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_G._LUMA_VERSION = "Luma v0.1-snapshot" if not _LUMA_LOADED then _LUMA_LOADED = true local core = require('luma.lib.core') for k, v in pairs(core) do _G[k] = v end end local read = require 'luma.read' local codegen = require 'luma.compile' _G.luma = {} function luma.compile(s) local expr, err = read(s) if err then return expr, err end local lua, err2 = codegen(expr) if err2 then return lua, err2 end return "require('luma.lib.prelude');\n" .. lua end function luma.load(expr, chunk) local lua, err = codegen(expr) if err then return lua, err end return loadstring(lua, chunk) end function luma.loadstring(s, chunk) local expr, err = read(s) if err then return expr, err end return luma.load(expr, chunk) end function luma.eval(expr, chunk) local f, err = luma.load(ast.make_list{expr}, chunk) assert(f, err) return f() end local function eat_file(fname) local f = io.open(fname, 'r') local s = f:read('*a') f:close() return s end function luma.loadfile(fname) return luma.loadstring(eat_file(fname), "@" .. fname) end function luma.compilefile(fname) local res, err = luma.compile(eat_file(fname)) assert(res, err) local w = io.open(string.gsub(fname, "%.luma$", ".lua"), 'w') w:write(res) w:close() return true end
if not pcall(require, "astronauta.keymap") then return end local nmap = vim.keymap.nnoremap local tmap = vim.keymap.tnoremap local imap = vim.keymap.inoremap local cmap = vim.keymap.cnoremap local vmap = vim.keymap.vnoremap local cmd = function(cmd) return "<cmd>" .. cmd .. "<cr>" end imap { "jk", "<esc>" } nmap { "<c-j>", "<c-w><c-j>" } nmap { "<c-k>", "<c-w><c-k>" } nmap { "<c-l>", "<c-w><c-l>" } nmap { "<c-h>", "<c-w><c-h>" } local sh = vim.loop.os_getenv "SHELL" nmap { "<m-v>", cmd("vsplit term://" .. sh) } nmap { "<m-x>", cmd("split term://" .. sh) } nmap { "<m-t>", cmd("tabedit term://" .. sh) } nmap { "<Tab>", "gt" } nmap { "<S-Tab>", "gT" } nmap { "H", "^" } nmap { "L", "$" } nmap { "<leader>j", ":m .+1<CR>==" } -- move the current line down nmap { "<leader>k", ":m '.-2<CR>==" } -- move the current line up vmap { "<c-j>", ":m '>+1<CR>gv=gv" } -- move the current selection down vmap { "<c-k>", ":m '<-2<CR>gv=gv" } -- move the current selection up nmap { "<leader>o", function() vim.api.nvim_put({ "" }, "l", true, false) end, } nmap { "<leader>w", cmd "w" } nmap { "<leader>q", cmd "q" } nmap { "<leader>bd", cmd "bdelete!" } nmap { "<leader>bn", cmd "bnext" } nmap { "<leader>bp", cmd "bprevious" } cmap { "<a-b>", "<s-left>" } cmap { "<a-f>", "<s-right>" } cmap { "<c-e>", "<end>" } cmap { "<c-a>", "<home>" } cmap { "<c-d>", "<backspace>" } cmap { "<c-f>", "<right>" } cmap { "<c-b>", "<left>" } tmap { "jk", [[<c-\><c-n>]] } tmap { "<c-j>", "<c-w><c-j>" } tmap { "<c-k>", "<c-w><c-k>" } tmap { "<c-l>", "<c-w><c-l>" } tmap { "<c-h>", "<c-w><c-h>" } nmap { "<leader>gpo", function() R("bigjazzsound.commands").git_po() end, } nmap { "<leader>tfv", function() R("bigjazzsound.commands").terraform_validate() end, } nmap { "<leader>tdd", function() R("bigjazzsound.commands").query_todoist() end, } nmap { "<leader>sp", function() R("bigjazzsound.commands").query_spotify() end, } nmap { "<leader>ad", function() R("bigjazzsound.commands").ansible_doc() end, } nmap { "<leader>tfr", function() R("bigjazzsound.commands").tfplan() end, } nmap { "<leader>ps", require("packer").sync, } nmap { "<leader>rk", function() R "bigjazzsound.maps" print "Keymaps reloaded" end, }
--print("Spec.lua") Spectating_Player = nil function GetResetPlyID(old_ply_id, prev_ply) local Team = Client.GetLocalPlayer():GetValue("PlayerTeam") local selected_ply_id local selected_ply for k, v in pairs(Player.GetPairs()) do if v ~= Client.GetLocalPlayer() then if v:GetID() ~= old_ply_id then local playing = v:GetValue("RoundPlaying") if playing then if Team == v:GetValue("PlayerTeam") then if (not selected_ply_id or ((v:GetID() < selected_ply_id and not prev_ply) or (v:GetID() > selected_ply_id and prev_ply))) then selected_ply_id = v:GetID() selected_ply = v end end end end end end return selected_ply end function GetNewPlayerToSpec(old_ply_id, prev_ply) old_ply_id = old_ply_id or 0 local Team = Client.GetLocalPlayer():GetValue("PlayerTeam") local new_ply local new_ply_id for k, v in pairs(Player.GetPairs()) do if v ~= Client.GetLocalPlayer() then local playing = v:GetValue("RoundPlaying") if playing then if Team == v:GetValue("PlayerTeam") then if (((v:GetID() > old_ply_id and not new_ply_id and not prev_ply) or (v:GetID() < old_ply_id and not new_ply_id and prev_ply)) or (((v:GetID() > old_ply_id and not prev_ply) or (v:GetID() < old_ply_id and prev_ply)) and ((new_ply_id > v:GetID() and not prev_ply) or (new_ply_id < v:GetID() and prev_ply)))) then new_ply = v new_ply_id = v:GetID() end end end end end if not new_ply then new_ply = GetResetPlyID(old_ply_id, prev_ply) end return new_ply end Player.Subscribe("ValueChange", function(ply, key, value) if key == "RoundPlaying" then --print("RoundPlaying", ply, value) if value then if ply == Client.GetLocalPlayer() then Client.GetLocalPlayer():ResetCamera() Spectating_Player = nil elseif (not Spectating_Player and Client.GetLocalPlayer():GetValue("RoundPlaying")) == false then local new_spec = GetNewPlayerToSpec() if new_spec then Client.GetLocalPlayer():Spectate(new_spec) Spectating_Player = new_spec end end else if ply == Client.GetLocalPlayer() then local new_spec = GetNewPlayerToSpec() --print("new_spec, unpossess", new_spec) if new_spec then Client.GetLocalPlayer():Spectate(new_spec) Spectating_Player = new_spec end elseif ply == Spectating_Player then local new_spec = GetNewPlayerToSpec() if new_spec then Client.GetLocalPlayer():Spectate(new_spec) Spectating_Player = new_spec else Client.GetLocalPlayer():ResetCamera() Spectating_Player = nil end end end end end) Player.Subscribe("Destroy", function(ply) --print("Player Destroy") if ply == Spectating_Player then local new_spec = GetNewPlayerToSpec() if new_spec then Client.GetLocalPlayer():Spectate(new_spec) Spectating_Player = new_spec else Client.GetLocalPlayer():ResetCamera() Spectating_Player = nil end end end) Input.Register("SpectatePrev", "Left") Input.Register("SpectateNext", "Right") Input.Bind("SpectatePrev", InputEvent.Pressed, function() if Spectating_Player then local new_spec = GetNewPlayerToSpec(Spectating_Player:GetID(), true) if new_spec then Client.GetLocalPlayer():Spectate(new_spec) Spectating_Player = new_spec end end end) Input.Bind("SpectateNext", InputEvent.Pressed, function() if Spectating_Player then local new_spec = GetNewPlayerToSpec(Spectating_Player:GetID()) if new_spec then Client.GetLocalPlayer():Spectate(new_spec) Spectating_Player = new_spec end end end)
-- thx Dragon <3 local originalMarineOnCreate originalMarineOnCreate = Class_ReplaceMethod("Marine", "OnCreate", function(self) originalMarineOnCreate(self) InitMixin(self, WalkMixin) end ) //Tap into this because NS2+ hooks the normal handlebuttons for marines local originalSprintMixinUpdateSprintingState = SprintMixin.UpdateSprintingState function SprintMixin:UpdateSprintingState(input) originalSprintMixinUpdateSprintingState(self, input) self:UpdateWalkMode(input) end function Marine:GetMaxSpeed(possible) if possible then return Marine.kRunMaxSpeed end //These variable names are not super amazing... //Run is sprinting, and walk is normal walk. //So then what is the toggled 'walk'? SlowWalk? :D local sprintingScalar = self:GetSprintingScalar() local maxSprintSpeed = Marine.kWalkMaxSpeed + ( Marine.kRunMaxSpeed - Marine.kWalkMaxSpeed ) * sprintingScalar local maxSpeed = ConditionalValue( self:GetIsSprinting(), maxSprintSpeed, Marine.kWalkMaxSpeed ) maxSpeed = ConditionalValue(self:GetIsWalking(), kMarineMaxSlowWalkSpeed, maxSpeed) -- Take into account our weapon inventory and current weapon. Assumes a vanilla marine has a scalar of around .8. local inventorySpeedScalar = self:GetInventorySpeedScalar() + .17 local useModifier = 1 local activeWeapon = self:GetActiveWeapon() if activeWeapon and self.isUsing and activeWeapon:GetMapName() == Builder.kMapName then useModifier = 0.5 end if self.catpackboost then maxSpeed = maxSpeed + kCatPackMoveAddSpeed end return maxSpeed * self:GetSlowSpeedModifier() * inventorySpeedScalar * useModifier end function Marine:GetPlayFootsteps() return Player.GetPlayFootsteps(self) and not self:GetIsWalking() end local networkVars = { } AddMixinNetworkVars(WalkMixin, networkVars) Shared.LinkClassToMap("Marine", Marine.kMapName, networkVars, true)
----------------------------------- -- Area: La Theine Plateau -- NPC: Vicorpasse -- Involved in Mission: The Rescue Drill -- !pos -344 37 266 102 ----------------------------------- require("scripts/globals/keyitems") require("scripts/globals/missions") local ID = require("scripts/zones/La_Theine_Plateau/IDs") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) if (player:getCurrentMission(SANDORIA) == tpz.mission.id.sandoria.THE_RESCUE_DRILL) then local MissionStatus = player:getCharVar("MissionStatus") if (MissionStatus == 4) then player:startEvent(108) elseif (MissionStatus >= 5 and MissionStatus <= 7) then player:showText(npc, ID.text.RESCUE_DRILL + 19) elseif (MissionStatus == 8) then player:showText(npc, ID.text.RESCUE_DRILL + 21) elseif (MissionStatus == 9) then player:showText(npc, ID.text.RESCUE_DRILL + 26) elseif (MissionStatus == 10) then player:startEvent(115) elseif (MissionStatus == 11) then player:showText(npc, ID.text.RESCUE_DRILL + 30) else player:startEvent(5) end else player:startEvent(5) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) if (csid == 108) then player:setCharVar("MissionStatus", 5) elseif (csid == 115) then player:addKeyItem(tpz.ki.RESCUE_TRAINING_CERTIFICATE) player:messageSpecial(ID.text.KEYITEM_OBTAINED, tpz.ki.RESCUE_TRAINING_CERTIFICATE) player:setCharVar("theRescueDrillRandomNPC", 0) player:setCharVar("MissionStatus", 11) end end
require "nn" function gradUpdate(mlp, x, y, criterion, learningRate) local pred = mlp:forward(x) local err = criterion:forward(pred, y) local gradCriterion = criterion:backward(pred, y) mlp:zeroGradParameters() mlp:backward(x, gradCriterion) mlp:updateParameters(learningRate) end mlp=nn.Sequential() mlp:add(nn.Linear(5,1)) x1=torch.rand(5) x2=torch.rand(5) criterion=nn.MarginCriterion(1) for i=1,1000 do print(i) gradUpdate(mlp,x1,1,criterion,0.01) gradUpdate(mlp,x2,-1,criterion,0.01) end print(mlp:forward(x1)) print(mlp:forward(x2)) print(criterion:forward(mlp:forward(x1),1)) print(criterion:forward(mlp:forward(x2),-1))
data:extend( { { type = "item", name = "copper-cable", icon = "__Engineersvsenvironmentalist__/graphics/icons/parts/basic-electric-cable.png", flags = {"goes-to-main-inventory"}, subgroup = "basic-electric-cable", order = "a[wires]-1", stack_size = 200 }, } ) data:extend( { --disable old recipe { type = "recipe", name = "copper-cable", enabled=false, order = "bla", ingredients = {{"copper-plate", 100}}, results = {{"copper-cable",1}}, }, } ) data:extend( { --new recipes { type = "recipe", name = "copper-cable|aluminium", order = "aluminium", enabled=false, ingredients = {{"aluminium-plate", 2}}, results = {{"copper-cable",1}} }, { type = "recipe", name = "copper-cable|cobalt", order = "cobalt", enabled=false, ingredients = {{"cobalt-plate", 10}}, results = {{"copper-cable",1}}, }, { type = "recipe", name = "copper-cable|copper", order = "copper", enabled=true, ingredients = {{"copper-plate", 1}}, results = {{"copper-cable",1}}, }, { type = "recipe", name = "copper-cable|gold", order = "gold", enabled=true, ingredients = {{"gold-plate", 2}}, results = {{"copper-cable",1}}, }, { type = "recipe", name = "copper-cable|iron", enabled=true, order = "iron", ingredients = {{"iron-plate", 10}}, results = {{"copper-cable",1}}, }, { type = "recipe", name = "copper-cable|nickel", order = "nickel", enabled=false, ingredients = {{"nickel-plate", 7}}, results = {{"copper-cable",1}}, }, { type = "recipe", name = "copper-cable|silver", order = "silver", enabled=false, ingredients = {{"silver-plate", 1}}, results = {{"copper-cable",1}}, }, { type = "recipe", name = "copper-cable|steel", order = "steel", enabled=false, ingredients = {{"steel-plate", 60}}, results = {{"copper-cable",1}}, }, { type = "recipe", name = "copper-cable|titanium", order = "titanium", enabled=false, ingredients = {{"titanium-plate", 40}}, results = {{"copper-cable",1}}, }, { type = "recipe", name = "copper-cable|tungsten", order = "tungsten", enabled=false, ingredients = {{"tungsten-plate", 5}}, results = {{"copper-cable",1}}, }, { type = "recipe", name = "copper-cable|zinc", order = "zinc", enabled=false, ingredients = {{"zinc-plate", 5}}, results = {{"copper-cable",1}}, }, { type = "recipe", name = "copper-cable|brass", order = "brass", enabled=false, ingredients = {{"brass-alloy", 7}}, results = {{"copper-cable",1}}, }, { type = "recipe", name = "copper-cable|bronze", order = "bronze", enabled=false, ingredients = {{"bronze-alloy", 3}}, results = {{"copper-cable",1}}, }, } )
return { mod_name = { en = "Reworks Mod", }, mod_description = { en = "Reworks some talents and ultimates. And. Stuff!?", }, version_command_description ={ en = "Display's V2R version in chat." }, flamestorm_weapon_switch_option_name = { en = "Flamestorm Weapon button switch", }, flamestorm_weapon_switch_option_tooltip = { en = "Requires full game restart", }, ------------------------------------------------------------------------------ --Waystalker Passive career_passive_name_we_3 = { en = "Ariel's Blessing", }, career_passive_desc_we_3a_2 = { en = "Every melee hit increases Ariel's Blessing' stack. A ranged hit gains 2 health for every stack above 4 for you and surrounding teammates. A ranged headshot gains 1.5 bonus health.", }, -- Waystalker 1.1 kerillian_waywatcher_crit_power_on_enemy_proximity = { en = "Enemy Proximity", }, kerillian_waywatcher_crit_power_on_enemy_proximity_desc = { en = "While there are at least %i enemies around you grants %g%% increased cleave. If you take damage, there is a %i second cooldown.", }, -- Waystalker 1.2 kerillian_waywatcher_poison_on_damage_taken = { en = "Poison Enemies", }, kerillian_waywatcher_poison_on_damage_taken_desc = { en = "There is a %g%% chance when a enemy hits Kerillian, they are poisoned for %i seconds.", }, -- Waystalker 1.3 kerillian_waywatcher_block_on_melee = { en = "BCR and Stam Regen", }, kerillian_waywatcher_block_on_melee_desc = { en = "Melee headshot kills grant %g%% BCR and stamina regeneration for %i seconds.", }, -- Waystalker 2.1 kerillian_waywatcher_attack_speed_on_ranged = { en = "Attack Speed on Ranged Headshot", }, kerillian_waywatcher_attack_speed_on_ranged_desc = { en = "%g%% Attack speed per stack on ranged headshot. %i stacks max with duration of %i seconds.", }, -- Waystalker 2.2 kerillian_waywatcher_move_speed_on_ranged = { en = "Movespeed on Ranged Headshot", }, kerillian_waywatcher_move_speed_on_ranged_desc = { en = "%g%% movement speed on ranged headshot. Duration for %i seconds.", }, -- Waystalker 2.3 kerillian_waywatcher_headshot_multiplier_on_melee_headshot = { en = "Headshot Damage Modifier on Melee Headshot", }, kerillian_waywatcher_headshot_multiplier_on_melee_headshot_desc = { en = "%g%% Headshot Damage Modifier per stack on melee headshot. %i stacks max with duration of %i seconds.", }, -- Waystalker 3.1 kerillian_waywatcher_improved_group_heal = { en = "Teammates Rule!!", }, kerillian_waywatcher_improved_group_heal_desc = { en = "Ariel's Blessing no longer affects Kerillian but increases the heal amount by 100%% on allies.", }, -- Waystalker 3.2 kerillian_waywatcher_regenerate_ammunition = { en = "Ammo on headshot", }, kerillian_waywatcher_regenerate_ammunition_desc = { en = "Ariel's Blessing grants 1 ammo back per 5 stacks to Kerillian on headshot.", }, -- Waystalker 3.3 kerillian_waywatcher_passive_increased_range = { en = "Increased Range", }, kerillian_waywatcher_passive_increased_range_desc = { en = "Ariel's blessing' range is increased by 250%%.", }, -- Waystalker 4.1 kerillian_waywatcher_on_recent_ranged = { en = "2 tHP on Kill", }, kerillian_waywatcher_on_recent_ranged_desc = { en = "If you have killed with ranged within %i seconds melee kills grant %i temp HP.", }, -- Waystalker 4.2 kerillian_waywatcher_on_killed_special = { en = "2 HP", }, kerillian_waywatcher_on_killed_special_desc = { en = "Killing a special or an elite grants %iHP. A bonus %iHP if it is a headshot.", }, -- Waystalker 4.3 kerillian_waywatcher_on_ranged_extra_shot = { en = "Hail of DOOM-ish", }, kerillian_waywatcher_on_ranged_extra_shot_desc = { en = "Each ranged hit increases the chance of firing 2 arrows instead of 1. %i stacks max each giving %g%% chance, with a duration of %i seconds.", }, ------------------------------------------------------------------------------ --Bloodlust Ranged ranged_weapon_heal_proc = { en = "Bloodlust" }, ranged_weapon_heal_proc_desc = { en = "When hitting an enemy, there is a %g%% chance to recover 5 points of health. " }, ------------------------------------------------------------------------------ --Ironbreaker 2.3 rwaon_bardin_ironbreaker_movespeed_on_charged_attacks = { en = "Miner’s Rhythm" }, rwaon_bardin_ironbreaker_movespeed_on_charged_attacks_desc = { en = "After landing a charged attack, Bardin receives %g%% increased move speed for 5 seconds, with a cooldown of 15 seconds." }, --Ironbreaker 5.1 rwaon_bardin_ironbreaker_uninterruptible_attacks = { en = "OI! WAZZOK!", }, rwaon_bardin_ironbreaker_uninterruptible_attacks_desc = { en = "Gain uninterruptible attacks while Impenetrable is active.", }, ------------------------------------------------------------------------------ --Handmaiden Ultimate career_active_desc_we_2 = { en = "Kerillian dashes forward through enemies.", }, --Handmaiden Passive career_passive_desc_we_2b_2 = { en = "Aura that increases stamina regeneration speed by 50%", }, --Handmaiden 1.1 rwaon_kerillian_maidenguard_max_stamina_desc = { en = "Grants two extra stamina shields.", }, --Handmaiden 1.3 rwaon_kerillian_maidenguard_defence = { en = "Defiance", }, rwaon_kerillian_maidenguard_defence_desc = { en = "Reduce damage taken by %g%%.", }, --Handmaiden 2.1 rwaon_kerillian_maidenguard_max_ammo_desc = { en = "Increases ammunition amount by %g%%.", }, --Handmaiden 2.3 rwaon_kerillian_maidenguard_increased_attack_speed = { en = "Vaul’s Blessing", }, rwaon_kerillian_maidenguard_increased_attack_speed_desc = { en = "You gain %g%% increased attack speed.", --When above %g%% health, you gain increased attack speed by %g%%. }, --Handmaiden 5.1 rwaon_kerillian_maidenguard_ability_double_dash = { en = "Handmainden’s Grace", }, rwaon_kerillian_maidenguard_ability_double_dash_desc = { en = "You can now Dash a second time within %i seconds.", --but cooldown of Dash is increased by %g%% }, --Handmaiden 5.2 kerillian_maidenguard_activated_ability_damage_desc = { en = "Dashing through enemies now causes them to bleed." }, --Handmaiden 5.3 rwaon_kerillian_maidenguard_ability_stagger = { en = "Hukon's Wrath", }, rwaon_kerillian_maidenguard_ability_stagger_desc = { en = "Dash now has a stagger effect but cooldown of Dash is increased by %g%%.", }, ------------------------------------------------------------------------------ -- Pyromancer 1.1 rwaon_sienna_scholar_reduced_spread = { en = "Focusing Lens", }, rwaon_sienna_scholar_reduced_spread_desc = { en = "Reduced ranged attack spread by %g%%.", }, -- Pyromancer 1.2 rwaon_sienna_scholar_on_elite_special_killed = { en = "Scarlet Infusion", }, rwaon_sienna_scholar_on_elite_special_killed_desc = { en = "When you kill a elite or special, you gain %g%% increased weapon power, for %i seconds, up to %i stacks.", }, -- Pyromancer 2.1 rwaon_sienna_scholar_armour_dot = { en = "Ashen Form", }, rwaon_sienna_scholar_armour_dot_desc = { en = "All burning dots now apply to armoured enemies", }, -- Pyromancer 2.3 rwaon_sienna_scholar_double_dot_duration = { en = "Boiling Blood", }, rwaon_sienna_scholar_double_dot_duration_desc = { en = "All burning dots duration are increased.", }, -- Pyromancer 3.1 rwaon_sienna_scholar_passive_increased_crit_damage_from_overcharge = { en = "Martial Studies", }, rwaon_sienna_scholar_passive_increased_crit_damage_from_overcharge_desc = { en = "Critical Mass also increases headshot power boost by %g%% per %i overcharge and stacks up to %i times.", }, -- Pyromancer 3.3 rwaon_sienna_scholar_passive_increased_attack_speed_from_overcharge_desc = { en = "Critical Mass also increases attack speed by %g%% per %i overcharge and stacks up to %i times. But you also get a %g%% attack speed reduction, and removes slowdowns from overcharge." }, -- Pyromancer 5.1 rwaon_sienna_scholar_embodiment_of_aqshy = { en = "Embodiment of Aqshy", }, rwaon_sienna_scholar_embodiment_of_aqshy_desc = { en = "The Burning Head now grants an overcharge reduction of %i for every hit, for the next %i seconds.", }, -- Pyromancer 5.2 rwaon_sienna_scholar_activated_ability_heal_desc = { en = "The Burning Head grants %i temporary health when used, but cooldown of The Burning Head is increased by %g%%." }, -- Pyromancer 5.3 rwaon_sienna_scholar_increased_speed = { en = "Fiery Blood" }, rwaon_sienna_scholar_increased_speed_desc = { en = "The Burning Head now grants %i seconds of %g%% increase movement and attack speed.", }, ------------------------------------------------------------------------------ --Barrage Trait description_traits_ranged_consecutive_hits_increase_power = { en = "Consecutive attacks against an enemy boosts attack power by %g%%, stacking %i times for %i seconds." }, -- Swift Slaying Trait description_traits_melee_attack_speed_on_crit = { en = "When hitting an enemy there is a %g%% chance to increase your attack speed by %g%% and movement speed by %g%% for %i seconds." }, -- Inspirational Shot Trait description_traits_ranged_restore_stamina_headshot = { en = "Headshots restore %i health to you and your allies." }, -- Opportunist traits_melee_counter_push_power = { en = "Heroic Killing Blow" }, description_traits_melee_counter_push_power = { en = "When hitting an enemy of any size with a charged attack there is a %g%% chance to instantly slay it." }, -- Off Balance description_traits_melee_increase_damage_on_block = { en = "Blocking an attack increases the amount of damage the attacker takes by %g%% for %i seconds. Also increases push strength by %g%% against an attacking enemy." }, -- Heroic Intervention description_traits_melee_shield_on_assist = { en = "Assisting an ally under attack grant %i seconds of %g%% damage reduction for both players." }, ------------------------------------------------------------------------------ -- Options -- Concoction modify_concoction = { en = "Modified Concotion" }, modify_concoction_description = { en = "Always applies two specific potion effects for 8 seconds." }, potions = { en = "Concotion Potions" }, potions_description = { en = "Choose which two potion effects are always going to be granted, regardless on potion type. This might change in the future." }, potions_one_localization_id = { en = "Speed & Concentration" }, potions_two_localization_id = { en = "Speed & Strength" }, potions_three_localization_id = { en = "Strength & Concentration" }, potions_four_localization_id = { en = "Speed & Potion" }, potions_five_localization_id = { en = "Strength & Potion" }, potions_six_localization_id = { en = "Concentration & Potion" }, }
local tbTable = GameMain:GetMod("MagicHelper") local tbMagic = tbTable:GetMagic("TTMG_6_3") local Rate = 0 function tbMagic:GetAge(Rate) local target = ThingMgr:FindThingByID(self.targetId) if target.MaxAge <= 0 then return 1 else self.bind:AddMaxAge(Rate) target:AddMaxAge(-5 * Rate) end end function tbMagic:GetMaxAge() local target = ThingMgr:FindThingByID(self.targetId) self.bind:AddMaxAge(target.MaxAge) target:AddMaxAge(-target.MaxAge) end function tbMagic:Init() end function tbMagic:EnableCheck(npc) if npc.LuaHelper:GetGongName() == "Gong_TTMG" then return true else return false end end function tbMagic:TargetCheck(key, t) if not t or t.ThingType ~= CS.XiaWorld.g_emThingType.Npc then return false end if t.Race.RaceType == CS.XiaWorld.g_emNpcRaceType.Animal then return false end if t.ThingType == CS.XiaWorld.g_emThingType.Npc then if t.Camp ~= CS.XiaWorld.Fight.g_emFightCamp.Player then return true else return false end else return false end end function tbMagic:MagicEnter(IDs, IsThing) self.targetId = IDs[0] end function tbMagic:MagicStep(dt, duration) local target = ThingMgr:FindThingByID(self.targetId) self:SetProgress(duration / self.magic.Param1) if self.bind.LuaHelper:IsLearnedEsoteric("TTMG_6_3") then return 1 else if self.bind.LuaHelper:IsLearnedEsoteric("TTMG_6_3") then Rate = 1 end local target = ThingMgr:FindThingByID(self.targetId) if target.MaxAge <= 0 then return 1 else self.bind:AddMaxAge(Rate) target:AddMaxAge(-5 * Rate) end end if duration >= self.magic.Param1 then return 1 end return 0 end function tbMagic:MagicLeave(success) if success then local target = ThingMgr:FindThingByID(self.targetId) if target then if self.bind.LuaHelper:IsLearnedEsoteric("TTMG_6_3") then self.bind:AddMaxAge(target.MaxAge) target:AddMaxAge(-target.MaxAge * 0.2) end end end end
#NoSimplerr# --[[--------------------------------------------------------------------------- This is an example of a custom entity. ---------------------------------------------------------------------------]] ENT.Type = "anim" ENT.Base = "base_gmodentity" ENT.PrintName = "AkPrinter" ENT.Author = "DarkRP Developers and <enter name here>" ENT.Spawnable = true ENT.AdminSpawnable = false StartTime = 300 function ENT:SetupDataTables() self:NetworkVar("Int", 0, "price") self:NetworkVar("Entity", 0, "owning_ent") self:NetworkVar("Int", 1, "StoredMoney") end
--[[ FrostMoon, cross platform Composition Based Object Factory and GUI library targeting iOS, OSX and Windows 10 Copyright Aug. 9th, 2018 Eric Fedrowisch All rights reserved. --]] ------------------------------------------ --[[ This library contains the stand alone queue class used in FrostMoon. These queues support the following: -adding elements -expanding as needed to hold more elements -peeking ahead n slots from the front of the queue -searching the queue and returning a table of elements that returned true from the search function -splitting and merging queues -mapping a function over all elements of a queue --]] ------------------------------------------ local uuid = require "lib.uuid" local Queue = {} function Queue.new(size) local q = {} setmetatable(q , {__index = Queue}) --Make Queue instance inherit from Queue q.elements = {} q.read = 1 --Next element to read, internal. Leave alone q.size = size q.written = size --Internal write variable. Leave alone q.next_write = nil --Commit is the last position written to q.last_op = "init" q.updated = false return q end --Add and element to the Q, growing the Q size if needed. function Queue:add(msg) msg._uuid = uuid() self.updated = true if self.cascade then --If you have an overflow q, then add to that not this. self.cascade:add(msg) self.last_op = "add" else local add = (self.written + 1) % self.size if add == 0 then add = self.size end --Needed bc Lua's 1st element is 1 not 0 if self.last_op == "add" and add == self.read then --We have a problem, time to grow self.cascade = self.new(self.size * 2) --Make a new, bigger Q self.cascade:add(msg) self.last_op = "add" return end self.elements[add] = msg self.written = add self.next_write = (self.written + 1) % self.size if self.next_write == 0 then self.next_write = self.size end self.last_op = "add" end end function Queue:grow(read_pos) self.elements = self.cascade.elements self.read = read_pos or 1 self.written = self.cascade.written self.last_op = "use" self.size = self.cascade.size if self.cascade.cascade ~= nil then self.cascade = self.cascade.cascade else self.cascade = nil end end --Use/process next element of Q function Queue:use() self.updated = true local msg = nil if self.last_op ~= "stop" then msg = self.elements[self.read] if self.read == self.written then self.last_op = "stop" if self.cascade ~= nil then self:grow() end else self.last_op = "use" self.read = (self.read + 1) % self.size if self.read == 0 then self.read = self.size end --Needed bc Lua's 1st element is 1 not 0 end end return msg end --Look at (next + n) element without advancing the Q. function Queue:peek(nth) local n = nth or 0 if self.last_op == "stop" then return nil end --"stop" op means no further Q if self.last_op == "init" then return self.elements[self.read] end --redundant here to cover "init"? local abs = math.abs(self.read - self.written) if n > abs and self.cascade ~= nil then return self.cascade:peek(n-abs-1) end local element = nil if abs < n then element = nil else local peek = (self.read + n) % self.size if peek == 0 then peek = self.size end --Needed bc Lua's 1st element is 1 not 0 element = self.elements[peek] end return element end --Peek through elements in Q, returning table of elements that returned true --when passed to function "fun". function Queue:search(filter, ...) local hits = {} if filter ~= nil then --Gotta provide a function that returns a boolean local n = 0 local peek = self:peek(n) while peek ~= nil do peek = self:peek(n) if peek ~= nil then if filter(peek, ...) then hits[#hits+1] = peek end end n = n + 1 end end return hits end --Split a Q into 2 Qs based on an element filter function and return a table of the resulting Qs function Queue:split(filter, ...) local a, b = {}, {} if filter ~= nil then --Gotta provide a function that returns a boolean local n = 0 local peek = self:peek(n) while peek ~= nil do peek = self:peek(n) if peek ~= nil then if filter(peek, ...) then a[#a+1] = peek else b[#b+1] = peek end end n = n + 1 end end --Make two new Qs local q_a = Queue.new(#a*2) local q_b = Queue.new(#b*2) q_a.written = #a q_b.written = #b q_a.elements = a q_b.elements = b return q_a, q_b end --Merge two Qs using a simple merge where b becomes a's tail. Optionally merge using function. function Queue:merge(a, b, fun, ...) local merged = Queue.new(a.size + b.size) if fun ~= nil then merged = fun(a, b, ...) else local n = 0 local peek = a:peek(n) while peek ~= nil do merged:add(peek) n = n + 1 peek = a:peek(n) end n = 0 peek = b:peek(n) while peek ~= nil do merged:add(peek) n = n + 1 peek = b:peek(n) end end return merged end --Check if Q has been changed since last update call. function Queue:update() if self.updated then self.updated = false return true end return false end --Return Q which has had function called on all its elements. function Queue:map(fun, ...) local map_q = Queue.new(self.size) local n = 0 local peek = self:peek(n) while peek ~= nil do local mapped = fun(peek, ...) map_q:add(mapped) n = n + 1 peek = self:peek(n) end return map_q end return Queue
signs_lib.unicode_install({195,147,"00d3"}) signs_lib.unicode_install({195,179,"00f3"}) signs_lib.unicode_install({196,132,"0104"}) signs_lib.unicode_install({196,133,"0105"}) signs_lib.unicode_install({196,134,"0106"}) signs_lib.unicode_install({196,135,"0107"}) signs_lib.unicode_install({196,152,"0118"}) signs_lib.unicode_install({196,153,"0119"}) signs_lib.unicode_install({197,129,"0141"}) signs_lib.unicode_install({197,130,"0142"}) signs_lib.unicode_install({197,154,"015a"}) signs_lib.unicode_install({197,155,"015b"}) signs_lib.unicode_install({197,185,"0179"}) signs_lib.unicode_install({197,186,"017a"}) signs_lib.unicode_install({197,187,"017b"}) signs_lib.unicode_install({197,188,"017c"})
UMF_REQUIRE "hook.lua" UMF_REQUIRE "hooks_base.lua" UMF_REQUIRE "hooks_extra.lua" UMF_REQUIRE "console_backend.lua" GLOBAL_CHANNEL = util.shared_channel( "game.umf_global_channel", 128 )
--- spelling-main.lua --- Copyright 2012, 2013 Stephan Hennig -- -- This work may be distributed and/or modified under the conditions of -- the LaTeX Project Public License, either version 1.3 of this license -- or (at your option) any later version. The latest version of this -- license is in http://www.latex-project.org/lppl.txt -- and version 1.3 or later is part of all distributions of LaTeX -- version 2005/12/01 or later. -- -- See file README for more information. -- --- Main Lua file. -- -- @author Stephan Hennig -- @copyright 2012, 2013 Stephan Hennig -- @release version 0.41 -- -- Module identification. if luatexbase.provides_module then luatexbase.provides_module( { name = 'spelling', date = '2013/05/25', version = '0.41', description = 'support for spell-checking of LuaTeX documents', author = 'Stephan Hennig', licence = 'LPPL ver. 1.3c', } ) end --- Global table of modules. -- The work of the spelling package can be separated into four -- stages:<br /> -- -- <dl> -- -- <dt>Stage 1</dt> -- <dd><ul> -- <li>Load bad strings.</li> -- <li>Load good strings.</li> -- <li>Handle match rules.</li> -- </ul></dd> -- -- <dt>Stage 2 (call-back <code>pre_linebreak_filter</code>)</dt> -- <dd><ul> -- <li>Tag word strings in node lists before paragraph breaking -- takes place.</li> -- <li>Check spelling of strings.</li> -- <li>Highlight strings with known incorrect spelling in PDF -- output.</li> -- </ul></dd> -- -- <dt>Stage 3 (<code>\AtBeginShipout</code>)</dt> -- <dd><ul> -- <li>Store all strings found on built page via tag nodes in text -- document data structure.</li> -- </ul></dd> -- -- <dt>Stage 4 (call-back <code>stop_run</code>)</dt> -- <dd><ul> -- <li>Output text stored in text document data structure to a -- file.</li> -- </ul></dd> -- -- </dl> -- -- The code of the spelling package is organized in modules reflecting -- these stages. References to modules are stored in a table. Table -- indices correspond to the stages as shown above. The table of module -- references is shared in a global table (`PKG_spelling`) so that -- public module functions are accessible from within external code.<br -- /> -- -- <ul> -- <li><code>spelling-stage-1.lua : stage[1]</code></li> -- <li><code>spelling-stage-2.lua : stage[2]</code></li> -- <li><code>spelling-stage-3.lua : stage[3]</code></li> -- <li><code>spelling-stage-4.lua : stage[4]</code></li> -- </ul> -- -- @class table -- @name stage stage = {} --- Table of package-wide resources that are shared among several --- modules. -- -- @class table -- @name res -- -- @field rules_bad Table.<br /> -- -- This table contains all bad rules. Spellings can be matched against -- these rules. -- -- @field rules_good Table.<br /> -- -- This table contains all good match rules. Spellings can be matched -- against these rules. -- -- @field text_document Table.<br /> -- -- Data structure that stores the text of a document. The text document -- data structure stores the text of a document. The data structure is -- quite simple. A text document is an ordered list (an array) of -- paragraphs. A paragraph is an ordered list (an array) of words. A -- word is a single UTF-8 encoded string.<br /> -- -- During the LuTeX run, node lists are scanned for strings before -- hyphenation takes place. The strings found in a node list are stored -- in the current paragraph. After finishing scanning a node list, the -- current paragraph is inserted into the text document. At the end of -- the LuaTeX run, all paragraphs of the text document are broken into -- lines of a fixed length and the lines are written to a file.<br /> -- -- Here's the rationale of this approach: -- -- <ul> -- -- <li> It reduces file access <i>during</i> the LuaTeX run by delaying -- write operations until the end. -- -- <li> It saves space. In Lua, strings are internalized. Since in a -- document, the same words are used over and over again, relatively -- few strings are actually stored in memory. -- -- <li> It allows for pre-processing the text document before writing it -- to a file. -- -- </ul> -- -- @field whatsit_uid Number.<br /> -- -- Unique ID for marking user-defined whatsit nodes created by this -- package. The ID is generated at run-time. See this <a -- href="https://github.com/mpg/luatexbase/issues/8">GitHub issue</a>. -- local res = { rules_bad, rules_good, text_document, whatsit_ids, } --- Global package table. -- This global table provides access to package-wide variables from -- within other chunks. -- -- @class table -- @name PKG_spelling PKG_spelling = {} --- Determine unique IDs for user-defined whatsit nodes used by this -- package. Package luatexbase provides user-defined whatsit node ID -- allocation since version v0.6 (TL 2013). For older package versions, -- we start allocating at an arbitrary hard-coded value of 13**8 -- (ca. 2**30). Note, for compatibility with LuaTeX 0.70.2, the value -- must be less than 2^31. -- -- @return Table mapping names to IDs. local function __allocate_whatsit_ids() local ids = {} -- Allocation support present? if luatexbase.new_user_whatsit_id then ids.start_tag = luatexbase.new_user_whatsit_id('start_tag', 'spelling') ids.end_tag = luatexbase.new_user_whatsit_id('end_tag', 'spelling') else local uid = 13^8 ids.start_tag = uid + 1 ids.end_tag = uid + 2 end return ids end --- Package initialisation. -- local function __init() -- Create resources. res.rules_bad = {} res.rules_good = {} res.text_document = {} res.whatsit_ids = __allocate_whatsit_ids() -- Provide global access to package ressources during module loading. PKG_spelling.res = res -- Load sub-modules: -- * bad and good string loading -- * match rule handling stage[1] = require 'spelling-stage-1' -- * node list tagging -- * spell-checking -- * bad string highlighting stage[2] = require 'spelling-stage-2' -- * text storage stage[3] = require 'spelling-stage-3' -- * text output stage[4] = require 'spelling-stage-4' -- Remove global reference to package ressources. PKG_spelling.res = nil -- Provide global access to module references. PKG_spelling.stage = stage -- Enable text storage. stage[3].enable_text_storage() end -- Initialize package. __init()
local function add_pmtech_links() configuration "Debug" links { "put", "pen" } configuration "Release" links { "put", "pen" } configuration {} end local function setup_osx() links { "Cocoa.framework", "GameController.framework", "iconv", "fmod", "IOKit.framework", "MetalKit.framework", "Metal.framework", "OpenGL.framework" } add_pmtech_links() end local function setup_linux() --linux must be linked in order add_pmtech_links() links { "pthread", "GLEW", "GLU", "GL", "X11", "fmod", "dl" } end local function setup_win32() if renderer_dir == "vulkan" then libdirs { "$(VK_SDK_PATH)/Lib" } links { "vulkan-1.lib" } elseif renderer_dir == "opengl" then includedirs { pmtech_dir .. "/third_party/glew/include" } libdirs { pmtech_dir .. "/third_party/glew/lib/win64" } links { "OpenGL32.lib" } else links { "d3d11.lib" } end links { "dxguid.lib", "winmm.lib", "comctl32.lib", "fmod64_vc.lib", "Shlwapi.lib" } add_pmtech_links() systemversion(windows_sdk_version()) disablewarnings { "4800", "4305", "4018", "4244", "4267", "4996" } end local function setup_ios() links { "Foundation.framework", "UIKit.framework", "QuartzCore.framework", "MetalKit.framework", "Metal.framework" } files { (pmtech_dir .. "/core/template/ios/**.*"), "bin/ios/data" } excludes { ("**.DS_Store") } xcodebuildresources { "bin/ios/data" } end local function setup_android() files { pmtech_dir .. "/core/template/android/manifest/**.*", pmtech_dir .. "/core/template/android/activity/**.*" } androidabis { "armeabi-v7a", "x86" } end local function setup_platform() if platform_dir == "win32" then setup_win32() elseif platform_dir == "osx" then setup_osx() elseif platform_dir == "ios" then setup_ios() elseif platform_dir == "linux" then setup_linux() elseif platform_dir == "android" then setup_android() end end local function setup_bullet() libdirs { (pmtech_dir .. "third_party/bullet/lib/" .. platform_dir) } configuration "Debug" links { "bullet_monolithic_d" } configuration "Release" links { "bullet_monolithic" } configuration {} end local function setup_fmod() libdirs { (pmtech_dir .. "third_party/fmod/lib/" .. platform_dir) } end function setup_modules() setup_bullet() setup_fmod() end function create_binary(project_name, source_directory, root_directory, binary_type) project ( project_name ) setup_product( project_name ) kind ( binary_type ) language "C++" if binary_type ~= "SharedLib" then dependson { "pen", "put" } end includedirs { -- platform pmtech_dir .. "core/pen/include", pmtech_dir .. "core/pen/include/common", pmtech_dir .. "core/pen/include/" .. platform_dir, --utility pmtech_dir .. "core/put/source/", -- third party pmtech_dir .. "third_party/", -- local "include/", } files { (root_directory .. "code/" .. source_directory .. "/**.cpp"), (root_directory .. "code/" .. source_directory .. "/**.c"), (root_directory .. "code/" .. source_directory .. "/**.h"), (root_directory .. "code/" .. source_directory .. "/**.m"), (root_directory .. "code/" .. source_directory .. "/**.mm") } setup_env() setup_platform() setup_platform_defines() setup_modules() location (root_directory .. "/build/" .. platform_dir) targetdir (root_directory .. "/bin/" .. platform_dir) debugdir (root_directory .. "/bin/" .. platform_dir) configuration "Release" defines { "NDEBUG" } entrypoint "WinMainCRTStartup" optimize "Speed" targetname (project_name) architecture "x64" libdirs { pmtech_dir .. "core/pen/lib/" .. platform_dir .. "/release", pmtech_dir .. "core/put/lib/" .. platform_dir .. "/release", } configuration "Debug" defines { "DEBUG" } entrypoint "WinMainCRTStartup" symbols "On" targetname (project_name .. "_d") architecture "x64" libdirs { pmtech_dir .. "core/pen/lib/" .. platform_dir .. "/debug", pmtech_dir .. "core/put/lib/" .. platform_dir .. "/debug", } end function create_app(project_name, source_directory, root_directory) create_binary(project_name, source_directory, root_directory, "WindowedApp") end function create_app_example( project_name, root_directory ) create_app( project_name, project_name, root_directory ) end
local skynet = require "skynet" local logger = {} local const = require "const" local loglevel = const.loglevel local function log(level, t, fmt, ...) local ok, msg = pcall(string.format, fmt, ...) if not ok then skynet.error("string format error on log") return end skynet.send(".logservice", "lua", "log", level, t, msg) end function logger.debug(fmt, ...) local t = os.time() log(loglevel.debug, t, fmt, ...) end function logger.info(fmt, ...) local t = os.time() log(loglevel.info, t, fmt, ...) end function logger.warn(fmt, ...) local t = os.time() log(loglevel.warn, t, fmt, ...) end function logger.err(fmt, ...) local t = os.time() log(loglevel.err, t, fmt, ...) end return logger
