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----------------------------------- -- Area: Bhaflau Thickets -- Mob: Sea Puk -- Note: Place holder Nis Puk ----------------------------------- local ID = require("scripts/zones/Bhaflau_Thickets/IDs") require("scripts/globals/mobs") function onMobDeath(mob, player, isKiller) end function onMobDespawn(mob) tpz.mob.phOnDespawn(mob, ID.mob.NIS_PUK_PH, 5, 43200) -- 12 hours end
-- LoadModule is by default included in 5.3, If people use 5.1 load 5.3's version manualy. if not LoadModule then function LoadModule(ModuleName,...) local Path = THEME:GetCurrentThemeDirectory().."Modules/"..ModuleName if THEME.get_theme_fallback_list then -- pre-5.1 support. for _,theme in pairs(THEME:get_theme_fallback_list()) do if not FILEMAN:DoesFileExist(Path) then Path = "Appearance/Themes/"..theme.."/Modules/"..ModuleName end end end if not FILEMAN:DoesFileExist(Path) then Path = "Appearance/Themes/_fallback/Modules/"..ModuleName end if ... then return loadfile(Path)(...) end return loadfile(Path)() end end -- We hate using globals, So use 1 global table. TF_WHEEL = {} TF_WHEEL.StyleDB = { ["dance_single"] = "single", ["dance_double"] = "double", ["dance_couple"] = "couple", ["dance_solo"] = "solo", ["dance_threepanel"] = "threepanel", ["dance_routine"] = "routine", ["pump_single"] = "single", ["pump_halfdouble"] = "halfdouble", ["pump_double"] = "double", ["pump_couple"] = "couple", ["pump_routine"] = "routine", ["ez2_single"] = "single", ["ez2_double"] = "double", ["ez2-real"] = "real", ["para_single"] = "single", ["para_double"] = "double", ["para_eight"] = "single-eight", ["ds3ddx_single"] = "single", ["bm_single5"] = "single5", ["bm_double5"] = "double5", ["bm_single7"] = "single7", ["bm_double7"] = "double7", ["maniax_single"] = "single", ["maniax_double"] = "double", ["techno_single4"] = "single4", ["techno_single5"] = "single5", ["techno_single8"] = "single8", ["techno_single9"] = "single9", ["techno_double4"] = "double4", ["techno_double5"] = "double5", ["techno_double8"] = "double8", ["techno_double9"] = "double9", ["pnm_three"] = "popn-three", ["pnm_four"] = "pnm-four", ["pnm_five"] = "popn-five", ["pnm_seven"] = "popn-seven", ["pnm_nine"] = "popn-nine", ["gddm_new"] = "gddm-new", ["gddm_old"] = "gddm-old", ["guitar_five"] = "guitar-five", ["bass_six"] = "bass-six", ["guitar_six"] = "guitar-six", ["guitar_three"] = "guitar-three", ["bass_four"] = "bass-four", ["gh_solo"] = "solo", ["gh_solo6"] = "solo6", ["gh_bass"] = "bass", ["gh_bass6"] = "bass6", ["gh_rhythm"] = "rhythm", ["gh_rhythm6"] = "rhythm6", ["kb1_single"] = "single1", ["kb2_single"] = "single2", ["kb3_single"] = "single3", ["kb4_single"] = "single4", ["kb5_single"] = "single5", ["kb6_single"] = "single6", ["kb7_single"] = "single7", ["kb8_single"] = "single8", ["kb9_single"] = "single9", ["kb10_single"] = "single10", ["kb11_single"] = "single11", ["kb12_single"] = "single12", ["kb13_single"] = "single13", ["kb14_single"] = "single14", ["kb15_single"] = "single15", ["taiko"] = "taiko-single", ["lights_cabinet"] = "cabinet", ["kickbox_human"] = "human", ["kickbox_quadarm"] = "quadarm", ["kickbox_insect"] = "insect", ["kickbox_arachnid"] = "arachnid" } TF_WHEEL.MPath = THEME:GetCurrentThemeDirectory().."Modules/" function Actor:ForParent(Amount) local CurSelf = self for i = 1,Amount do CurSelf = CurSelf:GetParent() end return CurSelf end -- Change Difficulties to numbers. TF_WHEEL.DiffTab = { ["Difficulty_Beginner"] = 1, ["Difficulty_Easy"] = 2, ["Difficulty_Medium"] = 3, ["Difficulty_Hard"] = 4, ["Difficulty_Challenge"] = 5, ["Difficulty_Edit"] = 6 } -- Resize function, We use this to resize images to size while keeping aspect ratio. function TF_WHEEL.Resize(width,height,setwidth,sethight) if height >= sethight and width >= setwidth then if height*(setwidth/sethight) >= width then return sethight/height else return setwidth/width end elseif height >= sethight then return sethight/height elseif width >= setwidth then return setwidth/width else return 1 end end -- TO WRITE DOC. function TF_WHEEL.CountingNumbers(self,NumStart,NumEnd,Duration,format) self:stoptweening() TF_WHEEL.Cur = 1 TF_WHEEL.Count = {} if format == nil then format = "%.0f" end local Length = (NumEnd - NumStart)/10 if string.format("%.0f",Length) == "0" then Length = 1 end if string.format("%.0f",Length) == "-0" then Length = -1 end if not self:GetCommand("Count") then self:addcommand("Count",function(self) self:settext(TF_WHEEL.Count[TF_WHEEL.Cur]) TF_WHEEL.Cur = TF_WHEEL.Cur + 1 end) end for n = NumStart,NumEnd,string.format("%.0f",Length) do TF_WHEEL.Count[#TF_WHEEL.Count+1] = string.format(format,n) self:sleep(Duration/10):queuecommand("Count") end TF_WHEEL.Count[#TF_WHEEL.Count+1] = string.format(format,NumEnd) self:sleep(Duration/10):queuecommand("Count") end -- Main Input Function. -- We use this so we can do ButtonCommand. -- Example: MenuLeftCommand=function(self) end. function TF_WHEEL.Input(self) return function(event) if not event.PlayerNumber then return end self.pn = event.PlayerNumber if ToEnumShortString(event.type) == "FirstPress" or ToEnumShortString(event.type) == "Repeat" then self:queuecommand(event.GameButton) end if ToEnumShortString(event.type) == "Release" then self:queuecommand(event.GameButton.."Release") end end end
--*********************************************************** --** ROBERT JOHNSON ** --*********************************************************** ---@class ISSafehousesList : ISPanel ISSafehousesList = ISPanel:derive("ISSafehousesList"); ISSafehousesList.messages = {}; local FONT_HGT_SMALL = getTextManager():getFontHeight(UIFont.Small) local FONT_HGT_MEDIUM = getTextManager():getFontHeight(UIFont.Medium) --************************************************************************-- --** ISSafehousesList:initialise --** --************************************************************************-- function ISSafehousesList:initialise() ISPanel.initialise(self); local btnWid = 100 local btnHgt = math.max(25, FONT_HGT_SMALL + 3 * 2) local padBottom = 10 self.no = ISButton:new(10, self:getHeight() - padBottom - btnHgt, btnWid, btnHgt, getText("IGUI_CraftUI_Close"), self, ISSafehousesList.onClick); self.no.internal = "CANCEL"; self.no.anchorTop = false self.no.anchorBottom = true self.no:initialise(); self.no:instantiate(); self.no.borderColor = {r=1, g=1, b=1, a=0.1}; self:addChild(self.no); local listY = 20 + FONT_HGT_MEDIUM + 20 self.datas = ISScrollingListBox:new(10, listY, self.width - 20, self.height - padBottom - btnHgt - padBottom - listY); self.datas:initialise(); self.datas:instantiate(); self.datas.itemheight = FONT_HGT_SMALL + 2 * 2; self.datas.selected = 0; self.datas.joypadParent = self; self.datas.font = UIFont.NewSmall; self.datas.doDrawItem = self.drawDatas; self.datas.drawBorder = true; self:addChild(self.datas); self.teleportBtn = ISButton:new(self:getWidth() - btnWid - 10, self:getHeight() - padBottom - btnHgt, btnWid, btnHgt, getText("IGUI_PlayerStats_Teleport"), self, ISSafehousesList.onClick); self.teleportBtn.internal = "TELEPORT"; self.teleportBtn.anchorTop = false self.teleportBtn.anchorBottom = true self.teleportBtn:initialise(); self.teleportBtn:instantiate(); self.teleportBtn.borderColor = {r=1, g=1, b=1, a=0.1}; self:addChild(self.teleportBtn); self.teleportBtn.enable = false; self.viewBtn = ISButton:new(self.teleportBtn.x - self.teleportBtn.width - 10, self:getHeight() - padBottom - btnHgt, btnWid, btnHgt, getText("IGUI_PlayerStats_View"), self, ISSafehousesList.onClick); self.viewBtn.internal = "VIEW"; self.viewBtn.anchorTop = false self.viewBtn.anchorBottom = true self.viewBtn:initialise(); self.viewBtn:instantiate(); self.viewBtn.borderColor = {r=1, g=1, b=1, a=0.1}; self:addChild(self.viewBtn); self.viewBtn.enable = false; self:populateList(); end function ISSafehousesList:populateList() self.datas:clear(); for i=0,SafeHouse.getSafehouseList():size()-1 do local safe = SafeHouse.getSafehouseList():get(i); self.datas:addItem(safe:getTitle(), safe); end end function ISSafehousesList:drawDatas(y, item, alt) local a = 0.9; -- self.parent.selectedSafehouse = nil; self:drawRectBorder(0, (y), self:getWidth(), self.itemheight - 1, a, self.borderColor.r, self.borderColor.g, self.borderColor.b); if self.selected == item.index then self:drawRect(0, (y), self:getWidth(), self.itemheight - 1, 0.3, 0.7, 0.35, 0.15); self.parent.teleportBtn.enable = true; self.parent.viewBtn.enable = true; self.parent.selectedSafehouse = item.item; end self:drawText(item.item:getTitle() .. " - " .. getText("IGUI_FactionUI_FactionsListPlayers", item.item:getPlayers():size() + 1, item.item:getOwner()), 10, y + 2, 1, 1, 1, a, self.font); return y + self.itemheight; end function ISSafehousesList:prerender() local z = 20; local splitPoint = 100; local x = 10; self:drawRect(0, 0, self.width, self.height, self.backgroundColor.a, self.backgroundColor.r, self.backgroundColor.g, self.backgroundColor.b); self:drawRectBorder(0, 0, self.width, self.height, self.borderColor.a, self.borderColor.r, self.borderColor.g, self.borderColor.b); self:drawText(getText("IGUI_AdminPanel_SeeSafehouses"), self.width/2 - (getTextManager():MeasureStringX(UIFont.Medium, getText("IGUI_AdminPanel_SeeSafehouses")) / 2), z, 1,1,1,1, UIFont.Medium); z = z + 30; end function ISSafehousesList:onClick(button) if button.internal == "CANCEL" then self:close() end if button.internal == "TELEPORT" then self.player:setX(self.selectedSafehouse:getX()); self.player:setY(self.selectedSafehouse:getY()); self.player:setZ(0); self.player:setLx(self.selectedSafehouse:getX()); self.player:setLy(self.selectedSafehouse:getY()); self.player:setLz(0); end if button.internal == "VIEW" then local safehouseUI = ISSafehouseUI:new(getCore():getScreenWidth() / 2 - 250,getCore():getScreenHeight() / 2 - 225, 500, 450, self.selectedSafehouse, self.player); safehouseUI:initialise() safehouseUI:addToUIManager() end end function ISSafehousesList:close() self:setVisible(false) self:removeFromUIManager() ISSafehousesList.instance = nil end --************************************************************************-- --** ISSafehousesList:new --** --************************************************************************-- function ISSafehousesList:new(x, y, width, height, player) local o = {} x = getCore():getScreenWidth() / 2 - (width / 2); y = getCore():getScreenHeight() / 2 - (height / 2); o = ISPanel:new(x, y, width, height); setmetatable(o, self) self.__index = self o.borderColor = {r=0.4, g=0.4, b=0.4, a=1}; o.backgroundColor = {r=0, g=0, b=0, a=0.8}; o.width = width; o.height = height; o.player = player; o.selectedFaction = nil; o.moveWithMouse = true; ISSafehousesList.instance = o; return o; end function ISSafehousesList.OnSafehousesChanged() if ISSafehousesList.instance then ISSafehousesList.instance:populateList() end end Events.OnSafehousesChanged.Add(ISSafehousesList.OnSafehousesChanged)
object_tangible_loot_mustafar_cube_loot_cube_loot_1w = object_tangible_loot_mustafar_cube_loot_shared_cube_loot_1w:new { } ObjectTemplates:addTemplate(object_tangible_loot_mustafar_cube_loot_cube_loot_1w, "object/tangible/loot/mustafar/cube/loot/cube_loot_1w.iff")
local IdGenerator = {} local id = 0 function IdGenerator:getId() id = id + 1 return id end return IdGenerator
local Sink Sink = require("debugkit.log").Sink local safeOpen, getSize do local _obj_0 = require("filekit") safeOpen, getSize = _obj_0.safeOpen, _obj_0.getSize end local levels levels = function(t) local _tbl_0 = { } for i, v in ipairs(t) do _tbl_0[v] = i end return _tbl_0 end local inverse = levels local _cache_contains = { } local contains contains = function(e, t) if not (_cache_contains[t]) then _cache_contains[t] = inverse(t) end return _cache_contains[t][e] and true or false end local sink = { } local encode do local ok, json = pcall(function() return require("cjson") end) if ok then encode = json.encode end ok, json = pcall(function() return require("dkjson") end) if ok then encode = json.encode end ok, json = pcall(function() return require("json") end) if ok then encode = json.encode else local _ _ = function() return 404 end end end sink.json = function() return Sink({ write = function(self, L, tag, level, msg) local data = { name = L.name, level = L.level, time = L.time(), date = L.date(), exclude = L.exclude, flag = self.flag } msg = encode({ message = msg, level = level, data = data, tag = tag }) if (msg == 404) or (msg == nil) then return end if (L.levels[level] >= L.levels[L.level]) and (not contains(tag, L.exclude)) then return io.write(msg) end end }) end sink.rollingFile = function(file, size) if size == nil then size = 1000000 end return Sink({ open = function(self, f) if f == nil then f = file end self.flag.current = f if not (self.flag.opened) then local fh = safeOpen(f, "a") if fh.error then error("sink.rollingFile $ could not open file " .. tostring(f) .. "!") end self.fh, self.flag.opened = fh, true end if not (self.flag.initialized) then self.flag.size = self.flag.size or size self.flag.filename = self.flag.filename or file self.flag.count = self.flag.count or 0 self.flag.initialized = true end end, write = function(self, L, tag, level, msg) if self.flag.opened then if ((getSize(self.flag.current)) + #msg) < self.flag.size then if (L.levels[level] >= L.levels[L.level]) and (not contains(tag, L.exclude)) then return self.fh:write(msg) end else self:close() self.flag.count = self.flag.count + 1 self:open(tostring(self.flag.filename) .. "." .. tostring(self.flag.count)) return self:write(L, level, msg) end else return error("sink.file $ sink is not open!") end end, close = function(self) if self.flag.opened then self.fh:close() self.flag.opened = false end end }) end return sink
local __Scripts = LibStub:GetLibrary("ovale/Scripts") local OvaleScripts = __Scripts.OvaleScripts do local name = "icyveins_monk_brewmaster" local desc = "[7.3.2] Icy-Veins: Monk Brewmaster" local code = [[ Include(ovale_common) Include(ovale_trinkets_mop) Include(ovale_trinkets_wod) Include(ovale_monk_spells) AddCheckBox(opt_interrupt L(interrupt) default specialization=brewmaster) AddCheckBox(opt_melee_range L(not_in_melee_range) specialization=brewmaster) AddCheckBox(opt_monk_bm_aoe L(AOE) default specialization=brewmaster) AddCheckBox(opt_use_consumables L(opt_use_consumables) default specialization=brewmaster) AddFunction BrewmasterHealMe { unless(DebuffPresent(healing_immunity_debuff)) { if (HealthPercent() < 35) { Spell(healing_elixir) Spell(expel_harm) } if (HealthPercent() <= 100 - (15 * 2.6)) Spell(healing_elixir) if (HealthPercent() < 35) UseHealthPotions() } } AddFunction StaggerPercentage { StaggerRemaining() / MaxHealth() * 100 } AddFunction BrewmasterRangeCheck { if CheckBoxOn(opt_melee_range) and not target.InRange(tiger_palm) Texture(misc_arrowlup help=L(not_in_melee_range)) } AddFunction BrewMasterIronskinMin { if(DebuffRemaining(any_stagger_debuff) > BaseDuration(ironskin_brew_buff)) BaseDuration(ironskin_brew_buff) DebuffRemaining(any_stagger_debuff) } AddFunction BrewmasterDefaultShortCDActions { # keep ISB up always when taking dmg if BuffRemaining(ironskin_brew_buff) < BrewMasterIronskinMin() Spell(ironskin_brew text=min) # keep stagger below 100% (or 30% when BOB is up) if (StaggerPercentage() >= 100 or (StaggerPercentage() >= 30 and Talent(black_ox_brew_talent) and SpellCooldown(black_ox_brew) <= 0)) Spell(purifying_brew) # use black_ox_brew when at 0 charges and low energy (or in an emergency) if ((SpellCharges(purifying_brew) == 0) and (Energy() < 40 or StaggerPercentage() >= 60 or BuffRemaining(ironskin_brew_buff) < BrewMasterIronskinMin())) Spell(black_ox_brew) # heal mean BrewmasterHealMe() # range check BrewmasterRangeCheck() unless StaggerPercentage() > 100 or BrewmasterHealMe() { # purify heavy stagger when we have enough ISB if (StaggerPercentage() >= 60 and (BuffRemaining(ironskin_brew_buff) >= 2*BaseDuration(ironskin_brew_buff))) Spell(purifying_brew) # always bank 1 charge (or bank 2 with light_brewing) unless (SpellCharges(ironskin_brew count=0) <= SpellData(ironskin_brew charges)-2) { # never be at (almost) max charges unless (SpellFullRecharge(ironskin_brew) > 3) { if (BuffRemaining(ironskin_brew_buff) < 2*BaseDuration(ironskin_brew_buff)) Spell(ironskin_brew text=max) if (StaggerPercentage() > 30 or Talent(special_delivery_talent)) Spell(purifying_brew text=max) } # keep brew-stache rolling if (IncomingDamage(4 physical=1)>0 and HasArtifactTrait(brew_stache_trait) and BuffExpires(brew_stache_buff)) { if (BuffRemaining(ironskin_brew_buff) < 2*BaseDuration(ironskin_brew_buff)) Spell(ironskin_brew text=stache) if (StaggerPercentage() > 30) Spell(purifying_brew text=stache) } # purify stagger when talent elusive dance if (Talent(elusive_dance_talent) and BuffExpires(elusive_dance_buff)) Spell(purifying_brew) } } } # # Single-Target # AddFunction BrewmasterDefaultMainActions { if Talent(blackout_combo_talent) BrewmasterBlackoutComboMainActions() unless Talent(blackout_combo_talent) { Spell(keg_smash) Spell(blackout_strike) if (target.DebuffPresent(keg_smash_debuff)) Spell(breath_of_fire) if (BuffRefreshable(rushing_jade_wind_buff)) Spell(rushing_jade_wind) if (EnergyDeficit() <= 35 or (Talent(black_ox_talent) and SpellCooldown(black_ox_brew) <= 0)) Spell(tiger_palm) Spell(chi_burst) Spell(chi_wave) Spell(exploding_keg) } } AddFunction BrewmasterBlackoutComboMainActions { if(not BuffPresent(blackout_combo_buff) or SpellCharges(ironskin_brew) == 0) Spell(keg_smash) if(not BuffPresent(blackout_combo_buff)) Spell(blackout_strike) if(BuffPresent(blackout_combo_buff)) Spell(tiger_palm) unless BuffPresent(blackout_combo_buff) { if target.DebuffPresent(keg_smash_debuff) Spell(breath_of_fire) if BuffRefreshable(rushing_jade_wind_buff) Spell(rushing_jade_wind) Spell(chi_burst) Spell(chi_wave) Spell(exploding_keg) } } # # AOE # AddFunction BrewmasterDefaultAoEActions { if(Talent(blackout_combo_talent) and not BuffPresent(blackout_combo_buff)) Spell(blackout_strike) Spell(exploding_keg) Spell(keg_smash) Spell(chi_burst) Spell(chi_wave) if (target.DebuffPresent(keg_smash_debuff) and (not HasEquippedItem(salsalabims_lost_tunic) or not BuffPresent(blackout_combo_buff))) Spell(breath_of_fire) if (BuffRefreshable(rushing_jade_wind_buff)) Spell(rushing_jade_wind) if (EnergyDeficit() <= 35 or (Talent(black_ox_talent) and SpellCooldown(black_ox_brew) <= 0)) Spell(tiger_palm) if (not BuffPresent(blackout_combo_buff)) Spell(blackout_strike) } AddFunction BrewmasterBlackoutComboAoEActions { if(not BuffPresent(blackout_combo_buff)) Spell(blackout_strike) if(BuffPresent(blackout_combo_buff)) { Spell(keg_smash) Spell(breath_of_fire) Spell(tiger_palm) } unless (BuffPresent(blackout_combo_buff)) { Spell(exploding_keg) Spell(rushing_jade_wind) Spell(chi_burst) Spell(chi_wave) if EnergyDeficit() <= 35 Spell(tiger_palm) } } AddFunction BrewmasterDefaultCdActions { BrewmasterInterruptActions() if not PetPresent(name=Niuzao) Spell(invoke_niuzao) if (HasEquippedItem(firestone_walkers)) Spell(fortifying_brew) if (HasEquippedItem(shifting_cosmic_sliver)) Spell(fortifying_brew) if (HasEquippedItem(fundamental_observation)) Spell(zen_meditation text=FO) Item(Trinket0Slot usable=1 text=13) Item(Trinket1Slot usable=1 text=14) Spell(fortifying_brew) Spell(dampen_harm) if CheckBoxOn(opt_use_consumables) Item(unbending_potion usable=1) Spell(zen_meditation) UseRacialSurvivalActions() } AddFunction BrewmasterInterruptActions { if CheckBoxOn(opt_interrupt) and not target.IsFriend() and target.Casting() { if target.InRange(spear_hand_strike) and target.IsInterruptible() Spell(spear_hand_strike) if target.Distance(less 5) and not target.Classification(worldboss) Spell(leg_sweep) if target.Distance(less 8) and target.IsInterruptible() Spell(arcane_torrent_chi) if target.InRange(quaking_palm) and not target.Classification(worldboss) Spell(quaking_palm) if target.Distance(less 5) and not target.Classification(worldboss) Spell(war_stomp) if target.InRange(paralysis) and not target.Classification(worldboss) Spell(paralysis) } } AddIcon help=shortcd specialization=brewmaster { BrewmasterDefaultShortCDActions() } AddIcon enemies=1 help=main specialization=brewmaster { BrewmasterDefaultMainActions() } AddIcon checkbox=opt_monk_bm_aoe help=aoe specialization=brewmaster { BrewmasterDefaultAoEActions() } AddIcon help=cd specialization=brewmaster { BrewmasterDefaultCdActions() } ]] OvaleScripts:RegisterScript("MONK", "brewmaster", name, desc, code, "script") end do local name = "sc_monk_windwalker_t19" local desc = "[7.0] Simulationcraft: Monk_Windwalker_T19" local code = [[ # Based on SimulationCraft profile "Monk_Windwalker_T19P". # class=monk # spec=windwalker # talents=3010032 Include(ovale_common) Include(ovale_trinkets_mop) Include(ovale_trinkets_wod) Include(ovale_monk_spells) AddCheckBox(opt_interrupt L(interrupt) default specialization=windwalker) AddCheckBox(opt_melee_range L(not_in_melee_range) specialization=windwalker) AddCheckBox(opt_use_consumables L(opt_use_consumables) default specialization=windwalker) AddCheckBox(opt_touch_of_death_on_elite_only L(touch_of_death_on_elite_only) default specialization=windwalker) AddCheckBox(opt_touch_of_karma SpellName(touch_of_karma) specialization=windwalker) AddCheckBox(opt_chi_burst SpellName(chi_burst) default specialization=windwalker) AddCheckBox(opt_storm_earth_and_fire SpellName(storm_earth_and_fire) specialization=windwalker) AddFunction WindwalkerInterruptActions { if CheckBoxOn(opt_interrupt) and not target.IsFriend() and target.Casting() { if target.InRange(paralysis) and not target.Classification(worldboss) Spell(paralysis) if target.Distance(less 5) and not target.Classification(worldboss) Spell(war_stomp) if target.InRange(quaking_palm) and not target.Classification(worldboss) Spell(quaking_palm) if target.Distance(less 8) and target.IsInterruptible() Spell(arcane_torrent_chi) if target.Distance(less 5) and not target.Classification(worldboss) Spell(leg_sweep) if target.InRange(spear_hand_strike) and target.IsInterruptible() Spell(spear_hand_strike) } } AddFunction WindwalkerGetInMeleeRange { if CheckBoxOn(opt_melee_range) and not target.InRange(tiger_palm) Texture(misc_arrowlup help=L(not_in_melee_range)) } ### actions.st AddFunction WindwalkerStMainActions { #call_action_list,name=cd WindwalkerCdMainActions() unless WindwalkerCdMainPostConditions() { #tiger_palm,cycle_targets=1,if=!prev_gcd.1.tiger_palm&energy.time_to_max<=0.5&chi.max-chi>=2 if not PreviousGCDSpell(tiger_palm) and TimeToMaxEnergy() <= 0 and MaxChi() - Chi() >= 2 Spell(tiger_palm) #strike_of_the_windlord,if=!talent.serenity.enabled|cooldown.serenity.remains>=10 if not Talent(serenity_talent) or SpellCooldown(serenity) >= 10 Spell(strike_of_the_windlord) #rising_sun_kick,cycle_targets=1,if=((chi>=3&energy>=40)|chi>=5)&(!talent.serenity.enabled|cooldown.serenity.remains>=6) if { Chi() >= 3 and Energy() >= 40 or Chi() >= 5 } and { not Talent(serenity_talent) or SpellCooldown(serenity) >= 6 } Spell(rising_sun_kick) #fists_of_fury,if=talent.serenity.enabled&!equipped.drinking_horn_cover&cooldown.serenity.remains>=5&energy.time_to_max>2 if Talent(serenity_talent) and not HasEquippedItem(drinking_horn_cover) and SpellCooldown(serenity) >= 5 and TimeToMaxEnergy() > 2 Spell(fists_of_fury) #fists_of_fury,if=talent.serenity.enabled&equipped.drinking_horn_cover&(cooldown.serenity.remains>=15|cooldown.serenity.remains<=4)&energy.time_to_max>2 if Talent(serenity_talent) and HasEquippedItem(drinking_horn_cover) and { SpellCooldown(serenity) >= 15 or SpellCooldown(serenity) <= 4 } and TimeToMaxEnergy() > 2 Spell(fists_of_fury) #fists_of_fury,if=!talent.serenity.enabled&energy.time_to_max>2 if not Talent(serenity_talent) and TimeToMaxEnergy() > 2 Spell(fists_of_fury) #rising_sun_kick,cycle_targets=1,if=!talent.serenity.enabled|cooldown.serenity.remains>=5 if not Talent(serenity_talent) or SpellCooldown(serenity) >= 5 Spell(rising_sun_kick) #whirling_dragon_punch if SpellCooldown(fists_of_fury) > 0 and SpellCooldown(rising_sun_kick) > 0 Spell(whirling_dragon_punch) #blackout_kick,cycle_targets=1,if=!prev_gcd.1.blackout_kick&chi.max-chi>=1&set_bonus.tier21_4pc&(!set_bonus.tier19_2pc|talent.serenity.enabled|buff.bok_proc.up) if not PreviousGCDSpell(blackout_kick) and MaxChi() - Chi() >= 1 and ArmorSetBonus(T21 4) and { not ArmorSetBonus(T19 2) or Talent(serenity_talent) or BuffPresent(bok_proc_buff) } Spell(blackout_kick) #spinning_crane_kick,if=(active_enemies>=3|(buff.bok_proc.up&chi.max-chi>=0))&!prev_gcd.1.spinning_crane_kick&set_bonus.tier21_4pc if { Enemies() >= 3 or BuffPresent(bok_proc_buff) and MaxChi() - Chi() >= 0 } and not PreviousGCDSpell(spinning_crane_kick) and ArmorSetBonus(T21 4) Spell(spinning_crane_kick) #crackling_jade_lightning,if=equipped.the_emperors_capacitor&buff.the_emperors_capacitor.stack>=19&energy.time_to_max>3 if HasEquippedItem(the_emperors_capacitor) and BuffStacks(the_emperors_capacitor_buff) >= 19 and TimeToMaxEnergy() > 3 Spell(crackling_jade_lightning) #crackling_jade_lightning,if=equipped.the_emperors_capacitor&buff.the_emperors_capacitor.stack>=14&cooldown.serenity.remains<13&talent.serenity.enabled&energy.time_to_max>3 if HasEquippedItem(the_emperors_capacitor) and BuffStacks(the_emperors_capacitor_buff) >= 14 and SpellCooldown(serenity) < 13 and Talent(serenity_talent) and TimeToMaxEnergy() > 3 Spell(crackling_jade_lightning) #spinning_crane_kick,if=active_enemies>=3&!prev_gcd.1.spinning_crane_kick if Enemies() >= 3 and not PreviousGCDSpell(spinning_crane_kick) Spell(spinning_crane_kick) #rushing_jade_wind,if=chi.max-chi>1&!prev_gcd.1.rushing_jade_wind if MaxChi() - Chi() > 1 and not PreviousGCDSpell(rushing_jade_wind) Spell(rushing_jade_wind) #blackout_kick,cycle_targets=1,if=(chi>1|buff.bok_proc.up|(talent.energizing_elixir.enabled&cooldown.energizing_elixir.remains<cooldown.fists_of_fury.remains))&((cooldown.rising_sun_kick.remains>1&(!artifact.strike_of_the_windlord.enabled|cooldown.strike_of_the_windlord.remains>1)|chi>2)&(cooldown.fists_of_fury.remains>1|chi>3)|prev_gcd.1.tiger_palm)&!prev_gcd.1.blackout_kick if { Chi() > 1 or BuffPresent(bok_proc_buff) or Talent(energizing_elixir_talent) and SpellCooldown(energizing_elixir) < SpellCooldown(fists_of_fury) } and { { SpellCooldown(rising_sun_kick) > 1 and { not HasArtifactTrait(strike_of_the_windlord) or SpellCooldown(strike_of_the_windlord) > 1 } or Chi() > 2 } and { SpellCooldown(fists_of_fury) > 1 or Chi() > 3 } or PreviousGCDSpell(tiger_palm) } and not PreviousGCDSpell(blackout_kick) Spell(blackout_kick) #chi_wave,if=energy.time_to_max>1 if TimeToMaxEnergy() > 1 Spell(chi_wave) #chi_burst,if=energy.time_to_max>1 if TimeToMaxEnergy() > 1 and CheckBoxOn(opt_chi_burst) Spell(chi_burst) #tiger_palm,cycle_targets=1,if=!prev_gcd.1.tiger_palm&(chi.max-chi>=2|energy.time_to_max<1) if not PreviousGCDSpell(tiger_palm) and { MaxChi() - Chi() >= 2 or TimeToMaxEnergy() < 1 } Spell(tiger_palm) #chi_wave Spell(chi_wave) #chi_burst if CheckBoxOn(opt_chi_burst) Spell(chi_burst) } } AddFunction WindwalkerStMainPostConditions { WindwalkerCdMainPostConditions() } AddFunction WindwalkerStShortCdActions { #call_action_list,name=cd WindwalkerCdShortCdActions() unless WindwalkerCdShortCdPostConditions() { #energizing_elixir,if=chi<=1&(cooldown.rising_sun_kick.remains=0|(artifact.strike_of_the_windlord.enabled&cooldown.strike_of_the_windlord.remains=0)|energy<50) if Chi() <= 1 and { not SpellCooldown(rising_sun_kick) > 0 or HasArtifactTrait(strike_of_the_windlord) and not SpellCooldown(strike_of_the_windlord) > 0 or Energy() < 50 } Spell(energizing_elixir) } } AddFunction WindwalkerStShortCdPostConditions { WindwalkerCdShortCdPostConditions() or not PreviousGCDSpell(tiger_palm) and TimeToMaxEnergy() <= 0 and MaxChi() - Chi() >= 2 and Spell(tiger_palm) or { not Talent(serenity_talent) or SpellCooldown(serenity) >= 10 } and Spell(strike_of_the_windlord) or { Chi() >= 3 and Energy() >= 40 or Chi() >= 5 } and { not Talent(serenity_talent) or SpellCooldown(serenity) >= 6 } and Spell(rising_sun_kick) or Talent(serenity_talent) and not HasEquippedItem(drinking_horn_cover) and SpellCooldown(serenity) >= 5 and TimeToMaxEnergy() > 2 and Spell(fists_of_fury) or Talent(serenity_talent) and HasEquippedItem(drinking_horn_cover) and { SpellCooldown(serenity) >= 15 or SpellCooldown(serenity) <= 4 } and TimeToMaxEnergy() > 2 and Spell(fists_of_fury) or not Talent(serenity_talent) and TimeToMaxEnergy() > 2 and Spell(fists_of_fury) or { not Talent(serenity_talent) or SpellCooldown(serenity) >= 5 } and Spell(rising_sun_kick) or SpellCooldown(fists_of_fury) > 0 and SpellCooldown(rising_sun_kick) > 0 and Spell(whirling_dragon_punch) or not PreviousGCDSpell(blackout_kick) and MaxChi() - Chi() >= 1 and ArmorSetBonus(T21 4) and { not ArmorSetBonus(T19 2) or Talent(serenity_talent) or BuffPresent(bok_proc_buff) } and Spell(blackout_kick) or { Enemies() >= 3 or BuffPresent(bok_proc_buff) and MaxChi() - Chi() >= 0 } and not PreviousGCDSpell(spinning_crane_kick) and ArmorSetBonus(T21 4) and Spell(spinning_crane_kick) or HasEquippedItem(the_emperors_capacitor) and BuffStacks(the_emperors_capacitor_buff) >= 19 and TimeToMaxEnergy() > 3 and Spell(crackling_jade_lightning) or HasEquippedItem(the_emperors_capacitor) and BuffStacks(the_emperors_capacitor_buff) >= 14 and SpellCooldown(serenity) < 13 and Talent(serenity_talent) and TimeToMaxEnergy() > 3 and Spell(crackling_jade_lightning) or Enemies() >= 3 and not PreviousGCDSpell(spinning_crane_kick) and Spell(spinning_crane_kick) or MaxChi() - Chi() > 1 and not PreviousGCDSpell(rushing_jade_wind) and Spell(rushing_jade_wind) or { Chi() > 1 or BuffPresent(bok_proc_buff) or Talent(energizing_elixir_talent) and SpellCooldown(energizing_elixir) < SpellCooldown(fists_of_fury) } and { { SpellCooldown(rising_sun_kick) > 1 and { not HasArtifactTrait(strike_of_the_windlord) or SpellCooldown(strike_of_the_windlord) > 1 } or Chi() > 2 } and { SpellCooldown(fists_of_fury) > 1 or Chi() > 3 } or PreviousGCDSpell(tiger_palm) } and not PreviousGCDSpell(blackout_kick) and Spell(blackout_kick) or TimeToMaxEnergy() > 1 and Spell(chi_wave) or TimeToMaxEnergy() > 1 and CheckBoxOn(opt_chi_burst) and Spell(chi_burst) or not PreviousGCDSpell(tiger_palm) and { MaxChi() - Chi() >= 2 or TimeToMaxEnergy() < 1 } and Spell(tiger_palm) or Spell(chi_wave) or CheckBoxOn(opt_chi_burst) and Spell(chi_burst) } AddFunction WindwalkerStCdActions { #call_action_list,name=cd WindwalkerCdCdActions() unless WindwalkerCdCdPostConditions() or Chi() <= 1 and { not SpellCooldown(rising_sun_kick) > 0 or HasArtifactTrait(strike_of_the_windlord) and not SpellCooldown(strike_of_the_windlord) > 0 or Energy() < 50 } and Spell(energizing_elixir) { #arcane_torrent,if=chi.max-chi>=1&energy.time_to_max>=0.5 if MaxChi() - Chi() >= 1 and TimeToMaxEnergy() >= 0 Spell(arcane_torrent_chi) } } AddFunction WindwalkerStCdPostConditions { WindwalkerCdCdPostConditions() or Chi() <= 1 and { not SpellCooldown(rising_sun_kick) > 0 or HasArtifactTrait(strike_of_the_windlord) and not SpellCooldown(strike_of_the_windlord) > 0 or Energy() < 50 } and Spell(energizing_elixir) or not PreviousGCDSpell(tiger_palm) and TimeToMaxEnergy() <= 0 and MaxChi() - Chi() >= 2 and Spell(tiger_palm) or { not Talent(serenity_talent) or SpellCooldown(serenity) >= 10 } and Spell(strike_of_the_windlord) or { Chi() >= 3 and Energy() >= 40 or Chi() >= 5 } and { not Talent(serenity_talent) or SpellCooldown(serenity) >= 6 } and Spell(rising_sun_kick) or Talent(serenity_talent) and not HasEquippedItem(drinking_horn_cover) and SpellCooldown(serenity) >= 5 and TimeToMaxEnergy() > 2 and Spell(fists_of_fury) or Talent(serenity_talent) and HasEquippedItem(drinking_horn_cover) and { SpellCooldown(serenity) >= 15 or SpellCooldown(serenity) <= 4 } and TimeToMaxEnergy() > 2 and Spell(fists_of_fury) or not Talent(serenity_talent) and TimeToMaxEnergy() > 2 and Spell(fists_of_fury) or { not Talent(serenity_talent) or SpellCooldown(serenity) >= 5 } and Spell(rising_sun_kick) or SpellCooldown(fists_of_fury) > 0 and SpellCooldown(rising_sun_kick) > 0 and Spell(whirling_dragon_punch) or not PreviousGCDSpell(blackout_kick) and MaxChi() - Chi() >= 1 and ArmorSetBonus(T21 4) and { not ArmorSetBonus(T19 2) or Talent(serenity_talent) or BuffPresent(bok_proc_buff) } and Spell(blackout_kick) or { Enemies() >= 3 or BuffPresent(bok_proc_buff) and MaxChi() - Chi() >= 0 } and not PreviousGCDSpell(spinning_crane_kick) and ArmorSetBonus(T21 4) and Spell(spinning_crane_kick) or HasEquippedItem(the_emperors_capacitor) and BuffStacks(the_emperors_capacitor_buff) >= 19 and TimeToMaxEnergy() > 3 and Spell(crackling_jade_lightning) or HasEquippedItem(the_emperors_capacitor) and BuffStacks(the_emperors_capacitor_buff) >= 14 and SpellCooldown(serenity) < 13 and Talent(serenity_talent) and TimeToMaxEnergy() > 3 and Spell(crackling_jade_lightning) or Enemies() >= 3 and not PreviousGCDSpell(spinning_crane_kick) and Spell(spinning_crane_kick) or MaxChi() - Chi() > 1 and not PreviousGCDSpell(rushing_jade_wind) and Spell(rushing_jade_wind) or { Chi() > 1 or BuffPresent(bok_proc_buff) or Talent(energizing_elixir_talent) and SpellCooldown(energizing_elixir) < SpellCooldown(fists_of_fury) } and { { SpellCooldown(rising_sun_kick) > 1 and { not HasArtifactTrait(strike_of_the_windlord) or SpellCooldown(strike_of_the_windlord) > 1 } or Chi() > 2 } and { SpellCooldown(fists_of_fury) > 1 or Chi() > 3 } or PreviousGCDSpell(tiger_palm) } and not PreviousGCDSpell(blackout_kick) and Spell(blackout_kick) or TimeToMaxEnergy() > 1 and Spell(chi_wave) or TimeToMaxEnergy() > 1 and CheckBoxOn(opt_chi_burst) and Spell(chi_burst) or not PreviousGCDSpell(tiger_palm) and { MaxChi() - Chi() >= 2 or TimeToMaxEnergy() < 1 } and Spell(tiger_palm) or Spell(chi_wave) or CheckBoxOn(opt_chi_burst) and Spell(chi_burst) } ### actions.serenity_opener AddFunction WindwalkerSerenityopenerMainActions { #tiger_palm,cycle_targets=1,if=!prev_gcd.1.tiger_palm&energy=energy.max&chi<1&!buff.serenity.up&cooldown.fists_of_fury.remains<=0 if not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and not BuffPresent(serenity_buff) and SpellCooldown(fists_of_fury) <= 0 Spell(tiger_palm) #call_action_list,name=cd,if=cooldown.fists_of_fury.remains>1 if SpellCooldown(fists_of_fury) > 1 WindwalkerCdMainActions() unless SpellCooldown(fists_of_fury) > 1 and WindwalkerCdMainPostConditions() { #rising_sun_kick,cycle_targets=1,if=active_enemies<3&buff.serenity.up if Enemies() < 3 and BuffPresent(serenity_buff) Spell(rising_sun_kick) #strike_of_the_windlord,if=buff.serenity.up if BuffPresent(serenity_buff) Spell(strike_of_the_windlord) #blackout_kick,cycle_targets=1,if=(!prev_gcd.1.blackout_kick)&(prev_gcd.1.strike_of_the_windlord) if not PreviousGCDSpell(blackout_kick) and PreviousGCDSpell(strike_of_the_windlord) Spell(blackout_kick) #fists_of_fury,if=cooldown.rising_sun_kick.remains>1|buff.serenity.down,interrupt=1 if SpellCooldown(rising_sun_kick) > 1 or BuffExpires(serenity_buff) Spell(fists_of_fury) #blackout_kick,cycle_targets=1,if=buff.serenity.down&chi<=2&cooldown.serenity.remains<=0&prev_gcd.1.tiger_palm if BuffExpires(serenity_buff) and Chi() <= 2 and SpellCooldown(serenity) <= 0 and PreviousGCDSpell(tiger_palm) Spell(blackout_kick) #tiger_palm,cycle_targets=1,if=chi=1 if Chi() == 1 Spell(tiger_palm) } } AddFunction WindwalkerSerenityopenerMainPostConditions { SpellCooldown(fists_of_fury) > 1 and WindwalkerCdMainPostConditions() } AddFunction WindwalkerSerenityopenerShortCdActions { unless not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and not BuffPresent(serenity_buff) and SpellCooldown(fists_of_fury) <= 0 and Spell(tiger_palm) { #call_action_list,name=cd,if=cooldown.fists_of_fury.remains>1 if SpellCooldown(fists_of_fury) > 1 WindwalkerCdShortCdActions() unless SpellCooldown(fists_of_fury) > 1 and WindwalkerCdShortCdPostConditions() { #serenity,if=cooldown.fists_of_fury.remains>1 if SpellCooldown(fists_of_fury) > 1 Spell(serenity) } } } AddFunction WindwalkerSerenityopenerShortCdPostConditions { not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and not BuffPresent(serenity_buff) and SpellCooldown(fists_of_fury) <= 0 and Spell(tiger_palm) or SpellCooldown(fists_of_fury) > 1 and WindwalkerCdShortCdPostConditions() or Enemies() < 3 and BuffPresent(serenity_buff) and Spell(rising_sun_kick) or BuffPresent(serenity_buff) and Spell(strike_of_the_windlord) or not PreviousGCDSpell(blackout_kick) and PreviousGCDSpell(strike_of_the_windlord) and Spell(blackout_kick) or { SpellCooldown(rising_sun_kick) > 1 or BuffExpires(serenity_buff) } and Spell(fists_of_fury) or BuffExpires(serenity_buff) and Chi() <= 2 and SpellCooldown(serenity) <= 0 and PreviousGCDSpell(tiger_palm) and Spell(blackout_kick) or Chi() == 1 and Spell(tiger_palm) } AddFunction WindwalkerSerenityopenerCdActions { unless not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and not BuffPresent(serenity_buff) and SpellCooldown(fists_of_fury) <= 0 and Spell(tiger_palm) { #arcane_torrent,if=chi.max-chi>=1&energy.time_to_max>=0.5 if MaxChi() - Chi() >= 1 and TimeToMaxEnergy() >= 0 Spell(arcane_torrent_chi) #call_action_list,name=cd,if=cooldown.fists_of_fury.remains>1 if SpellCooldown(fists_of_fury) > 1 WindwalkerCdCdActions() } } AddFunction WindwalkerSerenityopenerCdPostConditions { not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and not BuffPresent(serenity_buff) and SpellCooldown(fists_of_fury) <= 0 and Spell(tiger_palm) or SpellCooldown(fists_of_fury) > 1 and WindwalkerCdCdPostConditions() or SpellCooldown(fists_of_fury) > 1 and Spell(serenity) or Enemies() < 3 and BuffPresent(serenity_buff) and Spell(rising_sun_kick) or BuffPresent(serenity_buff) and Spell(strike_of_the_windlord) or not PreviousGCDSpell(blackout_kick) and PreviousGCDSpell(strike_of_the_windlord) and Spell(blackout_kick) or { SpellCooldown(rising_sun_kick) > 1 or BuffExpires(serenity_buff) } and Spell(fists_of_fury) or BuffExpires(serenity_buff) and Chi() <= 2 and SpellCooldown(serenity) <= 0 and PreviousGCDSpell(tiger_palm) and Spell(blackout_kick) or Chi() == 1 and Spell(tiger_palm) } ### actions.serenity AddFunction WindwalkerSerenityMainActions { #tiger_palm,cycle_targets=1,if=!prev_gcd.1.tiger_palm&energy=energy.max&chi<1&!buff.serenity.up if not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and not BuffPresent(serenity_buff) Spell(tiger_palm) #call_action_list,name=cd WindwalkerCdMainActions() unless WindwalkerCdMainPostConditions() { #rising_sun_kick,cycle_targets=1,if=active_enemies<3 if Enemies() < 3 Spell(rising_sun_kick) #strike_of_the_windlord Spell(strike_of_the_windlord) #blackout_kick,cycle_targets=1,if=(!prev_gcd.1.blackout_kick)&(prev_gcd.1.strike_of_the_windlord|prev_gcd.1.fists_of_fury)&active_enemies<2 if not PreviousGCDSpell(blackout_kick) and { PreviousGCDSpell(strike_of_the_windlord) or PreviousGCDSpell(fists_of_fury) } and Enemies() < 2 Spell(blackout_kick) #fists_of_fury,if=((equipped.drinking_horn_cover&buff.pressure_point.remains<=2&set_bonus.tier20_4pc)&(cooldown.rising_sun_kick.remains>1|active_enemies>1)),interrupt=1 if HasEquippedItem(drinking_horn_cover) and BuffRemaining(pressure_point_buff) <= 2 and ArmorSetBonus(T20 4) and { SpellCooldown(rising_sun_kick) > 1 or Enemies() > 1 } Spell(fists_of_fury) #fists_of_fury,if=((!equipped.drinking_horn_cover|buff.bloodlust.up|buff.serenity.remains<1)&(cooldown.rising_sun_kick.remains>1|active_enemies>1)),interrupt=1 if { not HasEquippedItem(drinking_horn_cover) or BuffPresent(burst_haste_buff any=1) or BuffRemaining(serenity_buff) < 1 } and { SpellCooldown(rising_sun_kick) > 1 or Enemies() > 1 } Spell(fists_of_fury) #spinning_crane_kick,if=active_enemies>=3&!prev_gcd.1.spinning_crane_kick if Enemies() >= 3 and not PreviousGCDSpell(spinning_crane_kick) Spell(spinning_crane_kick) #rushing_jade_wind,if=!prev_gcd.1.rushing_jade_wind&buff.rushing_jade_wind.down&buff.serenity.remains>=4 if not PreviousGCDSpell(rushing_jade_wind) and BuffExpires(rushing_jade_wind_buff) and BuffRemaining(serenity_buff) >= 4 Spell(rushing_jade_wind) #rising_sun_kick,cycle_targets=1,if=active_enemies>=3 if Enemies() >= 3 Spell(rising_sun_kick) #rushing_jade_wind,if=!prev_gcd.1.rushing_jade_wind&buff.rushing_jade_wind.down&active_enemies>1 if not PreviousGCDSpell(rushing_jade_wind) and BuffExpires(rushing_jade_wind_buff) and Enemies() > 1 Spell(rushing_jade_wind) #spinning_crane_kick,if=!prev_gcd.1.spinning_crane_kick if not PreviousGCDSpell(spinning_crane_kick) Spell(spinning_crane_kick) #blackout_kick,cycle_targets=1,if=!prev_gcd.1.blackout_kick if not PreviousGCDSpell(blackout_kick) Spell(blackout_kick) } } AddFunction WindwalkerSerenityMainPostConditions { WindwalkerCdMainPostConditions() } AddFunction WindwalkerSerenityShortCdActions { unless not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and not BuffPresent(serenity_buff) and Spell(tiger_palm) { #call_action_list,name=cd WindwalkerCdShortCdActions() unless WindwalkerCdShortCdPostConditions() { #serenity Spell(serenity) } } } AddFunction WindwalkerSerenityShortCdPostConditions { not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and not BuffPresent(serenity_buff) and Spell(tiger_palm) or WindwalkerCdShortCdPostConditions() or Enemies() < 3 and Spell(rising_sun_kick) or Spell(strike_of_the_windlord) or not PreviousGCDSpell(blackout_kick) and { PreviousGCDSpell(strike_of_the_windlord) or PreviousGCDSpell(fists_of_fury) } and Enemies() < 2 and Spell(blackout_kick) or HasEquippedItem(drinking_horn_cover) and BuffRemaining(pressure_point_buff) <= 2 and ArmorSetBonus(T20 4) and { SpellCooldown(rising_sun_kick) > 1 or Enemies() > 1 } and Spell(fists_of_fury) or { not HasEquippedItem(drinking_horn_cover) or BuffPresent(burst_haste_buff any=1) or BuffRemaining(serenity_buff) < 1 } and { SpellCooldown(rising_sun_kick) > 1 or Enemies() > 1 } and Spell(fists_of_fury) or Enemies() >= 3 and not PreviousGCDSpell(spinning_crane_kick) and Spell(spinning_crane_kick) or not PreviousGCDSpell(rushing_jade_wind) and BuffExpires(rushing_jade_wind_buff) and BuffRemaining(serenity_buff) >= 4 and Spell(rushing_jade_wind) or Enemies() >= 3 and Spell(rising_sun_kick) or not PreviousGCDSpell(rushing_jade_wind) and BuffExpires(rushing_jade_wind_buff) and Enemies() > 1 and Spell(rushing_jade_wind) or not PreviousGCDSpell(spinning_crane_kick) and Spell(spinning_crane_kick) or not PreviousGCDSpell(blackout_kick) and Spell(blackout_kick) } AddFunction WindwalkerSerenityCdActions { unless not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and not BuffPresent(serenity_buff) and Spell(tiger_palm) { #call_action_list,name=cd WindwalkerCdCdActions() } } AddFunction WindwalkerSerenityCdPostConditions { not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and not BuffPresent(serenity_buff) and Spell(tiger_palm) or WindwalkerCdCdPostConditions() or Spell(serenity) or Enemies() < 3 and Spell(rising_sun_kick) or Spell(strike_of_the_windlord) or not PreviousGCDSpell(blackout_kick) and { PreviousGCDSpell(strike_of_the_windlord) or PreviousGCDSpell(fists_of_fury) } and Enemies() < 2 and Spell(blackout_kick) or HasEquippedItem(drinking_horn_cover) and BuffRemaining(pressure_point_buff) <= 2 and ArmorSetBonus(T20 4) and { SpellCooldown(rising_sun_kick) > 1 or Enemies() > 1 } and Spell(fists_of_fury) or { not HasEquippedItem(drinking_horn_cover) or BuffPresent(burst_haste_buff any=1) or BuffRemaining(serenity_buff) < 1 } and { SpellCooldown(rising_sun_kick) > 1 or Enemies() > 1 } and Spell(fists_of_fury) or Enemies() >= 3 and not PreviousGCDSpell(spinning_crane_kick) and Spell(spinning_crane_kick) or not PreviousGCDSpell(rushing_jade_wind) and BuffExpires(rushing_jade_wind_buff) and BuffRemaining(serenity_buff) >= 4 and Spell(rushing_jade_wind) or Enemies() >= 3 and Spell(rising_sun_kick) or not PreviousGCDSpell(rushing_jade_wind) and BuffExpires(rushing_jade_wind_buff) and Enemies() > 1 and Spell(rushing_jade_wind) or not PreviousGCDSpell(spinning_crane_kick) and Spell(spinning_crane_kick) or not PreviousGCDSpell(blackout_kick) and Spell(blackout_kick) } ### actions.sef AddFunction WindwalkerSefMainActions { #tiger_palm,cycle_targets=1,if=!prev_gcd.1.tiger_palm&energy=energy.max&chi<1 if not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 Spell(tiger_palm) #call_action_list,name=cd WindwalkerCdMainActions() unless WindwalkerCdMainPostConditions() { #call_action_list,name=st WindwalkerStMainActions() } } AddFunction WindwalkerSefMainPostConditions { WindwalkerCdMainPostConditions() or WindwalkerStMainPostConditions() } AddFunction WindwalkerSefShortCdActions { unless not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and Spell(tiger_palm) { #call_action_list,name=cd WindwalkerCdShortCdActions() unless WindwalkerCdShortCdPostConditions() { #call_action_list,name=st WindwalkerStShortCdActions() } } } AddFunction WindwalkerSefShortCdPostConditions { not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and Spell(tiger_palm) or WindwalkerCdShortCdPostConditions() or WindwalkerStShortCdPostConditions() } AddFunction WindwalkerSefCdActions { unless not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and Spell(tiger_palm) { #arcane_torrent,if=chi.max-chi>=1&energy.time_to_max>=0.5 if MaxChi() - Chi() >= 1 and TimeToMaxEnergy() >= 0 Spell(arcane_torrent_chi) #call_action_list,name=cd WindwalkerCdCdActions() unless WindwalkerCdCdPostConditions() { #storm_earth_and_fire,if=!buff.storm_earth_and_fire.up if not BuffPresent(storm_earth_and_fire_buff) and CheckBoxOn(opt_storm_earth_and_fire) and not BuffPresent(storm_earth_and_fire_buff) Spell(storm_earth_and_fire) #call_action_list,name=st WindwalkerStCdActions() } } } AddFunction WindwalkerSefCdPostConditions { not PreviousGCDSpell(tiger_palm) and Energy() == MaxEnergy() and Chi() < 1 and Spell(tiger_palm) or WindwalkerCdCdPostConditions() or WindwalkerStCdPostConditions() } ### actions.precombat AddFunction WindwalkerPrecombatMainActions { #chi_burst if CheckBoxOn(opt_chi_burst) Spell(chi_burst) #chi_wave Spell(chi_wave) } AddFunction WindwalkerPrecombatMainPostConditions { } AddFunction WindwalkerPrecombatShortCdActions { } AddFunction WindwalkerPrecombatShortCdPostConditions { CheckBoxOn(opt_chi_burst) and Spell(chi_burst) or Spell(chi_wave) } AddFunction WindwalkerPrecombatCdActions { #flask #food #augmentation #snapshot_stats #potion if CheckBoxOn(opt_use_consumables) and target.Classification(worldboss) Item(prolonged_power_potion usable=1) } AddFunction WindwalkerPrecombatCdPostConditions { CheckBoxOn(opt_chi_burst) and Spell(chi_burst) or Spell(chi_wave) } ### actions.cd AddFunction WindwalkerCdMainActions { #touch_of_death,cycle_targets=1,max_cycle_targets=2,if=!artifact.gale_burst.enabled&equipped.hidden_masters_forbidden_touch&!prev_gcd.1.touch_of_death if DebuffCountOnAny(touch_of_death_debuff) < Enemies() and DebuffCountOnAny(touch_of_death_debuff) <= 2 and not HasArtifactTrait(gale_burst) and HasEquippedItem(hidden_masters_forbidden_touch) and not PreviousGCDSpell(touch_of_death) and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } Spell(touch_of_death) #touch_of_death,if=!artifact.gale_burst.enabled&!equipped.hidden_masters_forbidden_touch if not HasArtifactTrait(gale_burst) and not HasEquippedItem(hidden_masters_forbidden_touch) and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } Spell(touch_of_death) #touch_of_death,cycle_targets=1,max_cycle_targets=2,if=artifact.gale_burst.enabled&((talent.serenity.enabled&cooldown.serenity.remains<=1)|chi>=2)&(cooldown.strike_of_the_windlord.remains<8|cooldown.fists_of_fury.remains<=4)&cooldown.rising_sun_kick.remains<7&!prev_gcd.1.touch_of_death if DebuffCountOnAny(touch_of_death_debuff) < Enemies() and DebuffCountOnAny(touch_of_death_debuff) <= 2 and HasArtifactTrait(gale_burst) and { Talent(serenity_talent) and SpellCooldown(serenity) <= 1 or Chi() >= 2 } and { SpellCooldown(strike_of_the_windlord) < 8 or SpellCooldown(fists_of_fury) <= 4 } and SpellCooldown(rising_sun_kick) < 7 and not PreviousGCDSpell(touch_of_death) and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } Spell(touch_of_death) } AddFunction WindwalkerCdMainPostConditions { } AddFunction WindwalkerCdShortCdActions { } AddFunction WindwalkerCdShortCdPostConditions { DebuffCountOnAny(touch_of_death_debuff) < Enemies() and DebuffCountOnAny(touch_of_death_debuff) <= 2 and not HasArtifactTrait(gale_burst) and HasEquippedItem(hidden_masters_forbidden_touch) and not PreviousGCDSpell(touch_of_death) and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } and Spell(touch_of_death) or not HasArtifactTrait(gale_burst) and not HasEquippedItem(hidden_masters_forbidden_touch) and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } and Spell(touch_of_death) or DebuffCountOnAny(touch_of_death_debuff) < Enemies() and DebuffCountOnAny(touch_of_death_debuff) <= 2 and HasArtifactTrait(gale_burst) and { Talent(serenity_talent) and SpellCooldown(serenity) <= 1 or Chi() >= 2 } and { SpellCooldown(strike_of_the_windlord) < 8 or SpellCooldown(fists_of_fury) <= 4 } and SpellCooldown(rising_sun_kick) < 7 and not PreviousGCDSpell(touch_of_death) and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } and Spell(touch_of_death) } AddFunction WindwalkerCdCdActions { #invoke_xuen_the_white_tiger Spell(invoke_xuen_the_white_tiger) #blood_fury Spell(blood_fury_apsp) #berserking Spell(berserking) #arcane_torrent,if=chi.max-chi>=1&energy.time_to_max>=0.5 if MaxChi() - Chi() >= 1 and TimeToMaxEnergy() >= 0 Spell(arcane_torrent_chi) } AddFunction WindwalkerCdCdPostConditions { DebuffCountOnAny(touch_of_death_debuff) < Enemies() and DebuffCountOnAny(touch_of_death_debuff) <= 2 and not HasArtifactTrait(gale_burst) and HasEquippedItem(hidden_masters_forbidden_touch) and not PreviousGCDSpell(touch_of_death) and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } and Spell(touch_of_death) or not HasArtifactTrait(gale_burst) and not HasEquippedItem(hidden_masters_forbidden_touch) and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } and Spell(touch_of_death) or DebuffCountOnAny(touch_of_death_debuff) < Enemies() and DebuffCountOnAny(touch_of_death_debuff) <= 2 and HasArtifactTrait(gale_burst) and { Talent(serenity_talent) and SpellCooldown(serenity) <= 1 or Chi() >= 2 } and { SpellCooldown(strike_of_the_windlord) < 8 or SpellCooldown(fists_of_fury) <= 4 } and SpellCooldown(rising_sun_kick) < 7 and not PreviousGCDSpell(touch_of_death) and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } and Spell(touch_of_death) } ### actions.default AddFunction WindwalkerDefaultMainActions { #touch_of_death,if=target.time_to_die<=9 