Gmod Expression 2 Text Commands - garrys-mod

I am playing Garry's Mod and I'm trying to make an e2 chip that allows me to add guns to a price list with for example "!name store name" and then "+ AK47- $500". This is what I have so far and I can't seem to figure out how to make the screen say what I say!
#name manual prices screen
#inputs Screen:wirelink
#outputs
#persist A:array Cname:string [M1 M2 M3 M4]:array
#trigger
runOnChat(1)
Say = owner():lastSaid():explode(" ")
if(Say[1,string] == "+")
{
chatClk(owner())
hideChat(1),Screen:writeString("Prices:" ,1,3,100,5,0)
}
if(Say[1,string] == "!name")
{
Name = owner():lastSaid():explode(" ")(Say[2,string])
print(Name:name() + " added")
M4[M4:count()+1,entity] = Player
Screen[2041] = 1
}
interval(100)

Related

How do I make this flow from def get_burger_choice to def get_burger_price

So I am trying to make this continue from get_burger_choice to get_burger price to where it would flow and finish the program. I am trying to write this program to where I could get the type of burger then the price from get_burger_price. Heres the problem, I do not know how to intergrate it towards doing that. I am completely stuck after the part where it says "no" at the end part of get_burger_choice to where I can transition to get_burger_price
Here is the code that I used : the part highlighted is where Im having trouble transitioning:I would like it to where if the user says no, it would ask if they would like to see the price, and it would transition towards get_burger_price
def get_burger_choice():
SIZE = 3
burgers = ["Cheesy", "Regular", "Veggie" ]
search = True
while search == True:
index = 0
found = False
print("What type of burger would you like?")
searchValue = input()
while found == False and index <= SIZE - 1:
if burgers[index].lower()==searchValue.lower():
found = True
else:
index = index + 1
if found:
print("That is on our menu")
else:
print("That is not in our menu")
print("Do you want see another burger? yes/no: ")
tryagain = input()
if tryagain.lower() =='no':
print("Would you like to see the price? yes or no: ")
if
def price_burger(burger_choice, burger_price):
if burger_price == 'cheesy':
burger_price = 3.00
elif burger_choice == 'regular':
burger_price = 2.00
elif burger_choice == 'veggie':
burger_price = 2.00
else:
print("we do not have that, sorry")
return burger_price
def total_price(burger_price, burger_choice=None):
print("The burger cost $", burger_price)
def closing(burger_choice):
if burger_choice == 'cheesy':
print("Nice selection, This is our best!")
else:
print("enjoy!")
def main(burger_price = 0):
choice = "yes"
while choice != "no":
burger_choice = get_burger_choice()
burger_price = price_burger(burger_choice,burger_price)
total_price(burger_price)
closing(burger_choice)
choice = input("\nWould you like to try again? yes or no: ")
main()

Algorithm used to prevent a player from getting their same card

I have a game I am coding in Tabletop Simulator where all players (P) is given a card (C). Once memorized all players put the card back into the deck (D), shuffled, and then all players are dealt one of the cards from the same deck (D). I am trying to code the simplest algorithm that prevents a player from getting their own card. Now when it comes to coding this should be simple I assume instead of creating simulations to run until it is successful.
Say you have the following:
deck, a randomized deck containing all the cards (including those the players have seen).
seen_card_id_by_player, a lookup table that give you the guid of the card a player has seen.
Then the solution is simply
local card_ids = {}
for i, card_data in ipairs(deck.getObjects()) do
table.insert(card_ids, card_data.guid)
end
for player, seen_card_id in pairs(seen_card_id_by_player) do
local card_id = table.remove(card_ids)
if card_id == seen_card_id then
local i = math.random(1, #card_ids)
card_ids[i], card_id = card_id, card_ids[i]
end
-- Deal the specific card.
deck.takeObject({
guid = card_ids[i],
position = player.getHandTransform().position,
flip = true,
})
end
When we pick the card the player has already seen, it is placed back at a random location among the remaining cards. This ensures that every card has an equal chance of being drawn by the next player. This is the underlying principle of the Fisher-Yates shuffle.
Full demonstration
function broadcast_error(msg)
broadcastToAll(msg, { r=1, g=0, b=0 })
end
function get_cards_seen_by_players()
local player_ids = Player.getAvailableColors()
local error = false
local seen_card_by_player = {}
for i, player_id in ipairs(player_ids) do
local player = Player[player_id]
local hand_objs = player.getHandObjects()
local player_error = false
if #hand_objs > 1 then
player_error = true
elseif #hand_objs == 1 then
local card = hand_objs[1]
if card.tag ~= "Card" then
player_error = true
else
seen_card_by_player[player] = card
end
end
if player_error then
broadcast_error(player_id .. " doesn't have a valid hand.")
error = true
end
end
if error then
return nil
end
return seen_card_by_player
end
function run()
local deck = getObjectFromGUID("...")
local seen_card_by_player = get_cards_seen_by_players()
if seen_card_by_player == nil or next(seen_card_by_player) == nil then
return
end
local seen_card_id_by_player = {}
for player, card in pairs(seen_card_by_player) do
local card_id = card.guid
seen_card_id_by_player[player] = card_id
card.putObject(deck)
end
deck.randomize()
local card_ids = {}
for i, card_data in ipairs(deck.getObjects()) do
table.insert(card_ids, card_data.guid)
end
for player, seen_card_id in pairs(seen_card_id_by_player) do
local card_id = table.remove(card_ids)
if card_id == seen_card_id then
local i = math.random(1, #card_ids)
card_ids[i], card_id = card_id, card_ids[i]
end
deck.takeObject({
guid = card_ids[i],
position = player.getHandTransform().position,
flip = true,
})
end
end
Create a game with a deck of cards. Place the above code in Global, replacing ... with the deck's GUID. To run the demonstration, deal one card to any number of players, then use /execute Global.call("run") in the chat window.