local f = CreateFrame("Frame", "ShadowBackground") f:SetPoint("TOPLEFT") f:SetPoint("BOTTOMRIGHT") f:SetFrameLevel(0) f:SetFrameStrata("BACKGROUND") f.tex = f:CreateTexture() f.tex:SetTexture([[Interface\Addons\ncShadow\shadow.tga]]) f.tex:SetAllPoints(f) function f:SetShadowLevel(n) n = tonumber(n) if not n then error("The level must be a number between 100 and 0.") return end ncShadowLevel = n f:SetAlpha(n/100) end f:SetScript("OnEvent", function() f:SetShadowLevel((ncShadowLevel or 50)) end) f:RegisterEvent("PLAYER_ENTERING_WORLD") SLASH_SHADOW1 = "/shadow" SlashCmdList["SHADOW"] = function(n) f:SetShadowLevel(n) end
--[[ Copyright (c) 2019 PCC-Studio 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. ]] script_name = aegisub.gettext "简单双边框" script_description = aegisub.gettext "为选中的行添加双边框" script_author = "Amaki.M (PCC-Studio)" script_version = "2.4" dialog_config = { {x = 0, y = 0, width = 1, class = "label", label = "字体颜色"}, {x = 1, y = 0, width = 1, class = "color", name = "lyrt1c"}, {x = 2, y = 0, width = 1, class = "label", label = "字体大小"}, {x = 3, y = 0, width = 1, class = "floatedit", name = "fs"}, {x = 0, y = 1, width = 1, class = "label", label = "内框颜色"}, {x = 1, y = 1, width = 1, class = "color", name = "lyrt3c"}, {x = 2, y = 1, width = 1, class = "label", label = "内框尺寸"}, {x = 3, y = 1, width = 1, class = "floatedit", name = "lyrtbd"}, {x = 0, y = 2, width = 1, class = "label", label = "外框颜色"}, {x = 1, y = 2, width = 1, class = "color", name = "lyrb3c"}, {x = 2, y = 2, width = 1, class = "label", label = "外框尺寸"}, {x = 3, y = 2, width = 1, class = "floatedit", name = "lyrbbd"}, {x = 0, y = 3, width = 1, class = "label", label = "绝对定位"}, {x = 1, y = 3, width = 1, class = "edit", name = "pos", text = "540,960", hint = "绝对定位,默认取视频中央\n格式为x,y,支持浮点值"}, {x = 2, y = 3, width = 1, class = "label", label = "边缘模糊"}, {x = 3, y = 3, width = 1, class = "floatedit", name = "blur"}, {x = 0, y = 4, width = 2, class = "label", label = "简单双边框 By Amaki.M"}, {x = 2, y = 4, width = 1, class = "label", label = "版本Ver" .. script_version} } function double_border(subs, sel) xres, yres = aegisub.video_size() dialog_config[14].text = xres / 2 .. "," .. yres / 2 btn, res = aegisub.dialog.display(dialog_config, {"OK", "Cancel"}, {ok = "OK", cancel = "Cancel"}) if btn then lyrtsty = "{\\pos(" .. res.pos .. ")\\1c" .. res.lyrt1c:gsub("#(%x%x)(%x%x)(%x%x)", "&H%3%2%1&") .. "\\3c" .. res.lyrt3c:gsub("#(%x%x)(%x%x)(%x%x)", "&H%3%2%1&") .. "\\fs" .. res.fs .. "\\bord" .. res.lyrtbd .. "\\shad0\\blur0}" lyrbsty = "{\\pos(" .. res.pos .. ")\\3c" .. res.lyrb3c:gsub("#(%x%x)(%x%x)(%x%x)", "&H%3%2%1&") .. "\\bord" .. res.lyrbbd .. "\\fs" .. res.fs .. "\\blur" .. res.blur .. "\\shad0}" for z = #sel, 1, -1 do i = sel[z] linet = subs[i] linet.layer = linet.layer + 1 linet.text = lyrtsty .. linet.text subs.insert(i + 1, linet) lineb = subs[i] lineb.text = lyrbsty .. lineb.text subs[i] = lineb end end end aegisub.register_macro(script_name, script_description, double_border)
local h = require("null-ls.helpers") local methods = require("null-ls.methods") local DIAGNOSTICS = methods.internal.DIAGNOSTICS local severities = { Warning = vim.diagnostic.severity.WARN, Error = vim.diagnostic.severity.ERROR, } return h.make_builtin({ name = "tidy", meta = { url = "https://www.html-tidy.org/", description = [[Tidy corrects and cleans up HTML and XML documents by ]] .. [[fixing markup errors and upgrading legacy code to modern standards.]], }, method = DIAGNOSTICS, filetypes = { "html", "xml" }, generator_opts = { command = "tidy", args = function(params) local common_args = { "--gnu-emacs", "yes", "-quiet", "-errors", "$FILENAME", } if params.ft == "xml" then table.insert(common_args, 1, "-xml") end return common_args end, to_stdin = true, from_stderr = true, format = "line", check_exit_code = function(code) return code <= 2 end, on_output = h.diagnostics.from_pattern( [[([^:]+):(%d+):(%d+): (%a+): (.+)]], { "file", "row", "col", "severity", "message" }, { severities = severities } ), }, factory = h.generator_factory, })
local vehWeapons = { 0x1D073A89, -- ShotGun 0x83BF0278, -- Carbine 0x5FC3C11, -- Sniper 0x1B06D571,--pistolet } local hasBeenInPoliceVehicle = false local alreadyHaveWeapon = {} Citizen.CreateThread(function() while true do Citizen.Wait(0) if(IsPedInAnyPoliceVehicle(GetPlayerPed(-1))) then if(not hasBeenInPoliceVehicle) then hasBeenInPoliceVehicle = true end else if(hasBeenInPoliceVehicle) then for i,k in pairs(vehWeapons) do if(not alreadyHaveWeapon[i]) then TriggerServerEvent("PoliceVehicleWeaponDeleter:askDropWeapon",k) end end hasBeenInPoliceVehicle = false end end end end) Citizen.CreateThread(function() while true do Citizen.Wait(0) if(not IsPedInAnyVehicle(GetPlayerPed(-1))) then for i=1,#vehWeapons do if(HasPedGotWeapon(GetPlayerPed(-1), vehWeapons[i], false)==1) then alreadyHaveWeapon[i] = true else alreadyHaveWeapon[i] = false end end end Citizen.Wait(5000) end end) RegisterNetEvent("PoliceVehicleWeaponDeleter:drop") AddEventHandler("PoliceVehicleWeaponDeleter:drop", function(wea) RemoveWeaponFromPed(GetPlayerPed(-1), wea) end)
local easyEnemiesInfo = require( "src.images.easyEnemies" ) local sprite = require( "src.images.sprite" ) local Enemies = {} function Enemies.create( application, physics ) local easyEnemie = display.newImage( application.mainGroup, sprite.easyEnemiesSheet, easyEnemiesInfo:getFrameIndex( "Alien-Scout" ), 50, 50 ) table.insert( application.enemiesTable, easyEnemie ) physics.addBody( easyEnemie, { radius=50, bounce=0 }) easyEnemie.myName = "easyEnemie" local whereFrom = math.random( 3 ) if ( whereFrom == 1 ) then easyEnemie.x = 200 elseif ( whereFrom == 2 ) then easyEnemie.x = display.contentCenterY - 150 else easyEnemie.x = display.contentWidth - 200 end easyEnemie.y = -100 easyEnemie.whereFrom = whereFrom if ( application.score < 1000) then easyEnemie:setLinearVelocity( 0, application.easyEnemiesLinearVelocityY ) else easyEnemie:setLinearVelocity( 0, application.easyEnemiesLinearVelocityY + ((application.score / 1000) * 50) ) end end function Enemies.slowMotion( application, isPause ) if ( isPause == true ) then application.easyEnemiesLinearVelocityY = 0 else application.easyEnemiesLinearVelocityY = application.easyEnemiesSlowLinearVelocityY end for i = #application.enemiesTable, 1, -1 do application.enemiesTable[i]:setLinearVelocity( 0, application.easyEnemiesLinearVelocityY ) end end function Enemies.speedUp( application ) application.easyEnemiesLinearVelocityY = application.easyEnemiesFastLinearVelocityY for i = #application.enemiesTable, 1, -1 do if ( application.score < 1000) then application.enemiesTable[i]:setLinearVelocity( 0, application.easyEnemiesLinearVelocityY ) else application.enemiesTable[i]:setLinearVelocity( 0, application.easyEnemiesLinearVelocityY + ((application.score / 1000) * 30) ) end end end function Enemies.remove( application ) for i = #application.enemiesTable, 1, -1 do application.enemiesTable[i]:removeSelf() application.enemiesTable[i] = nil end end function Enemies.generator( application, physics ) return function() Enemies.create( application, physics ) for i = #application.enemiesTable, 1, -1 do local currentEnemie = application.enemiesTable[i] if ( currentEnemie.y > display.contentHeight + 100 ) then display.remove( currentEnemie ) table.remove( application.enemiesTable, i ) end end end end return Enemies
function pkgObj.secondToHHMMSS(time) local hour = boy.number2Int(time / 3600) local m = time - hour*3600 m = boy.number2Int(m/60) local seconds = time - hour*3600 - m * 60 local hStr = tostring(hour) if hour < 10 then hStr = "0"..hStr end local mStr = tostring(m) if m < 10 then mStr = "0"..mStr end local sStr = tostring(seconds) if seconds < 10 then sStr = "0"..sStr end return hStr ..":"..mStr..":"..sStr end
local COMMAND = Command.new('charattributeboost') COMMAND.name = 'CharAttributeBoost' COMMAND.description = 'command.char_attribute_boost.description' COMMAND.syntax = 'command.char_attribute_boost.syntax' COMMAND.permission = 'moderator' COMMAND.category = 'permission.categories.character_management' COMMAND.arguments = 4 COMMAND.player_arg = 1 COMMAND.aliases = { 'attboost', 'attboost', 'attributeboost', 'attributeboost', 'charattboost' } function COMMAND:get_description() return t(self.description, table.concat(Attributes.get_id_list(), ', ')) end function COMMAND:on_run(player, targets, attr_id, value, duration) local target = targets[1] local attribute = Attributes.find_by_id(attr_id) if attribute and attribute.boostable then Flux.Player:broadcast('char_attribute_boost.message', { get_player_name(player), target:name(), attribute.name, value, duration }) target:attribute_boost(attr_id:to_id(), tonumber(value), tonumber(duration)) else player:notify('error.attribute_not_valid', attr_id) end end COMMAND:register()
local t = Def.Model { Meshes=NOTESKIN:GetPath('SM5','LiftDouble'); Materials=NOTESKIN:GetPath('SM5','LiftDouble'); Bones=NOTESKIN:GetPath('SM5','LiftDouble'); InitCommand=function(self) self:pulse():effectclock("beat"):effectmagnitude(0.9,1,1) end; }; return t;
local class = require 'ext.class' local HLL = require 'solver.hll' local EulerHLLC = class(HLL) EulerHLLC.solverCodeFile = 'solver/euler-hllc.cl' EulerHLLC.name = 'EulerHLLC' EulerHLLC.eqnName = 'euler' --[[ args: hllcMethod = hllcMethod option options from 2012 Toro "The HLLC Riemann Solver" hllcMethod == 0 <=> eqns 38-39 hllcMethod == 0 <=> 'variation 1' of the paper: eqns 40-41 hllcMethod == 1 <=> 'variation 2' of the paper: eqns 42-44 -]] function EulerHLLC:init(args) self.hllcMethod = args.hllcMethod or 2 EulerHLLC.super.init(self, args) end return EulerHLLC
-- XEP-0377: Spam Reporting for Prosody -- Copyright (C) -2016 Kim Alvefur -- -- This file is MIT/X11 licensed. local jid_prep = require "util.jid".prep; module:depends("blocklist"); module:add_feature("urn:xmpp:reporting:0"); module:add_feature("urn:xmpp:reporting:reason:spam:0"); module:add_feature("urn:xmpp:reporting:reason:abuse:0"); module:hook("iq-set/self/urn:xmpp:blocking:block", function (event) for item in event.stanza.tags[1]:childtags("item") do local report = item:get_child("report", "urn:xmpp:reporting:0"); local jid = jid_prep(item.attr.jid); if report and jid then local type = report:get_child("spam") and "spam" or report:get_child("abuse") and "abuse" or "unknown"; local reason = report:get_child_text("text") or "no reason given"; module:log("warn", "Received report of %s from JID '%s', %s", type, jid, reason); module:fire_event(module.name.."/"..type.."-report", { origin = event.origin, stanza = event.stanza, item = item, report = report, reason = reason, }); end end end, 1);
return function() local getGameIconRequestSize = require(script.Parent.getGameIconRequestSize) describe("GetGameIconRequestSize()", function() it("required image size is close to 50 request size", function() local requestSize = getGameIconRequestSize(45) expect(requestSize).to.equal(50) end) it("required image size of 50", function() local requestSize = getGameIconRequestSize(50) expect(requestSize).to.equal(50) end) it("required image size is close to 128 request size", function() local requestSize = getGameIconRequestSize(125) expect(requestSize).to.equal(128) end) it("required image size of 128", function() local requestSize = getGameIconRequestSize(128) expect(requestSize).to.equal(128) end) it("required image size is close to 150 request size", function() local requestSize = getGameIconRequestSize(140) expect(requestSize).to.equal(150) end) it("required image size of 150", function() local requestSize = getGameIconRequestSize(150) expect(requestSize).to.equal(150) end) it("required image size is close to 256 request size", function() local requestSize = getGameIconRequestSize(250) expect(requestSize).to.equal(256) end) it("required image size of 256", function() local requestSize = getGameIconRequestSize(256) expect(requestSize).to.equal(256) end) it("required image size is close to 512 request size", function() local requestSize = getGameIconRequestSize(500) expect(requestSize).to.equal(512) end) it("required image size of 512", function() local requestSize = getGameIconRequestSize(512) expect(requestSize).to.equal(512) end) it("required image size is larger than the biggest request size available", function() local requestSize = getGameIconRequestSize(1024) expect(requestSize).to.equal(512) end) end) end
function peds(newState, oldState) if (newState ~= "Running") then return end setPedAnimation(getElementByID("_SITTING_PED_01"), "ped", "seat_down", -1, false) setPedAnimation(getElementByID("_SITTING_PED_02"), "ped", "seat_down", -1, false) setPedAnimation(getElementByID("_SITTING_PED_03"), "ped", "seat_down", -1, false) setPedAnimation(getElementByID("_SITTING_PED_04"), "ped", "seat_down", -1, false) setPedAnimation(getElementByID("_SITTING_PED_05"), "ped", "seat_down", -1, false) setPedAnimation(getElementByID("_SITTING_PED_06"), "ped", "seat_down", -1, false) setElementHealth(getElementByID("_DYING_PED_01"), 0) end addEvent("onRaceStateChanging", true) addEventHandler("onRaceStateChanging", root, peds)
--[[ Map Position 1.1 by Husky and Manciuszz ======================================================================== Enables you to easily query the semantic position of a unit in the map. The jungle (as well as the river) is separated into inner and outer jungle to distinct roaming from warding champions. The following methods exist and return true if the unit is inside the specified area (or false otherwise): -- River Positions -------------------------------------------------------- MapPosition:inRiver(unit) MapPosition:inTopRiver(unit) MapPosition:inTopInnerRiver(unit) MapPosition:inTopOuterRiver(unit) MapPosition:inBottomRiver(unit) MapPosition:inBottomInnerRiver(unit) MapPosition:inBottomOuterRiver(unit) MapPosition:inOuterRiver(unit) MapPosition:inInnerRiver(unit) -- Base Positions --------------------------------------------------------- MapPosition:inBase(unit) MapPosition:inLeftBase(unit) MapPosition:inRightBase(unit) -- Lane Positions --------------------------------------------------------- MapPosition:onLane(unit) MapPosition:onTopLane(unit) MapPosition:onMidLane(unit) MapPosition:onBotLane(unit) -- Jungle Positions ------------------------------------------------------- MapPosition:inJungle(unit) MapPosition:inOuterJungle(unit) MapPosition:inInnerJungle(unit) MapPosition:inLeftJungle(unit) MapPosition:inLeftOuterJungle(unit) MapPosition:inLeftInnerJungle(unit) MapPosition:inTopLeftJungle(unit) MapPosition:inTopLeftOuterJungle(unit) MapPosition:inTopLeftInnerJungle(unit) MapPosition:inBottomLeftJungle(unit) MapPosition:inBottomLeftOuterJungle(unit) MapPosition:inBottomLeftInnerJungle(unit) MapPosition:inRightJungle(unit) MapPosition:inRightOuterJungle(unit) MapPosition:inRightInnerJungle(unit) MapPosition:inTopRightJungle(unit) MapPosition:inTopRightOuterJungle(unit) MapPosition:inTopRightInnerJungle(unit) MapPosition:inBottomRightJungle(unit) MapPosition:inBottomRightOuterJungle(unit) MapPosition:inBottomRightInnerJungle(unit) MapPosition:inTopJungle(unit) MapPosition:inTopOuterJungle(unit) MapPosition:inTopInnerJungle(unit) MapPosition:inBottomJungle(unit) MapPosition:inBottomOuterJungle(unit) MapPosition:inBottomInnerJungle(unit) The following methods return true if the point is inside a wall or intersects a wall: -- Wall Functions --------------------------------------------------------- MapPosition:inWall(point) MapPosition:intersectsWall(pointOrLinesegment) Changelog ~~~~~~~~~ 1.0 - initial release with the most important map areas (jungle, river, lanes and so on) 1.1 - added walls and the corresponding query methods - added a spatial hashmap for faster realtime queries - added caching for instant loading ]] -- Dependencies ---------------------------------------------------------------- --require "2DGeometry" -- Config ---------------------------------------------------------------------- regions = { topLeftOuterJungle = Polygon(Point(1477, 4747), Point(1502, 11232), Point(5951, 7201), Point(3169, 4379)), topLeftInnerJungle = Polygon(Point(3090, 5144), Point(2071, 5398), Point(2088, 10702), Point(5439, 7665)), topOuterRiver = Polygon(Point(5951, 7201), Point(1502, 11232), Point(2883, 12752), Point(7001, 7957)), topInnerRiver = Polygon(Point(5439, 7665), Point(2088, 10702), Point(3454, 12086), Point(6503, 8537)), topRightOuterJungle = Polygon(Point(7001, 7957), Point(2883, 12752), Point(9465, 12832), Point(9830, 11003)), topRightInnerJungle = Polygon(Point(6503, 8537), Point(3454, 12086), Point(8825, 12137), Point(9085, 11115)), bottomLeftOuterJungle = Polygon(Point(4112, 3575), Point(6969, 6416), Point(10922, 1920), Point(4486, 1784)), bottomLeftInnerJungle = Polygon(Point(5132, 2358), Point(4963, 3448), Point(7499, 5798), Point(10421, 2489)), bottomOuterRiver = Polygon(Point(10922, 1920), Point(6969, 6416), Point(8192, 7207), Point(12552, 3442)), bottomInnerRiver = Polygon(Point(10421, 2489), Point(7499, 5798), Point(8742, 6731), Point(11947, 3964)), bottomRightOuterJungle = Polygon(Point(12552, 3442), Point(8192, 7207), Point(10693, 10119), Point(12610, 9769)), bottomRightInnerJungle = Polygon(Point(11947, 3964), Point(8742, 6731), Point(11076, 9373), Point(11998, 9234)), leftMidLane = Polygon(Point(3169, 4379), Point(5951, 7201), Point(6969, 6416), Point(4112, 3575)), centerMidLane = Polygon(Point(6969, 6416), Point(5951, 7201), Point(7001, 7957), Point(8192, 7207)), rightMidLane = Polygon(Point(8192, 7207), Point(7001, 7957), Point(9830, 11003), Point(10693, 10119)), leftBotLane = Polygon(Point(4502, 492), Point(4486, 1784), Point(10922, 1920), Point(12183, 485)), centerBotLane = Polygon(Point(12183, 485), Point(10922, 1920), Point(12552, 3442), Point(13985, 2204)), rightBotLane = Polygon(Point(13985, 2204), Point(12552, 3442), Point(12610, 9769), Point(14018, 9792)), leftTopLane = Polygon(Point(23, 4744), Point(9, 12584), Point(1502, 11232), Point(1477, 4747)), centerTopLane = Polygon(Point(1502, 11232), Point(9, 12584), Point(1547, 14305), Point(2883, 12752)), rightTopLane = Polygon(Point(2883, 12752), Point(1547, 14305), Point(9419, 14299), Point(9465, 12832)) } walls = { Polygon(Point(8697.0595703125, 4610.6459960938), Point(8576.7177734375, 4711.4995117188), Point(8458.88671875, 4841.6059570313), Point(8341.3466796875, 4917.2241210938), Point(8262.7470703125, 5006.9565429688), Point(8294.521484375, 5136.1840820313), Point(8385.4765625, 5204.701171875), Point(8513.78125, 5204.4111328125), Point(8665.462890625, 5178.8334960938), Point(8820.1669921875, 5141.6323242188), Point(8967.1220703125, 5111.1997070313), Point(9112.9111328125, 5068.08984375), Point(9243.828125, 4996.6420898438), Point(9382.6865234375, 4933.0263671875), Point(9516.2109375, 4872.705078125), Point(9549.22265625, 4773.5561523438), Point(9491.236328125, 4699.9497070313), Point(9359.15625, 4773.7797851563), Point(9154.328125, 4742.6088867188), Point(9013.6484375, 4589.1333007813), Point(8952.6875, 4427.99609375), Point(8920.1513671875, 4275.0751953125), Point(8919.341796875, 4109.9272460938), Point(8972.5634765625, 3958.8898925781), Point(9089.234375, 3857.0417480469), Point(9222.728515625, 3769.9497070313), Point(9338.5458984375, 3656.3537597656), Point(9501.734375, 3641.9694824219), Point(9663.2216796875, 3679.7104492188), Point(9778.4013671875, 3786.6740722656), Point(9884.3466796875, 3900.5710449219), Point(10012.1484375, 3996.1599121094), Point(10060.795898438, 4158.8774414063), Point(9988.2998046875, 4305.2944335938), Point(9925.875, 4424.45703125), Point(9987.6201171875, 4496.6186523438), Point(10093.018554688, 4439.9467773438), Point(10204.922851563, 4348.8623046875), Point(10305.951171875, 4234.6645507813), Point(10418.0546875, 4140.193359375), Point(10476.965820313, 4012.1672363281), Point(10548.491210938, 3883.01171875), Point(10587, 3745.6052246094), Point(10573.125, 3607.1862792969), Point(10528.126953125, 3493.6228027344), Point(10410.384765625, 3442.7958984375), Point(10260.192382813, 3436.2700195313), Point(10093.0625, 3421.173828125), Point(10007.512695313, 3280.4008789063), Point(9989.9033203125, 3131.0661621094), Point(9877.3759765625, 3041.6181640625), Point(9742.3046875, 3051.8032226563), Point(9618.2939453125, 3128.8962402344), Point(9489.37890625, 3208.1491699219), Point(9348.2080078125, 3281.4846191406), Point(9201.5009765625, 3318.5361328125), Point(9077.25390625, 3407.7160644531), Point(8963.53515625, 3509.92578125), Point(8857.3369140625, 3619.3430175781), Point(8765.1328125, 3745.5297851563), Point(8737.2529296875, 3888.4191894531), Point(8666.4443359375, 4019.0078125), Point(8664.0185546875, 4173.2744140625), Point(8651.90625, 4324.2670898438), Point(8687.52734375, 4477.2504882813)), Polygon(Point(7655.9018554688, 13298.0546875), Point(7593.2744140625, 13343.015625), Point(7509.5131835938, 13331.124023438), Point(7439.0424804688, 13294.337890625), Point(7407.0698242188, 13243.55078125), Point(7404.1743164063, 13180.677734375), Point(7421.8647460938, 13108.407226563), Point(7478.6596679688, 13062.251953125), Point(7551.6362304688, 13037.319335938), Point(7622.6240234375, 13062.022460938), Point(7678.1137695313, 13104.943359375), Point(7683.2983398438, 13180.294921875), Point(7672.8984375, 13266.1796875)), Polygon(Point(2140.2067871094, 3686.3974609375), Point(2190.771484375, 3731.310546875), Point(2223.0444335938, 3785.28515625), Point(2250.7824707031, 3830.00390625), Point(2201.7458496094, 3854.4228515625), Point(2158.205078125, 3899.1320800781), Point(2100.7082519531, 3896.6918945313), Point(2039.7847900391, 3901.6442871094), Point(1981.8719482422, 3887.11328125), Point(1962.1760253906, 3827.7651367188), Point(1947.5880126953, 3775.2280273438), Point(1961.8597412109, 3722.8916015625), Point(1969.8880615234, 3667.8071289063), Point(1999.3360595703, 3641.083984375), Point(2061.4204101563, 3623.0991210938), Point(2125.9274902344, 3626.5688476563)), Polygon(Point(12973, 7887), Point(13038.6171875, 7919.3994140625), Point(13068.72265625, 8003.2177734375), Point(13065.514648438, 8071.6923828125), Point(13028.596679688, 8131.3081054688), Point(12955.520507813, 8160.6245117188), Point(12874.462890625, 8141.2451171875), Point(12819.162109375, 8106.1225585938), Point(12781.553710938, 8024.0263671875), Point(12789.702148438, 7952.7373046875), Point(12834.620117188, 7894.3657226563), Point(12899.438476563, 7868.9462890625)), Polygon(Point(2710.7353515625, 2817.5307617188), Point(2787.0388183594, 2793.6862792969), Point(2858.5197753906, 2782.4375), Point(2905.1145019531, 2830.9038085938), Point(2959.0546875, 2887.9331054688), Point(2979.3308105469, 2967.4841308594), Point(2970.4765625, 3049.4604492188), Point(2910.373046875, 3102.4621582031), Point(2856.75, 3143.5297851563), Point(2804.7001953125, 3164.2336425781), Point(2734.7082519531, 3149.2707519531), Point(2674.7141113281, 3120.0222167969), Point(2617.1826171875, 3083.3059082031), Point(2601.3615722656, 3002.2360839844), Point(2610.6770019531, 2925.5231933594), Point(2618.3447265625, 2868.2900390625), Point(2664.6650390625, 2833.8371582031)), Polygon(Point(4447.0327148438, 544.1337890625), Point(4300.6909179688, 513.02258300781), Point(4167.4873046875, 431.34368896484), Point(4035.3010253906, 335.97311401367), Point(3843.3579101563, 287.05416870117), Point(3662.9313964844, 297.01138305664), 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local points = {} local count = 0 local result = los(x0, y0, x1, y1, function(x,y) if callback and not callback(x, y) then return false end count = count + 1 points[count] = {x, y} return true end) return points, result end class 'SpatialHashMap' -- { function SpatialHashMap:__init(spatialObjects, intervalSize, cacheId) if intervalSize == nil then intervalSize = 400 end self.hashTables = {} self.intervalSize = intervalSize self.cacheId = cacheId if cacheId then self.tempCachedData = {} end self:loadObjects(spatialObjects) end function SpatialHashMap:loadObjects(spatialObjects) if self.cacheId and fileExists(SCRIPT_PATH .. "Common/MapPosition_" .. self.cacheId .. ".lua") then _G.s = spatialObjects require ("MapPosition_" .. self.cacheId) self.hashTables = _G.h return end for i, spatialObject in ipairs(spatialObjects) do local addResult = self:add(spatialObject) if self.cacheId then self:cacheObject(addResult, i) end end for i, spatialObject in pairs(spatialObjects) do local addResult = self:add(spatialObject) if self.cacheId then self:cacheObject(addResult, i) end end if self.cacheId then self:writeCache() end end function SpatialHashMap:cacheObject(addResult, objectIdentifier) for k, v in pairs(addResult) do if not self.tempCachedData[k] then self.tempCachedData[k] = {objectIdentifier} else table.insert(self.tempCachedData[k], objectIdentifier) end end end function SpatialHashMap:writeCache() local res = "_G.h={" for a, b in pairs(self.tempCachedData) do if res == "_G.h={" then res = res .. "[\"" .. a .. "\"]={" else res = res .. ",[\"" .. a .. "\"]={" end cols = "" for c, d in ipairs(b) do if cols == "" then if type(d) == "number" then cols = cols .. "_G.s[" .. tostring(d) .. "]" else cols = cols .. "_G.s[\"" .. d .. "\"]" end else if type(d) == "number" then cols = cols .. ",_G.s[" .. tostring(d) .. "]" else cols = cols .. ",_G.s[\"" .. d .. "\"]" end end end res = res .. cols .. "}" end res = res .. "}" local file, error = assert(io.open(SCRIPT_PATH .. "Common/MapPosition_" .. self.cacheId .. ".lua", "w+")) if error then return error end file:write(res) file:close() end function SpatialHashMap:add(spatialObject) if spatialObject:__type() == "Circle" then leftX = spatialObject.point.x - spatialObject.radius rightX = spatialObject.point.x + spatialObject.radius bottomY = spatialObject.point.y - spatialObject.radius topY = spatialObject.point.y + spatialObject.radius else leftX = math.huge rightX = -math.huge bottomY = math.huge topY = -math.huge for i, point in ipairs(spatialObject:getPoints()) do leftX = math.min(leftX, point.x) rightX = math.max(rightX, point.x) bottomY = math.min(bottomY, point.y) topY = math.max(topY, point.y) end end foundHashCodes = {} if spatialObject:__type() == "Circle" then for x = math.floor(leftX / self.intervalSize), math.floor(rightX / self.intervalSize), 1 do for y = math.floor(bottomY / self.intervalSize), math.floor(topY / self.intervalSize), 1 do hashCode = self:calculateHashCode(Point(x * self.intervalSize, y * self.intervalSize)) if self.hashTables[hashCode] == nil then self.hashTables[hashCode] = {} end if foundHashCodes[hashCode] == nil then self.hashTables[hashCode][tostring(spatialObject.uniqueId)] = spatialObject foundHashCodes[hashCode] = hashCode end end end else for i, lineSegment in ipairs(spatialObject:getLineSegments()) do for x = math.floor(leftX / self.intervalSize), math.floor(rightX / self.intervalSize), 1 do for y = math.floor(bottomY / self.intervalSize), math.floor(topY / self.intervalSize), 1 do local quadraliterate = Polygon(Point(x * self.intervalSize, y * self.intervalSize), Point(x * self.intervalSize, y * self.intervalSize + self.intervalSize), Point(x * self.intervalSize + self.intervalSize, y * self.intervalSize + self.intervalSize), Point(x * self.intervalSize + self.intervalSize, y * self.intervalSize)) hashCode = self:calculateHashCode(quadraliterate.points[1]) if (quadraliterate:intersects(lineSegment) or spatialObject:contains(quadraliterate.points[1]) or quadraliterate:contains(lineSegment)) and foundHashCodes[hashCode] == nil then if self.hashTables[hashCode] == nil then self.hashTables[hashCode] = {} end self.hashTables[hashCode][tostring(spatialObject.uniqueId)] = spatialObject foundHashCodes[hashCode] = hashCode end end end end end return foundHashCodes end function SpatialHashMap:remove(spatialObject) leftX = math.huge rightX = -math.huge bottomY = math.huge topY = -math.huge for i, point in ipairs(spatialObject:getPoints()) do leftX = math.min(leftX, point.x) rightX = math.max(rightX, point.x) bottomY = math.min(bottomY, point.y) topY = math.max(topY, point.y) end foundHashCodes = {} for i, lineSegment in ipairs(spatialObject:getLineSegments()) do for x = math.floor(leftX / self.intervalSize), math.floor(rightX / self.intervalSize), 1 do for y = math.floor(bottomY / self.intervalSize), math.floor(topY / self.intervalSize), 1 do local quadraliterate = Polygon(Point(x * self.intervalSize, y * self.intervalSize), Point(x * self.intervalSize, y * self.intervalSize + self.intervalSize), Point(x * self.intervalSize + self.intervalSize, y * self.intervalSize + self.intervalSize), Point(x * self.intervalSize + self.intervalSize, y * self.intervalSize)) hashCode = self:calculateHashCode(quadraliterate.points[1]) if (quadraliterate:intersects(lineSegment) or spatialObject:contains(quadraliterate.points[1]) or quadraliterate:contains(lineSegment)) and foundHashCodes[hashCode] == nil then self.hashTables[hashCode][tostring(spatialObject.uniqueId)] = nil foundHashCodes[hashCode] = hashCode end end end end end function SpatialHashMap:calculateHashCode(point) return tostring(math.floor(point.x / self.intervalSize)) .. "-" .. tostring(math.floor(point.y / self.intervalSize)) end function SpatialHashMap:getSpatialObjects(referencePoint, range) if referencePoint == nil then local result = {} for hashCode, hashTable in pairs(self.hashTables) do for uniqueId, spatialObject in pairs(hashTable) do result[uniqueId] = spatialObject end end return result else if range == nil then range = 0 else range = math.ceil(range/self.intervalSize) end local result = {} hashCode = self:calculateHashCode(referencePoint) if self.hashTables[hashCode] ~= nil then for uniqueId, spatialObject in pairs(self.hashTables[hashCode]) do result[uniqueId] = spatialObject end end for i = 1, range, 1 do for k, directionVector in ipairs({Point(-1, -1), Point(-1, 0), Point(-1, 1), Point(0, -1), Point(0, 1), Point(1, -1), Point(1, 0), Point(1, 1)}) do hashCode = self:calculateHashCode(referencePoint + directionVector * i * self.intervalSize) if self.hashTables[hashCode] ~= nil then for uniqueId, spatialObject in pairs(self.hashTables[hashCode]) do result[uniqueId] = spatialObject end end end end return result end end -- } class 'MapPosition' -- { function MapPosition:__init() self.wallSpatialHashMap = SpatialHashMap(walls, 400, "walls_1_1") end -- Wall Functions --------------------------------------------------------- function MapPosition:inWall(point) for wallId, wall in pairs(self.wallSpatialHashMap:getSpatialObjects(point)) do if wall:contains(point) then return true end end return false end function MapPosition:intersectsWall(pointOrLinesegment) local lineSegment = (pointOrLinesegment:__type() == "Point") and LineSegment(Point(myHero.x, myHero.z), pointOrLinesegment) or pointOrLinesegment return not los(math.floor(lineSegment.points[1].x / self.wallSpatialHashMap.intervalSize), math.floor(lineSegment.points[1].y / self.wallSpatialHashMap.intervalSize), math.floor(lineSegment.points[2].x / self.wallSpatialHashMap.intervalSize), math.floor(lineSegment.points[2].y / self.wallSpatialHashMap.intervalSize), function(x, y) for wallId, wall in pairs(self.wallSpatialHashMap:getSpatialObjects(Point(x * self.wallSpatialHashMap.intervalSize, y * self.wallSpatialHashMap.intervalSize))) do if wall:intersects(lineSegment) then return false end end return true end) end -- River Positions -------------------------------------------------------- function MapPosition:inRiver(unit) return MapPosition:inTopRiver(unit) or MapPosition:inBottomRiver(unit) end function MapPosition:inTopRiver(unit) return regions["topOuterRiver"]:contains(Point(unit.x, unit.z)) end function MapPosition:inTopInnerRiver(unit) return regions["topInnerRiver"]:contains(Point(unit.x, unit.z)) end function MapPosition:inTopOuterRiver(unit) return MapPosition:inTopRiver(unit) and not MapPosition:inTopInnerRiver(unit) end function MapPosition:inBottomRiver(unit) return regions["bottomOuterRiver"]:contains(Point(unit.x, unit.z)) end function MapPosition:inBottomInnerRiver(unit) return regions["bottomInnerRiver"]:contains(Point(unit.x, unit.z)) end function MapPosition:inBottomOuterRiver(unit) return MapPosition:inBottomRiver(unit) and not MapPosition:inBottomInnerRiver(unit) end function MapPosition:inOuterRiver(unit) return MapPosition:inTopOuterRiver(unit) or MapPosition:inBottomOuterRiver(unit) end function MapPosition:inInnerRiver(unit) return MapPosition:inTopInnerRiver(unit) or MapPosition:inBottomInnerRiver(unit) end -- Base Positions --------------------------------------------------------- function MapPosition:inBase(unit) return not MapPosition:onLane(unit) and not MapPosition:inJungle(unit) and not MapPosition:inRiver(unit) end function MapPosition:inLeftBase(unit) return MapPosition:inBase(unit) and GetDistance({x = 50, y = 0, z = 285}, unit) < 6000 end function MapPosition:inRightBase(unit) return MapPosition:inBase(unit) and GetDistance({x = 50, y = 0, z = 285}, unit) > 6000 end -- Lane Positions --------------------------------------------------------- function MapPosition:onLane(unit) return MapPosition:onTopLane(unit) or MapPosition:onMidLane(unit) or MapPosition:onBotLane(unit) end function MapPosition:onTopLane(unit) unitPoint = Point(unit.x, unit.z) return regions["leftTopLane"]:contains(unitPoint) or regions["centerTopLane"]:contains(unitPoint) or regions["rightTopLane"]:contains(unitPoint) end function MapPosition:onMidLane(unit) unitPoint = Point(unit.x, unit.z) return regions["leftMidLane"]:contains(unitPoint) or regions["centerMidLane"]:contains(unitPoint) or regions["rightMidLane"]:contains(unitPoint) end function MapPosition:onBotLane(unit) unitPoint = Point(unit.x, unit.z) return regions["leftBotLane"]:contains(unitPoint) or regions["centerBotLane"]:contains(unitPoint) or regions["rightBotLane"]:contains(unitPoint) end -- Jungle Positions ------------------------------------------------------- function MapPosition:inJungle(unit) return MapPosition:inLeftJungle(unit) or MapPosition:inRightJungle(unit) end function MapPosition:inOuterJungle(unit) return MapPosition:inLeftOuterJungle(unit) or MapPosition:inRightOuterJungle(unit) end function MapPosition:inInnerJungle(unit) return MapPosition:inLeftInnerJungle(unit) or MapPosition:inRightInnerJungle(unit) end function MapPosition:inLeftJungle(unit) return MapPosition:inTopLeftJungle(unit) or MapPosition:inBottomLeftJungle(unit) end function MapPosition:inLeftOuterJungle(unit) return MapPosition:inTopLeftOuterJungle(unit) or MapPosition:inBottomLeftOuterJungle(unit) end function MapPosition:inLeftInnerJungle(unit) return MapPosition:inTopLeftInnerJungle(unit) or MapPosition:inBottomLeftInnerJungle(unit) end function MapPosition:inTopLeftJungle(unit) return regions["topLeftOuterJungle"]:contains(Point(unit.x, unit.z)) end function MapPosition:inTopLeftOuterJungle(unit) return MapPosition:inTopLeftJungle(unit) and not MapPosition:inTopLeftInnerJungle(unit) end function MapPosition:inTopLeftInnerJungle(unit) return regions["topLeftInnerJungle"]:contains(Point(unit.x, unit.z)) end function MapPosition:inBottomLeftJungle(unit) return regions["bottomLeftOuterJungle"]:contains(Point(unit.x, unit.z)) end function MapPosition:inBottomLeftOuterJungle(unit) return MapPosition:inBottomLeftJungle(unit) and not MapPosition:inBottomLeftInnerJungle(unit) end function MapPosition:inBottomLeftInnerJungle(unit) return regions["bottomLeftInnerJungle"]:contains(Point(unit.x, unit.z)) end function MapPosition:inRightJungle(unit) return MapPosition:inTopRightJungle(unit) or MapPosition:inBottomRightJungle(unit) end function MapPosition:inRightOuterJungle(unit) return MapPosition:inTopRightOuterJungle(unit) or MapPosition:inBottomRightOuterJungle(unit) end function MapPosition:inRightInnerJungle(unit) return MapPosition:inTopRightInnerJungle(unit) or MapPosition:inBottomRightInnerJungle(unit) end function MapPosition:inTopRightJungle(unit) return regions["topRightOuterJungle"]:contains(Point(unit.x, unit.z)) end function MapPosition:inTopRightOuterJungle(unit) return MapPosition:inTopRightJungle(unit) and not MapPosition:inTopRightInnerJungle(unit) end function MapPosition:inTopRightInnerJungle(unit) return regions["topRightInnerJungle"]:contains(Point(unit.x, unit.z)) end function MapPosition:inBottomRightJungle(unit) return regions["bottomRightOuterJungle"]:contains(Point(unit.x, unit.z)) end function MapPosition:inBottomRightOuterJungle(unit) return MapPosition:inBottomRightJungle(unit) and not MapPosition:inBottomRightInnerJungle(unit) end function MapPosition:inBottomRightInnerJungle(unit) return regions["bottomRightInnerJungle"]:contains(Point(unit.x, unit.z)) end function MapPosition:inTopJungle(unit) return MapPosition:inTopLeftJungle(unit) or MapPosition:inTopRightJungle(unit) end function MapPosition:inTopOuterJungle(unit) return MapPosition:inTopLeftOuterJungle(unit) or MapPosition:inTopRightOuterJungle(unit) end function MapPosition:inTopInnerJungle(unit) return MapPosition:inTopLeftInnerJungle(unit) or MapPosition:inTopRightInnerJungle(unit) end function MapPosition:inBottomJungle(unit) return MapPosition:inBottomLeftJungle(unit) or MapPosition:inBottomRightJungle(unit) end function MapPosition:inBottomOuterJungle(unit) return MapPosition:inBottomLeftOuterJungle(unit) or MapPosition:inBottomRightOuterJungle(unit) end function MapPosition:inBottomInnerJungle(unit) return MapPosition:inBottomLeftInnerJungle(unit) or MapPosition:inBottomRightInnerJungle(unit) end -- } --UPDATEURL= --HASH=00CF183FC96B886DFC99B60CC2CD379E
local string = {} function string.removeRepeats(a) l={}return a:gsub("%S+",function(b)if l[b]then return""else l[b]=true end end) end return string;
