Pinkstack/roblox-luau-corpus-text huggingface dataset:
--[[ << PERMISSION TYPES >>																																							
<PermissionNumber>		<PermissionName>																																																	]]

local Owner local HeadAdmin local Admin local Mod local VIP--[[
auto					Owner			-- Type ;cmds to view all Owner commands
4						HeadAdmin		-- Type ;cmds to view all HeadAdmin commands
3						Admin			-- Type ;cmds to view all Admin commands
2						Mod				-- Type ;cmds to view all Mod commands
1						VIP				-- Can only use commands on theirself. Type ;cmds to view all VIP commands																		
0						Everyone		-- Setting a command to this permission type will allow anyone to use it																															]]
--Show Accessory


script.Parent.ChildRemoved:connect(function(child)
if child:IsA("Weld") then
if child.Part1.Name == "HumanoidRootPart" then
player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
script.Parent:SetNetworkOwner(player)
for i,v in pairs(child.Part1.Parent:GetChildren())do
if v:IsA("Accessory") then
v.Handle.Transparency=0

end
end
end
end
end)
-- @source https://devforum.roblox.com/t/psa-you-can-get-errors-and-stack-traces-from-coroutines/455510/2


local function Call(Function, ...)
	return Function(...)
end

local function Finish(Thread, Success, ...)
	if not Success then
		warn(debug.traceback(Thread, "Something went wrong! " .. tostring((...))))
	end

	return Thread, Success, ...
end
--[[**
	ensures value is a number where min <= value

	@param min The minimum to use

	@returns A function that will return true iff the condition is passed
**--]]


function t.numberMin(min)
	return function(value)
		local success, errMsg = t.number(value)
		if not success then
			return false, errMsg or ""
		end

		if value >= min then
			return true
		else
			return false, string.format("number >= %s expected, got %s", min, value)
		end
	end
end
--- The registry keeps track of all the commands and types that Cmdr knows about.


local Registry = {
	TypeMethods = Util.MakeDictionary({"Transform", "Validate", "Autocomplete", "Parse", "DisplayName", "Listable", "ValidateOnce", "Prefixes", "Default"});
	CommandMethods = Util.MakeDictionary({"Name", "Aliases", "AutoExec", "Description", "Args", "Run", "ClientRun", "Data", "Group"});
	CommandArgProps = Util.MakeDictionary({"Name", "Type", "Description", "Optional", "Default"});
	Types = {};
	TypeAliases = {};
	Commands = {};
	CommandsArray = {};
	Cmdr = nil;
	Hooks = {
		BeforeRun = {};
		AfterRun = {}
	};
	Stores = setmetatable({}, {
		__index = function (self, k)
			self[k] = {}
			return self[k]
		end
	});
	AutoExecBuffer = {};
}
--print("Keyframe : ".. frameName)


playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid) 
local roll = math.random(1, animTable[animName].totalWeight) 
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
--[[Output Scaling Factor]]



	local hpScaling = _Tune.WeightScaling*10
	local FBrakeForce = _Tune.FBrakeForce
	local RBrakeForce = _Tune.RBrakeForce
	local PBrakeForce = _Tune.PBrakeForce
	if not workspace:PGSIsEnabled() then
		hpScaling = _Tune.LegacyScaling*10
		FBrakeForce = _Tune.FLgcyBForce
		RBrakeForce = _Tune.RLgcyBForce
		PBrakeForce = _Tune.LgcyPBForce
	end
---------------------------------------------------------------


function onChildAdded(child)
	if child.Name == "SeatWeld" then
		local human = child.part1.Parent:findFirstChild("Humanoid") 
		if (human ~= nil) then
			print("Human IN")
			seat.Car.CarName.Value = human.Parent.Name.."'s Car"
			seat.Parent.Name = human.Parent.Name.."'s Car"
			s.Parent.Car:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui
		end
	end
end

function onChildRemoved(child)
	if (child.Name == "SeatWeld") then	
		local human = child.part1.Parent:findFirstChild("Humanoid") 
		if (human ~= nil) then
			print("Human OUT")
			seat.Parent.Name = "Empty Car"
			seat.Car.CarName.Value = "Empty Car"
			game.Players:findFirstChild(human.Parent.Name).PlayerGui.Car:remove()
		end
	end
end


script.Parent.ChildAdded:connect(onChildAdded)
script.Parent.ChildRemoved:connect(onChildRemoved)
--//Controller/--


