reference = resource.get_current_manifest()
resource.store_resource(manifest_reference, resource_data, resource_hash, function(self, hexdigest, status)
log("Storing resource", url, status)
cb(status)
end)
else
cb(false)
end
end)
end
function M.load_missing_resources(proxy_url, cb)
log("Load missing resources", proxy_url)
local missing = collectionproxy.missing_resources(proxy_url)
local progress = {
total = #missing,
loaded = 0,
failed = 0,
done = #missing == 0
}
pprint(missing)
local load_missing = nil
load_missing = function()
cb(progress)
if not progress.done then
local resource_hash = table.remove(missing)
load_and_store_missing_resource(resource_hash, function(ok)
if ok then
progress.loaded = progress.loaded + 1
else
progress.failed = progress.failed + 1
end
progress.done = (progress.loaded + progress.failed) == progress.total
load_missing()
end)
end
end
load_missing()
end
return M |
--- Utilities for libtess2 plugin.
--
-- Permission is hereby granted, free of charge, to any person obtaining
-- a copy of this software and associated documentation files (the
-- "Software"), to deal in the Software without restriction, including
-- without limitation the rights to use, copy, modify, merge, publish,
-- distribute, sublicense, and/or sell copies of the Software, and to
-- permit persons to whom the Software is furnished to do so, subject to
-- the following conditions:
--
-- The above copyright notice and this permission notice shall be
-- included in all copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-- MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
-- IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
-- CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
-- TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
-- SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
--
-- [ MIT license: http://www.opensource.org/licenses/mit-license.php ]
--
-- Standard library imports --
local floor = math.floor
local huge = math.huge
local max = math.max
local min = math.min
local sqrt = math.sqrt
local select = select
local unpack = unpack
-- Plugins --
local libtess2 = require("plugin.libtess2")
-- Corona globals --
local display = display
local system = system
local timer = timer
-- Cached module references --
local _AddTriVert_
local _CancelTimers_
local _CloseTri_
local _GetTess_
-- Exports --
local M = {}
--
--
--
local Tri = {} -- recycle the triangle
function M.AddTriVert (x, y, offset)
Tri[offset + 1], Tri[offset + 2] = x, y
end
local Timers = {}
function M.CancelTimers ()
for i = #Timers, 1, -1 do
timer.cancel(Timers[i])
Timers[i] = nil
end
end
function M.CloseTri (group)
Tri[7] = Tri[1]
Tri[8] = Tri[2]
display.newLine(group, unpack(Tri))
end
local Ray = {} -- recycle the ray
local function DrawRay (group, sx, sy, ex, ey)
local dx, dy = ex - sx, ey - sy
local len = sqrt(dx^2 + dy^2)
local head_len = min(3, .5 * len)
local tail_len = len - head_len
dx, dy = dx / len, dy / len
local nx, ny = -dy, dx
local tx, ty = sx + dx * tail_len, sy + dy * tail_len
Ray[ 1], Ray[ 2] = sx, sy
Ray[ 3], Ray[ 4] = tx, ty
Ray[ 5], Ray[ 6] = tx + nx * head_len, ty + ny * head_len
Ray[ 7], Ray[ 8] = ex, ey
Ray[ 9], Ray[10] = tx - nx * head_len, ty - ny * head_len
Ray[11], Ray[12] = tx, ty
local ray = display.newLine(group, unpack(Ray))
ray:setStrokeColor(1, 0, 0)
end
local NumberStillDrawing
local RayTime = 120
local function NoOp () end
local function GetContours (x, y, shape, on_begin, on_end, on_add_vertex)
on_begin, on_end, on_add_vertex = on_begin or NoOp, on_end or NoOp, on_add_vertex or NoOp
local si, has_prev = 1
repeat
local entry = shape[si]
if not entry or entry == "sep" then
si, has_prev = si + 1 -- only relevant when switching contour
on_end()
else
if not has_prev then
on_begin()
has_prev = true
end
on_add_vertex(entry + x, shape[si + 1] + y)
si = si + 2
end
until not entry -- cancel case
end
local function DrawShape (sgroup, n, shape, ...)
if n > 0 then
local group = display.newGroup()
sgroup:insert(group)
local since, pri, psx, psy, ptx, pty = system.getTimer()
local on_done, on_all_done = sgroup.on_done, sgroup.on_all_done
local on_begin_contour = sgroup.on_begin_contour
local on_end_contour = sgroup.on_end_contour
local on_add_vertex = sgroup.on_add_vertex
Timers[#Timers + 1] = timer.performWithDelay(35, function(event)
local elapsed, n = event.time - since, group.numChildren
local timeouts = floor(elapsed / RayTime)
local last, t = timeouts + 1, elapsed / RayTime - timeouts
local ri, si, first, sx, sy, return_to = 1, 1
local x, y = shape.x or 0, shape.y or 0
repeat
local entry = shape[si]
if not entry then -- finished?
timer.cancel(event.source)
if pri then -- see notes below
group:remove(pri)
DrawRay(group, psx, psy, ptx, pty)
end
local tess = _GetTess_()
if on_begin_contour or on_end_contour or on_add_vertex then
GetContours(x, y, shape, on_begin_contour, on_end_contour, on_add_vertex)
end
if on_done then
on_done(sgroup, tess)
end
NumberStillDrawing = NumberStillDrawing - 1
if NumberStillDrawing == 0 and on_all_done then
on_all_done(sgroup)
end
elseif entry == "sep" then -- switching contours?
si, sx = si + 1
elseif sx then -- have a previous point?
local tx, ty = entry + x, shape[si + 1] + y
if ri > n or ri == last then -- ray not yet drawn and / or in progress?
local px, py = tx, ty
if ri == last then -- interpolate if in progress
px, py = sx + t * (tx - sx), sy + t * (ty - sy)
end
if ri == n then -- need to replace current entry?
group:remove(n)
else
n = n + 1
end
if pri == ri - 1 then -- finish previous interpolation, if necessary...
group:remove(pri)
DrawRay(group, psx, psy, ptx, pty)
end
pri, psx, psy, ptx, pty = ri, sx, sy, tx, ty -- ...since it will probably miss the last stretch
DrawRay(group, sx, sy, px, py)
end
ri = ri + 1
if ri > last then -- past currently drawing ray?
break
else
local next_entry = shape[si + 2]
if return_to then -- just did a loop
si, return_to = return_to
elseif not next_entry or next_entry == "sep" then -- ending shape?
si, return_to = first, si + 2
else -- normal ray
si = si + 2
end
sx, sy = tx, ty
end
else -- start of contour
first, si, sx, sy = si, si + 2, entry + x, shape[si + 1] + y
end
until not entry -- cancel case, see above
end, 0)
DrawShape(sgroup, n - 1, ...)
end
end
function M.DrawAll (sgroup, ...)
NumberStillDrawing = select("#", ...)
for i = sgroup.numChildren, 1, -1 do
sgroup:remove(i)
end
_CancelTimers_()
DrawShape(sgroup, NumberStillDrawing, ...)
end
local Tess = libtess2.NewTess()
function M.GetTess ()
return Tess
end
function M.Polygon ()
local verts, xmax, ymax, xmin, ymin = {}, -huge, -huge, huge, huge
return function(x, y, offset)
verts[offset + 1], verts[offset + 2] = x, y
xmax, ymax = max(x, xmax), max(y, ymax)
xmin, ymin = min(x, xmin), min(y, ymin)
end, function(group)
display.newPolygon(group, (xmax + xmin) / 2, (ymax + ymin) / 2, verts)
verts, xmax, ymax, xmin, ymin = {}, -huge, -huge, huge, huge
end
end
function M.PolyTris (group, tess, rule)
if tess:Tesselate(rule, "POLYGONS") then
local elems = tess:GetElements()
local verts = tess:GetVertices()
local add_vert, close = group.add_vert or _AddTriVert_, group.close or _CloseTri_
for i = 1, tess:GetElementCount() do
local base, offset = (i - 1) * 3, 0 -- for an interesting error (good to know for debugging), hoist offset out of the loop
for j = 1, 3 do
local index = elems[base + j]
add_vert(verts[index * 2 + 1], verts[index * 2 + 2], offset)
offset = offset + 2
end
close(group)
end
end
end
_AddTriVert_ = M.AddTriVert
_CancelTimers_ = M.CancelTimers
_CloseTri_ = M.CloseTri
_GetTess_ = M.GetTess
return M |
return {'fohn','fohnen','fohnde','fohns'} |
object_mobile_target_dummy_stormtrooper = object_mobile_shared_target_dummy_stormtrooper:new {
}
ObjectTemplates:addTemplate(object_mobile_target_dummy_stormtrooper, "object/mobile/target_dummy_stormtrooper.iff")
|
require 'torch'
require 'optim'
require 'rosenbrock'
require 'l2'
x = torch.Tensor(2):fill(0)
fx = {}
state = {}
config = {}
for i = 1,10001 do
x,f=optim.adamax(rosenbrock,x,config,state)
if (i-1)%1000 == 0 then
table.insert(fx,f[1])
end
end
print()
print('Rosenbrock test')
print()
print('x=');print(x)
print('fx=')
for i=1,#fx do print((i-1)*1000+1,fx[i]); end
|
local Object = require "classic"
local date = require "date"
local base64 = require "base64"
local EscherFactory = require "kong.plugins.escher.escher_factory"
local EscherWrapper = Object:extend()
local function parse_headers(ngx_headers)
local headers = {}
for key, value in pairs(ngx_headers) do
table.insert(headers, {key, value})
end
return headers
end
local function key_retriever(key_db)
return function(key)
return key_db:find_secret_by_key(key)
end
end
function EscherWrapper:new(key_db)
self.key_db = key_db
end
function EscherWrapper:authenticate(request, mandatory_headers_to_sign)
local escher = EscherFactory.create()
local request_headers = request.headers
local date_as_string = request_headers["x-ems-date"]
local success = pcall(date, date_as_string)
if date_as_string and not success then
return nil, "Could not parse X-Ems-Date header"
end
local headers_as_array = parse_headers(request_headers)
local transformed_request = {
method = request.method,
url = request.url,
headers = headers_as_array,
body = request.body
}
local api_key, err, debug_info = escher:authenticate(transformed_request, key_retriever(self.key_db), mandatory_headers_to_sign)
if not api_key then
if request_headers["x-ems-debug"] and debug_info then
err = err .. " (Base64 encoded debug message: '" .. base64.encode(debug_info) .. "')"
end
return nil, err
else
return self.key_db:find_by_key(api_key)
end
end
return EscherWrapper
|
------------------------------
-- python specific settings --
------------------------------
local keymap = vim.api.nvim_set_keymap
-- UI
-- {{{
vim.bo.tabstop=4
vim.bo.softtabstop=4
vim.bo.shiftwidth=4
vim.bo.textwidth=79
vim.bo.expandtab = true
vim.bo.autoindent = true
vim.bo.fileformat = "unix"
vim.g.formatters_python = {'yapf'}
-- }}}
-- Keymaps
-- {{{
-- autocmd FileType python nnoremap <LocalLeader>= :0,$!yapf<CR>
keymap('n', '<F5>', ':AsyncRun -raw python %<CR>', { noremap=true, silent = true })
keymap('n', '<leader>cf', ':Autoformat<CR>', { noremap=true })
-- }}}
|
Stick = class('Stick')
function Stick:initialize(x1, y1, x2, y2, texture)