local Chara = require("core.Chara") local Data = require("core.Data") local I18N = require("core.I18N") local math = math local function mod_skill_level(args, id, amount) local skill = args.chara:get_skill(id) skill.level = skill.level + amount end local function mod_skill_level_clamp(args, id, amount) local skill = args.chara:get_skill(id) skill.level = math.clamp(skill.level + amount, skill.level > 0 and 1 or 0, 9999) end local function get_description(self, power) return I18N.get_data_text("core.buff", self.id, "description", self._effect(power)) end --[[ List of fields: buff_type: indicates if the buff has a positive or negative effect. If the buff is of type "hex" and is obtained from an item, the buff will gain more power if the item is cursed (power = power * 150 / 100), and less if it is blessed (power = 50). Vice-versa for the other buff types. - If buff_type is "buff", the buff animation is played on gain. - If the buff type is "food", it will be lost if the bearer vomits. - If buff_type is "hex": + The debuff animation is played on gain. + Any instance of it will be considered a target for removal in Holy Light/Vanquish Hex. + The target of the buff can potentially resist gaining it through skills/traits. duration: function taking a power level which returns the number of turns the buff lasts. on_refresh: function for applying the effects of the buff. The effects are applied on character refresh, so the state of the character will be reset before applying. It takes two arguments, "self" which is the buff definition itself and "args", a table with these fields: - power: buff power. - chara: character which the buff is being applied to. on_removal: function which is run when the buff expires. It takes two arguments, "self" and the "args" table, with these fields: - chara: character which the buff was applied to. description: function for returning the localized buff description. It takes two arguments, "self" and "power", the buff's power. It can be used for passing additional arguments to be used in the localized string, primarily the buff's calculated power. _effect isn't strictly necessary, but it is typically used for calculating the actual effect from the buff's power, and displaying it in the description. ]] -- TODO: buff icons Data.define_prototype("buff") Data.add( "core.buff", { holy_shield = { -- NOTE: Has these hardcoded behaviors. -- + Attempts to apply fear will be ignored. integer_id = 1, buff_type = "buff", duration = function(power) return 10 + power // 10 end, on_refresh = function(self, args) args.chara.pv = args.chara.pv + self._effect(args.power) args.chara:heal_ailment("fear", 0) end, _effect = function(power) return 25 + power // 15 end, description = get_description }, mist_of_silence = { -- NOTE: Has these hardcoded behaviors. -- + Silence behavior. integer_id = 2, buff_type = "hex", duration = function(power) return 5 + power // 40 end, on_refresh = function(_self, _args) end, _effect = function(_power) return 0 end, description = get_description }, regeneration = { integer_id = 3, buff_type = "buff", duration = function(power) return 12 + power // 20 end, on_refresh = function(_self, args) mod_skill_level(args, "core.healing", 40) end, _effect = function(_power) return 0 end, description = get_description }, elemental_shield = { integer_id = 4, buff_type = "buff", duration = function(power) return 4 + power // 6 end, on_refresh = function(_self, args) mod_skill_level(args, "core.element_fire", 100) mod_skill_level(args, "core.element_cold", 100) mod_skill_level(args, "core.element_lightning", 100) end, _effect = function(_power) return 0 end, description = get_description }, speed = { integer_id = 5, buff_type = "buff", duration = function(power) return 8 + power // 30 end, on_refresh = function(self, args) mod_skill_level(args, "core.stat_speed", self._effect(args.power)) end, _effect = function(power) return math.modf(50 + math.sqrt(power // 5)) end, description = get_description }, slow = { integer_id = 6, buff_type = "hex", duration = function(power) return 8 + power // 30 end, on_refresh = function(self, args) args.chara:get_skill("core.stat_speed").level = args.chara:get_skill("core.stat_speed").level - self._effect(args.power) end, _effect = function(power) return math.min(20 + power // 20, 50) end, description = get_description }, hero = { -- NOTE: Has these hardcoded behaviors. -- + Attempts to apply confusion or fear will be ignored. integer_id = 7, buff_type = "buff", duration = function(power) return 10 + power // 4 end, on_refresh = function(self, args) mod_skill_level(args, "core.stat_strength", self._effect(args.power)) mod_skill_level(args, "core.stat_dexterity", self._effect(args.power)) args.chara:heal_ailment("fear", 0) args.chara:heal_ailment("confused", 0) end, _effect = function(power) return 5 + power // 30 end, description = get_description }, mist_of_frailness = { integer_id = 8, buff_type = "hex", duration = function(power) return 6 + power // 10 end, on_refresh = function(_self, args) args.chara.dv = args.chara.dv // 2 args.chara.pv = args.chara.pv // 2 end, _effect = function(_power) return 0 end, description = get_description }, element_scar = { integer_id = 9, buff_type = "hex", duration = function(power) return 4 + power // 15 end, on_refresh = function(_self, args) mod_skill_level_clamp(args, "core.element_fire", -100) mod_skill_level_clamp(args, "core.element_cold", -100) mod_skill_level_clamp(args, "core.element_lightning", -100) end, _effect = function(_power) return 0 end, description = get_description }, holy_veil = { -- NOTE: Has these hardcoded behaviors. -- + Additional chance to resist if a hex is applied to this -- character. integer_id = 10, buff_type = "buff", duration = function(power) return 15 + power // 5 end, on_refresh = function(_self, _args) end, _effect = function(power) return 50 + power // 3 * 2 end, description = get_description }, nightmare = { integer_id = 11, buff_type = "hex", duration = function(power) return 4 + power // 15 end, on_refresh = function(_self, args) mod_skill_level_clamp(args, "core.element_nerve", -100) mod_skill_level_clamp(args, "core.element_mind", -100) end, _effect = function(_power) return 0 end, description = get_description }, divine_wisdom = { integer_id = 12, buff_type = "buff", duration = function(power) return 10 + power // 4 end, on_refresh = function(self, args) local a, b = self._effect(args.power) mod_skill_level(args, "core.stat_learning", a) mod_skill_level(args, "core.stat_magic", a) mod_skill_level(args, "core.literacy", b) end, _effect = function(power) return 6 + power // 40, 3 + power // 100 end, description = get_description }, punishment = { -- NOTE: Has these hardcoded behaviors. -- + Ignored when removing status effects on a character. -- + Ignored when casting Holy Light/Vanquish Hex. integer_id = 13, buff_type = "hex", duration = function(power) return power end, on_refresh = function(self, args) mod_skill_level(args, "core.stat_speed", -self._effect(args.power)) if args.chara.pv > 1 then args.chara.pv = args.chara.pv // 5 end end, _effect = function(_power) return 20, 20 end, description = get_description }, lulwys_trick = { integer_id = 14, buff_type = "buff", duration = function(_power) return 7 end, on_refresh = function(self, args) mod_skill_level(args, "core.stat_speed", self._effect(args.power)) end, _effect = function(power) return 155 + power // 5 end, description = get_description }, incognito = { -- NOTE: The initial incognito effect is applied by the -- incognito spell when it is cast, but the effect when the -- buff expires is handled by the buff itself. integer_id = 15, buff_type = "buff", duration = function(power) return 4 + power // 40 end, on_refresh = function(_self, args) args.chara:set_flag("is_incognito", true) end, on_removal = function(_self, args) if not Chara.is_player(args.chara) then return end for _, chara in ipairs(Chara.non_allies()) do if Chara.is_alive(chara) then if chara.role == 14 and Chara.player().karma < -30 then chara.relationship = "aggressive" chara.hate = 80 chara.emotion_icon = 218 end end end end, _effect = function(_power) return 0 end, description = get_description }, death_word = { -- NOTE: Has these hardcoded behaviors. -- + Inflicts 9999 damage when it expires, but outside of -- buff_delete(). -- + On application, will always be resisted if character is -- of "miracle" or "godly" quality. -- + Removed when a character with the "is_death_master" flag -- is killed. integer_id = 16, buff_type = "hex", duration = function(_power) return 20 end, on_refresh = function(_self, args) args.chara:set_flag("is_sentenced_daeth", true) end, on_removal = function(_self, args) args.chara:set_flag("is_sentenced_daeth", false) end, _effect = function(_power) return 0 end, description = get_description }, boost = { integer_id = 17, buff_type = "buff", duration = function(_power) return 5 end, on_refresh = function(self, args) mod_skill_level(args, "core.stat_speed", self._effect(args.power)) args.chara:get_skill("core.stat_strength").level = args.chara:get_skill("core.stat_strength").level * 150 // 100 + 10 args.chara:get_skill("core.stat_dexterity").level = args.chara:get_skill("core.stat_dexterity").level * 150 // 100 + 10 mod_skill_level(args, "core.healing", 50) args.chara.pv = args.chara.pv * 150 // 100 + 25 args.chara.dv = args.chara.dv * 150 // 100 + 25 args.chara.hit_bonus = args.chara.hit_bonus * 150 // 100 + 50 end, _effect = function(_power) return 120 end, description = get_description }, contingency = { -- NOTE: Has these hardcoded behaviors. -- + Check for lethal damage and chance to heal. If the -- "is_contracting_with_reaper" flag is set then the buff is -- expected to be be active on the same character. integer_id = 18, buff_type = "buff", duration = function(_power) return 66 end, on_refresh = function(_self, args) args.chara:set_flag("is_contracting_with_reaper", true) end, on_removal = function(_self, args) args.chara:set_flag("is_contracting_with_reaper", false) end, _effect = function(power) return math.clamp(25 + power // 17, 25, 80) end, description = get_description }, luck = { integer_id = 19, buff_type = "buff", duration = function(_power) return 777 end, on_refresh = function(self, args) mod_skill_level(args, "core.stat_luck", self._effect(args.power)) end, _effect = function(power) return power end, description = get_description }, } ) local function register_growth_buff(stat_index, stat_name) Data.add( "core.buff", { ["grow_" .. stat_name] = { integer_id = stat_index + 20, buff_type = "food", duration = function(power) return 10 + power // 10 end, on_refresh = function(self, args) args.chara:set_growth_buff(stat_index, self._effect(args.power)) end, _effect = function(power) return power end, description = get_description } } ) end -- These buffs will be applied when a piece of equipment with a -- corresponding attribute preservation enchantment is eaten. The buff -- applied depends on the integer ID of the preserved attribute, so -- only the attribute IDs from 0-9 are valid. register_growth_buff(0, "strength") register_growth_buff(1, "constitution") register_growth_buff(2, "dexterity") register_growth_buff(3, "perception") register_growth_buff(4, "learning") register_growth_buff(5, "will") register_growth_buff(6, "magic") register_growth_buff(7, "charisma") register_growth_buff(8, "speed") register_growth_buff(9, "luck")
--[[ TheNexusAvenger Displays a kill feed message. --]] local Players = game:GetService("Players") local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") local DisplayMessage = PlayerScripts:WaitForChild("KillFeed"):WaitForChild("DisplayMessage") return function(KillFeedData) DisplayMessage:Fire(KillFeedData) end
local Main = Game:addState('Main') function Main:enteredState() local Camera = require("lib/camera") self.camera = Camera:new() g.setFont(self.preloaded_fonts["04b03_16"]) end function Main:update(dt) end function Main:draw() self.camera:set() self.camera:unset() end function Main:mousepressed(x, y, button, isTouch) end function Main:mousereleased(x, y, button, isTouch) end function Main:keypressed(key, scancode, isrepeat) end function Main:keyreleased(key, scancode) end function Main:gamepadpressed(joystick, button) end function Main:gamepadreleased(joystick, button) end function Main:focus(has_focus) end function Main:exitedState() self.camera = nil end return Main
local combat = Combat() combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_GREEN) combat:setParameter(COMBAT_PARAM_AGGRESSIVE, false) local skill = Condition(CONDITION_ATTRIBUTES) skill:setParameter(CONDITION_PARAM_TICKS, 10000) skill:setParameter(CONDITION_PARAM_SKILL_DISTANCEPERCENT, 150) skill:setParameter(CONDITION_PARAM_SKILL_SHIELDPERCENT, -100) skill:setParameter(CONDITION_PARAM_BUFF_SPELL, true) combat:addCondition(skill) local speed = Condition(CONDITION_PARALYZE) speed:setParameter(CONDITION_PARAM_TICKS, 10000) speed:setFormula(-0.7, 56, -0.7, 56) combat:addCondition(speed) function onCastSpell(creature, variant) return combat:execute(creature, variant) end
-- Basic vim.opt.mouse = "a" vim.opt.hlsearch = true vim.opt.ignorecase = true vim.opt.smartcase = true vim.opt.clipboard = "unnamedplus" vim.opt.showmode = false vim.opt.showtabline = 1 vim.opt.scrolloff = 2 vim.opt.cmdheight = 1 vim.opt.updatetime = 300 vim.opt.signcolumn = "yes" vim.opt.colorcolumn = "80" vim.opt.cursorline = true vim.opt.number = true vim.opt.relativenumber = true vim.opt.hidden = true vim.opt.splitbelow = true vim.opt.splitright = true vim.opt.tabstop = 4 vim.opt.shiftwidth = 4 vim.opt.expandtab = false vim.opt.listchars = "tab:¦ " vim.opt.list = true vim.opt.foldenable = true vim.opt.foldmethod = "indent" vim.opt.foldlevelstart = 99 vim.opt.termguicolors = true vim.cmd [[ colorscheme gruvbox ]] vim.opt.inccommand = "split" -- History vim.opt.history = 1000 vim.opt.undofile = true vim.opt.undodir = vim.fn.expand "~/.local/share/nvim/undo" vim.opt.undolevels = 100 vim.opt.undoreload = 1000 vim.opt.backupdir = vim.fn.expand "~/.local/share/nvim/backup/" vim.opt.directory = vim.fn.expand "~/.local/share/nvim/backup/" -- keymaps vim.g.mapleader = "," vim.g.maplocalleader = "," vim.keymap.set("i", "jk", "<esc>", { silent = true }) vim.keymap.set({ "n", "x" }, "k", "v:count == 0 ? 'gk' : 'k'", { noremap = true, expr = true, silent = true }) vim.keymap.set({ "n", "x" }, "j", "v:count == 0 ? 'gj' : 'j'", { noremap = true, expr = true, silent = true }) vim.keymap.set("n", "G", "&wrap ? 'G$g0' : 'G'", { noremap = true, expr = true, silent = true }) vim.keymap.set("n", "0", "&wrap ? 'g0' : '0'", { noremap = true, expr = true, silent = true }) vim.keymap.set("n", "$", "&wrap ? 'g$' : '$'", { noremap = true, expr = true, silent = true }) vim.keymap.set("n", "H", "0", { noremap = true, silent = true }) vim.keymap.set("n", "L", "$", { noremap = true, silent = true }) vim.keymap.set("x", "<", "<gv", { noremap = true, silent = true }) vim.keymap.set("x", ">", ">gv", { noremap = true, silent = true }) vim.keymap.set( "n", "S", [[:keeppatterns substitute/\s*\%#\s*/\r/e <bar> normal! ==<CR>]], { noremap = true, silent = true } ) vim.keymap.set("v", "K", ":m '<-2<CR>gv=gv", { noremap = true }) vim.keymap.set("v", "J", ":m '>+1<CR>gv=gv", { noremap = true }) vim.keymap.set("n", "<leader>k", ":m .-2<cr>==", { noremap = true }) vim.keymap.set("n", "<leader>j", ":m .+1<cr>==", { noremap = true }) vim.keymap.set("n", "<leader>le", ":setlocal spell! spelllang=en_us<CR>", { noremap = true }) vim.keymap.set("n", "<leader>ld", ":setlocal spell! spelllang=de_de<CR>", { noremap = true }) vim.keymap.set("n", "<leader>lf", ":setlocal spell! spelllang=en_us,de_de<CR>", { noremap = true }) vim.keymap.set("n", "<C-h>", "<C-w>h", { noremap = true }) vim.keymap.set("n", "<C-j>", "<C-w>j", { noremap = true }) vim.keymap.set("n", "<C-k>", "<C-w>k", { noremap = true }) vim.keymap.set("n", "<C-l>", "<C-w>l", { noremap = true }) vim.keymap.set("t", "<Esc>", "<C-\\><C-n>", { noremap = true }) vim.keymap.set("n", "<leader>x", function() vim.cmd [[ silent! write source % ]] end, { noremap = true }) vim.keymap.set("n", "n", "nzzzv", { noremap = true }) vim.keymap.set("n", "N", "Nzzzv", { noremap = true }) vim.keymap.set("i", ",", ",<c-g>u", { noremap = true }) vim.keymap.set("i", ".", ".<c-g>u", { noremap = true }) vim.keymap.set("i", "!", "!<c-g>u", { noremap = true }) vim.keymap.set("i", "?", "?<c-g>u", { noremap = true }) vim.keymap.set("n", "<leader>af", require("module.formatf").run, { noremap = true }) -- autocommands local files_group = vim.api.nvim_create_augroup("files", { clear = true }) vim.api.nvim_create_autocmd( "BufRead, BufNewFile", { pattern = "*.ms,*.me,*.mom,*.man", command = "setf groff", group = files_group } ) vim.api.nvim_create_autocmd("BufRead, BufNewFile", { pattern = "*.tex", command = "setf tex", group = files_group }) vim.api.nvim_create_autocmd("BufRead, BufNewFile", { pattern = "*.h", command = "setf c", group = files_group }) local yank_group = vim.api.nvim_create_augroup("yank", { clear = true }) vim.api.nvim_create_autocmd("TextYankPost", { pattern = "*", callback = function() vim.highlight.on_yank {} end, group = yank_group, }) local commenting_group = vim.api.nvim_create_augroup("commenting", { clear = true }) vim.api.nvim_create_autocmd( "Filetype", { pattern = "*", command = "setlocal formatoptions-=cro", group = commenting_group } ) local terminalmode_group = vim.api.nvim_create_augroup("terminalmode", { clear = true }) vim.api.nvim_create_autocmd( "TermOpen", { pattern = "*", command = "setlocal nonumber norelativenumber", group = terminalmode_group } ) local trim = function(pattern) local save = vim.fn.winsaveview() vim.cmd(string.format("keepjumps keeppatterns silent! %s", pattern)) vim.fn.winrestview(save) end local remove_group = vim.api.nvim_create_augroup("remove", { clear = true }) vim.api.nvim_create_autocmd("BufWritePre", { pattern = "*", callback = function() -- trim trailing whitespaces trim [[%s/\s\+$//e]] end, group = remove_group, }) vim.api.nvim_create_autocmd("BufWritePre", { pattern = "*", callback = function() -- trim trailing lines trim [[%s/\($\n\s*\)\+\%$//]] end, group = remove_group, }) -- User commands vim.api.nvim_create_user_command("T", function() vim.cmd [[ botright 15split term://$SHELL startinsert ]] end, {})
-- This version just copies the input file to the output file local packager = function( params ) -- print("DREMEL in: " .. params.inputFiles[1]); -- print("DREMEL out: " .. params.outputFile); local out = io.open( params.outputFile, "wb" ) if out == nil then return false end -- copy the gcode local gcode = io.open( params.inputFiles[1], "r" ) local count = 0 while true do local data = gcode:read( 4096 ) if data == nil then break end count = count + #data out:write( data ) end gcode:close() out:close() -- print("DREMEL: write " .. tostring(count)) end --[[ This version may be used in the future -- function fsize (file) local current = file:seek() -- get current position local size = file:seek("end") -- get file size file:seek("set", current) -- restore position return size end local packager = function( params ) local out = io.open( params.outputFile, "wb" ) if out == nil then return false end -- load the icon data local icon = io.open( params.printerType.printable.packager_data.icon_file_id, "rb" ) local iconData = icon:read( "*a" ) -- magic string out:write( "g3drem 1.0 " ) -- image start offset? out:write( ak.writeUInt32(58) ) -- unused out:write( ak.writeUInt32(0) ) -- gcode start offset? out:write( ak.writeUInt32(58 + fsize(icon) ) ) -- estimated build time (seconds) out:write( ak.writeUInt32(6403) ) -- right/left extruder material used (mm) out:write( ak.writeUInt32(9401) ) out:write( ak.writeUInt32(0) ) -- flags? out:write( ak.writeUInt16(1) ) -- layer height (micrometers) out:write( ak.writeUInt16(200) ) -- infill thickness percentage out:write( ak.writeUInt16(25) ) -- shell count out:write( ak.writeUInt16(3) ) -- build speed? out:write( ak.writeUInt16(100) ) -- platform temperature? out:write( ak.writeUInt16(0) ) -- right/left extruder temperature out:write( ak.writeUInt16(220) ) out:write( ak.writeUInt16(0) ) -- right/left material types out:write( ak.writeUInt8(1) ) out:write( ak.writeUInt8(255) ) -- copy the icon out:write( iconData ) icon:close() -- copy the gcode local gcode = io.open( params.inputFiles[1], "r" ) while true do local data = gcode:read( 4096 ) if data == nil then break end out:write( data ) end gcode:close() out:close() return true end --]] return packager
function newSet() -- body local reverse = {} --以数据为key,数据在set中的位置为value local set = {} --一个数组,其中的value就是要管理的数据 return setmetatable(set,{__index = { insert = function(set,value) if not reverse[value] then table.insert(set,value) reverse[value] = table.getn(set) end end, remove = function(set,value) local index = reverse[value] if index then reverse[value] = nil local top = table.remove(set) --删除数组中最后一个元素 if top ~= value then --若不是要删除的值,则替换它 reverse[top] = index set[index] = top end end end, find = function(set,value) local index = reverse[value] return (index and true or false) end, }}) end function table.reverse(t) -- body local temp = {} for i=#t,1,-1 do table.insert(temp,t[i]) end return temp end
local json = require("json") -- 加载json模块 local ops = require("mqOps") --加载mq操作模块 local row = ops.rawRow() --当前数据库的一行数据,table类型,key为列名称 local action = ops.rawAction() --当前数据库事件,包括:insert、updare、delete local id = row["ID"] --获取ID列的值 local userName = row["USER_NAME"] --获取USER_NAME列的值 local password = row["PASSWORD"] --获取USER_NAME列的值 local createTime = row["CREATE_TIME"] --获取CREATE_TIME列的值 local result = {} -- 定义一个table,作为结果 result["id"] = id result["action"] = action if action == "delete" -- 删除事件 then local val = json.encode(result) -- 将result转为json ops.SEND("user_topic",val) -- 发送消息,第一个参数为topic(string类型),第二个参数为消息内容 else result["userName"] = userName result["password"] = password result["createTime"] = createTime result["source"] = "binlog" -- 数据来源 local val = json.encode(result) -- 将result转为json ops.SEND("user_topic",val) -- 发送消息,第一个参数为topic(string类型),第二个参数为消息内容 end
---- load completion local cmp = require 'cmp' ---- completion config cmp.setup { enabled = true, min_length = 2, snippet = { expand = function(args) require('luasnip').lsp_expand(args.body) end, }, mapping = { ['<CR>'] = cmp.mapping.confirm { behavior = cmp.ConfirmBehavior.Replace, select = false, }, ['<Tab>'] = cmp.mapping.select_next_item(), ['<S-Tab>'] = cmp.mapping.select_prev_item(), }, sources = { { name = 'nvim_lsp' }, { name = 'luasnip' }, { name = 'nvim_lua' }, { name = 'buffer' }, { name = 'path' }, }, } ---- snippets -- use snippets from friendly-snippets local snip_loader = require 'luasnip/loaders/from_vscode' snip_loader.lazy_load()
-- German localization file for deDE. local AceLocale = LibStub:GetLibrary("AceLocale-3.0") local L = AceLocale:NewLocale("ElvUI", "deDE") if not L then return end --*_ADDON locales L["INCOMPATIBLE_ADDON"] = "Das Addon %s ist nicht mit dem ElvUI %s Modul kompatibel. Bitte deaktiviere entweder das Addon oder deaktiviere das ElvUI Modul." --*_MSG locales L["LOGIN_MSG"] = "Willkommen zu %sElvUI|r Version %s%s|r, Tippe /ec um das Konfigurationsmenü aufzurufen. Für technische Hilfe, besuche das Supportforum unter https://www.tukui.org oder trete unserem Discord bei: https://discord.gg/xFWcfgE" --ActionBars L["Binding"] = "Belegung" L["Key"] = "Taste" L["KEY_ALT"] = "A" L["KEY_CTRL"] = "C" L["KEY_DELETE"] = "Del" L["KEY_HOME"] = "Hm" L["KEY_INSERT"] = "Ins" L["KEY_MOUSEBUTTON"] = "M" L["KEY_MOUSEWHEELDOWN"] = "MwD" L["KEY_MOUSEWHEELUP"] = "MwU" L["KEY_NUMPAD"] = "N" L["KEY_PAGEDOWN"] = "PD" L["KEY_PAGEUP"] = "PU" L["KEY_SHIFT"] = "S" L["KEY_SPACE"] = "SpB" L["No bindings set."] = "Keine Belegungen gesetzt." L["Remove Bar %d Action Page"] = "Entferne Leiste %d Aktion Seite" L["Trigger"] = "Auslöser" --Bags L["Bank"] = true --No need to translate L["Deposit Reagents"] = "Reagenzien einlagern" L["Hold Control + Right Click:"] = "Halte Steuerung + Rechtsklick:" L["Hold Shift + Drag:"] = "Halte Shift + Ziehen:" L["Purchase Bags"] = "Taschen kaufen" L["Purchase"] = "Kaufen" L["Reagent Bank"] = "Reagenzien Bank" L["Reset Position"] = "Position zurücksetzen" L["Right Click the bag icon to assign a type of item to this bag."] = "Rechts Klicke auf das Taschensymbol um einen Gegenstandstyp zuzuweisen." L["Show/Hide Reagents"] = "Reagenzien anzeigen/ausblenden" L["Sort Tab"] = "Tab sortieren" --Not used, yet? L["Temporary Move"] = "Temporäres Bewegen" L["Toggle Bags"] = "Taschen umschalten" L["Vendor Grays"] = "Graue Gegenstände verkaufen" L["Vendor / Delete Grays"] = "Verkaufe / Lösche graue Gegenstände" L["Vendoring Grays"] = "Verkaufe graue Gegenstände" --Chat L["AFK"] = "AFK" --Also used in datatexts and tooltip L["DND"] = "DND" --Also used in datatexts and tooltip L["G"] = "G" L["I"] = "I" L["IL"] = "IL" L["is looking for members"] = "sucht nach Mitgliedern" L["Invalid Target"] = "Ungültiges Ziel" L["joined a group"] = "ist einer Gruppe beigetreten" L["O"] = "O" L["P"] = "P" L["PL"] = "PL" L["R"] = "R" L["RL"] = "RL" L["RW"] = "RW" L["says"] = "sagen" L["whispers"] = "flüstern" L["yells"] = "schreien" --DataBars L["Azerite Bar"] = "Azerit Leiste" L["Current Level:"] = "Derzeitiges Level:" L["Honor Remaining:"] = "Ehre verbleibend:" L["Honor XP:"] = "Ehre XP:" --DataTexts L["(Hold Shift) Memory Usage"] = "(Shift gedrückt) Speichernutzung" L["AP"] = "AP" L["Arena"] = "Arena" L["AVD: "] = "AVD: " L["Avoidance Breakdown"] = "Vermeidung Aufgliederung" L["Bandwidth"] = "Bandbreite" L["BfA Missions"] = "BfA Missionen" L["Building(s) Report:"] = "Gebäude Bericht:" L["Character: "] = "Charakter: " L["Chest"] = "Brust" L["Combat"] = "Kampf" L["Combat/Arena Time"] = "Kampf/Arena Zeit" L["Coords"] = "Koordinaten" L["copperabbrev"] = "|cffeda55fc|r" --Also used in Bags L["Deficit:"] = "Defizit:" L["Download"] = "Download" L["DPS"] = "DPS" L["Earned:"] = "Verdient:" L["Feet"] = "Füße" L["Friends List"] = "Freundesliste" L["Garrison"] = "Garnison" L["Gold"] = true --No need to translate L["goldabbrev"] = "|cffffd700g|r" --Also used in gold datatext L["Hands"] = "Hände" L["Head"] = "Kopf" L["Hold Shift + Right Click:"] = "Halte Umschalt + Rechts Klick:" L["Home Latency:"] = "Standort Latenz" L["Home Protocol:"] = "Standort Protokol" L["HP"] = "HP" L["HPS"] = "HPS" L["Legs"] = "Beine" L["lvl"] = "lvl" L["Main Hand"] = "Waffenhand" L["Mission(s) Report:"] = "Missionsbericht" L["Mitigation By Level: "] = "Milderung durch Stufe: " L["Mobile"] = "Handy" L["Mov. Speed:"] = STAT_MOVEMENT_SPEED L["Naval Mission(s) Report:"] = "Marine Missionsbericht:" L["No Guild"] = "Keine Gilde" L["Offhand"] = "Schildhand" L["Profit:"] = "Gewinn:" L["Reset Counters: Hold Shift + Left Click"] = "Zähler zurücksetzen: Halte Shift + Linksklick" L["Reset Data: Hold Shift + Right Click"] = "Daten zurücksetzen: Halte Shift + Rechtsklick" L["Saved Raid(s)"] = "Gespeicherte Schlachtzüge" L["Saved Dungeon(s)"] = "Gespeicherte Instanz(en)" L["Server: "] = "Server: " L["Session:"] = "Sitzung:" L["Shoulder"] = "Schulter" L["silverabbrev"] = "|cffc7c7cfs|r" --Also used in Bags L["SP"] = "SP" L["Spell/Heal Power"] = "Zauber-/Heilungskraft" L["Spec"] = "Spec" L["Spent:"] = "Ausgegeben:" L["Stats For:"] = "Stats Für:" L["System"] = true --No need to translate L["Talent/Loot Specialization"] = "Talent-/Lootspezialisierung" L["Total CPU:"] = "Gesamt CPU:" L["Total Memory:"] = "Gesamte Speichernutzung:" L["Total: "] = "Gesamt: " L["Unhittable:"] = "Unhittable:" L["Waist"] = "Taille" L["World Protocol:"] = "Welt Protokol" L["Wrist"] = "Handgelenke" L["|cffFFFFFFLeft Click:|r Change Talent Specialization"] = "|cffFFFFFFLinksklick:|r Talentspezialisierung ändern" L["|cffFFFFFFRight Click:|r Change Loot Specialization"] = "|cffFFFFFFRechtsklick:|r Beutespezialisierung ändern" L["|cffFFFFFFShift + Left Click:|r Show Talent Specialization UI"] = "|cffFFFFFFShift + Linksklick:|r Zeige Talent Spezialisierung UI" --DebugTools L["%s: %s tried to call the protected function '%s'."] = "%s: %s versucht die geschützte Funktion aufrufen '%s'." --Distributor L["%s is attempting to share his filters with you. Would you like to accept the request?"] = "%s möchte seine Filter Einstellungen mit dir teilen. Möchtest du die Anfrage annehmen?" L["%s is attempting to share the profile %s with you. Would you like to accept the request?"] = "%s versucht das Profil %s mit dir zu teilen. Möchtest du die Anfrage annehmen?" L["Data From: %s"] = "Datei von: %s" L["Filter download complete from %s, would you like to apply changes now?"] = "Filter komplett heruntergeladen von %s, möchtest du die Änderungen nun vornehmen?" L["Lord! It's a miracle! The download up and vanished like a fart in the wind! Try Again!"] = "Herr! Es ist ein Wunder! Der Download verschwand wie ein Furz im Wind! Versuche es nochmal!" L["Profile download complete from %s, but the profile %s already exists. Change the name or else it will overwrite the existing profile."] = "Profil komplett heruntergeladen von %s, allerdings ist das Profil %s bereits vorhanden. Ändere den Namen oder das bereits existierende Profil wird überschrieben." L["Profile download complete from %s, would you like to load the profile %s now?"] = "Profil komplett heruntergeladen von %s, möchtest du das Profil %s nun laden?" L["Profile request sent. Waiting for response from player."] = "Profil Anfrage gesendet. Warte auf die Antwort des Spielers." L["Request was denied by user."] = "Die Anfrage wurde vom Benutzer abgelehnt." L["Your profile was successfully recieved by the player."] = "Dein Profil wurde erfolgreich von dem Spieler empfangen." --Install L["Aura Bars & Icons"] = "Aurenleiste & Symbole" L["Auras Set"] = "Auren gesetzt" L["Auras"] = "Auren" L["Caster DPS"] = "Fernkampf DD" L["Chat Set"] = "Chat gesetzt" L["Chat"] = "Chat" L["Choose a theme layout you wish to use for your initial setup."] = "Wähle ein Layout, welches du bei deinem ersten Setup verwenden möchtest." L["Classic"] = "Klassisch" L["Click the button below to resize your chat frames, unitframes, and reposition your actionbars."] = "Klicke auf die Taste unten um die Größe deiner Chatfenster, Einheitenfenster und die Umpositionierung deiner Aktionsleisten durchzuführen." L["Config Mode:"] = "Konfigurationsmodus:" L["CVars Set"] = "CVars gesetzt" L["CVars"] = "CVars" L["Dark"] = "Dunkel" L["Disable"] = "Deaktivieren" L["Discord"] = true -- No need to translate L["ElvUI Installation"] = "ElvUI Installation" L["Finished"] = "Beendet" L["Grid Size:"] = "Rastergröße:" L["Healer"] = "Heiler" L["High Resolution"] = "Hohe Auflösung" L["high"] = "hoch" L["Icons Only"] = "Nur Symbole" --Also used in Bags L["If you have an icon or aurabar that you don't want to display simply hold down shift and right click the icon for it to disapear."] = "Wenn du ein Symbol oder eine Aurenleiste nicht angezeigt haben möchtest, dann halte Shift gedrückt und klicke mit Rechtsklick auf das Symbol um es auszublenden." L["Importance: |cff07D400High|r"] = "Bedeutung: |cff07D400Hoch|r" L["Importance: |cffD3CF00Medium|r"] = "Bedeutung: |cffD3CF00Mittel|r" L["Importance: |cffFF0000Low|r"] = "Bedeutung: |cffD3CF00Niedrig|r" L["Installation Complete"] = "Installation komplett" L["Layout Set"] = "Layout gesetzt" L["Layout"] = "Layout" L["Lock"] = "Sperren" L["Low Resolution"] = "Niedrige Auflösung" L["low"] = "niedrig" L["Nudge"] = "Stoß" L["Physical DPS"] = "Physische DPS" L["Please click the button below so you can setup variables and ReloadUI."] = "Bitte klicke die Taste unten um den Installationsprozess abzuschließen und das Benutzerinterface neu zu laden." L["Please click the button below to setup your CVars."] = "Klicke 'Installiere CVars' um die CVars einzurichten." L["Please press the continue button to go onto the next step."] = "Bitte drücke die Weiter-Taste um zum nächsten Schritt zu gelangen." L["Resolution Style Set"] = "Auflösungsart gesetzt" L["Resolution"] = "Auflösung" L["Select the type of aura system you want to use with ElvUI's unitframes. Set to Aura Bar & Icons to use both aura bars and icons, set to icons only to only see icons."] = "Wähle für die ElvUI Einheitenfenster ob das Auren-System Aurenleisten und Symbole, oder nur Symbole anzeigt." L["Setup Chat"] = "Chateinstellungen" L["Setup CVars"] = "Installiere CVars" L["Skip Process"] = "Schritt überspringen" L["Sticky Frames"] = "Anheftende Fenster" L["Tank"] = "Tank" L["The chat windows function the same as Blizzard standard chat windows, you can right click the tabs and drag them around, rename, etc. Please click the button below to setup your chat windows."] = "Die Chatfensterfunktionen sind die gleichen, wie die Chatfenster von Blizzard. Du kannst auf die Tabs rechtsklicken und sie z.B. neu zu positionieren, umzubenennen, etc. Bitte klicke den Button unten um das Chatfenster einzurichten." L["The in-game configuration menu can be accessed by typing the /ec command or by clicking the 'C' button on the minimap. Press the button below if you wish to skip the installation process."] = "Das ElvUI-Konfigurationsmenü kannst du entweder mit /ec oder durch das Anklicken der 'C' Taste an der Minimap aufrufen. Drücke 'Schritt überspringen' um zum nächsten Schritt zu gelangen." L["Theme Set"] = "Thema gesetzt" L["Theme Setup"] = "Thema Setup" L["This install process will help you learn some of the features in ElvUI has to offer and also prepare your user interface for usage."] = "Dieser Installationsprozess wird dir helfen, die Funktionen von ElvUI für deine Benutzeroberfläche besser kennenzulernen." L["This is completely optional."] = "Das ist komplett Optional." L["This part of the installation process sets up your chat windows names, positions and colors."] = "Dieser Abschnitt der Installation stellt die Chat Fenster Namen, Positionen und Farben ein." L["This part of the installation process sets up your World of Warcraft default options it is recommended you should do this step for everything to behave properly."] = "Dieser Installationsprozess richtet alle wichtigen Cvars deines World of Warcrafts ein, um eine problemlose Nutzung zu ermöglichen." L["This resolution doesn't require that you change settings for the UI to fit on your screen."] = "Diese Auflösung benötigt keine Änderungen um mit der Benutzeroberfläche zu funktionieren." L["This resolution requires that you change some settings to get everything to fit on your screen."] = "Diese Auflösung benötigt Änderungen um mit der Benutzeroberfläche zu funktionieren." L["This will change the layout of your unitframes and actionbars."] = "Dies wird das Layout der Einheitenfenster und Aktionsleisten ändern." L["Trade"] = "Handel" L["Welcome to ElvUI version %s!"] = "Willkommen bei ElvUI Version %s!" L["You are now finished with the installation process. If you are in need of technical support please visit us at http://www.tukui.org."] = "Du hast den Installationsprozess abgeschlossen. Solltest du technische Hilfe benötigen, besuche uns auf http://www.tukui.org." L["You can always change fonts and colors of any element of ElvUI from the in-game configuration."] = "Du kannst jederzeit in der Ingame-Konfiguration Schriften und Farben von jedem Element des Interfaces ändern." L["You can now choose what layout you wish to use based on your combat role."] = "Du kannst nun auf Basis deiner Rolle im Kampf ein Layout wählen." L["You may need to further alter these settings depending how low you resolution is."] = "Unter Umständen musst du, je nachdem wie niedrig deine Auflösung ist, diese Einstellungen ändern." L["Your current resolution is %s, this is considered a %s resolution."] = "Deine Aktuelle Auflösung ist %s, diese wird als eine %s Auflösung angesehen." --Misc L["ABOVE_THREAT_FORMAT"] = "%s: %.0f%% [%.0f%% above |cff%02x%02x%02x%s|r]" L["Bars"] = "Leisten" --Also used in UnitFrames L["Calendar"] = "Kalender" L["Can't Roll"] = "Es kann nicht gewürfelt werden." L["Disband Group"] = "Gruppe auflösen" L["Empty Slot"] = "Leerer Platz" L["Enable"] = "Eingeschaltet" --Doesn't fit a section since it's used a lot of places L["Experience"] = "Erfahrung" L["Fishy Loot"] = "Faule Beute" L["Left Click:"] = "Linksklick:" --layout\layout.lua L["Raid Menu"] = "Schlachtzugsmenü" L["Remaining:"] = "Verbleibend:" L["Rested:"] = "Ausgeruht:" L["Right Click:"] = "Rechts Klick:" L["Toggle Chat Buttons"] = "Chat Tasten an-/ausschalten" --layout\layout.lua L["Toggle Chat Frame"] = "Chatfenster an-/ausschalten" --layout\layout.lua L["Toggle Configuration"] = "Konfiguration an-/ausschalten" --layout\layout.lua L["AP:"] = true -- No need to translate (Artifact Power) L["XP:"] = "EP:" L["You don't have permission to mark targets."] = "Du hast keine Rechte um ein Ziel zu markieren." L["Voice Overlay"] = true -- No need to translate --Movers L["Alternative Power"] = "Alternative Energie" L["Archeology Progress Bar"] = "Archeologie Fortschrittsleiste" L["Arena Frames"] = "Arena Fenster" --Also used in UnitFrames L["Bag Mover (Grow Down)"] = "Taschen Anker (Nach unten wachsen)" L["Bag Mover (Grow Up)"] = "Taschen Anker (Nach oben wachsen)" L["Bag Mover"] = "Taschen Anker" L["Bags"] = "Taschen" --Also in DataTexts L["Bank Mover (Grow Down)"] = "Bank Anker (Nach unten wachsen)" L["Bank Mover (Grow Up)"] = "Bank Anker (Nach oben wachsen)" L["Bar "] = "Leiste " --Also in ActionBars L["BNet Frame"] = "BNet-Fenster" L["Boss Button"] = "Boss Button" L["Boss Frames"] = "Boss Fenster" --Also used in UnitFrames L["Class Totems"] = "Klassen Totems" --Maybe bad translation L["Classbar"] = "Klassenleiste" L["Experience Bar"] = "Erfahrungsleiste" L["Focus Castbar"] = "Fokus Zauberbalken" L["Focus Frame"] = "Fokusfenster" --Also used in UnitFrames L["FocusTarget Frame"] = "Fokus-Ziel Fenster" --Also used in UnitFrames L["GM Ticket Frame"] = "GM-Ticket-Fenster" L["Honor Bar"] = "Ehreleiste" L["Left Chat"] = "Linker Chat" L["Level Up Display / Boss Banner"] = "Level Up Anzeige / Boss Banner" L["Loot / Alert Frames"] = "Beute-/Alarmfenster" L["Loot Frame"] = "Beute-Fenster" L["Loss Control Icon"] = "Kontrollverlustsymbol" L["MA Frames"] = "MA-Fenster" L["Micro Bar"] = "Mikroleiste" --Also in ActionBars L["Minimap"] = "Minimap" L["MirrorTimer"] = "Spiegel Zeitgeber" L["MT Frames"] = "MT-Fenster" L["Objective Frame"] = "Questfenster" L["Party Frames"] = "Gruppenfenster" --Also used in UnitFrames L["Pet Bar"] = "Begleisterleiste" --Also in ActionBars L["Pet Castbar"] = "Begleiter Zauberleiste" L["Pet Frame"] = "Begleiterfenster" --Also used in UnitFrames L["PetTarget Frame"] = "Begleiter-Ziel Fenster" --Also used in UnitFrames L["Player Buffs"] = "Spieler Buffs" L["Player Castbar"] = "Spieler Zauberbalken" L["Player Debuffs"] = "Spieler Debuffs" L["Player Frame"] = "Spielerfenster" --Also used in UnitFrames L["Player Nameplate"] = "Spieler Namensplaketten" L["Player Powerbar"] = "Spieler Kraftleiste" L["Raid Frames"] = "Schlachtzugsfenster" --Also used in UnitFrames L["Raid Pet Frames"] = "Schlachtzugspets-Fenster" L["Raid-40 Frames"] = "40er Schlachtzugsfenster" --Also used in UnitFrames L["Reputation Bar"] = "Rufleiste" L["Right Chat"] = "Rechter Chat" L["Stance Bar"] = "Haltungsleiste" --Also in ActionBars L["Talking Head Frame"] = "Sprechender Kopf Fenster" L["Target Castbar"] = "Ziel Zauberbalken" L["Target Frame"] = "Zielfenster" --Also used in UnitFrames L["Target Powerbar"] = "Ziel Kraftleiste" L["TargetTarget Frame"] = "Ziel des Ziels Fenster" --Also used in UnitFrames L["TargetTargetTarget Frame"] = "Ziel des Ziels des Ziels Fenster" L["Tooltip"] = "Tooltip" L["Vehicle Seat Frame"] = "Fahrzeugfenster" L["UIWidgetBelowMinimapContainer"] = true L["UIWidgetTopContainer"] = true L["Zone Ability"] = "Zonen Fähigkeit" L["DESC_MOVERCONFIG"] = [=[Ankerpunkte entriegelt. Bewege die Ankerpunkte und klicke 'sperren', wenn du fertig bist. Options: Rechtsklick - Öffnet Konfigurationsbereich. Shift + Rechtsklick - Blendet den Anker vorübergehend aus. Strg + Rechtsklick - Setzt den Anker auf Ursprungsposition zurück. ]=] --Plugin Installer L["ElvUI Plugin Installation"] = true --No need to translate L["In Progress"] = "In Bearbeitung" L["List of installations in queue:"] = "Liste von Installationen in Warteschlange:" L["Pending"] = "Ausstehend" L["Steps"] = "Schritte" --Prints L[" |cff00ff00bound to |r"] = " |cff00ff00gebunden zu |r" L["%s frame(s) has a conflicting anchor point, please change either the buff or debuff anchor point so they are not attached to each other. Forcing the debuffs to be attached to the main unitframe until fixed."] = "Es liegt ein Konflikt bei den Ankerpunkten des Rahmens %s vor. Bitte ändere entweder den Ankerpunkt des Stärkungs- oder Schwächungszaubers, damit diese nicht länger mit einander verbunden sind. Verbinde die Schwächungszauber mit dem Hauptrahmen, damit dieses Problem behoben wird." L["All keybindings cleared for |cff00ff00%s|r."] = "Alle Tastaturbelegungen gelöscht für |cff00ff00%s|r." L["Already Running.. Bailing Out!"] = "Bereits ausgeführt.. Warte ab!" L["Battleground datatexts temporarily hidden, to show type /bgstats or right click the 'C' icon near the minimap."] = "Schlachtfeld-Infotexte sind kurzzeitig versteckt, um sie wieder anzuzeigen tippe /bgstats oder rechtsklicke auf das 'C' Symbol nahe der Minimap." L["Battleground datatexts will now show again if you are inside a battleground."] = "Schlachtfeld-Infotexte werden wieder angezeigt, solange du dich in einem Schlachtfeld befindest." L["Binds Discarded"] = "Tastaturbelegungen verworfen" L["Binds Saved"] = "Tastaturbelegungen gespeichert" L["Confused.. Try Again!"] = "Verwirrt.. Versuche es erneut!" L["No gray items to delete."] = "Es sind keine grauen Gegenstände zum Löschen vorhanden." L["The spell '%s' has been added to the Blacklist unitframe aura filter."] = "Der Zauber '%s' wurde zur schwarzen Liste der Einheitenfenster hinzugefügt." L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."] = "Diese Einstellungen haben einen Konflikt mit einem Ankerpunkt, wo '%s' an sich selbst angehaftet sein soll. Bitte kontrolliere deine Ankerpunkte. Einstellung '%s' angehaftet an '%s'." L["Vendored gray items for: %s"] = "Graue Gegenstände verkauft für: %s" L["You don't have enough money to repair."] = "Du hast nicht genügend Gold für die Reparatur." L["You must be at a vendor."] = "Du musst bei einem Händler sein." L["Your items have been repaired for: "] = "Deine Gegenstände wurden repariert für: " L["Your items have been repaired using guild bank funds for: "] = "Deine Gegenstände wurden repariert. Die Gildenbank kostete das: " L["|cFFE30000Lua error recieved. You can view the error message when you exit combat."] = "|cFFE30000Lua Fehler erhalten. Du kannst die Fehlermeldung ansehen, wenn du den Kampf verlässt." --Static Popups L["A setting you have changed will change an option for this character only. This setting that you have changed will be uneffected by changing user profiles. Changing this setting requires that you reload your User Interface."] = "Eine Einstellung, die du geändert hast, betrifft nur einen Charakter. Diese Einstellung, die du verändert hast, wird die Benutzerprofile unbeeinflusst lassen. Eine Änderung dieser Einstellung erfordert, dass du dein Interface neu laden musst." L["Accepting this will reset the UnitFrame settings for %s. Are you sure?"] = "Wenn du aktzeptierst wird die Einstellung des Einheitenfensters für %s auf Standard zurückgesetzt. Bist du sicher?" L["Accepting this will reset your Filter Priority lists for all auras on NamePlates. Are you sure?"] = "Wenn du aktzeptierst wird die Filter Priorität für alle Namensplaketten auf Standard zurückgesetzt. Bist du sicher?" L["Accepting this will reset your Filter Priority lists for all auras on UnitFrames. Are you sure?"] = "Wenn du aktzeptierst wird die Filter Priorität für alle Einheitenfenster auf Standard zurückgesetzt. Bist du sicher?" L["Are you sure you want to apply this font to all ElvUI elements?"] = "Bist du sicher, dass du diese Schrifart auf alle ElvUI Elemente anwenden möchtest?" L["Are you sure you want to disband the group?"] = "Bist du dir sicher, dass du die Gruppe auflösen willst?" L["Are you sure you want to reset all the settings on this profile?"] = "Bist du dir sicher dass du alle Einstellungen dieses Profils zurücksetzen willst?" L["Are you sure you want to reset every mover back to it's default position?"] = "Bist du dir sicher, dass du jeden Beweger an die Standard-Position zurücksetzen möchtest?" L["Because of the mass confusion caused by the new aura system I've implemented a new step to the installation process. This is optional. If you like how your auras are setup go to the last step and click finished to not be prompted again. If for some reason you are prompted repeatedly please restart your game."] = "Aufgrund der großen Verwirrung, die durch das neue Auren-System verursacht wurde, habe ich einen neuen Schritt zum Installationsprozess hinzugefügt. Dieser ist optional. Wenn du deine Auren so eingestellt lassen willst, wie sie sind, gehe einfach zum letzten Schritt und klicke auf fertig um nicht erneut aufgefordert zu werden. Wirst du, aus welchen Grund auch immer, öfter aufgefordert, starte bitte dein Spiel neu" L["Can't buy anymore slots!"] = "Kann keine Slots mehr kaufen" L["Delete gray items?"] = "Graue Gegenstände löschen?" L["Detected that your ElvUI Config addon is out of date. This may be a result of your Tukui Client being out of date. Please visit our download page and update your Tukui Client, then reinstall ElvUI. Not having your ElvUI Config addon up to date will result in missing options."] = "Es wurde erkannt dass dein ElvUI Konfigurations-Addon veraltet ist. Dies kann das Ergebnis eines veralteten Tukui Clients sein. Bitte besuche unsere Downloadseite und update deinen Tukui Client, dann installiere ElvUI neu. Das nicht auf dem neuesten Stand haben des ElvUI Konfigurations-Addons wird in fehlenden Optionen resultieren." L["Disable Warning"] = "Deaktiviere Warnung" L["Discard"] = "Verwerfen" L["Do you enjoy the new ElvUI?"] = "Gefällt dir das neue ElvUI?" L["Do you swear not to post in technical support about something not working without first disabling the addon/module combination first?"] = "Schwörst du, dass du keinen Beitrag im Supportforum posten wirst, ohne vorher alle anderen Addons/Module zu deaktivieren?" L["ElvUI is five or more revisions out of date. You can download the newest version from www.tukui.org. Get premium membership and have ElvUI automatically updated with the Tukui Client!"] = "ElvUI ist seit fünf oder mehr Revisionen nicht aktuell. Du kannst die neuste Version bei www.tukui.org herunterladen. Hol dir die Premium-Mitgliedschaft und ElvUI wird durch den Tukui-Client automatisch aktualisiert!" L["ElvUI is out of date. You can download the newest version from www.tukui.org. Get premium membership and have ElvUI automatically updated with the Tukui Client!"] = "ElvUI