if target.TimeToDie() <= 9 and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } Spell(touch_of_death) #call_action_list,name=serenity_opener,if=((talent.serenity.enabled&cooldown.serenity.remains<=0)|buff.serenity.up)&active_enemies<2&set_bonus.tier20_4pc&set_bonus.tier19_2pc&equipped.drinking_horn_cover&time<20 if { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and Enemies() < 2 and ArmorSetBonus(T20 4) and ArmorSetBonus(T19 2) and HasEquippedItem(drinking_horn_cover) and TimeInCombat() < 20 WindwalkerSerenityopenerMainActions() unless { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and Enemies() < 2 and ArmorSetBonus(T20 4) and ArmorSetBonus(T19 2) and HasEquippedItem(drinking_horn_cover) and TimeInCombat() < 20 and WindwalkerSerenityopenerMainPostConditions() { #call_action_list,name=serenity,if=(((talent.serenity.enabled&cooldown.serenity.remains<=0)|buff.serenity.up)&(!set_bonus.tier20_4pc&!set_bonus.tier19_2pc&!equipped.drinking_horn_cover))|(((talent.serenity.enabled&cooldown.serenity.remains<=0)|buff.serenity.up)&time>20) if { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and not ArmorSetBonus(T20 4) and not ArmorSetBonus(T19 2) and not HasEquippedItem(drinking_horn_cover) or { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and TimeInCombat() > 20 WindwalkerSerenityMainActions() unless { { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and not ArmorSetBonus(T20 4) and not ArmorSetBonus(T19 2) and not HasEquippedItem(drinking_horn_cover) or { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and TimeInCombat() > 20 } and WindwalkerSerenityMainPostConditions() { #call_action_list,name=sef,if=!talent.serenity.enabled&(buff.storm_earth_and_fire.up|cooldown.storm_earth_and_fire.charges=2) if not Talent(serenity_talent) and { BuffPresent(storm_earth_and_fire_buff) or SpellCharges(storm_earth_and_fire) == 2 } WindwalkerSefMainActions() unless not Talent(serenity_talent) and { BuffPresent(storm_earth_and_fire_buff) or SpellCharges(storm_earth_and_fire) == 2 } and WindwalkerSefMainPostConditions() { #call_action_list,name=sef,if=!talent.serenity.enabled&equipped.drinking_horn_cover&(cooldown.strike_of_the_windlord.remains<=18&cooldown.fists_of_fury.remains<=12&chi>=3&cooldown.rising_sun_kick.remains<=1|target.time_to_die<=25|cooldown.touch_of_death.remains>112)&cooldown.storm_earth_and_fire.charges=1 if not Talent(serenity_talent) and HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 18 and SpellCooldown(fists_of_fury) <= 12 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 25 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 WindwalkerSefMainActions() unless not Talent(serenity_talent) and HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 18 and SpellCooldown(fists_of_fury) <= 12 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 25 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 and WindwalkerSefMainPostConditions() { #call_action_list,name=sef,if=!talent.serenity.enabled&!equipped.drinking_horn_cover&(cooldown.strike_of_the_windlord.remains<=14&cooldown.fists_of_fury.remains<=6&chi>=3&cooldown.rising_sun_kick.remains<=1|target.time_to_die<=15|cooldown.touch_of_death.remains>112)&cooldown.storm_earth_and_fire.charges=1 if not Talent(serenity_talent) and not HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 14 and SpellCooldown(fists_of_fury) <= 6 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 15 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 WindwalkerSefMainActions() unless not Talent(serenity_talent) and not HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 14 and SpellCooldown(fists_of_fury) <= 6 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 15 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 and WindwalkerSefMainPostConditions() { #call_action_list,name=st WindwalkerStMainActions() } } } } } } AddFunction WindwalkerDefaultMainPostConditions { { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and Enemies() < 2 and ArmorSetBonus(T20 4) and ArmorSetBonus(T19 2) and HasEquippedItem(drinking_horn_cover) and TimeInCombat() < 20 and WindwalkerSerenityopenerMainPostConditions() or { { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and not ArmorSetBonus(T20 4) and not ArmorSetBonus(T19 2) and not HasEquippedItem(drinking_horn_cover) or { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and TimeInCombat() > 20 } and WindwalkerSerenityMainPostConditions() or not Talent(serenity_talent) and { BuffPresent(storm_earth_and_fire_buff) or SpellCharges(storm_earth_and_fire) == 2 } and WindwalkerSefMainPostConditions() or not Talent(serenity_talent) and HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 18 and SpellCooldown(fists_of_fury) <= 12 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 25 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 and WindwalkerSefMainPostConditions() or not Talent(serenity_talent) and not HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 14 and SpellCooldown(fists_of_fury) <= 6 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 15 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 and WindwalkerSefMainPostConditions() or WindwalkerStMainPostConditions() } AddFunction WindwalkerDefaultShortCdActions { #auto_attack WindwalkerGetInMeleeRange() unless target.TimeToDie() <= 9 and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } and Spell(touch_of_death) { #call_action_list,name=serenity_opener,if=((talent.serenity.enabled&cooldown.serenity.remains<=0)|buff.serenity.up)&active_enemies<2&set_bonus.tier20_4pc&set_bonus.tier19_2pc&equipped.drinking_horn_cover&time<20 if { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and Enemies() < 2 and ArmorSetBonus(T20 4) and ArmorSetBonus(T19 2) and HasEquippedItem(drinking_horn_cover) and TimeInCombat() < 20 WindwalkerSerenityopenerShortCdActions() unless { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and Enemies() < 2 and ArmorSetBonus(T20 4) and ArmorSetBonus(T19 2) and HasEquippedItem(drinking_horn_cover) and TimeInCombat() < 20 and WindwalkerSerenityopenerShortCdPostConditions() { #call_action_list,name=serenity,if=(((talent.serenity.enabled&cooldown.serenity.remains<=0)|buff.serenity.up)&(!set_bonus.tier20_4pc&!set_bonus.tier19_2pc&!equipped.drinking_horn_cover))|(((talent.serenity.enabled&cooldown.serenity.remains<=0)|buff.serenity.up)&time>20) if { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and not ArmorSetBonus(T20 4) and not ArmorSetBonus(T19 2) and not HasEquippedItem(drinking_horn_cover) or { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and TimeInCombat() > 20 WindwalkerSerenityShortCdActions() unless { { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and not ArmorSetBonus(T20 4) and not ArmorSetBonus(T19 2) and not HasEquippedItem(drinking_horn_cover) or { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and TimeInCombat() > 20 } and WindwalkerSerenityShortCdPostConditions() { #call_action_list,name=sef,if=!talent.serenity.enabled&(buff.storm_earth_and_fire.up|cooldown.storm_earth_and_fire.charges=2) if not Talent(serenity_talent) and { BuffPresent(storm_earth_and_fire_buff) or SpellCharges(storm_earth_and_fire) == 2 } WindwalkerSefShortCdActions() unless not Talent(serenity_talent) and { BuffPresent(storm_earth_and_fire_buff) or SpellCharges(storm_earth_and_fire) == 2 } and WindwalkerSefShortCdPostConditions() { #call_action_list,name=sef,if=!talent.serenity.enabled&equipped.drinking_horn_cover&(cooldown.strike_of_the_windlord.remains<=18&cooldown.fists_of_fury.remains<=12&chi>=3&cooldown.rising_sun_kick.remains<=1|target.time_to_die<=25|cooldown.touch_of_death.remains>112)&cooldown.storm_earth_and_fire.charges=1 if not Talent(serenity_talent) and HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 18 and SpellCooldown(fists_of_fury) <= 12 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 25 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 WindwalkerSefShortCdActions() unless not Talent(serenity_talent) and HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 18 and SpellCooldown(fists_of_fury) <= 12 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 25 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 and WindwalkerSefShortCdPostConditions() { #call_action_list,name=sef,if=!talent.serenity.enabled&!equipped.drinking_horn_cover&(cooldown.strike_of_the_windlord.remains<=14&cooldown.fists_of_fury.remains<=6&chi>=3&cooldown.rising_sun_kick.remains<=1|target.time_to_die<=15|cooldown.touch_of_death.remains>112)&cooldown.storm_earth_and_fire.charges=1 if not Talent(serenity_talent) and not HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 14 and SpellCooldown(fists_of_fury) <= 6 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 15 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 WindwalkerSefShortCdActions() unless not Talent(serenity_talent) and not HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 14 and SpellCooldown(fists_of_fury) <= 6 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 15 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 and WindwalkerSefShortCdPostConditions() { #call_action_list,name=st WindwalkerStShortCdActions() } } } } } } } AddFunction WindwalkerDefaultShortCdPostConditions { target.TimeToDie() <= 9 and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } and Spell(touch_of_death) or { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and Enemies() < 2 and ArmorSetBonus(T20 4) and ArmorSetBonus(T19 2) and HasEquippedItem(drinking_horn_cover) and TimeInCombat() < 20 and WindwalkerSerenityopenerShortCdPostConditions() or { { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and not ArmorSetBonus(T20 4) and not ArmorSetBonus(T19 2) and not HasEquippedItem(drinking_horn_cover) or { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and TimeInCombat() > 20 } and WindwalkerSerenityShortCdPostConditions() or not Talent(serenity_talent) and { BuffPresent(storm_earth_and_fire_buff) or SpellCharges(storm_earth_and_fire) == 2 } and WindwalkerSefShortCdPostConditions() or not Talent(serenity_talent) and HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 18 and SpellCooldown(fists_of_fury) <= 12 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 25 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 and WindwalkerSefShortCdPostConditions() or not Talent(serenity_talent) and not HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 14 and SpellCooldown(fists_of_fury) <= 6 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 15 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 and WindwalkerSefShortCdPostConditions() or WindwalkerStShortCdPostConditions() } AddFunction WindwalkerDefaultCdActions { #spear_hand_strike,if=target.debuff.casting.react if target.IsInterruptible() WindwalkerInterruptActions() #touch_of_karma,interval=90,pct_health=0.5 if CheckBoxOn(opt_touch_of_karma) Spell(touch_of_karma) #potion,if=buff.serenity.up|buff.storm_earth_and_fire.up|(!talent.serenity.enabled&trinket.proc.agility.react)|buff.bloodlust.react|target.time_to_die<=60 if { BuffPresent(serenity_buff) or BuffPresent(storm_earth_and_fire_buff) or not Talent(serenity_talent) and BuffPresent(trinket_proc_agility_buff) or BuffPresent(burst_haste_buff any=1) or target.TimeToDie() <= 60 } and CheckBoxOn(opt_use_consumables) and target.Classification(worldboss) Item(prolonged_power_potion usable=1) unless target.TimeToDie() <= 9 and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } and Spell(touch_of_death) { #call_action_list,name=serenity_opener,if=((talent.serenity.enabled&cooldown.serenity.remains<=0)|buff.serenity.up)&active_enemies<2&set_bonus.tier20_4pc&set_bonus.tier19_2pc&equipped.drinking_horn_cover&time<20 if { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and Enemies() < 2 and ArmorSetBonus(T20 4) and ArmorSetBonus(T19 2) and HasEquippedItem(drinking_horn_cover) and TimeInCombat() < 20 WindwalkerSerenityopenerCdActions() unless { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and Enemies() < 2 and ArmorSetBonus(T20 4) and ArmorSetBonus(T19 2) and HasEquippedItem(drinking_horn_cover) and TimeInCombat() < 20 and WindwalkerSerenityopenerCdPostConditions() { #call_action_list,name=serenity,if=(((talent.serenity.enabled&cooldown.serenity.remains<=0)|buff.serenity.up)&(!set_bonus.tier20_4pc&!set_bonus.tier19_2pc&!equipped.drinking_horn_cover))|(((talent.serenity.enabled&cooldown.serenity.remains<=0)|buff.serenity.up)&time>20) if { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and not ArmorSetBonus(T20 4) and not ArmorSetBonus(T19 2) and not HasEquippedItem(drinking_horn_cover) or { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and TimeInCombat() > 20 WindwalkerSerenityCdActions() unless { { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and not ArmorSetBonus(T20 4) and not ArmorSetBonus(T19 2) and not HasEquippedItem(drinking_horn_cover) or { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and TimeInCombat() > 20 } and WindwalkerSerenityCdPostConditions() { #call_action_list,name=sef,if=!talent.serenity.enabled&(buff.storm_earth_and_fire.up|cooldown.storm_earth_and_fire.charges=2) if not Talent(serenity_talent) and { BuffPresent(storm_earth_and_fire_buff) or SpellCharges(storm_earth_and_fire) == 2 } WindwalkerSefCdActions() unless not Talent(serenity_talent) and { BuffPresent(storm_earth_and_fire_buff) or SpellCharges(storm_earth_and_fire) == 2 } and WindwalkerSefCdPostConditions() { #call_action_list,name=sef,if=!talent.serenity.enabled&equipped.drinking_horn_cover&(cooldown.strike_of_the_windlord.remains<=18&cooldown.fists_of_fury.remains<=12&chi>=3&cooldown.rising_sun_kick.remains<=1|target.time_to_die<=25|cooldown.touch_of_death.remains>112)&cooldown.storm_earth_and_fire.charges=1 if not Talent(serenity_talent) and HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 18 and SpellCooldown(fists_of_fury) <= 12 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 25 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 WindwalkerSefCdActions() unless not Talent(serenity_talent) and HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 18 and SpellCooldown(fists_of_fury) <= 12 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 25 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 and WindwalkerSefCdPostConditions() { #call_action_list,name=sef,if=!talent.serenity.enabled&!equipped.drinking_horn_cover&(cooldown.strike_of_the_windlord.remains<=14&cooldown.fists_of_fury.remains<=6&chi>=3&cooldown.rising_sun_kick.remains<=1|target.time_to_die<=15|cooldown.touch_of_death.remains>112)&cooldown.storm_earth_and_fire.charges=1 if not Talent(serenity_talent) and not HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 14 and SpellCooldown(fists_of_fury) <= 6 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 15 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 WindwalkerSefCdActions() unless not Talent(serenity_talent) and not HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 14 and SpellCooldown(fists_of_fury) <= 6 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 15 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 and WindwalkerSefCdPostConditions() { #call_action_list,name=st WindwalkerStCdActions() } } } } } } } AddFunction WindwalkerDefaultCdPostConditions { target.TimeToDie() <= 9 and { not CheckBoxOn(opt_touch_of_death_on_elite_only) or not UnitInRaid() and target.Classification(elite) or target.Classification(worldboss) or not BuffExpires(hidden_masters_forbidden_touch_buff) } and Spell(touch_of_death) or { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and Enemies() < 2 and ArmorSetBonus(T20 4) and ArmorSetBonus(T19 2) and HasEquippedItem(drinking_horn_cover) and TimeInCombat() < 20 and WindwalkerSerenityopenerCdPostConditions() or { { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and not ArmorSetBonus(T20 4) and not ArmorSetBonus(T19 2) and not HasEquippedItem(drinking_horn_cover) or { Talent(serenity_talent) and SpellCooldown(serenity) <= 0 or BuffPresent(serenity_buff) } and TimeInCombat() > 20 } and WindwalkerSerenityCdPostConditions() or not Talent(serenity_talent) and { BuffPresent(storm_earth_and_fire_buff) or SpellCharges(storm_earth_and_fire) == 2 } and WindwalkerSefCdPostConditions() or not Talent(serenity_talent) and HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 18 and SpellCooldown(fists_of_fury) <= 12 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 25 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 and WindwalkerSefCdPostConditions() or not Talent(serenity_talent) and not HasEquippedItem(drinking_horn_cover) and { SpellCooldown(strike_of_the_windlord) <= 14 and SpellCooldown(fists_of_fury) <= 6 and Chi() >= 3 and SpellCooldown(rising_sun_kick) <= 1 or target.TimeToDie() <= 15 or SpellCooldown(touch_of_death) > 112 } and SpellCharges(storm_earth_and_fire) == 1 and WindwalkerSefCdPostConditions() or WindwalkerStCdPostConditions() } ### Windwalker icons. AddCheckBox(opt_monk_windwalker_aoe L(AOE) default specialization=windwalker) AddIcon checkbox=!opt_monk_windwalker_aoe enemies=1 help=shortcd specialization=windwalker { if not InCombat() WindwalkerPrecombatShortCdActions() unless not InCombat() and WindwalkerPrecombatShortCdPostConditions() { WindwalkerDefaultShortCdActions() } } AddIcon checkbox=opt_monk_windwalker_aoe help=shortcd specialization=windwalker { if not InCombat() WindwalkerPrecombatShortCdActions() unless not InCombat() and WindwalkerPrecombatShortCdPostConditions() { WindwalkerDefaultShortCdActions() } } AddIcon enemies=1 help=main specialization=windwalker { if not InCombat() WindwalkerPrecombatMainActions() unless not InCombat() and WindwalkerPrecombatMainPostConditions() { WindwalkerDefaultMainActions() } } AddIcon checkbox=opt_monk_windwalker_aoe help=aoe specialization=windwalker { if not InCombat() WindwalkerPrecombatMainActions() unless not InCombat() and WindwalkerPrecombatMainPostConditions() { WindwalkerDefaultMainActions() } } AddIcon checkbox=!opt_monk_windwalker_aoe enemies=1 help=cd specialization=windwalker { if not InCombat() WindwalkerPrecombatCdActions() unless not InCombat() and WindwalkerPrecombatCdPostConditions() { WindwalkerDefaultCdActions() } } AddIcon checkbox=opt_monk_windwalker_aoe help=cd specialization=windwalker { if not InCombat() WindwalkerPrecombatCdActions() unless not InCombat() and WindwalkerPrecombatCdPostConditions() { WindwalkerDefaultCdActions() } } ### Required symbols # energizing_elixir # rising_sun_kick # strike_of_the_windlord # arcane_torrent_chi # tiger_palm # serenity_talent # serenity # fists_of_fury # drinking_horn_cover # whirling_dragon_punch # blackout_kick # bok_proc_buff # spinning_crane_kick # crackling_jade_lightning # the_emperors_capacitor # the_emperors_capacitor_buff # rushing_jade_wind # energizing_elixir_talent # chi_wave # chi_burst # serenity_buff # pressure_point_buff # rushing_jade_wind_buff # storm_earth_and_fire # storm_earth_and_fire_buff # prolonged_power_potion # invoke_xuen_the_white_tiger # blood_fury_apsp # berserking # hidden_masters_forbidden_touch_buff # touch_of_death # touch_of_death_debuff # gale_burst # hidden_masters_forbidden_touch # touch_of_karma # paralysis # war_stomp # quaking_palm # leg_sweep # spear_hand_strike ]] OvaleScripts:RegisterScript("MONK", "windwalker", name, desc, code, "script") end
return { level = 81, need_exp = 230000, clothes_attrs = { 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, }, }
-- Fix broken job postings posting_structs_known = pcall(function() return df.job:new().posting_index end) world = df.global.world print(dfhack.getDFHackVersion()) if posting_structs_known then print('Posting structs known') job_postings = 'job_postings' posting_index = 'posting_index' function is_dead(posting) return posting.flags.dead end function set_dead(posting) posting.flags.dead = true end else print('Posting structs not known') job_postings = 'anon_1' posting_index = 'unk_v4020_1' function is_dead(posting) return posting.flags % 2 == 1 end function set_dead(posting) posting.flags = -1 end end dry_run = #{...} >= 1 count = 0 link = world.job_list while link do job = link.item if job then for id, posting in pairs(world[job_postings]) do if posting.job == job and id ~= job[posting_index] and not is_dead(posting) then count = count + 1 print(('Found extra job posting: Job %i: %s'):format(job.id, dfhack.job.getName(job))) if not dry_run then set_dead(posting) end end end end link = link.next end print(tostring(count) .. ' issue(s) ' .. (dry_run and 'detected' or 'fixed'))
----------------------------------- -- Area: Ru'Lud Gardens -- NPC: Laityn -- Involved In Quest: Recollections ----------------------------------- require("scripts/globals/quests") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) if (player:getQuestStatus(WINDURST, tpz.quest.id.windurst.RECOLLECTIONS) == QUEST_ACCEPTED and player:getCharVar("recollectionsQuest") == 0) then player:startEvent(10003) -- Option CS for "Recollections" else player:startEvent(10006) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) if (csid == 10003) then player:setCharVar("recollectionsQuest", 1) end end
--[[ -- added by passion @ 2021/5/31 8:37:36 -- ExamItemDes模块窗口配置,要使用还需要导出到UI.Config.UIConfig.lua --]] -- 窗口配置 local ExamItemDes= { Name = UIWindowNames.ExamItemDes, Layer = UILayers.SceneLayer, Model = require "UI.ExamItemDes.Model.ExamItemDesModel", Ctrl = require "UI.ExamItemDes.Controller.ExamItemDesCtrl", View = require "UI.ExamItemDes.View.ExamItemDesView", PrefabPath = "UI/Prefabs/View/ExamItemDes.prefab", } return { ExamItemDes=ExamItemDes, }
function Server_StartDistribution(game, standing) overriddenTerris=Mod.Settings.OverriddenTerris; for _, terr in pairs(standing.Territories) do print('ID: ' .. terr.ID .. ', Arr: ' .. overriddenTerris[terr.ID]); if (overriddenTerris[terr.ID]~=nil) then if (overriddenTerris[terr.ID]==1) then if(terr.IsNeutral) then print('Tried NumArmyChange'); terr.NumArmies = WL.Armies.Create(Mod.Settings.TroopValue); end end end end end function tablelength(T) local count = 0 for _ in pairs(T) do count = count + 1 end return count end
StandAndAttack = Class(BehaviourNode, function(self, inst, findnewtargetfn) BehaviourNode._ctor(self, "StandAndAttack") self.inst = inst self.findnewtargetfn = findnewtargetfn self.numattacks = 0 -- we need to store this function as a key to use to remove itself later self.onattackfn = function(inst, data) self:OnAttackOther(data.target) end self.inst:ListenForEvent("onattackother", self.onattackfn) self.inst:ListenForEvent("onmissother", self.onattackfn) end) function StandAndAttack:__tostring() return string.format("target %s", tostring(self.inst.components.combat.target)) end function StandAndAttack:OnStop() self.inst:RemoveEventCallback("onattackother", self.onattackfn) self.inst:RemoveEventCallback("onmissother", self.onattackfn) end function StandAndAttack:OnAttackOther(target) --print ("on attack other", target) self.numattacks = self.numattacks + 1 self.startruntime = nil -- reset max chase time timer end function StandAndAttack:Visit() local combat = self.inst.components.combat if self.status == READY then combat:ValidateTarget() if not combat.target and self.findnewtargetfn then combat.target = self.findnewtargetfn(self.inst) end if combat.target then self.inst.components.combat:BattleCry() self.status = RUNNING else self.status = FAILED end end if self.status == RUNNING then local is_attacking = self.inst.sg:HasStateTag("attack") if not combat.target or not combat.target.entity:IsValid() then self.status = FAILED combat:SetTarget(nil) elseif combat.target.components.health and combat.target.components.health:IsDead() then self.status = SUCCESS combat:SetTarget(nil) else local hp = Point(combat.target.Transform:GetWorldPosition()) local pt = Point(self.inst.Transform:GetWorldPosition()) local dsq = distsq(hp, pt) local angle = self.inst:GetAngleToPoint(hp) local r= self.inst.Physics:GetRadius()+ combat.target.Physics:GetRadius() + .1 if self.inst.sg:HasStateTag("canrotate") then self.inst:FacePoint(hp) end combat:TryAttack() self:Sleep(.125) end end end
--[[ "Get A Job, Baby!" is a game written by Eetu Rantanen for Ludum Dare 45 Copyright (C) 2019 - Spyric Entertainment This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. ]]-- local composer = require( "composer" ) local screen = require( "scripts.screen" ) local settings = require( "data.settings" ) local sfx = require( "scripts.sfx" ) local sceneGroupRef local groupUI = display.newGroup() local groupBG = display.newGroup() local daysInMonth = { 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 } local monthNames = { "Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec" } local calendar = {} local continue local previousMonth = 0 ------------------------------------------------------------------------------- local function resetYear() for i = 1, 12 do for j = 1, daysInMonth[i] do calendar[i].days[j]:setFillColor( unpack( settings.colours.ground ) ) end calendar[i].moneyMade.text = "$0" end previousMonth = 0 -- composer.money = 0 -- composer.month = 1 -- G_money.text = "$0" -- G_month.text = "Month 1" end local function updateMonth( score, rate, skipped ) if skipped then -- If player skipped working for a month, then just autofill the year instantly for i = 1, daysInMonth[rate] do calendar[rate].days[i]:setFillColor( unpack( settings.colours.b ) ) end if rate == 12 then G_block.isHitTestable = false transition.blink( continue, {time=2000} ) end else local days = daysInMonth[GLOBAL_FIX.month] local daysEmployed = math.ceil( days*rate ) local delay = 25 for i = 1, daysEmployed do timer.performWithDelay( delay*i, function() calendar[GLOBAL_FIX.month].days[i]:setFillColor( unpack( settings.colours.a ) ) end ) end if daysEmployed < days then for i = daysEmployed+1, days do timer.performWithDelay( delay*i, function() calendar[GLOBAL_FIX.month].days[i]:setFillColor( unpack( settings.colours.b ) ) end ) end end timer.performWithDelay( delay*(days+2), function() local monthlyScore = score * daysEmployed GLOBAL_FIX.money = GLOBAL_FIX.money + monthlyScore G_money.text = "$" .. GLOBAL_FIX.money calendar[GLOBAL_FIX.month].moneyMade.text = "$" .. monthlyScore previousMonth = GLOBAL_FIX.month GLOBAL_FIX.month = GLOBAL_FIX.month+1 continue.isVisible = true G_block.isHitTestable = false transition.blink( continue, {time=2000} ) end ) end end local function nextScene( event ) if event.phase == "ended" then sfx.play() G_block.isHitTestable = true G_performance.text = "$0 - 100%" G_performance.isVisible = false transition.cancel( continue ) if GLOBAL_FIX.month >= 13 then G_month.text = "Month 12" composer.gotoScene( "scenes.hospital", { effect = "slideUp", params = { gameover=true } } ) else G_month.text = "Month " .. GLOBAL_FIX.month composer.gotoScene( "scenes.yard", { effect = "slideUp" } ) end end return true end ------------------------------------------------------------------------------- local scene = composer.newScene() function scene:create( event ) local sceneGroup = self.view sceneGroupRef = sceneGroup local background = display.newRect( groupBG, screen.centreX, screen.centreY, screen.width, screen.height ) background:setFillColor( unpack( settings.colours.sky ) ) background:addEventListener( "touch", nextScene ) continue = display.newText( groupBG, "Tap to Continue", screen.centreX, screen.maxY - 4, "fonts/Roboto-Black.ttf", 32 ) continue.isVisible = false continue.anchorY = 1 local x, y, xOffset, yOffset = 48, 180, 0, 0 local monthWidth = 50 local monthHeight = 240 local monthPadding = 106 local daySize = 20 local cellOffset = monthWidth*0.5 for i = 1, 12 do calendar[i] = display.newText( groupBG, monthNames[i], x+monthWidth*xOffset + monthPadding*xOffset, y+monthHeight*yOffset, "fonts/Roboto-Black.ttf", 40 ) calendar[i].anchorY = 1 calendar[i]:setFillColor( unpack( settings.colours.a ) ) calendar[i].days = {} calendar[i].moneyMade = display.newText( groupBG, "$0", x+monthWidth*xOffset + monthPadding*xOffset - 26, calendar[i].y + 150, "fonts/Roboto-Regular.ttf", 26 ) calendar[i].moneyMade.anchorX = 0 local row, column = 1, 0 local xStart, yStart = calendar[i].x - cellOffset, calendar[i].y for j = 1, daysInMonth[i] do calendar[i].days[j] = display.newRect( groupBG, xStart+daySize*column, yStart+daySize*row, daySize, daySize ) calendar[i].days[j].anchorX, calendar[i].days[j].anchorY = 0, 0 calendar[i].days[j]:setFillColor( unpack( settings.colours.ground ) ) if j % 7 == 0 then row = row+1 column = -1 end column = column+1 end if i == 6 then xOffset, yOffset = -1, 1 end xOffset = xOffset+1 end sceneGroup:insert( groupBG ) sceneGroup:insert( groupUI ) end function scene:show( event ) if event.phase == "will" then for i = previousMonth+1, GLOBAL_FIX.month-1 do updateMonth( 0, i, true ) end elseif event.phase == "did" then if event.params then updateMonth( event.params.score or 0, (event.params.rate and event.params.rate) or 0 ) end end end function scene:hide( event ) if event.phase == "did" then if GLOBAL_FIX.month == 13 then resetYear() end end end ------------------------------------------------------------------------------- scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) ------------------------------------------------------------------------------- return scene
return { name = "Crystal", desc = "Glows at night", sprite = 'crystal', usage = 'torch', torch = {radius = 92, color = {0.9, 0.5, 1}, night_glow = true} }
return { config = 1, cpath = 1, loaded = 4, loadlib = 1, path = 1, preload = 4, searchers = 4, searchpath = 1, }
-- ======= Copyright (c) 2003-2011, Unknown Worlds Entertainment, Inc. All rights reserved. ======= -- -- lua\Fade.lua -- -- Created by: Charlie Cleveland ([email protected]) and -- Max McGuire ([email protected]) -- -- Role: Surgical striker, harassment -- -- The Fade should be a fragile, deadly-sharp knife. Wielded properly, it's force is undeniable. But -- used clumsily or without care will only hurt the user. Make sure Fade isn't better than the Skulk -- in every way (notably, vs. Structures). To harass, he must be able to stay out in the field -- without continually healing at base, and needs to be able to use blink often. -- -- ========= For more information, visit us at http://www.unknownworlds.com ===================== Script.Load("lua/Utility.lua") Script.Load("lua/Weapons/Alien/SwipeBlink.lua") Script.Load("lua/Weapons/Alien/StabBlink.lua") Script.Load("lua/Weapons/Alien/Metabolize.lua") Script.Load("lua/Weapons/Alien/Vortex.lua") Script.Load("lua/Weapons/Alien/ReadyRoomBlink.lua") Script.Load("lua/Alien.lua") Script.Load("lua/Mixins/BaseMoveMixin.lua") Script.Load("lua/Mixins/GroundMoveMixin.lua") Script.Load("lua/CelerityMixin.lua") Script.Load("lua/Mixins/JumpMoveMixin.lua") Script.Load("lua/Mixins/CrouchMoveMixin.lua") Script.Load("lua/Mixins/CameraHolderMixin.lua") Script.Load("lua/DissolveMixin.lua") Script.Load("lua/TunnelUserMixin.lua") Script.Load("lua/BabblerClingMixin.lua") Script.Load("lua/RailgunTargetMixin.lua") Script.Load("lua/IdleMixin.lua") Script.Load("lua/FadeVariantMixin.lua") class 'Fade' (Alien) Fade.kMapName = "fade" Fade.kModelName = PrecacheAsset("models/alien/fade/fade.model") local kViewModelName = PrecacheAsset("models/alien/fade/fade_view.model") local kFadeAnimationGraph = PrecacheAsset("models/alien/fade/fade.animation_graph") PrecacheAsset("models/alien/fade/fade.surface_shader") local kViewOffsetHeight = 1.7 Fade.XZExtents = 0.4 Fade.YExtents = 1.05 Fade.kHealth = kFadeHealth Fade.kArmor = kFadeArmor -- ~350 pounds. local kMass = 158 local kJumpHeight = 1.4 local kFadeScanDuration = 4 local kShadowStepCooldown = 0.73 local kShadowStepForce = 4 local kShadowStepSpeed = 30 local kMaxSpeed = 6.2 local kBlinkSpeed = 14 local kBlinkAcceleration = 40 local kBlinkAddAcceleration = 1 local kMetabolizeAnimationDelay = 0.65 -- Delay before you can blink again after a blink. local kMinEnterEtherealTime = 0.4 local kFadeGravityMod = 1.0 if Server then Script.Load("lua/Fade_Server.lua") elseif Client then Script.Load("lua/Fade_Client.lua") end local networkVars = { isScanned = "boolean", shadowStepping = "boolean", timeShadowStep = "private compensated time", shadowStepDirection = "private vector", shadowStepSpeed = "private compensated interpolated float", etherealStartTime = "private time", etherealEndTime = "private time", -- True when we're moving quickly "through the ether" ethereal = "boolean", landedAfterBlink = "private compensated boolean", timeMetabolize = "private compensated time", timeOfLastPhase = "time", hasEtherealGate = "boolean" } AddMixinNetworkVars(BaseMoveMixin, networkVars) AddMixinNetworkVars(GroundMoveMixin, networkVars) AddMixinNetworkVars(JumpMoveMixin, networkVars) AddMixinNetworkVars(CrouchMoveMixin, networkVars) AddMixinNetworkVars(CelerityMixin, networkVars) AddMixinNetworkVars(CameraHolderMixin, networkVars) AddMixinNetworkVars(DissolveMixin, networkVars) AddMixinNetworkVars(TunnelUserMixin, networkVars) AddMixinNetworkVars(BabblerClingMixin, networkVars) AddMixinNetworkVars(IdleMixin, networkVars) AddMixinNetworkVars(FadeVariantMixin, networkVars) function Fade:OnCreate() InitMixin(self, BaseMoveMixin, { kGravity = Player.kGravity * kFadeGravityMod }) InitMixin(self, GroundMoveMixin) InitMixin(self, JumpMoveMixin) InitMixin(self, CrouchMoveMixin) InitMixin(self, CelerityMixin) InitMixin(self, CameraHolderMixin, { kFov = kFadeFov }) Alien.OnCreate(self) InitMixin(self, DissolveMixin) InitMixin(self, TunnelUserMixin) InitMixin(self, BabblerClingMixin) InitMixin(self, FadeVariantMixin) if Client then InitMixin(self, RailgunTargetMixin) end self.shadowStepDirection = Vector() if Server then self.timeLastScan = 0 self.isBlinking = false self.timeShadowStep = 0 self.shadowStepping = false end self.etherealStartTime = 0 self.etherealEndTime = 0 self.ethereal = false self.landedAfterBlink = true end function Fade:OnInitialized() Alien.OnInitialized(self) self:SetModel(Fade.kModelName, kFadeAnimationGraph) if Client then self.blinkDissolve = 0 self:AddHelpWidget("GUIFadeBlinkHelp", 2) self:AddHelpWidget("GUITunnelEntranceHelp", 1) end InitMixin(self, IdleMixin) end function Fade:GetShowElectrifyEffect() return self.hasEtherealGate or self.electrified end function Fade:ModifyJump(input, velocity, jumpVelocity) jumpVelocity:Scale(kFadeGravityMod) end function Fade:OnDestroy() Alien.OnDestroy(self) if Client then self:DestroyTrailCinematic() end end function Fade:GetControllerPhysicsGroup() if self.isHallucination then return PhysicsGroup.SmallStructuresGroup end return PhysicsGroup.BigPlayerControllersGroup end function Fade:GetInfestationBonus() return kFadeInfestationSpeedBonus end function Fade:GetCarapaceSpeedReduction() return kFadeCarapaceSpeedReduction end function Fade:GetCelerityArmorReduction() return kFadeCelerityArmorReduction end function Fade:MovementModifierChanged(newMovementModifierState, input) if newMovementModifierState and self:GetActiveWeapon() ~= nil then local weaponMapName = self:GetActiveWeapon():GetMapName() local metabweapon = self:GetWeapon(Metabolize.kMapName) if metabweapon and not metabweapon:GetHasAttackDelay() and self:GetEnergy() >= metabweapon:GetEnergyCost() then self:SetActiveWeapon(Metabolize.kMapName) self:PrimaryAttack() if weaponMapName ~= Metabolize.kMapName then self.previousweapon = weaponMapName end end end end function Fade:ModifyCrouchAnimation(crouchAmount) return Clamp(crouchAmount * (1 - ( (self:GetVelocityLength() - kMaxSpeed) / (kMaxSpeed * 0.5))), 0, 1) end function Fade:GetHeadAttachpointName() return "fade_tongue2" end -- Prevents reseting of celerity. function Fade:OnSecondaryAttack() end function Fade:GetBaseArmor() return Fade.kArmor end function Fade:GetBaseHealth() return Fade.kHealth end function Fade:GetHealthPerBioMass() return kFadeHealthPerBioMass end function Fade:GetArmorFullyUpgradedAmount() return kFadeArmorFullyUpgradedAmount end function Fade:GetArmorCombinedAmount() return kFadeCombinedArmor end function Fade:GetMaxViewOffsetHeight() return kViewOffsetHeight end function Fade:GetViewModelName() return self:GetVariantViewModel(self:GetVariant()) end function Fade:GetCanStep() return not self:GetIsBlinking() end function Fade:ModifyGravityForce(gravityTable) if self:GetIsBlinking() or self:GetIsOnGround() then gravityTable.gravity = 0 end end function Fade:GetPerformsVerticalMove() return self:GetIsBlinking() end function Fade:GetAcceleration() return 11 end function Fade:GetGroundFriction() return 9 end function Fade:GetAirControl() return 40 end function Fade:GetAirFriction() return (self:GetIsBlinking() or self:GetRecentlyShadowStepped()) and 0 or (0.17 - (GetHasCelerityUpgrade(self) and GetSpurLevel(self:GetTeamNumber()) or 0) * 0.01) end function Fade:ModifyVelocity(input, velocity, deltaTime) if self:GetIsBlinking() then local wishDir = self:GetViewCoords().zAxis local maxSpeedTable = { maxSpeed = kBlinkSpeed } self:ModifyMaxSpeed(maxSpeedTable, input) local prevSpeed = velocity:GetLength() local maxSpeed = math.max(prevSpeed, maxSpeedTable.maxSpeed) local maxSpeed = math.min(25, maxSpeed) velocity:Add(wishDir * kBlinkAcceleration * deltaTime) if velocity:GetLength() > maxSpeed then velocity:Normalize() velocity:Scale(maxSpeed) end -- additional acceleration when holding down blink to exceed max speed velocity:Add(wishDir * kBlinkAddAcceleration * deltaTime) end end function Fade:GetIsStabbing() local stabWeapon = self:GetWeapon(StabBlink.kMapName) return stabWeapon and stabWeapon:GetIsStabbing() end function Fade:GetCanJump() return self:GetIsOnGround() and not self:GetIsBlinking() and not self:GetIsStabbing() end function Fade:GetIsShadowStepping() return false end function Fade:GetMaxSpeed(possible) if possible then return kMaxSpeed end if self:GetIsBlinking() then return kBlinkSpeed end -- Take into account crouching. return kMaxSpeed end function Fade:GetMass() return kMass end function Fade:GetJumpHeight() return kJumpHeight end function Fade:GetIsBlinking() return self.ethereal and self:GetIsAlive() end function Fade:GetRecentlyBlinked(player) return Shared.GetTime() - self.etherealEndTime < kMinEnterEtherealTime end function Fade:GetHasShadowStepAbility() return self:GetHasOneHive() end function Fade:GetHasShadowStepCooldown() return self.timeShadowStep + kShadowStepCooldown > Shared.GetTime() end function Fade:GetRecentlyShadowStepped() return self.timeShadowStep + kShadowStepCooldown * 2 > Shared.GetTime() end function Fade:GetMovementSpecialTechId() if self:GetCanMetabolizeHealth() then return kTechId.MetabolizeHealth else return kTechId.MetabolizeEnergy end end function Fade:GetHasMovementSpecial() return self:GetHasOneHive() end function Fade:GetMovementSpecialEnergyCost() return kMetabolizeEnergyCost end function Fade:GetCollisionSlowdownFraction() return 0.05 end function Fade:ModifyCelerityBonus(celerityBonus) return celerityBonus - self:GetCarapaceMovementScalar() end function Fade:TriggerShadowStep(direction) if not self:GetHasMovementSpecial() then return end if direction:GetLength() == 0 then direction.z = 1 end --[[ if direction.z == 1 then direction.x = 0 end --]] local movementDirection = self:GetViewCoords():TransformVector(direction) movementDirection:Normalize() if not self:GetIsBlinking() and not self:GetHasShadowStepCooldown() and self:GetEnergy() > kFadeShadowStepCost then local celerityAddSpeed = (GetHasCelerityUpgrade(self) and GetSpurLevel(self:GetTeamNumber()) or 0) * 0.7 -- add small force in the direction we are stepping local currentSpeed = movementDirection:DotProduct(self:GetVelocity()) local shadowStepStrength = math.max(currentSpeed, 11 + celerityAddSpeed) + 0.5 self:SetVelocity(movementDirection * shadowStepStrength * self:GetSlowSpeedModifier()) self.timeShadowStep = Shared.GetTime() self.shadowStepSpeed = kShadowStepSpeed self.shadowStepping = true self.shadowStepDirection = Vector(movementDirection) self:TriggerEffects("shadow_step", { effecthostcoords = Coords.GetLookIn(self:GetOrigin(), movementDirection) }) self:DeductAbilityEnergy(kFadeShadowStepCost) self:TriggerUncloak() end end function Fade:GetHasMetabolizeAnimationDelay() return self.timeMetabolize + kMetabolizeAnimationDelay > Shared.GetTime() end function Fade:GetCanMetabolizeHealth() return self:GetHasTwoHives() end function Fade:OverrideInput(input) Alien.OverrideInput(self, input) if self:GetIsBlinking() then input.move.z = 1 input.move.x = 0 end return input end function Fade:OnProcessMove(input) Alien.OnProcessMove(self, input) if Server then if self.isScanned and self.timeLastScan + kFadeScanDuration < Shared.GetTime() then self.isScanned = false end end -- move without manipulating velocity if self:GetIsShadowStepping() then self.shadowStepSpeed = math.max(0, self.shadowStepSpeed - input.time * 90) local completedMove, hitEntities, averageSurfaceNormal = self:PerformMovement(self.shadowStepDirection * self.shadowStepSpeed * input.time, 3) local breakShadowStep = false --stop when colliding with an enemy player if hitEntities then for _, entity in ipairs(hitEntities) do if entity:isa("Player") and GetAreEnemies(self, entity) then breakShadowStep = true break end end end local enemyTeamNumber = GetEnemyTeamNumber(self:GetTeamNumber()) local function FilterFriendAndDead(entity) return HasMixin(entity, "Team") and entity:GetTeamNumber() == enemyTeamNumber and HasMixin(entity, "Live") and entity:GetIsAlive() end -- trigger break when enemy player is nearby if not breakShadowStep and self.shadowStepSpeed < 35 then breakShadowStep = #Shared.GetEntitiesWithTagInRange("class:Player", self:GetOrigin(), 1.8, FilterFriendAndDead) > 0 end if breakShadowStep then self.shadowStepping = false self.shadowStepSpeed = 0 local velocity = self:GetVelocity() velocity.x = 0 velocity.z = 0 self:SetVelocity(velocity) end end if not self:GetHasMetabolizeAnimationDelay() and self.previousweapon ~= nil then self:SetActiveWeapon(self.previousweapon) self.previousweapon = nil end end function Fade:GetBlinkAllowed() local weapons = self:GetWeapons() for i = 1, #weapons do if not weapons[i]:GetBlinkAllowed() then return false end end return true end function Fade:OnScan() if Server then self.timeLastScan = Shared.GetTime() self.isScanned = true end end function Fade:GetStepHeight() if self:GetIsBlinking() then return 2 end return Player.GetStepHeight() end function Fade:SetDetected(state) if Server then if state then self.timeLastScan = Shared.GetTime() self.isScanned = true else self.isScanned = false end end end function Fade:OnUpdateAnimationInput(modelMixin) if not self:GetHasMetabolizeAnimationDelay() then Alien.OnUpdateAnimationInput(self, modelMixin) if self.timeOfLastPhase + 0.5 > Shared.GetTime() then modelMixin:SetAnimationInput("move", "teleport") end else local weapon = self:GetActiveWeapon() if weapon ~= nil and weapon.OnUpdateAnimationInput and weapon:GetMapName() == Metabolize.kMapName then weapon:OnUpdateAnimationInput(modelMixin) end end end function Fade:TriggerBlink() self.ethereal = true self.landedAfterBlink = false end function Fade:OnBlinkEnd() self.ethereal = false end function Fade:PostUpdateMove(input, runningPrediction) if self.shadowStepSpeed == 0 then self.shadowStepping = false end end --[[ function Fade:ModifyAttackSpeed(attackSpeedTable) attackSpeedTable.attackSpeed = attackSpeedTable.attackSpeed * 1.06 end --]] function Fade:GetEngagementPointOverride() return self:GetOrigin() + Vector(0, 0.8, 0) end --[[ function Fade:ModifyHeal(healTable) Alien.ModifyHeal(self, healTable) healTable.health = healTable.health * 1.7 end --]] function Fade:OverrideVelocityGoal(velocityGoal) if not self:GetIsOnGround() and self:GetCrouching() then velocityGoal:Scale(0) end end --[[ function Fade:HandleButtons(input) Alien.HandleButtons(self, input) if self:GetIsBlinking() then input.commands = bit.bor(input.commands, Move.Crouch) end end --]] function Fade:OnGroundChanged(onGround, impactForce, normal, velocity) Alien.OnGroundChanged(self, onGround, impactForce, normal, velocity) if onGround then self.landedAfterBlink = true end end function Fade:GetMovementSpecialCooldown() local cooldown = 0 local timeLeft = (Shared.GetTime() - self.timeMetabolize) local metabolizeWeapon = self:GetWeapon(Metabolize.kMapName) local metaDelay = metabolizeWeapon and metabolizeWeapon:GetAttackDelay() or 0 if timeLeft < metaDelay then return 1 - Clamp(timeLeft / metaDelay, 0, 1) end return cooldown end Shared.LinkClassToMap("Fade", Fade.kMapName, networkVars, true)
--[[----------------------------------------------------------------------------- ColorPicker Widget -------------------------------------------------------------------------------]] local Type, Version = "ColorPicker", 21 local AceGUI = LibStub and LibStub("AceGUI-3.0", true) if not AceGUI or (AceGUI:GetWidgetVersion(Type) or 0) >= Version then return end -- Lua APIs local pairs = pairs -- WoW APIs local CreateFrame, UIParent = CreateFrame, UIParent -- Global vars/functions that we don't upvalue since they might get hooked, or upgraded -- List them here for Mikk's FindGlobals script -- GLOBALS: ShowUIPanel, HideUIPanel, ColorPickerFrame, OpacitySliderFrame --[[----------------------------------------------------------------------------- Support functions -------------------------------------------------------------------------------]] local function ColorCallback(self, r, g, b, a, isAlpha) if not self.HasAlpha then a = 1 end self:SetColor(r, g, b, a) if ColorPickerFrame:IsVisible() then --colorpicker is still open self:Fire("OnValueChanged", r, g, b, a) else --colorpicker is closed, color callback is first, ignore it, --alpha callback is the final call after it closes so confirm now if isAlpha then self:Fire("OnValueConfirmed", r, g, b, a) end end end --[[----------------------------------------------------------------------------- Scripts -------------------------------------------------------------------------------]] local function Control_OnEnter(frame) frame.obj:Fire("OnEnter") end local function Control_OnLeave(frame) frame.obj:Fire("OnLeave") end local function ColorSwatch_OnClick(frame) HideUIPanel(ColorPickerFrame) local self = frame.obj if not self.disabled then ColorPickerFrame:SetFrameStrata("FULLSCREEN_DIALOG") ColorPickerFrame:SetClampedToScreen(true) ColorPickerFrame.func = function() local r, g, b = ColorPickerFrame:GetColorRGB() local a = 1 - OpacitySliderFrame:GetValue() ColorCallback(self, r, g, b, a) end ColorPickerFrame.hasOpacity = self.HasAlpha ColorPickerFrame.opacityFunc = function() local r, g, b = ColorPickerFrame:GetColorRGB() local a = 1 - OpacitySliderFrame:GetValue() ColorCallback(self, r, g, b, a, true) end local r, g, b, a = self.r, self.g, self.b, self.a if self.HasAlpha then ColorPickerFrame.opacity = 1 - (a or 0) end ColorPickerFrame:SetColorRGB(r, g, b) ColorPickerFrame.cancelFunc = function() ColorCallback(self, r, g, b, a, true) end ShowUIPanel(ColorPickerFrame) end AceGUI:ClearFocus() end --[[----------------------------------------------------------------------------- Methods -------------------------------------------------------------------------------]] local methods = { ["OnAcquire"] = function(self) self:SetHeight(24) self:SetWidth(200) self:SetHasAlpha(false) self:SetColor(0, 0, 0, 1) self:SetDisabled(nil) self:SetLabel(nil) end, -- ["OnRelease"] = nil, ["SetLabel"] = function(self, text) self.text:SetText(text) end, ["SetColor"] = function(self, r, g, b, a) self.r = r self.g = g self.b = b self.a = a or 1 self.colorSwatch:SetVertexColor(r, g, b, a) end, ["SetHasAlpha"] = function(self, HasAlpha) self.HasAlpha = HasAlpha end, ["SetDisabled"] = function(self, disabled) self.disabled = disabled if self.disabled then self.frame:Disable() self.text:SetTextColor(0.5, 0.5, 0.5) else self.frame:Enable() self.text:SetTextColor(1, 1, 1) end end } --[[----------------------------------------------------------------------------- Constructor -------------------------------------------------------------------------------]] local function Constructor() local frame = CreateFrame("Button", nil, UIParent) frame:Hide() frame:EnableMouse(true) frame:SetScript("OnEnter", Control_OnEnter) frame:SetScript("OnLeave", Control_OnLeave) frame:SetScript("OnClick", ColorSwatch_OnClick) local colorSwatch = frame:CreateTexture(nil, "OVERLAY") colorSwatch:SetWidth(19) colorSwatch:SetHeight(19) colorSwatch:SetTexture("Interface\\ChatFrame\\ChatFrameColorSwatch") colorSwatch:SetPoint("LEFT") local texture = frame:CreateTexture(nil, "BACKGROUND") texture:SetWidth(16) texture:SetHeight(16) texture:SetTexture(1, 1, 1) texture:SetPoint("CENTER", colorSwatch) texture:Show() local checkers = frame:CreateTexture(nil, "BACKGROUND") checkers:SetWidth(14) checkers:SetHeight(14) checkers:SetTexture("Tileset\\Generic\\Checkers") checkers:SetTexCoord(.25, 0, 0.5, .25) checkers:SetDesaturated(true) checkers:SetVertexColor(1, 1, 1, 0.75) checkers:SetPoint("CENTER", colorSwatch) checkers:Show() local text = frame:CreateFontString(nil,"OVERLAY","GameFontHighlight") text:SetHeight(24) text:SetJustifyH("LEFT") text:SetTextColor(1, 1, 1) text:SetPoint("LEFT", colorSwatch, "RIGHT", 2, 0) text:SetPoint("RIGHT") --local highlight = frame:CreateTexture(nil, "HIGHLIGHT") --highlight:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight") --highlight:SetBlendMode("ADD") --highlight:SetAllPoints(frame) local widget = { colorSwatch = colorSwatch, text = text, frame = frame, type = Type } for method, func in pairs(methods) do widget[method] = func end return AceGUI:RegisterAsWidget(widget) end AceGUI:RegisterWidgetType(Type, Constructor, Version)