self.x = x1
self.y = y1
self.rotation = math.atan2(y2 - y1, x2 - x1)
self.length = math.sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2))
if texture then
self.texture = texture
else
self.texture = love.graphics.newCanvas(1, 1)
love.graphics.setCanvas(self.texture)
love.graphics.clear(1, 1, 1)
love.graphics.setCanvas()
end
end
function Stick:animateTo(x1, y1, x2, y2, duration, ease)
local newRotation = math.atan2(y2 - y1, x2 - x1)
local newLength = math.sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2))
self._moveTween = tween.new(duration or 1, self, {x = x1, y = y1, rotation = newRotation, length = newLength}, ease or 'inOutCubic')
end
function Stick:update(dt)
if self._moveTween then
if self._moveTween:update(dt) then
self._moveTween = nil
end
end
end
function Stick:endAnimation()
self._moveTween:set(self._moveTween.duration)
self._moveTween = nil
end
function Stick:render()
love.graphics.draw(self.texture, self.x, self.y, self.rotation, self.length / self.texture:getWidth(), 1)
end
function Stick:isAnimating()
return self._moveTween ~= nil
end
function Stick:destination()
return self.x + math.cos(self.rotation) * self.length, self.y + math.sin(self.rotation) * self.length
end
function Stick:unpack()
return self.x, self.y, self:destination()
end
function Stick:copy()
return Stick:new(self.x, self.y, self:destination())
end
return Stick
|
-- Test Sword Item
item = {}
item.graphic = "items/sword:main"
item.groundGraphic = "items/sword:ground"
item.stats = {minDamage = "+ 3", maxDamage = "+ 7"}
item.itemType = "sword"
item.name = "Sword"
item.prefix = "Wooden"
item.postfix = "of Test"
|
TerrainChunk = Object:extend()
function TerrainChunk:new(scale, image, pos)
self.texture = image
self.textureHeight = 0
self.textureWidth = 0
self.x = 0
self.y = 0
self.id = love.math.random()
if not (pos == nil) then
self.x = pos.x or pos[1]
self.y = pos.y or pos[2]
end
if not (self.texture == nil) then
self.texture:setWrap("repeat", "repeat")
self.textureHeight = self.texture:getHeight()
self.textureWidth = self.texture:getWidth()
end
self.scale = scale
self.terrainPoints = {}
self.mesh = nil
self.workingLength = 0
self.meshVertices = {}
end
function TerrainChunk:valueAtPoint(i, j)
if (self.terrainPoints[i] == nil) then
return nil
end
return self.terrainPoints[i][j]
end
function TerrainChunk:getPoints()
return self.terrainPoints
end
function TerrainChunk:newPoint(value, i, j)
if (self.terrainPoints[i] == nil) then
table.insert(self.terrainPoints, i, {})
end
if (self.terrainPoints[i][j] == nil) then
table.insert(self.terrainPoints[i], j, value)
else
self.terrainPoints[i][j] = value
end
end
function TerrainChunk:initialiseThread(points)
self.meshVertices = {}
self.generate = love.thread.newThread("Modules/counterGenerationThread.lua")
self.generate:start(self.id, self.x, self.y, self.textureHeight, self.textureWidth, self.scale, self.terrainPoints)
end
function TerrainChunk:update()
while love.thread.getChannel("vertices"..self.id):getCount() > 0 do
local vertixTable = love.thread.getChannel("vertices"..self.id):pop()
if not (vertixTable == nil) then
table.insert(self.meshVertices, vertixTable)
end
end
if not (self.generate:isRunning()) then
self.workingLength = #self.meshVertices
self.mesh = love.graphics.newMesh(self.workingLength+36000, "triangles")
self.mesh:setTexture(self.texture)
if (self.workingLength > 0) then
self.mesh:setVertices(self.meshVertices, 1, self.workingLength)
self.mesh:setDrawRange(1, self.workingLength)
end
local error = self.generate:getError()
assert(not error, error)
self.generate = nil
return true
end
return false
end
function TerrainChunk:isoEdge(i, j, middleValue)
local shiftX = 0.5*self.scale
local function addVertices(vertices)
for _, v in ipairs(vertices) do
local vertixTable = {
v[1], v[2],
v[1]/self.textureWidth/2, v[2]/self.textureHeight/2,
1, 1, 1, 1
}
self.workingLength = self.workingLength + 1
table.insert(self.meshVertices,vertixTable)
if (self.workingLength > self.mesh:getVertexCount()) then
self.mesh = love.graphics.newMesh(self.workingLength + 36000, "triangles")
self.mesh:setTexture(self.texture)
self.mesh:setDrawRange(1, self.workingLength)
self.mesh:setVertices(self.meshVertices, 1, self.workingLength)
print("newLength: "..self.workingLength)
end
self.mesh:setVertex(self.workingLength, vertixTable)
end
end
local x, y = j*self.scale + self.x, i*self.scale + self.y
local valueSquare = ValueSquare()
local relativeVertices = {
{self.terrainPoints[i-1][j-1], x - self.scale, y - self.scale}, -- upper left
{self.terrainPoints[i-1][j ], x, y - self.scale}, -- upper middle
{self.terrainPoints[i-1][j+1], x + self.scale, y - self.scale}, -- upper right
{self.terrainPoints[i ][j+1], x + self.scale, y}, -- middle right
{self.terrainPoints[i+1][j+1], x + self.scale, y + self.scale}, -- lower right
{self.terrainPoints[i+1][j ], x, y + self.scale}, -- lower middle
{self.terrainPoints[i+1][j-1], x - self.scale, y + self.scale}, -- lower left
{self.terrainPoints[i ][j-1], x - self.scale, y}, -- middle left
{self.terrainPoints[i ][j ], j*self.scale, i*self.scale}} -- current
for k = 1, 4 do
valueSquare:replaceVertex(1, relativeVertices[2^(k-1) + (1-k)*(2-k)*(4-k)*2.5])
valueSquare:replaceVertex(2, relativeVertices[k + 1 - (1-k)*(2-k)*(3-k)/6*4])
valueSquare:replaceVertex(3, relativeVertices[k + 2 + (2-k)*(3-k)*(4-k)])
valueSquare:replaceVertex(4, relativeVertices[(k+2)%4+5 - (1-k)*(3-k)*(4-k)*2])
addVertices(valueSquare:intraprolated(middleValue))
end
if (self.workingLength > 1) then
self.mesh:setDrawRange(1, self.workingLength)
end
end
function TerrainChunk:getShift()
return self.x, self.y
end
function TerrainChunk:drawMesh()
if not (self.mesh == nil) then
love.graphics.draw(self.mesh)
end
end
function TerrainChunk:drawPoints()
for i, row in ipairs(self.terrainPoints) do
for j,v in ipairs(row) do
if (v >= 0.5) then
love.graphics.setColor(v+0.1, v+0.1, v+0.1)
love.graphics.points(j*self.scale + self.x, i*self.scale + self.y)
end
end
end
end
function TerrainChunk:resolveColision(x, y, r)
local xMin, yMin = 1000, 1000
for i = 1, #self.meshVertices/3 do
vertix1 = self.meshVertices[i*3-2]
vertix2 = self.meshVertices[i*3-1]
vertix3 = self.meshVertices[i*3]
-- local xAvg = (vertix1[1] + vertix2[1] + vertix3[1])/3
-- local yAvg = (vertix1[2] + vertix2[2] + vertix3[2])/3
-- if circleVsCircle(x, y, r, xAvg, yAvg, self.scale*0.5) then
-- if triangleVsCircle(vertix1[1], vertix1[2], vertix2[1], vertix2[2], vertix3[1], vertix3[2], x, y, r) then
qx, qy = pointOnTriangle(x, y, vertix1[1], vertix1[2], vertix2[1], vertix2[2], vertix3[1], vertix3[2])
if((x-qx)^2 + (y-qy)^2 < (x-xMin)^2 + (y-yMin)^2) then
xMin, yMin = qx, qy
end
-- end
-- end
end
if (xMin == 1000 and yMin == 1000) then
return false, false
end
return xMin, yMin
-- return false
end
|
--[[
------------------------------------------
change "LuaStat" in your project
if you need specific another directory
------------------------------------------
THIS PROGRAM is developed by Hubert Ronald
https://sites.google.com/view/liasoft/home
Feel free to distribute and modify code,
but keep reference to its creator
The MIT License (MIT)
Copyright (C) 2017 Hubert Ronald
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.
------------------------------------------
]]
-- math functions
local rand = math.random
local ln = math.log -- natural logarithm
local sqrt = math.sqrt
local pi = math.pi
local exp = math.exp -- e exponent
local pow = math.pow
-- non-math functions
local ipairs = ipairs
local table_sort = table.sort
-- sum array function
local function sumF(array)
local s = 0
for _, v in ipairs(array) do s=s+v end
return s
end
-- average array function
local function avF(array)
local s = sumF(array)
return s/#array
end
-- (n-1) standard deviation
local function stvF(array)
local xp, sq = avF(array), 0
for _,v in ipairs(array) do sq = sq + (v - xp)^2 end
return (sq/(#array-1))^0.5
end
local function frecuencyF(array)
local list, frec = {}, {g={},c={}} -- group, count
for k,v in ipairs(array) do
list[k] = v
end
table_sort(list)
frec.g[1], frec.c[1] = list[1], 1
for i=2, #list do
if frec.g[#frec.g]==list[i] then
frec.c[#frec.c] = frec.c[#frec.c] + 1
else
frec.c[#frec.c+1], frec.g[#frec.g+1] = 1, list[i]
end
end
return frec
end
local function normalVA(mu, sig)
-- normal standar: mu=0,sig=1
-- method schmeiser
local mu, sig, r = mu or 0, sig or 1, rand()
local z = (r^0.135 - (1-r)^0.135)/0.1975
return z*sig + mu
end
local function normal_inv_D(p, mu, sig)
-- nomal standar mu=0,sig=1, p~[0,1]: (probability)
-- method schmeiser
local mu, sig, p = mu or 0, sig or 1, p or 0.5 -- 'p' parameter fixed
local z = (p^0.135 - (1-p)^0.135)/0.1975
return z*sig + mu
end
local function bernoulliVA(p)
if rand()<= p then
return 1
else
return 0
end
end
local function unifVA(min,max)
return (max-min)*rand() + min
end
local function expoVA(beta)
return (-1/beta)*ln(1.0-rand())
end
local function weibullVA(alpha,beta)
return alpha*(-ln(1.0-rand()))^(1/beta)
end
local function erlangVA(n, lambda)
local VaErlang = 0
for i=1, n do
VaErlang = VaErlang + expoVA(lambda)
end
return VaErlang
end
local function trianVA(a,b,c)
local a,b,c = a or 1, b or 2, c or 3
if rand() <= (b-a)/(c-1) then
return a + ((b-a)*(c-a)*r)^0.5
else
return c - ((c-b)*(c-a)*(1-r))^0.5
end
end
local function binomialVA(n,p)
local n, p , va = n or 1, p or 0.5, 0
-- convolution method
for i=1,n do va=va+bernoulliVA(p) end
return va
end
local function poissonVA(lamba)
local t, va, lamba = 0, 0, lamba or 0.5
-- convolution method
while true do
t = t+expoVA(lamba)
if t <= 1 then
va = va + 1
else
break
end
end
return va
end
local function geometricVA(p)
--[[
------------------------------------------------------------
-- See details in:
-- https://math.stackexchange.com/questions/485448/prove-the-way-to-generate-geometrically-distributed-random-numbers
------------------------------------------------------------
]]
local U = 1-rand()
local va = ln(U)/ln(1-p)
return va
end
local function chiSquareVA(n)
local va = 0
for i=1, n do va = va + normalVA() end
return va^0.5
end
local function gamVA(alpha, lamba)
--[[
------------------------------------------------------------
-- generator using Marsaglia and Tsang method
-- See details in the work of [Marsaglia and Tsang (2000)].
