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return Def.ActorFrame{ Def.Sprite { Texture=NOTESKIN:GetPath( '_down', 'tap mine' ); Frame0000=0; Delay0000=1; InitCommand=function(self) self:spin():effectclock('beat'):effectmagnitude(0,0,32) end; }; };
local screenX, screenY = guiGetScreenSize() local panelState = false local bgWidth = 900 local bgHeight = 570 local bgPosX = (screenX / 2) - (bgWidth / 2) local bgPosY = (screenY / 2) - (bgHeight / 2) local bgMargin = 3 local titleFont = false local itemFont = false local mainColumnWidth = 300 local mainColumnHeight = bgHeight - 90 local mainColumnPosX = bgPosX + 10 local mainColumnPosY = bgPosY + 40 local mainColumnTitle = "Categorias:" local selectedColumnTitle = "Descrição:" local notificationText = "" local notificationTick = 0 local selectWidth = 400 local selectHeight = 120 local selectPosX = (screenX / 2) - (selectWidth / 2) local selectPosY = (screenY / 2) - (selectHeight / 2) local infoWidth = 600 local infoHeight = 400 local infoPosX = (screenX / 2) - (infoWidth / 2) local infoPosY = (screenY / 2) - (infoHeight / 2) local infoText = "" local availableCategories = { [1] = { ["name"] = "Primeiros Passos", ["imagePath"] = "arquivos/imagens/18.png", ["subCategories"] = { [1] = { ["name"] = "Regras Gerais", ["imagePath"] = false, ["description"] = "#d9534fLínguagem principal do servidor é o Português#ffffff, o que significa\ que é a única língua que você pode usar na caixa de mensagens.\ No entanto, você pode usar qualquer língua ao enviar mensagens\ privadas\ \ #d9534fOfenças e xingamentos é proíbido#ffffff\ \ Falta de conhecimento sobre as regras não significa que você\ não vá cumprilas.\ \ #2F7CCCVocê pode encontrar todas as regras em: www.vdbg.org" }, [2] = { ["name"] = "Controles", ["imagePath"] = false, ["description"] = "Os #2F7CCCcomandos#ffffff do servidor você pode encontrar\ em nosso #2F7CCCfórum#ffffff, até porque temos um monte de comandos\ e binds vínculadas e personalizadas.\ \ #d9534fAlém dos comandos você encontra muitos outros recursos.#ffffff\ \ @ #2F7CCCwww.vdbg.org" }, [3] = { ["name"] = "Estilos de Chat", ["imagePath"] = false, ["description"] = "VDBGaming tem diferentes tipos de #2F7CCCbate-papos#ffffff com várias finalidades.\ \ Pressione 'T' para usar o #2F7CCCchat principal#ffffff.\ O #2F7CCCbate-papo mais monitorado#ffffff onde é forçado a ser falado #2F7CCCportuguês.#ffffff\ #d9534fSpams, inundações e publicidade #ffffffsão totalmente proíbidos,\ Pressione 'o' para usar o #FFBF00Chat local#ffffff. Este chat foi criado para que \ os jogadores seria capaz de conversar com #2F7CCCoutros jogadores nas\ proximidades.#ffffff\ Pressione Y para usar o #FFBF00bate papo de equipe#ffffff\ Equipe de bate-papo foi criado para que você e os outros #2F7CCCjogadores\ da mesma equipe#ffffff '#d9534fCriminoso, #428bcaCidadão, #4aabd0Policial#ffffff' e etc.\ O #FFBF00Bate-papo do veículo#ffffff fica disponível com: /cc [texto] para usá-lo.\ Se você estiver em um veículo, você pode usar este \ bate-papo para falar com os ocupantes do veículo.\ " }, [4] = { ["name"] = "Selecionar uma Equipe", ["imagePath"] = false, ["description"] = "Temos #FFBF00Três grupos principais#ffffff em nosso servidor\ \ #d9534fCriminoso\ #428bcaCidadão\ #4aabd0Policial\ \ #ffffffCada grupo tem um papel diferente, \ a maioria pode ser adivinhado pelo nome dele \ Você pode #428bcadescobrir mais sobre os grupos#ffffff \ se você ler sobre, ou visitar o nosso site \ \ VDBGaming #428bca @ www.vdbg.org" }, [5] = { ["name"] = "HUD", ["imagePath"] = false, ["description"] = "#d9534fO artigo a seguir ainda não fui adicionado ao banco de dados." --["price"] = 1000, --["amount"] = 1 }, [6] = { ["name"] = "Player Stats", ["imagePath"] = false, ["description"] = "Este sistema está incluído no #d9534fpainel do usuário." }, [7] = { ["name"] = "O painel do usuário", ["imagePath"] = false, ["description"] = "Estamos projetando um #428bca painel do usuário#ffffff\ baseada em' dxDraw ' Este painel inclui as informações \ do usuário informações como: #428bca Equipe, Dinheiro, ID da conta, \ Configurações de Interface, Escolher Avatar#ffffff e outros \ \ Lembrando que este painel está estruturado, porém está sendo\ feito aos poucos, pois não temos todo o tempo do mundo, \ e além disso temos outras #d9534fpendências#ffffff do servidor.\ " }, [8] = { ["name"] = "Inventário", ["imagePath"] = false, ["description"] = "O #428bcainventário#ffffff é uma das partes mais #d9534fimportantes#ffffff da jogabilidade.\ Você pode ver o painel pressionando a #428bcatecla 'i'.\ \ Você pode ver todos os seus #428bcaitens no painel#ffffff, você pode vender\ na #428bcafeira do rolo#ffffff e #d9534fjogar fora#ffffff, qualquer item.\ " }, [9] = { ["name"] = "Criação de Armas", ["imagePath"] = false, ["description"] = "text\ntext" }, [10] = { ["name"] = "Painél do veículo", ["imagePath"] = false, ["description"] = "O paínel do veículo é uma das principais\ atividades do servidor. Você pode ver o painel precionando\ 'F2'. Você pode ver todos os veículos nesse painél\ \ Caso você perca seu veículo, use o botão asseguradora\ e automaticamente seu veículo será recuperado\ Note que após assegurar o seu veículo, ele irá para o seguro\ que fica no centro do mapa.\ " }, }, }, [2] = { ["name"] = "Cidadão", ["imagePath"] = "arquivos/imagens/18.png", ["subCategories"] = { [1] = { ["name"] = "Recursos Básicos", ["imagePath"] = false, ["description"] = "A equipe #428bcaVDBGaming #FFFFFFse empenhou muito, criando diversos trabalhos.\ Entre eles estão os trabalhos civis, que são os\ trabalho que geralmente não envolvem armas.\ *Taxista, Mecânico, caminhoneiro e muito mais!\ * Para uma descrição mais detalhada leia a sessão: Cidadãos\ Há também trabalhos que podem envolver armas, como os\ criminosos ou agentes da lei.\ Criminosos: Fazem ações criminosas, como o nome já diz.\ \ Ações criminosas:\ - Hacker, Ladrão de Carros, traficante de drogas entre outros\ * Para uma descrição mais detalhada leia a sessão: 'criminosos'.\ Policiais: Combatem as ações dos criminosos.\ * Para uma descrição mais detalhada leia a sessão: 'Policiais'." }, [2] = { ["name"] = "Trabalhos", ["imagePath"] = false, ["description"] = "Como policial, seu trabalho sempre será prender criminosos\ - Encontrando criminosos:\ Uma algema acima da cabeça do jogador\ Você pode acessar o computador policial precionando'F5',\ Pegue uma algema e bata no criminoso que está com algema na\ cabeça, assim você irá algema-lo. Logo depois leve-o até a prisão,\ irá ter um check-point azul te esperando" }, [3] = { ["name"] = "Mecânico", ["imagePath"] = false, ["description"] = "Um mecânico realiza reparos em veículos.\ Para reparar um veículo apenas fique parado ao lado do veículo e pressione\ 'M' do seu teclado, em seguida, clique no carro que você deseja reparar\ Reboque os carros para a asseguradora que fica na oficina de SF\ com isso você ganhe R$ 1000,00 por veículo.\ \ Perk trabalho: N/A\ " }, [4] = { ["name"] = "Motorista", ["imagePath"] = false, ["description"] = "Um motorista faz viagens de ônibus pela cidade.\ As cidades disponíveis para rotas são:\ - SF\ - LS\ \ Ambas as cidades tem dois tipos de ônibus para realizar esta tarefa.\ O dinheiro é pago em cada parada, além disso você ganha pontos em #428bcaXP#ffffff.\ \ Esses pontos de #428bcaXP#FFFFFF aumenta seu nível de jogo.\ \ Perk trabalho: N/A\ " --["price"] = 1000, --["amount"] = 1 }, [5] = { ["name"] = "Stunter", ["imagePath"] = false, ["description"] = "Um Stunter realiza manobras com motos.\ Em qualquer lugar do mapa, realize uma manobra com uma:\ \ - MOTO\ -BICICLETA\ \ Cidades disponíveis:\ - SF\ - LS\ - LV\ \ Ambas as cidades tem mais que dois tipos de motocicletas para realizar esta tarefa.\ O dinheiro é pago a cada manobra, além disso você ganha pontos em #428bcaXP#ffffff.\ Esses pontos de #428bcaXP#FFFFFF aumenta seu nível de jogo.\ \ Perk trabalho: N/A\ " --["price"] = 1000, --["amount"] = 1 }, [6] = { ["name"] = "Moto-BOY", ["imagePath"] = false, ["description"] = "Um Moto-BOY realiza entregas de pizzas.\ Veículos disponíveis para realizar esta tarefa:\ \ - PIZZABOY\ \ Cidades disponíveis:\ - SF\ - LS\ \ Ambas as cidades tem mais que vinte lugares para realizar esta tarefa.\ O dinheiro é pago a cada entrega, além disso você ganha pontos em #428bcaXP#ffffff.\ Esses pontos de #428bcaXP#FFFFFF aumenta seu nível de jogo.\ \ Perk trabalho: N/A\ " --["price"] = 1000, --["amount"] = 1 }, [7] = { ["name"] = "Criminoso", ["imagePath"] = false, ["description"] = "Como um criminoso, você é o verdadeiro protagonista do VDBG!\ Mas cuidado, o trabalho de policial, é somente para irritar você,\ principalmente em sua ascensão ao poder. \ Algumas ações criminosas:\ \ -Você Pode vender drogas.\ -Você Pode entregar drogas com uma van\ -Você Pode criar armas.\ -Você Pode controlar um território e ganhar dinheiro.\ -Você Pode hackear um caixa eletrônico.\ -Você Pode roubar um banco, um casino,\ -Você Pode roubar um carro escondido no mapa.\ -Você pode assaltar todas as lojas do mapa.\ \ Perk trabalho: Usar drogas.\ " --["price"] = 1000, --["amount"] = 1 }, [8] = { ["name"] = "Vagabundo", ["imagePath"] = false, ["description"] = "O vagabundo não tem um emprego\ por isso ganha dinheiro vagando pelo mapa a busca de\ dinheiro e comida.\ \ Você vai encontrar aleatoriamente:\ \ - Dinheiro\ - Alimentos\ - Armas.\ Alguns alimentos pode aumentar a sua saúde\ * outrospouco de comida pode abaixá-lo.\ \ Perk trabalho: Recuperar a saúde com / sono.\ " --["price"] = 1000, --["amount"] = 1 }, [9] = { ["name"] = "Lixeiro", ["imagePath"] = false, ["description"] = "Um Lixeiro realiza limpeza de rua.\ Veículos disponíveis para realizar esta tarefa:\ \ - Caminhão de lixo\ - Carro de limpeza de rua\ \ Cidades disponíveis:\ - LS\ \ A cidade tem mais que vinte lugares para realizar esta tarefa.\ O dinheiro é pago a cada entrega, além disso você ganha pontos em #428bcaXP#ffffff.\ Esses pontos de #428bcaXP#FFFFFF aumenta seu nível de jogo.\ \ Perk trabalho: N/A\ " --["price"] = 1000, --["amount"] = 1 }, [10] = { ["name"] = "Entregador", ["imagePath"] = false, ["description"] = "Um Entregador realiza entregas de encomendas.\ Veículos disponíveis para realizar esta tarefa:\ \ - VAN'S\ \ Cidades disponíveis:\ - SF\ - LS\ \ Ambas as cidades tem mais que vinte lugares para realizar esta tarefa.\ O dinheiro é pago a cada entrega, além disso você ganha pontos em #428bcaXP#ffffff.\ Esses pontos de #428bcaXP#FFFFFF aumenta seu nível de jogo.\ \ Perk trabalho: N/A\ " --["price"] = 1000, --["amount"] = 1 }, [11] = { ["name"] = "Piloto", ["imagePath"] = false, ["description"] = "O piloto pode voar levando jogadores em torno\ do mapa com uma taxa, você também pode ganhar dinheiro entregando os\ passageiros pré definidos pelo servidor nos aeroportos.\ \ * Veículos disponíveis para realizar esta tarefa:\ - Aeronaves\ * Cidades disponíveis:\ - Todas\ \ Ambas as cidades automaticamente coordena a cidade mais longe\ para realizar esta tarefa.\ O dinheiro é pago a cada entrega, além disso você ganha pontos em #428bcaXP#ffffff.\ Esses pontos de #428bcaXP#FFFFFF aumenta seu nível de jogo.\ \ Perk trabalho: N/A\ " --["price"] = 1000, --["amount"] = 1 }, }, }, [3] = { ["name"] = "Agente da Lei", ["imagePath"] = "arquivos/imagens/17.png", ["subCategories"] = { [1] = { ["name"] = "Introdução", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, [2] = { ["name"] = "Informações Básicas", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, [3] = { ["name"] = "A prisão", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, [4] = { ["name"] = "Ações especiais", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, }, }, [4] = { ["name"] = "Criminoso", ["imagePath"] = "arquivos/imagens/21.png", ["subCategories"] = { [1] = { ["name"] = "Informações Básicas", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, [2] = { ["name"] = "Roubo de Lojas", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, [3] = { ["name"] = "Roubo de Lojas", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, [4] = { ["name"] = "Roubo de Banco", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, [5] = { ["name"] = "Roubo de Carros", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, [5] = { ["name"] = "Transporte de Drogas", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, }, }, [5] = { ["name"] = "Locais", ["imagePath"] = "arquivos/imagens/22.png", ["subCategories"] = { [1] = { ["name"] = "", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, [2] = { ["name"] = "Staff", ["imagePath"] = false, ["description"] = "Dono/Administrador: Galego\nConsole: Strikergfx\nConsole: N/A\nAdministrador: N/A\nAdministrador: N/A\nAdministrador: N/A\nAdministrador: N/A\nAdministrador: N/A" --["price"] = 1000, --["amount"] = 1 }, }, }, [6] = { ["name"] = "Doações", ["imagePath"] = "arquivos/imagens/23.png", ["subCategories"] = { [1] = { ["name"] = "Site Interativo", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, [2] = { ["name"] = "Forum", ["imagePath"] = false, ["description"] = "N/A\nN/A" --["price"] = 1000, --["amount"] = 1 }, }, }, [7] = { ["name"] = "Perguntas e Respostas", ["imagePath"] = "arquivos/imagens/23.png", ["subCategories"] = { [1] = { ["name"] = "Site Interativo", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, [2] = { ["name"] = "Forum", ["imagePath"] = false, ["description"] = "N/A\nN/A" --["price"] = 1000, --["amount"] = 1 }, }, }, [8] = { ["name"] = "Site", ["imagePath"] = "arquivos/imagens/23.png", ["subCategories"] = { [1] = { ["name"] = "Site Interativo", ["imagePath"] = false, ["description"] = "text\ntext" --["price"] = 1000, --["amount"] = 1 }, [2] = { ["name"] = "Forum", ["imagePath"] = false, ["description"] = "N/A\nN/A" --["price"] = 1000, --["amount"] = 1 }, }, }, } local visibleItem = 1 local columnHeight = 30 local selectedCategory = false local selectedItem = 1 local setaWidth, setaHeight = 16, 28 local upsetaPosX = mainColumnPosX + mainColumnWidth + 9 local upsetaPosY = mainColumnPosY + 5 local downsetaPosX = upsetaPosX local downsetaPosY = mainColumnPosY + mainColumnHeight - setaHeight - 5 local exitButtonPosX = mainColumnPosX + mainColumnWidth + 50 local exitButtonPosY = mainColumnPosY + mainColumnHeight + 10 local exitButtonWidth = bgWidth - 70 - mainColumnWidth local exitButtonHeight = 30 local amountEditBox = false local premiumPoints = 0 local premiumTick = 0 local premiumChange = 0 function createFonts() destroyFonts() titleFont = dxCreateFont("arquivos/opensans.ttf", 14.5 * 2, true) itemFont = dxCreateFont("arquivos/opensans.ttf", 9 * 3, false) end function destroyFonts() if isElement(titleFont) then destroyElement(titleFont) end if isElement(itemFont) then destroyElement(itemFont) end end addEventHandler("onClientResourceStop", getResourceRootElement(), function () if panelState then end end ) addEventHandler("onClientKey", root, function(k,v) if (getElementData(localPlayer,"logado") == false) then return end; if (exports.VDBGaming:isServerVDBG("adminverif","02102015") == false) then return end if k == "F1" and v then if not panelState then if getElementData(localPlayer, "opendashboard") == true then return end setElementData(localPlayer, "opendashboard", true) playSound(":VDBGPanelSound/abre.mp3") createFonts() panelState = "shop" else panelState = false setElementData(localPlayer, "opendashboard", false) playSound(":VDBGPanelSound/fecha.mp3") end --panelState = not panelState destroyGUI() selectedItem = 1 selectedCategory = false if panelState then premiumPoints = getElementData(localPlayer, "char.artpoint") showCursor(true) showChat(false) else showCursor(false) showChat(true) playSound(":VDBGPanelSound/fecha.mp3", false) destroyFonts() setElementData(localPlayer, "opendashboard", false) end end end) addEventHandler("onClientElementDataChange", getRootElement(), function (dataName, oldValue) if panelState then if source == localPlayer then if dataName == "char.artpoint" then local newValue = getElementData(source, "char.artpoint") if newValue then premiumTick = getTickCount() + 5000 premiumChange = newValue - oldValue premiumPoints = newValue end end end end end ) function destroyGUI() -- destroyElement(amountEditBox) showChat(true) end function createGUI() --destroyGUI() --amountEditBox = guiCreateEdit(exitButtonPosX, mainColumnPosY + 410, exitButtonWidth, exitButtonHeight, "", false) end addEventHandler("onClientClick", getRootElement(), function (button, state, absoluteX, absoluteY) if button == "left" then if state == "up" then if panelState == "menu" then if absoluteX >= selectPosX + 10 and absoluteX <= selectPosX + 10 + selectWidth - 20 and absoluteY >= selectPosY + 10 and absoluteY <= selectPosY + 40 then -- shop panelState = "shop" elseif absoluteX >= selectPosX + 10 and absoluteX <= selectPosX + 10 + selectWidth - 20 and absoluteY >= selectPosY + 45 and absoluteY <= selectPosY + 75 then -- informations panelState = "informations" elseif absoluteX >= selectPosX + 10 and absoluteX <= selectPosX + 10 + selectWidth - 20 and absoluteY >= selectPosY + 80 and absoluteY <= selectPosY + 110 then -- exit --executeCommandHandler("diamondshop") end elseif panelState == "informations" then if absoluteX >= infoPosX + 10 and absoluteX <= infoPosX + 10 + infoWidth - 20 and absoluteY >= infoPosY + infoHeight - 40 and absoluteY <= infoPosY + infoHeight - 10 then -- enter to shop panelState = "shop" end elseif panelState == "shop" then if absoluteX >= upsetaPosX and absoluteX <= upsetaPosX + setaWidth and absoluteY >= upsetaPosY and absoluteY <= upsetaPosY + setaHeight then if visibleItem - 1 >= 1 then visibleItem = visibleItem - 1 end elseif absoluteX >= downsetaPosX and absoluteX <= downsetaPosX + setaWidth and absoluteY >= downsetaPosY and absoluteY <= downsetaPosY + setaHeight then if selectedCategory then if availableCategories[selectedCategory]["subCategories"][visibleItem + 16] then visibleItem = visibleItem + 1 end else if availableCategories[visibleItem + 16] then visibleItem = visibleItem + 1 end end elseif absoluteX >= exitButtonPosX and absoluteX <= exitButtonPosX + exitButtonWidth and absoluteY >= exitButtonPosY - exitButtonHeight - 10 and absoluteY <= exitButtonPosY - 10 then -- buy if selectedCategory then if availableCategories[selectedCategory] then if availableCategories[selectedCategory]["subCategories"] then if selectedItem then if availableCategories[selectedCategory]["subCategories"][selectedItem] then if selectedCategory == 1 then -- bankpénz elseif selectedCategory == 2 then -- money local premiumPoints = getElementData(localPlayer, "char.artpoint") end end end end end end end end end end end ) bindKey("mouse_wheel_up", "down", function () if panelState then if absX >= mainColumnPosX and absX <= mainColumnPosX + mainColumnWidth and absY >= mainColumnPosY and absY <= mainColumnPosY + mainColumnHeight then if visibleItem - 1 >= 1 then visibleItem = visibleItem - 1 end end end end ) bindKey("mouse_wheel_down", "down", function () if panelState then if absX >= mainColumnPosX and absX <= mainColumnPosX + mainColumnWidth and absY >= mainColumnPosY and absY <= mainColumnPosY + mainColumnHeight then if selectedCategory then if availableCategories[selectedCategory]["subCategories"][visibleItem + 16] then visibleItem = visibleItem + 1 end else if availableCategories[visibleItem + 16] then visibleItem = visibleItem + 1 end end end end end ) addEventHandler("onClientRender", getRootElement(), function () if panelState == "menu" then absX, absY = 0, 0 if isCursorShowing() then local relX, relY = getCursorPosition() absX = relX * screenX absY = relY * screenY end --[[ elseif panelState == "informations" then absX, absY = 0, 0 if isCursorShowing() then local relX, relY = getCursorPosition() absX = relX * screenX absY = relY * screenY end -- ** Háttér dxDrawRectangle(infoPosX, infoPosY, infoWidth, infoHeight, tocolor(0, 0, 0, 140)) -- ** Keret dxDrawRectangle(infoPosX - bgMargin, infoPosY - bgMargin, infoWidth + (bgMargin * 2), bgMargin, tocolor(0, 0, 0, 200)) -- felső dxDrawRectangle(infoPosX - bgMargin, infoPosY + infoHeight, infoWidth + (bgMargin * 2), bgMargin, tocolor(0, 0, 0, 200)) -- alsó dxDrawRectangle(infoPosX - bgMargin, infoPosY, bgMargin, infoHeight, tocolor(0, 0, 0, 200)) -- bal dxDrawRectangle(infoPosX + infoWidth, infoPosY, bgMargin, infoHeight, tocolor(0, 0, 0, 200)) -- jobb local entrarcor = tocolor(0, 0, 0, 140) if absX >= infoPosX + 10 and absX <= infoPosX + 10 + infoWidth - 20 and absY >= infoPosY + infoHeight - 40 and absY <= infoPosY + infoHeight - 10 then entrarcor = tocolor(171, 211, 115, 140) end dxDrawRectangle(infoPosX + 280, infoPosY + infoHeight - 300, infoWidth - 300, 40, entrarcor) local vendercomprarcor = tocolor(0, 0, 0, 140) if absX >= infoPosX + 10 and absX <= infoPosX + 10 + infoWidth - 20 and absY >= infoPosY + infoHeight - 40 and absY <= infoPosY + infoHeight - 10 then vendercomprarcor = tocolor(171, 211, 115, 140) end dxDrawRectangle(infoPosX + 280, infoPosY + infoHeight - 250, infoWidth - 300, 40, vendercomprarcor) local empresacor = tocolor(0, 0, 0, 140) if absX >= infoPosX + 10 and absX <= infoPosX + 10 + infoWidth - 20 and absY >= infoPosY + infoHeight - 40 and absY <= infoPosY + infoHeight - 10 then empresacor = tocolor(171, 211, 115, 140) end dxDrawRectangle(infoPosX + 280, infoPosY + infoHeight - 200, infoWidth - 300, 40, empresacor) local fecharcor = tocolor(0, 0, 0, 140) if absX >= infoPosX + 280 and absX <= infoPosX + 10 + infoWidth - 300 and absY >= infoPosY + infoHeight - 40 and absY <= infoPosY + infoHeight - 10 then fecharcor = tocolor(171, 211, 115, 140) end dxDrawRectangle(infoPosX + 280, infoPosY + infoHeight - 150, infoWidth - 300, 40, fecharcor) local fecharcor = tocolor(0, 0, 0, 140) if absX >= infoPosX + 10 and absX <= infoPosX + 10 + infoWidth - 20 and absY >= infoPosY + infoHeight - 40 and absY <= infoPosY + infoHeight - 10 then fecharcor = tocolor(171, 211, 115, 140) end dxDrawRectangle(infoPosX + 10, infoPosY + infoHeight - 40, infoWidth - 20, 30, fecharcor) dxDrawText("Fechar", infoPosX + 10, infoPosY + infoHeight - 40, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 10, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) dxDrawText("Fechar", infoPosX + 10, infoPosY + infoHeight - 40, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 10, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) -- ** Estrutura dxDrawText("#2F7CCCVDB #ffffffGaming - Minhas propriedades.", infoPosX - 300, infoPosY - 425, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 10, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) dxDrawText("PROPRIEDADES DISPONÍVEIS (1/2)", infoPosX + 300, infoPosY - 360, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 10, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) dxDrawRectangle(infoPosX + 10, infoPosY + 30, infoWidth - 350, (infoPosY + infoHeight - 50) - (infoPosY + 40), tocolor(0, 0, 0, 140)) dxDrawText("ID da propriedade 01", infoPosX - 330, infoPosY - 300, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 10, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) dxDrawText("Localização: Galton", infoPosX - 330, infoPosY - 250, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 10, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) dxDrawText("Dono: tiaguinhods", infoPosX - 330, infoPosY - 200, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 10, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) dxDrawText("Preço: 1.000,000", infoPosX - 330, infoPosY - 150, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 10, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) dxDrawText("Empresa: Não", infoPosX - 330, infoPosY - 100, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 10, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) dxDrawText("Lucro da Empresa: R$ 0,00", infoPosX - 330, infoPosY - 50, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 10, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) dxDrawText("Garagem: Sim", infoPosX - 330, infoPosY, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 10, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) dxDrawText("Carros na Garagem: (1/2)", infoPosX - 330, infoPosY + 50, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 10, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) -- ** Content --dxDrawRectangle(infoPosX + 10, infoPosY + 140, infoWidth - 20, (infoPosY + infoHeight - 50) - (infoPosY + 140), tocolor(255, 255, 255, 40)) dxDrawText(infoText, infoPosX + 10, infoPosY + 140, infoPosX + 10 + infoWidth - 20, infoPosY + infoHeight - 50, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "center", false, false, true, true, true) ]] elseif panelState == "shop" then absX, absY = 0, 0 if isCursorShowing() then local relX, relY = getCursorPosition() absX = relX * screenX absY = relY * screenY end -- ** Háttér dxDrawRectangle(bgPosX, bgPosY, bgWidth, bgHeight, tocolor(0, 0, 0, 140)) -- ** Keret dxDrawRectangle(bgPosX - bgMargin, bgPosY - bgMargin, bgWidth + (bgMargin * 2), bgMargin, tocolor(0, 0, 0, 200)) -- felső dxDrawRectangle(bgPosX - bgMargin, bgPosY + bgHeight, bgWidth + (bgMargin * 2), bgMargin, tocolor(0, 0, 0, 200)) -- alsó dxDrawRectangle(bgPosX - bgMargin, bgPosY, bgMargin, bgHeight, tocolor(0, 0, 0, 200)) -- bal dxDrawRectangle(bgPosX + bgWidth, bgPosY, bgMargin, bgHeight, tocolor(0, 0, 0, 200)) -- jobb -- ** Content dxDrawText("#4aabd0" .. mainColumnTitle, mainColumnPosX + 5, mainColumnPosY - 28, 0, 0, tocolor(255, 255, 255, 255), 0.5, titleFont, "left", "top", false, false, true, true, true) dxDrawRectangle(mainColumnPosX, mainColumnPosY, mainColumnWidth, mainColumnHeight, tocolor(0, 0, 0, 140)) dxDrawRectangle(mainColumnPosX + mainColumnWidth, mainColumnPosY, 30, mainColumnHeight, tocolor(0, 0, 0, 140)) dxDrawRectangle(mainColumnPosX + mainColumnWidth, mainColumnPosY, bgMargin, mainColumnHeight, tocolor(0, 0, 0, 200)) dxDrawRectangle(mainColumnPosX - bgMargin, mainColumnPosY - bgMargin, mainColumnWidth + 30 + (bgMargin * 2), bgMargin, tocolor(0, 0, 0, 200)) -- felső dxDrawRectangle(mainColumnPosX - bgMargin, mainColumnPosY + mainColumnHeight, mainColumnWidth + 30 + (bgMargin * 2), bgMargin, tocolor(0, 0, 0, 200)) -- alsó dxDrawRectangle(mainColumnPosX - bgMargin, mainColumnPosY, bgMargin, mainColumnHeight, tocolor(0, 0, 0, 200)) -- bal dxDrawRectangle(mainColumnPosX + mainColumnWidth + 30, mainColumnPosY, bgMargin, mainColumnHeight, tocolor(0, 0, 0, 200)) -- jobb if notificationTick >= getTickCount() then dxDrawText(notificationText, exitButtonPosX, bgPosY + 10, exitButtonPosX + exitButtonWidth, 0, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "top", false, false, true, true, true) end if absX >= upsetaPosX and absX <= upsetaPosX + setaWidth and absY >= upsetaPosY and absY <= upsetaPosY + setaHeight then dxDrawImage(upsetaPosX, upsetaPosY, setaWidth, setaHeight, "arquivos/setas/upsetaon.png") else dxDrawImage(upsetaPosX, upsetaPosY, setaWidth, setaHeight, "arquivos/setas/upsetaoff.png") end if absX >= downsetaPosX and absX <= downsetaPosX + setaWidth and absY >= downsetaPosY and absY <= downsetaPosY + setaHeight then dxDrawImage(downsetaPosX, downsetaPosY, setaWidth, setaHeight, "arquivos/setas/downsetaon.png") else dxDrawImage(downsetaPosX, downsetaPosY, setaWidth, setaHeight, "arquivos/setas/downsetaoff.png") end -- ** Back local backTextColor = tocolor(255, 255, 255, 255) local backBoxColor = tocolor(0, 0, 0, 140) if not selectedCategory then backTextColor = tocolor(100, 100, 100, 100) else if absX >= mainColumnPosX - bgMargin and absX <= mainColumnPosX - bgMargin + mainColumnWidth + 30 + (bgMargin * 2) and absY >= mainColumnPosY + mainColumnHeight + 10 and absY <= mainColumnPosY + mainColumnHeight + 10 + columnHeight then backBoxColor = tocolor(74, 171, 208, 140) if getKeyState("mouse1") then selectedItem = false selectedCategory = false visibleItem = 1 -- destroyGUI() playSound(":VDBGPanelSound/fecha.mp3", false) end end end dxDrawRectangle(mainColumnPosX - bgMargin, mainColumnPosY + mainColumnHeight + 10, mainColumnWidth + 30 + (bgMargin * 2), columnHeight, backBoxColor) dxDrawText("Voltar", mainColumnPosX - bgMargin, mainColumnPosY + mainColumnHeight + 10, mainColumnPosX - bgMargin + mainColumnWidth + 30 + (bgMargin * 2), mainColumnPosY + mainColumnHeight + 10 + columnHeight, backTextColor, 0.5, titleFont, "center", "center", false, false, true, true, true) -- ** Buy local buyTextColor = tocolor(255, 255, 255, 255) local buyBoxColor = tocolor(0, 0, 0, 140) if not selectedCategory then buyTextColor = tocolor(100, 100, 100, 100) else if absX >= exitButtonPosX and absX <= exitButtonPosX + exitButtonWidth and absY >= exitButtonPosY - exitButtonHeight - 10 and absY <= exitButtonPosY - 10 then buyBoxColor = tocolor(172, 211, 115, 140) end end --dxDrawRectangle(exitButtonPosX, exitButtonPosY - exitButtonHeight - 10, exitButtonWidth, exitButtonHeight, buyBoxColor) --dxDrawText("Vásárlás!", exitButtonPosX, exitButtonPosY - exitButtonHeight - 10, exitButtonPosX + exitButtonWidth, exitButtonPosY - exitButtonHeight - 10 + exitButtonHeight, buyTextColor, 0.5, titleFont, "center", "center", false, false, true, true, true) -- ** Exit local exitTextColor = tocolor(255, 255, 255, 255) local exitBoxColor = tocolor(0, 0, 0, 140) if absX >= exitButtonPosX and absX <= exitButtonPosX + exitButtonWidth and absY >= exitButtonPosY and absY <= exitButtonPosY + exitButtonHeight then exitBoxColor = tocolor(220, 20, 60, 140) if getKeyState("mouse1") then --executeCommandHandler("diamondshop") panelState = false showCursor(false) showChat(true) setElementData(localPlayer, "opendashboard", false) playSound(":VDBGPDU/arquivos/fechar.mp3") end end dxDrawRectangle(exitButtonPosX, exitButtonPosY, exitButtonWidth, exitButtonHeight, exitBoxColor) dxDrawText("Sair", exitButtonPosX, exitButtonPosY, exitButtonPosX + exitButtonWidth, exitButtonPosY + exitButtonHeight, exitTextColor, 0.5, titleFont, "center", "center", false, false, true, true, true) local loopTable = {} if not selectedCategory then loopTable = availableCategories else if availableCategories[selectedCategory] then loopTable = availableCategories[selectedCategory]["subCategories"] end end local categoryCount = 0 for k,v in ipairs(loopTable) do if k >= visibleItem and k <= visibleItem + 15 then if categoryCount % 2 ~= 0 then dxDrawRectangle(mainColumnPosX, mainColumnPosY + (categoryCount * columnHeight), mainColumnWidth, columnHeight, tocolor(255, 255, 255, 40)) end if absX >= mainColumnPosX and absX <= mainColumnPosX + mainColumnWidth and absY >= mainColumnPosY + (categoryCount * columnHeight) and absY <= mainColumnPosY + (categoryCount * columnHeight) + columnHeight then dxDrawRectangle(mainColumnPosX, mainColumnPosY + (categoryCount * columnHeight), mainColumnWidth, columnHeight, tocolor(35, 158, 240, 140)) if not selectedCategory then if getKeyState("mouse1") then selectedCategory = k visibleItem = 1 playSound(":VDBGPanelSound/navegacao.mp3", false) if selectedCategory == 1 or selectedCategory == 2 or selectedCategory == 4 or selectedCategory == 5 then createGUI() end end else if selectedItem ~= k then if getKeyState("mouse1") then selectedItem = k playSound(":VDBGPanelSound/navegacao.mp3", false) end end end end dxDrawText(v["name"], mainColumnPosX, mainColumnPosY + (categoryCount * columnHeight), mainColumnPosX + mainColumnWidth, mainColumnPosY + (categoryCount * columnHeight) + columnHeight, tocolor(255, 255, 255, 255), 0.5, itemFont, "center", "center", false, false, true, true, true) categoryCount = categoryCount + 1 end end if selectedCategory then if availableCategories[selectedCategory] then if selectedItem then if availableCategories[selectedCategory]["subCategories"][selectedItem] then if availableCategories[selectedCategory]["subCategories"][selectedItem]["imagePath"] then dxDrawImage(exitButtonPosX, mainColumnPosY, exitButtonWidth, 160, availableCategories[selectedCategory]["subCategories"][selectedItem]["imagePath"] ) elseif availableCategories[selectedCategory]["imagePath"] then dxDrawImage(exitButtonPosX, mainColumnPosY, exitButtonWidth, 160, availableCategories[selectedCategory]["imagePath"]) end dxDrawText("#3B95DA" .. availableCategories[selectedCategory]["subCategories"][selectedItem]["name"], exitButtonPosX, mainColumnPosY + 170, exitButtonPosX + 10 + exitButtonWidth, 0, tocolor(255, 255, 255, 255), 0.5, titleFont, "center", "top", false, false, true, true, true) if selectedCategory == 6 then -- dxDrawText("Ár: #acd373" .. availableCategories[selectedCategory]["subCategories"][selectedItem]["amount"] .. " ArtPont #FFFFFF| #4aabd0(1 ArtPont = $" .. math.floor(availableCategories[selectedCategory]["subCategories"][selectedItem]["amount"] / availableCategories[selectedCategory]["subCategories"][selectedItem]["amount"]) .. ")", exitButtonPosX, mainColumnPosY + 190, exitButtonPosX + 10 + exitButtonWidth, 0, tocolor(255, 255, 255, 255), 0.5, titleFont, "left", "top", false, false, true, true, true) else --dxDrawText("Ár: #acd373" .. availableCategories[selectedCategory]["subCategories"][selectedItem]["amount"] .. " ArtPont", exitButtonPosX, mainColumnPosY + 190, exitButtonPosX + 10 + exitButtonWidth, 0, tocolor(255, 255, 255, 255), 0.5, titleFont, "left", "top", false, false, true, true, true) end if availableCategories[selectedCategory]["subCategories"][selectedItem]["description"] then -- járművek dxDrawText(availableCategories[selectedCategory]["subCategories"][selectedItem]["description"], exitButtonPosX, mainColumnPosY + 210, exitButtonPosX + 10 + exitButtonWidth, 0, tocolor(255, 255, 255, 255), 0.45, titleFont, "center", "top", false, false, true, true, true) end end end end end end end ) function createNotification(text) notificationText = text notificationTick = getTickCount() + 5000 end
util.AddNetworkString( "player_in_spawn" ) local meta = FindMetaTable("Entity") --Initilization of box areas local sBoxes = { [1] = { Vector(-5743.565430, -8658.199219, 1153.013184), --Start of box 1, type getpos to get these vectors to start the box. (Recommended you set this first below the map) Vector(-8241.015625, -10732.653320, -156.267517), --End of box 1, type getpos to get the closing area of the box. To work the vector must be set higher (in the map) } } --Check to see if player is in spawn function meta:IsInSpawn() for _,boxes in pairs(sBoxes) do for _,ent in pairs(ents.FindInBox(boxes[1], boxes[2])) do if IsValid(ent) and ent == self then return true end end end return false end --Sets players weapon to the one specified specified function meta:SetWeapon(wep_name) for _,v in pairs(self:GetWeapons()) do if v:GetClass() == wep_name then self:SetActiveWeapon(v) end end end --main timer loop to perform checks on players timer.Create("SpawnCheck", 0, 0, function() for _,v in pairs(player.GetAll()) do if IsValid(v) then net.Start("player_in_spawn") net.WriteEntity(v) if v:IsInSpawn() then net.WriteBool(true) net.Send(v) v:SetWeapon("weapon_physgun") else net.WriteBool(false) net.Send(v) end end end for _,v in pairs(ents.FindByClass("prop_physics")) do if IsValid(v) and v:IsInSpawn() then v:Remove() end end end) -- This grants god mode while in spawn. hook.Add("EntityTakeDamage", "SpawnProt", function(target, dmginfo) if target:IsPlayer() and target:IsInSpawn() then dmginfo:ScaleDamage(0) end return dmginfo end)
return {'ton','tonaal','tonaliteit','tonbrug','tondel','tondeldoos','tonder','tondeuse','toneel','toneelaanwijzing','toneelacademie','toneelachtig','toneelauteur','toneelavond','toneelbeeld','toneelbenodigdheden','toneelbestel','toneelbewerking','toneelcarriere','toneelclub','toneelcriticus','toneeldebuut','toneeldecor','toneeldichter','toneeleffect','toneelervaring','toneelgezelschap','toneelgroep','toneelheld','toneelhuis','toneelkapper','toneelkennis','toneelkijker','toneelknecht','toneelkostuum','toneelkring','toneelkritiek','toneelkunst','toneelkunstenaar','toneellaars','toneelleider','toneellicht','toneelliefhebber','toneelliefhebster','toneelliteratuur','toneelloopbaan','toneelmaker','toneelmatig','toneelmeester','toneelmonoloog','toneelmuziek','toneelopleiding','toneelopvoering','toneelpraktijk','toneelprijs','toneelproductie','toneelrecensent','toneelregie','toneelregisseur','toneelrepetitie','toneelrol','toneelruimte','toneelscherm','toneelschikking','toneelschool','toneelschrijfster','toneelschrijver','toneelscript','toneelscene','toneelseizoen','toneelspeelster','toneelspel','toneelspelen','toneelspeler','toneelstuk','toneeltaal','toneeltekst','toneeltje','toneeltoren','toneeluitvoering','toneelverbond','toneelvereniging','toneelversie','toneelvertoning','toneelvoorstelling','toneelwereld','toneelwerk','toneelwerkgroep','toneelzaal','tonelist','tonen','toner','tong','tongbeen','tongbeslag','tongblaar','tongbreker','tongen','tongenworst','tongetje','tongewelf','tongfilet','tongkijker','tongkus','tongpiercing','tongpunt','tongriem','tongschar','tongschraper','tongstrelend','tongval','tongvormig','tongwerk','tongwortel','tongzoen','tongzoenen','tonic','tonica','tonicum','tonijn','tonijnsalade','tonijnvangst','tonijnvisser','tonijnvisserij','tonisch','tonkaboom','tonkaboon','tonkilometer','tonkinstok','tonmolen','tonnage','tonnagegrondslag','tonneau','tonnen','tonnenmaat','tonnenstelsel','tonner','tonnetje','tonrond','tonrondte','tonsil','tonsillectomie','tonsillitis','tonster','tonsuur','tontine','tonus','toneeltraditie','toneelschrijfkunst','toneelgeschiedenis','toneelschoolleerling','toneeloeuvre','toneelfiguur','toneelmuseum','toneelspelersgezelschap','toneelduivel','toneelles','toneelleven','toneelopening','toneelpodium','toneelvloer','toneelvorm','tongbasis','tongbeet','toneelactrice','ton','tonga','tongaan','tongaans','tongenaar','tongeraar','tongeren','tongerlo','tongers','tonia','tonkin','tonnie','tony','tonningen','toni','tonnis','tonny','tonnaer','tonino','tonkens','tonkes','tonies','tonnard','tonk','tonale','tonde','tondeldozen','tonden','tondeuses','toneelaanwijzingen','toneelachtige','toneelacteurs','toneelcritici','toneeldichters','toneeleffecten','toneelgezelschappen','toneelhelden','toneelkijkers','toneelkringen','toneelkunstenaars','toneellaarzen','toneellessen','toneelmatige','toneelmatiger','toneelmeesters','toneelopvoeringen','toneelproducties','toneelrollen','toneelschermen','toneelscholen','toneelschrijvers','toneelspeelsters','toneelspelers','toneelstukje','toneelstukjes','toneelstukken','toneeltjes','toneelverbonden','toneelverenigingen','toneelvertoningen','toneelvoorstellingen','toneelwerken','toneelzalen','tonelen','tonelisten','tonend','tongetjes','tongewelven','tongpunten','tongpuntje','tongriemen','tongscharren','tongschrapers','tongvallen','tongvormige','tongwerken','tongzoende','tongzoenden','tongzoenend','tongzoenende','tongzoent','tonicums','tonijnen','tonijntje','tonijntjes','tonische','tonkabonen','tonkilometers','tonkinstokken','tonmolens','tonnages','tonneaus','tonners','tonnetjes','tonronde','tonsillen','tonsters','tonsuren','tont','tontines','toneelavonden','toneelbewerkingen','toneelclubs','toneeldecors','toneelgespeeld','toneelgroepen','toneelknechten','toneelknechts','toneelkostuums','toneelkritieken','toneelliefhebbers','toneelmakers','toneelprijzen','toneelrecensenten','toneelregisseurs','toneelrepetities','toneeluitvoeringen','tonende','tongbeenderen','tongbenen','tongbrekers','tongde','tongfilets','tongkijkers','tongkussen','tongwortels','tonijnvissers','toneelscenes','tongstrelende','tongaanse','tonics','toneelschoolleerlingen','toneelseizoenen','tongerse','tons','tonis','tonias','tonnies','tonnis','tonnys','tonys','toneelteksten','tongriempje','toneelvormen','toneelauteurs','toneelopleidingen','toneelbeelden','toneelzaaltje','toneelspelertjes','toneelspelletje','toneelleiders','toneelgebeuren','tongpiercings','toneelclubje','toneelervaringen','toneelgroepje','toneelgroepjes','toneelkijkertjes','toneelversies','tongerense'}
local typedefs = require "kong.db.schema.typedefs" return { name = "mtls_certs_manager", fields = { { consumer = typedefs.no_consumer }, { protocols = typedefs.protocols_http }, { config = { type = "record", fields = { { plugin_endpoint_usage = { type = "string", default = "register_instance", one_of = { "register_instance", "renew_instance" } } }, { ca_private_key_path = { type = "string", default = "/usr/local/custom/kong/plugins/mtls_certs_manager/example_certs/CA-key.pem" }, }, { ca_private_key_passphrase = { type = "string", default = "1234" }, }, { ca_certificate_path = { type = "string", default = "/usr/local/custom/kong/plugins/mtls_certs_manager/example_certs/CA-cert.pem" }, }, { common_name_regex = { type = "string", default = "CN=(.*)/O=" }, }, { days_of_validity = { type = "integer", default = 60 }, } }, }, }, } }
-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/GameObject/UM02_Droids_Spawn.lua#2 $ --///////////////////////////////////////////////////////////////////////////////////////////////// -- -- (C) Petroglyph Games, Inc. -- -- -- ***** ** * * -- * ** * * * -- * * * * * -- * * * * * * * * -- * * *** ****** * ** **** *** * * * ***** * *** -- * ** * * * ** * ** ** * * * * ** ** ** * -- *** ***** * * * * * * * * ** * * * * -- * * * * * * * * * * * * * * * -- * * * * * * * * * * ** * * * * -- * ** * * ** * ** * * ** * * * * -- ** **** ** * **** ***** * ** *** * * -- * * * -- * * * -- * * * -- * * * * -- **** * * -- --///////////////////////////////////////////////////////////////////////////////////////////////// -- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E --///////////////////////////////////////////////////////////////////////////////////////////////// -- -- $File: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/GameObject/UM02_Droids_Spawn.lua $ -- -- Original Author: Jeff_Stewart -- -- $Author: Jeff_Stewart $ -- -- $Change: 46698 $ -- -- $DateTime: 2006/06/21 14:21:37 $ -- -- $Revision: #2 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// require("PGStateMachine") require("PGSpawnUnits") require("JGS_FunctionLib") -- added library of commonly used functions function Definitions() -- Object isn't valid at this point so don't do any operations that -- would require it. State_Init is the first chance you have to do -- operations on Object DebugMessage("%s -- In Definitions", tostring(Script)) Define_State("State_Init", State_Init); end function State_Init(message) if message == OnEnter then -- Register a prox event that looks for any nearby units empire_player = Find_Player("Empire") underworld_player = Find_Player("Underworld") random_var = GameRandom(2,10) Register_Timer(Respawn, random_var) last_droid = nil elseif message == OnUpdate then --Do Nothing elseif message == OnExit then --Do Nothing end end function Respawn() -- respawns destroyer droids from the production lines until deleted by script if not TestValid(last_droid) then unit_list = Find_All_Objects_Of_Type("Destroyer_Droid") if table.getn(unit_list) < 20 then Object.Play_SFX_Event("Unit_AT_AT_Rope_Drop") last_droid = Create_Generic_Object("Destroyer_Droid",Object.Get_Position(),underworld_player) Register_Timer(Respawn, 60) else Register_Timer(Respawn, 10) end else Register_Timer(Respawn, 10) end end
local ut = require "lluv.utils" local log = require "spylog.log" local EventLog = require "spylog.eventlog" local trap = require "spylog.monitor.trap" local function trap_monitor(endpoint, opt, cb, log_header) local proto, address, port = ut.split_first(endpoint, "://", true) assert(proto == 'udp') address, port = ut.split_first(address,":", true) port = tonumber(port) or 162 endpoint = string.format('%s://%s:%d', proto, address, port) local log_header = log_header or string.format('[eventlog/%s] [%s:%d]', proto, address, port) return trap.monitor(endpoint, opt, cb, log_header) end local function trap_filter(filter, t) local msg = filter.events(t) and EventLog.trap2text(t) if type(msg) == 'string' then return filter.match(msg) end end return { monitor = trap_monitor; filter = trap_filter; }
--[[ ================================================================= Description: Event detail info. Data available in English only. Data within this file has been collected from wowwiki.com ================================================================= --]] ET_Static = { ["ACHIEVEMENT_EARNED"] = {"Achievement ID"}, ["ACTIONBAR_HIDEGRID"] = {"Mouse button","True or False"}, ["ACTIONBAR_PAGE_CHANGED"] = {"Mouse button","True or False"}, ["ACTIONBAR_SLOT_CHANGED"] = {"Slot number","True or False"}, ["ACTIONBAR_UPDATE_COOLDOWN"] = {"Mouse button"}, ["ACTIONBAR_UPDATE_STATE"] = {"Mouse button"}, ["ADDON_ACTION_FORBIDDEN"] = {"AddOn (or function) name","Function name"}, ["ADDON_LOADED"] = {"AddOn name"}, ["ARENA_OPPONENT_UPDATE"] = {"Arena unit ID","State"}, ["AUTOFOLLOW_BEGIN"] = {"Unit following"}, ["BAG_CLOSED"] = {"Container ID"}, ["BAG_OPEN"] = {"Container ID"}, ["BAG_UPDATE"] = {"Container ID"}, ["BAG_UPDATE_COOLDOWN"] = {"Container ID"}, ["CALENDAR_ACTION_PENDING"] = {"Busy flag"}, ["CALENDAR_EVENT_ALARM"] = {"Title","Hour","Minute"}, ["CALENDAR_NEW_EVENT"] = {"Is copy"}, ["CALENDAR_OPEN_EVENT"] = {"Calender type"}, ["CALENDAR_UPDATE_ERROR"] = {"Message"}, ["CANCEL_LOOT_ROLL"] = {"Roll ID"}, ["CHANNEL_COUNT_UPDATE"] = {"Channel ID","Number of players"}, ["CHANNEL_FLAGS_UPDATED"] = {"Channel ID"}, ["CHANNEL_PASSWORD_REQUEST"] = {"Channel name"}, ["CHANNEL_ROSTER_UPDATE"] = {"Channel ID","Number of players"}, ["CHANNEL_VOICE_UPDATE"] = {"Unknown","Unknown","Unknown"}, ["CHARACTER_POINTS_CHANGED"] = {"Talent points changed"}, ["CHAT_MSG_ACHIEVEMENT"] = {"Message","Player",3,4,"Player",6,"Unknown","Unknown"}, ["CHAT_MSG_ADDON"] = {"Prefix","Message","Distribution type","Sender"}, ["CHAT_MSG_AFK"] = {"AFK message","Sender"}, ["CHAT_MSG_BATTLEGROUND"] = {"Message","Sender","Language"}, ["CHAT_MSG_BATTLEGROUND_LEADER"] = {"Message","Sender","Language"}, ["CHAT_MSG_BG_SYSTEM_ALLIANCE"] = {"Message"}, ["CHAT_MSG_BG_SYSTEM_HORDE"] = {"Message"}, ["CHAT_MSG_BG_SYSTEM_NEUTRAL"] = {"Message"}, ["CHAT_MSG_CHANNEL"] = {"Message","Sender","Language","Channel name (with number)","Target","AFK/DND/GM","Zone ID","Channel number","Channel name"}, ["CHAT_MSG_CHANNEL_JOIN"] = {1,"Player",3,"Channel name (with number)",5,6,7,"Channel number","Channel name"}, ["CHAT_MSG_CHANNEL_LEAVE"] = {1,"Player",3,"Channel name (with number)",5,6,7,"Channel number","Channel name"}, ["CHAT_MSG_CHANNEL_LIST"] = {"Channels",2,3,"Channel name (with number)"}, ["CHAT_MSG_CHANNEL_NOTICE"] = {"Type",2,3,"Channel name (with number)",5,6,"Channel type","Channel number","Channel name"}, ["CHAT_MSG_CHANNEL_NOTICE_USER"] = {"Type","Target",3,"Channel name (with number)","Player"}, ["CHAT_MSG_COMBAT_CREATURE_VS_CREATURE_HITS"] = {"Message"}, ["CHAT_MSG_COMBAT_CREATURE_VS_CREATURE_MISSES"] = {"Message"}, ["CHAT_MSG_COMBAT_CREATURE_VS_PARTY_HITS"] = {"Message"}, ["CHAT_MSG_COMBAT_CREATURE_VS_PARTY_MISSES"] = {"Message"}, ["CHAT_MSG_COMBAT_CREATURE_VS_SELF_HITS"] = {"Message"}, ["CHAT_MSG_COMBAT_CREATURE_VS_SELF_MISSES"] = {"Message"}, ["CHAT_MSG_COMBAT_FACTION_CHANGE"] = {"Message"}, ["CHAT_MSG_COMBAT_FRIENDLY_DEATH"] = {"Message"}, ["CHAT_MSG_COMBAT_HONOR_GAIN"] = {"Message"}, ["CHAT_MSG_COMBAT_HOSTILE_DEATH"] = {"Message"}, ["CHAT_MSG_COMBAT_SELF_HITS"] = {"Message"}, ["CHAT_MSG_COMBAT_SELF_MISSES"] = {"Message"}, ["CHAT_MSG_COMBAT_XP_GAIN"] = {"Message"}, ["CHAT_MSG_DND"] = {"DND message","Sender"}, ["CHAT_MSG_EMOTE"] = {"Message","Sender"}, ["CHAT_MSG_GUILD"] = {"Message","Sender","Language"}, ["CHAT_MSG_GUILD_ACHIEVEMENT"] = {"Message","Player name",3,4,"Player name",6,7,8,9,10,11}, ["CHAT_MSG_IGNORED"] = {"Target","Target"}, ["CHAT_MSG_LOOT"] = {"Message"}, ["CHAT_MSG_MONEY"] = {"Message"}, ["CHAT_MSG_MONSTER_EMOTE"] = {"Message","Monster name"}, ["CHAT_MSG_MONSTER_SAY"] = {"Message","Sender","Language"}, ["CHAT_MSG_MONSTER_YELL"] = {"Message","Sender"}, ["CHAT_MSG_OFFICER"] = {"Message","Sender","Language"}, ["CHAT_MSG_PARTY"] = {"Message","Sender","Language"}, ["CHAT_MSG_PET_INFO"] = {"Message"}, ["CHAT_MSG_RAID"] = {"Message","Sender","Language"}, ["CHAT_MSG_RAID_BOSS_EMOTE"] = {"Message","Boss name"}, ["CHAT_MSG_RAID_LEADER"] = {"Message","Sender","Language"}, ["CHAT_MSG_RAID_WARNING"] = {"Message","Sender","Language"}, ["CHAT_MSG_SAY"] = {"Message","Sender","Language"}, ["CHAT_MSG_SKILL"] = {"Message"}, ["CHAT_MSG_SPELL_CREATURE_VS_SELF_DAMAGE"] = {"Full combat text"}, ["CHAT_MSG_SPELL_FRIENDLYPLAYER_BUFF"] = {"Full combat text"}, ["CHAT_MSG_SPELL_HOSTILEPLAYER_BUFF"] = {"Full combat text"}, ["CHAT_MSG_SPELL_PERIODIC_FRIENDLYPLAYER_BUFFS"] = {"Full combat text"}, ["CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE"] = {"Full combat text"}, ["CHAT_MSG_SPELL_PERIODIC_SELF_BUFFS"] = {"Full combat text"}, ["CHAT_MSG_SPELL_PERIODIC_SELF_DAMAGE"] = {"Debuff message"}, ["CHAT_MSG_SYSTEM"] = {"Message",2,3,4,5,6,7,8,9,10,11}, ["CHAT_MSG_TEXT_EMOTE"] = {"Message","Sender"}, ["CHAT_MSG_TRADESKILLS"] = {"Message"}, ["CHAT_MSG_WHISPER"] = {"Message","Sender","Language",4,5,"Status","Message ID",8}, ["CHAT_MSG_WHISPER_INFORM"] = {"Message","Sender","Language"}, ["CHAT_MSG_YELL"] = {"Message","Sender","Language"}, ["CLOSE_INBOX_ITEM"] = {"Mailbox slot"}, ["COMBAT_LOG_EVENT"] = {"Timestamp","Event","Source GUID","Source name","Source flags","Destination GUID","Destination name","Destination flags","Arg 9","Arg 10","Arg 11","Arg 12","Arg 13","Arg 14","Arg 15","Arg 16","Arg 17"}, ["COMBAT_LOG_EVENT_UNFILTERED"] = {"Timestamp","Event","Source GUID","Source name","Source flags","Destination GUID","Destination name","Destination flags","Arg 9","Arg 10","Arg 11","Arg 12","Arg 13","Arg 14","Arg 15","Arg 16","Arg 17"}, ["COMBAT_TEXT_UPDATE"] = {"Type","Arg 2 (depends on Type)","Arg 3 (depends on Type)"}, ["COMPANION_UPDATE"] = {"Companion type"}, ["COMSAT_START"] = {"Unit ID"}, ["CRAFT_CLOSE"] = {"Mouse button"}, ["CRAFT_SHOW"] = {"Mouse button"}, ["CVAR_UPDATE"] = {"CVAR name","Value"}, ["DELETE_ITEM_CONFIRM"] = {"Item name"}, ["DUEL_REQUESTED"] = {"Opponent name"}, ["EXECUTE_CHAT_LINE"] = {"Chat line"}, ["GOSSIP_CLOSED"] = {"Mouse button"}, ["GUILD_INVITE_REQUEST"] = {"Guild inviter","Guild name"}, ["GUILD_MOTD"] = {"Message of the day"}, ["GUILD_ROSTER_UPDATE"] = {"Updated by"}, ["ITEM_LOCKED"] = {"Bag/Equipment slot","Slot"}, ["ITEM_LOCK_CHANGED"] = {"Bag/Equipment slot","Slot"}, ["ITEM_PUSH"] = {"Bag","Icon path"}, ["ITEM_UNLOCKED"] = {"Bag/Equipment slot","Slot"}, ["LEARNED_SPELL_IN_TAB"] = {"Tab number"}, ["LOOT_OPENED"] = {"Auto looting"}, ["LOOT_SLOT_CLEARED"] = {"Slot number"}, ["MACRO_ACTION_FORBIDDEN"] = {"???"}, ["MAIL_INBOX_UPDATE"] = {"Mouse button","???"}, ["MAIL_SHOW"] = {"???"}, ["MEMORY_EXHAUSTED"] = {"Memory limit (MB)"}, ["MERCHANT_CLOSED"] = {"Mouse button"}, ["MINIMAP_PING"] = {"Unit ID","X-coord","Y-coord"}, ["MINIMAP_UPDATE_TRACKING"] = {"Mouse button"}, ["MIRROR_TIMER_PAUSE"] = {"Duration"}, ["MIRROR_TIMER_START"] = {"Timer","Value","Max value","Scale","Paused","Label"}, ["MIRROR_TIMER_STOP"] = {"Timer"}, ["MODIFIER_STATE_CHANGED"] = {"Modifier","State"}, ["PARTY_INVITE_REQUEST"] = {"Team leader name"}, ["PARTY_MEMBER_DISABLE"] = {"Player name"}, ["PARTY_MEMBER_ENABLE"] = {"Player name"}, ["PET_BAR_SHOWGRID"] = {"Mouse button"}, ["PLAYERBANKSLOTS_CHANGED"] = {"Slot/Bag index"}, ["PLAYER_COMBO_POINTS"] = {"Unit ID"}, ["PLAYER_DAMAGE_DONE_MODS"] = {"Unit ID"}, ["PLAYER_EQUIPMENT_CHANGED"] = {"Bag/Equipment slot","Slot"}, ["PLAYER_FLAGS_CHANGED"] = {"Unit ID"}, ["PLAYER_GAINS_VEHICLE_DATA"] = {"Unit ID"}, ["PLAYER_GUILD_UPDATE"] = {"Unit ID"}, ["PLAYER_LEVEL_UP"] = {"New level","Hit points","Mana points","Talent points","Strength","Agility","Stamina","Intellect","Spirit"}, ["PLAYER_TARGET_CHANGED"] = {"Targetted by"}, ["PLAYER_XP_UPDATE"] = {"Unit ID"}, ["QUEST_ACCEPT_CONFIRM"] = {"Player name","Quest title"}, ["QUEST_FINISHED"] = {"Mouse button"}, ["QUEST_WATCH_UPDATE"] = {"Quest index"}, ["RAID_INSTANCE_WELCOME"] = {"Instance name","Seconds till reset"}, ["READY_CHECK"] = {"Player name","Time till autocomplete (sec)"}, ["READY_CHECK_CONFIRM"] = {"Unit ID","Status"}, ["REPLACE_ENCHANT"] = {"New enchantment","Current enchantment"}, ["RESURRECT_REQUEST"] = {"Player name"}, ["RUNE_POWER_UPDATE"] = {"Rune","Usable"}, ["RUNE_TYPE_UPDATE"] = {"Rune"}, ["SKILL_LINES_CHANGED"] = {"???"}, ["SPELLCAST_CHANNEL_START"] = {"Duration (ms)","Spell name"}, ["SPELLCAST_CHANNEL_UPDATE"] = {"Duration (ms)"}, ["SPELLCAST_DELAYED"] = {"Disruption time"}, ["SPELLCAST_START"] = {"Spell name","Duration (ms)"}, ["SPELL_UPDATE_COOLDOWN"] = {"Triggered by"}, ["START_LOOT_ROLL"] = {"Roll ID","Roll time"}, ["SYSMSG"] = {"Message","Red","Green","Blue"}, ["TIME_PLAYED_MSG"] = {"Total time played","Time at this level"}, ["TOOLTIP_ADD_MONEY"] = {"Tooltip name","Amount"}, ["TRACKED_ACHIEVEMENT_UPDATE"] = {"Achievement ID"}, ["TRADE_ACCEPT_UPDATE"] = {"Player agreed","Target agreed"}, ["TRADE_PLAYER_ITEM_CHANGED"] = {"Trade slot"}, ["TRADE_REPLACE_ENCHANT"] = {"New enchantment","Current enchantment"}, ["TRADE_REQUEST"] = {"Player name"}, ["TRADE_TARGET_ITEM_CHANGED"] = {"Trade slot"}, ["UI_ERROR_MESSAGE"] = {"Message"}, ["UI_INFO_MESSAGE"] = {"Message"}, ["UNIT_ATTACK"] = {"Unit ID"}, ["UNIT_ATTACK_POWER"] = {"Unit ID"}, ["UNIT_ATTACK_SPEED"] = {"Unit ID"}, ["UNIT_AURA"] = {"Unit ID"}, ["UNIT_CLASSIFICATION_CHANGED"] = {"Unit ID"}, ["UNIT_COMBAT"] = {"Unit ID","Action","Indicator","Damage done","Damage type"}, ["UNIT_COMBO_POINTS"] = {"Unit ID"}, ["UNIT_DAMAGE"] = {"Unit ID"}, ["UNIT_DEFENSE"] = {"Unit ID"}, ["UNIT_DISPLAYPOWER"] = {"Unit ID"}, ["UNIT_DYNAMIC_FLAGS"] = {"Unit ID"}, ["UNIT_ENERGY"] = {"Unit name"}, ["UNIT_FACTION"] = {"Unit name"}, ["UNIT_FLAGS"] = {"Unit ID"}, ["UNIT_HEALTH"] = {"Unit ID"}, ["UNIT_INVENTORY_CHANGED"] = {"Unit ID"}, ["UNIT_LEVEL"] = {"Unit ID"}, ["UNIT_MANA"] = {"Unit ID"}, ["UNIT_MAXENERGY"] = {"Unit ID (??)"}, ["UNIT_MAXHEALTH"] = {"Unit ID"}, ["UNIT_MAXMANA"] = {"Unit ID (??)"}, ["UNIT_MAXRAGE"] = {"Unit ID (??)"}, ["UNIT_MAXRUNIC_POWER"] = {"Unit ID (??)"}, ["UNIT_MODEL_CHANGED"] = {"Unit ID"}, ["UNIT_NAME_UPDATE"] = {"Unit ID"}, ["UNIT_PET"] = {"Unit ID"}, ["UNIT_PET_EXPERIENCE"] = {"Unit ID"}, ["UNIT_PORTRAIT_UPDATE"] = {"Unit name"}, ["UNIT_PVP_UPDATE"] = {"Unit"}, ["UNIT_QUEST_LOG_CHANGED"] = {"Unit name"}, ["UNIT_RAGE"] = {"Unit name"}, ["UNIT_RANGED_ATTACK_POWER"] = {"Unit ID"}, ["UNIT_RESISTANCES"] = {"Unit ID"}, ["UNIT_RUNIC_POWER"] = {"unit ID"}, ["UNIT_SPELLCAST_CHANNEL_START"] = {"Unit ID","Spell name","Spell rank"}, ["UNIT_SPELLCAST_CHANNEL_STOP"] = {"Unit ID","Spell name","Spell rank"}, ["UNIT_SPELLCAST_CHANNEL_UPDATE"] = {"Unit ID","Spell name","Spell rank"}, ["UNIT_SPELLCAST_DELAYED"] = {"Unit ID","Spell name","Spell rank"}, ["UNIT_SPELLCAST_FAILED"] = {"Unit ID","Spell name","Spell rank"}, ["UNIT_SPELLCAST_FAILED_QUIET"] = {"Unit ID","Spell name","Spell rank"}, ["UNIT_SPELLCAST_INTERRUPTED"] = {"Unit ID","Spell name","Spell rank"}, ["UNIT_SPELLCAST_SENT"] = {"Unit ID","Spell name","Spell rank","Target"}, ["UNIT_SPELLCAST_START"] = {"Unit ID","Spell name","Spell rank"}, ["UNIT_SPELLCAST_STOP"] = {"Unit ID","Spell name","Spell rank"}, ["UNIT_SPELLCAST_SUCCEEDED"] = {"Unit ID","Spell name","Spell rank"}, ["UNIT_SPELLMISS"] = {"Unit name","Action"}, ["UNIT_STATS"] = {"Unit name"}, ["UNIT_TARGET"] = {"Unit ID"}, ["UNIT_THREAT_LIST_UPDATE"] = {"Unit ID"}, ["UNIT_THREAT_SITUATION_UPDATE"] = {"Unit ID"}, ["UPDATE_CHAT_COLOR"] = {"Chat type","Red","Green","Blue"}, ["UPDATE_EXHAUSTION"] = {"Unit ID"}, ["UPDATE_FACTION"] = {"Unit ID"}, ["VEHICLE_ANGLE_UPDATE"] = {"Pitch"}, ["VOICE_START"] = {"Unit ID"}, ["QUEST_AUTOCOMPLETE"] = {"Quest ID"}, ["GARRISON_MISSION_FINISHED"] = {"Mission ID"}, ["GARRISON_MISSION_BONUS_ROLL_COMPLETE"] = {"Mission ID","State"}, ["GARRISON_MISSION_BONUS_ROLL_LOOT"] = {"Item ID"}, ["GARRISON_MISSION_COMPLETE_RESPONSE"] = {"Mission ID","???","???"}, ["GARRISON_MISSION_STARTED"] = {"Mission ID"}, };
local label_demo = {} function label_demo.demo() local label1 = lvgl.label_create(lvgl.scr_act(), nil); lvgl.label_set_long_mode(label1, lvgl.LABEL_LONG_BREAK); --Break the long lines lvgl.label_set_recolor(label1, true); --Enable re-coloring by commands in the text lvgl.label_set_align(label1, lvgl.LABEL_ALIGN_CENTER); --Center aligned lines lvgl.label_set_text(label1, "#0000ff Re-color# #ff00ff words# #ff0000 of a# label and wrap long text automatically."); lvgl.obj_set_width(label1, 150); lvgl.obj_align(label1, nil, lvgl.ALIGN_CENTER, 0, -30); local label2 = lvgl.label_create(lvgl.scr_act(), nil); lvgl.label_set_long_mode(label2, lvgl.LABEL_LONG_SROLL_CIRC); --Circular scroll lvgl.obj_set_width(label2, 150); lvgl.label_set_text(label2, "It is a circularly scrolling text. "); lvgl.obj_align(label2, nil, lvgl.ALIGN_CENTER, 0, 30); end return label_demo
-- -- Test cases local runtime = { 'continue', 'observing', 'binding', 'set-get', 'visits', 'tags', 'jumping', 'save-load' } local units = { 'inclusions', 'comments', 'knots', 'stitches', 'text-line', 'text-lines', 'text-tags', 'text-glue', 'choices-basic', 'choices-tags', 'choices-conditional', 'choices-sticky', 'choices-fallback', 'labels-choices', 'labels-nested', 'branching', 'nesting', 'loop', 'vars', 'constants', 'expressions', 'queries', 'conditions-inline', 'alts-inline', 'conditions-switch', 'alts-blocks', 'lists-basic', 'lists-operators', 'lists-queries', } local stories = { -- No complex stories at the moment } local cases = { runtime = runtime, units = units, stories = stories } local folderSeparator = package.config:sub(1, 1) for folderName, folderCases in pairs(cases) do local itemsWithFoldes = { } for _, case in ipairs(folderCases) do table.insert(itemsWithFoldes, folderName .. folderSeparator .. case) end cases[folderName] = itemsWithFoldes end return cases