-- ref.: https://hips.seas.harvard.edu/blog/2013/03/03/the-alias-method-efficient-sampling-with-many-discrete-outcomes/ local AM = torch.class("torch.AliasMultinomial") function AM:__init(probs) self.J, self.q = self:setup(probs) end function AM:setup(probs) assert(probs:dim() == 1) local K = probs:nElement() local q = probs.new(K):zero() local J = torch.LongTensor(K):zero() -- Sort the data into the outcomes with probabilities -- that are larger and smaller than 1/K. local smaller, larger = {}, {} local maxk, maxp = 0, -1 for kk = 1,K do local prob = probs[kk] q[kk] = K*prob if q[kk] < 1 then table.insert(smaller, kk) else table.insert(larger, kk) end if maxk > maxp then end end -- Loop through and create little binary mixtures that -- appropriately allocate the larger outcomes over the -- overall uniform mixture. while #smaller > 0 and #larger > 0 do local small = table.remove(smaller) local large = table.remove(larger) J[small] = large q[large] = q[large] - (1.0 - q[small]) if q[large] < 1.0 then table.insert(smaller,large) else table.insert(larger,large) end end assert(q:min() >= 0) if q:max() > 1 then q:div(q:max()) end assert(q:max() <= 1) if J:min() <= 0 then -- sometimes an large index isn't added to J. -- fix it by making the probability 1 so that J isn't indexed. local i = 0 J:apply(function(x) i = i + 1 if x <= 0 then q[i] = 1 end end) end return J, q end function AM:draw() J = self.J q = self.q local K = J:nElement() -- Draw from the overall uniform mixture. local kk = math.random(1,K) -- Draw from the binary mixture, either keeping the -- small one, or choosing the associated larger one. if math.random() < q[kk] then return kk else return J[kk] end end function AM:batchdraw(output) assert(torch.type(output) == 'torch.LongTensor') assert(output:nElement() > 0) local J = self.J local K = J:nElement() self._kk = self._kk or output.new() self._kk:resizeAs(output):random(1,K) self._q = self._q or self.q.new() self._q:index(self.q, 1, self._kk:view(-1)) self._mask = self._b or torch.LongTensor() self._mask:resize(self._q:size()):bernoulli(self._q) self.__kk = self.__kk or output.new() self.__kk:resize(self._kk:size()):copy(self._kk) self.__kk:cmul(self._mask) -- if mask == 0 then output[i] = J[kk[i]] else output[i] = 0 self._mask:add(-1):mul(-1) -- (1,0) - > (0,1) output:view(-1):index(J, 1, self._kk:view(-1)) output:cmul(self._mask) -- elseif mask == 1 then output[i] = kk[i] output:add(self.__kk) return output end
local nitro = true local backfire = true local dev = false local time_after_finish_ms = 60000 local time_bef_start_s = 6 local car = 12 local plyvehs = {} local checkpoints = {} local finished = {} local playerscheckpoints = {} local lastclassement = {} local notready = {} local finishclassement = {} local currace = {} function createcheckpoints(mapname, idnb) local id = tostring(idnb) if checkpoints[id] then for i,v in ipairs(checkpoints[id]) do DestroyObject(v) end end checkpoints[id] = {} for i,v in ipairs(races[mapname]) do if i+1 == #races[mapname] then local obj = CreateObject(111111, races[mapname][i+1][1], races[mapname][i+1][2], races[mapname][i+1][3] , 0, races[mapname][i+1][4], 0, 1, 1, 1) AddObjectInDimension(obj, idnb) table.insert(checkpoints[id],obj) else if races[mapname][i+1] then local obj = CreateObject(336, races[mapname][i+1][1], races[mapname][i+1][2], races[mapname][i+1][3] , 0, 0, 0, 10, 10, 10) AddObjectInDimension(obj, idnb) table.insert(checkpoints[id],obj) end end end end function changerace(idnb, race_id) local id = tostring(idnb) finishclassement[id] = {} notready[id] = {} lastclassement[id] = {} playerscheckpoints[id] = {} plyvehs[id] = {} currace[id] = race_id createcheckpoints(racesnumbers[currace[id]], idnb) for i,v in ipairs(GetDimensionPlayers(idnb)) do if IsValidPlayer(v) then local tbl = {} tbl.ply = v tbl.number = 1 table.insert(playerscheckpoints[id],tbl) table.insert(notready[id],v) SetPlayerSpawnLocation(v, spawns[racesnumbers[currace[id]]][i+1][1], spawns[racesnumbers[currace[id]]][i+1][2], spawns[racesnumbers[currace[id]]][i+1][3], spawns[racesnumbers[currace[id]]][1]) SetPlayerHealth(v, 0) --CallRemoteEvent(v,"SpecRemoteEvent",false) CallRemoteEvent(v,"classement_update",i,table_count(GetDimensionPlayers(idnb)),true) end end end --AddEvent("OnPlayerJoin", function(ply) --SetPlayerSpawnLocation(ply, spawns[racesnumbers[currace]][2][1], spawns[racesnumbers[currace]][2][2], 0, spawns[racesnumbers[currace]][1]) --SetPlayerRespawnTime(ply, 500) --if not checkpoints then --changerace() --end --end) function spawnveh(ply,id,first) local did = GetPlayerDimension(ply) local strid = tostring(did) for i,v in ipairs(plyvehs[strid]) do if v.ply == ply then DestroyVehicle(v.vid) table.remove(plyvehs[strid],i) end end local px,py,pz = GetPlayerLocation(ply) local h = GetPlayerHeading(ply) local veh = CreateVehicle(id, px, py, pz , h) SetVehicleLicensePlate(veh, "RACING") SetVehicleRespawnParams(veh, false) AttachVehicleNitro(veh, nitro) EnableVehicleBackfire(veh, backfire) AddVehicleInDimension(veh, did) local tbin = {} tbin.ply = ply tbin.vid = veh tbin.vhp = GetVehicleHealth(veh) table.insert(plyvehs[strid],tbin) if first == true then local ping = GetPlayerPing(ply) if ping == 0 then ping = 50 else ping=ping*6 end Delay(ping,function() SetPlayerInVehicle(ply, veh) end) else SetPlayerInVehicle(ply, veh) end end AddEvent("OnPlayerSpawnRacing", function(ply) local idnb = GetPlayerDimension(ply) local id = tostring(idnb) local found = false for i,v in ipairs(playerscheckpoints[id]) do if v.ply == ply then found=true spawnveh(ply,car,true) end end if not found then for i,v in ipairs(playerscheckpoints[id]) do local ping = GetPlayerPing(ply) if ping == 0 then ping = 50 else ping=ping*6 end for i,v in ipairs(playerscheckpoints[id]) do CallRemoteEvent(v.ply,"startlookingforafk") end Delay(ping,function() speclogic(ply,playerscheckpoints[id][i].ply) end) break end end end) AddEvent("OnPlayerLeaveVehicleRacing",function(ply,veh,seat) local idnb = GetPlayerDimension(ply) local id = tostring(idnb) if GetPlayerPropertyValue(ply,"leaving")==nil then if GetPlayerPropertyValue(ply,"leavingtospec")==nil then spawnveh(ply,car) else for i,v in ipairs(plyvehs[id]) do if v.ply == ply then DestroyVehicle(v.vid) table.remove(plyvehs[id],i) local ping = GetPlayerPing(ply) if ping == 0 then ping = 50 else ping=ping*6 end Delay(ping,function() for i,v in ipairs(playerscheckpoints[id]) do speclogic(ply,playerscheckpoints[id][i].ply) break end end) end end SetPlayerPropertyValue(ply,"leavingtospec",nil,false) end end end) AddEvent("OnPlayerQuitRacing",function(ply, idnb, leave) --local idnb = GetPlayerDimension(ply) --print(idnb) if not leave then CallRemoteEvent(ply,"SpecRemoteEvent",false) end local id = tostring(idnb) for i,v in ipairs(plyvehs[id]) do if v.ply == ply then SetPlayerPropertyValue(ply,"leaving",true,false) DestroyVehicle(v.vid) table.remove(plyvehs[id],i) end end for i,v in ipairs(playerscheckpoints[id]) do if v.ply == ply then table.remove(playerscheckpoints[id],i) end end for i,v in ipairs(finishclassement[id]) do if v == ply then table.remove(finishclassement[id],i) end end for ilc,vlc in ipairs(lastclassement[id]) do if vlc.ply == ply then table.remove(lastclassement[id],ilc) end end if #playerscheckpoints[id]>0 then for i,v in ipairs(notready[id]) do if v==ply then if #notready[id]<=1 then for i,v in ipairs(playerscheckpoints[id]) do CallRemoteEvent(v.ply,"checkpointstbl",races[racesnumbers[currace[id]]],time_bef_start_s) end end table.remove(notready[id],i) end end end if (IsValidDimension(idnb) and table_count(GetDimensionPlayers(idnb))>1) then if #playerscheckpoints[id] == 0 then Delay(250,function() -- wait some time so GetAllPlayers and GetPlayerCount won't return this player checktorestart(idnb) end) end --elseif checkpoints[id] then --for i,v in ipairs(checkpoints[id]) do --DestroyObject(v) --end --checkpoints[id] = nil end end) function checktorestart(idnb) local id = tostring(idnb) if #playerscheckpoints[id] == 0 then -- finish race --print("race finished") --print(tostring(idnb) .. " " .. type(idnb)) for i,v in ipairs(GetDimensionPlayers(idnb)) do if IsValidPlayer(v) then CallRemoteEvent(v,"Start_finish_timer",time_after_finish_ms,true) CallRemoteEvent(v,"SpecRemoteEvent",false) end end if checkpoints[id] then for i,v in ipairs(checkpoints[id]) do DestroyObject(v) end end for i,v in ipairs(plyvehs[id]) do if IsValidVehicle(v.vid) then SetPlayerPropertyValue(v.ply, "leaving", true, false) RemovePlayerFromVehicle(v.ply) Delay(600, function() DestroyVehicle(v.vid) SetPlayerPropertyValue(v.ply, "leaving", nil, false) end) end end finished[id] = true CallEvent("OnRaceFinished", idnb, finishclassement[id], lastclassement[id]) finishclassement[id] = {} notready[id] = {} lastclassement[id] = {} playerscheckpoints[id] = {} plyvehs[id] = {} checkpoints[id] = {} --[[ if #racesnumbers==currace then currace=1 changerace() else currace=currace+1 changerace() end]]-- else if #finishclassement[id]==1 then for i,v in ipairs(GetDimensionPlayers(idnb)) do CallRemoteEvent(v,"Start_finish_timer",time_after_finish_ms,false) end finished[id] = false Delay(time_after_finish_ms,function() if finished[id] == false then playerscheckpoints[id]={} checktorestart(idnb) end end) end end end function timercheck() for k,uh in pairs(playerscheckpoints) do for i,v in ipairs(uh) do if GetPlayerVehicle(v.ply)~=0 then local veh = GetPlayerVehicle(v.ply) if IsValidVehicle(veh) then for i2,vc in ipairs(checkpoints[k]) do if i2+1==v.number+1 then local x,y,z = GetVehicleLocation(veh) if z>0 then if GetDistance2D(x, y, races[racesnumbers[currace[k]]][i2+1][1], races[racesnumbers[currace[k]]][i2+1][2])<750 then v.number=i2+1 local vh = GetVehicleHeading(GetPlayerVehicle(v.ply)) SetPlayerSpawnLocation(v.ply, x, y, z+200, vh) CallRemoteEvent(v.ply,"hidecheckpoint",vc) local place = 0 if i2 == #checkpoints[k] then table.insert(finishclassement[k],v.ply) place = #finishclassement[k] CallRemoteEvent(v.ply,"classement_update",place,table_count(GetDimensionPlayers(tonumber(k)))) table.remove(playerscheckpoints[k],i) for ilc,vlc in ipairs(lastclassement[k]) do if vlc.ply == v.ply then table.remove(lastclassement[k],ilc) end end if #playerscheckpoints[k]>0 then SetPlayerPropertyValue(v.ply,"leavingtospec",true,false) RemovePlayerFromVehicle(v.ply) end checktorestart(tonumber(k)) end end else SetPlayerHealth(v.ply, 0) end end end end end end end for k,uh in pairs(plyvehs) do for i,v in ipairs(uh) do if IsValidVehicle(v.vid) then if v.vhp > GetVehicleHealth(v.vid) then SetVehicleHealth(v.vid, v.vhp) SetVehicleDamage(v.vid, 1, 0.0) SetVehicleDamage(v.vid, 2, 0.0) SetVehicleDamage(v.vid, 3, 0.0) SetVehicleDamage(v.vid, 4, 0.0) SetVehicleDamage(v.vid, 5, 0.0) SetVehicleDamage(v.vid, 6, 0.0) SetVehicleDamage(v.vid, 7, 0.0) SetVehicleDamage(v.vid, 8, 0.0) end end end end for k, v in pairs(GetAllDimensions()) do if v.name == "racing" then for i,v in ipairs(GetDimensionPlayers(k)) do if GetPlayerVehicle(v)~=0 then local veh = GetPlayerVehicle(v) if (IsValidVehicle(veh) and finishclassement[tostring(k)]) then local place = #finishclassement[tostring(k)]+1 local pnumber = nil local pindex = nil for ic,vc in ipairs(playerscheckpoints[tostring(k)]) do if vc.ply == v then pnumber = vc.number pindex = ic end end if pnumber~=nil then for ic,vc in ipairs(playerscheckpoints[tostring(k)]) do if vc.ply ~= v then if GetPlayerVehicle(vc.ply)~=0 then local pveh = GetPlayerVehicle(vc.ply) if IsValidVehicle(pveh) then if vc.number > pnumber then place = place+1 elseif vc.number == pnumber then local x1,y1,z1 = GetVehicleLocation(veh) local dist1 = GetDistance2D(x1, y1, races[racesnumbers[currace[tostring(k)]]][pnumber+1][1], races[racesnumbers[currace[tostring(k)]]][pnumber+1][2]) local x2,y2,z2 = GetVehicleLocation(pveh) local dist2 = GetDistance2D(x2, y2, races[racesnumbers[currace[tostring(k)]]][pnumber+1][1], races[racesnumbers[currace[tostring(k)]]][pnumber+1][2]) if dist1>dist2 then place=place+1 end end end end end end local lastpl = 0 for ilc,vlc in ipairs(lastclassement[tostring(k)]) do if vlc.ply == v then lastpl = vlc.lplace table.remove(lastclassement[tostring(k)],ilc) end end if place ~= lastpl then local lc = {} lc.ply = v lc.lplace = place table.insert(lastclassement[tostring(k)],lc) CallRemoteEvent(v,"classement_update",place,table_count(GetDimensionPlayers(k))) end end end end end end end end AddEvent("OnPackageStart",function() CreateTimer(timercheck, 50) if dev then print("DEV MODE ACTIVATED FOR " .. GetPackageName()) end end) AddRemoteEvent("returncar_racing",function(ply) local veh = GetPlayerVehicle(ply) if IsValidVehicle(veh) then local rx,ry,rz = GetVehicleRotation(veh) SetVehicleRotation(veh, 0,ry,0) end end) AddCommand("race",function(ply,id) if dev then if id ~= nil then currace=tonumber(id) playerscheckpoints={} changerace() end end end) AddRemoteEvent("changespec",function(ply,spectated) local idnb = GetPlayerDimension(ply) local id = tostring(idnb) if #playerscheckpoints[id]>0 then local lookindex = false local found = false local compt = 0 for i,v in ipairs(playerscheckpoints[id]) do if lookindex then speclogic(ply,v.ply) break end compt=compt+1 if v.ply==spectated then found = true if compt==#playerscheckpoints[id] then for i,v in ipairs(playerscheckpoints[id]) do speclogic(ply,playerscheckpoints[id][i].ply) break end else lookindex=true end end end if not found then for i,v in ipairs(playerscheckpoints[id]) do speclogic(ply,playerscheckpoints[id][i].ply) break end end end end) function speclogic(cmdply,ply) AddPlayerChat(cmdply,"You are spectating " .. GetPlayerName(ply)) local x, y, z = GetPlayerLocation(ply) CallRemoteEvent(cmdply,"SpecRemoteEvent",true,ply,x,y,z) end AddRemoteEvent("last_checkpoint",function(ply) local idnb = GetPlayerDimension(ply) local id = tostring(idnb) for i,v in ipairs(playerscheckpoints[id]) do if v.ply == ply then if v.number == 1 then SetPlayerHealth(ply,0) else local veh = GetPlayerVehicle(ply) local rx,ry,rz = GetVehicleRotation(veh) SetVehicleRotation(veh, 0,ry,0) SetVehicleLinearVelocity(veh, 0, 0, 0 ,true) SetVehicleAngularVelocity(veh, 0, 0, 0 ,true) SetVehicleLocation(veh,races[racesnumbers[currace[id]]][v.number][1], races[racesnumbers[currace[id]]][v.number][2], races[racesnumbers[currace[id]]][v.number][3] + 200) end end end end) AddCommand("showspawns",function(ply) if dev then for i,v in ipairs(spawns[racesnumbers[currace]]) do if i > 1 then CreateObject(1363, v[1], v[2], v[3] , 0, spawns[racesnumbers[currace]][1], 0, 1, 1, 1) end end end end) AddRemoteEvent("imafk",function(ply) KickPlayer(ply,"Afk") end) local locktimer = nil local lockyaw = nil function refreshyaw(ply) if IsValidPlayer(ply) then local veh = GetPlayerVehicle(ply) local rx,ry,rz = GetVehicleRotation(veh) if veh~=0 then SetVehicleRotation(veh,rx,lockyaw,rz) end else DestroyTimer(locktimer) locktimer = nil localyaw = nil end end AddCommand("lockyaw",function(ply,yaw) if dev then if yaw then yaw = tonumber(yaw) lockyaw=yaw if locktimer then DestroyTimer(locktimer) end locktimer = CreateTimer(refreshyaw,1000,ply) local veh = GetPlayerVehicle(ply) local rx,ry,rz = GetVehicleRotation(veh) if veh~=0 then SetVehicleRotation(veh,rx,lockyaw,rz) end else if locktimer then DestroyTimer(locktimer) locktimer = nil localyaw = nil end end end end) AddRemoteEvent("Readytostart",function(ply) local idnb = GetPlayerDimension(ply) local id = tostring(idnb) for i,v in ipairs(notready[id]) do if v==ply then if table_count(notready[id])<=1 then for i,v in ipairs(playerscheckpoints[id]) do CallRemoteEvent(v.ply,"checkpointstbl",races[racesnumbers[currace[id]]],time_bef_start_s) end end table.remove(notready[id],i) end end end)
local class = require 'middleclass' local Scene = require 'scene' local MainMenu = class('MainMenu', Scene) function MainMenu:initialize(manager) Scene.initialize(self, manager) end function MainMenu:onLoad() self.fontTitle = love.graphics.newFont('assets/neuropol.ttf', 48) self.fontText = love.graphics.newFont('assets/neuropol.ttf', 24) self.title = love.graphics.newText(self.fontTitle, 'WEXD') self.text1 = love.graphics.newText(self.fontText, 'Press any key to start') self:start() end function MainMenu:update(dt) if self.currentState ~= 'running' then return end end function MainMenu:draw() if self.currentState ~= 'running' then return end local wh = love.graphics:getHeight() local ww = love.graphics:getWidth() love.graphics.draw(self.title, ww / 2 - self.title:getWidth() / 2, wh / 2 - self.title:getHeight() / 2) love.graphics.draw(self.text1, ww / 2 - self.text1:getWidth() / 2, wh / 2 - self.text1:getHeight() / 2 + 40) end function MainMenu:keyreleased(key) self.manager:replaceScene('level-1') end return function(manager) return MainMenu:new(manager) end
-- This is a part of uJIT's testing suite. -- Copyright (C) 2020-2021 LuaVela Authors. See Copyright Notice in COPYRIGHT -- Copyright (C) 2015-2020 IPONWEB Ltd. See Copyright Notice in COPYRIGHT jit.off() local tests = {} local function assert_immutable_nyi_type(obj) local status, errmsg = pcall(ujit.immutable, obj) assert(status == false) assert(string.match(errmsg, "attempt to make immutable")) end local function assert_modification_error(...) local status, errmsg = pcall(...) assert(status == false) assert(string.match(errmsg, "attempt to modify .+ object$")) end function tests.immutable_types() -- Values below are immutable per se, a no-op behaviour expected: assert(ujit.immutable() == nil) assert(ujit.immutable(nil) == nil) assert(ujit.immutable(false) == false) assert(ujit.immutable(true) == true) assert(ujit.immutable(4.2) == 4.2) assert(ujit.immutable(1/0) == 1/0) assert(ujit.immutable("") == "") assert(ujit.immutable("xxx") == "xxx") assert(ujit.immutable(io.stdout) == io.stdout) assert(type(io.stdout) == "userdata") -- any function is a no-op: local upvalue = 0 local foo1 = function (x, y) return x + y end local foo2 = function (x, y) upvalue = upvalue + 1 return upvalue > 100 and x + y or x - y end assert(ujit.immutable(foo1) == foo1) assert(ujit.immutable(foo2) == foo2) assert(type(pairs) == "function" and ujit.immutable(pairs) == pairs) end function tests.immutable_nyi_types() -- coroutine local co = coroutine.create(function() end) assert(type(co) == "thread") assert_immutable_nyi_type(co) -- cdata local has_ffi, ffi = pcall(require, "ffi") if has_ffi then local cdata = ffi.new("uint64_t") assert(type(cdata) == "cdata") assert_immutable_nyi_type(cdata) end end function tests.immutable_tables_basic() local mutator_tsets = function (t) t.k = "v" end local mutator_tsetb = function (t) t[1] = "v" end local mutator_tsetv = function (t) local k = "k"; t[k] = "v" end local mutator_raw = function (t) rawset(t, "k", "v") end local t1 = ujit.immutable{} assert_modification_error(mutator_tsets, t1) assert_modification_error(mutator_tsetb, t1) assert_modification_error(mutator_tsetv, t1) assert_modification_error(mutator_raw, t1) local t2 = ujit.immutable{ nested = {} } assert_modification_error(mutator_tsets, t2.nested) assert_modification_error(mutator_tsetb, t2.nested) assert_modification_error(mutator_tsetv, t2.nested) assert_modification_error(mutator_raw, t2.nested) local t3 = ujit.immutable{ nested = { nested = {} } } assert_modification_error(mutator_tsets, t3.nested.nested) assert_modification_error(mutator_tsetb, t3.nested.nested) assert_modification_error(mutator_tsetv, t3.nested.nested) assert_modification_error(mutator_raw, t3.nested.nested) local t4 = ujit.immutable(ujit.immutable(ujit.immutable{ [true] = true, [false] = false, [42] = 4.2, ["xxx"] = "xxx", })) assert(type(t4) == "table") end function tests.immutable_iterable_pairs() local t1 = ujit.immutable{ foo = "bar", baz = 42, } local t2 = {} local n = 0 assert(t1.foo == "bar") assert(t1.baz == 42) for k, v in pairs(t1) do n = n + 1 t2[k] = v end assert(n == 2) assert(t2.foo == t1.foo) assert(t2.baz == t1.baz) end function tests.immutable_iterable_ipairs() local t1 = ujit.immutable{10, 20, 30} local t2 = {} assert(t1[1] == 10) assert(t1[2] == 20) assert(t1[3] == 30) for k, v in ipairs(t1) do t2[k] = v end assert(#t1 == #t2) assert(t2[1] == t1[1]) assert(t2[2] == t1[2]) assert(t2[3] == t1[3]) end function tests.immutable_iterable_next() local k, v local t = {} k, v = next(ujit.immutable{foo = "bar"}) assert(k == "foo") assert(v == "bar") k, v = next(ujit.immutable{[1] = "foo"}) assert(k == 1) assert(v == "foo") k, v = next(ujit.immutable{[t] = t}) assert(k == t) assert(v == t) end function tests.immutable_recursive() local function mutator(tbl, key, value) tbl[key] = value end local t1 = {} t1.t1 = t1 ujit.immutable(t1) assert(t1.t1 == t1) assert_modification_error(mutator, t1, "t1", "t1") end local function assert_mutable(t, exp_level, exp_oops_type) local t1 = t local level = 0 while t1.nested ~= nil do t1.foo = "bar" t1 = t1.nested level = level + 1 end assert(level == exp_level) assert(type(t1.oops) == exp_oops_type) end function tests.immutable_tables_nyi_types() local t1 = { nested = { nested = { nested = { nested = { oops = coroutine.create(function() end), }, }, }, }, } assert_immutable_nyi_type(t1) assert_mutable(t1, 4, "thread") end function tests.immutable_unmarking() -- NB! This test relies on the order in which table elements are traversed. -- If we encounter an error in-between marking immutable (iteration 2), -- we must be able to unmark the *entire* object. local c = coroutine.create(function() end) local t = { -- Iteration# Marked? Success? Unmarked? {}, -- 1 YES YES YES c, -- 2 YES NO NO {}, -- 3 NO N/A YES } local status = pcall(ujit.immutable, t) assert(status == false) end -- An immutable object t1 gets referenced from a mutable object t2, which cannot -- be made immutable. After that, t1 and t2 should preserve their states: -- t1 should still be immutable, and t2 should still be mutable. function tests.immutable_consistency() local mutator = function (t, k, v) t[k] = v end local t1 = ujit.immutable{} local t2 = { nested = { nested = { t1 = t1, oops = coroutine.create(function() end), }, }, } assert_modification_error(mutator, t1, "foo", "bar") assert_immutable_nyi_type(t2) assert_mutable(t2, 2, "thread") assert_modification_error(mutator, t1, "foo", "bar") end function tests.ok_copying_immutable() local t1 = ujit.immutable{ k = "v", } local t2 = {} for k, _ in pairs(t1) do t2[k] = t1[k] end assert(t2.k == "v") t2.k = "v" t2.K = "V" end function tests.metatable_immutability() local mutator = function (t, k, v) t[k] = v end local mt = { __index = function(_, k) return k end, __newindex = function (_, _, _) error("Unreachable") end } local t1 = ujit.immutable(setmetatable({}, mt)) assert(t1.foo == "foo") assert(t1[true] == true) -- table itself is immutable: assert_modification_error(mutator, t1, "k", "v") -- metatable is immutable, too: assert_modification_error(mutator, mt, "k", "v") end function tests.error_on_setmetatable() local mt = {} assert_modification_error(setmetatable, ujit.immutable{}, mt) end function tests.error_on_debug_setmetatable() local t1 = ujit.immutable{} assert_modification_error(debug.setmetatable, t1, {}) end function tests.error_on_table_sort() local t1 = ujit.immutable{5, 3, 14} assert_modification_error(table.sort, t1) end function tests.error_on_table_insert() local t1 = ujit.immutable{5, 3, 14} assert_modification_error(table.insert, t1, 'foo') -- push_back assert_modification_error(table.insert, t1, 2, 'foo') -- insert end function tests.error_on_table_remove() local t1 = ujit.immutable{5, 3, 14} assert_modification_error(table.remove, t1, 2) -- remove assert_modification_error(table.remove, t1, 3) -- pop_back end -- A k-weak table referencing an immutable object should not -- preserve corresponding key-value pair over GC cycle. function tests.sweeping_weak_keys() local kweak = setmetatable({ [{}] = ujit.immutable{} }, {__mode = 'k'}) assert(next(kweak) ~= nil) collectgarbage() assert(next(kweak) == nil) end -- A v-weak table referencing an immutable object should not -- preserve corresponding key-value pair over GC cycle. function tests.sweeping_weak_values() local vweak = setmetatable({ x = ujit.immutable{y = 42} }, {__mode = 'v'}) assert(vweak.x.y == 42) collectgarbage() assert(vweak.x == nil) end -- If a table is made immutable, it will be sealed. function tests.seal() local t = ujit.immutable{ foo = { bar = { baz = "qux" } } } ujit.seal(t) end for k, v in pairs(tests) do if (type(k) == 'string' and type(v) == 'function') then v() end end
local value = event.getvalue() local address = event.dst local message = "" if value == true then message = "Fancoil " .. address .. " gikk INN i alarm.\nDato/Tid: " .. os.date() else message = "Fancoil " .. address .. " gikk UT av alarm.\nDato/Tid: " .. os.date() end local username = 'GMAIL_USERNAME' local password = 'GMAIL_PASSWORD' require("user.alert") Alert:construct(username, password) Alert:setSubject("Alert Fancoil") Alert:setMessage(message) Alert:send("[email protected]")
return { id = 3004, value = "any", }
if not modules then modules = { } end modules ['mult-aux'] = { version = 1.001, comment = "companion to mult-aux.mkiv", author = "Hans Hagen, PRAGMA-ADE, Hasselt NL", copyright = "PRAGMA ADE / ConTeXt Development Team", license = "see context related readme files" } local find = string.find interfaces.namespaces = interfaces.namespaces or { } local namespaces = interfaces.namespaces local variables = interfaces.variables local context = context local trace_namespaces = false trackers.register("interfaces.namespaces", function(v) trace_namespaces = v end) local report_namespaces = logs.reporter("interface","namespaces") local v_yes, v_list = variables.yes, variables.list local prefix = "????" local meaning = "@@@@" local data = { } function namespaces.define(namespace,settings) if trace_namespaces then report_namespaces("installing namespace %a with settings %a",namespace,settings) end if data[namespace] then report_namespaces("namespace %a is already taken",namespace) end if #namespace < 2 then report_namespaces("namespace %a should have more than 1 character",namespace) end local ns = { } data[namespace] = ns utilities.parsers.settings_to_hash(settings,ns) local name = ns.name if not name or name == "" then report_namespaces("provide a (command) name in namespace %a",namespace) end local self = "\\" .. prefix .. namespace context.unprotect() -- context.installnamespace(namespace) context("\\def\\%s%s{%s%s}",prefix,namespace,meaning,namespace) -- or context.setvalue if trace_namespaces then report_namespaces("using namespace %a for %a",namespace,name) end local parent = ns.parent or "" if parent ~= "" then if trace_namespaces then report_namespaces("namespace %a for %a uses parent %a",namespace,name,parent) end if not find(parent,"\\",1,true) then parent = "\\" .. prefix .. parent -- todo: check if defined end end context.installparameterhandler(self,name) if trace_namespaces then report_namespaces("installing parameter handler for %a",name) end context.installparameterhashhandler(self,name) if trace_namespaces then report_namespaces("installing parameterhash handler for %a",name) end local style = ns.style if style == v_yes then context.installstyleandcolorhandler(self,name) if trace_namespaces then report_namespaces("installing attribute handler for %a",name) end end local command = ns.command if command == v_yes then context.installdefinehandler(self,name,parent) if trace_namespaces then report_namespaces("installing definition command for %a (single)",name) end elseif command == v_list then context.installdefinehandler(self,name,parent) if trace_namespaces then report_namespaces("installing definition command for %a (multiple)",name) end end local setup = ns.setup if setup == v_yes then context.installsetuphandler(self,name) if trace_namespaces then report_namespaces("installing setup command for %a (%s)",name,"single") end elseif setup == v_list then context.installsetuphandler(self,name) if trace_namespaces then report_namespaces("installing setup command for %a (%s)",name,"multiple") end end local set = ns.set if set == v_yes then context.installparametersethandler(self,name) if trace_namespaces then report_namespaces("installing set/let/reset command for %a (%s)",name,"single") end elseif set == v_list then context.installparametersethandler(self,name) if trace_namespaces then report_namespaces("installing set/let/reset command for %a (%s)",name,"multiple") end end local frame = ns.frame if frame == v_yes then context.installinheritedframed(name) if trace_namespaces then report_namespaces("installing framed command for %a",name) end end context.protect() end function utilities.formatters.list(data,key,keys) if not keys then keys = { } for _, v in next, data do for k, _ in next, v do keys[k] = true end end keys = table.sortedkeys(keys) end context.starttabulate { "|"..string.rep("l|",#keys+1) } context.NC() context(key) for i=1,#keys do context.NC() context(keys[i]) end context.NR() context.HL() for k, v in table.sortedhash(data) do context.NC() context(k) for i=1,#keys do context.NC() context(v[keys[i]]) end context.NR() end context.stoptabulate() end function namespaces.list() -- utilities.formatters.list(data,"namespace") local keys = { "type", "name", "comment", "version", "parent", "definition", "setup", "style" } utilities.formatters.list(data,"namespace",keys) end interfaces.implement { name = "definenamespace", arguments = { "string", "string" }, actions = namespaces.define } interfaces.implement { name = "listnamespaces", actions = namespaces.list }
---@meta ---@class cc.Sprite3D :cc.Node@all parent class: Node,BlendProtocol local Sprite3D={ } cc.Sprite3D=Sprite3D ---* ---@param enable boolean ---@return self function Sprite3D:setCullFaceEnabled (enable) end ---@overload fun(string0:cc.Texture2D):self ---@overload fun(string:string):self ---@param texFile string ---@return self function Sprite3D:setTexture (texFile) end ---* ---@return unsigned_int function Sprite3D:getLightMask () end ---* Adds a new material to a particular mesh of the sprite.<br> ---* meshIndex is the mesh that will be applied to.<br> ---* if meshIndex == -1, then it will be applied to all the meshes that belong to the sprite. ---@param meshIndex int ---@return cc.Material function Sprite3D:getMaterial (meshIndex) end ---* ---@param side int ---@return self function Sprite3D:setCullFace (side) end ---* Get meshes used in sprite 3d ---@return array_table function Sprite3D:getMeshes () end ---* remove all attach nodes ---@return self function Sprite3D:removeAllAttachNode () end ---@overload fun(cc.Material:cc.Material,int:int):self ---@overload fun(cc.Material:cc.Material):self ---@param material cc.Material ---@param meshIndex int ---@return self function Sprite3D:setMaterial (material,meshIndex) end ---* get mesh ---@return cc.Mesh function Sprite3D:getMesh () end ---* get mesh count ---@return int function Sprite3D:getMeshCount () end ---* get Mesh by index ---@param index int ---@return cc.Mesh function Sprite3D:getMeshByIndex (index) end ---* ---@return boolean function Sprite3D:isForceDepthWrite () end ---* ---@return cc.BlendFunc function Sprite3D:getBlendFunc () end ---* light mask getter & setter, light works only when _lightmask & light's flag is true, default value of _lightmask is 0xffff ---@param mask unsigned_int ---@return self function Sprite3D:setLightMask (mask) end ---* get AttachNode by bone name, return nullptr if not exist ---@param boneName string ---@return cc.AttachNode function Sprite3D:getAttachNode (boneName) end ---* ---@param blendFunc cc.BlendFunc ---@return self function Sprite3D:setBlendFunc (blendFunc) end ---* force set this Sprite3D to 2D render queue ---@param force2D boolean ---@return self function Sprite3D:setForce2DQueue (force2D) end ---* generate default material ---@return self function Sprite3D:genMaterial () end ---* remove attach node ---@param boneName string ---@return self function Sprite3D:removeAttachNode (boneName) end ---* ---@return cc.Skeleton3D function Sprite3D:getSkeleton () end ---* Force to write to depth buffer, this is useful if you want to achieve effects like fading. ---@param value boolean ---@return self function Sprite3D:setForceDepthWrite (value) end ---* get Mesh by Name, it returns the first one if there are more than one mesh with the same name ---@param name string ---@return cc.Mesh function Sprite3D:getMeshByName (name) end ---@overload fun(string:string):self ---@overload fun():self ---@overload fun(string:string,string:string):self ---@param modelPath string ---@param texturePath string ---@return self function Sprite3D:create (modelPath,texturePath) end ---* draw ---@param renderer cc.Renderer ---@param transform mat4_table ---@param flags unsigned_int ---@return self function Sprite3D:draw (renderer,transform,flags) end ---* Executes an action, and returns the action that is executed. For Sprite3D special logic are needed to take care of Fading.<br> ---* This node becomes the action's target. Refer to Action::getTarget()<br> ---* warning Actions don't retain their target.<br> ---* return An Action pointer ---@param action cc.Action ---@return cc.Action function Sprite3D:runAction (action) end ---* set ProgramState, you should bind attributes by yourself ---@param programState cc.backend.ProgramState ---@return self function Sprite3D:setProgramState (programState) end ---* Returns 2d bounding-box<br> ---* Note: the bounding-box is just get from the AABB which as Z=0, so that is not very accurate. ---@return rect_table function Sprite3D:getBoundingBox () end
local awful = require('awful') local hotkeys_popup = require('awful.hotkeys_popup') require('awful.hotkeys_popup.keys') local join = require('gears.table').join local menu_position = require('utils.common').menus.get_position local tag_edit = require('utils.tag_editor') local default_modkeys = { super = 'Mod4', ctrl = 'Control', shift = 'Shift', alt = 'Mod1', } local user_mod = require('config.modkeys') local mod = join(default_modkeys, user_mod) local default_vars = { mouse_snap_edge = true, mouse_snap_client = true, } local user_vars = require('config.vars') local vars = join(default_vars, user_vars) local default_apps = { terminal = 'xterm', } local user_apps = require('config.apps') local apps = join(default_apps, user_apps) --- Mouse options awful.mouse.snap.edge_enabled = vars.mouse_snap_edge awful.mouse.snap.client_enabled = vars.mouse_snap_client ---- Global: core awful.keyboard.append_global_keybindings({ -- Show hotkeys popup awful.key({ mod.super }, 's', function() hotkeys_popup.show_help() end, {description='show help', group='awesome'}), -- Show main menu awful.key({ mod.super }, 'w', function() local pos = menu_position('tl') _G.menus.main:show({coords=pos}) end, {description = 'show main menu', group = 'awesome'} ), -- Restart Awesome awful.key({ mod.super, mod.ctrl }, 'r', awesome.restart, {description = 'reload awesome', group = 'awesome'}), -- Launch terminal awful.key({ mod.super }, 'Return', function() awful.spawn(apps.terminal) end, {description = 'open a terminal', group = 'launcher'}), }) ---- Global: Focus clients awful.keyboard.append_global_keybindings({ -- Focus client to left awful.key({ mod.super }, 'Left', function() awful.client.focus.bydirection('left') if client.focus and vars.client_focus_raise then client.focus:raise() end end, {description = 'focus client to left', group = 'client'} ), -- Focus client below awful.key({ mod.super }, 'Down', function() awful.client.focus.bydirection('down') if client.focus and vars.client_focus_raise then client.focus:raise() end end, {description = 'focus client below', group = 'client'} ), -- Focus client above awful.key({ mod.super }, 'Up', function() awful.client.focus.bydirection('up') if client.focus and vars.client_focus_raise then client.focus:raise() end end, {description = 'focus client above', group = 'client'} ), -- Focus client to right awful.key({ mod.super }, 'Right', function() awful.client.focus.bydirection('right') if client.focus and vars.client_focus_raise then client.focus:raise() end end, {description = 'focus client to right', group = 'client'} ), -- Cycle focus previous awful.key({ mod.super }, 'Tab', function() awful.client.focus.byidx(-1) if client.focus then client.focus:raise() end end, {description = 'focus previous client', group = 'client'} ), -- Cycle focus next awful.key({ mod.super, mod.shift }, 'Tab', function() awful.client.focus.byidx( 1) if client.focus then client.focus:raise() end end, {description = 'focus next client', group = 'client'} ), -- Focus (random) minimized client awful.key({ mod.super, mod.shift }, 'n', function() local c = awful.client.restore() if c then c:activate { raise = true, context = 'key.unminimize' } end end, {description = 'restore minimized', group = 'client'} ), -- Focus urgent client awful.key({ mod.super, mod.shift }, 'u', awful.client.urgent.jumpto, {description = 'jump to urgent client', group = 'client'}), }) ---- Global: Swap clients awful.keyboard.append_global_keybindings({ -- Swap with client to left awful.key({ mod.super, mod.shift }, 'Left', function() awful.client.swap.bydirection('left') end, {description = 'swap with client to left', group = 'client'}), -- Swap with client below awful.key({ mod.super, mod.shift }, 'Down', function() awful.client.swap.bydirection('down') end, {description = 'swap with client below', group = 'client'}), -- Swap with client right awful.key({ mod.super, mod.shift }, 'Up', function() awful.client.swap.bydirection('up') end, {description = 'swap with client above', group = 'client'}), -- Swap with client to right awful.key({ mod.super, mod.shift }, 'Right', function() awful.client.swap.bydirection('right') end, {description = 'swap with client to right', group = 'client'}), }) ---- Global: Focus screen awful.keyboard.append_global_keybindings({ -- Focus screen to left awful.key({ mod.super, mod.ctrl }, 'Left', function() awful.screen.focus_bydirection('left') end, {description = 'focus screen to left', group = 'screen'}), -- Focus screen below awful.key({ mod.super, mod.ctrl }, 'Down', function() awful.screen.focus_bydirection('down') end, {description = 'focus screen below', group = 'screen'}), -- Focus screen above awful.key({ mod.super, mod.ctrl }, 'Up', function() awful.screen.focus_bydirection('up') end, {description = 'focus screen above', group = 'screen'}), -- Focus screen to right awful.key({ mod.super, mod.ctrl }, 'Right', function() awful.screen.focus_bydirection('right') end, {description = 'focus screen to right', group = 'screen'}), }) ---- Global: Tags awful.keyboard.append_global_keybindings({ -- View last tag awful.key({ mod.super }, '`', awful.tag.history.restore, {description = 'go back', group = 'tag'}), -- Go to tag by index awful.key { modifiers = { mod.super }, keygroup = 'numrow', description = 'view tag', group = 'tag', on_press = function(index) local screen = awful.screen.focused() local tag = screen.tags[index] if not tag then return elseif tag.selected then awful.tag.history.restore(screen, 1) else tag:view_only() end end, }, -- Toggle tag by index awful.key { modifiers = { mod.super, mod.ctrl }, keygroup = 'numrow', description = 'toggle tag', group = 'tag', on_press = function(index) local screen = awful.screen.focused() local tag = screen.tags[index] if tag then awful.tag.viewtoggle(tag) end end, }, -- Move client to tag by index awful.key { modifiers = { mod.super, mod.shift }, keygroup = 'numrow', description = 'move focused client to tag', group = 'tag', on_press = function(index) if client.focus then local tag = client.focus.screen.tags[index] if tag then client.focus:move_to_tag(tag) end end end, }, -- Toggle focused client on tag by index awful.key { modifiers = { mod.super, mod.ctrl, mod.shift }, keygroup = 'numrow', description = 'toggle focused client on tag', group = 'tag', on_press = function(index) if client.focus then local tag = client.focus.screen.tags[index] if tag then client.focus:toggle_tag(tag) end end end, }, -- Add new tag (utils.tag_editor) awful.key({ mod.super, mod.ctrl }, 'a', function() tag_edit.add() end, {description = 'add new', group = 'tag'}), -- Edit current tag (utils.tag_editor) awful.key({ mod.super, mod.ctrl }, 'e', function() tag_edit.rename() end, {description = 'edit selected', group = 'tag'}), -- Move tag left (utils.tag_editor) awful.key({ mod.super, mod.ctrl }, '[', function() tag_edit.move('left') end, {description = 'move left', group = 'tag'}), -- Move tag right (utils.tag_editor) awful.key({ mod.super, mod.ctrl }, ']', function() tag_edit.move('right') end, {description = 'move right', group = 'tag'}), -- Delete current tag (utils.tag_editor) awful.key({ mod.super, mod.ctrl }, 'd', function() tag_edit.delete() end, {description = 'delete selected', group = 'tag'}), }) --- Global: Layouts awful.keyboard.append_global_keybindings({ -- Next layout awful.key({ mod.super, }, ']', function() awful.layout.inc( 1) end, {description = 'select next', group = 'layout'}), -- Previous layout awful.key({ mod.super, }, '[', function() awful.layout.inc(-1) end, {description = 'select previous', group = 'layout'}), }) --- Client client.connect_signal('request::default_keybindings', function() awful.keyboard.append_client_keybindings({ -- Toggle fullscreen awful.key({ mod.super, mod.shift }, 'f', function(c) c.fullscreen = not c.fullscreen c:raise() end, {description = 'toggle fullscreen', group = 'client'} ), -- Toggle floating awful.key({ mod.super, mod.ctrl }, 'f', awful.client.floating.toggle, {description = 'toggle floating', group = 'client'} ), -- Toggle ontop awful.key({ mod.super, mod.ctrl }, 't', function(c) c.ontop = not c.ontop end, {description = 'toggle keep on top', group = 'client'} ), -- Toggle sticky awful.key({ mod.super, mod.ctrl }, 's', function(c) c.sticky = not c.sticky end, {description = 'toggle sticky', group = 'client'} ), -- Minimize client awful.key({ mod.super, }, 'n', function(c) c.minimized = true end, {description = 'minimize', group = 'client'} ), -- Toggle maximize awful.key({ mod.super, }, 'm', function(c) c.maximized = not c.maximized c:raise() end , {description = '(un)maximize', group = 'client'} ), -- Toggle vertical maximize awful.key({ mod.super, mod.ctrl }, 'm', function(c) c.maximized_vertical = not c.maximized_vertical c:raise() end , {description = '(un)maximize vertically', group = 'client'} ), -- Toggle horizontal maximize awful.key({ mod.super, mod.shift }, 'm', function(c) c.maximized_horizontal = not c.maximized_horizontal c:raise() end , {description = '(un)maximize horizontally', group = 'client'} ), -- Swap with primary client awful.key({ mod.super, mod.shift }, 'p', function(c) c:swap(awful.client.getmaster()) end, {description = 'swap with primary', group = 'client'} ), -- Move client to next screen awful.key({ mod.super, mod.shift }, 'o', function(c) c:move_to_screen() end, {description = 'move to screen', group = 'client'} ), -- Kill client (close) awful.key({ mod.super, mod.ctrl }, 'Escape', function(c) c:kill() end, {description = 'close', group = 'client'} ), }) end) --- Client: Mouse bindings client.connect_signal('request::default_mousebindings', function() awful.mouse.append_client_mousebindings({ awful.button({ }, 1, function(c) c:activate { context = 'mouse_click' } end), }) end)
----------------------------------- -- Area: Port Windurst -- NPC: Ryan -- Standard Merchant NPC ----------------------------------- local ID = require("scripts/zones/Port_Windurst/IDs") require("scripts/globals/shop") function onTrade(player,npc,trade) end function onTrigger(player,npc) local stock = { 16640, 290, -- Bronze Axe 16535, 246, -- Bronze Sword 17336, 5, -- Crossbow Bolt 12576, 235, -- Bronze Harness 12577, 2286, -- Brass Harness 12704, 128, -- Bronze Mittens 12705, 1255, -- Brass Mittens 12832, 191, -- Bronze Subligar 12833, 1840, -- Brass Subligar 12960, 117, -- Bronze Leggings 12961, 1140, -- Brass Leggings 12584, 1145, -- Kenpogi 12712, 630, -- Tekko 12840, 915, -- Sitabaki 12968, 584, -- Kyahan } player:showText(npc, ID.text.RYAN_SHOP_DIALOG) tpz.shop.general(player, stock, WINDURST) end function onEventUpdate(player,csid,option) end function onEventFinish(player,csid,option) end
settings { statusFile = "/tmp/lsyncd.status", statusInterval = 10, nodaemon = true, insist = true, inotifyMode = "CloseWrite or Modify", maxProcesses = 1 } rclone_command = "/usr/bin/rclone -v sync ^source ^target" rclone = { delay = 600, maxProcesses = 1, onAttrib = rclone_command, onCreate = rclone_command, onModify = rclone_command, onStartup = rclone_command, onDelete = rclone_command, onMove = true } sync { rclone, source = "/home/{{ username }}/Documents/sync/", target = "gdrive:data/" }
PLUGIN.name = "Advanced Citizen Outfit" PLUGIN.author = "Black Tea" PLUGIN.desc = "This plugin allows the server having good amount of customizable citizens." -- http://steamcommunity.com/sharedfiles/filedetails/?id=320536858 -- workshop Address = 320536858 if SERVER then resource.AddWorkshop(320536858) end nut.util.include("sh_sheets.lua") nut.util.include("sh_citizenmodels.lua") nut.util.include("cl_vgui.lua") nut.util.include("sh_generateitem.lua") -- requires material preload to acquire submaterial change. if (CLIENT) then local time = os.time() -- preventing vast loading for model, modelData in pairs(RESKINDATA) do for k, v in ipairs(modelData.facemaps) do surface.SetMaterial(Material(v)) end end for model, modelData in pairs(CITIZENSHEETS) do for k, v in ipairs(modelData) do surface.SetMaterial(Material(v)) end end function PLUGIN:OnEntityCreated(ragdoll) if (ragdoll and ragdoll:IsValid() and ragdoll:GetClass() == "class C_HL2MPRagdoll") then local client = ragdoll:GetRagdollOwner() self:CreateEntityRagdoll(client, ragdoll) end end -- currently only applies on local player. -- should store cloth data on char or player. function PLUGIN:CreateEntityRagdoll(client, ragdoll) if (client and ragdoll and client:IsValid() and ragdoll:IsValid() and client:getChar()) then local mats = client:GetMaterials() for k, v in pairs(mats) do ragdoll:SetSubMaterial(k - 1, client:GetSubMaterial(k - 1)) end end end end function PLUGIN:OnCharFallover(client, ragdoll, isFallen) if (client and ragdoll and client:IsValid() and ragdoll:IsValid() and client:getChar() and isFallen) then local mats = client:GetMaterials() for k, v in pairs(mats) do ragdoll:SetSubMaterial(k - 1, client:GetSubMaterial(k - 1)) end end end function changeFacemap(client, value, ragdoll) local model = string.lower(client:GetModel()) local modelData = RESKINDATA[model] if (modelData) then if (value == 0) then client:SetSubMaterial(modelData[2] - 1, "") else local facemap = modelData.facemaps[value] client:SetSubMaterial(modelData[2] - 1, facemap) end end end function recoverCloth(client, target) local inv = client:getChar():getInv() if (inv and inv.getItems) then for k, v in pairs(inv:getItems()) do if (v.isCloth and v:getData("equip")) then local model = string.lower(client:GetModel()) local modelData = RESKINDATA[model] if (!model) then return false end if (modelData) then if (modelData.sheets == v.sheet[1]) then local sheet = CITIZENSHEETS[v.sheet[1]][v.sheet[2]] if (!sheet) then return false end (target or client):SetSubMaterial(modelData[1] - 1, sheet) else return false end end return false end end end end function PLUGIN:PostPlayerLoadout(client) local mats = client:GetMaterials() -- You have to reset entity texture replacement if you don't want texture fuckups. for k, v in ipairs(mats) do client:SetSubMaterial(k - 1, "") end timer.Simple(0, function() -- to prevent getmodel failing. if (client:getChar()) then timer.Simple(0, function() local value = client:getChar():getData("charFacemap") if (value) then changeFacemap(client, value) end recoverCloth(client) end) end end) end netstream.Hook("charFacemap", function(client, value) value = math.ceil(value) client:getChar():setData("charFacemap", value) changeFacemap(client, value) end) nut.command.add("charfacemap", { onRun = function(client, arguments) netstream.Start(client, "charFacemapMenu") end })
-- { name = "Muldraugh, KY - Spawn As A Outsider", file = "media/maps/Muldraugh, KY - Outside/spawnregions.lua" }, function SpawnPoints() return { unemployed = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, policeofficer = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, securityguard = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, parkranger = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, fireofficer = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, doctor = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, nurse = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, customerservice = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, constructionworker = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, engineer = { {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, electrician = { {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, fitnessInstructor = { {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, lumberjack = { {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, veteran = { {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, fisherman = { {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, repairman = { {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, carpenter = { {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, itworker = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, bookkeeper = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, officeworker = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, secretary = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, accountant = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, teacher = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, janitor = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, salesperson = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, cashier = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, shopclerk = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, fastfoodcook = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, chef = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, cook = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, waiter = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, burglar = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, drugdealer = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, farmer = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, truckdriver = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, militarysoldier = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, militaryofficer = { -- 35x35 {worldX=35, worldY=35, posX=90, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=91, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=92, posY=299}, -- South Western MSR City Entry {worldX=35, worldY=35, posX=93, posY=299}, -- South Western MSR City Entry }, } end
#!/usr/bin/env lua -- Load cfg first so that luarocks.loader knows it is running inside LuaRocks local cfg = require("luarocks.core.cfg") local loader = require("luarocks.loader") local cmd = require("luarocks.cmd") local description = "LuaRocks repository administration interface" local commands = { help = "luarocks.cmd.help", make_manifest = "luarocks.admin.cmd.make_manifest", add = "luarocks.admin.cmd.add", remove = "luarocks.admin.cmd.remove", refresh_cache = "luarocks.admin.cmd.refresh_cache", } cmd.run_command(description, commands, "luarocks.admin.cmd.external", ...)
