コード例 #1
0
ファイル: ChatChannelLua.cs プロジェクト: PokeD/PokeD.Server
        public ChatChannelLua(LuaScript script)
        {
            Script = script;

            Script.ReloadFile();

            Name = (string) Script["Name"];
            Description = (string) (Script["Description"] ?? string.Empty);
            Alias = (string) (Script["Alias"] ?? string.Empty);
        }
コード例 #2
0
ファイル: CommandLua.cs プロジェクト: PokeD/PokeD.Server
        public CommandLua(Server server, LuaScript script) : base(server)
        {
            Script = script;

            Script["World"] = World;

            Script.ReloadFile();

            Name = (string) Script["Name"];
            Description = (string) (Script["Description"] ?? string.Empty);
            Aliases = Lua.ToLuaTable(Script["Aliases"]).ToList().Select(obj => obj.ToString().Replace("\"", ""));
            Permissions = ParsePermissionFlags((string) (Script["Permission"] ?? string.Empty));
        }
コード例 #3
0
ファイル: Spell.cs プロジェクト: horato/IntWarsSharp
        public void loadLua(LuaScript script)
        {
            //F**k LUA
            /*std::string scriptloc = "../../lua/champions/" + owner->getType() + "/" + getStringForSlot() + ".lua"; //lua/championname/(q/w/e/r), example: /lua/Ezreal/q, also for stuff like nidalee cougar they will have diff folders!

            CORE_INFO("Spell script loc is: %s", scriptloc.c_str());

            script.lua.script("package.path = '../../lua/lib/?.lua;' .. package.path"); //automatically load vector lib so scripters dont have to worry about path
            script.lua.set_function("getOwnerX", [this]() { return owner->getX(); });
            script.lua.set_function("getOwnerY", [this]() { return owner->getY(); });
            script.lua.set_function("getSpellLevel", [this]() { return getLevel(); });
            script.lua.set_function("getOwnerLevel", [this]() { return owner->getStats().getLevel(); });
            script.lua.set_function("getChampionModel", [this]() { return owner->getModel(); });
            script.lua.set_function("getCastTarget", [this]() { return this->target; });

            script.lua.set_function("setChampionModel", [this](const std::string&newModel) {
                owner->setModel(newModel);
                return;
            });
            script.lua.set_function("getSpellToX", [this]() { return x; });
            script.lua.set_function("getSpellToY", [this]() { return y; });
            script.lua.set_function("getRange", [this]() { return castRange; });
            script.lua.set_function("teleportTo", [this](float _x, float _y) { // expose teleport to lua
                owner->getMap()->getGame()->notifyTeleport(owner, _x, _y);
                return;
            });
            script.lua.set_function("isWalkable", [this](float _x, float _y) {
                return owner->getMap()->isWalkable(_x, _y);
            });

            /*script.lua.set_function("addMovementSpeedBuff", [this](Unit* u, float amount, float duration) { // expose teleport to lua
                Buff* b = new Buff(duration);
                b->setMovementSpeedPercentModifier(amount);
                u->addBuff(b);
                u->getStats().addMovementSpeedPercentageModifier(b->getMovementSpeedPercentModifier());
               return;
            });*/
            //F**k LUA
            /*
            script.lua.set_function("addBuff", [this](Buff b, Unit * u){
                u->addBuff(new Buff(b));
                return;
            });

            script.lua.set_function("getEffectValue", [this](uint32 effectNo) {
                if (effectNo >= effects.size() || level >= effects[effectNo].size())
                {
                    return 0.f;
                }
                return effects[effectNo][level];
            });

            script.lua.set_function("getOwner", [this]() { return owner; });

            script.lua.set_function("getTeam", [this](Object * o) { return o->getTeam(); });
            script.lua.set_function("isDead", [this](Unit * u) { return u->isDead(); });

            script.lua.set_function("getProjectileSpeed", [this]() { return projectileSpeed; });
            script.lua.set_function("getCoefficient", [this]() { return coefficient; });

            script.lua.set_function("addProjectile", [this](float toX, float toY) {
                Projectile* p = new Projectile(owner->getMap(), GetNewNetID(), owner->getX(), owner->getY(), lineWidth, owner, new Target(toX, toY), this, projectileSpeed, RAFFile::getHash(spellName + "Missile"), projectileFlags ? projectileFlags : flags);
                owner->getMap()->addObject(p);
                owner->getMap()->getGame()->notifyProjectileSpawn(p);

                return;
            });

            script.lua.set_function("addProjectileTarget", [this](Target * t) {
                Projectile* p = new Projectile(owner->getMap(), GetNewNetID(), owner->getX(), owner->getY(), lineWidth, owner, t, this, projectileSpeed, RAFFile::getHash(spellName + "Missile"), projectileFlags ? projectileFlags : flags);
                owner->getMap()->addObject(p);
                owner->getMap()->getGame()->notifyProjectileSpawn(p);

                return;
            });

            script.lua.set_function("addProjectileCustom", [this](const std::string&name, float projSpeed, float toX, float toY) {
                Projectile* p = new Projectile(owner->getMap(), GetNewNetID(), owner->getX(), owner->getY(), lineWidth, owner, new Target(toX, toY), this, projectileSpeed, RAFFile::getHash(name), projectileFlags ? projectileFlags : flags);
                owner->getMap()->addObject(p);
                owner->getMap()->getGame()->notifyProjectileSpawn(p);

                return;
            });

            script.lua.set_function("addProjectileTargetCustom", [this](const std::string&name, float projSpeed, Target *t) {
                Projectile* p = new Projectile(owner->getMap(), GetNewNetID(), owner->getX(), owner->getY(), lineWidth, owner, t, this, projectileSpeed, RAFFile::getHash(name), projectileFlags ? projectileFlags : flags);
                owner->getMap()->addObject(p);
                owner->getMap()->getGame()->notifyProjectileSpawn(p);

                return;
            });

