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local M = {} local filetype = "cpp" local function not_implemented() error("Not yet implemented for cpp") end function M.remove_types() -- TODO: Fix query issues for fried function, I want to keep the type -- on which is applied the function. return vim.treesitter.parse_query(filetype, [[ (parameter_list (parameter_declaration type: (qualified_identifier) @type6 (#offset! @type6))) ((type_qualifier) @type (#offset! @type)) ((type_identifier) @type2 (#offset! @type2)) ((primitive_type) @type3 (#offset! @type3)) ((reference_declarator) @type4 (#offset! @type4)) ((pointer_declarator) @type5 (#offset! @type5)) ]]) -- TODO: -- Add this & test in servers-drones-master/src/Window.cpp ((placeholder_type_specifier) @type6 (#offset! @type6)) -- Check reference_declarator also. -- With toggle all & toggle for parenthesis. end function M.remove_for_parenthesis() return vim.treesitter.parse_query(filetype, [[ (for_range_loop type: (_) @for_range_left_side (#offset! @for_range_left_side) right: (_) @for_range_right_side (#offset! @for_range_right_side)) (for_statement initializer: (_) @for_range_left_side (#offset! @for_range_left_side) update: (_) @for_range_right_side (#offset! @for_range_right_side)) ]]) end function M.remove_if_parenthesis() return vim.treesitter.parse_query(filetype, [[ (if_statement condition: (_) @condition (#offset! @condition)) ]]) end function M.remove_semicolons() return vim.treesitter.parse_query(filetype, [[ ((expression_statement) @expression1 (#offset! @expression1)) ((return_statement) @expression2 (#offset! @expression2)) ]]) end return M
-- Dovecot authentication backend for Prosody -- -- Copyright (C) 2011 Kim Alvefur -- local log = require "util.logger".init("sasl_imap"); local setmetatable = setmetatable; local s_match = string.match; local t_concat = table.concat; local tostring, tonumber = tostring, tonumber; local socket = require "socket" local ssl = require "ssl" local x509 = require "util.x509"; local base64 = require "util.encodings".base64; local b64, unb64 = base64.encode, base64.decode; local _M = {}; local method = {}; method.__index = method; -- For extracting the username. local mitm = { PLAIN = function(message) return s_match(message, "^[^%z]*%z([^%z]+)%z[^%z]+"); end, ["SCRAM-SHA-1"] = function(message) return s_match(message, "^[^,]+,[^,]*,n=([^,]*)"); end, ["DIGEST-MD5"] = function(message) return s_match(message, "username=\"([^\"]*)\""); end, } local function connect(host, port, ssl_params) port = tonumber(port) or (ssl_params and 993 or 143); log("debug", "connect() to %s:%s:%d", ssl_params and "ssl" or "tcp", host, tonumber(port)); local conn = socket.tcp(); -- Create a connection to imap socket log("debug", "connecting to imap at '%s:%d'", host, port); local ok, err = conn:connect(host, port); conn:settimeout(10); if not ok then log("error", "error connecting to imap at '%s:%d': %s", host, port, err); return false; end if ssl_params then -- Perform SSL handshake local ok, err = ssl.wrap(conn, ssl_params); if ok then conn = ok; ok, err = conn:dohandshake(); end if not ok then log("error", "error initializing ssl connection to imap at '%s:%d': %s", host, port, err); conn:close(); return false; end -- Verify certificate if ssl_params.verify then if not conn.getpeercertificate then log("error", "unable to verify certificate, newer LuaSec required: https://prosody.im/doc/depends#luasec"); conn:close(); return false; end if not x509.verify_identity(host, nil, conn:getpeercertificate()) then log("warn", "invalid certificate for imap service %s:%d, denying connection", host, port); return false; end end end -- Parse IMAP handshake local supported_mechs = {}; local line = conn:receive("*l"); if not line then return false; end log("debug", "imap greeting: '%s'", line); local caps = line:match("^%*%s+OK%s+(%b[])"); if not caps or not caps:match("^%[CAPABILITY ") then conn:send("A CAPABILITY\r\n"); line = conn:receive("*l"); log("debug", "imap capabilities response: '%s'", line); caps = line:match("^%*%s+CAPABILITY%s+(.*)$"); if not conn:receive("*l"):match("^A OK") then log("debug", "imap capabilities command failed") conn:close(); return false; end elseif caps then caps = caps:sub(2,-2); -- Strip surrounding [] end if caps then for cap in caps:gmatch("%S+") do log("debug", "Capability: %s", cap); local mech = cap:match("AUTH=(.*)"); if mech then log("debug", "Supported SASL mechanism: %s", mech); supported_mechs[mech] = mitm[mech] and true or nil; end end end return conn, supported_mechs; end -- create a new SASL object which can be used to authenticate clients function _M.new(realm, service_name, host, port, ssl_params, append_host) log("debug", "new(%q, %q, %q, %d)", realm or "", service_name or "", host or "", port or 0); local sasl_i = { realm = realm; service_name = service_name; _host = host; _port = port; _ssl_params = ssl_params; _append_host = append_host; }; local conn, mechs = connect(host, port, ssl_params); if not conn then return nil, "Socket connection failure"; end if append_host then mechs = { PLAIN = mechs.PLAIN }; end sasl_i.conn, sasl_i.mechs = conn, mechs; return setmetatable(sasl_i, method); end -- get a fresh clone with the same realm and service name function method:clean_clone() if self.conn then self.conn:close(); self.conn = nil; end log("debug", "method:clean_clone()"); return _M.new(self.realm, self.service_name, self._host, self._port, self._ssl_params, self._append_host) end -- get a list of possible SASL mechanisms to use function method:mechanisms() log("debug", "method:mechanisms()"); return self.mechs; end -- select a mechanism to use function method:select(mechanism) log("debug", "method:select(%q)", mechanism); if not self.selected and self.mechs[mechanism] then self.tag = tostring({}):match("0x(%x*)$"); self.selected = mechanism; local selectmsg = t_concat({ self.tag, "AUTHENTICATE", mechanism }, " "); log("debug", "Sending %d bytes: %q", #selectmsg, selectmsg); local ok, err = self.conn:send(selectmsg.."\r\n"); if not ok then log("error", "Could not write to socket: %s", err); return "failure", "internal-server-error", err end local line, err = self.conn:receive("*l"); if not line then log("error", "Could not read from socket: %s", err); return "failure", "internal-server-error", err end log("debug", "Received %d bytes: %q", #line, line); return line:match("^+") end end -- feed new messages to process into the library function method:process(message) local username = mitm[self.selected](message); if username then self.username = username; end if self._append_host and self.selected == "PLAIN" then message = message:gsub("^([^%z]*%z[^%z]+)(%z[^%z]+)$", "%1@"..self.realm.."%2"); end log("debug", "method:process(%d bytes): %q", #message, message:gsub("%z", ".")); local ok, err = self.conn:send(b64(message).."\r\n"); if not ok then log("error", "Could not write to socket: %s", err); return "failure", "internal-server-error", err end log("debug", "Sent %d bytes to socket", ok); local line, err = self.conn:receive("*l"); if not line then log("error", "Could not read from socket: %s", err); return "failure", "internal-server-error", err end log("debug", "Received %d bytes from socket: %s", #line, line); while line and line:match("^%* ") do line, err = self.conn:receive("*l"); end if line:match("^%+") and #line > 2 then local data = line:sub(3); data = data and unb64(data); return "challenge", unb64(data); elseif line:sub(1, #self.tag) == self.tag then local ok, rest = line:sub(#self.tag+1):match("(%w+)%s+(.*)"); ok = ok:lower(); log("debug", "%s: %s", ok, rest); if ok == "ok" then return "success" elseif ok == "no" then return "failure", "not-authorized", rest; end elseif line:match("^%* BYE") then local err = line:match("BYE%s*(.*)"); return "failure", "not-authorized", err; end end return _M;
local M = {} --- Extends sub list of the table. -- @param tbl table: A table of lists. -- @param key any: A key of the sub list. -- @param value any: A new value placed in the sub list. function M.grow_sublist(tbl, key, value) if tbl[key] == nil then tbl[key] = { value } else table.insert(tbl[key], value) end end return M;
data:define_type("god") data:add_multi( "core.god", { { id = "mani", legacy_id = 1, }, { id = "lulwy", legacy_id = 2, }, { id = "itzpalt", legacy_id = 3, }, { id = "ehekatl", legacy_id = 4, }, { id = "opatos", legacy_id = 5, }, { id = "jure", legacy_id = 6, }, { id = "kumiromi", legacy_id = 7, }, })
#!/usr/bin/env lua --- Tests on dumocks.ReceiverUnit. -- @see dumocks.ReceiverUnit -- set search path to include src directory package.path = "src/?.lua;" .. package.path local lu = require("luaunit") local mru = require("dumocks.ReceiverUnit") require("test.Utilities") _G.TestReceiverUnit = {} --- Verify constructor arguments properly handled and independent between instances. function _G.TestReceiverUnit.testConstructor() -- default element: -- ["receiver xs"] = {mass = 13.27, maxHitPoints = 50.0, range = 100.0} local receiver0 = mru:new() local receiver1 = mru:new(nil, 1, "Receiver XS") local receiver2 = mru:new(nil, 2, "invalid") local receiver3 = mru:new(nil, 3, "receiver s") local receiverClosure0 = receiver0:mockGetClosure() local receiverClosure1 = receiver1:mockGetClosure() local receiverClosure2 = receiver2:mockGetClosure() local receiverClosure3 = receiver3:mockGetClosure() lu.assertEquals(receiverClosure0.getId(), 0) lu.assertEquals(receiverClosure1.getId(), 1) lu.assertEquals(receiverClosure2.getId(), 2) lu.assertEquals(receiverClosure3.getId(), 3) -- prove default element is selected only where appropriate local defaultMass = 13.27 lu.assertEquals(receiverClosure0.getMass(), defaultMass) lu.assertEquals(receiverClosure1.getMass(), defaultMass) lu.assertEquals(receiverClosure2.getMass(), defaultMass) lu.assertNotEquals(receiverClosure3.getMass(), defaultMass) end --- Verify get range retrieves range properly. function _G.TestReceiverUnit.testGetRange() local mock = mru:new() local closure = mock:mockGetClosure() mock.range = 50.0 lu.assertEquals(closure.getRange(), 50.0) mock.range = 100.0 lu.assertEquals(closure.getRange(), 100.0) end --- Verify receive calls all callbacks and propagates errors. function _G.TestReceiverUnit.testReceiveError() local mock = mru:new() mock.channelList = "channel" local calls = 0 local callback1Order, callback2Order local callbackError = function(_, _) calls = calls + 1 callback1Order = calls error("I'm a bad callback.") end mock:mockRegisterReceive(callbackError, "*", "*") local callback2 = function(_, _) calls = calls + 1 callback2Order = calls error("I'm a bad callback, too.") end mock:mockRegisterReceive(callback2, "*", "*") -- both called, proper order, errors thrown lu.assertErrorMsgContains("bad callback", mock.mockDoReceive, mock, "channel", "message") lu.assertEquals(calls, 2) lu.assertEquals(callback1Order, 1) lu.assertEquals(callback2Order, 2) end --- Verify unfiltered receive gets all messages on channels the receiver is listening to. function _G.TestReceiverUnit.testReceiveAll() local mock = mru:new() mock.channelList = "channel, blah" local expectedChannel, actualChannel local expectedMessage, actualMessage local called local callback = function(channel, message) called = true actualChannel = channel actualMessage = message end mock:mockRegisterReceive(callback, "*", "*") called = false actualChannel = nil actualMessage = nil expectedChannel = "channel" expectedMessage = "message" mock:mockDoReceive(expectedChannel, expectedMessage) lu.assertTrue(called) lu.assertEquals(actualChannel, expectedChannel) lu.assertEquals(actualMessage, expectedMessage) called = false actualChannel = nil actualMessage = nil expectedChannel = "blah" expectedMessage = "new message" mock:mockDoReceive(expectedChannel, expectedMessage) lu.assertTrue(called) lu.assertEquals(actualChannel, expectedChannel) lu.assertEquals(actualMessage, expectedMessage) called = false expectedChannel = "filter" expectedMessage = "message" mock:mockDoReceive(expectedChannel, expectedMessage) lu.assertFalse(called) called = false actualChannel = nil actualMessage = nil expectedChannel = "channel" expectedMessage = "filter" mock:mockDoReceive(expectedChannel, expectedMessage) lu.assertTrue(called) lu.assertEquals(actualChannel, expectedChannel) lu.assertEquals(actualMessage, expectedMessage) end --- Verify filtering on channel works. function _G.TestReceiverUnit.testReceiveFilterChannel() local mock = mru:new() mock.channelList = "channel, filter" local expectedChannel, actualChannel local expectedMessage, actualMessage local called local callback = function(channel, message) called = true actualChannel = channel actualMessage = message end mock:mockRegisterReceive(callback, "channel", "*") called = false actualChannel = nil actualMessage = nil expectedChannel = "channel" expectedMessage = "message" mock:mockDoReceive(expectedChannel, expectedMessage) lu.assertTrue(called) lu.assertEquals(actualChannel, expectedChannel) lu.assertEquals(actualMessage, expectedMessage) -- in channel list but not in filter called = false expectedChannel = "filter" expectedMessage = "message" mock:mockDoReceive(expectedChannel, expectedMessage) lu.assertFalse(called) called = false actualChannel = nil actualMessage = nil expectedChannel = "channel" expectedMessage = "filter" mock:mockDoReceive(expectedChannel, expectedMessage) lu.assertTrue(called) lu.assertEquals(actualChannel, expectedChannel) lu.assertEquals(actualMessage, expectedMessage) end --- Verify filtering on messages works. function _G.TestReceiverUnit.testReceiveFilterMessage() local mock = mru:new() mock.channelList = "channel" local expectedChannel, actualChannel local expectedMessage, actualMessage local called local callback = function(channel, message) called = true actualChannel = channel actualMessage = message end mock:mockRegisterReceive(callback, "*", "message") called = false actualChannel = nil actualMessage = nil expectedChannel = "channel" expectedMessage = "message" mock:mockDoReceive(expectedChannel, expectedMessage) lu.assertTrue(called) lu.assertEquals(actualChannel, expectedChannel) lu.assertEquals(actualMessage, expectedMessage) called = false expectedChannel = "channel" expectedMessage = "filter" mock:mockDoReceive(expectedChannel, expectedMessage) lu.assertFalse(called) end --- Verify filtering on channel and message at the same time works. function _G.TestReceiverUnit.testReceiveFilterBoth() local mock = mru:new() mock.channelList = "channel, filter" local expectedChannel, actualChannel local expectedMessage, actualMessage local called local callback = function(channel, message) called = true actualChannel = channel actualMessage = message end mock:mockRegisterReceive(callback, "channel", "message") called = false actualChannel = nil actualMessage = nil expectedChannel = "channel" expectedMessage = "message" mock:mockDoReceive(expectedChannel, expectedMessage) lu.assertTrue(called) lu.assertEquals(actualChannel, expectedChannel) lu.assertEquals(actualMessage, expectedMessage) called = false expectedChannel = "filter" expectedMessage = "message" mock:mockDoReceive(expectedChannel, expectedMessage) lu.assertFalse(called) called = false expectedChannel = "channel" expectedMessage = "filter" mock:mockDoReceive(expectedChannel, expectedMessage) lu.assertFalse(called) end --- Characterization test to determine in-game behavior, can run on mock and uses assert instead of luaunit to run -- in-game. -- -- Test setup: -- 1. 1x Receiver XS, connected to Programming Board on slot1, default channel set to duMocks -- 2. 1x Emitter XS, connected to Programming Board on slot2 -- -- Exercises: getElementClass, receive, getRange, setSignalOut, setChannels, getChannels function _G.TestReceiverUnit.testGameBehavior() local mock = mru:new(nil, 1) local slot1 = mock:mockGetClosure() -- stub this in directly to supress print in the unit test local unit = {} unit.getData = function() return '"showScriptError":false' end unit.setTimer = function() end unit.exit = function() end local system = {} system.print = function(msg) end local slot2 = {} function slot2.send(channel, message) mock:mockDoReceive(channel, message) end local tickEnd = function() --------------- -- copy from here to unit.tick(timerId) stop --------------- -- exit to report status unit.exit() --------------- -- copy to here to unit.tick(timerId) stop --------------- end local tickResume = function() --------------- -- copy from here to unit.tick(timerId) resume --------------- assert(_G.receiverCoroutine, "Coroutine must exist when resume is called.") assert(coroutine.status(_G.receiverCoroutine) ~= "dead", "Coroutine should not be dead when resume is called.") -- resume routine only when expected call has been received and processed local ok, message = coroutine.resume(_G.receiverCoroutine) assert(ok, string.format("Error resuming coroutine: %s", message)) --------------- -- copy to here to unit.tick(timerId) resume --------------- end local allCount, messageFilterCount, channelFilterCount local receiveAllListener = function(channel, message) --------------- -- copy from here to slot1.receive(channel,message) * * --------------- allCount = allCount + 1 assert(slot1.getSignalOut("out") == 1.0) --------------- -- copy to here to slot1.receive(channel,message) * * --------------- end mock:mockRegisterReceive(receiveAllListener, "*", "*") local receiveChannelListener = function(channel, message) --------------- -- copy from here to slot1.receive(channel,message) duMocks * --------------- channelFilterCount = channelFilterCount + 1 assert(message == "filtered", "Received: " .. message) --------------- -- copy to here to slot1.receive(channel,message) duMocks * --------------- end mock:mockRegisterReceive(receiveChannelListener, "duMocks", "*") local receiveMessageListener = function(channel, message) --------------- -- copy from here to slot1.receive(channel,message) * message --------------- messageFilterCount = messageFilterCount + 1 assert(channel == "filtered", "Received on: " .. channel) --------------- -- copy to here to slot1.receive(channel,message) * message --------------- end mock:mockRegisterReceive(receiveMessageListener, "*", "message") --------------- -- copy from here to unit.start --------------- -- verify expected functions local expectedFunctions = {"getRange", "getChannels", "setChannels", "getSignalOut"} for _, v in pairs(_G.Utilities.elementFunctions) do table.insert(expectedFunctions, v) end _G.Utilities.verifyExpectedFunctions(slot1, expectedFunctions) -- test element class and inherited methods assert(slot1.getElementClass() == "ReceiverUnit") assert(slot1.getMaxHitPoints() == 50.0) assert(slot1.getMass() == 13.27) _G.Utilities.verifyBasicElementFunctions(slot1, 3) assert(slot1.getRange() == 1000.0) allCount = 0 messageFilterCount = 0 channelFilterCount = 0 local channelList = "unexpected, filtered, duMocks" slot1.setChannels(channelList) assert(slot1.getChannels() == channelList, string.format("Expected <%s> but got <%s>", channelList, slot1.getChannels())) local function messagingTest() slot2.send("unexpected", "unexpected") -- hits all listener only coroutine.yield() slot2.send("filtered", "message") -- filtered by message coroutine.yield() slot2.send("duMocks", "filtered") -- filtered by channel coroutine.yield() slot2.send("unlistened", "unexpected") -- receiver not registered for channel coroutine.yield() unit.exit() end _G.receiverCoroutine = coroutine.create(messagingTest) coroutine.resume(_G.receiverCoroutine) unit.setTimer("resume", 0.25) -- all messages should be processed easily within 2 seconds unit.setTimer("stop", 2) --------------- -- copy to here to unit.start --------------- -- listener function called synchronously, by the time yield is called all processing is finished, so just resume tickResume() tickResume() tickResume() tickResume() --------------- -- copy from here to unit.stop() --------------- assert(allCount == 3, allCount) assert(messageFilterCount == 1, messageFilterCount) assert(channelFilterCount == 1) -- multi-part script, can't just print success because end of script was reached if string.find(unit.getData(), '"showScriptError":false') then system.print("Success") else system.print("Failed") end --------------- -- copy to here to unit.stop() --------------- end os.exit(lu.LuaUnit.run())
--[[ Useful functions to manipulate strings, based on similar implementations in other standard libraries. ]] local ReplicatedStorage = game:GetService("ReplicatedStorage") local require = require(ReplicatedStorage:WaitForChild("Nevermore")) local t = require("t") local Functions = require(script.Parent.Functions) local Tables = require(script.Parent.Tables) local Strings = {} local append = table.insert local concat = table.concat --[[ Convert `str` to camel-case. @example _.camelCase('Pepperoni Pizza') --> 'pepperoniPizza' @example _.camelCase('--pepperoni-pizza--') --> 'pepperoniPizza' @example _.camelCase('__PEPPERONI_PIZZA') --> 'pepperoniPizza' @trait Chainable ]] --: string -> string function Strings.camelCase(str) assert(t.string(str)) return str:gsub( "(%a)([%w]*)", function(head, tail) return head:upper() .. tail:lower() end ):gsub("%A", ""):gsub("^%u", string.lower) end --[[ Convert `str` to kebab-case, making all letters lowercase. @example _.kebabCase('strongStilton') --> 'strong-stilton' @example _.kebabCase(' Strong Stilton ') --> 'strong-stilton' @example _.kebabCase('__STRONG_STILTON__') --> 'strong-stilton' @usage Chain with `:upper()` if you need an upper kebab-case string. @trait Chainable ]] --: string -> string function Strings.kebabCase(str) assert(t.string(str)) return str:gsub( "(%l)(%u)", function(a, b) return a .. "-" .. b end ):gsub("%A", "-"):gsub("^%-+", ""):gsub("%-+$", ""):lower() end --[[ Convert `str` to snake-case, making all letters uppercase. @example _.snakeCase('sweetChickenCurry') --> 'SWEET_CHICKEN_CURRY' @example _.snakeCase(' Sweet Chicken Curry ') --> 'SWEET_CHICKEN__CURRY' @example _.snakeCase('--sweet-chicken--curry--') --> 'SWEET_CHICKEN__CURRY' @usage Chain with `:lower()` if you need a lower snake-case string. @trait Chainable ]] function Strings.snakeCase(str) assert(t.string(str)) return str:gsub( "(%l)(%u)", function(a, b) return a .. "_" .. b end ):gsub("%A", "_"):gsub("^_+", ""):gsub("_+$", ""):upper() end --[[ Convert `str` to title-case, where the first letter of each word is capitalized. @example _.titleCase("jello world") --> "Jello World" @example _.titleCase("yellow-jello with_sprinkles") --> "Yellow-jello With_sprinkles" @example _.titleCase("yellow jello's don’t mellow") --> "Yellow Jello's Dont’t Mellow" @usage Dashes, underscores and apostraphes don't break words. @trait Chainable ]] function Strings.titleCase(str) assert(t.string(str)) return str:gsub( "(%a)([%w_%-'’]*)", function(head, tail) return head:upper() .. tail end ) end --[[ Capitalize the first letter of `str`. @example _.capitalize("hello mould") --> "Hello mould" @trait Chainable ]] function Strings.capitalize(str) assert(t.string(str)) return str:gsub("^%l", string.upper) end --[==[ Converts the characters `&<>"'` in `str` to their corresponding HTML entities. @example _.encodeHtml([[Pease < Bacon > "Fish" & 'Chips']]) --> "Peas &lt; Bacon &gt; &quot;Fish&quot; &amp; &apos;Chips&apos;" @trait Chainable ]==] function Strings.encodeHtml(str) assert(t.string(str)) local entities = {["<"] = "lt", [">"] = "gt", ["&"] = "amp", ['"'] = "quot", ["'"] = "apos"} return str:gsub( ".", function(char) return entities[char] and ("&" .. entities[char] .. ";") or char end ) end --[==[ The inverse of `_.encodeHtml`. Converts any HTML entities in `str` to their corresponding characters. @example _.decodeHtml("&lt;b&gt;&#34;Smashed&quot;&lt;/b&gt; &apos;Avocado&#39; &#x1F60F;") --> [[<b>"Smashed"</b> 'Avocado' 😏]] @trait Chainable ]==] function Strings.decodeHtml(str) assert(t.string(str)) local entities = {lt = "<", gt = ">", amp = "&", quot = '"', apos = "'"} return str:gsub( "(&(#?x?)([%d%a]+);)", function(original, hashPrefix, code) return (hashPrefix == "" and entities[code]) or (hashPrefix == "#x" and tonumber(code, 16)) and utf8.char(tonumber(code, 16)) or (hashPrefix == "#" and tonumber(code)) and utf8.char(code) or original end ) end --[[ Splits `str` into parts based on a pattern delimiter and returns a table of the parts. @example _.splitByPattern("rice") --> {"r", "i", "c", "e"} @example _.splitByPattern("one.two::flour", "[.:]") --> {"one", "two", "", "flour"} @usage This method is useful only when you need a _pattern_ as a delimiter. @usage Use the Roblox native `string.split` if you are splitting on a simple string. @param delimiter (default = "") @trait Chainable ]] --: string, pattern -> string[] function Strings.splitByPattern(str, delimiter) assert(t.string(str)) assert(t.optional(t.string)(delimiter)) local result = {} local from = 1 if (not delimiter) then for i = 1, #str do append(result, str:sub(i, i)) end return result end local delim_from, delim_to = str:find(delimiter, from) while delim_from do append(result, str:sub(from, delim_from - 1)) from = delim_to + 1 delim_from, delim_to = str:find(delimiter, from) end append(result, str:sub(from)) return result end --[[ Removes any spaces from the start and end of `str`. @example _.trim(" roast veg ") --> "roast veg" @trait Chainable ]] --: string -> string function Strings.trim(str) assert(t.string(str)) return str:match("^%s*(.-)%s*$") end --[[ Checks if `str` starts with the string `start`. @example _.startsWith("Fun Roblox Games", "Fun") --> true @example _.startsWith("Chess", "Fun") --> false @trait Chainable ]] --: string, string -> bool function Strings.startsWith(str, prefix) assert(t.string(str)) return str:sub(1, prefix:len()) == prefix end --[[ Checks if `str` ends with the string `suffix`. @example _.endsWith("Fun Roblox Games", "Games") --> true @example _.endsWith("Bad Roblox Memes", "Games") --> false @trait Chainable ]] --: string, string -> bool function Strings.endsWith(str, suffix) assert(t.string(str)) assert(t.string(suffix)) return str:sub(-suffix:len()) == suffix end --[[ Makes a string of `length` from `str` by repeating characters from `prefix` at the start of the string. @example _.leftPad("toast", 6) --> " toast" @example _.leftPad("2", 2, "0") --> "02" @example _.leftPad("toast", 10, ":)") --> ":):):toast" @param prefix (default = `" "`) @trait Chainable ]] --: string, number, string -> string function Strings.leftPad(str, length, prefix) assert(t.string(str)) assert(t.number(length)) assert(t.optional(t.string)(prefix)) prefix = prefix or " " local padLength = length - #str local remainder = padLength % #prefix local repetitions = (padLength - remainder) / #prefix return string.rep(prefix or " ", repetitions) .. prefix:sub(1, remainder) .. str end --[[ Makes a string of `length` from `str` by repeating characters from `suffix` at the end of the string. @example _.rightPad("toast", 6) --> "toast " @example _.rightPad("2", 2, "!") --> "2!" @example _.rightPad("toast", 10, ":)") --> "toast:):):" @param suffix (default = `" "`) @trait Chainable ]] --: string, number, string -> string function Strings.rightPad(str, length, suffix) assert(t.string(str)) assert(t.number(length)) assert(t.optional(t.string)(suffix)) suffix = suffix or " " local padLength = length - #str local remainder = padLength % #suffix local repetitions = (padLength - remainder) / #suffix return str .. string.rep(suffix or " ", repetitions) .. suffix:sub(1, remainder) end --[[ This function is a simpler & more powerful version of `string.format`, inspired by `format!` in Rust. If an instance has a `:format()` method, this is used instead, passing the format arguments. * `{}` prints the next variable using or `tostring`. * `{:?}` prints using `_.serializeDeep`. * `{:#?}` prints using `_.pretty`. @param subject the format match string ]] function Strings.format(subject, ...) end --[[ Pretty-prints the _subject_ and its associated metatable if _withMetatable_ is true @param withMetatable (default = false) ]] --: any, bool? -> string function Strings.pretty(subject, withMetatable) end --[[ This function first calls `_.format` on the arguments provided and then outputs the response to the debug target, set using `_.setDebug`. By default, this function does nothing, allowing developers to leave the calls in the source code if that is beneficial. @param subject the format match string @usage A common pattern would be to `_.setDebug()` to alias to `print` during local development, and call e.g. `_.setDebug(_.bind(HttpService.PostAsync, "https://example.com/log"))` on a production build to allow remote debugging. ]] function Strings.debug(subject, ...) if Strings.debugTarget == nil then return end Strings.debugTarget(Strings.format(...)) end --[[ Hooks up any debug methods to invoke _fn_. By default, `_.debug` does nothing. @param fn (default = `print`) @usage Calling `_.setDebug()` will simply print all calls to `_.debug` with formatted arguments. ]] function Strings.setDebug(fn) Strings.debugTarget = fn end --[[ Converts _char_ into a hex representation @param format (optional) a string passed to `_.format` which formats the hex value of each of the character's code points. @param useBytes (default = false) whether to use the character's bytes, rather than UTF-8 code points. @example _.charToHex("<") --> "3C" @example _.charToHex("<", "&#{};") --> "&#3C;" @example _.charToHex("😏") --> "1F60F" @example _.charToHex("😏", "0x{}") --> "0x1F60F" @example _.charToHex("🤷🏼‍♀️", "&#x{};") --> "&#x1F937;&#x1F3FC;&#x200D;&#x2640;&#xFE0F;" @example _.charToHex("🤷🏼‍♀️", "%{}", true) --> "%F0%9F%A4%B7%F0%9F%8F%BC%E2%80%8D%E2%99%80%EF%B8%8F" ]] --: char -> str, str?, boolean? function Strings.charToHex(char, format, useBytes) assert(t.string(char)) assert(utf8.len(char) == 1) local values = {} if useBytes then for position, codePoint in utf8.codes(char) do append(values, codePoint) end else for i = 1, char:len() do append(values, char:byte(i)) end end return concat( Tables.map( values, function(value) return format and Strings.format(format, string.format("%X", value)) end, "" ) ) end --[[ Generates a character from its _hex_ representation. @example _.hexToChar("1F60F") --> "😏" @example _.hexToChar("%1F60F") --> "😏" @example _.hexToChar("#1F60F") --> "😏" @example _.hexToChar("0x1F60F") --> "😏" @throws _MalformedInput_ if _char_ is not a valid encoding. ]] --: str -> char function Strings.hexToChar(hex) assert(t.string(hex)) if hex:sub(0, 1) == "%" or hex:sub(0, 1) == "#" then hex = hex:sub(1) elseif hex:sub(0, 2) == "0x" then hex = hex:sub(2) end return utf8.char(tonumber(hex, 16)) or error("MalformedInput") end --[[ Encodes _str_ for use as a URL, for example as an entire URL. @trait Chainable @example _.encodeUrl("https://example.com/Egg+Fried Rice!?🤷🏼‍♀️") --> "https://example.com/Egg+Fried%20Rice!?%1F937%1F3FC%200D%2640%FE0F" @usage This method is designed to act like `encodeURI` in JavaScript. ]] --: string -> string function Strings.encodeUrl(str) assert(t.string(str)) return str:gsub("[^%;%,%/%?%:%@%&%=%+%$%w%-%_%.%!%~%*%'%(%)%#]", Functions.bindTail(Strings.charToHex, "%{}", true)) end --[[ Encodes _str_ for use in a URL, for example as a query parameter of a URL. @trait Chainable @example _.encodeUrlComponent("https://example.com/Egg+Fried Rice!?🤷🏼‍♀️") --> "https%3A%2F%2Fexample.com%2FEgg%2BFried%20Rice!%3F%1F937%1F3FC%200D%2640%FE0F" @usage This method is designed to act like `encodeURIComponent` in JavaScript. @usage This is very similar to `HttpService.EncodeUrl`, but is included for parity and conforms closer to the standard (e.g. EncodeUrl unnecessarily encodes `!`). ]] --: string -> string function Strings.encodeUrlComponent(str) assert(t.string(str)) return str:gsub("[^%w%-_%.%!%~%*%'%(%)]", Functions.bindTail(Strings.charToHex, "%{}", true)) end local calculateDecodeUrlExceptions = Functions.once( function() local exceptions = {} for char in ("#$&+,/:;=?@"):gmatch(".") do exceptions[string.byte(char)] = true end return exceptions end ) --[[ The inverse of `_.encodeUrl`. @trait Chainable @example _.decodeUrl("https://Egg+Fried%20Rice!?") --> "https://Egg+Fried Rice!?" @usage This method is designed to act like `decodeURI` in JavaScript. ]] --: string -> string function Strings.decodeUrl(str) assert(t.string(str)) local exceptions = calculateDecodeUrlExceptions() return str:gsub( "%%(%x%x)", function(term) local charId = tonumber(term, 16) if not exceptions[charId] then return utf8.char(charId) end end ) end --[[ The inverse of `_.encodeUrlComponent`. @trait Chainable @example _.decodeUrlComponent("https%3A%2F%2FEgg%2BFried%20Rice!%3F") --> "https://Egg+Fried Rice!?" @usage This method is designed to act like `decodeURIComponent` in JavaScript. @throws _MalformedInput_ if _str_ contains characters encoded incorrectly. ]] --: string -> string function Strings.decodeUrlComponent(str) assert(t.string(str)) return str:gsub("%%(%x%x)", Strings.hexToChar) end --[[ Takes a _query_ dictionary of key-value pairs and builds a query string that can be concatenated to the end of a url. @example _.encodeQueryString({ time = 11, biscuits = "hob nobs", chocolatey = true })) --> "?biscuits=hob+nobs&time=11&chocolatey=true" @usage A query string which contains duplicate keys with different values is technically valid, but this function doesn't provide a way to produce them. ]] --: <K,V>(Iterable<K,V> -> string) function Strings.encodeQueryString(query) assert(t.table(query)) local fields = Tables.mapValues( query, function(value, key) return Strings.encodeUrlComponent(tostring(key)) .. "=" .. Strings.encodeUrlComponent(tostring(value)) end ) return ("?" .. concat(fields, "&")) end return Strings
local class = require('opus.class') local Event = require('opus.event') local UI = require('opus.ui') local Util = require('opus.util') UI.StatusBar = class(UI.Window) UI.StatusBar.defaults = { UIElement = 'StatusBar', backgroundColor = 'lightGray', textColor = 'gray', height = 1, ey = -1, } function UI.StatusBar:layout() UI.Window.layout(self) -- Can only have 1 adjustable width if self.columns then local w = self.width - #self.columns - 1 for _,c in pairs(self.columns) do if c.width then c.cw = c.width -- computed width w = w - c.width end end for _,c in pairs(self.columns) do if not c.width then c.cw = w end end end end function UI.StatusBar:setStatus(status) if self.values ~= status then self.values = status self:draw() end end function UI.StatusBar:setValue(name, value) if not self.values then self.values = { } end self.values[name] = value end function UI.StatusBar:getValue(name) if self.values then return self.values[name] end end function UI.StatusBar:timedStatus(status, timeout) self:write(2, 1, Util.widthify(status, self.width-2), self.backgroundColor) Event.onTimeout(timeout or 3, function() if self.enabled then self:draw() self:sync() end end) end function UI.StatusBar:getColumnWidth(name) local c = Util.find(self.columns, 'key', name) return c and c.cw end function UI.StatusBar:setColumnWidth(name, width) local c = Util.find(self.columns, 'key', name) if c then c.cw = width end end function UI.StatusBar:draw() if not self.values then self:clear() elseif type(self.values) == 'string' then self:write(1, 1, Util.widthify(' ' .. self.values, self.width)) else local x = 2 self:clear() for _,c in ipairs(self.columns) do local s = Util.widthify(tostring(self.values[c.key] or ''), c.cw) self:write(x, 1, s, c.bg, c.fg) x = x + c.cw + 1 end end end function UI.StatusBar.example() return UI.Window { status1 = UI.StatusBar { values = 'standard' }, status2 = UI.StatusBar { ey = -3, columns = { { key = 'field1' }, { key = 'field2', width = 6 }, }, values = { field1 = 'test', field2 = '42', } } } end
--[[ Inital page for when the menu opens. Right now this is an empty page ]] local CorePackages = game:GetService("CorePackages") local InGameMenuDependencies = require(CorePackages.InGameMenuDependencies) local Roact = InGameMenuDependencies.Roact local InitalPage = Roact.PureComponent:extend("InitalPage") function InitalPage:render() end return InitalPage
