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return { Sgyd = 1, Assy = 2, };
-- This file is part of the Luau programming language and is licensed under MIT License; see LICENSE.txt for details print('testing lua_exception') -- Verify that no exception is generated function empty_function() end function pass_number_to_error() -- Verify the error value of 42 is part of the exception's string. error(42) end function pass_string_to_error() -- Verify the error value of "string argument" is part of the exception's string. error("string argument") end function pass_table_to_error() -- Pass a table to `error`. A table is used since it is won't be -- convertable to a string using `lua_tostring`. error({field="value"}) end function infinite_recursion_error() -- Generate a stack overflow error infinite_recursion_error() end function large_allocation_error() -- Create a table that will require more memory than the test's memory -- allocator will allow. table.create(1000000) end return('OK')
insulate("HashSet Test | ", function() local hashSet = nil setup(function() hashSet = require("HashSet"):new() end) before_each(function() hashSet:clear() end) randomize() test("isEmpty()", function() assert.is_true(hashSet:isEmpty()) end) test("clear(); checking size is 0", function() hashSet:clear() assert.is_true(hashSet:isEmpty()) end) test("size(); check if empty HashSet is 0", function() hashSet:clear() assert.is_true(hashSet:size() == 0) end) test("add 1; size should be 1, isEmpty should be false", function() hashSet:add("elem1") assert.is.equal(1, hashSet:size()) assert.is_false(hashSet:isEmpty()) end) test("add element then see if the hashset contains it", function() local e = "elem1" assert.is_false(hashSet:contains(e)) hashSet:add(e) assert.is_true(hashSet:contains(e)) end) test("add multiple DUPLICATES; size should be 1, isEmpty should be false", function() math.randomseed(os.time()) local numTimes = math.random(10, 20) for _ = 1, numTimes do hashSet:add("elem") end assert.is.equal(1, hashSet:size()) assert.is_false(hashSet:isEmpty()) end) test("add multiple non-duplicates; size should be 1, isEmpty should be false", function() math.randomseed(os.time()) local numTimes = math.random(10, 20) for i = 1, numTimes do hashSet:add("elem" .. i) end assert.is.equal(numTimes, hashSet:size()) assert.is_false(hashSet:isEmpty()) end) test("Add 5 elements then return an iterator", function() local expectedSet = { elem3 = "elem3", elem1 = "elem1", elem4 = "elem4", elem5 = "elem5", elem2 = "elem2", } for key, _ in pairs(expectedSet) do hashSet:add(key) end local iter = hashSet:iterator() local i = 1 for elem in iter do assert.is_true(expectedSet[elem] ~= nil) i = i + 1 end end) test("add 1 then remove 1, size == 0 and hashset should be empty", function() hashSet:add("elem1") hashSet:remove("elem1") assert.is_true(hashSet:isEmpty()) assert.is.equal(0, hashSet:size()) end) test("add 1 then remove 1 then readd it, size == 1 and hashset should not be empty", function() hashSet:add("elem1") hashSet:remove("elem1") hashSet:add("elem1") hashSet:add("elem1") assert.is_false(hashSet:isEmpty()) assert.is.equal(1, hashSet:size()) end) test("Remove from empty list; Size should still be 0, list should still be empty", function() hashSet:remove("elem1") assert.is_true(hashSet:isEmpty()) assert.is.equal(0, hashSet:size()) end) test("Add 1, remove it, then try to remove again", function() assert.is_true(hashSet:add("elem1")) assert.is_true(hashSet:remove("elem1")) assert.is_true(hashSet:isEmpty()) assert.is.equal(0, hashSet:size()) assert.is_false(hashSet:remove("elem1")) assert.is_true(hashSet:isEmpty()) assert.is.equal(0, hashSet:size()) end) test("Add 3, remove 1, size should be 2", function() assert.is_true(hashSet:add("elem1")) assert.is_false(hashSet:add("elem1")) assert.is_true(hashSet:add("elem2")) assert.is_true(hashSet:add("elem3")) assert.is_true(hashSet:remove("elem2")) assert.is.equal(2, hashSet:size()) end) end)
-- Example: FPS and delta-time function love.draw() -- Draw the current FPS. love.graphics.print("FPS: " .. love.timer.getFPS(), 50, 50) -- Draw the current delta-time. (The same value -- is passed to update each frame). love.graphics.print("dt: " .. love.timer.getDelta(), 50, 100) end
return {'salisch','salvadoraan','salvadoraans','salade','saladeschaal','salam','salamander','salamanderkachel','salamanders','salami','salamipolitiek','salamitactiek','salangaan','salariaat','salaris','salarisaanpassing','salarisachterstand','salarisactie','salarisadministratie','salarisbetaling','salariscategorie','salarischeque','salariseis','salarisgarantieregeling','salarisgarantieregelingen','salarisgrens','salarisgrenzen','salarisgroei','salarisgroep','salarisherziening','salarisklasse','salariskorting','salariskosten','salarisniveau','salarisontwikkeling','salarisplafond','salarisregeling','salarisschaal','salarisschijf','salarisstaat','salarisstijging','salarisstrook','salarisstructuur','salarissysteem','salaristabel','salarisverbetering','salarisvergelijking','salarisverhoging','salarisverlaging','salarisvermindering','salarisverschil','salarieren','salariering','salbutamol','salderen','saldi','saldibalans','saldilijst','saldo','saldobedrag','saldobedragen','saldobetaling','saldobiljet','salesiaan','salesmanager','salespromotor','salet','saletjonker','salicyl','salicylzuur','salie','saliemelk','saline','salmagundi','salmi','salmiak','salmiakdrop','salmonella','salmonellabacterie','salmonellabesmetting','salmonellavergiftiging','salomonsoordeel','salomonszegel','salon','salonameublement','salonboot','saloncommunist','salonfahig','salonheld','salonmuziek','salonorkest','salonrijtuig','salonsocialist','salonstuk','salontafel','salontafelboek','salonwagen','saloon','saloondeur','salpeter','salpeterzuur','salsa','salsaband','salsamuziek','salto','salueren','salut','saluut','saluutschot','salvarsan','salvia','salvo','saloeki','saladbar','salamkramp','salarisslip','salesianer','salkvaccin','salpeterzout','salarisverwerking','saladebar','saladebuffet','salarisadministrateur','salarisbedrag','salarisgebouw','salarisgesprek','salarisnummer','salarispakket','salarisrekening','salonsocialisme','salarisindicatie','saldering','salarisbeleid','salima','salland','sallander','sallands','salomo','salomonseilanden','salween','sal','salah','salar','saleh','salem','salih','salim','salina','sally','salma','salman','salome','salomon','salome','saloua','salvador','salvatore','salden','salm','salverda','salemink','sala','salentijn','salters','salimans','salemans','salari','salij','salhi','salama','salmi','saleem','sale','salische','salades','salamandertje','salamandertjes','salamis','salanganen','salarieerde','salarieert','salarisaanpassingen','salarisberekeningen','salarisbetalingen','salariscategorieen','salarischeques','salariseisen','salarisgegevens','salarisgroepen','salarisklassen','salarismaatregelen','salarisonderhandelingen','salarisregelingen','salarisschalen','salarissen','salarisstaten','salarisstijgingen','salaristabellen','salarisverhogingen','salarisverschillen','saldeer','saldeerde','saldeerden','saldeert','saldibalansen','saldilijsten','saldos','saldobetalingen','saldobiljetten','saldocijfers','salesianen','salesmanagers','saletjonkers','saletten','salinen','salines','salmiakpastilles','salomonsoordelen','salomonszegels','salonboten','salonhelden','salonnetje','salonnetjes','salonrijtuigen','salons','salontafels','salontafeltje','salontafeltjes','salonwagens','salpeterzure','saltos','salueer','salueerde','salueerden','salueert','saluerend','saluerende','saluutschoten','salvias','salvos','salvootje','salvadoraanse','salvadoranen','saladeschalen','salamanderkachels','saloncommunisten','salonfahige','salonsocialisten','saloondeuren','saloons','salviaatje','saloekis','saladbars','salarisslips','salarisverlagingen','salespromotors','salmonellas','sallandse','sals','salahs','salars','salehs','salems','salihs','salims','salimas','salinas','sallys','salmas','salmans','salomes','salomons','salomes','salouas','salvadors','salvatores','salarisadministraties','salarisstroken','salarisstrookje','salarisstrookjes','salarissystemen','salarisstructuren','salarisniveaus','salarisadministrateurs','salarisbedragen','salarisontwikkelingen','salarisplafonds','salarisverbeteringen','salarisgesprekken','salarisindicaties'}
EditLadder = EditLadder or class(EditUnit) function EditLadder:editable(unit) return unit:ladder() ~= nil end function EditLadder:update_positions() self:selected_unit():ladder():set_config() end function EditLadder:build_menu(units) local ladder_options = self:Group("Ladder") self._width = self:NumberBox("Width[cm]", callback(self, self, "set_unit_data_parent"), units[1]:ladder():width(), {floats = 0, min = 0, help = "Sets the width of the ladder in cm", group = ladder_options}) self._height = self:NumberBox("Height[cm]", callback(self, self, "set_unit_data_parent"), units[1]:ladder():height(), {floats = 0, min = 0, help = "Sets the height of the ladder in cm", group = ladder_options}) units[1]:set_config() end function EditLadder:set_unit_data() local unit = self:selected_unit() unit:ladder():set_width(self._width:Value()) unit:ladder():set_height(self._height:Value()) end function EditLadder:update(t, dt) for _, unit in ipairs(self._selected_units) do if unit:ladder() then unit:ladder():debug_draw() end end end
-- plugins will be installed to the cache directory plugin_home = vim.fn.stdpath('cache') .. '/tmux.nvim' vim_plug_url = 'https://raw.githubusercontent.com/junegunn/vim-plug/master/plug.vim' vim_plug = plugin_home .. '/plug.vim' -- install vim-plug automatically if needed if vim.fn.filereadable(vim_plug) == 0 then vim.cmd( 'silent !curl -fLo ' .. vim_plug .. ' --create-dirs ' .. vim_plug_url ) end vim.opt.runtimepath:append(plugin_home) vim.fn['plug#begin'](plugin_home) vim.fn['plug#']('spywhere/tmux.nvim') vim.fn['plug#end']() -- install or update plugins as needed if vim.fn.isdirectory(plugin_home .. '/tmux.nvim') == 0 then vim.cmd('PlugInstall --sync | q') else vim.cmd('PlugUpdate --sync | q') end local tmux = require('tmux') local cmds = require('tmux.commands') -- some configurations go here -- may be changing the default prefix key? -- tmux.prefix('<C-a>') -- may be binding a new key? -- tmux.bind('|', cmds.split_window { 'v' } ) -- tmux.bind('-', cmds.split_window { 'h' } ) tmux.start() -- this will start a terminal session
require('gitsigns').setup { numhl = true, current_line_blame = true, sign_priority = 5, word_diff = false, }
local request = require 'http.functional.request' local writer = require 'http.functional.response' local json = require 'core.encoding.json' local describe, it, assert = describe, it, assert local function test_cases(app) assert.not_nil(app) it('responds with bad request status code and errors', function() local w, req = writer.new(), request.new {method = 'POST'} app(w, req) assert.equals(400, w.status_code) assert.same({['Content-Type'] = 'application/json'}, w.headers) assert(json.decode(table.concat(w.buffer))) end) it('accepts a valid input', function() local w = writer.new() local req = request.new { method = 'POST', body = { author = 'jack', message = 'hello' } } app(w, req) assert.is_nil(w.status_code) end) end describe('demos.http.form', function() test_cases(require 'demos.http.form') end) describe('demos.web.form', function() test_cases(require 'demos.web.form') end)
-- don't want to leave these in a real script, but it is a handy tool. function describeElement(element) local tag = '<' .. element.tag .. ' ' for key, value in pairs(element.attributes) do local val = (type(value) == 'table' and '(table)') or value tag = tag .. key .. '=' .. val .. ' ' end broadcastToAll(tag .. ' />') end function findElement(id, uiCollection) for _, element in pairs(uiCollection) do if element.attributes.id == id then return element end if element.children and #element.children > 0 then local foundElement = findElement(id, element.children) if foundElement then return foundElement end end end end function debugElement(id) describeElement(findElement(id, UI.getXmlTable())) end
package("cef") set_homepage("https://bitbucket.org/chromiumembedded") set_description("Chromium Embedded Framework (CEF). A simple framework for embedding Chromium-based browsers in other applications.") set_license("BSD-3-Clause") local buildver = { ["88.2.1"] = "88.2.1+g0b18d0b+chromium-88.0.4324.146", ["88.2.9"] = "88.2.9+g5c8711a+chromium-88.0.4324.182", ["90.5.3"] = "90.5.3+gaf0e862+chromium-90.0.4430.72", ["91.1.22"] = "91.1.22+gc67b5dd+chromium-91.0.4472.124" } if is_plat("windows") then add_urls("https://cef-builds.spotifycdn.com/cef_binary_$(version).tar.bz2", {version = function (version) return format("%s_windows%s", buildver[tostring(version)], (is_arch("x64") and "64" or "32")) end}) if is_arch("x64") then add_versions("91.1.22", "a01dd3f996061a8d0ddc1a2ab211340f9b3bb890eef3606329579b43101607dc") add_versions("90.5.3", "d92abe3e3d3aa2aa7bf25669fe7cb59a0232ee9eb14ad4f1ea60334f9485d0ef") add_versions("88.2.9", "86c01e38e7b7d59fed8a1e1ab2c3bfbcc1db42e21f8a6e6feb4061b2af7b1b7d") add_versions("88.2.1", "8ed01da6327258536c61ada46e14157149ce727e7729ec35a30b91b3ad3cf555") else add_versions("91.1.22", "9f9ab6787f2d35024238aceab5d1eccf49e19e8bfe2519ca96610fe2bbe82ad1") add_versions("90.5.3", "8e49009a543273319ae51d58e1b78a1695f3864c5773cdfdf7f5994810d0874d") add_versions("88.2.9", "90c15421d6d7b970ca839b746d8e85c09f449ae37d87d07f42dd45dfe16df455") add_versions("88.2.1", "f608e4028478d4c87541c679f5cfe42bda0d459a80ee26acfe93f634c25e96ab") end add_configs("vs_runtime", {description = "Set vs compiler runtime.", default = "MT", type = "string", readonly = true}) end add_configs("shared", {description = "Build shared library.", default = true, type = "boolean", readonly = true}) if is_plat("windows") then add_syslinks("user32", "advapi32", "shlwapi", "comctl32", "rpcrt4") end add_includedirs(".", "include") on_install("windows", function (package) local distrib_type = package:debug() and "Debug" or "Release" os.cp(path.join(distrib_type, "*.lib"), package:installdir("lib")) os.cp(path.join(distrib_type, "*.dll"), package:installdir("bin")) os.cp(path.join(distrib_type, "swiftshader", "*.dll"), package:installdir("bin", "swiftshader")) os.cp(path.join(distrib_type, "*.bin"), package:installdir("bin")) os.cp("Resources/*", package:installdir("bin")) os.cp(path.join(package:scriptdir(), "port", "xmake.lua"), "xmake.lua") import("package.tools.xmake").install(package) end) on_test(function (package) assert(package:has_cxxfuncs("CefEnableHighDPISupport", {includes = "cef_app.h"})) end)
module ('base', package.seeall) require 'lux.object' drawable = lux.object.new {} drawable.__init = { color = {255, 255, 255, 255} }
-- MIT License -- -- Copyright (c) [year] [fullname] -- -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- -- The above copyright notice and this permission notice shall be included in all -- copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -- SOFTWARE. local base64 = require'nvim-lsp-clangd-highlight/base64_decode' local highlight = require'vim/highlight' local M = {} M.enabled = true M.debug = false local clangd_scopes = {} local clangd_namespace = vim.api.nvim_create_namespace("vim_lsp_clangd_references") local clangd_kind_to_highlight_group_map = { -- https://github.com/clangd/coc-clangd/blob/28e8d303b723716240e680090c86535582e7894f/src/semantic-highlighting.ts#L125 -- https://github.com/llvm/llvm-project/blob/4e3a44d42eace1924c9cba3b7c1ea9cdbbd6cb48/clang-tools-extra/clangd/SemanticHighlighting.cpp#L584 ["entity.name.function.cpp"] = "ClangdFunction", ["entity.name.function.method.cpp"] = "ClangdMemberFunction", ["entity.name.function.method.static.cpp"] = "ClangdStaticMemberFunction", ["variable.other.cpp"] = "ClangdVariable", ["variable.other.local.cpp"] = "ClangdLocalVariable", ["variable.parameter.cpp"] = "ClangdParameter", ["variable.other.field.cpp"] = "ClangdField", ["variable.other.field.static.cpp"] = "ClangdStaticField", ["entity.name.type.class.cpp"] = "ClangdClass", ["entity.name.type.enum.cpp"] = "ClangdEnum", ["variable.other.enummember.cpp"] = "ClangdEnumConstant", ["entity.name.type.typedef.cpp"] = "ClangdTypedef", ["entity.name.type.dependent.cpp"] = "ClangdDependentType", ["entity.name.other.dependent.cpp"] = "ClangdDependentName", ["entity.name.namespace.cpp"] = "ClangdNamespace", ["entity.name.type.template.cpp"] = "ClangdTemplateParameter", ["entity.name.type.concept.cpp"] = "ClangdConcept", ["storage.type.primitive.cpp"] = "ClangdPrimitive", ["entity.name.function.preprocessor.cpp"] = "ClangdMacro", ["meta.disabled"] = "ClangdInactiveCode", } local function clangd_decode_kind(scope) local result = clangd_kind_to_highlight_group_map[scope] if not result then return 'ClangdUnknown' end return result end local function highlight_references(bufnr,references) vim.validate { bufnr = {bufnr, 'n', true} } for _,ref in ipairs(references) do if M.debug then print(bufnr, ref.kind, vim.inspect(ref.range)) end highlight.range(bufnr, clangd_namespace, ref.kind, ref.range.start_pos, ref.range.end_pos) end end local function clear_references(bufnr) vim.validate { bufnr = {bufnr, 'n', true} } vim.api.nvim_buf_clear_namespace(bufnr, clangd_namespace, 0, -1) end local function highlight(_,result,_,_) if M.debug then print("Highlight called") end if not result or not M.enabled then return end local uri = result.textDocument.uri if M.debug then print("Uri: " .. uri) end local file = "" if vim.fn.exists('win32') then -- uri starts with file:// and then the path but path always starts with / -- On windows we don't want to start the path with starting "/" -- This ends up giving us path like /C:/rest/of/the/path file = string.gsub(uri, 'file:///' , "") -- nvim_buf_get_name will return paths with "\" separators file = string.gsub(file, '/', '\\') else file = string.gsub(uri, 'file://' , "") end for _,bufnum in ipairs(vim.api.nvim_list_bufs()) do local buf_name = vim.api.nvim_buf_get_name(bufnum) if M.debug then print(buf_name,file) end if file==buf_name then if M.debug then print("Highlighting buffer") end local references = {} local references_index = 1 for _, token in ipairs(result.lines) do local uint32array = base64.base64toUInt32Array(token.tokens) for j = 1,uint32array.size,2 do local start_character_index = uint32array.data[j] local length = bit.rshift(uint32array.data[j+1], 16) local scope_index = bit.band(uint32array.data[j+1], 0xffff)+1 local ref = { range = { start_pos = {token.line, start_character_index}, end_pos = {token.line, start_character_index + length} }, kind = clangd_decode_kind(clangd_scopes[scope_index][1]) } vim.api.nvim_buf_clear_namespace(bufnum, clangd_namespace, token.line, token.line) references[references_index] = ref references_index = references_index + 1 end end -- clear_references(bufnum) highlight_references(bufnum, references) end end end function M.on_init(config) clangd_scopes = config.server_capabilities.semanticHighlighting.scopes config.handlers['textDocument/semanticHighlighting'] = highlight if M.debug then print("On init called") end end function M.clear_highlight() local buf_number = vim.api.nvim_get_current_buf() clear_references(buf_number) end function M.reload() M.clear_highlight() vim.api.nvim_command(":e") end function M.enable() M.enabled = true M.reload() end function M.disable() M.enabled = false M.clear_highlight() end return M
-- premake5.lua -- ChotuEditor Project workspace "Platform" architecture "x64" configurations{ "Debug", "Release" } startproject "Test" flags{ "MultiProcessorCompile", "FloatFast" } outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" project "Platform_Detection" location "Platform_Detection" kind "StaticLib" language "C++" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") files{ "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp" } includedirs{ "%{prj.name}/src" } filter "system:windows" cppdialect "C++17" staticruntime "on" systemversion "latest" filter "configurations:Debug" defines "CR_DEBUG" symbols "on" filter "configurations:Release" defines "CR_RELEASE" optimize "on" project "Test" location "Test" kind "ConsoleApp" language "C++" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") files{ "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp" } includedirs{ "Platform_Detection/src" } links{ "Platform_Detection" } filter "system:windows" cppdialect "C++17" staticruntime "on" systemversion "latest" filter "configurations:Debug" defines "CR_DEBUG" symbols "on" filter "configurations:Release" defines "CR_RELEASE" optimize "on"
dbg=require "debugger" function swap(t,i,j) local temp=t[i] t[i]=t[j] t[j]=temp end --this is string comparator --INPUT: x,y are strings function comp(x,y) if x ==nil or y==nil then return false end if x<y then return -1 elseif x == y then return 0 elseif x > y then return 1 else return false end end function partition(t,left,right,comp) local x=t[right] local i=left-1 for j=left,right-1 do if comp(t[j],x)<=0 then i=i+1 swap(t,i,j) end end swap(t,i+1,right) return i+1 end function qsort(t,left,right,comp) dbg() if comp(left,right)<=0 then local q=partition(t,left,right,comp) qsort(t,left,q-1,comp) qsort(t,q+1,right,comp) end end function printTab(t) for i=1,#t do io.write(t[i]," ") end io.write("\n"); end function main() local l={10,-1,3,6,8,0,2,-5} printTab(l) qsort(l,1,#l,comp) printTab(l) local l2={'b','d','f','z','a','w','j','i'} printTab(l2) qsort(l2,1,#l2,comp) printTab(l2) end main()
--Copyright (C) 2010 <SWGEmu> --This File is part of Core3. --This program is free software; you can redistribute --it and/or modify it under the terms of the GNU Lesser --General Public License as published by the Free Software --Foundation; either version 2 of the License, --or (at your option) any later version. --This program is distributed in the hope that it will be useful, --but WITHOUT ANY WARRANTY; without even the implied warranty of --MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. --See the GNU Lesser General Public License for --more details. --You should have received a copy of the GNU Lesser General --Public License along with this program; if not, write to --the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA --Linking Engine3 statically or dynamically with other modules --is making a combined work based on Engine3. --Thus, the terms and conditions of the GNU Lesser General Public License --cover the whole combination. --In addition, as a special exception, the copyright holders of Engine3 --give you permission to combine Engine3 program with free software --programs or libraries that are released under the GNU LGPL and with --code included in the standard release of Core3 under the GNU LGPL --license (or modified versions of such code, with unchanged license). --You may copy and distribute such a system following the terms of the --GNU LGPL for Engine3 and the licenses of the other code concerned, --provided that you include the source code of that other code when --and as the GNU LGPL requires distribution of source code. --Note that people who make modified versions of Engine3 are not obligated --to grant this special exception for their modified versions; --it is their choice whether to do so. The GNU Lesser General Public License --gives permission to release a modified version without this exception; --this exception also makes it possible to release a modified version --Children folder includes -- Server Objects includeFile("tangible/component/bio/base_bio_component_clothing_casual.lua") includeFile("tangible/component/bio/base_bio_component_clothing_field.lua") includeFile("tangible/component/bio/base_bio_component_clothing_formal.lua") includeFile("tangible/component/bio/base_bio_component_food.lua") includeFile("tangible/component/bio/bio_component_clothing_casual_charisma.lua") includeFile("tangible/component/bio/bio_component_clothing_casual_charisma_2.lua") includeFile("tangible/component/bio/bio_component_clothing_casual_entertainer.lua") includeFile("tangible/component/bio/bio_component_clothing_casual_entertainer_2.lua") includeFile("tangible/component/bio/bio_component_clothing_casual_medic.lua") includeFile("tangible/component/bio/bio_component_clothing_casual_medic_2.lua") includeFile("tangible/component/bio/bio_component_clothing_casual_taming.lua") includeFile("tangible/component/bio/bio_component_clothing_casual_taming_2.lua") includeFile("tangible/component/bio/bio_component_clothing_casual_training.lua") includeFile("tangible/component/bio/bio_component_clothing_casual_training_2.lua") includeFile("tangible/component/bio/bio_component_clothing_field_armor.lua") includeFile("tangible/component/bio/bio_component_clothing_field_armor_2.lua") includeFile("tangible/component/bio/bio_component_clothing_field_bleeding.lua") includeFile("tangible/component/bio/bio_component_clothing_field_bleeding_2.lua") includeFile("tangible/component/bio/bio_component_clothing_field_camo.lua") includeFile("tangible/component/bio/bio_component_clothing_field_camo_2.lua") includeFile("tangible/component/bio/bio_component_clothing_field_cover.lua") includeFile("tangible/component/bio/bio_component_clothing_field_cover_2.lua") includeFile("tangible/component/bio/bio_component_clothing_field_defense.lua") includeFile("tangible/component/bio/bio_component_clothing_field_defense_2.lua") includeFile("tangible/component/bio/bio_component_clothing_field_intimidate.lua") includeFile("tangible/component/bio/bio_component_clothing_field_intimidate_2.lua") includeFile("tangible/component/bio/bio_component_food_heavy.lua") includeFile("tangible/component/bio/bio_component_food_heavy_filling.lua") includeFile("tangible/component/bio/bio_component_food_heavy_flavor.lua") includeFile("tangible/component/bio/bio_component_food_heavy_nutrition.lua") includeFile("tangible/component/bio/bio_component_food_heavy_quantity.lua") includeFile("tangible/component/bio/bio_component_food_light.lua") includeFile("tangible/component/bio/bio_component_food_light_filling.lua") includeFile("tangible/component/bio/bio_component_food_light_flavor.lua") includeFile("tangible/component/bio/bio_component_food_light_nutrition.lua") includeFile("tangible/component/bio/bio_component_food_light_quantity.lua") includeFile("tangible/component/bio/bio_component_food_medium.lua") includeFile("tangible/component/bio/bio_component_food_medium_filling.lua") includeFile("tangible/component/bio/bio_component_food_medium_flavor.lua") includeFile("tangible/component/bio/bio_component_food_medium_nutrition.lua") includeFile("tangible/component/bio/bio_component_food_medium_quantity.lua")
if !ItemUsable then require_relative 'sh_item_usable' end class 'ItemAmmo' extends 'ItemUsable' ItemAmmo.name = 'Ammunition Base' ItemAmmo.description = 'An item that contains some ammo.' ItemAmmo.category = 'item.category.ammo' ItemAmmo.model = 'models/items/boxsrounds.mdl' ItemAmmo.background_color = Color(200, 200, 70) ItemAmmo.use_text = 'item.option.load' ItemAmmo.ammo_class = 'Pistol' ItemAmmo.ammo_count = 16 ItemAmmo.max_uses = 1 function ItemAmmo:use(player) player:GiveAmmo(self.ammo_count, self.ammo_class) end
Locales['fi'] = { -- cloakroom ['cloakroom_menu'] = 'cloakroom', ['cloakroom_prompt'] = 'press ~INPUT_CONTEXT~ to open the ~y~cloakroom~s~.', ['wear_citizen'] = 'citizen wear', ['wear_work'] = 'taxi wear', -- garage ['spawner_prompt'] = 'press ~INPUT_CONTEXT~ to open the ~y~garage~s~.', ['store_veh'] = 'paina ~INPUT_CONTEXT~ laittaaksesi auto talliin', ['spawn_veh'] = 'spawnaa ajoneuvo', ['spawnpoint_blocked'] = 'there is a vehicle blocking the spawnpoint!', ['only_taxi'] = 'Voit vain tallettaa taxeja', ['taking_service'] = 'Aloitetaan työ: Taxi/Uber', ['full_service'] = 'täysi palvelu: ', ['amount_invalid'] = 'virheellinen summa', ['press_to_open'] = 'paina ~INPUT_CONTEXT~ avataksesi valikko', ['billing'] = 'Laskutus', ['billing_sent'] = 'the bill has been registered!', ['invoice_amount'] = 'laskun määrä', ['no_players_near'] = 'ei pelaajia lähellä', ['start_job'] = 'start / stop driving NPC jobs', ['drive_search_pass'] = 'Ajele ympäriinsä etsi uusia ~y~asiakkaita', ['customer_found'] = 'Sinä ~g~löysit~s~ asiakkaan, aja lähemmäksi', ['client_unconcious'] = 'Sinun asiakkaasi on ~r~tajuton~s~. Etsi uusi.', ['arrive_dest'] = 'Sinä ~g~saavuit~s~ kohteeseen', ['take_me_to_near'] = '~s~Vie minut ~y~ %s~s~, lähellä~y~ %s', ['take_me_to'] = '~s~Vie minut~y~ %s', ['close_to_client'] = 'Olet asiakkaan lähellä, mene lähemmäksi', ['return_to_veh'] = 'Mene takaisin ajoneuvoon, jatkaaksesi töitä', ['must_in_taxi'] = 'Sinun pitää olla taxissa että voit alottaa työn', ['must_in_vehicle'] = 'Sinun pitää olla ajoneuvossa että voit alottaa työn', ['have_earned'] = 'Sinä tienasit ~g~€%s~s~', ['comp_earned'] = '- Yrityksesi tienasi ~g~€%s~s~\n- Sinä tienasit ~g~€%s~s~', ['deposit_stock'] = 'Talleta varastoon', ['take_stock'] = 'ota varastosta', ['boss_actions'] = 'pomon toiminnot', ['mission_complete'] = 'tehtävä suoritettu', ['quantity'] = 'määrä', ['quantity_invalid'] = 'virheellinen Määrä', ['inventory'] = 'reppu', ['taxi_client'] = 'taxi Asiakas', ['have_withdrawn'] = 'sinä nostit ~y~x%s~s~ ~b~%s~s~', ['have_deposited'] = 'sinä talletit ~y~x%s~s~ ~b~%s~s~', ['player_cannot_hold'] = 'sinulla ~r~ei ole~s~ enempää ~y~vapaata tilaa~s~ repussasi!', ['blip_taxi'] = 'taxi', ['phone_taxi'] = 'taxi', }
assert:set_parameter("TableFormatLevel", 5) -- when displaying tables, set a bigger default depth ------------------------ -- START TEST HELPERS -- ------------------------ local client, balancer local helpers = require "spec.test_helpers" local gettime = helpers.gettime local sleep = helpers.sleep local dnsSRV = function(...) return helpers.dnsSRV(client, ...) end local dnsA = function(...) return helpers.dnsA(client, ...) end local dnsAAAA = function(...) return helpers.dnsAAAA(client, ...) end -- creates a hash table with "address:port" keys and as value the number of indices local function count_indices(balancer) local r = {} local continuum = balancer:_get_continuum() for _, address in pairs(continuum) do local key = tostring(address.ip) if key:find(":",1,true) then --print("available: ", address.available) key = "["..key.."]:"..address.port else key = key..":"..address.port end r[key] = (r[key] or 0) + 1 end return r end -- copies the wheel to a list with ip, port and hostname in the field values. -- can be used for before/after comparison local copyWheel = function(b) local copy = {} local continuum = b:_get_continuum() for i, address in pairs(continuum) do copy[i] = i.." - "..address.ip.." @ "..address.port.." ("..address.host.hostname..")" end return copy end ---------------------- -- END TEST HELPERS -- ---------------------- describe("[consistent_hashing]", function() local snapshot setup(function() _G.package.loaded["resty.dns.client"] = nil -- make sure module is reloaded balancer = require "resty.dns.balancer.consistent_hashing" client = require "resty.dns.client" end) before_each(function() assert(client.init { hosts = {}, resolvConf = { "nameserver 8.8.8.8" }, }) snapshot = assert:snapshot() end) after_each(function() snapshot:revert() -- undo any spying/stubbing etc. collectgarbage() collectgarbage() end) it("ringbalancer with a running timer gets GC'ed", function() local b = balancer.new({ dns = client, wheelSize = 15, requery = 0.1, }) assert(b:addHost("this.will.not.be.found", 80, 10)) local tracker = setmetatable({ b }, {__mode = "v"}) local t = 0 while t<10 do if t>0.5 then -- let the timer do its work, only dismiss after 0.5 seconds -- luacheck: push no unused b = nil -- mark it for GC -- luacheck: pop end sleep(0.1) collectgarbage() if not next(tracker) then break end t = t + 0.1 end assert(t < 10, "timeout while waiting for balancer to be GC'ed") end) describe("getting targets", function() it("gets an IP address and port number; consistent hashing", function() dnsA({ { name = "mashape.com", address = "1.2.3.4" }, }) dnsA({ { name = "getkong.org", address = "5.6.7.8" }, }) local b = balancer.new({ hosts = { {name = "mashape.com", port = 123, weight = 10}, {name = "getkong.org", port = 321, weight = 5}, }, dns = client, wheelSize = (1000), }) -- run down the wheel, hitting all indices once local res = {} for n = 1, 1500 do local addr, port, host = b:getPeer(false, nil, tostring(n)) res[addr..":"..port] = (res[addr..":"..port] or 0) + 1 res[host..":"..port] = (res[host..":"..port] or 0) + 1 end -- weight distribution may vary up to 10% when using ketama algorithm assert.is_true(res["1.2.3.4:123"] > 900) assert.is_true(res["1.2.3.4:123"] < 1100) assert.is_true(res["5.6.7.8:321"] > 450) assert.is_true(res["5.6.7.8:321"] < 550) -- hit one index 15 times res = {} local hash = tostring(6) -- just pick one for _ = 1, 15 do local addr, port, host = b:getPeer(false, nil, hash) res[addr..":"..port] = (res[addr..":"..port] or 0) + 1 res[host..":"..port] = (res[host..":"..port] or 0) + 1 end assert(15 == res["1.2.3.4:123"] or nil == res["1.2.3.4:123"], "mismatch") assert(15 == res["mashape.com:123"] or nil == res["mashape.com:123"], "mismatch") assert(15 == res["5.6.7.8:321"] or nil == res["5.6.7.8:321"], "mismatch") assert(15 == res["getkong.org:321"] or nil == res["getkong.org:321"], "mismatch") end) it("evaluate the change in the continuum", function() local res1 = {} local res2 = {} local res3 = {} local b = balancer.new({ hosts = { {name = "10.0.0.1", port = 1, weight = 100}, {name = "10.0.0.2", port = 2, weight = 100}, {name = "10.0.0.3", port = 3, weight = 100}, {name = "10.0.0.4", port = 4, weight = 100}, {name = "10.0.0.5", port = 5, weight = 100}, }, dns = client, wheelSize = 5000, }) for n = 1, 10000 do local addr, port = b:getPeer(false, nil, n) res1[n] = { ip = addr, port = port } end b:addHost("10.0.0.6", 6, 100) for n = 1, 10000 do local addr, port = b:getPeer(false, nil, n) res2[n] = { ip = addr, port = port } end local dif = 0 for n = 1, 10000 do if res1[n].ip ~= res2[n].ip or res1[n].port ~= res2[n].port then dif = dif + 1 end end -- increasing the number of addresses from 5 to 6 should change 49% of -- targets if we were using a simple distribution, like an array. -- anyway, we should be below than 20%. assert((dif/100) < 49, "it should be better than a simple distribution") assert((dif/100) < 20, "it is still to much change ") b:addHost("10.0.0.7", 7, 100) b:addHost("10.0.0.8", 8, 100) for n = 1, 10000 do local addr, port = b:getPeer(false, nil, n) res3[n] = { ip = addr, port = port } end dif = 0 local dif2 = 0 for n = 1, 10000 do if res1[n].ip ~= res3[n].ip or res1[n].port ~= res3[n].port then dif = dif + 1 end if res2[n].ip ~= res3[n].ip or res2[n].port ~= res3[n].port then dif2 = dif2 + 1 end end -- increasing the number of addresses from 5 to 8 should change 83% of -- targets, and from 6 to 8, 76%, if we were using a simple distribution, -- like an array. -- either way, we should be below than 40% and 25%. assert((dif/100) < 83, "it should be better than a simple distribution") assert((dif/100) < 40, "it is still to much change ") assert((dif2/100) < 76, "it should be better than a simple distribution") assert((dif2/100) < 25, "it is still to much change ") end) it("gets an IP address and port number; consistent hashing skips unhealthy addresses", function() dnsA({ { name = "mashape.com", address = "1.2.3.4" }, }) dnsA({ { name = "getkong.org", address = "5.6.7.8" }, }) local b = balancer.new({ hosts = { {name = "mashape.com", port = 123, weight = 100}, {name = "getkong.org", port = 321, weight = 50}, }, dns = client, wheelSize = 1000, }) -- mark node down assert(b:setAddressStatus(false, "1.2.3.4", 123, "mashape.com")) -- do a few requests local res = {} for n = 1, 160 do local addr, port, host = b:getPeer(false, nil, n) res[addr..":"..port] = (res[addr..":"..port] or 0) + 1 res[host..":"..port] = (res[host..":"..port] or 0) + 1 end assert.equal(nil, res["1.2.3.4:123"]) -- address got no hits, key never gets initialized assert.equal(nil, res["mashape.com:123"]) -- host got no hits, key never gets initialized assert.equal(160, res["5.6.7.8:321"]) assert.equal(160, res["getkong.org:321"]) end) it("does not hit the resolver when 'cache_only' is set", function() local record = dnsA({ { name = "mashape.com", address = "1.2.3.4" }, }) local b = balancer.new({ hosts = { { name = "mashape.com", port = 80, weight = 5 } }, dns = client, wheelSize = 10, }) record.expire = gettime() - 1 -- expire current dns cache record dnsA({ -- create a new record { name = "mashape.com", address = "5.6.7.8" }, }) -- create a spy to check whether dns was queried spy.on(client, "resolve") local hash = "a value to hash" local cache_only = true local ip, port, host = b:getPeer(cache_only, nil, hash) assert.spy(client.resolve).Not.called_with("mashape.com",nil, nil) assert.equal("1.2.3.4", ip) -- initial un-updated ip address assert.equal(80, port) assert.equal("mashape.com", host) end) end) describe("setting status triggers address-callback", function() it("for IP addresses", function() local count_add = 0 local count_remove = 0 local b b = balancer.new({ hosts = {}, -- no hosts, so balancer is empty dns = client, wheelSize = 10, callback = function(balancer, action, address, ip, port, hostname) assert.equal(b, balancer) if action == "added" then count_add = count_add + 1 elseif action == "removed" then count_remove = count_remove + 1 elseif action == "health" then --luacheck: ignore -- nothing to do else error("unknown action received: "..tostring(action)) end if action ~= "health" then assert.equals("12.34.56.78", ip) assert.equals(123, port) assert.equals("12.34.56.78", hostname) end end }) b:addHost("12.34.56.78", 123, 100) ngx.sleep(0.1) assert.equal(1, count_add) assert.equal(0, count_remove) b:removeHost("12.34.56.78", 123) ngx.sleep(0.1) assert.equal(1, count_add) assert.equal(1, count_remove) end) it("for 1 level dns", function() local count_add = 0 local count_remove = 0 local b b = balancer.new({ hosts = {}, -- no hosts, so balancer is empty dns = client, wheelSize = 10, callback = function(balancer, action, address, ip, port, hostname) assert.equal(b, balancer) if action == "added" then count_add = count_add + 1 elseif action == "removed" then count_remove = count_remove + 1 elseif action == "health" then --luacheck: ignore -- nothing to do else error("unknown action received: "..tostring(action)) end if action ~= "health" then assert.equals("12.34.56.78", ip) assert.equals(123, port) assert.equals("mashape.com", hostname) end end }) dnsA({ { name = "mashape.com", address = "12.34.56.78" }, { name = "mashape.com", address = "12.34.56.78" }, }) b:addHost("mashape.com", 123, 100) ngx.sleep(0.1) assert.equal(2, count_add) assert.equal(0, count_remove) b:removeHost("mashape.com", 123) ngx.sleep(0.1) assert.equal(2, count_add) assert.equal(2, count_remove) end) it("for 2+ level dns", function() local count_add = 0 local count_remove = 0 local b b = balancer.new({ hosts = {}, -- no hosts, so balancer is empty dns = client, wheelSize = 10, callback = function(balancer, action, address, ip, port, hostname) assert.equal(b, balancer) if action == "added" then count_add = count_add + 1 elseif action == "removed" then count_remove = count_remove + 1 elseif action == "health" then --luacheck: ignore -- nothing to do else error("unknown action received: "..tostring(action)) end if action ~= "health" then assert(ip == "mashape1.com" or ip == "mashape2.com") assert(port == 8001 or port == 8002) assert.equals("mashape.com", hostname) end end }) dnsA({ { name = "mashape1.com", address = "12.34.56.1" }, }) dnsA({ { name = "mashape2.com", address = "12.34.56.2" }, }) dnsSRV({ { name = "mashape.com", target = "mashape1.com", port = 8001, weight = 5 }, { name = "mashape.com", target = "mashape2.com", port = 8002, weight = 5 }, }) b:addHost("mashape.com", 123, 100) ngx.sleep(0.1) assert.equal(2, count_add) assert.equal(0, count_remove) b:removeHost("mashape.com", 123) ngx.sleep(0.1) assert.equal(2, count_add) assert.equal(2, count_remove) end) end) describe("wheel manipulation", function() it("wheel updates are atomic", function() -- testcase for issue #49, see: -- https://github.com/Kong/lua-resty-dns-client/issues/49 local order_of_events = {} local b b = balancer.new({ hosts = {}, -- no hosts, so balancer is empty dns = client, wheelSize = 10, callback = function(balancer, action, ip, port, hostname) table.insert(order_of_events, "callback") -- this callback is called when updating. So yield here and -- verify that the second thread does not interfere with -- the first update, yielded here. ngx.sleep(0.1) end }) dnsA({ { name = "mashape1.com", address = "12.34.56.78" }, }) dnsA({ { name = "mashape2.com", address = "123.45.67.89" }, }) local t1 = ngx.thread.spawn(function() table.insert(order_of_events, "thread1 start") b:addHost("mashape1.com") table.insert(order_of_events, "thread1 end") end) local t2 = ngx.thread.spawn(function() table.insert(order_of_events, "thread2 start") b:addHost("mashape2.com") table.insert(order_of_events, "thread2 end") end) ngx.thread.wait(t1) ngx.thread.wait(t2) ngx.sleep(0.1) assert.same({ [1] = 'thread1 start', [2] = 'thread1 end', [3] = 'thread2 start', [4] = 'thread2 end', [5] = 'callback', [6] = 'callback', [7] = 'callback', }, order_of_events) end) it("equal weights and 'fitting' indices", function() dnsA({ { name = "mashape.com", address = "1.2.3.4" }, { name = "mashape.com", address = "1.2.3.5" }, }) local b = balancer.new({ hosts = {"mashape.com"}, dns = client, wheelSize = 1000, }) local expected = { ["1.2.3.4:80"] = 80, ["1.2.3.5:80"] = 80, } assert.are.same(expected, count_indices(b)) end) it("DNS record order has no effect", function() dnsA({ { name = "mashape.com", address = "1.2.3.1" }, { name = "mashape.com", address = "1.2.3.2" }, { name = "mashape.com", address = "1.2.3.3" }, { name = "mashape.com", address = "1.2.3.4" }, { name = "mashape.com", address = "1.2.3.5" }, { name = "mashape.com", address = "1.2.3.6" }, { name = "mashape.com", address = "1.2.3.7" }, { name = "mashape.com", address = "1.2.3.8" }, { name = "mashape.com", address = "1.2.3.9" }, { name = "mashape.com", address = "1.2.3.10" }, }) local b = balancer.new({ hosts = {"mashape.com"}, dns = client, wheelSize = 1000, }) local expected = count_indices(b) dnsA({ { name = "mashape.com", address = "1.2.3.8" }, { name = "mashape.com", address = "1.2.3.3" }, { name = "mashape.com", address = "1.2.3.1" }, { name = "mashape.com", address = "1.2.3.2" }, { name = "mashape.com", address = "1.2.3.4" }, { name = "mashape.com", address = "1.2.3.5" }, { name = "mashape.com", address = "1.2.3.6" }, { name = "mashape.com", address = "1.2.3.9" }, { name = "mashape.com", address = "1.2.3.10" }, { name = "mashape.com", address = "1.2.3.7" }, }) b = balancer.new({ hosts = {"mashape.com"}, dns = client, wheelSize = 1000, }) assert.are.same(expected, count_indices(b)) end) it("changing hostname order has no effect", function() dnsA({ { name = "mashape.com", address = "1.2.3.1" }, }) dnsA({ { name = "getkong.org", address = "1.2.3.2" }, }) local b = balancer.new { hosts = {"mashape.com", "getkong.org"}, dns = client, wheelSize = 1000, } local expected = count_indices(b) b = balancer.new({ hosts = {"getkong.org", "mashape.com"}, -- changed host order dns = client, wheelSize = 1000, }) assert.are.same(expected, count_indices(b)) end) it("adding a host", function() dnsA({ { name = "mashape.com", address = "1.2.3.4" }, { name = "mashape.com", address = "1.2.3.5" }, }) dnsAAAA({ { name = "getkong.org", address = "::1" }, }) local b = balancer.new({ hosts = { { name = "mashape.com", port = 80, weight = 5 } }, dns = client, wheelSize = 2000, }) b:addHost("getkong.org", 8080, 10 ) local expected = { ["1.2.3.4:80"] = 80, ["1.2.3.5:80"] = 80, ["[::1]:8080"] = 160, } assert.are.same(expected, count_indices(b)) end) it("removing the last host", function() dnsA({ { name = "mashape.com", address = "1.2.3.4" }, { name = "mashape.com", address = "1.2.3.5" }, }) dnsAAAA({ { name = "getkong.org", address = "::1" }, }) local b = balancer.new({ dns = client, wheelSize = 1000, }) b:addHost("mashape.com", 80, 5) b:addHost("getkong.org", 8080, 10) b:removeHost("getkong.org", 8080) b:removeHost("mashape.com", 80) end) it("weight change updates properly", function() dnsA({ { name = "mashape.com", address = "1.2.3.4" }, { name = "mashape.com", address = "1.2.3.5" }, }) dnsAAAA({ { name = "getkong.org", address = "::1" }, }) local b = balancer.new({ dns = client, wheelSize = 1000, }) b:addHost("mashape.com", 80, 10) b:addHost("getkong.org", 80, 10) local count = count_indices(b) -- 2 hosts -> 320 points -- resolved to 3 addresses with same weight -> 106 points each assert.same({ ["1.2.3.4:80"] = 106, ["1.2.3.5:80"] = 106, ["[::1]:80"] = 106, }, count) b:addHost("mashape.com", 80, 25) count = count_indices(b) -- 2 hosts -> 320 points -- 1 with 83% of weight resolved to 2 addresses -> 133 points each addr -- 1 with 16% of weight resolved to 1 address -> 53 points assert.same({ ["1.2.3.4:80"] = 133, ["1.2.3.5:80"] = 133, ["[::1]:80"] = 53, }, count) end) it("weight change ttl=0 record, updates properly", function() -- mock the resolve/toip methods local old_resolve = client.resolve local old_toip = client.toip finally(function() client.resolve = old_resolve client.toip = old_toip end) client.resolve = function(name, ...) if name == "mashape.com" then local record = dnsA({ { name = "mashape.com", address = "1.2.3.4", ttl = 0 }, }) return record else return old_resolve(name, ...) end end client.toip = function(name, ...) if name == "mashape.com" then return "1.2.3.4", ... else return old_toip(name, ...) end end -- insert 2nd address dnsA({ { name = "getkong.org", address = "9.9.9.9", ttl = 60*60 }, }) local b = balancer.new({ hosts = { { name = "mashape.com", port = 80, weight = 50 }, { name = "getkong.org", port = 123, weight = 50 }, }, dns = client, wheelSize = 100, ttl0 = 2, }) local count = count_indices(b) assert.same({ ["mashape.com:80"] = 160, ["9.9.9.9:123"] = 160, }, count) -- update weights b:addHost("mashape.com", 80, 150) count = count_indices(b) -- total weight: 200 -- 2 hosts: 320 points -- 75%: 240, 25%: 80 assert.same({ ["mashape.com:80"] = 240, ["9.9.9.9:123"] = 80, }, count) end) it("weight change for unresolved record, updates properly", function() local record = dnsA({ { name = "really.really.really.does.not.exist.thijsschreijer.nl", address = "1.2.3.4" }, }) dnsAAAA({ { name = "getkong.org", address = "::1" }, }) local b = balancer.new({ dns = client, wheelSize = 1000, requery = 0.1, }) b:addHost("really.really.really.does.not.exist.thijsschreijer.nl", 80, 10) b:addHost("getkong.org", 80, 10) local count = count_indices(b) assert.same({ ["1.2.3.4:80"] = 160, ["[::1]:80"] = 160, }, count) -- expire the existing record record.expire = 0 record.expired = true -- do a lookup to trigger the async lookup client.resolve("really.really.really.does.not.exist.thijsschreijer.nl", {qtype = client.TYPE_A}) sleep(1) -- provide time for async lookup to complete b:_hit_all() -- hit them all to force renewal count = count_indices(b) assert.same({ --["1.2.3.4:80"] = 0, --> failed to resolve, no more entries ["[::1]:80"] = 320, }, count) -- update the failed record b:addHost("really.really.really.does.not.exist.thijsschreijer.nl", 80, 20) -- reinsert a cache entry dnsA({ { name = "really.really.really.does.not.exist.thijsschreijer.nl", address = "1.2.3.4" }, }) sleep(2) -- wait for timer to re-resolve the record count = count_indices(b) -- 66%: 213 points -- 33%: 106 points assert.same({ ["1.2.3.4:80"] = 213, ["[::1]:80"] = 106, }, count) end) it("weight change SRV record, has no effect", function() dnsA({ { name = "mashape.com", address = "1.2.3.4" }, { name = "mashape.com", address = "1.2.3.5" }, }) dnsSRV({ { name = "gelato.io", target = "1.2.3.6", port = 8001, weight = 5 }, { name = "gelato.io", target = "1.2.3.6", port = 8002, weight = 5 }, }) local b = balancer.new({ dns = client, wheelSize = 1000, }) b:addHost("mashape.com", 80, 10) b:addHost("gelato.io", 80, 10) --> port + weight will be ignored local count = count_indices(b) local state = copyWheel(b) -- 33%: 106 points -- 16%: 53 points assert.same({ ["1.2.3.4:80"] = 106, ["1.2.3.5:80"] = 106, ["1.2.3.6:8001"] = 53, ["1.2.3.6:8002"] = 53, }, count) b:addHost("gelato.io", 80, 20) --> port + weight will be ignored count = count_indices(b) assert.same({ ["1.2.3.4:80"] = 106, ["1.2.3.5:80"] = 106, ["1.2.3.6:8001"] = 53, ["1.2.3.6:8002"] = 53, }, count) assert.same(state, copyWheel(b)) end) it("renewed DNS A record; no changes", function() local record = dnsA({ { name = "mashape.com", address = "1.2.3.4" }, { name = "mashape.com", address = "1.2.3.5" }, }) dnsA({ { name = "getkong.org", address = "9.9.9.9" }, }) local b = balancer.new({ hosts = { { name = "mashape.com", port = 80, weight = 5 }, { name = "getkong.org", port = 123, weight = 10 }, }, dns = client, wheelSize = 100, }) local state = copyWheel(b) record.expire = gettime() -1 -- expire current dns cache record dnsA({ -- create a new record (identical) { name = "mashape.com", address = "1.2.3.4" }, { name = "mashape.com", address = "1.2.3.5" }, }) -- create a spy to check whether dns was queried spy.on(client, "resolve") -- call all, to make sure we hit the expired one -- invoke balancer, to expire record and re-query dns b:_hit_all() assert.spy(client.resolve).was_called_with("mashape.com",nil, nil) assert.same(state, copyWheel(b)) end) it("renewed DNS AAAA record; no changes", function() local record = dnsAAAA({ { name = "mashape.com", address = "::1" }, { name = "mashape.com", address = "::2" }, }) dnsA({ { name = "getkong.org", address = "9.9.9.9" }, }) local b = balancer.new({ hosts = { { name = "mashape.com", port = 80, weight = 5 }, { name = "getkong.org", port = 123, weight = 10 }, }, dns = client, wheelSize = 100, }) local state = copyWheel(b) record.expire = gettime() -1 -- expire current dns cache record dnsAAAA({ -- create a new record (identical) { name = "mashape.com", address = "::1" }, { name = "mashape.com", address = "::2" }, }) -- create a spy to check whether dns was queried spy.on(client, "resolve") -- call all, to make sure we hit the expired one -- invoke balancer, to expire record and re-query dns b:_hit_all() assert.spy(client.resolve).was_called_with("mashape.com",nil, nil) assert.same(state, copyWheel(b)) end) it("renewed DNS SRV record; no changes", function() local record = dnsSRV({ { name = "gelato.io", target = "1.2.3.6", port = 8001, weight = 5 }, { name = "gelato.io", target = "1.2.3.6", port = 8002, weight = 5 }, { name = "gelato.io", target = "1.2.3.6", port = 8003, weight = 5 }, }) dnsA({ { name = "getkong.org", address = "9.9.9.9" }, }) local b = balancer.new({ hosts = { { name = "gelato.io" }, { name = "getkong.org", port = 123, weight = 10 }, }, dns = client, wheelSize = 100, }) local state = copyWheel(b) record.expire = gettime() -1 -- expire current dns cache record dnsSRV({ -- create a new record (identical) { name = "gelato.io", target = "1.2.3.6", port = 8001, weight = 5 }, { name = "gelato.io", target = "1.2.3.6", port = 8002, weight = 5 }, { name = "gelato.io", target = "1.2.3.6", port = 8003, weight = 5 }, }) -- create a spy to check whether dns was queried spy.on(client, "resolve") -- call all, to make sure we hit the expired one -- invoke balancer, to expire record and re-query dns b:_hit_all() assert.spy(client.resolve).was_called_with("gelato.io",nil, nil) assert.same(state, copyWheel(b)) end) it("low weight with zero-indices assigned doesn't fail", function() -- depending on order of insertion it is either 1 or 0 indices -- but it may never error. dnsA({ { name = "mashape.com", address = "1.2.3.4" }, }) dnsA({ { name = "getkong.org", address = "9.9.9.9" }, }) balancer.new({ hosts = { { name = "mashape.com", port = 80, weight = 99999 }, { name = "getkong.org", port = 123, weight = 1 }, }, dns = client, wheelSize = 1000, }) -- Now the order reversed (weights exchanged) dnsA({ { name = "mashape.com", address = "1.2.3.4" }, }) dnsA({ { name = "getkong.org", address = "9.9.9.9" }, }) balancer.new({ hosts = { { name = "mashape.com", port = 80, weight = 1 }, { name = "getkong.org", port = 123, weight = 99999 }, }, dns = client, wheelSize = 1000, }) end) it("SRV record with 0 weight doesn't fail resolving", function() -- depending on order of insertion it is either 1 or 0 indices -- but it may never error. dnsSRV({ { name = "gelato.io", target = "1.2.3.6", port = 8001, weight = 0 }, { name = "gelato.io", target = "1.2.3.6", port = 8002, weight = 0 }, }) local b = balancer.new({ hosts = { -- port and weight will be overridden by the above { name = "gelato.io", port = 80, weight = 99999 }, }, dns = client, wheelSize = 100, }) local ip, port = b:getPeer(false, nil, "test") assert.equal("1.2.3.6", ip) assert(port == 8001 or port == 8002, "port expected 8001 or 8002") end) it("recreate Kong issue #2131", function() -- erasing does not remove the address from the host -- so if the same address is added again, and then deleted again -- then upon erasing it will find the previous erased address object, -- and upon erasing again a nil-referencing issue then occurs local ttl = 1 local record local hostname = "dnstest.mashape.com" -- mock the resolve/toip methods local old_resolve = client.resolve local old_toip = client.toip finally(function() client.resolve = old_resolve client.toip = old_toip end) client.resolve = function(name, ...) if name == hostname then record = dnsA({ { name = hostname, address = "1.2.3.4", ttl = ttl }, }) return record else return old_resolve(name, ...) end end client.toip = function(name, ...) if name == hostname then return "1.2.3.4", ... else return old_toip(name, ...) end end -- create a new balancer local b = balancer.new({ hosts = { { name = hostname, port = 80, weight = 50 }, }, dns = client, wheelSize = 1000, ttl0 = 1, }) sleep(1.1) -- wait for ttl to expire -- fetch a peer to reinvoke dns and update balancer, with a ttl=0 ttl = 0 b:getPeer(false, nil, "value") --> force update internal from A to SRV sleep(1.1) -- wait for ttl0, as provided to balancer, to expire -- restore ttl to non-0, and fetch a peer to update balancer ttl = 1 b:getPeer(false, nil, "value") --> force update internal from SRV to A sleep(1.1) -- wait for ttl to expire -- fetch a peer to reinvoke dns and update balancer, with a ttl=0 ttl = 0 b:getPeer(false, nil, "value") --> force update internal from A to SRV end) end) end)