Humanoid.Died:Connect(function()
	for i, Joint in pairs(Character:GetDescendants()) do
		if Joint:IsA("Motor6D") then
			local A0 = Instance.new("Attachment")
			A0.Parent = Joint.Part0
			A0.CFrame = Joint.C0			
			
			local A1 = Instance.new("Attachment")
			A1.Parent = Joint.Part1
			A1.CFrame = Joint.C1	
			
			local BallSocketConstraint = Instance.new("BallSocketConstraint")
			BallSocketConstraint.Parent = Joint.Parent
			BallSocketConstraint.Attachment0 = A0
			BallSocketConstraint.Attachment1 = A1
			
			Joint:Destroy()
		elseif Joint.Name == "Head" and Joint:IsA("BasePart") then
			local WeldConstraint = Instance.new("WeldConstraint")
			WeldConstraint.Parent = Joint
			WeldConstraint.Part0 = Joint
			WeldConstraint.Part1 = HRP
		
		end
	end
end)
-- local REGEX_BACKSLASH, REGEX_REMOVE_BACKSLASH, REGEX_SPECIAL_CHARS, REGEX_SPECIAL_CHARS_GLOBAL =
-- 	Constants.REGEX_BACKSLASH,
-- 	Constants.REGEX_REMOVE_BACKSLASH,
-- 	Constants.REGEX_SPECIAL_CHARS,
-- 	Constants.REGEX_SPECIAL_CHARS_GLOBAL
-- ROBLOX TODO END



function exports.isObject(val)
	return val ~= nil and typeof(val) == "table" and not Array.isArray(val)
end
function exports.hasRegexChars(str)
	return string.match(str, REGEX_SPECIAL_CHARS) ~= nil
end
function exports.isRegexChar(str: string)
	return #str == 1 and exports.hasRegexChars(str)
end
-- << VARIABLES >>


local subPageOrders = {
	["About"] = {"Info", "Updates", "Credits"};
	--["Commands"] = {"Commands", "VoiceChat", "Morphs", "Details"};
	["Commands"] = {"Commands", "Morphs", "Details"};
	["Special"] = {"Donor", "Coming soon"};
	["Admin"] = {"Ranks", "Server Ranks", "Banland"};
	["Settings"] = {"Custom"};
}
local mainFrame = main.gui.MainFrame
local TopBarFrame = main.gui.CustomTopBar
local TopBarButton = TopBarFrame.ImageButton
local pages = mainFrame.Pages
local currentPage = pages.Home
local guiDe = true
--Initialization--


xSSR.Anchored = true
xSSL.Anchored = true
zBRR.Anchored = true
zBRL.Anchored = true

weight.Rotation = alig.Rotation
engine.Rotation = alig.Rotation
fuel.Rotation = alig.Rotation
diff.Rotation = alig.Rotation
trans.Rotation = alig.Rotation
hitboxF.Rotation = alig.Rotation
hitboxR.Rotation = alig.Rotation
alig:remove()

xSSR.CFrame = xSSR.CFrame * CFrame.Angles(math.rad(0), math.rad(0), math.rad(CamberFront*-1))
xSSL.CFrame = xSSL.CFrame * CFrame.Angles(math.rad(0), math.rad(0), math.rad(CamberFront*1))

zBRR.CFrame = zBRR.CFrame * CFrame.Angles(math.rad(0), math.rad(0), math.rad(CamberRear*-1))
zBRL.CFrame = zBRL.CFrame * CFrame.Angles(math.rad(0), math.rad(0), math.rad(CamberRear*1))


if Drivetrain == "FWD" then
vRdifferential.Value = 0
elseif Drivetrain == "RWD" then
	vFdifferential.Value = 0 
end
script.Parent.CFrame = script.Parent.CFrame * CFrame.Angles(math.rad(-0.59), math.rad(0), math.rad(0))

local D = script.Assets.Screen:Clone()
D.Parent = script.Parent

local bodyweld = script.Assets.BodyWeld:Clone()
bodyweld.Parent = script.Parent.Parent
bodyweld.Disabled = false