            
             //For spells that don't require SpawnProjectile, but for which we still need to track the projectile server-side
             
            script.lua.set_function("addServerProjectile", [this](float toX, float toY) {
                Projectile* p = new Projectile(owner->getMap(), futureProjNetId, owner->getX(), owner->getY(), lineWidth, owner, new Target(toX, toY), this, projectileSpeed, 0, projectileFlags ? projectileFlags : flags);
                owner->getMap()->addObject(p);

                return;
            });

            script.lua.set_function("addParticle", [this](const std::string&particle, float toX, float toY) {
                Target* t = new Target(toX, toY);
                owner->getMap()->getGame()->notifyParticleSpawn(owner, t, particle);
                delete t;
                return;
            });

            script.lua.set_function("addParticleTarget", [this](const std::string&particle, Target* u) {
                owner->getMap()->getGame()->notifyParticleSpawn(owner, u, particle);
                return;
            });

            script.lua.set_function("spellAnimation", [this](const std::string&animation, Unit* u) {
                owner->getMap()->getGame()->notifySpellAnimation(u, animation);
                return;
            });

            // TODO: Set multiple animations
            script.lua.set_function("setAnimation", [this](const std::string&animation1, const std::string&animation2, Unit* u) {
                std::vector < std::pair < std::string, std::string>> animationPairs;
                animationPairs.push_back(std::make_pair(animation1, animation2));

                owner->getMap()->getGame()->notifySetAnimation(u, animationPairs);
                return;
            });

            script.lua.set_function("resetAnimations", [this](Unit * u) {
                std::vector < std::pair < std::string, std::string>> animationPairs;
                owner->getMap()->getGame()->notifySetAnimation(u, animationPairs);
                return;
            });

            script.lua.set_function("dashTo", [this](Unit * u, float x, float y, float dashSpeed) {
                u->dashTo(x, y, dashSpeed);
                u->setTargetUnit(0);
                owner->getMap()->getGame()->notifyDash(u, x, y, dashSpeed);
                return;
            });

            script.lua.set_function("getUnitsInRange", [this](Target * t, float range, bool isAlive) {
                return owner->getMap()->getUnitsInRange(t, range, isAlive);
            });

            script.lua.set_function("getChampionsInRange", [this](Target * t, float range, bool isAlive) {
                return owner->getMap()->getChampionsInRange(t, range, isAlive);
            });

            try
            {
                script.loadScript(scriptloc); //todo: abstract class that loads a lua file for any lua
            }
            catch (sol::error e)
            {//lua error? don't crash the whole server
                CORE_ERROR("Error in spell script: %s", e.what());
            }
            */
        }
コード例 #4
0
 public RedisResult ScriptEvaluate(LuaScript script, object parameters = null, CommandFlags flags = CommandFlags.None)
 {
     // TODO: The return value could contain prefixed keys. It might make sense to 'unprefix' those?
     return(script.Evaluate(Inner, parameters, Prefix, flags));
 }
コード例 #5
0
 public static LoadedLuaScript ScriptLoad(LuaScript script, CommandFlags flags = CommandFlags.None)
 {
     return(Server.ScriptLoad(script, flags));
 }
コード例 #6
0
        static void Main(string[] args)
        {
            Console.WriteLine("Asayo Discord Bot [NX]");

            if (args.Length != 0)
            {
                if (args[0] == "clear")
                {
                    int count       = 0;
                    var current_dir = Directory.GetCurrentDirectory();
                    foreach (var item in Directory.GetFiles(current_dir, "*.log"))
                    {
                        try
                        {
                            File.Delete(item);
                            count++;
                        }
                        catch (Exception)
                        {
                        }
                    }
                    Console.WriteLine(count + " File Cleared");
                    Console.ReadKey();
                    return;
                }
            }

            Asayo asayo = new Asayo();

            MoonSharp.Interpreter.UserData.RegisterAssembly();
            foreach (var item in Directory.GetFiles(Directory.GetCurrentDirectory(), "*.lua"))
            {
                new Lua.LuaScript(item).Execute();
            }
            if (!File.Exists("conf.json"))
            {
                Console.WriteLine("Welcome to Asayo Discord Bot Configuration !!");
                Console.WriteLine("Press any key to start configure the bot...");
                Console.ReadKey(true);
                Console.Write("Bot Token : ");
                var token = Console.ReadLine();
                Console.WriteLine();
                /*Console.Write("");*/
                asayo.Configuration = new ConfigurationJson()
                {
                    Token = token
                };
                ConfigurationJson.Save(asayo.Configuration, "conf.json");
                Console.Clear();
            }
            if (asayo.Configuration == null)
            {
                asayo.Configuration = ConfigurationJson.Read("conf.json");
            }

            asayo.Start();

            bool exit = false;

            while (!exit)
            {
                var command = Console.ReadLine();
                if (command.ToLower() == "exit")
                {
                    exit = true;
                }
                if (command.ToLower() == "test")
                {
                    Console.WriteLine("Application is Up");
                }
                if (command.ToLower() == "save")
                {
                    asayo.Save();
                }
                if (command.ToLower() == "reload")
                {
                    asayo.Reload();
                }

                if (command.ToLower() == "commands")
                {
                    Console.WriteLine("Command Count : " + Asayo.Instance.CommandManager.Count);
                    foreach (var item in Asayo.Instance.CommandManager.GetCommands())
                    {
                        Console.WriteLine(item.Name);
                    }
                }

                if (command.ToLower() == "stats")
                {
                    Console.WriteLine("LuaScript Instance : " + Lua.LuaScript.ScriptsInstances.Count);
                    Console.WriteLine("Command Count : " + asayo.CommandManager.Count);
                    Console.WriteLine("Guild in GuildVars Count: " + asayo.GuildVars.FullCount);
                    Console.WriteLine("Guild Variables Count : " + asayo.GuildVars.FullCount);
                }
                if (command.ToLower() == "luas")
                {
                    Console.WriteLine(LuaScript.ScriptsInstances.Count + " LuaScript Instance");
                    foreach (var item in LuaScript.ScriptsInstances)
                    {
                        Console.WriteLine(item.ID + " | " + item.Filename);
                    }
                }
                if (command.ToLower() == "lua")
                {
                    MoonSharp.Interpreter.Script s = LuaScript.CreateScriptWithLuaScript();
                    LuaConsole(s);
                }
                if (command.StartsWith("load "))
                {
                    var fn = command.Replace("load ", "").TrimStart(' ');
                    new LuaScript(fn).Execute();
                }