-- check this paper:
-- http://www.ijcse.com/docs/INDJCSE14-05-06-048.pdf
------------------------------------------------------------
]]
local alpha, lamba = alpha or 0.5, lamba or 0.5
local va=0
if alpha >= 1 then
local d=alpha-1/3
local c=1/(9*d)^.5
while (true) do
local Z=normalVA()
if Z>-1/c then
local V=(1+c*Z)^3
local U=1-rand()
if ln(U)<0.5*Z^2+d-d*V+d*ln(V) then
va=d*V/lamba
break
end
end
end
elseif alpha>0 and alpha<1 then
va=gamVA(alpha+1,lamba)
va=va*rand()^(1/alpha)
else print("alpha must be > 0") end
return va
end
local function lognoVA(m, s)
--[[
------------------------------------------------------------
-- Took
-- See details in these links
-- http://stackoverflow.com/questions/23699738/how-to-create-a-random-number-following-a-lognormal-distribution-in-excel
-- http://blogs.sas.com/content/iml/2014/06/04/simulate-lognormal-data-with-specified-mean-and-variance.html
------------------------------------------------------------
]]
local m, s = m or 0, s or 1
-- Next step is to scale the mean and standard deviation
local mean = ln( m^2 / sqrt( m^2 + s^2 ))
local sd = sqrt( ln(( m^2 + s^2 ) / m^2 ))
local x = normal_inv_D(rand, mean, sd)
return exp(x)
end
return {
sumF=sumF,
avF=avF,
stvF=stvF,
frecuencyF=frecuencyF,
nomalVA=nomalVA,
normal_inv_D=normal_inv_D,
bernoulliVA=bernoulliVA,
unifVA=unifVA,
expoVA=expoVA,
weibullVA=weibullVA,
erlangVA=erlangVA,
trianVA=trianVA,
binomialVA=binomialVA,
geometricVA=geometricVA,
poissonVA=poissonVA,
chiSquareVA=chiSquareVA,
gamVA=gamVA,
lognoRandVA=lognoRandVA,
}
|
return {'jhinkoe'} |
local TimerList
do
local time = os.time
TimerList = {}
local meta = {__index = TimerList}
--[[@
@name new
@desc Creates a new instance of TimerList.
@param obj?<table> The table to turn into a TimerList.
@returns TimerList The new TimerList object.
@struct {
last = Timer -- the last timer (the one that must trigger before all the others). Might be nil.
}
]]
function TimerList.new(obj)
return setmetatable(obj or {}, meta)
end
--[[@
@name add
@desc Adds a timer to the list.
@desc `timer.callback` will receive the timer as the unique argument, so you can add more values here
@param timer<Timer> The timer to add.
@paramstruct timer {
callback<function> The callback function.
when<int> When it will be executed.
}
@returns Timer The timer you've added
]]
function TimerList:add(timer)
timer.list = self
if not self.last then
self.last = timer
elseif self.last.when < timer.when then
-- sorts the timer in descendent order
local current, last = self.last.previous, self.last
while current and current.when < timer.when do
current, last = current.previous, current
end
timer.previous, last.previous = current, timer
else
timer.previous = self.last
self.last = timer
end
return timer
end
--[[@
@name run
@desc Runs the timers that need to be run.
]]
function TimerList:run()
local now, current = time(), self.last
while current and current.when <= now do
current:callback() -- gives the timer itself to the callback
current = current.previous
end
self.last = current
end
--[[@
@name remove
@desc Removes a timer from the list.
@param timer<Timer> The timer to remove.
]]
function TimerList:remove(timer)
if self.last == timer then
self.last = timer.previous
return
end
local current, last = self.last.previous, self.last
while current and current ~= timer do
current, last = current.previous, current
end
if current then
last.previous = timer.previous
end
end
end
return {
TimerList = TimerList
} |
local Frame = script.Parent
local PhoneButton = Frame:WaitForChild("HomeScreenApps"):WaitForChild("Phone")
local BackButton = Frame:WaitForChild("PhonePage"):WaitForChild("Back")
local HomeScreenApps = Frame:WaitForChild("HomeScreenApps"):GetChildren()
local Contact = Frame.PhonePage:WaitForChild("Contact")
local PeopleFrame = Frame.PhonePage:WaitForChild("PeopleFrame")
PhoneButton.MouseButton1Click:Connect(function()
local PhonePage = Frame.PhonePage:GetChildren()
for _,v in pairs (PhonePage)do
v.Visible = true
end
Frame.PhonePage.Contact.Visible = false -- needs to stay false always
for _,v in pairs (HomeScreenApps)do
v.Visible = false
end
local players = game.Players:GetChildren()
for _, v in pairs (players) do
if (v.Backpack:FindFirstChild("iExotic 11 Pro Max") or v.Character:FindFirstChild("iExotic 11 Pro Max")) and PeopleFrame:FindFirstChild(v.Name) == nil and v.Name ~= game.Players.LocalPlayer.Name then
local newContact = Contact:Clone()
newContact.Parent = PeopleFrame
newContact.Visible = true
local content, isReady = game:GetService("Players"):GetUserThumbnailAsync(v.UserId, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size420x420)
-- Set the ImageLabel's content to the user thumbnail
local imageLabel = newContact.Avatar
imageLabel.Image = content
newContact.ID.Text = v.UserId
newContact.Username.Text = v.Name
newContact.Name = v.Name
end
end
end)
BackButton.MouseButton1Click:Connect(function()
local PhonePage = Frame.PhonePage:GetChildren()
for _,v in pairs (PhonePage)do
v.Visible = false
end
for _,v in pairs (HomeScreenApps)do
v.Visible = true
end
end)
|
local varm_util = require("modules/varm_util")
-- Include individual node definitions and preprocessors.
local node_types = require("modules/fsm_node_defs")
local FSMNodes = {}
-- Create the initial filesystem structure for the project, using
-- information stored in the startup 'Boot' node. Store relevant
-- information in a table for the preprocessor to keep track of.
function FSMNodes.init_project_state(boot_node, node_graph, global_decs, proj_id)
local p_state = {}
local proj_int = tonumber(proj_id)
if proj_int <= 0 then
return p_state
end
-- Store global variable declarations.
p_state.global_decs = global_decs
-- Set the base directory, and make it if it doesn't exist.
local proj_dir = 'project_storage/precomp_' .. proj_int .. '/'
if varm_util.ensure_dir_empty(proj_dir) then
p_state.base_dir = proj_dir
-- Verify or create other required directories for the project skeleton.
-- Also empty the directory contents, if any.
if varm_util.ensure_dir_empty(proj_dir .. 'boot_s/') and
varm_util.ensure_dir_empty(proj_dir .. 'ld/') and
varm_util.ensure_dir_empty(proj_dir .. 'lib/') and
varm_util.ensure_dir_empty(proj_dir .. 'vector_tables/') and
varm_util.ensure_dir_empty(proj_dir .. 'src/') and
varm_util.ensure_dir_empty(proj_dir .. 'src/std_periph/') and
varm_util.ensure_dir_empty(proj_dir .. 'src/arm_include/') then
p_state.dir_structure = 'valid'
-- Generate the 'boot' assembly script.
p_state.boot_script = FSMNodes.gen_boot_script(boot_node, p_state)
-- Generate the linker script.
p_state.ld_script = FSMNodes.gen_ld_script(boot_node, p_state)
-- Copy the static GCC libs.
p_state.with_toolchain_libs = FSMNodes.copy_static_libs(boot_node, p_state)
-- Generate the vector table.
p_state.vector_table = FSMNodes.gen_vector_table(boot_node, p_state)
-- Generate the bare-bones source files.
p_state.src_base = FSMNodes.gen_bare_source_files(boot_node, p_state)
-- Generate a Makefile and LICENSE/README.md files.
p_state.build_files_generated = FSMNodes.gen_build_files(boot_node, p_state)
-- TODO: Delete, after making EXTI stuff only import when needed.
if not varm_util.import_std_periph_lib('exti', p_state.base_dir) or not
varm_util.import_std_periph_lib('syscfg', p_state.base_dir) then
return nil
end
else
return p_state
end
else
return p_state
end
return p_state
end
function FSMNodes.get_boot_chip_type(boot_node)
-- (Default value)
local chip_type = 'STM32F030F4'
if boot_node and boot_node.options and boot_node.options.chip_type then
local boot_chip = boot_node.options.chip_type
-- (Accepted options.)
if boot_chip == 'STM32F030F4' or
boot_chip == 'STM32F031F6' or
boot_chip == 'STM32F030K6' then
chip_type = boot_chip
end
end
return chip_type
end
-- Generate a .S assembly script to boot the specified chip with the
-- specified options (from the 'Boot' node.) It resets the 'bss' portions of
-- RAM to 0s, copies the 'data' portions, sets the core clock frequency,
-- that sort of annoying bookkeeping stuff.
-- Return the relative path to the generated boot script.
function FSMNodes.gen_boot_script(boot_node, cur_proj_state)
local chip_type = FSMNodes.get_boot_chip_type(boot_node)
-- Copy the appropriate boot script.
local boot_script_fn = chip_type .. 'T6_boot.S'
local boot_script_source_dir = 'static/node_code/boot/boot/'
local boot_script_source_path = boot_script_source_dir .. boot_script_fn
local boot_script_dest_dir = cur_proj_state.base_dir .. 'boot_s/'
local boot_script_dest_path = boot_script_dest_dir .. boot_script_fn
if varm_util.copy_text_file(boot_script_source_path, boot_script_dest_path) then
return boot_script_dest_path
end
return nil
end
-- Copy a linker script for the given MCU chip into the 'ld/' directory.
-- Linker scripts specify things like how much RAM and Flash storage
-- the chip has available, so the compiler knows which addresses to use.
function FSMNodes.gen_ld_script(boot_node, cur_proj_state)
local chip_type = FSMNodes.get_boot_chip_type(boot_node)
-- Copy the appropriate linker script.
local ld_script_fn = chip_type .. 'T6.ld'
local ld_script_source_dir = 'static/node_code/boot/ld/'
local ld_script_source_path = ld_script_source_dir .. ld_script_fn
local ld_script_dest_dir = cur_proj_state.base_dir .. 'ld/'
local ld_script_dest_path = ld_script_dest_dir .. ld_script_fn
if varm_util.copy_text_file(ld_script_source_path, ld_script_dest_path) then
return ld_script_dest_path
end
return nil
end
-- Copy library files. TODO: These files are too big. They should come with
-- the GCC toolchain, but I've had trouble with getting it to recognize
-- the correct 'libc' libraries for local armv6m builds automatically.
