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stringlengths 5
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local st = require "util.stanza";
local pubsub = module:depends"pubsub";
local actor = module.host .. "/modules/" .. module.name;
local pubsub_xmlns = "http://jabber.org/protocol/pubsub"
local node = module:get_option_string(module.name .. "_node", "stats");
local function publish_stats(stats, stats_extra)
local id = "current";
local xitem = st.stanza("item", { xmlns = pubsub_xmlns, id = id })
:tag("query", { xmlns = "http://jabber.org/protocol/stats" });
for name, value in pairs(stats) do
local stat_extra = stats_extra[name];
local unit = stat_extra and stat_extra.units;
xitem:tag("stat", { name = name, unit = unit, value = tostring(value) }):up();
end
local ok, err = pubsub.service:publish(node, actor, id, xitem);
if not ok then
module:log("error", "Error publishing stats: %s", err);
end
end
function module.load()
pubsub.service:create(node, true, {
persistent_items = false;
max_items = 1;
});
pubsub.service:set_affiliation(node, true, actor, "publisher");
end
module:hook_global("stats-updated", function (event)
publish_stats(event.stats, event.stats_extra);
end);
function module.unload()
pubsub.service:delete(node, true);
end
module:hook("pubsub-summary/http://jabber.org/protocol/stats", function (event)
local payload = event.payload;
local summary = {};
for stat in payload:childtags("stat") do
if stat.attr.name and stat.attr.value then
table.insert(summary, string.format("%s: %g %s", stat.attr.name, tonumber(stat.attr.value), stat.attr.units or ""));
end
end
table.sort(summary);
return table.concat(summary, "\n");
end);
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AddCSLuaFile("cl_init.lua");
AddCSLuaFile("shared.lua");
include("shared.lua");
function ENT:Initialize()
self:SetModel("models/props_lab/clipboard.mdl");
self:PhysicsInit(SOLID_VPHYSICS);
self:SetMoveType(MOVETYPE_VPHYSICS);
self:SetSolid(SOLID_VPHYSICS);
self:SetUseType(SIMPLE_USE);
local phys = self:GetPhysicsObject();
self.nodupe = true
self.ShareGravgun = true
phys:Wake();
hook.Add("PlayerDisconnected", self, self.onPlayerDisconnected);
end
function ENT:Use(activator, caller)
local owner = self:Getowning_ent();
local recipient = self:Getrecipient();
local amount = self:Getamount() or 0
if (IsValid(activator) and IsValid(recipient)) and activator == recipient then
owner = (IsValid(owner) and owner:Nick()) or fprp.getPhrase("disconnected_player");
fprp.notify(activator, 0, 4, fprp.getPhrase("found_cheque", fprp.formatshekel(amount), "", owner));
activator:addshekel(amount);
self:Remove();
elseif (IsValid(owner) and IsValid(recipient)) and owner ~= activator then
fprp.notify(activator, 0, 4, fprp.getPhrase("cheque_details", recipient:Name()));
elseif IsValid(owner) and owner == activator then
fprp.notify(activator, 0, 4, fprp.getPhrase("cheque_torn"));
owner:addshekel(self:Getamount()) -- return the shekel on the cheque to the owner.
self:Remove();
elseif not IsValid(recipient) then self:Remove();
end
end
function ENT:Touch(ent)
-- the .USED var is also used in other mods for the same purpose
if ent:GetClass() ~= "fprp_cheque" or self.USED or ent.USED or self.hasMerged or ent.hasMerged then return end
if ent.dt.owning_ent ~= self.dt.owning_ent then return end
if ent.dt.recipient ~= self.dt.recipient then return end
-- Both hasMerged and USED are used by third party mods. Keep both in.
ent.USED = true
ent.hasMerged = true
ent:Remove();
self:Setamount(self:Getamount() + ent:Getamount());
end
function ENT:onPlayerDisconnected(ply)
if self.dt.owning_ent == ply or self.dt.recipient == ply then
self:Remove();
end
end
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local x,y = guiGetScreenSize()
local pw,ph = 388, 388
local px,py = x/2-pw/2,y/2-ph/2
local tickk
local price = 0
local endTime
local angle = 0
local startTime
local showingshop = false
local row
local carshow
local Carwindow = {
button = {},
gridlist = {},
window = {},
label = {}
}
local cars = {
{"Nissan GTR",50000,429},
{"Mercedes AMG GT ",90000,415},
{"McLaren MP4 12C",80000,541},
{"Lexus IS300 Tunable ",100000,560},
{"BMW E92",60000,411},
{"Impala SS Tunable",100000,567},
{"GTA V Nightshade",25000,475},
{"Pontiac LeMans",30000,518},
{"Elegy SRT",28000,562},
{"Chevrolet El Camino SS",15000,600},
{"Ford F100",16000,478},
{"Ford Mustang",65000,402},
{"GTA V Sandking",35000,495}
}
local screenW, screenH = guiGetScreenSize()
Carwindow.window[1] = guiCreateWindow(px, py, 388, 388, "San Fierro Car Shop", false)
guiWindowSetSizable(Carwindow.window[1], false)
guiSetAlpha(Carwindow.window[1], 0.90)
guiSetVisible(Carwindow.window[1], false)
Carwindow.gridlist[1] = guiCreateGridList(9, 25, 220, 353, false, Carwindow.window[1])
guiGridListAddColumn(Carwindow.gridlist[1], "Vehicle", 0.6)
guiGridListAddColumn(Carwindow.gridlist[1], "Price", 0.5)
guiGridListAddColumn(Carwindow.gridlist[1], "ID", 0.3)
Carwindow.label[1] = guiCreateLabel(233, 28, 139, 190, "Select your car and then press \"Buy\" to buy your car.\nCar Functions are:\n/getmycar - Car position\n/sellmycar - Sell your car for 40% of the original price\n", false, Carwindow.window[1])
guiLabelSetHorizontalAlign(Carwindow.label[1], "left", true)
Carwindow.button[1] = guiCreateButton(241, 261, 126, 49, "Buy", false, Carwindow.window[1])
guiSetFont(Carwindow.button[1], "default-bold-small")
Carwindow.button[2] = guiCreateButton(241, 319, 126, 49, "Leave", false, Carwindow.window[1])
guiSetFont(Carwindow.button[2], "default-bold-small")
for i,v in ipairs(cars) do
local car,price,id = unpack(cars[i])
row = guiGridListAddRow(Carwindow.gridlist[1])
guiGridListSetItemText(Carwindow.gridlist[1], row, 1, tostring(car), false, false)
guiGridListSetItemText(Carwindow.gridlist[1], row, 2, tostring(price), false, false)
guiGridListSetItemText(Carwindow.gridlist[1], row, 3, tostring(id), false, false)
end
addEventHandler("onClientPickupHit",resourceRoot,
function(plr)
local id = getElementID(source)
local licence = getElementData(plr,"susa:d_licence")
if id == "16" then
if plr == localPlayer then
outputChatBox("Welcome in the San Fierro Car Shop!",0,180,0,false)
showCursor(not isCursorShowing())
guiAddInterpolateEffect(Carwindow.window[1],0,0,0,0,px,py,388,388,1,"Linear","OutBack",true)
guiSetVisible(Carwindow.window[1],true)
addEventHandler("onClientRender",root,rotateCamera)
end
end
end
)
function rotateCamera()
angle = angle + 0.5
if angle >= 359 then angle = 0 end
setElementRotation(carshow,0,0,angle)
end
addEventHandler("onClientGUIClick",Carwindow.button[2],
function()
showCursor(false)
guiSetVisible(Carwindow.window[1],false)
setCameraTarget(localPlayer)
removeEventHandler("onClientRender",root,rotateCamera)
if isElement(carshow) then destroyElement(carshow) end
end
)
addEventHandler("onClientGUIClick",Carwindow.gridlist[1],
function()
local id = guiGridListGetItemText(Carwindow.gridlist[1],guiGridListGetSelectedItem(Carwindow.gridlist[1]),3)
if isElement(carshow) then destroyElement(carshow) end
carshow = createVehicle(id,-1951.75806, 298.48566, 48.30313,-0, 0, 101.23359680176,"SUSA")
setCameraMatrix(-1958.7713623047, 302.42260742188, 50.619598388672, -1958.0671386719, 301.90463256836, 50.134014129639)
guiSetPosition(Carwindow.window[1],px+388,py,false)
local r,g,b = math.random(255),math.random(255),math.random(255)
setVehicleColor(carshow,r,g,b)
end
)
addEventHandler("onClientGUIClick",Carwindow.button[1],
function()
local carname = guiGridListGetItemText(Carwindow.gridlist[1],guiGridListGetSelectedItem(Carwindow.gridlist[1]),1)
local price = guiGridListGetItemText(Carwindow.gridlist[1],guiGridListGetSelectedItem(Carwindow.gridlist[1]),2)
local id = guiGridListGetItemText(Carwindow.gridlist[1],guiGridListGetSelectedItem(Carwindow.gridlist[1]),3)
triggerServerEvent("CarBuy",localPlayer,localPlayer,carname,price,id)
--showingshop = false
--removeEventHandler("onClientRender",root,DrawShop)
guiSetVisible(Carwindow.window[1],false)
showCursor(false)
setCameraTarget(localPlayer)
removeEventHandler("onClientRender",root,rotateCamera)
if isElement(carshow) then destroyElement(carshow) end
end
)
addCommandHandler("car",
function()
setElementPosition(localPlayer,-1968.54626, 293.75320, 35.17188)
end
)
|
local Audio = {
effectScoreRed = love.audio.newSource("/Music/scoreRed.mp3", "static"),
effectScoreBlue = love.audio.newSource("/Music/scoreBlue.mp3", "static"),
effectHunterHook = love.audio.newSource("/Music/Hook.mp3", "static"),
levelAudio = love.audio.newSource("/Music/Level.mp3"),
menuAudio = love.audio.newSource("/Music/Menu.mp3"),
rabbitJumpAudio = love.audio.newSource("/Music/Hook.mp3", "static"),
SpringAudio = love.audio.newSource("/Music/springBounce.mp3", "static"),
}
return Audio
|
return require('lib.stdlib.oop._generated._itempool')
|
local mytestlib=require("mytestlib") --指定包名称
--将包含C函数的代码生成库文件,如Linux的so,或Windows的DLL,同时拷贝到Lua代码所在的当前目录,或者是LUA_CPATH环境变量所指向的目录,以便于Lua解析器可以正确定位到他们
--比如Lua\5.1\clibs\",这里包含了所有Lua可调用的C库
--在调用时,必须是package.function
print(mytestlib.add(1.0,2.0))
print(mytestlib.sub(20.1,19))
--编译命令为
--g++ -c step3_2.cpp
--g++ -O2 -bundle -undefined dynamic_lookup -o mytestlib.so step3_2.o
|
Talk(93, "听说六大派正要铲平光明顶消灭明教时,出现了一位少年英雄,打败了六大派,救了明教,此人真是了得.", "talkname93", 0);
Talk(0, "不好意思,那个少年英雄就是我.", "talkname0", 1);
Talk(93, "你?也不照照镜子看看.听说那位英雄身长十尺,虎背熊腰,力大无穷.你看看你,配吗?", "talkname93", 0);
do return end;
|
--[[----------------------------------------------------
-- client script linker
-- @author ZoLo
-- @update 22/03/2010
----------------------------------------------------]]--
function playSfxSound(...)
local soundResource = getResourceFromName("sound")
if(soundResource) then
call(soundResource, "playSfxSound", ...)
end
end
function callServerFunction(funcname, ...)
local arg = { ... }
if (arg[1]) then
for key, value in next, arg do
if (type(value) == "number") then arg[key] = tostring(value) end
end
end
-- If the serverside event handler is not in the same resource, replace 'resourceRoot' with the appropriate element
triggerServerEvent("onClientCallsServerFunction", resourceRoot , funcname, unpack(arg))
end
|
-- -*- coding: utf-8 -*-
-- Documentation
--- \fn whatOs()
--- \brief Define operative system, on which script is runned
--- \return 'win' or 'unix'
--- \fn osSlash()
--- \brief Define what slash is using in pathes on operative system, on which script is runned
--- \return slash or backslash
--- \fn canonizePath(path)
--- \return Return path, where backslashes are replaced with result of osSlash()
--- \fn tmpDirName()
--- \return Return new name of temporary directory every call (theoretically)
--- \fn split(path)
--- \brief Split the pathname path into a pair, (head, tail) where tail is the last pathname component and head
--- is everything leading up to that. The tail part will never contain a slash; if path ends in a slash, tail will be
--- empty. If there is no slash in path, head will be empty. If path is empty, both head and tail are empty.
--- Trailing slashes are stripped from head unless it is the root (one or more slashes only). In all cases,
--- join(head, tail) returns a path to the same location as path (but the strings may differ).
--- \fn filename(path)
--- \param path Full or relative path of file
--- \return two value: name and extension of file or '' value for every undefined part
--- \fn dirname(path)
--- \param[in] path Full or relative path of file
--- \return Path to dir
--- \fn rmdir(dirPath)
--- \brief Removes an existing directory
--- \param[in] dirPath Name of the directory.
--- \return Returns true if the operation was successful; in case of error, it returns nil plus an error string.
--- \details !!! remove directory with all content without any question
--- \fn isFullPath(path)
--- \brief Define is 'path' is full path or not.
--- \fn isRelativePath(path)
--- \brief Define is 'path' is relative path or not.
--- \fn absPath(path, folderPath)
--- \brief Current function convert "path" to absolute with correct deletting dirs . and ..
--- \param[in] path Must be in canonical view
--- \param[in] folderPath This path will set before 'path' if 'path' is not full path. Default value of
--- parameter is equal fs.currentdir()
--- \details "path" may not exist \n
--- If "path" is relative, then we assume, that it is relative to current directory \n
--- If "path" None, then function return current dir path, finished with "slash"
--- \fn fileWildcardToRe(templ)
--- \param[in] templ file template, which may contain special symbols '?' and '*'
--- \return Return regular expression pattern, converted from file template
--- \fn includeFile(path, template)
--- \param[in] path Path to file in canonical form
--- \param[in] template File template, which may contain special symbols '?' and '*'
--- \return true if 'path' is correspond to 'template', false otherwise
--- \fn includeFiles(pathList, template)
--- \brief Filter of pathes during 'pathList' in compliance with 'template'
--- \return List of residuary pathes
--- \fn excludeFiles(pathList, template)
--- \brief Exclude pathes from 'pathList' in compliance with 'template'
--- \return List of residuary pathes
--- \fn isExist(path)
--- \brief Define is exist filesystem object (file or directory)
--- \return true if exist, false otherwise
--- \fn isFile(path)
--- \fn isDir(path)
---\fn ls(dirname, adtArg)
---\brief выводит список файлов и/или подкаталогов данного каталога
--- \param[in] dirname каталог, содержимое которого необходимо вывести
--- \param[in] adtArg таблица, задающая параметры вывода:
--- \details adtArg.showDirs если true, то будут выведены названия каталогов \n
--- adtArg.showFiles если true, то будут выведены названия файлов \n
--- adtArg.fullPath если true, то будут выведены полные пути к файлам и подкаталогам \n
--- adtArg.recursive если true, то будут просмотрены все подкаталоги \n
--- \return list of files and/or dirs
---\fn copyFile(src, dst)
---\brief Copy one file to another file (works ONLY with files)
--- \param[in] src Full or relative path to file, which will be copied
--- \param[in] dst Full or relative path to file, which will be appeared
--- \return true in success or nil and error message in failure case
--- \fn isNetworkPath(path)
--- \param[in] path Full network path
--- \return true if 'path' is path of file or folder inside network share folder, otherwise return false
--- \fn isLocalPath(path)
--- \param[in] path Full or relative local file or folder path
--- \return true if 'path' is path of file or folder on local disk location
local lfs = require "yunit.lfs"
local fs = require "yunit.filesystem"
local luaExt = require "yunit.lua_ext"
local atf = require "yunit.aux_test_func"
local luaUnit = require 'yunit.luaunit'
useTestTmpDirFixture =
{
setUp = function(self)
tmpDir = fs.tmpDirName();
isNotNil(tmpDir);
local curDir = lfs.currentdir();
isNotNil(curDir);
isNil(lfs.chdir(tmpDir));
isTrue(lfs.mkdir(tmpDir));
isTrue(lfs.chdir(tmpDir));
isTrue(lfs.chdir(curDir));
end
;
tearDown = function(self)
isNotNil(tmpDir);
isTrue(lfs.chdir(tmpDir .. fs.osSlash() .. '..'))
local status, msg = fs.rmdir(tmpDir)
areEq(nil, msg)
isTrue(status)
end
;
};
useWinPathDelimiterFixture =
{
setUp = function(self)
self.osSlash = fs.osSlash
fs.osSlash = function() return '\\'; end
end;
tearDown = function(self)
fs.osSlash = self.osSlash
end;
}
useUnixPathDelimiterFixture =
{
setUp = function(self)
self.osSlash = fs.osSlash
fs.osSlash = function() return '/'; end
end
;
tearDown = function(self)
fs.osSlash = self.osSlash
end
;
}
if 'unix' == fs.whatOs() then
function useUnixPathDelimiterFixture.unixCanonizePath()
areEq('c:/path/to/dir', fs.canonizePath('c:/path/to/dir/'))
areEq('c:/path/to/dir', fs.canonizePath('c:\\path\\to\\dir\\'))
areEq('c:/path/to/dir/subdir', fs.canonizePath('c:\\path/to//dir\\\\subdir'))
areEq('\\\\host1/path/to/dir/subdir', fs.canonizePath('\\\\host1\\path/to//dir\\\\subdir'))
areEq('//host2/path/to/dir/subdir', fs.canonizePath('//host2\\path/to//dir\\\\subdir'))
areEq('c:/', fs.canonizePath('c:'));
areEq('c:/', fs.canonizePath('c:/'));
areEq('/', fs.canonizePath('/'));
end
end
if fs.whatOs() == 'win' then
function useWinPathDelimiterFixture.winCanonizePath(self)
areEq('c:\\path\\to\\dir', fs.canonizePath('c:/path/to/dir/'))
areEq('c:\\path\\to\\dir', fs.canonizePath('c:\\path\\to\\dir\\'))
areEq('c:\\path\\to\\dir\\subdir', fs.canonizePath('c:\\path/to//dir\\\\subdir'))
areEq('\\\\host1\\path\\to\\dir\\subdir', fs.canonizePath('\\\\host1\\path/to//dir\\\\subdir'))
areEq('//host2\\path\\to\\dir\\subdir', fs.canonizePath('//host2\\path/to//dir\\\\subdir'))
areEq('c:\\', fs.canonizePath('c:'));
areEq('c:\\', fs.canonizePath('c:\\'));
areEq('\\', fs.canonizePath('\\'));
end
end
if 'unix' == fs.whatOs() then
function useUnixPathDelimiterFixture.splitFullPathTest()
local head, tail;
head, tail = fs.split('c:/dir/file.ext')
areEq('c:/dir', head)
areEq('file.ext', tail)
head, tail = fs.split('c:/dir/file')
areEq('c:/dir', head)
areEq('file', tail)
head, tail = fs.split('c:/dir/')
areEq('c:/dir', head)
areEq('', tail)
head, tail = fs.split('c:/dir')
areEq('c:/', head)
areEq('dir', tail)
end
function useUnixPathDelimiterFixture.splitRootPathsTest()
local head, tail;
head, tail = fs.split('c:/')
areEq('c:/', head)
areEq('', tail)
head, tail = fs.split('c:')
areEq('c:/', head)
areEq('', tail)
head, tail = fs.split('/')
areEq('/', head)
areEq('', tail)
end
function useUnixPathDelimiterFixture.splitRelativePathsTest()
local head, tail;
head, tail = fs.split('file.ext')
areEq('', head)
areEq('file.ext', tail)
head, tail = fs.split('./')
areEq('.', head)
areEq('', tail)
head, tail = fs.split('./file.ext')
areEq('.', head)
areEq('file.ext', tail)
head, tail = fs.split('../')
areEq('..', head)
areEq('', tail)
head, tail = fs.split('../file.ext')
areEq('..', head)
areEq('file.ext', tail)
end
function useUnixPathDelimiterFixture.splitNetworkPathsTest()
local head, tail;
head, tail = fs.split('\\\\pc-1')
areEq('\\\\pc-1', head)
areEq('', tail)
head, tail = fs.split('\\\\pc-1/file.ext')
areEq('\\\\pc-1', head)
areEq('file.ext', tail)
end
function useUnixPathDelimiterFixture.filenameTest()
local name, ext, dir;
name, ext = fs.filename('c:/readme.txt');
isNotNil(name);
isNotNil(ext);
areEq('txt', ext);
areEq('readme', name);
name, ext = fs.filename('/tmp/readme.txt');
isNotNil(name);
isNotNil(ext);
areEq('txt', ext);
areEq('readme', name);
name, ext = fs.filename('./readme.txt');
isNotNil(name);
isNotNil(ext);
areEq('txt', ext);
areEq('readme', name);
name, ext = fs.filename('c:/readme.txt.bak');
isNotNil(name);
isNotNil(ext);
areEq('bak', ext);
areEq('readme.txt', name);
name, ext = fs.filename('c:/README');
isNotNil(name);
isNotNil(ext);
areEq(ext, '');
areEq(name, 'README');
name, ext = fs.filename('c:/');
isNotNil(name);
isNotNil(ext);
areEq(ext, '');
areEq(name, '');
name, ext = fs.filename('c:/readme.txt ');
isNotNil(name);
isNotNil(ext);
areEq('txt', ext);
areEq('readme', name);
name, ext = fs.filename('c:/readme_again.tx_t');
isNotNil(name);
isNotNil(ext);
areEq('tx_t', ext);
areEq('readme_again', name);
name, ext = fs.filename('c:\\path\\to\\dir\\readme_again.tx_t');
isNotNil(name);
isNotNil(ext);
areEq('tx_t', ext);
areEq('readme_again', name);
name, ext = fs.filename('d:/svn_wv_rpo_trunk/.svn/dir-prop-base');
isNotNil(name);
isNotNil(ext);
areEq('', ext);
areEq('dir-prop-base', name);
name, ext = fs.filename('d:/svn_wv_rpo_trunk/.svn/dir-prop-base');
isNotNil(name);
isNotNil(ext);
areEq('', ext);
areEq('dir-prop-base', name);
name, ext= fs.filename('d:/svn_wv_rpo_trunk/dir-prop-base/.svn/dir-prop-base');
isNotNil(name);
isNotNil(ext);
areEq('', ext);
areEq('dir-prop-base', name);
name, ext = fs.filename('d:/svn_wv_rpo_trunk/.svn');
isNotNil(name);
isNotNil(ext);
areEq('svn', ext);
areEq('', name);
name, ext = fs.filename('d:/svn_wv_rpo_trunk/.svn/.svn');
isNotNil(name);
isNotNil(ext);
areEq('svn', ext);
areEq('', name);
name, ext = fs.filename('gepart_ac.ini');
isNotNil(name);
isNotNil(ext);
areEq('gepart_ac', name);
areEq('ini', ext);
name, ext = fs.filename('test spaces.ini');
isNotNil(name);
isNotNil(ext);
areEq('test spaces', name);
areEq('ini', ext);
end
end
function isExistTest()
isTrue(fs.isExist(lfs.currentdir()));
if 'win' == fs.whatOs() then
isTrue(fs.isExist('c:/'));
isTrue(fs.isExist('c:'));
else
isTrue(fs.isExist('/home/'));
end
end
function isDirTest()
local path;
isTrue(fs.isDir(lfs.currentdir()));
if 'win' == fs.whatOs() then
isTrue(fs.isDir('c:/'));
isTrue(fs.isDir('c:'));
isTrue(fs.isDir('\\'));
else
isTrue(fs.isDir('/'));
isTrue(fs.isDir('/home/'));
end
path = '/';
areEq('directory', lfs.attributes(path, 'mode'));
isTrue(fs.isDir(path));
end
if 'unix' == fs.whatOs() then
function useUnixPathDelimiterFixture.dirnameTest()
areEq('c:/', fs.dirname('c:/'));
areEq('c:/path/to/dir', fs.dirname('c:/path/to/dir/file.ext'));
areEq('c:/', fs.dirname('c:/file'));
areEq('c:/', fs.dirname('c:/dir'));
end
end
function isFullPathTest()
local OS = fs.whatOs();
if 'win' == OS then
isTrue(fs.isFullPath('c:/dir'));
isTrue(fs.isFullPath('C:/dir'));
isTrue(fs.isFullPath('\\\\host/dir'));
isFalse(fs.isFullPath('../dir'));
isFalse(fs.isFullPath('1:/dir'));
isFalse(fs.isFullPath('abc:/dir'));
isFalse(fs.isFullPath('д:/dir'));
isTrue(fs.isFullPath('/etc/fstab'));
elseif 'unix' == OS then
isTrue(fs.isFullPath('/etc/fstab'));
isTrue(fs.isFullPath('~/dir'));
isFalse(fs.isFullPath('./configure'));
else
isTrue(false, "Unknown operative system");
end
end
function isRelativePathTest()
local OS = fs.whatOs();
if 'win' == OS then
isTrue(fs.isRelativePath('./dir'));
isTrue(fs.isRelativePath('../dir'));
isFalse(fs.isRelativePath('.../dir'));
isFalse(fs.isRelativePath('c:/dir'));
isFalse(fs.isRelativePath('\\\\host/dir'));
elseif 'unix' == OS then
isTrue(fs.isRelativePath('./configure'));
isTrue(fs.isRelativePath('../dir'));
isFalse(fs.isRelativePath('.../dir'));
isFalse(fs.isRelativePath('/etc/fstab'));
isFalse(fs.isRelativePath('~/dir'));
else
isTrue(false, "Unknown operative system");
end
end
function filePathTemplatesToRePatternsTest()
areEq('[^/\\]*$', fs.fileWildcardToRe('*'));
areEq('[^/\\]?$', fs.fileWildcardToRe('?'));
areEq('[^/\\]?[^/\\]?$', fs.fileWildcardToRe('??'));
areEq('[^/\\]*%.lua$', fs.fileWildcardToRe('*.lua'));
areEq('[^/\\]?[^/\\]*$', fs.fileWildcardToRe('?*'));
areEq('[^/\\]*[^/\\]?$', fs.fileWildcardToRe('*?'));
areEq('/dir/%([^/\\]?[^/\\]?[^/\\]?[^/\\]*%.[^/\\]*%)%)$', fs.fileWildcardToRe('/dir/(???*.*))'));
end
function selectFilesByTemplatesTest()
local fileNames =
{
'file.cpp', 'file.h', 'file.t.cpp',
'file.lua', 'file.t.lua', 'file.luac',
'file.cxx', 'file.c', 'file.hpp',
'file.txt', 'file', 'FILE',
};
local actual, expected;
expected = {'file.cpp', 'file.t.cpp',};
actual = fs.includeFiles(fileNames, '*.cpp');
for i = 1, #expected do
areEq(expected[i], actual[i]);
end
actual = fs.excludeFiles(expected, '*.t.cpp');
expected = {'file.cpp'};
for i = 1, #expected do
areEq(expected[i], actual[i]);
end
expected = {'file.luac', 'file.lua', 'file.t.lua', };
actual = fs.includeFiles(fileNames, '*.lua?');
for _, path in pairs(expected) do
isTrue(luaExt.findValue(actual, path));
end
actual = fs.excludeFiles(fileNames, '*c');
expected = {'file.lua', 'file.t.lua', };
for _, path in pairs(expected) do
isTrue(luaExt.findValue(actual, path));
end
expected = {'file.c', 'file.cpp', 'file.cxx', };
actual = fs.includeFiles(fileNames, '*.c*');
for _, path in pairs(expected) do
isTrue(luaExt.findValue(actual, path));
end
end
function filePathByTemplateTest()
isTrue(fs.includeFile('main.h', '*.h'));
isTrue(fs.includeFile('main.cpp', '*.cpp'));
isFalse(fs.includeFile('main.h ', '*.h'));
isTrue(fs.includeFile('main.h', '*.?'));
isTrue(fs.includeFile('main.c', '*.?'));
isTrue(fs.includeFile('main.c', '*.??'));
isTrue(fs.includeFile('main.t.cpp', '*.cpp'));
isTrue(fs.includeFile('main.h.cpp', '*.cpp'));
isFalse(fs.includeFile('main.h.cpp', '*.h'));
isTrue(fs.includeFile('./main.h', '*.h'));
isTrue(fs.includeFile('../main.h', '*.h'));
isTrue(fs.includeFile('d:/main.cpp/main.h', '*.h'));
isFalse(fs.includeFile('d:/main.cpp/main.h', '*.cpp'));
end
function useTestTmpDirFixture.DeleteEmptyDirectory()
local tmpSubdir = tmpDir .. fs.osSlash() .. tostring(os.time());
isTrue(lfs.mkdir(tmpSubdir));
isTrue(lfs.chdir(tmpSubdir));
isTrue(lfs.chdir(tmpDir));
local status, msg = fs.rmdir(tmpSubdir)
areEq(nil, msg)
isTrue(status)
end;
function useTestTmpDirFixture.DeleteDirectoryWithEmptyTextFile()
local tmpSubdir = tmpDir .. fs.osSlash() .. tostring(os.time());
isNil(lfs.chdir(tmpSubdir))
isTrue(lfs.mkdir(tmpSubdir))
isTrue(lfs.chdir(tmpSubdir))
local tmpFilePath = tmpSubdir .. fs.osSlash() .. 'tmp.file'
local tmpFile = io.open(tmpFilePath, 'w')
isNotNil(tmpFile)
tmpFile:close()
isTrue(lfs.chdir(tmpDir))
local status, msg = fs.rmdir(tmpSubdir)
areEq(nil, msg)
isTrue(status)
end;
function useTestTmpDirFixture.DeleteDirectoryWithNotEmptyTextFile()
local tmpSubdir = tmpDir .. fs.osSlash() .. tostring(os.time());
isNil(lfs.chdir(tmpSubdir))
isTrue(lfs.mkdir(tmpSubdir))
isTrue(lfs.chdir(tmpSubdir))
local tmpFilePath = tmpSubdir .. fs.osSlash() .. 'tmp.file'
local tmpFile = io.open(tmpFilePath, 'w')
isNotNil(tmpFile)
tmpFile:write('some\nsimple\ntext\n')
tmpFile:close()
isTrue(lfs.chdir(tmpDir))
local status, msg = fs.rmdir(tmpSubdir)
areEq(nil, msg)
isTrue(status)
end;
function useTestTmpDirFixture.DeleteDirectoryWithEmptySubdirectory()
local tmpSubdir = tmpDir .. fs.osSlash() .. tostring(os.time());
isNil(lfs.chdir(tmpSubdir))
isTrue(lfs.mkdir(tmpSubdir))
isTrue(lfs.chdir(tmpSubdir))
local tmpSubSubdir = tmpSubdir .. fs.osSlash() .. 'subdir';
isNil(lfs.chdir(tmpSubSubdir));
isTrue(lfs.mkdir(tmpSubSubdir));
isTrue(lfs.chdir(tmpSubSubdir));
isTrue(fs.isExist(tmpSubSubdir));
isTrue(lfs.chdir(tmpDir));
local status, msg = fs.rmdir(tmpSubdir)
areEq(nil, msg)
isTrue(status)
end;
function useTestTmpDirFixture.DeleteDirectoryWithSubdirectoryWithNotEmptyTextFile()
local tmpSubdir = tmpDir .. fs.osSlash() .. tostring(os.time());
isNil(lfs.chdir(tmpSubdir))
isTrue(lfs.mkdir(tmpSubdir))
isTrue(lfs.chdir(tmpSubdir))
local tmpSubSubdir = tmpSubdir .. fs.osSlash() .. 'subdir';
isNil(lfs.chdir(tmpSubSubdir));
isTrue(lfs.mkdir(tmpSubSubdir));
isTrue(lfs.chdir(tmpSubSubdir));
local tmpFilePath = tmpSubSubdir .. fs.osSlash() .. 'tmp.file'
local tmpFile = io.open(tmpFilePath, 'w')
isNotNil(tmpFile)
tmpFile:write('some\nsimple\ntext\n')
tmpFile:close()
isTrue(lfs.chdir(tmpDir));
local status, msg = fs.rmdir(tmpSubdir)
areEq(nil, msg)
isTrue(status)
end;
function useTestTmpDirFixture.isNetworkPathTest()
isTrue(fs.isNetworkPath([[\\172.22.3.20\folder\]]));
isTrue(fs.isNetworkPath([[\\alias\folder\]]));
isFalse(fs.isNetworkPath('c:/'));
isFalse(fs.isNetworkPath('../'));
isFalse(fs.isNetworkPath('./'));
isFalse(fs.isNetworkPath('/'));
isFalse(fs.isNetworkPath('\\'));
isTrue(fs.isNetworkPath([[\\172.22.3.20\folder\file.ext]]));
isTrue(fs.isNetworkPath([[\\alias\folder\file.ext]]));
isFalse(fs.isNetworkPath('c:/file.ext'));
isFalse(fs.isNetworkPath('../file.ext'));
isFalse(fs.isNetworkPath('./file.ext'));
isFalse(fs.isNetworkPath('/file.ext'));
isFalse(fs.isNetworkPath('\\file.ext'));
end
function useTestTmpDirFixture.isLocalFullPathTest()
if 'win' == fs.whatOs() then
isTrue(fs.isLocalFullPath('\\'));
isTrue(fs.isLocalFullPath('c:/'));
isTrue(fs.isLocalFullPath('c:/file.ext'));
isTrue(fs.isLocalFullPath('\\file.ext'));
else
isTrue(fs.isLocalFullPath('/'));
isTrue(fs.isLocalFullPath('/file.ext'));
end
isFalse(fs.isLocalFullPath([[\\172.22.3.20\folder\]]));
isFalse(fs.isLocalFullPath([[\\alias\folder\]]));
end
function useTestTmpDirFixture.isLocalPathTest()
if 'win' == fs.whatOs() then
isTrue(fs.isLocalPath('c:/'));
isTrue(fs.isLocalPath('c:/file.ext'));
isTrue(fs.isLocalPath('\\'));
isTrue(fs.isLocalPath('\\file.ext'));
end
isTrue(fs.isLocalPath('../'));
isTrue(fs.isLocalPath('./'));
isTrue(fs.isLocalPath('/'));
isTrue(fs.isLocalPath('../file.ext'));
isTrue(fs.isLocalPath('./file.ext'));
isTrue(fs.isLocalPath('/file.ext'));
isFalse(fs.isLocalPath([[\\172.22.3.20\folder\]]));
isFalse(fs.isLocalPath([[\\alias\folder\]]));
isFalse(fs.isLocalPath([[\\172.22.3.20\folder\file.ext]]));
isFalse(fs.isLocalPath([[\\alias\folder\file.ext]]));
end
function useTestTmpDirFixture.dirBypassTest()
-- local fileNames =
-- {
-- 'file.cpp', 'file.h', 'file.t.cpp',
-- 'file.lua', 'file.t.lua', 'file.luac',
-- 'file.cxx', 'file.c', 'file.hpp',
-- 'file.txt', 'file', 'FILE',
-- end
-- };
local slash = fs.osSlash();
-- Test defining if it is directory or not
isTrue(fs.isDir(tmpDir));
local tmpFilePath = tmpDir .. slash .. 'tmp.file';
isTrue(atf.createTextFileWithContent(tmpFilePath));
isFalse(fs.isDir(tmpFilePath))
local dirname = tmpDir;
local pathes = {};
table.insert(pathes, tmpFilePath);
dirname = dirname .. slash .. 'dir';
isTrue(lfs.mkdir(dirname));
isTrue(atf.createTextFileWithContent(dirname .. slash .. 'file.1'));
table.insert(pathes, dirname .. slash .. 'file.1');
dirname = dirname .. slash .. 'subdir';
isTrue(lfs.mkdir(dirname));
isTrue(atf.createTextFileWithContent(dirname .. slash .. 'file.2'));
table.insert(pathes, dirname .. slash .. 'file.2');
--[=[
tmp.file
dir/file.1
dir/subdir/file.2
--]=]
--[[
local files = fs.ls(tmpDir, {recursive = true, fullPath = true, onlyFiles = true});
--]]
local files = fs.ls(tmpDir, {recursive = true, fullPath = true, showDirs = false, showFiles = true});
areEq(#pathes, #files);
for _, file in ipairs(pathes) do
isTrue(luaExt.findValue(files, file));
end
-- test by Gorokhov
files = fs.ls(tmpDir, {recursive = false, fullPath = true, showDirs = true, showFiles = true});
areEq(2, #files);
files = fs.ls(tmpDir, {recursive = true, fullPath = true, showDirs = true, showFiles = false});
areEq(2, #files);
end
if 'win' == fs.whatOs() then
function useWinPathDelimiterFixture.absPathOnFullFilePaths()
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:/dir1/./dir2/file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:/dir1/./dir2/./file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:/dir1/././dir2/file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:/dir1/dir2/dir3/../file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:/dir1/dir2/./dir3/../file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:/dir1/dir2/dir3/.././file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:/dir1/dir2/dir3/./../file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:/dir1/dir2/dir3/./.././file.txt'));
areEq('d:\\dir1\\file.txt', fs.absPath('d:/dir1/dir2/../dir3/../file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:\\dir1\\.\\dir2\\file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:\\dir1\\.\\dir2\\.\\file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:\\dir1\\.\\.\\dir2\\file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:\\dir1\\dir2\\dir3\\..\\file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:\\dir1\\dir2\\.\\dir3\\..\\file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:\\dir1\\dir2\\dir3\\..\\.\\file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:\\dir1\\dir2\\dir3\\.\\..\\file.txt'));
areEq('d:\\dir1\\dir2\\file.txt', fs.absPath('d:\\dir1\\dir2\\dir3\\.\\..\\.\\file.txt'));
areEq('d:\\dir1\\file.txt', fs.absPath('d:\\dir1\\dir2\\..\\dir3\\..\\file.txt'));
end
end
if 'unix' == fs.whatOs() then
function useUnixPathDelimiterFixture.absPathOnFullFilePaths()
areEq('/dir1/dir2/file.txt', fs.absPath('/dir1/./dir2/file.txt', '/'));
areEq('/dir1/dir2/file.txt', fs.absPath('/dir1/./dir2/./file.txt'));
areEq('/dir1/dir2/file.txt', fs.absPath('/dir1/././dir2/file.txt'));
areEq('/dir1/dir2/file.txt', fs.absPath('/dir1/dir2/dir3/../file.txt'));
areEq('/dir1/dir2/file.txt', fs.absPath('/dir1/dir2/./dir3/../file.txt'));
areEq('/dir1/dir2/file.txt', fs.absPath('/dir1/dir2/dir3/.././file.txt'));
areEq('/dir1/dir2/file.txt', fs.absPath('/dir1/dir2/dir3/./../file.txt'));
areEq('/dir1/dir2/file.txt', fs.absPath('/dir1/dir2/dir3/./.././file.txt'));
areEq('/dir1/file.txt', fs.absPath('/dir1/dir2/../dir3/../file.txt'));
end
function useUnixPathDelimiterFixture.absPathOnRelativePaths()
areEq('c:/dir1', fs.absPath('./dir1/', 'c:/'));
areEq(fs.canonizePath(lfs.currentdir()) .. fs.osSlash() .. 'dir1', fs.absPath('./dir1/'));
areEq('/dir/dir1', fs.absPath('/dir/./dir1/'))
end
end
function useTestTmpDirFixture.copyDirWithFileTest()
local total = 0
local path
for n = 0, 10 do
path = tmpDir .. fs.osSlash() .. n .. '.txt'
atf.createTextFileWithContent(path, string.rep(' ', n));
areEq(n, fs.du(path))
total = total + n
end
areEq(total, fs.du(tmpDir))
end
function useTestTmpDirFixture.copyFileToAnotherPlaceTest()
local text = 'some\nsimple\ntext\n';
local src = tmpDir .. fs.osSlash() .. 'src.txt';
local dst = tmpDir .. fs.osSlash() .. 'dst.txt';
atf.createTextFileWithContent(src, text);
areNotEq(src, dst);
isTrue(fs.copyFile(src, dst));
isTrue(fs.isExist(src));
isTrue(fs.isExist(dst));
isTrue(fs.isFile(src));
isTrue(fs.isFile(dst));
areEq(text, atf.fileContentAsString(dst))
end
function useTestTmpDirFixture.copyFileIntoItselfTest()
local text = 'some\nsimple\ntext\n';
local src = tmpDir .. fs.osSlash() .. 'src.txt';
local dst = src;
atf.createTextFileWithContent(src, text)
isNil(fs.copyFile(src, dst))
end
function useTestTmpDirFixture.copyDirWithCopyFileFuncTest()
local srcDir = tmpDir .. fs.osSlash() .. '1';
local srcFile = srcDir .. fs.osSlash() .. 'tmp.txt';
local dstDir = tmpDir .. fs.osSlash() .. '2';
local dstFile = dstDir .. fs.osSlash() .. 'tmp.txt';
lfs.mkdir(srcDir);
lfs.mkdir(dstDir);
local text = 'some\nsimple\ntext\n';
atf.createTextFileWithContent(srcFile, text);
isNil(fs.copyFile(srcDir, dstDir))
isNil(fs.copyFile(srcFile, dstDir))
end
function useTestTmpDirFixture.copyDirWithFileTest()
local src = tmpDir .. fs.osSlash() .. '1'
local dst = tmpDir .. fs.osSlash() .. '2'
lfs.mkdir(src);
lfs.mkdir(dst);
local text = 'some\nsimple\ntext\n';
atf.createTextFileWithContent(src .. fs.osSlash() .. 'tmp.txt', text);
local status, errMsg = fs.copyDir(src, dst)
areEq(nil, errMsg)
isTrue(status);
local dstSubDir = dst .. fs.osSlash() .. '1'
isTrue(fs.isExist(dstSubDir));
isTrue(fs.isDir(dstSubDir));
isTrue(fs.isExist(dstSubDir .. fs.osSlash() .. 'tmp.txt'));
isTrue(fs.isFile(dstSubDir .. fs.osSlash() .. 'tmp.txt'));
end
function useTestTmpDirFixture.copyDirWithSubdirWithFileTest()
local src = tmpDir .. fs.osSlash() .. '1'
local srcFile = src .. fs.osSlash() .. 'src.txt'
local srcSubdir = src .. fs.osSlash() .. 'subdir'
local srcFileInSubdir = srcSubdir .. fs.osSlash() .. 'tmp.txt'
local dst = tmpDir .. fs.osSlash() .. '2'
local srcDirInDstDir = dst .. fs.osSlash() .. '1'
local dstFile = srcDirInDstDir .. fs.osSlash() .. 'src.txt'
local dstSubdir = srcDirInDstDir .. fs.osSlash() .. 'subdir'
local srcFileInDstSubdir = dstSubdir .. fs.osSlash() .. 'tmp.txt'
lfs.mkdir(src);
lfs.mkdir(srcSubdir);
lfs.mkdir(dst);
local text = 'some\nsimple\ntext\n';
atf.createTextFileWithContent(srcFile, text);
atf.createTextFileWithContent(srcFileInSubdir, text);
local status, errMsg = fs.copyDir(src, dst)
areEq(nil, errMsg)
isTrue(status);
isTrue(fs.isExist(srcDirInDstDir));
isTrue(fs.isDir(srcDirInDstDir));
isTrue(fs.isExist(dstSubdir));
isTrue(fs.isDir(dstSubdir));
isTrue(fs.isExist(dstFile));
isTrue(fs.isFile(dstFile));
isTrue(fs.isExist(srcFileInDstSubdir));
isTrue(fs.isFile(srcFileInDstSubdir));
end
function useTestTmpDirFixture.copyFilesWithCopyDirFuncTest()
local srcDir = tmpDir .. fs.osSlash() .. '1';
local srcFile = srcDir .. fs.osSlash() .. 'tmp.txt';
local dstDir = tmpDir .. fs.osSlash() .. '2';
local dstFile = dstDir .. fs.osSlash() .. 'tmp.txt';
lfs.mkdir(srcDir);
lfs.mkdir(dstDir);
local text = 'some\nsimple\ntext\n';
atf.createTextFileWithContent(srcFile, text);
isNil(fs.copyDir(srcFile, dstDir))
isNil(fs.copyDir(srcDir, dstFile))
end
function useTestTmpDirFixture.copyTest()
end
function useTestTmpDirFixture.relativePathTest()
areEq('subdir/', fs.relativePath('c:/path/to/dir/subdir/', 'c:/path/to/dir/'));
areEq('subdir\\', fs.relativePath('c:\\path\\to\\dir\\subdir\\', 'c:\\path\\to\\dir\\'));
end
function useTestTmpDirFixture.applyOnFilesTest()
local slash = fs.osSlash();
local dirname = tmpDir;
local pathes = {};
--[=[
tmp.file
dir/file.1
dir/subdir/file.2
--]=]
local tmpFilePath = dirname .. slash .. 'tmp.file';
isTrue(atf.createTextFileWithContent(tmpFilePath));
isTrue(fs.isFile(tmpFilePath))
table.insert(pathes, tmpFilePath);
dirname = dirname .. slash .. 'dir';
local file1path = dirname .. slash .. 'file.1'
isTrue(lfs.mkdir(dirname));
isTrue(atf.createTextFileWithContent(file1path));
table.insert(pathes, file1path);
dirname = dirname .. slash .. 'subdir';
local file2path = dirname .. slash .. 'file.2'
isTrue(lfs.mkdir(dirname));
isTrue(atf.createTextFileWithContent(file2path));
table.insert(pathes, file2path);
do
local files = {};
local function savePath(path, state)
if not fs.isDir(path) then
table.insert(state, path);
end
end
fs.applyOnFiles(tmpDir, {handler = savePath, state = files, recursive = true});
areEq(#pathes, #files);
isTrue(luaExt.findValue(pathes, tmpFilePath));
isTrue(luaExt.findValue(pathes, file1path));
isTrue(luaExt.findValue(pathes, file2path));
end
do
local function fileFilter(path)
return not fs.isDir(path);
end
local function savePath(path, state)
table.insert(state, path);
end
local files = {};
fs.applyOnFiles(tmpDir, {handler = savePath, filter = fileFilter, state = files, recursive = true});
areEq(#pathes, #files);
isTrue(luaExt.findValue(pathes, tmpFilePath));
isTrue(luaExt.findValue(pathes, file1path));
isTrue(luaExt.findValue(pathes, file2path));
end
end
function useTestTmpDirFixture.bytesToTest()
areEq(1, fs.bytesTo(1024, 'k'));
areEq(1, fs.bytesTo(1024, 'K'));
areEq(1, fs.bytesTo(1024 * 1024, 'M'));
areEq(1024 * 1024, fs.bytesTo(1024 * 1024, 'm'));
end
function useTestTmpDirFixture.fileLastModTimeTest()
local filetime = os.date('*t', lfs.attributes('win' == fs.whatOs() and 'c:/windows/system32/cmd.exe' or '/bin/sh', 'change'))
local curTime = os.time()
isTrue(os.time(filetime) < os.time())
isTrue(os.difftime(curTime, os.time(filetime)) > 0)
end
function useTestTmpDirFixture.defineFileSizeTest()
local size = lfs.attributes('win' == fs.whatOs() and 'c:/windows/system32/cmd.exe' or '/bin/sh', 'size')
local size2 = lfs.attributes('filesystem.t.notlua', 'size')
isTrue(size > 0);
isNil(size2)
end
function useTestTmpDirFixture.localPathToFormatOfNetworkPathTest()
end
function check_filter_call_sequense_by_multifilter()
local function returnTrue() return true; end
local function returnFalse() return false; end
local path = 'not_used_in_test'
isTrue(fs.multiFilter(path, {filters = {}}))
isTrue(returnTrue())
isFalse(returnFalse())
isTrue(fs.multiFilter(path, {filters = {returnTrue}}))
isTrue(fs.multiFilter(path, {filters = {returnTrue, returnTrue}}))
isFalse(fs.multiFilter(path, {filters = {returnFalse}}))
isFalse(fs.multiFilter(path, {filters = {returnTrue, returnFalse}}))
isFalse(fs.multiFilter(path, {filters = {returnFalse, returnFalse}}))
isFalse(fs.multiFilter(path, {filters = {returnFalse, returnTrue}}))
end
|
local sqlite3 = require("lsqlite3")
local db = sqlite3.open("karma.sqlite3")
local block_addmarma = false
local block_getkarma = false
db:exec[[
CREATE TABLE karma (
id INTEGER PRIMARY KEY,
name TEXT,
amount INTEGER
);
]]
local function lsqlite_exec(query)
local status = db:exec(query)
if status ~= 0 then
error("SQL: ".. db:error_message())
end
end
local function getRow(query)
for v in db:rows(query) do
return v
end
return nil
end
function karma.get(nick)
if not nick then
nick = L.nick
else
local in_room = getUserObject(nick)
if in_room then
nick = in_room.nick
end
end
if block_getkarma then
error("Flood detected.")
end
block_getkarma = true
local result = getRow("SELECT amount FROM karma WHERE name = '".. string.lower(nick) .."' LIMIT 1")
if not result then
throwError(404, "No karma found.")
else
print(L.nick ..": Karma of ".. nick ..": ".. c(result[1]))
end
end
function karma.up(nick)
if getUserstatus(L.nick) ~= 3 then
throwError(401, "Authentification required.")
return
end
local in_room = getUserObject(nick or L.nick)
if not in_room then
throwError(404, "That nickname was not found in this channel.")
return
end
nick = in_room.nick
if block_addkarma then
error("Flood detected.")
end
block_addkarma = true
if nick == L.nick then
throwError(403, "You can not add karma to yourself!")
return
end
local nick_l = string.lower(nick)
local karma = nil
local result = getRow("SELECT amount FROM karma WHERE name = '".. nick_l .."' LIMIT 1")
if not result then
lsqlite_exec("INSERT INTO karma VALUES (NULL, '".. nick_l .."', 1)")
karma = 1
else
lsqlite_exec("UPDATE karma SET amount = amount + 1 WHERE name = '".. nick_l .."'")
karma = result[1] + 1
end
print(L.nick ..": Karma level of ".. nick .." is now at ".. c(karma)..".")
end
function karma.down(nick)
if not (L.nick == "Krock" and getUserstatus(L.nick) == 3) then
throwError(403, "You are not authorized to use this command.")
return
end
local in_room = getUserObject(nick or L.nick)
if not in_room then
throwError(404, "That nickname was not found in this channel.")
return
end
nick = in_room.nick
local nick_l = string.lower(nick)
local karma = nil
local result = getRow("SELECT amount FROM karma WHERE name = '".. nick_l .."' LIMIT 1")
if not result then
lsqlite_exec("INSERT INTO karma VALUES (NULL, '".. nick_l .."', -1)")
karma = -1
else
lsqlite_exec("UPDATE karma SET amount = amount - 1 WHERE name = '".. nick_l .."'")
karma = result[1] - 1
end
print(L.nick ..": Karma level of ".. nick .." is now at ".. c(karma)..".")
end
function karma.credits()
print("Created by Krock (C) 2016, using the lsqlite3 library")
end
|
local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules
local Roact = require(Modules.Packages.Roact)
local UIBlox = require(Modules.Packages.UIBlox)
local t = require(Modules.Packages.t)
local ArrowNav = require(Modules.AvatarExperience.Common.Components.NavBar.ArrowNav)
local Constants = require(Modules.AvatarExperience.Common.Constants)
local Images = UIBlox.App.ImageSet.Images
local ARROW_LEFT_ICON = Images["icons/actions/cycleLeft"]
local ARROW_RIGHT_ICON = Images["icons/actions/cycleRight"]
local ARROW_SIZE = 36
local ARROW_PADDING = 6
local GetAENewNavigationEnabled = function() return false end
local FFlagAvatarExperienceNewNavigationEnabledForAll
= false
local ArrowFrame = Roact.PureComponent:extend("ArrowFrame")
ArrowFrame.validateProps = not FFlagAvatarExperienceNewNavigationEnabledForAll and t.strictInterface({
ZIndex = t.optional(t.number), -- Used to set the zindex of the entire component
isVisibleLeft = t.optional(t.union(t.boolean, t.table)), --(boolean/RoactBinding) Determines whether the left Arrow button is visible
isVisibleRight = t.optional(t.union(t.boolean, t.table)), --(boolean/RoactBinding) Determines whether the left Arrow button is visible
onPressHoldInputBegan = t.optional(t.callback), -- Overrides default functionality for what to do on button press and hold began
onPressHoldInputEnded = t.optional(t.callback), -- Overrides default functionality for what to do on button press and hold end
--[[Contains information necessary for using the default functionality if not using
onPressHoldInputBegan and onPressHoldInputEnded props for functionality]]
defaultUseProps = t.optional(t.strictInterface({
scrollingFrameRef = t.table, --(RoactRef) Reference to scrollingframe housing this component,
categoryButtonRefs = t.table, --(table of RoactRefs) table of references to the button contents within the scrollingframe,
buttonPadding = t.number, -- amount of padding between the buttons,
updateCanvasPosition = t.callback, --(RoactBinding update function) Modifies binding in parent component to move scrollingframe,
})),
scrollingFrameRef = t.optional(t.table), --(RoactRef) Reference to scrollingframe housing this component,
categoryButtonRefs = t.optional(t.table), --(table of RoactRefs) table of references to the button contents within the scrollingframe,
buttonPadding = t.optional(t.number), -- amount of padding between the buttons,
}) or t.strictInterface ({
ZIndex = t.optional(t.number), -- Used to set the zindex of the entire component
-- Booleans/RoactBindings to determine the visibility of the left and right arrows
isVisibleLeft = t.optional(t.union(t.boolean, t.table)),
isVisibleRight = t.optional(t.union(t.boolean, t.table)),
onPressHoldInputBegan = t.optional(t.callback), -- Overrides default functionality for button press and hold began
onPressHoldInputEnded = t.optional(t.callback), -- Overrides default functionality for button press and hold end
--[[
The following props are necessary for using the default functionality if not using
onPressHoldInputBegan and onPressHoldInputEnded props for functionality
--]]
scrollingFrameRef = t.optional(t.table), --(RoactRef) Reference to scrollingframe housing this component,
categoryButtonRefs = t.optional(t.table), --(table(RoactRef)) table of references to the category buttons,
buttonPadding = t.optional(t.number), -- amount of padding between the buttons,
})
ArrowFrame.defaultProps = {
ZIndex = 1,
isVisibleRight = true,
isVisibleLeft = true,
}
function ArrowFrame:init()
self.state = {
isHovered = false,
}
self.onMouseEnter = function()
self:setState({
isHovered = true,
})
end
self.onMouseLeave = function()
self:setState({
isHovered = false,
})
end
end
function ArrowFrame:render()
local isVisibleLeft = self.props.isVisibleLeft
local isVisibleRight = self.props.isVisibleRight
local defaultUseProps = self.props.defaultUseProps
local onPressHoldInputBegan = self.props.onPressHoldInputBegan
local onPressHoldInputEnded = self.props.onPressHoldInputEnded
local scrollingFrameRef = self.props.scrollingFrameRef
local categoryButtonRefs = self.props.categoryButtonRefs
local buttonPadding = self.props.buttonPadding
return Roact.createElement("Frame", {
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, 1, 0),
ZIndex = self.props.ZIndex,
[Roact.Event.MouseEnter] = self.onMouseEnter,
[Roact.Event.MouseLeave] = self.onMouseLeave,
}, {
ArrowLeft = Roact.createElement(ArrowNav, {
AnchorPoint = Vector2.new(0, 0.5),
Position = UDim2.new(0, -ARROW_PADDING, 0.5, 0),
Image = ARROW_LEFT_ICON,
Visible = self.state.isHovered and isVisibleLeft,
navDirection = GetAENewNavigationEnabled() and Constants.NavigationDirection.Left
or Constants.NavigationDirection.IS_LEFT,
defaultUseProps = not GetAENewNavigationEnabled() and defaultUseProps or nil,
onPressHoldInputBegan = onPressHoldInputBegan,
onPressHoldInputEnded = onPressHoldInputEnded,
-- The following are the default use props
scrollingFrameRef = GetAENewNavigationEnabled() and scrollingFrameRef or nil,
categoryButtonRefs = GetAENewNavigationEnabled() and categoryButtonRefs or nil,
buttonPadding = GetAENewNavigationEnabled() and buttonPadding or nil,
}),
ArrowRight = Roact.createElement(ArrowNav, {
AnchorPoint = Vector2.new(0, 0.5),
Position = UDim2.new(1, -ARROW_SIZE + ARROW_PADDING, 0.5, 0),
Image = ARROW_RIGHT_ICON,
Visible = self.state.isHovered and isVisibleRight,
navDirection = GetAENewNavigationEnabled() and Constants.NavigationDirection.RIGHT
or Constants.NavigationDirection.IS_RIGHT,
defaultUseProps = not GetAENewNavigationEnabled() and defaultUseProps or nil,
onPressHoldInputBegan = onPressHoldInputBegan,
onPressHoldInputEnded = onPressHoldInputEnded,
-- The following are the default use props
scrollingFrameRef = GetAENewNavigationEnabled() and scrollingFrameRef or nil,
categoryButtonRefs = GetAENewNavigationEnabled() and categoryButtonRefs or nil,
buttonPadding = GetAENewNavigationEnabled() and buttonPadding or nil,
})
})
end
return ArrowFrame
|
local class = require('opus.class')
local UI = require('opus.ui')
local Util = require('opus.util')
local colors = _G.colors
UI.Chooser = class(UI.Window)
UI.Chooser.defaults = {
UIElement = 'Chooser',
choices = { },
nochoice = 'Select',
backgroundFocusColor = colors.lightGray,
textInactiveColor = colors.gray,
leftIndicator = UI.extChars and '\17' or '<',
rightIndicator = UI.extChars and '\16' or '>',
height = 1,
}
function UI.Chooser:setParent()
if not self.width and not self.ex then
self.width = 1
for _,v in pairs(self.choices) do
if #v.name > self.width then
self.width = #v.name
end
end
self.width = self.width + 4
end
UI.Window.setParent(self)
end
function UI.Chooser:draw()
local bg = self.backgroundColor
if self.focused then
bg = self.backgroundFocusColor
end
local fg = self.inactive and self.textInactiveColor or self.textColor
local choice = Util.find(self.choices, 'value', self.value)
local value = self.nochoice
if choice then
value = choice.name
end
self:write(1, 1, self.leftIndicator, self.backgroundColor, colors.black)
self:write(2, 1, ' ' .. Util.widthify(tostring(value), self.width-4) .. ' ', bg, fg)
self:write(self.width, 1, self.rightIndicator, self.backgroundColor, colors.black)
end
function UI.Chooser:focus()
self:draw()
end
function UI.Chooser:eventHandler(event)
if event.type == 'key' then
if event.key == 'right' or event.key == 'space' then
local _,k = Util.find(self.choices, 'value', self.value)
local choice
if not k then k = 1 end
if k and k < #self.choices then
choice = self.choices[k+1]
else
choice = self.choices[1]
end
self.value = choice.value
self:emit({ type = 'choice_change', value = self.value, element = self, choice = choice })
self:draw()
return true
elseif event.key == 'left' then
local _,k = Util.find(self.choices, 'value', self.value)
local choice
if k and k > 1 then
choice = self.choices[k-1]
else
choice = self.choices[#self.choices]
end
self.value = choice.value
self:emit({ type = 'choice_change', value = self.value, element = self, choice = choice })
self:draw()
return true
end
elseif event.type == 'mouse_click' or event.type == 'mouse_doubleclick' then
if event.x == 1 then
self:emit({ type = 'key', key = 'left' })
return true
elseif event.x == self.width then
self:emit({ type = 'key', key = 'right' })
return true
end
end
end
|
require 'class'
require 'paths'
require 'mattorch'
local json = require 'lunajson'
require 'net.util'
local Data = torch.class('Data')
function Data:__init(fileDir, listFile, meanFile, listType,
inputSize, inputCh, labelSize, dataSize, dataCh, ch, useCuda)
self.seqList = self:getSeq(fileDir, listFile, listType)
self.mean = self:loadMean(meanFile)
self.inputSize = inputSize
self.inputCh = inputCh
self.labelSize = labelSize
self.dataSize = dataSize
self.dataCh = dataCh
self.ch = ch
self.useCuda = useCuda
end
function Data:getSeq(fileDir, listFile, listType)
-- read file into json
local f = io.open(listFile, 'rb')
local jsonString = f:read('*all')
local jsonObject = json.decode(jsonString)
f:close()
-- arrange it according to different label
local seqList = {}
for i in pairs(jsonObject[listType]) do
seqList[#seqList + 1] = paths.concat(fileDir, jsonObject[listType][i])
end
return seqList
end
-- random shuffle a list
function Data:shuffleList(list)
local n, random = #list, math.random
for i = 1, n do
local j, k = random(n), random(n)
list[j], list[k] = list[k], list[j]
end
return list
end
-- load mat mean file
function Data:loadMean(meanFile)
return mattorch.load(meanFile)
end
function Data:initBatch(batchSize, seqLength)
-- initialize inputs and targets, zero mask will ignore null target
local inputs, targets = {}, {}
for l = 1, seqLength do
-- init with 4d data (cnn and uni)
inputs[l] = torch.Tensor(batchSize,
self.inputCh, self.inputSize, self.inputSize):zero()
targets[l] = torch.Tensor(batchSize):fill(self.labelSize)
end
return inputs, targets
end
|
data:extend{
{
type = "mouse-cursor",
name = "tl-tool-cursor",
filename = "__Tapeline__/graphics/cursor/draw-cursor.png",
hot_pixel_x = 1,
hot_pixel_y = 1
}
}
|
-----------------------------------------
-- Spell: Esuna
--
-----------------------------------------
require("scripts/globals/status")
require("scripts/globals/magic")
require("scripts/globals/msg")
-----------------------------------------
function onMagicCastingCheck(caster, target, spell)
return 0
end
function onSpellCast(caster, target, spell)
if (caster:getID() == target:getID()) then -- much of this should only run once per cast, otherwise it would only delete the debuffs from the caster.