                if (command.StartsWith("lua "))
                {
                    var id     = int.Parse(command.Replace("lua ", "").Trim(' '));
                    var script = LuaScript.ScriptsInstances[id];
                    LuaConsole(script.Script);
                }
                if (command.StartsWith("ban "))
                {
                    var id = ulong.Parse(command.Replace("ban ", "").Trim(' '));
                    Asayo.Instance.BannedUser.Add(id);
                    Console.WriteLine(id + "is now banned");
                }
                if (command.StartsWith("unban "))
                {
                    var id = ulong.Parse(command.Replace("unban ", "").Trim(' '));
                    Asayo.Instance.BannedUser.Remove(id);
                    Console.WriteLine(id + "is now unbanned");
                }
                if (command.ToLower() == "help")
                {
                    Console.WriteLine(Version + " [Console-Help]");
                    Console.WriteLine("\thelp : Show console help");
                    Console.WriteLine("\tload <file> : Load lua script");
                    Console.WriteLine("\tlua [id] : Open lua interpreter (id can be not exit)");
                    Console.WriteLine("\tluas : Show loaded script with id");
                    Console.WriteLine("\tcommands : Show a list of reg commands");
                    Console.WriteLine("\tstats : Show Asayo Statistic");
                    Console.WriteLine("\tban <id> : Ban user to use your bot");
                    Console.WriteLine("\tunban <id> : Un-Ban user to use your bot");
                    Console.WriteLine("\treload : Reload the bot");
                    Console.WriteLine("\tsave : Save the bot");
                    Console.WriteLine("\texit : Quit the bot");
                }
            }
        }
コード例 #7
0
        /// <summary>
        /// 获取商户的第三方订单通知
        /// </summary>
        /// <param name="id"></param>
        /// <returns></returns>
        private async Task <List <RedisValue> > GetThirdOrdersAsync(int id)
        {
            var result = await database.ScriptEvaluateAsync(LuaScript.Prepare(@"
                local res = redis.call('KEYS', @keypattern) 
                return res"), new { keypattern = $"Jiandanmao:Notify:ThirdOrder:{id}:*" });

            if (result.IsNull)
            {
                return(null);
            }
            var keys = (RedisKey[])result;
            var vals = await database.StringGetAsync(keys);

            if (vals.Length == 0)
            {
                return(null);
            }
            var now = DateTime.Now;
            var ids = new List <RedisKey>();

            //DateTime? time;
            //var list = vals.Where(a =>
            //{
            //    var obj = JObject.Parse(a);
            //    // 如果存在预约时间,且预约时间大于当前时间一小时,则暂不发出通知
            //    if (obj["deliveryTime"] != null
            //        && (time = obj["deliveryTime"].Value<DateTime?>()) != null
            //        && time > now.AddHours(1))
            //    {
            //        return false;
            //    }
            //    ids.Add($"Jiandanmao:Notify:ThirdOrder:{id}:{obj["id"].Value<int>()}");
            //    return true;
            //}).ToList();

            //await database.KeyDeleteAsync(ids.ToArray());
            //return list;

            #region 包含预订单逻辑

            var results = new List <RedisValue>();
            vals.ForEach(a =>
            {
                var obj  = JObject.Parse(a);                                              // 订单对象
                var time = obj["deliveryTime"].Value <DateTime?>();                       // 预约时间
                var key  = $"Jiandanmao:Notify:ThirdOrder:{id}:{obj["id"].Value<int>()}"; // 订单key
                if (time == null || time < now.AddMinutes(50))                            // 如果预约时间为空或者距离当前时间小于50分钟,则直接输出
                {
                    results.Add(a);
                    ids.Add(key);
                    return;
                }
                // 预订单则需要判断前台打印与后台打印逻辑
                var mode = obj["printType"].Value <int>();
                if (mode == 3)                                     // 仅考虑整单打印的情况
                {
                    obj["printType"] = 1;                          // 将订单打印方式改为打印前台小票
                    results.Add(JsonConvert.SerializeObject(obj)); // 添加到输出结果
                    obj["printType"] = 2;                          // 然后将打印方式改为打印后台小票
                    // 重新设置打印任务
                    var timespan = time.Value.AddHours(2) - now;
                    database.StringSetAsync(key, JsonConvert.SerializeObject(obj), timespan);
                }
            });
            await database.KeyDeleteAsync(ids.ToArray());

            return(results);

            #endregion


            //var results = new List<RedisValue>();
            //vals.ForEach(a =>
            //{
            //    var obj = JObject.Parse(a);                                                 // 订单对象
            //    var key = $"Jiandanmao:Notify:ThirdOrder:{id}:{obj["id"].Value<int>()}";    // 订单key
            //    results.Add(a);
            //    ids.Add(key);
            //});

            //await database.KeyDeleteAsync(ids.ToArray());
            //return results;
        }
コード例 #8
0
        public RedisCacheProvider(ConfigurationOptions options, MessagePack.MessagePackSerializerOptions mspOptions = null) : this()
        {
            Option     = mspOptions ?? MessagePack.Resolvers.ContractlessStandardResolver.Options;
            Connection = ConnectionMultiplexer.Connect(options);
            var server = Connection.GetServer(Connection.GetEndPoints()[0]);