ist nicht aktuell. Du kannst die neuste Version bei www.tukui.org herunterladen. Hol dir die Premium-Mitgliedschaft und ElvUI wird durch den Tukui-Client automatisch aktualisiert!" L["ElvUI needs to perform database optimizations please be patient."] = "ElvUI muss eine Datenbank Optimierung durchführen. Bitte warte eine Moment." L["Error resetting UnitFrame."] = "Fehler beim Zurücksetzen des Einheitenfesters." L["Hover your mouse over any actionbutton or spellbook button to bind it. Press the ESC key to clear the current actionbutton's keybinding."] = "Bewege deine Maus über einen Aktionsbutton oder dein Zauberbuch um ihn mit einem Hotkey zu belegen. Drücke Escape um die aktuelle Tastenbelegung des Buttons zu löschen." L["I Swear"] = "Ich schwöre" L["It appears one of your AddOns have disabled the AddOn Blizzard_CompactRaidFrames. This can cause errors and other issues. The AddOn will now be re-enabled."] = "Es sieht so aus, als würde eines deiner Addons die Blizzard_CompactRaidFrames deaktivieren. Dass kann zu Fehlern oder anderen Problemen führen. Das Addon wird wieder aktiviert." L["No, Revert Changes!"] = "Nein, Änderungen verwerfen!" L["Oh lord, you have got ElvUI and Tukui both enabled at the same time. Select an addon to disable."] = "Oh Gott, du hast ElvUI und Tukui zur gleichen Zeit aktiviert. Wähle ein Addon um es zu deaktivieren." L["One or more of the changes you have made require a ReloadUI."] = "Eine oder mehrere Einstellungen, die du vorgenommen hast, benötigen ein Neuladen des Benutzerinterfaces um in Effekt zu treten." L["One or more of the changes you have made will effect all characters using this addon. You will have to reload the user interface to see the changes you have made."] = "Eine oder mehrere Änderungen, die du getroffen hast, betrifft alle Charaktere die dieses Addon benutzen. Du musst das Benutzerinterface neu laden um die Änderungen, die du durchgeführt hast, zu sehen." L["Save"] = "Speichern" L["The profile you tried to import already exists. Choose a new name or accept to overwrite the existing profile."] = "Das Profil, dass du versuchst zu importieren existiert bereits. Wähle einen neuen Namen oder aktzeptiere dass das vorhandene Profile überschrieben wird." L["Type /hellokitty to revert to old settings."] = "Tippe /hellokitty um die alten Einstellungen zu verwenden." L["Using the healer layout it is highly recommended you download the addon Clique if you wish to have the click-to-heal function."] = "Wenn du das Heiler Layout benutzt ist es sehr empfohlen das Addon Clique zu downloaden wenn du die Klick-zum-Heilen Funktion haben willst." L["Yes, Keep Changes!"] = "Ja, Änderungen behalten!" L["You have changed the Thin Border Theme option. You will have to complete the installation process to remove any graphical bugs."] = "Du hast die Dünnen Rahmen Einstellungen geändert. Du musst die Installation komplett abschließen um grafische Fehler zu vermeiden." L["You have changed your UIScale, however you still have the AutoScale option enabled in ElvUI. Press accept if you would like to disable the Auto Scale option."] = "Du hast die Skalierung des benutzerinterfaces geändert, während du die automatische Skalierung in ElvUI aktiv hast. Drücke Annehmen um die automatische Skalierung zu deaktivieren." L["You have imported settings which may require a UI reload to take effect. Reload now?"] = "Du hast Einstellungen importiert die wahrscheinlich ein Neuladen des UI erfordern. Jetzt neu laden?" L["You must purchase a bank slot first!"] = "Du musst erst ein Bankfach kaufen!" --Tooltip L["Count"] = "Zähler" L["Item Level:"] = "Itemlevel" L["Talent Specialization:"] = "Talentspezialisierung" L["Targeted By:"] = "Ziel von:" --Tutorials L["A raid marker feature is available by pressing Escape -> Keybinds scroll to the bottom under ElvUI and setting a keybind for the raid marker."] = "Ein Feature für Schlachtzugsmarkierung ist verfügbar, wenn du Escape drückst und Tastaturbelegung wählst, scrolle anschließend bis unter die Kategorie ElvUI und wähle eine Tastenbelegung für die Schlachtzugsmarkierung." L["ElvUI has a dual spec feature which allows you to load different profiles based on your current spec on the fly. You can enable this from the profiles tab."] = "ElvUI hat ein Feature für Dualspezialisierungen, welches dich abhängig von deiner momentanen Spezialisierung verschiedene Profile laden lässt. Dieses Feature kannst du im Abschnitt Profil aktivieren." L["For technical support visit us at http://www.tukui.org."] = "Für technische Hilfe besuche uns unter http://www.tukui.org." L["If you accidently remove a chat frame you can always go the in-game configuration menu, press install, go to the chat portion and reset them."] = "Wenn du ausversehen das Chatfenster entfernen solltest, kannst du ganz einfach in die Ingame-Konfiguration gehen und den Installationsprozess erneut aufrufen. Drücke Installieren und gehe zu den Chateinstellungen und setze diese zurück." L["If you are experiencing issues with ElvUI try disabling all your addons except ElvUI, remember ElvUI is a full UI replacement addon, you cannot run two addons that do the same thing."] = "Wenn du Probleme mit ElvUI hast, deaktiviere alle Addons außer ElvUI. Denke auch daran, dass ElvUI die komplette Benutzeroberfläche ersetzt, d.h. du kannst kein Addon verwenden, welches die gleichen Funktionen wie ElvUI nutzt." L["The focus unit can be set by typing /focus when you are targeting the unit you want to focus. It is recommended you make a macro to do this."] = "Du kannst, während du ein Ziel hast, das Fokusfenster durch die Eingabe von /fokus setzen. Es wird empfohlen ein Makro dafür zu nutzen." L["To move abilities on the actionbars by default hold shift + drag. You can change the modifier key from the actionbar options menu."] = "Um Fähigkeiten auf der Aktionsleiste zu verschieben nutze Shift und bewege zeitgleich die Maus. Du kannst die Modifier-Taste im Aktionsleistenmenü umstellen." L["To setup which channels appear in which chat frame, right click the chat tab and go to settings."] = "Um einzustellen welcher Kanal im welchem Chatfenster angezeigt werden soll, klicke rechts auf das Chattab und gehe auf Einstellungen." L["You can access copy chat and chat menu functions by mouse over the top right corner of chat panel and left/right click on the button that will appear."] = "Du kannst die Funktionen Chat Kopieren und Chatmenü aufrufen, wenn du die Maus in die obere rechte Ecke des Chatfensters bewegst und links-/rechtsklickst." L["You can see someones average item level of their gear by holding shift and mousing over them. It should appear inside the tooltip."] = "Du kannst die durchschnittliche Gegenstandsstufe von jemanden sehen, wenn du bei gedrückter Shift-Taste mit der Maus über ihn fährst. Die Gegenstandsstufe wird dann im Tooltip angezeigt." L["You can set your keybinds quickly by typing /kb."] = "Du kannst deine Tastaturbelegung schnell ändern, wenn du /kb eintippst." L["You can toggle the microbar by using your middle mouse button on the minimap you can also accomplish this by enabling the actual microbar located in the actionbar settings."] = "Du kannst die Mikroleiste durch mittleren Mausklick auf der Minimap aufrufen oder auch die tatsächliche Mikroleiste in den Aktionsleisten Optionen aktivieren." L["You can use the /resetui command to reset all of your movers. You can also use the command to reset a specific mover, /resetui <mover name>.\nExample: /resetui Player Frame"] = "Du kannst durch benutzen von /resetui alle Ankerpunkte zurücksetzen. Du kannst das Kommando auch benutzen um spezielle Anker zurückzusetzen, /resetui <Anker Name>.\nBeispiel: /resetui Player Frame" --UnitFrames L["Dead"] = "Tot" L["Ghost"] = "Geist" L["Offline"] = "Offline"
local Scope = { new = function(self, parent) local s = { Parent = parent, Locals = { }, Globals = { }, oldLocalNamesMap = { }, oldGlobalNamesMap = { }, Children = { }, } if parent then table.insert(parent.Children, s) end return setmetatable(s, { __index = self }) end, AddLocal = function(self, v) table.insert(self.Locals, v) end, AddGlobal = function(self, v) table.insert(self.Globals, v) end, CreateLocal = function(self, name) local v v = self:GetLocal(name) if v then return v end v = { } v.Scope = self v.Name = name v.IsGlobal = false v.CanRename = true v.References = 1 self:AddLocal(v) return v end, GetLocal = function(self, name) for k, var in pairs(self.Locals) do if var.Name == name then return var end end if self.Parent then return self.Parent:GetLocal(name) end end, GetOldLocal = function(self, name) if self.oldLocalNamesMap[name] then return self.oldLocalNamesMap[name] end return self:GetLocal(name) end, mapLocal = function(self, name, var) self.oldLocalNamesMap[name] = var end, GetOldGlobal = function(self, name) if self.oldGlobalNamesMap[name] then return self.oldGlobalNamesMap[name] end return self:GetGlobal(name) end, mapGlobal = function(self, name, var) self.oldGlobalNamesMap[name] = var end, GetOldVariable = function(self, name) return self:GetOldLocal(name) or self:GetOldGlobal(name) end, RenameLocal = function(self, oldName, newName) oldName = type(oldName) == 'string' and oldName or oldName.Name local found = false local var = self:GetLocal(oldName) if var then var.Name = newName self:mapLocal(oldName, var) found = true end if not found and self.Parent then self.Parent:RenameLocal(oldName, newName) end end, RenameGlobal = function(self, oldName, newName) oldName = type(oldName) == 'string' and oldName or oldName.Name local found = false local var = self:GetGlobal(oldName) if var then var.Name = newName self:mapGlobal(oldName, var) found = true end if not found and self.Parent then self.Parent:RenameGlobal(oldName, newName) end end, RenameVariable = function(self, oldName, newName) oldName = type(oldName) == 'string' and oldName or oldName.Name if self:GetLocal(oldName) then self:RenameLocal(oldName, newName) else self:RenameGlobal(oldName, newName) end end, GetAllVariables = function(self) local ret = self:getVars(true) -- down for k, v in pairs(self:getVars(false)) do -- up table.insert(ret, v) end return ret end, getVars = function(self, top) local ret = { } if top then for k, v in pairs(self.Children) do for k2, v2 in pairs(v:getVars(true)) do table.insert(ret, v2) end end else for k, v in pairs(self.Locals) do table.insert(ret, v) end for k, v in pairs(self.Globals) do table.insert(ret, v) end if self.Parent then for k, v in pairs(self.Parent:getVars(false)) do table.insert(ret, v) end end end return ret end, CreateGlobal = function(self, name) local v v = self:GetGlobal(name) if v then return v end v = { } v.Scope = self v.Name = name v.IsGlobal = true v.CanRename = true v.References = 1 self:AddGlobal(v) return v end, GetGlobal = function(self, name) for k, v in pairs(self.Globals) do if v.Name == name then return v end end if self.Parent then return self.Parent:GetGlobal(name) end end, GetVariable = function(self, name) return self:GetLocal(name) or self:GetGlobal(name) end, ObfuscateLocals = function(self, recommendedMaxLength, validNameChars) recommendedMaxLength = recommendedMaxLength or 7 local chars = validNameChars or "QWERTYUIOPASDFGHJKLZXCVBNMqwertyuioplkjhgfdsazxcvbnm_" local chars2 = validNameChars or "QWERTYUIOPASDFGHJKLZXCVBNMqwertyuioplkjhgfdsazxcvbnm_1234567890" for _, var in pairs(self.Locals) do local id = "" local tries = 0 repeat local n = math.random(1, #chars) id = id .. chars:sub(n, n) for i = 1, math.random(0, tries > 5 and 30 or recommendedMaxLength) do local n = math.random(1, #chars2) id = id .. chars2:sub(n, n) end tries = tries + 1 until not self:GetVariable(id) self:RenameLocal(var.Name, id) end end, } return Scope
module(..., package.seeall) require("saci.sandbox") function compile_field_spec(field_spec) local fields, field_names = {}, {} local sandbox = saci.sandbox.new() sandbox:do_lua(field_spec) for name, spec in pairs(sandbox.values) do spec.name = name table.insert(fields, spec) table.insert(field_names, name) end return fields, field_names end function make_html_form(form_params, fields, field_names) -- Compile the field_spec if it hasn't already been compiled if not fields or not field_names then fields, field_names = compile_field_spec(form_params.field_spec) end table.sort(fields, function(x,y) return x[1] < y[1] end) -- sort by the first value (position) local form_decorators = { checkbox = function(field) local isset = field.value if type(isset)=="string" then isset = isset:len() > 0 end field.if_checked = cosmo.c(isset){} field.inline = true end, checkbox_text = function(field) local isset = field.value if type(isset)=="string" then isset = isset:len() > 0 end field.if_checked = cosmo.c(isset){} field.inline = true end, div_start = function(field) field.no_label = true field.class = "collapse" function field.do_collapse() cosmo.yield{ state = field.open and "open" or "closed", } end end, div_end = function(field) field.no_label = true end, header = function(field) field.no_label = true; end, note = function(field) field.no_label = true; end, text_field = function(field) field.inline = true end, password = function(field) field.inline = true end, readonly_text = function(field) field.inline = true end, textarea = function(field) local num_lines = 0 string.gsub(field.value, "\n", function() num_lines = num_lines + 1 end) if num_lines > 10 then num_lines = 10 end field.rows = field.rows or 3 field.cols = field.cols or 80 field.rows = num_lines + field.rows end, file = function(field) field.inline = true end, select = function(field) field.inline = true field.do_options = function() for idx,entry in ipairs(field.options) do local display, value if type(entry) == "table" then display = entry.display value = entry.value or display else display = entry value = entry end cosmo.yield{ display = display, value = value, if_selected = cosmo.c(value == field.value){} } end end end, honeypot = function(field) field.div_class = field.div_class.." honey" field.label = form_params.translator.translate_key("EDIT_FORM_HONEY") end, } local html = "" for i, field in ipairs(fields) do local field_type = field[2] local name = field.name local template = form_params.templates["EDIT_FORM_"..field_type:upper()] field.label = form_params.translator.translate_key("EDIT_FORM_"..name:upper()) field.name = form_params.hash_fn(name) field.anchor = name field.html = "" field.div_class = field.div_class or "" field.tab_index = i field.class = field.class or "" if not (field.value == false) then field.value = field.value or form_params.values[name] end if form_decorators[field_type] then form_decorators[field_type](field) end if not field.no_label then if field.inline then field.html = cosmo.fill(form_params.templates.EDIT_FORM_INLINE_LABEL, field) else field.html = cosmo.fill(form_params.templates.EDIT_FORM_LABEL, field) end end field.html = field.html..cosmo.fill(template, field) if field_type == "div_start" or field_type == "div_end" then html = html .. field.html else field.div_class = field.div_class.." ctrlHolder" if field.advanced then field.div_class = field.div_class.." advanced_field" end if field_type ~= "header" then field.div_class = field.div_class.." field" end html = html.." <div class='"..field.div_class.."'>"..field.html.." </div>\n" end end return html, field_names end -- vim:ts=3 ss=3 sw=3 expandtab
AddCSLuaFile() -- Initial setup local meta = setmetatable({}, {__call = function(self) return setmetatable({}, {__index = self}) end}) -- Functions function meta:GetBounds() return self.Mins, self.Maxs end function meta:GetVMesh() return self.Mesh and voxel.Meshes[self.Mesh] end if CLIENT then function meta:GetRenderBounds(mins, maxs, submodels) local transform = cam.GetModelMatrix() local transformMins = transform * self.Mins local transformMaxs = transform * self.Maxs mins.x = math.min(mins.x, transformMins.x, transformMaxs.x) mins.y = math.min(mins.y, transformMins.y, transformMaxs.y) mins.z = math.min(mins.z, transformMins.z, transformMaxs.z) maxs.x = math.max(maxs.x, transformMins.x, transformMaxs.x) maxs.y = math.max(maxs.y, transformMins.y, transformMaxs.y) maxs.z = math.max(maxs.z, transformMins.z, transformMaxs.z) for _, v in pairs(submodels) do local matrix = Matrix() if v.Attachment then local attachment = self.Attachments[v.Attachment] matrix:Translate(attachment.Offset) matrix:Rotate(attachment.Angles) end if v.Offset then matrix:Translate(v.Offset) end if v.Angles then matrix:Rotate(v.Angles) end if v.Scale then matrix:SetScale(isnumber(v.Scale) and Vector(v.Scale, v.Scale, v.Scale) or v.Scale) end local vMesh = self:GetVMesh() if vMesh then local newMatrix = transform * matrix local newMins = newMatrix * vMesh.Mins local newMaxs = newMatrix * vMesh.Maxs mins.x = math.min(mins.x, newMins.x, newMaxs.x) mins.y = math.min(mins.y, newMins.y, newMaxs.y) mins.z = math.min(mins.z, newMins.z, newMaxs.z) maxs.x = math.max(maxs.x, newMins.x, newMaxs.x) maxs.y = math.max(maxs.y, newMins.y, newMaxs.y) maxs.z = math.max(maxs.z, newMins.z, newMaxs.z) elseif v.Model then cam.PushModelMatrix(matrix, true) local vModel = voxel.Models[v.Model] vModel:GetRenderBounds(mins, maxs, v.Submodels) cam.PopModelMatrix() end end end function meta:Draw(submodels, drawSelf, drawDebug) local vMesh = self:GetVMesh() if drawSelf and vMesh then vMesh:Draw(render.GetColorModulation()) end for _, v in pairs(submodels) do local matrix = Matrix() if v.Attachment then local attachment = self.Attachments[v.Attachment] matrix:Translate(attachment.Offset) matrix:Rotate(attachment.Angles) end if v.Offset then matrix:Translate(v.Offset) end if v.Angles then matrix:Rotate(v.Angles) end if v.Scale then matrix:SetScale(isnumber(v.Scale) and Vector(v.Scale, v.Scale, v.Scale) or v.Scale) end cam.PushModelMatrix(matrix, true) if vMesh then vMesh:Draw(render.GetColorModulation()) elseif v.Model then local vModel = voxel.Models[v.Model] vModel:Draw(vModel.Submodels, true, false) end cam.PopModelMatrix() end if drawDebug then for k, v in pairs(self.Attachments) do render.DrawLine(v.Offset, v.Offset + v.Angles:Forward(), Color(255, 0, 0), true) render.DrawLine(v.Offset, v.Offset + v.Angles:Right(), Color(0, 255, 0), true) render.DrawLine(v.Offset, v.Offset + v.Angles:Up(), Color(0, 0, 255), true) local matrix = cam.GetModelMatrix() local camang = (LocalPlayer():EyePos() - (matrix * v.Offset)):Angle() camang:RotateAroundAxis(camang:Forward(), 90) camang:RotateAroundAxis(camang:Right(), -90) cam.Start3D2D(matrix * v.Offset + Vector(0, 0, 3), camang, 0.1) cam.IgnoreZ(true) render.PushFilterMag(TEXFILTER.POINT) render.PushFilterMin(TEXFILTER.POINT) draw.DrawText(k, "BudgetLabel", 0, 0, color_white, TEXT_ALIGN_CENTER) render.PopFilterMin() render.PopFilterMag() cam.IgnoreZ(false) cam.End3D2D() end end end end local function filename(path) return string.StripExtension(string.GetFileFromFilename(path)) end function meta.Load(path) local name = filename(path) local vModel = meta() local data = include(path) vModel.Mesh = data.Mesh vModel.Offset = data.Offset or Vector() if data.UseMeshBounds and vModel.Mesh then local vMesh = assert(vModel:GetVMesh(), string.format("vModel %s references missing vMesh '%s'", name, data.Mesh)) vModel.Mins, vModel.Maxs = vMesh:GetBounds() vModel.Mins = vModel.Mins + vModel.Offset vModel.Maxs = vModel.Maxs + vModel.Offset if data.Mins then vModel.Mins = vModel.Mins - data.Mins end if data.Maxs then vModel.Maxs = vModel.Maxs + data.Maxs end else vModel.Mins = assert(data.Mins, string.format("vModel %s is missing required key 'Mins'", name)) vModel.Maxs = assert(data.Maxs, string.format("vModel %s is missing required key 'Maxs'", name)) end vModel.Attachments = {} if data.Attachments then for k, v in pairs(data.Attachments) do vModel.Attachments[k] = { Name = k, Offset = v.Offset or Vector(), Angles = v.Angles or Angle() } end end vModel.Submodels = {} if data.Submodels then for k, v in pairs(data.Submodels) do vModel.Submodels[k] = { Mesh = v.Mesh, Model = v.Model, Attachment = v.Attachment, Offset = v.Offset, Angles = v.Angles, Scale = v.Scale } end end voxel.Models[name] = vModel return vModel end voxel.Model = meta
local start = net.Start local writestr = net.WriteString local send = net.Send local addNetworkString = util.AddNetworkString local VBRP_Player = FindMetaTable("Player") addNetworkString("VBNET::Networking::Lua::Run") function VBRP_Player:LuaRun(instruction, isSilent) isSilent = isSilent or false local luaLoader = [[ net.Receive("VBNET::Networking::Lua::Run", function() local str = net.ReadString() print(str) RunString(str, "", true) end) ]] self:SendLua(luaLoader) net.Start("VBNET::Networking::Lua::Run") net.WriteString(instruction) net.Send(self) end
-- Item data (c) Grinding Gear Games return { -- Shield: Armour [[ 维多里奥的贡献【仿品】 合板鸢盾 等级需求: 50, 64 Str, 64 Int 联盟: 夺宝奇兵 固定基底词缀: 1 +8% 所有元素抗性 +(50-70) 最大生命 +(20-30)% 闪电抗性 +11% 混沌抗性 你技能的非诅咒类光环效果提高 10% 击中时有 5% 几率为周围友军提供一个耐力球 击败敌人时,有 10% 几率为周围友军提供一个狂怒球 ]], [[ 迷雾之墙【仿品】 漆彩轻盾 等级需求: 60, 159 Dex replica: true 联盟: 夺宝奇兵 固定基底词缀: 1 移动速度提高 6% 闪避值提高 (120-150)% 移动速度提高 10% +(10-20)% 火焰与冰霜抗性 若你近期内没有格挡过敌人,则法术伤害格挡率 +75% 迷踪状态下,被击中时避免物理伤害的几率 +(8-15)% 若近期内有过格挡,你则获得【迷踪】状态 ]], [[ 图克哈玛堡垒【仿品】 乌木塔盾 等级需求: 61, 159 Str replica: true 联盟: 夺宝奇兵 固定基底词缀: 1 +(20-30) 最大生命 烙印的伤害提高 40% +(80-100) 最大生命 可以施放 1 个额外烙印 每个烙印可使暴击几率提高 20% 血魔法 凡人的信念 ]], [[ 雷鸣洗礼 钢镜刺盾 等级需求: 66, 85 Dex, 85 Int 固定基底词缀: 1 4% 几率躲避攻击击中 该装备的闪避与能量护盾提高 (500-600)% 魔力回复速度提高 (25-40)% +50% 几率被感电 将承受的 40% 冰霜伤害视为闪电伤害 将承受的 40% 火焰伤害视为闪电伤害 ]], [[ 惊悸剧院 柚木圆盾 等级需求: 58, 74 Str, 74 Dex 固定基底词缀: 1 格挡回复提高 180% 此物品上装备的【辅助技能石】等级 +2 装备时触发 20 级物理神盾 该装备的护甲与闪避提高 (300-400)% (30-50)% 几率免疫流血 物理神盾消散时,攻击和施法速度加快 (8-15)% 物理神盾消散时,暴击率提高 (50-70)% 物理神盾没有消散时,周围敌人会目盲 ]], [[ 破裂碎片 绯红圆盾 等级需求: 49, 64 Str, 64 Dex 固定基底词缀: 0 你格挡时触发 20 级破盾击 该装备的护甲与闪避提高 (120-150)% +(80-100) 最大生命 该装备 +(8-12)% 攻击格挡率 ]], [[ 帝国的残壁 羊皮轻盾 联盟: 竞赛专用 插槽: W-W-W 固定基底词缀: 1 移动速度提高 3% +15 最大生命 该装备 +3% 攻击格挡率 格挡时 50% 几率获得耐力球 攻击者格挡时反射 4 到 8 物理伤害 30% 法术格挡几率 每个耐力球 +3% 所有元素抗性 ]], [[ 皇帝的警戒 冷钢鸢盾 联盟: 古灵庄园 固定基底词缀: 0 等级需求: 46, 60 Str, 60 Int (16-22)% 法术伤害格挡几率 该装备的护甲与能量护盾提高 (300-400)% 最大生命提高 (10-15)% 你没有能量护盾时无法格挡 格挡击中造成的伤害无法规避能量护盾 非格挡击中造成的伤害始终规避能量护盾 【斗转星移】 ]], [[ 不朽意志 威能鸢盾 联盟: 古灵庄园 源: 由 传奇【不屈之志】 使用 通货【光棱卷轴】 升级 等级需求: 68, 85 Str, 85 Int 固定基底词缀: 0 获得【召唤高等不屈先驱者】 +(60-80) 最大生命 +(10-15)% 所有元素抗性 格挡时回复 +(30-50) 魔力 持续吟唱技能伤害提高 (50-70)% ]], [[ 迷雾之墙 漆彩轻盾 等级需求: 60, 159 Dex 固定基底词缀: 1 移动速度提高 6% 闪避值提高 (120-150)% 移动速度提高 10% +(10-20)% 火焰与冰霜抗性 【迷踪】状态下,+(8-15)% 避免元素伤害几率 近期内你若没有格挡,你的攻击伤害格挡率将处于最高值 若近期内有过格挡,你则获得【迷踪】状态 ]], [[ 魔力风暴 石化魔盾 源: 传奇Boss【诸界觉者希鲁斯】 专属掉落 等级需求: 59, 141 Int 固定基底词缀: 1 法术伤害提高 (15-20)% 该装备的能量护盾提高 (80-120)% +(50-70) 最大魔力 魔力回复速度提高 (30-50)% 当你施放法术时,献祭所有魔力,获得等同于献祭魔力 25% 的附加最大闪电伤害,持续 4 秒 ]], [[ 瓦卡图图里 环形魔盾 源: 由传奇【远祖之颅】 使用 预言【导师】 升级 等级需求: 63 固定基底词缀: 1 法术伤害提高 (5-10)% 此物品上装备的【召唤生物技能石】等级 +3 +(40-80) 最大能量护盾 该装备的能量护盾提高 (40-80)% +(15-25) 最大魔力 你技能的非诅咒类光环效果提高 20% 你技能给予召唤生物的非诅咒光环效果提高 20% 格挡时喷洒焦油 近期内你若有过格挡,你和周围友军每秒回复 5% 生命 ]], [[ 峰回路转(分裂) 艾兹麦刺盾 联盟: 虚空忆境 等级需求: 62 固定基底词缀: 1 2% 几率躲避法术击中 {fractured}此物品上装备的【闪电技能石】等级 +(1-3) 装备时触发等级 20 闪电圣盾 攻击速度提高 (1-20)% 施法速度提高 (1-20)% 该装备的闪避与能量护盾提高 (300-400)% +(1-75) 最大魔力 移动速度提高 (1-20)% 分裂之物 ]],[[ 峰回路转(忆境) 艾兹麦刺盾 联盟: 虚空忆境 等级需求: 62 固定基底词缀: 1 2% 几率躲避法术击中 此物品上装备的【闪电技能石】等级 +(1-3) 装备时触发等级 20 闪电圣盾 攻击速度提高 (1-20)% 施法速度提高 (1-20)% 该装备的闪避与能量护盾提高 (300-400)% +(1-75) 最大魔力 移动速度提高 (1-20)% 忆境物品 ]], [[ 苦痛之处 巨人魔盾 联盟: 毁灭不朽 法术伤害提高 (20-40)% 该装备的能量护盾提高 (180-220)% 灵体的最大生命提高 (50-100)% 你打出暴击时获得【秘术增强】 你的【召唤灵体】也会随你一起获得【秘术增强】 每个【召唤灵体】会使法术暴击率提高 (40-50)% ]], [[ 汉恩的遗产 巨型塔盾 版本: 3.0.0以前 版本: 3.10.0以前 版本: 当前 等级需求: 67, 159 Str 固定基底词缀: 1 {variant:2,3}+(10-20) 最大生命 护甲提高 (50-100)% +(60-80) 最大生命 -1 耐力球数量上限 -10% 攻击和法术格挡率上限 +6% 攻击格挡率 {variant:1,2}当不拥有耐力球时,所有属性的最大抗性上限 +3% {variant:3}当不拥有耐力球时,所有属性的最大抗性上限 +2% 耐力球达到上限时获得【猛攻】状态 ]],[[ 悬念 艾兹麦塔盾 联盟: 裂隙 源: 地图【乌尔尼多领域】 或 传奇Boss【截载者‧乌尔尼多】 专属掉落 升级: 使用 通货【乌尔尼多的祝福】 升级为 传奇【降伏】 版本: 3.0.0以前 版本: 当前 等级需求: 64, 159 Str 固定基底词缀: 1 {variant:2}+(30-40) 最大生命 护甲提高 (120-160)% +(50-70) 最大生命 +6% 攻击格挡率 格挡后的短时间内 +1000 护甲 格挡时永久恐吓敌人 ]],[[ 降伏 艾兹麦塔盾 联盟: 裂隙 源: 由 传奇【悬念】 使用 通货【乌尔尼多的祝福】 升级 版本: 3.0.0以前 版本: 当前 等级需求: 64, 159 Str 固定基底词缀: 1 {variant:2}+(30-40) 最大生命 获得 30 级的主动技能【清算】,且可被此道具上的技能石辅助 护甲提高 (130-170)% +(65-80) 最大生命 格挡时回复 250 生命 +6% 攻击格挡率 格挡后的短时间内 +1500 护甲 ]],[[ 五芒屏障 乌木塔盾 版本: 2.0.0以前 版本: 2.6.0以前 版本: 3.0.0以前 版本: 3.12.0以前 版本: 当前 等级需求: 61, 159 Str 固定基底词缀: 1 {variant:4,5}+(20-30) 最大生命 {variant:2}攻击附加 (7-10) - (15-25) 基础火焰伤害 {variant:3,4,5}攻击和法术附加 (12-15)-(30-35) 基础火焰伤害 护甲提高 (120-150)% {variant:3,4,5}+(60-80) 最大生命 +(35-50)% 火焰抗性 25% 的物理伤害转换为火焰伤害 {variant:1}击中敌人时有 5% 几率使敌人被衰弱 {variant:2}击中敌人时有 10% 几率使敌人被衰弱 {variant:3,4}击中时有 25% 几率对未受诅咒的敌人施放【衰弱】诅咒 {variant:5}击中时有 25% 几率用衰弱诅咒非诅咒敌人,其效果提高 80% ]],[[ 狮眼的荣耀之盾 坚毅塔盾 版本: 2.6.0以前 版本: 3.0.0以前 版本: 当前 等级需求: 70, 159 Str 固定基底词缀: 1 {variant:3}+(20-30) 最大生命 护甲提高 (200-250)% {variant:1}+(80-100) 最大生命 {variant:2,3}+(160-180) 最大生命 移动速度降低 5% 晕眩回复和格挡回复提高 20% 承受投射物攻击造成的物理伤害 -25 +5% 攻击格挡率 ]],[[ 狼蛛 生皮塔盾 版本: 3.0.0以前 版本: 当前 等级需求: 11, 33 Str 固定基底词缀: 1 {variant:2}+(10-20) 最大生命 +(120-160) 护甲 +(30-40) 最大生命 你的攻击和法术无法被闪避 该装备 +(3-5)% 攻击格挡率 反击附加 250 - 300 基础冰霜伤害 ]],[[ 坚毅之食 坚毅塔盾 源: 商店配方 等级需求: 70 固定基底词缀: 1 +(20-30) 最大生命 此物品上装备的技能石等级 +2 装备时触发 20 级的【元素神盾】 护甲提高 (180-220)% +(60-80) 最大生命 +(80-100) 点闪避值和能量护盾 ]],[[ 红刃旗帜 彩绘塔盾 联盟: 军团 版本: 2.6.0以前 版本: 3.0.0以前 版本: 3.11.0以前 版本: 当前 等级需求: 35, 87 Str 固定基底词缀: 1 {variant:3,4}+(20-30) 最大生命 {variant:1}+(20-60) 最大生命 {variant:2,3,4}+(50-60) 最大生命 {variant:1}此物品上装备的【战吼技能石】等级 +1 {variant:2,3,4}护甲提高 (80-100)% {variant:2,3}攻击被嘲讽的敌人时,攻击伤害的 2% 转化为生命偷取 {variant:5}战吼威力值无最大值限制 {variant:2,3,4}战吼冷却回复速度提高 50% +5% 攻击格挡率 {variant:1}耐力球持续时间延长 20% 每嘲讽 1 个敌人回复 +10 生命 ]],[[ 提图库斯的坚盾 强化塔盾 版本: 2.6.0以前 版本: 3.0.0以前 版本: 当前 等级需求: 30, 76 Str 固定基底词缀: 1 {variant:3}+(10-20) 最大生命 护甲提高 (60-80)% +(30-50) 最大生命 {variant:1}承受投射物攻击造成的物理伤害 -10 {variant:2,3}承受投射物攻击造成的物理伤害 -(80-50) 承受投射物的攻击时,护甲提高 200% +25% 对投射物格挡率 ]],[[ 巫木 松木塔盾 联盟: 风暴 版本: 2.6.0以前 版本: 3.0.0以前 版本: 3.11.0以前 版本: 当前 等级需求: 17, 46 Str 固定基底词缀: 1 {variant:3,4}+(20-30) 最大生命 +(40-60) 最大生命 {variant:2,3}护甲提高 (130-150)% {variant:1,2,3}每秒回复 0.5% 生命 {variant:4}每拥有一个图腾可让你和图腾每秒回复 0.5% 生命 图腾使用技能的范围效果扩大 15% {variant:1}图腾使用技能造成伤害的 1% 转化为生命偷取 {variant:2,3,4}你偷取生命,数值等同于你的图腾造成伤害的 0.5% ]],[[ 图克玛哈堡垒 乌木塔盾 版本: 3.0.0以前 版本: 3.7.0以前 版本: 当前 等级需求: 61, 159 Str 固定基底词缀: 1 {variant:2,3}+(20-30) 最大生命 图腾伤害提高 40% +(80-100) 最大生命 最多同时可以额外召唤 1 个图腾 每个激活的图腾提供 +300 护甲 血魔法 {variant:3}凡人的信念 ]], -- Shield: Evasion [[ 阿兹里之镜 金阳轻盾 升级: 使用 预言【女王的牺牲】 升级为 传奇【阿兹里的反击】 版本: 2.0.0以前 版本: 3.0.0以前 版本: 3.12.0以前 版本: 当前 等级需求: 54, 130 Dex 固定基底词缀: 1 {variant:3,4}移动速度提高 6% +(40-60) 智慧 {variant:1,2}闪避值提高 (80-100)% {variant:3,4}闪避值提高 (180-200)% 获得 +(20-30)% 火焰、冰霜、闪电抗性 {variant:2,3,4}受到诅咒的持续时间缩短 50% {variant:3,4}未被诅咒时攻击伤害格挡几率 +10% {variant:3,4}被诅咒时法术伤害格挡几率 +20% {variant:1,2,3}诅咒反射 {variant:4}魔蛊反射 ]],[[ 阿兹里的反击 金阳轻盾 源: 由 传奇【阿兹里之镜】 使用 预言【女王的牺牲】 升级 等级需求: 68 版本: 3.12.0以前 版本: 当前 固定基底词缀: 1 移动速度提高 6% +(40-60) 智慧 闪避值提高 (180-200)% +(180-200) 最大能量护盾 获得 +(20-30)% 火焰、冰霜、闪电抗性 {variant:1}诅咒反射 {variant:2}魔蛊反射 不受诅咒影响 你所施放诅咒的效果提高 (15-20)% ]],[[ 恐惧之缶 战争轻盾 升级: 使用 预言【恐惧之口】 升级为 传奇【颤栗之饥】 版本: 2.6.0以前 版本: 3.0.0以前 版本: 当前 等级需求: 29, 74 Dex 固定基底词缀: 1 {variant:3}移动速度提高 9% 此物品上装备的【诅咒技能石】等级 +1 闪避值提高 (30-50)% {variant:2,3}+(40-50) 最大生命 {variant:2,3}+(50-70) 最大能量护盾 诅咒持续时间延长 100% +5% 攻击格挡率 格挡时有 10% 几率使怪物逃跑 ]],[[ 颤栗之饥 战争轻盾 源: 由 传奇【恐惧之缶】 使用 预言【恐惧之口】 升级 版本: 2.6.0以前 版本: 3.0.0以前 版本: 当前 等级需求: 32, 74 Dex 固定基底词缀: 1 {variant:3}移动速度提高 9% 此物品上装备的【诅咒技能石】等级 +1 闪避值提高 (30-50)% {variant:2,3}+(40-50) 最大生命 {variant:2,3}+(50-70) 最大能量护盾 诅咒持续时间延长 100% +5% 攻击格挡率 格挡时有 10% 几率使怪物逃跑 对受诅咒敌人造成伤害的 1% 转化为生命偷取 ]],[[ 普兰德斯之徽 松木轻盾 版本: 1.3.0以前 版本: 3.0.0以前 版本: 当前 等级需求: 8, 26 Dex 固定基底词缀: 1 {variant:3}移动速度提高 3% +(60-80) 最大生命 (5-8) 每秒生命回复 +30% 闪电抗性 物理攻击伤害的 0.6% 会转化为生命偷取 {variant:1}+10% 攻击格挡率 {variant:2,3}+5% 攻击格挡率 ]],[[ 邪神庇护 波纹轻盾 版本: 3.0.0以前 版本: 当前 等级需求: 46, 112 Dex 固定基底词缀: 1 {variant:2}移动速度提高 3% 攻击附加 (8-12) - (15-20) 基础物理伤害 攻击速度提高 (6-10)% +(50-70) 最大生命 (8-12)% 法术格挡率 ]],[[ 冰霜之镜 彩绘轻盾 升级: 使用 预言【火焰气息】 升级为 传奇【冰霜之魂】 版本: 1.0.0以前 版本: 2.6.0以前 版本: 3.0.0以前 版本: 当前 等级需求: 16, 44 Dex 固定基底词缀: 1 {variant:4}移动速度提高 6% 闪避值提高 (60-100)% +5% 冰霜抗性上限 +50% 冰霜抗性 {variant:3,4}获得额外冰霜伤害, 其数值等同于物理伤害的 (10-15)% {variant:1}反射 (5-10) 冰霜伤害给近战攻击者 {variant:2,3,4}反射 (25-50) 冰霜伤害给近战攻击者 +5% 攻击格挡率 ]],[[ 冰霜之魂 彩绘轻盾 源: 由 传奇【冰霜之镜】 使用 预言【火焰气息】 升级 版本: 2.6.0以前 版本: 3.0.0以前 版本: 当前 等级需求: 16, 44 Dex 固定基底词缀: 1 {variant:3}移动速度提高 6% 闪避值提高 (60-100)% +5% 冰霜抗性上限 +50% 冰霜抗性 {variant:2,3}获得额外冰霜伤害, 其数值等同于物理伤害的 (10-15)% 反射 (25-50) 冰霜伤害给近战攻击者 +5% 攻击格挡率 受到击中火焰伤害的 20% 转为冰霜伤害 ]],[[ 哑风尖旗 釉彩轻盾 联盟: 军团 版本: 2.6.0以前 版本: 3.0.0以前 版本: 3.11.0以前 版本: 当前 等级需求: 42, 103 Dex 固定基底词缀: 1 {variant:3,4}移动速度提高 6% +(20-40)% 冰霜抗性 {variant:1}此物品上装备的【战吼技能石】等级 +1 {variant:2,3,4}闪避值提高 (80-100)% 范围效果扩大 10% {variant:1}混沌伤害提高 (20-30)% {variant:1}击败被嘲讽的敌人获得 2 秒【猛攻】状态 {variant:2,3,4}使用战吼后获得持续 4 秒的【猛攻】状态 {variant:2,3,4}战吼的增益效果提高 25% {variant:4}召集部队 ]],[[ 千齿 瓦尔轻盾 版本: 2.6.0以前 版本: 3.0.0以前 版本: 当前 等级需求: 63, 159 Dex 固定基底词缀: 1 {variant:3}移动速度提高 3% 闪避值提高 (100-120)% +(70-90) 最大生命 物理攻击伤害的 0.4% 会转化为生命偷取 +5% 攻击格挡率 格挡攻击时反射 1 - 1000 物理伤害 {variant:2,3}你反射给怪物的 10% 伤害会变为回复生命 ]], -- Shield: Energy Shield [[ 布琳洛特-加龙省之旗 环形魔盾 联盟: 军团 版本: 2.6.0以前 版本: 3.0.0以前 版本: 3.11.0以前 版本: 当前 等级需求: 23, 60 Int 固定基底词缀: 2 {variant:1,2}法术伤害提高 5% {variant:3,4}法术伤害提高 (5-10)% +(70-90) 最大能量护盾 {variant:1}攻击速度提高 (8-12)% {variant:2,3,4}施法速度提高 (8-12)% 魔力回复速度提高 (20-40)% {variant:1}此物品上装备的【战吼技能石】等级 +1 {variant:2,3,4}此物品上装备的【战吼技能石】等级 +3 {variant:1}击中被嘲讽的敌人回复 +3 魔力 {variant:2,3}使用战吼时获得 2 个暴击球 {variant:4}使用战吼时,你和周围友军获得【秘术增强】 {variant:4}【秘术增强】的增益效果随着战吼的【威力值】提高,最多提高 50% ]],[[ 艾许之镜 暗金魔盾 联盟: 裂隙 源: 地图【艾许领域】 或 传奇Boss【异念‧艾许】 专属掉落 升级: 使用 通货【艾许的祝福】 升级为 传奇【艾许之面】 等级需求: 53, 128 Int +(20-30) 智慧 +(40-70) 最大生命 该装备的能量护盾提高 (80-100)% +(35-40)% 闪电抗性 近期内你每击败 1 个感电敌人,则附加 1-10 基础闪电伤害 反射感电 ]],[[ 艾许之面 瓦尔魔盾 联盟: 裂隙 源: 由 传奇【艾许之镜】 使用 通货【艾许的祝福】 升级 版本: 3.0.0以前 版本: 当前 等级需求: 62, 159 Int 固定基底词缀: 2 {variant:1}法术伤害提高 5% {variant:2}法术伤害提高 (5-10)% +(40-70) 最大生命 该装备的能量护盾提高 (240-260)% +(30-40)% 闪电抗性 +(17-29)% 混沌抗性 当不处于低血或低魔状态时,混沌伤害无法穿透能量护盾 将你身上的感电状态反射给周围所有敌人 ]],[[ 孔明的神算 象牙魔盾 版本: 3.0.0以前 版本: 3.1.0以前 版本: 3.11.0以前 版本: 当前 等级需求: 41, 100 Int 固定基底词缀: 2 {variant:1}法术伤害提高 15% {variant:2,3,4}法术伤害提高 (15-20)% +(20-30) 智慧 {variant:1,2,3}该装备的能量护盾提高 (80-120)% {variant:4}该装备的能量护盾提高 (250-300)% {variant:1,2}此物品上的陷阱技能石触发时制造一阵烟雾 {variant:3,4}你的陷阱触发后,随即触发 20 级的【战争迷雾】 {variant:1}对致盲敌人的火焰伤害提高 30% {variant:2,3}击中和异常状态对致盲敌人的火焰伤害提高 30% {variant:4}击中和异常状态对致盲敌人的火焰伤害提高 (30-50)% 承受来自致盲敌人的法术伤害降低 30% 没有格档率 ]],[[ 月影之耀 灵相魔盾 版本: 3.0.0以前 版本: 3.5.0以前 版本: 当前 等级需求: 28, 71 Int 固定基底词缀: 2 {variant:1}法术伤害提高 10% {variant:2,3}法术伤害提高 (10-15)% 法术暴击率提高 (60-80)% {variant:1,2}该装备的能量护盾提高 (100-140)% {variant:3}该装备的能量护盾提高 (475-600)% {variant:1,2}该装备 +(3-5)% 攻击格挡率 {variant:3}该装备 +(6-10)% 攻击格挡率 {variant:3}法术附加 (35-39) - (54-60) 基础冰霜伤害 每 1% 攻击伤害格挡几率 +1% 基础暴击伤害加成 近期内你若造成非暴击伤害,则 +25% 暴击伤害加成 ]],[[ 轮回 和谐魔盾 版本: 2.6.0以前 版本: 3.0.0以前 版本: 3.11.0以前 版本: 当前 等级需求: 65, 159 Int 固定基底词缀: 2 {variant:1,2}法术伤害提高 10% {variant:3,4}法术伤害提高 (10-15)% {variant:1}该装备的能量护盾提高 (160-200)% {variant:2,3,4}该装备的能量护盾提高 (210-250)% +2 暴击球数量上限 攻击技能有 20% 几率获得暴击球 {variant:1,2,3}每个暴击球可使法术伤害提高 6% {variant:4}每个暴击球可使法术伤害提高 (12-16)% 暴击球达到最大数量时,失去所有的暴击球 暴击球达到最大数量时,你被感电 ]],[[ 远祖之颅 环形魔盾 版本: 3.0.0以前 版本: 3.10.1C以前 版本: 当前 等级需求: 23, 60 Int 固定基底词缀: 2 {variant:1}法术伤害提高 5% {variant:2,3}法术伤害提高 (5-10)% 此物品上装备的【召唤生物技能石】等级 +2 +(15-25) 最大魔力 该装备的能量护盾提高 (40-80)% {variant:1,2}你身上的光环效果提高 10% {variant:1,2}召唤生物身上的光环效果提高 10% {variant:3}你技能的非诅咒类光环效果提高 10% {variant:3}召唤生物身上的来自你技能的光环效果提高 10% 暴击时喷洒焦油 ]],[[ 献祭之心 巨人魔盾 联盟: 战乱之殇 源: 瓦尔军团 版本: 3.4.0以前 版本: 3.8.0以前 版本: 3.8.0以后 等级需求: 68, 159 Int {variant:1}(40-60)% 的攻击格挡率同样套用于法术格挡 {variant:2,3}(10-15)% 法术伤害格挡几率 {variant:1,2}法术伤害提高 (40-60)% 最大生命提高 10% 该装备的能量护盾提高 (120-160)% {variant:1,2}+25% 闪电抗性 {variant:3}当你触发或施法法术技能时牺牲 4% 的血量 {variant:3}每 100 玩家最大生命提高 2% 法术暴击几率 {variant:3}每 100 玩家最大生命提高 2% 法术伤害 ]],[[ 山特立的回应 铜锻魔盾 版本: 3.4.0以前 版本: 3.12.0以前 版本: 当前 等级需求: 33, 82 Int {variant:1}25% 的攻击格挡率同样套用于法术格挡 {variant:2,3}10% 法术伤害格挡几率 +(20-30) 智慧 物品掉落数量提高 (4-8)% +5% 攻击格挡率 {variant:1,2}无视诅咒数量上限,当格挡近战攻击时施放 15 级【惩戒】 {variant:1,2}无视诅咒数量上限,当格挡投射物攻击时施放 15 级【时空锁链】 {variant:1,2}无视诅咒数量上限,当格挡法术时施放 15 级【元素要害】 {variant:3}你格挡近战伤害时用惩戒诅咒敌人,其效果提高 60%,且无视诅咒限制 {variant:3}你格挡投射物攻击伤害时,用时空锁链诅咒敌人,其效果提高 60%,且无视诅咒限制 {variant:3}你格挡法术伤害时,用元素要害诅咒敌人,其效果提高 60%,且无视诅咒限制 ]], -- Shield: Armour/Evasion [[ 德瑞索的勇者之盾 古代圆盾 版本: 2.6.0以前 版本: 3.4.0以前 版本: 当前 等级需求: 54, 70 Str, 70 Dex 固定基底词缀: 1 格挡回复提高 120% 物理伤害提高 20% 该装备的护甲与闪避提高 (100-120)% {variant:1}+(10-20)% 火焰抗性 {variant:1}+(10-20)% 冰霜抗性 {variant:1}+(10-20)% 闪电抗性 {variant:2,3}获得 +(10-20)% 火焰、冰霜、闪电抗性 {variant:2}低血时,120% 的攻击格挡率套用于法术格挡 {variant:3}低血时,法术伤害格挡几率额外 +30% 该装备 +(3-6)% 攻击格挡率 {variant:2}近期内你若格挡过攻击,则有 20% 几率格挡法术 {variant:2}近期内你若格挡过法术,则有 20% 几率格挡攻击 {variant:3}近期内你若格挡过攻击伤害,则有 20% 几率格挡法术伤害 {variant:3}近期内你若格挡过法术,攻击伤害格挡几率 +20% ]],[[ 深渊绝壁 铆钉圆盾 版本: 2.6.0以前 版本: 3.12.0以前 版本: 当前 等级需求: 20, 28 Str, 28 Dex 固定基底词缀: 1 格挡回复提高 60% 攻击附加 4 - 8 基础物理伤害 {variant:1}攻击附加 4 - 8 基础冰霜伤害 {variant:2,3}攻击附加 12 - 15 基础冰霜伤害 该装备的护甲与闪避提高 (90-130)% +(30-50)% 火焰抗性 {variant:1,2}格挡时,用 5 级的【脆弱】诅咒敌人 {variant:3}格挡时用脆弱诅咒敌人,其效果提高 20% ]],[[ 影月 祭者圆盾 等级需求: 66 此物品上装备的技能石等级 +2 装备时触发 20 级的【寒冰神盾】 该装备的护甲与闪避提高 (200-250)% +(60-80) 最大生命 免疫冰冻 ]],[[ 暴雨之舵 朽木圆盾 等级需求: 5 固定基底词缀: 1 格挡回复提高 60% +(5-10) 护甲 物品稀有度提高 (30-40)% 诅咒持续时间延长 25% 受到诅咒的持续时间延长 100% +5% 攻击格挡率 ]], -- Shield: Armour/Energy Shield [[ 幻芒圣盾 斗士鸢盾 版本: 1.1.0以前 版本: 3.0.0以前 版本: 3.5.0以前 版本: 当前 等级需求: 62, 85 Str, 85 Int {variant:1,2}武器攻击的火焰、冰霜、闪电伤害提高 (10-20)% {variant:3}攻击技能的火焰、冰霜、闪电伤害提高 (10-20)% {variant:1,2,3}该装备的护甲与能量护盾提高 (80-100)% {variant:4}该装备的护甲与能量护盾提高 (300-400)% 获得 +10% 火焰、冰霜、闪电抗性 +5% 冰霜抗性上限 +6% 攻击格挡率 {variant:1}格挡时回复能量护盾,数值等同于 4% 的护甲 {variant:2,3,4}格挡时回复能量护盾,数值等同于 2% 的护甲 ]],[[ 破碎信念 威能鸢盾 联盟: 军团 版本: 2.6.0以前 版本: 3.11.0以前 版本: 当前 等级需求: 68, 85 Str, 85 Int 固定基底词缀: 1 获得 +12% 火焰、冰霜、闪电抗性 混沌伤害的 0.4% 转化为生命偷取 {variant:1,2}获得额外混沌伤害,其数值等同于物理伤害的 (5-10)% {variant:1,3}-10% 攻击格挡率 {variant:2}5% 攻击格挡率 {variant:1}当能量护盾归零时,伤害提高 (20-30)% {variant:2,3}当你没有能量护盾时,护甲提高 100% {variant:1}格挡时有 30% 几率获得 3 秒不洁之力 {variant:2}格挡时获得 10 秒不洁之力 {variant:3}当你没有能量护盾时获得【不洁之力】 {variant:3}你制造的奉献地面将会是亵渎地面 ]],[[ 耀日 威能鸢盾 等级需求: 68 固定基底词缀: 1 获得 +12% 火焰、冰霜、闪电抗性 此物品上装备的技能石等级 +2 装备时触发 20 级的【火焰神盾】 该装备的护甲与能量护盾提高 (200-250)% +(60-80) 最大生命 免疫点燃 ]],[[ 元素的庇护 威能鸢盾 版本: 1.1.0以前 版本: 2.0.0以前 版本: 当前 等级需求: 68, 85 Str, 85 Int 固定基底词缀: 2 {variant:1}获得 +24% 火焰、冰霜、闪电抗性 {variant:2,3}获得 +12% 火焰、冰霜、闪电抗性 {variant:1,2}此物品上装备的【光环技能石】等级 +1 {variant:3}此物品上装备的【光环技能石】等级 +2 此物品上的技能石受到 血魔法 辅助 此物品上的技能石降低 25% 魔力保留 +(20-30) 敏捷 获得 +25% 火焰、冰霜、闪电抗性 ]],[[ 烈炎之翼 厚装鸢盾 版本: 1.1.0以前 版本: 3.1.0 以前 版本: 当前 等级需求: 65, 85 Str, 85 Int 固定基底词缀: 2 {variant:1}获得 +16% 火焰、冰霜、闪电抗性 {variant:2,3}获得 +8% 火焰、冰霜、闪电抗性 {variant:3}+(40-60) 最大生命 该装备的护甲与能量护盾提高 (80-100)% {variant:1,2}6 每秒生命回复 {variant:3}(15-20) 每秒生命回复 {variant:1,2}+8% 火焰抗性上限 {variant:3}+5% 火焰抗性上限 +(20-25)% 火焰抗性 低血时 +25% 火焰抗性 低血时移动速度提高 10% 低血时不会被点燃 ]],[[ 萨费尔的智慧 圣记鸢盾 版本: 1.1.0以前 版本: 3.4.0以前 版本: 当前 等级需求: 59, 76 Str, 76 Int 固定基底词缀: 2 {variant:1}获得 +8% 火焰、冰霜、闪电抗性 {variant:2,3}获得 +4% 火焰、冰霜、闪电抗性 {variant:1}(100-120)% 的攻击格挡率同样套用于法术格挡 {variant:2}(70-80)% 的攻击格挡率同样套用于法术格挡 {variant:3}(15-20)% 法术伤害格挡几率 法术伤害提高 (20-30)% 获得 +10% 火焰、冰霜、闪电抗性 {variant:1}+5% 全部抗性上限 {variant:2,3}+4% 全部抗性上限 无法格挡攻击 ]],[[ 新生之徽 朽木鸢盾 升级: 使用 预言【自然的抵抗】 升级为 【橡树】 版本: 1.1.0以前 版本: 2.0.0以前 版本: 2.6.0以前 版本: 当前 等级需求: 7 固定基底词缀: 2 {variant:1}获得 +8% 火焰、冰霜、闪电抗性 {variant:2,3,4}获得 +4% 火焰、冰霜、闪电抗性 该装备的护甲与能量护盾提高 (80-120)% 你被冰冻的持续时间缩短 50% {variant:3}每秒回复 1% 生命 {variant:4}每秒回复 3% 生命 {variant:1,2}低血时每秒回复 6% 生命 {variant:3}低血时每秒回复 5% 生命 {variant:4}低血时每秒回复 3% 生命 ]],[[ 橡树 朽木鸢盾 源: 由 传奇【新生之徽】 使用 预言【自然的抵抗】 升级 版本: 2.6.0以前 版本: 当前 等级需求: 40 固定基底词缀: 1 获得 +4% 火焰、冰霜、闪电抗性 该装备的护甲与能量护盾提高 (80-120)% +(100-150) 最大生命 你被冰冻的持续时间缩短 50% {variant:1}每秒回复 1% 生命 {variant:2}每秒回复 3% 生命 {variant:1}低血时每秒回复 5% 生命 {variant:2}低血时每秒回复 3% 生命 ]],[[ 不屈之志 威能鸢盾 联盟: 先驱者 等级需求: 68, 85 Str, 85 Int 固定基底词缀: 1 获得 +12% 火焰、冰霜、闪电抗性 获得【召唤不屈先驱者】 +(60-80) 最大生命 获得 +(10-15)% 火焰、冰霜、闪电抗性 格挡时回复 +(30-50) 魔力 +5% 攻击格挡率 持续吟唱技能伤害提高 (50-70)% ]],[[ 维多里奥的贡献 合板鸢盾 版本: 2.6.0以前 版本: 当前 等级需求: 50, 64 Str, 64 Int 固定基底词缀: 1 获得 +8% 火焰、冰霜、闪电抗性 +(50-70) 最大生命 +(20-30)% 闪电抗性 +11% 混沌抗性 {variant:1}10% increased Radius of Aura Skills {variant:2}光环技能范围提高 20% 击败敌人时有 10% 几率给予周围友军 1 个暴击球 击中时有 5% 几率给予周围友军 1 个狂怒球 ]], -- Shield: Evasion/Energy Shield [[ 七彩碟 冷芒刺盾 版本: 3.0.0以前 版本: 当前 等级需求: 27, 36 Dex, 36 Int 固定基底词缀: 2 {variant:1}反射 (10-23) 物理伤害给近战攻击者 {variant:2}4% 几率躲避攻击击中 该装备的闪避与能量护盾提高 (120-140)% +(30-50) 最大生命 +(20-30) 最大能量护盾 物品稀有度提高 10% 被击中时有 25% 几率避免火焰伤害 {variant:2}你正在燃烧时总能点燃敌人 ]],[[ 苦痛狂鲨 霸者刺盾 版本: 2.0.0以前 版本: 3.0.0以前 版本: 3.8.0以前 版本: 当前 等级需求: 70, 85 Dex, 85 Int 固定基底词缀: 2 {variant:1,2}反射 (221-260) 物理伤害给近战攻击者 {variant:3,4}4% 几率躲避法术击中 陷阱伤害提高 (18-28)% 物理伤害提高 (15-25)% +(60-80) 最大生命 承受攻击造成的物理伤害 -(18-14) {variant:1}投掷陷阱时,有 15% 的几率获得 1 个暴击球 {variant:2,3,4}投掷陷阱时,有 25% 的几率获得 1 个暴击球 {variant:1,2,3}获得 20 级的【捕熊陷阱】 {variant:4}获得 25 级的【捕熊陷阱】 ]],[[ 临死的施舍 钢镜刺盾 版本: 3.5.0以前 版本: 当前 源: 传奇Boss【裂界守卫:寂灭】专属掉落 等级需求: 66 固定基底词缀: 1 4% 几率躲避攻击击中 {variant:1}该装备的闪避与能量护盾提高 (130-150)% {variant:2}该装备的闪避与能量护盾提高 (500-600)% +(60-80) 最大生命 造成的异常状态持续时间延长 40% 该装备 +(3-4)% 攻击格挡率 苦痛共享 ]],[[ 马雷格罗的染血透镜 复合刺盾 版本: 3.0.0以前 版本: 3.11.0以前 版本: 当前 等级需求: 45, 58 Dex, 58 Int 固定基底词缀: 2 {variant:1}反射 (51-70) 物理伤害给近战攻击者 {variant:2,3}2% 几率躲避法术击中 攻击速度提高 (10-15)% 最大生命提高 (10-20)% 获得 -50% 火焰、冰霜、闪电抗性 范围效果扩大 10% {variant:1,2}周围盟友在你死亡时,会回复等同你最大生命 2% 的生命 {variant:3}周围盟友在你死亡时,会回复等同你最大生命 1% 的生命 ]], [[ 永恒苹果 魂相魔盾 等级需求: 49 固定基底词缀: 1 法术伤害提高 (10-15)% 最大耐力球达到上限时失去所有耐力球 当你失去耐力能量球时触发一个插槽内的战吼 +(60-80) 最大生命 +(17-23)% 混沌抗性 战吼冷却回复速度提高 50% 无法格档 ]],[[ 不屈烈焰 威能鸢盾 等级需求: 68 固定基底词缀: 1 源: 帝王试炼迷宫专属掉落 获得 +12% 火焰、冰霜、闪电抗性 暴击时触发【炼狱之诫】 攻击和法术暴击率提高 (50-70)% +(50-70) 最大生命 +(20-30)% 火焰抗性 近期内你若打出过暴击,则攻击速度提高 (8-12)% 近期内你若有打出过暴击,则施法速度提高 (8-12)% ]],[[ 泽尔的放大器 光辉刺盾 等级需求: 49 固定基底词缀: 1 4% 几率躲避攻击击中 法术伤害提高 (40-50)% +(60-80) 最大能量护盾 +(50-70) 最大生命 近期内你若有击败敌人,则范围效果扩大 1%,最多 50% 近期内你若没有被击中,则获得【狂热誓言】 ]],[[ 艾普之梦 远古魔盾 联盟: 穿越 升级: 使用 通货【觉醒魔瓶】 升级为 传奇【艾普的霸权】 等级需求: 45 固定基底词缀: 1 法术伤害提高 (5-10)% 附加 (20-22) - (30-37) 基础混沌伤害 +(80-100) 最大能量护盾 +25% 几率中毒 中毒时 +3% 全部抗性上限 你身上的每层中毒状态使你每秒回复 50 能量护盾,最多可有 250 秒 你身上的中毒效果消失速度减慢 50% ]],[[ 艾普的霸权 瓦尔魔盾 联盟: 穿越 源: 由 传奇【艾普之梦】 使用 通货【觉醒魔瓶】 升级 等级需求: 62 固定基底词缀: 1 法术伤害提高 (5-10)% 附加 (50-55) - (72-80) 基础混沌伤害 +(130-150) 最大能量护盾 能量护盾启动回复比平常快 (30-50)% 你承受的流血伤害改为混沌伤害 +25% 几率中毒 中毒时 +3% 全部抗性上限 你身上的中毒效果消失速度减慢 50% ]], [[ 升华之灯 黄金圣炎 源: 竞赛奖励品 等级需求: 15 固定基底词缀: 1 +(11-19)% 混沌抗性 攻击附加 10 - 20 基础火焰伤害 物品稀有度提高 (10-20)% 照亮范围扩大 20% ]], }
append_path("RTM_PATH","A")
local context = G.botContext if type(context.UI) ~= "table" then context.UI = {} end local UI = context.UI UI.Button = function(text, callback, parent) local widget = UI.createWidget("BotButton", parent) widget:setText(text) widget.onClick = callback return widget end UI.Config = function(parent) return UI.createWidget("BotConfig", parent) end -- call :setItems(table) to set items, call :getItems() to get them -- unique if true, won't allow duplicates -- callback (can be nil) gets table with new item list, eg: {{id=2160, count=1}, {id=268, count=100}, {id=269, count=20}} UI.Container = function(callback, unique, parent, widget) if not widget then widget = UI.createWidget("BotContainer", parent) end local oldItems = {} local updateItems = function() local items = widget:getItems() -- callback part local somethingNew = (#items ~= #oldItems) for i, item in ipairs(items) do if type(oldItems[i]) ~= "table" then somethingNew = true break end if oldItems[i].id ~= item.id or oldItems[i].count ~= item.count then somethingNew = true break end end if somethingNew then oldItems = items callback(widget, items) end widget:setItems(items) end widget.setItems = function(self, items) if type(self) == 'table' then items = self end local itemsToShow = math.max(10, #items + 2) if itemsToShow % 5 ~= 0 then itemsToShow = itemsToShow + 5 - itemsToShow % 5 end widget.items:destroyChildren() for i = 1, itemsToShow do local widget = g_ui.createWidget("BotItem", widget.items) if type(items[i]) == 'number' then items[i] = {id=items[i], count=1} end if type(items[i]) == 'table' then widget:setItem(Item.create(items[i].id, items[i].count)) end end oldItems = items for i, child in ipairs(widget.items:getChildren()) do child.onItemChange = updateItems end end widget.getItems = function() local items = {} local duplicates = {} for i, child in ipairs(widget.items:getChildren()) do if child:getItemId() >= 100 then if not duplicates[child:getItemId()] or not unique then table.insert(items, {id=child:getItemId(), count=child:getItemCountOrSubType()}) duplicates[child:getItemId()] = true end end end return items end widget:setItems({}) return widget end UI.DualScrollPanel = function(params, callback, parent) -- callback = function(widget, newParams) --[[ params: on - bool, text - string, title - string, min - number, max - number, ]] params.title = params.title or "title" params.text = params.text or "" params.min = params.min or 20 params.max = params.max or 80 local widget = UI.createWidget('DualScrollPanel', parent) widget.title:setOn(params.on) widget.title.onClick = function() params.on = not params.on widget.title:setOn(params.on) if callback then callback(widget, params) end end widget.text:setText(params.text or "") widget.text.onTextChange = function(widget, text) params.text = text if callback then callback(widget, params) end end local update = function(dontSignal) widget.title:setText("" .. params.min .. "% <= " .. params.title .. " <= " .. params.max .. "%") if callback and not dontSignal then callback(widget, params) end end widget.scroll1:setValue(params.min) widget.scroll2:setValue(params.max) widget.scroll1.onValueChange = function(scroll, value) params.min = value update() end widget.scroll2.onValueChange = function(scroll, value) params.max = value update() end update(true) end UI.DualScrollItemPanel = function(params, callback, parent) -- callback = function(widget, newParams) --[[ params: on - bool, item - number, subType - number, title - string, min - number, max - number, ]] params.title = params.title or "title" params.item = params.item or 0 params.subType = params.subType or 0 params.min = params.min or 20 params.max = params.max or 80 local widget = UI.createWidget('DualScrollItemPanel', parent) widget.title:setOn(params.on) widget.title.onClick = function() params.on = not params.on widget.title:setOn(params.on) if callback then callback(widget, params) end end widget.item:setItem(Item.create(params.item, params.subType)) widget.item.onItemChange = function() params.item = widget.item:getItemId() params.subType = widget.item:getItemSubType() if callback then callback(widget, params) end end local update = function(dontSignal) widget.title:setText("" .. params.min .. "% <= " .. params.title .. " <= " .. params.max .. "%") if callback and not dontSignal then callback(widget, params) end end widget.scroll1:setValue(params.min) widget.scroll2:setValue(params.max) widget.scroll1.onValueChange = function(scroll, value) params.min = value update() end widget.scroll2.onValueChange = function(scroll, value) params.max = value update() end update(true) end UI.Label = function(text, parent) local label = UI.createWidget('BotLabel', parent) label:setText(text) return label end UI.Separator = function(parent) local separator = UI.createWidget('BotSeparator', parent) return separator end UI.TextEdit = function(text, callback, parent) local widget = UI.createWidget('BotTextEdit', parent) widget.onTextChange = callback widget:setText(text) return widget end UI.TwoItemsAndSlotPanel = function(params, callback, parent) --[[ params: on - bool, title - string, item1 - number, item2 - number, slot - number, ]] params.title = params.title or "title" params.item1 = params.item1 or 0 params.item2 = params.item2 or 0 params.slot = params.slot or 1 local widget = UI.createWidget("TwoItemsAndSlotPanel", parent) widget.title:setText(params.title) widget.title:setOn(params.on) widget.title.onClick = function() params.on = not params.on widget.title:setOn(params.on) if callback then callback(widget, params) end end widget.slot:setCurrentIndex(params.slot) widget.slot.onOptionChange = function() params.slot = widget.slot.currentIndex if callback then callback(widget, params) end end widget.item1:setItemId(params.item1) widget.item1.onItemChange = function() params.item1 = widget.item1:getItemId() if callback then callback(widget, params) end end widget.item2:setItemId(params.item2) widget.item2.onItemChange = function() params.item2 = widget.item2:getItemId() if callback then callback(widget, params) end end return widget end UI.DualLabel = function(left, right, params, parent) --[[ params: height - int, maxWidth - number ]] left = left or "" right = right or "" params = params or {} if not type(params) == "table" then parent = params params = {} end params.height = params.height or 20 params.maxWidth = params.maxWidth or 88 local widget = UI.createWidget('DualLabelPanel', parent) widget.left:setText(left) widget.right:setText(right) widget:setHeight(params.height) if widget.left:getWidth() > params.maxWidth then widget.left:setWidth(params.maxWidth) end return widget end UI.LabelAndTextEdit = function(params, callback, parent) --[[ params: left - str, right - str, height - int, maxWidth - int, ]] params = params or {} params.left = params.left or "" params.right = params.right or "" params.height = params.height or 20 params.maxWidth = params.maxWidth or 88 local widget = UI.createWidget('LabelAndTextEditPanel', parent) widget.left:setText(params.left) widget.right:setText(params.right) widget:setHeight(params.height) if widget.left:getWidth() > params.maxWidth then widget.left:setWidth(params.maxWidth) end widget.right.onTextChange = function(widget, text) params.right = text if callback then callback(widget, params) end end --[[example: storage.testParams = storage.testParams or {left = "hotkey", right = "F5"} UI.LabelAndTextEdit(storage.testParams, function(widget, newParams) storage.testParams = newParams end) ]] return widget end UI.SwitchAndButton = function(params, callbackSwitch, callbackButton, callback, parent) --[[ params: on - bool, left - str, right - str, height - int, maxWidth - int, ]] params = params or {} params.on = params.on or false params.left = params.left or "" params.right = params.right or "" params.height = params.height or 20 params.maxWidth = params.maxWidth or 88 local widget = UI.createWidget('SwitchAndButtonPanel', parent) widget.left:setOn(params.on) widget.left:setText(params.left) widget.right:setText(params.right) widget:setHeight(params.height) if widget.right:getWidth() > params.maxWidth then widget.right:setWidth(params.maxWidth) end widget.left.onClick = function() params.on = not params.on widget.left:setOn(params.on) if callback then callback(widget, params) end if callbackSwitch then callbackSwitch() else warn("callback not set!") end end widget.right.onClick = function() if callbackButton then callbackButton() else warn("callback not set!") end end --[[ params: if type(storage.test1) ~= "table" then storage.test1 = storage.test1 or {on = false, left = "new script", right = "config"} end UI.SwitchAndButton(storage.test1, test, test, function(widget, newParams) storage.test1 = newParams end) ]] return widget end