local statusNum = -1
local removables = {tpz.effect.FLASH, tpz.effect.BLINDNESS, tpz.effect.PARALYSIS, tpz.effect.POISON, tpz.effect.CURSE_I, tpz.effect.CURSE_II, tpz.effect.DISEASE, tpz.effect.PLAGUE}
if (caster:hasStatusEffect(tpz.effect.AFFLATUS_MISERY)) then -- add extra statuses to the list of removables. Elegy and Requiem are specifically absent.
removables = {tpz.effect.FLASH, tpz.effect.BLINDNESS, tpz.effect.PARALYSIS, tpz.effect.POISON, tpz.effect.CURSE_I, tpz.effect.CURSE_II, tpz.effect.DISEASE, tpz.effect.PLAGUE, tpz.effect.WEIGHT, tpz.effect.BIND, tpz.effect.BIO, tpz.effect.DIA, tpz.effect.BURN, tpz.effect.FROST, tpz.effect.CHOKE, tpz.effect.RASP, tpz.effect.SHOCK, tpz.effect.DROWN, tpz.effect.STR_DOWN, tpz.effect.DEX_DOWN, tpz.effect.VIT_DOWN, tpz.effect.AGI_DOWN, tpz.effect.INT_DOWN, tpz.effect.MND_DOWN, tpz.effect.CHR_DOWN, tpz.effect.ADDLE, tpz.effect.SLOW, tpz.effect.HELIX, tpz.effect.ACCURACY_DOWN, tpz.effect.ATTACK_DOWN, tpz.effect.EVASION_DOWN, tpz.effect.DEFENSE_DOWN, tpz.effect.MAGIC_ACC_DOWN, tpz.effect.MAGIC_ATK_DOWN, tpz.effect.MAGIC_EVASION_DOWN, tpz.effect.MAGIC_DEF_DOWN, tpz.effect.MAX_TP_DOWN, tpz.effect.MAX_MP_DOWN, tpz.effect.MAX_HP_DOWN}
end
local has = {}
-- collect a list of what caster currently has
for i, effect in ipairs(removables) do
if (caster:hasStatusEffect(effect)) then
statusNum = statusNum + 1
has[statusNum] = removables[i]
end
end
if (statusNum >= 0) then -- make sure this happens once instead of for every target
local delEff = math.random(0, statusNum) -- pick a random status to delete
caster:setLocalVar("esunaDelEff", has[delEff]) -- this can't be a local because it would only delete from the caster if it were.
else -- clear it if the caster has no eligible statuses, otherwise it will remove the status from others if it was previously removed.
caster:setLocalVar("esunaDelEff", 0)
caster:setLocalVar("esunaDelEffMis", 0) -- again, this can't be a local because it would only delete from the caster if it were. For extra status deletion under Misery
end
if (statusNum >= 1 and caster:hasStatusEffect(tpz.effect.AFFLATUS_MISERY)) then -- Misery second status removal.
caster:delStatusEffect(has[delEff]) -- delete the first selected effect so it doesn't get selected again. Won't impact the ability to delete it from others at this point.
local statusNumMis = - 1 -- need a new var to track the amount of debuffs for the array
-- collect a list of what caster currently has, again.
has = {}
for i, effect in ipairs(removables) do
if (caster:hasStatusEffect(effect)) then
statusNumMis = statusNumMis + 1
has[statusNumMis] = removables[i]
end
end
local delEffMis = math.random(0, statusNumMis) -- pick another random status to delete
caster:setLocalVar("esunaDelEffMis", has[delEffMis])
else
caster:setLocalVar("esunaDelEffMis", 0)
end
end
local statusDel = caster:getLocalVar("esunaDelEff")
local statusDelMis = caster:getLocalVar("esunaDelEffMis")
if (statusDel == 0) then -- this gets set to 0 if there's no status to delete.
spell:setMsg(tpz.msg.basic.MAGIC_NO_EFFECT) -- no effect
elseif (statusDelMis ~= 0) then -- no need to check for statusDelMis because it can't be 0 if this isn't
target:delStatusEffect(statusDel)
target:delStatusEffect(statusDelMis)
else
target:delStatusEffect(statusDel)
end
return statusDel
end
|
--#region initiative-hud
local _defaults = {
color = {
ally = "#66ba6b",
neutral = "#d5d165",
player = "#7e7dbb",
enemy = "#BD5365",
lair = "#D2D186",
epic = "#B38CFF"
},
players = {
"Zora",
"Amber",
"Edwin",
"Gilkan",
"Marcus",
"Kottur"
},
playersColors = {
zora = "Red",
amber = "Teal",
edwin = "Blue",
gilkan = "Green",
marcus = "White",
kottur = "Purple"
},
offsets = {
nr = "-35 255",
toggle = "0 255"
},
insets = {
nr = "-35 0",
toggle = "0 0"
},
xt = 5,
xc = 1,
timeToken = {
tToken = "2f363b",
turnPos = {x = 101.87, y = 4.00, z = -33.55},
turnOffset = 0.77,
rToken = "0e4e22",
roundPos = {x = 101.65, y = 4.00, z = -28.57},
roundOffset = 0.38
},
static = {
"Lair",
"Epic Die"
},
textColor = "#f0f0f0ff",
initiative_mat = nil
}
-- ITEMS LEGEND:
-- id .. a = button, aka Activator for the overlay
-- id .. c = Closing button, aka while panel is open
-- id .. i = text, aka Initiative
-- id .. n = text, aka the Name of the initiative
-- id .. o = Opening button, aka while panel is close
-- id .. p = Panel, aka the panel that comes while open
-- id .. r = Toggle, aka Reaction used
-- id .. t = button, aka iniTiative button
-- id .. x = Toggle, aka Concentration used
-- id .. y = image, aka overlaY for the item to be active
local debug = false
local activated = ""
local id = 1
local elements = {}
local xmlElements = {}
local statusCache = {}
local initiatives = {}
local sound = nil
function onFixedUpdate()
local h = #xmlElements * 50
self.UI.setAttribute("layout", "height", h)
self.UI.setAttribute("nm", "text", #xmlElements)
if #xmlElements <= 5 then
self.UI.setAttribute("widget", "noScrollbars", "true")
else
self.UI.setAttribute("widget", "noScrollbars", "false")
end
end
function onLoad()
HideHud()
end
function ReorderMat()
if _defaults.initiative_mat then
local mat = getObjectFromGUID(_defaults.initiative_mat)
mat.call("order_initiative")
end
end
function setElements(params)
local t = params.t
if not _defaults.initiative_mat then
_defaults.initiative_mat = params.mat
end
resetTable()
xmlElements = {}
elements = {}
if t ~= nil then
ShowHud()
for i = 1, #t do
local tempE = {
id = id,
initiative = t[i].ini,
name = t[i].name,
side = t[i].side,
pawn = t[i].pawn
}
table.insert(elements, tempE)
id = id + 1
end
xmlElements = {}
startLuaCoroutine(self, "BuildElements")
Wait.condition(
function()
BuildWidget(xmlElements)
ShowHud()
end,
function()
if xmlElements and elements then
return #xmlElements == #elements and #xmlElements > 0 and #elements > 0
else
return false
end
end
)
end
end
function BuildElements()
table.sort(
elements,
function(k1, k2)
return k1.initiative > k2.initiative
end
)
if elements then
for i = 1, #elements do
local xmlElement = ElementBuilder(elements[i])
table.insert(xmlElements, xmlElement)
coroutine.yield(0)
end
end
return 1
end
function ElementBuilder(element)
if debug and false then
print("-------------------")
print("To Add:")
print("\t" .. element.initiative)
print("\t" .. element.name)
print("color = " .. parseColor(element.side))
element.name = element.name .. "." .. element.id
end
local toAdd = {
tag = "Image",
attributes = {
id = element.id,
image = "Widget",
class = "closed",
color = parseColor(element.side)
},
children = {
{
tag = "Image",
attributes = {
id = element.id .. "y",
image = "Widget-overlay",
active = false
}
},
{
tag = "Panel",
children = {
{
tag = "Button",
attributes = {
id = element.id .. "o",
class = "closed",
onClick = "widgetExpand(id)"
}
},
{
tag = "Text",
attributes = {
id = element.id .. "i",
class = "initiative",
text = element.initiative
}
},
{
tag = "Button",
attributes = {
id = element.id .. "t",
class = "finder",
onclick = "findPawn(id)",
pawn = element.pawn,
active = element.pawn ~= nil and "true" or "false"
}
},
{
tag = "Text",
attributes = {
id = element.id .. "n",
class = "name",
text = element.name
}
},
{
tag = "Button",
attributes = {
id = element.id .. "a",
class = "activator",
onClick = "widgetActivate(id)"
}
},
{
tag = "Panel",
attributes = {
id = element.id .. "p",
active = "false"
},
children = {
{
tag = "Toggle",
attributes = {
id = element.id .. "r",
class = "react",
isOn = seeCache(element.name, element.initiative, element.pawn, "react"),
onValueChanged = "toggleChange"
}
},
{
tag = "Toggle",
attributes = {
id = element.id .. "x",
class = "conc",
isOn = seeCache(element.name, element.initiative, element.pawn, "conc"),
onValueChanged = "toggleChange"
}
},
{
tag = "Button",
attributes = {
id = element.id .. "c",
class = "opened",
onClick = "widgetReduce(id)"
}
}
}
}
}
}
}
}
return toAdd
end
function BuildWidget(xmlEle)
local xmlTable = UI.getXmlTable()
local t = xmlTable[_defaults.xt].children[_defaults.xc].children
for i = 1, #xmlEle do
table.insert(t, xmlEle[i])
end
--xmlTable[3].children[1].children = panel
updateTable(xmlTable)
end
function NextTurn()
if activated == "" then
UI.setAttribute(elements[1].id .. "y", "active", "true")
activated = elements[1].name .. "|" .. elements[1].id
else
local myId = mysplit(activated, "|")[2]
local myPos = findMe(myId)
local nextPos = myPos + 1 > #elements and 1 or myPos + 1
if nextPos == 1 then
NextRound()
end
UI.setAttribute(myId .. "y", "active", "false")
UI.setAttribute(elements[nextPos].id .. "y", "active", "true")
activated = elements[nextPos].name .. "|" .. elements[nextPos].id
notify()
end
end
function ToggleHud()
if UI.getAttribute("widget", "active") == "true" then
HideHud()
roundCPos = nil
roundToken = getObjectFromGUID(_defaults.timeToken.rToken)
turnToken = getObjectFromGUID(_defaults.timeToken.tToken)
roundToken.setPositionSmooth(_defaults.timeToken.roundPos)
turnToken.setPositionSmooth(_defaults.timeToken.turnPos)
statusCache = {}
resetEpicBoons()
else
ShowHud()
end
end
local roundCPos = nil
function NextRound()
if roundCPos == nil then
roundCPos = {x = 101.65, y = 4.00, z = -28.57}
end
roundToken = getObjectFromGUID(_defaults.timeToken.rToken)
roundCPos.x = roundCPos.x + _defaults.timeToken.roundOffset
roundToken.setPositionSmooth(roundCPos, false, false)
roundToken.setRotationSmooth({0, 90, 0}, false, false)
for i = 1, #elements do
if not isPlayer(elements[i].name) then
UI.setAttribute(elements[i].id .. "r", "isOn", "False")
if statusCache[elements[i].name .. "." .. elements[i].initiative .. "." .. elements[i].pawn] then
statusCache[name .. "." .. initiative .. "." .. pawn]["react"] = false
end
end
end
end
function ShowHud()
UI.setAttribute("widget", "active", "true")
UI.setAttribute("nt", "offsetXY", _defaults.offsets.nr)
UI.setAttribute("toggle", "offsetXY", _defaults.offsets.toggle)
UI.setAttribute("reorder", "active", "true")
UI.setAttribute("nt", "textColor", _defaults.textColor)
UI.setAttribute("toggle", "textColor", _defaults.textColor)
UI.setAttribute("reorder", "textColor", _defaults.textColor)
textColor = ""
TogglePlayer(true)
end
function HideHud()
UI.setAttribute("widget", "active", "false")
UI.setAttribute("nt", "offsetXY", _defaults.insets.nr)
UI.setAttribute("toggle", "offsetXY", _defaults.insets.toggle)
UI.setAttribute("reorder", "active", "false")
UI.setAttribute("nt", "textColor", _defaults.textColor)
UI.setAttribute("toggle", "textColor", _defaults.textColor)
UI.setAttribute("reorder", "textColor", _defaults.textColor)
TogglePlayer(false)
end
function TogglePlayer(toggle)
UI.setAttribute("green", "color", toggle and "#ffffffff" or "#ffffff00")
UI.setAttribute("purple", "color", toggle and "#ffffffff" or "#ffffff00")
UI.setAttribute("red", "color", toggle and "#ffffffff" or "#ffffff00")
UI.setAttribute("blue", "color", toggle and "#ffffffff" or "#ffffff00")
UI.setAttribute("yellow", "color", toggle and "#ffffffff" or "#ffffff00")
UI.setAttribute("brown", "color", toggle and "#ffffffff" or "#ffffff00")
UI.setAttribute("white", "color", toggle and "#ffffffff" or "#ffffff00")
UI.setAttribute("teal", "color", toggle and "#ffffffff" or "#ffffff00")
UI.setAttribute("orange", "color", toggle and "#ffffffff" or "#ffffff00")
UI.setAttribute("pink", "color", toggle and "#ffffffff" or "#ffffff00")
end
function toggleChange(player, option, v)
UI.setAttribute(v, "isOn", option)
local id = tonumber(string.sub(v, 1, -2))
local name = UI.getAttribute(id .. "n", "text")
local initiative = UI.getAttribute(id .. "i", "text")
local pawn = UI.getAttribute(id .. "t", "pawn")
local thing = UI.getAttribute(v, "class")
local status = option == "True" and true or false
if not isPlayer(name) then
if not statusCache[name .. "." .. initiative .. "." .. pawn] then
statusCache[name .. "." .. initiative .. "." .. pawn] = {
conc = false,
react = false
}
end
statusCache[name .. "." .. initiative .. "." .. pawn][thing] = status
end
end
function findPawn(player, request, v)
local guid = UI.getAttribute(v, "pawn")
local pawn = getObjectFromGUID(guid)
pawn.call("toggleVisualize", {input = "true", color = "Black"})
--Player["Black"].lookAt(
-- {
-- position = pawn.getPosition(),
-- distance = 60,
-- pitch = 60,
-- yaw = 270
-- }
--)
end
function seeCache(name, initiative, pawn, thing)
if not isPlayer(name) and not isStatic(name) then
if statusCache[name .. "." .. initiative .. "." .. pawn] then
status = statusCache[name .. "." .. initiative .. "." .. pawn][thing]
return status and "True" or "False"
end
end
return false
end
function widgetExpand(player, request, v)
-- request is the requested variable (in this case ID)
-- v is the value of said variable. in this case we are in the button
-- meaning that the id will be id + o (to signify opening button)
-- this will be removed
local id = tonumber(string.sub(v, 1, -2))
UI.setAttribute(id, "image", "Widget-open")
UI.setAttribute(id .. "p", "active", "true")
UI.setAttribute(v, "active", "false")
end
function widgetReduce(player, request, v)
local id = tonumber(string.sub(v, 1, -2))
UI.setAttribute(id, "image", "Widget")
UI.setAttribute(id .. "p", "active", "false")
UI.setAttribute(id .. "o", "active", "true")
end
function widgetActivate(player, request, v)
local id = tonumber(string.sub(v, 1, -2))
if activated ~= "" then
local currentId = mysplit(activated, "|")[2]
UI.setAttribute(currentId .. "y", "active", "false")
end
local name = UI.getAttribute(id .. "n", "text")
activated = name .. "|" .. id
notify()
UI.setAttribute(id .. "y", "active", "true")
end
function notify()
local myId = mysplit(activated, "|")[2]
local myPos = findMe(myId)
if myPos then
local nextPos = myPos + 1
if nextPos > #elements then
nextPos = 1
end
-- this will manage the card notification for the next
-- in the initiative counter
if isPlayer(elements[nextPos].name) then
local name = string.lower(elements[nextPos].name)
if (Player[_defaults.playersColors[name]].seated) then
broadcastToColor(
"You're next in initiative! Prepare yourself.",
_defaults.playersColors[name],
{1, 1, 1}
)
UI.setAttribute(_defaults.playersColors[name], "active", "true")
end
end
if isPlayer(elements[myPos].name) then
local name = string.lower(elements[myPos].name)
if (Player[_defaults.playersColors[name]].seated) then
broadcastToColor("It's your turn!", _defaults.playersColors[name], {1, 1, 1})
UI.setAttribute(_defaults.playersColors[name], "active", "false")
end
end
end
end
function isPlayer(name)
for i = 1, #_defaults.players do
if string.lower(name) == string.lower(_defaults.players[i]) then
return true
end
end
end
function isStatic(name)
for i = 1, #_defaults.static do
if string.lower(name) == string.lower(_defaults.static[i]) then
return true
end
end
end
function findMe(tofind)
for i = 1, #elements do
if tonumber(tofind) == tonumber(elements[i].id) then
return i
end
end
return nil
end
function nextTurn()
-- here goes the movement of the turn counter
if activated == "" then
end
end
function addElement(params)
-- params is from someone else
-- params will be:
-- ini : int
-- name : string
-- side : string
-- owner : guid
---------------------------------
-- the add element will create a new
-- element in the HUD
--if params then
-- local element = {
-- id = id,
-- initiative = params.ini,
-- name = params.name,
-- side = params.side,
-- owner = getObjectFromGUID(params.owner),
-- visible = true
-- }
-- table.insert(elements, element)
-- id = id + 1
-- RenderElements()
--end
end
function SyncTable()
RenderElements()
end
function RenderElements()
table.sort(
elements,
function(k1, k2)
return k1.initiative > k2.initiative
end
)
local xmlTable = self.UI.getXmlTable()
resetTable()
local t = xmlTable[3].children[1].children
for i = 1, #elements do
if debug then
print("-------------------")
print("To Add:")
print("\t" .. elements[i].initiative)
print("\t" .. elements[i].name)
print("color = " .. parseColor(elements[i].side))
elements[i].name = elements[i].name .. "." .. elements[i].id
end
local toAdd = {
tag = "Image",
attributes = {
id = elements[i].id,
image = "Widget",
class = "closed",
color = parseColor(elements[i].side)
},
children = {
{
tag = "Panel",
children = {
{
tag = "Button",
attributes = {
id = elements[i].id .. "o",
class = "closed",
onClick = "widgetExpand(id)"
}
},
{
tag = "Text",
attributes = {
class = "initiative",
text = elements[i].initiative
}
},
{
tag = "Text",
attributes = {
class = "name",
text = elements[i].name
}
},
{
tag = "Panel",
attributes = {
id = elements[i].id .. "p",
active = "false"
},
children = {
{
tag = "Toggle",
attributes = {
class = "react"
}
},
{
tag = "Toggle",
attributes = {
class = "conc"
}
},
{
tag = "Button",
attributes = {
id = elements[i].id .. "c",
class = "opened",
onClick = "widgetReduce(id)"
}
}
}
}
}
}
}
}
--printTable(toAdd)
table.insert(t, toAdd)
toAdd = nil
end
updateTable(xmlTable)
end
function parseColor(side)
return _defaults.color[side]
end
function updateTable(xmlTable)
local h = getHeightMultiplier()
UI.setXmlTable(xmlTable)
UI.setAttribute("layout", "height", h)
end
function resetTable()
local xmlTable = UI.getXmlTable()
xmlTable[_defaults.xt].children[_defaults.xc].children = {}
UI.setXmlTable(xmlTable)
--printTable(xmlTable)
end
function getHeightMultiplier()
local counter = 0
for i = 1, #elements do
if elements[i].visible then
counter = counter + 1
end
end
return counter * 50
end
function setSeated(players)
Wait.time(
function()
local mat = getObjectFromGUID(_defaults.initiative_mat)
for i = 1, #players.input do
log(Player[_defaults.playersColors[players.input[i]]].seated and "true" or "false", players.input[i])
mat.UI.setAttribute(
players.input[i],
"active",
Player[_defaults.playersColors[players.input[i]]].seated and "true" or "false"
)
if debug then
mat.UI.setAttribute(players.input[i], "active", "true")
end
end
end,
1
)
end
function requestPlayer(player)
if not _defaults.initiative_mat then
_defaults.initiative_mat = player.call
end
log(Player[_defaults.playersColors[player.p]].seated, player.p .. " seated")
if Player[_defaults.playersColors[player.p]].seated then
UI.setAttribute(_defaults.playersColors[player.p] .. "_box", "active", "true")
initiatives[_defaults.playersColors[player.p]] = {t = player.t, i = ""}
end
if debug then
UI.setAttribute(_defaults.playersColors[player.p] .. "_box", "active", "true")
initiatives[_defaults.playersColors[player.p]] = {t = player.t, i = ""}
end
end
function submitRequest(player)
-- this activates on the submit button
if initiatives[player.color].i ~= "" then
UI.setAttribute(player.color .. "_box", "active", "false")
local playerName = getPlayerByColor(player.color)
playerName = playerName:sub(1, 1):upper() .. playerName:sub(2) -- capitalize name
printToAll(
"[" .. Color[player.color]:toHex(false) .. "]" .. playerName .. ":[-] " .. initiatives[player.color].i,
"White"
) -- print initiative in the chat
local mat = getObjectFromGUID(_defaults.initiative_mat)
mat.UI.setAttribute(playerName:lower(), "text", playerName .. "|" .. initiatives[player.color].i)
mat.UI.setAttribute(playerName:lower(), "textColor", "#ff7f27") -- setting ui to tell DM that player has written
if debug then
log(playerName:lower(), "setting class to done, " .. initiatives[player.color].i)
end
local obj = getObjectFromGUID(initiatives[player.color].t)
obj.editInput({index = 0, value = playerName .. "\n" .. initiatives[player.color].i})
initiatives[player.color].d = true
end
end
function submitChange(player, value, obj)
-- this activates while the player is writing on its little box
initiatives[player.color].i = value
end
function isInCombat()
return self.UI.getAttribute("widget", "active") == "true"
end
function getPlayerByColor(color)
for k, v in pairs(_defaults.playersColors) do
if v == color then
return k
end
end
return nil
end
--#endregion
|
require("iuplua")
data = {}
lastId = 0
function crud_create(surname, name)
local item = {}
lastId = lastId + 1
item.name = name
item.surname = surname
item.id = lastId
data[item.id] = item
return lastId
end
function crud_read(nextId)
local n, v = next(data, nextId)
if not n then
return n
end
return n, v.surname, v.name
end
function crud_update(id, surname, name)
data[id].name = name
data[id].surname = surname
end
function crud_delete(id)
data[id] = nil
end
--********************************** Main *****************************************
lbl_filter = iup.label{title = "Filter prefix:"}
txt_filter = iup.text{size = "60x", expand = "HORIZONTAL"}
lst_names = iup.list{size = "60x", expand = "YES", visiblelines=6}
lbl_name = iup.label{title = "Name:", size = 35}
txt_name = iup.text{size = 60, expand = "HORIZONTAL"}
lbl_surname = iup.label{title = "Surname:", size = 35}
txt_surname = iup.text{size = 60, expand = "HORIZONTAL"}
btn_create = iup.button{title = "Create", size = "30"}
btn_update = iup.button{title = "Update", size = "30", active = "NO"}
btn_delete = iup.button{title = "Delete", size = "30", active = "NO"}
hbx_filter = iup.hbox{iup.hbox{lbl_filter, txt_filter; alignment = "ACENTER"}, iup.fill{}; homogeneous = "YES"}
hbx_name = iup.hbox{lbl_name, txt_name; alignment = "ACENTER"}
hbx_surname = iup.hbox{lbl_surname, txt_surname; alignment = "ACENTER"}
hbx_buttons = iup.hbox{btn_create, btn_update, btn_delete}
vbx_input = iup.vbox{hbx_name, hbx_surname}
hbox = iup.hbox{lst_names, vbx_input; homogeneous = "YES"}
box = iup.vbox{hbx_filter, hbox, hbx_buttons; nmargin = "10x10"}
dlg = iup.dialog{box, title = "CRUD", gap = "10"}
function trim (str)
return string.gsub(str, "^%s*(.-)%s*$", "%1")
end
function filterName(name, filter)
local i,j = string.find(string.lower(name), string.lower(filter))
return i==1
end
function loadList()
local currId = nil
local surname, name
local count = 1
local filter = txt_filter.value
if filter then
filter = trim(filter)
if filter == "" then
filter = nil
end
end
lst_names[1] = nil
currId, surname, name = crud_read(currId)
while currId do
if not filter or filterName(surname, filter) then
lst_names[count] = surname..", "..name
lst_names["ID"..count] = currId
count = count + 1
end
currId, surname, name = crud_read(currId)
end
lst_names.value = 0
end
function updateButtonsState()
if lst_names.value == "0" then
btn_delete.active = "NO"
btn_update.active = "NO"
else
btn_delete.active = "YES"
btn_update.active = "YES"
end
end
function lst_names:valuechanged_cb()
updateButtonsState()
end
function txt_filter:valuechanged_cb()
loadList(self.value)
end
function btn_create:action()
local name = trim(txt_name.value)
local surname = trim(txt_surname.value)
crud_create(surname, name)
txt_name.value = ""
txt_surname.value = ""
loadList()
updateButtonsState()
end
function btn_update:action()
local index = lst_names.value
local id = lst_names["ID"..index]
local name = trim(txt_name.value)
local surname = trim(txt_surname.value)
crud_update(tonumber(id), surname, name)
txt_name.value = ""
txt_surname.value = ""
loadList()
updateButtonsState()
end
function btn_delete:action()
local index = lst_names.value
local id = lst_names["ID"..index]
crud_delete(tonumber(id), surname, name)
txt_name.value = ""
txt_surname.value = ""
loadList()
updateButtonsState()
end
dlg:showxy( iup.CENTER, iup.CENTER )
if (iup.MainLoopLevel()==0) then
iup.MainLoop()
end
|
local is_avail = require("wandbox.util").is_available
local config = {}
config.options = {
client_list = { is_avail("curl"), is_avail("wget"), is_avail("socket") },
compilers = {
cpp = "clang-head",
c = "gcc-head",
coffee = "coffeescript-head",
crystal = "crystal-head",
cs = "mono-head",
d = "dmd-head",
elixir = "elixir-head",
erlang = "erlang-head",
go = "go-head",
groovy = "groovy-head",
haskell = "ghc-head",
java = "openjdk-head",
javascript = "nodejs-head",
lazyk = "lazyk",
lisp = "sbcl-head",
lua = "lua-5.3.4",
nim = "nim-head",
ocaml = "ocaml-head",
pascal = "fpc-head",
perl = "perl-5.25.10",
php = "php-head",
pony = "pony-head",
python = "cpython-head",
rill = "rill-head",
ruby = "ruby-head",
rust = "rust-head",
scala = "scala-2.13.x",
sh = "bash",
sql = "sqlite-head",
swift = "swift-head",
vim = "vim-head",
},
options = {},
compiler_option_raw = { cpp = "-fno-color-diagnostics" },
stdin = nil,
runtime_option_raw = {},
save = nil,
open_qf = nil,
}
config.set = function(options)
config.options = vim.tbl_extend("force", config.options, options)
end
return config
|
_ENV=namespace "container"
using_namespace "luaClass"
template("mat")
function mat:mat(rowNum,colNum)
local data={}
self._data=data
self._rowNum=rowNum
self._colNum=colNum
for i=1,rowNum*colNum do
data[i]=false
end
end
function mat:at(row,col)
return self._data[col+(row-1)*self._colNum] or nil
end
function mat:set(row,col,value)
self._data[col+(row-1)*self._colNum]=value
end
function mat:del(row,col)
self:set(row,col,false)
end
function mat:colNum()
return self._colNum
end
function mat:rowNum()
return self._rowNum
end
function mat:size()
return self._colNum*self._rowNum
end
function mat:iter()
return ipairs(self._data)
end
function mat:clear()
for i=1,self:size() do
self._data[i]=false
end
end
function mat:onFun(luaf)
for i,v in ipairs(self._data) do
luaf(v)
end
end
|
-- Dependencies
local Assets = require("engine.Assets")
local Config = require("engine.Config")
local Table = require("engine.Table")
-- Clouds module
local Clouds = {}
-- Variables
local gameWidth = Config.gameWidth
local gameHeight = Config.gameHeight
local sprites = Assets.sprites.clouds
local cloudWidth = sprites[1].width
local cloudHeight = sprites[1].height
local clouds = {}
local maxClouds = 0
local topGeneration = false
local cameraY = 0
-- Generates cloud in the specified area
local function generateCloud(left, right, top, bottom)
return {
front = love.math.random() > 0.5,
x = love.math.random(left, right),
y = love.math.random(top, bottom),
speed = love.math.random(16, 64),
sprite = love.math.random(1, #sprites)
}
end
-- Generates cloud in the top area
local function generateCloudOnTop()
local left = -cloudWidth / 2
local right = gameWidth - cloudWidth / 2
local top = cameraY - gameHeight
local bottom = cameraY - cloudHeight
return generateCloud(left, right, top, bottom)
end
-- Generates cloud in the middle area
local function generateCloudInMiddle()
local left = -cloudWidth / 2
local right = gameWidth - cloudWidth / 2
local top = cameraY - cloudHeight / 2
local bottom = cameraY + gameHeight - cloudHeight / 2
return generateCloud(left, right, top, bottom)
end
-- Generates cloud in the right area
local function generateCloudOnRight()
local left = gameWidth
local right = gameWidth + cloudWidth / 2
local top = cameraY - cloudHeight / 2
local bottom = cameraY + gameHeight - cloudHeight / 2
return generateCloud(left, right, top, bottom)
end
-- Generates missing clouds using the generator function
local function generateMissingClouds(generator)
for i = 1, maxClouds - #clouds do
table.insert(clouds, generator())
end
end
-- Draws clouds in front or back area
local function drawClouds(front)
for i, cloud in ipairs(clouds) do
if cloud.front == front then
sprites[cloud.sprite]:draw(cloud.x, cloud.y - cameraY)
end
end
end
-- Draws clouds in front area
function Clouds.drawFront()
drawClouds(true)
end
-- Draws clouds in back area
function Clouds.drawBack()
drawClouds(false)
end
-- Updates clouds
function Clouds.update(delta)
Table.filter(clouds, function(i, cloud)
cloud.x = cloud.x - cloud.speed * delta
return cloud.x < -cloudWidth or cloud.y > cameraY + gameHeight
end)
if topGeneration then
generateMissingClouds(generateCloudOnTop)
else
generateMissingClouds(generateCloudOnRight)
end
end
-- Fills screen with clouds
function Clouds.fillScreen()
generateMissingClouds(generateCloudInMiddle)
end
-- Sets maximum number of clouds
function Clouds.setMaxClouds(value)
maxClouds = value
end
-- Sets camera Y position
function Clouds.setCameraY(value)
cameraY = value
end
-- Enables cloud generation above the camera
function Clouds.setTopGeneration(value)
topGeneration = value
end
return Clouds
|
-- IupRadio Example in IupLua
-- Creates a dialog for the user to select his/her gender.
-- In this case, the radio element is essential to prevent the user from
-- selecting both options.
require( "iuplua" )
male = iup.toggle{title="Male",
tip="Two state button - Exclusive - RADIO"}
female = iup.toggle{title="Female",
tip="Two state button - Exclusive - RADIO"}
exclusive = iup.radio
{
iup.vbox
{
male,
female
};
value=female,
}
frame = iup.frame{exclusive; title="Gender"}
dialog = iup.dialog
{
iup.hbox
{
iup.fill{},
frame,
iup.fill{}
};
title="IupRadio",
size=140,
resize="NO",
minbox="NO",
maxbox="NO"
}
dialog:show()
if (iup.MainLoopLevel()==0) then
iup.MainLoop()
end
|
snet.Callback('qsystem_sync_players', function(_, ent, players)
ent.players = players
QuestSystem:Debug('SyncPlayers (' .. table.Count(players) .. ') - ' .. table.ToString(players))
end).Validator(SNET_ENTITY_VALIDATOR).Register()
|
--[[
This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:28' using the latest game version.
NOTE: This file should only be used as IDE support; it should NOT be distributed with addons!
****************************************************************************
CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC.
****************************************************************************
]]
----
-- ZO_MarketAnnouncement_Shared
----
ZO_MARKET_ANNOUNCEMENT_TILE_DIMENSIONS_X = 315
ZO_MARKET_ANNOUNCEMENT_TILE_DIMENSIONS_Y = 210
ZO_MARKET_ANNOUNCEMENT_TILE_DIMENSIONS_ASPECT_RATIO = ZO_MARKET_ANNOUNCEMENT_TILE_DIMENSIONS_X / ZO_MARKET_ANNOUNCEMENT_TILE_DIMENSIONS_Y
ZO_ACTION_TILE_TYPE =
{
EVENT_ANNOUNCEMENT = 1,
DAILY_REWARDS = 2,
ZONE_STORIES = 3,
}
ZO_ACTION_SORTED_TILE_TYPE =
{
ZO_ACTION_TILE_TYPE.EVENT_ANNOUNCEMENT,
ZO_ACTION_TILE_TYPE.DAILY_REWARDS,
ZO_ACTION_TILE_TYPE.ZONE_STORIES,
}
ZO_MarketAnnouncement_Shared = ZO_Object:Subclass()
function ZO_MarketAnnouncement_Shared:New(...)
local announcement = ZO_Object.New(self)
announcement:Initialize(...)
return announcement
end
function ZO_MarketAnnouncement_Shared:InitializeKeybindButtons()
self.closeButton = self.controlContainer:GetNamedChild("Close")
self.closeButton:SetKeybind("MARKET_ANNOUNCEMENT_CLOSE")
self.closeButton:SetClickSound(SOUNDS.DIALOG_ACCEPT)
self.closeButton:SetCallback(function()
self:OnMarketAnnouncementCloseKeybind()
end)
end
function ZO_MarketAnnouncement_Shared:Initialize(control, fragmentConditionFunction)
self.control = control
local container = control:GetNamedChild("Container")
self.titleLabel = container:GetNamedChild("Title")
self.carouselControl = container:GetNamedChild("Carousel")
self.scrollContainer = container:GetNamedChild("ScrollContainer")
self.actionTileListControl = container:GetNamedChild("ActionTileList")
self.crownStoreLockedControl = container:GetNamedChild("LockedCrownStore")
self.crownStoreLockedTexture = self.crownStoreLockedControl:GetNamedChild("Background")
self.controlContainer = container
self.actionTileList = {}
self.actionTileControlPoolMap = {}
for _, tileType in pairs(ZO_ACTION_TILE_TYPE) do
self:AddTileTypeObjectPoolToMap(tileType)
end
self:InitializeKeybindButtons()
local fragment = ZO_FadeSceneFragment:New(control)
fragment:RegisterCallback("StateChange", function(...) self:OnStateChanged(...) end)
if fragmentConditionFunction then
fragment:SetConditional(fragmentConditionFunction)
end
self.fragment = fragment
self.marketProductSelectedCallback = function(...) self:UpdateLabels(...) end
local function OnDailyLoginRewardsUpdated()
self:OnDailyLoginRewardsUpdated()
end
ZO_MARKET_ANNOUNCEMENT_MANAGER:RegisterCallback("OnMarketAnnouncementDataUpdated", function() self:UpdateMarketCarousel() end)
ZO_MARKET_ANNOUNCEMENT_MANAGER:RegisterCallback("EventAnnouncementExpired", function() self:LayoutActionTiles() end)
control:RegisterForEvent(EVENT_DAILY_LOGIN_REWARDS_UPDATED, OnDailyLoginRewardsUpdated)
end
function ZO_MarketAnnouncement_Shared:AddTileTypeObjectPoolToMap(tileType)
self.actionTileControlPoolMap[tileType] = ZO_ControlPool:New(self.actionTileControlByType[tileType], self.actionTileListControl)
local function ResetFunction(control)
control.object:Reset()
end
self.actionTileControlPoolMap[tileType]:SetCustomResetBehavior(ResetFunction)
end
function ZO_MarketAnnouncement_Shared:OnStateChanged(oldState, newState)
if newState == SCENE_SHOWING then
self:OnShowing()
elseif newState == SCENE_SHOWN then
self:OnShown()
elseif newState == SCENE_HIDING then
self:OnHiding()
elseif newState == SCENE_HIDDEN then
self:OnHidden()
end
end
function ZO_MarketAnnouncement_Shared:OnDailyLoginRewardsUpdated()
if self.fragment:IsShowing() then
self:LayoutActionTiles()
end
end
function ZO_MarketAnnouncement_Shared:UpdateLabels(productData)
self:UpdatePositionLabel(productData.index)
end
function ZO_MarketAnnouncement_Shared:UpdatePositionLabel(index)
self.carousel:UpdateSelection(index)
end
function ZO_MarketAnnouncement_Shared:GetFragment()
return self.fragment
end
function ZO_MarketAnnouncement_Shared:OnShowing()
PlaySound(SOUNDS.DEFAULT_WINDOW_OPEN)
RequestEventAnnouncements()
self:LayoutActionTiles()
if GetMarketAnnouncementCrownStoreLocked() then
self.carouselControl:SetHidden(true)
self.crownStoreLockedControl:SetHidden(false)
self.crownStoreLockedTexture:SetTexture(GetMarketAnnouncementCrownStoreLockedBackground())
else
UpdateMarketAnnouncement()
self:UpdateMarketCarousel()
self.carousel:Activate()
self.carouselControl:SetHidden(false)
self.crownStoreLockedControl:SetHidden(true)
end
end
function ZO_MarketAnnouncement_Shared:OnShown()
-- To be overridden
end
function ZO_MarketAnnouncement_Shared:OnHiding()
PlaySound(SOUNDS.DEFAULT_WINDOW_CLOSE)
self.carousel:Deactivate()
end
function ZO_MarketAnnouncement_Shared:OnHidden()
-- To be overridden
end
function ZO_MarketAnnouncement_Shared:UpdateMarketCarousel()
if self.fragment:IsShowing() then
local productInfoTable = ZO_MARKET_ANNOUNCEMENT_MANAGER:GetProductInfoTable()
self.carousel:Clear()
for index, productInfo in ipairs(productInfoTable) do
local marketProduct = self:CreateMarketProduct()
marketProduct:SetMarketProductData(productInfo.productData)
local data =
{
marketProduct = marketProduct,
callback = self.marketProductSelectedCallback,
index = index
}
self.carousel:AddEntry(data)
end
self.carousel:Commit()
if #productInfoTable > 0 then
self.carousel:UpdateSelection(1)
end
end
end
function ZO_MarketAnnouncement_Shared:OnSelectionClicked()
-- To be overridden
end
function ZO_MarketAnnouncement_Shared:OnHelpClicked()
-- To be overridden
end
function ZO_MarketAnnouncement_Shared:OnCloseClicked()
self.closeButton:OnClicked()
end
function ZO_MarketAnnouncement_Shared:OnMarketAnnouncementCloseKeybind()
SCENE_MANAGER:HideCurrentScene()
end
function ZO_MarketAnnouncement_Shared:OnMarketAnnouncementViewCrownStoreKeybind()
local targetData = self.carousel:GetSelectedData()
local marketProductId = targetData.marketProduct:GetId()
internalassert(marketProductId ~= 0, string.format("Announcement Crown Store Keybind for %s has a market product id: 0", targetData.marketProduct:GetMarketProductDisplayName()))
self:DoOpenMarketBehaviorForMarketProductId(marketProductId)
end
function ZO_MarketAnnouncement_Shared:DoOpenMarketBehaviorForMarketProductId(marketProductId)
local openBehavior = GetMarketProductOpenMarketBehavior(marketProductId)
local additionalData = GetMarketProductOpenMarketBehaviorReferenceData(marketProductId)
if openBehavior == OPEN_MARKET_BEHAVIOR_NAVIGATE_TO_PRODUCT then
additionalData = marketProductId
end
if openBehavior == OPEN_MARKET_BEHAVIOR_SHOW_CHAPTER_UPGRADE then
ZO_ShowChapterUpgradePlatformScreen(MARKET_OPEN_OPERATION_ANNOUNCEMENT, additionalData)
elseif not IsInGamepadPreferredMode() and openBehavior == OPEN_MARKET_BEHAVIOR_SHOW_ESO_PLUS_CATEGORY then
ESO_PLUS_OFFERS_KEYBOARD:RequestShowMarket(MARKET_OPEN_OPERATION_ANNOUNCEMENT, openBehavior, additionalData)
else
SYSTEMS:GetObject(ZO_MARKET_NAME):RequestShowMarket(MARKET_OPEN_OPERATION_ANNOUNCEMENT, openBehavior, additionalData)
end
end
function ZO_MarketAnnouncement_Shared.GetEventAnnouncementTilesData(tileInfoList)
--- Add tile if there is an active event
if ZO_MARKET_ANNOUNCEMENT_MANAGER:GetNumEventAnnouncements() > 0 then
local eventAnnouncementTileInfo =
{
type = ZO_ACTION_TILE_TYPE.EVENT_ANNOUNCEMENT,
data =
{
eventAnnouncementIndex = 1 -- Always show first sorted announcement on the tile
},
visible = true,
}
table.insert(tileInfoList, eventAnnouncementTileInfo)
end
end
function ZO_MarketAnnouncement_Shared.GetDailyRewardsTilesData(tileInfoList)
--- Add tile if Daily Rewards is unlocked
if not ZO_DAILYLOGINREWARDS_MANAGER:IsDailyRewardsLocked() then
local dailyRewardIndex = ZO_DAILYLOGINREWARDS_MANAGER:GetDailyLoginRewardIndex()
local dailyRewardTileInfo =
{
type = ZO_ACTION_TILE_TYPE.DAILY_REWARDS,
data =
{
dailyRewardIndex = dailyRewardIndex
},
visible = true,
}
table.insert(tileInfoList, dailyRewardTileInfo)
end
end
function ZO_MarketAnnouncement_Shared.GetZoneStoriesTilesData(tileInfoList)
local zoneId
if IsZoneStoryActivelyTracking() then
zoneId = GetTrackedZoneStoryActivityInfo()
else
local zoneIndex = GetUnitZoneIndex("player")
zoneId = ZO_ExplorationUtils_GetZoneStoryZoneIdByZoneIndex(zoneIndex)
end
if HasZoneStoriesData(zoneId) and not IsZoneStoryComplete(zoneId) then
local zoneStoriesTileInfo =
{
type = ZO_ACTION_TILE_TYPE.ZONE_STORIES,
data =
{
zoneId = zoneId,
},
visible = true,
}
table.insert(tileInfoList, zoneStoriesTileInfo)
end
end
do
ZO_TILE_TYPE_TO_GET_TILE_INFO_FUNCTION =
{
[ZO_ACTION_TILE_TYPE.EVENT_ANNOUNCEMENT] = ZO_MarketAnnouncement_Shared.GetEventAnnouncementTilesData,
[ZO_ACTION_TILE_TYPE.DAILY_REWARDS] = ZO_MarketAnnouncement_Shared.GetDailyRewardsTilesData,
[ZO_ACTION_TILE_TYPE.ZONE_STORIES] = ZO_MarketAnnouncement_Shared.GetZoneStoriesTilesData,
}
function ZO_MarketAnnouncement_Shared:LayoutActionTiles()
-- Get list of available tile infos
local availableTileInfoList = {}
for _, data in ipairs(ZO_ACTION_SORTED_TILE_TYPE) do
local tileInfoFunction = ZO_TILE_TYPE_TO_GET_TILE_INFO_FUNCTION[data]
tileInfoFunction(availableTileInfoList)
end
-- Clear Data from previous show
self.actionTileList = {}
for _, controlPool in pairs(self.actionTileControlPoolMap) do
controlPool:ReleaseAllObjects()
end
-- Create display tiles from available tile infos (Limited at 3 as that's the most the display supports)
local NUM_MAX_DISPLAY_TILES = 3
for i, actionTileInfo in ipairs(availableTileInfoList) do
local visible
if type(actionTileInfo.visible) == "function" then
visible = actionTileInfo.visible()
else
visible = actionTileInfo.visible
end
if visible and self.actionTileControlPoolMap[actionTileInfo.type] then
local actionTileControl = self.actionTileControlPoolMap[actionTileInfo.type]:AcquireObject()
actionTileControl.object:Layout(actionTileInfo.data)
table.insert(self.actionTileList, actionTileControl)
-- Set Anchors
local ACTION_TILE_HORIZONTAL_PADDING = 34
if #self.actionTileList > 1 then
actionTileControl:SetAnchor(TOPLEFT, self.actionTileList[i-1], TOPRIGHT, ACTION_TILE_HORIZONTAL_PADDING)
else
actionTileControl:SetAnchor(TOPLEFT)
end
if #self.actionTileList == NUM_MAX_DISPLAY_TILES then
break
end
else
assert("ObjectPool was not defined for Action Tile " .. i)
end
end
end
end
function ZO_MarketAnnouncement_Shared:CreateMarketProduct(productId)
-- To be overridden
end
|
-- This is a part of uJIT's testing suite.