            _LuaCache  = LuaScript.Prepare(@"redis.call('hset',@timerkey,'mode',@mode);
redis.call('hset',@timerkey,'counter',@timer);
redis.call('hset',@timerkey,'creation',@creation);
redis.call('set',@key,@value);");
            _LuaDel    = LuaScript.Prepare(@"redis.call('del',@timerkey);
redis.call('del',@key);
return nil;");
            _LuaGet    = LuaScript.Prepare($@"local mode = tonumber(redis.call('hget',@timerkey,'mode'));
if mode == nil then
    return nil;
end
if mode == {(byte)TimeOutMode.Never} then
    return redis.call('get',@key);
elseif mode == {(byte)TimeOutMode.AccessCount} then
    local cnt = tonumber(redis.call('hincrby',@timerkey,'counter',-1));
    if cnt > 0 then
        return redis.call('get',@key);
    elseif cnt == 0 then
        local tmp = redis.call('get',@key);
        redis.call('del',@timerkey);
        redis.call('del',@key);
        return tmp;
    else
        redis.call('del',@timerkey);
        redis.call('del',@key);
        return nil;
    end
elseif mode == {(byte)TimeOutMode.FromCreate} then
    local crt = tonumber(redis.call('hget',@timerkey,'creation'));
    if @now - crt < tonumber(redis.call('hget',@timerkey,'counter')) then
        return redis.call('get',@key);
    else
        redis.call('del',@timerkey);
        redis.call('del',@key);
        return nil;
    end
else
    local crt = tonumber(redis.call('hget',@timerkey,'creation'));
    if @now - crt < tonumber(redis.call('hget',@timerkey,'counter')) then
        redis.call('hset',@timerkey,'creation',@now);
        return redis.call('get',@key);
    else
        redis.call('del',@timerkey);
        redis.call('del',@key);
        return nil;
    end
end
");
            _LuaExists = LuaScript.Prepare($@"local mode = tonumber(redis.call('hget',@timerkey,'mode'));
if mode == nil then
    return 0;
end
if mode == {(byte)TimeOutMode.Never} then
    return 1
elseif mode == {(byte)TimeOutMode.AccessCount} then
    return 1
elseif mode == {(byte)TimeOutMode.FromCreate} then
    local crt = tonumber(redis.call('hget',@timerkey,'creation'));
    if @now - crt < tonumber(redis.call('hget',@timerkey,'counter')) then
        return 1
    else
        redis.call('del',@timerkey);
        redis.call('del',@key);
        return 0;
    end
else
    local crt = tonumber(redis.call('hget',@timerkey,'creation'));
    if @now - crt < tonumber(redis.call('hget',@timerkey,'counter')) then
        return 1
    else
        redis.call('del',@timerkey);
        redis.call('del',@key);
        return 0;
    end
end");


            _LuaCacheSub  = LuaScript.Prepare(@"redis.call('hset',@timerkey,'mode',@mode);
redis.call('hset',@timerkey,'counter',@timer);
redis.call('hset',@timerkey,'creation',@creation);
redis.call('hset',@key,@subkey,@value);");
            _LuaDelSub    = LuaScript.Prepare(@"redis.call('del',@timerkey);
redis.call('hdel',@key,@subkey);
return nil;");
            _LuaGetSub    = LuaScript.Prepare($@"local mode = tonumber(redis.call('hget',@timerkey,'mode'));
if mode == nil then
    return nil;
end
if mode == {(byte)TimeOutMode.Never} then
    return redis.call('hget',@key,@subkey);
elseif mode == {(byte)TimeOutMode.AccessCount} then
    local cnt = tonumber(redis.call('hincrby',@timerkey,'counter',-1));
    if cnt > 0 then
        return redis.call('hget',@key,@subkey);
    elseif cnt == 0 then
        local tmp = redis.call('hget',@key,@subkey);
        redis.call('del',@timerkey);
        redis.call('hdel',@key,@subkey);
        return tmp;
    else
        redis.call('del',@timerkey);
        redis.call('hdel',@key,@subkey);
        return nil;
    end
elseif mode == {(byte)TimeOutMode.FromCreate} then
    local crt = tonumber(redis.call('hget',@timerkey,'creation'));
    if @now - crt < tonumber(redis.call('hget',@timerkey,'counter')) then
        return redis.call('hget',@key,@subkey);
    else
        redis.call('del',@timerkey);
        redis.call('hdel',@key,@subkey);
        return nil;
    end
else
    local crt = tonumber(redis.call('hget',@timerkey,'creation'));
    if @now - crt < tonumber(redis.call('hget',@timerkey,'counter')) then
        redis.call('hset',@timerkey,'creation',@now);
        return redis.call('hget',@key,@subkey);
    else
        redis.call('del',@timerkey);
        redis.call('hdel',@key,@subkey);
        return nil;
    end
end");
            _LuaExistsSub = LuaScript.Prepare($@"local mode = tonumber(redis.call('hget',@timerkey,'mode'));
if mode == nil then
    return 0;
end
if mode == {(byte)TimeOutMode.Never} then
    return 1
elseif mode == {(byte)TimeOutMode.AccessCount} then
    return 1
elseif mode == {(byte)TimeOutMode.FromCreate} then
    local crt = tonumber(redis.call('hget',@timerkey,'creation'));
    if @now - crt < tonumber(redis.call('hget',@timerkey,'counter')) then
        return 1
    else
        redis.call('del',@timerkey);
        redis.call('hdel',@key,@subkey);
        return 0;
    end
else
    local crt = tonumber(redis.call('hget',@timerkey,'creation'));
    if @now - crt < tonumber(redis.call('hget',@timerkey,'counter')) then
        return 1;
    else
        redis.call('del',@timerkey);
        redis.call('hdel',@key,@subkey);
        return 0;
    end
end");
        }
コード例 #9
0
ファイル: Scene.cs プロジェクト: kb10uy/Kb10uyLib
 /// <summary>
 /// 初期化。
 /// 呼ばれるLuaの関数は<example>Start_&lt;シーン名&gt;(&lt;所属するシーン&gt;)</example>
 /// </summary>
 public override void Start(Scene prev)
 {
     LuaScript.GetFunction("Start_" + ID).Call(this);
     base.Start(prev);
 }
コード例 #10
0
        private static void Init()
        {
            if (s_animMachine == null)
            {
                s_animMachine = new LuaMachine();
                s_animMachine.AllowByteCodeLoading = false;
                s_animMachine.EnforceTimeLimits    = true;
                s_animMachine.RemoveUnsafeGlobals();

                s_animMachine.SetGlobal("print", (LuaCFunction) delegate(LuaArgs args)
                {
                    var output = new StringBuilder();
                    for (int i = 0; i < args.Length; ++i)
                    {
                        output.Append(args.ToString(i));
                        if (i < args.Length - 1)
                        {
                            output.Append(", ");
                        }
                    }
                    App.UserLog(output.ToString());
                    return(LuaArgs.Empty);
                });

                s_animMachine.SetGlobal("dofile", (LuaCFunction) delegate(LuaArgs args)
                {
                    var path = args.GetString(0);
                    if (Assets.Assets.Exists <LuaScript>(path))
                    {
                        var script = LuaScript.Get(path);
                        return(s_animMachine.DoString(script.Code, "@" + AssetPath.GetFileName(path)));
                    }
                    throw new LuaError("Script not found: " + path);
                });
                s_animMachine.DoString(
                    @"do
                        function expect( value, sExpectedType, nArg )
                            local sFoundType = type( value )
                            if sFoundType ~= sExpectedType then
                                error( ""Expected "" .. sExpectedType .. "" at argument "" .. nArg .. "", got "" .. sFoundType, 3 )
                            end
                        end