--[[ TODO: Only show speedometer if distance to road < 15 (play around with this threshold) ]]-- local currentVehicle = {} local nodeBlip Citizen.CreateThread(function() while true do Citizen.Wait(0) if (IsPlayerDrivingVehicle()) then local playerCoords = GetEntityCoords(PlayerPedId()) local streetHash = GetStreetNameAtCoord(table.unpack(playerCoords)) local streetLimit = SpeedLimits[tostring(streetHash)] local foundVehicleNode, closestNodeCoords = GetClosestVehicleNode(playerCoords.x, playerCoords.y, playerCoords.z, 0, 3.0) local distanceToNode; distanceToNode = GetDistanceBetweenCoords( playerCoords.x, playerCoords.y, playerCoords.z, closestNodeCoords.x, closestNodeCoords.y, closestNodeCoords.z ); if (streetLimit and foundVehicleNode and distanceToNode <= 20) then RenderHud(streetLimit) end Debug() end end end) function IsPlayerDrivingVehicle() local isDriver = false local isInVehicle = false local ped = GetPlayerPed(-1) local vehicle = {} if (IsPedInAnyVehicle(ped)) then isInVehicle = true vehicle = GetVehiclePedIsIn(ped, false) isDriver = GetPedInVehicleSeat(vehicle, -1) == ped currentVehicle = vehicle else currentVehicle = {} end return isInVehicle and isDriver end function Debug() RemoveBlip(nodeBlip) local playerCoords = GetEntityCoords(PlayerPedId()) local vehicleCoords = GetEntityCoords(currentVehicle) SetTextScale(0, 0.25) SetTextDropShadow(1, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString('Player Coords:') DrawText(0.005, 0.35) SetTextScale(0, 0.25) SetTextDropShadow(1, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString('x: ' .. playerCoords.x .. ' y: ' .. playerCoords.y .. ' z: ' .. playerCoords.z) DrawText(0.01, 0.375) SetTextScale(0, 0.25) SetTextDropShadow(1, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString(IsPointOnRoad(table.unpack(playerCoords)) and 'On Road' or 'Not On Road') DrawText(0.01, 0.4) SetTextScale(0, 0.25) SetTextDropShadow(0, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString('Vehicle Coords:') DrawText(0.005, 0.43) SetTextScale(0, 0.25) SetTextDropShadow(0, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString('x: ' .. vehicleCoords.x .. ' y: ' .. vehicleCoords.y .. ' z: ' .. vehicleCoords.z) DrawText(0.01, 0.455) SetTextScale(0, 0.25) SetTextDropShadow(0, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString(IsPointOnRoad(table.unpack(vehicleCoords)) and 'On Road' or 'Not On Road') DrawText(0.01, 0.48) local roadKey = GetStreetNameAtCoord(table.unpack(playerCoords)) local roadName = GetStreetNameFromHashKey(roadKey) local _, roadCoords = GetClosestRoad(table.unpack(playerCoords), 1.0, 1) SetTextScale(0, 0.25) SetTextDropShadow(0, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString('Nearest Road:') DrawText(0.005, 0.51) SetTextScale(0, 0.25) SetTextDropShadow(0, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString(roadName .. ' - ' .. roadKey) DrawText(0.01, 0.535) SetTextScale(0, 0.25) SetTextDropShadow(0, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString('x: ' .. roadCoords.x .. ' y: ' .. roadCoords.y .. ' z: ' .. roadCoords.z) DrawText(0.01, 0.56) local found, nodeCoords = GetClosestVehicleNode(playerCoords.x, playerCoords.y, playerCoords.z, 0, 3.0) if (DoesBlipExist(nodeBlip)) then SetBlipCoords(nodeBlip, table.unpack(nodeCoords)) else nodeBlip = AddBlipForCoord(table.unpack(nodeCoords)) SetBlipSprite(nodeBlip, 524) end -- blip = AddBlipForCoord(table.unpack(nodeCoords)) SetTextScale(0, 0.25) SetTextDropShadow(0, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString('Nearest Vehicle Node:') DrawText(0.005, 0.59) SetTextScale(0, 0.25) SetTextDropShadow(0, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString('Found? ' .. (found and 'Y' or 'N')) DrawText(0.01, 0.615) SetTextScale(0, 0.25) SetTextDropShadow(0, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString('x: ' .. nodeCoords.x .. ' y: ' .. nodeCoords.y .. ' z: ' .. nodeCoords.z) DrawText(0.01, 0.64) SetTextScale(0, 0.25) SetTextDropShadow(0, 0, 0, 0, 255) SetTextEntry("STRING") AddTextComponentString('Distance From Player: ' .. GetDistanceBetweenCoords( playerCoords.x, playerCoords.y, nodeCoords.z, nodeCoords.x, nodeCoords.y, nodeCoords.z )) DrawText(0.01, 0.665) end function RenderHud(limit) SetTextCentre(true) SetTextColour(0,0,0,255) SetTextFont(2) SetTextScale(0, 0.275) SetTextEntry("STRING") AddTextComponentString("SPEED") DrawText(0.145, 0.921) SetTextCentre(true) SetTextColour(0, 0, 0, 255) SetTextFont(2) SetTextScale(0, 0.6) SetTextEntry("STRING") AddTextComponentString(limit) DrawText(0.145, 0.9315) DrawRect( 0.145, 0.945, 0.021, 0.0425, 255, 255, 255, 150 ) end
local path = (...):gsub(".init$", "") .. "." require(path .. "cdef") local M = require(path .. "master") local ffi = require("ffi") -- search for fmod shared libraries in package.cpath local paths = { fmod = package.searchpath("libfmod", package.cpath), fmodstudio = package.searchpath("libfmodstudio", package.cpath) } assert(paths.fmod and paths.fmodstudio, "FMOD shared libraries not found!") -- pretend to load libfmod through Lua (it's going to fail but not raise any errors) -- so that its location is known when loading libfmodstudio through ffi package.loadlib(paths.fmod, "") M.C = ffi.load(paths.fmodstudio) require(path .. "enums") require(path .. "constants") require(path .. "wrap") require(path .. "errors") return M
modifier_dire_zombie_rage_aura = class({}) function modifier_dire_zombie_rage_aura:OnCreated(params) self.ms_buff_pct = self:GetAbility():GetSpecialValueFor("ms_buff_pct") self.as_speed = self:GetAbility():GetSpecialValueFor("as_speed") if IsServer() then self.efx = EFX("particles/econ/items/lycan/ti9_immortal/lycan_ti9_immortal_howl_buff.vpcf", PATTACH_ABSORIGIN_FOLLOW, self:GetParent(), {}) end end function modifier_dire_zombie_rage_aura:OnDestroy() if IsServer() then DEFX(self.efx, false) end end function modifier_dire_zombie_rage_aura:DeclareFunctions() return { MODIFIER_PROPERTY_PREATTACK_BONUS_DAMAGE, MODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE, MODIFIER_PROPERTY_ATTACKSPEED_BONUS_CONSTANT, } end function modifier_dire_zombie_rage_aura:GetModifierAttackSpeedBonus_Constant() return self.as_speed end function modifier_dire_zombie_rage_aura:GetModifierMoveSpeedBonus_Percentage(params) return self.ms_buff_pct end function modifier_dire_zombie_rage_aura:GetModifierPreAttack_BonusDamage() return self:GetAbility():GetSpecialValueFor("damage_bonus") end
local SPUtil = require(game.ReplicatedStorage.Shared.SPUtil) local CurveUtil = require(game.ReplicatedStorage.Shared.CurveUtil) local NoteBase = require(game.ReplicatedStorage.Local.NoteBase) local NoteResult = require(game.ReplicatedStorage.Shared.NoteResult) local SFXManager = require(game.ReplicatedStorage.Local.SFXManager) local DebugOut = require(game.ReplicatedStorage.Local.DebugOut) local TriggerNoteEffect = require(game.ReplicatedStorage.Effects.TriggerNoteEffect) local HoldingNoteEffect = require(game.ReplicatedStorage.Effects.HoldingNoteEffect) local FlashEvery = require(game.ReplicatedStorage.Shared.FlashEvery) local SPList = require(game.ReplicatedStorage.Shared.SPList) local test = nil local teest = nil local test1 = 0.25 local test2 = 0.65 local test3 = 1.5 local NoteSize = 2 local leftID = nil local upID = nil local downID = nil local rightID = nil local ModManager = require(game.ReplicatedStorage.ModManager) local _left = "rbxassetid://" local _up = "rbxassetid://" local _down = "rbxassetid://" local _right = "rbxassetid://" -- local BODY_WIDTH = 1.5 -- local BODY_LENGTH = 50 -- local HEAD_SIZE = 3 local HeldNote = {} HeldNote.Type = "HeldNote" HeldNote.State = { Pre = 0; Holding = 1; HoldMissedActive = 2; Passed = 3; DoRemove = 4; } function HeldNote:new( _game, track_index, slot_index, creation_time_ms, hit_time_ms, duration_time_ms, new_color, snap_enabled, id, amods ) if not amods then amods = {} end --local amods = ModManager:GetActivatedMods() local scrollmode = {Value=2} local self = NoteBase:NoteBase() self.id = id self.Type = HeldNote.Type local _note_obj = nil local cur_color = new_color local _body = nil local _head = nil local _tail = nil local _head_outline = nil local _head_decal = nil local _tail_decal = nil local _tail_outline = nil local _body_outline_left = nil local _body_outline_right = nil local t_override = false local _body_adorn, _head_adorn, _tail_adorn, _head_outline_adorn, _tail_outline_adorn, _body_outline_left_adorn, _body_outline_right_adorn, _body_2D_part local snapped = snap_enabled local _game_audio_manager_get_current_time_ms = 0 local _track_index = track_index local _state = HeldNote.State.Pre local _did_trigger_head = false local _did_trigger_tail = false local function is_local_slot() return slot_index == _game:get_local_game_slot() end local __get_start_position = nil local function get_start_position() if __get_start_position == nil then __get_start_position = _game:get_tracksystem(slot_index):get_track(track_index):get_start_position() end return __get_start_position end local __get_end_position = nil local function get_end_position() if __get_end_position == nil then __get_end_position = _game:get_tracksystem(slot_index):get_track(track_index):get_end_position() end return __get_end_position end local function get_head_position() return SPUtil:vec3_lerp( get_start_position(), get_end_position(), (_game_audio_manager_get_current_time_ms - creation_time_ms) / (hit_time_ms - creation_time_ms) ) end local function get_tail_hit_time() return hit_time_ms + duration_time_ms end local function tail_visible() return not (get_tail_hit_time() > _game_audio_manager_get_current_time_ms + _game._audio_manager:get_note_prebuffer_time_ms()) end local function get_tail_t() local tail_show_time = _game_audio_manager_get_current_time_ms - get_tail_hit_time() + _game._audio_manager:get_note_prebuffer_time_ms() return tail_show_time / _game._audio_manager:get_note_prebuffer_time_ms() end local function get_tail_position() if not tail_visible() then return get_start_position() else local tail_t = get_tail_t() return SPUtil:vec3_lerp( get_start_position(), get_end_position(), tail_t ) end end local _i_update_visual = -1 local function update_visual(dt_scale) if 2 == 1 then test = test3 teest = test3 else test = test1 teest = test2 end local power_bar_active = _game._players._slots:get(slot_index)._power_bar_active local head_pos = get_head_position() local tail_pos = get_tail_position() _head.CFrame = CFrame.new(head_pos) * CFrame.Angles(0, math.rad(90), 0) _tail.CFrame = CFrame.new(tail_pos) * CFrame.Angles(0, math.rad(90), 0) --_head_adorn.CFrame = CFrame.new(_head.CFrame:vectorToObjectSpace(head_pos)) + Vector3.new(0,-0.35,0) --_tail_adorn.CFrame = CFrame.new(_tail.CFrame:vectorToObjectSpace(tail_pos)) + Vector3.new(0,-0.35,0) _head_outline_adorn.CFrame = CFrame.new(_head_outline.CFrame:vectorToObjectSpace(head_pos + Vector3.new(0,-0.65))) _tail_outline_adorn.CFrame = CFrame.new(_tail_outline.CFrame:vectorToObjectSpace(tail_pos + Vector3.new(0,-0.65))) if _did_trigger_head then if _game_audio_manager_get_current_time_ms > hit_time_ms then head_pos = get_end_position() end end local tail_to_head = head_pos - tail_pos if _state == HeldNote.State.Pre then _head_adorn.Transparency = 0 _head_outline_adorn.Transparency = 0 else _head_adorn.Transparency = 1 _head_outline_adorn.Transparency = 1 end if _state == HeldNote.State.Passed and _did_trigger_tail then _tail_adorn.Transparency = 1 _tail_outline_adorn.Transparency = 1 _body_2D_part.Transparency = 1 else if tail_visible() then _tail_adorn.Transparency = 0 _tail_outline_adorn.Transparency = 0 else _tail_adorn.Transparency = 1 _body_2D_part.Transparency = 1 _tail_outline_adorn.Transparency = 1 end end local head_t = (_game_audio_manager_get_current_time_ms - creation_time_ms) / (hit_time_ms - creation_time_ms) for i, mod in pairs(amods) do if mod.UpdateHeldNote then local p = mod:UpdateHeldNote({ HeadAlpha=head_t; TailAlpha=get_tail_t(); Track=_track_index; OriginalColor=new_color; CurrentColor=cur_color; HeadPosition=head_pos; HeadSize=_head.Size; Id=id }) if p ~= nil then if p.color then cur_color=p.color end if p.visible ~= nil then if p.visible == false then _body_adorn.Transparency = 1 end end if p.transparency then t_override = true _body_outline_left_adorn.Transparency = p.transparency _body_outline_right_adorn.Transparency = p.transparency _body_2D_part.Transparency = p.transparency _body_adorn.Transparency = p.transparency _head_adorn.Transparency = p.transparency if _head_decal then _head_decal.Transparency = p.transparency end _head_outline.Transparency = p.transparency if _tail_decal then _tail_decal.Transparency = p.transparency end _tail_adorn.Transparency = p.transparency _tail_outline.Transparency = p.transparency _tail_outline_adorn.Transparency = p.transparency end if p.h_transparency then t_override = true _head_adorn.Transparency = p.h_transparency if _head_decal then _head_decal.Transparency = p.h_transparency end _head_outline.Transparency = p.h_transparency end if p.t_transparency then t_override = true if _tail_decal then _tail_decal.Transparency = p.t_transparency end _tail_adorn.Transparency = p.t_transparency _tail_outline.Transparency = p.t_transparency _tail_outline_adorn.Transparency = p.t_transparency end if p.b_transparency then t_override = true _body_outline_left_adorn.Transparency = p.b_transparency _body_outline_right_adorn.Transparency = p.b_transparency _body_2D_part.Transparency = p.b_transparency _body_adorn.Transparency = p.b_transparency end end end end do _note_obj.Body:SetPrimaryPartCFrame( CFrame.Angles(0, SPUtil:deg_to_rad(SPUtil:dir_ang_deg(tail_to_head.x,-tail_to_head.z) + 90), 0) ) local body_pos = (tail_to_head * 0.5) + tail_pos local body_size = CurveUtil:YForPointOf2PtLine( Vector2.new(0,test), Vector2.new(1,teest), SPUtil:clamp(head_t,0,1) ) if scrollmode.Value == 1 then if _head_decal then _head_decal.Color3 = cur_color end if _body_2D_part then _body_2D_part.Color = Color3.new(cur_color.r/1.75,cur_color.g/1.75,cur_color.b/1.75) end if _tail_decal then _tail_decal.Color3 = Color3.new(cur_color.r/1.75,cur_color.g/1.75,cur_color.b/1.75) end _body_2D_part.CFrame = CFrame.new(body_pos) * CFrame.Angles(0,math.rad(-45),0) _body_2D_part.Size = Vector3.new(3.2, 0.05, tail_to_head.magnitude) if not t_override then _body_2D_part.Transparency = 0 end _body_adorn.Transparency = 1 else _body_adorn.CFrame = CFrame.new(_body.CFrame:vectorToObjectSpace(body_pos) + Vector3.new(0,-0.35,0)) end local body_radius = body_size _body_adorn.Height = tail_to_head.magnitude _body_adorn.Radius = body_radius _body_adorn.Color3 = Color3.new(cur_color.r/1.75,cur_color.g/1.75,cur_color.b/1.75) _tail_adorn.Color3 = Color3.new(cur_color.r/1.75,cur_color.g/1.75,cur_color.b/1.75) _head_adorn.Color3 = cur_color _body_outline_left_adorn.CFrame = CFrame.new(_body_outline_left.CFrame:vectorToObjectSpace( body_pos ) + Vector3.new(-body_radius * 1.15,0,0)) _body_outline_right_adorn.CFrame = CFrame.new(_body_outline_right.CFrame:vectorToObjectSpace( body_pos ) + Vector3.new(body_radius * 1.15,0,0)) _body_outline_left_adorn.Height = _body_adorn.Height _body_outline_right_adorn.Height = _body_adorn.Height _body_outline_left_adorn.Radius = body_size * 0.1 _body_outline_right_adorn.Radius = body_size * 0.1 end do local head_size = CurveUtil:YForPointOf2PtLine( Vector2.new(0,1.15 / 3.0), Vector2.new(1,2.55 / 3.0), SPUtil:clamp(head_t,0,1) ) local tail_size = CurveUtil:YForPointOf2PtLine( Vector2.new(0,1.15 / 3.0), Vector2.new(1,2.55 / 3.0), SPUtil:clamp(get_tail_t(),0,1) ) if scrollmode.Value == 1 then _head_adorn.Transparency = 1 _tail_adorn.Transparency = 1 _head_outline_adorn.Transparency = 1 _body_outline_left_adorn.Transparency = 1 _body_outline_right_adorn.Transparency = 1 _tail_outline_adorn.Transparency = 1 _head_outline_adorn.Transparency = 1 else _head_adorn.Radius = 1.450 * head_size _tail_adorn.Radius = 1.450 * tail_size _head_outline_adorn.Radius = 1.65 * head_size _tail_outline_adorn.Radius = 1.65 * tail_size end end _i_update_visual = _i_update_visual + 1 if _i_update_visual > 3 then _i_update_visual = 0 end local target_transparency = 0 local imm = false if _state == HeldNote.State.HoldMissedActive then target_transparency = 0 _body_outline_left_adorn.Transparency = 1 _body_outline_right_adorn.Transparency = 1 _head.Decal.Transparency = 1 elseif _state == HeldNote.State.Passed and _did_trigger_tail then target_transparency = 1 imm = true _body_outline_left_adorn.Transparency = 1 _body_outline_right_adorn.Transparency = 1 _body_2D_part.Transparency = 1 _head.Decal.Transparency = 1 else target_transparency = 0.2 if t_override then return end end if imm and scrollmode.Value ~= 1 then _body_adorn.Transparency = target_transparency elseif scrollmode.Value ~= 1 then _body_adorn.Transparency = target_transparency end end local _beat_trigger_index = 1 local _beat_triggers_at = SPList:new() function self:cons() _game_audio_manager_get_current_time_ms = _game._audio_manager:get_current_time_ms() _note_obj = _game._object_pool:depool(self.Type) if _note_obj == nil then _note_obj = _game:get_game_protos().HeldNoteAdornProto:Clone() _note_obj.Body:SetPrimaryPartCFrame(CFrame.new(Vector3.new()) * SPUtil:part_cframe_rotation(_note_obj.Body.PrimaryPart)) _note_obj.Body.BodyOutlineLeft.CFrame = _note_obj.Body.PrimaryPart.CFrame _note_obj.Body.BodyOutlineRight.CFrame = _note_obj.Body.PrimaryPart.CFrame _note_obj.Head:SetPrimaryPartCFrame(CFrame.new(Vector3.new()) * SPUtil:part_cframe_rotation(_note_obj.Head.PrimaryPart)) _note_obj.Tail:SetPrimaryPartCFrame(CFrame.new(Vector3.new()) * SPUtil:part_cframe_rotation(_note_obj.Tail.PrimaryPart)) _note_obj.Head.Head.Decal.Color3 = Color3.new(1,1,1) end _body = _note_obj.Body.Body _body_adorn = _body.Adorn _head = _note_obj.Head.Head _head_adorn = _head.Adorn _body_2D_part = _body["2D"] _tail = _note_obj.Tail.Tail _tail_adorn = _tail.Adorn _head_outline = _note_obj.Head.HeadOutline _head_outline_adorn = _head_outline.Adorn _tail_outline = _note_obj.Tail.TailOutline _tail_outline_adorn = _tail_outline.Adorn _body_outline_left = _note_obj.Body.BodyOutlineLeft _body_outline_left_adorn = _body_outline_left.Adorn _body_outline_right = _note_obj.Body.BodyOutlineRight _body_outline_right_adorn = _body_outline_right.Adorn _head_adorn.Color3 = cur_color if snapped then _body_adorn.Color3 = Color3.new(0.4,0.4,0.4) _tail_adorn.Color3 = Color3.new(0.4,0.4,0.4) else _body_adorn.Color3 = Color3.new(cur_color.r/1.75,cur_color.g/1.75,cur_color.b/1.75) _tail_adorn.Color3 = Color3.new(cur_color.r/1.75,cur_color.g/1.75,cur_color.b/1.75) end if scrollmode.Value == 1 then _tail_outline_adorn.Transparency = 1 _head_outline_adorn.Transparency = 1 _body_outline_left_adorn.Transparency = 1 _body_outline_right_adorn.Transparency = 1 _body_adorn.Transparency = 1 else _tail_outline_adorn.Color3 = Color3.new(0,0,0) _head_outline_adorn.Color3 = Color3.new(0,0,0) _body_outline_left_adorn.Color3 = Color3.new(0,0,0) _body_outline_right_adorn.Color3 = Color3.new(0,0,0) end _state = HeldNote.State.Pre update_visual(1) _note_obj.Parent = _game:get_game_element() do _beat_trigger_index = 1 _beat_triggers_at:clear() local beat_trigger_incr = _game._audio_manager:get_beat_duration() * 0.5 for i=beat_trigger_incr,duration_time_ms,beat_trigger_incr do if i + beat_trigger_incr <= duration_time_ms then _beat_triggers_at:push_back( hit_time_ms + i ) end end end if scrollmode.Value == 1 then _head_decal = _head.Decal _body_adorn.Transparency = 1 _tail_decal = _tail.Decal _head_adorn.Transparency = 1 _tail_adorn.Transparency = 1 _head_adorn.Transparency = 1 if _track_index == 1 then _head.Size = Vector3.new(NoteSize.Value / 100 ,0.05, NoteSize.Value / 100) _tail.Size = Vector3.new(NoteSize.Value / 100 ,0.05, NoteSize.Value / 100) _left = "rbxassetid://" .. leftID.Value _head_decal.Texture = _left _head_decal.Transparency = 0 _tail_decal.Texture = _left _tail_decal.Transparency = 1 elseif _track_index == 2 then _head.Size = Vector3.new(NoteSize.Value / 100 ,0.05, NoteSize.Value / 100) _tail.Size = Vector3.new(NoteSize.Value / 100 ,0.05, NoteSize.Value / 100) _up = "rbxassetid://" .. upID.Value _head_decal.Texture = _up _head_decal.Transparency = 0 _tail_decal.Texture = _up _tail_decal.Transparency = 1 elseif _track_index == 3 then _head.Size = Vector3.new(NoteSize.Value / 100 ,0.05, NoteSize.Value / 100) _tail.Size = Vector3.new(NoteSize.Value / 100 ,0.05, NoteSize.Value / 100) _down = "rbxassetid://" .. downID.Value _head_decal.Texture = _down _head_decal.Transparency = 0 _tail_decal.Texture = _down _tail_decal.Transparency = 1 elseif _track_index == 4 then _head.Size = Vector3.new(NoteSize.Value / 100 ,0.05, NoteSize.Value / 100) _tail.Size = Vector3.new(NoteSize.Value / 100 ,0.05, NoteSize.Value / 100) _right = "rbxassetid://" .. rightID.Value _head_decal.Texture = _right _head_decal.Transparency = 0 _tail_decal.Texture = _right _tail_decal.Transparency = 1 end end end local function update_beat(_game) if is_local_slot() == false then return end local cur_time = _game_audio_manager_get_current_time_ms for i=_beat_trigger_index,_beat_triggers_at:count() do local trigger_time = _beat_triggers_at:get(i) if cur_time + 5 >= trigger_time then if _state == HeldNote.State.Holding then _game._world_effect_manager:notify_hold_tick(_game,slot_index,track_index) end _beat_trigger_index = _beat_trigger_index + 1 else break end end end local _hold_flash = FlashEvery:new(0.15) _hold_flash:flash_now() local _dt_scale_sum = 0 local _has_notified_held_note_begin = false --[[Override--]] function self:update(dt_scale, _game) SPUtil:profilebegin("HeldNote:update") _game_audio_manager_get_current_time_ms = _game._audio_manager:get_current_time_ms() SPUtil:profilebegin("HeldNote:visual_update") if slot_index == _game:get_local_game_slot() then update_visual(dt_scale) else _dt_scale_sum = _dt_scale_sum + dt_scale if _game:get_frame_count() % 4 == (slot_index - 1) % 4 then update_visual(_dt_scale_sum) _dt_scale_sum = 0 end end SPUtil:profileend() update_beat(_game) if _has_notified_held_note_begin == false then if hit_time_ms < _game_audio_manager_get_current_time_ms then _game._audio_manager:notify_held_note_begin(hit_time_ms) _has_notified_held_note_begin = true end end if _state == HeldNote.State.Holding then _game._world_effect_manager:notify_frame_hold(_game,slot_index,track_index) end if _state == HeldNote.State.Pre then if _game_audio_manager_get_current_time_ms > (hit_time_ms - _game._audio_manager.NOTE_REMOVE_TIME) then _game._score_manager:register_hit( _game, NoteResult.Miss, slot_index, _track_index, { PlaySFX = false; PlayHoldEffect = false; TimeMiss = true; } ) if is_local_slot() then _game._effects:add_effect(HoldingNoteEffect:new( _game, get_head_position(), NoteResult.Okay )) end _state = HeldNote.State.HoldMissedActive end elseif _state == HeldNote.State.Holding or _state == HeldNote.State.HoldMissedActive or _state == HeldNote.State.Passed then if _state == HeldNote.State.Holding then _hold_flash:update(dt_scale) if _hold_flash:do_flash() then if is_local_slot() then _game._effects:add_effect(HoldingNoteEffect:new( _game, _game:get_tracksystem(slot_index):get_track(track_index):get_end_position(), NoteResult.Perfect )) end end end if _game_audio_manager_get_current_time_ms > (get_tail_hit_time() - _game._audio_manager.NOTE_REMOVE_TIME) then if _state == HeldNote.State.Holding or _state == HeldNote.State.HoldMissedActive then if is_local_slot() then _game._effects:add_effect(HoldingNoteEffect:new( _game, get_tail_position(), NoteResult.Okay )) end _game._score_manager:register_hit( _game, NoteResult.Miss, slot_index, _track_index, { PlaySFX = false; PlayHoldEffect = false; TimeMiss = true; } ) end _state = HeldNote.State.DoRemove end end SPUtil:profileend() end --[[Override--]] function self:should_remove(_game) return _state == HeldNote.State.DoRemove end --[[Override--]] function self:do_remove(_game) _game._object_pool:repool(self.Type,_note_obj) _note_obj = nil end --[[Override--]] function self:test_hit(_game) if _state == HeldNote.State.Pre then local time_to_end = _game_audio_manager_get_current_time_ms - hit_time_ms local did_hit, note_result = NoteResult:timedelta_to_result(time_to_end, _game) if did_hit then return did_hit, note_result end return false, NoteResult.Miss elseif _state == HeldNote.State.HoldMissedActive then local time_to_end = _game_audio_manager_get_current_time_ms - get_tail_hit_time() local did_hit, note_result = NoteResult:timedelta_to_result(time_to_end, _game) if did_hit then return did_hit, note_result end return false, NoteResult.Miss end return false, NoteResult.Miss end --[[Override--]] function self:on_hit(_game,note_result,i_notes) print("Holding...") if _state == HeldNote.State.Pre then --[[_game._effects:add_effect(TriggerNoteEffect:new( _game, get_head_position(), note_result, is_local_slot() ))]] _game._score_manager:register_hit( _game, note_result, slot_index, _track_index, { PlaySFX = true; PlayHoldEffect = false; IsHeldNoteBegin = true; }, _game_audio_manager_get_current_time_ms - hit_time_ms ) _did_trigger_head = true _state = HeldNote.State.Holding if scrollmode.Value == 1 then _head_decal.Transparency = 1 end elseif _state == HeldNote.State.HoldMissedActive then --[[_game._effects:add_effect(TriggerNoteEffect:new( _game, get_tail_position(), note_result ))]] _game._score_manager:register_hit( _game, note_result, slot_index, _track_index, { PlaySFX = true; PlayHoldEffect = true; HoldEffectPosition = get_tail_position() }, 500 ) _did_trigger_tail = true if scrollmode.Value == 1 then _tail_decal.Transparency = 1 end _state = HeldNote.State.Passed end if not _game.is_spectating then _game._hit_cache:addToCache( _game._hit_cache:genNewHit(_game._audio_manager:get_current_time_ms(), track_index, "Press", note_result, self.id) ) end end --[[Override--]] function self:test_release(_game) print("Releasing...") if _state == HeldNote.State.Holding or _state == HeldNote.State.HoldMissedActive then local time_to_end = _game_audio_manager_get_current_time_ms - get_tail_hit_time() local did_hit, note_result = NoteResult:release_timedelta_to_result(time_to_end, _game) if did_hit then return did_hit, note_result end if _state == HeldNote.State.HoldMissedActive then return false, NoteResult.Miss else return true, NoteResult.Miss end end return false, NoteResult.Miss end --[[Override--]] function self:on_release(_game,note_result,i_notes) if _state == HeldNote.State.Holding or _state == HeldNote.State.HoldMissedActive then if note_result == NoteResult.Miss then _game._score_manager:register_hit( _game, note_result, slot_index, _track_index, { PlaySFX = true; PlayHoldEffect = false; }, get_tail_hit_time() - _game._audio_manager.NOTE_REMOVE_TIME ) _state = HeldNote.State.HoldMissedActive else --[[_game._effects:add_effect(TriggerNoteEffect:new( _game, get_tail_position(), note_result, is_local_slot() ))]] _game._score_manager:register_hit( _game, note_result, slot_index, _track_index, { PlaySFX = true; PlayHoldEffect = true; HoldEffectPosition = get_tail_position(); }, hit_time_ms - _game._audio_manager.NOTE_REMOVE_TIME ) _did_trigger_tail = true _state = HeldNote.State.Passed end if scrollmode.Value == 1 then _tail_decal.Transparency = 1 end end if not _game.is_spectating then print("Adding hold release to local cache...") _game._hit_cache:addToCache( _game._hit_cache:genNewHit(_game._audio_manager:get_current_time_ms(), track_index, "Release", note_result, self.id) ) end end --[[Override--]] function self:get_track_index(_game) return _track_index end self:cons() return self end return HeldNote
return {'bob','bob','bobbaan','bobbel','bobbelen','bobbelig','bobbeling','bobben','bobber','bobberen','bobby','bobijn','bobijnen','bobijnklos','bobine','bobo','bobslee','bobsleebaan','bobsleebond','bobsleeen','bobsleeer','bobtail','bobbelgum','bobijnhouder','bobsleeploeg','bobbed','bob','bobbi','bobbie','bobby','bobbink','bobbelde','bobbelden','bobbelige','bobbeliger','bobbelingen','bobbels','bobbelt','bobbeltje','bobbeltjes','bobbers','bobbys','bobde','bobijntje','bobijntjes','bobos','bobt','bobsleeers','bobijnde','bobijnklossen','bobs','bobsleede','bobijnhouders','bobines','bobtails','bobs','bobbis','bobbies','bobbys'}
local modem = peripheral.wrap("back") local ch = 50002 modem.open(ch) local function send(msg) modem.transmit(ch-1, ch, msg) end local function input() while true do local event, key, held = os.pullEvent("key") if key == keys.up then send("^") elseif key == keys.down then send("v") elseif key == keys.left then send("<") elseif key == keys.right then send(">") elseif key == keys.w then send("up") elseif key == keys.s then send("down") elseif key == keys.leftCtrl or key == keys.rightCtrl then send("atk") elseif key == keys.leftShift or key == keys.rightShift then send("refuel") end end end local function log() while true do local event, side, _ch, replyCh, msg, dist = os.pullEvent("modem_message") print(msg) end end parallel.waitForAll( input, log )
-- perf local tconcat = table.concat local PostgreSqlHelpers = {} -- build location execute name function PostgreSqlHelpers.location_for(options) name = { 'gin', options.adapter, options.host, options.port, options.database, } return tconcat(name, '|') end function PostgreSqlHelpers.execute_location_for(options) name = { PostgreSqlHelpers.location_for(options), 'execute' } return tconcat(name, '|') end return PostgreSqlHelpers
local number_lerp = assert(foundation.com.number_lerp) yatm.thermal = yatm.thermal or {} function yatm.thermal.set_heat(meta, name, amount) meta:set_float(name, amount) end function yatm.thermal.get_heat(meta, name) return meta:get_float(name) end function yatm.thermal.update_heat(meta, name, target_heat, amt, dtime) local available_heat = yatm.thermal.get_heat(meta, name) --local delta = amt * dtime local new_heat = number_lerp(available_heat, target_heat, dtime) yatm.thermal.set_heat(meta, name, new_heat) --print("update_heat", "target=" .. target_heat, "amt=" .. amt, "dtime=" .. dtime, "delta=" .. delta, "old_heat=" .. available_heat, "new_heat=" .. new_heat) return new_heat ~= available_heat end
-- HUD showing player health and name if player is near and visible. function GM:HUDDrawTargetID() for k,v in pairs(self:GetActivePlayers()) do if v == LocalPlayer() then continue end local distance = self:VecDistance(LocalPlayer():GetPos(), v:GetPos()) if v:Alive() and distance < 600 then local bone = v:LookupBone("ValveBiped.Bip01_Head1") if type(bone) != "number" then continue end local vec, ang = v:GetBonePosition(bone) local tracedata = {} tracedata.start = LocalPlayer():GetShootPos() tracedata.endpos = vec tracedata.filter = LocalPlayer() local trace = util.TraceLine(tracedata) if !trace.HitNonWorld or trace.Entity != v then continue end local text = v:Nick() local font = "DR_HudTargetID" surface.SetFont( font ) local w, h = surface.GetTextSize( text ) vec:Add(Vector(0,0,20)) local TC = vec:ToScreen() local x = TC.x local y = TC.y local alpha = 255 if distance > 345 then alpha = 255-(distance-345) end draw.SimpleTextOutlined( text, font, x, y-3, Color(255,255,255,alpha), TEXT_ALIGN_CENTER,TEXT_ALIGN_CENTER, 1, Color(0,0,0,alpha)) draw.RoundedBox(4, x-31, y+h/2-1, 62, 10, Color(0,0,0,alpha)) draw.RoundedBox(4, x-30, y+h/2, math.max(8,math.Clamp(v:Health(), 0, 100)/100*60), 8, Color(255,0,0,alpha)) end end end
local config = require 'conf' if config.development then serialise = require 'src.development.Serialise' end MOUSE = require 'src.utils.Mouse' KEYS = require 'src.utils.Keys' ASSETS = require 'src.utils.Assets' SHADERS = require 'src.utils.Shaders' -- Modifying from: https://bitbucket.org/rude/love/src/default/src/scripts/boot.lua#lines-578:619 function love.run() if love.load then love.load(love.arg.parseGameArguments(arg), arg) end if love.timer then love.timer.step() end local dt = 0 return function() if love.event then love.event.pump() for name, a, b, c, d, e, f in love.event.poll() do if name == 'quit' then if not love.quit or not love.quit() then return a or 0 end end love.handlers[name](a, b, c, d, e, f) end end if love.timer then dt = dt + love.timer.step() end if love.update then while dt > 1 / config.tps do love.update() MOUSE.updateValues() KEYS.updateRecentPressed() dt = dt - (1 / config.tps) end end if love.graphics and love.graphics.isActive() then love.graphics.origin() love.graphics.clear(love.graphics.getBackgroundColor()) if love.draw then love.draw(dt * config.tps) end love.graphics.present() end if love.timer then love.timer.sleep(0.001) end end end
--[[ A loosely based Material UI module mui-switch.lua : This is for creating simple toggle switches. The MIT License (MIT) Copyright (C) 2016 Anedix Technologies, Inc. All Rights Reserved. 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. For other software and binaries included in this module see their licenses. The license and the software must remain in full when copying or distributing. 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. --]]-- -- mui local muiData = require( "materialui.mui-data" ) local mathFloor = math.floor local mathMod = math.fmod local mathABS = math.abs local M = muiData.M -- {} -- for module array/table function M.createToggleSwitch(options) M.newToggleSwitch(options) end function M.newToggleSwitch(options) if options == nil then return end local x,y = 160, 240 if options.x ~= nil then x = options.x end if options.y ~= nil then y = options.y end if options.width == nil then options.width = options.size end if options.height == nil then options.height = options.size end local textColorOff = { 1, 1, 1 } if options.textColorOff ~= nil then textColorOff = options.textColorOff end local textColor = { 1, 1, 1 } if options.textColor ~= nil then textColor = options.textColor end if options.backgroundColor == nil then options.backgroundColor = { 0, 0, 1, 0, 0.8 } end local isChecked = false if options.isChecked ~= nil then isChecked = options.isChecked end muiData.widgetDict[options.name] = {} muiData.widgetDict[options.name]["options"] = options muiData.widgetDict[options.name]["isChecked"] = isChecked muiData.widgetDict[options.name].name = options.name muiData.widgetDict[options.name]["type"] = "ToggleSwitch" muiData.widgetDict[options.name]["mygroup"] = display.newGroup() muiData.widgetDict[options.name]["mygroup"]:translate( x, y ) muiData.widgetDict[options.name]["touching"] = false if options.callBack ~= nil then muiData.widgetDict[options.name]["callBack"] = options.callBack end if options.scrollView ~= nil then muiData.widgetDict[options.name]["scrollView"] = options.scrollView muiData.widgetDict[options.name]["scrollView"]:insert( muiData.widgetDict[options.name]["mygroup"] ) end if options.parent ~= nil then muiData.widgetDict[options.name]["parent"] = options.parent muiData.widgetDict[options.name]["parent"]:insert( muiData.widgetDict[options.name]["mygroup"] ) end local radius = options.height x = 0 y = 0 muiData.widgetDict[options.name]["mygroup"]["rectmaster"] = display.newRect( x, y, options.width * 1.3, (options.height * 0.75)) muiData.widgetDict[options.name]["mygroup"]["rectmaster"].strokeWidth = 0 muiData.widgetDict[options.name]["mygroup"]["rectmaster"]:setStrokeColor( unpack({1, 0, 0, 1}) ) muiData.widgetDict[options.name]["mygroup"]["rect"] = display.newRect( x, y, options.width * 0.5, options.height * 0.5) muiData.widgetDict[options.name]["mygroup"]["rect"].strokeWidth = 0 muiData.widgetDict[options.name]["mygroup"]["rect"]:setFillColor( unpack(options.backgroundColorOff) ) muiData.widgetDict[options.name]["mygroup"]["circle1"] = display.newCircle( x - (radius * 0.20), y, radius * 0.25 ) muiData.widgetDict[options.name]["mygroup"]["circle1"]:setFillColor( unpack(options.backgroundColorOff) ) muiData.widgetDict[options.name]["mygroup"]["circle2"] = display.newCircle( x + (radius * 0.20), y, radius * 0.25 ) muiData.widgetDict[options.name]["mygroup"]["circle2"]:setFillColor( unpack(options.backgroundColorOff) ) muiData.widgetDict[options.name]["mygroup"]["circle"] = display.newCircle( x - (radius * 0.25), y, radius * 0.30 ) muiData.widgetDict[options.name]["mygroup"]["circle"]:setFillColor( unpack(options.textColorOff) ) muiData.widgetDict[options.name]["mygroup"]:insert(muiData.widgetDict[options.name]["mygroup"]["rectmaster"]) muiData.widgetDict[options.name]["mygroup"]:insert(muiData.widgetDict[options.name]["mygroup"]["rect"]) muiData.widgetDict[options.name]["mygroup"]:insert(muiData.widgetDict[options.name]["mygroup"]["circle1"]) muiData.widgetDict[options.name]["mygroup"]:insert(muiData.widgetDict[options.name]["mygroup"]["circle2"]) muiData.widgetDict[options.name]["mygroup"]:insert(muiData.widgetDict[options.name]["mygroup"]["circle"]) muiData.widgetDict[options.name]["mygroup"]["circle"].name = options.name M.flipSwitch(options.name, 0) local rect = muiData.widgetDict[options.name]["mygroup"]["rectmaster"] rect.muiOptions = options muiData.widgetDict[options.name]["mygroup"]["rectmaster"]:addEventListener( "touch", M.toggleSwitchTouch ) end function M.getToggleSwitchProperty(widgetName, propertyName) local data = nil if widgetName == nil or propertyName == nil then return data end if propertyName == "object" then data = muiData.widgetDict[widgetName]["mygroup"] -- x,y movement elseif propertyName == "value" then data = muiData.widgetDict[widgetName]["value"] -- clickable area elseif propertyName == "layer_1" then data = muiData.widgetDict[widgetName]["rectmaster"] -- clickable area elseif propertyName == "layer_2" then data = muiData.widgetDict[widgetName]["rect"] -- middle area center elseif propertyName == "layer_3" then data = muiData.widgetDict[widgetName]["circle1"] -- circle area left elseif propertyName == "layer_4" then data = muiData.widgetDict[widgetName]["circle2"] -- circle area right elseif propertyName == "layer_5" then data = muiData.widgetDict[widgetName]["circle"] -- circle for moving within switch end return data end function M.toggleSwitchTouch (event) local options = nil if event.target ~= nil then options = event.target.muiOptions end if muiData.dialogInUse == true and options.dialogName ~= nil then return end M.addBaseEventParameters(event, options) if ( event.phase == "began" ) then muiData.interceptEventHandler = M.toggleSwitchTouch if muiData.interceptOptions == nil then muiData.interceptOptions = options end M.updateUI(event) if muiData.touching == false and false then muiData.touching = true if options.touchpoint ~= nil and options.touchpoint == true then muiData.widgetDict[options.basename]["radio"][options.name]["myCircle"].x = event.x - muiData.widgetDict[options.basename]["radio"][options.name]["mygroup"].x muiData.widgetDict[options.basename]["radio"][options.name]["myCircle"].y = event.y - muiData.widgetDict[options.basename]["radio"][options.name]["mygroup"].y end transition.to(event.target,{time=500, xScale=1.03, yScale=1.03, transition=easing.continuousLoop}) end elseif ( event.phase == "ended" ) then if M.isTouchPointOutOfRange( event ) then event.phase = "offTarget" -- event.target:dispatchEvent(event) -- print("Its out of the button area") else event.phase = "onTarget" if muiData.interceptMoved == false then event.target = muiData.widgetDict[options.name]["rect"] if muiData.widgetDict[options.name]["isChecked"] == true then muiData.widgetDict[options.name]["isChecked"] = false M.setEventParameter(event, "muiTargetValue", nil) else muiData.widgetDict[options.name]["isChecked"] = true M.setEventParameter(event, "muiTargetValue", options.value) muiData.widgetDict[options.name]["value"] = options.value end M.setEventParameter(event, "muiTargetChecked", muiData.widgetDict[options.name]["isChecked"]) M.flipSwitch(options.name, nil) M.setEventParameter(event, "muiTarget", muiData.widgetDict[options.name]["rect"]) event.callBackData = options.callBackData assert( options.callBack )(event) end muiData.interceptEventHandler = nil muiData.interceptOptions = nil muiData.interceptMoved = false muiData.touching = false end end end function M.flipSwitch(widgetName, delay) if widgetName == nil then return end if delay == nil then delay = 250 end local isChecked = muiData.widgetDict[widgetName]["isChecked"] local xR = muiData.widgetDict[widgetName]["mygroup"]["rect"].contentWidth * 0.75 local x = xR if isChecked == false then x = x - (xR * 2) end if isChecked == true then transition.to( muiData.widgetDict[widgetName]["mygroup"]["circle"], { time=delay, x=x, onComplete=M.turnOnSwitch } ) else transition.to( muiData.widgetDict[widgetName]["mygroup"]["circle"], { time=delay, x=x, onComplete=M.turnOffSwitch } ) end end function M.turnOnSwitch(e) local options = muiData.widgetDict[e.name].options e:setFillColor( unpack(options.textColor) ) muiData.widgetDict[e.name]["mygroup"]["rect"]:setFillColor( unpack(options.backgroundColor) ) muiData.widgetDict[e.name]["mygroup"]["circle1"]:setFillColor( unpack(options.backgroundColor) ) muiData.widgetDict[e.name]["mygroup"]["circle2"]:setFillColor( unpack(options.backgroundColor) ) muiData.widgetDict[e.name]["isChecked"] = true end function M.turnOffSwitch(e) local options = muiData.widgetDict[e.name].options e:setFillColor( unpack(options.textColorOff) ) muiData.widgetDict[e.name]["mygroup"]["rect"]:setFillColor( unpack(options.backgroundColorOff) ) muiData.widgetDict[e.name]["mygroup"]["circle1"]:setFillColor( unpack(options.backgroundColorOff) ) muiData.widgetDict[e.name]["mygroup"]["circle2"]:setFillColor( unpack(options.backgroundColorOff) ) muiData.widgetDict[e.name]["isChecked"] = false end function M.actionForSwitch(event) local muiTarget = M.getEventParameter(event, "muiTarget") local muiTargetValue = M.getEventParameter(event, "muiTargetValue") local muiTargetChecked = M.getEventParameter(event, "muiTargetChecked") if muiTargetValue ~= nil then print("toggle switch value: " .. muiTargetValue) end if muiTargetChecked == nil then muiTargetChecked = false end if muiTargetChecked == true then print("toggle switch on") else print("toggle switch off") end end function M.removeWidgetToggleSwitch(widgetName) M.removeToggleSwitch(widgetName) end function M.removeToggleSwitch(widgetName) if widgetName == nil then return end if muiData.widgetDict[widgetName] == nil then return end muiData.widgetDict[widgetName]["mygroup"]["circle"]:removeSelf() muiData.widgetDict[widgetName]["mygroup"]["circle"] = nil muiData.widgetDict[widgetName]["mygroup"]["circle2"]:removeSelf() muiData.widgetDict[widgetName]["mygroup"]["circle2"] = nil muiData.widgetDict[widgetName]["mygroup"]["circle1"]:removeSelf() muiData.widgetDict[widgetName]["mygroup"]["circle1"] = nil muiData.widgetDict[widgetName]["mygroup"]["rect"]:removeSelf() muiData.widgetDict[widgetName]["mygroup"]["rect"] = nil muiData.widgetDict[widgetName]["mygroup"]["rectmaster"]:removeEventListener("touch", M.toggleSwitchTouch) muiData.widgetDict[widgetName]["mygroup"]["rectmaster"]:removeSelf() muiData.widgetDict[widgetName]["mygroup"]["rectmaster"] = nil muiData.widgetDict[widgetName]["mygroup"]:removeSelf() muiData.widgetDict[widgetName]["mygroup"] = nil muiData.widgetDict[widgetName] = nil end return M
-------------------------------- -- @module AnimationCache -- @extend Ref -- @parent_module cc -------------------------------- -- Returns a Animation that was previously added.<br> -- If the name is not found it will return nil.<br> -- You should retain the returned copy if you are going to use it. -- @function [parent=#AnimationCache] getAnimation -- @param self -- @param #string name -- @return Animation#Animation ret (return value: cc.Animation) -------------------------------- -- Adds a Animation with a name. -- @function [parent=#AnimationCache] addAnimation -- @param self -- @param #cc.Animation animation -- @param #string name -- @return AnimationCache#AnimationCache self (return value: cc.AnimationCache) -------------------------------- -- -- @function [parent=#AnimationCache] init -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Adds an animation from an NSDictionary<br> -- Make sure that the frames were previously loaded in the SpriteFrameCache.<br> -- param plist The path of the relative file,it use to find the plist path for load SpriteFrames.<br> -- since v1.1 -- @function [parent=#AnimationCache] addAnimationsWithDictionary -- @param self -- @param #map_table dictionary -- @param #string plist -- @return AnimationCache#AnimationCache self (return value: cc.AnimationCache) -------------------------------- -- Deletes a Animation from the cache. -- @function [parent=#AnimationCache] removeAnimation -- @param self -- @param #string name -- @return AnimationCache#AnimationCache self (return value: cc.AnimationCache) -------------------------------- -- Adds an animation from a plist file.<br> -- Make sure that the frames were previously loaded in the SpriteFrameCache.<br> -- since v1.1<br> -- js addAnimations<br> -- lua addAnimations -- @function [parent=#AnimationCache] addAnimationsWithFile -- @param self -- @param #string plist -- @return AnimationCache#AnimationCache self (return value: cc.AnimationCache) -------------------------------- -- Purges the cache. It releases all the Animation objects and the shared instance. -- @function [parent=#AnimationCache] destroyInstance -- @param self -- @return AnimationCache#AnimationCache self (return value: cc.AnimationCache) -------------------------------- -- Returns the shared instance of the Animation cache -- @function [parent=#AnimationCache] getInstance -- @param self -- @return AnimationCache#AnimationCache ret (return value: cc.AnimationCache) -------------------------------- -- js ctor -- @function [parent=#AnimationCache] AnimationCache -- @param self -- @return AnimationCache#AnimationCache self (return value: cc.AnimationCache) return nil
local map = vim.api.nvim_set_keymap map("n", "|", "<cmd>vsplit <CR><C-w>w<plug>(wintabs_close)<C-w>w", { noremap = true }) map("n", "<Space>l", "<cmd>nohlsearch<CR><C-l>", { noremap = true, silent = true }) map("n", "Y", "yy", { noremap = true, silent = true }) -- fold text map("n", "zl", "zo", { noremap = true, silent = true }) map("n", "zL", "zO", { noremap = true, silent = true }) map("x", "zl", "zo", { noremap = true, silent = true }) map("x", "zL", "zO", { noremap = true, silent = true }) map("n", "zh", "zc", { noremap = true, silent = true }) map("n", "zH", "zC", { noremap = true, silent = true }) map("x", "zh", "zc", { noremap = true, silent = true }) map("x", "zH", "zC", { noremap = true, silent = true })
--- Corona wrapper for **fipMetadataFind**, a metadata iterator. -- Usage : -- -- local freeimage = require("plugin.freeimage") -- local image -- -- ... -- local finder = freeimage.NewMetadataFind() -- local ok, tag = finder:findFirstMetadata("EXIF_MAIN", image) -- -- if ok then -- repeat -- -- process the tag -- print(tag:getKey()) -- -- ok, tag = finder:findNextMetadata() -- until not ok -- end -- -- -- the class can be called again with another metadata model -- ok, tag = finder:findFirstMetadata("EXIF_EXIF", image) -- -- if ok then -- repeat -- -- process the tag -- print(tag:getKey()) -- -- ok, tag = finder:findNextMetadata() -- until not ok -- end -- @module fipMetadataFind -- -- 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 ] -- --- Provides information about the first instance of a tag that matches the metadata model specified in the model argument. -- @function fipMetadataFind:findFirstMetadata -- @string model Metadata model, cf. @{enums.FREE_IMAGE_MDMODEL}. -- @tparam fipImage image Input image. -- @treturn boolean Find succeeded? -- @treturn fipTag On success, the first tag. --- Find the next tag, if any, that matches the metadata model argument in a previous call to @{fipMetadataFind:findFirstMetadata}. -- @function fipMetadataFind:findNextMetadata -- @treturn boolean Find succeeded? -- @treturn fipTag On success, the next tag. --- Indicates whether the iterator is valid for use. -- @function fipMetadataFind:isValid -- @treturn boolean Search handle is allocated?