for _,i in pairs(script.Parent.Parent.Parent:GetChildren()) do
 local new = script.Assets.Weld:Clone()
 if i.Name~="Wheels" and i.Name~="Body" then new.Parent = i end
 new.Disabled = false
end

for _,i in pairs(script.Parent.Parent.Parent.Wheels:GetChildren()) do
	local new = script.Assets.Weld:Clone()
	new.Parent = i
	new.Disabled = false
end
-- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage



hitPart.Touched:Connect(function(hit)
	if debounce == true then
		if hit.Parent:FindFirstChild("Humanoid") then
			local plr = game.Players:FindFirstChild(hit.Parent.Name)
			if plr then
				debounce = false
				hitPart.BrickColor = BrickColor.new("Bright red")
				tool:Clone().Parent = plr.Backpack
				wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
				debounce = true
				hitPart.BrickColor = BrickColor.new("Bright green")
			end
		end
	end
end)
-- @Description Return true if the specified instance got a property named as specified.
-- @Arg1 Instance
-- @Arg2 PropertyName
-- @Return boolean


function Basic.HasProperty(instance, Property)
	local CachedProp = rawget(CachedProperties, instance.ClassName) and rawget(rawget(CachedProperties, instance.ClassName), Property)
	if CachedProp then return CachedProp end
	
	local success = pcall(function()
		return instance[Property]
	end)
		
	if not rawget(CachedProperties, instance.ClassName) then rawset(CachedProperties, instance.ClassName, {}) end
	rawset(rawget(CachedProperties, instance.ClassName), Property, success)
	
	return success
end
--[[ Local Functions ]]

--
local function getHumanoid()
	local character = LocalPlayer and LocalPlayer.Character
	if character then
		if CachedHumanoid and CachedHumanoid.Parent == character then
			return CachedHumanoid
		else
			CachedHumanoid = nil
			for _,child in pairs(character:GetChildren()) do
				if child:IsA('Humanoid') then
					CachedHumanoid = child
					return CachedHumanoid
				end
			end
		end
	end
end
-- Local Functions


local function OnTimeChanged(newValue)
	local currentTime = math.max(0, newValue)
	local minutes = math.floor(currentTime / 60)-- % 60
	local seconds = math.floor(currentTime) % 60
	Timer.Text = string.format("%02d:%02d", minutes, seconds)
end

local function OnDisplayTimerInfo(intermission, waitingForPlayers)
	Timer.Intermission.Visible = intermission
	Timer.WaitingForPlayers.Visible = waitingForPlayers
end
----------------------------------------------------------------------------------------------------
-----------------=[ General ]=----------------------------------------------------------------------
----------------------------------------------------------------------------------------------------


	 TeamKill = false					--- Enable TeamKill?
	,TeamDmgMult = .1					--- Between 0-1 | This will make you cause less damage if you hit your teammate
	
	,ReplicatedBullets = true			--- Keep in mind that some bullets will pass through surfaces...
	
	,AntiBunnyHop = true				--- Enable anti bunny hop system?
	,JumpCoolDown = 1.5					--- Seconds before you can jump again
	,JumpPower = 20						--- Jump power, default is 50
	
	,RealisticLaser = true				--- True = Laser line is invisible
	,ReplicatedLaser = true				
	,ReplicatedFlashlight = true
	
	,EnableRagdoll = true				--- Enable ragdoll death?
	,TeamTags = true					--- Aaaaaaa
	,HitmarkerSound = false				--- GGWP MLG 360 NO SCOPE xD
	,Crosshair = false					--- Crosshair for Hipfire shooters and arcade modes
	,CrosshairOffset = 5				--- Crosshair size offset
--Register touched events.


Rocket.Touched:Connect(function(TouchPart)
	if not Exploded and not IGNORE_LIST[string.lower(TouchPart.Name)] and (not TouchPart:IsDescendantOf(FiredCharacter) or GetReflectedByPlayer()) then
		Explode((Rocket.CFrame * CFrame.new(0,0,-Rocket.Size.Z/2)).p)
	end
end)

ExplodeEvent.OnServerEvent:Connect(function(Player,Position)
	local PositionDelta = (Rocket.Position - Position).magnitude
	if PositionDelta < 50 or PositionDelta > 5000 then
		Explode(Position)
	end
end)
--Weld stuff here