                        local tResults = {}
                        function require( s )
                            expect( s, ""string"", 1 )
                            if tResults[s] == nil then
                                local ok, result = pcall( dofile, ""scripts/"" .. s .. "".lua"" )
                                if not ok then
                                    error( result, 0 )
                                elseif result == nil then
                                    tResults[s] = true
                                else
                                    tResults[s] = result
                                end
                            end
                            return tResults[s]
                        end

                        abs = math.abs
                        floor = math.floor
                        ceil = math.ceil
                        min = math.min
                        max = math.max
                        pow = math.pow
                        sqrt = math.sqrt
                        pi = math.pi

                        function clamp( x, low, hi )
                            expect( x, ""number"", 1 )
                            expect( low, ""number"", 2 )
                            expect( hi, ""number"", 3 )
                            if x < low then
                                return low
                            elseif x > hi then
                                return hi
                            else
                                return x
                            end
                        end
                        
                        local math_rad, math_deg = math.rad, math.deg
                        local math_sin, math_cos, math_tan = math.sin, math.cos, math.tan
                        local math_asin, math_acos, math_atan = math.asin, math.acos, math.atan

                        function sin( x )
                            expect( x, ""number"", 1 )
                            return math_sin( math_rad( x ) )
                        end

                        function cos( x )
                            expect( x, ""number"", 1 )
                            return math_cos( math_rad( x ) )
                        end

                        function tan( x )
                            expect( x, ""number"", 1 )
                            return math_tan( math_rad( x ) )
                        end

                        function asin( x )
                            expect( x, ""number"", 1 )
                            return math_deg( math_asin( x ) )
                        end

                        function acos( x )
                            expect( x, ""number"", 1 )
                            return math_deg( math_acos( x ) )
                        end

                        function atan( x )
                            expect( x, ""number"", 1 )
                            return math_deg( math_atan( x ) )
                        end

                        function atan2( y, x )
                            expect( y, ""number"", 1 )
                            expect( x, ""number"", 2 )
                            return math_deg( math_atan( y, x ) )
                        end

                        function ease( f )
                            expect( f, ""number"", 1 )
                            f = clamp( f, 0.0, 1.0 )
                            return (3 - 2*f) * f * f
                        end

                        function lerp( a, b, f )
                            expect( a, ""number"", 1 )
                            expect( b, ""number"", 2 )
                            expect( f, ""number"", 3 )
                            return a + (b-a) * f
                        end

                        function lerp3( x0, y0, z0, x1, y1, z1, f )
                            expect( x0, ""number"", 1 )
                            expect( y0, ""number"", 2 )
                            expect( z0, ""number"", 3 )
                            expect( x1, ""number"", 4 )
                            expect( y1, ""number"", 5 )
                            expect( z1, ""number"", 6 )
                            expect( f, ""number"", 7 )
	                        return lerp(x0, x1, f), lerp(y0, y1, f), lerp(z0, z1, f)
                        end

                        function step( a, x )
                            expect( a, ""number"", 1 )
                            expect( x, ""number"", 2 )
                            return (x >= a) and 1 or 0
                        end

                        function smoothstep( a, b, x )
                            expect( a, ""number"", 1 )
                            expect( b, ""number"", 2 )
                            expect( x, ""number"", 3 )
                            local f = clamp( (x - a) / (b - a), 0, 1 )
                            return ease(f)
                        end

                        function rot2D( x, y, a, xo, yo )
                            expect( x, ""number"", 1 )
                            expect( y, ""number"", 2 )
                            expect( a, ""number"", 3 )
                            if xo then
                                expect( xo, ""number"", 4 )
                            end
                            if yo then
                                expect( yo, ""number"", 5 )
                            end
                            xo = xo or 0
                            yo = yo or 0
                            local ar = -math_rad(a)
                            local ca, sa = math_cos(ar), math_sin(ar)
                            return
                                xo + (x - xo) * ca - (y - yo) * sa,
                                yo + (x - xo) * sa + (y - yo) * ca
                        end

                        function setpos( part, x, y, z )
                            expect( part, ""table"", 1 )
                            expect( x, ""number"", 2 )
                            expect( y, ""number"", 3 )
                            expect( z, ""number"", 4 )
                            part.x = x
                            part.y = y
                            part.z = z
                        end

                        function lookat( part, x, y, z )
                            expect( part, ""table"", 1 )
                            expect( x, ""number"", 2 )
                            expect( y, ""number"", 3 )
                            expect( z, ""number"", 4 )
	                        local dx = x - part.x
	                        local dy = y - part.y
	                        local dz = z - part.z
	                        local dxz = sqrt( dx*dx + dz*dz )
	                        part.ry = -atan2( dx, -dz )
	                        part.rx = atan2( dy, dxz )
	                        part.rz = 0
                        end

                        local tAnimations = {}
                        function install_animation( sAnimName, sAnimCode, sChunkName )
                            local tAnimEnv = {}
                            setmetatable( tAnimEnv, { __index = _ENV } )

                            local fnAnim, sError = load( sAnimCode, sChunkName, ""t"", tAnimEnv )
                            if fnAnim then
                                local ok, sError = pcall( fnAnim )
                                if ok then
                                    tAnimations[ sAnimName ] = tAnimEnv.animate
                                else
                                    tAnimations[ sAnimName ] = nil
                                    error( sError, 0 )
                                end
                            else
                                tAnimations[ sAnimName ] = nil
                                error( sError, 0 )
                            end
                        end