include("shared.lua") SWEP.Author = "Cryotheum" SWEP.Category = "Minge Defense" SWEP.DrawAmmo = false SWEP.DrawCrosshair = false SWEP.Instructions = "Left click to swing wrench and heal buildings, right click to pick up buildings to relocate them." SWEP.PrintName = "Wrench" SWEP.Purpose = "Hit things." SWEP.UseHands = true SWEP.ViewModelFOV = 54 --swep functions function SWEP:Initialize() self:SharedInitialize() end function SWEP:OnRemove() if IsValid(self.WrenchEntity) then self.WrenchEntity:Remove() end end --[[function SWEP:PostDrawViewModel(...) move_view_model(...) end function SWEP:PreDrawViewModel(...) move_view_model(...) end]]
--- --- --- File: lua_connect.lua --- report for connect action --- --- --- connect_report = {} function connect_report.execute( resultList) connect_report.doTitle( resultList ) connect_report.doBadStores(resultList) end function connect_report.doTitle( resultList ) local temp local count temp = tgs.reports.filter(resultList , { {"action",tgs.actions.ops.connect} } ) count = tgs.reports.count( temp ) reports.addLine(" ") reports.addLine("Connect Report for "..count.." Stores ") reports.addLine(os.date()) reports.addLine(" ") end function connect_report.doBadStores( resultList ) local temp local count local tempString temp = tgs.reports.filter(resultList, { {"action",tgs.actions.ops.connect},{"status",false} }) count = tgs.reports.count(temp) reports.addLine("Stores for which there is no service connectivity "..count ) for i, j in ipairs( temp ) do for l,m in ipairs( j ) do if ( m.action == tgs.actions.ops.connect) and ( m.status == false ) then tempString = string.format("%d %s ",i,m.id ) reports.addLine( tempString) end end end end tgs.reports.addReport("CONNECT_REPORT",connect_report )
--[[ AscendScripting Script - This software is provided as free and open source by the staff of The AscendScripting Team.This script was written and is protected by the GPL v2. The following script was released by a AscendScripting Staff Member. Please give credit where credit is due, if modifying, redistributing and/or using this software. Thank you. ~~End of License Agreement -- AscendScripting Staff, March 17, 2009. ]] function SyndicateProwler_OnSpawn(Unit,Event) Unit:CastSpell(1784) end function SyndicateProwler_OnEnterCombat(Unit,Event) Unit:RegisterEvent("Disarm", 13000, 1) Unit:RegisterEvent("SinisterStrike", 6000, 1) end function Disarm(Unit,Event) Unit:FullCastSpellOnTarget(6713,plr) end function SinisterStrike(Unit,Event) Unit:FullCastSpellOnTarget(14873,plr) end function SyndicateProwler_OnLeaveCombat(Unit,Event) Unit:RemoveEvents() end function SyndicateProwler_OnDied(Unit,Event) Unit:RemoveEvents() end RegisterUnitEvent(2588,18,"SyndicateProwler_OnSpawn") RegisterUnitEvent(2588,1,"SyndicateProwler_OnEnterCombat") RegisterUnitEvent(2588,2,"SyndicateProwler_OnLeaveCombat") RegisterUnitEvent(2588,4,"SyndicateProwler_OnDied")
local IUiElement = require("api.gui.IUiElement") local ISettable = require("api.gui.ISettable") return class.interface("ISidebarView", { get_sidebar_entries = "function" }, {IUiElement, ISettable})
-- Workspace configuration workspace "E+G Study Project" architecture "x86_64" configurations { "Debug", "Release" } language "C++" cppdialect "C++17" defines { "SDL_MAIN_HANDLED" } filter "configurations:Debug" defines { "ESD_DEBUG" } symbols "On" filter "configurations:Release" defines { "NDEBUG" } optimize "Full" flags { "LinkTimeOptimization" } -- Main project project "Esdiel" location "." kind "ConsoleApp" warnings "Extra" targetname "%{prj.name}-%{cfg.system}-%{cfg.buildcfg}" targetdir "example" debugdir "example" objdir "build/%{cfg.system}/%{cfg.buildcfg}/obj" files { "%{prj.location}/include/**.hpp", "%{prj.location}/source/**.cpp", "%{prj.location}/thirdparty/glad/glad.c" } includedirs { "%{prj.location}/include", "%{prj.location}/thirdparty/", "%{prj.location}/thirdparty/SDL2/include" } links { "SDL2main", "SDL2" } filter "system:windows" libdirs "%{prj.location}/thirdparty/SDL2/lib" filter "system:linux" buildoptions { "`sdl2-config --cflags`" } linkoptions { "`sdl2-config --libs`" } links { "dl" } filter {}
-- http://lua-users.org/wiki/StringRecipes local function ends_with(str, ending) return ending == "" or str:sub(-#ending) == ending end if FORMAT:match 'latex' then function Image(elem) local src = elem.src if ends_with(src, '.svg') then elem.src = src .. '.pdf' end return elem end end
local modifiers = require("colorbuddy.modifiers").modifiers local util = require("colorbuddy.util") describe("modifiers", function() it("should return averages well", function() -- mix(#15293E, #012549, 50%) local obj1 = { util.rgb_string_to_hsl("#15293E") } local obj2 = { util.rgb_string_to_hsl("#012549") } local hsl1 = { H = obj1[1], S = obj1[2], L = obj1[3], } local hsl2 = { H = obj2[1], S = obj2[2], L = obj2[3], } local result = modifiers.average(hsl1.H, hsl1.S, hsl1.L, hsl2) local rgb_result = util.hsl_to_rgb_string(unpack(result)) assert.are.same("#0e2743", rgb_result) end) it("should know how to do negatives", function() local obj1 = { util.rgb_string_to_hsl("#808080") } assert.are.same("#7f7f7f", util.hsl_to_rgb_string(unpack(modifiers.negative(unpack(obj1))))) local obj2 = { util.rgb_string_to_hsl("#000000") } assert.are.same("#ffffff", util.hsl_to_rgb_string(unpack(modifiers.negative(unpack(obj2))))) local obj3 = { util.rgb_string_to_hsl("#ffffff") } assert.are.same("#000000", util.hsl_to_rgb_string(unpack(modifiers.negative(unpack(obj3))))) end) -- Pending: Some dumb float drift that I don't want to deal w/ right now. pending("should do complements to nice colors", function() local original_string = "#325abd" assert.are.same( original_string, util.hsl_to_rgb_string(unpack(modifiers.complement(unpack(modifiers.complement(util.rgb_string_to_hsl(original_string)))))) ) end) end)
--[[ foxBot v1.4 by fox: https://taraxis.com/foxBot-SRB2 Based heavily on VL_ExAI-v2.lua by CobaltBW: https://mb.srb2.org/showthread.php?t=46020 Initially an experiment to run bots off of PreThinkFrame instead of BotTiccmd This allowed AI to control a real player for use in netgames etc. Since they're no longer "bots" to the game, it integrates a few concepts from ClassicCoop-v1.3.lua by FuriousFox: https://mb.srb2.org/showthread.php?t=41377 Such as ring-sharing, nullifying damage, etc. to behave more like a true SP bot, as player.bot is read-only Future TODO? * Avoid inturrupting players/bots carrying other players/bots due to flying too close (need to figure out a good way to detect if we're carrying someone) * Modular rewrite, defining behaviors on hashed functions - this would allow: * Mod support - AI hooks / overrides for targeting, ability rules, etc. * Gametype support - definable goals based on current game mode * Better abstractions - no more monolithic mess / derpy leader system * Other things to improve your life immeasurably -------------------------------------------------------------------------------- Copyright (c) 2021 Alex Strout and Shane Ellis 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. ]] --[[ -------------------------------------------------------------------------------- GLOBAL CONVARS (see "bothelp" at bottom for a description of each) -------------------------------------------------------------------------------- ]] local CV_ExAI = CV_RegisterVar({ name = "ai_sys", defaultvalue = "On", flags = CV_NETVAR|CV_SHOWMODIF, PossibleValue = CV_OnOff }) local CV_AIDebug = CV_RegisterVar({ name = "ai_debug", defaultvalue = "-1", flags = 0, PossibleValue = {MIN = -1, MAX = 31} }) local CV_AISeekDist = CV_RegisterVar({ name = "ai_seekdist", defaultvalue = "512", flags = CV_NETVAR|CV_SHOWMODIF, PossibleValue = {MIN = 64, MAX = 1536} }) local CV_AIIgnore = CV_RegisterVar({ name = "ai_ignore", defaultvalue = "Off", flags = CV_NETVAR|CV_SHOWMODIF, PossibleValue = { Off = 0, Enemies = 1, RingsMonitors = 2, All = 3 } }) local CV_AICatchup = CV_RegisterVar({ name = "ai_catchup", defaultvalue = "Off", flags = CV_NETVAR|CV_SHOWMODIF, PossibleValue = CV_OnOff }) local CV_AIKeepDisconnected = CV_RegisterVar({ name = "ai_keepdisconnected", defaultvalue = "On", flags = CV_NETVAR|CV_SHOWMODIF, PossibleValue = CV_OnOff }) local CV_AIDefaultLeader = CV_RegisterVar({ name = "ai_defaultleader", defaultvalue = "32", flags = CV_NETVAR|CV_SHOWMODIF, PossibleValue = {MIN = -1, MAX = 32} }) local CV_AIHurtMode = CV_RegisterVar({ name = "ai_hurtmode", defaultvalue = "Off", flags = CV_NETVAR|CV_SHOWMODIF, PossibleValue = { Off = 0, ShieldLoss = 1, RingLoss = 2 } }) local CV_AIStatMode = CV_RegisterVar({ name = "ai_statmode", defaultvalue = "Off", flags = CV_NETVAR|CV_SHOWMODIF, PossibleValue = { Off = 0, Rings = 1, Lives = 2, Both = 3 } }) local CV_AITeleMode = CV_RegisterVar({ name = "ai_telemode", defaultvalue = "0", flags = CV_NETVAR|CV_SHOWMODIF, PossibleValue = {MIN = 0, MAX = UINT16_MAX} }) local CV_AIShowHud = CV_RegisterVar({ name = "ai_showhud", defaultvalue = "On", flags = 0, PossibleValue = CV_OnOff }) --[[ -------------------------------------------------------------------------------- GLOBAL TYPE DEFINITIONS Defines any mobj types etc. needed by foxBot -------------------------------------------------------------------------------- ]] freeslot( "MT_FOXAI_POINT" ) mobjinfo[MT_FOXAI_POINT] = { spawnstate = S_INVISIBLE, radius = FRACUNIT, height = FRACUNIT, --Sector clipping allowed to properly account for radius in floorz / ceilingz checks flags = MF_NOGRAVITY|MF_NOTHINK|MF_NOCLIPTHING } --[[ -------------------------------------------------------------------------------- GLOBAL HELPER VALUES / FUNCTIONS Used in various points throughout code -------------------------------------------------------------------------------- ]] --Global MT_FOXAI_POINTs used in various functions (typically by CheckPos) --Not thread-safe (no need); could be placed in AI tables (as before), at the cost of more things to sync local PosCheckerObj = nil --NetVars! addHook("NetVars", function(network) PosCheckerObj = network($) end) --Text table used for HUD hook local hudtext = {} --Resolve player by number (string or int) local function ResolvePlayerByNum(num) if type(num) != "number" num = tonumber(num) end if num != nil and num >= 0 and num < 32 return players[num] end return nil end --Returns absolute angle (0 to 180) --Useful for comparing angles local function AbsAngle(ang) if ang < 0 and ang > ANGLE_180 return InvAngle(ang) end return ang end --Destroys mobj and returns nil for assignment shorthand local function DestroyObj(mobj) if mobj and mobj.valid P_RemoveMobj(mobj) end return nil end --Moves specified poschecker to x, y, z coordinates, optionally with radius and height --Useful for checking floorz/ceilingz or other properties at some arbitrary point in space local function CheckPos(poschecker, x, y, z, radius, height) if poschecker and poschecker.valid P_TeleportMove(poschecker, x, y, z) else poschecker = P_SpawnMobj(x, y, z, MT_FOXAI_POINT) end --Optionally set radius and height, resetting to type default if not specified if not radius then radius = poschecker.info.radius end poschecker.radius = radius if not height then height = poschecker.info.height end poschecker.height = height return poschecker end --Fix bizarre bug where floorz / ceilingz of certain objects is sometimes inaccurate --(e.g. rings or blue spheres on FOFs - not needed for players or other recently moved objects) local function FixBadFloorOrCeilingZ(pmo) --Briefly set MF_NOCLIP so we don't accidentally destroy the object, oops (e.g. ERZ snails in walls) local oflags = pmo.flags pmo.flags = $ | MF_NOCLIP P_TeleportMove(pmo, pmo.x, pmo.y, pmo.z) pmo.flags = oflags end --Returns height-adjusted Z for accurate comparison to FloorOrCeilingZ local function AdjustedZ(bmo, pmo) if bmo.eflags & MFE_VERTICALFLIP return pmo.z + pmo.height end return pmo.z end --Returns floorz or ceilingz for pmo based on bmo's flip status local function FloorOrCeilingZ(bmo, pmo) if bmo.eflags & MFE_VERTICALFLIP return pmo.ceilingz end return pmo.floorz end --Returns water top or bottom for pmo based on bmo's flip status local function WaterTopOrBottom(bmo, pmo) if bmo.eflags & MFE_VERTICALFLIP return pmo.waterbottom end return pmo.watertop end --Same as above, but for an arbitrary position in space --Note this may be inaccurate for player-specific things like standing on goop or on other objects --(e.g. players above solid objects will report that object's height as their floorz - whereas this will not) local function FloorOrCeilingZAtPos(bmo, x, y, z, radius, height) --Work around lack of a P_CeilingzAtPos function PosCheckerObj = CheckPos(PosCheckerObj, x, y, z, radius, height) --PosCheckerObj.state = S_LOCKON2 return FloorOrCeilingZ(bmo, PosCheckerObj) end --More accurately predict an object's FloorOrCeilingZ by physically shifting it forward and then back --This terrifies me local function PredictFloorOrCeilingZ(bmo, pfac) --Amazingly, this somehow does not trigger sector tags etc. --Could alternatively use an MF_SOLID PosChecker, ignoring players with a MobjCollide hook --However, I prefer this for now as it's using the original object's legitimate floor checks local ox, oy, oz = bmo.x, bmo.y, bmo.z local oflags = bmo.flags bmo.flags = $ | MF_NOCLIPTHING P_TeleportMove(bmo, bmo.x + bmo.momx * pfac, bmo.y + bmo.momy * pfac, bmo.z + bmo.momz * pfac) local predictfloor = FloorOrCeilingZ(bmo, bmo) bmo.flags = oflags P_TeleportMove(bmo, ox, oy, oz) return predictfloor end --P_CheckSight wrapper to approximate sight checks for objects above/below FOFs --Eliminates being able to "see" targets through FOFs at extreme angles local function CheckSight(bmo, pmo) --Allow equal heights so we can see DSZ3 boss return bmo.floorz <= pmo.ceilingz and bmo.ceilingz >= pmo.floorz and P_CheckSight(bmo, pmo) end --P_SuperReady but without the shield and PF_JUMPED checks local function SuperReady(player) return not player.powers[pw_super] and not player.powers[pw_invulnerability] and not player.powers[pw_tailsfly] and (player.charflags & SF_SUPER) --and (player.pflags & PF_JUMPED) --and not (player.powers[pw_shield] & SH_NOSTACK) and not (maptol & TOL_NIGHTS) and All7Emeralds(emeralds) and player.rings >= 50 end --Silently toggle a convar w/o printing to console local function ToggleSilent(player, convar) local cval = CV_FindVar(convar).value --No error checking - use with caution! COM_BufInsertText(player, convar .. " " .. 1 - cval .. "; " .. convar .. " " .. cval) end --[[ -------------------------------------------------------------------------------- AI SETUP FUNCTIONS / CONSOLE COMMANDS Any AI "setup" logic, including console commands -------------------------------------------------------------------------------- ]] --Reset (or define) all AI vars to their initial values local function ResetAI(ai) ai.think_last = 0 --Last think time ai.jump_last = 0 --Jump history ai.spin_last = 0 --Spin history ai.move_last = 0 --Directional input history ai.anxiety = 0 --Catch-up counter ai.panic = 0 --Catch-up mode ai.panicjumps = 0 --If too many, just teleport ai.flymode = 0 --0 = No interaction. 1 = Grab Sonic. 2 = Sonic is latched. ai.spinmode = 0 --If 1, Tails is spinning or preparing to charge spindash ai.thinkfly = 0 --If 1, Tails will attempt to fly when Sonic jumps ai.idlecount = 0 --Checks the amount of time without any player inputs ai.bored = 0 --AI will act independently if "bored". ai.drowning = 0 --AI drowning panic. 2 = Tails flies for air. ai.target = nil --Enemy to target ai.targetjumps = 0 --If too many, abort target ai.targetcount = 0 --Number of targets in range (used for armageddon shield) ai.targetnosight = 0 --How long the target has been out of view ai.playernosight = 0 --How long the player has been out of view ai.stalltics = 0 --Time that AI has struggled to move ai.attackwait = 0 --Tics to wait before attacking again ai.attackoverheat = 0 --Used by Fang to determine whether to wait ai.cmd_time = 0 --If > 0, suppress bot ai in favor of player controls ai.pushtics = 0 --Time leader has pushed against something (used to maybe attack it) ai.longjump = false --AI is making a decently sized leap for an enemy ai.doteleport = false --AI is attempting to teleport ai.predictgap = 0 --AI is jumping a gap --Destroy any child objects if they're around ai.overlay = DestroyObj($) --Speech bubble overlay - only (re)create this if needed in think logic ai.overlaytime = 0 --Time overlay has been active ai.waypoint = DestroyObj($) --Transient waypoint used for navigating around corners end --Register follower with leader for lookup later local function RegisterFollower(leader, bot) if not leader.ai_followers leader.ai_followers = {} end leader.ai_followers[#bot + 1] = bot end --Unregister follower with leader local function UnregisterFollower(leader, bot) if not (leader and leader.valid and leader.ai_followers) return end leader.ai_followers[#bot + 1] = nil if table.maxn(leader.ai_followers) < 1 leader.ai_followers = nil end end --Create AI table for a given player, if needed local function SetupAI(player) if player.ai return end --Create table, defining any vars that shouldn't be reset via ResetAI player.ai = { leader = nil, --Bot's leader realleader = nil, --Bot's "real" leader (if temporarily following someone else) lastrings = player.rings, --Last ring count of bot (used to sync w/ leader) lastlives = player.lives, --Last life count of bot (used to sync w/ leader) realrings = player.rings, --"Real" ring count of bot (outside of sync) realxtralife = player.xtralife, --"Real" xtralife count of bot (outside of sync) reallives = player.lives, --"Real" life count of bot (outside of sync) ronin = false, --Headless bot from disconnected client? timeseed = P_RandomByte() + #player, --Used for time-based pseudo-random behaviors (e.g. via BotTime) syncrings = false, --Current sync setting for rings synclives = false, --Current sync setting for lives lastseenpos = { x = 0, y = 0, z = 0 } --Last seen position tracking } ResetAI(player.ai) --Define the rest w/ their respective values player.ai.playernosight = 3 * TICRATE --For setup only, queue an instant teleport end --"Repossess" a bot for player control local function Repossess(player) --Reset our original analog etc. prefs --SendWeaponPref isn't exposed to Lua, so just cycle convars to trigger it ToggleSilent(player, "flipcam") if not netgame and #player > 0 ToggleSilent(server, "flipcam2") end --Reset our vertical aiming (in case we have vert look disabled) player.aiming = 0 --Reset anything else ResetAI(player.ai) end --Destroy AI table (and any child tables / objects) for a given player, if needed local function DestroyAI(player) if not player.ai return end --Reset pflags etc. for player Repossess(player) --Unregister ourself from our (real) leader if still valid UnregisterFollower(player.ai.realleader, player) --Kick headless bots w/ no client --Otherwise they sit and do nothing if player.ai.ronin player.quittime = 1 end --Restore our "real" ring / life counts if synced if player.ai.syncrings player.rings = player.ai.realrings player.xtralife = player.ai.realxtralife end if player.ai.synclives player.lives = player.ai.reallives if player.lives < 1 and not player.spectator player.playerstate = PST_REBORN end end --My work here is done player.ai = nil collectgarbage() end --Get our "top" leader in a leader chain (if applicable) --e.g. for A <- B <- D <- C, D's "top" leader is A local function GetTopLeader(bot, basebot) if bot != basebot and bot.ai and bot.ai.realleader and bot.ai.realleader.valid return GetTopLeader(bot.ai.realleader, basebot) end return bot end --Get our "bottom" follower in a leader chain (if applicable) --e.g. for A <- B <- D <- C, A's "bottom" follower is C local function GetBottomFollower(bot, basebot) --basebot nil on initial call, but automatically set after if bot != basebot and bot.ai_followers for k, b in pairs(bot.ai_followers) --Pick a random node if the tree splits if P_RandomByte() < 128 or table.maxn(bot.ai_followers) == k return GetBottomFollower(b, basebot or bot) end end end return bot end --List all bots, optionally excluding bots led by leader local function SubListBots(player, leader, bot, level) if bot == leader return 0 end local msg = #bot .. " - " .. bot.name for i = 0, level msg = " " .. $ end if bot.ai if bot.ai.cmd_time msg = $ .. " \x81(player-controlled)" end if bot.ai.ronin msg = $ .. " \x83(disconnected)" end else msg = $ .. " \x84(player)" end if bot.spectator msg = $ .. " \x87(KO'd)" end if bot.quittime msg = $ .. " \x86(disconnecting)" end CONS_Printf(player, msg) local count = 1 if bot.ai_followers for _, b in pairs(bot.ai_followers) count = $ + SubListBots(player, leader, b, level + 1) end end return count end local function ListBots(player, leader) if leader != nil leader = ResolvePlayerByNum(leader) if leader and leader.valid CONS_Printf(player, "\x84 Excluding players/bots led by " .. leader.name) end end local count = 0 for p in players.iterate if not p.ai count = $ + SubListBots(player, leader, p, 0) end end CONS_Printf(player, "Returned " .. count .. " nodes") end COM_AddCommand("LISTBOTS", ListBots, COM_LOCAL) --Set player as a bot following a particular leader --Internal/Admin-only: Optionally specify some other player/bot to follow leader local function SetBot(player, leader, bot) local pbot = player if bot != nil --Must check nil as 0 is valid pbot = ResolvePlayerByNum(bot) end if not (pbot and pbot.valid) CONS_Printf(player, "Invalid bot! Please specify a bot by number:") ListBots(player) return end --Make sure we won't end up following ourself local pleader = ResolvePlayerByNum(leader) if pleader and pleader.valid and GetTopLeader(pleader, pbot) == pbot CONS_Printf(player, pbot.name + " would end up following itself! Please try a different leader:") ListBots(player, #pbot) return end --Set up our AI (if needed) and figure out leader SetupAI(pbot) if pleader and pleader.valid CONS_Printf(player, "Set bot " + pbot.name + " following " + pleader.name) if player != pbot CONS_Printf(pbot, player.name + " set bot " + pbot.name + " following " + pleader.name) end elseif pbot.ai.realleader CONS_Printf(player, "Stopping bot " + pbot.name) if player != pbot CONS_Printf(pbot, player.name + " stopping bot " + pbot.name) end else CONS_Printf(player, "Invalid leader! Please specify a leader by number:") ListBots(player, #pbot) end --Valid leader? if pleader and pleader.valid --Unregister ourself from our old (real) leader (if applicable) UnregisterFollower(pbot.ai.realleader, pbot) --Set the new leader pbot.ai.leader = pleader pbot.ai.realleader = pleader --Register ourself as a follower RegisterFollower(pleader, pbot) else --Destroy AI if no leader set DestroyAI(pbot) end end COM_AddCommand("SETBOTA", SetBot, COM_ADMIN) COM_AddCommand("SETBOT", function(player, leader) SetBot(player, leader) end, 0) --Admin-only: Debug command for testing out shield AI --Left in for convenience, use with caution - certain shield values may crash game COM_AddCommand("DEBUG_BOTSHIELD", function(player, bot, shield, inv, spd, super, rings, ems, scale) bot = ResolvePlayerByNum(bot) shield = tonumber(shield) if not (bot and bot.valid) return elseif shield == nil CONS_Printf(player, bot.name + " has shield " + bot.powers[pw_shield]) return end P_SwitchShield(bot, shield) local msg = player.name + " granted " + bot.name + " shield " + shield inv = tonumber(inv) if inv bot.powers[pw_invulnerability] = inv msg = $ + " invulnerability " + inv end spd = tonumber(spd) if spd bot.powers[pw_sneakers] = spd msg = $ + " sneakers " + spd end super = tonumber(super) if super and not (bot.charflags & SF_SUPER) bot.charflags = $ | SF_SUPER msg = $ + " super ability" end rings = tonumber(rings) if rings P_GivePlayerRings(bot, rings) msg = $ + " rings " + rings end ems = tonumber(ems) if ems and not All7Emeralds(emeralds) local bmo = bot.realmo if bmo and bmo.valid local ofs = 32 * bmo.scale + bmo.radius P_SpawnMobj(bmo.x - ofs, bmo.y - ofs, bmo.z, MT_EMERALD1) P_SpawnMobj(bmo.x - ofs, bmo.y, bmo.z, MT_EMERALD2) P_SpawnMobj(bmo.x - ofs, bmo.y + ofs, bmo.z, MT_EMERALD3) P_SpawnMobj(bmo.x + ofs, bmo.y - ofs, bmo.z, MT_EMERALD4) P_SpawnMobj(bmo.x + ofs, bmo.y, bmo.z, MT_EMERALD5) P_SpawnMobj(bmo.x + ofs, bmo.y + ofs, bmo.z, MT_EMERALD6) P_SpawnMobj(bmo.x, bmo.y - ofs, bmo.z, MT_EMERALD7) msg = $ + " emeralds" end end scale = tonumber(scale) if scale local bmo = bot.realmo if bmo and bmo.valid if scale > 0 bmo.destscale = scale * FRACUNIT msg = $ + " scale " + scale elseif scale < 0 bmo.destscale = FRACUNIT / abs(scale) msg = $ + " scale 1/" + abs(scale) end end end print(msg) end, COM_ADMIN) --Debug command for printing out AI objects COM_AddCommand("DEBUG_BOTAIDUMP", function(player, bot) bot = ResolvePlayerByNum(bot) if not (bot and bot.valid and bot.ai) return end CONS_Printf(player, "-- botai " .. bot.name .. " --") for k, v in pairs(bot.ai) CONS_Printf(player, k .. " = " .. tostring(v)) end end, COM_LOCAL) --[[ -------------------------------------------------------------------------------- AI LOGIC Actual AI behavior etc. -------------------------------------------------------------------------------- ]] --Returns true for a specified minimum time within a maximum time period --Used for pseudo-random behaviors like strafing or attack mixups --e.g. BotTime(bai, 2, 8) will return true for 2s out of every 8s local function BotTime(bai, mintime, maxtime) return (leveltime + bai.timeseed) % (maxtime * TICRATE) < mintime * TICRATE end --Teleport a bot to leader, optionally fading out local function Teleport(bot, fadeout) if not (bot.valid and bot.ai) or bot.exiting or (bot.pflags & PF_FULLSTASIS) --Whoops --Consider teleport "successful" on fatal errors for cleanup return true end --Make sure everything's valid (as this is also called on respawn) --Check leveltime to only teleport after we've initially spawned in local leader = bot.ai.leader if not (leveltime and leader and leader.valid) return true end local bmo = bot.realmo local pmo = leader.realmo if not (bmo and bmo.valid and pmo and pmo.valid) or pmo.health <= 0 --Don't teleport to dead leader! return true end --Leader in a zoom tube or other scripted vehicle? if leader.powers[pw_carry] == CR_NIGHTSMODE or leader.powers[pw_carry] == CR_ZOOMTUBE or leader.powers[pw_carry] == CR_MINECART or bot.powers[pw_carry] == CR_MINECART return true end --No fadeouts supported in zoom tube or quittime if bot.powers[pw_carry] == CR_ZOOMTUBE or bot.quittime fadeout = false end --Teleport override? if CV_AITeleMode.value --Probably successful if we're not in a panic and can see leader return not (bot.ai.panic or bot.ai.playernosight) end --Fade out (if needed), teleporting after if not fadeout bot.powers[pw_flashing] = TICRATE / 2 --Skip the fadeout time elseif not bot.powers[pw_flashing] or bot.powers[pw_flashing] > TICRATE bot.powers[pw_flashing] = TICRATE end if bot.powers[pw_flashing] > TICRATE / 2 return false end --Adapted from 2.2 b_bot.c local z = pmo.z local zoff = pmo.height + 128 * pmo.scale if pmo.eflags & MFE_VERTICALFLIP z = max(z - zoff, pmo.floorz + pmo.height) else z = min(z + zoff, pmo.ceilingz - pmo.height) end bmo.flags2 = $ & ~MF2_OBJECTFLIP | (pmo.flags2 & MF2_OBJECTFLIP) & ~MF2_TWOD | (pmo.flags2 & MF2_TWOD) bmo.eflags = $ & ~MFE_VERTICALFLIP | (pmo.eflags & MFE_VERTICALFLIP) & ~MFE_UNDERWATER | (pmo.eflags & MFE_UNDERWATER) --bot.powers[pw_underwater] = leader.powers[pw_underwater] --Don't sync water/space time --bot.powers[pw_spacetime] = leader.powers[pw_spacetime] bot.powers[pw_gravityboots] = leader.powers[pw_gravityboots] bot.powers[pw_nocontrol] = leader.powers[pw_nocontrol] P_ResetPlayer(bot) bmo.state = S_PLAY_JUMP --Looks/feels nicer bot.pflags = $ | P_GetJumpFlags(bot) --Average our momentum w/ leader's - 1/4 ours, 3/4 theirs bmo.momx = $ / 4 + pmo.momx * 3/4 bmo.momy = $ / 4 + pmo.momy * 3/4 bmo.momz = $ / 4 + pmo.momz * 3/4 --Zero momy in 2D mode (oops) if bmo.flags2 & MF2_TWOD bmo.momy = 0 end P_TeleportMove(bmo, pmo.x, pmo.y, z) P_SetScale(bmo, pmo.scale) bmo.destscale = pmo.destscale bmo.angle = pmo.angle --Fade in (if needed) if bot.powers[pw_flashing] < TICRATE / 2 bot.powers[pw_flashing] = TICRATE / 2 end return true end --Calculate a "desired move" vector to a target, taking into account momentum and angle local function DesiredMove(bmo, pmo, dist, mindist, leaddist, minmag, grounded, spinning, _2d) --Calculate momentum for targets that don't set it! local pmomx = pmo.momx local pmomy = pmo.momy if not (pmomx or pmomy or pmo.player) --No need to do this for players if pmo.ai_momlastposx != nil --Transient last position tracking --These are TICRATE-dependent, but so are mobj speeds I think pmomx = ((pmo.x - pmo.ai_momlastposx) + pmo.ai_momlastx) / 2 pmomy = ((pmo.y - pmo.ai_momlastposy) + pmo.ai_momlasty) / 2 end pmo.ai_momlastposx = pmo.x pmo.ai_momlastposy = pmo.y pmo.ai_momlastx = pmomx pmo.ai_momlasty = pmomy end --Figure out time to target local timetotarget = 0 if not (bmo.player.climbing or bmo.player.spectator) --Calculate prediction factor based on control state (air, spin) local pfac = 1 --General prediction mult if spinning pfac = $ * 16 --Taken from 2.2 p_user.c (pushfoward >> 4) elseif not grounded if spinning pfac = $ * 8 --Taken from 2.2 p_user.c (pushfoward >> 3) else pfac = $ * 4 --Taken from 2.2 p_user.c (pushfoward >> 2) end end if bmo.eflags & MFE_UNDERWATER pfac = $ * 2 --Close enough end --Extrapolate dist out to include Z as well dist = FixedHypot($, abs(pmo.z - bmo.z)) --Calculate "total" momentum between us and target --Does not include Z momentum as we don't control that local tmom = FixedHypot( bmo.momx - pmomx, bmo.momy - pmomy ) --Calculate time, capped to sane values (influenced by pfac) --Note this is independent of TICRATE timetotarget = FixedDiv( min(dist * pfac, 256 * FRACUNIT * pfac), max(tmom, 32 * FRACUNIT) ) end --Figure out movement and prediction angles --local mang = R_PointToAngle2(0, 0, bmo.momx, bmo.momy) local px = pmo.x + FixedMul(pmomx - bmo.momx, timetotarget) local py = pmo.y + FixedMul(pmomy - bmo.momy, timetotarget) if leaddist local lang = R_PointToAngle2(0, 0, pmomx, pmomy) px = $ + FixedMul(cos(lang), leaddist) py = $ + FixedMul(sin(lang), leaddist) end local pang = R_PointToAngle2(bmo.x, bmo.y, px, py) --Uncomment this for a handy prediction indicator --PosCheckerObj = CheckPos(PosCheckerObj, px, py, pmo.z) --PosCheckerObj.state = S_LOCKON1 --Stop skidding everywhere! (commented as this isn't really needed anymore) --if grounded and not (bmo.player.pflags & PF_SPINNING) --and AbsAngle(mang - bmo.angle) < ANGLE_157h --and AbsAngle(mang - pang) > ANGLE_157h --and bmo.player.speed >= FixedMul(bmo.player.runspeed / 2, bmo.scale) -- return 0, 0 --end --2D Mode! if _2d local pdist = abs(px - bmo.x) - mindist if pdist < 0 return 0, 0 end local mag = min(max(pdist, minmag), 50 * FRACUNIT) if px < bmo.x mag = -$ end return 0, --forwardmove mag / FRACUNIT --sidemove end --Resolve movement vector pang = $ - bmo.angle local pdist = R_PointToDist2(bmo.x, bmo.y, px, py) - mindist if pdist < 0 return 0, 0 end local mag = min(max(pdist, minmag), 50 * FRACUNIT) return FixedMul(cos(pang), mag) / FRACUNIT, --forwardmove FixedMul(sin(pang), -mag) / FRACUNIT --sidemove end --Determine if a given target is valid, based on a variety of factors local function ValidTarget(bot, leader, bpx, bpy, target, maxtargetdist, maxtargetz, flip, ignoretargets, isspecialstage) if not (target and target.valid and target.health > 0) or target.state == S_INVISIBLE --Ignore invisible things return 0 end --Target type, in preferred order -- -2 = passive - vehicles -- -1 = active/passive - priority targets (typically set after rules) -- 1 = active - enemy etc. (more aggressive engagement rules) -- 2 = passive - rings etc. local ttype = 0 --We want an enemy if (ignoretargets & 1 == 0) and (target.flags & (MF_BOSS | MF_ENEMY)) and target.type != MT_ROSY --Oops and ( --Ignore flashing targets unless tagged in CoopOrDie target.cd_lastattacker or not (target.flags2 & MF2_FRET) ) and not (target.flags2 & (MF2_BOSSFLEE | MF2_BOSSDEAD)) ttype = 1 --Or, if melee, a shieldless friendly to buff elseif bot.charability2 == CA2_MELEE and target.player and target.player.valid and bot.revitem == MT_LHRT and not ( bot.ai.attackwait or target.player.spectator or (target.player.powers[pw_shield] & SH_NOSTACK) or target.player.revitem == MT_LHRT or target.player.spinitem == MT_LHRT or target.player.thokitem == MT_LHRT or SuperReady(target.player) ) and P_IsObjectOnGround(target) ttype = 1 --Air bubbles! elseif target.type == MT_EXTRALARGEBUBBLE and ( bot.ai.drowning or ( bot.powers[pw_underwater] > 0 and ( leader.powers[pw_underwater] <= 0 or bot.powers[pw_underwater] < leader.powers[pw_underwater] ) ) ) ttype = 2 --Rings! elseif (ignoretargets & 2 == 0) and ( (target.type >= MT_RING and target.type <= MT_FLINGBLUESPHERE) or target.type == MT_COIN or target.type == MT_FLINGCOIN ) if isspecialstage ttype = -1 else ttype = 2 end maxtargetdist = $ / 2 --Rings half-distance --Monitors! elseif (ignoretargets & 2 == 0) and (target.flags & MF_MONITOR) --Skip all these checks otherwise and not bot.bot --SP bots can't pop monitors and ( target.type == MT_RING_BOX or target.type == MT_1UP_BOX or target.type == MT_SCORE1K_BOX or target.type == MT_SCORE10K_BOX or target.type == MT_MYSTERY_BOX --Sure why not or target.type > MT_NAMECHECK --Just grab any custom monitor? Probably won't hurt or ( leader.powers[pw_sneakers] > bot.powers[pw_sneakers] and ( target.type == MT_SNEAKERS_BOX or target.type == MT_SNEAKERS_GOLDBOX ) ) or ( leader.powers[pw_invulnerability] > bot.powers[pw_invulnerability] and ( target.type == MT_INVULN_BOX or target.type == MT_INVULN_GOLDBOX ) ) or ( leader.powers[pw_shield] and not bot.powers[pw_shield] and ( (target.type >= MT_PITY_BOX and target.type <= MT_ELEMENTAL_BOX) or (target.type >= MT_FLAMEAURA_BOX and target.type <= MT_ELEMENTAL_GOLDBOX) or (target.type >= MT_FLAMEAURA_GOLDBOX and target.type <= MT_THUNDERCOIN_GOLDBOX) ) ) or ( (leader.powers[pw_shield] & SH_FORCE) and (bot.powers[pw_shield] & SH_FORCE) and (leader.powers[pw_shield] & SH_FORCEHP) > (bot.powers[pw_shield] & SH_FORCEHP) and ( target.type == MT_FORCE_BOX or target.type == MT_FORCE_GOLDBOX ) ) or ( (leader.powers[pw_gravityboots] > bot.powers[pw_gravityboots] or (leader.realmo.eflags & MFE_VERTICALFLIP) != (bot.realmo.eflags & MFE_VERTICALFLIP)) and ( target.type == MT_GRAVITY_BOX or target.type == MT_GRAVITY_GOLDBOX ) ) ) ttype = 1 --Can pull sick jumps for these --Other powerups elseif (ignoretargets & 2 == 0) and not bot.bot --SP bots can't grab these and ( ( target.type == MT_FIREFLOWER and (leader.powers[pw_shield] & SH_FIREFLOWER) > (bot.powers[pw_shield] & SH_FIREFLOWER) ) or ( target.type == MT_STARPOST and target.health > bot.starpostnum ) ) ttype = 1 --Vehicles elseif ( target.type == MT_MINECARTSPAWNER or ( target.type == MT_ROLLOUTROCK and leader.powers[pw_carry] == CR_ROLLOUT and not target.tracer --No driver ) ) and not bot.powers[pw_carry] ttype = -2 maxtargetdist = $ * 2 --Vehicles double-distance! (within searchBlockmap coverage) --Chaos Mode ready emblems? Bit of a hack as foxBot needs better mod support elseif ( bot.chaos and leader.chaos and target.info.spawnstate == S_EMBLEM1 and bot.chaos.goal != leader.chaos.goal ) ttype = 1 else return 0 end --Fix occasionally bad floorz / ceilingz values for things if not target.ai_validfocz FixBadFloorOrCeilingZ(target) target.ai_validfocz = true end --Consider our height against airborne targets local bmo = bot.realmo local bmoz = AdjustedZ(bmo, bmo) * flip local targetz = AdjustedZ(bmo, target) * flip local targetgrounded = P_IsObjectOnGround(target) and (bmo.eflags & MFE_VERTICALFLIP) == (target.eflags & MFE_VERTICALFLIP) local maxtargetz_height = maxtargetz if not targetgrounded maxtargetz_height = $ + bmo.height end --Decide whether to engage target or not if ttype == 1 --Active target, take more risks if bot.charability2 == CA2_GUNSLINGER and not (bot.pflags & (PF_JUMPED | PF_BOUNCING)) and abs(targetz - bmoz) > 200 * FRACUNIT return 0 elseif bot.charability == CA_FLY and (bot.pflags & PF_THOKKED) and bmo.state >= S_PLAY_FLY and bmo.state <= S_PLAY_FLY_TIRED and ( targetz - bmoz < -maxtargetz or ( (target.flags & (MF_BOSS | MF_ENEMY)) and ( (bmo.eflags & MFE_UNDERWATER) or targetgrounded ) ) ) return 0 --Flying characters should ignore enemies below them elseif bot.powers[pw_carry] and abs(targetz - bmoz) > maxtargetz return 0 --Don't divebomb every target when being carried elseif targetz - bmoz > maxtargetz_height and ( bot.charability != CA_FLY or (bmo.eflags & MFE_UNDERWATER) or targetgrounded ) return 0 elseif abs(targetz - bmoz) > maxtargetdist return 0 elseif bot.powers[pw_carry] == CR_MINECART return 0 --Don't attack from minecarts elseif target.cd_lastattacker and target.info.cd_aispinattack and target.height * flip + targetz - bmoz < 0 return 0 --Don't engage spin-attack targets above their own height elseif bmo.tracer and bot.powers[pw_carry] == CR_ROLLOUT --Limit range when rolling around maxtargetdist = $ / 16 + bmo.tracer.radius bpx = bmo.x bpy = bmo.y elseif bot.powers[pw_carry] --Limit range when being carried maxtargetdist = $ / 4 bpx = bmo.x bpy = bmo.y elseif bot.charability == CA_FLY and targetz - bmoz > maxtargetz_height and ( not ( (bot.pflags & PF_THOKKED) and bmo.state >= S_PLAY_FLY and bmo.state <= S_PLAY_FLY_TIRED ) or bmo.momz * flip < 0 ) --Limit range when fly-attacking, unless already flying and rising maxtargetdist = $ / 2 bpx = bmo.x bpy = bmo.y elseif target.cd_lastattacker and target.cd_lastattacker.player == bot --Limit range on active self-tagged CoopOrDie targets if target.cd_frettime and target == bot.ai.target return 0 --Switch targets if recently merped end ttype = 3 --Rank lower than passive targets maxtargetdist = $ / 4 bpx = bmo.x bpy = bmo.y end else --Passive target, play it safe if bot.powers[pw_carry] return 0 elseif bot.quittime return 0 --Can't grab most passive things while disconnecting elseif abs(targetz - bmoz) > maxtargetz_height and not (bot.ai.drowning and target.type == MT_EXTRALARGEBUBBLE) return 0 elseif target.cd_lastattacker and target.cd_lastattacker.player == bot return 0 --Don't engage passive self-tagged CoopOrDie targets end end --Calculate distance to target, only allowing targets in range local dist = R_PointToDist2( --Add momentum to "prefer" targets in current direction bpx + bmo.momx * 3, bpy + bmo.momy * 3, target.x, target.y ) if dist > maxtargetdist + bmo.radius + target.radius return 0 end --Attempt to prioritize priority CoopOrDie targets if target.cd_lastattacker and target.cd_lastattacker.player != bot and target.info.cd_aipriority ttype = -1 --Also attempt to prioritize Chaos Mode objectives elseif target.info.spawntype == "target" ttype = -1 end return ttype, dist end --Update our last seen position local function UpdateLastSeenPos(bai, pmo) bai.lastseenpos.x = pmo.x - pmo.momx bai.lastseenpos.y = pmo.y - pmo.momy bai.lastseenpos.z = pmo.z - pmo.momz end --Drive bot based on whatever unholy mess is in this function --This is the "WhatToDoNext" entry point for all AI actions local function PreThinkFrameFor(bot) if not bot.valid return end --Find a new leader if ours quit local bai = bot.ai if not (bai and bai.leader and bai.leader.valid) --Reset to realleader if we have one if bai and bai.leader != bai.realleader and bai.realleader and bai.realleader.valid bai.leader = bai.realleader return end --Otherwise find a new leader --Pick a random leader if default is invalid local bestleader = CV_AIDefaultLeader.value if bestleader < 0 or bestleader > 31 or not (players[bestleader] and players[bestleader].valid) or players[bestleader] == bot bestleader = -1 for player in players.iterate if not player.ai --Inspect top leaders only and not player.quittime --Avoid disconnecting players and GetTopLeader(player, bot) != bot --Also infers player != bot as base case --Prefer higher-numbered players to spread out bots more and (bestleader < 0 or P_RandomByte() < 128) bestleader = #player end end end --Follow the bottom feeder of the leader chain if bestleader > -1 bestleader = #GetBottomFollower(players[bestleader]) end SetBot(bot, bestleader) return end --Already think this frame? if bai.think_last == leveltime return end bai.think_last = leveltime --Make sure AI leader thinks first local leader = bai.leader if leader.ai and leader.ai.think_last != leveltime --Shortcut PreThinkFrameFor(leader) end --Reset leader to realleader if it's no longer valid or spectating --(we'll naturally find a better leader above if it's no longer valid) if leader != bai.realleader and ( not (bai.realleader and bai.realleader.valid) or not bai.realleader.spectator ) bai.leader = bai.realleader return end --Is leader spectating? Temporarily follow leader's leader if leader.spectator and leader.ai and leader.ai.leader and leader.ai.leader.valid and GetTopLeader(leader.ai.leader, leader) != leader bai.leader = leader.ai.leader return end --Handle rings here local isspecialstage = G_IsSpecialStage() if not isspecialstage --Syncing rings? if CV_AIStatMode.value & 1 == 0 --Remember our "real" ring count if newly synced if not bai.syncrings bai.syncrings = true bai.realrings = bot.rings bai.realxtralife = bot.xtralife end --Keep rings if leader spectating (still reset on respawn) if leader.spectator and leader.rings != bai.lastrings leader.rings = bai.lastrings end --Sync those rings! if bot.rings != bai.lastrings P_GivePlayerRings(leader, bot.rings - bai.lastrings) end bot.rings = leader.rings --Oops! Fix awarding extra extra lives bot.xtralife = leader.xtralife --Restore our "real" ring count if no longer synced elseif bai.syncrings bai.syncrings = false bot.rings = bai.realrings bot.xtralife = bai.realxtralife end bai.lastrings = bot.rings --Syncing lives? if CV_AIStatMode.value & 2 == 0 --Remember our "real" life count if newly synced if not bai.synclives bai.synclives = true bai.reallives = bot.lives end --Sync those lives! if bot.lives > bai.lastlives and bot.lives > leader.lives P_GivePlayerLives(leader, bot.lives - bai.lastlives) if leveltime P_PlayLivesJingle(leader) end end if bot.lives > 0 bot.lives = max(leader.lives, 1) else bot.lives = leader.lives end --Restore our "real" life count if no longer synced elseif bai.synclives bai.synclives = false bot.lives = bai.reallives if bot.lives < 1 and not bot.spectator bot.playerstate = PST_REBORN end end bai.lastlives = bot.lives end --**** --VARS (Player or AI) local