How to create a Roblox game where the player has to guess a randomly generated pin?

So, I've been working on this for the past week. I have tried everything (based on the knowledge I know) and yet nothing... my code didn't work the first time, the second time, the third time... the forth... etc... at the end, I let frustration take control of me and I ended up deleting the whole script. Luckily not the parts and models, otherwise I'm really screwed...
I need to create a game in which I have to create a keypad of sorts, at first I thought GUI would work... no, it needs to be SurfaceGUI, which I don't know how to handle well... Anyway, I needed to create a keypad using SurfaceGUI, and display it on a separate screen, as a typical keypad would...
The Player would first have to enter an "initial" number, meaning in order to enter the randomly generated number he first needed to input the static pin in order to "log in," after that, then he would try to guess the number...
I've literally tried everything I could but nothing... It's mainly because of my lack of experience in LUA, I'm more advanced in Python and barely know a thing in Java... If someone could assist me on how to do this, I would appreciate it greatly
First, download this and put it in a ScreenGui in StarterGui. Then, use the following LocalScript placed inside the PIN frame:
-- Script settings
local len = 4 -- replace this as needed...
local regen = false -- determines whether PIN will regenerate after a failed attempt
local regmes = "Enter PIN..." -- start message of PIN pad
local badmes = "Wrong PIN!" -- message displayed when PIN is wrong
local success = "Correct PIN!" -- message displayed when PIN is right
-- Script workings
local pin = script.Parent
local top = pin.Top
local txt = top.Numbers
local nums = top.NumKeys
local pin
local stpin
local nms
txt.Text = regmes
local see = game:GetStorage("ReplicatedStorage").PINActivate
local function activate()
if pin.Visible then
pin.Visible = false
for _, btn in pairs(nums:GetChildren()) do
btn.Active = false
end
return
else
pin.Visible = true
for _, btn in pairs(nums:GetChildren()) do
btn.Active = true
end
return
end
end
local function rand()
math.randomseed(os.time) -- better random numbers this way
return tostring(math.floor(math.random(0,9.9)))
end
local function gen()
nms = {rand()}
for i=2, len, 1 do
nms[#nms+1]=rand()
end
stpin = nms[1]
for i=2, #nms, 1 do
stpin = stpin..nms[i]
end
pin = tonumber(stpin) -- converts the number string into an actual number
end
gen()
local function activate(str)
if tonumber(str) ~= pin then
txt.Text = badmes
wait(2)
txt.Text = regmes
if regen then
gen()
wait(0.1)
end
return
else
txt.Text = success
wait(2)
activate()
-- insert code here...
end
end
for _, btn in pairs(nums:GetChildren()) do
btn.Activated:Connect(function()
if txt.Text == "Wrong PIN!" then return end
txt.Text = txt.Text..btn.Text
if string.len(txt.Text) >= len then
activate(txt.Text)
end
wait(0.1)
end)
end
see.OnClientEvent:Connect(activate)
And in a Script put this:
local Players = game:GetService("Players")
local see = game:GetService("ReplicatedStorage").PINActivate
local plr
-- replace Event with something like Part.Touched
Event:Connect(function(part)
if part.Parent.Head then
plr = Players:GetPlayerFromCharacter(part.Parent)
see:FireClient(plr)
end
end)
What this will do is bring up a ScreenGui for only that player so they can enter the PIN, and they can close it as well. You can modify as needed; have a great day! :D
There is an easier way, try this
First, Create a GUI in StarterGui, then, Create a textbox and postion it, after that, create a local script inside and type this.
local Password = math.random(1000, 9999)
print(Password)
game.ReplicatedStorage.Password.Value = Password
script.Parent.FocusLost:Connect(function(enter)
if enter then
if script.Parent.Text == tostring(Password) then
print("Correct!")
script.Parent.BorderColor3 = Color3.new(0, 255, 0)
Password = math.random(1000, 9999)
game.ReplicatedStorage.Correct1:FireServer()
print(Password)
game.ReplicatedStorage.Password.Value = Password
else
print("wrong!")
print(script.Parent.Text)
script.Parent.BorderColor3 = Color3.new(255, 0, 0)
end
end
end)
That's all in the textbox.
Or if you want a random username script, create a textlabel, then, create a local script in the textlabel and type in this.
local UserText = script.Parent
local Username = math.random(1,10)
while true do
if Username == 1 then
UserText.Text = "John"
elseif Username == 2 then
UserText.Text = "Thomas"
elseif Username == 3 then
UserText.Text = "Raymond"
elseif Username == 4 then
UserText.Text = "Ray"
elseif Username == 5 then
UserText.Text = "Tom"
elseif Username == 6 then
UserText.Text = "Kai"
elseif Username == 7 then
UserText.Text = "Lloyd"
elseif Username == 8 then
UserText.Text = "Jay"
elseif Username == 9 then
UserText.Text = "User"
else
UserText.Text = "Guest"
end
wait()
end
All of those if statments are checking what username has been chosen. I have made a roblox game like this recently, so I just took all the script from the game.
If you want to check out my game, Click Here

