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local awful = require('awful') local wibox = require('wibox') local gears = require('gears') local clickable_container = require('widget.action-center.clickable-container') local dpi = require('beautiful').xresources.apply_dpi local watch = require('awful.widget.watch') local mat_list_item = require('widget.material.list-item') local HOME = os.getenv('HOME') local PATH_TO_ICONS = HOME .. '/.config/awesome/widget/action-center/icons/' local action_status = false -- Imagebox local button_widget = wibox.widget { { id = 'icon', image = PATH_TO_ICONS .. 'toggled-off' .. '.svg', widget = wibox.widget.imagebox, resize = true }, layout = wibox.layout.align.horizontal } -- Update imagebox local update_imagebox = function() if action_status then button_widget.icon:set_image(PATH_TO_ICONS .. 'toggled-on' .. '.svg') else button_widget.icon:set_image(PATH_TO_ICONS .. 'toggled-off' .. '.svg') end end -- Check status local check_action_status = function() awful.spawn.easy_async_with_shell('rfkill list bluetooth', function(stdout) if stdout:match('Soft blocked: yes') ~= nil then action_status = false else action_status = true end -- Update imagebox update_imagebox() end) end -- Power on Commands local power_on_cmd = [[ rfkill unblock bluetooth echo 'power on' | bluetoothctl notify-send 'Initializing bluetooth Service...' ]] -- Power off Commands local power_off_cmd = [[ echo 'power off' | bluetoothctl rfkill block bluetooth notify-send 'Bluetooth device disabled' ]] local toggle_action = function() if action_status then action_status = false awful.spawn.easy_async_with_shell(power_off_cmd, function(stdout) end, false) else action_status = true awful.spawn.easy_async_with_shell(power_on_cmd, function(stdout) end, false) end -- Update imagebox update_imagebox() end -- Button local widget_button = clickable_container(wibox.container.margin(button_widget, dpi(7), dpi(7), dpi(7), dpi(7))) widget_button:buttons( gears.table.join( awful.button( {}, 1, nil, function() toggle_action() end ) ) ) -- Tootltip awful.tooltip { objects = {widget_button}, mode = 'outside', align = 'right', timer_function = function() if action_status == true then return 'Bluetooth Enabled' else return 'Bluetooth Disabled' end end, preferred_positions = {'right', 'left', 'top', 'bottom'} } -- Status Checker watch('rfkill list bluetooth', 5, function(_, stdout) if stdout:match('Soft blocked: yes') == nil then action_status = true button_widget.icon:set_image(PATH_TO_ICONS .. 'toggled-on' .. '.svg') else action_status = false button_widget.icon:set_image(PATH_TO_ICONS .. 'toggled-off' .. '.svg') end collectgarbage('collect') end) -- Action Name local action_name = wibox.widget { text = 'Bluetooth Connection', font = 'SF Pro Display 11', align = 'left', widget = wibox.widget.textbox } -- Heirarchy local widget_content = wibox.widget { { action_name, layout = wibox.layout.fixed.horizontal, }, nil, { widget_button, layout = wibox.layout.fixed.horizontal, }, layout = wibox.layout.align.horizontal, } -- Wrapping local action_widget = wibox.widget { wibox.widget { widget_content, widget = mat_list_item }, layout = wibox.layout.fixed.vertical } -- Update/Check status on startup check_action_status() -- Return widget return action_widget
--===========================================================================-- -- -- -- System.Collections.IIndexedListSorter -- -- -- --===========================================================================-- --===========================================================================-- -- Author : [email protected] -- -- URL : http://github.com/kurapica/PLoop -- -- Create Date : 2016/02/04 -- -- Update Date : 2018/03/16 -- -- Version : 1.0.0 -- --===========================================================================-- PLoop(function(_ENV) namespace "System.Collections" export { ceil = math.ceil, floor = math.floor, log = math.log, random = math.random, tinsert = table.insert, tremove = table.remove, tsort = table.sort, pcall = pcall, assert = assert, } local function formatParams(self, start, stop) local count = self.Count or #self if start < 0 then start = count + start + 1 end if stop < 0 then stop = count + stop + 1 end if start > stop then start, stop = stop, start end if start < 1 then start = 1 end if self[stop] == nil then stop = count end return start, stop, count end -- For quick sort local function partition(self, low, high, compare) local rnd = low + random(high - low) self[rnd], self[high] = self[high], self[rnd] local i = low local pivot = self[high] for j = low, high - 1 do if not compare(pivot, self[j]) then self[i], self[j] = self[j], self[i] i = i + 1 end end self[i], self[high] = self[high], self[i] return i end local function quickSort(self, low, high, compare) if low < high then local p = partition(self, low, high, compare) quickSort(self, low, p - 1, compare) quickSort(self, p + 1, high, compare) end end -- For heap sort local function shiftDown(self, base, start, stop, compare) local left = (start - base + 1) * 2 + base - 1 local right = left + 1 while left <= stop do local root = start if compare(self[root], self[left]) then root = left end if right <= stop and compare(self[root], self[right]) then root = right end if root == start then return end self[start], self[root] = self[root], self[start] start = root left = (start - base + 1) * 2 + base - 1 right = left + 1 end end -- For merge sort local function mergeResult(self, start, mid, stop, compare, cache) -- Shrink the merge range local right = mid + 1 local rval = self[right] local lval = self[mid] while start <= mid and not compare(rval, self[start]) do start = start + 1 end while stop > mid and not compare(self[stop], lval) do stop = stop - 1 end if start > mid or stop <= mid then return end -- Merge local MIN_GALLOP = 7 if mid - start <= stop - mid - 1 then -- merge to left local left = 1 for i = start, mid do cache[left] = self[i] left = left + 1 end left = 1 local leftStop = mid - start + 1 local ok, err = pcall( function () local lval = cache[left] local rval = self[right] local gallopMode = false local leftWin = 0 local rightWin = 0 while left <= leftStop and right <= stop do if gallopMode then if compare(rval, lval) then local k = 1 local pos = right + 2^k - 1 while pos <= stop and compare(self[pos], lval) do k = k + 1 pos = right + 2^k - 1 end pos = right + 2^(k - 1) k = right while right < pos do self[start] = self[right] start = start + 1 right = right + 1 end while right <= stop do rval = self[right] if compare(rval, lval) then self[start] = rval start = start + 1 right = right + 1 else break end end if right - k + 1 < MIN_GALLOP then gallopMode = false end self[start] = lval start = start + 1 left = left + 1 lval = cache[left] rval = self[right] else local k = 1 local pos = left + 2^k - 1 while pos <= leftStop and not compare(rval, cache[pos]) do k = k + 1 pos = left + 2^k - 1 end pos = left + 2^(k - 1) k = left while left < pos do self[start] = cache[left] start = start + 1 left = left + 1 end while left <= leftStop do lval = cache[left] if not compare(rval, lval) then self[start] = lval start = start + 1 left = left + 1 else break end end if left - k + 1 < MIN_GALLOP then gallopMode = false end self[start] = rval start = start + 1 right = right + 1 lval = cache[left] rval = self[right] end else if compare(rval, lval) then rightWin = rightWin + 1 leftWin = 0 self[start] = rval start = start + 1 right = right + 1 rval = self[right] else leftWin = leftWin + 1 rightWin = 0 self[start] = lval start = start + 1 left = left + 1 lval = cache[left] end if rightWin >= MIN_GALLOP or leftWin >= MIN_GALLOP then gallopMode = true leftWin = 0 rightWin = 0 end end end end ) for i = left, leftStop do self[start] = cache[i] start = start + 1 end assert(ok, err) else -- merge to right right = 1 for i = stop, mid + 1, -1 do cache[right] = self[i] right = right + 1 end right = 1 local rightStop = stop - mid local left = mid local ok, err = pcall( function () local lval = self[left] local rval = cache[right] local gallopMode = false local leftWin = 0 local rightWin = 0 while left >= start and right <= rightStop do if gallopMode then if compare(rval, lval) then local k = 1 local pos = left - (2^k - 1) while pos >= start and compare(rval, self[pos]) do k = k + 1 pos = left - (2^k - 1) end pos = left - 2^(k - 1) k = left while left > pos do self[stop] = self[left] stop = stop - 1 left = left - 1 end while left >= start do lval = self[left] if compare(rval, lval) then self[stop] = lval stop = stop - 1 left = left - 1 else break end end if k - left + 1 < MIN_GALLOP then gallopMode = false end self[stop] = rval stop = stop - 1 right = right + 1 lval = self[left] rval = cache[right] else local k = 1 local pos = right + 2^k - 1 while pos <= rightStop and not compare(cache[pos], lval) do k = k + 1 pos = right + 2^k - 1 end pos = right + 2^(k - 1) while right < pos do self[stop] = cache[right] stop = stop - 1 right = right + 1 end while right <= rightStop do rval = cache[right] if not compare(rval, lval) then self[stop] = rval stop = stop - 1 right = right + 1 else break end end if right - k + 1 < MIN_GALLOP then gallopMode = false end self[stop] = lval stop = stop - 1 left = left - 1 lval = self[left] rval = cache[right] end else if compare(rval, lval) then leftWin = leftWin + 1 rightWin = 0 self[stop] = lval stop = stop - 1 left = left - 1 lval = self[left] else rightWin = rightWin + 1 leftWin = 0 self[stop] = rval stop = stop - 1 right = right + 1 rval = cache[right] end if rightWin >= MIN_GALLOP or leftWin >= MIN_GALLOP then gallopMode = true leftWin = 0 rightWin = 0 end end end end ) for i = right, rightStop do self[stop] = cache[i] stop = stop - 1 end assert(ok, err) end end local function mergeSort(self, start, stop, compare, cache, minRun) if start < stop then if stop - start + 1 <= minRun then return self:InsertionSort(compare, start, stop) end local mid = floor((start + stop) / 2) mergeSort(self, start, mid, compare, cache, minRun) mergeSort(self, mid + 1, stop, compare, cache, minRun) mergeResult(self, start, mid, stop, compare, cache) end end ----------------------------------------------------------- -- extend method -- ----------------------------------------------------------- --- Reverse the indexed list __Arguments__{ Integer/1, Integer/-1 } function IIndexedList:Reverse(start, stop) start, stop = formatParams(self, start, stop) local i = start local j = stop while i < j do self[i], self[j] = self[j], self[i] i = i + 1 j = j - 1 end return self end --- Apply insertion sort on the indexed list __Arguments__{ Callable/"x,y=>x<y", Integer/1, Integer/-1 } function IIndexedList:InsertionSort(compare, start, stop) start, stop = formatParams(self, start, stop) for i = start + 1, stop do local j = i - 1 local val = self[i] while j >= start and compare(val, self[j]) do self[j + 1] = self[j] j = j - 1 end self[j + 1] = val end return self end --- Apply bubble sort on the indexed list __Arguments__{ Callable/"x,y=>x<y", Integer/1, Integer/-1 } function IIndexedList:BubbleSort(compare, start, stop) start, stop = formatParams(self, start, stop) local swaped = true local i, j while stop > start and swaped do swaped = false i = start j = stop while i < stop do if compare(self[i+1], self[i]) then self[i], self[i+1] = self[i+1], self[i] swaped = true end if compare(self[j], self[j - 1]) then self[j], self[j - 1] = self[j - 1], self[j] swaped = true end j = j - 1 i = i + 1 end -- Reduce the Check range start = start + 1 stop = stop - 1 end return self end --- Apply selection sort on the indexed list __Arguments__{ Callable/"x,y=>x<y", Integer/1, Integer/-1 } function IIndexedList:SelectionSort(compare, start, stop) start, stop = formatParams(self, start, stop) for i = start, stop - 1 do local min = i for j = i + 1, stop do if compare(self[j], self[min]) then min = j end end self[i], self[min] = self[min], self[i] end return self end --- Apply comb sort on the indexed list __Arguments__{ Callable/"x,y=>x<y", Integer/1, Integer/-1 } function IIndexedList:CombSort(compare, start, stop) start, stop = formatParams(self, start, stop) local gap = stop - start + 1 local shrink = 1.3 local swaped = true repeat gap = floor(gap / shrink) if gap < 1 then gap = 1 end local i = start local j = i + gap swaped = false while j <= stop do if compare(self[j], self[i]) then self[j], self[i] = self[i], self[j] swaped = true end i = i + 1 j = j + 1 end until gap == 1 and not swaped return self end --- Apply merge sort on the indexed list __Arguments__{ Callable/"x,y=>x<y", Integer/1, Integer/-1 } function IIndexedList:MergeSort(compare, start, stop) start, stop = formatParams(self, start, stop) local count = stop - start + 1 local minRun = ceil(count / 2^(floor( log(count) / log(2) ) - 5)) mergeSort(self, start, stop, compare, {}, minRun) return self end --- Apply quick sort on the indexed list __Arguments__{ Callable/"x,y=>x<y", Integer/1, Integer/-1 } function IIndexedList:QuickSort(compare, start, stop) start, stop = formatParams(self, start, stop) quickSort(self, start, stop, compare) return self end --- Apply heap sort on the indexed list __Arguments__{ Callable/"x,y=>x<y", Integer/1, Integer/-1 } function IIndexedList:HeapSort(compare, start, stop) start, stop = formatParams(self, start, stop) for n = floor((stop - start + 1) / 2), 1, -1 do shiftDown(self, start, start - 1 + n, stop, compare) end for n = stop, start + 1, -1 do self[n], self[start] = self[start], self[n] shiftDown(self, start, start, n - 1, compare) end return self end --- Apply timsort on the indexed list __Arguments__{ Callable/"x,y=>x<y", Integer/1, Integer/-1 } function IIndexedList:TimSort(compare, start, stop) start, stop = formatParams(self, start, stop) local count = stop - start + 1 if count == 0 then return end -- Calc minrun local minRun = ceil(count / 2^(floor( log(count) / log(2) ) - 5)) -- Use insertion sort on less element list if count <= minRun then return self:InsertionSort(compare, start, stop) end -- Run stack local runStack = {} local runLenStack = {} local stackHeight = 0 local mergeTemp = {} -- Scan the list local i = start + 1 local ascending = nil local descending = nil local val = self[start] local mergeStack local validateStack = function() if stackHeight >= 3 and runLenStack[stackHeight - 2] <= runLenStack[stackHeight - 1] + runLenStack[stackHeight] then if runLenStack[stackHeight - 2] < runLenStack[stackHeight] then return mergeStack(stackHeight - 2, stackHeight - 1) else return mergeStack(stackHeight - 1, stackHeight) end end if stackHeight >= 2 and runLenStack[stackHeight - 1] <= runLenStack[stackHeight] then return mergeStack(stackHeight - 1, stackHeight) end end mergeStack = function(i, j) mergeResult(self, runStack[i], runStack[j] - 1, runStack[j] + runLenStack[j] - 1, compare, mergeTemp) runLenStack[i] = runLenStack[i] + runLenStack[j] tremove(runStack, j) tremove(runLenStack, j) stackHeight = stackHeight - 1 return validateStack() end local pushStack = function (runStart, runEnd, desc) if runEnd - runStart + 1 < minRun and runEnd < stop then runEnd = runStart + minRun - 1 if runEnd > stop then runEnd = stop end desc = true end if desc then self:InsertionSort(compare, runStart, runEnd) end tinsert(runStack, runStart) tinsert(runLenStack, runEnd - runStart + 1) stackHeight = stackHeight + 1 validateStack() return runEnd + 1 end while i <= stop do if compare(self[i], val) then if ascending then i = pushStack(ascending, i - 1) ascending = nil elseif not descending then descending = i - 1 end else if descending then i = pushStack(descending, i - 1, true) descending = nil elseif not ascending then ascending = i - 1 end end val = self[i] i = i + 1 end if ascending then pushStack(ascending, stop) elseif descending then pushStack(descending, stop, true) elseif runStack[stackHeight] + runLenStack[stackHeight] - 1 < stop then pushStack(stop, stop) end while stackHeight > 1 do mergeStack(stackHeight - 1, stackHeight) end return self end --- Apply default sort on the indexed list __Arguments__{ Callable/"x,y=>x<y", Integer/1, Integer/-1 } function IIndexedList:Sort(func, start, stop) if start == 1 and (stop == -1 or stop == self.Count) then tsort(self, func) return self end return self:TimSort(func, start, stop) end end)
-- -- @copyright (c) 2015 Upstart Illustration LLC. All rights reserved. -- require("ad.Constants") local NetworkModule = require("ad.AdNetworkModule") local iAdNetwork = Class(NetworkModule) function iAdNetwork.new(self, init) function self.getName() return "iAd" end function self.getAdNetwork() return AdNetwork.iAd end function self.getConfig() return {} end end return iAdNetwork
color(6) local JSON = require("Libraries.JSON") local function log(...) local t = table.concat({...}," ") cprint(...) print(t) flip() end log("Reading files list..") local docs = fs.getDirectoryItems("D:/DOCS/") local dnames = {} log("Reading files...") for id,name in ipairs(docs) do docs[id] = fs.read("D:/DOCS/"..name) dnames[id] = name end log("Decoding...") color(5) for id, jdata in ipairs(docs) do log(dnames[id]) docs[id] = JSON:decode(jdata) end color(6) color(12) log("DONE")
plyr = game.Players.yfc local mode = 0 dist = 25 me = Workspace.yfc.Head script.Parent = me.Parent local part = Instance.new("Part") part.Parent = me part.BrickColor = BrickColor.new("Bright blue") part.Transparency = 0.5 part.Anchored = false part.CanCollide = false part.Size = Vector3.new(1, 1, 1) part:BreakJoints() local mesh = Instance.new("SpecialMesh") mesh.Parent = part mesh.MeshType = "Sphere" mesh.Scale = Vector3.new(dist*2, dist*2, dist*2) local weld = Instance.new("Weld") weld.Parent = part weld.Part0 = part weld.Part1 = me function cmds(msg) if msg == "mode:sit" then mode = 1 part.BrickColor = BrickColor.new("Bright neon") end if msg == "mode:kill" then part.BrickColor = BrickColor.new("Bright red") mode = 0 end if msg == "mode:fly" then mode = 2 part.BrickColor = BrickColor.new("Bright yellow") end if msg == "mode:jump" then mode = 3 part.BrickColor = BrickColor.new("Bright green") end if msg == "mode:kick" then mode = 4 part.BrickColor = BrickColor.new("New Yeller") end if string.sub(msg, 1, 4) == "mag:" then said = string.lower(string.sub(msg, 5)) dist = said mesh.Scale = Vector3.new(dist*2, dist*2, dist*2) end end while true do plyr.Chatted:connect(cmds) for _, v in pairs(game.Players:GetChildren()) do if not v.Character then return end if (v.Character.Torso.Position - me.Position).magnitude < dist then if v.Name ~= me.Parent.Name then if mode == 0 then v.Character:BreakJoints() end if mode == 1 then v.Character.Humanoid.Sit = true end if mode == 2 then v.Character.Torso.CFrame = v.Character.Torso.CFrame + Vector3.new(0, 500, 0) end if mode == 3 then v.Character.Humanoid.Jump = true end if mode == 4 then for i = 0, 1, 0.1 do v.Character.Torso.CFrame = v.Character.Torso.CFrame + Vector3.new(math.rad(860*i), 0, 0) wait() end end end end end wait(0.3) end --lego
local Map = require "maps.map" local EHouse = Map:new() function EHouse:new(o, control) o = o or Map:new(o, control) setmetatable(o, self) self.__index = self return o end function EHouse:create() Map.create(self) end function EHouse:enter() Map.enter(self) end function EHouse:exit() Map.exit(self) end function EHouse:diary(event, x, y, character_name, object_name) Map.diary(self, event, x, y, character_name, object_name) if character_name == 'player' and event == 'interact' then self.control.data.read_stash_diary = true end end return EHouse
--- ----------------------------------------------------------------------------- --- __ --- /\ \ --- \ \ \____ ___ _ __ __ --- \ \ '__`\ / __`\ /\`'__\ /'__`\ --- \ \ \L\ \/\ \L\ \\ \ \/ /\ __/ --- \ \_,__/\ \____/ \ \_\ \ \____\ --- \/___/ \/___/ \/_/ \/____/ --- --- ----------------------------------------------------------------------------- local help=[[ bore == best or rest (c) 2022, Tim Menzies, BSD 2-clause license. USAGE: lua bore.lua [OPTIONS] OPTIONS: -Dump stack dump on error = false -Format S format string = %5.2f -best F best space = .15 -cohen F Cohen's delta = .35 -data N data file = etc/data/auto93.csv -furthest F far = .9 -help show help = false -seed I random seed = 10019 -todo S start-up action = nothing ]] --- ----------------------------------------------------------------------------- --- __ _ _ --- / _| _ _ _ __ ___ | |_ (_) ___ _ __ ___ --- | |_ | | | || '_ \ / __|| __|| | / _ \ | '_ \ / __| --- | _|| |_| || | | || (__ | |_ | || (_) || | | |\__ \ --- |_| \__,_||_| |_| \___| \__||_| \___/ |_| |_||___/ --- local b4={}; for k,_ in pairs(_ENV) do b4[k]=k end local big = 1E32 local tiny = 1E-32 local the = {} local function atom(x) if type(x)~="string" then return x end x = x:match"^%s*(.-)%s*$" if x=="true" then return true elseif x=="false" then return false end return tonumber(x) or x end local function atoms(x, t) t={}; for y in x:gmatch(sep or"([^,]+)") do t[1+#t]=atom(y) end; return t end local function cli(txt, t) t={} txt:gsub("\n [-]([^%s]+)[^\n]*%s([^%s]+)",function(key,x) for n,flag in ipairs(arg) do if flag:sub(1,1)=="-" and key:find("^"..flag:sub(2)..".*") then x = x=="false" and true or x=="true" and "false" or arg[n+1] end end t[key] = atom(x) end) return t end local fmt = string.format local function sort(t,f) table.sort(t,f); return t end local function slots(t, u) u={}; for k,v in pairs(t) do l=tostring(k); if l:sub(1,1)~="_" then u[1+#u]=k end end; return sort(u) end local function main(the, help, demos) if the.help then print(help) else for _,todo in pairs(the.todo=="all" and slots(demos) or {the.todo}) do math.randomseed(the.seed) if type(demos[todo])=="function" then demos[todo]() end end end os.exit(demos.fails) end local function map(t,f, u) u={};for k,v in pairs(t) do u[1+#u]=f(v) end; return u end local function tablep(t) return type(t)=="table" end local function o(t, seen) seen = seen or {} if not tablep(t) then return tostring(t) end if seen[t] then return "..." end seen[t]=t local key=function(k) return fmt(":%s %s",k,o(t[k],seen)) end local u= #t>0 and map(t,function(x) return o(x,seen) end) or map(slots(t),key) return '{'..table.concat(u," ").."}" end local function oo(t) print(o(t)) end local function rows(file, x,prep) file = io.input(file) return function() x=io.read(); if x then return atoms(x) else io.close(file) end end end local function sum(t,f, n) n=0; for _,v in pairs(t) do n=n+f(v) end; return n end local function tree(t, seen, pre, txt, v) pre, seen = pre or "", seen or {} if not tablep(t) then return print(fmt("%s%s",pre,t)) end if seen[t] then return print(fmt("%s...",pre)) end seen[t]=t for _,k in pairs(slots(t)) do v= t[k] if tablep(v) then print(fmt("%s%s", pre,k)); tree(v,seen,pre .. " ") else print(fmt("%s%s = %s",pre,k,v)) end end end --- ----------------------------------------------------------------------------- --- _ --- ___ | | __ _ ___ ___ ___ ___ --- / __|| | / _` |/ __|/ __| / _ \/ __| --- | (__ | || (_| |\__ \\__ \| __/\__ \ --- \___||_| \__,_||___/|___/ \___||___/ local as=setmetatable local function obj( t) t={__tostring=o}; t.__index=t return as(t, {__call=function(_,...) return t.new(_,...) end}) end --- ____ ____ _ --- | | | | --- |___ |__| |___ local function col(at,txt, i) i = {n=0, at=at or 0, txt=txt or "", has={}} i.w = i.txt:find"-$" and -1 or 1 return i end local function add(self,x,inc) if x~="?" then inc = inc or 1 self.n = self.n + inc self:add(x,inc) end return self end --- _ _ _ _ _ _ --- |\ | | | |\/| --- | \| |__| | | local Num=obj{} function Num:new(at,x, new) new = as(col(at,x),Num) new.mu, new.m2, new.lo, new.hi = 0, 0, big, -big return new end function Num:add(x,_, d) d = x - self.mu self.mu = self.mu + d/self.n self.m2 = self.m2 + d*(x - self.mu) self.sd = (self.n<2 or self.m2<0) and 0 or (self.m2/(self.n-1))^.5 if x > self.hi then self.hi = x end if x < self.lo then self.lo = x end end function Num:norm(x) return self.hi-self.lo<tiny and 0 or (x-self.lo)/(self.hi-self.lo) end function Num:heaven(x, heaven) return ((self.w>0 and 1 or 0) - self:norm(x))^the.p end --- ____ _ _ _ _ --- [__ \_/ |\/| --- ___] | | | local Sym=obj{} function Sym:new(at,x,inc, new) new=as(col(at,x),Sym); new.most=0; return new end function Sym:add(x,inc) self.has[x] = inc + (self.has[x] or 0) if self.has[x] > self.most then self.most,self.mode=self.has[x],x end end function Sym:div() local function plogp(n, p) p=n/self.n; return p*math.log(p,2) end return -sum(self.has, plogp) end --- ____ _ _ _ ___ --- [__ |_/ | |__] --- ___] | \_ | | local Skip=obj{} function Skip:new(at,x) return as(col(at,x),Skip) end function Skip:add(x,inc) return x end --- ____ ____ _ ____ --- | | | | [__ --- |___ |__| |___ ___] local Cols=obj{} function Cols:new(headers, self,col,here) self = as({all={}, x={}, y={}}, Cols) for at,x in pairs(headers) do if x:find":$" then self.all[at] = Skip(at,x) else col = (x:find"^[A-Z]" and Num or Sym)(at,x) self.all[at] = col here = x:find"[+-]$" and self.y or self.x here[1+#here] = col end end return self end function Cols:add(t) for _,col in pairs(self.all) do col:add(t[col.at]) end return t end function Cols:clone(rows, new) new = new or Cols(map(self.cols.all, function(x) return x.txt end)) for _,row in pairs(rows or {}) do new:add(row) end return {rows=rows,cols=new} end --- ___ ____ ___ ____ --- | \ |__| | |__| --- |__/ | | | | | local Data=obj{} function Data:new(inits, new) new = as({rows={},heavens=Num()},Data) if type(inits)=="string" then for row in csv(inits) do new:add(row) end end if type(inits)=="table" then for _,row in pairs(inits) do new:add(row) end end return new end function Data:add(t, n) if self.cols then self:addData(t) else self.cols = Cols(t) self.best = self.cols:clone() self.rest = self.cols:clone() end end function Data:addData(t, n) self.rows[1+#self.rows] = self.cols:add(t) n = self.heavens.norm( self.heavens.add(self.heaven(t))) (n>=the.best and self.best or self.rest):add(t) end function Data:heaven(t) heaven = function(col) return col:heaven(t[col.at]) end return (sum(self.cols.y,heaven)/#self.cols.y)^(1/the.p) end --- ----------------------------------------------------------------------------- --- _ --- __| | ___ _ __ ___ ___ ___ --- / _` | / _ \| '_ ` _ \ / _ \ / __| --- | (_| || __/| | | | | || (_) |\__ \ --- \__,_| \___||_| |_| |_| \___/ |___/ --- local Demos = {fails=0} local function asserts(test, msg) print(test and "PASS: "or "FAIL: ",msg or "") if not test then Demos.fails = Demos.fails+1 if the.Dump then assert(test,msg) end end end function Demos.the() oo(the) end function Demos.col() oo(col(10,"Mpg-")) end function Demos.num( n) n=Num(); for x=1,1000 do add(n,x) end; print(n) end function Demos.sym( s) s=Sym(); for _,x in pairs{1,1,1,1,2,2,3} do add(s,x) end asserts(s:div() - 1.376 < 0.005, "entropy") end function Demos.cols( c) print(Cols({"Clndrs", "Weight", "Hp:", "Lbs-", "Acc+", "Model", "origin", "Mpg+"})) end the = cli(help) main(the, help, Demos)
-- Чертов файл должен быть шаредным, так как шаред грузится до SERVER -- А если грузиться поздно, то скрипты, зависимые от ggram, эррорят if CLIENT then return end local function loadBots(path, iDeep) iDeep = iDeep or 0 local files,dirs = file.Find(path .. "/*","LUA") for _,f in ipairs(files) do if f == "_init.lua" then print("GG загрузка бота " .. path) include(path .. "/" .. f) break end end for _,d in ipairs(iDeep > 0 and dirs or {}) do loadBots(path .. "/" .. d, iDeep - 1) end end local function loadExtensions(path) local files = file.Find(path .. "/*","LUA") for _,f in ipairs(files) do local fpath = path .. "/" .. f print("GG загрузка " .. fpath) include(fpath) end end include("ggram/core.lua") loadExtensions("ggram/extensions") loadBots("ggram/bots", 1)
dofile( "./wago.lua" ) local JSON = (loadfile "./json.lua")() function table.show(t, name, indent) local cart -- a container local autoref -- for self references --[[ counts the number of elements in a table local function tablecount(t) local n = 0 for _, _ in pairs(t) do n = n+1 end return n end ]] -- (RiciLake) returns true if the table is empty local function isemptytable(t) return next(t) == nil end local function basicSerialize (o) local so = tostring(o) if type(o) == "function" then local info = debug.getinfo(o, "S") -- info.name is nil because o is not a calling level if info.what == "C" then return string.format("%q", so .. ", C function") else -- the information is defined through lines return string.format("%q", so .. ", defined in (" .. info.linedefined .. "-" .. info.lastlinedefined .. ")" .. info.source) end elseif type(o) == "number" or type(o) == "boolean" then return so else return string.format("%q", so) end end local function addtocart (value, name, indent, saved, field) indent = indent or "" saved = saved or {} field = field or name cart = cart .. indent .. field if type(value) ~= "table" then cart = cart .. " = " .. basicSerialize(value) .. ";\n" else if saved[value] then cart = cart .. " = {}; -- " .. saved[value] .. " (self reference)\n" autoref = autoref .. name .. " = " .. saved[value] .. ";\n" else saved[value] = name --if tablecount(value) == 0 then if isemptytable(value) then cart = cart .. " = {};\n" else cart = cart .. " = {\n" for k, v in pairs(value) do k = basicSerialize(k) local fname = string.format("%s[%s]", name, k) field = string.format("[%s]", k) -- three spaces between levels addtocart(v, fname, indent .. " ", saved, field) end cart = cart .. indent .. "};\n" end end end end name = name or "__AURA__" if type(t) ~= "table" then return name .. " = " .. basicSerialize(t) end cart, autoref = "", "" addtocart(t, name, indent) return cart .. autoref end --[[ Author: Julio Manuel Fernandez-Diaz Date: January 12, 2007 (For Lua 5.1) Modified slightly by RiciLake to avoid the unnecessary table traversal in tablecount() Formats tables with cycles recursively to any depth. The output is returned as a string. References to other tables are shown as values. Self references are indicated. The string returned is "Lua code", which can be procesed (in the case in which indent is composed by spaces or "--"). Userdata and function keys and values are shown as strings, which logically are exactly not equivalent to the original code. This routine can serve for pretty formating tables with proper indentations, apart from printing them: print(table.show(t, "t")) -- a typical use Heavily based on "Saving tables with cycles", PIL2, p. 113. Arguments: t is the table. name is the name of the table (optional) indent is a first indentation (optional). --]] function table.show(t, name, indent) local cart -- a container local autoref -- for self references --[[ counts the number of elements in a table local function tablecount(t) local n = 0 for _, _ in pairs(t) do n = n+1 end return n end ]] -- (RiciLake) returns true if the table is empty local function isemptytable(t) return next(t) == nil end local function basicSerialize (o) local so = tostring(o) if type(o) == "function" then local info = debug.getinfo(o, "S") -- info.name is nil because o is not a calling level if info.what == "C" then return string.format("%q", so .. ", C function") else -- the information is defined through lines return string.format("%q", so .. ", defined in (" .. info.linedefined .. "-" .. info.lastlinedefined .. ")" .. info.source) end elseif type(o) == "number" or type(o) == "boolean" then return so else return string.format("%q", so) end end local function addtocart (value, name, indent, saved, field) indent = indent or "" saved = saved or {} field = field or name cart = cart .. indent .. field if type(value) ~= "table" then cart = cart .. " = " .. basicSerialize(value) .. ";\n" else if saved[value] then cart = cart .. " = {}; -- " .. saved[value] .. " (self reference)\n" autoref = autoref .. name .. " = " .. saved[value] .. ";\n" else saved[value] = name --if tablecount(value) == 0 then if isemptytable(value) then cart = cart .. " = {};\n" else cart = cart .. " = {\n" for k, v in pairs(value) do k = basicSerialize(k) local fname = string.format("%s[%s]", name, k) field = string.format("[%s]", k) -- three spaces between levels addtocart(v, fname, indent .. " ", saved, field) end cart = cart .. indent .. "};\n" end end end end name = name or "lua_table" if type(t) ~= "table" then return name .. " = " .. basicSerialize(t) end cart, autoref = "", "" addtocart(t, name, indent) return cart .. autoref end local t = StringToTable(arg[1], false) print(table.show(t))
--- 模块功能:UI窗口管理 -- @module uiWin -- @author openLuat -- @license MIT -- @copyright openLuat -- @release 2018.03.25 module(...,package.seeall) --窗口管理栈 local stack = {} --当前分配的窗口ID local winid = 0 local function allocid() winid = winid + 1 return winid end local function loseFocus() if stack[#stack] and stack[#stack]["onLoseFocus"] then stack[#stack]["onLoseFocus"]() end end --- 新增一个窗口 -- @table wnd,窗口的元素以及消息处理函数表 -- @return number,窗口ID -- @usage uiWin.add({onUpdate = refresh}) function add(wnd) ---必须注册更新接口 assert(wnd.onUpdate) if type(wnd) ~= "table" then assert("unknown uiwin type "..type(wnd)) end --上一个窗口执行失去焦点的处理函数 loseFocus() --为新窗口分配窗口ID wnd.id = allocid() --新窗口请求入栈 sys.publish("UIWND_ADD",wnd) return wnd.id end --- 移除一个窗口 -- @number winId,窗口ID -- @return nil -- @usage uiWin.remove(winId) function remove(winId) sys.publish("UIWND_REMOVE",winId) end function removeAll() sys.publish("UIWND_REMOVEALL") end function update() sys.publish("UIWND_UPDATE") end local function onAdd(wnd) table.insert(stack,wnd) stack[#stack].onUpdate() end local function onRemove(winid) local istop,k,v for k,v in ipairs(stack) do if v.id == winid then istop = (k==#stack) table.remove(stack,k) if #stack~=0 and istop then stack[#stack].onUpdate() end return end end end local function onRemoveAll() local k,v for k,v in ipairs(stack) do table.remove(stack,k) end end local function onUpdate() if stack[#stack] and stack[#stack].onUpdate then stack[#stack].onUpdate() end end --key:自定义功能键 --value:自定义功能键的状态 local function onKey(key,value) if stack[#stack] and stack[#stack].onKey then stack[#stack].onKey(key,value) end end --- 判断一个窗口是否处于最前显示 -- @number winId,窗口ID -- @return bool,true表示最前显示,其余表示非最前显示 -- @usage uiWin.isActive(winId) function isActive(winId) if stack[#stack] and stack[#stack].id then return stack[#stack].id==winId end end sys.subscribe("UIWND_ADD",onAdd) sys.subscribe("UIWND_REMOVE",onRemove) sys.subscribe("UIWND_REMOVEALL",onRemoveAll) sys.subscribe("UIWND_UPDATE",onUpdate) sys.subscribe("UIWND_TOUCH",onTouch) sys.subscribe("UIWND_KEY",onKey)
--[[ RobloxPlayerScript - This script loads the CameraScript and ControlScript modules 2018 PlayerScripts Update - AllYourBlox --]] local CameraScript = require(script:WaitForChild("CameraScript")) local ControlScript = require(script:WaitForChild("ControlScript"))
local events = require "kong.core.events" -- if message_t.collection == "oauth2_credentials" then return { [events.TYPES.ENTITY_UPDATED] = function(message_t) ngx.log(ngx.ERR, "updated") end, [events.TYPES.ENTITY_DELETED] = function(message_t) ngx.log(ngx.ERR, "deleted") end, [events.TYPES.ENTITY_CREATED] = function(message_t) ngx.log(ngx.ERR, "created") end, [events.TYPES["MEMBER-JOIN"]] = function(message_t) ngx.log(ngx.ERR, "JOIN") end, [events.TYPES["MEMBER-LEAVE"]] = function(message_t) ngx.log(ngx.ERR, "LEAVE") end, [events.TYPES["MEMBER-FAILED"]] = function(message_t) ngx.log(ngx.ERR, "FAILED") end, [events.TYPES["MEMBER-UPDATE"]] = function(message_t) ngx.log(ngx.ERR, "UPDATE") end, [events.TYPES["MEMBER-REAP"]] = function(message_t) ngx.log(ngx.ERR, "REAP") end }
-- Copyright (c) 2016-present, Facebook, Inc. -- All rights reserved. -- -- This source code is licensed under the BSD-style license found in the -- LICENSE file in the root directory of this source tree. An additional grant -- of patent rights can be found in the PATENTS file in the same directory. function get_agent(g, a) if torch.type(g) == 'CombatGame' then local c = 0 for i = 1, g.nagents do if (not g.agents[i].team) or g.agents[i].team == 'team1' then c = c + 1 if c == a then return g.agents[i] end end end error('can not find agent ' .. a) else return g.agents[a] end end function set_current_agent(g, a) g.agent = get_agent(g, a) end function merge_stat(stat, s) for k, v in pairs(s) do if type(v) == 'number' then stat[k] = (stat[k] or 0) + v elseif type(v) == 'table' then if v.op == 'join' then if stat[k] then local sz = stat[k].data:size() sz[1] = sz[1] + v.data:size(1) stat[k].data:resize(sz) stat[k].data:narrow(1, sz[1]-v.data:size(1)+1, v.data:size(1)):copy(v.data) else stat[k] = {data = v.data:clone()} end end else -- it must be tensor if stat[k] then stat[k]:add(v) else stat[k] = v:clone() end end end end function sample_multinomial(p) -- for some reason multinomial fails sometimes local s, sample = pcall( function() return torch.multinomial(p, 1) end) if s == false then sample = torch.multinomial(torch.ones(p:size()),1) end return sample end function tensor_to_words(input, show_prob) for i = 1, input:size(1) do local line = i .. ':' for j = 1, input:size(2) do line = line .. '\t' .. g_ivocab[input[i][j]] end if show_prob then for h = 1, g_opts.nhop do line = line .. '\t' .. string.format('%.2f', g_modules[h]['prob'].output[1][i]) end end print(line) end end function format_stat(stat) local a = {} for n in pairs(stat) do table.insert(a, n) end table.sort(a) local str = '' for i,n in ipairs(a) do if string.find(n,'count_') then str = str .. n .. ': ' .. string.format("%2.4g",stat[n]) .. ' ' end end str = str .. '\n' for i,n in ipairs(a) do if string.find(n,'reward_') then str = str .. n .. ': ' .. string.format("%2.4g",stat[n]) .. ' ' end end str = str .. '\n' for i,n in ipairs(a) do if string.find(n,'success_') then str = str .. n .. ': ' .. string.format("%2.4g",stat[n]) .. ' ' end end str = str .. '\n' str = str .. 'bl_cost: ' .. string.format("%2.4g",stat['bl_cost']) .. ' ' str = str .. 'reward: ' .. string.format("%2.4g",stat['reward']) .. ' ' str = str .. 'success: ' .. string.format("%2.4g",stat['success']) .. ' ' str = str .. 'active: ' .. string.format("%2.4g",stat['step_active']) .. ' ' str = str .. 'epoch: ' .. stat['epoch'] return str end function print_tensor(a) local str = '' for s = 1, a:size(1) do str = str .. string.format("%2.4g",a[s]) .. ' ' end return str end function format_helpers(gname) local str = '' if not gname then for i,j in pairs(g_factory.helpers) do str = str .. i .. ' :: ' str = str .. 'mapW: ' .. print_tensor(j.mapW) .. ' ||| ' str = str .. 'mapH: ' .. print_tensor(j.mapH) .. ' ||| ' str = str .. 'wpct: ' .. print_tensor(j.waterpct) .. ' ||| ' str = str .. 'bpct: ' .. print_tensor(j.blockspct) .. ' ||| ' str = str .. '\n' end else local j = g_factory.helpers[gname] str = str .. gname .. ' :: ' str = str .. 'mapW: ' .. print_tensor(j.mapW) .. ' ||| ' str = str .. 'mapH: ' .. print_tensor(j.mapH) .. ' ||| ' str = str .. 'wpct: ' .. print_tensor(j.waterpct) .. ' ||| ' str = str .. 'bpct: ' .. print_tensor(j.blockspct) .. ' ||| ' str = str .. '\n' end return str end function g_load_model() if g_opts.load ~= '' then if paths.filep(g_opts.load) == false then print('WARNING: Failed to load from ' .. g_opts.load) return end local f = torch.load(g_opts.load) g_paramx:copy(f.paramx) g_log = f.log g_plot_stat = {} for i = 1, #g_log do g_plot_stat[i] = {g_log[i].epoch, g_log[i].reward, g_log[i].success, g_log[i].bl_cost} end if f['optim_state'] then g_optim_state = f['optim_state'] end print('model loaded from ', g_opts.load) end end function g_save_model() if g_opts.save ~= '' then f = {opts=g_opts, paramx=g_paramx, log=g_log} if g_optim_state then f['optim_state'] = g_optim_state end torch.save(g_opts.save, f) print('model saved to ', g_opts.save) end end function plot_reward() local x = torch.zeros(#g_log) for i = 1, #g_log do x[i] = g_log[i].reward end gnuplot.plot(x) end
Speedrun = Speedrun or { } local Speedrun = Speedrun ------------------- ---- Raid List ---- ------------------- Speedrun.raidList = { [638] = { name = "AA", id = 638, timerSteps = {}, }, [636] = { name = "HRC", id = 636, timerSteps = {}, }, [639] = { name = "SO", id = 639, timerSteps = {}, }, [725] = { name = "MoL", id = 725, timerSteps = {}, }, [975] = { name = "HoF", id = 975, timerSteps = {}, }, [1000] = { name = "AS", id = 1000, timerSteps = {}, }, [1051] = { name = "CR", id = 1051, timerSteps = {}, }, [1121] = { name = "SS", id = 1121, timerSteps = {}, }, [1196] = { name = "KA", id = 1196, timerSteps = {}, }, [1082] = { name = "BRP", id = 1082, timerSteps = {}, }, [677] = { name = "MA", id = 677, timerSteps = {}, }, [635] = { name = "DSA", id = 635, timerSteps = {}, }, [1227] = { name = "VH", id = 1227, timerSteps = {}, }, } -- Speedrun.arenaList = { -- [677] = { -- name = "MA", -- id = 677, -- timerSteps = {}, -- }, -- [1227] = { -- name = "VH", -- id = 1227, -- timerSteps = {}, -- }, -- } ----------------------- ---- Custom Timers ---- ----------------------- Speedrun.customTimerSteps = { [638] = { --AA [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "" }, [636] = { --HRC [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "" }, [639] = { --SO [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "" }, [725] = { --MoL [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "" }, [975] = { --HoF [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "", [10] = "" }, [1000] = { --AS [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "" }, [1051] = { --CR [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "" }, [1121] = { --SS [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "" }, [1196] = { --KA [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "" }, [1082] = { --BRP [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "", [14] = "", [15] = "", [16] = "", [17] = "", [18] = "", [19] = "", [20] = "", [21] = "", [22] = "", [23] = "", [24] = "", [25] = "" }, [677] = { --MA [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "" }, [635] = { --DSA [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "", [10] = "" }, [1227] = { --Vateshran Hollows [1] = "", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "" }, } -- Speedrun.customArenaSteps = { -- [677] = { --MA -- [1] = "", -- [2] = "", -- [3] = "", -- [4] = "", -- [5] = "", -- [6] = "", -- [7] = "", -- [8] = "", -- [9] = "" -- }, -- [1227] = { --Vateshran Hollows -- [1] = "", -- [2] = "", -- [3] = "", -- [4] = "", -- [5] = "", -- [6] = "", -- [7] = "" -- }, -- } ------------------- ---- Step List ---- ------------------- Speedrun.stepList = { [638] = { --AA [1] = zo_strformat(SI_SPEEDRUN_AA_BEGIN_LIGHTNING), [2] = zo_strformat(SI_SPEEDRUN_AA_FINISH_LIGHTNING), [3] = zo_strformat(SI_SPEEDRUN_AA_BEGIN_STONE), [4] = zo_strformat(SI_SPEEDRUN_AA_FINISH_STONE), [5] = zo_strformat(SI_SPEEDRUN_AA_BEGIN_VARLARIEL), [6] = zo_strformat(SI_SPEEDRUN_AA_FINISH_VARLARIEL), [7] = zo_strformat(SI_SPEEDRUN_AA_BEGIN_MAGE), [8] = zo_strformat(SI_SPEEDRUN_AA_FINISH_MAGE), }, [636] = { --HRC [1] = zo_strformat(SI_SPEEDRUN_HRC_BEGIN_RAKOTU), [2] = zo_strformat(SI_SPEEDRUN_HRC_FINISH_RAKOTU), [3] = zo_strformat(SI_SPEEDRUN_HRC_BEGIN_SECOND), [4] = zo_strformat(SI_SPEEDRUN_HRC_FINISH_SECOND), [5] = zo_strformat(SI_SPEEDRUN_HRC_BEGIN_WARRIOR), [6] = zo_strformat(SI_SPEEDRUN_HRC_FINISH_WARRIOR), }, [639] = { --SO [1] = zo_strformat(SI_SPEEDRUN_SO_BEGIN_MANTIKORA), [2] = zo_strformat(SI_SPEEDRUN_SO_FINISH_MANTIKORA), [3] = zo_strformat(SI_SPEEDRUN_SO_BEGIN_TROLL), [4] = zo_strformat(SI_SPEEDRUN_SO_FINISH_TROLL), [5] = zo_strformat(SI_SPEEDRUN_SO_BEGIN_OZARA), [6] = zo_strformat(SI_SPEEDRUN_SO_FINISH_OZARA), [7] = zo_strformat(SI_SPEEDRUN_SO_BEGIN_SERPENT), [8] = zo_strformat(SI_SPEEDRUN_SO_FINISH_SERPENT), }, [725] = { --MoL [1] = zo_strformat(SI_SPEEDRUN_MOL_BEGIN_ZHAJ), [2] = zo_strformat(SI_SPEEDRUN_MOL_FINISH_ZHAJ), [3] = zo_strformat(SI_SPEEDRUN_MOL_BEGIN_TWINS), [4] = zo_strformat(SI_SPEEDRUN_MOL_FINISH_TWINS), [5] = zo_strformat(SI_SPEEDRUN_MOL_BEGIN_RAKKHAT), [6] = zo_strformat(SI_SPEEDRUN_MOL_FINISH_RAKKHAT), }, [975] = { --HoF [1] = zo_strformat(SI_SPEEDRUN_HOF_BEGIN_DYNO), [2] = zo_strformat(SI_SPEEDRUN_HOF_FINISH_DYNO), [3] = zo_strformat(SI_SPEEDRUN_HOF_BEGIN_FACTOTUM), [4] = zo_strformat(SI_SPEEDRUN_HOF_FINISH_FACTOTUM), [5] = zo_strformat(SI_SPEEDRUN_HOF_BEGIN_SPIDER), [6] = zo_strformat(SI_SPEEDRUN_HOF_FINISH_SPIDER), [7] = zo_strformat(SI_SPEEDRUN_HOF_BEGIN_COMMITEE), [8] = zo_strformat(SI_SPEEDRUN_HOF_FINISH_COMMITEE), [9] = zo_strformat(SI_SPEEDRUN_HOF_BEGIN_ASSEMBLY), [10] = zo_strformat(SI_SPEEDRUN_HOF_FINISH_ASSEMBLY), }, [1000] = { --AS [1] = zo_strformat(SI_SPEEDRUN_AS_BEGIN_OLMS), [2] = zo_strformat(SI_SPEEDRUN_AS_90_PERCENT), [3] = zo_strformat(SI_SPEEDRUN_AS_75_PERCENT), [4] = zo_strformat(SI_SPEEDRUN_AS_50_PERCENT), [5] = zo_strformat(SI_SPEEDRUN_AS_25_PERCENT), [6] = zo_strformat(SI_SPEEDRUN_AS_KILL_OLMS), }, [1051] = { --CR [1] = zo_strformat(SI_SPEEDRUN_CR_BEGIN_ZMAJA), [2] = zo_strformat(SI_SPEEDRUN_CR_SIRORIA_APPEAR), [3] = zo_strformat(SI_SPEEDRUN_CR_RELEQUEN_APPEAR), [4] = zo_strformat(SI_SPEEDRUN_CR_GALENWE_APPEAR), [5] = zo_strformat(SI_SPEEDRUN_CR_SHADOW_APPEAR), [6] = zo_strformat(SI_SPEEDRUN_CR_KILL_SHADOW), }, [1121] = { --SS [1] = zo_strformat(SI_SPEEDRUN_SS_BEGIN_FIRST), [2] = zo_strformat(SI_SPEEDRUN_SS_KILL_FIRST), [3] = zo_strformat(SI_SPEEDRUN_SS_BEGIN_SECOND), [4] = zo_strformat(SI_SPEEDRUN_SS_KILL_SECOND), [5] = zo_strformat(SI_SPEEDRUN_SS_BEGIN_LAST), [6] = zo_strformat(SI_SPEEDRUN_SS_KILL_LAST), }, [1196] = { --KA [1] = zo_strformat(SI_SPEEDRUN_KA_BEGIN_YANDIR), [2] = zo_strformat(SI_SPEEDRUN_KA_KILL_YANDIR), [3] = zo_strformat(SI_SPEEDRUN_KA_BEGIN_VROL), [4] = zo_strformat(SI_SPEEDRUN_KA_KILL_VROL), [5] = zo_strformat(SI_SPEEDRUN_KA_BEGIN_FALGRAVN), [6] = zo_strformat(SI_SPEEDRUN_KA_KILL_FALGRAVN), -- [7] = "", }, [1082] = { --BRP [1] = "1.1", [2] = "1.2", [3] = "1.3", [4] = "1.4", [5] = "1st Complete", [6] = "2.1", [7] = "2.2", [8] = "2.3", [9] = "2.4", [10] = "2nd Complete", [11] = "3.1", [12] = "3.2", [13] = "3.3", [14] = "3.4", [15] = "3rd Complete", [16] = "4.1", [17] = "4.2", [18] = "4.3", [19] = "4.4", [20] = "4th Complete", [21] = "5.1", [22] = "5.2", [23] = "5.3", [24] = "5.4", [25] = "5th Complete", }, [677] = { --MA [1] = zo_strformat(SI_SPEEDRUN_ARENA_FIRST), [2] = zo_strformat(SI_SPEEDRUN_ARENA_SECOND), [3] = zo_strformat(SI_SPEEDRUN_ARENA_THIRD), [4] = zo_strformat(SI_SPEEDRUN_ARENA_FOURTH), [5] = zo_strformat(SI_SPEEDRUN_ARENA_FIFTH), [6] = zo_strformat(SI_SPEEDRUN_ARENA_SIXTH), [7] = zo_strformat(SI_SPEEDRUN_ARENA_SEVENTH), [8] = zo_strformat(SI_SPEEDRUN_ARENA_EIGHTH), [9] = zo_strformat(SI_SPEEDRUN_ARENA_NINTH), --zo_strformat(SI_SPEEDRUN_ARENA_COMPLETE), }, [635] = { --DSA [1] = zo_strformat(SI_SPEEDRUN_ARENA_FIRST), [2] = zo_strformat(SI_SPEEDRUN_ARENA_SECOND), [3] = zo_strformat(SI_SPEEDRUN_ARENA_THIRD), [4] = zo_strformat(SI_SPEEDRUN_ARENA_FOURTH), [5] = zo_strformat(SI_SPEEDRUN_ARENA_FIFTH), [6] = zo_strformat(SI_SPEEDRUN_ARENA_SIXTH), [7] = zo_strformat(SI_SPEEDRUN_ARENA_SEVENTH), [8] = zo_strformat(SI_SPEEDRUN_ARENA_EIGHTH), [9] = zo_strformat(SI_SPEEDRUN_ARENA_NINTH), [10] = zo_strformat(SI_SPEEDRUN_ARENA_TENTH), -- [11] = zo_strformat(SI_SPEEDRUN_ARENA_COMPLETE), }, [1227] = { --Vateshran Hollows [1] = "Boss 1", [2] = "Boss 2", [3] = "Boss 3", [4] = "Boss 4", [5] = "Boss 5", [6] = "Boss 6", [7] = "Maebroogha |t20:20:esoui\\art\\icons\\poi\\poi_groupboss_incomplete.dds|t", }, } -------------------- ---- Score List ---- -------------------- Speedrun.scoreReasonList = { [0] = { name = "No Bonus", id = RAID_POINT_REASON_MIN_VALUE, times = 0, total = 0, }, [1] = { name = "Small adds:", id = RAID_POINT_REASON_KILL_NORMAL_MONSTER, times = 0, total = 0, }, [2] = { name = "Large adds:", id = RAID_POINT_REASON_KILL_BANNERMEN, times = 0, total = 0, }, [3] = { name = "Elite adds:", id = RAID_POINT_REASON_KILL_CHAMPION, times = 0, total = 0, }, [4] = { name = "Miniboss", id = RAID_POINT_REASON_KILL_MINIBOSS, times = 0, total = 0, }, [5] = { name = "Boss", id = RAID_POINT_REASON_KILL_BOSS, times = 0, total = 0, }, [6] = { name = "Bonus Low (increased difficulty)", id = RAID_POINT_REASON_BONUS_ACTIVITY_LOW, times = 0, total = 0, }, [7] = { name = "Bonus Medium (increased difficulty)", id = RAID_POINT_REASON_BONUS_ACTIVITY_MEDIUM, times = 0, total = 0, }, [8] = { name = "Bonus High (HM)", id = RAID_POINT_REASON_BONUS_ACTIVITY_HIGH, times = 0, total = 0, }, [9] = { name = "Revives & Resurrections", id = RAID_POINT_REASON_LIFE_REMAINING, times = 0, total = 0, }, [10] = { name = "Bonus Point One", id = RAID_POINT_REASON_BONUS_POINT_ONE, times = 0, total = 0, }, [11] = { name = "Bonus Point Two", id = RAID_POINT_REASON_BONUS_POINT_TWO, times = 0, total = 0, }, [12] = { name = "Bonus Point Three", id = RAID_POINT_REASON_BONUS_POINT_THREE, times = 0, total = 0, }, [13] = { name = "Remaining Sigils Bonus x1", id = RAID_POINT_REASON_SOLO_ARENA_PICKUP_ONE, times = 0, total = 0, }, [14] = { name = "Remaining Sigils Bonus x2", id = RAID_POINT_REASON_SOLO_ARENA_PICKUP_TWO, times = 0, total = 0, }, [15] = { name = "Remaining Sigils Bonus x3", id = RAID_POINT_REASON_SOLO_ARENA_PICKUP_THREE, times = 0, total = 0, }, [16] = { name = "Remaining Sigils Bonus x4", id = RAID_POINT_REASON_SOLO_ARENA_PICKUP_FOUR, times = 0, total = 0, }, [17] = { name = "Completion Bonus (Stage / Trial)", id = RAID_POINT_REASON_MAX_VALUE, times = 0, total = 0, }, }