local combat = Combat() combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_EARTH) combat:setParameter(COMBAT_PARAM_CREATEITEM, ITEM_WILDGROWTH) function onCastSpell(creature, variant, isHotkey) return combat:execute(creature, variant) end
--[[ a lua interface (build with luajit ffi) for maxminddb to get country code from ip address ]] local json = require('cjson'); local json_encode = json.encode local json_decode = json.decode local ht_print = ngx.print local ngx_log = ngx.log local ngx_ERR = ngx.ERR local ngx_CRIT = ngx.CRIT local ngx_INFO = ngx.INFO local ngx_sub = ngx.re.sub; local ngx_gsub = ngx.re.gsub; local ngx_unescape_uri = ngx.unescape_uri local ngx_find = ngx.re.find local string_sub = string.sub local string_len = string.len local string_byte = string.byte local ngx_read_body = ngx.req.read_body local ngx_decode_base64 = ngx.decode_base64 local ngx_now = ngx.now local ngx_exit = ngx.exit local ffi = require 'ffi' local ffi_new = ffi.new local ffi_str = ffi.string local ffi_copy = ffi.copy local ffi_cast = ffi.cast ffi.cdef[[ typedef unsigned int mmdb_uint128_t __attribute__ ((__mode__(TI))); typedef struct MMDB_entry_s { struct MMDB_s *mmdb; uint32_t offset; } MMDB_entry_s; typedef struct MMDB_lookup_result_s { bool found_entry; MMDB_entry_s entry; uint16_t netmask; } MMDB_lookup_result_s; typedef struct MMDB_entry_data_s { bool has_data; union { uint32_t pointer; const char *utf8_string; double double_value; const uint8_t *bytes; uint16_t uint16; uint32_t uint32; int32_t int32; uint64_t uint64; mmdb_uint128_t uint128; bool boolean; float float_value; }; uint32_t offset; uint32_t offset_to_next; uint32_t data_size; uint32_t type; } MMDB_entry_data_s; typedef struct MMDB_entry_data_list_s { MMDB_entry_data_s entry_data; struct MMDB_entry_data_list_s *next; } MMDB_entry_data_list_s; typedef struct MMDB_description_s { const char *language; const char *description; } MMDB_description_s; typedef struct MMDB_metadata_s { uint32_t node_count; uint16_t record_size; uint16_t ip_version; const char *database_type; struct { size_t count; const char **names; } languages; uint16_t binary_format_major_version; uint16_t binary_format_minor_version; uint64_t build_epoch; struct { size_t count; MMDB_description_s **descriptions; } description; } MMDB_metadata_s; typedef struct MMDB_ipv4_start_node_s { uint16_t netmask; uint32_t node_value; } MMDB_ipv4_start_node_s; typedef struct MMDB_s { uint32_t flags; const char *filename; ssize_t file_size; const uint8_t *file_content; const uint8_t *data_section; uint32_t data_section_size; const uint8_t *metadata_section; uint32_t metadata_section_size; uint16_t full_record_byte_size; uint16_t depth; MMDB_ipv4_start_node_s ipv4_start_node; MMDB_metadata_s metadata; } MMDB_s; typedef char * pchar; MMDB_lookup_result_s MMDB_lookup_string(MMDB_s *const mmdb, const char *const ipstr, int *const gai_error,int *const mmdb_error); int MMDB_open(const char *const filename, uint32_t flags, MMDB_s *const mmdb); int MMDB_aget_value(MMDB_entry_s *const start, MMDB_entry_data_s *const entry_data, const char *const *const path); char *MMDB_strerror(int error_code); ]] local MMDB_SUCCESS = 0 local MMDB_DATA_TYPE_POINTER = 1 local MMDB_DATA_TYPE_UTF8_STRING= 2 local MMDB_DATA_TYPE_DOUBLE = 3 local MMDB_DATA_TYPE_BYTES = 4 -- you should install the libmaxminddb to your system local maxm = ffi.load('libmaxminddb.so') --https://github.com/maxmind/libmaxminddb local _M ={} local mt = { __index = _M } function _M.new(maxmind_country_geoip2_file) local mmdb = ffi_new('MMDB_s') local file_name_ip2 = ffi_new('char[?]',#maxmind_country_geoip2_file,maxmind_country_geoip2_file) local maxmind_reday = maxm.MMDB_open(file_name_ip2,0,mmdb) return setmetatable({ mmdb=mmdb }, mt); end function _M:lookup(ip) local ip_str = ffi_cast('const char *',ffi_new('char[?]',#ip+1,ip)) local gai_error = ffi_new('int[1]') local mmdb_error = ffi_new('int[1]') local result = maxm.MMDB_lookup_string(self.mmdb,ip_str,gai_error,mmdb_error) if mmdb_error[0] ~= MMDB_SUCCESS then return nil,'fail when lookup' end if gai_error[0] ~= MMDB_SUCCESS then return nil,'ga error' end if true~=result.found_entry then ngx_log(ngx_ERR, "stream lua mmdb lookup: entry not found") return nil,'not found' end local lookup = ffi_new('const char*[3]') lookup[0] = ffi_cast('const char *',ffi_new('char[?]',8,'country')) lookup[1] = ffi_cast('const char *',ffi_new('char[?]',9,'iso_code')) local entry_data = ffi_new('MMDB_entry_data_s[1]') lookup = ffi_cast('const char *const *const',lookup) local mmdb_error = maxm.MMDB_aget_value(result.entry, entry_data, lookup); if mmdb_error ~= MMDB_SUCCESS then return nil,'no value' end if true ~= entry_data[0].has_data then ngx_log(ngx_ERR, "stream lua mmdb lookup: entry has no data") return nil,'no data' end local country = '' if entry_data[0].type == MMDB_DATA_TYPE_UTF8_STRING then return ffi_str(entry_data[0].utf8_string,entry_data[0].data_size) end if entry_data[0].type ==MMDB_DATA_TYPE_BYTES then return ffi_str(ffi_cast('char * ',entry_data[0].bytes),entry_data[0].data_size) end return nil,'no data' end -- https://www.maxmind.com/en/geoip2-databases you should download the mmdb file from maxmind function _M:get_area_code(ip) local succ,country,err = pcall(self.lookup,self,ip) if succ==true then return country else return nil,err end end return _M;
return [==[ body { font-family: sans-serif; font-size: 16px; background: #D6D6D6; margin: 0; } #editor .CodeMirror { height: auto; } #editor .CodeMirror-scroll { overflow-y: hidden; overflow-x: auto; } #editor .editor_top { background: whitesmoke; padding: 20px; border-bottom: 1px solid #B1AFAF; box-shadow: 0 -2px 4px 4px rgba(0, 0, 0, 0.15); } #editor .log { padding: 0 20px; } #editor .footer { text-align: center; margin: 10px; font-size: 12px; color: #838383; } #editor .buttons_top { font-size: 0; margin-bottom: 7px; } #editor .buttons_top button { font-size: 16px; background: #8AA8CF; color: #294364; border: 0; margin: 0 10px 0 0; padding: 5px 10px; border-radius: 4px; -webkit-transition: background 0.2s ease-in-out; -moz-transition: background 0.2s ease-in-out; transition: background 0.2s ease-in-out; } #editor .buttons_top button:hover { background: #9cb5d6; } #editor .buttons_top button:active { position: relative; top: 1px; } #editor .status { background: #7BB87B; text-shadow: 1px 1px 1px #488548; color: white; padding: 4px 8px; -webkit-transition: background 0.2s ease-in-out; -moz-transition: background 0.2s ease-in-out; transition: background 0.2s ease-in-out; } #editor .status.error { background: #C25353; text-shadow: 1px 1px 1px #a73b3b; } #editor .status.loading { background: #E9D674; text-shadow: 1px 1px 1px #a9921b; } #editor .has_error { background: rgba(255, 0, 0, 0.2); } #editor .result { border: 1px solid silver; background: white; box-shadow: 1px 1px 4px rgba(0, 0, 0, 0.15); color: #444; margin: 10px 0; } #editor .result.no_output { font-style: italic; color: #888; padding: 10px; } #editor .result .line { font-family: monospace; } #editor .result .value { margin: 5px; padding: 5px; display: inline-block; vertical-align: top; } #editor .result .value.string { color: #648164; } #editor .result .value.string:before { font-weight: bold; content: '"'; } #editor .result .value.string:after { font-weight: bold; content: '"'; } #editor .result .value.string.key:before { content: ""; } #editor .result .value.boolean { color: #664B66; } #editor .result .value.number { color: #5076A0; } #editor .result .value.function, #editor .result .value.recursion, #editor .result .value.metatable { color: #888; font-style: italic; } #editor .result .value .recursion:before { content: "(recursion) "; font-style: normal; font-weight: bold; font-size: 14px; } #editor .result .value.key { margin-right: 0; padding-right: 0; } #editor .result .value.key:after { content: ": "; font-style: normal; font-weight: bold; color: #444; } #editor .result .value:hover { background: #eee; border-radius: 3px; } #editor .result .value.expanded { border-left: 1px dashed silver; margin-left: 10px; padding: 0; } #editor .result .value.expanded:hover { background: white; } #editor .result .sep { padding: 5px 0; font-weight: bold; display: inline-block; } #editor .result .tuple { margin-left: 10px; } #editor .result .tuple > .value { margin-top: 0; margin-bottom: 0; } #editor .result .expandable { cursor: pointer; font-weight: bold; } #editor .result .closable { font-weight: bold; vertical-align: top; display: inline-block; cursor: pointer; padding: 5px; margin: 5px; } #editor .result .closable:first-child { margin-bottom: 0; } #editor .result .closable:last-child { margin-top: 0; } #editor .result .closable:hover { background: #eee; border-radius: 3px; } #editor .result .queries { font-family: monospace; background: #ddd; border: 1px solid white; } #editor .result .queries:before { content: "Queries:"; display: block; background: #c4c4c4; border-bottom: 1px solid #B4B4B4; text-shadow: 1px 1px 0 #ddd; font-size: 12px; padding: 5px; font-family: sans-serif; } #editor .result .queries .query { padding: 5px; } ]==]
return { three = "333", seven = "7", five = { eight = "8" } }
local config = require("pandoc.config") local M = {} M.create_output = function(name, template) local template_string = template or config.get().default.output assert(type(template_string) == "string", "output must be a string") return template_string:format(name:gsub(".[^.]+$", "")) end M.has_argument = function(tbl, name) for _, value in ipairs(tbl) do if value[1] == name then return true end end return false end M.get_argument = function(tbl, name) for _, value in ipairs(tbl) do if value[1] == name then return value[2] end end end M.add_argument = function(tbl, name) return vim.list_extend(tbl, name) end M.validate = function(argument) local lhs, rhs = unpack(argument) local type_ = config.types[lhs] local argument_name = lhs:gsub("^%-+", "") -- Assert than argument exist assert(type_, argument_name .. " is a invalid argument") if type_ == "flag" then assert(rhs == nil, argument_name .. " must be a flag") end if type_ == "string" then assert(type(rhs) == "string", argument_name .. " must be a string") assert(string.len(rhs) > 0, argument_name .. " is empty") end if type_ == "number" then assert(type(tonumber(rhs)) == "number", argument_name .. " must be a number") end if type(type_) == "table" then assert(vim.tbl_contains(type_, rhs), argument_name .. " must be " .. table.concat(type_, ", ")) end return true end M.parse_vim_command = function(arguments) return vim.tbl_map(function(argument) local lhs, rhs = unpack(vim.split(argument, "=", true)) return { "--" .. lhs, rhs } end, vim.split(arguments, " ", true)) end M.on_keypress = function(key) local binding = config.get().mapping[key:gsub("%[", "<"):gsub("%]", ">")] assert(type(binding) == "function", "Mapping bind must be a function") binding() end local keymap_callback = function(key) return string.format('<cmd>lua require"pandoc.utils".on_keypress("%s")<CR>', key:gsub("<", "["):gsub(">", "]")) end M.register_key = function(mapping) local opts = { noremap = true, silent = true, nowait = true } for mode, keymap in pairs(mapping) do for key, _ in pairs(keymap) do vim.api.nvim_set_keymap(mode, key, keymap_callback(key), opts) end end end return M
local PANEL = {}; function PANEL:PerformLayout ( ) local x, y = self:GetPos() if (self.ModelPanel) then self.ModelPanel:SetPos(x + 1, y + 1); self.ModelPanel:SetSize(self:GetWide() - 2, self:GetTall() - 2); end end function PANEL:GrabItem ( itemTable ) self.itemTable = itemTable; if (!self.ModelPanel) then self.ModelPanel = vgui.Create('perp2_shop_store_item', self:GetParent()); end local x, y = self:GetPos() self.ModelPanel:SetPos(x + 1, y + 1); self.ModelPanel:SetSize(self:GetWide() - 2, self:GetTall() - 2); self.ModelPanel:SetItemTable(self.itemTable); self.ModelPanel.trueParent = self; end vgui.Register("perp2_shop_store_block", PANEL, "perp2_inventory_block");
AddCSLuaFile('shared.lua') AddCSLuaFile('cl_init.lua') include('shared.lua') util.AddNetworkString('bw_ents_radar') function ENT:Initialize() local antenna = ents.Create('prop_physics') local ang = self:GetAngles() antenna:SetModelScale(0.9) antenna:SetPos(self:GetPos() +ang:Up() *30 -ang:Forward() *4.5) antenna:SetAngles(ang) antenna:SetParent(self) antenna:SetModel('models/props_rooftop/roof_dish001.mdl') antenna:Spawn() antenna:SetSolid(SOLID_NONE) antenna:SetMoveType(SOLID_NONE) antenna:PhysicsInit(SOLID_NONE) self.Antenna = antenna self:SetModel('models/props_wasteland/gaspump001a.mdl') self:SetSolid(SOLID_VPHYSICS) self:SetMoveType(SOLID_VPHYSICS) self:PhysicsInit(SOLID_VPHYSICS) self:SetUseType(SIMPLE_USE) self.NextCharge = nil local phys = self:GetPhysicsObject() if phys:IsValid() then phys:Wake() end end function ENT:Use(caller) net.Start('bw_ents_radar') net.WriteEntity(self) net.Send(caller) end function ENT:Think() if self:IsPowered() then if self:GetTarget():IsValid() then if self:GetChargeStored() > 0 then self:SetChargeStored(self:GetChargeStored() -(5 -math.floor(4 *self:GetEfficiency()))) else self:SetTarget(NULL) end else if not self.NextCharge then self.NextCharge = CurTime() +self.ChargeDelay elseif self.NextCharge <= CurTime() then self:SetChargeStored(math.Clamp(self:GetChargeStored() +1, 0, self.MaxCharge)) self.NextCharge = CurTime() +self.ChargeDelay end end else if self:GetTarget():IsValid() then self:SetTarget(NULL) end self.NextCharge = nil end self:NextThink(CurTime() +1) return true end net.Receive('bw_ents_radar', function(len, ply) local ent = net.ReadEntity() if ent:IsValid() and ent:GetClass() == 'bw_radar' then local isScan = net.ReadBool() if isScan then if ent:CanScan() then local target = net.ReadEntity() if target:IsPlayer() then if ent:GetTarget() == target then ent:SetTarget(NULL) else ent.NextCharge = nil ent:SetTarget(target) end end end else if ent:GetTurnedOn() then ent:SetTarget(NULL) ent:SetTurnedOn(false) else ent:SetTurnedOn(true) end ent:EmitSound('buttons/button3.wav') end end end)
local GlobalAddonName, WQLdb = ... local ELib = WQLdb.ELib -- Enigma helper local KirinTorQuests = { [43756]=true, --VS [43772]=true, --SH [43767]=true, --HM [43328]=true, --A [43778]=true, --SU } local KirinTorPatt = { --Patterns created by flow0284 [1] = { [9]=1,[10]=1,[11]=1,[12]=1,[13]=1,[20]=1,[23]=1,[24]=1,[25]=1,[26]=1,[27]=1,[30]=1,[37]=1,[38]=1,[39]=1,[40]=1,[41]=2,}, [2] = { [9]=1,[11]=1,[12]=1,[13]=1,[16]=1,[18]=1,[20]=1,[23]=1,[24]=1,[25]=1,[27]=1,[34]=1,[41]=2,}, [3] = { [9]=1,[10]=1,[11]=1,[12]=1,[19]=1,[25]=1,[26]=1,[32]=1,[39]=1,[40]=1,[41]=2,}, [4] = { [9]=1,[10]=1,[11]=1,[18]=1,[23]=1,[24]=1,[25]=1,[30]=1,[37]=1,[38]=1,[39]=1,[40]=1,[41]=2,}, [5] = { [9]=1,[10]=1,[11]=1,[12]=1,[13]=1,[16]=1,[23]=1,[25]=1,[26]=1,[27]=1,[30]=1,[32]=1,[34]=1,[37]=1,[38]=1,[39]=1,[41]=2,}, [6] = { [12]=1,[13]=1,[18]=1,[19]=1,[25]=1,[32]=1,[33]=1,[40]=1,[41]=2,}, [7] = { [9]=1,[11]=1,[12]=1,[13]=1,[16]=1,[18]=1,[20]=1,[23]=1,[25]=1,[27]=1,[30]=1,[31]=1,[32]=1,[34]=1,[41]=2,}, [8] = { [9]=1,[10]=1,[17]=1,[24]=1,[25]=1,[32]=1,[33]=1,[40]=1,[41]=2,}, [9] = { [9]=1,[16]=1,[17]=1,[18]=1,[19]=1,[20]=1,[27]=1,[34]=1,[41]=2,}, [10] = { [9]=1,[10]=1,[11]=1,[12]=1,[13]=1,[16]=1,[23]=1,[24]=1,[25]=1,[26]=1,[33]=1,[40]=1,[41]=2,}, [11] = { [9]=1,[10]=1,[11]=1,[12]=1,[13]=1,[16]=1,[23]=1,[30]=1,[37]=1,[38]=1,[39]=1,[40]=1,[41]=2,}, [12] = { [11]=1,[12]=1,[13]=1,[18]=1,[23]=1,[24]=1,[25]=1,[30]=1,[37]=1,[38]=1,[39]=1,[40]=1,[41]=2,}, [13] = { [13]=1,[20]=1,[23]=1,[24]=1,[25]=1,[26]=1,[27]=1,[30]=1,[37]=1,[38]=1,[39]=1,[40]=1,[41]=2,}, } local KIRIN_TOR_SIZE = 7 local KirinTorSelecter_Big_BSize = 30 local KirinTorSelecter_Big_Size = KIRIN_TOR_SIZE * KirinTorSelecter_Big_BSize + 10 local KirinTorSelecter_BSize = 12 local KirinTorSelecter_Size = KIRIN_TOR_SIZE * KirinTorSelecter_BSize + 10 local KirinTorSelecter_Big = CreateFrame('Button',nil,UIParent) KirinTorSelecter_Big:SetPoint("LEFT",30,0) KirinTorSelecter_Big:SetSize(KirinTorSelecter_Big_Size,KirinTorSelecter_Big_Size) KirinTorSelecter_Big:SetAlpha(.8) ELib:CreateBorder(KirinTorSelecter_Big) KirinTorSelecter_Big:SetBorderColor(0,0,0,0) KirinTorSelecter_Big.back = KirinTorSelecter_Big:CreateTexture(nil,"BACKGROUND") KirinTorSelecter_Big.back:SetAllPoints() KirinTorSelecter_Big.back:SetColorTexture(0,0,0,1) KirinTorSelecter_Big.T = {} KirinTorSelecter_Big:Hide() do local L = (KirinTorSelecter_Big_Size - KirinTorSelecter_Big_BSize * KIRIN_TOR_SIZE) / 2 for j=0,KIRIN_TOR_SIZE-1 do for k=0,KIRIN_TOR_SIZE-1 do local t = KirinTorSelecter_Big:CreateTexture(nil,"ARTWORK") t:SetSize(KirinTorSelecter_Big_BSize,KirinTorSelecter_Big_BSize) t:SetPoint("TOPLEFT",L + k*KirinTorSelecter_Big_BSize,-L-j*KirinTorSelecter_Big_BSize) KirinTorSelecter_Big.T[ j*KIRIN_TOR_SIZE+k+1 ] = t end local l = KirinTorSelecter_Big:CreateTexture(nil,"OVERLAY") l:SetPoint("TOPLEFT",L+j*KirinTorSelecter_Big_BSize,-L) l:SetSize(1,KirinTorSelecter_Big_BSize*KIRIN_TOR_SIZE) l:SetColorTexture(0,0,0,.3) end for j=0,7 do local l = KirinTorSelecter_Big:CreateTexture(nil,"OVERLAY") l:SetPoint("TOPLEFT",L,-L-j*KirinTorSelecter_Big_BSize) l:SetSize(KirinTorSelecter_Big_BSize*KIRIN_TOR_SIZE,1) l:SetColorTexture(0,0,0,.3) end end local KirinTorSelecter = CreateFrame('Frame',nil,UIParent) KirinTorSelecter:SetPoint("LEFT",30,0) KirinTorSelecter:SetSize(KirinTorSelecter_Size * 4,KirinTorSelecter_Size * 3) KirinTorSelecter:SetAlpha(.7) KirinTorSelecter:Hide() KirinTorSelecter.back = KirinTorSelecter:CreateTexture(nil,"BACKGROUND") KirinTorSelecter.back:SetAllPoints() KirinTorSelecter.back:SetColorTexture(0,0,0,1) for i=1,#KirinTorPatt do local b = CreateFrame('Button',nil,KirinTorSelecter) b:SetSize(KirinTorSelecter_Size,KirinTorSelecter_Size) b:SetPoint("TOPLEFT",((i-1)%4)*KirinTorSelecter_Size,-floor((i-1)/4)*KirinTorSelecter_Size) ELib:CreateBorder(b) b:SetBorderColor(0,0,0,1) b:SetScript("OnEnter",function(self) self:SetBorderColor(1,1,1,1) end) b:SetScript("OnLeave",function(self) self:SetBorderColor(0,0,0,1) end) b:SetScript("OnClick",function(self) for j=0,KIRIN_TOR_SIZE-1 do for k=0,KIRIN_TOR_SIZE-1 do local n = j*KIRIN_TOR_SIZE+k+1 local c = KirinTorPatt[i][n] if c == 2 then KirinTorSelecter_Big.T[n]:SetColorTexture(0,1,0,1) elseif c then KirinTorSelecter_Big.T[n]:SetColorTexture(1,0,0,1) else KirinTorSelecter_Big.T[n]:SetColorTexture(1,.7,.4,1) end end end KirinTorSelecter:Hide() KirinTorSelecter_Big:Show() end) local L = (KirinTorSelecter_Size - KirinTorSelecter_BSize * KIRIN_TOR_SIZE) / 2 for j=0,KIRIN_TOR_SIZE-1 do for k=0,KIRIN_TOR_SIZE-1 do local t = b:CreateTexture(nil,"ARTWORK") t:SetSize(KirinTorSelecter_BSize,KirinTorSelecter_BSize) t:SetPoint("TOPLEFT",L + k*KirinTorSelecter_BSize,-L-j*KirinTorSelecter_BSize) local c = KirinTorPatt[i][ j*KIRIN_TOR_SIZE+k+1 ] if c == 2 then t:SetColorTexture(0,1,0,1) elseif c then t:SetColorTexture(1,0,0,1) else t:SetColorTexture(1,.7,.4,1) end end end end KirinTorSelecter.Close = CreateFrame('Button',nil,KirinTorSelecter) KirinTorSelecter.Close:SetSize(10,10) KirinTorSelecter.Close:SetPoint("BOTTOMRIGHT",KirinTorSelecter,"TOPRIGHT") KirinTorSelecter.Close.Text = KirinTorSelecter.Close:CreateFontString(nil,"ARTWORK","GameFontWhite") KirinTorSelecter.Close.Text:SetPoint("CENTER") KirinTorSelecter.Close.Text:SetText("X") KirinTorSelecter_Big:SetScript("OnClick",function (self) self:Hide() KirinTorSelecter:Show() end) local KirinTorHelper = CreateFrame'Frame' KirinTorHelper:RegisterEvent('QUEST_ACCEPTED') KirinTorHelper:RegisterEvent('QUEST_REMOVED') KirinTorHelper:SetScript("OnEvent",function(self,event,arg1,arg2) if event == 'QUEST_ACCEPTED' then if arg2 and KirinTorQuests[arg2] then if VWQL and not VWQL.EnableEnigma then print('"|cff00ff00/enigmahelper|r" - to see all patterns') return end print("World Quests List: Enigma helper loaded") self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED") end elseif event == 'QUEST_REMOVED' then if arg1 and KirinTorQuests[arg1] then self:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED") end elseif event == 'COMBAT_LOG_EVENT_UNFILTERED' then local timestamp,arg2,hideCaster,sourceGUID,sourceName,sourceFlags,sourceFlags2,destGUID,destName,destFlags,destFlags2,spellId = CombatLogGetCurrentEventInfo() if arg2 == "SPELL_AURA_APPLIED" and spellId == 219247 and destGUID == UnitGUID'player' then KirinTorSelecter:Show() elseif arg2 == "SPELL_AURA_REMOVED" and spellId == 219247 and destGUID == UnitGUID'player' then KirinTorSelecter:Hide() KirinTorSelecter_Big:Hide() end end end) KirinTorSelecter.Close:SetScript("OnClick",function () KirinTorSelecter:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED") KirinTorSelecter:Hide() end) SlashCmdList["WQLEnigmaSlash"] = function() KirinTorHelper:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED") KirinTorSelecter:Show() end SLASH_WQLEnigmaSlash1 = "/enigmahelper" -- Barrels o' Fun local BarrelsHelperQuests = { [45070]=true, --Valsh [45068]=true, --Suramar [45069]=true, --Azuna [45071]=true, --Highm [45072]=true, --Stormh } local BarrelsHelper_guid = {} local BarrelsHelper_count = 8 local BarrelsHelper = CreateFrame'Frame' BarrelsHelper:RegisterEvent('QUEST_ACCEPTED') BarrelsHelper:RegisterEvent('QUEST_REMOVED') BarrelsHelper:RegisterEvent('PLAYER_ENTERING_WORLD') BarrelsHelper:SetScript("OnEvent",function(self,event,arg1,arg2) if event == 'QUEST_ACCEPTED' then if arg2 and BarrelsHelperQuests[arg2] then if VWQL and VWQL.DisableBarrels then return end print("World Quests List: Barrels helper loaded") BarrelsHelper_count = 8 self:RegisterEvent("UPDATE_MOUSEOVER_UNIT") end elseif event == 'QUEST_REMOVED' then if arg1 and BarrelsHelperQuests[arg1] then self:UnregisterEvent("UPDATE_MOUSEOVER_UNIT") BarrelsHelper_count = 8 end elseif event == 'UPDATE_MOUSEOVER_UNIT' then local guid = UnitGUID'mouseover' if guid then local type,_,serverID,instanceID,zoneUID,id,spawnID = strsplit("-", guid) if id == "115947" then if not BarrelsHelper_guid[guid] then BarrelsHelper_guid[guid] = BarrelsHelper_count BarrelsHelper_count = BarrelsHelper_count - 1 if BarrelsHelper_count < 1 then BarrelsHelper_count = 8 end end if GetRaidTargetIndex("mouseover") ~= BarrelsHelper_guid[guid] then SetRaidTarget("mouseover", BarrelsHelper_guid[guid]) end end end elseif event == "PLAYER_ENTERING_WORLD" then self:UnregisterEvent("PLAYER_ENTERING_WORLD") if VWQL and VWQL.DisableBarrels then return end for i=1,GetNumQuestLogEntries() do local title, _, _, _, _, _, _, questID = GetQuestLogTitle(i) if questID and BarrelsHelperQuests[questID] then BarrelsHelper_count = 8 self:RegisterEvent("UPDATE_MOUSEOVER_UNIT") break end end end end) SlashCmdList["WQLBarrelsSlash"] = function(arg) arg = (arg or ""):lower() if arg == "off" or arg == "on" then if not VWQL then return end VWQL.DisableBarrels = not VWQL.DisableBarrels if VWQL.DisableBarrels then print("Barrels helper disabled") BarrelsHelper:UnregisterEvent('UPDATE_MOUSEOVER_UNIT') else print("Barrels helper enabled") end elseif arg == "load" then BarrelsHelper:RegisterEvent("UPDATE_MOUSEOVER_UNIT") print("Barrels helper loaded") else print("Commands:") print("/barrelshelper on") print("/barrelshelper off") print("/barrelshelper load") end end SLASH_WQLBarrelsSlash1 = "/barrelshelper" -- Shell Game do local ShellGameQuests = { [51625]=true, [51626]=true, [51627]=true, [51628]=true, [51629]=true, [51630]=true, } --[[ фиол пилон 71324 валькирия 73430 73591 краб-пират 87999 75367 шар 71960 72772 капля 81077 81388 черепаха 81098 робот 72873 31549 челюсти 67537 76371 81664 63509 - arrow 75066 - quest 46201 - bomb 47270 - kirintor ]] local size,center = 200,30 local modelIDs = {71324,73430,87999,71960,81077,81098,72873,67537} local ShellGameDisable local ShellGameIsCreated local UpdatePos,ResizeFrame,CenterFrame,OkButton,pointsFrames,CloseButton local function CreateShellGame() if ShellGameIsCreated then return end ShellGameIsCreated = true local function SmallModelOnMouseDown(self) self:GetParent().M:SetDisplayInfo(self.modelID) end local function SmallModelOnEnter(self) self.b:SetColorTexture(0.74,0.74,0.74,.2) end local function SmallModelOnLeave(self) self.b:SetColorTexture(0.04,0.04,0.04,0) end local function PuzzleFrameOnUpdate(self) if MouseIsOver(self) and not self.Mstatus then self.Mstatus = true for j=1,8 do self.m[j]:Show() end elseif not MouseIsOver(self) and self.Mstatus then self.Mstatus = false for j=1,8 do self.m[j]:Hide() end end end pointsFrames = {} for i=1,16 do local frame = CreateFrame("Frame",nil,UIParent) pointsFrames[i] = frame frame.M = CreateFrame("PlayerModel",nil,frame) frame.M:SetPoint("TOP") frame.M:SetMouseClickEnabled(false) frame.M:SetMouseMotionEnabled(false) frame.m = {} for j=1,8 do local m=CreateFrame("PlayerModel",nil,frame) frame.m[j] = m m:SetDisplayInfo(modelIDs[j]) m.modelID = modelIDs[j] if j==1 then m:SetPoint("TOPLEFT") elseif j == 5 then m:SetPoint("TOPRIGHT") else m:SetPoint("TOP",frame.m[j-1],"BOTTOM") end m:Hide() m:SetScript("OnMouseDown",SmallModelOnMouseDown) m:SetScript("OnEnter",SmallModelOnEnter) m:SetScript("OnLeave",SmallModelOnLeave) m.b = m:CreateTexture(nil,"BACKGROUND") m.b:SetAllPoints() end frame:SetScript("OnUpdate",PuzzleFrameOnUpdate) frame:Hide() end OkButton = CreateFrame("Button",nil,UIParent,"UIPanelButtonTemplate") OkButton:SetSize(120,20) OkButton:SetText("World Quests List: Lock") OkButton:Hide() CloseButton = CreateFrame("Button",nil,UIParent,"UIPanelButtonTemplate") CloseButton:SetSize(120,20) CloseButton:SetPoint("TOP",OkButton,"BOTTOM") CloseButton:SetText(CLOSE) CloseButton:SetScript("OnClick",function() ShellGameDisable() end) CloseButton:Hide() ResizeFrame = CreateFrame("Frame",nil,UIParent) ResizeFrame:SetPoint("TOP",200,0) ResizeFrame:SetPoint("BOTTOM",200,0) ResizeFrame:SetWidth(8) ResizeFrame:Hide() ResizeFrame.b = ResizeFrame:CreateTexture(nil,"BACKGROUND") ResizeFrame.b:SetAllPoints() ResizeFrame.b:SetColorTexture(0.04,0.04,0.04,.9) ResizeFrame.lv,ResizeFrame.lh = {},{} for i=1,5 do ResizeFrame.lv[i] = ResizeFrame:CreateTexture(nil,"BACKGROUND") ResizeFrame.lv[i]:SetColorTexture(0.04,0.04,0.04,.9) ResizeFrame.lv[i]:SetWidth(3) ResizeFrame.lh[i] = ResizeFrame:CreateTexture(nil,"BACKGROUND") ResizeFrame.lh[i]:SetColorTexture(0.04,0.04,0.04,.9) ResizeFrame.lh[i]:SetHeight(3) end function UpdatePos(updateResizers) if updateResizers then ResizeFrame:SetPoint("TOP",size,0) ResizeFrame:SetPoint("BOTTOM",size,0) CenterFrame:SetPoint("LEFT",0,center) CenterFrame:SetPoint("RIGHT",0,center) end for i=1,5 do ResizeFrame.lh[i]:ClearAllPoints() ResizeFrame.lh[i]:SetPoint("CENTER",UIParent,0,(i == 1 and size or i==2 and size / 2 or i==3 and 0 or i==4 and -size / 2 or i==5 and -size)+center) ResizeFrame.lh[i]:SetWidth(size*2) ResizeFrame.lv[i]:ClearAllPoints() ResizeFrame.lv[i]:SetPoint("CENTER",UIParent,i == 1 and -size or i==2 and -size / 2 or i==3 and 0 or i==4 and size / 2 or i==5 and size,center) ResizeFrame.lv[i]:SetHeight(size*2) end for i=1,4 do for j=1,4 do local frame = pointsFrames[(i-1)*4+j] frame:ClearAllPoints() frame:SetPoint("TOPLEFT",UIParent,"CENTER",j==1 and -size or j==2 and -size/2 or j==3 and 0 or j==4 and size/2,(i==1 and size or i==2 and size/2 or i==3 and 0 or i==4 and -size/2)+center) frame:SetSize(size/2,size/2) for k=1,8 do frame.m[k]:SetSize(size/4/2,size/4/2) end frame.M:SetSize(size/4,size/4) end end OkButton:SetPoint("TOPRIGHT",UIParent,"CENTER",size,center-size) end local function ResizeFrameOnUpdate(self) size = self:GetLeft() - GetScreenWidth() / 2 VWQL.ShellGameSize = size UpdatePos() end ResizeFrame:EnableMouse(true) ResizeFrame:SetMovable(true) ResizeFrame:RegisterForDrag("LeftButton") ResizeFrame:SetScript("OnDragStart", function(self) if self:IsMovable() then self:StartMoving() self:SetScript("OnUpdate", ResizeFrameOnUpdate) end end) ResizeFrame:SetScript("OnDragStop", function(self) self:StopMovingOrSizing() self:SetScript("OnUpdate", nil) end) ResizeFrame:SetClampedToScreen(true) ResizeFrame:SetClampRectInsets(-GetScreenWidth() / 2 - 1, 0, 0, 0) ResizeFrame.ArrowHelp1 = CreateFrame("PlayerModel",nil,ResizeFrame) ResizeFrame.ArrowHelp1:SetPoint("TOPRIGHT",-5,-10) ResizeFrame.ArrowHelp1:SetSize(48,48) ResizeFrame.ArrowHelp1:SetMouseClickEnabled(false) ResizeFrame.ArrowHelp1:SetMouseMotionEnabled(false) ResizeFrame.ArrowHelp1:SetDisplayInfo(63509) ResizeFrame.ArrowHelp1:SetRoll(-math.pi / 2) ResizeFrame.ArrowHelp2 = CreateFrame("PlayerModel",nil,ResizeFrame) ResizeFrame.ArrowHelp2:SetPoint("TOPLEFT",5,-10) ResizeFrame.ArrowHelp2:SetSize(48,48) ResizeFrame.ArrowHelp2:SetMouseClickEnabled(false) ResizeFrame.ArrowHelp2:SetMouseMotionEnabled(false) ResizeFrame.ArrowHelp2:SetDisplayInfo(63509) ResizeFrame.ArrowHelp2:SetRoll(math.pi / 2) ResizeFrame:SetFrameStrata("DIALOG") CenterFrame = CreateFrame("Frame",nil,UIParent) CenterFrame:SetPoint("LEFT",0,0) CenterFrame:SetPoint("RIGHT",0,0) CenterFrame:SetHeight(6) CenterFrame:Hide() CenterFrame.b = CenterFrame:CreateTexture(nil,"BACKGROUND") CenterFrame.b:SetAllPoints() CenterFrame.b:SetColorTexture(0.04,0.04,0.04,.9) local function OnUpdateCenter(self) center = self:GetTop() - GetScreenHeight() / 2 VWQL.ShellGameCenter = center UpdatePos() end CenterFrame:EnableMouse(true) CenterFrame:SetMovable(true) CenterFrame:RegisterForDrag("LeftButton") CenterFrame:SetScript("OnDragStart", function(self) if self:IsMovable() then self:StartMoving() self:SetScript("OnUpdate", OnUpdateCenter) end end) CenterFrame:SetScript("OnDragStop", function(self) self:StopMovingOrSizing() self:SetScript("OnUpdate", nil) end) CenterFrame:SetClampedToScreen(true) CenterFrame:SetClampRectInsets(0, 0, 0, 0) CenterFrame.ArrowHelp1 = CreateFrame("PlayerModel",nil,CenterFrame) CenterFrame.ArrowHelp1:SetPoint("BOTTOMLEFT",CenterFrame,"TOPLEFT",10,5) CenterFrame.ArrowHelp1:SetSize(48,48) CenterFrame.ArrowHelp1:SetMouseClickEnabled(false) CenterFrame.ArrowHelp1:SetMouseMotionEnabled(false) CenterFrame.ArrowHelp1:SetDisplayInfo(63509) CenterFrame.ArrowHelp1:SetRoll(-math.pi) CenterFrame.ArrowHelp2 = CreateFrame("PlayerModel",nil,CenterFrame) CenterFrame.ArrowHelp2:SetPoint("TOPLEFT",CenterFrame,"BOTTOMLEFT",10,-5) CenterFrame.ArrowHelp2:SetSize(48,48) CenterFrame.ArrowHelp2:SetMouseClickEnabled(false) CenterFrame.ArrowHelp2:SetMouseMotionEnabled(false) CenterFrame.ArrowHelp2:SetDisplayInfo(63509) --CenterFrame.ArrowHelp2:SetRoll(math.pi) OkButton:SetScript("OnClick",function(self) if ResizeFrame:IsShown() then ResizeFrame:Hide() CenterFrame:Hide() VWQL.ShellGameLocked = true self:SetText("WQL: Resize") else ResizeFrame:Show() CenterFrame:Show() self:SetText("WQL: Lock") end end) end local function ShellGameEnable() CreateShellGame() print("World Quests List: Shell Game helper loaded") size,center = VWQL.ShellGameSize or size,VWQL.ShellGameCenter or center UpdatePos(true) if not VWQL.ShellGameLocked then ResizeFrame:Show() CenterFrame:Show() OkButton:SetText("WQL: Lock") else OkButton:SetText("WQL: Resize") end for i=1,16 do pointsFrames[i]:Show() pointsFrames[i].M:ClearModel() end OkButton:Show() CloseButton:Show() end function ShellGameDisable() CreateShellGame() ResizeFrame:Hide() CenterFrame:Hide() for i=1,16 do pointsFrames[i]:Hide() end OkButton:Hide() CloseButton:Hide() end WQLdb.ToMain = WQLdb.ToMain or {} WQLdb.ToMain.ShellGameEnable = ShellGameEnable WQLdb.ToMain.ShellGameDisable = ShellGameDisable local ShellGameHelper = CreateFrame'Frame' ShellGameHelper:RegisterEvent('QUEST_ACCEPTED') ShellGameHelper:RegisterEvent('QUEST_REMOVED') ShellGameHelper:RegisterEvent('PLAYER_ENTERING_WORLD') ShellGameHelper:SetScript("OnEvent",function(self,event,arg1,arg2) if event == 'QUEST_ACCEPTED' then if arg2 and ShellGameQuests[arg2] then if VWQL and VWQL.DisableShellGame then return end self:RegisterEvent('UNIT_ENTERED_VEHICLE') self:RegisterEvent('UNIT_EXITED_VEHICLE') end elseif event == 'QUEST_REMOVED' then if arg1 and ShellGameQuests[arg1] then ShellGameDisable() self:UnregisterEvent('UNIT_ENTERED_VEHICLE') self:UnregisterEvent('UNIT_EXITED_VEHICLE') end elseif event == 'UNIT_ENTERED_VEHICLE' then if arg1 ~= "player" then return end ShellGameEnable() elseif event == 'UNIT_EXITED_VEHICLE' then if arg1 ~= "player" then return end ShellGameDisable() elseif event == "PLAYER_ENTERING_WORLD" then self:UnregisterEvent("PLAYER_ENTERING_WORLD") if VWQL and VWQL.DisableShellGame then return end for i=1,GetNumQuestLogEntries() do local title, _, _, _, _, _, _, questID = GetQuestLogTitle(i) if questID and ShellGameQuests[questID] then return self:GetScript("OnEvent")(self,'QUEST_ACCEPTED',i,questID) end end end end) end
AddCSLuaFile("shared.lua") include("shared.lua") /*----------------------------------------------- *** Copyright (c) 2012-2017 by DrVrej, All rights reserved. *** No parts of this code or any of its contents may be reproduced, copied, modified or adapted, without the prior written consent of the author, unless otherwise indicated for stand-alone materials. -----------------------------------------------*/ ENT.Model = {"models/Gibs/HGIBS.mdl"} -- The models it should spawn with | Picks a random one from the table ENT.DoesDirectDamage = true -- Should it do a direct damage when it hits something? ENT.DirectDamage = 100 -- How much damage should it do when it hits something ENT.DirectDamageType = DMG_BURN -- Damage type ENT.DecalTbl_DeathDecals = {"Scorch"} ENT.SoundTbl_Idle = {"fx/spl/spl_restoration_travel_lp.wav"} ENT.SoundTbl_OnCollide = {"fx/spl/spl_restoration_hit.wav"} --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() //util.SpriteTrail(self, 0, Color(90,90,90,255), false, 10, 1, 3, 1/(15+1)*0.5, "trails/smoke.vmt") //ParticleEffectAttach("rocket_smoke", PATTACH_ABSORIGIN_FOLLOW, self, 0) ParticleEffectAttach("death_spasm", PATTACH_ABSORIGIN_FOLLOW, self, 0) local char = self:GetOwner():getChar() if !(self:GetOwner():IsPlayer()) then return end self.DirectDamage = 100 + (char:getAttrib("mgc") * 2) + ((25 * (char:getLevel()*char:getLevel()) / (char:getLevel()+char:getLevel()))) self.HasParticle = false self:SetMaterial("Models/effects/vol_light001") local enttarget1 = ents.Create("info_target") enttarget1:SetParent(self) enttarget1:SetPos(self:GetPos() + Vector(0,0,10)) enttarget1:Spawn() local enttarget2 = ents.Create("info_target") enttarget2:SetParent(self) enttarget2:SetPos(self:GetPos() + Vector(-10,0,-10)) enttarget2:Spawn() local enttarget3 = ents.Create("info_target") enttarget3:SetParent(self) enttarget3:SetPos(self:GetPos() + Vector(10,0,-10)) enttarget3:Spawn() local enttarget4 = ents.Create("info_target") enttarget4:SetParent(self) enttarget4:SetPos(self:GetPos() + Vector(10, 10,-10)) enttarget4:Spawn() local enttarget5 = ents.Create("info_target") enttarget5:SetParent(self) enttarget5:SetPos(self:GetPos() + Vector(10, 10, 10)) enttarget5:Spawn() local enttarget6 = ents.Create("info_target") enttarget6:SetParent(self) enttarget6:SetPos(self:GetPos() + Vector(-10, 10,-10)) enttarget6:Spawn() local enttarget7 = ents.Create("info_target") enttarget6:SetParent(self) enttarget6:SetPos(self:GetPos() + Vector(-20, 10,-10)) enttarget6:Spawn() local enttarget8 = ents.Create("info_target") enttarget6:SetParent(self) enttarget6:SetPos(self:GetPos() + Vector(-10, 10,-20)) enttarget6:Spawn() local enttarget9 = ents.Create("info_target") enttarget6:SetParent(self) enttarget6:SetPos(self:GetPos() + Vector(-10, 20,-10)) enttarget6:Spawn() ---------------------------------------------------------------------- local enttarget10 = ents.Create("info_target") enttarget1:SetParent(self) enttarget1:SetPos(self:GetPos() + Vector(30,0,10)) enttarget1:Spawn() local enttarget11 = ents.Create("info_target") enttarget2:SetParent(self) enttarget2:SetPos(self:GetPos() + Vector(-30,0,-10)) enttarget2:Spawn() local enttarget12 = ents.Create("info_target") enttarget3:SetParent(self) enttarget3:SetPos(self:GetPos() + Vector(10,0,-30)) enttarget3:Spawn() local enttarget13 = ents.Create("info_target") enttarget4:SetParent(self) enttarget4:SetPos(self:GetPos() + Vector(10, 40,-10)) enttarget4:Spawn() local enttarget14 = ents.Create("info_target") enttarget5:SetParent(self) enttarget5:SetPos(self:GetPos() + Vector(40, 10, 10)) enttarget5:Spawn() local enttarget15 = ents.Create("info_target") enttarget6:SetParent(self) enttarget6:SetPos(self:GetPos() + Vector(-10, 10,-40)) enttarget6:Spawn() local enttarget16 = ents.Create("info_target") enttarget6:SetParent(self) enttarget6:SetPos(self:GetPos() + Vector(-50, 10,-10)) enttarget6:Spawn() local enttarget17 = ents.Create("info_target") enttarget6:SetParent(self) enttarget6:SetPos(self:GetPos() + Vector(-10, 50,-20)) enttarget6:Spawn() local enttarget18 = ents.Create("info_target") enttarget6:SetParent(self) enttarget6:SetPos(self:GetPos() + Vector(-10, 20,-50)) enttarget6:Spawn() util.SpriteTrail( enttarget1, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget2, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget3, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget4, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget5, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget6, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget7, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget8, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget9, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget10, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget11, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget12, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget13, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget14, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget15, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget16, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget17, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) util.SpriteTrail( enttarget18, 0, Color( 200, 105, 105, 255 ), false, 10, 1, 1, 1/(10+1)*0.5, "trails/laser.vmt" ) self.StartLight1 = ents.Create("light_dynamic") self.StartLight1:SetKeyValue("brightness", "5") self.StartLight1:SetKeyValue("distance", "200") self.StartLight1:SetLocalPos(self:GetPos()) self.StartLight1:SetLocalAngles( self:GetAngles() ) self.StartLight1:Fire("Color", "255 200 100") self.StartLight1:SetParent(self) self.StartLight1:Spawn() self.StartLight1:Activate() self.StartLight1:Fire("TurnOn", "", 0) self:DeleteOnRemove(self.StartLight1) timer.Simple(10, function() if(IsValid(self)) then self:Remove() end end ) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:DeathEffects(data,phys) local effectdata = EffectData() effectdata:SetOrigin(data.HitPos) //effectdata:SetScale( 500 ) self.ExplosionLight1 = ents.Create("light_dynamic") self.ExplosionLight1:SetKeyValue("brightness", "6") self.ExplosionLight1:SetKeyValue("distance", "300") self.ExplosionLight1:SetLocalPos(data.HitPos) self.ExplosionLight1:SetLocalAngles(self:GetAngles()) self.ExplosionLight1:Fire("Color", "255 200 100") self.ExplosionLight1:SetParent(self) self.ExplosionLight1:Spawn() self.ExplosionLight1:Activate() self.ExplosionLight1:Fire("TurnOn", "", 0) self:DeleteOnRemove(self.ExplosionLight1) local char = self:GetOwner():getChar() if !(self:GetOwner():IsPlayer()) then return end local Ents = ents.FindInSphere(self:GetPos(), 500) local hits = 0 for k, v in pairs(Ents) do if hits > 10 then break end if ((v:IsPlayer() and v != self:GetOwner() and !(v:Team() == self:GetOwner():Team())) or v:IsNPC()) then local effectdata = EffectData() effectdata:SetOrigin( v:GetPos() + v:OBBCenter() ) effectdata:SetStart( data.HitPos ) util.Effect( "effect_zad_dark_lightning", effectdata ) v:TakeDamage(50 + (char:getAttrib("mgc") * 2) + ((25 * (char:getLevel()*char:getLevel()) / (char:getLevel()+char:getLevel()))), self:GetOwner(), self:GetOwner()) v:Ignite(5) hits = hits + 1 end end end function ENT:CustomPhysicsObjectOnInitialize(phys) phys:Wake() phys:EnableGravity(false) phys:SetMass( 20 ) phys:AddAngleVelocity( Vector( math.random( 500, 1000 ))) phys:EnableDrag( false ) end function ENT:CustomOnThink() if !(self.HasParticle) then ParticleEffectAttach("death_spasm", PATTACH_ABSORIGIN_FOLLOW, self, 0) self.HasParticle = true end local phys = self:GetPhysicsObject() if IsValid(phys) then -- If the physics object is valid if SERVER and IsValid(self.InitialTarget) then -- Is the VictimToTarget a valid entity? local pos = Vector(self.InitialTarget:GetPos().x,self.InitialTarget:GetPos().y,-50) phys:SetVelocity((pos - Vector(self:GetPos().x,self:GetPos().y,0)):GetNormal() * 200) -- Home in on the target elseif SERVER and not IsValid(self.InitialTarget) then local Ents = ents.FindInSphere(self:GetPos(), 200) for k, v in pairs(Ents) do if ((v:IsPlayer() and v != self:GetOwner()) or v:IsNPC()) then self.InitialTarget = v end end phys:SetVelocity(self:GetForward() * 500) -- Fly straight forward end end end function ENT:CustomOnDoDamage(data,phys,hitent) hitent:Ignite(10) end /*----------------------------------------------- *** Copyright (c) 2012-2017 by DrVrej, All rights reserved. *** No parts of this code or any of its contents may be reproduced, copied, modified or adapted, without the prior written consent of the author, unless otherwise indicated for stand-alone materials. -----------------------------------------------*/
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") local OldVoltage function ENT:Initialize() self:SetModel("models/z-o-m-b-i-e/metro_2033/electro/m33_electro_box_12_4.mdl") self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) self:SetUseType(SIMPLE_USE) if not Metrostroi.OldVoltage then Metrostroi.OldVoltage = 0 end end function ENT:Use(ply) --if not ply:IsAdmin() then return end if Metrostroi.Voltage == 0 then RunConsoleCommand("metrostroi_voltage",Metrostroi.OldVoltage ~= 0 and Metrostroi.OldVoltage or 750) Metrostroi.OldVoltage = 0 else Metrostroi.OldVoltage = GetConVar("metrostroi_voltage"):GetInt() RunConsoleCommand("metrostroi_voltage",0) Metrostroi.Voltage = 0 Metrostroi.VoltageOffByPlayerUse = true end self:EmitSound("buttons/lever8.wav",100,100) end function ENT:Think() self:SetTotal(Metrostroi.TotalkWh) self:SetRate(Metrostroi.TotalRateWatts) self:SetV(Metrostroi.Voltage) self:SetA(Metrostroi.Current) if Metrostroi.Voltage >= 10 then Metrostroi.VoltageOffByPlayerUse = nil end if Metrostroi.Voltage < 10 and not Metrostroi.VoltageOffByPlayerUse then self.SoundTimer = self.SoundTimer or CurTime() if (CurTime() - self.SoundTimer) > 1.0 then self:EmitSound("ambient/alarms/klaxon1.wav", 100, 100) self.SoundTimer = CurTime() end end self:NextThink(CurTime()) return true end function ENT:OnRemove() if Metrostroi.Voltage == 0 then RunConsoleCommand("metrostroi_voltage",Metrostroi.OldVoltage ~= 0 and Metrostroi.OldVoltage or 750) end end
PrismObject = { type = "PrismObject", ENTITY_DETAIL_ID = 1, Properties = { }, Editor = { Model = "Editor/Objects/Particles.cgf", Icon = "Clouds.bmp", }, } ------------------------------------------------------- function PrismObject:OnSpawn() self:SetFlags(ENTITY_FLAG_CLIENT_ONLY, 0); end ------------------------------------------------------- function PrismObject:OnInit() self:NetPresent(0); self:Create(); end ------------------------------------------------------- function PrismObject:OnShutDown() end ------------------------------------------------------- function PrismObject:Create() local props = self.Properties; self:LoadPrismObject(0); end ------------------------------------------------------- function PrismObject:Delete() self:FreeSlot(0); end ------------------------------------------------------------------------------------------------------ -- OnReset called only by the editor. ------------------------------------------------------------------------------------------------------ function PrismObject:OnReset() local bCurrentlyHasObj = self:IsSlotValid(0); if (not bCurrentlyHasObj) then self:Create(); end end ------------------------------------------------------- function PrismObject:OnSave(tbl) tbl.bHasObject = self:IsSlotValid(0); if (tbl.bHasObject) then -- todo: save pos end end ------------------------------------------------------- function PrismObject:OnLoad(tbl) local bCurrentlyHasObject = self:IsSlotValid(0); local bWantObject = tbl.bHasObject; if (bWantObject and not bCurrentlyHasObject) then self:Create(); -- todo: restore pos elseif (not bWantObject and bCurrentlyHasObject) then self:Delete(); end end ------------------------------------------------------- -- Hide Event ------------------------------------------------------- function PrismObject:Event_Hide() self:Delete(); end ------------------------------------------------------- -- Show Event ------------------------------------------------------- function PrismObject:Event_Show() self:Create(); end PrismObject.FlowEvents = { Inputs = { Hide = { PrismObject.Event_Hide, "bool" }, Show = { PrismObject.Event_Show, "bool" }, }, Outputs = { Hide = "bool", Show = "bool", }, }
UT.Spawn = {} UT.Spawn.available = {} UT.Spawn.position = "crosshair" function UT.Spawn.setMode(mode) UT.Spawn.index = 1 UT.Spawn.mode = mode UT.showMessage("spawn mode set to " .. mode, UT.colors.info) end function UT.Spawn.setModeEnemies() UT.Spawn.setMode("enemies") end function UT.Spawn.setModeAllies() UT.enableUnlimitedConversions() UT.Spawn.setMode("allies") end function UT.Spawn.setModeCivilians() UT.Spawn.available.civilians = {} for key, value in pairs(UT.Tables.civilians) do if not UT.unitLoaded(Idstring(value)) then goto continue end table.insert(UT.Spawn.available.civilians, value) ::continue:: end if not UT.checkTable(UT.Spawn.available.civilians) then UT.showMessage("no civilians available here", UT.colors.error) return end UT.Spawn.setMode("civilians") end function UT.Spawn.setModeLoots() UT.Spawn.available.loots = {} for key, value in pairs(UT.Tables.loots) do if not UT.unitLoaded(Idstring(value)) then goto continue end table.insert(UT.Spawn.available.loots, value) ::continue:: end if not UT.checkTable(UT.Spawn.available.loots) then UT.showMessage("no loots available here", UT.colors.error) return end UT.Spawn.setMode("loots") end function UT.Spawn.setModeEquipments() UT.Spawn.available.equipments = {} for key, value in pairs(UT.Tables.equipments) do table.insert(UT.Spawn.available.equipments, value) end UT.Spawn.setMode("equipments") end function UT.Spawn.setModePackages() UT.Spawn.available.packages = {} for key, value in pairs(UT.Tables.packages) do table.insert(UT.Spawn.available.packages, value) end function tweak_data.gage_assignment:get_num_assignment_units() return 1000000 end UT.Spawn.setMode("packages") end function UT.Spawn.setModeBags() local message = "Your game may crash by spawning a bag that doesn't exist in this level." managers.chat:_receive_message(1, "Ultimate Trainer", message, UT.colors.danger) UT.Spawn.setMode("bags") end function UT.Spawn.spawnEnemy(id) local position = UT.Spawn.getPosition() if not position then return end local rotation = UT.getCameraRotationFlat() local unit = UT.spawnUnit(Idstring(id), position, rotation) if not unit then return end UT.Spawn.setTeam(unit, "combatant") end function UT.Spawn.spawnAlly(id) local position = UT.Spawn.getPosition() if not position then return end local rotation = UT.getCameraRotationFlat() local unit = UT.spawnUnit(Idstring(id), position, rotation) if not unit then return end UT.Spawn.setTeam(unit, "combatant") UT.Spawn.convertEnemy(unit) end function UT.Spawn.spawnCivilian(id) local position = UT.Spawn.getPosition() if not position then return end local rotation = UT.getCameraRotationFlat() local unit = UT.spawnUnit(Idstring(id), position, rotation) if not unit then return end UT.Spawn.setTeam(unit, "non_combatant") unit:brain():action_request({ type = "act", variant = "cm_sp_stand_idle" }) end function UT.Spawn.spawnLoot(name) local position = UT.Spawn.getPosition() if not position then return end local rotation = UT.getCameraRotationFlat() UT.spawnUnit(Idstring(name), position, rotation) end function UT.Spawn.spawnEquipment(name) local position = UT.Spawn.getPosition() if not position then return end local rotation = UT.getCameraRotationFlat() if name == "ammo_bag" then AmmoBagBase.spawn(position, rotation, 1) elseif name == "doctor_bag" then DoctorBagBase.spawn(position, rotation, 4) elseif name == "first_aid_kit" then FirstAidKitBase.spawn(position, rotation, 1) elseif name == "body_bags_bag" then BodyBagsBagBase.spawn(position, rotation) elseif name == "grenade_crate" then GrenadeCrateBase.spawn(position, rotation) elseif name == "trip_mine" then if UT.Spawn.position == "crosshair" then local crosshairRay = Utils:GetCrosshairRay() if not crosshairRay then return end rotation = Rotation(crosshairRay.normal, math.UP) elseif UT.Spawn.position == "self" then rotation = Rotation(UT.getCameraRotation():yaw(), 90, 0) end local unit = TripMineBase.spawn(position, rotation, true) if not unit then return end local playerUnit = managers.player:player_unit() unit:base():set_active(true, playerUnit) elseif name == "sentry_gun" then UT.Spawn.setEquipment("sentry_gun") local playerUnit = managers.player:player_unit() local unit = SentryGunBase.spawn(playerUnit, position, rotation) if not unit then return end unit:base():post_setup(1) managers.network:session():send_to_peers_synched("from_server_sentry_gun_place_result", 1, 0, unit, 2, 2, true, 2) end end function UT.Spawn.spawnPackage(id) local position = UT.Spawn.getPosition() if not position then return end local rotation = UT.getCameraRotationFlat() UT.spawnUnit(Idstring(id), position, rotation) end function UT.Spawn.spawnBag(name) local position = UT.getCameraPosition() local rotation = UT.getCameraRotation() local forward = UT.getCameraForward() managers.player:server_drop_carry(name, managers.money:get_bag_value(name), true, true, 1, position, rotation, forward, 100, nil, nil) end function UT.Spawn.removeNPCs() local units = {} for key, value in pairs(managers.enemy:all_civilians()) do table.insert(units, value.unit) end for key, value in pairs(managers.enemy:all_enemies()) do if value.unit:brain()._attention_handler._team.id == "neutral1" then goto continue end table.insert(units, value.unit) ::continue:: end local count = UT.removeUnits(units) UT.showMessage("removed " .. tostring(count) .. " npc" .. (count > 1 and "s" or ""), UT.colors.info) end function UT.Spawn.removeLoots() local units = {} for key, unit in pairs(managers.interaction._interactive_units) do if not alive(unit) then goto continue end if not UT.Tables.loots[unit:name():key()] then goto continue end table.insert(units, unit) ::continue:: end local count = UT.removeUnits(units) UT.showMessage("removed " .. tostring(count) .. " loot" .. (count > 1 and "s" or ""), UT.colors.info) end function UT.Spawn.removeEquipments() local units = {} for key, unit in pairs(World:find_units_quick("all")) do if not alive(unit) then goto continue end if not UT.Tables.equipments[unit:name():key()] then goto continue end table.insert(units, unit) ::continue:: end local count = UT.removeUnits(units) UT.showMessage("removed " .. tostring(count) .. " equipment" .. (count > 1 and "s" or ""), UT.colors.info) end function UT.Spawn.removePackages() local units = {} for key, unit in pairs(managers.interaction._interactive_units) do if not alive(unit) then goto continue end if not UT.Tables.packages[unit:name():key()] then goto continue end table.insert(units, unit) ::continue:: end local count = UT.removeUnits(units) UT.showMessage("removed " .. tostring(count) .. " package" .. (count > 1 and "s" or ""), UT.colors.info) end function UT.Spawn.removeBags() local units = {} for key, unit in pairs(managers.interaction._interactive_units) do if not alive(unit) then goto continue end if not UT.Tables.bagsKeys[unit:name():key()] then goto continue end table.insert(units, unit) ::continue:: end local count = UT.removeUnits(units) UT.showMessage("removed " .. tostring(count) .. " bag" .. (count > 1 and "s" or ""), UT.colors.info) end function UT.Spawn.disposeCorpses() managers.enemy:dispose_all_corpses() UT.showMessage("corpses disposed", UT.colors.info) end function UT.Spawn.getPosition() if UT.Spawn.position == "crosshair" then local crosshairRay = Utils:GetCrosshairRay() if not crosshairRay then UT.showMessage("impossible to spawn", UT.colors.error) return end return crosshairRay.position elseif UT.Spawn.position == "self" then return UT.getPlayerPosition() end end function UT.Spawn.setPosition(position) UT.Spawn.position = position UT.showMessage("spawn position set to " .. position, UT.colors.info) end function UT.Spawn.setTeam(unit, team) if not alive(unit) then return end local teamId = tweak_data.levels:get_default_team_ID(team) local teamData = managers.groupai:state():team_data(teamId) unit:movement():set_team(teamData) end function UT.Spawn.convertEnemy(unit) if not alive(unit) then return end managers.groupai:state():convert_hostage_to_criminal(unit) managers.groupai:state():sync_converted_enemy(unit) unit:contour():add("friendly", true) end function UT.Spawn.setEquipment(equipment) managers.player:clear_equipment() managers.player._equipment.selections = {} managers.player:add_equipment({equipment = equipment}) end UTClassSpawn = true
config = { t0 = true, t1 = 10 }
local ffi = require("ffi"); local Queue = require("schedlua.queue") local Task = require("schedlua.task"); print("== SCHEDULER INCLUDED==") --[[ The Scheduler supports a cooperative multi-tasking environment. The fundamental unit of execution is the Lua coroutine. Lua coroutines allow a program to rapidly switch between different coding contexts. The language itself provides the simple switching mechanism, but does not provide a mechanism to organize these various tasks, which means there are no guarantees in terms of fairness, nor organizing principles to ensure any particular model or multi-tasking. The scheduler provides a mechanism by which work can be organized and executed in a manner that provides coherence to a larger application. The scheduler is of primary benefit which it is managing hundreds, if not thousands of tasks which intend to execute concurrently. Work that is to be performed is encapsulated in a 'task' object. The task object contains the entirety of the context related to a particular task. This is the parameters that were used to begin execution, as well as a reference to the function that is actually to be run to perform the task. The scheduler works by maintaining a 'ReadyList', which are the tasks which are ready to receive some compute cycles. Tasks are added to the list by calling the scheduler's 'scheduleTask()' function. Putting a task on the ready list does not cause it to execute immediately. It is just an indicator that at some point in the future this task will execute. Which task is to execute next is determined in the scheduler's 'step()' function. Here, the schedulers task picking routine (first in first out) pulls the next task out of the ReadyList, and resumes it. A task will run until it explicitly calls 'yield()', or yields implicitly by performing an operation that in turn calls yield. This scheduler is fairly simple, and will be appropriate for many relatively simple cooperative multi-tasking environments. In cases where a different policy of fairness is required, a different scheduler might be more appropriate. The scheduler is implemented as an object, and you must create an instance of it to be used in your application. This allows for the possibility of maintaining multiple different schedulers within the same Lua state. It is not likely that this will be a highly used featured, but the possibility exists. --]] local Scheduler = {} setmetatable(Scheduler, { __call = function(self, ...) return self:new(...) end, }) local Scheduler_mt = { __index = Scheduler, } function Scheduler.init(self, ...) local obj = { TasksReadyToRun = Queue(); } setmetatable(obj, Scheduler_mt) return obj; end function Scheduler.new(self, ...) return self:init(...) end --[[ Instance Methods --]] --[[ tasksPending A simple method to let anyone know how many tasks are currently on the ready to run list. This might be useful when you're running some predicate logic based on how many tasks there are. --]] function Scheduler.tasksPending(self) return self.TasksReadyToRun:length(); end --[[ Task Handling --]] -- put a task on the ready list -- the 'task' should be something that can be executed, -- whether it's a function, functor, or something that has a '__call' -- metamethod implemented. -- The 'params' is a table of parameters which will be passed to the function -- when it's ready to run. function Scheduler.scheduleTask(self, task, params, priority) --print("Scheduler.scheduleTask: ", task, params) params = params or {} if not task then return false, "no task specified" end -- this is totally screwy to me - "priority" is nill everywhere, but "Priority" holds the appropriate value. I changed "if priority" to "if task.Priority" and it works now, but i have no idea why task:setParams(params); if task.Priority == 0 then --print("if: ", task.Priority); self.TasksReadyToRun:pushFront(task); else --print("else: ", task.Priority); self.TasksReadyToRun:enqueue(task); end task.state = "readytorun" return task; end function Scheduler.removeTask(self, task) --print("REMOVING DEAD TASK: ", task); return true; end function Scheduler.getCurrentTask(self) return self.CurrentFiber; end function Scheduler.suspendCurrentTask(self, ...) self.CurrentFiber.state = "suspended" end function Scheduler.step(self) -- Now check the regular fibers local task = self.TasksReadyToRun:dequeue() --print("task in step: ", priority); -- If no fiber in ready queue, then just return if task == nil then --print("Scheduler.step: NO TASK") return true end if task:getStatus() == "dead" then self:removeTask(task) return true; end -- If the task we pulled off the active list is -- not dead, then perhaps it is suspended. If that's true -- then it needs to drop out of the active list. -- We assume that some other part of the system is responsible for -- keeping track of the task, and rescheduling it when appropriate. if task.state == "suspended" then --print("suspended task wants to run") return true; end -- If we have gotten this far, then the task truly is ready to -- run, and it should be set as the currentFiber, and its coroutine -- is resumed. self.CurrentFiber = task; local results = {task:resume()}; -- once we get results back from the resume, one -- of two things could have happened. -- 1) The routine exited normally -- 2) The routine yielded -- -- In both cases, we parse out the results of the resume -- into a success indicator and the rest of the values returned -- from the routine --local pcallsuccess = results[1]; --table.remove(results,1); local success = results[1]; table.remove(results,1); --print("PCALL, RESUME: ", pcallsuccess, success) -- no task is currently executing self.CurrentFiber = nil; if not success then print("RESUME ERROR") print(unpack(results)); end -- Again, check to see if the task is dead after -- the most recent resume. If it's dead, then don't -- bother putting it back into the readytorun queue -- just remove the task from the list of tasks if task:getStatus() == "dead" then self:removeTask(task) return true; end -- The only way the task will get back onto the readylist -- is if it's state is 'readytorun', otherwise, it will -- stay out of the readytorun list. if task.state == "readytorun" then self:scheduleTask(task, results); end end return Scheduler
