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script.ts
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179 lines (155 loc) · 4.39 KB
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// Categorized function collection.
import { RuleEvent, Value, Action, Level, Server, Match, Util, Type, Classes } from '../bin/release/kor'
// Classified data type.
const { Array, Bool, Number, String } = Type
// Reprocessed function class.
const { Rule, Player, Event, Entity, Team, Vector } = Classes
/**
* @description
* Write the workshop code from below.
*/
// Check condition
let checkCompareValue1 = Value.attacker() == Value.attacker()
let checkCompareValue2 = ((checkCompareValue1 >= (checkCompareValue1 < checkCompareValue1)))
// Check and
let checkAndValue1 = Value.attacker() && Value.attacker()
// Check or
let checkOrValue1 = Value.attacker() || Value.attacker()
// Check not
let checkNotValue1 = !Value.attacker()
let checkNotValue2 = (!Value.attacker())
let checkNotValue3 = ((!Value.attacker()))
let checkNotValue4 = !(checkNotValue1 && checkAndValue1)
// Check operator overload
let a = Value.number(1)
let b = Value.number(2)
let c = Value.number(3)
let d = Value.number(4)
let e = Value.number(4)
let f = Value.number(4)
let g = Value.number(4)
let h = Value.number(4)
let i = Value.number(4)
let j = Value.number(4)
let k = Value.number(4)
let l = Value.number(4)
let m = Value.number(4)
let n = Value.number(4)
let o = Value.number(4)
let checkOperator1 = ((a*b)/c+d) % e + (f+g+h+i) - (j-(k*l/m) - n * o)
// Check array
/*
let checkArray1 = Type.Array.allDeadPlayers(Type.Team.team(Type.TeamConstant.Default('All')))
checkArray1.length
checkArray1.pop()
checkArray1.shift()
checkArray1.slice(0, 1)
checkArray1.reverse()
checkArray1.push(Value.number(1))
checkArray1.sort((a, b)=> a * b)
checkArray1.reduce((previousValue, currentValue, currentIndex)=>{
//
})
checkArray1.reduceRight((previousValue, currentValue, currentIndex)=>{
//
})
checkArray1.some((value, index, array)=>{
//
})
checkArray1.splice(1, 1, [])
checkArray1.map((value, index, array)=> {
//
})
checkArray1.unshift()
checkArray1.values()
checkArray1.concat()
checkArray1.copyWithin(1, 1, 1)
checkArray1.entries()
checkArray1.every((value, index, array)=>{
//
})
checkArray1.fill(1, 2, 3)
checkArray1.find((value, index,obj)=>{
//
}, 1)
checkArray1.findIndex((value, index,obj)=>{
//
}, 1)
checkArray1.forEach((value, index, array)=>{
//
})
*/
// Check empty array overload
let checkEmptyArray = []
new Rule({
description: '1',
event:
RuleEvent.onGoingGlobal(),
condition: [
// Check condition
Value.attacker() == Event.EventPlayer(),
Value.attacker() === Event.EventPlayer(),
Value.attacker() != Event.EventPlayer(),
Value.attacker() !== Event.EventPlayer(),
Value.attacker() >= Event.EventPlayer(),
Value.attacker() <= Event.EventPlayer(),
Value.attacker() > Event.EventPlayer(),
Value.attacker() < Event.EventPlayer(),
// Check nested condition
checkCompareValue1 != checkCompareValue1,
// Check complex condition
(checkCompareValue1 >= (checkCompareValue1 < checkCompareValue1)) != checkCompareValue1,
// Check complex condition (multiple parenthesized)
((checkCompareValue1 >= (checkCompareValue1 < checkCompareValue1)) != checkCompareValue1 ),
(((checkCompareValue1 >= (checkCompareValue1 < checkCompareValue1)) != checkCompareValue1 )),
(
(
(
checkCompareValue1
>=
(
checkCompareValue1
<
checkCompareValue1
)
)
!=
checkCompareValue1
)
),
// Check complex nested condition
checkCompareValue2 === checkCompareValue2,
// Check unary condition
checkCompareValue1,
// Check complex nested usnary compare
checkCompareValue2,
],
action: [
Action.kill(
Type.Player.attacker(),
Type.AssisterParam.Null()
)
]
})
new Rule({
description: '2',
// Set the event type
event: RuleEvent.onGoingGlobal(),
condition: [
// Write the rule condition.
],
action: [
// Write the rule action.
]
})
new Rule({
description: '3',
// Set the event type
event: RuleEvent.onGoingGlobal(),
condition: [
// Write the rule condition.
],
action: [
// Write the rule action.
]
})