local packer = require("polarmutex.util.packer") local config = { profile = { enable = true, threshold = 0, -- the amount in ms that a plugins load time must be over for it to be included in the profile }, display = { open_fn = function() return require("packer.util").float({ border = "single" }) end, }, -- list of plugins that should be taken from ~/projects -- this is NOT packer functionality! local_plugins = {}, } local function plugins(use) -- Packer can manage itself as an optional plugin use({ "wbthomason/packer.nvim", opt = true }) use({ "nvim-lua/plenary.nvim", module = "plenary" }) use({ "nvim-lua/popup.nvim", module = "popup" }) use({ "lewis6991/impatient.nvim", config = function() require("impatient") end, }) -- LSP use({ "neovim/nvim-lspconfig", config = function() require("polarmutex.config.lsp") end, requires = { "nvim-lua/lsp-status.nvim", "folke/lua-dev.nvim", "jose-elias-alvarez/null-ls.nvim", "jose-elias-alvarez/nvim-lsp-ts-utils", "onsails/lspkind-nvim", }, }) use({ "folke/trouble.nvim", event = "BufReadPre", cmd = { "TroubleToggle", "Trouble" }, config = function() require("trouble").setup({ auto_open = false }) end, }) use({ "mfussenegger/nvim-jdtls" }) -- Lsp Completion use({ "hrsh7th/nvim-cmp", config = function() require("polarmutex.config.completion") end, requires = { "hrsh7th/cmp-buffer", "hrsh7th/cmp-path", "hrsh7th/cmp-nvim-lua", "hrsh7th/cmp-nvim-lsp", "hrsh7th/cmp-emoji", "saadparwaiz1/cmp_luasnip", }, }) use({ "L3MON4D3/LuaSnip" }) -- Tree Sitter use({ "nvim-treesitter/nvim-treesitter", --run = ":TSUpdate", requires = { "nvim-treesitter/playground", "nvim-treesitter/nvim-treesitter-textobjects", }, config = function() require("polarmutex.config.treesitter") end, }) use({ "polarmutex/contextprint.nvim" }) use({ "b3nj5m1n/kommentary", opt = true, keys = { "gc", "gcc" }, config = function() require("polarmutex.config.comments") end, requires = "JoosepAlviste/nvim-ts-context-commentstring", }) -- Fuzzy Finder / File / Buffer Nav use({ "nvim-telescope/telescope.nvim", config = function() require("polarmutex.config.telescope") end, --keys = { "<leader><space>", "<leader>fz", "<leader>pp" }, requires = { "nvim-telescope/telescope-project.nvim", "nvim-lua/popup.nvim", "nvim-lua/plenary.nvim", "nvim-telescope/telescope-symbols.nvim", "nvim-telescope/telescope-fzy-native.nvim", }, }) use({ "ThePrimeagen/harpoon", config = function() require("polarmutex.config.harpoon") end, }) --use({ -- "ggandor/lightspeed.nvim", -- event = "BufReadPost", -- config = function() -- require("polarmutex.config.lightspeed") -- end, --}) -- Git use({ "lewis6991/gitsigns.nvim", event = "BufReadPre", requires = { "nvim-lua/plenary.nvim" }, config = function() require("polarmutex.config.gitsigns") end, }) use({ "TimUntersberger/neogit", cmd = "Neogit", config = function() require("polarmutex.config.neogit") end, }) use({ "sindrets/diffview.nvim", cmd = { "DiffviewOpen", "DiffviewClose", "DiffviewToggleFiles", "DiffviewFocusFiles" }, config = function() require("diffview").setup({}) end, }) use({ "ThePrimeagen/git-worktree.nvim" }) use({ "ruifm/gitlinker.nvim" }) use({ "pwntester/octo.nvim", config = function() require("polarmutex.config.octo") end, }) -- Key Mappings use({ "folke/which-key.nvim", event = "VimEnter", config = function() require("polarmutex.config.which-key") end, }) -- Debugging use({ "mfussenegger/nvim-dap", config = function() require("nvim-dap-virtual-text").setup() require("polarmutex.config.dap") end, requires = { "mfussenegger/nvim-dap-python", "mfussenegger/nvim-lua-debugger", "theHamsta/nvim-dap-virtual-text", "nvim-telescope/telescope-dap.nvim", }, }) -- statusline use({ "nvim-lualine/lualine.nvim", requires = { "kyazdani42/nvim-web-devicons", opt = true }, config = function() require("polarmutex.config.statusline") end, }) -- Dashboard use({ "goolord/alpha-nvim", requires = { "kyazdani42/nvim-web-devicons" }, config = function() require("polarmutex.config.dashboard") end, }) -- Undo use({ "mbbill/undotree", cmd = "UndotreeToggle" }) use({ "RRethy/vim-illuminate", event = "CursorHold", module = "illuminate", config = function() vim.g.Illuminate_delay = 1000 end, }) -- Session use({ "folke/persistence.nvim", event = "VimEnter", module = "persistence", config = function() require("persistence").setup() end, }) -- Theme use({ "kyazdani42/nvim-web-devicons", module = "nvim-web-devicons", config = function() require("nvim-web-devicons").setup({ default = true }) end, }) use({ "norcalli/nvim-colorizer.lua", config = function() require("polarmutex.config.colorizer") end, }) use({ "norcalli/nvim-terminal.lua", ft = "terminal", config = function() require("terminal").setup() end, }) use({ "lukas-reineke/indent-blankline.nvim", event = "BufReadPre", config = function() require("polarmutex.config.blankline") end, }) use({ "karb94/neoscroll.nvim", keys = { "<C-u>", "<C-d>", "gg", "G" }, config = function() require("polarmutex.config.scroll") end, }) use({ "edluffy/specs.nvim", after = "neoscroll.nvim", config = function() require("polarmutex.config.specs") end, }) -- Increment / Decrement use({ "monaqa/dial.nvim", config = function() require("polarmutex.config.dial") end, }) -- Beancount use({ "polarmutex/beancount.nvim", }) --delibrate practice use({ "ThePrimeagen/vim-be-good" }) -- utilities use({ "tweekmonster/startuptime.vim", cmd = "StartupTime" }) use({ "folke/todo-comments.nvim", cmd = { "TodoTrouble", "TodoTelescope" }, event = "BufReadPost", config = function() require("todo-comments").setup() end, }) end return packer.setup(config, plugins)
GM.Name = "BaseWars" GM.Author = "Q2F2, Ghosty, Trixter, Liquid, Tenrys, User4992" GM.Website = "http://hexahedron.pw/, http://hexahedronic.github.io/" GM.Credits = [[ Thanks to the following people: Q2F2/Orbitei - Main backend dev. Ghosty - Main frontend dev. Trixter - Frontend + Several entities. Liquid/Ling - Misc dev, good friend. Tenrys - Misc dev, good friend also. Pyro-Fire - Owner of LagNation, ideas ect. Devenger - Twitch Weaponry 2 User4992 - Fixes for random stuff. This GM has been built from scratch with no traces of the original BaseWars existing. ]] GM.Copyright = [[ Copyright (c) 2015-2017 Hexahedronic et al ]] GM.Translators = [[ Thank you to the following translators: Tenrys - French _Fami - French !_oplexz - Russian Trixter - Russian Ghosty - Spanish Liquid - Dutch Dennis - German Archerity - Korean See GAMEMODE.Credits for the original English ver creators. ]] -- Shared colors, feel free to add any here NiceGreen = Color(100, 250, 125) NiceBlue = Color(100, 125, 250) Grey = Color(200, 200, 200) White = Color(255, 255, 255) Pink = Color(255, 105, 180) -- Starting! BaseWars = BaseWars or {} BaseWars.SpawnList = BaseWars.SpawnList or {} function BaseWars.NewCAT(name, icon) local cat = {} cat.__inf = {} cat.__inf.name = name cat.__inf.icon = icon return cat end -- Ignore this, Lua refresh compat if BaseWars.Factions and table.Count(BaseWars.Factions.FactionTable) > 0 then __BASEWARS_FACTION_BACKUP = table.Copy(BaseWars.Factions.FactionTable) end if BaseWars.Bounty and table.Count(BaseWars.Bounty.BountyTable) > 0 then __BASEWARS_BOUNTY_BACKUP = table.Copy(BaseWars.Bounty.BountyTable) end -- Thanks to whoever posted this, can't remember source. function ents.FindInCone(cone_origin, cone_direction, cone_radius, cone_angle) local entities = ents.FindInSphere(cone_origin, cone_radius) local result = {} cone_direction:Normalize() local cos = math.cos(cone_angle) for _, entity in ipairs(entities) do local pos = entity:GetPos() local dir = pos - cone_origin dir:Normalize() local dot = cone_direction:Dot(dir) if dot > cos then table.insert(result, entity) end end return result end function BaseWars.IsXmasTime(day) local Month = tonumber(os.date("%m")) local Day = tonumber(os.date("%d")) return Month == 12 and (not day or (Day == 24 or Day == 25)) end local DefaultData = { __index = { Model = "models/props_c17/FurnitureToilet001a.mdl", Price = 0, ClassName = "prop_physics", ShouldFreeze = true, } } function BaseWars.GSL(t) if t.Drug then t.Model = "models/props_junk/PopCan01a.mdl" end if not t.Limit then t.Limit = BaseWars.Config.DefaultLimit end if t.VehicleName then t.ShouldFreeze = false end return setmetatable(t, DefaultData) end BASEWARS_NOTIFICATION_ADMIN = color_white BASEWARS_NOTIFICATION_ERROR = Color(255, 0, 0, 255) BASEWARS_NOTIFICATION_MONEY = Color(0, 255, 0, 255) BASEWARS_NOTIFICATION_RAID = Color(255, 255, 0, 255) BASEWARS_NOTIFICATION_GENRL = Color(255, 0, 255, 255) BASEWARS_NOTIFICATION_DRUG = Color(0, 255, 255, 255) function GM:PlayerIsRaidable(ply) if BaseWars.Config.Raid.NeededPrinters < 1 then return end local Ents = ents.GetAll() local Raids = 0 for k, v in ipairs(Ents) do local Owner = v:CPPIGetOwner() if not BaseWars.Ents:ValidPlayer(Owner) or Owner ~= ply then continue end local Raidable = v.IsValidRaidable if Raidable then Raids = Raids + 1 end end if Raids >= BaseWars.Config.Raid.NeededPrinters then return true end return false, BaseWars.LANG.NoPrinters end function BaseWars.GetRaidables(ply) local list = {} for k, v in ipairs(ents.FindByClass"bw_*") do local own = v:CPPIGetOwner() if BaseWars.Ents:ValidPlayer(own) and (own == ply or (own:InFaction(ply:GetFaction()) and ply:InFaction())) then list[#list+1] = {e = v, r = v.IsValidRaidable or false, o = own} end end return list end local tag = "BaseWars.UTIL" BaseWars.UTIL = {} local colorRed = Color(255, 0, 0) local colorBlue = Color(0, 0, 255) local colorWhite = Color(255, 255, 255) function BaseWars.UTIL.Log(...) MsgC(SERVER and colorRed or colorBlue, "[BaseWars] ", colorWhite, ...) MsgN("") end function BaseWars.UTIL.TimerAdv(name, spacing, reps, tickf, endf) timer.Create(name, spacing * reps, 1, endf) timer.Create(name .. ".Tick", spacing, reps, tickf) end function BaseWars.UTIL.TimerAdvDestroy(name) timer.Destroy(name) timer.Destroy(name .. ".Tick") end function BaseWars.UTIL.TimeParse(len) local len = math.abs(math.floor(len)) local h = math.floor(len / 60 / 60) local m = math.floor(len / 60 - h * 60) local s = math.floor(len - m * 60 - h * 60 * 60) return string.format("%.2d:%.2d:%.2d", h, m, s) end local function Pay(ply, amt, name, own) ply:Notify(string.format(own and BaseWars.LANG.PayOutOwner or BaseWars.LANG.PayOut, BaseWars.NumberFormat(amt), name), BASEWARS_NOTIFICATION_GENRL) ply:GiveMoney(amt) end function BaseWars.UTIL.PayOut(ent, attacker, full, ret) if not BaseWars.Ents:Valid(ent) or not BaseWars.Ents:ValidPlayer(attacker) then return 0 end if not ent.CurrentValue then ErrorNoHalt("ERROR! NO CURRENT VALUE! CANNOT PAY OUT!\n") return 0 end local Owner = BaseWars.Ents:ValidOwner(ent) local Val = ent.CurrentValue * (not full and not ret and BaseWars.Config.DestroyReturn or 1) if Val ~= Val or Val == math.huge then ErrorNoHalt("NAN OR INF RETURN DETECTED! HALTING!\n") ErrorNoHalt("...INFINITE MONEY GLITCH PREVENTED!!!\n") return 0 end if ret then return Val end local Name = ent.PrintName or ent:GetClass() if ent.IsPrinter then Name = BaseWars.LANG.Level .. " " .. ent:GetLevel() .. " " .. Name end if attacker == Owner then Pay(Owner, Val, Name, true) return 0 end local Members = attacker:FactionMembers() local TeamAmt = table.Count(Members) local Involved = Owner and TeamAmt + 1 or TeamAmt local Fraction = math.floor(Val / Involved) if TeamAmt > 1 then for k, v in next, Members do Pay(v, Fraction, Name) end else Pay(attacker, Fraction, Name) end if Owner then Pay(Owner, Fraction, Name, true) end return Val end function BaseWars.UTIL.RefundAll(ply, ret) if not ply and not ret then BaseWars.UTIL.Log("FULL SERVER REFUND IN PROGRESS!!!") end local RetTbl = {} if ret then for k, v in next, player.GetAll() do RetTbl[v:SteamID64()] = 0 end end for k, v in next, ents.GetAll() do if not BaseWars.Ents:Valid(v) then continue end local Owner = BaseWars.Ents:ValidOwner(v) if not Owner or (ply and ply ~= Owner) then continue end if not v.CurrentValue then continue end if not ret then BaseWars.UTIL.PayOut(v, Owner, true, ret) v:Remove() else RetTbl[Owner:SteamID64()] = RetTbl[Owner:SteamID64()] + BaseWars.UTIL.PayOut(v, Owner, true, ret) end end return RetTbl end function BaseWars.UTIL.WriteCrashRollback(recover) if recover then if file.Exists("server_crashed.dat", "DATA") then BaseWars.UTIL.Log("Server crash detected, converting data rollbacks into refund files!") else return end local Files = file.Find("basewars_crashrollback/*_save.txt", "DATA") for k, v in next, Files do local FileName = v:gsub("_save.txt", "") local FileData = file.Read("basewars_crashrollback/" .. v, "DATA") file.Write("basewars_crashrollback/" .. FileName .. "_load.txt", FileData) end return end local RefundTable = BaseWars.UTIL.RefundAll(nil, true) for k, v in next, RefundTable do if not file.IsDir("basewars_crashrollback", "DATA") then file.CreateDir("basewars_crashrollback") end file.Write("basewars_crashrollback/" .. tostring(k) .. "_save.txt", v) end file.Write("server_crashed.dat", "") end function BaseWars.UTIL.RefundFromCrash(ply) local UID = ply:SteamID64() local FileName = "basewars_crashrollback/" .. UID .. "_load.txt" if file.Exists(FileName, "DATA") then local Money = file.Read(FileName, "DATA") Money = tonumber(Money) ply:ChatPrint(BaseWars.LANG.WelcomeBackCrash) ply:ChatPrint(string.format(BaseWars.LANG.Refunded, BaseWars.NumberFormat(Money))) BaseWars.UTIL.Log("Refunding ", ply, " for server crash previously.") ply:GiveMoney(Money) file.Delete(FileName) end end function BaseWars.UTIL.ClearRollbackFile(ply) local UID = ply:SteamID64() local FileName = "basewars_crashrollback/" .. UID .. "_save.txt" if file.Exists(FileName, "DATA") then file.Delete(FileName) end end function BaseWars.UTIL.SafeShutDown() BaseWars.UTIL.RefundAll() local Files = file.Find("basewars_crashrollback/*_save.txt", "DATA") for k, v in next, Files do file.Delete("basewars_crashrollback/" .. v) end file.Delete("server_crashed.dat") end function BaseWars.UTIL.FreezeAll() for k, v in next, ents.GetAll() do if not BaseWars.Ents:Valid(v) then continue end local Phys = v:GetPhysicsObject() if not BaseWars.Ents:Valid(Phys) then continue end Phys:EnableMotion(false) end end function BaseWars.UTIL.GetPre122Data(ply) local path = IsValid(ply) and ply:SteamID64() or ply if not path then return end return { money = tonumber(file.Read("basewars_money/" .. path .. "/money.txt", "DATA") or "") or 0, karma = tonumber(file.Read("basewars_karma/" .. path .. "/karma.txt", "DATA") or "") or 0, level = tonumber(file.Read("basewars_playerlevel/" .. path .. "/level.txt", "DATA") or "") or 0, xp = tonumber(file.Read("basewars_playerlevel/" .. path .. "/xp.txt", "DATA") or "") or 0, time = tonumber(file.Read("basewars_time/" .. path .. "/time.txt", "DATA") or "") or 0, } end function BaseWars.UTIL.RevertPlayerData(ply) local old_data = BaseWars.UTIL.GetPre122Data(ply) if not old_data then return end ply:SetMoney(old_data.money) ply:SetKarma(old_data.karma) ply:SetLevel(old_data.level) ply:SetXP(old_data.xp) PlayTime:SetGlobalTimeFile(ply, old_data.time) end function BaseWars.NumberFormat(num) local t = BaseWars.LANG.Numbers for i = 1, #t do local Div = t[i][1] local Str = t[i][2] if num >= Div or num <= -Div then return string.Comma(math.Round(num / Div, 1)) .. " " .. Str end end return string.Comma(math.Round(num, 1)) end local ValidChatHudTag = { ["color"] = true, ["hsv"] = true, ["texture"] = true, } function ParseChatHudTags(str) if CLIENT and not chathud then return str end local isChatHudTag = str:match("<(.-)>") and true or false if isChatHudTag then local ChatHudTag = str:match("<(.-)>") local EndPos = string.find(ChatHudTag, "=") if EndPos then local ChatHudTagName = string.sub(ChatHudTag, 1, EndPos - 1) if ValidChatHudTag[ChatHudTagName] then str = string.Replace(str, "<" .. ChatHudTag .. ">", ""):Trim() end end end local isEndChatHudTag = str:match("</(.-)>") and true or false if isEndChatHudTag then local ChatHudTag = str:match("</(.-)>") if ValidChatHudTag[ChatHudTag] then str = string.Replace(str, "</" .. ChatHudTag .. ">", ""):Trim() end end local stillHasTags = str:match("<(.-)>") and true or false if stillHasTags then local ChatHudTag = str:match("<(.-)>") local EndPos = string.find(ChatHudTag, "=") if EndPos then local ChatHudTagName = string.sub(ChatHudTag, 1, EndPos - 1) if ValidChatHudTag[ChatHudTagName] then str = ParseChatHudTags(str) end end end return str end local PlayersCol = Color(125, 125, 125, 255) team.SetUp(1, "No Faction", PlayersCol) function GM:PlayerNoClip(ply) local Admin = ply:IsAdmin() if SERVER then -- Second argument doesn't work?? local State = ply:GetMoveType() == MOVETYPE_NOCLIP if aowl and not Admin and State and not ply.__is_being_physgunned then return true end end return Admin and not ply:InRaid() and (not aowl or ply.Unrestricted or ply:GetNWBool("Unrestricted")) end local function BlockInteraction(ply, ent, ret) if ent then if not BaseWars.Ents:Valid(ent) then return false end local Classes = BaseWars.Config.PhysgunBlockClasses local class = ent:GetClass() if class:find("_door") or class:find("func_") then return false end if Classes[class] then return false end local Owner = ent.CPPIGetOwner and ent:CPPIGetOwner() if BaseWars.Ents:ValidPlayer(ply) and ply:InRaid() then return false end if BaseWars.Ents:ValidPlayer(Owner) and Owner:InRaid() then return false end elseif ply:InRaid() then return false end return ret == nil or ret end local function IsAdmin(ply, ent, ret) if BlockInteraction(ply, ent, ret) == false then return false end return ply:IsAdmin() end function GM:PhysgunPickup(ply, ent) local Ret = self.BaseClass:PhysgunPickup(ply, ent) if ent:IsVehicle() then return IsAdmin(ply, ent, Ret) end ent.beingPhysgunned = ent.beingPhysgunned or {} local found = false for k, v in ipairs(ent.beingPhysgunned) do if v == ply then found = true break end end if not found then ent.beingPhysgunned[#ent.beingPhysgunned + 1] = ply end return BlockInteraction(ply, ent, Ret) end function GM:PhysgunDrop(ply, ent) if ent.beingPhysgunned then for k, v in ipairs(ent.beingPhysgunned) do if v == ply then table.remove(ent.beingPhysgunned, k) break end end end return self.BaseClass:PhysgunDrop(ply, ent) end function GM:CanPlayerUnfreeze(ply, ent, phys) local Ret = self.BaseClass:CanPlayerUnfreeze(ply, ent, phys) return BlockInteraction(ply, ent, Ret) end local stupidStuff = { ["precision"] = true, ["inflator"] = true, ["paint"] = true, ["color"] = true, ["fading_door"] = true, ["material"] = true, } function GM:CanTool(ply, tr, tool) local ent = tr.Entity if ent == game.GetWorld() then ent = nil end local Ret = self.BaseClass:CanTool(ply, tr, tool) if BaseWars.Config.BlockedTools[tool] then return IsAdmin(ply, ent, Ret) end if BaseWars.Ents:Valid(ent) and ent:GetClass():find("bw_") then return IsAdmin(ply, ent, Ret) end if SERVER and not stupidStuff[tool] then local Pos = tr.HitPos local HitString = math.floor(Pos.x) .. "," .. math.floor(Pos.y) .. "," .. math.floor(Pos.z) BaseWars.UTIL.Log("TOOL EVENT: ", ply, " -> ", tool, " on pos [", HitString, "]") end return BlockInteraction(ply, ent, Ret) end function GM:PlayerSpawnObject(ply, model, ...) local Ret = self.BaseClass:PlayerSpawnObject(ply, model, ...) return BlockInteraction(ply, nil, Ret) end function GM:CanDrive() -- I'm sick of this return false end function GM:OnPhysgunReload() -- Stop crashing our server return false end function GM:CanProperty(ply, prop, ent, ...) local Ret = self.BaseClass:CanProperty(ply, prop, ent, ...) if not IsValid(ent) then return Ret end local Class = ent:GetClass() if prop == "persist" then return false end if prop == "ignite" then return false end if prop == "extinguish" then return IsAdmin(ply, ent, Ret) end if prop == "remover" and Class:find("bw_") then return IsAdmin(ply, ent, Ret) end return BlockInteraction(ply, ent, Ret) end function GM:GravGunPunt(ply, ent) local Ret = self.BaseClass:GravGunPunt(ply, ent) if not IsValid(ent) then return Ret end local Class = ent:GetClass() if ent:IsVehicle() then return false end if Class == "prop_physics" then return BaseWars.Config.AllowPropPunt end return BlockInteraction(ply, ent, Ret) end local NoSounds = { "vo/engineer_no01.mp3", "vo/engineer_no02.mp3", "vo/engineer_no03.mp3", } function GM:PlayerSpawnProp(ply, model) local Ret = self.BaseClass:PlayerSpawnProp(ply, model) local EscapedModel = model:lower():gsub("\\","/"):gsub("//", "/"):Trim() if BaseWars.Config.ModelBlacklist[EscapedModel] then ply:EmitSound(NoSounds[math.random(1, #NoSounds)], 140) return end Ret = (Ret == nil or Ret) if Ret then BaseWars.UTIL.Log("PROP EVENT: ", ply, " -> ", EscapedModel) end return Ret == nil or Ret end
local function recordExists(sid64, callback) local strQuery = string.format("SELECT id FROM litlogs_players WHERE sid64 = '%s';", sid64) LitLogs.Query(strQuery, function(data) local exists = (istable(data) and data[1] and isnumber(data[1].id)) and true or false callback(exists) end) end hook.Add("PlayerInitialSpawn", "LitLogs::PlayerStore", function(ply) timer.Simple(10, function() -- delay because the rpname darkrpvar isn't set instantly in this hook if not IsValid(ply) then return end local name = LitLogs.EscapeSQL(ply:getDarkRPVar("rpname") or ply:Nick()) local sid64 = ply:SteamID64() local ip = ply:IPAddress():Split(":")[1] recordExists(sid64, function(exists) local strQuery if not exists then strQuery = string.format("INSERT INTO litlogs_players (sid64, lastname, lastip) VALUES ('%s', '%s', '%s');", sid64, name, ip) else strQuery = string.format("UPDATE litlogs_players SET lastname = '%s', lastip = '%s' WHERE sid64 = '%s';", name, ip, sid64) end LitLogs.Query(strQuery) end) end) end)
local octopait = { _LICENSE = [[ MIT LICENSE Copyright (c) 2019 Chris / Systemlogoff 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. ]], } --[[ Notes ]]------------------------------------------------------------------- -- Load libraries and media gui = {} gui.pixels = require 'pixels' gui.pixels:load(4) local image = nil local preview_image = false local adj_level = 0.5 local function bitnum(table) if #table ~= 8 then return 0 end local num = 0 if table[1] == 1 then num = num + 128 end if table[2] == 1 then num = num + 64 end if table[3] == 1 then num = num + 32 end if table[4] == 1 then num = num + 16 end if table[5] == 1 then num = num + 8 end if table[6] == 1 then num = num + 4 end if table[7] == 1 then num = num + 2 end if table[8] == 1 then num = num + 1 end return num end local startup_menu = love.graphics.newImage("res/menu.png") local superchip = true --[[ Notes ]]------------------------------------------------------------------- -- Run once items. function love.load() end --[[ Notes ]]------------------------------------------------------------------- -- Draw behind all hump gamestates function love.draw() -- This is the main love.draw if no draws are being done in your class, should never be noticed. love.graphics.setColor(1,1,1,1) gui.pixels:drawGameArea() if image then local dem = {image:getWidth(), image:getHeight()} local width = 64 local height = 32 if superchip then width = 128 height = 64 end love.graphics.rectangle("fill", 0, 0, 128, 64) if dem[1] > 128 then if dem[1] > dem[2] then love.graphics.draw(image,0,0,0,1/(dem[1]/width))--,1/(dem[2]/64)) else love.graphics.draw(image,0,0,0,1/(dem[2]/height),1/(dem[2]/height)) end else love.graphics.draw(image) end else love.graphics.draw(startup_menu) end if preview_image then love.graphics.rectangle("fill", 0, 0, 128, 64) love.graphics.setColor(0,0,0,1) local cx = 0; local cy = 0 for i=1, #imagetable do if imagetable[i] == 1 then love.graphics.rectangle("fill", cx, cy, 1, 1) end cx = cx + 1 if i % 128 == 0 then cx = 0 cy = cy + 1 end end love.graphics.setColor(1,1,1,1) end gui.pixels:endDrawGameArea() end --[[ Notes ]]------------------------------------------------------------------- -- Global Hotkeys function love.keypressed(key, scancode, isrepeat) if key == "c" then if image then preview_image = false window_convert() else window_noimage() end end if key == "d" then image = nil end if key == "m" then window_adjust() end if key == "p" then if image then convertimage() preview_image = not preview_image else window_noimage() end end if key == "escape" or key == "q" then window_quit() end end --[[ Notes ]]------------------------------------------------------------------- function love.update(dt) gui.pixels:update(dt) end function love.filedropped(file) local title = "Image Type" local message = "What mode are you making your Chip8 game in?" local buttons = {"Schip. (128x64)", "Std. (64x32)", escapebutton = 1} local pressedbutton = love.window.showMessageBox(title, message, buttons) if pressedbutton == 1 then superchip = true elseif pressedbutton == 2 then superchip = false end file:open("r") data2 = file:read() print("Content of " .. file:getFilename() .. ' is') --print(data2) print("End of file") data = love.filesystem.newFileData( data2, "img.png", "file" ) image = love.graphics.newImage( data ) file:close() end function window_convert() local title = "Convert This Image?" local message = "Convert this image and send the conversion to your clipboard?" local buttons = {"Schip. (128x64)", "Std. (64x32)", "Cancel", escapebutton = 1} local pressedbutton = love.window.showMessageBox(title, message, buttons) if pressedbutton == 1 then print("SCHIP") convertimage() to_clipboard() elseif pressedbutton == 2 then print("Standard") convertimage_std() to_clipboard() elseif pressedbutton == 3 then print("Canceled!") end end function window_adjust() local title = "Adjust Black/White Levels" local message = "Adjust the limit of how grey a color has to be to be black.\nNot really needed if you already have drawn your image with only black/white colors." local buttons = {"10%","20%","30%","40%","50% (Default)","60%","70%","80%","90%", escapebutton = 5} local pressedbutton = love.window.showMessageBox(title, message, buttons) if pressedbutton == 1 then adj_level = 0.1 elseif pressedbutton == 2 then adj_level = 0.2 elseif pressedbutton == 3 then adj_level = 0.3 elseif pressedbutton == 4 then adj_level = 0.4 elseif pressedbutton == 5 then adj_level = 0.5 elseif pressedbutton == 6 then adj_level = 0.6 elseif pressedbutton == 7 then adj_level = 0.7 elseif pressedbutton == 8 then adj_level = 0.8 elseif pressedbutton == 9 then adj_level = 0.9 end end function window_quit() if love.window.getFullscreen() == true then love.window.setFullscreen(false) end local title = "Exit?" local message = "Do you want to exit the program?" local buttons = {"No", "Yes", escapebutton = 2} local pressedbutton = love.window.showMessageBox(title, message, buttons, "warning", true) if pressedbutton == 2 then love.event.quit( ) elseif pressedbutton == 1 then print("No") end end function window_noimage() local errortitle = "WARNING - No Image Loaded" local errormessage = "There is no image loaded. Please load an image by dropping a file on the main window." love.window.showMessageBox(errortitle, errormessage, "error") end function convertimage() capture = gui.pixels.canvas:newImageData( 1, 1, 0, 0, 128, 64 ) -- Capture the displayed image imagetable = {} -- create a table to hold it local i = 1 for y=0, 64-1 do for x=0, 128-1 do -- Loop though all the pixels in the frame r, g, b, a = capture:getPixel( x,y ) --print(r, g, b, a) imagetable[#imagetable+1] = ((r+b+g)/3) -- store as the average color end end --print(#imagetable, imagetable[3]) -- Display count for i=1, #imagetable do -- Convert the image to 0/1 depending on how grey it is. local blackorwhite = 0 if imagetable[i] <= adj_level then blackorwhite = 1 end imagetable[i] = blackorwhite end -- Sanity Test local string="" for i=1, #imagetable do string = string .. imagetable[i] if i % 128 == 0 then string = string .. "\n" end end --print(string) clip = "" for tile=0, 127 do string = "" for i=1, 8 do ox = (i-1) * 128 tj = math.floor(tile/16) * (7*128) local lineseg = { imagetable[(1+tj+(8*tile))+ox], imagetable[(2+tj+(8*tile))+ox], imagetable[(3+tj+(8*tile))+ox], imagetable[(4+tj+(8*tile))+ox], imagetable[(5+tj+(8*tile))+ox], imagetable[(6+tj+(8*tile))+ox], imagetable[(7+tj+(8*tile))+ox], imagetable[(8+tj+(8*tile))+ox], --print("Derp", (8+tj+(8*tile))+ox) } string = string .. bitnum(lineseg) .. " " end --print(": tile_" .. tile) --print(string) clip = clip .. string .. "\n" --print(tile, (math.floor(tile / 16))) end end function convertimage_std() capture = gui.pixels.canvas:newImageData( 1, 1, 0, 0, 128, 64 ) -- Capture the displayed image imagetable = {} -- create a table to hold it local i = 1 for y=0, 32-1 do for x=0, 64-1 do -- Loop though all the pixels in the frame r, g, b, a = capture:getPixel( x,y ) --print(r, g, b, a) imagetable[#imagetable+1] = ((r+b+g)/3) -- store as the average color end end --print(#imagetable, imagetable[3]) -- Display count for i=1, #imagetable do -- Convert the image to 0/1 depending on how grey it is. local blackorwhite = 0 if imagetable[i] <= adj_level then blackorwhite = 1 end imagetable[i] = blackorwhite end -- Sanity Test local string="" for i=1, #imagetable do string = string .. imagetable[i] if i % 64 == 0 then string = string .. "\n" end end print(string) clip = "" for tile=0, 31 do string = "" for i=1, 8 do ox = (i-1) * 64 tj = math.floor(tile/8) * (7*64) local lineseg = { imagetable[(1+tj+(8*tile))+ox], imagetable[(2+tj+(8*tile))+ox], imagetable[(3+tj+(8*tile))+ox], imagetable[(4+tj+(8*tile))+ox], imagetable[(5+tj+(8*tile))+ox], imagetable[(6+tj+(8*tile))+ox], imagetable[(7+tj+(8*tile))+ox], imagetable[(8+tj+(8*tile))+ox], --print("Derp", (8+tj+(8*tile))+ox) } string = string .. bitnum(lineseg) .. " " end --print(": tile_" .. tile) --print(string) clip = clip .. string .. "\n" --print(tile, (math.floor(tile / 16))) end end function to_clipboard() love.system.setClipboardText( tostring(clip) ) end
module(..., package.seeall) --sputnik.authentication.simple ----------------------------------------------------------------------------- -- This is the reference implementation for an authentication module, -- implementing all of the core functionality that Sputnik will expect from -- a drop-in-replacement ----------------------------------------------------------------------------- local errors = require("sputnik.auth.errors") local Simple = {} local Simple_mt = {__metatable = {}, __index = Simple} -- Utility functions local function load_users(sputnik, name) local node = sputnik:get_node(name) return node.content.USERS, node.raw_values.content end local function get_salted_hash(time, salt, password) return md5.sumhexa(time .. salt .. password) end local function user_token(user, salt, hash) return md5.sumhexa(user .. salt .. "Sputnik") end ----------------------------------------------------------------------------- -- Creates a new instance of the authentication module for use in Sputnik -- -- @param sputnik a sputnik instance to use for storage . -- @param params a table of configuration paramaters (the actual set -- of parameters is implementation-specific. ----------------------------------------------------------------------------- function new(sputnik, params) -- Set up default parameters params = params or {} params.node = params.node or "sputnik/passwords" params.password_salt = params.password_salt or sputnik.config.PASSWORD_SALT params.token_salt = params.token_salt or sputnik.config.TOKEN_SALT params.recent = params.recent or (14 * 24 * 60 * 60) local obj = setmetatable({}, Simple_mt) obj.sputnik = sputnik obj.node = params.node obj.password_salt = params.password_salt obj.token_salt = params.token_salt obj.noauto = params.NO_AUTO_REGISTRATION obj.recent = params.recent obj.users = load_users(obj.sputnik, obj.node) return obj end ------------------------------------------------------------------ -- Returns whether or not a given username exists in the -- authentication system, without any further information -- -- @param username the username to query -- @return exists whether or not the username exists in the system function Simple:user_exists(username) if type(username) ~= "string" then return false end username=username:lower() return type(self.users[username]) == "table" end ------------------------------------------------------------------ -- Returns a token for the specified timestamp. This is provided -- for use outside the authentication system -- -- @param timestamp - the timestamp to use when generating token -- @return token a hashed token representing the given timestamp function Simple:timestamp_token(timestamp) return md5.sumhexa(timestamp .. self.token_salt) end ------------------------------------------------------------------ -- Attempt to authenticate a given user with a given password -- -- @param user the username to authenticate -- @param password the raw password to authenticate with -- @return user the name of the authenticated user -- @return token a hashed token for the user function Simple:authenticate(username, password) username = username:lower() local entry = self.users[username] if entry then local hash = get_salted_hash(entry.creation_time, self.password_salt, password) if hash == entry.hash then return entry.display, user_token(username, self.token_salt, entry.hash) else return nil, errors.wrong_password(username) end else return nil, errors.no_such_user(username) end end ------------------------------------------------------------------ -- Validate an existing authentication token. This is used for -- allowing authentication via cookies -- -- @param user the username the token belong to -- @param token the actual token hash -- @return user the name of the authenticated user function Simple:validate_token(username, token) username = username:lower() local entry = self.users[username] if self:user_exists(username) then if user_token(username, self.token_salt, entry.hash) == token then return entry.display else return false, errors.wrong_password(username) end else return false, errors.no_such_user(username) end end ------------------------------------------------------------------ -- Returns whether or not a given user is a new user, defined -- by the "recent" configuration parameter. -- @param user the username to query -- @return isRecent a boolean value indicating if the user's -- account was created in the specified time frame function Simple:user_is_recent(username) username = username:lower() local entry = self.users[username] if entry then local now = os.time() local min = now - self.recent return (tonumber(entry.creation_time) > min) else return nil, errors.no_such_user(username) end end ------------------------------------------------------------------ -- Adds a user/password pair to the password file -- -- @param user the username to add -- @param password the raw password -- @return success a boolean value indicating if the add was -- successful. -- @return err an error message if the add was not successful function Simple:add_user(username, password, metadata) local now = os.time() local users, raw_users = load_users(self.sputnik, self.node) if self:user_exists(username) then return nil, user_already_exist(username) end metadata = metadata or {} metadata.creation_time = now metadata.display = username metadata.hash = get_salted_hash(now, self.password_salt, password) username = username:lower() if username == "admin" then metadata.is_admin = "true" end users[username] = metadata local user_as_string = string.format("USERS[%q]={", username) for k,v in pairs(metadata) do user_as_string = user_as_string..string.format(" %s=%q,", k, v) end user_as_string = user_as_string.."}" local password_node = self.sputnik:get_node(self.node) local params = { content = (raw_users or "USERS={}\n").."\n"..user_as_string, } password_node = self.sputnik:update_node_with_params(password_node, params) password_node = self.sputnik:save_node(password_node, nil, username, "Added new user: " .. username, {minor="yes"}) self.users = load_users(self.sputnik, self.node) return true end ----------------------------------------------------------------------------- -- Retrieves a piece of metadata for a specific user -- -- @param username the username to query -- @param key the metadata key to query -- @return data the value of the metadata or nil function Simple:get_metadata(username, key) if not username or username=="" then return nil end username=username:lower() if self.users[username] then return self.users[username][key] else return errors.no_such_user(username) end end -- vim:ts=3 ss=3 sw=3 expandtab
--- -- Stub out problematic Lua functions while tests are running. --- local testing = select(1, ...) testing.onBeforeTest(function() end) testing.onAfterTest(function() end)
util.AddNetworkString("openDonMenu") util.AddNetworkString("sendRequest") util.AddNetworkString("sendNotify") local function donNotify(ply, txt) net.Start("sendNotify") net.WriteString(txt) net.Send(ply) end local cmd = "!donate" local packages = { ["Premium Lifetime"] = function(ply) query("INSERT INTO donations (uniqueid, name, premium) VALUES ('"..ply:SteamID().."', '"..ply:Nick().."', '1')", function(res) if (res) then return true end end) end, ["Platinum Lifetime"] = function(ply) query("INSERT INTO donations (uniqueid, name, platinum) VALUES ('"..ply:SteamID().."', '"..ply:Nick().."', '1')", function(res) if (res) then return true end end) end, ["Diamond Lifetime"] = function(ply) query("INSERT INTO donations (uniqueid, name, diamond) VALUES ('"..ply:SteamID().."', '"..ply:Nick().."', '1')", function(res) if (res) then return true end end) end } hook.Add("PlayerSay", "OpenOurDonateMenu", function(ply, text) if (string.sub(text, 1, (string.len(cmd))) == cmd) then net.Start("openDonMenu") net.Send(ply) end end) net.Receive("sendRequest", function(len, ply) local key = net.ReadString() if (!key) then donNotify(ply, "No key supplied!") return end key = escape(key) query("SELECT * FROM donations WHERE steamid = '"..ply:SteamID().."' AND redeemed = '0' AND unique_key = '"..key.."'", function(res) if (#res != 0) then local p = res[1]['package'] local rp = packages[p] if (!rp) then donNotify(ply, "Package not found, contact a Server Director or Owner!") return end local s = rp(ply) if (s) then query("UPDATE donations SET redeemed = '1' WHERE steamid ='"..ply:SteamID().."' AND unique_key = '"..key.."'", function(res) if (res) then donNotify(ply, "Successfully redeemed, thanks for donating!") end end) end else donNotify(ply, "No key found for that SteamID, or it is already redeemed!") end end) end)
module(..., package.seeall) css = [=[ /* Copyright (c) 2007, Yahoo! Inc. All rights reserved. Code licensed under the BSD License: http://developer.yahoo.net/yui/license.txt version: 2.2.2 */ /*reset.css*/body,div,dl,dt,dd,ul,ol,li,h1,h2,h3,h4,h5,h6,pre,form,fieldset,input,textarea,p,blockquote,th,td{margin:0;padding:0;}table{border-collapse:collapse;border-spacing:0;}fieldset,img{border:0;}address,caption,cite,code,dfn,em,strong,th,var{font-style:normal;font-weight:normal;}ol,ul {list-style:none;}caption,th {text-align:left;}h1,h2,h3,h4,h5,h6{font-size:100%;font-weight:normal;}q:before,q:after{content:'';}abbr,acronym {border:0;} /*fonts.css*/body{font:13px arial,helvetica,clean,sans-serif;*font-size:small;*font:x-small;}table {font-size:inherit;font:100%;}select, input, textarea {font:99% arial,helvetica,clean,sans-serif;}pre, code {font:115% monospace;*font-size:100%;}body * {line-height:1.22em;} /*grids.css*/body{text-align:center;}#ft{clear:both;}#doc,#doc2,#doc3,.yui-t1,.yui-t2,.yui-t3,.yui-t4,.yui-t5,.yui-t6,.yui-t7{margin:auto;text-align:left;width:57.69em;*width:56.3em;min-width:750px;}#doc2{width:73.074em;*width:71.313em;min-width:950px;}#doc3{margin:auto 10px;width:auto;}.yui-b{position:relative;}.yui-b{_position:static;}#yui-main .yui-b{position:static;}#yui-main{width:100%;}.yui-t1 #yui-main,.yui-t2 #yui-main,.yui-t3 #yui-main{float:right;margin-left:-25em;}.yui-t4 #yui-main,.yui-t5 #yui-main,.yui-t6 #yui-main{float:left;margin-right:-25em;}.yui-t1 .yui-b{float:left;width:12.3207em;*width:12.0106em;}.yui-t1 #yui-main .yui-b{margin-left:13.3207em;*margin-left:13.0106em;}.yui-t2 .yui-b{float:left;width:13.8456em;*width:13.512em;}.yui-t2 #yui-main .yui-b{margin-left:14.8456em;*margin-left:14.512em;}.yui-t3 .yui-b{float:left;width:23.0759em;*width:22.52em;}.yui-t3 #yui-main .yui-b{margin-left:24.0759em;*margin-left:23.52em;}.yui-t4 .yui-b{float:right;width:13.8456em;*width:13.512em;}.yui-t4 #yui-main .yui-b{margin-right:14.8456em;*margin-right:14.512em;}.yui-t5 .yui-b{float:right;width:18.4608em;*width:18.016em;}.yui-t5 #yui-main .yui-b{margin-right:19.4608em;*margin-right:19.016em;}.yui-t6 .yui-b{float:right;width:23.0759em;*width:22.52em;}.yui-t6 #yui-main .yui-b{margin-right:24.0759em;*margin-right:23.52em;}.yui-t7 #yui-main .yui-b{display:block;margin:0 0 1em 0;}#yui-main .yui-b{float:none;width:auto;}.yui-g .yui-u,.yui-g .yui-g,.yui-gc .yui-u,.yui-gc .yui-g .yui-u,.yui-ge .yui-u,.yui-gf .yui-u{float:right;display:inline;}.yui-g div.first,.yui-gc div.first,.yui-gc div.first div.first,.yui-gd div.first,.yui-ge div.first,.yui-gf div.first{float:left;}.yui-g .yui-u,.yui-g .yui-g{width:49.1%;}.yui-g .yui-g .yui-u,.yui-gc .yui-g .yui-u{width:48.1%;}.yui-gb .yui-u,.yui-gc .yui-u,.yui-gd .yui-u{float:left;margin-left:2%;*margin-left:1.895%;width:32%;}.yui-gb div.first,.yui-gc div.first,.yui-gd div.first{margin-left:0;}.yui-gc div.first,.yui-gd .yui-u{width:66%;}.yui-gd div.first{width:32%;}.yui-ge .yui-u{width:24%;}.yui-ge div.first,.yui-gf .yui-u{width:74.2%;}.yui-gf div.first{width:24%;}.yui-ge div.first{width:74.2%;}#bd:after,.yui-g:after,.yui-gb:after,.yui-gc:after,.yui-gd:after,.yui-ge:after,.yui-gf:after{content:".";display:block;height:0;clear:both;visibility:hidden;}#bd,.yui-g,.yui-gb,.yui-gc,.yui-gd,.yui-ge,.yui-gf{zoom:1;} ]=]
--[[ Copyright 2014 The Luvit Authors. All Rights Reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS-IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. --]] local uv = require('uv') return function (main, ...) -- Inject the global process table _G.process = require('process').globalProcess() -- Seed Lua's RNG do local math = require('math') local os = require('os') math.randomseed(os.time()) end -- Load Resolver do local dns = require('dns') dns.loadResolver() end -- EPIPE ignore do if jit.os ~= 'Windows' then local sig = uv.new_signal() uv.signal_start(sig, 'sigpipe') uv.unref(sig) end end local args = {...} local success, err = xpcall(function () -- Call the main app main(unpack(args)) -- Start the event loop uv.run() end, debug.traceback) if success then -- Allow actions to run at process exit. require('hooks'):emit('process.exit') uv.run() else _G.process.exitCode = -1 require('pretty-print').stderr:write("Uncaught exception:\n" .. err .. "\n") end -- When the loop exits, close all unclosed uv handles. uv.walk(function (handle) if handle and not handle:is_closing() then handle:close() end end) uv.run() -- Send the exitCode to luvi to return from C's main. return _G.process.exitCode end
{data={name="", author="Magnus siiftun1857 Frankline"}, blocks={ {1881000, {3.478, 0}}, {1881001, {3.478, 10}}, {1881001, {3.478, -10}}, {1881002, {-6.522, 10}, -1.571}, {1881002, {-6.522, -10}, 1.571}, {1881004, {3.478, -20}, bindingId=0}, {1881004, {3.478, 20}, bindingId=0}, {1881002, {-6.522, 20}, 1.571}, {1881002, {-6.522, -20}, -1.571}}}
do local function f(x) return f(x) + 1 + 1 end (nil)(f) end
local gameData = { score = 0, timeScale = 1, powerups = { { -- solid ground effect minScore = 4, --score at which is starts spawning chance = 0.2, --probability of being spawned at any given score lifespan = 5, --how long until despawn if not collected (seconds) effectDuration = 10, --how long the powerup is effective when applied entity = "nodes/powerups/solidground", --the entity to spawn when collected (must have a .create method and :init, :deinit etc) }, { -- slow motion effect minScore = 2, --score at which is starts spawning chance = 0.2, --probability of being spawned at any given score lifespan = 5, --how long until despawn if not collected (seconds) effectDuration = 3, --how long the powerup is effective when applied entity = "nodes/powerups/slowmotion", --the entity to spawn when collected (must have a .create method and :init, :deinit etc) }, { -- fast motion effect minScore = 10, --score at which is starts spawning chance = 0.3, --probability of being spawned at any given score lifespan = 5, --how long until despawn if not collected (seconds) effectDuration = 3, --how long the powerup is effective when applied entity = "nodes/powerups/fastmotion", --the entity to spawn when collected (must have a .create method and :init, :deinit etc) } } } function gameData:init() self.score = 0 self.timeScale = 1 end return gameData
sptbl["brown"] = { files = { module = "brown.c", header = "brown.h", example = "ex_brown.c", }, func = { create = "sp_brown_create", destroy = "sp_brown_destroy", init = "sp_brown_init", compute = "sp_brown_compute", }, params = { }, modtype = "module", description = [[Brownian noise generator. ]], ninputs = 0, noutputs = 1, inputs = { }, outputs = { { name = "out", description = "Brownian noise output." }, } }
--[[ 背包界面 2016_07_06 Ravioyla ]] local BagLayer = class("BagLayer", function(scene) local bagLayer = display.newLayer(cc.c4b(0, 0, 0, 125)) return bagLayer end) local ShopDetailFrame = appdf.req(appdf.CLIENT_SRC.."plaza.models.ShopDetailFrame") BagLayer.CBT_GEM = 1 BagLayer.CBT_CARD = 2 BagLayer.CBT_ITEM = 3 BagLayer.CBT_GIFT = 4 BagLayer.BT_GEM = 100 BagLayer.BT_CARD = BagLayer.BT_GEM+200 BagLayer.BT_ITEM = BagLayer.BT_CARD+200 BagLayer.BT_GIFT = BagLayer.BT_ITEM+200 -- 进入场景而且过渡动画结束时候触发。 function BagLayer:onEnterTransitionFinish() self._scene:showPopWait() self._shopDetailFrame:onQuerySend() return self end -- 退出场景而且开始过渡动画时候触发。 function BagLayer:onExitTransitionStart() return self end function BagLayer:ctor(scene, gameFrame) local this = self self._scene = scene self:registerScriptHandler(function(eventType) if eventType == "enterTransitionFinish" then -- 进入场景而且过渡动画结束时候触发。 self:onEnterTransitionFinish() elseif eventType == "exitTransitionStart" then -- 退出场景而且开始过渡动画时候触发。 self:onExitTransitionStart() elseif eventType == "exit" then if self._shopDetailFrame:isSocketServer() then self._shopDetailFrame:onCloseSocket() end if nil ~= self._shopDetailFrame._gameFrame then self._shopDetailFrame._gameFrame._shotFrame = nil self._shopDetailFrame._gameFrame = nil end end end) --按钮回调 self._btcallback = function(ref, type) if type == ccui.TouchEventType.ended then this:onButtonClickedEvent(ref:getTag(),ref) end end local cbtlistener = function (sender,eventType) this:onSelectedEvent(sender:getTag(),sender,eventType) end --网络回调 local bagCallBack = function(result,message) this:onBagCallBack(result,message) end --网络处理 self._shopDetailFrame = ShopDetailFrame:create(self,bagCallBack) self._shopDetailFrame._gameFrame = gameFrame if nil ~= gameFrame then gameFrame._shotFrame = self._shopDetailFrame end self._select = BagLayer.CBT_GEM --显示队列 self._showList = {} --数据队列 self._gemList = {} self._cardList = {} self._itemList = {} self._giftList = {} local frame = cc.SpriteFrameCache:getInstance():getSpriteFrame("sp_top_bg.png") if nil ~= frame then local sp = cc.Sprite:createWithSpriteFrame(frame) sp:setPosition(yl.WIDTH/2,yl.HEIGHT-51) self:addChild(sp) end display.newSprite("Bag/title_bag.png") :move(yl.WIDTH/2,yl.HEIGHT - 51) :addTo(self) ccui.Button:create("bt_return_0.png","bt_return_1.png") :move(75,yl.HEIGHT-51) :addTo(self) :addTouchEventListener(function(ref, type) if type == ccui.TouchEventType.ended then this._scene:onKeyBack() end end) frame = cc.SpriteFrameCache:getInstance():getSpriteFrame("sp_public_frame_0.png") if nil ~= frame then local sp = cc.Sprite:createWithSpriteFrame(frame) sp:setPosition(yl.WIDTH/2,320) self:addChild(sp) end display.newSprite("Bag/frame_1.png") :move(806,320) :addTo(self) display.newSprite("Bag/frame_2.png") :move(178,320) :addTo(self) --宝石 ccui.CheckBox:create("Bag/cbt_0_0.png","","Bag/cbt_0_1.png","","") :move(190,470) :addTo(self) :setSelected(true) :setTag(BagLayer.CBT_GEM) :addEventListener(cbtlistener) --卡片 ccui.CheckBox:create("Bag/cbt_1_0.png","","Bag/cbt_1_1.png","","") :move(190,470-104) :addTo(self) :setSelected(false) :setTag(BagLayer.CBT_CARD) :addEventListener(cbtlistener) --道具 ccui.CheckBox:create("Bag/cbt_2_0.png","","Bag/cbt_2_1.png","","") :move(190,470-104*2) :addTo(self) :setSelected(false) :setTag(BagLayer.CBT_ITEM) :addEventListener(cbtlistener) --礼物 ccui.CheckBox:create("Bag/cbt_3_0.png","","Bag/cbt_3_1.png","","") :move(190,470-104*3) :addTo(self) :setSelected(false) :setTag(BagLayer.CBT_GIFT) :addEventListener(cbtlistener) self._scrollView = ccui.ScrollView:create() :setContentSize(cc.size(938,458)) :setAnchorPoint(cc.p(0.5, 0.5)) :setPosition(cc.p(806, 320)) :setDirection(cc.SCROLLVIEW_DIRECTION_VERTICAL) :setBounceEnabled(true) :setScrollBarEnabled(false) :addTo(self) end --按键监听 function BagLayer:onButtonClickedEvent(tag,sender) local beginPos = sender:getTouchBeganPosition() local endPos = sender:getTouchEndPosition() if math.abs(endPos.x - beginPos.x) > 30 or math.abs(endPos.y - beginPos.y) > 30 then print("BagLayer:onButtonClickedEvent ==> MoveTouch Filter") return end print("***** button clicked-"..tag.." ******") if (tag>BagLayer.BT_GEM) and (tag<BagLayer.BT_CARD) then GlobalUserItem.useItem = self._gemList[tag-BagLayer.BT_GEM] self:getParent():getParent():onChangeShowMode(yl.SCENE_BAGDETAIL) elseif (tag>BagLayer.BT_CARD) and (tag<BagLayer.BT_ITEM) then GlobalUserItem.useItem = self._cardList[tag-BagLayer.BT_CARD] self:getParent():getParent():onChangeShowMode(yl.SCENE_BAGDETAIL) elseif (tag>BagLayer.BT_ITEM) and (tag<BagLayer.BT_GIFT) then GlobalUserItem.useItem = self._itemList[tag-BagLayer.BT_ITEM] self:getParent():getParent():onChangeShowMode(yl.SCENE_BAGDETAIL) elseif (tag>BagLayer.BT_GIFT) and (tag<BagLayer.BT_GIFT+200) then showToast(self,"手机端暂不支持礼物道具,请前往PC客户端使用!",2); end end function BagLayer:onSelectedEvent(tag,sender,eventType) if self._select == tag then self:getChildByTag(tag):setSelected(true) return end self._select = tag for i=1,4 do if i ~= tag then self:getChildByTag(i):setSelected(false) end end --刷新界面 self:onClearShowList() self:onUpdateShowList() end --操作结果 function BagLayer:onBagCallBack(result,message) print("======== BagLayer:onBagCallBack ========") self._scene:dismissPopWait() if message ~= nil and message ~= "" and result ~= 5 then showToast(self,message,2); end if result==yl.SUB_GP_QUERY_BACKPACKET_RESULT then if #message == 0 then showToast(self, "背包为空", 2) return end self._gemList = {} self._cardList = {} self._itemList = {} self._giftList = {} for i=1,#message do local item = message[i] if math.floor(item._index/100) == 0 then table.insert(self._giftList,item) elseif math.floor(item._index/100) == 1 then table.insert(self._gemList,item) elseif math.floor(item._index/100) == 2 then table.insert(self._cardList,item) elseif math.floor(item._index/100) == 3 then table.insert(self._itemList,item) end end --刷新界面 self:onClearShowList() self:onUpdateShowList() end end --清除当前显示 function BagLayer:onClearShowList() for i=1,#self._showList do self._showList[i]:removeFromParent() end self._showList = nil self._showList = {} end --更新当前显示 function BagLayer:onUpdateShowList() local theList = {} local tag = 0 if self._select == BagLayer.CBT_GEM then theList = self._gemList tag = BagLayer.BT_GEM elseif self._select == BagLayer.CBT_CARD then theList = self._cardList tag = BagLayer.BT_CARD elseif self._select == BagLayer.CBT_ITEM then theList = self._itemList tag = BagLayer.BT_ITEM elseif self._select == BagLayer.CBT_GIFT then theList = self._giftList tag = BagLayer.BT_GIFT end --计算scroll滑动高度 local scrollHeight = 0 if #theList<19 then scrollHeight = 458 self._scrollView:setInnerContainerSize(cc.size(938, 458+20)) else scrollHeight = 155*math.floor((#theList+math.floor(#theList%6))/6) self._scrollView:setInnerContainerSize(cc.size(938, scrollHeight+20)) end for i=1,#theList do local item = theList[i] self._showList[i] = cc.LayerColor:create(cc.c4b(100, 100, 100, 0), 143, 143) :move(80+math.floor((i-1)%6)*154-143/2,scrollHeight-(80+math.floor((i-1)/6)*154)-143/2+20) :addTo(self._scrollView) ccui.Button:create("Bag/frame_3.png","Bag/frame_3.png") :setContentSize(cc.size(143, 143)) :move(143/2,143/2) :setTag(tag+i) :addTo(self._showList[i]) :setSwallowTouches(false) :addTouchEventListener(self._btcallback) local frame = cc.SpriteFrameCache:getInstance():getSpriteFrame("icon_public_"..item._index..".png") if nil ~= frame then local sp = cc.Sprite:createWithSpriteFrame(frame) sp:setPosition(71.5, 71.5) self._showList[i]:addChild(sp) end cc.LabelAtlas:_create(""..item._count, "Bag/num_0.png", 20, 25, string.byte("0")) :setAnchorPoint(cc.p(1.0,0.5)) :move(128,25) :addTo(self._showList[i]) end end return BagLayer