MakeWeld(misc.Hood.Hinge,car.DriveSeat,"Motor",.1)
ModelWeld(misc.Hood.Parts,misc.Hood.Hinge)


car.DriveSeat.ChildAdded:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
	end
end)
-- Function to handle the skip action


local function SkipLoadingScreen()
	-- Calculate the end position for the animation
	local startPos = frame.Position
	local endPos = UDim2.new(startPos.X.Scale, startPos.X.Offset, startPos.Y.Scale - 2, startPos.Y.Offset)

	-- Animate the position of the frame
	local tweenService = game:GetService("TweenService")
	local tweenInfo = TweenInfo.new(FadeTime, Enum.EasingStyle.Linear)
	local tween = tweenService:Create(frame, tweenInfo, { Position = endPos })

	-- Play the animation
	tween:Play()

	-- Hide the frame when the animation completes
	tween.Completed:Connect(function()
		frame.Visible = false
	end)
end
--///////////////////////// Constructors
--//////////////////////////////////////



function module.new(CommandProcessor, ChatWindow)
	local obj = setmetatable({}, methods)

	obj.GuiObject = nil
	obj.ChatBarParentFrame = nil
	obj.TextBox = nil
	obj.TextLabel = nil
	obj.GuiObjects = {}
	obj.eGuiObjectsChanged = Instance.new("BindableEvent")
	obj.GuiObjectsChanged = obj.eGuiObjectsChanged.Event
	obj.TextBoxConnections = {}
	obj.PreviousText = ""

	obj.InCustomState = false
	obj.CustomState = nil

	obj.TargetChannel = nil
	obj.CommandProcessor = CommandProcessor
	obj.ChatWindow = ChatWindow

	obj.TweenPixelsPerSecond = 500
	obj.TargetYSize = 0

	obj.AnimParams = {}
	obj.CalculatingSizeLock = false

	obj.ChannelNameColors = {}

	obj.UserHasChatOff = false

	obj:InitializeAnimParams()

	ChatSettings.SettingsChanged:connect(function(setting, value)
		if (setting == "ChatBarTextSize") then
			obj:SetTextSize(value)
		end
	end)

	coroutine.wrap(function()
		local success, canLocalUserChat = pcall(function()
			return Chat:CanUserChatAsync(LocalPlayer.UserId)
		end)
		local canChat = success and (RunService:IsStudio() or canLocalUserChat)
		if canChat == false then
			obj.UserHasChatOff = true
			obj:DoLockChatBar()
		end
	end)()


	return obj
end

return module
--


if(vParts.Values.On.Value== false) then 
PS.EngineOff:TweenPosition(UDim2.new(1.70000005, 100, -1, 0),"Out","Quad",1,true)
elseif(vParts.Values.On.Value == true) then
PS.EngineOff:TweenPosition(UDim2.new(1.70000005, 100, -2, 0),"Out","Quad",1,true)
end
--Precalculated paths


local t,f,n=true,false,{}
local r={
[58]={{30,56,58},t},
[49]={{30,41,39,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{30,56,58,20,19},t},
[59]={{30,41,59},t},
[63]={{30,56,58,23,62,63},t},
[34]={{30,41,39,35,34},t},
[21]={{30,56,58,20,21},t},
[48]={{30,41,39,35,34,32,31,29,28,44,45,49,48},t},
[27]={{30,41,39,35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{30,41,39,35,34,32,31},t},
[56]={{30,56},t},
[29]={{30,41,39,35,34,32,31,29},t},
[13]={n,f},
[47]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{30,41,39,35,34,32,31,29,28,44,45},t},
[57]={{30,56,57},t},
[36]={{30,41,39,35,37,36},t},
[25]={{30,41,39,35,34,32,31,29,28,27,26,25},t},
[71]={{30,41,59,61,71},t},
[20]={{30,56,58,20},t},
[60]={{30,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{30,41,59,61,71,72,76,73,75},t},
[22]={{30,56,58,20,21,22},t},
[74]={{30,41,59,61,71,72,76,73,74},t},
[62]={{30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{30,41,39,35,37},t},
[2]={n,f},
[35]={{30,41,39,35},t},
[53]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{30,41,59,61,71,72,76,73},t},
[72]={{30,41,59,61,71,72},t},
[33]={{30,41,39,35,37,36,33},t},
[69]={{30,41,60,69},t},
[65]={{30,56,58,20,19,66,64,65},t},
[26]={{30,41,39,35,34,32,31,29,28,27,26},t},
[68]={{30,56,58,20,19,66,64,67,68},t},
[76]={{30,41,59,61,71,72,76},t},
[50]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{30,56,58,20,19,66},t},
[10]={n,f},
[24]={{30,41,39,35,34,32,31,29,28,27,26,25,24},t},
[23]={{30,56,58,23},t},
[44]={{30,41,39,35,34,32,31,29,28,44},t},
[39]={{30,41,39},t},
[32]={{30,41,39,35,34,32},t},
[3]={n,f},
[30]={{30},t},
[51]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{30,56,58,20,19,66,64,67},t},
[61]={{30,41,59,61},t},
[55]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{30,41,39,40,38,42},t},
[40]={{30,41,39,40},t},
[52]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{30,41},t},
[17]={n,f},
[38]={{30,41,39,40,38},t},
[28]={{30,41,39,35,34,32,31,29,28},t},
[5]={n,f},
[64]={{30,56,58,20,19,66,64},t},
}
return r
--Creates a display Gui for the soft shutdown.