local Tables = require('Common.Tables') local ModSpawns = require('Spawns.Priority') local Test = { UseReadyRoom = true, UseRounds = true, StringTables = {}, PlayerTeams = { Blue = { TeamId = 1, Loadout = 'NoTeam', }, }, Settings = { RoundTime = { Min = 5, Max = 30, Value = 10, }, }, AiSpawns = nil, Players = {} } Test.__index = Test function Test:new() local test = {} setmetatable(self, test) return test end --#region Initialization ---Method called right after the mission is loaded. function Test:PreInit() print('PreInit') self.AiSpawns = ModSpawns:Create() end ---Method called just before player gets control. function Test:PostInit() print('PostInit') timer.Set( 'TestTimer1', self, self.TestTimer1, 10.0, false ) end function Test:TestTimer1() print('TestTimer1') local players = gamemode.GetPlayerList( 1, 0, false, 0, true ) print('Found ' .. #players .. ' players') player.ShowGameMessage( players[1], 'TestMessage1', 'Lower', 60.0 ) timer.Set( 'TestTimer2', self, self.TestTimer2, 5.0, false ) end function Test:TestTimer2() print('TestTimer2') print('Clearing message') timer.Clear(self, 'TestMessage1') end --#endregion --#region Triggers ---Triggered when a round stage is set. Round stage can be anything set by the user ---using the gamemode.SetRoundStage(stage) function. Howver there are some predefined ---round stages. ---@param RoundStage string named of the set round stage ---| 'WaitingForReady' ---| 'ReadyCountdown' ---| 'PreRoundWait' ---| 'InProgress' ---| 'PostRoundWait' function Test:OnRoundStageSet(RoundStage) print('OnRoundStageSet ' .. RoundStage) if RoundStage == 'PreRoundWait' then self.AiSpawns:SelectSpawnPoints() print('Stage time ' .. gamemode.GetRoundStageTime()) self.AiSpawns:Spawn( 4.0, nil, 'OpFor' ) elseif RoundStage == 'PostRoundWait' then ai.CleanUp(self.AiTeams.OpFor.Tag) end end ---Triggered when a round stage time elapse. Round stage can be anything set by ---the user using the gamemode.SetRoundStage(stage) function. However there are some ---predefined round stages. ---@param RoundStage string Name of the elapsed round stage ---| 'WaitingForReady' ---| 'ReadyCountdown' ---| 'PreRoundWait' ---| 'InProgress' ---| 'PostRoundWait' function Test:OnRoundStageTimeElapsed(RoundStage) print('OnRoundStageTimeElapsed ' .. RoundStage) end ---Triggered whenever any character dies (player or bot). ---@param Character any Character that died. ---@param CharacterController any Controller of the character that died. ---@param KillerController any Controller of the character that killed the character. function Test:OnCharacterDied(Character, CharacterController, KillerController) print('OnCharacterDied') end ---Triggered whenever any actor ovelaps a trigger. Note: Extraction points act as ---triggers as well. ---@param GameTrigger any ---@param Player any function Test:OnGameTriggerBeginOverlap(GameTrigger, Player) print('OnGameTriggerBeginOverlap') end ---Triggered whenever any actor ovelaps a trigger. Note: Extraction points act as ---triggers as well. ---@param GameTrigger any ---@param Player any function Test:OnGameTriggerEndOverlap(GameTrigger, Player) print('OnGameTriggerBeginOverlap') end --#endregion --#region Player actions ---Method called when a player changes the selected insertion point. ---@param PlayerState any ---@param InsertionPoint any function Test:PlayerInsertionPointChanged(PlayerState, InsertionPoint) print('PlayerInsertionPointChanged') end ---Method called when a player changes their ready status. If mission provides insertion ---points this is called at more or less the same time as PlayerInsertionPointChanged. ---@param PlayerState any ---@param ReadyStatus string ---| 'NotReady' ---| 'WaitingToReadyUp' ---| 'DeclaredReady' function Test:PlayerReadyStatusChanged(PlayerState, ReadyStatus) print('PlayerReadyStatusChanged ' .. ReadyStatus) if ReadyStatus == 'WaitingToReadyUp' then if not Tables.Index(self.Players, PlayerState) then table.insert(self.Players, PlayerState) end elseif ReadyStatus == 'NotReady' then local index = Tables.Index(self.Players, PlayerState) if index then table.remove(self.Players, index) end end local RoundStage = gamemode.GetRoundStage() if RoundStage ~= 'WaitingForReady' and RoundStage ~= 'ReadyCountdown' then return end local readyPlayersCount = 0 local allPlayersCount = gamemode.GetPlayerCount(true) for _, team in ipairs(gamemode.GetReadyPlayerTeamCounts(true)) do readyPlayersCount = readyPlayersCount + team end print('readyPlayersCount ' .. readyPlayersCount .. ' allPlayersCount ' .. allPlayersCount) if readyPlayersCount >= allPlayersCount then gamemode.SetRoundStage('PreRoundWait') elseif readyPlayersCount >= 1 and RoundStage == 'WaitingForReady' then gamemode.SetRoundStage('ReadyCountdown') elseif readyPlayersCount < 1 and RoundStage == 'ReadyCountdown' then gamemode.SetRoundStage('WaitingForReady') end end ---Called by the game to check if the player should be allowed to enter play area. ---@param PlayerState any ---@return boolean PlayerCanEnterPlayArea whether or not should we allow users to enter ---play area. function Test:PlayerCanEnterPlayArea(PlayerState) print('PlayerCanEnterPlayArea') return true end ---Called when any player enters the play area. ---@param PlayerState any function Test:PlayerEnteredPlayArea(PlayerState) print('PlayerEnteredPlayArea') end --- ---@param PlayerState any ---@param Request string ---| 'join' function Test:PlayerGameModeRequest(PlayerState, Request) print('PlayerGameModeRequest ' .. Request) end ---Called when a player tries to enter play area in order to get a spawn point for ---the player. Has to return a spawn point in which the user will be spawned. ---@param PlayerState any ---@return any SpawnPoint the spawn point we want the user to spawn in. function Test:GetSpawnInfo(PlayerState) print('GetSpawnInfo') return nil end ---Triggered whenever a player leaves the game. ---@param Exiting any function Test:LogOut(Exiting) print('LogOut') end --#endregion --#region Misc ---Whether or not we should check for team kills at this point. ---@return boolean ShouldCheckForTeamKills should we check for team kills. function Test:ShouldCheckForTeamKills() print('ShouldCheckForTeamKills') return true end --#endregion return Test
-- -- created with TexturePacker (http://www.codeandweb.com/texturepacker) -- -- $TexturePacker:SmartUpdate:7e48340e56f3166be8728301312604eb:dcf7111b5d5c68d74a40afab3cbea017:82471236ac072b2a4b221f4904720680$ -- -- local sheetInfo = require("mysheet") -- local myImageSheet = graphics.newImageSheet( "mysheet.png", sheetInfo:getSheet() ) -- local sprite = display.newSprite( myImageSheet , {frames={sheetInfo:getFrameIndex("sprite")}} ) -- local SheetInfo = {} SheetInfo.sheet = { frames = { { -- bgSmall x=1000, y=0, width=1000, height=799, }, { -- bgTall x=0, y=0, width=1000, height=1500, }, { -- btnAllDone x=0, y=1679, width=550, height=139, }, { -- btnBack x=0, y=1818, width=550, height=139, }, { -- btnCancel x=1550, y=1377, width=379, height=139, }, { -- btnChallenge x=0, y=1500, width=899, height=179, }, { -- btnChallengeSomeone x=1000, y=1059, width=1000, height=139, }, { -- btnContinue x=1000, y=1377, width=550, height=139, }, { -- btnExit x=899, y=1516, width=550, height=139, }, { -- btnGo x=899, y=1655, width=550, height=139, }, { -- btnOk x=1650, y=1823, width=159, height=139, }, { -- btnPractice x=1000, y=1198, width=899, height=179, }, { -- btnRegister x=1449, y=1684, width=550, height=139, }, { -- btnResume x=550, y=1794, width=550, height=139, }, { -- btnStart x=1100, y=1823, width=550, height=139, }, { -- matchRow x=1000, y=799, width=1000, height=260, }, { -- pauseIcon x=1899, y=1198, width=80, height=79, }, { -- txtChallengeSomeone x=1449, y=1516, width=464, height=168, }, { -- txtGameOver x=550, y=1933, width=479, height=64, }, { -- txtPaused x=550, y=1679, width=331, height=66, }, }, sheetContentWidth = 2000, sheetContentHeight = 1997 } SheetInfo.frameIndex = { ["bgSmall"] = 1, ["bgTall"] = 2, ["btnAllDone"] = 3, ["btnBack"] = 4, ["btnCancel"] = 5, ["btnChallenge"] = 6, ["btnChallengeSomeone"] = 7, ["btnContinue"] = 8, ["btnExit"] = 9, ["btnGo"] = 10, ["btnOk"] = 11, ["btnPractice"] = 12, ["btnRegister"] = 13, ["btnResume"] = 14, ["btnStart"] = 15, ["matchRow"] = 16, ["pauseIcon"] = 17, ["txtChallengeSomeone"] = 18, ["txtGameOver"] = 19, ["txtPaused"] = 20, } function SheetInfo:getSheet() return self.sheet; end function SheetInfo:getFrameIndex(name) return self.frameIndex[name]; end return SheetInfo
local class = require 'lib.30log' local ImageCache = class('ImageCache') function ImageCache:init() self.images = {} end function ImageCache:load(file_name) print(file_name) self.images[file_name] = love.graphics.newImage(file_name) end function ImageCache:unload(file_name) self.images[file_name]:release() end function ImageCache:unloadAll() for _, image in pairs(self.images) do image:release() end end function ImageCache:get(file_name) if not self.images[file_name] then self:load(file_name) end return self.images[file_name] end function ImageCache:getBackground(name) return self:get(string.format('assets/backgrounds/%s.png', name)) end function ImageCache:getCharset(name) return self:get(string.format('assets/charsets/%s.png', name)) end function ImageCache:getControl(name) return self:get(string.format('assets/controls/%s.png', name)) end function ImageCache:getPanel(name) return self:get(string.format('assets/panels/%s.png', name)) end function ImageCache:getTileset(name) return self:get(string.format('assets/tilesets/%s.png', name)) end return ImageCache
--[[ The MIT License Copyright (C) 2021 - 2022 Tony Wang Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] local beClass = require 'libs/beGUI/beClass' --[[ Helper structures. ]] local Percent = beClass.class({ amount = 0, -- Constructs a Percent structure. -- `amount`: typically [0, 100] ctor = function (self, amount) self.amount = amount / 100 end, __mul = function (self, num) return self.amount * num end }) local function percent(amount) return Percent.new(amount) end --[[ Exporting. ]] return { Percent = Percent, percent = percent }
-------------------------------- -- @module ImFontGlyph -- @parent_module imgui ---@class imgui.ImFontGlyph local ImFontGlyph = {} imgui.ImFontGlyph = ImFontGlyph -------------------------------- --- Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) ---@type number ImFontGlyph.Colored = nil -------------------------------- --- 0x0000..0x10FFFF ---@type number ImFontGlyph.Codepoint = nil -------------------------------- --- Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. ---@type number ImFontGlyph.Visible = nil -------------------------------- --- Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) ---@type number ImFontGlyph.AdvanceX = nil -------------------------------- --- Glyph corners ---@type number ImFontGlyph.X0 = nil -------------------------------- --- Glyph corners ---@type number ImFontGlyph.Y0 = nil -------------------------------- --- Glyph corners ---@type number ImFontGlyph.X1 = nil -------------------------------- --- Glyph corners ---@type number ImFontGlyph.Y1 = nil -------------------------------- --- Texture coordinates ---@type number ImFontGlyph.U0 = nil -------------------------------- --- Texture coordinates ---@type number ImFontGlyph.V0 = nil -------------------------------- --- Texture coordinates ---@type number ImFontGlyph.U1 = nil -------------------------------- --- Texture coordinates ---@type number ImFontGlyph.V1 = nil return nil
--// Package Metadata return { Name = "System.Core"; Version = 1.0; Description = [[ This package is responsible for the core functionality of Adonis. It provides core server & client loading and communication ]]; Author = "Sceleratis"; Package = script.Parent; Dependencies = { "System.Utilities" }; Settings = { }; }
local ffi = require("ffi") local C = ffi.C local foundation = require("foundation") -- Window types and functions ffi.cdef[[ typedef struct window_config_t window_config_t; typedef struct window_t window_t; typedef void (* window_draw_fn)(window_t*); int window_module_initialize(const window_config_t); void window_module_finalize(void); bool window_module_is_initialized(void); version_t window_module_version(void); window_t* window_create(unsigned int, const char*, size_t, int, int, unsigned int); window_t* window_allocate(void*); void window_initialize(window_t*, void*); void window_finalize(window_t*); void window_deallocate(window_t*); unsigned int window_adapter(window_t*); void window_maximize(window_t*); void window_minimize(window_t*); void window_restore(window_t*); void window_resize(window_t*, int, int); void window_move(window_t*, int, int); bool window_is_open(window_t*); bool window_is_visible(window_t*); bool window_is_maximized(window_t*); bool window_is_minimized(window_t*); bool window_has_focus(window_t*); void window_show_cursor(window_t*, bool, bool); void window_set_cursor_pos(window_t*, int, int); bool window_is_cursor_locked(window_t*); void window_set_title(window_t*, const char*, size_t); int window_width(window_t*); int window_height(window_t*); int window_position_x(window_t*); int window_position_y(window_t*); void window_fit_to_screen(window_t*); void* window_hwnd(window_t*); void* window_hinstance(window_t*); void* window_hdc(window_t*); void window_release_hdc(void*, void*); void* window_display(window_t*); void* window_content_view(window_t*); unsigned long window_drawable(window_t*); void* window_visual(window_t*); int window_screen(window_t*); void* window_view(window_t*, unsigned int); void* window_layer(window_t*, void*); void window_add_displaylink(window_t*, window_draw_fn); void window_show_keyboard(window_t*); void window_hide_keyboard(window_t*); int window_screen_width(unsigned int); int window_screen_height(unsigned int); int window_view_width(window_t*, void*); int window_view_height(window_t*, void*); ]] return { -- Constants WINDOWEVENT_CREATE = 1, WINDOWEVENT_RESIZE = 2, WINDOWEVENT_CLOSE = 3, WINDOWEVENT_DESTROY = 4, WINDOWEVENT_SHOW = 5, WINDOWEVENT_HIDE = 6, WINDOWEVENT_GOTFOCUS = 7, WINDOWEVENT_LOSTFOCUS = 8, WINDOWEVENT_REDRAW = 9, WINDOW_ADAPTER_DEFAULT = -1 }
M = {} function M.parse_csv_line(line, sep) if not line then return nil end if not sep then sep = ',' end local values = {} local pos = string.find(line, sep) if string.sub(line, 1, 1) == '[' then local arr_end_pos = string.find(line, ']') if arr_end_pos then pos = arr_end_pos + 1 end end if not pos then pos = string.len(line) + 1 end local v = string.sub(line, 1, pos - 1) v = string.gsub(string.gsub(v, '^%s+', ''), '%s+$', '') if string.sub(v, 1, 1) == '"' and string.sub(v, #v, #v) == '"' then v = string.sub(v, 2, #v - 1) end if string.sub(v, 1, 1) == '\'' and string.sub(v, #v, #v) == '\'' then v = string.sub(v, 2, #v - 1) end if v and string.len(v) > 0 then -- print('found value: ' .. v) table.insert(values, v) end local more = string.sub(line, pos + 1) if #more > 0 then local next_values = M.parse_csv_line(more) if next_values and #next_values > 0 then for i = 1, #next_values do table.insert(values, next_values[i]) end end end return values end function M.parse_file(path, sep) print('LODING CONTENT...') if not sep then sep = ',' end -- PARSE LINES local rows = {} for line in io.lines(path) do local vlist = M.parse_csv_line(line, sep) if vlist and #vlist > 0 then table.insert(rows, vlist) end end -- CONVERT TO DICT ROWS local tb, headers = {}, {} if rows and #rows > 1 then headers = table.remove(rows, 1) end for i = 1, #rows do local d = {} for j, v in pairs(headers) do d[v] = rows[i][j] end if d and #d then table.insert(tb, d) end end print('DONE: LOADED CSV CONTENT...') return tb end function M.parse_file_by_line(path, sep) print('LODING CONTENT...') if not sep then sep = ',' end local i = 0 local iter = io.lines(path) local headers = M.parse_csv_line(iter()) return function () i = i +1 local line = iter() local vlist = M.parse_csv_line(line) or {} if vlist and #vlist > 0 then local d = {} for j, col in pairs(headers) do d[col] = vlist[j] end return i, d else print('DONE: LOADED CSV CONTENT...') end end end local path = 'dataset/student.csv' -- inspect = require('inspect') -- local tb = M.parse_file(path) -- print( inspect(tb) ) for i, row in M.parse_file_by_line(path) do i, row = i, row -- print(i) -- print(inspect(row)) end -- print('[ OK. ]') return M
--エクソシスター・ステラ -- --Scripted by KillerDJ function c100417014.initial_effect(c) aux.AddCodeList(c,100417013) --special summon local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(100417014,0)) e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_RECOVER) e1:SetType(EFFECT_TYPE_IGNITION) e1:SetRange(LOCATION_MZONE) e1:SetCountLimit(1,100417014) e1:SetTarget(c100417014.efftg) e1:SetOperation(c100417014.effop) c:RegisterEffect(e1) --special summon local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(100417014,1)) e2:SetCategory(CATEGORY_SPECIAL_SUMMON) e2:SetProperty(EFFECT_FLAG_DELAY) e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O) e2:SetCode(EVENT_MOVE) e2:SetRange(LOCATION_MZONE) e2:SetCountLimit(1,100417014+100) e2:SetCondition(c100417014.spcon) e2:SetTarget(c100417014.sptg) e2:SetOperation(c100417014.spop) c:RegisterEffect(e2) end function c100417014.effspfilter(c,e,tp) return c:IsSetCard(0x271) and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end function c100417014.efftg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsExistingMatchingCard(c100417014.effspfilter,tp,LOCATION_HAND,0,1,nil,e,tp) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_HAND) end function c100417014.cfilter(c) return c:IsFaceup() and c:IsCode(100417013) end function c100417014.effop(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,c100417014.effspfilter,tp,LOCATION_HAND,0,1,1,nil,e,tp) if g:GetCount()>0 and Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP)~=0 and Duel.IsExistingMatchingCard(c100417014.cfilter,tp,LOCATION_ONFIELD,0,1,nil) then Duel.BreakEffect() Duel.Recover(tp,800,REASON_EFFECT) end end function c100417014.filter(c) return c:IsPreviousLocation(LOCATION_GRAVE) end function c100417014.spcon(e,tp,eg,ep,ev,re,r,rp) return rp==1-tp and eg:IsExists(c100417014.filter,1,nil) end function c100417014.spfilter(c,e,tp,mc) return c:IsSetCard(0x271) and c:IsType(TYPE_XYZ) and mc:IsCanBeXyzMaterial(c) and c:IsCanBeSpecialSummoned(e,SUMMON_TYPE_XYZ,tp,false,false) and Duel.GetLocationCountFromEx(tp,tp,mc,c)>0 end function c100417014.sptg(e,tp,eg,ep,ev,re,r,rp,chk) local c=e:GetHandler() if chk==0 then return aux.MustMaterialCheck(c,tp,EFFECT_MUST_BE_XMATERIAL) and Duel.IsExistingMatchingCard(c100417014.spfilter,tp,LOCATION_EXTRA,0,1,nil,e,tp,c) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_EXTRA) end function c100417014.spop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() if not aux.MustMaterialCheck(c,tp,EFFECT_MUST_BE_XMATERIAL) then return end if c:IsFaceup() and c:IsRelateToEffect(e) and c:IsControler(tp) and not c:IsImmuneToEffect(e) then Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,c100417014.spfilter,tp,LOCATION_EXTRA,0,1,1,nil,e,tp,c) local sc=g:GetFirst() if sc then local mg=c:GetOverlayGroup() if mg:GetCount()~=0 then Duel.Overlay(sc,mg) end sc:SetMaterial(Group.FromCards(c)) Duel.Overlay(sc,Group.FromCards(c)) Duel.SpecialSummon(sc,SUMMON_TYPE_XYZ,tp,tp,false,false,POS_FACEUP) sc:CompleteProcedure() end end end
--====================================================================-- -- corovel/corona/network.lua -- -- Documentation: http://docs.davidmccuskey.com/ --====================================================================-- --[[ The MIT License (MIT) Copyright (c) 2014-2015 David McCuskey 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. --]] --====================================================================-- --== Corovel : Corona-esque Network Object --====================================================================-- -- Semantic Versioning Specification: http://semver.org/ local VERSION = "0.1.0" --====================================================================-- --== Imports local http = require 'socket.http' local https = require 'ssl.https' local ltn12 = require 'ltn12' local urllib = require 'socket.url' --====================================================================-- --== Setup, Constants local DEFAULT_METHOD = 'GET' local DEFAULT_TYPE = 'text' local DEFAULT_TIMEOUT = 30 -- this is for raw http, default local tconcat = table.concat http.TIMEOUT = 30 -- this is for raw http --====================================================================-- --== Support Functions local Utils = {} function Utils.propertyIn( list, property ) for i = 1, #list do if list[i] == property then return true end end return false end local function makeHttpRequest( url, method, listener, params ) print( "Network.makeHttpRequest", url, method ) method = method or DEFAULT_METHOD params = params or {} -- params.headers = params.headers -- params.body = params.body params.bodyType = params.bodyType or DEFAULT_TYPE -- params.progress = params.progress -- params.response = params.response params.timeout = params.timeout or DEFAULT_TIMEOUT -- params.handleRedirects = params.handleRedirects assert( url ) assert( method and Utils.propertyIn( { 'GET', 'POST', 'HEAD', 'PUT', 'DELETE' }, method ) ) assert( listener ) assert( params.progress==nil or Utils.propertyIn( { 'upload', 'download' }, params.progress ) ) assert( Utils.propertyIn( { 'text', 'binary' }, params.bodyType ) ) --==-- local url_parts, hrequest local req_params, resp_body = {}, {} local event url_parts = urllib.parse( url ) if url_parts.scheme == 'https' then hrequest = https.request else hrequest = http.request end req_params = { url = url, method = method, source = ltn12.source.string( params.body ), headers = params.headers, redirect = params.redirect, sink = ltn12.sink.table( resp_body ) } local resp_success, resp_code, resp_headers = hrequest( req_params ) --[[ print( 'http:', resp_success, resp_code, resp_headers ) on success: http: 1 200 <table> on error: http: nil closed nil --]] event = { isError=(resp_success==nil), status=resp_code, phase='ended', response=tconcat( resp_body ), headers=resp_headers } if listener then listener( event ) end end --====================================================================-- --== Network Facade --====================================================================-- return { request = makeHttpRequest }
data:extend({ { type = "recipe", name = "wooden-wall", enabled = true, normal = { ingredients = { {"wood", 4} }, result = "wooden-wall", result_count = 2, energy_required = 1, }, expensive = { ingredients = { {"wood", 4} }, result = "wooden-wall", result_count = 1, energy_required = 1 } } })
local fs = require('fs') local Emitter = require('core').Emitter local Buffer = require('buffer').Buffer -- https://www.kernel.org/doc/Documentation/input/joystick-api.txt local function parse(buffer) local event = { time = buffer:readUInt32LE(1), number = buffer:readUInt8(8), value = buffer:readUInt16LE(5), } local type = buffer:readUInt8(7) if bit.band(type, 0x80) > 0 then event.init = true end if bit.band(type, 0x01) > 0 then event.type = "button" end if bit.band(type, 0x02) > 0 then event.type = "axis" end return event end -- Expose as a nice Lua API local Joystick = Emitter:extend() function Joystick:initialize(id) self:wrap("onOpen") self:wrap("onRead") self.id = id fs.open("/dev/input/js" .. id, "r", "0644", self.onOpen) end function Joystick:onOpen(fd) print("fd", fd) self.fd = fd self:startRead() end function Joystick:startRead() fs.read(self.fd, 8, nil, self.onRead) end function Joystick:onRead(chunk) local event = parse(Buffer:new(chunk)) event.id = self.id self:emit(event.type, event) if self.fd then self:startRead() end end function Joystick:close(callback) local fd = self.fd self.fd = nil fs.close(fd, callback) end -------------------------------------------------------------------------------- -- Sample usage local js = Joystick:new(0) js:on('button', p); js:on('axis', p); js:on('error', function (err) print("Error", err) end)
-- -------------------------------------------------------- -- non-RainbowMode (normal) background local file = ... local anim_data = { color_add = {0,1,1,0,0,0,1,1,1,1}, diffusealpha = {0.05,0.2,0.1,0.1,0.1,0.1,0.1,0.05,0.1,0.1}, xy = {0,40,80,120,200,280,360,400,480,560}, texcoordvelocity = {{0.03,0.01},{0.03,0.02},{0.03,0.01},{0.02,0.02},{0.03,0.03},{0.02,0.02},{0.03,0.01},{-0.03,0.01},{0.05,0.03},{0.03,0.04}} } local t = Def.ActorFrame { InitCommand=function(self) self:visible(not ThemePrefs.Get("RainbowMode")) end, OnCommand=function(self) self:accelerate(0.8):diffusealpha(1) end, HideCommand=function(self) self:visible(false) end, BackgroundImageChangedMessageCommand=function(self) if not ThemePrefs.Get("RainbowMode") then self:visible(true):linear(0.6):diffusealpha(1) local new_file = THEME:GetPathG("", "_VisualStyles/" .. ThemePrefs.Get("VisualTheme") .. "/SharedBackground.png") self:RunCommandsOnChildren(function(child) child:Load(new_file) end) else self:linear(0.6):diffusealpha(0):queuecommand("Hide") end end } for i=1,10 do t[#t+1] = Def.Sprite { Texture=file, InitCommand=function(self) self:diffuse(GetHexColor(SL.Global.ActiveColorIndex+anim_data.color_add[i])) end, OnCommand=function(self) self:zoom(1.3):xy(anim_data.xy[i], anim_data.xy[i]) :customtexturerect(0,0,1,1):texcoordvelocity(anim_data.texcoordvelocity[i][1], anim_data.texcoordvelocity[i][2]) :diffusealpha(anim_data.diffusealpha[i]) end, ColorSelectedMessageCommand=function(self) self:linear(0.5) :diffuse(GetHexColor(SL.Global.ActiveColorIndex+anim_data.color_add[i])) :diffusealpha(anim_data.diffusealpha[i]) end } end return t
function init() message.setHandler("setState", function(_, _, state) animator.setAnimationState("screen", state) end) end
--V4 Engines ACF.RegisterEngineClass("V4", { Name = "V4 Engine", }) do -- Diesel Engines ACF.RegisterEngine("1.9L-V4", "V4", { Name = "1.9L V4 Diesel", Description = "Torquey little lunchbox; for those smaller vehicles that don't agree with petrol powerbands", Model = "models/engines/v4s.mdl", Sound = "acf_base/engines/i4_diesel2.wav", Fuel = { Diesel = true }, Type = "GenericDiesel", Mass = 110, Torque = 206, FlywheelMass = 0.3, RPM = { Idle = 650, PeakMin = 950, PeakMax = 3000, Limit = 4000, } }) ACF.RegisterEngine("3.3L-V4", "V4", { Name = "3.3L V4 Diesel", Description = "Compact cube of git; for moderate utility applications", Model = "models/engines/v4m.mdl", Sound = "acf_base/engines/i4_dieselmedium.wav", Fuel = { Diesel = true }, Type = "GenericDiesel", Mass = 275, Torque = 600, FlywheelMass = 1.05, RPM = { Idle = 600, PeakMin = 1050, PeakMax = 3100, Limit = 3900, } }) end ACF.SetCustomAttachment("models/engines/v4m.mdl", "driveshaft", Vector(-5.99, 0, 4.85), Angle(0, 90, 90)) ACF.SetCustomAttachment("models/engines/v4s.mdl", "driveshaft", Vector(-4.79, 0, 3.88), Angle(0, 90, 90))
local L = (...) local oop = L:get("lcore.utility.oop") local sound = L:get("whack.sound") local game_music game_music = oop:class()({ state_changing = function(self, to) if (not to.game_music) then sound:fade("music-game") end end, state_changed = function(self, from) if (not from.game_music) then sound:play("music-game") end end }) return game_music
EtcdClientResult = EtcdClientResult or class("EtcdClientResult") function EtcdClientResult:ctor() self.fail_event = nil self.fail_code = 0 self.op_result = nil end function EtcdClientResult:prase_op_result(json_str) self.op_result = rapidjson.decode(json_str) end function EtcdClientResult:to_json() local tb = { fail_event = self.fail_event, fail_code = self.fail_code, op_result = self.op_result, } local ret = rapidjson.encode(tb) return ret end
function map(f, ...) local t = {} for k, v in ipairs(...) do t[#t+1] = f(v) end return t end function timestwo(n) return n * 2 end function squared(n) return n ^ 2 end function partial(f, ...) local args = ... return function(...) return f(args, ...) end end timestwo_s = partial(map, timestwo) squared_s = partial(map, squared) print(table.concat(timestwo_s{0, 1, 2, 3}, ', ')) print(table.concat(squared_s{0, 1, 2, 3}, ', ')) print(table.concat(timestwo_s{2, 4, 6, 8}, ', ')) print(table.concat(squared_s{2, 4, 6, 8}, ', '))
FPP = FPP or {} FPP.DisconnectedPlayers = FPP.DisconnectedPlayers or {} local PLAYER = FindMetaTable("Player") local ENTITY = FindMetaTable("Entity") /*--------------------------------------------------------------------------- Checks is a model is blocked ---------------------------------------------------------------------------*/ local function isBlocked(model) if model == "" or not FPP.Settings or not FPP.Settings.FPP_BLOCKMODELSETTINGS1 or not tobool(FPP.Settings.FPP_BLOCKMODELSETTINGS1.toggle) or not FPP.BlockedModels or not model then return end model = string.lower(model or "") model = string.Replace(model, "\\", "/") model = string.gsub(model, "[\\/]+", "/") if string.find(model, "../", 1, true) then return true, "The model path goes up in the folder tree." end local found = FPP.BlockedModels[model] if tobool(FPP.Settings.FPP_BLOCKMODELSETTINGS1.iswhitelist) and not found then -- Prop is not in the white list return true, "The model of this entity is not in the white list!" elseif not tobool(FPP.Settings.FPP_BLOCKMODELSETTINGS1.iswhitelist) and found then -- prop is in the black list return true, "The model of this entity is in the black list!" end return false end /*--------------------------------------------------------------------------- Prevents spawning a prop or effect when its model is blocked ---------------------------------------------------------------------------*/ local function propSpawn(ply, model) local blocked, msg = isBlocked(model) if blocked then FPP.Notify(ply, msg, false) return false end end hook.Add("PlayerSpawnObject", "FPP_SpawnEffect", propSpawn) -- prevents precaching hook.Add("PlayerSpawnProp", "FPP_SpawnProp", propSpawn) -- PlayerSpawnObject isn't always called hook.Add("PlayerSpawnEffect", "FPP_SpawnEffect", propSpawn) hook.Add("PlayerSpawnRagdoll", "FPP_SpawnEffect", propSpawn) /*--------------------------------------------------------------------------- Setting owner when someone spawns something ---------------------------------------------------------------------------*/ if cleanup then FPP.oldcleanup = FPP.oldcleanup or cleanup.Add function cleanup.Add(ply, Type, ent) if not IsValid(ply) or not IsValid(ent) then return FPP.oldcleanup(ply, Type, ent) end --Set the owner of the entity ent:CPPISetOwner(ply) if not tobool(FPP.Settings.FPP_BLOCKMODELSETTINGS1.propsonly) then local model = ent.GetModel and ent:GetModel() local blocked, msg = isBlocked(model) if blocked then FPP.Notify(ply, msg, false) ent:Remove() return end end if FPP.AntiSpam and Type ~= "constraints" and Type ~= "stacks" and Type ~= "AdvDupe2" and (not AdvDupe2 or not AdvDupe2.SpawningEntity) and (not ent.IsVehicle or not ent:IsVehicle()) then FPP.AntiSpam.CreateEntity(ply, ent, Type == "duplicates") end if ent:GetClass() == "gmod_wire_expression2" then ent:SetCollisionGroup(COLLISION_GROUP_WEAPON) end return FPP.oldcleanup(ply, Type, ent) end end if PLAYER.AddCount then FPP.oldcount = FPP.oldcount or PLAYER.AddCount function PLAYER:AddCount(Type, ent) if not IsValid(self) or not IsValid(ent) then return FPP.oldcount(self, Type, ent) end --Set the owner of the entity ent:CPPISetOwner(self) return FPP.oldcount(self, Type, ent) end end local entSetCreator = ENTITY.SetCreator if entSetCreator then function ENTITY:SetCreator(ply) self:CPPISetOwner(ply) entSetCreator(self, ply) end end if undo then local AddEntity, SetPlayer, Finish = undo.AddEntity, undo.SetPlayer, undo.Finish local Undo = {} local UndoPlayer function undo.AddEntity(ent, ...) if not isbool(ent) and IsValid(ent) then table.insert(Undo, ent) end AddEntity(ent, ...) end function undo.SetPlayer(ply, ...) UndoPlayer = ply SetPlayer(ply, ...) end function undo.Finish(...) if IsValid(UndoPlayer) then for _, v in pairs(Undo) do v:CPPISetOwner(UndoPlayer) end end Undo = {} UndoPlayer = nil Finish(...) end end hook.Add("PlayerSpawnedSWEP", "FPP.Spawn.SWEP", function(ply, ent) ent:CPPISetOwner(ply) end) hook.Add("PlayerSpawnedSENT", "FPP.Spawn.SENT", function(ply, ent) ent:CPPISetOwner(ply) end) -------------------------------------------------------------------------------------- --The protecting itself -------------------------------------------------------------------------------------- FPP.Protect = {} --Physgun Pickup function FPP.Protect.PhysgunPickup(ply, ent) if not tobool(FPP.Settings.FPP_PHYSGUN1.toggle) then if FPP.UnGhost then FPP.UnGhost(ply, ent) end return end if not ent:IsValid() then return end local cantouch local skipReturn = false if isfunction(ent.PhysgunPickup) then cantouch = ent:PhysgunPickup(ply, ent) -- Do not return the value, the gamemode will do this -- Allows other hooks to run skipReturn = true elseif ent.PhysgunPickup ~= nil then cantouch = ent.PhysgunPickup else cantouch = not ent:IsPlayer() and FPP.plyCanTouchEnt(ply, ent, "Physgun") skipReturn = ent:IsPlayer() end if cantouch and FPP.UnGhost then FPP.UnGhost(ply, ent) end if not cantouch and not skipReturn then return false end end hook.Add("PhysgunPickup", "FPP.Protect.PhysgunPickup", FPP.Protect.PhysgunPickup) --Physgun reload function FPP.Protect.PhysgunReload(weapon, ply) if not tobool(FPP.Settings.FPP_PHYSGUN1.reloadprotection) then return end local ent = ply:GetEyeTrace().Entity if not IsValid(ent) then return end local cantouch local skipReturn = false if isfunction(ent.OnPhysgunReload) then cantouch = ent:OnPhysgunReload(ply, ent) -- Do not return the value, the gamemode will do this -- Allows other hooks to run skipReturn = true elseif ent.OnPhysgunReload ~= nil then cantouch = ent.OnPhysgunReload else cantouch = not ent:IsPlayer() and FPP.plyCanTouchEnt(ply, ent, "Physgun") end if cantouch and FPP.UnGhost then FPP.UnGhost(ply, ent) end if not cantouch and not skipReturn then return false end -- Double reload breaks when returning true here end hook.Add("OnPhysgunReload", "FPP.Protect.PhysgunReload", FPP.Protect.PhysgunReload) function FPP.PhysgunFreeze(weapon, phys, ent, ply) if isfunction(ent.OnPhysgunFreeze) then local val = ent:OnPhysgunFreeze(weapon, phys, ent, ply) -- Do not return the value, the gamemode will do this if val ~= nil then return end elseif ent.OnPhysgunFreeze ~= nil then return ent.OnPhysgunFreeze end end hook.Add("OnPhysgunFreeze", "FPP.Protect.PhysgunFreeze", FPP.PhysgunFreeze) --Gravgun pickup function FPP.Protect.GravGunPickup(ply, ent) if not tobool(FPP.Settings.FPP_GRAVGUN1.toggle) then return end if not IsValid(ent) then return end -- You don't want a cross when looking at the floor while holding right mouse if ent:IsPlayer() then return end local cantouch if isfunction(ent.GravGunPickup) then cantouch = ent:GravGunPickup(ply, ent) elseif ent.GravGunPickup ~= nil then cantouch = ent.GravGunPickup else cantouch = not ent:IsPlayer() and FPP.plyCanTouchEnt(ply, ent, "Gravgun") end if cantouch and FPP.UnGhost then FPP.UnGhost(ply, ent) end if cantouch == false then DropEntityIfHeld(ent) end end hook.Add("GravGunOnPickedUp", "FPP.Protect.GravGunPickup", FPP.Protect.GravGunPickup) function FPP.Protect.CanGravGunPickup(ply, ent) if not tobool(FPP.Settings.FPP_GRAVGUN1.toggle) or not IsValid(ent) then return end if isfunction(ent.GravGunPickup) then -- Function name different than gamemode's (GravGunPickup vs GravGunPickupAllowed) -- Override FPP's behavior when implemented local val = ent:GravGunPickup(ply, ent) if val ~= nil then if val == false then return false end return end elseif ent.GravGunPickup ~= nil then if ent.GravGunPickup == false then return false end return end local cantouch = FPP.plyCanTouchEnt(ply, ent, "Gravgun") if cantouch == false then return false end end hook.Add("GravGunPickupAllowed", "FPP.Protect.CanGravGunPickup", FPP.Protect.CanGravGunPickup) --Gravgun punting function FPP.Protect.GravGunPunt(ply, ent) if tobool(FPP.Settings.FPP_GRAVGUN1.noshooting) then DropEntityIfHeld(ent) return false end if not IsValid(ent) then DropEntityIfHeld(ent) return end local cantouch local skipReturn = false if isfunction(ent.GravGunPunt) then cantouch = ent:GravGunPunt(ply, ent) -- Do not return the value, the gamemode will do this -- Allows other hooks to run skipReturn = true elseif ent.GravGunPunt ~= nil then cantouch = ent.GravGunPunt else cantouch = not ent:IsPlayer() and FPP.plyCanTouchEnt(ply, ent, "Gravgun") end if cantouch and FPP.UnGhost then FPP.UnGhost(ply, ent) end if not cantouch then DropEntityIfHeld(ent) end if not cantouch and not skipReturn then return false end end hook.Add("GravGunPunt", "FPP.Protect.GravGunPunt", FPP.Protect.GravGunPunt) --PlayerUse function FPP.Protect.PlayerUse(ply, ent) if not tobool(FPP.Settings.FPP_PLAYERUSE1.toggle) then return end if not IsValid(ent) then return end local cantouch local skipReturn = false if isfunction(ent.PlayerUse) then cantouch = ent:PlayerUse(ply, ent) -- Do not return the value, the gamemode will do this -- Allows other hooks to run skipReturn = true elseif ent.PlayerUse ~= nil then cantouch = ent.PlayerUse else cantouch = not ent:IsPlayer() and FPP.plyCanTouchEnt(ply, ent, "PlayerUse") end if cantouch and FPP.UnGhost then FPP.UnGhost(ply, ent) end if not cantouch and not skipReturn then return false end end hook.Add("PlayerUse", "FPP.Protect.PlayerUse", FPP.Protect.PlayerUse) --EntityDamage function FPP.Protect.EntityDamage(ent, dmginfo) if not IsValid(ent) then return end local inflictor = dmginfo:GetInflictor() local attacker = dmginfo:GetAttacker() local amount = dmginfo:GetDamage() if isfunction(ent.EntityDamage) then local val = ent:EntityDamage(ent, inflictor, attacker, amount, dmginfo) -- Do not return the value, the gamemode will do this if val ~= nil then return end elseif ent.EntityDamage ~= nil then return ent.EntityDamage end if not tobool(FPP.Settings.FPP_ENTITYDAMAGE1.toggle) then return end -- Don't do anything about players if ent:IsPlayer() then return end if not attacker:IsPlayer() then if not tobool(FPP.Settings.FPP_ENTITYDAMAGE1.protectpropdamage) then return end local attackerOwner = attacker:CPPIGetOwner() local entOwner = ent:CPPIGetOwner() if IsValid(attackerOwner) and IsValid(entOwner) then local cantouch = FPP.plyCanTouchEnt(attackerOwner, ent, "EntityDamage") if not cantouch then dmginfo:SetDamage(0) ent.FPPAntiDamageWorld = ent.FPPAntiDamageWorld or 0 ent.FPPAntiDamageWorld = ent.FPPAntiDamageWorld + 1 timer.Simple(1, function() if not ent.FPPAntiDamageWorld then return end ent.FPPAntiDamageWorld = ent.FPPAntiDamageWorld - 1 if ent.FPPAntiDamageWorld == 0 then ent.FPPAntiDamageWorld = nil end end) end return end if attacker == game.GetWorld() and ent.FPPAntiDamageWorld then dmginfo:SetDamage(0) end return end local cantouch = FPP.plyCanTouchEnt(attacker, ent, "EntityDamage") if not cantouch then dmginfo:SetDamage(0) end end hook.Add("EntityTakeDamage", "FPP.Protect.EntityTakeDamage", FPP.Protect.EntityDamage) --Toolgun --for advanced duplicator, you can't use the IsWeapon function local allweapons = { ["weapon_crowbar"] = true, ["weapon_physgun"] = true, ["weapon_physcannon"] = true, ["weapon_pistol"] = true, ["weapon_stunstick"] = true, ["weapon_357"] = true, ["weapon_smg1"] = true, ["weapon_ar2"] = true, ["weapon_shotgun"] = true, ["weapon_crossbow"] = true, ["weapon_frag"] = true, ["weapon_rpg"] = true, ["gmod_camera"] = true, ["gmod_tool"] = true, ["weapon_bugbait"] = true} timer.Simple(5, function() for _, v in ipairs(weapons.GetList()) do if v.ClassName then allweapons[string.lower(v.ClassName or "")] = true end end end) local invalidToolData = { ["model"] = { "*", "\\" }, ["material"] = { "*", "\\", " ", "effects/highfive_red", "pp/copy", ".v", "skybox/" }, ["sound"] = { "?", " " }, ["soundname"] = { " ", "?" }, ["tracer"] = { "dof_node" }, ["door_class"] = { "env_laser" }, -- Limit wheel torque ["rx"] = 360, ["ry"] = 360, ["rz"] = 360 } invalidToolData.override = invalidToolData.material invalidToolData.rope_material = invalidToolData.material function FPP.Protect.CanTool(ply, trace, tool, ENT) local ignoreGeneralRestrictTool = false local SteamID = ply:SteamID() FPP.RestrictedToolsPlayers = FPP.RestrictedToolsPlayers or {} if FPP.RestrictedToolsPlayers[tool] and FPP.RestrictedToolsPlayers[tool][SteamID] ~= nil then--Player specific if FPP.RestrictedToolsPlayers[tool][SteamID] == false then FPP.Notify(ply, "Toolgun restricted for you!", false) return false elseif FPP.RestrictedToolsPlayers[tool][SteamID] == true then ignoreGeneralRestrictTool = true --If someone is allowed, then he's allowed even though he's not admin, so don't check for further restrictions end end if not ignoreGeneralRestrictTool then local Group = FPP.Groups[FPP.GroupMembers[SteamID]] or FPP.Groups[ply:GetUserGroup()] or FPP.Groups.default -- What group is the player in. If not in a special group, then he's in default group local CanGroup = true if Group and ((Group.allowdefault and table.HasValue(Group.tools, tool)) or -- If the tool is on the BLACKLIST or (not Group.allowdefault and not table.HasValue(Group.tools, tool))) then -- If the tool is NOT on the WHITELIST CanGroup = false end if FPP.RestrictedTools[tool] then if tonumber(FPP.RestrictedTools[tool].admin) == 1 and not ply:IsAdmin() then FPP.Notify(ply, "Toolgun restricted! Admin only!", false) return false elseif tonumber(FPP.RestrictedTools[tool].admin) == 2 and not ply:IsSuperAdmin() then FPP.Notify(ply, "Toolgun restricted! Superadmin only!", false) return false elseif (tonumber(FPP.RestrictedTools[tool].admin) == 1 and ply:IsAdmin()) or (tonumber(FPP.RestrictedTools[tool].admin) == 2 and ply:IsSuperAdmin()) then CanGroup = true -- If the person is not in the BUT has admin access, he should be able to use the tool