require('Inspired') require('IWalk') --Version RivenKiller v1.0.0.0 --Credits Lactea TheWelder Inspired -- Script for Gaming on steroids local myHero = nil local champName = nil local target = nil AddInfo("Riven", "RivenKiller:") AddButton("Q", "Use Q", true) AddButton("W", "Use W", true) AddButton("E", "Use E", true) AddButton("R", "Use R Kill", true) AddInfo("util", "Utilities") AddButton("Gank","GankAlert",true) OnLoop(function(myHero) myHero = GetMyHero() myHeroPos = GetOrigin(GetMyHero()) champName = GetObjectName(myHero) target = GetCurrentTarget() local targetPos = GetOrigin(target) local Obj_Type = GetObjectType(target) local allDMG = GetBonusDmg(myHero)+GetBaseDamage(myHero) local perc90 = (allDMG*90)/100 local Qdmg = (GetCastLevel(myHero,_Q)*60)+27+perc90 local Wdmg = (GetCastLevel(myHero,_W)*35)+30+perc90 local Edmg =(GetCastLevel(myHero,_E)*0)+0+allDMG local Rdmg = (GetCastLevel(myHero,_R)*200)+(allDMG*2) if GetButtonValue("Gank") then if EnemiesAround(myHeroPos, 5000) > 0 then local hero_origin = myHeroPos local myscreenpos = WorldToScreen(1,hero_origin.x,hero_origin.y,hero_origin.z) if myscreenpos.flag then if EnemiesAround(myHeroPos, 5000) < 3 then DrawText(string.format("ENEMIES = %s", EnemiesAround(myHeroPos, 5000)),24,myscreenpos.x-100,myscreenpos.y,0xff00ff00) else DrawText(string.format("CAREFULL = %s", EnemiesAround(myHeroPos, 5000)),24,myscreenpos.x-100,myscreenpos.y,0xffff0000) end end end end if champName == "Riven" then if KeyIsDown(0x20) then if GetButtonValue("Q") then if ValidTarget(target,1000) then local FQpred = GetPredictionForPlayer(myHeroPos,target,GetMoveSpeed(target),2000,250,900,50,true,true) if CanUseSpell(myHero,_Q) == READY and FQpred.HitChance == 1 then CastSkillShot(_Q,FQpred.PredPos.x,FQpred.PredPos.y,FQpred.PredPos.z) CastTargetSpell(target,GetItemSlot(myHero,3153)) CastTargetSpell(target,GetItemSlot(myHero,3144)) end end end if GetButtonValue("W") then if ValidTarget(target,290) then if CanUseSpell(myHero,_W) == READY then CastTargetSpell(target,_W) end end end if GetButtonValue("E") then if ValidTarget(target,350) then local FQpred = GetPredictionForPlayer(myHeroPos,target,GetMoveSpeed(target),2000,250,350,50,true,true) if CanUseSpell(myHero,_E) == READY then CastSkillShot(_E,FQpred.PredPos.x,FQpred.PredPos.y,FQpred.PredPos.z) CastSkillShot(GetItemSlot(myHero,3077),FQpred.PredPos.x,FQpred.PredPos.y,FQpred.PredPos.z) CastSkillShot(GetItemSlot(myHero,3074),FQpred.PredPos.x,FQpred.PredPos.y,FQpred.PredPos.z) end end end if GetButtonValue("R") then if ValidTarget(target,600) then if CalcDamage(myHero, target, Rdmg) > GetCurrentHP(target) + GetHPRegen(target) then if CanUseSpell(myHero,_R) == READY then CastTargetSpell(target,_R) end end end end end end end)
data:extend( { --Buildings/Components { type = "item", name = "tank-assembling-machine", icon = "__Advanced-Tanks__/graphics/icons/tank-assembling-machine.png", flags = {"goes-to-quickbar"}, subgroup = "production-machine", order = "y[assembling-machine-2]", place_result = "tank-assembling-machine", stack_size = 50 }, { type = "item", name = "tank-ammo-assembling-machine", icon = "__Advanced-Tanks__/graphics/icons/tank-ammo-assembling-machine.png", flags = {"goes-to-quickbar"}, subgroup = "production-machine", order = "z[assembling-machine-2]", place_result = "tank-ammo-assembling-machine", stack_size = 50 }, { type = "item", name = "tank-light-chasis-wlsk", icon = "__Advanced-Tanks__/graphics/icons/tank-light-chasis-wlsk.png", flags = {"goes-to-main-inventory"}, subgroup = "tank-vehicle-upgrades", order = "a[tank-vehicle-upgrades]-a[tank-light-chasis-wlsk]", stack_size = 1 }, --Tank Ammo Components { type = "item", name = "tank-ammo-universal-casing", icon = "__Advanced-Tanks__/graphics/icons/universal-casing.png", flags = {"goes-to-main-inventory"}, subgroup = "tank-ammo-components", order = "a[tank-ammo-components]-a[universal-casing]", stack_size = 100 }, { type = "item", name = "tank-ammo-universal-explosive", icon = "__Advanced-Tanks__/graphics/icons/universal-explosive.png", flags = {"goes-to-main-inventory"}, subgroup = "tank-ammo-components", order = "a[tank-ammo-components]-b[universal-explosive]", stack_size = 100 }, { type = "item", name = "land-mine-poison", icon = "__base__/graphics/icons/land-mine.png", flags = {"goes-to-quickbar"}, damage_radius = 5, subgroup = "gun", order = "f[land-mine]", place_result = "land-mine-poison", stack_size = 20, trigger_radius = 1 }, } )
local sequenceUtil = {} local function nats(k) local x = k or 1 local co = coroutine.wrap(function () while true do coroutine.yield(x) x = x + 1 end end) return co end local function odds(k) local x = k or 1 if x%2 == 0 then error("Cannot start odd sequence with even number!") end local co = coroutine.wrap(function () while true do coroutine.yield(x) x = x + 2 end end) return co end local function predicatedSequence(s, pred) local co = coroutine.wrap(function () for x in s do if pred(x) then coroutine.yield(x) end end end) return co end local function fetchNfromSequence(n, seq) local result = {} for i = 1,n do table.insert(result, seq()) end return result end sequenceUtil.nats = nats sequenceUtil.odds = odds sequenceUtil.predicatedSequence = predicatedSequence sequenceUtil.fetchNfromSequence = fetchNfromSequence return sequenceUtil
-- local function create_augroup(name) -- return vim.api.nvim_create_augroup(name, { clear = true }) -- end -- -- local winbar_augroup = create_augroup("WinBarTS") -- -- local parse_ast_symbols = function(symbols_tbl) -- local result = "" -- local sep = " > " -- for i, symbol in pairs(symbols_tbl) do -- result = string.format("%s%s%s %s", result, sep, symbol.icon, symbol.name) -- end -- return result -- end -- -- local get_filename = function() -- local filename = vim.api.nvim_buf_get_name(0) -- local t = {} -- for str in string.gmatch(filename, "([^/]+)") do -- table.insert(t, str) -- end -- return t[#t] and " " .. t[#t] or "" -- end -- -- local winbar_fmt = function() -- local result = get_filename() -- local ast_symbols = require("aerial").get_location() -- -- local excluded_fts = { "markdown" } -- local empty_winbar = vim.tbl_isempty(ast_symbols) or vim.tbl_contains(excluded_fts, vim.bo.filetype) -- if empty_winbar then return result end -- -- return result .. parse_ast_symbols(ast_symbols) -- end -- -- vim.api.nvim_create_autocmd({ "CursorMoved", "BufWinEnter", "BufFilePost" }, { -- callback = function() -- local excluded_fts = { -- "Prompt", -- "startuptime", -- "TelescopePrompt", -- "TelescopeResults", -- "alpha", -- "help", -- "NvimTree", -- "packer" -- } -- -- if vim.tbl_contains(excluded_fts, vim.bo.filetype) then -- vim.opt_local.winbar = nil -- return -- end -- -- vim.opt_local.winbar = winbar_fmt() -- end, -- group = winbar_augroup -- }) -- -- local plantuml_skeleton_group = create_augroup("PlantUMLSkeleton") -- vim.api.nvim_create_autocmd({ "BufNewFile "}, { -- pattern = "*.puml", -- command = "0r /home/carlosecp/.config/nvim/skeletons/skeleton.puml", -- group = plantuml_skeleton_group -- })
Script.ReloadScript( "SCRIPTS/Entities/AI/Shared/BasicAI.lua"); Script.ReloadScript( "SCRIPTS/Entities/actor/BasicActor.lua"); Civilian_x = { ------------------------------------------------------------------------------------ Properties = { fGroupHostility = 0, nVoiceID = 0, aicharacter_character = "FriendlyNPC", esBehaviorSelectionTree = "", esFaction = "Civilians", fileModel = "", objFrozenModel = "", voiceType = "enemy", }, gameParams = { inertia = 0.0, --the more, the faster the speed change: 1 is very slow, 10 is very fast already inertiaAccel = 0.0, backwardMultiplier = 0.5,--speed is multiplied by this amount when going backward }, -- the AI movement ability AIMovementAbility = { pathFindPrediction = 0.5, -- predict the start of the path finding in the future to prevent turning back when tracing the path. usePredictiveFollowing = 1, walkSpeed = 2.0, -- set up for humans runSpeed = 4.0, sprintSpeed = 6.4, b3DMove = 0, pathLookAhead = 1, pathRadius = 0.4, pathSpeedLookAheadPerSpeed = -1.5, cornerSlowDown = 0.75, maxAccel = 6.0, maneuverSpeed = 1.5, velDecay = 0.5, minTurnRadius = 0, -- meters maxTurnRadius = 3, -- meters maneuverTrh = 2.0, -- when cross(dir, desiredDir) > this use manouvering resolveStickingInTrace = 1, pathRegenIntervalDuringTrace = 4, pathType = "AIPATH_HUMAN", }, melee = { -- using only damageradius, extended range to detect close threats melee_animations = { }, damage = 0, -- damage when doing melee from front damageSmall = 0, -- damage when doing melee from back damageOffset = {x=0,y=-2,z=0}; -- Local offset of the damage box damageRadius = 20, -- size of the damage box. approachLookat = 0, alignTime = 0, damageTime = 0, }, } ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- function Civilian_x:OnResetCustom() self.isFree = true; self:HolsterItem(true); self:ResetOnUsed(); end ----------------------------------------------------------------------------------------------------- function Civilian_x:SetFree(rescuer) AI.Signal(SIGNALFILTER_SENDER,0,"GET_UNTIED", self.id); end ----------------------------------------------------------------------------------------------------- --function Civilian_x:GetUsableMessage() -- return "press USE to free the hostage!"; --end ----------------------------------------------------------------------------------------------------- function Civilian_x:OnUsed(user) BroadcastEvent(self, "Used"); AI.Signal(SIGNALFILTER_SENDER,1,"USED",self.id); end --------------------------------------------- function Civilian_x:Cower() if(not self.AI.waiting) then -- if(not self.AI.Cower) then -- self:InsertSubpipe(AIGOALPIPE_NOTDUPLICATE,"hostage_cower"); -- else self:KillTimer(HOSTAGE_COWER_TIMER); -- end self.AI.Cower =true; AI.ModifySmartObjectStates(self.id,"Cower"); self:SetTimer(HOSTAGE_COWER_TIMER,3000); end end -- if (self.isFree) then -- return; -- end -- -- local rescuePos = g_Vectors.temp_v3; -- local hostageDir = g_Vectors.temp_v4; -- --set the player position behind the hostage -- self:GetWorldPos(rescuePos); -- self.actor:GetHeadDir(hostageDir); -- -- user:GetWorldPos(g_Vectors.temp_v2); -- SubVectors(g_Vectors.temp_v1,rescuePos,g_Vectors.temp_v2); -- -- local dist = LengthSqVector(g_Vectors.temp_v1); -- -- if (dist > 3) then -- return; -- end -- -- --check the direction, player must be behind the hostage -- NormalizeVector(g_Vectors.temp_v1); -- local dir = dotproduct3d(hostageDir,g_Vectors.temp_v1); -- -- if (dir < 0.5) then -- return; -- end -- -- if (checking) then -- return 1; -- end -- -- if (not user.hostageID) then -- user.hostageID = self.id; -- end -- -- self.isFree = true; -- -- rescuePos.x = rescuePos.x - hostageDir.x * 0.9; -- rescuePos.y = rescuePos.y - hostageDir.y * 0.9; -- -- user.actor:SetMovementTarget(rescuePos,self:GetWorldPos(),g_Vectors.v000,1); -- -- user:HolsterItem(true); -- -- local animName = "interact_hostageUntie_01"; -- -- user:StartAnimation(0, animName, 2, 0.15, 1.0, false); -- user.actor:SetParams({followCharacterHead = 1,}); -- -- --FIXME:temporary -- user.stopEPATime = user:GetAnimationLength(0,animName); --end ----------------------------------------------------------------------------------------------------- --function Civilian_x:Event_FollowMeHere(sender) -- AI.Signal(SIGNALFILTER_SENDER,0,"FOLLOW_ME_HERE",self.id,sender:GetWorldPos()); -- BroadcastEvent(self, "FollowMeHere"); --end ------------------------------------------------------------------------------------------------------- --
-- @Author: tkx -- @Date: 2017-02-13 09:44:25 -- @Last Modified by: tkx -- @Last Modified time: 2017-02-14 17:14:33 local skynet = require "skynet" local cluster = require "cluster" skynet.start(function() cluster.open "c_database" local mdb = skynet.uniqueservice("mysqlserver") local rdb = skynet.uniqueservice("redisserver") local log = skynet.uniqueservice("tlog") skynet.call(log, "lua", "start") skynet.call(mdb,"lua","start") skynet.call(rdb,"lua","start") local res = skynet.call(mdb,"lua","query","select *from cats") print(#res) -- res = skynet.call(rdb,"lua","set","name","tkx") -- print(res) -- res = skynet.call(rdb,"lua","get","name") -- print(res) res = skynet.call(rdb, "lua", "zadd", "TEST", 5, "t") print(res) res = skynet.call(rdb, "lua", "zadd", "TEST", 7, "k") print(res) res = skynet.call(rdb, "lua", "zadd", "TEST", 8, "x") print(res) res = skynet.call(rdb, "lua", "zrange", "TEST", 0, -1) if type(res) == "table" then for k,v in pairs(res) do print(k,v) end else print(res) end -- register name "sdb" for simpledb, you can use cluster.query() later. -- See cluster2.lua cluster.register("mdb", mdb) cluster.register("rdb", rdb) end)
--- --- --- File: ping.lua --- This file implements a ping test --- --- --- --- --- --- pingTest = {} function pingTest.ping( ipAddress, pingCount ) local strBuffer local testString local count local pat1 local pat2 pat1 = patStr.create() pat2 = patStr.create() os.execute("ping -c " .. pingCount .." ".. ipAddress .. " > pingTest") strBuffer = strBuf.create(50000) strBuf.appendFile(strBuffer,"pingTest") patStr.toPat(pat1,strBuf.getBuffer(strBuffer),strBuf.bufLen(strBuffer)-strBuf.freeLen(strBuffer)) patStr.copy(pat2,pat1,0,-1) patStr.matchBetween(pat2,"transmitted,","received",0) count = patStr.integer(pat2,10) patStr.terminate(pat1) patStr.terminate(pat2) strBuf.terminate(strBuffer) return count end
print("test_math begin") let a1 = 123 let a2 = 123.456 let a3 = math.abs(-a1) let a4 = math.tointeger(a2) let a5 = math.tointeger(nil) let a6 = 123.45678901234567890 let a7 = math.floor(123.4) let a8 = math.floor(-123.4) let a9 = math.max(3, 4, 2) let a10 = math.min(3, 4, 2) let a11 = math.type(a1) let a12 = math.type(a2) let a13 = math.type('123') let a14 = math.pi let a15 = math.maxinteger let a16 = math.mininteger let a17 = a1 / 3 let a18 = {value: a17, a1: a1} let a18_json = json.dumps(a18) let a19 = json.dumps({value:4 * 1.0}) print('a1=', a1) print('a2=', a2) print('a3=', a3) print('a4=', a4) print('a5=', a5) print('a6=', a6) print('a7=', a7) print('a8=', a8) print('a9=', a9) print('a10=', a10) print('a11=', a11) print('a12=', a12) print('a13=', a13) print('a14=', a14) print('a15=', a15) print('a16=', a16) print("a17=", a17) print("a18=", a18) print("a18_json=", a18_json) print("a19=", a19) print("test_math end")
local itest_manager = require("engine/test/itest_manager") local flow = require("engine/application/flow") local gameplay_data = require("resources/gameplay_data") itest_manager:register_itest('1st fight -> back to adv', -- keep active_gamestate for now, for retrocompatibility with pico-sonic... -- but without gamestate_proxy, not used {':fight'}, function () -- enter fight state setup_callback(function (app) local am = app.managers[':adventure'] local fm = app.managers[':fight'] local pc_fighter_prog = app.game_session.pc_fighter_progression -- cheat to have pc killed in 1 turn pc_fighter_prog.max_hp = 1 -- fight rossmann fm.next_opponent = app.game_session.npc_fighter_progressions[gameplay_data.rossmann_fighter_id] flow:change_gamestate_by_type(':fight') end) -- fight start wait(2.0) -- opponent should auto-attack -- reply with first reply short_press(button_ids.o) wait(2.0) -- quote match resolution: pc has only 1 hp, so dies immediately and fight ends -- also wait for victory_anim_duration wait(2.0) final_assert(function (app) return flow.curr_state.type == ':adventure', "current game state is not ':adventure', has instead type: '"..flow.curr_state.type.."'" end) end) --#if cheat itest_manager:register_itest('insta-kill', -- keep active_gamestate for now, for retrocompatibility with pico-sonic... -- but without gamestate_proxy, not used {':fight'}, function () -- enter fight state setup_callback(function (app) local am = app.managers[':adventure'] local fm = app.managers[':fight'] -- fight rossmann fm.next_opponent = app.game_session.npc_fighter_progressions[gameplay_data.rossmann_fighter_id] flow:change_gamestate_by_type(':fight') end) -- fight start wait(2.0) -- opponent should auto-attack -- use insta-kill short_press(button_ids.x) -- spam confirm button just to make sure we cleaned everything (esp. the quote menu) short_press(button_ids.o) short_press(button_ids.o) short_press(button_ids.o) -- wait for victory_anim_duration wait(2.0) final_assert(function (app) -- we must have killed the opponent and be back to adventure return flow.curr_state.type == ':adventure', "current game state is not ':adventure', has instead type: '"..flow.curr_state.type.."'" end) end) --#endif --#if cheat itest_manager:register_itest('insta-kill then change floor', -- keep active_gamestate for now, for retrocompatibility with pico-sonic... -- but without gamestate_proxy, not used {':fight'}, function () -- enter fight state setup_callback(function (app) local am = app.managers[':adventure'] local fm = app.managers[':fight'] -- fight some junior fighter (not rossmann to avoid long dialogue after fight) fm.next_opponent = app.game_session.npc_fighter_progressions[1] flow:change_gamestate_by_type(':fight') end) -- fight start wait(2.0) -- opponent should auto-attack -- use insta-kill short_press(button_ids.x) wait(2.0) -- skip dialogue and confirm go to next floor short_press(button_ids.o) short_press(button_ids.o) short_press(button_ids.o) -- wait for fade out and despawn npc to happen wait(2.0) final_assert(function (app) -- we must have killed the opponent and be back to adventure, but this test is mostly just to test -- we didn't assert on despawn npc return flow.curr_state.type == ':adventure', "current game state is not ':adventure', has instead type: '"..flow.curr_state.type.."'" end) end) --#endif itest_manager:register_itest('intermediate fight -> back to adv', -- keep active_gamestate for now, for retrocompatibility with pico-sonic... -- but without gamestate_proxy, not used {':fight'}, function () -- enter fight state setup_callback(function (app) local fm = app.managers[':fight'] local pc_fighter_prog = app.game_session.pc_fighter_progression -- cheat to have pc killed in 2 turns pc_fighter_prog.max_hp = 2 -- let ai control pc so we pick matching replies when possible -- we'll still need to press confirm button to skip normal dialogues, -- but quote bubbles should play automatically pc_fighter_prog.control_type = control_types.ai -- give more knowledge to pc fighter just to see good replies coming pc_fighter_prog.known_reply_ids = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10} -- fight rossmann fm.next_opponent = app.game_session.npc_fighter_progressions[gameplay_data.rossmann_fighter_id] flow:change_gamestate_by_type(':fight') end) -- fight start wait(2.0) -- both player and opponent should auto-attack -- so wait until someone dies wait(18) -- skip any remaining blocking dialogue to end the fight short_press(button_ids.o) wait(2.0) -- opponent depends a bit on randomness, so until we decide to stub randomness, just don't check final result final_assert(function (app) return true, "impossible" end) end)
return function(state, action) state = state or false if action.type == "SetSelectionActive" then return action.active end return state end
local fs = require 'diagnosticls-configs.fs' return { sourceName = 'golangci_lint', command = fs.get_executable('golangci-lint'), args = {'run', '--out-format', 'json'}, debounce = 100, parseJson = { sourceNameFilter = true, sourceName = 'Pos.Filename', errorsRoot = 'Issues', line = 'Pos.Line', column = 'Pos.Column', message = '[golangci_lint] ${Text} [${FromLinter}]', }, rootPatterns = {'.git', 'go.mod'}, }
require("directories") CLIENT = true local common = require("common") require("dvdlualib/gmodlib") require("dvdlualib/asmlib") local asmlib = trackasmlib asmlib.InitBase("track", "assembly") local a = asmlib.MakeContainer("lol") a:Push(11) a:Push(22) a:Push(33) a:Push(44) a:Push(55) a:Record("1",111) a:Record("2",222) a:Record("3",333) print("ghh", a:Find(55)) common.logTable(a:GetData(),"GetData") common.logTable(a:GetHashID(),"GetHashID") print("-----------------------------") a:Pull(3) a:Delete("2") common.logTable(a:GetData(),"GetData") common.logTable(a:GetHashID(),"GetHashID")
local View = {}; local type = nil function View:Start(data) self.view = SGK.UIReference.Setup(self.gameObject) type = data and data.type or type; if not type then self.current = module.TreasureModule.GetLocalRank() or 999; else local value = module.guildBarbecueModule.GetSelfRank(); -- ERROR_LOG(sprinttb(value)) self.current =value.rank[1] or 999; end self.reward = module.TreasureModule.GetReward(type and 2 or nil); -- ERROR_LOG(self.current); -- ERROR_LOG(sprinttb(self.reward)); local reward = self:FreshData(); -- ERROR_LOG(reward); -- ERROR_LOG(sprinttb(reward)); self:FreshItem(reward and reward.reward or {} ); self:FreshTitle(); self.view.bg.view.bg.btn.rank[CS.UGUIClickEventListener].onClick = function () if not type then module.TreasureModule.GetRank(); module.TreasureModule.GetUnionRank(); else module.guildBarbecueModule.GetRank(); module.guildBarbecueModule.GetScore(); end end self.view.bg.view.bg.btn.exit[CS.UGUIClickEventListener].onClick = function () SceneStack.EnterMap(10); end -- exit end -- 本次活动公会排名 1 function View:FreshTitle() self.view.bg.view.bg.desc.desc.Text[UI.Text].text = "本次活动公会排名 "..self.current end function View:FreshItem(data) local parent = self.view.bg.view.bg.scroll.content; for i=1,3 do if data[i] then local cfg = utils.ItemHelper.Get(data[i].type,data[i].id); if cfg then utils.IconFrameHelper.Create(parent["item"..i], {customCfg = cfg,showName=true,showDetail = true,func = function ( obj) -- obj.gameObject.transform.localScale = UnityEngine.Vector3(0.6,0.6,0.6); obj.gameObject.transform.localScale = UnityEngine.Vector3(0.8,0.8,0.8); end}) else parent.gameObject:SeActive(false); end else parent.gameObject:SeActive(false); end end end function View:FreshData() local up = nil; for i=1,#self.reward do if up then for j=up,self.reward[i].rank_range do if self.current == j then return self.reward[i]; end end else if self.current == i then return self.reward[i]; end end up = self.reward[i].rank_range; end end function View:onEvent(event, data) -- ERROR_LOG(event); if event == "GET_RANK_RESULT" then if not module.TreasureModule.GetOpen_Rank() then if not type then module.TreasureModule.SetOpen_Rank(true) DialogStack.Push("treasureRank",data); else DialogStack.Push("guild/guildBarbecueRank",data); end end end end function View:listEvent() return{ "GET_RANK_RESULT", } end return View;
-- Copyright (c) Microsoft Corporation. All rights reserved. -- Licensed under the MIT License. -- --[[ -- -- Input: a tensor of input: eq_length * batch_size * input_dim or a table of h0 and input -- where h0: num_layer * batch_size * hidden_dim; the first dimension optional if num_layer == 1 -- Output: a tensor of eq_length * batch_size * output_dim -- --]] -- require("nn") require("cudnn") require("cutorch") local mRNN, parent = torch.class('nn.mRNN', 'nn.Container') function mRNN:__init(input_dim, hidden_dim, bd, mode, has_otherOutput, use_resnet, use_skip_mode, dropout, add_output) parent.__init(self) local batchFirst = batchFirst or true assert(batchFirst == true) if use_resnet then print("resnet is used in current layer") end self.bd = bd or false self.mode = mode or "CUDNN_GRU" self.has_otherOutput = has_otherOutput or false self.dropout = dropout or 0 self.add_output = add_output or false self.use_resnet = use_resnet or false local rnn_hidden_dim = hidden_dim if self.bd then if self.add_output then print("bd rnn output is added") else rnn_hidden_dim = rnn_hidden_dim / 2 end end self.rnn_hidden_dim = rnn_hidden_dim local rnn = cudnn.RNN(input_dim, rnn_hidden_dim, 1, batchFirst) if use_skip_mode then assert(not self.bd and input_dim == hidden_dim) rnn.inputMode = 'CUDNN_SKIP_INPUT' end self.rnn = rnn rnn.mode = self.mode if self.bd then rnn.numDirections = 2 rnn.bidirectional = 'CUDNN_BIDIRECTIONAL' end rnn:reset() self:add(rnn) if use_resnet and input_dim ~= hidden_dim then self.input_proj = nn.Bottle(nn.Linear(input_dim, hidden_dim, false)) self:add(self.input_proj) end end function mRNN:setStates(h0, c0) self.rnn.hiddenInput = h0:clone() if c0 then self.rnn.cellInput = c0:clone() end end function mRNN:getNextMemInput() if self.rnn.cellOutput then return self.rnn.cellOutput:clone() else return self.rnn.hiddenOutput:clone() end end function mRNN:updateOutput(input) self.recompute_backward = true local c0, h0, x if torch.type(input) == "table" then assert(not self.bd) if #input == 2 then h0, x = unpack(input) if (h0:dim() == 2) then h0 = h0:view(1, h0:size(1), h0:size(2)) end if self.mode == "CUDNN_LSTM" then self.rnn.cellInput = h0 else self.rnn.hiddenInput = h0 end elseif #input == 3 then c0, h0, x = unpack(input) if (h0:dim() == 2) then h0 = h0:view(1, h0:size(1), h0:size(2)) end if (c0:dim() == 2) then c0 = c0:view(1, c0:size(1), c0:size(2)) end self.rnn.hiddenInput = h0 self.rnn.cellInput = c0 end else x = input end local rnn_output = self.rnn:updateOutput(x) if self.bd and self.add_output then rnn_output = torch.add(rnn_output[{{}, {}, {1,self.rnn_hidden_dim}}], rnn_output[{{}, {}, {self.rnn_hidden_dim+1,2*self.rnn_hidden_dim}}]) end local output = rnn_output if self.use_resnet then if self.input_proj then output = torch.add(output, self.input_proj:updateOutput(x)) else output = torch.add(output, x) end end if self.has_otherOutput then local otherOutput if self.mode == "CUDNN_LSTM" then otherOutput = self.rnn.cellOutput:clone() else otherOutput = self.rnn.hiddenOutput:clone() end assert(otherOutput:dim() == 3) if self.bd then if self.add_output then otherOutput = torch.add(otherOutput[1], otherOutput[2]) else otherOutput = torch.cat(otherOutput[1], otherOutput[2], 2) end else assert(otherOutput:size(1) == 1) otherOutput = otherOutput[1] end assert(otherOutput:dim() == 2) self.output = {output, otherOutput} else self.output = output end return self.output end function mRNN:backward(input, gradOutput, scale) scale = scale or 1 self.recompute_backward = false if self.has_otherOutput then local otherGradOutput gradOutput, otherGradOutput = unpack(gradOutput) assert(otherGradOutput:dim() == 2) if self.bd then local forwardGradOutput, backwardGradOutput if self.add_output then forwardGradOutput = otherGradOutput backwardGradOutput = otherGradOutput else forwardGradOutput, backwardGradOutput = unpack(torch.chunk(otherGradOutput, 2, 2)) end otherGradOutput = torch.cat(forwardGradOutput:reshape(1, forwardGradOutput:size(1), forwardGradOutput:size(2)), backwardGradOutput:reshape(1, backwardGradOutput:size(1), backwardGradOutput:size(2)), 1) else otherGradOutput = otherGradOutput:view(1, otherGradOutput:size(1), otherGradOutput:size(2)) end assert(otherGradOutput:dim() == 3) if self.mode == "CUDNN_LSTM" then self.rnn.gradCellOutput = otherGradOutput else self.rnn.gradHiddenOutput = otherGradOutput end end local h0, c0, x if torch.type(input) == "table" then if #input == 2 then h0, x = unpack(input) elseif #input == 3 then c0, h0, x = unpack(input) end else x = input end local gradInput = x.new(x:size()):zero() if self.use_resnet then if self.input_proj then gradInput:add(self.input_proj:backward(x, gradOutput)) else gradInput:add(gradOutput) end end if self.bd and self.add_output then gradInput:add(self.rnn:backward(x, torch.cat(gradOutput, gradOutput, 3), scale)) else gradInput:add(self.rnn:backward(x, gradOutput, scale)) end local h0_grad, c0_grad if h0 and c0 then h0_grad = self.rnn.gradHiddenInput c0_grad = self.rnn.gradCellInput self.gradInput = {c0_grad:view(h0:size()), h0_grad:view(c0:size()), gradInput} elseif h0 then if self.mode == "CUDNN_LSTM" then h0_grad = self.rnn.gradCellInput else h0_grad = self.rnn.gradHiddenInput end self.gradInput = {h0_grad:view(h0:size()), gradInput} else self.gradInput = gradInput end return self.gradInput end function mRNN:updateGradInput(input, gradOutput) if self.recompute_backward then self:backward(input, gradOutput, 1.0) end return self.gradInput end function mRNN:accGradParameters(input, gradOutput, scale) if self.recompute_backward then self:backward(input, gradOutput, scale) end end function mRNN:clearState() parent.clearState(self) self.rnn:resetStates() end function mRNN:__tostring__() local tab = ' ' local line = '\n' local next = ' -> ' local str = 'nn.Container' str = str .. ' {' .. line .. tab .. '[input' for i=1,#self.modules do str = str .. next .. '(' .. i .. ')' end str = str .. next .. 'output]' for i=1,#self.modules do str = str .. line .. tab .. '(' .. i .. '): ' .. tostring(self.modules[i]):gsub(line, line .. tab) end str = str .. line .. '}' return str end
local email = require("lib_lua_email") local noError = true --test case 1 --create SSL smtp connection with invalid number --of parameters --the code should throw error noError = pcall(function () return email.makeSmtp(true, "localhost", 8080) end ) assert(noError == false) --test case 2 -- create NO_SSL smtp connection with invalid number -- of parameters -- the code should throw an error noError = pcall(function () return email.makeSmtp(false, "localhost") end ) assert(noError == false) function getIp(index) if index == 1 then return nil else return "127.0.0.1" end end function getPort(index) if index == 2 then return nil else return 563 end end function getUser(index) if index == 3 then return nil else return "user" end end function getPass(index) if index == 4 then return nil else return "pass" end end --test case 3 -- create a SSL connection with an invalid parameter -- the function should throw an error for index = 1, 4, 1 do noError = pcall(function () return email.makeSmtp(true, getIp(index), getPort(index), getUser(index), getPass(index)) end ) assert(noError == false) end --test case 4 -- create NO_SSL connection with an invalid parameter -- the function should throw an error for index = 1, 2, 1 do noError = pcall(function () return email.makeSmtp(false, getIp(index), getPort(index)) end ) assert(noError == false) end --test case 5 -- create SSL connection with valid parameters -- the return value should be different from nil local validSslConnection = email.makeSmtp(true, "127.0.0.1", 563, "user", "pass") assert(validSslConnection ~= nil) --test case 6 -- create a NO_SSL connection with valid parameters -- the return value should be different from nil local validNoSslConnection = email.makeSmtp(false, "127.0.0.1", 563) assert(validNoSslConnection ~= nil) local to = {nil, "[email protected]", "[email protected]", "[email protected]"} local from = {"[email protected]", nil, "[email protected]", "[email protected]"} local subject = {"Something", "Something", nil, "Something"} local content = {"content", "content", "content", nil} --test case 7 -- send an email with an invalid field -- the function should throw error for index = 1, 4, 1 do noError = pcall(function () return validSslConnection:sendEmail(to[index], from[index], subject[index], content[index]) end ) assert(noError == false) end --test case 8 -- send an email with valid fields on the local host -- the function should return false, because there -- is no SMTP server on local host. noError = validSslConnection:sendEmail("[email protected]", "[email protected]", "subject", "content") assert(noError == false) --test case 9 -- create an imap connection with invalid parameters (NON_SSL) -- the function should throw error noError = pcall(function() return email.makeImap(false, "127.0.0.1") end ) assert(noError == false) --test case 10 -- create an imap connection (SSL) with invalid parameters -- the function should throw error. noError = pcall(function() return email.makeImap(true, "127.0.0.1", 456, "user") end ) assert(noError == false) --test case 11 -- create a valid imap connection (SSL) -- perform a command with invalid parameters -- the function should throw error. local imapConnection = email.makeImap(true, "127.0.0.1", 993, "user", "pass") noError = pcall(function() return imapConnection:executeCommand() end) assert(noError == false) --test case 12 -- perform a valid command on an imap connection. -- the return value should be an empty string because there is no -- imap server on local machine. local response, error = imapConnection:executeCommand("SELECT INBOX") assert(response == nil and error ~= nil) --[[ --test case 13 --peform a SELECT INBOX operation on a valid imap connection -- the return value should be a string local yahooConnection = email.makeImap(true, "imaps://imap.mail.yahoo.com", 993, "PRIVATE", "PRIVATE") assert(yahooConnection) response, error = yahooConnection:executeCommand("SELECT INBOX") assert(response and not error) --test case 14 -- fetch the subject of the 3rd email in the inbox -- the return value should contain the expected text. response = yahooConnection:executeCommand("FETCH 3 BODY.PEEK[HEADER.FIELDS (SUBJECT)]") local found = string.find(response, "Test Email gateway") assert(found) --test case 15 -- fetch the content of the 3rd email in the inbox -- the return value should contain the expected text. response = yahooConnection:executeCommand("FETCH 3 BODY[TEXT]") found = string.find(response, "It works!") assert(found) ]]-- print("All tests went OK :)")
local Git = { SignAdd = { fg = C.sign_add }, SignChange = { fg = C.sign_change }, SignDelete = { fg = C.sign_delete }, GitSignsAdd = { fg = C.sign_add }, GitSignsChange = { fg = C.sign_change }, GitSignsDelete = { fg = C.sign_delete }, } return Git
if not SYSPATH then return end Yi = Yi or {} Yi.load('system.helpers.var') Yi.load('system.helpers.i18n') function Yi.tostring(obj, ...) if type(obj) == "table" then return table.tostring(obj) end if ... then obj = string.format(tostring(obj), ...) else obj = tostring(obj) end return obj end function sputs(obj, ...) if type(obj) == "table" then obj = Yi.tostring(obj) else if type(obj)=="string" and string.indexOf(obj, "%%s") ~= -1 then if ... then obj = obj:format(...) end else obj = Yi.tostring(obj) if ... then local len = select("#", ...) for i=1,len do obj = string.format("%s %s", obj, Yi.tostring(select(i, ...))) end end end end return obj end function puts(obj, ...) print(sputs(obj, ...)) end function Yi.appendPath(...) local args = {...} for i=1, #args do local pkgPath = package.path package.path = string.format("%s;%s?.lua;%s?/init.lua", pkgPath, args[i], args[i]) end end -- Function string.gfind was renamed string.gmatch. (Option LUA_COMPAT_GFIND) function Yi.getglobal(f) local v = _G -- for w in string.gfind(f, "[%w_]") do for w in string.gmatch(f, "[%w_]+") do v = v[w] end return v end function Yi.setglobal(f, v) local t = _G -- for w, d in string.gfind(f, "([%w_]+)(.?)") do for w, d in string.gmatch(f, "([%w_]+)(.?)") do if d == "." then -- not last field t[w] = t[w] or {} -- create table if absent t = t[w] -- get the table else -- last field t[w] = v -- do the assignment end end end function Yi.vardump(...) local count = select("#", ...) if count < 1 then return end print("vardump:") for i = 1, count do local v = select(i, ...) local t = type(v) if t == "string" then print(string.format(" %02d: [string] %s", i, v)) elseif t == "boolean" then print(string.format(" %02d: [boolean] %s", i, tostring(v))) elseif t == "number" then print(string.format(" %02d: [number] %0.2f", i, v)) else print(string.format(" %02d: [%s] %s", i, t, tostring(v))) end end end function Yi.eval(input) return pcall(function() if not input:match("=") then input = "do return (" .. input .. ") end" end local code, err = loadstring(input, "REPL") if err then error("Syntax Error: " .. err) else print(code()) end end) end function Yi.escape(s) if s == nil then return '' end local esc, i = s:gsub('&', '&amp'):gsub('<', '&lt'):gsub('>', '&gt') return esc end function Yi.urlencode(s) return s:gsub("\n", "\r\n"):gsub("([^%-%-%/]", function(c) return ("%%%02X"):format(string.byte(c)) end) end function Yi.clone(object) local lookup_table = {} local function _copy(object) if type(object) ~= "table" then return object elseif lookup_table[object] then return lookup_table[object] end local new_table = {} lookup_table[object] = new_table for key, value in pairs(object) do new_table[_copy(key)] = _copy(value) end return setmetatable(new_table, getmetatable(object)) end return _copy(object) end
f = load("local a = 10; return a + 20") print(f()) --> 30
function createConnection(v) local con con = v.Touched:Connect(function(hit) con:Disconnect() if hit.Parent then if hit.Parent:FindFirstChildWhichIsA("Humanoid") then if hit.Parent:FindFirstChild("HumanoidRootPart") then hit.Parent:SetPrimaryPartCFrame(CFrame.new(-64.246, 50.096, -450.377)) end end end wait(.5) createConnection(script.Parent) end) end createConnection(script.Parent)
-- vim: set et sts=2 sw=2 : local M = {} M.setup = function() -- Yank vim.cmd [[command! Cp :%yank +]] -- Session vim.cmd [[command! M :mksession!]] -- Terminal vim.cmd [[command! T :terminal]] end return M