-- Created by Elfansoer --[[ Ability checklist (erase if done/checked): - Scepter Upgrade - Break behavior - Linken/Reflect behavior - Spell Immune/Invulnerable/Invisible behavior - Illusion behavior - Stolen behavior ]] -------------------------------------------------------------------------------- modifier_underlord_atrophy_aura_lua_stack = class({}) -------------------------------------------------------------------------------- -- Classifications function modifier_underlord_atrophy_aura_lua_stack:IsHidden() return true end function modifier_underlord_atrophy_aura_lua_stack:IsDebuff() return false end function modifier_underlord_atrophy_aura_lua_stack:IsPurgable() return false end function modifier_underlord_atrophy_aura_lua_stack:GetAttributes() return MODIFIER_ATTRIBUTE_MULTIPLE + MODIFIER_ATTRIBUTE_IGNORE_INVULNERABLE end function modifier_underlord_atrophy_aura_lua_stack:RemoveOnDeath() return false end -------------------------------------------------------------------------------- -- Initializations function modifier_underlord_atrophy_aura_lua_stack:OnCreated( kv ) end function modifier_underlord_atrophy_aura_lua_stack:OnRefresh( kv ) end function modifier_underlord_atrophy_aura_lua_stack:OnRemoved() end function modifier_underlord_atrophy_aura_lua_stack:OnDestroy() if not IsServer() then return end self.parent:RemoveStack( self.bonus ) end
local ok, telescope = pcall(require, 'telescope') if not ok then return end local M = {} M.setup = function() local actions = require('telescope.actions') telescope.setup({ defaults = { mappings = { i = { ['<esc>'] = actions.close, }, }, }, extensions = { fzf = { fuzzy = true, override_generic_sorter = true, override_file_sorter = true, case_mode = 'smart_case', }, }, }) telescope.load_extension('fzf') end return M
-------------------------------- -- @module ProtectedNode -- @extend Node -- @parent_module cc ---@class cc.ProtectedNode:cc.Node local ProtectedNode = {} cc.ProtectedNode = ProtectedNode -------------------------------- --- Adds a child to the container with a local z-order.<br> -- If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.<br> -- param child A child node<br> -- param localZOrder Z order for drawing priority. Please refer to `setLocalZOrder(int)` ---@param child cc.Node ---@param localZOrder number ---@param tag number ---@return cc.ProtectedNode ---@overload fun(self:cc.ProtectedNode, child:cc.Node, localZOrder:number):cc.ProtectedNode ---@overload fun(self:cc.ProtectedNode, child:cc.Node):cc.ProtectedNode function ProtectedNode:addProtectedChild(child, localZOrder, tag) end -------------------------------- --- ---@return cc.ProtectedNode function ProtectedNode:disableCascadeColor() end -------------------------------- --- Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter. --- param tag An integer number that identifies a child node. --- param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise. ---@param tag number ---@param cleanup boolean ---@return cc.ProtectedNode function ProtectedNode:removeProtectedChildByTag(tag, cleanup) end -------------------------------- --- Reorders a child according to a new z value. --- param child An already added child node. It MUST be already added. --- param localZOrder Z order for drawing priority. Please refer to setLocalZOrder(int) ---@param child cc.Node ---@param localZOrder number ---@return cc.ProtectedNode function ProtectedNode:reorderProtectedChild(child, localZOrder) end -------------------------------- --- Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. --- param cleanup true if all running actions on all children nodes should be cleanup, false otherwise. --- js removeAllChildren --- lua removeAllChildren ---@param cleanup boolean ---@return cc.ProtectedNode function ProtectedNode:removeAllProtectedChildrenWithCleanup(cleanup) end -------------------------------- --- ---@return cc.ProtectedNode function ProtectedNode:disableCascadeOpacity() end -------------------------------- --- Sorts the children array once before drawing, instead of every time when a child is added or reordered. --- This approach can improves the performance massively. --- note Don't call this manually unless a child added needs to be removed in the same frame ---@return cc.ProtectedNode function ProtectedNode:sortAllProtectedChildren() end -------------------------------- --- Gets a child from the container with its tag. --- param tag An identifier to find the child node. --- return a Node object whose tag equals to the input parameter. ---@param tag number ---@return cc.Node function ProtectedNode:getProtectedChildByTag(tag) end -------------------------------- --- Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter. --- param child The child node which will be removed. --- param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise. ---@param child cc.Node ---@param cleanup boolean ---@return cc.ProtectedNode function ProtectedNode:removeProtectedChild(child, cleanup) end -------------------------------- --- Removes all children from the container with a cleanup. --- see `removeAllChildrenWithCleanup(bool)`. ---@return cc.ProtectedNode function ProtectedNode:removeAllProtectedChildren() end -------------------------------- --- Creates a ProtectedNode with no argument. --- return A instance of ProtectedNode. ---@return cc.ProtectedNode function ProtectedNode:create() end -------------------------------- --- ---@param mask number ---@param applyChildren boolean ---@return cc.ProtectedNode function ProtectedNode:setCameraMask(mask, applyChildren) end -------------------------------- --- ---@param globalZOrder number ---@return cc.ProtectedNode function ProtectedNode:setGlobalZOrder(globalZOrder) end -------------------------------- --- js NA ---@param renderer cc.Renderer ---@param parentTransform mat4_table ---@param parentFlags number ---@return cc.ProtectedNode function ProtectedNode:visit(renderer, parentTransform, parentFlags) end -------------------------------- --- ---@param parentOpacity number ---@return cc.ProtectedNode function ProtectedNode:updateDisplayedOpacity(parentOpacity) end -------------------------------- --- ---@param parentColor color3b_table ---@return cc.ProtectedNode function ProtectedNode:updateDisplayedColor(parentColor) end -------------------------------- --- ---@return cc.ProtectedNode function ProtectedNode:cleanup() end -------------------------------- --- ---@return cc.ProtectedNode function ProtectedNode:ProtectedNode() end return nil
-- Copyright 2021 SkyTheCodeMaster - All Rights Reserved. local redrun = require("redrun") local modem = peripheral.find("modem") local sha256 = require("sha256") modem.open(30000) local myid = os.getComputerID() -- Sha256 digest but pre hexed local function hash(data) local dataHash = sha256.digest(data) return dataHash:toHex() end local function transmit(id,packet,type) local data = { id=id, sendid=myid, packet=packet, hash=hash(packet), type=type } modem.transmit(30000,30000,data) end local function tcpServer() while true do local event = {os.pullEvent()} if event[1] == "tcp_send" then local message = event[2] if type(message) == "table" then if message.type == "data" then local sender = message.sendid repeat modem.transmit(30000,30000,{ id = sender, sendid = myid, packet = message.hash, type = "confirm" }) local _,_,_,_,ok = os.pullEvent("modem_message") until ok == true os.queueEvent("tcp_message",sender,message.packet) elseif message.type == "confirm" then end end end end end local id = redrun.start(tcpServer,"TCP Server") if fs.exists("startup.bak") then shell.run("startup.bak") end
NOTIFICATIONS_VERSION = "1.00" --[[ Sample Panorama Notifications Library by BMD Installation -"require" this file inside your code in order to gain access to the Notifications class for sending notifications to players, teams, or all clients. -Ensure that you have the barebones_notifications.xml, barebones_notifications.js, and barebones_notifications.css files in your panorama content folder. -Ensure that barebones_notifications.xml is included in your custom_ui_manifest.xml with <CustomUIElement type="Hud" layoutfile="file://{resources}/layout/custom_game/barebones_notifications.xml" /> Usage -Notifications can be sent to the Top or Bottom notification panel of an individual player, a whole team, or all clients at once. -Notifications can be sent in pieces consisting of Labels, Images, HeroImages, and AbilityImages. -Notifications are specified by a table which has 4 potential parameters: -duration: The duration to display the notification for on screen. Ignored for a notification which "continues" a previous notification line. -class: An optional (leave as nil for default) string which will be used as the class to add to the notification piece. -style: An optional (leave as nil for default) table of css properties to add to this notification, such as {["font-size"]="60px", color="green"}. -continue: An optional (leave as nil for false) boolean which tells the notification system to add this notification to the current notification line if 'true'. This lets you place multiple individual notification pieces on the same overall notification. -For Labels, there is one additional mandatory parameter: -text: The text to display in the notification. Can provide localization tokens ("#addonname") or non-localized text. -For HeroImages, there is two additional parameters: -hero: (Mandatory) The hero name, e.g. "npc_dota_hero_axe". -imagestyle: (Optional) The image style to display for this hero image. Default when 'nil' is 'icon'. 'portrait' and 'landscape' are two other options. -For AboilityImages, there is one additional mandatory parameter: -ability: The ability name, e.g. "lina_fiery_soul". -For Images, there is one additional mandatory parameter: -image: The image src string, e.g. "file://{images}/status_icons/dota_generic.psd". -For ItemImages, there is one additional mandatory parameter: -item: The item name, e.g. "item_force_staff". -Notifications can be removed from the Top/Bottom or cleared -Call the Notifications:Top, Notifications:TopToAll, or Notifications:TopToTeam to send a top-area notification to the appropriate players -Call the Notifications:Bottom, Notifications:BottomToAll, or Notifications:BottomToTeam to send a bottom-area notifications to the appropriate players -Call the Notifications:ClearTop, Notifications:ClearTopFromAll, or Notifications:ClearTopFromTeam to clear all existing top-area notifications from appropriate players -Call the Notifications:ClearBottom, Notifications:ClearBottomFromAll, or Notifications:ClearBottomFromTeam to clear all existing bottom-area notifications from appropriate players -Call the Notifications:RemoveTop, Notifications:RemoveTopFromAll, or Notifications:RemoveTopFromTeam to remove all existing top-area notifications from appropriate players up to the provided count of notifications -Call the Notifications:RemoveBottom, Notifications:RemoveBottomFromAll, or Notifications:RemoveBottomFromTeam to remove all existing bottom-area notifications from appropriate players up to the provided count of notifications Examples: -- Send a notification to all players that displays up top for 5 seconds Notifications:TopToAll({text="Top Notification for 5 seconds ", duration=5.0}) -- Send a notification to playerID 0 which will display up top for 9 seconds and be green, on the same line as the previous notification Notifications:Top(0, {text="GREEEENNNN", duration=9, style={color="green"}, continue=true}) -- Display 3 styles of hero icons on the same line for 5 seconds. Notifications:TopToAll({hero="npc_dota_hero_axe", duration=5.0}) Notifications:TopToAll({hero="npc_dota_hero_axe", imagestyle="landscape", continue=true}) Notifications:TopToAll({hero="npc_dota_hero_axe", imagestyle="portrait", continue=true}) -- Display a generic image and then 2 ability icons and an item on the same line for 5 seconds Notifications:TopToAll({image="file://{images}/status_icons/dota_generic.psd", duration=5.0}) Notifications:TopToAll({ability="nyx_assassin_mana_burn", continue=true}) Notifications:TopToAll({ability="lina_fiery_soul", continue=true}) Notifications:TopToAll({item="item_force_staff", continue=true}) -- Send a notification to all players on radiant (GOODGUYS) that displays near the bottom of the screen for 10 seconds to be displayed with the NotificationMessage class added Notifications:BottomToTeam(DOTA_TEAM_GOODGUYS, {text="AAAAAAAAAAAAAA", duration=10, class="NotificationMessage"}) -- Send a notification to player 0 which will display near the bottom a large red notification with a solid blue border for 5 seconds Notifications:Bottom(PlayerResource:GetPlayer(0), {text="Super Size Red", duration=5, style={color="red", ["font-size"]="110px", border="10px solid blue"}}) -- Remove 1 bottom and 2 top notifications 2 seconds later Timers:CreateTimer(2,function() Notifications:RemoveTop(0, 2) Notifications:RemoveBottomFromTeam(DOTA_TEAM_GOODGUYS, 1) -- Add 1 more notification to the bottom Notifications:BottomToAll({text="GREEEENNNN again", duration=9, style={color="green"}}) end) -- Clear all notifications from the bottom Timers:CreateTimer(7, function() Notifications:ClearBottomFromAll() end) ]] if Notifications == nil then Notifications = class({}) end function Notifications:ClearTop(player) Notifications:RemoveTop(player, 50) end function Notifications:ClearBottom(player) Notifications:RemoveBottom(player, 50) end function Notifications:ClearTopFromAll() Notifications:RemoveTopFromAll(50) end function Notifications:ClearBottomFromAll() Notifications:RemoveBottomFromAll(50) end function Notifications:ClearTopFromTeam(team) Notifications:RemoveTopFromTeam(team, 50) end function Notifications:ClearBottomFromTeam(team) Notifications:RemoveBottomFromTeam(team, 50) end function Notifications:RemoveTop(player, count) if type(player) == "number" then player = PlayerResource:GetPlayer(player) end CustomGameEventManager:Send_ServerToPlayer(player, "top_remove_notification", {count=count} ) end function Notifications:RemoveBottom(player, count) if type(player) == "number" then player = PlayerResource:GetPlayer(player) end CustomGameEventManager:Send_ServerToPlayer(player, "bottom_remove_notification", {count=count}) end function Notifications:RemoveTopFromAll(count) CustomGameEventManager:Send_ServerToAllClients("top_remove_notification", {count=count} ) end function Notifications:RemoveBottomFromAll(count) CustomGameEventManager:Send_ServerToAllClients("bottom_remove_notification", {count=count}) end function Notifications:RemoveTopFromTeam(team, count) CustomGameEventManager:Send_ServerToTeam(team, "top_remove_notification", {count=count} ) end function Notifications:RemoveBottomFromTeam(team, count) CustomGameEventManager:Send_ServerToTeam(team, "bottom_remove_notification", {count=count}) end function Notifications:Top(player, table) if type(player) == "number" then player = PlayerResource:GetPlayer(player) end if table.text ~= nil then CustomGameEventManager:Send_ServerToPlayer(player, "top_notification", {text=table.text, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.hero ~= nil then CustomGameEventManager:Send_ServerToPlayer(player, "top_notification", {hero=table.hero, imagestyle=table.imagestyle, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.image ~= nil then CustomGameEventManager:Send_ServerToPlayer(player, "top_notification", {image=table.image, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.ability ~= nil then CustomGameEventManager:Send_ServerToPlayer(player, "top_notification", {ability=table.ability, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.item ~= nil then CustomGameEventManager:Send_ServerToPlayer(player, "top_notification", {item=table.item, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) else CustomGameEventManager:Send_ServerToPlayer(player, "top_notification", {text="No TEXT provided.", duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) end end function Notifications:TopToAll(table) if table.text ~= nil then CustomGameEventManager:Send_ServerToAllClients("top_notification", {text=table.text, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.hero ~= nil then CustomGameEventManager:Send_ServerToAllClients("top_notification", {hero=table.hero, imagestyle=table.imagestyle, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.image ~= nil then CustomGameEventManager:Send_ServerToAllClients("top_notification", {image=table.image, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.ability ~= nil then CustomGameEventManager:Send_ServerToAllClients("top_notification", {ability=table.ability, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.item ~= nil then CustomGameEventManager:Send_ServerToAllClients("top_notification", {item=table.item, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) else CustomGameEventManager:Send_ServerToAllClients("top_notification", {text="No TEXT provided.", duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) end end function Notifications:TopToTeam(team, table) if table.text ~= nil then CustomGameEventManager:Send_ServerToTeam(team, "top_notification", {text=table.text, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.hero ~= nil then CustomGameEventManager:Send_ServerToTeam(team, "top_notification", {hero=table.hero, imagestyle=table.imagestyle, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.image ~= nil then CustomGameEventManager:Send_ServerToTeam(team, "top_notification", {image=table.image, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.ability ~= nil then CustomGameEventManager:Send_ServerToTeam(team, "top_notification", {ability=table.ability, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.item ~= nil then CustomGameEventManager:Send_ServerToTeam(team, "top_notification", {item=table.item, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) else CustomGameEventManager:Send_ServerToTeam(team, "top_notification", {text="No TEXT provided.", duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) end end function Notifications:Bottom(player, table) if type(player) == "number" then player = PlayerResource:GetPlayer(player) end if table.text ~= nil then CustomGameEventManager:Send_ServerToPlayer(player, "bottom_notification", {text=table.text, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.hero ~= nil then CustomGameEventManager:Send_ServerToPlayer(player, "bottom_notification", {hero=table.hero, imagestyle=table.imagestyle, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.image ~= nil then CustomGameEventManager:Send_ServerToPlayer(player, "bottom_notification", {image=table.image, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.ability ~= nil then CustomGameEventManager:Send_ServerToPlayer(player, "bottom_notification", {ability=table.ability, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.item ~= nil then CustomGameEventManager:Send_ServerToPlayer(player, "bottom_notification", {item=table.item, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) else CustomGameEventManager:Send_ServerToPlayer(player, "bottom_notification", {text="No TEXT provided.", duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) end end function Notifications:BottomToAll(table) if table.text ~= nil then CustomGameEventManager:Send_ServerToAllClients("bottom_notification", {text=table.text, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.hero ~= nil then CustomGameEventManager:Send_ServerToAllClients("bottom_notification", {hero=table.hero, imagestyle=table.imagestyle, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.image ~= nil then CustomGameEventManager:Send_ServerToAllClients("bottom_notification", {image=table.image, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.ability ~= nil then CustomGameEventManager:Send_ServerToAllClients("bottom_notification", {ability=table.ability, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.item ~= nil then CustomGameEventManager:Send_ServerToAllClients("bottom_notification", {item=table.item, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) else CustomGameEventManager:Send_ServerToAllClients("bottom_notification", {text="No TEXT provided.", duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) end end function Notifications:BottomToTeam(team, table) if table.text ~= nil then CustomGameEventManager:Send_ServerToTeam(team, "bottom_notification", {text=table.text, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.hero ~= nil then CustomGameEventManager:Send_ServerToTeam(team, "bottom_notification", {hero=table.hero, imagestyle=table.imagestyle, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.image ~= nil then CustomGameEventManager:Send_ServerToTeam(team, "bottom_notification", {image=table.image, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.ability ~= nil then CustomGameEventManager:Send_ServerToTeam(team, "bottom_notification", {ability=table.ability, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) elseif table.item ~= nil then CustomGameEventManager:Send_ServerToTeam(team, "bottom_notification", {item=table.item, duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) else CustomGameEventManager:Send_ServerToTeam(team, "bottom_notification", {text="No TEXT provided.", duration=table.duration, class=table.class, style=table.style, continue=table.continue} ) end end
----------------------------------- -- Area: Castle Zvahl Keep (162) -- Mob: Demon Warlock -- Note: PH for Viscount Morax ----------------------------------- local ID = require("scripts/zones/Castle_Zvahl_Keep/IDs"); require("scripts/globals/mobs"); function onMobDeath(mob, player, isKiller) end; function onMobDespawn(mob) tpz.mob.phOnDespawn(mob,ID.mob.VISCOUNT_MORAX_PH,10,math.random(3600,28800)); -- 1 to 8 hours end;
local Camera = { magnitude = 0, dx = 0, dy = 0, currentDuration = 0, shakeActive = false } Camera.__index = Camera function Camera:new() local camera = {} setmetatable(camera, Camera) camera.magnitude = 0 camera.dx = 0 camera.dy = 0 camera.currentDuration = 0 camera.shakeActive = false return camera end function Camera:update(dt) if not self.shakeActive then return end self.currentDuration = self.currentDuration - dt self.dx = love.math.random(-self.magnitude, self.magnitude) self.dy = love.math.random(-self.magnitude, self.magnitude) if self.currentDuration <= 0 then self:stopCameraShake() end end function Camera:startCameraShake(magnitue, duration) self.magnitude = magnitue self.currentDuration = duration self.shakeActive = true end function Camera:stopCameraShake() self.shakeActive = false self.dx = 0 self.dy = 0 end function Camera:getShakeDelta() return self.dx, self.dy end local mod = {} mod.Camera = Camera return mod
require "busted.runner"() local assert = assert describe("[Iterator]", function() local ptable = require "ptable" describe("Empty table", function() local empty_table = ptable({}) local i = empty_table:iterator() it("should not be nil", function() assert.is_not.Nil(i) end) it("should return nil", function() assert.Nil(i:key()) end) it("should return nil", function() assert.Nil(i:value()) end) it("should return false", function() assert.False(i:hasNext()) end) end) describe("Not empty table", function() local tbl = ptable({a = 1, b = 2}) local i = tbl:iterator() it("should not be nil", function() assert.is_not.Nil(i) end) it("should not return nil", function() assert.Nil(i:key()) end) it("should not return nil", function() assert.Nil(i:value()) end) it("should not return true", function() assert.True(i:hasNext()) end) end) describe("key value table", function() local tbl = ptable({a = 1, b = 2}) local i = tbl:iterator() i:next() local key = i:key() local value = i:value() it("should return 'a' or 'b'", function() assert.True("a" == key or "b" == key) end) it("should return '1' or '2'", function() assert.True(1 == value or 2 == value) end) it("should return '1' or '2'", function() assert.True( (key == "a" and value == 1) or (key == "b" and value == 2)) end) it("should return true", function() assert.True(i:hasNext()) end) end) describe("key value table", function() local tbl = ptable({a = 1, b = 2}) local i = tbl:iterator() local function some_test() i:next() i:next() i:next() end it("should return error", function() local _, err = pcall(some_test) assert.is_not.Nil(err) end) end) describe("Numerical table", function() local tbl = ptable({1, 2}) local i = tbl:iterator() i:next() local key = i:key() local value = i:value() it("should return '1' or '2'", function() assert.True(1 == key or 2 == key) end) it("should return '1' or '2'", function() assert.True(1 == value or 2 == value) end) it("should return true", function() assert.True(i:hasNext()) end) end) describe("key value table", function() local tbl = ptable({1, 2}) local i = tbl:iterator() local function some_test() i:next() i:next() i:next() end it("should return error", function() local _, err = pcall(some_test) assert.is_not.Nil(err) end) end) end)
#!/usr/bin/env lua local ui = require "tek.ui" local RadioImage1 = ui.getStockImage("radiobutton") local RadioImage2 = ui.getStockImage("radiobutton", 2) local BitMapImage1 = ui.loadImage(ui.ProgDir .. "/graphics/world.ppm") local BitMapImage2 = ui.loadImage(ui.ProgDir .. "/graphics/locale.ppm") ------------------------------------------------------------------------------- -- Main: ------------------------------------------------------------------------------- ui.Application:new { Children = { ui.Window:new { HideOnEscape = true, Children = { ui.ImageWidget:new { Image = RadioImage1, MinWidth = 20, MinHeight = 20, Mode = "button", Style = "padding: 10", ImageAspectX = 2, ImageAspectY = 3, onPress = function(self) ui.ImageWidget.onPress(self) self:setValue("Image", self.Pressed and RadioImage2 or RadioImage1) end }, ui.ImageWidget:new { Mode = "button", Image = BitMapImage1, Style = "padding: 10", onPress = function(self) ui.ImageWidget.onPress(self) self:setValue("Image", self.Pressed and BitMapImage2 or BitMapImage1) end } } } } }:run()
--[[ OEML - REST API This section will provide necessary information about the `CoinAPI OEML REST API` protocol. This API is also available in the Postman application: <a href=\"https://postman.coinapi.io/\" target=\"_blank\">https://postman.coinapi.io/</a> The version of the OpenAPI document: v1 Contact: [email protected] Generated by: https://openapi-generator.tech ]] -- ord_side class local ord_side = {} local ord_side_mt = { __name = "ord_side"; __index = ord_side; } local function cast_ord_side(t) return setmetatable(t, ord_side_mt) end local function new_ord_side() return cast_ord_side({ }) end return { cast = cast_ord_side; new = new_ord_side; }
--- -- Utility functions for sending MLD requests and parsing reports. -- -- @copyright Same as Nmap--See https://nmap.org/book/man-legal.html local nmap = require "nmap" local ipOps = require "ipOps" local packet = require "packet" local stdnse = require "stdnse" local string = require "string" local table = require "table" _ENV = stdnse.module("multicast", stdnse.seeall) --- -- Performs an MLD general query on the selected interface and caches the results such that -- subsequent calls to this function do not generate additional traffic. -- -- @param if_nfo A table containing information about the interface to send the request on. -- Can be one of those returned by nmap.list_interfaces(). -- @param arg_timeout The amount of time to wait for reports. -- -- @return A list of tables, each table containing three items, namely device, layer 2 reply and layer 3 reply. -- mld_query = function( if_nfo, arg_timeout ) -- check if the interface name is valid or if nmap can find one if if_nfo == nil then return nil end -- we need some ID for this interface & address combination to use as the -- registry key and the object to lock the mutex on local reg_entry = "mld_reports_" .. if_nfo.device .. "_" .. if_nfo.address local mutex = nmap.mutex( reg_entry ) mutex('lock') -- first check if nmap.registry contains reports for this interface from a previous call of this function if nmap.registry[reg_entry] ~= nil then mutex('done') return nmap.registry[reg_entry] end if not ipOps.ip_in_range(if_nfo.address, "fe80::/10") -- link local address or if_nfo.link ~= "ethernet" then -- not the loopback interface mutex('done') return nil end -- create the query packet local src_mac = if_nfo.mac local src_ip6 = ipOps.ip_to_str(if_nfo.address) local dst_mac = packet.mactobin("33:33:00:00:00:01") local dst_ip6 = ipOps.ip_to_str("ff02::1") local general_qry = ipOps.ip_to_str("::") local dnet = nmap.new_dnet() local pcap = nmap.new_socket() dnet:ethernet_open(if_nfo.device) pcap:pcap_open(if_nfo.device, 1500, false, "ip6[40:1] == 58") local probe = packet.Frame:new() probe.mac_src = src_mac probe.mac_dst = dst_mac probe.ip_bin_src = src_ip6 probe.ip_bin_dst = dst_ip6 probe.ip6_tc = 0 probe.ip6_fl = 0 probe.ip6_hlimit = 1 probe.icmpv6_type = packet.MLD_LISTENER_QUERY probe.icmpv6_code = 0 -- Add a non-empty payload too. probe.icmpv6_payload = ( "\x00\x01" .. -- maximum response delay 1 millisecond (if 0, virtualbox TCP/IP stack crashes) "\x00\x00" .. -- reserved ipOps.ip_to_str("::") -- empty address - general MLD query ) probe:build_icmpv6_header() probe.exheader = string.pack(">BBBB I2 BB", packet.IPPROTO_ICMPV6, -- next header 0x00, -- length not including first 8 octets 0x05, -- type is router alert 0x02, -- length 2 bytes 0x00, -- router alert MLD 0x01, -- padding type PadN 0x00 -- padding length 0 ) probe.ip6_nhdr = packet.IPPROTO_HOPOPTS probe:build_ipv6_packet() probe:build_ether_frame() -- send the query packet dnet:ethernet_send(probe.frame_buf) -- wait for responses to the query packet pcap:set_timeout(1000) local pcap_timeout_count = 0 local nse_timeout = arg_timeout or 10 local start_time = nmap:clock() local addrs = {} nmap.registry[reg_entry] = {} repeat local status, length, layer2, layer3 = pcap:pcap_receive() local cur_time = nmap:clock() if status then local l2reply = packet.Frame:new(layer2) local l3reply = packet.Packet:new(layer3, length, true) local target_ip = l3reply.ip_src if l3reply.ip6_nhdr == packet.MLD_LISTENER_REPORT or l3reply.ip6_nhdr == packet.MLDV2_LISTENER_REPORT then table.insert( nmap.registry[reg_entry], { if_nfo.device, l2reply, l3reply } ) end end until ( cur_time - start_time >= nse_timeout ) -- clean up dnet:ethernet_close() pcap:pcap_close() mutex('done') return nmap.registry[reg_entry] end --- -- Extracts IP addresses from MLD reports captured by the mld_query function. -- -- @param reports The output of the mld_query function. -- -- @return A list of tables, each table containing three items, namely device, mac and a list of addresses. -- mld_report_addresses = function(reports) local rep_addresses = {} for _, report in pairs(reports) do local device = report[1] local l2reply = report[2] local l3reply = report[3] local target_ip = l3reply.ip_src if l3reply.ip6_nhdr == packet.MLD_LISTENER_REPORT or l3reply.ip6_nhdr == packet.MLDV2_LISTENER_REPORT then -- if this is the first reply from the target, make an entry for it if not rep_addresses[target_ip] then rep_addresses[target_ip] = stdnse.output_table() end local rep = rep_addresses[target_ip] rep.device = device rep.mac = stdnse.format_mac(l2reply.mac_src) rep.multicast_ips = rep.multicast_ips or {} -- depending on the MLD version of the report, add appropriate IP addresses if l3reply.ip6_nhdr == packet.MLD_LISTENER_REPORT then local multicast_ip = ipOps.str_to_ip( l3reply:raw(0x38, 16) ) -- IP starts at byte 0x38 and is 16 bytes long table.insert(rep.multicast_ips, multicast_ip) elseif l3reply.ip6_nhdr == packet.MLDV2_LISTENER_REPORT then local no_records = l3reply:u16(0x36) local record_offset = 0 local records_start = 0x38 for i = 1, no_records do -- for the format description, see RFC3810 (ch. 5.2) local aux_data_len = l3reply:u8(records_start + record_offset + 1) local no_sources = l3reply:u16(records_start + record_offset + 2) local multicast_ip = ipOps.str_to_ip(l3reply:raw(records_start + record_offset + 4, 16)) table.insert(rep.multicast_ips, multicast_ip) record_offset = record_offset + 4 + 16 + no_sources * 16 + aux_data_len * 4 end end end end return rep_addresses end return _ENV
--[[ Gangi: Definicje @author Jakub 'XJMLN' Starzak <[email protected] @package PSZMTA.psz-gangi @copyright Jakub 'XJMLN' Starzak <[email protected]> Nie mozesz uzywac tego skryptu bez mojej zgody. Napisz - byc moze sie zgodze na uzycie. ]]-- function isGOWindowOpen(wnd) return guiGetVisible(wnd) end
-- Targets: -- -- { -- fullname = full name of target -- dir = target's build directory -- outs = target's object files -- is = { set of rule types which made the target } -- } local posix = require("posix") local emitter = {} local rules = {} local targets = {} local buildfiles = {} local globals local cwd = "." local vars = {} local parente = {} local loadingstack = {} -- Forward references local loadtarget local function print(...) local function print_no_nl(list) for _, s in ipairs(list) do if (type(s) == "table") then io.stderr:write("{") for k, v in pairs(s) do print_no_nl({k}) io.stderr:write("=") print_no_nl({v}) io.stderr:write(" ") end io.stderr:write("}") else io.stderr:write(tostring(s)) end end end print_no_nl({...}) io.stderr:write("\n") end local function assertString(s, i) if (type(s) ~= "string") then error(string.format("parameter %d must be a string", i)) end end local function concat(...) local r = {} local function process(list) for _, t in ipairs(list) do if (type(t) == "table") and not t.is then process(t) else r[#r+1] = t end end end process({...}) return r end -- Test table membership (crudely). local function contains(needle, haystack) for _, k in ipairs(haystack) do if (k == needle) then return true end end return false end local function inherit(high, low) local o = {} setmetatable(o, { __index = function(self, k) local x = high[k] if x then return x end return low[k] end }) for k, v in pairs(high) do local _, _, kk = k:find("^%+(.*)$") if kk then o[kk] = concat(low[kk], v) end end return o end local function asstring(o) local t = type(o) if (t == "nil") then return "" elseif (t == "string") then return o elseif (t == "number") then return o elseif (t == "table") then if o.is then return asstring(o.outs) else local s = {} for _, v in pairs(o) do s[#s+1] = asstring(v) end return table.concat(s, " ") end else error(string.format("can't turn values of type '%s' into strings", t)) end end local function concatpath(...) local p = table.concat({...}, "/") return (p:gsub("/+", "/"):gsub("^%./", ""):gsub("/%./", "/")) end -- Returns a list of the targets within the given collection; the keys of any -- keyed items are lost. Lists and wildcards are expanded. local function targetsof(...) local o = {} local function process(items) for _, item in pairs(items) do if (type(item) == "table") then if item.is then -- This is a target. o[#o+1] = item else -- This is a list. process(item) end elseif (type(item) == "string") then -- Filename! if item:find("^%+") then item = cwd..item elseif item:find("^%./") then item = concatpath(cwd, item) end o[#o+1] = loadtarget(item) else error(string.format("member of target list is not a string or a target")) end end end process({...}) return o end local function filenamesof(...) local targets = targetsof(...) local f = {} for _, r in ipairs(targets) do if (type(r) == "table") and r.is then if r.outs then for _, o in ipairs(r.outs) do f[#f+1] = o end end elseif (type(r) == "string") then f[#f+1] = r else error(string.format("list of targets contains a %s which isn't a target", type(r))) end end return f end local function targetnamesof(...) local targets = targetsof(...) local f for _, r in pairs(targets) do if (type(r) == "table") and r.is then f[#f+1] = r.fullname elseif (type(r) == "string") then f[#f+1] = r else error(string.format("list of targets contains a %s which isn't a target", type(r))) end end return f end local function dotocollection(files, callback) if (#files == 1) and (type(files[1]) == "string") then return callback(files[1]) end local o = {} local function process(files) for _, s in ipairs(files) do if (type(s) == "table") then if s.is then error("passed target to a filename manipulation function") else process(s) end else local b = callback(s) if (b ~= "") then o[#o+1] = b end end end end process(files) return o end local function abspath(...) return dotocollection({...}, function(filename) assertString(filename, 1) if not filename:find("^[/$]") then filename = concatpath(posix.getcwd(), filename) end return filename end ) end local function basename(...) return dotocollection({...}, function(filename) assertString(filename, 1) local _, _, b = filename:find("^.*/([^/]*)$") if not b then return filename end return b end ) end local function dirname(...) return dotocollection({...}, function(filename) assertString(filename, 1) local _, _, b = filename:find("^(.*)/[^/]*$") if not b then return "" end return b end ) end local function replace(files, pattern, repl) return dotocollection({files}, function(filename) return filename:gsub(pattern, repl) end ) end local function fpairs(...) return ipairs(filenamesof(...)) end local function matching(collection, pattern) local o = {} dotocollection(collection, function(filename) if filename:find(pattern) then o[#o+1] = filename end end ) return o end -- Selects all targets containing at least one output file that matches -- the pattern (or all, if the pattern is nil). local function selectof(targets, pattern) local targets = targetsof(targets) local o = {} for k, v in pairs(targets) do if v.is and v.outs then local matches = false for _, f in pairs(v.outs) do if f:find(pattern) then matches = true break end end if matches then o[#o+1] = v end end end return o end local function uniquify(...) local s = {} return dotocollection({...}, function(filename) if not s[filename] then s[filename] = true return filename end end ) end local function startswith(needle, haystack) return haystack:sub(1, #needle) == needle end local function emit(...) local n = select("#", ...) local args = {...} for i=1, n do local s = asstring(args[i]) io.stdout:write(s) if not s:find("\n$") then io.stdout:write(" ") end end end local function templateexpand(list, vars) vars = inherit(vars, globals) local o = {} for _, s in ipairs(list) do o[#o+1] = s:gsub("%%%b{}", function(expr) expr = expr:sub(3, -2) local chunk, e = loadstring("return ("..expr..")", expr) if e then error(string.format("error evaluating expression: %s", e)) end setfenv(chunk, vars) local value = chunk() if (value == nil) then error(string.format("template expression '%s' expands to nil (probably an undefined variable)", expr)) end return asstring(value) end ) end return o end local function loadbuildfile(filename) if contains(filename, loadingstack) then error(string.format("build file cycle; '%s' refers to itself indirectly; stack is: %s %s", filename, asstring(loadingstack), filename)) end loadingstack[#loadingstack+1] = filename if not buildfiles[filename] then buildfiles[filename] = true local fp, data, chunk, e io.stderr:write("loading ", filename, "\n") fp, e = io.open(filename) if not e then data, e = fp:read("*a") fp:close() if not e then local thisglobals = {} thisglobals._G = thisglobals setmetatable(thisglobals, {__index = globals}) chunk, e = loadstring(data, "@"..filename) if not e then setfenv(chunk, thisglobals) end end end if e then error(string.format("couldn't load '%s': %s", filename, e)) end local oldcwd = cwd cwd = dirname(filename) chunk() cwd = oldcwd end loadingstack[#loadingstack] = nil end local function loadbuildfilefor(filepart, targetpart) local normalname = concatpath(filepart, "/build.lua") if posix.access(normalname, "r") then loadbuildfile(normalname) return end local extendedname = concatpath(filepart, "/build-"..targetpart..".lua") if posix.access(extendedname, "r") then loadbuildfile(extendedname) return end error(string.format("could not access either '%s' or '%s'", normalname, extendedname)) end loadtarget = function(targetname) if targets[targetname] then return targets[targetname] end local target if not targetname:find("%+") then local files if targetname:find("[?*]") then files = posix.glob(targetname) if not files then files = {} end else files = {targetname} end target = { outs = files, is = { __implicitfile = true } } targets[targetname] = target else local _, _, filepart, targetpart = targetname:find("^([^+]*)%+([%w-_]+)$") if not filepart or not targetpart then error(string.format("malformed target name '%s'", targetname)) end if (filepart == "") then filepart = cwd end loadbuildfilefor(filepart, targetpart) target = targets[targetname] if not target then error(string.format("build file '%s' contains no target '%s'", filepart, targetpart)) end end return target end local typeconverters = { targets = function(propname, i) if (type(i) == "string") then i = {i} elseif (type(i) ~= "table") then error(string.format("property '%s' must be a target list", propname)) end local m = {} for k, v in pairs(i) do local ts = targetsof(v) if (type(k) == "number") then for _, t in ipairs(ts) do m[#m+1] = t end else if (#ts ~= 1) then error(string.format("named target '%s' can only be assigned from a single target", k)) else m[k] = ts[1] end end end return m end, strings = function(propname, i) if (type(i) == "string") then i = {i} elseif (type(i) ~= "table") then error(string.format("property '%s' must be a string list", propname)) end return concat(i) end, boolean = function(propname, i) if (type(i) ~= "boolean") then error(string.format("property '%s' must be a boolean", propname)) end return i end, string = function(propname, i) if (type(i) ~= "string") then error(string.format("property '%s' must be a string", propname)) end return i end, table = function(propname, i) if (type(i) ~= "table") then error(string.format("property '%s' must be a table", propname)) end return i end, object = function(propname, i) return i end, } local function definerule(rulename, types, cb) if rulename and rules[rulename] then error(string.format("rule '%s' is already defined", rulename)) end types.name = { type="string" } types.cwd = { type="string", optional=true } types.vars = { type="table", default={} } for propname, typespec in pairs(types) do if not typeconverters[typespec.type] then error(string.format("property '%s' has unrecognised type '%s'", propname, typespec.type)) end end local rulecwd = cwd local rule = function(e) local definedprops = {} for propname, _ in pairs(e) do definedprops[propname] = true end local args = {} for propname, typespec in pairs(types) do if e[propname] == nil then if not typespec.optional and (typespec.default == nil) then error(string.format("missing mandatory property '%s'", propname)) end args[propname] = typespec.default else args[propname] = typeconverters[typespec.type](propname, e[propname]) definedprops[propname] = nil end end local propname, _ = next(definedprops) if propname then error(string.format("don't know what to do with property '%s'", propname)) end if not args.cwd then args.cwd = cwd end args.fullname = args.cwd.."+"..args.name local oldparente = parente parente = args args.vars = inherit(args.vars, oldparente.vars) local result = cb(args) or {} parente = oldparente result.is = result.is or {} if rulename then result.is[rulename] = true end result.fullname = args.fullname if targets[arg.fullname] and (targets[arg.fullname] ~= result) then error(string.format("target '%s' is already defined", args.fullname)) end targets[result.fullname] = result return result end if rulename then if rules[rulename] then error(string.format("rule '%s' is already defined", rulename)) end rules[rulename] = rule end return rule end ----------------------------------------------------------------------------- -- DEFAULT RULES -- ----------------------------------------------------------------------------- local function install_make_emitter() emit("hide = @\n") function emitter:var(name, value) -- Don't let emit insert spaces. emit(name.."="..value.."\n") end function emitter:rule(name, ins, outs) if (#outs == 0) then local n = name.."-IMAGINARY-OUT" emit(".INTERMEDIATE:", n, "\n") outs = {n} end local impl = name.."-IMPL" emit(".INTERMEDIATE:", name, "\n") emit(".INTERMEDIATE:", impl, "\n") for i = 1, #outs do emit(name..":", outs[i], "\n") end for i = 1, #outs do emit(outs[i]..":", impl, ";\n") end for i = 1, #ins do emit(impl..":", ins[i], "\n") end emit(impl..":", "\n") local dirs = uniquify(dirname(outs)) if (#dirs > 0) then emit("\t@mkdir -p", dirs, "\n") end end function emitter:phony(name, ins, outs) emit(".PHONY:", name, "\n") self:rule(name, ins, outs) end function emitter:label(...) local s = table.concat({...}, " ") emit("\t@echo", s, "\n") end function emitter:exec(commands) for _, s in ipairs(commands) do emit("\t$(hide)", s, "\n") end end function emitter:endrule() emit("\n") end end local function install_ninja_emitter() emit("rule build\n") emit(" command = $command\n") emit("\n") local function unmake(collection) return dotocollection({collection}, function(s) return s:gsub("%$%b()", function(expr) return "${"..expr:sub(3, -2).."}" end ) end ) end function emitter:var(name, value) -- Don't let emit insert spaces. emit(name.."="..unmake(value).."\n") end function emitter:rule(name, ins, outs) if (#outs == 0) then emit("build", name, ": phony", unmake(ins), "\n") else emit("build", name, ": phony", unmake(outs), "\n") emit("build", unmake(outs), ": build", unmake(ins), "\n") end end function emitter:label(...) end function emitter:exec(commands) emit(" command =", table.concat(unmake(commands), " && "), "\n") end function emitter:endrule() emit("\n") end end definerule("simplerule", { ins = { type="targets" }, outs = { type="strings" }, deps = { type="targets", default={} }, label = { type="string", optional=true }, commands = { type="strings" }, vars = { type="table", default={} }, }, function (e) emitter:rule(e.fullname, filenamesof(e.ins, e.deps), e.outs) emitter:label(e.fullname, " ", e.label or "") local vars = inherit(e.vars, { ins = filenamesof(e.ins), outs = filenamesof(e.outs) }) emitter:exec(templateexpand(e.commands, vars)) emitter:endrule() return { outs = e.outs } end ) definerule("installable", { map = { type="targets", default={} }, deps = { type="targets", default={} }, }, function (e) local deps = filenamesof(e.deps) local commands = {} local srcs = {} local outs = {} local dests = {} for dest, src in pairs(e.map) do if src.is.installable then if (type(dest) ~= "number") then error("can't specify a destination filename when installing an installable") end deps[#deps+1] = src.fullname outs = concat(outs, filenamesof(src)) elseif (type(dest) == "number") then error("only references to other installables can be missing a destination") else local f = filenamesof(src) if (#f ~= 1) then error("installable can only cope with targets emitting single files") end deps[#deps+1] = f dests[#dests+1] = dest outs[#outs+1] = dest commands[#commands+1] = "cp "..f[1].." "..dest end end emitter:rule(e.fullname, deps, dests) emitter:label(e.fullname, " ", e.label or "") if (#commands > 0) then emitter:exec(commands) end emitter:endrule() return { outs = outs } end ) ----------------------------------------------------------------------------- -- MAIN PROGRAM -- ----------------------------------------------------------------------------- local function parse_arguments(argmap, arg) local i = 1 local files = {} local function unrecognisedarg(arg) argmap[" unrecognised"](arg) end while (i <= #arg) do local o = arg[i] local op if (o:byte(1) == 45) then -- This is an option. if (o:byte(2) == 45) then -- ...with a -- prefix. o = o:sub(3) local fn = argmap[o] if not fn then unrecognisedarg("--"..o) end i = i + fn(arg[i+1], arg[i+2]) else -- ...without a -- prefix. local od = o:sub(2, 2) local fn = argmap[od] if not fn then unrecognisedarg("-"..od) end op = o:sub(3) if (op == "") then i = i + fn(arg[i+1], arg[i+2]) else fn(op) end end else files[#files+1] = o end i = i + 1 end argmap[" files"](files) end globals = { posix = posix, abspath = abspath, asstring = asstring, basename = basename, concat = concat, concatpath = concatpath, cwd = function() return cwd end, definerule = definerule, dirname = dirname, emit = emit, filenamesof = filenamesof, fpairs = fpairs, include = loadbuildfile, inherit = inherit, print = print, replace = replace, matching = matching, selectof = selectof, startswith = startswith, uniquify = uniquify, vars = vars, } setmetatable(globals, { __index = function(self, k) local rule = rules[k] if rule then return rule else return _G[k] end end } ) vars.cflags = {} parente.vars = vars setmetatable(_G, { __index = function(self, k) local value = rawget(_G, k) if not value then error(string.format("access of undefined variable '%s'", k)) end return value end } ) do local emitter_type = install_make_emitter parse_arguments( { ["make"] = function() emitter_type = install_make_emitter return 0 end, ["ninja"] = function() emitter_type = install_ninja_emitter return 0 end, [" unrecognised"] = function(arg) error(string.format("unrecognised argument '%s'", arg)) end, [" files"] = function(files) emitter_type() for _, f in ipairs(files) do local _, _, name, value = f:find("^([%w_]+)=(.*)$") if name then emitter:var(name, value) end end for _, f in ipairs(files) do if not f:find("=") then loadbuildfile(f) end end end }, {...} ) end
-- require'lspinstall'.setup() -- important -- local servers = require'lspinstall'.installed_servers() -- for _, server in pairs(servers) do -- require'lspconfig'[server].setup{} -- end
--WiFi SetUp station_cfg={} station_cfg.ssid="WLAN_SSID" station_cfg.pwd="WLAN_PWD" wifi.sta.config(station_cfg) --Mqtt SetUp mqttKeepAlive = 60; --sec host = "bro.ker.add.res" port = "1883" m = mqtt.Client("backlighter", mqttKeepAlive); mqttMainTopic = "/desk/backlight" --functions function split(s, sep) local fields = {} local sep = sep or " " local pattern = string.format("([^%s]+)", sep) string.gsub(s, pattern, function(c) fields[#fields + 1] = c end) return fields end function ws2812NewSettings(configs) file.open(configfile, "w+") file.writeline("LEDs="..configs[1]) file.writeline("Colours="..configs[2]) file.close() end --WS2812 SetUp configfile = ".config" if not file.exists(configfile) then BytesPerLed = 4 NumOfLeds = 1 ws2812NewSettings({NumOfLeds,BytesPerLed}) else file.open(configfile, "r") line = file.readline() while line ~= nil do line = split(line,"=") if line[1] == "LEDs" then NumOfLeds = line[2] elseif line[1] == "Colours" then BytesPerLed = line[2] end line = file.readline() end file.close() end bfrleft = ws2812.newBuffer(NumOfLeds, BytesPerLed) --bfrright = ws2812.newBuffer(NumOfLeds, BytesPerLed) --bfrright:fill(0,0,0,0) bfrleft:fill(0,0,0,0) bfrleft:set(1,0,0,0,255) ws2812.init(ws2812.MODE_SINGLE) ws2812.write(bfrleft) bfrleft:set(1,0,0,0,0) --for led=1,8,1 --64 is included --do -- bfrleft:set(led,2^(led-1),0,0,0) --end --for led=9,16,1 --64 is included --do -- bfrleft:set(led,0,2^(led-9),0,0) --end --for led=17,24,1 --64 is included --do -- bfrleft:set(led,0,0,2^(led-17),0) --end --for led=25,32,1 --64 is included --do -- bfrleft:set(led,0,0,0,2^(led-25))initializing --end --for led=33,40,1 --64 is included --do -- bfrleft:set(led,0,0,2^(led-32),2^(led-32)) --end tmr.alarm(1,1000, 1, function() if wifi.sta.getip()==nil then else tmr.stop(1) --host, port, secure, autoreconnect,function on success, function on fail m:connect(host, port,0 ,0, function (client) m:subscribe({[mqttMainTopic .. "/numcolours"]=0, --number of colours, each LED has (RGB, RGBW, RGBWW) [mqttMainTopic .. "/numleds"]=0, --number of LEDs, which are connected via WS2812 [mqttMainTopic .. "/colour"]=0}, --byte-stream, which contains the colour-settings (incl. white) --two cases: --multiple of NumColours -> LEDs starting at 1st, will be set --multiple of NumColours + 1 -> first byte will be interpreted as Offset of LEDs (so max is 255) function(conn) -- print("subscribe success") bfrleft:set(1,255,0,0,0) ws2812.write(bfrleft) end) end, function(client,reason) -- print("connection failed: "..reason) bfrleft:set(1,0,255,0,0) ws2812.write(bfrleft) end) end end) --interpreting of incoming messages m:on("message", function(client, topic, data) if (topic == mqttMainTopic .. "/numcolours") and (string.len(data) == 1) and (tonumber(data) >=3 and tonumber(data) <=5) then BytesPerLed = data; ws2812NewSettings({NumOfLeds,data}) elseif (topic == mqttMainTopic .. "/numleds") then NumOfLeds = data; ws2812NewSettings({NumOfLeds,BytesPerLed}) elseif topic == mqttMainTopic .. "/colour" then if (string.len(data) % BytesPerLed) == 0 then bfrleft:replace(data) elseif (string.len(data) % BytesPerLed) == 1 then bfrleft:replace(string.sub(data,1),string.byte(data,1)) end ws2812.write(bfrleft) end end)
local scene_maker = require("scene") config = { } love.load = function() config.scene = scene_maker.make() end love.update = function(dt) do if config.scene.update then config.scene.update(dt) end return config end end love.draw = function() do if config.scene.draw then config.scene.draw() end return config end end