local compile = function(f) if file.exists(f) then local newf = f:gsub("%w+/", "") file.rename(f, newf) print('Compiling:', newf) node.compile(newf) file.remove(newf) collectgarbage() end end local serverFiles = { 'sofar_hyd6es.lua', 'sofar_read_grid.lua', } for i, f in ipairs(serverFiles) do compile(f) end file.remove("invertor_compile.lua")
DefineClass.SupplyRocket = { __parents = { "RocketBase" }, } -- backward compatibility --[[ Some rocket states used to happen in game-time threads which aren't saved anywhere and can be potentially saved. The following functions are used to hook onto these running threads and phase the rocket to a proper command. --]] -- potentially called from a created GameTime thread within LandOnSite function SupplyRocket:UnloadCargo() self:SetCommand("Unload") Halt() end -- potentially called from a created GameTime thread within LandOnSite or BuildingUpdate function SupplyRocket:Launch() self:SetCommand("Takeoff") Halt() end -- potentially called from within Launch (see above), in that case it's an automated return to Mars function SupplyRocket:OrderLanding() self:SetCommand("FlyToMars") Halt() end -- potentially called at the very start of the created GameTime thread within LandOnSite function SupplyRocket:Land() if IsValid(self.landing_site) then self:SetCommand("LandOnMars", self.landing_site) else self:SetCommand("WaitInOrbit") end Halt() end -- end backward compatibility function SupplyRocket:UnloadCargoObjects(cargo, out) RocketBase.UnloadCargoObjects(self, cargo, out) self.cargo = nil end function SupplyRocket:CheatGenerateDepartures() self:GenerateDepartures(true, true) end function SupplyRocket:GenerateDepartures(count_earthsick, count_tourists) if not self.can_fly_colonists then -- for compatibility return end assert(self:IsValidPos()) local domes = self.city.labels.Dome or "" if not self.departures then self.departures = {} end if not self.boarding then self.boarding = {} end if not self.boarded then self.boarded = {} end local earthsick = {} local tourists = {} local colonists = UIColony.city_labels.labels.Colonist or {} for _, colonist in ipairs(colonists) do if colonist:CanChangeCommand() and (count_earthsick and colonist.status_effects.StatusEffect_Earthsick or (count_tourists and colonist:IsTouristReadyToGoHome())) then local is_viable_rocket = colonist:GetMapID() ~= self:GetMapID() or IsInWalkingDist(self, colonist, const.ColonistMaxDepartureRocketDist) if is_viable_rocket then if colonist.traits.Tourist then tourists[#tourists + 1] = colonist else earthsick[#earthsick + 1] = colonist end colonist:SetCommand("LeavingMars", self) end end end if count_earthsick and #earthsick > 0 then AddOnScreenNotification("LeavingMars", false, {colonists_count = #earthsick}, earthsick, self:GetMapID()) end if count_tourists and #tourists > 0 then AddOnScreenNotification("LeavingMarsTourists", false, {tourists_count = #tourists}, tourists, self:GetMapID()) end end function SupplyRocket:UIOpenTouristOverview() local reward_info = self:GetTourismRewardInfo() HolidayRating:OpenTouristOverview(reward_info) end function SupplyRocket:ToggleAutoExport() self.auto_export = not self.auto_export self:AttachSign(self.auto_export, "SignTradeRocket") if not self.auto_export then -- can be disabled at any time if self.reserved_site then assert(IsValid(self.landing_site)) DoneObject(self.landing_site) self.landing_site = nil end self.reserved_site = nil else -- can only be enabled when rocket is landed and has valid landing site assert(IsValid(self.landing_site)) self.landing_site.disable_selection = false if self.waiting_resources then Wakeup(self.command_thread) end end if not self.auto_export and IsValid(self.site_particle) and self.status ~= "landing" then StopParticles(self.site_particle) if SelectedObj == self then SelectObj(false) end end ObjModified(self) end function SupplyRocket:ToggleAllowExport(broadcast) local allow = not self.allow_export if broadcast then local list = self.city.labels.SupplyRocket or empty_table for _, rocket in ipairs(list) do if rocket.allow_export ~= allow then rocket:ToggleAllowExport() end end return end self.allow_export = not self.allow_export if not self.allow_export and self.auto_export then self:ToggleAutoExport() end if self.command == "Refuel" or self.command == "WaitLaunchOrder" then if self.allow_export then -- cancel any remaining supply requests, interrupt drones, carry remaining supply to the new demand request self:InterruptDrones(nil, function(drone) if (drone.target == self) or (drone.d_request and drone.d_request:GetBuilding() == self) or (drone.s_request and drone.s_request:GetBuilding() == self) then return drone end end) self:DisconnectFromCommandCenters() -- create export request, transfer the remaining unload amount, close the unload request local stored = self.unload_request and self.unload_request:GetActualAmount() or 0 local unit_count = 1 + (self.max_export_storage / (const.ResourceScale * 10)) --1 per 10 self.export_requests = { self:AddDemandRequest("PreciousMetals", self.max_export_storage - stored, 0, unit_count) } if self.unload_request then table.remove_entry(self.task_requests, self.unload_request) self.unload_request = nil end self:ConnectToCommandCenters() else -- cancel demand request, interrupt drones, create supply request for the already stocked amount if self.export_requests and #self.export_requests > 0 then assert(#self.export_requests == 1) self:InterruptDrones(nil, function(drone) if (drone.target == self) or (drone.d_request and drone.d_request:GetBuilding() == self) or (drone.s_request and drone.s_request:GetBuilding() == self) then return drone end end) self:DisconnectFromCommandCenters() -- create unload request, transfer the amount delivered, close the export request local amount = self:GetStoredExportResourceAmount() local unit_count = 1 + (self.max_export_storage / (const.ResourceScale * 10)) --1 per 10 self.unload_request = self:AddSupplyRequest("PreciousMetals", amount, const.rfPostInQueue, unit_count) table.remove_entry(self.task_requests, self.export_requests[1]) self.export_requests = nil self:ConnectToCommandCenters() end end end ObjModified(self) end function SupplyRocket:GetUIExportStatus() if self.allow_export then return T(286, "Gathering exports<right><preciousmetals(StoredExportResourceAmount, max_export_storage)>") elseif self:GetStoredExportResourceAmount() > 0 then return T(11470, "Unloading <right><preciousmetals(StoredExportResourceAmount, max_export_storage)>") end end function SupplyRocket:GetNumBoardedTourists() local count = 0 for _, colonist in ipairs(self.boarded or empty_table) do if colonist.traits.Tourist then count = count + 1 end end return count end function SupplyRocket:WaitingRefurbish() WaitWakeup() end
local angleshit = 1; local anglevar = 1; local camBumpFunny = 0.005; local draintheshit = 0; local addedthe = 0; function onCreatePost() initSaveData('luaCustomOptions') for i = 0, getProperty('opponentStrums.length')-1 do setPropertyFromGroup('opponentStrums',i,'visible',false) setPropertyFromGroup('opponentStrums',i,'y',130) setPropertyFromGroup('opponentStrums',i,'x',-9999) end for i = 0, getProperty('playerStrums.length')-1 do setPropertyFromGroup('playerStrums',i,'visible',false) end makeAnimatedLuaSprite('DialogBoxes', 'DialogBoxes', 400, 500); addLuaSprite('DialogBoxes', true); scaleObject('DialogBoxes', 0.5, 0.5) end function onBeatHit() if getDataFromSave('luaCustomOptions', 'modcharts') then if curBeat % 2 == 0 then angleshit = anglevar; else angleshit = -anglevar; end setProperty('camHUD.angle',angleshit*3) setProperty('camGame.angle',angleshit*3) doTweenAngle('turn', 'camHUD', angleshit, stepCrochet*0.002, 'circOut') doTweenAngle('tt', 'camGame', angleshit, stepCrochet*0.002, 'circOut') if curBeat == 32 then for i = 0, getProperty('playerStrums.length')-1 do setPropertyFromGroup('playerStrums',i,'visible',true) end camBumpFunny = 0.015 end triggerEvent('Add Camera Zoom', camBumpFunny) end if getDataFromSave('luaCustomOptions', 'screen-effects') then if curBeat == 126 or curBeat == 238 or curBeat == 279 or curBeat == 302 then makeLuaSprite('rip', 'rip', 0, 200); addLuaSprite('rip', true); scaleObject('rip', 0.8, 0.8) end if curBeat == 128 or curBeat == 240 or curBeat == 280 or curBeat == 304 then triggerEvent('Screen Shake', "0.8, 0.05") removeLuaSprite('rip') end if curBeat == 241 or curBeat == 243 or curBeat == 245 or curBeat == 384 then makeLuaSprite('rip', 'rip', 0, 200); addLuaSprite('rip', false); scaleObject('rip', 0.8, 0.8) end if curBeat == 242 or curBeat == 244 or curBeat == 246 or curBeat == 386 then triggerEvent('Screen Shake', "0.8, 0.05") removeLuaSprite('rip') end end if getDataFromSave('luaCustomOptions', 'screen-effects') then if curBeat == 92 then triggerEvent('Screen Shake', "1, 0.025") addAnimationByPrefix('DialogBoxes', 'HelpMeDialog', 'HelpMeDialog', 60, false); objectPlayAnimation('DialogBoxes', 'HelpMeDialog', true); end end if getDataFromSave('luaCustomOptions', 'mechanics') then if curBeat == 126 or curBeat == 240 or curBeat == 304 or curBeat == 352 then if addedthe == 0 then addAnimationByPrefix('DialogBoxes', 'SpaceDialog', 'SpaceDialog', 30, false); addedthe = 1 end objectPlayAnimation('DialogBoxes', 'SpaceDialog', true); draintheshit = 1 end end end function onStepHit() if curStep == 1 or curStep == 32 or curStep == 64 or curStep == 96 then makeAnimatedLuaSprite('Fade', 'Fade', -500, -150); addLuaSprite('Fade', false); scaleObject('Fade', 25, 25) addAnimationByPrefix('Fade', 'Fade', 'Fade', 30, false); objectPlayAnimation('Fade', 'Fade', false); end if getDataFromSave('luaCustomOptions', 'mechanics') then if draintheshit == 1 then healthreal = getProperty('health'); setProperty('health', (healthreal - 0.05)); end end end function onUpdate() if getProperty('dad.animation.curAnim.name') == 'idle' then else triggerEvent('Screen Shake', "0.1, 0.003") end if getDataFromSave('luaCustomOptions', 'mechanics') then if keyPressed('space') == true then if draintheshit == 1 then draintheshit = 0 addAnimationByPrefix('DialogBoxes', 'SpaceDialogClose', 'SpaceDialogClose', 30, false); objectPlayAnimation('DialogBoxes', 'SpaceDialogClose', true); end end end end
module ('content.draw', package.seeall) require 'base.drawable' rectangle = base.drawable:new { mode = 'fill', width = 32, height = 32 } function rectangle:getWidth () return self.width end function rectangle:getHeight () return self.height end function rectangle:draw (element, graphics) graphics.setColor(self.color) graphics.rectangle( self.mode, -self.width/2, -self.height/2, self.width, self.height ) end function rectangle:left () return -self.width/2 end function rectangle:right () return self.width/2 end function rectangle:top () return -self.height/2 end function rectangle:bottom () return self.height/2 end function rectangle:inside (p) if p.x < self:left() then return false end if p.y < self:top() then return false end if p.x > self:right() then return false end if p.y > self:bottom() then return false end return true end
AddCSLuaFile() SWEP.ViewModel = Model( "models/weapons/c_arms_animations.mdl" ) SWEP.WorldModel = Model( "models/MaxOfS2D/camera.mdl" ) SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "none" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = true SWEP.Secondary.Ammo = "none" SWEP.PrintName = "#GMOD_Camera" SWEP.Slot = 5 SWEP.SlotPos = 1 SWEP.DrawAmmo = false SWEP.DrawCrosshair = false SWEP.Spawnable = true SWEP.ShootSound = Sound( "NPC_CScanner.TakePhoto" ) if ( SERVER ) then SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false -- -- A concommand to quickly switch to the camera -- concommand.Add( "gmod_camera", function( player, command, arguments ) player:SelectWeapon( "gmod_camera" ) end ) end -- -- Network/Data Tables -- function SWEP:SetupDataTables() self:NetworkVar( "Float", 0, "Zoom" ) self:NetworkVar( "Float", 1, "Roll" ) if ( SERVER ) then self:SetZoom( 70 ) self:SetRoll( 0 ) end end -- -- Initialize Stuff -- function SWEP:Initialize() self:SetHoldType( "camera" ) end -- -- Reload resets the FOV and Roll -- function SWEP:Reload() if ( !self.Owner:KeyDown( IN_ATTACK2 ) ) then self:SetZoom( self.Owner:IsBot() && 75 || self.Owner:GetInfoNum( "fov_desired", 75 ) ) end self:SetRoll( 0 ) end -- -- PrimaryAttack - make a screenshot -- function SWEP:PrimaryAttack() self:DoShootEffect() -- If we're multiplayer this can be done totally clientside if ( !game.SinglePlayer() && SERVER ) then return end if ( CLIENT && !IsFirstTimePredicted() ) then return end self.Owner:ConCommand( "jpeg" ) end -- -- SecondaryAttack - Nothing. See Tick for zooming. -- function SWEP:SecondaryAttack() end -- -- Mouse 2 action -- function SWEP:Tick() if ( CLIENT && self.Owner != LocalPlayer() ) then return end -- If someone is spectating a player holding this weapon, bail local cmd = self.Owner:GetCurrentCommand() if ( !cmd:KeyDown( IN_ATTACK2 ) ) then return end -- Not holding Mouse 2, bail self:SetZoom( math.Clamp( self:GetZoom() + cmd:GetMouseY() * 0.1, 0.1, 175 ) ) -- Handles zooming self:SetRoll( self:GetRoll() + cmd:GetMouseX() * 0.025 ) -- Handles rotation end -- -- Override players Field Of View -- function SWEP:TranslateFOV( current_fov ) return self:GetZoom() end -- -- Deploy - Allow lastinv -- function SWEP:Deploy() return true end -- -- Set FOV to players desired FOV -- function SWEP:Equip() if ( self:GetZoom() == 70 && self.Owner:IsPlayer() && !self.Owner:IsBot() ) then self:SetZoom( self.Owner:GetInfoNum( "fov_desired", 75 ) ) end end function SWEP:ShouldDropOnDie() return false end -- -- The effect when a weapon is fired successfully -- function SWEP:DoShootEffect() self:EmitSound( self.ShootSound ) self:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) self.Owner:SetAnimation( PLAYER_ATTACK1 ) if ( SERVER && !game.SinglePlayer() ) then -- -- Note that the flash effect is only -- shown to other players! -- local vPos = self.Owner:GetShootPos() local vForward = self.Owner:GetAimVector() local trace = {} trace.start = vPos trace.endpos = vPos + vForward * 256 trace.filter = self.Owner local tr = util.TraceLine( trace ) local effectdata = EffectData() effectdata:SetOrigin( tr.HitPos ) util.Effect( "camera_flash", effectdata, true ) end end if ( SERVER ) then return end -- Only clientside lua after this line SWEP.WepSelectIcon = surface.GetTextureID( "vgui/gmod_camera" ) -- Don't draw the weapon info on the weapon selection thing function SWEP:DrawHUD() end function SWEP:PrintWeaponInfo( x, y, alpha ) end function SWEP:HUDShouldDraw( name ) -- So we can change weapons if ( name == "CHudWeaponSelection" ) then return true end if ( name == "CHudChat" ) then return true end return false end function SWEP:FreezeMovement() -- Don't aim if we're holding the right mouse button if ( self.Owner:KeyDown( IN_ATTACK2 ) || self.Owner:KeyReleased( IN_ATTACK2 ) ) then return true end return false end function SWEP:CalcView( ply, origin, angles, fov ) if ( self:GetRoll() != 0 ) then angles.Roll = self:GetRoll() end return origin, angles, fov end function SWEP:AdjustMouseSensitivity() if ( self.Owner:KeyDown( IN_ATTACK2 ) ) then return 1 end return self:GetZoom() / 80 end
--[[ Vector of two elements. Extremely useful for 2D math. ]]-- local obj = require('src.lua-cor.obj') local typ = require('src.lua-cor.typ') local ass = require 'src.lua-cor.ass' local wrp = require('src.lua-cor.wrp') local log = require('src.lua-cor.log').get('obj') -- Define 2d vector type local vec = obj:extend('vec') vec.x = 0 vec.y = 0 -- Static copy vector value from one table to another function vec.copy(from, to) to.x = from.x to.y = from.y end -- Static initialize table to screen center function vec.center(obj) obj.x = display.contentWidth / 2 obj.y = display.contentHeight / 2 end -- Math operators function vec.__add(l, r) return vec:new(l.x + r.x, l.y + r.y) end function vec.__sub(l, r) return vec:new(l.x - r.x, l.y - r.y) end function vec.__div(l, r) return vec:new(l.x / r.x, l.y / r.y) end function vec.__mul(l, r) return vec:new(l.x * r.x, l.y * r.y) end function vec.__eq (l, r) return (l.x == r.x) and (l.y == r.y) end function vec.__lt (l, r) return (l.x < r.x) and (l.y < r.y) end function vec.__le (l, r) return (l.x <= r.x) and (l.y <= r.y) end -- Create a new vector function vec:new(x, y) return obj.new(self, {x = x, y = y}) end -- Create a random vector in range function vec:random(min, max) return setmetatable({x = math.random(min.x, max.x), y = math.random(min.y, max.y)}, vec) end -- Create vector as a copy function vec:from(obj) return vec(obj.x, obj.y) end -- Convert to log friendly string function vec:__tostring() return '{'..self.x.. ",".. self.y..'}' end -- Compute square length function vec:length2() return (self.x * self.x) + (self.y * self.y) end -- Create new vector rounding x,y to closest integer values function vec:round() return vec:new(math.floor(self.x + 0.5), math.floor(self.y + 0.5)) end -- Copy x,y into obj function vec:to(obj) obj.x = self.x obj.y = self.y end -- Create positive vector function vec:abs() return vec:new(math.abs(self.x), math.abs(self.y)) end -- Call fn for each integer in grid [0, vec-1] function vec:iterate_grid_wrap_before(fn) ass.nat(self.x) ass.nat(self.y) end function vec:iterate_grid(fn) for x = 0, self.x - 1 do for y = 0, self.y - 1 do fn(vec(x, y)) end end end -- Calculate 1D array index of this position in 2D grid function vec:to_index_in_grid_wrap_before(grid_size) ass.nat(self.x) ass.nat(self.y) ass.nat(grid_size.x) ass.nat(grid_size.y) ass.gt(grid_size.x, self.x) ass.gt(grid_size.y, self.y) end function vec:to_index_in_grid(grid_size) return self.x * grid_size.y + self.y; end -- Random integer in grid [0, vec-1] function vec:random_in_grid_wrap_before() ass.nat(self.x) ass.nat(self.y) end function vec:random_in_grid() return vec(math.random(0, self.x - 1), math.random(0, self.y - 1)) end -- Iterate neightbourhood on grid, wrapping function vec:each_neighbour_wrap_before(grid_size, fn) ass.nat(self.x) ass.nat(self.y) ass.nat(grid_size.x) ass.nat(grid_size.y) ass.gt(grid_size.x, self.x) ass.gt(grid_size.y, self.y) end local function module(v, mod) if v < 0 then return v + mod end if v >= mod then return v - mod end return v end function vec:each_neighbour_in_grid(grid_size, fn) --fn(vec(module(self.x - 1, grid_size.x), module(self.y - 1, grid_size.y))) fn(vec(module(self.x , grid_size.x), module(self.y - 1, grid_size.y))) --fn(vec(module(self.x + 1, grid_size.x), module(self.y - 1, grid_size.y))) fn(vec(module(self.x + 1, grid_size.x), module(self.y , grid_size.y))) --fn(vec(module(self.x + 1, grid_size.x), module(self.y + 1, grid_size.y))) fn(vec(module(self.x , grid_size.x), module(self.y + 1, grid_size.y))) --fn(vec(module(self.x - 1, grid_size.x), module(self.y + 1, grid_size.y))) fn(vec(module(self.x - 1, grid_size.x), module(self.y , grid_size.y))) end -- Constant zero vector vec.zero = vec(0, 0) -- Constant ones vector vec.one = vec(1, 1) -- Wrap vector functions function vec:wrap() local ex = typ.new_ex(vec) wrp.fn(log.info, vec, 'copy', typ.tab, typ.tab) wrp.fn(log.info, vec, 'center', typ.tab) wrp.fn(log.info, vec, 'new', vec, typ.num, typ.num) wrp.fn(log.info, vec, 'random', vec, vec, vec) wrp.fn(log.info, vec, 'from', vec, typ.tab) wrp.fn(log.info, vec, 'length2', ex) wrp.fn(log.info, vec, 'round', ex) wrp.fn(log.info, vec, 'to', ex, typ.tab) wrp.fn(log.info, vec, 'abs', ex) wrp.fn(log.info, vec, 'iterate_grid', ex, typ.fun) wrp.fn(log.info, vec, 'to_index_in_grid', ex, vec) wrp.fn(log.info, vec, 'random_in_grid', ex) wrp.fn(log.info, vec, 'each_neighbour_in_grid', ex, vec, typ.fun) end return vec
addEventHandler ( "onPlayerJoin", root, function() setPlayerInternalChannel ( player, root ) end ) function refreshPlayers() for i,player in ipairs(getElementsByType"player") do if not tonumber(getPlayerChannel ( player )) then --If he's not in a scripted channel setPlayerDefaultChannel ( player ) end end end setTimer ( refreshPlayers, TEAM_REFRESH, 0 ) function setPlayerDefaultChannel ( player ) local team = getPlayerTeam(player) if team and settings.autoassign_to_teams then --He has a team, so let's put him in that team's voice channel return setPlayerInternalChannel ( player, team, getPlayerMutedByList(player) ) else --If he doesn't have a team, stick him in the root return setPlayerInternalChannel ( player, root, getPlayerMutedByList(player) ) end end function setPlayerInternalChannel ( player, element, muted ) if playerChannels[player] == element then return false end playerChannels[player] = element channels[element] = player setPlayerVoiceBroadcastTo ( player, element, muted ) return true end
_PACKAGE = (...):match "^(.+)[%./][^%./]+" or "" local util = require(_PACKAGE .. "/util") local dep = require(_PACKAGE .. "/dep") local Vector = dep.Vector local Button = require(_PACKAGE .. "/button") local Input = require(_PACKAGE .. "/input") --@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ local Slider = Input:extend() Slider.classname = "Slider" function Slider:new(args) Input.new(self, args) self:listenMousePressed() self:listenMouseMoved() self.onReleased = args.onReleased self.onDragged = args.onDragged self.stylebox_filled = args.stylebox_filled or self.stylebox self.stylebox_empty = args.stylebox_empty or self.stylebox self.min_value = args.min_value or 0 self.max_value = args.max_value or 100 self._value = args.value or 50 self.sliderhead = args.sliderhead or self:createSliderhead(args) self:addChild(self.sliderhead) self:moveSliderHeadToValue() end function Slider:__get_value() return self._value end function Slider:__get_ratio() return (self.value - self.min_value) / (self.max_value - self.min_value) end function Slider:__get_percent() return 100 * self.ratio end function Slider:__set_value(v) self._value = v self:moveSliderHeadToValue() end function Slider:__set_ratio(r) self.value = self.min_value + r * (self.max_value - self.min_value) end function Slider:__set_percent(p) self.ratio = p / 100 end --@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ -- own callbacks function Slider:pressed(button, x, y) self.sliderhead.x = x - self.sliderhead.size.x / 2 self:setValueOnHead() if self.onReleased then self.onReleased() end end --@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ -- Sliderhead stuff function Slider:ready() Input.ready(self) self.sliderhead:ready() end function Slider:createSliderhead(args) local sliderhead = Button { name = "sliderhead", size_x = args.sliderhead_size_x or self.size.y, size_y = args.sliderhead_size_y or self.size.y, stylebox = args.sliderhead_stylebox_unpressed, stylebox_unpressed = args.sliderhead_stylebox_unpressed, stylebox_pressed = args.sliderhead_stylebox_pressed, stylebox_hovered = args.sliderhead_stylebox_hovered } sliderhead.pressed = self.onSliderHeadPressed sliderhead.releasedAnywhere = self.onSliderHeadReleasedAnywhere sliderhead.mousedragged = self.onSliderHeadDragged sliderhead.slider = self return sliderhead end function Slider:moveSliderHeadToValue() local dist = self.ratio * (self.size.x - self.sliderhead.size.x) self.sliderhead:move( self.pos.x + dist, self.pos.y + (self.size.y - self.sliderhead.size.y) / 2 ) end function Slider:setValueOnHead() -- we use @_value because we don't want to trigger the setter -- which will move the slider head again local dist = self.sliderhead.pos.x - self.pos.x local max_dist = self.size.x - self.sliderhead.size.x self.value = self.min_value + (dist / max_dist) * (self.max_value - self.min_value) end -- callbacks function Slider.onSliderHeadPressed(head, button, x, y) head:setState("pressed") head.grablocation = Vector(x, y) - head.pos end function Slider.onSliderHeadReleasedAnywhere(head) if head.flags.MOUSEOVERED then head:setState("hovered") else head:setState("unpressed") end head.grablocation = nil if head.slider.onReleased then head.slider.onReleased() end end function Slider.onSliderHeadDragged(head, x, y) head.x = x - head.grablocation.x local slider = head.slider local distance_from_left = head.pos.x - slider.pos.x local max_distance_from_left = slider.size.x - head.size.x if distance_from_left < 0 then head.x = slider.pos.x distance_from_left = 0 elseif distance_from_left > max_distance_from_left then head.x = slider.pos.x + max_distance_from_left distance_from_left = max_distance_from_left end slider:setValueOnHead() if slider.onDragged then slider.onDragged() end end --@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ -- draw stuff function Slider:draw() local filled_size = Vector(self.ratio * self.size.x, self.size.y) self.stylebox_empty:draw(self.pos, self.size) if self._value > self.min_value then self.stylebox_filled:draw(self.pos, filled_size) end self:drawChildren() end --@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ return Slider
------------------------------------- --- PANELS ------------------------------------- local Panels = MR.CL.Panels -- Section: clean up modifications function Panels:SetCleanup(parent, frameType, info) local frame = MR.CL.Panels:StartContainer("Cleanup", parent, frameType, info) MR.CL.ExposedPanels:Set(frame, "cleanup", "frame") local width = frame:GetWide() local panel = vgui.Create("DPanel") panel:SetSize(width, 0) panel:SetBackgroundColor(Color(255, 255, 255, 0)) local cleanBox1Info = { x = MR.CL.Panels:GetTextMarginLeft(), y = MR.CL.Panels:GetGeneralBorders() } local cleanBox2Info = { x = cleanBox1Info.x, y = cleanBox1Info.y + MR.CL.Panels:GetCheckboxHeight() + MR.CL.Panels:GetGeneralBorders() } local cleanBox3Info = { x = cleanBox2Info.x + 67, y = cleanBox1Info.y } local cleanBox4Info = { x = cleanBox3Info.x, y = cleanBox3Info.y + MR.CL.Panels:GetCheckboxHeight() + MR.CL.Panels:GetGeneralBorders() } local cleanBox5Info = { x = cleanBox3Info.x + 97, y = cleanBox1Info.y } local cleanupButtonInfo = { width = width - MR.CL.Panels:GetGeneralBorders() * 2, height = MR.CL.Panels:GetTextHeight(), x = MR.CL.Panels:GetGeneralBorders(), y = cleanBox2Info.y + MR.CL.Panels:GetTextHeight() } local instantCleanupInfo = { width = cleanupButtonInfo.width, height = MR.CL.Panels:GetTextHeight(), x = cleanupButtonInfo.x, y = cleanupButtonInfo.y + cleanupButtonInfo.height + MR.CL.Panels:GetGeneralBorders() * 2 } -------------------------- -- Cleanup options -------------------------- local options = {} local cleanBox1 = vgui.Create("DCheckBoxLabel", panel) options[1] = { cleanBox1, "Map" } cleanBox1:SetPos(cleanBox1Info.x, cleanBox1Info.y) cleanBox1:SetText("Map") cleanBox1:SetTextColor(Color(0, 0, 0, 255)) cleanBox1:SetValue(true) local cleanBox2 = vgui.Create("DCheckBoxLabel", panel) options[2] = { cleanBox2, "Models" } cleanBox2:SetPos(cleanBox2Info.x, cleanBox2Info.y) cleanBox2:SetText("Models") cleanBox2:SetTextColor(Color(0, 0, 0, 255)) cleanBox2:SetValue(true) local cleanBox3 = vgui.Create("DCheckBoxLabel", panel) options[3] = { cleanBox3, "Decals" } cleanBox3:SetPos(cleanBox3Info.x, cleanBox3Info.y) cleanBox3:SetText("Decals") cleanBox3:SetTextColor(Color(0, 0, 0, 255)) cleanBox3:SetValue(true) local cleanBox4 = vgui.Create("DCheckBoxLabel", panel) options[4] = { cleanBox4, "Displacements" } cleanBox4:SetPos(cleanBox4Info.x, cleanBox4Info.y) cleanBox4:SetText("Displacements") cleanBox4:SetTextColor(Color(0, 0, 0, 255)) cleanBox4:SetValue(true) local cleanBox5 = vgui.Create("DCheckBoxLabel", panel) options[5] = { cleanBox5, "Skybox" } cleanBox5:SetPos(cleanBox5Info.x, cleanBox5Info.y) cleanBox5:SetText("Skybox") cleanBox5:SetTextColor(Color(0, 0, 0, 255)) cleanBox5:SetValue(true) -------------------------- -- Cleanup button -------------------------- local cleanupButton = vgui.Create("DButton", panel) cleanupButton:SetSize(cleanupButtonInfo.width, cleanupButtonInfo.height) cleanupButton:SetPos(cleanupButtonInfo.x, cleanupButtonInfo.y) cleanupButton:SetText("Cleanup") cleanupButton:SetIcon("icon16/bin.png") cleanupButton.DoClick = function() local remove = "" for k,v in pairs(options) do if v[1]:GetChecked() then remove = remove .. v[2] .. "+" end end net.Start("SV.Materials:RemoveAll") net.WriteString(remove) net.SendToServer() end -------------------------- -- Instant cleanup -------------------------- local instantCleanup = vgui.Create("DCheckBoxLabel", panel) MR.Sync:Set(instantCleanup, "cleanup", "instant") instantCleanup:SetPos(instantCleanupInfo.x, instantCleanupInfo.y) instantCleanup:SetText("Fast cleanup (freezes the screen for a while)") instantCleanup:SetTextColor(Color(0, 0, 0, 255)) instantCleanup:SetValue(GetConVar("internal_mr_instant_cleanup"):GetBool()) instantCleanup.OnChange = function(self, val) -- Force the field to update and disable a sync loop block if MR.CL.Sync:GetLoopBlock() then MR.Sync:Get("cleanup", "instant"):SetChecked(val) MR.CL.Sync:SetLoopBlock(false) return -- Admin only: reset the option if it's not being synced elseif not MR.Ply:IsAdmin(LocalPlayer()) then MR.Sync:Get("cleanup", "instant"):SetChecked(GetConVar("internal_mr_instant_cleanup"):GetBool()) end net.Start("SV.Sync:Replicate") net.WriteString("internal_mr_instant_cleanup") net.WriteString(val and "1" or "0") net.WriteString("cleanup") net.WriteString("instant") net.SendToServer() end -- Margin bottom local extraBorder = vgui.Create("DPanel", panel) extraBorder:SetSize(MR.CL.Panels:GetGeneralBorders(), MR.CL.Panels:GetGeneralBorders()) extraBorder:SetPos(0, cleanupButtonInfo.y + cleanupButtonInfo.height) extraBorder:SetBackgroundColor(Color(0, 0, 0, 0)) return MR.CL.Panels:FinishContainer(frame, panel, frameType) end
-- Copyright (C) Asseco Poland SA local BasePlugin = require "kong.plugins.base_plugin" require("kong.plugins.asseco-debug.serialize") local DebugHandler = BasePlugin:extend() DebugHandler.PRIORITY = 5000 DebugHandler.VERSION = "1.0.0" function DebugHandler:new() DebugHandler.super.new(self, "asseco-debug") end function DebugHandler:access(conf) DebugHandler.super.access(self) local ngx_log_level = ngx.INFO if conf.writing_log_level == "off" then return elseif conf.writing_log_level == "debug" then ngx_log_level = ngx.DEBUG elseif conf.writing_log_level == "info" then ngx_log_level = ngx.INFO elseif conf.writing_log_level == "notice" then ngx_log_level = ngx.NOTICE else return end --local started_at = ngx.req.start_time() --local started_str = os.date('%d/%b/%Y:%H:%M:%S',started_at) local headers = ngx.req.get_headers() --local method = ngx.req.get_method() --local request_uri = ngx.var.request_uri or "" -- method, " ", request_uri, local xfor_str = serializeTable( headers["x-forwarded-for"] or "", "x-forwarded-for", true ) ngx.log(ngx_log_level, xfor_str, ", remote_addr: ", tostring(ngx.var.remote_addr), ", x-real-ip: ", tostring(headers["x-real-ip"]), ", user-agent: ", headers["user-agent"] or "", ", x-forwarded-proto: ", headers["x-forwarded-proto"] or "", ", x-forwarded-port: ", headers["x-forwarded-port"] or "" ) end return DebugHandler
--[[ The majority of the lua parsing code in LibParse is based on the JSON Lua 5.1 Encoder and Parser found here: http://www.chipmunkav.com/downloads/Json.lua ------------------------------------------------------------------------------ Permission is hereby granted, free of charge, to any person obtaining a copy of this 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. Usage: -- Lua script: local lib = LibStub("LibParse") local t = { ["name1"] = "value1", ["name2"] = {1, false, true, 23.54, "a \021 string"}, name3 = Json.Null() } local json = lib:JsonEncode (t) print (json) --> {"name1":"value1","name3":null,"name2":[1,false,true,23.54,"a \u0015 string"]} local t = lib:JsonDecode(json) print(t.name2[4]) --> 23.54 -- WoW test script: /run local lib = LibStub("LibParse") local t = {name1 = "value1", ["name2"]={1, false, true, 23.54, "a \u0015 string"}} local json = lib:JSONEncode(t) print(json) local tt = lib:JSONDecode(json) print(tt.name2[4]) --> {"name1":"value1","name3":null,"name2":[1,false,true,23.54,"a \u0015 string"]} --> 23.54 Notes: 1) Encodable Lua types: string, number, boolean, table, nil 2) Use Json.Null() to insert a null value into a Json object 3) All control chars are encoded to \uXXXX format eg "\021" encodes to "\u0015" 4) All Json \uXXXX chars are decoded to chars (0-255 byte range only) 5) Json single line // and /* */ block comments are discarded during decoding 6) Numerically indexed Lua arrays are encoded to Json Lists eg [1,2,3] 7) Lua dictionary tables are converted to Json objects eg {"one":1,"two":2} 8) Json nulls are decoded to Lua nil and treated by Lua in the normal way --]] local lib = LibStub:NewLibrary("LibParse", 2) if not lib then return end local pairs, ipairs, tonumber, tostring = pairs, ipairs, tonumber, tostring local setmetatable, type, error = setmetatable, type, error local format, gsub, strfind, strsub, strchar, strbyte, floor = format, gsub, strfind, strsub, strchar, strbyte, floor local null = {} -- table ref to use for Null local JsonWriter = { backslashes = { ['\b'] = "\\b", ['\t'] = "\\t", ['\n'] = "\\n", ['\f'] = "\\f", ['\r'] = "\\r", ['"'] = "\\\"", ['\\'] = "\\\\", ['/'] = "\\/" } } function JsonWriter:New() local o = {buffer={}} setmetatable(o, self) self.__index = self return o end function JsonWriter:Append(s) self.buffer[#self.buffer+1] = s if #self.buffer > 1000 then local temp = table.concat(self.buffer) self.buffer = {temp} end end function JsonWriter:ToString() return table.concat(self.buffer) end function JsonWriter:Write(o) local t = type(o) if t == "nil" or o == null then self:Append("null") elseif t == "boolean" or t == "number" then self:Append(tostring(o)) elseif t == "string" then self:ParseString(o) elseif t == "table" then self:WriteTable(o) else error(format("Encoding of %s unsupported", tostring(o))) end end function JsonWriter:ParseString(s) self:Append('"') self:Append(gsub(s, "[%z%c\\\"/]", function(n) local c = self.backslashes[n] if c then return c end return format("\\u%.4X", strbyte(n)) end)) self:Append('"') end function JsonWriter:IsArray(t) local count = 0 local isindex = function(k) if type(k) == "number" and k > 0 then if floor(k) == k then return true end end return false end for k,v in pairs(t) do if not isindex(k) then return false, '{', '}' else count = max(count, k) end end return true, '[', ']', count end function JsonWriter:WriteTable(t) local ba, st, et, n = self:IsArray(t) self:Append(st) if ba then for i = 1, n do self:Write(t[i]) if i < n then self:Append(',') end end else local first = true; for k, v in pairs(t) do if not first then self:Append(',') end first = false; self:ParseString(k) self:Append(':') self:Write(v) end end self:Append(et) end local StringReader = { s = "", i = 0 } function StringReader:New(s) local o = {} setmetatable(o, self) self.__index = self o.s = s or o.s return o end function StringReader:Peek() local i = self.i + 1 if i <= #self.s then return strsub(self.s, i, i) end return nil end function StringReader:Next() self.i = self.i+1 if self.i <= #self.s then return strsub(self.s, self.i, self.i) end return nil end function StringReader:All() return self.s end local JsonReader = { escapes = { ['t'] = '\t', ['n'] = '\n', ['f'] = '\f', ['r'] = '\r', ['b'] = '\b', } } function JsonReader:New(s) local o = {} o.reader = StringReader:New(s) setmetatable(o, self) self.__index = self return o; end function JsonReader:Read() self:SkipWhiteSpace() local peek = self:Peek() if peek == nil then error(format("Nil string: '%s'", self:All())) elseif peek == '{' then return self:ReadObject() elseif peek == '[' then return self:ReadArray() elseif peek == '"' then return self:ReadString() elseif strfind(peek, "[%+%-%d]") then return self:ReadNumber() elseif peek == 't' then return self:ReadTrue() elseif peek == 'f' then return self:ReadFalse() elseif peek == 'n' then return self:ReadNull() elseif peek == '/' then self:ReadComment() return self:Read() else error(format("Invalid input: '%s'", self:All())) end end function JsonReader:ReadTrue() self:TestReservedWord{'t','r','u','e'} return true end function JsonReader:ReadFalse() self:TestReservedWord{'f','a','l','s','e'} return false end function JsonReader:ReadNull() self:TestReservedWord{'n','u','l','l'} return nil end function JsonReader:TestReservedWord(t) for i, v in ipairs(t) do if self:Next() ~= v then error(format("Error reading '%s': %s", table.concat(t), self:All())) end end end function JsonReader:ReadNumber() local result = self:Next() local peek = self:Peek() while peek ~= nil and strfind(peek, "[%+%-%d%.eE]") do result = result .. self:Next() peek = self:Peek() end result = tonumber(result) if result == nil then error(format("Invalid number: '%s'", result)) else return result end end function JsonReader:ReadString() local result = "" if self:Next() ~= '"' then error("Assertion error: self:Next() ~= '\"'") end while self:Peek() ~= '"' do local ch = self:Next() if ch == '\\' then ch = self:Next() if self.escapes[ch] then ch = self.escapes[ch] end end result = result .. ch end if self:Next() ~= '"' then error("Assertion error: self:Next() ~= '\"'") end return gsub(result, "u%x%x(%x%x)", function(m) return strchar(tonumber(m, 16)) end) end function JsonReader:ReadComment() if self:Next() ~= '/' then error("Assertion error: self:Next() ~= '/'") end local second = self:Next() if second == '/' then self:ReadSingleLineComment() elseif second == '*' then self:ReadBlockComment() else error(format("Invalid comment: %s", self:All())) end end function JsonReader:ReadBlockComment() local done = false while not done do local ch = self:Next() if ch == '*' and self:Peek() == '/' then done = true end if not done and ch == '/' and self:Peek() == "*" then error(format("Invalid comment: %s, '/*' illegal.", self:All())) end end self:Next() end function JsonReader:ReadSingleLineComment() local ch = self:Next() while ch ~= '\r' and ch ~= '\n' do ch = self:Next() end end function JsonReader:ReadArray() local result = {} if self:Next() ~= '[' then error("Assertion error: self:Next() ~= '['") end local done = false if self:Peek() == ']' then done = true; end while not done do local item = self:Read() result[#result+1] = item self:SkipWhiteSpace() if self:Peek() == ']' then done = true end if not done then local ch = self:Next() if ch ~= ',' then error(format("Invalid array: '%s' due to: '%s'", self:All(), ch)) end end end if self:Next() ~= ']' then error("Assertion error: self:Next() ~= ']'") end return result end function JsonReader:ReadObject() local result = {} if self:Next() ~= '{' then error("Assertion error: self:Next() ~= '{'") end local done = false if self:Peek() == '}' then done = true end while not done do local key = self:Read() if type(key) ~= "string" then error(format("Invalid non-string object key: %s", key)) end self:SkipWhiteSpace() local ch = self:Next() if ch ~= ':' then error(format("Invalid object: '%s' due to: '%s'", self:All(), ch)) end self:SkipWhiteSpace() local val = self:Read() result[key] = val self:SkipWhiteSpace() if self:Peek() == '}' then done = true end if not done then ch = self:Next() if ch ~= ',' then error(format("Invalid array: '%s' near: '%s'", self:All(), ch)) end end end if self:Next() ~= "}" then error("Assertion error: self:Next() ~= '}'") end return result end function JsonReader:SkipWhiteSpace() local p = self:Peek() while p ~= nil and strfind(p, "[%s/]") do if p == '/' then self:ReadComment() else self:Next() end p = self:Peek() end end function JsonReader:Peek() return self.reader:Peek() end function JsonReader:Next() return self.reader:Next() end function JsonReader:All() return self.reader:All() end function lib:JSONEncode(o) local writer = JsonWriter:New() writer:Write(o) return writer:ToString() end function lib:JSONDecode(s) local reader = JsonReader:New(s) return reader:Read() end function lib:JSONNull() return null end -- ############################################################### -- CSV Functions -- ############################################################### function lib:CSVEncode(keys, data) local lines = {} tinsert(lines, table.concat(keys, ",")) for _, entry in ipairs(data) do local lineParts = {} for _, key in ipairs(keys) do tinsert(lineParts, entry[key] or "") end tinsert(lines, table.concat(lineParts, ",")) end return table.concat(lines, "\n") end local function SafeStrSplit(str, sep) local parts = {} local s = 1 while true do local e = strfind(str, sep, s) if not e then tinsert(parts, strsub(str, s)) break end tinsert(parts, strsub(str, s, e-1)) s = e + 1 end return parts end function lib:CSVDecode(str) local keys local result = {} local lines = SafeStrSplit(str, "\n") for i, line in ipairs(lines) do if i == 1 then keys = {(","):split(lines[1])} else local entry = {} local lineParts = {(","):split(line)} for j, key in ipairs(keys) do if lineParts[j] ~= "" then entry[key] = tonumber(lineParts[j]) or lineParts[j] end end tinsert(result, entry) end end return keys, result end
local _test = clnn._test local times = _test.times local clnntest = _test.clnntest local x_clnntest = _test.x_clnntest local nloop = _test.nloop local precision_forward = 1e-6 local precision_backward = 1e-6 function clnntest.SpatialMaxPooling_forward_batch() torch.manualSeed(123) local bs = 7 local from = 37 local to = from local ki = 4 local kj = 3 local si = 3 local sj = 2 local outi = 129 local outj = 43 local ini = (outi-1)*si+ki local inj = (outj-1)*sj+kj local tm = {} local title = string.format('SpatialMaxPooling.forward %dx%dx%dx%d o %dx%d -> %dx%dx%dx%d', bs, from, inj, ini, kj, ki, bs, to, outj, outi) times[title] = tm local input = torch.randn(bs,from,inj,ini) local sconv = nn.SpatialMaxPooling(ki,kj,si,sj) local groundtruth = sconv:forward(input) local a = torch.Timer() for i = 1,nloop do groundtruth = sconv:forward(input) end tm.cpu = a:time().real input = input:cl() local gconv = nn.SpatialMaxPooling(ki,kj,si,sj):cl() local rescl = gconv:forward(input) a:reset() for i = 1,nloop do rescl = gconv:forward(input) end cltorch.synchronize() tm.gpu = a:time().real local error = rescl:float() - groundtruth mytester:assertlt(error:abs():max(), precision_forward, 'error on state (forward) ') end function clnntest.SpatialMaxPooling_forward_batch_ceil() -- FIXME factorize these a bit better :-P torch.manualSeed(123) local bs = 7 local from = 37 local to = from local ki = 4 local kj = 3 local si = 3 local sj = 2 local outi = 129 local outj = 43 local ini = (outi-1)*si+ki local inj = (outj-1)*sj+kj local ceil_mode = 1 local tm = {} local title = string.format('SpatialMaxPooling.forward %dx%dx%dx%d o %dx%d -> %dx%dx%dx%d', bs, from, inj, ini, kj, ki, bs, to, outj, outi) times[title] = tm local input = torch.randn(bs,from,inj,ini) local sconv = nn.SpatialMaxPooling(ki,kj,si,sj) if ceil_mode then sconv:ceil() end local groundtruth = sconv:forward(input) local a = torch.Timer() for i = 1,nloop do groundtruth = sconv:forward(input) end tm.cpu = a:time().real input = input:cl() local gconv = nn.SpatialMaxPooling(ki,kj,si,sj):cl() if ceil_mode then gconv:ceil() end local rescl = gconv:forward(input) a:reset() for i = 1,nloop do rescl = gconv:forward(input) end cltorch.synchronize() tm.gpu = a:time().real local error = rescl:float() - groundtruth mytester:assertlt(error:abs():max(), precision_forward, 'error on state (forward) ') end function clnntest.SpatialMaxPooling_forward() -- FIXME test for different configs (and not just have non-deterministic tests :-P or -- incomplete tests) torch.manualSeed(123) local from = 37 -- math.random(1,64) local to = from local ki = 3 -- math.random(2,4) local kj = 3 -- math.random(2,4) local si = 2 -- math.random(1,4) local sj = 2 -- math.random(1,4) local outi = 43 -- math.random(32,256) local outj = 51 -- math.random(32,256) local ini = (outi-1)*si+ki local inj = (outj-1)*sj+kj local tm = {} local title = string.format('SpatialMaxPooling.forward %dx%dx%d o %dx%d -> %dx%dx%d', from, inj, ini, kj, ki, to, outj, outi) times[title] = tm local input = torch.randn(from,inj,ini) local sconv = nn.SpatialMaxPooling(ki,kj,si,sj) local groundtruth = sconv:forward(input) local a = torch.Timer() for i = 1,nloop do groundtruth = sconv:forward(input) end tm.cpu = a:time().real input = input:cl() local gconv = nn.SpatialMaxPooling(ki,kj,si,sj):cl() local rescl = gconv:forward(input) a:reset() for i = 1,nloop do rescl = gconv:forward(input) end cltorch.synchronize() tm.gpu = a:time().real local error = rescl:float() - groundtruth mytester:assertlt(error:abs():max(), precision_forward, 'error on state (forward) ') local error_ind = gconv.indices:float() - sconv.indices mytester:asserteq(error_ind:max(), 0, 'error on indices (forward) ') end function clnntest.SpatialMaxPooling_forward_ceil() torch.manualSeed(123) -- vgg in neural-scaling geometry: local from = 256 local to = from local ki = 2 local kj = 2 local si = 2 local sj = 2 local outi = 2 local outj = 2 local ini = 4 local inj = 3 local ceil_mode = 1 local tm = {} local title = string.format('SpatialMaxPooling.forward %dx%dx%d o %dx%d -> %dx%dx%d', from, inj, ini, kj, ki, to, outj, outi) times[title] = tm local input = torch.randn(from,inj,ini) local sconv = nn.SpatialMaxPooling(ki,kj,si,sj) if ceil_mode then sconv:ceil() end local groundtruth = sconv:forward(input) local a = torch.Timer() for i = 1,nloop do groundtruth = sconv:forward(input) end tm.cpu = a:time().real input = input:cl() local gconv = nn.SpatialMaxPooling(ki,kj,si,sj):cl() if ceil_mode then gconv:ceil() end local rescl = gconv:forward(input) a:reset() for i = 1,nloop do rescl = gconv:forward(input) end cltorch.synchronize() tm.gpu = a:time().real mytester:asserteq(groundtruth:size(1), rescl:size(1)) mytester:asserteq(groundtruth:size(2), rescl:size(2)) mytester:asserteq(groundtruth:size(3), rescl:size(3)) local error = rescl:float() - groundtruth mytester:assertlt(error:abs():max(), precision_forward, 'error on state (forward) ') local error_ind = gconv.indices:float() - sconv.indices mytester:asserteq(error_ind:max(), 0, 'error on indices (forward) ') end function clnntest.SpatialMaxPooling_backward() -- FIXME test for different configs (and not just have non-deterministic tests :-P or -- incomplete tests) torch.manualSeed(123) local from = 32 -- math.random(1,64) local to = from local ki = 4 -- math.random(2,4) local kj = 3 -- math.random(2,4) local si = 3 -- math.random(1,4) local sj = 2 --math.random(1,4) local outi = 27 -- math.random(32,64) local outj = 31 -- math.random(32,64) local ini = (outi-1)*si+ki local inj = (outj-1)*sj+kj local tm = {} local title = string.format('SpatialMaxPooling.backward %dx%dx%d o %dx%d -> %dx%dx%d', from, inj, ini, kj, ki, to, outj, outi) times[title] = tm local input = torch.randn(from,inj,ini) local gradOutput = torch.randn(to,outj,outi) local sconv = nn.SpatialMaxPooling(ki,kj,si,sj) sconv:forward(input) sconv:zeroGradParameters() local groundgrad = sconv:backward(input, gradOutput) local a = torch.Timer() for i = 1,nloop do sconv:zeroGradParameters() groundgrad = sconv:backward(input, gradOutput) end tm.cpu = a:time().real input = input:cl() gradOutput = gradOutput:cl() local gconv = nn.SpatialMaxPooling(ki,kj,si,sj):cl() gconv:forward(input) gconv:zeroGradParameters() local rescl = gconv:backward(input, gradOutput) a:reset() for i = 1,nloop do gconv:zeroGradParameters() rescl = gconv:backward(input, gradOutput) end cltorch.synchronize() tm.gpu = a:time().real local error = rescl:float() - groundgrad mytester:assertlt(error:abs():max(), precision_backward, 'error on state (backward) ') end function clnntest.SpatialMaxPooling_backward_ceil() -- FIXME test for different configs (and not just have non-deterministic tests :-P or -- incomplete tests) torch.manualSeed(123) local from = 32 -- math.random(1,64) local to = from local ki = 4 -- math.random(2,4) local kj = 3 -- math.random(2,4) local si = 3 -- math.random(1,4) local sj = 2 --math.random(1,4) local outi = 27 -- math.random(32,64) local outj = 31 -- math.random(32,64) local ini = (outi-1)*si+ki local inj = (outj-1)*sj+kj local ceil_mode = 1 local tm = {} local title = string.format('SpatialMaxPooling.backward %dx%dx%d o %dx%d -> %dx%dx%d', from, inj, ini, kj, ki, to, outj, outi) times[title] = tm local input = torch.randn(from,inj,ini) local gradOutput = torch.randn(to,outj,outi) local sconv = nn.SpatialMaxPooling(ki,kj,si,sj) if ceil_mode then sconv:ceil() end sconv:forward(input) sconv:zeroGradParameters() local groundgrad = sconv:backward(input, gradOutput) local a = torch.Timer() for i = 1,nloop do sconv:zeroGradParameters() groundgrad = sconv:backward(input, gradOutput) end tm.cpu = a:time().real input = input:cl() gradOutput = gradOutput:cl() local gconv = nn.SpatialMaxPooling(ki,kj,si,sj):cl() if ceil_mode then gconv:ceil() end gconv:forward(input) gconv:zeroGradParameters() local rescl = gconv:backward(input, gradOutput) a:reset() for i = 1,nloop do gconv:zeroGradParameters() rescl = gconv:backward(input, gradOutput) end cltorch.synchronize() tm.gpu = a:time().real local error = rescl:float() - groundgrad mytester:assertlt(error:abs():max(), precision_backward, 'error on state (backward) ') end function clnntest.SpatialMaxPooling_backward_batch() torch.manualSeed(123) local bs = math.random(4,10) local from = math.random(1,64) local to = from local ki = math.random(2,4) local kj = math.random(2,4) -- enforce testing non-atomic kernel (dW == kW) and (dH == kH) local si = ki local sj = kj local outi = math.random(32,64) local outj = math.random(32,64) local ini = (outi-1)*si+ki local inj = (outj-1)*sj+kj local tm = {} local title = string.format('SpatialMaxPooling.backward %dx%dx%dx%d o %dx%d -> %dx%dx%dx%d', bs, from, inj, ini, kj, ki, bs, to, outj, outi) times[title] = tm local input = torch.randn(bs,from,inj,ini) local gradOutput = torch.randn(bs,to,outj,outi) local sconv = nn.SpatialMaxPooling(ki,kj,si,sj) sconv:forward(input) sconv:zeroGradParameters() local groundgrad = sconv:backward(input, gradOutput) local a = torch.Timer() for i = 1,nloop do sconv:zeroGradParameters() groundgrad = sconv:backward(input, gradOutput) end tm.cpu = a:time().real input = input:cl() gradOutput = gradOutput:cl() local gconv = nn.SpatialMaxPooling(ki,kj,si,sj):cl() gconv:forward(input) gconv:zeroGradParameters() local rescl = gconv:backward(input, gradOutput) a:reset() for i = 1,nloop do gconv:zeroGradParameters() rescl = gconv:backward(input, gradOutput) end cltorch.synchronize() tm.gpu = a:time().real local error = rescl:float() - groundgrad mytester:assertlt(error:abs():max(), precision_backward, 'error on state (backward) ') end function clnntest.SpatialMaxPooling_backward_batch_ceil() torch.manualSeed(123) local bs = math.random(4,10) local from = math.random(1,64) local to = from local ki = math.random(2,4) local kj = math.random(2,4) -- enforce testing non-atomic kernel (dW == kW) and (dH == kH) local si = ki local sj = kj local outi = math.random(32,64) local outj = math.random(32,64) local ini = (outi-1)*si+ki local inj = (outj-1)*sj+kj local ceil_mode = 1 local tm = {} local title = string.format('SpatialMaxPooling.backward %dx%dx%dx%d o %dx%d -> %dx%dx%dx%d', bs, from, inj, ini, kj, ki, bs, to, outj, outi) times[title] = tm local input = torch.randn(bs,from,inj,ini) local gradOutput = torch.randn(bs,to,outj,outi) local sconv = nn.SpatialMaxPooling(ki,kj,si,sj) if ceil_mode then sconv:ceil() end sconv:forward(input) sconv:zeroGradParameters() local groundgrad = sconv:backward(input, gradOutput) local a = torch.Timer() for i = 1,nloop do sconv:zeroGradParameters() groundgrad = sconv:backward(input, gradOutput) end tm.cpu = a:time().real input = input:cl() gradOutput = gradOutput:cl() local gconv = nn.SpatialMaxPooling(ki,kj,si,sj):cl() if ceil_mode then gconv:ceil() end gconv:forward(input) gconv:zeroGradParameters() local rescl = gconv:backward(input, gradOutput) a:reset() for i = 1,nloop do gconv:zeroGradParameters() rescl = gconv:backward(input, gradOutput) end cltorch.synchronize() tm.gpu = a:time().real local error = rescl:float() - groundgrad mytester:assertlt(error:abs():max(), precision_backward, 'error on state (backward) ') end
--after upgrading for the first time function start(keys) local ability = keys.ability local level = ability:GetLevel() if level == 1 then ability.caster = keys.caster ability.dmg_table = {} end end --each time an enemy hero deals damage function store(keys) local attacker = keys.attacker local damage = keys.attack_damage local ability = keys.ability ability.dmg_table[GameRules:GetGameTime()] = {hero = attacker, amount = damage} for k, v in pairs(ability.dmg_table) do if k < (GameRules:GetGameTime() - (ability:GetLevelSpecialValueFor("time_interval", (ability:GetLevel()-1)))) then ability.dmg_table[k] = nil end end end --when the spell is cast function gamble(keys) local ability = keys.ability local target = keys.target local caster = keys.caster local damage_done = 0 for key,value in pairs(ability.dmg_table) do if value.hero == target then damage_done = damage_done + value.amount end end local formula_bolada = damage_done * 0.5 * ability:GetLevelSpecialValueFor("damage_constant", (ability:GetLevel()-1)) local damage_to_be = formula_bolada --[[ local damageTable{ victim = target, attacker = caster, damage = damage_to_be, damage_type = DAMAGE_TYPE_MAGICAL, ability = ability, } ApplyDamage(damageTable)]]-- end end
--[[ TheNexusAvenger Implementation of a command. --]] local HttpService = game:GetService("HttpService") local BaseCommand = require(script.Parent.Parent:WaitForChild("BaseCommand")) local Command = BaseCommand:Extend() --[[ Creates the command. --]] function Command:__new() self:InitializeSuper("countdown","BasicCommands","Creates a countdown with the given seconds.") self.Arguments = { { Type = "integer", Name = "Time", Description = "Time to count down.", }, } --Create the remote event. local CountdownEvent = Instance.new("RemoteEvent") CountdownEvent.Name = "StartCountdown" CountdownEvent.Parent = self.API.EventContainer self.CountdownEvent = CountdownEvent --Create the storage value to allow countdowns for players who join after they start. local PreviousCountdownsValue = Instance.new("StringValue") PreviousCountdownsValue.Name = "PreviousCountdowns" PreviousCountdownsValue.Value = "[]" PreviousCountdownsValue.Parent = self.API.EventContainer self.PreviousCountdownsValue = PreviousCountdownsValue end --[[ Runs the command. --]] function Command:Run(CommandContext,Duration) self.super:Run(CommandContext) --Send the countdown. self.CountdownEvent:FireAllClients(Duration) --Store the countdown. local PreviousCountdowns = HttpService:JSONDecode(self.PreviousCountdownsValue.Value) table.insert(PreviousCountdowns,os.time() + Duration) self.PreviousCountdownsValue.Value = HttpService:JSONEncode(PreviousCountdowns) end return Command
local Books = {} local ReplicatedStorage = game:GetService("ReplicatedStorage") local List = require(ReplicatedStorage.Utilities.List) local ServerScriptService = game:GetService("ServerScriptService") local BookChildren = require(ServerScriptService.BookChildren) local Genres = require(ServerScriptService.Genres) local books = {} -- List<Book> where each book is {.Id .Title .Author .Models} note: everything in books can be replicated as-is to clients local idToBook = {} local bookModelToContent = {} -- content stored here so it is not replicated to clients automatically local defaultCover = "http://www.roblox.com/asset/?id=428733812" local ServerStorage = game:GetService("ServerStorage") local storage = ServerStorage:FindFirstChild("Book Data Storage") local modelToId = {} local warnOutdated if storage then warnOutdated = function() warn("Books missing ids - Book Maintenance required.") warnOutdated = function() end end else warnOutdated = function() end end if storage then local idsFolder = storage:FindFirstChild("Ids") for _, obj in ipairs(idsFolder:GetChildren()) do local id = tonumber(obj.Name) if id then if obj.Value then modelToId[obj.Value] = id else warn("Improperly configured Ids:", obj:GetFullName()) end for _, c in ipairs(obj:GetChildren()) do if c.Value then modelToId[c.Value] = id else warn("Improperly configured Ids in:", obj:GetFullName()) end end else warn("Improperly configured Ids:", obj:GetFullName()) end end end local getData = Instance.new("RemoteFunction") getData.Name = "GetBookData" getData.Parent = ReplicatedStorage getData.OnServerInvoke = function(player, bookModel) local response = bookModelToContent[bookModel] or error(tostring(bookModel:GetFullName()) .. " has no data") return response[1], response[2], response[3] -- cover, authorsNote, words end local getBooks = Instance.new("RemoteFunction") getBooks.Name = "GetBooks" getBooks.Parent = ReplicatedStorage getBooks.OnServerInvoke = function(player) return books end local function convertEmptyToAnonymous(authorNames) for _, name in ipairs(authorNames) do -- Check to see if generating a new list is necessary if name == "" or not name then local new = {} for i, name in ipairs(authorNames) do new[i] = (name == "" or not name) and "Anonymous" or name end return new end end return authorNames end function Books:Register(book, genres, cover, title, customAuthorLine, authorNames, authorIds, authorsNote, publishDate, words, librarian) BookChildren.AddTo(book) -- BookScript specific startup code if customAuthorLine == "" then customAuthorLine = nil end if not cover or cover == "" then cover = defaultCover end local orig = genres genres = {} for _, raw in ipairs(orig) do local genre = Genres.InputToGenre(raw) if genre then genres[#genres + 1] = genre else warn("Unrecognized genre '" .. tostring(raw) .. "' in", book:GetFullName()) end end local coverDecal = book:FindFirstChild("Cover") if coverDecal then coverDecal.Texture = cover end if not storage then -- if storage exists, maintenance plugin takes care of this BookChildren.UpdateGuis(book, title) end authorNames = convertEmptyToAnonymous(authorNames) local authorLine = customAuthorLine or List.ToEnglish(authorNames) -- Register book into system local id = modelToId[book] if not id and not book.Name:find("Example Book") and not book.Name:find("The Secret Book") then -- todo generalize exceptions warnOutdated() end local bookData = id and idToBook[id] if bookData then bookData.Models[#bookData.Models + 1] = book local copyModel = bookData.Models[1] bookModelToContent[book] = bookModelToContent[copyModel] else bookData = { Id = id, Title = title, AuthorLine = authorLine == "" and "Anonymous" or authorLine, Authors = authorNames, AuthorIds = authorIds, -- todo use this for players who are in-game in case they changed their name recently PublishDate = publishDate, Librarian = librarian, Models = {book}, Genres = genres, } if id then idToBook[id] = bookData end books[#books + 1] = bookData bookModelToContent[book] = {cover, authorsNote, words} end end function Books:GetCount() return #books end function Books:GetBooks() return books end return Books
ModifyEvent(-2, -2, -1, -1, -1, -1, -1, -1, -1, -1, -2, -2, -2); AddItem(181, 1); do return end;
local _package = require 'lulz.package' return _package(...)