-- Copyright (C) 2015-2019 IPONWEB Ltd. See Copyright Notice in COPYRIGHT
local function test_trim(str, expected)
local actual = ujit.string.trim(str)
if actual ~= expected then
error(string.format('\nTest failed: trim("%s")\n\tExpected: "%s"\n\tActual: "%s"',
str, expected, actual), 2)
end
end
test_trim("", "")
test_trim(" ", "")
test_trim(" \t \n \v\f ", "")
test_trim("foo", "foo")
test_trim("foo bar", "foo bar")
test_trim(" foo", "foo")
test_trim("foo ", "foo")
test_trim(" \t\n\v \f\r foo bar \t\v \f ", "foo bar")
test_trim(" foo\0bar ", "foo\0bar")
test_trim(" \t\n\0\0\0foo\0bar\0\0\v \n ", "\0\0\0foo\0bar\0\0")
-- test calling with extra args (they should be ignored)
assert(ujit.string.trim(" ", 42, "hello") == "")
assert(ujit.string.trim(" foo ", 42, "hello") == "foo")
|
data:extend(
{
{
type = "recipe",
name = "gun-turret-mk2",
enabled = false,
energy_required = 10,
ingredients =
{
{"gun-turret", 2},
{"titanium-alloy", 10}
},
result = "gun-turret-mk2"
},
{
type = "recipe",
name = "laser-turret-mk2",
enabled = false,
energy_required = 20,
ingredients =
{
{"laser-turret", 2},
{"titanium-alloy", 10},
{"processing-unit", 10},
{"battery-equipment", 5}
},
result = "laser-turret-mk2"
},
{
type = "recipe",
name = "shattering-bullet-magazine",
enabled = false,
energy_required = 3,
ingredients =
{
{"copper-plate", 2},
{"titanium-alloy", 2}
},
result = "shattering-bullet-magazine"
},
{
type = "recipe",
name = "shattering-shotgun-shell",
enabled = false,
energy_required = 3,
ingredients =
{
{"copper-plate", 2},
{"titanium-alloy", 2}
},
result = "shattering-shotgun-shell"
},
{
type = "recipe",
name = "iron-wall",
enabled = false,
energy_required = 20,
ingredients =
{
{"stone-wall", 1},
{"iron-plate", 2}
},
result = "iron-wall"
},
{
type = "recipe",
name = "steel-wall",
enabled = false,
energy_required = 20,
ingredients =
{
{"iron-wall", 1},
{"steel-plate", 2}
},
result = "steel-wall"
},
{
type = "recipe",
name = "titanium-wall",
enabled = false,
energy_required = 20,
ingredients =
{
{"steel-wall", 1},
{"titanium-alloy", 2}
},
result = "titanium-wall"
},
{
type = "recipe",
name = "iron-gate",
enabled = false,
energy_required = 20,
ingredients =
{
{"gate", 2},
{"iron-plate", 10}
},
result = "iron-gate"
},
{
type = "recipe",
name = "steel-gate",
enabled = false,
energy_required = 20,
ingredients =
{
{"iron-gate", 2},
{"steel-plate", 10}
},
result = "steel-gate"
},
{
type = "recipe",
name = "titanium-gate",
enabled = false,
energy_required = 20,
ingredients =
{
{"steel-gate", 2},
{"titanium-alloy", 10},
},
result = "titanium-gate"
}
})
|
local config = require "api-umbrella.proxy.models.file_config"
local json_decode = require("cjson").decode
local xpcall_error_handler = require "api-umbrella.utils.xpcall_error_handler"
local elasticsearch_templates
local path = os.getenv("API_UMBRELLA_SRC_ROOT") .. "/config/elasticsearch_templates_v" .. config["elasticsearch"]["template_version"]
if config["elasticsearch"]["api_version"] >= 5 then
path = path .. "_es5.json"
elseif config["elasticsearch"]["api_version"] >= 2 then
path = path .. "_es2.json"
else
error("Unsupported version of elasticsearch: " .. (config["elasticsearch"]["api_version"] or ""))
end
local f, err = io.open(path, "rb")
if err then
ngx.log(ngx.ERR, "failed to open file: ", err)
else
local content = f:read("*all")
if content then
local ok, data = xpcall(json_decode, xpcall_error_handler, content)
if ok then
elasticsearch_templates = data
-- In the test environment, disable replicas and reduce shards to speed
-- things up.
if config["app_env"] == "test" then
for _, template in ipairs(elasticsearch_templates) do
if not template["template"]["settings"] then
template["template"]["settings"] = {}
end
if not template["template"]["settings"]["index"] then
template["template"]["settings"]["index"] = {}
end
template["template"]["settings"]["index"]["number_of_shards"] = 1
template["template"]["settings"]["index"]["number_of_replicas"] = 0
end
end
else
ngx.log(ngx.ERR, "failed to parse json for " .. (path or "") .. ": " .. (data or ""))
end
end
f:close()
end
return elasticsearch_templates
|
local select, pairs, string_lower, strmatch, tremove, tinsert, getglobal, string_gsub = select, pairs, string.lower, strmatch, tremove, tinsert, getglobal, string.gsub
local WorldFrame, UnitExists = WorldFrame, UnitExists
local Gladdy = LibStub("Gladdy")
local L = Gladdy.L
local GetSpellInfo, CreateFrame, GetCVar = GetSpellInfo, CreateFrame, GetCVar
---------------------------------------------------
-- Constants
---------------------------------------------------
local BLIZZ = "BLIZZ"
local ALOFT = "ALOFT"
local SOHIGHPLATES = "SOHIGHPLATES"
local ELVUI = "ELVUI"
local SHAGUPLATES = "SHAGUPLATES"
local PLATES = "PLATES"
local totemData = {
-- Fire
[string_lower("Searing Totem")] = {id = 3599,texture = select(3, GetSpellInfo(3599)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Searing Totem
[string_lower("Flametongue Totem")] = {id = 8227,texture = select(3, GetSpellInfo(8227)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Flametongue Totem
[string_lower("Magma Totem")] = {id = 8190,texture = select(3, GetSpellInfo(8190)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Magma Totem
[string_lower("Fire Nova Totem")] = {id = 1535,texture = select(3, GetSpellInfo(1535)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Fire Nova Totem
[string_lower("Totem of Wrath")] = {id = 30706,texture = select(3, GetSpellInfo(30706)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 1}, -- Totem of Wrath
[string_lower("Fire Elemental Totem")] = {id = 32982,texture = select(3, GetSpellInfo(32982)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Fire Elemental Totem
[string_lower("Frost Resistance Totem")] = {id = 8181,texture = select(3, GetSpellInfo(8181)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Frost Resistance Totem
-- Water
[string_lower("Fire Resistance Totem")] = {id = 8184,texture = select(3, GetSpellInfo(8184)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Fire Resistance Totem
[string_lower("Poison Cleansing Totem")] = {id = 8166,texture = select(3, GetSpellInfo(8166)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Poison Cleansing Totem
[string_lower("Disease Cleansing Totem")] = {id = 8170,texture = select(3, GetSpellInfo(8170)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Disease Cleansing Totem
[string_lower("Healing Stream Totem")] = {id = 5394,texture = select(3, GetSpellInfo(5394)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Healing Stream Totem
[string_lower("Mana Tide Totem")] = {id = 16190,texture = select(3, GetSpellInfo(16190)), color = {r = 0.078, g = 0.9, b = 0.16, a = 1}, enabled = true, priority = 3}, -- Mana Tide Totem
[string_lower("Mana Spring Totem")] = {id = 5675,texture = "Interface\\AddOns\\Gladdy\\Images\\Totems\\Spell_Nature_ManaRegenTotem_edit", color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 1}, -- Mana Spring Totem
-- Earth
[string_lower("Earthbind Totem")] = {id = 2484,texture = select(3, GetSpellInfo(2484)), color = {r = 0.5, g = 0.5, b = 0.5, a = 1}, enabled = true, priority = 1}, -- Earthbind Totem
[string_lower("Stoneclaw Totem")] = {id = 5730,texture = select(3, GetSpellInfo(5730)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Stoneclaw Totem
[string_lower("Stoneskin Totem")] = {id = 8071,texture = select(3, GetSpellInfo(8071)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Stoneskin Totem
[string_lower("Strength of Earth Totem")] = {id = 8075,texture = select(3, GetSpellInfo(8075)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Strength of Earth Totem
[string_lower("Earth Elemental Totem")] = {id = 33663,texture = select(3, GetSpellInfo(33663)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Earth Elemental Totem
[string_lower("Tremor Totem")] = {id = 8143,texture = select(3, GetSpellInfo(8143)), color = {r = 1, g = 0.9, b = 0.1, a = 1}, enabled = true, priority = 3}, -- Tremor Totem
-- Air
[string_lower("Grounding Totem")] = {id = 8177,texture = select(3, GetSpellInfo(8177)), color = {r = 0, g = 0.53, b = 0.92, a = 1}, enabled = true, priority = 3}, -- Grounding Totem
[string_lower("Grace of Air Totem")] = {id = 8835,texture = "Interface\\AddOns\\Gladdy\\Images\\Totems\\Spell_Nature_InvisibilityTotem_edit", color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Grace of Air Totem
[string_lower("Nature Resistance Totem")] = {id = 10595,texture = select(3, GetSpellInfo(10595)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Nature Resistance Totem
[string_lower("Windfury Totem")] = {id = 8512,texture = "Interface\\AddOns\\Gladdy\\Images\\Totems\\Spell_Nature_Windfury_edit", color = {r = 0.96, g = 0, b = 0.07, a = 1}, enabled = true, priority = 2}, -- Windfury Totem
[string_lower("Sentry Totem")] = {id = 6495, texture = "Interface\\AddOns\\Gladdy\\Images\\Totems\\Spell_Nature_RemoveCurse_edit", color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Sentry Totem
[string_lower("Windwall Totem")] = {id = 15107,texture = select(3, GetSpellInfo(15107)), color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Windwall Totem
[string_lower("Wrath of Air Totem")] = {id = 3738,texture = "Interface\\AddOns\\Gladdy\\Images\\Totems\\Spell_Nature_SlowingTotem_edit", color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Wrath of Air Totem
[string_lower("Tranquil Air Totem")] = {id = 25908,texture = "Interface\\Icons\\INV_Staff_07", color = {r = 0, g = 0, b = 0, a = 1}, enabled = true, priority = 0}, -- Tranquil Air Totem
}
local localizedTotemData = {
["default"] = {
[string_lower(select(1, GetSpellInfo(3599)))] = totemData[string_lower("Searing Totem")], -- Searing Totem
[string_lower(select(1, GetSpellInfo(8227)))] = totemData[string_lower("Flametongue Totem")], -- Flametongue Totem
[string_lower(select(1, GetSpellInfo(8190)))] = totemData[string_lower("Magma Totem")], -- Magma Totem
[string_lower(select(1, GetSpellInfo(1535)))] = totemData[string_lower("Fire Nova Totem")], -- Fire Nova Totem
[string_lower(select(1, GetSpellInfo(30706)))] = totemData[string_lower("Totem of Wrath")], -- Totem of Wrath
[string_lower(select(1, GetSpellInfo(32982)))] = totemData[string_lower("Fire Elemental Totem")], -- Fire Elemental Totem
[string_lower(select(1, GetSpellInfo(8181)))] = totemData[string_lower("Frost Resistance Totem")], -- Frost Resistance Totem
-- Water
[string_lower(select(1, GetSpellInfo(8184)))] = totemData[string_lower("Fire Resistance Totem")], -- Fire Resistance Totem
[string_lower(select(1, GetSpellInfo(8166)))] = totemData[string_lower("Poison Cleansing Totem")], -- Poison Cleansing Totem
[string_lower(select(1, GetSpellInfo(8170)))] = totemData[string_lower("Disease Cleansing Totem")], -- Disease Cleansing Totem
[string_lower(select(1, GetSpellInfo(5394)))] = totemData[string_lower("Healing Stream Totem")], -- Healing Stream Totem
[string_lower(select(1, GetSpellInfo(16190)))] = totemData[string_lower("Mana Tide Totem")], -- Mana Tide Totem
[string_lower(select(1, GetSpellInfo(5675)))] = totemData[string_lower("Mana Spring Totem")], -- Mana Spring Totem
-- Earth
[string_lower(select(1, GetSpellInfo(2484)))] = totemData[string_lower("Earthbind Totem")], -- Earthbind Totem
[string_lower(select(1, GetSpellInfo(5730)))] = totemData[string_lower("Stoneclaw Totem")], -- Stoneclaw Totem
[string_lower(select(1, GetSpellInfo(8071)))] = totemData[string_lower("Stoneskin Totem")], -- Stoneskin Totem
[string_lower(select(1, GetSpellInfo(8075)))] = totemData[string_lower("Strength of Earth Totem")], -- Strength of Earth Totem
[string_lower(select(1, GetSpellInfo(33663)))] = totemData[string_lower("Earth Elemental Totem")], -- Earth Elemental Totem
[string_lower(select(1, GetSpellInfo(8143)))] = totemData[string_lower("Tremor Totem")], -- Tremor Totem
-- Air
[string_lower(select(1, GetSpellInfo(8177)))] = totemData[string_lower("Grounding Totem")], -- Grounding Totem
[string_lower(select(1, GetSpellInfo(8835)))] = totemData[string_lower("Grace of Air Totem")], -- Grace of Air Totem
[string_lower(select(1, GetSpellInfo(10595)))] = totemData[string_lower("Nature Resistance Totem")], -- Nature Resistance Totem
[string_lower(select(1, GetSpellInfo(8512)))] = totemData[string_lower("Windfury Totem")], -- Windfury Totem
[string_lower(select(1, GetSpellInfo(6495)))] = totemData[string_lower("Sentry Totem")], -- Sentry Totem
[string_lower(select(1, GetSpellInfo(15107)))] = totemData[string_lower("Windwall Totem")], -- Windwall Totem
[string_lower(select(1, GetSpellInfo(3738)))] = totemData[string_lower("Wrath of Air Totem")], -- Wrath of Air Totem
[string_lower(select(1, GetSpellInfo(25908)))] = totemData[string_lower("Tranquil Air Totem")], -- Tranquil Air Totem
},
["frFR"] = {
[string_lower("Totem incendiaire")] = totemData[string_lower("Searing Totem")],
[string_lower("Totem Langue de feu")] = totemData[string_lower("Flametongue Totem")],
[string_lower("Totem de lien terrestre")] = totemData[string_lower("Earthbind Totem")],
[string_lower("Totem de Griffes de pierre")] = totemData[string_lower("Stoneclaw Totem")],
[string_lower("Totem Nova de feu")] = totemData[string_lower("Fire Nova Totem")],
[string_lower("Totem de Magma")] = totemData[string_lower("Magma Totem")],
[string_lower("Totem de courroux")] = totemData[string_lower("Totem of Wrath")],
[string_lower("Totem d'\195\169lementaire de feu")] = totemData[string_lower("Fire Elemental Totem")],
[string_lower("Totem d'\195\169l\195\169mentaire de feu")] = totemData[string_lower("Fire Elemental Totem")],
[string_lower("Totem de Peau de pierre")] = totemData[string_lower("Stoneskin Totem")],
[string_lower("Totem d'\195\169lementaire de terre")] = totemData[string_lower("Earth Elemental Totem")],
[string_lower("Totem d'\195\169l\195\169mentaire de terre")] = totemData[string_lower("Earth Elemental Totem")],
[string_lower("Totem de Force de la Terre")] = totemData[string_lower("Strength of Earth Totem")],
[string_lower("Totem de r\195\169sistance au Givre")] = totemData[string_lower("Frost Resistance Totem")],
[string_lower("Totem de r\195\169sistance au Feu")] = totemData[string_lower("Fire Resistance Totem")],
[string_lower("Totem de Gl\195\168be")] = totemData[string_lower("Grounding Totem")],
[string_lower("Totem de Gr\195\162ce a\195\169rienne")] = totemData[string_lower("Grace of Air Totem")],
[string_lower("Totem de R\195\169sistance \195\160 la Nature")] = totemData[string_lower("Nature Resistance Totem")],
[string_lower("Totem Furie-des-vents")] = totemData[string_lower("Windfury Totem")],
[string_lower("Totem Sentinelle")] = totemData[string_lower("Sentry Totem")],
[string_lower("Totem de Mur des vents")] = totemData[string_lower("Windwall Totem")],
[string_lower("Totem de courroux de l'air")] = totemData[string_lower("Wrath of Air Totem")],
[string_lower("Totem de S\195\169isme")] = totemData[string_lower("Tremor Totem")],
[string_lower("Totem gu\195\169risseur")] = totemData[string_lower("Healing Stream Totem")],
[string_lower("Totem de Purification du poison")] = totemData[string_lower("Poison Cleansing Totem")],
[string_lower("Totem Fontaine de mana")] = totemData[string_lower("Mana Spring Totem")],
[string_lower("Totem de Purification des maladies")] = totemData[string_lower("Disease Cleansing Totem")],
[string_lower("Totem de purification")] = totemData[string_lower("Disease Cleansing Totem")],
[string_lower("Totem de Vague de mana")] = totemData[string_lower("Mana Tide Totem")],
[string_lower("Totem de Tranquillit\195\169 de l'air")] = totemData[string_lower("Tranquil Air Totem")],
}
}
local function GetTotemColorDefaultOptions()
local defaultDB = {}
local options = {
headerTotemConfig = {
type = "header",
name = L["Totem Config"],
order = 1,
},
}
local indexedList = {}
for k,v in pairs(totemData) do
tinsert(indexedList, {name = k, id = v.id, color = v.color, texture = v.texture, enabled = v.enabled})
end
table.sort(indexedList, function (a, b)
return a.name < b.name
end)
for i=1,#indexedList do
defaultDB["totem" .. indexedList[i].id] = {color = indexedList[i].color, enabled = indexedList[i].enabled, alpha = 0.6}
options["totem" .. indexedList[i].id] = {
order = i+1,
name = "",
inline = true,
type = "group",
args = {
desc = {
order = 1,
name = select(1, GetSpellInfo(indexedList[i].id)),
desc = format("|T%s:20|t %s", indexedList[i].texture, select(1, GetSpellInfo(indexedList[i].id))),
type = "toggle",
image = indexedList[i].texture,
width = "full",
get = function(info) return Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].enabled end,
set = function(info, value)
Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].enabled = value
Gladdy:UpdateFrame()
end
},
color = {
type = "color",
name = L["Border color"],
desc = L["Color of the border"],
order = 2,
hasAlpha = true,
width = "0.8",
get = function(info)
local key = info.arg or info[#info]
return Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].color.r,
Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].color.g,
Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].color.b,
Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].color.a
end,
set = function(info, r, g, b, a)
local key = info.arg or info[#info]
Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].color.r,
Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].color.g,
Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].color.b,
Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].color.a = r, g, b, a
Gladdy:UpdateFrame()
end,
},
alpha = {
type = "range",
name = L["Alpha"],
order = 3,
min = 0,
max = 1,
step = 0.1,
width = "0.8",
get = function(info)
return Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].alpha
end,
set = function(info, value)
Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].alpha = value
end
},
customText = {
type = "input",
name = L["Custom totem name"],
order = 4,
get = function(info) return Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].customText end,
set = function(info, value) Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].customText = value end
},
}
}
end
return defaultDB, options, indexedList
end
local function GetTotemOptions()
local indexedList = select(3, GetTotemColorDefaultOptions())
local colorList = {}
for i=1, #indexedList do
tinsert(colorList, Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id])
end
return colorList
end
function Gladdy:GetTotemColors()
return GetTotemColorDefaultOptions()
end
---------------------------------------------------
-- Core
---------------------------------------------------
local TotemPlates = Gladdy:NewModule("TotemPlates", nil, {
npTotems = true,
npTotemPlatesBorderStyle = "Interface\\AddOns\\Gladdy\\Images\\Border_rounded_blp",
npTotemPlatesSize = 40,
npTotemPlatesWidthFactor = 1,
npTremorFont = "DorisPP",
npTremorFontSize = 10,
npTremorFontXOffset = 0,
npTremorFontYOffset = 0,
npTotemPlatesAlpha = 0.6,
npTotemPlatesAlphaAlways = false,
npTotemPlatesAlphaAlwaysTargeted = false,
npTotemColors = select(1, GetTotemColorDefaultOptions())
})
LibStub("AceHook-3.0"):Embed(TotemPlates)
LibStub("AceTimer-3.0"):Embed(TotemPlates)
function TotemPlates:Initialise()
self.numChildren = 0
self.knownNameplates = {}
self:SetScript("OnUpdate", self.Update)
self.Aloft = IsAddOnLoaded("Aloft")
self.SoHighPlates = IsAddOnLoaded("SoHighPlates")
self.ElvUI = IsAddOnLoaded("ElvUI")
self.ShaguPlates = IsAddOnLoaded("ShaguPlates-tbc") or IsAddOnLoaded("ShaguPlates")
self:RegisterEvent("PLAYER_ENTERING_WORLD")
self:SetScript("OnEvent", function (self, event)
if event == "PLAYER_ENTERING_WORLD" then
self.numChildren = 0
self.knownNameplates = {}
end
end)
end
function TotemPlates:Reset()
self:CancelAllTimers()
self:UnhookAll()
end
---------------------------------------------------
-- Nameplate functions
---------------------------------------------------
local function getName(namePlate)
local name
local addon
local _, _, _, _, nameRegion1, nameRegion2 = namePlate:GetRegions()
if TotemPlates.Aloft then
if namePlate.aloftData then
name = namePlate.aloftData.name
addon = ALOFT
end
elseif TotemPlates.SoHighPlates then
if namePlate.oldname or namePlate.name then
name = (namePlate.oldname and namePlate.oldname:GetText()) or (namePlate.name and namePlate.name:GetText())
addon = SOHIGHPLATES
end
else
if TotemPlates.ElvUI then
if namePlate.UnitFrame then
name = namePlate.UnitFrame.oldName:GetText()
addon = ELVUI
end
end
if not name then
if strmatch(nameRegion1:GetText(), "%d") then
name = nameRegion2:GetText()
else
name = nameRegion1:GetText()
end
addon = BLIZZ
end
if namePlate.PlatesFrame then
addon = PLATES
end
end
if TotemPlates.ShaguPlates then
addon = SHAGUPLATES
end
return name, addon
end
local updateInterval, lastUpdate, frame, region, name, addon = .001, 0
function TotemPlates:Update(elapsed)
lastUpdate = lastUpdate + elapsed
if lastUpdate > updateInterval then
if (WorldFrame:GetNumChildren() ~= self.numChildren) then
self.numChildren = WorldFrame:GetNumChildren()
for i = 1, self.numChildren do
frame = select(i, WorldFrame:GetChildren())
if (frame:GetNumRegions() > 2 and frame:GetNumChildren() >= 1) then
local PlatesFrame = getglobal("Plate" .. i)
if PlatesFrame and PlatesFrame.frame == frame then
frame.PlatesFrame = PlatesFrame
end
self.knownNameplates[frame] = true
end
end
end
for namePlate,_ in pairs(self.knownNameplates) do
if namePlate:IsVisible() then
name, addon = getName(namePlate)
if name and addon then
self:SkinTotem(namePlate, name, addon)
end
end
end
end
end
------------ ADDON specific functions -----------------
local function nameplateSetAlpha(nameplate, alpha, addonName)
if (addonName == BLIZZ) then
local hpborder, cbborder, cbicon, overlay, oldname, level, bossicon, raidicon = nameplate:GetRegions()
local healthBar = nameplate:GetChildren()
overlay:SetAlpha(alpha)
hpborder:SetAlpha(alpha)
oldname:SetAlpha(alpha)
level:SetAlpha(alpha)
healthBar:SetAlpha(alpha)
elseif (addonName == ALOFT) then
local aloftData = nameplate.aloftData
if alpha == 1 then
if aloftData.healthBar then
aloftData.healthBar:Show()
end
if Aloft:AcquireDBNamespace("healthText").profile.enable and aloftData.healthTextRegion then
aloftData.healthTextRegion:Show()
end
if Aloft:AcquireDBNamespace("healthText").profile.border ~= "None" and Aloft:AcquireDBNamespace("healthText").profile.backgroundAlpha ~= 0 and aloftData.backdropFrame then
aloftData.backdropFrame:Show()
end
if Aloft:AcquireDBNamespace("nameText").profile.enable and aloftData.nameTextRegion then
aloftData.nameTextRegion:Show()
end
if Aloft:AcquireDBNamespace("levelText").profile.enable and aloftData.levelTextRegion then
aloftData.levelTextRegion:Show()
end
else
if aloftData.healthBar then
aloftData.healthBar:Hide()
end
if Aloft:AcquireDBNamespace("healthText").profile.enable and aloftData.healthTextRegion then
aloftData.healthTextRegion:Hide()
end
if Aloft:AcquireDBNamespace("healthText").profile.border ~= "None" and Aloft:AcquireDBNamespace("healthText").profile.backgroundAlpha ~= 0 and aloftData.backdropFrame then
aloftData.backdropFrame:Hide()
end
if Aloft:AcquireDBNamespace("nameText").profile.enable and aloftData.nameTextRegion then
aloftData.nameTextRegion:Hide()
end
if Aloft:AcquireDBNamespace("levelText").profile.enable and aloftData.levelTextRegion then
aloftData.levelTextRegion:Hide()
end
end
elseif (addonName == SOHIGHPLATES) then
if nameplate.background then nameplate.background:SetAlpha(alpha) end
if nameplate.container then nameplate.container:SetAlpha(alpha) end
if nameplate.health then nameplate.health:SetAlpha(alpha) end
if nameplate.health.percent then nameplate.health.percent:SetAlpha(alpha) end
if nameplate.level then nameplate.level:SetAlpha(alpha) end
if nameplate.name then nameplate.name:SetAlpha(alpha) end
if nameplate.oldname then nameplate.oldname:SetAlpha(alpha) end
if (alpha == 1) then __sNpCore:ConfigSetValue(nameplate) end
elseif (addonName == ELVUI) then
if alpha == 1 then
nameplate.UnitFrame:Show()
else
nameplate.UnitFrame:Hide()
end
elseif (addonName == SHAGUPLATES) then
local _,_,shaguPlate = nameplate:GetChildren()
if shaguPlate then
if shaguPlate.health then shaguPlate.health:SetAlpha(alpha) end
if shaguPlate.name then shaguPlate.name:SetAlpha(alpha) end
if shaguPlate.glow then shaguPlate.glow:SetAlpha(alpha) end
if shaguPlate.level then shaguPlate.level:SetAlpha(alpha) end
end
elseif (addonName == PLATES) then
if alpha == 1 then
nameplate.PlatesFrame:Show()
else
nameplate.PlatesFrame:Hide()
end
end
end
local totemPlateCache = {}
function TotemPlates:SkinTotem(nameplate, nameplateName, addonName)
local totemName = string_gsub(nameplateName, "^%s+", "")
totemName = string_gsub(totemName, "%s+$", "")
totemName = string_gsub(totemName, "%s+[I,V,X]+$", "")
totemName = string_lower(totemName)
local totemDataEntry = totemData[totemName] or localizedTotemData["default"][totemName] or localizedTotemData["frFR"][totemName]
if (addonName == BLIZZ
or addonName == ALOFT
or addonName == ELVUI
or addonName == SOHIGHPLATES and GetCVar('_sNpTotem') ~= '1'
or addonName == SHAGUPLATES and ShaguPlates_config.nameplates.totemicons ~= "1"
or addonName == PLATES)
and Gladdy.db.npTotems then
if (totemDataEntry and Gladdy.db.npTotemColors["totem" .. totemDataEntry.id].enabled) then
nameplateSetAlpha(nameplate, 0.01, addonName)
if not nameplate.gladdyTotemFrame then
if #totemPlateCache > 0 then
nameplate.gladdyTotemFrame = tremove(totemPlateCache, #totemPlateCache)
else
nameplate.gladdyTotemFrame = CreateFrame("Frame", nil)
nameplate.gladdyTotemFrame.totemIcon = nameplate.gladdyTotemFrame:CreateTexture(nil, "BACKGROUND")
nameplate.gladdyTotemFrame.totemBorder = nameplate.gladdyTotemFrame:CreateTexture(nil, "BORDER")
nameplate.gladdyTotemFrame.totemName = nameplate.gladdyTotemFrame:CreateFontString(nil, "OVERLAY")
end
--Gladdy.dbi.profile.npTotemColors["totem" .. indexedList[i].id].enabledName
nameplate.gladdyTotemFrame:SetFrameStrata("BACKGROUND")
nameplate.gladdyTotemFrame.parent = nameplate
nameplate.gladdyTotemFrame:ClearAllPoints()
nameplate.gladdyTotemFrame:SetPoint("CENTER", nameplate, "CENTER", 0, 0)
nameplate.gladdyTotemFrame:SetWidth(Gladdy.db.npTotemPlatesSize * Gladdy.db.npTotemPlatesWidthFactor)
nameplate.gladdyTotemFrame:SetHeight(Gladdy.db.npTotemPlatesSize)
nameplate.gladdyTotemFrame.totemIcon:ClearAllPoints()
nameplate.gladdyTotemFrame.totemIcon:SetPoint("TOPLEFT", nameplate.gladdyTotemFrame, "TOPLEFT")
nameplate.gladdyTotemFrame.totemIcon:SetPoint("BOTTOMRIGHT", nameplate.gladdyTotemFrame, "BOTTOMRIGHT")
nameplate.gladdyTotemFrame.totemBorder:ClearAllPoints()
nameplate.gladdyTotemFrame.totemBorder:SetPoint("TOPLEFT", nameplate.gladdyTotemFrame, "TOPLEFT")
nameplate.gladdyTotemFrame.totemBorder:SetPoint("BOTTOMRIGHT", nameplate.gladdyTotemFrame, "BOTTOMRIGHT")
nameplate.gladdyTotemFrame:SetScript("OnUpdate", function(self)
if self.parent and not self.parent:IsVisible() then
self:Hide()
end
end)
else
nameplate.gladdyTotemFrame:Show()
end
if (UnitExists("target") and nameplate:GetAlpha() ~= 1) then
-- target exists and totem is not target
nameplate:SetAlpha(Gladdy.db.npTotemColors["totem" .. totemDataEntry.id].alpha)
nameplate.gladdyTotemFrame:SetAlpha(Gladdy.db.npTotemColors["totem" .. totemDataEntry.id].alpha)
elseif (UnitExists("target") and nameplate:GetAlpha() == 1 and Gladdy.db.npTotemPlatesAlphaAlwaysTargeted) then
-- target but apply alpha anyways
nameplate.gladdyTotemFrame:SetAlpha(Gladdy.db.npTotemColors["totem" .. totemDataEntry.id].alpha)
elseif (UnitExists("target") and nameplate:GetAlpha() == 1) then
-- target exists and totem is target -> alpha 1
nameplate.gladdyTotemFrame:SetAlpha(1)
elseif (not UnitExists("target") and Gladdy.db.npTotemPlatesAlphaAlways) then
-- no target and option npTotemPlatesAlphaAlways == true
nameplate.gladdyTotemFrame:SetAlpha(Gladdy.db.npTotemColors["totem" .. totemDataEntry.id].alpha)
else
-- no target and option npTotemPlatesAlphaAlways == false
nameplate.gladdyTotemFrame:SetAlpha(0.95)
end
nameplate.gladdyTotemFrame:SetWidth(Gladdy.db.npTotemPlatesSize * Gladdy.db.npTotemPlatesWidthFactor)
nameplate.gladdyTotemFrame:SetHeight(Gladdy.db.npTotemPlatesSize)
nameplate.gladdyTotemFrame:SetFrameLevel(totemDataEntry.priority or 0)
nameplate.gladdyTotemFrame.totemIcon:SetTexture(totemDataEntry.texture)
nameplate.gladdyTotemFrame.totemBorder:SetTexture(Gladdy.db.npTotemPlatesBorderStyle)
nameplate.gladdyTotemFrame.totemBorder:SetVertexColor(Gladdy.db.npTotemColors["totem" .. totemDataEntry.id].color.r,
Gladdy.db.npTotemColors["totem" .. totemDataEntry.id].color.g,
Gladdy.db.npTotemColors["totem" .. totemDataEntry.id].color.b,
Gladdy.db.npTotemColors["totem" .. totemDataEntry.id].color.a)
nameplate.gladdyTotemFrame.totemName:SetPoint("TOP", nameplate.gladdyTotemFrame, "BOTTOM", Gladdy.db.npTremorFontXOffset, Gladdy.db.npTremorFontYOffset)
nameplate.gladdyTotemFrame.totemName:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.npTremorFont), Gladdy.db.npTremorFontSize, "OUTLINE")
nameplate.gladdyTotemFrame.totemName:SetText(Gladdy.db.npTotemColors["totem" .. totemDataEntry.id].customText or "")
else
nameplateSetAlpha(nameplate, 1, addonName)
if nameplate.gladdyTotemFrame then
nameplate.gladdyTotemFrame:Hide()
end
end
else
if nameplate.gladdyTotemFrame then
nameplate.gladdyTotemFrame:Hide()
nameplate.gladdyTotemFrame.parent = nil
tinsert(totemPlateCache, nameplate.gladdyTotemFrame)
nameplate.gladdyTotemFrame = nil
nameplateSetAlpha(nameplate, 1, addonName)
end
end
end
---------------------------------------------------
-- Interface options
---------------------------------------------------
function TotemPlates:GetOptions()
return {
headerTotems = {
type = "header",
name = L["Totem General"],
order = 2,
},
npTotems = Gladdy:option({
type = "toggle",
name = L["Totem icons on/off"],
desc = L["Turns totem icons instead of nameplates on or off. (Requires reload)"],
order = 3,
}),
headerTotemFrame = {
type = "header",
name = L["Totem Icon"],
order = 4,
},
npTotemPlatesSize = Gladdy:option({
type = "range",
name = L["Totem size"],
desc = L["Size of totem icons"],
order = 5,
min = 20,
max = 100,
step = 1,
}),
npTotemPlatesWidthFactor = Gladdy:option({
type = "range",
name = L["Icon Width Factor"],
desc = L["Stretches the icon"],
order = 6,
min = 0.5,
max = 2,
step = 0.05,
}),
headerFont = {
type = "header",
name = L["Font"],
order = 10,
},
npTremorFont = Gladdy:option({
type = "select",
name = L["Font"],
desc = L["Font of the custom totem name"],
order = 11,
dialogControl = "LSM30_Font",
values = AceGUIWidgetLSMlists.font,
}),
npTremorFontSize = Gladdy:option({
type = "range",
name = L["Size"],
desc = L["Scale of the font"],
order = 12,
min = 1,
max = 50,
step = 0.1,
}),
npTremorFontXOffset = Gladdy:option({
type = "range",
name = L["Horizontal offset"],
desc = L["Scale of the font"],
order = 13,
min = -300,
max = 300,
step = 1,
}),
npTremorFontYOffset = Gladdy:option({
type = "range",
name = L["Vertical offset"],
desc = L["Scale of the font"],
order = 14,
min = -300,
max = 300,
step = 1,
}),
headerAlpha = {
type = "header",
name = L["Alpha"],
order = 20,
},
npTotemPlatesAlphaAlways = Gladdy:option({
type = "toggle",
name = L["Apply alpha when no target"],
desc = L["Always applies alpha, even when you don't have a target. Else it is 1."],
order = 21,
}),
npTotemPlatesAlphaAlwaysTargeted = Gladdy:option({
type = "toggle",
name = L["Apply alpha when targeted, else it is 1"],
desc = L["Always applies alpha, even when you target the totem. Else it is 1."],
order = 22,
}),
--border
headerBorder = {
type = "header",
name = L["Border"],
order = 40,
},
npTotemPlatesBorderStyle = Gladdy:option({
type = "select",
name = L["Totem icon border style"],
order = 41,
values = Gladdy:GetIconStyles()
}),
npAllTotemColors = {
type = "color",
name = L["All totem border color"],
order = 42,
hasAlpha = true,
get = function(info)
local colors = GetTotemOptions()
local color = colors[1].color
for i=2, #colors do
if colors[i].r ~= color.r or colors[i].color.r ~= color.r or colors[i].color.r ~= color.r or colors[i].color.r ~= color.r then
return 0, 0, 0, 0
end
end
return color.r, color.g, color.b, color.a
end,
set = function(info, r, g, b, a)
local colors = GetTotemOptions()
for i=1, #colors do
colors[i].color.r = r
colors[i].color.g = g
colors[i].color.b = b
colors[i].color.a = a
end
end,
},
npAllTotemAlphas = {
type = "range",
name = L["All totem border alphas"],
min = 0,
max = 1,
step = 0.1,
order = 43,
get = function(info)
local alphas = GetTotemOptions()
for i=2, #alphas do
if alphas[i].alpha ~= alphas[1].alpha then
return ""
end
end
return alphas[1].alpha
end,
set = function(info, value)
local alphas = GetTotemOptions()
for i=1, #alphas do
alphas[i].alpha = value
end
end,
},
npTotemColors = {
order = 50,
name = "Customize Totems",
type = "group",
childGroups = "simple",
args = select(2, Gladdy:GetTotemColors())
},
}
end
|
-- Created by Elfansoer
--[[
Ability checklist (erase if done/checked):
- Scepter Upgrade
- Break behavior
- Linken/Reflect behavior
- Spell Immune/Invulnerable/Invisible behavior
- Illusion behavior
- Stolen behavior
]]
--------------------------------------------------------------------------------
modifier_hoodwink_bushwhack_lua_debuff = class({})
--------------------------------------------------------------------------------
-- Classifications
function modifier_hoodwink_bushwhack_lua_debuff:IsHidden()
return false
end
function modifier_hoodwink_bushwhack_lua_debuff:IsDebuff()
return true
end
function modifier_hoodwink_bushwhack_lua_debuff:IsStunDebuff()
return true
end
function modifier_hoodwink_bushwhack_lua_debuff:IsPurgable()
return true
end
--------------------------------------------------------------------------------
-- Initializations
function modifier_hoodwink_bushwhack_lua_debuff:OnCreated( kv )
self.parent = self:GetParent()
-- references
self.height = self:GetAbility():GetSpecialValueFor( "visual_height" )
self.rate = self:GetAbility():GetSpecialValueFor( "animation_rate" )
self.distance = 150
self.speed = 900
self.interval = 0.1
if not IsServer() then return end
self.tree = EntIndexToHScript( kv.tree )
self.tree_origin = self.tree:GetOrigin()
-- apply motion controller
if not self:ApplyHorizontalMotionController() then
-- self:Destroy()
return
end
-- tree cut down thinker
self:StartIntervalThink( self.interval )
-- Play Effects
self:PlayEffects1()
end
function modifier_hoodwink_bushwhack_lua_debuff:OnRefresh( kv )
self:OnCreated( kv )
end
function modifier_hoodwink_bushwhack_lua_debuff:OnRemoved()
end
function modifier_hoodwink_bushwhack_lua_debuff:OnDestroy()
if not IsServer() then return end
self:GetParent():RemoveHorizontalMotionController( self )
end
--------------------------------------------------------------------------------
-- Modifier Effects
function modifier_hoodwink_bushwhack_lua_debuff:DeclareFunctions()
local funcs = {
MODIFIER_PROPERTY_FIXED_DAY_VISION,
MODIFIER_PROPERTY_FIXED_NIGHT_VISION,
MODIFIER_PROPERTY_OVERRIDE_ANIMATION,
MODIFIER_PROPERTY_OVERRIDE_ANIMATION_RATE,
MODIFIER_PROPERTY_VISUAL_Z_DELTA,
}
return funcs
end
function modifier_hoodwink_bushwhack_lua_debuff:GetFixedDayVision()
return 0
end
function modifier_hoodwink_bushwhack_lua_debuff:GetFixedNightVision()
return 0
end
function modifier_hoodwink_bushwhack_lua_debuff:GetOverrideAnimation()
return ACT_DOTA_FLAIL
end
function modifier_hoodwink_bushwhack_lua_debuff:GetOverrideAnimationRate()
return self.rate
end
function modifier_hoodwink_bushwhack_lua_debuff:GetVisualZDelta()
return self.height
end
--------------------------------------------------------------------------------
-- Status Effects
function modifier_hoodwink_bushwhack_lua_debuff:CheckState()
local state = {
[MODIFIER_STATE_STUNNED] = true,
}
return state
end
--------------------------------------------------------------------------------
-- Interval Effects
function modifier_hoodwink_bushwhack_lua_debuff:OnIntervalThink()
-- check if the tree is still standing
if not self.tree.IsStanding then
-- temp tree
if self.tree:IsNull() then
self:Destroy()
end
elseif not self.tree:IsStanding() then
-- temp tree
self:Destroy()
end
end
--------------------------------------------------------------------------------
-- Motion Effects
function modifier_hoodwink_bushwhack_lua_debuff:UpdateHorizontalMotion( me, dt )
-- get data
local origin = me:GetOrigin()
local dir = self.tree_origin-origin
local dist = dir:Length2D()
dir.z = 0
dir = dir:Normalized()
-- check if close
if dist<self.distance then
self:GetParent():RemoveHorizontalMotionController( self )
self:PlayEffects2( dir )
return
end
-- move closer to tree
local target = dir * self.speed*dt
me:SetOrigin( origin + target )
end
function modifier_hoodwink_bushwhack_lua_debuff:OnHorizontalMotionInterrupted()
self:GetParent():RemoveHorizontalMotionController( self )
end
--------------------------------------------------------------------------------
-- Graphics & Animations
function modifier_hoodwink_bushwhack_lua_debuff:PlayEffects1()
-- Get Resources
local particle_cast = "particles/units/heroes/hero_hoodwink/hoodwink_bushwhack_target.vpcf"
local sound_cast = "Hero_Hoodwink.Bushwhack.Target"
-- Get Data
-- Create Particle
local effect_cast = ParticleManager:CreateParticle( particle_cast, PATTACH_ABSORIGIN_FOLLOW, self.parent )
ParticleManager:SetParticleControl( effect_cast, 15, self.tree_origin )
-- buff particle
self:AddParticle(
effect_cast,
false, -- bDestroyImmediately
false, -- bStatusEffect
-1, -- iPriority
false, -- bHeroEffect
false -- bOverheadEffect
)
-- Create Sound
EmitSoundOn( sound_cast, self.parent )
end
function modifier_hoodwink_bushwhack_lua_debuff:PlayEffects2( dir )
-- Get Resources
local particle_cast = "particles/tree_fx/tree_simple_explosion.vpcf"
-- Create Particle
local effect_cast = ParticleManager:CreateParticle( particle_cast, PATTACH_WORLDORIGIN, nil )
ParticleManager:SetParticleControl( effect_cast, 0, self.parent:GetOrigin() )
ParticleManager:ReleaseParticleIndex( effect_cast )
end
|
-------------------------------------------------------------------------------
--
-- tek.ui.class.application
-- Written by Timm S. Mueller <tmueller at schulze-mueller.de>
-- See copyright notice in COPYRIGHT
--
-- OVERVIEW::
-- [[#ClassOverview]] :
-- [[#tek.class : Class]] /
-- [[#tek.ui.class.family : Family]] /
-- Application ${subclasses(Application)}
--
-- This class implements tekUI's application, entrypoint and main loop.
--
-- EXAMPLE::
-- A tekUI application can be written in a single, nested expression:
-- local ui = require "tek.ui"
-- ui.Application:new {
-- Children = {
-- ui.Window:new {
-- Children = {
-- ui.Button:new { Text = "Hello World" }
-- }
-- }
-- }
-- }:run()
--
-- MEMBERS::
-- - {{ApplicationId [IG]}} (string)
-- Name of the application, normally used as an unique identifier
-- in combination with the {{Domain}} attribute. Default is
-- {{"unknown"}}.
-- - {{Author [IG]}} (string)
-- Names of the application's authors. Default: {{"unknown"}}
-- - {{AuthorStyles [IG]}} (string)
-- A string containing style sheet notation, overlaying all other
-- properties, including those retrieved using the
-- {{AuthorStyleSheets}} attribute.
-- - {{AuthorStyleSheets [IG]}} (string)
-- A string containing the names of author style sheet files
-- overlaying user agent and theme declaration. Multiple style
-- sheets are separated by spaces. The last style sheet has the
-- highest precedence, e.g. {{"desktop texture"}} would load the
-- style sheets {{desktop.css}} and {{texture.css}}.
-- - {{Copyright [IG]}} (string)
-- Copyright notice applying to the application, default
-- {{"unknown"}}
-- - {{Display [IG]}} ([[#tek.ui.class.display : Display]])
-- An initial [[#tek.ui.class.display : Display]]. By default, the
-- application creates a new one during Application.new().
-- - {{Domain [IG]}} (string)
-- An uniquely identifying domain name of the vendor, organization
-- or author manufacturing the application (preferrably without
-- domain parts like {{"www."}} if they are not significant for
-- identification). Default is {{"unknown"}}.
-- - {{GCControl [IG]}} (boolean or string)
-- The application can perform a garbage collection of the specified
-- type directly before getting suspended waiting for input. If set
-- to '''false''', no explicit garbage collection is initiated. If
-- the value is '''true''' or {{"step"}}, the application performs a
-- single garbage collection step. Other values (e.g. {{"collect"}})
-- are passed unmodified to {{collectgarbage()}}. Default: '''true'''
-- - {{ProgramName [IG]}} (string)
-- Name of the application, as displayed to the user. This is
-- also the fallback for the {{Title}} attribute in windows.
-- If unset, the default will be {{"tekUI"}}.
-- - {{Status [G]}} (string)
-- Status of the application, can be {{"init"}}, {{"error"}},
-- {{"run"}}, {{"quit"}}.
-- - {{Vendor [IG]}} (string)
-- Name of the vendor or organization responsible for producing
-- the application, as displayed to the user. Default {{"unknown"}}.
--
-- NOTES::
-- The {{Domain}} and {{ApplicationId}} attributes are
-- UTF-8 encoded strings, so any international character sequence is
-- valid for them. Anyhow, it is recommended to avoid too adventurous
-- symbolism, as its end up in a hardly decipherable, UTF-8 plus
-- URL-encoded form in the file system, e.g. for loading catalog files
-- from {{tek/ui/locale/<domain>/<applicationid>}}.
--
-- IMPLEMENTS::
-- - Application:addCoroutine() - Adds a coroutine to the application
-- - Application:addInputHandler() - Adds input handler to the application
-- - Application:connect() - Connects children recursively
-- - Application:easyRequest() - Opens a message box
-- - Application:getById() - Returns an element by Id
-- - Application:getChildren() - Returns the application's children
-- - Application:getGroup() - Returns the application's group
-- - Application:getLocale() - Returns a locale for the application
-- - Application:quit() - Quits the application
-- - Application:remInputHandler() - Removes a registered input handler
-- - Application:requestFile() - Opens a file requester
-- - Application:run() - Runs the application
-- - Application:suspend() - Suspends the caller's coroutine
-- - Application:up() - Function called when the application is up
--
-- OVERRIDES::
-- - Family:addMember()
-- - Class.new()
-- - Family:remMember()
--
-------------------------------------------------------------------------------
local db = require "tek.lib.debug"
local ui = require "tek.ui".checkVersion(109)
local Display = ui.require("display", 31)
local Family = ui.require("family", 2)
local assert = assert
local band = ui.band
local cocreate = coroutine.create
local collectgarbage = collectgarbage
local coresume = coroutine.resume
local corunning = coroutine.running
local costatus = coroutine.status
local coyield = coroutine.yield
local floor = math.floor
local getmsg = Display.getMsg
local insert = table.insert
local io_open = io.open
local max = math.max
local min = math.min
local pairs = pairs
local remove = table.remove
local select = select
local traceback = debug.traceback
local type = type
local unpack = unpack or table.unpack
local wait = Display.wait
module("tek.ui.class.application", tek.ui.class.family)
_VERSION = "Application 41.3"
local Application = _M
Family:newClass(Application)
-------------------------------------------------------------------------------
-- Constants & Class data:
-------------------------------------------------------------------------------
local MSG_USER = ui.MSG_USER
local MSGTYPES = { MSG_USER }
-------------------------------------------------------------------------------
-- new: overrides
-------------------------------------------------------------------------------
function Application.new(class, self)
self = self or { }
self.MouseX = 0 -- absolute mouse position
self.MouseY = 0
self.Application = self
self.ApplicationId = self.ApplicationId or "unknown"
self.Author = self.Author or "unknown"
self.Clipboard = self.Clipboard or { }
self.Copyright = self.Copyright or "unknown"
self.Coroutines = { }
self.Display = self.Display or false
self.Domain = self.Domain or "unknown"
self.ElementById = { }
self.FocusWindow = false
local t = self.GCControl
if t == nil or t == true then
self.GCControl = "step"
end
self.InputHandlers = { [MSG_USER] = { } }
self.LastKey = false
self.ModalWindows = { } -- stack of
self.MsgDispatch = false
self.OpenWindows = { }
if self.Preload then
ui.require("group", 22)
ui.require("text", 20)
ui.require("window", 22)
ui.require("dirlist", 14)
end
self.ProgramName = self.ProgramName or self.Title or "tekUI"
self.Status = "init"
Application.initStylesheets(self)
self = Family.new(class, self)
self.MsgDispatch =
{
[ui.MSG_CLOSE] = self.passMsgNoModal,
[ui.MSG_FOCUS] = self.passMsgAlways,
[ui.MSG_NEWSIZE] = self.passMsgNewSize,
[ui.MSG_REFRESH] = self.passMsgRefresh,
[ui.MSG_MOUSEOVER] = self.passMsgNoModal,
[ui.MSG_KEYDOWN] = self.passMsgNoModal,
[ui.MSG_MOUSEMOVE] = self.passMsgMouseMove,
[ui.MSG_MOUSEBUTTON] = self.passMsgNoModal,
[ui.MSG_INTERVAL] = self.passMsgInterval,
[ui.MSG_KEYUP] = self.passMsgNoModal,
[ui.MSG_REQSELECTION] = self.passMsgNoModal,
[MSG_USER] = self.passMsg,
}
-- Check linkage of members, connect and setup them recursively:
if self:connect() then
local d = self.Display
if not d then
d = Display:new()
self.Display = d
end
d:decodeProperties(self.Properties)
self:decodeProperties()
self:setup()
else
db.error("Could not connect elements")
self.Status = "error"
end
self:addInputHandler(MSG_USER, self, self.handleInput)
return self
end
-------------------------------------------------------------------------------
-- initStyleSheets
-------------------------------------------------------------------------------
function Application.initStylesheets(self, filename)
local props = { [0] = { } }
self.Properties = props
local authorstyles = self.AuthorStyles or false
self.AuthorStyles = authorstyles
local authorstylesheets = self.AuthorStyleSheets or false
self.AuthorStyleSheets = authorstylesheets
self.Vendor = self.Vendor or "unknown"
-- load 'user agent' stylesheets:
-- ensures that "minimal" is the first stylesheet.
-- always uses "default" as the second stylesheet, unless the user
-- explicitely provides "minimal" as the first stylesheet.
local stylesheets = { }
if filename then
local s
local msg = "open failed"
local f = io_open(filename)
if f then
s, msg = ui.loadStyleSheet(f)
end
if s then
insert(stylesheets, s)
else
db.warn("failed to load/decode user stylesheet: %s", msg)
end
else
ui.ThemeName:gsub("%S+", function(name)
if name ~= "user" then
insert(stylesheets, name)
end
end)
end
if stylesheets[1] ~= "minimal" then
insert(stylesheets, 1, "minimal")
if stylesheets[2] ~= "default" then
insert(stylesheets, 2, "default")
end
end
for i = 1, #stylesheets do
local s = stylesheets[i]
if type(s) ~= "table" then
local msg
s, msg = ui.getStyleSheet(stylesheets[i])
if not s then
db.warn("failed to load/decode user stylesheet: %s", msg)
end
end
if s then
insert(props, 1, s)
end
end
-- 'author' stylsheet(s):
if authorstylesheets then
authorstylesheets:gsub("%S+", function(theme)
local s, msg = ui.loadStyleSheet(theme)
if s then
insert(props, 1, s)
else
db.warn("failed to decode author stylesheet: %s", msg)
end
end)
end
if authorstyles then
local offs = 0
local s, msg = ui.loadStyleSheet { read = function()
if offs then
local old = offs
offs = authorstyles:find("\n", offs + 1, true)
return authorstyles:sub(old + 1, offs and offs - 1)
end
end }
if s then
insert(props, 1, s)
else
db.warn("failed to decode author stylesheet: %s", msg)
end
end
-- 'user' stylesheet:
local s, msg = ui.loadStyleSheet("user")
if s then
insert(props, 1, s)
else
db.info("failed to decode user stylesheet: %s", msg)
end
end
-------------------------------------------------------------------------------
-- connect(parent): Checks member linkage and connects all children by
-- invoking their [[connect()][#Element:connect]] methods. Note that
-- unlike Element:connect(), this function is recursive.
-------------------------------------------------------------------------------
function Application:connect(parent)
local c = self:getChildren("init")
if c then
for i = 1, #c do
local child = c[i]
if child:getGroup() == child then
-- descend into group:
if not Application.connect(child, self) then
return false
end
else
if not child:connect(self, parent) then
db.error("Connection failed: %s <- %s",
self:getClassName(), child:getClassName())
return false
end
end
end
if parent then
return self:connect(parent)
end
return true
else
db.trace("%s : has no children", self:getClassName())
end
end
-------------------------------------------------------------------------------
-- addMember: overrides
-------------------------------------------------------------------------------
function Application:addMember(child, pos)
-- connect recursively:
self.connect(child, self)
self:decodeProperties(child)
child:setup(self, child)
if Family.addMember(self, child, pos) then
return child
end
end
-------------------------------------------------------------------------------
-- remMember: overrides
-------------------------------------------------------------------------------
function Application:remMember(window)
if window.Drawable then
window:hide()
end
Family.remMember(self, window)
window:cleanup()
end
-------------------------------------------------------------------------------
-- addElement:
-------------------------------------------------------------------------------
function Application:addElement(e)
assert(not self.ElementById[e.Id], ("Id '%s' already exists"):format(e.Id))
self.ElementById[e.Id] = e
end
-------------------------------------------------------------------------------
-- remElement:
-------------------------------------------------------------------------------
function Application:remElement(e)
assert(self.ElementById[e.Id])
self.ElementById[e.Id] = nil
end
-------------------------------------------------------------------------------
-- element = getById(id): Returns the element that was registered with the
-- Application under its unique {{id}}. Returns '''nil''' if the id was not
-- found.
-------------------------------------------------------------------------------
function Application:getById(id)
return self.ElementById[id]
end
-------------------------------------------------------------------------------
-- decodeProperties:
-------------------------------------------------------------------------------
function Application:decodeProperties(child)
local props = self.Properties
if child then
child:decodeProperties(props)
else
local c = self.Children
for i = 1, #c do
c[i]:decodeProperties(props)
end
end
end
-------------------------------------------------------------------------------
-- setup: internal
-------------------------------------------------------------------------------
function Application:setup()
local c = self.Children
for i = 1, #c do
c[i]:setup(self, c[i])
end
end
-------------------------------------------------------------------------------
-- cleanup: internal
-------------------------------------------------------------------------------
function Application:cleanup()
local c = self.Children
for i = 1, #c do
c[i]:cleanup()
end
end
-------------------------------------------------------------------------------
-- show: internal
-------------------------------------------------------------------------------
function Application:show()
local c = self.Children
for i = 1, #c do
local w = c[i]
if w.Status ~= "hide" then
c[i]:show()
end
end
end
-------------------------------------------------------------------------------
-- hide: internal
-------------------------------------------------------------------------------
local function dohide(self, ...)
for i = 1, select('#', ...) do
local e = select(i, ...)
if e:checkFlags(ui.FL_SHOW) then
select(i, ...):hide()
end
end
end
function Application:hide()
dohide(self, unpack(self.Children))
self:remInputHandler(MSG_USER, self, self.handleInput)
end
-------------------------------------------------------------------------------
-- openWindow: internal
-------------------------------------------------------------------------------
function Application:openWindow(window)
if window.Modal then
insert(self.ModalWindows, 1, window)
end
insert(self.OpenWindows, window)
end
-------------------------------------------------------------------------------
-- setFocusWindow: internal
-------------------------------------------------------------------------------
function Application:setFocusWindow(window, has_focus)
if not has_focus and window == self.FocusWindow then
self.FocusWindow = false
elseif has_focus and window ~= self.FocusWindow then
self.FocusWindow = window
end
end
-------------------------------------------------------------------------------
-- closeWindow: internal
-------------------------------------------------------------------------------
function Application:closeWindow(window)
self:setFocusWindow(window, false)
if window == self.ModalWindows[1] then
remove(self.ModalWindows, 1)
end
-- NOTE: windows are purged from OpenWindows list during wait()
end
-------------------------------------------------------------------------------
-- quit(): Quits the application.
-------------------------------------------------------------------------------
function Application:quit()
self:hide()
end
-------------------------------------------------------------------------------
-- getModalWindow:
-------------------------------------------------------------------------------
function Application:getModalWindow()
return self.ModalWindows[1]
end
-------------------------------------------------------------------------------
-- Message handlers: passAlways() passes a message always, passMsgNoModal()
-- passes a message only to the modal window (if there is one),
-- passMsgNewSize() bundles new sizes, passMsgRefresh() bundles damages for
-- the current window.
-------------------------------------------------------------------------------
function Application:passMsgAlways(msg)
msg[-1]:passMsg(msg)
end
function Application:passMsgNoModal(msg)
local win = msg[-1]
local mw = self.ModalWindows[1]
if not mw or mw == win then
win:passMsg(msg)
end
end
function Application:passMsgNewSize(msg)
local win = msg[-1]
-- bundle newsizes:
local newsize = win.NewSizeMsg
if not newsize then
newsize = win.NewSizeMsgStore
win.NewSizeMsg = newsize
else
end
newsize[0] = msg[0] -- update timestamp
newsize[1] = msg[1]
end
function Application:passMsgRefresh(msg)
local win = msg[-1]
-- bundle damage rects:
local refresh = win.RefreshMsg
if not refresh then
refresh = win.RefreshMsgStore
win.RefreshMsg = refresh
refresh[7] = msg[7]
refresh[8] = msg[8]
refresh[9] = msg[9]
refresh[10] = msg[10]
else
-- bundle damage rect:
refresh[7] = min(refresh[7], msg[7])
refresh[8] = min(refresh[8], msg[8])
refresh[9] = max(refresh[9], msg[9])
refresh[10] = max(refresh[10], msg[10])
end
refresh[0] = msg[0] -- update timestamp
refresh[1] = msg[1]
end
function Application:passMsgMouseMove(msg)
local win = msg[-1]
local mw = self.ModalWindows[1]
if not mw or mw == win then
local mpm = win.MouseMoveMsg
if not mpm then
mpm = win.MouseMoveMsgStore
win.MouseMoveMsg = mpm
end
win.MouseX = msg[4]
win.MouseY = msg[5]
self.MouseX = msg[11]
self.MouseY = msg[12]
mpm[4] = msg[4]
mpm[5] = msg[5]
mpm[0] = msg[0] -- update timestamp
mpm[1] = msg[1]
end
end
function Application:passMsgInterval(msg)
local win = msg[-1]
local im = win.IntervalMsg
if not im then
im = win.IntervalMsgStore
win.IntervalMsg = im
end
im[0] = msg[0] -- update timestamp
im[1] = msg[1]
end
-------------------------------------------------------------------------------
-- success, status = run(): Runs the application. Returns when all child
-- windows are closed or when the application's {{Status}} is set to "quit".
-------------------------------------------------------------------------------
function Application:run()
local gcarg = self.GCControl
-- open all windows that aren't in "hide" state:
self:show()
self.Status = "run"
local d = self.Display
local ow = self.OpenWindows
local wmsg = { } -- window message
local msgdispatch = self.MsgDispatch
self:up()
-- the main loop:
while self.Status == "run" do
-- dispatch input messages:
local msg = getmsg()
while msg do
msgdispatch[msg[2]](self, msg)
msg:reply()
msg = getmsg()
end
if #ow == 0 then
self.Status = "quit"
break
end
-- process geometry-altering messages first:
for i = 1, #ow do
local win = ow[i]
if win.NewSizeMsg then
win:passMsg(win.NewSizeMsg)
win.NewSizeMsg = false
win:update()
end
end
-- process remaining messages for all open windows:
for i = 1, #ow do
local win = ow[i]
-- dispatch user-generated window messages:
while win:getMsg(wmsg) do
msgdispatch[wmsg[2]](self, wmsg)
end
-- spool out bundled refreshes, mousemoves, intervals:
if win.RefreshMsg then
win:passMsg(win.RefreshMsg)
win.RefreshMsg = false
end
if win.MouseMoveMsg then
win:passMsg(win.MouseMoveMsg)
win.MouseMoveMsg = false
end
if win.IntervalMsg then
win:passMsg(win.IntervalMsg)
win.IntervalMsg = false
end
-- general update:
win:update()
end
-- service coroutines; idle means they are all suspended:
local idle = self:serviceCoroutines()
-- purge windows from list that may have gone to hidden state:
for i = #ow, 1, -1 do
if ow[i].Status ~= "show" then
remove(ow, i)
end
end
-- wait if no coroutines are running, and windows are open:
if idle and #ow > 0 then
if gcarg then
collectgarbage(gcarg)
end
wait()
end
end
self:hide()
return true, self.Status
end
-------------------------------------------------------------------------------
-- addCoroutine(function, arg1, ...): Adds the specified function
-- and arguments to the application as a new coroutine, and returns to the
-- caller. The new coroutine is not started immediately, but scheduled for
-- later execution during the application's update procedure. This gives the
-- application an opportunity to service all pending messages and updates
-- before the coroutine is actually started.
-------------------------------------------------------------------------------
function Application:addCoroutine(func, ...)
local arg = { ... }
insert(self.Coroutines, { cocreate(function() func(unpack(arg)) end) } )
end
-------------------------------------------------------------------------------
-- idle = serviceCoroutines() - internal
-------------------------------------------------------------------------------
function Application:serviceCoroutines()
local crt = self.Coroutines
local c = remove(crt, 1)
if c then
local success, res = coresume(c[1])
local s = costatus(c[1])
if s == "suspended" then
c[2] = res or false -- extra argument from yield
insert(crt, c)
else
if success then
db.info("Coroutine finished successfully")
else
db.error("Error in coroutine:\n%s\n%s", res, traceback(c[1]))
end
end
end
for i = 1, #crt do
local c = crt[i]
if not c[2] then
return false -- a coroutine is running
end
end
return true -- all coroutines are idle
end
-------------------------------------------------------------------------------
-- suspend([window]): Suspends the caller (which must be running
-- in a coroutine) until it is getting rescheduled by the application.
-- Coroutines can use this as a cooperation point, which gives the
-- application an opportunity to service all pending messages and updates.
-- If no argument is given, the application returns to the caller as quickly
-- as possible. If an optional {{window}} is specified, the coroutine is put
-- to sleep until something happens in the application, or an interval timer
-- event is present at the window (i.e. the suspended coroutine is
-- rescheduled after no longer than 1/50th of a second).
-------------------------------------------------------------------------------
function Application:suspend(window)
if window then
window:addInterval()
coyield(window)
window:remInterval()
else
coyield()
end
end
-------------------------------------------------------------------------------
-- status[, path, selection] = requestFile(args):
-- Requests a single or multiple files or directories. Possible keys in
-- the {{args}} table are:
-- - {{Center}} - Boolean, whether requester should be opened centered
-- - {{FocusElement}} - What element to place the initial focus on;
-- see [[#tek.ui.class.dirlist : DirList]] for possible values
-- - {{Height}} - Height of the requester window
-- - {{Lister}} - External lister object to operate on
-- - {{Location}} - Initial contents of the requester's location field
-- - {{OverWindow}} - Open dialogue centered over the specified window
-- - {{Path}} - The initial path
-- - {{SelectMode}} - {{"multi"}} or {{"single"}} [default {{"single"}}]
-- - {{SelectText}} - Text to show on the select button
-- [default {{"open"}}]
-- - {{Title}} - Window title [default {{"Select file or directory..."}}]
-- - {{Width}} - Width of the requester window
-- The first return value is a string reading either {{"selected"}} or
-- {{"cancelled"}}. If the status is {{"selected"}}, the second return value
-- is the path where the requester was left, and the third value is a table
-- of the items that were selected.
-- Note: The caller of this function must be running in a coroutine
-- (see Application:addCoroutine()).