if SERVER then util.AddNetworkString("Element.ShockBeam") end local ELEMENT = Element.New() function ELEMENT:Initialize() self:SetDamageType(DMG_SHOCK) self:SetWeakAgainst(ELEMENT_GRASS, ELEMENT_ROCK, ELEMENT_SHOCK) self:SetStrongAgainst(ELEMENT_AIR, ELEMENT_WATER) self:SetImmuneAgainst(0) end function ELEMENT:OnInteractWith(target, other, dmg_info) if not target:HasDebuff(DEBUFF_SOAKED) then return end local nearby_ents = ents.FindInSphere(dmg_info:GetDamagePosition(), 60) local found_ents, found_count = {}, 0 for i, ent in ipairs(nearby_ents) do if ent:GetClass() == "yawd_npc_base" and ent:HasDebuff(DEBUFF_SOAKED) then local shock_dmg = DamageInfo() local center = ent:GetPos() + ent:OBBCenter() shock_dmg:SetDamageType(DMG_SHOCK) shock_dmg:SetDamage(35) shock_dmg:SetAttacker(dmg_info:GetAttacker()) shock_dmg:SetInflictor(ent) shock_dmg:SetDamagePosition(center) ent:TakeDamageInfo(shock_dmg) found_count = found_count + 1 found_ents[found_count] = {ent, center} end end if found_count ~= 0 then net.Start("Element.ShockBeam") net.WriteEntity(target) net.WriteUInt(found_count, 8) for i, info in ipairs(found_ents) do net.WriteEntity(ent) end net.Broadcast() end end if CLIENT then local beams = {} local spark_col = Color(191, 0, 255, 255, 150) local lightningMaterial = Material("sprites/lgtning") net.Receive("Element.ShockBeam", function() local start_ent = net.ReadEntity() for i = 1, net.ReadUInt(8) do local end_ent = net.ReadEntity() table.insert(beams, {start_ent, end_ent, CurTime()}) end end) hook.Add("PreDrawTranslucentRenderables", "Element.DrawShockBeams", function(a, b) if a or b or #beams == 0 then return end render.OverrideBlend(true, BLEND_SRC_COLOR, BLEND_SRC_ALPHA, BLENDFUNC_ADD, BLEND_ONE, BLEND_ZERO, BLENDFUNC_ADD) render.SetMaterial(lightningMaterial) for i = #beams, 1, -1 do local info = beams[i] local start_ent = info[1] if not start_ent:IsValid() then table.remove(beams, i) return end local end_ent = info[2] if not end_ent:IsValid() then table.remove(beams, i) return end local life_start = info[3] local uv = math.random() local start_pos = start_ent:GetPos() + start_ent:OBBCenter() local end_pos = end_ent:GetPos() + end_ent:OBBCenter() local diff = end_pos - start_pos local mag = diff:Length() local dir = diff:GetNormalized() render.StartBeam(5) render.AddBeam(start_pos, 20, uv * 1, spark_col) render.AddBeam(start_pos + dir * (mag * 0.25), 20, uv * 2, spark_col) render.AddBeam(start_pos + dir * (mag * 0.50), 20, uv * 3, spark_col) render.AddBeam(start_pos + dir * (mag * 0.75), 20, uv * 4, spark_col) render.AddBeam(end_pos, 20, uv * 5, spark_col) render.EndBeam() if CurTime() > life_start + 0.25 then table.remove(beams, i) end end render.OverrideBlend(false) end) end ELEMENT_SHOCK = Element.Register(ELEMENT)
require 'lfs' -- Ensure the test is launched within the specs/ folder assert(string.match(lfs.currentdir(), "specs")~=nil, "You must run this test in specs folder") local initial_dir = lfs.currentdir() -- Go to specs folder while (not string.match(lfs.currentdir(), "/specs$")) do lfs.chdir("..") end local specs_dir = lfs.currentdir() lfs.chdir("..")-- one more directory and it is lib root -- Include Dataframe lib dofile("init.lua") -- Go back into initial dir lfs.chdir(initial_dir) describe("Dataframe class", function() it("Counts missing values", function() local a = Dataframe(specs_dir.."/data/full.csv") assert.are.same(a:count_na{as_dataframe = false}, {["Col A"]= 0, ["Col B"]= 0, ["Col C"]=1, ["Col D"]=1}) end) it("Fills missing value(s) for a given column(s)",function() local a = Dataframe(specs_dir.."/data/advanced_short.csv") assert.has.error(function() a:fill_na("Random column") end) a:fill_na("Col A", 1) assert.are.same(a:count_na{as_dataframe = false}, {["Col A"]= 0, ["Col B"]= 0, ["Col C"]=1}) a:fill_na("Col C", 1) assert.are.same(a:count_na{as_dataframe = false}, {["Col A"]= 0, ["Col B"]= 0, ["Col C"]=0}) assert.are.same(a:get_column("Col C"), {8, 1, 9}) end) it("Fills all Dataframe's missing values", function() local a = Dataframe(specs_dir.."/data/advanced_short.csv") a.dataset['Col A'][3] = nil local cnt, tot = a:count_na{as_dataframe = false} assert.are.same(cnt, {["Col A"]= 1, ["Col B"]= 0, ["Col C"]=1}) assert.are.same(tot, 2) a:fill_all_na(-1) assert.are.same(a:count_na{as_dataframe = false}, {["Col A"]= 0, ["Col B"]= 0, ["Col C"]=0}) assert.are.same(a:get_column('Col A'), {1,2,-1}) end) it("The count_na should #1 return a Dataframe by default", function() local a = Dataframe(specs_dir.."/data/advanced_short.csv") local ret = a:count_na() assert.are.same(torch.type(ret), "Dataframe") assert.are.same(ret:size(), 3, "3 columns should render 3 rows") end) end)
--- Legacy code written by AxisAngles to simulate particles with Guis -- @module ParticleEngine local require = require(game:GetService("ReplicatedStorage"):WaitForChild("Nevermore")) local Players = game:GetService("Players") local Workspace = game:GetService("Workspace") local RunService = game:GetService("RunService") local GetRemoteEvent = require("GetRemoteEvent") local sin = math.sin local sqrt = math.sqrt local atan2 = math.atan2 local v2 = Vector2.new local v3 = Vector3.new local ud2 = UDim2.new local ParticleEngineClient = {} -- 3000 if you have a good computer ParticleEngineClient._maxParticles = 400 -- Speed of wind to simulate ParticleEngineClient._windSpeed = 10 local function newFrame(name) local frame = Instance.new("Frame") frame.BorderSizePixel = 0 frame.Name = name frame.Archivable = false return frame end function ParticleEngineClient:Init(screen) self._remoteEvent = GetRemoteEvent("ParticleEventDistributor") self._screen = screen or error("No screen") self._player = Players.LocalPlayer or error("No LocalPlayer") self._remoteEvent.OnClientEvent:Connect(function(...) self:ParticleNew(...) end) self._lastUpdateTime = tick() self._particleCount = 0 self._particles = {} self._particleFrames = {} for i=1, self._maxParticles do self._particleFrames[i] = newFrame("_particle") end RunService.Heartbeat:Connect(function() debug.profilebegin("ParticleUpdate") self:_update() debug.profileend() end) return self end --- Removes a particle function ParticleEngineClient:Remove(p) if self._particles[p] then self._particles[p] = nil self._particleCount = self._particleCount - 1 end end -- Adds a new particle -- @param p PropertiesTable --[[ { Position = Vector3 -- Optional Global = Bool Velocity = Vector3 Gravity = Vector3 WindResistance = Number LifeTime = Number Size = Vector2 Bloom = Vector2 Transparency = Number Color = Color3 Occlusion = Bool RemoveOnCollision = function(BasePart Hit, Vector3 Position)) Function = function(Table ParticleProperties, Number dt, Number t) } --]] function ParticleEngineClient:Add(p) if self._particles[p] then return end p.Position = p.Position or Vector3.new() p.Velocity = p.Velocity or Vector3.new() p.Size = p.Size or v2(0.2,0.2) p.Bloom = p.Bloom or v2() p.Gravity = p.Gravity or Vector3.new() p.Color = p.Color or Color3.new(1,1,1) p.Transparency = p.Transparency or 0.5 if p.Global then local func = p.Function local removeOnCollision = p.RemoveOnCollision p.Global = nil p.Function = nil p.RemoveOnCollision = p.RemoveOnCollision and true or nil self._remoteEvent:FireServer(p) p.Function = func p.RemoveOnCollision = removeOnCollision end p.LifeTime = p.LifeTime and p.LifeTime+tick() if self._particleCount > self._maxParticles then self._particles[next(self._particles)] = nil else self._particleCount = self._particleCount + 1 end self._particles[p] = p end -- @param p Position local function particleWind(t, p) local xy,yz,zx=p.x+p.y,p.y+p.z,p.z+p.x return v3( (sin(yz+t*2)+sin(yz+t))/2+sin((yz+t)/10)/2, (sin(zx+t*2)+sin(zx+t))/2+sin((zx+t)/10)/2, (sin(xy+t*2)+sin(xy+t))/2+sin((xy+t)/10)/2 ) end -- @param p ParticleProperties -- @param dt ChangeInTime function ParticleEngineClient:_updatePosVel(p, dt, t) p.Position = p.Position + p.Velocity*dt local wind if p.WindResistance then wind = (particleWind(t, p.Position)*self._windSpeed - p.Velocity)*p.WindResistance else wind = v3() end p.Velocity = p.Velocity + (p.Gravity + wind)*dt end --- Handles both priority and regular particles -- @return boolean alive, true if still fine function ParticleEngineClient:_updateParticle(particle, t, dt) if particle.LifeTime - t <= 0 then return false end -- Call this first, so any changes are reflected immediately if particle.Function then particle.Function(particle, dt, t) end local lastPos = particle.Position self:_updatePosVel(particle, dt, t) if not particle.RemoveOnCollision then return true end local displacement = particle.Position - lastPos local distance = displacement.Magnitude if distance > 999 then displacement = displacement * (999/distance) end local ray = Ray.new(lastPos, displacement) local hit, position, normal, material = Workspace:FindPartOnRay(ray, self._player.Character, true) if not hit then return true end if type(particle.RemoveOnCollision) == "function" then if not particle.RemoveOnCollision(particle, hit, position, normal, material) then return false end else return false end return true end function ParticleEngineClient:_update() local t = tick() local dt = t - self._lastUpdateTime self._lastUpdateTime = t local toRemove = {} -- Update particles for particle in pairs(self._particles) do if not self:_updateParticle(particle, t, dt) then toRemove[particle] = true end end -- Remove tagged particles for particle in pairs(toRemove) do self:Remove(particle) end -- Update render self:_updateRender() end function ParticleEngineClient:_updateRender() local camera = Workspace.CurrentCamera self:_updateScreenInfo(camera) local cameraInverse = camera.CFrame:inverse() local cameraPosition = camera.CFrame.p local frameIndex, frame = next(self._particleFrames) for particle in pairs(self._particles) do if self:_particleRender(cameraPosition, cameraInverse, frame, particle) then frame.Parent = self._screen frameIndex, frame = next(self._particleFrames, frameIndex) end end -- Cleanup remaining frames that are parented while frameIndex and frame.Parent do frame.Parent = nil frameIndex, frame = next(self._particleFrames, frameIndex) end end -- @param f frame -- @param cameraInverse The inverse camera cframe function ParticleEngineClient:_particleRender(cameraPosition, cameraInverse, frame, particle) local rp = cameraInverse*particle.Position local lsp = particle._lastScreenPosition if not (rp.z < -1 and lsp) then if rp.z > 0 then particle._lastScreenPosition = nil else local sp = rp/rp.z particle._lastScreenPosition = Vector2.new( (0.5-sp.x/self._planeSizeX)*self._screenSizeX, (0.5+sp.y/self._planeSizeY)*self._screenSizeY) end return false end local sp = rp/rp.z local b = particle.Bloom local bgt = particle.Transparency local px = (0.5-sp.x/self._planeSizeX)*self._screenSizeX local py = (0.5+sp.y/self._planeSizeY)*self._screenSizeY local preSizeY = -particle.Size.y/rp.z*self._screenSizeY/self._planeSizeY local sx = -particle.Size.x/rp.z*self._screenSizeY/self._planeSizeY + b.x local rppx,rppy = px-lsp.x,py-lsp.y local sy = preSizeY+sqrt(rppx*rppx+rppy*rppy) + b.y particle._lastScreenPosition = v2(px, py) if particle.Occlusion then local vec = particle.Position-cameraPosition local mag = vec.Magnitude if mag > 999 then vec = vec * (999/mag) end if Workspace:FindPartOnRay(Ray.new(cameraPosition, vec), self._player.Character, true) then return false end end frame.Position = ud2(0, (px+lsp.x-sx)/2, 0, (py+lsp.y-sy)/2) frame.Size = ud2(0, sx, 0,sy) frame.Rotation = 90+atan2(rppy,rppx)*57.295779513082 frame.BackgroundColor3 = particle.Color frame.BackgroundTransparency = bgt+(1-bgt)*(1 - preSizeY/sy) return true end function ParticleEngineClient:_updateScreenInfo(camera) self._screenSizeX = self._screen.AbsoluteSize.x self._screenSizeY = self._screen.AbsoluteSize.y self._planeSizeY = 2*math.tan(camera.FieldOfView*0.0087266462599716) self._planeSizeX = self._planeSizeY*self._screenSizeX/self._screenSizeY end return ParticleEngineClient
log(DEBUG, "---- UTILITIES TEST BEGIN ----") log(DEBUG, "Testing vector3") local v = Vector3(1, 5, 3) assert(v.x == 1 and v.y == 5 and v.z == 3) log(DEBUG, "Testing vector4") v = Vector4(1, 5, 3, 6) assert(v.x == 1 and v.y == 5 and v.z == 3 and v.w == 6) log(DEBUG, "Testing tovec3") v = tovec3({ 5, 10, 15 }) assert(v.x == 5 and v.y == 10 and v.z == 15) log(DEBUG, "Testing tovec4") v = tovec4({ 5, 10, 15, 20 }) assert(v.x == 5 and v.y == 10 and v.z == 15 and v.w == 20) log(DEBUG, "Testing sign") assert(sign(-0.1) == -1) assert(sign(0.2) == 1) assert(sign(0) == 0) log(DEBUG, "Testing angle normalization") assert(normalizeAngle(370, 180) == 10) log(DEBUG, "---- UTILITIES TEST END ----")
----------------- ---- Globals ---- ----------------- DebuffMe = DebuffMe or {} local DebuffMe = DebuffMe DebuffMe.name = "DebuffMe" DebuffMe.version = "1.6.0" DebuffMe.flag_immunity = false DebuffMe.altarEndTime = 0 DebuffMe.CustomDataList = { name = {}, id = {}, abbreviation = {}, } --------------------------- ---- Variables Default ---- --------------------------- DebuffMe.Default = { OffsetX = 0, OffsetY = 0, Debuff_Show = { [1] = 2, [2] = 4, [3] = 3, [4] = 5}, AlwaysShowAlert = false, FontSize = 36, Spacing = 10, SlowMode = false, CustomDataList = { name = {}, id = {}, abbreviation = {}, }, thresholdHP = 1, } ------------------ ---- FONCTION ---- ------------------ local function GetFormattedAbilityNameWithID(id) --Fix to LUI extended conflict thank you Solinur and Wheels local name = DebuffMe.CustomAbilityNameWithID[id] or zo_strformat(SI_ABILITY_NAME, GetAbilityName(id)) return name end function DebuffMe.DoesDebuffEquals(ID1, ID2) if GetFormattedAbilityNameWithID(ID1) == GetFormattedAbilityNameWithID(ID2) then return true else return false end end function DebuffMe.Calcul(index) local Debuff_Choice = DebuffMe.Debuff_Show[index] local currentTimeStamp = GetGameTimeMilliseconds() / 1000 DebuffID = tonumber(DebuffMe.TransitionTable[Debuff_Choice]) local Timer = 0 DebuffMe.flag_immunity = false for i=1, GetNumBuffs("reticleover") do --check all debuffs local _, _, timeEnding, _, _, _, _, _, _, _, abilityId, _, castByPlayer = GetUnitBuffInfo("reticleover",i) if Debuff_Choice == 2 then --if taunt if castByPlayer == true then if DebuffMe.DoesDebuffEquals(abilityId, DebuffID) then Timer = timeEnding - currentTimeStamp end end else if DebuffMe.DoesDebuffEquals(abilityId, DebuffID) then if Timer <= timeEnding - currentTimeStamp then --ignore conflict when more than one player is applying the same debuff Timer = timeEnding - currentTimeStamp end end end end -------------------- -- SPECIAL TIMERS -- -------------------- ---------------- -- IMMUNITIES -- ---------------- if Timer <= 0 and Debuff_Choice == 2 then --check target taunt immunity for i=1,GetNumBuffs("reticleover") do local _, _, timeEnding, _, _, _, _, _, _, _, abilityId, _, _ = GetUnitBuffInfo("reticleover",i) if DebuffMe.DoesDebuffEquals(abilityId, 52788) then Timer = timeEnding - currentTimeStamp DebuffMe.flag_immunity = true end end end if Timer <= 0 and Debuff_Choice == 6 then --check target offbalance immunity for i=1,GetNumBuffs("reticleover") do local _, _, timeEnding, _, _, _, _, _, _, _, abilityId, _, _ = GetUnitBuffInfo("reticleover",i) if DebuffMe.DoesDebuffEquals(abilityId, 134599) then Timer = timeEnding - currentTimeStamp DebuffMe.flag_immunity = true end end end if Timer <= 0 and Debuff_Choice == 16 then --check target major vulnerability immunity for i=1,GetNumBuffs("reticleover") do local _, _, timeEnding, _, _, _, _, _, _, _, abilityId, _, _ = GetUnitBuffInfo("reticleover",i) if DebuffMe.DoesDebuffEquals(abilityId, 132831) then Timer = timeEnding - currentTimeStamp DebuffMe.flag_immunity = true end end end ------------------- -- VULNERABILITY -- ------------------- if Timer <= 4 and Debuff_Choice == 7 then --check minor vulnerability from shock for i=1,GetNumBuffs("reticleover") do local _, _, timeEnding, _, _, _, _, _, _, _, abilityId, _, _ = GetUnitBuffInfo("reticleover",i) if DebuffMe.DoesDebuffEquals(abilityId, 68359) then Timer = timeEnding - currentTimeStamp end end end if Timer <= 8 and Debuff_Choice == 7 then --check minor vulnerability from nb gap closer for i=1,GetNumBuffs("reticleover") do local _, _, timeEnding, _, _, _, _, _, _, _, abilityId, _, _ = GetUnitBuffInfo("reticleover",i) if DebuffMe.DoesDebuffEquals(abilityId, 124806) then if Timer <= timeEnding - currentTimeStamp then Timer = timeEnding - currentTimeStamp end end end end if Timer <= 4 and Debuff_Choice == 8 then --check minor main from chilled for i=1,GetNumBuffs("reticleover") do local _, _, timeEnding, _, _, _, _, _, _, _, abilityId, _, _ = GetUnitBuffInfo("reticleover",i) if DebuffMe.DoesDebuffEquals(abilityId, 68368) then Timer = timeEnding - currentTimeStamp end end end --------------------- -- MINOR LIFESTEAL -- --------------------- if Debuff_Choice == 10 and Timer <= DebuffMe.altarEndTime - currentTimeStamp then --check minor lifesteal from altar for i=1,GetNumBuffs("reticleover") do local _, _, _, _, _, _, _, _, _, _, abilityId, _, _ = GetUnitBuffInfo("reticleover",i) if DebuffMe.DoesDebuffEquals(abilityId, 80020) then --altar Timer = DebuffMe.altarEndTime - currentTimeStamp end end end --------------------- -- CONVERT TO TEXT -- --------------------- local TimerTXT = "" if Timer <= 0 then if index == 1 then --no abbreviation if main debuff TimerTXT = "0" else TimerTXT = DebuffMe.Abbreviation[Debuff_Choice] end else if index == 1 then --no decimal point if main debuff TimerTXT = tostring(string.format("%.0f", Timer)) else if DebuffMe.SlowMode == true then TimerTXT = tostring(string.format("%.0f", Timer)) else TimerTXT = tostring(string.format("%.1f", Timer)) end end end return TimerTXT end function DebuffMe.SetFontSize(label, size) local path = "EsoUI/Common/Fonts/univers67.otf" local outline = "soft-shadow-thick" label:SetFont(path .. "|" .. size .. "|" .. outline) end ---------------- ---- UPDATE ---- ---------------- function DebuffMe.AltarTimer(_, changeType, _, _, _, _, endTime, _, _, _, _, _, _, _, _, abilityId, _) if changeType == COMBAT_UNIT_TYPE_PLAYER and abilityId == 39489 or 41967 or 41958 then local currentTimeStamp = endTime - GetGameTimeMilliseconds() / 1000 if currentTimeStamp > 0 then DebuffMe.altarEndTime = endTime end end end function DebuffMe.SetText(index, txt) if index == 1 then DebuffMeAlertMiddle:SetText(txt) elseif index == 2 then DebuffMeAlertLeft:SetText(txt) elseif index == 3 then DebuffMeAlertTop:SetText(txt) elseif index == 4 then DebuffMeAlertRight:SetText(txt) end end function DebuffMe.SetHidden(index, hide) if index == 1 then DebuffMeAlertMiddle:SetHidden(hide) elseif index == 2 then DebuffMeAlertLeft:SetHidden(hide) elseif index == 3 then DebuffMeAlertTop:SetHidden(hide) elseif index == 4 then DebuffMeAlertRight:SetHidden(hide) end end function DebuffMe.SetColor(index, immun) if index == 1 then if immun then DebuffMeAlertMiddle:SetColor(unpack{1,0,0}) else DebuffMeAlertMiddle:SetColor(unpack{1,1,1}) --FFFFFF end elseif index == 2 then if immun then DebuffMeAlertLeft:SetColor(unpack{1,0,0}) else DebuffMeAlertLeft:SetColor(unpack{0,(170/255),1}) --00AAFF end elseif index == 3 then if immun then DebuffMeAlertTop:SetColor(unpack{1,0,0}) else DebuffMeAlertTop:SetColor(unpack{(56/255),(195/255),0}) --38C300 end elseif index == 4 then if immun then DebuffMeAlertRight:SetColor(unpack{1,0,0}) else DebuffMeAlertRight:SetColor(unpack{(236/255),(60/255),0}) --EC3C00 end end end function DebuffMe.Update() local currentTargetHP, maxTargetHP, effmaxTargetHP = GetUnitPower("reticleover", POWERTYPE_HEALTH) local TXT = "" DebuffMeAlert:SetHidden(false) if maxTargetHP > DebuffMe.savedVariables.thresholdHP * 1000000 then --only if target got more than 1M hp for index = 1, #DebuffMe.Debuff_Show do if DebuffMe.Debuff_Show[index] ~= 1 then TXT = DebuffMe.Calcul(index) DebuffMe.SetText(index, TXT) DebuffMe.SetHidden(index, false) DebuffMe.SetColor(index, DebuffMe.flag_immunity) else DebuffMe.SetHidden(index, true) end end else DebuffMeAlert:SetHidden(true) end end function DebuffMe.EventRegister() EVENT_MANAGER:UnregisterForUpdate(DebuffMe.name .. "Update") if IsUnitInCombat("player") then if DebuffMe.SlowMode then EVENT_MANAGER:RegisterForUpdate(DebuffMe.name .. "Update", 333, DebuffMe.Update) else EVENT_MANAGER:RegisterForUpdate(DebuffMe.name .. "Update", 100, DebuffMe.Update) end else DebuffMeAlert:SetHidden(not DebuffMe.savedVariables.AlwaysShowAlert) end end -------------- ---- INIT ---- -------------- function DebuffMe.InitUI() DebuffMeAlert:SetHidden(true) DebuffMeAlert:ClearAnchors() if (DebuffMe.savedVariables.OffsetX ~= 0) and (DebuffMe.savedVariables.OffsetY ~= 0) then --recover last position DebuffMeAlert:SetAnchor(TOPLEFT, GuiRoot, TOPLEFT, DebuffMe.savedVariables.OffsetX, DebuffMe.savedVariables.OffsetY) else --initial position (center) DebuffMeAlert:SetAnchor(CENTER, GuiRoot, CENTER, DebuffMe.savedVariables.OffsetX, DebuffMe.savedVariables.OffsetY) end DebuffMeAlertLeft:SetAnchor(CENTER, DebuffMeAlertMiddle, CENTER, -8*DebuffMe.savedVariables.Spacing, DebuffMe.savedVariables.Spacing) DebuffMeAlertTop:SetAnchor(CENTER, DebuffMeAlertMiddle, CENTER, 0, -6*DebuffMe.savedVariables.Spacing) DebuffMeAlertRight:SetAnchor(CENTER, DebuffMeAlertMiddle, CENTER, 8*DebuffMe.savedVariables.Spacing, DebuffMe.savedVariables.Spacing) DebuffMe.SetFontSize(DebuffMeAlertMiddle, (DebuffMe.savedVariables.FontSize * 0.9)) DebuffMe.SetFontSize(DebuffMeAlertLeft, DebuffMe.savedVariables.FontSize) DebuffMe.SetFontSize(DebuffMeAlertTop, DebuffMe.savedVariables.FontSize) DebuffMe.SetFontSize(DebuffMeAlertRight, DebuffMe.savedVariables.FontSize) end function DebuffMe.GetSavedFor1_4() DebuffMe.Debuff_Show[1] = DebuffMe.savedVariables.Debuff_M DebuffMe.Debuff_Show[2] = DebuffMe.savedVariables.Debuff_L DebuffMe.Debuff_Show[3] = DebuffMe.savedVariables.Debuff_T DebuffMe.Debuff_Show[4] = DebuffMe.savedVariables.Debuff_R DebuffMe.savedVariables.Debuff_Show = DebuffMe.Debuff_Show DebuffMe.savedVariables.Debuff_M = nil DebuffMe.savedVariables.Debuff_L = nil DebuffMe.savedVariables.Debuff_T = nil DebuffMe.savedVariables.Debuff_R = nil end function DebuffMe.AddCustomDataList() --remove from base table while #DebuffMe.DebuffList >= 19 do for i = 19, #DebuffMe.DebuffList do table.remove(DebuffMe.DebuffList, i) table.remove(DebuffMe.TransitionTable, i) table.remove(DebuffMe.Abbreviation, i) table.remove(DebuffMe.CustomAbilityNameWithID, DebuffMe.TransitionTable[i]) end end for i = 1, #DebuffMe.CustomDataList.name do table.insert( DebuffMe.DebuffList, DebuffMe.CustomDataList.name[i]) --name table.insert( DebuffMe.TransitionTable, DebuffMe.CustomDataList.id[i]) --id table.insert( DebuffMe.CustomAbilityNameWithID, DebuffMe.CustomDataList.id[i], GetAbilityName(DebuffMe.CustomDataList.id[i])) --namewithid table.insert( DebuffMe.Abbreviation, DebuffMe.CustomDataList.abbreviation[i]) --abbreviation end if RemoveDebuff_dropdown ~= nil then RemoveDebuff_dropdown:UpdateChoices() end if RightDebuff_dropdown ~= nil then RightDebuff_dropdown:UpdateChoices() end if LeftDebuff_dropdown ~= nil then LeftDebuff_dropdown:UpdateChoices() end if MainDebuff_dropdown ~= nil then MainDebuff_dropdown:UpdateChoices() end if TopDebuff_dropdown ~= nil then TopDebuff_dropdown:UpdateChoices() end end --function DebuffMe.Test() --end function DebuffMe:Initialize() --Saved Variables DebuffMe.savedVariables = ZO_SavedVars:New("DebuffMeVariables", 1, nil, DebuffMe.Default) --Custom table DebuffMe.CustomDataList = DebuffMe.savedVariables.CustomDataList DebuffMe.AddCustomDataList() --Settings DebuffMe.CreateSettingsWindow() --UI DebuffMe.InitUI() --Variables DebuffMe.Debuff_Show = DebuffMe.savedVariables.Debuff_Show DebuffMe.SlowMode = DebuffMe.savedVariables.SlowMode if DebuffMe.savedVariables.Debuff_M ~= nil and DebuffMe.savedVariables.Debuff_L ~= nil and DebuffMe.savedVariables.Debuff_T ~= nil and DebuffMe.savedVariables.Debuff_R ~= nil then --get the previous values DebuffMe.GetSavedFor1_4() end --Events EVENT_MANAGER:RegisterForEvent(DebuffMe.name, EVENT_RETICLE_TARGET_CHANGED, DebuffMe.EventRegister) EVENT_MANAGER:RegisterForEvent(DebuffMe.name, EVENT_PLAYER_ACTIVATED, DebuffMe.EventRegister) EVENT_MANAGER:RegisterForEvent(DebuffMe.name, EVENT_PLAYER_COMBAT_STATE, DebuffMe.EventRegister) local altarID = {39489, 41967, 41958} for i = 1, #altarID do EVENT_MANAGER:RegisterForEvent(DebuffMe.name .. "Altar" .. i, EVENT_EFFECT_CHANGED, DebuffMe.AltarTimer) EVENT_MANAGER:AddFilterForEvent(DebuffMe.name .. "Altar" .. i, EVENT_EFFECT_CHANGED, REGISTER_FILTER_ABILITY_ID, altarID[i]) end --Dev Part --SLASH_COMMANDS["/flotest"] = function() DebuffMe.Test() end EVENT_MANAGER:UnregisterForEvent(DebuffMe.name, EVENT_ADD_ON_LOADED) end function DebuffMe.SaveLoc() DebuffMe.savedVariables.OffsetX = DebuffMeAlert:GetLeft() DebuffMe.savedVariables.OffsetY = DebuffMeAlert:GetTop() end function DebuffMe.OnAddOnLoaded(event, addonName) if addonName ~= DebuffMe.name then return end DebuffMe:Initialize() end EVENT_MANAGER:RegisterForEvent(DebuffMe.name, EVENT_ADD_ON_LOADED, DebuffMe.OnAddOnLoaded)
local _G = require "_G" local error = _G.error local luatype = _G.type local pairs = _G.pairs local require = _G.require local select = _G.select --[[VERBOSE]] local verbose = require "oil.verbose" local TypeCheckers = {} local module = { Exception = require "oil.Exception", TypeCheckers = TypeCheckers, } function module.results(...) if ... == nil then error(select(2, ...), 2) end return ... end function module.illegal(value, description, except) error(module.Exception{ "$value is a illegal $valuekind", error = except or "badvalue", value = value, valuekind = description, }, 2) end function module.type(value, expected, description, except) local actual = luatype(value) if actual == expected then return true else local checker = TypeCheckers[expected] if checker then if checker(value) then return true end else for pattern, checker in pairs(TypeCheckers) do local result = expected:match(pattern) if result then result = checker(value, result) if result then return result else break end end end end end error(module.Exception{ "$value is a illegal $valuekind ($expectedtype expected, got $actualtype)", error = except or "badvalue", expectedtype = expected, actualtype = actual, value = value, valuekind = description, }, 2) end return module
--[[ LPEGLJ lpvm.lua Virtual machine Copyright (C) 2014 Rostislav Sacek. based on LPeg v0.12 - PEG pattern matching for Lua Lua.org & PUC-Rio written by Roberto Ierusalimschy http://www.inf.puc-rio.br/~roberto/lpeg/ ** Permission is hereby granted, free of charge, to any person obtaining ** a copy of this software and associated documentation files (the ** "Software"), to deal in the Software without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Software, and to ** permit persons to whom the Software is furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be ** included in all copies or substantial portions of the Software. ** ** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ** ** [ MIT license: http://www.opensource.org/licenses/mit-license.php ] --]] local ffi = require"ffi" local lpcap = require"vendor/lpeglj/lpcap" local lpprint = require"vendor/lpeglj/lpprint" --only for debug purpose local band, rshift, lshift = bit.band, bit.rshift, bit.lshift -- {====================================================== -- Virtual Machine -- ======================================================= -- Interpret the result of a dynamic capture: false -> fail; -- true -> keep current position; number -> next position. -- Return new subject position. 'fr' is stack index where -- is the result; 'curr' is current subject position; 'limit' -- is subject's size. local IAny = 0 -- if no char, fail local IChar = 1 -- if char != val, fail local ISet = 2 -- if char not in val, fail local ITestAny = 3 -- in no char, jump to 'offset' local ITestChar = 4 -- if char != val, jump to 'offset' local ITestSet = 5 -- if char not in val, jump to 'offset' local ISpan = 6 -- read a span of chars in val local IBehind = 7 -- walk back 'val' characters (fail if not possible) local IRet = 8 -- return from a rule local IEnd = 9 -- end of pattern local IChoice = 10 -- stack a choice; next fail will jump to 'offset' local IJmp = 11 -- jump to 'offset' local ICall = 12 -- call rule at 'offset' local IOpenCall = 13 -- call rule number 'offset' (must be closed to a ICall) local ICommit = 14 -- pop choice and jump to 'offset' local IPartialCommit = 15 -- update top choice to current position and jump local IBackCommit = 16 -- "fails" but jump to its own 'offset' local IFailTwice = 17 -- pop one choice and then fail local IFail = 18 -- go back to saved state on choice and jump to saved offset local IGiveup = 19 -- internal use local IFullCapture = 20 -- complete capture of last 'off' chars local IOpenCapture = 21 -- start a capture local ICloseCapture = 22 local ICloseRunTime = 23 local Cclose = 0 local Cposition = 1 local Cconst = 2 local Cbackref = 3 local Carg = 4 local Csimple = 5 local Ctable = 6 local Cfunction = 7 local Cquery = 8 local Cstring = 9 local Cnum = 10 local Csubst = 11 local Cfold = 12 local Cruntime = 13 local Cgroup = 14 local maxstack = 100 local maxcapturedefault = 100 local maxmemo = 1000 local usememoization = false local FAIL = -1 local LRFAIL = -1 local VOID = -2 ffi.cdef[[ typedef struct { int p; int s; int caplevel; int pA; int X; int valuetabletop; int memos; } STACK; typedef struct { int s; int siz; int idx; int kind; } CAPTURE; ]] local function resdyncaptures(fr, curr, limit, checkstreamlen) local typ = type(fr) if not fr then -- false value? return FAIL -- and fail elseif typ == 'boolean' then -- true? return curr -- keep current position else local res = fr -- new position if res < curr or (limit and res > limit) or (not limit and checkstreamlen and not checkstreamlen(res - 2)) then error("invalid position returned by match-time capture", 0) end return res end assert(false) end -- Add capture values returned by a dynamic capture to the capture list -- 'base', nested inside a group capture. 'fd' indexes the first capture -- value, 'n' is the number of values (at least 1). local function adddyncaptures(s, base, index, n, fd, valuetable) -- Cgroup capture is already there assert(base[index].kind == Cgroup and base[index].siz == 0) local ind = #valuetable + 1 valuetable[ind] = 0 base[index].idx = ind -- make it an anonymous group base[index + 1] = {} for i = 1, n do -- add runtime captures base[index + i].kind = Cruntime base[index + i].siz = 1 -- mark it as closed ind = #valuetable + 1 valuetable[ind] = fd[i + 1] base[index + i].idx = ind -- stack index of capture value base[index + i].s = s base[index + i + 1] = {} end base[index + n + 1].kind = Cclose -- close group base[index + n + 1].siz = 1 base[index + n + 1].s = s base[index + n + 2] = {} end -- Opcode interpreter local function match(stream, last, o, s, op, valuetable, ...) local arg = { ... } local argcount = select('#', ...) local len = #o local ptr = ffi.cast('const unsigned char*', o) s = s - 1 local stackptr = 0 -- point to first empty slot in stack local captop = 0 -- point to first empty slot in captures local STACK = ffi.new("STACK[?]", maxstack) local CAPTURE = ffi.new("CAPTURE[?]", maxcapturedefault) local CAPTURESTACK = { { capture = CAPTURE, captop = captop, maxcapture = maxcapturedefault } } local capturestackptr = #CAPTURESTACK local maxcapture = maxcapturedefault local stacklimit = maxstack local L = {} local Memo1, Memo2 = {}, {} local memoind = 0 local maxpointer = 2 ^ math.ceil(math.log(op.size) / math.log(2)) local p = 0 -- current instruction STACK[stackptr].s = VOID STACK[stackptr].p = FAIL STACK[stackptr].X = VOID STACK[stackptr].memos = VOID stackptr = stackptr + 1 local streambufsize = 2 ^ 8 local streambufsizemask = streambufsize - 1 -- faster modulo local streambufs = {} local streambufoffset = 0 local streamstartbuffer = 0 local streambufferscount = 0 local function deletestreambuffers() local min = math.huge for i = stackptr - 1, 1, -1 do local val = STACK[i].s if val >= 0 then min = math.min(val, min) end end for i = captop - 1, 0, -1 do local val = CAPTURE[i].s if val >= 0 then min = math.min(val, min) end end for i = streamstartbuffer + 1, streambufoffset, streambufsize do if i + streambufsize < min then streambufs[i] = nil streambufferscount = streambufferscount - 1 else streamstartbuffer = i - 1 break end end end local function addstreamdata(s, last) local len = #s local srcoffset = 0 if streambufferscount > 128 then deletestreambuffers() end repeat local offset = bit.band(streambufoffset, streambufsizemask) if offset > 0 then local index = streambufoffset - offset + 1 local count = math.min(len, streambufsize - offset) ffi.copy(streambufs[index] + offset, s:sub(srcoffset + 1, srcoffset + 1 + count), count) len = len - count srcoffset = srcoffset + count streambufoffset = streambufoffset + count end if len > 0 then local index = streambufoffset - (bit.band(streambufoffset, streambufsizemask)) + 1 local buf = ffi.new('unsigned char[?]', streambufsize) streambufferscount = streambufferscount + 1 streambufs[index] = buf local count = math.min(len, streambufsize) ffi.copy(buf, s:sub(srcoffset + 1, srcoffset + 1 + count), count) len = len - count srcoffset = srcoffset + count streambufoffset = streambufoffset + count end until len == 0 end local function getstreamchar(s) local offset = bit.band(s, streambufsizemask) local index = s - offset + 1 return streambufs[index][offset] end local function getstreamstring(st, en) -- TODO Optimalize access local str = {} if last and en < 0 then en = streambufoffset + en + 1 end for i = st - 1, en - 1 do --assert(checkstreamlen(i)) --TODO Range test str[#str + 1] = string.char(getstreamchar(i)) end return table.concat(str) end local function checkstreamlen(s) local str while true do if s < streambufoffset then return true else if last then return false end local min = math.huge for i = stackptr - 1, 1, -1 do local val = STACK[i].caplevel if val >= 0 then min = math.min(val, min) end end local range = (min < math.huge) and min or captop local n, out, outindex = lpcap.getcapturesruntime(CAPTURE, getstreamstring, range, valuetable, unpack(arg, 1, argcount)) if n > 0 then for i = 0, captop - n do ffi.copy(CAPTURE + i, CAPTURE + i + n, ffi.sizeof('CAPTURE')) end for i = stackptr - 1, 1, -1 do local val = STACK[i].caplevel if val >= 0 then STACK[i].caplevel = STACK[i].caplevel - n end end captop = captop - n end str, last = coroutine.yield(1, unpack(out, 1, outindex)) addstreamdata(str) end end end local function doublecapture() maxcapture = maxcapture * 2 local NEWCAPTURE = ffi.new("CAPTURE[?]", maxcapture) ffi.copy(NEWCAPTURE, CAPTURE, ffi.sizeof('CAPTURE') * captop) CAPTURE = NEWCAPTURE CAPTURESTACK[capturestackptr].capture = CAPTURE CAPTURESTACK[capturestackptr].maxcapture = maxcapture end local function pushcapture() CAPTURE[captop].idx = op.p[p].offset CAPTURE[captop].kind = band(op.p[p].val, 0x0f) captop = captop + 1 p = p + 1 if captop >= maxcapture then doublecapture() end end local function fail() -- pattern failed: try to backtrack local X repeat -- remove pending calls stackptr = stackptr - 1 s = STACK[stackptr].s X = STACK[stackptr].X if usememoization and s == FAIL and STACK[stackptr].memos ~= VOID then Memo1[STACK[stackptr].pA + STACK[stackptr].memos * maxpointer] = FAIL Memo2[STACK[stackptr].pA + STACK[stackptr].memos * maxpointer] = FAIL end if X == LRFAIL then CAPTURESTACK[capturestackptr] = nil capturestackptr = capturestackptr - 1 CAPTURE = CAPTURESTACK[capturestackptr].capture maxcapture = CAPTURESTACK[capturestackptr].maxcapture L[STACK[stackptr].pA + s * maxpointer] = nil end until s ~= FAIL and X ~= LRFAIL p = STACK[stackptr].p if p ~= FAIL then for i = #valuetable, STACK[stackptr].valuetabletop + 1, -1 do table.remove(valuetable) end if X ~= VOID then s = X capturestackptr = capturestackptr - 1 CAPTURE = CAPTURESTACK[capturestackptr].capture captop = CAPTURESTACK[capturestackptr].captop maxcapture = CAPTURESTACK[capturestackptr].maxcapture local capture = L[STACK[stackptr].pA + STACK[stackptr].s * maxpointer].capturecommit while captop + capture.captop >= maxcapture do doublecapture() end ffi.copy(CAPTURE + captop, capture.capture, capture.captop * ffi.sizeof('CAPTURE')) captop = captop + capture.captop CAPTURESTACK[capturestackptr + 1] = nil L[STACK[stackptr].pA + STACK[stackptr].s * maxpointer] = nil else captop = STACK[stackptr].caplevel end end end local function doublestack() if stackptr >= maxstack then error("too many pending calls/choices", 0) end stacklimit = stacklimit * 2 stacklimit = (stacklimit > maxstack) and maxstack or stacklimit local NEWSTACK = ffi.new("STACK[?]", stacklimit) ffi.copy(NEWSTACK, STACK, ffi.sizeof('STACK') * stackptr) STACK = NEWSTACK end if stream then addstreamdata(o) len = nil o = nil ptr = nil end while true do --[[ Only for debug io.write(("s: |%s| stck:%d, caps:%d \n"):format(s + 1, stackptr, captop)) if p ~= FAIL then lpprint.printinst(op.p, p, valuetable) lpprint.printcaplist(CAPTURE, captop, valuetable) end --]] if p == FAIL then return -1 end local code = op.p[p].code if code == IEnd then CAPTURE[captop].kind = Cclose CAPTURE[captop].s = -1 return 0, lpcap.getcaptures(CAPTURE, o, getstreamstring, s + 1, valuetable, ...) elseif code == IRet then if STACK[stackptr - 1].X == VOID then stackptr = stackptr - 1 p = STACK[stackptr].p if usememoization and STACK[stackptr].memos ~= VOID then local dif = captop - STACK[stackptr].caplevel local caps if dif > 0 then caps = ffi.new("CAPTURE[?]", dif) ffi.copy(caps, CAPTURE + captop - dif, dif * ffi.sizeof('CAPTURE')) end local val = { s, dif, caps } Memo1[STACK[stackptr].pA + STACK[stackptr].memos * maxpointer] = val Memo2[STACK[stackptr].pA + STACK[stackptr].memos * maxpointer] = val end else local X = STACK[stackptr - 1].X if X == LRFAIL or s > X then STACK[stackptr - 1].X = s p = STACK[stackptr - 1].pA s = STACK[stackptr - 1].s local lambda = L[p + s * maxpointer] lambda.X = STACK[stackptr - 1].X STACK[stackptr - 1].caplevel = captop STACK[stackptr - 1].valuetabletop = #valuetable CAPTURESTACK[capturestackptr].captop = captop lambda.capturecommit = CAPTURESTACK[capturestackptr] captop = 0 CAPTURE = ffi.new("CAPTURE[?]", maxcapturedefault) CAPTURESTACK[capturestackptr] = { capture = CAPTURE, captop = captop, maxcapture = maxcapturedefault } maxcapture = maxcapturedefault else stackptr = stackptr - 1 p = STACK[stackptr].p s = STACK[stackptr].X for i = #valuetable, STACK[stackptr].valuetabletop + 1, -1 do table.remove(valuetable) end local lambda = L[STACK[stackptr].pA + STACK[stackptr].s * maxpointer] capturestackptr = capturestackptr - 1 CAPTURE = CAPTURESTACK[capturestackptr].capture captop = CAPTURESTACK[capturestackptr].captop maxcapture = CAPTURESTACK[capturestackptr].maxcapture local capture = lambda.capturecommit while captop + capture.captop >= maxcapture do doublecapture() end ffi.copy(CAPTURE + captop, capture.capture, capture.captop * ffi.sizeof('CAPTURE')) captop = captop + capture.captop CAPTURESTACK[capturestackptr + 1] = nil L[STACK[stackptr].pA + STACK[stackptr].s * maxpointer] = nil end end elseif code == IAny then if o and (s < len) or checkstreamlen(s) then p = p + 1 s = s + 1 else fail() end elseif code == ITestAny then if o and (s < len) or checkstreamlen(s) then p = p + 1 else p = p + op.p[p].offset end elseif code == IChar then if o and (s < len and ptr[s] == op.p[p].val) or (checkstreamlen(s) and getstreamchar(s) == op.p[p].val) then p = p + 1 s = s + 1 else fail() end elseif code == ITestChar then if o and (s < len and ptr[s] == op.p[p].val) or (checkstreamlen(s) and getstreamchar(s) == op.p[p].val) then p = p + 1 else p = p + op.p[p].offset end elseif code == ISet then local c = o and ptr[s] or (checkstreamlen(s) and getstreamchar(s)) local set = valuetable[op.p[p].val] if (o and s < len or checkstreamlen(s)) and band(set[rshift(c, 5)], lshift(1, band(c, 31))) ~= 0 then p = p + 1 s = s + 1 else fail() end elseif code == ITestSet then local c = o and ptr[s] or (checkstreamlen(s) and getstreamchar(s)) local set = valuetable[op.p[p].val] if (o and (s < len) or checkstreamlen(s)) and band(set[rshift(c, 5)], lshift(1, band(c, 31))) ~= 0 then p = p + 1 else p = p + op.p[p].offset end elseif code == IBehind then local n = op.p[p].val if n > s then fail() else s = s - n p = p + 1 end elseif code == ISpan then while o and (s < len) or checkstreamlen(s) do local c = o and ptr[s] or getstreamchar(s) local set = valuetable[op.p[p].val] if band(set[rshift(c, 5)], lshift(1, band(c, 31))) == 0 then break end s = s + 1 end p = p + 1 elseif code == IJmp then p = p + op.p[p].offset elseif code == IChoice then if stackptr == stacklimit then doublestack() end STACK[stackptr].X = VOID STACK[stackptr].p = p + op.p[p].offset STACK[stackptr].s = s STACK[stackptr].caplevel = captop STACK[stackptr].valuetabletop = #valuetable stackptr = stackptr + 1 p = p + 1 elseif code == ICall then if stackptr == stacklimit then doublestack() end local k = bit.band(op.p[p].val, 0xffff) if k == 0 then local pA = p + op.p[p].offset local memo = Memo1[pA + s * maxpointer] if usememoization and memo and type(memo) == 'table' then s = memo[1] local dif = memo[2] if dif > 0 then while captop + dif >= maxcapture do doublecapture() end local caps = memo[3] ffi.copy(CAPTURE + captop, caps, dif * ffi.sizeof('CAPTURE')) captop = captop + dif end p = p + 1 else STACK[stackptr].X = VOID STACK[stackptr].s = FAIL STACK[stackptr].p = p + 1 -- save return address STACK[stackptr].pA = pA STACK[stackptr].memos = s STACK[stackptr].caplevel = captop stackptr = stackptr + 1 p = pA if usememoization then if not memo then memoind = memoind + 1 if memoind > maxmemo then memoind = 0 Memo1 = Memo2 Memo2 = {} end elseif memo == FAIL then fail() end end end else local pA = p + op.p[p].offset local X = L[pA + s * maxpointer] if not X then CAPTURESTACK[capturestackptr].captop = captop local capture = ffi.new("CAPTURE[?]", maxcapturedefault) capturestackptr = capturestackptr + 1 CAPTURESTACK[capturestackptr] = { capture = capture, captop = captop, maxcapture = maxcapturedefault } CAPTURE = capture maxcapture = maxcapturedefault captop = 0 L[pA + s * maxpointer] = { X = LRFAIL, k = k, cs = capturestackptr } STACK[stackptr].p = p + 1 STACK[stackptr].pA = pA STACK[stackptr].s = s STACK[stackptr].X = LRFAIL stackptr = stackptr + 1 p = pA elseif X.X == LRFAIL or k < X.k then fail() else local capture = X.capturecommit while captop + capture.captop >= maxcapture do doublecapture() end ffi.copy(CAPTURE + captop, capture.capture, capture.captop * ffi.sizeof('CAPTURE')) captop = captop + capture.captop p = p + 1 s = X.X end end elseif code == ICommit then stackptr = stackptr - 1 p = p + op.p[p].offset elseif code == IPartialCommit then STACK[stackptr - 1].s = s STACK[stackptr - 1].caplevel = captop STACK[stackptr - 1].valuetabletop = #valuetable p = p + op.p[p].offset elseif code == IBackCommit then stackptr = stackptr - 1 s = STACK[stackptr].s captop = STACK[stackptr].caplevel for i = #valuetable, STACK[stackptr].valuetabletop + 1, -1 do table.remove(valuetable) end p = p + op.p[p].offset elseif code == IFailTwice then stackptr = stackptr - 1 fail() elseif code == IFail then fail() elseif code == ICloseRunTime then for i = 0, stackptr - 1 do -- invalidate memo STACK[i].memos = VOID end local cs = {} cs.s = o cs.stream = getstreamstring cs.ocap = CAPTURE cs.ptop = arg cs.ptopcount = argcount local out = { outindex = 0, out = {} } local n = lpcap.runtimecap(cs, captop, s + 1, out, valuetable) -- call function captop = captop - n local res = resdyncaptures(out.out[1], s + 1, len and len + 1, checkstreamlen) -- get result if res == FAIL then -- fail? fail() else s = res - 1 -- else update current position n = out.outindex - 1 -- number of new captures if n > 0 then -- any new capture? captop = captop + n + 2 while captop >= maxcapture do doublecapture() end -- add new captures to 'capture' list adddyncaptures(s + 1, CAPTURE, captop - n - 2, n, out.out, valuetable) end p = p + 1 end elseif code == ICloseCapture then local s1 = s + 1 assert(captop > 0) -- if possible, turn capture into a full capture if CAPTURE[captop - 1].siz == 0 and s1 - CAPTURE[captop - 1].s < 255 then CAPTURE[captop - 1].siz = s1 - CAPTURE[captop - 1].s + 1 p = p + 1 else CAPTURE[captop].siz = 1 CAPTURE[captop].s = s + 1 pushcapture() end elseif code == IOpenCapture then CAPTURE[captop].siz = 0 CAPTURE[captop].s = s + 1 pushcapture() elseif code == IFullCapture then CAPTURE[captop].siz = band(rshift(op.p[p].val, 4), 0x0F) + 1 -- save capture size CAPTURE[captop].s = s + 1 - band(rshift(op.p[p].val, 4), 0x0F) pushcapture() else assert(false) end end end local function setmax(val) maxstack = val if maxstack < 100 then maxstack = 100 end end local function enablememoization(val) usememoization = val end -- ====================================================== return { match = match, setmax = setmax, enablememoization = enablememoization }
local Players = game:GetService("Players") local playerState = require(script.Parent.playerState) return (function(state,action) state = state or {} if action.player then local newPlayerState = {} for _,player in pairs(Players:GetPlayers()) do local playerKey = "player_"..player.UserId if player == action.player then -- we need to rebuild this player state newPlayerState[playerKey] = playerState(state[playerKey], action) else -- this state is untouched newPlayerState[playerKey] = state[playerKey] end end return newPlayerState end return state end)
local ComponentDataArray = {} ECS.ComponentDataArray = ComponentDataArray function ComponentDataArray.Create( iterator, length, componentName ) assert(iterator~=nil, "iterator should not be nil!") assert(length~=nil, "length should not be nil!") assert(componentName~=nil, "componentName should not be nil!") local array = { m_Iterator=iterator, m_Length=length, m_ComponentTypeName=componentName, m_Data = {}, m_Cache = { CachedPtr=nil, CachedBeginIndex=0, CachedEndIndex=0, CachedSizeOf=0, IsWriting=false }, } ComponentDataArray.InitMetaTable(array) return array end local get_fun = function ( t, index ) if index < 1 or index > t.m_Length then return nil end if index < t.m_Cache.CachedBeginIndex or index >= t.m_Cache.CachedEndIndex then t.m_Iterator:MoveToEntityIndexAndUpdateCache(index, t.m_Cache, false) end return ECS.ChunkDataUtility.ReadComponentFromArray(t.m_Cache.CachedPtr, index, t.m_ComponentTypeName, t.m_Data) end local set_fun = function ( t, k ) end local get_len = function ( t ) print('Cat:ComponentDataArray.lua[39] t.m_Length', t.m_Length) return t.m_Length end function ComponentDataArray.InitMetaTable( array ) local meta_tbl = {} meta_tbl.__index = get_fun meta_tbl.__len = get_len setmetatable(array, meta_tbl) end -- function ComponentDataArray:GetChunkArray( startIndex, maxCount ) -- local count -- local ptr = GetUnsafeChunkPtr(startIndex, maxCount, count, true) -- local arr = NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray(ptr, count, Allocator.Invalid) -- return arr -- end return ComponentDataArray
local luarpc = require("luarpc") local port1 = 0 if arg[1] then port1 = arg[1] else print("Choose a port for server 1") port1 = io.read("*n") end local IP = "0.0.0.0" -- IP default val if arg[2] then IP = arg[2] end -- interface file local idl = io.open("interface.txt", "r"):read("*a") local p1 = luarpc.createProxy(IP, port1, idl) --local ans = p1:boo(10) --print("The ans 1 is " .. ans[1]) --local t,p = p1:boo(10) --print("t: ".. t .. " and p: " .. p) -- local p2 = luarpc.createProxy(IP, port2, idl) local r, s = p1:foo(3, "alo", {nome = "Aaa", idade = 20, peso = 55.0}, 1) -- local t, p = p2:boo(10)