-- ####################################### -- ## Project: MTA FlappyBird ## -- ## Name: FlappyUI.lua ## -- ## Author: Noneatme ## -- ## Version: 1.0 ## -- ## License: See top Folder ## -- ####################################### -- FUNCTIONS / METHODS -- local cFunc = {}; -- Local Functions local cSetting = {}; -- Local Settings FlappyUI = {}; FlappyUI.__index = FlappyUI; bestScore = 0; --[[ ]] -- /////////////////////////////// -- ///// New ////// -- ///// Returns: Object ////// -- /////////////////////////////// function FlappyUI:New(...) local obj = setmetatable({}, {__index = self}); if obj.Constructor then obj:Constructor(...); end return obj; end -- /////////////////////////////// -- ///// RenderStartMenu ////// -- ///// Returns: void ////// -- /////////////////////////////// function FlappyUI:RenderStartMenu() if(self.startmenuEnabled ~= false) then local u, v, w, h = 587, 115, 191, 55; dxDrawImageSection((self.iSX/2)-w/2, ((self.iSY/2)+h/2)-170, w, h, u, v, w, h, self.imageTexture, 0, 0, 0, tocolor(255, 255, 255, self.startmenuAlpha)) u, v, w, h = 583, 179, 114, 104; dxDrawImageSection((self.iSX/2)-w/2, ((self.iSY/2)+h/2)-120, w, h, u, v, w, h, self.imageTexture, 0, 0, 0, tocolor(255, 255, 255, self.startmenuAlpha)) if(self.startmenuAEnabled == false) then if(self.startmenuAlpha > 10) then self.startmenuAlpha = self.startmenuAlpha-10 else self.startmenuEnabled = false; end end end end -- /////////////////////////////// -- ///// RenderDeadMenu ////// -- ///// Returns: void ////// -- /////////////////////////////// function FlappyUI:RenderDeadMenu() if(self.deadmenuEnabled == true) then local u, v, w, h = 788, 116, 196, 53 --dxDrawImageSection((self.iSX/2)-w/2+800, ((self.iSY/2)+h/2)-30, w, h, u, v, w, h, self.imageTexture, 0, 0, 0, tocolor(255, 255, 255, self.deadmenuAlpha),true) u, v, w, h = 6, 518, 226, 114 dxDrawImageSection((self.iSX/2)-w/2, ((self.iSY/2)+h/2)-135, w, h, u, v, w, h, self.imageTexture, 0, 0, 0, tocolor(255, 255, 255, self.deadmenuAlpha)) dxDrawText(self.score, (self.iSX/2)+135, ((self.iSY/2)+50/2)+115, 150, 50, tocolor(0, 0, 0, self.renderScoreAlpha), 1, "pricedown", "center", "center") dxDrawText(bestScore, (self.iSX/2)+135, ((self.iSY/2)+50/2)+210, 150, 50, tocolor(0, 0, 0, self.renderScoreAlpha), 1, "pricedown", "center", "center") if(self.deadmenuAlpha < 240) then self.deadmenuAlpha = self.deadmenuAlpha+10; end end end -- /////////////////////////////// -- ///// RenderScore ////// -- ///// Returns: void ////// -- /////////////////////////////// function FlappyUI:RenderScore() if(self.renderScore == true) then local u, v, w, h = 788, 116, 196, 53 dxDrawText(self.score, (self.iSX/2)+5, ((self.iSY/2)+50/2)-175, 150, 50, tocolor(0, 0, 0, self.renderScoreAlpha), 2, "pricedown", "center", "center") dxDrawText(self.score, (self.iSX/2), ((self.iSY/2)+50/2)-180, 150, 50, tocolor(255, 255, 255, self.renderScoreAlpha), 2, "pricedown", "center", "center") if(self.renderScoreAlpha < 240) then self.renderScoreAlpha = self.renderScoreAlpha+10; end end end -- /////////////////////////////// -- ///// Reset ////// -- ///// Returns: void ////// -- /////////////////////////////// function FlappyUI:Reset() self.startmenuEnabled = true; self.startmenuAEnabled = true; self.startmenuAlpha = 255; self.deadmenuEnabled = false; self.deadmenuAlpha = 0; self.renderScore = true; self.renderScoreAlpha = 0; self.score = 0; end -- /////////////////////////////// -- ///// Constructor ////// -- ///// Returns: void ////// -- /////////////////////////////// function FlappyUI:Constructor(iSX, iSY, imageTexture) -- Klassenvariablen -- --BGX, BGY+5, 0.99770569801331*BGWidth, 0.80*BGHeight --X = BGX+5, Y = BGY+5 } SizeH = (BGHeight-40)/5 SizeW = (BGWidth-30)/5 self.iSX = iSX; self.iSY = iSY; -- Methoden -- self.imageTexture = imageTexture; self.startmenuAlpha = 255; self.startmenuEnabled = true; self.startmenuAEnabled = true; self.deadmenuEnabled = false; self.deadmenuAlpha = 0; self.renderScore = true; self.renderScoreAlpha = 0; self.score = 0; -- Events -- --logger:OutputInfo("[CALLING] FlappyUI: Constructor"); end -- EVENT HANDLER -- flappy = false; appFunctions = {}; flappy = {}; function appFunctions.flappy:onPageOpen ( ) if(flappy) then flappyBirdGame:Destructor(); else flappyBirdGame = FlappyBirdGame:New(); end flappy = not(flappy) end local cFunc = {}; local cSetting = {}; Flappy = {}; Flappy.__index = Flappy; function Flappy:New(...) local obj = setmetatable({}, {__index = self}); if obj.Constructor then obj:Constructor(...); end return obj; end function Flappy:Calculate() if(self.ready == true) then if(getTickCount()-self.startTick >= 1000) then self.startTick = getTickCount() self.FPS = self.tempFPS; self.tempFPS = 0; else self.tempFPS = self.tempFPS+1; end self.sy = self.sy-self.velocityY self.velocityY = self.velocityY-0.5/self.FPS*60 if(self.velocityY < 1) then local rotAdd = (5/self.velocityY); if(rotAdd <= 0 or rotAdd > 1) then rotAdd = 2; end self.rotation = self.rotation+rotAdd; end if(self.rotation > 90) then self.rotation = 90; end if(self.sy >= (self.iSY-93)-self.sizeY) then self.sy = (self.iSY-93)-self.sizeY; self:Die("yes"); end if(self.sy < -self.sizeY) then self.sy = -self.sizeY; end end end function Flappy:Die(uWat) if(self.dead == false) then self.dead = true; flappyBirdGame.moving = false; flappyBirdGame.flappyUI.deadmenuEnabled = true; Sound:New("apps/flappy/sounds/sfx_hit.ogg"); if not(uWat) then setTimer(function() Sound:New("apps/flappy/sounds/sfx_die.ogg") end, 350, 1) end end end function Flappy:Reset() self.sx = (self.iSX/2)-self.sizeX/2; self.sy = (self.iSY/2)-self.sizeY/2; self.rotation = 0; self.velocityY = 0; self.dead = false; self.ready = false; end function Flappy:IsBetweenX(gX) if((self.sx+self.sizeX) > gX) and (gX+self.sizeX > self.sx+self.sizeX-52) then return true end return false; end function Flappy:AddCoin() Sound:New("apps/flappy/sounds/sfx_point.ogg") flappyBirdGame.flappyUI.score = flappyBirdGame.flappyUI.score+1; if(flappyBirdGame.flappyUI.score > bestScore) then bestScore = flappyBirdGame.flappyUI.score; end end function Flappy:CheckCoinAdd() if(getTickCount()-self.coinTick > 1000 and self.dead ~= true) then self.coinTick = getTickCount(); self:AddCoin(); end end function Flappy:IsInRoehre(gX, iY1, iY2, checkPoint) if(checkPoint) then if(self:IsBetweenX(gX)) then self:CheckCoinAdd() end else if(self:IsBetweenX(gX)) and ((iY1-self.sizeY < self.sy) or ((iY2+320) > self.sy))then return true; end end return false; end function Flappy:ClickFlappy( x, y) if(self.dead ~= true) then self.velocityY = 7 self.rotation = -30; if(self.ready == false) then self.ready = not(self.ready) flappyBirdGame.flappyUI.startmenuAEnabled = false; end Sound:New("apps/flappy/sounds/sfx_wing.ogg"); else flappyBirdGame:Reset(); end end function Flappy:Constructor(iSX, iSY) self.iSX = iSX; self.iSY = iSY; self.sizeX = 34; self.sizeY = 34; self.sx = (iSX/2)-self.sizeX/2; self.sy = (iSY/2)-self.sizeY/2; self.doCoinStart = false; self.lastY = 0; self.rotation = 0; self.velocityY = 0; self.FPS = 60; self.startTick = getTickCount(); self.tempFPS = 60; self.ready = false; self.dead = false; self.coinTick = getTickCount(); self.readyAlpha = 255; self.clickFlappyFunc = function(...) self:ClickFlappy(...) end; bindKey("mouse1", "down", self.clickFlappyFunc) end FlappyBirdGame = {}; FlappyBirdGame.__index = FlappyBirdGame; function FlappyBirdGame:New(...) local obj = setmetatable({}, {__index = self}); if obj.Constructor then obj:Constructor(...); end return obj; end function FlappyBirdGame:CreateNewTube() for i = 1, 2, 1 do local gX = self.sx+self.gX; local randTubeLength = math.random(100, 250) local obenTube = Tube:New(true, gX, randTubeLength*1.25) local untenTube = Tube:New(false, gX, randTubeLength) self.tubes[gX] = {obenTube, untenTube}; setTimer(function() table.remove(self.tubes, gX) end, 3000, 1) end end function FlappyBirdGame:Render() dxSetRenderTarget(self.renderTarget, true); local iTimeDone = getTickCount()-self.startTick if(self.background == 1) then dxDrawImageSection(0, 0, self.sx, self.sy, 0, 0, self.sx, self.sy, self.imageTexture) else dxDrawImageSection(0, 0, self.sx, self.sy, 292, 0, self.sx, self.sy, self.imageTexture) end for gX, tubePaar in pairs(self.tubes) do local untenTube, obenTube = tubePaar[1], tubePaar[2]; self.lastX = gX-self.gX; local iY1, iY2 = self.sy-untenTube.iLength, 0-obenTube.iLength; dxDrawImageSection(gX-self.gX, self.sy-untenTube.iLength, untenTube.sizeX, untenTube.sizeY, untenTube.u, untenTube.v, untenTube.w, untenTube.h, self.imageTexture) dxDrawImageSection(gX-self.gX, 0-obenTube.iLength, obenTube.sizeX, obenTube.sizeY, obenTube.u, obenTube.v, obenTube.w, obenTube.h, self.imageTexture) if(self.flappy:IsInRoehre(gX-self.gX, iY1, iY2)) then self.flappy:Die() end self.flappy:IsInRoehre(self.lastX, nil, nil, true) end for i = 0, 1, 1 do dxDrawImageSection(((self.sx*i)-iTimeDone/10)-i, self.sy-93, 336, 93, 584, 0, 336, 93, self.imageTexture) end if(self.moving == true) then self.gX = ((getTickCount()-self.defaultStartTick)/10) end if(self.flappyUI.startmenuAEnabled ~= true) then -- draw bird dxDrawImageSection(self.flappy.sx, self.flappy.sy, self.flappy.sizeX, self.flappy.sizeY, 230, 757, self.flappy.sizeX, self.flappy.sizeY, self.imageTexture, self.flappy.rotation) end if(iTimeDone >= 2880 or self.moving == false) then self.startTick = getTickCount(); end self.flappyUI:RenderStartMenu(); if(self.flappy.dead == true) then self.flappyUI:RenderDeadMenu(); else self.flappyUI:RenderScore(); end dxSetRenderTarget(nil); local x, y = guiGetPosition ( base, false ) --dxDrawImage((self.aesx/2)-(self.sx/2), (self.aesy/2)-(self.sy/2), self.sx, self.sy, self.renderTarget); dxDrawImage(x+43, y+92, 262, 422, self.renderTarget, 0, 0, 0, tocolor ( 255, 255, 255, 255 )); self.flappy:Calculate(); if(getTickCount()-self.tubeTick > 2000) then if(self.moving == true and self.flappy.ready == true) then self:CreateNewTube(); end self.tubeTick = getTickCount(); end end function FlappyBirdGame:Reset() self.flappy:Reset(); self.flappyUI:Reset() self.startTick = getTickCount(); self.tubeTick = getTickCount(); self.defaultStartTick = getTickCount(); self.tubes = {} self.gX = 0; self.moving = true; end function FlappyBirdGame:Constructor(...) self.sx, self.sy = 288, 512; self.aesx, self.aesy = BGX+5.3*BGWidth,BGY+1.5*BGHeight self.gX = 0; self.renderTarget = dxCreateRenderTarget(self.sx, self.sy, false) self.imageTexture = dxCreateTexture("apps/flappy/images/atlas.png", "argb", true, "clamp" ); self.flappy = Flappy:New(self.sx, self.sy); self.flappyUI = FlappyUI:New(self.sx, self.sy, self.imageTexture); self.startTick = getTickCount(); self.tubeTick = getTickCount(); self.background = math.random(1, 2); self.defaultStartTick = getTickCount(); self.tubes = {} self.moving = true; self.renderFunc = function(...) self:Render(...) end; addEventHandler("onClientRender", getRootElement(), self.renderFunc) end function FlappyBirdGame:Destructor() removeEventHandler("onClientRender", getRootElement(), self.renderFunc) destroyElement(self.renderTarget) destroyElement(self.imageTexture); unbindKey("mouse1", "down", self.flappy.clickFlappyFunc) --unbindKey("mouse2", "down", self.flappy.Destructor) self = nil; end FlappyUI = {}; FlappyUI.__index = FlappyUI; bestScore = 0; function FlappyUI:New(...) local obj = setmetatable({}, {__index = self}); if obj.Constructor then obj:Constructor(...); end return obj; end function FlappyUI:RenderStartMenu() if(self.startmenuEnabled ~= false) then local u, v, w, h = 587, 115, 191, 55; dxDrawImageSection((self.iSX/2)-w/2, ((self.iSY/2)+h/2)-170, w, h, u, v, w, h, self.imageTexture, 0, 0, 0, tocolor(255, 255, 255, self.startmenuAlpha)) u, v, w, h = 583, 179, 114, 104; dxDrawImageSection((self.iSX/2)-w/2, ((self.iSY/2)+h/2)-120, w, h, u, v, w, h, self.imageTexture, 0, 0, 0, tocolor(255, 255, 255, self.startmenuAlpha)) if(self.startmenuAEnabled == false) then if(self.startmenuAlpha > 10) then self.startmenuAlpha = self.startmenuAlpha-10 else self.startmenuEnabled = false; end end end end function FlappyUI:RenderDeadMenu() if(self.deadmenuEnabled == true) then local u, v, w, h = 788, 116, 196, 53 dxDrawImageSection((self.iSX/2)-w/2, ((self.iSY/2)+h/2)-180, w, h, u, v, w, h, self.imageTexture, 0, 0, 0, tocolor(255, 255, 255, self.deadmenuAlpha)) u, v, w, h = 6, 518, 226, 114 dxDrawImageSection((self.iSX/2)-w/2, ((self.iSY/2)+h/2)-130, w, h, u, v, w, h, self.imageTexture, 0, 0, 0, tocolor(255, 255, 255, self.deadmenuAlpha)) dxDrawText(self.score, (self.iSX/2)+135, ((self.iSY/2)+50/2)+115, 150, 50, tocolor(0, 0, 0, self.renderScoreAlpha), 1, "pricedown", "center", "center") dxDrawText(bestScore, (self.iSX/2)+135, ((self.iSY/2)+50/2)+210, 150, 50, tocolor(0, 0, 0, self.renderScoreAlpha), 1, "pricedown", "center", "center") if(self.deadmenuAlpha < 240) then self.deadmenuAlpha = self.deadmenuAlpha+10; end end end function FlappyUI:RenderScore() if(self.renderScore == true) then local u, v, w, h = 788, 116, 196, 53 dxDrawText(self.score, (self.iSX/2)+5, ((self.iSY/2)+50/2)-175, 150, 50, tocolor(0, 0, 0, self.renderScoreAlpha), 2, "pricedown", "center", "center") dxDrawText(self.score, (self.iSX/2), ((self.iSY/2)+50/2)-180, 150, 50, tocolor(255, 255, 255, self.renderScoreAlpha), 2, "pricedown", "center", "center") if(self.renderScoreAlpha < 240) then self.renderScoreAlpha = self.renderScoreAlpha+10; end end end function FlappyUI:Reset() self.startmenuEnabled = true; self.startmenuAEnabled = true; self.startmenuAlpha = 255; self.deadmenuEnabled = false; self.deadmenuAlpha = 0; self.renderScore = true; self.renderScoreAlpha = 0; self.score = 0; end function FlappyUI:Constructor(iSX, iSY, imageTexture) self.iSX = iSX; self.iSY = iSY; self.imageTexture = imageTexture; self.startmenuAlpha = 255; self.startmenuEnabled = true; self.startmenuAEnabled = true; self.deadmenuEnabled = false; self.deadmenuAlpha = 0; self.renderScore = true; self.renderScoreAlpha = 0; self.score = 0; end Sound = {}; Sound.__index = Sound; function Sound:New(...) local obj = setmetatable({}, {__index = self}); if obj.Constructor then obj:Constructor(...); end return obj; end function Sound:Constructor(sFilepath) self.sound = playSound(sFilepath, false) end Tube = {}; Tube.__index = Tube; function Tube:New(...) local obj = setmetatable({}, {__index = self}); if obj.Constructor then obj:Constructor(...); end return obj; end function Tube:Constructor(bDirection, iSX, iLength) self.direction = bDirection; self.iSX = iSX; self.iLength = iLength; self.u = 0; self.v = 0; self.w = 0; self.h = 0; self.sizeX = 52; self.sizeY = 320; if(bDirection == true) then self.u = 168; -- 112 self.v = 646; self.w = 52; self.h = 320; else self.u = 112; self.v = 646; self.w = 52; self.h = 320; end end
return { width = 0, height = 0 }
-- Combining cellular automata rules -- Here the way multiple CA rules can be combined into a single ruleset is -- demonstrated. A asynchronous cellular automata with a complicated ruleset -- generates an interesting 'corridor' like pattern. local primitives = require('forma.primitives') local automata = require('forma.automata') local subpattern = require('forma.subpattern') local neighbourhood = require('forma.neighbourhood') -- Generate a domain, and an initial state ca with one random seed cell local domain = primitives.square(80,20) local ca = subpattern.random(domain, 1) -- Complicated ruleset, try leaving out or adding more rules local moore = automata.rule(neighbourhood.moore(), "B12/S012345678") local diag = automata.rule(neighbourhood.diagonal_2(), "B01/S01234") local vn = automata.rule(neighbourhood.von_neumann(),"B12/S01234") local ruleset = {vn, moore, diag} repeat local converged ca, converged = automata.async_iterate(ca, domain, ruleset) until converged local nbh = neighbourhood.von_neumann() local segments = subpattern.neighbourhood_categories(ca, nbh) subpattern.print_patterns(domain, segments, nbh:category_label())
-- AUTO BUILD, DON'T MODIFY! typedef { conv = 'olua_$$_cclua_window_Bounds', cppcls = 'cclua::window::Bounds', } typedef { cppcls = 'cclua::SceneNoCamera *', luacls = 'cclua.SceneNoCamera', decltype = nil, conv = 'olua_$$_cppobj', num_vars = nil, } typedef { cppcls = 'cclua::Permission', luacls = 'cclua.Permission', decltype = "lua_Unsigned", conv = 'olua_$$_uint', num_vars = nil, } typedef { cppcls = 'cclua::PermissionStatus', luacls = 'cclua.PermissionStatus', decltype = "lua_Unsigned", conv = 'olua_$$_uint', num_vars = nil, } typedef { cppcls = 'cclua::runtime *', luacls = 'cclua.runtime', decltype = nil, conv = 'olua_$$_cppobj', num_vars = nil, } typedef { cppcls = 'cclua::filesystem *', luacls = 'cclua.filesystem', decltype = nil, conv = 'olua_$$_cppobj', num_vars = nil, } typedef { cppcls = 'cclua::preferences *', luacls = 'cclua.preferences', decltype = nil, conv = 'olua_$$_cppobj', num_vars = nil, } typedef { cppcls = 'cclua::timer *', luacls = 'cclua.timer', decltype = nil, conv = 'olua_$$_cppobj', num_vars = nil, } typedef { cppcls = 'cclua::window *', luacls = 'cclua.window', decltype = nil, conv = 'olua_$$_cppobj', num_vars = nil, } typedef { cppcls = 'cclua::downloader *', luacls = 'cclua.downloader', decltype = nil, conv = 'olua_$$_cppobj', num_vars = nil, } typedef { cppcls = 'cclua::MaskLayout *', luacls = 'cclua.MaskLayout', decltype = nil, conv = 'olua_$$_cppobj', num_vars = nil, }
object_static_structure_military_military_rebel_clone_tent_small = object_static_structure_military_shared_military_rebel_clone_tent_small:new { } ObjectTemplates:addTemplate(object_static_structure_military_military_rebel_clone_tent_small, "object/static/structure/military/military_rebel_clone_tent_small.iff")
require("awful.util").deprecate("Use beautiful.theme_assets instead.") return require("beautiful.theme_assets")
local sensorInfo = { name = "getuUnits", desc = "Gets updated info about units.", author = "Petrroll", date = "2018-06-18", license = "notAlicense", } local EVAL_PERIOD_DEFAULT = -1 -- actual, no caching function getInfo() return { period = EVAL_PERIOD_DEFAULT } end -- assign a unit to corresponding lane.units table function asssignUnitToLaneInfo(uid, category, laneInfo) local lanesUnits = laneInfo.units lanesUnits[category] = lanesUnits[category] or {} currTypeOfUnitsInLane = lanesUnits[category] currTypeOfUnitsInLane[#currTypeOfUnitsInLane + 1] = uid end -- finds lane that ordered this new unit -> returns laneID local SpringGetUnitDefID = Spring.GetUnitDefID function registerUnit(uid, orders, lanesInfo) local unitName = UnitDefs[SpringGetUnitDefID(uid)].name local minMatchingSeverenity = 2147483647 local minMatchingOrderId = 0 -- select matching order with lowest severenity for k, order in pairs(orders) do if order.name == unitName and order.severenity < minMatchingSeverenity then minMatchingSeverenity = order.severenity minMatchingOrderId = k end end -- order satisfied -> remove it, assign it in laneInfo, and return laneId if minMatchingOrderId ~= 0 then local order = orders[minMatchingOrderId] orders[minMatchingOrderId] = nil asssignUnitToLaneInfo(uid, order.category, lanesInfo[order.laneID]) return order.laneID end return 0 end -- @description updates unit info return function(unitsInfo, lanesInfo) local oldReg = unitsInfo.unitToLine or {} local newReg = {} local orders = unitsInfo.orders or {} local myUnits = Spring.GetTeamUnits(Spring.GetMyTeamID()) local newUnitsInfo = {} -- either copy unit's lane assignment from previous data or register it for i=1, #myUnits do local uid = myUnits[i] if oldReg[uid] == nil or oldReg[uid] == 0 then newReg[uid] = registerUnit(uid, orders, lanesInfo) else newReg[uid] = oldReg[uid] end end return {unitToLine=newReg, orders = orders} end
-- -- Created by IntelliJ IDEA. -- User: admin -- Date: 2017/5/8 -- Time: 11:09 -- To change this template use File | Settings | File Templates. -- function concat(a, b) return a .. "调用" .. b end
---- insert 'p'oint 'finder' local shiki = { escape = require 'shiki.escape', config = require 'shiki.config' } shiki.determine = require 'shiki.char-determine' -- 文字を巡回していき,区切りを見つけたらそこでyield -- エスケープに該当するなら無視していく local function coroutine_pfinder(source, escape_instance) local cursor = 1 local last = { cp = cp, category = '_initial_' } local escape_mode = false local source_len = #source local is_end = nil while cursor <= source_len do -- debug mode if shiki.config.debug then io.write(source[cursor]) end -- escape_mode if escape_mode then local match = is_end(source, cursor) if match then -- スキップするので-1 cursor = cursor + match.consume - 1 escape_mode = false -- 前回の記憶が残ってると面倒なので last = { category = '_initial_' } end else local match, id = escape_instance.is_begin(source, cursor) if match then -- スキップするので-1 cursor = cursor + match.consume - 1 escape_mode = true -- 対応する終了パターン検索 is_end = escape_instance.search_pair(id) else local c = source[cursor] local category = shiki.determine.category(c) -- 文字種が異なる場合はアキを入れる候補にする(必ずしも入れる必要はない) if last.category ~= '_initial_' and category ~= last.category then coroutine.yield({ position = cursor, pre = last.cp, post = c }) end last.cp = c last.category = category end end cursor = cursor + 1 end end function shiki.pfinder(source, escape_instance) --> iterator --> insert_point -- APIの後方互換性 -- バージョン1.3からは予め何もしないインスタンスを渡している if not escape_instance then escape_instance = shiki.escape.build_instance({}) end local co = coroutine.create(coroutine_pfinder) return function () local suc, p = coroutine.resume(co, source, escape_instance) if suc then return p else return nil end end end return shiki.pfinder
Weapon.PrettyName = "Deagle" Weapon.WeaponID = "m9k_deagle" Weapon.WeaponType = WEAPON_SECONDARY
local students = {"William", "Sophie", "Robbert"} students[3] = "Robert"
local a = "" local function b(c, d) local e, f local g = net.createConnection(net.TCP, 0) g:on( "receive", function(g, h) if not e then f = h:match("HTTP/%d%.%d (.-) .*\r\n") == "200" h = h:match("\r\n\r\n(.*)") e = true if c.save and f then file.open(c.file, "w+") end end if not f then d("Not found " .. c.file) return end if c.save then file.write(h) d("load... " .. c.file) else d(h) end payload = nil collectgarbage() end ) g:on( "disconnection", function(g) file.close() d(false) end ) g:on( "connection", function(g) g:send("GET /" .. c.path .. c.file .. " HTTP/1.0\r\n" .. "Host: " .. c.host .. "\r\n" .. "Connection: close\r\n" .. "Accept-Charset: utf-8\r\n" .. "Accept-Encoding: \r\n" .. "User-Agent: Mozilla/4.0 (compatible; esp8266 Lua; Windows NT 5.1)\r\n" .. "Accept: */*\r\n\r\n") end ) g:connect(c.port, c.host) end local function i(j) if j then if file.open("temp_get.txt", "a+") then file.write(j) file.close() end end end local function k(c, d) local l = c.file local m local function n(c) b(c, function(j) if j then a = a .. j .. '\n' else m() end end) end m = function() c.save = true if #l ~= 0 then c.file = l[#l] n(c) l[#l] = nil else d(a .. "close ") d(false) end end m() end return function(c, d) local o local function p(j) if d then d(j) else i(j) print(j) end end file.remove("temp_get.txt") if c.init == "upload" then b( c, function(q) if q then local r, s = pcall(sjson.decode, q) if r then c.file = s k(c, p) else p(false) end end end ) o = true else b(c, p) o = true end return o end
package.path = package.path .. ";spec/?.lua" local dash = require "resty-bakery-dash" local hls = require "resty-bakery-hls" local helper = require "test-helper" -- in order to add your manifests here please make sure they: -- * have 4 renditions -- * being the bandwidth for them 600000, 800000, 1500000, and 2000000 -- * save them at spec/manifests/<SOURCE_NAME>_<TYPE>.<EXTENSION> -- * SOURCE_NAME refers to where the manifest where generated -- * TYPE should be dash, master, and variant -- * EXTENSION should be mpd, m3u8 local generic_set = { {name="Dash :: Generic", handler=dash, content=helper.content_from("spec/manifests/generic_dash.mpd")}, {name="HLS :: Generic", handler=hls, content=helper.content_from("spec/manifests/generic_master.m3u8")}, } local bandwidth_set = { {name="Dash :: FFmpeg", handler=dash, content=helper.content_from("spec/manifests/ffmpeg_dash.mpd")}, {name="HLS :: FFmpeg", handler=hls, content=helper.content_from("spec/manifests/ffmpeg_master.m3u8")}, } local bandwidth_tests = { {name="defines a minimum bitrate", context={min=1500000, max=math.huge}, absent_bitrate=800000, expected_renditions=2}, {name="defines a maximum bitrate", context={min=0, max=1500000}, absent_bitrate=2000000, expected_renditions=3}, {name="defines a minimum and maximum bitrate", context={min=1500000, max=1500000}, absent_bitrate=800000, expected_renditions=1}, {name="defines a minimum bitrate", context={min=1500000, max=math.huge}, absent_bitrate=800000, expected_renditions=2}, {name="returns all rendintions when they were all filtered", context={min=10, max=10}, expected_renditions=4}, {name="returns all rendintions when no context is given", context={}, expected_renditions=4}, } describe("Resty Bakery :: Bandwidth", function() for _, manifest in ipairs(bandwidth_set) do describe(manifest.name, function() for _, test in ipairs(bandwidth_tests) do it(test.name, function() local modified_manifest = manifest.handler.bandwidth(manifest.content, test.context) local rendition_count = #manifest.handler.video_renditions(modified_manifest) assert.is.equals(test.expected_renditions, rendition_count, "there should have " .. test.expected_renditions .. " renditions") -- for some tests we're not expecting to remove bitrates if test.absent_bitrate then local present = manifest.handler.has_bitrate(modified_manifest, test.absent_bitrate) assert.is_false(present, "the rendition " .. test.absent_bitrate .. " should be absent") end end) end end) end end) local framerate_tests = { {name="filters out the 30 fps renditions", context={fps={"30", "30/1"}}, expected_renditions=2}, {name="returns all renditions when all renditions were filtered", context={fps={"30","30/1","60","60/1"}}, expected_renditions=4}, {name="returns all renditions when no fps is given", context={}, expected_renditions=4}, } describe("Resty Bakery :: Frame Rate", function() for _, manifest in ipairs(generic_set) do describe(manifest.name, function() for _, test in ipairs(framerate_tests) do it(test.name, function() local modified_manifest = manifest.handler.framerate(manifest.content, test.context) local rendition_count = #manifest.handler.video_renditions(modified_manifest) assert.is.equals(test.expected_renditions, rendition_count, "there should have " .. test.expected_renditions .. " renditions") end) end end) end end)
require 'dp' --[[command line arguments]]-- cmd = torch.CmdLine() cmd:text() cmd:text('Image Classification using Inception Models Training/Optimization') cmd:text('Example:') cmd:text('$> th deepinception.lua --lecunlcn --batchSize 128 --accUpdate --cuda') cmd:text('Options:') -- fundamentals cmd:option('--learningRate', 0.1, 'learning rate at t=0') cmd:option('--momentum', 0, 'momentum') cmd:option('--activation', 'Tanh', 'transfer function like ReLU, Tanh, Sigmoid') cmd:option('--batchSize', 32, 'number of examples per batch') -- regularization (and dropout) cmd:option('--maxOutNorm', 1, 'max norm each layers output neuron weights') cmd:option('--maxNormPeriod', 1, 'Applies MaxNorm Visitor every maxNormPeriod batches') cmd:option('--dropout', false, 'use dropout') cmd:option('--dropoutProb', '{0.2,0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5}', 'dropout probabilities') -- data and preprocessing cmd:option('--dataset', 'Svhn', 'which dataset to use : Svhn | Mnist | NotMnist | Cifar10 | Cifar100') cmd:option('--standardize', false, 'apply Standardize preprocessing') cmd:option('--zca', false, 'apply Zero-Component Analysis whitening') cmd:option('--lecunlcn', false, 'apply Yann LeCun Local Contrast Normalization (recommended)') -- convolution layers cmd:option('--convChannelSize', '{64,128}', 'Number of output channels (number of filters) for each convolution layer.') cmd:option('--convKernelSize', '{5,5}', 'kernel size of each convolution layer. Height = Width') cmd:option('--convKernelStride', '{1,1}', 'kernel stride of each convolution layer. Height = Width') cmd:option('--convPoolSize', '{2,2}', 'size of the max pooling of each convolution layer. Height = Width. (zero means no pooling)') cmd:option('--convPoolStride', '{2,2}', 'stride of the max pooling of each convolution layer. Height = Width') -- inception layers cmd:option('--incepChannelSize', '{{32,48},{32,64}}', 'A list of tables of the number of filters in the non-1x1-convolution kernel sizes. Creates an Inception model for each sub-table.') cmd:option('--incepReduceSize', '{{48,64,32,32},{48,64,32,32}}','Number of filters in the 1x1 convolutions (reduction) '.. 'used in each column. The last 2 are used respectively for the max pooling (projection) column '.. '(the last column in the paper) and the column that has nothing but a 1x1 conv (the first column in the paper).'.. 'Each subtable should have two elements more than the corresponding outputSize') cmd:option('--incepReduceStride', '{}', 'The strides of the 1x1 (reduction) convolutions. Defaults to {{1,1,1,..},...}') cmd:option('--incepKernelSize', '{}', 'The size (height=width) of the non-1x1 convolution kernels. Defaults to {{5,3},...}, i.e. 5x5 and 3x3 for each inception layer') cmd:option('--incepKernelStride', '{}', 'The stride (height=width) of the convolution. Defaults to {{1,1},...}.') cmd:option('--incepPoolSize', '{}', 'The size (height=width) of the spatial max pooling used in the next-to-last column. Variables default to 3') cmd:option('--incepPoolStride', '{}', 'The stride (height=width) of the spatial max pooling. Variables default to 1') -- dense layers cmd:option('--hiddenSize', '{}', 'size of the dense hidden layers after the convolution') -- misc cmd:option('--normalInit', false, 'initialize inputs using a normal distribution (as opposed to sparse initialization)') cmd:option('--cuda', false, 'use CUDA') cmd:option('--useDevice', 1, 'sets the device (GPU) to use') cmd:option('--maxEpoch', 1000, 'maximum number of epochs to run') cmd:option('--maxTries', 50, 'maximum number of epochs to try to find a better local minima for early-stopping') cmd:option('--accUpdate', false, 'accumulate gradients inplace (much faster, but cant be used with momentum') cmd:option('--progress', false, 'print progress bar') cmd:option('--silent', false, 'dont print anything to stdout') cmd:text() opt = cmd:parse(arg or {}) if not opt.silent then table.print(opt) end if opt.activation == 'ReLU' and not opt.normalInit then print("Warning : you should probably use --normalInit with ReLUs for ".. "this script if you don't want to get NaN errors") end -- convolution layers opt.convChannelSize = table.fromString(opt.convChannelSize) opt.convKernelSize = table.fromString(opt.convKernelSize) opt.convKernelStride = table.fromString(opt.convKernelStride) opt.convPoolSize = table.fromString(opt.convPoolSize) opt.convPoolStride = table.fromString(opt.convPoolStride) -- inception layers opt.incepChannelSize = dp.returnString(opt.incepChannelSize) opt.incepReduceSize = dp.returnString(opt.incepReduceSize) opt.incepReduceStride = dp.returnString(opt.incepReduceStride) opt.incepKernelSize = dp.returnString(opt.incepKernelSize) opt.incepKernelStride = dp.returnString(opt.incepKernelStride) opt.incepPoolSize = table.fromString(opt.incepPoolSize) opt.incepPoolStride = table.fromString(opt.incepPoolStride) -- misc opt.dropoutProb = table.fromString(opt.dropoutProb) opt.hiddenSize = table.fromString(opt.hiddenSize) --[[preprocessing]]-- local input_preprocess = {} if opt.standardize then table.insert(input_preprocess, dp.Standardize()) end if opt.zca then table.insert(input_preprocess, dp.ZCA()) end if opt.lecunlcn then table.insert(input_preprocess, dp.GCN()) table.insert(input_preprocess, dp.LeCunLCN{progress=true}) end --[[data]]-- local datasource if opt.dataset == 'Svhn' then datasource = dp.Svhn{input_preprocess = input_preprocess} elseif opt.dataset == 'Mnist' then datasource = dp.Mnist{input_preprocess = input_preprocess} elseif opt.dataset == 'NotMnist' then datasource = dp.NotMnist{input_preprocess = input_preprocess} elseif opt.dataset == 'Cifar10' then datasource = dp.Cifar10{input_preprocess = input_preprocess} elseif opt.dataset == 'Cifar100' then datasource = dp.Cifar100{input_preprocess = input_preprocess} else error("Unknown Dataset") end --[[Model]]-- function dropout(depth) return opt.dropout and (opt.dropoutProb[depth] or 0) > 0 and nn.Dropout(opt.dropoutProb[depth]) end cnn = dp.Sequential() inputSize = datasource:imageSize('c') height, width = datasource:imageSize('h'), datasource:imageSize('w') depth = 0 for i=1,#opt.convChannelSize do local conv = dp.Convolution2D{ input_size = inputSize, kernel_size = {opt.convKernelSize[i], opt.convKernelSize[i]}, kernel_stride = {opt.convKernelStride[i], opt.convKernelStride[i]}, pool_size = {opt.convPoolSize[i], opt.convPoolSize[i]}, pool_stride = {opt.convPoolStride[i], opt.convPoolStride[i]}, output_size = opt.convChannelSize[i], transfer = nn[opt.activation](), dropout = dropout(depth), acc_update = opt.accUpdate, sparse_init = not opt.normalInit } cnn:add(conv) inputSize, height, width = conv:outputSize(height, width, 'bchw') depth = depth + 1 end -- Inception layers for i=1,#opt.incepChannelSize do local incep = dp.Inception{ input_size = inputSize, output_size = opt.incepChannelSize[i], reduce_size = opt.incepReduceSize[i], reduce_stride = opt.incepReduceStride[i], kernel_size = opt.incepKernelSize[i], kernel_stride = opt.incepKernelStride[i], pool_size = opt.incepPoolSize[i], pool_stride = opt.incepPoolStride[i], transfer = nn[opt.activation](), dropout = dropout(depth), acc_update = opt.accUpdate, sparse_init = not opt.normalInit, typename = 'inception'..i } cnn:add(incep) inputSize, height, width = incep:outputSize(height, width, 'bchw') depth = depth + 1 end inputSize = inputSize*height*width dp.vprint(not opt.silent, "input to first Neural layer has: "..inputSize.." neurons") for i,hiddenSize in ipairs(opt.hiddenSize) do local dense = dp.Neural{ input_size = inputSize, output_size = hiddenSize, transfer = nn[opt.activation](), dropout = dropout(depth), acc_update = opt.accUpdate, sparse_init = not opt.normalInit } cnn:add(dense) inputSize = hiddenSize depth = depth + 1 end cnn:add( dp.Neural{ input_size = inputSize, output_size = #(datasource:classes()), transfer = nn.LogSoftMax(), dropout = dropout(depth), acc_update = opt.accUpdate, sparse_init = not opt.normalInit } ) local visitor = {} -- the ordering here is important: if opt.momentum > 0 then if opt.accUpdate then error"momentum doesn't work with --accUpdate" end table.insert(visitor, dp.Momentum{momentum_factor = opt.momentum}) end table.insert(visitor, dp.Learn{learning_rate = opt.learningRate}) table.insert(visitor, dp.MaxNorm{ max_out_norm = opt.maxOutNorm, period=opt.maxNormPeriod }) --[[Propagators]]-- train = dp.Optimizer{ loss = dp.NLL(), visitor = visitor, feedback = dp.Confusion(), sampler = dp.ShuffleSampler{batch_size = opt.batchSize}, progress = opt.progress } valid = dp.Evaluator{ loss = dp.NLL(), feedback = dp.Confusion(), sampler = dp.Sampler{batch_size = opt.batchSize} } test = dp.Evaluator{ loss = dp.NLL(), feedback = dp.Confusion(), sampler = dp.Sampler{batch_size = opt.batchSize} } --[[Experiment]]-- xp = dp.Experiment{ model = cnn, optimizer = train, validator = valid, tester = test, observer = { dp.FileLogger(), dp.EarlyStopper{ error_report = {'validator','feedback','confusion','accuracy'}, maximize = true, max_epochs = opt.maxTries } }, random_seed = os.time(), max_epoch = opt.maxEpoch } --[[GPU or CPU]]-- if opt.cuda then require 'cutorch' require 'cunn' cutorch.setDevice(opt.useDevice) xp:cuda() end xp:verbose(not opt.silent) if not opt.silent then print"dp.Models :" print(cnn) print"nn.Modules :" print(cnn:toModule(datasource:trainSet():sub(1,32))) end xp:run(datasource)
-- Lua Global Protection Module v.1.0 -- By Alexander Gladysh <[email protected]> -- See license at the end of file -- Provides -- Protection from unsanctioned access to global environment local type, pairs, error, rawget, rawset, tostring = type, pairs, error, rawget, rawset, tostring local declared = {} declare = function(name) declared[name] = true end exports = function(names) local name_type = type(names) if name_type == "table" then for k, name in pairs(names) do declare(name) end elseif name_type == "string" then declare(names) else error("Bad type for export: " .. name_type, 2) end end is_declared = function(name) return declared[name] == true end -- Note this function is intentionally not documented get_declared_iter_ = function() return pairs(declared) end setmetatable(_G,{ __index = function(t, k) if declared[k] then return rawget(t, k) end error("attempted to access undeclared global: "..tostring(k), 2) end; __newindex = function(t, k, v) if declared[k] then return rawset(t, k, v) end error("attempted to write to undeclared global: "..tostring(k), 2) end; }) --[[ Copyright (C) 2007-2009 Alexander Gladysh 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. --]]
scenes.test = Level.create() function scenes.test:load() gs.difficulty = gs.difficulty + 1 gs.bgmusic:setPitch(gs.bgmusic:getPitch( ) + 0.005) --floors drawFloors() --create world boundaries drawWalls() for i=1,math.min(math.random(0,gs.difficulty), 2) do rock = GameObject.create() rock.sprite = love.graphics.newImage("sprites/walls_h_tall.png") rock.sprite:setFilter( "nearest", "nearest") rock.position.x = math.random(8, winx/2-16) rock.position.y = math.random(16, winy-24) rock.physics.enabled = true rock.physics.type = "static" rock.width = 8 rock.height = 8 world:add(rock, rock.position.x, rock.position.y, rock.width, rock.height) table.insert(gs.entities, rock) end for i=1,math.min(math.random(0,gs.difficulty), 2) do rock = GameObject.create() rock.sprite = love.graphics.newImage("sprites/walls_h_tall.png") rock.sprite:setFilter( "nearest", "nearest") rock.position.x = math.random(winx/2+16, winx-8) rock.position.y = math.random(16, winy-24) rock.physics.enabled = true rock.physics.type = "static" rock.width = 8 rock.height = 8 world:add(rock, rock.position.x, rock.position.y, rock.width, rock.height) table.insert(gs.entities, rock) end --Load static Sprites chest = {} chest = Chest.create() if math.random(0, 100) > 50 then chest.position.x = math.random(winx/2+16, winx-24) chest.position.y = math.random(16, winy-24) else chest.position.x = math.random(24, winx/2-16) chest.position.y = math.random(16, winy-24) end chest.width = 16 chest.height = 16 world:add(chest, chest.position.x, chest.position.y, chest.width, chest.height) table.insert(gs.entities, chest) self.chest = chest gs.player:teleport(winx/2,winy-17) self.enemies = {} --Load Enemies for i=1,math.min(gs.difficulty, 5) do tmp = Witch.create() tmp.physics.target = gs.player world:add(tmp, tmp.position.x, tmp.position.y, tmp.width, tmp.height) table.insert(gs.entities, tmp) table.insert(self.enemies, tmp) end exit = GameObject.create() exit.name = "exit" exit.sprite = love.graphics.newImage("sprites/exit_closed.png") exit.sprite:setFilter( "nearest", "nearest") exit.position.x = 70 exit.position.y = 0 table.insert(gs.entities, exit) end function scenes.test:update() end function scenes.test:complete() if self.completed == false then self.completed = true exit = GameObject.create() exit.name = "exit" exit.sprite = love.graphics.newImage("sprites/exit.png") exit.sprite:setFilter( "nearest", "nearest") exit.position.x = 70 exit.position.y = 0 exit.physics.enabled = true exit.physics.type = "trigger" exit.physics.trigger = "loadlevel" exit.physics.triggerval = "test" exit.physics.width = 16 exit.physics.height = 16 exit.physics.enabled = true exit.physics.type = "trigger" exit.physics.trigger = "loadlevel" exit.physics.triggerval = "test" table.insert(gs.entities, exit) world:add(exit, exit.position.x, exit.position.y, 16, 16) self.chest.physics.enabled = false self.chest.opened = true world:remove(self.chest) if gs.difficulty == 1 then self.chest:giveSpell("ice") gs.player.spellIndex = 2 elseif gs.difficulty == 2 then self.chest:giveSpell("arrow") gs.player.spellIndex = 3 elseif gs.difficulty == 3 then self.chest:giveSpell("heart") gs.player.spellIndex = 4 end for i=1,math.min(2*gs.difficulty, 10) do coin = Coin.create() tempx = math.random(24, winx-24) tempy = math.random(24, winy-24) x, y = math.normalize(tempx-self.chest.position.x, tempy-self.chest.position.y) coin.position.x = self.chest.position.x coin.position.y = self.chest.position.y coin.physics.velocity.x = x/4 coin.physics.velocity.y = y/4 coin.width = 8 coin.height = 8 world:add(coin, coin.position.x, coin.position.y, coin.width, coin.height) table.insert(gs.entities, coin) end end end
-- tolua: class class -- Written by Waldemar Celes -- TeCGraf/PUC-Rio -- Jul 1998 -- $Id: $ -- This code is free software; you can redistribute it and/or modify it. -- The software provided hereunder is on an "as is" basis, and -- the author has no obligation to provide maintenance, support, updates, -- enhancements, or modifications. -- Class class -- Represents a class definition. -- Stores the following fields: -- name = class name -- base = class base, if any (only single inheritance is supported) -- {i} = list of members classClass = { classtype = 'class', name = '', base = '', type = '', btype = '', ctype = '', } classClass.__index = classClass setmetatable(classClass,classContainer) -- register class function classClass:register (pre) if not self:check_public_access() then return end pre = pre or '' push(self) if _collect[self.type] then output(pre,'#ifdef __cplusplus\n') output(pre..'tolua_cclass(tolua_S,"'..self.lname..'","'..self.type..'","'..self.btype..'",'.._collect[self.type]..');') output(pre,'#else\n') output(pre..'tolua_cclass(tolua_S,"'..self.lname..'","'..self.type..'","'..self.btype..'",nullptr);') output(pre,'#endif\n') else output(pre..'tolua_cclass(tolua_S,"'..self.lname..'","'..self.type..'","'..self.btype..'",nullptr);') end if self.extra_bases then for k,base in ipairs(self.extra_bases) do -- not now --output(pre..' tolua_addbase(tolua_S, "'..self.type..'", "'..base..'");') end end output(pre..'tolua_beginmodule(tolua_S,"'..self.lname..'");') local i=1 while self[i] do self[i]:register(pre..' ') i = i+1 end output(pre..'tolua_endmodule(tolua_S);') pop() end -- return collection requirement function classClass:requirecollection (t) if self.flags.protected_destructor or (not self:check_public_access()) then return false end push(self) local r = false local i=1 while self[i] do r = self[i]:requirecollection(t) or r i = i+1 end pop() -- only class that exports destructor can be appropriately collected -- classes that export constructors need to have a collector (overrided by -D flag on command line) if self._delete or ((not flags['D']) and self._new) then --t[self.type] = "tolua_collect_" .. gsub(self.type,"::","_") t[self.type] = "tolua_collect_" .. clean_template(self.type) r = true end return r end -- output tags function classClass:decltype () push(self) self.type = regtype(self.original_name or self.name) self.btype = typevar(self.base) self.ctype = 'const '..self.type if self.extra_bases then for i=1,#self.extra_bases do self.extra_bases[i] = typevar(self.extra_bases[i]) end end local i=1 while self[i] do self[i]:decltype() i = i+1 end pop() end -- Print method function classClass:print (ident,close) print(ident.."Class{") print(ident.." name = '"..self.name.."',") print(ident.." base = '"..self.base.."';") print(ident.." lname = '"..self.lname.."',") print(ident.." type = '"..self.type.."',") print(ident.." btype = '"..self.btype.."',") print(ident.." ctype = '"..self.ctype.."',") local i=1 while self[i] do self[i]:print(ident.." ",",") i = i+1 end print(ident.."}"..close) end function classClass:set_protected_destructor(p) self.flags.protected_destructor = self.flags.protected_destructor or p end -- Internal constructor function _Class (t) setmetatable(t,classClass) t:buildnames() append(t) return t end -- Constructor -- Expects the name, the base (array) and the body of the class. function Class (n,p,b) if #p > 1 then b = string.sub(b, 1, -2) for i=2,#p,1 do b = b.."\n tolua_inherits "..p[i].." __"..p[i].."__;\n" end b = b.."\n}" end -- check for template b = string.gsub(b, "^{%s*TEMPLATE_BIND", "{\nTOLUA_TEMPLATE_BIND") local t,_,T,I = string.find(b, '^{%s*TOLUA_TEMPLATE_BIND%s*%(+%s*\"?([^\",]*)\"?%s*,%s*([^%)]*)%s*%)+') if t then -- remove quotes I = string.gsub(I, "\"", "") T = string.gsub(T, "\"", "") -- get type list local types = split_c_tokens(I, ",") -- remove TEMPLATE_BIND line local bs = string.gsub(b, "^{%s*TOLUA_TEMPLATE_BIND[^\n]*\n", "{\n") local Tl = split(T, " ") local tc = TemplateClass(n, p, bs, Tl) tc:throw(types, true) --for i=1,types.n do -- tc:throw(split_c_tokens(types[i], " "), true) --end return end local mbase if p then mbase = table.remove(p, 1) if not p[1] then p = nil end end mbase = mbase and resolve_template_types(mbase) local c local oname = string.gsub(n, "@.*$", "") oname = getnamespace(classContainer.curr)..oname if _global_classes[oname] then c = _global_classes[oname] if mbase and ((not c.base) or c.base == "") then c.base = mbase end else c = _Class(_Container{name=n, base=mbase, extra_bases=p}) local ft = getnamespace(c.parent)..c.original_name append_global_type(ft, c) end push(c) c:parse(strsub(b,2,strlen(b)-1)) -- eliminate braces pop() end