-- vim:foldmethod=marker ---@diagnostic disable: different-requires -- Automatically download packer.nvim if it doesn't exist local fn = vim.fn local install_path = fn.stdpath "data" .. "/site/pack/packer/start/packer.nvim" if fn.empty(fn.glob(install_path)) > 0 then fn.system { "git", "clone", "--depth", "1", "https://github.com/wbthomason/packer.nvim", install_path } vim.cmd "packadd packer.nvim" end -- Automatically run :PackerCompile after every time this file is changed vim.api.nvim_create_augroup("packer_user_config", { clear = true }) vim.api.nvim_create_autocmd("BufWritePost", { group = "packer_user_config", pattern = "plugins.lua", command = "source <afile> | PackerCompile", }) local packer = require "packer" -- Use packer.nvim to manage all of the plugins return packer.startup { function(use) -- Core {{{ use { "wbthomason/packer.nvim" } use { "neovim/nvim-lspconfig", config = function() require "core.lspconfig" end, after = { "nvim-lsp-installer" }, } use { "williamboman/nvim-lsp-installer", config = function() require "core.lsp-installer" end, } use { "jose-elias-alvarez/null-ls.nvim", config = function() require "core.null-ls" end, requires = { { "nvim-lua/plenary.nvim" }, { "neovim/nvim-lspconfig" }, }, } use { "ahmedkhalf/project.nvim", config = function() require "core.project" end, } use { "tpope/vim-sleuth" } use { "nvim-treesitter/nvim-treesitter", run = ":TSUpdate", config = function() require "core.treesitter" end, requires = { { "nvim-treesitter/nvim-treesitter-refactor" }, { "windwp/nvim-ts-autotag" }, { "p00f/nvim-ts-rainbow" }, { "RRethy/nvim-treesitter-endwise" }, { "RRethy/nvim-treesitter-textsubjects", disable = true }, { "JoosepAlviste/nvim-ts-context-commentstring" }, }, } use { "tpope/vim-unimpaired" } use { "folke/which-key.nvim", config = function() require "core.which-key" end, } use { "linty-org/key-menu.nvim", disable = true, -- Alternative to which-key.nvim } use { "b0o/mapx.nvim", disable = true, -- Plugin organize keymaps -- Disable because lots of refactorings needs to be done } use { "lewis6991/impatient.nvim" } use { "nathom/filetype.nvim", config = function() require "core.filetype" end, } -- }}} -- Text Editing {{{ use { "github/copilot.vim", config = function() require "edit.copilot" end, } use { "hrsh7th/nvim-cmp", config = function() require "edit.cmp" end, requires = { { "hrsh7th/cmp-buffer" }, { "hrsh7th/cmp-nvim-lsp" }, { "hrsh7th/cmp-nvim-lsp-signature-help" }, { "hrsh7th/cmp-buffer" }, { "hrsh7th/cmp-path" }, { "hrsh7th/cmp-cmdline" }, { "hrsh7th/cmp-calc" }, { "hrsh7th/cmp-nvim-lua" }, { "kdheepak/cmp-latex-symbols" }, { "saadparwaiz1/cmp_luasnip" }, { "kristijanhusak/vim-dadbod-completion" }, { "lukas-reineke/cmp-under-comparator" }, }, } use { "L3MON4D3/LuaSnip", config = function() require "edit.luasnip" end, } use { "rafamadriz/friendly-snippets" } use { "b3nj5m1n/kommentary", config = function() require "edit.kommentary" end, } use { "tpope/vim-surround" } use { "tpope/vim-repeat" } use { "lewis6991/spellsitter.nvim", config = function() require "edit.spellsitter" end, disable = true, -- Spell check is less needed at this time } use { "brymer-meneses/grammar-guard.nvim", disable = true, -- Now grammar check is provided by ltex languages server } use { "windwp/nvim-autopairs", config = function() require "edit.autopairs" end, } use { "dhruvasagar/vim-table-mode", ft = { "markdown", "org" }, } use { "ekickx/clipboard-image.nvim", disable = true, } use { "ThePrimeagen/refactoring.nvim", config = function() require "edit.refactoring" end, requires = { { "nvim-lua/plenary.nvim" }, { "nvim-treesitter/nvim-treesitter" }, }, disable = true, -- Plugin surpporting refactorings -- Disable because it needs neovim nightly } -- }}} -- Interface Extension {{{ use { "stevearc/stickybuf.nvim", disable = true, -- Disable because it brings a more buggy behavior -- https://github.com/neovim/neovim/issues/12517 } use { "akinsho/nvim-bufferline.lua", config = function() require "interface.bufferline" end, requires = { "kyazdani42/nvim-web-devicons" }, } use { "nvim-lualine/lualine.nvim", config = function() require "interface.lualine" end, requires = { { "kyazdani42/nvim-web-devicons" }, { "ofseed/lualine-copilot" }, }, } use { "SmiteshP/nvim-navic", config = function() require "interface.navic" end, } use { "RRethy/vim-illuminate", config = function() require "interface.illuminate" end, } use { "anuvyklack/pretty-fold.nvim", config = function() require "interface.pretty-fold" end, requires = { "anuvyklack/nvim-keymap-amend" }, } use { "m-demare/hlargs.nvim", config = function() require "interface.hlargs" end, after = { "catppuccin" }, -- hlargs should be loaded after colorscheme } use { "zbirenbaum/neodim", config = function() require "interface.dim" end, } use { "lukas-reineke/indent-blankline.nvim", config = function() require "interface.indent-blankline" end, } use { "stevearc/dressing.nvim", config = function() require "interface.dressing" end, } use { "ray-x/lsp_signature.nvim", config = function() require "interface.lsp_signature" end, } use { "onsails/lspkind-nvim", config = function() require "interface.lspkind" end, } use { "weilbith/nvim-code-action-menu", cmd = { "CodeActionMenu" }, disable = true, -- Disable because it not stable } use { "goolord/alpha-nvim", config = function() require "interface.alpha" end, } use { "j-hui/fidget.nvim", config = function() require "interface.fidget" end, } use { "rcarriga/nvim-notify", config = function() require "interface.notify" end, } use { "nvim-treesitter/nvim-treesitter-context", config = function() require "interface.treesitter-context" end, } use { "norcalli/nvim-colorizer.lua", config = function() require "interface.colorizer" end, } use { "dstein64/nvim-scrollview" } use { "lewis6991/satellite.nvim", config = function() require "interface.satellite" end, disable = true, -- A substitue for nvim-scrollview -- which support search results, lsp diagnostics and git hunks -- Disable because it's work in progress } use { "kevinhwang91/nvim-bqf", config = function() require "interface.bqf" end, } use { "kevinhwang91/nvim-fFHighlight", config = function() require "interface.ffhighlight" end, after = { "catppuccin" }, disable = true, -- Plugin show inline search highlight -- Disable because it's not very useful } use { "folke/todo-comments.nvim", config = function() require "interface.todo-comments" end, } use { "folke/zen-mode.nvim", config = function() require "interface.zen-mode" end, cmd = { "ZenMode" }, } use { "folke/twilight.nvim", config = function() require "interface.twilight" end, cmd = { "Twilight" }, } use { "winston0410/range-highlight.nvim", config = function() require "interface.range-highlight" end, requires = { "winston0410/cmd-parser.nvim", }, } use { "psliwka/vim-smoothie", disable = true, -- Try to get rid of dependency on moving animations. } use { "edluffy/specs.nvim", config = function() require "interface.specs" end, disable = true, -- Disable because it's conflicting with the chinese text } use { "chentoast/marks.nvim", config = function() require "interface.marks" end, } use { "tversteeg/registers.nvim", config = function() require "interface.registers" end, disable = true, -- Behaves strangely when used with text objects } use { "edluffy/hologram.nvim", disable = true, } use { "jubnzv/virtual-types.nvim", disable = true, -- Disable because few languages sever support it } use { "bennypowers/nvim-regexplainer", config = function() require "interface.regexplainer" end, requires = { "nvim-lua/plenary.nvim", "MunifTanjim/nui.nvim", }, } use { "jbyuki/nabla.nvim", config = function() require "interface.nabla" end, ft = { "tex", "markdown" }, } use { "sunjon/Shade.nvim", config = function() require "interface.shade" end, disable = true, -- Disable because conflict with other floating window plugins } use { "luukvbaal/stabilize.nvim", config = function() require "interface.stabilize" end, disable = true, } use { -- "EdenEast/nightfox.nvim", "catppuccin/nvim", -- "folke/tokyonight.nvim", -- "navarasu/onedark.nvim", -- "Mofiqul/vscode.nvim", -- "Mofiqul/dracula.nvim", -- "projekt0n/github-nvim-theme", -- "tanvirtin/monokai.nvim", -- "ellisonleao/gruvbox.nvim", -- "shaunsingh/solarized.nvim", -- "shaunsingh/moonlight.nvim", -- "shaunsingh/nord.nvim", -- commit = "d83145614e8082b24a001643f1c6c00c0ea9aaef", -- After this commit, nightfox has changed a lot as = "catppuccin", config = function() require "interface.colorscheme" end, -- requires = { "rktjmp/lush.nvim" }, -- Required by gruvbox after = "nvim-tree.lua", -- Nvim-tree needs to be loaded before colorschemes } -- }}} -- Tool Integration {{{ use { "kyazdani42/nvim-tree.lua", config = function() require "tool.tree" end, requires = { "kyazdani42/nvim-web-devicons" }, } use { "sidebar-nvim/sidebar.nvim", config = function() require "config.interface.sidebar" end, requires = { "sidebar-nvim/sections-dap" }, disable = true, } use { "nvim-neo-tree/neo-tree.nvim", config = function() require "tool.neo-tree" end, branch = "v2.x", requires = { "nvim-lua/plenary.nvim", "kyazdani42/nvim-web-devicons", -- not strictly required, but recommended "MunifTanjim/nui.nvim", }, disable = true, -- Subtitute for nvim-tree -- Disable because few colorschemes support it } use { "simrat39/symbols-outline.nvim", config = function() require "tool.symbols-outline" end, requires = { "kyazdani42/nvim-web-devicons" }, cmd = { "SymbolsOutline" }, disable = true, -- Subtitute for aerial.nvim -- Disable because better to use aerial.nvim } use { "onsails/diaglist.nvim", disable = true, } use { "akinsho/nvim-toggleterm.lua", config = function() require "tool.toggleterm" end, } use { "stevearc/aerial.nvim", config = function() require "tool.aerial" end, } use { "lewis6991/gitsigns.nvim", config = function() require "tool.gitsigns" end, requires = "nvim-lua/plenary.nvim", } use { "TimUntersberger/neogit", config = function() require "tool.neogit" end, requires = { "nvim-lua/plenary.nvim", "sindrets/diffview.nvim", }, cmd = { "Neogit" }, } use { "sindrets/diffview.nvim", config = function() require "tool.diffview" end, cmd = { "DiffviewOpen", "DiffviewFileHistory" }, } use { "akinsho/git-conflict.nvim", config = function() require "tool.git-conflict" end, } use { "aserowy/tmux.nvim", config = function() require "tool.tmux" end, } use { "iamcco/markdown-preview.nvim", config = function() require "tool.markdown-preview" end, run = "cd app && yarn install", ft = { "markdown" }, } use { "Saecki/crates.nvim", config = function() require "tool.crates" end, requires = { "nvim-lua/plenary.nvim" }, event = { "BufRead Cargo.toml" }, } use { "vuki656/package-info.nvim", config = function() require "tool.package-info" end, requires = "MunifTanjim/nui.nvim", event = { "BufRead package.json", "BufRead package-lock.json", }, } use { "pwntester/octo.nvim", config = function() require "tool.octo" end, cmd = { "Octo" }, disable = true, -- Subtitute for gh.nvim -- Disable because better to use gh.nvim } use { "ldelossa/gh.nvim", config = function() require "tool.gh" end, requires = "ldelossa/litee.nvim", } use { "tpope/vim-dadbod", disable = true, } use { "kristijanhusak/vim-dadbod-ui", cmd = { "DBUIToggle" }, disable = true, } use { "nvim-orgmode/orgmode", config = function() require "tool.orgmode" end, disable = true, -- Need reconfigre, especially keymaps } use { "akinsho/org-bullets.nvim", config = function() require "tool.org-bullets" end, ft = { "org" }, diable = true, -- Disable with orgmode } -- }}} -- Efficiency Improvement {{{ use { "nvim-telescope/telescope.nvim", config = function() require "efficiency.telescope" end, requires = { { "nvim-lua/popup.nvim" }, { "nvim-lua/plenary.nvim" }, { "nvim-telescope/telescope-fzf-native.nvim", run = "make" }, { "nvim-telescope/telescope-hop.nvim" }, { "nvim-telescope/telescope-project.nvim" }, { "nvim-telescope/telescope-file-browser.nvim" }, { "nvim-telescope/telescope-media-files.nvim" }, { "nvim-telescope/telescope-dap.nvim" }, }, } use { "phaazon/hop.nvim", config = function() require "efficiency.hop" end, } use { "mfussenegger/nvim-treehopper", config = function() require "efficiency.treehopper" end, } use { "kevinhwang91/vim-ibus-sw" } use { "ethanholz/nvim-lastplace", config = function() require "efficiency.lastplace" end, } use { "Shatur/neovim-session-manager", config = function() require "efficiency.session-manager" end, requires = { { "nvim-lua/plenary.nvim" }, }, } use { "dstein64/vim-startuptime", cmd = { "StartupTime" }, } use { "t9md/vim-choosewin", disable = true, } -- }}} -- Debug And Run {{{ use { "michaelb/sniprun", config = function() require "debug.sniprun" end, run = "bash install.sh", } use { "rcarriga/neotest", requires = { "nvim-lua/plenary.nvim", "nvim-treesitter/nvim-treesitter", "antoinemadec/FixCursorHold.nvim", }, disable = true, } use { "rafcamlet/nvim-luapad", disable = true, } use { "mfussenegger/nvim-dap", config = function() require "debug.dap" end, } use { "theHamsta/nvim-dap-virtual-text", config = function() require "debug.dap-virtual-text" end, } use { "rcarriga/nvim-dap-ui", config = function() require "debug.dap-ui" end, } use { "Pocco81/dap-buddy.nvim", run = "make", disable = true, } use { "mfussenegger/nvim-dap-python", config = function() require "debug.dap-python" end, ft = { "python" }, } use { "Shatur/neovim-cmake", config = function() require "debug.cmake" end, ft = { "c", "cpp", "cmake" }, } -- Language Specific use { "lervag/vimtex", config = function() require "language.tex" end, ft = { "tex" }, } use { "plasticboy/vim-markdown", ft = { "markdown" }, } use { "jakewvincent/mkdnflow.nvim", disable = true, } use { "p00f/clangd_extensions.nvim", config = function() require "language.clangd_extensions" end, after = { "nvim-lsp-installer" }, } use { "simrat39/rust-tools.nvim", config = function() require "language.rust-tools" end, after = { "nvim-lsp-installer" }, } use { "mfussenegger/nvim-jdtls", config = function() require "language.jdtls" end, ft = { "java" }, disable = true, } use { "akinsho/flutter-tools.nvim", disable = true, } use { "jose-elias-alvarez/typescript.nvim", config = function() require "language.typescript" end, after = { "nvim-lsp-installer" }, } use { "nanotee/sqls.nvim", disable = true, after = { "nvim-lsp-installer" }, } -- }}} end, config = { display = { prompt_border = "rounded", }, compile_path = vim.fn.stdpath "config" .. "/lua/packer_compiled.lua", }, }
-- Requires Automato version 1.78! -- This script shows very simple and basic web access using the new LuaSocket version 3.0-rc1 module compiled into Automato for us by Jimbly. -- It also shows how you can add additional modules and use them in Automato. You will need to open the console to see any output at all. -- There is a lot more you can do with LuaSockets than just a simple http request. Visit http://w3.impa.br/~diego/software/luasocket/ to learn -- more about this very handy module. local http = require("socket.http"); -- load http functions. -- If you... -- goto http://dkolf.de/src/dkjson-lua.fsl/home/ and get the dkjson.lua script -- and put it in the new Automato\luaLibs\ folder that contains the new socket.lua file. -- ... and uncomment the next line... -- local json = require("dkjson"); -- If you put the dkjson.lua script in the right location, you'll now have access to this module. -- ... you can then uncomment the commented lines in doit() to see json decoding (one of the easier methods of encoding, transfering, and decoding data). -- Many many many thanks to Jimb for adding the LuaSocket module! This opens a lot of possibilities for us, like being able to harvest mushrooms -- and automatically update the mushroom databases online with the location, date, time, and count of mushroom spawns without having to switch to -- a browser to do so, or having to take notes to manually enter these values later. -- If I get a chance, I plan to do such a script and others using the features of LuaSocket. Until then I wanted to at least show my appreciation -- to Jimb and help everyone else to get started using this new feature. -- Catch ya in ATiTD! -- ~ Dreger ~ function doit() lsPrintln(socket._VERSION); -- LuaSocket 3.0-rc1 local res = http.request("http://jt-development.com/luaSocketExample.php"); -- http://jt-development.com/luaSocketExample.php will output JSON encoded data lsPrintln(res); -- print to console what we got. -- local values = json.decode(res); -- convert json encoded data to lua data. -- lsPrintln(values['bugs']); -- null -- lsPrintln(values['instruments'][1]); -- violin -- lsPrintln(values['animals'][2]); -- cat res = http.request("http://jt-development.com/luaSocketExample.php?test=ohBuggar!"); -- adding "?test=something" to this script will tell the script to return a simple json encoded test="something" string. lsPrintln(res); -- { "test":"ohBuggar!" } -- values = json.decode(res); -- convert json encoded data to lua data. -- lsPrintln(values['test']); -- ohBuggar! end -- This is the luaSocketExample.php script on my server: -- <?PHP -- if (!isset($_REQUEST['test'])) -- print('{ "bugs":null, "instruments":["violin","trombone","theremin"], "animals":["dog","cat","aardvark"] }'); -- else -- print('{ "test":"' . $_REQUEST['test'] . '" }'); -- ?>
require 'luacov' local Delaunay = (require "delaunay") local Point = Delaunay.Point local Triangle = Delaunay.Triangle context("Delaunay", function() test('is a module containing binding to Point, Edge, Triangle primitives', function() assert_true(type(Delaunay) == 'table') assert_true(type(Delaunay.Point) == 'table') assert_true(type(Delaunay.Edge) == 'table') assert_true(type(Delaunay.Triangle) == 'table') end) it('offers a triangulation function', function() assert_true(type(Delaunay.triangulate) == 'function') end) it('also have a _VERSION member', function() assert_true(type(Delaunay._VERSION) == 'string') end) should('throw an error when receiving a vertex', function() local function triangulate1vertex() Delaunay.triangulate(Point()) end assert_error(triangulate1vertex) end) should('throw an error when receiving two vertices', function() local function triangulate2vertices() Delaunay.triangulate(Point(), Point(1,1)) end assert_error(triangulate2vertices) end) should('return a unique triangle made when receiving 3 vertices', function() local p1, p2, p3 = Point(), Point(2,0), Point(1,1) local t = Delaunay.triangulate(p1, p2, p3) assert_equal(#t, 1) assert_equal(getmetatable(t[1]), Triangle) assert_equal(t[1].p1, p1) assert_equal(t[1].p2, p2) assert_equal(t[1].p3, p3) end) should('return 2 triangles for those 4 vertices', function() local p1, p2, p3, p4 = Point(), Point(1,0), Point(1,1), Point(0,1) local t = Delaunay.triangulate(p1, p2, p3, p4) assert_equal(#t, 2) assert_equal(getmetatable(t[1]), Triangle) assert_equal(t[1].p1, p2) assert_equal(t[1].p2, p1) assert_equal(t[1].p3, p4) assert_equal(getmetatable(t[2]), Triangle) assert_equal(t[2].p1, p3) assert_equal(t[2].p2, p2) assert_equal(t[2].p3, p4) end) should('return 4 triangles for those 5 vertices', function() local p1, p2, p3, p4, p5 = Point(), Point(1,0), Point(1,1), Point(0,1), Point(0.5, 0.5) local t = Delaunay.triangulate(p1, p2, p3, p4, p5) assert_equal(#t, 4) assert_equal(getmetatable(t[1]), Triangle) assert_equal(t[1].p1, p3) assert_equal(t[1].p2, p2) assert_equal(t[1].p3, p5) assert_equal(getmetatable(t[2]), Triangle) assert_equal(t[2].p1, p4) assert_equal(t[2].p2, p3) assert_equal(t[2].p3, p5) assert_equal(getmetatable(t[3]), Triangle) assert_equal(t[3].p1, p2) assert_equal(t[3].p2, p1) assert_equal(t[3].p3, p5) assert_equal(getmetatable(t[4]), Triangle) assert_equal(t[4].p1, p1) assert_equal(t[4].p2, p4) assert_equal(t[4].p3, p5) end) should('return 3 triangles for those 4 vertices', function() local p1, p2, p3, p4 = Point(0,0), Point(200,1), Point(400,0), Point(300,5) local t = Delaunay.triangulate(p1, p2, p3, p4) assert_equal(#t, 3) assert_equal(getmetatable(t[1]), Triangle) assert_equal(t[1].p1, p1) assert_equal(t[1].p2, p2) assert_equal(t[1].p3, p3) assert_equal(getmetatable(t[2]), Triangle) assert_equal(t[2].p1, p3) assert_equal(t[2].p2, p2) assert_equal(t[2].p3, p4) assert_equal(getmetatable(t[3]), Triangle) assert_equal(t[3].p1, p2) assert_equal(t[3].p2, p1) assert_equal(t[3].p3, p4) end) end)
-- Automatically generated packer.nvim plugin loader code if vim.api.nvim_call_function('has', {'nvim-0.5'}) ~= 1 then vim.api.nvim_command('echohl WarningMsg | echom "Invalid Neovim version for packer.nvim! | echohl None"') return end vim.api.nvim_command('packadd packer.nvim') local no_errors, error_msg = pcall(function() local time local profile_info local should_profile = false if should_profile then local hrtime = vim.loop.hrtime profile_info = {} time = function(chunk, start) if start then profile_info[chunk] = hrtime() else profile_info[chunk] = (hrtime() - profile_info[chunk]) / 1e6 end end else time = function(chunk, start) end end local function save_profiles(threshold) local sorted_times = {} for chunk_name, time_taken in pairs(profile_info) do sorted_times[#sorted_times + 1] = {chunk_name, time_taken} end table.sort(sorted_times, function(a, b) return a[2] > b[2] end) local results = {} for i, elem in ipairs(sorted_times) do if not threshold or threshold and elem[2] > threshold then results[i] = elem[1] .. ' took ' .. elem[2] .. 'ms' end end _G._packer = _G._packer or {} _G._packer.profile_output = results end time([[Luarocks path setup]], true) local package_path_str = "/Users/yjqpro/.cache/nvim/packer_hererocks/2.1.0-beta3/share/lua/5.1/?.lua;/Users/yjqpro/.cache/nvim/packer_hererocks/2.1.0-beta3/share/lua/5.1/?/init.lua;/Users/yjqpro/.cache/nvim/packer_hererocks/2.1.0-beta3/lib/luarocks/rocks-5.1/?.lua;/Users/yjqpro/.cache/nvim/packer_hererocks/2.1.0-beta3/lib/luarocks/rocks-5.1/?/init.lua" local install_cpath_pattern = "/Users/yjqpro/.cache/nvim/packer_hererocks/2.1.0-beta3/lib/lua/5.1/?.so" if not string.find(package.path, package_path_str, 1, true) then package.path = package.path .. ';' .. package_path_str end if not string.find(package.cpath, install_cpath_pattern, 1, true) then package.cpath = package.cpath .. ';' .. install_cpath_pattern end time([[Luarocks path setup]], false) time([[try_loadstring definition]], true) local function try_loadstring(s, component, name) local success, result = pcall(loadstring(s), name, _G.packer_plugins[name]) if not success then vim.schedule(function() vim.api.nvim_notify('packer.nvim: Error running ' .. component .. ' for ' .. name .. ': ' .. result, vim.log.levels.ERROR, {}) end) end return result end time([[try_loadstring definition]], false) time([[Defining packer_plugins]], true) _G.packer_plugins = { ["asyncrun.vim"] = { config = { " vim.g.asyncrun_open = 10\n " }, load_after = { ["asynctasks.vim"] = true }, loaded = false, needs_bufread = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/asyncrun.vim", url = "https://github.com/skywind3000/asyncrun.vim" }, ["asynctasks.vim"] = { after = { "asyncrun.vim" }, commands = { "AsyncRun", "AsyncStop", "AsyncTask", "AsyncTaskEdit" }, loaded = false, needs_bufread = false, only_cond = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/asynctasks.vim", url = "https://github.com/skywind3000/asynctasks.vim" }, ["cmp-nvim-lsp"] = { loaded = true, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/start/cmp-nvim-lsp", url = "https://github.com/hrsh7th/cmp-nvim-lsp" }, ["gruvbox.nvim"] = { config = { ' vim.g.gruvbox_invert_selection=0\n vim.cmd("colorscheme gruvbox")\n ' }, loaded = true, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/start/gruvbox.nvim", url = "https://github.com/ellisonleao/gruvbox.nvim" }, ["lualine.nvim"] = { config = { " require('config.lualine')\n " }, loaded = true, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/start/lualine.nvim", url = "https://github.com/hoob3rt/lualine.nvim" }, ["lush.nvim"] = { loaded = true, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/start/lush.nvim", url = "https://github.com/rktjmp/lush.nvim" }, ["nvim-autopairs"] = { config = { "\t\trequire('nvim-autopairs').setup{}\n\t\t" }, loaded = true, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/start/nvim-autopairs", url = "https://github.com/windwp/nvim-autopairs" }, ["nvim-cmp"] = { config = { " require('cmp').setup{\n sources = {\n { name = 'nvim_lsp'}\n }\n }\n " }, loaded = true, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/start/nvim-cmp", url = "https://github.com/hrsh7th/nvim-cmp" }, ["nvim-comment"] = { config = { " require('nvim_comment').setup {}\n " }, loaded = true, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/start/nvim-comment", url = "https://github.com/terrortylor/nvim-comment" }, ["nvim-lspconfig"] = { config = { " require('config.nvim-lspconfig')\n " }, loaded = false, needs_bufread = false, only_cond = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/nvim-lspconfig", url = "https://github.com/neovim/nvim-lspconfig" }, ["nvim-web-devicons"] = { config = { " require'nvim-web-devicons'.setup {}\n " }, loaded = true, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/start/nvim-web-devicons", url = "https://github.com/kyazdani42/nvim-web-devicons" }, ["packer.nvim"] = { loaded = true, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/start/packer.nvim", url = "https://github.com/wbthomason/packer.nvim" }, ["plenary.nvim"] = { loaded = false, needs_bufread = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/plenary.nvim", url = "https://github.com/nvim-lua/plenary.nvim" }, ["sqlite.lua"] = { config = { " if vim.fn.has('win32') ~= 0 then\n vim.g.sqlite_clib_path = \"d:/libs/sqlite/sqlite3.dll\"\n end\n " }, loaded = false, needs_bufread = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/sqlite.lua", url = "https://github.com/tami5/sqlite.lua" }, ["telescope-frecency.nvim"] = { loaded = false, needs_bufread = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/telescope-frecency.nvim", url = "https://github.com/nvim-telescope/telescope-frecency.nvim", wants = { "sqlite.lua" } }, ["telescope-fzf-native.nvim"] = { loaded = false, needs_bufread = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/telescope-fzf-native.nvim", url = "https://github.com/nvim-telescope/telescope-fzf-native.nvim" }, ["telescope.nvim"] = { commands = { "Telescope" }, config = { "\t\t require('config.telescope')\n\t\t " }, loaded = false, needs_bufread = true, only_cond = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/telescope.nvim", url = "https://github.com/nvim-telescope/telescope.nvim", wants = { "plenary.nvim", "telescope-fzf-native.nvim", "telescope-frecency.nvim" } }, ["vim-abolish"] = { loaded = true, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/start/vim-abolish", url = "https://github.com/tpope/vim-abolish" }, ["vim-clang-format"] = { commands = { "ClangFormat" }, config = { " vim.g['clang_format#auto_format'] = 0\n vim.g['clang_format#code_style'] = 'chromium'\n vim.g['clang_format#style_options'] = {SortIncludes = 'false'}\n " }, loaded = false, needs_bufread = false, only_cond = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/vim-clang-format", url = "https://github.com/rhysd/vim-clang-format" }, ["vim-dirvish"] = { loaded = true, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/start/vim-dirvish", url = "https://github.com/justinmk/vim-dirvish" }, ["vim-fugitive"] = { commands = { "Git", "G" }, loaded = false, needs_bufread = true, only_cond = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/vim-fugitive", url = "https://github.com/tpope/vim-fugitive" }, ["vim-rooter"] = { config = { " vim.g.rooter_silent_chdir = 1\n vim.g.rooter_patterns = {'.git', '.root'}\n\t\t" }, loaded = false, needs_bufread = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/vim-rooter", url = "https://github.com/airblade/vim-rooter" }, ["vim-startuptime"] = { commands = { "StartupTime" }, loaded = false, needs_bufread = false, only_cond = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/vim-startuptime", url = "https://github.com/dstein64/vim-startuptime" }, ["vim-surround"] = { loaded = true, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/start/vim-surround", url = "https://github.com/tpope/vim-surround" }, ["vim-textobj-parameter"] = { load_after = { ["vim-textobj-user"] = true }, loaded = false, needs_bufread = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/vim-textobj-parameter", url = "https://github.com/sgur/vim-textobj-parameter" }, ["vim-textobj-user"] = { after = { "vim-textobj-parameter" }, loaded = false, needs_bufread = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/vim-textobj-user", url = "https://github.com/kana/vim-textobj-user" }, ["vim-unimpaired"] = { loaded = false, needs_bufread = false, path = "/Users/yjqpro/.local/share/nvim/site/pack/packer/opt/vim-unimpaired", url = "https://github.com/tpope/vim-unimpaired" } } time([[Defining packer_plugins]], false) -- Setup for: vim-textobj-user time([[Setup for vim-textobj-user]], true) try_loadstring("\27LJ\2\nS\0\0\3\0\4\0\a6\0\0\0'\2\1\0B\0\2\0029\0\2\0'\2\3\0B\0\2\1K\0\1\0\21vim-textobj-user\21packer_lazy_load\nutils\frequire\0", "setup", "vim-textobj-user") time([[Setup for vim-textobj-user]], false) -- Setup for: vim-unimpaired time([[Setup for vim-unimpaired]], true) try_loadstring("\27LJ\2\nQ\0\0\3\0\4\0\a6\0\0\0'\2\1\0B\0\2\0029\0\2\0'\2\3\0B\0\2\1K\0\1\0\19vim-unimpaired\21packer_lazy_load\nutils\frequire\0", "setup", "vim-unimpaired") time([[Setup for vim-unimpaired]], false) -- Config for: nvim-web-devicons time([[Config for nvim-web-devicons]], true) require'nvim-web-devicons'.setup {} time([[Config for nvim-web-devicons]], false) -- Config for: nvim-cmp time([[Config for nvim-cmp]], true) require('cmp').setup{ sources = { { name = 'nvim_lsp'} } } time([[Config for nvim-cmp]], false) -- Config for: nvim-autopairs time([[Config for nvim-autopairs]], true) require('nvim-autopairs').setup{} time([[Config for nvim-autopairs]], false) -- Config for: nvim-comment time([[Config for nvim-comment]], true) require('nvim_comment').setup {} time([[Config for nvim-comment]], false) -- Config for: lualine.nvim time([[Config for lualine.nvim]], true) require('config.lualine') time([[Config for lualine.nvim]], false) -- Config for: gruvbox.nvim time([[Config for gruvbox.nvim]], true) vim.g.gruvbox_invert_selection=0 vim.cmd("colorscheme gruvbox") time([[Config for gruvbox.nvim]], false) -- Command lazy-loads time([[Defining lazy-load commands]], true) pcall(vim.cmd, [[command -nargs=* -range -bang -complete=file AsyncRun lua require("packer.load")({'asynctasks.vim'}, { cmd = "AsyncRun", l1 = <line1>, l2 = <line2>, bang = <q-bang>, args = <q-args>, mods = "<mods>" }, _G.packer_plugins)]]) pcall(vim.cmd, [[command -nargs=* -range -bang -complete=file AsyncStop lua require("packer.load")({'asynctasks.vim'}, { cmd = "AsyncStop", l1 = <line1>, l2 = <line2>, bang = <q-bang>, args = <q-args>, mods = "<mods>" }, _G.packer_plugins)]]) pcall(vim.cmd, [[command -nargs=* -range -bang -complete=file AsyncTask lua require("packer.load")({'asynctasks.vim'}, { cmd = "AsyncTask", l1 = <line1>, l2 = <line2>, bang = <q-bang>, args = <q-args>, mods = "<mods>" }, _G.packer_plugins)]]) pcall(vim.cmd, [[command -nargs=* -range -bang -complete=file AsyncTaskEdit lua require("packer.load")({'asynctasks.vim'}, { cmd = "AsyncTaskEdit", l1 = <line1>, l2 = <line2>, bang = <q-bang>, args = <q-args>, mods = "<mods>" }, _G.packer_plugins)]]) pcall(vim.cmd, [[command -nargs=* -range -bang -complete=file Git lua require("packer.load")({'vim-fugitive'}, { cmd = "Git", l1 = <line1>, l2 = <line2>, bang = <q-bang>, args = <q-args>, mods = "<mods>" }, _G.packer_plugins)]]) pcall(vim.cmd, [[command -nargs=* -range -bang -complete=file G lua require("packer.load")({'vim-fugitive'}, { cmd = "G", l1 = <line1>, l2 = <line2>, bang = <q-bang>, args = <q-args>, mods = "<mods>" }, _G.packer_plugins)]]) pcall(vim.cmd, [[command -nargs=* -range -bang -complete=file StartupTime lua require("packer.load")({'vim-startuptime'}, { cmd = "StartupTime", l1 = <line1>, l2 = <line2>, bang = <q-bang>, args = <q-args>, mods = "<mods>" }, _G.packer_plugins)]]) pcall(vim.cmd, [[command -nargs=* -range -bang -complete=file Telescope lua require("packer.load")({'telescope.nvim'}, { cmd = "Telescope", l1 = <line1>, l2 = <line2>, bang = <q-bang>, args = <q-args>, mods = "<mods>" }, _G.packer_plugins)]]) pcall(vim.cmd, [[command -nargs=* -range -bang -complete=file ClangFormat lua require("packer.load")({'vim-clang-format'}, { cmd = "ClangFormat", l1 = <line1>, l2 = <line2>, bang = <q-bang>, args = <q-args>, mods = "<mods>" }, _G.packer_plugins)]]) time([[Defining lazy-load commands]], false) vim.cmd [[augroup packer_load_aucmds]] vim.cmd [[au!]] -- Event lazy-loads time([[Defining lazy-load event autocommands]], true) vim.cmd [[au BufReadPre * ++once lua require("packer.load")({'nvim-lspconfig'}, { event = "BufReadPre *" }, _G.packer_plugins)]] time([[Defining lazy-load event autocommands]], false) -- Function lazy-loads time([[Defining lazy-load function autocommands]], true) vim.cmd[[au FuncUndefined FindRootDirectory ++once lua require("packer.load")({'vim-rooter'}, {}, _G.packer_plugins)]] time([[Defining lazy-load function autocommands]], false) vim.cmd("augroup END") if should_profile then save_profiles() end end) if not no_errors then vim.api.nvim_command('echohl ErrorMsg | echom "Error in packer_compiled: '..error_msg..'" | echom "Please check your config for correctness" | echohl None') end
-- -- Copyright (c) 2022 outdead. -- Use of this source code is governed by the MIT license -- that can be found in the LICENSE file. -- -- LastDay mod created for Last Day server. -- LDMainOptions = { Original = { create = MainOptions.create } } LDMainOptions.create = function(self) LDMainOptions.Original.create(self) for optID, gameOption in pairs(self.gameOptions.options) do if gameOption.name == "aimOutline" and SandboxVars.LastDay.DisableAimOutline then gameOption.control.options[2] = nil gameOption.control.options[3] = nil end end end function LDMainOptions.init() MainOptions.create = LDMainOptions.create; end
--X・Y・Zコンバイン -- --Script by JoyJ function c101107061.initial_effect(c) --Activate local e0=Effect.CreateEffect(c) e0:SetType(EFFECT_TYPE_ACTIVATE) e0:SetCode(EVENT_FREE_CHAIN) c:RegisterEffect(e0) --spsummon from deck local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(101107061,0)) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O) e1:SetProperty(EFFECT_FLAG_DELAY) e1:SetRange(LOCATION_SZONE) e1:SetCode(EVENT_REMOVE) e1:SetCountLimit(1,101107061) e1:SetCondition(c101107061.spcon) e1:SetTarget(c101107061.sptg) e1:SetOperation(c101107061.spop) c:RegisterEffect(e1) --spsummon from removed local e2=Effect.CreateEffect(c) e2:SetCategory(CATEGORY_SPECIAL_SUMMON) e2:SetType(EFFECT_TYPE_IGNITION) e2:SetRange(LOCATION_SZONE) e2:SetCountLimit(1,101107061+100) e2:SetCost(c101107061.sprcost) e2:SetTarget(c101107061.sprtg) e2:SetOperation(c101107061.sprop) c:RegisterEffect(e2) end function c101107061.cfilter(c,tp) return c:IsRace(RACE_MACHINE) and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsType(TYPE_UNION) and c:IsPreviousControler(tp) end function c101107061.spcon(e,tp,eg,ep,ev,re,r,rp) return eg:IsExists(c101107061.cfilter,1,nil,tp) end function c101107061.spfilter(c,e,tp) return c:IsCode(62651957,65622692,64500000) and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end function c101107061.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(c101107061.spfilter,tp,LOCATION_DECK,0,1,nil,e,tp) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_DECK) end function c101107061.spop(e,tp,eg,ep,ev,re,r,rp) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,c101107061.spfilter,tp,LOCATION_DECK,0,1,1,nil,e,tp) if #g>0 then Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP) end end function c101107061.sprcfilter(c,tp) return c:IsFaceup() and c:IsType(TYPE_FUSION) and c:IsAbleToExtraAsCost() and Duel.GetMZoneCount(tp,c)>0 end function c101107061.sprcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(c101107061.sprcfilter,tp,LOCATION_MZONE,0,1,nil,tp) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK) local g=Duel.SelectMatchingCard(tp,c101107061.sprcfilter,tp,LOCATION_MZONE,0,1,1,nil,tp) Duel.SendtoDeck(g,nil,2,REASON_COST) end function c101107061.sprtg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(c101107061.spfilter,tp,LOCATION_REMOVED,0,1,nil,e,tp) end local max=2 if Duel.IsPlayerAffectedByEffect(tp,59822133) or Duel.GetMZoneCount(tp)<2 then max=1 end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,max,tp,LOCATION_REMOVED) end function c101107061.sprop(e,tp,eg,ep,ev,re,r,rp) local max=2 if Duel.GetMZoneCount(tp)<1 then return end if Duel.IsPlayerAffectedByEffect(tp,59822133) or Duel.GetMZoneCount(tp)<2 then max=1 end local g=Duel.GetMatchingGroup(c101107061.spfilter,tp,LOCATION_REMOVED,0,nil,e,tp) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local sg=g:SelectSubGroup(tp,aux.dncheck,false,1,max) if sg then Duel.SpecialSummon(sg,0,tp,tp,false,false,POS_FACEUP) end end
--- -- The main program logic flow. -- -- Bootstraps the core APIs used by the rest of the application, and implements -- the program entry point and overall execution flow. --- local options = require('options') local path = require('path') local premake = require('premake') local m = {} m.PROJECT_SCRIPT_NAME = 'premake6.lua' m.SYSTEM_SCRIPT_NAME = 'premake6-system.lua' doFile('./core_fields.lua', m) doFile('./core_options.lua', m) doFile('./core_modules.lua', m) premake.snapshotStateForTesting() -- Bootstrapping functions, in execution order function m.runSystemScript() local name = options.valueOf('--systemscript') if name ~= m.SYSTEM_SCRIPT_NAME and not os.isFile(name) then error(string.format('no such file `%s`', name), 0) end doFileOpt(name) end function m.locateProjectScript() local name = options.valueOf('--file') if name ~= m.PROJECT_SCRIPT_NAME and not os.isFile(name) then error(string.format('no such file `%s`', name), 0) end local location = premake.locateScript(name) or name _PREMAKE.MAIN_SCRIPT = location _PREMAKE.MAIN_SCRIPT_DIR = path.getDirectory(location) end function m.runProjectScript() doFileOpt(_PREMAKE.MAIN_SCRIPT) end function m.validateCommandLineOptions() local ok, err = options.validate() if not ok then error(err, 0) end end function m.executeCommandLineOptions() if #_ARGS > 0 then for trigger, value in options.each() do _G._ACTION = trigger options.execute(trigger, value) end else printf('Type `%s --help` for help', path.getName(_ARGS[0])) end end --- -- Main program entry point --- m.steps = { m.runSystemScript, m.locateProjectScript, m.runProjectScript, m.validateCommandLineOptions, m.executeCommandLineOptions } function m.run() premake.callArray(m.steps) end return m
local curSong = nil local start = math.max(0,GHETTOGAMESTATE:getLastPlayedSecond()) local delay = 1 local startFromPreview = true local loop = themeConfig:get_data().global.SongPreview == 2 local curPath = "" local sampleStart = 0 local musicLength = 0 GHETTOGAMESTATE:setLastPlayedSecond(0) -- SongPreview == 1 (SM STYLE) -- Disable this stuff, loops from SampleStart to SampleStart+SampleLength -- SongPreview == 2 (current osu!) -- Loops from SampleStart to end of the song. -- If a player exits midway in a song, play from last point to end of song, then loop from SampleStart. -- SongPreview == 3 (old osu!) -- Play from SampleStart to end of the song. then Loop from the start of the song to the end. -- If a player exits midway in a song, play from last point to end of song, then loop from start. local deltaSum = 0 local function playMusic(self, delta) deltaSum = deltaSum + delta if deltaSum > delay then deltaSum = 0 if curSong and curPath then if startFromPreview then -- When starting from preview point SOUND:PlayMusicPart(curPath,sampleStart,musicLength-sampleStart,2,2,loop,true,true) if themeConfig:get_data().global.SongPreview == 3 then startFromPreview = false end else -- When starting from start of from exit point. SOUND:PlayMusicPart(curPath,start,musicLength-start,2,2,false,true,false) start = 0 if themeConfig:get_data().global.SongPreview == 2 then startFromPreview = true end end end end end local t = Def.ActorFrame{ InitCommand = function(self) if themeConfig:get_data().global.SongPreview ~= 1 then self:SetUpdateFunction(playMusic) end end; CurrentSongChangedMessageCommand = function(self) SOUND:StopMusic() deltaSum = 0 curSong = GAMESTATE:GetCurrentSong() if curSong ~= nil then curPath = curSong:GetMusicPath() if not curPath then SCREENMAN:SystemMessage("Invalid music file path.") return end sampleStart = curSong:GetSampleStart() musicLength = curSong:MusicLengthSeconds() startFromPreview = start == 0 end end; } return t
local Native = require('lib.native.native') ---@class GameEvent local GameEvent = { Victory = Native.ConvertGameEvent(0), --EVENT_GAME_VICTORY EndLevel = Native.ConvertGameEvent(1), --EVENT_GAME_END_LEVEL VariableLimit = Native.ConvertGameEvent(2), --EVENT_GAME_VARIABLE_LIMIT StateLimit = Native.ConvertGameEvent(3), --EVENT_GAME_STATE_LIMIT TimerExpired = Native.ConvertGameEvent(4), --EVENT_GAME_TIMER_EXPIRED EnterRegion = Native.ConvertGameEvent(5), --EVENT_GAME_ENTER_REGION LeaveRegion = Native.ConvertGameEvent(6), --EVENT_GAME_LEAVE_REGION TrackableHit = Native.ConvertGameEvent(7), --EVENT_GAME_TRACKABLE_HIT TrackableTrack = Native.ConvertGameEvent(8), --EVENT_GAME_TRACKABLE_TRACK ShowSkill = Native.ConvertGameEvent(9), --EVENT_GAME_SHOW_SKILL BuildSubmenu = Native.ConvertGameEvent(10), --EVENT_GAME_BUILD_SUBMENU Loaded = Native.ConvertGameEvent(256), --EVENT_GAME_LOADED TournamentFinishSoon = Native.ConvertGameEvent(257), --EVENT_GAME_TOURNAMENT_FINISH_SOON TournamentFinishNow = Native.ConvertGameEvent(258), --EVENT_GAME_TOURNAMENT_FINISH_NOW Save = Native.ConvertGameEvent(259), --EVENT_GAME_SAVE CustomUiFrame = Native.ConvertGameEvent(310), --EVENT_GAME_CUSTOM_UI_FRAME } return GameEvent
--[[ Pixel Vision 8 - New Template Script Copyright (C) 2017, Pixel Vision 8 (http://pixelvision8.com) Created by Jesse Freeman (@jessefreeman) This project was designed to display some basic instructions when you create a new tool. Simply delete the following code and implement your own Init(), Update() and Draw() logic. Learn more about making Pixel Vision 8 games at https://www.gitbook.com/@pixelvision8 ]]-- -- Load in the editor framework script to access tool components LoadScript("sb-sprites") LoadScript("editor-ui") -- The Init() method is part of the game's lifecycle and called a game starts. We are going to -- use this method to configure background color, ScreenBufferChip and draw a text box. function Init() BackgroundColor(22) -- Get a reference to the Editor UI editorUI = EditorUI:Init() titleData = editorUI:CreateText({x = 8, y = 32}, "UI Demo") -- We are going to render the message in a box as tiles. messageData = editorUI:CreateText({x = 8, y = 48, w = 248}, "This project shows off how to use the GameCreator's UI components.") toolTipData = editorUI:CreateText({x = 8, y = 224}, "Tool tip message goes here.", "system-font", 24, - 4) -- Configure hSlider hSliderData = editorUI:CreateSlider(1, {x = 8, y = 112, w = 112, h = 8}, "hsliderhandle", "This is a horizontal slider.", true) hSliderData.onAction = OnValueChange vSliderData = editorUI:CreateSlider(11, {x = 240, y = 104, w = 8, h = 72}, "vsliderhandle", "This is a vertical slider") vSliderData.onAction = OnValueChange -- Buttons backBtnData = editorUI:CreateButton(8, {x = 192, y = 184}, "stepperback", "This is the picker back button.") backBtnData.onAction = OnPickerBack nextBtnData = editorUI:CreateButton(10, {x = 232, y = 184}, "steppernext", "This is the picker next button.") nextBtnData.onAction = OnPickerNext -- Toggle Button muteBtnData = editorUI:CreateToggleButton(3, {x = 168, y = 104}, "mute", "This is a toggle button.") muteBtnData.hitRect = {x = 168 + 2, y = 104 + 4, w = 28, h = 15} muteBtnData.onAction = OnMute -- Create a toggle group for the pagination buttons paginationBtnData = editorUI:CreateToggleGroup(5) paginationBtnData.onAction = OnPage -- Create pagination buttons for i = 1, 4 do local offsetX = ((i - 1) * 8) + 40 local rect = {x = offsetX, y = 168, w = 8, h = 16} editorUI:ToggleGroupButton(paginationBtnData, rect, "pagebutton" .. tostring(i), "This is page button " .. tostring(i)) end editorUI:SelectToggleButton(paginationBtnData, 1, false) -- Input fields volumeInputData = editorUI:CreateInputField(2, {x = 136, y = 112, w = 24}, "0", "The volume is set to %02s. Click to edit it.", "number") volumeInputData.min = 0 volumeInputData.max = 100 volumeInputData.disabledColorOffset = 8 volumeInputData.onAction = OnVolumeFieldUpdate volumeInputData.colorOffset = 32 volumeInputData.disabledColorOffset = 34 nameInputData = editorUI:CreateInputField(6, {x = 16, y = 192, w = 11 * 8}, "Untitled", "Enter in a file name to this string input field.", "file") nameInputData.colorOffset = 32 pickerInputData = editorUI:CreateInputField(9, {x = 216, y = 192, w = 8}, "1", "You are on page %s of 9. Enter new page number.", "number") pickerInputData.min = 1 pickerInputData.max = 9 pickerInputData.onAction = UpdatePickerButtons pickerInputData.colorOffset = 32 editorUI:ChangeInputField(pickerInputData, 1) inputAreaData = editorUI:CreateInputArea(4, {x = 16, y = 136, w = 208, h = 32}, "Lorem ipsum dolor sit amet\n, consectetur adipiscing elit. \nVivamus ultricies nunc ex, \nid commodo mauris iaculis nec.", "Text editor help") inputAreaData.colorOffset = 32 -- Check boxes checkboxGroupData = editorUI:CreateToggleGroup(7, false) checkboxGroupData.onAction = OnCheckbox editorUI:ToggleGroupButton(checkboxGroupData, {x = 120, y = 184, w = 8, h = 8}, "checkbox", "This is checkbox 1.") editorUI:ToggleGroupButton(checkboxGroupData, {x = 160, y = 184, w = 8, h = 8}, "checkbox", "This is checkbox 2.") editorUI:ToggleGroupButton(checkboxGroupData, {x = 120, y = 192, w = 8, h = 8}, "checkbox", "This is checkbox 3.") editorUI:ToggleGroupButton(checkboxGroupData, {x = 160, y = 192, w = 8, h = 8}, "checkbox", "This is checkbox 4.") end function OnVolumeFieldUpdate(text) local value = tonumber(text / 100) editorUI:ChangeSlider(hSliderData, value, false) editorUI:ChangeSlider(vSliderData, value, false) end function OnValueChange(value) --print("New value", value) editorUI:ChangeInputField(volumeInputData, tostring(value * 100)) if(hSliderData.value ~= value) then editorUI:ChangeSlider(hSliderData, value) end if(vSliderData.value ~= value) then editorUI:ChangeSlider(vSliderData, value) end end function OnPickerBack() local value = tonumber(pickerInputData.text) OnPageChange(value - 1) end function OnPickerNext() local value = tonumber(pickerInputData.text) OnPageChange(value + 1) end function OnPageChange(value) if(value < pickerInputData.min) then value = pickerInputData.min elseif(value > pickerInputData.max) then value = pickerInputData.max end local stringValue = tostring(value) if(pickerInputData.text ~= stringValue) then editorUI:ChangeInputField(pickerInputData, stringValue) end UpdatePickerButtons(stringValue) end function OnCheckbox(value) local selections = editorUI:ToggleGroupSelections(checkboxGroupData) local total = #selections local message = "There are now " .. total .. " selected checkboxes" if(total > 0) then message = message .. ": " .. table.concat(selections, ",") end -- pixelVisionOS:DisplayMessage(message ..".") end function UpdatePickerButtons(text) if(text == "") then text = "0" end -- convert the text value to a number local value = tonumber(text) -- update buttons editorUI:Enable(backBtnData, value > pickerInputData.min) editorUI:Enable(nextBtnData, value < pickerInputData.max) end function OnMute(value) -- Enable or disable the volume input field and sliders based on the mute value editorUI:Enable(volumeInputData, not value) editorUI:Enable(hSliderData, not value) editorUI:Enable(vSliderData, not value) end function OnPage(value) -- pixelVisionOS:DisplayMessage("Page " .. value .. " selected") end -- The Update() method is part of the game's life cycle. The engine calls Update() on every frame -- before the Draw() method. It accepts one argument, timeDelta, which is the difference in -- milliseconds since the last frame. function Update(timeDelta) -- This needs to be the first call to make sure all of the OS and editor UI is updated first editorUI:Update(timeDelta) -- TODO add your own update logic here -- Update Text editorUI:UpdateText(titleData) editorUI:UpdateText(messageData) editorUI:UpdateText(toolTipData) -- Update Slider editorUI:UpdateSlider(hSliderData) editorUI:UpdateSlider(vSliderData) -- Update buttons editorUI:UpdateButton(backBtnData) editorUI:UpdateButton(nextBtnData) editorUI:UpdateButton(muteBtnData) -- Update toggle groups editorUI:UpdateToggleGroup(paginationBtnData) editorUI:UpdateToggleGroup(checkboxGroupData) -- editorUI:UpdateInputField(volumeInputData) editorUI:UpdateInputField(nameInputData) editorUI:UpdateInputField(pickerInputData) -- editorUI:UpdateInputArea(inputAreaData) end -- The Draw() method is part of the game's life cycle. It is called after Update() and is where -- all of our draw calls should go. We'll be using this to render sprites to the display. function Draw() -- We can use the RedrawDisplay() method to clear the screen and redraw the tilemap in a -- single call. RedrawDisplay() -- We have to manually display the tool tip local toolTip = "" if(editorUI.inFocusUI ~= nil and editorUI.inFocusUI.toolTip ~= nil) then toolTip = editorUI.inFocusUI.toolTip end editorUI:ChangeText(toolTipData, string.lpad(toolTip, 60, " ")) -- The UI should be the last thing to draw after your own custom draw calls editorUI:Draw() end
--[[ global table BCC_IdleTimer function BCC_IdleTimer_OnUpdate(time) function BCC_IdleTimer_Reset(void) function BCC_IdleTimer_Zero(void) --]] -- ///////////////////////////////////////////////////////////////////////////// -- ///////////////////////////////////////////////////////////////////////////// BCC_IdleTimer = { -- global variable for tracking player idle time. -- saved: no CurTime = 0, NextTime = 0 } -- ///////////////////////////////////////////////////////////////////////////// -- ///////////////////////////////////////////////////////////////////////////// function BCC_IdleTimer_OnUpdate(time) BCC_IdleTimer.CurTime = BCC_IdleTimer.CurTime + time if(BCC_IdleTimer.CurTime > BCC_IdleTimer.NextTime) then BCC_SpellMessage_OnSpellCast("idle timer") BCC_IdleTimer_Reset() end end -- ///////////////////////////////////////////////////////////////////////////// -- ///////////////////////////////////////////////////////////////////////////// function BCC_IdleTimer_Reset() local mult -- be more spammy in an instance than in the open world to let people know -- that you are bored when they waste your time in instances. if(IsInInstance()) then mult = 1 else mult = BCCDB.IdleWorldMult end BCC_IdleTimer.CurTime = 0 BCC_IdleTimer.NextTime = math.random( (((BCCDB.IdleProc * mult)) * 60), (((BCCDB.IdleProc * mult) + 1) * 60) ) end function BCC_IdleTimer_Zero() BCC_IdleTimer.CurTime = 0 end
local stageStartX = love.graphics.getWidth() / 4 local stageStartY = 0 local stageEndX = love.graphics.getWidth() local stageEndY = love.graphics.getHeight() - love.graphics.getHeight() / 3 local stageWidth = love.graphics.getWidth() - stageStartX local stageHeight = love.graphics.getHeight() - love.graphics.getHeight() / 3 local stageMidX = stageWidth / 2 + stageStartX local stageMidY = stageHeight / 2 + stageStartY function getStageMouseX() return love.mouse.getX() - stageMidX end function getStageMouseY() return stageMidY - love.mouse.getY() end function decorateStage() local font = love.graphics.newFont(14) local function drawLines() love.graphics.setColor{255, 0, 0, 140} love.graphics.line(stageStartX, stageMidY, stageEndX, stageMidY) love.graphics.line(stageMidX, stageStartY, stageMidX, stageEndY) end local function drawMouseCoord() love.graphics.setColor{255,255,255,230} love.graphics.setFont(font) love.graphics.print("Mouse: (" .. getStageMouseX() .. ", " .. getStageMouseY() .. ")", stageStartX + 10, stageStartY + 3) end local function drawHelp() love.graphics.setColor{255,255,255,230} love.graphics.setFont(font) love.graphics.print("wasd : move active box", stageStartX + 10, stageEndY - 20 - 16 * 3) love.graphics.print("ujhk: resize active box", stageStartX + 10, stageEndY - 20 - 16 * 2) love.graphics.print("mouse click: select active box", stageStartX + 10, stageEndY - 20 - 16 * 1) end local function drawFrameImage() if currentFrameImage then local rx = stageMidX - currentFrameImage:getWidth() / 2 local ry = stageMidY - currentFrameImage:getHeight() / 2 love.graphics.draw(currentFrameImage, rx, ry) end end local function drawSingleBox(x, y, w, h, c1, c2) love.graphics.setColor(c1) love.graphics.rectangle("line", x + stageMidX, stageMidY - y, w, h) love.graphics.setColor(c2) love.graphics.rectangle("fill", x + stageMidX, stageMidY - y, w, h) end -- I know, I know, all hacked up code, but what the h*ll local inactive_alpha = 80 local active_alpha = 120 local function drawActiveHitBox(x,y,w,h) drawSingleBox(x,y,w,h,{240,10,10,active_alpha + 40},{240,10,10,active_alpha}) end -- i need to refactor this local function drawInactiveHitBox(x,y,w,h) drawSingleBox(x,y,w,h,{240,10,10,inactive_alpha + 40},{240,10,10,inactive_alpha}) end local function drawActiveHurtBox(x,y,w,h) drawSingleBox(x,y,w,h,{10,240,10,active_alpha + 40},{10,240,10,active_alpha}) end local function drawInactiveHurtBox(x,y,w,h) drawSingleBox(x,y,w,h,{10,240,10,inactive_alpha + 40},{10,240,10,inactive_alpha}) end local function drawActiveCollisionBox(x,y,w,h) drawSingleBox(x,y,w,h,{240,240,240,active_alpha + 40},{240,240,240,active_alpha}) end local function drawInactiveCollisionBox(x,y,w,h) drawSingleBox(x,y,w,h,{240,240,240,inactive_alpha + 40},{240,240,240,inactive_alpha}) end local function drawAllBoxes() for k,v in pairs(getCurrentWhiteBoxes()) do if v.active then drawActiveCollisionBox(v.x,v.y,v.w,v.h) else drawInactiveCollisionBox(v.x,v.y,v.w,v.h) end end for k,v in pairs(getCurrentGreenBoxes()) do if v.active then drawActiveHurtBox(v.x,v.y,v.w,v.h) else drawInactiveHurtBox(v.x,v.y,v.w,v.h) end end for k,v in pairs(getCurrentRedBoxes()) do if v.active then drawActiveHitBox(v.x,v.y,v.w,v.h) else drawInactiveHitBox(v.x,v.y,v.w,v.h) end end end drawLines() drawMouseCoord() drawHelp() drawFrameImage() if currentFrameData then drawAllBoxes() end end stage = {} function stage.getActiveBox() local active = nil if not currentFrameData then return nil end for k,v in pairs(getCurrentGreenBoxes()) do if v.active then return v end end for k,v in pairs(getCurrentRedBoxes()) do if v.active then return v end end for k,v in pairs(getCurrentWhiteBoxes()) do if v.active then return v end end end function tableMerge(t1, t2) for k,v in pairs(t2) do if type(v) == "table" then if type(t1[k] or false) == "table" then tableMerge(t1[k] or {}, t2[k] or {}) else t1[k] = v end else t1[k] = v end end return t1 end function stage.getAllBoxes() return tableMerge(getCurrentGreenBoxes(), getCurrentRedBoxes()) end function stage.mousereleased(x,y,button) end function stage.mouseWithinStage() local wx = (love.mouse.getX() > stageStartX and love.mouse.getX() < (stageStartX + stageWidth)) local wy = (love.mouse.getY() > stageStartY and love.mouse.getY() < (stageStartY + stageHeight)) return wx and wy end function stage.onMouseClick(x,y) if currentFrameData and stage.mouseWithinStage() then local fx = getStageMouseX() local fy = getStageMouseY() print("x " .. tostring(fx) .. "| y" .. tostring(fy)) local active_one = nil for k,v in pairs(getCurrentGreenBoxes()) do local rect = v v.active = false print(rect.x .. " " .. rect.y) if (fx > rect.x and fx < (rect.x + rect.w)) and (fy < rect.y and fy > (rect.y - rect.h)) then print("within find range") v.active = true print(v == rect) end end for k,v in pairs(getCurrentRedBoxes()) do local rect = v v.active = false print(rect.x .. " " .. rect.y) if (fx > rect.x and fx < (rect.x + rect.w)) and (fy < rect.y and fy > (rect.y - rect.h)) then print("within find range") v.active = true print(v == rect) end end for k,v in pairs(getCurrentWhiteBoxes()) do local rect = v v.active = false print(rect.x .. " " .. rect.y) if (fx > rect.x and fx < (rect.x + rect.w)) and (fy < rect.y and fy > (rect.y - rect.h)) then print("within find range") v.active = true print(v == rect) end end if active_one then active_one.active = true else print("did not find active") end refreshBoxList() end end function stage.updateKeyStroke() if stage.getActiveBox() then local function updateMove() if love.keyboard.isDown("w") then stage.getActiveBox().y = stage.getActiveBox().y + 1 refreshBoxList() end if love.keyboard.isDown("s") then stage.getActiveBox().y = stage.getActiveBox().y - 1 refreshBoxList() end if love.keyboard.isDown("a") then stage.getActiveBox().x = stage.getActiveBox().x - 1 refreshBoxList() end if love.keyboard.isDown("d") then stage.getActiveBox().x = stage.getActiveBox().x + 1 refreshBoxList() end end local function updateResize() if love.keyboard.isDown("u") then stage.getActiveBox().h = stage.getActiveBox().h - 1 refreshBoxList() end if love.keyboard.isDown("j") then stage.getActiveBox().h = stage.getActiveBox().h + 1 refreshBoxList() end if love.keyboard.isDown("h") then stage.getActiveBox().w = stage.getActiveBox().w - 1 refreshBoxList() end if love.keyboard.isDown("k") then stage.getActiveBox().w = stage.getActiveBox().w + 1 refreshBoxList() end end local function updateDelete() if love.keyboard.isDown("backspace") or love.keyboard.isDown("delete") then deleteActiveBox() end end local function updateSave() local sys = love.keyboard.isDown("rctrl") or love.keyboard.isDown("lctrl") or love.keyboard.isDown("rgui") or love.keyboard.isDown("lgui") if love.keyboard.isDown("s") and (sys) then datautils.saveCurrentState() return true end end if(updateSave()) then else updateMove() end updateResize() updateDelete() end end
-- basic functions local type=type local make_eval_f=function(env) local f local loadstring,setfenv return function(str) f=loadstring(str) return f and setfenv(f,env)() end end local convert=function(tp,o,p,ref) local tmp=tp and ref[tp] tp=type(tmp) return tp=="function" and tmp(o,p) or (gsub(tmp,"@(.-)@",o)) end local obj2str obj2str=function(obj,ref) if type(obj)~="table" then return obj end for i,v in ipairs(obj) do obj[i]=obj2str(obj,ref) end obj.VALUE=#obj>0 and table.concat(obj,"\n") return convert(obj.TYPE,obj,nil,ref) end export=function(obj,path) local str=obj2str(o) if not path then print(str) return end local f=path and io.open(path,"w") if f then f:write(str); f:close() end end -- objs local copy copy=function(src,dst) if type(src)~="table" then return src end dst={} for k,v in pairs(src) do dst[k]=copy(v) end return dst end local match,tonumber=string.match,tonumber local dir2xy=function(op) local x,y,r,d,offset=0,0,0,0 if op then offset=match(op,"U(%-?%d*)"); if offset then y=tonumber(offset) or 0; d=-1 end offset=match(op,"D(%-?%d*)"); if offset then y=tonumber(offset) or 0; d=1 end offset=match(op,"L(%-?%d*)"); if offset then x=tonumber(offset) or 0; r=-1 end offset=match(op,"R(%-?%d*)"); if offset then x=tonumber(offset) or 0; r=1 end end return x,y,r,d end -- make functions local type=type make_obj=function(tp,cx,cy,rx,ry) local o= type(tp)=="table" and copy(tp) or {TYPE=tp} o.cx=cx or o.cx or 0; o.cy=cy or o.cy or 0; o.rx=rx or o.rx or 1; o.ry=ry or o.ry or 1; return o end make_label=function(label,dir,fs) dir=dir or "CM" local x,y,r,d=dir2xy(dir) align= r==1 and "start" or r==-1 and "end" or "middle" y= d==1 and y+fs or d==0 and y+fs/2 or y return {TYPE="label",label=label,cx=x,cy=y,align=align} end local POINT_FMT="%s %d %d" local format=string.format local CUBIC_CURVE_POINT="M %d %d C %d %d %d %d %d %d" local QUADRATIC_CURVE_POINT="M %d %d Q %d %d %d %d" local points2path=function(t,curve) local n=#t if curve and n==4 then return format(CUBIC_CURVE_POINT,t[1][1],t[1][2],t[2][1],t[2][2],t[3][1],t[3][2],t[4][1],t[4][2]) end if curve and n==3 then return format(QUADRATIC_CURVE_POINT,t[1][1],t[1][2],t[2][1],t[2][2],t[3][1],t[3][2]) end for i,v in ipairs(t) do t[i]= format(POINT_FMT,i==1 and "M" or "L",unpack(v)) end return table.concat(t," ") end make_path=function(pt,tp) local curve,cls=match(tp,"^%s*C:(%S+)%s*$") cls=cls or tp or "solid" return {TYPE=cls,path=points2path(pt,curve)} end -- orgnize functions local push=push or table.insert append=function(p,c) c.fs=p.fs push(p,c) return c end rank=function(dir,...) local n=#arg local ref,to local x,y,r,d=dir2xy(dir) if n>1 then for i=1,n-1 do ref=arg[i];to=arg[i+1] to.cx=ref.cx+r*(ref.rx+to.rx+x); to.cy=ref.cy+d*(ref.ry+to.ry+y); end end return to end -- generate functions local make_eval_f=function(t) local loadstring,setfenv=loadstring,setfenv local eval,f eval=function(str) f=loadstring("return "..str) if f then return setfenv(f,t)() end end return eval end local gsub,concat=gsub or string.gsub,table.concat local obj2str obj2str=function(o) if type(o)~="table" then return o end local cx,cy=o.cx,o.cy for i,v in ipairs(o) do v.cx=v.cx+cx;v.cy=v.cy+cy; o[i]=obj2str(v) end o.VALUE=#o>0 and concat(o,"\n") or "" local tmp=shapes[o.TYPE] or shapes.rect return (gsub(tmp,"@(.-)@",make_eval_f(o))) end export=function(o,path) local str=obj2str(o) if not path then print(str) return end local f=path and io.open(path,"w") if f then f:write(str); f:close() end end -- grammer sugars copy_node=copy make_svg=function(x,y,w,h,fs) x=x or 0; y=y or 0; w=w or 600; h=h or 600; return {TYPE="SVG",cx=x+w/2,cy=y+h/2,rx=w/2,ry=h/2, fs=fs or 20} end make_node=function(label,tp,cx,cy,rx,ry) local n=make_obj(tp,cx,cy,rx,ry) n.label=label or n.label return n end make_edge=function(label,p,from,to,shape,cls) local fcx,fcy,frx,fry=from.cx,from.cy,from.rx,from.ry local tcx,tcy,trx,try=to.cx,to.cy,to.rx,to.ry local fs=from.fs local pt={} local tx,ty,align=(fcx+tcx)/2,(fcy+tcy)/2 shape=shape or "-" cls=cls or "solid" if shape=="-" then pt[1]={fcx>tcx and fcx-frx or fcx+frx,fcy} pt[2]={fcx>tcx and tcx+trx or tcx-trx,tcy} align="middle"; elseif shape=="|" then pt[1]={fcx,fcy>tcy and fcy-fry or fcy+fry} pt[2]={tcx,fcy>tcy and tcy+try or tcy-try} ty=ty+fs/2 align="start" elseif shape=="7" then tx,ty=tcx,fcy pt[1]={fcx>tcx and fcx-frx or fcx+frx,fcy} pt[2]={tcx,fcy} pt[3]={tcx,fcy>tcy and tcy+try or tcy-try} align="start" elseif shape=="L" then tx,ty=fcx,tcy pt[1]={fcx,fcy>tcy and fcy-fry or fcy+fry} pt[2]={fcx,tcy} pt[3]={fcx>tcx and tcx+trx or tcx-trx,tcy} ty=ty+fs align="end" elseif shape=="Z" then pt[1]={fcx>tx and fcx-frx or fcx+frx,fcy} pt[2]={tx,fcy} pt[3]={tx,tcy} pt[4]={tx>tcx and tcx+trx or tcx-trx,tcy} ty=ty+fs/2 align="start" elseif shape=="N" then pt[1]={fcx,fcy>ty and fcy-fry or fcy+fry} pt[2]={fcx,ty} pt[3]={tcx,ty} pt[4]={tcx,ty>tcy and tcy+try or tcy-try} align="middle" end local e=make_path(pt,cls) e.cx=tx; e.cy=ty; e.align=align; e.label=label return e end -- shape templates shapes={ ellipse=[[<ellipse cx="@cx@" cy="@cy@" rx="@rx@" ry="@ry@" fill="url(#node)"/><text x="@cx@" y="@cy+fs/2@" stroke-width="0" fill="black" text-anchor="middle">@label or ""@</text> ]], roundrect=[[<rect x="@cx-rx@" y="@cy-ry@" rx="10" ry="10" width="@rx+rx@" height="@ry+ry@" fill="url(#node)"/><text x="@cx@" y="@cy+fs/2@" stroke-width="0" fill="black" text-anchor="middle">@label or ""@</text>]], rect=[[<rect x="@cx-rx@" y="@cy-ry@" width="@rx+rx@" height="@ry+ry@" fill="url(#node)"/><text x="@cx@" y="@cy+fs/2@" stroke-width="0" fill="black" text-anchor="middle">@label or ""@</text>]], point=[[<circle cx="@cx@" cy="@cy@" r="@rx@" fill="url(#point)" />]], solid=[[<path d = "@path@" fill = "none" stroke = "black" marker-end = "url(#arrow-head)" /><text x="@cx@" y="@cy@" stroke-width="0" fill="black" text-anchor="@align@">@label or ""@</text>]], dashed=[[<path d = "@path@" fill = "none" stroke = "black" marker-end = "url(#arrow-head)" style="stroke-dasharray:10,3"/>]], dotted=[[<path d = "@path@" fill = "none" stroke = "black" marker-end = "url(#arrow-head)" style="stroke-dasharray:3,3"/>]], text=[[<text x="@cx@" y="@cy@" stroke-width="0" fill="black" text-anchor="@align@">@txt@</text>]], img=[[<image x="@cx+rx@" y="@cy+ry@" width="@rx+rx@" height="@ry+ry@" xlink:href="@src@" />]], group=[[@VALUE@]], SVG=[[ <?xml version="1.0" standalone="no"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"> <svg width="@rx+rx@" height="@ry+ry@" version="1.1" xmlns="http://www.w3.org/2000/svg" font-size="@fs@" stroke-width = "3" fill="white" stroke="black"> <defs> <marker id = "arrow-head" viewBox = "0 0 20 20" refX = "20" refY = "10" markerUnits = "strokeWidth" markerWidth = "5" markerHeight = "5" stroke = "black" fill = "none" orient = "auto"> <path d = "M 0 0 L 20 10 L 0 20"/> </marker> <linearGradient id="node" x1="0%" y1="0%" x2="100%" y2="0%"> <stop offset="0%" style="stop-color:rgb(255,255,0);stop-opacity:1" /> <stop offset="100%" style="stop-color:rgb(255,0,0);stop-opacity:1" /> </linearGradient> <radialGradient id="point" cx="30%" cy="30%" r="50%"> <stop offset="0%" style="stop-color:rgb(255,255,255); stop-opacity:0" /> <stop offset="100%" style="stop-color:rgb(0,0,255);stop-opacity:1" /> </radialGradient> </defs> @VALUE@ </svg> ]], }