return function()
	local ScreenGui = Instance.new("ScreenGui")
	ScreenGui.Name = "SoftShutdownGui"
	ScreenGui.DisplayOrder = 100
	
	--Create background to cover behind top bar.
	local Frame = Instance.new("Frame")
	Frame.BackgroundColor3 = Color3.fromRGB(66, 66, 67)
	Frame.Position = UDim2.new(-0.5,0,-0.5,0)
	Frame.Size = UDim2.new(2,0,2,0)
	Frame.ZIndex = 10
	Frame.Parent = ScreenGui
	
	local function CreateTextLabel(Size,Position,Text)
		local TextLabel = Instance.new("TextLabel")
		TextLabel.BackgroundTransparency = 1
		TextLabel.Size = Size
		TextLabel.Position = Position
		TextLabel.Text = Text
		TextLabel.ZIndex = 10
		TextLabel.Font = "Code"
		TextLabel.TextScaled = true
		TextLabel.TextColor3 = Color3.new(1,1,1)
		TextLabel.TextStrokeColor3 = Color3.new(0,0,0)
		TextLabel.TextStrokeTransparency = 0
		TextLabel.Parent = Frame
	end
	
	--Create text.
	CreateTextLabel(UDim2.new(0.5,0,0.1,0),UDim2.new(0.25,0,0.4,0),"Hey,")
	CreateTextLabel(UDim2.new(0.5,0,0.05,0),UDim2.new(0.25,0,0.475,0),"Servers are being updated")
	CreateTextLabel(UDim2.new(0.5,0,0.03,0),UDim2.new(0.25,0,0.55,0),"Please wait")
	
	--Return the ScreenGui and the background.
	return ScreenGui,Frame
end
--1 = white
--208 = Light stone grey
--194 = Medium stone grey
--199 = Dark stone grey
--26 = Black
--21 = Bright red
--24 = Bright yellow
--226 = Cool yellow
--23 = Bright blue
--107 = Bright bluish green
--102 = Medium blue
--11 = Pastel blue
--45 = Light blue
--135 = Sand blue
--106 = Bright orange
--105 = Br. yellowish orange
--141 = Earth green
--28 = Dark green
--37 = Bright green
--119 = Br. yellowish green
--29 = Medium green
--151 = Sand green
--38 = Dark orange
--192 = Reddish brown
--104 = Bright violet
--9 = Light reddish violet
--101 = Medium red
--5 = Brick Yellow
--153 = Sand red
--217 = Brown
--18 = Nougat
--125 = Light orange
--Main Control------------------------------------------------------------------------