bmo = bot.realmo local pmo = leader.realmo local cmd = bot.cmd if not (bmo and bmo.valid and pmo and pmo.valid) return end --Handle shield loss here if ai_hurtmode off if bai.loseshield if not bot.powers[pw_shield] bai.loseshield = nil elseif (leveltime + bai.timeseed) % TICRATE == 0 bai.loseshield = nil --Make sure we only try once P_RemoveShield(bot) S_StartSound(bmo, sfx_corkp) end end --Check line of sight to player if CheckSight(bmo, pmo) bai.playernosight = 0 UpdateLastSeenPos(bai, pmo) else bai.playernosight = $ + 1 end --Check leader's teleport status if leader.ai bai.playernosight = max($, leader.ai.playernosight - TICRATE / 2) bai.panicjumps = max($, leader.ai.panicjumps - 1) end --And teleport if necessary bai.doteleport = bai.playernosight > 3 * TICRATE or bai.panicjumps > 3 if bai.doteleport and Teleport(bot, true) --Post-teleport cleanup bai.doteleport = false bai.playernosight = 0 bai.panicjumps = 0 bai.anxiety = 0 bai.panic = 0 end --Check for player input! --If we have any, override ai for a few seconds --Check leveltime as cmd always has input at level start if leveltime and ( cmd.forwardmove or cmd.sidemove or cmd.buttons ) if not bai.cmd_time Repossess(bot) --Unset ronin as client must have reconnected --(unfortunately PlayerJoin does not fire for rejoins) bai.ronin = false --Terminate AI to avoid interfering with normal SP bot stuff --Otherwise AI may take control again too early and confuse things --(We won't get another AI until a valid BotTiccmd is generated) if bot.bot DestroyAI(bot) return end end bai.cmd_time = 8 * TICRATE end if bai.cmd_time > 0 bai.cmd_time = $ - 1 --Hold cmd_time if AI is off if CV_ExAI.value == 0 bai.cmd_time = 3 * TICRATE end --Teleport override? if bai.doteleport and CV_AITeleMode.value > 0 cmd.buttons = $ | CV_AITeleMode.value end return end --Bail here if AI is off (allows logic above to flow normally) if CV_ExAI.value == 0 --Just trigger cmd_time logic next tic, without the setup --(also means this block only runs once) bai.cmd_time = 3 * TICRATE --Make sure SP bot AI is destroyed if bot.bot DestroyAI(bot) end return end --**** --VARS (AI-specific) local pcmd = leader.cmd --Elements local flip = 1 if bmo.eflags & MFE_VERTICALFLIP flip = -1 end local _2d = twodlevel or (bmo.flags2 & MF2_TWOD) local scale = bmo.scale local touchdist = bmo.radius + pmo.radius if bmo.tracer touchdist = $ + bmo.tracer.radius end if pmo.tracer touchdist = $ + pmo.tracer.radius end --Measurements local ignoretargets = CV_AIIgnore.value local pmom = FixedHypot(pmo.momx, pmo.momy) local bmom = FixedHypot(bmo.momx, bmo.momy) local pmoz = AdjustedZ(bmo, pmo) * flip local bmoz = AdjustedZ(bmo, bmo) * flip local pmomang = R_PointToAngle2(0, 0, pmo.momx, pmo.momy) local bmomang = R_PointToAngle2(0, 0, bmo.momx, bmo.momy) local pspd = leader.speed local bspd = bot.speed local dist = R_PointToDist2(bmo.x, bmo.y, pmo.x, pmo.y) local zdist = pmoz - bmoz local predictfloor = PredictFloorOrCeilingZ(bmo, 1) * flip local ang = bmo.angle --Used for climbing etc. local followmax = touchdist + 1024 * scale --Max follow distance before AI begins to enter "panic" state local followthres = touchdist + 92 * scale --Distance that AI will try to reach local followmin = touchdist + 32 * scale local bmofloor = FloorOrCeilingZ(bmo, bmo) * flip local pmofloor = FloorOrCeilingZ(bmo, pmo) * flip local jumpheight = FixedMul(bot.jumpfactor, 96 * scale) local ability = bot.charability local ability2 = bot.charability2 local falling = bmo.momz * flip < 0 local isjump = bot.pflags & PF_JUMPED --Currently jumping local isabil = bot.pflags & (PF_THOKKED | PF_GLIDING | PF_BOUNCING) --Currently using ability local isspin = bot.pflags & PF_SPINNING --Currently spinning local isdash = bot.pflags & PF_STARTDASH --Currently charging spindash local bmogrounded = P_IsObjectOnGround(bmo) and not (bot.pflags & PF_BOUNCING) --Bot ground state local pmogrounded = P_IsObjectOnGround(pmo) --Player ground state local dojump = 0 --Signals whether to input for jump local doabil = 0 --Signals whether to input for jump ability. Set -1 to cancel. local dospin = 0 --Signals whether to input for spinning local dodash = 0 --Signals whether to input for spindashing local stalled = bai.move_last --AI is having trouble catching up and (bmom < scale or (bspd > bmom and bmom < 2 * scale)) local targetdist = CV_AISeekDist.value * scale --Distance to seek enemy targets (reused as actual target dist later) local targetz = 0 --Filled in later if target local minspeed = 8 * scale --Minimum speed to spin or adjust combat jump range local pmag = FixedHypot(pcmd.forwardmove * FRACUNIT, pcmd.sidemove * FRACUNIT) local bmosloped = bmo.standingslope and AbsAngle(bmo.standingslope.zangle) > ANGLE_11hh --Are we spectating? if bot.spectator --Allow bots to respawn in special stages when AI-controlled --Otherwise they just die immediately in later stages if isspecialstage and leader.nightstime > 0 and not (leader.outofcoop or leader.spectator) and not (bmo.flags & MF_NOGRAVITY) and pmo.health > 0 --Brute force special stage respawn rules bot.exiting = 0 bot.spectator = false bot.outofcoop = false bot.playerstate = PST_LIVE bot.nightstime = leader.nightstime * 3/4 Teleport(bot, false) return end --Do spectator stuff cmd.forwardmove, cmd.sidemove = DesiredMove(bmo, pmo, dist, followthres * 2, FixedSqrt(dist) * 2, 0, bmogrounded, isspin, _2d) if abs(zdist) > followthres * 2 or (bai.jump_last and abs(zdist) > followthres) if zdist * flip < 0 cmd.buttons = $ | BT_USE bai.jump_last = 1 else cmd.buttons = $ | BT_JUMP bai.jump_last = 1 end else bai.jump_last = 0 end bmo.angle = R_PointToAngle2(bmo.x, bmo.y, pmo.x, pmo.y) bot.aiming = R_PointToAngle2(0, bmo.z + bmo.height / 2, dist + 32 * FRACUNIT, pmo.z + pmo.height / 2) --Maybe press fire to join match? e.g. Chaos Mode if (leveltime + bai.timeseed) % TICRATE == 0 cmd.buttons = $ | BT_ATTACK end --Debug if CV_AIDebug.value > -1 and CV_AIDebug.value == #bot hudtext[1] = "dist " + dist / scale hudtext[2] = "zdist " + zdist / scale hudtext[3] = "FM " + cmd.forwardmove + " SM " + cmd.sidemove hudtext[4] = "Jmp " + (cmd.buttons & BT_JUMP) / BT_JUMP + " Spn " + (cmd.buttons & BT_USE) / BT_USE hudtext[5] = "leader " + #bai.leader + " - " + bai.leader.name if bai.leader != bai.realleader and bai.realleader and bai.realleader.valid hudtext[5] = $ + " (realleader " + #bai.realleader + " - " + bai.realleader.name + ")" end hudtext[6] = nil end return end --followmin shrinks when airborne to help land if not bmogrounded and not bot.powers[pw_carry] --But not on vehicles followmin = touchdist / 2 end --If we're a valid ai, optionally keep us around on diconnect --Note that this requires rejointimeout to be nonzero --They will stay until kicked or no leader available --(or until player rejoins, disables ai, and leaves again) if bot.quittime and CV_AIKeepDisconnected.value bot.quittime = 0 --We're still here! bot.ai.ronin = true --But we have no master end --Set a few flags AI expects - no analog or autobrake, but do use dchar bot.pflags = $ & ~PF_ANALOGMODE | PF_DIRECTIONCHAR & ~PF_AUTOBRAKE --Predict platforming -- 1 = predicted gap -- 2 = predicted low floor relative to leader -- 3 = both -- 4 = jumping out of special stage badness if not isjump bai.predictgap = 0 end if bmom > scale and abs(predictfloor - bmofloor) > 24 * scale bai.predictgap = $ | 1 end if zdist > -32 * scale and predictfloor - pmofloor < -jumpheight bai.predictgap = $ | 2 else bai.predictgap = $ & ~2 end if isspecialstage and (bmo.eflags & (MFE_TOUCHWATER | MFE_UNDERWATER)) bai.predictgap = $ | 4 end if stalled bai.stalltics = $ + 1 else bai.stalltics = 0 end --Target ranging - average of bot and leader position --This technically allows up to 1.5x max target range local bpx = (bmo.x - pmo.x) / 2 + pmo.x --Can't avg via addition as it may overflow local bpy = (bmo.y - pmo.y) / 2 + pmo.y --Minecart! if bot.powers[pw_carry] == CR_MINECART or leader.powers[pw_carry] == CR_MINECART --Remain calm, possibly finding another minecart if bot.powers[pw_carry] == CR_MINECART bai.playernosight = 0 bai.stalltics = 0 end bai.anxiety = 0 bai.panic = 0 bpx = bmo.x --Search nearby bpy = bmo.y end --Determine whether to fight if bai.thinkfly targetdist = $ / 8 end if bai.panic or bai.spinmode or bai.flymode or bai.targetnosight > 2 * TICRATE --Implies valid target (or waypoint) or bai.targetjumps > 3 bai.target = nil bai.targetcount = 0 bai.targetjumps = 0 elseif not ValidTarget(bot, leader, bpx, bpy, bai.target, targetdist, jumpheight, flip, ignoretargets, isspecialstage) bai.targetcount = 0 bai.targetjumps = 0 --If we had a previous target, just reacquire a new one immediately --Otherwise, spread search calls out a bit across bots, based on playernum if bai.target or ( (leveltime + #bot) % (TICRATE / 2) == 0 and pspd < leader.runspeed ) --For chains, prefer targets closest to us instead of avg point --But only if we're within max target range if bai.target and dist < targetdist * 3/2 --Avg pos allows up to 1.5x range bpx = bmo.x bpy = bmo.y end --Gunslingers reset overheat on new target if ability2 == CA2_GUNSLINGER bai.attackoverheat = 0 end --Begin the search! bai.target = nil if ignoretargets < 3 or bai.bored local besttype = 255 local bestdist = targetdist searchBlockmap( "objects", function(bmo, mo) local ttype, tdist = ValidTarget(bot, leader, bpx, bpy, mo, targetdist, jumpheight, flip, ignoretargets, isspecialstage) if ttype and CheckSight(bmo, mo) if ttype < besttype or (ttype == besttype and tdist < bestdist) besttype = ttype bestdist = tdist bai.target = mo end if mo.flags & (MF_BOSS | MF_ENEMY) bai.targetcount = $ + 1 end end end, bmo, bpx - targetdist, bpx + targetdist, bpy - targetdist, bpy + targetdist ) --Always bop leader if they need it elseif ValidTarget(bot, leader, bpx, bpy, pmo, targetdist, jumpheight, flip, ignoretargets, isspecialstage) and CheckSight(bmo, pmo) bai.target = pmo end end end --Waypoint! Attempt to negotiate corners if bai.playernosight if not (bai.waypoint and bai.waypoint.valid) bai.waypoint = P_SpawnMobj(bai.lastseenpos.x, bai.lastseenpos.y, bai.lastseenpos.z, MT_FOXAI_POINT) --bai.waypoint.state = S_LOCKON3 bai.waypoint.ai_type = 1 end elseif bai.waypoint bai.waypoint = DestroyObj($) end --Determine movement if bai.target --Above checks infer bai.target.valid --Check target sight if CheckSight(bmo, bai.target) bai.targetnosight = 0 else bai.targetnosight = $ + 1 end --Used in fight logic later targetdist = R_PointToDist2(bmo.x, bmo.y, bai.target.x, bai.target.y) targetz = AdjustedZ(bmo, bai.target) * flip --Override our movement and heading to intercept --Avoid self-tagged CoopOrDie targets (kinda fudgy and ignores waypoints, but gets us away) if bai.target.cd_lastattacker and bai.target.cd_lastattacker.player == bot cmd.forwardmove, cmd.sidemove = DesiredMove(bmo, pmo, dist, followmin, 0, pmag, bmogrounded, isspin, _2d) else cmd.forwardmove, cmd.sidemove = DesiredMove(bmo, bai.target, targetdist, 0, 0, 0, bmogrounded, isspin, _2d) end bmo.angle = R_PointToAngle2(bmo.x - bmo.momx, bmo.y - bmo.momy, bai.target.x, bai.target.y) bot.aiming = R_PointToAngle2(0, bmo.z - bmo.momz + bmo.height / 2, targetdist + 32 * FRACUNIT, bai.target.z + bai.target.height / 2) --Waypoint! elseif bai.waypoint --Check waypoint sight if CheckSight(bmo, bai.waypoint) bai.targetnosight = 0 else bai.targetnosight = $ + 1 end --dist eventually recalculates as a total path length (left partial here for aiming vector) --zdist just gets overwritten so we ascend/descend appropriately dist = R_PointToDist2(bmo.x, bmo.y, bai.waypoint.x, bai.waypoint.y) zdist = AdjustedZ(bmo, bai.waypoint) * flip - bmoz --Divert through the waypoint cmd.forwardmove, cmd.sidemove = DesiredMove(bmo, bai.waypoint, dist, 0, 0, 0, bmogrounded, isspin, _2d) bmo.angle = R_PointToAngle2(bmo.x - bmo.momx, bmo.y - bmo.momy, bai.waypoint.x, bai.waypoint.y) bot.aiming = R_PointToAngle2(0, bmo.z - bmo.momz + bmo.height / 2, dist + 32 * FRACUNIT, bai.waypoint.z + bai.waypoint.height / 2) --Check distance to waypoint, updating if we've reached it (may help path to leader) if FixedHypot(dist, zdist) < touchdist UpdateLastSeenPos(bai, pmo) P_TeleportMove(bai.waypoint, bai.lastseenpos.x, bai.lastseenpos.y, bai.lastseenpos.z) --bai.waypoint.state = S_LOCKON4 bai.waypoint.ai_type = 0 else --Finish the dist calc dist = $ + R_PointToDist2(bai.waypoint.x, bai.waypoint.y, pmo.x, pmo.y) end else --Clear target / waypoint sight bai.targetnosight = 0 --Lead target if going super fast (and we're close or target behind us) local leaddist = 0 if bspd > leader.normalspeed + pmo.scale and pspd > pmo.scale and (dist < followthres or AbsAngle(bmomang - bmo.angle) > ANGLE_90) leaddist = followmin + dist + (pmom + bmom) * 2 --Reduce minimum distance if moving away (so we don't fall behind moving too late) elseif dist < followmin and pmom > bmom and AbsAngle(pmomang - bmo.angle) < ANGLE_135 and not bot.powers[pw_carry] --But not on vehicles followmin = 0 --Distance remains natural due to pmom > bmom check end --Normal follow movement and heading cmd.forwardmove, cmd.sidemove = DesiredMove(bmo, pmo, dist, followmin, leaddist, pmag, bmogrounded, isspin, _2d) bmo.angle = R_PointToAngle2(bmo.x - bmo.momx, bmo.y - bmo.momy, pmo.x, pmo.y) bot.aiming = R_PointToAngle2(0, bmo.z - bmo.momz + bmo.height / 2, dist + 32 * FRACUNIT, pmo.z + pmo.height / 2) end --Check water bai.drowning = 0 if bmo.eflags & MFE_UNDERWATER followmax = $ / 2 if bot.powers[pw_underwater] > 0 and bot.powers[pw_underwater] < 16 * TICRATE bai.drowning = 1 if bot.powers[pw_underwater] < 8 * TICRATE or WaterTopOrBottom(bmo, bmo) * flip - bmoz < jumpheight + bmo.height / 2 bai.drowning = 2 end end end --Check anxiety if bai.bored bai.anxiety = 0 bai.panic = 0 elseif dist > followmax --Too far away or (zdist > jumpheight --Too low w/o enemy and (not bai.target or bai.target.player)) or bai.stalltics > TICRATE / 2 --Something in my way! bai.anxiety = min($ + 2, 2 * TICRATE) if bai.anxiety >= 2 * TICRATE bai.panic = 1 end elseif not isjump or zdist <= 0 bai.anxiety = max($ - 1, 0) bai.panic = 0 end --Over a pit / in danger w/o enemy if falling and zdist > 0 and bmofloor < bmoz - jumpheight * 2 and (not bai.target or bai.target.player) and FixedHypot(dist, zdist) > followthres * 2 and not bot.powers[pw_carry] bai.panic = 1 bai.anxiety = 2 * TICRATE end --Carry pre-orientation (to avoid snapping leader's camera around) if (bot.pflags & PF_CANCARRY) and dist < touchdist * 2 cmd.angleturn = pcmd.angleturn bmo.angle = pmo.angle end --Being carried? if bot.powers[pw_carry] bot.pflags = $ | PF_DIRECTIONCHAR --This just looks nicer --Override orientation on minecart if bot.powers[pw_carry] == CR_MINECART and bmo.tracer bmo.angle = bmo.tracer.angle end --Aaahh! if bot.powers[pw_carry] == CR_PTERABYTE cmd.forwardmove = P_RandomRange(-50, 50) cmd.sidemove = P_RandomRange(-50, 50) if bai.jump_last doabil = -1 else dojump = 1 doabil = 1 end end --Fix silly ERZ zoom tube bug if bot.powers[pw_carry] == CR_ZOOMTUBE bai.zoom_last = true --Temporary flag end --Override vertical aim if we're being carried by leader --(so we're not just staring at the sky looking up - in fact, angle down a bit) if bmo.tracer == pmo and not bai.target bot.aiming = R_PointToAngle2(0, 16 * FRACUNIT, 32 * FRACUNIT, bmo.momz) end --Jump for targets! if bai.target and bai.target.valid and not bai.target.player dojump = 1 --Maybe ask AI carrier to descend --Or simply let go of a pulley elseif zdist < -jumpheight doabil = -1 --Maybe carry leader again if they're tired? elseif ability == CA_FLY and bmo.tracer == pmo and bmom < minspeed * 2 and leader.powers[pw_tailsfly] < TICRATE / 2 and falling and not (bmo.eflags & MFE_GOOWATER) dojump = 1 bai.flymode = 1 end --Fix silly ERZ zoom tube bug elseif bai.zoom_last cmd.forwardmove = 0 cmd.sidemove = 0 bai.zoom_last = nil end --Check boredom, carried down the leader chain if leader.ai and leader.ai.bored pmag = 0 bai.idlecount = max($, leader.ai.idlecount) end if pcmd.buttons == 0 and pmag == 0 and bmogrounded and (bai.bored or bspd < scale) and not (bai.drowning or bai.panic) bai.idlecount = $ + 2 --Aggressive bots get bored slightly faster if ignoretargets < 3 bai.idlecount = $ + 1 end else bai.idlecount = 0 end if bai.idlecount > 16 * TICRATE bai.bored = 1 else bai.bored = 0 end --******** --FLY MODE (or super forms) if dist < touchdist --Carrying leader? if pmo.tracer == bmo and leader.powers[pw_carry] bai.flymode = 2 --Activate co-op flight elseif bai.thinkfly == 1 and (leader.pflags & PF_JUMPED) and ( pspd or zdist > bmo.height / 2 or pmo.momz * flip < 0 ) dojump = 1 --Do superfly on gold arrow only (Tails AI toggles between them) if bai.overlay and bai.overlay.valid and bai.overlay.colorized bai.flymode = 3 else bai.flymode = 1 end end --Check positioning --Thinker for co-op fly if not (bai.bored or bai.drowning) and dist < touchdist / 2 and abs(zdist) < (pmo.height + bmo.height) / 2 and bmogrounded and (pmogrounded or bai.thinkfly) and not (leader.pflags & (PF_STASIS | PF_SPINNING)) and not (pspd or bspd) and (ability == CA_FLY or SuperReady(bot)) bai.thinkfly = 1 else bai.thinkfly = 0 end --Ready for takeoff if bai.flymode == 1 bai.thinkfly = 0 dojump = 1 --Make sure we're not too high up if zdist < -pmo.height doabil = -1 elseif falling or pmo.momz * flip < 0 doabil = 1 end bmo.angle = pmo.angle --Abort if player moves away or spins if --[[dist > touchdist or]] leader.dashspeed > 0 bai.flymode = 0 end --Carrying; Read player inputs elseif bai.flymode == 2 bai.thinkfly = 0 bot.pflags = $ | (leader.pflags & PF_AUTOBRAKE) --Use leader's autobrake settings cmd.forwardmove = pcmd.forwardmove cmd.sidemove = pcmd.sidemove if pcmd.buttons & BT_USE doabil = -1 else doabil = 1 end bmo.angle = pmo.angle bot.aiming = R_PointToAngle2(0, 16 * FRACUNIT, 32 * FRACUNIT, bmo.momz) --End flymode if not leader.powers[pw_carry] bai.flymode = 0 end --Super! elseif bai.flymode == 3 bai.thinkfly = 0 if zdist > -32 * scale dojump = 1 end if bot.powers[pw_shield] & SH_NOSTACK S_StartSound(bmo, sfx_shldls) P_RemoveShield(bot) bot.powers[pw_flashing] = max($, TICRATE) end if falling dodash = 1 bai.flymode = 0 end end else bai.flymode = 0 bai.thinkfly = 0 end --******** --SPINNING if ability2 == CA2_SPINDASH and not (bai.panic or bai.flymode or bai.target) and (leader.pflags & PF_SPINNING) and (isdash or not (leader.pflags & PF_JUMPED)) --Spindash if leader.dashspeed > 0 if dist > touchdist and not isdash --Do positioning --Same as our normal follow DesiredMove but w/ no mindist / leaddist / minmag cmd.forwardmove, cmd.sidemove = DesiredMove(bmo, pmo, dist, 0, 0, 0, bmogrounded, isspin, _2d) bai.spinmode = 0 elseif leader.dashspeed > leader.maxdash / 4 bot.pflags = $ | PF_AUTOBRAKE cmd.forwardmove = 0 cmd.sidemove = 0 bmo.angle = pmo.angle dodash = 1 bai.spinmode = 1 else --Delay until ready to spin bai.spinmode = 1 end --Spin else --Keep angle from dash on initial spin frame --(So we don't rocket off in some random direction) if isdash bmo.angle = pmo.angle --Jump-cancel this frame? if leader.pflags & PF_JUMPED dojump = 1 end end if bspd > minspeed and AbsAngle(bmomang - bmo.angle) < ANGLE_22h dospin = 1 end bai.spinmode = 1 end else bai.spinmode = 0 end --Leader pushing against something? Attack it! --Here so we can override spinmode --Also carry this down the leader chain if one exists --Or a spectating leader holding spin against the ground if (leader.ai and leader.ai.pushtics > TICRATE / 8) or (leader.spectator and (pcmd.buttons & BT_USE)) pmag = 50 * FRACUNIT end if pmag > 45 * FRACUNIT and pspd < pmo.scale / 2 and not bai.flymode if bai.pushtics > TICRATE / 2 if dist > touchdist --Do positioning --Same as spinmode above cmd.forwardmove, cmd.sidemove = DesiredMove(bmo, pmo, dist, 0, 0, 0, bmogrounded, isspin, _2d) bai.targetnosight = 3 * TICRATE --Recall bot from any target else --Helpmode! bai.target = pmo targetdist = dist targetz = zdist --Stop and aim at what we're aiming at bot.pflags = $ | PF_AUTOBRAKE cmd.forwardmove = 0 cmd.sidemove = 0 bmo.angle = pmo.angle bot.pflags = $ & ~PF_DIRECTIONCHAR --Ensure accurate melee --Spin! Or melee etc. if pmogrounded and ability2 != CA2_GUNSLINGER dodash = 1 --Tap key for non-spin characters if ability2 != CA2_SPINDASH and bai.spin_last dodash = 0 end --Do ability else dojump = 1 doabil = 1 cmd.forwardmove = 50 cmd.sidemove = 0 end bai.spinmode = 1 --Lock behavior end else bai.pushtics = $ + 1 end elseif bai.pushtics > 0 if isspin if isdash bmo.angle = pmo.angle elseif bmom bmo.angle = bmomang dospin = 1 end bai.spinmode = 1 --Lock behavior end if isabil if bmom bmo.angle = bmomang end doabil = 1 cmd.forwardmove = 50 cmd.sidemove = 0 bai.spinmode = 1 --Lock behavior end bai.pushtics = $ - 1 end --Are we pushing against something? if bmogrounded and bai.stalltics > TICRATE / 2 and bai.stalltics < TICRATE * 3/4 and ability2 != CA2_GUNSLINGER dodash = 1 end --****** --FOLLOW if not (bai.flymode or bai.spinmode or bai.target or bot.climbing) --Bored if bai.bored local idle = (bai.idlecount + bai.timeseed) * 17 / TICRATE local b1 = 256|128|64 local b2 = 128|64 local b3 = 64 local imirror = 1 if bai.timeseed & 1 --Odd timeseeds idle in reverse direction imirror = -1 end cmd.forwardmove = 0 cmd.sidemove = 0 if idle & b1 == b1 cmd.forwardmove = 35 bmo.angle = $ + ANGLE_270 * imirror elseif idle & b2 == b2 cmd.forwardmove = 25 bmo.angle = $ + ANGLE_67h * imirror elseif idle & b3 == b3 cmd.forwardmove = 15 bmo.angle = $ + ANGLE_337h * imirror else bmo.angle = idle * (ANG1 * imirror / 2) end --Too far elseif bai.panic or dist > followthres if CV_AICatchup.value and dist > followthres * 2 and not bot.powers[pw_sneakers] bot.powers[pw_sneakers] = 2 end --Water panic? elseif bai.drowning and dist < followmin local imirror = 1 if bai.timeseed & 1 --Odd timeseeds panic in reverse direction imirror = -1 end bmo.angle = $ + ANGLE_45 * imirror cmd.forwardmove = 50 --Hit the brakes? elseif dist < touchdist bot.pflags = $ | PF_AUTOBRAKE end end --********* --JUMP if not (bai.flymode or bai.spinmode or bai.target or isdash) --Start jump if (zdist > 32 * scale and (leader.pflags & PF_JUMPED)) --Following or (zdist > 64 * scale and bai.panic) --Vertical catch-up or (stalled and not bmosloped and pmofloor - bmofloor > 24 * scale) or bai.stalltics > TICRATE or (isspin and not isjump and bmom and (bspd <= max(minspeed, bot.normalspeed / 2) or AbsAngle(bmomang - bmo.angle) > ANGLE_157h)) --Spinning or ((bai.predictgap & 3 == 3) --Jumping a gap w/ low floor rel. to leader and not bot.powers[pw_carry]) --Not in carry state or (bai.predictgap & 4) --Jumping out of special stage water or bai.drowning == 2 dojump = 1 --Force ability getting out of special stage water if falling and (bai.predictgap & 4) doabil = 1 end --Count panicjumps if bmogrounded and not (isjump or isabil) if bai.panic bai.panicjumps = $ + 1 else bai.panicjumps = 0 end end --Hold jump elseif isjump and (zdist > 0 or bai.panic or bai.predictgap or stalled) and not bot.powers[pw_carry] --Don't freak out on maces dojump = 1 end --******** --ABILITIES if not bai.target --Thok / Super Float if ability == CA_THOK if bot.actionspd > bspd * 3/2 and ( (bai.panic and abs(zdist) < jumpheight * 2) or dist > followmax / 2 ) dojump = 1 if falling or dist > followmax --Mix in fire shield half the time if bot.powers[pw_shield] == SH_FLAMEAURA and BotTime(bai, 1, 2) dodash = 1 else doabil = 1 end end end --Super? Use the special float ability in midair too local isspinabil = isjump and bai.spin_last if bot.powers[pw_super] and (isspinabil or bai.panic) if zdist > jumpheight or (zdist > 0 and (falling or isspinabil)) or (bai.predictgap & 2) dojump = 1 if falling or isspinabil dodash = 1 end end end --Fly elseif ability == CA_FLY and (isabil or bai.panic or bai.drowning == 2) if zdist > jumpheight or (zdist > 0 and (falling or isabil)) or bai.drowning == 2 or (bai.predictgap & 2) --Flying over low floor rel. to leader dojump = 1 if falling or isabil doabil = 1 end elseif zdist < -jumpheight * 2 or (pmogrounded and dist < followthres and zdist < 0) or (bmo.eflags & MFE_GOOWATER) doabil = -1 end --Glide and climb / Float / Pogo Bounce elseif (ability == CA_GLIDEANDCLIMB or ability == CA_FLOAT or ability == CA_BOUNCE) and (isabil or bai.panic) if zdist > jumpheight or (zdist > 0 and (falling or isabil)) or (bai.predictgap & 2) or ( ability != CA_FLOAT and dist > followmax and ( ability == CA_BOUNCE or bai.playernosight > TICRATE / 2 ) ) dojump = 1 if falling or isabil doabil = 1 end end if ability == CA_GLIDEANDCLIMB and isabil and not bot.climbing and (dist < followthres or zdist > followmax / 2) bmo.angle = pmo.angle --Match up angles for better wall linking end end --Why not fire shield? if not (doabil or isabil) and bot.powers[pw_shield] == SH_FLAMEAURA and ( (bai.panic and abs(zdist) < jumpheight * 2) or dist > followmax / 2 ) dojump = 1 if falling or dist > followmax dodash = 1 --Use shield ability end end end end --Climb controls if bot.climbing local dmf = zdist local dms = dist local dmgd = pmogrounded if bai.target dmf = targetz - bmoz dms = targetdist dmgd = P_IsObjectOnGround(bai.target) end --Don't wiggle around if target's off the wall if AbsAngle(bmo.angle - ang) < ANGLE_67h or AbsAngle(bmo.angle - ang) > ANGLE_112h dms = 0 --Shorthand for relative angles >= 180 - meaning, move left elseif ang - bmo.angle < 0 dms = -$ end if dmgd and AbsAngle(bmo.angle - ang) < ANGLE_67h cmd.forwardmove = 50 cmd.sidemove = 0 elseif dmgd or FixedHypot(abs(dmf), abs(dms)) > touchdist cmd.forwardmove = min(max(dmf / scale, -50), 50) cmd.sidemove = min(max(dms / scale, -50), 50) else cmd.forwardmove = 0 cmd.sidemove = 0 end if AbsAngle(ang - bmo.angle) > ANGLE_112h and ( bai.target or dist > followthres * 2 or zdist < -jumpheight ) doabil = -1 end --Hold our previous angle when climbing bmo.angle = ang end --Emergency obstacle evasion! if bai.waypoint and bai.targetnosight > TICRATE if BotTime(bai, 2, 4) cmd.sidemove = 50 else cmd.sidemove = -50 end end --Gun cooldown for Fang if bot.panim == PA_ABILITY2 and (ability2 == CA2_GUNSLINGER or ability2 == CA2_MELEE) bai.attackoverheat = $ + 1 if bai.attackoverheat > 2 * TICRATE bai.attackwait = 1 --Wait a longer cooldown if ability2 == CA2_MELEE bai.attackoverheat = 4 * TICRATE end end elseif bai.attackoverheat > 0 bai.attackoverheat = $ - 1 else bai.attackwait = 0 end --******* --FIGHT if bai.target and bai.target.valid and not bai.pushtics --Don't do combat stuff for pushtics helpmode local hintdist = 32 * scale --Magic value - absolute minimum attack range hint, zdists larger than this are also no longer considered for spin/melee local maxdist = 256 * scale --Distance to catch up to. local mindist = bai.target.radius + bmo.radius + hintdist --Distance to attack from. Gunslingers avoid getting this close local targetfloor = FloorOrCeilingZ(bmo, bai.target) * flip local attkey = BT_JUMP local attack = 0 local attshield = (bai.target.flags & (MF_BOSS | MF_ENEMY)) and (bot.powers[pw_shield] == SH_ATTRACT or (bot.powers[pw_shield] == SH_ARMAGEDDON and bai.targetcount > 4)) --Helpmode! if bai.target.player attkey = BT_USE --Rings! And other collectibles elseif (bai.target.type >= MT_RING and bai.target.type <= MT_FLINGBLUESPHERE) or bai.target.type == MT_COIN or bai.target.type == MT_FLINGCOIN or bai.target.type == MT_FIREFLOWER or bai.target.type == MT_STARPOST or bai.target.info.spawnstate == S_EMBLEM1 --Chaos Mode hack --Run into them if within targetfloor vs character standing height if bmogrounded and targetz - targetfloor < P_GetPlayerHeight(bot) attkey = -1 end --Jump for air bubbles! Or vehicles etc. elseif bai.target.type == MT_EXTRALARGEBUBBLE or bai.target.type == MT_MINECARTSPAWNER --Run into them if within height if bmogrounded and abs(targetz - bmoz) < bmo.height / 2 attkey = -1 end --Avoid self-tagged CoopOrDie targets elseif bai.target.cd_lastattacker and bai.target.cd_lastattacker.player == bot --Do nothing, default to jump --Override if we have an offensive shield or we're rolling out elseif attshield or bai.target.type == MT_ROLLOUTROCK --Do nothing, default to jump --If we're invulnerable just run into stuff! elseif bmogrounded and (bot.powers[pw_invulnerability] or bot.powers[pw_super] or (bot.dashmode > 3 * TICRATE and (bot.charflags & SF_MACHINE))) and (bai.target.flags & (MF_BOSS | MF_ENEMY)) and abs(targetz - bmoz) < bmo.height / 2 attkey = -1 --Fire flower hack elseif (bot.powers[pw_shield] & SH_FIREFLOWER) and (bai.target.flags & (MF_BOSS | MF_ENEMY | MF_MONITOR)) and targetdist > mindist --Run into / shoot them if within height if bmogrounded and abs(targetz - bmoz) < bmo.height / 2 attkey = -1 end if (leveltime + bai.timeseed) % (TICRATE / 4) == 0 cmd.buttons = $ | BT_ATTACK end --Gunslingers shoot from a distance elseif ability2 == CA2_GUNSLINGER if BotTime(bai, 31, 32) --Randomly (rarely) jump too and bmogrounded and not bai.attackwait and not bai.targetnosight mindist = max($, abs(targetz - bmoz) * 3/2) maxdist = max($ + mindist, 512 * scale) attkey = BT_USE end --Melee only attacks on ground if it makes sense elseif ability2 == CA2_MELEE if BotTime(bai, 7, 8) --Randomly jump too and bmogrounded and abs(targetz - bmoz) < hintdist attkey = BT_USE --Otherwise default to jump below mindist = $ + bmom * 3 --Account for <3 range end --But other no-jump characters always ground-attack elseif bot.charflags & SF_NOJUMPDAMAGE attkey = BT_USE mindist = $ + bmom --Finally jump characters randomly spin elseif ability2 == CA2_SPINDASH and (isspin or bmosloped or BotTime(bai, 1, 8) --Always spin spin-attack enemies tagged in CoopOrDie or (bai.target.cd_lastattacker --Inferred not us and bai.target.info.cd_aispinattack)) and bmogrounded and abs(targetz - bmoz) < hintdist attkey = BT_USE mindist = $ + bmom * 16 --Slope hack (always want to dash) if bmosloped maxdist = $ + targetdist end --Min dash speed hack if targetdist < maxdist and bspd <= minspeed and (isdash or not isspin) mindist = $ + maxdist --Halt! bot.pflags = $ | PF_AUTOBRAKE cmd.forwardmove = 0 cmd.sidemove = 0 end end --Don't do gunslinger stuff if jump-attacking etc. if ability2 == CA2_GUNSLINGER and attkey != BT_USE and not bai.attackwait --Gunslingers get special attackwait behavior ability2 = nil end --Make sure we're facing the right way if stand-attacking if attkey == BT_USE and bmogrounded and (ability2 == CA2_GUNSLINGER or ability2 == CA2_MELEE) and AbsAngle(bot.drawangle - bmo.angle) > ANGLE_22h --Should correct us mindist = 0 maxdist = 0 end --Stay engaged if already jumped or spinning if ability2 != CA2_GUNSLINGER and (isjump or isabil or isspin) --isspin infers isdash mindist = $ + targetdist else --Determine if we should commit to a longer jump bai.longjump = targetdist > maxdist or abs(targetz - bmoz) > jumpheight or bmom <= minspeed / 2 end --Range modification if momentum in right direction if bmom and AbsAngle(bmomang - bmo.angle) < ANGLE_22h mindist = $ + bmom * 8 --Jump attack should be further timed relative to movespeed --Make sure we have a minimum speed for this as well if attkey == BT_JUMP and (isjump or bmom > minspeed / 2) mindist = $ + bmom * 12 end --Cancel spin if off course elseif isspin and not isdash dojump = 1 end --Gunslingers gets special AI if ability2 == CA2_GUNSLINGER --Make Fang find another angle after shots if bai.attackwait dojump = 1 doabil = 1 cmd.forwardmove = 15 if BotTime(bai, 4, 8) cmd.sidemove = 50 else cmd.sidemove = -50 end --Too close, back up! elseif targetdist < mindist if _2d if bai.target.x < bmo.x cmd.sidemove = 50 else cmd.sidemove = -50 end else cmd.forwardmove = -50 end --Leader might be blocking shot elseif dist < followthres and targetdist >= R_PointToDist2(pmo.x, pmo.y, bai.target.x, bai.target.y) cmd.forwardmove = 15 if BotTime(bai, 4, 8) cmd.sidemove = 30 else cmd.sidemove = -30 end --Fire! else attack = 1 --Halt! bot.pflags = $ | PF_AUTOBRAKE cmd.forwardmove = 0 cmd.sidemove = 0 end --Other types just engage within mindist elseif targetdist < mindist attack = 1 --Hit the brakes? if targetdist < bai.target.radius + bmo.radius bot.pflags = $ | PF_AUTOBRAKE end end --Attack if attack if attkey == BT_JUMP and not isdash --Release charged dash first if bmogrounded or bai.longjump or targetfloor > bmofloor or bai.target.height * 3/4 * flip + targetz - bmoz > 0 dojump = 1 --Count targetjumps if bmogrounded and not (isjump or isabil) bai.targetjumps = $ + 1 end end --Maybe fly-attack target if ability == CA_FLY and not bmogrounded and ( bmo.state == S_PLAY_FLY --isabil would include shield abilities or (bmo.state == S_PLAY_SWIM and not (bai.target.flags & (MF_BOSS | MF_ENEMY))) or ( (dist > touchdist or zdist < -pmo.height) --Avoid picking up leader and targetz - bmoz > jumpheight + bmo.height and not ( (bai.target.flags & (MF_BOSS | MF_ENEMY)) and (bmo.eflags & MFE_UNDERWATER) ) ) ) if targetz - bmoz > bmo.height doabil = 1 else doabil = -1 end --Use offensive shields elseif attshield and (falling or abs((hintdist * 2 + bai.target.height) * flip + targetz - bmoz) < hintdist) and targetdist < RING_DIST --Lock range dodash = 1 --Should fire the shield --Bubble shield check! elseif (bot.powers[pw_shield] == SH_ELEMENTAL or bot.powers[pw_shield] == SH_BUBBLEWRAP) and targetdist < bai.target.radius + bmo.radius and bai.target.height * flip + targetz - bmoz < 0 and not ( --Don't ground-pound self-tagged CoopOrDie targets bai.target.cd_lastattacker and bai.target.cd_lastattacker.player == bot and bot.powers[pw_shield] == SH_ELEMENTAL ) dodash = 1 --Bop! --Hammer double-jump hack elseif ability == CA_TWINSPIN and not isabil and not bmogrounded and (bai.target.flags & (MF_BOSS | MF_ENEMY | MF_MONITOR)) and targetdist < bai.target.radius + bmo.radius + hintdist and abs(targetz - bmoz) < (bai.target.height + bmo.height) / 2 + hintdist doabil = 1 --Fang double-jump hack elseif ability == CA_BOUNCE and not bmogrounded and (falling or isabil) and (bai.target.flags & (MF_BOSS | MF_ENEMY | MF_MONITOR)) and ( (isabil and targetdist < maxdist) or targetfloor - bmofloor > jumpheight or ( targetdist < bai.target.radius + bmo.radius + hintdist and targetz - bmoz < 0 ) ) doabil = 1 --Thok / fire shield hack elseif (ability == CA_THOK or bot.powers[pw_shield] == SH_FLAMEAURA) --and not (bot.charflags & SF_NOJUMPDAMAGE) --2.2.9 all characters now spin and not bmogrounded and falling and targetdist > bai.target.radius + bmo.radius + hintdist and bai.target.height * 1/4 * flip + targetz - bmoz < 0 and bai.target.height * flip + targetz - bmoz > 0 --Mix in fire shield half the time if thokking if ability != CA_THOK or ( bot.powers[pw_shield] == SH_FLAMEAURA and BotTime(bai, 1, 2) ) dodash = 1 else doabil = 1 end --Glide / slide hack! elseif ability == CA_GLIDEANDCLIMB and ( isabil or ( not bmogrounded and falling and targetdist > bai.target.radius + bmo.radius + hintdist and targetz - bmoz <= 0 and bai.target.height * 5/4 * flip + targetz - bmoz > 0 ) ) doabil = 1 end elseif attkey == BT_USE if ability2 == CA2_SPINDASH --Only spin we're accurately on target, or very close to target if bspd > minspeed and ( AbsAngle(bmomang - bmo.angle) < ANGLE_22h / 10 or targetdist < bai.target.radius + bmo.radius + hintdist ) dospin = 1 --Otherwise rev a dash (bigger charge when sloped) elseif (bmosloped and bot.dashspeed < bot.maxdash * 2/3 --Release if about to slide off slope edge and not (bai.predictgap & 1)) or bot.dashspeed < bot.maxdash / 3 dodash = 1 end else dospin = 1 end end end --Platforming during combat if not isdash and ( (isjump and not attack) or (stalled and not bmosloped and targetfloor - bmofloor > 24 * scale) or bai.stalltics > TICRATE or (bai.predictgap & 5) --Jumping a gap / out of special stage water ) dojump = 1 end end --Special action - cull bad momentum w/ force shield or ground-pound if isjump and falling and not (doabil or isabil) and ( (bot.powers[pw_shield] & SH_FORCE) or ( bot.powers[pw_shield] == SH_ELEMENTAL and bmoz - bmofloor < jumpheight ) ) and bmom > minspeed and AbsAngle(bmomang - bmo.angle) > ANGLE_157h dodash = 1 end --Maybe use shield double-jump? --Outside of dojump block for whirlwind shield (should be safe) if not bmogrounded and falling and not (doabil or isabil or bot.climbing) and ( bot.powers[pw_shield] == SH_THUNDERCOIN or bot.powers[pw_shield] == SH_WHIRLWIND or ( bot.powers[pw_shield] == SH_BUBBLEWRAP and bmoz - bmofloor < jumpheight ) ) and not bot.powers[pw_carry] and ( ( --In combat - no whirlwind shield bai.target and not bai.target.player --and not (bot.charflags & SF_NOJUMPDAMAGE) --2.2.9 all characters now spin and not ( --We'll allow whirlwind for ring etc. collection though bot.powers[pw_shield] == SH_WHIRLWIND and (bai.target.flags & (MF_BOSS | MF_ENEMY)) ) and ( targetz - bmoz > 32 * scale or targetdist > 384 * scale ) ) or ( --Out of combat - any shield (not bai.target or bai.target.player) and ( zdist > 32 * scale or dist > 384 * scale ) ) ) dodash = 1 --Use shield double-jump cmd.buttons = $ | BT_JUMP --Force jump control for whirlwind end --********** --DO INPUTS --Jump action --Could also check "or doabil > 0" as a shortcut --But prefer to keep them separate for now if dojump and ( (isjump and bai.jump_last) --Already jumping or (bmogrounded and not bai.jump_last) --Not jumping yet or bot.powers[pw_carry] --Being carried? ) and not (isjump and doabil) --Not requesting abilities and not (isabil or bot.climbing) --Not using abilities cmd.buttons = $ | BT_JUMP end --Ability if doabil > 0 and ( isabil --Already using ability or (isjump and not bai.jump_last) --Jump, released input ) and not bot.climbing --Not climbing and not (ability == CA_FLY and bai.jump_last) --Flight input check cmd.buttons = $ | BT_JUMP --"Force cancel" ability elseif doabil < 0 and ( (ability == CA_FLY and isabil --If flying, descend and bmo.state >= S_PLAY_FLY --Oops and bmo.state <= S_PLAY_FLY_TIRED) or bot.climbing --If climbing, let go or bot.powers[pw_carry] --Being carried? ) dodash = 1 cmd.buttons = $ & ~BT_JUMP end --Spin while moving if dospin and bmogrounded --Avoid accidental shield abilities and not bai.spin_last cmd.buttons = $ | BT_USE end --Charge spindash if dodash and ( not bmogrounded --Flight descend / shield abilities or isdash --Already spinning or (bspd < 2 * scale --Spin only from standstill and not bai.spin_last) ) cmd.buttons = $ | BT_USE end --Teleport override? if bai.doteleport and CV_AITeleMode.value > 0 cmd.buttons = $ | CV_AITeleMode.value end --Nights hack - just copy player input --(Nights isn't officially supported in coop anyway) if bot.powers[pw_carry] == CR_NIGHTSMODE cmd.forwardmove = pcmd.forwardmove cmd.sidemove = pcmd.sidemove cmd.buttons = pcmd.buttons end --Dead! (Overrides other jump actions) if bot.playerstate == PST_DEAD bai.playernosight = 0 --Don't spawn waypoints or try to teleport bai.stalltics = $ + 1 cmd.buttons = $ & ~BT_JUMP if leader.playerstate == PST_LIVE and ( bmoz - bmofloor < 0 or bai.stalltics > 6 * TICRATE ) and not bai.jump_last cmd.buttons = $ | BT_JUMP end end --In Stasis? (e.g. OLDC Voting) if bot.pflags & PF_FULLSTASIS cmd.buttons = pcmd.buttons --Just copy leader buttons end --******* --History if cmd.buttons & BT_JUMP bai.jump_last = 1 else bai.jump_last = 0 end if cmd.buttons & BT_USE bai.spin_last = 1 else bai.spin_last = 0 end if FixedHypot(cmd.forwardmove, cmd.sidemove) > 30 bai.move_last = 1 else bai.move_last = 0 end --******* --Aesthetic --thinkfly overlay if bai.thinkfly == 1 if not (bai.overlay and bai.overlay.valid) bai.overlay = P_SpawnMobj(bmo.x, bmo.y, bmo.z, MT_OVERLAY) bai.overlay.target = bmo bai.overlay.state = S_FLIGHTINDICATOR bai.overlaytime = TICRATE end if SuperReady(bot) and (ability != CA_FLY or bai.overlaytime % (2 * TICRATE) < TICRATE) bai.overlay.colorized = true bai.overlay.color = SKINCOLOR_YELLOW elseif bai.overlay.colorized bai.overlay.colorized = false bai.overlay.color = SKINCOLOR_NONE end bai.overlaytime = $ + 1 else bai.overlay = DestroyObj($) end --Debug if CV_AIDebug.value > -1 and CV_AIDebug.value == #bot local p = "follow" local fight = 0 local helpmode = 0 if bai.target and bai.target.valid if bai.target.player helpmode = 1 else fight = 1 end end if bai.flymode == 1 then p = "flymode (ready)" elseif bai.flymode == 2 then p = "flymode (carrying)" elseif bai.doteleport then p = "\x84" + "teleport!" elseif helpmode then p = "\x81" + "helpmode" elseif bai.target and bai.targetnosight then p = "\x84" + "targetnosight " + bai.targetnosight elseif fight then p = "\x83" + "fight" elseif bai.drowning then p = "\x85" + "drowning" elseif bai.panic then p = "\x85" + "panic (anxiety " + bai.anxiety + ")" elseif bai.bored then p = "bored" elseif bai.thinkfly then p = "thinkfly" elseif bai.anxiety then p = "\x82" + "anxiety " + bai.anxiety elseif bai.targetnosight then p = "\x87" + "waypointnosight " + bai.targetnosight elseif bai.playernosight then p = "\x87" + "playernosight " + bai.playernosight elseif bai.spinmode then p = "spinmode (dashspeed " + bot.dashspeed / FRACUNIT + ")" elseif dist > followthres then p = "follow (far)" elseif dist < followmin then p = "follow (close)" end local dcol = "" if dist > followmax then dcol = "\x85" end local zcol = "" if zdist > jumpheight then zcol = "\x85" end --AI States hudtext[1] = "AI [" + bai.bored..helpmode..fight..bai.attackwait..bai.thinkfly..bai.flymode..bai.spinmode..bai.drowning..bai.anxiety..bai.panic + "]" hudtext[2] = p --Distance hudtext[3] = dcol + "dist " + dist / scale + "/" + followmax / scale hudtext[4] = zcol + "zdist " + zdist / scale + "/" + jumpheight / scale --Physics and Action states hudtext[5] = "perf " + min(isjump,1)..min(isabil,1)..min(isspin,1)..min(isdash,1) + "|" + dojump..doabil..dospin..dodash hudtext[6] = "gap " + bai.predictgap + " stall " + bai.stalltics --Inputs hudtext[7] = "FM " + cmd.forwardmove + " SM " + cmd.sidemove hudtext[8] = "Jmp " + (cmd.buttons & BT_JUMP) / BT_JUMP + " Spn " + (cmd.buttons & BT_USE) / BT_USE + " Th " + (bot.pflags & PF_THOKKED) / PF_THOKKED --Target if fight hudtext[9] = "\x83" + "target " + #bai.target.info + " - " + string.gsub(tostring(bai.target), "userdata: ", "") + " " + bai.targetcount + " " + targetdist / scale elseif helpmode hudtext[9] = "\x81" + "target " + #bai.target.player + " - " + bai.target.player.name else hudtext[9] = "leader " + #bai.leader + " - " + bai.leader.name if bai.leader != bai.realleader and bai.realleader and bai.realleader.valid hudtext[9] = $ + " (realleader " + #bai.realleader + " - " + bai.realleader.name + ")" end end --Waypoint? if bai.waypoint hudtext[10] = "" hudtext[11] = "waypoint " + string.gsub(tostring(bai.waypoint), "userdata: ", "") if bai.waypoint.ai_type hudtext[11] = "\x87" + $ else hudtext[11] = "\x86" + $ end end end end --[[ -------------------------------------------------------------------------------- LUA HOOKS Define all hooks used to actually interact w/ the game -------------------------------------------------------------------------------- ]] --Tic? Tock! Call PreThinkFrameFor bot addHook("PreThinkFrame", function() for player in players.iterate if player.ai PreThinkFrameFor(player) --Cancel quittime if we've rejoined a previously headless bot --(unfortunately PlayerJoin does not fire for rejoins) elseif player.quittime and ( player.cmd.forwardmove or player.cmd.sidemove or player.cmd.buttons ) player.quittime = 0 end end end) --Handle MapChange for bots (e.g. call ResetAI) addHook("MapChange", function(mapnum) for player in players.iterate if player.ai ResetAI(player.ai) end end end) --Handle MapLoad for bots addHook("MapLoad", function(mapnum) for player in players.iterate if player.ai --Fix bug where "real" ring counts aren't reset on map change player.ai.realrings = player.rings end end end) --Handle damage for bots (simple "ouch" instead of losing rings etc.) local function NotifyLoseShield(bot, basebot) --basebot nil on initial call, but automatically set after if bot != basebot if bot.ai_followers for _, b in pairs(bot.ai_followers) NotifyLoseShield(b, basebot or bot) end end if bot.ai bot.ai.loseshield = true --Temporary flag end end end addHook("MobjDamage", function(target, inflictor, source, damage, damagetype) if target.player and target.player.valid --Handle bot invulnerability if damagetype < DMG_DEATHMASK and target.player.ai and target.player.rings > 0 --Always allow heart shield loss so bots don't just have it all the time --Otherwise do loss rules according to ai_hurtmode and target.player.powers[pw_shield] != SH_PINK and ( CV_AIHurtMode.value == 0 or ( CV_AIHurtMode.value == 1 and not target.player.powers[pw_shield] ) ) S_StartSound(target, sfx_shldls) P_DoPlayerPain(target.player, source, inflictor) return true --Handle shield loss if ai_hurtmode off elseif CV_AIHurtMode.value == 0 and not target.player.ai and not target.player.powers[pw_shield] NotifyLoseShield(target.player) end end end, MT_PLAYER) --Handle death for bots addHook("MobjDeath", function(target, inflictor, source, damagetype) --Handle shield loss if ai_hurtmode off if CV_AIHurtMode.value == 0 and target.player and target.player.valid and not target.player.ai NotifyLoseShield(target.player) end end, MT_PLAYER) --Handle pickup rules for bots local function CanPickup(special, toucher) --Only pick up flung rings/coins leader could've also picked up --However, let anyone pick up rings when ai_hurtmode == 2 --That is difficult to otherwise account for and is pretty brutal anyway if toucher.player and toucher.player.valid and toucher.player.ai and toucher.player.ai.leader and toucher.player.ai.leader.valid and CV_AIHurtMode.value < 2 and not P_CanPickupItem(GetTopLeader(toucher.player.ai.leader, toucher.player)) return true end end addHook("TouchSpecial", CanPickup, MT_FLINGRING) addHook("TouchSpecial", CanPickup, MT_FLINGCOIN) --Handle (re)spawning for bots addHook("PlayerSpawn", function(player) if player.ai --Fix resetting leader's rings to our startrings player.ai.lastrings = player.rings --Queue teleport to player, unless we're still in sight player.ai.playernosight = 3 * TICRATE elseif not player.jointime and CV_AIDefaultLeader.value >= 0 and CV_AIDefaultLeader.value != #player --Defaults to no ai/leader, but bot will sort itself out PreThinkFrameFor(player) end end) --Handle sudden quitting for bots addHook("PlayerQuit", function(player, reason) if player.ai DestroyAI(player) end end) --SP Only: Handle (re)spawning for bots addHook("BotRespawn", function(pmo, bmo) --Allow game to reset SP bot as normal if player-controlled or dead if CV_ExAI.value == 0 or not bmo.player.ai return --Just destroy AI if dead, since SP bots don't get a PlayerSpawn event on respawn --This resolves ring-sync issues on respawn and probably other things too elseif bmo.player.playerstate == PST_DEAD DestroyAI(bmo.player) end return false end) --SP Only: Delegate SP AI to foxBot addHook("BotTiccmd", function(bot, cmd) if CV_ExAI.value == 0 return end --SP bots need carry state manually set if bot.charability == CA_FLY and bot.mo and bot.mo.valid and bot.mo.state >= S_PLAY_FLY and bot.mo.state <= S_PLAY_FLY_TIRED bot.pflags = $ | PF_CANCARRY end --Hook no longer needed once ai set up (PreThinkFrame handles instead) if bot.ai --But first, mirror leader's powerups! Since we can't grab monitors local leader = bot.ai.leader if leader and leader.valid if leader.powers[pw_shield] and (leader.powers[pw_shield] & SH_NOSTACK != SH_PINK) and not bot.powers[pw_shield] and (leveltime + bot.ai.timeseed) % TICRATE == 0 --Temporary var for this logic only --Note that it does not go in bot.ai, as that is destroyed on p2 input in SP and not bot.ai_noshieldregen if leader.powers[pw_shield] == SH_ARMAGEDDON bot.ai_noshieldregen = leader.powers[pw_shield] end P_SwitchShield(bot, leader.powers[pw_shield]) if bot.mo and bot.mo.valid S_StartSound(bot.mo, sfx_s3kcas) end elseif leader.powers[pw_shield] != bot.ai_noshieldregen bot.ai_noshieldregen = nil end bot.powers[pw_invulnerability] = leader.powers[pw_invulnerability] bot.powers[pw_sneakers] = leader.powers[pw_sneakers] bot.powers[pw_gravityboots] = leader.powers[pw_gravityboots] end return true end --Defaults to no ai/leader, but bot will sort itself out PreThinkFrameFor(bot) return true end) --HUD hook! hud.add(function(v, stplyr, cam) --If not previous text in buffer... (e.g. debug) if hudtext[1] == nil --And we're not a bot... if stplyr.ai == nil or stplyr.ai.leader == nil or not stplyr.ai.leader.valid or CV_AIShowHud.value == 0 return end --Otherwise generate a simple bot hud local bmo = stplyr.realmo local pmo = stplyr.ai.leader.realmo if bmo and bmo.valid and pmo and pmo.valid hudtext[1] = "Following " + stplyr.ai.leader.name if stplyr.ai.leader != stplyr.ai.realleader and stplyr.ai.realleader and stplyr.ai.realleader.valid hudtext[1] = $ + " \x83(" + stplyr.ai.realleader.name + " KO'd)" end hudtext[2] = "" if stplyr.ai.doteleport hudtext[3] = "\x84Teleporting..." elseif pmo.health <= 0 hudtext[3] = "Waiting for respawn..." else hudtext[3] = "Dist " + FixedHypot( R_PointToDist2( bmo.x, bmo.y, pmo.x, pmo.y ), abs(pmo.z - bmo.z) ) / bmo.scale if stplyr.ai.playernosight hudtext[3] = "\x87" + $ end end hudtext[4] = nil if stplyr.ai.cmd_time > 0 and stplyr.ai.cmd_time < 3 * TICRATE hudtext[4] = "" hudtext[5] = "\x81" + "AI control in " .. stplyr.ai.cmd_time / TICRATE + 1 .. "..." hudtext[6] = nil end end end --Positioning / size local x = 16 local y = 56 local size = "small" local scale = 1 --Spectating? if stplyr.spectator y = $ + 44 elseif stplyr.pflags & PF_FINISHED y = $ + 22 end --Account for splitscreen --Avoiding V_PERPLAYER as text gets a bit too squashed if splitscreen y = $ / 2 if #stplyr > 0 y = $ + 108 --Magic! end end --Small fonts become illegible at low res if v.height() < 400 size = nil scale = 2 end --Draw! Flushing hudtext after for k, s in ipairs(hudtext) if k & 1 v.drawString(x, y, s, V_SNAPTOTOP | V_SNAPTOLEFT | v.localTransFlag(), size) else v.drawString(x + 64 * scale, y, s, V_SNAPTOTOP | V_SNAPTOLEFT | v.localTransFlag(), size) y = $ + 4 * scale end hudtext[k] = nil end end, "game") --[[ -------------------------------------------------------------------------------- HELP STUFF Things that may or may not be helpful -------------------------------------------------------------------------------- ]] local function BotHelp(player) print( "\x87 foxBot! v1.4: 2021-08-20", "\x81 Based on ExAI v2.0: 2019-12-31", "", "\x87 SP / MP Server Admin:", "\x80 ai_sys - Enable/Disable AI", "\x80 ai_ignore - Ignore targets? \x86(1 = enemies, 2 = rings / monitors, 3 = all)", "\x80 ai_seekdist - Distance to seek enemies, rings, etc.", "", "\x87 MP Server Admin:", "\x80 ai_catchup - Allow AI catchup boost? \x86(MP only, sorry!)", "\x80 ai_keepdisconnected - Allow AI to remain after client disconnect?", "\x83 Note: rejointimeout must also be > 0 for this to work!", "\x80 ai_defaultleader - Default leader for new clients \x86(-1 = off, 32 = random)", "\x80 ai_hurtmode - Allow AI to get hurt? \x86(1 = shield loss, 2 = ring loss)", "\x80 ai_statmode - Allow AI individual stats? \x86(1 = rings, 2 = lives, 3 = both)", "\x80 ai_telemode - Override AI teleport behavior w/ button press?", "\x86 (64 = fire, 1024 = toss flag, 4096 = alt fire, etc.)", "\x80 setbota <leader> <bot> - Have <bot> follow <leader> by number \x86(-1 = stop)", "", "\x87 SP / MP Client:", "\x80 ai_debug - Draw detailed debug info to HUD? \x86(-1 = off)", "", "\x87 MP Client:", "\x80 ai_showhud - Draw basic bot info to HUD?", "\x80 setbot <leader> - Follow <leader> by number \x86(-1 = stop)", "\x80 listbots - List active bots and players" ) if not player print( "", "\x87 Use \"bothelp\" to show this again!" ) end end COM_AddCommand("BOTHELP", BotHelp, COM_LOCAL) --[[ -------------------------------------------------------------------------------- INIT ACTIONS Actions to take once we've successfully initialized -------------------------------------------------------------------------------- ]] BotHelp() --Display help
hook.Add("Initialize", "nadmin_register_silent_notify", function() nadmin:RegisterPerm({ title = "See Silent Commands" }) end) -- Parse a string as a commandline input function nadmin:ParseArgs(str, normal) local out = {} -- This is the simple table local advOut = {__unindexed = {}} -- This is the commandline parsed output local quote = false -- Supports wrapping a string in quotes to preserve spaces; gets counted as a single argument local s = "" -- The current string to be added to out str = string.Explode("", str) for i, c in ipairs(str) do local t = string.Trim(s) if c == " " and not quote and #t > 0 then table.insert(out, t) s = "" elseif c == '"' and str[i - 1] ~= "\\" then quote = not quote else if c == "\\" and str[i + 1] == '"' then continue end s = s .. c end end local t = string.Trim(s) if #t > 0 then table.insert(out, t) end if not normal then local cmd = "__unindexed" for i, o in ipairs(out) do if string.StartWith(o, "-") then local newCmd = string.Trim(string.sub(o, 2)) if #newCmd > 0 then cmd = newCmd continue end end if string.sub(o, 1, 2) == "\\-" then out[i] = string.sub(o, 2) end if not advOut[cmd] then advOut[cmd] = {} end table.insert(advOut[cmd], out[i]) end end if normal then return out end return advOut, out end
--MUST READ: -- to use this file do the following -- 1)find and replace each capitalized instance of NodeTemplate -- with a capitalized version of your node's name -- 2) find and replace each lowercase instance of nodeTemplate -- with a lowercase version of your node's name(this should be the same as the filename) -- 3) start coding ----------------------------------------------- -- NodeTemplate.lua ----------------------------------------------- local NodeTemplate = {} NodeTemplate.__index = NodeTemplate NodeTemplate.isNodeTemplate = true --- -- Creates a new NodeTemplate object -- @param node the table used to create this -- @param a collider of objects -- @return the NodeTemplate object created function NodeTemplate.new(node, collider) --creates a new object local nodeTemplate = {} --sets it to use the functions and variables defined in NodeTemplate -- if it doesn;t have one by that name setmetatable(nodeTemplate, NodeTemplate) --stores all the parameters from the tmx file nodeTemplate.node = node nodeTemplate.position = {x = node.x, y = node.y} nodeTemplate.width = node.width nodeTemplate.height = node.height --initialize the node's bounding box nodeTemplate.collider = collider nodeTemplate.bb = collider:addRectangle(node.x, node.y, node.width, node.height) nodeTemplate.bb.node = nodeTemplate nodeTemplate.collider:setPassive(nodeTemplate.bb) --define some offsets for the bounding box that can be used each update cycle nodeTemplate.bb_offset = {x = 0,y = 0} --add more initialization code here if you want return nodeTemplate end --- -- Draws the NodeTemplate to the screen -- @return nil function NodeTemplate:draw() --to access the field called "foo" of this node do the following: -- self.foo end function NodeTemplate:keypressed( button, player ) end --- -- Called when the NodeTemplate begins colliding with another node -- @param node the node you're colliding with -- @param dt ? -- @param mtv_x amount the node must be moved in the x direction to stop colliding -- @param mtv_y amount the node must be moved in the y direction to stop colliding -- @return nil function NodeTemplate:collide(node, dt, mtv_x, mtv_y) end --- -- Called when the NodeTemplate finishes colliding with another node -- @return nil function NodeTemplate:collide_end(node, dt) end --- -- Updates the NodeTemplate -- dt is the amount of time in seconds since the last update function NodeTemplate:update(dt) --do this immediately before leaving the function -- repositions the bounding box based on your current coordinates local x1,y1,x2,y2 = self.bb:bbox() self.bb:moveTo( self.position.x + (x2-x1)/2 + self.bb_offset.x, self.position.y + (y2-y1)/2 + self.bb_offset.y ) end return NodeTemplate
local sqlite3 = require "rspamd_sqlite3" local redis = require "rspamd_redis" local util = require "rspamd_util" local function connect_redis(server, password, db) local ret local conn, err = redis.connect_sync({ host = server, }) if not conn then return nil, 'Cannot connect: ' .. err end if password then ret = conn:add_cmd('AUTH', {password}) if not ret then return nil, 'Cannot queue command' end end if db then ret = conn:add_cmd('SELECT', {db}) if not ret then return nil, 'Cannot queue command' end end return conn, nil end local function send_digests(digests, redis_host, redis_password, redis_db) local conn, err = connect_redis(redis_host, redis_password, redis_db) if err then print(err) return false end local ret for _, v in ipairs(digests) do ret = conn:add_cmd('HMSET', { 'fuzzy' .. v[1], 'F', v[2], 'V', v[3], }) if not ret then print('Cannot batch command') return false end ret = conn:add_cmd('EXPIRE', { 'fuzzy' .. v[1], tostring(v[4]), }) if not ret then print('Cannot batch command') return false end end ret, err = conn:exec() if not ret then print('Cannot execute batched commands: ' .. err) return false end return true end local function send_shingles(shingles, redis_host, redis_password, redis_db) local conn, err = connect_redis(redis_host, redis_password, redis_db) if err then print("Redis error: " .. err) return false end local ret for _, v in ipairs(shingles) do ret = conn:add_cmd('SET', { 'fuzzy_' .. v[2] .. '_' .. v[1], v[4], }) if not ret then print('Cannot batch SET command: ' .. err) return false end ret = conn:add_cmd('EXPIRE', { 'fuzzy_' .. v[2] .. '_' .. v[1], tostring(v[3]), }) if not ret then print('Cannot batch command') return false end end ret, err = conn:exec() if not ret then print('Cannot execute batched commands: ' .. err) return false end return true end local function update_counters(total, redis_host, redis_password, redis_db) local conn, err = connect_redis(redis_host, redis_password, redis_db) if err then print(err) return false end local ret ret = conn:add_cmd('SET', { 'fuzzylocal', total, }) if not ret then print('Cannot batch command') return false end ret = conn:add_cmd('SET', { 'fuzzy_count', total, }) if not ret then print('Cannot batch command') return false end ret, err = conn:exec() if not ret then print('Cannot execute batched commands: ' .. err) return false end return true end return function (_, res) local db = sqlite3.open(res['source_db']) local shingles = {} local digests = {} local num_batch_digests = 0 local num_batch_shingles = 0 local total_digests = 0 local total_shingles = 0 local lim_batch = 1000 -- Update each 1000 entries local redis_password = res['redis_password'] local redis_db = nil if res['redis_db'] then redis_db = tostring(res['redis_db']) end if not db then print('Cannot open source db: ' .. res['source_db']) return end local now = util.get_time() for row in db:rows('SELECT id, flag, digest, value, time FROM digests') do local expire_in = math.floor(now - row.time + res['expiry']) if expire_in >= 1 then table.insert(digests, {row.digest, row.flag, row.value, expire_in}) num_batch_digests = num_batch_digests + 1 total_digests = total_digests + 1 for srow in db:rows('SELECT value, number FROM shingles WHERE digest_id = ' .. row.id) do table.insert(shingles, {srow.value, srow.number, expire_in, row.digest}) total_shingles = total_shingles + 1 num_batch_shingles = num_batch_shingles + 1 end end if num_batch_digests >= lim_batch then if not send_digests(digests, res['redis_host'], redis_password, redis_db) then return end num_batch_digests = 0 digests = {} end if num_batch_shingles >= lim_batch then if not send_shingles(shingles, res['redis_host'], redis_password, redis_db) then return end num_batch_shingles = 0 shingles = {} end end if digests[1] then if not send_digests(digests, res['redis_host'], redis_password, redis_db) then return end end if shingles[1] then if not send_shingles(shingles, res['redis_host'], redis_password, redis_db) then return end end local message = string.format( 'Migrated %d digests and %d shingles', total_digests, total_shingles ) if not update_counters(total_digests, res['redis_host'], redis_password, redis_db) then message = message .. ' but failed to update counters' end print(message) end
-- local uv = vim.loop -- local stdin = uv.new_pipe(false) -- local stdout = uv.new_pipe(false) -- local stderr = uv.new_pipe(false) -- local job = vim.loop.spawn( -- 'cargo', { -- args = {'run', 'server'}, -- stdin = stdin, -- stdout = stdout, -- stderr = stderr, -- }, function(code, signal) -- print("Exit:", code, signal) -- end -- ) -- P(job.stdout) local Job = require('plenary.job') local lib = R('lib_lsp') Job:new { command = 'cargo', args = { 'build' } }:sync() local j = lib.start_server() j:initialize {} j:request_sync { method = "textDocument/definition", params = { textDocument = { uri = "file://tmp" }, position = { line = 1, character = 1, }, } } j:finish()
--[=[ Simple rig component to point at attachments given @client @class GripPointer ]=] local ReplicatedStorage = game:GetService("ReplicatedStorage") local BaseObject = require(ReplicatedStorage.Knit.Util.Additions.Classes.BaseObject) local Janitor = require(ReplicatedStorage.Knit.Util.Janitor) local GripPointer = setmetatable({}, BaseObject) GripPointer.ClassName = "GripPointer" GripPointer.__index = GripPointer function GripPointer.new(IkRig) local self = setmetatable(BaseObject.new(), GripPointer) self.IkRig = IkRig or error("No ikRig") return self end function GripPointer:SetLeftGrip(LeftGrip) self.LeftGripAttachment = LeftGrip if not self.LeftGripAttachment then return self.Janitor:Remove("LeftGripJanitor") end local LeftGripJanitor = self.Janitor:Add(Janitor.new(), "Destroy", "LeftGripJanitor") LeftGripJanitor:AddPromise(self.IkRig:PromiseLeftArm()):Then(function(LeftArm) LeftGripJanitor:Add(LeftArm:Grip(self.LeftGripAttachment, 1), true) end) end function GripPointer:SetRightGrip(RightGrip) self.RightGripAttachment = RightGrip if not self.RightGripAttachment then return self.Janitor:Remove("RightGripJanitor") end local RightGripJanitor = self.Janitor:Add(Janitor.new(), "Destroy", "RightGripJanitor") RightGripJanitor:AddPromise(self.IkRig:PromiseRightArm()):Then(function(RightArm) RightGripJanitor:Add(RightArm:Grip(self.RightGripAttachment, 1), true) end) end function GripPointer:__tostring() return "GripPointer" end table.freeze(GripPointer) return GripPointer
--[[ tp8_book Uses: Todo: Models: shoe: models/props_junk/Shoe001a.mdl hula: models/props_lab/huladoll.mdl soda: models/props_junk/PopCan01a.mdl kettle: models/props_interiors/pot01a.mdl alcohol: models/props_junk/garbage_glassbottle002a.mdl baby: models/props_c17/doll01.mdl tiny rock: models/props_junk/rock001a.mdl ]] AddCSLuaFile() ENT.Type = "anim" ENT.Model = "models/props_junk/Shoe001a.mdl" ENT.Up = {"vo/npc/female01/upthere01.wav", "vo/npc/female01/upthere02.wav"} ENT.Down = {"vo/npc/male01/getdown02.wav"} ENT.Back = {"vo/npc/male01/overhere01.wav"} ENT.Fwd = {"vo/npc/vortigaunt/forward.wav", "vo/npc/vortigaunt/onward.wav", "vo/npc/vortigaunt/yesforward.wav"} ENT.Left = {"vo/ravenholm/shotgun_keepitclose.wav"} ENT.Right = {"vo/npc/vortigaunt/vanswer12.wav"} ENT.Gene = {"vo/npc/vortigaunt/satisfaction.wav", "vo/npc/vortigaunt/ourplacehere.wav", "vo/npc/vortigaunt/dreamed.wav"} ENT.Start = -1 ENT.End = -1 ENT.playa = nil ENT.positions = {} ENT.timeInterval = 0.05 ENT.isTracking = false ENT.delta = 0 ENT.timer_name = "" ENT.tolerancePercentage = 0.99 -- if 1, will divide by zero ENT.toleranceDistance = 10 --not related to above! ENT.devMode = true --q is 27 hook.Add( "PlayerButtonDown", "ButtonUpWikiExample", function( ply, button ) -- print( ply:Nick() .. " pressed " .. (button) ) if button == 27 && ply.entitty != nil then for i=1,#ply.entitty do ply.entitty[i]:startTracking() end end end) function ENT:startTracking() if self.isTracking then return end self.isTracking = true self.positions = {} self.Start = CurTime() --every x seconds grab player position, insert it into table self.timer_name = "bend_" .. self:EntIndex() timer.Create(self.timer_name,self.timeInterval,0, function() --every (some amount) seconds, update pos --print("time: "..CurTime()) if IsValid(self) then table.insert(self.positions, self:GetPos()) elseif !IsValid(self) then timer.Remove(self.timer_name) end end) end -- if self:similar(self.movementRecord[1], self.spell1[1], self.tolerancePercentage) then -- --cast spell -- self:cast() -- end hook.Add( "PlayerButtonUp", "ButtonUpWikiExample", function( ply, button ) -- print( ply:Nick() .. " released " .. (button) ) if button == 27 && ply.entitty != nil then for i=1,#ply.entitty do ply.entitty[i]:stopTracking() end end end) function ENT:stopTracking() print("forzen like Elsa") if !self.isTracking then return end self.isTracking = false self.End = CurTime() self.delta = self.End - self.Start --check if it was a good spell or not self:LookForASpellAndCastIt() --remove timer timer.Remove(self.timer_name) end --Have use set the ply on the ent and ent on ply --player presses q, sends curtime to start ?on the ent? (where? ply? globalArray[ply, value]?) --ENT:startTracking() ent uses this to start tracking own position (solves the syncing problem) --player releases q, sends curtime to end ?on the ent? (where?) --ent uses this to calc time to see if it worked --checks if at the right time, the pos is close to an equation's same point at that time. --if it works, then cast spell where player is looking or something. Depends on spell. Like fire hands vs. rock toss up and punch --DAB SPELL??? --for two handed motions, just have to make sure both ents passed their part of the spell required movements... might want a global list to pair them... --due to this pairing of ents, it is possible to have multiperson spells be made with >2 bendables. function ENT:LookForASpellAndCastIt() --validate amongst various spells print("wow, we doing it now!!!") --use self.delta to map --imagine a line, divided into 0.1 time segments local isGoodToCast = true local spellX = 0 local spellY = 0 local spellZ = 0 local t = 0 local relativePos = Vector(0,0,0) local skip = 0 local uniquePos = {} --if the player stays still, they do not lose progress --in the future, rather than == for perfect match, this could also be a similarDistance check... for i=1,#self.positions-1 do if !(self.positions[i] == self.positions[i+1]) then table.insert(uniquePos, self.positions[i]) else self.delta = self.delta - self.timeInterval end end --[[this is how you add a new spell!]] if self.devMode && #uniquePos > 2 then local addNewSpellCode = "{" for i=1,#uniquePos-1 do addNewSpellCode = addNewSpellCode.."Vector("..uniquePos[i].x -uniquePos[1].x..","..uniquePos[i].y -uniquePos[1].y..","..uniquePos[i].z -uniquePos[1].z.."), " end addNewSpellCode = addNewSpellCode.."Vector("..uniquePos[#uniquePos].x -uniquePos[1].x..","..uniquePos[#uniquePos].y -uniquePos[1].y..","..uniquePos[#uniquePos].z -uniquePos[1].z..")}" print(addNewSpellCode) end -- calculate total distance to use in comparing changes in vector distance for i=1,#uniquePos do end t = 0 if #uniquePos > 2 then for spell=1,#self.spellList do print("Spell: "..spell.. " ******************************************************************************************") local spellStep=2 for i=1,#uniquePos-1 do --t = (self.timeInterval * i) / self.delta --normalizes t from 0 to 1 t = t + print("i: ".. i.. ", spellStep: ".. spellStep) print(#uniquePos..", "..#self.spellList[spell]) --might want to use the absolute value of all these x and y... hacky fix for causing the circle front, circle back problem (success depends where you start) spellX = self.spellList[spell][spellStep].x *t + self.spellList[spell][spellStep-1].x spellY = self.spellList[spell][spellStep].y *t + self.spellList[spell][spellStep-1].y spellZ = self.spellList[spell][spellStep].z *t + self.spellList[spell][spellStep-1].z relativePos = uniquePos[i]-uniquePos[1] if !(self:similarDistance(relativePos,Vector(spellX,spellY,spellZ),self.toleranceDistance)) then --if !(self:cosineSimilarity(relativePos,Vector(spellX,spellY,spellZ),self.tolerancePercentage)) then isGoodToCast = false print("here is bad") break --skips the rest of this spell end if((i/#uniquePos) > (spellStep)/#self.spellList[spell] && spellStep < #self.spellList[spell]) then --[[ Set the spell point based on time. Note, both spell and spellList are synchronized time-wise]] spellStep = spellStep + 1 end end if isGoodToCast then self:cast(spell) end end end end function ENT:Initialize() self:SetModel(self.Model) if SERVER then self:SetUseType( SIMPLE_USE ) --self:SetModel(self.Model) self:PhysicsInit( SOLID_VPHYSICS ) self:SetSolid( SOLID_VPHYSICS ) self:SetMoveType( MOVETYPE_VPHYSICS ) local phys = self:GetPhysicsObject() if phys:IsValid() then phys:EnableGravity(false) --phys:EnableDrag(false) phys:SetMass(25) end local trail = util.SpriteTrail(self, 0, Color(125,125,255), false, 15, 1, 5, 1/(15+1)*0.5, "trails/plasma.vmt") end self.devUp = {Vector(0,0,0), Vector(0,0,36)} self.circleRight = {Vector(0,0,0), Vector(-8.493408203125,-17.801025390625,0), Vector(-23.04833984375,-31.111083984375,0), Vector(-38.75244140625,-37.445556640625,0), Vector(-58.468994140625,-37.95947265625,0), Vector(-76.9365234375,-31.03369140625,0), Vector(-89.710205078125,-19.916748046875,0), Vector(-99.118896484375,-2.58251953125,0), Vector(-101.33178710938,17.016357421875,0), Vector(-97.225830078125,33.444580078125,0), Vector(-86.05224609375,49.697509765625,0), Vector(-69.59423828125,60.567138671875,0), Vector(-53.0927734375,64.366943359375,0), Vector(-33.538330078125,61.789794921875,0), Vector(-16.382080078125,52.060302734375,0), Vector(-5.504638671875,39.082275390625,0), Vector(1.07666015625,20.4892578125,0)} self.spellList = {self.devUp, self.circleRight} self.spellDerivativeList = {} self.spellDist = {} -- TODO: When you use a ratio of these DistToSqr AKA self.spellDerivativeList[i], be sure to square the value at i! -- https://www.wolframalpha.com/input/?i=%283%5E2%29+%2F+%2812%5E2%29 -- Use this code to calculate the distance each spell is... can save CPU by hardcoding these with this information. -- https://wiki.facepunch.com/gmod/Vector:DistToSqr is faster than Vector:Distance. Not too different for my purpose. local result = 0 local derivOfPos = 0 local resultStr = "" local derivStr = "" if self.devMode && (#self.spellDerivativeList < 1 || #self.spellDist < 1) then self.spellDerivativeList = {} self.spellDist = {} for spell=1,#self.spellList do -- calculate total distance to use in comparing changes in vector distance result = 0 derivStr = "" for i=1,#self.spellList[spell]-1 do derivOfPos = self.spellList[spell][i]:DistToSqr(self.spellList[spell][i+1]) table.insert(self.spellDerivativeList[spell][i], derivOfPos) derivStr = derivStr..derivOfPos..", " result = result + derivOfPos end table.insert(self.spellDist, result) print("derivatives of the postions: ".. derivStr) resultStr = resultStr..result..", " end print("all (total-distances)^2s: "..resultStr) end end function ENT:Use(ply) self.playa = ply if !IsValid(ply.entitty) then ply.entitty = {} end table.insert(ply.entitty, self) print("used") end function ENT:cast(spell) print("cast: "..spell) if spell == 1 then --devUp self:EmitSound(Sound(self.Up[math.random(#self.Up)])) elseif spell == 2 then --circleRight self:EmitSound(Sound(self.Gene[math.random(#self.Gene)])) else error("Error: spell not defined") end end function ENT:OnRemove() --once ent is removed, remove self from player's entitty table of linked bend(ables) entities. if self.playa != nil && self.playa.entitty != nil then for i=1,#self.playa.entitty do if self.playa.entitty[i] == self then table.remove(self.playa.entitty, i) end end end end function ENT:cosineSimilarity(new, old, percent) -- https://en.wikipedia.org/wiki/Cosine_similarity local truth = true local dotty = new:Dot(old) local a = math.sqrt(new:Dot(new)) local b = math.sqrt(old:Dot(old)) local cosSim = dotty / (a*b) cosSim = cosSim print("~~~~~~~~~~~~~~~~~~~~~~~ "..CurTime().." ~~~~~~~~~~~~~~~~~~~~~~~") print("new.x: "..new.x.." v "..old.x.." :old.x") print("new.y: "..new.y.." v "..old.y.." :old.y") print("new.z: "..new.z.." v "..old.z.." :old.z") print("Cosine Similarity: "..cosSim) print("is true if: "..1+percent.." > "..cosSim.." > "..1-percent) if cosSim ~= cosSim || cosSim > (1+percent) || cosSim < 1-percent then truth = false end return truth end function ENT:dotProduct(new, old, percent) local truth = true local dotty = new:Dot(old) print("~~~~~~~~~~~~~~~~~~~~~~~ "..CurTime().." ~~~~~~~~~~~~~~~~~~~~~~~") print("new.x: "..new.x.." v "..old.x.." :old.x") print("new.y: "..new.y.." v "..old.y.." :old.y") print("new.z: "..new.z.." v "..old.z.." :old.z") print("dot: "..dotty) print("is true if: "..1+percent.." > "..dotty.." > "..1-percent) if dotty > (1+percent) || dotty < 1-percent then truth = false end return truth end function ENT:similarPercent(new, old, percent) --each component may not be more than 'percent' % different + or - from 'orig' print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~") print("new.x: "..new.x.." - "..old.x.." :old.x") print("new.y: "..new.y.." - "..old.y.." :old.y") print("new.z: "..new.z.." - "..old.z.." :old.z") print("new.x - old.x > 1+percent * old.x: "..new.x - old.x.." ? ".. 1+percent* old.x) print("new.x - old.x < 1-percent * old.x: "..new.x - old.x.." ? ".. 1-percent* old.x) print("new.y - old.y > 1+percent * old.y: "..new.y - old.y.." ? ".. 1+percent* old.y) print("new.y - old.y < 1-percent * old.y: "..new.y - old.y.." ? ".. 1-percent* old.y) print("new.z - old.z > 1+percent * old.z: "..new.z - old.z.." ? ".. 1+percent* old.z) print("new.z - old.z < 1-percent * old.z: "..new.z - old.z.." ? ".. 1-percent* old.z) local truth = true if (new.x - old.x > 1+percent * old.x) || (new.x - old.x < 1-percent * old.x) then truth = false end if (new.y - old.y > 1+percent * old.y) || (new.y - old.y < 1-percent * old.y) then truth = false end if (new.z - old.z > 1+percent * old.z) || (new.z - old.z < 1-percent * old.z) then truth = false end if truth then print("truth") end return truth end function ENT:similarDistance(new, old, distance) --each component may not be more than 'percent' % different + or - from 'orig' print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~") print("new.x: "..new.x.." - "..old.x.." :old.x") print("new.y: "..new.y.." - "..old.y.." :old.y") print("new.z: "..new.z.." - "..old.z.." :old.z") -- print("new.x - old.x > distance: "..new.x - old.x.." ? ".. distance) -- print("new.x - old.x < -distance: "..new.x - old.x.." ? "..-distance) -- print("new.y - old.y > distance: "..new.y - old.y.." ? ".. distance) -- print("new.y - old.y < -distance: "..new.y - old.y.." ? "..-distance) -- print("new.z - old.z > distance: "..new.z - old.z.." ? ".. distance) -- print("new.z - old.z < -distance: "..new.z - old.z.." ? "..-distance) local truth = true if (new.x - old.x > distance) || (new.x - old.x < -distance) then truth = false end if (new.y - old.y > distance) || (new.y - old.y < -distance) then truth = false end if (new.z - old.z > distance) || (new.z - old.z < -distance) then truth = false end --if truth then print("truth") end return truth end
local PANEL = {} function PANEL:Initialize() self:super() self:DockPadding(0,0,0,0) self.m_pCanvas = self:Add("Panel") self.m_pCanvas:SetBGColor(color_blank) self.m_pCanvas:SetBorderColor(color_blank) -- Create the scroll bar self.m_pVBar = self:Add("ScrollBar") self.m_pVBar:DockMargin(-1,0,0,0) self.m_pVBar:Dock(DOCK_RIGHT) end function PANEL:AddItem(class) return self.m_pCanvas:Add(class) end function PANEL:OnChildAdded(child) end function PANEL:SizeToContents() self:SetSize(self.m_pCanvas:GetSize()) end function PANEL:GetVBar() return self.m_pVBar end function PANEL:GetCanvas() return self.m_pCanvas end function PANEL:InnerWidth() return self:GetCanvas():GetWidth() end function PANEL:Rebuild() self:GetCanvas():SizeToChildren(false, true) if self.m_bNoSizing and self:GetCanvas():GetHeight() < self:GetHeight() then self:GetCanvas():SetPos(0, (self:GetHeight()-self:GetCanvas():GetHeight()) * 0.5) end end function PANEL:OnMouseWheeled(x, y) return self.m_pVBar:OnMouseWheeled(x, y) end function PANEL:OnVScroll(iOffset) self.m_pCanvas:SetPos(0, iOffset) end function PANEL:ScrollToChild(panel) self:PerformLayout() local x, y = self.m_pCanvas:GetChildPosition(panel) local w, h = panel:GetSize() y = y + h * 0.5; y = y - self:GetHeight() * 0.5; self.m_pVBar:AnimateTo(y, 0.5, 0, 0.5); end function PANEL:PerformLayout() local wide = self:GetWidth() local ypos = 0 local xpos = 0 self:Rebuild() self.m_pVBar:SetUp(self:GetHeight(), self.m_pCanvas:GetHeight()) ypos = self.m_pVBar:GetOffset() if self.m_pVBar.m_bEnabled then wide = wide - self.m_pVBar:GetWidth() wide = wide - self.m_pVBar.m_tDockMargins.left - self.m_pVBar.m_tDockMargins.right end self.m_pCanvas:SetPos(0, ypos) self.m_pCanvas:SetWidth(wide) self:Rebuild() end function PANEL:Clear() return self.m_pCanvas:Clear() end gui.register("ScrollPanel", PANEL, "Panel")
if FirstLoad then CycleFunc = false end ----- CycleMember DefineClass.CycleMember = { parents = { "PropertyObject" }, } function CycleMember:CycleNext(gamepad) local index, objs, text = GetCycleInfo(self) local obj = index and objs and (index < #objs and objs[index + 1] or objs[1]) if obj then InfopanelSlideIn = false InfopanelFocused = gamepad or false obj:Select(CycleFunc) end end function CycleMember:CyclePrev(gamepad) local index, objs, text = GetCycleInfo(self) local obj = index and objs and (index > 1 and objs[index - 1] or objs[#objs]) if obj then InfopanelSlideIn = false InfopanelFocused = gamepad or false obj:Select(CycleFunc) end end function CycleMember:GetDefaultCycleFunc() end ----- globals function GetCycleInfo(obj) obj = obj or SelectedObj local index, objs, text if CycleFunc then index, objs, text = CycleFunc(obj) end if not index then CycleFunc = false end return index, objs, text end local clear_cycle = true function OnMsg.SelectedObjChange(obj) if clear_cycle then CycleFunc = false if obj and obj:IsKindOf("CycleMember") then CycleFunc = obj:GetDefaultCycleFunc() or false end end clear_cycle = true end function SelectObjWithCycle(obj, cycle_func) clear_cycle = false CycleFunc = cycle_func or obj and obj:GetDefaultCycleFunc() or false SelectObj(obj) end function ResidenceCycle(obj) local residence = obj.residence local objs = residence and residence.colonists local index = type(objs) == "table" and table.find(objs, obj) if index then return index, objs, T{7679, "<name><right><index> / <max>", name = residence:GetDisplayName(), index = index, max = #objs} end end function DomeCycle(obj) local dome = obj.dome local objs = dome and dome.labels.Colonist local index = type(objs) == "table" and table.find(objs, obj) if index then return index, objs, T{7679, "<name><right><index> / <max>", name = dome:GetDisplayName(), index = index, max = #objs} end end function HomelessCycle(obj) local city = obj.city or UICity local objs = city.labels.Homeless or empty_table local index = type(objs) == "table" and table.find(objs, obj) if index then return index, objs, T{7679, "<name><right><index> / <max>", name = T(3869, "Homeless"), index = index, max = #objs} end end function UnemployedCycle(obj) local city = obj.city or UICity local objs = city.labels.Unemployed or empty_table local index = type(objs) == "table" and table.find(objs, obj) if index then return index, objs, T{7679, "<name><right><index> / <max>", name = T(6859, "Unemployed"), index = index, max = #objs} end end function TraitCycle(trait, dome) local trait_def = TraitPresets[trait] if not trait_def then return end return function(obj) local objs = {} local array = dome and dome.labels[trait] or UICity.labels.Colonist or empty_table for _, colonist in ipairs(array) do if colonist.traits[trait] then objs[#objs + 1] = colonist end end local index = type(objs) == "table" and table.find(objs, obj) if index then return index, objs, T{7679, "<name><right><index> / <max>", name = trait_def.display_name, index = index, max = #objs} end end end function WorkplaceCycle(obj) local workplace = obj and obj.workplace if not workplace then return end local objs = {} local colonists = workplace:GetUnitsInShifts() for _, workshift in ipairs(colonists) do for _, worker in ipairs(workshift) do objs[#objs + 1] = worker end end local index = type(objs) == "table" and table.find(objs, obj) if index then return index, objs, T{7679, "<name><right><index> / <max>", name = workplace.display_name, index = index, max = #objs} end end function CommandCenterDroneCycle(obj) local center = obj.command_center local objs = center and center.drones local index = type(objs) == "table" and table.find(objs, obj) if index then return index, objs, T{7679, "<name><right><index> / <max>", name = center:GetDisplayName(), index = index, max = #objs} end end function InfopanelCycleUpdate(infopanel) -- updates idCycleText, idCyclePrev and idCycleNext buttons local index, objs, text = GetCycleInfo(infopanel.context) infopanel.idCycleText:SetText(text or "") -- find and update prev/next buttons local idPrev = infopanel.idMainButtons:ResolveId("idPrev") if idPrev then idPrev:SetVisible(index) end local idNext = infopanel.idMainButtons:ResolveId("idNext") if idNext then idNext:SetVisible(index) end end
local M = {} function M.readUvarint(r) x = 0 s = 0 for i=0,10,1 do local bs = assert(r:receive(1)) local b = string.byte(bs, 1) if b == nil then return nil, "failed to read" end if(b < 0x80) then if (i > 9 or (i == 9 and b > 1)) then return x, "overflow" end return x | (b << s), nil end x = x | ((b & 0x7f) << s) s = s + 7 end end function M.UvarintBuf(x) local buf = "" local i = 0 while x > 0x80 do buf = buf .. string.char((x & 0xff) | 0x80) x = x >> 7 i = i + 1 end buf = buf .. string.char(x & 0xff) return buf end return M
function Aran_Water_Elementals(Unit, event, miscUnit, misc) if((Unit:GetHealthPct() < 40) and (Didthat == 0)) then Unit:SpawnCreature(21160, -11167.2, -1914.13, 232.009, 0, 18, 96000000); Unit:SpawnCreature(21160, -11163.2, -1910.13, 232.009, 0, 18, 96000000); Unit:SpawnCreature(21160, -11165.2, -1916.13, 232.009, 0, 18, 96000000); Unit:SpawnCreature(21160, -11162.2, -1911.13, 232.009, 0, 18, 96000000); Didthat = 1 else end end function Aran_Polymorph(Unit, event, miscUnit, misc) if((Unit:GetManaPct() < 20) and (Didthat == 1)) then Unit:FullCastSpellOnTarget(23603,Unit:GetClosestPlayer()) Unit:FullCastSpell(32453) Didthat = 2 else end end function Aran_Fireball(Unit, event, miscUnit, misc) Unit:FullCastSpellOnTarget(20678, Unit:GetClosestPlayer()) end function Aran_Conterspell(Unit, event, miscUnit, misc) Unit:FullCastSpellOnTarget(29961, Unit:GetClosestPlayer()) end function Aran_Conflagration(Unit, event, miscUnit, misc) Unit:FullCastSpellOnTarget(23023, Unit:GetClosestPlayer()) end function Aran_FrostBolt(Unit, event, miscUnit, misc) Unit:FullCastSpellOnTarget(41486, Unit:GetClosestPlayer()) end function Aran_Chains_Ice(Unit, event, miscUnit, misc) Unit:FullCastSpellOnTarget(29991, Unit:GetClosestPlayer()) end function Aran_Arcane_Missiles(Unit, event, miscUnit, misc) Unit:FullCastSpellOnTarget(29955, Unit:GetClosestPlayer()) end function Aran_Flame_Wreath(Unit, event, miscUnit, misc) Unit:FullCastSpellOnTarget(30004, Unit:GetRandomPlayer()) end function Aran_Circular_Blizzard(Unit, event, miscUnit, misc) Unit:FullCastSpellOnTarget(29952, Unit:GetClosestPlayer()) end function Aran_Magnetic_Pull(Unit, event, miscUnit, misc) Unit:FullCastSpellOnTarget(29979, Unit:GetClosestPlayer()) end function Aran_Arcane_Explosion(Unit, event, miscUnit, misc) Unit:FullCastSpellOnTarget(29973, Unit:GetClosestPlayer()) end function Aran(Unit, event, miscUnit, misc) Unit:RegisterEvent("Aran_Water_Elementals", 1000, 1) Unit:RegisterEvent("Aran_Polymorph", 1000, 1) Unit:RegisterEvent("Aran_Fireball", 9000, 0) Unit:RegisterEvent("Aran_Conterspell", 13000, 0) Unit:RegisterEvent("Aran_Conflagration", 15000, 0) Unit:RegisterEvent("Aran_FrostBolt", 17000, 0) Unit:RegisterEvent("Aran_Chains_Ice", 20000, 0) Unit:RegisterEvent("Aran_Arcane_Missiles", 25000, 0) Unit:RegisterEvent("Aran_Flame_Wreath", 30000, 0) Unit:RegisterEvent("Aran_Circular_Blizzard", 60000, 0) Unit:RegisterEvent("Aran_Magnetic_Pull", 90000, 0) Unit:RegisterEvent("Aran_Arcane_Explosion", 91000, 0) end RegisterUnitEvent(16524, 1, "Aran") --[[Shade of Aran yells: At last the nightmare is over... Shade of Aran yells: Back to the cold dark with you! Shade of Aran yells: Burn, you hellish fiends! Shade of Aran yells: I am not some simple jester! I am Nielas Aran! Shade of Aran yells: I want this nightmare to be over! Shade of Aran yells: I'll freeze you all! Shade of Aran yells: I'll not be tortured again! Shade of Aran yells: I'll show you: this beaten dog still has some teeth! Shade of Aran yells: Please, no more! My son... he's gone mad! Shade of Aran yells: Torment me no more! Shade of Aran yells: Who are you? What do you want? Stay away from me! Shade of Aran yells: Yes, yes my son is quite powerful... but I have powers of my own! Shade of Aran says: I'm not finished yet! No, I have a few more tricks up my sleeve...]]