local class = require 'ext.class' local table = require 'ext.table' local math = require 'ext.math' local Binary = require 'symmath.op.Binary' local symmath local mul = class(Binary) mul.precedence = 3 mul.name = '*' mul.nameForExporterTable = {} mul.nameForExporterTable.LaTeX = '' -- implicit mul, no symbol, but export/LaTeX.lua's symmath.op.mul exporter already has custom code, so you don't need this... --[[ -- auto flatten any muls -- this is useful for find/replace, since otherwise the API user has to simplify() everything to get it to match what the CAS produces -- the problem is, this modifies in-place, which breaks our cardinal rule (and a lot of our code) function mul:init(...) mul.super.init(self, ...) self:flatten() end --]] function mul:flatten() for i=#self,1,-1 do if mul:isa(self[i]) then local x = table.remove(self, i) for j=#x,1,-1 do table.insert(self, i, x[j]:clone():flatten()) end end end return self end function mul:flattenAndClone() for i=#self,1,-1 do local ch = self[i] if mul:isa(ch) then local expr = {table.unpack(self)} table.remove(expr, i) for j=#ch,1,-1 do local chch = ch[j] table.insert(expr, i, chch) end return mul(table.unpack(expr)) end end end function mul:isFlattened() for i,ch in ipairs(self) do if mul:isa(ch) then return false end end return true end function mul:evaluateDerivative(deriv, ...) symmath = symmath or require 'symmath' local add = symmath.op.add local sums = table() for i=1,#self do local terms = table() for j=1,#self do if i == j then terms:insert(deriv(self[j]:clone(), ...)) else terms:insert(self[j]:clone()) end end if #terms == 1 then sums:insert(terms[1]) else sums:insert(mul(terms:unpack())) end end if #sums == 1 then return sums[1] else return add(sums:unpack()) end end mul.removeIfContains = require 'symmath.commutativeRemove' --local function print(...) return printbr(...) end -- now that we've got matrix multilpication, this becomes more difficult... -- non-commutative objects (matrices) need to be compared in-order -- commutative objects can be compared in any order function mul.match(a, b, matches) symmath = symmath or require 'symmath' local Wildcard = symmath.Wildcard local Constant = symmath.Constant local SingleLine = symmath.export.SingleLine local Verbose = symmath.export.Verbose --print("mul.match(a="..Verbose(a)..", b="..Verbose(b)..", matches={"..(matches or table()):mapi(Verbose):concat', '..'}) begin') matches = matches or table() -- if 'b' is a mul then fall through -- this part is only for wildcard matching of the whole expression if not mul:isa(b) -- if the wildcard is a mul then we want to test it here and b.wildcardMatches then if not b:wildcardMatches(a, matches) then return false end --print(" matching entire expr "..SingleLine(b).." to "..SingleLine(a)) return (matches[1] or true), table.unpack(matches, 2, table.maxn(matches)) end if getmetatable(a) ~= getmetatable(b) then return false end -- NOTICE, this shallow copy means that the metatables are lost, so don't use "a" or "b" as expressions (unless you reset its metatable) local a = table(a) local b = table(b) -- compare things order-independent, remove as you go -- skip wildcards, do those last for i=#a,1,-1 do local ai = a[i] -- non-commutative compare... if not ai.mulNonCommutative then -- table.find uses == uses __eq which ... should ... only pick j if it is mulNonCommutative as well (crossing fingers, it's based on the equality implementation) --local j = b:find(ai) local j for _j=1,#b do local bj = b[_j] if not Wildcard:isa(bj) -- if bj does match then this will fill in the appropriate match and return 'true' -- if it fails to match then it won't fill in the match and will return false and ai:match(bj, matches) then j = _j break end end if j then --print(' mul.match: removing matched terms...') --print(a[i]) --print(b[j]) a:remove(i) b:remove(j) end end end --print("mul.match: what's left after matching commutative non-wildcards:") --print('a:', a:mapi(SingleLine):concat', ') --print('b:', b:mapi(SingleLine):concat', ') -- now compare what's left in-order (since it's non-commutative) -- skip wildcards, do those last local function checkWhatsLeft(a, b, matches, indent) indent=(indent or 0) + 1 local tab = (' '):rep(indent) -- save the original here -- upon success, merge the new matches back into the original argument local origMatches = matches matches = matches or table() a = table(a) b = table(b) --print(tab.."checking match of what's left with "..#a.." elements") if #a == 0 and #b == 0 then --print(tab.."matches - returning true") return matches[1] or true, table.unpack(matches, 2, table.maxn(matches)) end -- #a == 0 is fine if b is full of nothing but wildcards if #b == 0 and #a > 0 then --print(tab.."has remaining elements -- returning false") return false end -- TODO bi isn't necessarily a wildcard -- it could be an 'mulNonCommutative' term (though nothing does this for multiplication yet) if #a == 0 and #b ~= 0 then -- TODO verify that the matches are equal for _,bi in ipairs(b) do if not Wildcard:isa(bi) then --print(tab.."expected bi to be a Wildcard, found "..SingleLine(bi)) return false end if bi.atLeast and bi.atLeast > 0 then --print(tab.."remaining Wildcard expected an expression when none are left, failing") return false end if matches[bi.index] then --print(tab.."matches["..bi.index.."] tried to set to Constant(1), but it already exists as "..SingleLine(matches[bi.index]).." -- failing") if matches[bi.index] ~= Constant(1) then return false end else --print(tab.."setting matches["..bi.index.."] to Constant(1)") matches[bi.index] = Constant(1) end end end if not Wildcard:isa(b[1]) then local a1 = a:remove(1) local b1 = b:remove(1) --print(tab.."isn't a wildcard -- recursive call of match on what's left") -- hmm, what if there's a sub-expression that has wildcard -- then we need matches -- then we need to push/pop matches local firstsubmatch = table() if not a1:match(b1, firstsubmatch) then --print(tab.."first match didn't match - failing") return false end for i=1,table.maxn(firstsubmatch) do if firstsubmatch[i] ~= nil then if matches[i] ~= nil then if matches[i] ~= firstsubmatch[i] then --print(tab.."first submatches don't match previous matches - index "..i.." "..SingleLine(matches[i]).." vs "..SingleLine(firstsubmatch[i]).." - failing") return false end else --print(tab.."index "..b.index) --print(tab.."a1: "..SingleLine(a1)) --print(tab.."a: "..a:mapi(SingleLine):concat', ') --print(tab.."matching mul subexpr from first match "..SingleLine(a1).." index "..b.index.." to "..a:mapi(SingleLine):concat', ') matches[i] = firstsubmatch[i] end end end local restsubmatch = table() if not checkWhatsLeft(a, b, restsubmatch, indent) then --print(tab.."first match didn't match - failing") return false end for i=1,table.maxn(restsubmatch) do if restsubmatch[i] ~= nil then if matches[i] ~= nil then if matches[i] ~= restsubmatch[i] then --print(tab.."first submatches don't match previous matches - index "..i.." "..SingleLine(matches[i]).." vs "..SingleLine(firstsubmatch[i]).." - failing") return false end else --print(tab.."matching mul subexpr from first match "..SingleLine(a1).." index "..b.index.." to "..a:mapi(SingleLine):concat', ') matches[i] = restsubmatch[i] end end end -- overlay match matches on what we have already matched so far -- also write them back to the original argument since we are returning true for k,v in pairs(matches) do origMatches[k] = v end return matches[1] or true, table.unpack(matches, 2, table.maxn(matches)) end --print(tab.."before checking remaining terms, our matches is: "..table.mapi(matches, SingleLine):concat', ') -- now if we have a wildcard ... try all 0-n possible matches of it local b1 = b:remove(1) for matchSize=math.min(#a, b1.atMost or math.huge),(b1.atLeast or 0),-1 do --print(tab.."checking matches of size "..matchSize) for a in a:permutations() do a = table(a) --print(tab.."checking a permutation "..a:mapi(SingleLine):concat', ') local b1match = matchSize == 0 and Constant(1) or matchSize == 1 and a[1] or setmetatable(a:sub(1, matchSize), mul) --print(tab.."b1match "..SingleLine(b1match)) local matchesForThisSize = table(matches) --print(tab.."matchesForThisSize["..b1.index.."] was "..(matchesForThisSize[b1.index] and SingleLine(matchesForThisSize[b1.index]) or 'nil')) -- this is going to get into a situation of comparing all possible permutations of what's left -- TODO get rid of this whole recursion system, and just use a permutation iterator -- then keep trying to match wildcards against what is left until things work -- you know, with nested wildcard/nonwildcards, we might as well just do this for everything. if b1match:match(b1, matchesForThisSize) then --print(tab.."matchesForThisSize["..b1.index.."] is now "..SingleLine(matchesForThisSize[b1.index])) local suba = a:sub(matchSize+1) --print(tab.."calling recursively on "..#suba.." terms: "..table.mapi(suba, SingleLine):concat', ') local didMatch = checkWhatsLeft(suba, b, matchesForThisSize, indent) --print(tab.."returned results from the sub-checkWhatsLeft : "..table.mapi(results, SingleLine):concat', ') if didMatch then --print(tab.."returning that list for matchSize="..matchSize.."...") -- also write them back to the original argument since we are returning true for k,v in pairs(matchesForThisSize) do origMatches[k] = v end return matchesForThisSize[1] or true, table.unpack(matchesForThisSize, 2, table.maxn(matchesForThisSize)) end --print(tab.."continuing...") else --print(tab..Verbose(b1)..':match('..SingleLine(b1match)..') failed') --print(tab.."the next wildcard had already been matched to "..SingleLine(matchesForThisSize[b1.index]).." when we tried to match it to "..SingleLine(b1match)) end -- otherwise keep checking end end -- all sized matches failed? return false --print(tab.."all sized matches failed - failing") return false end -- now what's left in b[i] should all be wildcards -- we just have to assign them between the a's -- but if we want mul match to return wildcards of +0 then we can't just rely on a 1-or-more rule -- for that reason, return checkWhatsLeft(a,b, matches) --return (matches[1] or true), table.unpack(matches, 2, table.maxn(matches)) end -- copy of op/add.wildcardMatches, just like match() function mul:wildcardMatches(a, matches) symmath = symmath or require 'symmath' local Constant = symmath.Constant local Wildcard = symmath.Wildcard local add = symmath.op.add local pow = symmath.op.pow local SingleLine = symmath.export.SingleLine local Verbose = symmath.export.Verbose --print("mul.wildcardMatches(self="..Verbose(self)..", a="..Verbose(a)..", matches={"..matches:mapi(Verbose):concat', '..'})') -- 'a' is the 'a' in Expression.match(a,b) -- 'b' is 'self' local nonWildcards = table() local wildcards = table() for _,w in ipairs(self) do -- TODO what about when add/mul have no sub-wildcards? if w.wildcardMatches and w:hasChild(function(x) return Wildcard:isa(x) end) then wildcards:insert(w) else nonWildcards:insert(w) end end --print("mul.wildcardMatches children: "..table.mapi(self, Verbose):concat', ') --print("mul.wildcardMatches wildcard children: "..table.mapi(wildcards, Verbose):concat', ') --print("mul.wildcardMatches non-wildcard children: "..table.mapi(nonWildcards, Verbose):concat', ') -- Constant(0):match(2 * Wildcard(1)) -- 2 is a non-wildcard, Wildcard(1) is a wildcard -- but as long as we're inside mul, we just need to match a wildcard to 0 if Constant.isValue(a, 0) -- make sure we have a single wildcard in the mix and (#nonWildcards == 0 or #wildcards > 0) then local zeroMatches = table(matches) local failed -- make sure the matches can match to zero (i.e. no 'dependsOn=x') for _,w in ipairs(wildcards) do if not a:match(w, zeroMatches) then failed = true break else --print("mul.wildcardMatches did match "..a.." to "..w.." with matches "..table.map(zeroMatches, function(v,k,t) return k..'='..v, #t+1 end):concat', ') end end if not failed then -- wildcardMatches has to write back to 'matches' for k,v in pairs(zeroMatches) do matches[k] = v end return matches[1] or true, table.unpack(matches, 2, table.maxn(matches)) end -- else if we failed then fall through -- and most likely fail in the next 'return false' end if #nonWildcards > 1 then --print("mul.wildcardMatches too many non-wildcards - failing") return false end local defaultValue = Constant(1) local matchExpr = a if #nonWildcards == 1 and #wildcards > 0 then --print("mul.wildcardMatches matchExpr "..require 'symmath.export.SingleLine'(a)) -- TODO what if we are doing x:match(W{1,atLeast=1} * W{2}) ? local submatches = table(matches) if not a:match(nonWildcards[1], submatches) then --print("mul.wildcardMatches single remaining mul sub-term didn't match first non-wildcard - failing") --[[ (a = Constant(4)) : match ( b = mul(Constant (2), Wildcard(1)) ) calls (b = mul(Constant (2), Wildcard(1))) : wildcardMatches ( (a = Constant(4)) ) has 1 non-wildcard: Constant(2) and 1 wildcard: Wildcard(1) now if (a = Constant(4)) matches (nw[1] = Constant(2)) then the next condition hits and we continue on with our matched expresssion set to the operator identity of Constant(1) but if it doesn't match ... ... what if we can just factor one out of the other? this is a question of the scope of the function: how much is this tree matching, and how much is this unknown substitution? tree matching? fail here. unknown-substitution? set the match to the fraction of --]] --[[ unknown-substitution -- this does fix Constant(4):match(Constant(2) * Wildcard(1)) -- but this causes op/div's pattern matching to a / (b + sqrt(c)) -- to successfully match a nil value -- TODO this is breaking a lot of integral tests as well if symmath.matchMulUnknownSubstitution and #wildcards > 0 then matchExpr = (a / nonWildcards[1])() submatches = table(matches) if matchExpr:match(wildcards[1], submatches) then for k,v in pairs(matches) do matches[k] = nil end for k,v in pairs(submatches) do matches[k] = v end for i=2,#wildcards do defaultValue:match(wildcadrs[i], matches) end --for i=1,#wildcards do -- print('wildcards['..wildcards[i].index..'] = '..symmath.export.SingleLine(matches[wildcards[i].index])) --end return matches[1] or true, table.unpack(matches, 2, table.maxn(matches)) end end --]] return false else -- a:match(nonWildcards[1]) success so keep the matches: for k,v in pairs(matches) do matches[k] = nil end for k,v in pairs(submatches) do matches[k] = v end -- success, so matches have been written -- a matches nonWildcards[1] matchExpr = defaultValue end end -- if any of these wildcards needed a term then fail -- (that will be handled in the mul.match fallthrough -- which is why mul.match should not call this -- only other non-mul Expressions' .match()) local totalAtLeast = 0 for _,w in ipairs(wildcards) do if w.atLeast and w.atLeast > 0 then totalAtLeast = totalAtLeast + w.atLeast if totalAtLeast > 1 then --print("mul.wildcardMatches: wildcard needs at least 1, and we have none left - failing") return false end end end -- when matching wildcards, make sure to match any with 'atLeast' first if totalAtLeast == 1 then for i,w in ipairs(wildcards) do -- TODO make this work for sub-expressions? if w.atLeast and w.atLeast > 0 then if i > 1 then --print("mul.wildcardMatches moving wildcard with 'atleast' from "..i.." to 1") table.remove(wildcards, i) table.insert(wildcards, 1, w) end break end end end -- match all wildcards to zero local function checkWildcardPermutation(wildcards, matches) -- match all wildcards to zero -- test first, so we don't half-set the 'matches' before failing (TODO am I doing this elsewhere in :match()?) -- TODO w.index IS NOT GUARANTEED, if we have (x):match(W(1) + W(2) * W(3)) and add and mul have wildcardMatches -- in that case, you need to handle all possible sub-wildcardMatches specifically --print("mul.wildcardMatches: testing against previous matches table...") for i,w in ipairs(wildcards) do local cmpExpr = i == 1 and matchExpr or defaultValue --print("mul.wildcardMatches: comparing lhs "..Verbose(cmpExpr)) if mul:isa(w) then error"match() doesn't work with unflattened mul's" elseif Wildcard:isa(w) or add:isa(w) or pow:isa(w) then -- check before going through with it if not cmpExpr:match(w, table(matches)) then return false end else error("found match(mul(unknown))") end end -- finally set all matches to zero and return 'true' for i,w in ipairs(wildcards) do local cmpExpr = i == 1 and matchExpr or defaultValue if Wildcard:isa(w) then --print('mul.wildcardMatches setting index '..w.index..' to '..require 'symmath.export.SingleLine'(i == 1 and matchExpr or defaultValue)) -- write matches. should already be true. cmpExpr:match(w, matches) --matches[w.index] = cmpExpr elseif add:isa(w) then -- use the state this time, so it does modify "matches" cmpExpr:match(w, matches) elseif pow:isa(w) then cmpExpr:match(w, matches) -- elseif mul.is shouldn't happen if all muls are flattened upon construction elseif mul:isa(w) then error"match() doesn't work with unflattened mul's" end end return true end for wildcards in wildcards:permutations() do wildcards = table(wildcards) if checkWildcardPermutation(wildcards, matches) then --print("mul.wildcardMatches: success") return matches[1] or true, table.unpack(matches, 2, table.maxn(matches)) end end --print("mul.wildcardMatches: found no matching permutations - failing") return false end function mul.__eq(a,b) if getmetatable(a) ~= getmetatable(b) then return false end -- compare things order-independent, remove as you go local a = table(a) local b = table(b) for i=#a,1,-1 do local ai = a[i] -- non-commutative compare... if not ai.mulNonCommutative then local j for _j=1,#b do local bj = b[_j] if ai == bj then j = _j break end end if j then a:remove(i) b:remove(j) end end end local n = #a if n ~= #b then return false end for i=1,n do if a[i] ~= b[i] then return false end end return true end function mul:reverse(soln, index) -- y = a_1 * ... * a_j(x) * ... * a_n -- => a_j(x) = y / (a_1 * ... * a_j-1 * a_j+1 * ... * a_n) for k=1,#self do if k ~= index then soln = soln / self[k]:clone() end end return soln end function mul:getRealRange() if self.cachedSet then return self.cachedSet end local I = self[1]:getRealRange() if I == nil then self.cachedSet = nil return nil end for i=2,#self do local I2 = self[i]:getRealRange() if I2 == nil then return nil end I = I * I2 end self.cachedSet = I return self.cachedSet end -- lim mul = mul lim function mul:evaluateLimit(x, a, side) symmath = symmath or require 'symmath' local Constant = symmath.Constant local Limit = symmath.Limit -- TODO handle indeterminate forms here? or outside of limits? -- right now they are evaluated outside of limits... return symmath.prune( mul( table.mapi(self, function(fi) return Limit(fi, x, a, side) end):unpack() ) ) end -- goes horribly slow --[[ a * (b + c) * d * e => (a * b * d * e) + (a * c * d * e) --]] function mul:distribute() symmath = symmath or require 'symmath' local add = symmath.op.add local sub = symmath.op.sub for i,ch in ipairs(self) do if add:isa(ch) or sub:isa(ch) then local terms = table() for j,chch in ipairs(ch) do local term = self:clone() term[i] = chch terms:insert(term) end return getmetatable(ch)(table.unpack(terms)) end end end mul.rules = { -- [[ Expand = { {apply = function(expand, expr) local dstr = expr:distribute() if dstr then return expand:apply(dstr) end end}, }, --]] -- not sure where this rule should go, or if I already have a copy somewhere .... Factor = { -- [[ a^n * b^n => (a * b)^n -- this is also in mul/Prune/combineMulOfLikePow -- and the opposite is in pow/Expand/expandMulOfLikePow and pow/Prune/expandMulOfLikePow -- I'm removing it here after a reorganization of rules because now, with prune() turning expressions into div add mul, this is causing stack overflows {combineMulOfLikePow = function(factor, expr) symmath = symmath or require 'symmath' local pow = symmath.op.pow for i=1,#expr-1 do if pow:isa(expr[i]) then for j=i+1,#expr do if pow:isa(expr[j]) then if expr[i][2] == expr[j][2] then -- powers match, combine local repl = (expr[i][1] * expr[j][1]) ^ expr[i][2] expr = expr:clone() table.remove(expr, j) expr[i] = repl if #expr == 1 then expr = expr[1] end --expr = expr:prune() --expr = expr:expand() --expr = expr:prune() --expr = factor:apply(expr) return expr end end end end end end}, --]] --[[ -- hmm ... raise everything to the lowest power? -- if there are any sqrts, square everything? -- this is for 2/sqrt(6) => sqrt(2)/sqrt(3) -- this seems to do more harm than good, esp when summing fractions of sqrts -- This also looks dangerous, like it would be cancelling negatives somewhere. {raiseEverythingToLowestPower = function(factor, expr) symmath = symmath or require 'symmath' local sqrt = symmath.sqrt local pow = symmath.op.pow local div = symmath.op.div local Constant = symmath.Constant for i,x in ipairs(expr) do if pow:isa(x) and symmath.set.integer:contains(x[1]) and #math.primeFactorization(x[1].value) > 1 and div:isa(x[2]) and Constant.isValue(x[2][2], 2) and Constant.isValue(x[2][1], -1) then return factor:apply(sqrt((expr^2):prune())) end end end}, --]] -- [[ how about turning p*x^-q/2 into p/x^(q/2) here? -- still prevents sums of fractions of sqrts ... {negPowToDivPow = function(factor, expr) symmath = symmath or require 'symmath' local pow = symmath.op.pow local div = symmath.op.div local Constant = symmath.Constant for i,x in ipairs(expr) do if pow:isa(x) and symmath.set.integer:contains(x[1]) --and #math.primeFactorization(x[1].value) > 1 and div:isa(x[2]) and Constant.isValue(x[2][2], 2) --[=[ and Constant.isValue(x[2][1], -1) then expr = expr:clone() table.remove(expr, i) if #expr == 1 then expr = expr[1] end return factor:apply(expr / symmath.sqrt(x[1])) --return factor:apply(symmath.sqrt((expr^2):prune())) end --]=] -- [=[ --[==[ and Constant:isa(x[2][1]) and x[2][1].value < 0 and (x[2][1].value % 2) == 1 --]==] -- [==[ TODO oddNegativeInteger .. or sets based on conditions ... and symmath.set.oddInteger:contains(x[2][1]) and symmath.set.negativeReal:contains(x[2][1]) --]==] then expr = expr:clone() table.remove(expr, i) if #expr == 1 then expr = expr[1] end return factor:apply(expr / x[1]^div(-x[2][1], x[2][2])) --return factor:apply(symmath.sqrt((expr^2):prune())) end --]=] end end}, --]] }, FactorDivision = { {apply = function(factorDivision, expr) symmath = symmath or require 'symmath' local Constant = symmath.Constant local div = symmath.op.div -- first time processing we want to simplify() -- to remove powers and divisions --expr = expr:simplify() -- but not recursively ... hmm ... -- flatten multiplications local flat = expr:flattenAndClone() if flat then return factorDivision:apply(flat) end -- distribute multiplication local dstr = expr:distribute() if dstr then return factorDivision:apply(dstr) end -- [[ same as Prune: -- push all fractions to the left for i=#expr,2,-1 do if div:isa(expr[i]) and Constant:isa(expr[i][1]) and Constant:isa(expr[i][2]) then table.insert(expr, 1, table.remove(expr, i)) end end -- push all Constants to the lhs, sum as we go local cval = 1 for i=#expr,1,-1 do if Constant:isa(expr[i]) then cval = cval * table.remove(expr, i).value end end -- if it's all constants then return what we got if #expr == 0 then return Constant(cval) end if cval == 0 then return Constant(0) end if cval ~= 1 then table.insert(expr, 1, Constant(cval)) else if #expr == 1 then return factorDivision:apply(expr[1]) end end --]] end}, }, Prune = { {flatten = function(prune, expr) -- flatten multiplications local flat = expr:flattenAndClone() if flat then return prune:apply(flat) end end}, -- move unary minuses up --[[ pruning unm immediately {moveUnmUp = function(prune, expr) symmath = symmath or require 'symmath' local unm = symmath.op.unm local unmCount = 0 local modified for i=1,#expr do local ch = expr[i] if unm:isa(ch) then unmCount = unmCount + 1 expr[i] = ch[1] modified = true end end if modified then if unmCount % 2 == 1 then return -prune:apply(expr) -- move unm outside and simplify what's left elseif unmCount ~= 0 then return prune:apply(expr) -- got an even number? remove it and simplify this end end end}, --]] {handleInfAndNan = function(prune, expr) symmath = symmath or require 'symmath' local Constant = symmath.Constant local invalid = symmath.invalid local inf = symmath.inf local negativeReal = symmath.set.negativeReal -- anything * invalid is invalid for i=1,#expr do if expr[i] == invalid then --print("mul by invalid ... makes invalid") return invalid end end -- inf * anything = inf -- inf * -anything = -inf local hasinf local haszero local sign = 1 for i=1,#expr do if expr[i] == inf then hasinf = true end if Constant.isValue(expr[i], 0) then haszero = true end -- TODO recursively call instead of for-loop -- and TODO if expr[i] is not in positive or negative real then don't simplify it, because it is arbitrary. -- x * inf cannot be simplified to +inf or -inf. if negativeReal:contains(expr[i]) then sign = -sign end end if hasinf then if haszero then --print("mul hasinf and hazero ... makes invalid") return invalid end if sign == -1 then -- use the pruned form, but don't call prune, or it gets an infinite loop return Constant(-1) * inf end return inf end end}, {apply = function(prune, expr) symmath = symmath or require 'symmath' local Constant = symmath.Constant local pow = symmath.op.pow local div = symmath.op.div -- push all fractions to the left for i=#expr,2,-1 do if div:isa(expr[i]) and Constant:isa(expr[i][1]) and Constant:isa(expr[i][2]) then table.insert(expr, 1, table.remove(expr, i)) end end -- [[ and now for Matrix*Matrix multiplication ... -- do this before the c * 0 = 0 rule for i=#expr,2,-1 do local rhs = expr[i] local lhs = expr[i-1] local result if lhs.pruneMul then result = lhs.pruneMul(lhs, rhs) elseif rhs.pruneMul then result = rhs.pruneMul(lhs, rhs) end if result then table.remove(expr, i) expr[i-1] = result if #expr == 1 then expr = expr[1] end return prune:apply(expr) end end --]] -- push all Constants to the lhs, sum as we go local cval = 1 for i=#expr,1,-1 do if Constant:isa(expr[i]) then cval = cval * table.remove(expr, i).value end end -- if it's all constants then return what we got if #expr == 0 then return Constant(cval) end if cval == 0 then return Constant(0) end if cval ~= 1 then table.insert(expr, 1, Constant(cval)) else if #expr == 1 then --return prune:apply(expr[1]) -- cheap trick to fix the problem -- (frac(1,2)*sqrt(3))*(frac(sqrt(2),sqrt(3))) + (-frac(1,2))*(frac(1,3)*-sqrt(2)) -- is requiring two :simplify()'s in order to simplify fully -- just insert a :tidy() for the time being and things seem to work return prune:apply(expr[1]:tidy()) end end -- [[ local Variable = symmath.Variable local TensorRef = symmath.Tensor.Ref -- TODO use the same compare() that's in op/add.lua local function compare(a, b) -- Constant local ca, cb = Constant:isa(a), Constant:isa(b) if ca and not cb then return true end if cb and not ca then return false end if ca and cb then return a.value < b.value end -- div-of-Constants local fa = div:isa(a) and Constant:isa(a[1]) and Constant:isa(a[2]) local fb = div:isa(b) and Constant:isa(b[1]) and Constant:isa(b[2]) if fa and not fb then return true end if fb and not fa then return false end if fa and fb then if a[2].value < b[2].value then return true end if a[2].value > b[2].value then return false end if a[1].value < b[1].value then return true end if a[1].value > b[1].value then return false end return -- a == b end -- Variable local va, vb = Variable:isa(a), Variable:isa(b) if va and not vb then return true end if vb and not va then return false end if va and vb then return a.name < b.name end -- TensorRef-of-Variable local ta = TensorRef:isa(a) and Variable:isa(a[1]) local tb = TensorRef:isa(b) and Variable:isa(b[1]) if ta and not tb then return true end if tb and not ta then return false end if ta and tb then local na, nb = #a, #b if na < nb then return true end if na > nb then return false end if a[1].name < b[1].name then return true end if a[1].name > b[1].name then return false end for j=2,na do local na = type(a[j].symbol) == 'number' local nb = type(b[j].symbol) == 'number' if na and not nb then return true end if nb and not na then return false end return a[j].symbol < b[j].symbol end return -- a == b end -- pow local pa = pow:isa(a) local pb = pow:isa(b) if pa and not pb then return true end if pb and not pa then return false end if pa and pb then local result = compare(a[1], b[1]) if result ~= nil then return result end return compare(a[2], b[2]) end end for i=1,#expr-1 do for j=i,#expr-1 do local k = j + 1 if not compare(expr[j], expr[k]) then expr[j], expr[k] = expr[k], expr[j] end end end --]] -- [[ before combining powers, separate out any -1's from constants -- this fixes my -2 * 2^(-1/2) simplify bug, but -- somehow screws up everything if mul:isa(expr) and Constant:isa(expr[1]) and expr[1].value < 0 and expr[1].value ~= -1 then expr[1] = Constant(-expr[1].value) table.insert(expr, 1, Constant(-1)) end --]] -- [[ a^m * a^n => a^(m + n) do local function getBasePower(x) if pow:isa(x) then return x[1], x[2] end -- [[ I have a weird bug where 4 * 2^(-1/2) won't simplify to 2 sqrt(2) if Constant:isa(x) then if x.value > 1 then local sqrtx = math.sqrt(x.value) if sqrtx == math.floor(sqrtx) then return Constant(sqrtx), Constant(2) end end end --]] -- same with -2 * 2^(-1/2) ... hmm ... return x, Constant(1) end local modified = false local i = 1 while i <= #expr do local x = expr[i] local base, power = getBasePower(x) if base then local j = i + 1 while j <= #expr do local x2 = expr[j] local base2, power2 = getBasePower(x2) if base2 == base then modified = true table.remove(expr, j) j = j - 1 power = power + power2 end j = j + 1 end if modified then expr[i] = base ^ power end end i = i + 1 end if modified then if #expr == 1 then expr = expr[1] end return prune:apply(expr) end end --]] -- [[ after combining powers, re-merge any leading -1's if mul:isa(expr) and Constant.isValue(expr[1], -1) and Constant:isa(expr[2]) then expr[2] = Constant(-expr[2].value) table.remove(expr, 1) end --]] end}, -- [[ factor out denominators -- a * b * (c / d) => (a * b * c) / d -- generalization: -- a^m * b^n * (c/d)^p = (a^m * b^n * c^p) / d^p {factorDenominators = function(prune, expr) symmath = symmath or require 'symmath' local Constant = symmath.Constant local pow = symmath.op.pow local div = symmath.op.div local uniqueDenomIndexes = table() local denoms = table() local powers = table() local bases = table() for i=1,#expr do -- decompose expressions of the form -- (base / denom) ^ power local base = expr[i] local power = Constant(1) local denom = Constant(1) if pow:isa(base) then base, power = table.unpack(base) end if div:isa(base) then base, denom = table.unpack(base) end if not Constant.isValue(denom, 1) then uniqueDenomIndexes:insert(i) end denoms:insert(denom) powers:insert(power) bases:insert(base) end if #uniqueDenomIndexes > 0 then local num if #bases == 1 then num = bases[1] if not Constant.isValue(powers[1], 1) then num = num ^ powers[1] end else num = bases:map(function(base,i) if Constant.isValue(powers[i], 1) then return base else return base ^ powers[i] end end) assert(#num > 0) if #num == 1 then num = num[1] else num = mul(num:unpack()) end end local denom if #uniqueDenomIndexes == 1 then local i = uniqueDenomIndexes[1] denom = denoms[i] if not Constant.isValue(powers[i], 1) then denom = denom^powers[i] end elseif #denoms > 1 then denom = mul(table.unpack(uniqueDenomIndexes:map(function(i) if Constant.isValue(powers[i], 1) then return denoms[i] else return denoms[i]^powers[i] end end))) end local expr = num if not Constant.isValue(denom, 1) then expr = expr / denom end return prune:apply(expr) end end}, --]] -- [[ a^n * b^n => (a * b)^n --[=[ this rule here passes the unit tests but it puts Platonic Solids in a simplification loop... TODO respect mulCommutative only test to your neighbor and have a step above for pushing all commutative terms to one side it turns out this also kills: (x*y)/(x*y)^2 => 1/(x*y) but this makes work: sqrt(sqrt(sqrt(5) + 1) * sqrt(sqrt(5) - 1)) => 2 but if I only do this for sqrts? that appeases that particular unit tests. but even that also kills simplification of sqrt(f) * (g + sqrt(g)) so between the two cases... looks like I can solve both unit tests if I only apply this to powers-of-adds so when we find mul -> pow -> add --]=] {combineMulOfLikePow_mulPowAdd = function(prune, expr) symmath = symmath or require 'symmath' local pow = symmath.op.pow local div = symmath.op.div local Constant = symmath.Constant local add = symmath.op.add for i=1,#expr-1 do if pow:isa(expr[i]) --[=[ only for pow-of-sqrts? and div:isa(expr[i][2]) and Constant.isValue(expr[i][2][1], 1) and Constant.isValue(expr[i][2][2], 2) --]=] -- [=[ only for pow-of-add? and add:isa(expr[i][1]) --]=] then for j=i+1,#expr do if pow:isa(expr[j]) --[=[ only for pow-of-sqrts? and div:isa(expr[j][2]) and Constant.isValue(expr[j][2][1], 1) and Constant.isValue(expr[j][2][2], 2) --]=] -- [=[ only for pow-of-add? and add:isa(expr[j][1]) --]=] then if expr[i][2] == expr[j][2] then -- powers match, combine local repl = (expr[i][1] * expr[j][1]):prune() ^ expr[i][2] --repl = repl:prune() -- causes loops expr = expr:clone() table.remove(expr, j) expr[i] = repl if #expr == 1 then expr = expr[1] end --expr = prune:apply(expr) -- causes loops return expr end end end end end end}, --]] --[[ how about turning c*x^-1/2 into c/sqrt(x) here? -- still prevents sums of fractions of sqrts ... {replacePowHalfWithSqrt = function(prune, expr) local sqrt = symmath.sqrt local pow = symmath.op.pow local div = symmath.op.div local Constant = symmath.Constant for i,x in ipairs(expr) do if pow:isa(x) and symmath.set.integer:contains(x[1]) -- without this we get a stack overflow: -- but without this, and without the return prune, it fixes 3*1/sqrt(2) not simplifying and #math.primeFactorization(x[1].value) > 1 and div:isa(x[2]) and Constant.isValue(x[2][2], 2) and Constant.isValue(x[2][1], -1) then expr = expr:clone() table.remove(expr, i) if #expr == 1 then expr = expr[1] end --return prune:apply(expr / sqrt(x[1])) return expr / sqrt(x[1]) --return factor:apply(sqrt((expr^2):prune())) end end end}, --]] {logPow = function(prune, expr) symmath = symmath or require 'symmath' -- b log(a) => log(a^b) -- I would like to push this to prevent x log(y) => log(y^x) -- but I would like to keep -1 * log(y) => log(y^-1) -- so I'll make a separate rule for that ... for i=1,#expr do if symmath.log:isa(expr[i]) then expr = expr:clone() local a = table.remove(expr,i) if #expr == 1 then expr = expr[1] end return prune:apply(symmath.log(a[1] ^ expr)) end end end}, {negLog = function(prune, expr) symmath = symmath or require 'symmath' -- -1*log(a) => log(1/a) if #expr == 2 and expr[1] == symmath.Constant(-1) and symmath.log:isa(expr[2]) then return prune:apply(symmath.log(1/expr[2][1])) end end}, --[[ move expand rule to prune ... -- without this, (a^2 * x^2 - a^2):simplify() has :factor() turn it into (a^2 (x + 1) (x - 1)) -- and subsequent :prune() leaves it in this state -- with this, (1 + 1/x + 2/x) fails to simplify to (1 + 3/x) and we get some infinite loops somewhere {expand = function(prune, expr) local dstr = expr:distribute() if dstr then -- and don't simplify or you'll get an infinite loop ... return prune:apply(dstr) end end}, --]] }, Tidy = { {apply = function(tidy, expr) symmath = symmath or require 'symmath' local unm = symmath.op.unm local Constant = symmath.Constant -- -x * y * z => -(x * y * z) -- -x * y * -z => x * y * z do local unmCount = 0 for i=1,#expr do local ch = expr[i] if unm:isa(ch) then unmCount = unmCount + 1 expr[i] = ch[1] end end assert(#expr > 1) if unmCount % 2 == 1 then return -tidy:apply(expr) -- move unm outside and simplify what's left elseif unmCount ~= 0 then return tidy:apply(expr) -- got an even number? remove it and simplify this end end -- (has to be solved post-prune() because tidy's Constant+unm will have made some new ones) -- 1 * x => x local first = expr[1] if Constant:isa(first) and first.value == 1 then table.remove(expr, 1) if #expr == 1 then expr = expr[1] end return tidy:apply(expr) end --[[ -- TODO incorporate the rule x^a * x^b * ... => x^(a+b+...) -- but that means separating it out from Prune.apply, and that uses some in-place modification stuff -- until then, this is me being lazy and hoping for no infinite recursion: -- hmm, and who could've expected, this is causing stack overflows: local result = symmath.prune(expr) for i=1,#result do result[i] = tidy:apply(result[i]) end return result --]] -- [ return expr --]] end}, }, } -- ExpandPolynomial inherits from Expand mul.rules.ExpandPolynomial = mul.rules.Expand return mul
Locales['fr'] = { ['robbery_cancelled'] = 'le braquage vas être annulé, vous ne gagnerez rien!', ['robbery_successful'] = 'braquage réussi vous avez gagné ~g~$', ['bank_robbery'] = 'braquage banque', ['press_to_rob'] = 'appuyer sur ~INPUT_CONTEXT~ pour braquer ~b~', ['robbery_of'] = 'braquage de banque: ~r~', ['seconds_remaining'] = '~w~ secondes restantes', ['robbery_cancelled_at'] = '~r~ Braquage annulé à: ~b~', ['robbery_has_cancelled'] = '~r~ le braquage à été annulé: ~b~', ['already_robbed'] = 'cette banque a déjà été braqué. Veuillez attendre: ', ['seconds'] = 'secondes.', ['rob_in_prog'] = '~r~ braquage en cours à: ~b~', ['started_to_rob'] = 'vous avez commencé à braquer ', ['do_not_move'] = ', ne vous éloignez pas!', ['alarm_triggered'] = 'l\'alarme à été déclenché', ['hold_pos'] = 'tenez la position pendant 5min et l\'argent est à vous!', ['robbery_complete'] = '~r~ Braquage terminé.~s~ ~h~ Fuie!', ['robbery_complete_at'] = '~r~ Braquage terminé à: ~b~', ['min_two_police'] = 'Pour braquer il faut minimum autant de policiers: ', ['robbery_already'] = '~r~Un braquage est déjà en cours.', }
-- -- vgScoreboard v1.0 -- Client-side script. -- By Alberto "ryden" Alonso -- -- Coded for Valhalla Gaming MTA roleplay server. -- (Because the MTA default one creates FPS lag spikes). -- --[[ Configuration ]]-- local SCOREBOARD_WIDTH = 500 -- The scoreboard window width local SCOREBOARD_HEIGHT = 420 -- The scoreboard window height local SCOREBOARD_HEADER_HEIGHT = 20 -- Height for the header in what you can see the server info local SCOREBOARD_TOGGLE_CONTROL = "tab" -- Control/Key to toggle the scoreboard visibility local SCOREBOARD_PGUP_CONTROL = "mouse_wheel_up" -- Control/Key to move one page up local SCOREBOARD_PGDN_CONTROL = "mouse_wheel_down"-- Control/Key to move one page down local SCOREBOARD_DISABLED_CONTROLS = { "next_weapon", -- Controls that are disabled when the scoreboard is showing "previous_weapon", "aim_weapon", "radio_next", "radio_previous" } local SCOREBOARD_TOGGLE_TIME = 50 -- Time in miliseconds to make the scoreboard (dis)appear local SCOREBOARD_POSTGUI = true -- Set to true if it must be drawn over the GUI local SCOREBOARD_INFO_BACKGROUND = { 0, 0, 0, 150 } -- RGBA color for the info header background local SCOREBOARD_SERVER_NAME_COLOR = { 15, 177, 253, 160 } -- RGBA color for the server name text local SCOREBOARD_PLAYERCOUNT_COLOR = { 255, 255, 255, 160 } -- RGBA color for the server player count text local SCOREBOARD_BACKGROUND = { 0, 0, 0, 140 } -- RGBA color for the background local SCOREBOARD_BACKGROUND_IMAGE = { 255, 255, 255, 40 } -- RGBA color for the background image local SCOREBOARD_HEADERS_COLOR = { 200, 200, 200, 160 } -- RGBA color for the headers local SCOREBOARD_SEPARATOR_COLOR = { 82, 82, 82, 140 } -- RGBA color for the separator line between headers and body content local SCOREBOARD_SCROLL_BACKGROUND = { 0, 10, 20, 100 } -- RGBA color for the scroll background local SCOREBOARD_SCROLL_FOREGROUND = { 15, 177, 253, 160 } -- RGBA color for the scroll foreground local SCOREBOARD_SCROLL_HEIGHT = 20 -- Size for the scroll marker local SCOREBOARD_COLUMNS_WIDTH = { 0.08, 0.72, 0.16, 0.04 } -- Relative width for each column: id, player name, ping and scroll position local SCOREBOARD_ROW_GAP = 0 -- Gap between rows --[[ Uncomment to test with dummies ]]-- --[[ local _getPlayerName = getPlayerName local _getPlayerPing = getPlayerPing local _getPlayerNametagColor = getPlayerNametagColor function getPlayerName ( player ) if getElementType ( player ) == "player" then return _getPlayerName ( player ) end return getElementData ( player, "name" ) end function getPlayerPing ( player ) if getElementType ( player ) == "player" then return _getPlayerPing ( player ) end return getElementData ( player, "ping" ) end function getPlayerNametagColor ( player ) if getElementType ( player ) == "player" then return _getPlayerNametagColor ( player ) else return unpack(getElementData(player, "color")) end end --]] --[[ Global variables to this context ]]-- local g_isShowing = false -- Marks if the scoreboard is showing local g_currentWidth = 0 -- Current window width. Used for the fade in/out effect. local g_currentHeight = 0 -- Current window height. Used for the fade in/out effect. local g_scoreboardDummy -- Will contain the scoreboard dummy element to gather info from. local g_windowSize = { guiGetScreenSize () } -- The window size local g_localPlayer = getLocalPlayer () -- The local player... local g_currentPage = 0 -- The current scroll page local g_players -- We will keep a cache of the conected player list local g_oldControlStates -- To save the old control states before disabling them for scrolling --[[ Pre-calculate some stuff ]]-- -- Scoreboard position local SCOREBOARD_X = math.floor ( ( g_windowSize[1] - SCOREBOARD_WIDTH ) / 2 ) local SCOREBOARD_Y = math.floor ( ( g_windowSize[2] - SCOREBOARD_HEIGHT ) / 2 ) -- Scoreboard colors SCOREBOARD_INFO_BACKGROUND = tocolor ( unpack ( SCOREBOARD_INFO_BACKGROUND ) ) SCOREBOARD_SERVER_NAME_COLOR = tocolor ( unpack ( SCOREBOARD_SERVER_NAME_COLOR ) ) SCOREBOARD_PLAYERCOUNT_COLOR = tocolor ( unpack ( SCOREBOARD_PLAYERCOUNT_COLOR ) ) SCOREBOARD_BACKGROUND = tocolor ( unpack ( SCOREBOARD_BACKGROUND ) ) SCOREBOARD_BACKGROUND_IMAGE = tocolor ( unpack ( SCOREBOARD_BACKGROUND_IMAGE ) ) SCOREBOARD_HEADERS_COLOR = tocolor ( unpack ( SCOREBOARD_HEADERS_COLOR ) ) SCOREBOARD_SCROLL_BACKGROUND = tocolor ( unpack ( SCOREBOARD_SCROLL_BACKGROUND ) ) SCOREBOARD_SCROLL_FOREGROUND = tocolor ( unpack ( SCOREBOARD_SCROLL_FOREGROUND ) ) SCOREBOARD_SEPARATOR_COLOR = tocolor ( unpack ( SCOREBOARD_SEPARATOR_COLOR ) ) -- Columns width in absolute units for k=1,#SCOREBOARD_COLUMNS_WIDTH do SCOREBOARD_COLUMNS_WIDTH[k] = math.floor ( SCOREBOARD_COLUMNS_WIDTH[k] * SCOREBOARD_WIDTH ) end -- Pre-calculate each row horizontal bounding box. local rowsBoundingBox = { { SCOREBOARD_X, -1 }, { -1, -1 }, { -1, -1 }, { -1, -1 } } -- ID rowsBoundingBox[1][2] = SCOREBOARD_X + SCOREBOARD_COLUMNS_WIDTH[1] -- Name rowsBoundingBox[2][1] = rowsBoundingBox[1][2] rowsBoundingBox[2][2] = rowsBoundingBox[2][1] + SCOREBOARD_COLUMNS_WIDTH[2] -- Ping rowsBoundingBox[3][1] = rowsBoundingBox[2][2] rowsBoundingBox[3][2] = rowsBoundingBox[3][1] + SCOREBOARD_COLUMNS_WIDTH[3] -- Scrollbar rowsBoundingBox[4][1] = rowsBoundingBox[3][2] rowsBoundingBox[4][2] = SCOREBOARD_X + SCOREBOARD_WIDTH --[[ Pre-declare some functions ]]-- local onRender local fadeScoreboard local drawBackground local drawScoreboard --[[ * clamp Clamps a value into a range. --]] local function clamp ( valueMin, current, valueMax ) if current < valueMin then return valueMin elseif current > valueMax then return valueMax else return current end end --[[ * createPlayerCache Generates a new player cache. --]] local function createPlayerCache ( ignorePlayer ) -- Optimize the function in case of not having to ignore a player if ignorePlayer then -- Clear the gloal table g_players = {} -- Get the list of connected players local players = getElementsByType ( "player" ) -- Dump them to the global table for k, player in ipairs(players) do if ignorePlayer ~= player then table.insert ( g_players, player ) end end else g_players = getElementsByType ( "player" ) end --[[ Uncomment to test with dummies ]]-- --[[ for k,v in ipairs(getElementsByType("playerDummy")) do table.insert(g_players, v) end --]] -- Sort the player list by their ID, giving priority to the local player table.sort ( g_players, function ( a, b ) local idA = getElementData ( a, "playerid" ) or 0 local idB = getElementData ( b, "playerid" ) or 0 -- Perform the checks to always set the local player at the beggining if a == g_localPlayer then idA = -1 elseif b == g_localPlayer then idB = -1 end return tonumber(idA) < tonumber(idB) end ) end --[[ * onClientResourceStart Handles the resource start event to create the initial player cache --]] addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), function () createPlayerCache () end, false ) --[[ * onClientElementDataChange Handles the element data changes event to update the player cache if the playerid was changed. --]] addEventHandler ( "onClientElementDataChange", root, function ( dataName, dataValue ) if dataName == "playerid" then createPlayerCache () end end ) --[[ * onClientPlayerQuit Handles the player quit event to update the player cache. --]] addEventHandler ( "onClientPlayerQuit", root, function () createPlayerCache ( source ) end ) --[[ * toggleScoreboard Toggles the visibility of the scoreboard. --]] local function toggleScoreboard ( show ) -- Force the parameter to be a boolean local show = show == true -- Check if the status has changed if show ~= g_isShowing then g_isShowing = show if g_isShowing and g_currentWidth == 0 and g_currentHeight == 0 then -- Handle the onClientRender event to start drawing the scoreboard. addEventHandler ( "onClientPreRender", root, onRender, false ) end -- Little hack to avoid switching weapons while moving through the scoreboard pages. if g_isShowing then g_oldControlStates = {} for k, control in ipairs ( SCOREBOARD_DISABLED_CONTROLS ) do g_oldControlStates[k] = isControlEnabled ( control ) toggleControl ( control, false ) end else for k, control in ipairs ( SCOREBOARD_DISABLED_CONTROLS ) do toggleControl ( control, g_oldControlStates[k] ) end g_oldControlStates = nil end end end --[[ * onToggleKey Function to bind to the appropiate key the function to toggle the scoreboard visibility. --]] local function onToggleKey ( key, keyState ) -- Check if the scoreboard element has been created if not g_scoreboardDummy then local elementTable = getElementsByType ( "scoreboard" ) if #elementTable > 0 then g_scoreboardDummy = elementTable[1] else return end end -- Toggle the scoreboard, and check that it's allowed. toggleScoreboard ( keyState == "down" and getElementData ( g_scoreboardDummy, "allow" ) ) end bindKey ( SCOREBOARD_TOGGLE_CONTROL, "both", onToggleKey ) --[[ * onScrollKey Function to bind to the appropiate key the function to change the current page. --]] local function onScrollKey ( direction ) if g_isShowing then if direction then g_currentPage = g_currentPage + 1 else g_currentPage = g_currentPage - 1 if g_currentPage < 0 then g_currentPage = 0 end end end end bindKey ( SCOREBOARD_PGUP_CONTROL, "down", function () onScrollKey ( false ) end ) bindKey ( SCOREBOARD_PGDN_CONTROL, "down", function () onScrollKey ( true ) end ) --[[ * onRender Event handler for onClientPreRender. It will forward the flow to the most appropiate function: fading-in, fading-out or drawScoreboard. --]] onRender = function ( timeshift ) -- Boolean to check if we must draw the scoreboard. local drawIt = false if g_isShowing then -- Check if the scoreboard has been disallowed if not getElementData ( g_scoreboardDummy, "allow" ) then toggleScoreboard ( false ) -- If it's showing, check if it got fully faded in. Else, draw it normally. elseif g_currentWidth < SCOREBOARD_WIDTH or g_currentHeight < SCOREBOARD_HEIGHT then drawIt = fadeScoreboard ( timeshift, 1 ) else -- Allow drawing the full scoreboard drawIt = true end else -- If it shouldn't be showing, make another step to fade it out. drawIt = fadeScoreboard ( timeshift, -1 ) end -- Draw the scoreboard if allowed. if drawIt then drawScoreboard () end end --[[ * fadeScoreboard Makes a step of the fade effect. Gets a multiplier to make it either fading in or out. --]] fadeScoreboard = function ( timeshift, multiplier ) -- Get the percentage of the final size that it should grow for this step. local growth = ( timeshift / SCOREBOARD_TOGGLE_TIME ) * multiplier -- Apply the growth to the scoreboard size g_currentWidth = clamp ( 0, g_currentWidth + ( SCOREBOARD_WIDTH * growth ), SCOREBOARD_WIDTH ) g_currentHeight = clamp ( 0, g_currentHeight + ( SCOREBOARD_HEIGHT * growth ), SCOREBOARD_HEIGHT ) -- Check if the scoreboard has collapsed. If so, unregister the onClientRender event. if g_currentWidth == 0 or g_currentHeight == 0 then g_currentWidth = 0 g_currentHeight = 0 removeEventHandler ( "onClientPreRender", root, onRender ) return false else return true end end --[[ * drawBackground Draws the scoreboard background. --]] drawBackground = function () -- Draw the header local headerHeight = clamp ( 0, SCOREBOARD_HEADER_HEIGHT, g_currentHeight ) dxDrawRectangle ( SCOREBOARD_X, SCOREBOARD_Y, g_currentWidth, headerHeight, SCOREBOARD_INFO_BACKGROUND, SCOREBOARD_POSTGUI ) -- Draw the body background if g_currentHeight > SCOREBOARD_HEADER_HEIGHT then -- Draw the image dxDrawImage ( SCOREBOARD_X * 1.17, SCOREBOARD_Y * 1.1 + SCOREBOARD_HEADER_HEIGHT, g_currentWidth / 1.3, g_currentHeight / 1.05 - SCOREBOARD_HEADER_HEIGHT, "icon.png", 0, 0, 0, SCOREBOARD_BACKGROUND_IMAGE, SCOREBOARD_POSTGUI ) -- Overlay dxDrawRectangle ( SCOREBOARD_X, SCOREBOARD_Y + SCOREBOARD_HEADER_HEIGHT, g_currentWidth, g_currentHeight - SCOREBOARD_HEADER_HEIGHT, SCOREBOARD_BACKGROUND, SCOREBOARD_POSTGUI ) end end --[[ * drawRowBounded Draws a scoreboard body row with the pre-calculated row bounding boxes. --]] local function drawRowBounded ( id, name, ping, colors, font, top ) -- Precalculate some constants local bottom = clamp ( 0, top + dxGetFontHeight ( 1, font ), SCOREBOARD_Y + g_currentHeight ) local maxWidth = SCOREBOARD_X + g_currentWidth -- If the row doesn't fit, just avoid any further calculations. if bottom < top then return end -- ID local left = rowsBoundingBox[1][1] local right = clamp ( 0, rowsBoundingBox[1][2], maxWidth ) if left < right then dxDrawText ( id, left, top, right, bottom, colors[1], 1, font, "right", "top", true, false, SCOREBOARD_POSTGUI ) -- Name left = rowsBoundingBox[2][1] + 17 -- Grant some padding to the name column right = clamp ( 0, rowsBoundingBox[2][2], maxWidth ) if left < right then dxDrawText ( name, left, top, right, bottom, colors[2], 1, font, "left", "top", true, false, SCOREBOARD_POSTGUI ) -- Ping left = rowsBoundingBox[3][1] right = clamp ( 0, rowsBoundingBox[3][2], maxWidth ) if left < right then dxDrawText ( ping, left, top, right, bottom, colors[3], 1, font, "left", "top", true, false, SCOREBOARD_POSTGUI ) end end end end --[[ * drawScrollBar Draws the scroll bar. Position ranges from 0 to 1. --]] local function drawScrollBar ( top, position ) -- Get the bounding box local left = rowsBoundingBox[4][1] local right = clamp ( 0, rowsBoundingBox[4][2], SCOREBOARD_X + g_currentWidth ) local bottom = clamp ( 0, SCOREBOARD_Y + SCOREBOARD_HEIGHT, SCOREBOARD_Y + g_currentHeight ) -- Make sure that it'd be visible. if left < right and top < bottom then -- Draw the background dxDrawRectangle ( left, top, right - left, bottom - top, SCOREBOARD_SCROLL_BACKGROUND, SCOREBOARD_POSTGUI ) -- Get the current Y position for the scroll marker local top = top + position * ( SCOREBOARD_Y + SCOREBOARD_HEIGHT - SCOREBOARD_SCROLL_HEIGHT - top ) bottom = clamp ( 0, top + SCOREBOARD_SCROLL_HEIGHT, SCOREBOARD_Y + g_currentHeight ) -- Make sure that it'd be visible if top < bottom then dxDrawRectangle ( left, top, right - left, bottom - top, SCOREBOARD_SCROLL_FOREGROUND, SCOREBOARD_POSTGUI ) end end end --[[ * drawScoreboard Draws the scoreboard contents. --]] drawScoreboard = function () -- Check that we got the list of players if not g_players then return end -- First draw the background drawBackground () -- Get the server information local serverName = getElementData ( g_scoreboardDummy, "serverName" ) or "MTA server" local maxPlayers = getElementData ( g_scoreboardDummy, "maxPlayers" ) or 0 serverName = tostring ( serverName ) maxPlayers = tonumber ( maxPlayers ) -- Render the header -- Calculate the bounding box for the header texts local left, top, right, bottom = SCOREBOARD_X + 2, SCOREBOARD_Y + 2, SCOREBOARD_X + g_currentWidth - 2, SCOREBOARD_Y + SCOREBOARD_HEADER_HEIGHT - 2 -- Render the server name dxDrawText ( serverName, left, top, right, bottom, SCOREBOARD_SERVER_NAME_COLOR, 1, "default-bold", "left", "top", true, false, SCOREBOARD_POSTGUI ) -- Render the player count local usagePercent = (#g_players / maxPlayers) * 100 local strPlayerCount = "Players: " .. tostring(#g_players) .. "/" .. tostring(maxPlayers) .. " (" .. math.floor(usagePercent + 0.5) .. "%)" -- We need to recalculate the left position, to make it not move when fading. local offset = SCOREBOARD_WIDTH - dxGetTextWidth ( strPlayerCount, 1, "tahoma" ) - 4 left = left + offset -- Make sure of that it needs to be rendered now if left < right then dxDrawText ( strPlayerCount, left, top, right, bottom, SCOREBOARD_PLAYERCOUNT_COLOR, 1, "tahoma", "left", "top", true, false, SCOREBOARD_POSTGUI ) end -- Draw the body. -- Update the bounding box. left, top, bottom = SCOREBOARD_X, SCOREBOARD_Y + SCOREBOARD_HEADER_HEIGHT + 2, SCOREBOARD_Y + g_currentHeight - 2 -- Pre-calculate how much height will each row have. local rowHeight = dxGetFontHeight ( 1, "default-bold" ) -- Draw the headers drawRowBounded ( "ID", "Player name", "Ping", { SCOREBOARD_HEADERS_COLOR, SCOREBOARD_HEADERS_COLOR, SCOREBOARD_HEADERS_COLOR }, "default-bold", top ) -- Add the offset for a new row top = top + rowHeight + 3 -- Draw the separator right = clamp ( 0, rowsBoundingBox[3][2] - 5, SCOREBOARD_X + g_currentWidth ) if top < SCOREBOARD_Y + g_currentHeight then dxDrawLine ( SCOREBOARD_X + 5, top, right, top, SCOREBOARD_SEPARATOR_COLOR, 1, SCOREBOARD_POSTGUI ) end top = top + 3 -- Create a function to render a player entry local renderEntry = function ( player ) -- Get the player data local playerID = getElementData ( player, "playerid" ) or 0 playerID = tostring ( playerID ) local playerName = getPlayerName ( player ) playerName = tostring ( playerName ):gsub( "_", " " ) local playerPing = getPlayerPing ( player ) playerPing = tostring ( playerPing ) local r, g, b = getPlayerNametagColor ( player ) local playerColor = tocolor ( r, g, b, 255 ) -- Create the table of colors local colors = { playerColor, playerColor, playerColor } -- Render it! drawRowBounded ( playerID, playerName, playerPing, colors, "default-bold", top ) end -- Calculate how much players can fit in the body window. local playersPerPage = math.floor ( ( SCOREBOARD_Y + SCOREBOARD_HEIGHT - top ) / ( rowHeight + SCOREBOARD_ROW_GAP ) ) -- Get the amount of shifted players per page local playerShift = math.floor ( playersPerPage / 2 ) -- Get the number of players to skip local playersToSkip = playerShift * g_currentPage if (#g_players - playersToSkip) < playersPerPage then -- Check that they didn't go to an invalid page if (#g_players - playersToSkip) < playerShift then g_currentPage = g_currentPage - 1 if g_currentPage < 0 then g_currentPage = 0 end end -- Try to always fill pages playersToSkip = #g_players - playersPerPage + 1 end -- Check for when there are too few players to fill one page. if playersToSkip < 0 then playersToSkip = 0 end -- For every player in the cache, render a new entry. for k=playersToSkip + 1, #g_players do local player = g_players [ k ] -- Check if it's gonna fit. If it doesn't stop rendering. if top < bottom - rowHeight - SCOREBOARD_ROW_GAP then renderEntry ( player ) -- Update the height for the next entry top = top + rowHeight + SCOREBOARD_ROW_GAP else break end end -- Draw the scrollbar. The maximum players to skip is #g_players - playersPerPage + 1, so when -- the scoreboard is fully scrolled it will become 1, while when it's not scrolled it will be -- 0 due to playersToSkip being 0. drawScrollBar ( SCOREBOARD_Y + SCOREBOARD_HEADER_HEIGHT + rowHeight + 10, playersToSkip / ( #g_players - playersPerPage + 1 ) ) end --[[ * isVisible Returns wherever or not the scoreboard is visible --]] function isVisible ( ) return g_isShowing end