-- (These library files are a little over 10MB put together)
function FSMNodes.copy_static_libs(boot_node, cur_proj_state)
-- These are the same for all armv6m chips, although lines other than
-- Cortex-M0 chips may be armv7m. But really, these libraries shouldn't
-- need to be served as part of a generated project.
local libc_fn = 'libc.a'
local libgcc_fn = 'libgcc.a'
local clib_source_dir = 'static/node_code/boot/lib/'
local libc_source_path = clib_source_dir .. libc_fn
local libgcc_source_path = clib_source_dir .. libgcc_fn
local clib_dest_dir = cur_proj_state.base_dir .. 'lib/'
local libc_dest_path = clib_dest_dir .. libc_fn
local libgcc_dest_path = clib_dest_dir .. libgcc_fn
if not varm_util.copy_bin_file(libc_source_path, libc_dest_path) then
return nil
end
if not varm_util.copy_bin_file(libgcc_source_path, libgcc_dest_path) then
return nil
end
-- This method just returns a flag for 'toolchain libraries okay/not okay'
return true
end
-- Generate a vector table for the given chip. Eventually, this can be used
-- to set hardware interrupts, but for now just copy a common one which
-- routes all interrupts to a common default 'error/infinite loop' handler.
function FSMNodes.gen_vector_table(boot_node, cur_proj_state)
local chip_type = FSMNodes.get_boot_chip_type(boot_node)
-- Copy the appropriate vector table file.
local vt_script_fn = chip_type .. 'T6_vt.S'
local vt_script_source_dir = 'static/node_code/boot/vector_tables/'
local vt_script_source_path = vt_script_source_dir .. vt_script_fn
local vt_script_dest_dir = cur_proj_state.base_dir .. 'vector_tables/'
local vt_script_dest_path = vt_script_dest_dir .. vt_script_fn
-- Copy files.
if varm_util.copy_text_file(vt_script_source_path, vt_script_dest_path) then
return vt_script_dest_path
end
return nil
end
-- Generate bare-bones source files; basically, some mostly-empty headers
-- / utility files, and an empty main method which should get called after
-- booting, if you compiled everything after the 'init_project_state' method.
function FSMNodes.gen_bare_source_files(boot_node, cur_proj_state)
local chip_type = FSMNodes.get_boot_chip_type(boot_node)
-- Right now, it looks like we should copy:
-- - src/core.S
-- - src/util.S
-- - src/main.c
-- - src/main.h
-- - src/global.h
-- - src/util_c.h
-- - src/util_c.c
-- - src/interrupts_c.h
-- - src/interrupts_c.c
-- - src/stm32f0xx.h
-- - src/stm32f0xx_conf.h
-- - src/std_periph
-- - (none)
-- - src/arm_include/
-- - arm_common_tables.h
-- - arm_const_structs.h
-- - arm_math.h
-- - core_cm0.h
-- - core_cm0plus.h
-- - core_cmFunc.h
-- - core_cmInstr.h
local files_to_copy = { 'src/core.S', 'src/util.S', 'src/global.h',
'src/main.h', 'src/main.c', 'src/stm32f0xx.h',
'src/util_c.h', 'src/util_c.c',
'src/interrupts_c.h', 'src/interrupts_c.c',
'src/stm32f0xx_conf.h',
'src/arm_include/arm_common_tables.h',
'src/arm_include/arm_const_structs.h',
'src/arm_include/arm_math.h',
'src/arm_include/core_cm0.h',
'src/arm_include/core_cm0plus.h', --TODO: delete?
'src/arm_include/core_cmFunc.h',
'src/arm_include/core_cmInstr.h',
}
local copy_success = true
for k, val in pairs(files_to_copy) do
if val then
local src_p = 'static/node_code/boot/' .. val
local dest_p = cur_proj_state.base_dir .. val
if not varm_util.copy_text_file(src_p, dest_p) then
copy_success = false
end
end
end
-- One of the files copied, 'src/global.h', should also have initial
-- global/static variable declarations:
local g_vars_text = ''
local m_vars_text = ''
for i, val in pairs(cur_proj_state.global_decs) do
if val and val.var_name and val.var_type and val.var_val then
local var_c_type = val.var_type
local var_c_val = tostring(val.var_val)
if var_c_type == 'bool' then
var_c_type = 'unsigned char'
if var_c_val == 'false' or var_c_val == '0' then
var_c_val = '0';
elseif var_c_val == 'true' or var_c_val == '1' then
var_c_val = '1';
else
-- Default to 'false'.
var_c_val = '0';
end
elseif var_c_type == 'char' then
var_c_val = "'" .. var_c_val .. "'"
end
g_vars_text = g_vars_text .. 'volatile ' .. var_c_type .. ' ' ..
val.var_name .. ';\n'
m_vars_text = m_vars_text .. ' ' .. val.var_name .. ' = ' ..
var_c_val .. ';\n'
end
end
if not varm_util.insert_into_file(cur_proj_state.base_dir .. 'src/global.h',
"/ GLOBAL_VAR_DEFINES:",
g_vars_text) then
copy_success = false
end
if not varm_util.insert_into_file(cur_proj_state.base_dir .. 'src/main.c',
"/ MAIN_VAR_DEFS:",
m_vars_text) then
copy_success = false
end
return copy_success
end
-- Generate build files. So, a GNU Makefile, a README.md which advises
-- users not to take programming tips from the autogenerated GOTO-riddled
-- code, and an MIT LICENSE file.
function FSMNodes.gen_build_files(boot_node, cur_proj_state)
local chip_type = FSMNodes.get_boot_chip_type(boot_node)
-- Copy the common README.md/LICENSE files, along with a
-- chip-specific Makefile for GNU Make.
local makefile_source_fn = 'Make_' .. chip_type
local makefile_source_dir = 'static/node_code/boot/makefiles/'
local makefile_source_path = makefile_source_dir .. makefile_source_fn
local license_source_path = 'static/node_code/boot/LICENSE'
local readme_source_path = 'static/node_code/boot/README.md'
local makefile_dest_path = cur_proj_state.base_dir .. 'Makefile'
local license_dest_path = cur_proj_state.base_dir .. 'LICENSE'
local readme_dest_path = cur_proj_state.base_dir .. 'README.md'
-- Copy files.
if not varm_util.copy_text_file(makefile_source_path, makefile_dest_path) then
return nil
end
if not varm_util.copy_text_file(license_source_path, license_dest_path) then
return nil
end
if not varm_util.copy_text_file(readme_source_path, readme_dest_path) then
return nil
end
-- This method just returns a 'build files generated/not generated' flag.
return true
end
-- Process a single node in the FSM graph.
-- Return true if the processing succeeds, false if it doesn't.
function FSMNodes.process_node(node, node_graph, proj_state)
-- Loading a node takes two steps.
-- - First, we verify that all of the necessary utility methods/includes
-- exist, and copy them into the project files if they aren't.
-- - Second, we add the code to the end of the 'main' method. Like this:
-- <This node's unique label>:
-- <node code>
-- GOTO <Next node's label>
-- But this method will really just call other ones based on the node type.
if (not node) or (not node.node_type) then
return nil
end
for k, val in pairs(node_types) do
if node.node_type == k then
if (val.ensure_support_methods(node, proj_state) and
val.append_node(node, node_graph, proj_state)) then
return true
end
break
end
end
-- (Unrecognized node type or preprocessing failure.)
return nil
end
return FSMNodes
|
ZPClass.Name = "HumanHeavyClassName"
ZPClass.Description = "HumanHeavyClassDescription"
ZPClass.MaxHealth = 150
ZPClass.Armor = 100
ZPClass.PModel = "models/player/combine_super_soldier.mdl"
ZPClass.Speed = 210
ZPClass.RunSpeed = 100
ZPClass.CrouchSpeed = 0.3
ZPClass.Gravity = 1.2
ZPClass.Battery = 200
ZPClass.Breath = 150
ClassManager:AddZPClass("HeavyHuman", ZPClass, TEAM_HUMANS) |
local helpers = require("spec_helper")
describe("cliargs - options", function()
local cli
before_each(function()
cli = require("cliargs.core")()
end)
describe('defining options', function()
it('requires a key', function()
assert.error_matches(function()
cli:option()
end, 'Key and description are mandatory arguments')
end)
it('requires a description', function()
assert.error_matches(function()
cli:option('--url=URL')
end, 'Key and description are mandatory arguments')
end)
it('works', function()
assert.has_no_errors(function()
cli:option('--url=URL', '...')
end)
end)
it('rejects a duplicate option', function()
cli:option('--url=URL', '...')
assert.error_matches(function()
cli:option('--url=URL', '...')
end, 'Duplicate')
end)
end)
it('works with only a short key: -u VALUE', function()
cli:option('-u VALUE', '...')
assert.equal(helpers.parse(cli, '-u something').u, 'something')
end)
it('works with only an expanded key: --url=VALUE', function()
cli:option('--url=VALUE', '...')
assert.equal(helpers.parse(cli, '--url=something').url, 'something')
end)
it('works with only an expanded key using space as a delimiter: --url VALUE', function()
cli:option('--url VALUE', '...')
assert.equal(helpers.parse(cli, '--url something').url, 'something')
end)
it('works with both: -u, --url=VALUE', function()
cli:option('-u, --url=VALUE', '...')
assert.equal(helpers.parse(cli, '--url=something').url, 'something')
assert.equal(helpers.parse(cli, '-u=something').url, 'something')
end)
it('works with both keys and no comma between them: -u --url VALUE', function()
cli:option('-u --url=VALUE', '...')
assert.equal(helpers.parse(cli, '--url something').url, 'something')
assert.equal(helpers.parse(cli, '-u something').url, 'something')
end)
context('given no value indicator (an implicit flag, e.g. --quiet)', function()
it('proxies to #flag', function()
stub(cli, 'flag')
cli:option('-q', '...')
assert.stub(cli.flag).was.called();
end)
end)
describe('parsing', function()
before_each(function()
cli:option('-s, --source=SOURCE', '...')
end)
context('using a -short key and space as a delimiter', function()
it('works', function()
local args = helpers.parse(cli, '-s /foo/**/*.lua')
assert.equal(args.source, '/foo/**/*.lua')
end)
end)
context('using a -short key and = as a delimiter', function()
it('works', function()
local args = helpers.parse(cli, '-s=/foo/**/*.lua')
assert.equal(args.source, '/foo/**/*.lua')
end)
end)
context('using an --expanded-key and space as a delimiter', function()
it('works', function()
local args = helpers.parse(cli, '--source /foo/**/*.lua')
assert.equal(args.source, '/foo/**/*.lua')
end)
end)
context('using an --expanded-key and = as a delimiter', function()
it('works', function()
local args = helpers.parse(cli, '--source=/foo/**/*.lua')
assert.equal(args.source, '/foo/**/*.lua')
end)
end)
context('for an option with a short key longer than 1 char', function()
before_each(function()
cli:option('-Xassembler OPTIONS', '...')