end if FPP.RestrictedTools[tool]["team"] and #FPP.RestrictedTools[tool]["team"] > 0 and not table.HasValue(FPP.RestrictedTools[tool]["team"], ply:Team()) then FPP.Notify(ply, "Toolgun restricted! incorrect team!", false) return false end end if not CanGroup then FPP.Notify(ply, "Toolgun restricted! incorrect group!", false) return false end end -- Anti server crash if IsValid(ply:GetActiveWeapon()) and ply:GetActiveWeapon().GetToolObject and ply:GetActiveWeapon():GetToolObject() then local toolObj = ply:GetActiveWeapon():GetToolObject() for t, block in pairs(invalidToolData) do local clientInfo = string.lower(toolObj:GetClientInfo(t) or "") -- Check for number limits if isnumber(block) then local num = tonumber(clientInfo) or 0 if num > block or num < -block then FPP.Notify(ply, "The client settings of the tool are invalid!", false) return false end continue end for _, item in pairs(block) do if string.find(clientInfo, item, 1, true) then FPP.Notify(ply, "The client settings of the tool are invalid!", false) return false end end end end local ent = IsEntity(ENT) and ENT or trace and trace.Entity if IsEntity(ent) and isfunction(ent.CanTool) and ent:GetClass() ~= "gmod_cameraprop" and ent:GetClass() ~= "gmod_rtcameraprop" then local val = ent:CanTool(ply, trace, tool, ENT) -- Do not return the value, the gamemode will do this if val ~= nil then return end elseif IsEntity(ent) and ent.CanTool ~= nil and ent:GetClass() ~= "gmod_cameraprop" and ent:GetClass() ~= "gmod_rtcameraprop" then return ent.CanTool end if tobool(FPP.Settings.FPP_TOOLGUN1.toggle) and IsValid(ent) then local cantouch = FPP.plyCanTouchEnt(ply, ent, "Toolgun") if not cantouch then return false end end if tool ~= "adv_duplicator" and tool ~= "duplicator" and tool ~= "advdupe2" then return end if not ENT and not FPP.AntiSpam.DuplicatorSpam(ply) then return false end local EntTable = (tool == "adv_duplicator" and ply:GetActiveWeapon():GetToolObject().Entities) or (tool == "advdupe2" and ply.AdvDupe2 and ply.AdvDupe2.Entities) or (tool == "duplicator" and ply.CurrentDupe and ply.CurrentDupe.Entities) if not EntTable then return end for k, v in pairs(EntTable) do local lowerClass = string.lower(v.Class) if tobool(FPP.Settings.FPP_TOOLGUN1.duplicatenoweapons) and (not ply:IsAdmin() or (ply:IsAdmin() and not tobool(FPP.Settings.FPP_TOOLGUN1.spawnadmincanweapon))) and (allweapons[lowerClass] or string.find(lowerClass, "ai_") == 1 or string.find(lowerClass, "item_ammo_") == 1) then FPP.Notify(ply, "Duplicating blocked entity " .. lowerClass, false) EntTable[k] = nil end if tobool(FPP.Settings.FPP_TOOLGUN1.duplicatorprotect) and (not ply:IsAdmin() or (ply:IsAdmin() and not tobool(FPP.Settings.FPP_TOOLGUN1.spawnadmincanblocked))) then local setspawning = tobool(FPP.Settings.FPP_TOOLGUN1.spawniswhitelist) if not tobool(FPP.Settings.FPP_TOOLGUN1.spawniswhitelist) and FPP.Blocked.Spawning1[lowerClass] then FPP.Notify(ply, "Duplicating blocked entity " .. lowerClass, false) EntTable[k] = nil end -- if the whitelist is on you can't spawn it unless it's found if tobool(FPP.Settings.FPP_TOOLGUN1.spawniswhitelist) and FPP.Blocked.Spawning1[lowerClass] then setspawning = false end if setspawning then FPP.Notify(ply, "Duplicating blocked entity " .. lowerClass, false) EntTable[k] = nil end end end return end hook.Add("CanTool", "FPP.Protect.CanTool", FPP.Protect.CanTool) function FPP.Protect.CanEditVariable(ent, ply, key, varVal, editTbl) local val = FPP.Protect.CanProperty(ply, "editentity", ent) if val ~= nil then return val end end hook.Add("CanEditVariable", "FPP.Protect.CanEditVariable", FPP.Protect.CanEditVariable) function FPP.Protect.CanProperty(ply, property, ent) -- Use Toolgun because I'm way too lazy to make a new type local cantouch = FPP.plyCanTouchEnt(ply, ent, "Toolgun") if not cantouch then return false end end hook.Add("CanProperty", "FPP.Protect.CanProperty", FPP.Protect.CanProperty) function FPP.Protect.CanDrive(ply, ent) -- Use Toolgun because I'm way too lazy to make a new type local cantouch = FPP.plyCanTouchEnt(ply, ent, "Toolgun") if not cantouch then return false end end hook.Add("CanDrive", "FPP.Protect.CanDrive", FPP.Protect.CanDrive) local function freezeDisconnected(ply) local SteamID = ply:SteamID() for _, ent in ipairs(ents.GetAll()) do local physObj = ent:GetPhysicsObject() if ent.FPPOwnerID ~= SteamID or ent:GetPersistent() or not physObj:IsValid() then continue end physObj:EnableMotion(false) end end --Player disconnect, not part of the Protect table. function FPP.PlayerDisconnect(ply) if not IsValid(ply) then return end local SteamID = ply:SteamID() FPP.DisconnectedPlayers[SteamID] = true if tobool(FPP.Settings.FPP_GLOBALSETTINGS1.freezedisconnected) then freezeDisconnected(ply) end if ply.FPPFallbackOwner then -- FPP.DisconnectedOriginalOwners = FPP.DisconnectedOriginalOwners or {} -- FPP.DisconnectedOriginalOwners[SteamID] = {props = {}} local fallback = player.GetBySteamID(ply.FPPFallbackOwner) for _, v in ipairs(ents.GetAll()) do if v.FPPOwnerID ~= SteamID or v:GetPersistent() then continue end v.FPPFallbackOwner = ply.FPPFallbackOwner if IsValid(fallback) then v:CPPISetOwner(fallback) end -- table.insert(FPP.DisconnectedOriginalOwners[SteamID].props, v) -- Only set when not set already -- this prevents the original owner being set again -- when the fallback hands their props over to a second -- (or third, or nth) fallback if v:GetNW2String("FPP_OriginalOwner", "") == "" then v:SetNW2String("FPP_OriginalOwner", SteamID) end end -- Create disconnect timer if fallback is not in server -- ownership is transferred immediately when fallback is in server if IsValid(fallback) then return end end if not tobool(FPP.Settings.FPP_GLOBALSETTINGS1.cleanupdisconnected) or not FPP.Settings.FPP_GLOBALSETTINGS1.cleanupdisconnectedtime then return end if ply:IsAdmin() and not tobool(FPP.Settings.FPP_GLOBALSETTINGS1.cleanupadmin) then return end timer.Simple(FPP.Settings.FPP_GLOBALSETTINGS1.cleanupdisconnectedtime, function() if not tobool(FPP.Settings.FPP_GLOBALSETTINGS1.cleanupdisconnected) then return end -- Settings can change in time. for _, v in ipairs(player.GetAll()) do if v:SteamID() == SteamID then return end end for _, v in ipairs(ents.GetAll()) do if v.FPPOwnerID ~= SteamID or v:GetPersistent() then continue end v:Remove() end FPP.DisconnectedPlayers[SteamID] = nil -- Player out of the Disconnect table end) end hook.Add("PlayerDisconnected", "FPP.PlayerDisconnect", FPP.PlayerDisconnect) -- PlayerInitialspawn, the props he had left before will now be theirs again function FPP.PlayerInitialSpawn(ply) local RP = RecipientFilter() local SteamID = ply:SteamID() timer.Simple(5, function() if not IsValid(ply) then return end RP:AddAllPlayers() RP:RemovePlayer(ply) net.Start("FPP_CheckBuddy") --Message everyone that a new player has joined net.WriteEntity(ply) net.Send(RP) end) local entities = {} if FPP.DisconnectedPlayers[SteamID] then -- Check if the player has rejoined within the auto remove time for _, v in ipairs(ents.GetAll()) do if (v.FPPOwnerID == SteamID or v.FPPFallbackOwner == SteamID or v:GetNW2String("FPP_OriginalOwner") == SteamID) then v.FPPFallbackOwner = nil v:CPPISetOwner(ply) table.insert(entities, v) if v:GetNW2String("FPP_OriginalOwner", "") ~= "" then v:SetNW2String("FPP_OriginalOwner", "") end end end end local plys = {} for _, v in ipairs(player.GetAll()) do if v ~= ply then table.insert(plys, v) end end timer.Create("FPP_recalculate_cantouch_" .. ply:UserID(), 0, 1, function() FPP.recalculateCanTouch({ply}, ents.GetAll()) end) end hook.Add("PlayerInitialSpawn", "FPP.PlayerInitialSpawn", FPP.PlayerInitialSpawn) local backup = ENTITY.FireBullets local blockedEffects = {"particleeffect", "smoke", "vortdispel", "helicoptermegabomb"} function ENTITY:FireBullets(bullet, ...) if not bullet.TracerName then return backup(self, bullet, ...) end if table.HasValue(blockedEffects, string.lower(bullet.TracerName)) then bullet.TracerName = "" end return backup(self, bullet, ...) end -- Hydraulic exploit workaround -- One should not be able to constrain doors to anything local canConstrain = constraint.CanConstrain local disallowedConstraints = { ["prop_door_rotating"] = true, ["func_door"] = true, ["func_breakable_surf"] = true } function constraint.CanConstrain(ent, bone) if IsValid(ent) and disallowedConstraints[string.lower(ent:GetClass())] then return false end return canConstrain(ent, bone) end -- Crash exploit workaround local setAngles = ENTITY.SetAngles function ENTITY:SetAngles(ang) if not ang then return setAngles(self, ang) end ang.p = ang.p % 360 ang.y = ang.y % 360 ang.r = ang.r % 360 return setAngles(self, ang) end
#!/usr/bin/env tarantool test = require("sqltester") test:plan(8) --!./tcltestrunner.lua -- 2001 September 15 -- -- The author disclaims copyright to this source code. In place of -- a legal notice, here is a blessing: -- -- May you do good and not evil. -- May you find forgiveness for yourself and forgive others. -- May you share freely, never taking more than you give. -- ------------------------------------------------------------------------- -- This file implements regression tests for SQLite library. The -- focus of this file is the ability to specify table and column names -- as quoted strings. -- -- $Id: quote.test,v 1.7 2007/04/25 11:32:30 drh Exp $ -- ["set","testdir",[["file","dirname",["argv0"]]]] -- ["source",[["testdir"],"\/tester.tcl"]] -- MUST_WORK_TEST --Create a table with a strange name and with strange column names. test:do_catchsql_test( "quote-1.0", [[ --- CREATE TABLE '@abc' ( '#xyz' int PRIMARY KEY, '!pqr' text ); CREATE TABLE "abc5_" (id INT PRIMARY KEY, "#xyz" INT UNIQUE, "!pqr" TEXT ); ]], { -- <quote-1.0> 0 -- </quote-1.0> }) -- Insert, update and query the table. -- test:do_catchsql_test( "quote-1.1", [[ INSERT INTO "abc5_" VALUES(1, 5,'hello') ]], { -- <quote-1.1> 0 -- </quote-1.1> }) test:do_catchsql_test( "quote-1.2.1", [[ SELECT * FROM "abc5_" ]], { -- <quote-1.2.1> 0, {1, 5, "hello"} -- </quote-1.2.1> }) test:do_catchsql_test( "quote-1.3", [[ SELECT "abc5_"."!pqr", "abc5_"."#xyz"+5 FROM "abc5_" ]], { -- <quote-1.3> 0, {"hello", 10} -- </quote-1.3> }) test:do_catchsql_test( "quote-1.3.1", [[ SELECT "!pqr", "#xyz"+5 FROM "abc5_" ]], { -- <quote-1.3.2> 0, {"hello", 10} -- </quote-1.3.2> }) test:do_catchsql_test( "quote-1.4", [[ UPDATE "abc5_" SET "#xyz"=11 ]], { -- <quote-1.4> 0 -- </quote-1.4> }) test:do_catchsql_test( "quote-1.5", [[ SELECT "abc5_"."!pqr", "abc5_"."#xyz"+5 FROM "abc5_" ]], { -- <quote-1.5> 0, {"hello", 16} -- </quote-1.5> }) -- Drop the table with the strange name. -- test:do_catchsql_test( "quote-1.6", [[ DROP TABLE "abc5_" ]], { -- <quote-1.6> 0 -- </quote-1.6> }) test:finish_test()
local createEnum = import("../createEnum") return createEnum("VerticalAlignment", { Center = 0, Top = 1, Bottom = 2, })
-- LocaleKeysCleanUp.lua -- Author: Rubgrsch -- License: MIT -- This code helps you find unused localeKeys in your WoW addon. -- What may cause false positive -- 1. keys in comments -- 2. keys separated among lines -- 3. keys doesn't match any patterns, e.g. L[ThisIsVariable] -- Notes: -- 1. Filenames in output only suggest one file that contains it. You need to search in files. -- 2. The code is for Windows OS. You can find OS specific code with searching "io.popen". -- 3. The code will not find redundant keys among locale files. -- codePath is the dir (or file) of your addon. localePathT is an array of locale files or dirs. -- exceptionPathT is an array of files or dirs that should't be processed (e.g. Libraries). -- localePatternT is an array of regex patterns that match your locale keys. -- You should use absolute path. local codePath = [[path\to\elvui-master]] local localePathT = {[[path\to\elvui-master\ElvUI_Config\locales]],[[path\to\elvui-master\ElvUI\locales]]} local exceptionPathT = {[[path\to\elvui-master\ElvUI_Config\Libraries]],[[path\to\elvui-master\ElvUI\Libraries]]} local localePatternT = {'L%[%".-%"%]', "L%[%'.-%'%]"} -- Start of code -- local strfind, pairs, ipairs, strmatch, print = string.find, pairs, ipairs, string.match, print localePathT = localePathT or {} local codefilenameT = {} -- filenames of lua source files, [filename] = true for filename in io.popen([[dir ]]..codePath..[[ /b /s /a-d]]):lines() do -- Change this if you're not on Windows if strfind(filename,"%.lua$") then codefilenameT[filename] = true end end local localefilenameT = {} -- filenames of locale files, [filename] = true for _,path in ipairs(localePathT) do for filename in io.popen([[dir ]]..path..[[ /b /s /a-d]]):lines() do -- Change this if you're not on Windows if strfind(filename,"%.lua$") then localefilenameT[filename] = true end end end -- Remove exceptions if exceptionPathT and type(exceptionPathT) == "table" then for _,exceptionName in ipairs(exceptionPathT) do for filename in pairs(codefilenameT) do if strfind(filename,exceptionName,1,true) then codefilenameT[filename] = nil end end for filename in pairs(localefilenameT) do if strfind(filename,exceptionName,1,true) then localefilenameT[filename] = nil end end end end -- Remove locale files in lua source file for _,exceptionName in ipairs(localePathT) do for filename in pairs(codefilenameT) do if strfind(filename,exceptionName,1,true) then codefilenameT[filename] = nil end end end local function matchKey(fileNameTbl) local tbl = {} for filename in pairs(fileNameTbl) do local file = io.open(filename, "r") for line in file:lines() do -- Multi locales can exist in the same line, use a loop instead local left,right,flag = 1 repeat flag = 0 for _,pattern in ipairs(localePatternT) do local l,r = strfind(line,pattern,left) if l then left,right = l,r tbl[strmatch(line,pattern,left)] = filename left = right + 1 flag = 1 break end end until flag == 0 end file:close() end return tbl end -- locale keys found in lua source files, [key] = filename local codeKey = matchKey(codefilenameT) -- locale keys found in locale files, [key] = filename local localeKey = matchKey(localefilenameT) -- Output local count = 0 for key,filename in pairs(codeKey) do if not localeKey[key] then print("Unlocalized Key \t"..key.."\t in code file: "..filename) count = count + 1 end end for key,filename in pairs(localeKey) do if not codeKey[key] then print("Unused Key \t"..key.."\t in locale file: "..filename) count = count + 1 end end if count == 0 then print("No unused key found!") else print("Found "..count.."!") end
return ondemand('aurora.fs')
local ParticlesPlus = {} local Presets = {} local Internal = { Smoke = {}; } local TweenService = game:GetService("TweenService") local RunService = game:GetService("RunService") local DebrisService = game:GetService("Debris") local HTTPS = game:GetService("HttpService") local function shallowCopy(original) local copy = {} for key, value in pairs(original) do copy[key] = value end return copy end local CreateWithData = function(self, data) local particle = shallowCopy(self) particle.CreateWithData = nil for k, v in ipairs(data) do particle[k] = v end local returnParticle = newproxy(true) return setmetatable(getmetatable(returnParticle), { __metatable = {}; __index = particle; __newindex = function() error("Attempted to edit properties of particle object.", 2) end; }) end local folder = Instance.new("Folder") folder.Name = "Particles" folder.Parent = workspace Presets.Explosion = { Position = Vector3.new(); Color = Color3.new(0.815686, 0.760784, 0.121569); Transparency = 0.5; MinRadius = 2; MaxRadius = 10; Time = 1; Ring = false; Callback = function() end; Fire = function(self) local Explosion = Instance.new("Part") Explosion.Shape = Enum.PartType.Ball Explosion.Color = self.Color Explosion.Size = Vector3.new(self.MinRadius, self.MinRadius, self.MinRadius) Explosion.Position = self.Position Explosion.Anchored = true Explosion.CanCollide = false Explosion.Transparency = self.Transparency Explosion.Material = Enum.Material.SmoothPlastic Explosion.Parent = folder local action = TweenService:Create(Explosion, TweenInfo.new(self.Time), {Size = Vector3.new(self.MaxRadius, self.MaxRadius, self.MaxRadius)}) action:Play() action.Completed:Connect(function() local action2 = TweenService:Create(Explosion, TweenInfo.new(0.5), {Transparency = 1}) action2:Play() action2.Completed:Connect(function() Explosion:Destroy() self.Callback() end) end) end; CreateWithData = CreateWithData; } Presets.Smoke = { Position = Vector3.new(); Color = Color3.new(0.156863, 0.156863, 0.156863); Transparency = 0; SmokeSize = 2; SmokeBaseRadius = 3; Speed = 5; Density = 4; Callback = function() end; SmokeID = HTTPS:GenerateGUID(); Start = function(self) if not Internal.Smoke[self.SmokeID] then Internal.Smoke[self.SmokeID] = { connection = nil; isEnabled = false; } end local Smoke = Instance.new("Folder") Smoke.Parent = folder local function spawnSmoke() local function r() return (math.random()-0.5) * self.SmokeBaseRadius * 2 end local smoke = Instance.new("Part") smoke.Shape = Enum.PartType.Ball smoke.Color = self.Color smoke.Transparency = self.Transparency smoke.Position = self.Position + Vector3.new(r(), 0, r()) smoke.Material = Enum.Material.Pebble smoke.CanCollide = false smoke.Anchored = true local distance = (smoke.Position - self.Position).Magnitude smoke.Size = Vector3.new(self.SmokeSize, self.SmokeSize, self.SmokeSize) * math.min((1 / math.log(3 / distance, 2)), 1) smoke.Parent = Smoke DebrisService:AddItem(smoke, math.log(3 / distance, 2) + 0.1) end Internal.Smoke[self.SmokeID].isEnabled = true spawn(function() while wait() do if Internal.Smoke[self.SmokeID].isEnabled then for i = 1, self.Density do spawnSmoke() end else break end end end) if Internal.Smoke[self.SmokeID].connection then Internal.Smoke[self.SmokeID].connection:Disconnect() end Internal.Smoke[self.SmokeID].connection = RunService.Heartbeat:Connect(function(dt) for i, v in ipairs(Smoke:GetChildren()) do v.Position = v.Position + Vector3.new(0, dt*self.Speed, 0) end end) end; Stop = function(self) Internal.Smoke[self.SmokeID].isEnabled = false self.Callback() end; CreateWithData = CreateWithData; } ParticlesPlus.NewParticle = function(name, data) assert(Presets[name], "Invalid particle. Non-existant.") return Presets[name]:CreateWithData(data) end return ParticlesPlus
-- Copyright 2014-2015 Greentwip. All Rights Reserved. local opening = import("app.core.gameplay.control.layout_base").create("opening") local sprite = import("app.core.graphical.sprite") function opening:onLoad() local initiate = cc.CallFunc:create(function() self:opening_intro_a() end) local sequence = cc.Sequence:create(initiate, nil) self:runAction(sequence) --audio.playMusic("sounds/bgm_title.mp3", true) -- self variables self.triggered_ = false end function opening:opening_intro_a() self.greentwip_logo_ = sprite:create("sprites/gameplay/screens/opening/greentwip/greentwip_logo", cc.p(0, 0)) :setPosition(cc.p(0,0)) :addTo(self) local actions = {} actions[#actions + 1] = {name = "greentwip_logo", animation = {name = "greentwip_logo", forever = false, delay = 0.20} } self.greentwip_logo_:load_actions_set(actions, false) local pre_callback = cc.CallFunc:create(function() self.greentwip_logo_:run_action("greentwip_logo") end) local duration = cc.DelayTime:create(self.greentwip_logo_:get_action_duration("greentwip_logo")) local post_callback = cc.CallFunc:create(function() self.greentwip_logo_:stopAllActions() self.greentwip_logo_:removeSelf() self.greentwip_logo_ = nil self:getApp():enterScene("screens.title", "FADE", 1) end) local sequence = cc.Sequence:create(pre_callback, duration, post_callback, nil) self:runAction(sequence) end function opening:step(dt) -- if not self.triggered_ then -- if cc.key_pressed(cc.key_code_.start) then -- self.triggered_ = true -- audio.playSound("sounds/sfx_selected.mp3") -- self:getApp():enterScene("gameplay.stage_select", "FADE", 1) -- end -- end self:post_step(dt) return self end return opening
----------------------------------------------------------------------------------------------- local title = "Mole Hills" local version = "0.0.3" local mname = "molehills" ----------------------------------------------------------------------------------------------- -- Idea by Sokomine -- Code & textures by Mossmanikin abstract_molehills = {} dofile(minetest.get_modpath("molehills").."/molehills_settings.txt") ----------------------------------------------------------------------------------------------- -- NoDe ----------------------------------------------------------------------------------------------- minetest.register_node("molehills:molehill",{ drawtype = "nodebox", description = "Mole Hill", inventory_image = "molehills_side.png", tiles = { "molehills_dirt.png",--"molehill_top.png", "molehills_dirt.png",--"molehill_top.png", "molehills_dirt.png"--"molehill_side.png" }, paramtype = "light", node_box = { type = "fixed", fixed = { -- { left, bottom, front, right, top, back} {-2/16, -3/16, -1/16, 2/16, -2/16, 1/16}, {-1/16, -3/16, -2/16, 1/16, -2/16, 2/16}, -- { left, bottom, front, right, top, back} {-4/16, -4/16, -2/16, 4/16, -3/16, 2/16}, {-2/16, -4/16, -4/16, 2/16, -3/16, 4/16}, {-3/16, -4/16, -3/16, 3/16, -3/16, 3/16}, -- { left, bottom, front, right, top, back} {-5/16, -5/16, -2/16, 5/16, -4/16, 2/16}, {-2/16, -5/16, -5/16, 2/16, -4/16, 5/16}, {-4/16, -5/16, -4/16, 4/16, -4/16, 4/16}, -- { left, bottom, front, right, top, back} {-6/16, -6/16, -2/16, 6/16, -5/16, 2/16}, {-2/16, -6/16, -6/16, 2/16, -5/16, 6/16}, {-5/16, -6/16, -4/16, 5/16, -5/16, 4/16}, {-4/16, -6/16, -5/16, 4/16, -5/16, 5/16}, -- { left, bottom, front, right, top, back} {-7/16, -7/16, -3/16, 7/16, -6/16, 3/16}, {-3/16, -7/16, -7/16, 3/16, -6/16, 7/16}, {-6/16, -7/16, -4/16, 6/16, -6/16, 4/16}, {-4/16, -7/16, -6/16, 4/16, -6/16, 6/16}, {-5/16, -7/16, -5/16, 5/16, -6/16, 5/16}, -- { left, bottom, front, right, top, back} --[[b]] {-1/2 , -1/2 , -3/16, 1/2 , -7/16, 3/16}, -- left to right --[[o]] {-3/16, -1/2 , -1/2 , 3/16, -7/16, 1/2 }, -- front to back --[[t]] {-7/16, -1/2 , -5/16, 7/16, -7/16, 5/16}, --[[t]] {-5/16, -1/2 , -7/16, 5/16, -7/16, 7/16}, --[[m]] {-6/16, -1/2 , -6/16, 6/16, -7/16, 6/16}, -- mid }, }, selection_box = { type = "fixed", fixed = {-1/2, -1/2, -1/2, 1/2, 2/16, 1/2}, }, groups = {crumbly=3}, sounds = default.node_sound_dirt_defaults(), }) ----------------------------------------------------------------------------------------------- -- CRaFTiNG ----------------------------------------------------------------------------------------------- minetest.register_craft({ -- molehills --> dirt output = "default:dirt", recipe = { {"molehills:molehill","molehills:molehill"}, {"molehills:molehill","molehills:molehill"}, } }) ----------------------------------------------------------------------------------------------- -- GeNeRaTiNG ----------------------------------------------------------------------------------------------- abstract_molehills.place_molehill = function(pos) local right_here = {x=pos.x , y=pos.y+1, z=pos.z } if minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z }).name ~= "air" and minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z }).name ~= "air" and minetest.get_node({x=pos.x , y=pos.y, z=pos.z+1}).name ~= "air" and minetest.get_node({x=pos.x , y=pos.y, z=pos.z-1}).name ~= "air" and minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z+1}).name ~= "air" and minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z-1}).name ~= "air" and minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z+1}).name ~= "air" and minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z-1}).name ~= "air" then minetest.add_node(right_here, {name="molehills:molehill"}) end end plantslib:register_generate_plant({ surface = {"default:dirt_with_grass"}, max_count = Molehills_Max_Count, rarity = Molehills_Rarity, min_elevation = 1, max_elevation = 40, avoid_nodes = {"group:tree","group:liquid","group:stone","group:falling_node"--[[,"air"]]}, avoid_radius = 4, plantlife_limit = -0.3, }, "abstract_molehills.place_molehill" ) ----------------------------------------------------------------------------------------------- print("[Mod] "..title.." ["..version.."] ["..mname.."] Loaded...") -----------------------------------------------------------------------------------------------
-- In KBX, ReverseOn is the default state. return Def.ActorFrame { -- Background Gradient Def.Quad { InitCommand=function(self) self:x(0):diffuse(0,0,0,0.75):scaletoclipped(64,192) end, ReverseOnCommand=function(self) self:fadetop(0.25) end, ReverseOffCommand=function(self) self:fadebottom(0.25) end }, -- Receptor Body Def.Quad { InitCommand=function(self) self:y(0):scaletoclipped(64,24) end, ReverseOnCommand=function(self) self:diffuse(color("#800000")):diffusebottomedge(color("#FF0000")) end, ReverseOffCommand=function(self) self:diffuse(color("#FF0000")):diffusebottomedge(color("#800000")) end, }, -- Top Border Line Def.Quad { InitCommand=function(self) self:y(11):scaletoclipped(64,2):diffuse(1,1,1,0.25) end }, -- Bottom Border Line Def.Quad { InitCommand=function(self) self:y(-11):scaletoclipped(64,2):diffuse(1,1,1,0.25) end }, -- Upper Gradient Flash Def.Quad { InitCommand=function(self) self:scaletoclipped(64,24):diffuse(1,1,1,1):effectclock("beat"):queuecommand("Flash") end, FlashCommand=function(self) self:diffuseramp():effectcolor1(0,0.75,1,0.625):effectcolor2(0,0.75,1,1):effecttiming(0.2,0,0.8,0) end, ReverseOnCommand=function(self) self:y(-24):fadetop(0.875) end, ReverseOffCommand=function(self) self:y(24):fadebottom(0.875) end }, -- Lane Flash Def.Quad { InitCommand=function(self) self:diffuse(color("#00C0FF")):scaletoclipped(64,768):diffusealpha(0) end, PressCommand=function(self) self:diffusealpha(0.375) end, LiftCommand=function(self) self:stoptweening():linear(0.2):diffusealpha(0) end, ReverseOnCommand=function(self) self:y(32):valign(1):fadetop(1) end, ReverseOffCommand=function(self) self:y(-32):valign(0):fadebottom(1) end } }
local Path = require(script.Parent.Path) local ScriptManager = {} ScriptManager.__index = ScriptManager function ScriptManager.new(root) local self = setmetatable({}, ScriptManager) self.Root = root return self end function ScriptManager:GetObject(path) return Path.GetObjectAt(path, self.Root) end function ScriptManager:CreateObject(path, type) if self:GetObject(path) then return self:GetObject(path) end local parts = Path.Split(path) local obj = Instance.new(type) local parent = Path.CreateTree(path, self.Root, true) obj.Parent = parent obj.Name = parts[#parts] return obj end function ScriptManager:RemoveObject(path) local object = self:GetObject(path) if object then while #object.Parent:GetChildren() < 2 and object.Parent ~= self.Root do object = object.Parent end object:Destroy() end end function ScriptManager:SetObjectSource(path, source) local object = self:GetObject(path) if object then object.Source = source end end return ScriptManager
if not jit or not jit.status or not jit.status() then return end for i=1,100 do if i==50 then jit.flush(2) end for j=1,100 do end for j=1,100 do end end jit.flush() local function f() for i=1,100 do end end for i=1,100 do local x = gcinfo(); f() end jit.flush() local function fib(n) if n < 2 then return 1 end return fib(n-2) + fib(n-1) end fib(11) jit.flush() local names = {} for i=1,100 do names[i] = i end function f() for k,v in ipairs(names) do end end f() for i=1,2 do f() f() jit.flush() end jit.flush() jit.flush(1) -- ignored jit.flush(2) -- ignored for i=1,1e7 do end -- causes trace #1 jit.flush(2) -- ignored jit.flush(1) -- ok jit.flush(1) -- crashes
mound_mite = Creature:new { objectName = "@mob/creature_names:mound_mite", socialGroup = "self", faction = "", level = 9, chanceHit = 0.27, damageMin = 80, damageMax = 90, baseXp = 292, baseHAM = 675, baseHAMmax = 825, armor = 0, resists = {0,0,0,0,0,0,0,-1,-1}, meatType = "meat_insect", meatAmount = 5, hideType = "hide_scaley", hideAmount = 4, boneType = "", boneAmount = 0, milk = 0, tamingChance = 0.25, ferocity = 0, pvpBitmask = ATTACKABLE, creatureBitmask = PACK, optionsBitmask = AIENABLED, diet = CARNIVORE, templates = {"object/mobile/mound_mite.iff"}, hues = { 24, 25, 26, 27, 28, 29, 30, 31 }, controlDeviceTemplate = "object/intangible/pet/rock_mite_hue.iff", scale = 0.8, lootGroups = {}, weapons = {}, conversationTemplate = "", attacks = { {"",""}, {"stunattack",""} } } CreatureTemplates:addCreatureTemplate(mound_mite, "mound_mite")
-- _.iterRight.lua -- _.iterRight = function(value) if _.isString(value) then local i = #value + 1 return function() if _.gt(i, 1) then i = i - 1 local c = value:sub(i, i) return i, c end end elseif _.isTable(value) then return iterCollection(value, true) else return function() end end end
--[[ LuCI - Lua Configuration Interface $Id: wifimanager.lua 2/17/2016 $ [email protected] ]]-- local sys = require ("luci.sys") local m, s, o m = Map("wifimanager", translate("Wifi Manager"), translate("Here you can configure your WifiManager Settings")) m.on_after_commit = function() sys.exec("reload_config &") end s = m:section(NamedSection, "conn", "set", translate("General Settings")) s.anonymous = true s.addremove = false -- -- General Settings -- o = s:option(Value, "ConnCheckTimer", translate("Network Check Interval")) o.default = 60 o.rmempty = false for i=10, 60, 10 do o:value(i, i) end o = s:option(Value, "net_tries", translate("Network Check Retries")) o.default = 3 o.rmempty = false for i=1, 10 do o:value(i, i) end o = s:option(Value, "boot_tries", translate("Firstboot Ping Retires")) o.default = 5 o.rmempty = false for i=1, 10 do o:value(i, i) end o = s:option(ListValue, "log_lev", translate("Logging Level")) o.default = "OFF" o:value("0", "OFF") o:value("1", "BASIC") o:value("2", "ADVANCED") o:value("3", "DEBUGGING") o = s:option(Value, "PingLocation", translate("Ping Adddress")) o.default = "www.google.com" o.rmempty = false o = s:option(Flag, "new_nets", translate("Auto Add Newworks")) o.default = 0 o.disabled = 0 o.enabled = 1 o.rmempty = false o = s:option(Flag, "randMac", translate("Randonmize Mac Address")) o.rmempty = false o.default = 0 o.disabled = 0 o.enabled = 1 return m
local Native = require('lib.stdlib.native') local converter = require('lib.stdlib.enum.converter') ---@class AbilityIntegerField local AbilityIntegerField = { ButtonPositionNormalX = 0x61627078, --ABILITY_IF_BUTTON_POSITION_NORMAL_X ButtonPositionNormalY = 0x61627079, --ABILITY_IF_BUTTON_POSITION_NORMAL_Y ButtonPositionActivatedX = 0x61756278, --ABILITY_IF_BUTTON_POSITION_ACTIVATED_X ButtonPositionActivatedY = 0x61756279, --ABILITY_IF_BUTTON_POSITION_ACTIVATED_Y ButtonPositionResearchX = 0x61727078, --ABILITY_IF_BUTTON_POSITION_RESEARCH_X ButtonPositionResearchY = 0x61727079, --ABILITY_IF_BUTTON_POSITION_RESEARCH_Y MissileSpeed = 0x616D7370, --ABILITY_IF_MISSILE_SPEED TargetAttachments = 0x61746163, --ABILITY_IF_TARGET_ATTACHMENTS CasterAttachments = 0x61636163, --ABILITY_IF_CASTER_ATTACHMENTS Priority = 0x61707269, --ABILITY_IF_PRIORITY Levels = 0x616C6576, --ABILITY_IF_LEVELS RequiredLevel = 0x61726C76, --ABILITY_IF_REQUIRED_LEVEL LevelSkipRequirement = 0x616C736B, --ABILITY_IF_LEVEL_SKIP_REQUIREMENT } AbilityIntegerField = converter(Native.ConvertAbilityIntegerField, AbilityIntegerField) return AbilityIntegerField
local set = vim.opt_local set.tabstop = 2 set.softtabstop = 2 set.shiftwidth = 2 set.wrap = false
local EZban = {} local DS = game:GetService("DataStoreService") local MS = game:GetService("MessagingService") local store = game:GetService("DataStoreService"):GetDataStore("TimeBanInfo") local Timenow = os.time() local plrs = game:GetService("Players") local updatetime = coroutine.create(function() while wait(1) do Timenow = os.time() end end) coroutine.resume(updatetime) local function round(n) return math.floor(n+.5) end game.Players.PlayerAdded:Connect(function(player) local data local success, errormessage = pcall(function() data = store:GetAsync(player.UserId.."-Timeban") end) if success and data ~= nil then local Mode = data[2] local TLIS = os.difftime(data[1],Timenow) local timeleft = 0 local finaltime = nil if TLIS > 0 then if Mode == "minutes" then timeleft = TLIS/60 elseif Mode == "hours" then timeleft = TLIS/3600 elseif Mode == "days" then timeleft = TLIS/86400 elseif Mode == "weeks" then timeleft = TLIS/604800 end if timeleft > 1 then finaltime = round(timeleft) end if finaltime ~= nil then player:Kick("You were banned from the game. You will be unbanned in "..tostring(finaltime).." "..data[2]) else player:Kick("You were banned from the game. You will be unbanned in "..tostring(timeleft).." "..data[2]) end end end end) function EZban.TimeBan(User,Length,Mode) --Mode = "minutes" local UserId = plrs:GetUserIdFromNameAsync(User) local LIS = 0 Mode = string.lower(Mode) if Mode == "minutes" then LIS = Length*60 elseif Mode == "hours" then LIS = Length*3600 elseif Mode == "days" then LIS = Length*86400 elseif Mode == "weeks" then LIS = Length*604800 end local endE = Timenow + LIS local info = {endE,Mode,UserId} store:SetAsync(UserId.."-Timeban",info) if plrs:GetPlayerByUserId(UserId) then plrs:GetPlayerByUserId(UserId):Kick("You were banned for "..Length.." "..Mode) end end return EZban
User = game.Players.LocalPlayer --lego Char = User.Character moving = false Position = 1 cen = Instance.new("Part", User.Character) cen.BottomSurface = "Smooth" cen.TopSurface = "Smooth" cen.CanCollide = false cen.formFactor = "Symmetric" cen.Size = Vector3.new(1,1,1) cen.BrickColor = BrickColor.new("Really black") cen.Transparency = 1 --this script was made by benningtonguy and probably stolen by accountmonitor cen2 = Instance.new("Part", User.Character) cen2.BottomSurface = "Smooth" cen2.TopSurface = "Smooth" cen2.CanCollide = false cen2.formFactor = "Symmetric" cen2.Size = Vector3.new(1,1,1) cen2.BrickColor = BrickColor.new("Really black") cen2.Transparency = 1 cenw = Instance.new("Weld", cen) cenw.Part0 = Char["Torso"] cenw.Part1 = cen cenw.C1 = CFrame.new(-1.5,-0.5,0) cenw2 = Instance.new("Weld", cen2) cenw2.Part0 = Char["Torso"] cenw2.Part1 = cen2 cenw2.C1 = CFrame.new(1.5,-0.5,0) haw = Instance.new("Weld", cen) haw.Part0 = cen haw.Part1 = Char["Right Arm"] haw.C1 = CFrame.new(0,0.5,0) haw2 = Instance.new("Weld", cen2) haw2.Part0 = cen2 haw2.Part1 = Char["Left Arm"] haw2.C1 = CFrame.new(0,0.5,0) haw.C0 = CFrame.Angles(0,math.rad(10),0) haw.C1 = CFrame.new(0.5,0.5,1) haw2.C0 = CFrame.Angles(math.rad(45),0,math.rad(45)) haw2.C1 = CFrame.new(0,1.5,0) --this script was made by benningtonguy and probably stolen by accountmonitor mainb = Instance.new("Part", Char) mainb.formFactor = "Symmetric" mainb.Size = Vector3.new(1,1,1) mainb.BrickColor = BrickColor.new("Dark stone grey") mainbm = Instance.new("CylinderMesh", mainb) mainbm.Scale = Vector3.new(1.3,2,1.3) mainb:BreakJoints() mainbw = Instance.new("Weld", mainb) mainbw.Part0 = Char["Torso"] mainbw.Part1 = mainb mainbw.C1 = CFrame.new(0.6,0,-1) mainb2 = Instance.new("Part", Char) mainb2.formFactor = "Symmetric" mainb2.Size = Vector3.new(1,1,1) mainb2.BrickColor = BrickColor.new("Dark stone grey") mainbm2 = Instance.new("CylinderMesh", mainb2) mainbm2.Scale = Vector3.new(1.3,2,1.3) mainb2:BreakJoints() mainbw2 = Instance.new("Weld", mainb2) mainbw2.Part0 = Char["Torso"] mainbw2.Part1 = mainb2 mainbw2.C1 = CFrame.new(-0.6,0,-1) top = Instance.new("Part", Char) top.formFactor = "Symmetric" top.Size = Vector3.new(1,1,1) top.BrickColor = BrickColor.new("Dark stone grey") topm = Instance.new("SpecialMesh", top) topm.MeshType = "Sphere" topm.Scale = Vector3.new(1.3,1,1.3) top:BreakJoints() topw = Instance.new("Weld", top) topw.Part0 = mainb topw.Part1 = top topw.C1 = CFrame.new(0,-1,0) top2 = Instance.new("Part", Char) top2.formFactor = "Symmetric" top2.Size = Vector3.new(1,1,1) top2.BrickColor = BrickColor.new("Dark stone grey") topm2 = Instance.new("SpecialMesh", top2) topm2.MeshType = "Sphere" topm2.Scale = Vector3.new(1.3,1,1.3) top2:BreakJoints() topw2 = Instance.new("Weld", top2) topw2.Part0 = mainb2 topw2.Part1 = top2 topw2.C1 = CFrame.new(0,-1,0) cir = Instance.new("Part", Char) cir.formFactor = "Symmetric" cir.Size = Vector3.new(1,1,1) cir.BrickColor = BrickColor.new("Stone grey") cirm = Instance.new("CylinderMesh", cir) cirm.Scale = Vector3.new(1.35,0.3,1.35) cir:BreakJoints() cirw = Instance.new("Weld", cir) cirw.Part0 = mainb cirw.Part1 = cir cirw.C1 = CFrame.new(0,-1,0) cir2 = Instance.new("Part", Char) cir2.formFactor = "Symmetric" cir2.Size = Vector3.new(1,1,1) cir2.BrickColor = BrickColor.new("Stone grey") cirm2 = Instance.new("CylinderMesh", cir2) cirm2.Scale = Vector3.new(1.35,0.3,1.35) cir2:BreakJoints() cirw2 = Instance.new("Weld", cir2) cirw2.Part0 = mainb2 cirw2.Part1 = cir2 cirw2.C1 = CFrame.new(0,-1,0) cir3 = Instance.new("Part", Char) cir3.formFactor = "Symmetric" cir3.Size = Vector3.new(1,1,1) cir3.BrickColor = BrickColor.new("Stone grey") cirm3 = Instance.new("CylinderMesh", cir3) cirm3.Scale = Vector3.new(1.35,0.3,1.35) cir3:BreakJoints() cirw3 = Instance.new("Weld", cir3) cirw3.Part0 = mainb cirw3.Part1 = cir3 cirw3.C1 = CFrame.new(0,0,0) cir4 = Instance.new("Part", Char) cir4.formFactor = "Symmetric" cir4.Size = Vector3.new(1,1,1) cir4.BrickColor = BrickColor.new("Stone grey") cirm4 = Instance.new("CylinderMesh", cir4) cirm4.Scale = Vector3.new(1.35,0.3,1.35) cir4:BreakJoints() cirw4 = Instance.new("Weld", cir4) cirw4.Part0 = mainb2 cirw4.Part1 = cir4 cirw4.C1 = CFrame.new(0,0,0) --this script was made by benningtonguy and probably stolen by accountmonitor cir5 = Instance.new("Part", Char) cir5.formFactor = "Symmetric" cir5.Size = Vector3.new(1,1,1) cir5.BrickColor = BrickColor.new("Stone grey") cirm5 = Instance.new("CylinderMesh", cir5) cirm5.Scale = Vector3.new(1.35,0.3,1.35) cir5:BreakJoints() cirw5 = Instance.new("Weld", cir5) cirw5.Part0 = mainb cirw5.Part1 = cir5 cirw5.C1 = CFrame.new(0,1,0) --this script was made by benningtonguy and probably stolen by accountmonitor cir6 = Instance.new("Part", Char) cir6.formFactor = "Symmetric" cir6.Size = Vector3.new(1,1,1) cir6.BrickColor = BrickColor.new("Stone grey") cirm6 = Instance.new("CylinderMesh", cir6) cirm6.Scale = Vector3.new(1.35,0.3,1.35) cir6:BreakJoints() cirw6 = Instance.new("Weld", cir6) cirw6.Part0 = mainb2 cirw6.Part1 = cir6 cirw6.C1 = CFrame.new(0,1,0) --this script was made by benningtonguy and probably stolen by accountmonitor ------------------------------------------FLAMETHROWER ITSELF prt1 = Instance.new("Part", Char) prt1.Size = Vector3.new(1,1,1) prt1.CanCollide = false prt1.BrickColor = BrickColor.new("Really black") prt1.TopSurface = "Smooth" prt1.Transparency = 0 prt1.BottomSurface = "Smooth" prtM = Instance.new("CylinderMesh", prt1) prtM.Scale = Vector3.new(0.7,1.5,0.7) prt1:BreakJoints() prtW = Instance.new("Weld", prt1) prtW.Part0 = Char["Right Arm"] prtW.Part1 = prt1 prtW.C1 = CFrame.new(0,0,1)*CFrame.Angles(math.rad(90),0,math.rad(0)) prt2 = Instance.new("Part", Char) prt2.Size = Vector3.new(1,1,1) prt2.CanCollide = false prt2.BrickColor = BrickColor.new("Dark stone grey") prt2.TopSurface = "Smooth" prt2.Transparency = 0 prt2.BottomSurface = "Smooth" prtM2 = Instance.new("CylinderMesh", prt2) prtM2.Scale = Vector3.new(0.5,3,0.5) prt2:BreakJoints() prtW2 = Instance.new("Weld", prt2) prtW2.Part0 = prt1 prtW2.Part1 = prt2 prtW2.C1 = CFrame.new(0,-2.5,0)*CFrame.Angles(math.rad(0),0,math.rad(0)) prt3 = Instance.new("Part", Char) prt3.Size = Vector3.new(1,1,1) prt3.CanCollide = false prt3.BrickColor = BrickColor.new("Dark stone grey") prt3.TopSurface = "Smooth" prt3.Transparency = 0 prt3.BottomSurface = "Smooth" prtM3 = Instance.new("CylinderMesh", prt3) prtM3.Scale = Vector3.new(0.2,0.5,0.2) prt3:BreakJoints() prtW3 = Instance.new("Weld", prt3) prtW3.Part0 = prt2 prtW3.Part1 = prt3 prtW3.C1 = CFrame.new(0,0.5,0)*CFrame.Angles(math.rad(-115),math.rad(0),math.rad(0)) prt4 = Instance.new("Part", Char) prt4.Size = Vector3.new(1,1,1) prt4.CanCollide = false prt4.BrickColor = BrickColor.new("Dark stone grey") prt4.TopSurface = "Smooth" prt4.Transparency = 0 prt4.BottomSurface = "Smooth" prtM4 = Instance.new("CylinderMesh", prt4) prtM4.Scale = Vector3.new(0.5,3,0.5) prt4:BreakJoints() prtW4 = Instance.new("Weld", prt2) prtW4.Part0 = prt2 prtW4.Part1 = prt4 prtW4.C1 = CFrame.new(0,-0.6,0.7)*CFrame.Angles(math.rad(0),0,math.rad(0)) prt5 = Instance.new("Part", Char) prt5.Size = Vector3.new(1,1,1) prt5.CanCollide = false prt5.BrickColor = BrickColor.new("Dark stone grey") prt5.TopSurface = "Smooth" prt5.Transparency = 0 prt5.BottomSurface = "Smooth" prtM5 = Instance.new("CylinderMesh", prt5) prtM5.Scale = Vector3.new(0.2,0.5,0.2) prt5:BreakJoints() prtW5 = Instance.new("Weld", prt5) prtW5.Part0 = prt4 prtW5.Part1 = prt5 prtW5.C1 = CFrame.new(0,0.5,1.5)*CFrame.Angles(math.rad(-115),math.rad(0),math.rad(0)) prt6 = Instance.new("Part", Char) prt6.Size = Vector3.new(1,1,1) prt6.CanCollide = false prt6.BrickColor = BrickColor.new("Really black") prt6.TopSurface = "Smooth" prt6.Transparency = 0 prt6.BottomSurface = "Smooth" prtM6 = Instance.new("CylinderMesh", prt6) prtM6.Scale = Vector3.new(0.7,0.5,0.7) prt6:BreakJoints() prtW6 = Instance.new("Weld", prt6) prtW6.Part0 = prt2 prtW6.Part1 = prt6 prtW6.C1 = CFrame.new(0,-1.51,0)*CFrame.Angles(math.rad(0),0,math.rad(0)) prt7 = Instance.new("Part", Char) prt7.Size = Vector3.new(1,2,1) prt7.CanCollide = false prt7.BrickColor = BrickColor.new("Really black") prt7.TopSurface = "Smooth" prt7.Transparency = 1 prt7.BottomSurface = "Smooth" prtM7 = Instance.new("CylinderMesh", prt7) prtM7.Scale = Vector3.new(1,1,1) prt7:BreakJoints() prtW7 = Instance.new("Weld", prt7) prtW7.Part0 = prt6 prtW7.Part1 = prt7 prtW7.C1 = CFrame.new(0,-2,0)*CFrame.Angles(math.rad(0),0,math.rad(0)) fire = Instance.new("Fire", prt6) fire.Heat = 25 fire.Size = 2 fire.Enabled = false if not script.Parent:IsA("HopperBin") then h = Instance.new("HopperBin", User.Backpack) h.Name = "Pyro" script.Parent = h end script.Parent.Selected:connect(function(mouse) delay(0, function() --[[while wait() do pcall(function() User.Character.Torso["Neck"].C0 = CFrame.new(0, 1.5, 0.25) User.Character.Torso["Neck"].C1 = CFrame.fromEulerAnglesXYZ(math.rad(0), 0, 0) * CFrame.new(0, 0, 0.5) * (CFrame.new((User.Character.Torso.CFrame * CFrame.new(1.5, 0, 0)).p, mouse.Hit.p) - (User.Character.Torso.CFrame * CFrame.new(1.5, 0, 0)).p):inverse() * (User.Character.Torso.CFrame - User.Character.Torso.Position) end) end]] end) mouse.Button1Down:connect(function() fire.Enabled = true end) mouse.Button1Up:connect(function() fire.Enabled = false end) end) prt7.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent.Name ~= User.Name and fire.Enabled == true and hit:FindFirstChild("Fire") == nil then local fiar = Instance.new("Fire", hit) fiar.Size = 2 for i = 1,100 do hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 10 wait() end fiar:Remove() end end)