local SWS_ADDON_NAME, StatWeightScore = ...; local ScoreModule = StatWeightScore:NewModule(SWS_ADDON_NAME.."Score"); local SpecModule; local StatsModule; local GemsModule; local ScanningTooltipModule; local Utils; local L; function ScoreModule:OnInitialize() SpecModule = StatWeightScore:GetModule(SWS_ADDON_NAME.."Spec"); StatsModule = StatWeightScore:GetModule(SWS_ADDON_NAME.."Stats"); GemsModule = StatWeightScore:GetModule(SWS_ADDON_NAME.."Gems"); ScanningTooltipModule = StatWeightScore:GetModule(SWS_ADDON_NAME.."ScanningTooltip"); Utils = StatWeightScore.Utils; L = StatWeightScore.L; self.Matcher = { Stats = { }, PreCheck = { L["Matcher_Precheck_Equip"], L["Matcher_Precheck_Use"], gsub(L["Matcher_Precheck_BonusArmor"], "BONUS_ARMOR", BONUS_ARMOR) }, Partial = { ["cdmin"] = L["Matcher_Partial_CdMin"], ["cdsec"] = L["Matcher_Partial_CdSec"] }, Matchers = { } }; self:RegisterStatMatcher("Armor", function(pattern) return gsub(pattern, "RESISTANCE0_NAME", RESISTANCE0_NAME); end); self:RegisterStatMatcher("DPS"); self:RegisterStatMatcher("Stat"); self:RegisterMatcher("RPPM", "rppm"); self:RegisterMatcher("RPPM2", "rppm"); self:RegisterMatcher("RPPM3", "rppm"); self:RegisterMatcher("RPPM4", "rppm"); self:RegisterMatcher("SoliumBand", "soliumband"); self:RegisterMatcher("ICD", "icd"); self:RegisterMatcher("ICD2", "icd"); self:RegisterMatcher("ICD3", "icd"); self:RegisterMatcher("InsigniaOfConquest", "insigniaofconquest"); self:RegisterMatcher("InsigniaOfConquest2", "insigniaofconquest"); self:RegisterMatcher("Use", "use"); self:RegisterMatcher("Use2", "use"); self:RegisterMatcher("Use3", "use"); self:RegisterMatcher("Use4", "use"); self:RegisterMatcher("BonusArmor", "bonusarmor", function(pattern) return gsub(pattern, "BONUS_ARMOR", BONUS_ARMOR); end); self:RegisterMatcher("BlackhandTrinket", "blackhandtrinket"); self:RegisterMatcher("BlackhandTrinket2", "blackhandtrinket"); self:RegisterMatcher("BlackhandTrinket3", "blackhandtrinket"); self:RegisterMatcher("StoneOfFire", "stoneoffire"); end function ScoreModule:RegisterStatMatcher(name, patternModFunc) local pattern = L["Matcher_StatTooltipParser_"..name]; if(patternModFunc) then pattern = patternModFunc(pattern); end pattern = Utils.UnescapeUnicode(pattern); self.Matcher.Stats[name] = { Pattern = pattern, ArgOrder = Utils.SplitString(L["Matcher_StatTooltipParser_"..name.."_ArgOrder"]) }; end function ScoreModule:RegisterMatcher(name, fx, patternModFunc) local pattern = L["Matcher_"..name.."_Pattern"]; if(not pattern or pattern:len() == 0) then return; end if(patternModFunc) then pattern = patternModFunc(pattern); end pattern = Utils.UnescapeUnicode(pattern); self.Matcher.Matchers[name] = { Pattern = pattern, Fx = fx, ArgOrder = Utils.SplitString(L["Matcher_"..name.."_ArgOrder"]) }; end local function UpdateResult(result, type, stat, averageStatValue, weight) result.Score = result.Score + averageStatValue * weight result[type] = { AverageValue = averageStatValue; Stat = stat.DisplayName; }; end function ScoreModule:GetStatsFromTooltip(tooltip) local stats = {}; if(tooltip) then for l = 1,tooltip:NumLines() do local tooltipText = getglobal(tooltip:GetName().."TextLeft"..l); if(tooltipText) then local line = (tooltipText:GetText() or ""); local value, stat; for _, matcher in pairs(self.Matcher.Stats) do local match = Utils.Pack(line:match(matcher.Pattern)); if(match) then local argOrder = matcher.ArgOrder; local args = {}; for i = 1, match.n do local argName = argOrder[i]; local argValue = match[i] args[argName] = argValue; end value = args["value"]; stat = args["stat"]; break; end end if(value and stat) then local statInfo = StatsModule:GetStatInfoByDisplayName(stat); if(statInfo) then stats[statInfo.Key] = Utils.ToNumber(value); end end end end end return stats; end local function GetStatsFromLink(link) return GetItemStats(link); end local primaryStatIndex = { ["str"] = 1, ["agi"] = 2, ["int"] = 4 }; local function GetPrimaryStatForSpec(weights) local primaryStatValue, primaryStat; for _, alias in ipairs({"str","agi","int"}) do if(weights[alias]) then primaryStatValue = UnitStat("player", primaryStatIndex[alias]); primaryStat = alias; break; end end return primaryStat, primaryStatValue; end ScoreModule.Fx = { ["rppm"] = function(result, stats, weights, args) local statInfo = StatsModule:GetStatInfoByDisplayName(args["stat"]); if(not statInfo or not weights[statInfo.Alias]) then return; end local value = Utils.ToNumber(args["value"]); local duration = tonumber(args["duration"]); local ppm = Utils.ToNumber(args["ppm"]); local haste = GetCombatRatingBonus(CR_HASTE_RANGED); local uptime = ppm * duration * (1 + haste / 100) / 60; local averageStatValue = uptime * value; UpdateResult(result, "Proc", statInfo, averageStatValue, weights[statInfo.Alias]); end, ["icd"] = function(result, stats, weights, args) local statInfo = StatsModule:GetStatInfoByDisplayName(args["stat"]); if(not statInfo or not weights[statInfo.Alias]) then return; end local value = Utils.ToNumber(args["value"]); local duration = tonumber(args["duration"]); local cd = tonumber(args["cd"]); local chance = tonumber(args["chance"])/100; local attackSpeed = UnitAttackSpeed("player"); local assumedAttacksPerSecond = 1/(attackSpeed/2); local uptime = duration / (cd + (1/chance) * assumedAttacksPerSecond); local averageStatValue = uptime * value; UpdateResult(result, "Proc", statInfo, averageStatValue, weights[statInfo.Alias]); end, ["use"] = function(result, stats, weights, args) local statInfo = StatsModule:GetStatInfoByDisplayName(args["stat"]); if(not statInfo or not weights[statInfo.Alias]) then return; end local value = Utils.ToNumber(args["value"]); local duration = tonumber(args["duration"]); local cd = args["cd"] local cdmin = tonumber(cd:match(ScoreModule.Matcher.Partial["cdmin"])); local cdsec = tonumber(cd:match(ScoreModule.Matcher.Partial["cdsec"]) or 0); local cooldown = cdmin * 60 + cdsec; local uptime = duration / cooldown; local averageStatValue = uptime * value; UpdateResult(result, "Use", statInfo, averageStatValue, weights[statInfo.Alias]); end, ["bonusarmor"] = function(result, stats, weights, args) local armorKey = StatsModule:AliasToKey("armor"); local value = tonumber(args["value"]); stats[armorKey] = stats[armorKey] - value; stats[StatsModule:AliasToKey("bonusarmor")] = value; end, ["insigniaofconquest"] = function(result, stats, weights, args) args["chance"] = 15; args["cd"] = 55; ScoreModule.Fx["icd"](result, stats, weights, args); end, ["soliumband"] = function(result, stats, weights, args) local primaryStat, primaryStatValue = GetPrimaryStatForSpec(weights); local buff = 0.1; if(args["type"] == L["Matcher_SoliumBand_BuffType_Greater"]) then buff = 0.15; end local statInfo = StatsModule:GetStatInfo(primaryStat); if(not statInfo) then return; end args["stat"] = statInfo.DisplayName; args["value"] = primaryStatValue * buff; ScoreModule.Fx["rppm"](result, stats, weights, args); end, ["blackhandtrinket"] = function(result, stats, weights, args) local overtimeValue = 0; local currentTick = 0; local duration = tonumber(args["duration"]); local tick = Utils.ToNumber(args["tick"]); local maxStack = tonumber(args["maxstack"]); local tickValue = tonumber(args["value"]); while(currentTick * tick < duration) do currentTick = currentTick + 1; if(currentTick < maxStack) then overtimeValue = overtimeValue + currentTick * tickValue; else overtimeValue = overtimeValue + maxStack * tickValue; end end args["value"] = overtimeValue / (duration / tick); ScoreModule.Fx["rppm"](result, stats, weights, args); end, ["stoneoffire"] = function(result, stats, weights, args) local primaryStat = GetPrimaryStatForSpec(weights); local statInfo = StatsModule:GetStatInfo(primaryStat); if(not statInfo) then return; end args["chance"] = 35; args["cd"] = 55; args["stat"] = statInfo.DisplayName; ScoreModule.Fx["icd"](result, stats, weights, args); end }; function ScoreModule:CalculateItemScore(link, loc, tooltip, spec) local fixBonusArmor = StatWeightScore.db.profile.GetStatsMethod == "api"; return self:CalculateItemScoreCore(link, loc, tooltip, spec, function() if(StatWeightScore.db.profile.GetStatsMethod == "tooltip") then return self:GetStatsFromTooltip(tooltip); else return GetStatsFromLink(link); end end, false, fixBonusArmor); end function ScoreModule:CalculateItemScoreCM(link, loc, tooltip, spec) if(tooltip == nil) then return nil end return self:CalculateItemScoreCore(link, loc, tooltip, spec, function() return self:GetStatsFromTooltip(tooltip); end, true, false); end function ScoreModule:CalculateItemScoreCore(link, loc, tooltip, spec, getStatsFunc, ignoreCm, fixBonusArmor) local weights = SpecModule:GetWeights(spec); local stats = getStatsFunc() or {}; local secondaryStat = StatsModule:GetBestGemStat(spec); local locStr = getglobal(loc); local db = StatWeightScore.db.profile; local result = { Score = 0; }; local socketStats = GetStatsFromLink(link) or {}; if(not ignoreCm) then if(socketStats[StatsModule:AliasToKey("socket")]) then local _, gemLink = GetItemGem(link, 1); local enchantLevel; local gemStatWeight; local gemStat; local statValue; if(not db.ForceSelectedGemStat and gemLink) then local gemStats = self:GetStatsFromTooltip(ScanningTooltipModule:ScanTooltip(gemLink)); for stat, value in pairs(gemStats) do local alias = StatsModule:KeyToAlias(stat); local weight = weights[alias]; if(weight) then statValue = value; gemStat = StatsModule:GetStatInfo(alias); gemStatWeight = weight; end end elseif(secondaryStat) then statValue = GemsModule:GetGemValue(db.EnchantLevel); gemStat = secondaryStat.Stat; gemStatWeight = secondaryStat.Weight; end if(gemStat) then result.Score = result.Score + statValue * gemStatWeight; result.Gem = { Stat = gemStat.Alias; Value = statValue; }; end end end if((ignoreCm and locStr == INVTYPE_TRINKET) or (not ignoreCm and (locStr == INVTYPE_TRINKET or locStr == INVTYPE_FINGER or weights["bonusarmor"]))) then if(tooltip) then for l = 1,tooltip:NumLines() do local tooltipText = getglobal(tooltip:GetName().."TextLeft"..l); if(tooltipText) then local line = (tooltipText:GetText() or ""); local precheck = false; for _, preCheckPattern in ipairs(self.Matcher.PreCheck) do if(line:match(preCheckPattern)) then precheck = true; break; end end if(precheck) then for _, matcher in pairs(self.Matcher.Matchers) do if(matcher.Fx == "bonusarmor" and not fixBonusArmor) then else local match = Utils.Pack(line:match(matcher.Pattern)); if(match) then local argOrder = matcher.ArgOrder; local args = {}; for i = 1, match.n do local argName = argOrder[i]; local argValue = match[i] if(argName == "stat" and argValue:lower() == RESISTANCE0_NAME:lower()) then -- armor procs actually add bonus armor argValue = BONUS_ARMOR; end args[argName] = argValue; end self.Fx[matcher.Fx](result, stats, weights, args); end end end end end end end end if((locStr == INVTYPE_WEAPON or (SpecModule:IsDualWielding2h() and locStr == INVTYPE_2HWEAPON)) and weights["wohdps"]) then result.Offhand = result.Score; end for stat, value in pairs(stats) do local alias = StatsModule:KeyToAlias(stat); local weight = weights[alias]; if(weight) then if(result.Offhand ~= nil) then if(alias == "dps") then result.Offhand = result.Offhand + value * weights["wohdps"]; else result.Offhand = result.Offhand + value * weight; end end result.Score = result.Score + value * weight; end end return result; end
log = regroup.logging.makelog("data-final-fixes") --double check active mods to save performance... if type(dimoresenable) == "nil" and type(inventorychanges) == "nil" then --5dim seems to be offline... regroup.config.active_mods["5dim"] = nil log("5dim force disabled") end if not data.raw.item["circuit-floor"] then --more_floors seems to be offline regroup.config.active_mods["more_floors"] = nil log("More_Floors force disabled") end local mapping = { ["items"] = "item", ["recipes"] = "recipe", ["tools"] = "mining-tool", ["guns"] = "gun", ["modules"] = "module", ["ammos"] = "ammo", ["armors"] = "armor", ["capsules"] = "capsule", } --create shortcuts table.each(mapping, function(v,k) regroup.group[k] = regroup.group.createSelector(v) end) regroup.modloader.loadmods(regroup.config.active_mods, regroup.config.mod_order) if regroup.config.DEBUG_MODE then --log("[NAMES] => %s", go.dumpvar(data.raw, 3, 1)) --log("[GROUPS] => %s", go.dumpvar(data.raw["item-group"], 2, 0)) --log("[S_GROUPS] => %s", go.dumpvar(data.raw["item-subgroup"], 3, 0)) --log("[ITEMS] => %s", go.dumpvar(data.raw.item, 2, 0)) end
return { coravp = { acceleration = 0, brakerate = 0, buildangle = 1024, buildcostenergy = 28365, buildcostmetal = 3479, builder = true, buildinggrounddecaldecayspeed = 3000, buildinggrounddecalsizex = 10, buildinggrounddecalsizey = 8, buildinggrounddecaltype = "coravp_aoplane.dds", buildpic = "coravp.dds", buildtime = 36000, canmove = true, canpatrol = true, canstop = 1, category = "LEVEL1 ALL SURFACE", collisionvolumescales = "124 30 104", collisionvolumetype = "Box", corpse = "dead1", description = "Produces T2 Vehicles", energystorage = 200, energyuse = 0, explodeas = "LARGE_BUILDINGEX", firestandorders = 1, footprintx = 9, footprintz = 7, icontype = "building", idleautoheal = 5, idletime = 1800, losemitheight = 29, mass = 3885, maxdamage = 4650, maxslope = 15, maxvelocity = 0, maxwaterdepth = 0, mobilestandorders = 1, name = "Vehicle Plant", noautofire = false, objectname = "CORAVP", radaremitheight = 29, seismicsignature = 0, selfdestructas = "LARGE_BUILDING", shownanospray = false, sightdistance = 286, sortbias = 0, standingfireorder = 2, standingmoveorder = 1, turninplaceanglelimit = 140, turninplacespeedlimit = 0, turnrate = 0, unitname = "coravp", usebuildinggrounddecal = true, workertime = 400, yardmap = "oooooooooooooooooooocccccoooocccccoooocccccoooocccccoooocccccoo", buildoptions = { [1] = "coracv", [2] = "corassis", [3] = "corvrad", [4] = "coreter", [5] = "cormart", [6] = "corseal", [7] = "corsent", [8] = "correap", [9] = "corvroc", [10] = "cormabm", [11] = "corbanisher", [12] = "cortremor", [13] = "corgol", [14] = "coraegis", }, customparams = { buildpic = "coravp.dds", faction = "CORE", providetech = "T2 Factory", }, featuredefs = { dead1 = { blocking = true, collisionvolumeoffsets = "0 -6 0", collisionvolumescales = "124 30 104", collisionvolumetype = "Box", damage = 3788, description = "Advanced Vehicle Plant Wreckage", energy = 1600, featuredead = "heap1", footprintx = 6, footprintz = 6, metal = 2913, object = "CORAVP_DEAD", reclaimable = true, customparams = { fromunit = 1, }, }, heap1 = { blocking = false, damage = 4735, description = "Advanced Vehicle Plant Debris", energy = 800, footprintx = 6, footprintz = 6, metal = 1554, object = "6X6C", reclaimable = true, customparams = { fromunit = 1, }, }, }, nanocolor = { [1] = 0.26, [2] = 0.61, [3] = 0.61, }, sfxtypes = { explosiongenerators = { [1] = "custom:WhiteLight", }, pieceexplosiongenerators = { [1] = "piecetrail0", [2] = "piecetrail1", [3] = "piecetrail2", [4] = "piecetrail3", [5] = "piecetrail4", [6] = "piecetrail6", }, }, sounds = { build = "pvehwork", canceldestruct = "cancel2", underattack = "warning1", unitcomplete = "untdone", count = { [1] = "count6", [2] = "count5", [3] = "count4", [4] = "count3", [5] = "count2", [6] = "count1", }, select = { [1] = "pvehactv", }, }, }, }
return { summary = 'Get the draw range of the Mesh.', description = [[ Retrieve the current draw range for the Mesh. The draw range is a subset of the vertices of the Mesh that will be drawn. ]], arguments = {}, returns = { { name = 'start', type = 'number', description = [[ The index of the first vertex that will be drawn, or nil if no draw range is set. ]] }, { name = 'count', type = 'number', description = [[ The number of vertices that will be drawn, or nil if no draw range is set. ]] } } }
local awful = require('awful') local gears = require('gears') local ruled = require('ruled') local beautiful = require('beautiful') local client_keys = require('configuration.client.keys') local client_buttons = require('configuration.client.buttons') ruled.client.connect_signal( 'request::rules', function() -- All clients will match this rule. ruled.client.append_rule { id = 'global', rule = {}, properties = { focus = awful.client.focus.filter, raise = true, floating = false, maximized = false, above = false, below = false, ontop = false, sticky = false, maximized_horizontal = false, maximized_vertical = false, keys = client_keys, buttons = client_buttons, screen = awful.screen.preferred, placement = awful.placement.no_overlap + awful.placement.no_offscreen } } ruled.client.append_rule { id = 'round_clients', rule_any = { type = { 'normal', 'dialog' } }, except_any = { name = {'Discord Updater'} }, properties = { round_corners = true, shape = beautiful.client_shape_rounded } } -- Titlebar rules ruled.client.append_rule { id = 'titlebars', rule_any = { type = { 'normal', 'dialog', 'modal', 'utility' } }, properties = { titlebars_enabled = true } } -- Dialogs ruled.client.append_rule { id = 'dialog', rule_any = { type = {'dialog'}, class = {'Wicd-client.py', 'calendar.google.com'} }, properties = { titlebars_enabled = true, floating = true, above = true, skip_decoration = true, placement = awful.placement.centered } } -- Modals ruled.client.append_rule { id = 'modal', rule_any = { type = {'modal'} }, properties = { titlebars_enabled = true, floating = true, above = true, skip_decoration = true, placement = awful.placement.centered } } -- Utilities ruled.client.append_rule { id = 'utility', rule_any = { type = {'utility'} }, properties = { titlebars_enabled = false, floating = true, skip_decoration = true, placement = awful.placement.centered } } -- Splash ruled.client.append_rule { id = 'splash', rule_any = { type = {'splash'}, name = {'Discord Updater'} }, properties = { titlebars_enabled = false, round_corners = false, floating = true, above = true, skip_decoration = true, placement = awful.placement.centered } } -- Image viewers ruled.client.append_rule { id = 'image_viewers', rule_any = { class = { 'feh', 'Pqiv', 'Sxiv' }, }, properties = { titlebars_enabled = true, skip_decoration = true, floating = true, ontop = true, placement = awful.placement.centered } } -- Floating ruled.client.append_rule { id = 'floating', rule_any = { instance = { 'file_progress', 'Popup', 'nm-connection-editor', }, class = { 'scrcpy', 'Mugshot', 'Pulseeffects' }, role = { 'AlarmWindow', 'ConfigManager', 'pop-up' } }, properties = { titlebars_enabled = true, skip_decoration = true, ontop = true, floating = true, focus = awful.client.focus.filter, raise = true, keys = client_keys, buttons = client_buttons, placement = awful.placement.centered } } end )
local current_folder = ... and (...):match '(.-%.?)[^%.]+$' or '' local QuadExport = require(current_folder.. ".QuadExport") local History = require(current_folder.. ".History") local table = require(current_folder.. ".tableplus") local libquadtastic = require(current_folder.. ".libquadtastic") local common = require(current_folder.. ".common") local exporters = require(current_folder.. "Exporters") local Path = require(current_folder.. "Path") local os = require(current_folder.. ".os") local S = require(current_folder.. ".strings") local Recent = require(current_folder.. "Recent") local Grid = require(current_folder.. "Grid") -- Shared library local lfs = require("lfs") local function add_path_to_recent_files(interface, data, filepath) -- Insert new file into list of recently loaded files -- Remove duplicates from recent files filepath = os.path(filepath) Recent.promote(data.settings.recent, filepath) Recent.truncate(data.settings.recent, 10) -- Update latest qua dir data.settings.latest_qua = common.split(filepath) interface.store_settings(data.settings) end local QuadtasticLogic = {} function QuadtasticLogic.transitions(interface) return { -- luacheck: no unused args quit = function(app, data) if not app.quadtastic.proceed_despite_unsaved_changes() then return else return 0 end end, rename = function(app, data, quads) if not quads then quads = data.selection:get_selection() end if #quads == 0 then return elseif #quads > 1 then interface.show_dialog(S.dialogs.rename.err_only_one) return else local quad = quads[1] local current_keys = {table.find_key(data.quads, quad)} local old_key = table.concat(current_keys, ".") local new_key = old_key local ret ret, new_key = interface.query(S.dialogs.rename.name_prompt, new_key, {escape = S.buttons.cancel, enter = S.buttons.ok}) local function replace(tab, old_keys, new_keys, element) -- Make sure that the new keys form a valid path, that is, all but the -- last key must be tables that are not quads local current_table = tab for i=1,#new_keys do if type(current_table) == "table" and libquadtastic.is_quad(current_table) then local keys_so_far = table.concat(new_keys, ".", 1, i) interface.show_dialog(S.dialogs.rename.err_nested_quad(keys_so_far)) return end -- This does intentionally not check the very last key, since it is -- fine when that one is a quad if i < #new_keys then local next_key = new_keys[i] -- Create a new empty table if necessary if not current_table[next_key] then current_table[next_key] = {} end current_table = current_table[next_key] end end local do_action = function() -- Remove the entry under the old key table.set(data.quads, nil, unpack(old_keys)) -- Add the entry under the new key table.set(data.quads, element, unpack(new_keys)) end local undo_action = function() -- Remove the entry under the new key table.set(data.quads, nil, unpack(new_keys)) -- Add the entry under the old key table.set(data.quads, element, unpack(old_keys)) end data.history:add(do_action, undo_action) do_action() if data.turbo_workflow then app.quadtastic.turbo_workflow_on_change() end end if ret == S.buttons.ok then if new_key == old_key then return end local new_keys = {} for k in string.gmatch(new_key, "([^.]+)") do -- Convert the key to a number if possible k = tonumber(k) or k table.insert(new_keys, k) end -- Check if that key already exists if table.get(data.quads, unpack(new_keys)) then local action = interface.show_dialog( S.dialogs.rename.err_exists(new_key), {S.buttons.cancel, S.buttons.swap, S.buttons.replace}) if action == S.buttons.swap then local old_value = table.get(data.quads, unpack(new_keys)) local do_action = function() table.set(data.quads, old_value, unpack(current_keys)) table.set(data.quads, quad, unpack(new_keys)) end local undo_action = function() table.set(data.quads, old_value, unpack(new_keys)) table.set(data.quads, quad, unpack(current_keys)) end data.history:add(do_action, undo_action) do_action() if data.turbo_workflow then app.quadtastic.turbo_workflow_on_change() end elseif action == S.buttons.replace then replace(data.quads, current_keys, new_keys, quad) else -- Cancel option return end else replace(data.quads, current_keys, new_keys, quad) end -- Set the focus of the quad list to the renamed quad interface.move_quad_into_view(data.quad_scrollpane_state, quad) end end end, sort = function(app, data, quads) if not quads then quads = data.selection:get_selection() end if #quads == 0 then return end -- Find the shared parent of the selected quads. local first_keys = {table.find_key(data.quads, quads[1])} -- Remove the last element of the key list to get the shared key table.remove(first_keys) local shared_keys = first_keys local shared_parent = table.get(data.quads, unpack(shared_keys)) local individual_keys = {} local numeric_quads = 0 local new_group = {} for _,v in ipairs(quads) do -- This is an N^2 search and it sucks, but it probably won't matter. local key = table.find_key(shared_parent, v) if not key then interface.show_dialog(S.dialogs.sort.err_not_shared_group) return else individual_keys[v] = key end if type(key) == "number" and libquadtastic.is_quad(v) then numeric_quads = numeric_quads + 1 end end if numeric_quads == 0 then interface.show_dialog(S.dialogs.sort.err_no_numeric_quads) return end -- Filter out non-quad elements and elements with non-numeric keys for _,v in ipairs(quads) do if libquadtastic.is_quad(v) and type(individual_keys[v]) == "number" then table.insert(new_group, v) end end -- Sort the quads local function sort(quad_a, quad_b) return quad_a.y < quad_b.y or quad_a.y == quad_b.y and quad_a.x < quad_b.x end table.sort(new_group, sort) local do_action = function() -- Remove the quads from their parent for _,v in ipairs(new_group) do local key = individual_keys[v] -- Remove the element from the shared parent shared_parent[key] = nil end -- Now add the quads to the parent in order for _,v in ipairs(new_group) do table.insert(shared_parent, v) end end local undo_action = function() for _,v in ipairs(new_group) do -- Remove the quad from its shared parent, starting at the end table.remove(shared_parent) end -- We cannot do this in a single pass since these actions can interfere for _,v in ipairs(new_group) do -- Add the quads to its parent at its original position local key = individual_keys[v] shared_parent[key] = v end end data.history:add(do_action, undo_action) do_action() if data.turbo_workflow then app.quadtastic.turbo_workflow_on_change() end end, remove = function(app, data, quads) if not quads then quads = data.selection:get_selection() end if #quads == 0 then return else local was_collapsed = {} local selected_elements = {} local keys = {} for _,element in ipairs(quads) do if data.selection:is_selected(element) then table.insert(selected_elements, element) end was_collapsed[element] = data.collapsed_groups[element] keys[element] = {table.find_key(data.quads, element)} end local do_action = function() -- Deselect those elements data.selection:deselect(quads) for _,element in ipairs(quads) do if #keys[element] > 0 then -- Remove the elements from the quad tree table.set(data.quads, nil, unpack(keys[element])) -- Remove the element from the list of collapsed groups. This will have -- no effect if the element was a quad. data.collapsed_groups[element] = nil end end end local undo_action = function() -- Select those quads data.selection:set_selection(selected_elements) for _,element in ipairs(quads) do if #keys[element] > 0 then -- Restore the elements from the quad tree table.set(data.quads, element, unpack(keys[element])) -- Restore their entries from the list of collapsed groups data.collapsed_groups[element] = was_collapsed[element] end end end data.history:add(do_action, undo_action) do_action() if data.turbo_workflow then app.quadtastic.turbo_workflow_on_change() end end end, create = function(app, data, new_quad) -- If a group is currently selected, add the new quad to that group -- If a quad is currently selected, add the new quad to the same -- group. local selection = data.selection:get_selection() local group -- the group to which the new quad will be added if #selection == 1 then local keys = {table.find_key(data.quads, selection[1])} if libquadtastic.is_quad(selection[1]) then -- Remove the last key so that the new quad is added to the -- group that contains the currently selected quad table.remove(keys) end group = table.get(data.quads, unpack(keys)) else -- Just add it to the root group = data.quads end local do_action, undo_action if libquadtastic.is_quad(new_quad) then local new_index = #group + 1 do_action = function() group[new_index] = new_quad end undo_action = function() group[new_index] = nil end else assert(type(new_quad) == "table") do_action = function() for _,quad in ipairs(new_quad) do table.insert(group, quad) end end undo_action = function() for _,quad in ipairs(new_quad) do table.remove(group) end end end data.history:add(do_action, undo_action) do_action() if data.turbo_workflow then app.quadtastic.turbo_workflow_on_change() end if libquadtastic.is_quad(new_quad) then data.selection:set_selection({new_quad}) interface.move_quad_into_view(data.quad_scrollpane_state, new_quad) else assert(type(new_quad) == "table") assert(#new_quad >= 1) data.selection:set_selection(new_quad) interface.move_quad_into_view(data.quad_scrollpane_state, new_quad[1]) end end, --[[ _ _ __ ___ _____ _____ __ _ _ _ __ _ __| |___ | '_ ` _ \ / _ \ \ / / _ \ / _` | | | |/ _` |/ _` / __| | | | | | | (_) \ V / __/ | (_| | |_| | (_| | (_| \__ \ |_| |_| |_|\___/ \_/ \___| \__, |\__,_|\__,_|\__,_|___/ |_| ]] -- Moves the given quads by the given delta as far as possible. -- original_pos should be a table that contains the original position of each -- quad before the user started to move them. Each element of this table -- should have its x coordinate at index x and its y coordinate at index x. -- The nth element in original_pos should contain the coordinates of the nth -- quad in quads. -- dx, dy should be the accumulative delta by which the quads should be moved. -- That is, if the user moves the mouse by 4 pixels first, and then by another -- 8 pixels, then the delta in the second call should be 12, and not 8. -- All this is necessary because the movement of each quad is limited by the -- image's border, and therefore a quad right next to the right border cannot -- move as far to the right as a quad further to the left. Thus, as the user -- moves the quads around, we want to keep them inside the image, but we also -- want to preserve the relative positions of the quads. Otherwise moving all -- quads to the bottom right corner and them moving them in the opposite -- direction by the same distance would not restore the quad's original -- position. move_quads = function(app, data, quads, original_pos, dx, dy, img_w, img_h, snap_to_grid) if not quads then quads = data.selection:get_selection() end if #quads == 0 then return end assert(#quads == #original_pos) for i=1,#quads do local quad = quads[i] local pos = original_pos[i] if libquadtastic.is_quad(quad) then -- Offset the position by the given deltas quad.x = pos.x + dx quad.y = pos.y + dy -- Clamp the coordinates quad.x = math.max(0, math.min(img_w - quad.w, quad.x)) quad.y = math.max(0, math.min(img_h - quad.h, quad.y)) if snap_to_grid then -- Snap the position of the quad to a grid point. quad.x = Grid.floor(data.settings.grid.x, quad.x) quad.y = Grid.floor(data.settings.grid.y, quad.y) end end end end, -- Finishes moving the given quad. Without calling this function the movements -- that were made with move_quads are not added to the undo history. -- The table original_pos should follow the same format as documented in -- move_quads. commit_movement = function(app, data, quads, original_pos) local deltas = {} -- table containing for each quad how far it was moved assert(#quads == #original_pos) for i=1,#quads do if libquadtastic.is_quad(quads[i]) then deltas[i] = { x = quads[i].x - original_pos[i].x, y = quads[i].y - original_pos[i].y } end end local do_action = function() for i=1,#quads do if libquadtastic.is_quad(quads[i]) then quads[i].x = quads[i].x + deltas[i].x quads[i].y = quads[i].y + deltas[i].y end end end local undo_action = function() for i=1,#quads do if libquadtastic.is_quad(quads[i]) then quads[i].x = quads[i].x - deltas[i].x quads[i].y = quads[i].y - deltas[i].y end end end data.history:add(do_action, undo_action) -- Note that we deliberately do not call the do_action here, since the quads -- are already at the position where the user wants them. if data.turbo_workflow then app.quadtastic.turbo_workflow_on_change() end end, -- Resizes all given quads by the given amount, in the given direction. -- The direction should be a table containing the keys n, e, s, w when -- the quads are resized in the respective direction. For example, if a -- quad is resized at the south-east corner, then direction.s and direction.e -- should be set to `true`. All other keys should be `false` or `nil`. -- original_quad is a table that has at the nth index the original x, y, width -- and height at index x, y, w and h, respectively, of the nth quad in quads. -- The image dimensions are needed so that the position and size of the quads -- can be restricted. resize_quads = function(app, data, quads, original_quad, direction, dx, dy, img_w, img_h, snap_to_grid) dx, dy = dx or 0, dy or 0 -- All quads have their position in the upper left corner, and their -- size extends to the lower right corner. -- The change in position to be applied to all quads local dpx, dpy = 0, 0 -- The change in size to be applied to all quads local dw, dh = 0, 0 if direction.n and dy ~= 0 then dpy = dy -- move the quad by the given amount dh = -dy -- but reduce the height accordingly elseif direction.s and dy ~= 0 then dh = dy end if direction.w and dx ~= 0 then dpx = dx -- move the quad by the given amount dw = -dx -- but reduce the height accordingly elseif direction.e and dx ~= 0 then dw = dx end -- Now apply all changes for i,quad in pairs(quads) do local ox, oy = original_quad[i].x, original_quad[i].y local ow, oh = original_quad[i].w, original_quad[i].h -- Calculate deltas specific to this quad in case we need to snap the -- quad size to the grid local idpx, idpy, idw, idh = dpx, dpy, dw, dh if snap_to_grid then local gx, gy = data.settings.grid.x, data.settings.grid.y local grid_w, grid_h = Grid.mult(gx, ow + dx), Grid.mult(gy, oh + dy) -- deltas after grid snapping local gdx, gdy = grid_w - ow - dx, grid_h - oh - dy -- Adjust position and size deltas if direction.n then idpy = idpy + gdy idh = idh - gdy elseif direction.s then idh = idh + gdy end if direction.w then idpx = idpx + gdx idw = idw - gdx elseif direction.e then idw = idw + gdx end end -- Resize the quads, but restrict their dimensions and position quad.x = math.max(0, math.min(img_w, ox + math.min(ow - 1, idpx))) quad.y = math.max(0, math.min(img_h, oy + math.min(oh - 1, idpy))) quad.w = math.max(1, math.min(img_w - quad.x, ow + (direction.w and math.min(ox, idw) or idw))) quad.h = math.max(1, math.min(img_h - quad.y, oh + (direction.n and math.min(oy, idh) or idh))) end end, commit_resizing = function(app, data, quads, original_quad) local deltas = {} assert(#quads == #original_quad) for i=1,#quads do if libquadtastic.is_quad(quads[i]) then deltas[i] = { x = quads[i].x - original_quad[i].x, y = quads[i].y - original_quad[i].y, w = quads[i].w - original_quad[i].w, h = quads[i].h - original_quad[i].h, } end end local do_action = function() for i=1,#quads do if libquadtastic.is_quad(quads[i]) then quads[i].x = quads[i].x + deltas[i].x quads[i].y = quads[i].y + deltas[i].y quads[i].w = quads[i].w + deltas[i].w quads[i].h = quads[i].h + deltas[i].h end end end local undo_action = function() for i=1,#quads do if libquadtastic.is_quad(quads[i]) then quads[i].x = quads[i].x - deltas[i].x quads[i].y = quads[i].y - deltas[i].y quads[i].w = quads[i].w - deltas[i].w quads[i].h = quads[i].h - deltas[i].h end end end data.history:add(do_action, undo_action) -- Note that we deliberately do not call the do_action here, since the quads -- are already resized to the size that the user wants. if data.turbo_workflow then app.quadtastic.turbo_workflow_on_change() end end, group = function(app, data, quads) if not quads then quads = data.selection:get_selection() end if #quads == 0 then return end -- Find the shared parent of the selected quads. local first_keys = {table.find_key(data.quads, quads[1])} -- Remove the last element of the key list to get the shared key table.remove(first_keys) local shared_keys = first_keys local shared_parent = table.get(data.quads, unpack(shared_keys)) local individual_keys = {} for _,v in ipairs(quads) do -- This is an N^2 search and it sucks, but it probably won't matter. local key = table.find_key(shared_parent, v) if not key then interface.show_dialog(S.dialogs.group.err_not_shared_group) return else individual_keys[v] = key end end -- Do the second pass, this time with destructive actions local new_group = {} local numeric_indices = {} for _,v in ipairs(quads) do local key = individual_keys[v] -- We don't necessarily want to preserve the numeric index, but we do -- want to preserve the order of those quads with numeric indices if type(key) == "number" then table.insert(numeric_indices, key) else new_group[key] = v end end table.sort(numeric_indices) for i,old_key in ipairs(numeric_indices) do new_group[i] = shared_parent[old_key] end local do_action = function() for _,v in ipairs(quads) do -- Remove the element from the shared parent local key = individual_keys[v] shared_parent[key] = nil end table.insert(shared_parent, new_group) -- Focus quad list on new group interface.move_quad_into_view(data.quad_scrollpane_state, new_group) -- Select the newly created group data.selection:set_selection({new_group}) end local undo_action = function() for _,v in ipairs(quads) do -- Restore the element in its original position in shared parent local key = individual_keys[v] shared_parent[key] = v end -- We used a simple insert to add the new group to the parent. -- Therefore the group was inserted at the very end of the parent, and -- can be removed with table.remove table.remove(shared_parent) end data.history:add(do_action, undo_action) do_action() if data.turbo_workflow then app.quadtastic.turbo_workflow_on_change() end end, ungroup = function(app, data, quads) if not quads then quads = data.selection:get_selection() end if #quads == 0 then return end if #quads > 1 then interface.show_dialog(S.dialogs.ungroup.err_only_one) return end if libquadtastic.is_quad(quads[1]) then return end local group = quads[1] local keys = {table.find_key(data.quads, group)} -- Remove the last element of the key list to get the parent's keys local group_key = table.remove(keys) local parent_keys = keys local parent = table.get(data.quads, unpack(parent_keys)) -- Check that we can break up this group by making sure that the parent -- element and the group don't have any conflicting keys local ignore_numeric_clash = false for k,_ in pairs(group) do if parent[k] and k ~= group_key then local parent_name for _,v in ipairs(parent_keys) do parent_name = (parent_name and (parent_name .. ".") or "") .. tostring(v) end if type(k) == "number" then if not ignore_numeric_clash then local ret = interface.show_dialog(S.dialogs.ungroup.warn_numeric_clash(k), {S.buttons.yes, S.buttons.no}) if ret == S.buttons.yes then ignore_numeric_clash = true else return end end else interface.show_dialog(S.dialogs.ungroup.err_name_conflict(k)) return end end end local do_action = function() -- Remove group from parent parent[group_key] = nil data.collapsed_groups[group_key] = nil for k,v in pairs(group) do if type(k) == "number" then table.insert(parent, v) else parent[k] = v end end end local undo_action = function() -- Remove the group's elements from the parent for k,v in pairs(group) do if type(k) == "number" then table.remove(parent) else parent[k] = nil end end -- Add the group to the parent parent[group_key] = group end data.history:add(do_action, undo_action) do_action() if data.turbo_workflow then app.quadtastic.turbo_workflow_on_change() end end, offer_reload = function(app, data, callback) local image_path = data.quads._META.image_path local ret = interface.show_dialog( S.dialogs.offer_reload(image_path), {enter=S.buttons.yes, escape=S.buttons.no}) if ret == S.buttons.yes then app.quadtastic.load_image(image_path, callback) end end, undo = function(app, data) if not data.history:can_undo() then return end local undo_action = data.history:undo() undo_action() if data.turbo_workflow then app.quadtastic.turbo_workflow_on_change() end end, redo = function(app, data) if not data.history:can_redo() then return end local redo_action = data.history:redo() redo_action() if data.turbo_workflow then app.quadtastic.turbo_workflow_on_change() end end, new = function(app, data) local proceed = app.quadtastic.proceed_despite_unsaved_changes() if not proceed then return end data.quads = { _META = {} } data.quadpath = nil -- path to the file containing the quad definitions -- The name of the last used exporter data.prev_exporter = nil -- A mapping from exporter name to last used path. This is convenient -- in case specific export targets are always saved in the same location. -- These are populated from the loaded application settings. data.exportpath = {} data.image = nil -- the loaded image interface.reset_view(data) -- Reset list of collapsed groups data.collapsed_groups = {} data.file_timestamps = {} data.history = History() data.history:mark() -- A new file doesn't have any changes worth saving -- until the user actually does something app.quadtastic.switch_tool("create") end, -- The steps that need to be taken when turbo workflow is enabled and -- some quads changed. turbo_workflow_on_change = function(app, data) app.quadtastic.save() if data.prev_exporter then app.quadtastic.repeat_export() end end, switch_tool = function(app, data, tool) data.tool = tool data.toolstate = {} end, save = function(app, data, callback) if not data.quadpath or data.quadpath == "" then app.quadtastic.save_as(callback) else local success, err = pcall(app.quadtastic.export_with, data.quadpath, common.exporter_table) if success then data.history:mark() if callback then callback(data.quadpath) end else interface.show_dialog(S.dialogs.err_save_quads(err)) end end end, -- Have user pick a path where to save the quad file. -- This is separate from export_as so that data.quadpath and data.exportpath -- don't get mixed up. save_as = function(app, data, callback) local basepath if data.quadpath then basepath = data.quadpath elseif data.quads and data.quads._META and data.quads._META.image_path then basepath = common.split(data.quads._META.image_path) elseif data.settings.latest_qua then basepath = data.settings.latest_qua else basepath = love.filesystem.getUserDirectory() end local ret, filepath = interface.save_file(basepath, "lua") if ret == S.buttons.save then data.quadpath = filepath -- pass a callback to the save function that stores the used path in the -- list of recently opened files if saving succeeded. local function save_as_callback(quadpath) add_path_to_recent_files(interface, data, quadpath) if callback then callback(quadpath) end end app.quadtastic.save(save_as_callback) end end, -- Exports the current quads to the previously used file, using the previously -- used exporter. repeat_export = function(app, data, callback) if not data.prev_exporter then return end local exporter = data.prev_exporter if not data.exportpath[exporter.name] then -- Have user pick an export file app.quadtastic.export_as(exporter, callback) else local path = data.exportpath[exporter.name] -- Check that the exporter can indeed export the quad definitions. -- If the exporter does not define this function, we assume that it can -- export everything. if exporter.can_export then local success, can_export, msg = pcall(exporter.can_export, data.quads) if success then if not can_export then interface.show_dialog(S.dialogs.err_cannot_export(msg)) return end else local err = can_export -- the second returned value contains the error interface.show_dialog(S.dialogs.err_exporting(err)) return end end local success, err = pcall(app.quadtastic.export_with, path, exporter) if success then if callback then callback(path) end else interface.show_dialog(S.dialogs.err_exporting(err)) end end end, -- Exports the current quads using the given exporter. The user will be asked -- to pick a file. export_as = function(app, data, exporter, callback) local basepath if data.exportpath[exporter.name] then basepath = data.exportpath[exporter.name] elseif data.quadpath then local path, filename = common.split(data.quadpath) local export_filename = string.format("%s.%s", Path.split_extension(filename), exporter.ext) basepath = path .. export_filename elseif data.quads and data.quads._META and data.quads._META.image_path then basepath = common.split(data.quads._META.image_path) elseif data.settings.latest_qua then basepath = data.settings.latest_qua else basepath = love.filesystem.getUserDirectory() end local save_button_label = S.buttons.export_as(exporter.name) local ret, filepath = interface.save_file(basepath, exporter.ext, save_button_label) if ret == save_button_label then -- Store that path, so that the file browser starts off at that path in -- the future for this exporter. data.exportpath[exporter.name] = filepath data.prev_exporter = exporter app.quadtastic.repeat_export(callback) end end, -- expect this function to fail! Wrap it in a pcall! export_with = function(app, data, path, exporter) QuadExport.export(data.quads, exporter, path) end, choose_quad = function(app, data, basepath) if not basepath and data.settings.latest_qua then basepath = data.settings.latest_qua else basepath = love.filesystem.getUserDirectory() end local ret, filepath = interface.open_file(basepath) if ret == S.buttons.open then app.quadtastic.load_quad(filepath) end end, -- Checks with the user how they want to handle unsaved changes before an -- action is executed that would override those changes. -- The user can save or discard the changes, or cancel the action. -- This function returns whether the user chose an action that indicates that -- they want to go ahead with the action (i.e. the function returns true if -- the user pressed save or discard, false otherwise). -- This function will also return true if there are no unsaved changes. proceed_despite_unsaved_changes = function(app, data) -- Return true if there are no unsaved changes if not data.history or data.history:is_marked() then return true end -- Otherwise check with the user local ret = interface.show_dialog(S.dialogs.save_changes, {S.buttons.cancel, S.buttons.discard, S.buttons.save}) if ret == S.buttons.save then app.quadtastic.save() end return ret == S.buttons.save or ret == S.buttons.discard end, load_quad = function(app, data, filepath) if not app.quadtastic.proceed_despite_unsaved_changes() then return end local success, more = pcall(function() local filehandle, err = io.open(filepath, "r") if err then error(err, 0) end if filehandle then filehandle:close() local filecontent, load_err = loadfile(filepath) if not filecontent then error(load_err, 0) end local quads = filecontent() local quadpath = filepath return {quads, quadpath} end end) if success then data.quads, data.quadpath = unpack(more) -- Reset list of collapsed groups data.collapsed_groups = {} data.history = History() -- A newly loaded project has no unsaved changes data.history:mark() if not data.quads._META then data.quads._META = {} end local metainfo = libquadtastic.get_metainfo(data.quads) -- Remove the current image from the application state data.image = nil if metainfo.image_path then local abs_path if Path.is_absolute_path(metainfo.image_path) then abs_path = metainfo.image_path elseif Path.is_relative_path(metainfo.image_path) then -- Create an absolute path to the image file by concatenating the -- absolute path to the directory containing the quadfile and the -- relative image path abs_path = tostring(Path(filepath):parent() .. metainfo.image_path) else error("Path to image is neither absolute nor relative.") end -- Store the image path as an absolute path. It will be converted back -- to a relative path when the quads are saved or exported. metainfo.image_path = abs_path app.quadtastic.load_image(metainfo.image_path) end add_path_to_recent_files(interface, data, filepath) else interface.show_dialog(S.dialogs.err_load_quads(more)) end end, choose_image = function(app, data, basepath) if not basepath then if data.quads and data.quads._META and data.quads._META.image_path then basepath = data.quads._META.image_path elseif data.settings.latest_img then basepath = data.settings.latest_img else basepath = love.filesystem.getUserDirectory() end end local ret, filepath = interface.open_file(basepath) if ret == S.buttons.open then app.quadtastic.load_image(filepath) end end, load_image = function(app, data, filepath, callback) filepath = os.path(filepath) local success, more = pcall(common.load_image, filepath) -- success, more = pcall(love.graphics.newImage, data) if success then data.image = more data.quads._META.image_path = filepath -- Update latest image dir data.settings.latest_img = common.split(filepath) interface.store_settings(data.settings) data.file_timestamps.image_loaded = lfs.attributes(filepath, "modification") data.file_timestamps.image_latest = data.file_timestamps.image_loaded interface.reset_view(data) if callback then callback(filepath) end else interface.show_dialog(S.dialogs.err_load_image(more)) end end, load_dropped_file = function(app, data, filepath) -- Determine how to treat this file depending on its extensions local _, extension = Path.split_extension(filepath) if extension == "lua" or extension == "qua" then app.quadtastic.load_quad(filepath) else -- Try to load this as an image app.quadtastic.load_image(filepath) end end, -- Change the current grid configuration to the given grid configuration, -- update the list of recent grid configurations and save the changed settings change_grid_config = function(app, state, grid_x, grid_y) -- Promote current config to the most recently used config local comparator = function(conf_a, conf_b) return conf_a.x == conf_b.x and conf_a.y == conf_b.y end local current_config = {x = state.settings.grid.x, y = state.settings.grid.y} Recent.promote(state.settings.grid.recent, current_config, comparator) -- Remove the new entry from the list of recent entries. -- Otherwise it is shown as the current configs, but might show -- up in the list of recent configs, too. Recent.remove(state.settings.grid.recent, {x = grid_x, y = grid_y}, comparator) Recent.truncate(state.settings.grid.recent, 10) -- Update current config state.settings.grid.x = grid_x state.settings.grid.y = grid_y -- Save settings interface.store_settings(state.settings) end, -- Open a dialog that lets the user pick custom grid configuration. -- When the user confirms the dialog, change the grid config to the chosen -- grid config. choose_custom_grid_config = function(app, state) local ret, new_grid = interface.choose_grid_config(state.settings.grid.x, state.settings.grid.y) if ret == S.buttons.ok then app.quadtastic.change_grid_config(new_grid.x, new_grid.y) end end, reload_exporters = function(app, data, callback) local success, more, count = pcall(exporters.list, {S.exporters_dirname, S.custom_exporters_dirname}) if success then data.exporters = more -- Update previous exporter if data.prev_exporter then -- This will clear the previous exporter if there is none with that -- name in the new set of exporters, or update the previous exporter. data.prev_exporter = data.exporters[data.prev_exporter.name] end if callback then callback(count) end else interface.show_dialog(S.dialogs.err_reload_exporters(more)) end end, show_about_dialog = function(app, data) interface.show_about_dialog() end, show_ack_dialog = function(app, data) interface.show_ack_dialog() end, check_updates = function(app, data) interface.check_updates() end, offer_update = function(app, data, current_version, latest_version) local ret = interface.show_dialog(S.dialogs.offer_update(latest_version, current_version), {enter = S.buttons.yes, escape = S.buttons.no}) if ret == S.buttons.yes then love.system.openURL(S.itchio_url) end end, } end return QuadtasticLogic
return { style = 'dialog', { style = 'dialogHead', text = 'Settings' }, { style = 'dialogBody', padding = 24, { flow = 'x', minheight = 260, { { type = 'label', text = 'Seed', minheight = 32 }, { { type = 'radio', group = 'seed', text = 'Use random seed', value = true, id = 'seedrandom', minheight = 27 }, { flow = 'y', { type = 'radio', group = 'seed', text = 'Use custom seed', id = 'seedselect', minheight = 27 }, { flow = 'x', { type = 'text', id = 'customseed', width = 200, minheight = 32}, { type = 'label', id = 'seedcount' } } } }, { type = 'label', text = 'Randomization Options', minheight = 32 }, { type = 'check', value = false, id = 'puppy', text = "Puppies outside Sand Zone", minheight = 27 }, { type = 'check', value = true, id = 'completable', text = "Guarantee access to all locations", minheight = 54}, { flow = 'x', height = 32, { type = 'check', value = false, id = 'seqbreak', text = "Sequence breaks", minheight = 32, width = 170}, { type = 'button', style = 'dialogButton', text = "Modify", id = 'seqButton', width = 70, align = 'center' }, { width = false } }, }, { { type = 'label', text = 'Objective', minheight = 32 }, { type = 'stepper', id = 'objective', align = 'center', width = 200, { text = "Bad ending", value = "objBadEnd" }, { text = "Normal ending", value = "objNormalEnd" }, { text = "Best ending", value = "objBestEnd" }, { text = "All bosses", value = "objAllBosses" }, { text = "100%", value = "obj100Percent" } }, { type = 'label', text = 'Spawn Location', minheight = 32 }, { type = 'stepper', id = 'spawn', align = 'middle left', height = 48, width = 200, { text = " Start\r\n Point", value = "Start Point", icon = "assets/icon/StartPoint2.png" }, { text = " Arthur's\r\n House", value = "Arthur's House", icon = "assets/icon/Arthur2.png" }, { text = " Camp", value = "Camp", icon = "assets/icon/Camp.png" } }, { type = 'button', style = 'dialogButton', text = "Personal Settings", id = 'musicButton', width = 200, height = 48, align = 'center' }, { type = 'check', value = false, id = 'noFallingBlocks', text = "No Falling Blocks in Hell", minheight = 32 }, }, }, { flow = 'x', { type = 'text', id = 'sharecode', width = 350 }, { type = 'button', style = 'dialogButton', text = "Import Sharecode", id = 'importshare', width = 180, align = 'center' } } }, { style = 'dialogFoot', {}, { style = 'dialogButton', id = 'randoButton', text = 'Random Settings', width = 120 }, { style = 'dialogButton', id = 'closeButton', text = 'Close' } } }
object_static_worldbuilding_camping_frn_all_exceptional_meat_rack = object_static_worldbuilding_camping_shared_frn_all_exceptional_meat_rack:new { } ObjectTemplates:addTemplate(object_static_worldbuilding_camping_frn_all_exceptional_meat_rack, "object/static/worldbuilding/camping/frn_all_exceptional_meat_rack.iff")