-------------------------------------------------------------------------------
function Application:getRequestWindow(ww, wh, overwindow)
local ow = self.FocusWindow
if overwindow ~= nil then
ow = overwindow
end
local wx, wy
if ow then
local w, h, x, y, sw, sh = ow.Drawable:getAttrs("whxyWH")
wx = x + w / 2 - ww / 2
wy = y + h / 2 - wh / 2
wx = max(wx, 0)
wy = max(wy, 0)
wx = min(wx, sw - ww)
wy = min(wy, sh - wh)
end
return ww, wh, wx, wy
end
function Application:requestFile(args)
assert(corunning(), "Must be called in a coroutine")
args = args or { }
local dirlist = args.Lister or ui.DirList:new
{
DisplayMode = args.DisplayMode or "all",
BasePath = args.BasePath or "",
Path = args.Path or "/",
Kind = "requester",
SelectMode = args.SelectMode or "single",
Location = args.Location,
SelectText = args.SelectText,
FocusElement = args.FocusElement,
}
local ww = args.Width or 400
local wh = args.Height or 500
local wx, wy
local center = args.Center
if not center then
ww, wh, wx, wy = self:getRequestWindow(ww, wh, args.OverWindow)
end
local window = ui.Window:new
{
Class = "app-dialog",
Title = args.Title or dirlist.Locale.SELECT_FILE_OR_DIRECTORY,
Modal = true,
Width = ww,
Height = wh,
Left = wx,
Top = wy,
MinWidth = 0,
MinHeight = 0,
MaxWidth = "none",
MaxHeight = "none",
Center = center,
Children = { dirlist },
HideOnEscape = true
}
Application.connect(window)
self:addMember(window)
window:setValue("Status", "show")
dirlist:showDirectory()
repeat
self:suspend(window) -- !
if window.Status ~= "show" then
-- window closed:
dirlist.Status = "cancelled"
end
until dirlist.Status ~= "running"
dirlist:abortScan()
self:remMember(window)
if dirlist.Status == "selected" then
return dirlist.Status, dirlist.Path, dirlist.Selection
end
return dirlist.Status
end
-------------------------------------------------------------------------------
-- selected = easyRequest(title, text, buttontext1[, ...]):
-- This function shows a message box or requester. {{title}} will be
-- displayed as the window title; if this argument is '''false''', the
-- application's {{ProgramName}} will be used for the title. {{text}}
-- (which may contain line breaks) will be used as the requester's body.
-- Buttons are ordered from left to right. The first button has the number 1.
-- If the window is closed using the Escape key or close button, the return
-- value will be {{false}}. Note: The caller of this function must be
-- running in a coroutine (see Application:addCoroutine()).
-------------------------------------------------------------------------------
function Application:easyRequest(title, main, ...)
assert(corunning(), "Must be called in a coroutine")
local result = false
local buttons = { }
local window
local numb = select("#", ...)
for i = 1, numb do
local button = ui.Text:new
{
Class = "button",
Mode = "button",
KeyCode = true,
Text = select(i, ...),
InitialFocus = i == numb,
onClick = function(self)
result = i
window:setValue("Status", "hide")
end
}
insert(buttons, button)
end
if type(main) == "string" then
main = ui.Text:new { Class = "message", Width = "fill", Text = main }
end
window = ui.Window:new
{
Class = "app-dialog",
Title = title or self.ProgramName,
Modal = true,
Center = true,
Orientation = "vertical",
HideOnEscape = true,
Children =
{
main,
ui.Group:new { Width = "fill", SameSize = true,
Children = buttons }
},
getReqButton = function(self, nr)
return buttons[nr]
end,
abort = function(self)
window:hide()
end,
}
Application.connect(window)
self:addMember(window)
local ww, wh = window:getWindowDimensions()
-- assuming here that a popup's minimum size equals its real size
local wx, wy
ww, wh, wx, wy = self:getRequestWindow(ww, wh)
window.Left = wx or false
window.Top = wy or false
window:setValue("Status", "show")
repeat
self:suspend(window) -- !
until window.Status ~= "show"
self:remMember(window)
return result
end
-------------------------------------------------------------------------------
-- getGroup(): See Area:getGroup().
-------------------------------------------------------------------------------
function Application:getGroup()
end
-------------------------------------------------------------------------------
-- getChildren(): See Area:getChildren().
-------------------------------------------------------------------------------
function Application:getChildren()
return self.Children
end
-------------------------------------------------------------------------------
-- getLocale([deflang[, language]]): Returns a table of locale strings for
-- {{ApplicationId}} and {{Domain}}. See ui.getLocale() for more information.
-------------------------------------------------------------------------------
function Application:getLocale(deflang, lang)
return ui.getLocale(self.ApplicationId, self.Domain, deflang, lang)
end
-------------------------------------------------------------------------------
-- addInputHandler(msgtype, object, func): Adds an {{object}} and
-- {{function}} to the application's chain of handlers for input of
-- the specified type. Currently, the only message type an appliction is
-- able to react on is {{ui.MSG_USER}}. All other message types are specific
-- to a Window. Input handlers are invoked as follows:
-- message = function(object, message)
-- The handler is expected to return the message, which will in turn pass
-- it on to the next handler in the chain.
-- See also Window:addInputHandler() for more information.
-------------------------------------------------------------------------------
function Application:addInputHandler(msgtype, object, func)
local flags = msgtype
local hnd = { object, func }
for i = 1, #MSGTYPES do
local mask = MSGTYPES[i]
local ih = self.InputHandlers[mask]
if ih and band(flags, mask) == mask then
insert(ih, 1, hnd)
end
end
end
-------------------------------------------------------------------------------
-- remInputHandler(msgtype, object, func): Removes an input handler that was
-- previously registered with Application:addInputHandler().
-------------------------------------------------------------------------------
function Application:remInputHandler(msgtype, object, func)
local flags = msgtype
for i = 1, #MSGTYPES do
local mask = MSGTYPES[i]
local ih = self.InputHandlers[mask]
if ih and band(flags, mask) == mask then
for i = 1, #ih do
local h = ih[i]
if h[1] == object and h[2] == func then
remove(ih, i)
break
end
end
end
end
end
-------------------------------------------------------------------------------
-- passMsg: See Area:passMsg()
-------------------------------------------------------------------------------
function Application:passMsg(msg)
local handlers = { unpack(self.InputHandlers[msg[2]]) }
for i = 1, #handlers do
local hnd = handlers[i]
msg = hnd[2](hnd[1], msg)
if not msg then
return false
end
end
return msg
end
-------------------------------------------------------------------------------
-- handleInput:
-------------------------------------------------------------------------------
local MsgHandlers =
{
[MSG_USER] = function(self, msg)
return msg
end
}
function Application:handleInput(msg)
MsgHandlers[msg[2]](self, msg)
return false
end
-------------------------------------------------------------------------------
-- retrig = setLastKey([newkey]): Sets {{newkey}} as the key that was last
-- pressed in the application. If no new key is given, the current key is
-- unset. Returns a boolean indicating whether it is the same as the
-- previously registered key.
-------------------------------------------------------------------------------
function Application:setLastKey(key)
local oldkey = self.LastKey
key = key or false
self.LastKey = key
return oldkey == key
end
-------------------------------------------------------------------------------
-- up(): This function is called when the application is fully initialized
-- and about to enter its main loop. The user can overwrite it e.g. to
-- add a coroutine that shows a splash screen.
-------------------------------------------------------------------------------
function Application:up()
end
-------------------------------------------------------------------------------
-- reconfigure()
-------------------------------------------------------------------------------
function Application:reconfigure()
local d = self.Display
d:flushCaches()
d:decodeProperties(self.Properties)
self:decodeProperties()
local c = self.Children
for i = 1, #c do
c[i]:reconfigure()
end
end
|
ITEM.name = "'Eagle' Gunpowder"
ITEM.description = "'Eagle' brand gunpowder with a green top."
ITEM.longdesc = "Smokeless gunpowder from the 'Eagle' brand, a mid tier producer of gunpowder. Used by some technicians in the zone to reload ammunition for sale."
ITEM.model = "models/illusion/eftcontainers/gpgreen.mdl"
ITEM.width = 1
ITEM.height = 2
ITEM.price = 2100
ITEM.flatweight = 0.650
ITEM.img = ix.util.GetMaterial("vgui/hud/valuable/gpgreen.png")
|
function RunCode(code)
local code, err = load(code, '@runcode')
if err then
print(err)
return nil, err
end
local status, result = pcall(code)
print(result)
if status then
return result
else
return nil, result
end
end
|
register_outcome{
text = "Enemy Shields",
subtext = "Can you break them?",
bad = true,
comment = "todo",
rarity = 10,
apply = function()
local x, y = get_player_pos()
for _, entity in pairs( EntityGetInRadiusWithTag( x, y, 1024, "enemy" ) or {} ) do
local x, y = EntityGetTransform( entity )
local hitbox = EntityGetFirstComponent( entity, "HitboxComponent" )
local height, width = nil, 18, 18
if hitbox then
height = tonumber( ComponentGetValue( hitbox, "aabb_max_y" ) ) - tonumber( ComponentGetValue( hitbox, "aabb_min_y" ) )
width = tonumber( ComponentGetValue( hitbox, "aabb_max_x" ) ) - tonumber( ComponentGetValue( hitbox, "aabb_min_x" ) )
end
local radius = math.max( height, width ) + 6
local shield = EntityLoad( "data/entities/misc/animal_energy_shield.xml", x, y )
local inherit_transform = EntityGetFirstComponent( shield, "InheritTransformComponent" )
if inherit_transform then
ComponentSetValue( inherit_transform, "parent_hotspot_tag", "shield_center" )
end
local emitters = EntityGetComponent( shield, "ParticleEmitterComponent" )
for _, emitter in pairs(emitters or {}) do
ComponentSetValueValueRange( emitter, "area_circle_radius", radius, radius )
end
local energy_shield = EntityGetFirstComponent( shield, "EnergyShieldComponent" )
ComponentSetValue( energy_shield, "radius", tostring( radius ) )
local hotspot = EntityAddComponent( entity, "HotspotComponent", {
_tags="shield_center"
})
ComponentSetValueVector2( hotspot, "offset", 0, -height * 0.3 )
if shield then EntityAddChild( entity, shield ) end
end
end,
}
|
return {'vuelta'}
|
help(
[[
MUSCLE stands for MUltiple Sequence Comparison by Log- Expectation. MUSCLE is claimed to achieve both better average accuracy and better speed than ClustalW2 or T-Coffee, depending on the chosen options.
]])
whatis("MUSCLE stands for MUltiple Sequence Comparison by Log- Expectation.")
local version = "3.8.31"
local base = "/cvmfs/oasis.opensciencegrid.org/osg/modules/muscle/"..version
prepend_path("PATH", base)
family('muscle')
|
object_tangible_quest_rebel_rtp_wedge_security_terminal = object_tangible_quest_rebel_shared_rtp_wedge_security_terminal:new {
}
ObjectTemplates:addTemplate(object_tangible_quest_rebel_rtp_wedge_security_terminal, "object/tangible/quest/rebel/rtp_wedge_security_terminal.iff")
|
---------------------------------------------------------------------------------------------------
-- Proposal: https://github.com/smartdevicelink/sdl_evolution/blob/master/proposals/0213-rc-radio-climate-parameter-update.md
-- Description:
-- Preconditions:
-- 1) SDL got RC.GetCapabilities("availableHdChannelsAvailable" = true) for RADIO module parameter from HMI
-- In case:
-- 1) Mobile app sends SetInteriorVehicleData with parameter ("hdChannels" = 7) to SDL
-- SDL must:
-- 1) send RC.SetInteriorVehicleData request ("hdChannel" = 7) to HMI
-- 2) HMI send response RC.SetInteriorVehicleData ("hdChannel" = 7, success = true, resultCode = "SUCCESS")
-- 3) sends SetInteriorVehicleData response with ("hdChannel" = 7, success = true, resultCode = "SUCCESS") to Mobile
---------------------------------------------------------------------------------------------------
--[[ Requiredcontaining incorrect Shared libraries ]]
local runner = require('user_modules/script_runner')
local commonRC = require('test_scripts/RC/commonRC')
--[[ Test Configuration ]]
runner.testSettings.isSelfIncluded = false
--[[ Local Variables ]]
local mType = "RADIO"
local paramValues = {
0,
7
}
--[[ Local Functions ]]
local function requestSuccessful(pValue)
function commonRC.getModuleControlData()
return commonRC.cloneTable(commonRC.actualInteriorDataStateOnHMI[mType])
end
commonRC.actualInteriorDataStateOnHMI[mType].radioControlData = {
hdChannel = pValue
}
commonRC.rpcAllowed(mType, 1, "SetInteriorVehicleData")
end
--[[ Scenario ]]
runner.Title("Preconditions")
runner.Step("Clean environment", commonRC.preconditions)
runner.Step("Start SDL, HMI, connect Mobile, start Session", commonRC.start)
runner.Step("RAI", commonRC.registerAppWOPTU)
runner.Step("Activate App", commonRC.activateApp)
runner.Title("Test")
for _, v in pairs(paramValues) do
runner.Step("SetInteriorVehicleData hdChannel " .. tostring(v), requestSuccessful, { v })
end
runner.Title("Postconditions")
runner.Step("Stop SDL", commonRC.postconditions)
|
--[[
Version 3.0.7
Recent Changes:
1. Now has session persistence! Just type "quarry -restore"
and your turtle will pick up where it left off
2. doRefuel argument will now take fuel from inventory while it is running, instead
of waiting to come back to the start
3. Will now wait for its chest to clear if the chest is full
4. Slight modifications to the refueling system
5. Added in fuelSafety argument
]]
--[[ToDo:
1. Actually get the rednet send back and forth to work
3. Send basic commands from receiver program e.g. Stop
4. Improve Session Persistence. See idea on desktop
]]
--Defining things
_G.civilTable = {}
civilTable = nil
setmetatable(civilTable, {__index = _G})
setfenv(1,civilTable)
-------Defaults for Arguments----------
--Arguments assignable by text
x,y,z = 3,122,3 --These are just in case tonumber fails
inverted = false --False goes from top down, true goes from bottom up [Default false]
rednetEnabled = false --Default rednet on or off [Default false]
--Arguments assignable by tArgs
dropSide = "top" --Side it will eject to when full or done [Default "front"]
careAboutResources = true --Will not stop mining once inventory full if false [Default true]
doCheckFuel = false --Perform fuel check [Default true]
doRefuel = true --Whenever it comes to start location will attempt to refuel from inventory [Default false]
invCheckFreq = 10 --Will check for inventory full every <-- moved spaces [Default 10]
keepOpen = 1 --How many inventory slots it will attempt to keep open at all times [Default 1]
fuelSafety = "moderate" --How much fuel it will ask for: safe, moderate, and loose [Default moderate]
saveFile = "Civil_Quarry_Restore" --Where it saves restore data [Default "Civil_Quarry_Restore"]
doBackup = false --If it will keep backups for session persistence [Default true]
--Standard number slots for fuel (you shouldn't care)
fuelTable = { --Will add in this amount of fuel to requirement.
safe = 1000,
moderate = 200,
loose = 0 } --Default 1000, 200, 0
--Standard rednet channels
channels = {
send
= os.getComputerID() ,
receive = 10 ,
confirm = "Confirm"
}
local help_paragraph = [[
-DEFAULT: This will ignore all arguments and prompts and use defaults
-vanilla: This will ignore all arguments except for dimensions
-dim: [num] [num] [num] This sets the dimensions of the quarry
-invert: [t/f] This sets whether invert is true or false
-rednet: [t/f] This sets whether it will attempt to make a rednet connection
-sendChannel: [num] This sets the channel the turtle will attempt to send on
-receiveChannel: [num] This sets the channel the turtle will attempt to receive on
-doRefuel: Changes whether or not the turtle will refuel itself with coal when fuel is low (opposite of written config)
-doCheckFuel: Changes whether or not the turtle will check its fuel level before running (opposite of written config)
-chest: [chest side] Changes what side turtle will output to
-keepOpen: [num] How many slots of the inventory turtle will try to keep open (Will then auto-empty)
-invCheckFreq: [num] How many blocks before full inventory checks
-saveFile: [word] Changes where the turtle saves its backup to.
-doBackup: [t/f] Whether or not the turtle will backup its current position to a file.
-restore: Turtle will check for a save file. If found will ignore all other arguments.
-fuelSafety: [safe/moderate/loose] How much extra fuel the turtle will request at startup
Examples [1]:
The minimum amount necessary to start a turtle automatically would be one of these two
---------
quarry -dim 3 3 3 -invert false -rednet false
---------
quarry -dim 3 3 3 -vanilla
---------
or, if you actually wanted a 3x3x3 then
---------
quarry -DEFAULT
Examples [2]:
If you wanted start a quarry that has
rednet on channels 500 and 501, outputs
to a chest below itself, is inverted,
and has the dimesions 5x5x21, then here
is what you would type: (Remember that
order does not matter)
----------
quarry -receiveChannel 501 -sendChannel 500 -invert true -dim 5 5 21 -chest bottom -rednet true
Examples [2] (cont.):
Now, this may be very long, but it is meant for people who want to make automated quarries with
the same settings every time (or with variable setting)
Examples [3]:
If you are playing softcore then you
can do
---------
quarry -doCheckFuel false
---------
Followed by any other arguments
Tips:
You don't actually have to type out "false" or "true" if you don't want. It actaully just checks if the first
letter is "t", so you (usually) don't have to put anything at all. Putting the whole word just helps with clarity
Internal Config:
At the top of the program, right below the changelog is a written config. Anything not specified by arguments
will be taken from here. If you have a quarry setup you use a lot, you could just edit the config and then
type in the following:
----------
quarry -DEFAULT
]]
--Parsing help for display
--[[The way the help table works:
All help indexes are numbered. There is a help[i].title that contains the title,
and the other lines are in help[i][1] - help[i][#help[i] ]
Different lines (e.g. other than first) start with a space.
As of now, the words are not wrapped, fix that later]]
local help = {}
local i = 0
local titlePattern = ".-%:" --Find the beginning of the line, then characters, then a ":"
local textPattern = "%:.+" --Find a ":", then characters until the end of the line
for a in help_paragraph:gmatch("\n?.-\n") do
--Matches in between newlines
local current = string.sub(a,1,-2).."" --Concatenate Trick
if string.sub(current,1,1) ~= " " then
i = i + 1
help[i] = {}
help[i].title = string.sub(string.match(current, titlePattern),1,-2)..""
help[i][1] = string.sub(string.match(current,textPattern) or " ",3,-1)
elseif string.sub(current,1,1) == " " then
table.insert(help[i], string.sub(current,2, -1).."")
end
end
local supportsRednet = (peripheral.wrap("right") ~= nil)
local tArgs = {...}
--You don't care about these
xPos,yPos,zPos,facing,percent,mined,moved,relxPos, rowCheck, connected, isInPath, layersDone
= 0, 1, 1, 0, 0, 0, 0, 1, "right", false, true, 1
local totals = {cobble = 0, fuel = 0, other = 0} -- Total for display (cannot go inside function)
local function count()
--Done any time inventory dropped and at end
slot = {} --1: Cobble 2: Fuel 3:Other
for i=1, 16 do
--[1] is type, [2] is number
slot[i] = {}
slot[i][2] = turtle.getItemCount(i)
end
slot[1][1] = 1 -- = Assumes Cobble/Main
for i=1, 16 do
--Cobble Check
turtle.select(i)
if turtle.compareTo(1) then
slot[i][1] = 1
totals.cobble = totals.cobble + slot[i][2]
elseif turtle.refuel(0) then
slot[i][1] = 2
totals.fuel = totals.fuel + slot[i][2]
else
slot[i][1] = 3
totals.other = totals.other + slot[i][2]
end
end
turtle.select(1)
end
local function checkFuel()
return turtle.getFuelLevel()
end
local function isFull(slots)
slots = slots or 16
local numUsed = 0
sleep(0.5)
for i=1, slots do
if turtle.getItemCount(i) > 0 then
numUsed = numUsed + 1
end
end
if numUsed >= slots then
return true
end
return false
end
-----------------------------------------------------------------
--Input Phase
local function screen(xPos,yPos)
xPos, yPos = xPos or 1, yPos or 1
term.setCursorPos(xPos,yPos)
term.clear()
end
local function screenLine(xPos,yPos)
term.setCursorPos(xPos,yPos)
term.clearLine()
end
screen(1,1)
print("----- Welcome to Quarry! -----")
print("")
local sides = {top = "top", right = "right", left = "left", bottom = "bottom", front = "front"} --Used to whitelist sides
local errorT = {num = "Numbers not recognized", zero = "Variable is out of range", word = "String failed assertion" }
local changedT = {}
changedT.new = function(key, value)
changedT[#changedT+1] = {[key] = value}
end
changedT.getPair = function(i) for a, b in pairs(changedT[i])
do return a, b
end
end
local function capitalize(text) return (string.upper(string.sub(text,1,1))..string.sub(text,2,-1))
end
local function assert(condition, message, section)
section = section or "[Blank]"
if condition then
return condition else error("Error: "..message.."\nin section "..section, 0)
end
end
local function checkNum(number, section) return assert(tonumber(number),errorT.num, section)
end
tArgs.checkStart = function(num)
tArgs[tArgs[num]] = num
end
for i=1, #tArgs do
tArgs.checkStart(i)
end
if tArgs["help"] or tArgs["-help"] or tArgs["-?"] then
print("You have selected help, press any key to continue")
print("Use arrow keys to naviate, q to quit")
os.pullEvent("key")
local pos = 1
local key = 0
while pos <= #help and key ~= keys.q do
if pos < 1 then
pos = 1
end
screen(1,1)
print(help[pos].title)
for a=1, #help[pos] do
print(help[pos][a])
end
repeat
_, key = os.pullEvent("key")
until key == 200 or key == 208 or key == keys.q
if key == 200 then
pos = pos - 1
end
if key == 208 then
pos = pos + 1
end
end
error("",0)
end
--Saving
if tArgs["doBackup"] then
doBackup = (string.lower(string.sub(tArgs[tArgs["doBackup"]+1],1,1)) ~= "f")
end
if tArgs["saveFile"] then
saveFile = tArgs[tArgs["saveFile"]+1] or saveFile
end
local restoreFound = false
if tArgs["-restore"] then
restoreFound = fs.exists(saveFile)
if restoreFound then
os.run(getfenv(1),saveFile)
print("Restore File read successfully. Starting in 3")
sleep(3)
end
end
if not (tArgs["-DEFAULT"] or restoreFound) then
local section = "Dimensions"
--Dimesnions
if tArgs["-dim"] then
local num = tArgs["-dim"]
x = checkNum(tArgs[num + 1],section)
z = checkNum(tArgs[num + 2],section)
y = checkNum(tArgs[num + 3],section)
else
print("What dimensions?")
print("")
--This will protect from negatives, letters, and decimals
term.write("Length: ")
x = math.floor(math.abs(tonumber(io.read()) or x))
term.write("Width: ")
z = math.floor(math.abs(tonumber(io.read()) or z))
term.write("Height: ")
y = math.floor(math.abs(tonumber(io.read()) or y))
end
changedT.new("x",x)
changedT.new("z",z)
changedT.new("y",y)
assert(x~=0, errorT.zero, section)
assert(z~=0, errorT.zero, section)
assert(y~=0, errorT.zero, section)
assert(not(x == 1 and y == 1 and z == 1) ,"1, 1, 1 dosen't work well at all, try again", section)
if not tArgs["-vanilla"] then
--Invert
if tArgs["-invert"] then
inverted = (string.lower(string.sub(tArgs[tArgs["-invert"]+1] or "",1,1)) == "t") else
term.write("Inverted? ")
inverted = (string.lower(string.sub(io.read(),1,1)) == "y")
end
changedT.new("Inverted", inverted)
--Rednet
if supportsRednet then
if tArgs["-rednet"] then
rednetEnabled = (string.lower(string.sub(tArgs[tArgs["-rednet"]+1] or "",1,1)) == "t")
else term.write("Rednet? ")
rednetEnabled = (string.lower(string.sub(io.read(),1,1)) == "y")
end
changedT.new("Rednet Enabled", rednetEnabled)
if tArgs["-sendChannel"] then
channels.send
= assert(tonumber(tArgs[tArgs["-sendChannel"]+1]), errorT.num)
assert(channels.send > 0 and channels.send
< 65535, errorT.zero)
changedT.new("Send Channel",channels.send )
end
if tArgs["-receiveChannel"] then
channels.receive = assert(tonumber(tArgs[tArgs["-receiveChannel"]+1]), errorT.num)
assert(channels.receive > 0 and channels.receive < 65535 and channels.receive ~= channels.send
, errorT.zero)
changedT.new("Receive Channel",channels.receive)
end
end
--Fuel
if tArgs["-doRefuel"] then
doRefuel = not doRefuel
changedT.new("Do Refuel",doRefuel)
end
if tArgs["-doCheckFuel"] then
doCheckFuel = (string.lower(string.sub(tArgs[tArgs["-doCheckFuel"]+1] or "",1,1)) == "t")
changedT.new("Do Check Fuel", doCheckFuel)
end
if tArgs["-chest"] then
dropSide = sides[tArgs[tArgs["-chest"]+1]] or dropSide
changedT.new("Chest Side",dropSide)
end
if tArgs["-fuelSafety"] then
local loc = tArgs[tArgs["-fuelSafety"]+1]
if fuelTable[loc] then
fuelSafety = loc
changedT.new("Fuel Check Safety", fuelSafety)
end
end
--Misc
if tArgs["-invCheckFreq"] then
invCheckFreq = math.abs(math.floor(checkNum(tArgs[tArgs["-invCheckFreq"]+1],"Inventory Check Frequency")))
changedT.new("Inventory Check Frequency",invCheckFreq)
end
assert(invCheckFreq ~= 0, errorT.zero, "Inventory Check Frequency")
if tArgs["-keepOpen"] then
keepOpen = math.abs(math.floor(checkNum(tArgs[tArgs["-keepOpen"]+1],"Open Slots")))
changedT.new("Slots to keep open", keepOpen)
end
assert(keepOpen ~= 0 and keepOpen < 16, errorT.zero, "Open Slots")
if tArgs["-ignoreResources"] then
careAboutResources = false
changedT.new("Ignore Resources?", not careAboutResources)
end
if tArgs["-saveFile"] then
saveFile = tArgs[tArgs["-saveFile"]+1] changedT.new("Save File", saveFile)
end
assert(#saveFile >= 2,errorT.word, "Save File")
end
end
--First end is for vanilla, second is for DEFAULT
local function saveProgress()
--Session persistence
local file = fs.open(saveFile,"w")
for a,b in pairs(getfenv(1)) do
if type(b) == "string" then
b = "\""..b.."\""
end
if type(b) == "table" and a~="modem" then
b = textutils.serialize(b)
end
if type(b) ~= "function" then
file.write(a.." = "..tostring(b).."\n")
end
end
file.write("doCheckFuel = false\n")
local a = 1
if facing == 2 then
a = -1
end
file.write("xPos = "..xPos+a)
file.close()
end
local area = x*z
local volume = x*y*z
local lastHeight = y%3
local dispY = y
y = math.floor(y/3)*3
local yMult = y/3 + math.ceil(lastHeight/2)
local moveVolumeCalc = ((area+x+z)*yMult) + (2 * dispY)
local moveVolume = (area * yMult)
--Getting Fuel
if doCheckFuel then
--Calculating Needed Fuel
local neededFuel = moveVolume + (math.floor(volume / (64 * 8)) * (x+dispY+z)) --Standard move plus dropping off supplies
--How many times come back to start| * If it were at the very far side
neededFuel = neededFuel + fuelTable[fuelSafety]
if neededFuel < 100 then
neededFuel = 100
end
if checkFuel() < neededFuel then
screen(1,1)
print("More Fuel Needed")
print("Current Fuel: ",checkFuel()," Needed: ",neededFuel)
print("Place fuel in Bottom Right")
while turtle.getItemCount(16) == 0 do
sleep(1)
end
turtle.select(16)
while checkFuel() < neededFuel do
if not turtle.refuel(1) then
term.clearLine()
print("Still too little fuel")
term.clearLine()
print("Insert more fuel to resume")
while turtle.getItemCount(16) == 0 do
sleep(1)
end
end
local x,y = term.getCursorPos()
print(checkFuel().." Fuel")
term.setCursorPos(x,y)
end
print(checkFuel().." Units of Fuel")
sleep(3)
turtle.select(1)
end
end
--Initial Rednet Handshake
if rednetEnabled then
screen(1,1)
print("Rednet is Enabled")
print("The Channel to open is "..channels.send
)
modem = peripheral.wrap("right")
modem.open(channels.receive)
local i = 0
repeat
local id = os.startTimer(3)
i=i+1
print("Sending Initial Message "..i)
modem.transmit(channels.send
, channels.receive, "{ 'Initial' }")
local message
repeat
local event, idCheck, channel,_,locMessage, distance = os.pullEvent()
message = locMessage
until (event == "timer" and idCheck == id) or (event == "modem_message" and channel == channels.receive and message == channels.confirm)
until message == channels.confirm
connected = true
print("Connection Confirmed!")
sleep(1.5)
end local function biometrics(sendChannel)
local commands = { Confirm = "Confirm" }
local tosend
= { ["x"] = x, ["y"] = (y/3 + math.ceil(lastHeight/2)),
["z"] = z, --The y calc is weird...
["xPos"] = xPos, ["yPos"] = yPos, ["zPos"] = zPos,
["percent"] = percent, ["mined" ]= mined,
["fuel"] = checkFuel(), ["moved"] = moved,
["remainingBlocks"] = (volume-mined), ["ID"] = os.getComputerID(),
["isInPath"] = isInPath, --Whether it is going back to start
["volume"] = volume, ["area"] = area}
modem.transmit(channels.send , channels.receive, textutils.serialize(tosend
))
id = os.startTimer(0.1)
local event, message
repeat
local locEvent, idCheck, confirm, _, locMessage, distance = os.pullEvent()
event, message = locEvent, locMessage
until (event == "timer" and idCheck == id) or (event == "modem_message" and confirm == channels.receive)
if event == "modem_message" then
connected = true else connected = false
end
--Stuff to do for different commands
end
--Showing changes to settings
screen(1,1)
print("Your selected settings:")
if #changedT == 0 then
print("Completely Default")
else
for i=1, #changedT do
local title, value = changedT.getPair(i)
print(capitalize(title)..": ",value)
end
end
print("\nStarting in 3")
sleep(1)
print("2")
sleep(1)
print("1")
sleep(1.5)
----------------------------------------------------------------
--Mining Phase
local function display()
screen(1,1)
print("Total Blocks Mined: "..mined)
print("Current Fuel Level: "..turtle.getFuelLevel())
print("Cobble: "..totals.cobble)
print("Usable Fuel: "..totals.fuel)
print("Other: "..totals.other)
if rednetEnabled then
print("")
print("Sent Stop Message")
finalTable = {{["Mined: "] = mined}, {["Cobble: "] = totals.cobble}, {["Fuel: "] = totals.fuel},
{["Other: "] = totals.other}, {["Fuel: "] = checkFuel()} }
modem.transmit(channels.send
,channels.receive,"stop")
modem.transmit(channels.send
,channels.receive,textutils.serialize(finalTable))
modem.close(channels.receive)
end
end
local function updateDisplay()
--Runs in Mine(), display information to the screen in a certain place
screen(1,1)
print("Blocks Mined")
print(mined)
print("Percent Complete")
print(percent.."%")
print("Fuel")
print(checkFuel())
if rednetEnabled then
screenLine(1,7)
print("Connected: "..tostring(connected))
end
end
local function mine(digDown, digUp, outOfPath,doCheckInv)
-- Basic Move Forward
if doCheckInv == nil then
doCheckInv = true
end
if digDown == nil then
digDown = true
end
if digUp == nil then
digUp = true
end
if doRefuel and checkFuel() < 100 then
for i=1, 16 do
if turtle.getItemCount(i) > 0 then
turtle.select(i)
if checkFuel() < 200 + fuelTable[fuelSafety] then
turtle.refuel()
end
end
end
end
saveProgress()
--Move this to after the move. Then it will have done everything already, don't forget
--to modify saveProgress to reflect the change.
local count = 0
while not turtle.forward() do
count = count + 1
if turtle.dig() then
mined = mined + 1
else turtle.attack()
end
if count > 20 then
if turtle.getFuelLevel() > 0 then
bedrock() else
error("No Fuel",0)
end
end
end
if facing == 0 then
xPos = xPos +1
elseif facing == 2 then
xPos = xPos-1
elseif facing == 1 then
zPos = zPos+1
elseif facing == 3 then
zPos = zPos-1
end
if digUp then
local count = 0
while turtle.detectUp() do
count = count + 1
if turtle.digUp() then
mined = mined + 1
end
if count > 20 then
bedrock()
end
end
end
if digDown then
if turtle.digDown() then
mined = mined + 1
end
end
percent = math.ceil(moved/moveVolume*100)
if rowCheck == "right" then
relxPos = xPos else relxPos = (x-xPos)+1
end
--Maybe adjust this for out of path
updateDisplay()
if outOfPath then
isInPath = false
else isInPath = true
moved = moved + 1
end
if doCheckInv and careAboutResources then
if moved%invCheckFreq == 0 then
if isFull(16-keepOpen) then
dropOff()
end
end
end
if rednetEnabled then
biometrics()
end
end
--Direction: Front = 0, Right = 1, Back = 2, Left = 3
local function facingF(num)
facing = facing + num
if facing > 3 then
facing = 0
end
if facing < 0 then
facing = 3
end
end
if up then
local temp1 = up
end
--Just in case another program uses this
if down then
local temp2 = down
end
function up(num, sneak)
num = num or 1
sneak = sneak or 1
if inverted and sneak == 1 then
down(num, -1)
else
for i=1, num do while not turtle.up() do
while not turtle.digUp() do
turtle.attackUp()
sleep(0.5)
end
mined = mined + 1
end
yPos = yPos - sneak
end
end
end
function down(num, sneak)
num = num or 1
sneak = sneak or 1
if inverted and sneak == 1 then
up(num, -1)
else
for i=1, num do
local count = 0
while not turtle.down() do
count = count + 1
if not turtle.digDown() then
turtle.attackDown()
sleep(0.2)
end
mined = mined+1
if count > 20 then
bedrock()
end
end
yPos = yPos + sneak
end
end
end
local function right(num)
num = num or 1
for i=1, num do
turtle.turnRight()
facingF(1)
end
end
local function left(num)
num = num or 1
for i=1, num do
turtle.turnLeft()
facingF(-1)
end
end
local function goto(x,z,y, toFace)
x = x or 1
y = y or 1
z = z or 1
toFace = toFace or facing
if yPos > y then
while yPos~=y do
up()
end
end
if zPos > z then
while facing ~= 3 do
left()
end
elseif zPos < z then
while facing ~= 1 do
left()
end
end
while zPos ~= z do
mine(false,false,true,false)
end
if xPos> x then
while facing ~= 2 do
left()
end
elseif xPos < x then
while facing ~= 0 do
left()
end
end
while xPos ~= x do
mine(false,false,true,false)
end
if yPos < y then
while yPos~=y do down()
end
end
while facing ~= toFace do
right()
end
saveProgress()
end
local function turnTo(num)
num = num or 1
goto(xPos,zPos,yPos,num)
end
local function drop(side, final, allowSkip)
turtle.digUp()
turtle.select(16)
turtle.placeUp();
side = sides[side] or "front" --The final number means that it will
if final then
final = 0 else final = 1
end
--drop a whole stack at the end
local allowSkip = allowSkip or (final == 0) --This will allow drop(side,t/f, rednetConnected)
count()
if doRefuel then
for i=1, 16 do
if slot[i][1] == 2 then
turtle.select(i)
turtle.refuel()
end
end
turtle.select(1)
end
if side == "right" then
turnTo(1)
end
if side == "left" then
turnTo(3)
end
local whereDetect, whereDrop1, whereDropAll
local _1 = slot[1][2] - final --All but one if final, all if not final
if side == "top" then
whereDetect = turtle.detectUp
whereDrop = turtle.dropUp
elseif side == "bottom" then
whereDetect = turtle.detectDown
whereDrop = turtle.dropDown
else
whereDetect = turtle.detect
whereDrop = turtle.drop
end
local function waitDrop(val)
--This will just drop, but wait if it can't
val = val or 64
local try = 1
while not whereDrop(val) do
print("Chest Full, Try "..try)
try = try + 1
sleep(2)
end
end
repeat
local detected = whereDetect()
if detected then
waitDrop(_1)
for i=2, 16 do
if turtle.getItemCount(i) > 0 then
turtle.select(i)
waitDrop()
end
end
elseif not allowSkip then
print("Waiting for chest placement place a chest to continue")
while not whereDetect() do
sleep(1)
end
end
until detected or allowSkip
if not allowSkip then
totals.cobble = totals.cobble - 1
end
turtle.select(16)
turtle.digUp()
turtle.select(1)
turnTo(0)
end
function dropOff()
--Not local because called in mine()
local currX,currZ,currY,currFacing = xPos, zPos, yPos, facing
goto(0,1,1,2)
drop(dropSide,false)
mine(false,false,true, false)
goto(1,1,1, 0)
goto(currX,currZ,currY,currFacing)
end
function bedrock()
local origin = {x = xPos, y = yPos, z = zPos}
print("Bedrock Detected")
if turtle.detectUp() then
print("Block Above")
local var
if facing == 0 then var = 2 elseif facing == 2 then
var = 0 else error("Was facing left or right on bedrock")
end
goto(xPos,zPos,yPos,var)
for i=1, relxPos do
mine(true,true)
end
end
goto(0,1,1,2)
drop(dropSide, true)
display()
print("\nFound bedrock at these coordinates: ")
print(origin.x," Was position in row\n",origin.z," Was row in layer\n",origin.y," Blocks down from start")
error("",0)
end
-------------------------------------------------------------------------------------
if facing ~= 0 then
if xPos > 1 then
turnTo(2) else turnTo(0)
end
end
local doDigDown, doDigUp
if not inverted then
doDigDown , doDigUp = (lastHeight ~= 1), false
else doDigUp, doDigDown = (lastHeight ~= 1) , false
end
--Used in lastHeight
if not restoreFound then mine(false,false, true) else if turtle.digUp() and turtle.digDown() then
mined = mined + 2
end
end
if y ~= 0 and not restoreFound then
down()
end
--Mining Loops
turtle.select(1)
while layersDone <= y do
-------------Height---------
moved = moved + 1
rowCheck = "right"
if rowCheck == "right" then
relxPos = xPos else relxPos = (x-xPos)+1
end
while zPos <= z do
-------------Width----------
while relxPos < x do
------------Length---------
mine()
end
---------------Length End-------
if zPos ~= z then
if rowCheck == "right" and zPos ~= z then
--Swithcing to next row
rowCheck = "left"
right()
mine()
right()
else
rowCheck = "right"
left()
mine()
left()
end
else break
end
end
---------------Width End--------
goto(1,1,yPos,0)
if yPos+1 ~= y then
down(3)
end
layersDone = layersDone + 3
end
---------------Height End-------
if lastHeight ~= 0 then
---------LAST ROW--------- (copied from above)
moved = moved + 1
if y ~= 0 then
down(2)
end
--If the basic y == 2 or 1
rowCheck = "right"
if rowCheck == "right" then
relxPos = xPos else relxPos = (x-xPos)+1
end
while zPos <= z do
-------------Width----------
while relxPos < x do
------------Length---------
mine(doDigDown, doDigUp)
end
---------------Length End-------
if zPos ~= z then
if rowCheck == "right" and zPos ~= z then
--Swithcing to next row
rowCheck = "left"
right()
mine(doDigDown, doDigUp)
right()
else
rowCheck = "right"
left()
mine(doDigDown, doDigUp)
left()
end
else break
end
end
---------------Width End--------
goto(1,1,yPos,0)
end
if not inverted then
if doDigDown then if turtle.digDown() then
mined = mined + 1
end
end
else
if doDigUp then if turtle.digUp() then
mined = mined + 1
end
end
end
goto(0,1,1,2)
--Output to a chest or sit there
drop(dropSide, true)
--Display was moved above to be used in bedrock function
display()
if doBackup then
fs.delete(saveFile)
end
--The only global variables I had to use
if temp1 then
up = temp1
end
if temp2 then
down = temp2
end
|
ModifyEvent(-2, -2, -2, -2, -1, -1, -1, 2612, 2612, 2612, -2, -2, -2);
AddItem(186, 5);
do return end;
|
local DatabaseSource = require(script.Parent.Parent.DatabaseSource)
local copyDeep = require(script.Parent.copyDeep)
local DocumentData = {}
DocumentData.__index = DocumentData
function DocumentData.new(options)
return setmetatable({
isLoaded = false,
isDirty = false,
_lockSession = options.lockSession,
_readOnlyData = options.readOnlyData,
_collection = options.collection,
_currentData = nil,
}, DocumentData)
end
function DocumentData:_load()
if self._lockSession then
return self._lockSession:read()
else
return self._readOnlyData
end
end
function DocumentData:read()
if self.isLoaded == false then
local newData = self:_load()
if newData == nil then
newData = self._collection.defaultData or {}
local defaultData = self._collection.defaultData
newData = defaultData and copyDeep(defaultData) or {}
end
assert(self._collection:validateData(newData))
self._currentData = newData
self.isLoaded = true
end
return self._currentData
end
function DocumentData:write(value)
if self._lockSession == nil then
error("Can't write to a readonly DocumentData")
end
self._currentData = value
self.isDirty = true
end
function DocumentData:save(source)
source = source or DatabaseSource.Primary
if self._lockSession == nil then
error("Can't save on a readonly DocumentData")
end
self._lockSession:write(self._currentData, source)
if source == DatabaseSource.All or source == DatabaseSource.Primary then
self.isDirty = false
end
end
function DocumentData:close()
if self._lockSession then
self._lockSession:unlockWithFinalData(self._currentData)
end
end
function DocumentData:getLastWriteElapsedTime()
return self._lockSession:getLastWriteElapsedTime()
end
return DocumentData
|
--[[
|WARNING| THESE TESTS RUN IN YOUR REAL ENVIRONMENT. |WARNING|
If your tests alter a DataStore, it will actually alter your DataStore.
This is useful in allowing your tests to move Parts around in the workspace or something,
but with great power comes great responsibility. Don't mess up your stuff!
---------------------------------------------------------------------
Documentation and Change Log:
https://devforum.roblox.com/t/benchmarker-plugin-compare-function-speeds-with-graphs-percentiles-and-more/829912/1
--------------------------------------------------------------------]]
local N = 1000
local SEED = 10
math.randomseed(SEED)
local math_random = math.random
local RandomLib = Random.new(SEED)
local NextInteger = RandomLib.NextInteger
local LengthPlusOne = N + 1
return {
ParameterGenerator = function() end;
Functions = {
["Random:NextInteger"] = function(Profiler)
for Index = 1, N do
RandomLib:NextInteger(Index, LengthPlusOne)
end
end;
["local NextInteger"] = function(Profiler)
for Index = 1, N do
NextInteger(RandomLib, Index, LengthPlusOne)
end
end;
["math.random"] = function(Profiler)
for Index = 1, N do
math.random(Index, LengthPlusOne)
end
end;
["local math_random"] = function(Profiler)
for Index = 1, N do
math_random(Index, LengthPlusOne)
end
end;
};
}
|
local M = {}
function M.parse(arg)
local cmd = torch.CmdLine()
cmd:text()
cmd:text('Torch-7 Image Captioning')
cmd:text()
cmd:text('Options:')
------------ Model options ----------------------
cmd:option('-emb_size', 100, 'Word embedding size') -- 100
cmd:option('-lstm_size', 2048, 'LSTM size') -- 1024
cmd:option('-att_size', 64, 'how many attention areas') -- 14 * 14
cmd:option('-feat_size', 1280, 'the dimension of each attention area')
cmd:option('-fc7_size', 2048, 'the dimension of fc7') -- 4096
cmd:option('-google_fc7_size', 1024, 'the dimension of google last layer')
-- cmd:option('-fc7_size', 1024, 'the dimension of fc7')
cmd:option('-att_hid_size', 512, 'the hidden size of the attention MLP; 0 if not using hidden layer')
cmd:option('-val_size', 4000, 'Validation set size')
cmd:option('-test_size', 4000, 'Test set size')
cmd:option('-use_attention', true, 'Use attention or not')
cmd:option('-use_noun', false, 'Use noun or not') -- true
cmd:option('-use_cat', false, 'Use category or not. If true then will disgard words.')
cmd:option('-reason_weight', 10.0, 'weight of reasoning loss')
cmd:option('-gen_weight', 6.0) -- 30
-- cmd:option('-use_reasoning', true, 'Use reasoning. Will use attention in default.')
cmd:option('-model_pack', 'reason_att_copy_simp', 'the model package to use, can be reason_att, reasoning, or soft_att_lstm') --
cmd:option('-reason_step', 8, 'Reasoning steps before the decoder')
------------ General options --------------------
cmd:option('-data', 'data/', 'Path to dataset')
cmd:option('-train_feat', 'train2014_inceptionv3_conv', 'Path to pre-extracted training image feature')
cmd:option('-val_feat', 'val2014_inceptionv3_conv', 'Path to pre-extracted validation image feature')
cmd:option('-test_feat', 'test2014_inceptionv3_conv', 'Path to pre-extracted test image feature')
-- cmd:option('-train_feat', 'train2014_features_vgg_vd19_conv5', 'Path to pre-extracted training image feature')
-- cmd:option('-val_feat', 'val2014_features_vgg_vd19_conv5', 'Path to pre-extracted validation image feature')
-- cmd:option('-test_feat', 'test2014_features_vgg_vd19_conv5_2nd', 'Path to pre-extracted test image feature')
-- cmd:option('-train_feat', 'train2014_vgg_vd16_conv5', 'Path to pre-extracted training image feature')
-- cmd:option('-val_feat', 'val2014_vgg_vd16_conv5', 'Path to pre-extracted validation image feature')
-- cmd:option('-test_feat', 'test2014_vgg_vd16_conv5', 'Path to pre-extracted test image feature')
-- cmd:option('-train_fc7', 'train2014_features_vgg_vd19_fc7', 'Path to pre-extracted training fully connected 7')
-- cmd:option('-val_fc7', 'val2014_features_vgg_vd19_fc7', 'Path to pre-extracted validation fully connected 7')
-- cmd:option('-test_fc7', 'test2014_features_vgg_vd19_fc7_2nd', 'Path to pre-extracted test fully connected 7')
cmd:option('-train_fc7', 'train2014_inceptionv3_fc', 'Path to pre-extracted training fully connected 7')
cmd:option('-val_fc7', 'val2014_inceptionv3_fc', 'Path to pre-extracted validation fully connected 7')
cmd:option('-test_fc7', 'test2014_inceptionv3_fc', 'Path to pre-extracted test fully connected 7')
-- cmd:option('-train_fc7', 'train2014_inceptionv3_fc', 'Path to pre-extracted training fully connected 7')
-- cmd:option('-val_fc7', 'val2014_inceptionv3_fc', 'Path to pre-extracted validation fully connected 7')
-- cmd:option('-test_fc7', 'test2014_inceptionv3_fc', 'Path to pre-extracted test fully connected 7')
-- cmd:option('-train_fc7_google', 'train2014_features_googlenet', 'Path to pre-extracted training fully connected 7')
-- cmd:option('-val_fc7_google', 'val2014_features_googlenet', 'Path to pre-extracted validation fully connected 7')
-- cmd:option('-test_fc7_google', 'test2014_features_googlenet', 'Path to pre-extracted test fully connected 7')
-- cmd:option('-train_jpg', 'train2014_jpg')
-- cmd:option('-val_jpg', 'val2014_jpg')
-- cmd:option('-test_jpg', 'test2014_jpg')
-- cmd:option('-train_jpg', 'train2014')
-- cmd:option('-val_jpg', 'val2014')
-- cmd:option('-test_jpg', 'test2014')
cmd:option('-train_anno', 'annotations/captions_train2014.json', 'Path to training image annotaion file')
cmd:option('-val_anno', 'annotations/captions_val2014.json', 'Path to validation image annotaion file')
cmd:option('-cat_file', 'annotations/cats.parsed.txt', 'Path to the category file')
cmd:option('-nGPU', 1, 'Index of GPU to use, 0 means CPU')
cmd:option('-seed', 13, 'Random number seed') -- 13
cmd:option('-id2noun_file', 'data/annotations/id2nouns.txt', 'Path to the id 2 nouns file')
cmd:option('-arctic_dir', 'arctic-captions/splits', 'Path to index file')
------------ Training options --------------------
cmd:option('-nEpochs', 100, 'Number of epochs in training') -- 100
-- cmd:option('-eval_period', 12000, 'Every certain period, evaluate current model')
-- cmd:option('-loss_period', 2400, 'Every given number of iterations, compute the loss on train and test')
cmd:option('-batch_size', 32, 'Batch size in SGD') -- 32
cmd:option('-val_batch_size', 10, 'Batch size for testing')
cmd:option('-LR', 1e-2, 'Initial learning rate') -- 1e-2
cmd:option('-cnn_LR', 0, 'Learning rate for cnn') --
cmd:option('-truncate', 30, 'Text longer than this size gets truncated. -1 for no truncation.')
cmd:option('-max_eval_batch', 50, 'max number of instances when calling comp error. 20000 = 4000 * 5')
cmd:option('-save_file', true, 'whether save model file?') --
cmd:option('-save_file_name', 'reason_att_copy_simp.model', 'file name for saving model') --
cmd:option('-save_conv5_name', '12000.1e-5.fine.conv5.model')
cmd:option('-save_fc7_name', '12000.1e-5.fine.fc7.model')
cmd:option('-load_file', false, 'whether load model file?') --
cmd:option('-load_vgg_file', false) --
cmd:option('-load_file_name', 'reason_att_copy_simp_seed33.model') --
cmd:option('-load_conv5_name', 'vgg_input_conv5_cunn.t7')
cmd:option('-load_fc7_name', 'vgg_conv5_fc7_cunn.t7')
cmd:option('-train_only', false, 'if true then use 80k, else use 110k')
cmd:option('-early_stop', 'cider', 'can be cider or bleu')
cmd:option('-bn', false)
cmd:option('-use_google', false) -- false
cmd:option('-cnn_relu', false)
cmd:option('-cnn_dropout', true) -- true
cmd:option('-normalize', false) -- false
cmd:option('-reason_dropout', 0.0) -- 0.0
cmd:option('-gen_dropout', 0.1) -- 0.1
cmd:option('-load_glove', false) -- false
cmd:option('-ensemble_LR', 1e-3) --
cmd:option('-ensemble_train_mode', false) --
------------ Evaluation options --------------------
-- cmd:option('-model', 'copy.all.val.8.w10.noun.model', 'Model to evaluate')
-- cmd:option('-model', 'copy.google.val.all.8.noun.w10.model', 'Model to evaluate')
cmd:option('-eval_algo', 'beam', 'Evaluation algorithm, beam or greedy')
cmd:option('-beam_size', 3, 'Beam size in beam search') -- 3
cmd:option('-val_max_len', 20, 'Max length in validation state')
cmd:option('-test_mode', false, 'eval on test set if true') --
cmd:option('-server_train_mode', false, 'eval on test of val, and use the rest for training')
cmd:option('-server_test_mode', false, 'eval on server test set if true; if true then test_mode will be false.')
cmd:option('-batch_num', 4)
cmd:option('-cur_batch_num', 1)
local opt = cmd:parse(arg or {})
opt.eval_period = math.floor(3000 * 32 / 32) * 2
opt.loss_period = math.floor(600 * 32 / 32)
if opt.use_cat then opt.use_noun = false end
if opt.server_test_mode then opt.test_mode = false end
if opt.server_train_mode then opt.test_mode = false end
if opt.ensemble_train_mode then
opt.test_mode, opt.server_train_mode, opt.server_test_mode = false, false, false
end
opt.jpg = false
if opt.model_pack == 'reason_att_copy_finetune' or opt.model_pack == 'reason_att_copy_fineboth' or opt.model_pack == 'reason_att_copy_fineconv' or opt.model_pack == 'reason_att_copy_simp_fineboth' then opt.jpg = true end
opt.model = opt.load_file_name
return opt
end
return M
|
data:extend({
{
type = "custom-input",
name = "map-labels-hotkey-toggle",
key_sequence = "SHIFT + M",
consuming = "script-only"
},
})
|
SimpleDlg = Inherit(CppObjectBase, UUserWidget)
local WidgetType_Lua = {}
local BasicWidget = require "ui.widgets.basicwidget"
local PathPrefix = "/Game/Git/"
function SimpleDlg:NewCpp(Object, ...)
if not self:Property("m_BpClass") then
self.m_BpClass = UUserWidget.LoadClass(Object, PathPrefix..self.p_BP_Path.."."..self.p_BP_Path.."_C")
end
local inscpp = UWidgetBlueprintLibrary.Create(Object, self.m_BpClass, nil)
local ins = self:NewOn(inscpp, ...)
ins:AddToViewport(0)
return ins
end
function SimpleDlg:Ctor( ... )
local names, widgets, types = ULuautils.GetAllWidgets(self, {}, {}, {})
self.m_widgets = {}
for i, v in ipairs(widgets) do
self.m_widgets[names[i]:lower()] = {types[i], v}
end
self.m_luawidgets = {}
end
function SimpleDlg:SetUmgPath(Path)
self.m_BpClass = self.m_BpClass or UUserWidget.FClassFinder(PathPrefix..Path)
return self
end
function SimpleDlg:DynamicLoad(Path)
self.p_BP_Path = Path
end
function SimpleDlg:Create(Object,controler)
if not self._cppinstance_ then
self._cppinstance_ = UWidgetBlueprintLibrary.Create(Object, self.m_BpClass, controler)
self:AddToViewport(0)
local names, widgets, types = ULuautils.GetAllWidgets(self, {}, {}, {})
self.m_widgets = {}
for i, v in ipairs(widgets) do
self.m_widgets[names[i]] = {types[i], v}
end
self.m_luawidgets = {}
return self
end
end
function SimpleDlg:Load(obj, Path, controler)
self._meta_.m_BpClass = self._meta_.m_BpClass or UUserWidget.LoadClass(obj, PathPrefix..Path.."."..Path.."_C")
return self:Create(obj, controler)
end
function SimpleDlg:Wnd(name)
name = name:lower()
if not self.m_luawidgets[name] then
local wnd_info = self.m_widgets[name]
local cpp_Type_str = wnd_info[1]
if not WidgetType_Lua[cpp_Type_str] then
WidgetType_Lua[cpp_Type_str] = Inherit(BasicWidget, _G[cpp_Type_str])
end
self.m_luawidgets[name] = WidgetType_Lua[cpp_Type_str]:NewOn(wnd_info[2])
end
return self.m_luawidgets[name]
end
function SimpleDlg:Destroy()
self:RemoveFromParent()
end
return SimpleDlg
|
-- remove all lag frame input from text-based movie.
if not emu then
if #arg < 2 then
print("arguments: <key movie file> <lag frame database file>")
return
end
txtpath = arg[1]
dbpath = arg[2]
outfile = io.stdout
else
txtpath = "a.dsm"
dbpath = "lag.db"
outfile = io.open("out.dsm", "w")
if outfile == nil then
error("output open error")
end
end
local txtfile = io.open(txtpath)
if not txtfile then
error("emu movie open error")
end
local dbfile = io.open(dbpath)
if not dbfile then
error("db open error")
end
function getNextFrameInput(file)
local line
while true do
line = file:read("*l")
if line == nil then
return nil
end
if string.sub(line, 1, 1) == "|" then
break
else
outfile:write(line, "\n")
end
end
return line
end
local line = getNextFrameInput(txtfile)
local prevline = line
local nextline = getNextFrameInput(txtfile)
local lineno = 1
local targetlineno = tonumber(dbfile:read("*l"), 10)
while line do
if targetlineno and lineno == targetlineno then
-- outfile:write("|0|.............000 000 0|\n")
targetlineno = tonumber(dbfile:read("*l"), 10)
else
outfile:write(--[[lineno, ": ", ]] line, "\n")
end
prevline = line
line = nextline
nextline = getNextFrameInput(txtfile)
lineno = lineno + 1
end
txtfile:close()
dbfile:close()
if outfile ~= io.stdout then
outfile:close()
end
|
-- Copyright (C) 2018 by chrono
local footer = "ocarina of time\n"
ngx.log(ngx.INFO, "chunk = ", ngx.arg[1], " eof = ", ngx.arg[2])
if not ngx.arg[2] then
return
end
ngx.arg[1] = ngx.arg[1] .. footer
|
-- The MIT License (MIT)
-- Copyright © 2016 Pietro Ribeiro Pepe.