ITEM.name = "Exohelm (No Visor)" ITEM.description = "A high-end helmet." ITEM.longdesc = "This helmet resembles that of an ordinary exoskeleton, but differs sightly from its standard counterpart and has differing protective characteristics. Good protection from gunfire and high calibre rounds in combination with anomaly protection make this helmet one of the best in its category." ITEM.model = "models/kek1ch/helm_tactic.mdl" ITEM.price = 45000 --ITEM.busflag = {"ARMOR4", "SPECIAL6_1"} ITEM.busflag = {"headgear1_1_1"} ITEM.br = 0.25 ITEM.fbr = 0 ITEM.ar = 0 ITEM.far = 0 ITEM.radProt = 0 ITEM.isGasmask = false ITEM.isHelmet = true ITEM.ballisticlevels = {"lll-a"} ITEM.repairCost = ITEM.price/100*1 ITEM.img = ix.util.GetMaterial("cotz/ui/icons/headgear_radsuit.png") ITEM.weight = 6.100 ITEM.pacData = { [1] = { ["children"] = { [1] = { ["children"] = { }, ["self"] = { ["Skin"] = 0, ["Invert"] = false, ["LightBlend"] = 1, ["CellShade"] = 0, ["OwnerName"] = "self", ["AimPartName"] = "", ["IgnoreZ"] = false, ["AimPartUID"] = "", ["Passes"] = 1, ["Name"] = "", ["NoTextureFiltering"] = false, ["DoubleFace"] = false, ["PositionOffset"] = Vector(0, 0, 0), ["IsDisturbing"] = false, ["Fullbright"] = false, ["EyeAngles"] = false, ["DrawOrder"] = 0, ["TintColor"] = Vector(0, 0, 0), ["UniqueID"] = "4086462223", ["Translucent"] = false, ["LodOverride"] = -1, ["BlurSpacing"] = 0, ["Alpha"] = 1, ["Material"] = "", ["UseWeaponColor"] = false, ["UsePlayerColor"] = false, ["UseLegacyScale"] = false, ["Bone"] = "head", ["Color"] = Vector(255, 255, 255), ["Brightness"] = 1, ["BoneMerge"] = false, ["BlurLength"] = 0, ["Position"] = Vector(-73.03099822998, -10.041000366211, -1.7330000400543), ["AngleOffset"] = Angle(0, 0, 0), ["AlternativeScaling"] = false, ["Hide"] = false, ["OwnerEntity"] = false, ["Scale"] = Vector(1.0299999713898, 1, 1), ["ClassName"] = "model", ["EditorExpand"] = true, ["Size"] = 1.1499999761581, ["ModelFallback"] = "", ["Angles"] = Angle(1.9980000257492, -82.575248718262, -88.762619018555), ["TextureFilter"] = 3, ["Model"] = "models/projectpt/headwear_radsuit.mdl", ["BlendMode"] = "", }, }, }, ["self"] = { ["DrawOrder"] = 0, ["UniqueID"] = "1121170306", ["AimPartUID"] = "", ["Hide"] = false, ["Duplicate"] = false, ["ClassName"] = "group", ["OwnerName"] = "self", ["IsDisturbing"] = false, ["Name"] = "radsuit", ["EditorExpand"] = false, }, }, } ITEM.pacDataExpedition = { [1] = { ["children"] = { [1] = { ["children"] = { [1] = { ["children"] = { }, ["self"] = { ["Jiggle"] = false, ["DrawOrder"] = 0, ["AlternativeBones"] = false, ["FollowPartName"] = "", ["Angles"] = Angle(0, 0, 0), ["OwnerName"] = "self", ["AimPartName"] = "", ["FollowPartUID"] = "", ["Bone"] = "spine 4", ["InvertHideMesh"] = false, ["ScaleChildren"] = false, ["ClassName"] = "bone", ["FollowAnglesOnly"] = false, ["Position"] = Vector(0, 0, 0), ["AimPartUID"] = "", ["UniqueID"] = "2144846675", ["Hide"] = false, ["Name"] = "", ["Scale"] = Vector(1, 1, 1), ["MoveChildrenToOrigin"] = false, ["EditorExpand"] = false, ["Size"] = 1, ["PositionOffset"] = Vector(0, 0, 0), ["IsDisturbing"] = false, ["AngleOffset"] = Angle(0, 0, 0), ["EyeAngles"] = false, ["HideMesh"] = true, }, }, [2] = { ["children"] = { }, ["self"] = { ["Jiggle"] = false, ["DrawOrder"] = 0, ["AlternativeBones"] = true, ["FollowPartName"] = "", ["Angles"] = Angle(0, 7.4000000953674, 0), ["OwnerName"] = "self", ["AimPartName"] = "", ["FollowPartUID"] = "", ["Bone"] = "head", ["InvertHideMesh"] = false, ["ScaleChildren"] = false, ["ClassName"] = "bone", ["FollowAnglesOnly"] = false, ["Position"] = Vector(-0.60000002384186, -0.80000001192093, 0), ["AimPartUID"] = "", ["UniqueID"] = "3387404245", ["Hide"] = false, ["Name"] = "", ["Scale"] = Vector(1, 1.0599999427795, 0.95999997854233), ["MoveChildrenToOrigin"] = false, ["EditorExpand"] = false, ["Size"] = 1, ["PositionOffset"] = Vector(0, 0, 0), ["IsDisturbing"] = false, ["AngleOffset"] = Angle(0, 0, 0), ["EyeAngles"] = false, ["HideMesh"] = false, }, }, }, ["self"] = { ["Invert"] = false, ["EyeTargetName"] = "", ["NoLighting"] = false, ["OwnerName"] = "self", ["AimPartName"] = "", ["IgnoreZ"] = false, ["AimPartUID"] = "", ["Materials"] = "", ["Name"] = "", ["LevelOfDetail"] = 0, ["NoTextureFiltering"] = false, ["PositionOffset"] = Vector(0, 0, 0), ["NoCulling"] = false, ["Translucent"] = false, ["DrawOrder"] = 0, ["Alpha"] = 1, ["Material"] = "", ["Bone"] = "head", ["UniqueID"] = "2815537229", ["BoneMerge"] = true, ["EyeTargetUID"] = "", ["Position"] = Vector(0, 0, 0), ["BlendMode"] = "", ["Angles"] = Angle(0, 0, 0), ["Hide"] = false, ["EyeAngles"] = false, ["Scale"] = Vector(1, 1, 1), ["AngleOffset"] = Angle(0, 0, 0), ["EditorExpand"] = false, ["Size"] = 0.94999998807907, ["Color"] = Vector(1, 1, 1), ["ClassName"] = "model2", ["IsDisturbing"] = false, ["ModelModifiers"] = "", ["Model"] = "models/stalkerisaac/outfits/radsuit_helm.mdl", }, }, }, ["self"] = { ["DrawOrder"] = 0, ["UniqueID"] = "1121170306", ["AimPartUID"] = "", ["Hide"] = true, ["Duplicate"] = false, ["ClassName"] = "group", ["OwnerName"] = "self", ["IsDisturbing"] = false, ["Name"] = "radsuit", ["EditorExpand"] = false, }, }, } ITEM.pacDataBerill1 = { [18] = { ["children"] = { [1] = { ["children"] = { }, ["self"] = { ["Skin"] = 0, ["Invert"] = false, ["LightBlend"] = 1, ["CellShade"] = 0, ["OwnerName"] = "self", ["AimPartName"] = "", ["IgnoreZ"] = false, ["AimPartUID"] = "", ["Passes"] = 1, ["Name"] = "", ["NoTextureFiltering"] = false, ["DoubleFace"] = false, ["PositionOffset"] = Vector(0, 0, 0), ["IsDisturbing"] = false, ["Fullbright"] = false, ["EyeAngles"] = false, ["DrawOrder"] = 0, ["TintColor"] = Vector(0, 0, 0), ["UniqueID"] = "4086462223", ["Translucent"] = false, ["LodOverride"] = -1, ["BlurSpacing"] = 0, ["Alpha"] = 1, ["Material"] = "", ["UseWeaponColor"] = false, ["UsePlayerColor"] = false, ["UseLegacyScale"] = false, ["Bone"] = "head", ["Color"] = Vector(255, 255, 255), ["Brightness"] = 1, ["BoneMerge"] = false, ["BlurLength"] = 0, ["Position"] = Vector(-70.430999755859, -10.440999984741, -1.7330000400543), ["AngleOffset"] = Angle(0, 0, 0), ["AlternativeScaling"] = false, ["Hide"] = false, ["OwnerEntity"] = false, ["Scale"] = Vector(1, 1, 1), ["ClassName"] = "model", ["EditorExpand"] = true, ["Size"] = 1.1, ["ModelFallback"] = "", ["Angles"] = Angle(1.9980000257492, -82.575248718262, -88.762619018555), ["TextureFilter"] = 3, ["Model"] = "models/projectpt/headwear_radsuit.mdl", ["BlendMode"] = "", }, }, }, ["self"] = { ["DrawOrder"] = 0, ["UniqueID"] = "1121170306", ["AimPartUID"] = "", ["Hide"] = false, ["Duplicate"] = false, ["ClassName"] = "group", ["OwnerName"] = "self", ["IsDisturbing"] = false, ["Name"] = "radsuit", ["EditorExpand"] = false, }, }, } ITEM.pacDataNBC = { [1] = { ["children"] = { [1] = { ["children"] = { }, ["self"] = { ["Skin"] = 0, ["Invert"] = false, ["LightBlend"] = 1, ["CellShade"] = 0, ["OwnerName"] = "self", ["AimPartName"] = "", ["IgnoreZ"] = false, ["AimPartUID"] = "", ["Passes"] = 1, ["Name"] = "", ["NoTextureFiltering"] = false, ["DoubleFace"] = false, ["PositionOffset"] = Vector(0, 0, 0), ["IsDisturbing"] = false, ["Fullbright"] = false, ["EyeAngles"] = false, ["DrawOrder"] = 0, ["TintColor"] = Vector(0, 0, 0), ["UniqueID"] = "4086462223", ["Translucent"] = false, ["LodOverride"] = -1, ["BlurSpacing"] = 0, ["Alpha"] = 1, ["Material"] = "", ["UseWeaponColor"] = false, ["UsePlayerColor"] = false, ["UseLegacyScale"] = false, ["Bone"] = "head", ["Color"] = Vector(255, 255, 255), ["Brightness"] = 1, ["BoneMerge"] = false, ["BlurLength"] = 0, ["Position"] = Vector(-73.231002807617, -8.5410003662109, -1.6130000352859), ["AngleOffset"] = Angle(0, 0, 0), ["AlternativeScaling"] = false, ["Hide"] = false, ["OwnerEntity"] = false, ["Scale"] = Vector(1.0299999713898, 1, 1), ["ClassName"] = "model", ["EditorExpand"] = true, ["Size"] = 1.1499999761581, ["ModelFallback"] = "", ["Angles"] = Angle(1.9980000257492, -82.575248718262, -88.762619018555), ["TextureFilter"] = 3, ["Model"] = "models/projectpt/headwear_radsuit.mdl", ["BlendMode"] = "", }, }, }, ["self"] = { ["DrawOrder"] = 0, ["UniqueID"] = "1121170306", ["AimPartUID"] = "", ["Hide"] = false, ["Duplicate"] = false, ["ClassName"] = "group", ["OwnerName"] = "self", ["IsDisturbing"] = false, ["Name"] = "radsuit", ["EditorExpand"] = false, }, }, }
#!/usr/bin/env tarantool local test = require("sqltester") test:plan(1) --!./tcltestrunner.lua -- 2010 April 15 -- -- The author disclaims copyright to this source code. In place of -- a legal notice, here is a blessing: -- -- May you do good and not evil. -- May you find forgiveness for yourself and forgive others. -- May you share freely, never taking more than you give. -- ------------------------------------------------------------------------- -- This file implements regression tests for sql library. -- -- This file implements tests to verify that ticket [02a8e81d44] has been -- fixed. -- -- ["set","testdir",[["file","dirname",["argv0"]]]] -- ["source",[["testdir"],"\/tester.tcl"]] test:do_execsql_test( "tkt-02a838-1.1", [[ CREATE TABLE t1(a INT primary key); INSERT INTO t1 VALUES(1); INSERT INTO t1 VALUES(2); INSERT INTO t1 VALUES(4); INSERT INTO t1 VALUES(5); SELECT * FROM (SELECT a FROM t1 LIMIT 1) UNION ALL SELECT 3; ]], { -- <tkt-02a838-1.1> 1, 3 -- </tkt-02a838-1.1> }) test:finish_test()
local fs = require("filesystem") local http = require("http") local args = {...} local url = args[1] local outPath if not url then print("Usage: wget <url> [file name]") return true end if args[2] then outPath = fs.joinPath(shell.getWorkingDirectory(), args[2]) else outPath = fs.joinPath(shell.getWorkingDirectory(), fs.getName(url)) end local content, err = http.get(url) if not content then printError(err) return false end fs.writeFile(outPath, content, true) print("Saved as " .. outPath) return true
local imgr = {} imgr.rng = love.math.newRandomGenerator() imgr.set = nil imgr.idx = -1 function imgr.setSet(s) imgr.set = s imgr._shuffle() imgr.idx = 0 end function imgr._shuffle() for i, v in ipairs(imgr.set) do local j = imgr.rng:random(i, #imgr.set) imgr._swap(i, j) end end function imgr._swap(i, j) local tmp = imgr.set[j] imgr.set[j] = imgr.set[i] imgr.set[i] = tmp end function imgr.next() if imgr.set then imgr.idx = imgr.idx + 1 if imgr.idx > #imgr.set then imgr._shuffle() imgr.idx = 1 end return imgr.set[imgr.idx] end end function imgr.update() imgr.rng:random() end return imgr
--- Tools for working with tiles. -- A tile represents a 1 unit<sup>2</sup> on a surface in Factorio. -- @module Tile -- @usage local Tile = require('stdlib/area/tile') -- @see LuaTile local Tile = {_module_name = 'Tile'} setmetatable(Tile, {__index = require('stdlib/core')}) local Is = Tile.Is local Game = require('stdlib/game') local Position = require('stdlib/area/position') --- Get the @{LuaTile.position|tile position} of a tile where the given position resides. -- @function Tile.from_position -- @see Position.tile_position Tile.from_position = Position.tile_position --- Converts a tile position to the @{Concepts.BoundingBox|area} of the tile it is in. -- @function Tile.to_area -- @see Position.expand_to_tile_area Tile.to_area = Position.expand_to_tile_area --- Creates an array of tile positions for all adjacent tiles (N, E, S, W) **OR** (N, NE, E, SE, S, SW, W, NW) if diagonal is set to true. -- @tparam LuaSurface surface the surface to examine for adjacent tiles -- @tparam LuaTile.position position the tile position of the origin tile -- @tparam[opt=false] boolean diagonal whether to include diagonal tiles -- @tparam[opt] string tile_name whether to restrict adjacent tiles to a particular tile name (example: "water-tile") -- @treturn {LuaTile.position,...} an array of tile positions of the tiles that are adjacent to the origin tile function Tile.adjacent(surface, position, diagonal, tile_name) Is.Assert(surface, 'missing surface argument') Is.Assert(position, 'missing position argument') local offsets = {{0, 1}, {1, 0}, {0, -1}, {-1, 0}} if diagonal then offsets = {{0, 1}, {1, 1}, {1, 0}, {-1, 1}, {-1, 0}, {-1, -1}, {0, -1}, {1, -1}} end local adjacent_tiles = {} for _, offset in pairs(offsets) do local adj_pos = Position.add(position, offset) if tile_name then local tile = surface.get_tile(adj_pos.x, adj_pos.y) if tile and tile.name == tile_name then table.insert(adjacent_tiles, adj_pos) end else table.insert(adjacent_tiles, adj_pos) end end return adjacent_tiles end --- Gets the user data that is associated with a tile. -- The user data is stored in the global object and it persists between loads. -- @tparam LuaSurface surface the surface on which the user data is looked up -- @tparam LuaTile.position tile_pos the tile position on which the user data is looked up -- @tparam[opt] Mixed default_value the user data to set for the tile and returned if it did not have user data -- @treturn ?|nil|Mixed the user data **OR** *nil* if it does not exist for the tile and no default_value was set function Tile.get_data(surface, tile_pos, default_value) surface = Game.get_surface(surface) Is.Assert(surface, 'invalid surface') local key = Position(tile_pos):tile_position():to_key() return Game.get_or_set_data('_tile_data', surface.index, key, false, default_value) end Tile.get = Tile.get_data --- Associates the user data to a tile. -- The user data will be stored in the global object and it will persist between loads. -- @tparam LuaSurface surface the surface on which the user data will reside -- @tparam LuaTile.position tile_pos the tile position of a tile that will be associated with the user data -- @tparam ?|nil|Mixed value the user data to set **OR** *nil* to erase the existing user data for the tile -- @treturn ?|nil|Mixed the previous user data associated with the tile **OR** *nil* if the tile had no previous user data function Tile.set_data(surface, tile_pos, value) surface = Game.get_surface(surface) Is.Assert.Valid(surface, 'invalid surface') local key = Position(tile_pos):tile_position():to_key() return Game.get_or_set_data('_tile_data', surface.index, key, true, value) end Tile.set = Tile.set_data return Tile
function onEvent(name) if name == 'Note NO' then if value1 == '1' then setProperty('opponentStrums.visible', false) end if value1 == '2' then setProperty('opponentStrums.visible', true) end end end
--[[ Title: SessionsData Author(s): big CreateDate: 2019.07.24 ModifyDate: 2021.09.24 place: Foshan Desc: use the lib: ------------------------------------------------------------ local SessionsData = NPL.load('(gl)Mod/WorldShare/database/SessionsData.lua') ------------------------------------------------------------ ]] -- config local Config = NPL.load('(gl)Mod/WorldShare/config/Config.lua') local SessionsData = NPL.export() -- session struct --[[ { selectedUser = "1111", allUsers = { { value = "1111", text = "1111", session = { account = "1111", loginServer = "ONLINE", password = "12345678", autoLogin = true, rememberMe = true, token = "jwttoken", tokenExpire = 12345678, loginTime = 111111111, doNotNoticeVerify = false, isVip = false, userType = { orgAdmin = false, teacher = false, student = false, freeStudent = false, plain = true, } }, allPositions = { { projectId = 1111, lastPosition = { x = 19200, y = 6, x = 19200 }, orientation = { CameraLiftupAngle = 0.11111, CameraRotY = 0.22222 } } } }, { value = "2222", text = "2222", session = { account = "2222", loginServer = "STAGE", autoLogin = false, rememberMe = true, token = "jwttoken", tokenExpire = 12345678 } }, { value = "3333", text = "3333", session = { account = "3333", loginServer = "ONLINE", autoLogin = false, rememberMe = false, password = "123456", token = "jwttoken", tokenExpire = 12345678 } }, } } ]] function SessionsData:GetSessions() local playerController = GameLogic.GetPlayerController() return playerController:LoadLocalData("sessions", { selectedUser = "", allUsers = {} }, true) end function SessionsData:RemoveSession(username) local sessionsData = self:GetSessions() if sessionsData.selectedUser == username then sessionsData.selectedUser = "" end local newAllUsers = commonlib.Array:new(sessionsData.allUsers); for key, item in ipairs(newAllUsers) do if item.value == username then newAllUsers:remove(key) break end end sessionsData.allUsers = newAllUsers GameLogic.GetPlayerController():SaveLocalData("sessions", sessionsData, true) end function SessionsData:SaveSession(session) if not session or not session.account or not session.loginServer then return false end local oldSession = self:GetSessionByUsername(session.account) if oldSession then for key, item in pairs(oldSession) do if session[key] == nil then session[key] = item end end end if session.rememberMe == false then session.password = nil end session.account = string.lower(session.account) session.loginTime = os.time() local sessionsData = self:GetSessions() sessionsData.selectedUser = session.account local beExist = false for key, item in ipairs(sessionsData.allUsers) do if item.value == session.account then item.session = session beExist = true end end if not beExist then sessionsData.allUsers[#sessionsData.allUsers + 1] = { value = session.account, text = session.account, session = session } end GameLogic.GetPlayerController():SaveLocalData("sessions", sessionsData, true) end function SessionsData:GetAnonymousUser() local default = { value = 'ano', text = 'ano', session = { account = 'ano', loginServer = Config.defaultEnv, } } local sessionsData = self:GetSessions() if not sessionsData or not sessionsData.allUsers then return default end for key, item in ipairs(sessionsData.allUsers) do if item.value == 'ano' then return item end end return default end function SessionsData:GetAnonymousInfo() local anonymousUser = self:GetAnonymousUser() if anonymousUser and anonymousUser.anonymousInfo and type(anonymousUser.anonymousInfo) == 'table' then return anonymousUser.anonymousInfo else return {} end end function SessionsData:SetAnyonymousInfo(key, value) if not key or type(key) ~= 'string' or not value then return false end local anonymousInfo = self:GetAnonymousInfo() anonymousInfo[key] = value local sessionsData = self:GetSessions() if not sessionsData or type(sessionsData) ~= 'table' then return false end local beExist = false for key, item in ipairs(sessionsData.allUsers) do if item.value == 'ano' then item.anonymousInfo = anonymousInfo beExist = true end end if not beExist then local anoUser = self:GetAnonymousUser() anoUser.anonymousInfo = anonymousInfo sessionsData.allUsers[#sessionsData.allUsers + 1] = anoUser end GameLogic.GetPlayerController():SaveLocalData("sessions", sessionsData, true) return true end function SessionsData:GetSessionByUsername(username) local sessionsData = SessionsData:GetSessions() if not sessionsData or not sessionsData.allUsers then return false end for key, item in ipairs(sessionsData.allUsers) do if item.value == username then return item.session end end return false end function SessionsData:GetDeviceUUID() local sessionsData = self:GetSessions() local currentParacraftDir = ParaIO.GetWritablePath() if not sessionsData.softwareUUID or not sessionsData.paracraftDir or sessionsData.paracraftDir ~= currentParacraftDir then sessionsData.paracraftDir = ParaIO.GetWritablePath() sessionsData.softwareUUID = System.Encoding.guid.uuid() GameLogic.GetPlayerController():SaveLocalData("sessions", sessionsData, true) end local machineID = ParaEngine.GetAttributeObject():GetField("MachineID","") return sessionsData.softwareUUID .. "-" .. machineID end function SessionsData:GetUserLastPosition(projectId, username) if not username then username = Mod.WorldShare.Store:Get('user/username') end if not projectId then local currentEnterWorld = Mod.WorldShare.Store:Get('world/currentEnterWorld') if not currentEnterWorld or not currentEnterWorld.kpProjectId or currentEnterWorld.kpProjectId == 0 then return end projectId = currentEnterWorld.kpProjectId end local session = self:GetSessionByUsername(username) if not session or type(session) ~= 'table' then return end if session.allPositions and type(session.allPositions) == 'table' then for key, item in ipairs(session.allPositions) do if tonumber(item.projectId) == tonumber(projectId) then return item end end end end function SessionsData:SetUserLocation(where, username) local session = self:GetSessionByUsername(username) if not session or type(session) ~= 'table' then return end session.where = where self:SaveSession(session) end function SessionsData:SetUserLastPosition(x, y, z, cameraLiftupAngle, cameraRotY, projectId, username) if not x or not y or not z or not cameraLiftupAngle or not cameraRotY then return end if not username then username = Mod.WorldShare.Store:Get('user/username') end if not projectId then local currentEnterWorld = Mod.WorldShare.Store:Get('world/currentEnterWorld') if not currentEnterWorld or not currentEnterWorld.kpProjectId or currentEnterWorld.kpProjectId == 0 then return end projectId = currentEnterWorld.kpProjectId end local session = self:GetSessionByUsername(username) if not session or type(session) ~= 'table' then return end local beExist = false local curItem = {} if session.allPositions and type(session.allPositions) == 'table' then for key, item in ipairs(session.allPositions) do if tonumber(item.projectId) == tonumber(projectId) then beExist = true curItem = item break end end end if beExist then curItem.position = { x = x, y = y, z = z } curItem.orientation = { cameraLiftupAngle = cameraLiftupAngle , cameraRotY = cameraRotY } else curItem = { projectId = projectId, position = { x = x, y = y, z = z }, orientation = { cameraLiftupAngle = cameraLiftupAngle , cameraRotY = cameraRotY } } if not session.allPositions or type(session.allPositions) ~= 'table' then session.allPositions = {} end session.allPositions[#session.allPositions + 1] = curItem end self:SaveSession(session) end
---@meta ---@class ccs.ArmatureDataManager :cc.Ref local ArmatureDataManager={ } ccs.ArmatureDataManager=ArmatureDataManager ---* brief remove animation data<br> ---* param id the id of the animation data ---@param id string ---@return self function ArmatureDataManager:removeAnimationData (id) end ---* Add armature data<br> ---* param id The id of the armature data<br> ---* param armatureData ArmatureData * ---@param id string ---@param armatureData ccs.ArmatureData ---@param configFilePath string ---@return self function ArmatureDataManager:addArmatureData (id,armatureData,configFilePath) end ---@overload fun(string:string,string:string,string:string):self ---@overload fun(string:string):self ---@param imagePath string ---@param plistPath string ---@param configFilePath string ---@return self function ArmatureDataManager:addArmatureFileInfo (imagePath,plistPath,configFilePath) end ---* ---@param configFilePath string ---@return self function ArmatureDataManager:removeArmatureFileInfo (configFilePath) end ---* ---@return map_table function ArmatureDataManager:getTextureDatas () end ---* brief get texture data<br> ---* param id the id of the texture data you want to get<br> ---* return TextureData * ---@param id string ---@return ccs.TextureData function ArmatureDataManager:getTextureData (id) end ---* brief get armature data<br> ---* param id the id of the armature data you want to get<br> ---* return ArmatureData * ---@param id string ---@return ccs.ArmatureData function ArmatureDataManager:getArmatureData (id) end ---* brief get animation data from _animationDatas(Dictionary)<br> ---* param id the id of the animation data you want to get<br> ---* return AnimationData * ---@param id string ---@return ccs.AnimationData function ArmatureDataManager:getAnimationData (id) end ---* brief add animation data<br> ---* param id the id of the animation data<br> ---* return AnimationData * ---@param id string ---@param animationData ccs.AnimationData ---@param configFilePath string ---@return self function ArmatureDataManager:addAnimationData (id,animationData,configFilePath) end ---* Init ArmatureDataManager ---@return boolean function ArmatureDataManager:init () end ---* brief remove armature data<br> ---* param id the id of the armature data you want to get ---@param id string ---@return self function ArmatureDataManager:removeArmatureData (id) end ---* ---@return map_table function ArmatureDataManager:getArmatureDatas () end ---* brief remove texture data<br> ---* param id the id of the texture data you want to get ---@param id string ---@return self function ArmatureDataManager:removeTextureData (id) end ---* brief add texture data<br> ---* param id the id of the texture data<br> ---* return TextureData * ---@param id string ---@param textureData ccs.TextureData ---@param configFilePath string ---@return self function ArmatureDataManager:addTextureData (id,textureData,configFilePath) end ---* ---@return map_table function ArmatureDataManager:getAnimationDatas () end ---* brief Judge whether or not need auto load sprite file ---@return boolean function ArmatureDataManager:isAutoLoadSpriteFile () end ---* brief Add sprite frame to CCSpriteFrameCache, it will save display name and it's relative image name ---@param plistPath string ---@param imagePath string ---@param configFilePath string ---@return self function ArmatureDataManager:addSpriteFrameFromFile (plistPath,imagePath,configFilePath) end ---* ---@return self function ArmatureDataManager:destroyInstance () end ---* ---@return self function ArmatureDataManager:getInstance () end
module(..., package.seeall) local constants = require("apps.lwaftr.constants") local fragmentv6 = require("apps.lwaftr.fragmentv6") local fragv6_h = require("apps.lwaftr.fragmentv6_hardened") local ndp = require("apps.lwaftr.ndp") local lwutil = require("apps.lwaftr.lwutil") local icmp = require("apps.lwaftr.icmp") local lwcounter = require("apps.lwaftr.lwcounter") local ethernet = require("lib.protocol.ethernet") local ipv6 = require("lib.protocol.ipv6") local checksum = require("lib.checksum") local packet = require("core.packet") local counter = require("core.counter") local lib = require("core.lib") local link = require("core.link") local engine = require("core.app") local bit = require("bit") local ffi = require("ffi") local receive, transmit = link.receive, link.transmit local wr16 = lwutil.wr16 local is_ipv6, is_ipv6_fragment = lwutil.is_ipv6, lwutil.is_ipv6_fragment local htons = lib.htons local ipv6_fixed_header_size = constants.ipv6_fixed_header_size local proto_icmpv6 = constants.proto_icmpv6 local ethernet_header_size = constants.ethernet_header_size local o_icmpv6_header = ethernet_header_size + ipv6_fixed_header_size local o_icmpv6_msg_type = o_icmpv6_header + constants.o_icmpv6_msg_type local o_icmpv6_checksum = o_icmpv6_header + constants.o_icmpv6_checksum local icmpv6_echo_request = constants.icmpv6_echo_request local icmpv6_echo_reply = constants.icmpv6_echo_reply local ehs = constants.ethernet_header_size ReassembleV6 = {} Fragmenter = {} NDP = {} ICMPEcho = {} function ReassembleV6:new(conf) local max_ipv6_reassembly_packets = conf.max_ipv6_reassembly_packets local max_fragments_per_reassembly_packet = conf.max_fragments_per_reassembly_packet local o = { counters = lwcounter.init_counters(), ctab = fragv6_h.initialize_frag_table(max_ipv6_reassembly_packets, max_fragments_per_reassembly_packet), } counter.set(o.counters["memuse-ipv6-frag-reassembly-buffer"], o.ctab:get_backing_size()) return setmetatable(o, {__index = ReassembleV6}) end function ReassembleV6:cache_fragment(fragment) return fragv6_h.cache_fragment(self.ctab, fragment) end function ReassembleV6:push () local input, output = self.input.input, self.output.output local errors = self.output.errors for _ = 1, link.nreadable(input) do local pkt = receive(input) if is_ipv6_fragment(pkt) then counter.add(self.counters["in-ipv6-frag-needs-reassembly"]) local status, maybe_pkt, ejected = self:cache_fragment(pkt) if ejected then counter.add(self.counters["drop-ipv6-frag-random-evicted"]) end if status == fragv6_h.REASSEMBLY_OK then counter.add(self.counters["in-ipv6-frag-reassembled"]) transmit(output, maybe_pkt) elseif status == fragv6_h.FRAGMENT_MISSING then -- Nothing useful to be done yet, continue elseif status == fragv6_h.REASSEMBLY_INVALID then counter.add(self.counters["drop-ipv6-frag-invalid-reassembly"]) if maybe_pkt then -- This is an ICMP packet transmit(errors, maybe_pkt) end else -- unreachable packet.free(pkt) end else -- Forward all packets that aren't IPv6 fragments. counter.add(self.counters["in-ipv6-frag-reassembly-unneeded"]) transmit(output, pkt) end end end function Fragmenter:new(conf) local o = { counters = lwcounter.init_counters(), mtu = assert(conf.mtu), } return setmetatable(o, {__index=Fragmenter}) end function Fragmenter:push () local input, output = self.input.input, self.output.output local mtu = self.mtu for _ = 1, link.nreadable(input) do local pkt = receive(input) if pkt.length > mtu + ehs and is_ipv6(pkt) then -- It's possible that the IPv6 packet has an IPv4 packet as -- payload, and that payload has the Don't Fragment flag set. -- However ignore this; the fragmentation policy of the L3 -- protocol (in this case, IP) doesn't affect the L2 protocol. -- We always fragment. local unfragmentable_header_size = ehs + ipv6_fixed_header_size local pkts = fragmentv6.fragment(pkt, unfragmentable_header_size, mtu) for i=1,#pkts do counter.add(self.counters["out-ipv6-frag"]) transmit(output, pkts[i]) end else counter.add(self.counters["out-ipv6-frag-not"]) transmit(output, pkt) end end end function NDP:new(conf) local o = setmetatable({}, {__index=NDP}) o.conf = conf -- TODO: verify that the src and dst ipv6 addresses and src mac address -- have been provided, in pton format. if not conf.dst_eth then self.ns_pkt = ndp.form_ns(conf.src_eth, conf.src_ipv6, conf.dst_ipv6) self.ns_interval = 3 -- Send a new NS every three seconds. end o.dst_eth = conf.dst_eth -- Intentionally nil if to request by NS return o end function NDP:maybe_send_ns_request (output) if self.dst_eth then return end self.next_ns_time = self.next_ns_time or engine.now() if self.next_ns_time <= engine.now() then print(("NDP: Resolving '%s'"):format(ipv6:ntop(self.conf.dst_ipv6))) self:send_ns(output) self.next_ns_time = engine.now() + self.ns_interval end end function NDP:send_ns (output) transmit(output, packet.clone(self.ns_pkt)) end function NDP:push() local isouth, osouth = self.input.south, self.output.south local inorth, onorth = self.input.north, self.output.north -- TODO: do unsolicited neighbor advertisement on start and on -- configuration reloads? -- This would be an optimization, not a correctness issue self:maybe_send_ns_request(osouth) for _ = 1, link.nreadable(isouth) do local p = receive(isouth) if ndp.is_ndp(p) then if not self.dst_eth and ndp.is_solicited_neighbor_advertisement(p) then local dst_ethernet = ndp.get_dst_ethernet(p, {self.conf.dst_ipv6}) if dst_ethernet then print(("NDP: '%s' resolved (%s)"):format(ipv6:ntop(self.conf.dst_ipv6), ethernet:ntop(dst_ethernet))) self.dst_eth = dst_ethernet end packet.free(p) elseif ndp.is_neighbor_solicitation_for_addr(p, self.conf.src_ipv6) then local snap = ndp.form_nsolicitation_reply(self.conf.src_eth, self.conf.src_ipv6, p) if snap then transmit(osouth, snap) end packet.free(p) else -- TODO? incoming NDP that we don't handle; drop it silently packet.free(p) end else transmit(onorth, p) end end for _ = 1, link.nreadable(inorth) do local p = receive(inorth) if not self.dst_eth then -- drop all southbound packets until the next hop's ethernet address is known packet.free(p) else lwutil.set_dst_ethernet(p, self.dst_eth) transmit(osouth, p) end end end function ICMPEcho:new(conf) local addresses = {} if conf.address then addresses[ffi.string(conf.address, 16)] = true end if conf.addresses then for _, v in ipairs(conf.addresses) do addresses[ffi.string(v, 16)] = true end end return setmetatable({addresses = addresses}, {__index = ICMPEcho}) end function ICMPEcho:push() local l_in, l_out, l_reply = self.input.south, self.output.north, self.output.south for _ = 1, link.nreadable(l_in) do local out, pkt = l_out, receive(l_in) if icmp.is_icmpv6_message(pkt, icmpv6_echo_request, 0) then local pkt_ipv6 = ipv6:new_from_mem(pkt.data + ethernet_header_size, pkt.length - ethernet_header_size) local pkt_ipv6_dst = ffi.string(pkt_ipv6:dst(), 16) if self.addresses[pkt_ipv6_dst] then ethernet:new_from_mem(pkt.data, ethernet_header_size):swap() -- Swap IP source/destination pkt_ipv6:dst(pkt_ipv6:src()) pkt_ipv6:src(pkt_ipv6_dst) -- Change ICMP message type pkt.data[o_icmpv6_msg_type] = icmpv6_echo_reply -- Recalculate checksums wr16(pkt.data + o_icmpv6_checksum, 0) local ph_len = pkt.length - o_icmpv6_header local ph = pkt_ipv6:pseudo_header(ph_len, proto_icmpv6) local csum = checksum.ipsum(ffi.cast("uint8_t*", ph), ffi.sizeof(ph), 0) csum = checksum.ipsum(pkt.data + o_icmpv6_header, 4, bit.bnot(csum)) csum = checksum.ipsum(pkt.data + o_icmpv6_header + 4, pkt.length - o_icmpv6_header - 4, bit.bnot(csum)) wr16(pkt.data + o_icmpv6_checksum, htons(csum)) out = l_reply end end transmit(out, pkt) end l_in, l_out = self.input.north, self.output.south for _ = 1, link.nreadable(l_in) do transmit(l_out, receive(l_in)) end end