end)
it('works', function()
local args = helpers.parse(cli, '-Xassembler foo')
assert.equal(args.Xassembler, 'foo')
end)
end)
context('given multiple values', function()
before_each(function()
cli:option('-k, --key=OPTIONS', '...', {})
end)
it('works', function()
local args = helpers.parse(cli, '-k 1 --key=3 -k asdf')
assert.equal(type(args.k), 'table')
assert.equal(#args.k, 3)
assert.equal(args.k[1], '1')
assert.equal(args.k[2], '3')
assert.equal(args.k[3], 'asdf')
end)
end)
context('given an unknown option', function()
it('bails', function()
local _, err = helpers.parse(cli, '--asdf=jkl;', true)
assert.matches('unknown', err)
end)
end)
it('bails if no value was passed', function()
local _, err = helpers.parse(cli, '-s')
assert.matches("option %-s requires a value to be set", err)
end)
end)
describe('parsing with a default value', function()
it('accepts a nil', function()
cli:option('--compress=VALUE', '...', nil)
assert.equal(helpers.parse(cli, '').compress, nil)
end)
it('accepts a string', function()
cli:option('--compress=VALUE', '...', 'lzma')
assert.equal(helpers.parse(cli, '').compress, 'lzma')
end)
it('accepts a number', function()
cli:option('--count=VALUE', '...', 5)
assert.equal(helpers.parse(cli, '').count, 5)
end)
it('accepts a boolean', function()
cli:option('--quiet=VALUE', '...', true)
assert.equal(helpers.parse(cli, '').quiet, true)
end)
it('accepts an empty table', function()
cli:option('--sources=VALUE', '...', {})
assert.same(helpers.parse(cli, '').sources, {})
end)
it('lets me override/reset the default value', function()
cli:option('--compress=URL', '...', 'lzma')
assert.equal(helpers.parse(cli, '--compress=').compress, nil)
end)
end)
describe('@callback', function()
local call_args
local function capture(key, value, altkey)
table.insert(call_args, { key, value, altkey })
end
context('given a single option', function()
before_each(function()
call_args = {}
cli:option('-c, --compress=VALUE', '...', nil, capture)
end)
it('invokes the callback when the option is parsed', function()
helpers.parse(cli, '--compress=lzma')
assert.equal(call_args[1][1], 'compress')
assert.equal(call_args[1][2], 'lzma')
assert.equal(call_args[1][3], 'c')
end)
it('invokes the callback with the latest value when the option is a list', function()
cli:option('--tags=VALUE', '...', {}, capture)
helpers.parse(cli, '--tags only --tags foo')
assert.equal(call_args[1][1], 'tags')
assert.equal(call_args[1][2], 'only')
assert.equal(call_args[1][3], nil)
assert.equal(call_args[2][1], 'tags')
assert.equal(call_args[2][2], 'foo')
assert.equal(call_args[2][3], nil)
end)
end)
context('when the callback returns an error message', function()
it('propagates the error', function()
cli:option('-c, --compress=VALUE', '...', nil, function()
return nil, ">>> bad argument <<<"
end)
local _, err = helpers.parse(cli, '-c lzma', true)
assert.equal('>>> bad argument <<<', err)
end)
end)
context('given multiple options', function()
before_each(function()
call_args = {}
cli:option('-c, --compress=VALUE', '...', nil, capture)
cli:option('--input=PATH', '...', nil, capture)
end)
it('invokes the callback for each option parsed', function()
helpers.parse(cli, '-c lzma --input=/tmp')
assert.equal(call_args[1][1], 'c')
assert.equal(call_args[1][2], 'lzma')
assert.equal(call_args[1][3], 'compress')
assert.equal(call_args[2][1], 'input')
assert.equal(call_args[2][2], '/tmp')
assert.equal(call_args[2][3], nil)
end)
end)
end)
end) |
---
-- @author wesen
-- @copyright 2019 wesen <[email protected]>
-- @release 0.1
-- @license MIT
--
local BaseClientOutput = require("AC-ClientOutput/ClientOutput/BaseClientOutput")
local StringSplitter = require("AC-ClientOutput/ClientOutput/ClientOutputString/StringSplitter")
local StringWidthCalculator = require("AC-ClientOutput/ClientOutput/ClientOutputString/StringWidthCalculator")
---
-- Represents a output string for the console in the players games.
-- Allows to split a string into rows based on a specified width.
--
-- @type ClientOutputString
--
local ClientOutputString = {}
---
-- The raw string
-- The text may not contain the special character "\n"
--
-- @tfield string string
--
ClientOutputString.string = nil
--
-- The client output string splitter
--
-- @tfield ClientOutputStringSplitter splitter
--
ClientOutputString.splitter = nil
-- Metamethods
---
-- ClientOutputString constructor.
-- This is the __call metamethod.
--
-- @tparam SymbolWidthLoader _symbolWidthLoader The symbol width loader
-- @tparam TabStopCalculator _tabStopCalculator The tab stop calculator
-- @tparam int _maximumLineWidth The maximum line width
--
-- @treturn ClientOutputString The ClientOutputString instance
--
function ClientOutputString:__construct(_symbolWidthLoader, _tabStopCalculator, _maximumLineWidth)
local instance = BaseClientOutput(_symbolWidthLoader, _tabStopCalculator, _maximumLineWidth)
setmetatable(instance, {__index = ClientOutputString})
instance.splitter = StringSplitter(instance, _symbolWidthLoader, _tabStopCalculator)
return instance
end
-- Getters and Setters
---
-- Returns the target string.
--
-- @treturn string The target string
--
function ClientOutputString:getString()
return self.string
end
-- Public Methods
---
-- Parses a string into this ClientOutputString.
--
-- @tparam string _string The string to parse
--
function ClientOutputString:parse(_string)
self.string = _string:gsub("\n", "")
end
---
-- Returns the number of tabs that this client output's content requires.
--
-- @treturn int The number of required tabs
--
function ClientOutputString:getNumberOfRequiredTabs()
local stringWidthCalculator = StringWidthCalculator(self.symbolWidthLoader, self.tabStopCalculator)
return self.tabStopCalculator:getNextTabStopNumber(stringWidthCalculator:getStringWidth(self.string))
end
---
-- Returns the minimum number of tabs that this client output's content requires.
--
-- @treturn int The minimum number of required tabs
--
function ClientOutputString:getMinimumNumberOfRequiredTabs()
return 1
end
---
-- Returns the output rows to display this client output's contents.
--
-- @treturn string[] The output rows
--
function ClientOutputString:getOutputRows()
return self.splitter:getRows()
end
---
-- Returns the output rows padded with tabs until a specified tab number.
--
-- @tparam int _tabNumber The tab number
--
-- @treturn string[] The output rows padded with tabs
--
function ClientOutputString:getOutputRowsPaddedWithTabs(_tabNumber)
return self.splitter:getRows(_tabNumber)
end
setmetatable(
ClientOutputString,
{
-- ClientOutputString inherits methods and attributes from BaseClientOutput
__index = BaseClientOutput,
-- When ClientOutputString() is called, call the __construct method
__call = ClientOutputString.__construct
}
)
return ClientOutputString
|
data.raw["generator"]["steam-engine"].fast_replaceable_group = "steam-engine"
data.raw["accumulator"]["accumulator"].fast_replaceable_group = "accumulator"
data.raw["solar-panel"]["solar-panel"].fast_replaceable_group = "solar-panel" |
RegisterServerEvent('stationLock:LockDoor')
AddEventHandler('stationLock:LockDoor', function(door, bool)
doorList[door]["locked"] = bool
TriggerClientEvent('stationLock:LockDoor', -1, door, bool)
end)
RegisterServerEvent('stationLock:checkDoor')
AddEventHandler('stationLock:checkDoor', function()
TriggerClientEvent('stationLock:checkDoor', source, doorList)
end)
doorList = {
-- Mission Row To locker room & roof
[1] = { ["objName"] = "v_ilev_ph_gendoor004", ["x"]= 449.69815063477, ["y"]= -986.46911621094,["z"]= 30.689594268799,["locked"]= true,["txtX"]=450.104,["txtY"]=-986.388,["txtZ"]=31.739},
-- Mission Row Armory
[2] = { ["objName"] = "v_ilev_arm_secdoor", ["x"]= 452.61877441406, ["y"]= -982.7021484375,["z"]= 30.689598083496,["locked"]= true,["txtX"]=453.079,["txtY"]=-982.600,["txtZ"]=31.739},
-- Mission Row Captain Office
[3] = { ["objName"] = "v_ilev_ph_gendoor002", ["x"]= 447.23818969727, ["y"]= -980.63006591797,["z"]= 30.689598083496,["locked"]= true,["txtX"]=447.200,["txtY"]=-980.010,["txtZ"]=31.739},
-- Mission Row To downstairs right
[4] = { ["objName"] = "v_ilev_ph_gendoor005", ["x"]= 443.97, ["y"]= -989.033,["z"]= 30.6896,["locked"]= true,["txtX"]=444.020,["txtY"]=-989.445,["txtZ"]=31.739},
-- Mission Row To downstairs left
[5] = { ["objName"] = "v_ilev_ph_gendoor005", ["x"]= 445.37, ["y"]= -988.705,["z"]= 30.6896,["locked"]= true,["txtX"]=445.350,["txtY"]=-989.445,["txtZ"]=31.739},
-- Mission Row Main cells
[6] = { ["objName"] = "v_ilev_ph_cellgate", ["x"]= 464.0, ["y"]= -992.265,["z"]= 24.9149,["locked"]= true,["txtX"]=463.465,["txtY"]=-992.664,["txtZ"]=25.064},
-- Mission Row Cell 1
[7] = { ["objName"] = "v_ilev_ph_cellgate", ["x"]= 462.381, ["y"]= -993.651,["z"]= 24.9149,["locked"]= true,["txtX"]=461.806,["txtY"]=-993.308,["txtZ"]=25.064},
-- Mission Row Cell 2
[8] = { ["objName"] = "v_ilev_ph_cellgate", ["x"]= 462.331, ["y"]= -998.152,["z"]= 24.9149,["locked"]= true,["txtX"]=461.806,["txtY"]=-998.800,["txtZ"]=25.064},
-- Mission Row Cell 3
[9] = { ["objName"] = "v_ilev_ph_cellgate", ["x"]= 462.704, ["y"]= -1001.92,["z"]= 24.9149,["locked"]= true,["txtX"]=461.806,["txtY"]=-1002.450,["txtZ"]=25.064},
-- Mission Row Backdoor in
[10] = { ["objName"] = "v_ilev_gtdoor", ["x"]= 464.126, ["y"]= -1002.78,["z"]= 24.9149,["locked"]= true,["txtX"]=464.100,["txtY"]=-1003.538,["txtZ"]=26.064},
-- Mission Row Backdoor out
[11] = { ["objName"] = "v_ilev_gtdoor", ["x"]= 464.18, ["y"]= -1004.31,["z"]= 24.9152,["locked"]= true,["txtX"]=464.100,["txtY"]=-1003.538,["txtZ"]=26.064},
-- Mission Row Rooftop In
[12] = { ["objName"] = "v_ilev_gtdoor02", ["x"]= 465.467, ["y"]= -983.446,["z"]= 43.6918,["locked"]= true,["txtX"]=464.361,["txtY"]=-984.050,["txtZ"]=44.834},
-- Mission Row Rooftop Out
[13] = { ["objName"] = "v_ilev_gtdoor02", ["x"]= 462.979, ["y"]= -984.163,["z"]= 43.6919,["locked"]= true,["txtX"]=464.361,["txtY"]=-984.050,["txtZ"]=44.834},
}
|
Weapon.PrettyName = "Pistol"
Weapon.WeaponID = "weapon_pistol"
Weapon.WeaponType = WEAPON_SECONDARY
Weapon.DamageMultiplier = 2 |
local range = 5000.0
Citizen.CreateThread(function()
SetGarbageTrucks(0.3)
SetRandomBoats(0)
SetRandomTrains(0)
while true do
SetPedDensityMultiplierThisFrame(0.5)
SetVehicleDensityMultiplierThisFrame(0.0)
SetScenarioPedDensityMultiplierThisFrame(0.0, 0.0)
SetSomeVehicleDensityMultiplierThisFrame(0.5)
SetParkedVehicleDensityMultiplierThisFrame(0.5)
SetRandomVehicleDensityMultiplierThisFrame(0.5)
Citizen.Wait(0)
end
end)
--[[ Citizen.CreateThread(function()
while true do
local ply = PlayerPedId(0.5)
local pos = GetEntityCoords(ply)
for i = 1, 15 do
EnableDispatchService(i, false)
end
RemoveVehiclesFromGeneratorsInArea(pos.x - range, pos.y - range, pos.z - range, pos.x + range, pos.y + range, pos.z + range);
Citizen.Wait(1000)
end
end) ]] |
Citizen.CreateThread(function()
-- lafa2k motel
RequestIpl("lafa2k_interior_v_motel_mp_milo_1")
RequestIpl("lafa2k_interior_v_motel_mp_milo_2")
RequestIpl("lafa2k_interior_v_motel_mp_milo_3")
RequestIpl("lafa2k_interior_v_motel_mp_milo_4")
RequestIpl("lafa2k_interior_v_motel_mp_milo_5")
RequestIpl("lafa2k_interior_v_motel_mp_milo_6")
RequestIpl("lafa2k_interior_v_motel_mp_milo_7")
RequestIpl("lafa2k_interior_v_motel_mp_milo_8")
RequestIpl("lafa2k_interior_v_motel_mp_milo_9")
RequestIpl("lafa2k_interior_v_motel_mp_milo_10")
RequestIpl("lafa2k_interior_v_motel_mp_milo_11")
RequestIpl("lafa2k_interior_v_motel_mp_milo_12")
RequestIpl("lafa2k_interior_v_motel_mp_milo_13")
RequestIpl("lafa2k_interior_v_motel_mp_milo_14")
RequestIpl("lafa2k_interior_v_motel_mp_milo_15")
RequestIpl("lafa2k_interior_v_motel_mp_milo_16")
RequestIpl("lafa2k_interior_v_motel_mp_milo_17")
RequestIpl("lafa2k_interior_v_motel_mp_milo_18")
RequestIpl("lafa2k_interior_v_motel_mp_milo_19")
RequestIpl("lafa2k_interior_v_motel_mp_milo_20")
RequestIpl("lafa2k_interior_v_motel_mp_milo_21")
RequestIpl("lafa2k_interior_v_motel_mp_milo_22")
RequestIpl("lafa2k_interior_v_motel_mp_milo_23")
RequestIpl("lafa2k_interior_v_motel_mp_milo_24")
RequestIpl("lafa2k_interior_v_motel_mp_milo_25")
RequestIpl("lafa2k_interior_v_motel_mp_milo_26")
RequestIpl("lafa2k_interior_v_motel_mp_milo_27")
RequestIpl("lafa2k_interior_v_motel_mp_milo_28")
RequestIpl("lafa2k_interior_v_motel_mp_milo_29")
RequestIpl("lafa2k_interior_v_motel_mp_milo_30")
RequestIpl("lafa2k_interior_v_motel_mp_milo_31")
RequestIpl("lafa2k_interior_v_motel_mp_milo_32")
RequestIpl("lafa2k_interior_v_motel_mp_milo_33")
RequestIpl("lafa2k_interior_v_motel_mp_milo_34")
RequestIpl("lafa2k_interior_v_motel_mp_milo_35")
RequestIpl("lafa2k_interior_v_motel_mp_milo_36")
RequestIpl("lafa2k_interior_v_motel_mp_milo_37")
RequestIpl("lafa2k_interior_v_motel_mp_milo_38")
end) |
-- !!!!!!!!!!!!!!!!!!!!!!! WARNING !!!!!!!!!!!!!!!!!!!!!!!