Amibroker AFL code Buy Sell status is not fetching with if condition

I have AFL which is working fine for crude oil. out of 10 trades, 8 trades are targets hitting. I have code for place orders auto trades. the auto trade code is working fine with other AFL codes but the problem is in below algorithm the BUY and SELL Boolean value is not giving to IF condition. But IIF(Buy .... conditions are working fine.
My main question is why BUY Sell True or false is not working in the last status in AFL. Kindly help me to resolve this.
_SECTION_BEGIN("T+4 day ");
Title = " ..:: duy ::.. - Filter of Stock " + " " + FullName() + " " + Date( ) ;
// 4-Day-Range Switch
prev=AMA2(C,1,0);
d=IIf(C>Ref(Max(Max(H,Ref(H,-20)),Max(Ref(H,-10),Ref(H,-15))),-1),Min(Min(L,Ref(L,-20)),Min(Ref(L,-10),Ref(L,-15))),
IIf(C<Ref(Min(Min(L,Ref(L,-20)),Min(Ref(L,-10),Ref(L,-15))),-1),Max(Max(H,Ref(H,-20)),Max(Ref(H,-10),Ref(H,-15))),PREV));
a=Cross(Close,d);
b=Cross(d,Close);
state=IIf(BarsSince(a)<BarsSince(b),1,0);
s=state>Ref(state,-1);
ss=state<Ref(state,-1);
sss=state==Ref(state,-1);
col=IIf(state == 1 ,51,IIf(state ==0,4,1));
Plot(C,"",Col,128);
Buy=s;
Sell=ss;
PlotShapes( shapeUpArrow * s ,6,0,L);
PlotShapes( shapeDownArrow *ss ,4,0,H);
dist = 0.8*ATR(10);
dist1 = 2*ATR(10);
for( i = 0; i < BarCount; i++ )
{
if( Buy )
{
PlotText( "\nBuy:" + L[ i ] + "\nT= " + (L*1.005) + "\nSL= " + (L*0.9975), i, L[ i ]-dist, colorGreen, colorWhite );
}
if( Sell )
{
PlotText( "Sell:" + H[ i ] + "\nT= " + (H*0.995) + "\nSL= " + (H*1.0025), i, H[ i ]+dist1, colorRed, colorWhite );
}
}
Buy = ExRem(Buy,Sell);
Sell = ExRem(Sell,Buy);
if ( LastValue(Buy)==1)
{
quantity=2;
orderId=placeOrderFuture("MCX", "FUTCOM", ChartSymbol, "BUY", "INTRADAY", "MARKET", quantity, 0, defaultTriggerPrice(), "19-APR-2018", defaultStrategyId(), defaultComments());
//orderId = placeOrderUsingParams(tradeType, AT_ORDER_TYPE, AT_QUANTITY, buyPrice, defaultTriggerPrice(), 1);
}
if ( LastValue(Sell) == 1 )
{
quantity=2;
orderId=placeOrderFuture("MCX", "FUTCOM", ChartSymbol, "SELL", "INTRADAY", "MARKET", quantity, 0, defaultTriggerPrice(), "19-APR-2018", defaultStrategyId(), defaultComments());
//orderId = placeOrderUsingParams("SELL", AT_ORDER_TYPE, AT_QUANTITY, sellPrice, defaultTriggerPrice(), 1);
}
LastValue documentation
With if statements, you need to specify a specific bar. And according to the documentation, LastValue may look into the future. I can't say for sure what's happening with your code, but the loops/if/switch can be tricky. This tutorial Looping in Amibroker might give you some insights into how they work.
You may try SelectedValue instead. If you haven't got any bars selected, it automatically defaults to the last bar. I use this for my realtime trading.
bi = SelectedValue(BarIndex());
if(Buy[bi])
{
...
}
On an unrelated note, your text plots aren't going to plot unfiltered signals, put your ExRem code under your initial Buy and Sell conditions.