                        local tPart = {}
                        function call_animation( sAnimName, sPartName, nTime )
                            tPart.name = sPartName
                            tPart.hide = false
                            tPart.x, tPart.y, tPart.z = 0,0,0
                            tPart.rx, tPart.ry, tPart.rz = 0,0,0
                            tPart.sx, tPart.sy, tPart.sz = 1,1,1
                            tPart.u, tPart.v = 0,0
                            tPart.su, tPart.sv = 1,1
                            tPart.r, tPart.g, tPart.b, tPart.a = 1,1,1,1
                            tPart.fov = nil
                            local fnAnimate = tAnimations[sAnimName]
                            if fnAnimate then
                                fnAnimate( tPart, nTime )
                            end
                            return
                                tPart.hide,
                                tPart.x, tPart.y, tPart.z,
                                tPart.rx, tPart.ry, tPart.rz,
                                tPart.sx, tPart.sy, tPart.sz,
                                tPart.u, tPart.v,
                                tPart.su, tPart.sv,
                                tPart.r, tPart.g, tPart.b, tPart.a,
                                tPart.fov
                        end
                    end",
                    "=LuaAnimation.Init"
                    );

                s_install_animation = s_animMachine.GetGlobal("install_animation").GetFunction();
                s_call_animation    = s_animMachine.GetGlobal("call_animation").GetFunction();
            }
        }
コード例 #11
0
 void Execute(string cmd)
 {
     LuaScript.Execute(cmd);
     inputField.text = "";
 }
コード例 #12
0
        // Methods
        public static void Load(string dataDir, string stageID, GameEntry game)
        {
            Data.Clear();

            // Throw exceptions if necessary
            if (!Directory.Exists(dataDir))
            {
                throw new DirectoryNotFoundException(
                          $"Cannot load stage from \"{dataDir}\". Data Directory not found!");
            }

            if (string.IsNullOrEmpty(stageID))
            {
                throw new ArgumentNullException("stageID",
                                                "Cannot load stage. Invalid Stage ID!");
            }

            GameType = game;
            ID       = stageID;
            DataDir  = dataDir;

            var resDir = new AssetDirectory(game.ResourcesDir);

            Data.ModelDirectories.Add(resDir);
            Data.ResourceDirectories.Add(resDir);

            // Make cache directory
            CacheDir = Path.Combine(Program.StartupPath,
                                    Program.CachePath, stageID);

            string editorCachePath = Path.Combine(
                CacheDir, EditorCache.FileName);

            Directory.CreateDirectory(CacheDir);

            // Load Editor Cache
            bool cacheExists = File.Exists(editorCachePath);

            EditorCache = new EditorCache()
            {
                GameType = game.Name,
            };

            if (cacheExists)
            {
                var editorCache = new EditorCache();
                editorCache.Load(editorCachePath);

                if (editorCache.GameType == game.Name)
                {
                    EditorCache = editorCache;
                }
            }

            // Lua Script
            string pth = Path.Combine(Program.StartupPath,
                                      Program.ScriptsPath, LuaScript.GamesDir,
                                      $"{game.ShortName}{LuaScript.Extension}");

            if (script == null || scriptPath != pth)
            {
                script     = new LuaScript();
                scriptPath = pth;

                try
                {
                    script.DoScript(scriptPath);
                    var canAddSetLayer = script.GetValue("CanAddSetLayer");

                    SceneView.CanAddLayer = (canAddSetLayer != null &&
                                             canAddSetLayer.GetType() == typeof(bool)) ?
                                            (bool)canAddSetLayer : false;
                }
                catch (Exception ex)
                {
                    LuaTerminal.LogError($"ERROR: {ex.Message}");
                }
            }

            // Unpack/Load
            var unpackStopWatch = System.Diagnostics.Stopwatch.StartNew();

            try
            {
                script.Call("Load", dataDir, CacheDir, stageID);
            }
            catch (Exception ex)
            {
                LuaTerminal.LogError($"ERROR: {ex.Message}, {ex.StackTrace}");
            }

            unpackStopWatch.Stop();
            Console.WriteLine("Done unpacking! Time: {0}(ms).",
                              unpackStopWatch.ElapsedMilliseconds);

            // Generate new Editor Cache
            if (cacheExists)
            {
                File.Delete(editorCachePath);
            }

            EditorCache.Save(editorCachePath, true);

            // TODO: Remove this line
            //CurrentSetLayer = Sets[0];
        }
コード例 #13
0
 internal Producer(RingBuffer queue)
 {
     Queue   = queue;
     _script = LuaScript.Prepare(ScriptPreprocessor(File.ReadAllText("Scripts/publish.lua"))).Load(Queue.Server);
 }
コード例 #14
0
 internal LoadedLuaScript(LuaScript original, byte[] hash)
 {
     Original = original;
     Hash     = hash;
 }
コード例 #15
0
 private Task <LoadedLuaScript> LoadScript(string script)
 => LuaScript.Prepare(script).LoadAsync(_connectionMultiplexer.GetServer(_connectionMultiplexer.GetEndPoints()[0]));
コード例 #16
0
ファイル: Main.cs プロジェクト: Moones/OpenEnsage
 private void tabControl1_SelectedIndexChanged(object sender, EventArgs e)
 {
     if (tabControl1.SelectedIndex == 2)
     {
         Task.Run(() =>
        {
            string[] files1 = Directory.GetFiles("Scripts\\", "*.lua");
            string[] files2 = Directory.GetFiles("Scripts\\libs", "*.lua");
            int num = Enumerable.Aggregate<string, int>(Enumerable.Select<string, string>(files1, new Func<string, string>(Path.GetFileNameWithoutExtension)), 0, (current, scriptName) => current ^ scriptName.GetHashCode()) ^ Enumerable.Aggregate<string, int>(Enumerable.Select<string, string>(files2, new Func<string, string>(Path.GetFileNameWithoutExtension)), 0, (current, scriptName) => current ^ scriptName.GetHashCode());
            if (num == _scriptListChecksum)
                return;
            _scriptListChecksum = num;
            Dictionary<string, bool> dictionary = new Dictionary<string, bool>();
            foreach (LuaScript luaScript in listBinding)
                dictionary[luaScript.ScriptName] = luaScript.LoadScript;
            Invoke(new Action(ClearBindingSource));
            foreach (string name in Enumerable.Select<string, string>(files1, new Func<string, string>(Path.GetFileNameWithoutExtension)))
            {
                LuaScript luaScript = new LuaScript(name);
                if (dictionary.ContainsKey(luaScript.ScriptName))
                    luaScript.LoadScript = dictionary[luaScript.ScriptName];
                Invoke(new Action<LuaScript>(AddListBindingEntry), luaScript);
            }
        });
     }
     else
     {
         if (tabControl1.SelectedIndex != 3)
             return;
         _scriptConfigClass.Clear();
         foreach (string category in Enumerable.Select<string, string>(Directory.GetFiles("Scripts\\Config\\", "*.txt"), new Func<string, string>(Path.GetFileNameWithoutExtension)))
         {
             string[] strArray = File.ReadAllLines(Path.Combine("Scripts\\Config\\", category + ".txt"));
             Regex regex = new Regex("([\\w|-]*)[\\W]*=[\\W]*([\\w|-]*)", RegexOptions.Compiled);
             foreach (string input in strArray)
             {
                 if (regex.IsMatch(input))
                 {
                     Match match = regex.Match(input);
                     object obj = string.Compare(match.Groups[2].Value, "true", StringComparison.OrdinalIgnoreCase) != 0 ? (string.Compare(match.Groups[2].Value, "false", StringComparison.OrdinalIgnoreCase) != 0 ? match.Groups[2].Value : (object)false) : true;
                     _scriptConfigClass.Add(new CustomProperty(category, match.Groups[1].Value, obj, false, true));
                 }
             }
         }
         scriptConfigGrid.Refresh();
     }
 }
コード例 #17
0
ファイル: Main.cs プロジェクト: Moones/OpenEnsage
 private void AddListBindingEntry(LuaScript entry)
 {
     listBinding.Add(entry);
 }
コード例 #18
0
ファイル: Scene.cs プロジェクト: kb10uy/Kb10uyLib
 /// <summary>
 /// 終末処理。
 /// 呼ばれるLuaの関数は<example>Exit_&lt;SceneName&gt;()</example>
 /// </summary>
 public override void Exit()
 {
     LuaScript.GetFunction("Exit_" + ID).Call();
     LuaScript.Dispose();
     base.Exit();
 }
コード例 #19
0
        public void onInput(InputHandler input)
        {
            bool interactingWithUi = ui.onInput(input);