local BASE_PATH = "pac3/" local ICON_FILE = "icon16/group_add.png" local ICON_FOLDER = "icon16/folder.png" local blacklist = { ["objcache"] = true, ["__backup"] = true, ["__backup_save"] = true, ["__animations"] = true, } local frame = vgui.Create("DFrame") frame:SetSize(ScrW() * 0.35, ScrH() * 0.45) frame:Center() frame:MakePopup() frame:SetTitle("PAC Link Changer") local box = frame:Add("DPanel") box:Dock(TOP) local textentry = box:Add("DTextEntry") textentry:Dock(LEFT) textentry:SetWide(frame:GetWide() * 0.8) local scroll = frame:Add("DScrollPanel") scroll:Dock(FILL) scroll:DockMargin(0, 25, 0, frame:GetTall() * 0.1) scroll:GetCanvas().Paint = function(pnl, w, h) surface.SetDrawColor(0, 0, 0, 255) surface.DrawRect(0, 0, w, h) end local cached_urls = {} local function recursiveLinkFinder(tbl) for k, v in pairs(tbl) do if istable(v) then recursiveLinkFinder(v) elseif isstring(v) then if v:match("https?://[^%s%\"]+") then if cached_urls[v] then if #cached_urls[v].tbls > 1 then cached_urls[v].label:SetText("Multiple") --local str = table.concat(cached_urls[v].classes, ", ") --cached_urls[v].label:SetTooltip(str) end table.insert(cached_urls[v].classes, tbl.ClassName) table.insert(cached_urls[v].tbls, tbl) return end local box = scroll:Add("DPanel") box:Dock(TOP) local label = box:Add("DLabel") if cached_urls[v] then print(cached_urls[v].tbls) end label:SetText(tbl.ClassName[1]:upper() .. tbl.ClassName:sub(2)) label:Dock(LEFT) label:SetContentAlignment(5) label:SetTextColor(Color(0, 0, 0)) local textentry = box:Add("DTextEntry") textentry.tbls = {} table.insert(textentry.tbls, tbl) textentry.label = label textentry.classes = {} table.insert(textentry.classes, tbl.ClassName) textentry:SetText(v) textentry:Dock(FILL) textentry:DockMargin(0, 0, 0, 5) textentry:SetUpdateOnType(true) cached_urls[v] = textentry textentry.original = v textentry.OnValueChange = function(self, value) if textentry.original == value then self:SetTextColor(Color(0, 0, 0)) else self:SetTextColor(Color(255, 0, 0)) end end textentry.OnEnter = function(self) for _, tbl in ipairs(self.tbls) do tbl[k] = self:GetText() end self:SetTextColor(Color(255, 200, 0)) if self.original ~= self:GetText() then self:SetTooltip("Before: " .. v) else self:SetToolTip(false) end end textentry.OnFocusChanged = function(self, focus) if not focus and self.original ~= self:GetText() then self:OnEnter() end end box.textentry = textentry box.label = label end end end end local loaded_pac local loaded_path local load = box:Add("DButton") load:Dock(RIGHT) load:DockMargin(0, 0, 0, 0) load:SetWide((frame:GetWide() - textentry:GetWide()) / 2) load:SetText("Load") load.DoClick = function() if textentry:GetText() == "" then return end assert(file.Exists(textentry:GetText(), "DATA"), "file does not exist?") loaded_pac = pace.luadata.ReadFile(textentry:GetText(), "DATA") scroll:Clear() recursiveLinkFinder(loaded_pac) cached_urls = {} frame.save:SetDisabled(false) end local browse = box:Add("DButton") browse:Dock(RIGHT) browse:DockMargin(0, 0, 0, 0) browse:SetWide(load:GetWide() - 10) --+ 20) browse:SetText("Browse") local function recursiveMenu(path, menu) local files, dirs = file.Find(BASE_PATH .. path .. "*", "DATA") for _, dir in ipairs(dirs) do if blacklist[dir] then continue end local m, icon = menu:AddSubMenu(dir) icon:SetImage(ICON_FOLDER) recursiveMenu(dir .. "/", m) end for _, file in ipairs(files) do menu:AddOption(file, function() textentry:SetText(BASE_PATH .. path .. file) end):SetImage(ICON_FILE) end end browse.DoClick = function() local menu = DermaMenu() recursiveMenu("", menu) menu:Open() end local save = frame:Add("DButton") save:Dock(BOTTOM) save:SetText("Save") save:SetDisabled(true) save.DoClick = function(self) if self:GetDisabled() then return end for k, tbl in ipairs(scroll:GetCanvas():GetChildren()) do tbl.textentry:SetTextColor(Color(0, 255, 0)) end pace.luadata.WriteFile(textentry:GetText(), loaded_pac) end frame.save = save
-------------------------------- -- @module ParticleFlower -- @extend ParticleSystemQuad -- @parent_module cc -------------------------------- -- -- @function [parent=#ParticleFlower] init -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#ParticleFlower] initWithTotalParticles -- @param self -- @param #int numberOfParticles -- @return bool#bool ret (return value: bool) -------------------------------- -- Create a flower particle system.<br> -- return An autoreleased ParticleFlower object. -- @function [parent=#ParticleFlower] create -- @param self -- @return ParticleFlower#ParticleFlower ret (return value: cc.ParticleFlower) -------------------------------- -- Create a flower particle system withe a fixed number of particles.<br> -- param numberOfParticles A given number of particles.<br> -- return An autoreleased ParticleFlower object.<br> -- js NA -- @function [parent=#ParticleFlower] createWithTotalParticles -- @param self -- @param #int numberOfParticles -- @return ParticleFlower#ParticleFlower ret (return value: cc.ParticleFlower) -------------------------------- -- js ctor -- @function [parent=#ParticleFlower] ParticleFlower -- @param self -- @return ParticleFlower#ParticleFlower self (return value: cc.ParticleFlower) return nil
local settings = {} return settings
local curl = require("plenary.curl") local M = {} M.search = function(query, target, scalaVersion) local q = nil local t = nil local v = nil if query == nil then return {} else q = string.gsub(query, "%s+", "") end if target == nil then t = "JVM" else t = string.gsub(target, "%s+", "") end if scalaVersion == nil then v = "2.13" else v = string.gsub(scalaVersion, "%s+", "") end local parameters = { q = q, t = t, v = v, } local url = string.gsub( "https://index.scala-lang.org/api/search?q=$q&target=$t&scalaVersion=$v", "$(%w+)", parameters ) local response = curl.request({ url = url, method = "get", accept = "application/json", }) if response.status ~= 200 then error("Failed to search scaladex, got a status: " .. response.status) return {} end local decoded = vim.fn.json_decode(response.body) -- print(response.body) return decoded end M.get_project = function(org, repo) if org == nil or repo == nil then return {} end local organization = string.gsub(org, "%s+", "") local repository = string.gsub(repo, "%s+", "") local parameters = { organization = organization, repository = repository, } local url = string.gsub( "https://index.scala-lang.org/api/project?organization=$organization&repository=$repository", "$(%w+)", parameters ) local response = curl.request({ url = url, method = "get", accept = "application/json", }) if response.status ~= 200 then error("Failed to get project from scaladex, got a status: " .. response.status) return {} end local decoded = vim.fn.json_decode(response.body) -- print(response.body) return decoded end return M
---@meta --- ---The `lovr.conf` callback lets you configure default settings for LÖVR. --- ---It is called once right before the game starts. --- ---Make sure you put `lovr.conf` in a file called `conf.lua`, a special file that's loaded before the rest of the framework initializes. --- --- ---### NOTE: ---Disabling the headset module can improve startup time a lot if you aren't intending to use `lovr.headset`. --- ---You can set `t.window` to nil to avoid creating the window. You can do it yourself later by using `lovr.graphics.createWindow`. --- ---If the `lovr.graphics` module is disabled or the window isn't created, attempting to use any functionality requiring graphics may cause a crash. --- ---Enabling the `t.graphics.debug` flag will add additional error checks and will send messages from the GPU driver to the `lovr.log` callback. --- ---This will decrease performance but can help provide information on performance problems or other bugs. --- ---The `headset.offset` field is a vertical offset applied to the scene for headsets that do not center their tracking origin on the floor. --- ---This can be thought of as a "default user height". Setting this offset makes it easier to design experiences that work in both seated and standing VR configurations. --- ---@type fun(t: table) lovr.conf = nil --- ---This callback is called every frame. --- ---Use it to render the scene. --- ---If a VR headset is connected, anything rendered by this function will appear in the headset display. --- ---The display is cleared to the background color before this function is called. --- ---@type fun() lovr.draw = nil --- ---The "lovr.errhand" callback is run whenever an error occurs. --- ---It receives two parameters. The first is a string containing the error message. The second is either nil, or a string containing a traceback (as returned by "debug.traceback()"); if nil, this means "lovr.errhand" is being called in the stack where the error occurred, and it can call "debug.traceback()" itself. --- ---"lovr.errhand" should return a handler function to run in a loop to show the error screen. This handler function is of the same type as the one returned by "lovr.run" and has the same requirements (such as pumping events). If an error occurs while this handler is running, the program will terminate immediately-- "lovr.errhand" will not be given a second chance. Errors which occur inside "lovr.errhand" or in the handler it returns may not be cleanly reported, so be careful. --- ---A default error handler is supplied that renders the error message as text to the headset and to the window. --- ---@type fun(message: string, traceback: string):function lovr.errhand = nil --- ---The `lovr.focus` callback is called whenever the application acquires or loses focus (for example, when opening or closing the Steam dashboard). --- ---The callback receives a single argument, focused, which is a boolean indicating whether or not the application is now focused. --- ---It may make sense to pause the game or reduce visual fidelity when the application loses focus. --- ---@type fun(focused: boolean) lovr.focus = nil --- ---This callback is called when a key is pressed. --- ---@type fun(key: lovr.KeyCode, scancode: number, repeating: boolean) lovr.keypressed = nil --- ---This callback is called when a key is released. --- ---@type fun(key: lovr.KeyCode, scancode: number) lovr.keyreleased = nil --- ---This callback is called once when the app starts. --- ---It should be used to perform initial setup work, like loading resources and initializing classes and variables. --- --- ---### NOTE: ---If the project was loaded from a restart using `lovr.event.restart`, the return value from the previously-run `lovr.restart` callback will be made available to this callback as the `restart` key in the `args` table. --- ---The `args` table follows the [Lua standard](https://en.wikibooks.org/wiki/Lua_Programming/command_line_parameter). --- ---The arguments passed in from the shell are put into a global table named `arg` and passed to `lovr.load`, but with indices offset such that the "script" (the project path) is at index 0. --- ---So all arguments (if any) intended for the project are at successive indices starting with 1, and the executable and its "internal" arguments are in normal order but stored in negative indices. --- ---@type fun(args: table) lovr.load = nil --- ---This callback is called when a message is logged. --- ---The default implementation of this callback prints the message to the console using `print`, but it's possible to override this callback to render messages in VR, write them to a file, filter messages, and more. --- ---The message can have a "tag" that is a short string representing the sender, and a "level" indicating how severe the message is. --- ---The `t.graphics.debug` flag in `lovr.conf` can be used to get log messages from the GPU driver (tagged as `GL`). --- ---It is also possible to emit your own log messages using `lovr.event.push`. --- ---@type fun(message: string, level: string, tag: string) lovr.log = nil --- ---This callback is called every frame after rendering to the headset and is usually used to render a mirror of the headset display onto the desktop window. --- ---It can be overridden for custom mirroring behavior. --- ---For example, you could render a single eye instead of a stereo view, apply postprocessing effects, add 2D UI, or render the scene from an entirely different viewpoint for a third person camera. --- --- ---### NOTE: ---When this callback is called, the camera is located at `(0, 0, 0)` and is looking down the negative-z axis. --- ---Note that the usual graphics state applies while `lovr.mirror` is invoked, so you may need to reset graphics state at the end of `lovr.draw` to get the result you want. --- ---@type fun() lovr.mirror = nil --- ---This callback contains a permission response previously requested with `lovr.system.requestPermission`. --- ---The callback contains information on whether permission was granted or denied. --- ---@type fun(permission: lovr.Permission, granted: boolean) lovr.permission = nil --- ---This callback is called right before the application is about to quit. --- ---Use it to perform any necessary cleanup work. --- ---A truthy value can be returned from this callback to abort quitting. --- ---@type fun():boolean lovr.quit = nil --- ---This callback is called when the desktop window is resized. --- ---@type fun(width: number, height: number) lovr.resize = nil --- ---This callback is called when a restart from `lovr.event.restart` is happening. --- ---A value can be returned to send it to the next LÖVR instance, available as the `restart` key in the argument table passed to `lovr.load`. --- ---Object instances can not be used as the restart value, since they are destroyed as part of the cleanup process. --- --- ---### NOTE: ---Only nil, booleans, numbers, and strings are supported types for the return value. --- ---@type fun():any lovr.restart = nil --- ---This callback is the main entry point for a LÖVR program. --- ---It is responsible for calling `lovr.load` and returning the main loop function. --- ---@type fun():function lovr.run = nil --- ---This callback is called when text has been entered. --- ---For example, when `shift + 1` is pressed on an American keyboard, `lovr.textinput` will be called with `!`. --- --- ---### NOTE: ---Some characters in UTF-8 unicode take multiple bytes to encode. --- ---Due to the way Lua works, the length of these strings will be bigger than 1 even though they are just a single character. `lovr.graphics.print` is compatible with UTF-8 but doing other string processing on these strings may require a library. --- ---Lua 5.3+ has support for working with UTF-8 strings. --- ---@type fun(text: string, code: number) lovr.textinput = nil --- ---The `lovr.threaderror` callback is called whenever an error occurs in a Thread. --- ---It receives the Thread object where the error occurred and an error message. --- ---The default implementation of this callback will call `lovr.errhand` with the error. --- ---@type fun(thread: lovr.Thread, message: string) lovr.threaderror = nil --- ---The `lovr.update` callback should be used to update your game's logic. --- ---It receives a single parameter, `dt`, which represents the amount of elapsed time between frames. --- ---You can use this value to scale timers, physics, and animations in your game so they play at a smooth, consistent speed. --- ---@type fun(dt: number) lovr.update = nil
---@class CallbackHandler local CallbackHandler = { Type = "CallbackHandler", ---@type function Callback = nil, CanInvoke = true, InvokeIsFunction = false } CallbackHandler.__index = CallbackHandler function CallbackHandler:Create(callback, canInvoke) local this = { Callback = callback } if canInvoke ~= nil then this.CanInvoke = canInvoke if type(canInvoke) == "function" then this.InvokeIsFunction = true end end setmetatable(this, CallbackHandler) return this end function CallbackHandler:Invoke(...) local canInvoke = self.CanInvoke if self.InvokeIsFunction then canInvoke = self.CanInvoke() end if canInvoke then self.Callback(...) end end Classes.CallbackHandler = CallbackHandler
ItemList = { ------------------------------- ------------------------------- ------- WEAPON ------- ------------------------------- ------------------------------- ['weapon_carbinerifle_mk2'] = { -- ☆☆☆☆☆ type = 'weapon', name = 'MPX-C', subtitle = 'Rifle de Assalto', droppable = true, weight = 0.5 }, ['weapon_specialcarbine'] = { -- ☆☆☆☆ type = 'weapon', name = 'H&K G36C', subtitle = 'Rifle de Assalto', droppable = true, weight = 0.5 }, ['weapon_assaultrifle'] = { -- ☆☆☆ type = 'weapon', name = 'AK-47', subtitle = 'Rifle de Assalto', droppable = true, weight = 0.5 }, ['weapon_compactrifle'] = { -- ☆☆ type = 'weapon', name = 'Pistol', droppable = true, weight = 0.5 }, ['weapon_assaultsmg'] = { -- ☆☆☆☆☆ type = 'weapon', name = 'SMG de Assalto', droppable = true, weight = 0.5 }, ['weapon_smg_mk2'] = { -- ☆☆☆☆ type = 'weapon', -- name = 'Sig Sauer MPX', name = 'MPX', droppable = true, weight = 0.5 }, ['weapon_machinepistol'] = { -- ☆☆☆ type = 'weapon', name = 'TEC-9', droppable = true, weight = 1.2 }, ['weapon_heavypistol'] = { -- ☆☆☆☆☆ type = 'weapon', name = '1911', droppable = true, weight = 1.2 }, ['weapon_combatpistol'] = { -- ☆☆☆☆ type = 'weapon', name = 'H&K P2000', droppable = true, weight = 1.2 }, ['weapon_vintagepistol'] = { -- ☆☆☆ type = 'weapon', name = 'FN Model 1922', droppable = true, weight = 2.0 }, ------------------------------- ------------------------------- ------- AMMO ------- ------------------------------- ------------------------------- ['ammo_carbinerifle_mk2'] = { type = "ammo", name = '9mm (MPX-C)', droppable = true, weight = 0.1 }, ['ammo_specialcarbine'] = { type = "ammo", name = '5.56x45mm (H&K G36C)', droppable = true, weight = 0.1 }, ['ammo_assaultrifle'] = { type = "ammo", name = '7.62x39mm (AK-47)', droppable = true, weight = 0.1 }, ['ammo_compactrifle'] = { type = "ammo", name = '7.62x39mm (AK-47 Pistol)', droppable = true, weight = 0.1 }, ['ammo_assaultsmg'] = { type = "ammo", name = '5.7x28mm (SMG de Assalto)', droppable = true, weight = 0.1 }, ['ammo_smg_mk2'] = { type = "ammo", name = '9mm (MPX)', droppable = true, weight = 0.1 }, ['ammo_machinepistol'] = { type = "ammo", name = '9mm (TEC-9)', droppable = true, weight = 0.2 }, ['ammo_heavypistol'] = { type = "ammo", name = '.45 ACP (1911)', droppable = true, weight = 0.2 }, ['ammo_combatpistol'] = { type = "ammo", name = '.357 SIG (H&K P2000)', droppable = true, weight = 0.2 }, ['ammo_vintagepistol'] = { type = "ammo", name = '.32 ACP (FN Model 1922)', droppable = true, weight = 0.2 }, ------------------------------- ------- CONSUMABLE ------- ------------------------------- ['consumable_bread'] = { type = 'food', name = 'Pão', droppable = true, weight = 0.1, hungerVar = 1.01 }, ['consumable_apple'] = { type = 'food', name = 'Maçã', subtitle = 'asjiasjiajioaa', droppable = true, weight = 0.3, hungerVar = 1.0 }, ['consumable_carrot'] = { type = 'food', name = 'Cenoura', droppable = true, weight = 0.3, hungerVar = 1.0 }, ['consumable_waterbottle'] = { type = 'beverage', name = 'Água', droppable = true, weight = 0.2, ThirstVar = 1.0 }, ------------------------------- ------------------------------- ------- GENERIC ------- ------------------------------- ------------------------------- ['generic_metalbruto'] = { type = 'normal', name = 'Minério de Metal', droppable = true, weight = 1.0 }, ['generic_cobrebruto'] = { type = 'normal', name = 'Minério de Cobre', droppable = true, weight = 1.0 }, ['generic_provision_coal'] = { type = 'normal', name = 'Carvão Refinado', droppable = true, weight = 1.0 }, ['generic_provision_rf_wood_cobalt'] = { type = 'normal', name = 'Madeira Bruta', droppable = true, weight = 1.0 }, ['generic_provision_goldbar_small'] = { type = 'normal', name = 'Barra de Metal', droppable = true, weight = 1.0 }, ['generic_provision_disco_ammolite'] = { type = 'normal', name = 'Barra de Cobre', droppable = true, weight = 1.0 }, ['generic_potassio'] = { type = 'normal', name = 'Nitrato de Potássio', droppable = true, weight = 1.0 }, ['generic_enxofre'] = { type = 'normal', name = 'Enxofre', droppable = true, weight = 1.0 }, ['generic_clothing_outfit_mp_ned_kelly'] = { type = 'normal', name = 'Pano', droppable = true, weight = 1.0 }, ['generic_corda'] = { type = 'normal', name = 'Corda', droppable = true, weight = 1.0 }, ['generic_tobacco'] = { type = 'normal', name = 'Tabaco', droppable = true, weight = 0.5 }, ['generic_corn'] = { type = 'normal', name = 'Milho', droppable = true, weight = 0.5 }, ['generic_picareta'] = { type = 'normal', name = 'Picareta', droppable = true, weight = 1.5 }, ['generic_potassio'] = { type = 'normal', name = 'Potassio', droppable = true, weight = 0.5 }, ['generic_enxofre'] = { type = 'normal', name = 'Enxofre', droppable = true, weight = 0.5 }, ['generic_sugar'] = { type = 'normal', name = 'Açucar', droppable = true, weight = 0.5 }, ['generic_blackmoney'] = { type = 'normal', name = 'Dinheiro sujo', droppable = true, weight = 0.01 }, ['generic_money'] = { type = 'normal', name = 'Dólar', droppable = false, weight = 0.01 }, ['generic_gold'] = { type = 'normal', name = 'Ouro', droppable = true, weight = 0.1 }, ------------------------------- ------------------------------- ------- OTHERS ------- ------------------------------- ------------------------------- ['folder_kit_keychain'] = { type = 'normal', name = 'Chave Misteriosa', droppable = true, weight = 0.5 }, ['planting_tobaccoseed'] = { type = 'planting', name = 'Semente de Tabaco', droppable = true, weight = 0.2 }, ['planting_sugarcaneseed'] = { type = 'planting', name = 'Semente de Cana', droppable = true, weight = 0.2 }, ['planting_planting_cornseed'] = { type = 'planting', name = 'Semente de Milho', droppable = true, weight = 0.2 }, ['planting_wateringcan'] = { type = 'planting', name = 'Balde de Água', droppable = true, weight = 1.5 }, ['provision_fish_bullhead_catfish'] = { type = 'provision', name = 'Isca de Peixe', droppable = true, weight = 0.1 }, ['kit_camp_simple'] = { type = 'usable', name = 'Fogueira', droppable = true, weight = 3.0 }, }
---------------------- -- Get addon object -- ---------------------- local DS = LibStub("AceAddon-3.0"):GetAddon("Doom Shards", true) if not DS then return end --------------- -- Libraries -- --------------- local L = LibStub("AceLocale-3.0"):GetLocale("DoomShards") local LSM = LibStub("LibSharedMedia-3.0") ------------- -- Options -- ------------- local function displayOptions() return { order = 2, type = "group", name = L["Display"], childGroups = "select", cmdHidden = true, get = function(info) return DS.db.display[info[#info]] end, set = function(info, value) DS.db.display[info[#info]] = value; DS:Build() end, args = { enable = { order = 1, type = "toggle", name = L["Enable"] }, resource = { order = 3, type = "group", name = L["Soul Shard Bars"], args = { resourceEnable = { order = 0, type = "toggle", name = L["Enable"] }, header0 = { order = 0.1, type="header", name=L["Dimensions"] }, height = { order = 1, type = "range", name = function() if DS.db.display.orientation == "Vertical" then return L["Width"] else return L["Height"] end end, min = 1, max = 100, step = 1 }, width = { order = 2, type = "range", name = function() if DS.db.display.orientation == "Vertical" then return L["Height"] else return L["Width"] end end, min = 1, max = 100, step = 1 }, spacing = { order = 3, type = "range", name = L["Spacing"], min = 0, max = 100, step = 1 }, header1 = { order = 3.5, type="header", name=L["Shard Colors"] }, color1 = { order = 4, type = "color", name = L["Color Shard 1"], hasAlpha = true, get = function() local r, b, g, a = DS.db.display.color1.r, DS.db.display.color1.b, DS.db.display.color1.g, DS.db.display.color1.a return r, b, g, a end, set = function(info, r, b, g, a) DS.db.display.color1.r, DS.db.display.color1.b, DS.db.display.color1.g, DS.db.display.color1.a = r, b, g, a DS:Build() end }, color2 = { order = 4.1, type = "color", name = L["Color Shard 2"], hasAlpha = true, get = function() local r, b, g, a = DS.db.display.color2.r, DS.db.display.color2.b, DS.db.display.color2.g, DS.db.display.color2.a return r, b, g, a end, set = function(info, r, b, g, a) DS.db.display.color2.r, DS.db.display.color2.b, DS.db.display.color2.g, DS.db.display.color2.a = r, b, g, a DS:Build() end }, color3 = { order = 4.2, type = "color", name = L["Color Shard 3"], hasAlpha = true, get = function() local r, b, g, a = DS.db.display.color3.r, DS.db.display.color3.b, DS.db.display.color3.g, DS.db.display.color3.a return r, b, g, a end, set = function(info, r, b, g, a) DS.db.display.color3.r, DS.db.display.color3.b, DS.db.display.color3.g, DS.db.display.color3.a = r, b, g, a DS:Build() end }, color4 = { order = 4.3, type = "color", name = L["Color Shard 4"], hasAlpha = true, get = function() local r, b, g, a = DS.db.display.color4.r, DS.db.display.color4.b, DS.db.display.color4.g, DS.db.display.color4.a return r, b, g, a end, set = function(info, r, b, g, a) DS.db.display.color4.r, DS.db.display.color4.b, DS.db.display.color4.g, DS.db.display.color4.a = r, b, g, a DS:Build() end }, color5 = { order = 4.4, type = "color", name = L["Color Shard 5"], hasAlpha = true, get = function() local r, b, g, a = DS.db.display.color5.r, DS.db.display.color5.b, DS.db.display.color5.g, DS.db.display.color5.a return r, b, g, a end, set = function(info, r, b, g, a) DS.db.display.color5.r, DS.db.display.color5.b, DS.db.display.color5.g, DS.db.display.color5.a = r, b, g, a DS:Build() end }, spacer2 = { order = 5.5, type="description", name="" }, resourceCappedEnable = { order = 6, type = "toggle", name = L["Shard Cap Color Change"], desc = L["Change color of all Shards when reaching cap"] }, resourceCappedColor = { order = 7, type = "color", name = L["Color When Shard Capped"], hasAlpha = true, get = function() return DS.db.display.resourceCappedColor.r, DS.db.display.resourceCappedColor.b, DS.db.display.resourceCappedColor.g, DS.db.display.resourceCappedColor.a end, set = function(info, r, b, g, a) DS.db.display.resourceCappedColor.r, DS.db.display.resourceCappedColor.b, DS.db.display.resourceCappedColor.g, DS.db.display.resourceCappedColor.a = r, b, g, a DS:Build() end, hidden = not DS.db.display.resourceCappedEnable }, spacer3 = { order = 7.1, type="description", name="" }, alwaysShowBorders = { order = 7.2, type = "toggle", name = L["Show Depleted Shards"] }, emptyColor = { order = 7.3, type = "color", name = L["Color of Depleted Shards"], hasAlpha = true, get = function() return DS.db.display.emptyColor.r, DS.db.display.emptyColor.b, DS.db.display.emptyColor.g, DS.db.display.emptyColor.a end, set = function(info, r, b, g, a) DS.db.display.emptyColor.r, DS.db.display.emptyColor.b, DS.db.display.emptyColor.g, DS.db.display.emptyColor.a = r, b, g, a DS:Build() end, hidden = not DS.db.display.alwaysShowBorders }, header3 = { order = 8.5, type="header", name=L["Textures"] }, useTexture = { order = 8.6, type = "toggle", name = L["Use Texture for Shards"], set = function(info, val) DS.db.display.useTexture = val DS:Build() end }, textureHandle = { order = 9, type = "select", dialogControl = "LSM30_Statusbar", name = L["Texture"], values = LSM:HashTable("statusbar"), hidden = not DS.db.display.useTexture }, header4 = { order = 9.5, type="header", name=L["Borders"] }, borderColor = { order = 10, type = "color", name = L["Border Color"], hasAlpha = true, get = function() return DS.db.display.borderColor.r, DS.db.display.borderColor.b, DS.db.display.borderColor.g, DS.db.display.borderColor.a end, set = function(info, r, b, g, a) DS.db.display.borderColor.r, DS.db.display.borderColor.b, DS.db.display.borderColor.g, DS.db.display.borderColor.a = r, b, g, a DS:Build() end }, header5 = { order = 11.5, type="header", name=L["Visibility"] }, visibilityConditionals = { order = 12, type = "input", name = L["Visibility Conditionals"], desc = L["Regulate display visibility with macro conditionals"], width = "double", set = function(info, val) DS.db.display.visibilityConditionals = val DS:Build() end }, fadeOutDuration = { order = 13, type = "range", name = L["Fade Duration"], min = 0.1, max = 10, step = 0.1, hidden = not (DS.db.display.visibilityConditionals and DS.db.display.visibilityConditionals:find("fade")) }, } }, animations = { order = 10, type = "group", name = L["Animations"], args = { header6 = { order = 13.5, type="header", name=L["Soul Shard Bars"] }, gainFlash = { order = 14, type = "toggle", name = L["Flash on Shard Gain"], set = function(info, val) DS.db.display.gainFlash = val DS:Build() end }, spacer5 = { order = 14.5, type = "description", name = "" }, resourceSpendIncludeHoG = { order = 15, type = "toggle", name = L["Add. HoG Shards"], desc = L["Include Doom tick indicator in Hand of Gul'dan casts. (Demonology only)"], set = function(info, val) DS.db.display.resourceSpendIncludeHoG = val DS:Build() end }, spacer6 = { order = 15.5, type="description", name="" }, resourceGainPrediction = { order = 16, type = "toggle", name = L["Indicate Shard Building"], desc = L["Show prediction for gaining shards through casts"], set = function(info, val) DS.db.display.resourceGainPrediction = val DS:Build() end }, resourceGainColor = { order = 17, type = "color", name = L["Shard Gain Color"], hasAlpha = true, get = function() return DS.db.display.resourceGainColor.r, DS.db.display.resourceGainColor.b, DS.db.display.resourceGainColor.g, DS.db.display.resourceGainColor.a end, set = function(info, r, b, g, a) DS.db.display.resourceGainColor.r, DS.db.display.resourceGainColor.b, DS.db.display.resourceGainColor.g, DS.db.display.resourceGainColor.a = r, b, g, a DS:Build() end, hidden = not DS.db.display.resourceGainPrediction }, spacer7 = { order = 17.5, type="description", name="" }, resourceSpendPrediction = { order = 18, type = "toggle", name = L["Indicate Shard Spending"], desc = L["Show prediction for spending shards through casts"], set = function(info, val) DS.db.display.resourceSpendPrediction = val DS:Build() end }, resourceSpendColor = { order = 19, type = "color", name = L["Shard Spend Color"], hasAlpha = true, get = function() return DS.db.display.resourceSpendColor.r, DS.db.display.resourceSpendColor.b, DS.db.display.resourceSpendColor.g, DS.db.display.resourceSpendColor.a end, set = function(info, r, b, g, a) DS.db.display.resourceSpendColor.r, DS.db.display.resourceSpendColor.b, DS.db.display.resourceSpendColor.g, DS.db.display.resourceSpendColor.a = r, b, g, a DS:Build() end, hidden = not DS.db.display.resourceSpendPrediction }, header7 = { order = 19.5, type="header", name=L["Text"] }, fontColorHoGPrediction = { order = 20, type = "color", name = L["Font Color for Hand of Gul'dan Prediction"], desc = L["Color the text will change to if doom will tick before next possible Hand of Gul'dan cast."], hasAlpha = true, get = function() return DS.db.display.fontColorHoGPrediction.r, DS.db.display.fontColorHoGPrediction.b, DS.db.display.fontColorHoGPrediction.g, DS.db.display.fontColorHoGPrediction.a end, set = function(info, r, b, g, a) DS.db.display.fontColorHoGPrediction.r, DS.db.display.fontColorHoGPrediction.b, DS.db.display.fontColorHoGPrediction.g, DS.db.display.fontColorHoGPrediction.a = r, b, g, a DS:Build() end }, }, }, text = { order = 5, type = "group", name = L["Text"], args = { textEnable = { order = 5, type = "toggle", name = L["Enable"] }, header1 = { order = 5.5, type="header", name=L["Font"] }, fontName = { order = 6, type = "select", dialogControl = "LSM30_Font", name = L["Font"], values = LSM:HashTable("font") }, fontSize = { order = 8, type = "range", name = L["Font Size"], min = 1, max = 32, step = 1 }, fontFlags = { order = 9, type = "select", style = "dropdown", name = L["Font Flags"], values = { ["None"] = L["None"], ["Shadow"] = L["Shadow"], ["OUTLINE"] = L["OUTLINE"], ["THICKOUTLINE"] = L["THICKOUTLINE"], ["MONOCHROMEOUTLINE"] = L["MONOCHROMEOUTLINE"] } }, spacer0 = { order = 9.5, type="description", name="" }, fontColor = { order = 10, type = "color", name = L["Font Color"], hasAlpha = true, get = function() return DS.db.display.fontColor.r, DS.db.display.fontColor.b, DS.db.display.fontColor.g, DS.db.display.fontColor.a end, set = function(info, r, b, g, a) DS.db.display.fontColor.r, DS.db.display.fontColor.b, DS.db.display.fontColor.g, DS.db.display.fontColor.a = r, b, g, a DS:Build() end }, header2 = { order = 10.5, type="header", name=L["Functionality"] }, desc = { order = 11, type = "description", name = L["Threshold when text begins showing first decimal place"], }, remainingTimeThreshold = { order = 12, type = "range", name = L["Time Threshold"], min = 0, max = 10, step = 0.1 }, header3 = { order = 13, type="header", name=L["Offset"] }, stringXOffset = { order = 14, type = "range", name = L["X Offset"], min = -1000, max = 1000, step = 1, get = function() local offset = DS.db.display.orientation == "Vertical" and -DS.db.display.stringYOffset or DS.db.display.stringXOffset if (DS.db.display.growthDirection == "Reversed") and (DS.db.display.orientation ~= "Vertical") then offset = -offset end return offset end, set = function(info, val) if DS.db.display.orientation == "Vertical" then DS.db.display.stringYOffset = -val else if DS.db.display.growthDirection == "Reversed" then val = -val end DS.db.display.stringXOffset = val end DS:Build() end }, stringYOffset = { order = 15, type = "range", name = L["Y Offset"], min = -1000, max = 1000, step = 1, get = function() local offset = DS.db.display.orientation == "Vertical" and DS.db.display.stringXOffset or DS.db.display.stringYOffset if DS.db.display.growthDirection == "Reversed" and DS.db.display.orientation == "Vertical" then offset = -offset end return offset end, set = function(info, val) if DS.db.display.orientation == "Vertical" then if DS.db.display.growthDirection == "Reversed" and DS.db.display.orientation == "Vertical" then val = -val end DS.db.display.stringXOffset = val else DS.db.display.stringYOffset = val end DS:Build() end } } }, statusbar = { order = 4, type = "group", name = L["Doom Tick Indicator Bars"], args = { statusbarEnable = { order = 1, type = "toggle", name = L["Enable"], desc = L["Enable bars for incoming Doom ticks"] }, header1 = { order = 2, type="header", name=L["Consolidate Ticks"] }, descConsolidateTicks = { order = 2.1, type = "description", name = L["Consolidate individual ticks to full expected shards"], }, consolidateTicks = { order = 2.2, type = "toggle", name = L["Consolidate Ticks"] }, header2 = { order = 3, type="header", name=L["Colors"] }, statusbarColor = { order = 4, type = "color", name = L["Bar Color"], hasAlpha = true, get = function() return DS.db.display.statusbarColor.r, DS.db.display.statusbarColor.b, DS.db.display.statusbarColor.g, DS.db.display.statusbarColor.a end, set = function(info, r, b, g, a) DS.db.display.statusbarColor.r, DS.db.display.statusbarColor.b, DS.db.display.statusbarColor.g, DS.db.display.statusbarColor.a = r, b, g, a DS:Build() end }, statusbarColorBackground = { order = 5, type = "color", name = L["Background Color"], hasAlpha = true, get = function() return DS.db.display.statusbarColorBackground.r, DS.db.display.statusbarColorBackground.b, DS.db.display.statusbarColorBackground.g, DS.db.display.statusbarColorBackground.a end, set = function(info, r, b, g, a) DS.db.display.statusbarColorBackground.r, DS.db.display.statusbarColorBackground.b, DS.db.display.statusbarColorBackground.g, DS.db.display.statusbarColorBackground.a = r, b, g, a DS:Build() end }, header3 = { order = 9, type="header", name=L["Overcapping"] }, statusbarCount = { order = 10, type = "range", name = L["Additional Doom Indicators"], min = 0, max = 20, step = 1 }, statusbarColorOverflowForeground = { order = 10.9, type = "color", name = L["\"Overcap Shards\" Bar Color"], desc = L["Color of additional indicators for overcapping with Doom ticks"], hasAlpha = true, get = function() return DS.db.display.statusbarColorOverflowForeground.r, DS.db.display.statusbarColorOverflowForeground.b, DS.db.display.statusbarColorOverflowForeground.g, DS.db.display.statusbarColorOverflowForeground.a end, set = function(info, r, b, g, a) DS.db.display.statusbarColorOverflowForeground.r, DS.db.display.statusbarColorOverflowForeground.b, DS.db.display.statusbarColorOverflowForeground.g, DS.db.display.statusbarColorOverflowForeground.a = r, b, g, a DS:Build() end }, statusbarColorOverflow = { order = 11, type = "color", name = L["\"Overcap Shards\" Color"], hasAlpha = true, get = function() return DS.db.display.statusbarColorOverflow.r, DS.db.display.statusbarColorOverflow.b, DS.db.display.statusbarColorOverflow.g, DS.db.display.statusbarColorOverflow.a end, set = function(info, r, b, g, a) DS.db.display.statusbarColorOverflow.r, DS.db.display.statusbarColorOverflow.b, DS.db.display.statusbarColorOverflow.g, DS.db.display.statusbarColorOverflow.a = r, b, g, a DS:Build() end }, header4 = { order = 12, type="header", name=L["Direction"] }, statusbarReverse = { order = 13, type = "toggle", name = L["Reverse Direction"], desc = L["Fill indicator from right to left"] }, header5 = { order = 14, type="header", name=L["Offset"] }, statusbarXOffset = { order = 15, type = "range", name = L["X Offset"], min = -math.ceil(GetScreenWidth()), max = math.ceil(GetScreenWidth()), step = 1, get = function() local offset = DS.db.display.orientation == "Vertical" and -DS.db.display.statusbarYOffset or DS.db.display.statusbarXOffset if (DS.db.display.growthDirection == "Reversed") and (DS.db.display.orientation ~= "Vertical") then offset = -offset end return offset end, set = function(info, val) if DS.db.display.orientation == "Vertical" then DS.db.display.statusbarYOffset = -val else if DS.db.display.growthDirection == "Reversed" then val = -val end DS.db.display.statusbarXOffset = val end DS:Build() end }, statusbarYOffset = { order = 16, type = "range", name = L["Y Offset"], min = -math.ceil(GetScreenHeight()), max = math.ceil(GetScreenHeight()), step = 1, get = function() local offset = DS.db.display.orientation == "Vertical" and DS.db.display.statusbarXOffset or DS.db.display.statusbarYOffset if DS.db.display.growthDirection == "Reversed" and DS.db.display.orientation == "Vertical" then offset = -offset end return offset end, set = function(info, val) if DS.db.display.orientation == "Vertical" then if DS.db.display.growthDirection == "Reversed" and DS.db.display.orientation == "Vertical" then val = -val end DS.db.display.statusbarXOffset = val else DS.db.display.statusbarYOffset = val end DS:Build() end }, } }, positioning = { order = 7, type = "group", name = L["Positioning"], args = { orientation = { order = 1, type = "select", style = "dropdown", name = L["Orientation"], values = { ["Horizontal"] = L["Horizontal"], ["Vertical"] = L["Vertical"] } }, growthDirection = { order = 2, type = "select", name = L["Growth direction"], desc = L["Order in which Shards get filled in"], values = { ["Regular"] = L["Regular"], ["Reversed"] = L["Reversed"] } }, header2 = { order = 2.5, type = "header", name = L["Anchor"] }, anchor = { order = 3, type = "select", style = "dropdown", name = L["Anchor Point"], values = { ["CENTER"] = "CENTER", ["BOTTOM"] = "BOTTOM", ["TOP"] = "TOP", ["LEFT"] = "LEFT", ["RIGHT"] = "RIGHT", ["BOTTOMLEFT"] = "BOTTOMLEFT", ["BOTTOMRIGHT"] = "BOTTOMRIGHT", ["TOPLEFT"] = "TOPLEFT", ["TOPRIGHT"] = "TOPRIGHT" } }, anchorFrame = { order = 4, type = "input", name = L["Anchor Frame"], desc = L["Will change to UIParent when manually dragging frame."] }, header3 = { order = 4.5, type = "header", name = L["Position"] }, posX = { order = 5, type = "range", name = L["X Position"], min = -math.ceil(GetScreenWidth()), max = math.ceil(GetScreenWidth()), step = 1 }, posY = { order = 6, type = "range", name = L["Y Position"], min = -math.ceil(GetScreenHeight()), max = math.ceil(GetScreenHeight()), step = 1 }, } } } } end local defaultSettings = { profile = { enable = true, resourceEnable = true, anchor = "CENTER", anchorFrame = "UIParent", posX = 0, posY = 0, height = 8, width = 32, spacing = 1, color1 = {r=0.38, b=0.23, g=0.51, a=1}, color2 = {r=0.38, b=0.23, g=0.51, a=1}, color3 = {r=0.38, b=0.23, g=0.51, a=1}, color4 = {r=0.38, b=0.23, g=0.51, a=1}, color5 = {r=0.38, b=0.23, g=0.51, a=1}, -- {r=0.51, b=0.00, g=0.24, a=1} textEnable = true, fontSize = 15, fontName = "Friz Quadrata TT", fontFlags = "Shadow", fontColor = {r=1, b=1, g=1, a=1}, fontColorHoGPrediction = {r=0.51, b=0.00, g=0.24, a=1}, remainingTimeThreshold = 4, stringXOffset = 0, stringYOffset = 6, visibilityConditionals = "[mod:alt] [harm] [combat] show; fade", fadeOutDuration = 0.5, orientation = "Horizontal", growthDirection = "Regular", useTexture = false, textureHandle = "Empty", borderColor = {r=0, b=0, g=0, a=1}, alwaysShowBorders = false, -- Legacy name, toggles showing of depleted resources emptyColor = {r=0.06, b=0.06, g=0.06, a=1}, statusbarEnable = true, statusbarColor = {r=0.33, b=0.33, g=0.33, a=0.5}, statusbarColorBackground = {r=0.06, b=0.06, g=0.06, a=1}, statusbarColorOverflowForeground = {r=0.33, b=0.33, g=0.33, a=0.5}, statusbarColorOverflow = {r=0.51, b=0.00, g=0.24, a=1}, statusbarReverse = false, statusbarXOffset = 0, statusbarYOffset = 6, statusbarCount = 5, resourceCappedEnable = true, resourceCappedColor = {r=0.51, b=0.00, g=0.24, a=1}, gainFlash = true, resourceGainPrediction = false, resourceGainColor = {r=0.4, b=0.4, g=0.4, a=1},--{r=0.51, b=0.00, g=0.24, a=1}, resourceSpendPrediction = true, resourceSpendColor = {r=0.4, b=0.4, g=0.4, a=1}, resourceSpendIncludeHoG = true, consolidateTicks = true, } } DS:AddDisplayOptions("display", displayOptions, defaultSettings)
-- local function data(file, tag, names, stripFunc, postFunc) local parser = require "otherData.featParser" local names = { "Commander", "Mobilize", "Leadership", "Battle Conductor", "Complex Orders", "Tip the Scales", "Scheme Twist" } local m = string.match local function strip(parser, str) -- local firstFeat = parser.names[1] -- return m(str, "(.+)Cone, Line, Burst, and Blast Moves\r\n") return str end return parser("commander.txt", "Commander Class", names, strip)
-------------------------------- -- @module TurnOffTiles -- @extend TiledGrid3DAction -- @parent_module cc -------------------------------- -- brief Show the tile at specified position.<br> -- param pos The position index of the tile should be shown. -- @function [parent=#TurnOffTiles] turnOnTile -- @param self -- @param #vec2_table pos -- @return TurnOffTiles#TurnOffTiles self (return value: cc.TurnOffTiles) -------------------------------- -- brief Hide the tile at specified position.<br> -- param pos The position index of the tile should be hide. -- @function [parent=#TurnOffTiles] turnOffTile -- @param self -- @param #vec2_table pos -- @return TurnOffTiles#TurnOffTiles self (return value: cc.TurnOffTiles) -------------------------------- -- brief Initializes the action with grid size, random seed and duration.<br> -- param duration Specify the duration of the TurnOffTiles action. It's a value in seconds.<br> -- param gridSize Specify the size of the grid.<br> -- param seed Specify the random seed.<br> -- return If the Initialization success, return true; otherwise, return false. -- @function [parent=#TurnOffTiles] initWithDuration -- @param self -- @param #float duration -- @param #size_table gridSize -- @param #unsigned int seed -- @return bool#bool ret (return value: bool) -------------------------------- -- @overload self, float, size_table, unsigned int -- @overload self, float, size_table -- @function [parent=#TurnOffTiles] create -- @param self -- @param #float duration -- @param #size_table gridSize -- @param #unsigned int seed -- @return TurnOffTiles#TurnOffTiles ret (return value: cc.TurnOffTiles) -------------------------------- -- -- @function [parent=#TurnOffTiles] startWithTarget -- @param self -- @param #cc.Node target -- @return TurnOffTiles#TurnOffTiles self (return value: cc.TurnOffTiles) -------------------------------- -- -- @function [parent=#TurnOffTiles] clone -- @param self -- @return TurnOffTiles#TurnOffTiles ret (return value: cc.TurnOffTiles) -------------------------------- -- -- @function [parent=#TurnOffTiles] update -- @param self -- @param #float time -- @return TurnOffTiles#TurnOffTiles self (return value: cc.TurnOffTiles) -------------------------------- -- -- @function [parent=#TurnOffTiles] TurnOffTiles -- @param self -- @return TurnOffTiles#TurnOffTiles self (return value: cc.TurnOffTiles) return nil
vim.cmd([[ function! ToggleNerdTree() if g:NERDTree.IsOpen() NERDTreeToggle else if @% == "" NERDTreeToggle else NERDTreeFind norm zz endif endif endfunction ]])
local RunService = game:GetService("RunService") local Stories = script.Parent.Parent.Parent.Parent.Parent.Parent local Packages = Stories.Parent.Parent local Roact = require(Packages.Roact) local Gamepad = require(Packages.RoactGamepad) local UIBloxConfig = require(Stories.UIBloxStorybookConfig) local FocusContainer = require(Packages.StoryComponents.FocusContainer) local InputManager = require(Packages.StoryComponents.InputManager) local App = Packages.UIBlox.App local SmallRadioButtonGroup = require(App.Cell.Small.SelectionGroup.SmallRadioButtonGroup) local withStyle = require(Packages.UIBlox.Core.Style.withStyle) local PADDING = 10 local ITEMS = { { text = "Selection 1", key = "1" }, { text = "Selection 3", key = "3" }, { text = "Selection 2", key = "2" }, { text = "Disabled Cell", key = "4", isDisabled = true } } local SmallRadioButtonGroupStory = Roact.PureComponent:extend("SmallRadioButtonGroupStory") function SmallRadioButtonGroupStory:init() self.state = { selectedValue = "1", } self.setSelectedValue = function(value) if value == self.state.selectedValue then return end self:setState({ selectedValue = value, }) end end function SmallRadioButtonGroupStory:render() local selectedText = "" for _, item in ipairs(ITEMS) do if item.key == self.state.selectedValue then selectedText = item.text end end return withStyle(function(stylePalette) local theme = stylePalette.Theme return Roact.createElement("Frame", { Size = UDim2.fromOffset(250, 250), BackgroundTransparency = 1, }, { UIListLayout = Roact.createElement("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, FillDirection = Enum.FillDirection.Vertical, Padding = UDim.new(0, PADDING), }), InputManager = UIBloxConfig.enableExperimentalGamepadSupport and Gamepad.withFocusController(function(focusController) return Roact.createElement(InputManager, { focusController = focusController, }) end), Container = Roact.createElement(UIBloxConfig.enableExperimentalGamepadSupport and Gamepad.Focusable.Frame or "Frame", { Size = UDim2.new(1, 0, 0, 224), BackgroundTransparency = 0, BorderSizePixel = 0, BackgroundColor3 = theme[self.props.backgroundTheme].Color, NextSelectionDown = self.props.NextSelectionDown, NextSelectionUp = self.props.NextSelectionUp, [Roact.Ref] = self.props[Roact.Ref], }, { SmallRadioButtonGroup = Roact.createElement(SmallRadioButtonGroup, { onActivated = self.setSelectedValue, items = ITEMS, selectedValue = self.state.selectedValue, layoutOrder = 1, NextSelectionDown = self.props.NextSelectionDown, NextSelectionUp = self.props.NextSelectionUp, }), }), SelectedText = Roact.createElement("TextLabel", { Size = UDim2.new(1, 0, 0, 20), Font = Enum.Font.Gotham, TextSize = 24, TextXAlignment = Enum.TextXAlignment.Left, Text = selectedText .." is selected", LayoutOrder = 2, }) }) end) end local GamepadContainer = Roact.PureComponent:extend("GamepadContainer") function GamepadContainer:init() self.refs = Gamepad.createRefCache() end function GamepadContainer:render() return Roact.createElement("ScrollingFrame", { Size = UDim2.new(1, 0, 1, 0), BorderSizePixel = 0, CanvasSize = UDim2.new(1, 0, 0, 850), BackgroundTransparency = 1, }, { UIListLayout = Roact.createElement("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, FillDirection = Enum.FillDirection.Vertical, }), Group1 = Roact.createElement("Frame", { Size = UDim2.new(1, 0, 0, 400), BorderSizePixel = 0, LayoutOrder = 1, BackgroundTransparency = 1, } , { BackgroundDefault = Roact.createElement(SmallRadioButtonGroupStory, { backgroundTheme = "BackgroundDefault", [Roact.Ref] = self.refs.group1, NextSelectionDown = self.refs.group2, }), }), Group2 = Roact.createElement("Frame", { Size = UDim2.new(1, 0, 0, 400), BorderSizePixel = 0, LayoutOrder = 2, BackgroundTransparency = 1, } , { BackgroundUITheme = Roact.createElement(SmallRadioButtonGroupStory, { backgroundTheme = "BackgroundUIDefault", [Roact.Ref] = self.refs.group2, NextSelectionUp = self.refs.group1, }) }) }) end local function wrapStoryForGamepad(story) if not UIBloxConfig.enableExperimentalGamepadSupport or not RunService:IsRunMode() then return story end return Roact.createElement(FocusContainer, {}, { GamepadStories = story, }) end return { stories = { { name = "SmallRadioButtonGroup (BackgroundUITheme)", summary = "Cell.Small.SelectionGroup.SmallRadioButtonGroup", story = function(props) return wrapStoryForGamepad(Roact.createElement(SmallRadioButtonGroupStory, { backgroundTheme = "BackgroundUIDefault", })) end }, { name = "SmallRadioButtonGroup (BackgroundDefault theme)", summary = "Cell.Small.SelectionGroup.SmallRadioButtonGroup", story = wrapStoryForGamepad(Roact.createElement(SmallRadioButtonGroupStory, { backgroundTheme = "BackgroundDefault", })), } } }
#!/usr/bin/env tjost --[[ * Copyright (c) 2015 Hanspeter Portner ([email protected]) * * This is free software: you can redistribute it and/or modify * it under the terms of the Artistic License 2.0 as published by * The Perl Foundation. * * This source is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * Artistic License 2.0 for more details. * * You should have received a copy of the Artistic License 2.0 * along the source as a COPYING file. If not, obtain it from * http://www.perlfoundation.org/artistic_license_2_0. --]] midi = require('midi_out') map = require('map') mfr14_dummy = require('mfr14_dummy') mfr14_dummy({ name = 'mini', scsynth = { out_offset = 2, gid_offset = 100, sid_offset = 200, inst = {'base1', 'lead1'} }, midi = { --effect = SOUND_EFFECT_5, effect = VOLUME, gid_offset = 0, map = function(n) return map_linear:new({n=n, oct=2}) end }, drum = false, data = false })
--SENSOR TYPE local SENSOR_OPTICAL = 0 local SENSOR_RADAR = 1 local SENSOR_IRST = 2 local SENSOR_RWR = 3 --RADAR local RADAR_AS = 0 local RADAR_SS = 1 local RADAR_MULTIROLE = 2 -- local ASPECT_HEAD_ON = 0 local ASPECT_TAIL_ON = 1 -- local HEMISPHERE_UPPER = 0 local HEMISPHERE_LOWER = 1 --IRST local ENGINE_MODE_FORSAGE = 0 local ENGINE_MODE_MAXIMAL = 1 local ENGINE_MODE_MINIMAL = 2 --OPTIC local OPTIC_SENSOR_TV = 0 local OPTIC_SENSOR_LLTV = 1 local OPTIC_SENSOR_IR = 2 -- Buk-M1-2 SENSORS CHAIR_BACK = { Name = "SA-17 Buk TR", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 60.0} }, max_measuring_distance = 120000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 120000.0, [ASPECT_TAIL_ON] = 120000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 120000.0, [ASPECT_TAIL_ON] = 120000.0 } }, lock_on_distance_coeff = 0.5, velocity_limits = { radial_velocity_min = 10, }, scan_period = 1.0, } declare_sensor(CHAIR_BACK) -- S-300V SENSORS GRILL_PAN = { Name = "S-300V 9S32 tr", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 80.0} }, max_measuring_distance = 240000, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 150000.0, [ASPECT_TAIL_ON] = 150000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 150000.0, [ASPECT_TAIL_ON] = 150000.0 } }, lock_on_distance_coeff =0.8, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 10.0, }, scan_period = 1.0, } declare_sensor(GRILL_PAN) HIGH_SCREEN = { Name = "S-300V 9S19 sr", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 70.0} }, max_measuring_distance = 280000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 175000.0, [ASPECT_TAIL_ON] = 175000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 175000.0, [ASPECT_TAIL_ON] = 175000.0 } }, lock_on_distance_coeff = 0.8, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 10.0, }, scan_period = 1.0, } declare_sensor(HIGH_SCREEN) BILL_BOARD = { Name = "S-300V 9S15 sr", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 75.0} }, max_measuring_distance = 385000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 240000.0, [ASPECT_TAIL_ON] = 240000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 240000.0, [ASPECT_TAIL_ON] = 240000.0 } }, lock_on_distance_coeff = 0.8, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 10.0, }, scan_period = 1.0, } declare_sensor(BILL_BOARD) -- S-300VM SENSORS GRILL_PAN_M = { Name = "S-300VM 9S32ME tr", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 80.0} }, max_measuring_distance = 370000, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 230000.0, [ASPECT_TAIL_ON] = 230000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 230000.0, [ASPECT_TAIL_ON] = 230000.0 } }, lock_on_distance_coeff =0.95, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 10.0, }, scan_period = 1.0, } declare_sensor(GRILL_PAN_M) HIGH_SCREEN_M = { Name = "S-300VM 9S19M2 sr", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 70.0} }, max_measuring_distance = 500000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 310000.0, [ASPECT_TAIL_ON] = 310000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 310000.0, [ASPECT_TAIL_ON] = 310000.0 } }, lock_on_distance_coeff = 0.9, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 10.0, }, scan_period = 1.0, } declare_sensor(HIGH_SCREEN_M) BILL_BOARD_M = { Name = "S-300VM 9S15M2 sr", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 75.0} }, max_measuring_distance = 515000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 320000.0, [ASPECT_TAIL_ON] = 320000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 320000.0, [ASPECT_TAIL_ON] = 320000.0 } }, lock_on_distance_coeff = 0.9, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 10.0, }, scan_period = 1.0, } declare_sensor(BILL_BOARD_M) -- S-300PS/PMU1 SENSORS BIG_BIRD = { Name = "S-300PS 64H6E TRAILER sr", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 60.0} }, max_measuring_distance = 200000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 200000.0, [ASPECT_TAIL_ON] = 200000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 200000.0, [ASPECT_TAIL_ON] = 200000.0 } }, lock_on_distance_coeff = 0.85, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 15.0, }, scan_period = 1.0, } declare_sensor(BIG_BIRD) CLAM_SHELL = { Name = "S-300PS SA-10B 40B6MD MAST sr", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 60.0} }, max_measuring_distance = 260000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 120000.0, [ASPECT_TAIL_ON] = 120000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 120000.0, [ASPECT_TAIL_ON] = 120000.0 } }, lock_on_distance_coeff = 0.85, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 15.0, }, scan_period = 1.0, } declare_sensor(CLAM_SHELL) FLAP_LID = { Name = "S-300PS 40B6M MAST tr", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 60.0} }, max_measuring_distance = 260000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 160000.0, [ASPECT_TAIL_ON] = 160000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 160000.0, [ASPECT_TAIL_ON] = 160000.0 } }, lock_on_distance_coeff = 0.85, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 10.0, }, scan_period = 1.0, } declare_sensor(FLAP_LID) FLAP_LID_TRUCK = { Name = "S-300PS 30H6 TRAILER tr", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 60.0} }, max_measuring_distance = 260000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 160000.0, [ASPECT_TAIL_ON] = 160000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 160000.0, [ASPECT_TAIL_ON] = 160000.0 } }, lock_on_distance_coeff = 0.85, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 10.0, }, scan_period = 1.0, } declare_sensor(FLAP_LID_TRUCK) -- S-300PMU2 SENSORS BIG_BIRD_E = { Name = "S-300PMU2 64H6E2 sr", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 60.0} }, max_measuring_distance = 330000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 330000.0, [ASPECT_TAIL_ON] = 330000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 330000.0, [ASPECT_TAIL_ON] = 330000.0 } }, lock_on_distance_coeff = 0.85, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 15.0, }, scan_period = 1.0, } declare_sensor(BIG_BIRD_E) GRAVE_STONE = { Name = "S-300PMU2 92H6E tr", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 60.0} }, max_measuring_distance = 270000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 270000.0, [ASPECT_TAIL_ON] = 270000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 270000.0, [ASPECT_TAIL_ON] = 270000.0 } }, lock_on_distance_coeff = 0.85, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 10.0, }, scan_period = 1.0, } declare_sensor(GRAVE_STONE) -- SAMPT/SAMPT NG SENSOR ARABEL = { Name = "SAMP/T ARABEL str", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 60.0} }, max_measuring_distance = 220000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 100000.0, [ASPECT_TAIL_ON] = 100000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 100000.0, [ASPECT_TAIL_ON] = 100000.0 } }, lock_on_distance_coeff = 0.9, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 15.0, }, scan_period = 1.0, } declare_sensor(ARABEL) GROUND_FIRE_300 = { Name = "SAMP/T NG GF300 str", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 90.0} }, max_measuring_distance = 650000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 400000.0, [ASPECT_TAIL_ON] = 400000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 400000.0, [ASPECT_TAIL_ON] = 400000.0 } }, lock_on_distance_coeff = 0.9, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 15.0, }, scan_period = 1.0, } declare_sensor(GROUND_FIRE_300) -- SOVIET & RUSSIAN ARM DECOYS GAZETCHIK_DECOY = { Name = "34Ya6E Gazetchik E decoy", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {-15.0, 60.0} }, max_measuring_distance = 20000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 20000.0, [ASPECT_TAIL_ON] = 20000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 20000.0, [ASPECT_TAIL_ON] = 20000.0 } }, lock_on_distance_coeff = 0.01, multiple_targets_tracking = true, velocity_limits = { radial_velocity_min = 1.0, }, scan_period = 0.2, } declare_sensor(GAZETCHIK_DECOY) -- SON-9 FIRE CAN RADAR FIRE_CAN = { Name = "SON-9 Fire Can TR", category = SENSOR_RADAR, type = RADAR_AS, scan_volume = { azimuth = {-180.0, 180.0}, elevation = {0.0, 89.0} }, max_measuring_distance = 50000.0, detection_distance = { [HEMISPHERE_UPPER] = { [ASPECT_HEAD_ON] = 35000.0, [ASPECT_TAIL_ON] = 35000.0 }, [HEMISPHERE_LOWER] = { [ASPECT_HEAD_ON] = 35000.0, [ASPECT_TAIL_ON] = 35000.0 } }, lock_on_distance_coeff = 0.85, multiple_targets_tracking = false, velocity_limits = { radial_velocity_min = 0.0, }, scan_period = 1.0, } declare_sensor(FIRE_CAN)