-------------------------------------------------------------------------------- local class = require "lib.middleclass" local GenericCalculator = require "app.calculators.generic_calculator" -------------------------------------------------------------------------------- local Calculator = class("Calculator", GenericCalculator) Calculator.required_inputs = { "f01", "f02", "f03", "f04", "f05", "f06", "f07", "f08", "f09", "f10", "f11", "f12", "f13", "f14" } -------------------------------------------------------------------------------- -- Vypocet (dle dodanych podkladu) -------------------------------------------------------------------------------- -- Snahou je vypocet prevest tak, aby byl co nejpodobnejsi dodanym podkladum -- -- Pole "body" a "vypoctene" odpovida dodanym podkladum (s tim rozdilem, -- ze prvni prvek ma v Lua index 1, ne 0). -- -- V promenne inp jsou ulozene zvalidovane a jiz na cisla prevedene vstupy. -------------------------------------------------------------------------------- function Calculator:compute() local inp = self.inputs local body = {} local vypoctene = {} vypoctene[1] = (inp.f01 + inp.f02) / 2 body[1] = vypoctene[1] vypoctene[2] = (inp.f03 + inp.f04) / 2 body[2] = vypoctene[2] vypoctene[3] = (inp.f05 + inp.f06) / 2 body[3] = vypoctene[3] vypoctene[4] = (inp.f07 + inp.f08) / 2 body[4] = vypoctene[4] vypoctene[5] = inp.f09 body[5] = vypoctene[5] -- vypoctene[6] = inp.f10 body[6] = vypoctene[6] vypoctene[7] = inp.f11 body[7] = vypoctene[7] vypoctene[8] = inp.f12 body[8] = vypoctene[8] vypoctene[9] = inp.f13 body[9] = vypoctene[9] vypoctene[9] = inp.f09 / inp.f14 if vypoctene[1] < 2.5 then body[10] = 0 elseif vypoctene[1] < 2.7 then body[10] = 1 elseif vypoctene[1] < 2.9 then body[10] = 2 else body[10] = 3 end self.kladne = 0 for i = 1, 9 do self.kladne = self.kladne + body[i] end self.zaporne = body[10] -- + body[11] TODO: v podkladech je to takto i kdyz se body[11] (v podkladech body[10]) neprirazuju a jsou vzdy 0 self.soucet = self.kladne - self.zaporne if self.soucet < 185 then self.medal = "none" elseif self.soucet < 195 then self.medal = "bronze" elseif self.soucet < 205 then self.medal = "silver" else self.medal = "gold" end self.vypoctene = vypoctene self.body = body end return Calculator
local init_state = 1 featurePath = 'GeneralEffect_5100' num31 = 22 preIsPortrait = 1 function checkAspectRatio(this) local feature = this:getFeature(featurePath) if (feature) then local GEFeature = EffectSdk.castGeneralEffectFeature(feature) local effectManager = this:getEffectManager() if (effectManager) then local aspectRatio = effectManager:getInputAspectRatio() isPortrait = 1 if (aspectRatio < 1.0) then isPortrait = 0 end if preIsPortrait ~= isPortrait then for i = 1,num31 do GEFeature:setUniformInt("31_"..i, 1, "isPortrait", isPortrait) end preIsPortrait = isPortrait end end end end EventHandles = { handleEffectEvent = function (this, eventCode) if(init_state == 1) then init_state = 0 print("eventCode",eventCode) if (eventCode == 1) then this:addTimer(3214349, EffectSdk.BEF_TIMER_EVENT_CIRCLE, 10) checkAspectRatio(this) local feature_1 = this:getFeature("GeneralEffect_5100") if (feature_1) then feature_1:setFeatureStatus(EffectSdk.BEF_FEATURE_STATUS_ENABLED, true) end end end return true end, handleTimerEvent = function (this, timerId, milliSeconds) if timerId ~= 3214349 then return end checkAspectRatio(this) return true end }
object_ship_ixiyen_s01_tier9 = object_ship_shared_ixiyen_s01_tier9:new { } ObjectTemplates:addTemplate(object_ship_ixiyen_s01_tier9, "object/ship/ixiyen_s01_tier9.iff")
--[[ Documentation links for the C syntax highlighter of the LXSH module. Author: Peter Odding <[email protected]> Last Change: July 16, 2011 URL: http://peterodding.com/code/lua/lxsh/ Generated by http://github.com/xolox/lua-lxsh/blob/master/etc/doclinks.lua. ]] return { abort="http://linux.die.net/man/3/abort", abs="http://linux.die.net/man/3/abs", acos="http://linux.die.net/man/3/acos", acosf="http://linux.die.net/man/3/acosf", acosl="http://linux.die.net/man/3/acosl", asctime="http://linux.die.net/man/3/asctime", asin="http://linux.die.net/man/3/asin", asinf="http://linux.die.net/man/3/asinf", asinl="http://linux.die.net/man/3/asinl", assert="http://linux.die.net/man/3/assert", atan="http://linux.die.net/man/3/atan", atan2="http://linux.die.net/man/3/atan2", atan2f="http://linux.die.net/man/3/atan2f", atan2l="http://linux.die.net/man/3/atan2l", atanf="http://linux.die.net/man/3/atanf", atanl="http://linux.die.net/man/3/atanl", atexit="http://linux.die.net/man/3/atexit", atof="http://linux.die.net/man/3/atof", atoi="http://linux.die.net/man/3/atoi", atol="http://linux.die.net/man/3/atol", bsearch="http://linux.die.net/man/3/bsearch", calloc="http://linux.die.net/man/3/calloc", ceil="http://linux.die.net/man/3/ceil", ceilf="http://linux.die.net/man/3/ceilf", ceill="http://linux.die.net/man/3/ceill", clearerr="http://linux.die.net/man/3/clearerr", clock="http://linux.die.net/man/3/clock", cos="http://linux.die.net/man/3/cos", cosf="http://linux.die.net/man/3/cosf", cosh="http://linux.die.net/man/3/cosh", coshf="http://linux.die.net/man/3/coshf", coshl="http://linux.die.net/man/3/coshl", cosl="http://linux.die.net/man/3/cosl", ctime="http://linux.die.net/man/3/ctime", difftime="http://linux.die.net/man/3/difftime", div="http://linux.die.net/man/3/div", div_t="http://linux.die.net/man/3/div_t", EDOM="http://linux.die.net/man/3/EDOM", EILSEQ="http://linux.die.net/man/3/EILSEQ", ERANGE="http://linux.die.net/man/3/ERANGE", errno="http://linux.die.net/man/3/errno", exit="http://linux.die.net/man/3/exit", exp="http://linux.die.net/man/3/exp", expf="http://linux.die.net/man/3/expf", expl="http://linux.die.net/man/3/expl", fabs="http://linux.die.net/man/3/fabs", fabsf="http://linux.die.net/man/3/fabsf", fabsl="http://linux.die.net/man/3/fabsl", fclose="http://linux.die.net/man/3/fclose", feof="http://linux.die.net/man/3/feof", ferror="http://linux.die.net/man/3/ferror", fflush="http://linux.die.net/man/3/fflush", fgetc="http://linux.die.net/man/3/fgetc", fgetpos="http://linux.die.net/man/3/fgetpos", fgets="http://linux.die.net/man/3/fgets", floor="http://linux.die.net/man/3/floor", floorf="http://linux.die.net/man/3/floorf", floorl="http://linux.die.net/man/3/floorl", fmod="http://linux.die.net/man/3/fmod", fmodf="http://linux.die.net/man/3/fmodf", fmodl="http://linux.die.net/man/3/fmodl", fopen="http://linux.die.net/man/3/fopen", fpos_t="http://linux.die.net/man/3/fpos_t", fprintf="http://linux.die.net/man/3/fprintf", fputc="http://linux.die.net/man/3/fputc", fputs="http://linux.die.net/man/3/fputs", fread="http://linux.die.net/man/3/fread", free="http://linux.die.net/man/3/free", freopen="http://linux.die.net/man/3/freopen", frexp="http://linux.die.net/man/3/frexp", frexpf="http://linux.die.net/man/3/frexpf", frexpl="http://linux.die.net/man/3/frexpl", fscanf="http://linux.die.net/man/3/fscanf", fseek="http://linux.die.net/man/3/fseek", fsetpos="http://linux.die.net/man/3/fsetpos", ftell="http://linux.die.net/man/3/ftell", fwrite="http://linux.die.net/man/3/fwrite", getc="http://linux.die.net/man/3/getc", getchar="http://linux.die.net/man/3/getchar", getenv="http://linux.die.net/man/3/getenv", gets="http://linux.die.net/man/3/gets", gmtime="http://linux.die.net/man/3/gmtime", HUGE_VAL="http://linux.die.net/man/3/HUGE_VAL", isalnum="http://linux.die.net/man/3/isalnum", isalpha="http://linux.die.net/man/3/isalpha", iscntrl="http://linux.die.net/man/3/iscntrl", isdigit="http://linux.die.net/man/3/isdigit", isgraph="http://linux.die.net/man/3/isgraph", islower="http://linux.die.net/man/3/islower", isprint="http://linux.die.net/man/3/isprint", ispunct="http://linux.die.net/man/3/ispunct", isspace="http://linux.die.net/man/3/isspace", isupper="http://linux.die.net/man/3/isupper", isxdigit="http://linux.die.net/man/3/isxdigit", jmp_buf="http://linux.die.net/man/3/jmp_buf", labs="http://linux.die.net/man/3/labs", LC_ALL="http://linux.die.net/man/3/LC_ALL", LC_COLLATE="http://linux.die.net/man/3/LC_COLLATE", LC_CTYPE="http://linux.die.net/man/3/LC_CTYPE", LC_MONETARY="http://linux.die.net/man/3/LC_MONETARY", LC_NUMERIC="http://linux.die.net/man/3/LC_NUMERIC", LC_TIME="http://linux.die.net/man/3/LC_TIME", lconv="http://linux.die.net/man/3/lconv", ldexp="http://linux.die.net/man/3/ldexp", ldexpf="http://linux.die.net/man/3/ldexpf", ldexpl="http://linux.die.net/man/3/ldexpl", ldiv="http://linux.die.net/man/3/ldiv", ldiv_t="http://linux.die.net/man/3/ldiv_t", localeconv="http://linux.die.net/man/3/localeconv", localtime="http://linux.die.net/man/3/localtime", log="http://linux.die.net/man/3/log", log10="http://linux.die.net/man/3/log10", log10f="http://linux.die.net/man/3/log10f", log10l="http://linux.die.net/man/3/log10l", logf="http://linux.die.net/man/3/logf", logl="http://linux.die.net/man/3/logl", longjmp="http://linux.die.net/man/3/longjmp", lua_Alloc="http://www.lua.org/manual/5.1/manual.html#lua_Alloc", lua_atpanic="http://www.lua.org/manual/5.1/manual.html#lua_atpanic", lua_call="http://www.lua.org/manual/5.1/manual.html#lua_call", lua_CFunction="http://www.lua.org/manual/5.1/manual.html#lua_CFunction", lua_checkstack="http://www.lua.org/manual/5.1/manual.html#lua_checkstack", lua_close="http://www.lua.org/manual/5.1/manual.html#lua_close", lua_concat="http://www.lua.org/manual/5.1/manual.html#lua_concat", LUA_CPATH="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_CPATH", lua_cpcall="http://www.lua.org/manual/5.1/manual.html#lua_cpcall", lua_createtable="http://www.lua.org/manual/5.1/manual.html#lua_createtable", lua_Debug="http://www.lua.org/manual/5.1/manual.html#lua_Debug", lua_dump="http://www.lua.org/manual/5.1/manual.html#lua_dump", LUA_ENVIRONINDEX="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_ENVIRONINDEX", lua_equal="http://www.lua.org/manual/5.1/manual.html#lua_equal", LUA_ERRERR="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_ERRERR", LUA_ERRFILE="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_ERRFILE", LUA_ERRMEM="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_ERRMEM", lua_error="http://www.lua.org/manual/5.1/manual.html#lua_error", LUA_ERRRUN="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_ERRRUN", LUA_ERRSYNTAX="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_ERRSYNTAX", lua_gc="http://www.lua.org/manual/5.1/manual.html#lua_gc", lua_getallocf="http://www.lua.org/manual/5.1/manual.html#lua_getallocf", lua_getfenv="http://www.lua.org/manual/5.1/manual.html#lua_getfenv", lua_getfield="http://www.lua.org/manual/5.1/manual.html#lua_getfield", lua_getglobal="http://www.lua.org/manual/5.1/manual.html#lua_getglobal", lua_gethook="http://www.lua.org/manual/5.1/manual.html#lua_gethook", lua_gethookcount="http://www.lua.org/manual/5.1/manual.html#lua_gethookcount", lua_gethookmask="http://www.lua.org/manual/5.1/manual.html#lua_gethookmask", lua_getinfo="http://www.lua.org/manual/5.1/manual.html#lua_getinfo", lua_getlocal="http://www.lua.org/manual/5.1/manual.html#lua_getlocal", lua_getmetatable="http://www.lua.org/manual/5.1/manual.html#lua_getmetatable", lua_getstack="http://www.lua.org/manual/5.1/manual.html#lua_getstack", lua_gettable="http://www.lua.org/manual/5.1/manual.html#lua_gettable", lua_gettop="http://www.lua.org/manual/5.1/manual.html#lua_gettop", lua_getupvalue="http://www.lua.org/manual/5.1/manual.html#lua_getupvalue", LUA_GLOBALSINDEX="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_GLOBALSINDEX", lua_Hook="http://www.lua.org/manual/5.1/manual.html#lua_Hook", LUA_HOOKCALL="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_HOOKCALL", LUA_HOOKCOUNT="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_HOOKCOUNT", LUA_HOOKLINE="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_HOOKLINE", LUA_HOOKRET="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_HOOKRET", LUA_HOOKTAILRET="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_HOOKTAILRET", LUA_INIT="http://www.lua.org/manual/5.1/manual.html#pdf-LUA_INIT", lua_insert="http://www.lua.org/manual/5.1/manual.html#lua_insert", lua_Integer="http://www.lua.org/manual/5.1/manual.html#lua_Integer", lua_isboolean="http://www.lua.org/manual/5.1/manual.html#lua_isboolean", lua_iscfunction="http://www.lua.org/manual/5.1/manual.html#lua_iscfunction", lua_isfunction="http://www.lua.org/manual/5.1/manual.html#lua_isfunction", 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setbuf="http://linux.die.net/man/3/setbuf", setjmp="http://linux.die.net/man/3/setjmp", setlocale="http://linux.die.net/man/3/setlocale", setvbuf="http://linux.die.net/man/3/setvbuf", SIG_DFL="http://linux.die.net/man/3/SIG_DFL", SIG_ERR="http://linux.die.net/man/3/SIG_ERR", SIG_IGN="http://linux.die.net/man/3/SIG_IGN", SIGABRT="http://linux.die.net/man/3/SIGABRT", SIGFPE="http://linux.die.net/man/3/SIGFPE", SIGILL="http://linux.die.net/man/3/SIGILL", SIGINT="http://linux.die.net/man/3/SIGINT", signal="http://linux.die.net/man/3/signal", SIGSEGV="http://linux.die.net/man/3/SIGSEGV", SIGTERM="http://linux.die.net/man/3/SIGTERM", sin="http://linux.die.net/man/3/sin", sinf="http://linux.die.net/man/3/sinf", sinh="http://linux.die.net/man/3/sinh", sinhf="http://linux.die.net/man/3/sinhf", sinhl="http://linux.die.net/man/3/sinhl", sinl="http://linux.die.net/man/3/sinl", sprintf="http://linux.die.net/man/3/sprintf", sqrt="http://linux.die.net/man/3/sqrt", sqrtf="http://linux.die.net/man/3/sqrtf", sqrtl="http://linux.die.net/man/3/sqrtl", srand="http://linux.die.net/man/3/srand", sscanf="http://linux.die.net/man/3/sscanf", stderr="http://linux.die.net/man/3/stderr", stdin="http://linux.die.net/man/3/stdin", stdout="http://linux.die.net/man/3/stdout", strcat="http://linux.die.net/man/3/strcat", strchr="http://linux.die.net/man/3/strchr", strcmp="http://linux.die.net/man/3/strcmp", strcoll="http://linux.die.net/man/3/strcoll", strcpy="http://linux.die.net/man/3/strcpy", strcspn="http://linux.die.net/man/3/strcspn", strerror="http://linux.die.net/man/3/strerror", strftime="http://linux.die.net/man/3/strftime", strlen="http://linux.die.net/man/3/strlen", strncat="http://linux.die.net/man/3/strncat", strncmp="http://linux.die.net/man/3/strncmp", strncpy="http://linux.die.net/man/3/strncpy", strpbrk="http://linux.die.net/man/3/strpbrk", strrchr="http://linux.die.net/man/3/strrchr", strspn="http://linux.die.net/man/3/strspn", strstr="http://linux.die.net/man/3/strstr", strtod="http://linux.die.net/man/3/strtod", strtok="http://linux.die.net/man/3/strtok", strtol="http://linux.die.net/man/3/strtol", strtoul="http://linux.die.net/man/3/strtoul", strxfrm="http://linux.die.net/man/3/strxfrm", system="http://linux.die.net/man/3/system", tan="http://linux.die.net/man/3/tan", tanf="http://linux.die.net/man/3/tanf", tanh="http://linux.die.net/man/3/tanh", tanhf="http://linux.die.net/man/3/tanhf", tanhl="http://linux.die.net/man/3/tanhl", tanl="http://linux.die.net/man/3/tanl", tmpfile="http://linux.die.net/man/3/tmpfile", tmpnam="http://linux.die.net/man/3/tmpnam", tolower="http://linux.die.net/man/3/tolower", toupper="http://linux.die.net/man/3/toupper", ungetc="http://linux.die.net/man/3/ungetc", va_arg="http://linux.die.net/man/3/va_arg", va_end="http://linux.die.net/man/3/va_end", va_list="http://linux.die.net/man/3/va_list", va_start="http://linux.die.net/man/3/va_start", vfprintf="http://linux.die.net/man/3/vfprintf", vprintf="http://linux.die.net/man/3/vprintf", vsprintf="http://linux.die.net/man/3/vsprintf", wchar_t="http://linux.die.net/man/3/wchar_t", wcstombs="http://linux.die.net/man/3/wcstombs", wctomb="http://linux.die.net/man/3/wctomb", }
------------------------------------------------------------------------------- -- RPNames -- by Tammya-MoonGuard (Copyright 2018) ------------------------------------------------------------------------------- -- This is a simple API to fetch roleplay names from RP addons such as -- Total RP 3, XRP Roleplay Profiles, or MyRolePlay, and it falls back to -- their toon name. ------------------------------------------------------------------------------- -- Redistribution and use in source and binary forms, with or without -- modification, are permitted provided that the following conditions are met: -- -- 1. Redistributions of source code must retain the above copyright notice, -- this list of conditions and the following disclaimer. -- -- 2. Redistributions in binary form must reproduce the above copyright -- notice, this list of conditions and the following disclaimer in the -- documentation and/or other materials provided with the distribution. -- -- 3. Neither the name of the copyright holder nor the names of its -- contributors may be used to endorse or promote products derived from this -- software without specific prior written permission. -----------------------------------------------------------------------------^- local VERSION = 1 ------------------------------------------------------------------------------- -- LibRPNames is the public API. Internal is our "private" namespace to work -- in (Me). if not LibRPNames then LibRPNames = {} LibRPNames.Internal = {} end ------------------------------------------------------------------------------- local Me = LibRPNames.Internal local Public = LibRPNames ------------------------------------------------------------------------------- if Me.version and Me.version >= VERSION then -- Already have a newer or existing version loaded; cancel. Me.load = false return else -- Save old version so any sub files can reference it and make upgrades. Me.old_version = Me.version -- Me.load is a simple switch for sub files to continue loading or not. If -- it's false then it means we're up-to-date and any sub files should exit -- out immediately. Me.load = true end ------------------------------------------------------------------------------- Me.version = VERSION -- -- << Do upgrades here for anything that needs it. >> -- ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- -- Cache keys are <ambiguated name>_<subkey>. Subkeys are "name", "short", -- "icon", and "color", and those entries contiain the full name, the -- shortened name, the icon, and the color code, respectively. Icon and color -- may be missing if the RP addon being used doesn't support those values or -- if those values aren't present in their profile. Me.cache = {} ------------------------------------------------------------------------------- -- The time when the cache was last cleared. The entire cache is dumped every -- `CACHE_RESET_TIME` seconds. Each entry does not have time attached. It's -- a global reset. Me.cache_time = 0 local CACHE_RESET_TIME = 5 ------------------------------------------------------------------------------- -- This is a table (built below) that contains common titles, used for -- filtering out player titles. -- -- The MSP doesn't have different slots for title, first name and last name, -- so this is necessary to cut out titles if someone is using a non TRP addon. -- Me.titles = {} do local titles = { -- Military "private", "pvt", "pfc", "corporal", "cpl"; "sergeant", "sgt"; "lieutenant", "lt"; "captain", "cpt", "commander", "major", "admiral"; "ensign", "officer", "cadet", "guard"; -- Nobility "dame", "sir", "knight"; "lady", "lord", "mister"; "mistress", "master", "miss"; "king", "queen", "prince", "princess"; "archduke", "archduchess", "duke", "duchess"; "marquess", "marquis", "marchioness", "margrave", "landgrave"; "count", "countess", "viscount", "viscountess"; "baron", "baroness", "baronet", "baronetess"; -- Civility "mr", "mrs"; -- Religion "bishop", "father", "mother"; } for _,v in pairs( titles ) do Me.titles[v] = true -- Duplicate each entry with a trailing period, for a lot of the -- abbreviated titles. So "mr" also includes "mr.". Me.titles[v .. "."] = true end end ------------------------------------------------------------------------------- -- Takes a full name like "Duke Maxen Montclair" and returns "Maxen Montclair". -- function Me.StripTitle( name ) local a = name:match( "^%s*%S+" ) if a and Me.titles[a:lower()] then -- Note that this pattern should not destroy the word if it is the only -- word. Sure, execution should not reach here if that's the case, but -- future proofing? name = name:gsub( "^%s*%S+%s+", "" ) end return name end ------------------------------------------------------------------------------- -- Takes a full name without titles such as "Maxen Montclair" and returns the -- first term or first few terms if the first name is too short. -- Examples: -- Maxen Montclair -> Maxen -- Kim Sweete -> Kim Sweete (Uses full name since first name is only 3 -- characters) -- If first term is less than 4 characters, the full name will be used. -- function Me.GetShortName( name ) if not name or name == "" then return name end local short = name:match( "%S+" ) if #short < 4 then short = name end return short end ------------------------------------------------------------------------------- -- Reset the name cache. function Me.ClearCache() Me.cache_time = GetTime() wipe( Me.cache ) end ------------------------------------------------------------------------------- -- This is the main query function. -- -- `toon` is the person you're querying, a toon name with optional dash and -- realm. It should also have proper capitalization, or the underlying -- RP addon API might not recognize it. `guid` is an optional parameter, and -- only used if there is no data on the player, in which the color will be -- filled in with their class color. -- -- Returns `name, shortname, icon, color` -- -- If the person doesn't have an icon or if we aren't using an RP addon that -- uses icons, then that will be `nil`. If the person isn't using a name -- color, then this returns the game's class color for them. Color will -- always have "ff" at the start for the alpha channel, and is suitable to -- pair with a "|c" escape sequence. -- -- Example return values: -- "Richard Baronsteen", "Richard", "spell_mage_supernova", "ff112233" -- "Caroline Watson", "Caroline", nil, nil -- function Me.Get( toon, guid ) -- Every so often, we just dump the entire cache. This might have some -- caveats if the user is looking up a LOT of names, but under normal use -- this seems like a good way to go about it. if GetTime() > Me.cache_time + CACHE_RESET_TIME then Me.ClearCache() end toon = Ambiguate( toon, "all" ) -- If we have a cached entry (not erased above) then we use that instantly. local cached = Me.cache[ toon ] if cached then local color = cached[4] -- Color is kind of a weird thing. If the name doesn't have a color -- code attached to it from their RP profile, then we default to the -- class color, but we might not always have a valid guid. If the -- guid isn't given, then the color should default to nil rather than -- whatever last value we got. Essentially, the class color is -not- -- cached. if not color then color = Me.GetClassColor( guid ) end return cached[1], cached[2], cached[3], color end local name, shortname, icon, color if TRP3_API then -- TRP3 is the preferred method, since the title field is a separate -- entity (so long as a profile is received from TRP as well). name, shortname, icon, color = Me.GetTRP3Name( toon ) elseif msp then -- XRP and MRP names are handled here. XRP populates the MSP cache so -- it works seamlessly with its own internal profile cache. name, shortname, icon, color = Me.GetMSPName( toon ) end if not name then name = Me.GetNormalName( toon ) shortname = name end Me.cache[ toon ] = { name, shortname, icon, color } if not color then color = Me.GetClassColor( guid ) end return name, shortname, icon, color end ------------------------------------------------------------------------------- -- Returns a character's class color from a guid. Handles `nil` as an input -- where it just returns `nil` too. -- function Me.GetClassColor( guid ) if not guid then return nil end local _, cls = GetPlayerInfoByGUID( guid ) if cls and RAID_CLASS_COLORS[cls] then local c = RAID_CLASS_COLORS[cls] return ("ff%.2x%.2x%.2x"):format(c.r*255, c.g*255, c.b*255) end end ------------------------------------------------------------------------------- -- Cuts a realm tag off of a name. function Me.GetNormalName( toon ) return toon:match( "[^-]*" ) end ------------------------------------------------------------------------------- -- Fetches data from TRP3. `toon` is toon name and optional realm. -- Returns `fullname, shortname, icon, color` -- Disregards the "title" field from RP names. -- function Me.GetTRP3Name( toon ) -- A lot of this code "just works", but it's reasonably sensed. This -- basically checks if TRP3 is finished setting up its registry and -- ready to go with queries. if not TRP3_API.register.getCharacterList() then return end -- "unit id" in this case is a fully qualified toon name. TRP3 calls them -- that, so we're using the same term name here. If the realm is missing -- we can fetch it from TRP3's globals. Getting the player's realm name -- natively seems to be a bit of a pain in the ass otherwise. local unit_id = toon if not unit_id:find( "-" ) then unit_id = unit_id .. "-" .. TRP3_API.globals.player_realm_id end -- There's two profile sources, and that's the player's own, and other -- people they have seen. If the character name isn't known, then we -- just break out. Note that we're just returning nil when we fail. The -- fallback values are done in the upper layer of code. local profile if unit_id == TRP3_API.globals.player_id then profile = TRP3_API.profile.getData( "player" ) elseif TRP3_API.register.isUnitIDKnown( unit_id ) then profile = TRP3_API.register.getUnitIDCurrentProfile( unit_id ) else return end local ch = profile and profile.characteristics -- I'm not sure what cases would have this structure not present, but -- this sort of check is also there in the official TRP code. Simple -- prudence, maybe. if not ch then return end -- To build our fullname, we concatenate the first name and last name, -- discarding the title field. If the first name isn't present, we default -- to the stripped name. local fullname = ch.FN or Me.GetNormalName( toon ) if ch.LN then fullname = fullname .. " " .. ch.LN end -- If this profile was received from the MSP side, the FN field is the -- entire name, including titles, so we need to manually strip them out. -- Of course this isn't ideal, but it's the best we can do. fullname = Me.StripTitle( fullname ) local color, icon if ch.CH and ch.CH ~= "" then -- The color field is a 6 digit hex code, and we prepend "ff" to be -- a valid color code to use in the color escape sequence. color = "ff" .. ch.CH end -- In some cases I believe some fields can be "" as well as nil, so check -- for that too. At least with the MSP, "" is an empty field. if ch.IC and ch.IC ~= "" then icon = ch.IC end return fullname, Me.GetShortName( fullname ), icon, color end ------------------------------------------------------------------------------- -- Try and get a result from a certain name. -- -- We try with fullname (name-realm) and then normal name. -- local function TryGetMSP( name ) if msp.char[name] and msp.char[name].supported then -- With the MSP, names are stored in a single field. Less optimal, -- since sometimes we don't know what is a player's title, but we -- try to filter it out still. -- Also with MSP, the name might have a color code prefixed to it, -- which we need to parse and save as the color field. local fullname = msp.char[name].field.NA local color = fullname:match( "^|c(%x%x%x%x%x%x%x%x)" ) fullname = fullname:gsub( "|c(%x%x%x%x%x%x%x%x)", "" ) fullname = fullname:gsub( "|r", "" ) if fullname == "" then return end -- MSP always returns empty strings rather than nil for unfilled -- entries. local icon = msp.char[name].IC if icon == "" then icon = nil end fullname = Me.StripTitle( fullname ) return fullname, Me.GetShortName( fullname ), icon, color end end ------------------------------------------------------------------------------- -- Fetches data from LibMSP. `name` is a toon name and optional realm. -- Returns `fullname, shortname, icon, color` -- Tries to strip titles from names. -- function Me.GetMSPName( toon ) local firstname, color local toonrealm = toon toon = Ambiguate( toon, "all" ) if not toonrealm:find( "-" ) then local realm = GetNormalizedRealmName() if not realm then return end toonrealm = toonrealm .. "-" .. realm end -- I'm not actually sure how LibMSP stores names for local-realm players, -- so we check both the ambiguated name and the full name. It might only -- be one or the other, but that might also change in the future. local name, short, icon, color = TryGetMSP( toonrealm ) if name then return name, short, icon, color end if toonrealm ~= toon then local name, short, icon, color = TryGetMSP( toon ) if name then return name, short, icon, color end end return end ------------------------------------------------------------------------------- -- Public API ------------------------------------------------------------------------------- -- name, shortname, icon, color = LibRPNames.Get( toon, [guid] ) -- -- Fetches a person's RP name and some other information linked to them, such -- as their TRP icon (although I believe MRP supports icons now), and their -- name color. The GUID is only used as a fallback to get a toon's class color -- from the game functions. `name` and `shortname` will always be strings, -- falling back to the toon name itself; `icon` may be a texture path or nil, -- and `color` may be a 8-digit hexcode or nil. LibRPNames.Get = Me.Get ------------------------------------------------------------------------------- -- LibRPNames.ClearCache() -- -- Clears the name cache, in case you want to get an instantly updated name -- when you know that it's changed. Without calling this, it may take up to -- five seconds for a name to update. The cache is meant for optimizing the -- case when you're querying a name hundreds of times in a single frame (e.g. -- populating chatboxes). LibRPNames.ClearCache = Me.ClearCache
-- All the net messages defined here util.AddNetworkString("xyz_racing_start") util.AddNetworkString("xyz_racing_finish")
local default_comparator = request('ordered_pass.default_comparator') local get_key_vals = request('get_key_vals') -- Sort <t> and return iterator function to pass that sorted <t> return function(t, comparator) assert_table(t) comparator = comparator or default_comparator assert_function(comparator) local key_vals = get_key_vals(t) table.sort(key_vals, comparator) local i = 0 local sorted_next = function() i = i + 1 if key_vals[i] then return key_vals[i].key, key_vals[i].value end end return sorted_next, t end
-- Copyright 2016 Eric Luehrsen <[email protected]> -- Licensed to the public under the Apache License 2.0. local m3, s3, frm local filename = "/etc/unbound/unbound_srv.conf" local description = translatef("Here you may edit the 'server:' clause in an internal 'include:'") description = description .. " (" .. filename .. ")" m3 = SimpleForm("editing", nil) m3:append(Template("unbound/css-editing")) m3.submit = translate("Save") m3.reset = false s3 = m3:section(SimpleSection, "Unbound Server Conf", description) frm = s3:option(TextValue, "data") frm.datatype = "string" frm.rows = 20 function frm.cfgvalue() return nixio.fs.readfile(filename) or "" end function frm.write(self, section, data) return nixio.fs.writefile(filename, luci.util.trim(data:gsub("\r\n", "\n"))) end return m3
require("__5dim_core__.lib.automation.generation-lab") local speed = 1 local modules = 2 local energy = 60 local techCount = 200 -- Labs 01 genLabs { number = "01", subgroup = "lab", craftingSpeed = speed, moduleSlots = modules, energyUsage = energy, new = false, order = "a", ingredients = { {"electronic-circuit", 10}, {"iron-gear-wheel", 10}, {"transport-belt", 4} }, nextUpdate = "5d-lab-02", tech = nil } speed = speed + 0.2 modules = modules + 1 energy = energy + 30 -- Labs 02 genLabs { number = "02", subgroup = "lab", craftingSpeed = speed, moduleSlots = modules, energyUsage = energy, new = true, order = "b", ingredients = { {"lab", 1}, {"electronic-circuit", 10}, {"iron-gear-wheel", 10}, {"transport-belt", 4} }, nextUpdate = "5d-lab-03", tech = { number = 1, count = techCount * 1, packs = { {"automation-science-pack", 1}, {"logistic-science-pack", 1} }, prerequisites = { "engine", "logistic-science-pack", } } } speed = speed + 0.2 energy = energy + 30 -- Labs 03 genLabs { number = "03", subgroup = "lab", craftingSpeed = speed, moduleSlots = modules + 1, energyUsage = energy, new = true, order = "c", ingredients = { {"5d-lab-02", 1}, {"electronic-circuit", 10}, {"steel-plate", 10}, {"transport-belt", 4} }, nextUpdate = "5d-lab-04", tech = { number = 2, count = techCount * 2, packs = { {"automation-science-pack", 1}, {"logistic-science-pack", 1} }, prerequisites = { "5d-lab-1" } } } speed = speed + 0.2 modules = modules + 1 energy = energy + 30 -- Labs 04 genLabs { number = "04", subgroup = "lab", craftingSpeed = speed, moduleSlots = modules, energyUsage = energy, new = true, order = "d", ingredients = { {"5d-lab-03", 1}, {"advanced-circuit", 10}, {"steel-plate", 10}, {"fast-transport-belt", 4} }, nextUpdate = "5d-lab-05", tech = { number = 3, count = techCount * 3, packs = { {"automation-science-pack", 1}, {"logistic-science-pack", 1}, {"chemical-science-pack", 1} }, prerequisites = { "5d-lab-2", "chemical-science-pack" } } } speed = speed + 0.2 energy = energy + 30 -- Labs 05 genLabs { number = "05", subgroup = "lab", craftingSpeed = speed, moduleSlots = modules + 1, energyUsage = energy, new = true, order = "e", ingredients = { {"5d-lab-04", 1}, {"advanced-circuit", 10}, {"steel-plate", 10}, {"fast-transport-belt", 4}, {"speed-module", 1} }, nextUpdate = "5d-lab-06", tech = { number = 4, count = techCount * 4, packs = { {"automation-science-pack", 1}, {"logistic-science-pack", 1}, {"chemical-science-pack", 1} }, prerequisites = { "5d-lab-3" } } } speed = speed + 0.2 modules = modules + 1 energy = energy + 30 -- Labs 06 genLabs { number = "06", subgroup = "lab", craftingSpeed = speed, moduleSlots = modules, energyUsage = energy, new = true, order = "f", ingredients = { {"5d-lab-05", 1}, {"advanced-circuit", 10}, {"steel-plate", 10}, {"fast-transport-belt", 4}, {"productivity-module", 1} }, nextUpdate = "5d-lab-07", tech = { number = 5, count = techCount * 5, packs = { {"automation-science-pack", 1}, {"logistic-science-pack", 1}, {"chemical-science-pack", 1}, {"production-science-pack", 1} }, prerequisites = { "5d-lab-4", "production-science-pack" } } } speed = speed + 0.2 energy = energy + 30 -- Labs 07 genLabs { number = "07", subgroup = "lab", craftingSpeed = speed, moduleSlots = modules + 1, energyUsage = energy, new = true, order = "g", ingredients = { {"5d-lab-06", 1}, {"advanced-circuit", 10}, {"steel-plate", 10}, {"express-transport-belt", 4}, {"speed-module-2", 1} }, nextUpdate = "5d-lab-08", tech = { number = 6, count = techCount * 6, packs = { {"automation-science-pack", 1}, {"logistic-science-pack", 1}, {"chemical-science-pack", 1}, {"production-science-pack", 1} }, prerequisites = { "5d-lab-5" } } } speed = speed + 0.2 modules = modules + 1 energy = energy + 30 -- Labs 08 genLabs { number = "08", subgroup = "lab", craftingSpeed = speed, moduleSlots = modules, energyUsage = energy, new = true, order = "h", ingredients = { {"5d-lab-07", 1}, {"advanced-circuit", 10}, {"low-density-structure", 3}, {"express-transport-belt", 4}, {"productivity-module-2", 1} }, nextUpdate = "5d-lab-09", tech = { number = 7, count = techCount * 7, packs = { {"automation-science-pack", 1}, {"logistic-science-pack", 1}, {"chemical-science-pack", 1}, {"production-science-pack", 1}, {"utility-science-pack", 1} }, prerequisites = { "5d-lab-6", "utility-science-pack" } } } speed = speed + 0.2 energy = energy + 30 -- Labs 09 genLabs { number = "09", subgroup = "lab", craftingSpeed = speed, moduleSlots = modules + 1, energyUsage = energy, new = true, order = "i", ingredients = { {"5d-lab-08", 1}, {"advanced-circuit", 10}, {"low-density-structure", 3}, {"express-transport-belt", 4}, {"speed-module-3", 1} }, nextUpdate = "5d-lab-10", tech = { number = 8, count = techCount * 8, packs = { {"automation-science-pack", 1}, {"logistic-science-pack", 1}, {"chemical-science-pack", 1}, {"production-science-pack", 1}, {"utility-science-pack", 1} }, prerequisites = { "5d-lab-7" } } } speed = speed + 0.2 modules = modules + 1 energy = energy + 30 -- Labs 10 genLabs { number = "10", subgroup = "lab", craftingSpeed = speed, moduleSlots = modules + 1, energyUsage = energy, new = true, order = "j", ingredients = { {"5d-lab-09", 1}, {"processing-unit", 2}, {"low-density-structure", 3}, {"express-transport-belt", 4}, {"productivity-module-3", 1} }, tech = { number = 9, count = techCount * 9, packs = { {"automation-science-pack", 1}, {"logistic-science-pack", 1}, {"chemical-science-pack", 1}, {"production-science-pack", 1}, {"utility-science-pack", 1} }, prerequisites = { "5d-lab-8" } } }