if (!BM2CONFIG) then return end if (!BM2CONFIG.RealTimePrice) then if timer.Exists("BM2REALTIMEAPI") then timer.Destroy("BM2REALTIMEAPI") end end function BM2CONFIG:RefreshPrice() http.Fetch("https://blockchain.info/ticker", function(body, len, headers, code) local tbl = util.JSONToTable(body)[BM2CONFIG.BitcoinCurrency] or "USD" BM2CONFIG.BitcoinValue = tbl.buy end, function(error) return chat.AddText(Color(243, 156, 18), "[Bitcoins API]", color_white, " Failed to connect to the API!") end ) end timer.Create("BM2REALTIMEAPI", BM2CONFIG.RefreshRate * 60, 0, function() BM2CONFIG:RefreshPrice() end) concommand.Add("bitcoins_refresh", function() if (BM2CONFIG.RealTimePrice) then BM2CONFIG:RefreshPrice() timer.Simple(0.2, function() MsgC(Color(243, 156, 18), "[Bitcoins API]", color_white, " New Bitcoin Price : ", Color(243, 156, 18), (BM2CONFIG.BitcoinCurrency or "USD") .. " " .. (BM2CONFIG.BitcoinValue), color_white, " !") end) else MsgC(Color(243, 156, 18), "[Bitcoins API]", color_white, " The realtime Bitcoin Price isn't activated!") end end)
function widget:GetInfo() return { name = "AvoidanceAI", desc = "attempt to avoid getting into range of nasty things. Meant to be used with return fire state. Version 0,87", author = "dyth68,esainane", date = "2020", license = "PD", -- should be compatible with Spring layer = 11, enabled = true } end local UPDATE_FRAME=4 local SneakyStack = {} local GetGroundHeight = Spring.GetGroundHeight local GetUnitMaxRange = Spring.GetUnitMaxRange local GetUnitPosition = Spring.GetUnitPosition local GetMyAllyTeamID = Spring.GetMyAllyTeamID local GiveOrderToUnit = Spring.GiveOrderToUnit local GetUnitsInCylinder = Spring.GetUnitsInCylinder local GetUnitAllyTeam = Spring.GetUnitAllyTeam local GetUnitIsDead = Spring.GetUnitIsDead local GetMyTeamID = Spring.GetMyTeamID local GetUnitDefID = Spring.GetUnitDefID local GetTeamUnits = Spring.GetTeamUnits local GetUnitStates = Spring.GetUnitStates local Echo = Spring.Echo local Scythe_ID = UnitDefNames.cloakheavyraid.id local Widow_ID = UnitDefNames.spiderantiheavy.id local Gremlin_ID = UnitDefNames.cloakaa.id local GetSpecState = Spring.GetSpectatingState local CMD_UNIT_SET_TARGET = 34923 local CMD_UNIT_CANCEL_TARGET = 34924 local CMD_STOP = CMD.STOP local CMD_ATTACK = CMD.ATTACK local CMD_ATTACK_MOVE = 16 -- I should figure out where to get this local sqrt = math.sqrt local decloakRanges = { [Scythe_ID] = 75, [Widow_ID] = 60, [Gremlin_ID] = 140, } local decloakRangeGrace = 50 -- Air tends to change height quite slowly, unless they are already very far up local airDecloakRangeGrace = 7 local moveDist = 50 -- Check to see if the units we're surrounded by are cancelling each other out. -- If our impulse ends up being less than this, don't move, just do our best. local minMoveImpulse = 3/5 local minMoveImpulseSq = minMoveImpulse * minMoveImpulse local SneakyControllerMT local SneakyController = { allyTeamID = GetMyAllyTeamID(), new = function(index, unitID, unitDefID) -- Echo("SneakyController added:" .. unitID) local self = {} setmetatable(self, SneakyControllerMT) self.unitID = unitID self.unitDefID = unitDefID self.pos = {GetUnitPosition(unitID)} self.height = Spring.GetUnitHeight(unitID) self.aiEngaged = false return self end, unset = function(self) -- Echo("SneakyController removed:" .. self.unitID) GiveOrderToUnit(self.unitID,CMD_STOP, {}, {""},1) return nil end, checkOneEnemyUnitTooClose = function(self, x,y,z, unitID, unitDefID, enemyUnitID) if GetUnitAllyTeam(enemyUnitID) == self.allyTeamID then return false end local baseY = GetGroundHeight(x, z) local enemyX, enemyY, enemyZ = GetUnitPosition(enemyUnitID) if enemyY <= -30 then -- disregard underwater units return false end local enemyHeightAboveGround = enemyY - baseY -- Don't get spooked by bombers or gunships, unless they're eg blastwings or gnats which really do fly that low, or if they are coming in to land nearby -- We should be spooked by air if we have a large decloak area, though if enemyHeightAboveGround > decloakRanges[unitDefID] + airDecloakRangeGrace + self.height then self.db1 = self.db1 or WG.Debouncer:new(Echo, 30) if WG.Debug then WG.Debug.Marker(enemyX,enemyY,enemyZ,'Not dodging', enemyHeightAboveGround, 'is beyond our spookpoint of', decloakRanges[unitDefID] + airDecloakRangeGrace, 'note baseY', baseY, 'our y', y, 'our height', Spring.GetUnitHeight(unitID)) end return false end if GetUnitIsDead(enemyUnitID) then return false end local dist2Sq = (x - enemyX) * (x - enemyX) + (z - enemyZ) * (z - enemyZ) local dist3Sq = dist2Sq + (y - enemyY) * (y - enemyY) -- Give a really big impulse if they're getting close -- We give ourselves a little wiggle room with nominalRange since we're using 3D distance for urgency. -- If we didn't double the grace, urgency would be at 100% of normal impulse at maximum considered range. local nominalRange = decloakRanges[unitDefID] + decloakRangeGrace * 2 local nominalRangeSq = nominalRange * nominalRange -- Impulse equivalent to slightly over 100% of normal impulse at maximum range (see above). -- Increases up to 300% as they get closer to being right on top of us -- Squared distance means that the increase to the increase is linear as they get closer. local urgency = (nominalRangeSq*3) / (dist3Sq+dist3Sq + nominalRangeSq) local dist = sqrt(dist2Sq) local impulseX = (x - enemyX) * urgency / dist local impulseZ = (z - enemyZ) * urgency / dist if WG.Debug then WG.Debug.Marker(enemyX,enemyY,enemyZ,'This enemy is spooky', dist, 'elmos away, treating with urgency', urgency * 100, '%, adding impulse', impulseX, impulseZ,'given squared nominal range of',nominalRangeSq,', or normal range of',nominalRange,'and squared 3d range of',dist3Sq,'or normal 3d range of',sqrt(dist3Sq)) end return true, impulseX, impulseZ end, isEnemyTooClose = function (self) local x,y,z = unpack(self.pos) local unitDefID = self.unitDefID local units = GetUnitsInCylinder(x, z, decloakRanges[unitDefID] + decloakRangeGrace) local unitID = self.unitID local impulseXSum, impulseZSum = 0, 0 local haveImpulse = false for i=1, #units do local enemyUnitID = units[i] local doMove, impulseX, impulseZ = self:checkOneEnemyUnitTooClose(x,y,z, unitID, unitDefID, enemyUnitID) if doMove then impulseXSum, impulseZSum = impulseXSum + impulseX, impulseZSum + impulseZ haveImpulse = true end end if not haveImpulse then return false end local distSq = impulseXSum * impulseXSum + impulseZSum * impulseZSum -- If we're surrounded, don't do anything. if distSq < minMoveImpulseSq then if WG.Debug then WG.Debug.Marker(x,y,z, "I'm surrounded", distSq, "<", minMoveImpulseSq, "Giving up on dodging.") end return false end -- Regardless of our the urgency being fed in, always move the same distance away from our current position. local dist = sqrt(distSq) local awayX = x + impulseXSum * moveDist / dist local awayZ = z + impulseZSum * moveDist / dist --Echo("Sneaky order given:" .. self.unitID .. "; from " .. x .. "," .. z .. " to " .. awayX .. "," .. awayZ) Spring.GiveOrderToUnit(self.unitID, CMD.INSERT, {0,CMD_ATTACK_MOVE,CMD.OPT_SHIFT, awayX, y, awayZ}, {"alt"} ) return true end, handle = function(self) if not (GetUnitStates(self.unitID).movestate == 0 and Spring.GetUnitIsCloaked(self.unitID)) then return end local cmdQueue = Spring.GetUnitCommands(self.unitID, 2) if not (#cmdQueue == 0 or (cmdQueue[1].id == CMD_ATTACK_MOVE)) then return end self.pos = {GetUnitPosition(self.unitID)} self:isEnemyTooClose() end } SneakyControllerMT = {__index=SneakyController} function widget:UnitFinished(unitID, unitDefID, unitTeam) if decloakRanges[unitDefID] and unitTeam==GetMyTeamID() then SneakyStack[unitID] = SneakyController:new(unitID, unitDefID) end end function widget:UnitDestroyed(unitID) if not (SneakyStack[unitID]==nil) then SneakyStack[unitID]=SneakyStack[unitID]:unset() end end function widget:GameFrame(n) if (n%UPDATE_FRAME==0) then for _,Scythe in pairs(SneakyStack) do Scythe:handle() end end end -- The rest of the code is there to disable the widget for spectators local function DisableForSpec() if GetSpecState() then widgetHandler:RemoveWidget() end end function widget:Initialize() DisableForSpec() local units = GetTeamUnits(GetMyTeamID()) for i=1, #units do local unitDefID = GetUnitDefID(units[i]) if (decloakRanges[unitDefID]) then if (SneakyStack[units[i]]==nil) then SneakyStack[units[i]]=SneakyController:new(units[i], unitDefID) end end end end function widget:PlayerChanged (playerID) DisableForSpec() end
--[[ @class InputImageLibrary.story ]] local require = require(game:GetService("ServerScriptService"):FindFirstChild("LoaderUtils", true).Parent).load(script) local InputImageLibrary = require("InputImageLibrary") local Maid = require("Maid") local UIPaddingUtils = require("UIPaddingUtils") local UICornerUtils = require("UICornerUtils") local String = require("String") local XBOX = { Enum.KeyCode.ButtonA; Enum.KeyCode.ButtonB; Enum.KeyCode.ButtonX; Enum.KeyCode.ButtonY; Enum.KeyCode.ButtonL1; Enum.KeyCode.ButtonL2; Enum.KeyCode.ButtonR1; Enum.KeyCode.ButtonR2; Enum.KeyCode.Menu; Enum.KeyCode.ButtonSelect; Enum.KeyCode.DPadLeft; Enum.KeyCode.DPadRight; Enum.KeyCode.DPadUp; Enum.KeyCode.DPadDown; Enum.KeyCode.Thumbstick1; Enum.KeyCode.Thumbstick2; "DPad"; } local KEYBOARD = { Enum.KeyCode.Left; Enum.KeyCode.Right; Enum.KeyCode.Up; Enum.KeyCode.Down; Enum.KeyCode.Space; Enum.KeyCode.Backspace; Enum.KeyCode.LeftControl; Enum.KeyCode.Tab; Enum.KeyCode.Return; Enum.KeyCode.Delete; Enum.KeyCode.Backspace; Enum.KeyCode.A; Enum.KeyCode.B; Enum.KeyCode.C; Enum.KeyCode.D; Enum.KeyCode.E; Enum.KeyCode.F; Enum.KeyCode.G; Enum.KeyCode.H; Enum.KeyCode.I; Enum.KeyCode.J; Enum.KeyCode.K; Enum.KeyCode.L; Enum.KeyCode.M; Enum.KeyCode.N; Enum.KeyCode.O; Enum.KeyCode.P; Enum.KeyCode.Q; Enum.KeyCode.R; Enum.KeyCode.S; Enum.KeyCode.T; Enum.KeyCode.U; Enum.KeyCode.V; Enum.KeyCode.W; Enum.KeyCode.X; Enum.KeyCode.Y; Enum.KeyCode.Z; Enum.KeyCode.Zero; Enum.KeyCode.One; Enum.KeyCode.Two; Enum.KeyCode.Three; Enum.KeyCode.Four; Enum.KeyCode.Five; Enum.KeyCode.Six; Enum.KeyCode.Seven; Enum.KeyCode.Eight; Enum.KeyCode.Nine; } local MOUSE = { Enum.UserInputType.MouseButton1; Enum.UserInputType.MouseButton3; Enum.UserInputType.MouseWheel; Enum.UserInputType.MouseButton2; Enum.UserInputType.MouseMovement; } local function create(keyCode, theme, parent) local container = Instance.new("Frame") container.BorderSizePixel = 0 container.Size = UDim2.new(1, 0, 1, 0) UICornerUtils.fromOffset(8, container) local padding = UIPaddingUtils.fromUDim(UDim.new(0, 5)) padding.Parent = container local phaseTextLabel = Instance.new("TextLabel") phaseTextLabel.Text =String.removePrefix(type(keyCode) == "string" and keyCode or keyCode.Name, "Mouse") phaseTextLabel.TextSize = 20 phaseTextLabel.TextTruncate = Enum.TextTruncate.AtEnd phaseTextLabel.Font = Enum.Font.Highway phaseTextLabel.TextColor3 = Color3.new(0.1, 0.1, 0.1) phaseTextLabel.Size = UDim2.new(1, 0, 0, 30) phaseTextLabel.AnchorPoint = Vector2.new(0.5, 0) phaseTextLabel.Position = UDim2.new(0.5, 0, 0, 0) phaseTextLabel.TextWrapped = false phaseTextLabel.BackgroundTransparency = 1 phaseTextLabel.LayoutOrder = 2 phaseTextLabel.Parent = container local uiListLayout = Instance.new("UIListLayout") uiListLayout.Parent = container local sprite = InputImageLibrary:GetScaledImageLabel(keyCode, theme) sprite.Parent = container container.Parent = parent end local function makeTitle(title, parent) local titleLabel = Instance.new("TextLabel") titleLabel.Text = title titleLabel.TextSize = 24 titleLabel.TextColor3 = Color3.new(0, 0, 0) titleLabel.TextColor3 = Color3.new(0.1, 0.1, 0.1) titleLabel.Font = Enum.Font.Highway titleLabel.Size = UDim2.new(1, -10, 0, 40) titleLabel.AnchorPoint = Vector2.new(0.5, 0) titleLabel.Position = UDim2.new(0.5, 0, 0, 0) titleLabel.TextWrapped = true titleLabel.BackgroundTransparency = 1 titleLabel.LayoutOrder = 2 titleLabel.Parent = parent return titleLabel end local function makeSection(keycodes, theme, parent) local container = Instance.new("Frame") container.BorderSizePixel = 0 container.BackgroundTransparency = 1 container.Size = UDim2.new(1, 0, 1, 0) local uiGridLayout = Instance.new("UIGridLayout") uiGridLayout.HorizontalAlignment = Enum.HorizontalAlignment.Center uiGridLayout.VerticalAlignment = Enum.VerticalAlignment.Top uiGridLayout.FillDirection = Enum.FillDirection.Horizontal uiGridLayout.SortOrder = Enum.SortOrder.LayoutOrder uiGridLayout.CellSize = UDim2.new(0, 100, 0, 130) uiGridLayout.Parent = container for _, item in pairs(keycodes) do create(item, theme, container) end container.Parent = parent container.Size = UDim2.new(1, 0, 0, uiGridLayout.AbsoluteContentSize.y) return container end return function(target) local maid = Maid.new() local scrollingFrame = Instance.new("ScrollingFrame") scrollingFrame.Size = UDim2.new(1, 0, 1, 0) scrollingFrame.CanvasSize = UDim2.new(1, 0, 5, 0) scrollingFrame.BackgroundColor3 = Color3.new(1, 1, 1) scrollingFrame.BackgroundTransparency = 0 scrollingFrame.BorderSizePixel = 0 maid:GiveTask(scrollingFrame) local uiListLayout = Instance.new("UIListLayout") uiListLayout.SortOrder = Enum.SortOrder.LayoutOrder uiListLayout.Parent = scrollingFrame scrollingFrame.Parent = target local layoutOrder = 1 local function add(item) layoutOrder = layoutOrder + 1 item.LayoutOrder = layoutOrder end add(makeTitle("Mouse Light", scrollingFrame)) add(makeSection(MOUSE, "Light", scrollingFrame)) add(makeTitle("Mouse Dark", scrollingFrame)) add(makeSection(MOUSE, "Dark", scrollingFrame)) add(makeTitle("XBox Dark", scrollingFrame)) add(makeSection(XBOX, "Dark", scrollingFrame)) add(makeTitle("XBox Light", scrollingFrame)) add(makeSection(XBOX, "Light", scrollingFrame)) add(makeTitle("Keyboard Dark", scrollingFrame)) add(makeSection(KEYBOARD, "Dark", scrollingFrame)) add(makeTitle("Keyboard Light", scrollingFrame)) add(makeSection(KEYBOARD, "Light", scrollingFrame)) return function() maid:DoCleaning() end end
package.path = package.path .. ';../protobuf/?.lua' package.cpath = package.cpath .. ';../protobuf/?.so' require 'person_pb' local person= person_pb.Person() person.id = 1000 person.name = "Alice" person.email = "[email protected]" local home = person.Extensions[person_pb.Phone.phones]:add() home.num = "2147483647" home.type = person_pb.Phone.HOME local data = person:SerializeToString() local msg = person_pb.Person() msg:ParseFromString(data) print(msg)
--[[ -- -- -- Copyright 2017 Muresan Vlad Mihail Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. -- -- --]] anim = {} anim.__index = anim --constructor -- width of the animation frame -- height of the animation frame function anim.create(img,width,height) local self = {} self.img = img self.w = width self.h = height self.fx = 0 self.fy = 0 self.frames = {} self.imgW,self.imgH = img:getDimensions() self.currFrame = 0 self.currSpeed = 0 self.loop = true self.stop = false self.custom = false self.stopFrame = nil self.startFrame = 1 self.f = 0 return setmetatable(self,anim) end --private function,it should not be called by user function anim:makeFrame() if self.f == 0 then self.f = math.floor(self.imgW / self.w * self.imgH / self.h) end self.fx = math.floor(self.imgW / self.w) for i =1, self.f do local row = math.floor((i-1)/self.fx) local column = (i-1)%self.fx table.insert(self.frames, love.graphics.newQuad(column*self.w,row*self.h,self.w,self.h,self.imgW,self.imgH)) end end --Lets say you got an animation from frame eg: 1 through 4. If your current frame reached the end,in this case 4, --then this func will return true. If the animation is looped you'll get multiple returns of "true" else only once function anim:reached_end() if self.currFrame >= self.stopFrame then return true else return false end end --optional: set at what frame from your spritesheet you want to have the animation start at function anim:setStartFrame(startFrame) self.startFrame = startFrame self.currFrame = self.startFrame end --optional: set at what frame from your spritesheet you want to have the animation stop at function anim:setStopFrame(stopFrame) self.stopFrame = stopFrame end --set a start frame eg: 1 and a stop frame eg: 4 then the speed at which the frames should change function anim:add(startFrame, stopFrame, speed) self.speed = speed or 0 self:makeFrame() self.stopFrame = stopFrame or #self.frames self.startFrame = startFrame or 1 end --set manually your quads in this case anim:add will not work. --[[ e.g: local idle_shoot_quad = -{ love.graphics.newQuad(36*0,0,36,42,PLAYER_IMG:getDimensions()), love.graphics.newQuad(36*2,0,36,42,PLAYER_IMG:getDimensions()) } --]] function anim:addf(frames, speed) self.speed = speed self.custom = true table.insert(self.frames, frames) end --draw your animation -- x and y are mandatory function anim:draw(x, y, rot, sx, sy, kx, ky) rot = rot or 0 sx = sx or 1 sy = sy or 1 kx = kx or 0 ky = ky or 0 if self.frames then if not self.custom then love.graphics.draw(self.img,self.frames[self.currFrame],x,y,rot,sx,sy,kx,ky) else for i,v in pairs(self.frames) do love.graphics.draw(self.img,v[self.currFrame],x,y,rot,sx,sy,kx,ky) end end else love.graphics.draw(self.img, x, y, rot, sx, sy, kx, ky) end end --when you reach a certain frame stop the frame function anim:stopAt(frame) if self.currFrame == frame then self.currFrame = frame self.stop = true end end function anim:getLength() return #self.frames end --pause the current anim function anim:pause() self.stop = true end --resume the last frame and continue doing the animation function anim:resume() self.stop = false end --change your current active frame to something custom. Eg: Your current frame is at 2 this func allows you to change it at eg 10 function anim:setFrame(frame) self.currFrame = frame end --return the current frame function anim:getFrame() return self.currFrame end --update method: loop = whether or not this anim should be looped function anim:play(loop) if not self.stop then self.loop = loop self.currSpeed = self.currSpeed + love.timer.getDelta() --increment the currentFrame when needed if self.speed > 0 then if self.currFrame == 0 and self.startFrame >= 1 then self.currFrame = self.startFrame end if self.currSpeed >= self.speed then self.currFrame = self.currFrame + 1 self.currSpeed = 0 end --[[ -- Note: -- When you have no speed attached to your animation that means -- you want to play only the first quad added in 'add' function --]] elseif self.speed == 0 then self.currFrame = self.startFrame end --do we have custom quads? if not self.custom then --we dont if self.stopFrame == nil then if self.currFrame > #self.frames then if(self.loop) then if self.startFrame >= 1 then self.currFrame = self.startFrame else self.currFrame = 1 end else self.currFrame = #self.frames end end else --we got a stopframe if self.currFrame > self.stopFrame then if self.loop then if self.startFrame > 0 then self.currFrame = self.startFrame end else self.currFrame = self.stopFrame end end end else --we do for i,v in pairs(self.frames) do if self.currFrame > #v then if(self.loop) then self.currFrame = 1 else self.currFrame = #v end end end end end end
-- Actually these regular expressions were obtained from SpamAssassin project, so they are licensed by apache license: -- -- Licensed to the Apache Software Foundation (ASF) under one or more -- contributor license agreements. See the NOTICE file distributed with -- this work for additional information regarding copyright ownership. -- The ASF licenses this file to you under the Apache License, Version 2.0 -- (the "License"); you may not use this file except in compliance with -- the License. You may obtain a copy of the License at: -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- -- Rules that are specific for lotto spam messages local reconf = config['regexp'] local r_lotto_from = 'From=/(?:lottery|News center|congratulation to you|NED INFO|BRITISH NATIONAL HEADQUATERS|MICROSOFT ON LINE SUPPORT TEAM|prize|online notification)/iH' local r_lotto_subject = 'Subject=/(?:\\xA3\\d|pounds?|FINAL NOTIFICATION|FOR YOUR ATTENTION|File in Your Claims?|ATTN|prize|Claims requirement|amount|confirm|your e-mail address won|congratulations)/iH' local r_lotto_body = '/(?:won|winning|\\xA3\\d|pounds?|GBP|LOTTERY|awards|prize)/isrP' local kam_lotto1 = '/(e-?mail address (have emerged a winner|has won|attached to (ticket|reference)|was one of the ten winners)|random selection in our computerized email selection system)/isrP' local kam_lotto2 = '/((ticket|serial|lucky) number|secret pin ?code|batch number|reference number|promotion date)/isrP' local kam_lotto3 = '/(won|claim|cash prize|pounds? sterling)/isrP' local kam_lotto4 = '/(claims (officer|agent)|lottery coordinator|fiduciary (officer|agent)|fiduaciary claims)/isrP' local kam_lotto5 = '/(freelotto group|Royal Heritage Lottery|UK National (Online)? Lottery|U\\.?K\\.? Grand Promotions|Lottery Department UK|Euromillion Loteria|Luckyday International Lottery|International Lottery)/isrP' local kam_lotto6 = '/(Dear Lucky Winner|Winning Notification|Attention:Winner|Dear Winner)/isrP' local kam_lotto7 = 'Subject=/(Your Lucky Day|(Attention:|ONLINE) WINNER)/iH' reconf['R_LOTTO'] = string.format('((%s) | (%s) | (%s)) & regexp_match_number(3, (%s), (%s), (%s), (%s), (%s), (%s), (%s), (%s), (%s))', reconf['R_UNDISC_RCPT'], reconf['R_BAD_CTE_7BIT'], reconf['R_NO_SPACE_IN_FROM'], r_lotto_from, r_lotto_subject, r_lotto_body, kam_lotto1, kam_lotto2, kam_lotto3, kam_lotto4, kam_lotto5, kam_lotto6)
Unit:Using("another_unit") -- will pull in another_unit and all dependencies -- overridden Init to mark this unit as both lib and bin function Unit.Init(self) self.executable = true self.static_library = true self.targetname = "simple" end -- PatchHeaders not overridden, "./include" will be added as include dir -- Patch not overridden, targetname will be added as lib to any unit that uses this unit -- overridden Build to output lib and bin function Unit.Build(self) local libsrc = { PathJoin(self.path, "src/simple.c") } local binsrc = { PathJoin(self.path, "src/main.c") } local libobj = Compile(self.settings, libsrc) local binobj = Compile(self.settings, binsrc) local lib = StaticLibrary(self.settings, self.targetname, libobj) local bin = Link(self.settings, "simple", libobj, binobj) end
SMPLRT_DIV = 0x19 --采样率分频,典型值=:0x07(125Hz) CONFIG = 0x1A -- 低通滤波频率,典型值=:0x06(5Hz) GYRO_CONFIG = 0x1B -- 陀螺仪自检及测量范围,典型值=:0x18(不自检,2000deg/s) ACCEL_CONFIG = 0x1C -- 加速计自检、测量范围及高通滤波频率,典型值=:0x01(不自检,2G,5Hz) ACCEL_XOUT_H = 0x3B -- 存储最近的X轴、Y轴、Z轴加速度感应器的测量值 ACCEL_XOUT_L = 0x3C ACCEL_YOUT_H = 0x3D ACCEL_YOUT_L = 0x3E ACCEL_ZOUT_H = 0x3F ACCEL_ZOUT_L = 0x40 TEMP_OUT_H = 0x41 -- 存储的最近温度传感器的测量值 TEMP_OUT_L = 0x42 GYRO_XOUT_H = 0x43 -- 存储最近的X轴、Y轴、Z轴陀螺仪感应器的测量值 GYRO_XOUT_L = 0x44 GYRO_YOUT_H = 0x45 GYRO_YOUT_L = 0x46 GYRO_ZOUT_H = 0x47 GYRO_ZOUT_L = 0x48 PWR_MGMT_1 = 0x6B -- 电源管理,典型值=:0x00(正常启用) WHO_AM_I = 0x75 -- IIC地址寄存器(默认数=值0x68,只读) id=0 sda=1 scl=2 -- 初始化i2c, 将pin1设置为sda, 将pin2设置为scl iicSpeed = i2c.setup(id,sda,scl,i2c.SLOW) print("Running ... AND i2cSpeed is " .. iicSpeed) -- 用户定义函数:读取地址dev_addr的寄存器reg_addr中的内容。 function read_reg(dev_addr, reg_addr) i2c.start(id) i2c.address(id, dev_addr ,i2c.TRANSMITTER) i2c.write(id,reg_addr) i2c.stop(id) i2c.start(id) i2c.address(id, dev_addr,i2c.RECEIVER) c=i2c.read(id,1) i2c.stop(id) return c end tmr.alarm(1, 1000, tmr.ALARM_AUTO, function() -- 读取0x77的寄存器0xAA中的内容。 reg = read_reg(0x68, 0x1C) print(string.byte(reg)) end)
local Spell = { } Spell.LearnTime = 90 Spell.ApplyFireDelay = 0.16 Spell.Category = HpwRewrite.CategoryNames.Special Spell.Description = [[ Creates a plenty of harmful lead things muggles call "bullets". ]] Spell.Category = { HpwRewrite.CategoryNames.Special, HpwRewrite.CategoryNames.Fight } Spell.ShouldSay = false Spell.ForceAnim = { ACT_VM_PRIMARYATTACK_7 } Spell.NodeOffset = Vector(694, -598, 0) Spell.Diff = 0.1 Spell.CanSelfCast = false if not game.SinglePlayer() then if SERVER then util.AddNetworkString("hpwrewrite_hailbullets_handler") else net.Receive("hpwrewrite_hailbullets_handler", function() local ent = net.ReadEntity() local wand = HpwRewrite:GetWand(ent) local accuracy = 0.2 if not HpwRewrite.CVars.NoAccuracy:GetBool() then accuracy = net.ReadFloat() end local spread = math.max(accuracy * 0.1, 0.02) if wand:IsValid() then local bullet = { } bullet.Num = 1 bullet.Src = wand:GetSpellSpawnPosition() bullet.Dir = ent:GetAimVector() bullet.Spread = Vector(math.Rand(-spread, spread), math.Rand(-spread - 0.01, spread + 0.01), 0) bullet.Tracer = 1 bullet.Force = 2 bullet.Damage = math.random(4, 6) ent:FireBullets(bullet) end end) end end function Spell:OnFire(wand) self.Active = true self.Diff = math.Rand(0.02, 0.08) timer.Create("hpwrewrite_hailbullets_handler" .. self.Owner:EntIndex(), 0.35, 1, function() self.Active = false end) end function Spell:Think(wand) if CLIENT or not self.Active then return end if not self.Wait then self.Wait = 0 end if self.Wait and CurTime() > self.Wait then local accuracy = 0.2 if not HpwRewrite.CVars.NoAccuracy:GetBool() then accuracy = wand.HpwRewrite.Accuracy end local spread = math.max(accuracy * 0.1, 0.02) local bullet = { } bullet.Num = 1 bullet.Src = wand:GetSpellSpawnPosition() bullet.Dir = self.Owner:GetAimVector() bullet.Spread = Vector(spread, spread + 0.01, 0) bullet.Tracer = 1 bullet.Force = 2 bullet.Damage = math.random(4, 6) self.Owner:FireBullets(bullet) sound.Play("weapons/physcannon/energy_sing_flyby" .. math.random(1, 2) .. ".wav", wand:GetPos(), 70, 130) self.Wait = CurTime() + self.Diff if not game.SinglePlayer() then net.Start("hpwrewrite_hailbullets_handler") net.WriteEntity(self.Owner) net.WriteFloat(accuracy) net.Broadcast() end end end HpwRewrite:AddSpell("Hail of bullets", Spell) -- Duo local Spell = { } Spell.Base = "Hail of bullets" Spell.LearnTime = 330 Spell.OnlyIfLearned = { "Hail of bullets" } Spell.ApplyFireDelay = 0.35 Spell.ForceDelay = 0.35 Spell.AutoFire = true Spell.Description = [[ Creates an endless storm of bullets from the tip of your wand. More powerful than not duo version. ]] Spell.NodeOffset = Vector(803, -704, 0) function Spell:OnFire(wand) self.BaseClass.OnFire(self, wand) self.Diff = math.Rand(0.02, 0.04) end HpwRewrite:AddSpell("Hail of bullets Duo", Spell)
function DIALOG() NODE(0) SAY("They got balls those Twilight Guardian guys...") ANSWER("Why is that?",1) ANSWER("Who cares",2) NODE(1) SAY("Well... those terrorists are standing here in the open to recruit more people to cause even more trouble! But I tell you: You can't reach freedom through force. And even if the TG is able to overthrow Reza and his followers, it will only result in another dictatorship. But then under the oh so freedom loving TG.") ENDDIALOG() NODE(2) SAY("Well go then, turn away from truth. It's because of indifferent people like yourself, we got in to this shit in the first place!") ENDDIALOG() end
dofile("urlcode.lua") dofile("table_show.lua") local url_count = 0 local tries = 0 local item_type = os.getenv('item_type') local item_value = os.getenv('item_value') local item_dir = os.getenv('item_dir') local warc_file_base = os.getenv('warc_file_base') local item_type local item_id_match if item_type ~= "100discussions" then item_id = string.match(item_value, '([0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f])') item_id_match = string.gsub(item_id, '%-', '%%%-') end local downloaded = {} local addedtolist = {} local profiles = {} local item_ids = {} local recheck_urls = {} for ignore in io.open("ignore-list", "r"):lines() do downloaded[ignore] = true end read_file = function(file) if file then local f = assert(io.open(file)) local data = f:read("*all") f:close() return data else return "" end end add_item_ids = function(url) if string.match(url, item_id_match) then for itemid in string.gmatch(url, '([0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f])') do item_ids[itemid] = true end end end check_item_ids = function(url) for itemid in string.gmatch(url, '([0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f])') do if item_ids[itemid] == true then return true end end return false end wget.callbacks.download_child_p = function(urlpos, parent, depth, start_url_parsed, iri, verdict, reason) local url = urlpos["url"]["url"] local html = urlpos["link_expect_html"] url = string.gsub(url, "friendsreunited.(co[^:]+):80/", "friendsreunited.%1/") if (downloaded[url] ~= true and addedtolist[url] ~= true) and ((item_type == '100discussions' and string.match(url, item_value.."[0-9][0-9]") and not string.match(url, item_value.."[0-9][0-9][0-9]")) or html == 0 or string.match(url, "^https?://[^/]*friendsreunited%.co[^/]+/[pP]rofile") or check_item_ids(url) == true or string.match(url, "https?://[^/]*assetstorage%.co%.uk") or (item_type ~= "100discussions" and (string.match(url, item_id_match) or string.match(url, "^https?://[^/]*friendsreunited%.co[^/]+/[dD]iscussion/[vV]iew")))) then if string.match(url, "^https?://[^/]*friendsreunited%.co[^/]+/[pP]rofile/") then profiles[url] = true return false else add_item_ids(url) addedtolist[url] = true return true end else return false end end wget.callbacks.get_urls = function(file, url, is_css, iri) local urls = {} local html = nil downloaded[url] = true local function check(urla) local url = string.match(urla, "^([^#]+)") url = string.gsub(url, "friendsreunited.(co[^:]+):80/", "friendsreunited.%1/") if (downloaded[url] ~= true and addedtolist[url] ~= true) and ((item_type == '100discussions' and string.match(url, item_value.."[0-9][0-9]") and not string.match(url, item_value.."[0-9][0-9][0-9]")) or string.match(url, "^https?://[^/]*friendsreunited%.co[^/]+/[pP]rofile/") or check_item_ids == true or string.match(url, "https?://[^/]*assetstorage%.co%.uk") or (item_type ~= "100discussions" and (string.match(url, item_id_match) or string.match(url, "^https?://[^/]*friendsreunited%.co[^/]+/[dD]iscussion/[vV]iew")))) then if string.match(url, "^https?://[^/]*friendsreunited%.co[^/]+/[pP]rofile/") then profiles[url] = true elseif string.match(url, "&amp;") then add_item_ids(url) table.insert(urls, { url=string.gsub(url, "&amp;", "&") }) addedtolist[url] = true addedtolist[string.gsub(url, "&amp;", "&")] = true else add_item_ids(url) table.insert(urls, { url=url }) addedtolist[url] = true end elseif string.match(url, '[0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f]%-[0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f][0-9a-f]') then recheck_urls[url] = true end end local function checknewurl(newurl) if string.match(newurl, "^https?://") then check(newurl) elseif string.match(newurl, "^//") then check("http:"..newurl) elseif string.match(newurl, "^/") then check(string.match(url, "^(https?://[^/]+)")..newurl) end end local function checknewshorturl(newurl) if not (string.match(newurl, "^https?://") or string.match(newurl, "^/") or string.match(newurl, "^javascript:") or string.match(newurl, "^mailto:") or string.match(newurl, "^%${")) then check(string.match(url, "^(https?://.+/)")..newurl) end end for newurl, _ in pairs(recheck_urls) do check(newurl) end if string.match(url, "^https?://[^/]*friendsreunited%.co") then html = read_file(file) for newurl in string.gmatch(html, '([^"]+)') do checknewurl(newurl) end for newurl in string.gmatch(html, "([^']+)") do checknewurl(newurl) end for newurl in string.gmatch(html, ">([^<]+)") do checknewurl(newurl) end for newurl in string.gmatch(html, "href='([^']+)'") do checknewshorturl(newurl) end for newurl in string.gmatch(html, 'href="([^"]+)"') do checknewshorturl(newurl) end if string.match(url, "https?://[^/]*friendsreunited%.co[^/]+/[^/]+/Memory/[^%?]*%?nullableid=") then local newurl = string.gsub(url, "(https?://[^/]*friendsreunited%.co[^/]+)/([^/]+)/Memory/[^%?]*%?nullableid=(.+)", "%1/Media?nullableid=%3&friendly=%2") if downloaded[newurl] ~= true and addedtolist[newurl] ~= true then addedtolist[newurl] = true table.insert(urls, { url=newurl }) end end if string.match(url, "https?://[^/]*friendsreunited%.co[^/]+/Memory/[^%?]*%?nullableid=") then local newurl = string.gsub(url, "(https?://[^/]*friendsreunited%.co[^/]+)/Memory/[^%?]*%?nullableid=", "%1/Media?nullableid=") if downloaded[newurl] ~= true and addedtolist[newurl] ~= true then addedtolist[newurl] = true table.insert(urls, { url=newurl }) end end if string.match(url, "page=[0-9]+") then pagenum = string.match(url, "page=([0-9]+)") for num=1,pagenum do check(string.gsub(url, "page="..pagenum, "page="..num)) end end end return urls end wget.callbacks.httploop_result = function(url, err, http_stat) -- NEW for 2014: Slightly more verbose messages because people keep -- complaining that it's not moving or not working status_code = http_stat["statcode"] url_count = url_count + 1 io.stdout:write(url_count .. "=" .. status_code .. " " .. url["url"] .. ". \n") io.stdout:flush() if (status_code >= 200 and status_code <= 399) then if string.match(url.url, "https://") then local newurl = string.gsub(url.url, "https://", "http://") downloaded[newurl] = true else downloaded[url.url] = true end end if string.gsub('-', '%-', '%%%-') ~= '%-' then return wget.actions.ABORT end if string.match(url["url"], '/Home/Login') then io.stdout:write("You have lost your session cookies! ABORTING\n") io.stdout:flush() return wget.actions.ABORT end if status_code >= 500 or (status_code >= 400 and status_code ~= 404) or status_code == 0 then io.stdout:write("Server returned "..http_stat.statcode.." ("..err.."). Sleeping.\n") io.stdout:flush() os.execute("sleep 1") tries = tries + 1 if tries >= 5 then io.stdout:write("\nI give up...\n") io.stdout:flush() tries = 0 if string.match(url["url"], "^https?://[^/]*friendsreunited%.co") or string.match(url["url"], "https?://[^/]*assetstorage%.co%.uk") then return wget.actions.ABORT else return wget.actions.EXIT end else return wget.actions.CONTINUE end end tries = 0 local sleep_time = 0 if sleep_time > 0.001 then os.execute("sleep " .. sleep_time) end return wget.actions.NOTHING end wget.callbacks.finish = function(start_time, end_time, wall_time, numurls, total_downloaded_bytes, total_download_time) local usersfile = io.open(item_dir..'/'..warc_file_base..'_data.txt', 'w') local templist = {} for url, _ in pairs(profiles) do if templist[url] ~= true then templist[url] = true usersfile:write(url.."\n") end end usersfile:close() end
local class = {} local physics = require( "physics" ) require( "classes.randomlua") local newRandNum = require( "classes.GenerateRandNum" ).generateRandNum local gameMath = require( "classes.gameMath" ) local screenSize = require( "libs.screenSize" ) local colours = require( "libs.colours" ) local myApp = require( "libs.myapp" ) local screenW, screenH, halfW, halfH = screenSize.screenW, screenSize.screenH, screenSize.halfW, screenSize.halfH function class.newAsteroidTrap( levelparams ) local currentLevel = levelparams local asteroidTrapGroup = display.newGroup() local asteroidTrapTbl = {} --create variables that stores the no of traps local no_of_traps = currentLevel.asteroidTrapDetails.no_of_traps --add to table the no_of_asteroids_per_trap and no of asteroids spawned per trap for i = 1, no_of_traps do asteroidTrapTbl[#asteroidTrapTbl+1] = {no_of_asteroids_per_trap = currentLevel.asteroidTrapDetails.no_of_asteroids_per_trap, no_of_asteroids_spawned_per_trap = 0} end --load moving asteroid sprite local moving_asteroid_sheetoptions = currentLevel.asteroidTrapDetails.moving_asteroid_sheetoptions local moving_asteroid_sheet = graphics.newImageSheet( currentLevel.asteroidTrapDetails.filename, moving_asteroid_sheetoptions ) local moving_asteroid_sequenceData = currentLevel.asteroidTrapDetails.moving_asteroid_sequenceData local function asteroidTrapCollisionListener( self, event ) if ( event.phase == "began" ) then print( self.type .. self.id, ": collision began with " .. event.other.type .. event.other.id ) if event.other.type == 'wall' then self:setLinearVelocity(0,0) transition.fadeOut( self, {time=800, onComplete=function() display.remove(self) self = nil end}) elseif event.other.type == 'asteroid trap trigger zone' then --asteroid trap has sprung and has moved into the triggerzone, hence change it's velocity to chase the circle, --after a short delay, which lets it move towards the centre of the trigger zone timer.performWithDelay(currentLevel.asteroidTrapDetails.timerForDirectionChange, function() self:setLinearVelocity(currentLevel.asteroidTrapDetails.velocities[self.trapid].x_velocitymin, currentLevel.asteroidTrapDetails.velocities[self.trapid].y_velocitymax) print('asteroid moving towards circle') end ) end end end local function spawnAsteroid( ) for i = 1, #asteroidTrapTbl do if asteroidTrapTbl[i].no_of_asteroids_spawned_per_trap < asteroidTrapTbl[i].no_of_asteroids_per_trap then local moving_asteroid_trap = display.newSprite( moving_asteroid_sheet, moving_asteroid_sequenceData ) moving_asteroid_trap.x, moving_asteroid_trap.y = currentLevel.asteroidTrapDetails.coordinates[i].x, currentLevel.asteroidTrapDetails.coordinates[i].y moving_asteroid_trap.id = asteroidTrapTbl[i].no_of_asteroids_spawned_per_trap + 1 ;print('asteroid trap id:', moving_asteroid_trap.id) moving_asteroid_trap.trapid = i --each asteroid has a trapid that is the same as the trap it belongs to. i.e. no of traps = 2, asteroid spawned for trap 1 has trapid = 1 moving_asteroid_trap.type = 'asteroid trap' moving_asteroid_trap:scale(0.75,0.75) print('asteroid width:'..moving_asteroid_trap.contentWidth..'height:'..moving_asteroid_trap.contentHeight) physics.addBody(moving_asteroid_trap, "dynamic", {density=1, bounce=0, friction=0.5, radius=(2/3)*moving_asteroid_trap.contentWidth/2}) moving_asteroid_trap.collision = asteroidTrapCollisionListener moving_asteroid_trap:addEventListener("collision") asteroidTrapGroup:insert(moving_asteroid_trap) asteroidTrapTbl[i].moving_asteroid_trap = moving_asteroid_trap asteroidTrapTbl[i].no_of_asteroids_spawned_per_trap = asteroidTrapTbl[i].no_of_asteroids_spawned_per_trap + 1 end end end --spawn first set of asteroids, dependent on no of traps, i.e. 1 trap, 1 asteroid, 2 traps, 2 asteroids for respective trap spawnAsteroid() local function springAsteroidTrap( asteroidToSpring, triggerZone ) local asteroidTrap = asteroidToSpring local traptriggerZone = triggerZone --this vector represent the direction from the asteroid to the trigger zone, --it used to calculate the velocity to move the asteroid to the trigger zone local VectorX, VectorY = traptriggerZone.x - asteroidTrap.x, traptriggerZone.y - asteroidTrap.y asteroidTrap:play() asteroidTrap:setLinearVelocity(VectorX,VectorY) timer.performWithDelay(500, spawnAsteroid) end local function trap_trigger_zone_collisionListener ( self, event ) if ( event.phase == "began" ) then print( self.type .. self.id, ": collision began with " ..event.other.type .. event.other.id ) if event.other.type == 'circle' then for i = 1, #asteroidTrapTbl do local _asteroidTrap = asteroidTrapTbl[i].moving_asteroid_trap --print('asteroid trapid and trigger zone id:', _asteroidTrap.trapid, self.id) if _asteroidTrap.trapid == self.id then --triggerzone id matches the asteroid.trapid local asteroidToSpring = _asteroidTrap timer.performWithDelay( 500, springAsteroidTrap( asteroidToSpring, self ) ) end end end end end --create the trap trigger zones for each trap. for i = 1, #asteroidTrapTbl do local trap_trigger_zone = display.newRect( currentLevel.asteroidTrapDetails.triggerZone[i].x, currentLevel.asteroidTrapDetails.triggerZone[i].y, currentLevel.asteroidTrapDetails.triggerZone[i].width, currentLevel.asteroidTrapDetails.triggerZone[i].height) trap_trigger_zone.alpha = 0.25 trap_trigger_zone.id = i trap_trigger_zone.type = 'asteroid trap trigger zone' physics.addBody(trap_trigger_zone, "static", {density=0.1, bounce=0, friction=0}) trap_trigger_zone.isSensor = true trap_trigger_zone.collision = trap_trigger_zone_collisionListener trap_trigger_zone:addEventListener("collision") asteroidTrapGroup:insert(trap_trigger_zone) asteroidTrapTbl[i].trap_trigger_zone = trap_trigger_zone end return asteroidTrapGroup end return class
-- The Games module contains the table of all currently running games. Most of its functionality is used by MayorMcMott.lua, and is not necessary -- to touch, but games.registerGame() is used to add a game instance to that table, and games.deregisterGame() is used to remove it when it ends. local games = require("Games") -- Misc has utility functions (luvit took "utils") local misc = require("Misc") -- Lua modules work, of course, by abusing tables. All of the functions that are accessed from outside of the module must be named tictactoe.functionName(), -- which will add them as fields to the table tictactoe; at the end of the file, we return tictactoe. local tictactoe = {} -- Because of the way lua works, we need to make all functions local except for startGame, commandHandler, and dmHandler -- Otherwise, they'll be imported and potentially cause conflicts with other games! local tictactoeCreateGameInstance, tictactoeCheckGameOver, tictactoeBoard, tictactoeMove, tictactoeExitGame --############################################################################################################################################# --# Main Functions # --############################################################################################################################################# -- There are three necessary functions for writing a Mottbot game plugin. They can be named anything. function tictactoe.startGame(message) --[[tictactoe.startGame is called when a user attempts to start a new game of Tic-Tac-Toe.]] local playerList = message.mentionedUsers if #playerList ~= 2 then message.channel:send("Exactly two players are necessary to play Tic-Tac-Toe!") return end message.channel:send("Starting game...") local state = tictactoeCreateGameInstance(message.channel, playerList) games.registerGame(message.channel, "TicTacToe", state, playerList) message.channel:send("It's Player One's turn!") end function tictactoe.commandHandler(message, state) --[[tictactoe.commandHandler is called when any message is sent in a channel with an active game of Tic-Tac-Toe running.]] local player = message.author.id local args = message.content:split(" ") --!move if (state["XTurn"] and player == state["X"]) or (not state["XTurn"] and player == state["O"]) then if args[1] == "!move" then if #args == 3 then local result = tictactoeMove(state, args[2], args[3]) if result then return else message.channel:send("Invalid move!") return end else message.channel:send("Usage: !move x y") end return end end --!end if args[1] == "!end" then tictactoeExitGame(state) elseif args[1] == "!board" then tictactoeBoard(state) end end function tictactoe.dmHandler(message, state) --[[tictactoe.dmHandler is called when a player currently playing a Tic-Tac-Toe game sends Mottbot a DM. If the player happens to be playing multiple games, the command will be processed simultaneously by all of them(!). That said, Tic-Tac-Toe is a very simple game and does not require DMs, so this function is empty.]] end --############################################################################################################################################# --# Game Functions # --############################################################################################################################################# function tictactoeCreateGameInstance(channel, playerList) --[[Create a table containing the game state of the new game]] local instance = { GameChannel = channel, PlayerList = playerList, X = playerList[1][1], O = playerList[1][2], Board = {{"_", "_", "_"},{"_","_","_"},{"_","_","_"}}, XTurn = true } return instance end function tictactoeCheckGameOver(state) --[[Checks if the game is over: If the game has been won, return "X" or "O" depending on who won. If the game has been tied, return "T". If the game is still in progress, return nil.]] local board = state["Board"] -- Check verticals and diagonals print("Diagnostics:\n") print(board[1][1], board[1][2], board[1][3], "\n") print(board[2][1], board[2][2], board[2][3], "\n") print(board[3][1], board[3][2], board[3][3], "\n") for i=1,3 do if board[i][1] == board[i][2] and board[i][2] == board[i][3] and board[i][1] ~= "_" then print("Check 1 return", i) return board[i][1] elseif board[1][i] == board[2][i] and board[2][i] == board[3][i] and board[i][1] ~= "_" then print("Check 2 return", i) return board[1][i] end end -- Check diagonals if board[1][1] == board[2][2] and board[2][2] == board[3][3] and board[2][2] ~= "_" then print("Check 3 return"); return board[2][2] end if board[3][1] == board[2][2] and board[2][2] == board[3][1] and board[2][2] ~= "_" then print("Check 4 return"); return board[2][2] end -- Check board full local full = true while full do for i=1,3 do for j=1,3 do if board[i][j] == "_" then full = false end end end break end if full then return "T" else return nil end end --############################################################################################################################################# --# Commands # --############################################################################################################################################# function tictactoeBoard(state) --[[Output the board to game chat]] local channel = state["GameChannel"] local output = "```\n" print("Output\n") for row,tbl in pairs(state["Board"]) do for col,str in pairs(tbl) do print(row,col,str) output = output .. str end print("\n") output = output .. "\n" end output = output .. "```" channel:send(output) end function tictactoeMove(state, x, y) --[[Make a move on the game board]] local pos = {tonumber(x), tonumber(y)} -- Verify they're both numbers, in range, and that the tile isnt taken if pos[1] == nil or pos[2] == nil then return false elseif pos[1] > 3 or pos[1] < 1 or pos[2] > 3 or pos[1] < 1 then return false elseif state["Board"][pos[2]][pos[1]] ~= "_" then return false end -- Make the move if state["XTurn"] then state["Board"][pos[2]][pos[1]] = "X" else state["Board"][pos[2]][pos[1]] = "O" end state["XTurn"] = not state["XTurn"] tictactoeBoard(state) -- Check for game end local result = tictactoeCheckGameOver(state) print(result, "\n") if result == "X" then state["GameChannel"]:send("Player One wins!") tictactoeExitGame(state) elseif result == "O" then state["GameChannel"]:send("Player Two wins!") tictactoeExitGame(state) elseif result == "T" then state["GameChannel"]:send("Tie game!") tictactoeExitGame(state) end return true end function tictactoeExitGame(state) --[[Close the game]] state["GameChannel"]:send("Quitting game...") games.deregisterGame(state["GameChannel"]) end return tictactoe
local site_vars = require '_deployment.site_vars' local sugar = require '_deployment.sugar' return function (str) local header = str:match("[-][-][-][\n](.-)[\n][-][-][-]") local content = str:match("[-][-][-][\n].-[\n][-][-][-]\n(.*)") local dict = {} for key in header:gmatch("(%w+):") do local value = header:match(key .. ":%s*(%w+%s*%w+)%s*") dict[key] = value end dict.page_title = dict.title or "Page Title" dict.title = nil dict.page_content = sugar(site_vars.apply(content, dict)) dict.__index = dict return dict end
return { { 'williamboman/nvim-lsp-installer', config = function() require("custom.plugins.lsp-installer").setup() end }, { 'voldikss/vim-floaterm' }, { 'jose-elias-alvarez/null-ls.nvim', after = "nvim-lspconfig", config = function() require("custom.plugins.null-ls").setup() end }, { "folke/trouble.nvim", requires = "kyazdani42/nvim-web-devicons", config = function() require("trouble").setup { } end }, { "nvim-telescope/telescope-media-files.nvim", after = "telescope.nvim", config = function() require("telescope").setup { extensions = { media_files = { filetypes = { "png", "webp", "jpg", "jpeg" }, find_cmd = "rg", -- find command (defaults to `fd`) }, }, } require("telescope").load_extension "media_files" end, } }
------------------------------------------------------------------------ --[[ CTCCriterion ]] -- -- CTC Alignment for sequence data where input and labels do not align. -- Useful for speech recognition on a phoneme/character level basis. -- Inputs assumed are in the form of seqLength x batch x inputDim. -- If batchFirst = true then input in the form of batch x seqLength x inputDim. -- Targets assumed in the form of {{1,2},{3,4}} where {1,2} is for the first -- element and so forth. ------------------------------------------------------------------------ local CTCCriterion, parent = torch.class('nn.CTCCriterion', 'nn.Criterion') function CTCCriterion:__init(batchFirst) require 'warp_ctc' parent.__init(self) self.acts = torch.Tensor() self.batchFirst = batchFirst or false end function CTCCriterion:forward(input, target, sizes) return self:updateOutput(input, target, sizes) end function CTCCriterion:updateOutput(input, target, sizes) assert(sizes, "You must pass the size of each sequence in the batch as a tensor") local acts = self.acts acts:resizeAs(input):copy(input) if input:dim() == 3 then if self.batchFirst then acts = acts:transpose(1, 2) acts = self:makeContiguous(acts) end acts:view(acts, acts:size(1) * acts:size(2), -1) end assert(acts:nDimension() == 2) self.sizes = torch.totable(sizes) self.gradInput = acts.new():resizeAs(acts):zero() if input:type() == 'torch.CudaTensor' then self.output = sumCosts(gpu_ctc(acts, self.gradInput, target, self.sizes)) else acts = acts:float() self.gradInput = self.gradInput:float() self.output = sumCosts(cpu_ctc(acts, self.gradInput, target, self.sizes)) end return self.output / sizes:size(1) end function CTCCriterion:updateGradInput(input, target) if input:dim() == 2 then -- (seqLen * batchSize) x outputDim return self.gradInput end if self.batchFirst then -- batchSize x seqLen x outputDim self.gradInput = self.gradInput:view(input:size(2), input:size(1), -1):transpose(1, 2) else -- seqLen x batchSize x outputDim self.gradInput:view(self.gradInput, input:size(1), input:size(2), -1) end return self.gradInput end function CTCCriterion:makeContiguous(input) if not input:isContiguous() then self._input = self._input or input.new() self._input:typeAs(input):resizeAs(input):copy(input) input = self._input end return input end --If batching occurs multiple costs are returned. We sum the costs and return. function sumCosts(list) local acc for k, v in ipairs(list) do if 1 == k then acc = v else acc = acc + v end end return acc end