-- -- tests/actions/vstudio/vc200x/test_build_steps.lua -- Test generation of custom build step elements. -- Copyright (c) 2013 Jason Perkins and the Premake project -- local p = premake local suite = test.declare("vs200x_build_steps") local vc200x = p.vstudio.vc200x -- -- Setup/teardown -- local wks, prj function suite.setup() p.escaper(p.vstudio.vs2005.esc) wks, prj = test.createWorkspace() end local function prepare() local cfg = test.getconfig(prj, "Debug") vc200x.VCPreBuildEventTool(cfg) end --- -- Should output empty element wrapper on no build steps. --- function suite.noCommandLine_onNoBuildSteps() prepare() test.capture [[ <Tool Name="VCPreBuildEventTool" /> ]] end --- -- Should insert CR-LF at end of each command line. --- function suite.addsCRLF() prebuildcommands { "command_1", "command_2" } prepare() test.capture [[ <Tool Name="VCPreBuildEventTool" CommandLine="command_1&#x0D;&#x0A;command_2" /> ]] end -- -- If a message is specified, it should be included. -- function suite.onMessageProvided() prebuildcommands { "command1" } prebuildmessage "Pre-building..." prepare() test.capture [[ <Tool Name="VCPreBuildEventTool" Description="Pre-building..." CommandLine="command1" /> ]] end
local fun = require "nvim-lsp-installer.core.functional.function" local _ = {} _.equals = fun.curryN(function(expected, value) return value == expected end, 2) _.prop_eq = fun.curryN(function(property, value, tbl) return tbl[property] == value end, 3) _.prop_satisfies = fun.curryN(function(predicate, property, tbl) return predicate(tbl[property]) end, 3) return _
local _, private = ... if private.isClassic then return end --[[ Lua Globals ]] -- luacheck: globals --[[ Core ]] local Aurora = private.Aurora local Hook, Skin = Aurora.Hook, Aurora.Skin local Util = Aurora.Util do --[[ AddOns\Blizzard_AzeriteUI.lua ]] do --[[ Blizzard_AzeriteEmpoweredItemUI.xml ]] Hook.AzeriteEmpoweredItemUIMixin = {} function Hook.AzeriteEmpoweredItemUIMixin:AdjustSizeForTiers(numTiers) if numTiers == 3 then self:SetSize(474, 460) elseif numTiers == 4 then self:SetSize(615, 601) elseif numTiers == 5 then self:SetSize(754, 740) end self.transformTree:GetRoot():SetLocalPosition(_G.CreateVector2D(self.ClipFrame.BackgroundFrame:GetWidth() * .5, self.ClipFrame.BackgroundFrame:GetHeight() * .5)) end end end do --[[ AddOns\Blizzard_AzeriteUI.xml ]] do --[[ Blizzard_AzeriteEmpoweredItemUITemplates.xml ]] function Skin.AzeriteEmpoweredItemUITemplate(Frame) Util.Mixin(Frame, Hook.AzeriteEmpoweredItemUIMixin) Skin.PortraitFrameTemplate(Frame.BorderFrame) local shadow = Frame.BorderFrame:CreateTexture(nil, "ARTWORK") shadow:SetAllPoints(Frame.BorderFrame.TitleText) shadow:SetAtlas("Azerite-TopShadow") Frame.ClipFrame:SetPoint("TOPLEFT") Frame.ClipFrame:SetPoint("BOTTOMRIGHT") end end end function private.AddOns.Blizzard_AzeriteUI() ----====####$$$$%%%%$$$$####====---- -- AzeriteEmpowedItemDataSource -- ----====####$$$$%%%%$$$$####====---- ----====####$$$$%%%%%%%%%%%%%%$$$$####====---- -- Blizzard_AzeriteEmpoweredItemUITemplates -- ----====####$$$$%%%%%%%%%%%%%%$$$$####====---- ----====####$$$$%%%%$$$$####====---- -- AzeritePowerLayoutInfo -- ----====####$$$$%%%%$$$$####====---- ----====####$$$$%%%%%$$$$####====---- -- AzeritePowerModelInfo -- ----====####$$$$%%%%%$$$$####====---- ----====####$$$$%%%%$$$$####====---- -- AzeriteEmpoweredItemPowerMixin -- ----====####$$$$%%%%$$$$####====---- ----====####$$$$%%%%%$$$$####====---- -- AzeriteEmpoweredItemTierMixin -- ----====####$$$$%%%%%$$$$####====---- ----====####$$$$%%%%%$$$$####====---- -- AzeriteEmpoweredItemSlotMixin -- ----====####$$$$%%%%%$$$$####====---- ----====####$$$$%%%%%$$$$####====---- -- Blizzard_AzeriteEmpoweredItemUI -- ----====####$$$$%%%%%$$$$####====---- Skin.AzeriteEmpoweredItemUITemplate(_G.AzeriteEmpoweredItemUI) end
-- Copyright (c) 2020-2021 shadmansaleh -- MIT license, see LICENSE for more details. -- Credit: challsted(lightline) local molokai = {} local colors = { black = '#232526', gray = '#808080', white = '#f8f8f2', cyan = '#66d9ef', green = '#a6e22e', orange = '#ef5939', pink = '#f92672', red = '#ff0000', yellow = '#e6db74', } molokai.normal = { a = { fg = colors.black, bg = colors.cyan , gui = 'bold', }, b = { fg = colors.black, bg = colors.pink , }, c = { fg = colors.orange, bg = colors.black , } } molokai.insert = { a = { fg = colors.black, bg = colors.green , gui = 'bold', }, } molokai.visual = { a = { fg = colors.black, bg = colors.yellow , gui = 'bold', }, } molokai.replace = { a = { fg = colors.black, bg = colors.red , gui = 'bold', }, } molokai.inactive = { a = { fg = colors.pink, bg = colors.black , gui = 'bold', }, b = { fg = colors.white, bg = colors.pink , }, c = { fg = colors.gray, bg = colors.black , }, } return molokai
furion_wrath_of_nature_lua = class({}) LinkLuaModifier( "modifier_furion_wrath_of_nature_thinker_lua", LUA_MODIFIER_MOTION_NONE ) -------------------------------------------------------------------------------- function furion_wrath_of_nature_lua:OnAbilityPhaseStart() local nFXIndex = ParticleManager:CreateParticle( "particles/units/heroes/hero_furion/furion_wrath_of_nature_cast.vpcf", PATTACH_ABSORIGIN_FOLLOW, self:GetCaster() ) ParticleManager:SetParticleControlEnt( nFXIndex, 1, self:GetCaster(), PATTACH_POINT_FOLLOW, "attach_attack1", self:GetCaster():GetOrigin(), false ) ParticleManager:ReleaseParticleIndex( nFXIndex ) return true end -------------------------------------------------------------------------------- function furion_wrath_of_nature_lua:OnSpellStart() self.hTarget = self:GetCursorTarget() self.vTargetPos = self:GetCursorPosition() EmitSoundOn( "Hero_Furion.WrathOfNature_Cast", self:GetCaster() ) CreateModifierThinker( self:GetCaster(), self, "modifier_furion_wrath_of_nature_thinker_lua", kv, self.vTargetPos, self:GetCaster():GetTeamNumber(), false ) end -------------------------------------------------------------------------------- function furion_wrath_of_nature_lua:GetAssociatedSecondaryAbilities() return "furion_force_of_nature_lua" end -------------------------------------------------------------------------------- --------------------------------------------------------------------------------
-- -- Created by IntelliJ IDEA. -- User: xiaofa -- Date: 2016/3/29 -- Time: 15:48 -- To change this template use File | Settings | File Templates. -- local _M = { local_ip="10.116.163.54", port="80", db_host = "qdm217211123.my3w.com", db_port = "3306", db_user = "qdm217211123", db_password = "gonzoopera", db_name = "qdm217211123_db", db_charset = "utf8" }; _M.server_id = ngx.md5(_M.local_ip..':'.._M.port); --- -- dump -- @param obj -- @param n -- local function dump(obj,n) local str = ''; n = n or 0; for key,value in pairs(obj) do local t = type(value) str = str.."\n"..string.rep(' ', n*4)..key..' - '..t if (t == 'table') then str = str.."\n"..dump(value,n+1); end if (t == 'string' or t == 'number') then str = str.."\n"..string.rep(' ', (n+1)*4)..value end end return str; end --- -- 转换为16进制 -- @param IN -- local function DEC_HEX(IN) return IN; -- local B,K,OUT,I,D=16,"0123456789ABCDEF","",0 -- while IN>0 do -- I=I+1 -- IN,D=math.floor(IN/B),math.mod(IN,B)+1 -- OUT=string.sub(K,D,D)..OUT -- end -- return OUT end _M.dump = dump; _M.DEC_HEX = DEC_HEX; return _M;
local AL = _G.AtlasLoot.GetLocales("esES") if not AL then return end -- These localization strings are translated on WoWAce: https://www.wowace.com/projects/atlasloot-enhanced/localization AL["--- or ---"] = "--- o ---" AL["%s will finish loading after combat."] = "%s terminará de cargarse después del combate" AL["/al - Open the AtlasLoot window."] = "/al - Abrir la ventana de AtlasLoot" AL["/al mmb - Toggle MiniMapButton"] = "/al mmb - Activar botón del minimapa" AL["/al options - Open AtlasLoot Options window."] = "/al options - Abre la ventana de opciones de AtlasLoot." AL["/al slash - Prints a list of all slash commands."] = "/al slash - Imprime un listado de todos los comandos 'slash'" AL["/al togglebg - Toggle the background image on loottables."] = "/al togglebg - Activar la imagen de fondo en las tablas de botín." AL["|cff00ff00Right-Click:|r Change Spec"] = "|cff00ff00Click-Derecho:|r Cambiar Especialización" AL["25 Player"] = "25 Jugadores" AL["25 Player Heroic"] = "25 jugadores heroico" AL["Achievement & Quest Rewards"] = "Recompensas de Logros y Misiones" AL["Achievements"] = "Logros" AL["Add achievement link into chat"] = "Añadir un enlace al logro en el chat" AL["Add item into chat"] = "Añadir item en el chat" AL["Add profession link into chat"] = "Añadir enlace a la profesión en el chat" AL["Add sound into chat"] = "Añadir sonido en el chat" AL["Aged Dalaran Wizard"] = "Zahorí de Dalaran envejecido" AL["Amulets"] = "Amuletos" AL["Apexis Crystal"] = "Cristal apexis" AL["AQ Enchants"] = "Encantamientos de AQ" AL["Arakkoa"] = "Arakkoa" AL["Arena Reward"] = "Recompensas de Arenas" AL["Argent Tournament"] = "Torneo Argenta" AL["Armor"] = "Armadura" AL["Armor Enhancements"] = "Mejoras de Armadura" AL["AtlasLoot"] = "AtlasLoot" AL["AtlasLoot Modules"] = "Módulos de AtlasLoot" AL["AtlasLoot Search"] = "Búsqueda de AtlasLoot" AL["AtlasLoot Set View"] = "Establecer vista de AtlasLoot" AL["AtlasLoot_Loader_is_no_longer_in_use"] = [=[AtlasLoot_Loader ya no está en uso. Elimínalo de tu carpeta de AddOns]=] AL["AtlasLoot_Minimap_Clicks"] = [=[|cffFF0000Click: |cffFFFFFFAbrir AtlasLoot |cffFF0000Shift+Click: |cffFFFFFFOpciones AtlasLoot]=] AL["Attack/Spell Power"] = "Poder de Ataque/Hechizo" AL["Attributes"] = "Atributos" AL["Avatar of the Martyred"] = "Avatar de los Martirizados" AL["Ayla Shadowstorm"] = "Ayla Ventiscaumbría" AL["Azeroth"] = "Azeroth" AL["Bags"] = "Bolsas" AL["Banquets/Feasts"] = "Banquetes/Festines" AL["Best Friend"] = "Mejor amigo" AL["Black Market Auction House"] = "Casa de Subastas del Mercado Negro" AL["Blue Gems"] = "Gemas azules" AL["BoE World Epics"] = "Épicos del mundo BoE" AL["Bonus Loot"] = "Botín Extra" AL["Boots"] = "Botas" AL["BoP Gems"] = "Gemas Ligadas al Recogerlas" AL["Bow"] = "Arco" AL["Bracers"] = "Brazales" AL["Brew of the Month Club"] = "Club de la cerveza del mes" AL["Brewfest"] = "Fiesta de la Cerveza" AL["Candy"] = "Dulce" AL["Card Game Tabards"] = "Tabardos del Juego de Cartas" AL["Challenge Mode Armor Sets"] = "Conjuntos de Armadura en Modo Desafío" AL["Challenge Mode Gear"] = "Equipo del Modo Desafío" AL["Chat Link"] = "Enlace de chat" AL["Chest"] = "Pechera" AL["Children's Week"] = "Semana de los Niños" AL["Class Sets"] = "Conjuntos de clase" AL["Classic Sets"] = "Equipos Clásicos" AL["Click to open Atlas instance map."] = "Haz clic para abrir el mapa de la mazmorra de Atlas" AL["Click to open AtlasLoot window"] = "Clic para abrir la ventana de AtlasLoot" AL["Click to open WoW instance map."] = "Clic para abrir el mapa del WoW de la instancia." AL["Cloak"] = "Capa" AL["Cloaks"] = "Capas" AL["Cloth"] = "Tela" AL["Cogwheels"] = "Engranajes" AL["Collections"] = "Colecciones" AL["Command %s not found. Use '/al slash' for a full list of commands"] = "Comando %s no encontrado. Use '/al slash' para obtener un listado completo de comandos" AL["Common Rewards"] = "Recompensas Comunes" AL["Copy Box"] = "Cuadro de copiado" AL["Crafting"] = "Artesanía" AL["Crossbow"] = "Ballesta" AL["Custom Modules"] = "Módulos personalizados" AL["Dagger"] = "Daga" AL["Damek Bloombeard"] = "Damek Barbaflorida" AL["Darkmoon Cards"] = "Cartas Luna Negra" AL["Darkmoon Faire"] = "Feria de la Luna Negra" AL["Day of the Dead"] = "Festividad de los Muertos" AL["Defias Overseer"] = "Sobrestante Defias" AL["Dire Maul Books"] = "Libros de La Masacre" AL["Dire Maul North Tribute Chest"] = "Cofre de Tributos de La Masacre Norte" AL["Don Carlos"] = "Don Carlos" AL["Draenei"] = "Draenei" AL["Draenor Clans"] = "Clanes de Draenor" AL["Dress up"] = "Vestirse" AL["Drinks"] = "Bebidas" AL["Droprate:"] = "Probabilidad de caída:" AL["Druid of the Fang"] = "Druida del Colmillo" AL["Dungeon %d Sets"] = "Set %d de Mazmorra" AL["Dungeon Sets"] = "Set de Mazmorra" AL["Dungeons"] = "Mazmorras" AL["Dwarf"] = "Enano" AL["Elite"] = "Élite" AL["Elixirs"] = "Elixires" AL["Entrance"] = "Entrada" AL["Exalted"] = "Exaltado" AL["Factions"] = "Facciones" AL["Feast of Winter Veil"] = "Festival de Invierno" AL["Felvine Shard"] = "Fragmento de gangrevid" AL["Firestone Vendor"] = "Vendedor de Piedras de fuego" AL["Firework"] = "Fuegos Artificiales" AL["First Fragment Guardian"] = "Guardián del primer trozo" AL["First Prize"] = "Primer precio" AL["Fishing Pole"] = "Caña de pescar" AL["Fist Weapon"] = "Arma de puño" AL["Flasks"] = "Frascos" AL["Food"] = "Comida" AL["Food without Buffs"] = "Comidas sin beneficios" AL["Fossil"] = "Fósil" AL["Friend"] = "Amigo" AL["Garrison"] = "Ciudadela" AL["Gifts & Presents"] = "Regalos" AL["Gloves"] = "Guantes" AL["Glyphs"] = "Glifos" AL["Good Friend"] = "Buen Amigo" AL["Green Gems"] = "Gemas verdes" AL["Guild"] = "Hermandad" AL["Gun"] = "Arma de fuego" AL["Hallow's End"] = "Halloween" AL["Harvest Festival"] = "Festival de la Cosecha" AL["Heirloom"] = "Reliquia" AL["Heroic"] = "Heróico" AL["ilvl %d"] = "ilvl %d" AL["Incompatible Atlas Detected"] = "Se ha detectado un Atlas incompatible " AL["It has been detected that your version of Atlas does not match the version that Atlasloot is tuned for (%s/%s). Depending on changes, there may be the occasional error, so please visit http://www.atlasmod.com as soon as possible to update."] = "Se ha detectado que tu versión de Atlas no es compatible con la versión programada para Atlasloot (%s/%s). Dependiendo de los cambios, pueden surgir algunos errores, visita http://www.atlasmod.com lo antes posible." AL["Item Enhancements"] = "Objetos de Mejora" AL["Items"] = "Objetos" AL["Knot Thimblejack"] = "Knot Thimblejack" AL["Leather"] = "Cuero" AL["Legacy Justice Points Gears"] = "Equipo de puntos de justicia de legado" AL["Legacy Valor Points Gears"] = "Equipo de puntos de valor de legado" AL["Legendary Items"] = "Objetos legendarios" AL["Legion Season %d"] = "Temporada %d de Legion" AL["Legion Season %d Elite"] = "Temporada %d élite de Legion" AL["Link the item in chat"] = "Vincula el objeto en el chat" AL["Loading Data ..."] = "Cargando datos..." AL["Love is in the Air"] = "El amor está en el aire" AL["Lunar Festival"] = "Festival Lunar" AL["Mail"] = "Correo" AL["Mantid"] = "Mantide" AL["Master Elemental Shaper Krixix"] = "Maestro de los Elementos Formacio Krixix" AL["Meta Gems"] = "Gemas meta" AL["Midsummer Fire Festival"] = "Festival del Solsticio de Verano" AL["Miscellaneous"] = "Misceláneo" AL["Model"] = "Modelo" AL["Module %s is deactivated."] = "El módulo %s está desactivado." AL["Module %s is not installed."] = "El módulo %s no está instalado." AL["Mogu"] = "Mogu" AL["Mounts"] = "Monturas" AL["Mythic"] = "Mítico" AL["Neck"] = "Cuello" AL["Necklaces"] = "Collares" AL["Nerubian"] = "Nerubiano" AL["Night Elf"] = "Elfo de la Noche" AL["No longer available"] = "No disponible" AL["No module found."] = "Módulo no encontrado" AL["Noblegarden"] = "El jardín de los nobles" AL["Non-Playable Race Masks"] = "Máscaras de razas no jugables" AL["Non-Set Gear"] = "Equipamiento No-Conjunto" AL["Normal"] = "Normal" AL["Off-Hands"] = "Mano izquierda" AL["Ogre"] = "Ogro" AL["Ogre Tannin Basket"] = "Cesta de Ogro Tanino" AL["OK"] = "Vale" AL["Old Remedies"] = "Antiguos remedios" AL["One-Hand, Axe"] = "Una mano, Hacha" AL["One-Hand, Mace"] = "Una mano, Maza" AL["One-Hand, Sword"] = "Una mano, Espada" AL["Orange Gems"] = "Gemas naranjas" AL["Orc"] = "Orco" AL["Other Buffs"] = "Otros Beneficios" AL["Overcharged Manacell"] = "Célula de maná sobrecargada" AL["Pandaren"] = "Pandaren" AL["Patterns/Plans"] = "Patrones/Recetas" AL["Permanent/Recurring Events"] = "Eventos Permanentes/Recurrentes" AL["Pets"] = "Mascotas" AL["Pilgrim's Bounty"] = "Generosidad del Peregrino" AL["Plate"] = "Placas" AL["Playable Race Masks"] = "Máscaras de razas jugables" AL["Polearm"] = "Arma de asta" AL["Potions"] = "Pociones" AL["Primal Trader"] = "Comerciante Primigenio" AL["Primary Professions"] = "Profesiones Primarias" AL["Prismatic Gems"] = "Gemas prismáticas" AL["Purple Gems"] = "Gemas moradas" AL["PvP"] = "JcJ" AL["Raid Finder"] = "Buscador de bandas" AL["Raids"] = "Bandas" AL["Rajaxx's Captains"] = "Capitanes de Rajaxx" AL["Rank %d"] = "Rango %d" AL["Rare"] = "Raro" AL["Rare Fish"] = "Pescados raros" AL["Rare Fish Rewards"] = "Recompensas raras de pesca" AL["Ratings"] = "Puntuaciones" AL["Reagents"] = "Consumibles" AL["Recipes"] = "Recetas" AL["Red Gems"] = "Gemas rojas" AL["Relic"] = "Reliquia" AL["Removed"] = "Quitado" AL["Replica available at Darkmoon Faire"] = "Réplica disponible en la Feria de la Luna Negra" AL["Required module %s is currently disabled."] = "El módulo %s requerido está desactivado." AL["Required module %s is not installed."] = "El módulo %s requerido no está instalado" AL["Rewards"] = "Recompensas" AL["Right-click to close Atlas window."] = "Clic derecho para cerrar la ventana de Atlas." AL["Ring"] = "Anillo" AL["Rings"] = "Anillos" AL["Runes"] = "Runas" AL["Scopes"] = "Miras" AL["Scrolls"] = "Pergaminos" AL["Season %d"] = "Temporada %d" AL["Seasonal Events"] = "Eventos de Temporada" AL["Second Fragment Guardian"] = "Guardián del segundo trozo" AL["Secondary Professions"] = "Profesiones Secundarias" AL["Select Module"] = "Seleccionar módulo" AL["Select Subcategory"] = "Seleccionar Sub-categoria" AL["Servant's Quarter Animal Bosses"] = "Jefes Animales en las Alcobas de los Sirvientes" AL["Set"] = "Conjunto" AL["Sets"] = "Conjuntos" AL["Setup"] = "Configuración" AL["Shared"] = "Compartido" AL["Shared Boss Loot"] = "Botín compartido por los jefes" AL["Shattered Hand Executioner"] = "Verdugo Mano Destrozada" AL["Shen'dralar Provisioner"] = "Proveedor Shen'dralar" AL["Shield"] = "Escudo" AL["Shields"] = "Escudos" AL["Shirts"] = "Camisas" AL["Shop"] = "Tienda" AL["Shoulder"] = "Hombros" AL["Show Mount in Journal"] = "Monstrar montura en guía" AL["Show Pet in Journal"] = "Mostrar Mascota en guía" AL["Shows items for all %s specializations."] = "Muestra objetos para todas las %s especializaciones." AL["Shows the item in the Dressing room"] = "Muestra el objeto en el probador" AL["Shows the sound in the copy box"] = "Muestra el sonido en la caja de copiado" AL["Slash commands:"] = "Comandos \"/\":" AL["Smokywood Pastures Vendor"] = "Vendedor de Pastos de Bosquehumeante" AL["Sounds"] = "Sonidos" AL["Source"] = "Origen" AL["Special"] = "Especial" AL["Special Rewards"] = "Recompensas Especiales" AL["Staff"] = "Bastón" AL["Stats"] = "Estadisticas" AL["Staves"] = "Bastones" AL["Stranglethorn Fishing Extravaganza"] = "Concurso de Pesca" AL["Summon"] = "Invocar" AL["Tabards"] = "Tabardos" AL["The Grim Guzzler"] = "El Tragapenas" AL["The Secret Safe"] = "El secreto seguro" AL["The Vault"] = "La caja fuerte" AL["Third Fragment Guardian"] = "Guardián del tercer trozo" AL["Thomas Yance"] = "Thomas Yance" AL["Tier %d Sets"] = "Conjuntos de Tier %d" AL["Tier Sets"] = "Conjuntos de Equipo" AL["Tier Sets - per Class"] = "Conjuntos de equipo - por clase" AL["Timed Reward Chest"] = "Cofre de recompensa con tiempo" AL["Timewalking Dungeon Event"] = "Evento de mazmorra de Paseo en el tiempo" AL["Tinker"] = "Artilugio" AL["Toggle AtlasLoot"] = "Abre/Cierra AtlasLoot" AL["Tol'vir"] = "Tol'vir" AL["Toys"] = "Juguetes" AL["Training Projects"] = "Proyectos de Entrenamiento" AL["Transmoggable Replicas"] = "Réplicas de transfiguración" AL["Transmutes"] = "Transmutaciones" AL["Trash Mobs"] = "Bichos varios" AL["Trinkets"] = "Abalorios" AL["Troll"] = "Trol" AL["Two-Hand, Axe"] = "Dos manos, Hacha" AL["Two-Hand, Mace"] = "Dos manos, Maza" AL["Two-Hand, Sword"] = "Dos manos, Espada" AL["Unfinished Painting"] = "Pintura sin terminar" AL["Unobtainable Tabards"] = "Tabardos no adquiribles" AL["Vanity Gear"] = "Equipamiento de Vanidad" AL["Varlan Highbough"] = "Varlan Ramaalta" AL["Vendor"] = "Vendedor" AL["Vendors"] = "Vendedores" AL["Vrykul"] = "Vrykul" AL["Wand"] = "Varita" AL["Wands"] = "Varitas" AL["Warlords Season %d"] = "Temporada de Warlords %d" AL["Weapon Enhancements"] = "Mejoras de Armas" AL["Weapons"] = "Armas" AL["Welcome to Atlasloot Enhanced. Please take a moment to set your preferences."] = "Te damos la bienvenida a Atlasloot Enhanced. Dedícale un momento para establecer tus preferencias." AL["World Bosses"] = "Jefes del Mundo" AL["World Events"] = "Eventos mundo" AL["Yellow Gems"] = "Gemas amarillas" AL["Zen'Vorka"] = "Zen'Vorka"
--[[ More Blocks: conversion Copyright (c) 2011-2017 Hugo Locurcio and contributors. Licensed under the zlib license. See LICENSE.md for more information. --]] -- Function to convert all stairs/slabs/etc nodes from -- inverted, wall, etc to regular + 6d facedir local dirs1 = {21, 20, 23, 22, 21} local dirs2 = {15, 8, 17, 6, 15} local dirs3 = {14, 11, 16, 5, 14} function stairsplus:register_6dfacedir_conversion(modname, material) --print("Register stairsplus 6d facedir conversion") --print('ABM for '..modname..' "'..material..'"') local objects_list1 = { modname.. ":slab_" ..material.. "_inverted", modname.. ":slab_" ..material.. "_quarter_inverted", modname.. ":slab_" ..material.. "_three_quarter_inverted", modname.. ":stair_" ..material.. "_inverted", modname.. ":stair_" ..material.. "_wall", modname.. ":stair_" ..material.. "_wall_half", modname.. ":stair_" ..material.. "_wall_half_inverted", modname.. ":stair_" ..material.. "_half_inverted", modname.. ":stair_" ..material.. "_right_half_inverted", modname.. ":panel_" ..material.. "_vertical", modname.. ":panel_" ..material.. "_top", } local objects_list2 = { modname.. ":slab_" ..material.. "_wall", modname.. ":slab_" ..material.. "_quarter_wall", modname.. ":slab_" ..material.. "_three_quarter_wall", modname.. ":stair_" ..material.. "_inner_inverted", modname.. ":stair_" ..material.. "_outer_inverted", modname.. ":micro_" ..material.. "_top" } for _, object in pairs(objects_list1) do local flip_upside_down = false local flip_to_wall = false local dest_object = object if string.find(dest_object, "_inverted") then flip_upside_down = true dest_object = string.gsub(dest_object, "_inverted", "") end if string.find(object, "_top") then flip_upside_down = true dest_object = string.gsub(dest_object, "_top", "") end if string.find(dest_object, "_wall") then flip_to_wall = true dest_object = string.gsub(dest_object, "_wall", "") end if string.find(dest_object, "_vertical") then flip_to_wall = true dest_object = string.gsub(dest_object, "_vertical", "") end if string.find(dest_object, "_half") and not string.find(dest_object, "_right_half") then dest_object = string.gsub(dest_object, "_half", "_right_half") elseif string.find(dest_object, "_right_half") then dest_object = string.gsub(dest_object, "_right_half", "_half") end --print(" +---> convert " ..object) --print(" | to " ..dest_object) minetest.register_abm({ nodenames = {object}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) local fdir = node.param2 or 0 local nfdir if flip_upside_down and not flip_to_wall then nfdir = dirs1[fdir + 2] elseif flip_to_wall and not flip_upside_down then nfdir = dirs2[fdir + 1] elseif flip_to_wall and flip_upside_down then nfdir = dirs3[fdir + 2] end minetest.set_node(pos, {name = dest_object, param2 = nfdir}) end }) end for _, object in pairs(objects_list2) do local flip_upside_down = false local flip_to_wall = false local dest_object = object if string.find(dest_object, "_inverted") then flip_upside_down = true dest_object = string.gsub(dest_object, "_inverted", "") end if string.find(dest_object, "_top") then flip_upside_down = true dest_object = string.gsub(dest_object, "_top", "") end if string.find(dest_object, "_wall") then flip_to_wall = true dest_object = string.gsub(dest_object, "_wall", "") end --print(" +---> convert " ..object) --print(" | to " ..dest_object) minetest.register_abm({ nodenames = {object}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) local fdir = node.param2 local nfdir = 20 if flip_upside_down and not flip_to_wall then nfdir = dirs1[fdir + 1] elseif flip_to_wall and not flip_upside_down then nfdir = dirs2[fdir + 2] end minetest.set_node(pos, {name = dest_object, param2 = nfdir}) end }) end end
Config = {} Config.Locations = { [1] = { ["label"] = "Hands Free Carwash", ["coords"] = vector3(26.5906, -1392.0261, 27.3634), }, [2] = { ["label"] = "Hands Free Carwash", ["coords"] = vector3(167.1034, -1719.4704, 27.2916), }, [3] = { ["label"] = "Hands Free Carwash", ["coords"] = vector3(-74.5693, 6427.8715, 29.4400), }, [4] = { ["label"] = "Hands Free Carwash", ["coords"] = vector3(-1200.4, -1720.46, 3.40), }, [5] = { ["label"] = "Hands Free Carwash", ["coords"] = vector3(1363.22, 3592.7, 34.41), }, [6] = { ["label"] = "Hands Free Carwash", ["coords"] = vector3(-699.6325, -932.7043, 17.0139), } } Config.DefaultPrice = 20
--ZFUNC-cdr-v1 local function cdr( arr ) --> tail if not arr then return nil end local n = #arr if n <= 1 then return nil end local tail = {} for i = 2, n do table.insert( tail, arr[ i ] ) end return tail end return cdr
local lsp,api = vim.lsp,vim.api local config = require('lspsaga').config_values local window = require('lspsaga.window') local libs = require('lspsaga.libs') local action = require('lspsaga.action') local implement = {} function implement.lspsaga_implementation(timeout_ms) local active,msg = libs.check_lsp_active() if not active then print(msg) return end local method = "textDocument/implementation" local params = lsp.util.make_position_params() local result = vim.lsp.buf_request_sync(0,method,params,timeout_ms or 1000) if result == nil or vim.tbl_isempty(result) then print("No location found: " .. method) return nil end result = {vim.tbl_deep_extend("force", {}, unpack(result))} if vim.tbl_islist(result) and not vim.tbl_isempty(result[1]) then local uri = result[1].result[1].uri or result[1].result[1].targetUri if #uri == 0 then return end local bufnr = vim.uri_to_bufnr(uri) if not vim.api.nvim_buf_is_loaded(bufnr) then vim.fn.bufload(bufnr) end local range = result[1].result[1].targetRange or result[1].result[1].range local start_line = 0 if range.start.line - 3 >= 1 then start_line = range.start.line - 3 else start_line = range.start.line end local content = vim.api.nvim_buf_get_lines(bufnr, start_line, range["end"].line + 1 + config.max_preview_lines, false) content = vim.list_extend({config.definition_preview_icon.."Lsp Implements",""},content) local filetype = vim.api.nvim_buf_get_option(bufnr, "filetype") local opts = { relative = "cursor", style = "minimal", } local WIN_WIDTH = vim.fn.winwidth(0) local max_width = math.floor(WIN_WIDTH * 0.5) local width, _ = vim.lsp.util._make_floating_popup_size(content, opts) if width > max_width then opts.width = max_width end local content_opts = { contents = content, filetype = filetype, } local bf,wi = window.create_win_with_border(content_opts,opts) libs.close_preview_autocmd({"CursorMoved", "CursorMovedI", "BufHidden", "BufLeave"}, wi) vim.api.nvim_buf_add_highlight(bf,-1,"DefinitionPreviewTitle",0,0,-1) api.nvim_buf_set_var(0,'lspsaga_implement_preview',{wi,1,config.max_preview_lines,10}) end end function implement.has_implement_win() local has_win,data = pcall(api.nvim_buf_get_var,0,'lspsaga_implement_preview') if not has_win then return false end if api.nvim_win_is_valid(data[1]) then return true end return false end function implement.scroll_in_implement(direction) local has_hover_win,data = pcall(api.nvim_win_get_var,0,'lspsaga_implement_preview') if not has_hover_win then return end local hover_win,height,current_win_lnum,last_lnum = data[1],data[2],data[3],data[4] if not api.nvim_win_is_valid(hover_win) then return end current_win_lnum = action.scroll_in_win(hover_win,direction,current_win_lnum,last_lnum,height) api.nvim_win_set_var(0,'lspsaga_implement_preview',{hover_win,height,current_win_lnum,last_lnum}) end return implement
local function Probe(region) return region:IsObjectType("Frame") and region:GetName():find("^StaticPopup%d+$") ~= nil end local function Describe(region, strings) local speak = false if not strings then region = Vimp_Reader:GetRoot() strings = {} speak = true end table.insert(strings, "Popup") if not speak then return strings end Vimp_Say(strings) end local function OnShow(frame) Vimp_Window:CreateDriver(frame, Probe, Describe) Vimp_Reader:HandleWindow(frame) end for index = 1, STATICPOPUP_NUMDIALOGS do _G["StaticPopup" .. index]:HookScript("OnShow", OnShow) end
-- Turing machines -- -- Collection of turing machines -- affecting different parameters -- -- TODO -- -- Add midi and output control (similar to awake) and settings to map each machine that makes sense to a midi cc -- Remove require for already imported libraries (i.e. util, see here https://monome.org/docs/norns/reference/#system-globals) mu = require "musicutil" ui = require 'ui' util = require 'util' fm = require 'formatters' Machine = include('lib/machine') machines = {} current_machine = nil engine.name = 'TuringEngine' scale_notes = {} alt = false engine_types={'Pulse', 'Sin', 'Saw', 'Tri'} ratcheting_options = {1, 2, 3, 4, 6, 8, 12, 16, 24} releases_labels = {'4', '2', '1', '1/2', '1/4', '1/8', '1/16'} releases_values = {4, 2, 1, 1/2, 1/4, 1/8, 1/16} releases = {} for i=1,#releases_labels do releases[releases_labels[i]] = releases_values end ratcheting_metro = metro.init() function init() init_machines() set_params() build_scale() screen.line_width(1) screen.aa(1) norns.enc.sens(1, 12) ratcheting_metro.event = play_next_note clock.run(update) end function init_machines() local machine_ids = {"notes", "cutoff", "velocity", "ratcheting", "release", "probability", "pan"} local machine_labels = {"Notes", "Cutoff", "Velocity", "Ratcheting", "Release", "Probability", "Pan"} local previous = nil local machine = nil for i=1,#machine_ids do machine = Machine.new(machine_ids[i], machine_labels[i]) if previous then previous.next = machine machine.previous = previous end previous = machine machines[machine_ids[i]] = machine machine:add_hidden_params() machine:init_sequence() end current_machine = machines['notes'] end function set_params() params:add_separator("Common") params:add{type="binary", id="running", name="Running", default=1, behavior='toggle', action=function(x) if x == 1 then reset() end end} params:add_group('Synth', 3) local cs = controlspec.new(1,#engine_types,'lin',1,1,'') params:add{type="control", id="type", name="Type", controlspec=cs, formatter=function(param) return engine_types[param:get()] end, action=function(x) engine.type(x) end} cs = controlspec.new(1,#releases_labels,'lin',1,4,'') params:add{type="control", id="attack", name="Attack", controlspec=cs, formatter=function(param) return releases_labels[param:get()] end, action=function(x) engine.attack(releases_values[x]) end} cs = controlspec.new(0,1,'lin',0.05,0.5,'') params:add{type="control", id="pw", name="Pulse width", controlspec=cs, action=function(x) engine.pw(x) end} params:add_separator("Machines") local cs_SEQL = controlspec.new(1,16,'lin',1,8,'') local cs_KNOB = controlspec.new(0,100,'lin',1,50,'%') local cs_CLKDIV = controlspec.new(1,16,'lin',1,1) -- Notes local machine = machines['notes'] params:add_group(machine.label, 10) local cs_NOTE = controlspec.MIDINOTE:copy() cs_NOTE.default = 48 cs_NOTE.step = 1 machine:add_params(cs_SEQL, cs_KNOB, cs_CLKDIV, cs_NOTE, function(param) return mu.note_num_to_name(param:get(), true) end) params:add{type="control", id="root_note", name="Root note", controlspec=controlspec.new(0,11,'lin',1,0), formatter=function(param) return mu.note_num_to_name(param:get(), false) end, action=function(x) build_scale() end} params:add{type="number", id="scale", name="Scale", min=1, max=#mu.SCALES, default=1, formatter=function(param) return mu.SCALES[param:get()].name end, action=function() build_scale() end} local cs_OCT = controlspec.new(0,8,'lin',1,2,'') params:add{type="control", id="min_oct", name="Min octave", controlspec=cs_OCT, formatter=fm.round(1), action=function() build_scale() end} cs_OCT = cs_OCT:copy() cs_OCT.default = 3 params:add{type="control", id="max_oct", name="Max octave", controlspec=cs_OCT, formatter=fm.round(1), action=function() build_scale() end} machine:set_extra_params({'min_oct', 'max_oct'}, {'Min oct.', 'Max oct.'}) -- Cutoff machine = machines['cutoff'] params:add_group(machine.label, 8) local cs_FREQ = controlspec.new(50,5000,'exp',10,1000,'Hz') machine:add_params(cs_SEQL, cs_KNOB, cs_CLKDIV, cs_FREQ) cs_FREQ = cs_FREQ:copy() cs_FREQ.default = 400 params:add_control("cutoff_min", "Min", cs_FREQ, fm.round(1)) cs_FREQ = cs_FREQ:copy() cs_FREQ.default = 1600 params:add_control("cutoff_max", "Max", cs_FREQ, fm.round(1)) machine:set_extra_params({'cutoff_min', 'cutoff_max'}, {'Min', 'Max'}) -- Velocity machine = machines['velocity'] params:add_group(machine.label, 8) local cs_V = controlspec.MIDIVELOCITY:copy() cs_V.default = 64 machine:add_params(cs_SEQL, cs_KNOB, cs_CLKDIV, cs_V) cs_V = controlspec.MIDIVELOCITY:copy() cs_V.default = 30 params:add_control("velocity_min", "Min", cs_V, fm.round(1)) cs_V = controlspec.MIDIVELOCITY:copy() cs_V.default = 100 params:add_control("velocity_max", "Max", cs_V, fm.round(1)) machine:set_extra_params({'velocity_min', 'velocity_max'}, {'Min', 'Max'}) -- Ratcheting machine = machines['ratcheting'] params:add_group(machine.label, 8) local cs_RAT = controlspec.new(1,#ratcheting_options,'lin',1,1) machine:add_params(cs_SEQL, cs_KNOB, cs_CLKDIV, cs_RAT) cs_RAT = cs_RAT:copy() params:add{type="control", id="ratcheting_min", name="Min", controlspec=cs_RAT, formatter=function(param) return ratcheting_options[param:get()] end} cs_RAT = cs_RAT:copy() cs_RAT.default = 4 params:add{type="control", id="ratcheting_max", name="Max", controlspec=cs_RAT, formatter=function(param) return ratcheting_options[param:get()] end} machine:set_extra_params({'ratcheting_min', 'ratcheting_max'}, {'Min', 'Max'}) -- Release machine = machines['release'] params:add_group(machine.label, 8) local cs_DUR = controlspec.new(1,#releases_labels,'lin',1,3) machine:add_params(cs_SEQL, cs_KNOB, cs_CLKDIV, cs_DUR) cs_DUR = cs_DUR:copy() params:add{type="control", id="release_min", name="Min", controlspec=cs_DUR, formatter=function(param) return releases_labels[param:get()] end} cs_DUR = cs_DUR:copy() cs_DUR.default = 5 params:add{type="control", id="release_max", name="Max", controlspec=cs_DUR, formatter=function(param) return releases_labels[param:get()] end} machine:set_extra_params({'release_min', 'release_max'}, {'Min', 'Max'}) -- Probability machine = machines['probability'] params:add_group(machine.label, 8) local cs_PROB = controlspec.AMP:copy() cs_PROB.default = 1 machine:add_params(cs_SEQL, cs_KNOB, cs_CLKDIV, cs_PROB) cs_PROB = controlspec.AMP:copy() cs_PROB.default = 0.75 params:add_control("probability_min", "Min", cs_PROB) cs_PROB = controlspec.AMP:copy() cs_PROB.default = 1 params:add_control("probability_max", "Max", cs_PROB) machine:set_extra_params({'probability_min', 'probability_max'}, {'Min', 'Max'}) -- Pan machine = machines['pan'] params:add_group(machine.label, 8) local cs_PAN = controlspec.new(-1,1,'lin',0.1,0) machine:add_params(cs_SEQL, cs_KNOB, cs_CLKDIV, cs_PAN) cs_PAN = cs_PAN:copy() cs_PAN.default = -0.3 params:add_control("pan_min", "Min", cs_PAN) cs_PAN = cs_PAN:copy() cs_PAN.default = 0.3 params:add_control("pan_max", "Max", cs_PAN) machine:set_extra_params({'pan_min', 'pan_max'}, {'Min', 'Max'}) params:default() -- Refresh dials of all machines to match default preset for _, machine in pairs(machines) do machine:refresh_dials_values(true, true) end end function build_scale() local min = math.min(params:get('min_oct'), params:get('max_oct')) + 1 local max = math.max(params:get('min_oct'), params:get('max_oct')) + 1 scale_notes = mu.generate_scale(params:get("root_note") + min * 12, params:get("scale"), max - min + 1) -- Remove last note scale_notes[#scale_notes] = nil end function round_value(value, min, max) return value * math.abs(max - min) + math.min(min, max) end function round_index(index, min, max) return math.floor(round_value(index, min, max) + 0.5) end function map_note(note, min_oct, max_oct) return math.floor(round_value(note, (min_oct+1) * 12, (max_oct+2) * 12)) end function update() while true do clock.sync(1) if params:get('running') == 1 then local ratcheting = ratcheting_options[machines['ratcheting']:get_next_value(round_index)] play_next_note() if ratcheting > 1 then ratcheting_metro:start(clock:get_beat_sec() / ratcheting, ratcheting-1) end end end end function play_next_note() local probability = machines['probability']:get_next_value(round_value) local should_play = math.random() <= probability local release = releases_values[machines['release']:get_next_value(round_index)] if should_play then engine.release(clock:get_beat_sec() * release) end local velocity = machines['velocity']:get_next_value(round_value) / 127 if should_play then engine.amp(velocity) end local cutoff = machines['cutoff']:get_next_value(round_value) if should_play then engine.cutoff(cutoff) end local pan = machines['pan']:get_next_value(round_value) if should_play then engine.pan(pan) end local note = mu.snap_note_to_array(machines['notes']:get_next_value(map_note), scale_notes) if should_play then engine.hz(mu.note_num_to_freq(note)) end redraw() end function reset() for _, machine in pairs(machines) do machine.position = 1 end end function clock.transport.start() start() end function clock.transport.stop() stop() end function clock.transport.reset() reset() end function enc(index, delta) if index==1 then if delta < 0 and current_machine.previous then current_machine = current_machine.previous elseif delta > 0 and current_machine.next then current_machine = current_machine.next end end if current_machine:get_active() then if not alt then if index==2 then current_machine:set_steps_delta(delta) elseif index==3 then current_machine:set_knob_delta(delta) end else current_machine:extra_controls_delta(index, delta) end else current_machine:extra_controls_delta(index, delta) end redraw() end function key(index, state) if current_machine:get_active() then if index == 1 then alt = state == 1 current_machine:set_dials_active(not alt) elseif index == 2 and state == 1 then if alt then current_machine:move_to_next_position() else current_machine:toggle_running() end elseif index == 3 and state == 1 then if alt then current_machine:randomize_current_step() else current_machine:init_sequence() end end redraw() end end function redraw() screen.clear() screen.fill() current_machine:redraw() screen.update() end
require "Commandeer_CommandHandler" Commandeer_CommandHandler.commands["/looc"] = function(param) if not param or param == "" then return "Usage: /looc [message]"; end processSayMessage(string.format("*%s*%s: ((%s))", "teal", Commandeer_RPName.getRPName(), param)) end Commandeer_CommandHandler.commands["/l"] = Commandeer_CommandHandler.commands["/looc"]
object_intangible_pet_massiff = object_intangible_pet_shared_massiff:new { } ObjectTemplates:addTemplate(object_intangible_pet_massiff, "object/intangible/pet/massiff.iff")
function plugindef() finaleplugin.RequireSelection = true finaleplugin.Author = "Carl Vine" finaleplugin.AuthorURL = "http://carlvine.com/?cv=lua" finaleplugin.Copyright = "CC0 https://creativecommons.org/publicdomain/zero/1.0/" finaleplugin.Version = "v1.04" finaleplugin.Date = "2022/06/15" finaleplugin.CategoryTags = "Note" finaleplugin.Notes = [[ Clear all music from the chosen layer in the surrently selected region. (Note that all of a measure's layer will be cleared even if it is partially selected). ]] return "Clear layer selective", "Clear layer selective", "Clear the chosen layer" end -- RetainLuaState will return global variable: clear_layer_number --[[ $module Layer ]] -- local layer = {} --[[ % copy Duplicates the notes from the source layer to the destination. The source layer remains untouched. @ region (FCMusicRegion) the region to be copied @ source_layer (number) the number (1-4) of the layer to duplicate @ destination_layer (number) the number (1-4) of the layer to be copied to ]] function layer.copy(region, source_layer, destination_layer) local start = region.StartMeasure local stop = region.EndMeasure local sysstaves = finale.FCSystemStaves() sysstaves:LoadAllForRegion(region) source_layer = source_layer - 1 destination_layer = destination_layer - 1 for sysstaff in each(sysstaves) do staffNum = sysstaff.Staff local noteentry_source_layer = finale.FCNoteEntryLayer(source_layer, staffNum, start, stop) noteentry_source_layer:Load() local noteentry_destination_layer = noteentry_source_layer:CreateCloneEntries( destination_layer, staffNum, start) noteentry_destination_layer:Save() noteentry_destination_layer:CloneTuplets(noteentry_source_layer) noteentry_destination_layer:Save() end end -- function layer_copy --[[ % clear Clears all entries from a given layer. @ region (FCMusicRegion) the region to be cleared @ layer_to_clear (number) the number (1-4) of the layer to clear ]] function layer.clear(region, layer_to_clear) layer_to_clear = layer_to_clear - 1 -- Turn 1 based layer to 0 based layer local start = region.StartMeasure local stop = region.EndMeasure local sysstaves = finale.FCSystemStaves() sysstaves:LoadAllForRegion(region) for sysstaff in each(sysstaves) do staffNum = sysstaff.Staff local noteentrylayer = finale.FCNoteEntryLayer(layer_to_clear, staffNum, start, stop) noteentrylayer:Load() noteentrylayer:ClearAllEntries() end end --[[ % swap Swaps the entries from two different layers (e.g. 1-->2 and 2-->1). @ region (FCMusicRegion) the region to be swapped @ swap_a (number) the number (1-4) of the first layer to be swapped @ swap_b (number) the number (1-4) of the second layer to be swapped ]] function layer.swap(region, swap_a, swap_b) local start = region.StartMeasure local stop = region.EndMeasure local sysstaves = finale.FCSystemStaves() sysstaves:LoadAllForRegion(region) -- Set layers for 0 based swap_a = swap_a - 1 swap_b = swap_b - 1 for sysstaff in each(sysstaves) do staffNum = sysstaff.Staff local noteentrylayer_1 = finale.FCNoteEntryLayer(swap_a, staffNum, start, stop) noteentrylayer_1:Load() noteentrylayer_1.LayerIndex = swap_b -- local noteentrylayer_2 = finale.FCNoteEntryLayer(swap_b, staffNum, start, stop) noteentrylayer_2:Load() noteentrylayer_2.LayerIndex = swap_a noteentrylayer_1:Save() noteentrylayer_2:Save() end end function get_user_choice() local vertical = 10 local horizontal = 110 local mac_offset = finenv.UI():IsOnMac() and 3 or 0 -- extra y-offset for Mac text box local dialog = finale.FCCustomWindow() local str = finale.FCString() str.LuaString = plugindef() dialog:SetTitle(str) str.LuaString = "Clear Layer (1-4):" local static = dialog:CreateStatic(0, vertical) static:SetText(str) static:SetWidth(horizontal) local layer_choice = dialog:CreateEdit(horizontal, vertical - mac_offset) layer_choice:SetInteger(clear_layer_number or 1) -- default layer 1 layer_choice:SetWidth(50) dialog:CreateOkButton() dialog:CreateCancelButton() return (dialog:ExecuteModal(nil) == finale.EXECMODAL_OK), layer_choice:GetInteger() end function clear_layers() local is_ok = false is_ok, clear_layer_number = get_user_choice() if not is_ok then -- user cancelled return end if clear_layer_number < 1 or clear_layer_number > 4 then finenv.UI():AlertNeutral("script: " .. plugindef(), "The layer number must be\nan integer between 1 and 4\n(not " .. clear_layer_number .. ")") return end if finenv.RetainLuaState ~= nil then finenv.RetainLuaState = true end layer.clear(finenv.Region(), clear_layer_number) end clear_layers()
local diff = { ["axisDiffs"] = { ["a2001cdnil"] = { ["name"] = "Pitch", ["removed"] = { [1] = { ["key"] = "JOY_Y", }, }, }, ["a2002cdnil"] = { ["name"] = "Roll", ["removed"] = { [1] = { ["key"] = "JOY_X", }, }, }, ["a2003cdnil"] = { ["name"] = "Rudder", ["removed"] = { [1] = { ["key"] = "JOY_RZ", }, }, }, ["a2004cdnil"] = { ["added"] = { [1] = { ["filter"] = { ["curvature"] = { [1] = -0.1, }, ["deadzone"] = 0, ["invert"] = false, ["saturationX"] = 1, ["saturationY"] = 1, ["slider"] = true, }, ["key"] = "JOY_RY", }, }, ["name"] = "Thrust", ["removed"] = { [1] = { ["key"] = "JOY_Z", }, }, }, ["a3003cd30"] = { ["added"] = { [1] = { ["key"] = "JOY_RZ", }, }, ["name"] = "HMCS SYMBOLOGY INT Knob", }, ["a3026cd2"] = { ["added"] = { [1] = { ["key"] = "JOY_SLIDER2", }, }, ["name"] = "PITCH TRIM Wheel", }, ["a3046cd16"] = { ["added"] = { [1] = { ["filter"] = { ["curvature"] = { [1] = 0, }, ["deadzone"] = 0, ["invert"] = true, ["saturationX"] = 1, ["saturationY"] = 1, ["slider"] = false, }, ["key"] = "JOY_Y", }, }, ["name"] = "RDR CURSOR Switch - Y axis", }, ["a3047cd16"] = { ["added"] = { [1] = { ["key"] = "JOY_X", }, }, ["name"] = "RDR CURSOR Switch - X axis", }, }, ["keyDiffs"] = { ["d179pnilunilcdnilvdnilvpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN13", }, }, ["name"] = "Communication menu", }, ["d3001pnilunilcd2vd0vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN66", }, }, ["name"] = "DIGITAL BACKUP Switch - OFF", }, ["d3001pnilunilcd2vd1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN65", }, }, ["name"] = "DIGITAL BACKUP Switch - BACKUP", }, ["d3002pnilu3002cd12vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN102", }, }, ["name"] = "MAL & IND LTS Test Button", }, ["d3002pnilunilcd19vd-1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN95", }, }, ["name"] = "MASTER ARM Switch - SIMULATE", }, ["d3002pnilunilcd19vd0vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN94", }, }, ["name"] = "MASTER ARM Switch - OFF", }, ["d3002pnilunilcd19vd1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN93", }, }, ["name"] = "MASTER ARM Switch - MASTER ARM", }, ["d3002pnilunilcd35vd0.1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN70", }, }, ["name"] = "IFF MASTER Knob - STBY", }, ["d3002pnilunilcd35vd0.3vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN71", }, }, ["name"] = "IFF MASTER Knob - NORM", }, ["d3002pnilunilcd35vd0vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN69", }, }, ["name"] = "IFF MASTER Knob - OFF", }, ["d3003pnilu3003cd19vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN96", }, }, ["name"] = "EMER STORES JETTISON Button", }, ["d3003pnilu3003cd2vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN92", }, }, ["name"] = "BIT Switch - OFF/BIT", }, ["d3004pnilu3004cd3vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN91", }, }, ["name"] = "FLCS PWR TEST Switch - TEST", }, ["d3005pnilu3005cd28vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN105", }, }, ["name"] = "CRS Set / Brightness Control Knob - Depress", }, ["d3005pnilu3005cd3vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN89", }, }, ["name"] = "EPU/GEN Test Switch", }, ["d3006pnilunilcd11vd0.3vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN4", }, }, ["name"] = "MASTER Switch - FORM", }, ["d3006pnilunilcd11vd0.4vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN3", }, }, ["name"] = "MASTER Switch - NORM", }, ["d3006pnilunilcd11vd0vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN5", }, }, ["name"] = "MASTER Switch - OFF", }, ["d3006pnilunilcd2vd0vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN68", }, }, ["name"] = "TRIM/AP DISC Switch - DISC", }, ["d3006pnilunilcd2vd1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN67", }, }, ["name"] = "TRIM/AP DISC Switch - NORM", }, ["d3006pnilunilcd3vd0vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN87", }, }, ["name"] = "PROBE HEAT Switch - OFF", }, ["d3006pnilunilcd3vd1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN86", }, }, ["name"] = "PROBE HEAT Switch - PROBE HEAT", }, ["d3007pnilu3007cd3vd-1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN88", }, }, ["name"] = "PROBE HEAT Switch - TEST", }, ["d3008pnilunilcd4vd0vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN74", }, }, ["name"] = "AIR REFUEL Switch - CLOSE", }, ["d3008pnilunilcd4vd1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN73", }, }, ["name"] = "AIR REFUEL Switch - OPEN", }, ["d3010pnilu3010cd2vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN80", }, }, ["name"] = "MANUAL PITCH Override Switch - OVRD/NORM", }, ["d3012pnilu3012cd6vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN99", }, }, ["name"] = "FIRE & OHEAT DETECT Test Button", }, ["d3014pnilu3014cd16vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN12", }, }, ["name"] = "Countermeasures Management Switch - Fwd", }, ["d3015pnilu3015cd16vd-1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN10", }, }, ["name"] = "Countermeasures Management Switch - Aft", }, ["d3016pnilu3016cd16vd-1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN9", }, }, ["name"] = "Countermeasures Management Switch - Left", }, ["d3017pnilu3017cd16vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN11", }, }, ["name"] = "Countermeasures Management Switch - Right", }, ["d3018pnilu3018cd17vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN82", }, }, ["name"] = "ICP Master Mode Button - A-A", }, ["d3019pnilu3019cd17vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN81", }, }, ["name"] = "ICP Master Mode Button - A-G", }, ["d3024pnilu3024cd16vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN16", }, }, ["name"] = "Transmit Switch - VHF (call radio menu)", }, ["d3025pnilu3025cd16vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN14", }, }, ["name"] = "Transmit Switch - UHF (call radio menu)", }, ["d3026pnilu3026cd16vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN17", }, }, ["name"] = "Transmit Switch - IFF OUT", }, ["d3027pnilu3027cd16vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN15", }, }, ["name"] = "Transmit Switch - IFF IN", }, ["d3031pnilu3031cd16vd-1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN20", }, }, ["name"] = "SPD BRK Switch - Aft/EXTEND (Momentary)", }, ["d3031pnilu3031cd2vd-1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN79", }, }, ["name"] = "Autopilot PITCH Switch - ATT HOLD", }, ["d3031pnilunilcd16vd0vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN19", }, }, ["name"] = "SPD BRK Switch - OFF", }, ["d3031pnilunilcd16vd1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN18", }, }, ["name"] = "SPD BRK Switch - Fwd/RETRACT", }, ["d3032pnilu3032cd2vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN77", }, }, ["name"] = "Autopilot PITCH Switch - ALT HOLD", }, ["d3032pnilunilcd2vd-1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN78", }, }, ["name"] = "Autopilot PITCH Switch - A/P OFF", }, ["d3039pnilu3039cd16vd1vpnilvu0"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN8", }, }, ["name"] = "ENABLE Switch - Depress", }, ["d3044pnilunilcd16vd-1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN7", }, }, ["name"] = "DOGFIGHT/Missile Override Switch - MISSILE OVERRIDE/CENTER", }, ["d3044pnilunilcd16vd1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN6", }, }, ["name"] = "DOGFIGHT/Missile Override Switch - DOGFIGHT/CENTER", }, ["d311pnilunilcdnilvdnilvpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN30", }, }, ["name"] = "Throttle - IDLE", }, ["d313pnilunilcdnilvdnilvpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN2", }, }, ["name"] = "Throttle - OFF", }, ["d430pnilunilcdnilvdnilvpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN75", }, }, ["name"] = "LG Handle - UP", }, ["d431pnilunilcdnilvdnilvpnilvunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN76", }, }, ["name"] = "LG Handle - DN", }, ["dnilp210u214cdnilvdnilvpnilvunil"] = { ["name"] = "View Up Right slow", ["removed"] = { [1] = { ["key"] = "JOY_BTN_POV1_UR", }, }, }, ["dnilp211u214cdnilvdnilvpnilvunil"] = { ["name"] = "View Down Right slow", ["removed"] = { [1] = { ["key"] = "JOY_BTN_POV1_DR", }, }, }, ["dnilp212u214cdnilvdnilvpnilvunil"] = { ["name"] = "View Down Left slow", ["removed"] = { [1] = { ["key"] = "JOY_BTN_POV1_DL", }, }, }, ["dnilp213u214cdnilvdnilvpnilvunil"] = { ["name"] = "View Up Left slow", ["removed"] = { [1] = { ["key"] = "JOY_BTN_POV1_UL", }, }, }, ["dnilp3004unilcd28vdnilvp-0.01vunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN103", }, }, ["name"] = "CRS Set / Brightness Control Knob - CCW/Decrease", }, ["dnilp3004unilcd28vdnilvp0.01vunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN104", }, }, ["name"] = "CRS Set / Brightness Control Knob - CW/Increase", }, ["dnilp3019unilcd39vdnilvp-0.3vunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN97", }, }, ["name"] = "COMM 1 (UHF) Power Knob - CCW/Decrease", }, ["dnilp3019unilcd39vdnilvp0.3vunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN98", }, }, ["name"] = "COMM 1 (UHF) Power Knob - CW/Increase", }, ["dnilp3022unilcd39vdnilvp-0.3vunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN100", }, }, ["name"] = "COMM 2 (VHF) Power Knob - CCW/Decrease", }, ["dnilp3022unilcd39vdnilvp0.3vunil"] = { ["added"] = { [1] = { ["key"] = "JOY_BTN101", }, }, ["name"] = "COMM 2 (VHF) Power Knob - CW/Increase", }, ["dnilp32u214cdnilvdnilvpnilvunil"] = { ["name"] = "View Left slow", ["removed"] = { [1] = { ["key"] = "JOY_BTN_POV1_L", }, }, }, ["dnilp33u214cdnilvdnilvpnilvunil"] = { ["name"] = "View Right slow", ["removed"] = { [1] = { ["key"] = "JOY_BTN_POV1_R", }, }, }, ["dnilp34u214cdnilvdnilvpnilvunil"] = { ["name"] = "View Up slow", ["removed"] = { [1] = { ["key"] = "JOY_BTN_POV1_U", }, }, }, ["dnilp35u214cdnilvdnilvpnilvunil"] = { ["name"] = "View Down slow", ["removed"] = { [1] = { ["key"] = "JOY_BTN_POV1_D", }, }, }, }, } return diff