--- -- String buffer facilities. -- -- Lua's string operations are very flexible and offer an easy-to-use way to -- manipulate strings. Concatenation using the <code>..</code> operator is such -- an operation. The drawback of the built-in API however is the way it handles -- concatenation of many string values. Since strings in Lua are immutable -- values, each time you concatenate two strings both get copied into the -- result string. -- -- The <code>strbuf</code> module offers a workaround for this problem, while -- maintaining the nice syntax. This is accomplished by overloading the -- concatenation operator (<code>..</code>), the equality operator (<code>==</code>) and the <code>tostring</code> -- operator. A string buffer is created by passing a string to -- <code>strbuf.new</code>. Afterwards you can append to the string buffer, -- or compare two string buffers for equality just as you would do with normal -- strings. -- -- When looking at the details there are some more restrictions/oddities: The -- concatenation operator requires its left-hand value to be a string buffer. -- Therefore, if you want to prepend a string to a given string buffer you have -- to create a new string buffer out of the string you want to prepend. The -- string buffer's <code>tostring</code> operator concatenates the strings -- inside the buffer using newlines by default, since this appears to be the -- separator used most often. -- -- Example usage: -- <code> -- local buf = strbuf.new() -- local buf2 = strbuf.new('hello') -- buf = buf .. 'string' -- buf = buf .. 'data' -- print(buf) -- default separator is a newline -- print(strbuf.dump(buf)) -- no separator -- print(strbuf.dump(buf, ' ')) -- separated by spaces -- strbuf.clear(buf) -- </code> -- @copyright Same as Nmap--See https://nmap.org/book/man-legal.html -- DEPENDENCIES -- local stdnse = require "stdnse" local table = require "table" local getmetatable = getmetatable; local setmetatable = setmetatable; local type = type; local error = error; local ipairs = ipairs; local pairs = pairs; local concat = table.concat; _ENV = stdnse.module("strbuf", stdnse.seeall) -- String buffer functions. Concatenation is not efficient in -- lua as strings are immutable. If a large amount of '..' sequential -- operations are needed a string buffer should be used instead -- e.g. for i = 1, 10 do s = s..i end --- Dumps the string buffer as a string. -- -- The second parameter is used as a delimiter between the strings stored inside -- the string buffer. -- @name dump -- @class function -- @param sbuf String buffer to dump. -- @param delimiter String to separate the buffer's contents. -- @return Concatenated string result. dump = concat; --- Appends a string to a string buffer. -- @param sbuf String buffer. -- @param s String to append. -- @return <code>sbuf</code>. function concatbuf(sbuf, s) if type(s) == "string" then sbuf[#sbuf+1] = s; elseif getmetatable(s) == getmetatable(sbuf) then for _,v in ipairs(s) do sbuf[#sbuf+1] = v; end else error("bad #2 operand to strbuf concat operation", 2); end return sbuf; end --- Determines if the two string buffers are equal. Two buffers are equal -- if they are the same or if they have equivalent contents. -- @param sbuf1 String buffer one. -- @param sbuf2 String buffer two. -- @return True if equal, false otherwise. function eqbuf(sbuf1, sbuf2) if getmetatable(sbuf1) ~= getmetatable(sbuf2) then error("one or more operands is not a string buffer", 2); elseif #sbuf1 ~= #sbuf2 then return false; else for i = 1, #sbuf1 do if sbuf1[i] ~= sbuf2[i] then return false; end end return true; end end --- Clears a string buffer. -- @param sbuf String buffer. function clear(sbuf) for k in pairs(sbuf) do sbuf[k] = nil; end end --- Returns the string buffer as a string. The delimiter used is a newline. -- @param sbuf String buffer. -- @return String made from concatenating the buffer. function tostring(sbuf) return concat(sbuf, "\n"); end local mt = { __concat = concatbuf, __tostring = tostring, __eq = eqbuf, __index = _M, }; --- Create a new string buffer. -- -- The optional arguments are added to the string buffer. The result of adding -- non-strings is undefined. The <code>equals</code> and <code>tostring</code> -- operators for string buffers are overloaded to be <code>eqbuf</code> and -- <code>tostring</code> respectively. -- @param ... Strings to add to the buffer initially. -- @return String buffer. function new(...) return setmetatable({...}, mt); end return _ENV;
local K, C, L, _ = select(2, ...):unpack() local argcheck = oGlow.argcheck local colorTable = setmetatable( {}, {__index = function(self, val) argcheck(val, 2, "number") local r, g, b = GetItemQualityColor(val) rawset(self, val, {r, g, b}) return self[val] end} ) local createBorder = function(self, point) local bc = self.oGlowBorder if not bc then if IsAddOnLoaded("Aurora") == true then if not self:IsObjectType("Frame") then bc = CreateFrame("Frame", nil, self:GetParent()) else bc = CreateFrame("Frame", nil, self) end bc:SetBackdrop({ edgeFile = C.Media.Blank, edgeSize = 1, }) if self.backdrop then bc:SetPoint("TOPLEFT", 0, 0) bc:SetPoint("BOTTOMRIGHT", 0, 0) else bc:SetPoint("TOPLEFT", point or self, 0, 0) bc:SetPoint("BOTTOMRIGHT", point or self, 0, 0) end else if not self:IsObjectType("Frame") then bc = self:GetParent():CreateTexture(nil, "OVERLAY") else bc = self:CreateTexture(nil, "OVERLAY") end bc:SetTexture("Interface\\Buttons\\UI-ActionButton-Border") bc:SetBlendMode("ADD") bc:SetAlpha(0.8) bc:SetWidth(70) bc:SetHeight(70) bc:SetPoint("CENTER", point or self) end self.oGlowBorder = bc end return bc end local borderDisplay = function(frame, color) if color then local bc = createBorder(frame) local rgb = colorTable[color] if rgb then if IsAddOnLoaded("Aurora") == true then bc:SetBackdropBorderColor(rgb[1], rgb[2], rgb[3]) if bc.backdrop then bc.backdrop:SetBackdropBorderColor(rgb[1], rgb[2], rgb[3]) end else bc:SetVertexColor(rgb[1], rgb[2], rgb[3]) end bc:Show() end return true elseif frame.oGlowBorder then frame.oGlowBorder:Hide() end end function oGlow:RegisterColor(name, r, g, b) argcheck(name, 2, "string", "number") argcheck(r, 3, "number") argcheck(g, 4, "number") argcheck(b, 5, "number") if(rawget(colorTable, name)) then return nil, string.format("Color [%s] is already registered.", name) else rawset(colorTable, name, {r, g, b}) end return true end oGlow:RegisterDisplay("Border", borderDisplay)
local util = {} function util.disableFastUpToDateCheck(projectNames) require "vstudio" local p = premake; local vc = p.vstudio.vc2010; function disableFastUpToDateCheck(prj, cfg) for _, value in pairs(projectNames) do if prj.name == value then vc.element("DisableFastUpToDateCheck", nil, "true") end end end p.override(vc.elements, "globalsCondition", function(oldfn, prj, cfg) local elements = oldfn(prj, cfg) elements = table.join(elements, { disableFastUpToDateCheck }) return elements end) end function util.joinFlags(...) local t = "" for _, g in ipairs({...}) do for _, v in ipairs(g) do t = t .. v .. " " end end return t end return util
--- --- time.lua --- --- Copyright (C) 2018-2020 Xrysnow. All rights reserved. --- -- local M = {} local ffi = require('ffi') local k32 = ffi.load('kernel32') ffi.cdef [[ BOOL QueryPerformanceFrequency( LARGE_INTEGER *lpFrequency ); BOOL QueryPerformanceCounter( LARGE_INTEGER *lpPerformanceCount ); void Sleep( DWORD dwMilliseconds ); ]] ffi.cdef [[ typedef struct _SYSTEMTIME { WORD wYear; WORD wMonth; WORD wDayOfWeek; WORD wDay; WORD wHour; WORD wMinute; WORD wSecond; WORD wMilliseconds; } SYSTEMTIME, *PSYSTEMTIME; void GetLocalTime( PSYSTEMTIME lpSystemTime ); //void GetSystemTime( // PSYSTEMTIME lpSystemTime //); void GetSystemTimeAsFileTime( PFILETIME lpSystemTimeAsFileTime ); void GetSystemTimeAsPreciseFileTime( PFILETIME lpSystemTimeAsFileTime ); ]] function M.QueryPerformanceFrequency() local lpFrequency = ffi.new('LARGE_INTEGER[1]') k32.QueryPerformanceFrequency(lpFrequency) return lpFrequency[0] end function M.QueryPerformanceCounter() local lpPerformanceCount = ffi.new('LARGE_INTEGER[1]') k32.QueryPerformanceFrequency(lpPerformanceCount) return lpPerformanceCount[0] end function M.Sleep(ms) assert(ms >= 0) k32.Sleep(ms) end local cpu_counters, pdh local function getProcesserTimePath(n) if n then return string.format([[\Processor Information(0,%d)\]], n) .. "% Processor Time" else return [[\Processor Information(_Total)\% Processor Time]] end end --- QueryCPUTime --- This function should be called at a interval of at least 1 second. function M.QueryCPUTime() pdh = pdh or require('platform.windows.pdh') if not cpu_counters then cpu_counters = {} cpu_counters[-1] = pdh.PdhAddCounter(getProcesserTimePath()) for i = 0, 7 do cpu_counters[i] = pdh.PdhAddCounter(getProcesserTimePath(i)) end end pdh.PdhCollectQueryData() M.Sleep(1000) pdh.PdhCollectQueryData() local ret = {} for i = -1, 7 do local val = pdh.PdhGetFormattedCounterValue(cpu_counters[i], { 'double' }).doubleValue ret[i] = val end return ret end return M
local Table = require("Utils.Table") local ScenarioUtils = {} function ScenarioUtils.create_item_chests(surface, position, force, items, chest_type) local chest local created_chests = {} if not chest_type then chest_type = "steel-chest" end local function create_chest() local pos = surface.find_non_colliding_position(chest_type, position, 10, 0.5) chest = surface.create_entity{name=chest_type, force = force, position = pos} table.insert(created_chests, chest) end create_chest() for item, count in pairs(items) do -- Insert into current chest, then create new ones and insert until all of this type is inserted. local all_inserted = false while not all_inserted do local inserted = chest.get_inventory(defines.inventory.chest).insert{name=item, count=count} count = count - inserted if count > 0 then create_chest() else all_inserted = true end end end return created_chests end function ScenarioUtils.spawn_player(player, surface, position, items) if player.character then player.character.destroy() end local pos = surface.find_non_colliding_position("player", position, 30, 1.3) player.teleport(pos, surface) player.create_character() for item_type, item_param in pairs(items or {}) do if type(item_param) == "number" then player.insert{name=item_type, count=item_param} else -- Armor if type(item_param) == "table" and item_param.type == "armor" then local inv = player.get_inventory(defines.inventory.player_armor) inv.insert{name=item_type} local grid = inv[1].grid for _, item in pairs(item_param.equipment) do if type(item) == "string" then grid.put{name=item} else if item.count == "fill" then local added = true while added do added = grid.put{name=item.name, position=item.position} end else for _=1, item.count or 1 do grid.put{name=item.name, position=item.position} end end end end end end end end return ScenarioUtils
--[[ MIT License Copyright (c) 2021 Michael Wiesendanger Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]]-- local mod = rgpvpw local me = {} mod.testCombatEventsSelfAvoidDruidEn = me me.tag = "TestCombatEventsSelfAvoidDruidEn" local testGroupName = "CombatEventsSelfAvoidDruidEn" local testCategory = "druid" function me.Test() mod.testReporter.StartTestGroup(testGroupName) me.CollectTestCases() mod.testReporter.PlayTestQueueWithDelay(function() mod.testReporter.StopTestGroup() -- asyncron finish of testgroup end) end function me.CollectTestCases() mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidEntanglingRootsImmune) mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidEntanglingRootsResisted) mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidFaerieFireImmune) mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidFaerieFireResisted) mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidFaerieFireFeralImmune) mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidFaerieFireFeralResisted) mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidBashDodged) mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidBashParried) mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidBashImmune) mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidBashMissed) mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidBashResisted) mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidFeralChargeEffectImmune) mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSelfAvoidFeralChargeEffectResisted) end function me.TestCombatEventSelfAvoidEntanglingRootsImmune() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidEntanglingRootsImmune", testCategory, "Entangling Roots", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.IMMUNE ) end function me.TestCombatEventSelfAvoidEntanglingRootsResisted() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidEntanglingRootsResisted", testCategory, "Entangling Roots", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.RESIST ) end function me.TestCombatEventSelfAvoidFaerieFireImmune() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidFaerieFireImmune", testCategory, "Faerie Fire", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.IMMUNE ) end function me.TestCombatEventSelfAvoidFaerieFireResisted() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidFaerieFireResisted", testCategory, "Faerie Fire", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.RESIST ) end function me.TestCombatEventSelfAvoidFaerieFireFeralImmune() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidFaerieFireFeralImmune", testCategory, "Faerie Fire (Feral)", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.IMMUNE ) end function me.TestCombatEventSelfAvoidFaerieFireFeralResisted() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidFaerieFireFeralResisted", testCategory, "Faerie Fire (Feral)", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.RESIST ) end function me.TestCombatEventSelfAvoidBashDodged() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidBashDodged", testCategory, "Bash", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.DODGE ) end function me.TestCombatEventSelfAvoidBashParried() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidBashParried", testCategory, "Bash", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.PARRY ) end function me.TestCombatEventSelfAvoidBashImmune() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidBashImmune", testCategory, "Bash", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.IMMUNE ) end function me.TestCombatEventSelfAvoidBashMissed() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidBashMissed", testCategory, "Bash", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.MISS ) end function me.TestCombatEventSelfAvoidBashResisted() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidBashResisted", testCategory, "Bash", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.RESIST ) end function me.TestCombatEventSelfAvoidFeralChargeEffectImmune() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidFeralChargeEffectImmune", testCategory, "Feral Charge Effect", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.IMMUNE ) end function me.TestCombatEventSelfAvoidFeralChargeEffectResisted() mod.testHelper.TestCombatEventSpellMissed( "TestCombatEventSelfAvoidFeralChargeEffectResisted", testCategory, "Feral Charge Effect", RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF, RGPVPW_CONSTANTS.MISS_TYPES.RESIST ) end
--[[ Copyright (C) 2013-2018 Draios Inc dba Sysdig. This file is part of sysdig. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. --]] -- Chisel description description = "Print the standard error of any process on screen. Combine this script with a filter to limit the output to a specific process or pid. This chisel is compatible with containers using the sysdig -pc or -pcontainer argument, otherwise no container information will be shown. (Blue represents a process running within a container, and Green represents a host process)"; short_description = "Print stderr of processes"; category = "I/O"; -- Chisel argument list args = { { name = "disable_color", description = "Set to 'disable_colors' if you want to disable color output", argtype = "string", optional = true }, } terminal = require "ansiterminal" terminal.enable_color(true) -- Argument notification callback function on_set_arg(name, val) if name == "disable_color" and val == "disable_color" then terminal.enable_color(false) return true end return false end -- Initialization callback function on_init() -- Request the fields that we need fbuf = chisel.request_field("evt.rawarg.data") fcontainername = chisel.request_field("container.name") fcontainerid = chisel.request_field("container.id") -- The -pc or -pcontainer options was supplied on the cmd line print_container = sysdig.is_print_container_data() -- increase the snaplen so we capture more of the conversation sysdig.set_snaplen(2000) -- set the filter chisel.set_filter("fd.num=2 and evt.is_io=true") return true end -- Event parsing callback function on_event() local color = "" -- If -pc or -pcontainer option change default to green if print_container then color = terminal.green end local buf = evt.field(fbuf) local containername = evt.field(fcontainername) local containerid = evt.field(fcontainerid) if buf ~= nil then -- The -pc or -pcontainer options was supplied on the cmd line if print_container then -- Container will print out as blue if containername ~= "host" then color = terminal.blue end print(color .. string.format("%-20.20s %-20.20s %s", containerid, containername, buf )) else print(buf) end end return true end
local name_comparable = require("spec.name_comparable") local make_fake_player = require("spec.fake_playerobject") ---@param name string ---@param owner? string local function make_fake_planet(name, owner) local planet_type = name_comparable(name) function planet_type.Get_Name() return name end local planet = name_comparable(name) function planet.Get_Type() return planet_type end function planet.Get_Owner() return make_fake_player(owner or "OWNER") end return planet end return make_fake_planet
----------------------------------- -- Namas Arrow -- Skill Level: N/A -- Description: Additional Effect: Temporarily improves Ranged Accuracy -- Aligned with the Light Gorget, Snow Gorget & Aqua Gorget. -- Properties -- Element: N/A -- Skillchain Properties: Light/Distortion -- Modifiers: STR: 40% AGI: 40% -- Damage Multipliers by TP: -- 100%TP 200%TP 300%TP -- 2.75 2.75 2.75 ----------------------------------- require("scripts/globals/aftermath") require("scripts/globals/settings") require("scripts/globals/status") require("scripts/globals/weaponskills") ----------------------------------- function onUseWeaponSkill(player, target, wsID, tp, primary, action, taChar) local params = {} params.numHits = 1 params.ftp100 = 2.75 params.ftp200 = 2.75 params.ftp300 = 2.75 params.str_wsc = 0.4 params.dex_wsc = 0.0 params.vit_wsc = 0.0 params.agi_wsc = 0.4 params.int_wsc = 0.0 params.mnd_wsc = 0.0 params.chr_wsc = 0.0 params.crit100 = 0.0 params.crit200 = 0.0 params.crit300 = 0.0 params.canCrit = false params.acc100 = 0.0 params.acc200 = 0.0 params.acc300 = 0.0 params.atk100 = 1; params.atk200 = 1; params.atk300 = 1 params.overrideCE = 160 params.overrideVE = 480 -- Apply aftermath tpz.aftermath.addStatusEffect(player, tp, tpz.slot.RANGED, tpz.aftermath.type.RELIC) local damage, criticalHit, tpHits, extraHits = doRangedWeaponskill(player, target, wsID, params, tp, action, primary) return tpHits, extraHits, criticalHit, damage end
local att = {} att.name = "md_rugersup" att.displayName = "22LR Suppressor" att.displayNameShort = "Suppressor" att.isSuppressor = true att.statModifiers = {DamageMult = -0.2} if CLIENT then att.displayIcon = surface.GetTextureID("atts/saker") att.description = {[1] = {t = "Suppressor and barrel extension.", c = CustomizableWeaponry.textColors.POSITIVE}} end function att:attachFunc() self.dt.Suppressed = true end function att:detachFunc() self.dt.Suppressed = false end CustomizableWeaponry:registerAttachment(att)
function love.conf(t) t.identity = "bitmapfontcreator" t.window.title = "Bitmapfontcreator - loading..." -- t.console = true t.window.resizable = true t.modules.audio = false t.modules.data = false -- t.modules.event = false -- t.modules.font = false -- t.modules.graphics = false -- t.modules.image = false t.modules.joystick = false -- t.modules.keyboard = false -- t.modules.math = false -- t.modules.mouse = false t.modules.physics = false t.modules.sound = false t.modules.system = false t.modules.thread = false -- t.modules.timer = false t.modules.touch = false t.modules.video = false -- t.modules.window = false end
local ffi = require("ffi") require "lj2intelxed.obj.xed-chip-enum" #include "xed-error-enum" #include "xed-iclass-enum" #include "xed-reg-enum" #include "xed-operand-element-type-enum" ffi.cdef[[ typedef struct xed_operand_storage_s { xed_uint64_t disp; xed_uint64_t uimm0; xed_uint16_t mem_width; xed_uint16_t iclass; xed_uint16_t base0; xed_uint16_t base1; xed_uint16_t element_size; xed_uint16_t index; xed_uint16_t outreg; xed_uint16_t reg0; xed_uint16_t reg1; xed_uint16_t reg2; xed_uint16_t reg3; xed_uint16_t reg4; xed_uint16_t reg5; xed_uint16_t reg6; xed_uint16_t reg7; xed_uint16_t reg8; xed_uint16_t seg0; xed_uint16_t seg1; xed_uint8_t brdisp_width; xed_uint8_t disp_width; xed_uint8_t ild_seg; xed_uint8_t imm1_bytes; xed_uint8_t imm_width; xed_uint8_t max_bytes; xed_uint8_t modrm_byte; xed_uint8_t nominal_opcode; xed_uint8_t nprefixes; xed_uint8_t nrexes; xed_uint8_t nseg_prefixes; xed_uint8_t pos_disp; xed_uint8_t pos_imm; xed_uint8_t pos_imm1; xed_uint8_t pos_modrm; xed_uint8_t pos_nominal_opcode; xed_uint8_t pos_sib; xed_uint8_t uimm1; xed_uint8_t chip; xed_uint8_t need_memdisp; xed_uint8_t bcast; xed_uint8_t error; xed_uint8_t esrc; xed_uint8_t map; xed_uint8_t nelem; xed_uint8_t scale; xed_uint8_t type; xed_uint8_t hint; xed_uint8_t mask; xed_uint8_t reg; xed_uint8_t rm; xed_uint8_t roundc; xed_uint8_t seg_ovd; xed_uint8_t sibbase; xed_uint8_t sibindex; xed_uint8_t srm; xed_uint8_t vexdest210; xed_uint8_t vexvalid; xed_uint8_t default_seg; xed_uint8_t easz; xed_uint8_t eosz; xed_uint8_t first_f2f3; xed_uint8_t has_modrm; xed_uint8_t last_f2f3; xed_uint8_t llrc; xed_uint8_t mod; xed_uint8_t mode; xed_uint8_t rep; xed_uint8_t sibscale; xed_uint8_t smode; xed_uint8_t vex_prefix; xed_uint8_t vl; xed_uint8_t agen; xed_uint8_t amd3dnow; xed_uint8_t asz; xed_uint8_t bcrc; xed_uint8_t df32; xed_uint8_t df64; xed_uint8_t dummy; xed_uint8_t encoder_preferred; xed_uint8_t evexrr; xed_uint8_t has_sib; xed_uint8_t ild_f2; xed_uint8_t ild_f3; xed_uint8_t imm0; xed_uint8_t imm0signed; xed_uint8_t imm1; xed_uint8_t lock; xed_uint8_t lzcnt; xed_uint8_t mem0; xed_uint8_t mem1; xed_uint8_t modep5; xed_uint8_t modep55c; xed_uint8_t mode_first_prefix; xed_uint8_t modrm; xed_uint8_t mpxmode; xed_uint8_t needrex; xed_uint8_t norex; xed_uint8_t no_scale_disp8; xed_uint8_t osz; xed_uint8_t out_of_bytes; xed_uint8_t p4; xed_uint8_t prefix66; xed_uint8_t ptr; xed_uint8_t realmode; xed_uint8_t relbr; xed_uint8_t rex; xed_uint8_t rexb; xed_uint8_t rexr; xed_uint8_t rexrr; xed_uint8_t rexw; xed_uint8_t rexx; xed_uint8_t sae; xed_uint8_t sib; xed_uint8_t skip_osz; xed_uint8_t tzcnt; xed_uint8_t ubit; xed_uint8_t using_default_segment0; xed_uint8_t using_default_segment1; xed_uint8_t vexdest3; xed_uint8_t vexdest4; xed_uint8_t vex_c4; xed_uint8_t zeroing; } xed_operand_storage_t; ]]
-- Lua bindings for /Volumes/Brume/Celedev CodeFlow/CodeFlow Sample Applications/TextKitSimpleLayout/TextKitSimpleLayout/PathImageView.h -- Generated by Celedev® LuaBindingsGenerator on 2015-09-16 12:27:42 +0000 -- Objective C interface: @interface PathImageView local PathImageView = objc.classInterface ("PathImageView") --[[ @inherits UIView]] function PathImageView:initWithFrame_shape_image (frame --[[@type struct.CGRect]], shape --[[@type objc.UIBezierPath]], image --[[@type objc.UIImage]]) --[[@return objcid]] end PathImageView.viewShape --[[@type objc.UIBezierPath]] = nil PathImageView.viewImage --[[@type objc.UIImage]] = nil function PathImageView:viewShape () --[[@return objc.UIBezierPath]] end function PathImageView:setViewShape (viewShape --[[@type objc.UIBezierPath]]) --[[@return nil]] end function PathImageView:viewImage () --[[@return objc.UIImage]] end function PathImageView:setViewImage (viewImage --[[@type objc.UIImage]]) --[[@return nil]] end
----------------------------------- -- Area: West Ronfaure -- NPC: Aaveleon -- Involved in Quest: A Sentry's Peril -- !pos -431 -45 343 100 ----------------------------------- require("scripts/globals/npc_util") require("scripts/globals/quests") ----------------------------------- function onTrade(player, npc, trade) if player:getQuestStatus(SANDORIA, tpz.quest.id.sandoria.A_SENTRY_S_PERIL) == QUEST_ACCEPTED then if npcUtil.tradeHas(trade, 600) then player:startEvent(100) else player:startEvent(118) end end end function onTrigger(player, npc) player:startEvent(101) end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) if csid == 100 and npcUtil.giveItem(player, 601) then player:confirmTrade() end end
local GAME_LAYER = { LAYER_SKYBOX = 1, LAYER_GAME = 2, LAYER_UI = 3, LAYER_ACTOR = 4, LAYER_ZOOM = 5, LAYER_OSD = 6, LAYER_COUNT = 7, } local s_CF = { cc.CameraFlag.DEFAULT, cc.CameraFlag.USER1, cc.CameraFlag.USER2, cc.CameraFlag.USER3, cc.CameraFlag.USER4, cc.CameraFlag.USER5, } local s_CM = { s_CF[1], s_CF[2], s_CF[3], s_CF[4], s_CF[5], s_CF[6], } ---------------------------------------- ----TerrainWalkThru ---------------------------------------- local PLAER_STATE = { LEFT = 0, RIGHT = 1, IDLE = 2, FORWARD = 3, BACKWARD = 4, } local PLAYER_HEIGHT = 0 local camera_offset = cc.vec3(0, 45, 60) local Player = class("Player", function(file, cam, terrain) local sprite = cc.Sprite3D:create(file) if nil ~= sprite then sprite._headingAngle = 0 sprite._playerState = PLAER_STATE.IDLE sprite._cam = cam sprite._terrain = terrain end return sprite end) function Player:ctor() -- body self:init() end function Player:init() self._headingAxis = cc.vec3(0.0, 0.0, 0.0) self:scheduleUpdateWithPriorityLua(function(dt) local curPos = self:getPosition3D() if self._playerState == PLAER_STATE.IDLE then elseif self._playerState == PLAER_STATE.FORWARD then local newFaceDir = cc.vec3( self._targetPos.x - curPos.x, self._targetPos.y - curPos.y, self._targetPos.z - curPos.z) newFaceDir.y = 0.0 newFaceDir = cc.vec3normalize(newFaceDir) local offset = cc.vec3(newFaceDir.x * 25.0 * dt, newFaceDir.y * 25.0 * dt, newFaceDir.z * 25.0 * dt) curPos = cc.vec3(curPos.x + offset.x, curPos.y + offset.y, curPos.z + offset.z) self:setPosition3D(curPos) elseif self._playerState == PLAER_STATE.BACKWARD then local transform = self:getNodeToWorldTransform() local forward_vec = cc.vec3(-transform[9], -transform[10], -transform[11]) forward_vec = cc.vec3normalize(forward_vec) self:setPosition3D(cc.vec3(curPos.x - forward_vec.x * 15 * dt, curPos.y - forward_vec.y * 15 * dt, curPos.z - forward_vec.z * 15 *dt)) elseif self._playerState == PLAER_STATE.LEFT then player:setRotation3D(cc.vec3(curPos.x, curPos.y + 25 * dt, curPos.z)) elseif self._playerState == PLAER_STATE.RIGHT then player:setRotation3D(cc.vec3(curPos.x, curPos.y - 25 * dt, curPos.z)) end local normal = cc.vec3(0.0, 0.0, 0.0) local player_h, normal = self._terrain:getHeight(self:getPositionX(), self:getPositionZ(), normal) self:setPositionY(player_h + PLAYER_HEIGHT) --need to scriptfile local q2 = cc.quaternion_createFromAxisAngle(cc.vec3(0, 1, 0), -math.pi) local headingQ = cc.quaternion_createFromAxisAngle(self._headingAxis, self._headingAngle) local x = headingQ.w * q2.x + headingQ.x * q2.w + headingQ.y * q2.z - headingQ.z * q2.y local y = headingQ.w * q2.y - headingQ.x * q2.z + headingQ.y * q2.w + headingQ.z * q2.x local z = headingQ.w * q2.z + headingQ.x * q2.y - headingQ.y * q2.x + headingQ.z * q2.w local w = headingQ.w * q2.w - headingQ.x * q2.x - headingQ.y * q2.y - headingQ.z * q2.z headingQ = cc.quaternion(x, y, z, w) self:setRotationQuat(headingQ) local vec_offset = cc.vec4(camera_offset.x, camera_offset.y, camera_offset.z, 1) local transform = self:getNodeToWorldTransform() local dst = cc.vec4(0.0, 0.0, 0.0, 0.0) vec_offset = mat4_transformVector(transform, vec_offset, dst) local playerPos = self:getPosition3D() self._cam:setPosition3D(cc.vec3(playerPos.x + camera_offset.x, playerPos.y + camera_offset.y, playerPos.z + camera_offset.z)) self:updateState() end, 0) self:registerScriptHandler(function (event) -- body if "exit" == event then self:unscheduleUpdate() end end) end function Player:updateState() if self._playerState == PLAER_STATE.FORWARD then local player_pos = cc.p(self:getPositionX(),self:getPositionZ()) local targetPos = cc.p(self._targetPos.x, self._targetPos.z) local dist = cc.pGetDistance(player_pos, targetPos) if dist < 1 then self._playerState = PLAER_STATE.IDLE end end end local TerrainWalkThru = class("TerrainWalkThru", function () local layer = cc.Layer:create() Helper.initWithLayer(layer) return layer end) function TerrainWalkThru:ctor() -- body local function onNodeEvent(event) if "enter" == event then self:onEnter() elseif "exit" == event then self:onExit() end end self:registerScriptHandler(onNodeEvent) end function TerrainWalkThru:onEnter() self:init() end function TerrainWalkThru:onExit() end function TerrainWalkThru:init() Helper.titleLabel:setString(self:title()) Helper.subtitleLabel:setString(self:subtitle()) local listener = cc.EventListenerTouchAllAtOnce:create() listener:registerScriptHandler(function (touches, event) end,cc.Handler.EVENT_TOUCHES_BEGAN) listener:registerScriptHandler(function (touches, event) local touch = touches[1] local location = touch:getLocationInView() if self._camera ~= nil then if self._player ~= nil then local nearP = cc.vec3(location.x, location.y, 0.0) local farP = cc.vec3(location.x, location.y, 1.0) local size = cc.Director:getInstance():getWinSize() nearP = self._camera:unproject(size, nearP, nearP) farP = self._camera:unproject(size, farP, farP) local dir = cc.vec3(farP.x - nearP.x, farP.y - nearP.y, farP.z - nearP.z) dir = cc.vec3normalize(dir) local rayStep = cc.vec3(15 * dir.x, 15 * dir.y, 15 * dir.z) local rayPos = nearP local rayStartPosition = nearP local lastRayPosition = rayPos rayPos = cc.vec3(rayPos.x + rayStep.x, rayPos.y + rayStep.y, rayPos.z + rayStep.z) -- Linear search - Loop until find a point inside and outside the terrain Vector3 local height = self._terrain:getHeight(rayPos.x, rayPos.z) while rayPos.y > height do lastRayPosition = rayPos rayPos = cc.vec3(rayPos.x + rayStep.x, rayPos.y + rayStep.y, rayPos.z + rayStep.z) height = self._terrain:getHeight(rayPos.x,rayPos.z) end local startPosition = lastRayPosition local endPosition = rayPos for i = 1, 32 do -- Binary search pass local middlePoint = cc.vec3(0.5 * (startPosition.x + endPosition.x), 0.5 * (startPosition.y + endPosition.y), 0.5 * (startPosition.z + endPosition.z)) if (middlePoint.y < height) then endPosition = middlePoint else startPosition = middlePoint end end local collisionPoint = cc.vec3(0.5 * (startPosition.x + endPosition.x), 0.5 * (startPosition.y + endPosition.y), 0.5 * (startPosition.z + endPosition.z)) local playerPos = self._player:getPosition3D() dir = cc.vec3(collisionPoint.x - playerPos.x, collisionPoint.y - playerPos.y, collisionPoint.z - playerPos.z) dir.y = 0 dir = cc.vec3normalize(dir) self._player._headingAngle = -1 * math.acos(-dir.z) self._player._headingAxis = vec3_cross(dir, cc.vec3(0, 0, -1), self._player._headingAxis) self._player._targetPos = collisionPoint -- self._player:forward() self._player._playerState = PLAER_STATE.FORWARD end end end,cc.Handler.EVENT_TOUCHES_ENDED) local eventDispatcher = self:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(listener, self) local visibleSize = cc.Director:getInstance():getVisibleSize() self._camera = cc.Camera:createPerspective(60, visibleSize.width/visibleSize.height, 0.1, 200) self._camera:setCameraFlag(cc.CameraFlag.USER1) self:addChild(self._camera) local detailMapR = { _detailMapSrc = "TerrainTest/dirt.jpg", _detailMapSize = 35} local detailMapG = { _detailMapSrc = "TerrainTest/Grass2.jpg", _detailMapSize = 10} local detailMapB = { _detailMapSrc = "TerrainTest/road.jpg", _detailMapSize = 35} local detailMapA = { _detailMapSrc = "TerrainTest/GreenSkin.jpg", _detailMapSize = 20} local terrainData = { _heightMapSrc = "TerrainTest/heightmap16.jpg", _alphaMapSrc = "TerrainTest/alphamap.png" , _detailMaps = {detailMapR, detailMapG, detailMapB, detailMapA}, _detailMapAmount = 4, _mapHeight = 40.0, _mapScale = 2.0 } self._terrain = cc.Terrain:create(terrainData,cc.Terrain.CrackFixedType.SKIRT) self._terrain:setMaxDetailMapAmount(4) self._terrain:setCameraMask(2) self._terrain:setDrawWire(false) self._terrain:setSkirtHeightRatio(3) self._terrain:setLODDistance(64,128,192) self._player = Player:create("Sprite3DTest/girl.c3b", self._camera, self._terrain) self._player:setCameraMask(2) self._player:setScale(0.08) self._player:setPositionY(self._terrain:getHeight(self._player:getPositionX(), self._player:getPositionZ()) + PLAYER_HEIGHT) --add Particle3D for test blend local rootps = cc.PUParticleSystem3D:create("Particle3D/scripts/mp_torch.pu") rootps:setCameraMask(cc.CameraFlag.USER1) rootps:setScale(30.0) rootps:startParticleSystem() self._player:addChild(rootps) --add BillBoard for test blend local billboard = cc.BillBoard:create("Images/btn-play-normal.png") billboard:setPosition3D(cc.vec3(0,180,0)) billboard:setCameraMask(cc.CameraFlag.USER1) self._player:addChild(billboard) local animation = cc.Animation3D:create("Sprite3DTest/girl.c3b","Take 001") if nil ~= animation then local animate = cc.Animate3D:create(animation) self._player:runAction(cc.RepeatForever:create(animate)) end local playerPos = self._player:getPosition3D() self._camera:setPosition3D(cc.vec3(playerPos.x + camera_offset.x, playerPos.y + camera_offset.y, playerPos.z + camera_offset.z)) self._camera:setRotation3D(cc.vec3(-45,0,0)) self:addChild(self._player) self:addChild(self._terrain) self:extend() end function TerrainWalkThru:title() return "Player walk around in terrain" end function TerrainWalkThru:subtitle() return "touch to move" end function TerrainWalkThru:extend() end ---------------------------------------- ----Scene3DTest ---------------------------------------- local Scene3DTest = class("Scene3DTest", TerrainWalkThru) function Scene3DTest:create3DWorld() -- terrain and player has been create in TerrainWalkThru:init -- we only need override there camera mask self._terrain:setCameraMask(s_CM[GAME_LAYER.LAYER_GAME]) self._player:setCameraMask(s_CM[GAME_LAYER.LAYER_GAME]) self._player:setScale(self._player:getScale() * 1.5) --add two Sprite3D monster, one is transparent local playerPos = self._player:getPosition3D() local monster = cc.Sprite3D:create("Sprite3DTest/orc.c3b") monster:setRotation3D(cc.vec3(0,180,0)) monster:setPosition3D(cc.vec3(playerPos.x + 50, playerPos.y - 10, playerPos.z)) monster:setCameraMask(s_CM[GAME_LAYER.LAYER_GAME]) monster:setOpacity(128) self:addChild(monster) monster = cc.Sprite3D:create("Sprite3DTest/orc.c3b") monster:setRotation3D(cc.vec3(0,180,0)) monster:setPosition3D(cc.vec3(playerPos.x - 50, playerPos.y - 5, playerPos.z)) monster:setCameraMask(s_CM[GAME_LAYER.LAYER_GAME]) self:addChild(monster) --add a particle 3d above player local rootps = cc.PUParticleSystem3D:create("Particle3D/scripts/blackHole.pu", "Particle3D/materials/pu_mediapack_01.material") rootps:setScale(2) rootps:setPosition3D(cc.vec3(0, 150, 0)) rootps:setCameraMask(s_CM[GAME_LAYER.LAYER_GAME]) local moveby = cc.MoveBy:create(2.0, cc.p(50.0, 0.0)) local moveby1 = cc.MoveBy:create(2.0, cc.p(-50.0, 0.0)) rootps:runAction(cc.RepeatForever:create(cc.Sequence:create(moveby, moveby1))) rootps:startParticleSystem() self._player:addChild(rootps, 0) --then, create skybox --create and set our custom shader local shader = cc.GLProgram:createWithFilenames("Sprite3DTest/cube_map.vert", "Sprite3DTest/cube_map.frag") local state = cc.GLProgramState:create(shader) --create the second texture for cylinder self._textureCube = cc.TextureCube:create("Sprite3DTest/skybox/left.jpg", "Sprite3DTest/skybox/right.jpg", "Sprite3DTest/skybox/top.jpg", "Sprite3DTest/skybox/bottom.jpg", "Sprite3DTest/skybox/front.jpg", "Sprite3DTest/skybox/back.jpg") --set texture parameters local tRepeatParams = { magFilter = gl.LINEAR , minFilter = gl.LINEAR , wrapS = gl.MIRRORED_REPEAT , wrapT = gl.MIRRORED_REPEAT } self._textureCube:setTexParameters(tRepeatParams) --pass the texture sampler to our custom shader state:setUniformTexture("u_cubeTex", self._textureCube) --add skybox self._skyBox = cc.Skybox:create() self._skyBox:setCameraMask(s_CM[GAME_LAYER.LAYER_SKYBOX]) self._skyBox:setTexture(self._textureCube) self._skyBox:setScale(700.0) self:addChild(self._skyBox) local targetPlatform = cc.Application:getInstance():getTargetPlatform() if targetPlatform == cc.PLATFORM_OS_ANDROID or targetPlatform == cc.PLATFORM_OS_WINRT or targetPlatform == cc.PLATFORM_OS_WP8 then self._backToForegroundListener = cc.EventListenerCustom:create("event_renderer_recreated", function (eventCustom) local state = self._skyBox:getGLProgramState() local glProgram = state:getGLProgram() glProgram:reset() glProgram:initWithFilenames("Sprite3DTest/cube_map.vert", "Sprite3DTest/cube_map.frag") glProgram:link() glProgram:updateUniforms() self._textureCube:reloadTexture() local tRepeatParams = { magFilter = gl.NEAREST , minFilter = gl.NEAREST , wrapS = gl.MIRRORED_REPEAT , wrapT = gl.MIRRORED_REPEAT } self._textureCube:setTexParameters(tRepeatParams) state:setUniformTexture("u_cubeTex", self._textureCube) self._skyBox:reload() self._skyBox:setTexture(self._textureCube) end) cc.Director:getInstance():getEventDispatcher():addEventListenerWithFixedPriority(self._backToForegroundListener, 1) end end function Scene3DTest:createUI() --add player button local showLeftDlgItem = cc.MenuItemImage:create("Images/Pea.png", "Images/Pea.png") showLeftDlgItem:registerScriptTapHandler(function (tag, sender) if nil ~= self._playerDlg then self._playerDlg:setVisible(not self._playerDlg:isVisible()) end end) showLeftDlgItem:setPosition(VisibleRect:left().x + 30, VisibleRect:top().y - 30) local ttfConfig = { fontFilePath = "fonts/arial.ttf", fontSize = 20} local descItem = cc.MenuItemLabel:create(cc.Label:createWithTTF(ttfConfig, "Description")) descItem:registerScriptTapHandler(function(tag, sender) if nil ~= self._descDlg then self._descDlg:setVisible(not self._descDlg:isVisible()) end end) descItem:setPosition(cc.p(VisibleRect:right().x - 50, VisibleRect:top().y - 25)) local backItem = cc.MenuItemLabel:create(cc.Label:createWithTTF(ttfConfig, "Back")) backItem:setPosition(cc.p(VisibleRect:right().x - 50, VisibleRect:bottom().y + 25)) local menu = cc.Menu:create(showLeftDlgItem, descItem, backItem) menu:setPosition(cc.p(0.0, 0.0)) menu:setCameraMask(s_CM[GAME_LAYER.LAYER_UI], true) self:addChild(menu) end function Scene3DTest:createPlayerDlg() cc.SpriteFrameCache:getInstance():addSpriteFrames(s_s9s_ui_plist) local dlgSize = cc.size(190, 240) local pos = VisibleRect:center() local margin = 10 --first, create dialog ui part, include background, title and buttons self._playerDlg = ccui.Scale9Sprite:createWithSpriteFrameName("button_actived.png") self._playerDlg:setContentSize(dlgSize) self._playerDlg:setAnchorPoint(cc.p(1, 0.5)) pos.y = pos.y - margin pos.x = pos.x - margin self._playerDlg:setPosition(pos) --title local title = cc.Label:createWithTTF("Player Dialog","fonts/arial.ttf",16) title:setPosition(dlgSize.width / 2, dlgSize.height - margin * 2) self._playerDlg:addChild(title) --player background local bgSize = cc.size(110, 180) local bgPos = cc.p(margin, dlgSize.height / 2 - margin) local playerBg = ccui.Scale9Sprite:createWithSpriteFrameName("item_bg.png") playerBg:setContentSize(bgSize) playerBg:setAnchorPoint(cc.p(0, 0.5)) playerBg:setPosition(bgPos) self._playerDlg:addChild(playerBg) --item background and item local itemSize = cc.size(48, 48) local itemAnchor = cc.p(0, 1) local itemPos = cc.p(bgPos.x + bgSize.width + margin, bgPos.y + bgSize.height / 2) local itemBg = ccui.Scale9Sprite:createWithSpriteFrameName("item_bg.png") itemBg:setContentSize(itemSize) itemBg:setAnchorPoint(itemAnchor) itemBg:setPosition(itemPos) self._playerDlg:addChild(itemBg) local item = ccui.Button:create("crystal.png", "", "", ccui.TextureResType.plistType) item:setScale(1.5) item:setAnchorPoint(itemAnchor) item:setPosition(itemPos) item:addClickEventListener(function(sender) if self._detailDlg ~= nil then self._detailDlg:setVisible(not self._detailDlg:isVisible()) end end) self._playerDlg:addChild(item) --after add ui element, add player dialog to scene self._playerDlg:setCameraMask(s_CM[GAME_LAYER.LAYER_UI]) self:addChild(self._playerDlg) --second, add 3d actor, which on dialog layer local girl = cc.Sprite3D:create("Sprite3DTest/girl.c3b") girl:setScale(0.5) girl:setPosition(bgSize.width / 2, margin * 2) girl:setCameraMask(s_CM[GAME_LAYER.LAYER_ACTOR]) playerBg:addChild(girl) --third, add zoom in/out button, which is 2d ui element and over 3d actor local zoomIn = ccui.Button:create("cocosui/animationbuttonnormal.png","cocosui/animationbuttonpressed.png") zoomIn:setScale(0.5) zoomIn:setAnchorPoint(cc.p(1, 1)) zoomIn:setPosition(cc.p(bgSize.width / 2 - margin / 2, bgSize.height - margin)) zoomIn:addClickEventListener(function(sender) girl:setScale(girl:getScale() * 2) end) zoomIn:setTitleText("Zoom In") zoomIn:setCameraMask(s_CM[GAME_LAYER.LAYER_ZOOM]) playerBg:addChild(zoomIn) local zoomOut = ccui.Button:create("cocosui/animationbuttonnormal.png", "cocosui/animationbuttonpressed.png") zoomOut:setScale(0.5) zoomOut:setAnchorPoint(cc.p(0, 1)) zoomOut:setPosition(cc.p(bgSize.width / 2 + margin / 2, bgSize.height - margin)) zoomOut:addClickEventListener(function(sender) girl:setScale(girl:getScale() / 2) end) zoomOut:setTitleText("Zoom Out") zoomOut:setCameraMask(s_CM[GAME_LAYER.LAYER_ZOOM]) playerBg:addChild(zoomOut) end function Scene3DTest:createDetailDlg() cc.SpriteFrameCache:getInstance():addSpriteFrames(s_s9s_ui_plist) local dlgSize = cc.size(190, 240) local pos = VisibleRect:center() local margin = 10 --create dialog self._detailDlg = ccui.Scale9Sprite:createWithSpriteFrameName("button_actived.png") self._detailDlg:setContentSize(dlgSize) self._detailDlg:setAnchorPoint(cc.p(0, 0.5)) self._detailDlg:setOpacity(224) pos.y = pos.y - margin pos.x = pos.x + margin self._detailDlg:setPosition(pos) -- title local title = cc.Label:createWithTTF("Detail Dialog","fonts/arial.ttf",16) title:setPosition(dlgSize.width / 2, dlgSize.height - margin * 2) self._detailDlg:addChild(title) -- add a spine ffd animation on it local skeletonNode = sp.SkeletonAnimation:create("spine/goblins-ffd.json", "spine/goblins-ffd.atlas", 1.5) skeletonNode:setAnimation(0, "walk", true) skeletonNode:setSkin("goblin") skeletonNode:setScale(0.25) local windowSize = cc.Director:getInstance():getWinSize() skeletonNode:setPosition(cc.p(dlgSize.width / 2, 20)) self._detailDlg:addChild(skeletonNode) local listener = cc.EventListenerTouchOneByOne:create() listener:registerScriptHandler(function (touch, event) if (not skeletonNode:getDebugBonesEnabled()) then skeletonNode:setDebugBonesEnabled(true) elseif skeletonNode:getTimeScale() == 1 then skeletonNode:setTimeScale(0.3) else skeletonNode:setTimeScale(1) skeletonNode:setDebugBonesEnabled(false) end return true end,cc.Handler.EVENT_TOUCH_BEGAN ) local eventDispatcher = self:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(listener, self) --after add ui element, add dialog to scene self._detailDlg:setCameraMask(s_CM[GAME_LAYER.LAYER_UI]) self:addChild(self._detailDlg) end function Scene3DTest:createDescDlg() cc.SpriteFrameCache:getInstance():addSpriteFrames(s_s9s_ui_plist) local dlgSize = cc.size(440, 240) local pos = VisibleRect:center() local margin = 10 --create dialog self._descDlg = ccui.Scale9Sprite:createWithSpriteFrameName("button_actived.png") self._descDlg:setContentSize(dlgSize) self._descDlg:setOpacity(224) self._descDlg:setPosition(pos) --title local title = cc.Label:createWithTTF("Description Dialog","fonts/arial.ttf",16) title:setPosition(dlgSize.width / 2, dlgSize.height - margin * 2) self._descDlg:addChild(title) --add a label to retain description text local textSize = cc.size(400, 220) local desc = "Scene 3D test for 2D and 3D mix rendering.