-- 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 path = (...):match("(.-)[^%.]+$")
local class = require (path.."class")
local View = require (path.."View")
local TextField = class.extends(View,"TextField")
local keys = {space = ' '}
local blinkTime = 0.7
------------------------------------------
-- Public functions
------------------------------------------
function TextField.new(x,y,width,height)
local self = TextField.newObject(x,y,width,height)
self.text = ''
self.textColor = {0,0,0}
self.textAlignment = 'left'
self.isSelected = false
self.blinkOn = false
self.blinkTimer = 0
return self
end
function TextField:mousepressed(...)
self:becomeResponder()
end
function TextField:respondKey(key)
if keys[key] then
self.text = self.text .. keys[key]
elseif key=='return' then
self.text = self.text .. '\n'
elseif key=='backspace' then
local l = string.len(self.text)
if l>0 then
self.text = string.sub(self.text,0,l-1)
end
elseif string.len(key)==1 then
--[[
if love.keyboard.isDown('Caps-on') then
key = string.upper(key)
end]]
self.text = self.text .. key
end
end
function TextField:becomeResponder()
if self.screen ~= nil then
self.screen:becomeResponder(self)
end
end
function TextField:becameResponder()
self.isSelected = true
self.blinkOn = true
self.blinkTimer = blinkTime
end
function TextField:endResponder()
self.isSelected = false
end
function TextField:update(dt)
self:super_update(dt)
if self.isSelected then
self.blinkTimer = self.blinkTimer-dt
if self.blinkTimer<0 then
self.blinkOn = not self.blinkOn
self.blinkTimer = blinkTime
end
end
end
function TextField:during_draw()
self:super_during_draw()
love.graphics.setColor(self.textColor)
local t = self.text
if self.isSelected and self.blinkOn then t=t .. '|' end
love.graphics.printf(t,0,0,self.width,self.textAlignment)
end
return TextField
|
return {'bujumbura'}
|
local actions = require("telescope.actions")
require("telescope").setup({
defaults = {
prompt_prefix = "❯ ",
selection_caret = "❯ ",
file_ignore_patterns = {
"node_modules/*",
".git/*",
"%.class",
"%.pdf",
"%.png",
"target/",
".bloop/",
},
mappings = {
i = {
["<esc>"] = actions.close,
["<c-j>"] = actions.move_selection_next,
["<c-k>"] = actions.move_selection_previous,
},
},
},
extensions = {
fzy_native = {
override_generic_sorter = false,
override_file_sorter = true,
},
["ui-select"] = {
require("telescope.themes").get_ivy(),
},
},
})
require("telescope").load_extension("fzy_native")
require("telescope").load_extension("ui-select")
local M = {}
M.find_files = function()
require("telescope.builtin").find_files(require("telescope.themes").get_ivy({
hidden = true,
}))
end
M.help_tags = function()
require("telescope.builtin").help_tags(require("telescope.themes").get_ivy())
end
M.man_pages = function()
require("telescope.builtin").man_pages(require("telescope.themes").get_ivy())
end
M.current_buffer_fuzzy_find = function()
require("telescope.builtin").current_buffer_fuzzy_find(require("telescope.themes").get_ivy())
end
M.live_grep = function()
require("telescope.builtin").live_grep(require("telescope.themes").get_ivy())
end
return M
|
cflags{
'-I $srcdir/include',
'-I $srcdir/src',
'-I $basedir/pkg/netsurf/libhubbub/src/include',
'-I $basedir/pkg/netsurf/libparserutils/src/include',
'-I $basedir/pkg/netsurf/libwapcaplet/src/include',
'-isystem $builddir/pkg/expat/include',
}
pkg.hdrs = copy('$outdir/include/dom', '$srcdir', {
'bindings/hubbub/errors.h',
'bindings/hubbub/parser.h',
'bindings/xml/xmlerror.h',
'bindings/xml/xmlparser.h',
})
pkg.deps = {
'pkg/expat/headers',
'pkg/netsurf/libhubbub/fetch',
'pkg/netsurf/libparserutils/fetch',
'pkg/netsurf/libwapcaplet/fetch',
}
lib('libdom.a', [[
src/(
core/(
string.c node.c
attr.c characterdata.c element.c
implementation.c
text.c typeinfo.c comment.c
namednodemap.c nodelist.c
cdatasection.c document_type.c entity_ref.c pi.c
doc_fragment.c document.c
)
events/(
event.c dispatch.c event_target.c document_event.c
custom_event.c keyboard_event.c mouse_wheel_event.c
text_event.c event_listener.c mouse_event.c mutation_event.c
ui_event.c mouse_multi_wheel_event.c mutation_name_event.c
)
html/(
html_applet_element.c
html_area_element.c
html_anchor_element.c
html_basefont_element.c
html_base_element.c
html_body_element.c
html_button_element.c
html_canvas_element.c
html_collection.c
html_document.c
html_element.c
html_dlist_element.c
html_directory_element.c
html_options_collection.c
html_html_element.c
html_head_element.c
html_link_element.c
html_title_element.c
html_meta_element.c
html_style_element.c
html_form_element.c
html_select_element.c
html_input_element.c
html_text_area_element.c
html_opt_group_element.c
html_option_element.c
html_hr_element.c
html_menu_element.c
html_fieldset_element.c
html_legend_element.c
html_div_element.c
html_paragraph_element.c
html_heading_element.c
html_quote_element.c
html_pre_element.c
html_br_element.c
html_label_element.c
html_ulist_element.c
html_olist_element.c
html_li_element.c
html_font_element.c
html_mod_element.c
html_image_element.c
html_object_element.c
html_param_element.c
html_map_element.c
html_script_element.c
html_tablecaption_element.c
html_tablecell_element.c
html_tablecol_element.c
html_tablesection_element.c
html_table_element.c
html_tablerow_element.c
html_frameset_element.c
html_frame_element.c
html_iframe_element.c
html_isindex_element.c
)
utils/(namespace.c hashtable.c character_valid.c validate.c)
)
bindings/hubbub/parser.c
bindings/xml/expat_xmlparser.c
$builddir/pkg/expat/libexpat.a.d
$builddir/pkg/netsurf/libhubbub/libhubbub.a.d
$builddir/pkg/netsurf/libwapcaplet/libwapcaplet.a
]])
fetch 'git'
|
--[[
╔═════════════════════════════════╗
║ Settings for dense-analysis/ale ║
╚═════════════════════════════════╝
--]]
local g = vim.g
g.ale_completion_enabled = 0
g.ale_lint_on_text_changed = "never"
g.ale_lint_on_insert_leave = 0
g.ale_lint_on_enter = 0
|
-- Globals
g_lastFetchTime = 0
g_lastFetchCode = 0
g_lastFetchData = ""
-- Functions
function getTime()
local sec, usec = rtctime.get()
sec = sec - 25200 -- -7 hours (PDT)
return luatz_timetable.new_from_timestamp(sec)
end
-- Start a simple http server
srv=net.createServer(net.TCP)
function receiver(sck, data)
--print data
local now = getTime()
local rssi = wifi.sta.getrssi()
local quality = 0
if (rssi ~= nil) then
quality = (100 + rssi)*2
if (quality > 100) then
quality = 100
end
end
local uptime = tmr.time() / 60
local fsRemaining, fsUsed, fsTotal = file.fsinfo()
local fsPctUsed = fsUsed * 100 / fsTotal
local r = {"HTTP/1.0 200 OK\r\nServer: NodeMCU on ESP8266\r\nContent-Type: text/html\r\n\r\n"}
r[#r + 1] = "<h1>:)</h1>"
r[#r + 1] = "time: " .. now:rfc_3339() .. "</br>"
r[#r + 1] = "uptime: " .. uptime .. "</br>"
r[#r + 1] = "wifi: " .. quality .. "%</br>"
r[#r + 1] = "heap_avail: " .. node.heap() .. " bytes</br>"
r[#r + 1] = "fs_used: " .. fsPctUsed .. "% of "
.. fsTotal .. " kB</br>"
r[#r + 1] = "</br>"
r[#r + 1] = "fetch_time: " .. g_lastFetchTime .. "</br>"
r[#r + 1] = "fetch_code: " .. g_lastFetchCode .. "</br>"
r[#r + 1] = "fetch_data: " .. g_lastFetchData .. "</br>"
-- sends and removes the first element from the 'response' table
local function send(localSocket)
if #r > 0 then
localSocket:send(table.remove(r, 1))
else
localSocket:close()
r = nil
end
end
-- triggers send() function again for remaining rows
sck:on("sent", send)
send(sck)
end
srv:listen(80, function(conn)
conn:on("receive", receiver)
end)
-- Periodically sync clock
tmr.alarm(1, 60000, tmr.ALARM_AUTO, function()
syncClock()
end)
-- Periodically fetch url
tmr.alarm(2, 10000, tmr.ALARM_AUTO, function()
if (wifi.sta.getrssi() == nil) then
return
end
g_lastFetchTime = getTime():rfc_3339()
http.get("http://secretsciencelab.appspot.com/homebot/epochtime", nil, function(code, data)
if (code < 0) then
--print("HTTP request failed")
else
g_lastFetchCode = code
g_lastFetchData = data
end
end)
end)
|
if SERVER then
AddCSLuaFile("actors2/convars.lua")
AddCSLuaFile("actors2/language.lua")
AddCSLuaFile("actors2/properties.lua")
AddCSLuaFile("actors2/panels/welcome.lua")
AddCSLuaFile("actors2/panels/actor_settings.lua")
AddCSLuaFile("actors2/panels/actor_animations.lua")
end
include("actors2/convars.lua")
include("actors2/language.lua")
include("actors2/properties.lua")
include("actors2/panels/welcome.lua")
include("actors2/panels/actor_settings.lua")
include("actors2/panels/actor_animations.lua")
|
---
--- wifi.lua
---
--- Generic code for setting up the wifi module in the ESP8266.
--- This is shared by many of my projects, control is returned to
--- application logic via a callback named event_wifi_ready() which is
--- triggered when the device receives an IP address from DHCP
---
--- When this file is load it commences scanning for networks.
--- If a network is seen that is in the config.wifi_passwords table,
--- then that network is joined.
---
print("wifi: loading")
-- State flags
joined_ap = false
have_ip = false
---
-- Set the wifi in station mode and configure callbacks for all state changes
---
wifi.setmode(wifi.STATION)
wifi.sta.eventMonReg(wifi.STA_APNOTFOUND, function() print("wifi: no AP found") end)
wifi.sta.eventMonReg(wifi.STA_IDLE, function() print("wifi: idle") end)
wifi.sta.eventMonReg(wifi.STA_CONNECTING, function() print("wifi: connecting") end)
wifi.sta.eventMonReg(wifi.STA_WRONGPWD,
function()
-- This is called when a network login fails
print("wifi: wrong password")
joined_ap=nil
end
)
wifi.sta.eventMonReg(wifi.STA_FAIL,
function()
-- This is called when a network connection fails
print("wifi: connection failed")
joined_ap = nil
seek_ap()
end
)
wifi.sta.eventMonReg(wifi.STA_GOTIP,
function()
-- This is called when an IP address is obtained.
-- Control passes to event_wifi_ready()
ip=wifi.sta.getip()
if ip then
print("wifi: got IP="..ip)
joined_ap = true
have_ip=ip
if event_wifi_ready then event_wifi_ready(ip) end
end
end
)
wifi.sta.eventMonStart()
--
-- list_ap() - this is the callback for the 'getap' operation, it
-- receives a list of discovered networks and attempts to
-- join the first one that it recognises.
--
function list_ap(t) -- (SSID : Authmode, RSSI, BSSID, Channel)
print("\n"..string.format("%32s","SSID").."\tBSSID\t\t\t\t RSSI\t\tAUTHMODE\tCHANNEL")
local join = nil
-- Loop over all the networks found and print their identity
-- If we see one that we like, save it and attempt to join
for ssid,v in pairs(t) do
local authmode, rssi, bssid, channel = string.match(v, "([^,]+),([^,]+),([^,]+),([^,]+)")
print(string.format("%32s",ssid).."\t"..
bssid.."\t "..rssi.."\t\t"..authmode.."\t\t\t"..channel)
if not joined_ap and not join and config.wifi_passwords[ssid] then
-- Save this network to try joining it after we exit this loop
join=ssid
end
end
if not joined_ap then
if join then
-- We founds a netwok above that we like. Join it.
print("wifi: joining "..join)
wifi.sta.config(join, config.wifi_passwords[join]);
wifi.sta.connect()
else
-- No networks yet. Wait and retry.
print "wifi: No networks found, trying again in 5 seconds"
tmr.alarm(1, 5000, tmr.ALARM_SINGLE, seek_ap)
end
end
end
--
-- seek_ap() - initiate an Access Point scan, and call list_ap with the result
--
function seek_ap()
if joined_ap then return end
print "wifi: looking for networks"
wifi.sta.getap(list_ap)
end
seek_ap()
print("wifi: loaded")
|
-- Copyright (c) 2017-present, Facebook, Inc.
-- All rights reserved.
--
-- This source code is licensed under the license found in the LICENSE file in
-- the root directory of this source tree. An additional grant of patent rights
-- can be found in the PATENTS file in the same directory.
--
--[[
--
-- Creates a dictionary from raw text.
--
--]]
require 'fairseq.text'
local tok = require 'fairseq.text.tokenizer'
local cmd = torch.CmdLine()
cmd:option('-text', 'source text')
cmd:option('-out', 'target path')
cmd:option('-threshold', 0,
'map words appearing less than threshold times to unknown')
cmd:option('-nwords', -1, 'number of non-control target words to retain')
local config = cmd:parse(arg)
assert(not (config.nwords >= 0 and config.threshold > 0),
'Specify either a frequency threshold or a word count')
local dict = tok.buildDictionary{
filename = config.text,
threshold = config.threshold,
}
if config.nwords >= 0 then
dict.cutoff = config.nwords + dict.nspecial
end
print(string.format('| Dictionary: %d types', dict:size()))
torch.save(config.out, dict, 'binary', false)
|
local mod = DBM:NewMod(674, "DBM-Party-MoP", 9, 316)
local L = mod:GetLocalizedStrings()
local sndWOP = mod:SoundMM("SoundWOP")
mod:SetRevision(("$Revision: 9656 $"):sub(12, -3))
mod:SetCreatureID(60040, 99999)--3977 is High Inquisitor Whitemane and 60040 is Commander Durand, we don't really need to add her ID, because we don't ever engage her, and he true death is at same time as her.
mod:RegisterCombat("combat")
mod:RegisterEventsInCombat(
"SPELL_CAST_START",
"SPELL_CAST_SUCCESS",
"UNIT_SPELLCAST_SUCCEEDED boss1 boss2",
"UNIT_DIED"
)
--local warnRes = mod:NewCastAnnounce(111670, 4)--This spell seems to be only found in combatlog. Also, I didn't see any casting bar. (both trashes and bosses). Needs more review for this spell.
local warnFlashofSteel = mod:NewSpellAnnounce(115627, 3)
local warnDashingStrike = mod:NewSpellAnnounce(115676, 3)
local warnMassRes = mod:NewCastAnnounce(113134, 4)
local warnDeepSleep = mod:NewSpellAnnounce(9256, 2)
local warnHeal = mod:NewCastAnnounce(12039, 3)
local warnMC = mod:NewCastAnnounce(130857, 4)--Challenge mode only ability
local specWarnMassRes = mod:NewSpecialWarningInterrupt(113134, true)
local specWarnHeal = mod:NewSpecialWarningInterrupt(12039, true)
local specWarnMC = mod:NewSpecialWarningInterrupt(130857, true)
local timerFlashofSteel = mod:NewCDTimer(26, 115627)--not confirmed.
local timerDashingStrike = mod:NewCDTimer(26, 115676)--not confirmed.
local timerMassResCD = mod:NewCDTimer(21, 113134)--21-24sec variation. Earlier if phase transitions
local timerDeepSleep = mod:NewBuffFadesTimer(10, 9256)
local timerMCCD = mod:NewCDTimer(19, 130857)
local phase = 1
function mod:OnCombatStart(delay)
phase = 1
timerFlashofSteel:Start(9-delay)
timerDashingStrike:Start(24-delay)
end
function mod:SPELL_CAST_START(args)
if args.spellId == 113134 then
warnMassRes:Show()
specWarnMassRes:Show(args.sourceName)
timerMassResCD:Start()
elseif args.spellId == 12039 then
warnHeal:Show()
specWarnHeal:Show(args.sourceName)
elseif args.spellId == 130857 then
warnMC:Show()
specWarnMC:Show(args.sourceName)
sndWOP:Play("kickcast")--快打斷
end
end
--Could also use damage overkill like phase 1 but it's only .8 sec faster so no need.
--3/28 16:22:43.001 SWING_DAMAGE,0x0100000000009810,"Omegal",0x511,0x0,0xF1300F8900000065,"High Inquisitor Whitemane",0x10a48,0x0,10172,-1,1,0,0,410,1,nil,nil
--3/28 16:22:43.810 SPELL_CAST_SUCCESS,0xF1300F8900000065,"High Inquisitor Whitemane",0xa48,0x0,0x0000000000000000,nil,0x80000000,0x80000000,9256,"Deep Sleep",0x20
function mod:SPELL_CAST_SUCCESS(args)
if args.spellId == 9256 then--Phase 3
phase = 3
warnDeepSleep:Show()
timerDeepSleep:Start()
sndWOP:Schedule(5, "countfive")
sndWOP:Schedule(6, "countfour")
sndWOP:Schedule(7, "countthree")
sndWOP:Schedule(8, "counttwo")
sndWOP:Schedule(9, "countone")
sndWOP:Schedule(10, "phasechange")--階段轉換
timerMassResCD:Start(18)--Limited Sample size
if self:IsDifficulty("challenge5") then
timerMCCD:Start(19)--Pretty much immediately after first mas res, unless mass res isn't interrupted then it'll delay MC
end
end
end
function mod:UNIT_SPELLCAST_SUCCEEDED(uId, _, _, _, spellId)
if spellId == 115627 and self:AntiSpam(2, 1) then
warnFlashofSteel:Show()
timerFlashofSteel:Start()
elseif spellId == 115676 and self:AntiSpam(2, 2) then
warnDashingStrike:Show()
timerDashingStrike:Start()
end
end
function mod:UNIT_DIED(args)
if self:GetCIDFromGUID(args.destGUID) == 60040 then
if phase == 3 then--Fight is over on 2nd death
DBM:EndCombat(self)
else--it's first death, he's down and whiteman is taking over
phase = 2
timerMassResCD:Start(13)
if self:IsDifficulty("challenge5") then
timerMCCD:Start(14)
end
timerFlashofSteel:Cancel()
timerDashingStrike:Cancel()
end
end
end
|
--!A cross-platform build utility based on Lua
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--
-- Copyright (C) 2015-2020, TBOOX Open Source Group.
--
-- @author ruki
-- @file check_cxxsnippets.lua
--
-- imports
import("lib.detect.check_cxsnippets")
-- check the given c++ snippets?
--
-- @param snippets the snippets
-- @param opt the argument options
-- e.g.
-- { verbose = false, target = [target|option]
-- , types = {"wchar_t", "char*"}, includes = "stdio.h", funcs = {"sigsetjmp", "sigsetjmp((void*)0, 0)"}
-- , configs = {defines = "xx", cxflags = ""}}
--
-- funcs:
-- sigsetjmp
-- sigsetjmp((void*)0, 0)
-- sigsetjmp{sigsetjmp((void*)0, 0);}
-- sigsetjmp{int a = 0; sigsetjmp((void*)a, a);}
--
-- @return true or false
--
-- @code
-- local ok = check_cxxsnippets("void test() {}")
-- local ok = check_cxxsnippets({"void test(){}", "#define TEST 1"}, {types = "wchar_t", includes = "stdio.h"})
-- local ok = check_cxxsnippets({snippet_name = "void test(){}", "#define TEST 1"}, {types = "wchar_t", includes = "stdio.h"})
-- @endcode
--
function main(snippets, opt)
return check_cxsnippets(snippets, table.join(table.wrap(opt), {sourcekind = "cxx"}))
end
|
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)
local area = createCombatArea(AREA_SQUAREWAVE5, AREADIAGONAL_SQUAREWAVE5)
combat:setArea(area)
function onGetFormulaValues(player, level, maglevel)
min = -((level / 5) + (maglevel * 3.25) + 5)
max = -((level / 5) + (maglevel * 6.75) + 30)
return min, max
end
combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
function onCastSpell(creature, var)
return combat:execute(creature, var)
end
|
require("prototypes.technology")
require("prototypes.disablesciencepacks")
require("prototypes.increaselabenergy")
|
--- Utility functions.
require "socket"
local M = {}
--- Print a formatted string.
-- Use __tostring method on tables that provide the function.
local function printf(s, ...)
local t = {}
for i,v in ipairs{...} do
if type(v) == 'table' and v.__tostring then
t[i] = tostring(v)
else
t[i] = v
end
end
io.write(s:format(unpack(t)))
io.flush()
end
M.printf = printf
--- Create a read only table.
-- Usage: t = readOnly{'a', 'b', 'c'}
local function readOnly(t)
local proxy = {}
local mt = {
__index = t,
__newindex = function (t,k,v)
error("attempt to update a read-only table", 2)
end
}
setmetatable(proxy, mt)
return proxy
end
M.readOnly = readOnly
--- Sleep for n milliseconds without busy wait.
local function sleep(n)
socket.select(nil, nil, n/1000)
end
M.sleep = sleep
--- Get a higher resolution time than os.time()
local function gettime()
return socket.gettime()*1000
end
M.gettime = gettime
--- Round a number 'num' to 'idp' decimal places.
local function round(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
M.round = round
--- Return true if the element x is in Table t.
local function isin(t, x)
for _,t_i in pairs(t) do
if t_i == x then return true end
end
return false
end
M.isin = isin
--- Return the sublist from index u to o (inclusive) from t.
local function slice(t, u, o)
local res = {}
for i=u,o do
res[#res+1] = t[i]
end
return res
end
M.slice = slice
return M
|
-- imported modules
local action = require 'engine.action'
local class = require 'engine.oop'
local color = require 'engine.color'
local console = require 'engine.console'
local elements = require 'engine.elements'
local Entity = require 'engine.Entity'
local Equipment = require 'engine.Equipment'
local Inventory = require 'engine.Inventory'
local soundManager = require 'engine.soundManager'
local utils = require 'engine.utils'
local map = require 'engine.map'
-- class
local Player = class('Player', Entity)
Player.Base_Speed = 1200
Player.Bash_Speed = 720
Player.Throw_Speed = 720
function Player:ctor(initPos)
self.base.ctor(self, initPos)
self.displaySee = false
self.losRadius = 15
self.seeDist = 15
self.inventory = Inventory:new(6)
self.equipment = Equipment:new({ 'melee', 'light', 'heavy' })
self.equipmentActive = 0
self.color = { 0.9, 0.9, 0.9, 1.0 }
self.sounds = {
walk = {
soundManager.get('sounds/stepdirt_1.wav', 'static')
, soundManager.get('sounds/stepdirt_2.wav', 'static')
, soundManager.get('sounds/stepdirt_3.wav', 'static')
, soundManager.get('sounds/stepdirt_4.wav', 'static')
, soundManager.get('sounds/stepdirt_5.wav', 'static')
, soundManager.get('sounds/stepdirt_6.wav', 'static')
, soundManager.get('sounds/stepdirt_7.wav', 'static')
, soundManager.get('sounds/stepdirt_8.wav', 'static')
}
}
end
function Player:onAdd()
self.name = 'Player'
self:occupy()
self.maxHp = 1200
self.hp = 1200
self.damage = 10
end
function Player:recalcSeeMap()
self.displaySee = true
self.base.recalcSeeMap(self)
self.displaySee = false
end
function Player:checkEntVis(oth, dist)
self.base.checkEntVis(self, oth, dist)
if self.displaySee then
-- local gray = { color.hsvToRgb(0.0, 0.0, 0.8, 1.0) }
-- if self.seemap[oth] then
-- console.log({
-- gray,
-- 'You see ',
-- { color.hsvToRgb(0.00, 0.8, 1.0, 1.0) },
-- oth.name,
-- })
-- end
end
end
function Player:move()
self.base.move(self)
end
local function play(src)
if src:isPlaying() then
src:stop()
end
src:play()
end
function Player:sound(actionId)
if action.Action.Move == actionId then
local rnd = self.rng:random(#self.sounds.walk)
play(self.sounds.walk[rnd])
end
end
function Player:throw()
local desc = self.actionData
self.actionData = nil
local item = self.inventory:get(desc.itemIndex)
self.inventory:del(item)
self.doRecalc = true
return desc, item
end
return Player
|
--Sayuri·七色的人偶师
xpcall(function() require("expansions/script/c37564765") end,function() require("script/c37564765") end)
local m,cm=Senya.SayuriRitualPreload(37564921)
function cm.initial_effect(c)
c:EnableReviveLimit()
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e1:SetCode(EVENT_SPSUMMON_SUCCESS)
e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DELAY)
e1:SetCountLimit(1,m)
e1:SetCondition(Senya.SummonTypeCondition(SUMMON_TYPE_RITUAL))
e1:SetTarget(cm.target)
e1:SetOperation(cm.operation)
c:RegisterEffect(e1)
local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_FIELD)
e2:SetCode(EFFECT_SET_ATTACK_FINAL)
e2:SetTargetRange(LOCATION_MZONE,0)
e2:SetCondition(cm.atkcon)
e2:SetTarget(cm.atktg)
e2:SetValue(cm.atkval)
c:RegisterEffect(e2)
local e4=Effect.CreateEffect(c)
e4:SetType(EFFECT_TYPE_SINGLE)
e4:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e4:SetCode(EFFECT_CANNOT_BE_BATTLE_TARGET)
e4:SetRange(LOCATION_MZONE)
e4:SetCondition(cm.tgcon)
e4:SetValue(aux.imval1)
c:RegisterEffect(e4)
local e5=e4:Clone()
e5:SetCode(EFFECT_CANNOT_BE_EFFECT_TARGET)
e5:SetValue(1)
c:RegisterEffect(e5)
end
function cm.atkcon(e)
return Duel.GetCurrentPhase()==PHASE_DAMAGE_CAL
end
function cm.atktg(e,c)
return c:IsCode(m+1) and c:GetBattleTarget()
end
function cm.atkval(e,c)
return c:GetBattleTarget():GetAttack()
end
function cm.target(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
and Duel.IsPlayerCanSpecialSummonMonster(tp,m+1,0,0x4011,0,0,1,RACE_MACHINE,ATTRIBUTE_EARTH) end
local ft=Duel.GetLocationCount(tp,LOCATION_MZONE)
if Duel.IsPlayerAffectedByEffect(tp,59822133) then ft=1 end
Duel.SetOperationInfo(0,CATEGORY_TOKEN,nil,ft,0,0)
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,ft,0,0)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local ft=Duel.GetLocationCount(tp,LOCATION_MZONE)
if ft<=0 or not Duel.IsPlayerCanSpecialSummonMonster(tp,m+1,0,0x4011,0,0,1,RACE_MACHINE,ATTRIBUTE_EARTH) then return end
if Duel.IsPlayerAffectedByEffect(tp,59822133) then ft=1 end
for i=1,ft do
local token=Duel.CreateToken(tp,m+1)
Duel.SpecialSummonStep(token,0,tp,tp,false,false,POS_FACEUP)
local e3=Effect.CreateEffect(e:GetHandler())
e3:SetType(EFFECT_TYPE_SINGLE)
e3:SetCode(EFFECT_CANNOT_BE_LINK_MATERIAL)
e3:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
e3:SetValue(1)
e3:SetReset(RESET_EVENT+0x1fe0000)
token:RegisterEffect(e3,true)
end
Duel.SpecialSummonComplete()
end
function cm.tgfilter(c)
return c:IsFaceup() and c:IsCode(m+1)
end
function cm.tgcon(e)
return Duel.IsExistingMatchingCard(cm.tgfilter,e:GetHandlerPlayer(),LOCATION_MZONE,0,1,nil)
end
|
Citizen.CreateThread(function()
while true do
Citizen.Wait(1)
id = PlayerId()
DisablePlayerVehicleRewards(id)
end
end)
|
local Repairer = Class(function(self, inst)
self.inst = inst
self.workrepairvalue = 0
self.healthrepairvalue = 0
self.perishrepairvalue = 0
self.repairmaterial = nil
end)
function Repairer:CollectUseActions(doer, target, actions, right)
if right and target.components.repairable and target.components.repairable.repairmaterial == self.repairmaterial and
((target.components.health and
target.components.health:GetPercent() < 1 and self.healthrepairvalue > 0) or
(target.components.workable and target.components.workable.workleft and
target.components.workable.workleft < target.components.workable.maxwork and
self.workrepairvalue > 0) or
(target.components.perishable and target.components.perishable:GetPercent() < 1 and
self.perishrepairvalue > 0)) then
table.insert(actions, ACTIONS.REPAIR)
end
end
return Repairer
|
--- Functions for working with directions and orientations.
-- @module Area.Direction
-- @usage local Direction = require('__stdlib__/stdlib/area/direction')
-- @see defines.direction
local Direction = {
__class = 'Direction',
__index = require('__stdlib__/stdlib/core'),
dir = defines.direction
}
setmetatable(Direction, Direction)
local dirs = defines.direction
local floor = math.floor
--- Returns the opposite direction — adapted from Factorio util.lua.
-- @release 0.8.1
-- @tparam defines.direction direction the direction
-- @treturn defines.direction the opposite direction
function Direction.opposite_direction(direction)
return (direction + 4) % 8
end
--- Returns the next direction.
--> For entities that only support two directions, see @{opposite_direction}.
-- @tparam defines.direction direction the starting direction
-- @tparam[opt=false] boolean reverse true to get the next direction in counter-clockwise fashion, false otherwise
-- @tparam[opt=false] boolean eight_way true to get the next direction in 8-way (note: not many prototypes support 8-way)
-- @treturn defines.direction the next direction
function Direction.next_direction(direction, reverse, eight_way)
return (direction + (eight_way and ((reverse and -1) or 1) or ((reverse and -2) or 2))) % 8
end
--- Returns an 8 way direction from orientation.
-- @tparam float orientation
-- @treturn defines.direction
function Direction.orientation_to_8way(orientation)
return floor(orientation * 8 + 0.5) % 8
end
--- Returns a 4 way direction from orientation.
-- @tparam float orientation
-- @treturn defines.direction
function Direction.orientation_to_4way(orientation)
return floor(orientation * 4 + 0.5) % 4 * 2
end
--- Returns an orientation from a direction.
-- @tparam defines.direction direction
-- @treturn float
function Direction.direction_to_orientation(direction)
return direction / 8
end
--- Returns a vector from a direction.
-- @tparam defines.direction direction
-- @tparam[opt = 1] number distance
-- @treturn Position
function Direction.to_vector(direction, distance)
distance = distance or 1
local x, y = 0, 0
if direction == dirs.north then
y = y - distance
elseif direction == dirs.northeast then
x, y = x + distance, y - distance
elseif direction == dirs.east then
x = x + distance
elseif direction == dirs.southeast then
x, y = x + distance, y + distance
elseif direction == dirs.south then
y = y + distance
elseif direction == dirs.southwest then
x, y = x - distance, y + distance
elseif direction == dirs.west then
x = x - distance
elseif direction == dirs.northwest then
x, y = x - distance, y - distance
end
return {x = x, y = y}
end
return Direction
|
--[[
Copyright 2021 0x2A ( https://github.com/0x2A-git )
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
--]]
ENT.Type = "anim"
ENT.Base = "base_gmodentity"
ENT.PrintName = "Tableau vote"
ENT.Category = "0x2A"
ENT.Author = "0x2A"
ENT.Spawnable = true
ENT.AdminSpawnable = true
|
--!nocheck
--[[
Filename: GamepadMenu.lua
Written by: jeditkacheff
Version 1.1
Description: Controls the radial menu that appears when pressing menu button on gamepad
--]]
--NOTICE: This file has been branched! If you're implementing changes in this file, please consider also implementing them in the other
--version.
--[[ SERVICES ]]
local GuiService = game:GetService('GuiService')
local CoreGuiService = game:GetService('CoreGui')
local InputService = game:GetService('UserInputService')
local ContextActionService = game:GetService('ContextActionService')
local HttpService = game:GetService('HttpService')
local RunService = game:GetService('RunService')
local StarterGui = game:GetService('StarterGui')
local Players = game:GetService('Players')
local GuiRoot = CoreGuiService:WaitForChild('RobloxGui')
local TextService = game:GetService('TextService')
local VRService = game:GetService('VRService')
--[[ END OF SERVICES ]]
--[[ MODULES ]]
local isNewInGameMenuEnabled = require(GuiRoot.Modules.isNewInGameMenuEnabled)
local tenFootInterface = require(GuiRoot.Modules.TenFootInterface)
local utility = require(GuiRoot.Modules.Settings.Utility)
local RobloxTranslator = require(GuiRoot.Modules.RobloxTranslator)
local businessLogic = require(GuiRoot.Modules.BusinessLogic)
local Panel3D = require(GuiRoot.Modules.VR.Panel3D)
local EmotesModule = require(GuiRoot.Modules.EmotesMenu.EmotesMenuMaster)
local FFlagUpdateSettingsHubGameText = require(GuiRoot.Modules.Flags.FFlagUpdateSettingsHubGameText)
local InGameMenuConstants = require(GuiRoot.Modules.InGameMenu.Resources.Constants)
--[[ VARIABLES ]]
local gamepadSettingsFrame = nil
local isVisible = false
local smallScreen = utility:IsSmallTouchScreen()
local isTenFootInterface = tenFootInterface:IsEnabled()
local radialButtons = {}
local radialButtonsByName = {}
local lastInputChangedCon = nil
local vrPanel = nil
--[[ CONSTANTS ]]
local NON_VR_FRAME_HIDDEN_SIZE = UDim2.new(0, 102, 0, 102)
local NON_VR_FRAME_SIZE = UDim2.new(0, 408, 0, 408)
local VR_FRAME_HIDDEN_SIZE = UDim2.new(0.125, 0, 0.125, 0)
local VR_FRAME_SIZE = UDim2.new(0.75, 0, 0.75, 0)
local PANEL_SIZE_STUDS = 3
local PANEL_RESOLUTION = 250
local GAMEPAD_MENU_KEY = "GamepadMenu"
local function getImagesForSlot(slot)
if slot == 1 then return "rbxasset://textures/ui/Settings/Radial/Top.png", "rbxasset://textures/ui/Settings/Radial/TopSelected.png",
"rbxasset://textures/ui/Settings/Radial/Menu.png",
UDim2.new(0.5,-26,0,18), UDim2.new(0,52,0,41),
UDim2.new(0,150,0,100), UDim2.new(0.5,-75,0,0)
elseif slot == 2 then return "rbxasset://textures/ui/Settings/Radial/TopRight.png", "rbxasset://textures/ui/Settings/Radial/TopRightSelected.png",
"rbxasset://textures/ui/Settings/Radial/PlayerList.png",
UDim2.new(1,-90,0,90), UDim2.new(0,52,0,52),
UDim2.new(0,108,0,150), UDim2.new(1,-110,0,50)
elseif slot == 3 then return "rbxasset://textures/ui/Settings/Radial/BottomRight.png", "rbxasset://textures/ui/Settings/Radial/BottomRightSelected.png",
"rbxasset://textures/ui/Emotes/EmotesRadialIcon.png",
UDim2.new(1,-85,1,-150), UDim2.new(0,42,0,58),
UDim2.new(0,120,0,150), UDim2.new(1,-120,1,-200)
elseif slot == 4 then return "rbxasset://textures/ui/Settings/Radial/Bottom.png", "rbxasset://textures/ui/Settings/Radial/BottomSelected.png",
"rbxasset://textures/ui/Settings/Radial/Leave.png",
UDim2.new(0.5,-20,1,-62), UDim2.new(0,55,0,46),
UDim2.new(0,150,0,100), UDim2.new(0.5,-75,1,-100)
elseif slot == 5 then return "rbxasset://textures/ui/Settings/Radial/BottomLeft.png", "rbxasset://textures/ui/Settings/Radial/BottomLeftSelected.png",
"rbxasset://textures/ui/Settings/Radial/Backpack.png",
UDim2.new(0,40,1,-150), UDim2.new(0,44,0,56),
UDim2.new(0,110,0,150), UDim2.new(0,0,0,205)
elseif slot == 6 then return "rbxasset://textures/ui/Settings/Radial/TopLeft.png", "rbxasset://textures/ui/Settings/Radial/TopLeftSelected.png",
"rbxasset://textures/ui/Settings/Radial/Chat.png",
UDim2.new(0,35,0,100), UDim2.new(0,56,0,53),
UDim2.new(0,110,0,150), UDim2.new(0,0,0,50)
end
return "", "", "", UDim2.new(0,0,0,0), UDim2.new(0,0,0,0)
end
local vrSlotImages = {}
local vrSlotBackgroundImage = "rbxasset://textures/ui/VR/Radial/SliceBackground.png"
local vrSlotActiveImage = "rbxasset://textures/ui/VR/Radial/SliceActive.png"
local vrSlotDisabledImage = "rbxasset://textures/ui/VR/Radial/SliceDisabled.png"
local vrNumSlots = 8
for i = 1, vrNumSlots do
vrSlotImages[i] = {
background = vrSlotBackgroundImage,
active = vrSlotActiveImage,
disabled = vrSlotDisabledImage,
rotation = (360 / vrNumSlots) * (i - 1)
}
end
vrSlotImages[1].icon = "rbxasset://textures/ui/Settings/Radial/Menu.png"
vrSlotImages[1].iconPosition = UDim2.new(0.5,-26,0,18)
vrSlotImages[1].iconSize = UDim2.new(0,52,0,41)
vrSlotImages[2].icon = "rbxasset://textures/ui/Settings/Radial/PlayerList.png"
vrSlotImages[2].iconPosition = UDim2.new(0.71, 5, 0.29, -60)
vrSlotImages[2].iconSize = UDim2.new(0, 52, 0, 52)
vrSlotImages[3].icon = "rbxasset://textures/ui/VR/Radial/Icons/Recenter.png"
vrSlotImages[3].iconPosition = UDim2.new(1, -60, 0.5, -25)
vrSlotImages[3].iconSize = UDim2.new(0, 50, 0, 50)
vrSlotImages[4].icon = "rbxasset://textures/ui/Emotes/EmotesRadialIcon.png"
vrSlotImages[4].iconPosition = UDim2.new(0.71, 12, 0.71, 5)
vrSlotImages[4].iconSize = UDim2.new(0, 42, 0, 58)
vrSlotImages[5].icon = "rbxasset://textures/ui/Settings/Radial/Leave.png"
vrSlotImages[5].iconPosition = UDim2.new(0.5,-20,1,-58)
vrSlotImages[5].iconSize = UDim2.new(0,55,0,46)
vrSlotImages[6].icon = "rbxasset://textures/ui/VR/Radial/Icons/Backpack.png"
vrSlotImages[6].iconPosition = UDim2.new(0.29, -50, 0.71, 4)
vrSlotImages[6].iconSize = UDim2.new(0, 42, 0, 56)
vrSlotImages[7].icon = "rbxasset://textures/ui/VR/Radial/Icons/2DUI.png"
vrSlotImages[7].iconPosition = UDim2.new(0, 10, 0.5, -25)
vrSlotImages[7].iconSize = UDim2.new(0, 50, 0, 50)
vrSlotImages[8].icon = "rbxasset://textures/ui/Settings/Radial/Chat.png"
vrSlotImages[8].iconPosition = UDim2.new(0.29, -60, 0.29, -52)
vrSlotImages[8].iconSize = UDim2.new(0, 56, 0, 53)
local radialButtonLayout = {
PlayerList = { Range = { Begin = 36, End = 96 } },
Emotes = { Range = { Begin = 96, End = 156 } },
LeaveGame = { Range = { Begin = 156, End = 216 } },
Backpack = { Range = { Begin = 216, End = 276 } },
Chat = { Range = { Begin = 276, End = 336 } },
Settings = { Range = { Begin = 336, End = 36 } },
}
local vrButtonLayout = {
PlayerList = { Range = { Begin = 22.5, End = 67.5 } },
Recenter = { Range = { Begin = 67.5, End = 112.5 } },
Emotes = { Range = { Begin = 112.5, End = 157.5 } },
LeaveGame = { Range = { Begin = 157.5, End = 202.5 } },
Backpack = { Range = { Begin = 202.5, End = 247.5 } },
ToggleUI = { Range = { Begin = 247.5, End = 292.5 } },
Chat = { Range = { Begin = 292.5, End = 337.5 } },
Settings = { Range = { Begin = 337.5, End = 22.5 } }
}
local freezeControllerActionName = "doNothingAction"
local radialSelectActionName = "RadialSelectAction"
local thumbstick2RadialActionName = "Thumbstick2RadialAction"
local radialCancelActionName = "RadialSelectCancel"
local radialAcceptActionName = "RadialSelectAccept"
local toggleMenuActionName = "RBXToggleMenuAction"
local noOpFunc = function() end
local doGamepadMenuButton = nil
local toggleCoreGuiRadial = nil
local function getSelectedObjectFromAngle(angle)
local closest = nil
local closestDistance = 30 -- threshold of 30 for selecting the closest radial button
local currentLayout = VRService.VREnabled and vrButtonLayout or radialButtonLayout
for radialKey, buttonLayout in pairs(currentLayout) do
if radialButtons[gamepadSettingsFrame[radialKey]]["Disabled"] == false then
--Check for exact match
if buttonLayout.Range.Begin < buttonLayout.Range.End then
if angle > buttonLayout.Range.Begin and angle <= buttonLayout.Range.End then
return gamepadSettingsFrame[radialKey]
end
else
if angle > buttonLayout.Range.Begin or angle <= buttonLayout.Range.End then
return gamepadSettingsFrame[radialKey]
end
end
--Check if this is the closest button so far
local distanceBegin = math.min(math.abs((buttonLayout.Range.Begin + 360) - angle), math.abs(buttonLayout.Range.Begin - angle))
local distanceEnd = math.min(math.abs((buttonLayout.Range.End + 360) - angle), math.abs(buttonLayout.Range.End - angle))
local distance = math.min(distanceBegin, distanceEnd)
if distance < closestDistance then
closestDistance = distance
closest = gamepadSettingsFrame[radialKey]
end
end
end
return closest
end
local function setSelectedRadialButton(selectedObject)
for button, buttonTable in pairs(radialButtons) do
local isVisible = (button == selectedObject)
button:FindFirstChild("Selected").Visible = isVisible
button:FindFirstChild("RadialLabel").Visible = isVisible
button:FindFirstChild("RadialBackground").Visible = isVisible
if VRService.VREnabled then
button.ImageTransparency = isVisible and 1 or 0
end
end
end
local function activateSelectedRadialButton()
for button, buttonTable in pairs(radialButtons) do
if button:FindFirstChild("Selected").Visible then
buttonTable["Function"]()
return true
end
end
return false
end
local function radialSelectAccept(name, state, input)
if gamepadSettingsFrame.Visible and state == Enum.UserInputState.Begin then
activateSelectedRadialButton()
end
end
local function radialSelectCancel(name, state, input)
if gamepadSettingsFrame.Visible and state == Enum.UserInputState.Begin then
toggleCoreGuiRadial()
end
end
local D_PAD_VR_DIRS = {
[Enum.KeyCode.DPadUp] = Vector2.new(0, 1),
[Enum.KeyCode.DPadDown] = Vector2.new(0, -1),
[Enum.KeyCode.DPadRight] = Vector2.new(1, 0),
[Enum.KeyCode.DPadLeft] = Vector2.new(-1, 0)
}
local function radialSelect(name, state, input)
local inputVector = Vector2.new(0, 0)
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
inputVector = Vector2.new(input.Position.x, input.Position.y)
elseif input.KeyCode == Enum.KeyCode.DPadUp or input.KeyCode == Enum.KeyCode.DPadDown or input.KeyCode == Enum.KeyCode.DPadLeft or input.KeyCode == Enum.KeyCode.DPadRight then
local D_PAD_BUTTONS = {
[Enum.KeyCode.DPadUp] = false;
[Enum.KeyCode.DPadDown] = false;
[Enum.KeyCode.DPadLeft] = false;
[Enum.KeyCode.DPadRight] = false;
}
--set D_PAD_BUTTONS status: button down->true, button up->false
local gamepadState = InputService:GetGamepadState(input.UserInputType)
for index, value in ipairs(gamepadState) do
if value.KeyCode == Enum.KeyCode.DPadUp or value.KeyCode == Enum.KeyCode.DPadDown or value.KeyCode == Enum.KeyCode.DPadLeft or value.KeyCode == Enum.KeyCode.DPadRight then
D_PAD_BUTTONS[value.KeyCode] = (value.UserInputState == Enum.UserInputState.Begin)
end
end
if VRService.VREnabled then
for index, value in pairs(D_PAD_BUTTONS) do
if value then
inputVector = inputVector + D_PAD_VR_DIRS[index]
end
end
else
if D_PAD_BUTTONS[Enum.KeyCode.DPadUp] or D_PAD_BUTTONS[Enum.KeyCode.DPadDown] then
inputVector = D_PAD_BUTTONS[Enum.KeyCode.DPadUp] and Vector2.new(0, 1) or Vector2.new(0, -1)
if D_PAD_BUTTONS[Enum.KeyCode.DPadLeft] then
inputVector = Vector2.new(-1, inputVector.Y)
elseif D_PAD_BUTTONS[Enum.KeyCode.DPadRight] then
inputVector = Vector2.new(1, inputVector.Y)
end
end
end
inputVector = inputVector.unit
end
local selectedObject = nil
if inputVector.magnitude > 0.8 then
local angle = math.deg(math.atan2(inputVector.X, inputVector.Y))
if angle < 0 then
angle = angle + 360
end
selectedObject = getSelectedObjectFromAngle(angle)
setSelectedRadialButton(selectedObject)
end
end
local function unbindAllRadialActions()
GuiService.CoreGuiNavigationEnabled = true
ContextActionService:UnbindCoreAction(radialSelectActionName)
ContextActionService:UnbindCoreAction(radialCancelActionName)
ContextActionService:UnbindCoreAction(radialAcceptActionName)
ContextActionService:UnbindCoreAction(freezeControllerActionName)
ContextActionService:UnbindCoreAction(thumbstick2RadialActionName)
ContextActionService:UnbindCoreAction(radialAcceptActionName .. "VR")
end
local function bindAllRadialActions()
GuiService.CoreGuiNavigationEnabled = false
ContextActionService:BindCoreAction(freezeControllerActionName, noOpFunc, false, Enum.UserInputType.Gamepad1)
ContextActionService:BindCoreAction(radialAcceptActionName, radialSelectAccept, false, Enum.KeyCode.ButtonA)
ContextActionService:BindCoreAction(radialCancelActionName, radialSelectCancel, false, Enum.KeyCode.ButtonB)
ContextActionService:BindCoreAction(radialSelectActionName, radialSelect, false, Enum.KeyCode.Thumbstick1, Enum.KeyCode.DPadUp, Enum.KeyCode.DPadDown, Enum.KeyCode.DPadLeft, Enum.KeyCode.DPadRight)
ContextActionService:BindCoreAction(thumbstick2RadialActionName, noOpFunc, false, Enum.KeyCode.Thumbstick2)
ContextActionService:BindCoreAction(toggleMenuActionName, doGamepadMenuButton, false, Enum.KeyCode.ButtonStart)
if VRService.VREnabled then
ContextActionService:BindCoreAction(radialAcceptActionName .. "VR", radialSelectAccept, false, Enum.KeyCode.ButtonR2)
end
end
local function setOverrideMouseIconBehavior(override)
if override then
if InputService:GetLastInputType() == Enum.UserInputType.Gamepad1 then
InputService.OverrideMouseIconBehavior = Enum.OverrideMouseIconBehavior.ForceHide
else
InputService.OverrideMouseIconBehavior = Enum.OverrideMouseIconBehavior.ForceShow
end
else
InputService.OverrideMouseIconBehavior = Enum.OverrideMouseIconBehavior.None
end
end
toggleCoreGuiRadial = function(goingToSettings)
isVisible = not gamepadSettingsFrame.Visible
updateGuiVisibility()
if isVisible then
setOverrideMouseIconBehavior(true)
lastInputChangedCon = InputService.LastInputTypeChanged:connect(function() setOverrideMouseIconBehavior(true) end)
gamepadSettingsFrame.Visible = isVisible
local settingsChildren = gamepadSettingsFrame:GetChildren()
for i = 1, #settingsChildren do
if settingsChildren[i]:IsA("GuiButton") then
utility:TweenProperty(settingsChildren[i], "ImageTransparency", 1, 0, 0.1, utility:GetEaseOutQuad(), nil)
end
end
local desiredSize = VRService.VREnabled and VR_FRAME_SIZE or NON_VR_FRAME_SIZE
gamepadSettingsFrame:TweenSizeAndPosition(desiredSize, UDim2.new(0.5,0,0.5,0),
Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.18, true,
function()
updateGuiVisibility()
end)
else
if lastInputChangedCon ~= nil then
lastInputChangedCon:disconnect()
lastInputChangedCon = nil
end
local settingsChildren = gamepadSettingsFrame:GetChildren()
for i = 1, #settingsChildren do
if settingsChildren[i]:IsA("GuiButton") then
utility:TweenProperty(settingsChildren[i], "ImageTransparency", 0, 1, 0.1, utility:GetEaseOutQuad(), nil)
end
end
local desiredSize = VRService.VREnabled and VR_FRAME_HIDDEN_SIZE or NON_VR_FRAME_HIDDEN_SIZE
gamepadSettingsFrame:TweenSizeAndPosition(desiredSize, UDim2.new(0.5,0,0.5,0),
Enum.EasingDirection.Out, Enum.EasingStyle.Sine, 0.1, true,
function()
if not VRService.VREnabled then
setOverrideMouseIconBehavior(false)
end
if not isVisible then
GuiService:SetMenuIsOpen(false, GAMEPAD_MENU_KEY)
end
gamepadSettingsFrame.Visible = isVisible
if vrPanel then
vrPanel:SetVisible(false)
end
end)
end
if isVisible then
setSelectedRadialButton(nil)
GuiService:SetMenuIsOpen(true, GAMEPAD_MENU_KEY)
bindAllRadialActions()
else
unbindAllRadialActions()
end
return gamepadSettingsFrame.Visible
end
local function setButtonEnabled(button, enabled)
if radialButtons[button]["Disabled"] == not enabled then return end
if button:FindFirstChild("Selected").Visible == true then
setSelectedRadialButton(nil)
end
local vrEnabled = VRService.VREnabled
if enabled then
if vrEnabled then
button.Image = vrSlotBackgroundImage
else
button.Image = string.gsub(button.Image, "rbxasset://textures/ui/Settings/Radial/Empty", "rbxasset://textures/ui/Settings/Radial/")
end
button.ImageTransparency = 0
button.RadialIcon.ImageTransparency = 0
else
if vrEnabled then
button.Image = vrSlotDisabledImage
else
button.Image = string.gsub(button.Image, "rbxasset://textures/ui/Settings/Radial/", "rbxasset://textures/ui/Settings/Radial/Empty")
end
button.ImageTransparency = 0
button.RadialIcon.ImageTransparency = 1
end
radialButtons[button]["Disabled"] = not enabled
end
local function setButtonVisible(button, visible)
button.Visible = visible
if not visible then
setButtonEnabled(button, false)
end
end
local kidSafeHint = nil;
local function getVRKidSafeHint()
if not kidSafeHint then
local text = businessLogic.GetVisibleAgeForPlayer(Players.LocalPlayer)
local textSize = TextService:GetTextSize(text, 24, Enum.Font.SourceSansBold, Vector2.new(800,800))
local bubble = utility:Create'ImageLabel'
{
Name = "AccountTypeBubble";
Size = UDim2.new(0, textSize.x + 20, 0, 50);
Image = "rbxasset://textures/ui/TopBar/Round.png";
ScaleType = Enum.ScaleType.Slice;
SliceCenter = Rect.new(10, 10, 10, 10);
ImageTransparency = 0.3;
BackgroundTransparency = 1;
}
bubble.Position = UDim2.new(0.5, -bubble.Size.X.Offset/2, 1, 10);
local accountTypeTextLabel = utility:Create'TextLabel'{
Name = "AccountTypeText";
Text = text;
Size = UDim2.new(1, -20, 1, -20);
Position = UDim2.new(0, 10, 0, 10);
Font = Enum.Font.SourceSansBold;
FontSize = Enum.FontSize.Size24;
BackgroundTransparency = 1;
TextColor3 = Color3.new(1,1,1);
TextYAlignment = Enum.TextYAlignment.Center;
TextXAlignment = Enum.TextXAlignment.Center;
Parent = bubble;
}
kidSafeHint = bubble
end
return kidSafeHint
end
local function toggleVR(vrEnabled)
if vrEnabled then
gamepadSettingsFrame.Size = VR_FRAME_SIZE
vrPanel = Panel3D.Get("GamepadMenu")
vrPanel:SetEnabled(true)
vrPanel:SetVisible(false)
vrPanel:SetCanFade(false)
vrPanel:ResizeStuds(PANEL_SIZE_STUDS, PANEL_SIZE_STUDS, PANEL_RESOLUTION)
vrPanel:SetType(Panel3D.Type.Standard, { CFrame = CFrame.new(0, 0, 0.5) })
gamepadSettingsFrame.Parent = vrPanel:GetGUI()
function vrPanel:OnUpdate(dt)
if not vrPanel:IsVisible() then
return
end
local lookAtPixel = vrPanel.lookAtPixel
local lookAtScale = lookAtPixel / vrPanel.gui.AbsoluteSize
local inputVector = (lookAtScale - Vector2.new(0.5, 0.5)) * 2
if inputVector.magnitude > 0.4 and inputVector.magnitude < 0.8 then
local angle = math.deg(math.atan2(inputVector.X, -inputVector.Y))
if angle < 0 then
angle = angle + 360
end
local button = getSelectedObjectFromAngle(angle)
if button then
setSelectedRadialButton(button)
end
end
end
for button, info in pairs(radialButtons) do
if info.VRSlot then
local slotImages = vrSlotImages[info.VRSlot]
button.Parent = gamepadSettingsFrame
button.Image = info.Disabled and slotImages.disabled or slotImages.background
button.Rotation = slotImages.rotation
button.RadialIcon.Image = slotImages.icon
button.RadialIcon.Position = UDim2.new(0.5, 0, 0.09, 0)
button.RadialIcon.AnchorPoint = Vector2.new(0.5, 0.5)
button.RadialIcon.Size = slotImages.iconSize
button.RadialIcon.Rotation = -slotImages.rotation
button.RadialLabel.Rotation = -slotImages.rotation
button.RadialLabel.AnchorPoint = Vector2.new(0.5, 0.5)
button.RadialLabel.Position = UDim2.new(0.5, 0, 0.5, 0)
button.RadialBackground.Rotation = -slotImages.rotation
button.RadialBackground.AnchorPoint = Vector2.new(0.5, 0.5)
button.RadialBackground.Position = UDim2.new(0.5, 0, 0.5, 0)
local selectedImage = button:FindFirstChild("Selected")
if selectedImage then
selectedImage.Image = slotImages.active
end
button.MouseFrame.Visible = false
end
end
local healthbarFrame = utility:Create("Frame") {
Parent = gamepadSettingsFrame,
Position = UDim2.new(0.8, 0, 0, 0),
Size = UDim2.new(0, 192, 0, 32),
BackgroundTransparency = 1
}
local hint = getVRKidSafeHint()
hint.Parent = gamepadSettingsFrame
local chatButton = radialButtonsByName.Chat
if chatButton then
setButtonEnabled(chatButton, false)
end
else
gamepadSettingsFrame.Size = NON_VR_FRAME_SIZE
if vrPanel then
vrPanel:SetEnabled(false)
end
vrPanel = nil
for button, info in pairs(radialButtons) do
if info.Slot then
local backgroundImage, activeImage, iconImage, iconPosition, iconSize = getImagesForSlot(info.Slot)
if info.Disabled then
backgroundImage = string.gsub(backgroundImage, "rbxasset://textures/ui/Settings/Radial/", "rbxasset://textures/ui/Settings/Radial/Empty")
end
button.Image = backgroundImage
button.Rotation = 0
button.RadialIcon.Position = iconPosition
button.RadialIcon.Size = iconSize
button.RadialIcon.Image = iconImage
button.RadialIcon.Rotation = 0
button.RadialIcon.AnchorPoint = Vector2.new(0, 0)
button.MouseFrame.Visible = true
else
button.Parent = nil
end
end
if kidSafeHint then
kidSafeHint.Parent = nil
end
local chatButton = radialButtonsByName.Chat
if chatButton then
setButtonEnabled(chatButton, not isTenFootInterface)
end
end
if gamepadSettingsFrame.Visible then
toggleCoreGuiRadial()
end
end
local emptySelectedImageObject = utility:Create'ImageLabel'
{
BackgroundTransparency = 1,
Size = UDim2.new(1,0,1,0),
Image = ""
};
local function createRadialButton(name, text, slot, vrSlot, disabled, coreGuiType, activateFunc)
local slotImage, selectedSlotImage, slotIcon,
slotIconPosition, slotIconSize, mouseFrameSize, mouseFramePos = getImagesForSlot(slot)
local radialButton = utility:Create'ImageButton'
{
Name = name,
Position = UDim2.new(0.5,0,0.5,0),
Size = UDim2.new(1,0,1,0),
AnchorPoint = Vector2.new(0.5, 0.5),
BackgroundTransparency = 1,
Image = slotImage,
ZIndex = 2,
SelectionImageObject = emptySelectedImageObject,
Selectable = false,
Parent = gamepadSettingsFrame
};
if disabled then
radialButton.Image = string.gsub(radialButton.Image, "rbxasset://textures/ui/Settings/Radial/", "rbxasset://textures/ui/Settings/Radial/Empty")
end
local selectedRadial = utility:Create'ImageLabel'
{
Name = "Selected",
Position = UDim2.new(0,0,0,0),
Size = UDim2.new(1,0,1,0),
BackgroundTransparency = 1,
Image = selectedSlotImage,
ZIndex = 2,
Visible = false,
Parent = radialButton
};
local radialIcon = utility:Create'ImageLabel'
{
Name = "RadialIcon",
Position = slotIconPosition,
Size = slotIconSize,
BackgroundTransparency = 1,
Image = slotIcon,
ZIndex = 3,
ImageTransparency = disabled and 1 or 0,
Parent = radialButton
};
local nameLabel = utility:Create'TextLabel'
{
Size = UDim2.new(0,220,0,50),
Position = UDim2.new(0.5, -110, 0.5, -25),
BackgroundTransparency = 1,
Text = text,
Font = Enum.Font.SourceSansBold,
FontSize = Enum.FontSize.Size14,
TextColor3 = Color3.new(1,1,1),
Name = "RadialLabel",
Visible = false,
ZIndex = 3,
Parent = radialButton
};
if not smallScreen then
nameLabel.FontSize = Enum.FontSize.Size36
nameLabel.Size = UDim2.new(nameLabel.Size.X.Scale, nameLabel.Size.X.Offset, nameLabel.Size.Y.Scale, nameLabel.Size.Y.Offset + 4)
end
local nameBackgroundImage = utility:Create'ImageLabel'
{
Name = "RadialBackground",
Size = nameLabel.Size,
Position = nameLabel.Position + UDim2.new(0,0,0,2),
BackgroundTransparency = 1,
Image = "rbxasset://textures/ui/Settings/Radial/[email protected]",
ScaleType = Enum.ScaleType.Slice,
SliceCenter = Rect.new(24,4,130,42),
ZIndex = 2,
Parent = radialButton
};
local mouseFrame = utility:Create'ImageButton'
{
Name = "MouseFrame",
Position = mouseFramePos,
Size = mouseFrameSize,
ZIndex = 3,
BackgroundTransparency = 1,
SelectionImageObject = emptySelectedImageObject,
Parent = radialButton
};
mouseFrame.MouseEnter:connect(function()
if not radialButtons[radialButton]["Disabled"] then
setSelectedRadialButton(radialButton)
end
end)
mouseFrame.MouseLeave:connect(function()
setSelectedRadialButton(nil)
end)
mouseFrame.MouseButton1Click:connect(function()
if selectedRadial.Visible then
activateFunc()
end
end)
radialButtons[radialButton] = { ["Function"] = activateFunc, ["Disabled"] = disabled, ["CoreGuiType"] = coreGuiType, ["Slot"] = slot, ["VRSlot"] = vrSlot }
radialButtonsByName[name] = radialButton
return radialButton
end
local function createGamepadMenuGui()
--If we've already created the gamepadSettingsFrame, don't
--do it again
if gamepadSettingsFrame then
return
end
gamepadSettingsFrame = utility:Create'Frame'
{
Name = "GamepadSettingsFrame",
Position = UDim2.new(0.5,0,0.5,0),
BackgroundTransparency = 1,
BorderSizePixel = 0,
Size = NON_VR_FRAME_SIZE,
AnchorPoint = Vector2.new(0.5, 0.5),
Visible = false,
Parent = GuiRoot
};
---------------------------------
-------- Settings Menu ----------
local function settingsFunc()
toggleCoreGuiRadial(true)
if isNewInGameMenuEnabled() then
-- todo: move InGameMenu to a script global when removing isNewInGameMenuEnabled
local InGameMenu = require(GuiRoot.Modules.InGameMenu)
InGameMenu.openGameSettingsPage()
else
local MenuModule = require(GuiRoot.Modules.Settings.SettingsHub)
MenuModule:SetVisibility(true, nil, MenuModule.Instance.GameSettingsPage, true, InGameMenuConstants.AnalyticsMenuOpenTypes.SettingsTriggered)
end
end
local settingsRadial = createRadialButton("Settings", "Settings", 1, 1, false, nil, settingsFunc)
settingsRadial.Parent = gamepadSettingsFrame
---------------------------------
-------- Player List ------------
local function playerListFunc()
if VRService.VREnabled then
toggleCoreGuiRadial(true)
if isNewInGameMenuEnabled() then
-- todo: move InGameMenu to a script global when removing isNewInGameMenuEnabled
local InGameMenu = require(GuiRoot.Modules.InGameMenu)
InGameMenu.openPlayersPage()
else
local MenuModule = require(GuiRoot.Modules.Settings.SettingsHub)
MenuModule:SetVisibility(true, nil, MenuModule.Instance.PlayersPage, true, InGameMenuConstants.AnalyticsMenuOpenTypes.PlayersTriggered)
end
else
local PlayerListMaster = require(GuiRoot.Modules.PlayerList.PlayerListManager)
if not PlayerListMaster:GetVisibility() then
toggleCoreGuiRadial(true)
PlayerListMaster:SetVisibility(true)
else
toggleCoreGuiRadial()
end
end
end
local playerListRadial = createRadialButton("PlayerList", "Playerlist", 2, 2, not StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.PlayerList), Enum.CoreGuiType.PlayerList, playerListFunc)
playerListRadial.Parent = gamepadSettingsFrame
---------------------------------
-------- Emotes Menu ------------
local toggleEmotesFunc = function()
toggleCoreGuiRadial()
GuiService.MenuClosed:Wait()
if EmotesModule:isOpen() then
EmotesModule:close()
else
EmotesModule:open()
end
end
local emotesRadialInfo = {
Name = "Emotes",
Text = "Emotes",
Slot = 3,
VrSlot = 4,
Disabled = not StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu),
CoreGuiType = Enum.CoreGuiType.EmotesMenu,
ActivateFunc = toggleEmotesFunc,
}
local emotesRadial = createRadialButton(
emotesRadialInfo.Name,
emotesRadialInfo.Text,
emotesRadialInfo.Slot,
emotesRadialInfo.VrSlot,
emotesRadialInfo.Disabled,
emotesRadialInfo.CoreGuiType,
emotesRadialInfo.ActivateFunc
)
emotesRadial.Parent = gamepadSettingsFrame
---------------------------------
---------- Leave Game -----------
local function leaveGameFunc()
toggleCoreGuiRadial(true)
local MenuModule = require(GuiRoot.Modules.Settings.SettingsHub)
MenuModule:SetVisibility(true, false, MenuModule.Instance.LeaveGamePage, true, InGameMenuConstants.AnalyticsMenuOpenTypes.LeaveGame)
end
local leaveGameText = "Leave Game"
if FFlagUpdateSettingsHubGameText then
leaveGameText = RobloxTranslator:FormatByKey("InGame.HelpMenu.Leave")
end
local leaveGameRadial = createRadialButton("LeaveGame", leaveGameText, 4, 5, false, nil, leaveGameFunc)
leaveGameRadial.Parent = gamepadSettingsFrame
---------------------------------
---------- Backpack -------------
local function backpackFunc()
toggleCoreGuiRadial(true)
local BackpackModule = require(GuiRoot.Modules.BackpackScript)
BackpackModule:OpenClose()
end
local backpackRadial = createRadialButton("Backpack", "Backpack", 5, 6, not StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Backpack), Enum.CoreGuiType.Backpack, backpackFunc)
backpackRadial.Parent = gamepadSettingsFrame
---------------------------------
------------ Chat ---------------
local function chatFunc()
toggleCoreGuiRadial()
local ChatModule = require(GuiRoot.Modules.ChatSelector)
ChatModule:ToggleVisibility()
end
local chatRadial = createRadialButton("Chat", "Chat", 6, 8, not StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Chat), Enum.CoreGuiType.Chat, chatFunc)
if isTenFootInterface then
setButtonEnabled(chatRadial, false)
end
chatRadial.Parent = gamepadSettingsFrame
--------------------------------
------ Recenter (VR ONLY) ------
local function recenterFunc()
toggleCoreGuiRadial()
local RecenterModule = require(GuiRoot.Modules.VR.Recenter)
RecenterModule:SetVisible(not RecenterModule:IsVisible())
end
local recenterRadial = createRadialButton("Recenter", "Recenter", nil, 3, false, nil, recenterFunc)
--------------------------------
------- 2D UI (VR ONLY) --------
local function toggleUIFunc()
toggleCoreGuiRadial()
local UserGuiModule = require(GuiRoot.Modules.VR.UserGui)
UserGuiModule:SetVisible(not UserGuiModule:IsVisible())
end
local toggleUIRadial = createRadialButton("ToggleUI", "Toggle UI", nil, 7, false, nil, toggleUIFunc)
---------------------------------
--------- Close Button ----------
local closeHintFrame = utility:Create'Frame'
{
Name = "CloseHintFrame",
Position = UDim2.new(1,10,1,10),
Size = UDim2.new(0, 103, 0, 60),
AnchorPoint = Vector2.new(0.5, 0.5),
BackgroundTransparency = 1,
Parent = gamepadSettingsFrame
}
local closeHintImage = utility:Create'ImageLabel'
{
Name = "CloseHint",
Position = UDim2.new(0,0,0.5,0),
Size = UDim2.new(1,0,1,0),
AnchorPoint = Vector2.new(0, 0.5),
BackgroundTransparency = 1,
Image = "rbxasset://textures/ui/Settings/Help/BButtonDark.png",
Parent = closeHintFrame
}
utility:Create'UIAspectRatioConstraint'
{
AspectRatio = 1,
Parent = closeHintImage
}
if isTenFootInterface then
closeHintImage.Image = "rbxasset://textures/ui/Settings/Help/[email protected]"
closeHintFrame.Size = UDim2.new(0,133,0,90)
end
local closeHintText = utility:Create'TextLabel'
{
Name = "closeHintText",
Position = UDim2.new(1,0,0.5,0),
Size = UDim2.new(0,43,0,24),
AnchorPoint = Vector2.new(1, 0.5),
Font = Enum.Font.SourceSansBold,
FontSize = Enum.FontSize.Size24,
BackgroundTransparency = 1,
Text = "Back",
TextColor3 = Color3.new(1,1,1),
TextXAlignment = Enum.TextXAlignment.Left,
Parent = closeHintFrame
}
if isTenFootInterface then
closeHintText.FontSize = Enum.FontSize.Size36
end
--Remove with FIntNewInGameMenuPercentRollout
------------------------------------------
--------- Stop Recording Button ----------
--todo: enable this when recording is not a verb
--[[local stopRecordingImage = utility:Create'ImageLabel'
{
Name = "StopRecordingHint",
Position = UDim2.new(0,-100,1,10),
Size = UDim2.new(0,61,0,61),
BackgroundTransparency = 1,
Image = "rbxasset://textures/ui/Settings/Help/YButtonDark.png",
Visible = recordPage:IsRecording(),
Parent = gamepadSettingsFrame
}
local stopRecordingText = utility:Create'TextLabel'
{
Name = "stopRecordingHintText",
Position = UDim2.new(1,10,0.5,-12),
Size = UDim2.new(0,43,0,24),
Font = Enum.Font.SourceSansBold,
FontSize = Enum.FontSize.Size24,
BackgroundTransparency = 1,
Text = "Stop Recording",
TextColor3 = Color3.new(1,1,1),
TextXAlignment = Enum.TextXAlignment.Left,
Parent = stopRecordingImage
}
recordPage.RecordingChanged:connect(function(isRecording)
stopRecordingImage.Visible = isRecording
end)]]
GuiService:AddSelectionParent(HttpService:GenerateGUID(false), gamepadSettingsFrame)
gamepadSettingsFrame:GetPropertyChangedSignal("Visible"):connect(function()
if not gamepadSettingsFrame.Visible then
unbindAllRadialActions()
end
end)
VRService:GetPropertyChangedSignal("VREnabled"):connect(function() toggleVR(VRService.VREnabled) end)
toggleVR(VRService.VREnabled)
end
local function isCoreGuiDisabled()
for _, enumItem in pairs(Enum.CoreGuiType:GetEnumItems()) do
if StarterGui:GetCoreGuiEnabled(enumItem) then
return false
end
end
return true
end
function updateGuiVisibility()
if VRService.VREnabled and vrPanel and isVisible then
vrPanel:SetVisible(true, true)
end
local children = gamepadSettingsFrame:GetChildren()
for i = 1, #children do
if children[i]:FindFirstChild("RadialIcon") then
children[i].RadialIcon.Visible = isVisible
end
if children[i]:FindFirstChild("RadialLabel") and not isVisible then
children[i].RadialLabel.Visible = isVisible
end
if children[i]:FindFirstChild("RadialBackground") and not isVisible then
children[i].RadialBackground.Visible = isVisible
end
end
end
doGamepadMenuButton = function(name, state, input)
if state ~= Enum.UserInputState.Begin then return end
if game.IsLoaded then
if not toggleCoreGuiRadial() then
unbindAllRadialActions()
end
end
end
if InputService:GetGamepadConnected(Enum.UserInputType.Gamepad1) then
createGamepadMenuGui()
else
InputService.GamepadConnected:connect(function(gamepadEnum)
if gamepadEnum == Enum.UserInputType.Gamepad1 then
createGamepadMenuGui()
end
end)
end
local defaultLoadingGuiRemovedConnection = nil
local loadedConnection = nil
local isLoadingGuiRemoved = false
local isPlayerAdded = false
local function updateRadialMenuActionBinding()
if isLoadingGuiRemoved and isPlayerAdded then
createGamepadMenuGui()
ContextActionService:BindCoreAction(toggleMenuActionName, doGamepadMenuButton, false, Enum.KeyCode.ButtonStart)
end
end
local function handlePlayerAdded()
loadedConnection:disconnect()
isPlayerAdded = true
updateRadialMenuActionBinding()
end
loadedConnection = Players.PlayerAdded:connect(
function(plr)
if Players.LocalPlayer and plr == Players.LocalPlayer then
handlePlayerAdded()
end
end
)
if Players.LocalPlayer then
handlePlayerAdded()
end
local function handleDefaultLoadingGuiRemoved()
if defaultLoadingGuiRemovedConnection then
defaultLoadingGuiRemovedConnection:disconnect()
end
isLoadingGuiRemoved = true
updateRadialMenuActionBinding()
end
if game:GetService("ReplicatedFirst"):IsDefaultLoadingGuiRemoved() then
handleDefaultLoadingGuiRemoved()
elseif RunService:IsClient() and RunService:IsServer() then
handleDefaultLoadingGuiRemoved()
else
defaultLoadingGuiRemovedConnection = game:GetService("ReplicatedFirst").DefaultLoadingGuiRemoved:connect(handleDefaultLoadingGuiRemoved)
end
-- some buttons always show/hide depending on platform
local function canChangeButtonVisibleState(buttonType)
if isTenFootInterface then
if buttonType == Enum.CoreGuiType.Chat or buttonType == Enum.CoreGuiType.PlayerList then
return false
end
end
if VRService.VREnabled then
if buttonType == Enum.CoreGuiType.Chat then
return false
end
end
if buttonType == Enum.CoreGuiType.EmotesMenu then
return false
end
return true
end
StarterGui.CoreGuiChangedSignal:connect(function(coreGuiType, enabled)
for button, buttonTable in pairs(radialButtons) do
local buttonType = buttonTable["CoreGuiType"]
if buttonType then
if coreGuiType == buttonType or coreGuiType == Enum.CoreGuiType.All then
if canChangeButtonVisibleState(buttonType) then
setButtonEnabled(button, enabled)
end
end
end
end
end)
local function onEmotesMenuVisibilityChangedSignal(emotesMenuVisible)
for button, buttonTable in pairs(radialButtons) do
local buttonType = buttonTable["CoreGuiType"]
if buttonType and buttonType == Enum.CoreGuiType.EmotesMenu then
setButtonEnabled(button, emotesMenuVisible)
end
end
end
EmotesModule.MenuVisibilityChanged.Event:Connect(onEmotesMenuVisibilityChangedSignal)
onEmotesMenuVisibilityChangedSignal(EmotesModule.MenuIsVisible)
|
-- --------------------
-- TellMeWhen
-- Originally by Nephthys of Hyjal <[email protected]>
-- Other contributions by:
-- Sweetmms of Blackrock, Oozebull of Twisting Nether, Oodyboo of Mug'thol,
-- Banjankri of Blackrock, Predeter of Proudmoore, Xenyr of Aszune
-- Currently maintained by
-- Cybeloras of Aerie Peak/Detheroc/Mal'Ganis
-- --------------------
if not TMW then return end
local TMW = TMW
local L = TMW.L
local print = TMW.print
local type, pairs, gsub, strfind, strmatch, strsplit, strtrim, tonumber, tremove, ipairs, tinsert, CopyTable, setmetatable =
type, pairs, gsub, strfind, strmatch, strsplit, strtrim, tonumber, tremove, ipairs, tinsert, CopyTable, setmetatable
local tconcat = table.concat
local GetSpellInfo =
GetSpellInfo
local strlowerCache = TMW.strlowerCache
local _, pclass = UnitClass("player")
---------------------------------
-- Spell String Parsing Functions
---------------------------------
-- These functions are as old as TMW itself (except for duration stuff). They have changed much over the years,
-- but they're one of the few things that are still here in some form.