-- If LuaRocks is installed, make sure that packages installed through it are -- found (e.g. lgi). If LuaRocks is not installed, do nothing. pcall(require, "luarocks.loader") -- Standard awesome library local gears = require("gears") local awful = require("awful") require("awful.autofocus") -- Widget and layout library local wibox = require("wibox") -- Theme handling library local beautiful = require("beautiful") -- Notification library local naughty = require("naughty") local menubar = require("menubar") -- Keys local keys = require("keys") -- Rules local rules = require("rules") -- {{{ Error handling -- Check if awesome encountered an error during startup and fell back to -- another config (This code will only ever execute for the fallback config) if awesome.startup_errors then naughty.notify({ preset = naughty.config.presets.critical, title = "Oops, there were errors during startup!", text = awesome.startup_errors }) end -- Handle runtime errors after startup do local in_error = false awesome.connect_signal("debug::error", function(err) -- Make sure we don't go into an endless error loop if in_error then return end in_error = true naughty.notify({ preset = naughty.config.presets.critical, title = "Oops, an error happened!", text = tostring(err) }) in_error = false end) end -- }}} -- {{{ Variable definitions beautiful.init(gears.filesystem.get_configuration_dir() .. "mytheme.lua") local modkey = "Mod4" awful.layout.layouts = { awful.layout.suit.tile, } -- }}} -- {{{ Set keys root.keys(keys.globalkeys) -- }}} -- {{{ Notification -- }}} -- {{{ Set rules awful.rules.rules = rules -- }}} -- {{{ Signals -- }}} -- {{{ Widgets local mytextclock = wibox.widget.textclock() local mykeyboardlayout = awful.widget.keyboardlayout() -- }}} -- {{{ Create a wibox for each screen and add it local taglist_buttons = gears.table.join( awful.button({}, 1, function(t) t:view_only() end), awful.button({ modkey }, 1, function(t) if client.focus then client.focus:move_to_tag(t) end end), awful.button({}, 3, awful.tag.viewtoggle), awful.button({ modkey }, 3, function(t) if client.focus then client.focus:toggle_tag(t) end end), awful.button({}, 4, function(t) awful.tag.viewnext(t.screen) end), awful.button({}, 5, function(t) awful.tag.viewprev(t.screen) end) ) -- }}} -- {{{ Task list local tasklist_buttons = gears.table.join( awful.button({}, 1, function(c) if c == client.focus then c.minimized = true else c:emit_signal("request::activate", "tasklist", { raise = true }) end end), awful.button({}, 3, function() awful.menu.client_list({ theme = { width = 250 } }) end), awful.button({}, 4, function() awful.client.focus.byidx(1) end), awful.button({}, 5, function() awful.client.focus.byidx(-1) end) ) -- }}} -- {{{ Configure screens awful.screen.connect_for_each_screen(function(s) -- Each screen has its own tag table. awful.tag({ " 1 ", " 2 ", " 3 ", " 4 ", " 5 ", " 6 ", " 7 ", " 8 ", " 9 " }, s, awful.layout.layouts[1]) -- Create a promptbox for each screen s.mypromptbox = awful.widget.prompt() -- Create an imagebox widget which will contain an icon indicating which layout we're using. -- We need one layoutbox per screen. s.mylayoutbox = awful.widget.layoutbox(s) s.mylayoutbox:buttons( gears.table.join( awful.button({}, 1, function() awful.layout.inc(1) end), awful.button({}, 3, function() awful.layout.inc(-1) end), awful.button({}, 4, function() awful.layout.inc(1) end), awful.button({}, 5, function() awful.layout.inc(-1) end) ) ) -- Create a taglist widget s.mytaglist = awful.widget.taglist { screen = s, filter = awful.widget.taglist.filter.all, buttons = taglist_buttons } -- Create a tasklist widget s.mytasklist = awful.widget.tasklist { screen = s, filter = awful.widget.tasklist.filter.currenttags, buttons = tasklist_buttons, style = { shape_border_width = beautiful.border_width, shape_border_color = '#777777', shape = gears.shape.rounded_bar, }, layout = { spacing = 10, spacing_widget = { { forced_width = 5, shape = gears.shape.circle, widget = wibox.widget.separator }, valign = 'center', halign = 'center', widget = wibox.container.place, }, layout = wibox.layout.flex.horizontal }, widget_template = { { { { { id = 'icon_role', widget = wibox.widget.imagebox, }, margins = 2, widget = wibox.container.margin, }, { id = 'text_role', widget = wibox.widget.textbox, }, layout = wibox.layout.fixed.horizontal, }, left = 10, right = 10, widget = wibox.container.margin }, id = 'background_role', widget = wibox.container.background, } } -- Create the wibox s.mywibox = awful.wibar({ position = "bottom", screen = s, height = 25 }) -- Add widgets to the wibox s.mywibox:setup { layout = wibox.layout.align.horizontal, { -- Left widgets layout = wibox.layout.fixed.horizontal, s.mytaglist, s.mypromptbox, }, s.mytasklist, -- Middle widget { -- Right widgets layout = wibox.layout.fixed.horizontal, wibox.widget.systray(), mytextclock, s.mylayoutbox, }, } end) -- }}} -- {{{ Signal function to execute when a new client appears. client.connect_signal("manage", function(c) if awesome.startup and not c.size_hints.user_position and not c.size_hints.program_position then -- Prevent clients from being unreachable after screen count changes. awful.placement.no_offscreen(c) end c.shape = function(cr, w, h) gears.shape.rounded_rect(cr, w, h, 10) end end) -- }}} -- {{{ Remove titlebar on floating client.connect_signal("property::floating", function(c) if c.floating then awful.titlebar.show(c) awful.placement.centered() else awful.titlebar.hide(c) end end) -- }}} -- {{{ Add a titlebar if titlebars_enabled is set to true in the rules. client.connect_signal("request::titlebars", function(c) -- buttons for the titlebar local buttons = gears.table.join( awful.button({}, 1, function() c:emit_signal("request::activate", "titlebar", { raise = true }) awful.mouse.client.move(c) end), awful.button({}, 3, function() c:emit_signal("request::activate", "titlebar", { raise = true }) awful.mouse.client.resize(c) end) ) awful.titlebar(c):setup { { -- Left awful.titlebar.widget.iconwidget(c), buttons = buttons, layout = wibox.layout.fixed.horizontal }, { -- Middle { -- Title align = "center", widget = awful.titlebar.widget.titlewidget(c) }, buttons = buttons, layout = wibox.layout.flex.horizontal }, { -- Right awful.titlebar.widget.floatingbutton(c), awful.titlebar.widget.maximizedbutton(c), awful.titlebar.widget.stickybutton(c), awful.titlebar.widget.ontopbutton(c), awful.titlebar.widget.closebutton(c), layout = wibox.layout.fixed.horizontal() }, layout = wibox.layout.align.horizontal } end) -- }}} -- {{{ Enable sloppy focus, so that focus follows mouse. client.connect_signal("mouse::enter", function(c) c:emit_signal("request::activate", "mouse_enter", { raise = false }) end) -- }}} -- {{{ Mouse bindings root.buttons(gears.table.join( -- awful.button({ }, 3, function () mymainmenu:toggle() end), awful.button({}, 4, awful.tag.viewnext), awful.button({}, 5, awful.tag.viewprev) )) -- }}} -- {{{ AutorRun awful.spawn.with_shell("feh --bg-fill --randomize ~/Pictures/wallpapers/*") -- awful.spawn.with_shell("xss-lock --transfer-sleep-lock -- slock") -- awful.spawn.with_shell("xautolock -time 20 -locker slock") awful.spawn.with_shell("xfce4-power-manager") awful.spawn.with_shell("pgrep xfce4-clipman || xfce4-clipman") awful.spawn.with_shell("mate-polkit") awful.spawn.with_shell("pgrep volumeicon || volumeicon") awful.spawn.with_shell("pamac-tray") awful.spawn.with_shell("nm-applet") awful.spawn.with_shell("picom") -- }}} beautiful.useless_gap = 2 naughty.config.defaults['icon_size'] = 100 client.connect_signal("focus", function(c) c.border_color = beautiful.border_focus end) client.connect_signal("unfocus", function(c) c.border_color = beautiful.border_normal end)
--- -- @author wesen -- @copyright 2018-2020 wesen <[email protected]> -- @release 0.1 -- @license MIT -- local BaseContentNode = require "AC-LuaServer.Core.Output.Template.TemplateNodeTree.Nodes.BaseContentNode" --- -- Represents a row field. -- -- @type RowFieldNode -- local RowFieldNode = BaseContentNode:extend() --- -- The name of this node type -- -- @tfield string name -- RowFieldNode.name = "row-field" --- -- The list of tag names that close a node of this type when they occur during the tree parsing -- -- @tfield string[] closedByTagNames -- RowFieldNode.closedByTagNames = { "row", "custom-field", "end-custom-field", "row-field" } --- -- Generates and returns a table from this node and its inner contents. -- -- @treturn string The table representation of this node -- function RowFieldNode:toTable() return table.concat(self.innerTexts) end return RowFieldNode
-- code borrowed and modified from kikito/anim8 on github: -- https://raw.githubusercontent.com/kikito/anim8/master/spec/love-mocks.lua -- thank you @kikito! -- Copyright (c) 2011 Enrique García Cota -- 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. -- mocks for LÖVE functions local unpack = _G.unpack or table.unpack local Quadmt = { __eq = function(a,b) if #a ~= #b then return false end for i,v in ipairs(a) do if b[i] ~= v then return false end end return true end, __tostring = function(self) local buffer = {} for i,v in ipairs(self) do buffer[i] = tostring(v) end return "quad: {" .. table.concat(buffer, ",") .. "}" end, getViewport = function(self) return unpack(self) end, typeOf = function(self, typ) return typ == love.Quad end, } Quadmt.__index = Quadmt local Imagemt = { getDimensions = function(self) return 1, 1 end, typeOf = function(self, typ) return typ == love.Image end, } Imagemt.__index = Imagemt _G.love = { Image = "image", -- type mocks Quad = "quad", graphics = { newQuad = function(...) return setmetatable({...}, Quadmt) end, draw = function() end, getLastDrawq = function() end, newImage = function(...) return setmetatable({...}, Imagemt) end, } }
ENT.Type = "anim" ENT.Base = "bp_base" ENT.PrintName = "Propionic Acid" ENT.Spawnable = true ENT.Category = "Blue's Pharmaceuticals" ENT.RenderGroup = RENDERGROUP_BOTH ENT.ChemicalID = 3 function ENT:SetupDataTables() self:NetworkVar("Int", 0, "LiquidAmount") end
local SettingsPerProxy: {[Proxy]: Settings} = {} local ParentsPerProxy: {[Proxy]: Proxy} = {} local ActiveListeners: ActiveListeners = {} --[=[ @class Proxy Class designed to work as a proxy table. Functions can be connected to listen for key indexing or key changes/additions ```lua local Proxy = Proxy.new() Proxy:OnIndex(function(Key: string, Value: any) -- Will not fire when the key changes print("Indexed ->", Key, Value) end) local Disconnect = Proxy:OnChange(function(Key: string, Value: any, OldValue: any) print("Changed ->", Key, Value, OldValue) end) Proxy.Test = 10 -- Output: Changed -> Test 10 nil print(Proxy.Test) -- 1st Output: Indexed -> Test 10 -- 2nd Output: 10 Disconnect() -- The connection gets disconnected by just calling it, magic! Proxy.Test = 50 -- Nothing prints out ``` ]=] local Proxy = {} Proxy.__index = Proxy --- Table that acts as the proxy. All keys will automatically be added or indexed from this table except if `rawset` or `rawget` are used --- @prop _Proxy table --- @within Proxy --- @readonly --[=[ Returns a connection that must be called to disconnect a listener function @since v3.0.0 @private @function ListenToDisconnection @within Proxy ]=] local function ListenToDisconnection(self: Proxy, Callback: (...any?) -> (), Source: string): Connection ActiveListeners[self][Source][Callback] = true local Connection: Connection Connection = function(CheckConnectionStatus: boolean?): boolean? local SourceStillExists: boolean = ActiveListeners[self] and ActiveListeners[self][Source] if SourceStillExists then if CheckConnectionStatus then return if SourceStillExists and ActiveListeners[self][Source][Callback] then true else nil end if not ActiveListeners[self][Source][Callback] then return nil end ActiveListeners[self][Source][Callback] = nil Connection = nil return nil else return nil end end return Connection end --[=[ Fires all the listeners from the specified source along with the passed arguments @since v3.0.0 @private @function FireListeners @within Proxy ]=] local function FireListeners(self: Proxy, Source: Listeners, ...: any) for Callback: (...any) -> (...any) in pairs(Source) do task.spawn(Callback, ...) end end --[=[ Connects passed callback to a signal that fires when a key is indexed @since v3.0.0 @method OnIndex @within Proxy ]=] function OnIndex(self: Proxy, Callback: (Key: string?, Value: any?, Proxy: Proxy?) -> ()): Connection return ListenToDisconnection(self, Callback, "IndexListeners") end --[=[ Connects passed function to a signal that listens to key additions or changes @since v3.0.0 @method OnChange @within Proxy ]=] function OnChange(self: Proxy, Callback: (Key: string?, Value: any?, OldValue: any?, Proxy: Proxy?) -> ()): Connection return ListenToDisconnection(self, Callback, "ChangeListeners") end --[=[ Destroys the proxy and disconnects all listeners @method Destroy @within Proxy ]=] function Destroy(self: Proxy): nil if ActiveListeners[self] then for _, Listeners: Listeners in pairs(ActiveListeners[self]) do for Connection: Connection in pairs(Listeners) do Connection() end Listeners = nil end ActiveListeners[self] = nil end SettingsPerProxy[self] = nil setmetatable(self, nil) self = nil return nil end --[=[ Fires index listeners and returns the requested key's value :::note Class members can also be indexed Proxy properties or methods can be returned when indexing them. To only set or get actual values from the proxy table, use [Proxy:Set] and [Proxy:Get] @since v3.1.3 @private @within Proxy ]=] local function Index(self: Proxy, Key: string): any local Value: any = self._Proxy[Key] if Key ~= nil and Value ~= nil then -- Otherwise, index listeners will get fired while destroying the proxy FireListeners(self, ActiveListeners[self].IndexListeners, Key, Value, self) end return Value end --[=[ Fires change listeners. Change listeners will only fire if the updated value differs from its last value :::tip Child proxies are automatically cleaned up When a key's value is changed, if the old value is a proxy object, it will automatically get cleaned up using [Proxy:Destroy] @since v3.1.3 @private @within Proxy ]=] local function NewIndex(self: Proxy, Key: string, Value: any) local CurrentValue: any = self._Proxy[Key] if CurrentValue ~= Value then if type(CurrentValue) == "table" and Proxy.IsProxy(CurrentValue) then CurrentValue:Destroy() end if type(Value) == "table" and Proxy.IsProxy(Value) and SettingsPerProxy[self].TrackChildren then SettingsPerProxy[Value].TrackChildren = true ParentsPerProxy[Value] = self end self._Proxy[Key] = Value if Key ~= nil and Value ~= nil then -- Otherwise, index listeners will get fired while destroying the proxy FireListeners(self, ActiveListeners[self].ChangeListeners, Key, Value, CurrentValue, self) end end end --[=[ Specifically looks for the desired key inside the proxy table. ```lua print(Proxy._Proxy) -- Outputs: {} print(Proxy:Get("_Proxy")) -- Outputs: nil -- Proxy._Proxy is the proxy table, since it is empty it returns an empty table -- Proxy:Get("_Proxy") is actually looking for Proxy._Proxy["_Proxy"], which is nil ``` :::info Use this in case the proxy object has a property that also is a key inside the proxy table @since v3.0.0 @method Get @within Proxy ]=] function Get(self: Proxy, Key: string): any return Index(self, Key) end --[=[ Specifically sets the value for the desired key inside the proxy table. ```lua Proxy:Set("_Proxy", 10) print(Proxy._Proxy) -- Outputs: { _Proxy = 10 } print(Proxy:Get("_Proxy")) -- Outputs: 10 -- :Set() will only modify values inside Proxy._Proxy ``` :::info Use this in case the proxy object should have a key inside the proxy table that also is a proxy property @since v3.0.0 @method Set @within Proxy ]=] function Set(self: Proxy, Key: string, Value: any): any return NewIndex(self, Key, Value) end local Methods = { Get = Get, Set = Set, Destroy = Destroy, OnIndex = OnIndex, OnChange = OnChange, } --[=[ Checks if the given table is or not a proxy (checks its metatable) ```lua local Proxy = require(Source.Proxy) local NewProxy = Proxy.new() print(Proxy.IsProxy(NewProxy)) -- Output: true print(Proxy.IsProxy({})) -- Output: false ``` :::caution A good practice is to check @since v3.1.0 @within Proxy ]=] function Proxy.IsProxy(Table: table): boolean return getmetatable(Table) == Proxy end --[=[ Creates a new proxy object @tag Constructor @within Proxy ]=] function Proxy.new(Origin: table?, Settings: Settings): Proxy local self = { _Proxy = if Origin then Origin else {} } ActiveListeners[self] = { IndexListeners = {}, ChangeListeners = {}, } SettingsPerProxy[self] = if Settings then Settings else {} return setmetatable(self, Proxy) end function Proxy:__index(Key: string): any if Methods[Key] then return Methods[Key] -- Methods are found inside a table and must be returned like this when indexed else return Index(self, Key) end end function Proxy:__newindex(Key: string, Value: any) return NewIndex(self, Key, Value) end type table = {[any]: any} --- A table that could contain any value indexed by any type of value --- @type table {[any]: any} --- @within Proxy type Connection = (CheckConnectionStatus: boolean?) -> boolean --- Connection between a signal and a listener function. To disconnect it, the connection must be called like a function with no arguments --- @type Connection (CheckConnectionStatus: boolean) -> boolean --- @within Proxy type Listeners = {[(...any) -> (...any)]: boolean} --- List of listener functions that will fire on signal events --- @type Listeners {[(...any) -> (...any)]: boolean} --- @within Proxy type ProxyListeners = { IndexListeners: Listeners, ChangeListeners: Listeners, } --- Listeners of a proxy --- @interface ProxyListeners --- @within Proxy --- .IndexListeners Listeners --- .ChangeListeners Listeners type ActiveListeners = {[table]: ProxyListeners} --- List of active listeners indexed by their parent proxy --- @type ActiveListeners {[table]: ProxyListeners} --- @within Proxy type Proxy = { _Proxy: table, IsProxy: (Table: table) -> boolean, OnChange: (self: Proxy, Callback: (Key: string?, Value: any?, OldValue: any?, Proxy: Proxy?) -> ()) -> Connection, OnIndex: (self: Proxy, Callback: (Key: string?, Value: any?, Proxy: Proxy?) -> ()) -> Connection, Set: (self: Proxy, Key: string, Value: any) -> any, Get: (self: Proxy, Key: string) -> any, Destroy: (self: Proxy) -> nil } type Settings = { TrackChildren: boolean?, } return Proxy
local BaseInstance = import("./BaseInstance") local Selection = BaseInstance:extend("Selection") return Selection
local List = script.Parent local Llama = List.Parent local t = require(Llama.t) local validate = t.table local function includes(list, value) assert(validate(list)) for _, v in ipairs(list) do if v == value then return true end end return false end return includes
print("\n motor.lua hv180829.1817\n") --timers personnels hvtimer1=tmr.create() hvtimer2=tmr.create() hvtimer3=tmr.create() hvtimer4=tmr.create() --parametres pour les moteurs pin_a_speed = 1 pin_a_dir = 3 pin_b_speed = 2 pin_b_dir = 4 FWD = gpio.LOW REV = gpio.HIGH duty = 1023 --initialise moteur A gpio.mode(pin_a_speed,gpio.OUTPUT) gpio.write(pin_a_speed,gpio.LOW) pwm.setup(pin_a_speed,50,duty) --PWM 1KHz, Duty 1023 pwm.start(pin_a_speed) pwm.setduty(pin_a_speed,0) gpio.mode(pin_a_dir,gpio.OUTPUT) gpio.write(pin_a_dir,FWD) --initialise moteur B gpio.mode(pin_b_speed,gpio.OUTPUT) gpio.write(pin_b_speed,gpio.LOW) pwm.setup(pin_b_speed,50,duty) --PWM 1KHz, Duty 1023 pwm.start(pin_b_speed) pwm.setduty(pin_b_speed,0) gpio.mode(pin_b_dir,gpio.OUTPUT) gpio.write(pin_b_dir,FWD) function forward() gpio.write(pin_a_dir,FWD) gpio.write(pin_b_dir,FWD) pwm.setduty(pin_a_speed,(zpeed * duty) / 100) pwm.setduty(pin_b_speed,(zpeed * duty) / 100) end function stop() pwm.setduty(pin_a_speed,0) pwm.setduty(pin_b_speed,0) end function set_speed() pwm.setduty(pin_a_speed,(zpeed * duty) / 100) pwm.setduty(pin_b_speed,(zpeed * duty) / 100) end function right() tmr.unregister(hvtimer1) print("right") gpio.write(pin_a_dir,FWD) gpio.write(pin_b_dir,REV) pwm.setduty(pin_a_speed,(zpeed * duty) / 100) pwm.setduty(pin_b_speed,(zpeed * duty) / 100) tmr.alarm(hvtimer1, 500, tmr.ALARM_SINGLE, forward) end function left() gpio.write(pin_a_dir,REV) gpio.write(pin_b_dir,FWD) pwm.setduty(pin_a_speed,(zpeed * duty) / 100) pwm.setduty(pin_b_speed,(zpeed * duty) / 100) tmr.alarm(hvtimer2, 500, tmr.ALARM_SINGLE, forward) end function backward() gpio.write(pin_a_dir,REV) gpio.write(pin_b_dir,REV) pwm.setduty(pin_a_speed,(zpeed * duty) / 100) pwm.setduty(pin_b_speed,(zpeed * duty) / 100) tmr.alarm(hvtimer3, 1000, tmr.ALARM_SINGLE, right) -- tmr.alarm(hvtimer4, 2000, tmr.ALARM_SINGLE, forward) end
-- add target target("tbox_test") -- set kind set_kind("binary") -- add defines add_defines("__tb_prefix__=\"tbox_test\"") -- add packages add_packages("tbox") -- add files add_files("*.cpp")
-- Copyright (C) 2018-2021 by KittenOS NEO contributors -- -- Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted. -- -- THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF -- THIS SOFTWARE. -- metamachine-vgpu.lua : Virtual GPU library -- Authors: 20kdc return function (icecap, address, path, ro) if path ~= "/" then icecap.makeDirectory(path:sub(1, #path - 1)) end local function resolvePath(p, post) local pth = {} local issue = false string.gsub(p, "[^\\/]+", function (str) if str == ".." then if not pth[1] then issue = true else table.remove(pth, #pth) end elseif str ~= "." then table.insert(pth, str) end end) if issue then return end local str = path if post then str = str:sub(1, #str - 1) end for k, v in ipairs(pth) do if k > 1 or post then str = str .. "/" end str = str .. v end return str end local function wrapThing(fn, post, roStop) -- If we're adding a "/", we get rid of the original "/". -- local pofx = "" if post then pofx = "/" end return function (p) if ro and roStop then return false, "read-only filesystem" end p = resolvePath(p, post) if p then local nt = {pcall(fn, p .. pofx)} if nt[1] then return table.unpack(nt, 2) end end return nil, "no such file or directory" end end local function wrapStat(s) return wrapThing(function (px) local stat = icecap.stat(px) if stat then return stat[s] end end, false, false) end local handles = {} local lHandle = 0 local modeMapping = { r = false, rb = false, w = true, wb = true, a = "append", ab = "append" } return { type = "filesystem", getLabel = function () return "VFS" end, setLabel = function (label) end, isReadOnly = function () return ro or icecap.isReadOnly() end, spaceUsed = function () return icecap.spaceUsed() end, spaceTotal = function () return icecap.spaceTotal() end, list = wrapThing(icecap.list, true, false), exists = wrapThing(function (px) if icecap.stat(px) then return true end return false end, false, false), isDirectory = wrapStat(1), size = wrapStat(2), lastModified = wrapStat(3), makeDirectory = wrapThing(icecap.makeDirectory, false, true), rename = function (a, b) if ro then return false, "read-only filesystem" end a = resolvePath(a) b = resolvePath(b) if not (a and b) then return nil, a end return icecap.rename(a, b) end, remove = wrapThing(icecap.remove, false, true), -- open = function (p, mode) checkArg(1, p, "string") p = resolvePath(p) if not p then return nil, "failed to open" end if rawequal(mode, nil) then mode = "r" end if modeMapping[mode] == nil then error("unsupported mode " .. tostring(mode)) end mode = modeMapping[mode] if (mode ~= false) and ro then return nil, "read-only filesystem" end lHandle = lHandle + 1 handles[lHandle] = icecap.open(p, mode) if not handles[lHandle] then return nil, "failed to open" end return lHandle end, read = function (fh, len) checkArg(1, fh, "number") checkArg(2, len, "number") if not handles[fh] then return nil, "bad file descriptor" end if not handles[fh].read then return nil, "bad file descriptor" end return handles[fh].read(len) end, write = function (fh, data) checkArg(1, fh, "number") if not handles[fh] then return nil, "bad file descriptor" end if not handles[fh].write then return nil, "bad file descriptor" end return handles[fh].write(data) end, seek = function (fh, whence, point) checkArg(1, fh, "number") if not handles[fh] then return nil, "bad file descriptor" end if not handles[fh].seek then return nil, "bad file descriptor" end return handles[fh].seek(whence, point) end, close = function (fh) checkArg(1, fh, "number") if not handles[fh] then return nil, "bad file descriptor" end handles[fh].close() handles[fh] = nil return true end, } end
function createVRML(header) local vrml = {} vrml.__type = 'vrml' vrml.__header = header return vrml end function createPROTO(protoName) local proto = {} proto.__name = protoName proto.__type = 'proto' return proto end function createNode(nodeName, nodeType) local node = {} node.__name = nodeName node.__nodeType = nodeType node.__type = 'node' node.__def = 0 return node end function createField(fieldName, value) local field = {} if type(value) == 'table' then field = value end field.__name = fieldName field.__type = 'field' return field end function createMultiField(fieldName, value) local field = {} if type(value) == 'table' then field = value end field.__name = fieldName field.__type = 'multifield' return field end function createProto(protoName) local proto = {} proto.__name = protoName proto.__type = 'field' return proto end function indentSpace(indent) local str = '' for i = 1, indent do str = str..' ' end return str end function writeproto(file, proto, indent) file:write(indentSpace(indent)..'PROTO '..proto.__name..' [') if proto.declaration then end file:write(indentSpace(indent)..']\n') file:write(indentSpace(indent)..' {\n') for k, v in ipairs(proto) do _G['write'..v.__type](file, v, indent + 1) end file:write(indentSpace(indent)..'}\n') end function writenode(file, node, indent) if node.__name then if node.__def == 1 then file:write(indentSpace(indent)..'DEF '..node.__name..' ') else file:write(indentSpace(indent)..node.__name..' ') end file:write(node.__nodeType..' {\n') else file:write(indentSpace(indent)..node.__nodeType..' {\n') end for k, v in ipairs(node) do _G['write'..v.__type](file, v, indent + 1) end file:write(indentSpace(indent)..'}\n') end function writefield(file, field, indent) file:write(indentSpace(indent)..field.__name) for k, v in ipairs(field) do file:write(' '..v) end file:write(indentSpace(indent)..'\n') end function writemultifield(file, field, indent) file:write(indentSpace(indent)..field.__name..' [\n') local numCount = 0 local maxLineNum = 4 for i = 1, #field do if type(field[i]) == 'string' then file:write(indentSpace(indent+1)..'"'..field[i]..'"\n') elseif type(field[i]) == 'number' then file:write(indentSpace(indent+1)) file:write(field[i]..' ') numCount = numCount + 1 if field.__delimiterFreq and numCount % field.__delimiterFreq == 0 then file:write(field.__delimiter) end if numCount % maxLineNum == 0 then file:write(indentSpace(indent)..'\n') end elseif type(field[i]) == 'table' then _G['write'..field[i].__type](file, field[i], indent + 1) end end file:write(indentSpace(indent)..']\n') end function saveVRML(vrml, filename) if vrml.__type ~= 'vrml' then error('input must be created by createVRML') end local indent = 0 file = assert(io.open(filename, 'w')) if vrml.__header then file:write(vrml.__header) file:write('\n\n') end for k, v in ipairs(vrml) do _G['write'..v.__type](file, v, indent) end end
local has_telescope, telescope = pcall(require, "telescope") if not has_telescope then error("telescope-gitmoji.nvim requires telescope.nvim - https://github.com/nvim-telescope/telescope.nvim") end local gm_actions = require("telescope._extensions.gitmoji.actions") local gm_picker = require("telescope._extensions.gitmoji.picker") local gm_emojis = require("telescope._extensions.gitmoji.emojis") local action = gm_actions.commit local search = function(opts) opts = opts or {} defaults = { action = action, } gm_picker(vim.tbl_extend("force", defaults, opts)) end return telescope.register_extension({ setup = function(cfg) action = cfg.action or gm_actions.commit end, exports = { gitmoji = search, }, })
mouse_x = 0 mouse_y = 0 game_width = 0 game_height = 0 game_time = 0 function updateGlobals(dt) game_time = game_time + dt mouse_x = love.mouse.getX() mouse_y = love.mouse.getY() game_width = love.graphics.getWidth() game_height = love.graphics.getHeight() end
local param = config.param return { handler = function(context) context.request.method = context.request.query[param]:upper() return nil, true end, options = { predicate = function(context) if context.request.query[param] then return true end return false end } }
project "Gaff" if _ACTION then location(GetFrameworkLocation()) end kind "StaticLib" language "C++" files { "**.h", "**.cpp", "**.inl", "**.lua" } includedirs { "include", "../../Dependencies/EASTL/include", "../../Dependencies/rapidjson", "../../Dependencies/mpack" } flags { "FatalWarnings" } filter { "system:windows" } defines { "_CRT_SECURE_NO_WARNINGS" } excludes { "**/*_Linux.*", "*_Linux.*" } filter {} SetupConfigMap()
local lsp_status = require('lsp-status') lsp_status.register_progress() -- local capabilities = vim.lsp.protocol.make_client_capabilities() -- capabilities.textDocument.completion.completionItem.snippetSupport = true require("lspconfig").clangd.setup { capabilities = lsp_status.capabilities, on_attach = lsp_status.on_attach, init_options = {clangdFileStatus = true}, handlers = lsp_status.extensions.clangd.setup() } -- handlers = lsp_status.extensions.clangd.setup(), -- init_options = { -- clangdFileStatus = true -- }, -- on_attach = lsp_status.on_attach, -- capabilities = lsp_status.capabilities, -- default_config = { -- cmd = { -- "clangd", "--background-index", "--pch-storage=memory", -- "--clang-tidy", "--suggest-missing-includes" -- }, -- filetypes = {"c", "cpp", "objc", "objcpp"}, -- }
return { TRACER = { prefix = "[trace] ", queueCount = 16, dumpParams = true, dumpResults = true }, CHECKER = { mode = { input = 1, output = 2 }, maxDepth = 3 } }
function DoSubSystemDemand_Bentusi() end CpuBuildSS_DefaultSubSystemDemandRules = DoSubSystemDemand_Bentusi
--- --- Bagels --- Ported by Joe Nellis. --- Text displayed is altered slightly from the original program to allow for --- more (or less) than three digits to be guessed. Change the difficulty to --- the number of digits you wish in the secret code. --- --- difficult is number of digits to use local difficulty = 3 print [[ BAGELS CREATIVE COMPUTING MORRISTOWN, NEW JERSEY ]] function getInput(prompt) io.write(prompt) io.flush() local input = io.read("l") if not input then --- test for EOF print("GOODBYE") os.exit(0) end return input end local needsRules = getInput("WOULD YOU LIKE THE RULES? (YES OR NO) ") print() if needsRules:match("[yY].*") then print(string.format( [[ I AM THINKING OF A %u DIGIT NUMBER. TRY TO GUESS MY NUMBER AND I WILL GIVE YOU CLUES AS FOLLOWS: PICO - ONE DIGIT CORRECT BUT IN THE WRONG POSITION FERMI - ONE DIGIT CORRECT AND IN THE RIGHT POSITION BAGELS - NO DIGITS ]], difficulty)) end function play(numDigits, score) local digits = { "1", "2", "3", "4", "5", "6", "7", "8", "9", "0" } --- secret number must not have duplicate digits --- randomly swap numDigits at the head of this list to create secret number for i = 1, numDigits do local j = math.random(1, 10) digits[i], digits[j] = digits[j], digits[i] end print "O.K. I HAVE A NUMBER IN MIND." for guessNum = 1, 20 do :: GUESS_AGAIN :: ---<!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! local guess = getInput(string.format("GUESS #%u\t?",guessNum)) if #guess ~= numDigits then print("TRY GUESSING A", numDigits, "DIGIT NUMBER.") goto GUESS_AGAIN elseif not guess:match("^(%d+)$") then print("WHAT?") goto GUESS_AGAIN else --- check if user has duplicate digits for i = 1, numDigits - 1 do for j = i + 1, numDigits do if (guess:sub(i, i) == guess:sub(j, j)) then print("OH, I FORGOT TO TELL YOU THAT THE NUMBER I HAVE") print("IN MIND HAS NO TWO DIGITS THE SAME.") goto GUESS_AGAIN end end end end local report = "" --- check for picos, right digit, wrong place for i = 1, numDigits do for j = i + 1, numDigits - 1 + i do if (guess:sub(i, i) == digits[(j - 1) % numDigits + 1]) then report = report .. "PICO " end end end --- check for fermis, right digit, right place for i = 1, numDigits do if (guess:sub(i, i) == digits[i]) then report = report .. "FERMI " end end if (report == string.rep("FERMI ", numDigits)) then print "YOU GOT IT!!!" print "" score = score + 1 goto PLAY_AGAIN end if (report == "") then print("BAGELS") else print(report) end end print "OH WELL." print("THAT'S TWENTY GUESSES. MY NUMBER WAS " .. table.concat(digits, "", 1, numDigits)) :: PLAY_AGAIN :: ---<!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! local playAgain = getInput("PLAY AGAIN (YES OR NO)?") print() if (playAgain:match("[yY].*")) then return play(numDigits, score) else if (score > 0) then print("A", score, "POINT BAGELS BUFF!!") end print "HOPE YOU HAD FUN. BYE." end end play(difficulty, 0) --- default is numDigits=3, score=0
AddCSLuaFile() ENT.Type = "anim" function ENT:SetupDataTables() self:NetworkVar( "Bool",0, "Disabled" ) self:NetworkVar( "Bool",1, "CleanMissile" ) self:NetworkVar( "Bool",2, "DirtyMissile" ) self:NetworkVar( "Entity",0, "Attacker" ) self:NetworkVar( "Entity",1, "Inflictor" ) self:NetworkVar( "Entity",2, "LockOn" ) self:NetworkVar( "Float",0, "StartVelocity" ) end if SERVER then function ENT:SpawnFunction( ply, tr, ClassName ) if not tr.Hit then return end local ent = ents.Create( ClassName ) ent:SetPos( tr.HitPos + tr.HitNormal * 90 ) ent:Spawn() ent:Activate() return ent end function ENT:BlindFire() if self:GetDisabled() then return end local pObj = self:GetPhysicsObject() if IsValid( pObj ) then pObj:SetVelocityInstantaneous( self:GetForward() * 90000000 ) end end function ENT:Initialize() self:SetModel( "models/weapons/w_missile_launch.mdl" ) self:PhysicsInit( SOLID_VPHYSICS ) self:SetMoveType( MOVETYPE_VPHYSICS ) self:SetSolid( SOLID_VPHYSICS ) self:SetRenderMode( RENDERMODE_TRANSALPHA ) self:PhysWake() local pObj = self:GetPhysicsObject() if IsValid( pObj ) then pObj:EnableGravity( false ) pObj:SetMass( 1 ) end self.SpawnTime = CurTime() end function ENT:Think() local curtime = CurTime() self:NextThink( curtime ) local Target = self:GetLockOn() if IsValid( Target ) then self:BlindFire() else self:BlindFire() end if self.MarkForRemove then self:Detonate() end if self.Explode then local Inflictor = self:GetInflictor() local Attacker = self:GetAttacker() util.BlastDamage( IsValid( Inflictor ) and Inflictor or Entity(0), IsValid( Attacker ) and Attacker or Entity(0), self:GetPos(),300,600) self:Detonate() end if (self.SpawnTime + 12) < curtime then self:Detonate() end return true end local IsThisSimfphys = { ["gmod_sent_vehicle_fphysics_base"] = true, ["gmod_sent_vehicle_fphysics_wheel"] = true, } function ENT:PhysicsCollide( data ) if self:GetDisabled() then self.MarkForRemove = true else local HitEnt = data.HitEntity if IsValid( HitEnt ) and not self.Explode then local Class = HitEnt:GetClass():lower() if IsThisSimfphys[ Class ] then local Pos = self:GetPos() if Class == "gmod_sent_vehicle_fphysics_wheel" then HitEnt = HitEnt:GetBaseEnt() end local effectdata = EffectData() effectdata:SetOrigin( Pos ) effectdata:SetNormal( -self:GetForward() ) util.Effect( "manhacksparks", effectdata, true, true ) local dmginfo = DamageInfo() dmginfo:SetDamage( 3000 ) dmginfo:SetAttacker( IsValid( self:GetAttacker() ) and self:GetAttacker() or self ) dmginfo:SetDamageType( DMG_DIRECT ) dmginfo:SetInflictor( self ) dmginfo:SetDamagePosition( Pos ) HitEnt:TakeDamageInfo( dmginfo ) end if HitEnt.LFS or HitEnt.IdentifiesAsLFS then local Pos = self:GetPos() local effectdata = EffectData() effectdata:SetOrigin( Pos ) effectdata:SetNormal( -self:GetForward() ) util.Effect( "manhacksparks", effectdata, true, true ) local dmginfo = DamageInfo() dmginfo:SetDamage( 500 ) dmginfo:SetAttacker( IsValid( self:GetAttacker() ) and self:GetAttacker() or self ) dmginfo:SetDamageType( DMG_DIRECT ) dmginfo:SetInflictor( self ) dmginfo:SetDamagePosition( Pos ) HitEnt:TakeDamageInfo( dmginfo ) end end self.Explode = true end end function ENT:BreakMissile() if not self:GetDisabled() then self:SetDisabled( true ) local pObj = self:GetPhysicsObject() if IsValid( pObj ) then pObj:EnableGravity( true ) self:PhysWake() end end end function ENT:Detonate() local effectdata = EffectData() effectdata:SetOrigin( self:GetPos() ) util.Effect( "astw2_halo3_explosion_fuelrod", effectdata ) self:Remove() end function ENT:OnTakeDamage( dmginfo ) if dmginfo:GetDamageType() ~= DMG_AIRBOAT then return end if self:GetAttacker() == dmginfo:GetAttacker() then return end self:BreakMissile() end else function ENT:Initialize() self.snd = CreateSound(self, "weapons/flaregun/burn.wav") self.snd:Play() local effectdata = EffectData() effectdata:SetOrigin( self:GetPos() ) effectdata:SetEntity( self ) util.Effect( "fuelrod_trail", effectdata ) end function ENT:Draw() self:DrawModel() end function ENT:SoundStop() if self.snd then self.snd:Stop() end end function ENT:Think() if self:GetDisabled() then self:SoundStop() end return true end function ENT:OnRemove() self:SoundStop() end end
local Buffer = require("neogit.lib.buffer") local GitCommandHistory = require("neogit.buffers.git_command_history") local git = require("neogit.lib.git") local cli = require('neogit.lib.git.cli') local util = require("neogit.lib.util") local notif = require("neogit.lib.notification") local config = require("neogit.config") local a = require'neogit.async' local refreshing = false local current_operation = nil local status = {} local locations = {} local status_buffer = nil local hunk_header_matcher = vim.regex('^@@.*@@') local diff_add_matcher = vim.regex('^+') local diff_delete_matcher = vim.regex('^-') local function line_is_hunk(line) -- This returns a false positive on untracked file entries return not vim.fn.matchlist(line, "^\\(Modified\\|New file\\|Deleted\\|Conflict\\) .*")[1] end local function get_section_idx_for_line(linenr) for i, l in pairs(locations) do if l.first <= linenr and linenr <= l.last then return i end end return nil end local function get_location(section_name) for _,l in pairs(locations) do if l.name == section_name then return l end end end local function get_section_item_idx_for_line(linenr) local section_idx = get_section_idx_for_line(linenr) local section = locations[section_idx] if section == nil then return nil, nil end for i, item in pairs(status[section.name]) do if item.first <= linenr and linenr <= item.last then return section_idx, i end end return section_idx, nil end local function get_section_item_for_line(linenr) local section_idx, item_idx = get_section_item_idx_for_line(linenr) local section = locations[section_idx] if section == nil then return nil, nil end return section, status[section.name][item_idx] end local function get_current_section_item() return get_section_item_for_line(vim.fn.line(".")) end local function toggle_sign_at_line(line) local sign_info = status_buffer:get_sign_at_line(line, "fold_markers") local sign = sign_info.signs[1] if sign ~= nil then local parts = vim.split(sign.name, ":") local new_name = (parts[1] == "NeogitOpen" and "NeogitClosed" or "NeogitOpen") .. ":" .. parts[2] status_buffer:place_sign(line, new_name, 'fold_markers') end end local function toggle() vim.cmd("silent! normal za") if not config.values.disable_signs then local section, item = get_current_section_item() if section == nil then return end local line = item ~= nil and item.first or section.first local on_hunk = item ~= nil and line_is_hunk(vim.fn.getline('.')) if on_hunk then local ignored_sections = { "untracked_files", "stashes", "unpulled", "unmerged" } for _, val in pairs(ignored_sections) do if val == section.name then return end end local hunk = get_current_hunk_of_item(item) line = item.first + hunk.first end toggle_sign_at_line(line) end end local function change_to_str(change) if change.original_name ~= nil then return string.format("%s %s -> %s", change.type, change.original_name, change.name) else return string.format("%s %s", change.type, change.name) end end local function display_status() status_buffer:unlock() local old_view = vim.fn.winsaveview() status_buffer:clear_sign_group('hl') status_buffer:clear() if status_buffer == nil then return end locations = {} local line_idx = 2 local output = { "Head: " .. status.head.branch .. " " .. status.head.message } if status.upstream ~= nil then line_idx = line_idx + 1 table.insert(output, "Push: " .. status.upstream.branch .. " " .. status.upstream.message) end table.insert(output, "") local function write(str) table.insert(output, str) line_idx = line_idx + 1 end local function write_section(options) local items if options.items == nil then items = status[options.name] else items = options.items end local len = #items if len ~= 0 then if type(options.title) == "string" then write(string.format("%s (%d)", options.title, len)) else write(options.title()) end local location = { name = options.name, first = line_idx, last = 0, files = {} } for _, item in pairs(items) do local name local hunks = {} local current_hunk if options.display then name = options.display(item) elseif type(item) == "string" then name = item else name = item.name end write(name) if type(item) == "table" then item.first = line_idx end if item.diff_content ~= nil then for _, diff_line in ipairs(item.diff_content.lines) do write(diff_line) if hunk_header_matcher:match_str(diff_line) then if current_hunk ~= nil then current_hunk.last = line_idx - 1 table.insert(hunks, current_hunk) end current_hunk = { first = line_idx } status_buffer:place_sign(line_idx, 'NeogitHunkHeader', 'hl') elseif diff_add_matcher:match_str(diff_line) then status_buffer:place_sign(line_idx, 'NeogitDiffAdd', 'hl') elseif diff_delete_matcher:match_str(diff_line) then status_buffer:place_sign(line_idx, 'NeogitDiffDelete', 'hl') end end item.diff_open = true end if type(item) == "table" then item.last = line_idx if current_hunk ~= nil then current_hunk.last = line_idx table.insert(hunks, current_hunk) end end table.insert(location.files, { first = item.first, last = item.last, hunks = hunks }) end location.last = line_idx write("") table.insert(locations, location) end end write_section({ name = "untracked_files", title = "Untracked files" }) write_section({ name = "unstaged_changes", title = "Unstaged changes", display = change_to_str }) write_section({ name = "unmerged_changes", title = "Unmerged changes", display = change_to_str }) write_section({ name = "staged_changes", title = "Staged changes", display = change_to_str }) write_section({ name = "stashes", title = "Stashes", display = function(stash) return "stash@{" .. stash.idx .. "} " .. stash.name end }) if status.upstream ~= nil then write_section({ name = "unpulled", title = function() return "Unpulled from " .. status.upstream.branch .. " (" .. #status.unpulled .. ")" end, }) write_section({ name = "unmerged", title = function() return "Unmerged into " .. status.upstream.branch .. " (" .. #status.unmerged .. ")" end, }) end status_buffer:set_lines(0, -1, false, output) status_buffer:set_foldlevel(2) for _,l in pairs(locations) do local items = status[l.name] if items ~= nil and l.name ~= "stashes" and l.name ~= "unpulled" and l.name ~= "unmerged" then for _, i in pairs(items) do if i.diff_content ~= nil then for _,h in ipairs(i.diff_content.hunks) do status_buffer:create_fold(i.first + h.first, i.first + h.last) status_buffer:open_fold(i.first + h.first) if not config.values.disable_signs then status_buffer:place_sign(i.first + h.first, "NeogitOpen:hunk", "fold_markers") end end end status_buffer:create_fold(i.first, i.last) if not config.values.disable_signs and l.name ~= "untracked_files" then status_buffer:place_sign(i.first, "NeogitClosed:item", "fold_markers") end end end status_buffer:create_fold(l.first, l.last) status_buffer:open_fold(l.first) if not config.values.disable_signs then status_buffer:place_sign(l.first, "NeogitOpen:section", "fold_markers") end end vim.fn.winrestview(old_view) status_buffer:lock() end function primitive_move_cursor(line) for _,l in pairs(locations) do if l.first <= line and line <= l.last then vim.api.nvim_win_set_cursor(0, { l.first, 0 }) break end end end --- TODO: rename --- basically moves the cursor to the next section if the current one has no more items --@param name of the current section --@param name of the next section --@returns whether the function managed to find the next cursor position function contextually_move_cursor(current, next, item_idx) local items = status[current] local items_len = #items if items_len == 0 then local staged_changes = status[next] if #staged_changes ~= 0 then vim.api.nvim_win_set_cursor(0, { get_location(next).first + 1, 0 }) end return true else local line = get_location(current).first if item_idx > items_len then line = line + items_len else line = line + item_idx end vim.api.nvim_win_set_cursor(0, { line, 0 }) return true end return false end local function refresh_status() if status_buffer == nil then return end for _,x in ipairs({ 'untracked_files', 'unstaged_changes', 'unmerged_changes', 'staged_changes', 'unpulled', 'unmerged', 'stashes' }) do for _,i in ipairs(status[x]) do i.diff_open = false end end local line = vim.fn.line(".") local section_idx = get_section_idx_for_line(line) local section = locations[section_idx] display_status() if section == nil then primitive_move_cursor(line) return end local item_idx = line - section.first if section.name == "unstaged_changes" then if contextually_move_cursor("unstaged_changes", "staged_changes", item_idx) then return end elseif section.name == "staged_changes" then if contextually_move_cursor("staged_changes", "unstaged_changes", item_idx) then return end elseif section.name == "untracked_files" then if contextually_move_cursor("untracked_files", "staged_changes", item_idx) or contextually_move_cursor("untracked_files", "unstaged_changes", item_idx) then return end end primitive_move_cursor(line) end local load_diffs = a.sync(function () local unstaged = {} local staged = {} for _,c in pairs(status.unstaged_changes) do if c.type ~= "Deleted" and c.type ~= "New file" and not c.diff_open and not c.diff_content then table.insert(unstaged, c) end end local unstaged_len = #unstaged for _,c in pairs(status.staged_changes) do if c.type ~= "Deleted" and c.type ~= "New file" and not c.diff_open and not c.diff_content then table.insert(staged, c) end end local cmds = {} for _, c in pairs(unstaged) do if c.original_name ~= nil then table.insert(cmds, cli.diff.files(c.original_name, c.name)) else table.insert(cmds, cli.diff.files(c.name)) end end for _, c in pairs(staged) do if c.original_name ~= nil then table.insert(cmds, cli.diff.cached.files(c.original_name, c.name)) else table.insert(cmds, cli.diff.cached.files(c.name)) end end local results = { a.wait(git.cli.in_parallel(unpack(cmds)).call()) } for i=1,unstaged_len do local name = unstaged[i].name for _,c in pairs(status.unstaged_changes) do if c.name == name then c.diff_content = git.diff.parse(vim.split(results[i], '\n')) break end end end for i=unstaged_len+1,#results do local name = staged[i - unstaged_len].name for _,c in pairs(status.staged_changes) do if c.name == name then c.diff_content = git.diff.parse(vim.split(results[i], '\n')) break end end end end) function __NeogitStatusRefresh(force) local function wait(ms) vim.wait(ms or 1000, function() return not refreshing end) end if refreshing or (status_buffer ~= nil and not force) then return wait end a.dispatch(function () refreshing = true status = a.wait(git.status.get()) if status ~= nil then a.wait(load_diffs()) a.wait_for_textlock() refresh_status() end a.wait_for_textlock() vim.cmd [[do <nomodeline> User NeogitStatusRefreshed]] refreshing = false end) return wait end function __NeogitStatusOnClose() status_buffer = nil end function get_hunk_of_item_for_line(item, line) local hunk local lines = {} for _,h in pairs(item.diff_content.hunks) do if item.first + h.first <= line and line <= item.first + h.last then hunk = h for i=hunk.first,hunk.last do table.insert(lines, item.diff_content.lines[i]) end break end end return hunk, lines end function get_current_hunk_of_item(item) return get_hunk_of_item_for_line(item, vim.fn.line(".")) end local function add_change(list, item, diff) local change = nil for _,c in pairs(list) do if c.name == item.name then change = c break end end if change then change.diff_content = diff else local new_item = vim.deepcopy(item) new_item.diff_content = diff new_item.diff_open = false table.insert(list, new_item) end end local function remove_change(name, item) status[name] = util.filter(status[name], function(i) return i.name ~= item.name end) end local function generate_patch_from_selection(item, hunk, from, to, reverse) reverse = reverse or false from = from or 1 to = to or hunk.last - hunk.first if from > to then from, to = to, from end from = from + hunk.first to = to + hunk.first local diff_content = {} local len_start = hunk.index_len local len_offset = 0 -- + 1 skips the hunk header, since we construct that manually afterwards for k = hunk.first + 1, hunk.last do local v = item.diff_content.lines[k] local operand, line = v:match("^([+ -])(.