function Mapfill_tilegen2(Map_ID,Map_Size_X,Map_Size_Y,Map_Size_Z,args) local Tile_Size = 64 local time = os.clock() local xrand = 4 if args ~= "" then xrand = tonumber(args) end local sea = Map_Size_Z/2-1 local z = sea local heights = {[0]=z} for y=0,Map_Size_Y do --z = (Map_Size_Z-1)*(y%2) --was to test it ;) for x=0,Tile_Size do if heights[x] == nil then heights[x] = z end local dif = heights[x]-z if math.abs(dif) > 1 then if z > heights[x] then z = z-1 else z = z+1 end else if math.random(1,xrand) == 1 then local rand = math.random(0,Map_Size_Z) if rand > z then z = z+1 else z = z-1 end end end for iz=0,z-1 do Map_Block_Change(-1, Map_ID, x,y,iz, 3, 0, 0, 0, 0) end if z > sea then Map_Block_Change(-1, Map_ID, x,y,z, 2, 0, 0, 0, 0) else for iz=z,sea do Map_Block_Change(-1, Map_ID, x,y,iz, 8, 0, 0, 0, 0) end Map_Block_Change(-1, Map_ID, x,y,z, 12, 0, 0, 0, 0) end heights[x] = z end end time = os.clock()-time System_Message_Network_Send_2_All(Map_ID, string.format("&eInitial gen took: %sms",time*1000)) time = os.clock() local Tiles = math.floor(Map_Size_X/Tile_Size) for ix=0,Tile_Size do for i=0,Tiles do for iy=0,Map_Size_Y do for iz=0,Map_Size_Z do local eX = (i*Tile_Size)+ix local Type = Map_Block_Get_Type(Map_ID, ix, iy, iz) Map_Block_Change(-1, Map_ID, eX, iy+i, iz, Type, 0, 0, 0, 0) end end end end time = os.clock()-time System_Message_Network_Send_2_All(Map_ID, string.format("&ecopying took: %sms",time*1000)) end function Mapfill_tilegen(...) print(pcall(Mapfill_tilegen2,...)) end --Map_Fill(123, "yltgen") System_Message_Network_Send_2_All(-1, "&etilegen reloaded")
local Path = require'plenary.path' local os_sep = Path.path.sep local F = require('plenary.functional') local uv = vim.loop local m = {} local get_gitignore = function(basepath) local gitignore = {} local valid = false for _, v in ipairs(basepath) do local p = Path:new(v .. os_sep .. '.gitignore') if p:exists() then valid = true gitignore[v] = {} for l in p:iter() do if l ~= '' then local el = l:gsub('%#.*', '') el = el:gsub('%.', '%%.') el = el:gsub('%*', '%.%*') if el ~= '' then table.insert(gitignore[v], el) end end end end end if not valid then return nil end return gitignore end local interpret_gitignore = function(gitignore, bp, entry) for _, v in ipairs(bp) do if entry:find(v, 1, true) then for _, w in ipairs(gitignore[v]) do if entry:match(w) then return false end end end end return true end local handle_depth = function(base_paths, entry, depth) for _, v in ipairs(base_paths) do if entry:find(v, 1, true) then local cut = entry:sub(#v + 1, -1) cut = cut:sub(1, 1) == os_sep and cut:sub(2, -1) or cut local _, count = cut:gsub(os_sep, "") if depth <= (count + 1) then return nil end end end return entry end local gen_search_pat = function(pattern) if type(pattern) == 'string' then return function(entry) return entry:match(pattern) end elseif type(pattern) == 'table' then return function(entry) for _, v in ipairs(pattern) do if entry:match(v) then return true end end return false end end end local process_item = function(opts, name, typ, current_dir, next_dir, bp, data, giti, msp) if opts.hidden or name:sub(1, 1) ~= '.' then if typ == 'directory' then local entry = current_dir .. os_sep .. name if opts.depth then table.insert(next_dir, handle_depth(bp, entry, opts.depth)) else table.insert(next_dir, entry) end if opts.add_dirs then if not msp or msp(entry) then table.insert(data, entry) if opts.on_insert then opts.on_insert(entry, typ) end end end else local entry = current_dir .. os_sep .. name if not giti or interpret_gitignore(giti, bp, entry) then if not msp or msp(entry) then table.insert(data, entry) if opts.on_insert then opts.on_insert(entry, typ) end end end end end end --- m.scan_dir -- Search directory recursive and syncronous -- @param path: string or table -- string has to be a valid path -- table has to be a array of valid paths -- @param opts: table to change behavior -- opts.hidden (bool): if true hidden files will be added -- opts.add_dirs (bool): if true dirs will also be added to the results -- opts.respect_gitignore (bool): if true will only add files that are not ignored by the git (uses each gitignore found in path table) -- opts.depth (int): depth on how deep the search should go -- opts.search_pattern (regex): regex for which files will be added, string or table of strings -- opts.on_insert(entry): Will be called for each element -- opts.silent (bool): if true will not echo messages that are not accessible -- @return array with files m.scan_dir = function(path, opts) opts = opts or {} local data = {} local base_paths = vim.tbl_flatten { path } local next_dir = vim.tbl_flatten { path } local gitignore = opts.respect_gitignore and get_gitignore(base_paths) or nil local match_seach_pat = opts.search_pattern and gen_search_pat(opts.search_pattern) or nil for i = table.getn(base_paths), 1, -1 do if uv.fs_access(base_paths[i], "X") == false then if not F.if_nil(opts.silent, false, opts.silent) then print(string.format("%s is not accessible by the current user!", base_paths[i])) end table.remove(base_paths, i) end end if table.getn(base_paths) == 0 then return {} end repeat local current_dir = table.remove(next_dir, 1) local fd = uv.fs_scandir(current_dir) if fd then while true do local name, typ = uv.fs_scandir_next(fd) if name == nil then break end process_item(opts, name, typ, current_dir, next_dir, base_paths, data, gitignore, match_seach_pat) end end until table.getn(next_dir) == 0 return data end --- m.scan_dir_async -- Search directory recursive and syncronous -- @param path: string or table -- string has to be a valid path -- table has to be a array of valid paths -- @param opts: table to change behavior -- opts.hidden (bool): if true hidden files will be added -- opts.add_dirs (bool): if true dirs will also be added to the results -- opts.respect_gitignore (bool): if true will only add files that are not ignored by git -- opts.depth (int): depth on how deep the search should go -- opts.search_pattern (lua regex): depth on how deep the search should go -- opts.on_insert function(entry): will be called for each element -- opts.on_exit function(results): will be called at the end -- opts.silent (bool): if true will not echo messages that are not accessible m.scan_dir_async = function(path, opts) opts = opts or {} local data = {} local base_paths = vim.tbl_flatten { path } local next_dir = vim.tbl_flatten{ path } local current_dir = table.remove(next_dir, 1) -- TODO(conni2461): get gitignore is not async local gitignore = opts.respect_gitignore and get_gitignore() or nil local match_seach_pat = opts.search_pattern and gen_search_pat(opts.search_pattern) or nil -- TODO(conni2461): is not async. Shouldn't be that big of a problem but still -- Maybe obers async pr can take me out of callback hell for i = table.getn(base_paths), 1, -1 do if uv.fs_access(base_paths[i], "X") == false then if not F.if_nil(opts.silent, false, opts.silent) then print(string.format("%s is not accessible by the current user!", base_paths[i])) end table.remove(base_paths, i) end end if table.getn(base_paths) == 0 then return {} end local read_dir read_dir = function(err, fd) if not err then while true do local name, typ = uv.fs_scandir_next(fd) if name == nil then break end process_item(opts, name, typ, current_dir, next_dir, base_paths, data, gitignore, match_seach_pat) end if table.getn(next_dir) == 0 then if opts.on_exit then opts.on_exit(data) end else current_dir = table.remove(next_dir, 1) uv.fs_scandir(current_dir, read_dir) end end end uv.fs_scandir(current_dir, read_dir) end local gen_permissions = (function() local conv_to_octal = function(nr) local octal, i = 0, 1 while nr ~= 0 do octal = octal + (nr % 8) * i nr = math.floor(nr / 8) i = i * 10 end return octal; end local type_tbl = { [1] = 'p', [2] = 'c', [4] = 'd', [6] = 'b', [10] = '.', [12] = 'l', [14] = 's' } local permissions_tbl = { [0] = '---', '--x', '-w-', '-wx', 'r--', 'r-x', 'rw-', 'rwx' } local bit_tbl = { 4, 2, 1 } return function(cache, mode) if cache[mode] then return cache[mode] end local octal = string.format('%6d', conv_to_octal(mode)) local l4 = octal:sub(#octal - 3, -1) local bit = tonumber(l4:sub(1, 1)) local result = type_tbl[tonumber(octal:sub(1, 2))] or '-' for i = 2, #l4 do result = result .. permissions_tbl[tonumber(l4:sub(i, i))] if bit - bit_tbl[i - 1] >= 0 then result = result:sub(1, -2) .. (bit_tbl[i - 1] == 1 and 'T' or 'S') bit = bit - bit_tbl[i - 1] end end cache[mode] = result return result end end)() local gen_size = (function() local size_types = { '', 'K', 'M', 'G', 'T', 'P', 'E', 'Z' } return function(size) -- TODO(conni2461): If type directory we could just return 4.0K for _, v in ipairs(size_types) do if math.abs(size) < 1024.0 then if math.abs(size) > 9 then return string.format("%3d%s", size, v) else return string.format("%3.1f%s", size, v) end end size = size / 1024.0 end return string.format("%.1f%s", size, 'Y') end end)() local gen_date = (function() local current_year = os.date('%Y') return function(mtime) if current_year ~= os.date('%Y', mtime) then return os.date('%b %d %Y', mtime) end return os.date('%b %d %H:%M', mtime) end end)() local get_username = (function() if jit and os_sep ~= '\\' then local ffi = require'ffi' ffi.cdef[[ typedef unsigned int __uid_t; typedef __uid_t uid_t; typedef unsigned int __gid_t; typedef __gid_t gid_t; typedef struct { char *pw_name; char *pw_passwd; __uid_t pw_uid; __gid_t pw_gid; char *pw_gecos; char *pw_dir; char *pw_shell; } passwd; passwd *getpwuid(uid_t uid); ]] return function(tbl, id) if tbl[id] then return tbl[id] end local name = ffi.string(ffi.C.getpwuid(id).pw_name) tbl[id] = name return name end else return function(tbl, id) if not tbl then return id end if tbl[id] then return tbl[id] end tbl[id] = tostring(id) return id end end end)() local get_groupname = (function() if jit and os_sep ~= '\\' then local ffi = require'ffi' ffi.cdef[[ typedef unsigned int __gid_t; typedef __gid_t gid_t; typedef struct { char *gr_name; char *gr_passwd; __gid_t gr_gid; char **gr_mem; } group; group *getgrgid(gid_t gid); ]] return function(tbl, id) if tbl[id] then return tbl[id] end local name = ffi.string(ffi.C.getgrgid(id).gr_name) tbl[id] = name return name end else return function(tbl, id) if not tbl then return id end if tbl[id] then return tbl[id] end tbl[id] = tostring(id) return id end end end)() local get_max_len = function(tbl) if not tbl then return 0 end local max_len = 0 for _, v in pairs(tbl) do if #v > max_len then max_len = #v end end return max_len end local gen_ls = function(data, path, opts) if not data or table.getn(data) == 0 then return {}, {} end local check_link = function(per, file) if per:sub(1, 1) == 'l' then local resolved = uv.fs_realpath(path .. os_sep .. file) if not resolved then return file end if resolved:sub(1, #path) == path then resolved = resolved:sub(#path + 2, -1) end return string.format('%s -> %s', file, resolved) end return file end local results, sections = {}, {} local users_tbl = os_sep ~= '\\' and {} or nil local groups_tbl = os_sep ~= '\\' and {} or nil local stats, permissions_cache = {}, {} for _, v in ipairs(data) do local stat = uv.fs_lstat(v) if stat then stats[v] = stat get_username(users_tbl, stat.uid) get_groupname(groups_tbl, stat.gid) end end local insert_in_results = (function() if not users_tbl and not groups_tbl then local section_spacing_tbl = { [5] = 2, [6] = 0 } return function(...) local args = {...} local section = { { start_index = 01, end_index = 11 }, -- permissions, hardcoded indexes { start_index = 12, end_index = 17 }, -- size, hardcoded indexes } local cur_index = 19 for k = 5, 6 do local v = section_spacing_tbl[k] local end_index = cur_index + #args[k] table.insert(section, { start_index = cur_index, end_index = end_index }) cur_index = end_index + v end table.insert(sections, section) table.insert(results, string.format('%10s %5s %s %s', args[1], args[2], args[5], check_link(args[1], args[6]))) end else local max_user_len = get_max_len(users_tbl) local max_group_len = get_max_len(groups_tbl) local section_spacing_tbl = { [3] = { max = max_user_len, add = 1 }, [4] = { max = max_group_len, add = 2 }, [5] = { add = 2 }, [6] = { add = 0 } } local fmt_str = '%10s %5s %-' .. max_user_len .. 's %-' .. max_group_len ..'s %s %s' return function(...) local args = {...} local section = { { start_index = 01, end_index = 11 }, -- permissions, hardcoded indexes { start_index = 12, end_index = 17 }, -- size, hardcoded indexes } local cur_index = 18 for k = 3, 6 do local v = section_spacing_tbl[k] local end_index = cur_index + #args[k] table.insert(section, { start_index = cur_index, end_index = end_index }) if v.max then cur_index = cur_index + v.max + v.add else cur_index = end_index + v.add end end table.insert(sections, section) table.insert(results, string.format(fmt_str, args[1], args[2], args[3], args[4], args[5], check_link(args[1], args[6])) ) end end end)() for name, stat in pairs(stats) do insert_in_results( gen_permissions(permissions_cache, stat.mode), gen_size(stat.size), get_username(users_tbl, stat.uid), get_groupname(groups_tbl, stat.gid), gen_date(stat.mtime.sec), name:sub(#path + 2, -1) ) end if opts and opts.group_directories_first then local sorted_results = {} local sorted_sections = {} for k, v in ipairs(results) do if v:sub(1, 1) == 'd' then table.insert(sorted_results, v) table.insert(sorted_sections, sections[k]) end end for k, v in ipairs(results) do if v:sub(1, 1) ~= 'd' then table.insert(sorted_results, v) table.insert(sorted_sections, sections[k]) end end return sorted_results, sorted_sections else return results, sections end end --- m.ls -- List directory contents. Will always apply --long option. Use scan_dir for without --long -- @param path: string -- string has to be a valid path -- @param opts: table to change behavior -- opts.hidden (bool): if true hidden files will be added -- opts.add_dirs (bool): if true dirs will also be added to the results, default: true -- opts.respect_gitignore (bool): if true will only add files that are not ignored by git -- opts.depth (int): depth on how deep the search should go, default: 1 -- opts.group_directories_first (bool): same as real ls -- @return array with formatted output m.ls = function(path, opts) opts = opts or {} opts.depth = opts.depth or 1 opts.add_dirs = opts.add_dirs or true local data = m.scan_dir(path, opts) return gen_ls(data, path, opts) end --- m.ls_async -- List directory contents. Will always apply --long option. Use scan_dir for without --long -- @param path: string -- string has to be a valid path -- @param opts: table to change behavior -- opts.hidden (bool): if true hidden files will be added -- opts.add_dirs (bool): if true dirs will also be added to the results, default: true -- opts.respect_gitignore (bool): if true will only add files that are not ignored by git -- opts.depth (int): depth on how deep the search should go, default: 1 -- opts.group_directories_first (bool): same as real ls -- opts.on_exit function(results): will be called at the end (required) m.ls_async = function(path, opts) opts = opts or {} opts.depth = opts.depth or 1 opts.add_dirs = opts.add_dirs or true local opts_copy = vim.deepcopy(opts) opts_copy.on_exit = function(data) if opts.on_exit then opts.on_exit(gen_ls(data, path, opts_copy)) end end m.scan_dir_async(path, opts_copy) end return m
--[[ ** ** Srg Utility - Mod deobfuscation mappings ** ** Target mappings: ** - Obfuscated -> Packaged MCP (obf2pkgmcp.srg) ** - Packaged Numeric -> Packaged MCP (pkgnum2pkgmcp.srg) ** - CraftBukkit -> Packaged MCP (cb2pkgmcp.srg) ** ** Target inheritance: ** - Forge inheritance (nms.inheritmap) ** - Bukkit inheritance remapped to Packaged (cb.inheritmap) ** ]]-- --[[--------------- || Configuration --]]--------------- local config = {} -- [Required] Minecraft version to generate mappings for config.minecraftVersion = "1.6.2" -- [Required] Forge version to generate mappings for config.forgeVersion = "9.10.1.871" -- [Optional] Root directory, used for convenience config.rootDir = "./" -- [Required] The directory jars will be downloaded to and confs will be extracted to config.cacheDir = config.rootDir .. "cache/" -- [Required] Directory to output all generated mappings to config.outDir = config.rootDir .. config.minecraftVersion .. ".mod-deobf/" -- [Optional] Enable/disable verbose mode config.verbose = true --[[------------ || Entrypoint --]]------------ function main() downloadJars() prepareConfDir() printf("Generating mappings for MC %s / Forge %s...", config.minecraftVersion, config.forgeVersion) -- Load base mapping from MCP/FML local obfToNum = nil if (fs.exists(config.mcpDir .. "joined.srg")) then verbosePrint("Loading joined.srg...") obfToNum = MappingFactory.loadSrg(config.mcpDir .. "joined.srg") else verbosePrint("Loading client.srg and server.srg...") obfToNum = MappingFactory.loadSrg(config.mcpDir .. "client.srg", config.mcpDir .. "server.srg") end verbosePrint("Loading MCP mappings...") -- Load MCP package mapping local packageMapping = MappingFactory.loadMCP(nil, nil, config.mcpDir .. "packages.csv") -- Load full MCP mapping local MCPMapping = MappingFactory.loadMCP(config.mcpDir .. "fields.csv", config.mcpDir .. "methods.csv", config.mcpDir .. "packages.csv") verbosePrint("Transforming mappings...") verbosePrint("\tTransforming obfuscated -> numeric to obfuscated -> packged numeric") local obfToPkgNum = obfToNum:clone():transform(nil, packageMapping) verbosePrint("\tTransforming obfuscated -> numeric to obfuscated -> packaged MCP") local obfToMcp = obfToNum:clone():transform(nil, MCPMapping) verbosePrint("\tTransforming obfuscated -> packaged MCP to packaged numeric -> packaged MCP") local pkgNumToMcp = obfToMcp:clone():transform(obfToPkgNum, nil) verbosePrint("\tGenerating obfuscated -> bukkit...") local obfToCb = MappingFactory.compareJars(config.serverJar, config.bukkitJar):filter(obfToNum) verbosePrint("\tTransforming obfuscated -> bukkit to bukkit -> packaged MCP") local cbToPkgMcp = obfToCb:clone():reverse():transform(nil, obfToMcp) verbosePrint("Generating nms inheritance map...") local nmsInherit = MappingFactory.makeInheritanceMap(config.clientJar, obfToMcp):transform(obfToMcp) verbosePrint("Generating cb inheritance map...") local cbInherit = MappingFactory.makeInheritanceMap(config.bukkitJar, cbToPkgMcp):transform(cbToPkgMcp) verbosePrint("Saving mappings...") verbosePrint("\tobf2pkgmcp.srg") obfToMcp:saveToFile(config.outDir .. "obf2pkgmcp.srg") verbosePrint("\tpkgnum2pkgmcp.srg") pkgNumToMcp:saveToFile(config.outDir .. "pkgnum2pkgmcp.srg") verbosePrint("\tcb2pkgmcp.srg") cbToPkgMcp:saveToFile(config.outDir .. "cb2pkgmcp.srg") verbosePrint("\tnms.inheritmap") nmsInherit:saveToFile(config.outDir .. "nms.inheritmap") verbosePrint("\tcb.inheritmap") cbInherit:saveToFile(config.outDir .. "cb.inheritmap") print("Mapping generation complete.") end --[[------------------- || Utility Functions --]]------------------- function verbosePrint(...) if (config.verbose) then print(...) end end function printf(fmt, ...) print(string.format(fmt, ...)) end -- Checks Conf directory to make sure all necessary files exist, extracting them from the forge zip if necessary function prepareConfDir() print("Preparing conf directory...") config.mcpDir = string.format("%sconf_%s-%s/", config.cacheDir, config.minecraftVersion, config.forgeVersion) fs.makeDir(config.mcpDir) local zipFile = zip.open(config.forgeZip) if (not (fs.exists(config.mcpDir .. "joined.srg") or (fs.exists(config.mcpDir .. "client.srg") and fs.exists(config.mcpDir .. "server.srg")))) then local joined = zipFile:getEntry("forge/fml/conf/joined.srg") local client = zipFile:getEntry("forge/fml/conf/client.srg") local server = zipFile:getEntry("forge/fml/conf/server.srg") if (joined ~= nil) then zipFile:extract(joined, config.mcpDir .. "joined.srg") elseif (client ~= nil and server ~= nil) then zipFile:extract(client, config.mcpDir .. "client.srg") zipFile:extract(server, config.mcpDir .. "server.srg") else error("Could not find base srg(s).") end end if (not fs.exists(config.mcpDir .. "fields.csv")) then local entry = zipFile:getEntry("forge/fml/conf/fields.csv") if (entry ~= nil) then zipFile:extract(entry, config.mcpDir .. "fields.csv") else error("Could not find fields.csv.") end end if (not fs.exists(config.mcpDir .. "methods.csv")) then local entry = zipFile:getEntry("forge/fml/conf/methods.csv") if (entry ~= nil) then zipFile:extract(entry, config.mcpDir .. "methods.csv") else error("Could not find methods.csv.") end end if (not fs.exists(config.mcpDir .. "packages.csv")) then local entry = zipFile:getEntry("forge/fml/conf/packages.csv") if (entry ~= nil) then zipFile:extract(entry, config.mcpDir .. "packages.csv") else error("Could not find packages.csv.") end end zipFile:close() end function downloadJars() if (not fs.exists(config.cacheDir)) then fs.makeDir(config.cacheDir) end config.clientJar = string.format("%sclient_%s.jar", config.cacheDir, config.minecraftVersion) config.serverJar = string.format("%sserver_%s.jar", config.cacheDir, config.minecraftVersion) config.bukkitJar = string.format("%sbukkit_%s.jar", config.cacheDir, config.minecraftVersion) config.forgeZip = string.format("%sforge_%s-%s.zip", config.cacheDir, config.minecraftVersion, config.forgeVersion) print("Checking jars...") if (not fs.exists(config.clientJar)) then print("\tDownloading minecraft client jar...") HTTP.download(string.format("http://s3.amazonaws.com/Minecraft.Download/versions/%s/%s.jar", config.minecraftVersion, config.minecraftVersion), config.clientJar) else print("\tUsing cached minecraft client jar...") end if (not fs.exists(config.serverJar)) then print("\tDownloading minecraft server jar...") HTTP.download(string.format("http://s3.amazonaws.com/Minecraft.Download/versions/%s/minecraft_server.%s.jar", config.minecraftVersion, config.minecraftVersion), config.serverJar) else print("\tUsing cached minecraft server jar...") end if (not fs.exists(config.bukkitJar)) then print("\tDownloading bukkit server jar...") HTTP.download(string.format("http://repo.bukkit.org/content/repositories/releases/org/bukkit/minecraft-server/%s/minecraft-server-%s.jar", config.minecraftVersion, config.minecraftVersion), config.bukkitJar) else print("\tUsing cached bukkit server jar...") end if (not fs.exists(config.forgeZip)) then print("\tDownloading minecraft forge zip...") HTTP.download(string.format("http://files.minecraftforge.net/minecraftforge/minecraftforge-src-%s-%s.zip", config.minecraftVersion, config.forgeVersion), config.forgeZip) else print("\tUsing cached minecraft forge zip...") end end main()
-- solver for bipartite matching in simplex as LP luasimplex = require("luasimplex") rsm = require("luasimplex.rsm") M = { --number of variables nvars = 1, --number of constraints nrows = 1, --objective c = luasimplex.darray(1,1), --scale of variables xl = luasimplex.darray(1,0), xu = luasimplex.darray(1,1), --constant in constraints b = luasimplex.darray(1,1), --constraints parameters elements = luasimplex.darray(1,1), --idx of variables in elements indexes = luasimplex.iarray(1,1), --start of constraits in elements row_starts = luasimplex.iarray(2,1,2), } function simplex_init(nr , np , W , gt , margin) --initialize M local tmp M.nvars = nr*np+np+nr M.nrows = nr+np M.c = luasimplex.darray(M.nvars) M.b = luasimplex.darray(M.nrows) M.xu = luasimplex.darray(M.nvars) M.xl = luasimplex.darray(M.nvars) M.row_starts = luasimplex.iarray(M.nrows+1) M.elements = luasimplex.darray(2*np*nr+np+nr) M.indexes = luasimplex.iarray(2*np*nr+np+nr) for i=1,M.nvars do M.xu[i]=1 M.xl[i]=0 end M.row_starts[1] = 1 for i = 1,nr do M.c[np*nr+i] = 0 tmp = i*(np+1) M.row_starts[i+1] = tmp+1 M.indexes[tmp] = np*nr+i M.elements[tmp] = -1 M.b[i] = 0 end -- two limits for nonvisual phrase --M.xu[np*nr+nr] = 30 for j = 1,np do M.xl[np*nr+nr+j] = 1 M.c[np*nr+nr+j] = 0 tmp = nr*(np+1)+(nr+1)*j M.row_starts[nr+j+1] = tmp+1 M.indexes[tmp] = np*nr+nr+j M.elements[tmp] = -1 M.b[nr+j] = 0 end for i=1,nr do for j = 1,np do M.c[(i-1)*np+j] = -W[{i,j}] - margin--hamming dis M.indexes[(i-1)*(np+1)+j] = (i-1)*np+j M.elements[(i-1)*(np+1)+j] = 1 M.indexes[nr*(np+1)+(j-1)*(nr+1)+i] = (i-1)*np+j M.elements[nr*(np+1)+(j-1)*(nr+1)+i] = 1 end end for j = 1,np do if gt[j] > 0 then M.c[(gt[j]-1)*np+j] = M.c[(gt[j]-1)*np+j] + 2*margin end end end -- add hamming distances -- two adjustment: objective plus sum of gt. weights in objective plus (1-2*y_ij) function solve_matching(W , gt , margin) local nr,np = W:size()[1], W:size()[2] simplex_init(nr , np , W , gt , margin) local I = luasimplex.new_instance(M.nrows, M.nvars) rsm.initialise(M, I, {}) objective, x = rsm.solve(M, I, {}) ans = torch.Tensor(gt:size()):fill(0) for j = 1,np do if gt[j] > 0 then objective = objective - margin + W[{gt[j],j}] end for i = 1,nr do if x[(i-1)*np+j] > 0 then ans[j] = i end end end --io.stderr:write(("Objective: %g\n"):format(objective)) --io.stderr:write(" x:") --for i = 1, M.nvars do io.stderr:write((" %g"):format(x[i])) end --io.stderr:write("\n") return -objective , ans end
-- Set vim as local variable for lua diagnostics local vim = vim -- Formatter config -- Prettier function for formatter local prettier = function() return { exe = "/Users/cbasar/.nvm/versions/node/v14.15.1/bin/prettier", args = { "--stdin-filepath", "--config-precedence", "prefer-file", vim.api.nvim_buf_get_name(0), "--single-quote" }, stdin = true } end require("formatter").setup( { logging = false, filetype = { javascript = {prettier}, json = {prettier}, typescript = {prettier}, html = {prettier}, css = {prettier}, scss = {prettier}, markdown = {prettier}, vue = {prettier}, lua = { -- luafmt function() return { exe = "/Users/cbasar/.nvm/versions/node/v14.15.1/bin/luafmt", args = {"--indent-count", 2, "--stdin"}, stdin = true } end } } } ) -- Runs Prettier on save vim.api.nvim_exec( [[ augroup FormatAutogroup autocmd! autocmd BufWritePost *.js,*.json,*.ts,*.css,*.scss,*.md,*.html,*.lua,*.vue : FormatWrite augroup END ]], true ) -- " Provided by setup function -- nnoremap <silent> <leader>f :Format<CR>
local vim = vim local ui = { query_win = 0, result_win = 0, } local buf, win, start_win --- create_win ui.create_win = function() start_win = vim.api.nvim_get_current_win() vim.api.nvim_command('botright new') -- We open a new vertical window at the far right win = vim.api.nvim_get_current_win() -- We save our navigation window handle... buf = vim.api.nvim_get_current_buf() -- ...and it's buffer handle. vim.api.nvim_buf_set_name(buf, 'SQHeavenResult #' .. buf) vim.api.nvim_buf_set_option(buf, 'buftype', 'nofile') vim.api.nvim_buf_set_option(buf, 'swapfile', false) vim.api.nvim_buf_set_option(buf, 'bufhidden', 'wipe') vim.api.nvim_buf_set_option(buf, 'filetype', 'nvim-sqheaven-resultset') -- For better UX we will turn off line wrap and turn on current line highlight. vim.api.nvim_win_set_option(win, 'wrap', false) vim.api.nvim_win_set_option(win, 'cursorline', true) end --- redraw ui.redraw = function (result) vim.api.nvim_buf_set_option(buf, 'modifiable', true) vim.api.nvim_buf_set_lines(buf, 0, -1, false, result) vim.api.nvim_buf_set_option(buf, 'modifiable', false) vim.api.nvim_set_current_win(ui.query_win) end --- motion ui.motion = function(bufnr, mode) local b_line, b_col, e_line, e_col, _ b_line, b_col = unpack(vim.api.nvim_buf_get_mark(bufnr, '(')) e_line, e_col = unpack(vim.api.nvim_buf_get_mark(bufnr, ')')) b_col = b_col + 1 e_col = e_col + 2 return { from = {b_line, b_col}, to = {e_line, e_col}, bufnr = bufnr } end --- show_win ui.show_win = function() if win and vim.api.nvim_win_is_valid(win) then vim.api.nvim_set_current_win(win) else ui.create_win() end end ui.change_query_file = function(file) vim.api.nvim_set_current_win(ui.query_win) vim.api.nvim_command('edit'..file) end --- start ui.start = function(file) vim.api.nvim_command('tabnew'..file) ui.query_win = vim.api.nvim_get_current_win() end return ui
-- Returns the group ID of the specified interior. For example, regular interiors have group 0, subway interiors have group 1. There are a few other groups too. -- @module native -- @submodule interior -- @see GET_INTERIOR_GROUP_ID -- @usage int GET_INTERIOR_GROUP_ID(int interiorID); -- @param interiorID int -- @return int function GetInteriorGroupId(interiorID) end -- @todo -- @module native -- @submodule interior -- @see GET_OFFSET_FROM_INTERIOR_IN_WORLD_COORDS -- @usage Vector3 GET_OFFSET_FROM_INTERIOR_IN_WORLD_COORDS(int interiorID, float x, float y, float z); -- @param interiorID int -- @param x float -- @param y float -- @param z float -- @return Vector3 function GetOffsetFromInteriorInWorldCoords(interiorID, x, y, z) end -- @todo -- @module native -- @submodule interior -- @see IS_INTERIOR_SCENE -- @usage BOOL IS_INTERIOR_SCENE(); -- @return BOOL function IsInteriorScene() end -- Return if interior is valid. -- @module native -- @submodule interior -- @see IS_VALID_INTERIOR -- @usage BOOL IS_VALID_INTERIOR(int interiorID); -- @param interiorID int -- @return BOOL function IsValidInterior(interiorID) end -- @todo -- @module native -- @submodule interior -- @see CLEAR_ROOM_FOR_ENTITY -- @usage void CLEAR_ROOM_FOR_ENTITY(Entity entity); -- @param entity Entity -- @return void function ClearRoomForEntity(entity) end -- Does anyone know what this does? I know online modding isn't generally supported especially by the owner of this db, but I first thought this could be used to force ourselves into someones apartment, but I see now that isn't possible. -- @module native -- @submodule interior -- @see FORCE_ROOM_FOR_ENTITY -- @usage void FORCE_ROOM_FOR_ENTITY(Entity entity, int interiorID, Hash roomHashKey); -- @param entity Entity -- @param interiorID int -- @param roomHashKey Hash -- @return void function ForceRoomForEntity(entity, interiorID, roomHashKey) end -- Gets the room hash key from the room that the specified entity is in. Each room in every interior has a unique key. Returns 0 if the entity is outside. -- @module native -- @submodule interior -- @see GET_ROOM_KEY_FROM_ENTITY -- @usage Hash GET_ROOM_KEY_FROM_ENTITY(Entity entity); -- @param entity Entity -- @return Hash function GetRoomKeyFromEntity(entity) end -- Seems to do the exact same as INTERIOR::GET_ROOM_KEY_FROM_ENTITY -- @module native -- @submodule interior -- @see GET_KEY_FOR_ENTITY_IN_ROOM -- @usage Hash GET_KEY_FOR_ENTITY_IN_ROOM(Entity entity); -- @param entity Entity -- @return Hash function GetKeyForEntityInRoom(entity) end -- Returns the handle of the interior that the entity is in. Returns 0 if outside. -- @module native -- @submodule interior -- @see GET_INTERIOR_FROM_ENTITY -- @usage int GET_INTERIOR_FROM_ENTITY(Entity entity); -- @param entity Entity -- @return int function GetInteriorFromEntity(entity) end -- Returns interior ID from specified coordinates. If coordinates are outside, then it returns 0. Example for VB.NET Dim interiorID As Integer = Native.Function.Call(Of Integer)(Hash.GET_INTERIOR_AT_COORDS, X, Y, Z) -- @module native -- @submodule interior -- @see GET_INTERIOR_AT_COORDS -- @usage int GET_INTERIOR_AT_COORDS(float x, float y, float z); -- @param x float -- @param y float -- @param z float -- @return int function GetInteriorAtCoords(x, y, z) end -- @todo -- @module native -- @submodule interior -- @see ADD_PICKUP_TO_INTERIOR_ROOM_BY_NAME -- @usage void ADD_PICKUP_TO_INTERIOR_ROOM_BY_NAME(Pickup pickup, char* roomName); -- @param pickup Pickup -- @param roomName char* -- @return void function AddPickupToInteriorRoomByName(pickup, roomName) end -- Does something similar to INTERIOR::DISABLE_INTERIOR. You don't fall through the floor but everything is invisible inside and looks the same as when INTERIOR::DISABLE_INTERIOR is used. Peds behaves normally inside. -- @module native -- @submodule interior -- @see UNPIN_INTERIOR -- @usage void UNPIN_INTERIOR(int interiorID); -- @param interiorID int -- @return void function UnpinInterior(interiorID) end -- @todo -- @module native -- @submodule interior -- @see IS_INTERIOR_READY -- @usage BOOL IS_INTERIOR_READY(int interiorID); -- @param interiorID int -- @return BOOL function IsInteriorReady(interiorID) end -- Returns the interior ID representing the requested interior at that location (if found?). The supplied interior string is not the same as the one used to load the interior. Use: INTERIOR::UNPIN_INTERIOR(INTERIOR::GET_INTERIOR_AT_COORDS_WITH_TYPE(x, y, z, interior)) Interior types include: "V_Michael", "V_Franklins", "V_Franklinshouse", etc.. you can find them in the scripts. Not a very useful native as you could just use GET_INTERIOR_AT_COORDS instead and get the same result, without even having to specify the interior type. -- @module native -- @submodule interior -- @see GET_INTERIOR_AT_COORDS_WITH_TYPE -- @usage int GET_INTERIOR_AT_COORDS_WITH_TYPE(float x, float y, float z, char* interiorType); -- @param x float -- @param y float -- @param z float -- @param interiorType char* -- @return int function GetInteriorAtCoordsWithType(x, y, z, interiorType) end -- @todo -- @module native -- @submodule interior -- @see GET_INTERIOR_FROM_COLLISION -- @usage int GET_INTERIOR_FROM_COLLISION(float x, float y, float z); -- @param x float -- @param y float -- @param z float -- @return int function GetInteriorFromCollision(x, y, z) end -- @todo -- @module native -- @submodule interior -- @see REFRESH_INTERIOR -- @usage void REFRESH_INTERIOR(int interiorID); -- @param interiorID int -- @return void function RefreshInterior(interiorID) end -- Example: This removes the interior from the strip club and when trying to walk inside the player just falls: INTERIOR::DISABLE_INTERIOR(118018, true); -- @module native -- @submodule interior -- @see DISABLE_INTERIOR -- @usage void DISABLE_INTERIOR(int interiorID, BOOL toggle); -- @param interiorID int -- @param toggle BOOL -- @return void function DisableInterior(interiorID, toggle) end -- @todo -- @module native -- @submodule interior -- @see IS_INTERIOR_DISABLED -- @usage BOOL IS_INTERIOR_DISABLED(int interiorID); -- @param interiorID int -- @return BOOL function IsInteriorDisabled(interiorID) end -- Does something similar to INTERIOR::DISABLE_INTERIOR -- @module native -- @submodule interior -- @see CAP_INTERIOR -- @usage void CAP_INTERIOR(int interiorID, BOOL toggle); -- @param interiorID int -- @param toggle BOOL -- @return void function CapInterior(interiorID, toggle) end -- @todo -- @module native -- @submodule interior -- @see IS_INTERIOR_CAPPED -- @usage BOOL IS_INTERIOR_CAPPED(int interiorID); -- @param interiorID int -- @return BOOL function IsInteriorCapped(interiorID) end
local native = peripheral function getNames() local tResults = {} for n,sSide in ipairs( rs.getSides() ) do if native.isPresent( sSide ) then table.insert( tResults, sSide ) if native.getType( sSide ) == "modem" and not native.call( sSide, "isWireless" ) then local tRemote = native.call( sSide, "getNamesRemote" ) for n,sName in ipairs( tRemote ) do table.insert( tResults, sName ) end end end end return tResults end function isPresent( _sSide ) if type( _sSide ) ~= "string" then error( "bad argument #1 (expected string, got " .. type( _sSide ) .. ")", 2 ) end if native.isPresent( _sSide ) then return true end for n,sSide in ipairs( rs.getSides() ) do if native.getType( sSide ) == "modem" and not native.call( sSide, "isWireless" ) then if native.call( sSide, "isPresentRemote", _sSide ) then return true end end end return false end function getType( _sSide ) if type( _sSide ) ~= "string" then error( "bad argument #1 (expected string, got " .. type( _sSide ) .. ")", 2 ) end if native.isPresent( _sSide ) then return native.getType( _sSide ) end for n,sSide in ipairs( rs.getSides() ) do if native.getType( sSide ) == "modem" and not native.call( sSide, "isWireless" ) then if native.call( sSide, "isPresentRemote", _sSide ) then return native.call( sSide, "getTypeRemote", _sSide ) end end end return nil end function getMethods( _sSide ) if type( _sSide ) ~= "string" then error( "bad argument #1 (expected string, got " .. type( _sSide ) .. ")", 2 ) end if native.isPresent( _sSide ) then return native.getMethods( _sSide ) end for n,sSide in ipairs( rs.getSides() ) do if native.getType( sSide ) == "modem" and not native.call( sSide, "isWireless" ) then if native.call( sSide, "isPresentRemote", _sSide ) then return native.call( sSide, "getMethodsRemote", _sSide ) end end end return nil end function call( _sSide, _sMethod, ... ) if type( _sSide ) ~= "string" then error( "bad argument #1 (expected string, got " .. type( _sSide ) .. ")", 2 ) end if type( _sSide ) ~= "string" then error( "bad argument #2 (expected string, got " .. type( _sMethod ) .. ")", 2 ) end if native.isPresent( _sSide ) then return native.call( _sSide, _sMethod, ... ) end for n,sSide in ipairs( rs.getSides() ) do if native.getType( sSide ) == "modem" and not native.call( sSide, "isWireless" ) then if native.call( sSide, "isPresentRemote", _sSide ) then return native.call( sSide, "callRemote", _sSide, _sMethod, ... ) end end end return nil end function wrap( _sSide ) if type( _sSide ) ~= "string" then error( "bad argument #1 (expected string, got " .. type( _sSide ) .. ")", 2 ) end if peripheral.isPresent( _sSide ) then local tMethods = peripheral.getMethods( _sSide ) local tResult = {} for n,sMethod in ipairs( tMethods ) do tResult[sMethod] = function( ... ) return peripheral.call( _sSide, sMethod, ... ) end end return tResult end return nil end function find( sType, fnFilter ) if type( sType ) ~= "string" then error( "bad argument #1 (expected string, got " .. type( sType ) .. ")", 2 ) end if fnFilter ~= nil and type( fnFilter ) ~= "function" then error( "bad argument #2 (expected function, got " .. type( fnFilter ) .. ")", 2 ) end local tResults = {} for n,sName in ipairs( peripheral.getNames() ) do if peripheral.getType( sName ) == sType then local wrapped = peripheral.wrap( sName ) if fnFilter == nil or fnFilter( sName, wrapped ) then table.insert( tResults, wrapped ) end end end return table.unpack( tResults ) end
local crypto_onetimeauth_sig = [[ int %s(unsigned char *out, const unsigned char *in, unsigned long long inlen, const unsigned char *k) ]] local crypto_onetimeauth_verify_sig = [[ int %s(const unsigned char *h, const unsigned char *in, unsigned long long inlen, const unsigned char *k) ]] local crypto_onetimeauth_init_sig = [[ int %s(void *state, const unsigned char *key) ]] local crypto_onetimeauth_update_sig = [[ int %s(void *state, const unsigned char *in, unsigned long long inlen) ]] local crypto_onetimeauth_final_sig = [[ int %s(void *state, unsigned char *out) ]] local crypto_onetimeauth_keygen_sig = [[ void %s(unsigned char *out) ]] local crypto_onetimeauth_statebytes_sig = [[ size_t %s(void) ]] local signatures = { ['crypto_onetimeauth'] = crypto_onetimeauth_sig, ['crypto_onetimeauth_verify'] = crypto_onetimeauth_verify_sig, ['crypto_onetimeauth_init'] = crypto_onetimeauth_init_sig, ['crypto_onetimeauth_update'] = crypto_onetimeauth_update_sig, ['crypto_onetimeauth_final'] = crypto_onetimeauth_final_sig, ['crypto_onetimeauth_keygen'] = crypto_onetimeauth_keygen_sig, ['crypto_onetimeauth_statebytes'] = crypto_onetimeauth_statebytes_sig, ['crypto_onetimeauth_poly1305'] = crypto_onetimeauth_sig, ['crypto_onetimeauth_poly1305_verify'] = crypto_onetimeauth_verify_sig, ['crypto_onetimeauth_poly1305_init'] = crypto_onetimeauth_init_sig, ['crypto_onetimeauth_poly1305_update'] = crypto_onetimeauth_update_sig, ['crypto_onetimeauth_poly1305_final'] = crypto_onetimeauth_final_sig, ['crypto_onetimeauth_poly1305_keygen'] = crypto_onetimeauth_keygen_sig, ['crypto_onetimeauth_poly1305_statebytes'] = crypto_onetimeauth_statebytes_sig, } return signatures
--- Dialog component class. -- This is the base class for all in-game dialogs. If you want to -- create an in-game dialog derive from this class, create an instance and -- add it to @{SceneObject}. Example: -- -- class 'MyDialog' (DialogComponent) -- -- function MyDialog:__init() -- DialogComponent.__init(self, self, vec2(scene.gameWidth / 2 - 15, 1), 30, 8); -- self.i = 0; -- end -- -- function MyDialog:onRegister() -- self:setTitlePlayer(); -- self:setMessage("Hi, Jake"); -- end -- -- function MyDialog:onUnregister() -- end -- -- function MyDialog:okPressed() -- if self.i == 0 then -- self:setTitleAlly("Jake", "common1/portrait_jake.png"); -- self:setMessage("Hi, player"); -- elseif self.i == 1 then -- self:setTitlePlayer(); -- self:setMessage("Bye"); -- else -- self:endDialog(); -- end -- self.i = self.i + 1; -- end -- -- local dialog = SceneObject(); -- dialog:addComponent(MyDialog()); -- scene:addObject(dialog); -- -- @classmod DialogComponent --- DialogComponent constructor. -- @param self -- @param self -- @tparam vec2 pos Dialog center position -- @number width Dialog width, in units -- @number height Dialog height, in units -- @function DialogComponent function DialogComponent:__init(self, self, pos, width, height) end --- Change dialog title and avatar to player. function DialogComponent:setTitlePlayer() end --- Change dialog title and avatar to an ally. -- @string name Ally name -- @string image Ally avatar path function DialogComponent:setTitleAlly(name, image) end --- Change dialog title and avatar to an enemy. -- @string name Enemy name -- @string image Enemy avatar path function DialogComponent:setTitleEnemy(name, image) end --- Set dialog message. -- @string message function DialogComponent:setMessage(message) end --- End the dialog. -- Shorthand for: -- self.parent:removeFromParent(); function DialogComponent:endDialog() end --- Called when user presses "ok" in the dialog. function DialogComponent:okPressed() end --- Allow fast completions. -- When true the user doesn't have to wait until each dialog message is -- typed, he can press "ok" and skip ahead. -- @tfield[opt=true] bool fastComplete
local floor = math.floor local insert = table.insert local Cursor = required("Cursor") local DrawCommands = required("DrawCommands") local LayoutManager = required("LayoutManager") local Mouse = required("Mouse") local Stats = required("Stats") local Style = required("Style") local Window = required("Window") local Text = {} function Text.begin(label, options) local stat_handle = Stats.begin("Text", "Slab") options = options == nil and {} or options options.colour = options.colour == nil and Style.text_color or options.colour options.pad = options.pad == nil and 0.0 or options.pad options.is_selectable = options.is_selectable == nil and false or options.is_selectable options.is_selectable_text_only = options.is_selectable_text_only == nil and false or options.is_selectable_text_only options.is_selected = options.is_selected == nil and false or options.is_selected options.add_item = options.add_item == nil and true or options.add_item options.hover_color = options.hover_color == nil and Style.TextHoverBgColor or options.hover_color options.url = options.url == nil and nil or options.url if options.url ~= nil then options.is_selectable_text_only = true options.colour = Style.TextURLColor end local w = Text.get_width(label) local h = Style.Font:getHeight() local pad_x = options.pad LayoutManager.add_control(w + pad_x, h) local colour = options.colour local result = false local win_id = Window.get_item_id(label) local x, y = Cursor.get_position() local mouse_x, mouse_y = Window.get_mouse_position() local is_obstructed = Window.is_obstructed_at_mouse() if not is_obstructed and x <= mouse_x and mouse_x <= x + w and y <= mouse_y and mouse_y <= y + h then Window.set_hot_item(win_id) end local win_x, win_y, win_w, win_h = Window.get_bounds() local check_x = options.is_selectable_text_only and x or win_x local check_w = options.is_selectable_text_only and w or win_w local hovered = not is_obstructed and check_x <= mouse_x and mouse_x <= check_x + check_w + pad_x and y <= mouse_y and mouse_y <= y + h if options.is_selectable or options.is_selected then if hovered or options.is_selected then DrawCommands.rectangle("fill", check_x, y, check_w + pad_x, h, options.hover_color) end if hovered then if options.select_on_hover then result = true else if Mouse.is_clicked(1) then result = true end end end end if hovered and options.url ~= nil then Mouse.set_cursor("hand") if Mouse.is_clicked(1) then love.system.openURL(options.url) end end DrawCommands.print(label, floor(x + pad_x * 0.5), floor(y), colour, Style.Font) if options.url ~= nil then DrawCommands.line(x + pad_x, y + h, x + w, y + h, 1.0, colour) end Cursor.set_item_bounds(x, y, w + pad_x, h) Cursor.advance_y(h) if options.add_item then Window.add_item(x, y, w + pad_x, h, win_id) end Stats.finish(stat_handle) return result end function Text.begin_formatted(label, options) local stat_handle = Stats.begin("textf", "Slab") local win_w, win_h = Window.get_borderless_size() options = options == nil and {} or options options.colour = options.colour == nil and Style.text_color or options.colour options.w = options.w == nil and win_w or options.w options.align = options.align == nil and "left" or options.align if Window.is_auto_size() then options.w = WIDTH end local width, wrapped = Style.Font:getWrap(label, options.w) local h = #wrapped * Style.Font:getHeight() LayoutManager.add_control(width, h) local x, y = Cursor.get_position() DrawCommands.printf(label, floor(x), floor(y), width, options.align, options.colour, Style.Font) Cursor.set_item_bounds(floor(x), floor(y), width, h) Cursor.advance_y(h) Window.reset_content_size() Window.add_item(floor(x), floor(y), width, h) Stats.finish(stat_handle) end function Text.begin_object(object, options) local stat_handle = Stats.begin("TextObject", "Slab") local win_w, win_h = Window.get_borderless_size() options = options == nil and {} or options options.colour = options.colour == nil and Style.text_color or options.colour local w, h = object:getDimensions() LayoutManager.add_control(w, h) local x, y = Cursor.get_position() DrawCommands.Text(object, floor(x), floor(y), options.colour) Cursor.set_item_bounds(floor(x), floor(y), w, h) Cursor.advance_y(y) Window.reset_content_size() Window.add_item(floor(x), floor(y), w, h) Stats.finish(stat_handle) end function Text.get_width(label) return Style.Font:getWidth(label) end function Text.get_height() return Style.Font:getHeight() end function Text.get_size(label) return Style.Font:getWidth(label), Style.Font:getHeight() end function Text.get_size_wrap(label, width) local w, lines = Style.Font:getWrap(label, width) return w, #lines * Text.get_height() end function Text.get_lines(label, width) local w, lines = Style.Font:getWrap(label, width) local start = 0 for i, v in ipairs(lines) do if #v == 0 then lines[i] = "\n" else local offset = start + #v + 1 local ch = string.sub(label, offset, offset) if ch == "\n" then lines[i] = lines[i] .. "\n" end end start = start + #lines[i] end if string.sub(label, #label, #label) == "\n" then insert(lines, "") end if #lines == 0 then insert(lines, "") end return lines end function Text.create_object() return love.graphics.newText(Style.Font) end return Text