local function splitSpellAndDuration(str)
local spell, duration = strmatch(str, "(.-):([%d:%s%.]*)$")
if not spell then
return str, 0
end
if not duration then
duration = 0
else
duration = tonumber( TMW.toSeconds(duration:trim(" :;.")) )
end
return spell, duration
end
local function parseSpellsString(setting, doLower, keepDurations)
local buffNames = TMW:SplitNames(setting) -- Get a table of everything
if doLower then
buffNames = TMW:LowerNames(buffNames)
end
--INSERT EQUIVALENCIES
--start at the end of the table, that way we dont have to worry
--about increasing the key of buffNames to work with every time we insert something
local k = #buffNames
while k > 0 do
local eqtt = TMW:EquivToTable(buffNames[k]) -- Get the table form of the equivalency string
if eqtt then
local n = k --point to start inserting the values at
tremove(buffNames, k) --take the actual equavalancey itself out, because it isnt an actual spell name or anything
for z, x in ipairs(eqtt) do
tinsert(buffNames, n, x) --put the names into the main table
n = n + 1 --increment the point of insertion
end
else
k = k - 1 --there is no equivalency to insert, so move backwards one key towards zero to the next key
end
end
-- REMOVE DUPLICATES
TMW.tRemoveDuplicates(buffNames)
-- Remove entries that the user has chosed to omit by using a "-" prefix.
local k = #buffNames
while k > 0 do
local v = buffNames[k]
if (type(v) == "string" and v:match("^%-")) or (type(v) == "number" and v < 0) then
tremove(buffNames, k)
local thingToRemove = tostring(v):match("^%-%s*(.*)"):lower()
local spellToRemove, durationToRemove = splitSpellAndDuration(thingToRemove)
local i = 1
local removed
while buffNames[i] do
local name = tostring(buffNames[i]):lower()
local spell, duration = splitSpellAndDuration(name)
if spellToRemove == spell and durationToRemove == duration then
tremove(buffNames, i)
removed = true
else
i = i + 1
end
end
if not removed then
TMW:Printf(L["SPELL_EQUIV_REMOVE_FAILED"], thingToRemove, tconcat(buffNames, "; "))
end
else
-- The entry was valid, so move backwards towards the beginning.
k = k - 1
end
end
-- Remove invalid SpellIDs
for k = #buffNames, 1, -1 do
local v = buffNames[k]
local spell, duration = splitSpellAndDuration(v)
if (tonumber(spell) or 0) >= 2^31 or duration >= 2^31 then
-- Invalid spellID or duration. Remove it to prevent integer overflow errors.
tremove(buffNames, k)
TMW:Warn(L["ERROR_INVALID_SPELLID2"]:format(v))
end
end
-- REMOVE SPELL DURATIONS (FOR UNIT COOLDOWNS/ICDs)
-- THIS MUST HAPPEN LAST or else the duration array and spell array can get mismatched.
if not keepDurations then
for k, buffName in pairs(buffNames) do
local spell, duration = splitSpellAndDuration(buffName)
buffNames[k] = tonumber(spell) or spell
end
end
return buffNames
end
parseSpellsString = TMW:MakeFunctionCached(parseSpellsString)
local function getSpellNames(setting, doLower, firstOnly, toname, hash, allowRenaming)
local buffNames = parseSpellsString(setting, doLower, false)
-- buffNames MUST BE COPIED because the return from parseSpellsString is cached.
buffNames = CopyTable(buffNames)
if hash then
local hash = {}
for k, v in ipairs(buffNames) do
if toname and (allowRenaming or tonumber(v)) then
v = GetSpellInfo(v or "") or v -- Turn the value into a name if needed
end
v = TMW:LowerNames(v)
-- Put the final value in the table as well (may or may not be the same as the original value).
-- Value should be NameArrray's key, for use with the duration table.
hash[v] = k
end
return hash
end
if toname then
if firstOnly then
-- Turn the first value into a name and return it
local ret = buffNames[1] or ""
if (allowRenaming or tonumber(ret)) then
ret = GetSpellInfo(ret) or ret
end
if doLower then
ret = TMW:LowerNames(ret)
end
return ret
else
-- Convert everything to a name
for k, v in ipairs(buffNames) do
if (allowRenaming or tonumber(v)) then
buffNames[k] = GetSpellInfo(v or "") or v
end
end
if doLower
then TMW:LowerNames(buffNames)
end
return buffNames
end
end
if firstOnly then
local ret = buffNames[1] or ""
return ret
end
return buffNames
end
local function getSpellDurations(setting)
local NameArray = parseSpellsString(setting, false, true)
local DurationArray = CopyTable(NameArray)
-- EXTRACT SPELL DURATIONS
for k, buffName in pairs(NameArray) do
local dur = strmatch(buffName, ".-:([%d:%s%.]*)$")
if not dur then
DurationArray[k] = 0
else
DurationArray[k] = tonumber( TMW.toSeconds(dur:trim(" :;.")) )
end
end
return DurationArray
end
---------------------------------
-- TMW.C.SpellSet
---------------------------------
local tableArgs = {
-- lower, first, toname, hash
First = { 1, 1, nil, nil },
FirstString = { 1, 1, 1, nil },
Array = { 1, nil, nil, nil },
StringArray = { 1, nil, 1, nil },
Hash = { 1, nil, nil, 1 },
StringHash = { 1, nil, 1, 1 },
-- lower, first, toname, hash
FirstNoLower = { nil, 1, nil, nil },
FirstStringNoLower = { nil, 1, 1, nil },
ArrayNoLower = { nil, nil, nil, nil },
StringArrayNoLower = { nil, nil, 1, nil },
HashNoLower = { nil, nil, nil, 1 },
StringHashNoLower = { nil, nil, 1, 1 },
-- DUrations is kept in this table because it should also be cleared
-- every time the cache needs to be reset (handled in the :Wipe() method).
-- It is handled specially, though.
Durations = true,
}
local __index_old = nil
TMW:NewClass("SpellSet"){
instancesByName = {
-- Keyed here by allowRenaming
[true] = setmetatable({}, {__mode='kv'}),
[false] = setmetatable({}, {__mode='kv'}),
},
OnFirstInstance = function(self)
self:MakeInstancesWeak()
__index_old = self.instancemeta.__index
local meta = {}
for k, v in pairs(self.instancemeta) do
meta[k] = v
end
meta.__index = self.__index
self.betterMeta = meta
end,
OnNewInstance = function(self, name, allowRenaming)
allowRenaming = not not allowRenaming -- make sure its a boolean
self.Name = name
self.AllowRenaming = allowRenaming
if name then
self.instancesByName[allowRenaming][name] = self
end
setmetatable(self, self.betterMeta)
end,
__index = function(self, k)
local v = __index_old[k]
if v then
return v
end
if k == "Durations" then
self[k] = getSpellDurations(self.Name)
return self[k]
end
local args = tableArgs[k]
if args then
self[k] = getSpellNames(self.Name, args[1], args[2], args[3], args[4], self.AllowRenaming)
return self[k]
end
end,
Wipe = function(self)
for k, v in pairs(self) do
if tableArgs[k] then
self[k] = nil
end
end
end,
}
TMW:RegisterCallback("TMW_GLOBAL_UPDATE", function()
-- We need to wipe the stored objects/strings on every TMW_GLOBAL_UPDATE because of issues with
-- spells that replace other spells in different specs, like Corruption/Immolate.
-- TMW_GLOBAL_UPDATE might fire a little too often for this, but it is a surefire way to prevent issues that should
-- hold up through out all future game updates because TMW_GLOBAL_UPDATE should always react to any changes in spec/talents/etc
for _, instance in pairs(TMW.C.SpellSet.instances) do
instance:Wipe()
end
end)
--- Returns an instance of {{{TMW.C.SpellSet}}} for the given spellString.
-- The following can be accessed as members of the {{{TMW.C.SpellSet}}}:
-- *
-- * {{{SpellSet.First}}} - The first spell in the spellString.
-- * {{{SpellSet.FirstString}}} - The first spell in the spellString, converted to a name if given as an ID.
-- * {{{SpellSet.Array}}} - An array of all spells in the spellString.
-- * {{{SpellSet.StringArray}}} - SpellSet.Array with any spellIDs converted to names.
-- * {{{SpellSet.Hash}}} - A dictionary of all spells in the spellString, with the values in the table being their index in the spellString (and their index in indexed tables of the SpellSet).
-- * {{{SpellSet.StringHash}}} - SpellSet.Hash with any spellIDs converted to names.
-- * {{{SpellSet.Durations}}} - An array of all the durations of spells in the spellString using the "Spell: Duration" syntax. Filled with zeroes for spells that don't use the duration synxtax.
-- Furthermore, all of the above, with the exception of SpellSet.Durations, may also have "NoLower" appended to prevent strlower()ing of any strings. E.g. {{{SpellSet.StringArrayNoLower}}}.
-- @arg spellString [string] A semicolon-delimited list of spells that
-- will be parsed and made available in various forms by the {{{TMW.C.SpellSet}}}.
-- @arg allowRenaiming [boolean] True if the SpellSet should attempt to rename spells
-- that were inputted by name but have different names because of the player's currently learned spells.
-- @return [TMW.C.SpellSet] An instance of {{{TMW.C.SpellSet}}} for the requested spells.
function TMW:GetSpells(spellString, allowRenaming)
TMW:ValidateType("2 (spellString)", "TMW:GetSpells(spellString, allowRenaming)", spellString, "string;number")
-- Make sure that allowRenaming is a boolean.
allowRenaming = not not allowRenaming
return TMW.C.SpellSet.instancesByName[allowRenaming][spellString] or TMW.C.SpellSet:New(spellString, allowRenaming)
end
---------------------------------
-- Misc Spell Name Helper Funcs
---------------------------------
local loweredbackup = {}
--- Converts a string, or all values of a table, to lowercase. Numbers are kept as numbers.
-- The original case is saved so that it can be used by TMW:RestoreCase() to restore the capitalization of spells that have been lowered.
-- @arg str [string|table] The string or table of spell names to strlower.
-- @return Returns what was passed in after strlowering it.
function TMW:LowerNames(str)
if type(str) == "table" then -- Handle a table with recursion
for k, v in pairs(str) do
str[k] = TMW:LowerNames(v)
end
return str
end
local str_lower = strlowerCache[str]
-- Dispel types retain their capitalization. Restore it here.
for ds in pairs(TMW.DS) do
if strlowerCache[ds] == str_lower then
return ds
end
end
if type(str_lower) == "string" then
if loweredbackup[str_lower] then
-- Dont replace names that are proper case with names that arent.
-- Generally, assume that strings with more capitals after non-letters are more proper than ones with less
local _, oldcount = gsub(loweredbackup[str_lower], "[^%a]%u", "%1")
local _, newcount = gsub(str, "[^%a]%u", "%1")
-- Check the first letter of each string for a capital
if strfind(loweredbackup[str_lower], "^%u") then
oldcount = oldcount + 1
end
if strfind(str, "^%u") then
newcount = newcount + 1
end
-- The new string has more than the old, so use it instead
if newcount > oldcount then
loweredbackup[str_lower] = str
end
else
-- There wasn't a string before, so set the base
loweredbackup[str_lower] = str
end
end
return str_lower
end
--- Attempts to restore the capitalization of a spell name that has been strlowered.
-- Numbers are returned immediately. Otherwise, the cache of lowered names from TMW:LowerNames()
-- is checked, and if it isn't in there, TMW.strlowerCache is scanned for an original string.
function TMW:RestoreCase(str)
if type(str) == "number" then
return str
elseif loweredbackup[str] then
return loweredbackup[str], str
else
for original, lowered in pairs(strlowerCache) do
if lowered == str then
return original, str
end
end
return str
end
end
--- Generates a table of all the spells contained in a spell equivalency.
-- @arg name [string] The equivalency to generate a table for.
-- @return Returns the table of all the spells of the equivalency if it was valid, or nil if it wasn't.
function TMW:EquivToTable(name)
-- Everything in this function is handled as lowercase to prevent issues with user input capitalization.
-- DONT use TMW:LowerNames() here, because the input is not the output
name = strlowerCache[name]
-- See if the string being checked has a duration attached to it
-- (It really shouldn't because there is currently no point in doing so,
-- But a user did try this and made a bug report, so I fixed it anyway
local eqname, duration = strmatch(name, "(.-):([%d:%s%.]*)$")
-- If there was a duration, then replace the old name with the actual name without the duration attached
name = eqname or name
local tbl
-- Iterate over all of TMW.BE's sub-categories ('buffs', 'debuffs', 'casts', etc)
for k, v in pairs(TMW.BE) do
-- Iterate over each equivalency in the category
for equiv, t in pairs(v) do
if strlowerCache[equiv] == name then
-- We found a matching equivalency, so stop searching.
tbl = t
break
end
end
if tbl then break end
end
-- If we didnt find an equivalency string then get out
if not tbl then return end
-- For each spell in the equivalency:
for a, b in pairs(tbl) do
-- Take off trailing spaces
local new = strtrim(b)
-- Make sure it is a number if it can be
new = tonumber(new) or new
-- Tack on the duration that should be applied to all spells if there was a duration
if duration then
new = new .. ":" .. duration
end
-- Done. Stick the new value in the return table.
tbl[a] = new
end
return tbl
end
TMW:MakeSingleArgFunctionCached(TMW, "EquivToTable")
---------------------------------
-- Constant spell data
---------------------------------
if pclass == "DRUID" then
TMW.COMMON.CurrentClassTotems = {
name = GetSpellInfo(145205),
desc = L["ICONMENU_TOTEM_GENERIC_DESC"]:format(GetSpellInfo(145205)),
{
hasVariableNames = false,
name = GetSpellInfo(145205),
texture = GetSpellTexture(145205)
}
}
elseif pclass == "MAGE" then
TMW.COMMON.CurrentClassTotems = {
name = GetSpellInfo(116011),
desc = L["ICONMENU_TOTEM_GENERIC_DESC"]:format(GetSpellInfo(116011)),
{
hasVariableNames = false,
name = GetSpellInfo(116011),
texture = GetSpellTexture(116011)
}
}
elseif pclass == "PALADIN" then
TMW.COMMON.CurrentClassTotems = {
name = GetSpellInfo(26573),
desc = L["ICONMENU_TOTEM_GENERIC_DESC"]:format(GetSpellInfo(26573)),
{
hasVariableNames = false,
name = GetSpellInfo(26573),
texture = GetSpellTexture(26573)
}
}
elseif pclass == "MONK" then
TMW.COMMON.CurrentClassTotems = {
name = L["ICONMENU_STATUE"],
desc = L["ICONMENU_TOTEM_GENERIC_DESC"]:format(L["ICONMENU_STATUE"]),
{
hasVariableNames = false,
name = L["ICONMENU_STATUE"],
texture = function()
if GetSpecialization() == 1 then
return GetSpellTexture(163177) -- black ox
else
return GetSpellTexture(115313) -- jade serpent
end
end,
}
}
elseif pclass == "DEATHKNIGHT" then
local cachedName = TMW:TryGetNPCName(27829)
local name = function()
if cachedName then return cachedName end
cachedName = TMW:TryGetNPCName(27829)
return cachedName
end
TMW.COMMON.CurrentClassTotems = {
name = name,
desc = function() return L["ICONMENU_TOTEM_GENERIC_DESC"]:format(name()) end,
texture = GetSpellTexture(49206),
[3] = { -- wow blizzard, so nice. put the gargoyle in slot 3 why dontcha.
hasVariableNames = false,
name = name,
texture = GetSpellTexture(49206),
}
}
else
-- This includes shamans now in Legion - the elements of totems is no longer a notion.
TMW.COMMON.CurrentClassTotems = {
name = L["ICONMENU_TOTEM"],
desc = L["ICONMENU_TOTEM_DESC"],
{
hasVariableNames = true,
name = L["GENERICTOTEM"]:format(1),
texture = "Interface\\ICONS\\ability_shaman_tranquilmindtotem"
},
{
hasVariableNames = true,
name = L["GENERICTOTEM"]:format(2),
texture = "Interface\\ICONS\\ability_shaman_tranquilmindtotem"
},
{
hasVariableNames = true,
name = L["GENERICTOTEM"]:format(3),
texture = "Interface\\ICONS\\ability_shaman_tranquilmindtotem"
},
{
hasVariableNames = true,
name = L["GENERICTOTEM"]:format(4),
texture = "Interface\\ICONS\\ability_shaman_tranquilmindtotem"
},
{
hasVariableNames = true,
name = L["GENERICTOTEM"]:format(5),
texture = "Interface\\ICONS\\ability_shaman_tranquilmindtotem"
},
}
end
|
-- Array que contiene los callbacks de la pantalla
local funcs = {}
local name = "intro"
-- Callbacks
function funcs:init(...)
end
function funcs:update(dt)
if TIME > 0 then
if not savm:getLanguage(SAVEDATA) then
sm:set("languageSelection")
else
sm:set("mainMenu")
end
end
end
function funcs:draw()
love.graphics.print("LOADING", 0, 0)
end
function funcs:mousereleased(x, y, button, isTouch)
end
return Screen(name, funcs)
|
AddCSLuaFile()
SWEP.PrintName = "ПКМ"
SWEP.Category = "Call of Pripyat"
SWEP.Base = "weapon_cop_base"
SWEP.Slot = 3
SWEP.SlotPos = 2
SWEP.Spawnable = true
SWEP.AdminOnly = false
SWEP.ViewModel = "models/wick/weapons/stalker/stcopwep/pkm_model.mdl"
SWEP.WorldModel = "models/wick/weapons/stalker/stcopwep/w_pkm_model.mdl"
SWEP.ViewModelFOV = 60
SWEP.ViewModelFlip = false
SWEP.HoldType = "ar2"
SWEP.Damage = 50
SWEP.RPM = 525
SWEP.Accuracy = 68
SWEP.Handling = 87
SWEP.Primary.ClipSize = 100
SWEP.Primary.DefaultClip = 100
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "762x54"
SWEP.OriginPos = Vector(-2, -1, -8)
SWEP.OriginAng = Vector(3, 0, 0)
SWEP.AimPos = Vector(-7.759, 1, -6.59)
SWEP.AimAng = Vector(-0.1, 0, 0)
SWEP.SilencerBone = "wpn_silencer"
SWEP.ScopeBone = "wpn_scope"
SWEP.SprintAnim = "idle_sprint"
SWEP.ScopeTexture = "wpn_crosshair"
SWEP.SilencerMode = 0
SWEP.ScopeMode = 0
SWEP.AimTime = 0.2
SWEP.DeployTime = 0.6
SWEP.ReloadTime = 7.6
SWEP.ReloadFillTime = 5
SWEP.CanZoom = true
SWEP.ZoomCrosshair = false
SWEP.ReloadType = 0
SWEP.ZoomFOV = 64
SWEP.ScopeFOV = 25
SWEP.HiddenBones = { "wpn_launcher" }
SWEP.FireSound = "COPPKM.pkm_shoot"
SWEP.EmptySound = "COPPKM.pkm_empty"
SWEP.ReloadSound = "COPPKM.pkm_reload"
SWEP.DeploySound = "COPPKM.pkm_draw"
SWEP.HolsterSound = "COPPKM.pkm_holster"
|
local SSort = require(game.ReplicatedStorage.Shared.SSort)
local RandomLua = require(game.ReplicatedStorage.Shared.RandomLua)
local SPList = {}
local rand
function SPList:new()
local self = {}
self._table = {}
function self:push_back(element)
self._table[#self._table + 1] = element
return #self._table
end
function self:push_front(element)
table.insert(self._table, 1, element)
return #self._table
end
function self:push_back_table_list(arr)
assert(type(arr) == "table")
for i = 1, #arr do
self:push_back(arr[i])
end
return self
end
function self:push_back_from_list(list)
for i = 1, list:count() do
self:push_back(list:get(i))
end
return self
end
function self:find(val, fncmp)
for i = 1, #self._table do
if fncmp then
if fncmp(self._table[i], val) then
return i
end
elseif self._table[i] == val then
return i
end
end
return -1
end
function self:remove(element, fncmp)
local i = self:find(element, fncmp)
if i ~= -1 then
self:remove_at(i)
return true
end
return false
end
function self:contains(val)
local find = self:find(val, function(a, b)
return a == b
end)
return find ~= -1
end
function self:back()
return self._table[#self._table]
end
function self:pop_back()
local rtv = self._table[#self._table]
self._table[#self._table] = nil
return rtv
end
function self:pop_front()
local rtv = self:get(1)
self:remove_at(1)
return rtv
end
function self:get(i)
return self._table[i]
end
function self:count()
return #self._table
end
function self:remove_at(i)
table.remove(self._table, i)
end
function self:clear()
while self:count() > 0 do
self:pop_back()
end
end
function self:sort(sortfn)
SSort:sort(self._table, function(a, b)
local rtv = sortfn(a, b)
if type(rtv) == "number" then
if rtv > 0 then
return true
else
return false
end
end
return rtv
end)
end
function self:random()
if rand == nil then
rand = RandomLua.mwc(os.time())
end
local i = rand:rand_rangei(1, self:count() + 1)
return self:get(i)
end
local function deepcopy(orig)
local orig_type = type(orig)
local copy
if orig_type == "table" then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[deepcopy(orig_key)] = deepcopy(orig_value)
end
setmetatable(copy, deepcopy(getmetatable(orig)))
else
copy = orig
end
return copy
end
function self:table_copy()
return deepcopy(self._table)
end
return self
end
return SPList
|
--[[
Swaggy Jenkins
Jenkins API clients generated from Swagger / Open API specification
OpenAPI spec version: 1.1.1
Contact: [email protected]
Generated by: https://openapi-generator.tech
]]
-- input_step_impl class
local input_step_impl = {}
local input_step_impl_mt = {
__name = "input_step_impl";
__index = input_step_impl;
}
local function cast_input_step_impl(t)
return setmetatable(t, input_step_impl_mt)
end
local function new_input_step_impl(_class, _links, id, message, ok, parameters, submitter)
return cast_input_step_impl({
["_class"] = _class;
["_links"] = _links;
["id"] = id;
["message"] = message;
["ok"] = ok;
["parameters"] = parameters;
["submitter"] = submitter;
})
end
return {
cast = cast_input_step_impl;
new = new_input_step_impl;
}
|
local KDL = foundation_kdl.KDL
local Encoder = {}
-- TODO: implement Encode.encode/1
function Encoder.encode()
end
KDL.Encoder = Encoder
|
--[[
This file contains 4 examples showing off the various features of ActorFrameTextures. Drop this into any Screen's Decorations or
Overlay to see the examples.
--]]
-- Choose which example you'd like to see
local ExampleToShow = 1;
-- Example 1: An ActorFrameTexture draws 3 quads and then hides itself. All of the quads are the same size, but two of them extend
-- off the edge of the texture. A sprite draws the texture, which begins scrolling the texture after 2 seconds.
local Example1_AlphaBuffer = true; -- Change this to see the effect of the AlphaBuffer. The white background is to demonstate this.
-- Example 2: An ActorFrameTexture draws a spinning ActorFrame containing 3 color-channging quads. The texture is drawn by a sprite.
local Example2_PreserveTexture = false; -- Change this to see the effect of PreserveTexture.
-- Example 3: This example shows how the Float property of ActorFrameTexture works. An ActorFrameTexture draws a white quad,
-- and then draws 3 quads on top of it all using "BlendMode_Add", each with either R, G, or B. Change the diffuse to see different
-- colors show up as a result of the texture having RGB values greater than 1.
local Example3_Diffuse = { 1,0.5,1,1 } -- Note that with Green of 50%, there is still a white rectangle where the Green square intersect the background white square.
-- Example 4: Use a pair of AFTs to draw an object with a fading trail behind it. This example is a bit odd, in that the length of the
-- trail ends up depending heavily on frame rate. This will look fairly different with and without VSync on. Holding tab or ~ will also
-- change the length.
--[[
ActorFrameTexture Explained:
ActorFrameTexture is like a regular ActorFrame except that it draws to a texture instead of drawing to the screen( the
way all other actors draw ). Other actor classes such as Sprite and ActorMultiVertex can draw the texture and maniplate
it in ways that you cannot normally manipulate an ActorFrame.
Because it is not drawing to the screen, an ActorFrameTexture's postion, rotation, and zoom have no affect. Diffuse and
glow are applied to the children of an ActorFrameTexture the same way they are applied to the children of an ActorFrame.
Additionally, an ActorFrameTexture can draw to it's texture at any time, by calling the Actor method Draw. For all other
Actor classes, the Draw method will have no effect if called outside of the Screen's draw cycle.
ActorFrameTextures draw only actors or parts of actors that are located within the range x = 0 to x = <width> and y = 0
to y = <height>. If an actor is sitting at x = 0 inside the ActorFrameTexture, only the right half of the Actor will draw.
The SetWidth and SetHeight methods are used to set the width and height. They are explained in more detail below.
An ActorFrameTexture can be used to cache 'expensive to draw' ensembles of objects by drawing them once to the texture,
hiding the AFT, and then having a single sprite draw that texture instead.
ActorFrameTexture methods:
The follow methods have effect only if used BEFORE the 'Create' method.
EnableAlphaBuffer( boolean )
- The texture can have transparency if this is set true. If false it will render over a black background.
- See example 1 below.
EnableDepthBuffer( boolean )
- If true the texture is created with a zbuffer. This allows masking to occur while rendering to the texture. Both
- mask source and mask destination must drawn while rendering to the texture in order to have any effect. Regardless
- of this setting, masks drawn before rendering to the texture has begun will not affect objects drawn while rendering
- to the texture, and masks drawn while rending to the texture will not affect objects drawn after rendering to the
- texture has finished.
EnableFloat( boolean )
- This allows the values ( RGB ) to go outside the range [0,1] when using Blend modes. See example 3.
SetTextureName( string )
- This allows the created texture to be called by name.
- This is used in all of the examples below.
SetHeight( float ) and SetWidth( float )
- These methods belong to the Actor class, but the properties they set are used in a specific way by ActorFrameTexture.
- These methods are used to set the size of the created texture. The actual texture will have its dimensions rounded up
- to the next power of two, but only the portion within the chose height and width will be rendered to.
Create()
- This creates the texture with the properties set by the above methods. Calling any of those methods after calling
- create will have no effect.
The following methods can be used any time.
EnablePreserveTexture( boolean )
- If this is false(default) the texture will be cleared before each time the AFT renders to it. If this is true, the AFT
- will render on top of the existing texture without clearing it first. This can be changed dynamically after the texture
- has been created.
- See example 2.
GetTexture()
- This returns the RageTextureRenderTarget object created with the Create method. You can use with the "SetTexture" methods
- of other Actor classes including Sprite and ActorMultiVertex. This is the only way to access the texture if the texture
- was created without using SetTextureName.
-
- This RageTextureRenderTarget has two unique methods of it's own: BeginRenderingTo and FinishRenderingTo. When it's parent
- ActorFrameTexture draws it will automatically call these methods, before it begins drawing and after it finishes respectively.
- These methods allow you to use a DrawFunction on any ActorFrame's to render to an AFT's texture, and there are several powerful
- techinques which take advantage of this.
]]
local Examples = { }
Examples[1] = Def.ActorFrame{
Def.Quad{ InitCommand=cmd(FullScreen) }; -- a blank background.
Def.ActorFrameTexture{
InitCommand=function(self)
self:SetTextureName( "Example 1" )
self:SetWidth( 128 );
self:SetHeight( 128 );
self:EnableAlphaBuffer( Example1_AlphaBuffer );
self:Create();
-- The ActorFrameTexture only needs to draw once, so hide it after the first draw.
self:Draw()
self:hibernate(math.huge)
end;
Def.ActorFrame{
Name = "Draw";
-- three random quads, two of them strattling the edge of the texture.
Def.Quad{ InitCommand=cmd(zoom,50;diffuse,1,0,0,0.5) };
Def.Quad{ InitCommand=cmd(zoom,50;diffuse,0,1,0,0.5;x,64;y,64) };
Def.Quad{ InitCommand=cmd(zoom,50;diffuse,0,0,1,0.5;x,120;y,100) };
};
};
Def.Sprite{
Texture="Example 1";
InitCommand=cmd(Center;sleep,1;queuecommand,"Scroll");
ScrollCommand=cmd(texcoordvelocity,1,0.5); -- Scroll the texture. Texture manipulation is one of the things that makes AFT special.
};
}
Examples[2] = Def.ActorFrame{
Def.Quad{ InitCommand=cmd(FullScreen;diffuse,0,0,0,1) }; -- a blank background.
Def.ActorFrameTexture{
InitCommand=function(self)
self:SetTextureName( "Example 2" )
self:SetWidth( 128 );
self:SetHeight( 128 );
self:EnableAlphaBuffer( true );
self:Create();
self:EnablePreserveTexture( Example2_PreserveTexture );
-- No draw function this time, this will draw on every frame.
end;
Def.ActorFrame{
Name = "Draw";
InitCommand=cmd(spin;x,64;y,64); -- Something has to change to demonstrate PreserveTexture.
Def.Quad{ InitCommand=cmd(zoom,50;rainbow;effectperiod,3;effectoffset,1;x,-40;y,-56) };
Def.Quad{ InitCommand=cmd(zoom,50;rainbow;effectperiod,3;effectoffset,0) };
Def.Quad{ InitCommand=cmd(zoom,50;rainbow;effectperiod,3;effectoffset,2;x,64;y,50) };
};
};
Def.Sprite{ Texture="Example 2"; InitCommand=cmd(Center); };
}
Examples[3] = Def.ActorFrame{
Def.Quad{ InitCommand=cmd(FullScreen;diffuse,0,0,0,1) }; -- a blank background.
Def.ActorFrameTexture{
InitCommand=function(self)
self:SetTextureName( "Example 3" )
self:SetWidth( 128 );
self:SetHeight( 128 );
self:EnableAlphaBuffer( true );
self:EnableFloat( true );
self:Create();
self:Draw()
self:hibernate(math.huge)
end;
Def.ActorFrame{
Name = "Draw";
Def.Quad{ InitCommand=cmd(zoom,80;diffuse,1,1,1,1;x,64;y,64) };
Def.Quad{ InitCommand=cmd(zoom,80;diffuse,1,0,0,1;x,14;y,80;blend,"BlendMode_Add") };
Def.Quad{ InitCommand=cmd(zoom,80;diffuse,0,1,0,1;x,74;y,20;blend,"BlendMode_Add") };
Def.Quad{ InitCommand=cmd(zoom,80;diffuse,0,0,1,1;x,128;y,100;blend,"BlendMode_Add") };
};
};
Def.Sprite{ Texture = "Example 3"; InitCommand=cmd(Center;diffuse,Example3_Diffuse); };
}
--[[
We have 2 AFTs, and a sprite to draw the final output.
On each frame, the following occurs:
The first AFT draws the 'final output' sprite to it's texture, showing the final output of the previous frame.
The second AFT draws a sprite containing the first AFT's texture, but at reduced alpha, and then draw's it's own image.
The final output sprite draws the second AFT's texture to the screen.
The image drawn in a frame will be drawn again and again of subsequant frames with continuously decreasing opacity, showing
a trail of where it had been.
We cannot use a single AFT, having it draw a sprite containing it's own texture at lower alpha because the texture is cleared
as soon as the texture begins rendering, before it can be drawn. If PreserveTexture is true, we cannot have it fade.
--]]
Examples[4] = Def.ActorFrame{
Def.Quad{ InitCommand=cmd(FullScreen;diffuse,0,0,0,1) }; -- a blank background.
Def.ActorFrameTexture{
Name = "Memory";
InitCommand=function(self)
self:SetTextureName( "Memory" )
self:SetWidth( 256 );
self:SetHeight( 256 );
self:EnableAlphaBuffer( true );
self:Create();
end;
-- Cannot call the second AFT's texture by name as it has not been created when this Sprite loads.
Def.Sprite{ Name = "Sprite"; InitCommand=cmd(x,128;y,128) };
};
Def.ActorFrameTexture{
InitCommand=function(self)
self:SetTextureName( "Output" )
self:SetWidth( 256 );
self:SetHeight( 256 );
self:EnableAlphaBuffer( true );
self:Create();
-- Set the first AFT's child's texture to this AFT's texture, now that it has been created.
self:GetParent():GetChild("Memory"):GetChild("Sprite"):SetTexture( self:GetTexture() );
end;
-- A sprite to draw the 'trail' with.
Def.Sprite{ Texture = "Memory"; InitCommand=cmd(x,128;y,128;diffuse,1,1,1,.995); };
Def.ActorFrame{ -- eliptical motion.
InitCommand=cmd(x,128;y,128;bob;effectmagnitude,96,0,0;effectoffset,0.5);
Def.ActorFrame{
InitCommand=cmd(bob;effectmagnitude,0,64,0);
-- A pixel ghost.
Def.Quad{ InitCommand=cmd(zoomto,32,40); };
Def.Quad{ InitCommand=cmd(zoomto,8,8;x,-8;y,-8;diffuse,0,0,0,1); };
Def.Quad{ InitCommand=cmd(zoomto,8,8;x,8;y,-8;diffuse,0,0,0,1); };
Def.Quad{ InitCommand=cmd(zoomto,24,8;x,0;y,2;diffuse,0,0,0,1); };
Def.Quad{ InitCommand=cmd(zoomto,8,16;x,-12;y,24); };
Def.Quad{ InitCommand=cmd(zoomto,8,16;x,12;y,24); };
Def.Quad{ InitCommand=cmd(zoomto,8,16;x,0;y,24); };
};
};
};
Def.Sprite{ Name = "Ghosting"; Texture = "Output"; InitCommand=cmd(Center); };
}
return Examples[ ExampleToShow ]
|
require"pears".setup()
|
local function CreateFont()
surface.CreateFont( "KNOTIF", {
font = "Roboto Cn",
extended = true,
size = 30,
weight = 700,
antialias = true
})
end
CreateFont()
hook.Add("CHKill","CHKillIndidator",function(ply)
local col = team.GetColor(LocalPlayer():Team())
local r = col.r
local g = col.g
local b = col.b
local time = SysTime()
hook.Add("HUDPaint","CHKillIndicator",function()
local timeex = SysTime()-time
r = r+1
g = g+1
b = b+1
surface.SetDrawColor(r,g,b,255-timeex*300)
local w1 = math.Clamp(400-timeex*600,200,500)
local h1 = 20+timeex*50
surface.DrawRect((ScrW()/2)-w1/2,((ScrH()/4)*3)-h1/2,w1,h1)
surface.SetDrawColor(r-100,g-100,b-100,255-timeex*300)
surface.DrawRect((ScrW()/2)-(w1/2)-2,((ScrH()/4)*3)-(h1/2)-2,w1+4,h1+4)
draw.SimpleText("Killed "..ply,"KNOTIF",(ScrW()/2)+math.Rand(-6,6),((ScrH()/4)*3)+math.Rand(-6,6),Color(timeex*510,0,0,255-timeex*250),TEXT_ALIGN_CENTER,TEXT_ALIGN_CENTER)
draw.SimpleText("Killed "..ply,"KNOTIF",(ScrW()/2),((ScrH()/4)*3),Color(255,timeex*510,timeex*510,255-timeex*300),TEXT_ALIGN_CENTER,TEXT_ALIGN_CENTER)
end)
timer.Remove("KillTimer")
timer.Create("KillTimer",3,1,function()
hook.Remove("HUDPaint","CHKillIndicator")
end)
end)
|
screenX, screenY = guiGetScreenSize()
scaleX, scaleY = (screenX / 1920), (screenY / 1080)
local anim = {}
local anim_startingPos = 0.2900
local anim_startingPosbg = 355
local animListVisible = false
local animListGlobal
local chosenAnim = 0
local animCategories = {
{"Leżenie", true},
{"Postać", false},
{"Barowe", false},
{"Stack", false}
}
local category_chosen = 1
local categoriesPos = 0.3000
local startAnim = 0
function renderAnimList()
anim.W, anim.H = 460 * scaleX, 550 * scaleY
anim.posX, anim.posY = (screenX - anim.W)/2, (screenY - anim.H)/2
dxDrawImage(anim.posX, anim.posY, anim.W, anim.H, "assets/bg.png", 0, 0, 0, tocolor(255, 255, 255, 209), false)
dxDrawLine(screenX * 0.4631, screenY * 0.2844, screenX * 0.4631, screenY * 0.6822, tocolor(255, 255, 255, 255), 1, false)
for _,cat in ipairs(animCategories) do
if cat[2] == true then
dxDrawText(cat[1], screenX * 0.3944, screenY * categoriesPos, screenX * 0.4612, screenY * (categoriesPos + 0.0350), tocolor(178, 233, 255, 255), 1.00, "default", "left", "center", false, false, false, false, false)
else
dxDrawText(cat[1], screenX * 0.3944, screenY * categoriesPos, screenX * 0.4612, screenY * (categoriesPos + 0.0350), tocolor(255, 255, 255, 255), 1.00, "default", "left", "center", false, false, false, false, false)
end
categoriesPos = categoriesPos + 0.0300
end
categoriesPos = 0.3000
dxDrawText("Lista animacji", screenX * 0.3944, screenY * 0.2800, screenX * 0.4612, screenY * 0.3056, tocolor(255, 255, 255, 255), 1.00, "default", "left", "center", false, false, false, false, false)
local found = false
local firstAnim
local countVisible = 0
local count = 1
for i, anims in ipairs(animListGlobal) do
if anims[7] == animCategories[category_chosen][1] and countVisible <= 10 then
if i >= chosenAnim then
if not firstAnim then
firstAnim = i
end
if chosenAnim == i then
found = true
end
if chosenAnim == i then
dxDrawRectangle(screenX * 0.4694, screenY * anim_startingPos, screenX * 0.08, 25, tocolor(255, 255, 255, 20), false)
end
dxDrawText(anims[1], screenX * 0.4694, screenY * anim_startingPos, screenX * 0.5450, screenY * (anim_startingPos + 0.02167), tocolor(255, 255, 255, 255), 1.00, "default", "center", "center", false, false, false, false, false)
anim_startingPos = anim_startingPos + 0.0300
countVisible = countVisible + 1
end
count = count + 1
end
end
if not found then
chosenAnim = firstAnim
end
anim_startingPos = 0.2900
anim_startingPosbg = 0.2850
dxDrawRectangle(screenX * 0.5531, screenY * 0.6787, screenX * 0.0380, screenY * 0.0231, tocolor(12, 77, 6, 254), false)
dxDrawText("Ustaw", screenX * 0.5791, screenY * 0.6977, screenX * 0.5681, screenY * 0.6887, tocolor(255, 255, 255, 255), 1.00, "default", "center", "center", false, false, false, false, false)
end
local countAnims = 1
function animKey(button, pressed)
if pressed == true and animListVisible then
if button == "mouse_wheel_down" then
if chosenAnim + 1 <= #animListGlobal and animListGlobal[chosenAnim + 1][7] == animCategories[category_chosen][1] then
chosenAnim = chosenAnim + 1
if countAnims < 10 then
countAnims = countAnims + 1
end
end
elseif button == "mouse_wheel_up" then
if chosenAnim - 1 >= 1 and animListGlobal[chosenAnim - 1][7] == animCategories[category_chosen][1] then
chosenAnim = chosenAnim - 1
if countAnims >= 1 then
countAnims = countAnims - 1
end
end
end
end
end
function isCursorOnElement(x,y,w,h)
local mx,my = getCursorPosition()
local fullx,fully = guiGetScreenSize()
cursorx, cursory = mx * fullx, my * fully
if cursorx > x and cursorx < x + w and cursory > y and cursory < y + h then
return true
else
return false
end
end
function onClickedAnim(button, state, x, y)
if animListVisible and state == "up" then
local cat_startPos = 0.3000
for i,cat in ipairs(animCategories) do
local width, height = dxGetTextWidth(cat[1]), dxGetFontHeight()
if isCursorOnElement(screenX * 0.3900, screenY * cat_startPos, width, height + 20) then
for _,cat2 in ipairs(animCategories) do
cat2[2] = false
end
animCategories[i][2] = true
category_chosen = i
countAnims = 1
chosenAnim = 0
end
cat_startPos = cat_startPos + 0.0300
end
if chosenAnim and isCursorOnElement(screenX * 0.5531, screenY * 0.6787, screenX * 0.0380, screenY * 0.0231) then
triggerServerEvent( "setPlayerAnim", localPlayer, chosenAnim )
showAnimationsHandler(animListGlobal)
end
end
end
addEventHandler( "onClientKey", root, animKey )
function showAnimationsHandler(animList)
if not animListVisible then
animListVisible = true
animListGlobal = animList
showCursor( true )
addEventHandler("onClientRender", root, renderAnimList)
addEventHandler( "onClientClick", root, onClickedAnim )
else
removeEventHandler( "onClientRender", root, renderAnimList)
removeEventHandler( "onClientClick", root, onClickedAnim )
animListVisible = false
showCursor( false )
end
end
addEvent( "showAnimationsList", true )
addEventHandler( "showAnimationsList", localPlayer, showAnimationsHandler )
|
-- Test complex recursive CALL of CLOSURE using Fibonacci algorithm
-- Copyright (c) 2013 the authors listed at the following URL, and/or
-- the authors of referenced articles or incorporated external code:
-- http://en.literateprograms.org/Fibonacci_numbers_(Lua)?action=history&offset=20120305215844
function fib(n)
return n<2 and n or fib(n-1)+fib(n-2)
end
a = fib(3)
|
local assert_error = require("lapis.application").assert_error
local csrf = require "lapis.csrf"
local generate = require "utils.generate"
local Boards = require "models.boards"
local Reports = require "models.reports"
return {
before = function(self)
-- Get data
self.boards = Boards:get_boards()
self.reports = Reports:get_reports()
-- Display a theme
self.board = { theme = "yotsuba_b" }
-- Generate CSRF token
self.csrf_token = csrf.generate_token(self)
-- Page title
self.page_title = self.i18n("admin_panel")
-- Verify Authorization
if self.session.name then
if not self.session.admin then
assert_error(false, "err_not_admin")
end
else
return
end
-- Delete report
if self.params.action == "delete" then
local report = Reports:get_report_by_id(self.params.report)
assert_error(Reports:delete_report(report))
self.page_title = string.format(
"%s - %s",
self.i18n("admin_panel"),
self.i18n("success")
)
self.action = self.i18n("deleted_report", { report.id })
return
end
end,
on_error = function(self)
self.errors = generate.errors(self.i18n, self.errors)
if not self.session.name then
return { render = "admin.login" }
elseif self.params.action == "delete" then
return { render = "admin.admin" }
end
end,
GET = function(self)
if not self.session.name then
return { render = "admin.login" }
elseif self.params.action == "delete" then
return { render = "admin.success" }
end
end,
POST = function(self)
return { redirect_to = self:format_url(self.admin_url) }
end
}
|
local _G = _G
local table_insert = table.insert
local table_remove = table.remove
local abs = math.abs
local type = type
local ipairs = ipairs
local next = next
local assert = assert
local setmetatable = setmetatable
local d_getinfo = debug.getinfo
local FunctionFile = debug.FunctionFile
local pcall2 = pcall2
local coroutine_create = coroutine.create
local coroutine_resume2 = coroutine.resume2
----------- No globals from this point ------------
local _NOGLOBALS
--------- events
-- Logic:
-- 'remove' should prevent currently running events from executing the removed function, but keep processing going
-- newly added functions shouldn't be executed by currently running events
-- So:
-- no table.remove/table.insert, instead build a new event table when there are too many gaps
-- invalidate the old event table (with false's), redirect(reloc) handlers stuck with it to the newer table
-- (the old table otherwise stays in the state from which the newer one was created, which is important for reloc)
local function fcocall(f, ...)
return coroutine_resume2(coroutine_create(f), ...)
end
local function remake_list(f)
local n = 0
local t = {from = 1}
for i = f.from, f.to do
local v = f[i]
if v then
n = n + 1
t[n] = v
f[i] = false
end
end
t.to = n
f.Next = t
return t
end
local function ProcessReloc(f, index, to)
local from1, to1 = 1, 0
for i = f.from, to do
if f[i] == false then
to1 = to1 + 1
if i == index then
from1 = to1
end
end
end
return f.Next, from1, to1
end
local function docall(f, from, to, ...)
local ret
for i = from, to do
local v = f[i]
if v then
local tmp = v(...)
if tmp ~= nil then
ret = tmp
end
elseif v == false then
f, from, to = ProcessReloc(f, i, to)
local tmp = docall(f, from, to, ...)
if tmp ~= nil then
return tmp
end
return ret
end
end
return ret
end
local function speccall(call, f, from, to, ...)
local ret
for i = from, to do
local v = f[i]
if v then
local ok, tmp = call(v, ...)
if tmp ~= nil and ok then
ret = tmp
end
elseif v == false then
f, from, to = ProcessReloc(f, i, to)
local tmp = speccall(call, f, from, to, ...)
if tmp ~= nil then
return tmp
end
return ret
end
end
return ret
end
local function make_events(evt)
evt = evt or {}
local t = {}
local function call(a, ...)
local f = t[a]
return f and docall(f, f.from, f.to, ...)
end
evt.call, evt.Call = call, call
local function pcalls(a, ...)
local f = t[a]
return f and speccall(pcall2, f, f.from, f.to, ...)
end
evt.pcalls = pcalls
local function cocalls(a, ...)
local f = t[a]
return f and speccall(fcocall, f, f.from, f.to, ...)
end
evt.cocalls = cocalls
local function _pcall(a, ...)
local f = t[a]
if f then
local ok, tmp = pcall2(docall, f, f.from, f.to, ...)
if ok then
return tmp
end
end
end
evt.pcall = _pcall
local function cocall(a, ...)
local f = t[a]
if f then
local ok, tmp = coroutine_resume2(coroutine_create(docall), f, f.from, f.to, ...)
if ok then
return tmp
end
end
end
evt.cocall = cocall
local function newindex(_, a, v)
if v then
local f = t[a]
if f then
f.to = f.to + 1
f[f.to] = v
else
t[a] = {v, from = 1, to = 1}
end
end
end
local function add(a, v)
newindex(nil, a, v)
end
evt.add, evt.Add = add, add
local function addfirst(a, v)
if v then
local f = t[a]
if f then
t.from = t.from - 1
t[t.from] = v
else
t[a] = {v, from = 1, to = 1}
end
end
end
evt.addfirst, evt.AddFirst = addfirst, addfirst
local function check_gaps(a, f)
local d = f.to - f.from
if d < 0 then
t[a] = nil
elseif (f.gaps or 0)*2 + abs(f.from - 1) > d then -- allow 1/2 to be filled with gaps
t[a] = remake_list(f)
end
end
local function removed(f, i)
if i == f.from then
f.from = f.from + 1
while not f[f.from] and f.from <= f.to do
f.from = f.from + 1
f.gaps = f.gaps - 1
end
elseif i == f.to then
f.to = f.to - 1
while not f[f.to] and f.from <= f.to do
f.to = f.to - 1
f.gaps = f.gaps - 1
end
else
f.gaps = (f.gaps or 0) + 1
end
end
local function replace(a, func, f2)
if type(func) == "number" then
func = assert(d_getinfo(func + 1, 'f').func)
end
if type(f2) == "number" then
f2 = assert(d_getinfo(f2 + 1, 'f').func)
end
local f = t[a]
if f and func then
for i = f.from, f.to do
if f[i] == func then
f[i] = f2
if not f2 then
removed(f, i)
check_gaps(a, f)
end
return func
end
end
end
end
evt.replace, evt.Replace, evt.remove, evt.Remove = replace, replace, replace, replace
local function clear(a)
-- stop currently running handlers
local f = t[a]
if f then
for i = f.from, f.to do
f[i] = nil
end
end
t[a] = nil
end
evt.clear, evt.Clear = clear, clear
local function exists(a, func)
local f = t[a]
if f then
if not func then
return true
end
for i = f.from, f.to do
if f[i] == func then
return true
end
end
end
return false
end
evt.exists, evt.Exists = exists, exists
local function RemoveFiles(files)
for a, f in next, t do
for i = f.from, f.to do
if f[i] and files[FunctionFile(f[i])] then
f[i] = nil
removed(f, i)
end
end
check_gaps(a, f)
end
end
evt.RemoveFiles = RemoveFiles
function evt.RemoveFile(f)
f = f or FunctionFile(2)
RemoveFiles{[f] = true}
end
function evt.RemoveAll()
-- stop currently running handlers
for a, f in next, t do
for i = f.from, f.to do
f[i] = nil
end
t[a] = nil
end
end
local function index(_, a)
local function forward(f)
return function(...)
return f(a, ...)
end
end
local call = function(_, ...)
return call(a, ...)
end
local add = function(func)
newindex(nil, a, func)
end
local replace = function(func, f2)
if type(func) == "number" then
func = assert(d_getinfo(func + 1, 'f').func)
end
if type(f2) == "number" then
f2 = assert(d_getinfo(f2 + 1, 'f').func)
end
return replace(a, func, f2)
end
local function evIndex(_, k)
if k ~= "last" and k ~= "Last" then
return
end
local f = t[a]
if f then
for i = f.to, f.from, -1 do
if f[i] then
return f[i]
end
end
end
end
local remove = replace
local pcalls = forward(pcalls)
local _pcall = forward(_pcall)
local cocalls = forward(cocalls)
local cocall = forward(cocall)
local exists = forward(exists)
local clear = forward(clear)
local t1 = {add = add, Add = add, remove = remove, Remove = remove,
replace = replace, Replace = replace, exists = exists, Exists = exists,
clear = clear, Clear = clear,
__call = call, pcalls = pcalls, pcall = _pcall, cocalls = cocalls, cocall = cocall, __index = evIndex}
return setmetatable(t1, t1)
end
return setmetatable(evt, {__index = index, __newindex = newindex}), t
end
_G.events = make_events{new = make_events}
|
local DECOR = {
FLOAT = 1,
BOOL = 2,
INT = 3,
UNK = 4,
TIME = 5,
}
local DECORATORS = {
["flatbed3_bed"] = DECOR.INT, -- The bed entity
["flatbed3_car"] = DECOR.INT, -- The car entity
["flatbed3_attached"] = DECOR.BOOL, -- Is a car attached?