vim.g.mapleader = ';' local map = require("me.map_utils").map local cmd_map = require("me.map_utils").cmd_map local plug_map = require("me.map_utils").plug_map --[[ _ __ _ ___ _ __ ___ _ __ __ _| | / _` |/ _ \ '_ \ / _ \ '__/ _` | | | (_| | __/ | | | __/ | | (_| | | \__, |\___|_| |_|\___|_| \__,_|_| |___/ ]] -- Free up 'G' to be a generic prefix, and make gG do what G used to do map{keys = "gG", to = "G"} map{keys = "gG", to = "G", mode = "o"} map{keys = "G", to = '', recurse = true} -- change Y to only select the line starting from the cursor map{keys = "Y", to = "y$"} -- nop-out semicolon, it's my mapleader key map{keys = ";", to = '', recurse = true} -- but restore the functionality by using the comma key map{keys = ",", to = ";"} -- Easily (un)indent again in visual mode by immediately re-selecting map{keys = "<", to = "<gv", mode = "v"} map{keys = ">", to = ">gv", mode = "v"} -- Sometimes you just need to move a character or two in insert mode. Don't -- make these a habit, though! map{keys = "<C-j>", to = "<Down>", mode = "i"} map{keys = "<C-k>", to = "<Up>", mode = "i"} map{keys = "<C-h>", to = "<Left>", mode = "i"} map{keys = "<C-l>", to = "<Right>", mode = "i"} -- Swap ` and ', making ' more precise (line & column) by default map{keys = "`", to = "'"} map{keys = "'", to = "`"} -- Make interacting with the spell checking a little easier map{keys = "zP", to = ":set spell!<CR>"} -- Toggle spell check quickly map{keys = "zp", to = "1z="} -- Accept the first spell correction -- Attempt to clear the screen of artifacts and clear search highlight map{keys = "<C-l>", to = "<c-l>:nohlsearch<CR>:redraw<CR>", recurse = true} -- Map H and L to jump to the beginning or end of the line. H is smarter, in -- that it jumps between the first non-whitespace character or actual column 0. map{keys = "H", to = "(col('.') == matchend(getline('.'), '^\\s*')+1 ? '0' : '^')", expression = true} map{keys = "L", to = '$', recurse = true} -- Easily get out of insert mode in the terminal map{keys = "<C-s>", to = '<C-\\><C-n>', recurse = true, mode = "t"} -- Fuzzy find a file to edit cmd_map{keys = "ZE", command = 'Telescope find_files previewer=false prompt_prefix=🔍\\ '} cmd_map{keys = "ZD", command = "BufferWipeout"} -- Save the file only when the buffer has been modified. cmd_map{keys = "ZW", command = "update"} -- Create & edit a snippets file for this filetype cmd_map{keys = "ZP", command = "COQsnips edit"} -- Easily edit my vimrc file -- TODO: integrate it with my workspace concept, editing a project-local lua file instead cmd_map{keys = "ZL", command = "edit " .. vim.fn.stdpath("config") .. "/init.lua"} -- Easily search the directory cmd_map{keys = "ZG", command = "Grepper"} plug_map{mode = "o", keys = "gs", command = "GrepperOperator"} plug_map{mode = "x", keys = "gs", command = "GrepperOperator"} -- Visualize the undo history of the file cmd_map{keys = "ZU", command = "MundoToggle"} -- Find all of the code tags (TODO, NOTE, FIXME, etc) in the project cmd_map{keys = "ZT", command = "CodeTagSearch"} cmd_map{keys = "ZR", command = "TroubleToggle"} -- Tap - to jump into a file pane cmd_map{keys = "-", command = "NvimTreeToggle"} -- a much smarter <C-a> and <C-x> that know how to flip through enumerated lists -- and manipulate additional number formats & dates plug_map{keys = "<C-a>", command = 'dial-increment'} plug_map{keys = "<C-x>", command = 'dial-decrement'} plug_map{mode = 'v', keys = "<C-a>", command = 'dial-increment'} plug_map{mode = 'v', keys = "<C-x>", command = 'dial-decrement'} plug_map{mode = 'v', keys = "g<C-a>", command = 'dial-increment'} plug_map{mode = 'v', keys = "g<C-x>", command = 'dial-decrement'} -- Inspired by tpope's rsi.vim, buch much more constrained: -- jump to the beginning of the line map{mode = 'i', keys = "<C-a>", to = "<C-o>H", recurse = true} map{mode = 'c', keys = "<C-a>", to = "<Home>"} -- jump to the end of the line -- (command mode already has this binding) -- (insert mode is covered by compe falling back to <End> in the mapping above) -- easy buffer switching, that's barbar-aware if packer_exists then cmd_map{keys = "<C-n>", command = "BufferNext"} cmd_map{keys = "<C-p>", command = "BufferPrev"} else cmd_map{keys = "<C-n>", command = "bnext", plugins = false} cmd_map{keys = "<C-p>", command = "bprev", plugins = false} end --[[ _ _ __ _(_) |_ / _` | | __| | (_| | | |_ \__, |_|\__| |___/ ]] -- Git hunk jumps, that behave the same when diffing two files map{keys = "]c", to = "&diff ? ']c' : '<cmd>lua require('gitsigns').next_hunk()<CR>'", expression = true} map{keys = "[c", to = "&diff ? ']c' : '<cmd>lua require('gitsigns').prev_hunk()<CR>'", expression = true} -- a motion to select the whole hunk map{mode = "o", keys = "ih", to = "<cmd>lua require('gitsigns').select_hunk()<CR>"} map{mode = "x", keys = "ih", to = "<cmd>lua require('gitsigns').select_hunk()<CR>"} cmd_map{keys = "<leader>gb", command = "GitMessenger"} map{keys = "<leader>gS", to = "<cmd>lua require('gitsigns').stage_hunk()<CR>"} map{keys = "<leader>gU", to = "<cmd>lua require('gitsigns').undo_stage_hunk()<CR>"} map{keys = "<leader>gp", to = "<cmd>lua require('gitsigns').preview_hunk()<CR>"} --[[ _ _ _ ___ ___ _ __ ___ _ __ | | ___| |_(_) ___ _ __ / __/ _ \| '_ ` _ \| '_ \| |/ _ \ __| |/ _ \| '_ \ | (_| (_) | | | | | | |_) | | __/ |_| | (_) | | | | \___\___/|_| |_| |_| .__/|_|\___|\__|_|\___/|_| |_| |_| ]] -- completion key bindings map{mode = 'i', keys = "<ESC>", to = [[pumvisible() ? "<C-e><ESC>" : "<ESC>"]], expression = true} map{mode = 'i', keys = "<C-c>", to = [[pumvisible() ? "<C-e><C-c>" : "<C-c>"]], expression = true} -- TODO: integrate nvim-autopairs and replace these two bindings map{mode = 'i', keys = "<CR>", to = [[pumvisible() ? (complete_info().selected == -1 ? "<C-e><CR>" : "<C-y>") : "<CR>"]], expression = true} map{mode = 'i', keys = "<BS>", to = [[pumvisible() ? "<C-e><BS>" : "<BS>"]], expression = true} local is_prior_char_whitespace = function() local col = vim.fn.col('.') - 1 if col == 0 or vim.fn.getline('.'):sub(col, col):match('%s') then return true else return false end end -- Use (shift-)tab to: --- move to prev/next item in completion menu --- jump to the prev/next snippet placeholder (TOOD: how to activate this in coq?) --- insert a simple tab --- start the completion menu (TOOD: how to activate this in coq?) _G.tab_completion = function() if vim.fn.pumvisible() == 1 then return vim.api.nvim_replace_termcodes("<C-n>", true, true, true) elseif is_prior_char_whitespace() then return vim.api.nvim_replace_termcodes("<Tab>", true, true, true) end end _G.shift_tab_completion = function() if vim.fn.pumvisible() == 1 then return vim.api.nvim_replace_termcodes("<C-p>", true, true, true) else return vim.api.nvim_replace_termcodes("<S-Tab>", true, true, true) end end map{mode = 'i', keys = "<Tab>", to = [[v:lua.tab_completion()]], expression = true, plugins = true} map{mode = 's', keys = "<Tab>", to = [[v:lua.tab_completion()]], expression = true, plugins = true} map{mode = 'i', keys = "<S-Tab>", to = [[v:lua.shift_tab_completion()]], expression = true, plugins = true} map{mode = 's', keys = "<S-Tab>", to = [[v:lua.shift_tab_completion()]], expression = true, plugins = true} --[[ _ _ _ | (_)_ __ | |_ ___ _ __ | | | '_ \| __/ _ \ '__| | | | | | | || __/ | |_|_|_| |_|\__\___|_| ]] -- linter errors & LSP diagnostics management via ALE cmd_map{keys = "[d", command = "ALEPreviousWrap"} cmd_map{keys = "]d", command = "ALENextWrap"} cmd_map{keys = "<leader>df", command = "ALEFix"} cmd_map{keys = "<leader>dd", command = "ALEDetail"} cmd_map{keys = "<leader>dl", command = "ALELint"} cmd_map{keys = "<leader>dL", command = "ALEToggle"}
ITEM.name = "Sewing Kit" ITEM.model = Model("models/zworld_health/healkit.mdl") ITEM.description = "Various tools for cutting, stitching or tailoring fabrics and clothes." ITEM.width = 2 ITEM.height = 2 ITEM.price = 150 ITEM.flag = "M" ITEM.category = "Tools" -- No stack Unique
require('kill') -- Oracles get +5% experience if the killed creature had any statuses -- in force. local function oracle_kill_fn(att_cr_id, kill_cr_id) local statuses = {get_creature_statuses(kill_cr_id)} if table.getn(statuses) > 0 then -- Take 5% of the xp value (or 1 XP, if the value is sufficiently -- low), and add it to the attacking creature. local xp_val = get_experience_value(kill_cr_id) * 0.05 xp_val = math.max(xp_val, 1) gain_experience(att_cr_id, xp_val) end end -- Set up the oracle kill function local oracle_class_kill_fn = oracle_kill_fn kill.set_class_kill_fn("oracle", oracle_class_kill_fn)
local lust = require 'test.lust' local describe, it, expect = lust.describe, lust.it, lust.expect local CharacterClass = require 'entities.CharacterClass' describe('CharacterClass', function () it('instantiate', function () expect(CharacterClass()).to.be.a('table') end) local data = { name = 'foobar', shortname = 'foo', alignments = { 'good' }, statrequirement = { }, savingthrow = { }, defaultspellbooks = { }, spelllearnlevels = { }, hpdice = 10, attacktimelevel = { }, nextlevel = { } } local instance it('instantiate from table', function () instance = CharacterClass(data) expect(instance).to.be.a('table') end) end)
-- .vscode/settings.json << -- "Lua.workspace.library": { -- "C:\\ProgramData\\chocolatey\\lib\\luarocks\\luarocks-2.4.4-win32\\systree\\share\\lua\\5.1": true -- }, local busted = require 'busted' local assert = require 'luassert' local yaml = require 'tinyyaml' busted.describe("map", function() busted.it("map with colon for item", function() assert.same( { value = {"a:1"} }, yaml.parse([[ value: - a:1 ]]) ) assert.same( { value = {"a:1"} }, yaml.parse([[ value: - "a:1" ]]) ) assert.same( { value = {{a = 1}} }, yaml.parse([[ value: - a: 1 ]]) ) assert.same( { a = {{b = {c = 1}}} }, yaml.parse([[ a: - b: c: 1 ]]) ) -- trailing whitespace after colon assert.same( { a = {{b = {c = 1}}} }, yaml.parse([[ a: - b: c: 1 ]]) ) end) busted.it("map with slash for item", function() assert.same( { value = "/a" }, yaml.parse([[ value: /a ]]) ) assert.same( { value = {"/a"} }, yaml.parse([[ value: - /a ]]) ) end) busted.it("map with underscore for item", function() assert.same( { value = "_a" }, yaml.parse([[ value: _a ]]) ) assert.same( { value = {"_a"} }, yaml.parse([[ value: - _a ]]) ) end) busted.it("map with dash for item", function() assert.same( { value = "-a" }, yaml.parse([[ value: -a ]]) ) assert.same( { value = {"-a"} }, yaml.parse([[ value: - -a ]]) ) end) busted.it("map with space for item", function() assert.same( { value = "a 1" }, yaml.parse([[ value: a 1 ]]) ) assert.same( { value = {"a 1"} }, yaml.parse([[ value: - a 1 ]]) ) end) end)
local modal = {} local stateMachine = require "statemachine" local utils = require "utils" local windows = require "windows" -- local log = hs.logger.new('modal-module','debug') modal.setHotkey = function(array, key) modal.hotkeyModifier = array modal.hotkey = key end modal.displayModalText = function(txt) hs.alert.closeAll() alert(txt, 999999) end modal.exitAllModals = function() hs.fnutils.each(modal.states, function(s) if s.hotkeyModal then s.hotkeyModal:exit() end end) end modal.addState = function(name,state) modal.states[name] = state end local filterAllowedApps = function(w) local allowedApps = {"Emacs", "iTerm2"} if (not w:isStandard()) and (not hs.fnutils.contains(allowedApps, w:application():name())) then return false; end return true; end modal.states = { idle = { from = "*", to = "idle", callback = function(self, event, from, to) hs.alert.closeAll() modal.exitAllModals() end }, main = { from = "*", to = "main", init = function(self, fsm) if self.hotkeyModal then self.hotkeyModal:enter() else self.hotkeyModal = hs.hotkey.modal.new(modal.hotkeyModifier, modal.hotkey) end self.hotkeyModal:bind("","space", nil, function() fsm:toIdle(); windows.activateApp("Alfred 3") end) self.hotkeyModal:bind("","w", nil, function() fsm:toWindows() end) self.hotkeyModal:bind("","a", nil, function() fsm:toApps() end) self.hotkeyModal:bind("", "m", nil, function() fsm:toMedia() end) self.hotkeyModal:bind("", "x", nil, function() fsm:toEmacs() end) self.hotkeyModal:bind("","j", nil, function() local wns = hs.fnutils.filter(hs.window.allWindows(), filterAllowedApps) hs.hints.windowHints(wns, nil, true) fsm:toIdle() end) self.hotkeyModal:bind("","escape", function() fsm:toIdle() end) function self.hotkeyModal:entered() -- modal.displayModalText "w \t- windows\na \t- apps\n j \t- jump\nm - media\nx\t- emacs" fsm:toWindows() end end } } -- -- each modal has: name, init function modal.createMachine = function() -- build events based on modals local events = {} local params = function(fsm) local callbacks = {} for k, s in pairs (modal.states) do table.insert(events, { name = "to" .. utils.capitalize(k), from = s.from or {"main", "idle"}, to = s.to or k}) if s.callback then cFn = s.callback else cFn = function(self, event, from, to) local st = modal.states[to] st.init(st, self) end end callbacks["on" .. k] = cFn end return callbacks end return stateMachine.create({ initial = "idle", events = events, callbacks = params(self)}) end return modal
--- Pretty-printing Lua tables. -- @class module -- @name pl.pretty local append = table.insert local concat = table.concat local utils = require 'pl.utils' local lexer = require 'pl.lexer' local assert_arg = utils.assert_arg --[[ module('pl.pretty',utils._module) ]] local pretty = {} --- read a string representation of a Lua table. -- Uses loadstring, but tries to be cautious about loading arbitrary code! -- It is expecting a string of the form '{...}', with perhaps some whitespace -- before or after the curly braces. An empty environment is used, and -- any occurance of the keyword 'function' will be considered a problem. -- @param s {string} string of the form '{...}', with perhaps some whitespace -- before or after the curly braces. function pretty.read(s) assert_arg(1,s,'string') if not s:find '^%s*%b{}%s*$' then return nil,"not a Lua table" end if s:find '[^\'"%w_]function[^\'"%w_]' then local tok = lexer.lua(s) for t,v in tok do if t == 'keyword' then return nil,"cannot have Lua keywords in table definition" end end end local chunk,err = loadin({},'return '..s,'tbl') if not chunk then return nil,err end return chunk() end local function quote_if_necessary (v) if not v then return '' else if v:find ' ' then v = '"'..v..'"' end end return v end local keywords --- Create a string representation of a Lua table. -- @param tbl {table} Table to serialize to a string. -- @param space {string} (optional) The indent to use. -- Defaults to two spaces. -- @param not_clever {bool} (optional) Use for plain output, e.g {['key']=1}. -- Defaults to false. function pretty.write (tbl,space,not_clever) assert_arg(1,tbl,'table') if not keywords then keywords = lexer.get_keywords() end space = space or ' ' local lines = {} local line = '' local tables = {} local function is_identifier (s) return (s:find('^[%a_][%w_]*$')) and not keywords[s] end local function put(s) if #s > 0 then line = line..s end end local function putln (s) if #line > 0 then line = line..s append(lines,line) line = '' else append(lines,s) end end local function eat_last_comma () local n,lastch = #lines local lastch = lines[n]:sub(-1,-1) if lastch == ',' then lines[n] = lines[n]:sub(1,-2) end end local function quote (s) return ('%q'):format(tostring(s)) end local function index (numkey,key) if not numkey then key = quote(key) end return '['..key..']' end local writeit writeit = function (t,oldindent,indent) local tp = type(t) if tp ~= 'string' and tp ~= 'table' then putln(quote_if_necessary(tostring(t))..',') elseif tp == 'string' then if t:find('\n') then putln('[[\n'..t..']],') else putln(quote(t)..',') end elseif tp == 'table' then if tables[t] then putln('<cycle>,') return end tables[t] = true local newindent = indent..space putln('{') local max = 0 if not not_clever then for i,val in ipairs(t) do put(indent) writeit(val,indent,newindent) max = i end end for key,val in pairs(t) do local numkey = type(key) == 'number' if not_clever then key = tostring(key) put(indent..index(numkey,key)..' = ') writeit(val,indent,newindent) else if not numkey or key < 1 or key > max then -- non-array indices if numkey or not is_identifier(key) then key = index(numkey,key) end put(indent..key..' = ') writeit(val,indent,newindent) end end end eat_last_comma() putln(oldindent..'},') else putln(tostring(t)..',') end end writeit(tbl,'',space) eat_last_comma() return concat(lines,#space > 0 and '\n' or '') end --- Dump a Lua table out to a file or stdout. -- @param t {table} The table to write to a file or stdout. -- @param ... {string} (optional) File name to write too. Defaults to writing -- to stdout. function pretty.dump (t,...) if select('#',...) == 0 then print(pretty.write(t)) return true else return utils.writefile((select(1,...)),pretty.write(t)) end end return pretty
local fs = require('diagnosticls-configs.fs') return { sourceName = 'isort', command = fs.executable('isort'), args = { '--quiet', '--stdout', '-' }, rootPatterns = { '.isort.cfg', 'pyproject.toml', '.git' }, }
local class = require('opus.class') local UI = require('opus.ui') UI.Menu = class(UI.Grid) UI.Menu.defaults = { UIElement = 'Menu', disableHeader = true, columns = { { heading = 'Prompt', key = 'prompt', width = 20 } }, menuItems = { }, } function UI.Menu:postInit() self.values = self.menuItems self.pageSize = #self.menuItems end function UI.Menu:layout() self.itemWidth = 1 for _,v in pairs(self.values) do if #v.prompt > self.itemWidth then self.itemWidth = #v.prompt end end self.columns[1].width = self.itemWidth if self.centered then self:center() else self.width = self.itemWidth + 2 end UI.Grid.layout(self) end function UI.Menu:center() self.x = (self.width - self.itemWidth + 2) / 2 self.width = self.itemWidth + 2 end function UI.Menu:eventHandler(event) if event.type == 'key' then if event.key == 'enter' then local selected = self.menuItems[self.index] self:emit({ type = selected.event or 'menu_select', selected = selected }) return true end elseif event.type == 'mouse_click' then if event.y <= #self.menuItems then UI.Grid.setIndex(self, event.y) local selected = self.menuItems[self.index] self:emit({ type = selected.event or 'menu_select', selected = selected }) return true end end return UI.Grid.eventHandler(self, event) end function UI.Menu.example() return UI.Menu { x = 2, y = 2, height = 3, menuItems = { { prompt = 'Start', event = 'start' }, { prompt = 'Continue', event = 'continue' }, { prompt = 'Quit', event = 'quit' } } } end
--Automatically generated by SWGEmu Spawn Tool v0.12 loot editor. pistol_dx2 = { minimumLevel = 0, maximumLevel = -1, customObjectName = "", directObjectTemplate = "object/weapon/ranged/pistol/pistol_dx2.iff", craftingValues = { {"mindamage",35,71,0}, {"maxdamage",73,103,0}, {"attackspeed",5.2,3.8,1}, {"woundchance",6.8,14.7,0}, {"hitpoints",750,750,0}, {"attackhealthcost",32,17,0}, {"attackactioncost",51,29,0}, {"attackmindcost",22,12,0}, {"roundsused",15,60,0}, {"zerorangemod",18,33,0}, {"maxrangemod",-90,-90,0}, {"midrange",16,16,0}, {"midrangemod",14,30,0}, }, customizationStringNames = {}, customizationValues = {}, -- randomDotChance: The chance of this weapon object dropping with a random dot on it. Higher number means less chance. Set to 0 to always have a random dot. randomDotChance = 625, junkDealerTypeNeeded = JUNKARMS, junkMinValue = 30, junkMaxValue = 55 } addLootItemTemplate("pistol_dx2", pistol_dx2)
-- Library by WD200019 -- SuperCall(func, arg1, arg2, ...) -- !! Must be loaded in a script with a function to call from another script !! (see Examples) -- Calls the function 'func' in the current script with the arguments 'arg1', 'arg2', ... -- Can be called from another script without triggering an error. -- func (function or string): Refers to the function in the target script to call. -- Can be used in several ways: --- (in another script) -- targetScript.Call("SuperCall", function_in_the_target_script) -- targetScript.Call("SuperCall", "function_in_the_target_script") -- targetScript.Call("SuperCall", {"function_in_the_target_script", arg1, arg2, ...}) -- -- arg1, arg2, ... (any type): arguments to be passed to the target function. -- -- Examples (from enemy or wave scripts): -- -- -- calls the function 'func' of the table 'mytable' in the Encounter script -- Encounter.Call("SuperCall", "mytable.func") -- -- -- calls the function 'func2' of the table 'mytable' in the Encounter script, with arguments -- Encounter.Call("SuperCall", {"mytable.func2", "one", "two"}) -- -- Examples (from the encounter script): -- -- -- Resizes the Arena in the first active wave (ONLY DURING DEFENDING) -- Wave[1].Call("SuperCall", {"Arena.ResizeImmediate", 400, 400}) -- -- -- Uses CHECK on the first enemy -- enemies[1].Call("SuperCall", {"HandleCustomCommand", "CHECK"}) function _SuperCall(func, ...) if type(func) == "string" then local oldFunc = func func = Recurse(func) if type(func) == "string" then error(func .. oldFunc .. "\" could not be found.") elseif func == nil then error("The function " .. oldFunc .. " could not be found.") end elseif type(func) ~= "function" then error("Attempt to SuperCall a non-function value.") end return func(...) end function SuperCall(script, func, ...) if tostring(script) ~= "ScriptWrapper" then error("SuperCall's first parameter must be a script object.") end if type(func) ~= "string" then error("SuperCall's second parameter must be a string.") end local tab = { func } for k, v in pairs({ ... }) do table.insert(tab, v) end return script.Call("_SuperCall", tab) end function Recurse(arg, obj) obj = obj or _G if arg:find("%.") then local objectName = arg:sub(0, arg:find("%.") - 1) obj = obj[objectName] -- we couldn't find the object `objectName` in `obj` if not obj then return "The table item \"" .. objectName .. "\" of \"" end return Recurse(arg:sub(arg:find("%.") + 1), obj) else return obj[arg] end end
Config = {} Config.Price = 100 Config.DrawDistance = 100.0 Config.MarkerSize = vector3(1.5, 1.5, 1.0) Config.MarkerColor = {r = 102, g = 102, b = 204} Config.MarkerType = 1 Config.Locale = 'es' Config.Shops = { vector3(-814.3, -183.8, 36.6), vector3(136.8, -1708.4, 28.3), vector3(-1282.6, -1116.8, 6.0), vector3(1931.5, 3729.7, 31.8), vector3(1212.8, -472.9, 65.2), vector3(-32.9, -152.3, 56.1), vector3(-278.1, 6228.5, 30.7) }
-------------------------------- -- @module RichItemNewLine -- @extend RichItem -- @parent_module ccui -------------------------------- -- -- @function [parent=#RichItemNewLine] init -- @param self -- @param #int tag -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#RichItemNewLine] create -- @param self -- @param #int tag -- @return RichItemNewLine#RichItemNewLine ret (return value: ccui.RichItemNewLine) -------------------------------- -- -- @function [parent=#RichItemNewLine] lookupObject -- @param self -- @param #unsigned int id -- @return void#void ret (return value: void) -------------------------------- -- -- @function [parent=#RichItemNewLine] RichItemNewLine -- @param self -- @return RichItemNewLine#RichItemNewLine self (return value: ccui.RichItemNewLine) return nil
local hex = bizstring.hex console.clear() --Credits: http://lua-users.org/wiki/SimpleStack -- GLOBAL Stack = {} -- Create a Table with stack functions function Stack:Create() -- stack table local t = {} -- entry table t._et = {} -- push a value on to the stack function t:push(...) if ... then local targs = {...} -- add values for _,v in ipairs(targs) do table.insert(self._et, v) end end end -- pop a value from the stack function t:pop(num) -- get num values from stack local num = num or 1 -- return table local entries = {} -- get values into entries for i = 1, num do -- get last entry if #self._et ~= 0 then table.insert(entries, self._et[#self._et]) -- remove last value table.remove(self._et) else break end end -- return unpacked entries return unpack(entries) end -- get entries function t:getn() return #self._et end -- list values function t:list() for i,v in pairs(self._et) do print(i, hex(v)) end end return t end function display_registers(registers) for i = 0, 16 do console.log("r["..i.."] = 0x"..hex(registers[i])) end console.log("r.CPSR = 0x"..hex(registers.CPSR)) console.log("PC: "..hex(registers[15]+1)) local N = bit.check(registers.CPSR, 31) and 1 or 0 local Z = bit.check(registers.CPSR, 30) and 1 or 0 local C = bit.check(registers.CPSR, 29) and 1 or 0 local V = bit.check(registers.CPSR, 28) and 1 or 0 local Q = bit.check(registers.CPSR, 27) and 1 or 0 console.log("N: "..N.." Z: "..Z.." C: "..C.." V: "..V.." Q: "..Q) end --since bizhawk hates the 0x8/0x3/0x4 part, remove it function load_biz_addr(addr, size) local destination local read_memory = memory.read_u32_le --default if size == 8 then read_memory = memory.read_u8 elseif size == 16 then read_memory = memory.read_u16_le elseif size == 24 then read_memory = memory.read_u24_le end if addr < 0x01000000 and addr > 0x00000000 then destination = read_memory(addr, "BIOS") elseif addr < 0x03000000 and addr > 0x02000000 then destination = read_memory(addr - 0x02000000,"EWRAM") elseif addr < 0x04000000 and addr > 0x03000000 then destination = read_memory(addr - 0x03000000,"IWRAM") elseif addr < 0x05000000 and addr > 0x04000000 then destination = read_memory(addr - 0x04000000,"System Bus") elseif addr < 0x09000000 and addr > 0x08000000 then destination = read_memory(addr - 0x08000000,"ROM") end return destination end function asm_080109AF(registers, stack) r = registers --do these 2 separately; both are from 080109AF stack:push(r[14]) stack:push(r[4]) r[4] = r[0] --080109B1 r[14] = 0x080109B5 r[15] = 0x0802C586 return r, stack end --0802C587 function next_rng(registers, stack, value) --Only r0, r2, r3 changes --r0 = bottom 8 bits of new rng (LDRB at the end) --r2 = top 8 bits of new rng --r3 = bottom 8 bits of old rng --both pushes from 0802C587 stack:push(r[14]) stack:push(r[4]) local r = registers r[0] = value r[0] = value + bit.lshift(value, 1) r[2] = bit.rshift(r[0],8) r[3] = bit.band(value, 0xFF) r[0] = bit.band(r[2] + r[3], 0xFF) + (r[2] * 256) local new_value = bit.band(r[0], 0xFFFF) r[0] = bit.band(new_value, 0xFF) r[2] = bit.rshift(bit.band(new_value, 0xFF00),8) r[3] = bit.band(value, 0xFF) r[4] = stack:pop() --0802C5AD r[1] = stack:pop() --0802C5AF r[13] = 0x03007BEC --Stack changed r[15] = r[1] + 1 --PC changed return r, stack, new_value --0802C5B1 BX end function asm_080109B7(registers, stack) local r = registers -- r[0] = bit.lshift(r[0],24) --080109B7 -- r[0] = bit.rshift(r[0],24) --080109B9 r[0] = r[0] % 0xFF --Above should be same as this r[1] = 100 r[14] = 0x080109BF --LR = PC + 1 r[15] = 0x08059B1E --08059B1F if r[1] == 0 then console.log("080109B7 Hi") return asm_08059BD5(r, stack) else console.log("080109B7 Hi 2") return asm_08059B23(r, stack) end end function asm_08059BD5(registers, stack) local r = registers stack:push(r[14]) --08059BD5 r[14] = 0x08059BD9 r[15] = 0x08059BDA --0805999F r[0] = 0 r[15] = stack:pop() end function asm_08059B23(registers, stack) local r = registers r[3] = 1 --08059B25: technically, it's r0 >= r1, but since that being false makes it leave -- CMP r0, r1 -- BCS #+0 if (r[0] < r[1]) then console.log("08059B23 Hi") --08059B29 r[15] = 0x080109C0 return r, stack --go to egg determination function else --08059B2B console.log("08059B23 Hi 2") stack:push(r[4]) r[4] = 1 r[4] = bit.lshift(r[4], 28) --08059B2F --go to egg determination function after this function ends return asm_08059B31(r, stack, 1) end end function asm_08059B31(registers, stack, loop) local r = registers -- local cond = true -- while true do --for the branch in 08059B3D -- --08059B31: technically r[1] >= r[4], but since it seems to cascade from 08059B35 to 08059B3F r[1] < r[4] -- -- CMP r[1], r[4] -- -- BCS #+8 -> Branch if r[1] >= r[4] -- if r[1] < r[4] then -- --08059B35: technically r[1] >= r[0] -- -- CMP r[1], r[0] -- -- BCS #+4 -> Branch if r[1] >= r[0] -- if r[1] < r[0] then -- --08059B39 -- r[1] = bit.lshift(r[1], 4) -- r[3] = bit.lshift(r[3], 4) -- else -- --08059B3F -- r[4] = bit.lshift(r[4], 4) -- cond = false -- break -- end -- else -- --08059B3F -- r[4] = bit.lshift(r[4], 4) -- cond = false -- break -- end -- end if loop < 2 then --don't do this again on 2nd loop+ while (r[1] < r[4]) and (r[1] < r[0]) do --08059B39 r[1] = bit.lshift(r[1], 4) r[3] = bit.lshift(r[3], 4) end --08059B3F r[4] = bit.lshift(r[4], 3) while (r[1] < r[4]) and (r[1] < r[0]) do --08059B49 r[1] = bit.lshift(r[1], 1) r[3] = bit.lshift(r[3], 1) end end --08059B4F r[2] = 0 --08059B53: technically r[0] < r[1], but since it seems to cascade from 08059B54 to 08059B56 r[0] >= r[1] -- CMP r[0], r[1] -- BCC #+0 -> Branch if r[0] < r[1] if r[0] >= r[1] then -- console.log("08059B53") -- display(loop, r) r[0] = r[0] - r[1] end -- 08059B56 r[4] = bit.rshift(r[1], 1) -- 08059B5B: technically r[0] < r[4] but since it seems to cascade from 08059B5C to 08059B68 if r[0] >= r[4] -- CMP r[0], r[4] -- BCC #+10 -> Branch if r[0] < r[4] if r[0] >= r[4] then -- console.log("08059B5B") -- display(loop, r) r[0] = r[0] - r[4] r[12] = r[3] r[4] = 1 r[3] = bit.ror(r[3], r[4]) r[2] = bit.bor(r[2], r[3]) r[3] = r[12] end -- 08059B68 r[4] = bit.rshift(r[1], 2) -- 08059B6D: technically r[0] < r[4], but since it seems to cascade from 08059B6E to 08059B7A if r[0] >= r[4] -- CMP r[0], r[4] -- BCC #+10 -> Branch if r[0] < r[4] if r[0] >= r[4] then -- console.log("08059B6D") -- display(loop, r) r[0] = r[0] - r[4] r[12] = r[3] r[4] = 2 r[3] = bit.ror(r[3], r[4]) r[2] = bit.bor(r[2], r[3]) r[3] = r[12] end -- 08059B7A r[4] = bit.rshift(r[1], 3) -- 08059B7F: technically r[0] < r[4], but since it seems to cascade from 08059B80 to 08059B8C if r[4] <= r[0] -- CMP r[0], r[4] -- BCC #+10 -> Branch if r[0] < r[4] if r[0] >= r[4] then -- console.log("08059B7F") -- display(loop, r) r[0] = r[0] - r[4] r[12] = r[3] r[4] = 3 r[3] = bit.ror(r[3], r[4]) r[2] = bit.bor(r[2], r[3]) r[3] = r[12] end -- 08059B8C r[12] = r[3] -- 08059B91: technically r[0] == 0, but since it seems to cascade from 08059B92 to 08059B9A if r[0] =/= 0 -- CMP r[0], #0 -- BEQ #+6 -> Branch if r[0] == 0 if r[0] ~= 0 then -- console.log("08059B91") -- display(loop, r) r[3] = bit.rshift(r[3], 4) -- 08059B95: technically r[3] == 0, but since it seems to cascade from 08059B96 to 08059B9A? if r[3] =/= 0 -- LSR r[3], r[3], #4 -- BEQ #+2 if r[3] ~= 0 then -- 08059B97 -- console.log("08059B97") -- display(loop, r) r[1] = bit.rshift(r[1], 4) return asm_08059B31(r, stack, loop+1) end end --08059B9A r[4] = 14 r[4] = bit.lshift(r[4], 28) r[2] = bit.band(r[2], r[4]) -- 08059BA1: technically r[2] =/= 0, but since it seems to cascade from 08059BA2 to 08059BA6 if r[2] == 0 if r[2] == 0 then -- console.log("08059BA1") -- display(loop, r) r[4] = stack:pop() --technically from stack r[13] = r[13] + 4 --Stack popped r[15] = 0x080109C0 --from link register return r, stack, loop end -- 08059BA6 r[3] = r[12] r[4] = 3 r[3] = bit.ror(r[3], r[4]) -- 08059BAF: technically r[2] AND r[3] == 0, but since it seems to cascade from 08059BB0 to 08059BB4 if r[2] AND r[3] =/= 0 if bit.band(r[2], r[3]) ~= 0 then -- console.log("08059BAF") -- display(loop, r) r[4] = bit.lshift(r[1], 3) r[0] = r[0] + r[4] end -- 08059BB4 r[3] = r[12] r[4] = 2 r[3] = bit.ror(r[3], r[4]) -- 08059BBD: technically r[2] AND r[3] == 0, but since it seems to cascade from 08059BBE to 08059BC2 if r[2] AND r[3] =/= 0 if bit.band(r[2], r[3]) ~= 0 then -- console.log("08059BBD") -- display(loop, r) r[4] = bit.rshift(r[1], 2) r[0] = r[0] + r[4] end -- 08059BC2 r[3] = r[12] r[4] = 1 r[3] = bit.ror(r[3], r[4]) -- 08059BCB: technically r[2] AND r[3] == 0, but since it seems to cascade from 08059BCC to 08059BD0 if r[2] AND r[3] =/= 0 if bit.band(r[2], r[3]) ~= 0 then -- console.log("08059BCB") -- display(loop, r) r[4] = bit.rshift(r[1], 1) r[0] = r[0] + r[4] end -- 08059BD0 -- console.log("08059BD0") -- display(loop, r) r[4] = stack:pop() --from stack, should be 60 r[13] = r[13] + 4 --Stack popped r[15] = 0x080109C0 return r, stack, loop end function asm_080109C1(registers, stack, stuff) local r = registers r[0] = bit.lshift(r[0], 24) r[0] = bit.arshift(r[0], 24) r[0] = r[0] - r[4] r[0] = bit.lshift(r[0], 24) --080109C9 -- CMP r0, 0 -- BLT #+2 -> Branch if less than 0; check bit 31 in this case -- if bit.check(r[0], 31) then -- --080109D1 -- r[0] = 1 -- else -- --080109CD -- r[0] = 0 -- end r[0] = bit.check(r[0], 31) and 1 or 0 --should be same as above r[4] = stack:pop() --080109D3 r[1] = stack:pop() --080109D5 if r[1] == 0x080056CF then console.log("080109C1 Hi") --080056D1 r[0] = bit.lshift(r[0], 24) --080056D3 if r[0] == 0 then --080056DB r[0] = 30 r[14] = 0x080056DF r[15] = 0x080109AE console.log("080109C1 Hi 2") r, stack = asm_080109AF(r, stack) --0802C587 r, stack, stuff.RNG = next_rng(r, stack, stuff.RNG) r, stack = asm_080109B7(r, stack) return asm_080109C1(r, stack, stuff) else r[4] = 0 --080056D7 end else --080056E1 r[0] = bit.lshift(r[0], 24) -- r[4] = 2 -- --080056E5: technically it's r[0] == 0, but since failing makes it go from 080056E9 to 080056EB anyways -- if r[0] ~= 0 then -- r[4] = 1 -- end r[4] = (r[0] == 0) and 2 or 1 --should be the same as above end --080056EB r[0] = 0x030010B0 --from PC + 88; this + 0x2 is floor address r[1] = stuff.floor_number --from 0x030010B2; 080056ED r[1] = r[1] - 7 --080056EF r[0] = bit.lshift(r[1], 1) --080056F1 r[0] = r[0] + r[1] --080056F3 r[3] = r[0] + r[4] --080056F5 --080056F9: technically it's r[3] <= 11, but since failing makes it go from 080056FB to 080056FD anyways r[3] = r[3] <= 11 and r[3] or 11 r[2] = 0x02036BC4 -- from PC + 76; 080056FD r[0] = 0x030019AC -- from PC + 76; 080056FF r[0] = 0x03004470 -- from the address 0x030019AC r[4] = r[7] --08005703 r[4] = r[4] + 118 --should end up as 0x02006056; 08005705 r[1] = stuff.dungeon == "A" and stuff.addr_44A0.A or stuff.addr_44A0.B --address from r[0] + 48 r[4] = stuff.type --08005709 r[0] = bit.lshift(r[4], 2) -- console.log(hex(r[0])) r[0] = r[0] + r[1] --0800570D r[0] = load_biz_addr(r[0], 32) --0800570F; doing this for now until I figure out memory things r[0] = r[0] + r[3] --08005713; egg address stuff.egg_address = r[0] -- record it just in case r[0] = load_biz_addr(r[0], 8) --08005715; egg id from ROM stuff.egg_id = r[0] -- record it just in case return r, stack, stuff end stack = Stack:Create() local stuff = {} --placeholder for memory address values function egg_predict(rng, dungeon, egg_type, dg_floor) stuff = {} stuff.floor_number = dg_floor --which floor? stuff.RNG = rng --RNG value stuff.dungeon = dungeon --A or B stuff.addr_44A0 = {A = 0x0817636C, B = 0x0817210C} stuff.type = egg_type stuff.egg_address = 0 --r0:00000003 r1:02004B40 r2:000014BC r3:00000000 r4:02019690 r5:00000000 r6:00000000 r7:02005FE0 r8:00000000 r9:00000000 r10:00000000 r11:00000000 r12:02003B10 r13:03007BF4 r14:08004BA7 r15:080056CA r16:6000003F r = {} r[0] = 0x00000003 r[1] = 0x02004B40 r[2] = 0x000014BC r[3] = 0 r[4] = 0x02019690 r[5] = 0 r[6] = 0 r[7] = 0x02005FE0 r[8] = 0 r[9] = 0 r[10] = 0 r[11] = 0 r[12] = 0x02003B10 r[13] = 0x03007BF4 r[14] = 0x08004BA7 r[15] = 0x080056CA r[16] = 0x6000003F r.CPSR = 0x6000003F --080056CB r[0] = 60 --080056CD, 080056CF r[14] = 0x080056CF r[15] = 0x080109AE r, stack = asm_080109AF(r, stack) r, stack, stuff.RNG = next_rng(r, stack, stuff.RNG) r, stack = asm_080109B7(r, stack) --This should call either asm_08059BD5 or asm_08059B23; both end up with egg function r, stack, stuff = asm_080109C1(r, stack, stuff) -- display_registers(r) -- console.log("Stack now") -- stack:list() return stuff.egg_id, stuff.egg_address end --[[ Types: 0 Electric 1 Water 2 Fire 3 Earth 4 Royal (doesn't appear in wild) ]]-- local egg_id, egg_address = egg_predict(0xCFD3, "A", 2, 7) console.log("Egg ID: "..egg_id.." (0x"..hex(egg_id)..")") console.log("Egg Address: 0x0"..hex(egg_address)) egg_id, egg_address = egg_predict(0x700B, "B", 0, 7) console.log("Egg ID: "..egg_id.." (0x"..hex(egg_id)..")") console.log("Egg Address: 0x0"..hex(egg_address))
object_draft_schematic_food_beastfood_stringy_meat_substitute = object_draft_schematic_food_shared_beastfood_stringy_meat_substitute:new { } ObjectTemplates:addTemplate(object_draft_schematic_food_beastfood_stringy_meat_substitute, "object/draft_schematic/food/beastfood_stringy_meat_substitute.iff")
--- if table.get_length(baseObj.item_tbl) < 1 then return end
return {'opzadelen','opzagen','opzakken','opzeg','opzegbaar','opzeggen','opzegger','opzegging','opzeggingstermijn','opzeggingsvergoeding','opzegtermijn','opzenden','opzending','opzet','opzetheling','opzetje','opzetkarton','opzetstuk','opzettelijk','opzettelijkheid','opzetten','opzetter','opzetting','opzicht','opzichte','opzichter','opzichteres','opzichtig','opzichtigheid','opzichzelfstaand','opzien','opzienbarend','opziener','opzienersambt','opzienster','opzij','opzijleggen','opzijschuiven','opzijzetten','opzitten','opzoeken','opzoeking','opzoekingswerk','opzoeksnelheid','opzouten','opzuigen','opzuiging','opzuipen','opzuiveren','opzwaaiend','opzwellen','opzwelling','opzwepen','opzoekwerk','opzegbrief','opzegvergoeding','opzeggingsbrief','opzeggingsgrond','opzegperiode','opzegverbod','opzetsteek','opzullik','opzadel','opzadelde','opzadelden','opzadelt','opzag','opzak','opzat','opzegbare','opzegde','opzegden','opzeggingen','opzegt','opzegtermijnen','opzei','opzeiden','opzend','opzendt','opzetjes','opzetsteken','opzetstukken','opzette','opzettelijke','opzettelijker','opzetters','opzichten','opzichteressen','opzichters','opzichtige','opzichtiger','opzichtigst','opzichtigste','opzichzelfstaande','opzie','opzienbarende','opzienbarender','opzienbarends','opzienbarendst','opzienbarendste','opzieners','opziensters','opziet','opzijgeschoven','opzit','opzocht','opzoek','opzoekt','opzogen','opzond','opzoog','opzoop','opzopen','opzout','opzoutte','opzoutten','opzuig','opzuigt','opzuip','opzuipt','opzweep','opzweept','opzweepte','opzweepten','opzwel','opzwellingen','opzwelt','opzwepend','opzwepende','opzwol','opzwollen','opzaten','opzeggers','opzichtertje','opzijgelegd','opzijgezet','opzochten','opzoekingen','opzwaaiende','opzeggingstermijnen','opzeggingsgronden','opzegvergoedingen','opzetstukje','opzegverboden','opzetstukjes','opzegbriefje'}
MINIGAME.Base = "base" MINIGAME.Unique = "obstacle" MINIGAME.Name = "Obstacle Course" MINIGAME.Description = "First team to make it to the end of the obstacle course wins." MINIGAME.Author = "Chewgum"
AddEvent("OnKeyPress", function(key) if key == "Tab" then ExecuteWebJS(webui, "window.vm.showCharaCustom = !window.vm.showCharaCustom") end end) --[[ Clothing0 => Cheveux Clothing1 => Torse(Dessous) Clothing2 => Torse(Dessus) Clothing3 => Accessoires Clothing4 => Jambes Clothing5 => Pieds ]] AddEvent("OnCharaCustom", function (clothing0, clothing1, clothing2, clothing3, clothing4, clothing5, body) local SkeletalMeshComponent = GetPlayerSkeletalMeshComponent(GetPlayerId(), "Clothing0") if clothing0 then SkeletalMeshComponent:SetSkeletalMesh(USkeletalMesh.LoadFromAsset(clothing0)) else SkeletalMeshComponent:SetSkeletalMesh(nil) end SkeletalMeshComponent = GetPlayerSkeletalMeshComponent(GetPlayerId(), "Clothing1") if clothing1 then SkeletalMeshComponent:SetSkeletalMesh(USkeletalMesh.LoadFromAsset(clothing1)) else SkeletalMeshComponent:SetSkeletalMesh(nil) end SkeletalMeshComponent = GetPlayerSkeletalMeshComponent(GetPlayerId(), "Clothing2") if clothing2 then SkeletalMeshComponent:SetSkeletalMesh(USkeletalMesh.LoadFromAsset(clothing2)) else SkeletalMeshComponent:SetSkeletalMesh(nil) end SkeletalMeshComponent = GetPlayerSkeletalMeshComponent(GetPlayerId(), "Clothing3") if clothing3 then SkeletalMeshComponent:SetSkeletalMesh(USkeletalMesh.LoadFromAsset(clothing3)) else SkeletalMeshComponent:SetSkeletalMesh(nil) end SkeletalMeshComponent = GetPlayerSkeletalMeshComponent(GetPlayerId(), "Clothing4") if clothing4 then SkeletalMeshComponent:SetSkeletalMesh(USkeletalMesh.LoadFromAsset(clothing4)) else SkeletalMeshComponent:SetSkeletalMesh(nil) end SkeletalMeshComponent = GetPlayerSkeletalMeshComponent(GetPlayerId(), "Clothing5") if clothing5 then SkeletalMeshComponent:SetSkeletalMesh(USkeletalMesh.LoadFromAsset(clothing5)) else SkeletalMeshComponent:SetSkeletalMesh(nil) end SkeletalMeshComponent = GetPlayerSkeletalMeshComponent(GetPlayerId(), "Body") if body then SkeletalMeshComponent:SetSkeletalMesh(USkeletalMesh.LoadFromAsset(body)) end end )
Weapon.PrettyName = "S&W Model 3 Russia" Weapon.WeaponID = "m9k_model3russian" Weapon.DamageMultiplier = 3.4 Weapon.WeaponType = WEAPON_SECONDARY
-- Functions for nvim 0.4 compatibility. -- This module will be removed once nvim 0.5 becomes stable. local fn = setmetatable({}, { __index = function(_, key) return function(...) return vim.api.nvim_call_function(key, {...}) end end} ) local function tbl_map(func, t) local rettab = {} for k, v in pairs(t) do rettab[k] = func(v) end return rettab end local function tbl_keys(t) local rettab = {} for k, _ in pairs(t) do table.insert(rettab, k) end return rettab end local function tbl_filter(func, t) local rettab = {} for _, v in pairs(t) do if func(v) then table.insert(rettab, v) end end return rettab end local function list_extend(dst, src, start, finish) for i = start or 1, finish or #src do table.insert(dst, src[i]) end return dst end return setmetatable({ fn = fn, cmd = vim.api.nvim_command, tbl_map = tbl_map, tbl_keys = tbl_keys, tbl_filter = tbl_filter, list_extend = list_extend, }, {__index=function(self, key) return vim[key] or self[key] end})
----------------------------------- -- Area: Western Adoulin -- NPC: Hujette -- Type: Quest NPC and Shop NPC -- Involved with Quest: 'All the Way to the Bank' -- !pos 35 0 -56 256 ----------------------------------- local ID = require("scripts/zones/Western_Adoulin/IDs") require("scripts/globals/keyitems") require("scripts/globals/npc_util") require("scripts/globals/quests") require("scripts/globals/shop") function onTrade(player, npc, trade) -- ALL THE WAY TO THE BANK if (player:hasKeyItem(tpz.ki.TARUTARU_SAUCE_INVOICE)) then local ATWTTB_Paid_Hujette = player:getMaskBit(player:getCharVar("ATWTTB_Payments"), 1) if ((not ATWTTB_Paid_Hujette) and npcUtil.tradeHas( trade, {{"gil", 3000}} )) then player:startEvent(5070) end end end function onTrigger(player, npc) player:showText(npc, ID.text.HUJETTE_SHOP_TEXT) local stock = { 5941, 20, -- Campfire Choco 5940, 8, -- Trail Cookie 5942, 20, -- Cascade Candy 5775, 544, -- Chocolate Crepe 5147, 3000, -- Snoll Gelato } tpz.shop.general(player, stock) end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) -- ALL THE WAY TO THE BANK if (csid == 5070) then player:confirmTrade() player:setMaskBit("ATWTTB_Payments", 1, true) if (player:isMaskFull(player:getCharVar("ATWTTB_Payments"), 5)) then npcUtil.giveKeyItem(player, tpz.ki.TARUTARU_SAUCE_RECEIPT) end end end
local helpers = require('test.functional.helpers')(after_each) local Screen = require('test.functional.ui.screen') local feed = helpers.feed local eq = helpers.eq local clear = helpers.clear local function test_embed(ext_linegrid) local screen local function startup(...) clear{headless=false, args={...}} -- attach immediately after startup, for early UI screen = Screen.new(60, 8) screen:attach{ext_linegrid=ext_linegrid} screen:set_default_attr_ids({ [1] = {foreground = Screen.colors.Grey100, background = Screen.colors.Red}, [2] = {bold = true, foreground = Screen.colors.SeaGreen4}, [3] = {bold = true, foreground = Screen.colors.Blue1}, [4] = {bold = true, foreground = Screen.colors.Green}, }) end it('can display errors', function() startup('--cmd', 'echoerr invalid+') screen:expect([[ | | | | | Error detected while processing pre-vimrc command line: | E121: Undefined variable: invalid | Press ENTER or type command to continue^ | ]]) feed('<cr>') screen:expect([[ ^ | {3:~ }| {3:~ }| {3:~ }| {3:~ }| {3:~ }| {3:~ }| | ]]) end) it("doesn't erase output when setting color scheme", function() startup('--cmd', 'echoerr "foo"', '--cmd', 'color default', '--cmd', 'echoerr "bar"') screen:expect([[ | | | | Error detected while processing pre-vimrc command line: | foo | {1:bar} | {4:Press ENTER or type command to continue}^ | ]]) end) it("doesn't erase output when setting Normal colors", function() startup('--cmd', 'echoerr "foo"', '--cmd', 'hi Normal guibg=Green', '--cmd', 'echoerr "bar"') screen:expect{grid=[[ | | | | Error detected while processing pre-vimrc command line: | foo | bar | Press ENTER or type command to continue^ | ]], condition=function() eq(Screen.colors.Green, screen.default_colors.rgb_bg) end} end) end describe('--embed UI on startup (ext_linegrid=true)', function() test_embed(true) end) describe('--embed UI on startup (ext_linegrid=false)', function() test_embed(false) end)
n = io.read("*number", "*l") hash = '#' space = ' ' for i=1,n do s = string.rep(space, n-i) h = string.rep(hash, i) print(s .. h) end
--[[ * PSP Claw Explorer * Copyright 2016 Carlos Monge. * Licensed under MIT (https://github.com/carcmonge/pspclawexplorer/blob/master/LICENSE) ]]-- ibateria = {} if batt.exists() then ibateria.exists = "Insertada" else ibateria.exists = "No hay bateria" end if batt.charging() then ibateria.charging = "Si" else ibateria.charging = "No" end if batt.islow() then ibateria.islow = "Bateria baja" else ibateria.islow = "Normal" end ibateria.percent = batt.percent() ibateria.time = batt.time() ibateria.temp = batt.temp() ibateria.volt = batt.volt() inick = os.nick() icpu = os.cpu() ispace = {} ispace.freespaceP = " ("..((math.ceil((files.freespace()/files.totalspace())*100*100)/100)-0.01).."%)" ispace.freespace = files.sizeformat(files.freespace())..ispace.freespaceP ispace.usespaceP = " ("..(math.ceil((((files.totalspace() - files.freespace())/files.totalspace())*100*100))/100).."%)" ispace.usespace = files.sizeformat(files.totalspace() - files.freespace())..ispace.usespaceP ispace.totalspace = files.sizeformat(files.totalspace()) ispace.getinitmemory = files.sizeformat(os.getinitmemory()) ispace.getfreememoryP = " ("..(math.ceil((os.getfreememory()/ os.getinitmemory())*100*100)/100).."%)" ispace.getfreememory = files.sizeformat(os.getfreememory())..ispace.getfreememoryP ispace.getusememoryP = " ("..((math.ceil((os.getinitmemory() - os.getfreememory())/ os.getinitmemory()*100*100)/100)-0.01).."%)" ispace.getusememory = files.sizeformat(os.getinitmemory() - os.getfreememory())..ispace.getusememoryP numFiles = 0 numCarpetas = 0 sizeDic = 0 indiceCur = 1 loading("Analizando...") pesoDir(memoSelect) icarpetas = numFiles iarchivos = numCarpetas while true do elementosBases() screen.print(10,45,"Bateria: ",0.7,blanco,colorTXT[valorFonte]) screen.print(10+screen.textwidth("Bateria: "),45,ibateria.exists,0.7,blanco,negro) screen.print(10,60,"Fuente de alimentacion: ",0.7,blanco,colorTXT[valorFonte]) screen.print(10+screen.textwidth("Fuente de alimentacion: "),60,ibateria.charging,0.7,blanco,negro) screen.print(10,75,"Porcentaje de carga: ",0.7,blanco,colorTXT[valorFonte]) screen.print(10+screen.textwidth("Porcentaje de carga: "),75,ibateria.percent.."%",0.7,blanco,negro) screen.print(10,90,"Estado de carga: ",0.7,blanco,colorTXT[valorFonte]) screen.print(10+screen.textwidth("Estado de carga: "),90,ibateria.islow,0.7,blanco,negro) screen.print(10,105,"Tiempo de carga: ",0.7,blanco,colorTXT[valorFonte]) screen.print(10+screen.textwidth("Tiempo de carga: "),105,ibateria.time.." min",0.7,blanco,negro) screen.print(10,120,"Temperatura: ",0.7,blanco,colorTXT[valorFonte]) screen.print(10+screen.textwidth("Temperatura: "),120,ibateria.temp.." *C",0.7,blanco,negro) screen.print(10,135,"Voltaje: ",0.7,blanco,colorTXT[valorFonte]) screen.print(10+screen.textwidth("Voltaje: "),135,ibateria.volt.." V",0.7,blanco,negro) screen.print(10,165,"Nick: ",0.7,blanco,colorTXT[valorFonte]) screen.print(10+screen.textwidth("Nick: "),165,inick,0.7,blanco,negro) screen.print(10,180,"Velocidad de CPU: ",0.7,blanco,colorTXT[valorFonte]) screen.print(10+screen.textwidth("Velocidad de CPU: "),180,icpu,0.7,blanco,negro) screen.print(10,195,"RAM Total: ",0.7,blanco,colorTXT[valorFonte]) screen.print(10+screen.textwidth("RAM Total: "),195,ispace.getinitmemory,0.7,blanco,negro) screen.print(10,210,"RAM Usada: ",0.7,blanco,colorTXT[valorFonte]) screen.print(10+screen.textwidth("RAM usada: "),210,ispace.getusememory,0.7,blanco,negro) screen.print(10,225,"RAM Libre: ",0.7,blanco,colorTXT[valorFonte]) screen.print(10+screen.textwidth("RAM Libre: "),225,ispace.getfreememory,0.7,blanco,negro) draw.fillrect(10,240,100,10,blanco) draw.gradrect(10,240,((os.getinitmemory()-os.getfreememory())/os.getinitmemory())*100,10,colorAlpha[valorFondo],negro,colorAlpha[valorFondo],blanco) draw.rect(10,240,((os.getinitmemory()-os.getfreememory())/os.getinitmemory())*100,10,negro) draw.rect(10,240,100,10,negro) screen.print(115,240,ispace.getusememoryP ,0.7,blanco,colorTXT[valorFonte]) screen.print(240,45,"Espacio Total: ",0.7,blanco,colorTXT[valorFonte]) screen.print(240+screen.textwidth("Espacio Total: "),45,ispace.totalspace,0.7,blanco,negro) screen.print(240,60,"Espacio Usada: ",0.7,blanco,colorTXT[valorFonte]) screen.print(240+screen.textwidth("Espacio usada: "),60,ispace.usespace,0.6,blanco,negro) screen.print(240,75,"Espacio Libre: ",0.7,blanco,colorTXT[valorFonte]) screen.print(240+screen.textwidth("Espacio Libre: "),75,ispace.freespace,0.6,blanco,negro) screen.print(240,90,"Numero de Carpetas: ",0.7,blanco,colorTXT[valorFonte]) screen.print(240+screen.textwidth("Numero de Carpetas: "),90,icarpetas,0.7,blanco,negro) screen.print(240,105,"Numero de Archivos: ",0.7,blanco,colorTXT[valorFonte]) screen.print(240+screen.textwidth("Numero de Archivos: "),105,iarchivos,0.7,blanco,negro) draw.fillrect(240,120,100,10,blanco) draw.gradrect(240,120,((files.totalspace()-files.freespace())/files.totalspace())*100,10,colorAlpha[valorFondo],negro,colorAlpha[valorFondo],blanco) draw.rect(240,120,((files.totalspace()-files.freespace())/files.totalspace())*100,10,negro) draw.rect(240,120,100,10,negro) screen.print(355,120,ispace.usespaceP,0.7,blanco,colorTXT[valorFonte]) screen.print(240,260,"Presiona el boton R para obtener un grafico de esta carpeta",0.6,blanco,negro,"center",480) if controls.press("circle") then break end if controls.press("r") then curDicT = files.list(memoSelect) curAux = "" table.sort(curDicT, sp) shell = false slideShellBool = false slideShell = 0 infoGraf(memoSelect) bool_fondoTrans = false in_explorer = true break end screen.flip() end
local UV = require('uv') local function set_timeout(duration, callback, ...) local args = {...} local timer = UV.new_timer() timer:start(duration, 0, function (status) timer:close() callback(unpack(args)) end) return timer end local function set_interval(period, callback, ...) local args = {...} local timer = UV.new_timer() timer:start(period, period, function (status) callback(unpack(args)) end) return timer end local function clear_timer(timer) timer:stop() timer:close() end return { new = UV.new_timer, set_timeout = set_timeout, set_interval = set_interval, clear_timer = clear_timer, }
style = {["off_color"] = "fff", ["on_color"] = "fff", ["line_color"] = "000", ["line_width"] = "2"}; result = {8,16,6,3,8,4} test = {3,4,6,8,10,16} answ = lib.math.random_shuffle(test) ind = math.random(6) for i = 1,6 do if(answ[i] == result[ind]) then index = i-1 end end w = 5 ow = 20 v = 70 mycanvas = function( ) lib.start_canvas(300, 250, "center") lib.add_triangle (2*v, v+ow, 3*v, 2*v, style, false, false) if (ind == 1) then lib.add_straight_path (v/2, ow+2*v, {{(5*v-ow)/2-w, -v}}, style, false, false) lib.add_straight_path (3*v+2*ow-w, ow+2*v, {{w-(5*v-ow)/2, -v}}, style, false, false) end if (ind == 2) then lib.add_straight_path (v/2, ow+2*v, {{(5*v-ow)/2-w, -v}}, style, false, false) lib.add_straight_path (3*v+2*ow-w, ow+2*v, {{w-(5*v-ow)/2, -v}}, style, false, false) lib.add_straight_path (2*v, ow, {{0, 2*v}}, style, false, false) end if (ind == 3) then lib.add_straight_path (v, v+2*ow, {{2*v, 0}}, style, false, false) lib.add_straight_path (2*v, ow, {{0, 2*v}}, style, false, false) end if (ind == 4) then lib.add_straight_path (2*v, ow, {{0, 2*v}}, style, false, false) end if (ind == 5) then lib.add_straight_path (v/2, ow+2*v, {{2*(v-ow)+w, v}, {2*(v-ow)+w, -v} }, style, false, false) lib.add_straight_path (2*v, ow, {{0, 3*v}}, style, false, false) end if (ind == 6) then lib.add_straight_path (v/2, ow+2*v, {{v+2*ow-w, -v+ow}}, style, false, false) lib.add_straight_path (7*v/2, ow+2*v, {{-v-2*ow+w, -v+ow}}, style, false, false) lib.add_straight_path (2*v, ow, {{0, (3*v-5*w)/2}}, style, false, false) end lib.end_canvas() end