SCarHudHandler = {} SCarHudHandler.Huds = {} SCarHudHandler.HudsNameTrans = {} SCarHudHandler.NrOfHuds = 0 SCarHudHandler.CurrentHud = nil SCarHudHandler.isWideScreen = false SCarHudHandler.vel = 0 SCarHudHandler.mph = 0 SCarHudHandler.kmh = 0 SCarHudHandler.showGear = "" SCarHudHandler.CurGear = 0 SCarHudHandler.rev = 40 SCarHudHandler.revScale = 40 SCarHudHandler.isRevving = false SCarHudHandler.curRev = 40 SCarHudHandler.forwardMaxSpeed = 300 SCarHudHandler.reverseMaxSpeed = 300 SCarHudHandler.fuel = 1 SCarHudHandler.neutral = false SCarHudHandler.isOn = false SCarHudHandler.isScarSeat = 0 SCarHudHandler.SCar = nil SCarHudHandler.FuncRes = false SCarHudHandler.ply = nil SCarHudHandler.veh = nil SCarHudHandler.LastSelection = 1 SCarHudHandler.LastSelectionName = "" SCarHudHandler.retry = true SCarHudHandler.UseTurbo = false SCarHudHandler.TurboPercent = 0 SCarHudHandler.LastTurboUse = false SCarHudHandler.ContineousTurbo = false SCarHudHandler.TDur = 0 SCarHudHandler.TurboDelay = 0 SCarHudHandler.TurboDuration = 0 SCarHudHandler.StartTurboTime = 0 SCarHudHandler.speed = 0 SCarHudHandler.xSize = 0 SCarHudHandler.ySize = 0 SCarHudHandler.xPos = 0 SCarHudHandler.yPos = 0 SCarHudHandler.CamData = {} SCarHudHandler.maxs = Vector(0,0,0) SCarHudHandler.mins = Vector(0,0,0) SCarHudHandler.length = 0 SCarHudHandler.height = 0 SCarHudHandler.origin = Vector(0,0,0) SCarHudHandler.ang = Angle(0,0,0) function SCarHudHandler:Init() local huds = {} huds = file.Find( "scarhud/*.lua" , "LUA") for _, plugin in ipairs( huds ) do include( "scarhud/" .. plugin ) end self:ReadFromFile() end function SCarHudHandler:SaveToFile() file.Write( "scarhud.txt", self.LastSelectionName.."\n") end function SCarHudHandler:Refresh() self.NrOfHuds = 0 self:Init() end function SCarHudHandler:ReadFromFile() local canDo = false canDo = file.Exists( "scarhud.txt", "DATA" ) if canDo then local cont = file.Read( "scarhud.txt" ) cont = file.Read( "scarhud.txt", "DATA" ) if cont == nil then SCarsReportError("SCar hud file exists but it has no real content? Writing default SCar hud file!", 150) file.Write( "scarhud.txt", "Default" ) cont = file.Read( "scarhud.txt", "DATA" ) if cont == nil then SCarsReportError("Writing the default SCar hud file and reading it didn't work. Not allowed to read/write files?", 255) return end end local data = string.Explode(string.char(10), cont) if !self.HudsNameTrans[data[1]] && self.retry == true then self.retry = false SCarsReportError("AAReading SCar hud file failed! Trying to solve..") file.Write( "scarhud.txt", "Default" ) self:ReadFromFile() elseif !self:SetActiveHudByName( data[1] ) then SCarHudHandler.LastSelection = 1 SCarHudHandler.LastSelectionName = "" self.CurrentHud = self.Huds[1] if self.CurrentHud.Init then self.CurrentHud:Init() end end else if self.retry == true then self.retry = false file.Write( "scarhud.txt", "Default" ) self:ReadFromFile() else SCarsReportError("Could not read SCar hud settings file!", 250) end end end function SCarHudHandler:SetActiveHudByName( name ) if self.HudsNameTrans[name] then SCarHudHandler.LastSelectionName = name SCarHudHandler.LastSelection = self.HudsNameTrans[SCarHudHandler.LastSelectionName] self.CurrentHud = self.Huds[SCarHudHandler.LastSelection] if self.CurrentHud.Init then self.CurrentHud:Init() end return true end return false end function SCarHudHandler:RefreshMenu( Panel ) local CPanel = controlpanel.Get( "SCarHud" ) if ( !CPanel ) then return end CPanel:ClearControls() SCarHudHandler.BuildMenu( CPanel ) end function SCarHudHandler.BuildMenu( Panel ) local self = SCarHudHandler local Text = vgui.Create("DLabel") Text:SetPos(5,0) Text:SetFont("Default") Text:SetText("Selected: "..self.LastSelectionName) Text:SetColor(Color(255,255,255,255)) Panel:AddItem(Text) local hudList = vgui.Create( "DListView" ) hudList:SetSize( 100, 185 ) hudList:SetMultiSelect(false) hudList:AddColumn("Huds") -- Add column hudList.OnClickLine = function(parent, line, isselected) local val = line:GetValue(1) if SCarHudHandler.LastSelectionName != val then SCarHudHandler.LastSelectionName = val SCarViewManager:SaveToFile() SCarViewManager:RefreshMenu( Panel ) if SCarViewManager.Cams[SCarViewManager.CurCam].Init then SCarViewManager.Cams[SCarViewManager.CurCam]:Init() end self:SetActiveHudByName(val) SCarHudHandler:SaveToFile() SCarHudHandler:RefreshMenu( Panel ) end end for i = 1, self.NrOfHuds do hudList:AddLine( self.Huds[i].Name ) end Panel:AddItem(hudList) if self.Huds[SCarHudHandler.LastSelection].MenuElements then self.Huds[SCarHudHandler.LastSelection]:MenuElements( Panel ) end end function SCarHudHandler:RegisterHUD(hud) self.NrOfHuds = self.NrOfHuds + 1 if !hud.Name then hud.Name = "No Name" end self.Huds[self.NrOfHuds] = hud self.HudsNameTrans[hud.Name] = self.NrOfHuds end function SCarHudHandler:GetHudByName( name ) for i = 1, self.NrOfHuds do if self.Huds[i].Name == name then return self.Huds[i] end end end function SCarHudHandler:SelectHud( name ) self:GetHudByName( name ) end function SCarHudHandler:GetTableOfTitles( ) local names = {} for i = 1, self.NrOfHuds do names[i] = self.Huds[i].Name end return nrOfNames, names end function SCarHudHandler:UpdateHUD() local self = SCarHudHandler if !LocalPlayer() or !LocalPlayer():Alive() then return end if LocalPlayer():GetActiveWeapon() == "Camera" then return end if GetViewEntity():GetClass() == "gmod_cameraprop" then return end self.ply = LocalPlayer() self.veh = self.ply:GetVehicle() self.isScarSeat = 0 self.SCar = nil self.FuncRes = false if IsValid(self.veh) then self.isScarSeat = self.veh:GetNetworkedInt( "SCarSeat" ) self.SCar = self.veh:GetNetworkedEntity("SCarEnt") end if self.SCar and self.SCar.HudPaintAdd then self.FuncRes = self.SCar:HudPaintAdd(self.isScarSeat) end if !self.FuncRes and self.isScarSeat == 1 and IsValid(self.SCar) then --Checking if the user have a widescreen res or not. self.isWideScreen = true if (ScrW() / ScrH()) <= (4 / 3) then self.isWideScreen = false end self.vel = self.veh:GetVelocity():Length() self.mph = self.vel / 23.33 self.kmh = self.vel / 14.49 self.showGear = " " if self.CurGear == -1 then self.showGear = "R" elseif self.CurGear == -2 then self.showGear = "B" elseif self.CurGear == -3 then self.showGear = "H" else self.showGear = tostring(self.CurGear + 1) end --Calculating Rev self.rev = ((self.vel % self.revScale) / self.revScale) if self.isRevving == true then self.curRev = math.Approach( self.curRev, 1 , 0.58333 * FrameTime() ) elseif self.neutral == true or self.isOn == false then --Neutral (no throttle) self.curRev = math.Approach( self.curRev, 0 , 0.3 * FrameTime() ) elseif self.CurGear >= 0 then self.curRev = math.Approach( self.curRev, self.rev , ((self.rev - self.curRev) * 0.1) ) if self.vel > self.forwardMaxSpeed then self.curRev = 1 end elseif self.CurGear == -1 then self.rev = ( self.vel / self.reverseMaxSpeed ) self.curRev = math.Approach( self.curRev, self.rev , ((self.rev - self.curRev) * 0.1) ) if self.vel > self.reverseMaxSpeed then self.rev = 1 end else self.curRev = math.Approach( self.curRev, 0 , 0.3 * FrameTime() ) end self.curRev = math.Clamp( self.curRev, 0, 1) --------Turbo if self.ContineousTurbo == true then if self.UsingTurbo == true then self.TurboPercent = (self.TDur - CurTime()) / self.TurboDuration else self.TurboPercent = 1-(self.TDur - CurTime()) / self.TurboDelay end else if self.UsingTurbo == true then self.TurboPercent = (1 - self.TurboDelay) * ((self.StartTurboTime - CurTime()) / self.TurboDuration) else self.TurboPercent = self.TurboDelay + (1-((self.StartTurboTime - CurTime()) / self.TurboDuration)) * (1-self.TurboDelay) end end self.TurboPercent = math.Clamp(self.TurboPercent,0,1) if SCarClientData["scar_kmormiles"] == true then self.speed = self.kmh else self.speed = self.mph end self.CurrentHud:DrawHud(self.vel, self.curRev, self.showGear, self.fuel, self.TurboPercent, self.speed, self.SCar, self.ply, self.isWideScreen, SCarClientData["scar_kmormiles"]) if SCarClientData["scar_rearviewmirror_use"] then self.xSize = ScrW() * (SCarClientData["scar_rearviewmirror_sizex"] * 0.01) self.ySize = ScrH() * (SCarClientData["scar_rearviewmirror_sizey"] * 0.01) self.xPos = (ScrW() - self.xSize) * (SCarClientData["scar_rearviewmirror_posx"] * 0.01) self.yPos = (ScrH() - self.ySize) * (SCarClientData["scar_rearviewmirror_posy"] * 0.01) draw.RoundedBox( 0, self.xPos, self.yPos, self.xSize, self.ySize , Color(0,0,0,255) ) self.xSize = self.xSize - 4 self.ySize = self.ySize - 4 self.xPos = self.xPos + 2 self.yPos = self.yPos + 2 self.maxs = self.SCar:OBBMaxs() self.mins = self.SCar:OBBMins() self.length = (self.maxs.x - self.mins.x) * -0.47 self.height = (self.maxs.z - self.mins.z) * 0.2 self.origin = self.SCar:LocalToWorld(self.SCar:OBBCenter()) + self.SCar:GetForward() * self.length + self.SCar:GetUp() * self.height self.ang = self.SCar:GetAngles() self.ang:RotateAroundAxis( self.ang:Up(), 180) self.SCar:SetDoDraw( false ) self.CamData.angles = self.ang self.CamData.origin = self.origin self.CamData.x = self.xPos self.CamData.y = self.yPos self.CamData.w = self.xSize self.CamData.h = self.ySize render.RenderView( self.CamData ) self.SCar:SetDoDraw( true ) end end end hook.Add( "HUDPaint", "DrawSCarHUD", SCarHudHandler.UpdateHUD ) function SCarHudHandler.Hide( Element ) if SCarHudHandler.isScarSeat >= 1 then if (Element=="CHudHealth") or (Element=="CHudBattery") or (Element=="CHudAmmo") or (Element=="CHudSecondaryAmmo")then return false end end end hook.Add("HUDShouldDraw", "HideCrapScarHud", SCarHudHandler.Hide) --UserMessages local function GetUseNosFromServer( data ) SCarHudHandler.UsingTurbo = data:ReadBool() if SCarHudHandler.UsingTurbo == true then SCarHudHandler.TDur = CurTime() + SCarHudHandler.TurboDuration elseif SCarHudHandler.UsingTurbo == false then SCarHudHandler.TDur = CurTime() + SCarHudHandler.TurboDelay end end usermessage.Hook( "SCarGetUseNosFromServer", GetUseNosFromServer ) local function SCarGetUseContNosFromServer( data ) SCarHudHandler.ContineousTurbo = data:ReadBool() end usermessage.Hook( "SCarGetUseContNosFromServer", SCarGetUseContNosFromServer ) local function GetNosTimeFromServer( data ) SCarHudHandler.TurboDuration = data:ReadFloat() SCarHudHandler.StartTurboTime = SCarHudHandler.TurboDuration + CurTime() end usermessage.Hook( "GetNosTimeFromServer", GetNosTimeFromServer ) local function GetNosRegenTimeFromServer( data ) SCarHudHandler.TurboDelay = data:ReadFloat() end usermessage.Hook( "GetNosRegenTimeFromServer", GetNosRegenTimeFromServer ) local function GetGearFromServer( data ) SCarHudHandler.CurGear = data:ReadShort() end usermessage.Hook( "SCarGetGearFromServer", GetGearFromServer ) local function GetEngineRevFromServer( data ) SCarHudHandler.revScale = data:ReadLong() end usermessage.Hook( "SCarGetEngineRevFromServer", GetEngineRevFromServer ) local function GetEngineRevReverseFromServer( data ) SCarHudHandler.reverseMaxSpeed = data:ReadLong() end usermessage.Hook( "SCarGetEngineRevReverseFromServer", GetEngineRevReverseFromServer ) local function GetEngineRevForwardFromServer( data ) SCarHudHandler.forwardMaxSpeed = data:ReadLong() end usermessage.Hook( "SCarGetEngineRevForwardFromServer", GetEngineRevForwardFromServer ) local function GetFuelFromServer( data ) SCarHudHandler.fuel = data:ReadLong() / 20000 end usermessage.Hook( "SCarGetFuelFromServer", GetFuelFromServer ) local function GetNeutralFromServer( data ) SCarHudHandler.neutral = data:ReadBool() end usermessage.Hook( "SCarGetNeutralFromServer", GetNeutralFromServer ) local function GetRevvingFromServer( data ) SCarHudHandler.isRevving = data:ReadBool() end usermessage.Hook( "SCarGetRevvingFromServer", GetRevvingFromServer ) local function GetIsOnFromServer( data ) SCarHudHandler.isOn = data:ReadBool() end usermessage.Hook( "SCarGetIsOnFromServer", GetIsOnFromServer )
luafft = require "luafft" local signal = {} local size = next_possible_size(2*2048+1) local frequency = 1024 local length = size / frequency --size = next_size(size) --Populates a list with random real numbers in complex format function populate(list) for i=1,size do list[i] = complex.new(math.sin(2* i/frequency * 2*math.pi) + math.sin(10* i/frequency * 2*math.pi), 0)--complex.new(math.random(), 0) end end --displays the fourier spectrum function display(spectrum) for i=1,#spectrum/2 do print(string.format("%.1f Hz\t%1.1f",(i-1)/length, (spectrum[i]:abs()))) end end --displays a single list with whatever it contains function print_list(list) for i,v in ipairs(list) do print(i,v) end end --devide a list with a certain constant factor function devide(list, factor) for i,v in ipairs(list) do list[i] = list[i] / factor end end --create a signal with two sine waves populate(signal) --carry out fast fourier transformation and store result in "spec" local spec = fft(signal, false) --now carry out inverse fast fourier transformation and store result in "reconstructed" reconstructed = fft(spec, true) --After retransformation, we need to devide by the data size devide(reconstructed, size) devide(spec, size/2) --Displays the fourier spectrum of the audio signal display(spec)
AddCSLuaFile() ENT.WeaponTypes.Javelin = { Name = "mechassault.weapon.javelin", Type = "Missile", Function = "FireJavelin", Cooldown = 2.5, FireRate = 0.1, Class = { "ma2_proj_javelin_lvl1", "ma2_proj_javelin_lvl2", "ma2_proj_javelin_lvl3" }, MaxLevel = 3 } function ENT:FireJavelin(tbl, level, attachments) if SERVER then local index = self:GetCurrentWeapon() local aborted = false local target = self:GetTargetLock() -- Cache early so we re-use the same target in the timer section for k, v in ipairs(attachments) do timer.Simple((k - 1) * tbl.FireRate, function() if aborted then return end local attachment = self:GetAttachment(v) local ent = ents.Create(tbl.Class[level]) ent:SetPos(attachment.Pos) ent:SetAngles(attachment.Ang) ent:SetOwner(self) ent.Player = self:GetPlayer() ent:Spawn() ent:Activate() if IsValid(target) then ent:SetTracked(target) else ent:SetTargetPos(self:GetAimTrace().HitPos) end if not self:TakeAmmo(index) then aborted = true end end) end end self:SetNextAttack(CurTime() + (#attachments * tbl.FireRate) + tbl.Cooldown) end
--- --- plugin configuration information dao --- Copyright (c) GoGo Easy Team & Jacobs Lei --- Author: Jacobs Lei --- Date: 2018/4/6 --- Time: 下午4:05 local tonumber = tonumber local tostring = tostring local _M = {} --- --- load plugin information from storage by plugin name -- @param plugin_name -- @param store -- function _M.load_plugin_by_plugin_name(plugin_name, store) local flag,plugins, err = store:query({ sql = "select * from `c_plugin` where `plugin_name` = ?", params = {plugin_name} }) if err then ngx.log(ngx.ERR, "Load `enable` of plugin[" .. plugin_name .. "], error: ", err) return false, nil end if plugins and type(plugins) == "table" and #plugins > 0 then -- mysql query 默认返回的是一个array, 此处根据plugin_name查询只返回一个plugin -- 如果直接返回 plugin 其实是array,后续使用会误解,所以此处直接返回 plugin[1] return true, plugins[1] end return false,nil end --- update the plugin enable or not by plugin's name -- @param store -- @param plugin_name -- @param enable -- function _M.update_plugin_enable(store,plugin_name, enable) ngx.log(ngx.ERR, "update the plugin[" .. plugin_name .."]'s enable[".. enable .."]") if not plugin_name or type(plugin_name) ~= "string" then ngx.log(ngx.ERR, "update the plugin[" .. plugin_name .."]'s enable[".. enable .."] false") return false end if not enable or not tonumber (enable) then ngx.log(ngx.ERR, "update the plugin[" .. plugin_name .."]'s enable[".. enable .."] false") return false end local result = store:update({ sql = "update c_plugin set `enable` = ? where `plugin_name`=? ", params = {enable,plugin_name } }) ngx.log(ngx.ERR, "update the plugin[" .. plugin_name .."]'s enable[".. enable .."]'s result:" .. tostring(result)) return result end --- --- 获取所有非内建 plugin -- @param store -- function _M.load_plugin(store) local flag,plugins, err = store:query({ sql = "select * from c_plugin where is_built_in = 0" }) if err then ngx.log(ngx.ERR, "load_plugin error: ", err) return false, nil end if plugins and type(plugins) == "table" and #plugins > 0 then return true, plugins end return true,nil end return _M
-- NOTE: the serialization here is ONLY intended for communication between threads -- in a running process, NOT for saving to disk...!! local ffi = require 'ffi' local comms = {} local tostring_types = {number=true, boolean=true, ['nil']=true} local ptr_meta = { __serialize = function(self, buf) local ptr_buf = ffi.new('void*[1]', self.ptr) local stringed = ffi.string(ptr_buf, ffi.sizeof 'void*') if self.lib then buf[#buf+1] = string.format('ptr(%q, %q, %q)', stringed, self.type, self.lib) else buf[#buf+1] = string.format('ptr(%q, %q)', stringed, self.type) end end; } function comms.ptr(ptr, type, lib) return setmetatable({ptr=ptr, type=type, lib=lib}, ptr_meta) end local function append_value(buf, value, tables) local vtype = type(value) if vtype == 'string' then buf[#buf+1] = string.format('%q', value) return end if tostring_types[vtype] or (vtype == 'cdata' and (ffi.istype('int64_t', value) or ffi.istype('uint64_t', value))) then buf[#buf+1] = tostring(value) return end local m = getmetatable(value) if type(m) == 'table' and m.__serialize then m.__serialize(value, buf) return end if vtype == 'table' then if tables[value] then error('cannot serialize table with cycles') end tables[value] = true buf[#buf+1] = '{' for k, v in pairs(value) do buf[#buf+1] = '[' append_value(buf, k, tables) buf[#buf+1] = ']=' append_value(buf, v, tables) buf[#buf+1] = ';' end buf[#buf+1] = '}' tables[value] = nil return end error('unable to serialize:' .. tostring(value)) end function comms.serialize(...) local buf = {} for i = 1, select('#', ...) do if i > 1 then buf[#buf+1] = ', ' end append_value(buf, select(i, ...), {}) end return table.concat(buf) end local function ptr(stringed, type, lib) if lib then require(lib) end return ffi.cast(type, ffi.cast('void**', stringed)[0]) end function comms.deserialize(serialized) return assert(loadstring('local ptr=...;return ' .. serialized))(ptr) end return comms
loadstring(game:HttpGet("https://raw.githubusercontent.com/Storm99999/Plasmaploit/main/Protected.lua"))()
require("gameData/dataInterfaceBase"); require("hall/matchHall/gameMatchHall/data/matchHallDataInterface"); require("hall/matchHall/gameMatchHall/data/matchRecordDataInterface"); --[[ 比赛信息中间层 --]] MatchIsolater = class(DataInterfaceBase); MatchIsolater.Delegate = { -- 比赛列表 onGetMatchList = "onGetMatchList"; onResponseMatchDetail = "onResponseMatchDetail"; onResponseMatchBasicInfo = "onResponseMatchBasicInfo"; -- 报名 onSignupMatchSuccess = "onSignupMatchSuccess"; onUpdateMatchState = "onUpdateMatchState"; onSignupMatchFailed = "onSignupMatchFailed"; onTimeToEnterMatch = "onTimeToEnterMatch"; -- 退赛 onExitMatchSuccess = "onExitMatchSuccess"; onExitMatchFailed = "onExitMatchFailed"; -- 邀请好友 onGetFriendInviteList = "onGetFriendInviteList"; -- 等待界面 onRefreshMatchWatingTime = "onRefreshMatchWatingTime"; onMatchReconnected = "onMatchReconnected"; }; MatchIsolater.getInstance = function ( ) if not MatchIsolater.s_instance then MatchIsolater.s_instance = new (MatchIsolater); end return MatchIsolater.s_instance; end MatchIsolater.ctor = function ( self ) MatchHallDataInterface.getInstance():setObserver(self); end MatchIsolater.dtor = function ( self ) MatchHallDataInterface.getInstance():clearObserver(self); end --[[ @brief 设置当前比赛详情 @param matchData (table) 比赛详情 --]] MatchIsolater.setMatchData = function ( self, matchData ) MatchHallDataInterface.getInstance():setMatchData(matchData or {}); end --[[ @brief 获取当前比赛详情 @return (table) 比赛详情 --]] MatchIsolater.getMatchData = function ( self ) return MatchHallDataInterface.getInstance():getMatchData(); end --[[ @brief 设置当前比赛类型 @param matchType (number) 比赛类型 GameConstant.NORMAL_IMMEDIATE_MATCH = 0 快速赛 GameConstant.FIXED_TIME_MATCH = 3 定时赛 --]] MatchIsolater.setCurMatchType = function ( self, matchType ) MatchHallDataInterface.getInstance():setCurMatchType(matchType); end --[[ @brief 获取当前比赛类型 @return (number) 比赛类型 GameConstant.NORMAL_IMMEDIATE_MATCH = 0 快速赛 GameConstant.FIXED_TIME_MATCH = 3 定时赛 --]] MatchIsolater.getCurMatchType = function ( self ) return MatchHallDataInterface.getInstance():getCurMatchType(); end --[[ @brief 设置当前比赛状态 @param status (number) 比赛状态 1 报名成功等待界面 2 轮结束等待界面 3 比赛游戏结束 4 游戏中 5 无状态 --]] MatchIsolater.setMatchStatus = function ( self, status ) MatchHallDataInterface.getInstance():setMatchStatus(status); end --[[ @brief 获取当前比赛状态 @return (number) 比赛状态 1 报名成功等待界面 2 轮结束等待界面 3 比赛游戏结束 4 游戏中 5 无状态 --]] MatchIsolater.getMatchStatus = function ( self ) return MatchHallDataInterface.getInstance():getMatchStatus(); end --[[ @brief 当前比赛是否支持举报 @return boolean --]] MatchIsolater.getCurMatchIsSupportReport = function(self) return MatchHallDataInterface.getInstance():getCurMatchIsSupportReport(); end --[[ @brief 设置报名比赛id @param matchId (number) 比赛id @note 设置该值,进入比赛列表时,会自动报名该比赛。用完请赋值nil --]] MatchIsolater.setSignMatchId = function ( self, matchId ) MatchHallDataInterface.getInstance():setSignMatchId(matchId); end --[[ @brief 获取报名比赛id @return (number) 比赛id --]] MatchIsolater.getSignMatchId = function ( self ) return MatchHallDataInterface.getInstance():getSignMatchId(); end --[[ @brief 设置比赛跳转信息 @param jumpInfo (table) 比赛跳转信息 --]] MatchIsolater.setMatchJumpInfo = function(self, jumpInfo) MatchHallDataInterface.getInstance():setMatchJumpInfo(jumpInfo) end --[[ @brief 获取比赛跳转信息 @return (table) 比赛跳转信息 --]] MatchIsolater.getMatchJumpInfo = function(self) return MatchHallDataInterface.getInstance():getMatchJumpInfo() end --[[ @brief 设置是否从房间接收广播进入比赛 @param flag (boolean) true为是,false为否 --]] MatchIsolater.setIsRoomToMatch = function(self, flag) MatchHallDataInterface.getInstance():setIsRoomToMatch(flag); end --[[ @brief 获取是否从房间接收广播进入比赛 @return (boolean) 是否从房间接收广播进入比赛, true为是,false为否 --]] MatchIsolater.getIsRoomToMatch = function(self) return MatchHallDataInterface.getInstance():getIsRoomToMatch(); end --[[ @brief 设置比赛列表过滤的游戏id(用作房间列表往比赛列表跳转) @param gameId (number) 游戏id --]] MatchIsolater.setFilterGameId = function (self, gameId) MatchHallDataInterface.getInstance():setFilterGameId(gameId); end --[[ @brief 获取比赛列表过滤的游戏id @return (number) 游戏id --]] MatchIsolater.getFilterGameId = function (self) return MatchHallDataInterface.getInstance():getFilterGameId(); end --[[ @brief 设置比赛分享模板,弃用 @param template (table) 分享模板 --]] MatchIsolater.setShareTemplate = function ( self, template ) -- do nothing end --[[ @brief 获取比赛分享模板 @return (table) 分享模板 主要用于比赛分享 + 子游戏分享 t = { [key] = { share_icon 分享Icon share_url 分享url desc 分享内容 } } key --> eg: match_win、match_failed、game_win、game_failed、free_failed 等等 --]] MatchIsolater.getShareTemplate = function ( self ) return MatchHallDataInterface.getInstance():getShareTemplate(); end --[[ @brief 设置下一场比赛的类型,比赛结束报名下一场的时候用 @param type (number) 比赛类型 GameConstant.NORMAL_IMMEDIATE_MATCH = 0 快速赛 GameConstant.FIXED_TIME_MATCH = 3 定时赛 --]] MatchIsolater.setNextMatchType = function ( self, type) MatchHallDataInterface.getInstance():setNextMatchType(type); end --[[ @brief 获取下一场比赛类型 @return (number) 比赛类型 GameConstant.NORMAL_IMMEDIATE_MATCH = 0 快速赛 GameConstant.FIXED_TIME_MATCH = 3 定时赛 --]] MatchIsolater.getNextMatchType = function ( self ) return MatchHallDataInterface.getInstance():getNextMatchType(); end --[[ @brief 设置比赛缓存的玩家分数信息 @param info (table) 玩家分数信息 info = { [1] = { mid 玩家mid score 玩家分数 }, ... } --]] MatchIsolater.setMatchScoreInfo = function ( self, info ) MatchHallDataInterface.getInstance():setMatchScoreInfo(info); end --[[ @brief 获取比赛缓存的玩家分数信息 @return (table) 玩家分数信息 t = { [1] = { mid 玩家mid score 玩家分数 }, ... } --]] MatchIsolater.getMatchScoreInfo = function (self) return MatchHallDataInterface.getInstance():getMatchScoreInfo(); end --[[ @brief 设置比赛阶段信息 @param info (table) 比赛阶段信息 info = { stageInfo = { [1] = { name 阶段名称 number 晋级人数 rounds = { 阶段包含轮数 1,2,3,... } }, ... } daliInfo = { TillWeedoutNum 截止人数 promotionNum 晋级人数 } } --]] MatchIsolater.setMatchStageInfo = function ( self, info) MatchHallDataInterface.getInstance():setMatchStageInfo(info); end --[[ @brief 获取比赛阶段信息 @return (table) 比赛阶段信息 info = { stageInfo = { [1] = { name 阶段名称 number 晋级人数 rounds = { 阶段包含轮数 1,2,3,... } }, ... } daliInfo = { TillWeedoutNum 截止人数 promotionNum 晋级人数 } } --]] MatchIsolater.getMatchStageInfo = function ( self ) return MatchHallDataInterface.getInstance():getMatchStageInfo(); end --[[ @note 兼容旧接口,不要再调用此接口 --]] MatchIsolater.getClosestDSMatch = function ( self, matchType, gameId ) return self:getClosestMatchCanSiginup({type = matchType, gameid = gameId}); end --[[ @brief 获取最近一场定时赛,报名下一场用 @param data (table) 比赛数据 --]] MatchIsolater.getClosestMatchCanSiginup = function ( self, data ) return MatchHallDataInterface.getInstance():getClosestMatchCanSiginup(data); end --[[ @brief 根据比赛ID判断是否为邀请赛 @param matchId (number) 比赛ID --]] MatchIsolater.checkInvitationalById = function ( self, matchId) return MatchHallDataInterface.getInstance():checkInvitationalById(matchId); end --[[ @brief 设置比赛是否刚开始 @param flag (boolean) true为是,false为否 --]] MatchIsolater.setIsJustStart = function ( self, flag ) MatchHallDataInterface.getInstance():setIsJustStart(flag); end --[[ @brief 获取比赛是否刚开始 @return (boolean) true为是,false为否 --]] MatchIsolater.getIsJustStart = function ( self ) return MatchHallDataInterface.getInstance():getIsJustStart(); end -- ==========================比赛大厅 begin==================================== --[[ @brief 报名比赛 @param matchInfo (table) 比赛数据,即比赛列表数据项 --]] MatchIsolater.signupMatch = function ( self, matchInfo ) MatchHallDataInterface.getInstance():signupMatch(matchInfo); end --[[ @brief 报名成功回调,直接进入等待界面 @param info (table) 报名成功返回数据 info = { num 当前报名人数 totalNum 最低报名人数 turnMoney 银币变化 totalMoney 总银币 totalDiamond 总钻石 userInfo 用户当前信息(json格式,银币钻石水晶数量更新尽量用此字段,方便以后扩展) } --]] MatchIsolater.onSignupMatchSuccess = function ( self, info ) self:notify(MatchIsolater.Delegate.onSignupMatchSuccess, info); end --[[ @brief 报名成功,未进入等待界面 @param info (table) 报名成功返回数据 info = { type 物品类型 count 物品数量 extenalMoney 玩家银币(组合报名相关字段,已无用) userInfo 用户当前信息(json格式,银币钻石水晶数量更新尽量用此字段,方便以后扩展) } --]] MatchIsolater.onUpdateMatchState = function ( self, info ) self:notify(MatchIsolater.Delegate.onUpdateMatchState, info); end --[[ @brief 报名失败 @param info (table) 报名失败返回数据 info = { code 错误码 matchId 比赛id gameId 游戏id } 错误码 MatchHallDataInterface.FATAL_ERROR = 0 服务器内部异常 MatchHallDataInterface.MATCH_NOT_EXSITS = 1 比赛信息错误 MatchHallDataInterface.NOT_ENOUGH_ENTRY_FEE = 2 银币小于报名费用 MatchHallDataInterface.MATH_IS_PLAYING = 3 比赛已经开始且不属于重连 MatchHallDataInterface.ALREADY_SIGN_UP = 4 玩家已經報名 MatchHallDataInterface.NOT_REACH_TIME = 5 没到时间 MatchHallDataInterface.SIGN_UP_ERROR = 6 收到该错误码时,啥都不用处理 MatchHallDataInterface.MATCH_OVER_MAX_USER = 7 超过比赛报名最大人数 --]] MatchIsolater.onSignupMatchFailed = function ( self, info ) self:notify(MatchIsolater.Delegate.onSignupMatchFailed, info); end --[[ @brief 够钟比赛,允许进入等待界面 @param info (table) 返回数据 info = { matchId 比赛id matchName 比赛名称 min 提前几分钟入场 startTime 命令接收时间 } --]] MatchIsolater.onTimeToEnterMatch = function (self, data) self:notify(MatchIsolater.Delegate.onTimeToEnterMatch, data); end --[[ @brief 请求退赛 @param data (table) 比赛数据,即比赛列表数据项 --]] MatchIsolater.requestExitMatch = function ( self, data ) MatchHallDataInterface.getInstance():requestExitMatch(data); end --[[ @brief 请求退赛成功 @param matchInfo (table) 比赛数据,即比赛列表数据项 @param packetInfo (table) 返回数据 info = { returnMoney 退还银币 totalMoney 总银币 totalDiamond 总钻石 hasProp 是否有道具 type 道具类型,hasProp为true时存在 count 道具数量,hasProp为true时存在 userInfo 用户当前信息(json格式,银币钻石水晶数量更新尽量用此字段,方便以后扩展) } @param flag (boolean) 无用,必为true --]] MatchIsolater.onExitMatchSuccess = function ( self, matchInfo, packetInfo, flag ) self:notify(MatchIsolater.Delegate.onExitMatchSuccess, matchInfo, packetInfo, flag); end --[[ @brief 请求退赛失败 @param info (table) 返回数据 info = { errorType 错误码 matchId 比赛id,与客户端无关 gameId 游戏id realMatchId 比赛id } 错误码 0 游戏已经开始,而且该玩家处理比赛中,退出失败 1 该玩家未报名或者已经被淘汰,退出成功(不退报名费) 2 其他错误原因,退出成功(不退还报名费) 3 用户不存在 4 比赛即将开始,不允许退赛 --]] MatchIsolater.onExitMatchFailed = function ( self,info) self:notify(MatchIsolater.Delegate.onExitMatchFailed,info); end --[[ @brief 比赛重连 @param info (table) 返回数据 info = { matchId 比赛id,与客户端无关 gameId 游戏id readMatchId 比赛id gameType 游戏类型 isPlayIng 是否在玩牌中 } --]] MatchIsolater.onMatchReconnected = function(self,info) self:notify(MatchIsolater.Delegate.onMatchReconnected,info); end --[[ @brief 请求比赛列表 @return (table) 比赛列表 t = { [1] = { requestnum 最低开赛人数 type 比赛类型(0:快速赛,3:定时赛) mname 比赛名称 id 比赛id gameid 游戏id allowwaittime 允许提前进入时间 micon 比赛icon iconweight 比赛icon权重,从小到大优先级 applynum 报名人数 allapplynum 报名总人数 带上了机器人人数 matchpartitions 分场 fee = { 报名费,为空则免费报名 [1] = { 列表项 type 类型 num 数量 desc 描述 index 序号 }, ... } status 比赛状态 champion 冠军奖励信息 stime 开始时间 etime 结束时间 isfhmatch 是否复活赛 configid 比赛配置ID looptype 比赛循环周期 1:单场 2:多场 loopinterval 比赛循环间隔(单位为分钟) loopendtime 比赛循环截至时间(一天多场) firstbegintime 首次开赛时间,用于循环赛显示 rewardUrl 比赛奖励图 rewardDescribe 比赛奖励描述 matchtags = { 比赛标签(用于筛选) 1,2,3,... 标签id } invitetype 邀请赛类型 0:邀请赛 1:集团赛 matchentrycode 比赛验证码 matchentryinfo 比赛验证码获取方式 advicon 比赛运营icon adIcon 广告图 listSort 列表排序ID,从1开始,0或空最后 threshold 报名门槛 0为不设置 thresholdType 报名门槛类型 0:金币(银币) 1:金条 }, ... } 比赛状态 GameConstant.NOT_SIGN_UP = 0 未报名 GameConstant.HAVE_SIGN_UP = 1 已报名/已报名未开赛 GameConstant.ALLOW_JOIN_IN = 2 允许进入 GameConstant.MATCH_HAVE_START = 3 比赛已经开始 GameConstant.SIGN_UP_AND_ALLOW_JOIN_IN = 4 报名并且比赛可以进入 GameConstant.SIGN_UP_BUT_HAVE_START = 5 报名但比赛已经开始 --]] MatchIsolater.requestMatchList = function ( self ) return MatchHallDataInterface.getInstance():requestMatchList(); end --[[ @brief 请求比赛列表回调 @param info (table) 比赛列表 --]] MatchIsolater.onGetMatchList = function ( self, info) self:notify(MatchIsolater.Delegate.onGetMatchList, info); end --[[ @brief 请求比赛详细信息 @param matchId (number) 比赛id --]] MatchIsolater.requestMatchDetail = function ( self, matchId, groupId) MatchHallDataInterface.getInstance():requestMatchDetail(number.valueOf(matchId), groupId); end --[[ @brief 请求比赛详细信息回调 @param info (table) 比赛详细信息 info = { matchid 比赛id desc 规则描述 awardcount 比赛奖励数量 estimateduration 预估比赛时长(分钟) awardsmap = { 奖励映射 "","",.. } icon = { 奖励图片列表 ["1"] = "", 图片url ["2"] = "", ... } award = { 奖励列表 [1] = { 列表项 rank 排名描述 sort 排名 desc 奖励描述 }, ... } } --]] MatchIsolater.onResponseMatchDetail = function ( self, info,matchId ) self:notify(MatchIsolater.Delegate.onResponseMatchDetail, info,matchId); end --[[ @brief 清空比赛详情 @param matchId (number) 比赛id --]] MatchIsolater.cleanMatchDetailByMatchId = function(self, matchId) MatchHallDataInterface.getInstance():cleanMatchDetailByMatchId(matchId); end --[[ @brief 请求比赛基础信息 @param matchId (number) 比赛id --]] MatchIsolater.requestMatchBasicInfo = function ( self, matchId ) MatchHallDataInterface.getInstance():requestMatchBasicInfo(matchId); end --[[ @brief 请求比赛基础信息回调 @param info (table) 比赛数据,即比赛列表数据项 --]] MatchIsolater.onResponseMatchBasicInfo = function ( self, info ) self:notify(MatchIsolater.Delegate.onResponseMatchBasicInfo, info); end --[[ @brief 请求好友列表 --]] MatchIsolater.requestFriendInviteList = function ( self ) MatchHallDataInterface.getInstance():requestFriendInviteList(); end --[[ @brief 请求好友列表回调 @param info (table) 好友列表 info = { [1] = { nick 昵称 mid mid cid cid }, ... } --]] MatchIsolater.onGetFriendsInviteList = function ( self, info ) self:notify(MatchIsolater.Delegate.onGetFriendInviteList, info); end -- 请求邀请好友 --[[ @brief 请求邀请好友 @param cidList (table) cid列表 cidList = { [1] = { cid 被邀请cid }, ... } @param param (table) 邀请数据 param = { mid 邀请方mid nick 邀请方昵称 sendtime 发送时间 match_id 比赛id match_name 比赛名称 match_entyfee 比赛报名费("报名费1,报名费2,...") match_ccsq 兼容老版本 match_coin 兼容老版本 } --]] MatchIsolater.requestInviteFriends = function ( self, cidList, param ) MatchHallDataInterface.getInstance():requestInviteFriends(cidList, param); end --[[ @brief 刷新等待界面倒计时,CommonGameController.onResume调用 --]] MatchIsolater.onRefreshMatchWatingTime = function (self) self:notify(MatchIsolater.Delegate.onRefreshMatchWatingTime); end -- ==========================比赛大厅 end ==================================== -- ========================== 大师分 begin ==================================== --[[ @brief 获取玩家大师分 @return (number) 玩家大师分 --]] MatchIsolater.getMyMasterPoint = function ( self ) return MatchRecordDataInterface.getInstance():getMyMasterPoint(); end --[[ @brief 更新玩家大师分 @param masterpoint (number) 玩家大师分 --]] MatchIsolater.setMyMasterPoint = function ( self, masterpoint ) MatchRecordDataInterface.getInstance():setMyMasterPoint(masterpoint); end -- ========================== 大师分 end ==================================== -- ============================ 分享 begin ==================================== --[[ @brief 设置比赛结算时分享图片 @param matchconfigid (number) 比赛配置id @param shareImagePath (string) 下载后的图片路径 --]] MatchIsolater.setMatchOverShareImageInfo = function(self, matchconfigid, shareImagePath) self.m_matchOverShareImageInfo = { matchconfigid = matchconfigid; shareImagePath = shareImagePath; }; end --[[ @brief 判断图片是否下载完成了 @param matchconfigid (number) 比赛配置id @return (boolean) 是否下载完成 @return (string) 图片地址,如果不为"",则代表下载成功,如果为"", 则代表下载失败。 --]] MatchIsolater.isShareImageDownloadFinish = function(self, matchconfigid) if string.isEmpty(matchconfigid) then return true, ""; --如果configId为"",则认为下载失败 elseif not table.isEmpty(self.m_matchOverShareImageInfo) and self.m_matchOverShareImageInfo.matchconfigid == matchconfigid then return true, self.m_matchOverShareImageInfo.shareImagePath; else return false; end end -- ============================ 分享 end ==================================== -- ============================ 重连 begin ==================================== --[[ @brief 设置上次连接是否在比赛中 @param value (boolean) true:比赛中 false:不在比赛中 @note 用于判断比赛中途断线,重连回来比赛已经结束的情况,比赛开始设置为true,比赛结束和退赛设为false --]] MatchIsolater.setLastConnectInMatch = function(self, value) MatchHallDataInterface.getInstance():setLastConnectInMatch(value); end -- ============================ 重连 end ====================================
return game:DefineFastFlag("DontRotateCharacterWhenInputSunk", false)
local INFO = require 'Data.info' local M = {} M.CONTROL = require 'Core.Simulation.control' M.VARS = require 'Core.Simulation.vars' M['onStart'] = function(nested, params) for i = 1, #nested do local name = nested[i].name local params = nested[i].params local type = UTF8.upper(INFO.getType(name)) pcall(function() M[type][name](params) end) end end return M
local assets = { Asset("ANIM", "anim/sch_hat.zip"), Asset("ATLAS", "images/inventoryimages/sch_hat.xml"), Asset("IMAGE", "images/inventoryimages/sch_hat.tex"), } local prefabs = { } local ARMOR_LEVEL = 999999999999999999999999999999999999999999999999999999999999999999999 ------ (-_-') -- Oh Hellyeah local function levelexp(inst, data) local max_exp = 1000 local exp = math.min(inst.hat_level, max_exp) --[[ if inst.hat_level >= 1000 then inst.components.talker:Say("[Armor Exp]".. (inst.hat_level)) end ]] if inst.hat_level >= 0 and inst.hat_level < 100 then inst.components.talker:Say("[ Armor Level ] : [ 1 ]\n[ Defense ] : [ 45% ]\n[ Level Exp ] : ".. (inst.hat_level)) elseif inst.hat_level >= 100 and inst.hat_level < 200 then inst.components.talker:Say("[ Armor Level ] : [ 2 ]\n[ Defense ] : [ 50% ]\n[ Level Exp ] : ".. (inst.hat_level)) elseif inst.hat_level >= 200 and inst.hat_level < 300 then inst.components.talker:Say("[ Armor Level ] : [ 3 ]\n[ Defense ] : [ 55%]\n[ Level Exp ] : ".. (inst.hat_level)) elseif inst.hat_level >= 300 and inst.hat_level < 400 then inst.components.talker:Say("[ Armor Level ] : [ 4 ]\n[ Defense ] : [ 60% ]\n[ Level Exp ] : ".. (inst.hat_level)) elseif inst.hat_level >= 400 and inst.hat_level < 500 then inst.components.talker:Say("[ Armor Level ] : [ 5 ]\n[ Defense ] : [ 65% ]\n[ Level Exp ] : ".. (inst.hat_level)) elseif inst.hat_level >= 500 and inst.hat_level < 600 then inst.components.talker:Say("[ Armor Level ] : [ 6 ]\n[ Defense ] : [ 70% ]\n[ Level Exp ] : ".. (inst.hat_level)) elseif inst.hat_level >= 600 and inst.hat_level < 700 then inst.components.talker:Say("[ Armor Level ] : [ 7 ]\n[ Defense ] : [ 75% ]\n[ Level Exp ] : ".. (inst.hat_level)) elseif inst.hat_level >= 700 and inst.hat_level < 800 then inst.components.talker:Say("[ Armor Level ] : [ 8 ]\n[ Defense ] : [ 80% ]\n[ Level Exp ] : ".. (inst.hat_level)) elseif inst.hat_level >= 800 and inst.hat_level < 900 then inst.components.talker:Say("[ Armor Level ] : [ 9 ]\n[ Defense ] : [ 85% ]\n[ Level Exp ] : ".. (inst.hat_level)) elseif inst.hat_level >= 900 then inst.components.talker:Say("[ Armor Level ] : [ MAX ]\n[ Defense ] : [ 90% ]") end end local function CheckArmor(inst, data) if not inst.NoCharge then if inst.hat_level >= 0 and inst.hat_level < 100 then inst.components.armor:InitCondition(ARMOR_LEVEL, 0.45) elseif inst.hat_level >= 100 and inst.hat_level < 200 then inst.components.armor:InitCondition(ARMOR_LEVEL, 0.50) elseif inst.hat_level >= 200 and inst.hat_level < 300 then inst.components.armor:InitCondition(ARMOR_LEVEL, 0.55) elseif inst.hat_level >= 300 and inst.hat_level < 400 then inst.components.armor:InitCondition(ARMOR_LEVEL, 0.60) elseif inst.hat_level >= 400 and inst.hat_level < 500 then inst.components.armor:InitCondition(ARMOR_LEVEL, 0.65) elseif inst.hat_level >= 500 and inst.hat_level < 600 then inst.components.armor:InitCondition(ARMOR_LEVEL, 0.70) elseif inst.hat_level >= 600 and inst.hat_level < 700 then inst.components.armor:InitCondition(ARMOR_LEVEL, 0.75) elseif inst.hat_level >= 700 and inst.hat_level < 800 then inst.components.armor:InitCondition(ARMOR_LEVEL, 0.80) elseif inst.hat_level >= 800 and inst.hat_level < 900 then inst.components.armor:InitCondition(ARMOR_LEVEL, 0.85) elseif inst.hat_level >= 900 then inst.components.armor:InitCondition(ARMOR_LEVEL, 0.90) end end if inst.NoCharge then inst.components.armor:InitCondition(ARMOR_LEVEL, 0.15) end end local function OnTakeFuel(inst, data) print("Fuel Taken") inst.NoCharge = false CheckArmor(inst) end local function OnDurability(inst, data) if inst.components.fueled:IsEmpty() then inst.NoCharge = true CheckArmor(inst) inst.components.talker:Say("[ Armor Need Charge ]\n[ Defense ] : [ 15% ]") elseif not inst.components.fueled:IsEmpty() then inst.NoCharge = false CheckArmor(inst) end end local function OnGetItemFromPlayer(inst, giver, item) local max_fuel = 700 local min_fuel = 0 local hat_armor = inst.components.fueled.currentfuel local mx2 = math.floor(max_fuel - min_fuel) local cur2 = math.floor(hat_armor - min_fuel) local armorhat = ""..math.floor(cur2*700/mx2).."%/700%" if item.prefab == "sch_dark_soul" then inst.components.talker:Say("[ Soul Fuel ]\n[ Hat Exp Point ] : [ +25 ]\n[ Current Fuel ] : "..(armorhat)) inst.components.fueled:DoDelta(25) inst.hat_level = inst.hat_level + 25 CheckArmor(inst) inst.NoCharge = false end if item:HasTag("LUXURYFUEL") then inst.components.talker:Say("[ Luxury Fuel ]\n[ Hat Exp Point ] : [ +50 ]\n[ Current Fuel ] : "..(armorhat)) inst.components.fueled:DoDelta(50) inst.hat_level = inst.hat_level + 50 CheckArmor(inst) inst.NoCharge = false end end local function IsEmptyToUse(inst, owner) local current = inst.components.fueled:GetPercent() if current <= 0 then inst.components.talker:Say("Hat need Fuel") end if inst.FuelRegen then inst.FuelRegen:Cancel() inst.FuelRegen = nil end end local function StartRegent(inst, owner) local max_fuel = 700 local min_fuel = 0 local hat_armor = inst.components.fueled.currentfuel local mx2 = math.floor(max_fuel - min_fuel) local cur2 = math.floor(hat_armor - min_fuel) local armorhat = ""..math.floor(cur2*700/mx2).."%/700%" inst.FuelRegen = inst:DoPeriodicTask(20, function(inst) local current = inst.components.fueled:GetPercent() + 0.1 if current > 1 then inst.components.talker:Say("Armor Charge is Full") inst.components.fueled:SetPercent(1) IsEmptyToUse(inst) CheckArmor(inst) inst.NoCharge = false else inst.components.fueled:SetPercent(current) inst.hat_level = inst.hat_level + 2 inst.components.talker:Say("[ Armor Charge ] : "..(armorhat)) end end) end local function OnStopUsingItem(inst, data) local hat = inst.components.inventory ~= nil and inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HEAD) or nil if hat ~= nil and data.statename ~= "hide" then hat.components.useableitem:StopUsingItem() end end local function OnEquiped(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "sch_hat", "swap_hat") owner.AnimState:Show("HAT") owner.AnimState:Hide("HAIR_HAT") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR") CheckArmor(inst) if not inst.NoCharge then local max_fuel = 700 local min_fuel = 0 local hat_armor = inst.components.fueled.currentfuel local mx2 = math.floor(max_fuel - min_fuel) local cur2 = math.floor(hat_armor - min_fuel) local armorhat = ""..math.floor(cur2*700/mx2).."%/700%" inst.components.talker:Say("[ Hat Armor Charge ] : "..(armorhat)) inst:DoTaskInTime(3, levelexp) end if not inst.components.fueled:IsEmpty() then inst.FuelConsume = inst:DoPeriodicTask(3, function(inst) inst.components.fueled:DoDelta(-1) end) else if inst.FuelConsume then inst.FuelConsume:Cancel() inst.FuelConsume = nil end end local attractor = owner.components.birdattractor if attractor then attractor.spawnmodifier:SetModifier(inst, TUNING.BIRD_SPAWN_MAXDELTA_FEATHERHAT, "maxbirds") attractor.spawnmodifier:SetModifier(inst, TUNING.BIRD_SPAWN_DELAYDELTA_FEATHERHAT.MIN, "mindelay") attractor.spawnmodifier:SetModifier(inst, TUNING.BIRD_SPAWN_DELAYDELTA_FEATHERHAT.MAX, "maxdelay") local birdspawner = TheWorld.components.birdspawner if birdspawner ~= nil then birdspawner:ToggleUpdate(true) end end -- inst:ListenForEvent("newstate", OnStopUsingItem, owner) end local function OnUnEquiped(inst, owner) owner.AnimState:ClearOverrideSymbol("swap_hat") owner.AnimState:Hide("HAT") owner.AnimState:Hide("HAIR_HAT") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR") if inst.FuelConsume then inst.FuelConsume:Cancel() inst.FuelConsume = nil end local attractor = owner.components.birdattractor if attractor then attractor.spawnmodifier:RemoveModifier(inst) local birdspawner = TheWorld.components.birdspawner if birdspawner ~= nil then birdspawner:ToggleUpdate(true) end end -- inst:RemoveEventCallback("newstate", OnStopUsingItem, owner) end local function OnUseItem(inst) local owner = inst.components.inventoryitem.owner if owner then owner.sg:GoToState("hide") inst.AnimState:PlayAnimation("anim") end end local function OnChosen(inst,owner) return owner.prefab == "schwarzkirsche" end local function onsave(inst, data) data.hat_level = inst.hat_level end local function onpreload(inst, data) if data then if data.hat_level then inst.hat_level = data.hat_level levelexp(inst) end end end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddNetwork() inst.entity:AddAnimState() inst.entity:SetPristine() inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) MakeHauntableLaunch(inst) inst.AnimState:SetBank("sweet_cookie") inst.AnimState:SetBuild("sch_hat") inst.AnimState:PlayAnimation("anim") inst:AddTag("hats") inst:AddTag("schhat") inst:AddTag("ArmoredHat") inst:AddTag("schwarzhat") inst:AddTag("Headband") if not TheWorld.ismastersim then return inst end inst.entity:AddMiniMapEntity() inst.MiniMapEntity:SetIcon( "sch_hat.tex" ) inst:AddComponent("inspectable") inst.components.inspectable:RecordViews() --[[ inst:AddComponent("useableitem") inst.components.useableitem:SetOnUseFn(OnUseItem) ]] inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "sch_hat" inst.components.inventoryitem.atlasname = "images/inventoryimages/sch_hat.xml" inst:AddComponent("insulator") inst.components.insulator:SetInsulation(TUNING.INSULATION_LARGE) -- inst.components.insulator:SetWinter() inst.components.insulator:SetSummer() inst:AddComponent("waterproofer") inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_MED) inst:AddComponent("armor") inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable:SetOnEquip(OnEquiped) inst.components.equippable:SetOnUnequip(OnUnEquiped) inst.components.equippable.dapperness = TUNING.DAPPERNESS_MED_LARGE inst.components.equippable.insulated = true inst:AddComponent("periodicspawner") inst.components.periodicspawner:SetPrefab("spore_small") inst.components.periodicspawner:SetRandomTimes(20, 1, true) inst:AddComponent("talker") inst.components.talker.fontsize = 22 inst.components.talker.font = TALKINGFONT inst.components.talker.colour = Vector3(1, 0.8, 0.95, 1) inst.components.talker.offset = Vector3(0,-500,0) inst.components.talker.symbol = "swap_object" inst:AddComponent("fueled") inst.components.fueled.maxfuel = 700 inst.components.fueled.fueltype = FUELTYPE.LUXURYGEMS inst.components.fueled.accepting = true inst.components.fueled:StopConsuming() inst.components.fueled:SetTakeFuelFn(OnTakeFuel) inst.components.fueled:SetDepletedFn(OnDurability) inst.components.fueled:InitializeFuelLevel(700) inst:AddComponent("trader") inst.components.trader:SetAcceptTest(function(inst, item) return item.prefab == "sch_dark_soul" or item:HasTag("LUXURYFUEL") end) inst.components.trader.onaccept = OnGetItemFromPlayer inst.components.trader.deleteitemonaccept = true inst:ListenForEvent("equipped", IsEmptyToUse) inst:ListenForEvent("unequipped", StartRegent) inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("schwarzkirsche") inst.components.characterspecific:SetStorable(true) inst.components.characterspecific:SetComment("I can't hold this!") inst:AddComponent("chosenpeople") inst.components.chosenpeople:SetChosenFn(OnChosen) inst.hat_level = 0 inst.OnSave = onsave inst.OnPreLoad = onpreload inst:ListenForEvent("levelup", levelexp) return inst end return Prefab("common/inventory/sch_hat", fn, assets, prefabs)
--- Models persistent player data Soul = serializable.define('Soul', function() return { name = "", previous_characters = { }, current_character = nil } end) --- Attach a soul to given player (called when players join) -- Calls find_or_create and moves the player to the appropriate position function Soul.attach(player) local soul = Soul.find_or_create(player) -- don't materialize unless we at least have an astral plane local astral_plane = Site.get(stm.data.astral_plane) if not astral_plane then return soul end if soul:get_char() then soul:move_to_character() else soul:confine_to_astral_plane() end return soul end function Soul.on_die_or_respawn(player) local soul = Soul.find_or_create(player) soul:excarnate() end --- Find or a create a Soul instance for this player -- Always returns the same Soul instance for a given player name function Soul.find_or_create(player) stm.data.souls = stm.data.souls or { } local name = player:get_player_name() if stm.data.souls[name] then return Soul.get(stm.data.souls[name]) end local soul = Soul.new({ name = name }) Soul.register(soul) stm.data.souls[name] = soul.id return soul end --- Create a new character and spawn the player into the simulation function Soul:incarnate() local race = stm.pick_from_hash(Race.all()) local site = stm.find_one(Site.all(), function(x) return x.is_municipality end) local pos = nil if site then pos = site:get_position() end local result = Character.new({ soul = self.id, race = race.id, materialized = true, pos = pos }) self.current_character = result.id Character.register(result) self:move_to_character() -- TODO: set player model to match the new character return result end --- Kill any existing character for this soul and remove player from simulation function Soul:excarnate() local char = self:get_char() if char then char:die() char.materialized = false end self:confine_to_astral_plane() self.current_character = nil -- TODO set player model to an amorphous soul-like thing -- TODO move player to astral plane end --- Move excarnated souls back to the astral plane if they leave it function Soul:confine_to_astral_plane() local astral_plane = Site.get(stm.data.astral_plane) if not astral_plane:contains(self:get_player():getpos()) then self:get_player():setpos(astral_plane:get_position()) end end function Soul:move_to_character() self:get_player():setpos(self:get_char():get_position()) end function Soul:simulate(dt) if not self.current_character then self:confine_to_astral_plane() end end function Soul:get_char() return Character.get(self.current_character) end function Soul:get_player() return minetest.get_player_by_name(self.name) end if minetest and minetest.register_on_joinplayer then minetest.register_on_joinplayer(Soul.attach) minetest.register_on_dieplayer(Soul.on_die_or_respawn) minetest.register_on_respawnplayer(Soul.on_die_or_respawn) minetest.register_chatcommand('incarnate', { func = function(name) local soul = Soul.attach(minetest.get_player_by_name(name)) if not soul:get_char() then soul:incarnate() end end}) end
-- Natural Selection 2 Competitive Mod -- Source located at - https://github.com/xToken/CompMod -- lua\CompMod\Mixins\NanoShieldMixin\shared.lua -- - Dragon function NanoShieldMixin:ComputeDamageOverrideMixin(attacker, damage, damageType, time) if self.nanoShielded == true then if self.NanoShieldDamageReductionOverride then return damage * self:NanoShieldDamageReductionOverride(), damageType end return damage * kNanoShieldDamageReductionDamage, damageType end return damage end local ClearNanoShield = GetUpValue(NanoShieldMixin.OnDestroy, "ClearNanoShield") function NanoShieldMixin:DeactivateNanoShield() ClearNanoShield(self, true) end
-- TODO: TOML and git specific parsers local M = { general = require('configfiles.parsers.general').parser, git = require('configfiles.parsers.general').parser, toml = require('configfiles.parsers.general').parser, } return M
local file = ... local ok, err = require("fs").makeDir(file) if not ok and err then error(err, 0) end
local ecs = require "ecs" --main.c always calls this ecs.progress_cb(function () end) local MetaType = ecs.lookup_fullpath("flecs.meta.MetaType") --This works local strc = ecs.struct("STRC", "{int32_t x;int64_t w;}") ecs.set(ecs.Singleton, strc, {x = 2, w = 400}) local f = ecs.get(ecs.Singleton, strc) assert(f.x == 2) assert(f.w == 400) local meta = ecs.get(strc, MetaType) print("size: ".. meta.size) assert(meta.size == 16) local array = ecs.array("ARR", "int32_t", 6) ecs.set(ecs.Singleton, array, { 6, 5, 4, 2, 1 }) meta = ecs.get(array, MetaType) assert(meta.size == 4 * 6) assert(meta.alignment == 4) local array2 = ecs.array("ARR2", "STRC", 6) meta = ecs.get(array2, MetaType) print("size: ".. meta.size) assert(meta.size == 16 * 6) assert(meta.alignment == 8)
package("xtensor-blas") set_kind("library", {headeronly = true}) set_homepage("https://github.com/xtensor-stack/xtensor-blas/") set_description("BLAS extension to xtensor") set_license("BSD-3-Clause") add_urls("https://github.com/xtensor-stack/xtensor-blas/archive/refs/tags/$(version).tar.gz", "https://github.com/xtensor-stack/xtensor-blas.git") add_versions("0.19.1", "c77cc4e2297ebd22d0d1c6e8d0a6cf0975176afa8cb99dbfd5fb2be625a0248f") add_versions("0.20.0", "272f5d99bb7511a616bfe41b13a000e63de46420f0b32a25fa4fb935b462c7ff") add_configs("vendor", {description = "Set BLAS vendor.", default = "openblas", type = "string", values = {"mkl", "openblas"}}) add_deps("cmake") add_deps("xtensor") on_load("windows", "linux", function (package) package:add("deps", package:config("vendor")) end) on_install("windows", "linux", function (package) import("package.tools.cmake").install(package) end) on_test(function (package) assert(package:check_cxxsnippets({test = [[ #include <xtensor/xarray.hpp> #include <xtensor-blas/xlinalg.hpp> void test() { xt::xarray<double> t1arg_0 = {{0, 1, 2}, {3, 4, 5}, {6, 7, 8}}; auto t1res = xt::linalg::matrix_power(t1arg_0, 2); } ]]}, {configs = {languages = "c++14"}})) end)
project "without_docking" kind "ConsoleApp" language "C++" cppdialect "C++11" warnings "off" files { "../common/sdl2*.*", "../common/opengl*.*", "*.cpp" } includedirs { ".", "../../include", "../common" } defines "_CONSOLE" using { "horus", "sdl" } distcopy(mytarget())