-- This file is automaticly generated. Don't edit manualy!
-- !!!!!!!!!!!!!!!!!!!!!!! WARNING !!!!!!!!!!!!!!!!!!!!!!!
---@class C_LegendaryCrafting
C_LegendaryCrafting = {}
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.CloseRuneforgeInteraction)
function C_LegendaryCrafting.CloseRuneforgeInteraction()
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.CraftRuneforgeLegendary)
---@param description RuneforgeLegendaryCraftDescription
function C_LegendaryCrafting.CraftRuneforgeLegendary(description)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.GetRuneforgeItemPreviewInfo)
---@param baseItem table
---@param runeforgePowerID number
---@param modifiers table
---@return RuneforgeItemPreviewInfo @info
function C_LegendaryCrafting.GetRuneforgeItemPreviewInfo(baseItem, runeforgePowerID, modifiers)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.GetRuneforgeLegendaryComponentInfo)
---@param runeforgeLegendary table
---@return RuneforgeLegendaryComponentInfo @componentInfo
function C_LegendaryCrafting.GetRuneforgeLegendaryComponentInfo(runeforgeLegendary)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.GetRuneforgeLegendaryCost)
---@param baseItem table
---@return table @cost
function C_LegendaryCrafting.GetRuneforgeLegendaryCost(baseItem)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.GetRuneforgeLegendaryCraftSpellID)
---@return number @spellID
function C_LegendaryCrafting.GetRuneforgeLegendaryCraftSpellID()
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.GetRuneforgeLegendaryCurrencies)
---@return table @currencies
function C_LegendaryCrafting.GetRuneforgeLegendaryCurrencies()
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.GetRuneforgeLegendaryUpgradeCost)
---@param runeforgeLegendary table
---@param upgradeItem table
---@return table @cost
function C_LegendaryCrafting.GetRuneforgeLegendaryUpgradeCost(runeforgeLegendary, upgradeItem)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.GetRuneforgeModifierInfo)
---@param baseItem table
---@param powerID number
---@param addedModifierIndex number
---@param modifiers table
---@return string, string @name, description
function C_LegendaryCrafting.GetRuneforgeModifierInfo(baseItem, powerID, addedModifierIndex, modifiers)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.GetRuneforgeModifiers)
---@return table @modifiedReagentItemIDs
function C_LegendaryCrafting.GetRuneforgeModifiers()
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.GetRuneforgePowerInfo)
---@param runeforgePowerID number
---@return RuneforgePower @power
function C_LegendaryCrafting.GetRuneforgePowerInfo(runeforgePowerID)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.GetRuneforgePowerSlots)
---@param runeforgePowerID number
---@return table @slotNames
function C_LegendaryCrafting.GetRuneforgePowerSlots(runeforgePowerID)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.GetRuneforgePowers)
---@param baseItem table
---@return table @runeforgePowerIDs
function C_LegendaryCrafting.GetRuneforgePowers(baseItem)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.GetRuneforgePowersByClassAndSpec)
---@param classID number
---@param specID number
---@return table @runeforgePowerIDs
function C_LegendaryCrafting.GetRuneforgePowersByClassAndSpec(classID, specID)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.IsRuneforgeLegendary)
---@param item table
---@return boolean @isRuneforgeLegendary
function C_LegendaryCrafting.IsRuneforgeLegendary(item)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.IsRuneforgeLegendaryMaxLevel)
---@param runeforgeLegendary table
---@return boolean @isMaxLevel
function C_LegendaryCrafting.IsRuneforgeLegendaryMaxLevel(runeforgeLegendary)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.IsUpgradeItemValidForRuneforgeLegendary)
---@param runeforgeLegendary table
---@param upgradeItem table
---@return boolean @isValid
function C_LegendaryCrafting.IsUpgradeItemValidForRuneforgeLegendary(runeforgeLegendary, upgradeItem)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.IsValidRuneforgeBaseItem)
---@param baseItem table
---@return boolean @isValid
function C_LegendaryCrafting.IsValidRuneforgeBaseItem(baseItem)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.MakeRuneforgeCraftDescription)
---@param baseItem table
---@param runeforgePowerID number
---@param modifiers table
---@return RuneforgeLegendaryCraftDescription @description
function C_LegendaryCrafting.MakeRuneforgeCraftDescription(baseItem, runeforgePowerID, modifiers)
end
---[Wowpedia documentation](https://wow.gamepedia.com/API_C_LegendaryCrafting.UpgradeRuneforgeLegendary)
---@param runeforgeLegendary table
---@param upgradeItem table
function C_LegendaryCrafting.UpgradeRuneforgeLegendary(runeforgeLegendary, upgradeItem)
end
|
-- P26 - [实例:换零钱方式的统计]
function count_change(amount)
function cc(amount, kinds_of_coins)
if amount == 0 then
return 1
elseif amount < 0 or kinds_of_coins == 0 then
return 0
else
return cc(amount, kinds_of_coins - 1) + cc(amount - first_denomination(kinds_of_coins), kinds_of_coins)
end
end
function first_denomination(kinds_of_coins)
if kinds_of_coins == 1 then
return 1
elseif kinds_of_coins == 2 then
return 5
elseif kinds_of_coins == 3 then
return 10
elseif kinds_of_coins == 4 then
return 25
elseif kinds_of_coins == 5 then
return 50
end
end
return cc(amount, 5)
end
print(count_change(100))
|
--New
includeFile("custom_content/building/mustafar/particle/must_floating_embers.lua")
includeFile("custom_content/building/mustafar/particle/must_jedi_rock_throw_01.lua")
includeFile("custom_content/building/mustafar/particle/must_jedi_rock_throw_02.lua")
includeFile("custom_content/building/mustafar/particle/must_jedi_rock_throw_03.lua")
includeFile("custom_content/building/mustafar/particle/must_jedi_rock_throw_10.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_bubble.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_01.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_15x45.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_15x80.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_20x37.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_20x45.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_20x56.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_20x75.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_20x175.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_25x50.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_25x65.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_25x111.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_25x220.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_30x40.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_30x140.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_40x114.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_falls_ribbon_40x220.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_fire.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_flare.lua")
includeFile("custom_content/building/mustafar/particle/must_lava_flare_interior.lua")
includeFile("custom_content/building/mustafar/particle/must_lightning.lua")
includeFile("custom_content/building/mustafar/particle/must_lightning_02.lua")
includeFile("custom_content/building/mustafar/particle/must_lightning_03.lua")
includeFile("custom_content/building/mustafar/particle/must_smoke_plume_01.lua")
includeFile("custom_content/building/mustafar/particle/must_smoke_plume_02.lua")
includeFile("custom_content/building/mustafar/particle/must_steam_clouds.lua")
includeFile("custom_content/building/mustafar/particle/must_steam_geyser.lua")
includeFile("custom_content/building/mustafar/particle/must_steam_geyser_med.lua")
includeFile("custom_content/building/mustafar/particle/must_steam_geyser_med_yellow.lua")
includeFile("custom_content/building/mustafar/particle/must_steam_geyser_small_yellow.lua")
includeFile("custom_content/building/mustafar/particle/must_steam_geyser_sml.lua")
includeFile("custom_content/building/mustafar/particle/must_steam_geyser_yellow.lua")
|
--[[
/////// //////////////////
/////// PROJECT: MTA iLife - German Fun Reallife Gamemode
/////// VERSION: 1.7.2
/////// DEVELOPERS: See DEVELOPERS.md in the top folder
/////// LICENSE: See LICENSE.md in the top folder
/////// /////////////////
]]
CLSPD = {}
function CLSPD:constructor()
addEvent("onPlayerGrabRequest", true)
addEventHandler("onPlayerGrabRequest", getRootElement(), function(sPlayername)
local uPlayer = client;
local uPlayer2;
if(getPlayerFromName(sPlayername)) then
uPlayer2 = getPlayerFromName(sPlayername)
if(isPedInVehicle(uPlayer)) then
local veh = uPlayer:getOccupiedVehicle();
if(uPlayer:getFaction():getType() == 1) then
if(uPlayer2.Crack) and (uPlayer2.CrackCounter > 1) then
local x, y, z = uPlayer:getPosition()
local x2, y2, z2 = uPlayer2:getPosition()
if(getDistanceBetweenPoints3D(x, y, z, x2, y2, z2) < 10) then
local seat = getVehicleFreeSeat(veh)
if(seat) then
warpPedIntoVehicle(uPlayer2, veh, seat)
uPlayer:showInfoBox("sucess", "Der Spieler wurde in dein Auto gezogen!")
uPlayer2:showInfoBox("info", "Du wurdest in ein Auto gezogen!")