-- Load support for intllib. local MP = minetest.get_modpath(minetest.get_current_modname()) local S = minetest.get_translator and minetest.get_translator("mobs_redo") or dofile(MP .. "/intllib.lua") -- CMI support check local use_cmi = minetest.global_exists("cmi") mobs = { mod = "redo", version = "20210418", intllib = S, invis = minetest.global_exists("invisibility") and invisibility or {} } -- localize common functions local pi = math.pi local square = math.sqrt local sin = math.sin local cos = math.cos local abs = math.abs local min = math.min local max = math.max local random = math.random local floor = math.floor local ceil = math.ceil local rad = math.rad local atann = math.atan local atan = function(x) if not x or x ~= x then --error("atan bassed NaN") return 0 else return atann(x) end end local table_copy = table.copy local table_remove = table.remove local vadd = vector.add local vdirection = vector.direction local vmultiply = vector.multiply local vsubtract = vector.subtract local settings = minetest.settings -- creative check local creative_cache = minetest.settings:get_bool("creative_mode") function mobs.is_creative(name) return creative_cache or minetest.check_player_privs(name, {creative = true}) end -- Load settings local damage_enabled = settings:get_bool("enable_damage") local mobs_spawn = settings:get_bool("mobs_spawn") ~= false local peaceful_only = settings:get_bool("only_peaceful_mobs") local disable_blood = settings:get_bool("mobs_disable_blood") local mobs_drop_items = settings:get_bool("mobs_drop_items") ~= false local mobs_griefing = settings:get_bool("mobs_griefing") ~= false local spawn_protected = settings:get_bool("mobs_spawn_protected") ~= false local remove_far = settings:get_bool("remove_far_mobs") ~= false local mob_area_spawn = settings:get_bool("mob_area_spawn") local difficulty = tonumber(settings:get("mob_difficulty")) or 1.0 local show_health = settings:get_bool("mob_show_health") ~= false local max_per_block = tonumber(settings:get("max_objects_per_block") or 99) local mob_nospawn_range = tonumber(settings:get("mob_nospawn_range") or 12) local active_limit = tonumber(settings:get("mob_active_limit") or 0) local mob_chance_multiplier = tonumber(settings:get("mob_chance_multiplier") or 1) local peaceful_player_enabled = settings:get_bool("enable_peaceful_player") local active_mobs = 0 -- Peaceful mode message so players will know there are no monsters if peaceful_only then minetest.register_on_joinplayer(function(player) minetest.chat_send_player(player:get_player_name(), S("** Peaceful Mode Active - No Monsters Will Spawn")) end) end -- calculate aoc range for mob count local aoc_range = tonumber(settings:get("active_block_range")) * 16 -- pathfinding settings local enable_pathfinding = true local stuck_timeout = 3 -- how long before stuck mod starts searching local stuck_path_timeout = 10 -- how long will mob follow path before giving up -- default nodes local node_fire = "fire:basic_flame" local node_permanent_flame = "fire:permanent_flame" local node_ice = "default:ice" local node_snowblock = "default:snowblock" local node_snow = "default:snow" mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt" local mob_class = { stepheight = 1.1, fly_in = "air", owner = "", order = "", jump_height = 4, lifetimer = 180, -- 3 minutes physical = true, collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, visual_size = {x = 1, y = 1}, texture_mods = "", makes_footstep_sound = false, view_range = 5, walk_velocity = 1, run_velocity = 2, light_damage = 0, light_damage_min = 14, light_damage_max = 15, water_damage = 0, lava_damage = 4, fire_damage = 4, air_damage = 0, suffocation = 2, fall_damage = 1, fall_speed = -10, -- must be lower than -2 (default: -10) drops = {}, armor = 100, sounds = {}, jump = true, knock_back = true, walk_chance = 50, stand_chance = 30, attack_chance = 5, passive = false, blood_amount = 5, blood_texture = "mobs_blood.png", shoot_offset = 0, floats = 1, -- floats in water by default replace_offset = 0, timer = 0, metadata3 = 0, env_damage_timer = 0, -- only used when state = "attack" tamed = false, pause_timer = 0, horny = false, hornytimer = 0, child = false, gotten = false, health = 0, reach = 3, htimer = 0, docile_by_day = false, time_of_day = 0.5, fear_height = 0, runaway_timer = 0, immune_to = {}, explosion_timer = 3, allow_fuse_reset = true, stop_to_explode = true, dogshoot_count = 0, dogshoot_count_max = 5, dogshoot_count2_max = 5, group_attack = false, attack_monsters = false, attack_animals = false, attack_players = true, attack_npcs = true, facing_fence = false, _cmi_is_mob = true } local mob_class_meta = {__index = mob_class} -- play sound function mob_class:mob_sound(sound) local pitch = 1.0 -- higher pitch for a child if self.child then pitch = pitch * 1.5 end -- a little random pitch to be different pitch = pitch + random(-10, 10) * 0.005 if sound then minetest.sound_play(sound, { object = self.object, gain = 1.0, max_hear_distance = self.sounds.distance, pitch = pitch }, true) end end -- attack player/mob function mob_class:do_attack(player) if self.state == "attack" then return end self.attack = player self.state = "attack" if random(0, 100) < 90 then self:mob_sound(self.sounds.war_cry) end end -- calculate distance local get_distance = function(a, b) if not a or not b then return 50 end -- nil check local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z return square(x * x + y * y + z * z) end -- collision function based on jordan4ibanez' open_ai mod function mob_class:collision() local pos = self.object:get_pos() local x, z = 0, 0 local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do if object:is_player() then -- or (object:get_luaentity() -- and object:get_luaentity()._cmi_is_mob == true -- and object ~= self.object) then local pos2 = object:get_pos() local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z} x = x + vec.x z = z + vec.z end end return({x, z}) end -- check if string exists in another string or table local check_for = function(look_for, look_inside) if type(look_inside) == "string" and look_inside == look_for then return true elseif type(look_inside) == "table" then for _, str in pairs(look_inside) do if str == look_for then return true end if str:find("group:") then local group = str:split(":")[2] if minetest.get_item_group(look_for, group) ~= 0 then return true end end end end return false end -- move mob in facing direction function mob_class:set_velocity(v) -- halt mob if it has been ordered to stay if self.order == "stand" then self.object:set_velocity({x = 0, y = 0, z = 0}) return end local c_x, c_y = 0, 0 -- can mob be pushed, if so calculate direction if self.pushable then c_x, c_y = unpack(self:collision()) end local yaw = (self.object:get_yaw() or 0) + (self.rotate or 0) -- nil check for velocity v = v or 0.01 -- check if standing in liquid with max viscosity of 7 local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) -- only slow mob trying to move while inside a viscous fluid that -- they aren't meant to be in (fish in water, spiders in cobweb etc) if v > 0 and visc and visc > 0 and not check_for(self.standing_in, self.fly_in) then v = v / (visc + 1) end -- set velocity local vel = self.object:get_velocity() or 0 local new_vel = { x = (sin(yaw) * -v) + c_x, y = vel.y, z = (cos(yaw) * v) + c_y} self.object:set_velocity(new_vel) end -- global version of above function function mobs:set_velocity(entity, v) mob_class.set_velocity(entity, v) end -- calculate mob velocity function mob_class:get_velocity() local v = self.object:get_velocity() if not v then return 0 end return (v.x * v.x + v.z * v.z) ^ 0.5 end -- set and return valid yaw function mob_class:set_yaw(yaw, delay) if not yaw or yaw ~= yaw then yaw = 0 end delay = delay or 0 if delay == 0 then self.object:set_yaw(yaw) return yaw end self.target_yaw = yaw self.delay = delay return self.target_yaw end -- global function to set mob yaw function mobs:yaw(entity, yaw, delay) mob_class.set_yaw(entity, yaw, delay) end -- set defined animation function mob_class:set_animation(anim, force) if not self.animation or not anim then return end self.animation.current = self.animation.current or "" -- only use different animation for attacks when using same set if force ~= true and anim ~= "punch" and anim ~= "shoot" and string.find(self.animation.current, anim) then return end local num = 0 -- check for more than one animation (max 4) for n = 1, 4 do if self.animation[anim .. n .. "_start"] and self.animation[anim .. n .. "_end"] then num = n end end -- choose random animation from set if num > 0 then num = random(0, num) anim = anim .. (num ~= 0 and num or "") end if anim == self.animation.current or not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"] then return end self.animation.current = anim self.object:set_animation({ x = self.animation[anim .. "_start"], y = self.animation[anim .. "_end"]}, self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, 0, self.animation[anim .. "_loop"] ~= false) end -- above function exported for mount.lua function mobs:set_animation(entity, anim) entity.set_animation(entity, anim) end -- check line of sight (BrunoMine) local line_of_sight = function(self, pos1, pos2, stepsize) stepsize = stepsize or 1 local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end -- New pos1 to be analyzed local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r == true then return true end -- Nodename found local nn = minetest.get_node(pos).name -- Target Distance (td) to travel local td = get_distance(pos1, pos2) -- Actual Distance (ad) traveled local ad = 0 -- It continues to advance in the line of sight in search of a real -- obstruction which counts as 'walkable' nodebox. while minetest.registered_nodes[nn] and (minetest.registered_nodes[nn].walkable == false) do -- Check if you can still move forward if td < ad + stepsize then return true -- Reached the target end -- Moves the analyzed pos local d = get_distance(pos1, pos2) npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z -- NaN checks if d == 0 or npos1.x ~= npos1.x or npos1.y ~= npos1.y or npos1.z ~= npos1.z then return false end ad = ad + stepsize -- scan again r, pos = minetest.line_of_sight(npos1, pos2, stepsize) if r == true then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end -- check line of sight (by BrunoMine, tweaked by Astrobe) local new_line_of_sight = function(self, pos1, pos2, stepsize) if not pos1 or not pos2 then return end stepsize = stepsize or 1 local stepv = vmultiply(vdirection(pos1, pos2), stepsize) local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end -- New pos1 to be analyzed local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r == true then return true end -- Nodename found local nn = minetest.get_node(pos).name -- It continues to advance in the line of sight in search of a real -- obstruction which counts as 'walkable' nodebox. while minetest.registered_nodes[nn] and (minetest.registered_nodes[nn].walkable == false) do npos1 = vadd(npos1, stepv) if get_distance(npos1, pos2) < stepsize then return true end -- scan again r, pos = minetest.line_of_sight(npos1, pos2, stepsize) if r == true then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end -- check line of sight using raycasting (thanks Astrobe) local ray_line_of_sight = function(self, pos1, pos2) local ray = minetest.raycast(pos1, pos2, true, false) local thing = ray:next() while thing do -- thing.type, thing.ref if thing.type == "node" then local name = minetest.get_node(thing.under).name if minetest.registered_items[name] and minetest.registered_items[name].walkable then return false end end thing = ray:next() end return true end function mob_class:line_of_sight(pos1, pos2, stepsize) if minetest.raycast then -- only use if minetest 5.0 is detected return ray_line_of_sight(self, pos1, pos2) end return line_of_sight(self, pos1, pos2, stepsize) end -- global function function mobs:line_of_sight(entity, pos1, pos2, stepsize) return entity:line_of_sight(pos1, pos2, stepsize) end function mob_class:attempt_flight_correction(override) if self:flight_check() and override ~= true then return true end -- We are not flying in what we are supposed to. -- See if we can find intended flight medium and return to it local pos = self.object:get_pos() ; if not pos then return true end local searchnodes = self.fly_in if type(searchnodes) == "string" then searchnodes = {self.fly_in} end local flyable_nodes = minetest.find_nodes_in_area( {x = pos.x - 1, y = pos.y - 1, z = pos.z - 1}, {x = pos.x + 1, y = pos.y + 0, z = pos.z + 1}, searchnodes) -- pos.y + 0 hopefully fixes floating swimmers if #flyable_nodes < 1 then return false end local escape_target = flyable_nodes[random(#flyable_nodes)] local escape_direction = vdirection(pos, escape_target) self.object:set_velocity( vmultiply(escape_direction, 1)) --self.run_velocity)) return true end -- are we flying in what we are suppose to? (taikedz) function mob_class:flight_check() local def = minetest.registered_nodes[self.standing_in] if not def then return false end -- are we standing inside what we should be to fly/swim ? if check_for(self.standing_in, self.fly_in) then return true end -- stops mobs getting stuck inside stairs and plantlike nodes if def.drawtype ~= "airlike" and def.drawtype ~= "liquid" and def.drawtype ~= "flowingliquid" then return true end return false end -- turn mob to face position local yaw_to_pos = function(self, target, rot) rot = rot or 0 local pos = self.object:get_pos() local vec = {x = target.x - pos.x, z = target.z - pos.z} local yaw = (atan(vec.z / vec.x) + rot + pi / 2) - self.rotate if target.x > pos.x then yaw = yaw + pi end yaw = self:set_yaw(yaw, rot) return yaw end function mobs:yaw_to_pos(self, target, rot) return yaw_to_pos(self, target, rot) end -- if stay near set then check periodically for nodes and turn towards them function mob_class:do_stay_near() if not self.stay_near then return false end local pos = self.object:get_pos() local searchnodes = self.stay_near[1] local chance = self.stay_near[2] or 10 if not pos or random(chance) > 1 then return false end if type(searchnodes) == "string" then searchnodes = {self.stay_near[1]} end local r = self.view_range local nearby_nodes = minetest.find_nodes_in_area( {x = pos.x - r, y = pos.y - 1, z = pos.z - r}, {x = pos.x + r, y = pos.y + 1, z = pos.z + r}, searchnodes) if #nearby_nodes < 1 then return false end yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)]) self:set_animation("walk") self:set_velocity(self.walk_velocity) return true end -- custom particle effects local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) radius = radius or 2 min_size = min_size or 0.5 max_size = max_size or 1 gravity = gravity or -10 glow = glow or 0 if fall == true then fall = 0 elseif fall == false then fall = radius else fall = -radius end minetest.add_particlespawner({ amount = amount, time = 0.25, minpos = pos, maxpos = pos, minvel = {x = -radius, y = fall, z = -radius}, maxvel = {x = radius, y = radius, z = radius}, minacc = {x = 0, y = gravity, z = 0}, maxacc = {x = 0, y = gravity, z = 0}, minexptime = 0.1, maxexptime = 1, minsize = min_size, maxsize = max_size, texture = texture, glow = glow }) end function mobs:effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) end -- update nametag colour function mob_class:update_tag() local col = "#00FF00" local qua = self.hp_max / 4 if self.health <= floor(qua * 3) then col = "#FFFF00" end if self.health <= floor(qua * 2) then col = "#FF6600" end if self.health <= floor(qua) then col = "#FF0000" end self.object:set_properties({ nametag = self.nametag, nametag_color = col }) end -- drop items function mob_class:item_drop() -- no drops if disabled by setting or mob is child if not mobs_drop_items or self.child then return end local pos = self.object:get_pos() -- check for drops function self.drops = type(self.drops) == "function" and self.drops(pos) or self.drops -- check for nil or no drops if not self.drops or #self.drops == 0 then return end -- was mob killed by player? local death_by_player = self.cause_of_death and self.cause_of_death.puncher and self.cause_of_death.puncher:is_player() local obj, item, num for n = 1, #self.drops do if random(self.drops[n].chance) == 1 then num = random(self.drops[n].min or 0, self.drops[n].max or 1) item = self.drops[n].name -- cook items on a hot death if self.cause_of_death.hot then local output = minetest.get_craft_result({ method = "cooking", width = 1, items = {item}}) if output and output.item and not output.item:is_empty() then item = output.item:get_name() end end -- only drop rare items (drops.min = 0) if killed by player if death_by_player then obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) elseif self.drops[n].min ~= 0 then obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) end if obj and obj:get_luaentity() then obj:set_velocity({ x = random(-10, 10) / 9, y = 6, z = random(-10, 10) / 9 }) elseif obj then obj:remove() -- item does not exist end end end self.drops = {} end -- remove mob and descrease counter local remove_mob = function(self, decrease) self.object:remove() if decrease and active_limit > 0 then active_mobs = active_mobs - 1 if active_mobs < 0 then active_mobs = 0 end end --print("-- active mobs: " .. active_mobs .. " / " .. active_limit) end -- global function for removing mobs function mobs:remove(self, decrease) remove_mob(self, decrease) end -- check if mob is dead or only hurt function mob_class:check_for_death(cmi_cause) -- We dead already if self.state == "die" then return true end -- has health actually changed? if self.health == self.old_health and self.health > 0 then return false end local damaged = self.health < self.old_health self.old_health = self.health -- still got some health? play hurt sound if self.health > 0 then -- only play hurt sound if damaged if damaged then self:mob_sound(self.sounds.damage) end -- make sure health isn't higher than max if self.health > self.hp_max then self.health = self.hp_max end -- backup nametag so we can show health stats if not self.nametag2 then self.nametag2 = self.nametag or "" end if show_health and (cmi_cause and cmi_cause.type == "punch") then self.htimer = 2 self.nametag = "♥ " .. self.health .. " / " .. self.hp_max self:update_tag() end return false end self.cause_of_death = cmi_cause -- drop items self:item_drop() self:mob_sound(self.sounds.death) local pos = self.object:get_pos() -- execute custom death function if pos and self.on_die then self:on_die(pos) if use_cmi then cmi.notify_die(self.object, cmi_cause) end remove_mob(self, true) return true end -- check for custom death function and die animation if self.animation and self.animation.die_start and self.animation.die_end then local frames = self.animation.die_end - self.animation.die_start local speed = self.animation.die_speed or 15 local length = max((frames / speed), 0) local rot = self.animation.die_rotate and 5 self.attack = nil self.following = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.passive = true self.state = "die" self.object:set_properties({ pointable = false, collide_with_objects = false, automatic_rotate = rot, static_save = false }) self:set_velocity(0) self:set_animation("die") minetest.after(length, function(self) if self.object:get_luaentity() then if use_cmi then cmi.notify_die(self.object, cmi_cause) end remove_mob(self, true) end end, self) return true elseif pos then -- otherwise remove mod and show particle effect if use_cmi then cmi.notify_die(self.object, cmi_cause) end remove_mob(self, true) effect(pos, 20, "tnt_smoke.png") end return true end -- get node but use fallback for nil or unknown local node_ok = function(pos, fallback) fallback = fallback or mobs.fallback_node local node = minetest.get_node_or_nil(pos) if node and minetest.registered_nodes[node.name] then return node end return minetest.registered_nodes[fallback] end -- Returns true is node can deal damage to self local is_node_dangerous = function(self, nodename) if self.water_damage > 0 and minetest.get_item_group(nodename, "water") ~= 0 then return true end if self.lava_damage > 0 and minetest.get_item_group(nodename, "lava") ~= 0 then return true end if self.fire_damage > 0 and minetest.get_item_group(nodename, "fire") ~= 0 then return true end if minetest.registered_nodes[nodename].damage_per_second > 0 then return true end return false end -- is mob facing a cliff function mob_class:is_at_cliff() if self.fear_height == 0 then -- 0 for no falling protection! return false end -- get yaw but if nil returned object no longer exists local yaw = self.object:get_yaw() if not yaw then return false end local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:get_pos() local ypos = pos.y + self.collisionbox[2] -- just above floor local free_fall, blocker = minetest.line_of_sight( {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}) -- check for straight drop if free_fall then return true end local bnode = node_ok(blocker) -- will we drop onto dangerous node? if is_node_dangerous(self, bnode.name) then return true end local def = minetest.registered_nodes[bnode.name] return (not def and def.walkable) end -- environmental damage (water, lava, fire, light etc.) function mob_class:do_env_damage() -- feed/tame text timer (so mob 'full' messages dont spam chat) if self.htimer > 0 then self.htimer = self.htimer - 1 end -- reset nametag after showing health stats if self.htimer < 1 and self.nametag2 then self.nametag = self.nametag2 self.nametag2 = nil self:update_tag() end local pos = self.object:get_pos() ; if not pos then return end self.time_of_day = minetest.get_timeofday() -- halt mob if standing inside ignore node if self.standing_in == "ignore" then self.object:set_velocity({x = 0, y = 0, z = 0}) return true end -- particle appears at random mob height local py = { x = pos.x, y = pos.y + random(self.collisionbox[2], self.collisionbox[5]), z = pos.z } local nodef = minetest.registered_nodes[self.standing_in] -- water if self.water_damage ~= 0 and nodef.groups.water then self.health = self.health - self.water_damage effect(py, 5, "bubble.png", nil, nil, 1, nil) if self:check_for_death({type = "environment", pos = pos, node = self.standing_in}) then return true end -- lava damage elseif self.lava_damage ~= 0 and nodef.groups.lava then self.health = self.health - self.lava_damage effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true) if self:check_for_death({type = "environment", pos = pos, node = self.standing_in, hot = true}) then return true end -- fire damage elseif self.fire_damage ~= 0 and nodef.groups.fire then self.health = self.health - self.fire_damage effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true) if self:check_for_death({type = "environment", pos = pos, node = self.standing_in, hot = true}) then return true end -- damage_per_second node check (not fire and lava) elseif nodef.damage_per_second ~= 0 and nodef.groups.lava == nil and nodef.groups.fire == nil then if self.name == "mobs:dog" or self.name == "mobs:cat" or self.name == "mobs:sheep" or self.name == "mobs:dragon" or self.name == "mobs:knight_1248" or self.name == "mobs:fox" or self.name == "mobs:tortoise" then else self.health = self.health - nodef.damage_per_second effect(py, 5, "tnt_smoke.png") if self:check_for_death({type = "environment", pos = pos, node = self.standing_in}) then return true end end end -- air damage if self.air_damage ~= 0 and self.standing_in == "air" then self.health = self.health - self.air_damage effect(py, 3, "bubble.png", 1, 1, 1, 0.2) if self:check_for_death({type = "environment", pos = pos, node = self.standing_in}) then return true end end -- is mob light sensative, or scared of the dark :P if self.light_damage ~= 0 then local light = minetest.get_node_light(pos) or 0 if light >= self.light_damage_min and light <= self.light_damage_max then self.health = self.health - self.light_damage effect(py, 5, "tnt_smoke.png") if self:check_for_death({type = "light"}) then return true end end end --- suffocation inside solid node if (self.suffocation and self.suffocation ~= 0) and (nodef.walkable == nil or nodef.walkable == true) and (nodef.collision_box == nil or nodef.collision_box.type == "regular") and (nodef.node_box == nil or nodef.node_box.type == "regular") and (nodef.groups.disable_suffocation ~= 1) then local damage if self.suffocation == true then damage = 2 else damage = (self.suffocation or 2) end self.health = self.health - damage if self:check_for_death({type = "suffocation", pos = pos, node = self.standing_in}) then return true end end return self:check_for_death({type = "unknown"}) end -- jump if facing a solid node (not fences or gates) function mob_class:do_jump() if not self.jump or self.jump_height == 0 or self.fly or self.child or self.order == "stand" then return false end self.facing_fence = false -- something stopping us while moving? if self.state ~= "stand" and self:get_velocity() > 0.5 and self.object:get_velocity().y ~= 0 then return false end local pos = self.object:get_pos() local yaw = self.object:get_yaw() -- sanity check if not yaw then return false end -- we can only jump if standing on solid node if minetest.registered_nodes[self.standing_on].walkable == false then return false end -- where is front local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) -- set y_pos to base of mob pos.y = pos.y + self.collisionbox[2] -- what is in front of mob? local nod = node_ok({ x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z }) -- what is above and in front? local nodt = node_ok({ x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z }) local blocked = minetest.registered_nodes[nodt.name].walkable --print("standing on:", self.standing_on, pos.y - 0.25) --print("in front:", nod.name, pos.y + 0.5) --print("in front above:", nodt.name, pos.y + 1.5) -- jump if standing on solid node (not snow) and not blocked above if (self.walk_chance == 0 or minetest.registered_items[nod.name].walkable) and not blocked and nod.name ~= node_snow then if not nod.name:find("fence") and not nod.name:find("gate") and not nod.name:find("wall") then local v = self.object:get_velocity() v.y = self.jump_height self:set_animation("jump") -- only when defined self.object:set_velocity(v) -- when in air move forward minetest.after(0.3, function(self, v) if self.object:get_luaentity() then self.object:set_acceleration({ x = v.x * 2, y = 0, z = v.z * 2 }) end end, self, v) if self:get_velocity() > 0 then self:mob_sound(self.sounds.jump) end return true else self.facing_fence = true end end -- if blocked against a block/wall for 5 counts then turn if not self.following and (self.facing_fence or blocked) then self.jump_count = (self.jump_count or 0) + 1 if self.jump_count > 4 then local yaw = self.object:get_yaw() or 0 local turn = random(0, 2) + 1.35 yaw = self:set_yaw(yaw + turn, 12) self.jump_count = 0 end end return false end -- blast damage to entities nearby (modified from TNT mod) local entity_physics = function(pos, radius) radius = radius * 2 local objs = minetest.get_objects_inside_radius(pos, radius) local obj_pos, dist for n = 1, #objs do obj_pos = objs[n]:get_pos() dist = get_distance(pos, obj_pos) if dist < 1 then dist = 1 end local damage = floor((4 / dist) * radius) local ent = objs[n]:get_luaentity() -- punches work on entities AND players objs[n]:punch(objs[n], 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, pos) end end -- can mob see player local is_invisible = function(self, player_name) if mobs.invis[player_name] and not self.ignore_invisibility then return true end end -- should mob follow what I'm holding ? function mob_class:follow_holding(clicker) if is_invisible(self, clicker:get_player_name()) then return false end local item = clicker:get_wielded_item() -- are we holding an item mob can follow ? if check_for(item:get_name(), self.follow) then return true end return false end -- Thanks Wuzzy for the following editable settings local HORNY_TIME = 30 local HORNY_AGAIN_TIME = 300 local CHILD_GROW_TIME = 60 * 20 -- 20 minutes -- find two animals of same type and breed if nearby and horny function mob_class:breed() -- child takes a long time before growing into adult if self.child == true then self.hornytimer = self.hornytimer + 1 if self.hornytimer > CHILD_GROW_TIME then self.child = false self.hornytimer = 0 self.object:set_properties({ textures = self.base_texture, mesh = self.base_mesh, visual_size = self.base_size, collisionbox = self.base_colbox, selectionbox = self.base_selbox }) -- custom function when child grows up if self.on_grown then self.on_grown(self) else -- jump when fully grown so as not to fall into ground -- self.object:set_velocity({ -- x = 0, -- y = self.jump_height, -- z = 0 -- }) local pos = self.object:get_pos() ; if not pos then return end local ent = self.object:get_luaentity() pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4 self.object:set_pos(pos) end end return end -- horny animal can mate for HORNY_TIME seconds, -- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds if self.horny == true and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then self.hornytimer = self.hornytimer + 1 if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then self.hornytimer = 0 self.horny = false end end -- find another same animal who is also horny and mate if nearby if self.horny == true and self.hornytimer <= HORNY_TIME then local pos = self.object:get_pos() effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) local objs = minetest.get_objects_inside_radius(pos, 3) local ent for n = 1, #objs do ent = objs[n]:get_luaentity() -- check for same animal with different colour local canmate = false if ent then if ent.name == self.name then canmate = true else local entname = ent.name:split(":") local selfname = self.name:split(":") if entname[1] == selfname[1] then entname = entname[2]:split("_") selfname = selfname[2]:split("_") if entname[1] == selfname[1] then canmate = true end end end end -- found another similar horny animal that isn't self? if ent and ent.object ~= self.object and canmate == true and ent.horny == true and ent.hornytimer <= HORNY_TIME then local pos2 = ent.object:get_pos() -- Have mobs face one another yaw_to_pos(self, pos2) yaw_to_pos(ent, self.object:get_pos()) self.hornytimer = HORNY_TIME + 1 ent.hornytimer = HORNY_TIME + 1 -- have we reached active mob limit if active_limit > 0 and active_mobs >= active_limit then minetest.chat_send_player(self.owner, S("Active Mob Limit Reached!") .. " (" .. active_mobs .. " / " .. active_limit .. ")") return end -- spawn baby minetest.after(5, function(self, ent) if not self.object:get_luaentity() then return end -- custom breed function if self.on_breed then -- when false skip going any further if self:on_breed(ent) == false then return end else effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5) end pos.y = pos.y + 0.5 -- spawn child a little higher local mob = minetest.add_entity(pos, self.name) local ent2 = mob:get_luaentity() local textures = self.base_texture -- using specific child texture (if found) if self.child_texture then textures = self.child_texture[1] end -- and resize to half height mob:set_properties({ textures = textures, visual_size = { x = self.base_size.x * .5, y = self.base_size.y * .5 }, collisionbox = { self.base_colbox[1] * .5, self.base_colbox[2] * .5, self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, self.base_colbox[6] * .5 }, selectionbox = { self.base_selbox[1] * .5, self.base_selbox[2] * .5, self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, self.base_selbox[6] * .5 }, }) -- tamed and owned by parents' owner ent2.child = true ent2.tamed = true ent2.owner = self.owner end, self, ent) break end end end end -- find and replace what mob is looking for (grass, wheat etc.) function mob_class:replace(pos) local vel = self.object:get_velocity() if not vel then return end if not mobs_griefing or not self.replace_rate or not self.replace_what or self.child == true or vel.y ~= 0 or random(self.replace_rate) > 1 then return end local what, with, y_offset if type(self.replace_what[1]) == "table" then local num = random(#self.replace_what) what = self.replace_what[num][1] or "" with = self.replace_what[num][2] or "" y_offset = self.replace_what[num][3] or 0 else what = self.replace_what with = self.replace_with or "" y_offset = self.replace_offset or 0 end pos.y = pos.y + y_offset if #minetest.find_nodes_in_area(pos, pos, what) > 0 then -- print("replace node = ".. minetest.get_node(pos).name, pos.y) if self.on_replace then local oldnode = what or "" local newnode = with -- pass actual node name when using table or groups if type(oldnode) == "table" or oldnode:find("group:") then oldnode = minetest.get_node(pos).name end if self:on_replace(pos, oldnode, newnode) == false then return end end minetest.set_node(pos, {name = with}) end end -- check if daytime and also if mob is docile during daylight hours function mob_class:day_docile() if self.docile_by_day == false then return false elseif self.docile_by_day == true and self.time_of_day > 0.2 and self.time_of_day < 0.8 then return true end end local los_switcher = false local height_switcher = false -- path finding and smart mob routine by rnd, -- line_of_sight and other edits by Elkien3 function mob_class:smart_mobs(s, p, dist, dtime) local s1 = self.path.lastpos local target_pos = p -- is it becoming stuck? if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then self.path.stuck_timer = self.path.stuck_timer + dtime else self.path.stuck_timer = 0 end self.path.lastpos = {x = s.x, y = s.y, z = s.z} local use_pathfind = false local has_lineofsight = minetest.line_of_sight( {x = s.x, y = (s.y) + .5, z = s.z}, {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2) -- im stuck, search for path if not has_lineofsight then if los_switcher == true then use_pathfind = true los_switcher = false end -- cannot see target! else if los_switcher == false then los_switcher = true use_pathfind = false minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end -- can see target! end if (self.path.stuck_timer > stuck_timeout and not self.path.following) then use_pathfind = true self.path.stuck_timer = 0 minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then use_pathfind = true self.path.stuck_timer = 0 minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end if abs(vsubtract(s,target_pos).y) > self.stepheight then if height_switcher then use_pathfind = true height_switcher = false end else if not height_switcher then use_pathfind = false height_switcher = true end end -- lets try find a path, first take care of positions -- since pathfinder is very sensitive if use_pathfind then -- round position to center of node to avoid stuck in walls -- also adjust height for player models! s.x = floor(s.x + 0.5) s.z = floor(s.z + 0.5) local ssight, sground = minetest.line_of_sight(s, { x = s.x, y = s.y - 4, z = s.z}, 1) -- determine node above ground if not ssight then s.y = sground.y + 1 end local p1 = self.attack:get_pos() p1.x = floor(p1.x + 0.5) p1.y = floor(p1.y + 0.5) p1.z = floor(p1.z + 0.5) local dropheight = 6 if self.fear_height ~= 0 then dropheight = self.fear_height end local jumpheight = 0 if self.jump and self.jump_height >= 4 then jumpheight = min(ceil(self.jump_height / 4), 4) elseif self.stepheight > 0.5 then jumpheight = 1 end self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "Dijkstra") --[[ -- show path using particles if self.path.way and #self.path.way > 0 then print("-- path length:" .. tonumber(#self.path.way)) for _,pos in pairs(self.path.way) do minetest.add_particle({ pos = pos, velocity = {x=0, y=0, z=0}, acceleration = {x=0, y=0, z=0}, expirationtime = 1, size = 4, collisiondetection = false, vertical = false, texture = "heart.png", }) end end ]] self.state = "" if self.attack then self:do_attack(self.attack) end -- no path found, try something else if not self.path.way then self.path.following = false -- lets make way by digging/building if not accessible if self.pathfinding == 2 and mobs_griefing then -- is player higher than mob? if s.y < p1.y then -- build upwards if not minetest.is_protected(s, "") then local ndef1 = minetest.registered_nodes[self.standing_in] if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then minetest.set_node(s, {name = mobs.fallback_node}) end end local sheight = ceil(self.collisionbox[5]) + 1 -- assume mob is 2 blocks high so it digs above its head s.y = s.y + sheight -- remove one block above to make room to jump if not minetest.is_protected(s, "") then local node1 = node_ok(s, "air").name local ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.set_node(s, {name = "air"}) minetest.add_item(s, ItemStack(node1)) end end s.y = s.y - sheight self.object:set_pos({x = s.x, y = s.y + 2, z = s.z}) else -- dig 2 blocks to make door toward player direction local yaw1 = self.object:get_yaw() + pi / 2 local p1 = { x = s.x + cos(yaw1), y = s.y, z = s.z + sin(yaw1) } if not minetest.is_protected(p1, "") then local node1 = node_ok(p1, "air").name local ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.add_item(p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end p1.y = p1.y + 1 node1 = node_ok(p1, "air").name ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.add_item(p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end end end end -- will try again in 2 second self.path.stuck_timer = stuck_timeout - 2 elseif s.y < p1.y and (not self.fly) then self:do_jump() --add jump to pathfinding self.path.following = true else -- yay i found path if self.attack then self:mob_sound(self.sounds.war_cry) else self:mob_sound(self.sounds.random) end self:set_velocity(self.walk_velocity) -- follow path now that it has it self.path.following = true end end end -- peaceful player privilege support local function is_peaceful_player(player) if peaceful_player_enabled then local player_name = player:get_player_name() if player_name and minetest.check_player_privs(player_name, "peaceful_player") then return true end end return false end -- general attack function for all mobs function mob_class:general_attack() -- return if already attacking, passive or docile during day if self.passive or self.state == "runaway" or self.state == "attack" or self:day_docile() then return end local s = self.object:get_pos() ; if not s then return end local objs = minetest.get_objects_inside_radius(s, self.view_range) -- remove entities we aren't interested in for n = 1, #objs do local ent = objs[n]:get_luaentity() -- are we a player? if objs[n]:is_player() then -- if player invisible or mob cannot attack then remove from list if not damage_enabled or self.attack_players == false or (self.owner and self.type ~= "monster") or is_invisible(self, objs[n]:get_player_name()) or (self.specific_attack and not check_for("player", self.specific_attack)) then objs[n] = nil --print("- pla", n) end -- or are we a mob? elseif ent and ent._cmi_is_mob then -- remove mobs not to attack if self.name == ent.name or (not self.attack_animals and ent.type == "animal") or (not self.attack_monsters and ent.type == "monster") or (not self.attack_npcs and ent.type == "npc") or (self.specific_attack and not check_for(ent.name, self.specific_attack)) then objs[n] = nil --print("- mob", n, self.name, ent.name) end -- remove all other entities else --print(" -obj", n) objs[n] = nil end end local p, sp, dist, min_player local min_dist = self.view_range + 1 -- go through remaining entities and select closest for _,player in pairs(objs) do p = player:get_pos() sp = s dist = get_distance(p, s) -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 -- choose closest player to attack that isnt self if dist ~= 0 and dist < min_dist and self:line_of_sight(sp, p, 2) == true and not is_peaceful_player(player) then min_dist = dist min_player = player end end -- attack closest player or mob if min_player and random(100) > self.attack_chance then self:do_attack(min_player) end end -- find someone to runaway from function mob_class:do_runaway_from() if not self.runaway_from then return end local s = self.object:get_pos() ; if not s then return end local p, sp, dist, pname local player, obj, min_player, name local min_dist = self.view_range + 1 local objs = minetest.get_objects_inside_radius(s, self.view_range) for n = 1, #objs do if objs[n]:is_player() then pname = objs[n]:get_player_name() if is_invisible(self, pname) or self.owner == pname then name = "" else player = objs[n] name = "player" end else obj = objs[n]:get_luaentity() if obj then player = obj.object name = obj.name or "" end end -- find specific mob to runaway from if name ~= "" and name ~= self.name and (self.runaway_from and check_for(name, self.runaway_from)) then sp = s p = player and player:get_pos() or s -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 dist = get_distance(p, s) -- choose closest player/mob to runaway from if dist < min_dist and self:line_of_sight(sp, p, 2) == true then min_dist = dist min_player = player end end end if min_player then yaw_to_pos(self, min_player:get_pos(), 3) self.state = "runaway" self.runaway_timer = 3 self.following = nil end end -- follow player if owner or holding item, if fish outta water then flop function mob_class:follow_flop() -- find player to follow if (self.follow ~= "" or self.order == "follow") and not self.following and self.state ~= "attack" and self.state ~= "runaway" then local s = self.object:get_pos() ; if not s then return end local players = minetest.get_connected_players() for n = 1, #players do if get_distance(players[n]:get_pos(), s) < self.view_range and not is_invisible(self, players[n]:get_player_name()) then self.following = players[n] break end end end if self.type == "npc" and self.order == "follow" and self.state ~= "attack" and self.owner ~= "" then -- npc stop following player if not owner if self.following and self.owner and self.owner ~= self.following:get_player_name() then self.following = nil end else -- stop following player if not holding specific item or mob is horny if self.following and self.following:is_player() and (self:follow_holding(self.following) == false or self.horny) then self.following = nil end end -- follow that thing if self.following then local s = self.object:get_pos() local p if self.following:is_player() then p = self.following:get_pos() elseif self.following.object then p = self.following.object:get_pos() end if p then local dist = get_distance(p, s) -- dont follow if out of range if dist > self.view_range then self.following = nil else yaw_to_pos(self, p) -- anyone but standing npc's can move along if dist > self.reach and self.order ~= "stand" then self:set_velocity(self.walk_velocity) if self.walk_chance ~= 0 then self:set_animation("walk") end else self:set_velocity(0) self:set_animation("stand") end return end end end -- swimmers flop when out of their element, and swim again when back in if self.fly then if not self:attempt_flight_correction() then self.state = "flop" -- do we have a custom on_flop function? if self.on_flop then if self:on_flop(self) then return end end self.object:set_velocity({x = 0, y = -5, z = 0}) self:set_animation("stand") return elseif self.state == "flop" then self.state = "stand" end end end -- dogshoot attack switch and counter function function mob_class:dogswitch(dtime) -- switch mode not activated if not self.dogshoot_switch or not dtime then return 0 end self.dogshoot_count = self.dogshoot_count + dtime if (self.dogshoot_switch == 1 and self.dogshoot_count > self.dogshoot_count_max) or (self.dogshoot_switch == 2 and self.dogshoot_count > self.dogshoot_count2_max) then self.dogshoot_count = 0 if self.dogshoot_switch == 1 then self.dogshoot_switch = 2 else self.dogshoot_switch = 1 end end return self.dogshoot_switch end -- execute current state (stand, walk, run, attacks) function mob_class:do_states(dtime) local yaw = self.object:get_yaw() ; if not yaw then return end if self.state == "stand" then if self.randomly_turn and random(4) == 1 then local lp local s = self.object:get_pos() local objs = minetest.get_objects_inside_radius(s, 3) for n = 1, #objs do if objs[n]:is_player() then lp = objs[n]:get_pos() break end end -- look at any players nearby, otherwise turn randomly if lp then yaw = yaw_to_pos(self, lp) else yaw = yaw + random(-0.5, 0.5) end yaw = self:set_yaw(yaw, 8) end self:set_velocity(0) self:set_animation("stand") -- mobs ordered to stand stay standing if self.order ~= "stand" and self.walk_chance ~= 0 and self.facing_fence ~= true and random(100) <= self.walk_chance and self.at_cliff == false then self:set_velocity(self.walk_velocity) self.state = "walk" self:set_animation("walk") end elseif self.state == "walk" then local s = self.object:get_pos() local lp -- is there something I need to avoid? if self.water_damage > 0 and self.lava_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:water", "group:igniter"}) elseif self.water_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:water"}) elseif self.lava_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:igniter"}) end if lp then -- if mob in dangerous node then look for land if not is_node_dangerous(self, self.standing_in) then lp = minetest.find_nodes_in_area_under_air( {s.x - 5, s.y - 1, s.z - 5}, {s.x + 5, s.y + 2, s.z + 5}, {"group:soil", "group:stone", "group:sand", node_ice, node_snowblock}) -- select position of random block to climb onto lp = #lp > 0 and lp[random(#lp)] -- did we find land? if lp then yaw = yaw_to_pos(self, lp) self:do_jump() self:set_velocity(self.walk_velocity) else yaw = yaw + random(-0.5, 0.5) end end yaw = self:set_yaw(yaw, 8) -- otherwise randomly turn elseif self.randomly_turn and random(100) <= 30 then yaw = yaw + random(-0.5, 0.5) yaw = self:set_yaw(yaw, 8) -- for flying/swimming mobs randomly move up and down also if self.fly_in and not self.following then self:attempt_flight_correction(true) end end -- stand for great fall in front if self.facing_fence == true or self.at_cliff or random(100) <= self.stand_chance then -- don't stand if mob flies and keep_flying set if (self.fly and not self.keep_flying) or not self.fly then self:set_velocity(0) self.state = "stand" self:set_animation("stand", true) end else self:set_velocity(self.walk_velocity) if self:flight_check() and self.animation and self.animation.fly_start and self.animation.fly_end then self:set_animation("fly") else self:set_animation("walk") end end -- runaway when punched elseif self.state == "runaway" then self.runaway_timer = self.runaway_timer + 1 -- stop after 5 seconds or when at cliff if self.runaway_timer > 5 or self.at_cliff or self.order == "stand" then self.runaway_timer = 0 self:set_velocity(0) self.state = "stand" self:set_animation("stand") else self:set_velocity(self.run_velocity) self:set_animation("walk") end -- attack routines (explode, dogfight, shoot, dogshoot) elseif self.state == "attack" then -- get mob and enemy positions and distance between local s = self.object:get_pos() local p = self.attack and self.attack:get_pos() local dist = p and get_distance(p, s) or 500 -- stop attacking if player out of range or invisible if dist > self.view_range or not self.attack or not self.attack:get_pos() or self.attack:get_hp() <= 0 or (self.attack:is_player() and is_invisible(self, self.attack:get_player_name())) then --print(" ** stop attacking **", dist, self.view_range) self.state = "stand" self:set_velocity(0) self:set_animation("stand") self.attack = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.path.way = nil return end if self.attack_type == "explode" then yaw = yaw_to_pos(self, p) local node_break_radius = self.explosion_radius or 1 local entity_damage_radius = self.explosion_damage_radius or (node_break_radius * 2) -- look a little higher to fix raycast s.y = s.y + 0.5 ; p.y = p.y + 0.5 -- start timer when in reach and line of sight if not self.v_start and dist <= self.reach and self:line_of_sight(s, p, 2) then self.v_start = true self.timer = 0 self.blinktimer = 0 self:mob_sound(self.sounds.fuse) --print("=== explosion timer started", self.explosion_timer) -- stop timer if out of reach or direct line of sight elseif self.allow_fuse_reset and self.v_start and (dist > self.reach or not self:line_of_sight(s, p, 2)) then --print("=== explosion timer stopped") self.v_start = false self.timer = 0 self.blinktimer = 0 self.blinkstatus = false self.object:set_texture_mod("") end -- walk right up to player unless the timer is active if self.v_start and (self.stop_to_explode or dist < 1.5) then self:set_velocity(0) else self:set_velocity(self.run_velocity) end if self.animation and self.animation.run_start then self:set_animation("run") else self:set_animation("walk") end if self.v_start then self.timer = self.timer + dtime self.blinktimer = (self.blinktimer or 0) + dtime if self.blinktimer > 0.2 then self.blinktimer = 0 if self.blinkstatus then self.object:set_texture_mod(self.texture_mods) else self.object:set_texture_mod(self.texture_mods .. "^[brighten") end self.blinkstatus = not self.blinkstatus end --print("=== explosion timer", self.timer) if self.timer > self.explosion_timer then local pos = self.object:get_pos() -- dont damage anything if area protected or next to water if minetest.find_node_near(pos, 1, {"group:water"}) or minetest.is_protected(pos, "") then node_break_radius = 1 end remove_mob(self, true) if minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then tnt.boom(pos, { radius = node_break_radius, damage_radius = entity_damage_radius, sound = self.sounds.explode }) else minetest.sound_play(self.sounds.explode, { pos = pos, gain = 1.0, max_hear_distance = self.sounds.distance or 32 }) entity_physics(pos, entity_damage_radius) effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0) end return true end end elseif self.attack_type == "dogfight" or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then if self.fly and dist > self.reach then local p1 = s local me_y = floor(p1.y) local p2 = p local p_y = floor(p2.y + 1) local v = self.object:get_velocity() if self:flight_check() then if me_y < p_y then self.object:set_velocity({ x = v.x, y = 1 * self.walk_velocity, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -1 * self.walk_velocity, z = v.z }) end else if me_y < p_y then self.object:set_velocity({ x = v.x, y = 0.01, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -0.01, z = v.z }) end end end -- rnd: new movement direction if self.path.following and self.path.way and self.attack_type ~= "dogshoot" then -- no paths longer than 50 if #self.path.way > 50 or dist < self.reach then self.path.following = false return end local p1 = self.path.way[1] if not p1 then self.path.following = false return end if abs(p1.x - s.x) + abs(p1.z - s.z) < 0.6 then -- reached waypoint, remove it from queue table_remove(self.path.way, 1) end -- set new temporary target p = {x = p1.x, y = p1.y, z = p1.z} end yaw = yaw_to_pos(self, p) -- move towards enemy if beyond mob reach if dist > self.reach then -- path finding by rnd if self.pathfinding -- only if mob has pathfinding enabled and enable_pathfinding then self:smart_mobs(s, p, dist, dtime) end if self.at_cliff then self:set_velocity(0) self:set_animation("stand") else if self.path.stuck then self:set_velocity(self.walk_velocity) else self:set_velocity(self.run_velocity) end if self.animation and self.animation.run_start then self:set_animation("run") else self:set_animation("walk") end end else -- rnd: if inside reach range self.path.stuck = false self.path.stuck_timer = 0 self.path.following = false -- not stuck anymore self:set_velocity(0) if self.timer > 1 then -- no custom attack or custom attack returns true to continue if not self.custom_attack or self:custom_attack(self, p) == true then self.timer = 0 self:set_animation("punch") local p2 = p local s2 = s p2.y = p2.y + .5 s2.y = s2.y + .5 if self:line_of_sight(p2, s2) == true then -- play attack sound self:mob_sound(self.sounds.attack) -- punch player (or what player is attached to) local attached = self.attack:get_attach() if attached then self.attack = attached end self.attack:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = self.damage} }, nil) end end end end elseif self.attack_type == "shoot" or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1) or (self.attack_type == "dogshoot" and dist > self.reach and self:dogswitch() == 0) then p.y = p.y - .5 s.y = s.y + .5 local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z} yaw = yaw_to_pos(self, p) self:set_velocity(0) if self.shoot_interval and self.timer > self.shoot_interval and random(100) <= 60 then self.timer = 0 self:set_animation("shoot") -- play shoot attack sound self:mob_sound(self.sounds.shoot_attack) local p = self.object:get_pos() p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 if minetest.registered_entities[self.arrow] then local obj = minetest.add_entity(p, self.arrow) local ent = obj:get_luaentity() local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 local v = ent.velocity or 1 -- or set to default ent.switch = 1 ent.owner_id = tostring(self.object) -- add unique owner id to arrow -- offset makes shoot aim accurate vec.y = vec.y + self.shoot_offset vec.x = vec.x * (v / amount) vec.y = vec.y * (v / amount) vec.z = vec.z * (v / amount) obj:set_velocity(vec) end end end end end -- falling and fall damage function mob_class:falling(pos) if self.fly or self.disable_falling then return end -- floating in water (or falling) local v = self.object:get_velocity() -- sanity check if not v then return end local fall_speed = self.fall_speed -- in water then use liquid viscosity for float/sink speed if self.floats == 1 and self.standing_in and minetest.registered_nodes[self.standing_in].groups.liquid then local visc = min( minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + 1 self.object:set_velocity({x = v.x, y = 0.6, z = v.z}) fall_speed = -1.2 / visc else -- fall damage onto solid ground if self.fall_damage == 1 and self.object:get_velocity().y == 0 then local d = (self.old_y or 0) - self.object:get_pos().y if d > 5 then self.health = self.health - floor(d - 5) effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil) if self:check_for_death({type = "fall"}) then return true end end self.old_y = self.object:get_pos().y end end -- fall at set speed self.object:set_acceleration({ x = 0, y = fall_speed, z = 0 }) end -- is Took Ranks mod active? local tr = minetest.get_modpath("toolranks") -- deal damage and effects when mob punched function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) --mob health check if self.health <= 0 then return true end -- custom punch function if self.do_punch and self:do_punch(hitter, tflp, tool_capabilities, dir) == false then return true end -- error checking when mod profiling is enabled if not tool_capabilities then minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") return true end -- is mob protected if self.protected then -- did player hit mob and if so is it in protected area if hitter:is_player() then local player_name = hitter:get_player_name() if player_name ~= self.owner and minetest.is_protected(self.object:get_pos(), player_name) then minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!")) return true end -- if protection is on level 2 then dont let arrows harm mobs elseif self.protected == 2 then local ent = hitter and hitter:get_luaentity() if ent and ent._is_arrow then return true -- arrow entity elseif not ent then return true -- non entity end end end local weapon = hitter:get_wielded_item() local weapon_def = weapon:get_definition() or {} local punch_interval = 1.4 -- calculate mob damage local damage = 0 local armor = self.object:get_armor_groups() or {} local tmp -- quick error check incase it ends up 0 (serialize.h check test) if tflp == 0 then tflp = 0.2 end if use_cmi then damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir) else for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do tmp = tflp / (tool_capabilities.full_punch_interval or 1.4) if tmp < 0 then tmp = 0.0 elseif tmp > 1 then tmp = 1.0 end damage = damage + (tool_capabilities.damage_groups[group] or 0) * tmp * ((armor[group] or 0) / 100.0) end end -- check for tool immunity or special damage for n = 1, #self.immune_to do if self.immune_to[n][1] == weapon_def.name then damage = self.immune_to[n][2] or 0 break -- if "all" then no tools deal damage unless it's specified in list elseif self.immune_to[n][1] == "all" then damage = self.immune_to[n][2] or 0 end end --print("Mob Damage is", damage) -- healing if damage <= -1 then self.health = self.health - floor(damage) return true end if use_cmi and cmi.notify_punch( self.object, hitter, tflp, tool_capabilities, dir, damage) then return true end -- add weapon wear --punch_interval = tool_capabilities.full_punch_interval or 1.4 -- toolrank support local wear = floor((punch_interval / 75) * 9000) if mobs.is_creative(hitter:get_player_name()) then if tr then wear = 1 else wear = 0 end end if tr then if weapon_def.original_description then toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}) end else weapon:add_wear(wear) end --hitter:set_wielded_item(weapon) -- only play hit sound and show blood effects if damage is 1 or over if damage >= 1 then -- weapon sounds if weapon_def.sounds then local s = random(0, #weapon_def.sounds) minetest.sound_play(weapon_def.sounds[s], { object = self.object, max_hear_distance = 8 }, true) else minetest.sound_play("default_punch", { object = self.object, max_hear_distance = 5 }, true) end -- blood_particles if not disable_blood and self.blood_amount > 0 then local pos = self.object:get_pos() local blood = self.blood_texture local amount = self.blood_amount pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 -- lots of damage = more blood :) if damage > 10 then amount = self.blood_amount * 2 end -- do we have a single blood texture or multiple? if type(self.blood_texture) == "table" then blood = self.blood_texture[random(#self.blood_texture)] end effect(pos, amount, blood, 1, 2, 1.75, nil, nil, true) end -- do damage if self.name == "mobs:dog" or self.name == "mobs:cat" or self.name == "mobs:sheep" or self.name == "mobs:dragon" or self.name == "mobs:knight_1248" or self.name == "mobs:fox" or self.name == "mobs:tortoise" then else self.health = self.health - floor(damage) end -- exit here if dead, check for tools with fire damage local hot = tool_capabilities and tool_capabilities.damage_groups and tool_capabilities.damage_groups.fire if self:check_for_death({type = "punch", puncher = hitter, hot = hot}) then return true end --[[ add healthy afterglow when hit (causes lag with large textures) minetest.after(0.1, function() if not self.object:get_luaentity() then return end self.object:set_texture_mod("^[colorize:#c9900070") minetest.after(0.3, function() if not self.object:get_luaentity() then return end self.object:set_texture_mod(self.texture_mods) end) end) ]] end -- END if damage -- knock back effect (only on full punch) if self.knock_back and tflp >= punch_interval then local v = self.object:get_velocity() -- sanity check if not v then return true end local kb = damage or 1 local up = 2 -- if already in air then dont go up anymore when hit if v.y > 0 or self.fly then up = 0 end -- direction error check dir = dir or {x = 0, y = 0, z = 0} -- use tool knockback value or default kb = tool_capabilities.damage_groups["knockback"] or kb self.object:set_velocity({ x = dir.x * kb, y = up, z = dir.z * kb }) self.pause_timer = 0.25 end -- if skittish then run away if self.runaway == true and self.order ~= "stand" then local lp = hitter:get_pos() local yaw = yaw_to_pos(self, lp, 3) self.state = "runaway" self.runaway_timer = 0 self.following = nil end local name = hitter:get_player_name() or "" -- attack puncher and call other mobs for help if self.passive == false and self.state ~= "flop" and self.child == false and self.attack_players == true and hitter:get_player_name() ~= self.owner and not is_invisible(self, name) and self.object ~= hitter then -- attack whoever punched mob self.state = "" self:do_attack(hitter) -- alert others to the attack local objs = minetest.get_objects_inside_radius( hitter:get_pos(), self.view_range) local obj for n = 1, #objs do obj = objs[n]:get_luaentity() if obj and obj._cmi_is_mob then -- only alert members of same mob and assigned helper if obj.group_attack == true and obj.state ~= "attack" and obj.owner ~= name and (obj.name == self.name or obj.name == self.group_helper) then obj:do_attack(hitter) end -- have owned mobs attack player threat if obj.owner == name and obj.owner_loyal then obj:do_attack(self.object) end end end end end -- get entity staticdata function mob_class:mob_staticdata() -- this handles mob count for mobs activated, unloaded, reloaded if active_limit > 0 and self.active_toggle then active_mobs = active_mobs + self.active_toggle self.active_toggle = -self.active_toggle --print("-- staticdata", active_mobs, active_limit, self.active_toggle) end -- remove mob when out of range unless tamed if remove_far and self.remove_ok and self.type ~= "npc" and self.state ~= "attack" and not self.tamed and self.lifetimer < 20000 then --print("REMOVED " .. self.name) remove_mob(self, true) return minetest.serialize({remove_ok = true, static_save = true}) end self.remove_ok = true self.attack = nil self.following = nil self.state = "stand" -- used to rotate older mobs if self.drawtype and self.drawtype == "side" then self.rotate = rad(90) end if use_cmi then self.serialized_cmi_components = cmi.serialize_components( self._cmi_components) end local tmp, t = {} for _,stat in pairs(self) do t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" and _ ~= "object" and _ ~= "_cmi_components" then tmp[_] = self[_] end end --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') return minetest.serialize(tmp) end -- activate mob and reload settings function mob_class:mob_activate(staticdata, def, dtime) -- if dtime == 0 then entity has just been created -- anything higher means it is respawning (thanks SorceryKid) if dtime == 0 and active_limit > 0 then self.active_toggle = 1 end -- remove mob if not tamed and mob total reached if active_limit > 0 and active_mobs >= active_limit and not self.tamed then remove_mob(self) --print("-- mob limit reached, removing " .. self.name) return end -- remove monsters in peaceful mode if self.type == "monster" and peaceful_only then remove_mob(self, true) return end -- load entity variables local tmp = minetest.deserialize(staticdata) if tmp then local t for _,stat in pairs(tmp) do t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" then self[_] = stat end end end -- force current model into mob self.mesh = def.mesh self.base_mesh = def.mesh self.collisionbox = def.collisionbox self.selectionbox = def.selectionbox -- select random texture, set model and size if not self.base_texture then -- compatiblity with old simple mobs textures if def.textures and type(def.textures[1]) == "string" then def.textures = {def.textures} end self.base_texture = def.textures and def.textures[random(#def.textures)] self.base_mesh = def.mesh self.base_size = self.visual_size self.base_colbox = self.collisionbox self.base_selbox = self.selectionbox end -- for current mobs that dont have this set if not self.base_selbox then self.base_selbox = self.selectionbox or self.base_colbox end -- set texture, model and size local textures = self.base_texture local mesh = self.base_mesh local vis_size = self.base_size local colbox = self.base_colbox local selbox = self.base_selbox -- specific texture if gotten if self.gotten == true and def.gotten_texture then textures = def.gotten_texture end -- specific mesh if gotten if self.gotten == true and def.gotten_mesh then mesh = def.gotten_mesh end -- set child objects to half size if self.child == true then vis_size = {x = self.base_size.x * .5, y = self.base_size.y * .5} if def.child_texture then textures = def.child_texture[1] end colbox = { self.base_colbox[1] * .5, self.base_colbox[2] * .5, self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, self.base_colbox[6] * .5} selbox = { self.base_selbox[1] * .5, self.base_selbox[2] * .5, self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, self.base_selbox[6] * .5} end if self.health == 0 then self.health = random(self.hp_min, self.hp_max) end -- pathfinding init self.path = {} self.path.way = {} -- path to follow, table of positions self.path.lastpos = {x = 0, y = 0, z = 0} self.path.stuck = false self.path.following = false -- currently following path? self.path.stuck_timer = 0 -- if stuck for too long search for path -- Armor groups (immortal = 1 for custom damage handling) local armor if type(self.armor) == "table" then armor = table_copy(self.armor) armor.immortal = 1 else armor = {immortal = 1, fleshy = self.armor} --armor = {fleshy = self.armor} end self.object:set_armor_groups(armor) -- mob defaults self.old_y = self.object:get_pos().y self.old_health = self.health self.sounds.distance = self.sounds.distance or 10 self.textures = textures self.mesh = mesh self.collisionbox = colbox self.selectionbox = selbox self.visual_size = vis_size self.standing_in = "air" self.standing_on = "air" -- check existing nametag if not self.nametag then self.nametag = def.nametag end -- set anything changed above self.object:set_properties(self) first_activate(self) self:set_yaw((random(0, 360) - 180) / 180 * pi, 6) self:update_tag() self:set_animation("stand") -- apply any texture mods self.object:set_texture_mod(self.texture_mods) -- set 5.x flag to remove monsters when map area unloaded if remove_far and self.type == "monster" then self.static_save = false end -- run on_spawn function if found if self.on_spawn and not self.on_spawn_run then if self.on_spawn(self) then self.on_spawn_run = true -- if true, set flag to run once only end end -- run after_activate if def.after_activate then def.after_activate(self, staticdata, def, dtime) end if use_cmi then self._cmi_components = cmi.activate_components( self.serialized_cmi_components) cmi.notify_activate(self.object, dtime) end end -- handle mob lifetimer and expiration function mob_class:mob_expire(pos, dtime) -- when lifetimer expires remove mob (except npc and tamed) if self.type ~= "npc" and not self.tamed and self.state ~= "attack" and remove_far ~= true and self.lifetimer < 20000 then self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 then -- only despawn away from player local objs = minetest.get_objects_inside_radius(pos, 15) for n = 1, #objs do if objs[n]:is_player() then self.lifetimer = 20 return end end -- minetest.log("action", -- S("lifetimer expired, removed @1", self.name)) effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0) remove_mob(self, true) return end end end -- main mob function function mob_class:on_step(dtime, moveresult) first_step(self,dtime) --[[ moveresult contains this for physical mobs { touching_ground = boolean, collides = boolean, standing_on_object = boolean, collisions = { { type = string, -- "node" or "object", axis = string, -- "x", "y" or "z" node_pos = vector, -- if type is "node" object = ObjectRef, -- if type is "object" old_velocity = vector, new_velocity = vector, }} }]] if self.state == "die" then return end ---------------- if use_cmi then cmi.notify_step(self.object, dtime) end local pos = self.object:get_pos() local yaw = self.object:get_yaw() -- early warning check, if no yaw then no entity, skip rest of function if not yaw then return end -- get node at foot level every quarter second self.node_timer = (self.node_timer or 0) + dtime if self.node_timer > 0.25 then self.node_timer = 0 local y_level = self.collisionbox[2] if self.child then y_level = self.collisionbox[2] * 0.5 end -- what is mob standing in? self.standing_in = node_ok({ x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name self.standing_on = node_ok({ x = pos.x, y = pos.y + y_level - 0.25, z = pos.z}, "air").name --print("standing in " .. self.standing_in) -- if standing inside solid block then jump to escape if minetest.registered_nodes[self.standing_in].walkable and minetest.registered_nodes[self.standing_in].drawtype == "normal" then self.object:set_velocity({ x = 0, y = self.jump_height, z = 0 }) end -- check and stop if standing at cliff and fear of heights self.at_cliff = self:is_at_cliff() if self.at_cliff then self:set_velocity(0) end -- has mob expired (0.25 instead of dtime since were in a timer) self:mob_expire(pos, 0.25) end -- check if falling, flying, floating and return if player died if self:falling(pos) then return end -- smooth rotation by ThomasMonroe314 if self.delay and self.delay > 0 then if self.delay == 1 then yaw = self.target_yaw else local dif = abs(yaw - self.target_yaw) if yaw > self.target_yaw then if dif > pi then dif = 2 * pi - dif -- need to add yaw = yaw + dif / self.delay else yaw = yaw - dif / self.delay -- need to subtract end elseif yaw < self.target_yaw then if dif > pi then dif = 2 * pi - dif yaw = yaw - dif / self.delay -- need to subtract else yaw = yaw + dif / self.delay -- need to add end end if yaw > (pi * 2) then yaw = yaw - (pi * 2) end if yaw < 0 then yaw = yaw + (pi * 2) end end self.delay = self.delay - 1 self.object:set_yaw(yaw) end -- knockback timer if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime return end -- run custom function (defined in mob lua file) if self.do_custom then -- when false skip going any further if self:do_custom(dtime) == false then return end end -- attack timer self.timer = self.timer + dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end -- never go over 100 if self.timer > 100 then self.timer = 1 end -- mob plays random sound at times if random(100) == 1 then self:mob_sound(self.sounds.random) end -- environmental damage timer (every 1 second) self.env_damage_timer = self.env_damage_timer + dtime if (self.state == "attack" and self.env_damage_timer > 1) or self.state ~= "attack" then self.env_damage_timer = 0 -- check for environmental damage (water, fire, lava etc.) if self:do_env_damage() then return end -- node replace check (cow eats grass etc.) self:replace(pos) end self:general_attack() self:breed() self:follow_flop() if self:do_states(dtime) then return end self:do_jump() self:do_runaway_from(self) self:do_stay_near() end -- default function when mobs are blown up with TNT function mob_class:on_blast(damage) --print("-- blast damage", damage) self.object:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) -- return no damage, no knockback, no item drops, mob api handles all return false, false, {} end mobs.spawning_mobs = {} -- register mob entity function mobs:register_mob(name, def) mobs.spawning_mobs[name] = {} minetest.register_entity(name, setmetatable({ stepheight = def.stepheight, name = name, type = def.type, attack_type = def.attack_type, fly = def.fly, fly_in = def.fly_in, keep_flying = def.keep_flying, owner = def.owner, order = def.order, on_die = def.on_die, on_flop = def.on_flop, do_custom = def.do_custom, jump_height = def.jump_height, drawtype = def.drawtype, -- DEPRECATED, use rotate instead rotate = rad(def.rotate or 0), -- 0=front 90=side 180=back 270=side2 glow = def.glow, lifetimer = def.lifetimer, hp_min = max(1, (def.hp_min or 5) * difficulty), hp_max = max(1, (def.hp_max or 10) * difficulty), collisionbox = def.collisionbox, selectionbox = def.selectionbox or def.collisionbox, visual = def.visual, visual_size = def.visual_size, mesh = def.mesh, makes_footstep_sound = def.makes_footstep_sound, view_range = def.view_range, walk_velocity = def.walk_velocity, run_velocity = def.run_velocity, damage = max(0, (def.damage or 0) * difficulty), light_damage = def.light_damage, light_damage_min = def.light_damage_min, light_damage_max = def.light_damage_max, water_damage = def.water_damage, lava_damage = def.lava_damage, fire_damage = def.fire_damage, air_damage = def.air_damage, suffocation = def.suffocation, fall_damage = def.fall_damage, fall_speed = def.fall_speed, drops = def.drops, armor = def.armor, on_rightclick = def.on_rightclick, arrow = def.arrow, shoot_interval = def.shoot_interval, sounds = def.sounds, animation = def.animation, follow = def.follow, jump = def.jump, walk_chance = def.walk_chance, stand_chance = def.stand_chance, attack_chance = def.attack_chance, passive = def.passive, knock_back = def.knock_back, blood_amount = def.blood_amount, blood_texture = def.blood_texture, shoot_offset = def.shoot_offset, floats = def.floats, replace_rate = def.replace_rate, replace_what = def.replace_what, replace_with = def.replace_with, replace_offset = def.replace_offset, on_replace = def.on_replace, reach = def.reach, texture_list = def.textures, texture_mods = def.texture_mods or "", child_texture = def.child_texture, docile_by_day = def.docile_by_day, fear_height = def.fear_height, runaway = def.runaway, pathfinding = def.pathfinding, immune_to = def.immune_to, explosion_radius = def.explosion_radius, explosion_damage_radius = def.explosion_damage_radius, explosion_timer = def.explosion_timer, allow_fuse_reset = def.allow_fuse_reset, stop_to_explode = def.stop_to_explode, custom_attack = def.custom_attack, double_melee_attack = def.double_melee_attack, dogshoot_switch = def.dogshoot_switch, dogshoot_count_max = def.dogshoot_count_max, dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max, group_attack = def.group_attack, group_helper = def.group_helper, attack_monsters = def.attacks_monsters or def.attack_monsters, attack_animals = def.attack_animals, attack_players = def.attack_players, attack_npcs = def.attack_npcs, specific_attack = def.specific_attack, runaway_from = def.runaway_from, owner_loyal = def.owner_loyal, pushable = def.pushable, stay_near = def.stay_near, randomly_turn = def.randomly_turn ~= false, ignore_invisibility = def.ignore_invisibility, metadata = def.metadata, metadata2 = def.metadata2, on_spawn = def.on_spawn, on_blast = def.on_blast, -- class redifinition do_punch = def.do_punch, on_breed = def.on_breed, on_grown = def.on_grown, on_rightclick = function(self, clicker) update(self, clicker) end, on_receive_fields = function(self, fields, sender) receive_fields(self, fields, sender) end, on_activate = function(self, staticdata, dtime) return self:mob_activate(staticdata, def, dtime) end, get_staticdata = function(self) return self:mob_staticdata(self) end, }, mob_class_meta)) end -- END mobs:register_mob function -- count how many mobs of one type are inside an area -- will also return true for second value if player is inside area local count_mobs = function(pos, type) local total = 0 local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2) local ent local players for n = 1, #objs do if not objs[n]:is_player() then ent = objs[n]:get_luaentity() -- count mob type and add to total also if ent and ent.name and ent.name == type then total = total + 1 end else players = true end end return total, players end -- do we have enough space to spawn mob? (thanks wuzzy) local can_spawn = function(pos, name) local ent = minetest.registered_entities[name] local width_x = max(1, ceil(ent.collisionbox[4] - ent.collisionbox[1])) local min_x, max_x if width_x % 2 == 0 then max_x = floor(width_x / 2) min_x = -(max_x - 1) else max_x = floor(width_x / 2) min_x = -max_x end local width_z = max(1, ceil(ent.collisionbox[6] - ent.collisionbox[3])) local min_z, max_z if width_z % 2 == 0 then max_z = floor(width_z / 2) min_z = -(max_z - 1) else max_z = floor(width_z / 2) min_z = -max_z end local max_y = max(0, ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1) local pos2 for y = 0, max_y do for x = min_x, max_x do for z = min_z, max_z do pos2 = {x = pos.x + x, y = pos.y + y, z = pos.z + z} if minetest.registered_nodes[node_ok(pos2).name].walkable == true then return nil end end end end -- tweak X/Z spawn pos if width_x % 2 == 0 then pos.x = pos.x + 0.5 end if width_z % 2 == 0 then pos.z = pos.z + 0.5 end return pos end function mobs:can_spawn(pos, name) return can_spawn(pos, name) end -- global functions function mobs:add_mob(pos, def) -- is mob actually registered? if not mobs.spawning_mobs[def.name] or not minetest.registered_entities[def.name] then --print("--- mob doesn't exist", def.name) return end -- are we over active mob limit if active_limit > 0 and active_mobs >= active_limit then --print("--- active mob limit reached", active_mobs, active_limit) return end -- get total number of this mob in area local num_mob, is_pla = count_mobs(pos, def.name) if not is_pla then --print("--- no players within active area, will not spawn " .. def.name) return end local aoc = mobs.spawning_mobs[def.name] and mobs.spawning_mobs[def.name].aoc or 1 if def.ignore_count ~= true and num_mob >= aoc then --print("--- too many " .. def.name .. " in area", num_mob .. "/" .. aoc) return end local mob = minetest.add_entity(pos, def.name) --print("[mobs] Spawned " .. def.name .. " at " .. minetest.pos_to_string(pos)) local ent = mob:get_luaentity() if not ent then --print("[mobs] entity not found " .. def.name) return false end if def.child then local textures = ent.base_texture -- using specific child texture (if found) if ent.child_texture then textures = ent.child_texture[1] end -- and resize to half height mob:set_properties({ textures = textures, visual_size = { x = ent.base_size.x * .5, y = ent.base_size.y * .5 }, collisionbox = { ent.base_colbox[1] * .5, ent.base_colbox[2] * .5, ent.base_colbox[3] * .5, ent.base_colbox[4] * .5, ent.base_colbox[5] * .5, ent.base_colbox[6] * .5 }, selectionbox = { ent.base_selbox[1] * .5, ent.base_selbox[2] * .5, ent.base_selbox[3] * .5, ent.base_selbox[4] * .5, ent.base_selbox[5] * .5, ent.base_selbox[6] * .5 }, }) ent.child = true end if def.owner then ent.tamed = true ent.owner = def.owner end if def.nametag then -- limit name entered to 64 characters long if def.nametag:len() > 64 then def.nametag = def.nametag:sub(1, 64) end ent.nametag = def.nametag ent:update_tag() end return ent end function mobs:spawn_abm_check(pos, node, name) -- global function to add additional spawn checks -- return true to stop spawning mob end function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn, map_load) -- Do mobs spawn at all? if not mobs_spawn or not mobs.spawning_mobs[name] then --print ("--- spawning not registered for " .. name) return end -- chance/spawn number override in minetest.conf for registered mob local numbers = settings:get(name) if numbers then numbers = numbers:split(",") chance = tonumber(numbers[1]) or chance aoc = tonumber(numbers[2]) or aoc if chance == 0 then minetest.log("warning", string.format("[mobs] %s has spawning disabled", name)) return end minetest.log("action", string.format( "[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc)) end mobs.spawning_mobs[name].aoc = aoc local spawn_action = function(pos, node, active_object_count, active_object_count_wider) -- use instead of abm's chance setting when using lbm if map_load and random(max(1, (chance * mob_chance_multiplier))) > 1 then return end -- use instead of abm's neighbor setting when using lbm if map_load and not minetest.find_node_near(pos, 1, neighbors) then --print("--- lbm neighbors not found") return end -- is mob actually registered? if not mobs.spawning_mobs[name] or not minetest.registered_entities[name] then --print("--- mob doesn't exist", name) return end -- are we over active mob limit if active_limit > 0 and active_mobs >= active_limit then --print("--- active mob limit reached", active_mobs, active_limit) return end -- additional custom checks for spawning mob if mobs:spawn_abm_check(pos, node, name) == true then return end -- do not spawn if too many entities in area if active_object_count_wider and active_object_count_wider >= max_per_block then --print("--- too many entities in area", active_object_count_wider) return end -- get total number of this mob in area local num_mob, is_pla = count_mobs(pos, name) if not is_pla then --print("--- no players within active area, will not spawn " .. name) return end if num_mob >= aoc then --print("--- too many " .. name .. " in area", num_mob .. "/" .. aoc) return end -- if toggle set to nil then ignore day/night check if day_toggle ~= nil then local tod = (minetest.get_timeofday() or 0) * 24000 if tod > 4500 and tod < 19500 then -- daylight, but mob wants night if day_toggle == false then --print("--- mob needs night", name) return end else -- night time but mob wants day if day_toggle == true then --print("--- mob needs day", name) return end end end -- spawn above node pos.y = pos.y + 1 -- are we spawning within height limits? if pos.y > max_height or pos.y < min_height then --print("--- height limits not met", name, pos.y) return end -- are light levels ok? local light = minetest.get_node_light(pos) if not light or light > max_light or light < min_light then --print("--- light limits not met", name, light) return end -- mobs cannot spawn in protected areas when enabled if not spawn_protected and minetest.is_protected(pos, "") then --print("--- inside protected area", name) return end -- only spawn a set distance away from player local objs = minetest.get_objects_inside_radius(pos, mob_nospawn_range) for n = 1, #objs do if objs[n]:is_player() then --print("--- player too close", name) return end end local ent = minetest.registered_entities[name] -- should we check mob area for obstructions ? if mob_area_spawn ~= true then -- do we have enough height clearance to spawn mob? local height = max(0, ent.collisionbox[5] - ent.collisionbox[2]) for n = 0, floor(height) do local pos2 = {x = pos.x, y = pos.y + n, z = pos.z} if minetest.registered_nodes[node_ok(pos2).name].walkable == true then --print ("--- inside block", name, node_ok(pos2).name) return end end else -- returns position if we have enough space to spawn mob pos = can_spawn(pos, name) end if pos then -- adjust for mob collision box pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4 local mob = minetest.add_entity(pos, name) -- print("[mobs] Spawned " .. name .. " at " -- .. minetest.pos_to_string(pos) .. " on " -- .. node.name .. " near " .. neighbors[1]) if on_spawn then on_spawn(mob:get_luaentity(), pos) end else --print("--- not enough space to spawn", name) end end -- are we registering an abm or lbm? if map_load == true then minetest.register_lbm({ name = name .. "_spawning", label = name .. " spawning", nodenames = nodes, run_at_every_load = false, action = function(pos, node) spawn_action(pos, node) end }) else minetest.register_abm({ label = name .. " spawning", nodenames = nodes, neighbors = neighbors, interval = interval, chance = max(1, (chance * mob_chance_multiplier)), catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) spawn_action(pos, node, active_object_count, active_object_count_wider) end }) end end -- compatibility with older mob registration function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30, chance, active_object_count, -31000, max_height, day_toggle) end -- MarkBu's spawn function (USE this one please) function mobs:spawn(def) mobs:spawn_specific( def.name, def.nodes or {"group:soil", "group:stone"}, def.neighbors or {"air"}, def.min_light or 0, def.max_light or 15, def.interval or 30, def.chance or 5000, def.active_object_count or 1, def.min_height or -31000, def.max_height or 31000, def.day_toggle, def.on_spawn, def.on_map_load) end -- register arrow for shoot attack function mobs:register_arrow(name, def) if not name or not def then return end -- errorcheck minetest.register_entity(name, { physical = false, visual = def.visual, visual_size = def.visual_size, textures = def.textures, velocity = def.velocity, hit_player = def.hit_player, hit_node = def.hit_node, hit_mob = def.hit_mob, hit_object = def.hit_object, drop = def.drop or false, -- drops arrow as registered item when true collisionbox = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1}, timer = 0, lifetime = def.lifetime or 4.5, switch = 0, owner_id = def.owner_id, rotate = def.rotate, automatic_face_movement_dir = def.rotate and (def.rotate - (pi / 180)) or false, on_activate = def.on_activate, on_punch = def.on_punch or function( self, hitter, tflp, tool_capabilities, dir) end, on_step = def.on_step or function(self, dtime) self.timer = self.timer + dtime local pos = self.object:get_pos() if self.switch == 0 or self.timer > self.lifetime then self.object:remove() ; -- print("removed arrow") return end -- does arrow have a tail (fireball) if def.tail and def.tail == 1 and def.tail_texture then minetest.add_particle({ pos = pos, velocity = {x = 0, y = 0, z = 0}, acceleration = {x = 0, y = 0, z = 0}, expirationtime = def.expire or 0.25, collisiondetection = false, texture = def.tail_texture, size = def.tail_size or 5, glow = def.glow or 0 }) end if self.hit_node then local node = node_ok(pos).name if minetest.registered_nodes[node].walkable then self:hit_node(pos, node) if self.drop == true then pos.y = pos.y + 1 self.lastpos = (self.lastpos or pos) minetest.add_item(self.lastpos, self.object:get_luaentity().name) end self.object:remove() ; -- print("hit node") return end end if self.hit_player or self.hit_mob or self.hit_object then for _,player in pairs( minetest.get_objects_inside_radius(pos, 1.0)) do if self.hit_player and player:is_player() then self:hit_player(player) self.object:remove() ; -- print("hit player") return end local entity = player:get_luaentity() if entity and self.hit_mob and entity._cmi_is_mob == true and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then self:hit_mob(player) self.object:remove() ; --print("hit mob") return end if entity and self.hit_object and (not entity._cmi_is_mob) and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then self:hit_object(player) self.object:remove() ; -- print("hit object") return end end end self.lastpos = pos end }) end -- compatibility function function mobs:explosion(pos, radius) mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius) end -- no damage to nodes explosion function mobs:safe_boom(self, pos, radius) minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", { pos = pos, gain = 1.0, max_hear_distance = self.sounds and self.sounds.distance or 32 }, true) entity_physics(pos, radius) effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0) end -- make explosion with protection and tnt mod check function mobs:boom(self, pos, radius) if mobs_griefing and minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then tnt.boom(pos, { radius = radius, damage_radius = radius, sound = self.sounds and self.sounds.explode, explode_center = true, }) else mobs:safe_boom(self, pos, radius) end end -- Register spawn eggs -- Note: This also introduces the “spawn_egg” group: -- * spawn_egg=1: Spawn egg (generic mob, no metadata) -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata) function mobs:register_egg(mob, desc, background, addegg, no_creative) local grp = {spawn_egg = 1} -- do NOT add this egg to creative inventory (e.g. dungeon master) if no_creative == true then grp.not_in_creative_inventory = 1 end local invimg = background if addegg == 1 then invimg = "mobs_chicken_egg.png^(" .. invimg .. "^[mask:mobs_chicken_egg_overlay.png)" end -- register new spawn egg containing mob information minetest.register_craftitem(mob .. "_set", { description = S("@1 (Tamed)", desc), inventory_image = invimg, groups = {spawn_egg = 2, not_in_creative_inventory = 1}, stack_max = 1, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above -- does existing on_rightclick function exist? local under = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes[under.name] if def and def.on_rightclick then return def.on_rightclick( pointed_thing.under, under, placer, itemstack) end if pos and not minetest.is_protected(pos, placer:get_player_name()) then if not minetest.registered_entities[mob] then return end pos.y = pos.y + 1 local data = itemstack:get_metadata() local smob = minetest.add_entity(pos, mob, data) local ent = smob and smob:get_luaentity() if not ent then return end -- sanity check -- set owner if not a monster if ent.type ~= "monster" then ent.owner = placer:get_player_name() ent.tamed = true end -- since mob is unique we remove egg once spawned itemstack:take_item() end return itemstack end, }) -- register old stackable mob egg minetest.register_craftitem(mob, { description = desc, inventory_image = invimg, groups = grp, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above -- does existing on_rightclick function exist? local under = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes[under.name] if def and def.on_rightclick then return def.on_rightclick( pointed_thing.under, under, placer, itemstack) end if pos and not minetest.is_protected(pos, placer:get_player_name()) then if not minetest.registered_entities[mob] then return end -- have we reached active mob limit if active_limit > 0 and active_mobs >= active_limit then minetest.chat_send_player(placer:get_player_name(), S("Active Mob Limit Reached!") .. " (" .. active_mobs .. " / " .. active_limit .. ")") return end pos.y = pos.y + 1 local smob = minetest.add_entity(pos, mob) local ent = smob and smob:get_luaentity() if not ent then return end -- sanity check -- don't set owner if monster or sneak pressed if ent.type ~= "monster" and not placer:get_player_control().sneak then ent.owner = placer:get_player_name() ent.tamed = true end -- if not in creative then take item if not mobs.is_creative(placer:get_player_name()) then itemstack:take_item() end end return itemstack end, }) end -- force capture a mob if space available in inventory, or drop as spawn egg function mobs:force_capture(self, clicker) -- add special mob egg with all mob information local new_stack = ItemStack(self.name .. "_set") local tmp, t = {} for _,stat in pairs(self) do t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" then tmp[_] = self[_] end end local data_str = minetest.serialize(tmp) new_stack:set_metadata(data_str) local inv = clicker:get_inventory() if inv:room_for_item("main", new_stack) then inv:add_item("main", new_stack) else minetest.add_item(clicker:get_pos(), new_stack) end self:mob_sound("default_place_node_hard") remove_mob(self, true) end -- capture critter (thanks to blert2112 for idea) function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) if self.child or not clicker:is_player() or not clicker:get_inventory() then return false end -- get name of clicked mob local mobname = self.name -- if not nil change what will be added to inventory if replacewith then mobname = replacewith end local name = clicker:get_player_name() local tool = clicker:get_wielded_item() -- are we using hand, net or lasso to pick up mob? if tool:get_name() ~= "" and tool:get_name() ~= "mobs:net" and tool:get_name() ~= "mobs:lasso" then return false end -- is mob tamed? if self.tamed == false and force_take == false then minetest.chat_send_player(name, S("Not tamed!")) return false end -- cannot pick up if not owner (unless player has protection_bypass priv) if not minetest.check_player_privs(name, "protection_bypass") and self.owner ~= name and force_take == false then minetest.chat_send_player(name, S("@1 is owner!", self.owner)) return false end if clicker:get_inventory():room_for_item("main", mobname) then -- was mob clicked with hand, net, or lasso? local chance = 0 if tool:get_name() == "" then chance = chance_hand elseif tool:get_name() == "mobs:net" then chance = chance_net tool:add_wear(4000) -- 17 uses clicker:set_wielded_item(tool) elseif tool:get_name() == "mobs:lasso" then chance = chance_lasso tool:add_wear(650) -- 100 uses clicker:set_wielded_item(tool) end -- calculate chance.. add to inventory if successful? if chance and chance > 0 and random(100) <= chance then -- default mob egg local new_stack = ItemStack(mobname) -- add special mob egg with all mob information -- unless 'replacewith' contains new item to use if not replacewith then new_stack = ItemStack(mobname .. "_set") local tmp, t = {} for _,stat in pairs(self) do t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" then tmp[_] = self[_] end end local data_str = minetest.serialize(tmp) new_stack:set_metadata(data_str) end local inv = clicker:get_inventory() if inv:room_for_item("main", new_stack) then inv:add_item("main", new_stack) else minetest.add_item(clicker:get_pos(), new_stack) end self:mob_sound("default_place_node_hard") remove_mob(self, true) return new_stack -- when chance above fails or set to 0, miss! elseif chance and chance ~= 0 then minetest.chat_send_player(name, S("Missed!")) self:mob_sound("mobs_swing") return false -- when chance is nil always return a miss (used for npc walk/follow) elseif not chance then return false end end return true end -- protect tamed mob with rune item function mobs:protect(self, clicker) local name = clicker:get_player_name() local tool = clicker:get_wielded_item() local tool_name = tool:get_name() if tool_name ~= "mobs:protector" and tool_name ~= "mobs:protector2" then return false end if not self.tamed then minetest.chat_send_player(name, S("Not tamed!")) return true end if (self.protected and tool_name == "mobs:protector") or (self.protected == 2 and tool_name == "mobs:protector2") then minetest.chat_send_player(name, S("Already protected!")) return true end if not mobs.is_creative(clicker:get_player_name()) then tool:take_item() -- take 1 protection rune clicker:set_wielded_item(tool) end -- set protection level if tool_name == "mobs:protector" then self.protected = true else self.protected = 2 ; self.fire_damage = 0 end local pos = self.object:get_pos() pos.y = pos.y + self.collisionbox[2] + 0.5 effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15) self:mob_sound("mobs_spell") return true end local mob_obj = {} local mob_sta = {} -- feeding, taming and breeding (thanks blert2112) function mobs:feed_tame(self, clicker, feed_count, breed, tame) -- can eat/tame with item in hand if self.follow and self:follow_holding(clicker) then -- if not in creative then take item if not mobs.is_creative(clicker:get_player_name()) then local item = clicker:get_wielded_item() item:take_item() clicker:set_wielded_item(item) end -- increase health self.health = self.health + 4 if self.health >= self.hp_max then self.health = self.hp_max if self.htimer < 1 then minetest.chat_send_player(clicker:get_player_name(), S("@1 at full health (@2)", self.name:split(":")[2], tostring(self.health))) self.htimer = 5 end end self.object:set_hp(self.health) self:update_tag() -- make children grow quicker if self.child == true then -- self.hornytimer = self.hornytimer + 20 -- deduct 10% of the time to adulthood self.hornytimer = self.hornytimer + ( (CHILD_GROW_TIME - self.hornytimer) * 0.1) --print ("====", self.hornytimer) return true end -- feed and tame self.food = (self.food or 0) + 1 if self.food >= feed_count then self.food = 0 if breed and self.hornytimer == 0 then self.horny = true end if tame then if self.tamed == false then minetest.chat_send_player(clicker:get_player_name(), S("@1 has been tamed!", self.name:split(":")[2])) end self.tamed = true if not self.owner or self.owner == "" then self.owner = clicker:get_player_name() end end -- make sound when fed so many times self:mob_sound(self.sounds.random) end return true end local item = clicker:get_wielded_item() local name = clicker:get_player_name() -- if mob has been tamed you can name it with a nametag if item:get_name() == "mobs:nametag" and (name == self.owner or minetest.check_player_privs(name, "protection_bypass")) then -- store mob and nametag stack in external variables mob_obj[name] = self mob_sta[name] = item local tag = self.nametag or "" local esc = minetest.formspec_escape minetest.show_formspec(name, "mobs_nametag", "size[8,4]" .. "field[0.5,1;7.5,0;name;" .. esc(S("Enter name:")) .. ";" .. tag .. "]" .. "button_exit[2.5,3.5;3,1;mob_rename;" .. esc(S("Rename")) .. "]") return true end return false end -- inspired by blockmen's nametag mod minetest.register_on_player_receive_fields(function(player, formname, fields) -- right-clicked with nametag and name entered? if formname == "mobs_nametag" and fields.name and fields.name ~= "" then local name = player:get_player_name() if not mob_obj[name] or not mob_obj[name].object then return end -- make sure nametag is being used to name mob local item = player:get_wielded_item() if item:get_name() ~= "mobs:nametag" then return end -- limit name entered to 64 characters long if fields.name:len() > 64 then fields.name = fields.name:sub(1, 64) end -- update nametag mob_obj[name].nametag = fields.name mob_obj[name]:update_tag() -- if not in creative then take item if not mobs.is_creative(name) then mob_sta[name]:take_item() player:set_wielded_item(mob_sta[name]) end -- reset external variables mob_obj[name] = nil mob_sta[name] = nil end end) -- compatibility function for old entities to new modpack entities function mobs:alias_mob(old_name, new_name) -- check old_name entity doesnt already exist if minetest.registered_entities[old_name] then return end -- spawn egg minetest.register_alias(old_name, new_name) -- entity minetest.register_entity(":" .. old_name, { physical = false, on_activate = function(self, staticdata) if minetest.registered_entities[new_name] then minetest.add_entity(self.object:get_pos(), new_name, staticdata) end remove_mob(self) end, get_staticdata = function(self) return self end }) end
local u = require("null-ls.utils") local methods = require("null-ls.methods") local config = require("null-ls.config").get() local M = {} M.handler = function(method, original_params, handler) local params = u.make_params(original_params, methods.map[method]) if method == methods.lsp.COMPLETION then require("null-ls.generators").run_registered({ filetype = params.ft, method = methods.map[method], params = params, callback = function(results) u.debug_log("received completion results from generators") u.debug_log(results) if #results == 0 then handler({}) else local items = {} local isIncomplete = false for _, result in ipairs(results) do isIncomplete = isIncomplete or result.isIncomplete if config.debug then vim.validate({ items = { result.items, "table" }, isIncomplete = { result.isIncomplete, "boolean" }, }) vim.validate({ item = { result.items[1], "table" }, }) end vim.list_extend(items, result.items) end handler({ isIncomplete = isIncomplete, items = items }) end end, }) original_params._null_ls_handled = true end end return M
for line in io.lines(arg[1]) do local a = {} for i in line:gmatch("%d+") do a[#a + 1] = i end for i = 1, #a/2 do if i > 1 then io.write " " end io.write(a[i] * a[#a/2 + i]) end print() end
SWEP.Sounds = { base_draw = { {time = 0/30, sound = "INS2SHARED_DRAW"}, }, base_firelast = { {time = 0/60, sound = "DOIC96_BOLTRELEASE"}, }, iron_firelast = { {time = 0/60, sound = "DOIC96_BOLTRELEASE"}, }, base_reload = { {time = 19/31.8, sound = "DOIC96_MAGRELEASE"}, {time = 25/31.8, sound = "DOIC96_MAGOUT"}, {time = 32/31.8, sound = "DOIC96_FETCHMAG"}, {time = 64/31.8, sound = "DOIC96_MAGFIDDLE"}, {time = 71/31.8, sound = "DOIC96_MAGIN"}, {time = 89/31.8, sound = "DOIC96_RATTLE"}, }, base_reloadempty = { {time = 19/31.8, sound = "DOIC96_MAGRELEASE"}, {time = 25/31.8, sound = "DOIC96_MAGOUT"}, {time = 32/31.8, sound = "DOIC96_FETCHMAG"}, {time = 64/31.8, sound = "DOIC96_MAGFIDDLE"}, {time = 71/31.8, sound = "DOIC96_MAGIN"}, {time = 106/31.8, sound = "DOIC96_BOLTRELEASE"}, {time = 124/31.8, sound = "DOIC96_RATTLE"}, }, base_reload_ext = { {time = 19/31.8, sound = "DOIC96_MAGRELEASE"}, {time = 25/31.8, sound = "DOIC96_MAGOUT"}, {time = 32/31.8, sound = "DOIC96_FETCHMAG"}, {time = 64/31.8, sound = "DOIC96_MAGFIDDLE"}, {time = 71/31.8, sound = "DOIC96_MAGIN"}, {time = 89/31.8, sound = "DOIC96_RATTLE"}, }, base_reloadempty_ext = { {time = 19/31.8, sound = "DOIC96_MAGRELEASE"}, {time = 25/31.8, sound = "DOIC96_MAGOUT"}, {time = 32/31.8, sound = "DOIC96_FETCHMAG"}, {time = 64/31.8, sound = "DOIC96_MAGFIDDLE"}, {time = 71/31.8, sound = "DOIC96_MAGIN"}, {time = 106/31.8, sound = "DOIC96_BOLTRELEASE"}, {time = 124/31.8, sound = "DOIC96_RATTLE"}, }, iron_dryfire = { {time = 0/30, sound = "DOIC96_EMPTY"}, }, }
gpay.c.db = gpay.c.db or {} gpay.c.db.host = "" gpay.c.db.login = "" gpay.c.db.password = "" gpay.c.db.database = "" gpay.c.token = "ASD654f6544fFFF121101" -- ТОКЕН СЕРВЕРА И PHP!!!!! gpay.c.oplata_ru_id = "" -- ID ТОВАРА gpay.c.await = 3 -- Задержка перед запросом gpay.c.debug = false -- Дебаг мод gpay.c.db.serverid = "" -- Id сервера gpay.c.rights = { ["STEAM_0:0:9"] = true -- STEAMID СВОЙ }
local panel = {} panel.Name = "search" function panel:Init() self:BaseInit({ DontResize = { Width = true, Height = true }, Declare = { VideoID = "", URL = "" } }) self:SetPaintBackgroundEnabled(false) //will hold the buttons and stuff self.Navbar = vgui.Create("DPanel", self) self.Navbar:SetTall(32) self:SetDockPadding(self.Navbar) self.Navbar:Dock(TOP) self.Navbar.Paint = function(w,h ) end self.Browser = vgui.Create("DHTML", self ) self.Browser:SetSize(self:GetWidth() - 25, self:GetHeight() - 70) self.Browser:DockPadding(5,5,5,5) self.Browser:Dock(FILL) self.Browser:SetAllowLua(true) self.Browser:AddFunction("console", "seturl", function(str) self.Submit:SetDisabled(true) if (!string.find(str, "https://")) then if (!string.find(str, "http://")) then return end str = string.Replace(str, "http://", "https://") end self.URL = str self.TextEntry:SetValue(self.URL) str = LydsPlayer.ParseYoutubeURL(str) if (str != nil ) then self.Submit:SetDisabled(false) return end end) self.Browser.OnChangeTitle = function(this) this:QueueJavascript("console.seturl(document.location.href)") end self.TextEntry = vgui.Create("DTextEntry", self.Navbar) self.TextEntry:Dock(LEFT) self.TextEntry:SetWide(( self:GetWidth() * 0.70 ) - 12) self.TextEntry:SetDisabled(true) self.Submit = vgui.Create("DButton", self.Navbar) self.Submit:Dock(RIGHT) self.Submit:SetIcon("icon16/arrow_up.png") self.Submit:SetWide(( self:GetWidth() * 0.30 ) - 12) self.Submit:SetText("Submit") self.Submit:SetDisabled(true) self.Submit.DoClick = function(this) local str = LydsPlayer.ParseYoutubeURL(self.URL) if (str == nil) then self.Submit:SetDisabled(true) LydsPlayer.CreateWarningBox("Invalid","Invalid Youtube URL", 2) return end RunConsoleCommand("media_play", LydsPlayer.MediaType.YOUTUBE, str) self.Submit:SetDisabled(true) self.Browser:OpenURL("https://youtube.com") LydsPlayer.HidePanel("SearchPanel") //hide the search panel end self.Browser:OpenURL("https://youtube.com") end vgui.Register("LydsPlayer.SearchBrowserContainer", panel, "LydsPlayer.BasePanel")
return { id = "material_pastelgreen", type = "material", name = "Pastel Green", description = "A nice green color for your eg!", rarity = 4, hidden = false, metadata = { color = Color3.fromRGB(115, 255, 99), material = Enum.Material.SmoothPlastic, } }
---@param params nil|any[] ---@return Array function Array(params) ---@class Array local this = { ---@private __NAME__ = "Array", ---@private __PROPERTIES__ = { keys = {}, values = {}, } } if (type(params) == "table") then if (instanceof(params, "Array")) then params.forEach(function(k, v) table.insert(this.__PROPERTIES__.keys, k) this.__PROPERTIES__.values[k] = v end) elseif (#params > 0) then for k, v in ipairs(params) do table.insert(this.__PROPERTIES__.keys, k) this.__PROPERTIES__.values[k] = v end end end --- 返回数组中元素的数目 ---@return number integer this.count = function() return #this.__PROPERTIES__.keys end --- 返回数组中key索引的顺序;没有该key则返回-1 this.index = function(key) local idx = -1 for ki, k in ipairs(this.__PROPERTIES__.keys) do if (k == key) then idx = ki break end end return idx end --- 强行设置数组元素 this.set = function(key, value) if (this.__PROPERTIES__.values[key] == nil) then table.insert(this.__PROPERTIES__.keys, key) end this.__PROPERTIES__.values[key] = value end --- 根据key获取数组value this.get = function(key) return this.__PROPERTIES__.values[key] end --- 返回数组中所有的键名 this.keys = function() return this.__PROPERTIES__.keys end --- 返回数组中所有的值 this.values = function() local values = {} for _, key in ipairs(this.__PROPERTIES__.keys) do table.insert(values, this.__PROPERTIES__.values[key]) end return values end --- 检查指定的键名是否存在于数组中 this.keyExists = function(key) return key ~= nil and table.includes(this.keys(), key) end --- 检查指定的值是否存在于数组中 this.valueExists = function(value) return value ~= nil and table.includes(this.values(), value) end --- 遍历 ---@alias noteArrayEach fun(key: "key", value: "value"):void ---@param action noteArrayEach | "function(key,value) end" this.forEach = function(action) if (type(action) == "function") then local keys = table.clone(this.__PROPERTIES__.keys) for _, key in ipairs(keys) do if (this.__PROPERTIES__.values[key] ~= nil) then if (false == action(key, this.__PROPERTIES__.values[key])) then break end end end keys = nil end end --- 反向遍历 ---@param action noteArrayEach | "function(key,value) end" this.backEach = function(action) if (type(action) == "function") then local keys = {} for i = #this.__PROPERTIES__.keys, 1, -1 do table.insert(keys, this.__PROPERTIES__.keys[i]) end for _, key in ipairs(keys) do if (this.__PROPERTIES__.values[key] ~= nil) then if (false == action(key, this.__PROPERTIES__.values[key])) then break end end end keys = nil end end --- 将一个元素插入数组的末尾(入栈) this.push = function(value, key) key = key or ("Ar:" .. (htime.inc or 0) .. string.random(5)) if (this.__PROPERTIES__.values[key] == nil) then table.insert(this.__PROPERTIES__.keys, key) end this.__PROPERTIES__.values[key] = value end --- 删除数组的最后一个元素(出栈) this.pop = function() local value local last = this.count() if (last > 0) then local key = this.__PROPERTIES__.keys[last] value = this.__PROPERTIES__.values[key] this.__PROPERTIES__.values[key] = nil table.remove(this.__PROPERTIES__.keys, last) end return value end --- 删除数组中首个元素,并返回被删除元素的值 this.shift = function() local value if (this.__PROPERTIES__.keys[1]) then local key = this.__PROPERTIES__.keys[1] value = this.__PROPERTIES__.values[key] this.__PROPERTIES__.values[key] = nil table.remove(this.__PROPERTIES__.keys, 1) end return value end --- 在数组开头插入一个元素 this.unshift = function(value, key) local count = this.count() if (count <= 0) then this.push(value, key) else for i, k in ipairs(this.__PROPERTIES__.keys) do this.__PROPERTIES__.keys[i + 1] = k end key = key or ("Ar:" .. (htime.inc or 0) .. string.random(5)) this.__PROPERTIES__.keys[1] = key this.__PROPERTIES__.values[key] = value end end --- 从数组中移除key索引的元素,并用新元素value取代它;没有value可替换则为删除 this.splice = function(key, value) if (key == nil or not this.keyExists(key)) then return end if (value ~= nil) then this.__PROPERTIES__.values[key] = value else this.__PROPERTIES__.values[key] = nil table.remove(this.__PROPERTIES__.keys, this.index(key)) end return this.__PROPERTIES__.values end --- 克隆一个副本 ---@return Array this.clone = function() local copy = Array() this.forEach(function(key, value) if (instanceof(value, "Array")) then copy.push(value.clone(), key) else copy.push(value, key) end end) return copy end --- 合并另一个array ---@param arr Array this.merge = function(arr) if (instanceof(arr, "Array")) then arr.forEach(function(key, value) if (instanceof(value, "Array")) then if (type(key) == "number") then this.push(this.clone(value)) else this.push(this.clone(value), key) end else if (type(key) == "number") then this.push(value) else if (this.keyExists(key)) then this.__PROPERTIES__.values[key] = value else this.push(value, key) end end end end) end return this end --- 键排序 ---@param ---@return Array this.sort = function() local ks = table.clone(this.__PROPERTIES__.keys) table.sort(ks) local kArr = Array() for _, k in ipairs(ks) do kArr.set(k, this.__PROPERTIES__.values[k]) end return kArr end return this end
-- NO TOUCHY, IF SOMETHING IS WRONG CONTACT KANERSPS! -- -- NO TOUCHY, IF SOMETHING IS WRONG CONTACT KANERSPS! -- -- NO TOUCHY, IF SOMETHING IS WRONG CONTACT KANERSPS! -- -- NO TOUCHY, IF SOMETHING IS WRONG CONTACT KANERSPS! -- -- Server Users = {} commands = {} settings = {} settings.defaultSettings = { ['banReason'] = "You are currently banned. Please go to: insertsite.com/bans", ['pvpEnabled'] = true, ['permissionDenied'] = false, ['debugInformation'] = false, ['startingCash'] = 5000, ['enableRankDecorators'] = false, ['moneyIcon'] = "$" } settings.sessionSettings = {} require "resources/essentialmode/lib/MySQL" AddEventHandler('playerConnecting', function(name, setCallback) local identifiers = GetPlayerIdentifiers(source) for i = 1, #identifiers do local identifier = identifiers[i] debugMsg('Checking user ban: ' .. identifier .. " (" .. name .. ")") local status, err = pcall(isIdentifierBanned(identifier)) if(err) then MySQL:open("127.0.0.1", "gta5_gamemode_essential", "root", "space031") end local banned = isIdentifierBanned(identifier) if(banned)then if(type(settings.defaultSettings.banreason) == "string")then setCallback(settings.defaultSettings.banreason) elseif(type(settings.defaultSettings.banreason) == "function")then setCallback(settings.defaultSettings.banreason(identifier, name)) else setCallback("Default ban reason error") end CancelEvent() end end end) AddEventHandler('playerDropped', function(reason) if(Users[source])then TriggerEvent("es:playerDropped", Users[source]) MySQL:executeQuery("UPDATE users SET `money`='@value' WHERE identifier = '@identifier'", {['@value'] = Users[source].money, ['@identifier'] = Users[source].identifier}) Users[source] = nil end end) local justJoined = {} RegisterServerEvent('es:firstJoinProper') AddEventHandler('es:firstJoinProper', function() local identifiers = GetPlayerIdentifiers(source) for i = 1, #identifiers do if(Users[source] == nil)then debugMsg("Essential | Loading user: " .. GetPlayerName(source)) local identifier = identifiers[i] registerUser(identifier, source) TriggerEvent('es:initialized', source) justJoined[source] = true if(settings.defaultSettings.pvpEnabled)then TriggerClientEvent("es:enablePvp", source) end end end end) AddEventHandler('es:setSessionSetting', function(k, v) settings.sessionSettings[k] = v end) AddEventHandler('es:getSessionSetting', function(k, cb) cb(settings.sessionSettings[k]) end) RegisterServerEvent('playerSpawn') AddEventHandler('playerSpawn', function() if(justJoined[source])then TriggerEvent("es:firstSpawn", source) justJoined[source] = nil end end) AddEventHandler("es:setDefaultSettings", function(tbl) for k,v in pairs(tbl) do if(settings.defaultSettings[k] ~= nil)then settings.defaultSettings[k] = v end end debugMsg("Default settings edited.") end) AddEventHandler('chatMessage', function(source, n, message) if(startswith(message, "/"))then local command_args = stringsplit(message, " ") command_args[1] = string.gsub(command_args[1], "/", "") local command = commands[command_args[1]] if(command)then CancelEvent() if(command.perm > 0)then if(Users[source].permission_level >= command.perm or Users[source].group:canTarget(command.group))then command.cmd(source, command_args, Users[source]) TriggerEvent("es:adminCommandRan", source, command_args, Users[source]) else command.callbackfailed(source, command_args, Users[source]) TriggerEvent("es:adminCommandFailed", source, command_args, Users[source]) if(type(settings.defaultSettings.permissionDenied) == "string" and not WasEventCanceled())then TriggerClientEvent('chatMessage', source, "", {0,0,0}, defaultSettings.permissionDenied) end debugMsg("Non admin (" .. GetPlayerName(source) .. ") attempted to run admin command: " .. command_args[1]) end else command.cmd(source, command_args, Users[source]) TriggerEvent("es:userCommandRan", source, command_args, Users[source]) end TriggerEvent("es:commandRan", source, command_args, Users[source]) else TriggerEvent('es:invalidCommandHandler', source, command_args, Users[source]) if WasEventCanceled() then CancelEvent() end end else TriggerEvent('es:chatMessage', source, message, Users[source]) end end) AddEventHandler('es:addCommand', function(command, callback) commands[command] = {} commands[command].perm = 0 commands[command].group = "user" commands[command].cmd = callback debugMsg("Command added: " .. command) end) AddEventHandler('es:addAdminCommand', function(command, perm, callback, callbackfailed) commands[command] = {} commands[command].perm = perm commands[command].group = "superadmin" commands[command].cmd = callback commands[command].callbackfailed = callbackfailed debugMsg("Admin command added: " .. command .. ", requires permission level: " .. perm) end) AddEventHandler('es:addGroupCommand', function(command, group, callback, callbackfailed) commands[command] = {} commands[command].perm = math.maxinteger commands[command].group = group commands[command].cmd = callback commands[command].callbackfailed = callbackfailed debugMsg("Group command added: " .. command .. ", requires group: " .. group) end) RegisterServerEvent('es:updatePositions') AddEventHandler('es:updatePositions', function(x, y, z) if(Users[source])then Users[source]:setCoords(x, y, z) end end) -- Info command commands['info'] = {} commands['info'].perm = 0 commands['info'].cmd = function(source, args, user) TriggerClientEvent('chatMessage', source, 'SYSTEM', {255, 0, 0}, "^2[^3EssentialMode^2]^0 Version: ^22.1.0") TriggerClientEvent('chatMessage', source, 'SYSTEM', {255, 0, 0}, "^2[^3EssentialMode^2]^0 Commands loaded: ^2" .. (returnIndexesInTable(commands) - 1)) end
--------------------------------------------------------------------------------------------------- -- Issue: https://github.com/SmartDeviceLink/sdl_core/issues/3556 --------------------------------------------------------------------------------------------------- -- Description: Check that SDL sends response to SDL.GetListOfPermission with appId and function group -- in case the 'default' section contains groups with user_consent_prompt. -- -- Preconditions: -- 1. Clean environment -- 2. PT contains "Location_1" group with user_consent_prompt in default section -- 3. SDL, HMI, Mobile session are started -- 4. App is registered -- 5. App is activated -- Steps: -- 1. HMI sends GetListOfPermissions request -- SDL does: -- - sends GetListOfPermissions response with allowedFunctions { name = "Location" } --------------------------------------------------------------------------------------------------- --[[ Required Shared libraries ]] local runner = require('user_modules/script_runner') local common = require("user_modules/sequences/actions") local utils = require("user_modules/utils") local json = require('modules/json') --[[ Test Configuration ]] runner.testSettings.restrictions.sdlBuildOptions = {{ extendedPolicy = { "EXTERNAL_PROPRIETARY" }}} runner.testSettings.isSelfIncluded = false --[[ Local Functions ]] local function updatePreloadedPT() local pt = common.sdl.getPreloadedPT() pt.policy_table.functional_groupings["DataConsent-2"].rpcs = utils.json.null pt.policy_table.app_policies.default.groups = { "Base-4", "Location-1" } common.sdl.setPreloadedPT(pt) end local function getListOfPermissions() local rid = common.getHMIConnection():SendRequest("SDL.GetListOfPermissions", { appID = common.getHMIAppId() }) local resultGetListOfPermissions = { code = 0, method = "SDL.GetListOfPermissions", allowedFunctions = {{ id = 156072572, name = "Location" }}, externalConsentStatus = json.EMPTY_ARRAY } common.getHMIConnection():ExpectResponse(rid, { result = resultGetListOfPermissions }) :ValidIf(function(_,data) if data.result.externalConsentStatus ~= resultGetListOfPermissions.externalConsentStatus then return false, "externalConsentStatus contains unexpected parameters\n" end return true end) end --[[ Scenario ]] runner.Title("Preconditions") runner.Step("Clean environment", common.preconditions) runner.Step("Update Preloaded PT", updatePreloadedPT) runner.Step("Start SDL, HMI, connect regular mobile, start Session", common.start) runner.Step("Register App", common.registerApp) runner.Step("Activate App", common.activateApp) runner.Title("Test") runner.Step("Send GetListOfPermissions", getListOfPermissions) runner.Title("Postconditions") runner.Step("Stop SDL, restore SDL settings and PPT", common.postconditions)
local lfdbL = require "lfdb_lib" local ffi = require "ffi" lfdbL.setup_ffi(ffi) local C = ffi.C local fdb = ffi.load("fdb_c") local pthread = ffi.load("pthread") local unique_id = tostring( {} ):sub(8) local chunk = [[ local unique_id = tostring( {} ):sub(8) local lfdbL = require "lfdb_lib" local ffi = require "ffi" lfdbL.setup_ffi(ffi) local fdb = ffi.load("fdb_c") print(string.format("{%s} Spawned thread: {%s}", unique_id, unique_id)) local function fdb_network_thread() return lfdbL.run_network(ffi, fdb) end cb_fdb_network_thread = tonumber(ffi.cast('intptr_t', ffi.cast('void *(*)(void *)', fdb_network_thread))) ]] local function spawn_thread() local pid = ffi.new("pthread_t[1]") local L = assert(C.luaL_newstate()) C.luaL_openlibs(L) local res = C.luaL_loadstring(L, chunk) assert(res == 0) --res = C.lua_pcall(L, 0, 1, 0) res = C.lua_pcall(L, 0, 0, 0) if res ~= 0 then print(string.format("thread error[%s]: %s", unique_id, ffi.string(C.lua_tolstring(L, -1, nil)))) end assert(res == 0) C.lua_getfield(L, C.LUA_GLOBALSINDEX, "cb_fdb_network_thread") local fun = C.lua_tointeger(L, -1) print(string.format("THREAD FUN IS: %s", fun)) C.lua_settop(L, -2) print(string.format("{%s} THREAD CREATING", unique_id)) res = pthread.pthread_create(pid, nil, ffi.cast('void *(*)(void *)', fun), nil) print(string.format("{%s} THREAD CREATED", unique_id)) assert(res == 0) return pid, L end lfdbL.select_api_version(ffi, fdb) lfdbL.setup_network(ffi, fdb) print(string.format("fdb.C.fdb_get_error(1): %s", lfdbL.error_to_string(1, ffi, fdb))) print(string.format("{%s} INVOKING THE THREAD!", unique_id)) local thread, thread_L = spawn_thread() print(string.format("{%s} DONE INVOKING THE THREAD!", unique_id)) print(string.format("THREAD IS: %s", thread[0])) -- busy loop networking thread coordination hack local t = 1 for i=1,100000 do t = t * i * math.log(t*3) end print("CREATING FDB_DB") local fdb_db = lfdbL.create_database(ffi, fdb) print(string.format("FDB_DB IS: %s", fdb_db)) local fdb_tx = lfdbL.create_transaction(ffi, fdb, fdb_db) print(string.format("FDB_TX IS: %s", fdb_tx)) lfdbL.do_transaction(ffi, fdb, fdb_tx, function(tx) print("IN TRANSACTION!"); assert(true) end) lfdbL.destroy_transaction(fdb, fdb_tx) lfdbL.transactional(ffi, fdb, fdb_db, function(tx) print("Failing the transaction!"); assert(false) end) local key = "asdffdsa" local val = lfdbL.db_get(ffi, fdb, fdb_db, key) print(string.format("GOT VAL FOR KEY{%s}: %s", key, val)) lfdbL.db_set(ffi, fdb, fdb_db, key, "12344321") val = lfdbL.db_get(ffi, fdb, fdb_db, key) print(string.format("GOT VAL FOR KEY{%s}: %s", key, val)) print("Closing shop...") local res = pthread.pthread_cancel(thread[0]) assert(res == 0) lfdbL.destroy_database(fdb, fdb_db) C.lua_close(thread_L) print("Exiting...")
-- Slight rewrite of the dump function from luvit/pretty-print local controls = require('./controls') local match, find = string.match, string.find local gsub, rep = string.gsub, string.rep local byte = string.byte local concat, insert = table.concat, table.insert local type = type local dump local seen, output, stack = {}, {}, {} local offset = 0 local function escape(input) return controls[byte(input, 1)] end local function recalculateOffset(index) for i = index + 1, #output do local value = output[i] local result = match(value, '\n([^\n]*)$') offset = result and #result or offset + #value end end local function write(input) local length = #input local i = 1 local entry = stack[i] while offset + length > 80 and entry do if not entry.opened then local index = entry.index entry.opened = true insert(output, index + 1, '\n'..rep(' ', i)) recalculateOffset(index) for x = i + 1, #stack do stack[x].index = stack[x].index + 1 end end i = i + 1 entry = stack[i] end output[#output + 1] = input offset = offset + length end local process function process(input, esc, recursive) local t = type(input) if t == 'string' then if find(input, "'") and not find(input, '"') then write('"') write(esc and gsub(input, '[%c\\\128-\255]', escape) or input) write('"') else write("'") write(esc and gsub(input, '[%c\\\128-\255]', escape) or input) write("'") end return end if t == 'table' and not seen[input] then if not recursive then seen[input] = true end write('{ ') local i, nextIndex = 1, 1 for k, v in pairs(input) do stack[#stack + 1] = {index = #output, opened = false} if k == nextIndex then nextIndex = k + 1 process(v, esc, recursive) else if type(k) == 'string' and find(k, '^[%a_][%a%d_]*$') then write(k) write(' = ') else write('[') process(k, esc, recursive) write(']') write(' = ') end if type(v) == 'table' then process(v, esc, recursive) else stack[#stack + 1] = {index = #output, opened = false} process(v, esc, recursive) stack[#stack] = nil end end write(', ') i = i + 1 stack[#stack] = nil end output[#output] = ' ' write('}') else write(tostring(input)) end end function dump(input, esc, recursive) process(input, esc, recursive) local result = concat(output) seen, output, stack = {}, {}, {} offset = 0 return result end return dump