Positional Argument Undefined

I am working on a larger project to write a code so the user can play Connect 4 against the computer. Right now, the user can choose whether or not to go first and the board is drawn. While truing to make sure that the user can only enter legal moves, I have run into a problem where my function legal_moves() takes 1 positional argument, and 0 are given, but I do not understand what I need to do to male everything agree.
#connect 4
#using my own formating
import random
#define global variables
X = "X"
O = "O"
EMPTY = "_"
TIE = "TIE"
NUM_ROWS = 6
NUM_COLS = 8
def display_instruct():
"""Display game instructions."""
print(
"""
Welcome to the second greatest intellectual challenge of all time: Connect4.
This will be a showdown between your human brain and my silicon processor.
You will make your move known by entering a column number, 1 - 7. Your move
(if that column isn't already filled) will move to the lowest available position.
Prepare yourself, human. May the Schwartz be with you! \n
"""
)
def ask_yes_no(question):
"""Ask a yes or no question."""
response = None
while response not in ("y", "n"):
response = input(question).lower()
return response
def ask_number(question,low,high):
"""Ask for a number within range."""
#using range in Python sense-i.e., to ask for
#a number between 1 and 7, call ask_number with low=1, high=8
low=1
high=NUM_COLS
response = None
while response not in range (low,high):
response=int(input(question))
return response
def pieces():
"""Determine if player or computer goes first."""
go_first = ask_yes_no("Do you require the first move? (y/n): ")
if go_first == "y":
print("\nThen take the first move. You will need it.")
human = X
computer = O
else:
print("\nYour bravery will be your undoing... I will go first.")
computer = X
human = O
return computer, human
def new_board():
board = []
for x in range (NUM_COLS):
board.append([" "]*NUM_ROWS)
return board
def display_board(board):
"""Display game board on screen."""
for r in range(NUM_ROWS):
print_row(board,r)
print("\n")
def print_row(board, num):
"""Print specified row from current board"""
this_row = board[num]
print("\n\t| ", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num],"|")
print("\t", "|---|---|---|---|---|---|---|")
# everything works up to here!
def legal_moves(board):
"""Create list of column numbers where a player can drop piece"""
legals = []
if move < NUM_COLS: # make sure this is a legal column
for r in range(NUM_ROWS):
legals.append(board[move])
return legals #returns a list of legal columns
#in human_move function, move input must be in legal_moves list
print (legals)
def human_move(board,human):
"""Get human move"""
legals = legal_moves(board)
print("LEGALS:", legals)
move = None
while move not in legals:
move = ask_number("Which column will you move to? (1-7):", 1, NUM_COLS)
if move not in legals:
print("\nThat column is already full, nerdling. Choose another.\n")
print("Human moving to column", move)
return move #return the column number chosen by user
def get_move_row(turn,move):
move=ask_number("Which column would you like to drop a piece?")
for m in range (NUM_COLS):
place_piece(turn,move)
display_board()
def place_piece(turn,move):
if this_row[m[move]]==" ":
this_row.append[m[move]]=turn
display_instruct()
computer,human=pieces()
board=new_board()
display_board(board)
move= int(input("Move?"))
legal_moves()
print ("Human:", human, "\nComputer:", computer)
Right down the bottom of the script, you call:
move= int(input("Move?"))
legal_moves()
# ^ no arguments
This does not supply the necessary board argument, hence the error message.

Resources