uPlayer2.CrackCounter = 0;
else
uPlayer:showInfoBox("error", "In deinem Fahrzeug ist kein Platz mehr!")
end
else
uPlayer:showInfoBox("error", "Der Spieler ist zu weit weg!")
end
else
uPlayer:showInfoBox("error", "Der Spieler ist nicht getazert!")
end
end
end
end
end)
self.DachMarkerIn = createMarker(1564.9041748047, -1666.6864013672, 28.395606994629, "corona", 1, 255, 255, 255, 255);
-- Davor: 1564.8591308594, -1664.8547363281, 28.395606994629
addEventHandler("onMarkerHit", self.DachMarkerIn,
function(hitElement, matching)
if (matching) then
if (getElementType(hitElement) == "player") then
if (not(isPedInVehicle(hitElement))) then
if (hitElement:getFaction():getType() == 1) then
hitElement:fadeInPosition(1556.2912597656, -2935.939453125, 219.09289550781, 20141, 10)
hitElement:setRotation(0,0,0)
else
hitElement:showInfoBox("error", "Es ist abgeschlossen!")
end
end
end
end
end
)
self.DachMarkerOut = createMarker(1556.0463867188, -2933.8024902344, 219.09289550781, "corona", 1, 255, 255, 255, 255);
setElementInterior(self.DachMarkerOut, 10)
setElementDimension(self.DachMarkerOut, 20141)
-- Davor: 1556.2912597656, -2935.939453125, 219.09289550781
addEventHandler("onMarkerHit", self.DachMarkerOut,
function(hitElement, matching)
if (matching) then
if (getElementType(hitElement) == "player") then
if (not(isPedInVehicle(hitElement))) then
if (hitElement:getFaction():getType() == 1) then
hitElement:fadeInPosition(1564.8591308594, -1664.8547363281, 28.395606994629, 0, 0)
else
hitElement:showInfoBox("error", "Es ist abgeschlossen!")
end
end
end
end
end
)
self.GaragenMarkerIn = createMarker(1552.1259765625, -2954.587890625, 219.09289550781, "corona", 1, 255, 255, 255, 255, getRootElement())
setElementInterior(self.GaragenMarkerIn, 10, 1552.1259765625, -2954.587890625, 219.09289550781)
setElementDimension(self.GaragenMarkerIn, 20141)
addEventHandler("onMarkerHit", self.GaragenMarkerIn,
function(hitElement, matching)
if (matching) then
if (getElementType(hitElement) == "player") then
if (not(isPedInVehicle(hitElement))) then
if (hitElement:getFaction():getType() == 1) then
hitElement:fadeInPosition(1568.6787109375, -1691.57421875, 5.890625, 0, 0)
hitElement:setRotation(0,0,0)
else
hitElement:showInfoBox("error", "Es ist abgeschlossen!")
end
end
end
end
end
)
self.GaragenMarkerOut = createMarker(1568.630859375,-1689.9716796875,6.21875, "corona", 1, 255, 255, 255, 255,getRootElement())
addEventHandler("onMarkerHit", self.GaragenMarkerOut,
function(hitElement, matching)
if (matching) then
if (getElementType(hitElement) == "player") then
if (not(isPedInVehicle(hitElement))) then
hitElement:fadeInPosition(1553.8515625, -2954.8369140625, 219.09289550781, 20141, 10)
hitElement:setRotation(0,0,180)
end
end
end
end
)
self.PrisonMarkerIn = createMarker(3776.0673828125, -1599.67578125, 120.96875, "corona", 1, 255, 255, 255, 255,getRootElement())
setElementInterior(self.PrisonMarkerIn, 1, 3776.0673828125, -1599.67578125, 120.96875)
setElementDimension(self.PrisonMarkerIn, 0)
addEventHandler("onMarkerHit", self.PrisonMarkerIn,
function(hitElement, matching)
if (matching) then
if (getElementType(hitElement) == "player") then
if (not(isPedInVehicle(hitElement))) then
if (hitElement:getJailtime() <= 0) then
hitElement:fadeInPosition(1557.9619140625, -2933.9638671875, 219.09289550781, 20141, 10)
hitElement:setRotation(0,0,90)
else
hitElement:showInfoBox("warning", "Du musst deine Strafe absitzen!")
end
end
end
end
end
)
self.PrisonMarkerOut = createMarker(1559.966796875, -2934.1015625, 218.40992736816, "corona", 1, 255, 255, 255, 255, getRootElement())
setElementInterior(self.PrisonMarkerOut, 10, 1559.966796875, -2934.1015625, 218.40992736816)
setElementDimension(self.PrisonMarkerOut, 20141)
addEventHandler("onMarkerHit", self.PrisonMarkerOut,
function(hitElement, matching)
if (matching) then
if (getElementType(hitElement) == "player") then
if (not(isPedInVehicle(hitElement))) then
hitElement:fadeInPosition(3771.5751953125,-1599.5302734375,120.96875, 0, 1)
hitElement:setRotation(0,0,90)
end
end
end
end
)
self.trainingMarkerOut = createMarker(1540.5018310547, -1670.7862548828, 1912.5562744141, "corona", 1, 0, 255, 0, 255);
setElementInterior(self.trainingMarkerOut, 2);
setElementDimension(self.trainingMarkerOut, 1337);
-- Davor: 1540.4644775391, -1668.9951171875, 1912.5562744141
self.trainingMarkerIn = createMarker(1524.4831542969, -1677.8615722656, 6.21875, "corona", 1, 0, 255, 0, 255);
-- Davor: 1526.3999023438, -1677.8438720703, 5.890625
addEventHandler("onMarkerHit", self.trainingMarkerIn, function(uElement, dim)
if(dim) then
uElement:fadeInPosition(1540.4644775391, -1668.9951171875, 1912.5562744141, 1337, 2);
end
end)
addEventHandler("onMarkerHit", self.trainingMarkerOut, function(uElement, dim)
if(dim) then
uElement:fadeInPosition(1526.3999023438, -1677.8438720703, 5.890625, 0, 0);
end
end)
self.DutyPickup = createPickup(1564.1484375, -2941.783203125, 219.09289550781, 3, 1275, 100)
setElementInterior(self.DutyPickup, 10)
setElementDimension(self.DutyPickup, 20141)
addEventHandler("onPickupHit", self.DutyPickup,
function(thePlayer)
if (thePlayer:getFaction():getID() == 1) then
if (thePlayer:isDuty()) then
thePlayer:setDuty(false)
thePlayer:setSkin(thePlayer:getSkin())
thePlayer:showInfoBox("info", "Du hast deinen Dienst beendet!")
thePlayer:resetWeapons()
else
thePlayer:setDuty(true)
thePlayer:setSkin(Factions[1]:getRankSkin(thePlayer:getRank()), true)
thePlayer:showInfoBox("info", "Du bist nun in Dienst!")
thePlayer:getInventory():addItem(Items[273], 1);
end
else
thePlayer:showInfoBox("error", "Du bist kein Beamter beim LSPD!")
end
end
)
self.m_uAsservatenPickup = createMarker(1528.4302978516, -2950.0439453125, 220.49133300781, "corona", 1.0, 0, 255, 0, 200);
self.m_uAsservatenPickup:setInterior(10)
self.m_uAsservatenPickup:setDimension(20141);
addEventHandler("onMarkerHit", self.m_uAsservatenPickup, function(hitElement, dim)
if(dim) and(hitElement) and (getElementType(hitElement) == "player") then
if(hitElement:getFaction():getType() == 1) then -- Gute Fraktion
cAsservatenkammer:getInstance():sendPlayerInfo(hitElement)
end
end
end)
addEventHandler("onMarkerLeave", self.m_uAsservatenPickup, function(hitElement, dim)
if(dim) and(hitElement) and (getElementType(hitElement) == "player") then
if(hitElement:getFaction():getType() == 1) then -- Gute Fraktion
cAsservatenkammer:getInstance():unsendPlayerInfo(hitElement)
end
end
end)
self.WeaponPickup = createPickup(1542.3359375, -2950.251953125, 220.49133300781, 3, 1242, 100)
setElementInterior(self.WeaponPickup, 10)
setElementDimension(self.WeaponPickup, 20141)
addEventHandler("onPickupHit", self.WeaponPickup,
function(thePlayer)
if (thePlayer:getFaction():getID() == 1) then
if (thePlayer:isDuty()) then
thePlayer:resetWeapons()
setElementHealth(thePlayer, 100);
if (thePlayer:getRank() == 1) then
thePlayer:addWeapon(22, 150, false) -- 9mm
setPedStat(thePlayer,69,500) -- 9mm Skill auf 500 da sonst Dual-9mm
end
if (thePlayer:getRank() == 2) then
thePlayer:addWeapon(23, 30, false) -- Tazer
thePlayer:addWeapon(25, 150, false) -- Shotgun
thePlayer:addWeapon(29, 540, false) -- MP5
end
if (thePlayer:getRank() == 3) then
thePlayer:addWeapon(23, 30, false) -- Tazer
thePlayer:addWeapon(31, 540, false) -- M4
thePlayer:addWeapon(25, 150, false) -- Shotgun
thePlayer:addWeapon(29, 540, false) -- MP5
thePlayer:addWeapon(17, 1, false) -- Tear Gas
end
if (thePlayer:getRank() == 4) then
thePlayer:addWeapon(23, 30, false) -- Tazer
thePlayer:addWeapon(31, 540, false) -- M4
thePlayer:addWeapon(25, 150, false) -- Shotgun
thePlayer:addWeapon(17, 3, false) -- Tear Gas
thePlayer:addWeapon(29, 540, false) -- MP5
thePlayer:addWeapon(34, 10, false) -- Sniper
end
if (thePlayer:getRank() > 4) then
thePlayer:addWeapon(23, 30, false) -- Tazer
thePlayer:addWeapon(31, 540, false) -- M4
thePlayer:addWeapon(17, 3, false) -- Tear Gas
thePlayer:addWeapon(25, 150, false) -- Shotgun
thePlayer:addWeapon(34, 10, false) -- Sniper
thePlayer:addWeapon(29, 540, false) -- MP5
end
thePlayer:addWeapon(3, 1, false)
thePlayer:showInfoBox("info", "Du bist nun ausgerüstet!")
setPedArmor(thePlayer, 100)
else
thePlayer:showInfoBox("error", "Du bist nicht im Dienst!")
end
else
thePlayer:showInfoBox("error", "Du bist kein Beamter beim LSPD!")