            if (interactingWithUi)
            {
                return;
            }

            cursor.onInput(input);

            if (input.isKeyPressed(Keys.F2)) // Save
            {
                UiElement filename = new UiTextInput("Save Filename: ").addCallback(element =>
                {
                    UiTextInput input = (UiTextInput)element;
                    if (input.text != "")
                    {
                        SerializableMap.Save(Content, map, input.text);
                    }
                });
                ui.pushElement(filename, Vector2.One);
            }
            else if (input.isKeyPressed(Keys.F3)) // Load
            {
                UiElement filename = new UiTextInput("Load Filename: ").addCallback(element =>
                {
                    UiTextInput input = (UiTextInput)element;
                    if (input.text != "")
                    {
                        TileMap newMap = SerializableMap.Load(Content, input.text);
                        if (newMap != null)
                        {
                            this.world.setMap(newMap);
                            cursor.setLocation(Vector2.Zero);
                        }
                    }
                });
                ui.pushElement(filename, Vector2.One);
            }
            else if (input.isKeyPressed(Keys.E)) // Edit tile properties
            {
                Tile      selected = map.getTile(cursor.getTileLocation());
                NPC       npc      = map.getNPC(cursor.getTileLocation());
                LuaScript script   = map.getScript(cursor.getTileLocation());
                if (selected != null)
                {
                    ui.pushElement(new UiTileEditor(Content, selected, npc, script).addCallback(element =>
                    {
                        UiTileEditor editor = (UiTileEditor)element;
                        map.setTile(cursor.getTileLocation(), editor.tile);
                        map.setNPC(cursor.getTileLocation(), editor.npc);
                        map.setScript(cursor.getTileLocation(), editor.script);
                        lastEditedTile   = editor.tile;
                        lastEditedScript = editor.script;
                    }), new Vector2(160, 0));
                }
            }
            else if (input.isKeyHeld(Keys.P)) // Tile painter
            {
                if (lastEditedTile != null)
                {
                    map.setTile(cursor.getTileLocation(), new Tile(lastEditedTile));
                    if (lastEditedScript != null)
                    {
                        map.setScript(cursor.getTileLocation(), new LuaScript(lastEditedScript.filename));
                    }
                }
            }
            else if (input.isKeyPressed(Keys.M)) // Edit map meta info
            {
                ui.pushElement(new UiMapMetaEditor(Content, map), new Vector2(160, 0));
            }
        }
コード例 #20
0
ファイル: Scene.cs プロジェクト: kb10uy/Kb10uyLib
 /// <summary>
 /// 制御を1F進める。
 /// 呼ばれるLuaの関数は<example>Tick_&lt;SceneName&gt;()</example>
 /// </summary>
 public override void Tick()
 {
     LuaScript.GetFunction("Tick_" + ID).Call();
     base.Tick();
 }
コード例 #21
0
        public void Simple()
        {
            using (var conn = Create())
            {
                var server = conn.GetServer(TestConfig.Current.PrimaryServerAndPort);
                var script = LuaScript.Prepare("return redis.call('get', @key)");
                var loaded = script.Load(server);
                var key    = Me();

                var session = new ProfilingSession();

                conn.RegisterProfiler(() => session);

                var dbId = TestConfig.GetDedicatedDB();
                var db   = conn.GetDatabase(dbId);
                db.StringSet(key, "world");
                var result = db.ScriptEvaluate(script, new { key = (RedisKey)key });
                Assert.Equal("world", result.AsString());
                var loadedResult = db.ScriptEvaluate(loaded, new { key = (RedisKey)key });
                Assert.Equal("world", loadedResult.AsString());
                var val = db.StringGet(key);
                Assert.Equal("world", val);
                var s = (string)db.Execute("ECHO", "fii");
                Assert.Equal("fii", s);

                var cmds = session.FinishProfiling();
                var i    = 0;
                foreach (var cmd in cmds)
                {
                    Log("Command {0} (DB: {1}): {2}", i++, cmd.Db, cmd?.ToString()?.Replace("\n", ", "));
                }

                var all = string.Join(",", cmds.Select(x => x.Command));
                Assert.Equal("SET,EVAL,EVALSHA,GET,ECHO", all);
                Log("Checking for SET");
                var set = cmds.SingleOrDefault(cmd => cmd.Command == "SET");
                Assert.NotNull(set);
                Log("Checking for GET");
                var get = cmds.SingleOrDefault(cmd => cmd.Command == "GET");
                Assert.NotNull(get);
                Log("Checking for EVAL");
                var eval = cmds.SingleOrDefault(cmd => cmd.Command == "EVAL");
                Assert.NotNull(eval);
                Log("Checking for EVALSHA");
                var evalSha = cmds.SingleOrDefault(cmd => cmd.Command == "EVALSHA");
                Assert.NotNull(evalSha);
                Log("Checking for ECHO");
                var echo = cmds.SingleOrDefault(cmd => cmd.Command == "ECHO");
                Assert.NotNull(echo);