["flatbed3_lowered"] = DECOR.BOOL, -- Is the bed lowered?
["flatbed3_state"] = DECOR.INT, -- Multi-state for the bed
}
for k,v in next, DECORATORS do
DecorRegister(k, v)
end
function lerp(a, b, t)
return a + (b - a) * t
end
-- Value controlling all movement
local LERP_VALUE = 0.0
local lastFlatbed = nil
local lastBed = nil
--local raisedOffset = vector3(0.0, -3.8, 0.25)
local backOffset = {vector3(0.0, -4.0, 0.0), vector3(0.0, 0.0, 0.0)}
local loweredOffset = {vector3(0.0, -0.4, -1.0), vector3(12.0, 0.0, 0.0)}
local raisedOffset = {vector3(0.0, -3.8, 0.45), vector3(0.0, 0.0, 0.0)}
local attachmentOffset = {vector3(0.0, 1.5, 0.3), vector3(0.0, 0.0, 0.0)}
local bedController = {vector3(-2.5, -3.8, -1.0), vector3(0.0, 0.0, 0.0)}
local controllerMessageLoweredCar = "OMNI_FB3_INST_LC"
local controllerMessageLoweredNoCar = "OMNI_FB3_INST_LN"
local controllerMessageRaised = "OMNI_FB3_INST_R"
AddTextEntry(controllerMessageLoweredCar, "Press ~INPUT_CONTEXT~ to ~y~raise ~w~the bed.~n~Press ~INPUT_DETONATE~ to ~r~detach ~w~the vehicle.")
AddTextEntry(controllerMessageLoweredNoCar, "Press ~INPUT_CONTEXT~ to ~y~raise ~w~the bed.~n~Press ~INPUT_DETONATE~ to ~g~attach ~w~a vehicle.")
AddTextEntry(controllerMessageRaised, "Press ~INPUT_CONTEXT~ to ~y~lower ~w~the bed.")
function drawMarker(pos)
local plyPos = GetEntityCoords(PlayerPedId(), true)
if IsPedInAnyVehicle(PlayerPedId(), true) then
return false
end
local dist = #(pos - plyPos)
if dist < 25.0 then
DrawMarker(1, pos, vector3(0.0, 0.0, 0.0), vector3(0.0, 0.0, 0.0), vector3(1.0, 1.0, 1.0), 255, 255, 255, 150)
if dist < 1.5 then
return true
end
end
return false
end
function showHelpText(text)
BeginTextCommandDisplayHelp("STRING")
AddTextComponentSubstringTextLabel(text)
EndTextCommandDisplayHelp(0, 0, 1, -1)
end
function getVehicleInDirection(coordFrom, coordTo)
local rayHandle = CastRayPointToPoint(coordFrom.x, coordFrom.y,
coordFrom.z, coordTo.x, coordTo.y, coordTo.z, 10,
GetPlayerPed(-1), 0)
local a, b, c, d, vehicle = GetRaycastResult(rayHandle)
return vehicle
end
function log(text)
print("[omni_flatbed/client] " .. text)
end
Citizen.CreateThread(function()
log("Flatbed Loading")
RequestModel("inm_flatbed_base")
while not HasModelLoaded("inm_flatbed_base") do
Wait(0)
end
log("Flatbed Loading Complete")
while true do
local ped = PlayerPedId()
local veh = GetVehiclePedIsIn(ped, true)
if veh and GetEntityModel(veh) ~= GetHashKey("flatbed3") then
veh = lastFlatbed
end
if lastFlatbed then
if not DoesEntityExist(lastFlatbed) then
log("FLATBED DELETED?")
if lastBed then
if DoesEntityExist(lastBed) then
log("BED STILL EXISTS!")
DeleteEntity(lastBed)
lastBed = nil
end
end
lastFlatbed = nil
end
end
if veh and DoesEntityExist(veh) and GetEntityModel(veh) == GetHashKey("flatbed3") and NetworkHasControlOfEntity(veh) then
lastFlatbed = veh
local rightDir, fwdDir, upDir, pos = GetEntityMatrix(veh)
if not DecorExistOn(veh, "flatbed3_bed") or DecorGetInt(veh, "flatbed3_bed") == 0 then
DecorSetInt(veh, "flatbed3_bed", 0)
local bed = CreateObjectNoOffset("inm_flatbed_base", pos, true, 0, 1)
log("GENERATING BED")
if DoesEntityExist(bed) then
local bedNet = ObjToNet(bed)
DecorSetInt(veh, "flatbed3_bed", bedNet)
log("DONE GENERATING BED")
end
else
SetVehicleExtra(veh, 1, not false)
end
local bedNet = DecorGetInt(veh, "flatbed3_bed")
local bed = nil
if bedNet ~= 0 then
bed = NetToObj(bedNet)
lastBed = bed
if not DecorExistOn(veh, "flatbed3_attached") then
DecorSetBool(veh, "flatbed3_attached", false)
end
local attached = DecorGetBool(veh, "flatbed3_attached")
if not DecorExistOn(veh, "flatbed3_lowered") then
DecorSetBool(veh, "flatbed3_lowered", true)
end
local lowered = DecorGetBool(veh, "flatbed3_lowered")
if not DecorExistOn(veh, "flatbed3_state") then
DecorSetInt(veh, "flatbed3_state", 0)
end
local state = DecorGetInt(veh, "flatbed3_state")
if not DecorExistOn(veh, "flatbed3_car") then
DecorSetInt(veh, "flatbed3_car", 0)
end
local carNet = DecorGetInt(veh, "flatbed3_car")
local car = nil
if carNet ~= 0 then
car = NetToVeh(carNet)
end
local data = bedController
local x = pos.x + (fwdDir.x * data[1].x) + (rightDir.x * data[1].y) + (upDir.x * data[1].z)
local y = pos.y + (fwdDir.y * data[1].x) + (rightDir.y * data[1].y) + (upDir.y * data[1].z)
local z = pos.z + (fwdDir.z * data[1].x) + (rightDir.z * data[1].y) + (upDir.z * data[1].z)
local controllerPos = vector3(x, y, z)
if state == 0 then
-- Raised
if lowered then
DetachEntity(bed, 0, 0)
AttachEntityToEntity(bed, veh, GetEntityBoneIndexByName(veh, "chassis"), raisedOffset[1], raisedOffset[2], 0, 0, 1, 0, 0, 1)
DecorSetBool(veh, "flatbed3_lowered", false)
lowered = false
end
if drawMarker(controllerPos) then
showHelpText(controllerMessageRaised)
if IsControlJustPressed(0, 38) then
state = 1
DecorSetInt(veh, "flatbed3_state", state)
end
end
elseif state == 1 then
-- Moving back
local offsetPos = raisedOffset[1]
local offsetRot = raisedOffset[2]
offsetPos = offsetPos + vector3(lerp(0.0, backOffset[1].x, LERP_VALUE), lerp(0.0, backOffset[1].y, LERP_VALUE), lerp(0.0, backOffset[1].z, LERP_VALUE))
offsetRot = offsetRot + vector3(lerp(0.0, backOffset[2].x, LERP_VALUE), lerp(0.0, backOffset[2].y, LERP_VALUE), lerp(0.0, backOffset[2].z, LERP_VALUE))
DetachEntity(bed, 0, 0)
AttachEntityToEntity(bed, veh, GetEntityBoneIndexByName(veh, "chassis"), offsetPos, offsetRot, 0, 0, 1, 0, 0, 1)
LERP_VALUE = LERP_VALUE + (1.0 * Timestep()) / 4.0
if LERP_VALUE >= 1.0 then
state = state + 1
DecorSetInt(veh, "flatbed3_state", state)
LERP_VALUE = 0.0
end
elseif state == 2 then
-- Lowering
local offsetPos = raisedOffset[1] + backOffset[1]
local offsetRot = raisedOffset[2] + backOffset[2]
offsetPos = offsetPos + vector3(lerp(0.0, loweredOffset[1].x, LERP_VALUE), lerp(0.0, loweredOffset[1].y, LERP_VALUE), lerp(0.0, loweredOffset[1].z, LERP_VALUE))
offsetRot = offsetRot + vector3(lerp(0.0, loweredOffset[2].x, LERP_VALUE), lerp(0.0, loweredOffset[2].y, LERP_VALUE), lerp(0.0, loweredOffset[2].z, LERP_VALUE))
DetachEntity(bed, 0, 0)
AttachEntityToEntity(bed, veh, GetEntityBoneIndexByName(veh, "chassis"), offsetPos, offsetRot, 0, 0, 1, 0, 0, 1)
LERP_VALUE = LERP_VALUE + (1.0 * Timestep()) / 2.0
if LERP_VALUE >= 1.0 then
state = state + 1
DecorSetInt(veh, "flatbed3_state", state)
LERP_VALUE = 0.0
end
elseif state == 3 then
-- Lowered
if not lowered then
local offsetPos = raisedOffset[1] + backOffset[1] + loweredOffset[1]
local offsetRot = raisedOffset[2] + backOffset[2] + loweredOffset[2]
DetachEntity(bed, 0, 0)
AttachEntityToEntity(bed, veh, GetEntityBoneIndexByName(veh, "chassis"), offsetPos, offsetRot, 0, 0, 1, 0, 0, 1)
DecorSetBool(veh, "flatbed3_lowered", true)
lowered = true
end
if drawMarker(controllerPos) then
if attached then
showHelpText(controllerMessageLoweredCar)
else
showHelpText(controllerMessageLoweredNoCar)
end
if IsControlJustPressed(0, 38) then
state = 4
DecorSetInt(veh, "flatbed3_state", state)
end
if IsControlJustPressed(0, 47) then
if attached then
DetachEntity(car, 0, 1)
car = nil
DecorSetInt(veh, "flatbed3_car", 0)
attached = false
DecorSetBool(veh, "flatbed3_attached", attached)
else
local bedPos = GetEntityCoords(bed, false)
local newCar = getVehicleInDirection(bedPos + vector3(0.0, 0.0, 0.25), bedPos + vector3(0.0, 0.0, 2.25))
if newCar then
local carPos = GetEntityCoords(newCar, false)
NetworkRequestControlOfEntity(newCar)
while not NetworkHasControlOfEntity(newCar) do Wait(0) end
AttachEntityToEntity(newCar, bed, 0, attachmentOffset[1] + vector3(0.0, 0.0, carPos.z - bedPos.z - 0.50), attachmentOffset[2], 0, 0, false, 0, 0, 1)
car = newCar
DecorSetInt(veh, "flatbed3_car", VehToNet(newCar))
attached = true
DecorSetBool(veh, "flatbed3_attached", attached)
end
end
end
end
elseif state == 4 then
-- Raising
local offsetPos = raisedOffset[1] + backOffset[1]
local offsetRot = raisedOffset[2] + backOffset[2]
offsetPos = offsetPos + vector3(lerp(loweredOffset[1].x, 0.0, LERP_VALUE), lerp(loweredOffset[1].y, 0.0, LERP_VALUE), lerp(loweredOffset[1].z, 0.0, LERP_VALUE))
offsetRot = offsetRot + vector3(lerp(loweredOffset[2].x, 0.0, LERP_VALUE), lerp(loweredOffset[2].y, 0.0, LERP_VALUE), lerp(loweredOffset[2].z, 0.0, LERP_VALUE))
DetachEntity(bed, 0, 0)
AttachEntityToEntity(bed, veh, GetEntityBoneIndexByName(veh, "chassis"), offsetPos, offsetRot, 0, 0, 1, 0, 0, 1)
LERP_VALUE = LERP_VALUE + (1.0 * Timestep()) / 2.0
if LERP_VALUE >= 1.0 then
state = state + 1
DecorSetInt(veh, "flatbed3_state", state)
LERP_VALUE = 0.0
end
elseif state == 5 then
-- Moving forward
local offsetPos = raisedOffset[1]
local offsetRot = raisedOffset[2]
offsetPos = offsetPos + vector3(lerp(backOffset[1].x, 0.0, LERP_VALUE), lerp(backOffset[1].y, 0.0, LERP_VALUE), lerp(backOffset[1].z, 0.0, LERP_VALUE))
offsetRot = offsetRot + vector3(lerp(backOffset[2].x, 0.0, LERP_VALUE), lerp(backOffset[2].y, 0.0, LERP_VALUE), lerp(backOffset[2].z, 0.0, LERP_VALUE))
DetachEntity(bed, 0, 0)
AttachEntityToEntity(bed, veh, GetEntityBoneIndexByName(veh, "chassis"), offsetPos, offsetRot, 0, 0, 1, 0, 0, 1)
LERP_VALUE = LERP_VALUE + (1.0 * Timestep()) / 4.0
if LERP_VALUE >= 1.0 then
state = 0
DecorSetInt(veh, "flatbed3_state", state)
LERP_VALUE = 0.0
end
else
state = 0
DecorSetInt(veh, "flatbed3_state", state)
end
if not IsPedInVehicle(ped, veh, true) then
end
end
end
Wait(0)
end
end)
|
--
-- User: Glastis
-- Date: 01/11/17
-- Time: 14:51
--
local file = require('common.file')
local utilities = {}
local function trim(str)
return str:gsub("^%s+", ""):gsub("%s+$", "")
end
utilities.trim = trim
local function get_elem_in_table(table, elem)
local i
i = 1
while i <= #table do
if table[i] == elem then
return i
end
i = i + 1
end
return false
end
utilities.get_elem_in_table = get_elem_in_table
local function concatenate_arrays(t1, t2)
local i
i = 1
while i <= #t2 do
t1[#t1 + 1] = t2[i]
i = i + 1
end
return t1
end
utilities.concatenate_arrays = concatenate_arrays
local function split(str, separator)
local t = {}
local i
i = 1
for line in string.gmatch(str, "([^" .. separator .. "]+)") do
t[i] = line
i = i + 1
end
return t
end
utilities.split = split
local function exec_function_table(actions, param)
local i
i = 1
if not param then
param = {}
end
while i <= #actions do
actions[i](param[i])
i = i + 1
end
end
utilities.exec_function_table = exec_function_table
local function exec_function_table_revert(actions, param)
local i
i = #actions
if not param then
param = {}
end
while i > 0 do
actions[i](param[i])
i = i - 1
end
end
utilities.exec_function_table_revert = exec_function_table_revert
local function debug_info(more, calltrace)
if not more then
more = " "
end
if calltrace then
local trace
trace = split(split(debug.traceback(), '\n')[3], '/')
file.write("trace.log", '\n' .. trace[#trace] .. '\n' .. more .. '\n')
else
file.write("trace.log", more .. '\n')
end
end
utilities.debug_info = debug_info
local function var_dump(var, printval)
if type(var) == 'table' then
local s
s = '{ '
for k,v in pairs(var) do
if type(k) ~= 'number' then
k = '"' .. k .. '"'
end
s = s .. '\n[' .. k .. '] = ' .. var_dump(v) .. ','
end
if printval then
print(tostring(s .. '\n}'))
end
return s .. '\n} '
end
if printval then
print(tostring(var))
end
return tostring(var)
end
utilities.var_dump = var_dump
local function round(number, decimals, ext_abs)
if ext_abs then
ext_abs = math.floor
else
ext_abs = math.ceil
end
if not decimals then
return ext_abs(number)
end
decimals = 10 ^ decimals
return ext_abs(number * decimals) / decimals
end
utilities.round = round
return utilities
|
if SERVER then
AddCSLuaFile()
return
end
--[[
https://github.com/Derpius/VisTrace/issues/13
pcall(require, "VisTrace-v0.4") -- Don't throw an error if the module failed to load
]]
if not file.Exists("lua/bin/gmcl_VisTrace-v0.4_win64.dll", "GAME") then return end
if not system.IsWindows() then
error("VisTrace is currently only compatible with Windows, if you'd like a cross platform build to be worked on, please open an issue at https://github.com/Derpius/VisTrace/issues")
end
if jit.arch ~= "x64" then
error("VisTrace does not work on 32 bit builds of Garry's Mod at this time, please switch to the x86-64 branch in Steam betas")
end
require("VisTrace-v0.4")
|
local menu = {}
love.graphics.setBackgroundColor(130, 220, 250)
function math.lerp(a, b, k) --just fun stuff
if a == b then return a else
if math.abs(a-b) < 0.005 then return b else return a * (1-k) + b * k end
end
end
WWIDTH, WHEIGHT = 800, 600
function menu:load()
font = love.graphics.newFont(48)
myStyle = uare.newStyle({
width = 400,
height = 60,
color = {200, 200, 200},
hoverColor = {150, 150, 150},
holdColor = {100, 100, 100},
border = {
color = {255, 255, 255},
hoverColor = {200, 200, 200},
holdColor = {150, 150, 150},
size = 5
},
text = {
color = {200, 0, 0},
hoverColor = {150, 0, 0},
holdColor = {255, 255, 255},
font = font,
align = "center",
offset = {
x = 0,
y = -30
},
},
})
myButton1 = uare.new({
text = {
display = "singleplayer"
},
onClick = function()
state:switch("src/game", false)
end,
x = WWIDTH*.5-200,
y = WHEIGHT*.5-200
}):style(myStyle)
myButton2 = uare.new({
text = {
display = "multiplayer"
},
onClick = function()
state:switch("src/game", true)
end,
x = WWIDTH*.5-200,
y = WHEIGHT*.5-100
}):style(myStyle)
end
function menu:update(dt)
uare.update(dt, love.mouse.getX(), love.mouse.getY())
end
function menu:draw()
uare.draw()
end
function love.textinput(t)
myButton1.text.display = myButton1.text.display .. t
end
return menu
|
------------------------------
-- Area: Gusgen Mines
-- NM: Pulverized Pfeffer
------------------------------
require("scripts/globals/hunts")
------------------------------
function onMobDeath(mob, player, isKiller)
tpz.hunts.checkHunt(mob, player, 232)
end
|
-- General utility functions
function tableKeys(t)
local keys = {}
local n = 0
for k, v in pairs(t) do
n = n + 1
keys[n] = k
end
return keys
end
function shuffle(tbl)
size = #tbl
for i = size, 1, -1 do
local rand = math.random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
function serializeTable(val, name, skipnewlines, depth)
skipnewlines = skipnewlines or false
depth = depth or 0
local tmp = string.rep(" ", depth)
if name then
tmp = tmp .. name .. " = "
end
if type(val) == "table" then
tmp = tmp .. "{" .. (not skipnewlines and "\n" or "")
for k, v in pairs(val) do
tmp = tmp .. serializeTable(v, k, skipnewlines, depth + 1) .. "," .. (not skipnewlines and "\n" or "")
end
tmp = tmp .. string.rep(" ", depth) .. "}"
elseif type(val) == "number" then
tmp = tmp .. tostring(val)
elseif type(val) == "string" then
tmp = tmp .. string.format("%q", val)
elseif type(val) == "boolean" then
tmp = tmp .. (val and "true" or "false")
else
tmp = tmp .. '"[inserializeable datatype:' .. type(val) .. ']"'
end
return tmp
end
function invertTable(t)
local s = {}
for k, v in pairs(t) do
s[v] = k
end
return s
end
function copyTable(obj, seen)
if type(obj) ~= "table" then
return obj
end
if seen and seen[obj] then
return seen[obj]
end
local s = seen or {}
local res = setmetatable({}, getmetatable(obj))
s[obj] = res
for k, v in pairs(obj) do
res[copyTable(k, s)] = copyTable(v, s)
end
return res
end
function colorSum(c1, c2, r1, r2)
return {c1[1] * r1 + (c2[1]) * r2, c1[2] * r1 + (c2[2]) * r2, c1[3] * r1 + (c2[3]) * r2, c1[4]}
end
function output(thing)
SCREENMAN:SystemMessage(serializeTable(thing))
end
function pos(x, y)
return {x = x, y = y}
end
|
require 'optim'
-- modified to include a threshold for relative changes in the loss function as stopping criterion
local lbfgs_mod = require 'lbfgs'
---
--- MAIN FUNCTIONS
---
function runOptimization(params, net, content_image, content_losses, style_losses, temporal_losses,
img, frameIdx, runIdx, max_iter, CSR)
local isMultiPass = (runIdx ~= -1)
-- Run it through the network once to get the proper size for the gradient
-- All the gradients will come from the extra loss modules, so we just pass
-- zeros into the top of the net on the backward pass.
local y = net:forward(img)
local dy = img.new(#y):zero()
-- Declaring this here lets us access it in maybe_print
local optim_state = nil
if params.optimizer == 'lbfgs' then
optim_state = {
maxIter = max_iter,
tolFunRelative = params.tol_loss_relative,
tolFunRelativeInterval = params.tol_loss_relative_interval,
verbose=true,
}
elseif params.optimizer == 'adam' then
optim_state = {
learningRate = params.learning_rate,
}
else
error(string.format('Unrecognized optimizer "%s"', params.optimizer))
end
local function maybe_print(t, loss, alwaysPrint)
local should_print = (params.print_iter > 0 and t % params.print_iter == 0) or alwaysPrint
if should_print then
print(string.format('Iteration %d / %d', t, max_iter))
for i, loss_module in ipairs(content_losses) do
print(string.format(' Content %d loss: %f', i, loss_module.loss))
end
for i, loss_module in ipairs(temporal_losses) do
print(string.format(' Temporal %d loss: %f', i, loss_module.loss))
end
for i, loss_module in ipairs(style_losses) do
print(string.format(' Style %d loss: %f', i, loss_module.loss))
end
print(string.format(' Total loss: %f', loss))
end
end
local function print_end(t)
--- calculate total loss
local loss = 0
for _, mod in ipairs(content_losses) do
loss = loss + mod.loss
end
for _, mod in ipairs(temporal_losses) do
loss = loss + mod.loss
end
for _, mod in ipairs(style_losses) do
loss = loss + mod.loss
end
-- print informations
maybe_print(t, loss, true)
end
local function maybe_save(t, isEnd)
local should_save_intermed = params.save_iter > 0 and t % params.save_iter == 0
local should_save_end = t == max_iter or isEnd
if should_save_intermed or should_save_end then
local filename = nil
if isMultiPass then
filename = build_OutFilename(params, frameIdx, runIdx)
else
filename = build_OutFilename(params, math.abs(frameIdx - params.start_number + 1), should_save_end and -1 or t)
end
save_image(img, filename)
end
end
-- PRE-EVAL AFFINE DATA --
local mean_pixel = torch.CudaTensor({103.939, 116.779, 123.68})
local meanImage = mean_pixel:view(3, 1, 1):expandAs(content_image)
-- END PRE-EVAL AFFINE DATA --
-- Function to evaluate loss and gradient. We run the net forward and
-- backward to get the gradient, and sum up losses from the loss modules.
-- optim.lbfgs internally handles iteration and calls this fucntion many
-- times, so we manually count the number of iterations to handle printing
-- and saving intermediate results.
local num_calls = 0
local best
local function feval(x)
num_calls = num_calls + 1
-- AFFINE PRE-PROCESSING
local output = torch.add(x, meanImage)
local input = torch.add(content_image, meanImage)
-- END AFFINE PRE-PROCESSING
net:forward(x)
--local grad = net:backward(x, dy)
-- ADD AFFINE CODE FROM PHOTO
local grad = net:updateGradInput(x, dy)
local c, h, w = content_image:size(1), content_image:size(2), content_image:size(3)
local gradient_LocalAffine = MattingLaplacian(output, CSR, h, w):mul(params.lambda)
if num_calls % params.save_iter_affine == 0 then
best = SmoothLocalAffine(output, input, params.eps, params.patch, h, w, params.f_radius, params.f_edge)
end
grad = torch.add(grad, gradient_LocalAffine)
-- END AFFINE CODE FROM PHOTO
local loss = 0
for _, mod in ipairs(content_losses) do
loss = loss + mod.loss
end
for _, mod in ipairs(temporal_losses) do
loss = loss + mod.loss
end
for _, mod in ipairs(style_losses) do
loss = loss + mod.loss
end
maybe_print(num_calls, loss, false)
-- Only need to print if single-pass algorithm is used.
if not isMultiPass then
maybe_save(num_calls, false)
end
collectgarbage()
-- optim.lbfgs expects a vector for gradients
return loss, grad:view(grad:nElement())
end
start_time = os.time()
-- Run optimization.
if params.optimizer == 'lbfgs' then
print('Running optimization with L-BFGS')
local x, losses = lbfgs_mod.optimize(feval, img, optim_state)
elseif params.optimizer == 'adam' then
print('Running optimization with ADAM')
for t = 1, max_iter do
local x, losses = optim.adam(feval, img, optim_state)
end
end
end_time = os.time()
elapsed_time = os.difftime(end_time-start_time)
print("Running time: " .. elapsed_time .. "s")
fn = params.serial .. '/best' .. tostring(frameIdx) .. tostring(params.index) .. '_t_' .. 'final' .. '.png'
image.save(fn, best) -- Library image, ask to save.
print_end(num_calls)
maybe_save(num_calls, true)
end
-- Rebuild the network, insert style loss and return the indices for content and temporal loss
function buildNet(cnn, params, color_codes, style_image_caffe, color_content_masks, color_style_masks)
local content_layers = params.content_layers:split(",")
local style_layers = params.style_layers:split(",")
-- Which layer to use for the temporal loss. By default, it uses a pixel based loss, masked by the certainty
--(indicated by initWeighted).
local temporal_layers = params.temporal_weight > 0 and {'initWeighted'} or {}
local style_losses = {}
local contentLike_layers_indices = {}
local contentLike_layers_type = {}
local next_content_i, next_style_i, next_temporal_i = 1, 1, 1
local current_layer_index = 1
local net = nn.Sequential()
-- Set up pixel based loss.
if temporal_layers[next_temporal_i] == 'init' or temporal_layers[next_temporal_i] == 'initWeighted' then
print("Setting up temporal consistency.")
table.insert(contentLike_layers_indices, current_layer_index)
table.insert(contentLike_layers_type,
(temporal_layers[next_temporal_i] == 'initWeighted') and 'prevPlusFlowWeighted' or 'prevPlusFlow')
next_temporal_i = next_temporal_i + 1
end
-- Set up other loss modules.
-- For content loss, only remember the indices at which they are inserted, because the content changes for each frame.
if params.tv_weight > 0 then
local tv_mod = nn.TVLoss(params.tv_weight):float()
tv_mod = MaybePutOnGPU(tv_mod, params)
net:add(tv_mod)
current_layer_index = current_layer_index + 1
end
for i = 1, #cnn do
if next_content_i <= #content_layers or next_style_i <= #style_layers or next_temporal_i <= #temporal_layers then
local layer = cnn:get(i)
local name = layer.name
local layer_type = torch.type(layer)
local is_pooling = (layer_type == 'cudnn.SpatialMaxPooling' or layer_type == 'nn.SpatialMaxPooling')
-- SPECIAL LAYER DETECTION FOR PHOTO
local is_conv = (layer_type == 'nn.SpatialConvolution' or layer_type == 'cudnn.SpatialConvolution')
-- END
if is_pooling and params.pooling == 'avg' then
assert(layer.padW == 0 and layer.padH == 0)
local kW, kH = layer.kW, layer.kH
local dW, dH = layer.dW, layer.dH
local avg_pool_layer = nn.SpatialAveragePooling(kW, kH, dW, dH):float()
avg_pool_layer = MaybePutOnGPU(avg_pool_layer, params)
local msg = 'Replacing max pooling at layer %d with average pooling'
print(string.format(msg, i))
net:add(avg_pool_layer)
else
net:add(layer)
end
-- SPECIAL CONTENT AND STYLE MASK PREPROCESSING PER CNN LAYER
if is_pooling then
for k = 1, #color_codes do
color_content_masks[k] = image.scale(color_content_masks[k], math.ceil(color_content_masks[k]:size(2)/2), math.ceil(color_content_masks[k]:size(1)/2))
color_style_masks[k] = image.scale(color_style_masks[k], math.ceil(color_style_masks[k]:size(2)/2), math.ceil(color_style_masks[k]:size(1)/2))
end
elseif is_conv then
local sap = nn.SpatialAveragePooling(3,3,1,1,1,1):float()
for k = 1, #color_codes do
color_content_masks[k] = sap:forward(color_content_masks[k]:repeatTensor(1,1,1))[1]:clone()
color_style_masks[k] = sap:forward(color_style_masks[k]:repeatTensor(1,1,1))[1]:clone()
end
end
color_content_masks = deepcopy(color_content_masks)
color_style_masks = deepcopy(color_style_masks)
-- END SPECIAL PROCESSING
current_layer_index = current_layer_index + 1
if name == content_layers[next_content_i] then
print("Setting up content layer", i, ":", layer.name)
table.insert(contentLike_layers_indices, current_layer_index)
table.insert(contentLike_layers_type, 'content')
next_content_i = next_content_i + 1
end
if name == temporal_layers[next_temporal_i] then
print("Setting up temporal layer", i, ":", layer.name)
table.insert(contentLike_layers_indices, current_layer_index)
table.insert(contentLike_layers_type, 'prevPlusFlow')
next_temporal_i = next_temporal_i + 1
end
if name == style_layers[next_style_i] then
print("Setting up style layer ", i, ":", layer.name)
local gram = GramMatrix():float()
gram = MaybePutOnGPU(gram, params)
local target = nil
local target_features = net:forward(style_image_caffe):clone()
local target_grams = {}
-- local target_features = net:forward(style_image_caffe):clone()
-- local target_i = gram:forward(target_features):clone()
-- target_i:div(target_features:nElement())
-- target_i:mul(style_blend_weights)
-- target = target_i
for j = 1, #color_codes do
local l_style_mask_ori = color_style_masks[j]:clone():cuda()
local l_style_mask = l_style_mask_ori:repeatTensor(1,1,1):expandAs(target_features)
local l_style_mean = l_style_mask_ori:mean()
local masked_target_features = torch.cmul(l_style_mask, target_features)
local masked_target_gram = gram:forward(masked_target_features):clone()
if l_style_mean > 0 then
masked_target_gram:div(target_features:nElement() * l_style_mean)
end
table.insert(target_grams, masked_target_gram)
end
--local norm = params.normalize_gradients
local loss_module = nn.StyleLossWithSeg(params.style_weight, target_grams, color_content_masks, color_codes, next_style_idx, false):float()
loss_module = MaybePutOnGPU(loss_module, params)
net:add(loss_module)
current_layer_index = current_layer_index + 1
table.insert(style_losses, loss_module)
next_style_i = next_style_i + 1
end
end
end
return net, style_losses, contentLike_layers_indices, contentLike_layers_type
end
--
-- AFFINE MODULES FROM PHOTO
--
function MattingLaplacian(output, CSR, h, w)
local N, c = CSR:size(1), CSR:size(2)
local CSR_rowIdx = torch.CudaIntTensor(N):copy(torch.round(CSR[{{1,-1},1}]))
local CSR_colIdx = torch.CudaIntTensor(N):copy(torch.round(CSR[{{1,-1},2}]))
local CSR_val = torch.CudaTensor(N):copy(CSR[{{1,-1},3}])
local output01 = torch.div(output, 256.0)
local grad = cuda_utils.matting_laplacian(output01, h, w, CSR_rowIdx, CSR_colIdx, CSR_val, N)
grad:div(256.0)
return grad
end
function SmoothLocalAffine(output, input, epsilon, patch, h, w, f_r, f_e)
local output01 = torch.div(output, 256.0)
local input01 = torch.div(input, 256.0)
local filter_radius = f_r
local sigma1, sigma2 = filter_radius / 3, f_e
local best01= cuda_utils.smooth_local_affine(output01, input01, epsilon, patch, h, w, filter_radius, sigma1, sigma2)
return best01
end
--
-- LOSS MODULES
--
-- Define an nn Module to compute content loss in-place
local ContentLoss, parent = torch.class('nn.ContentLoss', 'nn.Module')
function ContentLoss:__init(strength, target, normalize)
parent.__init(self)
self.strength = strength
self.target = target
self.normalize = normalize or false
self.loss = 0
self.crit = nn.MSECriterion()
end
function ContentLoss:updateOutput(input)
if input:nElement() == self.target:nElement() then
self.loss = self.crit:forward(input, self.target) * self.strength
else
print('WARNING: Skipping content loss')
end
self.output = input
return self.output
end
function ContentLoss:updateGradInput(input, gradOutput)
if input:nElement() == self.target:nElement() then
self.gradInput = self.crit:backward(input, self.target)
end
if self.normalize then
self.gradInput:div(torch.norm(self.gradInput, 1) + 1e-8)
end
self.gradInput:mul(self.strength)
self.gradInput:add(gradOutput)
return self.gradInput
end
-- Define an nn Module to compute content loss in-place
local WeightedContentLoss, parent = torch.class('nn.WeightedContentLoss', 'nn.Module')
function WeightedContentLoss:__init(strength, target, weights, normalize, loss_criterion)
parent.__init(self)
self.strength = strength
if weights ~= nil then
-- Take square root of the weights, because of the way the weights are applied
-- to the mean square error function. We want w*(error^2), but we can only
-- do (w*error)^2 = w^2 * error^2
self.weights = torch.sqrt(weights)
self.target = torch.cmul(target, self.weights)
else
self.target = target
self.weights = nil
end
self.normalize = normalize or false
self.loss = 0
if loss_criterion == 'mse' then
self.crit = nn.MSECriterion()
elseif loss_criterion == 'smoothl1' then
self.crit = nn.SmoothL1Criterion()
else
print('WARNING: Unknown flow loss criterion. Using MSE.')
self.crit = nn.MSECriterion()
end
end
function WeightedContentLoss:updateOutput(input)
if input:nElement() == self.target:nElement() then
self.loss = self.crit:forward(input, self.target) * self.strength
if self.weights ~= nil then
self.loss = self.crit:forward(torch.cmul(input, self.weights), self.target) * self.strength
else
self.loss = self.crit:forward(input, self.target) * self.strength
end
else
print('WARNING: Skipping content loss')
end
self.output = input
return self.output
end
function WeightedContentLoss:updateGradInput(input, gradOutput)
if input:nElement() == self.target:nElement() then
if self.weights ~= nil then
self.gradInput = self.crit:backward(torch.cmul(input, self.weights), self.target)
else
self.gradInput = self.crit:backward(input, self.target)
end
end
if self.normalize then
self.gradInput:div(torch.norm(self.gradInput, 1) + 1e-8)
end
self.gradInput:mul(self.strength)
self.gradInput:add(gradOutput)
return self.gradInput
end
-- Returns a network that computes the CxC Gram matrix from inputs
-- of size C x H x W
function GramMatrix()
local net = nn.Sequential()
net:add(nn.View(-1):setNumInputDims(2))
local concat = nn.ConcatTable()
concat:add(nn.Identity())
concat:add(nn.Identity())
net:add(concat)
net:add(nn.MM(false, true))
return net
end
-- Define style loss with segmentation
local StyleLossWithSeg, parent = torch.class('nn.StyleLossWithSeg', 'nn.Module')
--function StyleLossWithSeg:__init(strength, target_grams, color_content_masks, content_seg_idxs, layer_id)
function StyleLossWithSeg:__init(strength, target_grams, color_content_masks, color_codes, layer_id)
parent.__init(self)
self.strength = strength
self.target_grams = target_grams
self.color_content_masks = deepcopy(color_content_masks)
self.color_codes = color_codes
--self.content_seg_idxs = content_seg_idxs
self.loss = 0
self.gram = GramMatrix()
self.crit = nn.MSECriterion()
self.layer_id = layer_id
end
function StyleLossWithSeg:updateOutput(input)
self.output = input
return self.output
end
function StyleLossWithSeg:updateGradInput(input, gradOutput)
self.loss = 0
self.gradInput = gradOutput:clone()
self.gradInput:zero()
for j = 1, #self.color_codes do
local l_content_mask_ori = self.color_content_masks[j]:clone():cuda()
local l_content_mask = l_content_mask_ori:repeatTensor(1,1,1):expandAs(input)
local l_content_mean = l_content_mask_ori:mean()
local masked_input_features = torch.cmul(l_content_mask, input)
local masked_input_gram = self.gram:forward(masked_input_features):clone()
if l_content_mean > 0 then
masked_input_gram:div(input:nElement() * l_content_mean)
end
local loss_j = self.crit:forward(masked_input_gram, self.target_grams[j])
loss_j = loss_j * self.strength * l_content_mean
self.loss = self.loss + loss_j
local dG = self.crit:backward(masked_input_gram, self.target_grams[j])
dG:div(input:nElement())
local gradient = self.gram:backward(masked_input_features, dG)
if self.normalize then
gradient:div(torch.norm(gradient, 1) + 1e-8)
end
self.gradInput:add(gradient)
end
self.gradInput:mul(self.strength)
self.gradInput:add(gradOutput)
return self.gradInput
end
-- Define an nn Module to compute style loss in-place
local StyleLoss, parent = torch.class('nn.StyleLoss', 'nn.Module')
function StyleLoss:__init(strength, target, normalize)
parent.__init(self)
self.normalize = normalize or false
self.strength = strength
self.target = target
self.loss = 0
self.gram = GramMatrix()
self.G = nil
self.crit = nn.MSECriterion()
end
function StyleLoss:updateOutput(input)
self.G = self.gram:forward(input)
self.G:div(input:nElement())
self.loss = self.crit:forward(self.G, self.target)
self.loss = self.loss * self.strength
self.output = input
return self.output
end
function StyleLoss:updateGradInput(input, gradOutput)
local dG = self.crit:backward(self.G, self.target)
dG:div(input:nElement())
self.gradInput = self.gram:backward(input, dG)
if self.normalize then
self.gradInput:div(torch.norm(self.gradInput, 1) + 1e-8)
end
self.gradInput:mul(self.strength)
self.gradInput:add(gradOutput)
return self.gradInput
end
local TVLoss, parent = torch.class('nn.TVLoss', 'nn.Module')
function TVLoss:__init(strength)
parent.__init(self)
self.strength = strength
self.x_diff = torch.Tensor()
self.y_diff = torch.Tensor()
end
function TVLoss:updateOutput(input)
self.output = input
return self.output
end
-- TV loss backward pass inspired by kaishengtai/neuralart
function TVLoss:updateGradInput(input, gradOutput)
self.gradInput:resizeAs(input):zero()
local C, H, W = input:size(1), input:size(2), input:size(3)
self.x_diff:resize(3, H - 1, W - 1)
self.y_diff:resize(3, H - 1, W - 1)
self.x_diff:copy(input[{{}, {1, -2}, {1, -2}}])
self.x_diff:add(-1, input[{{}, {1, -2}, {2, -1}}])
self.y_diff:copy(input[{{}, {1, -2}, {1, -2}}])
self.y_diff:add(-1, input[{{}, {2, -1}, {1, -2}}])
self.gradInput[{{}, {1, -2}, {1, -2}}]:add(self.x_diff):add(self.y_diff)
self.gradInput[{{}, {1, -2}, {2, -1}}]:add(-1, self.x_diff)
self.gradInput[{{}, {2, -1}, {1, -2}}]:add(-1, self.y_diff)
self.gradInput:mul(self.strength)
self.gradInput:add(gradOutput)
return self.gradInput
end
function getContentLossModuleForLayer(net, layer_idx, target_img, params)
local tmpNet = nn.Sequential()
for i = 1, layer_idx-1 do
local layer = net:get(i)
tmpNet:add(layer)
end
local target = tmpNet:forward(target_img):clone()
local loss_module = nn.ContentLoss(params.content_weight, target, params.normalize_gradients):float()
loss_module = MaybePutOnGPU(loss_module, params)
return loss_module
end
function getWeightedContentLossModuleForLayer(net, layer_idx, target_img, params, weights)
local tmpNet = nn.Sequential()
for i = 1, layer_idx-1 do
local layer = net:get(i)
tmpNet:add(layer)
end
local target = tmpNet:forward(target_img):clone()
local loss_module = nn.WeightedContentLoss(params.temporal_weight, target, weights,
params.normalize_gradients, params.temporal_loss_criterion):float()
loss_module = MaybePutOnGPU(loss_module, params)
return loss_module
end
---
--- HELPER FUNCTIONS
---
function MaybePutOnGPU(obj, params)
if params.gpu >= 0 then
if params.backend ~= 'clnn' then
return obj:cuda()
else
return obj:cl()
end
end
return obj
end
-- COPIED FROM PHOTO STYLE (NO CONFLICTS)
function deepcopy(orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[deepcopy(orig_key)] = deepcopy(orig_value)
end
setmetatable(copy, deepcopy(getmetatable(orig)))
else -- number, string, boolean, etc
copy = orig
end
return copy
end
-- COPIED FROM PHOT STYLE (NO CONFLICTS)
function ExtractMask(seg, color)
local mask = nil
if color == 'GREEN' then
mask = torch.lt(seg[1], 0.15)
mask:cmul(torch.gt(seg[2], 1-0.2))
mask:cmul(torch.lt(seg[3], 0.15))
elseif color == 'PURPLISH_RED' then
mask = torch.cmul(torch.gt(seg[1], 0.5), torch.lt(seg[1], 0.5+0.3))
mask:cmul(torch.cmul(torch.gt(seg[2], 0.2), torch.lt(seg[2], 0.4)))
mask:cmul(torch.cmul(torch.gt(seg[3], 0.3), torch.lt(seg[3], 0.55)))
elseif color == 'ORANGE_YELLOW' then
mask = torch.cmul(torch.gt(seg[1], 0.8), torch.lt(seg[1], 0.95))
mask:cmul(torch.cmul(torch.gt(seg[2], 0.55), torch.lt(seg[2], 0.75)))
mask:cmul(torch.cmul(torch.gt(seg[3], 0.25), torch.lt(seg[3], 0.45)))
elseif color == 'VIOLET' then
mask = torch.cmul(torch.gt(seg[1], 0.3), torch.lt(seg[1], 0.5))
mask:cmul(torch.cmul(torch.gt(seg[2], 0.3), torch.lt(seg[2], 0.4)))
mask:cmul(torch.cmul(torch.gt(seg[3], 0.4), torch.lt(seg[3], 0.7)))
elseif color == 'PURPLISH_PINK' then
mask = torch.cmul(torch.gt(seg[1], 0.75), torch.lt(seg[1], 0.95))
mask:cmul(torch.cmul(torch.gt(seg[2], 0.5), torch.lt(seg[2], 0.7)))
mask:cmul(torch.cmul(torch.gt(seg[3], 0.55), torch.lt(seg[3], 0.8)))
elseif color == 'BUFF' then
mask = torch.gt(seg[1], 0.85)
mask:cmul(torch.cmul(torch.gt(seg[2], 0.75), torch.lt(seg[2], 0.95)))
mask:cmul(torch.cmul(torch.gt(seg[3], 0.4), torch.lt(seg[3], 0.6)))
elseif color == 'ORANGE' then
mask = torch.cmul(torch.gt(seg[1], 0.8), torch.lt(seg[1], 1))
mask:cmul(torch.cmul(torch.gt(seg[2], 0.55), torch.lt(seg[2], 0.75)))
mask:cmul(torch.cmul(torch.gt(seg[3], 0.0), torch.lt(seg[3], 0.2)))
elseif color == 'BROWN' then
mask = torch.cmul(torch.gt(seg[1], 0.25), torch.lt(seg[1], 0.35))
mask:cmul(torch.cmul(torch.gt(seg[2], 0.15), torch.lt(seg[2], 0.25)))
mask:cmul(torch.cmul(torch.gt(seg[3], 0.15), torch.lt(seg[3], 0.25)))
elseif color == 'KHAKHI' then
mask = torch.cmul(torch.gt(seg[1], 0.35), torch.lt(seg[1], 0.55))
mask:cmul(torch.cmul(torch.gt(seg[2], 0.35), torch.lt(seg[2], 0.55)))
mask:cmul(torch.cmul(torch.gt(seg[3], 0.2), torch.lt(seg[3], 0.4)))
elseif color == 'PINK' then
mask = torch.cmul(torch.gt(seg[1], 0.6), torch.lt(seg[1], 0.8))
mask:cmul(torch.cmul(torch.gt(seg[2], 0.35), torch.lt(seg[2], 0.55)))
mask:cmul(torch.cmul(torch.gt(seg[3], 0.35), torch.lt(seg[3], 0.55)))
elseif color == 'BLACK' then
mask = torch.lt(seg[1], 0.1)
mask:cmul(torch.lt(seg[2], 0.1))
mask:cmul(torch.lt(seg[3], 0.1))
elseif color == 'WHITE' then
mask = torch.gt(seg[1], 1-0.1)
mask:cmul(torch.gt(seg[2], 1-0.1))
mask:cmul(torch.gt(seg[3], 1-0.1))
elseif color == 'RED' then
mask = torch.gt(seg[1], 1-0.2)
mask:cmul(torch.lt(seg[2], 0.15))
mask:cmul(torch.lt(seg[3], 0.15))
elseif color == 'BLUE' then
mask = torch.lt(seg[1], 0.15)
mask:cmul(torch.lt(seg[2], 0.15))
mask:cmul(torch.gt(seg[3], 1-0.2))
elseif color == 'YELLOW' then
mask = torch.gt(seg[1], 1-0.2)
mask:cmul(torch.gt(seg[2], 1-0.2))
mask:cmul(torch.lt(seg[3], 0.15))
elseif color == 'GREY' then
mask = torch.cmul(torch.gt(seg[1], 0.5-0.1), torch.lt(seg[1], 0.5+0.1))
mask:cmul(torch.cmul(torch.gt(seg[2], 0.5-0.1), torch.lt(seg[2], 0.5+0.1)))
mask:cmul(torch.cmul(torch.gt(seg[3], 0.5-0.1), torch.lt(seg[3], 0.5+0.1)))
elseif color == 'LIGHT_BLUE' then
mask = torch.lt(seg[1], 0.15)
mask:cmul(torch.gt(seg[2], 1-0.15))
mask:cmul(torch.gt(seg[3], 1-0.15))
elseif color == 'PURPLE' then
mask = torch.gt(seg[1], 1-0.2)
mask:cmul(torch.lt(seg[2], 0.15))
mask:cmul(torch.gt(seg[3], 1-0.2))
else
print('ExtractMask(): color not recognized, color = ', color)
end
return mask:float()
end
-- Preprocess an image before passing it to a Caffe model.