\n" .. "\n" .. "- Game world composite with terrain, skybox and 3D objects.\n" .. "- UI composite with 2D nodes.\n" .. "- Click the icon at the topleft conner, will show a player dialog which" .. "there is a 3D sprite on it.\n" .. "- There are two button to zoom the player model, which should keep above" .. "on 3D model.\n" .. "- This description dialog should above all other elements.\n" .. "\n" .. "Click \"Description\" button to hide this dialog.\n" local text = cc.Label:createWithSystemFont(desc, "Helvetica", 12, textSize) text:setAnchorPoint(cc.p(0, 1)) text:setPosition(margin, dlgSize.height - (20 + margin)) self._descDlg:addChild(text) --after add ui element, add dialog to scene self._descDlg:setCameraMask(s_CM[GAME_LAYER.LAYER_OSD]) self:addChild(self._descDlg) end function Scene3DTest:extend() self._playerDlg = nil self._detailDlg = nil self._descDlg = nil self._gameCameras = {nil, nil, nil, nil, nil, nil} cc.Director:getInstance():setDisplayStats(false) local ca = nil local visibleSize = cc.Director:getInstance():getVisibleSize() --first, create a camera to look the skybox ca = cc.Camera:createPerspective(60, visibleSize.width / visibleSize.height, 10, 1000) ca:setPosition3D(cc.vec3(0.0, 0.0, 50.0)) ca:setCameraFlag(s_CF[GAME_LAYER.LAYER_SKYBOX]) ca:setDepth(GAME_LAYER.LAYER_SKYBOX) self._gameCameras[GAME_LAYER.LAYER_SKYBOX] = ca self:addChild(ca) -- second, create a camera to look the 3D game scene -- it has been create in TerrainWalkThru:init ca = self._camera ca:setCameraFlag(s_CF[GAME_LAYER.LAYER_GAME]) ca:setDepth(GAME_LAYER.LAYER_GAME) self._gameCameras[GAME_LAYER.LAYER_GAME] = ca --third, use the default camera to look 2D base UI layer local scene = cc.Director:getInstance():getRunningScene() ca = scene:getDefaultCamera() ca:setCameraFlag(s_CF[GAME_LAYER.LAYER_UI]) ca:setDepth(GAME_LAYER.LAYER_UI) self._gameCameras[GAME_LAYER.LAYER_UI] = ca --forth, create a camera to look the 3D model in dialogs ca = cc.Camera:create() ca:setCameraFlag(s_CF[GAME_LAYER.LAYER_ACTOR]) ca:setDepth(GAME_LAYER.LAYER_ACTOR) self._gameCameras[GAME_LAYER.LAYER_ACTOR] = ca self:addChild(ca) -- fifth, create a camera to look the UI element over on the 3D models ca = cc.Camera:create() ca:setCameraFlag(s_CF[GAME_LAYER.LAYER_ZOOM]) ca:setDepth(GAME_LAYER.LAYER_ZOOM) self._gameCameras[GAME_LAYER.LAYER_ZOOM] = ca self:addChild(ca) --sixth, create a camera to look the OSD UI ca = cc.Camera:create() ca:setCameraFlag(s_CF[GAME_LAYER.LAYER_OSD]) ca:setDepth(GAME_LAYER.LAYER_OSD) self._gameCameras[GAME_LAYER.LAYER_OSD] = ca self:addChild(ca) self:create3DWorld() self:createUI() self:createPlayerDlg() self:createDetailDlg() self:createDescDlg() self._playerDlg:setVisible(false) self._detailDlg:setVisible(false) end function Scene3DTest:title() return "" end function Scene3DTest:subtitle() return "" end function Scene3DTest:onExit() local targetPlatform = cc.Application:getInstance():getTargetPlatform() if targetPlatform == cc.PLATFORM_OS_ANDROID or targetPlatform == cc.PLATFORM_OS_WINRT or targetPlatform == cc.PLATFORM_OS_WP8 then cc.Director:getInstance():getEventDispatcher():removeEventListener(self._backToForegroundListener) end end function Scene3DTestMain() local scene = cc.Scene:create() Helper.createFunctionTable = { Scene3DTest.create, } scene:addChild(Scene3DTest.create()) scene:addChild(CreateBackMenuItem()) return scene end
local applicationHotkeys = { {'c', 'iTerm'}, {'d', 'Google Chrome Canary'}, {'f', {'ForkLift', 'Finder'}}, {'g', 'Firefox'}, {'h', 'Dash'}, {'i', {'VLC', 'Spotify'}}, {'n', 'Numi'}, {'o', 'Skype', 'focus'}, {'r', 'ReadKit'}, {'s', 'Mailbox (Beta)'}, {'t', 'Trello'}, {'u', 'Google Chrome'}, {'v', 'Atom'}, {'w', 'nvALT'}, {'y', 'PivotalTracker'}, {']', 'Slack', 'focus'}, {'\\', '1Password 5'}, } -- hs.hotkey.bind({"cmd", "alt", "ctrl"}, "i", function() -- if launchedNotFrontmost("VLC") then -- hs.application.launchOrFocus("VLC") -- return -- end -- hs.application.launchOrFocus("Spotify") -- end) -- hs.hotkey.bind({"cmd", "alt", "ctrl"}, "i", function() -- if launchedNotFrontmost("VLC") then -- hs.application.launchOrFocus("VLC") -- return -- end -- hs.application.launchOrFocus("Spotify") -- end) local function bindApplication(hotkey, appName, options) if type(appName) == 'table' then hs.hotkey.bind({"cmd", "alt", "ctrl"}, hotkey, function() for _, app in ipairs(appName) do if launchedNotFrontmost(app) then hs.application.launchOrFocus(app) return end end end) else hs.hotkey.bind({"cmd", "alt", "ctrl"}, hotkey, function() if options and options == 'focus' then focusLaunchedApp(appName) else hs.application.launchOrFocus(appName) end end) end end function launchedNotFrontmost(name) app = hs.application.find(name) if app and not app:isFrontmost() then return true else return false end end function focusLaunchedApp(name) app = hs.application.find(name) if app then app:activate() end end for _, applicationHotkey in ipairs(applicationHotkeys) do hotkey, application, options = applicationHotkey[1], applicationHotkey[2], applicationHotkey[3] bindApplication(hotkey, application, options) end
PoliticalParty = class("PoliticalParty") function PoliticalParty:init(data) local politicalTable = loadjson(".\\tables\\political_party.JSON") self.leadership = choice(politicalTable["leadership"]) self.economic_policy = choice(politicalTable["economic_policy"]) self.important_issues = choice(politicalTable["important_issues"]) self.name = choice(politicalTable["descriptor"]).." "..choice(politicalTable["name"]) if(debug)then logger("Political Party:") logger("Name: "..self.name) logger("Leadership: "..self.leadership) logger("Economic Policy: "..self.economic_policy) logger("Important Issues: "..self.important_issues) end end function PoliticalParty:Serialize() local results = {} table.insert(results,self.name) table.insert(results,self.leadership) table.insert(results,self.economic_policy) table.insert(results,self.important_issues) return results end --= Return Factory return PoliticalParty
require 'torch' require 'nn' require 'cunn' require 'cudnn' require 'lfs' require 'paths' local ffi = require 'ffi' image = require 'image' local models = require 'models/init_test' local opts = require 'opts' local DataLoader = require 'dataloader' local checkpoints = require 'checkpoints' opt = opts.parse(arg) show = false -- Set show to true if you want to visualize. In addition, you need to use qlua instead of th. checkpoint, optimState = checkpoints.latest(opt) model = models.setup(opt, checkpoint) offset = 0 if opt.smooth then offset = 1 end print(model) local valLoader = DataLoader.create(opt) print('data loaded') input = torch.CudaTensor() function copyInputs(sample) input = input or (opt.nGPU == 1 and torch.CudaTensor() or cutorch.createCudaHostTensor()) input:resize(sample.input:size()):copy(sample.input) return input end function sleep(n) os.execute("sleep " .. tonumber(n)) end function process( scoremap ) local avg = nn.Sequential() avg:add(nn.SpatialSoftMax()) avg:add(nn.SplitTable(1, 3)) avg:add(nn.NarrowTable(2, 4)) local paral = nn.ParallelTable() local seq = nn.Sequential() seq:add(nn.Contiguous()) seq:add(nn.View(1, 288, 960):setNumInputDims(2)) local conv = nn.SpatialConvolution(1, 1, 9, 9, 1, 1, 4, 4) conv.weight:fill(1/81) conv.bias:fill(0) seq:add(conv) paral:add(seq) for i=1, 3 do paral:add(seq:clone('weight', 'bias','gradWeight','gradBias')) end avg:add(paral) avg:add(nn.JoinTable(1, 3)) avg:cuda() return avg:forward(scoremap) end model:evaluate() T = 0 N = 0 for n, sample in valLoader:run() do print(n) input = copyInputs(sample) local imgpath = sample.imgpath local timer = torch.Timer() output = model:forward(input) local t = timer:time().real print('time: ' .. t) local scoremap = output[1] --:double() if opt.smooth then scoremap = process(scoremap):float() else local softmax = nn.SpatialSoftMax():cuda() scoremap = softmax(scoremap):float() end if n > 1 then T = T + t N = N + 1 print('avgtime: ' .. T/N) end timer:reset() local exist = output[2]:float() local outputn for b = 1, input:size(1) do print('img: ' .. ffi.string(imgpath[b]:data())) local img = image.load(opt.data .. ffi.string(imgpath[b]:data()), 3, 'float') outputn = scoremap[{b,{},{},{}}] --print(outputn:size()) local _, maxMap = torch.max(outputn, 1) local save_path = string.sub(ffi.string(imgpath[b]:data()), 15, -16) .. '.json_' for cnt = 1, 5 do out_img = maxMap:eq(cnt) -- outputn[{cnt, {}, {}}]--maxMap:eq(cnt) * 1 out_img = image.scale(out_img, 1276, 384, 'simple') if cnt == 1 then out_img = torch.cat(torch.ones(1, 333, 1276):byte(), out_img, 2) else out_img = torch.cat(torch.zeros(1, 333, 1276):byte(), out_img, 2) end image.save(opt.save .. save_path .. (cnt -1) .. '.png', out_img:cuda()) end end end
CustomizableWeaponry:addFireSound("DELISLE_FIRE", {"weapons/cwdelisle/fire-1.wav","weapons/cwdelisle/fire-2.wav","weapons/cwdelisle/fire-3.wav"}, 1, 60, CHAN_STATIC) CustomizableWeaponry:addReloadSound("DELISLE_BOLT", "weapons/cwdelisle/dlbolt.wav") CustomizableWeaponry:addReloadSound("DELISLE_MAGOUT", "weapons/cwdelisle/dlmagout.wav") CustomizableWeaponry:addReloadSound("DELISLE_MAGIN1", "weapons/cwdelisle/dlmagin1.wav") CustomizableWeaponry:addReloadSound("DELISLE_MAGIN2", "weapons/cwdelisle/dlmagin2.wav")
package.path = '../src/?.lua;src/?.lua;' .. package.path pcall(require, 'luarocks.require') local nats = require 'nats' local params = { host = '127.0.0.1', port = 4222, } local client = nats.connect(params) local function subscribe_callback(payload) print('Received data: ' .. payload) end -- client:enable_trace() client:connect() local subscribe_id = client:subscribe('foo', subscribe_callback) client:wait(2) client:unsubscribe(subscribe_id)
-------------------------------------------------- --HEARTH ------------------------------------------------ --Functions ---------- -- On construct -- set form local hearth_on_construct = function(pos) local inv = minetest.get_meta(pos):get_inventory() inv:set_size("fuel", 1) local meta = minetest.get_meta(pos) meta:set_string("formspec", "size[8,5.3]" .. default.gui_bg .. default.gui_bg_img .. default.gui_slots .. "list[current_name;fuel;3.5,0;1,1;]" .. "list[current_player;main;0,1.15;8,1;]" .. "list[current_player;main;0,2.38;8,3;8]" .. "listring[current_name;main]" .. "listring[current_player;main]" .. default.get_hotbar_bg(0,1.15) ) end ---------- --Digging only if no fuel local hearth_can_dig = function(pos, player) local inv = minetest.get_meta(pos):get_inventory() return inv:is_empty("fuel") end ------------- -- Only fuel items allowed local hearth_allow_metadata_inventory_put = function(pos, listname, index, stack, player) if listname == "fuel" then if minetest.get_craft_result({method="fuel", width=1, items={stack}}).time ~= 0 then return stack:get_count() else return 0 end end return 0 end -------------- --Particle Effects local function hearth_fire_on(pos, time) local meta = minetest.get_meta(pos) --flames minetest.add_particlespawner({ amount = 4, time = time, minpos = {x = pos.x - 0.1, y = pos.y + 0.6, z = pos.z - 0.1}, maxpos = {x = pos.x + 0.1, y = pos.y + 1, z = pos.z + 0.1}, minvel = {x= 0, y= 0, z= 0}, maxvel = {x= 0.001, y= 0.001, z= 0.001}, minacc = {x= 0, y= 0, z= 0}, maxacc = {x= 0.001, y= 0.001, z= 0.001}, minexptime = 3, maxexptime = 5, minsize = 4, maxsize = 8, collisiondetection = false, vertical = true, texture = "fire_basic_flame_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1 }, glow = 13, }) --Smoke minetest.add_particlespawner({ amount = 4, time = time, minpos = {x = pos.x - 0.1, y = pos.y + 0.8, z = pos.z - 0.1}, maxpos = {x = pos.x + 0.1, y = pos.y + 1, z = pos.z + 0.1}, minvel = {x= 0, y= 0, z= 0}, maxvel = {x= 0.01, y= 0.07, z= 0.01}, minacc = {x= 0, y= 0, z= 0}, maxacc = {x= 0.01, y= 0.2, z= 0.01}, minexptime = 5, maxexptime = 20, minsize = 1, maxsize = 8, collisiondetection = true, vertical = true, texture = "default_item_smoke.png", --animation = {type="vertical_frames", aspect_w=16, aspect_h=16, length = 0.7,}, }) end ---------- --Burn --add flames and burn fuel local hearth_burn = function(pos, elapsed) local pos_above = {x=pos.x, y=pos.y+1, z=pos.z} local node_above = minetest.get_node(pos_above) local timer = minetest.get_node_timer(pos) local inv = minetest.get_inventory({type="node", pos=pos}) local item = inv:get_stack("fuel", 1) local fuel_burned = minetest.get_craft_result({method="fuel", width=1, items={item:peek_item(1)}}).time --remove light... -- so it doesn't stay on permanently if inv:is_empty("fuel") and node_above.name == "earthbuild:hearth_air" then minetest.set_node(pos_above, {name = "air"}) end --burn item and add smoke and flames if fuel_burned > 0 and (node_above.name == "air" or node_above.name == "earthbuild:hearth_air") then --randomly remove an item of fuel based on it's burn time. --this is so it can get through the fuel slowly, but.. -- still do frequent flames --i.e. every X sec it will have a 1/X chance of burning local burn_time = fuel_burned * 30 local burn_it = math.random(1, burn_time) --it's luck was up, it got burnt away. if burn_it == 1 then item:set_count(item:get_count() - 1) inv:set_stack("fuel", 1, item) end --if has no light if node_above.name == "air" then minetest.set_node(pos_above, {name = "earthbuild:hearth_air"}) end --do fire effects and restart timer timer:start(5) hearth_fire_on(pos, 5) minetest.sound_play("fire_small",{pos=pos, max_hear_distance = 15, loop=false, gain=0.2}) end end --Removed node..make sure to remove light local no_hearth = function(pos, oldnode) local pos_above = {x=pos.x, y=pos.y+1, z=pos.z} local node_above = minetest.get_node(pos_above) if node_above.name == "earthbuild:hearth_air" then minetest.set_node(pos_above, {name = "air"}) end end ------------------------------------------------- --Node -- adds hearth minetest.register_node('earthbuild:hearth', { description = 'Hearth', drawtype = "normal", tiles = { "earthbuild_hearth_top.png", "earthbuild_cob.png", "earthbuild_hearth_side.png", "earthbuild_hearth_side.png", "earthbuild_hearth_side.png", "earthbuild_hearth_side.png" }, paramtype = "light", drop = "earthbuild:hearth", groups = {crumbly = 1, cracky = 1, oddly_breakable_by_hand = 2}, damage_per_second = 1, sounds = default.node_sound_dirt_defaults(), on_construct = hearth_on_construct, can_dig = hearth_can_dig, allow_metadata_inventory_put = hearth_allow_metadata_inventory_put, on_metadata_inventory_put = hearth_burn, on_timer = hearth_burn, after_destruct = no_hearth, }) ----------------------------------------- --Hearth Air --this is to add a light source -- an invisible glowing block added above the fire when burning --this is needed because particles give no light minetest.register_node("earthbuild:hearth_air", { description = "Hearth Air", tiles = {"earthbuild_hearth_top.png"}, drawtype = "airlike", paramtype = "light", sunlight_propagates = true, walkable = false, pointable = false, diggable = false, buildable_to = true, protected = true, groups = {not_in_creative_inventory = 1, igniter = 2}, light_source= 9, on_blast = function(pos) end, }) ---------------------------------------------- --Crafts -- adds hearth recipes minetest.register_craft({ output = 'earthbuild:hearth', recipe = { {'', 'group:tree', ''}, {'group:stick', 'group:stick', 'group:stick'}, {'', 'earthbuild:rammed_earth', ''}, } }) minetest.register_craft({ output = 'earthbuild:hearth', recipe = { {'', 'group:tree', ''}, {'group:stick', 'group:stick', 'group:stick'}, {'', 'earthbuild:cob', ''}, } }) minetest.register_craft({ output = 'earthbuild:hearth', recipe = { {'', 'group:tree', ''}, {'group:stick', 'group:stick', 'group:stick'}, {'default:dirt', 'default:dirt', 'default:dirt'}, } })
purge_mage = { cast = function(player, target) local magic = 30 if not player:canCast(1, 1, 0) then return end if (player.magic < magic) then player:sendMinitext("You do not have enough mana.") return end target:removeDuras(venoms) player:sendMinitext("You cast Purge.") player:sendAction(6, 35) player.magic = player.magic - magic target:playSound(10) target:sendAnimation(10) target:sendStatus() player:sendStatus() end, requirements = function(player) local level = 30 local items = { Item("gold_acorn").id, Item("antler").id, Item("mountain_ginseng").id, 0 } local itemAmounts = {1, 10, 1, 150} local description = "Removes poison from target" return level, items, itemAmounts, description end } cure_illness_mage = { cast = function(player, target) local magic = 30 if not player:canCast(1, 1, 0) then return end if (player.magic < magic) then player:sendMinitext("You do not have enough mana.") return end target:removeDuras(venoms) player:sendMinitext("You cast Cure illness.") player:sendAction(6, 35) player.magic = player.magic - magic target:playSound(10) target:sendAnimation(70) target:sendStatus() player:sendStatus() end, requirements = function(player) local level = 30 local items = { Item("gold_acorn").id, Item("antler").id, Item("mountain_ginseng").id, 0 } local itemAmounts = {1, 10, 1, 150} local description = "Removes poison from target" return level, items, itemAmounts, description end } restore_health_mage = { cast = function(player, target) local magic = 30 if not player:canCast(1, 1, 0) then return end if (player.magic < magic) then player:sendMinitext("You do not have enough mana.") return end target:removeDuras(venoms) player:sendMinitext("You cast Restore health.") player:sendAction(6, 35) player.magic = player.magic - magic target:playSound(10) target:sendAnimation(57) target:sendStatus() player:sendStatus() end, requirements = function(player) local level = 30 local items = { Item("gold_acorn").id, Item("antler").id, Item("mountain_ginseng").id, 0 } local itemAmounts = {1, 10, 1, 150} local description = "Removes poison from target" return level, items, itemAmounts, description end } remove_poison_mage = { cast = function(player, target) local magic = 30 if not player:canCast(1, 1, 0) then return end if (player.magic < magic) then player:sendMinitext("You do not have enough mana.") return end target:removeDuras(venoms) player:sendMinitext("You cast Remove poison.") player:sendAction(6, 35) player.magic = player.magic - magic target:playSound(10) target:sendAnimation(108) target:sendStatus() player:sendStatus() end, requirements = function(player) local level = 30 local items = { Item("gold_acorn").id, Item("antler").id, Item("mountain_ginseng").id, 0 } local itemAmounts = {1, 10, 1, 150} local description = "Removes poison from target" return level, items, itemAmounts, description end }
--- This is a simple module which contains a function -- @module fancy.module --- @tparam string a A string return function(a) end
showconsole() mydir="./" open(mydir .. "dyneboard10.fem") mi_saveas(mydir .. "temp.fem") mi_seteditmode("group") for n=0,10 do mi_analyze() mi_loadsolution() mo_groupselectblock(1) fz=mo_blockintegral(19) print((10-n)/10,fz) if (n<10) then mi_selectgroup(1) mi_movetranslate(0,0.49) end end mo_close() mi_close()
local map = vim.api.nvim_buf_set_keymap local noremap = { noremap = true } -- Hot Reload map(0, "n", "<leader>r", "<cmd>FlutterReload<cr>", noremap) -- Hot Restart map(0, "n", "<leader>R", "<cmd>FlutterRestart<cr>", noremap) -- Open log vertically. map(0, "n", "<leader>v", "<cmd>FlutterVSplit<cr>", noremap)
ESX = nil TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) ESX.RegisterUsableItem(Config.Useitem, function(source) local _source = source local identifier = ESX.GetPlayerFromId(_source).identifier local image = Config.SteamIdentifiers[identifier] local xPlayer = ESX.GetPlayerFromId(source) if xPlayer.job.name == 'police' then TriggerClientEvent('fire-badge:badgeanim', _source) TriggerClientEvent('fire-badge:open', -1, _source, image) else TriggerClientEvent('notification', _source, "This is not yours :)") end end)
--- **AceTimer-3.0** provides a central facility for registering timers. -- AceTimer supports one-shot timers and repeating timers. All timers are stored in an efficient -- data structure that allows easy dispatching and fast rescheduling. Timers can be registered -- or canceled at any time, even from within a running timer, without conflict or large overhead.\\ -- AceTimer is currently limited to firing timers at a frequency of 0.01s. This constant may change -- in the future, but for now it's required as animations with lower frequencies are buggy. -- -- All `:Schedule` functions will return a handle to the current timer, which you will need to store if you -- need to cancel the timer you just registered. -- -- **AceTimer-3.0** can be embeded into your addon, either explicitly by calling AceTimer:Embed(MyAddon) or by -- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object -- and can be accessed directly, without having to explicitly call AceTimer itself.\\ -- It is recommended to embed AceTimer, otherwise you'll have to specify a custom `self` on all calls you -- make into AceTimer. -- @class file -- @name AceTimer-3.0 -- @release $Id$ local MAJOR, MINOR = "AceTimer-3.0", 16 -- Bump minor on changes local AceTimer, oldminor = LibStub:NewLibrary(MAJOR, MINOR) if not AceTimer then return end -- No upgrade needed AceTimer.frame = AceTimer.frame or CreateFrame("Frame", "AceTimer30Frame") -- Animation parent AceTimer.inactiveTimers = AceTimer.inactiveTimers or {} -- Timer recycling storage AceTimer.activeTimers = AceTimer.activeTimers or {} -- Active timer list -- Lua APIs local type, unpack, next, error, pairs, tostring, select = type, unpack, next, error, pairs, tostring, select -- Upvalue our private data local inactiveTimers = AceTimer.inactiveTimers local activeTimers = AceTimer.activeTimers local function OnFinished(self) local id = self.id if type(self.func) == "string" then -- We manually set the unpack count to prevent issues with an arg set that contains nil and ends with nil -- e.g. local t = {1, 2, nil, 3, nil} print(#t) will result in 2, instead of 5. This fixes said issue. self.object[self.func](self.object, unpack(self.args, 1, self.argsCount)) else self.func(unpack(self.args, 1, self.argsCount)) end -- If the id is different it means that the timer was already cancelled -- and has been used to create a new timer during the OnFinished callback. if not self.looping and id == self.id then activeTimers[self.id] = nil self.args = nil inactiveTimers[self] = true end end local function new(self, loop, func, delay, ...) local timer = next(inactiveTimers) if timer then inactiveTimers[timer] = nil else local anim = AceTimer.frame:CreateAnimationGroup() timer = anim:CreateAnimation() timer:SetScript("OnFinished", OnFinished) end -- Very low delays cause the animations to fail randomly. -- A limited resolution of 0.01 seems reasonable. if delay < 0.01 then delay = 0.01 end timer.object = self timer.func = func timer.looping = loop timer.args = {...} timer.argsCount = select("#", ...) local anim = timer:GetParent() if loop then anim:SetLooping("REPEAT") else anim:SetLooping("NONE") end timer:SetDuration(delay) local id = tostring(timer.args) timer.id = id activeTimers[id] = timer anim:Play() return id end --- Schedule a new one-shot timer. -- The timer will fire once in `delay` seconds, unless canceled before. -- @param callback Callback function for the timer pulse (funcref or method name). -- @param delay Delay for the timer, in seconds. -- @param ... An optional, unlimited amount of arguments to pass to the callback function. -- @usage -- MyAddOn = LibStub("AceAddon-3.0"):NewAddon("MyAddOn", "AceTimer-3.0") -- -- function MyAddOn:OnEnable() -- self:ScheduleTimer("TimerFeedback", 5) -- end -- -- function MyAddOn:TimerFeedback() -- print("5 seconds passed") -- end function AceTimer:ScheduleTimer(func, delay, ...) if not func or not delay then error(MAJOR..": ScheduleTimer(callback, delay, args...): 'callback' and 'delay' must have set values.", 2) end if type(func) == "string" then if type(self) ~= "table" then error(MAJOR..": ScheduleTimer(callback, delay, args...): 'self' - must be a table.", 2) elseif not self[func] then error(MAJOR..": ScheduleTimer(callback, delay, args...): Tried to register '"..func.."' as the callback, but it doesn't exist in the module.", 2) end end return new(self, nil, func, delay, ...) end --- Schedule a repeating timer. -- The timer will fire every `delay` seconds, until canceled. -- @param callback Callback function for the timer pulse (funcref or method name). -- @param delay Delay for the timer, in seconds. -- @param ... An optional, unlimited amount of arguments to pass to the callback function. -- @usage -- MyAddOn = LibStub("AceAddon-3.0"):NewAddon("MyAddOn", "AceTimer-3.0") -- -- function MyAddOn:OnEnable() -- self.timerCount = 0 -- self.testTimer = self:ScheduleRepeatingTimer("TimerFeedback", 5) -- end -- -- function MyAddOn:TimerFeedback() -- self.timerCount = self.timerCount + 1 -- print(("%d seconds passed"):format(5 * self.timerCount)) -- -- run 30 seconds in total -- if self.timerCount == 6 then -- self:CancelTimer(self.testTimer) -- end -- end function AceTimer:ScheduleRepeatingTimer(func, delay, ...) if not func or not delay then error(MAJOR..": ScheduleRepeatingTimer(callback, delay, args...): 'callback' and 'delay' must have set values.", 2) end if type(func) == "string" then if type(self) ~= "table" then error(MAJOR..": ScheduleRepeatingTimer(callback, delay, args...): 'self' - must be a table.", 2) elseif not self[func] then error(MAJOR..": ScheduleRepeatingTimer(callback, delay, args...): Tried to register '"..func.."' as the callback, but it doesn't exist in the module.", 2) end end return new(self, true, func, delay, ...) end --- Cancels a timer with the given id, registered by the same addon object as used for `:ScheduleTimer` -- Both one-shot and repeating timers can be canceled with this function, as long as the `id` is valid -- and the timer has not fired yet or was canceled before. -- @param id The id of the timer, as returned by `:ScheduleTimer` or `:ScheduleRepeatingTimer` function AceTimer:CancelTimer(id) local timer = activeTimers[id] if not timer then return false end local anim = timer:GetParent() anim:Stop() activeTimers[id] = nil timer.args = nil inactiveTimers[timer] = true return true end --- Cancels all timers registered to the current addon object ('self') function AceTimer:CancelAllTimers() for k,v in pairs(activeTimers) do if v.object == self then AceTimer.CancelTimer(self, k) end end end --- Returns the time left for a timer with the given id, registered by the current addon object ('self'). -- This function will return 0 when the id is invalid. -- @param id The id of the timer, as returned by `:ScheduleTimer` or `:ScheduleRepeatingTimer` -- @return The time left on the timer. function AceTimer:TimeLeft(id) local timer = activeTimers[id] if not timer then return 0 end return timer:GetDuration() - timer:GetElapsed() end -- --------------------------------------------------------------------- -- Upgrading -- Upgrade from old hash-bucket based timers to animation timers if oldminor and oldminor < 10 then -- disable old timer logic AceTimer.frame:SetScript("OnUpdate", nil) AceTimer.frame:SetScript("OnEvent", nil) AceTimer.frame:UnregisterAllEvents() -- convert timers for object,timers in pairs(AceTimer.selfs) do for handle,timer in pairs(timers) do if type(timer) == "table" and timer.callback then local id if timer.delay then id = AceTimer.ScheduleRepeatingTimer(timer.object, timer.callback, timer.delay, timer.arg) else id = AceTimer.ScheduleTimer(timer.object, timer.callback, timer.when - GetTime(), timer.arg) end -- change id to the old handle local t = activeTimers[id] activeTimers[id] = nil activeTimers[handle] = t t.id = handle end end end AceTimer.selfs = nil AceTimer.hash = nil AceTimer.debug = nil elseif oldminor and oldminor < 13 then for handle, id in pairs(AceTimer.hashCompatTable) do local t = activeTimers[id] if t then activeTimers[id] = nil activeTimers[handle] = t t.id = handle end end AceTimer.hashCompatTable = nil end -- upgrade existing timers to the latest OnFinished for timer in pairs(inactiveTimers) do timer:SetScript("OnFinished", OnFinished) end for _,timer in pairs(activeTimers) do timer:SetScript("OnFinished", OnFinished) end -- --------------------------------------------------------------------- -- Embed handling AceTimer.embeds = AceTimer.embeds or {} local mixins = { "ScheduleTimer", "ScheduleRepeatingTimer", "CancelTimer", "CancelAllTimers", "TimeLeft" } function AceTimer:Embed(target) AceTimer.embeds[target] = true for _,v in pairs(mixins) do target[v] = AceTimer[v] end return target end -- AceTimer:OnEmbedDisable(target) -- target (object) - target object that AceTimer is embedded in. -- -- cancel all timers registered for the object function AceTimer:OnEmbedDisable(target) target:CancelAllTimers() end for addon in pairs(AceTimer.embeds) do AceTimer:Embed(addon) end
luaj = require(cc.PACKAGE_NAME .. ".luaj") function io.exists(path) return CCFileUtils:sharedFileUtils():isFileExist(path) end function io.readfile(path) return CCFileUtils:sharedFileUtils():getFileData(path) end
local RunService = game:GetService("RunService") local function useCameraDistance(hooks, origin) local distance, set = hooks.useState(math.huge) hooks.useEffect(function() local conn = RunService.Heartbeat:Connect(function() local camera = workspace.CurrentCamera if camera then set((origin - camera.CFrame.p).Magnitude) end end) return function() conn:Disconnect() end end, { origin, }) return distance end return useCameraDistance
FACTION.name = "Metro Dweller" FACTION.description = "A dweller of the post-apocalyptic Metro tunnels." FACTION.color = Color(150, 125, 100, 255) FACTION.isDefault = true FACTION.models = { "models/half-dead/metrollfix/a1b1.mdl", "models/half-dead/metrollfix/a3b1.mdl", "models/half-dead/metrollfix/a2b1.mdl", "models/half-dead/metrollfix/a4b1.mdl", "models/half-dead/metrollfix/a5b1.mdl", "models/half-dead/metrollfix/m2b1.mdl", "models/half-dead/metrollfix/m4b1.mdl", "models/half-dead/metrollfix/m5b1.mdl", "models/half-dead/metrollfix/m6b1.mdl", "models/half-dead/metrollfix/m7b1.mdl", "models/half-dead/metrollfix/m8b1.mdl", "models/half-dead/metrollfix/m9b1.mdl", "models/half-dead/metrollfix/a6b1.mdl", "models/half-dead/metrollfix/m3b1.mdl", "models/half-dead/metrollfix/m1b1.mdl", "models/half-dead/metrollfix/f7b1.mdl", "models/half-dead/metrollfix/f6b1.mdl", "models/half-dead/metrollfix/f4b1.mdl", "models/half-dead/metrollfix/f3b1.mdl", "models/half-dead/metrollfix/f2b1.mdl", "models/half-dead/metrollfix/f1b1.mdl" } function FACTION:OnCharacterCreated(client, character) local inventory = character:GetInventory() inventory:Add("flashlight", 1) end FACTION_METRO = FACTION.index
---@class ClimateHistory : zombie.iso.weather.ClimateHistory ClimateHistory = {} ---@public ---@param arg0 ClimateManager ---@return void function ClimateHistory:init(arg0) end ---@public ---@param arg0 ClimateManager ---@return void function ClimateHistory:updateDayChange(arg0) end
-- ----------------------------------------------------------- -- -- AUTO-KEEP-GUI-OPEN.LUA -- Version: 1.0.1 -- Author: VideoPlayerCode -- URL: https://github.com/VideoPlayerCode/mpv-tools -- -- Description: -- -- Intelligently switches mpv's "keep-open" behavior based on -- whether you are running in video-mode or audio-only mode. -- -- ----------------------------------------------------------- -- -- Recommended configuration: -- AKGO_WINDOW_KEEP_OPEN_VALUE="yes" (or "always") -- AKGO_NOWINDOW_KEEP_OPEN_VALUE="no" (or "original") -- AKGO_USE_WINDOW_FOR_AUDIO_AFTER_VIDEO=true -- -- Result: -- * If you manually queue up a bunch of audio-only files via your -- command line, then you'll never see a GUI, so you'll always be in -- the "NOWINDOW" state, which means that the player automatically -- advances to the next audio file and quits when it reaches the end. -- * It's only when you play a *video* file that the "WINDOW" state -- happens, and thanks to the "USE_WINDOW" option mpv will then -- automatically *stay* in the video/window state and use the -- "AKGO_WINDOW_KEEP_OPEN_VALUE" for the rest of the playlist. -- * This script therefore automatically gives you the best of both -- worlds. Audio-only playlists started from the command line will -- stay in CLI mode if started from CLI, but Video / Audio+Video -- playlists (regardless of whether they were started from the -- desktop via double-clicking or via the command line) will *stay* -- in GUI mode and use the WINDOW keep-open value, which makes mpv -- behave even better as a GUI application, without hurting CLI mode. -- -- ----------------------------------------------------------- -- -- ### START OF USER CONFIGURATION: -- ------- -- -- AKGO_WINDOW_KEEP_OPEN_VALUE: -- Possible values are: "no", "yes", "always", "original". -- Reference: https://mpv.io/manual/master/#options-keep-open -- -- The "keep-open" option will be set to this value every time the video -- output is created. Most video output modules create a GUI, so in -- other words, this is the "keep-open" value that mpv will use when in -- GUI mode with a video window on screen. -- -- Note: The special value "original" means whatever was in your user -- config before this script was loaded. -- -- -- I recommend setting this option to "yes", so that mpv's GUI stays -- open after you've reached the end of your playlist or scrubbed the -- playback position to the end of the last file. This means that you -- can safely scrub the playback without worrying that you'll hover near -- the end and make mpv "insta-terminate" when you were just trying to -- scrub the video position. It makes mpv behave much better as a GUI -- application. -- -- You may even want to set it to "always", to always pause after the -- end of every playlist item (instead of just the last one), to give -- you manual control over advancing your playlists. But to most people, -- that isn't as important as simply ensuring that the player stays alive -- after the end of the final file. -- -- The benefit of using this script instead of setting the option -- globally, is that it makes it easy to have one "keep-open" setting -- for music and another for videos, without having to fiddle with -- manual per-extension settings. This script is smarter than extension -- filters, since we detect when video output is used, as opposed to -- blindly guessing based on file extension. The dynamic switching of -- this script means that you preserve the ability to use mpv from the -- command line to play your music files without worrying about having -- to manually advance every music playlist step by step if you had used -- a global "keep-open" setting. And your mpv GUI will be much more -- reliable for video playback as well, since you will prevent mpv from -- accidentally quitting its GUI at the slightest accidental touch. ;-) -- AKGO_WINDOW_KEEP_OPEN_VALUE="yes" -- ------- -- -- AKGO_NOWINDOW_KEEP_OPEN_VALUE: -- Possible values are: "no", "yes", "always", "original". -- Reference: https://mpv.io/manual/master/#options-keep-open -- -- The "keep-open" option will be set to this value every time the video -- output is destroyed. If you want non-video files in your playlist -- to be treated differently, then this is for you. -- -- Note: The special value "original" means whatever was in your user -- config before this script was loaded. -- -- -- However, if you set AKGO_USE_WINDOW_FOR_AUDIO_AFTER_VIDEO to true, -- then all audio files in the playlist (*after* a *video* has played) -- will continue using the GUI, and this "NOWINDOW" state won't happen. -- -- I recommend keeping this at "no" or "original" (which means "no" if -- you haven't set any custom config value for "keep-open"). -- AKGO_NOWINDOW_KEEP_OPEN_VALUE="original" -- ------- -- -- AKGO_USE_WINDOW_FOR_AUDIO_AFTER_VIDEO: -- Possible values are: true, false. -- Reference: https://mpv.io/manual/master/#options-force-window -- -- If true, we will automatically enable "force-window" after mpv has -- used video output at least once during the current playlist session. -- -- -- For most people (who only play a single file) this won't do anything. -- Nor for people who start mpv with "--player-operation-mode pseudo-gui" -- since that already enables the video output for audio files too. -- -- Instead, this option is for when you're *manually* queuing up -- multiple files from the command line and some of them are video files -- and some are audio files. Without this option, mpv would switch back -- and forth between terminal output (CLI) for the playlist's audio -- files, and video output (GUI) for its video files. -- -- Automatically switching to force-window means we will use the GUI -- even for the audio files. -- -- I recommend leaving this option enabled. -- AKGO_USE_WINDOW_FOR_AUDIO_AFTER_VIDEO=true -- ------- -- -- ### END OF USER CONFIGURATION. -- ----------------------------------------------------------- -- Only proceed if user's personal/system mpv config was loaded. -- NOTE: This is just a safeguard to protect programs that use -- mpv as their backend via "--no-config" mode. For now, that -- actually prevents all user scripts from loading, but there's -- no guarantee it will always be that way. Better safe than sorry. if (mp.get_property("config") ~= "no") then local originalKeepOpenValue = mp.get_property("keep-open") -- This runs with "false" at mpv initialization (before the playback -- of the first file), regardless of whether that file will use -- video output or not. After that, it runs whenever the video -- output (usually a GUI window) is created or destroyed. So if the -- first file is a video, it runs twice at startup (false -> true). -- -- Implementation details: -- vo-configured == video output created && its configuration went ok. -- What that means depends on the platform-specific video output module, -- but usually it means there is a GUI on screen to display video. mp.observe_property( "vo-configured", "bool", function (name, value) if (value and mp.get_property("vo") ~= "image") then -- Video output (usually a GUI) has been created. -- NOTE: We ignore the "image" vo driver, which isn't a "real" -- window since it has no GUI and just writes images to disk. if (AKGO_WINDOW_KEEP_OPEN_VALUE == "original") then mp.set_property("keep-open", originalKeepOpenValue) else mp.set_property("keep-open", AKGO_WINDOW_KEEP_OPEN_VALUE) end if (AKGO_USE_WINDOW_FOR_AUDIO_AFTER_VIDEO) then mp.set_property("force-window", "yes") end else -- Video output (usually a GUI) has been destroyed. if (AKGO_NOWINDOW_KEEP_OPEN_VALUE == "original") then mp.set_property("keep-open", originalKeepOpenValue) else mp.set_property("keep-open", AKGO_NOWINDOW_KEEP_OPEN_VALUE) end end end) end