function _G.getenv(k, p) if string63(k) then local __i = edge(_G.environment) while __i >= 0 do local __b = _G.environment[__i + 1][k] if is63(__b) then local __e9 = nil if p then __e9 = __b[p] else __e9 = __b end return __e9 else __i = __i - 1 end end end end local function transformer_function(k) return getenv(k, "transformer") end local function transformer63(k) return is63(transformer_function(k)) end local function macro_function(k) return getenv(k, "macro") end local function macro63(k) return is63(macro_function(k)) end local function special63(k) return is63(getenv(k, "special")) end local function special_form63(form) return not atom63(form) and special63(hd(form)) end local function statement63(k) return special63(k) and getenv(k, "stmt") end local function symbol_expansion(k) return getenv(k, "symbol") end local function symbol63(k) return is63(symbol_expansion(k)) end local function variable63(k) return is63(getenv(k, "variable")) end function _G.bound63(x) return macro63(x) or special63(x) or symbol63(x) or variable63(x) end function _G.quoted(form) if string63(form) then return escape(form) else if atom63(form) then return form else return join({"list"}, map(quoted, form)) end end end function _G.unquoted(form) if string_literal63(form) then if read_string(form) == form then return eval(form) else return error("unquoted: bad string-literal") end else if hd63(form, "quote") then return form[2] else return compile(form) end end end local function literal(s) if string_literal63(s) then return s else return quoted(s) end end local function stash_function(args) if keys63(args) then local __l = {"%object", "\"_stash\"", true} local ____o = args local __k = nil for __k in pairs(____o) do local __v = ____o[__k] if not number63(__k) then add(__l, literal(__k)) add(__l, __v) end end return join(args, {__l}) else return args end end local function bias(k) if number63(k) and not( _G.target == "lua") then if _G.target == "js" then k = k - 1 else k = k + 1 end end return k end function _G.bind_atom(lh, rh) if atom63(lh) then return {lh, rh} end end function _G.bind_optional(lh, rh) if hd63(lh, "o") or hd63(lh, "or") or hd63(lh, "&optional") then local ____id = lh local ___ = ____id[1] local __var = ____id[2] local __val = ____id[3] return bind(__var, {"%if", {"=", rh, "nil"}, either(__val, "nil"), rh}) end end function _G.bind_destructuring(lh, rh) local __id1 = unique("id") local __bs = {__id1, rh} local ____o1 = lh local __k1 = nil for __k1 in pairs(____o1) do local __v1 = ____o1[__k1] local __e10 = nil if __k1 == "rest" then __e10 = {"cut", __id1, _35(lh)} else __e10 = {"get", __id1, {"quote", bias(__k1)}} end local __x7 = __e10 __bs = join(__bs, bind(__v1, __x7)) end return __bs end function _G.brackets63(x) return hd63(x, "%brackets") end function _G.bind_brackets(lh, rh) if brackets63(lh) then return bind(tl(lh), rh) end end function _G.dotted63(l) return ({["&"] = true, ["."] = true})[l[_35(l) - 2 + 1]] end function _G.dotted(l) if dotted63(l) then return join(cut(l, 0, _35(l) - 2), {rest = last(l)}) end end function _G.bind_dotted(lh, rh) if dotted63(lh) then return bind(dotted(lh), rh) end end function _G.bind(lh, rh) return bind_atom(lh, rh) or bind_brackets(lh, rh) or bind_dotted(lh, rh) or bind_optional(lh, rh) or bind_destructuring(lh, rh) end function _G.bind_function(args, body) local __args1 = {} local __e11 = nil if brackets63(args) then __e11 = tl(args) else __e11 = args end local __args = __e11 local __e12 = nil if dotted63(__args) then __e12 = dotted(__args) else __e12 = __args end local __args11 = __e12 local function rest() __args1.rest = true return {"unstash", {"list", "..."}} end if atom63(__args11) then return {__args1, join({"let", {__args11, rest()}}, body)} else local __bs1 = {} local __ks = {} local __r28 = unique("r") local ____o2 = __args11 local __k2 = nil for __k2 in pairs(____o2) do local __v2 = ____o2[__k2] if number63(__k2) then if atom63(__v2) then add(__args1, __v2) else local __x16 = unique("x") add(__args1, __x16) __bs1 = join(__bs1, {__v2, __x16}) end else __ks[__k2] = __v2 end end if keys63(__args11) then __bs1 = join(__bs1, {__r28, rest()}) local __n3 = _35(__args1) local __i4 = 0 while __i4 < __n3 do local __v3 = __args1[__i4 + 1] __bs1 = join(__bs1, {__v3, {"destash!", __v3, __r28}}) __i4 = __i4 + 1 end __bs1 = join(__bs1, {__ks, __r28}) end return {__args1, join({"let", __bs1}, body)} end end local function quoting63(depth) return number63(depth) end local function quasiquoting63(depth) return quoting63(depth) and depth > 0 end local function can_unquote63(depth) return quoting63(depth) and depth == 1 end local function quasisplice63(x, depth) return can_unquote63(depth) and not atom63(x) and hd(x) == "unquote-splicing" end local function expand_local(__x24) local ____id2 = __x24 local __x25 = ____id2[1] local __name = ____id2[2] local __value = ____id2[3] local __args2 = cut(____id2, 3) setenv(__name, {_stash = true, variable = true}) return join({"%local", macroexpand(__name), macroexpand(__value)}, map(macroexpand, __args2)) end local function expand_function(__x27) local ____id3 = __x27 local __x28 = ____id3[1] local __args3 = ____id3[2] local __body = cut(____id3, 2) add(_G.environment, {}) local ____o3 = __args3 local ____i5 = nil for ____i5 in pairs(____o3) do local ____x29 = ____o3[____i5] setenv(____x29, {_stash = true, variable = true}) end local ____x30 = join({"%function", __args3}, map(macroexpand, __body)) drop(_G.environment) return ____x30 end local function expand_definition(__x32) local ____id4 = __x32 local __x33 = ____id4[1] local __name1 = ____id4[2] local __args4 = ____id4[3] local __body1 = cut(____id4, 3) add(_G.environment, {}) local ____o4 = __args4 local ____i6 = nil for ____i6 in pairs(____o4) do local ____x34 = ____o4[____i6] setenv(____x34, {_stash = true, variable = true}) end local ____x35 = join({__x33, macroexpand(__name1), __args4}, map(macroexpand, __body1)) drop(_G.environment) return ____x35 end local function expand_macro(form) return macroexpand(expand1(form)) end function _G.expand1(__x37) local ____id5 = __x37 local __name2 = ____id5[1] local __body2 = cut(____id5, 1) return apply(macro_function(__name2), __body2) end local function expand_transformer(form) return transformer_function(hd(hd(form)))(form) end function _G.macroexpand(form) if symbol63(form) then return macroexpand(symbol_expansion(form)) else if atom63(form) then return form else local __x38 = hd(form) if __x38 == "%local" then return expand_local(form) else if __x38 == "%function" then return expand_function(form) else if __x38 == "%global-function" then return expand_definition(form) else if __x38 == "%local-function" then return expand_definition(form) else if macro63(__x38) then return expand_macro(form) else if hd63(__x38, transformer63) then return expand_transformer(form) else return map(macroexpand, form) end end end end end end end end end local function quasiquote_list(form, depth) local __xs = {{"list"}} local ____o5 = form local __k3 = nil for __k3 in pairs(____o5) do local __v4 = ____o5[__k3] if not number63(__k3) then local __e13 = nil if quasisplice63(__v4, depth) then __e13 = quasiexpand(__v4[2]) else __e13 = quasiexpand(__v4, depth) end local __v5 = __e13 last(__xs)[__k3] = __v5 end end local ____x41 = form local ____i8 = 0 while ____i8 < _35(____x41) do local __x42 = ____x41[____i8 + 1] if quasisplice63(__x42, depth) then local __x43 = quasiexpand(__x42[2]) add(__xs, __x43) add(__xs, {"list"}) else add(last(__xs), quasiexpand(__x42, depth)) end ____i8 = ____i8 + 1 end local __pruned = keep(function (x) return _35(x) > 1 or not( hd(x) == "list") or keys63(x) end, __xs) if one63(__pruned) then return hd(__pruned) else return join({"join"}, __pruned) end end function _G.quasiexpand(form, depth) if quasiquoting63(depth) then if atom63(form) then return {"quote", form} else if can_unquote63(depth) and hd(form) == "unquote" then return quasiexpand(form[2]) else if hd(form) == "unquote" or hd(form) == "unquote-splicing" then return quasiquote_list(form, depth - 1) else if hd(form) == "quasiquote" then return quasiquote_list(form, depth + 1) else return quasiquote_list(form, depth) end end end end else if atom63(form) then return form else if hd(form) == "quote" then return form else if hd(form) == "quasiquote" then return quasiexpand(form[2], 1) else return map(function (x) return quasiexpand(x, depth) end, form) end end end end end function _G.expand_if(__x47) local ____id6 = __x47 local __a = ____id6[1] local __b1 = ____id6[2] local __c = cut(____id6, 2) if is63(__b1) then return {join({"%if", __a, __b1}, expand_if(__c))} else if is63(__a) then return {__a} end end end _G.indent_level = 0 function _G.indentation() local __s = "" local __i9 = 0 while __i9 < _G.indent_level do __s = __s .. " " __i9 = __i9 + 1 end return __s end local reserved = {js = {["="] = true, ["=="] = true, ["+"] = true, ["-"] = true, ["%"] = true, ["*"] = true, ["/"] = true, ["<"] = true, [">"] = true, ["<="] = true, [">="] = true, ["break"] = true, case = true, catch = true, class = true, const = true, continue = true, debugger = true, default = true, delete = true, ["do"] = true, ["else"] = true, eval = true, finally = true, ["for"] = true, ["function"] = true, ["if"] = true, import = true, ["in"] = true, instanceof = true, let = true, new = true, ["return"] = true, switch = true, throw = true, try = true, typeof = true, var = true, void = true, with = true}, lua = {["="] = true, ["=="] = true, ["+"] = true, ["-"] = true, ["%"] = true, ["*"] = true, ["/"] = true, ["<"] = true, [">"] = true, ["<="] = true, [">="] = true, ["and"] = true, ["end"] = true, ["in"] = true, ["load"] = true, ["repeat"] = true, ["while"] = true, ["break"] = true, ["false"] = true, ["local"] = true, ["return"] = true, ["do"] = true, ["for"] = true, ["nil"] = true, ["then"] = true, ["else"] = true, ["function"] = true, ["not"] = true, ["true"] = true, ["elseif"] = true, ["if"] = true, ["or"] = true, ["until"] = true}} function _G.reserved63(x) return has63(reserved[_G.target] or reserved.js, x) end local function valid_code63(n) return number_code63(n) or n > 64 and n < 91 or n > 96 and n < 123 or n == 95 end function _G.global_id63(id) local __n7 = _35(id) return __n7 > 1 and char(id, __n7 - 1) == "*" and valid_code63(code(id, __n7 - 2)) end function _G.compile_id(id, escape_reserved63) if global_id63(id) then return "_G." .. compile_id(clip(id, 0, edge(id)), escape_reserved63) else if char(id, 0) == ":" and _35(id) > 1 then return "\"" .. clip(id, 1) .. "\"" else local __e14 = nil if number_code63(code(id, 0)) then __e14 = "_" else __e14 = "" end local __id11 = __e14 local __i10 = 0 while __i10 < _35(id) do local __c1 = char(id, __i10) local __n8 = code(__c1) local __e15 = nil if __c1 == "-" and not( id == "-") then __e15 = "_" else local __e16 = nil if __c1 == "/" and not( __i10 == 0) and not( __i10 == edge(id)) then __e16 = "___" else local __e17 = nil if valid_code63(__n8) then __e17 = __c1 else local __e18 = nil if __i10 == 0 then __e18 = "_" .. __n8 else __e18 = __n8 end __e17 = __e18 end __e16 = __e17 end __e15 = __e16 end local __c11 = __e15 __id11 = __id11 .. __c11 __i10 = __i10 + 1 end if either(escape_reserved63, true) and reserved63(__id11) then return "_" .. __id11 else return __id11 end end end end function _G.valid_id63(x, escape_reserved63) return some63(x) and x == compile_id(x, escape_reserved63) end local __names = {} function _G.unique(x) local __x51 = compile_id(x, true) if has63(__names, __x51) then local __i11 = __names[__x51] __names[__x51] = __names[__x51] + 1 return unique(__x51 .. __i11) else __names[__x51] = 1 return "__" .. __x51 end end function _G.key(k) if string_literal63(k) then local __i12 = inner(k) if valid_id63(__i12) then return __i12 else return "[" .. k .. "]" end else return "[" .. compile(k) .. "]" end end function _G.mapo(f, t) local __o6 = {} local ____o7 = t local __k4 = nil for __k4 in pairs(____o7) do local __v6 = ____o7[__k4] local __x52 = f(__v6) if is63(__x52) then add(__o6, literal(__k4)) add(__o6, __x52) end end return __o6 end local ____x54 = {} local ____x55 = {} ____x55.js = "!" ____x55.lua = "not" ____x54["not"] = ____x55 local ____x56 = {} ____x56["*"] = "*" ____x56["/"] = "/" ____x56["%"] = "%" local ____x57 = {} local ____x58 = {} ____x58.js = "+" ____x58.lua = ".." ____x57.cat = ____x58 local ____x59 = {} ____x59["+"] = "+" ____x59["-"] = "-" local ____x60 = {} ____x60["<"] = "<" ____x60[">"] = ">" ____x60["<="] = "<=" ____x60[">="] = ">=" local ____x61 = {} local ____x62 = {} ____x62.js = "===" ____x62.lua = "==" ____x61["="] = ____x62 local ____x63 = {} local ____x64 = {} ____x64.js = "&&" ____x64.lua = "and" ____x63["and"] = ____x64 local ____x65 = {} local ____x66 = {} ____x66.js = "||" ____x66.lua = "or" ____x65["or"] = ____x66 local infix = {____x54, ____x56, ____x57, ____x59, ____x60, ____x61, ____x63, ____x65} local function unary63(form) return two63(form) and in63(hd(form), {"not", "-"}) end local function index(k) if number63(k) then return k - 1 end end local function precedence(form) if not( atom63(form) or unary63(form)) then local ____o8 = infix local __k5 = nil for __k5 in pairs(____o8) do local __v7 = ____o8[__k5] if __v7[hd(form)] then return index(__k5) end end end return 0 end local function getop(op) return find(function (level) local __x68 = level[op] if obj63(__x68) then return __x68[_G.target] else if string63(__x68) then return __x68 end end end, infix) end local function infix63(x) return is63(getop(x)) end function _G.infix_operator63(x) return obj63(x) and infix63(hd(x)) end function _G.compile_args(args) local __s1 = "(" local __c2 = "" local ____x69 = args local ____i15 = 0 while ____i15 < _35(____x69) do local __x70 = ____x69[____i15 + 1] __s1 = __s1 .. __c2 .. compile(__x70) __c2 = ", " ____i15 = ____i15 + 1 end return __s1 .. ")" end local function escape_newlines(s) local __s11 = "" local __i16 = 0 while __i16 < _35(s) do local __c3 = char(s, __i16) local __e19 = nil if __c3 == "\n" then __e19 = "\\n" else local __e20 = nil if __c3 == "\r" then __e20 = "" else __e20 = __c3 end __e19 = __e20 end __s11 = __s11 .. __e19 __i16 = __i16 + 1 end return __s11 end function _G.compile_nil(x) if target == "lua" then return "nil" else if target == "js" then return "undefined" else return "nil" end end end function _G.compile_boolean(x) if x then return "true" else return "false" end end function _G.compile_atom(x, escape_reserved63) if x == "nil" then return compile_nil(x) else if x == "..." then local __e21 = nil if _G.target == "js" then __e21 = compile("*args") else __e21 = "" end return "..." .. __e21 else if id_literal63(x) then return inner(x) else if string_literal63(x) then return escape_newlines(x) else if string63(x) then return compile_id(x, either(escape_reserved63, true)) else if boolean63(x) then return compile_boolean(x) else if nan63(x) then return "nan" else if x == inf then return "inf" else if x == _inf then return "-inf" else if number63(x) then return x .. "" else return error("Cannot compile atom: " .. str(x)) end end end end end end end end end end end local function terminator(stmt63) if not stmt63 then return "" else if _G.target == "js" then return ";\n" else return "\n" end end end local function compile_special(form, stmt63) local ____id7 = form local __x71 = ____id7[1] local __args5 = cut(____id7, 1) local ____id8 = getenv(__x71) local __special = ____id8.special local __stmt = ____id8.stmt local __self_tr63 = ____id8.tr local __tr = terminator(stmt63 and not __self_tr63) return apply(__special, __args5) .. __tr end function _G.accessor_literal63(x) return string63(x) and char(x, 0) == "." and not( char(x, 1) == ".") and some63(char(x, 1)) end function _G.accessor_form63(x) return obj63(x) and accessor_literal63(last(x)) end function _G.accessor_literal(x) return compile(camel_case(clip(x, 1)), {_stash = true, ["escape-reserved"] = false}) end function _G.compile_method(f, args, chain63) if chain63 and none63(args) then return f else local __x72 = hd(args) if accessor_literal63(__x72) then return compile_method(f .. "." .. accessor_literal(__x72), tl(args), true) else if hd63(__x72, accessor_literal63) then local __e22 = nil if _G.target == "lua" then __e22 = ":" else __e22 = "." end return compile_method(f .. __e22 .. accessor_literal(hd(__x72)) .. compile_args(tl(__x72)), tl(args), true) else return f .. compile_args(args) end end end end local function parenthesize_call63(x) return not atom63(x) and hd(x) == "%function" or precedence(x) > 0 end local function compile_call(form) local __f = hd(form) local __f1 = compile(__f) local __args6 = compile_method("", stash_function(tl(form))) if parenthesize_call63(__f) then return "(" .. __f1 .. ")" .. __args6 else return __f1 .. __args6 end end local function op_delims(parent, child, right63) local __e23 = nil if right63 then __e23 = _6261 else __e23 = _62 end if __e23(precedence(child), precedence(parent)) then return {"(", ")"} else return {"", ""} end end local function compile_infix(form) local ____id9 = form local __op = ____id9[1] local ____id10 = cut(____id9, 1) local __a1 = ____id10[1] local __b2 = ____id10[2] local ____id111 = op_delims(form, __a1, false) local __ao = ____id111[1] local __ac = ____id111[2] local ____id12 = op_delims(form, __b2, true) local __bo = ____id12[1] local __bc = ____id12[2] local __a2 = compile(__a1) local __b3 = compile(__b2) local __op1 = getop(__op) if unary63(form) then return __op1 .. __ao .. " " .. __a2 .. __ac else return __ao .. __a2 .. __ac .. " " .. __op1 .. " " .. __bo .. __b3 .. __bc end end function _G.compile_function(args, body, ...) local ____r76 = unstash({...}) local __args7 = destash33(args, ____r76) local __body3 = destash33(body, ____r76) local ____id13 = ____r76 local __name3 = ____id13.name local __prefix = ____id13.prefix local __infix = ____id13.infix local __global63 = ____id13.global local __async63 = ____id13.async local __keyword = ____id13.keyword local __generator63 = ____id13.generator local __e24 = nil if __name3 then __e24 = compile(__name3) else __e24 = "" end local __id14 = __e24 local __e25 = nil if __global63 then __e25 = "_G." .. __id14 else __e25 = __id14 end local __id15 = __e25 local __e26 = nil if __args7.rest then __e26 = join(__args7, {"..."}) else __e26 = __args7 end local __args12 = __e26 local __args8 = compile_args(__args12) _G.indent_level = _G.indent_level + 1 local ____x77 = compile(__body3, {_stash = true, stmt = true}) _G.indent_level = _G.indent_level - 1 local __body4 = ____x77 local __ind = indentation() local __e27 = nil if __prefix then __e27 = __prefix .. " " else __e27 = "" end local __p = __e27 local __e28 = nil if __generator63 then __e28 = "" else local __e29 = nil if __infix then __e29 = " " .. __infix else __e29 = "" end __e28 = __e29 end local __m = __e28 local __e30 = nil if _G.target == "js" then __e30 = "" else __e30 = "end" end local __tr1 = __e30 local __e31 = nil if __async63 then __e31 = "async " else __e31 = "" end local __async1 = __e31 local __e32 = nil if __generator63 then __e32 = "function*" else __e32 = either(__keyword, "function") end local __func = __e32 if __name3 then __tr1 = __tr1 .. "\n" end if _G.target == "js" then return __async1 .. __func .. __id15 .. __args8 .. __m .. " {\n" .. __body4 .. __ind .. "}" .. __tr1 else return __p .. "function " .. __id15 .. __args8 .. __m .. "\n" .. __body4 .. __ind .. __tr1 end end local function can_return63(form) return is63(form) and (atom63(form) or not( hd(form) == "return") and not statement63(hd(form))) end function _G.compile(form, ...) local ____r78 = unstash({...}) local __form = destash33(form, ____r78) local ____id16 = ____r78 local __stmt1 = ____id16.stmt local __esc63 = ____id16["escape-reserved"] if nil63(__form) then return "" else if special_form63(__form) then return compile_special(__form, __stmt1) else local __tr2 = terminator(__stmt1) local __e33 = nil if __stmt1 then __e33 = indentation() else __e33 = "" end local __ind1 = __e33 local __e34 = nil if atom63(__form) then __e34 = compile_atom(__form, either(__esc63, true)) else local __e35 = nil if infix63(hd(__form)) then __e35 = compile_infix(__form) else __e35 = compile_call(__form) end __e34 = __e35 end local __form1 = __e34 return __ind1 .. __form1 .. __tr2 end end end local function lower_statement(form, tail63) local __hoist = {} local __e = lower(form, __hoist, true, tail63) local __e36 = nil if some63(__hoist) and is63(__e) then __e36 = join({"%do"}, __hoist, {__e}) else local __e37 = nil if is63(__e) then __e37 = __e else local __e38 = nil if _35(__hoist) > 1 then __e38 = join({"%do"}, __hoist) else __e38 = hd(__hoist) end __e37 = __e38 end __e36 = __e37 end return either(__e36, {"%do"}) end local function lower_body(body, tail63) return lower_statement(join({"%do"}, body), tail63) end local function lower_block(body, tail63) return {"%block", lower_body(body, tail63)} end local function literal63(form) return atom63(form) or hd(form) == "%array" or hd(form) == "%object" end local function standalone63(form) return not atom63(form) and not infix63(hd(form)) and not literal63(form) and not( "get" == hd(form)) and not accessor_form63(form) or id_literal63(form) end local function lower_do(args, hoist, stmt63, tail63) local ____x85 = almost(args) local ____i17 = 0 while ____i17 < _35(____x85) do local __x86 = ____x85[____i17 + 1] local ____y = lower(__x86, hoist, stmt63) if yes(____y) then local __e1 = ____y if standalone63(__e1) then add(hoist, __e1) end end ____i17 = ____i17 + 1 end local __e2 = lower(last(args), hoist, stmt63, tail63) if tail63 and can_return63(__e2) then return {"return", __e2} else return __e2 end end local function lower_set(args, hoist, stmt63, tail63) local ____id17 = args local __lh = ____id17[1] local __rh = ____id17[2] local __lh1 = lower(__lh, hoist) local __rh1 = lower(__rh, hoist) add(hoist, {"%set", __lh1, __rh1}) if not( stmt63 and not tail63) then return __lh1 end end local function lower_if(args, hoist, stmt63, tail63) local ____id18 = args local __cond = ____id18[1] local ___then = ____id18[2] local ___else = ____id18[3] if stmt63 then local __e40 = nil if is63(___else) then __e40 = {lower_body({___else}, tail63)} end return add(hoist, join({"%if", lower(__cond, hoist), lower_body({___then}, tail63)}, __e40)) else local __e3 = unique("e") add(hoist, {"%local", __e3, "nil"}) local __e39 = nil if is63(___else) then __e39 = {lower({"%set", __e3, ___else})} end add(hoist, join({"%if", lower(__cond, hoist), lower({"%set", __e3, ___then})}, __e39)) return __e3 end end local function lower_short(x, args, hoist) local ____id19 = args local __a3 = ____id19[1] local __b4 = ____id19[2] local __hoist1 = {} local __b11 = lower(__b4, __hoist1) if some63(__hoist1) then local __id20 = unique("id") local __e41 = nil if x == "and" then __e41 = {"%if", __id20, __b4, __id20} else __e41 = {"%if", __id20, __id20, __b4} end return lower({"%do", {"%local", __id20, __a3}, __e41}, hoist) else return {x, lower(__a3, hoist), __b11} end end local function lower_try(args, hoist, tail63) return add(hoist, {"%try", lower_body(args, tail63)}) end local function lower_while(args, hoist) local ____id21 = args local __c4 = ____id21[1] local __body5 = cut(____id21, 1) local __pre = {} local __c5 = lower(__c4, __pre) local __e42 = nil if none63(__pre) then __e42 = {"%while", __c5, lower_body(__body5)} else __e42 = {"%while", true, join({"%do"}, __pre, {{"%if", {"not", __c5}, {"break"}}, lower_body(__body5)})} end return add(hoist, __e42) end local function lower_for(args, hoist) local ____id22 = args local __t = ____id22[1] local __k6 = ____id22[2] local __body6 = cut(____id22, 2) return add(hoist, join({"%for", lower(__t, hoist), __k6, lower_body(__body6)}, props(__body6))) end local function lower_function(args) local ____id23 = args local __a4 = ____id23[1] local __body7 = cut(____id23, 1) return join({"%function", __a4, lower_body(__body7, true)}, props(__body7)) end local function lower_definition(kind, args, hoist, stmt63, tail63) local ____id24 = args local __name4 = ____id24[1] local __args9 = ____id24[2] local __body8 = cut(____id24, 2) local __name11 = lower(__name4, hoist) add(hoist, join({kind, __name11, __args9, lower_body(__body8, true)}, props(__body8))) if not( stmt63 and not tail63) then return __name11 end end local function lower_call(form, hoist) local __form2 = map(function (x) return lower(x, hoist) end, form) if some63(__form2) then return __form2 end end local function lower_infix63(form) return _35(form) > 3 and infix63(hd(form)) end local function infix_form(__x114) local ____id25 = __x114 local __x115 = ____id25[1] local __a5 = ____id25[2] local __bs2 = cut(____id25, 2) local ____x116 = __bs2 local ____i18 = 0 while ____i18 < _35(____x116) do local __b5 = ____x116[____i18 + 1] __a5 = {__x115, __a5, __b5} ____i18 = ____i18 + 1 end return __a5 end local function lower_pairwise63(form) return _35(form) > 3 and in63(hd(form), {"<", "<=", "=", ">=", ">"}) end local function pairwise_form(__x119) local ____id26 = __x119 local __x120 = ____id26[1] local __a6 = ____id26[2] local __bs3 = cut(____id26, 2) local __e4 = {"and"} local ____x122 = __bs3 local ____i19 = 0 while ____i19 < _35(____x122) do local __b6 = ____x122[____i19 + 1] add(__e4, {__x120, __a6, __b6}) __a6 = __b6 ____i19 = ____i19 + 1 end return __e4 end local function lower_special(form, hoist) local __e5 = lower_call(form, hoist) if __e5 then return add(hoist, __e5) end end function _G.lower(form, hoist, stmt63, tail63) if atom63(form) then return form else if empty63(form) then return {"%array"} else if nil63(hoist) then return lower_statement(form) else if lower_pairwise63(form) then return lower(pairwise_form(form), hoist, stmt63, tail63) else if lower_infix63(form) then return lower(infix_form(form), hoist, stmt63, tail63) else local ____id27 = form local __x125 = ____id27[1] local __args10 = cut(____id27, 1) if __x125 == "%do" then return lower_do(__args10, hoist, stmt63, tail63) else if __x125 == "%block" then return lower_block(__args10, tail63) else if __x125 == "%call" then return lower(__args10, hoist, stmt63, tail63) else if __x125 == "%set" then return lower_set(__args10, hoist, stmt63, tail63) else if __x125 == "%if" then return lower_if(__args10, hoist, stmt63, tail63) else if __x125 == "%try" then return lower_try(__args10, hoist, tail63) else if __x125 == "%while" then return lower_while(__args10, hoist) else if __x125 == "%for" then return lower_for(__args10, hoist) else if __x125 == "%function" then return lower_function(__args10) else if __x125 == "%local-function" or __x125 == "%global-function" then return lower_definition(__x125, __args10, hoist, stmt63, tail63) else if in63(__x125, {"and", "or"}) then return lower_short(__x125, __args10, hoist) else if statement63(__x125) then return lower_special(form, hoist) else return lower_call(form, hoist) end end end end end end end end end end end end end end end end end end function _G.expand(form) return lower(macroexpand(form)) end local load1 = _G.loadstring or _G["load"] local function run(code) local ____id28 = {load1(code)} local __f11 = ____id28[1] local __e6 = ____id28[2] if __f11 then return __f11() else return error(__e6 .. " in " .. code) end end _G._37result = nil function _G.eval(form) local __previous = _G.target _G.target = "lua" local __code = compile(expand({"set", "%result", form})) _G.target = __previous run(__code) return _37result end function _G.immediate_call63(x) return obj63(x) and obj63(hd(x)) and hd(hd(x)) == "%function" end setenv("%do", {_stash = true, special = function (...) local __forms = unstash({...}) local __s2 = "" local ____x130 = __forms local ____i20 = 0 while ____i20 < _35(____x130) do local __x131 = ____x130[____i20 + 1] if _G.target == "lua" and immediate_call63(__x131) and "\n" == char(__s2, edge(__s2)) then __s2 = clip(__s2, 0, edge(__s2)) .. ";\n" end __s2 = __s2 .. compile(__x131, {_stash = true, stmt = true}) if not atom63(__x131) then if hd(__x131) == "return" or hd(__x131) == "break" then break end end ____i20 = ____i20 + 1 end return __s2 end, stmt = true, tr = true}) setenv("%block", {_stash = true, special = function (...) local __forms1 = unstash({...}) local __s3 = indentation() .. "{\n" _G.indent_level = _G.indent_level + 1 local ____x134 = __forms1 local ____i21 = 0 while ____i21 < _35(____x134) do local __x135 = ____x134[____i21 + 1] __s3 = __s3 .. compile(__x135, {_stash = true, stmt = true}) ____i21 = ____i21 + 1 end local ____x133 _G.indent_level = _G.indent_level - 1 __s3 = __s3 .. indentation() .. "}\n" return __s3 end, stmt = true, tr = true}) setenv("%if", {_stash = true, special = function (cond, cons, alt) local __cond1 = compile(cond) _G.indent_level = _G.indent_level + 1 local ____x136 = compile(cons, {_stash = true, stmt = true}) _G.indent_level = _G.indent_level - 1 local __cons = ____x136 local __e43 = nil if alt then _G.indent_level = _G.indent_level + 1 local ____x137 = compile(alt, {_stash = true, stmt = true}) _G.indent_level = _G.indent_level - 1 __e43 = ____x137 end local __alt = __e43 local __ind2 = indentation() local __s4 = "" if _G.target == "js" then __s4 = __s4 .. __ind2 .. "if (" .. __cond1 .. ") {\n" .. __cons .. __ind2 .. "}" else __s4 = __s4 .. __ind2 .. "if " .. __cond1 .. " then\n" .. __cons end if __alt and _G.target == "js" then __s4 = __s4 .. " else {\n" .. __alt .. __ind2 .. "}" else if __alt then __s4 = __s4 .. __ind2 .. "else\n" .. __alt end end if _G.target == "lua" then return __s4 .. __ind2 .. "end\n" else return __s4 .. "\n" end end, stmt = true, tr = true}) setenv("%while", {_stash = true, special = function (cond, form) local __cond2 = compile(cond) _G.indent_level = _G.indent_level + 1 local ____x138 = compile(form, {_stash = true, stmt = true}) _G.indent_level = _G.indent_level - 1 local __body9 = ____x138 local __ind3 = indentation() if _G.target == "js" then return __ind3 .. "while (" .. __cond2 .. ") {\n" .. __body9 .. __ind3 .. "}\n" else return __ind3 .. "while " .. __cond2 .. " do\n" .. __body9 .. __ind3 .. "end\n" end end, stmt = true, tr = true}) setenv("%names", {_stash = true, special = function (...) local __args111 = unstash({...}) if one63(__args111) then return compile(hd(__args111)) else local __e44 = nil if _G.target == "js" then __e44 = "[" else __e44 = "" end local __s5 = __e44 local __c6 = "" local ____x140 = __args111 local ____i22 = 0 while ____i22 < _35(____x140) do local __x141 = ____x140[____i22 + 1] __s5 = __s5 .. __c6 .. compile(__x141) __c6 = ", " ____i22 = ____i22 + 1 end local __e45 = nil if _G.target == "js" then __e45 = "]" else __e45 = "" end return __s5 .. __e45 end end}) setenv("%for", {_stash = true, special = function (t, k, form, ...) local ____r107 = unstash({...}) local __t1 = destash33(t, ____r107) local __k7 = destash33(k, ____r107) local __form3 = destash33(form, ____r107) local ____id29 = ____r107 local __await63 = ____id29.await local __t2 = compile(__t1) local __k8 = compile(__k7) local __ind4 = indentation() _G.indent_level = _G.indent_level + 1 local ____x143 = compile(__form3, {_stash = true, stmt = true}) _G.indent_level = _G.indent_level - 1 local __body10 = ____x143 local __e46 = nil if __await63 then __e46 = "await " else __e46 = "" end local __a7 = __e46 if _G.target == "lua" then return __ind4 .. "for " .. __k8 .. " in " .. __t2 .. " do\n" .. __body10 .. __ind4 .. "end\n" else return __ind4 .. "for " .. __a7 .. "(" .. __k8 .. " of " .. __t2 .. ") {\n" .. __body10 .. __ind4 .. "}\n" end end, stmt = true, tr = true}) setenv("%try", {_stash = true, special = function (form) local __e7 = unique("e") local __ind5 = indentation() _G.indent_level = _G.indent_level + 1 local ____x144 = compile(form, {_stash = true, stmt = true}) _G.indent_level = _G.indent_level - 1 local __body11 = ____x144 local __hf = {"return", {"%array", false, __e7}} _G.indent_level = _G.indent_level + 1 local ____x147 = compile(__hf, {_stash = true, stmt = true}) _G.indent_level = _G.indent_level - 1 local __h = ____x147 return __ind5 .. "try {\n" .. __body11 .. __ind5 .. "}\n" .. __ind5 .. "catch (" .. __e7 .. ") {\n" .. __h .. __ind5 .. "}\n" end, stmt = true, tr = true}) setenv("%delete", {_stash = true, special = function (place) return indentation() .. "delete " .. compile(place) end, stmt = true}) setenv("break", {_stash = true, special = function () return indentation() .. "break" end, stmt = true}) setenv("%function", {_stash = true, special = function (args, ...) local ____r111 = unstash({...}) local __args121 = destash33(args, ____r111) local ____id30 = ____r111 local __arrow63 = ____id30.arrow local __body12 = cut(____id30, 0) if _G.target == "js" and __arrow63 then local ____x149 = {__args121} ____x149.keyword = "" ____x149.infix = "=>" return apply(compile_function, join(____x149, __body12)) else return apply(compile_function, join({__args121}, __body12)) end end}) setenv("%global-function", {_stash = true, special = function (name, args, ...) local ____r112 = unstash({...}) local __name5 = destash33(name, ____r112) local __args13 = destash33(args, ____r112) local ____id31 = ____r112 local __body13 = cut(____id31, 0) if _G.target == "lua" then local ____x153 = {__args13} ____x153.name = __name5 ____x153.global = true local __x152 = apply(compile_function, join(____x153, __body13)) return indentation() .. __x152 else return compile({"%set", __name5, join({"%function", __args13}, __body13)}, {_stash = true, stmt = true}) end end, stmt = true, tr = true}) setenv("%local-function", {_stash = true, special = function (name, args, ...) local ____r113 = unstash({...}) local __name6 = destash33(name, ____r113) local __args14 = destash33(args, ____r113) local ____id32 = ____r113 local __body14 = cut(____id32, 0) if _G.target == "lua" then local ____x158 = {__args14} ____x158.name = __name6 ____x158.prefix = "local" local __x157 = apply(compile_function, join(____x158, __body14)) return indentation() .. __x157 else return compile({"%local", __name6, join({"%function", __args14}, __body14)}, {_stash = true, stmt = true}) end end, stmt = true, tr = true}) setenv("return", {_stash = true, special = function (x) local __e47 = nil if nil63(x) then __e47 = "return" else __e47 = "return " .. compile(x) end local __x161 = __e47 return indentation() .. __x161 end, stmt = true}) setenv("new", {_stash = true, special = function (x) return "new " .. compile(x) end}) setenv("typeof", {_stash = true, special = function (x) return "typeof(" .. compile(x) .. ")" end}) setenv("throw", {_stash = true, special = function (x) local __e48 = nil if _G.target == "js" then __e48 = "throw " .. compile(x) else __e48 = "error(" .. compile(x) .. ")" end local __e8 = __e48 return indentation() .. __e8 end, stmt = true}) setenv("%local", {_stash = true, special = function (name, value, ...) local ____r118 = unstash({...}) local __name7 = destash33(name, ____r118) local __value1 = destash33(value, ____r118) local ____id33 = ____r118 local __type = ____id33.type local __id34 = compile(__name7) local __value11 = compile(__value1) local __e49 = nil if is63(__value1) then __e49 = " = " .. __value11 else __e49 = "" end local __rh11 = __e49 local __e50 = nil if is63(__type) then __e50 = unquoted(__type) else local __e51 = nil if _G.target == "js" then __e51 = "var" else __e51 = "local" end __e50 = __e51 end local __keyword1 = __e50 local __ind6 = indentation() return __ind6 .. __keyword1 .. " " .. __id34 .. __rh11 end, stmt = true}) setenv("%set", {_stash = true, special = function (lh, rh) local __lh11 = compile(lh) local __e52 = nil if nil63(rh) then __e52 = "nil" else __e52 = rh end local __rh2 = compile(__e52) return indentation() .. __lh11 .. " = " .. __rh2 end, stmt = true}) setenv("get", {_stash = true, special = function (t, k) local __t11 = compile(t) local __k11 = compile(k, {_stash = true, ["escape-reserved"] = false}) if _G.target == "lua" and char(__t11, 0) == "{" or infix_operator63(t) then __t11 = "(" .. __t11 .. ")" end if string_literal63(k) and valid_id63(inner(k)) then return __t11 .. "." .. inner(k) else return __t11 .. "[" .. __k11 .. "]" end end}) setenv("%array", {_stash = true, special = function (...) local __forms2 = unstash({...}) local __e53 = nil if _G.target == "lua" then __e53 = "{" else __e53 = "[" end local __open = __e53 local __e54 = nil if _G.target == "lua" then __e54 = "}" else __e54 = "]" end local __close = __e54 local __s6 = "" local __c7 = "" local ____o9 = __forms2 local __k9 = nil for __k9 in pairs(____o9) do local __v8 = ____o9[__k9] if number63(__k9) then __s6 = __s6 .. __c7 .. compile(__v8) __c7 = ", " end end return __open .. __s6 .. __close end}) setenv("%object", {_stash = true, special = function (...) local __forms3 = unstash({...}) local __s7 = "{" local __c8 = "" local __e55 = nil if _G.target == "lua" then __e55 = " = " else __e55 = ": " end local __sep = __e55 local ____o10 = pair(__forms3) local __k10 = nil for __k10 in pairs(____o10) do local __v9 = ____o10[__k10] if number63(__k10) then local ____id35 = __v9 local __k111 = ____id35[1] local __v10 = ____id35[2] __s7 = __s7 .. __c8 .. key(__k111) .. __sep .. compile(__v10) __c8 = ", " end end return __s7 .. "}" end}) setenv("%literal", {_stash = true, special = function (...) local __args15 = unstash({...}) return apply(cat, map(unquoted, __args15)) end}) setenv("%stmt", {_stash = true, special = function (...) local __args16 = unstash({...}) local __s8 = indentation() local ____x167 = __args16 local ____i25 = 0 while ____i25 < _35(____x167) do local __x168 = ____x167[____i25 + 1] __s8 = __s8 .. unquoted(__x168) ____i25 = ____i25 + 1 end __s8 = __s8 .. "\n" return __s8 end, stmt = true, tr = true}) setenv("unpack", {_stash = true, special = function (x) if _G.target == "lua" then return "(unpack or table.unpack)(" .. compile(x) .. ")" else return "..." .. compile(x) end end}) local __e56 = nil if exports == nil then __e56 = {} else __e56 = exports end local __exports = __e56 __exports.run = run __exports.eval = eval __exports.expand = expand __exports.compile = compile return __exports
if not wac then return end if SERVER then AddCSLuaFile('shared.lua') end ENT.Base = "wac_pl_base" ENT.Type = "anim" ENT.Category = wac.aircraft.spawnCategoryC ENT.PrintName = "F-16C Falcon" ENT.Author = "SentryGunMan" ENT.Spawnable = true ENT.AdminSpawnable = true ENT.Model = "models/sentry/f16.mdl" ENT.RotorPhModel = "models/props_junk/sawblade001a.mdl" ENT.RotorModel = "models/props_junk/PopCan01a.mdl" ENT.rotorPos = Vector(0,0,74) ENT.TopRotorDir = 1.0 ENT.AutomaticFrameAdvance = true ENT.EngineForce = 600 ENT.Weight = 12000 ENT.SeatSwitcherPos = Vector(0,0,0) ENT.AngBrakeMul = 0.02 ENT.SmokePos = Vector(-235,0,68) ENT.FirePos = Vector(-235,0,68) if CLIENT then ENT.thirdPerson = { distance = 550 } end ENT.Agility = { Thrust = 15 } ENT.Wheels={ { mdl="models/sentry/f16_bw.mdl", pos=Vector(-66,45.3,12), friction=10, mass=600, }, { mdl="models/sentry/f16_bw.mdl", pos=Vector(-66,-45.3,12), friction=10, mass=600, }, { mdl="models/sentry/f16_fw.mdl", pos=Vector(86.2,0,10.9), friction=10, mass=1200, }, } ENT.Seats = { { pos=Vector(130,0,70), exit=Vector(130,70,20), weapons={"M61 Vulcan", "Hydra 70"} } } ENT.Weapons = { ["M61 Vulcan"] = { class = "wac_pod_gatling", info = { Pods = { Vector(100,40,80.75), Vector(100,-40,80.75) }, Sounds = { shoot = "WAC/f16/gun.wav", stop = "WAC/f16/gun_stop.wav" } } }, ["Hydra 70"] = { class = "wac_pod_hydra", info = { Sequential = true, Pods = { Vector(-31.54,155.64,56.31), Vector(-31.54,-155.64,56.31) } } }, } ENT.Sounds={ Start="WAC/f16/Start.wav", Blades="WAC/f16/external.wav", Engine="WAC/f16/internal.wav", MissileAlert="HelicopterVehicle/MissileNearby.mp3", MissileShoot="HelicopterVehicle/MissileShoot.mp3", MinorAlarm="HelicopterVehicle/MinorAlarm.mp3", LowHealth="HelicopterVehicle/LowHealth.mp3", CrashAlarm="HelicopterVehicle/CrashAlarm.mp3" } // heatwave if CLIENT then local cureffect=0 function ENT:Think() self:base("wac_pl_base").Think(self) local throttle = self:GetNWFloat("up", 0) local active = self:GetNWBool("active", false) local ent=LocalPlayer():GetVehicle():GetNWEntity("wac_aircraft") if ent==self and active and throttle > 0.2 and CurTime()>cureffect then cureffect=CurTime()+0.02 local ed=EffectData() ed:SetEntity(self) ed:SetOrigin(Vector(-270,0,68)) // offset ed:SetMagnitude(throttle) ed:SetRadius(25) util.Effect("wac_heatwave", ed) end end end function ENT:DrawWeaponSelection() end
local Star = {} Star.__index = Star function Star.new(size, location, screenSize) local self = setmetatable({}, Star) self.radius = size self.color = {255, 255, 255} self.location = location self.y = location.y self.x = location.x self.screenSize = screenSize self.speed = 100 self.warp = false return self end function Star:draw() love.graphics.setColor(self.color[1], self.color[2], self.color[3]) love.graphics.circle('fill', self.x, math.floor(self.y), self.radius) end function Star:update(dt) self.y = self.y + self.speed * dt if self.y >= self.screenSize.height + 10 then self.y = self.y - self.screenSize.height - math.random(5, 20) self.x = math.random(0, self.screenSize.width) end end function Star:toggleWarp() if not self.warp then self.speed = 1000 self.warp = true else self.speed = 100 self.warp = false end end function Star:keypressed(key, scancode, isrepeat) if scancode == 'space' then self:toggleWarp() end end return Star
function tass64(e) local hdrs = {} for _, src in ipairs(e.ins) do local f = src:gsub("[^/]*$", "") if f == "" then f = "." end hdrs[#hdrs+1] = "-I"..f end local cflags = e.cflags or "" rule { ins = e.ins, outs = e.outs, cmd = "64tass --quiet --long-branch --ascii --case-sensitive --nostart -o &1 @1" } end
--[[Author: Pizzalol Date: 09.02.2015. Updates the value of the stack modifier and applies the movement speed modifier]] function BattleHungerStart( keys ) local caster = keys.caster local ability = keys.ability local caster_modifier = keys.caster_modifier local speed_modifier = keys.speed_modifier -- If the caster doesnt have the stack modifier then we create it, otherwise -- we just update the value if not caster:HasModifier(caster_modifier) then ability:ApplyDataDrivenModifier(caster, caster, caster_modifier, {}) caster:SetModifierStackCount(caster_modifier, ability, 1) else local stack_count = caster:GetModifierStackCount(caster_modifier, ability) caster:SetModifierStackCount(caster_modifier, ability, stack_count + 1) end -- Apply the movement speed modifier ability:ApplyDataDrivenModifier(caster, caster, speed_modifier, {}) end --[[Author: Pizzalol Date: 09.02.2015. Updates the value of the stack modifier and removes the movement speed modifier]] function BattleHungerEnd( keys ) local caster = keys.caster local ability = keys.ability local caster_modifier = keys.caster_modifier local speed_modifier = keys.speed_modifier local stack_count = caster:GetModifierStackCount(caster_modifier, ability) -- If the stack is equal or less than one then just remove the stack modifier entirely -- otherwise just update the value if stack_count <= 1 then caster:RemoveModifierByName(caster_modifier) else caster:SetModifierStackCount(caster_modifier, ability, stack_count - 1) end -- Remove one movement modifier caster:RemoveModifierByName(speed_modifier) end --[[Author: Pizzalol Date: 09.02.2015. Triggers when the unit kills something, if its not an illusion then remove the Battle Hunger debuff]] function BattleHungerKill( keys ) local caster = keys.caster local attacker = keys.attacker local unit = keys.unit local modifier = keys.modifier if not unit:IsIllusion() then attacker:RemoveModifierByNameAndCaster(modifier, caster) end end
require("Menu/settings.lua") --this = SceneNode() function create() local language = Language() language:setGlobalLanguage(Settings.Language.getSettings()) this:loadLuaScriptAndRunOnce("settings.lua") Core.setSounMasterGain(Settings.soundMasterGain.getGain()) Core.setSounEffectGain(Settings.soundEffectGain.getGain()) Core.setSoundMusicGain(Settings.soundMusicGain.getGain()) --load main menu world this:loadScene("Data/Map/hidden/menuWorld.map") --load main menu camera this:loadLuaScript("Camera/mainMenuCamera.lua") local mainMenuNode = this:addChild(SceneNode()) mainMenuNode:createWork() mainMenuNode:loadLuaScript("Menu/MainMenu/mainMenu.lua") mainMenuNode:loadLuaScript("Menu/MainMenu/version.lua") --shut down script return false end function update() return false end
-- This file is generated by proto-gen-lua. DO NOT EDIT. -- The protoc version is 'v3.19.2' -- The proto-gen-lua version is 'Develop' local protobuf = require "protobuf.protobuf" local registry = require "protobuf.registry" local imports_test_a_1_m1_pb_desc = require "imports.test_a_1.m1_pb_desc" local imports_test_a_1_m1_pb = {} ---@alias imports_test_a_1_m1_pb.E1 ---| 'imports_test_a_1_m1_pb.E1.E1_ZERO' # = 0 ---@class imports_test_a_1_m1_pb.M1 : protobuf.Message ---@class imports_test_a_1_m1_pb.M1_1 : protobuf.Message ---@field m1 imports_test_a_1_m1_pb.M1 imports_test_a_1_m1_pb.E1 = {} imports_test_a_1_m1_pb.E1._FullName = ".test.a.E1" imports_test_a_1_m1_pb.E1._Descriptor = "imports_test_a_1_m1_pb_desc.enum_type[1]" imports_test_a_1_m1_pb.E1.E1_ZERO = 0 imports_test_a_1_m1_pb.E1[0] = ".test.a.E1.E1_ZERO" registry.RegistEnum(imports_test_a_1_m1_pb.E1) ---@type fun():imports_test_a_1_m1_pb.M1 imports_test_a_1_m1_pb.M1 = protobuf.Message(imports_test_a_1_m1_pb_desc.message_type[1]) imports_test_a_1_m1_pb.M1._FullName = ".test.a.M1" imports_test_a_1_m1_pb.M1._Descriptor = "imports_test_a_1_m1_pb_desc.message_type[1]" registry.RegistMessage(imports_test_a_1_m1_pb.M1) ---@type fun():imports_test_a_1_m1_pb.M1_1 imports_test_a_1_m1_pb.M1_1 = protobuf.Message(imports_test_a_1_m1_pb_desc.message_type[2]) imports_test_a_1_m1_pb.M1_1._FullName = ".test.a.M1_1" imports_test_a_1_m1_pb.M1_1._Descriptor = "imports_test_a_1_m1_pb_desc.message_type[2]" registry.RegistMessage(imports_test_a_1_m1_pb.M1_1) return imports_test_a_1_m1_pb