*)") if operand == "+" or operand == "-" then if from <= k and k <= to then len_offset = len_offset + (operand == "+" and 1 or -1) table.insert(diff_content, v) else -- If we want to apply the patch normally, we need to include every `-` line we skip as a normal line, -- since we want to keep that line. if not reverse then if operand == "-" then table.insert(diff_content, " "..line) end -- If we want to apply the patch in reverse, we need to include every `+` line we skip as a normal line, since -- it's unchanged as far as the diff is concerned and should not be reversed. -- We also need to adapt the original line offset based on if we skip or not elseif reverse then if operand == "+" then table.insert(diff_content, " "..line) end len_start = len_start + (operand == "-" and -1 or 1) end end else table.insert(diff_content, v) end end local diff_header = string.format("@@ -%d,%d +%d,%d @@", hunk.index_from, len_start, hunk.index_from, len_start + len_offset) table.insert(diff_content, 1, diff_header) table.insert(diff_content, 1, string.format("+++ b/%s", item.name)) table.insert(diff_content, 1, string.format("--- a/%s", item.name)) table.insert(diff_content, "\n") return table.concat(diff_content, "\n") end --- Validates the current selection and acts accordingly --@return nil --@return number, number local function get_selection() local first_line = vim.fn.getpos("v")[2] local last_line = vim.fn.getpos(".")[2] local first_section, first_item = get_section_item_for_line(first_line) local last_section, last_item = get_section_item_for_line(last_line) if not first_section or not first_item or not last_section or not last_item then return nil end local first_hunk = get_hunk_of_item_for_line(first_item, first_line) local last_hunk = get_hunk_of_item_for_line(last_item, last_line) if not first_hunk or not last_hunk then return nil end if first_section.name ~= last_section.name or first_item.name ~= last_item.name or first_hunk.first ~= last_hunk.first then return nil end first_line = first_line - first_item.first last_line = last_line - last_item.first -- both hunks are the same anyway so only have to check one if first_hunk.first == first_line or first_hunk.first == last_line then return nil end return first_section, first_item, first_hunk, first_line - first_hunk.first, last_line - first_hunk.first end local stage_selection = a.sync(function() local _, item, hunk, from, to = get_selection() local patch = generate_patch_from_selection(item, hunk, from, to) a.wait(cli.apply.cached.with_patch(patch).call()) end) local unstage_selection = a.sync(function() local _, item, hunk, from, to = get_selection() if from == nil then return end local patch = generate_patch_from_selection(item, hunk, from, to, true) a.wait(cli.apply.reverse.cached.with_patch(patch).call()) end) local stage = a.sync(function() current_operation = "stage" local section, item = get_current_section_item() if section == nil or (section.name ~= "unstaged_changes" and section.name ~= "untracked_files" and section.name ~= "unmerged_changes") or item == nil then return end local mode = vim.api.nvim_get_mode() if mode.mode == "V" then a.wait(stage_selection()) else local on_hunk = line_is_hunk(vim.fn.getline('.')) if on_hunk and section.name ~= "untracked_files" then local hunk = get_current_hunk_of_item(item) local patch = generate_patch_from_selection(item, hunk) a.wait(cli.apply.cached.with_patch(patch).call()) else a.wait(git.status.stage(item.name)) end end __NeogitStatusRefresh(true) current_operation = nil end) local unstage = a.sync(function() current_operation = "unstage" local section, item = get_current_section_item() if section == nil or section.name ~= "staged_changes" or item == nil then return end local mode = vim.api.nvim_get_mode() if mode.mode == "V" then a.wait(unstage_selection()) else local on_hunk = line_is_hunk(vim.fn.getline('.')) if on_hunk then local hunk = get_current_hunk_of_item(item) local patch = generate_patch_from_selection(item, hunk, nil, nil, true) a.wait(cli.apply.reverse.cached.with_patch(patch).call()) else a.wait(git.status.unstage(item.name)) end end __NeogitStatusRefresh(true) current_operation = nil end) local discard = a.sync(function() local section, item = get_current_section_item() if section == nil or item == nil then return end local result = vim.fn.confirm("Do you really want to do this?", "&Yes\n&No", 2) if result == 2 then return end -- TODO: fix nesting local mode = vim.api.nvim_get_mode() if mode.mode == "V" then local section, item, hunk, from, to = get_selection() local patch = generate_patch_from_selection(item, hunk, from, to, true) if section.name == "staged_changes" then a.wait(cli.apply.reverse.index.with_patch(patch).call()) else a.wait(cli.apply.reverse.with_path(patch).call()) end elseif section.name == "untracked_files" then a.wait_for_textlock() vim.fn.delete(item.name) else local on_hunk = line_is_hunk(vim.fn.getline('.')) if on_hunk then local hunk, lines = get_current_hunk_of_item(item) lines[1] = string.format('@@ -%d,%d +%d,%d @@', hunk.index_from, hunk.index_len, hunk.index_from, hunk.disk_len) local diff = table.concat(lines, "\n") diff = table.concat({'--- a/'..item.name, '+++ b/'..item.name, diff, ""}, "\n") if section.name == "staged_changes" then a.wait(cli.apply.reverse.index.with_patch(diff).call()) else a.wait(cli.apply.reverse.with_patch(diff).call()) end elseif section.name == "unstaged_changes" then a.wait(cli.checkout.files(item.name).call()) elseif section.name == "staged_changes" then a.wait(cli.reset.files(item.name).call()) a.wait(cli.checkout.files(item.name).call()) end end __NeogitStatusRefresh(true) end) local cmd_func_map = { ["Close"] = function() notif.delete_all() vim.defer_fn(function () status_buffer:close() end, 0) end, ["Depth1"] = function() vim.cmd("set foldlevel=0") vim.cmd("norm zz") end, ["Depth2"] = function() vim.cmd("set foldlevel=1") vim.cmd("norm zz") end, ["Depth3"] = function() vim.cmd("set foldlevel=1") vim.cmd("set foldlevel=2") vim.cmd("norm zz") end, ["Depth4"] = function() vim.cmd("set foldlevel=1") vim.cmd("set foldlevel=3") vim.cmd("norm zz") end, ["Toggle"] = toggle, ["Discard"] = { "nv", function () a.run(discard) end, true }, ["Stage"] = { "nv", function () a.run(stage) end, true }, ["StageUnstaged"] = function () a.dispatch(function() for _,c in pairs(status.unstaged_changes) do table.insert(status.staged_changes, c) end status.unstaged_changes = {} a.wait(git.status.stage_modified()) a.wait_for_textlock() refresh_status() end) end, ["StageAll"] = function () a.dispatch(function() for _,c in pairs(status.unstaged_changes) do table.insert(status.staged_changes, c) end for _,c in pairs(status.untracked_files) do table.insert(status.staged_changes, c) end status.unstaged_changes = {} status.untracked_files = {} a.wait(git.status.stage_all()) a.wait_for_textlock() refresh_status() end) end, ["Unstage"] = { "nv", function () a.run(unstage) end, true }, ["UnstageStaged"] = function () a.dispatch(function() for _,c in pairs(status.staged_changes) do if c.type == "new file" then table.insert(status.untracked_files, c) else table.insert(status.unstaged_changes, c) end end status.staged_changes = {} a.wait(git.status.unstage_all()) a.wait_for_textlock() refresh_status() end) end, ["CommandHistory"] = function() GitCommandHistory:new():show() end, ["GoToFile"] = function() local section, item = get_current_section_item() if item ~= nil then if section.name ~= "unstaged_changes" and section.name ~= "staged_changes" and section.name ~= "untracked_files" then return end local path = item.name notif.delete_all() status_buffer:close() vim.cmd("e " .. path) end end, ["RefreshBuffer"] = function() __NeogitStatusRefresh(true) end, ["HelpPopup"] = function () local pos = vim.fn.getpos('.') pos[1] = vim.api.nvim_get_current_buf() require("neogit.popups.help").create(pos) end, ["PullPopup"] = require("neogit.popups.pull").create, ["PushPopup"] = require("neogit.popups.push").create, ["CommitPopup"] = require("neogit.popups.commit").create, ["LogPopup"] = require("neogit.popups.log").create, ["StashPopup"] = function () local pos = vim.fn.getpos('.') pos[1] = vim.api.nvim_get_current_buf() require("neogit.popups.stash").create(pos) end, ["BranchPopup"] = require("neogit.popups.branch").create, } local function create(kind) kind = kind or "tab" if status_buffer then status_buffer:focus() return end Buffer.create { name = "NeogitStatus", filetype = "NeogitStatus", kind = kind, initialize = function(buffer) status_buffer = buffer local mappings = buffer.mmanager.mappings for key, val in pairs(config.values.mappings.status) do if val ~= "" then mappings[key] = cmd_func_map[val] end end __NeogitStatusRefresh(true) end } end local highlight_group = vim.api.nvim_create_namespace("section-highlight") local function update_highlight() vim.api.nvim_buf_clear_namespace(0, highlight_group, 0, -1) status_buffer:clear_sign_group('ctx') local line = vim.fn.line('.') local first, last -- This nested madness finds the smallest section the cursor is currently -- enclosed by, based on the locations table created while rendering. for _,loc in ipairs(locations) do if line == loc.first then first, last = loc.first, loc.last break elseif line >= loc.first and line <= loc.last then for _,file in ipairs(loc.files) do if line == file.first then first, last = file.first, file.last break elseif line >= file.first and line <= file.last then for _, hunk in ipairs(file.hunks) do if line <= hunk.last then first, last = hunk.first, hunk.last break end end break end end break end end if first == nil or last == nil then return end for i=first,last do local line = vim.fn.getline(i) if hunk_header_matcher:match_str(line) then status_buffer:place_sign(i, 'NeogitHunkHeaderHighlight', 'ctx') elseif diff_add_matcher:match_str(line) then status_buffer:place_sign(i, 'NeogitDiffAddHighlight', 'ctx') elseif diff_delete_matcher:match_str(line) then status_buffer:place_sign(i, 'NeogitDiffDeleteHighlight', 'ctx') else status_buffer:place_sign(i, 'NeogitDiffContextHighlight', 'ctx') end end end return { create = create, toggle = toggle, update_highlight = update_highlight, get_status = function() return status end, generate_patch_from_selection = generate_patch_from_selection, wait_on_current_operation = function (ms) vim.wait(ms or 1000, function() return not current_operation end) end, wait_on_refresh = function (ms) vim.wait(ms or 1000, function() return not refreshing end) end }
object_tangible_quest_quest_start_shared_borvo_acklay_armor = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_borvo_acklay_armor.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_borvo_acklay_armor, "object/tangible/quest/quest_start/shared_borvo_acklay_armor.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_chapter7_publish_gift_collection_token = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_chapter7_publish_gift_collection_token.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_chapter7_publish_gift_collection_token, "object/tangible/quest/quest_start/shared_chapter7_publish_gift_collection_token.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_chapter8_publish_gift_collection_token = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_chapter8_publish_gift_collection_token.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_chapter8_publish_gift_collection_token, "object/tangible/quest/quest_start/shared_chapter8_publish_gift_collection_token.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_corellia_coronet_meatlump_act1_viewscreen = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_corellia_coronet_meatlump_act1_viewscreen.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_corellia_coronet_meatlump_act1_viewscreen, "object/tangible/quest/quest_start/shared_corellia_coronet_meatlump_act1_viewscreen.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_ep3_hunt_loot_brightclaw_jaw = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_ep3_hunt_loot_brightclaw_jaw.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_ep3_hunt_loot_brightclaw_jaw, "object/tangible/quest/quest_start/shared_ep3_hunt_loot_brightclaw_jaw.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_ep3_hunt_loot_greyclimber_eye = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_ep3_hunt_loot_greyclimber_eye.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_ep3_hunt_loot_greyclimber_eye, "object/tangible/quest/quest_start/shared_ep3_hunt_loot_greyclimber_eye.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_ep3_hunt_loot_paleclaw_jaw = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_ep3_hunt_loot_paleclaw_jaw.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_ep3_hunt_loot_paleclaw_jaw, "object/tangible/quest/quest_start/shared_ep3_hunt_loot_paleclaw_jaw.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_ep3_hunt_loot_silkthrower_fang = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_ep3_hunt_loot_silkthrower_fang.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_ep3_hunt_loot_silkthrower_fang, "object/tangible/quest/quest_start/shared_ep3_hunt_loot_silkthrower_fang.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_ep3_hunt_loot_spiketop_horn = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_ep3_hunt_loot_spiketop_horn.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_ep3_hunt_loot_spiketop_horn, "object/tangible/quest/quest_start/shared_ep3_hunt_loot_spiketop_horn.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_ep3_hunt_loot_stoneleg_heart = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_ep3_hunt_loot_stoneleg_heart.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_ep3_hunt_loot_stoneleg_heart, "object/tangible/quest/quest_start/shared_ep3_hunt_loot_stoneleg_heart.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_naboo_kadaara_jonni_skaak_journal = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_naboo_kadaara_jonni_skaak_journal.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_naboo_kadaara_jonni_skaak_journal, "object/tangible/quest/quest_start/shared_naboo_kadaara_jonni_skaak_journal.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_bounty_hunter_10 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_bounty_hunter_10.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_bounty_hunter_10, "object/tangible/quest/quest_start/shared_profession_bounty_hunter_10.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_bounty_hunter_20 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_bounty_hunter_20.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_bounty_hunter_20, "object/tangible/quest/quest_start/shared_profession_bounty_hunter_20.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_bounty_hunter_30 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_bounty_hunter_30.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_bounty_hunter_30, "object/tangible/quest/quest_start/shared_profession_bounty_hunter_30.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_commando_10 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_commando_10.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_commando_10, "object/tangible/quest/quest_start/shared_profession_commando_10.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_commando_20 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_commando_20.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_commando_20, "object/tangible/quest/quest_start/shared_profession_commando_20.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_commando_30 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_commando_30.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_commando_30, "object/tangible/quest/quest_start/shared_profession_commando_30.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_entertainer_10 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_entertainer_10.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_entertainer_10, "object/tangible/quest/quest_start/shared_profession_entertainer_10.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_entertainer_20 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_entertainer_20.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_entertainer_20, "object/tangible/quest/quest_start/shared_profession_entertainer_20.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_entertainer_30 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_entertainer_30.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_entertainer_30, "object/tangible/quest/quest_start/shared_profession_entertainer_30.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_force_sensitive_10 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_force_sensitive_10.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_force_sensitive_10, "object/tangible/quest/quest_start/shared_profession_force_sensitive_10.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_force_sensitive_20 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_force_sensitive_20.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_force_sensitive_20, "object/tangible/quest/quest_start/shared_profession_force_sensitive_20.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_force_sensitive_30 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_force_sensitive_30.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_force_sensitive_30, "object/tangible/quest/quest_start/shared_profession_force_sensitive_30.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_medic_10 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_medic_10.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_medic_10, "object/tangible/quest/quest_start/shared_profession_medic_10.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_medic_20 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_medic_20.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_medic_20, "object/tangible/quest/quest_start/shared_profession_medic_20.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_medic_30 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_medic_30.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_medic_30, "object/tangible/quest/quest_start/shared_profession_medic_30.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_officer_10 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_officer_10.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_officer_10, "object/tangible/quest/quest_start/shared_profession_officer_10.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_officer_20 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_officer_20.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_officer_20, "object/tangible/quest/quest_start/shared_profession_officer_20.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_officer_30 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_officer_30.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_officer_30, "object/tangible/quest/quest_start/shared_profession_officer_30.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_smuggler_10 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_smuggler_10.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_smuggler_10, "object/tangible/quest/quest_start/shared_profession_smuggler_10.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_smuggler_20 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_smuggler_20.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_smuggler_20, "object/tangible/quest/quest_start/shared_profession_smuggler_20.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_smuggler_30 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_smuggler_30.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_smuggler_30, "object/tangible/quest/quest_start/shared_profession_smuggler_30.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_spy_10 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_spy_10.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_spy_10, "object/tangible/quest/quest_start/shared_profession_spy_10.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_spy_20 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_spy_20.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_spy_20, "object/tangible/quest/quest_start/shared_profession_spy_20.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_spy_30 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_spy_30.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_spy_30, "object/tangible/quest/quest_start/shared_profession_spy_30.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_trader_10 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_trader_10.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_trader_10, "object/tangible/quest/quest_start/shared_profession_trader_10.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_trader_20 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_trader_20.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_trader_20, "object/tangible/quest/quest_start/shared_profession_trader_20.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_profession_trader_30 = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_profession_trader_30.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_profession_trader_30, "object/tangible/quest/quest_start/shared_profession_trader_30.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_som_kenobi_hidden_treasure_plaque = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_som_kenobi_hidden_treasure_plaque.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_som_kenobi_hidden_treasure_plaque, "object/tangible/quest/quest_start/shared_som_kenobi_hidden_treasure_plaque.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_som_kenobi_reunite_shard = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_som_kenobi_reunite_shard.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_som_kenobi_reunite_shard, "object/tangible/quest/quest_start/shared_som_kenobi_reunite_shard.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_som_kenobi_symbiosis_fluid_container = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_som_kenobi_symbiosis_fluid_container.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_som_kenobi_symbiosis_fluid_container, "object/tangible/quest/quest_start/shared_som_kenobi_symbiosis_fluid_container.iff") ------------------------------------------------------------------------------------------------------------------------------------ object_tangible_quest_quest_start_shared_update_14_quest_comlink = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/quest/quest_start/shared_update_14_quest_comlink.iff" } ObjectTemplates:addClientTemplate(object_tangible_quest_quest_start_shared_update_14_quest_comlink, "object/tangible/quest/quest_start/shared_update_14_quest_comlink.iff") ------------------------------------------------------------------------------------------------------------------------------------
local _, ns = ... local len = string.len local gsub = string.gsub local format = string.format local match = string.match local floor = math.floor local tags = oUF.Tags.Methods local events = oUF.Tags.Events local function FormatValue(value) if value >= 1e6 then return tonumber(format("%.1f", value/1e6)).."m" elseif value >= 1e3 then return tonumber(format("%.1f", value/1e3)).."k" else return value end end tags["neav:AdditionalPower"] = function(unit) local min, max = UnitPower(unit, Enum.PowerType.Mana), UnitPowerMax(unit, Enum.PowerType.Mana) if min == max then return FormatValue(min) else return FormatValue(min).."/"..FormatValue(max) end end events["neav:AdditionalPower"] = "UNIT_POWER_UPDATE UNIT_DISPLAYPOWER UNIT_MAXPOWER" tags["neav:pvptimer"] = function(unit) if not IsPVPTimerRunning() or GetPVPTimer() == 301000 or GetPVPTimer() == 999 then return "" end return ns.FormatTime(floor(GetPVPTimer()/1000)) end events["neav:pvptimer"] = "PLAYER_ENTERING_WORLD PLAYER_FLAGS_CHANGED" tags["neav:level"] = function(unit) local r, g, b local targetEffectiveLevel = UnitEffectiveLevel(unit) if UnitIsWildBattlePet(unit) or UnitIsBattlePetCompanion(unit) then targetEffectiveLevel = UnitBattlePetLevel(unit) r, g, b = 1.0, 0.82, 0.0 elseif targetEffectiveLevel > 0 then if UnitCanAttack("player", unit) then local color = GetCreatureDifficultyColor(targetEffectiveLevel) r, g, b = color.r, color.g, color.b else r, g, b = 1.0, 0.82, 0.0 end else r, g, b = 1, 0, 0 targetEffectiveLevel = "??" end return format("|cff%02x%02x%02x%s|r", r*255, g*255, b*255, targetEffectiveLevel) end events["neav:level"] = "UNIT_LEVEL PLAYER_LEVEL_UP UNIT_CLASSIFICATION_CHANGED" tags["neav:name"] = function(unit) local r, g, b local name, _ = UnitName(unit) or UNKNOWN local _, class = UnitClass(unit) if unit == "player" or unit:match("party") then if class then local color = oUF.colors.class[class] r, g, b = color[1], color[2], color[3] else r, g, b = 0, 1, 0 end elseif unit == "targettarget" or unit == "focustarget" or unit:match("arena(%d)target") then r, g, b = GameTooltip_UnitColor(unit) else r, g, b = 1, 1, 1 end name = (len(name) > 15) and gsub(name, "%s?(.[\128-\191]*)%S+%s", "%1. ") or name return format("|cff%02x%02x%02x%s|r", r*255, g*255, b*255, name) end events["neav:name"] = "UNIT_NAME_UPDATE" local timer = {} tags["neav:afk"] = function(unit) local name, _ = UnitName(unit) or UNKNOWN if UnitIsAFK(unit) then if not timer[name] then timer[name] = GetTime() end local time = (GetTime() - timer[name]) return ns.FormatTime(time) elseif timer[name] then timer[name] = nil end end events["neav:afk"] = "PLAYER_FLAGS_CHANGED"
local gamedata = {} gamedata.map_scroll_speed = 50 gamedata.difficulty = 1 gamedata.pattern_speed = 1 collision_categories = { player = 1, player_bullet = 2, enemy = 3, enemy_bullet = 4, } collision_masks = { player = 12, enemy = 2, } playerdata = { movespeed = 300, slow_mp = 3, } screen = { w = 640, h = 480, scale = 1, } gamedata.gamearea = { x = 0, y = 0, w = 640, h = 480, } hull_types = {} hull_types["normal"] = { hp = 5, sprite = "enemy", w = 24, h = 25 } hull_types["hanger"] = { hp = 10, sprite = "hanger", w = 32, h = 32, price = 3 } hull_types["shotgunner"] = { hp = 15, sprite = "shotgunner", w = 32, h = 32, price = 4 } hull_types["sprayer"] = { hp = 7, sprite = "sprayer", w = 32, h = 32, price = 2 } hull_types["kamikaze"] = { hp = 3, sprite = "kamikaze", w = 24, h = 25 } hull_types["boss"] = { hp = 200, sprite = "boss_core", w = 134, h = 60, price = 10 } hull_types["bossgun"] = { hp = 50, sprite = "boss_sidearm", w = 32, h = 72, price = 10 } patterns = {} patterns["normal"] = { { x = 0, y = 150, t = 0 }, { x = 0, y = 150, t = 1, gun = "atplayer", rate = 1 }, { x = 0, y = 150, t = 10 }, { x = 0, y = 150, t = 12 }, -- dummy } patterns["normal_gunfree"] = { { x = 0, y = 150, t = 0 }, { x = 0, y = 150, t = 1 }, { x = 0, y = 150, t = 10 }, { x = 0, y = 150, t = 12 }, -- dummy } patterns["normal_gunfree_flee"] = { { x = 0, y = 150, t = 0 }, { x = 150, y = 150, t = 1, special = "away", dir = "move" }, { x = 150, y = 150, t = 10, special = "away", dir = "move" }, { x = 0, y = 150, t = 12 }, -- dummy } patterns["discrete_sine"] = { {x = 0, y = 100, t = 0}, {x = 100, y = 100, t = 1, gun = "atplayer", rate = 1}, {x = -100, y = 100, t = 2, gun = "atplayer", rate = 1}, {x = 0, y = 100, t = 3, special = "away"}, {x = 0, y = 100, t = 400, special = "away"}, {x = 0, y = 100, t = 500}, } patterns["hanger"] = { {x = 0, y = 100, t = 0, dir = "player"}, {x = 0, y = 50, t = 3, gun = "atplayer", rate = 0.5}, {x = 50, y = 100, t = 6, special = "away"}, {x = 50, y = 100, t = 200, special = "away"}, {x = 0, y = 0, t = 400} } patterns["hanger_shotgun"] = { {x = 0, y = 100, t = 0, dir = "player"}, {x = 0, y = 0, t = 2, gun = "shotgun", rate = 1}, {x = 50, y = 100, t = 4, special = "away"}, {x = 50, y = 100, t = 200, special = "away"}, {x = 0, y = 0, t = 400} } patterns["suicide"] = { {x = 0, y = 100, t = 0.5, dir = "player"}, {x = 200, y = 200, t = 2, special = "suicide", gun = "atplayer_fast"}, {x = 0, y = 0, t = 555, dir = "move", special = "float"}, {x = 0, y = 100, t = 500, dir = "move", special = "float"}, } patterns["spray"] = { {x = 0, y = 100, t = 0.5, dir = "player"}, {x = 50, y = 50, t = 2, special = "suicide", gun = "spray", rate = 1}, {x = 0, y = 0, t = 5, dir = "move", special = "float"}, {x = 0, y = 100, t = 500, dir = "move", special = "float"}, -- dummy } patterns["boss_core"] = { { x = 0, y = 60, t = 1 }, -- entry { x = 0, y = 0, t = 2 }, { x = -100, y = 50, t = 3 }, { x = 0, y = -50, t = 4 }, { x = 0, y = 0, t = 5, gun = "spray", rate = 0.5 }, { x = 100, y = 50, t = 6 }, { x = 0, y = -50, t = 7 }, { x = 0, y = 0, t = 8, gun = "spray", rate = 0.5 }, { x = 0, y = 0, t = 9}, { x = 0, y = 0, t = 20 } -- dummy entry, loops from here } patterns["boss"] = { { x = 0, y = 60, t = 1 }, -- entry { x = 0, y = 0, t = 2 }, { x = -100, y = 50, t = 3, dir = "player", gun = "shotgun", rate = 0.1 }, { x = 0, y = -50, t = 4, dir = "player", gun = "atplayer_fast", rate = 0.2 }, { x = 0, y = 0, t = 5, dir = "keep" }, --, dir = "keep", gun = "beam", rate = 0.1 }, { x = 100, y = 50, t = 6, dir = "player", gun = "shotgun", rate = 0.1 }, { x = 0, y = -50, t = 7, dir = "player", gun = "atplayer_fast", rate = 0.2 }, { x = 0, y = 0, t = 8, dir = "keep" }, --, dir = "keep", gun = "beam", rate = 0.1 }, { x = 0, y = 0, t = 9}, { x = 0, y = 0, t = 20 } -- dummy entry, loops from here } enemy_types = { ["flee"] = { hull = "normal", pattern = "normal_gunfree_flee" }, ["popcorn"] = { hull = "normal", pattern = "normal_gunfree" }, ["normal"] = { hull = "normal", pattern = "normal" }, ["sine"] = { hull = "normal", pattern = "discrete_sine" }, ["hanger"] = { hull = "hanger", pattern = "hanger" }, ["bosscore"] = { hull = "boss", pattern = "boss_core"}, ["boss"] = { hull = "bossgun", pattern = "boss"}, ["suicide"] = { hull = "kamikaze", pattern = "suicide" }, ["shotgun"] = { hull = "shotgunner", pattern = "hanger_shotgun" }, ["spray"] = { hull = "sprayer", pattern = "spray" } } function loadMap() local sti = require "sti" map = sti("lvl/level1.lua") object_list = map.layers["Objects"].objects for i = #object_list, 1, - 1 do if object_list[i].name == "player" then playerstart = object_list[i] table.remove(object_list, i) end end end return gamedata
local mod_name = minetest.get_current_modname() local function log(level, message) minetest.log(level, ('[%s] %s'):format(mod_name, message)) end log('action', 'CSM loading...') local mod_storage = minetest.get_mod_storage() local function load_waypoints() if string.find(mod_storage:get_string('waypoints'), 'return') then return minetest.deserialize(mod_storage:get_string('waypoints')) else return {} end end local waypoints = load_waypoints() local function safe(func) -- wrap a function w/ logic to avoid crashing the game local f = function(...) local status, out = pcall(func, ...) if status then return out else log('warning', 'Error (func): ' .. out) return nil end end return f end local function round(x) -- approved by kahan if x % 2 ~= 0.5 then return math.floor(x+0.5) else return x - 0.5 end end local function pairsByKeys(t, f) local a = {} for n in pairs(t) do table.insert(a, n) end table.sort(a, f) local i = 0 return function() i = i + 1 if a[i] == nil then return nil else return a[i], t[a[i]] end end end local function lc_cmp(a, b) return a:lower() < b:lower() end local function tostring_point(point) return ('%i %i %i'):format(round(point.x), round(point.y + 0.5), round(point.z)) end minetest.register_chatcommand('wp_set', { params = '<name>', description = 'set a waypoint', func = safe(function(param) waypoints = load_waypoints() local point = minetest.localplayer:get_pos() waypoints[param] = point mod_storage:set_string('waypoints', minetest.serialize(waypoints)) minetest.display_chat_message( ('set waypoint "%s" to "%s"'):format(param, tostring_point(point)) ) end), }) minetest.register_chatcommand('wp_unset', { params = '<name>', description = 'remove a waypoint', func = safe(function(param) waypoints = load_waypoints() waypoints[param] = nil mod_storage:set_string('waypoints', minetest.serialize(waypoints)) minetest.display_chat_message( ('removed waypoint "%s"'):format(param) ) end), }) minetest.register_chatcommand('wp_list', { params = '', description = 'lists waypoints', func = safe(function(_) for name, point in pairsByKeys(waypoints, lc_cmp) do minetest.display_chat_message( ('%s -> %s'):format(name, tostring_point(point)) ) end end), }) minetest.register_chatcommand('tw', { params = '(<playernamename>) <waypoint>', description = 'teleport (a player) to a waypoint', func = safe(function(param) local playername, wpname = string.match(param, '^(%S+)%s+(%S+)$') if playername and wpname then local waypoint = waypoints[wpname] if waypoint ~= nil then local args = ('%s %s'):format(playername, tostring_point(waypoint)) minetest.run_server_chatcommand('teleport', args) else minetest.display_chat_message(('waypoint "%s" not found.'):format(wpname)) end else local wpname = param local waypoint = waypoints[wpname] if waypoint ~= nil then minetest.run_server_chatcommand('teleport', tostring_point(waypoint)) else minetest.display_chat_message(('waypoint "%s" not found.'):format(wpname)) end end end), }) minetest.register_chatcommand('tr', { params = '<ELEV> | <PLAYER> | <PLAYER> <ELEV>', description = '/teleport (a player) to a random location', func = safe(function(param) local x = math.random(-30912, 30927) local y = math.random(-30912, 30927) local z = math.random(-30912, 30927) local name = '' if string.match(param, '^([%a%d_-]+) (%d+)$') ~= nil then name, y = string.match(param, "^([%a%d_-]+) (%d+)$") elseif string.match(param, '^([%d-]+)$') then y = string.match(param, '^([%d-]+)$') elseif string.match(param, '^([%a%d_-]+)$') ~= nil then name = string.match(param, '^([%a%d_-]+)$') end local args = ('%s %s %s %s'):format(name, x, y, z) minetest.run_server_chatcommand('teleport', args) end), })
--[[==[ TFMv2 (Time Formatting Module version 2) - format time with ease and flexibility. by TheCarbyneUniverse (inspired by goldenstein64's version of TFM 1) ]==]] local TFM = {} TFM._SECS_MIN_ = 60 TFM._SECS_HR_ = 60 * TFM._SECS_MIN_ TFM._SECS_DAY_ = 24 * TFM._SECS_HR_ TFM.SECS_MON = 30 * TFM._SECS_DAY_ TFM.SECS_YR = 365 * TFM._SECS_DAY_ local NUM_UNITS = 7 local IN_SECS = {1, TFM._SECS_MIN_, TFM._SECS_HR_, TFM._SECS_DAY_, TFM.SECS_MON, TFM.SECS_YR} local IN_MS = {1, 1000, 1000 * TFM._SECS_MIN_, 1000 * TFM._SECS_HR_, 1000 * TFM._SECS_DAY_, 1000 * TFM.SECS_MON, 1000 * TFM.SECS_YR} local UNITS = {'ms', 'sec', 'min', 'hr', 'day', 'mon', 'yr'} local FORMATS = {'s', 'S', 'm', 'h', 'd', 'M', 'y'} --> IN_SECS = {sec, min, hr, day, mon, yr} --> IN_MS = {ms, sec, min, hr, day, mon, yr} --> FORMATS = {ms, sec, min, hr, day, mon, yr} ---------------------------------------------==========[[ PRIVATE FUNCTIONS ]]==========--------------------------------------------- -- custom assert with a higher stack level local function assert(condition, msg, lvl) if condition then return end error(msg, (lvl or 1) + 2) end -- function used by Convert() and ConvertMil() local function convert(num, isMil, max) max = max or 'hr' do assert(type(num) == 'number', 'expected int, got ' .. type(num) .. ' (arg #1)', 2) assert(num % 1 == 0, 'expected int, got float (arg #1)', 2) assert(table.find(UNITS, max), 'invalid max unit (arg #2)', 2) end local converted = {} local sub = isMil and 1 or 0 local start = 2 - sub local toUse = isMil and IN_MS or IN_SECS -- init to 0 for i = start, NUM_UNITS do converted[UNITS[i]] = 0 end start = table.find(UNITS, max) - 1 + sub -- fill it up for i = start, 1, -1 do if num == 0 then break end converted[UNITS[i + 1 - sub]] = math.floor(num / toUse[i]) num %= toUse[i] end return converted end ---------------------------------------------==========[[ CONSUMER FUNCTIONS ]]==========--------------------------------------------- function TFM.Convert(sec, max) assert(max ~= 'ms' and max ~= 'sec', 'cannot set max to ms or sec (arg #2)') return convert(sec, false, max) end function TFM.ConvertMil(ms, max) assert(max ~= 'ms', 'cannot set max to ms (arg #2)') return convert(ms, true, max) end function TFM.FormatStr(converted, formatStr) for i = 1, NUM_UNITS do -- %% for a literal % and * is for 0 or more of that char -- this line determines how many times to iterate, which is to do it for as many formating parts found -- it includes %a, %a(sin/plu), %02a, etc. local _, iter = formatStr:gsub('%%%A*' .. FORMATS[i], '') for _ = 1, iter do -- check any conditional plurals (in the format of %a(singular_term[control_char]plural_term)) local capture = formatStr:match('%%' .. FORMATS[i] .. '%(([%C]*%c[%C]*)%)') -- use %c for control char, %C for everything else if capture then -- singular-plural syntax found local controlChar = capture:match('%c') local sin, plu = unpack(capture:split(controlChar)) -- split into singular & plural local val = converted[UNITS[i]] ~= 1 and plu or sin local toRepl = '%%' .. FORMATS[i] .. '%([%C]*%c[%C]*%)' formatStr = formatStr:gsub(toRepl, converted[UNITS[i]] and val or '', 1) -- if key doesn't exist, replace with '' else -- no singular-plural syntax found -- captures the parts between % and the specifier for string.format capture = formatStr:match('%%(%A*)' .. FORMATS[i]) local repl = converted[UNITS[i]] and string.format('%' .. capture .. 's', converted[UNITS[i]]) or '' formatStr = formatStr:gsub('%%%A*' .. FORMATS[i], repl) end end end return formatStr end function TFM.SetSeconds(dict) for i, v in pairs(dict) do if not (i:match('SECS_%u+') and TFM[i]) then warn('TFMv2: key ' .. i .. ' not found; nothing has been changed') return end local unit = i:split('_')[2]:lower() local index = table.find(UNITS, unit) TFM[i] = v IN_SECS[index - 1] = v IN_MS[index] = 1000 * v end end return TFM
function Create_XSYS_initiator(CustomGroup, playerIndex, shipID) _ALERT("Initializing X System in CustomCode Scope...") SobGroup_CreateIfNotExist("X_RunningGroup") dofilepath("data:leveldata/multiplayer/resdata/XCustomCodeFunction.lua") dofilepath("data:leveldata/multiplayer/resdata/CustomCode_Custom.lua") end function Update_XSYS_initiator(CustomGroup, playerIndex, shipID) SobGroup_MakeDead(CustomGroup) _ALERT("Initialized X System in CustomCode Scope...") end
local bytecode = require "luavm.bytecode" print "required bytecode" local args = {...} print("Got args: ",args[1]) local file = table.remove(args,1) print("File: ",file) local bc = bytecode.load(string.dump(loadfile(file))) print("Loaded bytecode") bytecode.dump(bc)
-------------------------------------------------------------------------------- -- Module Declaration -- local mod, CL = BigWigs:NewBoss("Dresaron", 1466, 1656) if not mod then return end mod:RegisterEnableMob(99200) --mod.engageId = 1838 -- START fires prior to engaging the boss local first = true -------------------------------------------------------------------------------- -- Initialization -- function mod:GetOptions() return { 199345, -- Down Draft 199460, -- Falling Rocks 191325, -- Breath of Corruption } end function mod:OnBossEnable() self:Log("SPELL_CAST_START", "DownDraft", 199345) self:Log("SPELL_AURA_APPLIED", "FallingRocksDamage", 199460) self:Log("SPELL_PERIODIC_DAMAGE", "FallingRocksDamage", 199460) self:Log("SPELL_PERIODIC_MISSED", "FallingRocksDamage", 199460) self:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", nil, "boss1") self:RegisterEvent("INSTANCE_ENCOUNTER_ENGAGE_UNIT", "CheckBossStatus") self:Death("Win", 99200) end function mod:OnEngage() first = true self:CDBar(199345, 21) -- Down Draft self:CDBar(191325, 13.5) -- Breath of Corruption end -------------------------------------------------------------------------------- -- Event Handlers -- function mod:DownDraft(args) self:Message(args.spellId, "red", "Warning") self:CDBar(args.spellId, 30) -- pull:20.8, 34.7 / hc pull:21.7, 30.3, 30.4 / m pull:21.8, 34.0, 35.2 end do local prev = 0 function mod:FallingRocksDamage(args) if self:Me(args.destGUID) then local t = GetTime() if t-prev > 2 then prev = t self:Message(args.spellId, "blue", "Alarm", CL.you:format(args.spellName)) end end end end function mod:UNIT_SPELLCAST_SUCCEEDED(_, _, _, spellId) if spellId == 199332 then -- Breath of Corruption self:Message(191325, "yellow", "Info") self:CDBar(191325, first and 20 or 30) -- XXX m pull:13.5, 21.5, 13.8, 20.6, 14.6, 20.6 first = false end end
return PlaceObj("ModDef", { "title", "Rotate All Buildings", "version", 1, "version_major", 0, "version_minor", 1, "image", "Preview.png", "id", "ChoGGi_RotateAllBuildings", "steam_id", "1566471085", "pops_any_uuid", "e22c2a8a-60a1-4736-9c11-b4ecbe14dce0", "author", "ChoGGi", "lua_revision", 1001569, "code", { "Code/Script.lua", }, "description", [[Removes rotate limit imposed on certain buildings (large wind turbine). ]], })
local files = require 'files' local vm = require 'vm' local lang = require 'language' local config = require 'config' local guide = require 'parser.guide' local define = require 'proto.define' local requireLike = { ['include'] = true, ['import'] = true, ['require'] = true, ['load'] = true, } return function (uri, callback) local ast = files.getAst(uri) if not ast then return end -- 遍历全局变量,检查所有没有 set 模式的全局变量 guide.eachSourceType(ast.ast, 'getglobal', function (src) local key = guide.getKeyName(src) if not key then return end if config.config.diagnostics.globals[key] then return end if config.config.runtime.special[key] then return end if #vm.getGlobalSets(key) == 0 then local message = lang.script('DIAG_UNDEF_GLOBAL', key) if requireLike[key:lower()] then message = ('%s(%s)'):format(message, lang.script('DIAG_REQUIRE_LIKE', key)) end callback { start = src.start, finish = src.finish, message = message, } return end if not vm.isDeprecated(src, 0) then return end local message = lang.script('DIAG_UNDEF_GLOBAL', key) local defs = vm.getDefs(src, 0) local validVersions for _, def in ipairs(defs) do if def.bindDocs then for _, doc in ipairs(def.bindDocs) do if doc.type == 'doc.version' then validVersions = vm.getValidVersions(doc) break end end end end local versions if validVersions then versions = {} for version, valid in pairs(validVersions) do if valid then versions[#versions+1] = version end end table.sort(versions) if #versions > 0 then message = ('%s(%s)'):format(message, lang.script('DIAG_DEFINED_VERSION', table.concat(versions, '/'), config.config.runtime.version)) end end callback { start = src.start, finish = src.finish, tags = { define.DiagnosticTag.Deprecated }, message = message, data = { versions = versions, } } end) end
--[[ s:UI Class Power Bar Martin Karer / Sezz, 2014 http://www.sezz.at --]] local S = Apollo.GetPackage("Gemini:Addon-1.1").tPackage:GetAddon("SezzUI"); local M = S:CreateSubmodule("PowerBar", "Gemini:Hook-1.0"); local log, cfg; ----------------------------------------------------------------------------- -- Initialization ----------------------------------------------------------------------------- function M:OnInitialize() log = S.Log; self:InitializeForms(); self.PowerButtons = {}; self.DB = { ["alwaysVisible"] = false, ["buttonSize"] = 36, ["buttonPadding"] = 4, ["barHeight"] = 6, }; end function M:OnEnable() log:debug("%s enabled.", self:GetName()); -- Create Anchor self.wndAnchor = Apollo.LoadForm(self.xmlDoc, "PowerBarAnchor", nil, self); self.wndAnchor:Show(false); -- Load Class Configuration if (S.bCharacterLoaded) then self:ReloadConfiguration(); else self:RegisterEvent("Sezz_CharacterLoaded", "ReloadConfiguration"); end end function M:OnDisable() log:debug("%s disabled.", self:GetName()); end function M:ReloadConfiguration() log:debug("ReloadConfiguration"); -- Class Configuration (TEMP) self.DB.classConfiguration = { [GameLib.CodeEnumClass.Spellslinger] = { ["numButtons"] = 4, ["buttonEmpowerFunc"] = GameLib.IsSpellSurgeActive, ["buttonPowerFunc"] = self.GetPowerSpell, ["barEnabled"] = true, ["barPowerFunc"] = self.GetPowerMana, }, [GameLib.CodeEnumClass.Esper] = { ["numButtons"] = 5, ["buttonEmpowerFunc"] = GameLib.IsCurrentInnateAbilityActive, ["buttonPowerFunc"] = self.GetPowerActuators, ["barEnabled"] = true, ["barPowerFunc"] = self.GetPowerMana, }, [GameLib.CodeEnumClass.Medic] = { ["numButtons"] = 4, ["buttonEmpowerFunc"] = GameLib.IsCurrentInnateAbilityActive, ["buttonPowerFunc"] = self.GetPowerActuators, ["barEnabled"] = true, ["barPowerFunc"] = self.GetPowerMana, }, [GameLib.CodeEnumClass.Engineer] = { ["numButtons"] = 0, ["barEnabled"] = true, ["barPowerFunc"] = self.GetPowerVolatility, }, [GameLib.CodeEnumClass.Stalker] = { ["numButtons"] = 0, ["barEnabled"] = true, ["barPowerFunc"] = self.GetPowerSuit, }, [GameLib.CodeEnumClass.Warrior] = { ["numButtons"] = 4, ["buttonEmpowerFunc"] = GameLib.IsOverdriveActive, ["buttonPowerFunc"] = self.GetPowerKineticEnergy, ["barEnabled"] = false, }, }; cfg = self.DB.classConfiguration[S.myClassId]; -- Resize Anchor local nBarWidth = cfg.numButtons > 0 and (cfg.numButtons * self.DB.buttonSize + (cfg.numButtons - 1) * self.DB.buttonPadding) or 156; self.wndAnchor:SetAnchorOffsets(-nBarWidth / 2, 100, nBarWidth / 2, 200); -- Create Buttons if (cfg.numButtons > 0) then for i = 1, cfg.numButtons do local button = Apollo.LoadForm(self.xmlDoc, "PowerButton", self.wndAnchor, self); if (i > 1) then local nAnchorOffsetLeft = (i - 1) * (self.DB.buttonSize + self.DB.buttonPadding); button:SetAnchorOffsets(nAnchorOffsetLeft, 0, nAnchorOffsetLeft + self.DB.buttonSize, self.DB.buttonSize); end self.PowerButtons[i] = button; end end -- Create Bar if (cfg.barEnabled) then local bar = Apollo.LoadForm(self.xmlDoc, "PowerBar", self.wndAnchor, self); local nAnchorOffsetTop = self.DB.buttonSize + self.DB.buttonPadding; bar:SetAnchorOffsets(0, nAnchorOffsetTop, 0, nAnchorOffsetTop + self.DB.barHeight); self.wndPowerBar = bar; self.wndPowerBarProgress = bar:FindChild("Progress"); end -- Add Events -- Carbine uses OnUpdate, I'll use that too (although this propably sucks) Apollo.RegisterEventHandler("VarChange_FrameCount", "UpdatePower", self); -- Show/Hide if (not self.DB.alwaysVisible) then self:RegisterEvent("Sezz_PlayerRegenDisabled", "ChangeVisibility"); self:RegisterEvent("Sezz_PlayerRegenEnabled", "ChangeVisibility"); self:ChangeVisibility(); else self.wndAnchor:Show(true); end -- Done log:debug("%s ready!", self:GetName()); end ----------------------------------------------------------------------------- -- Bar/Button Updates ----------------------------------------------------------------------------- function M:UpdatePower() if (not S.inCombat and not self.DB.alwaysVisible) then return; end -- Buttons if (cfg.numButtons > 0) then local powerCurrent, powerMax = cfg.buttonPowerFunc(); log:debug("Power Buttons: %d/%d", powerCurrent, powerMax); local bEmpowered = cfg.buttonEmpowerFunc and cfg.buttonEmpowerFunc() or false; for i = 1, cfg.numButtons do if (powerCurrent >= i) then self.PowerButtons[i]:FindChild("Icon"):SetSprite("PowerBarButton"..(bEmpowered and "Surged" or "Filled")); else self.PowerButtons[i]:FindChild("Icon"):SetSprite("PowerBarButtonEmpty"); end end end -- Bar if (cfg.barEnabled and self.wndPowerBarProgress) then local powerCurrent, powerMax = cfg.barPowerFunc(); log:debug("Power Bar: %d/%d", powerCurrent, powerMax); self.wndPowerBarProgress:SetMax(powerMax); self.wndPowerBarProgress:SetProgress(powerCurrent); end end function M:ChangeVisibility() self.wndAnchor:Show(S.inCombat, false, S.inCombat and 0.2 or 0.5); end ----------------------------------------------------------------------------- -- Power Functions ----------------------------------------------------------------------------- function M:GetPowerMana() return math.floor(S.myCharacter:GetMana()), math.floor(S.myCharacter:GetMaxMana()); end function M:GetPowerSpell() local powerMax = S.myCharacter:GetMaxResource(4); local powerCurrent = S.myCharacter:GetResource(4); local powerDivider = powerMax / cfg.numButtons; return math.floor(powerCurrent / powerDivider), math.floor(powerMax / powerDivider); end function M:GetPowerSuit() return S.myCharacter:GetResource(3), S.myCharacter:GetMaxResource(3); end function M:GetPowerActuators() return S.myCharacter:GetResource(1), S.myCharacter:GetMaxResource(1); end function M:GetPowerVolatility() local powerMax = S.myCharacter:GetMaxResource(1); local powerCurrent = S.myCharacter:GetResource(1); local powerPercent = powerCurrent / powerMax * 100; return powerPercent, powerMax; end function M:GetPowerKineticEnergy() local powerMax = S.myCharacter:GetMaxResource(1); local powerCurrent = S.myCharacter:GetResource(1); local powerDivider = powerMax / cfg.numButtons; return math.floor(powerCurrent / powerDivider), math.floor(powerMax / powerDivider); end