local plr = game.Players.LocalPlayer local chr = plr.Character local maus = plr:GetMouse() local PGui=plr.PlayerGui local lleg = chr["Left Leg"] local rleg = chr["Right Leg"] local larm = chr["Left Arm"] local rarm = chr["Right Arm"] local hed = chr.Head local rutprt = chr.HumanoidRootPart local torso = chr.Torso local otheranims=false local armmovement=false chr.Animate.Disabled=true local RunSpeed=36 local WlkSpeed=18 local runnin=false local tik=0 local rollvalue=0 local swimming=false local fldb={['w']=false,['a']=false,['s']=false,['d']=false} local jumpval=0 local idlerollv=0 local BallColor=torso.BrickColor local BallTransparency=0 local BallReflectance=0 local BallMaterial="Neon" coroutine.wrap(function() for i,x in pairs(hed:GetChildren()) do if x:IsA('Sound') then x:Destroy() end end end)() function Lerp(a, b, i) local com1 = {a.X, a.Y, a.Z, a:toEulerAnglesXYZ()} local com2 = {b.X, b.Y, b.Z, b:toEulerAnglesXYZ()} local calx = com1[1] + (com2[1] - com1[1]) * i local caly = com1[2] + (com2[2] - com1[2]) * i local calz = com1[3] + (com2[3] - com1[3]) * i local cala = com1[4] + (com2[4] - com1[4]) * i local calb = com1[5] + (com2[5] - com1[5]) * i local calc = com1[6] + (com2[6] - com1[6]) * i return CFrame.new(calx, caly, calz) * CFrame.Angles(cala, calb, calc) end function TwnSingleNumber(s,f,m) local wot=s+(f-s)*m return wot end function TwnVector3(q,w,e) local begin={q.x,q.y,q.z} local ending={w.x,w.y,w.z} local bgx=begin[1]+(ending[1]-begin[1])*e local bgy=begin[2]+(ending[2]-begin[2])*e local bgz=begin[3]+(ending[3]-begin[3])*e return Vector3.new(bgx,bgy,bgz) end newWeld = function(wld, wp0, wp1, wc0x, wc0y, wc0z) wld = Instance.new("Weld", wp1) wld.Part0 = wp0 wld.Part1 = wp1 wld.C0 = CFrame.new(wc0x, wc0y, wc0z) end function Avg(a, b) return CFrame.new((a.X+b.X)/2,(a.Y+b.Y)/2,(a.Z+b.Z)/2) end local jump=Instance.new('Sound',rutprt) jump.Volume=.2 jump.Pitch=1 jump.SoundId='http://www.roblox.com/asset?id=170588191' newWeld(law, torso, larm, -1.5, 0.5, 0) newWeld(raw, torso, rarm, 1.5, 0.5, 0) newWeld(llw, torso, lleg, -.5, -2, 0) newWeld(rlw, torso, rleg, .5, -2, 0) newWeld(hw, torso, hed, 0, 1.5, 0) local rutwald=Instance.new('Weld',rutprt) rutwald.Part0=rutprt rutwald.Part1=torso larm.Weld.C1 = CFrame.new(0, 0.5, 0) rarm.Weld.C1 = CFrame.new(0, 0.5, 0) rleg.Weld.C1=CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),0,0) lleg.Weld.C1=CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),0,0) local anim = "Idling" local lastanim = "Idling" local val = 0 local syne = 0 local num = 0 local runtime = 0 maus.KeyDown:connect(function(kei) if string.byte(kei)==48 and not otheranims and not sitting and not disabled then runnin=true end if kei=='w' then fldb.w=true end if kei=='a' then fldb.a=true end if kei=='s' then fldb.s=true end if kei=='d' then fldb.d=true end end) maus.KeyUp:connect(function(kei) if string.byte(kei)==48 and not otheranims and not sitting and not disabled then runnin=false end if kei=='w' then fldb.w=false end if kei=='a' then fldb.a=false end if kei=='s' then fldb.s=false end if kei=='d' then fldb.d=false end end) local bawl=Instance.new("Part",torso) bawl.formFactor="Custom" bawl.Shape="Ball" bawl.BrickColor=(BallColor or torso.BrickColor) bawl.Material=BallMaterial bawl.Transparency=(BallTransparency or 0) bawl.Reflectance=(BallReflectance or 0) bawl.Size=Vector3.new(5.35,5.35,5.35) bawl.TopSurface=10 bawl.BottomSurface=10 bawl.LeftSurface=10 bawl.RightSurface=10 bawl.FrontSurface=10 bawl.BackSurface=10 bawl.Anchored=false bawl:breakJoints'' bawl.Locked=true bawl.CanCollide=true --[[local bawlmesh=Instance.new("SpecialMesh",bawl) bawlmesh.MeshId="http://www.roblox.com/asset/?id=1527559" --bawlmesh.TextureId="http://www.roblox.com/asset?id=25701026" bawlmesh.Scale=Vector3.new(2.35,2.35,2.35)]] local bawllight=Instance.new("PointLight",bawl) bawllight.Brightness=1 bawllight.Range=15 bawllight.Color=bawl.BrickColor.Color bawllight.Shadows=true local bawlweld=Instance.new("Weld",bawl) bawlweld.Part0=rutprt bawlweld.Part1=bawl bawlweld.C1=CFrame.new(0,0,0) rutprt.Weld.C1=CFrame.new(0,-bawl.Size.y,0)*CFrame.Angles(math.rad(0),math.rad(0),0) chr.Humanoid.Swimming:connect(function(speedpls) if speedpls>=5 and not otheranims and not disabled and not sitting then swimming=true anim="Swimming" elseif speedpls<5 and not otheranims and not disabled and not sitting then swimming=false end end) coroutine.resume(coroutine.create(function() while true do if trailing then local Ray=Ray.new(rutprt.CFrame.p,(rutprt.CFrame.p-(rutprt.CFrame*CFrame.new(0,-2,0)).p).unit*-5) local hitbrick,hitposition=Workspace:FindPartOnRay(Ray,chr) if hitbrick and hitposition then local splash=Instance.new("Part",bawl) splash.Anchored=true splash.CanCollide=false splash.Transparency=0 splash.formFactor="Custom" splash.BrickColor=hitbrick.BrickColor splash.Size=Vector3.new(2,2,2) game:service'Debris':AddItem(splash,2) splash.CFrame=CFrame.new(hitposition)*CFrame.Angles(math.random(1,3),math.random(1,3),math.random(1,3)) local splm=Instance.new("BlockMesh",splash) coroutine.wrap(function() for a=0,1,.05 do splm.Scale=Vector3.new(a,a,a) splash.Transparency=splash.Transparency+.05 splash.CFrame=splash.CFrame+Vector3.new(0,.05,0) wait'' end end)() end wait'' else wait'' end end end)) game:service'RunService'.RenderStepped:connect(function() syne=syne+1 if not otheranims and not swimming then if (torso.Velocity*Vector3.new(1, 0, 1)).magnitude < 1 and not dnc and not chr.Humanoid.Jump then-- and torso.Velocity.y<5 and torso.Velocity.y>-5 anim="Idling" elseif (rutprt.Velocity*Vector3.new(1, 0, 1)).magnitude > 1 and (rutprt.Velocity*Vector3.new(1, 0, 1)).magnitude < RunSpeed-5 and not chr.Humanoid.Jump then-- and torso.Velocity.y<5 and torso.Velocity.y>-5 anim="Walking" dnc=false elseif (torso.Velocity*Vector3.new(1, 0, 1)).magnitude > RunSpeed-10 and not chr.Humanoid.Jump then-- and torso.Velocity.y<5 and torso.Velocity.y>-5 anim="Sprinting" dnc=false elseif torso.Velocity.y>5 and chr.Humanoid.Jump then anim='Jumping' dnc=false elseif (torso.Velocity.y < -5) and chr.Humanoid.Jump then anim='Falling' dnc=false end end if anim~=lastanim then runtime=0 end lastanim=anim if anim=="Idling" then trailing=false if not armmovement then rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.5,.525+math.cos(syne/32.5)/25,0)*CFrame.Angles(0,0,math.rad(3)),.1) larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.5,.525+math.cos(syne/32.5)/25,0)*CFrame.Angles(0,0,math.rad(-3)),.1) end lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-.55,-1.9-math.cos(syne/32.5)/20,(math.cos(syne/32.5)/35))*CFrame.Angles(-(math.cos(syne/32.5)/35),0,math.rad(-2.5)),.1) rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(.55,-1.9-math.cos(syne/32.5)/20,(math.cos(syne/32.5)/35))*CFrame.Angles(-(math.cos(syne/32.5)/35),0,math.rad(2.5)),.1) hed.Weld.C0=Lerp(hed.Weld.C0,CFrame.new(0,1.5+math.cos(syne/32.5)/50,0)*CFrame.Angles(math.cos(syne/32.5)/40,0,0),.1) rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,-.4,-math.cos(syne/25)*3)*CFrame.Angles(math.cos(syne/25)/4,math.rad(0),math.rad(0)),.1) bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,-math.cos(syne/25)*3)*CFrame.Angles(math.rad(rollvalue),0,0),.25) end if anim=="Walking" then trailing=true rollvalue=rollvalue+3 if rollvalue>=359 then rollvalue=0 bawlweld.C0=CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/4)/5)) elseif rollvalue>=177 and rollvalue<=183 then rollvalue=184 bawlweld.C0=CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/4)/5)) else bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/4)/5)),.2) end if not armmovement then rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.5,.525-math.cos(syne/8)/6,math.cos(syne/8)/6)*CFrame.Angles(-math.cos(syne/8)/3+math.rad(25),0,math.rad(12.5)),.1) larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.5,.525+math.cos(syne/8)/6,-math.cos(syne/8)/6)*CFrame.Angles(math.cos(syne/8)/3+math.rad(25),0,math.rad(-12.5)),.1) end lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-(math.cos(syne/8)/11)-.5,-1.7+math.sin(syne/4)/3.5-math.cos(syne/8)/4,math.rad(-5)-(math.cos(syne/8)))*CFrame.Angles(math.rad(5)+(math.cos(syne/8)),0,-(math.cos(syne/8)/11)+math.rad(1)),.1) rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(-(math.cos(syne/8)/11)+.5,-1.7-math.sin(syne/4)/3.5+math.cos(syne/8)/4,math.rad(-5)+(math.cos(syne/8)))*CFrame.Angles(math.rad(5)-(math.cos(syne/8)),0,-(math.cos(syne/8)/11)+math.rad(-1)),.1) rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,-.5-math.cos(syne/4)/2,-math.cos(syne/4)*1.5)*CFrame.Angles(math.cos(syne/4)/10+math.rad(-5),math.cos(syne/4)/10,math.cos(syne/8)/10+math.sin(rutprt.RotVelocity.y/2)/10),.1) end if anim=="Sprinting" then trailing=true rollvalue=rollvalue+5 if rollvalue>=359 then rollvalue=0 bawlweld.C0=CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/3)/5)) elseif rollvalue>=177 and rollvalue<=183 then rollvalue=184 bawlweld.C0=CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/3)/5)) else bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/3)/5)),.2) end if not armmovement then rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.5,.525-math.cos(syne/6)/6,math.sin(syne/6)/5)*CFrame.Angles(-math.cos(syne/6)/3+math.rad(25),0,math.rad(12.5)),.1) larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.5,.525+math.cos(syne/6)/6,-math.sin(syne/6)/5)*CFrame.Angles(math.cos(syne/6)/3+math.rad(25),0,math.rad(-12.5)),.1) end lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-(math.cos(syne/6)/11)-.575,-1.7+math.cos(syne/3)/4-math.cos(syne/6)/4,math.rad(-5)-(math.cos(syne/6)))*CFrame.Angles(math.rad(5)+(math.cos(syne/6)),0,-(math.cos(syne/6)/11)+math.rad(-5)),.1) rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(-(math.cos(syne/6)/11)+.575,-1.7-math.cos(syne/3)/4+math.cos(syne/6)/4,math.rad(-5)+(math.cos(syne/6)))*CFrame.Angles(math.rad(5)-(math.cos(syne/6)),0,-(math.cos(syne/6)/11)+math.rad(5)),.1) rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,-.5-math.cos(syne/3)/2,-math.cos(syne/3)*1.5)*CFrame.Angles(math.cos(syne/3)/10+math.rad(-5),math.cos(syne/3)/10,math.cos(syne/6)/10+math.sin(rutprt.RotVelocity.y/2)/10),.1) end if anim=="Falling" then trailing=false if not armmovement then rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.5,.525,0)*CFrame.Angles(math.rad(25),0,math.rad(25)),.1) larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.5,.525,0)*CFrame.Angles(math.rad(25),0,math.rad(-25)),.1) end lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-.55,-1.9,math.rad(-20))*CFrame.Angles(math.rad(20),0,math.rad(-2.5)),.1) rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(.55,-1.9,math.rad(-20))*CFrame.Angles(math.rad(20),0,math.rad(2.5)),.1) hed.Weld.C0=Lerp(hed.Weld.C0,CFrame.new(0,1.5,-.3)*CFrame.Angles(math.rad(-15),0,0),.1) rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,rutprt.Weld.C0.y+.2,1.75)*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),.1) bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(rollvalue),0,0),.325) end if anim=="Jumping" then trailing=false if not armmovement then rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.5,.525,0)*CFrame.Angles(math.rad(-25),0,math.rad(25)),.1) larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.5,.525,0)*CFrame.Angles(math.rad(-25),0,math.rad(-25)),.1) end lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-.55,-1.9,math.rad(5))*CFrame.Angles(math.rad(-5),0,math.rad(-2.5)),.1) rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(.55,-1.9,math.rad(5))*CFrame.Angles(math.rad(-5),0,math.rad(2.5)),.1) hed.Weld.C0=Lerp(hed.Weld.C0,CFrame.new(0,1.5,.05)*CFrame.Angles(math.rad(15),0,0),.1) rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,rutprt.Weld.C0.y+.1,0)*CFrame.Angles(math.rad(5),math.rad(0),math.rad(0)),.1) bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(rollvalue),0,0),.325) end if anim=="WallRun" then chr.Humanoid.Jump=true trailing=false rollvalue=rollvalue+7 if rollvalue>=359 then rollvalue=0 bawlweld.C0=CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/3)/5)) elseif rollvalue>=177 and rollvalue<=183 then rollvalue=184 bawlweld.C0=CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/3)/5)) else bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/3)/5)),.2) end if not armmovement then rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.325,.525,.2)*CFrame.Angles(math.rad(-45),0,math.rad(3)),.1) larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.325,.525,.2)*CFrame.Angles(math.rad(-45),0,math.rad(-3)),.1) end lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-(math.cos(syne/5)/11)-.575,-1.8-math.cos(syne/2.5)/2+math.cos(syne/5)/6,math.rad(-30)-(math.cos(syne/5)))*CFrame.Angles(math.rad(30)+(math.cos(syne/5)),0,-(math.cos(syne/5)/11)+math.rad(-5)),.1) rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(-(math.cos(syne/5)/11)+.575,-1.8+math.cos(syne/2.5)/2-math.cos(syne/5)/6,math.rad(-30)+(math.cos(syne/5)))*CFrame.Angles(math.rad(30)-(math.cos(syne/5)),0,-(math.cos(syne/5)/11)+math.rad(5)),.1) hed.Weld.C0=Lerp(hed.Weld.C0,CFrame.new(0,1.45,.25)*CFrame.Angles(math.rad(30),0,0),.1) rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,-1-math.cos(syne/2.5)/2,2-math.cos(syne/3)*1.5)*CFrame.Angles(math.cos(syne/2.5)/10+math.rad(-3),math.cos(syne/2.5)/10,math.cos(syne/5)/10+math.sin(rutprt.RotVelocity.y/2)/10),.1) end if anim=="Swimming" then rollvalue=rollvalue+4 if rollvalue>=360 then rollvalue=0 end if not armmovement then rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.5,.525-math.cos(syne/8)/6,math.cos(syne/8)/6)*CFrame.Angles(-math.cos(syne/8)/3+math.rad(25),0,math.rad(12.5)),.1) larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.5,.525+math.cos(syne/8)/6,-math.cos(syne/8)/6)*CFrame.Angles(math.cos(syne/8)/3+math.rad(25),0,math.rad(-12.5)),.1) end lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-.55,-1.7+math.cos(syne/4)/4,math.rad(-5)-(math.cos(syne/8)))*CFrame.Angles(math.rad(5)+(math.cos(syne/8)),0,math.rad(-5)),.1) rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(.55,-1.7-math.cos(syne/4)/4,math.rad(-5)+(math.cos(syne/8)))*CFrame.Angles(math.rad(5)-(math.cos(syne/8)),0,math.rad(5)),.1) bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,0),.25) rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,-.4-math.cos(syne/4)/4,-math.cos(syne/4)*1.25)*CFrame.Angles(math.cos(syne/4)/10+math.rad(95),math.cos(syne/4)/10,math.cos(syne/8)/10+math.sin(rutprt.RotVelocity.y/2)/10),.1) end chr.Humanoid.CameraOffset=(rutprt.CFrame:toObjectSpace(hed.CFrame)).p+Vector3.new(0,-1.25,0) if runnin and not disabled and not otheranims and not sitting then chr.Humanoid.WalkSpeed=RunSpeed elseif not runnin and not disabled and not otheranims and not sitting then chr.Humanoid.WalkSpeed=WlkSpeed end if rutprt:findFirstChild("WallRunningVelocitypls") and otheranims then local rei=Ray.new((rutprt.CFrame).p,(((rutprt.CFrame*CFrame.new(0,0,-1)).p)-rutprt.CFrame.p).unit*((bawl.Size.y/2))) local hitpart,hitpos=Workspace:FindPartOnRay(rei,chr) if not hitpart then otheranims=false rutprt:findFirstChild("WallRunningVelocitypls"):Destroy'' else return end end if runnin and (fldb.w or fldb.a or fldb.s or fldb.d) then local rei=Ray.new((rutprt.CFrame).p,(((rutprt.CFrame*CFrame.new(0,0,-1)).p)-rutprt.CFrame.p).unit*((bawl.Size.y/2))) local hitpart,hitpos=Workspace:FindPartOnRay(rei,chr) if hitpart and hitpart.CanCollide then otheranims=true anim="WallRun" if not rutprt:findFirstChild("WallRunningVelocitypls") then local wlvelo=Instance.new("BodyVelocity",rutprt) wlvelo.Name="WallRunningVelocitypls" wlvelo.maxForce=Vector3.new(0,math.huge,0) wlvelo.velocity=Vector3.new(0,RunSpeed*1.2,0) end end else if rutprt:findFirstChild("WallRunningVelocitypls") and otheranims then otheranims=false rutprt:findFirstChild("WallRunningVelocitypls"):destroy'' end end end)
--luacheck: no self local curdir = std.getinfo(1).source:gsub("^(.+[\\/])[^\\/]+$", "%1"):gsub("^@", ""); local mrd = { lang = false; words = {}; dirs = {''}; dict_file = 'dict.mrd'; } local msg = dprint or print local function debug(...) if DEBUG then dprint(...) end end local function cache_add(cache, key, val) table.insert(cache.list, 1, key) local len = #cache.list if len > (cache.len or 128) then local okey = cache.list[len] table.remove(cache.list, len) cache.hash[okey] = nil end cache.hash[key] = val end local function split(str, sep) local words = {} if not str then return words end for w in str:gmatch(sep or "[^ \t]+") do table.insert(words, w) end return words end local function empty(l) l = l:gsub("[ \t]+", "") return l == "" end function mrd:gramtab(path) local f, e = io.open(path or 'rgramtab.tab', 'rb') if not f then return false, e end self.gram = { an = {}; -- by ancodes t = {}; -- by types } for l in f:lines() do if not l:find("^[ \t]*//") and not empty(l) then -- not comments local w = split(l) if #w < 3 then msg("Skipping gram: "..l) else local a = split(w[4], '[^,]+') local an = {} for _, v in ipairs(a) do an[v] = true end an.t = w[3] -- type self.gram.an[w[1]] = an; self.gram.t[w[3]] = an; end end end f:close() end local function section(f, fn, ...) local n = f:read("*line") n = n and tonumber(n) if not n then return false end if n == 0 then return true end for l in f:lines() do -- skip accents if fn then fn(l, ...) end n = n - 1 if n == 0 then break end end return true end local flex_filter local function flex_fn(l, flex, an) l = l:gsub("//.*$", "") local fl = {} for w in l:gmatch("[^%%]+") do local ww = split(w, "[^%*]+") if #ww > 3 or #ww < 1 then msg("Skip lex: ", w, l); else local f = { } if #ww == 1 then f.an = ww[1] f.post = '' else f.post = ww[1] f.an = ww[2] end f.pre = ww[3] or '' local a = an[f.an] if not a then msg("Gram not found. Skip lex: "..f.an) else f.an_name = f.an f.an = a if flex_filter(f) then f.filter = true end table.insert(fl, f) end end end table.insert(flex, fl) end local function pref_fn(l, pref) local p = split(l, "[^,]+") table.insert(pref, p) end --[[ local function dump(vv) local s = '' if type(vv) ~= 'table' then return string.format("%s", tostring(vv)) end for k, v in pairs(vv) do s = s .. string.format("%s = %s ", k, v) end return s end local function gram_dump(v) for _, f in ipairs(v.flex) do local tt = v.pref .. f.pre .. v.t .. f.post print("=== ", tt) for _, v in pairs(f.an) do print(_, v) end end end ]]-- local busy_cnt = 0 local function word_fn(l, self, dict) local norm = mrd.lang.norm local words = self.words local words_list = self.words_list local w = split(l) if #w ~= 6 then msg("Skipping word: "..l) return end if w[1] == '#' then w[1] = '' end local nflex = tonumber(w[2]) or false local an = w[5] if an == '-' then an = false end local an_name = an local npref = tonumber(w[6]) or false if not nflex then msg("Skipping word:"..l) return end nflex = self.flex[nflex + 1] if not nflex then msg("Wrong paradigm number for word: "..l) return end if an then an = self.gram.an[an] if not an then msg("Wrong ancode for word: "..l) return end end if npref then npref = self.pref[npref + 1] if not npref then msg("Wrong prefix for word: "..l) return end end local t = w[1] local num = 0 local used = false for _, v in ipairs(nflex) do if v.filter then for _, pref in ipairs(npref or { '' }) do local tt = norm(pref .. v.pre .. t .. v.post) -- if tt == 'ЗАКРЕПЛЕН' then -- gram_dump { t = t, pref = pref, flex = nflex, an = v.an } -- end if not dict or dict[tt] then local a = {} for kk, _ in pairs(an or {}) do a[kk] = an[kk] end for kk, _ in pairs(v.an) do a[kk] = v.an[kk] end local wds = words[tt] or {} table.insert(wds, { t = t, pref = pref, flex = nflex, an = a }) nflex.used = true used = true if npref then npref.used = true end num = num + 1 if #wds == 1 then words[tt] = wds end end end end end if used then table.insert(words_list, { t = w[1], flex = nflex, pref = npref, an = an_name }) end self.words_nr = self.words_nr + num busy_cnt = busy_cnt + 1 if busy_cnt > 1000 then if std then std.busy(true) end busy_cnt = 0 end return end function mrd:load(path, dict) local f, e = io.open(path or 'morphs.mrd', 'rb') if not f then return false, e end local flex = {} flex_filter = mrd.lang.flex_filter if not section(f, flex_fn, flex, self.gram.an) then return false, "Error in section 1" end self.flex = flex if not section(f) then return false, "Error in section 2" end if not section(f) then return false, "Error in section 3" end local pref = {} if not section(f, pref_fn, pref) then return false, "Error in section 4" end self.pref = pref self.words_nr = 0 self.words = {} self.words_list = {} collectgarbage("stop") if not section(f, word_fn, self, dict) then collectgarbage("restart") return false, "Error in section 4" end collectgarbage("restart") msg("Generated: "..tostring(self.words_nr).." word(s)"); local crc = f:read("*line") if crc then crc = tonumber(crc) end f:close() if std then std.busy(false) end return true, crc end function mrd:dump(path, crc) local f, e = io.open(path or 'dict.mrd', 'wb') if not f then return false, e end local n = 0 for _, v in ipairs(self.flex) do if v.used then v.norm_no = n n = n + 1 end end f:write(string.format("%d\n", n)) for _, v in ipairs(self.flex) do if v.used then local s = '' for _, vv in ipairs(v) do s = s .. '%' if vv.post == '' then s = s..vv.an_name else s = s..vv.post..'*'..vv.an_name end if vv.pre ~= '' then s = s .. '*'..vv.pre end end f:write(s.."\n") end end f:write("0\n") f:write("0\n") n = 0 for _, v in ipairs(self.pref) do if v.used then v.norm_no = n n = n + 1 end end f:write(string.format("%d\n", n)) for _, v in ipairs(self.pref) do if v.used then local s = '' for _, vv in ipairs(v) do if s ~= '' then s = s .. ',' end s = s .. vv end f:write(s.."\n") end end f:write(string.format("%d\n", #self.words_list)) for _, v in ipairs(self.words_list) do local s if v.t == '' then s = '#' else s = v.t end s = s ..' '..tostring(v.flex.norm_no) s = s..' - -' if v.an then s = s .. ' '..v.an else s = s .. ' -' end if v.pref then s = s ..' '..tostring(v.pref.norm_no) else s = s .. ' -' end f:write(s..'\n') end if crc then f:write(string.format("%d\n", crc)) end f:close() end local function gram2an(g) local a = {} for _, v in ipairs(g) do if v:sub(1, 1) == '~' then a[v:sub(2)] = false else a[v] = true end end a.t = nil return a end local lookup_cache = { hash = {}; list = {}; len = 512; } local function hint_append(hint, h) if h == "" or not h then return hint end if hint == "" or not hint then return h end return hint .. ',' .. h end function mrd:lookup(w, g) local key = "" for _, v in ipairs(g or {}) do key = hint_append(key, v) end key = w .. '/'..key local cc = lookup_cache.hash[key] if cc then return cc.w, cc.g end w, g = self:__lookup(w, g) cache_add(lookup_cache, key, { w = w, g = g }) return w, g end function mrd:__lookup(w, g) local ow = w local cap, upper = self.lang.is_cap(w) local tt = self.lang.upper(self.lang.norm(w)) w = self.words[tt] if not w then return false, "No word in dictionary" end local res = {} local gram_compat = self.lang.gram_compat local gram_score = self.lang.gram_score for _, v in ipairs(w) do local flex = v.flex local score = gram_score(v.an, g) local t = v.an.t for _, f in ipairs(flex) do if gram_compat(v.an, f.an, gram2an(g)) then local sc = gram_score(f.an, g) if sc >= 0 then if t ~= f.an.t then sc = sc - 1 end -- todo --[[ local tt = v.pref .. f.pre .. v.t .. f.post if tt == 'ЛЕВЫЙ' or tt == 'ЛЕВОГО' or tt == 'ШЛЕМОМ' then print ("======looking for:", g.noun) for _, v in pairs(g) do print(_, v) end print ("======looking got:", score + sc, sc) print(tt, v.t, score + sc) for _, v in pairs(f.an) do print(_, v) end end ]]-- table.insert(res, { score = score + sc, pos = #res, word = v, flex = f }) end end end end if #res == 0 then return ow, gram2an(g) -- false, "No gram" end table.sort(res, function(a, b) if a.score == b.score then return a.pos < b.pos end return a.score > b.score end) --[[ for i = 1, #res do local w = res[i] local tt = self.lang.lower(w.word.pref .. w.flex.pre .. w.word.t .. w.flex.post) print(i, "res: ", tt, w.score) if tt == 'красный' or tt == 'красного' then for _, v in pairs(w.flex.an) do print(_, v) end end -- print(tt, w.score) end ]]-- w = res[1] local gram = {} for k, v in pairs(w.flex.an) do gram[k] = v end for k, v in pairs(w.word.an) do gram[k] = v end w = self.lang.lower(w.word.pref .. w.flex.pre .. w.word.t .. w.flex.post) if upper then w = self.lang.upper(w) elseif cap then w = self.lang.cap(w) end return w, gram end local word_match = "[^ \t,%-!/:%+&]+" local missed_words = {} local word_cache = { list = {}, hash = {} } function mrd:word(w, ob) local cache = word_cache if ob then if not ob.__word_cache then std.rawset(ob, '__word_cache', { list = {}, hash = {}, len = 32, }) end cache = ob.__word_cache end local key = w local c = cache.hash[key] if c then return std.clone(c[1]), std.clone(c[2]) end local ow = w local s, _ = w:find("/[^/]*$") local g = {} local grams = {} local hints = '' if s then hints = w:sub(s + 1) w = w:sub(1, s - 1) g = split(hints, "[^, ]+") end local found = true local noun = false local lang = self.lang w = w:gsub(word_match, function(t) if noun then return t end local ww, gg if ob then ww, gg = self:dict(ob.__dict, t..'/'..hints) end if not ww then ww, gg = self:dict(game.__dict, t..'/'..hints) end if not ww then ww, gg = self:dict(self.__dict, t..'/'..hints) end noun = gg and gg[lang.gram_t.noun] if not ww then ww, gg = self:lookup(t, g) noun = gg and gg.t == lang.gram_t.noun end if gg and (gg[lang.gram_t.proper] or gg[lang.gram_t.surname]) then noun = false end if not ww then found = false else table.insert(grams, gg) end return ww or t end) if not found then if DEBUG and not tonumber(w) and not missed_words[w] then missed_words[w] = true debug("Can not find word: '"..ow.."'") end end cache_add(cache, key, { w, grams }) return w, grams end function mrd:file(f, dict) dict = dict or {} local ff, e = io.open(f, "rb") if not ff then return false, e end debug("Added file: ", f) for l in ff:lines() do for w in l:gmatch('%-"[^"]+"') do w = w:gsub('^%-"', ""):gsub('"$', "") local words = split(w, '[^|]+') for _, word in ipairs(words) do word = word:gsub("/[^/]*$", "") for ww in word:gmatch(word_match) do local t = self.lang.upper(self.lang.norm(ww)) if not dict[t] and not t:find("%*$") then dict[t] = true; debug("mrd: Added word: ", ww) end end end end end ff:close() return dict end local function str_hint(str) -- str = str:gsub("^%+", "") local s, _ = str:find("/[^/]*$") if not s then return str, "" end if s == 1 then return "", str:sub(2) end return str:sub(1, s - 1), str:sub(s + 1) end local function str_strip(str) return std.strip(str) end local function str_split(str, delim) local a = std.split(str, delim) for k, _ in ipairs(a) do a[k] = str_strip(a[k]) end return a end function mrd:dict(dict, word) if not dict then return end local tab = {} local w, hints = str_hint(word) hints = str_split(hints, ",") local tt = dict[w] if not tt then return end for _, v in ipairs(tt) do local whints = {} local w, h = str_hint(v) local hh = str_split(h, ",") for _, vv in ipairs(hh) do whints[vv] = true end local t = { w, score = 0, pos = #tab, w = w } for _, hv in ipairs(hints) do if hv:sub(1, 1) ~= '~' then if whints[hv] then t.score = t.score + 1 end else if whints[str_strip(hv:sub(2))] then t.score = t.score - 1 end end end t.hints = str_split(hint_append(tt.hints, h), ",") if mrd.lang.gram_t.nom and whints[mrd.lang.gram_t.nom] then t.score = t.score + 0.5 end table.insert(tab, t) end if #tab == 0 then return end table.sort(tab, function(a, b) if a.score == b.score then return a.pos < b.pos end return a.score > b.score end) if tab[1].score > 0 then return tab[1].w, gram2an(tab[1].hints) end end function mrd.dispof(w) if w.raw_word ~= nil then local d = std.call(w, 'raw_word') return d, true end if w.word ~= nil then local d = std.call(w, 'word') return d end return std.titleof(w) or std.nameof(w) end local obj_cache = { hash = {}, list = {}, len = 128 } function mrd:obj(w, n, nn) local hint = '' local hint2, disp, ob, raw if type(w) == 'string' then w, hint = str_hint(w) elseif type(n) == 'string' then hint = n n = nn end if type(w) ~= 'string' then -- w = std.object(w) ob = w disp, raw = self.dispof(w) else disp = w end local d = obj_cache.hash[disp] if not d then d = str_split(disp, '|') if #d == 0 then std.err("Wrong object display: ".. (disp or 'nil'), 2) end -- normalize local nd = {} for k, v in ipairs(d) do w, hint2 = str_hint(v) local dd = raw and { w } or str_split(w, ',') for _, vv in ipairs(dd) do table.insert(nd, { word = vv, hint = hint2 or '', alias = k, idx = _ }) -- for w in vv:gmatch("[^ ]+") do -- table.insert(nd, { word = w, hint = hint2 or '', alias = k, idx = _ }) -- end end end d = nd cache_add(obj_cache, disp, d) end if type(n) == 'table' then local ret = n for _, v in ipairs(d) do table.insert(ret, { word = v.word, hint = hint_append(hint, v.hint), alias = v.alias, idx = v.idx }); end return ob, ret end n = n or (ob and ob.__word_alias) or 1 for k, v in ipairs(d) do if v.alias == n then n = k break end end if not d[n] then n = 1 end w = d[n].word hint2 = d[n].hint return ob, w, hint_append(hint, hint2) end local function noun_append(rc, tab, w) -- w = mrd.lang.norm(w) if tab then table.insert(tab, w) else if rc ~= '' then rc = rc .. '|' end rc = rc .. w end return rc end function mrd:noun_hint(ob, n) if not ob then return '' end if not ob.__hint_cache then std.rawset(ob, '__hint_cache', { list = {}, hash = {}, len = 16, }) end local key = n or ob.__word_alias or 1 local c if type(ob.word) == 'string' then -- do not use caching if function c = ob.__hint_cache.hash[key] end if c then return c end local g = ob and ob:gram('noun', n) or {} local hint = '' local lang = self.lang for _, v in ipairs { lang.gram_t.male, lang.gram_t.female, lang.gram_t.neuter, lang.gram_t.plural, lang.gram_t.live } do if g[v] then hint = hint_append(hint, v) end end if not g[self.lang.gram_t.live] then hint = hint_append(hint, lang.gram_t.nonlive) end if ob then hint = hint_append(hint, "noun") end cache_add(ob.__hint_cache, key, hint) return hint end function mrd:noun(w, n, nn) local hint, ob local rc = '' local tab = false ob, w, hint = self:obj(w, n, nn) if type(w) ~= 'table' then local alias = nn if type(alias) ~= 'number' then alias = n end if type(alias) ~= 'number' then alias = nil end w = {{ word = w, hint = hint, alias = alias }} else tab = {} end for _, v in ipairs(w) do local hint2 = self:noun_hint(ob, v.alias) local m = self:word(v.word .. '/'.. hint_append(v.hint, hint2), ob) rc = noun_append(rc, tab, m) end return tab and tab or rc end local function str_hash(str) local sum = 0 for i = 1, str:len() do sum = sum + string.byte(str, i) end return sum end function mrd:init(l) self.lang = l if type(l.dict) == 'table' then std.obj.dict(self, l.dict) end if self:gramtab(curdir .. "rgramtab.tab") == false then msg("Error while opening gramtab.") return end local _, crc = self:load(mrd.dict_file) self:create(mrd.dict_file, crc) -- create or update end function mrd:create(fname, crc) local dict = {} if not std.readdir then return end for _, d in ipairs(self.dirs) do if d == '' then d = instead.gamepath() end local list = {} for f in std.readdir(d) do if f:find("%.lua$") or f:find("%.LUA$") then table.insert(list, f) end end table.sort(list) for _, f in ipairs(list) do local path = d .. "/" .. f mrd:file(path, dict) end end local sum = 0 for w, _ in pairs(dict) do sum = sum + str_hash(w) sum = sum % 4294967291; end if crc ~= sum then msg("Generating dict.mrd with sum: ", sum) if mrd:load(curdir .. "morphs.mrd", dict) then mrd:dump(fname or 'dict.mrd', sum) else msg("Can not find morph/morphs.mrd") end else msg("Using dict.mrd") end end if std then std.obj.noun = function(self, ...) return mrd:noun(self, ...) end std.obj.Noun = function(self, ...) return mrd.lang.cap(mrd:noun(self, ...)) end std.obj.gram = function(self, ...) local hint, w, gram, _ _, w, hint = mrd:obj(self, ...) _, gram = mrd:word(w .. '/'..hint) local thint = '' local t = mrd.lang.gram_t.noun hint = str_split(hint, ",") local g = gram and gram[1] or {} for _, v in ipairs(gram or {}) do if v.t == t or v[t] then g = v break end end local gg = std.clone(g) for _, v in ipairs(hint) do gg[v] = true end for k, v in pairs(gg) do if v then thint = hint_append(thint, k) end end gg.hint = thint return gg end std.obj.dict = function(self, t) local idx = std.rawget(self, '__dict') or {} for word, v in pairs(t) do local w, hints = str_hint(word) if type(v) == 'table' then idx[w] = v v.hints = hints or "" else if not idx[w] then idx[w] = { hints = "", } end table.insert(idx[w], v .. '/' .. hints) end end std.rawset(self, '__dict', idx) return self end local onew = std.obj.new std.obj.new = function(self, v) if type(v[1]) == 'string' or type(v[1]) == 'function' then v.word = v[1] table.remove(v, 1) end return onew(self, v) end end local mt = getmetatable("") function mt.__unm(v) return v end return mrd --mrd:gramtab() --mrd.lang = require "lang-ru" --mrd:load(false, { [mrd.lang.upper "подосиновики"] = true, [mrd.lang.upper "красные"] = true }) --local w = mrd:word(-"красные подосиновики/рд") --print(w) --mrd:file("mrd.lua")