local cc = require "@nasso/epine-cc/v0.2.0-alpha" return { epine.var("CC", "g++"):targets("MyGKrellm"), epine.br, -- supported target types: cc.binary, cc.static -- planned: cc.shared cc.binary "MyGKrellm" { -- target prerequisites prerequisites = {"./lib/libjzon.a"}, -- language ("C" (default) or "C++") lang = "C++", -- source files srcs = {find "./src/*.cpp"}, -- preprocessor flags (include dirs) cppflags = {"-I./include", "-I./lib/libjzon/include"}, -- compiler flags cxxflags = {"-Wall", "-Wextra"}, -- libraries ldlibs = { "-lsfml-graphics", "-lsfml-window", "-lsfml-system", "-ljzon" }, -- lib dirs and other linker flags ldflags = {"-L./lib"} }, -- [...] action "clean" { -- cc.cleanlist represents all the files generated during compilation -- it does NOT contain the final executable or library rm(cc.cleanlist) }, epine.br, epine.comment " no idea if this works this is just a test file", epine.sprule { targets = {"lib/libjzon.a", "lib/libmy.a"}, target_pattern = "lib/%.a", prereq_patterns = {"lib/%"}, order_only_prerequisites = {"lib"}, recipe = { make("-C", "lib/$*", "$*.a"), "cp lib/$*/$*.a $@" } } }
-------------------------------------------------------------------------------- -- 0650-legacy.lua: tests for replacements of legacy Lua functions -- This file is a part of lua-nucleo library -- Copyright (c) lua-nucleo authors (see file `COPYRIGHT` for the license) -------------------------------------------------------------------------------- local make_suite = assert(loadfile("test/test-lib/init/strict.lua"))(...) local loadstring, legacy_exports = import "lua-nucleo/legacy.lua" { "loadstring" } -------------------------------------------------------------------------------- local test = make_suite("legacy", legacy_exports) -------------------------------------------------------------------------------- test:UNTESTED 'loadstring'
ok function MqttNode:new(qnode) ok function MqttNode:setDevAttrs(devAttrs) ok function MqttNode:initResrc(...) -- iid should be given, resrcs should be a table ok function MqttNode:readResrc(oid, iid, rid, callback) ok function MqttNode:writeResrc(oid, iid, rid, value, callback) function MqttNode:execResrc(oid, iid, rid, value, callback) -- [?] arg ok function MqttNode:dump() ok function MqttNode:objectList() ok function MqttNode:encrypt(msg) ok function MqttNode:decrypt(msg) ok function MqttNode:resrcList(oid) ok function MqttNode:connect(url, opts) ok function MqttNode:close(callback) ok function MqttNode:_rawMessageHandler(conn, topic, message) ok function MqttNode:_requestHandler(msg) ok function MqttNode:pubRegister(callback) ok function MqttNode:pubDeregister(callback) ok function MqttNode:pubNotify(data, callback) ok function MqttNode:pingServer(callback) ok function MqttNode:pubUpdate(devAttrs, callback) ok function MqttNode:pubResponse(rsp, callback) ok function MqttNode:publish(topic, message, qos, retain, callback) ok function MqttNode:subscribe(topic, qos, callback) ok function MqttNode:getAttrs(...) nil for notfound, default if empty, yes if there ok function MqttNode:setAttrs(...) -- _findAttrs ok function MqttNode:_target(oid, iid, rid) ok function MqttNode:_nextTransId(intf) -- function MqttNode:_dumpInstance(oid, iid) ok function MqttNode:_dumpObject(oid) function MqttNode:_buildDefaultSo() ok function MqttNode:_lifeUpdate(enable) ok function MqttNode:_checkAndReportResrc(rid, currentValue) ok function MqttNode:enableReport(oid, iid, rid) ok function MqttNode:disableReport(oid, iid, rid) ok function MqttNode:_readResrc(chk, oid, iid, rid, callback) ok function MqttNode:_timeoutCtrl(key, delay)
-- test with cloudmqtt.com m_dis={} function dispatch(m,t,pl) if pl~=nil and m_dis[t] then m_dis[t](m,pl) end end function topic1func(m,pl) print("get1: "..pl) end function topic2func(m,pl) print("get2: "..pl) end m_dis["/topic1"]=topic1func m_dis["/topic2"]=topic2func -- Lua: mqtt.Client(clientid, keepalive, user, pass) m=mqtt.Client("nodemcu1",60,"test","test123") m:on("connect",function(m) print("connection "..node.heap()) m:subscribe("/topic1",0,function(m) print("sub done") end) m:subscribe("/topic2",0,function(m) print("sub done") end) m:publish("/topic1","hello",0,0) m:publish("/topic2","world",0,0) end ) m:on("offline", function(conn) print("disconnect to broker...") print(node.heap()) end) m:on("message",dispatch ) -- Lua: mqtt:connect( host, port, secure, auto_reconnect, function(client) ) m:connect("m11.cloudmqtt.com",11214,0,1) tmr.alarm(0,10000,1,function() local pl = "time: "..tmr.time() m:publish("/topic1",pl,0,0) end)
return require('packer').startup({function() use { 'wbthomason/packer.nvim', } use { 'hrsh7th/nvim-cmp', requires = { 'hrsh7th/cmp-buffer', 'hrsh7th/cmp-nvim-lsp', 'neovim/nvim-lspconfig', 'onsails/lspkind-nvim' } } use { 'nvim-treesitter/nvim-treesitter', requires = { {'nvim-treesitter/nvim-treesitter-refactor'}, {'nvim-treesitter/playground'}, 'JoosepAlviste/nvim-ts-context-commentstring' }, run = ':TSUpdate' } use { 'famiu/feline.nvim', requires = { {'kyazdani42/nvim-web-devicons'} } } use { 'nvim-telescope/telescope.nvim', requires = { {'nvim-lua/popup.nvim'}, {'nvim-lua/plenary.nvim'}, {'nvim-telescope/telescope-fzy-native.nvim'}, } } use { 'kyazdani42/nvim-tree.lua', -- opt = true, requires = { {'kyazdani42/nvim-web-devicons'} } } use { 'vim-utils/vim-man', -- opt = true } use { 'mbbill/undotree', } use 'windwp/nvim-autopairs' use 'gruvbox-community/gruvbox' use { 'tpope/vim-surround', } use { 'tpope/vim-commentary' } use { 'lewis6991/gitsigns.nvim', requires = { 'nvim-lua/plenary.nvim' }, -- tag = 'release' -- To use the latest release } use 'neovim/nvim-lspconfig' use { 'williamboman/nvim-lsp-installer', -- opt = true } use { 'glepnir/dashboard-nvim', opt = true } use { 'sbdchd/neoformat', } use { 'folke/zen-mode.nvim', opt = true } use { 'tpope/vim-fugitive', -- opt = true } use { 'TimUntersberger/neogit', opt = true, requires = 'nvim-lua/plenary.nvim' } use { 'folke/which-key.nvim', opt = true } use { 'folke/lsp-trouble.nvim', opt = true, requires = "kyazdani42/nvim-web-devicons" } use { 'folke/twilight.nvim', opt = true } use { 'sindrets/diffview.nvim', opt = true, } use { 'norcalli/nvim-colorizer.lua', opt = true, -- load on specific filetypes ft = {'html', 'css', 'javascript', 'javascriptreact', 'typescriptreact'} } use "lukas-reineke/indent-blankline.nvim" end })
local F, C = unpack(select(2, ...)) C.themes["Blizzard_BindingUI"] = function() local r, g, b = C.r, C.g, C.b local KeyBindingFrame = KeyBindingFrame KeyBindingFrame.header:DisableDrawLayer("BACKGROUND") KeyBindingFrame.header:DisableDrawLayer("BORDER") KeyBindingFrame.scrollFrame.scrollBorderTop:SetTexture("") KeyBindingFrame.scrollFrame.scrollBorderBottom:SetTexture("") KeyBindingFrame.scrollFrame.scrollBorderMiddle:SetTexture("") KeyBindingFrame.scrollFrame.scrollFrameScrollBarBackground:SetTexture("") F.StripTextures(KeyBindingFrame.categoryList) KeyBindingFrame.bindingsContainer:SetBackdrop(nil) F.CreateBD(KeyBindingFrame) F.CreateSD(KeyBindingFrame) F.Reskin(KeyBindingFrame.defaultsButton) F.Reskin(KeyBindingFrame.unbindButton) F.Reskin(KeyBindingFrame.okayButton) F.Reskin(KeyBindingFrame.cancelButton) F.ReskinCheck(KeyBindingFrame.characterSpecificButton) F.ReskinScroll(KeyBindingFrameScrollFrameScrollBar) KeyBindingFrameScrollFrame.scrollFrameScrollBarBackground:Hide() for i = 1, KEY_BINDINGS_DISPLAYED do local button1 = _G["KeyBindingFrameKeyBinding"..i.."Key1Button"] local button2 = _G["KeyBindingFrameKeyBinding"..i.."Key2Button"] button2:SetPoint("LEFT", button1, "RIGHT", 1, 0) end hooksecurefunc("BindingButtonTemplate_SetupBindingButton", function(_, button) if not button.styled then local selected = button.selectedHighlight selected:SetTexture(C.media.bdTex) selected:SetPoint("TOPLEFT", C.Mult, -C.Mult) selected:SetPoint("BOTTOMRIGHT", -C.Mult, C.Mult) selected:SetColorTexture(r, g, b, .25) F.Reskin(button) button.styled = true end end) KeyBindingFrame.header.text:ClearAllPoints() KeyBindingFrame.header.text:SetPoint("TOP", KeyBindingFrame, "TOP", 0, -8) KeyBindingFrame.unbindButton:ClearAllPoints() KeyBindingFrame.unbindButton:SetPoint("BOTTOMRIGHT", -207, 16) KeyBindingFrame.okayButton:ClearAllPoints() KeyBindingFrame.okayButton:SetPoint("BOTTOMLEFT", KeyBindingFrame.unbindButton, "BOTTOMRIGHT", 1, 0) KeyBindingFrame.cancelButton:ClearAllPoints() KeyBindingFrame.cancelButton:SetPoint("BOTTOMLEFT", KeyBindingFrame.okayButton, "BOTTOMRIGHT", 1, 0) local line = KeyBindingFrame:CreateTexture(nil, "ARTWORK") line:SetSize(1, 546) line:SetPoint("LEFT", 205, 10) line:SetColorTexture(1, 1, 1, .2) end
-- Windows 7 taskbar icon extensions (progress bar, custom thumbnail buttons) require 'extern.mswindows' local com = require 'extern.mswindows.com' com.def { {"ITaskbarList"; methods = { {'HrInit'}; {'AddTab', 'void* hwnd'}; {'DeleteTab', 'void* hwnd'}; {'ActivateTab', 'void* hwnd'}; {'SetActiveAlt', 'void* hwnd'}; }; iid = '56FDF344-FD6D-11d0-958A006097C9A090'; }; {"ITaskbarList2", inherits='ITaskbarList'; methods = { {'MarkFullscreenWindow', 'void* hwnd, bool32'}; }; iid = '602D4995-B13A-429b-A66E1935E44F4317'; }; {"ITaskbarList3", inherits='ITaskbarList2'; methods = { {'SetProgressValue', 'void* hwnd, uint64_t done, uint64_t total'}; {'SetProgressState', 'void* hwnd, uint32_t tbpfFlags'}; {'RegisterTab', 'void* hwndTab, void* hwndMDI'}; {'UnregisterTab', 'void* hwndTab'}; {'SetTabOrder', 'void* hwndTab, void* hwndInsertBefore'}; {'SetTabActive', 'void* hwndTab, void* hwndMDI, uint32_t tbatFlags'}; {'ThumbBarAddButtons', 'void* hwnd, uint32_t buttons, void* button'}; {'ThumbBarUpdateButtons', 'void* hwnd, uint32_t buttons, void* button'}; {'ThumbBarSetImageList', 'void* hwnd, void* himagelist'}; {'SetOverlayIcon', 'void* hwnd, void* hicon, const wchar_t* description'}; {'SetThumbnailTooltip', 'void* hwnd, const wchar_t* toolTip'}; {'SetThumbnailClip', 'void* hwnd, RECT* clip'}; }; iid = 'EA1AFB91-9E28-4B86-90E99E9F8A5EEFAF'; }; } return { clsid = '56FDF344-FD6D-11d0-958A006097C9A090'; TBPF_NOPROGRESS = 0; TBPF_INDETERMINATE = 0x1; TBPF_NORMAL = 0x2; TBPF_ERROR = 0x4; TBPF_PAUSED = 0x8; TBATF_USEMDITHUMBNAIL = 0x1; TBATF_USEMDILIVEPREVIEW = 0x2; }
local Entity = require('__stdlib__/stdlib/data/entity') local Item = require('__stdlib__/stdlib/data/item') local Recipe = require('__stdlib__/stdlib/data/recipe') local recipes = settings.startup['picker-cheat-recipes'].value local icon_path = '__PickerCheats__/graphics/icons/creative-lab.png' local entity_path = '__PickerCheats__/graphics/entities/creative-lab.png' local lab = Entity('lab', 'lab'):copy('picker-cheats-lab'):set('icon', icon_path):set('icon_size', 32) lab.minable.mining_time = 0.5 lab.on_animation = { filename = entity_path, width = 113, height = 91, frame_count = 33, line_length = 11, animation_speed = 1 / 3, shift = {0.25, 0} } lab.off_animation = lab.on_animation lab.module_specification.module_slots = 7 lab.energy_source = {type = 'void'} lab.energy_usage = '1W' local item = Item('lab', 'item'):copy('picker-cheats-lab') item:set_field('icon', icon_path):set_field('icon_size', 32):subgroup_order('picker-cheats-research', 'a') if recipes then item:Flags():remove('hidden') Recipe { name = 'picker-cheats-lab', type = 'recipe', enabled = true, hidden = false, ingredients = {}, result = 'picker-cheats-lab' } else item:Flags():add('hidden') end
local ok, harpoon = pcall(require, 'harpoon') if not ok then vim.cmd('echom "plugin error: harpoon is missing"') return end harpoon.setup { menu = { width = 100, } }
return{ name= "Cube", attributes= { { componentType= 5126, name= "POSITION", type= "VEC3", offset= 0, length= 288 }, { componentType= 5126, name= "NORMAL", type= "VEC3", offset= 288, length= 288 }, { componentType= 5126, name= "TEXCOORD_0", type= "VEC2", offset= 576, length= 192 } }, indices= { componentType= 5123, type= "SCALAR", offset= 768, length= 72, } }
--singles resource.AddSingleFile("resource/localization/en/pyrition.properties") --[[ resource.AddSingleFile("materials/pyrition/memes/enjoyer/contemplate.png") resource.AddSingleFile("materials/pyrition/memes/enjoyer/joker.png") resource.AddSingleFile("materials/pyrition/memes/enjoyer/smile.png") resource.AddSingleFile("materials/pyrition/memes/enjoyer/standing.png") resource.AddSingleFile("sound/pyrition/commands/bakse/shutdown.mp3") resource.AddSingleFile("sound/pyrition/memes/enjoyer.mp3") ]]
--[[----------------------------------------------------------------------- The MIT License (MIT) Copyright (c) 2010-2020 Mark Rogaski 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. --]]----------------------------------------------------------------------- GwHoldDown = {} GwHoldDown.__index = GwHoldDown --- GwHoldDown constructor function. -- @param interval The length, in seconds, of the hold-down interval. -- @param limit The maximum hold time when the continue method is invoked. -- If no value is supplied, the interval value is used. -- @return An initialized GwHoldDown instance. function GwHoldDown:new(interval, limit) assert(type(interval) == 'number') assert(type(limit) == 'number' or limit == nil) local self = {} setmetatable(self, GwHoldDown) self.interval = interval if limit then self.limit = limit else self.limit = interval end self.timestamp = 0 self.scale = 0 return self end --- Update the timer interval. -- @param interval The length, in seconds, of the hold-down interval. -- @param limit The maximum hold time when the continue method is invoked. -- @return The GwHoldDown instance. function GwHoldDown:set(interval, limit) assert(type(interval) == 'number') gw.Debug(GW_LOG_DEBUG, 'hold-down set; timer=%s, interval=%d, limit=%s', tostring(self), interval, tostring(limit)) self.interval = interval if limit then self.limit = limit else self.limit = interval end return self end --- Start the hold-down interval. -- @param f (optional) A callback function that will be called when the timer expires. -- @return The time at which the interval will end. function GwHoldDown:start(f) local function handler(frame, elapsed) if not self:hold() then gw.Debug(GW_LOG_NOTICE, 'hold-down expired; timer=%s', tostring(self)) if type(f) == 'function' then gw.Debug(GW_LOG_NOTICE, 'triggered hold-down callback; function=%s', tostring(f)) f() end frame:SetScript('OnUpdate', nil) end end local t = time() local expiry = t + self.interval self.timestamp = t self.scale = 0 local frame = CreateFrame('frame') frame:SetScript('OnUpdate', handler) gw.Debug(GW_LOG_NOTICE, 'hold-down start; timer=%s, timestamp=%d, expiry=%d, function=%s', tostring(self), self.timestamp, expiry, tostring(f)) return expiry end --- Continue the hold down, scaling the interval. function GwHoldDown:continue() -- Pass-through for first invocation if self.timestamp == 0 then return self:start() end -- Increase scaling factor if self.interval * 2 ^ (self.scale + 1) <= self.limit then self.scale = self.scale + 1 end -- Set the timer local t = time() local expiry = t + self.interval * 2 ^ self.scale self.timestamp = t gw.Debug(GW_LOG_NOTICE, 'hold-down continue; timer=%s, timestamp=%d, scale=%d, expiry=%d', tostring(self), self.timestamp, self.scale, expiry) return expiry end --- Clear the hold-down timer. function GwHoldDown:clear() self.timestamp = 0 self.scale = 0 gw.Debug(GW_LOG_NOTICE, 'hold-down cleared; timer=%s', tostring(self)) end --- Test the hold-down status. -- @return True if a hold-down is in effect, false otherwise. function GwHoldDown:hold() if self.timestamp > 0 then local t = time() return self.timestamp + self.interval * 2 ^ self.scale > t else return false end end GwHoldDownCache = {} GwHoldDownCache.__index = GwHoldDownCache --- GwHoldDownCache constructor function. -- @param interval The length, in seconds, of the hold-down interval. -- @param soft_max Table size threshold for compaction. -- @param hard_max Limit on table size. -- @return An initialized GwHoldDownCache instance. function GwHoldDownCache:new(interval, soft_max, hard_max) assert(type(interval) == 'number') assert(type(soft_max) == 'number') assert(type(hard_max) == 'number') local self = {} setmetatable(self, GwHoldDownCache) self.interval = interval self.soft_max = soft_max self.hard_max = hard_max self.cache = {} return self end --- Test the hold-down status of an element. -- @return True if a hold-down is in effect, false otherwise. function GwHoldDownCache:hold(s) local t = time() local rv = false -- Check for hold-down if self.cache[s] == nil then self.cache[s] = t gw.Debug(GW_LOG_DEBUG, 'cache miss; target=%s, cache=%s', s, tostring(self)) else gw.Debug(GW_LOG_DEBUG, 'cache hit; target=%s, cache=%s', s, tostring(self)) if self.cache[s] > t + self.interval then rv = true else self.cache[s] = nil gw.Debug(GW_LOG_DEBUG, 'cache expire; target=%s, cache=%s', s, tostring(self)) end end -- Prune if necessary if #self.cache > self.soft_max then for k, v in pairs(self.cache) do if v > t + self.interval then table.remove(self.cache, k) gw.Debug(GW_LOG_DEBUG, 'cache soft prune; target=%s, cache=%s', k, tostring(self)) end end end -- Hard prune if necessary if #self.cache > self.hard_max then local index = {} for k, ts in pairs(self.cache) do table.insert(index, {ts, k}) end table.sort(index, function(a, b) return a[1] < b [1] end) for i = self.hard_max, #index do table.remove(self.cache, index[i][2]) gw.Debug(GW_LOG_DEBUG, 'cache hard prune; target=%s, cache=%s', index[i][2], tostring(self)) end end return rv end
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:28' using the latest game version. NOTE: This file should only be used as IDE support; it should NOT be distributed with addons! **************************************************************************** CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC. **************************************************************************** ]] --[[ Trading House Manager --]] local ZO_TradingHouseManager = ZO_TradingHouse_Shared:Subclass() function ZO_TradingHouseManager:Initialize(control) ZO_TradingHouse_Shared.Initialize(self, control) self.initialized = false self.titleLabel = control:GetNamedChild("TitleLabel") TRADING_HOUSE_SCENE = ZO_InteractScene:New("tradinghouse", SCENE_MANAGER, ZO_TRADING_HOUSE_INTERACTION) SYSTEMS:RegisterKeyboardRootScene(ZO_TRADING_HOUSE_SYSTEM_NAME, TRADING_HOUSE_SCENE) end do local INVENTORY_TYPE_LIST = { INVENTORY_BACKPACK } function ZO_TradingHouseManager:InitializeScene() local function SceneStateChange(oldState, newState) if newState == SCENE_SHOWING then PLAYER_INVENTORY:SetContextForInventories("guildTraderTextSearch", INVENTORY_TYPE_LIST) TEXT_SEARCH_MANAGER:ActivateTextSearch("guildTraderTextSearch") self:UpdateFragments() elseif newState == SCENE_HIDING then SetPendingItemPost(BAG_BACKPACK, 0, 0) ClearMenu() ZO_InventorySlot_RemoveMouseOverKeybinds() elseif newState == SCENE_HIDDEN then TEXT_SEARCH_MANAGER:DeactivateTextSearch("guildTraderTextSearch") local REMOVE_CONTEXT = nil PLAYER_INVENTORY:SetContextForInventories(REMOVE_CONTEXT, INVENTORY_TYPE_LIST) self:ClearSearchResults() KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor) self.keybindStripDescriptor = nil end end TRADING_HOUSE_SCENE:RegisterCallback("StateChange", SceneStateChange) end end function ZO_TradingHouseManager:InitializeEvents() local function FilterForKeyboardEvents(callback) return function(...) if not IsInGamepadPreferredMode() then callback(...) end end end TRADING_HOUSE_SEARCH:RegisterCallback("OnSearchStateChanged", FilterForKeyboardEvents(function(...) self:OnSearchStateChanged(...) end)) TRADING_HOUSE_SEARCH:RegisterCallback("OnAwaitingResponse", FilterForKeyboardEvents(function(...) self:OnAwaitingResponse(...) end)) TRADING_HOUSE_SEARCH:RegisterCallback("OnResponseReceived", FilterForKeyboardEvents(function(...) self:OnResponseReceived(...) end)) TRADING_HOUSE_SEARCH:RegisterCallback("OnSelectedGuildChanged", FilterForKeyboardEvents(function() self:UpdateForGuildChange() end)) TRADING_HOUSE_SEARCH_HISTORY_KEYBOARD:RegisterCallback("MouseOverRowChanged", function() KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) end) local function OnUpdateStatus() self:UpdateStatus() end self.control:RegisterForEvent(EVENT_TRADING_HOUSE_STATUS_RECEIVED, FilterForKeyboardEvents(OnUpdateStatus)) local function OnOperationTimeout() self:OnOperationTimeout() end self.control:RegisterForEvent(EVENT_TRADING_HOUSE_OPERATION_TIME_OUT, FilterForKeyboardEvents(OnOperationTimeout)) local function OnPendingPostItemUpdated(_, slotId, isPending) self:OnPendingPostItemUpdated(slotId, isPending) end self.control:RegisterForEvent(EVENT_TRADING_HOUSE_PENDING_ITEM_UPDATE, FilterForKeyboardEvents(OnPendingPostItemUpdated)) local function OnConfirmPendingPurchase(_, pendingPurchaseIndex) if pendingPurchaseIndex ~= nil then self:ConfirmPendingPurchase(pendingPurchaseIndex) end end self.control:RegisterForEvent(EVENT_TRADING_HOUSE_CONFIRM_ITEM_PURCHASE, FilterForKeyboardEvents(OnConfirmPendingPurchase)) end function ZO_TradingHouseManager:InitializeKeybindDescriptor() local switchGuildsKeybind = { name = function() local selectedGuildId = GetSelectedTradingHouseGuildId() if selectedGuildId then return GetGuildName(selectedGuildId) end end, keybind = "UI_SHORTCUT_TERTIARY", visible = function() return GetNumTradingHouseGuilds() > 1 end, enabled = function() return TRADING_HOUSE_SEARCH:CanDoCommonOperation() end, callback = function() ZO_Dialogs_ShowDialog("SELECT_TRADING_HOUSE_GUILD") end, } self.browseKeybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_CENTER, -- Do Search { keybind = "UI_SHORTCUT_SECONDARY", name = GetString(SI_TRADING_HOUSE_DO_SEARCH), callback = function() TRADING_HOUSE_SEARCH:DoSearch() end, }, --Switch Guilds switchGuildsKeybind, --Reset Search / Delete Search History Entry { name = function() if TRADING_HOUSE_SEARCH_HISTORY_KEYBOARD:GetMouseOverSearchTable() then return GetString(SI_TRADING_HOUSE_DELETE_SEARCH_HISTORY_ENTRY) else return GetString(SI_TRADING_HOUSE_RESET_SEARCH) end end, keybind = "UI_SHORTCUT_NEGATIVE", callback = function() local mouseOverSearchTable = TRADING_HOUSE_SEARCH_HISTORY_KEYBOARD:GetMouseOverSearchTable() if mouseOverSearchTable then TRADING_HOUSE_SEARCH_HISTORY_MANAGER:RemoveSearchTable(mouseOverSearchTable) else self:ClearSearchResults() self:ResetSearchTerms() TRADING_HOUSE_SEARCH:ResetAllSearchData() TRADING_HOUSE_SEARCH:CancelPendingSearch() end end, }, --End Preview { name = GetString(SI_CRAFTING_EXIT_PREVIEW_MODE), keybind = "UI_SHORTCUT_QUATERNARY", visible = function() return ITEM_PREVIEW_KEYBOARD:IsInteractionCameraPreviewEnabled() end, callback = function() self:TogglePreviewMode() end, }, } self.sellKeybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_CENTER, -- Post Item { keybind = "UI_SHORTCUT_SECONDARY", name = GetString(SI_TRADING_HOUSE_POST_ITEM), callback = function() if self:CanPostWithMoneyCheck() then self:PostPendingItem() end end, visible = function() return self:CanPost() end, enabled = function() return self:HasEnoughMoneyToPostPendingItem() end, }, --Switch Guilds switchGuildsKeybind, } self.listingsKeybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_CENTER, --Switch Guilds switchGuildsKeybind, } end function ZO_TradingHouseManager:InitializeMenuBar(control) self.menuBar = control:GetNamedChild("MenuBar") self.tabLabel = self.menuBar:GetNamedChild("Label") local function HandleTabSwitch(tabData) self:HandleTabSwitch(tabData) end local function LayoutSellTabTooltip(tooltip) local guildId = GetSelectedTradingHouseGuildId() local tooltipText if not IsPlayerInGuild(guildId) then tooltipText = GetString(SI_TRADING_HOUSE_POSTING_LOCKED_NOT_A_GUILD_MEMBER) elseif not DoesGuildHavePrivilege(guildId, GUILD_PRIVILEGE_TRADING_HOUSE) then tooltipText = zo_strformat(GetString(SI_TRADING_HOUSE_POSTING_LOCKED_NO_PERMISSION_GUILD), GetNumGuildMembersRequiredForPrivilege(GUILD_PRIVILEGE_TRADING_HOUSE)) elseif not DoesPlayerHaveGuildPermission(guildId, GUILD_PERMISSION_STORE_SELL) then tooltipText = GetString(SI_TRADING_HOUSE_POSTING_LOCKED_NO_PERMISSION_PLAYER) else tooltipText = GetString(SI_TRADING_HOUSE_MODE_SELL) end SetTooltipText(tooltip, tooltipText) end local function LayoutListingTabTooltip(tooltip) local guildId = GetSelectedTradingHouseGuildId() local tooltipText if not IsPlayerInGuild(guildId) then tooltipText = GetString(SI_TRADING_HOUSE_POSTING_LOCKED_NOT_A_GUILD_MEMBER) else tooltipText = GetString(SI_TRADING_HOUSE_MODE_LISTINGS) end SetTooltipText(tooltip, tooltipText) end local iconData = { { categoryName = SI_TRADING_HOUSE_MODE_BROWSE, descriptor = ZO_TRADING_HOUSE_MODE_BROWSE, normal = "EsoUI/Art/TradingHouse/tradinghouse_browse_tabIcon_up.dds", pressed = "EsoUI/Art/TradingHouse/tradinghouse_browse_tabIcon_down.dds", disabled = "EsoUI/Art/TradingHouse/tradinghouse_browse_tabIcon_disabled.dds", highlight = "EsoUI/Art/TradingHouse/tradinghouse_browse_tabIcon_over.dds", callback = HandleTabSwitch, }, { categoryName = SI_TRADING_HOUSE_MODE_SELL, descriptor = ZO_TRADING_HOUSE_MODE_SELL, normal = "EsoUI/Art/TradingHouse/tradinghouse_sell_tabIcon_up.dds", pressed = "EsoUI/Art/TradingHouse/tradinghouse_sell_tabIcon_down.dds", disabled = "EsoUI/Art/TradingHouse/tradinghouse_sell_tabIcon_disabled.dds", highlight = "EsoUI/Art/TradingHouse/tradinghouse_sell_tabIcon_over.dds", callback = HandleTabSwitch, CustomTooltipFunction = LayoutSellTabTooltip, alwaysShowTooltip = true, }, { categoryName = SI_TRADING_HOUSE_MODE_LISTINGS, descriptor = ZO_TRADING_HOUSE_MODE_LISTINGS, normal = "EsoUI/Art/TradingHouse/tradinghouse_listings_tabIcon_up.dds", pressed = "EsoUI/Art/TradingHouse/tradinghouse_listings_tabIcon_down.dds", disabled = "EsoUI/Art/TradingHouse/tradinghouse_listings_tabIcon_disabled.dds", highlight = "EsoUI/Art/TradingHouse/tradinghouse_listings_tabIcon_over.dds", callback = HandleTabSwitch, CustomTooltipFunction = LayoutListingTabTooltip, alwaysShowTooltip = true, }, } for _, button in ipairs(iconData) do ZO_MenuBar_AddButton(self.menuBar, button) end end function ZO_TradingHouseManager:HandleTabSwitch(tabData) local mode = tabData.descriptor self:SetCurrentMode(mode) self.tabLabel:SetText(GetString(tabData.categoryName)) local notSellMode = mode ~= ZO_TRADING_HOUSE_MODE_SELL local notBrowseMode = mode ~= ZO_TRADING_HOUSE_MODE_BROWSE local notListingsMode = mode ~= ZO_TRADING_HOUSE_MODE_LISTINGS -- sell mode controls self.postItemPane:SetHidden(notSellMode) -- search/browse mode controls self.browseItemsLeftPane:SetHidden(notBrowseMode) self.itemNameSearch:SetHidden(notBrowseMode) self.itemNameSearchLabel:SetHidden(notBrowseMode) self.searchResultsList:SetHidden(notBrowseMode) self.searchSortHeadersControl:SetHidden(notBrowseMode) self.nagivationBar:SetHidden(notBrowseMode) self.searchResultsMessageContainer:SetHidden(notBrowseMode) self.subcategoryTabsControl:SetHidden(notBrowseMode) self.featureAreaControl:SetHidden(notBrowseMode) -- player listings mode controls self.postedItemsList:SetHidden(notListingsMode) self.postedItemsHeader:SetHidden(notListingsMode) self.noPostedItemsContainer:SetHidden(notListingsMode) if mode == ZO_TRADING_HOUSE_MODE_LISTINGS then self:RefreshListings() end if mode == ZO_TRADING_HOUSE_MODE_SELL then self:UpdateListingCounts() end local newKeybindStripDescriptor if mode == ZO_TRADING_HOUSE_MODE_BROWSE then newKeybindStripDescriptor = self.browseKeybindStripDescriptor elseif mode == ZO_TRADING_HOUSE_MODE_SELL then newKeybindStripDescriptor = self.sellKeybindStripDescriptor else newKeybindStripDescriptor = self.listingsKeybindStripDescriptor end if self.keybindStripDescriptor ~= newKeybindStripDescriptor then if self.keybindStripDescriptor then KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor) end self.keybindStripDescriptor = newKeybindStripDescriptor KEYBIND_STRIP:AddKeybindButtonGroup(newKeybindStripDescriptor) end if ITEM_PREVIEW_KEYBOARD:IsInteractionCameraPreviewEnabled() and notBrowseMode then self:TogglePreviewMode() else self:UpdateFragments() KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) end end function ZO_TradingHouseManager:UpdateFragments() if TRADING_HOUSE_SCENE:IsShowing() then if self:IsInSellMode() then SCENE_MANAGER:AddFragment(INVENTORY_FRAGMENT) else SCENE_MANAGER:RemoveFragment(INVENTORY_FRAGMENT) end if self:IsInListingsMode() then SCENE_MANAGER:RemoveFragment(TREE_UNDERLAY_FRAGMENT) else SCENE_MANAGER:AddFragment(TREE_UNDERLAY_FRAGMENT) end if self:IsInSearchMode() and not ITEM_PREVIEW_KEYBOARD:IsInteractionCameraPreviewEnabled() then SCENE_MANAGER:AddFragment(TRADING_HOUSE_SEARCH_HISTORY_KEYBOARD_FRAGMENT) else SCENE_MANAGER:RemoveFragment(TRADING_HOUSE_SEARCH_HISTORY_KEYBOARD_FRAGMENT) end end end function ZO_TradingHouseManager:HasValidPendingItemPost() return self.pendingItemSlot ~= nil end function ZO_TradingHouseManager:HasEnoughMoneyToPostPendingItem() return self:HasValidPendingItemPost() and self.pendingSaleIsValid end function ZO_TradingHouseManager:CanPost() return TRADING_HOUSE_SEARCH:CanDoCommonOperation() and self:IsInSellMode() end function ZO_TradingHouseManager:CanPostWithMoneyCheck() return TRADING_HOUSE_SEARCH:CanDoCommonOperation() and self:IsInSellMode() and self:HasEnoughMoneyToPostPendingItem() end function ZO_TradingHouseManager:InitializePostItem(control) self.postItemPane = control:GetNamedChild("PostItemPane") self.pendingItemBG = self.postItemPane:GetNamedChild("PendingBG") self.pendingItemName = self.postItemPane:GetNamedChild("FormInfoName") self.pendingItem = self.postItemPane:GetNamedChild("FormInfoItem") self.currentListings = self.postItemPane:GetNamedChild("FormInfoListingCount") self.invoice = self.postItemPane:GetNamedChild("FormInvoice") self.invoiceSellPrice = self.invoice:GetNamedChild("SellPriceAmount") self.invoiceListingFee = self.invoice:GetNamedChild("ListingFeePrice") self.invoiceTheirCut = self.invoice:GetNamedChild("TheirCutPrice") self.invoiceProfit = self.invoice:GetNamedChild("ProfitAmount") self:OnPendingPostItemUpdated(0, false) end function ZO_TradingHouseManager:InitializeBrowseItems(control) self.browseItemsLeftPane = control:GetNamedChild("BrowseItemsLeftPane") self.itemNameSearch = control:GetNamedChild("ItemNameSearch") self.itemNameSearchLabel = control:GetNamedChild("ItemNameSearchLabel") self.itemNameSearchAutoComplete = control:GetNamedChild("ItemNameSearchAutoComplete") self.itemPane = control:GetNamedChild("BrowseItemsRightPane") self.subcategoryTabsControl = control:GetNamedChild("SubcategoryTabs") self.nagivationBar = control:GetNamedChild("SearchControls") self.featureAreaControl = self.itemPane:GetNamedChild("FeatureArea") self.searchSortHeadersControl = self.itemPane:GetNamedChild("SearchSortBy") self.searchResultsList = self.itemPane:GetNamedChild("SearchResults") self.searchResultsMessageContainer = self.itemPane:GetNamedChild("SearchResultsMessageContainer") self.searchResultsMessageLabel = self.searchResultsMessageContainer:GetNamedChild("Message") self:InitializeSearchTerms() self:InitializeSearchResults(control) self:InitializeSearchSortHeaders(control) self:InitializeSearchNavigationBar(control) self:ClearSearchResults() end function ZO_TradingHouseManager:InitializeSearchSortHeaders(control) local sortHeaders = ZO_SortHeaderGroup:New(self.searchSortHeadersControl, true) self.searchSortHeaders = sortHeaders local function OnSortHeaderClicked(key, order) TRADING_HOUSE_SEARCH:ChangeSort(key, order) end sortHeaders:RegisterCallback(ZO_SortHeaderGroup.HEADER_CLICKED, OnSortHeaderClicked) sortHeaders:AddHeadersFromContainer() local DONT_FORCE_RESELECT = nil local sortKey, sortOrder = TRADING_HOUSE_SEARCH:GetSortOptions() sortHeaders:SelectHeaderByKey(sortKey, ZO_SortHeaderGroup.SUPPRESS_CALLBACKS, DONT_FORCE_RESELECT, sortOrder) end function ZO_TradingHouseManager:InitializeSearchNavigationBar(control) self.resultCount = self.nagivationBar:GetNamedChild("ResultCount") self.previousPage = self.nagivationBar:GetNamedChild("PreviousPage") self.nextPage = self.nagivationBar:GetNamedChild("NextPage") self.pageNumberLabel = self.nagivationBar:GetNamedChild("PageNumber") local moneyControl = self.nagivationBar:GetNamedChild("Money") local function UpdateMoney() self.playerMoney[CURT_MONEY] = GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) ZO_CurrencyControl_SetSimpleCurrency(moneyControl, CURT_MONEY, self.playerMoney[CURT_MONEY], ZO_KEYBOARD_CURRENCY_OPTIONS) end moneyControl:RegisterForEvent(EVENT_MONEY_UPDATE, UpdateMoney) UpdateMoney() local function UpdateAlliancePoints() self.playerMoney[CURT_ALLIANCE_POINTS] = GetCurrencyAmount(CURT_ALLIANCE_POINTS, CURRENCY_LOCATION_CHARACTER) end moneyControl:RegisterForEvent(EVENT_ALLIANCE_POINT_UPDATE, UpdateAlliancePoints) UpdateAlliancePoints() self.previousPage:SetHandler("OnClicked", function() TRADING_HOUSE_SEARCH:SearchPreviousPage() end) self.nextPage:SetHandler("OnClicked", function() TRADING_HOUSE_SEARCH:SearchNextPage() end) end function ZO_TradingHouseManager:ToggleLevelRangeMode() if self.levelRangeFilterType == TRADING_HOUSE_FILTER_TYPE_LEVEL then self.levelRangeFilterType = TRADING_HOUSE_FILTER_TYPE_CHAMPION_POINTS self.levelRangeToggle:SetState(BSTATE_PRESSED, true) self.levelRangeLabel:SetText(GetString(SI_TRADING_HOUSE_BROWSE_CHAMPION_POINTS_RANGE_LABEL)) else self.levelRangeFilterType = TRADING_HOUSE_FILTER_TYPE_LEVEL self.levelRangeToggle:SetState(BSTATE_NORMAL, false) self.levelRangeLabel:SetText(GetString(SI_TRADING_HOUSE_BROWSE_LEVEL_RANGE_LABEL)) end end function ZO_TradingHouseManager:InitializeSearchTerms() local globalFeatureArea = self.browseItemsLeftPane:GetNamedChild("GlobalFeatureArea") -- Name Search local nameSearchFeature = ZO_TradingHouse_CreateKeyboardFeature("NameSearch") nameSearchFeature:AttachToControl(self.itemNameSearch, self.itemNameSearchAutoComplete) self.itemNameSearchLabel:SetText(nameSearchFeature:GetDisplayName()) -- Category List local categoryListControl = self.browseItemsLeftPane:GetNamedChild("CategoryListContainer") local subCategoryTabsControl = self.subcategoryTabsControl local featuresParentControl = self.featureAreaControl local searchCategoryFeature = ZO_TradingHouse_CreateKeyboardFeature("SearchCategory") searchCategoryFeature:AttachToControl(categoryListControl, subCategoryTabsControl, featuresParentControl) -- Quality dropdown local qualityFeature = ZO_TradingHouse_CreateKeyboardFeature("Quality") qualityFeature:AttachToControl(globalFeatureArea:GetNamedChild("Quality")) -- Price range local priceRangeFeature = ZO_TradingHouse_CreateKeyboardFeature("PriceRange") priceRangeFeature:AttachToControl(globalFeatureArea:GetNamedChild("PriceRange")) self.features = { nameSearchFeature = nameSearchFeature, searchCategoryFeature = searchCategoryFeature, qualityFeature = qualityFeature, priceRangeFeature = priceRangeFeature, } self:ResetSearchTerms() end local SEARCH_RESULTS_DATA_TYPE = 1 local ITEM_LISTINGS_DATA_TYPE = 2 local GUILD_SPECIFIC_ITEM_DATA_TYPE = 3 local ITEM_RESULT_CURRENCY_OPTIONS = { showTooltips = false, font = "ZoFontGameShadow", iconSide = RIGHT, } function ZO_TradingHouseManager:InitializeSearchResults(control) self.searchResultsControlsList = {} self.searchResultsInfoList = {} local function SetupBaseSearchResultRow(rowControl, result) self.searchResultsControlsList[#self.searchResultsControlsList + 1] = rowControl self.searchResultsInfoList[#self.searchResultsInfoList + 1] = result local nameControl = rowControl:GetNamedChild("Name") nameControl:SetText(ZO_TradingHouse_GetItemDataFormattedName(result)) -- result.quality is deprecated, included here for addon backwards compatibility local displayQuality = result.displayQuality or result.quality local r, g, b = GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, displayQuality) nameControl:SetColor(r, g, b, 1) local traitInformationControl = GetControl(rowControl, "TraitInfo") traitInformationControl:ClearIcons() if not result.isGuildSpecificItem then local traitInformation = GetItemTraitInformationFromItemLink(result.itemLink) if traitInformation ~= ITEM_TRAIT_INFORMATION_NONE then traitInformationControl:AddIcon(GetPlatformTraitInformationIcon(traitInformation)) traitInformationControl:Show() end end local sellPricePerUnitControl = rowControl:GetNamedChild("SellPricePerUnit") ZO_CurrencyControl_SetSimpleCurrency(sellPricePerUnitControl, result.currencyType, result.purchasePricePerUnit, ITEM_RESULT_CURRENCY_OPTIONS, nil, false) local sellPriceControl = rowControl:GetNamedChild("SellPrice") ZO_CurrencyControl_SetSimpleCurrency(sellPriceControl, result.currencyType, result.purchasePrice, ITEM_RESULT_CURRENCY_OPTIONS, nil, self.playerMoney[result.currencyType] < result.purchasePrice) local resultControl = rowControl:GetNamedChild("Button") ZO_Inventory_SetupSlot(resultControl, result.stackCount, result.icon) -- Cached for verification when the player tries to purchase this resultControl.sellerName = result.sellerName resultControl.purchasePrice = result.purchasePrice resultControl.currencyType = result.currencyType return resultControl end local function SetupSearchResultRow(rowControl, result) local resultControl = SetupBaseSearchResultRow(rowControl, result) local timeRemainingControl = GetControl(rowControl, "TimeRemaining") local timeRemainingString = ZO_TradingHouse_GetItemDataFormattedTime(result) timeRemainingControl:SetText(timeRemainingString) ZO_Inventory_BindSlot(resultControl, SLOT_TYPE_TRADING_HOUSE_ITEM_RESULT, result.slotIndex) end local function SetupGuildSpecificItemRow(rowControl, result) local resultControl = SetupBaseSearchResultRow(rowControl, result) ZO_Inventory_BindSlot(resultControl, SLOT_TYPE_GUILD_SPECIFIC_ITEM, result.slotIndex) end ZO_ScrollList_Initialize(self.searchResultsList) ZO_ScrollList_AddDataType(self.searchResultsList, SEARCH_RESULTS_DATA_TYPE, "ZO_TradingHouseSearchResult", 52, SetupSearchResultRow, nil, nil, ZO_InventorySlot_OnPoolReset) ZO_ScrollList_AddDataType(self.searchResultsList, GUILD_SPECIFIC_ITEM_DATA_TYPE, "ZO_TradingHouseSearchResult", 52, SetupGuildSpecificItemRow, nil, nil, ZO_InventorySlot_OnPoolReset) ZO_ScrollList_AddResizeOnScreenResize(self.searchResultsList) end function ZO_TradingHouseManager:InitializeListings(control) self.postedItemsHeader = control:GetNamedChild("PostedItemsHeader") local postedItemsList = control:GetNamedChild("PostedItemsList") self.postedItemsList = postedItemsList self.noPostedItemsContainer = control:GetNamedChild("PostedItemsNoItemsContainer") self.noPostedItemsLabel = self.noPostedItemsContainer:GetNamedChild("NoItems") local function CancelListing(cancelButton) local postedItem = cancelButton:GetParent():GetNamedChild("Button") local listingIndex = ZO_Inventory_GetSlotIndex(postedItem) self:ShowCancelListingConfirmation(listingIndex) end local function SetupPostedItemRow(rowControl, postedItem) local index = postedItem.slotIndex local nameControl = rowControl:GetNamedChild("Name") nameControl:SetText(zo_strformat(SI_TOOLTIP_ITEM_NAME, postedItem.name)) -- postedItem.quality is deprecated, included here for addon backwards compatibility local displayQuality = postedItem.displayQuality or postedItem.quality local r, g, b = GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, displayQuality) nameControl:SetColor(r, g, b, 1) local timeRemainingControl = rowControl:GetNamedChild("TimeRemaining") timeRemainingControl:SetText(zo_strformat(SI_TRADING_HOUSE_BROWSE_ITEM_REMAINING_TIME, ZO_FormatTime(postedItem.timeRemaining, TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE, TIME_FORMAT_PRECISION_SECONDS, TIME_FORMAT_DIRECTION_DESCENDING))) local sellPriceControl = rowControl:GetNamedChild("SellPrice") ZO_CurrencyControl_SetSimpleCurrency(sellPriceControl, CURT_MONEY, postedItem.purchasePrice, ITEM_RESULT_CURRENCY_OPTIONS) local postedItemControl = rowControl:GetNamedChild("Button") ZO_Inventory_BindSlot(postedItemControl, SLOT_TYPE_TRADING_HOUSE_ITEM_LISTING, index) ZO_Inventory_SetupSlot(postedItemControl, postedItem.stackCount, postedItem.icon) local cancelButton = rowControl:GetNamedChild("CancelSale") cancelButton:SetHandler("OnClicked", CancelListing) end ZO_ScrollList_Initialize(postedItemsList) ZO_ScrollList_AddDataType(postedItemsList, ITEM_LISTINGS_DATA_TYPE, "ZO_TradingHouseItemListing", 52, SetupPostedItemRow, nil, nil, ZO_InventorySlot_OnPoolReset) ZO_ScrollList_AddResizeOnScreenResize(postedItemsList) end function ZO_TradingHouseManager:RebuildListingsScrollList() local list = self.postedItemsList local scrollData = ZO_ScrollList_GetDataList(list) ZO_ScrollList_Clear(list) for i = 1, GetNumTradingHouseListings() do local itemData = ZO_TradingHouse_CreateListingItemData(i) if itemData then scrollData[#scrollData + 1] = ZO_ScrollList_CreateDataEntry(ITEM_LISTINGS_DATA_TYPE, itemData) end end ZO_ScrollList_Commit(list) self.noPostedItemsLabel:SetHidden(#scrollData > 0) end function ZO_TradingHouseManager:OnPendingPostItemUpdated(slotId, isPending) self.pendingSaleIsValid = false if isPending then self.pendingItemSlot = slotId self:SetupPendingPost(slotId) else self.pendingItemSlot = nil self:ClearPendingPost() end self:UpdateListingCounts() end function ZO_TradingHouseManager:OnPostSuccess() -- convenience wrapper for clearing out the pending item and updating the post count self:OnPendingPostItemUpdated() end function ZO_TradingHouseManager:UpdateListingCounts() local currentListings, maxListings = GetTradingHouseListingCounts() if currentListings < maxListings then self.currentListings:SetText(zo_strformat(SI_TRADING_HOUSE_LISTING_COUNT, currentListings, maxListings)) else self.currentListings:SetText(zo_strformat(SI_TRADING_HOUSE_LISTING_COUNT_FULL, currentListings, maxListings)) end end local INVOICE_CURRENCY_OPTIONS = { showTooltips = false, font = "ZoFontWinT1", } function ZO_TradingHouseManager:SetInvoicePriceColors(color) local r, g, b = color:UnpackRGB() self.invoiceListingFee:SetColor(r, g, b) self.invoiceTheirCut:SetColor(r, g, b) self.invoiceProfit:SetColor(r, g, b) end -- Only called from the CURRENCY_INPUT control callback chain function ZO_TradingHouseManager:SetPendingPostPrice(sellPrice) sellPrice = tonumber(sellPrice) or 0 self.invoiceSellPrice.sellPrice = sellPrice ZO_CurrencyControl_SetSimpleCurrency(self.invoiceSellPrice, CURT_MONEY, sellPrice, INVOICE_CURRENCY_OPTIONS) self:SetInvoicePriceColors(ZO_DEFAULT_ENABLED_COLOR) if self.pendingItemSlot then local listingFee, tradingHouseCut, profit = GetTradingHousePostPriceInfo(sellPrice) ZO_CurrencyControl_SetSimpleCurrency(self.invoiceListingFee, CURT_MONEY, listingFee, INVOICE_CURRENCY_OPTIONS) ZO_CurrencyControl_SetSimpleCurrency(self.invoiceTheirCut, CURT_MONEY, tradingHouseCut, INVOICE_CURRENCY_OPTIONS) ZO_CurrencyControl_SetSimpleCurrency(self.invoiceProfit, CURT_MONEY, profit, INVOICE_CURRENCY_OPTIONS) -- verify the user has enough cash if (GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) - listingFee) >= 0 then self.pendingSaleIsValid = true else self.pendingSaleIsValid = false self:SetInvoicePriceColors(ZO_ERROR_COLOR) end else self.invoiceListingFee:SetText("0") self.invoiceTheirCut:SetText("0") self.invoiceProfit:SetText("0") end KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) end function ZO_TradingHouseManager:GetPendingPostPrice() return self.invoiceSellPrice.sellPrice end function ZO_TradingHouseManager:SetupPendingPost() if self.pendingItemSlot then local icon, stackCount = GetItemInfo(BAG_BACKPACK, self.pendingItemSlot) ZO_Inventory_BindSlot(self.pendingItem, SLOT_TYPE_TRADING_HOUSE_POST_ITEM, self.pendingItemSlot, BAG_BACKPACK) ZO_ItemSlot_SetupSlot(self.pendingItem, stackCount, icon) self.pendingItemName:SetText(zo_strformat(SI_TOOLTIP_ITEM_NAME, GetItemName(BAG_BACKPACK, self.pendingItemSlot))) self.pendingItemBG:SetHidden(false) self.invoice:SetHidden(false) local initialPostPrice = ZO_TradingHouse_CalculateItemSuggestedPostPrice(BAG_BACKPACK, self.pendingItemSlot) self:SetPendingPostPrice(initialPostPrice) ZO_InventorySlot_HandleInventoryUpdate(self.pendingItem) end end function ZO_TradingHouseManager:ClearPendingPost() ZO_Inventory_BindSlot(self.pendingItem, SLOT_TYPE_TRADING_HOUSE_POST_ITEM) ZO_ItemSlot_SetupSlot(self.pendingItem, 0, "EsoUI/Art/TradingHouse/tradinghouse_emptySellSlot_icon.dds") self.pendingItemName:SetText(GetString(SI_TRADING_HOUSE_SELECT_AN_ITEM_TO_SELL)) self.pendingItemBG:SetHidden(true) self.invoice:SetHidden(true) self:SetPendingPostPrice(0) SetPendingItemPost(BAG_BACKPACK, 0, 0) ZO_InventorySlot_HandleInventoryUpdate(self.pendingItem) end function ZO_TradingHouseManager:PostPendingItem() if self.pendingItemSlot and self.pendingSaleIsValid then local stackCount = ZO_InventorySlot_GetStackCount(self.pendingItem) local desiredPrice = self.invoiceSellPrice.sellPrice or 0 RequestPostItemOnTradingHouse(BAG_BACKPACK, self.pendingItemSlot, stackCount, desiredPrice) end end function ZO_TradingHouseManager:RefreshListings() if HasTradingHouseListings() then self:RebuildListingsScrollList() else self:ClearListedItems() if TRADING_HOUSE_SEARCH:CanDoCommonOperation() then self.requestListings = false RequestTradingHouseListings() else -- only queue the request if we are not currently waiting for a listings response if not TRADING_HOUSE_SEARCH:IsWaitingForResponseType(TRADING_HOUSE_RESULT_LISTINGS_PENDING) then self.requestListings = true end end end end function ZO_TradingHouseManager:OnSearchStateChanged(searchState, searchOutcome) if searchState == TRADING_HOUSE_SEARCH_STATE_NONE then self.previousPage:SetHidden(true) self.nextPage:SetHidden(true) self.searchResultsMessageLabel:SetHidden(true) self.resultCount:SetHidden(true) self.pageNumberLabel:SetHidden(true) elseif searchState == TRADING_HOUSE_SEARCH_STATE_WAITING then --Update the page number while we're waiting for it to load (page number is 0 based). The page number label may not have been shown yet since we don't show it until the initial search completes, but --we update it here for when it does show. local targetPage = TRADING_HOUSE_SEARCH:GetTargetPage() or 0 self.pageNumberLabel:SetText(targetPage + 1) --Clear the result count label until we know the number of results self.resultCount:SetText(zo_strformat(SI_TRADING_HOUSE_RESULT_COUNT, "")) self:ShowSearchResultMessage(GetString("SI_TRADINGHOUSESEARCHSTATE", searchState)) elseif searchState == TRADING_HOUSE_SEARCH_STATE_COMPLETE then if searchOutcome == TRADING_HOUSE_SEARCH_OUTCOME_HAS_RESULTS then self.searchResultsMessageLabel:SetHidden(true) self:RebuildSearchResultsPage() ZO_ScrollList_ResetToTop(self.searchResultsList) else