-- We need to rescale from [0, 1] to [0, 255], convert from RGB to BGR,
-- and subtract the mean pixel.
function preprocess(img)
local mean_pixel = torch.DoubleTensor({103.939, 116.779, 123.68})
local perm = torch.LongTensor{3, 2, 1}
img = img:index(1, perm):mul(256.0)
mean_pixel = mean_pixel:view(3, 1, 1):expandAs(img)
img:add(-1, mean_pixel)
return img
end
-- Undo the above preprocessing.
function deprocess(img)
local mean_pixel = torch.DoubleTensor({103.939, 116.779, 123.68})
mean_pixel = mean_pixel:view(3, 1, 1):expandAs(img)
img = img + mean_pixel
local perm = torch.LongTensor{3, 2, 1}
img = img:index(1, perm):div(256.0)
return img
end
function save_image(img, fileName)
local disp = deprocess(img:double())
disp = image.minmax{tensor=disp, min=0, max=1}
image.save(fileName, disp)
end
-- Checks whether a table contains a specific value
function tabl_contains(tabl, val)
for i=1,#tabl do
if tabl[i] == val then
return true
end
end
return false
end
-- Sums up all element in a given table
function tabl_sum(t)
local sum = t[1]:clone()
for i=2, #t do
sum:add(t[i])
end
return sum
end
function str_split(str, delim, maxNb)
-- Eliminate bad cases...
if string.find(str, delim) == nil then
return { str }
end
if maxNb == nil or maxNb < 1 then
maxNb = 0 -- No limit
end
local result = {}
local pat = "(.-)" .. delim .. "()"
local nb = 1
local lastPos
for part, pos in string.gfind(str, pat) do
result[nb] = part
lastPos = pos
nb = nb + 1
if nb == maxNb then break end
end
-- Handle the last field
result[nb] = string.sub(str, lastPos)
return result
end
function fileExists(name)
local f=io.open(name,"r")
if f~=nil then io.close(f) return true else return false end
end
function calcNumberOfContentImages(params)
local frameIdx = 1
while frameIdx < 100000 do
local fileName = string.format(params.content_pattern, frameIdx + params.start_number)
if not fileExists(fileName) then return frameIdx end
frameIdx = frameIdx + 1
end
-- If there are too many content frames, something may be wrong.
return 0
end
function build_OutFilename(params, image_number, iterationOrRun)
local ext = paths.extname(params.output_image)
local basename = paths.basename(params.output_image, ext)
local fileNameBase = '%s%s-' .. params.number_format
if iterationOrRun == -1 then
return string.format(fileNameBase .. '.%s',
params.output_folder, basename, image_number, ext)
else
return string.format(fileNameBase .. '_%d.%s',
params.output_folder, basename, image_number, iterationOrRun, ext)
end
end
function getFormatedFlowFileName(pattern, fromIndex, toIndex)
local flowFileName = pattern
flowFileName = string.gsub(flowFileName, '{(.-)}',
function(a) return string.format(a, fromIndex) end )
flowFileName = string.gsub(flowFileName, '%[(.-)%]',
function(a) return string.format(a, toIndex) end )
return flowFileName
end
function getContentImage(frameIdx, params)
local fileName = string.format(params.content_pattern, frameIdx)
if not fileExists(fileName) then return nil end
local content_image = image.load(string.format(params.content_pattern, frameIdx), 3)
-- Load Segmentation --
local segmentation_img = image.load(string.format(params.content_segmentation_path,frameIdx), 3)
local img_scale = math.sqrt(content_image:size(2) * content_image:size(3) / (segmentation_img:size(3) * segmentation_img:size(2)))
segmentation_img = image.scale(segmentation_img, segmentation_img:size(3) * img_scale, segmentation_img:size(2) * img_scale, 'bilinear')
print("Content Segementation image size: " .. segmentation_img:size(3) .. " x " .. segmentation_img:size(2))
segmentation_img = MaybePutOnGPU(segmentation_img, params)
-- --- -- ---
content_image = preprocess(content_image):float()
content_image = MaybePutOnGPU(content_image, params)
return content_image, segmentation_img
end
function getStyleImages(params)
-- Needed to read content image size
local firstContentImg = image.load(string.format(params.content_pattern, params.start_number), 3)
local style_image_list = params.style_image:split(',')
local style_images_caffe = {}
-- Load Segmentation Image --
local segmentation_img = image.load(params.style_segmentation_image, 3)
local img_scale = math.sqrt(firstContentImg:size(2) * firstContentImg:size(3) / (segmentation_img:size(3) * segmentation_img:size(2)))
segmentation_img = image.scale(segmentation_img, segmentation_img:size(3) * img_scale, segmentation_img:size(2) * img_scale, 'bilinear')
print("Style Segementation image size: " .. segmentation_img:size(3) .. " x " .. segmentation_img:size(2))
segmentation_img = MaybePutOnGPU(segmentation_img, params)
--- ---- --- ---- --- ---
for _, img_path in ipairs(style_image_list) do
local img = image.load(img_path, 3)
* params.style_scale
-- Scale the style image so that it's area equals the area of the content image multiplied by the style scale.
local img_scale = math.sqrt(firstContentImg:size(2) * firstContentImg:size(3) / (img:size(3) * img:size(2)))
img = image.scale(img, img:size(3) * img_scale, img:size(2) * img_scale, 'bilinear')
print("Style image size: " .. img:size(3) .. " x " .. img:size(2))
local img_caffe = preprocess(img):float()
table.insert(style_images_caffe, img_caffe)
end
for i = 1, #style_images_caffe do
style_images_caffe[i] = MaybePutOnGPU(style_images_caffe[i], params)
end
return style_images_caffe,segmentation_img
end
|
local class = require('opus.class')
local UI = require('opus.ui')
UI.MenuItem = class(UI.FlatButton)
UI.MenuItem.defaults = {
UIElement = 'MenuItem',
noPadding = false,
textInactiveColor = 'gray',
}
|
function test()
local a, b, c
end
jit("compile", test)
test()
--[[
function <../tests/4_OP_LOADNIL.lua:1,3> (2 instructions at 0x1800500)
0 params, 3 slots, 0 upvalues, 3 locals, 0 constants, 0 functions
1 [2] LOADNIL 0 2
2 [3] RETURN 0 1
constants (0) for 0x1800500:
locals (3) for 0x1800500:
0 a 2 3
1 b 2 3
2 c 2 3
upvalues (0) for 0x1800500:
]]
--[[
ra = R(0);
setnilvalue(ra++);
setnilvalue(ra++);
setnilvalue(ra++);
]]
|
BusStop = {}
-- Gets the hash of the bus stop from the given coordinates
BusStop.CalculateHash = function(coords)
local x = math.floor(coords.x)
local y = math.floor(coords.y)
return sha1.hex('busstop:' .. tostring(x) .. ':' .. tostring(y))
end
|
biter_ai_settings = { destroy_when_commands_fail = true, allow_try_return_to_spawner = true }
|
--[[
Purpose: Provides a wrapper for database interaction so switching from mysqloo or tmysql4
can be quickly done without much hassle. There are also some utility functions for the
database.
--]]
nut.db = nut.db or {}
local dbModule = nut.config.dbModule
-- SQLite doesn't need a module!
if (dbModule != "sqlite") then
require(nut.config.dbModule)
else
local SQL_CURR_VERSION = 0
local SQL_CONFIRMING = 0
SQL_LOCAL_VERSION = SQL_LOCAL_VERSION or tonumber(file.Read("nutscript/db.txt", "DATA") or 0)
-- But it does require the script to setup a table.
local QUERY_CREATE = [[
CREATE TABLE ]]..nut.config.dbTable..[[ (
steamid int,
charname varchar(60),
description varchar(240),
gender varchar(6),
money int,
inv mediumtext,
faction int,
id int,
chardata mediumtext,
rpschema varchar(16),
model tinytext
);
]]
local QUERY_CREATE_PLAYERS = [[
CREATE TABLE ]]..nut.config.dbPlyTable..[[ (
steamid int,
whitelists tinytext,
plydata mediumtext,
rpschema tinytext
);
]]
local function initializeTables(recreate)
local success = true
if (recreate) then
sql.Query("DROP TABLE "..nut.config.dbTable)
sql.Query("DROP TABLE "..nut.config.dbPlyTable)
end
if (!sql.TableExists(nut.config.dbTable)) then
local result = sql.Query(QUERY_CREATE)
if (result == false) then
MsgC(Color(255, 0, 0), "[Advanced Nutscript] Framework could not create characters table!\n")
print(sql.LastError())
success = false
else
MsgC(Color(0, 255, 0), "[Advanced Nutscript] Framework has created characters table.\n")
end
else
success = false
end
if (!sql.TableExists(nut.config.dbPlyTable)) then
local result = sql.Query(QUERY_CREATE_PLAYERS)
if (result == false) then
MsgC(Color(255, 0, 0), "[Advanced Nutscript] Framework could not create players table!\n")
print(sql.LastError())
success = false
else
MsgC(Color(0, 255, 0), "[Advanced Nutscript] Framework has created players table.\n")
end
else
success = false
end
if (success) then
MsgC(Color(0, 255, 0), "[Advanced Nutscript] Framework has created database tables correctly!\n")
file.Write("nutscript/db.txt", SQL_CURR_VERSION)
SQL_LOCAL_VERSION = SQL_CURR_VERSION
end
end
initializeTables()
if (SQL_LOCAL_VERSION != SQL_CURR_VERSION) then
MsgC(Color(255, 255, 0), "\n[Advanced Nutscript] Framework has had its database tables updated.\n")
MsgC(Color(255, 255, 0), "[Advanced Nutscript] You will need to enter the command: "); MsgN("nut_recreatedb")
MsgC(Color(255, 255, 0), "[Advanced Nutscript] You will need to enter the command: "); MsgN("nut_recreatedb")
MsgC(Color(255, 255, 0), "[Advanced Nutscript] Updating the tables will remove ALL pre-existing data.\n")
MsgC(Color(255, 255, 0), "[Advanced Nutscript] Not updating the tables MAY CAUSE SAVING/LOADED ERRORS!\n\n")
end
concommand.Add("nut_recreatedb", function(client, command, arguments)
if (!IsValid(client) or client:IsListenServerHost()) then
if ((!SQL_CONFIRMING or SQL_CONFIRMING < CurTime()) and SQL_LOCAL_VERSION == SQL_CURR_VERSION) then
MsgN("[Advanced Nutscript] Framework has verified that the table versions match.")
MsgN("[Advanced Nutscript] If you would like to recreate the tables, type the command again within 10 seconds.")
SQL_CONFIRMING = CurTime() + 10
return
end
initializeTables(true)
SQL_CONFIRMING = 0
end
end)
end
--[[
Purpose: Connects to the database using the configuration values from sv_config.lua
and connects using the defined modules from the config file.
--]]
function nut.db.Connect()
if (dbModule == "sqlite") then
if (nut.db.sqliteInit == true) then return end
MsgC(Color(0, 255, 0), "[Advanced Nutscript] using SQLite for database.\n");
nut.db.sqliteInit = true
return
end
if (nut.db.object) then
return
end
local hostname = nut.config.dbHost
local username = nut.config.dbUser
local password = nut.config.dbPassword
local database = nut.config.dbDatabase
local port = nut.config.dbPort
if (dbModule == "tmysql4") then
local fault;
nut.db.object, fault = tmysql.initialize(hostname, username, password, database, port)
if (!fault) then
print("[Advanced Nutscript] Framework has connected to the database via tmysql4.");
else
print("[Advanced Nutscript] Framework could not connect to the database!")
print(fault)
end
else
nut.db.object = mysqloo.connect(hostname, username, password, database, port)
nut.db.object.onConnected = function()
print("[Advanced Nutscript] Framework has connected to the database via mysqloo.")
end
nut.db.object.onConnectionFailed = function(_, fault)
print("[Advanced Nutscript] Framework could not connect to the database!")
print(fault)
end
nut.db.object:connect()
end
end
nut.db.Connect()
--[[
Purpose: An alias to the current module's function to escape a string.
--]]
function nut.db.Escape(value)
if (dbModule == "tmysql4") then
return tmysql.escape(value)
elseif (dbModule == "mysqloo") then
return nut.db.object:escape(value)
else
return sql.SQLStr(value)
end
end
--[[
Purpose: Makes a query using either tmysql4 or mysqloo and runs the callback
function passing the data.
--]]
function nut.db.Query(query, callback)
if (dbModule == "tmysql4") then
nut.db.object:Query(query, function(result, status, fault)
if (status == false) then
print("Query Error: "..query)
print(fault)
elseif (callback) then
callback(result[1], result)
end
end, QUERY_FLAG_ASSOC)
elseif (dbModule == "mysqloo") then
local result = nut.db.object:query(query)
if (result) then
if (callback) then
result.onSuccess = function(_, data)
callback(data[1], data)
end
end
result.onError = function(_, fault)
print("Query Error: "..query);
print(fault)
end
result:start()
end
else
local data = sql.Query(query)
if (data == false) then
print("Query Error: "..query)
print(sql.LastError())
else
local value = {}
if (data and data[1]) then
value = data[1]
value.faction = tonumber(value.faction)
value.id = tonumber(value.id)
end
if (callback) then
callback(value, data or {})
end
end
end
end
--[[
Purpose: Inserts a table matching the key with a field in the database and a value
as the value for the field.
--]]
function nut.db.InsertTable(data, callback, dbTable)
local query = "INSERT INTO "..(dbTable or nut.config.dbTable).." ("
for k, v in pairs(data) do
query = query..k..", "
end
query = string.sub(query, 1, -3)..") VALUES ("
for k, v in pairs(data) do
if (type(k) == "string" and k != "steamid") then
if (type(v) == "table") then
v = pon.encode(v)
end
-- SQLite doesn't play nice with quotations.
if (type(v) == "string") then
if (dbModule == "sqlite") then
v = nut.db.Escape(v)
else
v = "'"..nut.db.Escape(v).."'"
end
end
end
query = query..v..", "
end
query = string.sub(query, 1, -3)..")"
nut.db.Query(query, callback)
end
--[[
Purpose: Similar to insert table, it will update the values that are passed through
the second argument given the condition is true.
--]]
function nut.db.UpdateTable(condition, data, dbTable)
local query = "UPDATE "..(dbTable or nut.config.dbTable).." SET "
for k, v in pairs(data) do
query = query..nut.db.Escape(k).." = "
if (type(k) == "string" and k != "steamid") then
if (type(v) == "table") then
v = pon.encode(v)
end
-- SQLite doesn't play nice with quotations.
if (type(v) == "string") then
if (dbModule == "sqlite") then
v = nut.db.Escape(v)
else
v = "'"..nut.db.Escape(v).."'"
end
end
end
query = query..v..", "
end
query = string.sub(query, 1, -3).." WHERE "..condition
nut.db.Query(query, callback)
end
--[[
Purpose: Returns the values of given fields that are seperated by a comma and passes
them into the callback function given the condition provided is true.
--]]
function nut.db.FetchTable(condition, tables, callback, dbTable)
local query = "SELECT "..tables.." FROM "..(dbTable or nut.config.dbTable).." WHERE "..condition
nut.db.Query(query, callback)
end
|
local sti = require("lib/sti")
local anim8 = require("lib/anim8")
function love.load()
map = sti.new("assets/maps/level")
heroSprites = love.graphics.newImage("assets/spritesheets/pimple.gif")
movementGrid = anim8.newGrid(58, 80, heroSprites:getWidth(), heroSprites:getHeight(), 0, 0, 3)
stillGrid = anim8.newGrid(41, 70, heroSprites:getWidth(), heroSprites:getHeight(), 157, 0, 8)
player = {
spritesheet = heroSprites,
x = 60,
y = 382,
speed = 140,
animations = {
still = anim8.newAnimation(stillGrid('1-2', 1), 1.0),
right = anim8.newAnimation(movementGrid('1-5', 2), 0.08),
left = anim8.newAnimation(movementGrid('1-5', 3), 0.08)
},
}
player.animation = player.animations.still
love.graphics.setBackgroundColor(127, 117, 137)
end
function love.draw()
map:draw()
player.animation:draw(player.spritesheet, player.x, player.y)
end
function love.update(dt)
if love.keyboard.isDown("right") then
player.x = player.x + (player.speed * dt)
player.animation = player.animations.right
elseif love.keyboard.isDown("left") then
player.x = player.x - (player.speed * dt)
player.animation = player.animations.left
else
player.animation = player.animations.still
end
map:update(dt)
player.animation:update(dt)
end
|
return {'ere','ereambt','erebaan','erebaantje','erebegraafplaats','ereblijk','ereboog','ereburger','ereburgerschap','erecode','erecomite','ereconsul','erectie','erectiemiddel','erectiepil','erectiestoornis','eredame','eredegen','eredienst','erediploma','eredivisie','eredivisieclub','eredivisieduels','eredivisieteam','eredivisievoetbal','eredivisionist','eredoctor','eredoctoraat','erefunctie','eregalerij','eregast','eregaste','eregeld','erehaag','erejury','ereklasse','erekrans','erekruis','erekwestie','erelid','erelidmaatschap','erelijst','erelint','ereloon','eremedaille','eremetaal','eremiet','eremis','eren','erenaam','erepalm','erepenning','ereplaats','ereplak','ereplicht','erepodium','erepoort','erepost','ereprijs','ereronde','eresabel','eresaluut','ereschavot','ereschuld','ereteken','ereterras','eretitel','eretribune','ereveld','erevoorzitter','erewacht','erewijn','erewoord','erewraak','erezaak','erezuil','ereloge','ereorde','erectieprobleem','eredivisieniveau','eredivisiewedstrijd','eremoord','erepark','eretreffer','ereloonnota','erembodegem','erembodegemmenaar','erembodegems','erevan','erents','erenstein','eren','ereambten','ereblijken','erebogen','ereburgers','erecomites','erectiestoornissen','eredames','erediensten','eredivisiewedstrijden','eredoctoraten','eredoctoren','eredoctors','erekransen','erekruisen','ereleden','erelijstje','erelinten','erelonen','eremedailles','eremieten','eremoorden','erenamen','erepalmen','ereplaatsen','erepoorten','ereposten','ereprijzen','ereregels','ereronden','ererondes','ererondje','ererondjes','eresabels','ereschulden','eretekenen','eretekens','eretitels','erevelden','erevoorzitters','erewachten','erezuilen','erecodes','erecties','eredivisieclubs','eredivisies','eredivisionisten','eregasten','eremissen','erepenningen','eretribunes','erezaken','erepodia','erehagen','ereplakken','eresaluten','erectieproblemen','erectiepillen','ereplaatsje','erectiemiddelen','erelijsten','erebaantjes','eredivisieteams'}
|
--[[
behavior that makes any GridSolver AMR-friendly
now to change hydro/solver/gridsolver so I can somehow modify the mins/maxs without reloading any kernels
...
--]]
local ffi = require 'ffi'
local class = require 'ext.class'
local table = require 'ext.table'
local template = require 'template'
local vec3sz = require 'vec-ffi.vec3sz'
local roundup = require 'hydro.util.roundup'
local int4ptr = ffi.new'int[4]'
local function int4(a,b,c,d)
int4ptr[0] = a
int4ptr[1] = b
int4ptr[2] = c
int4ptr[3] = d
return int4ptr
end
local function initAMR(self, args)
self.amr = args.amr
if not self.amr then
-- in this case, we are the root:
self.amr = {
depth = 0,
-- shared by all in the tree
ctx = {
--method = 'dt vs 2dt',
method = 'gradient',
maxdepth = 1,
splitThreshold = .3,
mergeThreshold = .0001,
-- the size, in cells, which a node replaces
nodeFromSize = ({
vec3sz(32, 1, 1),
vec3sz(32, 32, 1),
vec3sz(32, 32, 32),
})[self.dim],
nodeSizeWithoutBorder = vec3sz(self.sizeWithoutBorder),
},
}
-- size of the root level, in terms of nodes ('from' size)
self.amr.ctx.parentSizeInFromSize = vec3sz(1,1,1)
for i=0,self.dim-1 do
self.amr.ctx.parentSizeInFromSize.s[i] =
roundup(self.sizeWithoutBorder.s[i], self.amr.ctx.nodeFromSize.s[i])
/ self.amr.ctx.nodeFromSize.s[i]
end
-- number of cells in the node.
-- I'm matching this with the root size. if you want to change it then be prepared to change gridSize to be members of solver_t
print('nodeSizeWithoutBorder', self.amr.ctx.nodeSizeWithoutBorder)
-- number of cells that the node replaces
print('nodeFromSize', self.amr.ctx.nodeFromSize)
-- how many nodes cover the parent
print('parentSizeInFromSize', self.amr.ctx.parentSizeInFromSize)
-- make sure that the child boundary is at least as big as one cell in the parent
for i=0,2 do
assert(self.numGhost >= self.amr.ctx.parentSizeInFromSize.s[i],
require 'ext.tolua'{
['self.numGhost'] =self.numGhost,
['self.amr.ctx.parentSizeInFromSize.s[i]'] = self.amr.ctx.parentSizeInFromSize.s[i],
})
end
local volume = tonumber(self.amr.ctx.parentSizeInFromSize:volume())
self.amrErrorPtr = ffi.new('real[?]', volume)
end
self.initArgs = table(args)
end
local function createBuffersAMR(self)
if self.amr.ctx.method == 'gradient' then
-- how big each node is
self.amr.nodeSize = self.amr.ctx.nodeSizeWithoutBorder + 2 * self.numGhost
self.amr.child = table()
end
-- TODO UBufSize used to go here
--[[ this used to go after createBuffers UBufSize
if self.amr.ctx.method == 'gradient' then
UBufSize = UBufSize + self.amrMaxNodes * self.amr.nodeSize:volume()
end
--]]
if self.amr.ctx.method == 'dt vs 2dt' then
-- here's my start at AMR, using the 1989 Berger, Collela two-small-steps vs one-big-step method
self:clalloc('lastUBuf', self.eqn.symbols.cons_t, self.numCells)
self:clalloc('U2Buf', self.eqn.symbols.cons_t, self.numCells)
elseif self.amr.ctx.method == 'gradient' then
-- this is going to be a single value for each leaf
-- that means the destination will be the number of nodes it takes to cover the grid (excluding the border)
-- however, do I want this to be a larger buffer, and then perform reduce on it?
self:clalloc('amrErrorBuf', 'real',
-- self.volume
tonumber(self.amr.ctx.parentSizeInFromSize:volume()),
-- here is our one use of buffer 'sizevec':
assert(self.amr.ctx.parentSizeInFromSize)
)
end
end
return function(cl)
cl = class(cl)
local subcl
function cl:init(args)
-- overriding the gridsize ...
args = table(args)
args.gridSize = {64,64,1}
cl.super.init(self, args)
end
function cl:initObjs(args)
cl.super.initObjs(self, args)
initAMR(self, args)
end
function cl:createBuffers()
cl.super.createBuffers(self)
createBuffersAMR(self)
end
function cl:getSolverCode()
error'TODO convert this to initCodeModules'
return table{
cl.super.getSolverCode(self),
self.eqn:template(({
['dt vs 2dt'] = [[
kernel void compareUvsU2(
global <?=cons_t?> * const U2Buf,
global <?=cons_t?> const * const UBuf
) {
<?=SETBOUNDS?>(0,0);
global <?=cons_t?> * const U2 = U2Buf + index;
global <?=cons_t?> const * const U = UBuf + index;
//what to use to compare values ...
//if we combine all primitives, they'll have to be appropriately weighted ...
real sum = 0.;
real tmp;
<? for i=0,eqn.numStates-1 do
?> tmp = U2->ptr[<?=i?>] - U->ptr[<?=i?>]; sum += tmp * tmp;
<? end
?> U2->ptr[0] = sum * 1e+5;
}
]],
gradient = [==[
<? local clnumber = require 'cl.obj.number' ?>
kernel void calcAMRError(
constant <?=solver_t?> const * const solver, //parent node's solver_t
global real * const amrErrorBuf,
global <?=cons_t?> const * const UBuf //parent node's UBuf
) {
int4 nodei = globalInt4();
if (nodei.x >= <?=solver.amr.ctx.parentSizeInFromSize.x?> ||
nodei.y >= <?=solver.amr.ctx.parentSizeInFromSize.y?>)
{
return;
}
int nodeIndex = nodei.x + <?=solver.amr.ctx.parentSizeInFromSize.x?> * nodei.y;
real dV_dx;
real sum = 0.;
// for (int nx = 0; nx < <?=solver.amr.ctx.nodeFromSize.x?>; ++nx) {
// for (int ny = 0; ny < <?=solver.amr.ctx.nodeFromSize.y?>; ++ny) {
<? -- without unrolling these for-loops, intel compiler takes 30 seconds (and produces bad asm)
for nx=0,tonumber(solver.amr.ctx.nodeFromSize.x)-1 do
for ny=0,tonumber(solver.amr.ctx.nodeFromSize.y)-1 do
?>{
int const nx = <?=nx?>;
int const ny = <?=ny?>;
int4 Ui = (int4)(
solver->numGhost + nx + <?=solver.amr.ctx.nodeFromSize.x?> * nodei.x,
solver->numGhost + ny + <?=solver.amr.ctx.nodeFromSize.y?> * nodei.y,
0,0);
int Uindex = INDEXV(Ui);
global <?=cons_t?> const * const U = UBuf + Uindex;
//TODO this wasn't the exact formula ...
// and TODO make this modular. some papers use velocity vector instead of density.
// why not total energy -- that incorporates everything?
<? for i=0,solver.dim-1 do
?> dV_dx = (U[solver->stepsize.s<?=i?>].rho - U[-solver->stepsize.s<?=i?>].rho) / (2. * solver->grid_dx.s<?=i?>);
sum += dV_dx * dV_dx;
<? end
?>
// }
// }
}<?
end
end
?>
amrErrorBuf[nodeIndex] = sum * 1e-2 * <?=clnumber(1/tonumber( solver.amr.ctx.nodeFromSize:volume() ))?>;
}
kernel void initNodeFromRoot(
global <?=cons_t?> * const childUBuf,
global <?=cons_t?> const * const parentUBuf,
int4 from //where in the child tree
) {
//'i' is the dest in the child node to write
int4 i = (int4)(0,0,0,0);
i.x = get_global_id(0);
i.y = get_global_id(1);
if (i.x >= <?=solver.amr.nodeSize.x?> ||
i.y >= <?=solver.amr.nodeSize.y?>)
{
return;
}
int dstIndex = i.x + <?=solver.amr.nodeSize.x?> * i.y;
//'srci' is the coords within the parent node to read, relative to the child's upper-left
int4 srci = (int4)(0,0,0,0);
srci.x = i.x / <?= solver.amr.ctx.parentSizeInFromSize.x ?>;
srci.y = i.y / <?= solver.amr.ctx.parentSizeInFromSize.y ?>;
int srcIndex = solver->numGhost + srci.x + from.x * <?= solver.amr.ctx.parentSizeInFromSize.x ?>
+ gridSize_x * (
solver->numGhost + srci.y + from.y * <?= solver.amr.ctx.parentSizeInFromSize.y ?>
);
//blitter srcU sized solver.amr.ctx.nodeFromSize (in a patch of size solver.gridSize)
// to dstU sized solver.amr.nodeSize (in a patch of solver.amr.nodeSize)
childUBuf[dstIndex] = parentUBuf[srcIndex];
}
]==],
})[self.amr.ctx.method] or ''),
}:concat'\n'
end
function cl:refreshSolverProgram()
cl.super.refreshSolverProgram(self)
if self.amr.ctx.method == 'dt vs 2dt' then
self.compareUvsU2KernelObj = self.solverProgramObj:kernel('compareUvsU2', self.U2Buf, self.UBuf)
elseif self.amr.ctx.method == 'gradient' then
self.calcAMRErrorKernelObj = self.solverProgramObj:kernel'calcAMRError'
self.initNodeFromRootKernelObj = self.solverProgramObj:kernel'initNodeFromRoot'
self.initNodeFromRootKernelObj.obj:setArg(1, self.UBuf)
end
end
--[[ maybe something in here is messing me up?
-- after all, most display vars are typically all the same size
-- the AMR ones are the only ones that are different
-- nope...still got a crash...
function cl:addDisplayVars()
cl.super.addDisplayVars(self)
if self.amr.ctx.method == 'dt vs 2dt' then
self:addDisplayVarGroup{
name = 'U2',
bufferField = 'U2Buf',
bufferType = self.eqn.symbols.cons_t,
vars = {
{name='0', code='value.vreal = buf[index].ptr[0];'},
}
}
elseif self.amr.ctx.method == 'gradient' then
self:addDisplayVarGroup{
name = 'amrError',
bufferField = 'amrErrorBuf',
bufferType = 'real',
vars = {
{name='0', code='value.vreal = buf[index];'},
}
}
end
end
--]]
function cl:update()
-- NOTICE this used to go after boundary() and before step()
local t
if self.amr.ctx.method == 'dt vs 2dt' then
t = self.t
-- back up the last buffer
self.cmds:enqueueCopyBuffer{src=self.UBuf, dst=self.lastUBuf, size=self.numCells * self.eqn.numStates * ffi.sizeof(self.app.real)}
end
-- update children ... twice as many times, at half the timestep
local childDT = self.fixedDT * .5
for _,child in pairs(self.amr.child) do
child.fixedDT = childDT
child.useFixedDT = true
child:update()
end
-- now copy it to the backup buffer
if self.amr.ctx.method == 'dt vs 2dt' then
-- TODO have step() provide a target, and just update directly into U2Buf?
self.cmds:enqueueCopyBuffer{src=self.UBuf, dst=self.U2Buf, size=self.numCells * self.eqn.numStates * ffi.sizeof(self.app.real)}
self.cmds:enqueueCopyBuffer{src=self.lastUBuf, dst=self.UBuf, size=self.numCells * self.eqn.numStates * ffi.sizeof(self.app.real)}
self:step(.5 * dt)
self.t = t + .5 * dt
self:step(.5 * dt)
self.t = t + dt
-- now compare UBuf and U2Buf, store in U2Buf in the first real of cons_t
self.compareUvsU2KernelObj()
elseif self.amr.ctx.method == 'gradient' then
-- 1) compute errors from gradient, sum up errors in each root node, and output on a per-node basis
local amrRootSizeInFromGlobalSize = vec3sz(
roundup(self.amr.ctx.parentSizeInFromSize.x, self.localSize.x),
roundup(self.amr.ctx.parentSizeInFromSize.y, self.localSize.y),
roundup(self.amr.ctx.parentSizeInFromSize.z, self.localSize.z))
--print('self.amr.ctx.parentSizeInFromSize', self.amr.ctx.parentSizeInFromSize)
--print('amrRootSizeInFromGlobalSize', amrRootSizeInFromGlobalSize)
--print('self.localSize', self.localSize)
self.calcAMRErrorKernelObj.obj:setArgs(self.solverBuf, self.amrErrorBuf, self.UBuf)
self.cmds:enqueueNDRangeKernel{
kernel = self.calcAMRErrorKernelObj.obj,
dim = self.dim,
globalSize = amrRootSizeInFromGlobalSize.s,
localSize = self.localSize.s,
}
local volume = tonumber(self.amr.ctx.parentSizeInFromSize:volume())
local ptr = assert(self.amrErrorPtr)
self.cmds:enqueueReadBuffer{buffer=self.amrErrorBuf, block=true, size=ffi.sizeof(self.app.real) * volume, ptr=ptr}
-- [[
print('depth '..self.amr.depth..' amrErrors:')
for ny=0,tonumber(self.amr.ctx.parentSizeInFromSize.y)-1 do
for nx=0,tonumber(self.amr.ctx.parentSizeInFromSize.x)-1 do
local i = nx + self.amr.ctx.parentSizeInFromSize.x * ny
io.write('\t', ('%.5f'):format(ptr[i]))
end
print()
end
--]]
-- [[
if self.amr.depth < self.amr.ctx.maxdepth then
for ny=0,tonumber(self.amr.ctx.parentSizeInFromSize.y)-1 do
for nx=0,tonumber(self.amr.ctx.parentSizeInFromSize.x)-1 do
local i = tonumber(nx + self.amr.ctx.parentSizeInFromSize.x * ny)
local nodeErr = ptr[i]
if nodeErr > self.amr.ctx.splitThreshold then
if not self.amr.child[i+1] then
print("creating depth "..tonumber(self.amr.depth).." child "..tonumber(i))
-- [==[
-- lazy way: just recreate the whole thing
-- except remap the mins/maxs
local dx = 1/tonumber(self.amr.ctx.parentSizeInFromSize.x)
local dy = 1/tonumber(self.amr.ctx.parentSizeInFromSize.y)
local ux = nx*dx
local uy = ny*dy
local newmins = {
(self.maxs.x - self.mins.x) * nx * dx + self.mins.x,
(self.maxs.y - self.mins.y) * ny * dy + self.mins.y,
0}
local newmaxs = {
(self.maxs.x - self.mins.x) * (nx+1) * dx + self.mins.x,
(self.maxs.y - self.mins.y) * (ny+1) * dy + self.mins.y,
0}
-- when running the following, upon the next update, I start to get nans in the amr error buffer
local subsolver = subcl{
app = self.app,
parent = self,
dim = self.dim,
gridSize = self.sizeWithoutBorder,
coord = self.coord,
mins = newmins,
maxs = newmaxs,
amr = {
depth = self.amr.depth + 1,
ctx = self.amr.ctx,
},
}
-- tell the root layer table which node is used
-- by pointing it back to the table of the leaf nodes
self.amr.child[i+1] = assert(subsolver)
-- copy data from the root node location into the new node
-- upsample as we go ... by nearest?
-- setup kernel args
self.initNodeFromRootKernelObj.obj:setArgs(subsolver.UBuf, self.UBuf, int4(nx,ny,0,0))
-- so long as node size = root size, we can use the solver.globalSize, and not --self.amr.ctx.nodeSizeWithoutBorder.s,
self.initNodeFromRootKernelObj()
--]==]
end
elseif nodeErr < self.amr.ctx.mergeThreshold then
-- local subsolver= self.amr.child[i+1]
--print('node '..nx..','..ny..' needs to be merged')
-- self.amr.child[i+1] = nil
end
end
end
end
--]]
end
end
function cl:resetState()
cl.super.resetState(self)
-- TODO dealloc safely?
self.amr.child = table()
end
-- maybe I shouldn't make a subclass
-- maybe a patchlevel class is a better idea
subcl = class(cl)
function subcl:initObjs(args)
self.parent = assert(args.parent)
self.maxWorkGroupSize = self.parent.maxWorkGroupSize
local sizeProps = self:getSizePropsForWorkGroupSize(self.maxWorkGroupSize)
for k,v in pairs(sizeProps) do
self[k] = v
end
self:createEqn()
--subcl.super.initObjs(self, args)
self.solver_t = self.parent.solver_t
self.solverPtr = ffi.new(self.solver_t)
initAMR(self, args)
end
function subcl:createEqn()
self.eqn = self.parent.eqn
end
function subcl:refreshEqnInitState()
-- don't need to create init state ...
-- refreshCodePrefix is called next
-- and that calls refreshIntegrator ...
self:refreshCodePrefix()
end
-- refreshCodePrefix calls:
function subcl:createCodePrefix() end
function subcl:refreshIntegrator()
self.integrator = self.parent.integrator
end
function subcl:refreshInitStateProgram() end
local template = require 'template'
function subcl:refreshBoundaryProgram()
--[=[
self.boundaryProgramObj, self.boundaryKernelObjs = self:createBoundaryProgramAndKernel(
table(
self:getBoundaryProgramArgs(), -- should have the buffer and type
{
methods = {
xmin = 'freeflow',
xmax = 'freeflow',
ymin = 'freeflow',
ymax = 'freeflow',
zmin = 'freeflow',
zmax = 'freeflow',
},
}
)
)
--]=]
--[=[
local function copyBorder(args)
return template([[
]])
end
self.boundaryProgramObj, self.boundaryKernelObjs = self:createBoundaryProgramAndKernel(
table(
self:getBoundaryProgramArgs(), -- should have the buffer and type
methods = {
xmin = copyBorder,
xmax = copyBorder,
ymin = copyBorder,
ymax = copyBorder,
zmin = copyBorder,
zmax = copyBorder,
}
)
)
-- next comes the op's boundary programs
-- next comes the CTU's boundary programs
--]=]
end
function subcl:refreshSolverProgram()
local ks = table.keys(self.parent):sort()
for _,k in ipairs(ks) do
if k:match'KernelObj$'
or k:match'KernelObjs$'
or k:match'ProgramObj$'
or k:match'Shader$'
then
self[k] = self.parent[k]
end
end
-- still needs to call ops refreshSolverProgram (or at least steal their kernels too)
for _,op in ipairs(self.ops) do
op:refreshSolverProgram()
end
-- and the display vars ...
end
-- called by refreshGridSize:
function subcl:refreshCommonProgram() end
function subcl:resetState() end
function subcl:createBuffers()
local ks = table.keys(self.parent):sort()
for _,k in ipairs(ks) do
-- as long as we have matching size, we can reuse all buffers (except the state buffers)
-- TODO will need to save primBufs as well
if (k:match'Buf$' and k ~= 'UBuf' and k ~= 'solverBuf')
or (k:match'BufObj$' and k ~= 'UBufObj')
then
self[k] = self.parent[k]
end
end
self.tex = self.parent.tex
self.texCLMem = self.parent.texCLMem
self.calcDisplayVarToTexPtr = self.parent.calcDisplayVarToTexPtr
self.amrErrorPtr = self.parent.amrErrorPtr
-- now for our own allocations...
-- this is copied from GridSolver:createBuffers
print('creating subsolver ubuffer...')
self:clalloc('UBuf', self.eqn.symbols.cons_t, self.numCells)
createBuffersAMR(self)
end
function subcl:boundary()
-- TODO give us a better boundary kernel, then this function can stay intact
end
return cl
end
|
local yaml = require("yaml")
local test = {}
-- test decode
function test:decode()
local text = [[
a:
b: 1
]]
local result, err = yaml.decode(text)
assert(not err, tostring(err))
assert(result["a"]["b"] == 1, tostring(result["a"]["b"]))
print("done: yaml.decode()")
end
-- test decode with no args throws exception
function test:decode_no_args()
local ok, errMsg = pcall(yaml.decode)
assert(not ok)
assert(errMsg)
assert(errMsg:find("(string expected, got nil)"), tostring(errMsg))
end
-- test encode of decoded(text) == text
function test:decoded_text_equals_text()
local text = [[
a:
b: 1
]]
local result = { a = { b = 1 } }
local encodedResult, err = yaml.encode(result)
assert(not err, tostring(err))
assert(encodedResult == text, tostring(encodedResult)
)
end
-- test encode(slice) works
function test:encode_slice_works()
local encodedSlice = yaml.encode({ "foo", "bar", "baz" })
assert(encodedSlice == [[
- foo
- bar
- baz
]], tostring(encodedSlice))
end
-- test encode(sparse slice) works
function test:encode_sparse_slice_returns_map()
local slice = { [0] = "foo", [1] = "bar", [2] = "baz" }
local encodedSlice = yaml.encode(slice)
assert(encodedSlice == [[
0: foo
1: bar
2: baz
]], tostring(encodedSlice))
end
-- test encode(map) works
function test:encode_map_returns_map()
local map = { foo = "bar", bar = { 1, 2, 3.45 } }
local encodedMap = yaml.encode(map)
assert(encodedMap == [[
bar:
- 1
- 2
- 3.45
foo: bar
]], tostring(encodedMap))
end
-- test encode(function) fails
function test:encode_function_fails()
local _, errMsg = yaml.encode(function()
return ""
end)
assert(errMsg)
assert(errMsg:find("cannot encode values with function in them"), errMsg)
-- test encode with no args throws exception
local ok, errMsg = pcall(yaml.encode)
assert(not ok)
assert(errMsg:find("(value expected)"), tostring(errMsg))
end
-- test cycles
function test:cycles_return_error()
local t1 = {}
local t2 = { t1 = t1 }
t1[t2] = t2
local _, errMsg = yaml.encode(t1)
assert(errMsg)
assert(errMsg:find("nested table"), tostring(errMsg))
end
return test
|
------------
--- Trace
-- Trace object. Holds both request and response.
-- @module middleware
local Model = require 'model'
local Service = require 'models.service'
local Event = require 'models.event'
local fn = require 'functional'
local http = require 'http'
local uuid4 = require 'uuid'
local inspect = require 'inspect'
local Config = require 'models.config'
--- Trace
-- @type Trace
local Trace = Model:new()
-- Class methods
Trace.collection = 'traces'
Trace.excluded_fields_to_index = {res = { body = true } }
Trace.keep = 1000
local function link(uuid)
local slug_name = Config.get_slug_name()
return "https://" .. slug_name .. ".my.apitools.com/app/traces/find/" .. uuid
end
local Trace_mt = {
__index = function(table, key)
if key == 'link' then
return link(table.uuid)
else
return rawget(table, key)
end
end
}
function Trace:new(req)
--- Current HTTP Request like it will be stored and displayed in the UI.
-- @table Trace.req
-- @field[type=string] query query string
-- @field[type=table] headers
-- @field[type=string] uri_full whole URI including scheme, host, port, path and query string
-- @field[type=string] uri_relative path + query string
-- @field[type=table] args parsed query string
-- @field[type=string] method HTTP Method
-- @field[type=string] scheme HTTP Scheme (http/https)
-- @field[type=string] uri just the path
-- @field[type=string] host value of Host header
--- Will contain the response like it will be stored (once it is processed).
-- @table Trace.res
-- @field[type=string] body
-- @field[type=int] status
-- @field[type=table] headers
--- time in seconds how long it took APItools to return the request
-- @field[type=number] total_time
--- id of the service that processed the request
-- @field[type=number] service_id
--- starred
-- @field[type=boolean] starred
Model:check_dots(self, Trace, 'new')
local trace = { req = req, uuid = uuid4.getUUID() }
return setmetatable(trace, Trace_mt)
end
function Trace:delete_expired(to_keep)
Model:check_dots(self, Trace, 'delete_expired')
local total = Trace:count({})
if total > Trace.keep then
self:delete({ starred = false }, { max_documents = total - Trace.keep })
end
end
-- Instance Methods
function Trace:setRes(trace, res)
Model:check_dots(self, Trace, 'setRes')
trace.starred = false
trace.res = {
status = res.status,
body = res.body,
headers = {}
}
if type(res.headers) == 'table' then
for k,v in pairs(res.headers) do trace.res.headers[k] = v end
end
-- record how long it took brainslug and remote server
trace.total_time = ngx.now() - ngx.req.start_time()
if trace.total_time and trace.time then
trace.overhead_time = trace.total_time - trace.time
end
end
function Trace:setError(trace, err)
err = tostring(err)
Model:check_dots(self, Trace, 'setError')
trace.starred = false
trace.res = trace.res or {}
trace.res.headers = trace.res.headers or {}
trace.res.status = trace.res.status or 500
trace.res.body = trace.res.body or err
trace['error'] = err
Event:create({
channel = "middleware",
level = "error",
msg = "An error happened while processing a request",
trace = trace,
err = err
})
end
function Trace:star(trace)
Model:check_dots(self, Trace, 'persist')
trace.starred = true
Trace:save(trace)
return trace
end
function Trace:unstar(trace)
Model:check_dots(self, Trace, 'persist')
trace.starred = false
Trace:save(trace)
return trace
end
local index_attrs = { _id = true, _created_at = true, time = true, overhead_time = true, total_time = true,
service_id = true, starred = true }
local index_req_attrs = {method = true, uri = true, headers = true}
local index_res_attrs = {status = true, headers = true}
function Trace:for_index(conditions, options)
Model:check_dots(self, Trace, 'for_index') -- Michal: this looks weird, just use dot everywhere, they are class level methods anyway
local traces = self:all(conditions, options)
return fn.map(function(trace)
local clean_trace = {req = {}, res={}}
for attr,_ in pairs(index_attrs) do
clean_trace[attr] = trace[attr]
end
for attr,_ in pairs(index_req_attrs) do
clean_trace.req[attr] = trace.req[attr]
end
for attr,_ in pairs(index_res_attrs) do
if trace.res then --if there's no trace.res for some reason
clean_trace.res[attr] = trace.res[attr]
end
end
return clean_trace
end, traces)
end
function Trace:redo(trace)
local query = {
method = trace.req.method,
url = "http://127.0.0.1:10002" .. trace.req.uri_relative,
headers = trace.req.headers
}
query.headers.Host = trace.req.host
local service = Service:find_or_error(trace.service_id, 'service ' .. trace.service_id .. ' not found')
return http.simple(query, trace.req.body)
end
return Trace
|
-- Local instances of Global tables --
local PA = PersonalAssistant
local PAC = PA.Constants
-- ---------------------------------------------------------------------------------------------------------------------
local PAMenuChoices = {
PABanking = {
stackingType = {
GetString(SI_PA_ST_MOVE_FULL),
GetString(SI_PA_ST_MOVE_INCOMPLETE_STACKS_ONLY)
},
itemMoveMode = {
GetString(SI_PA_BANKING_MOVE_MODE_DONOTHING),
GetString(SI_PA_BANKING_MOVE_MODE_TOBANK),
GetString(SI_PA_BANKING_MOVE_MODE_TOBACKPACK)
},
mathOperator = {
GetString(SI_PA_REL_NONE),
GetString(SI_PA_REL_BACKPACK_EQUAL),
-- GetString(SI_PA_REL_BACKPACK_LESSTHAN),
GetString(SI_PA_REL_BACKPACK_LESSTHANEQUAL),
-- GetString(SI_PA_REL_BACKPACK_GREATERTHAN),
GetString(SI_PA_REL_BACKPACK_GREATERTHANEQUAL),
GetString(SI_PA_REL_BANK_EQUAL),
-- GetString(SI_PA_REL_BANK_LESSTHAN),
GetString(SI_PA_REL_BANK_LESSTHANOREQUAL),
-- GetString(SI_PA_REL_BANK_GREATERTHAN),
GetString(SI_PA_REL_BANK_GREATERTHANOREQUAL),
},
},
PAJunk = {
qualityLevelNoDisabled = {
GetString(SI_PA_QUALITY_TRASH),
GetString(SI_PA_QUALITY_NORMAL),
GetString(SI_PA_QUALITY_FINE),
GetString(SI_PA_QUALITY_SUPERIOR),
GetString(SI_PA_QUALITY_EPIC),
-- GetString(SI_PA_QUALITY_LEGENDARY),
},
qualityLevel = {
GetString(SI_PA_QUALITY_DISABLED),
GetString(SI_PA_QUALITY_TRASH),
GetString(SI_PA_QUALITY_NORMAL),
GetString(SI_PA_QUALITY_FINE),
GetString(SI_PA_QUALITY_SUPERIOR),
GetString(SI_PA_QUALITY_EPIC),
-- GetString(SI_PA_QUALITY_LEGENDARY),
},
qualityLevelReverse = {
GetString(SI_PA_QUALITY_DISABLED),
GetString(SI_PA_QUALITY_LEGENDARY),
GetString(SI_PA_QUALITY_EPIC),
GetString(SI_PA_QUALITY_SUPERIOR),
GetString(SI_PA_QUALITY_FINE),
GetString(SI_PA_QUALITY_NORMAL),
GetString(SI_PA_QUALITY_TRASH),
},
},
PARepair = {
defaultSoulGem = {
GetString("SI_DEFAULTSOULGEMCHOICE", DEFAULT_SOUL_GEM_CHOICE_GOLD),
GetString("SI_DEFAULTSOULGEMCHOICE", DEFAULT_SOUL_GEM_CHOICE_CROWN),
}
},
}
local PAMenuChoicesValues = {
PABanking = {
stackingType = {
PAC.STACKING.FULL,
PAC.STACKING.INCOMPLETE
},
itemMoveMode = {
PAC.MOVE.IGNORE,
PAC.MOVE.DEPOSIT,
PAC.MOVE.WITHDRAW,
},
mathOperator = {
PAC.OPERATOR.NONE,
PAC.OPERATOR.BACKPACK_EQUAL,
-- PAC.OPERATOR.BACKPACK_LESSTHAN,
PAC.OPERATOR.BACKPACK_LESSTHANOREQUAL,
-- PAC.OPERATOR.BACKPACK_GREATERTHAN,
PAC.OPERATOR.BACKPACK_GREATERTHANOREQUAL,
PAC.OPERATOR.BANK_EQUAL,
-- PAC.OPERATOR.BANK_LESSTHAN,
PAC.OPERATOR.BANK_LESSTHANOREQUAL,
-- PAC.OPERATOR.BANK_GREATERTHAN,
PAC.OPERATOR.BANK_GREATERTHANOREQUAL,
},
},
PAJunk = {
qualityLevelNoDisabled = {
ITEM_FUNCTIONAL_QUALITY_TRASH, -- 0
ITEM_FUNCTIONAL_QUALITY_NORMAL, -- 1
ITEM_FUNCTIONAL_QUALITY_MAGIC, -- 2
ITEM_FUNCTIONAL_QUALITY_ARCANE, -- 3
ITEM_FUNCTIONAL_QUALITY_ARTIFACT, -- 4
-- ITEM_FUNCTIONAL_QUALITY_LEGENDARY, -- 5
},
qualityLevel = {
PAC.ITEM_QUALITY.DISABLED, -- -1 (disabled)
ITEM_FUNCTIONAL_QUALITY_TRASH, -- 0
ITEM_FUNCTIONAL_QUALITY_NORMAL, -- 1
ITEM_FUNCTIONAL_QUALITY_MAGIC, -- 2
ITEM_FUNCTIONAL_QUALITY_ARCANE, -- 3
ITEM_FUNCTIONAL_QUALITY_ARTIFACT, -- 4
-- ITEM_FUNCTIONAL_QUALITY_LEGENDARY, -- 5
},
qualityLevelReverse = {
PAC.ITEM_QUALITY.DISABLED_REVERSE, -- 99 (disabled)
ITEM_FUNCTIONAL_QUALITY_LEGENDARY, -- 5
ITEM_FUNCTIONAL_QUALITY_ARTIFACT, -- 4
ITEM_FUNCTIONAL_QUALITY_ARCANE, -- 3
ITEM_FUNCTIONAL_QUALITY_MAGIC, -- 2
ITEM_FUNCTIONAL_QUALITY_NORMAL, -- 1
ITEM_FUNCTIONAL_QUALITY_TRASH, -- 0
},
},
PARepair = {
defaultSoulGem = {
DEFAULT_SOUL_GEM_CHOICE_GOLD,
DEFAULT_SOUL_GEM_CHOICE_CROWN,
}
},
}
local PAMenuChoicesTooltips = {
PABanking = {
mathOperator = {
GetString(SI_PA_REL_NONE),
GetString(SI_PA_REL_BACKPACK_EQUAL_T),
-- GetString(SI_PA_REL_BACKPACK_LESSTHAN_T),
GetString(SI_PA_REL_BACKPACK_LESSTHANOREQUAL_T),
-- GetString(SI_PA_REL_BACKPACK_GREATERTHAN_T),
GetString(SI_PA_REL_BACKPACK_GREATERTHANOREQUAL_T),
GetString(SI_PA_REL_BANK_EQUAL_T),
-- GetString(SI_PA_REL_BANK_LESSTHAN_T),
GetString(SI_PA_REL_BANK_LESSTHANOREQUAL_T),
-- GetString(SI_PA_REL_BANK_GREATERTHAN_T),
GetString(SI_PA_REL_BANK_GREATERTHANOREQUAL_T),
}
}
}
-- Export
PA.MenuChoices = {
choices = PAMenuChoices,
choicesValues = PAMenuChoicesValues,
choicesTooltips = PAMenuChoicesTooltips
}
|
object_tangible_tcg_series3_greeter_deed_tusken = object_tangible_tcg_series3_shared_greeter_deed_tusken:new {
}
ObjectTemplates:addTemplate(object_tangible_tcg_series3_greeter_deed_tusken, "object/tangible/tcg/series3/greeter_deed_tusken.iff")
|
local request_key = require 'http.request_key'
local http = require 'http'
local Cache = {__index={
get = function(self, key)
return self.items[key]
end,
set = function(self, key, value, time)
self.items[key] = value
end
}}
local app = http.app.new {
cache = setmetatable({items = {}}, Cache),
}
app:use(http.middleware.caching)
app:use(http.middleware.routing)
local cache_profile = {
key = request_key.new '$m:$p',
time = 600
}
local c1 = 0
local c2 = 0
app:get('', function(w)
c1 = c1 + 1
w.cache_profile = cache_profile
return w:write('Counter = ' .. c1 .. '\n')
end)
app:post('not-found', function(w)
c2 = c2 + 1
w:set_status_code(404)
w.cache_profile = cache_profile
return w:write('Counter = ' .. c2 .. '\n')
end)
return app()
|
------------------------------------------------------------------------------
-- Additional CQUI Common LUA support functions specific to Civilization 6
------------------------------------------------------------------------------
-- ===========================================================================
-- Expansions check
-- ===========================================================================
-- these are global variables, will be visible in the entire context
-- please note that Modding object is only available in the UI context
-- in the Gameplay context a different method must be used as those variables will be nil
g_bIsRiseAndFall = Modding and Modding.IsModActive("1B28771A-C749-434B-9053-D1380C553DE9"); -- Rise & Fall
g_bIsGatheringStorm = Modding and Modding.IsModActive("4873eb62-8ccc-4574-b784-dda455e74e68"); -- Gathering Storm
-- ===========================================================================
-- VARIABLES
-- ===========================================================================
CQUI_ShowDebugPrint = false;
-- ===========================================================================
--CQUI setting control support functions
-- ===========================================================================
function print_debug(...)
if CQUI_ShowDebugPrint then
print(...);
end
end
-- ===========================================================================
function CQUI_OnSettingsUpdate()
print_debug("ENTRY: CQUICommon - CQUI_OnSettingsUpdate");
if (GameInfo.CQUI_Settings ~= nil and GameInfo.CQUI_Settings["CQUI_ShowDebugPrint"] ~= nil) then
CQUI_ShowDebugPrint = ( GameInfo.CQUI_Settings["CQUI_ShowDebugPrint"].Value == 1 );
else
CQUI_ShowDebugPrint = GameConfiguration.GetValue("CQUI_ShowDebugPrint");
end
end
-- ===========================================================================
-- Used to register a control to be updated whenever settings update (only necessary for controls that can be updated from multiple places)
function RegisterControl(control, setting_name, update_function, extra_data)
print_debug("ENTRY: CQUICommon - RegisterControl");
LuaEvents.CQUI_SettingsUpdate.Add(function() update_function(control, setting_name, extra_data); end);
end
-- ===========================================================================
-- Companion functions to RegisterControl
-- ===========================================================================
function UpdateCheckbox(control, setting_name)
print_debug("ENTRY: CQUICommon - UpdateCheckbox");
local value = GameConfiguration.GetValue(setting_name);
if(value == nil) then
return;
end
control:SetSelected(value);
end
-- ===========================================================================
function UpdateSlider( control, setting_name, data_converter)
print_debug("ENTRY: CQUICommon - UpdateSlider");
local value = GameConfiguration.GetValue(setting_name);
if(value == nil) then
return;
end
control:SetStep(data_converter.ToSteps(value));
end
-- ===========================================================================
--Used to populate combobox options
function PopulateComboBox(control, values, setting_name, tooltip)
print_debug("ENTRY: CQUICommon - PopulateComboBox");
control:ClearEntries();
local current_value = GameConfiguration.GetValue(setting_name);
if(current_value == nil) then
--LY Checks if this setting has a default state defined in the database
if(GameInfo.CQUI_Settings[setting_name]) then
--reads the default value from the database. Set them in Settings.sql
current_value = GameInfo.CQUI_Settings[setting_name].Value;
else
current_value = 0;
end
GameConfiguration.SetValue(setting_name, current_value); --/LY
end
for i, v in ipairs(values) do
local instance = {};
control:BuildEntry( "InstanceOne", instance );
instance.Button:SetVoid1(i);
instance.Button:LocalizeAndSetText(v[1]);
if(v[2] == current_value) then
local button = control:GetButton();
button:LocalizeAndSetText(v[1]);
end
end
control:CalculateInternals();
if(setting_name) then
control:RegisterSelectionCallback(
function(voidValue1, voidValue2, control)
local option = values[voidValue1];
local button = control:GetButton();
button:LocalizeAndSetText(option[1]);
GameConfiguration.SetValue(setting_name, option[2]);
LuaEvents.CQUI_SettingsUpdate();
end
);
end
if(tooltip ~= nil)then
control:SetToolTipString(tooltip);
end
end
--Used to populate checkboxes
function PopulateCheckBox(control, setting_name, tooltip)
print_debug("ENTRY: CQUICommon - PopulateCheckBox");
local current_value = GameConfiguration.GetValue(setting_name);
if(current_value == nil) then
--LY Checks if this setting has a default state defined in the database
if(GameInfo.CQUI_Settings[setting_name]) then
--because 0 is true in Lua
if(GameInfo.CQUI_Settings[setting_name].Value == 0) then
current_value = false;
else
current_value = true;
end
else
current_value = false;
end
GameConfiguration.SetValue(setting_name, current_value);
end
if(current_value == false) then
control:SetSelected(false);
else
control:SetSelected(true);
end
control:RegisterCallback(Mouse.eLClick,
function()
local selected = not control:IsSelected();
control:SetSelected(selected);
GameConfiguration.SetValue(setting_name, selected);
LuaEvents.CQUI_SettingsUpdate();
end
);
if(tooltip ~= nil)then
control:SetToolTipString(tooltip);
end
end
-- ===========================================================================
--Used to populate sliders. data_converter is a table containing two functions: ToStep and ToValue, which describe how to hanlde converting from the incremental slider steps to a setting value, think of it as a less elegant inner class
--Optional third function: ToString. When included, this function will handle how the value is converted to a display value, otherwise this defaults to using the value from ToValue
function PopulateSlider(control, label, setting_name, data_converter, tooltip)
print_debug("ENTRY: CQUICommon - PopulateSlider");
--This is necessary because RegisterSliderCallback fires twice when releasing the mouse cursor for some reason
local hasScrolled = false;
local current_value = GameConfiguration.GetValue(setting_name);
if(current_value == nil) then
--LY Checks if this setting has a default state defined in the database
if(GameInfo.CQUI_Settings[setting_name]) then
current_value = GameInfo.CQUI_Settings[setting_name].Value;
else
current_value = 0;
end
GameConfiguration.SetValue(setting_name, current_value); --/LY
end
control:SetStep(data_converter.ToSteps(current_value));
if(data_converter.ToString) then
label:SetText(data_converter.ToString(current_value));
else
label:SetText(current_value);
end
control:RegisterSliderCallback(
function()
local value = data_converter.ToValue(control:GetStep());
if(data_converter.ToString) then
label:SetText(data_converter.ToString(value));
else
label:SetText(value);
end
if(not control:IsTrackingLeftMouseButton() and hasScrolled == true) then
GameConfiguration.SetValue(setting_name, value);
LuaEvents.CQUI_SettingsUpdate();
hasScrolled = false;
else
hasScrolled = true;
end
end
);
if(tooltip ~= nil)then
control:SetToolTipString(tooltip);
end
end
-- ===========================================================================
-- Trims source information from gossip messages. Returns nil if the message couldn't be trimmed (this usually means the provided string wasn't a gossip message at all)
function CQUI_TrimGossipMessage(str:string)
print_debug("ENTRY: CQUICommon - CQUI_TrimGossipMessage");
-- Get a sample of a gossip source string
local sourceSample = Locale.Lookup("LOC_GOSSIP_SOURCE_DELEGATE", "XX", "Y", "Z");
-- Get last word that occurs in the gossip source string. "that" in English.
-- Assumes the last word is always the same, which it is in English, unsure if this holds true in other languages
-- AZURENCY : the patterns means : any character 0 or +, XX exactly, any character 0 or +, space, any character other than space 1 or + at the end of the sentence.
-- AZURENCY : in some languages, there is no space, in that case, take the last character (often it's a ":")
last = string.match(sourceSample, ".-XX.-(%s%S+)$");
if last == nil then
last = string.match(sourceSample, ".-(.)$");
end
-- AZURENCY : if last is still nill, it's not normal, print an error but still allow the code to run
if last == nil then
print_debug("ERROR : LOC_GOSSIP_SOURCE_DELEGATE seems to be empty as last was still nil after the second pattern matching.")
last = ""
end
-- Return the rest of the string after the last word from the gossip source string
return Split(str, last .. " " , 2)[2];
end
-- ===========================================================================
function Initialize()
print_debug("INITIALZE: CQUICommon.lua");
LuaEvents.CQUI_SettingsUpdate.Add(CQUI_OnSettingsUpdate);
LuaEvents.CQUI_SettingsInitialized.Add(CQUI_OnSettingsUpdate);
end
Initialize();
|
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