local myutils = require 'myutils' local utils = require 'utils' local image = require 'image' local BatchProviderVID = torch.class('fbcoco.BatchProviderVID') -- DEBUG flag local DEBUG = false function BatchProviderVID:__init(anno, transformer, opt) assert(transformer,'must provide transformer!') self.anno = anno self.prop_dir = opt.prop_dir self.fg_threshold = opt.fg_threshold self.bg_threshold = opt.bg_threshold self.fg_fraction = opt.fg_fraction self.batch_size = opt.batch_size self.test_batch_size = opt.test_batch_size self.sample_n_per_box = opt.sample_n_per_box self.sample_sigma = opt.sample_sigma self.batch_N = opt.seq_per_batch or 2 self.batch_T = opt.timestep_per_batch or 16 self.frame_stride = opt.frame_stride self.spec_im_size = opt.spec_im_size self.scale = opt.scale or 600 self.max_size = opt.max_size or 1000 self.image_transformer = transformer self.img_dir = opt.img_dir -- how many threads for Parallel feeding self.parallel_roi_batch = opt.parallel_roi_batch or 1 -- whether to focus on the center or not self.seq_center = opt.seq_center or false -- uniformly jitter the scale by this frac self.scale_jitter = opt.scale_jitter or 0 -- default to 0 -- uniformly jitter the scale by this frac self.aspect_jitter = opt.aspect_jitter or 0 -- default to 0 -- likelihood of doing a random crop (in each dimension, independently) self.crop_likelihood = crop_likelihood or 0 -- number of attempts to try to find a valid crop self.crop_attempts = 10 -- a crop must preserve at least this fraction of the iamge self.crop_min_frac = 0.7 -- get a deterministic list of video names self.video_names = myutils.keys(anno) self.non_redundant_sampling = opt.sampling_mode == 'NONE_REDUNDANT' -- 'RANDOM' or 'NONE_REDUNDANT' -- init the video reading list self:shuffle() if self.non_redundant_sampling then self:init_sampling_hist() end -- augment the category name list local category_list if opt.dataset == 'ImageNetVID' then category_list = {'airplane', 'antelope', 'bear', 'bicycle', 'bird', 'bus', 'car', 'cattle', 'dog', 'domestic_cat', 'elephant', 'fox', 'giant_panda', 'hamster', 'horse', 'lion', 'lizard', 'monkey', 'motorcycle', 'rabbit', 'red_panda', 'sheep', 'snake', 'squirrel', 'tiger', 'train', 'turtle', 'watercraft', 'whale', 'zebra' } else assert(false, 'Unknown dataset.') end self.cat_name_to_id = {} self.cat_id_to_name = {} self.class_num = #category_list for cat_id, cat_name in ipairs(category_list) do self.cat_name_to_id[cat_name] = cat_id + 1 -- +1 because we leave 1 to background class self.cat_id_to_name[cat_id + 1] = cat_name end -- initialize a transformer if opt.brightness_var and opt.contrast_var and opt.saturation_var and opt.lighting_var then self.color_jitter = fbcoco.ColorTransformer(opt.brightness_var, opt.contrast_var, opt.saturation_var, opt.lighting_var) else self.color_jitter = nil end -- init a counter array recording the encounter of objects of different categories self.cat_counter = torch.FloatTensor(self.class_num + 1):zero() end function BatchProviderVID:load_prop(video_name) local filename = paths.concat(self.prop_dir, string.format('%s.t7', video_name)) local res = torch.load(filename) return res end function BatchProviderVID:init_sampling_hist() self.sampling_hist = {} for vid_name, vid in pairs(self.anno) do self.sampling_hist[vid_name] = torch.IntTensor(#vid.im_list):zero() end end function BatchProviderVID:get_next_video_idx() self.video_ptr = self.video_ptr + 1 if self.video_ptr > self.video_index_list:nElement() then self:shuffle() end local video_idx = self.video_index_list[self.video_ptr] return video_idx end function BatchProviderVID:shuffle() self.video_index_list = torch.randperm(#self.video_names):long() self.video_ptr = 1 end function BatchProviderVID:getFlows(video_name, frame_seq, flip, transform, spec_im_size) -- sample some jittering parameters flip = flip == 1 -- transform flag if transform == nil then transform = true else transform = transform == 1 end local num_images = frame_seq:nElement() local im_s, im_scale -- load images from disk local flows for ii, frame_idx in ipairs(frame_seq:totable()) do local concise_video_name = paths.basename(video_name) local ptr = frame_idx local u_filename = paths.concat(self.img_dir, 'u', concise_video_name, string.format('frame%.6d.jpg', ptr)) while not myutils.file_exists(u_filename) do --assert(frame_idx - ptr <= 3, 'Fallback too much.') if frame_idx - ptr > 3 then print(string.format('WARNING: file -- %s, |target_idx - actual_idx| = %d', u_filename, frame_idx - ptr)) end ptr = ptr - 1 u_filename = paths.concat(self.img_dir, 'u', concise_video_name, string.format('frame%.6d.jpg', ptr)) end local u = image.load(u_filename, 1, 'float') local ptr = frame_idx local v_filename = paths.concat(self.img_dir, 'v', concise_video_name, string.format('frame%.6d.jpg', ptr)) while not myutils.file_exists(v_filename) do --assert(frame_idx - ptr <= 3, 'Fallback too much.') if frame_idx - ptr > 3 then print(string.format('WARNING: file -- %s, |target_idx - actual_idx| = %d', v_filename, frame_idx - ptr)) end ptr = ptr - 1 v_filename = paths.concat(self.img_dir, 'v', concise_video_name, string.format('frame%.6d.jpg', ptr)) end local v = image.load(v_filename, 1, 'float') if ii == 1 then if spec_im_size ~= nil then im_s = spec_im_size else local im_size = u[1]:size() local im_size_min = math.min(im_size[1],im_size[2]) local im_size_max = math.max(im_size[1],im_size[2]) im_scale = self.scale/im_size_min im_scale = {im_scale, im_scale} im_s = {math.ceil(im_size[1]*im_scale[1]), math.ceil(im_size[2]*im_scale[1])} for dim = 1,2 do if im_s[dim] > self.max_size then local rat = im_s[dim] / self.max_size im_s = {math.ceil(im_s[1] / rat), math.ceil(im_s[2] / rat)} im_scale = {im_scale[1] / rat, im_scale[2] / rat} end end end im_s = {math.floor(im_s[1]), math.floor(im_s[2])} flows = torch.FloatTensor(num_images, 2, im_s[1], im_s[2]):zero() end if flip then u = image.hflip(u) u = 1 - u v = image.hflip(v) end local flow = torch.cat({u, v}, 1) flow = self:scale_flow(flow, im_s[1], im_s[2]) if transform then flow = self.image_transformer:forward(flow) end flows[ii]:copy(flow) end im_s = torch.FloatTensor(im_s) return flows, im_s end function BatchProviderVID:scale_flow(flow, hgt, wid) -- flow: [2, H, W], first x (horizontal) then y local H, W = flow:size(2), flow:size(3) local u = image.scale(flow[1], wid, hgt) local v = image.scale(flow[2], wid, hgt) --u:mul(wid/W) --v:mul(hgt/H) local scaled_flow = torch.cat({u:view(1, hgt, wid), v:view(1, hgt, wid)}, 1) return scaled_flow end function BatchProviderVID:getImages(video_name, frame_seq, flip, transform, spec_im_size) -- Load one video chunk local imgs = {} -- transform flag if transform == nil then transform = true else transform = transform == 1 end -- sample some jittering parameters local num_images = frame_seq:nElement() local aspect_jitter = 1 + (torch.uniform(-1.0,1.0))*self.aspect_jitter local scale_jitter = 1 + (torch.uniform(-1.0,0.0))*self.scale_jitter --local aspect_jitter = 1 + (torch.uniform(-1.5,0.5))*self.aspect_jitter --local scale_jitter = 1 + (torch.uniform(-1.5,0.5))*self.scale_jitter flip = flip == 1 local im_s, im_scale, expand_shape if self.color_jitter then self.color_jitter:SampleColorParams() end -- load images from disk local im_set = {} for ii, frame_idx in ipairs(frame_seq:totable()) do local img_filename = self.anno[video_name].im_list[frame_idx] img_filename = paths.concat(self.img_dir, video_name, img_filename) local im = image.load(img_filename, 3, 'double') im_set[ii] = im end for ii, frame_idx in ipairs(frame_seq:totable()) do local im = im_set[ii] -- perform photometric transformation if self.color_jitter then im = self.color_jitter:forward(im) end if transform then im = self.image_transformer:forward(im) end if flip then im = image.hflip(im) end if ii == 1 then if spec_im_size ~= nil then im_s = spec_im_size else local im_size = im[1]:size() local im_size_min = math.min(im_size[1],im_size[2]) local im_size_max = math.max(im_size[1],im_size[2]) im_scale = self.scale/im_size_min im_scale = im_scale * scale_jitter im_scale = {im_scale * math.sqrt(aspect_jitter), im_scale / math.sqrt(aspect_jitter)} im_s = {math.ceil(im_size[1]*im_scale[1]), math.ceil(im_size[2]*im_scale[2])} for dim = 1,2 do if im_s[dim] > self.max_size then local rat = im_s[dim] / self.max_size im_s = {math.ceil(im_s[1] / rat), math.ceil(im_s[2] / rat)} im_scale = {im_scale[1] / rat, im_scale[2] / rat} end end end im_s = {math.floor(im_s[1]), math.floor(im_s[2])} expand_shape = torch.LongStorage({1, 3, im_s[1], im_s[2]}) end table.insert(imgs, image.scale(im,im_s[2],im_s[1]):view(expand_shape)) end imgs = torch.cat(imgs, 1) im_s = torch.FloatTensor(im_s) return imgs, im_s end function BatchProviderVID:sampleAroundGTBoxes(boxes, n_per_box, sigma) local samples = torch.repeatTensor(boxes, n_per_box, 1) return samples:add(torch.FloatTensor(#samples):normal(0,sigma)) end function BatchProviderVID:organize_boxes(gtboxes, rois, gtlabels, obj_n) if self.sample_n_per_box > 0 and gtboxes:numel() > 0 then local sampled = self:sampleAroundGTBoxes(gtboxes:narrow(2, 1, 4), self.sample_n_per_box, self.sample_sigma) rois = rois:cat(sampled, 1) end -- compute IOU local overlap = torch.FloatTensor(gtboxes:size(1), rois:size(1)) for ii = 1, gtboxes:size(1) do local gtbox = gtboxes[ii] local o = utils.boxoverlap_01(rois, gtbox) overlap[ii] = o end local max_overlap, max_idx = torch.max(overlap, 1) max_overlap = max_overlap:view(-1) max_idx = max_idx:view(-1) local labels = gtlabels:index(1, max_idx) -- pick the foreground and background boxes local fg = max_overlap:ge(self.fg_threshold):nonzero() local fg_boxes, fg_labels, fg_max_idx = nil, nil, nil if fg:nElement() > 0 then fg = fg:view(-1) local fg_num = fg:nElement() fg = fg:index(1, torch.randperm(fg_num)[{{1, math.min(fg_num, self.fg_num_each)}}]:long()) fg_boxes = rois:index(1, fg) fg_labels = labels:index(1, fg) fg_max_idx = max_idx:index(1, fg) end local bg = max_overlap:ge(self.bg_threshold[1]):cmul(max_overlap:lt( self.bg_threshold[2])):nonzero() local bg_boxes, bg_labels, bg_max_idx = nil, nil, nil if bg:nElement() > 0 then bg = bg:view(-1) local bg_num = bg:nElement() bg = bg:index(1, torch.randperm(bg_num)[{{1, math.min(bg_num, self.bg_num_each)}}]:long()) bg_boxes = rois:index(1, bg) bg_labels = torch.IntTensor(bg:nElement()):fill(1) bg_max_idx = max_idx.new(bg:nElement()):zero() end local boxes, labels, correspondance = nil, nil, nil local obj_id = gtboxes[{{}, 5}]:clone() local obj_box = torch.FloatTensor(obj_n, 4):fill(-1) for idx = 1, gtboxes:size(1) do local cur_obj_id = obj_id[idx] obj_box[{cur_obj_id, {}}]:copy(gtboxes[{idx, {1, 4}}]) end gtboxes = gtboxes[{{}, {1, 4}}] if bg:nElement() > 0 and fg:nElement() > 0 then boxes = torch.cat({fg_boxes, bg_boxes}, 1) labels = torch.cat({fg_labels, bg_labels}, 1) correspondance = torch.cat({fg_max_idx, bg_max_idx}, 1) else if bg:nElement() > 0 then boxes = bg_boxes labels = bg_labels correspondance = bg_max_idx elseif fg:nElement() > 0 then boxes = fg_boxes labels = fg_labels correspondance = fg_max_idx else boxes = torch.FloatTensor(0, 4) labels = torch.IntTensor(0) correspondance = torch.LongTensor(0) end end -- add the ground truth box if boxes:nElement() > 0 then boxes = torch.cat({gtboxes, boxes}, 1) labels = torch.cat({gtlabels, labels}, 1) correspondance = torch.cat({torch.range(1, gtlabels:nElement()):type( correspondance:type()), correspondance}, 1) else boxes = gtboxes labels = gtlabels correspondance = torch.range(1, gtlabels:nElement()):type(correspondance:type()) end boxes = boxes:contiguous() return {boxes = boxes, labels = labels, correspondance = correspondance, obj_id = obj_id, obj_box = obj_box} end function BatchProviderVID:gen_rois(box_coll, im_size_coll) local img_counter = 1 local rois, labels, gtboxes = {}, {}, {} for vid_idx, vid in ipairs(box_coll) do local im_size = im_size_coll[vid_idx] for fr_idx, fr in ipairs(vid) do local fr_labels = fr.labels local fr_correspondance = fr.correspondance local fr_boxes = fr.boxes local fr_obj_id = fr.obj_id fr_boxes[{{}, 1}]:mul(im_size[2]) fr_boxes[{{}, 3}]:mul(im_size[2]) fr_boxes[{{}, 2}]:mul(im_size[1]) fr_boxes[{{}, 4}]:mul(im_size[1]) fr_boxes = utils.calibrate_box(torch.round(fr_boxes), im_size[1], im_size[2]) local fr_gtboxes = fr_boxes:clone():zero() local fg_idx = fr_labels:ge(2):nonzero():view(-1) -- all labels > 1 (>= 2) local fg_correspondance = fr_correspondance:index(1, fg_idx) --fr_gtboxes:index(1, fg_idx):copy(fr_boxes:index(1, fg_correspondance)) fr_gtboxes:indexCopy(1, fg_idx, fr_boxes:index(1, fg_correspondance)) fr_boxes = torch.cat({fr_boxes.new(fr_boxes:size(1), 1):fill(img_counter), fr_boxes}, 2) -- this is not the last frame if fr_idx ~= #vid then -- Below are two ways of computing the motion prediction target: -- 1) Making use of all data, from any box --> gtbox at next frame -- 2) Only do prediction from gtbox at current frame --> gtbox at next frame --local obj_idx = fr_obj_id:index(1, fg_correspondance):long() --local tmp_idx = fg_idx local obj_idx = fr_obj_id:long() local tmp_idx = torch.range(1, obj_idx:nElement()):long() local nxt_fr = vid[fr_idx+1] local nxt_fr_obj_box = nxt_fr.obj_box local cand_nxt_fr_gtboxes = nxt_fr_obj_box:index(1, obj_idx) local valid = cand_nxt_fr_gtboxes[{{}, 1}]:ge(0):nonzero():view(-1) cand_nxt_fr_gtboxes = cand_nxt_fr_gtboxes:index(1, valid) tmp_idx = tmp_idx:index(1, valid) end table.insert(rois, fr_boxes) table.insert(gtboxes, fr_gtboxes) table.insert(labels, fr_labels) img_counter = img_counter + 1 end end -- flatten rois = torch.cat(rois, 1) gtboxes = torch.cat(gtboxes, 1) labels = torch.cat(labels, 1) -- compute regression target local bboxregr_vals = torch.FloatTensor(rois:size(1), 4*(self.class_num + 1)):zero() for i,label in ipairs(labels:totable()) do if label > 1 then local out = bboxregr_vals[i]:narrow(1,(label-1)*4 + 1,4) utils.convertTo(out, rois[i]:narrow(1,2,4), gtboxes[i]) out:add(-1,self.bbox_regr.mean):cdiv(self.bbox_regr.std) end end return rois, labels, bboxregr_vals end function BatchProviderVID:squeeze_im_to_tensor(images, im_size) -- create single tensor with all images, padding with zero for different sizes im_size = torch.cat(im_size, 2) local channel = images[1]:size(2) local max_shape = im_size:max(2):view(-1) local im_tensor = torch.FloatTensor(self.batch_N,self.batch_T,channel,max_shape[1],max_shape[2]):zero() for i,v in ipairs(images) do im_tensor[{i, {}, {}, {1,v:size(3)}, {1,v:size(4)}}]:copy(v) end im_tensor = im_tensor:view(self.batch_N*self.batch_T,channel,max_shape[1],max_shape[2]) return im_tensor end function BatchProviderVID:crop_squeeze_im_to_tensor(images, boxes, im_size) -- compute aspect ratios local ar = {} for idx, siz in ipairs(im_size) do ar[idx] = siz[1] / siz[2] end -- create single tensor with all images, padding with zero for different sizes im_size = torch.cat(im_size, 2) local max_shape = im_size:max(2):view(-1) local im_tensor = torch.FloatTensor(self.batch_N,self.batch_T,3,max_shape[1],max_shape[2]):zero() for i,v in ipairs(images) do im_tensor[{i, {}, {}, {1,v:size(3)}, {1,v:size(4)}}]:copy(v) end im_tensor = im_tensor:view(self.batch_N*self.batch_T,3,max_shape[1],max_shape[2]) return im_tensor end -------------------------------------------- function BatchProviderVID:light_sample_target(video_name, frame_idx_seq, flat_flag) -- perform light sample with certain target, without touching ground-truth collectgarbage() -- loop over videos local prop = self:load_prop(video_name) local box_coll = {} for _, frame_idx in ipairs(frame_idx_seq:totable()) do -- get proposals local rois, roi_scores = self:slice_prop(prop, frame_idx) table.insert(box_coll, {rois=rois, roi_scores=roi_scores}) end -- get image local images, im_sizes = self:getImages(video_name, frame_idx_seq, 0, 0) -- scale the boxes into absolute coordinate system local rois = {} local hgt = im_sizes[1] local wid = im_sizes[2] local scaler = torch.FloatTensor({wid, hgt, wid, hgt}):view(1, 4) for frm_idx, frm in ipairs(box_coll) do local roi_scores = frm.roi_scores rois[frm_idx] = utils.calibrate_box(torch.cmul( frm.rois, scaler:expandAs(frm.rois)):round(), hgt, wid) if self.test_batch_size then local sortval, sortidx = torch.sort(roi_scores, 1, true) sortidx = sortidx[{{1, math.min(self.test_batch_size, roi_scores:nElement())}}] rois[frm_idx] = rois[frm_idx]:index(1, sortidx) end end return images, rois end -------------------------------------------- function BatchProviderVID:light_sample(flat_flag, spec_video_name, spec_start_frm) collectgarbage() local collected_N = 0 local box_coll, image_coll, im_size_coll = {}, {}, {} local record = {vid={}, frm={}} -- loop over videos while collected_N < self.batch_N do local video_name if not spec_video_name then local video_idx = self:get_next_video_idx() video_name = self.video_names[video_idx] else video_name = spec_video_name end local obj = self.anno[video_name].obj local prop = self:load_prop(video_name) local T = #self.anno[video_name].im_list local indicator = torch.ByteTensor(T, #obj):zero() local frlen, start_idx, end_idx = {}, {}, {} local vid_box_coll = {} local gtlabels = {} -- figure out how many frames are there for each object for oi, cur_obj in ipairs(obj) do indicator[{{cur_obj.start_frame, cur_obj.end_frame}, oi}]:fill(1) frlen[oi] = cur_obj.end_frame - cur_obj.start_frame + 1 start_idx[oi] = cur_obj.start_frame end_idx[oi] = cur_obj.end_frame gtlabels[oi] = self.cat_name_to_id[cur_obj.category] assert(gtlabels[oi] ~= nil) end frlen = torch.IntTensor(frlen) gtlabels = torch.IntTensor(gtlabels) local min_len = (self.batch_T - 1) * self.frame_stride + 1 local valid_oi = torch.nonzero(frlen:ge(min_len)) if valid_oi:nElement() > 0 then valid_oi = valid_oi:view(-1) collected_N = collected_N + 1 record.vid[collected_N] = video_name record.frm[video_name] = {} local oi = valid_oi[{torch.random(valid_oi:nElement())}] local oi_start_idx = start_idx[oi] local oi_end_idx = end_idx[oi] local fi_start if not self.non_redundant_sampling then fi_start = torch.random(oi_start_idx, oi_end_idx - min_len + 1) else local hit = self.sampling_hist[video_name][{{oi_start_idx, oi_end_idx - min_len + 1}}] local randperb = torch.randperm(hit:nElement()):type('torch.LongTensor') local randperb_hit = hit:index(1, randperb) local _, min_idx = torch.min(randperb_hit, 1) min_idx = randperb[min_idx[1]] hit[min_idx] = hit[min_idx] + 1 fi_start = oi_start_idx + min_idx - 1 end if spec_start_frm then fi_start = spec_start_frm end local fi_end = fi_start + min_len - 1 for _, frame_idx in ipairs(torch.range(fi_start, fi_end, self.frame_stride):totable()) do table.insert(record.frm[video_name], frame_idx) local frame_valid_oi = torch.nonzero(indicator[frame_idx]):view(-1) -- get ground truth boxes local gtboxes = torch.FloatTensor(frame_valid_oi:nElement(), 4):zero() for ii, oii in ipairs(frame_valid_oi:totable()) do --local tmp_idx = torch.nonzero(obj[oii].boxes[{{}, 2}]:eq(frame_idx)):view(-1) local tmp_idx = frame_idx - obj[oii].start_frame + 1 gtboxes[ii] = obj[oii].boxes[{tmp_idx, {3, 6}}] end -- get proposals local rois, roi_scores = self:slice_prop(prop, frame_idx) -- select top K if self.test_batch_size then local sortval, sortidx = torch.sort(roi_scores, 1, true) sortidx = sortidx[{{1, math.min(self.test_batch_size, sortidx:nElement())}}] rois = rois:index(1, sortidx) end -- match rois and gtboxes table.insert(vid_box_coll, {rois=rois, roi_scores=roi_scores, gtboxes=gtboxes}) end table.insert(box_coll, vid_box_coll) -- get image local frame_seq = torch.range(fi_start, fi_end, self.frame_stride) local images, im_sizes images, im_sizes = self:getImages(video_name, frame_seq, 0, 0) table.insert(image_coll, images) table.insert(im_size_coll, im_sizes) record.frm[video_name] = torch.IntTensor(record.frm[video_name]) end end -- scale the boxes into absolute coordinate system local rois = {} for vid_idx, vid in ipairs(box_coll) do local hgt = im_size_coll[vid_idx][1] local wid = im_size_coll[vid_idx][2] local scaler = torch.FloatTensor({wid, hgt, wid, hgt}):view(1, 4) local vid_rois = {} for frm_idx, frm in ipairs(vid) do table.insert(vid_rois, utils.calibrate_box(torch.cmul( frm.rois, scaler:expandAs(frm.rois)):round(), hgt, wid)) end table.insert(rois, vid_rois) end if flat_flag then image_coll = self:squeeze_im_to_tensor(image_coll, im_size_coll) local new_rois = {} for vid_idx, vid in ipairs(rois) do for frm_idx, frm in ipairs(vid) do table.insert(new_rois, frm) end end rois = new_rois end -- pack im_size_coll into record record.im_size = im_size_coll return image_coll, rois, record end function BatchProviderVID:slice_prop(prop, frame_idx) local rois, roi_scores if torch.isTensor(prop.boxes) then rois = prop.boxes[{frame_idx, {}, {}}] roi_scores = prop.scores[{{}, frame_idx}] elseif torch.type(prop.boxes) == 'table' then rois = prop.boxes[frame_idx] roi_scores = prop.scores[frame_idx] else assert(false, 'Unknown proposal format.') end return rois, roi_scores end function BatchProviderVID:sample() collectgarbage() self.fg_num_each = self.fg_fraction * self.batch_size self.bg_num_each = self.batch_size - self.fg_num_each local collected_N = 0 local box_coll, image_coll, im_size_coll = {}, {}, {} local do_flip = torch.FloatTensor(self.batch_N):random(0,1) local batch_large_hw_ratio -- loop over videos while collected_N < self.batch_N do local video_idx = self:get_next_video_idx() local video_name = self.video_names[video_idx] local obj = self.anno[video_name].obj local prop = self:load_prop(video_name) local T = #self.anno[video_name].im_list local indicator = torch.ByteTensor(T, #obj):zero() local frlen, start_idx, end_idx = {}, {}, {} local vid_box_coll = {} local gtlabels = {} -- figure out how many frames are there for each object for oi, cur_obj in ipairs(obj) do indicator[{{cur_obj.start_frame, cur_obj.end_frame}, oi}]:fill(1) frlen[oi] = cur_obj.end_frame - cur_obj.start_frame + 1 start_idx[oi] = cur_obj.start_frame end_idx[oi] = cur_obj.end_frame gtlabels[oi] = self.cat_name_to_id[cur_obj.category] assert(gtlabels[oi] ~= nil) end frlen = torch.IntTensor(frlen) gtlabels = torch.IntTensor(gtlabels) local min_len = (self.batch_T - 1) * self.frame_stride + 1 local valid_oi = torch.nonzero(frlen:ge(min_len)) -- figure out the aspect ratio local large_hw_ratio if self.anno[video_name].im_size and self.anno[video_name].im_size:nElement() > 0 then local hgt = self.anno[video_name].im_size[1][1] local wid = self.anno[video_name].im_size[1][2] large_hw_ratio = (hgt/wid) > 1 else local img_filename = self.anno[video_name].im_list[1] img_filename = paths.concat(self.img_dir, video_name, img_filename) local im = image.load(img_filename, 3, 'double') large_hw_ratio = (im:size(2) / im:size(3)) > 1 end if collected_N == 0 then batch_large_hw_ratio = large_hw_ratio end if valid_oi:nElement() > 0 and batch_large_hw_ratio == large_hw_ratio then valid_oi = valid_oi:view(-1) collected_N = collected_N + 1 local flip = do_flip[collected_N] == 1 --local oi = valid_oi[{torch.random(valid_oi:nElement())}] local _, oi = torch.min(self.cat_counter:index(1, gtlabels:index(1, valid_oi):long()), 1) oi = valid_oi[oi[1]] local oi_start_idx = start_idx[oi] local oi_end_idx = end_idx[oi] local fi_start if not self.non_redundant_sampling then fi_start = torch.random(oi_start_idx, oi_end_idx - min_len + 1) else local hit = self.sampling_hist[video_name][{{oi_start_idx, oi_end_idx - min_len + 1}}] local randperb = torch.randperm(hit:nElement()):type('torch.LongTensor') local randperb_hit = hit:index(1, randperb) local _, min_idx = torch.min(randperb_hit, 1) min_idx = randperb[min_idx[1]] hit[min_idx] = hit[min_idx] + 1 fi_start = oi_start_idx + min_idx - 1 end local fi_end = fi_start + min_len - 1 for _, frame_idx in ipairs(torch.range(fi_start, fi_end, self.frame_stride):totable()) do local frame_valid_oi = torch.nonzero(indicator[frame_idx]):view(-1) -- get ground truth boxes local gtboxes = torch.FloatTensor(frame_valid_oi:nElement(), 5):zero() for ii, oii in ipairs(frame_valid_oi:totable()) do --local tmp_idx = torch.nonzero(obj[oii].boxes[{{}, 2}]:eq(frame_idx)):view(-1) local tmp_idx = frame_idx - obj[oii].start_frame + 1 gtboxes[{ii, {1, 4}}]:copy(obj[oii].boxes[{tmp_idx, {3, 6}}]) gtboxes[{ii, 5}] = oii end -- get proposals local rois, roi_scores = self:slice_prop(prop, frame_idx) if flip then rois = utils.flipBoxes_01(rois) gtboxes = utils.flipBoxes_01(gtboxes) end -- match rois and gtboxes table.insert(vid_box_coll, self:organize_boxes(gtboxes, rois, gtlabels:index(1, frame_valid_oi), #obj)) end table.insert(box_coll, vid_box_coll) -- get image local frame_seq = torch.range(fi_start, fi_end, self.frame_stride) local images, im_sizes images, im_sizes = self:getImages(video_name, frame_seq, do_flip[collected_N], 1, self.spec_im_size) table.insert(image_coll, images) table.insert(im_size_coll, im_sizes) end end -- put all images into a giant tensor local images = self:squeeze_im_to_tensor(image_coll, im_size_coll) -- get rois and regression target local rois, labels, bboxregr_vals = self:gen_rois(box_coll, im_size_coll) ---- DIAGONOZE DISPLAY if DEBUG then local qtwidget = require 'qtwidget' local win = qtwidget.newwindow(images:size(4), images:size(3)) for debug_idx = 1, rois:size(1) do local debug_label = labels[debug_idx] if debug_label > 1 then local debug_img_idx = rois[debug_idx][1] local out = bboxregr_vals[debug_idx]:narrow(1,(debug_label-1)*4 + 1,4) out:cmul(self.bbox_regr.std):add(1,self.bbox_regr.mean) local raw_box = rois[{debug_idx, {2, 5}}] utils.convertFrom(out, raw_box, out) local x1 = out[1] local y1 = out[2] local x2 = out[3] local y2 = out[4] image.display({image = images[{debug_img_idx, {}, {}, {}}], win = win}) win:fill() win:rectangle(x1, y1, x2-x1+1, y2-y1+1) win:stroke() print(string.format('cat:%s', self.cat_id_to_name[debug_label])) print('-----') end end end if self.seq_center then assert(self.batch_T % 2 == 1, 'You need to have odd number of frames to do seq_center mode.') local center_frm_idx = (self.batch_T - 1) / 2 + 1 local center_idx = rois[{{}, 1}]:eq(center_frm_idx):nonzero():view(-1) rois = rois:index(1, center_idx) labels = labels:index(1, center_idx) bboxregr_vals = bboxregr_vals:index(1, center_idx) end if self.parallel_roi_batch > 1 then local roi_n = rois:size(1) local img_n = images:size(1) rois = torch.cat({rois, torch.range(1, roi_n):float():view(roi_n, 1)}, 2) local batch_n = img_n / self.parallel_roi_batch local roi_img_idx = rois[{{}, 1}] local roi_by_img = {} local roi_count_by_img = {} for idx = 1, img_n do local val_roi_idx = roi_img_idx:eq(idx):nonzero() assert(val_roi_idx:nElement() > 0, 'It cant be true that there is no roi at all for an image.') val_roi_idx = val_roi_idx:view(-1) roi_by_img[idx] = rois:index(1, val_roi_idx) roi_count_by_img[idx] = roi_by_img[idx]:size(1) end roi_count_by_img = torch.FloatTensor(roi_count_by_img) local max_rois = torch.max(roi_count_by_img) for idx = 1, img_n do local mod_idx = (idx - 1) % batch_n + 1 roi_by_img[idx][{{}, 1}]:fill(mod_idx) if roi_count_by_img[idx] < max_rois then local fill_n = max_rois - roi_count_by_img[idx] local candTensor if fill_n > roi_by_img[idx]:size(1) then local K = math.ceil(fill_n / roi_by_img[idx]:size(1)) candTensor = torch.repeatTensor(roi_by_img[idx], K, 1) else candTensor = roi_by_img[idx] end roi_by_img[idx] = torch.cat({candTensor[{{1, fill_n}, {}}], roi_by_img[idx]}, 1) end end rois = torch.cat(roi_by_img, 1) local sel_idx = rois[{{}, 6}]:long() rois = rois[{{}, {1,5}}] labels = labels:index(1, sel_idx) bboxregr_vals = bboxregr_vals:index(1, sel_idx) end local batches = {images, rois} local targets = {labels, {labels, bboxregr_vals}, g_donkey_idx} -- stats local counts = torch.histc(labels:float(), self.class_num+1, 1, self.class_num+1) self.cat_counter = self.cat_counter + counts return batches, targets end function BatchProviderVID:mine_hard_neg(scan_score, gt_class, opt) self.logsoftmax = self.logsoftmax or nn.LogSoftMax():cuda() local backprop_fg_num = math.floor(opt.backprop_batch_size * opt.fg_fraction) local backprop_bg_num = opt.backprop_batch_size - backprop_fg_num local prob = self.logsoftmax:forward(scan_score) local flat_idx = gt_class + torch.range(0, opt.num_classes * (prob:size(1) - 1), opt.num_classes):cuda() local gt_prob = prob:view(-1):index(1, flat_idx:long()) local pos_idx = gt_class:gt(1):nonzero() if pos_idx:nElement() > 0 then pos_idx = pos_idx:view(-1) local pos_n = pos_idx:nElement() local sel_idx = torch.randperm(pos_n):narrow(1, 1, math.min(backprop_fg_num, pos_n)) pos_idx = pos_idx:index(1, sel_idx:long()) end local neg_idx = gt_class:eq(1):nonzero() if neg_idx:nElement() > 0 then neg_idx = neg_idx:view(-1) local y, i = torch.sort(gt_prob:index(1, neg_idx), 1) i = i:narrow(1, 1, math.min(backprop_bg_num, neg_idx:nElement())) neg_idx = neg_idx:index(1, i) end local final_idx if pos_idx:nElement() > 0 and neg_idx:nElement() > 0 then final_idx = torch.cat({pos_idx, neg_idx}, 1):long() elseif pos_idx:nElement() > 0 then final_idx = pos_idx:long() elseif neg_idx:nElement() > 0 then final_idx = neg_idx:long() else assert(false, 'Unexpected.') end return final_idx end function BatchProviderVID:mine_hard_neg_v2(scan_box, scan_score, gt_class, opt) self.logsoftmax = self.logsoftmax or nn.LogSoftMax():cuda() local N = scan_score:size(1) local prob = self.logsoftmax:forward(scan_score) local flat_idx = gt_class + torch.range(0, opt.num_classes * (N - 1), opt.num_classes):cuda() local gt_prob = prob:view(-1):index(1, flat_idx:long()) local sortval, sortidx = torch.sort(gt_prob, 1) local box = torch.FloatTensor(N, 5) box:narrow(2, 1, 4):copy(scan_box:index(1, sortidx)) box:select(2, 5):copy(-sortval) local final_idx = utils.nms_dense(box, opt.ohem_nms_thresh) final_idx = sortidx:index(1, final_idx) final_idx = final_idx:narrow(1, 1, math.min(opt.backprop_batch_size, final_idx:nElement())) return final_idx end
object_intangible_vehicle_mustafar_panning_droid_pcd = object_intangible_vehicle_shared_mustafar_panning_droid_pcd:new { } ObjectTemplates:addTemplate(object_intangible_vehicle_mustafar_panning_droid_pcd, "object/intangible/vehicle/mustafar_panning_droid_pcd_.iff")
return { canonShootingFrequency = 2, -- shoots per second canonBulletsVelocity = 20, -- meters per second spaceShipForwardVelocity = 10, -- meters per second asteroidsAngularVelocityRange = {-math.pi, math.pi}, -- radians per second explosionDuration = 0.1, -- seconds manoeuveringEnginesThrust = 100000, -- newtons spaceShipMass = 5000, -- kilograms initialAsteroidAppearanceFrequency = 1, -- number per seconds asteroidAppearanceFrequencyIncrease = 0.01 -- number per seconds }
function curry(func, ...) local args = {...} local cArgs = #args return function(...) local m = select('#', ...) for i = 1, m do args[cArgs + i] = select(i, ...) end return func(unpack(args, 1, cArgs + m)) end end
require "scripts.core.ability" require "gamemode.Spark.modifiers.modifier_piercing_light" PiercingLight = class(Ability) function PiercingLight:OnCreated () self:SetCastingBehavior(CastingBehavior(CastingBehavior.PASSIVE)); end function PiercingLight:GetModifiers () return { "modifier_piercing_light" } end return PiercingLight
-- rocket_flare return { ["rocket_flare"] = { usedefaultexplosions = false, largeflash = { air = true, class = [[CBitmapMuzzleFlame]], count = 1, ground = true, underwater = 1, water = true, properties = { colormap = [[1.0 0.5 0.2 0.01 0.7 0.2 0.1 0.1 0.5 0.2 0.1 0.01]], dir = [[dir]], frontoffset = 0, fronttexture = [[muzzlefront]], length = -25, sidetexture = [[muzzleside]], size = -5, sizegrowth = 0.75, ttl = 13, }, }, waterball2 = { air = false, class = [[CSimpleParticleSystem]], count = 1, ground = true, underwater = 1, water = true, properties = { airdrag = 1, colormap = [[0.1 0.1 0.1 1 0.1 0.1 0.1 0.8 0.1 0.1 0.1 0.8 0 0 0 0.01]], directional = true, emitdir = [[0, 0.5, 0]], emitrot = 90, emitrotspread = 0, emitvector = [[0, 1, 0]], gravity = [[0, 0, 0]], numparticles = 260, particlelife = 4, particlelifespread = 70, particlesize = [[8 r12]], particlesizespread = 0, particlespeed = [[12.7 r1]], particlespeedspread = 0, pos = [[0 r-10 r10, 5 r20, 0 r-10 r10]], sizegrowth = [[0.50 r-1.6]], sizemod = 1.0, texture = [[clouds2]], useairlos = true, }, }, smoke2 = { air = true, class = [[CSimpleParticleSystem]], count = 1, ground = true, water = true, properties = { airdrag = 0.8, colormap = [[1 1 1 1.0 0 0 0 0.01]], directional = true, emitrot = 0, emitrotspread = 10, emitvector = [[dir]], gravity = [[0, 0.09,0]], numparticles = 20, particlelife = 30, particlelifespread = 10, particlesize = 2, particlesizespread = 3, particlespeed = 1, particlespeedspread = 12, pos = [[0, 0, 0]], sizegrowth = 0.2, sizemod = 1.0, texture = [[smoke]], }, }, }, ["cannon_flare"] = { usedefaultexplosions = false, largeflash = { air = true, class = [[CBitmapMuzzleFlame]], count = 1, ground = true, underwater = 1, water = true, properties = { colormap = [[1.0 0.5 0.2 0.01 0.7 0.2 0.1 0.1 0.5 0.2 0.1 0.01]], dir = [[dir]], frontoffset = 0, fronttexture = [[muzzlefront]], length = -25, sidetexture = [[muzzleside]], size = -5, sizegrowth = 0.75, ttl = 13, }, }, smoke2 = { air = true, class = [[CSimpleParticleSystem]], count = 1, ground = true, water = true, properties = { airdrag = 0.8, colormap = [[1 1 1 1.0 0 0 0 0.01]], directional = true, emitrot = 0, emitrotspread = 10, emitvector = [[dir]], gravity = [[0, 0.19,0]], numparticles = 20, particlelife = 30, particlelifespread = 0, particlesize = 2, particlesizespread = 3, particlespeed = -1, particlespeedspread = -12, pos = [[0, 0, 0]], sizegrowth = 0.5, sizemod = 1.0, texture = [[smoke]], }, }, }, }
--[[ Netherstorm -- Nuramoc.lua This script was written and is protected by the GPL v2. This script was released by BlackHer0 of the BLUA Scripting Project. Please give proper accredidations when re-releasing or sharing this script with others in the emulation community. ~~End of License Agreement -- BlackHer0, September, 29th, 2008. ]] function Nuramoc_OnEnterCombat(Unit,Event) Unit:RegisterEvent("Nuramoc_Lightning",2000,0) Unit:RegisterEvent("Nuramoc_Bolt",4000,0) Unit:RegisterEvent("Nuramoc_Shield",5000,0) end function Nuramoc_Lightning(Unit,Event) Unit:FullCastSpellOnTarget(15797,Unit:GetClosestPlayer()) end function Nuramoc_Bolt(Unit,Event) Unit:FullCastSpellOnTarget(21971,Unit:GetClosestPlayer()) end function Nuramoc_Shield(Unit,Event) Unit:CastSpell(38905) end function Nuramoc_OnLeaveCombat(Unit,Event) Unit:RemoveEvents() end function Nuramoc_OnDied(Unit,Event) Unit:RemoveEvents() end RegisterUnitEvent (20932, 1, "Nuramoc_OnEnterCombat") RegisterUnitEvent (20932, 2, "Nuramoc_OnLeaveCombat") RegisterUnitEvent (20932, 4, "Nuramoc_OnDied")
-- This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild -- -- This file is compatible with Lua 5.3 local class = require("class") require("kaitaistruct") local stringstream = require("string_stream") SwitchRepeatExprInvalid = class.class(KaitaiStruct) function SwitchRepeatExprInvalid:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function SwitchRepeatExprInvalid:_read() self.code = self._io:read_u1() self.size = self._io:read_u4le() self._raw_body = {} self.body = {} for i = 0, 1 - 1 do local _on = self.code if _on == 255 then self._raw_body[i + 1] = self._io:read_bytes(self.size) local _io = KaitaiStream(stringstream(self._raw_body[i + 1])) self.body[i + 1] = SwitchRepeatExprInvalid.One(_io, self, self._root) elseif _on == 34 then self._raw_body[i + 1] = self._io:read_bytes(self.size) local _io = KaitaiStream(stringstream(self._raw_body[i + 1])) self.body[i + 1] = SwitchRepeatExprInvalid.Two(_io, self, self._root) else self.body[i + 1] = self._io:read_bytes(self.size) end end end SwitchRepeatExprInvalid.One = class.class(KaitaiStruct) function SwitchRepeatExprInvalid.One:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function SwitchRepeatExprInvalid.One:_read() self.first = self._io:read_bytes_full() end SwitchRepeatExprInvalid.Two = class.class(KaitaiStruct) function SwitchRepeatExprInvalid.Two:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function SwitchRepeatExprInvalid.Two:_read() self.second = self._io:read_bytes_full() end
local Action = require "action" local Unequip = Action:extend() Unequip.name = "unequip" Unequip.targets = {targets.Unequip} function Unequip:perform(level) local equipment = self:getTarget(1) self.owner.slots[equipment.slot] = false end return Unequip
----------------------------------- -- Area: Riverne-Site_B01 ----------------------------------- require("scripts/globals/zone") ----------------------------------- zones = zones or {} zones[tpz.zone.RIVERNE_SITE_B01] = { text = { ITEM_CANNOT_BE_OBTAINED = 6382, -- You cannot obtain the <item>. Come back after sorting your inventory. ITEM_OBTAINED = 6388, -- Obtained: <item>. GIL_OBTAINED = 6389, -- Obtained <number> gil. KEYITEM_OBTAINED = 6391, -- Obtained key item: <keyitem>. NOTHING_OUT_OF_ORDINARY = 6402, -- There is nothing out of the ordinary here. CONQUEST_BASE = 7049, -- Tallying conquest results... SD_VERY_SMALL = 7585, -- The spatial displacement is very small. If you only had some item that could make it bigger... SD_HAS_GROWN = 7586, -- The spatial displacement has grown. SPACE_SEEMS_DISTORTED = 7587, -- The space around you seems oddly distorted and disrupted. MONUMENT = 7593, -- Something has been engraved on this stone, but the message is too difficult to make out. GROUND_GIVING_HEAT = 7595, -- The ground here is giving off heat. BAHAMUT_TAUNT = 7663, -- Children of Vana'diel, what do you think to accomplish by fighting for your lives? You know your efforts are futile, yet still you resist... HOMEPOINT_SET = 7699, -- Home point set! }, mob = { IMDUGUD_PH = { [16896101] = 16896107, -- 650.770 20.052 676.513 [16896102] = 16896107, -- 643.308 20.049 652.354 [16896103] = 16896107, -- 669.574 19.215 623.129 [16896104] = 16896107, -- 691.504 21.296 583.884 [16896105] = 16896107, -- 687.199 21.161 582.560 [16896106] = 16896107, -- 666.737 20.012 652.352 }, UNSTABLE_CLUSTER = 16896155, }, npc = { DISPLACEMENT_OFFSET = 16896183, }, } return zones[tpz.zone.RIVERNE_SITE_B01]
ITEM.name = "Revolver" ITEM.desc = "A slow yet powerful firearm that fires .44 Magnum Rounds" ITEM.model = "models/arxweapon/revolver.mdl" ITEM.class = "m9k_mrp_revolver" ITEM.weaponCategory = "sidearm" ITEM.width = 2 ITEM.height = 1 ITEM.price = 300
local S = contraptions_mod.S minetest.register_node("useful_contraptions:vacuum_putter_on", { description = S("Vacuuming Putter"), _doc_items_longdesc = S("A vacuuming putter that collects items in its range and puts them into a chest below."), _doc_items_usagehelp = S("Right-click the vacuuming putter or send a mesecon signal to it, to switch it on or off."), tiles = {"factory_belt_bottom.png^factory_ring_green.png", "factory_belt_bottom.png", "factory_belt_bottom_clean.png", "factory_belt_bottom_clean.png", "factory_belt_bottom_clean.png", "factory_belt_bottom_clean.png"}, groups = {cracky=3, not_in_creative_inventory=1, mesecon_effector_off = 1}, drawtype = "nodebox", paramtype = "light", is_ground_content = true, drop="useful_contraptions:vacuum_putter_off", mesecons = {effector = { action_off = function(pos, node) minetest.swap_node(pos, {name = "useful_contraptions:vacuum_putter_off", param2 = node.param2}) end }}, on_rightclick = function (pos, node) minetest.swap_node(pos, {name = "useful_contraptions:vacuum_putter_off", param2 = node.param2}) end }) minetest.register_node("useful_contraptions:vacuum_putter_off", { description = S("Vacuuming Putter"), _doc_items_longdesc = S("A vacuuming putter that collects items in its range and puts them into a chest below."), _doc_items_usagehelp = S("Right-click the vacuuming putter or send a mesecon signal to it, to switch it on or off."), tiles = {"factory_belt_bottom.png^factory_ring_red.png", "factory_belt_bottom.png", "factory_belt_bottom_clean.png", "factory_belt_bottom_clean.png", "factory_belt_bottom_clean.png", "factory_belt_bottom_clean.png"}, groups = {cracky=3, mesecon_effector_on = 1}, drawtype = "nodebox", paramtype = "light", is_ground_content = true, mesecons = {effector = { action_on = function(pos, node) minetest.swap_node(pos, {name = "useful_contraptions:vacuum_putter_on", param2 = node.param2}) end }}, on_rightclick = function (pos, node) minetest.swap_node(pos, {name = "useful_contraptions:vacuum_putter_on", param2 = node.param2}) end }) minetest.register_abm({ nodenames = {"useful_contraptions:vacuum_putter_on"}, neighbors = nil, interval = 1, chance = 1, action = function(pos) local all_objects = minetest.get_objects_inside_radius(pos, 0.8) for _,obj in ipairs(all_objects) do if not obj:is_player() and obj:get_luaentity() and (obj:get_luaentity().name == "__builtin:item") then local b = {x = pos.x, y = pos.y - 1, z = pos.z,} local target = minetest.get_node(b) local stack = ItemStack(obj:get_luaentity().itemstring) if table.indexof(contraptions_mod.putter_targets, target.name) ~= -1 then local meta = minetest.env:get_meta(b) local inv = meta:get_inventory() if inv:room_for_item("main", stack) then inv:add_item("main", stack) obj:remove() end end end end all_objects = contraptions_mod.get_objects_with_square_radius({x = pos.x, y = pos.y + 3, z = pos.z}, 2) for _,obj in ipairs(all_objects) do if not obj:is_player() and obj:get_luaentity() and (obj:get_luaentity().name == "__builtin:item" or obj:get_luaentity().name == "useful_contraptions:moving_item") then obj:moveto({x = pos.x, y = pos.y + 0.5, z = pos.z}) end end end, })
local Suite=CreateTestSuite("wow.api.Buffs"); function Suite:TestBuff() Assert.Succeed(UnitBuff, "Unit buff must succeed"); end;