end
end
)
self.Jailmarker1 = createColSphere(1568.7600097656, -1694.1672363281, 5.890625, 5)
self.Jailmarker2 = createColSphere(1564.474609375, -1694.451171875, 4.890625, 5)
local function einknasten(hitElement, matching)
jailFunction(hitElement, matching, 1)
end
addEventHandler("onColShapeHit", self.Jailmarker1, einknasten)
addEventHandler("onColShapeHit", self.Jailmarker2, einknasten)
--[[
self.GarageGate1 = createObject(988, 1589.69995, -1637.76001, 13.1, 0, 0, 181.5)
self.GarageGate2 = createObject(988, 1584.19995, -1637.81006, 13.1, 0, 0, 179.747)
self.GarageShapeSphere = createColSphere(1589.19995, -1637.81006, 13.1, 10)
addEventHandler("onColShapeHit", self.GarageShapeSphere,
function(hitElement, matching)
if ((getElementType(hitElement) == "player") and (matching)) then
if (hitElement:getFaction():getType() == 1) then
local x,y,z = getElementPosition(self.GarageGate1)
local x2,y2,z2 = getElementPosition(self.GarageGate2)
if (math.floor(z) == (13)) then
moveObject(self.GarageGate1, 4000, x,y,z-5)
moveObject(self.GarageGate2, 4000, x2,y2,z-5)
end
end
end
end
)
addEventHandler("onColShapeLeave", self.GarageShapeSphere,
function(hitElement, matching)
if ((getElementType(hitElement) == "player") and (matching)) then
if (hitElement:getFaction():getType() == 1) then
local x,y,z = getElementPosition(self.GarageGate1)
local x2,y2,z2 = getElementPosition(self.GarageGate2)
if (math.floor(z) == (13)-5) then
for k,v in ipairs(getElementsWithinColShape (source, "player")) do
if (v:getFaction():getType() == 1) then
if (v ~= hitElement) then
return false
end
end
end
moveObject(self.GarageGate1, 4000, x,y,13)
moveObject(self.GarageGate2, 4000, x2,y2,13)
end
end
end
end
)
setTimer(
function()
local x,y,z = getElementPosition(self.GarageGate1)
local x2,y2,z2 = getElementPosition(self.GarageGate2)
if (math.floor(z) == (13)-5) then
for k,v in ipairs(getElementsWithinColShape (self.GarageShapeSphere, "player")) do
if (v:getFaction():getType() == 1) then
return false
end
end
moveObject(self.GarageGate1, 4000, x,y,13)
moveObject(self.GarageGate2, 4000, x2,y2,13)
end
end, 20000, 0
)
]]
self.Jailped = createPed(281,1561.38916, -2954.85669, 219.10001, 90, false)
setElementInterior(self.Jailped, 10)
setElementDimension(self.Jailped, 20141)
addEventHandler("onElementClicked", self.Jailped,
function(btn, state, thePlayer)
if ((btn == "left") and (state == "down")) then
outputChatBox("Officer: Klicke mich mit Rechtsklick an um dich zu stellen! (8 Minuten für jedes Wanted)", thePlayer, 255,255,255)
end
if ((btn == "right") and (state == "down")) then
if thePlayer:getWanteds() > 0 then
toggleAllControls (thePlayer, false)
thePlayer:showInfoBox("info","Du wirst in 10 Sekunden eingesperrt!")
setTimer(
function()
if thePlayer:getWanteds() > 0 then
Factions[1]:addDepotMoney(thePlayer:getWanteds()*100)
toggleAllControls (thePlayer, true)
for k2,v2 in ipairs( getElementsByType("player")) do
if (getElementData(v2, "online")) and (v2:getFaction():getType() == 1) then
if (thePlayer:getFaction():getType() == 2) then
outputChatBox("Der Spieler "..thePlayer:getName().." hat sich gestellt und wurde für "..tostring(thePlayer:getWanteds()*4).." Minuten eingesperrt!", v2, 0, 255, 0)
else
outputChatBox("Der Spieler "..thePlayer:getName().." hat sich gestellt und wurde für "..tostring(thePlayer:getWanteds()*8).." Minuten eingesperrt!", v2, 0, 255, 0)
end
end
end
thePlayer:jail(thePlayer:getWanteds()*8, true, 1)
end
end, 10000, 1
)
else
outputChatBox("Officer: Sie werden nicht gesucht!", thePlayer, 255,255,255)
end
end
end
)
setElementData(self.Jailped, "EastereggPed", true)
setElementFrozen(self.Jailped, true)
setWeaponProperty(23, "poor", "damage", 10)
setWeaponProperty(23, "poor", "maximum_clip_ammo", 1)
setWeaponProperty(23, "pro", "damage", 10)
setWeaponProperty(23, "pro", "maximum_clip_ammo", 1)
addCommandHandler("m",
function(thePlayer, cmd, ...)
if not (getElementData(thePlayer, "online")) then return false end
if (thePlayer:getFaction():getType() == 1) then
if (getPedOccupiedVehicle(thePlayer) and getElementData(getPedOccupiedVehicle(thePlayer), "Fraktion") and Factions[getElementData(getPedOccupiedVehicle(thePlayer), "Fraktion")]:getType() == 1 and thePlayer:isDuty()) then
local x,y,z = thePlayer:getPosition()
local sphere = createColSphere(x, y,z, 70)
local parametersTable = {...}
local stringWithAllParameters = table.concat( parametersTable, " " )
for k,v in ipairs(getElementsWithinColShape(sphere, "player")) do
if ((getElementDimension(v) == getElementDimension(thePlayer)) and (getElementInterior(v) == getElementInterior(thePlayer))) then
outputChatBox("[Officer]"..getPlayerName(thePlayer)..": "..stringWithAllParameters, v, 255, 255, 20)
end
end
destroyElement(sphere)
end
end
end
)
setModelHandling(596, "maxVelocity", getOriginalHandling(596)["maxVelocity"]*1.15)
setModelHandling(599, "maxVelocity", getOriginalHandling(599)["maxVelocity"]*1.15)
setModelHandling(523, "maxVelocity", getOriginalHandling(523)["maxVelocity"]*1.15)
end
function CLSPD:destructor()
end
LSPD = new(CLSPD)
|
local tortusBase = require "tortus.tortusBase"
local navModule = {}
---Returns the turtle's position
---@return table
function navModule.getPos()
tortusBase.updatePosition()
return tortusBase.cache.position.handle
end
---Returns the turtle's cardinal direction
---@return string
function navModule.getFacing()
return tortusBase.cache.direction
end
--------------------------------------------------
--[[
internal logic for most movement functions
]]
local function internalMovement(count, direction, reverse)
count = count or 1
local is_success
local blocksMoved = count
if count > tortusBase.turtle.getFuelLevel() then
return false, 0
end
tortusBase.updatePosition()
for i = 1, count do
is_success = tortusBase.turtle[direction]()
if not is_success then
blocksMoved = i - 1
break
else
tortusBase.cache.lastCardinalMovement = tortusBase.cache.direction
tortusBase.cache.movementLog[#tortusBase.cache.movementLog.handle + 1] = {
move = direction,
reverse = reverse
}
end
end
return is_success, blocksMoved
end
--
---Moves the turtle forward.
---@param count number
---@return boolean
---@return number
function navModule.forward(count)
return internalMovement(count, "forward", "back")
end
---Moves the turtle backward.
---@param count number
---@return boolean
---@return number
function navModule.back(count)
return internalMovement(count, "back", "forward")
end
---Moves the turtle upward.
---@param count number
---@return boolean
---@return number
function navModule.up(count)
internalMovement(count, "up", "down")
end
---Moves the turtle downward.
---@param count number
---@return boolean
---@return number
function navModule.down(count)
internalMovement(count, "down", "up")
end
---Turns the turtle left once.
function navModule.turnLeft()
tortusBase.cache.direction = tortusBase.directionLookup[tortusBase.cache.direction].left
tortusBase.cache.movementLog[#tortusBase.cache.movementLog.handle + 1] = {
move = "turnLeft",
reverse = "turnRight"
}
return tortusBase.turtle.turnLeft()
end
---Turns the turtle right once.
function navModule.turnRight()
tortusBase.cache.direction = tortusBase.directionLookup[tortusBase.cache.direction].right
tortusBase.cache.movementLog[#tortusBase.cache.movementLog.handle + 1] = {
move = "turnRight",
reverse = "turnLeft"
}
return tortusBase.turtle.turnRight()
end
---Turns the turtle the opposite direction.
function navModule.reverse()
tortusBase.cache.direction = tortusBase.directionLookup[tortusBase.cache.direction].back
tortusBase.cache.movementLog[#tortusBase.cache.movementLog.handle + 1] = {
move = "turnRight",
reverse = "turnLeft"
}
tortusBase.cache.movementLog[#tortusBase.cache.movementLog.handle + 1] = {
move = "turnRight",
reverse = "turnLeft"
}
tortusBase.turtle.turnRight()
return tortusBase.turtle.turnRight()
end
--------------------------------------------------
--[[
internal logic for both strafe functions
]]
local function internalStrafe(firstDir, secDir, count)
firstDir()
local is_success, blocksMoved = navModule.forward(count)
secDir()
return is_success, blocksMoved
end
--
---Moves the turtle to its left
---@param count number
function navModule.strafeLeft(count)
return internalStrafe(navModule.turnLeft, navModule.turnRight, count)
end
---Moves the turtle to its right
---@param count number
function navModule.strafeRight(count)
return internalStrafe(navModule.turnRight, navModule.turnLeft, count)
end
---Undoes any movements made previously by the turtle.
---@param count number
---@return boolean
---@return number
---@return string|nil
function navModule.undoMovement(count)
local reduceRotations = 0
local lastRotation = "none"
local movementLog = {}
count = count or 1
if count > #tortusBase.cache.movementLog.handle then
count = #tortusBase.cache.movementLog.handle
end
for i = 1, count do
movementLog[i] = tortusBase.cache.movementLog[i].reverse
end
local fuelCheck = 0
for i = 1, count do
if movementLog[i] ~= "turnLeft" and movementLog[i] ~= "turnRight" then
fuelCheck = fuelCheck + 1
end
end
if fuelCheck > tortusBase.turtle.getFuelLevel() then
return false, 0
end
for i = 1, count do
local movement = table.remove(movementLog, #movementLog)
if reduceRotations > 0 and (movement ~= lastRotation or i == count) then
if movement == lastRotation then
reduceRotations = reduceRotations + 1
end
local totalRots = reduceRotations % 4
if totalRots == 3 then
totalRots = 1
lastRotation = lastRotation == "turnLeft" and "turnRight" or "turnLeft"
end
if totalRots > 0 then
for _ = 1, totalRots do
navModule[lastRotation]()
end
end
end
if (movement == "turnLeft" or movement == "turnRight") then
if i < count then
if lastRotation~=movement then
lastRotation = movement
reduceRotations = 1
else
reduceRotations = reduceRotations + 1
end
elseif reduceRotations == 0 then
navModule[movement]()
end
else
local is_Success = navModule[movement]()
reduceRotations = 0
lastRotation = "none"
if not is_Success then
table.insert(movementLog, 1, movement)
tortusBase.cache.movementLog = movementLog
return false, i, movement
end
end
end
tortusBase.cache.movementLog = movementLog
return true, count
end
---Undoes all movement recorded by the turtle.
---@return boolean
---@return number
---@return string|nil
function navModule.undoAllMovement()
return navModule.undoMovement(#tortusBase.cache.movementLog.handle)
end
---Clears the turtle's movement history.
function navModule.clearLog()
tortusBase.cache.movementLog = {}
end
for k, v in next, navModule do
tortusBase.library[k] = v
end
return navModule |
-- _ _ _ _
-- /\ | | | | | | | |
-- / \ | |_| | __ _ ___ ___| |__ __ _| |_
-- / /\ \| __| |/ _` / __| / __| '_ \ / _` | __|
-- / ____ \ |_| | (_| \__ \ | (__| | | | (_| | |_
-- /_/ \_\__|_|\__,_|___/ \___|_| |_|\__,_|\__|
--
--
-- © 2014 metromod.net do not share or re-distribute
-- without permission of its author (Chewgum - [email protected]).
--
AddCSLuaFile()
if (SERVER) then
AddCSLuaFile("atlaschat/cl_init.lua")
include("atlaschat/init.lua")
else
include("atlaschat/cl_init.lua")
end
if (atlaschat) then
if (CLIENT) then
MsgC(color_green, "Atlas chat v" .. atlaschat.version:GetString() .. " has loaded!\n")
else
MsgC(color_green, "Atlas chat has loaded!\n")
end
else
MsgC(color_red, "Atlas chat failed to load!\n")
end |