self.resultCount:SetText(zo_strformat(SI_TRADING_HOUSE_RESULT_COUNT, 0)) self:ShowSearchResultMessage(GetString("SI_TRADINGHOUSESEARCHOUTCOME", searchOutcome)) end end end function ZO_TradingHouseManager:OnAwaitingResponse(responseType) KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) end function ZO_TradingHouseManager:OnResponseReceived(responseType, result) local success = result == TRADING_HOUSE_RESULT_SUCCESS KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) if responseType == TRADING_HOUSE_RESULT_POST_PENDING then if success then self:OnPostSuccess() self:RefreshListings() end elseif responseType == TRADING_HOUSE_RESULT_SEARCH_PENDING then if success then -- Hide the fictional "awaiting search results" animation? end elseif responseType == TRADING_HOUSE_RESULT_PURCHASE_PENDING then if success then self:OnPurchaseSuccess() end elseif responseType == TRADING_HOUSE_RESULT_LISTINGS_PENDING then if success then self:RefreshListings() self.requestListings = false -- make sure that we don't request again right after we get an answer. end elseif responseType == TRADING_HOUSE_RESULT_CANCEL_SALE_PENDING then if success then -- Refresh all listings when the cancel goes through -- This doesn't need to ensure that the listings were received because the interface to cancel a listing requires that -- the listings have been received from the server. self:RefreshListings() end end if self.requestListings then self:RefreshListings() end end function ZO_TradingHouseManager:ShowSearchResultMessage(messageText) local list = self.searchResultsList ZO_ScrollList_Clear(list) ZO_ScrollList_Commit(list) self.previousPage:SetEnabled(false) self.nextPage:SetEnabled(false) self.searchResultsMessageLabel:SetHidden(false) self.searchResultsMessageLabel:SetText(messageText) end function ZO_TradingHouseManager:RebuildSearchResultsPage(isInitialResults) local list = self.searchResultsList local scrollData = ZO_ScrollList_GetDataList(list) ZO_ScrollList_Clear(list) local showingGuildSpecificItems = TRADING_HOUSE_SEARCH:ShouldShowGuildSpecificItems() or isInitialResults local numItemsOnPage = 0 if showingGuildSpecificItems then for i = 1, GetNumGuildSpecificItems() do local result = self:CreateGuildSpecificItemData(i, GetGuildSpecificItemInfo) if result then scrollData[#scrollData + 1] = ZO_ScrollList_CreateDataEntry(GUILD_SPECIFIC_ITEM_DATA_TYPE, result) numItemsOnPage = numItemsOnPage + 1 end end else for i = 1, TRADING_HOUSE_SEARCH:GetNumItemsOnPage() do local result = ZO_TradingHouse_CreateSearchResultItemData(i) if result then scrollData[#scrollData + 1] = ZO_ScrollList_CreateDataEntry(SEARCH_RESULTS_DATA_TYPE, result) numItemsOnPage = numItemsOnPage + 1 end end end ZO_ScrollList_Commit(list) if showingGuildSpecificItems then --Don't show the search stats or controls for the guild specific items self.pageNumberLabel:SetHidden(true) self.resultCount:SetHidden(true) self.previousPage:SetHidden(true) self.nextPage:SetHidden(true) else self.previousPage:SetHidden(false) self.nextPage:SetHidden(false) local hasPreviousPage = TRADING_HOUSE_SEARCH:HasPreviousPage() local hasNextPage = TRADING_HOUSE_SEARCH:HasNextPage() self.previousPage:SetEnabled(hasPreviousPage) self.nextPage:SetEnabled(hasNextPage) --The page number is set above while waiting for results, but we don't show it until the first results arrive. self.pageNumberLabel:SetHidden(false) self.resultCount:SetHidden(false) self.resultCount:SetText(zo_strformat(SI_TRADING_HOUSE_RESULT_COUNT, numItemsOnPage)) end end function ZO_TradingHouseManager:OnPurchaseSuccess() self:RebuildSearchResultsPage() end function ZO_TradingHouseManager:ClearSearchResults() ZO_ScrollList_Clear(self.searchResultsList) ZO_ScrollList_Commit(self.searchResultsList) self.previousPage:SetHidden(true) self.nextPage:SetHidden(true) self.searchResultsMessageLabel:SetHidden(true) self.resultCount:SetHidden(true) self.pageNumberLabel:SetHidden(true) end function ZO_TradingHouseManager:ClearListedItems() ZO_ScrollList_Clear(self.postedItemsList) ZO_ScrollList_Commit(self.postedItemsList) self.noPostedItemsLabel:SetHidden(false) end function ZO_TradingHouseManager:ResetSearchTerms() for _, feature in pairs(self.features) do feature:ResetSearch() end end function ZO_TradingHouseManager:OpenTradingHouse() if not self.initialized then self:RunInitialSetup(self.control) self.initialized = true end self:SetCurrentMode(ZO_TRADING_HOUSE_MODE_BROWSE) TRADING_HOUSE_SEARCH:AssociateWithSearchFeatures(self.features) ZO_MenuBar_SelectDescriptor(self.menuBar, self:GetCurrentMode()) self.currentDisplayName = GetDisplayName() end function ZO_TradingHouseManager:CloseTradingHouse() SYSTEMS:HideScene(ZO_TRADING_HOUSE_SYSTEM_NAME) if self.initialized then self.currentDisplayName = nil self:SetCurrentMode(nil) ZO_MenuBar_ClearSelection(self.menuBar) end TRADING_HOUSE_SEARCH:DisassociateWithSearchFeatures() end function ZO_TradingHouseManager:TogglePreviewMode() ITEM_PREVIEW_KEYBOARD:ToggleInteractionCameraPreview(FRAME_TARGET_STANDARD_RIGHT_PANEL_FRAGMENT, FRAME_PLAYER_ON_SCENE_HIDDEN_FRAGMENT, RIGHT_BG_EMPTY_WORLD_ITEM_PREVIEW_OPTIONS_FRAGMENT) self:UpdateFragments() KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) end function ZO_TradingHouseManager:PreviewSearchResult(tradingHouseIndex) if not ITEM_PREVIEW_KEYBOARD:IsInteractionCameraPreviewEnabled() then self:TogglePreviewMode() end ITEM_PREVIEW_KEYBOARD:ClearPreviewCollection() ITEM_PREVIEW_KEYBOARD:PreviewTradingHouseSearchResult(tradingHouseIndex) KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) end --Override function ZO_TradingHouseManager:SearchForItemLink(itemLink) if TRADING_HOUSE_SCENE:IsShowing() then TRADING_HOUSE_SEARCH:LoadSearchItem(itemLink) --Changing to browse will add the quaternary bind for preview so we need to get rid of the quaternary bind for search before that ZO_InventorySlot_RemoveMouseOverKeybinds() ZO_MenuBar_SelectDescriptor(self.menuBar, ZO_TRADING_HOUSE_MODE_BROWSE) TRADING_HOUSE_SEARCH:DoSearch() end end -- Select Active Guild for Trading House Dialog ---------------------- local function SelectTradingHouseGuildDialogInitialize(dialogControl, tradingHouseManager) local function SelectTradingHouseGuild(selectedGuildId) if selectedGuildId then SelectTradingHouseGuildId(selectedGuildId) end end local dialog = ZO_SelectGuildDialog:New(dialogControl, "SELECT_TRADING_HOUSE_GUILD", SelectTradingHouseGuild) dialog:SetTitle(SI_PROMPT_TITLE_SELECT_GUILD_STORE) dialog:SetPrompt(GetString(SI_SELECT_GUILD_STORE_INSTRUCTIONS)) dialog:SetCurrentStateSource(GetSelectedTradingHouseGuildId) end function ZO_TradingHouseManager:UpdateStatus() if not self.changeGuildDialog then self.changeGuildDialog = ZO_SelectTradingHouseGuildDialog SelectTradingHouseGuildDialogInitialize(self.changeGuildDialog, self) end self:UpdateForGuildChange() end function ZO_TradingHouseManager:OnOperationTimeout() KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) end function ZO_TradingHouseManager:UpdateForGuildChange() local guildId = GetSelectedTradingHouseGuildId() if not IsPlayerInGuild(guildId) then -- Player is using a Guild Trader self:UpdateListingCounts() self:ClearListedItems() self:ClearPendingPost() self:ClearSearchResults() ZO_MenuBar_SelectDescriptor(self.menuBar, ZO_TRADING_HOUSE_MODE_BROWSE) ZO_MenuBar_SetDescriptorEnabled(self.menuBar, ZO_TRADING_HOUSE_MODE_SELL, false) ZO_MenuBar_SetDescriptorEnabled(self.menuBar, ZO_TRADING_HOUSE_MODE_LISTINGS, false) else -- Player is using a regular Guild Store local canSell = CanSellOnTradingHouse(guildId) self:UpdateListingCounts() if self:GetCurrentMode() == ZO_TRADING_HOUSE_MODE_LISTINGS then self:RefreshListings() end self:ClearPendingPost() self:ClearSearchResults() local IS_INITIAL_RESULTS = true self:RebuildSearchResultsPage(IS_INITIAL_RESULTS) KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) if self:IsInSellMode() and not canSell then ZO_MenuBar_SelectDescriptor(self.menuBar, ZO_TRADING_HOUSE_MODE_BROWSE) end ZO_MenuBar_SetDescriptorEnabled(self.menuBar, ZO_TRADING_HOUSE_MODE_SELL, canSell) ZO_MenuBar_SetDescriptorEnabled(self.menuBar, ZO_TRADING_HOUSE_MODE_LISTINGS, true) end local _, guildName = GetCurrentTradingHouseGuildDetails() if guildName ~= "" then self.titleLabel:SetText(guildName) else self.titleLabel:SetText(GetString(SI_WINDOW_TITLE_TRADING_HOUSE)) end end -- Utility to show a confirmation for some kind of trading house item (listing or search result) local function SetupTradingHouseItemDialog(dialogControl, itemInfoFn, slotIndex, slotType, costLabelStringId) -- Item data is set up on the dialog control before the dialog is shown local icon, itemName, displayQuality, stackCount, _, _, purchasePrice, currencyType = itemInfoFn(slotIndex) local nameControl = dialogControl:GetNamedChild("ItemName") nameControl:SetText(zo_strformat(SI_TOOLTIP_ITEM_NAME, itemName)) local r, g, b = GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, displayQuality) nameControl:SetColor(r, g, b, 1) local itemControl = dialogControl:GetNamedChild("Item") ZO_Inventory_BindSlot(itemControl, slotType, slotIndex) ZO_Inventory_SetupSlot(itemControl, stackCount, icon) local costControl = dialogControl:GetNamedChild("Cost") costControl:SetHidden(costLabelStringId == nil) if costLabelStringId then costControl:SetText(zo_strformat(costLabelStringId, ZO_Currency_FormatKeyboard(currencyType, purchasePrice, ZO_CURRENCY_FORMAT_WHITE_AMOUNT_ICON))) end end -- Confirm Item Purchase Dialog local function PurchaseItemDialogInitialize(dialogControl, tradingHouseManager) ZO_Dialogs_RegisterCustomDialog("CONFIRM_TRADING_HOUSE_PURCHASE", { customControl = dialogControl, setup = function(self) SetupTradingHouseItemDialog(self, GetTradingHouseSearchResultItemInfo, self.purchaseIndex, SLOT_TYPE_TRADING_HOUSE_ITEM_RESULT, SI_TRADING_HOUSE_PURCHASE_ITEM_AMOUNT) end, title = { text = SI_TRADING_HOUSE_PURCHASE_ITEM_DIALOG_TITLE, }, buttons = { [1] = { control = GetControl(dialogControl, "Accept"), text = SI_TRADING_HOUSE_PURCHASE_ITEM_DIALOG_CONFIRM, callback = function(dialog) ConfirmPendingItemPurchase() end, }, [2] = { control = GetControl(dialogControl, "Cancel"), text = SI_TRADING_HOUSE_PURCHASE_ITEM_DIALOG_CANCEL, callback = function(dialog) ClearPendingItemPurchase() end, } } }) end function ZO_TradingHouseManager:ConfirmPendingPurchase(pendingPurchaseIndex) if not self.purchaseDialog then self.purchaseDialog = ZO_TradingHousePurchaseItemDialog PurchaseItemDialogInitialize(self.purchaseDialog, self) end self.purchaseDialog.purchaseIndex = pendingPurchaseIndex ZO_Dialogs_ShowDialog("CONFIRM_TRADING_HOUSE_PURCHASE") end -- Confirm Guild Specific Item Purchase Dialog local function PurchaseGuildSpecificItemDialogInitialize(dialogControl, tradingHouseManager) ZO_Dialogs_RegisterCustomDialog("CONFIRM_TRADING_HOUSE_GUILD_SPECIFIC_PURCHASE", { customControl = dialogControl, setup = function(self) SetupTradingHouseItemDialog(self, GetGuildSpecificItemInfo, self.guildSpecificItemIndex, SLOT_TYPE_GUILD_SPECIFIC_ITEM, SI_TRADING_HOUSE_PURCHASE_ITEM_AMOUNT) end, title = { text = SI_TRADING_HOUSE_PURCHASE_ITEM_DIALOG_TITLE, }, buttons = { [1] = { control = GetControl(dialogControl, "Accept"), text = SI_TRADING_HOUSE_PURCHASE_ITEM_DIALOG_CONFIRM, callback = function(dialog) BuyGuildSpecificItem(dialog.guildSpecificItemIndex) tradingHouseManager:HandleGuildSpecificPurchase(dialog.guildSpecificItemIndex) end, }, [2] = { control = GetControl(dialogControl, "Cancel"), text = SI_TRADING_HOUSE_PURCHASE_ITEM_DIALOG_CANCEL, callback = function(dialog) -- Do nothing end, } } }) end function ZO_TradingHouseManager:ConfirmPendingGuildSpecificPurchase(guildSpecificItemIndex) if not self.purchaseGuildSpecificDialog then self.purchaseGuildSpecificDialog = ZO_TradingHousePurchaseItemDialog PurchaseGuildSpecificItemDialogInitialize(self.purchaseGuildSpecificDialog, self) end self.purchaseGuildSpecificDialog.guildSpecificItemIndex = guildSpecificItemIndex ZO_Dialogs_ShowDialog("CONFIRM_TRADING_HOUSE_GUILD_SPECIFIC_PURCHASE") end function ZO_TradingHouseManager:HandleGuildSpecificPurchase(guildSpecificItemIndex) local purchasedItemValue = self.searchResultsInfoList[guildSpecificItemIndex].purchasePrice for i = 1, #self.searchResultsControlsList do local purchasePrice = self.searchResultsInfoList[i].purchasePrice local currencyType = self.searchResultsInfoList[i].currencyType local sellPriceControl = GetControl(self.searchResultsControlsList[i], "SellPrice") ZO_CurrencyControl_SetSimpleCurrency(sellPriceControl, currencyType, purchasePrice, ITEM_RESULT_CURRENCY_OPTIONS, nil, self.playerMoney[currencyType] - purchasedItemValue < purchasePrice) end end -- Cancel Listing Confirmation Dialog local function CancelListingDialogInitialize(dialogControl, tradingHouseManager) ZO_Dialogs_RegisterCustomDialog("CONFIRM_TRADING_HOUSE_CANCEL_LISTING", { customControl = dialogControl, setup = function(self) SetupTradingHouseItemDialog(self, GetTradingHouseListingItemInfo, self.listingIndex, SLOT_TYPE_TRADING_HOUSE_ITEM_LISTING) end, title = { text = SI_TRADING_HOUSE_CANCEL_LISTING_DIALOG_TITLE, }, buttons = { [1] = { control = GetControl(dialogControl, "Accept"), text = SI_TRADING_HOUSE_CANCEL_LISTING_DIALOG_CONFIRM, callback = function(dialog) CancelTradingHouseListing(dialog.listingIndex) dialog.listingIndex = nil end, }, [2] = { control = GetControl(dialogControl, "Cancel"), text = SI_TRADING_HOUSE_CANCEL_LISTING_DIALOG_CANCEL, callback = function(dialog) dialog.listingIndex = nil end, } } }) -- Update the text on the cancel dialog (since it inherited from the purchase item dialog) dialogControl:GetNamedChild("Description"):SetText(GetString(SI_TRADING_HOUSE_CANCEL_LISTING_DIALOG_DESCRIPTION)) end function ZO_TradingHouseManager:ShowCancelListingConfirmation(listingIndex) if not self.cancelListingDialog then self.cancelListingDialog = ZO_TradingHouseCancelListingDialog CancelListingDialogInitialize(self.cancelListingDialog, self) end self.cancelListingDialog.listingIndex = listingIndex ZO_Dialogs_ShowDialog("CONFIRM_TRADING_HOUSE_CANCEL_LISTING") end --[[ End of Dialog Section --]] function ZO_TradingHouseManager:CanBuyItem(inventorySlot) if not TRADING_HOUSE_SEARCH:IsAtTradingHouse() then return false end if inventorySlot.sellerName == self.currentDisplayName then return false end return true end function ZO_TradingHouseManager:VerifyBuyItemAndShowErrors(inventorySlot) if inventorySlot.purchasePrice > self.playerMoney[inventorySlot.currencyType] then ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, SOUNDS.PLAYER_ACTION_INSUFFICIENT_GOLD, SI_TRADING_HOUSE_ERROR_NOT_ENOUGH_GOLD) return false end return true end function ZO_TradingHouseManager:RunInitialSetup(control) self.playerMoney = {} self:InitializeEvents() self:InitializeKeybindDescriptor() self:InitializeMenuBar(control) self:InitializePostItem(control) self:InitializeBrowseItems(control) self:InitializeListings(control) self:InitializeScene() end local function SetPostPriceCallback(moneyInput, gold, eventType) local tradingHouse = moneyInput:GetContext() if eventType == "confirm" then tradingHouse:SetPendingPostPrice(gold) tradingHouse.invoiceSellPrice:SetHidden(false) elseif eventType == "cancel" then tradingHouse.invoiceSellPrice:SetHidden(false) end end function ZO_TradingHouseManager:BeginSetPendingPostPrice(anchorTo) if self:HasValidPendingItemPost() then self.invoiceSellPrice:SetHidden(true) CURRENCY_INPUT:SetContext(self) CURRENCY_INPUT:Show(SetPostPriceCallback, false, self:GetPendingPostPrice(), CURT_MONEY, anchorTo, 20) end end --[[ Globals ]]-- ZO_TRADING_HOUSE_SEARCH_RESULT_ITEM_ICON_MAX_WIDTH = 60 -- this is larger than the item icon to allow the icon to scale up ZO_TRADING_HOUSE_SEARCH_RESULT_ITEM_NAME_WIDTH = 240 ZO_TRADING_HOUSE_SEARCH_RESULT_TRAIT_COLUMN_WIDTH = 42 -- this is larger than the trait icon to create a right margin ZO_TRADING_HOUSE_SEARCH_RESULT_ITEM_NAME_WITHOUT_TRAIT_COLUMN_WIDTH = ZO_TRADING_HOUSE_SEARCH_RESULT_ITEM_NAME_WIDTH - ZO_TRADING_HOUSE_SEARCH_RESULT_TRAIT_COLUMN_WIDTH ZO_TRADING_HOUSE_SEARCH_RESULT_TIME_LEFT_WIDTH = 60 ZO_TRADING_HOUSE_SEARCH_RESULT_UNIT_PRICE_WIDTH = 120 ZO_TRADING_HOUSE_SEARCH_RESULT_PRICE_WIDTH = 130 local function GetTradingHouseIndexForPreviewFromSlot(storeEntrySlot) local inventorySlot = ZO_InventorySlot_GetInventorySlotComponents(storeEntrySlot) local slotType = ZO_InventorySlot_GetType(inventorySlot) if slotType == SLOT_TYPE_TRADING_HOUSE_ITEM_RESULT then local tradingHouseIndex = ZO_Inventory_GetSlotIndex(inventorySlot) local itemLink = GetTradingHouseSearchResultItemLink(tradingHouseIndex) if CanItemLinkBePreviewed(itemLink) then return tradingHouseIndex end end return nil end function ZO_TradingHouse_OnSearchResultClicked(searchResultSlot, button) -- left button for an inventory slot click will only try and drag and drop, but that -- should be handled for us by the OnReceiveDrag handler, so if we left click -- we'll do our custom behavior if button ~= MOUSE_BUTTON_INDEX_LEFT then ZO_InventorySlot_OnSlotClicked(searchResultSlot, button) else local tradingHouseIndex = GetTradingHouseIndexForPreviewFromSlot(searchResultSlot) if tradingHouseIndex ~= nil then TRADING_HOUSE:PreviewSearchResult(tradingHouseIndex) end end end function ZO_TradingHouse_OnSearchResultMouseEnter(searchResultSlot) ZO_InventorySlot_OnMouseEnter(searchResultSlot) local tradingHouseIndex = GetTradingHouseIndexForPreviewFromSlot(searchResultSlot) local cursor = MOUSE_CURSOR_DO_NOT_CARE if tradingHouseIndex ~= nil then cursor = MOUSE_CURSOR_PREVIEW end WINDOW_MANAGER:SetMouseCursor(cursor) end function ZO_TradingHouse_OnSearchResultMouseExit(searchResultSlot) ZO_InventorySlot_OnMouseExit(searchResultSlot) WINDOW_MANAGER:SetMouseCursor(MOUSE_CURSOR_DO_NOT_CARE) end function ZO_TradingHouse_SearchResult_TraitInfo_OnMouseEnter(control) local _, listPart = ZO_InventorySlot_GetInventorySlotComponents(control:GetParent()) ZO_InventorySlot_SetHighlightHidden(listPart, false) local slotData = control:GetParent().dataEntry.data if slotData.isGuildSpecificItem then return end local traitInformation = GetItemTraitInformationFromItemLink(slotData.itemLink) if traitInformation ~= ITEM_TRAIT_INFORMATION_NONE then local itemTrait = GetItemLinkTraitInfo(slotData.itemLink) local traitName = GetString("SI_ITEMTRAITTYPE", itemTrait) local traitInformationString = GetString("SI_ITEMTRAITINFORMATION", traitInformation) InitializeTooltip(InformationTooltip, control, TOPRIGHT, -10, 0, TOPLEFT) InformationTooltip:AddLine(zo_strformat(SI_INVENTORY_TRAIT_STATUS_TOOLTIP, traitName, ZO_SELECTED_TEXT:Colorize(traitInformationString)), "", ZO_NORMAL_TEXT:UnpackRGB()) end end function ZO_TradingHouse_SearchResult_TraitInfo_OnMouseExit(control) ClearTooltip(InformationTooltip) local _, listPart = ZO_InventorySlot_GetInventorySlotComponents(control:GetParent()) ZO_InventorySlot_SetHighlightHidden(listPart, true) end function ZO_TradingHouse_OnInitialized(self) TRADING_HOUSE = ZO_TradingHouseManager:New(self) SYSTEMS:RegisterKeyboardObject(ZO_TRADING_HOUSE_SYSTEM_NAME, TRADING_HOUSE) end
#!/usr/bin/env lua --[[ Makes a request to an HTTP2 endpoint that has an infinite length response. Usage: lua examples/h2_streaming.lua ]] local request = require "http.request" -- This endpoint returns a never-ending stream of chunks containing the current time local req = request.new_from_uri("https://http2.golang.org/clockstream") local _, stream = assert(req:go()) for chunk in stream:each_chunk() do io.write(chunk) end
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:28' using the latest game version. NOTE: This file should only be used as IDE support; it should NOT be distributed with addons! **************************************************************************** CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC. **************************************************************************** ]] --------------- --String Search --------------- ZO_StringSearch = ZO_Object:Subclass() function ZO_StringSearch:New(doCaching) local search = ZO_Object.New(self) search.data = {} search.processors = {} search.cache = doCaching or false return search end function ZO_StringSearch:AddProcessor(typeId, processingFunction) self.processors[typeId] = processingFunction end function ZO_StringSearch:Insert(data) if(data) then table.insert(self.data, data) end end function ZO_StringSearch:Remove(data) if(data) then local numData = #self.data for i = 1, numData do if(self.data[i] == data) then self.data[i] = self.data[numData] table.remove(self.data, numData) return end end end end function ZO_StringSearch:RemoveAll() self.data = {} end function ZO_StringSearch:ClearCache() local data = self.data local max = #data for i = 1, max do data[i].cache = nil data[i].cached = false end end function ZO_StringSearch:Process(data, searchTerms) local numTerms = #searchTerms for i = 1, numTerms do local processFunc = self.processors[data.type] if(not processFunc(self, data, searchTerms[i], self.cache)) then return false end end return true end function ZO_StringSearch:GetSearchTerms(str) local strLen = #str local lowerStr = str:lower() local searchTerms = {} for term in lowerStr:gmatch("%S+") do table.insert(searchTerms, term:lower()) end return searchTerms end function ZO_StringSearch:IsMatch(str, data) if(not str or str == "") then return true end local searchTerms = self:GetSearchTerms(str) return self:Process(data, searchTerms) end function ZO_StringSearch:GetFromCache(data, cache, dataFunction, ...) if(cache) then if(not data.cached) then --store the result list as a table data.cache = { dataFunction(...) } data.cached = true end --return the list of results return unpack(data.cache) else --if we're not using caching, just call the function return dataFunction(...) end end
local C = ccn2.C local SpatialCrossResponseNormalization, parent = torch.class('ccn2.SpatialCrossResponseNormalization', 'nn.Module') function SpatialCrossResponseNormalization:__init(size, addScale, powScale, minDiv, blocked) parent.__init(self) self.size = size self.addScale = addScale or 0.0001 -- dic['scale'] /= dic['size'] if self.norm_type == self.CROSSMAP_RESPONSE_NORM else dic['size']**2 self.addScale = self.addScale / self.size self.powScale = powScale or 0.75 self.minDiv = minDiv or 1.0 self.blocked = blocked or false -- TODO: check layer.py:1333 self.output = torch.Tensor() self.gradInput = torch.Tensor() end function SpatialCrossResponseNormalization:updateOutput(input) ccn2.typecheck(input) ccn2.inputcheck(input) local nBatch = input:size(4) local inputC = input:view(input:size(1) * input:size(2) * input:size(3), input:size(4)) self.output:resize(inputC:size()) C['convResponseNormCrossMap'](cutorch.getState(), inputC:cdata(), self.output:cdata(), input:size(1), self.size, self.addScale, self.powScale, self.minDiv, self.blocked) self.output = self.output:view(input:size(1), input:size(2), input:size(3), input:size(4)) return self.output end function SpatialCrossResponseNormalization:updateGradInput(input, gradOutput) ccn2.typecheck(input); ccn2.typecheck(gradOutput); ccn2.inputcheck(input); ccn2.inputcheck(gradOutput); local nBatch = input:size(4) local inputC = input:view(input:size(1) * input:size(2) * input:size(3), input:size(4)) local gradOutputC = gradOutput:view(gradOutput:size(1) * gradOutput:size(2) * gradOutput:size(3), gradOutput:size(4)) local outputC = self.output:view(gradOutput:size(1) * gradOutput:size(2) * gradOutput:size(3), gradOutput:size(4)) self.gradInput:resize(inputC:size()) C['convResponseNormCrossMapUndo'](cutorch.getState(), gradOutputC:cdata(), inputC:cdata(), outputC:cdata(), self.gradInput:cdata(), input:size(1), self.size, self.addScale, self.powScale, self.minDiv, self.blocked, 0, 1) self.gradInput = self.gradInput:view(input:size(1), input:size(2), input:size(3), input:size(4)) return self.gradInput end
--[[ Pac-man: adaptive ambient soundtrack Script for FCEUX + Emstrument This script creates an alternate adaptive soundtrack for Pac-man. Sounds are generated in response to game events and the player's and ghosts' positions. This script works with the Logic Pro X project "pacman.logicx" Tested with Pac-Man (USA) (Namco).nes First published 12/2015 by Ben/Signal Narrative Special thanks to http://datacrystal.romhacking.net/wiki/Pac-Man:RAM_map ]] -- This script sends MIDI over 6 channels: -- 1: FX 1 (pellets, etc). -- 2-5: 4 synths corresponding to each ghost -- 6: FX 2 (ghost eaten, etc) require('emstrument'); MIDI.init(); lastscore = 0; powerup = 0; -- Tracks whether or not any ghosts are still blue pellets = 0; -- The direction of each ghost determines which note it plays (g1___ = ghost 1's ____, etc) g1lastdir = 0; -- ghost directions: 0 = stationary (beginning level or paused) g2lastdir = 0; -- 1 = right, 2 = up, 3 = left, 4 = down g3lastdir = 0; g4lastdir = 0; function getdirection(dx,dy) if ((dx>0) and (dy==0)) then return 1; end; if ((dx<0) and (dy==0)) then return 3; end; if ((dx==0) and (dy>0)) then return 4; end; if ((dx==0) and (dy<0)) then return 2; end; -- object is either stationary or did something unexpected return 0; end; g1lastx = 0; g1lasty = 0; g2lastx = 0; g2lasty = 0; g3lastx = 0; g3lasty = 0; g4lastx = 0; g4lasty = 0; lastlives = 0; ghostnoteson = 0; -- only play the ghosts' notes during gameplay (obviously) g1lastnote = 0; g2lastnote = 0; g3lastnote = 0; g4lastnote = 0; -- the basic notes for the ghosts (one per direction), which are gradually transposed. ghostnotes1 = {55, 67, 59, 70}; ghostnotes2 = {52, 64, 56, 67}; ghostnotes = ghostnotes1; -- changes to ghostnotes1 or ghostnotes2 based on player x position -- the notes played when eating pellets, chosen at random pacnotes1 = {71, 72, 76, 78, 80, 82, 85, 86}; pacnotes2 = {69, 70, 73, 75, 79, 81, 82, 85}; pacnotes = pacnotes1; -- changes to pacnotes1 or pacnotes2 based on player y position pacnotecount = 8; -- number of notes in each array lastpacnote = 1; -- the last note played from the array. Used to avoid playing the same note twice while (true) do level = memory.readbyte(0x0068); -- Score is used to determine when events occur -- Each digit is stored in a byte: score10s = memory.readbyte(0x0070); score10_2s = memory.readbyte(0x0071); score10_3s = memory.readbyte(0x0072); score10_4s = memory.readbyte(0x0073); score10_5s = memory.readbyte(0x0074); score10_6s = memory.readbyte(0x0075); score = 10*score10s + 100*score10_2s + 1000*score10_3s + 10000*score10_4s + 100000*score10_5s + 1000000*score10_6s; pacx = memory.readbyte(0x001A); pacy = memory.readbyte(0x001C); lives = memory.readbyte(0x0067); -- Read the memory indicating which graphic each ghost has: -- 10 or 11 if heading up, 16 or 17 if heading right -- 14 or 15 if heading down, 12 or 13 if heading left -- 30 or 31 if ghost is blue -- Can't use this for determing ghost direction because blue ghosts don't tell direction g1graphic = memory.readbyte(0x0033); g2graphic = memory.readbyte(0x0034); g3graphic = memory.readbyte(0x0035); g4graphic = memory.readbyte(0x0036); -- Figure out where the ghosts are g1x = memory.readbyte(0x001E); g1y = memory.readbyte(0x0020); g2x = memory.readbyte(0x0022); g2y = memory.readbyte(0x0024); g3x = memory.readbyte(0x0026); g3y = memory.readbyte(0x0028); g4x = memory.readbyte(0x002A); g4y = memory.readbyte(0x002C); -- If any ghosts are blue (graphic is 30 or 31), powerup is still active if ((g1graphic-(g1graphic%2)==30) or (g2graphic-(g2graphic%2)==30) or (g3graphic-(g3graphic%2)==30) or (g4graphic-(g4graphic%2)==30)) then powerup = 1; else powerup = 0; end; -- Update CCs based on player's location -- Channel 1 modulation/mod wheel = pacman's distance from center (96,112) -- ll corner: (24,208) -- lr corner: (168,208) -- tl corner: (24,16) -- tr corner: (168,16) -- Max distance = 120 -- Controls filter cutoff for channel 1 instrument centerdist = math.pow(math.pow(pacx - 96, 2) + math.pow(pacy - 112, 2), 0.5) MIDI.CC(1, 64 - math.floor(centerdist/2 + 0.5), 1); -- channel 2-5 mod = modified ghost distance from player -- controls the intensity of each of the ghosts' notes g1dist = math.max(0, 127 - math.pow(math.pow(pacx - g1x, 2) + math.pow(pacy - g1y, 2), 0.5)); g2dist = math.max(0, 127 - math.pow(math.pow(pacx - g2x, 2) + math.pow(pacy - g2y, 2), 0.5)); g3dist = math.max(0, 127 - math.pow(math.pow(pacx - g3x, 2) + math.pow(pacy - g3y, 2), 0.5)); g4dist = math.max(0, 127 - math.pow(math.pow(pacx - g4x, 2) + math.pow(pacy - g4y, 2), 0.5)); -- Set ghosts' channels modulation values based on distance to player MIDI.CC(1, math.floor(g1dist), 2); MIDI.CC(1, math.floor(g2dist), 3); MIDI.CC(1, math.floor(g3dist), 4); MIDI.CC(1, math.floor(g4dist), 5); -- Set ghosts' general purpose 1 control values based on L/R distance to player (for -- a panning effect). This causes an interesting effect when you go through the tunnel. MIDI.CC(16, math.floor(64 + (g1x - pacx)/3 + 0.5), 2); MIDI.CC(16, math.floor(64 + (g2x - pacx)/3 + 0.5), 3); MIDI.CC(16, math.floor(64 + (g3x - pacx)/3 + 0.5), 4); MIDI.CC(16, math.floor(64 + (g4x - pacx)/3 + 0.5), 5); -- Get ghosts' directions g1dir = getdirection(g1x - g1lastx, g1y - g1lasty); g2dir = getdirection(g2x - g2lastx, g2y - g2lasty); g3dir = getdirection(g3x - g3lastx, g3y - g3lasty); g4dir = getdirection(g4x - g4lastx, g4y - g4lasty); -- Play notes based on change in score and location on channels 1,6 if (score ~= lastscore) then -- 10 points per pellet (modulo 50 so ghosts eaten at the same time as a pellet make noise) if (((score - lastscore)%50) == 10) then -- pick a random note from pacnotes array pacnote = math.floor(pacnotecount * math.random()) + 1; -- don't repeat notes, play the next note in the array if it's the same one as last time if (pacnote == lastpacnote) then pacnote = pacnote % (pacnotecount) + 1; end; -- transpose note based on which level the player is on. MIDI.noteonwithduration(pacnotes[pacnote] - ((level%3)*2), 80, 1, 1); if (powerup == 1) then -- if powerup is enabled play another higher note at the same time MIDI.noteonwithduration(pacnotes[pacnote] - ((level%3)*2) + 7, 80, 1, 1); end; lastpacnote = pacnote; pellets = pellets + 1; if (pellets % 30 == 0) then -- add an octave to the ghost note every 30 pellets MIDI.noteonwithduration(g1lastnote + 24, 100, 60, 5); MIDI.noteonwithduration(g2lastnote + 12, 100, 60, 4); MIDI.noteonwithduration(g3lastnote + 24, 100, 60, 3); MIDI.noteonwithduration(g4lastnote + 12, 100, 60, 2); end; end; -- 50 points for power pellet if (score-lastscore == 50) then -- play longer note for power pellet MIDI.noteonwithduration(60, 100, 6, 1); end; -- 200, 400, 800, 1600 points for eating ghosts -- (the -10 case is for when a pellet and ghost coincide) if ((score - lastscore == 200) or (score - 10 - lastscore == 200)) then MIDI.noteonwithduration(56, 100, 60, 6); end; if ((score - lastscore == 400) or (score - 10 - lastscore == 400)) then MIDI.noteonwithduration(56, 100, 60, 6); end; if ((score - lastscore == 800) or (score - 10 - lastscore == 800)) then MIDI.noteonwithduration(49, 100, 60, 6); end; if ((score - lastscore == 1600) or (score - 10 - lastscore == 1600)) then MIDI.noteonwithduration(49, 100, 60, 6); end; -- 100, 300, 500, 700, 1000, 2000+ for various fruits if (score-lastscore == 100) then MIDI.noteonwithduration(60, 100, 6, 1); end; if (score-lastscore == 300) then MIDI.noteonwithduration(60, 100, 6, 1); end; if (score-lastscore == 500) then MIDI.noteonwithduration(60, 100, 6, 1); end; if (score-lastscore == 700) then MIDI.noteonwithduration(60, 100, 6, 1); end; if ((score-lastscore == 1000) or (score-lastscore >= 2000)) then MIDI.noteonwithduration(60, 100, 6, 1); end; end; -- Choose the set of notes based on pacman's position: if (pacx > 96) then ghostnotes = ghostnotes1; else ghostnotes = ghostnotes2; end; if (pacy < 112) then pacnotes = pacnotes1; else pacnotes = pacnotes2; end; -- play starts: lives reduced by 1, or ghosts jump back in if ((lastlives - lives == 1)) or ((g1x ~= 0) and (g1y ~= 0) and (g1lastx == 0) and (g1lasty == 0)) then -- start playing ghosts' notes again when play starts ghostnoteson = true; -- play the starting sound MIDI.noteonwithduration(38, 100, 60, 1); end; -- pacman died if ghosts reset to location 0,0 (only need to check ghost1); stop playing ghosts' notes if ((g1x == 0) and (g1y == 0) and (g1lastx ~= 0) and (g1lasty ~= 0)) then -- stop note corresponding to g1dir, g2dir, etc MIDI.noteoff(g1lastnote, 2); MIDI.noteoff(g2lastnote, 3); MIDI.noteoff(g3lastnote, 4); MIDI.noteoff(g4lastnote, 5); ghostnoteson = false; MIDI.noteonwithduration(58, 100, 80, 6); elseif (ghostnoteson) then -- If the game is active, play the ghosts' notes: offset = math.floor((level*3)/2) -- increase the notes pitch every level -- If one of their directions changed, stop the last note and start playing the new one if ((g1dir ~= 0) and (g1dir ~= g1lastdir)) then -- stop the last note MIDI.noteoff(g1lastnote, 2); -- play the note corresponding to g1dir MIDI.noteon(ghostnotes[g1dir] + offset, 100, 2); g1lastnote = ghostnotes[g1dir] + offset; g1lastdir = g1dir; end; if ((g2dir ~= 0) and (g2dir ~= g2lastdir)) then MIDI.noteoff(g2lastnote, 3); MIDI.noteon(ghostnotes[g2dir] + offset, 100, 3); g2lastnote = ghostnotes[g2dir] + offset; g2lastdir = g2dir; end; if ((g3dir ~= 0) and (g3dir ~= g3lastdir)) then MIDI.noteoff(g3lastnote, 4); MIDI.noteon(ghostnotes[g3dir] + offset, 100, 4); g3lastnote = ghostnotes[g3dir] + offset; g3lastdir = g3dir; end; if ((g4dir ~= 0) and (g4dir ~= g4lastdir)) then MIDI.noteoff(g4lastnote, 5); MIDI.noteon(ghostnotes[g4dir] + offset, 100, 5); g4lastnote = ghostnotes[g4dir] + offset; g4lastdir = g4dir; end; end; -- Update last values for comparison later lastscore = score; g1lastx = g1x; g1lasty = g1y; g2lastx = g2x; g2lasty = g2y; g3lastx = g3x; g3lasty = g3y; g4lastx = g4x; g4lasty = g4y; lastlives = lives; -- send midi messages MIDI.sendmessages(); FCEU.frameadvance(); end;
local Array = require("AlgoLua.Libs.lockbox.util.array") local Stream = require("AlgoLua.Libs.lockbox.util.stream") local CBCMode = require("AlgoLua.Libs.lockbox.cipher.mode.cbc") local PKCS7Padding = require("AlgoLua.Libs.lockbox.padding.pkcs7") local ZeroPadding = require("AlgoLua.Libs.lockbox.padding.zero") local AES256Cipher = require("AlgoLua.Libs.lockbox.cipher.aes256") local UUID = require("AlgoLua.Libs.uuid4") local HMAC = require("AlgoLua.Libs.lockbox.mac.hmac") local SHA2_256 = require("AlgoLua.Libs.lockbox.digest.sha2_256") local json = require("AlgoLua.Libs.json") local QRCode = require("AlgoLua.WalletConnect.QRCode") local ws = require("AlgoLua.WalletConnect.ws") local http_client = require("AlgoLua.Api.HttpClient") local Client = { connected = false, key = nil, app = {}, session_topic = nil, encrypt = function() end, decript = function() end, session_request = function() end, network = 'testnet', -- testnet | mainnet, connection = nil, qrcode = nil, account = nil } function Client.encrypt(data, key, iv) local v = { cipher = CBCMode.Cipher, decipher = CBCMode.Decipher, key = key, iv = iv, plaintext = Array.fromString(data), padding = PKCS7Padding, hmac = HMAC } local cipher = v.cipher() .setKey(v.key) .setBlockCipher(AES256Cipher) .setPadding(v.padding); local cipherText = cipher .init() .update(Stream.fromArray(v.iv)) .update(Stream.fromArray(v.plaintext)) .finish() .asHex(); local unsigned = Array.concat(Array.fromHex(cipherText), v.iv) local hmac = v.hmac() .setKey(key) .setDigest(SHA2_256) .init() .update(Stream.fromArray(unsigned)) .finish() .asHex(); return { data = cipherText, hmac = hmac, iv = Array.toHex(v.iv) } end function Client.decrypt(data, key, iv) local v = { decipher = CBCMode.Decipher, key = key, iv = iv, padding = ZeroPadding } local decipher = v.decipher() .setKey(v.key) .setBlockCipher(AES256Cipher) .setPadding(v.padding); local plainOutput = decipher .init() .update(Stream.fromArray(v.iv)) .update(Stream.fromArray(data)) .finish() .asHex(); local jsonString = Client.remove_padding(Array.toString(Array.fromHex(plainOutput))) return json.decode(jsonString) end function Client.remove_padding(jsonString) return string.gsub(jsonString, "[%z\1-\16]*", "") end function Client.connect(app, on_connect_callback, on_message_callback) Client.app = { name = app.name, description = app.description, url = app.url, icon = app.icon } ws.init() ws.on_connect(function (conn, data) Client.connected = true if on_connect_callback then on_connect_callback(message) end end) ws.on_message(function (conn, message) local message = json.decode(message) if Client.session_topic == message.topic then local payload = json.decode(message.payload) local decrypted = Client.decrypt(Array.fromHex(payload.data), Array.fromHex(Client.key), Array.fromHex(payload.iv)) local result = decrypted.result if result.approved and result.chainId == 4160 then -- Algorand Client.draw_state = 'draw_connected' Client.connection = result msg.post("WalletConnect#interface", "draw_connected") Client.get_account( result.accounts[1], function(account) Client.draw_state = 'draw_balance' msg.post("WalletConnect#interface", "draw_balance") end) else pprint('canceled') end end if on_message_callback then on_message_callback(message) end end) end function Client.random_hex(length) local res = "" for i = 1, length do local char = math.random(48, 62) res = res .. string.char(char < 58 and char or char+40) end return res end function Client.payload_id() local date = os.time(os.date("!*t")) * math.pow(10, 3) local extra = math.floor(math.random() * math.pow(10, 3)) return date + extra end function Client.session_request() local pub_topic = UUID.getUUID():lower() local sub_topic = UUID.getUUID():lower() local key = Client.random_hex(64) local iv = Client.random_hex(32) Client.key = key local wcLink = "wc:" .. pub_topic .. "@1?bridge=https%3A%2F%2Fc.bridge.walletconnect.org&key=" .. key pprint('wcLink', wcLink) Client.qrcode = QRCode.draw(wcLink) Client.draw_state = 'draw_qrcode' msg.post("WalletConnect#interface", "draw_qrcode") local app = Client.app local encrypted = Client.encrypt( json.encode({ id = Client.payload_id(), jsonrpc = '2.0', method = 'wc_sessionRequest', params = {{ peerId = sub_topic, peerMeta = { name = app.name, description = app.description, url = app.url, icon = app.icon }, chainId = nil }} }), Array.fromHex(key), Array.fromHex(iv) ) local sessionPublish = json.encode({ topic = pub_topic, type = 'pub', payload = json.encode({ data = encrypted.data, hmac = encrypted.hmac, iv = encrypted.iv }), silent = true }) ws.send(sessionPublish) local sessionSubscribe = json.encode({ topic = sub_topic, type = 'sub', payload = '', silent = true }) Client.session_topic = sub_topic ws.send(sessionSubscribe) end function Client.get_account(address, callback) network_url_part = (Client.network == 'testnet' and Client.network..'.' or '') local on_success = function(account) Client.account = account local balance = {} Client.account.balance = balance balance[#balance+1] = { ['name'] = 'Algorand', ['unit-name'] = 'ALGO', ['decimals'] = 6, ['amount'] = account['amount'] } if #account.assets == 0 then callback(Client.account) else local count_assets = 1 local on_success_asset_detail = function(asset) local params = asset.params for idx,acc_asset in pairs(account.assets) do if asset.index == acc_asset['asset-id'] then balance[#balance+1] = { ['name'] = params['name'], ['unit-name'] = params['unit-name'], ['decimals'] = params['decimals'], ['amount'] = account.assets[idx]['amount'] } end end if count_assets >= #account.assets and callback then callback(Client.account) end count_assets = count_assets + 1 end for _,asset in pairs(account.assets) do http_client.get('https://' .. network_url_part .. 'algoexplorerapi.io/v2/assets/' .. asset['asset-id'], {}, on_success_asset_detail, on_error) end end end http_client.get('https://' .. network_url_part .. 'algoexplorerapi.io/v2/accounts/' .. address, {}, on_success, on_error) end return Client
local registered_emoji = {} function refreshTable () local file = fileOpen("emojis.json") registered_emoji = fromJSON(fileRead(file, fileGetSize(file))) fileClose(file) end addEventHandler("onClientResourceStart",rroot,function() refreshTable() end,false) local root = getRootElement() local rroot = getResourceRootElement() local sx,sy = guiGetScreenSize() local chatbox = getChatboxLayout() local y = chatbox["chat_scale"][2] local lineas = chatbox["chat_lines"] local font = "default" if chatbox["chat_font"] == 1 then font = "clear" elseif chatbox["chat_font"] == 2 then font = "default-bold" elseif chatbox["chat_font"] == 3 then font = "arial" end addEventHandler("onClientChatMessage",root,function(txt) for k,v in ipairs(getElementsByType("gui-staticimage",rroot)) do local gx,gy = guiGetPosition(v,true) if string.len(txt) > 100 then guiSetPosition(v, gx,gy-0.025,true) else guiSetPosition(v, gx,gy-0.025,true) end if gy <= 0.01 then destroyElement(v) end end txt = string.gsub(txt,"#%x%x%x%x%x%x","") local len = 0 if string.len(txt) > 48 then return end for i=1, #registered_emoji do if string.find(txt,registered_emoji[i][1]) then local text = string.gsub(txt,registered_emoji[i][1],"") local len = dxGetTextWidth(text,chatbox["chat_scale"][1],font) local lfin = convertirRelativo(len) outputDebugString("LEN="..tostring(len).." LFIN="..tostring(lfin)) local img = guiCreateStaticImage(0.01875+lfin,0.02+(0.025*(lineas-1)),0.02,0.025,"emojis/"..registered_emoji[i][2],true) end end end) function convertirRelativo(x) local rx = x/sx return rx end
--[[ Copyright 2019 Manticore Games, Inc. 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. --]] --[[ This script adds shot impulse in opposite direction of the projectile to the weapon owner. Useful if used on weapons like revolver. Define ProjectileKnockbackSpeed under custom property of the weapon to set the impulse power. --]] -- Internal custom properties local WEAPON = script:FindAncestorByType('Weapon') if not WEAPON:IsA('Weapon') then error(script.name .. " should be part of Weapon object hierarchy.") end -- Exposed variables local KNOCKBACK_SPEED = script:GetCustomProperty("ProjectileKnockbackSpeed") -- Adds impulse to the owner once the attack ability is executed function OnProjectileSpawned(weapon, projectile) local player = weapon.owner local displacement = -projectile:GetWorldTransform():GetForwardVector() -- Create a direction at which the player is pushed away from the spawned projectile player:AddImpulse((displacement):GetNormalized() * player.mass * KNOCKBACK_SPEED) end -- Initialize WEAPON.projectileSpawnedEvent:Connect(OnProjectileSpawned)
-- -*- coding:utf-8 -*- -- Copyright (C) 2017 ifritJP local log = require( 'lctags.LogCtrl' ) local gcc = {} local function processParen( arg, macroParen ) for paren in string.gmatch( arg, "[()]" ) do if paren == "(" then macroParen = macroParen + 1 else macroParen = macroParen - 1 if macroParen < 0 then log( 1, "unmatch arg paren", arg ) os.exit( 1 ) end end end return macroParen end function gcc:createCompileOptionConverter( compiler ) if compiler ~= "gcc" then return nil end local obj = { nextType = nil, macroParen = 0, convert = function( self, arg ) if compiler == "gcc" then if self.nextType == "skip" then self.nextType = nil return "skip" elseif self.nextType == "opt" then self.nextType = nil return "opt", arg elseif self.nextType == "macroParen" then self.macroParen = processParen( arg, self.macroParen ) if self.macroParen == 0 then self.nextType = nil end return "opt", arg end if string.find( arg, "^-" ) then if string.find( arg, "^-[IDo]" ) then if string.find( arg, "^-D" ) then self.macroParen = processParen( arg, self.macroParen ) if self.macroParen > 0 then self.nextType = "macroParen" end end if arg == "-I" then self.nextType = "opt" end if arg == "-o" then self.nextType = "skip" return "skip" end return "opt", arg elseif string.find( arg, "-std=", 1, true ) then return "opt", arg elseif arg == "-include" then self.nextType = "skip" return "skip" end return "skip" end return "src", arg end end, } return obj end function gcc:getDefaultOptionList( compiler ) return {} end return gcc
local plr = game.Players.LocalPlayer.Backpack["Makarov"] --Change Mk 17 to whatever gun you have plr.Stats.Recoil.Value = 0 plr.Stats.Accuracy.Value = 0 plr.Stats.Offset.Value = 0
local colors = require("cobalt2.utils").colors local Group = require("cobalt2.utils").Group local styles = require("cobalt2.utils").styles --------------------------------------------------------------------------------- -- lir.nvim -- --------------------------------------------------------------------------------- Group.new("LirFloatNormal", colors.white, nil, nil) Group.new("LirDir", colors.blue, nil, styles.bold) Group.new("LirSymLink", colors.pink, nil, nil) Group.new("LirEmptyDirText", colors.light_grey, nil, nil) Group.new("LirFloatCurdirWindowNormal", colors.white, colors.cursor_hover, nil) Group.new("LirFloatCurdirWindowDirName", colors.blue, nil, styles.italic) Group.new("LirFloatBorder", colors.blue, nil, styles.bold)
local a=module('_core','libs/Tunnel')local b=module('_core','libs/Proxy')local c=a.getInterface("hpp_sellvehs")API=b.getInterface('API')cAPI=a.getInterface('cAPI')Citizen.CreateThread(function()while true do Citizen.Wait(5*60*1000)collectgarbage("count")collectgarbage("collect")end end)local d={[1]={["x"]=-32.130405426025,["y"]=-1111.6166992188,["z"]=26.422355651855}}function ToogleSellVehMenu(e)if e then PlaySoundFrontend(-1,"Pin_Good","DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS",1)end;SetNuiFocus(e,e)SendNUIMessage({open=e})end;Citizen.CreateThread(function()SetNuiFocus(false,false)end)RegisterNUICallback("closeMenu",function()PlaySoundFrontend(-1,"Hack_Success","DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS",1)ToogleSellVehMenu(false)end)RegisterNUICallback("buyVehicle",function(f)local g=c.buyCar(f.vehicle,parseInt(f.price),f.imageUrl,f.stock,f.trunk)if g.error then if g.reason=="Vehicle already exist in garage"then TriggerEvent("Notify","negado","Já existe esse veículo em sua garagem!")end;if g.reason=="Don't have money to buy this car"then TriggerEvent("Notify","negado","Você não tem dinheiro!")end;if g.reason=="Maximum number of cars in the garage"then TriggerEvent("Notify","negado","Número máximo de carros na garagem atingido!")end;if g.reason=="Stock is empty"then TriggerEvent("Notify","negado","O estoque deste carro acabou!")end else TriggerEvent("Notify","sucesso","Você comprou o veículo com sucesso!")end;print(g.reason)end)local h=4000;Citizen.CreateThread(function()while true do Citizen.Wait(h)for i=1,#d do local j=GetPlayerPed(-1)local k,l,m=table.unpack(GetEntityCoords(j))local n,o=GetGroundZFor_3dCoord(d[i].x,d[i].y,d[i].z)local p=GetDistanceBetweenCoords(d[i].x,d[i].y,o,k,l,m,true)if p<20 then h=1;DrawMarker(36,d[i].x,d[i].y,d[i].z,0,0,0,0,0,0,0.4,0.4,0.4,255,150,255,50,1,1,1,1)if p<1.5 then if IsControlJustPressed(0,38)then ToogleSellVehMenu(true)end end else h=4000 end end end end)function newNotify(q,r,s,t)if r~=-1 then SetNotificationBackgroundColor(r)end;SetNotificationTextEntry(q)for u,v in ipairs(s)do AddTextComponentSubstringPlayerName(v)end;DrawNotification(false,false)if t then PlaySoundFrontend(-1,"Menu_Accept","Phone_SoundSet_Default",1)end end;function notify(w)newNotify("STRING",11,{""..w},true)end