                Assert.Equal(5, cmds.Count());

                Assert.True(set.CommandCreated <= eval.CommandCreated);
                Assert.True(eval.CommandCreated <= evalSha.CommandCreated);
                Assert.True(evalSha.CommandCreated <= get.CommandCreated);

                AssertProfiledCommandValues(set, conn, dbId);

                AssertProfiledCommandValues(get, conn, dbId);

                AssertProfiledCommandValues(eval, conn, dbId);

                AssertProfiledCommandValues(evalSha, conn, dbId);

                AssertProfiledCommandValues(echo, conn, dbId);
            }
        }
コード例 #22
0
ファイル: Scene.cs プロジェクト: kb10uy/Kb10uyLib
 /// <summary>
 /// 描画処理。
 /// 呼ばれるLuaの関数は<example>Tick_&lt;SceneName&gt;()</example>
 /// </summary>
 public override void Draw()
 {
     LuaScript.GetFunction("Draw_" + ID).Call();
     base.Draw();
 }
コード例 #23
0
 public async Task <RedisResult> ScriptEvaluateAsync(LuaScript script, object parameters = null, CommandFlags flags = CommandFlags.None)
 {
     return(await _db.ScriptEvaluateAsync(script, parameters, flags));
 }
コード例 #24
0
        //使用Keys *模糊匹配Key
        public static List <string> GetKeys(string key)
        {
            var result = (string[])Cache.ScriptEvaluate(LuaScript.Prepare("return redis.call('KEYS',@keypattern)"), new { keypattern = key });

            return(result.ToList());
        }
コード例 #25
0
 public static Task <LoadedLuaScript> ScriptLoadAsync(LuaScript script, CommandFlags flags = CommandFlags.None)
 {
     return(Server.ScriptLoadAsync(script, flags));
 }
コード例 #26
0
        public ScriptController(LevelState state)
        {
            m_state   = state;
            m_machine = new LuaMachine();
            m_machine.AllowByteCodeLoading = false;
            m_machine.EnforceTimeLimits    = true;
            m_machine.RemoveUnsafeGlobals();

            m_activeCoroutines = new List <LuaCoroutine>();

            // Install APIs and Globals
            m_machine.SetGlobal("io", new IOAPI(m_state).ToTable());
            m_machine.SetGlobal("level", new LevelAPI(m_state).ToTable());
            if (m_state is InGameState)
            {
                m_machine.SetGlobal("game", new GameAPI((InGameState)m_state).ToTable());
                m_machine.SetGlobal("campaign", new CampaignAPI(m_state).ToTable());

                m_machine.DoString(@"do
                    local game_showDialogue = game.showDialogue
                    function game.showDialogue( character, text, modal, returnImmediately )
                        -- Create dialog
                        game_showDialogue( character, text, modal )
                        if modal ~= false and returnImmediately ~= true then
                            while not game.isDialogueReadyToContinue() do
                                yield()
                            end
                        end
                    end

                    local game_hideDialogue = game.hideDialogue
                    function game.hideDialogue()
                        -- Create dialog
                        game_hideDialogue()
                        while game.isDialogueVisible() do
                            yield()
                        end
                    end
                end", "=ScriptController.ctor");
            }
            else if (m_state is CutsceneState)
            {
                m_machine.SetGlobal("cutscene", new CutsceneAPI((CutsceneState)m_state).ToTable());
                m_machine.SetGlobal("campaign", new CampaignAPI(m_state).ToTable());
            }

            m_machine.SetGlobal("dofile", (LuaCFunction)DoFile);
            m_machine.DoString(@"do
                function expect( value, sExpectedType, nArg )
                    local sFoundType = type( value )
                    if sFoundType ~= sExpectedType then
                        error( ""Expected "" .. sExpectedType .. "" at argument "" .. nArg .. "", got "" .. sFoundType, 3 )
                    end
                end

                local tResults = {}
                function require( s )
                    expect( s, ""string"", 1 )
                    if tResults[s] == nil then
                        local ok, result = pcall( dofile, ""scripts/"" .. s .. "".lua"" )
                        if not ok then
                            error( result, 0 )
                        elseif result == nil then
                            tResults[s] = true
                        else
                            tResults[s] = result
                        end
                    end
                    return tResults[s]
                end

				print = io.print
				yield = coroutine.yield

				function sleep( t )
	                expect( t, ""number"", 1 )
	                local l = io.getTime() + t
	                repeat
	                    yield()
	                until io.getTime() >= l
	            end				
            end", "=ScriptController.ctor");

            // Start the main script
            m_scriptPath = m_state.Level.Info.ScriptPath;
            if (m_scriptPath != null)
            {
                if (Assets.Exists <LuaScript>(m_scriptPath))
                {
                    try
                    {
                        var script = LuaScript.Get(m_scriptPath);
                        m_machine.DoString(script.Code, "@" + AssetPath.GetFileName(m_scriptPath));
                    }
                    catch (LuaError e)
                    {
                        App.Log("Lua Error: {0}", e.Message);
                    }
                }
                else
                {
                    App.Log("Error: Script {0} not found", m_scriptPath);
                }
            }
        }
コード例 #27
0
        /// <summary>
        /// lua脚本
        /// obj :new {key=key}
        /// </summary>
        /// <param name="script"></param>
        /// <param name="obj"></param>
        public object GetByLuaScript(string script, object obj)
        {
            var prepared = LuaScript.Prepare(script);

            return(_database.ScriptEvaluate(prepared, obj));
        }
コード例 #28
0
ファイル: RedisHelper.cs プロジェクト: tempcn/hawk
        public static RedisResult ExecScript(string script, object param, int db = -1)
        {
            var prepared = LuaScript.Prepare(script);

            return(Instance?.GetDatabase(db).ScriptEvaluate(prepared, param));
        }