--[=[ Structured exceptions for Lua and TCP protocol error handling. Written by Cosmin Apreutesei. Public Domain. Structured exceptions are an enhancement over string exceptions, adding selective catching and providing a context for the failure to help with recovery or logging. They're most useful in network protocols. errors.error base class for errors errors.error:init() stub: called after the error is created errors.errortype([classname], [super]) -> eclass create/get an error class eclass(...) -> e create an error object errors.new(classname,... | e) -> e create/wrap/pass-through an error object errors.is(v[, classes]) -> true|false check an error object type errors.raise([level, ]classname,... | e) (create and) raise an error errors.catch([classes], f, ...) -> true,... | false,e pcall `f` and catch errors errors.pcall(f, ...) -> ... pcall that stores traceback in `e.traceback` errors.check(v, ...) -> v | raise(...) assert with specifying an error class errors.protect(classes, f, [oncaught]) -> protected_f turn raising `f` into a `nil,e` function eclass:__call(...) -> e error class constructor eclass:__tostring() -> s to make `error(e)` work eclass.addtraceback add a traceback to errors e.message formatted error message e.traceback traceback at error site In the API `classes` can be given as either 'classname1 ...' or {class1->true}. When given in table form, you must include all the superclasses in the table since they are not added automatically! errors.raise() passes its varargs to errors.new() which passes them to eclass() which passes them to eclass:__call() which interprets them as follows: `[err_obj, err_obj_options..., ][format, format_args...]`. So if the first arg is a table it is converted to the final error object. Any following table args are merged with this object. Any following args after that are passed to string.format() and the result is placed in err_obj.message (if `message` was not already set). All args are optional. ]=] --prototype-based dynamic inheritance with __call constructor (from glue). local function object(super, o) o = o or {} o.__index = super o.__call = super and super.__call o.__tostring = super and super.__tostring return setmetatable(o, o) end local lua_error = error local classes = {} --{name -> class} local class_sets = {} --{'name1 name2 ...' -> {class->true}} local error --base error class, defined below. local function errortype(classname, super, default_error_message) local class = classname and classes[classname] if not class then super = type(super) == 'string' and assert(classes[super]) or super or error class = object(super, {classname = classname, iserror = true, default_error_message = default_error_message or classname .. ' error'}) if classname then classes[classname] = class class_sets = {} end end return class end error = errortype'error' error.init = function() end local function iserror(e) return type(e) == 'table' and e.iserror end local function newerror(arg, ...) if type(arg) == 'string' then local class = classes[arg] or errortype(arg) return class(...) end return arg end local function class_table(s) if type(s) == 'string' then local t = class_sets[s] if not t then t = {} class_sets[s] = t for s in s:gmatch'[^%s,]+' do local class = classes[s] while class do t[class] = true class = class.__index end end end return t else assert(type(s) == 'table') return s --if given as table, must contain superclasses too! end end local function iserrorof(e, classes) if not iserror(e) then return false end if not classes then return true end return class_table(classes)[e.__index] or false end local function merge_option_tables(e, arg1, ...) if type(arg1) == 'table' then for k,v in pairs(arg1) do e[k] = v end return merge_option_tables(e, ...) else e.message = e.message or (arg1 and string.format(arg1, ...) or nil) return e end end function error:__call(arg1, ...) local e if type(arg1) == 'table' then e = merge_option_tables(object(self, arg1), ...) else e = object(self, {message = arg1 and string.format(arg1, ...) or nil}) end e:init() return e end function error:__tostring() local s = self.traceback or self.message or self.default_error_message if self.errorcode then s = s .. ' ['..self.errorcode..']' end return s end local function raise(level, ...) if type(level) == 'number' then lua_error(newerror(...), level) else lua_error((newerror(level, ...))) end end local function pass(classes, ok, ...) if ok then return true, ... end local e = ... if iserrorof(e, classes) then return false, e end lua_error(e, 3) end local function onerror(e) if iserror(e) then if e.addtraceback then e.traceback = debug.traceback(e.message, 2) end else return debug.traceback(tostring(e), 2) end return e end local function zpcall(f, ...) return xpcall(f, onerror, ...) end local function catch(classes, f, ...) return pass(classes, zpcall(f, ...)) end local function check(class, v, ...) if v then return v, ... end raise(class, ...) end local function pass(oncaught, ok, ...) if ok then return ... end if oncaught then oncaught(...) end return nil, ... end local function protect(classes, f, oncaught) return function(...) return pass(oncaught, catch(classes, f, ...)) end end local errors = { error = error, errortype = errortype, new = newerror, is = iserrorof, raise = raise, catch = catch, pcall = zpcall, check = check, protect = protect, } --[=[------------------------------------------------------------------------- TCP protocol error handling errors.tcp_protocol_errors(protocol_name) -> check_io, checkp, check, protect check[p|_io](self, val, format, format_args...) -> val This is an error-handling discipline to use when writing TCP-based protocols. Instead of using standard `assert()` and `pcall()`, use `check()`, `checkp()` and `check_io()` to raise errors inside protocol methods and then wrap those methods in `protect()` to catch those errors and have the method return `nil, err` instead of raising for those types of errors. You should distinguish between multiple types of errors: - Invalid API usage, i.e. bugs on this side, which should raise (but shouldn't happen in production). Use `assert()` for those. - Response validation errors, i.e. bugs on the other side which shouldn't raise but they put the connection in an inconsistent state so the connection must be closed. Use `checkp()` short of "check protocol" for those. Note that if your protocol is not meant to work with a hostile or unstable peer, you can skip the `checkp()` checks entirely because they won't guard against anything and just bloat the code. - Request or response content validation errors, which can be user-corrected so mustn't raise and mustn't close the connection. Use `check()` for those. - I/O errors, i.e. network failures which can be temporary and thus make the request retriable (in a new connection, this one must be closed), so they must be distinguishable from other types of errors. Use `check_io()` for those. On the call side then check the error class for implementing retries. Following this protocol should easily cut your network code in half, increase its readability (no more error-handling noise) and its reliability (no more confusion about when to raise and when not to or forgetting to handle an error). Your connection object must have a `tcp` field with a tcp:close() method to be called by check_io() and checkp() (but not by check()) on failure. Note that protect() only catches errors raised by check*(), other Lua errors pass through and the connection isn't closed either. Note that the sock API does not currently distinguish usage errors from network errors, so calling eg. `check_io(self, self.tcp:connect())` will catch usage errors as network errors. This must be fixed in sock, eg. with a third return value `retry` indicating that the error is a network error, then we can make check_io() take that into account and call check() internally if `retry` is false. ]=] local tcp_error = errors.errortype'tcp' function tcp_error:init() if self.tcp then self.tcp:close(0) self.tcp = nil end end local function check_io(self, v, ...) if v then return v, ... end errors.raise(tcp_error({ tcp = self and self.tcp, addtraceback = self and self.tracebacks, }, ...)) end errors.tcp_protocol_errors = function(protocol) local protocol_error = errors.errortype(protocol, nil, protocol .. ' protocol error') local content_error = errors.errortype(nil, nil, protocol .. ' error') protocol_error.init = tcp_error.init local function checker(create_error) return function(self, v, ...) if v then return v, ... end errors.raise(create_error({ tcp = self and self.tcp, addtraceback = self and self.tracebacks, }, ...)) end end local checkp = checker(protocol_error) local check = checker(content_error) local classes = {[tcp_error]=1, [protocol_error]=1, [content_error]=1} local function protect(f, oncaught) return errors.protect(classes, f, oncaught) end return check_io, checkp, check, protect end --self test ------------------------------------------------------------------ if not ... then local check_io, checkp, check, protect = errors.tcp_protocol_errors'test' local t = {tcp = {close = function(self) self.closed = true end}, tracebacks = false} t.test0 = protect(function(t) check(t) end) t.test1 = protect(function(t) checkp(t, nil, 'see %d', 123) end) t.test2 = protect(function(t) check_io(t, nil, 'see %d', 321) end) t.test3 = protect(function(t) checkp(t) end) print(t:test0()) assert(not t.tcp.closed) print(t:test1()) assert(t.tcp.closed) print(t:test2()) print(t:test3()) local e1 = errors.errortype'e1' local e2 = errors.errortype('e2', 'e1') local e3 = errors.errortype'e3' local ok, e = errors.catch('e2 e3', function() local ok, e = errors.catch('e1', function() errors.raise('e2', 'imma e2') end) print'should not get here' end) if not ok then print('caught', e.classname, e.message) end errors.raise(e) end return errors
-- gmod version 2021.08.23 --ulxSTC:CreatUITamplete( "SandBox_Default", "sandbox" ) surface.CreateFont( "CommandButtonDefault", { font = "Helvetica", size = 18, weight = 800 } ) surface.CreateFont( "ScoreboardDefault", { font = "Helvetica", size = 22, weight = 800 } ) surface.CreateFont( "ScoreboardDefaultTitle", { font = "Helvetica", size = 32, weight = 800 } ) if shortcut_Scoreboard then shortcut_Scoreboard:Remove() end shortcut_Scoreboard = nil -- -- This defines a new panel type for the player row. The player row is given a player -- and then from that point on it pretty much looks after itself. It updates player info -- in the think function, and removes itself when the player leaves the server. local SelectedPlayers = {} local PLAYER_LINE = { Init = function( self ) self.PlayerPanel = self:Add( "Panel" ) self.PlayerPanel:Dock( FILL ) self.CommandPanel = self:Add( "Panel" ) self.CommandPanel:Dock( RIGHT ) self.CommandPanel:SetWidth( 0 ) self.CommandPanel.Paint = function(self, w, h) draw.RoundedBox( 4, 0, 0, w, h, Color( 0, 0, 0, 255 ) ) end self.AvatarButton = self.PlayerPanel:Add("DButton", self.PlayerPanel) self.AvatarButton:Dock( LEFT ) self.AvatarButton:SetSize( 32, 32 ) self.AvatarButton.DoClick = function() self.Player:ShowProfile() end self.Avatar = vgui.Create( "AvatarImage", self.AvatarButton ) self.Avatar:SetSize( 32, 32 ) self.Avatar:SetMouseInputEnabled( false ) local MyColor = Color(0,0,0,0) self.PlayerSelect = self.PlayerPanel:Add("DButton") self.PlayerSelect:Dock( FILL ) self.PlayerSelect:SetText("") self.PlayerSelect.IsSelected = false self.PlayerSelect.DoClick = function() self:PlayerSelectionClicked(self.Player) end MyColor = Color(0,0,0,0) self.PlayerSelect.Paint = function(self, w, h) draw.RoundedBox( 4, 0, 0, w, h, MyColor ) end self.PlayerSelect.SetColor = function(color) MyColor = color or Color(0,0,0,0) end self.Name = vgui.Create("DLabel", self.PlayerSelect) self.Name:Dock( FILL ) self.Name:SetFont( "ScoreboardDefault" ) self.Name:SetTextColor( Color( 93, 93, 93 ) ) self.Name:DockMargin( 8, 0, 0, 0 ) self.Name:SetMouseInputEnabled( false ) self.Mute = self.PlayerPanel:Add( "DImageButton" ) self.Mute:SetSize( 32, 32 ) self.Mute:Dock( RIGHT ) self.Ping = self.PlayerPanel:Add( "DLabel" ) self.Ping:SetWidth( 50 ) self.Ping:Dock( RIGHT ) self.Ping:SetFont( "ScoreboardDefault" ) self.Ping:SetTextColor( Color( 93, 93, 93 ) ) self.Ping:SetContentAlignment( 5 ) self.Deaths = self.PlayerPanel:Add( "DLabel" ) self.Deaths:Dock( RIGHT ) self.Deaths:SetWidth( 50 ) self.Deaths:SetFont( "ScoreboardDefault" ) self.Deaths:SetTextColor( Color( 93, 93, 93 ) ) self.Deaths:SetContentAlignment( 5 ) self.Kills = self.PlayerPanel:Add( "DLabel" ) self.Kills:Dock( RIGHT ) self.Kills:SetWidth( 50 ) self.Kills:SetFont( "ScoreboardDefault" ) self.Kills:SetTextColor( Color( 93, 93, 93 ) ) self.Kills:SetContentAlignment( 5 ) self:Dock( TOP ) self:DockPadding( 3, 3, 3, 3 ) self:SetHeight( 32 + 3 * 2 ) self:DockMargin( 2, 0, 2, 2 ) end, PlayerSelectionClicked = function(self, ply, bool, rotate) self.PlayerSelect.IsSelected = self.PlayerSelect.IsSelected or false if bool != nil and not rotate then if bool then -- select all or unselect all self:SelectPlayers(ply) else self:RemovePlayers(ply) end self.PlayerSelect.IsSelected = bool elseif rotate then -- rotate selection if self.PlayerSelect.IsSelected then self:RemovePlayers(ply) else self:SelectPlayers(ply) end self.PlayerSelect.IsSelected = !self.PlayerSelect.IsSelected else -- select or unselect self if self.PlayerSelect.IsSelected then self:RemovePlayers(ply) else self:SelectPlayers(ply) end self.PlayerSelect.IsSelected = !self.PlayerSelect.IsSelected hook.Run("ULXSHORTCUT_PlayerSelectionClicked", self.PlayerSelect.IsSelected) end end, SelectPlayers = function( self, ply ) table.insert(SelectedPlayers, ply) self.PlayerSelect.SetColor( Color( 101, 149, 255, 255 ) ) self.Name:SetTextColor( Color( 255, 255, 255 ) ) self.PlayerSelect:SetIcon( "icon16/tick.png" ) self.Name:SetText( " " .. self.PName ) surface.PlaySound( "UI/buttonclick.wav" ) end, RemovePlayers = function( self, ply ) table.RemoveByValue(SelectedPlayers, ply) self.PlayerSelect.SetColor( Color( 0, 0, 0, 0 ) ) self.Name:SetTextColor( Color( 93, 93, 93 ) ) self.PlayerSelect:SetIcon( nil ) self.Name:SetText( self.PName ) surface.PlaySound( "UI/buttonclickrelease.wav" ) end, RefreshCommandPanel = function( self ) self.CommandPanel:Clear() self.CommandPanel:SetWidth(0) if #ulxSTC:GetAllCommandHK() == 0 then self:AddCommandPanel( ulxSTC:Str( "Make_New" ), ulxSTC.HKEditor.Open, Color(255,255,255,255), "icon16/add.png", 1, true ) else for k, v in pairs(ulxSTC:GetAllCommandHK()) do local panel = self:AddCommandPanel( v.name, v.cmd, v.color, v.icon, k, false, self.Player ) panel.DoRightClick = function(self) self.Options = DermaMenu() --self.Options:AddOption( "\"" .. v.name .. "\" 실행", function() ulxSTC:RunCommandByHKNum( k, self.Player, nil ) end ):SetIcon( "icon16/resultset_first.png" ) self.Options:AddOption( ulxSTC:Str( "Edit_Shortcut", v.name ), function() ulxSTC.HKEditor:Open( v, k ) end):SetIcon( "icon16/pencil.png" ) self.Options:AddOption( ulxSTC:Str( "Delete_Shortcut", v.name ), function() ulxSTC:RemoveCommandHKByName( v.name ) end):SetIcon( "icon16/bin.png" ) self.Options:AddOption( ulxSTC:Str( "Make_New_Shortcut" ), ulxSTC.HKEditor.Open ):SetIcon( "icon16/add.png" ) self.Options:AddOption( ulxSTC:Str( "CopyToClipboard" ), function() ulxSTC:CopyHKListToClipboard() end ):SetIcon( "icon16/page_copy.png" ) self.Options:AddOption( ulxSTC:Str( "SetListTo" ), function() ulxSTC.HKEditor:Open( nil, nil, true ) end ):SetIcon( "icon16/page_save.png" ) self.Options:Open() end end end if self.CommandPanel:GetWide() > 900/2 then SCORE_BOARD_SIZE_W = 900 + ( self.CommandPanel:GetWide() - 900/2 ) SCORE_BOARD_SIZE_T = ScrH() - 200 SCORE_BOARD_POS_X = ScrW()/2 - (900 + ( self.CommandPanel:GetWide() - 900/2 ))/2 SCORE_BOARD_POS_Y = 100 else SCORE_BOARD_SIZE_W = 900 SCORE_BOARD_SIZE_T = ScrH() - 200 SCORE_BOARD_POS_X = ScrW() / 2 -450 SCORE_BOARD_POS_Y = 100 end shortcut_Scoreboard:SetSize( SCORE_BOARD_SIZE_W, SCORE_BOARD_SIZE_T ) shortcut_Scoreboard:SetPos( SCORE_BOARD_POS_X, SCORE_BOARD_POS_Y ) end, AddCommandPanel = function( self, name, module, color, icon, num, new ) local num = num or 1 local comBack = vgui.Create( "DButton", self.CommandPanel ) local name = name or "" local color = color or Color(255,255,255,255) local icon = icon or "icon16/add.png" surface.SetFont( "CommandButtonDefault" ) local w, h = surface.GetTextSize( name ) comBack:SetSize( 32 + w + 10, 32 ) comBack:Dock( RIGHT ) comBack:SetIcon( icon ) comBack:SetText( " " .. name) comBack:SetFont("CommandButtonDefault") local left = false local right = false if num == 1 then right = true end if num == #ulxSTC:GetAllCommandHK() then left = true end comBack.HKModule = module comBack.HKColor = color comBack.Paint = function(self, w, h) draw.RoundedBoxEx( 4, 0, 0, w, h, self.HKColor, left, right, left, right ) end self.CommandPanel:SetWidth( 32 + w + 10 + self.CommandPanel:GetWide() ) comBack.DoClick = function() if new then module() else local selectedPlayer = {} if self.PlayerSelect.IsSelected then for k, v in pairs(player.GetAll()) do if v.scoreBoardPanel.PlayerSelect.IsSelected then table.insert(selectedPlayer, v) end end end if table.IsEmpty( selectedPlayer ) then table.Empty(selectedPlayer) table.insert(selectedPlayer, self.Player) end ulxSTC:RunCommandByHKNum( num, selectedPlayer, InstantArgs ) end end comBack.OnCursorEntered = function() comBack.HKColor = Color(comBack.HKColor.r, comBack.HKColor.g, comBack.HKColor.b, 100) self.BGAlpha = 150 end comBack.OnCursorExited = function() comBack.HKColor = color self.BGAlpha = 255 end return comBack end, GetPlayerData = function(self) return self.Player end, Setup = function( self, pl ) self.Player = pl self.Avatar:SetPlayer( pl ) self:Think( self ) self:RefreshCommandPanel() pl.scoreBoardPanel = self --local friend = self.Player:GetFriendStatus() --MsgN( pl, " Friend: ", friend ) end, Think = function( self ) if ( !IsValid( self.Player ) ) then if istable(SelectedPlayers) then local removedValue = table.RemoveByValue(SelectedPlayers, self.Player) -- remove NULL player --print("removed Null player") end self:SetZPos( 9999 ) -- Causes a rebuild self:Remove() return end if ( self.PName == nil || self.PName != self.Player:Nick() ) then self.PName = self.Player:Nick() self.Name:SetText( self.PName ) end if ( self.NumKills == nil || self.NumKills != self.Player:Frags() ) then self.NumKills = self.Player:Frags() self.Kills:SetText( self.NumKills ) end if ( self.NumDeaths == nil || self.NumDeaths != self.Player:Deaths() ) then self.NumDeaths = self.Player:Deaths() self.Deaths:SetText( self.NumDeaths ) end if ( self.NumPing == nil || self.NumPing != self.Player:Ping() ) then self.NumPing = self.Player:Ping() self.Ping:SetText( self.NumPing ) end -- -- Change the icon of the mute button based on state -- if ( self.Muted == nil || self.Muted != self.Player:IsMuted() ) then self.Muted = self.Player:IsMuted() if ( self.Muted ) then self.Mute:SetImage( "icon32/muted.png" ) else self.Mute:SetImage( "icon32/unmuted.png" ) end self.Mute.DoClick = function( s ) self.Player:SetMuted( !self.Muted ) end self.Mute.OnMouseWheeled = function( s, delta ) self.Player:SetVoiceVolumeScale( self.Player:GetVoiceVolumeScale() + ( delta / 100 * 5 ) ) s.LastTick = CurTime() end self.Mute.PaintOver = function( s, w, h ) if ( !IsValid( self.Player ) ) then return end local a = 255 - math.Clamp( CurTime() - ( s.LastTick or 0 ), 0, 3 ) * 255 if ( a <= 0 ) then return end draw.RoundedBox( 4, 0, 0, w, h, Color( 0, 0, 0, a * 0.75 ) ) draw.SimpleText( math.ceil( self.Player:GetVoiceVolumeScale() * 100 ) .. "%", "DermaDefaultBold", w / 2, h / 2, Color( 255, 255, 255, a ), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER ) end end -- -- Connecting players go at the very bottom -- if ( self.Player:Team() == TEAM_CONNECTING ) then self:SetZPos( 2000 + self.Player:EntIndex() ) return end -- -- This is what sorts the list. The panels are docked in the z order, -- so if we set the z order according to kills they'll be ordered that way! -- Careful though, it's a signed short internally, so needs to range between -32,768k and +32,767 -- self:SetZPos( ( self.NumKills * -50 ) + self.NumDeaths + self.Player:EntIndex() ) end, Paint = function( self, w, h ) if ( !IsValid( self.Player ) ) then return end -- -- We draw our background a different colour based on the status of the player -- if ( self.Player:Team() == TEAM_CONNECTING ) then draw.RoundedBox( 4, 0, 0, w, h, Color( 200, 200, 200, (self.BGAlpha or 255) - 55 ) ) return end if ( !self.Player:Alive() ) then draw.RoundedBox( 4, 0, 0, w, h, Color( 230, 200, 200, self.BGAlpha or 255 ) ) return end if ( self.Player:IsAdmin() ) then draw.RoundedBox( 4, 0, 0, w, h, Color( 230, 255, 230, self.BGAlpha or 255 ) ) return end draw.RoundedBox( 4, 0, 0, w, h, Color( 230, 230, 230, self.BGAlpha or 255 ) ) end } -- -- Convert it from a normal table into a Panel Table based on DPanel -- PLAYER_LINE = vgui.RegisterTable( PLAYER_LINE, "DPanel" ) -- -- Here we define a new panel table for the scoreboard. It basically consists -- of a header and a scrollpanel - into which the player lines are placed. -- local SCORE_BOARD = { Init = function(self) self.Header = self:Add( "Panel" ) self.Header:Dock( TOP ) self.Header:SetHeight( 100 ) self.Name = self.Header:Add("DLabel") self.Name:SetFont( "ScoreboardDefaultTitle" ) self.Name:SetTextColor( color_white ) self.Name:Dock( TOP ) self.Name:SetHeight( 40 ) self.Name:SetContentAlignment( 5 ) self.Name:SetExpensiveShadow( 2, Color( 0, 0, 0, 200 ) ) self.AllPlayerPanel = self:Add( "Panel" ) self.AllPlayerPanel:Dock( TOP ) self.AllPlayerPanel:SetHeight( 32 ) self.AllPlayerPanel:DockMargin( 0, 0, 0, 5) local selectCount = 0 local MyColor = Color( 151, 199, 255, 255 ) self.AllPlayerSelect = self.AllPlayerPanel:Add("DButton") -- All select or unselect self.AllPlayerSelect:DockMargin( 5,0,0,0 ) self.AllPlayerSelect:Dock( LEFT ) self.AllPlayerSelect:SetWide( 150 ) self.AllPlayerSelect:SetText( ulxSTC:Str( "Select_All" ) ) self.AllPlayerSelect:SetFont("CommandButtonDefault") self.AllPlayerSelect:SetIcon( "icon16/tick.png" ) self.AllPlayerSelect.IsSelected = false self.AllPlayerSelect.DoClick = function() self.AllPlayerSelect.IsSelected = !self.AllPlayerSelect.IsSelected self:SelectAllPlayers(self.AllPlayerSelect.IsSelected) if self.AllPlayerSelect.IsSelected then self.AllPlayerSelect.SetColor(Color( 255, 199, 151, 255 )) self.AllPlayerSelect:SetText( ulxSTC:Str( "De_Select_All" ) ) selectCount = #player.GetAll() self.AllPlayerSelect:SetIcon( "icon16/cross.png" ) else self.AllPlayerSelect.SetColor(Color( 151, 199, 255, 255 )) self.AllPlayerSelect:SetText( ulxSTC:Str( "Select_All" ) ) selectCount = 0 self.AllPlayerSelect:SetIcon( "icon16/tick.png" ) end end self.AllPlayerSelect.Paint = function(self, w, h) draw.RoundedBox( 4, 0, 0, w, h, MyColor ) end self.AllPlayerSelect.SetColor = function(color) MyColor = color or Color(0,0,0,0) end self.AllPlayerSelectMirror = self.AllPlayerPanel:Add("DButton") -- Mirror select self.AllPlayerSelectMirror:DockMargin( 5,0,0,0 ) self.AllPlayerSelectMirror:Dock( LEFT ) self.AllPlayerSelectMirror:SetWide( 150 ) self.AllPlayerSelectMirror:SetText( ulxSTC:Str( "Mirror" ) ) self.AllPlayerSelectMirror:SetFont("CommandButtonDefault") self.AllPlayerSelectMirror:SetIcon( "icon16/arrow_switch.png" ) self.AllPlayerSelectMirror.IsSelected = false self.AllPlayerSelectMirror.DoClick = function() selectCount = math.abs(selectCount - #player.GetAll()) self.AllPlayerSelectMirror.IsSelected = !self.AllPlayerSelectMirror.IsSelected self:SelectAllPlayers(self.AllPlayerSelectMirror.IsSelected, true) if selectCount < 0 then selectCount = 0 end if selectCount > 0 then self.AllPlayerSelect.SetColor(Color( 255, 199, 151, 255 )) self.AllPlayerSelect:SetText( ulxSTC:Str( "De_Select_All" ) ) self.AllPlayerSelect:SetIcon( "icon16/cross.png" ) self.AllPlayerSelect.IsSelected = true else self.AllPlayerSelect.SetColor(Color( 151, 199, 255, 255 )) self.AllPlayerSelect:SetText( ulxSTC:Str( "Select_All" ) ) self.AllPlayerSelect:SetIcon( "icon16/tick.png" ) self.AllPlayerSelect.IsSelected = false end end self.AllPlayerSelectMirror.Paint = function(self, w, h) draw.RoundedBox( 4, 0, 0, w, h, Color(255,255,255) ) end hook.Add("ULXSHORTCUT_PlayerSelectionClicked", "AllPlayerSelect", function(bo) if selectCount < 0 then selectCount = 0 end if bo then selectCount = selectCount + 1 else selectCount = selectCount - 1 end if selectCount > 0 then self.AllPlayerSelect.SetColor(Color( 255, 199, 151, 255 )) self.AllPlayerSelect:SetText( ulxSTC:Str( "De_Select_All" ) ) self.AllPlayerSelect:SetIcon( "icon16/cross.png" ) self.AllPlayerSelect.IsSelected = true else self.AllPlayerSelect.SetColor(Color( 151, 199, 255, 255 )) self.AllPlayerSelect:SetText( ulxSTC:Str( "Select_All" ) ) self.AllPlayerSelect:SetIcon( "icon16/tick.png" ) self.AllPlayerSelect.IsSelected = false end --PrintTable(SelectedPlayers) end) --self.NumPlayers = self.Header:Add( "DLabel" ) --self.NumPlayers:SetFont( "ScoreboardDefault" ) --self.NumPlayers:SetTextColor( color_white ) --self.NumPlayers:SetPos( 0, 100 - 30 ) --self.NumPlayers:SetSize( 300, 30 ) --self.NumPlayers:SetContentAlignment( 4 ) --[[self.CommandsB = self:Add("Panel") self.CommandsB:Dock( BOTTOM ) self.CommandsB:SetHeight( 100 )]] --[[self.MadeBy = self.AllPlayerPanel:Add( "Panel" ) self.MadeBy:Dock( LEFT ) self.MadeBy:SetWidth( 200 ) self.MadeBy.Paint = function(self, w, h) draw.RoundedBox( 4, 0, 0, w, h, Color( 0, 0, 0, 255 ) ) end]] local Name = self.AllPlayerPanel:Add("DLabel") Name:SetFont( "DermaDefault" ) Name:SetTextColor( color_white ) Name:DockMargin( 5,0,0,0 ) Name:Dock( LEFT ) --Name:SetHeight( 40 ) Name:SetWidth( 300 ) Name:SetContentAlignment( 1 ) Name:SetText( "'Ulx Shortcut " .. ulxSTC.CurVersionString .. "' | Made by MINBIRD" ) Name:SetAlpha( 150 ) self.Scores = self:Add("DScrollPanel") self.Scores:Dock( FILL ) end, SelectAllPlayers = function( self, bool, rotate ) local plyrs = player.GetAll() for id, pl in pairs(plyrs) do pl.scoreBoardPanel:PlayerSelectionClicked(pl,bool,rotate) end end, Paint = function( self, w, h ) end, PerformLayout = function( self ) SCORE_BOARD_SIZE_W = SCORE_BOARD_SIZE_W or 900 SCORE_BOARD_SIZE_T = SCORE_BOARD_SIZE_T or ScrH() - 200 SCORE_BOARD_POS_X = SCORE_BOARD_POS_X or ScrW() / 2 -450 SCORE_BOARD_POS_Y = SCORE_BOARD_POS_Y or 100 self:SetSize( SCORE_BOARD_SIZE_W, SCORE_BOARD_SIZE_T ) self:SetPos( SCORE_BOARD_POS_X, SCORE_BOARD_POS_Y ) end, Think = function( self, w, h ) self.Name:SetText( GetHostName() ) -- GetHostName() -- -- Loop through each player, and if one doesn't have a score entry - create it. -- local plyrs = player.GetAll() for id, pl in pairs( plyrs ) do if ( IsValid( pl.ScoreEntry ) ) then continue end pl.ScoreEntry = vgui.CreateFromTable( PLAYER_LINE, pl.ScoreEntry ) pl.ScoreEntry:Setup( pl ) pl.ScoreEntry:RefreshCommandPanel() pl.Margin = vgui.Create( "Panel", pl.ScoreEntry ) pl.Margin:Dock( RIGHT ) pl.Margin:SetWidth( 30 ) self.Scores:AddItem( pl.ScoreEntry ) end end } SCORE_BOARD = vgui.RegisterTable( SCORE_BOARD , "EditablePanel" ) local SCORE_BOARD_SIZE_W = 900 local SCORE_BOARD_SIZE_T = ScrH() - 200 local SCORE_BOARD_POS_X = ScrW() / 2 -450 local SCORE_BOARD_POS_Y = 100 hook.Add("InitPostEntity", "ULXSHORTCUT_INIT", function() function GAMEMODE:ScoreboardShow() if ( !IsValid( shortcut_Scoreboard ) ) then shortcut_Scoreboard = vgui.CreateFromTable( SCORE_BOARD ) end shortcut_Scoreboard:Show() shortcut_Scoreboard:MakePopup() shortcut_Scoreboard:SetKeyboardInputEnabled( false ) shortcut_Scoreboard:MoveToFront() end --[[--------------------------------------------------------- Name: gamemode:ScoreboardHide( ) Desc: Hides the scoreboard -----------------------------------------------------------]] function GAMEMODE:ScoreboardHide() if ( IsValid( shortcut_Scoreboard ) ) then shortcut_Scoreboard:Hide() end end end) hook.Add("ULXSHORTCUT_COMMANDHK_ONCHANGE", "RefreshCommandPanel", function() local plyrs = player.GetAll() for k, pl in pairs(plyrs) do pl.ScoreEntry:RefreshCommandPanel() end end)
-- time_local, request must exist informat = { "ip", "-", "#remote_user", "time_local", "request", "status", "#body_bytes_sent", "request_time", "#http_referer", "#http_user_agent", "#http_x_forwarded_for", } delete_request_field = true time_local_format = "iso8601" -- format time_local to iso8601 -- request: GET /pingback/storage?event=UPLOAD&hdfs_src=/pathtosrc&hdfs_dst=/hdfspath HTTP/1.1 -- auto add request_method GET -- auto add request_uri /pingback/storage -- auto add request_qs TABLE, event=UPLOAD, hdfs_src=/pathtosrc, hdfs_dst=/hdfspath -- move method/uri/field in querystring to fields request_map = { ["uri"] = "__uri__", ["querystring"] = "__query__", ["ip"] = "ip", -- ip in querystring has a higher priority ["event"] = "event", } request_type = { ["status"] = "i", ["request_time"] = 'f', ["uri"] = {"prefix", "/host"} } -- if transform_param_fields is not nil, pass the selected fields to transform -- the third value transform return must be nil -- transform_param_fields = {} -- return timestamp, type, field-table transform = function(fields) return time, nil, fields end
pico-8 cartridge // http://www.pico-8.com version 18 __lua__ --system function getrender() local render = {} render.__index = render local system_type = "render" setmetatable(render, { __index = system, -- this is what makes the inheritance work __call = function (cls, ...) local self = setmetatable({}, cls) self:_init(...) return self end, }) function render:_init() system._init(self, system_type) -- call the base class constructor end function render:render() foreach(self.entitys, function(e) local trf = e:get("transform") local s = e:get("sprite") spr( s:get_start_pix(), trf:get_x(), trf:get_y(), s:get_size_w(), s:get_size_h(), s:get_flip_x(), s:get_flip_y() ) end ) end return render end
--[[ SF coroutine library by Mijyuoon. ]] --- Coroutine library. Allows for co-operative threading. -- @shared local coroutine_lib, _ = SF.Libraries.Register("coroutine") --- Creates and returns a coroutine thread object from the given function. -- @class function -- @param func Function to run inside the coroutine. -- @return Coroutine object representing the given function. function coroutine_lib.create(func) SF.CheckType(func, "function") return coroutine.create(func) end --- Resumes a given coroutine -- @class function -- @param coro Coroutine to resume. -- @param ... Arguments that are passed to coroutine function. -- @return Arguments that were passed to yield() function. function coroutine_lib.resume(coro, ...) SF.CheckType(coro, "thread") return coroutine.resume(coro, ...) end --- Gets the status of a given coroutine. Either 'suspended', 'running' or 'dead'. -- @class function -- @param coro Coroutine to check. -- @return Status of coroutine. function coroutine_lib.status(coro) SF.CheckType(coro, "thread") return coroutine.status(coro) end --- Yields active coroutine, halting it in place ready for the next resume. -- @class function -- @param ... Arguments to return from coroutine function. function coroutine_lib.yield(...) coroutine.yield(...) end --- Returns a function that, when run, resumes the coroutine representing the given function. -- @class function -- @param func Function to run inside the coroutine. -- @return Function that resumes the coroutine when run. function coroutine_lib.wrap(func) SF.CheckType(func, "function") return coroutine.wrap(func) end
ITEM.name = "Gas Can" ITEM.model = "models/props_junk/gascan001a.mdl" ITEM.width = 1 ITEM.height = 2 ITEM:hook("use", function(item) item.player:EmitSound("items/battery_pickup.wav") end) ITEM.functions._use = { name = "Use", tip = "useTip", icon = "icon16/world.png", onRun = function(item) local client = item.player local data = {} data.start = client:GetShootPos() data.endpos = data.start + client:GetAimVector()*96 data.filter = client local trace = util.TraceLine(data) local ent = trace.Entity if (ent and IsValid(ent) and ent.spawnedVehicle) then local percent = 0 ent:fillGas(300) percent = (ent:getNetVar("gas") / ent.maxGas)*100 client:notify(L("vehicleGasFilled", client, percent)) return true else client:notify(L("vehicleGasLook", client)) end return false end, onCanRun = function(item) return (!item:getData("spawned")) end }
require 'torch' require 'nn' require 'VanillaRNN' require 'LSTM' local utils = require 'util.utils' local LM, parent = torch.class('nn.LanguageModel', 'nn.Module') function LM:__init(kwargs) self.idx_to_token = utils.get_kwarg(kwargs, 'idx_to_token') self.token_to_idx = {} self.vocab_size = 0 for idx, token in pairs(self.idx_to_token) do self.token_to_idx[token] = idx self.vocab_size = self.vocab_size + 1 end self.model_type = utils.get_kwarg(kwargs, 'model_type') self.wordvec_dim = utils.get_kwarg(kwargs, 'wordvec_size') self.rnn_size = utils.get_kwarg(kwargs, 'rnn_size') self.num_layers = utils.get_kwarg(kwargs, 'num_layers') self.dropout = utils.get_kwarg(kwargs, 'dropout') self.batchnorm = utils.get_kwarg(kwargs, 'batchnorm') local V, D, H = self.vocab_size, self.wordvec_dim, self.rnn_size self.net = nn.Sequential() self.rnns = {} self.bn_view_in = {} self.bn_view_out = {} self.net:add(nn.LookupTable(V, D)) for i = 1, self.num_layers do local prev_dim = H if i == 1 then prev_dim = D end local rnn if self.model_type == 'rnn' then rnn = nn.VanillaRNN(prev_dim, H) elseif self.model_type == 'lstm' then rnn = nn.LSTM(prev_dim, H) end rnn.remember_states = true table.insert(self.rnns, rnn) self.net:add(rnn) if self.batchnorm == 1 then local view_in = nn.View(1, 1, -1):setNumInputDims(3) table.insert(self.bn_view_in, view_in) self.net:add(view_in) self.net:add(nn.BatchNormalization(H)) local view_out = nn.View(1, -1):setNumInputDims(2) table.insert(self.bn_view_out, view_out) self.net:add(view_out) end if self.dropout > 0 then self.net:add(nn.Dropout(self.dropout)) end end -- After all the RNNs run, we will have a tensor of shape (N, T, H); -- we want to apply a 1D temporal convolution to predict scores for each -- vocab element, giving a tensor of shape (N, T, V). Unfortunately -- nn.TemporalConvolution is SUPER slow, so instead we will use a pair of -- views (N, T, H) -> (NT, H) and (NT, V) -> (N, T, V) with a nn.Linear in -- between. Unfortunately N and T can change on every minibatch, so we need -- to set them in the forward pass. self.view1 = nn.View(1, 1, -1):setNumInputDims(3) self.view2 = nn.View(1, -1):setNumInputDims(2) self.net:add(self.view1) self.net:add(nn.Linear(H, V)) self.net:add(self.view2) end function LM:updateOutput(input) local N, T = input:size(1), input:size(2) self.view1:resetSize(N * T, -1) self.view2:resetSize(N, T, -1) for _, view_in in ipairs(self.bn_view_in) do view_in:resetSize(N * T, -1) end for _, view_out in ipairs(self.bn_view_out) do view_out:resetSize(N, T, -1) end return self.net:forward(input) end function LM:backward(input, gradOutput, scale) return self.net:backward(input, gradOutput, scale) end function LM:parameters() return self.net:parameters() end function LM:resetStates() for i, rnn in ipairs(self.rnns) do rnn:resetStates() end end function LM:encode_string(s) local encoded = torch.LongTensor(#s) for i = 1, #s do local token = s:sub(i, i) local idx = self.token_to_idx[token] assert(idx ~= nil, 'Got invalid idx') encoded[i] = idx end return encoded end function LM:decode_string(encoded) assert(torch.isTensor(encoded) and encoded:dim() == 1) local s = '' for i = 1, encoded:size(1) do local idx = encoded[i] local token = self.idx_to_token[idx] s = s .. token end return s end --[[ Sample from the language model. Note that this will reset the states of the underlying RNNs. Inputs: - init: String of length T0 - max_length: Number of characters to sample Returns: - sampled: (1, max_length) array of integers, where the first part is init. --]] function LM:sample(kwargs) local T = utils.get_kwarg(kwargs, 'length', 100) local start_text = utils.get_kwarg(kwargs, 'start_text', '') local verbose = utils.get_kwarg(kwargs, 'verbose', 0) local sample = utils.get_kwarg(kwargs, 'sample', 1) local temperature = utils.get_kwarg(kwargs, 'temperature', 1) local sampled = torch.LongTensor(1, T) self:resetStates() local scores, first_t if #start_text > 0 then if verbose > 0 then print('Seeding with: "' .. start_text .. '"') end local x = self:encode_string(start_text):view(1, -1) local T0 = x:size(2) sampled[{{}, {1, T0}}]:copy(x) scores = self:forward(x)[{{}, {T0, T0}}] first_t = T0 + 1 else if verbose > 0 then print('Seeding with uniform probabilities') end local w = self.net:get(1).weight scores = w.new(1, 1, self.vocab_size):fill(1) first_t = 1 end for t = first_t, T do if sample == 0 then local _, next_char = scores:max(3) next_char = next_char[{{}, {}, 1}] else local probs = torch.div(scores, temperature):double():exp():squeeze() probs:div(torch.sum(probs)) next_char = torch.multinomial(probs, 1):view(1, 1) end sampled[{{}, {t, t}}]:copy(next_char) scores = self:forward(next_char) end self:resetStates() return self:decode_string(sampled[1]) end
--[[ misc_Orbs.lua - Author: HellSpawn ******************************** * * * The LUA++ Scripting Project * * * ******************************** This software is provided as free and open source by the staff of The LUA++ Scripting Project, in accordance with the AGPL license. This means we provide the software we have created freely and it has been thoroughly tested to work for the developers, but NO GUARANTEE is made it will work for you as well. Please give credit where credit is due, if modifying, redistributing and/or using this software. Thank you. ~~End of License Agreement -- LUA++ staff, March 26, 2008. ]] --Falcon Watch lower area to roof-- function Falcon_Orb(pGameObject, Event, pMisc) pMisc:Teleport(530, -592.200012, 4070.199951, 143.257993) end RegisterGameObjectEvent(184501, 2, "Falcon_Orb") --Falcon Watch Roof to lower area-- function Falconroof_Orb(pGameObject, Event, pMisc) pMisc:Teleport(530, -588.900024, 4070.800049, 4.724170) end RegisterGameObjectEvent(184500, 2, "Falconroof_Orb") --Duskwither Spire lower area to roof function Duskwither_Orb(pGameObject, Event, pMisc) pMisc:Teleport(530, 9330.629883, -7811.870117, 136.569000) end RegisterGameObjectEvent(184911, 2, "Duskwither_Orb") --Duskwither Spire roof to lower area function Duskwitherroof_Orb(pGameObject, Event, pMisc) pMisc:Teleport(530, 9334.351563, -7880.743164, 74.910004) end RegisterGameObjectEvent(184912, 2, "Duskwitherroof_Orb")
local Replication = {} local RunService = game:GetService("RunService") local Players = game:GetService("Players") local client local remoteEvent local remoteFunction local Ragdoll = require(script.Parent.Ragdoll) function Replication.OnFired(enabled: boolean, character: Model, motors: Array | nil, pointOfContact: CFrame | nil, randomness: number) local clientCharacter = client.Character if not clientCharacter then return end -- We have this check in place, in the case where someone calls :Destroy() or :Disable() when the original character no longer exists and there is a new one. if clientCharacter ~= character then return end if enabled then Ragdoll.SetupCharacter(character, pointOfContact, randomness) else Ragdoll.ResetCharacter(character, motors) end return end function Replication.Fire(player: Player, enabled: boolean, character: Model, ...) if enabled then remoteFunction:InvokeClient(player, enabled, character, ...) return Ragdoll.DisableMotors(character) else remoteEvent:FireClient(player, enabled, character, ...) end end function Replication:init() if RunService:IsServer() then remoteEvent = Instance.new("RemoteEvent") remoteEvent.Name = "RagdollRemoteEvent" remoteFunction = Instance.new("RemoteFunction") remoteFunction.Name = "RagdollRemoteFunction" remoteEvent.Parent = script remoteFunction.Parent = script else client = Players.LocalPlayer remoteEvent = script:WaitForChild("RagdollRemoteEvent") remoteFunction = script:WaitForChild("RagdollRemoteFunction") remoteEvent.OnClientEvent:Connect(self.OnFired) remoteFunction.OnClientInvoke = self.OnFired end return Replication end return Replication:init()
--Automatically generated by SWGEmu Spawn Tool v0.12 loot editor. rarevehicle6 = { minimumLevel = 0, maximumLevel = -1, customObjectName = "podracer longtail deed", directObjectTemplate = "object/tangible/tcg/series3/vehicle_deed_podracer_longtail.iff", craftingValues = { }, customizationStringNames = {}, customizationValues = {} } addLootItemTemplate("rarevehicle6", rarevehicle6)
---@class WeeklyRewards C_WeeklyRewards = {} ---@return boolean isCurrentPeriod function C_WeeklyRewards.AreRewardsForCurrentRewardPeriod() end ---@return boolean canClaimRewards function C_WeeklyRewards.CanClaimRewards() end ---@param id number function C_WeeklyRewards.ClaimReward(id) end function C_WeeklyRewards.CloseInteraction() end ---@param type WeeklyRewardChestThresholdType @ [OPTIONAL] ---@overload fun() ---@return WeeklyRewardActivityInfo activities function C_WeeklyRewards.GetActivities(type) end ---@param type WeeklyRewardChestThresholdType ---@param index number ---@return WeeklyRewardActivityEncounterInfo info function C_WeeklyRewards.GetActivityEncounterInfo(type, index) end ---@return ConquestWeeklyProgress weeklyProgress function C_WeeklyRewards.GetConquestWeeklyProgress() end ---@param id number ---@return string, string hyperlink, upgradeHyperlink function C_WeeklyRewards.GetExampleRewardItemHyperlinks(id) end ---@param itemDBID string ---@return string hyperlink function C_WeeklyRewards.GetItemHyperlink(itemDBID) end ---@param mythicPlusLevel number ---@return boolean, number|nil, number|nil hasSeasonData, nextMythicPlusLevel, itemLevel function C_WeeklyRewards.GetNextMythicPlusIncrease(mythicPlusLevel) end ---@return boolean hasAvailableRewards function C_WeeklyRewards.HasAvailableRewards() end ---@return boolean hasGeneratedRewards function C_WeeklyRewards.HasGeneratedRewards() end ---@return boolean isInteracting function C_WeeklyRewards.HasInteraction() end ---@class ConquestProgressBarDisplayType local ConquestProgressBarDisplayType = {} ConquestProgressBarDisplayType.FirstChest = 0 ConquestProgressBarDisplayType.AdditionalChest = 1 ConquestProgressBarDisplayType.Seasonal = 2 ---@class ConquestWeeklyProgress ---@field progress number ---@field maxProgress number ---@field displayType ConquestProgressBarDisplayType ---@field unlocksCompleted number ---@field maxUnlocks number ---@field sampleItemHyperlink string local ConquestWeeklyProgress = {} ---@class WeeklyRewardActivityEncounterInfo ---@field encounterID number ---@field bestDifficulty number ---@field uiOrder number ---@field instanceID number local WeeklyRewardActivityEncounterInfo = {} ---@class WeeklyRewardActivityInfo ---@field type WeeklyRewardChestThresholdType ---@field index number ---@field threshold number ---@field progress number ---@field id number ---@field level number ---@field claimID number|nil ---@field rewards table local WeeklyRewardActivityInfo = {} ---@class WeeklyRewardActivityRewardInfo ---@field type CachedRewardType ---@field id number ---@field quantity number ---@field itemDBID string|nil local WeeklyRewardActivityRewardInfo = {}
local json = require("JSON") local filename = "/locker/work/201602-csrx/arch/20160429/pwg/conf-20160429-wgc.js" local f = assert(io.open(filename, "r")) local t = f:read("*all") f:close() local foo = json:decode([[ {"name" : "lol", "age" : -1.5e6, "foo" : ["bar", true, null]} ]]) print(foo.age) -- -1500000 print(foo.name) -- lol print(foo.foo[1]) -- bar print(foo.foo[2]) -- true print(foo.foo[3]) -- null print(foo.foo[3] == json.null) -- true foo.foo = "omg :D" print(json:encode(foo)) -- {"name":"lol","age":-1500000,"foo":"omg :D"} local srx = json:decode(t)
jog.get_stamina = function(playername) if jog.players[playername] then return jog.players[playername].stamina else return nil end end jog.set_stamina = function(playername, stamina) if jog.players[playername] then jog.players[playername].stamina = stamina return true else return false end end jog.get_max_stamina = function(playername) if jog.players[playername] then return jog.players[playername].max_stamina else return nil end end jog.set_max_stamina = function(playername, max_stamina) if jog.players[playername] then jog.players[playername].max_stamina = max_stamina return true else return false end end
require "torch" require "nn" require "image" require "optim" require "model" require "DataLoader" local utils = require "utils" local cmd = torch.CmdLine() -- Options cmd:option("-checkpoint", "checkpoints/checkpoint_final.t7") cmd:option("-split", "", "train, val, or test. leaving blank runs all splits.") cmd:option("-cuda", 1) local opt = cmd:parse(arg) assert(opt.checkpoint ~= "", "Need a trained network file to load.") assert(opt.split == "" or opt.split == "train" or opt.split == "val" or opt.split == "test") -- Set up GPU opt.dtype = "torch.FloatTensor" if opt.cuda == 1 then require "cunn" opt.dtype = "torch.CudaTensor" end -- Initialize model and criterion utils.printTime("Initializing model") local checkpoint = torch.load(opt.checkpoint) local model = checkpoint.model model:type(opt.dtype) local criterion = nn.ClassNLLCriterion():type(opt.dtype) -- Initialize DataLoader to receive batch data utils.printTime("Initializing DataLoader") local loader = DataLoader(checkpoint.opt) --[[ Inputs: - model: a CNN - split: "train", "val", or "test" Outputs: - loss: average loss per item in this split - accuracy: accuracy on this split - confusion: an optim.ConfusionMatrix object Performs image classification using a given nn module. ]]-- function test(model, split) assert(split == "train" or split == "val" or split == "test") collectgarbage() utils.printTime("Starting evaluation on the %s split" % split) -- Turn off Dropout model:evaluate() local confusion = optim.ConfusionMatrix(checkpoint.opt.numClasses) local evalData = { predictedLabels = {}, trueLabels = {}, loss = {} } local numIterations = math.ceil(loader.splits[split].count / checkpoint.opt.batchSize) for i = 1, numIterations do local batch = loader:nextBatch(split, false) if opt.cuda == 1 then batch.data = batch.data:cuda() batch.labels = batch.labels:cuda() end local scores = model:forward(batch.data) -- batchSize x numClasses local _, predictedLabels = torch.max(scores, 2) table.insert(evalData.predictedLabels, predictedLabels:double()) table.insert(evalData.trueLabels, batch.labels:reshape(batch:size(), 1):double()) local loss = criterion:forward(scores, batch.labels) table.insert(evalData.loss, loss) collectgarbage() end evalData.predictedLabels = torch.cat(evalData.predictedLabels, 1) evalData.trueLabels = torch.cat(evalData.trueLabels, 1) confusion:batchAdd(evalData.predictedLabels, evalData.trueLabels) local loss = torch.mean(torch.Tensor(evalData.loss)) local accuracy = torch.sum(torch.eq(evalData.predictedLabels, evalData.trueLabels)) / evalData.trueLabels:size()[1] return loss, accuracy, confusion end if opt.split == "" then for _, split in pairs({"train", "val", "test"}) do local _, acc, _ = test(model, split) utils.printTime("Accuracy on the %s split: %f" % {split, acc}) end else local _, acc, _ = test(model, opt.split) utils.printTime("Accuracy on the %s split: %f" % {opt.split, acc}) end
minetest.register_node("nc_luxgate:vessicleNull",{ description = "-NULL-", drawtype = "nodebox", pointable = false, diggable = false, tiles = {"portalhole.png^[makealpha:250,255,201"}, light_source = 4, walkable = false, pointable = true, node_box = { type = "fixed", fixed = { {-0.125, 0, 0.001, 0.125, 0.3125, 0}, } }, groups = {crumbly = 1, luxg = 1, luxv = 1}, on_construct = function(pos) local val = luxgate.core.whosthere(pos) return (val > 0) or minetest.remove_node(pos) end, on_destruct = function(pos) minetest.after(1, function() if(minetest.get_node(pos).name == "nc_luxgate:vessicle")then local pos2 = minetest.find_node_near(pos,1,"nc_luxgate:frame_lam",false) local meta = minetest.get_meta(pos2) local srcs = {x = pos.x, y = pos.y, z = pos.z, v = luxgate.core.whosthere(pos)} for n = 1, #luxgate.vests, 1 do if(minetest.serialize(luxgate.vests[n]) == minetest.serialize(srcs))then return meta:set_string("gindex",n) elseif(n == #luxgate.vests and minetest.serialize(luxgate.vests[n]) ~= minetest.serialize(srcs))then return meta:set_string("gindex",n+1), table.insert(luxgate.vests, srcs) else end end end end) end }) minetest.register_node("nc_luxgate:vessicle",{ description = "-NULL-", diggable = false, pointable = false, drawtype = "nodebox", tiles = {"portalhole.png^[makealpha:250,255,201"}, light_source = 9, walkable = false, node_box = { type = "fixed", fixed = { {-0.125, 0, 0.001, 0.125, 0.3125, 0}, } }, groups = {crumbly = 1, luxv = 1}, on_construct = function(pos) luxgate.core.shitpost(pos) -- Register self to table. end, }) -- -- -- -- -- -- Frame nodes -- -- -- -- -- -- minetest.register_node("nc_luxgate:frame_ohm",{ description = "Omega Gate Frame", diggable = false, pointable = false, tiles = {"canvas2.png", "ohm_anim.png", "ohm_anim.png", "ohm_anim.png", "ohm_anim.png", "ohm_anim.png"}, groups = {luxg = 1}, }) minetest.register_node("nc_luxgate:frame_lam",{ description = "Lambda Gate Frame", diggable = false, tiles = {{name ="lam_anim.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1}, { type = "sheet_2d", frames_w = 1, frames_h = 13, frame_length = 0.1, } }}, groups = { luxg = 1,cracky =1}, on_construct = function(pos) local node = minetest.get_node(pos).name minetest.get_meta(pos):set_string("infotext","Node:".. node .. " | ".." Dist; "..0) end, on_punch = function(pos, node, puncher) if(puncher:get_player_control().sneak == false)then local ves = minetest.find_node_near(pos,4,"nc_luxgate:vessicle",false) local nves = minetest.find_node_near(pos,4,"nc_luxgate:vessicleNull",false) if(ves and luxgate.core.holdmycalc(ves) >= 16)then local meta = minetest.get_meta(ves) meta:set_int("power",(meta:get_int("power") + luxgate.core.xenithcore(ves))) elseif(nves and luxgate.core.holdmycalc(nves) >= 10)then minetest.set_node(nves,{name = "nc_luxgate:vessicle"}) local meta = minetest.get_meta(nves) meta:set_int("power",luxgate.core.xenithcore(nves) - 10) else end elseif(puncher:get_player_control().sneak == true)then local ves = minetest.find_node_near(pos,4,"nc_luxgate:vessicle",false) local meta = minetest.get_meta(pos) meta:set_int("gindex",meta:get_int("gindex") + 1 ) if(meta:get_int("gindex") > #luxgate.vests)then meta:set_int("gindex",1) else end if(type(luxgate.vests[meta:get_int("gindex")]) == "table")then local ps = luxgate.core.decode(luxgate.vests[meta:get_int("gindex")])[1] local dpos = {x = ps[1], y = ps[2], z = ps[3]} local nam; if(minetest.get_node(dpos).name == "ignore")then nam = "ignore" elseif(minetest.get_node(dpos).name == "nc_luxgate:vessicle")then nam = "vessicle" elseif(minetest.get_node(dpos).name == "nc_luxgate:vessicleNull")then nam = "Depl Vessicle" else nam = "ERROR" end if(ves)then meta:set_string("infotext","Node:".. nam .. " | ".." Dist; "..vector.distance(ves,dpos)) --luxgate.log(meta:get_int("gindex")) else end else meta:set_string("infotext","Node: REDACTED") end else end end }) minetest.register_node("nc_luxgate:frame_e",{ description = "Gate frame Extension", drawtype = "nodebox", paramtype = "light", diggable = false, pointable = false, paramtype2 = "facedir", groups = { luxg = 1,crumbly = 1}, node_box = { type = "fixed", fixed = { {-0.375, -0.5, -0.375, 0.375, 0.5, 0.375}, } }, tiles = {"canvas2.png"}, on_punch = function(pos) luxgate.particles.suffusion(pos) end }) minetest.register_node("nc_luxgate:frame_v",{ description = "Gate frame Vane", diggable = false, pointable = false, drawtype = "nodebox", paramtype = "light", paramtype2 = "facedir", groups = { luxg = 1,crumbly = 1}, tiles = {"canvas2.png"}, node_box = { type = "fixed", fixed = { {-0.375, -0.5, -0.375, 0.375, -0.4375, 0.375}, {-0.4375, -0.4375, -0.375, 0.3125, -0.375, 0.375}, {-0.5, -0.375, -0.375, 0.25, -0.3125, 0.375}, {-0.5625, -0.3125, -0.375, 0.1875, -0.25, 0.375}, {-0.625, -0.25, -0.375, 0.125, -0.1875, 0.375}, {-0.6875, -0.1875, -0.375, 0.0625, -0.125, 0.375}, {-0.75, -0.125, -0.375, 0, -0.0625, 0.375}, {-0.8125, -0.0625, -0.375, -0.0625, 0, 0.375}, {-0.875, 0, -0.375, -0.125, 0.0625, 0.375}, {-0.9375, 0.0625, -0.375, -0.1875, 0.125, 0.375}, {-1, 0.125, -0.375, -0.25, 0.1875, 0.375}, {-1.0625, 0.1875, -0.375, -0.3125, 0.25, 0.375}, {-1.125, 0.25, -0.375, -0.375, 0.3125, 0.375}, {-1.1875, 0.3125, -0.375, -0.4375, 0.375, 0.375}, {-1.25, 0.375, -0.375, -0.5, 0.4375, 0.375}, {-1.3125, 0.4375, -0.375, -0.5625, 0.5, 0.375}, } } }) minetest.register_node("nc_luxgate:block_ilmenite",{ description = "ilmenite block", paramtype = "light", tiles = {"block_ilmenite.png"}, groups = { luxg = 1,crumbly = 1, paramag = 1}, sounds = nodecore.sounds("nc_luxgate_ilmenite2"), }) minetest.register_node("nc_luxgate:cobble_ilmenite",{ description = "ilmenite block", paramtype = "light", tiles = {"block_ilmenite.png^nc_terrain_cobble.png"}, groups = { luxg = 1,crumbly = 1, paramag = 1}, sounds = nodecore.sounds("nc_luxgate_ilmenite2"), on_punch = function(pos) luxgate.particles.cyclicAMP(pos,"shard_anim.png",1.2, 4) end }) minetest.register_node("nc_luxgate:ulvstone",{ description = "Ulvstone", tiles = {"canvas2.png"}, groups = { luxg = 1,crumbly = 2, ulv = 1, writable = 1}, sounds = nodecore.sounds("nc_luxgate_ilmenite2"), }) minetest.register_node("nc_luxgate:ulvstone_i",{ description = "Ulvstone", pointable = false, diggable = false, paramtype = "light", tiles = {"canvas2t.png"}, groups = { luxg = 1,crumbly = 1, ulv = 1}, sounds = nodecore.sounds("nc_luxgate_ilmenite2"), }) minetest.register_node("nc_luxgate:ulvstone_c",{ description = "Ulvstone", pointable = false, diggable = false, paramtype = "light", tiles = {"canvas2.png", "canvasvertex2.png", "canvas2.png", "canvas2.png", "canvas2.png", "canvas2.png",}, paramtype2 = "facedir", groups = { luxg = 1,crumbly = 1, ulv = 1}, sounds = nodecore.sounds("nc_luxgate_ilmenite2"), }) minetest.register_node("nc_luxgate:ulvstone_v",{ description = "Ulvstone", pointable = false, diggable = false, paramtype = "light", tiles = {"canvasvertex.png"}, paramtype2 = "facedir", groups = { luxg = 1,crumbly = 1, ulv = 1}, sounds = nodecore.sounds("nc_luxgate_ilmenite2"), }) minetest.register_craftitem("nc_luxgate:shard_ilmenite", { description = "ilmenite shard", inventory_image = "shard_ilmenite.png", wield_image = "shard_ilmenite.png", wield_scale = {x = 1.25, y = 1.25, z = 1.75}, sounds = nodecore.sounds("nc_luxgate_ilmenite"), groups = { luxg = 1,paramag = 1} }) nodecore.register_craft({ label = "macerate ilmenite block to cobble", action = "pummel", nodes = { {match = "nc_luxgate:block_ilmenite", replace = "nc_luxgate:cobble_ilmenite"} }, toolgroups = { luxg = 1,cracky = 2}, }) nodecore.register_craft({ label = "pound ilmenite cobble into a solid node", action = "pummel", nodes = { {match = "nc_luxgate:cobble_ilmenite", replace = "nc_luxgate:block_ilmenite"} }, toolgroups = { luxg = 1,thumpy = 3}, })