local playsession = { {"mewmew", {446374}}, {"MeggalBozale", {345804}}, {"morcup", {326930}}, {"Serennie", {30279}}, {"MadClown01", {895914}}, {"ikeikeeng", {725686}}, {"flooxy", {100696}}, {"maigiee", {4346}}, {"Satyr", {306340}}, {"urss2", {7619}}, {"adee", {788954}}, {"ETK03", {50928}}, {"Irx99", {1776}}, {"Krono", {984677}}, {"yw2001ay", {116013}}, {"elprazeo", {49809}}, {"CrazyCrabEater", {114022}}, {"lagking", {125160}}, {"Hitman451", {308768}}, {"hasannuh", {782008}}, {"backburn", {84744}}, {"mr__meeseeks", {585136}}, {"Drahakar", {22961}}, {"Coletrain3", {609273}}, {"myphoneisdead", {4022}}, {"BlaQkout", {5862}}, {"Phireant", {245278}}, {"BrokeAsAJoke", {227192}}, {"yanfang8", {71730}}, {"tdrockstar", {314447}}, {"remarkablysilly", {4624}}, {"Kruv", {6656}}, {"umtallguy", {24835}}, {"c1eave", {2749}}, {"SilentLog", {11526}}, {"bigboyyy", {17175}}, {"AkimHUN", {433583}}, {"hyunbeen", {2414}}, {"Renekrause", {4909}}, {"gearmach1ne", {448413}}, {"Rasip", {5743}}, {"ajicurry", {158894}}, {"Zory", {278585}}, {"Gerkiz", {7256}}, {"loadover", {5376}}, {"quintkiller", {14467}} } return playsession
--Phantom Forces ESP V3 By RelentlessRaptor / !!!RelentlessRaptor#5709 on discord. --Please credit me in any videos you use this in. Thanks. wait(0.5) plrs = nil for _,p in pairs(game:GetChildren()) do if p.ClassName == ("Players") then plrs = p end end function tors(plr) local fr = Instance.new("SurfaceGui",plr.Character.Torso) local frf = Instance.new("Frame",fr) fr.Face = "Front" fr.AlwaysOnTop = true frf.Size = UDim2.new(1,0,1,0) frf.BorderSizePixel = 0 frf.BackgroundColor3 = Color3.new(1,0,0) frf.BackgroundTransparency = 0.2 local ba = Instance.new("SurfaceGui",plr.Character.Torso) local baf = Instance.new("Frame",ba) ba.Face = "Back" ba.AlwaysOnTop = true baf.Size = UDim2.new(1,0,1,0) baf.BorderSizePixel = 0 baf.BackgroundColor3 = Color3.new(1,0,0) baf.BackgroundTransparency = 0.2 local le = Instance.new("SurfaceGui",plr.Character.Torso) local lef = Instance.new("Frame",le) le.Face = "Left" le.AlwaysOnTop = true lef.Size = UDim2.new(1,0,1,0) lef.BorderSizePixel = 0 lef.BackgroundColor3 = Color3.new(1,0,0) lef.BackgroundTransparency = 0.2 local ri = Instance.new("SurfaceGui",plr.Character.Torso) local rif = Instance.new("Frame",ri) ri.Face = "Right" ri.AlwaysOnTop = true rif.Size = UDim2.new(1,0,1,0) rif.BorderSizePixel = 0 rif.BackgroundColor3 = Color3.new(1,0,0) rif.BackgroundTransparency = 0.2 local to = Instance.new("SurfaceGui",plr.Character.Torso) local tof = Instance.new("Frame",to) to.Face = "Top" to.AlwaysOnTop = true tof.Size = UDim2.new(1,0,1,0) tof.BorderSizePixel = 0 tof.BackgroundColor3 = Color3.new(1,0,0) tof.BackgroundTransparency = 0.2 local bo = Instance.new("SurfaceGui",plr.Character.Torso) local bof = Instance.new("Frame",bo) bo.Face = "Bottom" bo.AlwaysOnTop = true bof.Size = UDim2.new(1,0,1,0) bof.BorderSizePixel = 0 bof.BackgroundColor3 = Color3.new(1,0,0) bof.BackgroundTransparency = 0.2 end function rightar(plr) local fr = Instance.new("SurfaceGui",plr.Character["Right Arm"]) local frf = Instance.new("Frame",fr) fr.Face = "Front" fr.AlwaysOnTop = true frf.Size = UDim2.new(1,0,1,0) frf.BorderSizePixel = 0 frf.BackgroundColor3 = Color3.new(1,0,0) frf.BackgroundTransparency = 0.2 local ba = Instance.new("SurfaceGui",plr.Character["Right Arm"]) local baf = Instance.new("Frame",ba) ba.Face = "Back" ba.AlwaysOnTop = true baf.Size = UDim2.new(1,0,1,0) baf.BorderSizePixel = 0 baf.BackgroundColor3 = Color3.new(1,0,0) baf.BackgroundTransparency = 0.2 local le = Instance.new("SurfaceGui",plr.Character["Right Arm"]) local lef = Instance.new("Frame",le) le.Face = "Left" le.AlwaysOnTop = true lef.Size = UDim2.new(1,0,1,0) lef.BorderSizePixel = 0 lef.BackgroundColor3 = Color3.new(1,0,0) lef.BackgroundTransparency = 0.2 local ri = Instance.new("SurfaceGui",plr.Character["Right Arm"]) local rif = Instance.new("Frame",ri) ri.Face = "Right" ri.AlwaysOnTop = true rif.Size = UDim2.new(1,0,1,0) rif.BorderSizePixel = 0 rif.BackgroundColor3 = Color3.new(1,0,0) rif.BackgroundTransparency = 0.2 local to = Instance.new("SurfaceGui",plr.Character["Right Arm"]) local tof = Instance.new("Frame",to) to.Face = "Top" to.AlwaysOnTop = true tof.Size = UDim2.new(1,0,1,0) tof.BorderSizePixel = 0 tof.BackgroundColor3 = Color3.new(1,0,0) tof.BackgroundTransparency = 0.2 local bo = Instance.new("SurfaceGui",plr.Character["Right Arm"]) local bof = Instance.new("Frame",bo) bo.Face = "Bottom" bo.AlwaysOnTop = true bof.Size = UDim2.new(1,0,1,0) bof.BorderSizePixel = 0 bof.BackgroundColor3 = Color3.new(1,0,0) bof.BackgroundTransparency = 0.2 end function leftar(plr) local fr = Instance.new("SurfaceGui",plr.Character["Left Arm"]) local frf = Instance.new("Frame",fr) fr.Face = "Front" fr.AlwaysOnTop = true frf.Size = UDim2.new(1,0,1,0) frf.BorderSizePixel = 0 frf.BackgroundColor3 = Color3.new(1,0,0) frf.BackgroundTransparency = 0.2 local ba = Instance.new("SurfaceGui",plr.Character["Left Arm"]) local baf = Instance.new("Frame",ba) ba.Face = "Back" ba.AlwaysOnTop = true baf.Size = UDim2.new(1,0,1,0) baf.BorderSizePixel = 0 baf.BackgroundColor3 = Color3.new(1,0,0) baf.BackgroundTransparency = 0.2 local le = Instance.new("SurfaceGui",plr.Character["Left Arm"]) local lef = Instance.new("Frame",le) le.Face = "Left" le.AlwaysOnTop = true lef.Size = UDim2.new(1,0,1,0) lef.BorderSizePixel = 0 lef.BackgroundColor3 = Color3.new(1,0,0) lef.BackgroundTransparency = 0.2 local ri = Instance.new("SurfaceGui",plr.Character["Left Arm"]) local rif = Instance.new("Frame",ri) ri.Face = "Right" ri.AlwaysOnTop = true rif.Size = UDim2.new(1,0,1,0) rif.BorderSizePixel = 0 rif.BackgroundColor3 = Color3.new(1,0,0) rif.BackgroundTransparency = 0.2 local to = Instance.new("SurfaceGui",plr.Character["Left Arm"]) local tof = Instance.new("Frame",to) to.Face = "Top" to.AlwaysOnTop = true tof.Size = UDim2.new(1,0,1,0) tof.BorderSizePixel = 0 tof.BackgroundColor3 = Color3.new(1,0,0) tof.BackgroundTransparency = 0.2 local bo = Instance.new("SurfaceGui",plr.Character["Left Arm"]) local bof = Instance.new("Frame",bo) bo.Face = "Bottom" bo.AlwaysOnTop = true bof.Size = UDim2.new(1,0,1,0) bof.BorderSizePixel = 0 bof.BackgroundColor3 = Color3.new(1,0,0) bof.BackgroundTransparency = 0.2 end function leftle(plr) local fr = Instance.new("SurfaceGui",plr.Character["Left Leg"]) local frf = Instance.new("Frame",fr) fr.Face = "Front" fr.AlwaysOnTop = true frf.Size = UDim2.new(1,0,1,0) frf.BorderSizePixel = 0 frf.BackgroundColor3 = Color3.new(1,0,0) frf.BackgroundTransparency = 0.2 local ba = Instance.new("SurfaceGui",plr.Character["Left Leg"]) local baf = Instance.new("Frame",ba) ba.Face = "Back" ba.AlwaysOnTop = true baf.Size = UDim2.new(1,0,1,0) baf.BorderSizePixel = 0 baf.BackgroundColor3 = Color3.new(1,0,0) baf.BackgroundTransparency = 0.2 local le = Instance.new("SurfaceGui",plr.Character["Left Leg"]) local lef = Instance.new("Frame",le) le.Face = "Left" le.AlwaysOnTop = true lef.Size = UDim2.new(1,0,1,0) lef.BorderSizePixel = 0 lef.BackgroundColor3 = Color3.new(1,0,0) lef.BackgroundTransparency = 0.2 local ri = Instance.new("SurfaceGui",plr.Character["Left Leg"]) local rif = Instance.new("Frame",ri) ri.Face = "Right" ri.AlwaysOnTop = true rif.Size = UDim2.new(1,0,1,0) rif.BorderSizePixel = 0 rif.BackgroundColor3 = Color3.new(1,0,0) rif.BackgroundTransparency = 0.2 local to = Instance.new("SurfaceGui",plr.Character["Left Leg"]) local tof = Instance.new("Frame",to) to.Face = "Top" to.AlwaysOnTop = true tof.Size = UDim2.new(1,0,1,0) tof.BorderSizePixel = 0 tof.BackgroundColor3 = Color3.new(1,0,0) tof.BackgroundTransparency = 0.2 local bo = Instance.new("SurfaceGui",plr.Character["Left Leg"]) local bof = Instance.new("Frame",bo) bo.Face = "Bottom" bo.AlwaysOnTop = true bof.Size = UDim2.new(1,0,1,0) bof.BorderSizePixel = 0 bof.BackgroundColor3 = Color3.new(1,0,0) bof.BackgroundTransparency = 0.2 end function rightle(plr) local fr = Instance.new("SurfaceGui",plr.Character["Right Leg"]) local frf = Instance.new("Frame",fr) fr.Face = "Front" fr.AlwaysOnTop = true frf.Size = UDim2.new(1,0,1,0) frf.BorderSizePixel = 0 frf.BackgroundColor3 = Color3.new(1,0,0) frf.BackgroundTransparency = 0.2 local ba = Instance.new("SurfaceGui",plr.Character["Right Leg"]) local baf = Instance.new("Frame",ba) ba.Face = "Back" ba.AlwaysOnTop = true baf.Size = UDim2.new(1,0,1,0) baf.BorderSizePixel = 0 baf.BackgroundColor3 = Color3.new(1,0,0) baf.BackgroundTransparency = 0.2 local le = Instance.new("SurfaceGui",plr.Character["Right Leg"]) local lef = Instance.new("Frame",le) le.Face = "Left" le.AlwaysOnTop = true lef.Size = UDim2.new(1,0,1,0) lef.BorderSizePixel = 0 lef.BackgroundColor3 = Color3.new(1,0,0) lef.BackgroundTransparency = 0.2 local ri = Instance.new("SurfaceGui",plr.Character["Right Leg"]) local rif = Instance.new("Frame",ri) ri.Face = "Right" ri.AlwaysOnTop = true rif.Size = UDim2.new(1,0,1,0) rif.BorderSizePixel = 0 rif.BackgroundColor3 = Color3.new(1,0,0) rif.BackgroundTransparency = 0.2 local to = Instance.new("SurfaceGui",plr.Character["Right Leg"]) local tof = Instance.new("Frame",to) to.Face = "Top" to.AlwaysOnTop = true tof.Size = UDim2.new(1,0,1,0) tof.BorderSizePixel = 0 tof.BackgroundColor3 = Color3.new(1,0,0) tof.BackgroundTransparency = 0.2 local bo = Instance.new("SurfaceGui",plr.Character["Right Leg"]) local bof = Instance.new("Frame",bo) bo.Face = "Bottom" bo.AlwaysOnTop = true bof.Size = UDim2.new(1,0,1,0) bof.BorderSizePixel = 0 bof.BackgroundColor3 = Color3.new(1,0,0) bof.BackgroundTransparency = 0.2 end function hea(plr) local fr = Instance.new("SurfaceGui",plr.Character.Head) local frf = Instance.new("Frame",fr) fr.Face = "Front" fr.AlwaysOnTop = true frf.Size = UDim2.new(1,0,1,0) frf.BorderSizePixel = 0 frf.BackgroundColor3 = Color3.new(1,0,0) frf.BackgroundTransparency = 0.2 local ba = Instance.new("SurfaceGui",plr.Character.Head) local baf = Instance.new("Frame",ba) ba.Face = "Back" ba.AlwaysOnTop = true baf.Size = UDim2.new(1,0,1,0) baf.BorderSizePixel = 0 baf.BackgroundColor3 = Color3.new(1,0,0) baf.BackgroundTransparency = 0.2 local le = Instance.new("SurfaceGui",plr.Character.Head) local lef = Instance.new("Frame",le) le.Face = "Left" le.AlwaysOnTop = true lef.Size = UDim2.new(1,0,1,0) lef.BorderSizePixel = 0 lef.BackgroundColor3 = Color3.new(1,0,0) lef.BackgroundTransparency = 0.2 local ri = Instance.new("SurfaceGui",plr.Character.Head) local rif = Instance.new("Frame",ri) ri.Face = "Right" ri.AlwaysOnTop = true rif.Size = UDim2.new(1,0,1,0) rif.BorderSizePixel = 0 rif.BackgroundColor3 = Color3.new(1,0,0) rif.BackgroundTransparency = 0.2 local to = Instance.new("SurfaceGui",plr.Character.Head) local tof = Instance.new("Frame",to) to.Face = "Top" to.AlwaysOnTop = true tof.Size = UDim2.new(1,0,1,0) tof.BorderSizePixel = 0 tof.BackgroundColor3 = Color3.new(1,0,0) tof.BackgroundTransparency = 0.2 local bo = Instance.new("SurfaceGui",plr.Character.Head) local bof = Instance.new("Frame",bo) bo.Face = "Bottom" bo.AlwaysOnTop = true bof.Size = UDim2.new(1,0,1,0) bof.BorderSizePixel = 0 bof.BackgroundColor3 = Color3.new(1,0,0) bof.BackgroundTransparency = 0.2 end ------------------------------------------------------------------------------------------------------------------------ function ttors(plr) local fr = Instance.new("SurfaceGui",plr.Character.Torso) local frf = Instance.new("Frame",fr) fr.Face = "Front" fr.AlwaysOnTop = true frf.Size = UDim2.new(1,0,1,0) frf.BorderSizePixel = 0 frf.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) frf.BackgroundTransparency = 0.2 local ba = Instance.new("SurfaceGui",plr.Character.Torso) local baf = Instance.new("Frame",ba) ba.Face = "Back" ba.AlwaysOnTop = true baf.Size = UDim2.new(1,0,1,0) baf.BorderSizePixel = 0 baf.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) baf.BackgroundTransparency = 0.2 local le = Instance.new("SurfaceGui",plr.Character.Torso) local lef = Instance.new("Frame",le) le.Face = "Left" le.AlwaysOnTop = true lef.Size = UDim2.new(1,0,1,0) lef.BorderSizePixel = 0 lef.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) lef.BackgroundTransparency = 0.2 local ri = Instance.new("SurfaceGui",plr.Character.Torso) local rif = Instance.new("Frame",ri) ri.Face = "Right" ri.AlwaysOnTop = true rif.Size = UDim2.new(1,0,1,0) rif.BorderSizePixel = 0 rif.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) rif.BackgroundTransparency = 0.2 local to = Instance.new("SurfaceGui",plr.Character.Torso) local tof = Instance.new("Frame",to) to.Face = "Top" to.AlwaysOnTop = true tof.Size = UDim2.new(1,0,1,0) tof.BorderSizePixel = 0 tof.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) tof.BackgroundTransparency = 0.2 local bo = Instance.new("SurfaceGui",plr.Character.Torso) local bof = Instance.new("Frame",bo) bo.Face = "Bottom" bo.AlwaysOnTop = true bof.Size = UDim2.new(1,0,1,0) bof.BorderSizePixel = 0 bof.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) bof.BackgroundTransparency = 0.2 end function trightar(plr) local fr = Instance.new("SurfaceGui",plr.Character["Right Arm"]) local frf = Instance.new("Frame",fr) fr.Face = "Front" fr.AlwaysOnTop = true frf.Size = UDim2.new(1,0,1,0) frf.BorderSizePixel = 0 frf.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) frf.BackgroundTransparency = 0.2 local ba = Instance.new("SurfaceGui",plr.Character["Right Arm"]) local baf = Instance.new("Frame",ba) ba.Face = "Back" ba.AlwaysOnTop = true baf.Size = UDim2.new(1,0,1,0) baf.BorderSizePixel = 0 baf.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) baf.BackgroundTransparency = 0.2 local le = Instance.new("SurfaceGui",plr.Character["Right Arm"]) local lef = Instance.new("Frame",le) le.Face = "Left" le.AlwaysOnTop = true lef.Size = UDim2.new(1,0,1,0) lef.BorderSizePixel = 0 lef.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) lef.BackgroundTransparency = 0.2 local ri = Instance.new("SurfaceGui",plr.Character["Right Arm"]) local rif = Instance.new("Frame",ri) ri.Face = "Right" ri.AlwaysOnTop = true rif.Size = UDim2.new(1,0,1,0) rif.BorderSizePixel = 0 rif.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) rif.BackgroundTransparency = 0.2 local to = Instance.new("SurfaceGui",plr.Character["Right Arm"]) local tof = Instance.new("Frame",to) to.Face = "Top" to.AlwaysOnTop = true tof.Size = UDim2.new(1,0,1,0) tof.BorderSizePixel = 0 tof.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) tof.BackgroundTransparency = 0.2 local bo = Instance.new("SurfaceGui",plr.Character["Right Arm"]) local bof = Instance.new("Frame",bo) bo.Face = "Bottom" bo.AlwaysOnTop = true bof.Size = UDim2.new(1,0,1,0) bof.BorderSizePixel = 0 bof.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) bof.BackgroundTransparency = 0.2 end function tleftar(plr) local fr = Instance.new("SurfaceGui",plr.Character["Left Arm"]) local frf = Instance.new("Frame",fr) fr.Face = "Front" fr.AlwaysOnTop = true frf.Size = UDim2.new(1,0,1,0) frf.BorderSizePixel = 0 frf.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) frf.BackgroundTransparency = 0.2 local ba = Instance.new("SurfaceGui",plr.Character["Left Arm"]) local baf = Instance.new("Frame",ba) ba.Face = "Back" ba.AlwaysOnTop = true baf.Size = UDim2.new(1,0,1,0) baf.BorderSizePixel = 0 baf.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) baf.BackgroundTransparency = 0.2 local le = Instance.new("SurfaceGui",plr.Character["Left Arm"]) local lef = Instance.new("Frame",le) le.Face = "Left" le.AlwaysOnTop = true lef.Size = UDim2.new(1,0,1,0) lef.BorderSizePixel = 0 lef.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) lef.BackgroundTransparency = 0.2 local ri = Instance.new("SurfaceGui",plr.Character["Left Arm"]) local rif = Instance.new("Frame",ri) ri.Face = "Right" ri.AlwaysOnTop = true rif.Size = UDim2.new(1,0,1,0) rif.BorderSizePixel = 0 rif.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) rif.BackgroundTransparency = 0.2 local to = Instance.new("SurfaceGui",plr.Character["Left Arm"]) local tof = Instance.new("Frame",to) to.Face = "Top" to.AlwaysOnTop = true tof.Size = UDim2.new(1,0,1,0) tof.BorderSizePixel = 0 tof.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) tof.BackgroundTransparency = 0.2 local bo = Instance.new("SurfaceGui",plr.Character["Left Arm"]) local bof = Instance.new("Frame",bo) bo.Face = "Bottom" bo.AlwaysOnTop = true bof.Size = UDim2.new(1,0,1,0) bof.BorderSizePixel = 0 bof.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) bof.BackgroundTransparency = 0.2 end function tleftle(plr) local fr = Instance.new("SurfaceGui",plr.Character["Left Leg"]) local frf = Instance.new("Frame",fr) fr.Face = "Front" fr.AlwaysOnTop = true frf.Size = UDim2.new(1,0,1,0) frf.BorderSizePixel = 0 frf.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) frf.BackgroundTransparency = 0.2 local ba = Instance.new("SurfaceGui",plr.Character["Left Leg"]) local baf = Instance.new("Frame",ba) ba.Face = "Back" ba.AlwaysOnTop = true baf.Size = UDim2.new(1,0,1,0) baf.BorderSizePixel = 0 baf.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) baf.BackgroundTransparency = 0.2 local le = Instance.new("SurfaceGui",plr.Character["Left Leg"]) local lef = Instance.new("Frame",le) le.Face = "Left" le.AlwaysOnTop = true lef.Size = UDim2.new(1,0,1,0) lef.BorderSizePixel = 0 lef.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) lef.BackgroundTransparency = 0.2 local ri = Instance.new("SurfaceGui",plr.Character["Left Leg"]) local rif = Instance.new("Frame",ri) ri.Face = "Right" ri.AlwaysOnTop = true rif.Size = UDim2.new(1,0,1,0) rif.BorderSizePixel = 0 rif.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) rif.BackgroundTransparency = 0.2 local to = Instance.new("SurfaceGui",plr.Character["Left Leg"]) local tof = Instance.new("Frame",to) to.Face = "Top" to.AlwaysOnTop = true tof.Size = UDim2.new(1,0,1,0) tof.BorderSizePixel = 0 tof.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) tof.BackgroundTransparency = 0.2 local bo = Instance.new("SurfaceGui",plr.Character["Left Leg"]) local bof = Instance.new("Frame",bo) bo.Face = "Bottom" bo.AlwaysOnTop = true bof.Size = UDim2.new(1,0,1,0) bof.BorderSizePixel = 0 bof.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) bof.BackgroundTransparency = 0.2 end function trightle(plr) local fr = Instance.new("SurfaceGui",plr.Character["Right Leg"]) local frf = Instance.new("Frame",fr) fr.Face = "Front" fr.AlwaysOnTop = true frf.Size = UDim2.new(1,0,1,0) frf.BorderSizePixel = 0 frf.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) frf.BackgroundTransparency = 0.2 local ba = Instance.new("SurfaceGui",plr.Character["Right Leg"]) local baf = Instance.new("Frame",ba) ba.Face = "Back" ba.AlwaysOnTop = true baf.Size = UDim2.new(1,0,1,0) baf.BorderSizePixel = 0 baf.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) baf.BackgroundTransparency = 0.2 local le = Instance.new("SurfaceGui",plr.Character["Right Leg"]) local lef = Instance.new("Frame",le) le.Face = "Left" le.AlwaysOnTop = true lef.Size = UDim2.new(1,0,1,0) lef.BorderSizePixel = 0 lef.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) lef.BackgroundTransparency = 0.2 local ri = Instance.new("SurfaceGui",plr.Character["Right Leg"]) local rif = Instance.new("Frame",ri) ri.Face = "Right" ri.AlwaysOnTop = true rif.Size = UDim2.new(1,0,1,0) rif.BorderSizePixel = 0 rif.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) rif.BackgroundTransparency = 0.2 local to = Instance.new("SurfaceGui",plr.Character["Right Leg"]) local tof = Instance.new("Frame",to) to.Face = "Top" to.AlwaysOnTop = true tof.Size = UDim2.new(1,0,1,0) tof.BorderSizePixel = 0 tof.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) tof.BackgroundTransparency = 0.2 local bo = Instance.new("SurfaceGui",plr.Character["Right Leg"]) local bof = Instance.new("Frame",bo) bo.Face = "Bottom" bo.AlwaysOnTop = true bof.Size = UDim2.new(1,0,1,0) bof.BorderSizePixel = 0 bof.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) bof.BackgroundTransparency = 0.2 end function thea(plr) local fr = Instance.new("SurfaceGui",plr.Character.Head) local frf = Instance.new("Frame",fr) fr.Face = "Front" fr.AlwaysOnTop = true frf.Size = UDim2.new(1,0,1,0) frf.BorderSizePixel = 0 frf.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) frf.BackgroundTransparency = 0.2 local ba = Instance.new("SurfaceGui",plr.Character.Head) local baf = Instance.new("Frame",ba) ba.Face = "Back" ba.AlwaysOnTop = true baf.Size = UDim2.new(1,0,1,0) baf.BorderSizePixel = 0 baf.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) baf.BackgroundTransparency = 0.2 local le = Instance.new("SurfaceGui",plr.Character.Head) local lef = Instance.new("Frame",le) le.Face = "Left" le.AlwaysOnTop = true lef.Size = UDim2.new(1,0,1,0) lef.BorderSizePixel = 0 lef.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) lef.BackgroundTransparency = 0.2 local ri = Instance.new("SurfaceGui",plr.Character.Head) local rif = Instance.new("Frame",ri) ri.Face = "Right" ri.AlwaysOnTop = true rif.Size = UDim2.new(1,0,1,0) rif.BorderSizePixel = 0 rif.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) rif.BackgroundTransparency = 0.2 local to = Instance.new("SurfaceGui",plr.Character.Head) local tof = Instance.new("Frame",to) to.Face = "Top" to.AlwaysOnTop = true tof.Size = UDim2.new(1,0,1,0) tof.BorderSizePixel = 0 tof.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) tof.BackgroundTransparency = 0.2 local bo = Instance.new("SurfaceGui",plr.Character.Head) local bof = Instance.new("Frame",bo) bo.Face = "Bottom" bo.AlwaysOnTop = true bof.Size = UDim2.new(1,0,1,0) bof.BorderSizePixel = 0 bof.BackgroundColor3 = Color3.new(0/255, 255/255, 255/255) bof.BackgroundTransparency = 0.2 end while true do wait(0.1) for _, v in pairs(plrs:GetChildren()) do if v.TeamColor ~= plrs.LocalPlayer.TeamColor and not v.Character.Torso:FindFirstChild("SurfaceGui") then -- ~= tors(v) rightar(v) leftar(v) leftle(v) rightle(v) hea(v) end if v.TeamColor == plrs.LocalPlayer.TeamColor and v.Name ~= plrs.LocalPlayer.Name and not v.Character.Torso:FindFirstChild("SurfaceGui") then -- ~= ttors(v) trightar(v) tleftar(v) tleftle(v) trightle(v) thea(v) end end end
object_draft_schematic_weapon_component_new_weapon_comp_projectile_rifle_barrel = object_draft_schematic_weapon_component_shared_new_weapon_comp_projectile_rifle_barrel:new { } ObjectTemplates:addTemplate(object_draft_schematic_weapon_component_new_weapon_comp_projectile_rifle_barrel, "object/draft_schematic/weapon/component/new_weapon_comp_projectile_rifle_barrel.iff")
fx_version 'adamant' game 'gta5' -- Manifest Version description 'interact-sound' version '1.0.0' -- Client Scripts client_script 'client/main.lua' -- Server Scripts server_script 'server/main.lua' -- NUI Default Page ui_page('client/html/index.html') -- Arquivos necessários para NUI -- NÃO ESQUEÇA DE ADICIONAR OS ARQUIVOS DE SOM A AQUI EM BAIXO! files { 'client/html/index.html', -- Comece os arquivos de som aqui... -- client/html/sounds/ ... .ogg 'client/html/sounds/toux.ogg', 'client/html/sounds/touxfemme.ogg', 'client/html/sounds/demo.ogg' }
task:add_args({one(config['filename']) or 'bootstrap.sh'}) task:add_args(get_commandline()) register_task(task)
-- See LICENSE for terms --~ local Translate = ChoGGi.ComFuncs.Translate local SettingState = ChoGGi.ComFuncs.SettingState local Strings = ChoGGi.Strings local Actions = ChoGGi.Temp.Actions local c = #Actions c = c + 1 Actions[c] = {ActionName = Strings[302535920000031--[[Find Nearest Resource]]], ActionMenubar = "ECM.ECM", ActionId = ".Find Nearest Resource", ActionIcon = "CommonAssets/UI/Menu/EV_OpenFirst.tga", RolloverText = Strings[302535920000554--[[Select an object and click this to display a list of resources (Shows nearest resource to object).]]], OnAction = ChoGGi.ComFuncs.FindNearestResource, } c = c + 1 Actions[c] = {ActionName = Strings[302535920000333--[[Building Info]]], ActionMenubar = "ECM.ECM", ActionId = ".Building Info", ActionIcon = "CommonAssets/UI/Menu/ExportImageSequence.tga", RolloverText = Strings[302535920000345--[[Shows info about building in text above it.]]], OnAction = ChoGGi.MenuFuncs.BuildingInfo_Toggle, } c = c + 1 Actions[c] = {ActionName = Strings[302535920001307--[[Grid Info]]], ActionMenubar = "ECM.ECM", ActionId = ".Grid Info", ActionIcon = "CommonAssets/UI/Menu/ExportImageSequence.tga", RolloverText = Strings[302535920001477--[["List objects in grids (air, electricity, and water)."]]], OnAction = ChoGGi.MenuFuncs.BuildGridList, } --~ c = c + 1 --~ Actions[c] = {ActionName = Strings[302535920000555--[[Monitor Info]]], --~ ActionMenubar = "ECM.ECM", --~ ActionId = ".Monitor Info", --~ ActionIcon = "CommonAssets/UI/Menu/EV_OpenFirst.tga", --~ RolloverText = Strings[302535920000556--[[Shows a list of updated information about your city.]]], --~ OnAction = ChoGGi.MenuFuncs.MonitorInfo, --~ } c = c + 1 Actions[c] = {ActionName = Strings[302535920000688--[[Clean All Objects]]], ActionMenubar = "ECM.ECM", ActionId = ".Clean All Objects", ActionIcon = "CommonAssets/UI/Menu/DisableAOMaps.tga", RolloverText = Strings[302535920000689--[[Removes all dust from all objects.]]], OnAction = ChoGGi.MenuFuncs.CleanAllObjects, } c = c + 1 Actions[c] = {ActionName = Strings[302535920000690--[[Fix All Objects]]], ActionMenubar = "ECM.ECM", ActionId = ".Fix All Objects", ActionIcon = "CommonAssets/UI/Menu/DisableAOMaps.tga", RolloverText = Strings[302535920000691--[[Fixes all malfunctioned objects.]]], OnAction = ChoGGi.MenuFuncs.FixAllObjects, } c = c + 1 Actions[c] = {ActionName = Strings[302535920000700--[[Scanner Queue Larger]]], ActionMenubar = "ECM.ECM", ActionId = ".Scanner Queue Larger", ActionIcon = "CommonAssets/UI/Menu/ViewArea.tga", RolloverText = function() return SettingState( ChoGGi.UserSettings.ExplorationQueueMaxSize, Strings[302535920000701--[[Queue up to 100 squares.]]] ) end, OnAction = ChoGGi.MenuFuncs.ScannerQueueLarger_Toggle, } c = c + 1 Actions[c] = {ActionName = Strings[302535920000469--[[Close Dialogs]]], ActionMenubar = "ECM.ECM", ActionId = ".Close Dialogs", ActionIcon = "CommonAssets/UI/Menu/remove_water.tga", RolloverText = Strings[302535920000470--[[Close any dialogs opened by ECM (Examine, Object Editor, Change Colours, etc...)]]], OnAction = ChoGGi.ComFuncs.CloseDialogsECM, ActionSortKey = "99", }
local Deque = require('plenary.async.structs').Deque local eq = assert.are.same -- just a helper to create the test deque local function new_deque() local deque = Deque.new() eq(deque:len(), 0) deque:pushleft(1) eq(deque:len(), 1) deque:pushleft(2) eq(deque:len(), 2) deque:pushright(3) eq(deque:len(), 3) deque:pushright(4) eq(deque:len(), 4) deque:pushright(5) eq(deque:len(), 5) return deque end describe('deque', function() it('should allow pushing and popping and finding len', function() new_deque() end) it('should be able to iterate from left', function() local deque = new_deque() local iter = deque:ipairs_left() local i, v = iter() eq(i, -2) eq(v, 2) i, v = iter() eq(i, -1) eq(v, 1) i, v = iter() eq(i, 0) eq(v, 3) i, v = iter() eq(i, 1) eq(v, 4) i, v = iter() eq(i, 2) eq(v, 5) end) it('should be able to iterate from right', function() local deque = new_deque() local iter = deque:ipairs_right() local i, v = iter() eq(i, 2) eq(v, 5) i, v = iter() eq(i, 1) eq(v, 4) i, v = iter() eq(i, 0) eq(v, 3) i, v = iter() eq(i, -1) eq(v, 1) i, v = iter() eq(i, -2) eq(v, 2) end) it('should allow clearing', function() local deque = new_deque() deque:clear() assert(deque:is_empty()) end) end)
module(..., package.seeall) local io = require("io") local http = require("socket.http") local ltn12 = require("ltn12") require "jester.support.file" local cjson = require("cjson") --[[ Speech to text using Google's API. ]] function speech_to_text_from_file_google(action) require "lfs" local filepath = action.filepath local area = action.storage_area or "speech_to_text" if filepath then -- Verify file exists. local success, file_error = lfs.attributes(filepath, "mode") if success then local flac_file = os.tmpname() local command = string.format("flac -f --compression-level-0 --sample-rate=8000 -o %s %s", flac_file, filepath) local result = os.execute(command) jester.debug_log("Flac return code: %s", result) -- TODO: This call is sometimes returning -1, which is the C system() -- call error code for a failure, even though the file is converted -- successfully. This only seems to happen when flac is called from -- within FreeSWITCH, calling the exact same command from the shell -- returns 0, no idea why. Since flac error codes are always greater -- than 0, this is at least a workable approach to make things function -- until the real problem is uncovered. if result < 1 then local file = io.open(flac_file, "rb") local filesize = (filesize(file)) local response = {} local body, status_code, headers, status_description = http.request({ method = "POST", headers = { ["content-length"] = filesize, ["content-type"] = "audio/x-flac; rate=8000", }, url = "http://www.google.com/speech-api/v1/recognize?xjerr=1&client=chromium&lang=en-US", sink = ltn12.sink.table(response), source = ltn12.source.file(file), }) os.remove(flac_file) if status_code == 200 then local response_string = table.concat(response) jester.debug_log("Google API server response: %s", response_string) local data = cjson.decode(response_string) jester.set_storage(area, "status", data.status or 1) if data.status == 0 and data.hypotheses then for k, chunk in ipairs(data.hypotheses) do jester.set_storage(area, "translation_" .. k, chunk.utterance) jester.set_storage(area, "confidence_" .. k, chunk.confidence) end end else jester.debug_log("ERROR: Request to Google API server failed: %s", status_description) jester.set_storage(area, "status", 1) end else jester.debug_log("ERROR: Unable to convert file %s to FLAC format via flac executable", filepath) end else jester.debug_log("ERROR: File %s does not exist", filepath) end end end
local skynet = require("skynet") local proxy_meta = {} proxy_meta.__index = proxy_meta ---@param query table query conditiron ---@param selector table fields to be returned ---@return boolean #whether call ok ---@return table|string # success data or error message function proxy_meta:find(query, selector) return skynet.call(self.addr, "lua", "find", query, selector) end ---@param query table query conditiron ---@param selector table fields to be returned ---@return boolean #whether call ok ---@return table|string # success data or error message function proxy_meta:findOne(tableName, query, selector) return skynet.call(self.addr, "lua", "findOne", tableName, query, selector) end function proxy_meta:update(tableName, selector, update, upsert, multi) return skynet.call(self.addr, "lua", "update", tableName, selector, update, upsert, multi) end function proxy_meta:delete(tableName, selector, single) return skynet.call(self.addr, "lua", "delete", tableName, selector, single) end function proxy_meta:insert(tableName, document) return skynet.call(self.addr, "lua", "insert", tableName, document) end ---Run a custom command. This cmd will be handled by the handler ---@param cmd any ---@param ... any ---@return any function proxy_meta:run(cmd, ...) return skynet.call(self.addr, "lua", cmd, ...) end ---Execute a cmd or a query directly. ---For mongodb , see https://docs.mongodb.com/manual/reference/command/, the result is different ---@param ... any for mysql this is only a string sql. ---@return boolean , any function proxy_meta:exec(...) return skynet.call(self.addr, "lua", "exec", ...) end ---This can start a service or wrapper to call to a db proxy service local M = {} ---Used to start a db proxy service ---@param conf table {host, port, username, password, db} function M.mongo(conf, handler) skynet.start(function() local mongo = require("skynet.db.mongo") ---@type mongo_db local db = mongo.client(conf):getDB(conf.db) local cmd = {} function cmd.find(c, query, selector) ---@type mongo_cursor local cur = db[c]:find(query, selector) if cur:count() < 1 then cur:close() return false, "No data" end local res = {} while cur:hasNext() do res[#res + 1] = cur:next() end cur:close() return true, res end function cmd.findOne(c, query, selector) local r = db[c]:findOne(query, selector) return r and true or false, r or false end function cmd.update(c, selector, update, upsert, multi) local ok, err, r = db[c]:safe_update(selector, { ["$set"] = update }, upsert, multi) return ok, ok and r or err end function cmd.delete(c, selector, single) local ok, err, r = db[c]:safe_delete(selector, single) return ok, ok and r or err end function cmd.insert(c, doc) local ok, err, r = db[c]:safe_insert(doc) return ok, ok and r or err end function cmd.exec(...) local r = db:runCommand(...) if r.ok == 1 then return true, r else return false, r end end skynet.dispatch("lua", function(_, _, action, ...) local ok, res if handler and handler[action] then ok, success, res = pcall(handler[action], db, ...) else ok, success, res = pcall(cmd[action], ...) end if not ok then return skynet.retpack(ok, success) end skynet.retpack(success, res) end) end) end ---comment ---@param opts table {database,host, port, user, password,charset } function M.mysql(opts, handler) skynet.start(function() local mysql = require("skynet.db.mysql") ---@type MySQL local db = mysql.connect(opts) local tconcat = table.concat local sfmt = string.format local cmd = {} local type_fmt_map = { string = "%s = %s", number = "%s = %d" } local function kv_list(document) local kf, vf = {}, {} for k, v in pairs(document) do kf[#kf + 1] = k vf[#vf + 1] = type(v) == "string" and mysql.quote_sql_str(v) or v end return tconcat(kf, ","), tconcat(vf, ",") end local function kv_equal(t) local cond = {} for k, v in pairs(t) do cond[#cond + 1] = sfmt(type_fmt_map[type(v)], k, type(v) == "string" and mysql.quote_sql_str(v) or v) end return cond end function cmd.find(c, query, selector) local sql = sfmt("select %%s from %s where %%s", c) sql = sfmt(sql, selector and tconcat(selector, ",") or "*", tconcat(kv_equal(query), " and ")) return db:query(sql) end function cmd.findOne(c, query, selector) local sql = sfmt("select %%s from %s where %%s limit 1", c) sql = sfmt(sql, selector and tconcat(selector, ",") or "*", tconcat(kv_equal(query), " and ")) return db:query(sql) end function cmd.update(c, selector, update, upsert, multi) local sql = multi and sfmt("update %s set %%s where %%s", c) or sfmt("update %s set %%s where %%s limit 1", c) sql = sfmt(sql, tconcat(kv_equal(update)), tconcat(kv_equal(selector), " and ")) return db:query(sql) end function cmd.delete(c, selector, single) local sql = single and sfmt("delete from %s where %%s limit 1", c) or sfmt("delete from %s where %%s", c) sql = sfmt(sql, tconcat(kv_equal(selector), " and ")) return db:query(sql) end function cmd.insert(c, document) local sql = sfmt("insert into %s(%%s) values(%%s)", c) sql = sfmt(sql, kv_list(document)) return db:query(sql) end function cmd.exec(sql) return db:query(sql) end skynet.dispatch("lua", function(_, _, action, ...) local ok, res if handler and handler[action] then ok, res = pcall(handler[action], db, ...) else ok, res = pcall(cmd[action], ...) end if not ok then return skynet.retpack(ok, res) end if res.badresult then return skynet.retpack(false, res.err) end return skynet.retpack(true, res) end) end) end ---Used to wrappe a db proxy service, will can direct call it ---@param addr any function M.wrap(addr) return setmetatable({ addr = addr }, proxy_meta) end return M
-- inculdes local prompt = require 'prompt' local Dialog = require 'dialog' local app = require 'app' local utils = require 'utils' local Player = require 'player' local NodeClass = require('nodes/npc') return { width = 32, height = 48, greeting = 'My name is {{red_light}}Juan{{white}}, I spend my days lazying around {{olive}}Tacotown{{white}}.', animations = { default = { 'loop',{'1,1','11,1'},.5, }, walking = { 'loop',{'1,1','2,1','3,1'},.2, }, }, talk_items = { { ['text']='i am done with you' }, { ['text']='More options...', ['option']={ { ['text']='Lay off that booze, pal' }, { ['text']='You own that goat farm?', freeze = true }, { ['text']='Tell me about this place' }, { ['text']='I could sure use a beer' }, }}, { ['text']='Any useful info for me?' }, { ['text']='Donde esta...', ['option']={ { ['text']='Castle Hawkthorne?' }, { ['text']='the town blacksmith?' }, { ['text']='the sandpits?' }, { ['text']='la biblioteca?' }, }}, }, talk_commands = { ['You own that goat farm?']= function(npc, player) if player.quest == 'Aliens! - Investigate Goat Farm' and npc.db:get('juan1-key', false) == false then local Item = require 'items/item' local itemNode = require ('items/keys/farm_key') local item = Item.new(itemNode, 1) if npc.db:get('juan1-negotiation', true) then Dialog.new ("So you wanna poke around my goat farm a bit huh? Yeah I'll let you in-- for a price...", function() npc.prompt = prompt.new("I'll lend you a spare key to the farm for {{orange}}60 coins{{white}}, how does that sound?", function(result) if result == 'Yes' then if player.money < 60 then Dialog.new("Hey, you don't even have 60 coins! Get out of here!", function() npc.menu:close(player) end) else Dialog.new("Pleasure doing business with you. Here's the spare key to the farm.", function() player.inventory:addItem(item, true) player.money = player.money - 60 npc.db:set('juan1-key', true) npc.menu:close(player) end) end else npc.prompt = prompt.new("Alright fine, how does {{orange}}40 coins{{white}} sound?", function(result2) if result2 == 'Yes' then if player.money < 40 then Dialog.new("Hey, you don't even have 40 coins! Get out of here!", function() npc.menu:close(player) end) else Dialog.new("Pleasure doing business with you. Here's the spare key to the farm.", function() player.money = player.money - 40 player.inventory:addItem(item, true) npc.db:set('juan1-key', true) npc.menu:close(player) end) end else Dialog.new("You cheapskate, I'm not doing business with you!", function() npc.db:set('juan1-negotiation', false) npc.menu:close(player) end) end end) end npc.menu:close(player) npc.prompt = nil end) end) else npc.prompt = prompt.new("Alright you cheapskate, I'm not giving away the farm key for anything less than {{orange}}100 coins{{white}}.", function(result3) if result3 == 'Yes' then if player.money < 100 then Dialog.new("You don't even have 100 coins, get out of here you bum!", function() npc.menu:close(player) end) else Dialog.new("Pleasure doing business with you. See, you should have took my first offer and not have been greedy!", function() player.money = player.money - 100 player.inventory:addItem(item, true) npc.db:set('juan1-key', true) npc.menu:close(player) end) end else Dialog.new("You cheapskate, I'm not doing business with you!", function() npc.menu:close(player) end) end end) end else Dialog.new("Yup, all mine. Gotta make a living somehow.", function() npc.menu:close(player) end) end player.freeze = false end, }, talk_responses = { ['Lay off that booze, pal']={ "Buzz off, guy. You're not my mother.", "Besides, I'm only on my 6th bottle of the day.", }, ['I could sure use a beer']={ "Well, you ain't getting any of mine.", }, ['Tell me about this place']={ "This stinkhole of a town? Nothing much to tell.", "There's {{red_light}}Senor Juan{{white}} and his goons guarding the passage out of the valley...", "Not that anyone's had a good reason to try and leave.", }, ['Castle Hawkthorne?']={ "I really hope you're not thinking of going there, that's a pretty darn dangrous place.", "That being said, the castle is {{red_dark}}northeast{{white}} of here, past {{olive}}Gay Island{{white}} and the {{olive}}Black Caverns{{white}}.", }, ['the town blacksmith?']={ "Sleeping on the streets somewhere, probably,", "He's one of the few employed guys around here, and he's the laziest out of all of us.", }, ['the sandpits?']={ "The {{olive}}sandpits{{white}}? Haven't heard anyone talk about that place in a while.", "I believe it's somewhere past the {{olive}}chili fields{{white}}, I hear the entrance is very well hidden though.", }, ['la biblioteca?']={ "The library? We don't got no library here.", "Is that like the only Spanish word you know?", }, ['Any useful info for me?']={ "If you're thinking about going into the {{olive}}sandpits{{white}}, it would be a good idea to bring a weapon.", "I hear the ceiling is so low you can't even jump on enemies to hurt them.", }, }, }
local dir = ... or "/tmp" local maps = {} local lookup = {} local autofillCache local function addRaw(filePath, funct, m, errLevel) if type(filePath) ~= "string" then error("Invalid filename", errLevel or 2) elseif type(funct) ~= "function" then error("Invalid function", errLevel or 2) end filePath = shell.resolve(filePath) local i = #maps + 1 maps[i] = { m = m or -1, filePath = filePath, funct = funct, data = {} } lookup[filePath] = i return i end local function addFile(filePath, funct) return addRaw(filePath, funct, 0, 3) end local function addDir(filePath, funct) return addRaw(filePath, funct, 1, 3) end local function removeNode(i) local lookedUp = lookup[i] if lookedUp then lookup[i] = nil maps[lookedUp] = nil elseif type(i) == "number" then lookup[maps[i].filePath] = nil maps[i] = nil else error("Invalid index", 2) end end local oldFS = _G.fs local newFS = {} function newFS.open(filePath, mode) if type(filePath) ~= "string" then error("Invalid filename", 2) end filePath = shell.resolve(filePath) local i = lookup[filePath] if i then local node = maps[i] if node.m ~= 0 and node.m ~= -1 then error("Could not open file, not a file", 2) end return node.funct(data, "open", filePath, mode) else return oldFS.open(filePath, mode) end end function newFS.list(path) if path == nil path = "" elseif type(path) ~= "string" then error("Invalid path", 2) end path = oldResolve local results, ri = nil, 1 local i = lookup[pa elseif oldFS.isDir(path) then results = fs.list(path) else results = {} end for i, node in pairs(maps) do local cmp = node.filePath if #cmp < #path and path:sub(1, #cmp) == cmp and not path:sub(#cmp + 1):find("/") then results[ri] = path:sub(#cmp + 1) ri++ end end
AddCSLuaFile("shared.lua") if CLIENT then SWEP.PrintName = "Dog" SWEP.Category = "XYZ Weapons" SWEP.DrawAmmo = false SWEP.DrawCrosshair = true SWEP.ViewModelFOV = 70 SWEP.ViewModelFlip = false SWEP.CSMuzzleFlashes = false SWEP.Slot = 4 end SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.HoldType = "knife" SWEP.Author = "" SWEP.Purpose = "" SWEP.Instructions = "W00f w00f." SWEP.ViewModel = "" SWEP.WorldModel = "" SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "none" SWEP.Primary.Delay = 1.5 SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = true SWEP.Secondary.Ammo = "none" SWEP.Sounds = { "barks/dogbark_1.wav", "barks/dogbark_2.wav", "barks/dogbark_3.wav", "barks/doggrowl_1.wav" } function SWEP:Precache() util.PrecacheModel(self.ViewModel) for k, v in pairs(self.Sounds) do util.PrecacheSound(v) end end SWEP.NextBark = 0 function SWEP:Bark() if CurTime() < self.NextBark then return end if SERVER and not CLIENT then local bark = table.Random(self.Sounds) self.Owner:EmitSound(bark) end self.NextBark = CurTime() + 2.5 end function SWEP:PrimaryAttack() self:Bark() end function SWEP:SecondaryAttack() self:Bark() end function SWEP:Reload() self:Bark() end
fileNames = "abcdefgh" rankNames = "12345678" function SquareToCordinate(square) square = square -- local file = square % 7 local file = FileIndex(square) local rank = RankIndex(square) local placeX = file * Loader.pieceSize local placeY = rank * Loader.pieceSize return placeX, placeY end function RankIndex(squareIndex) return 7 - bit.rshift(squareIndex - 1, 3) end function FileIndex(squareIndex) return bit.band(squareIndex - 1, 7) end function IndexFromCoord(fileIndex, rankIndex) return rankIndex * 8 + fileIndex + 1 end function LightSquare(squareIndex) return (FileIndex(squareIndex) + RankIndex(squareIndex)) % 2 ~= 0 end function DarkSquare(squareIndex) return (FileIndex(squareIndex) + RankIndex(squareIndex)) % 2 == 0 end function IsClearSquare(squareIndex) if IsSquare(squareIndex) then if Board.Square[squareIndex][1] == 0 then return true end end return false end function IsMoved(squareIndex) return Board.Square[squareIndex][3] end function IsSquare(squareIndex) return squareIndex > 0 and squareIndex <= 64 end function IsCheck(col) local eCol = Piece().ReverseColor(col) local t = (col == Piece().White and 'w') or 'b' local changedTurn = false local gamTurn = Game.turn local pType = Piece().PieceType local pCol = Piece.IsColor local gen_moves = GenerateMoves local gmBoard =Game.Board for i, v in ipairs(gmBoard.Square) do if v[1] ~= 0 then if pCol(v[1], eCol) then local aMoves = gen_moves(i) for j, o in ipairs(aMoves) do if pType(gmBoard.Square[o.TargetSquare][1]) == Piece().King then return {true, o.TargetSquare} end end end end end Game.NextTurn() for i, v in ipairs(gmBoard.Square) do if v[1] ~= 0 then if pCol(v[1], eCol) then local aMoves = gen_moves(i) for j, o in ipairs(aMoves) do if pType(gmBoard.Square[o.TargetSquare][1]) == Piece().King then Game.NextTurn() return {true, o.TargetSquare} end end end end end Game.NextTurn() return false end function CurrentlyInCheck(col) local pType = Piece().PieceType local eCol = Piece().ReverseColor(col) local pCol = Piece.IsColor Game.NextTurn() for i, v in ipairs(Game.Board.Square) do if v[1] ~= 0 and pType(v[1]) ~= Piece().King then if pCol(v[1], eCol) then local aMoves = GenerateMoves(i) for j, o in ipairs(aMoves) do if pType(Game.Board.Square[o.TargetSquare][1]) == Piece().King then Game.NextTurn() return {true, o.TargetSquare} end end end end end Game.NextTurn() end