Red = script.Parent.Red.Lamp
Yellow = script.Parent.Yellow.Lamp
Green = script.Parent.Green.Lamp
DRed = script.Parent.Red.DynamicLight
DYellow = script.Parent.Yellow.DynamicLight
DGreen = script.Parent.Green.DynamicLight
function Active()
	if Signal.Value == 0 then
		Green.Enabled = false
		Yellow.Enabled = false
		Red.Enabled = false
		DGreen.Enabled = false
		DYellow.Enabled = false
		DRed.Enabled = false
	elseif Signal.Value == 1 then
		Green.Enabled = true
		Yellow.Enabled = false
		Red.Enabled = false
		DGreen.Enabled = true
		DYellow.Enabled = false
		DRed.Enabled = false
	elseif Signal.Value == 2 then
		Green.Enabled = false
		Yellow.Enabled = true
		Red.Enabled = false
		DGreen.Enabled = false
		DYellow.Enabled = true
		DRed.Enabled = false
	elseif Signal.Value == 3 then
		Green.Enabled = false
		Yellow.Enabled = false
		Red.Enabled = true
		DGreen.Enabled = false
		DYellow.Enabled = false
		DRed.Enabled = true
	end
end
Signal.Changed:connect(Active)
--!strict
-- upstream: https://github.com/facebook/react/blob/376d5c1b5aa17724c5fea9412f8fcde14a7b23f1/packages/react/src/ReactCurrentDispatcher.js
--[[*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @flow
]]
--okay, for some dumb reason we made duplicate purchasing functions... go to ItemBuyScript



game.ServerStorage.RemoteFunctions.GetObjectFromID.OnInvoke = function(id)
	for _,v in pairs(game.ReplicatedStorage.Objects:GetChildren()) do
		if v.ItemID.Value == id then
			return v
		end
	end
end

game.ServerStorage.RemoteFunctions.ChangeCash.Event:connect(function(plr,amt)
	local data = game.ReplicatedStorage.PlayerData:FindFirstChild(plr.userId)
	if data then
		data.cash.Value = data.cash.Value + amt
	end
end)
--[[
	The entry point for the Fusion library.
]]



local PubTypes = require(script.PubTypes)
local restrictRead = require(script.Utility.restrictRead)

export type StateObject<T> = PubTypes.StateObject<T>
export type CanBeState<T> = PubTypes.CanBeState<T>
export type Symbol = PubTypes.Symbol
export type Value<T> = PubTypes.Value<T>
export type Computed<T> = PubTypes.Computed<T>
export type ForPairs<KO, VO> = PubTypes.ForPairs<KO, VO>
export type ForKeys<KI, KO> = PubTypes.ForKeys<KI, KO>
export type ForValues<VI, VO> = PubTypes.ForKeys<VI, VO>
export type Observer = PubTypes.Observer
export type Tween<T> = PubTypes.Tween<T>
export type Spring<T> = PubTypes.Spring<T>

type Fusion = {
	version: PubTypes.Version,

	New: (className: string) -> ((propertyTable: PubTypes.PropertyTable) -> Instance),
	Hydrate: (target: Instance) -> ((propertyTable: PubTypes.PropertyTable) -> Instance),
	Ref: PubTypes.SpecialKey,
	Cleanup: PubTypes.SpecialKey,
	Children: PubTypes.SpecialKey,
	Out: PubTypes.SpecialKey,
	OnEvent: (eventName: string) -> PubTypes.SpecialKey,
	OnChange: (propertyName: string) -> PubTypes.SpecialKey,

	Value: <T>(initialValue: T) -> Value<T>,
	Computed: <T>(callback: () -> T, destructor: (T) -> ()?) -> Computed<T>,
	ForPairs: <KI, VI, KO, VO, M>(inputTable: CanBeState<{[KI]: VI}>, processor: (KI, VI) -> (KO, VO, M?), destructor: (KO, VO, M?) -> ()?) -> ForPairs<KO, VO>,
	ForKeys: <KI, KO, M>(inputTable: CanBeState<{[KI]: any}>, processor: (KI) -> (KO, M?), destructor: (KO, M?) -> ()?) -> ForKeys<KO, any>,
	ForValues: <VI, VO, M>(inputTable: CanBeState<{[any]: VI}>, processor: (VI) -> (VO, M?), destructor: (VO, M?) -> ()?) -> ForValues<any, VO>,
	Observer: (watchedState: StateObject<any>) -> Observer,

	Tween: <T>(goalState: StateObject<T>, tweenInfo: TweenInfo?) -> Tween<T>,
	Spring: <T>(goalState: StateObject<T>, speed: number?, damping: number?) -> Spring<T>,

	cleanup: (...any) -> (),
	doNothing: (...any) -> ()
}

return restrictRead("Fusion", {
	version = {major = 0, minor = 2, isRelease = true},

	New = require(script.Instances.New),
	Hydrate = require(script.Instances.Hydrate),
	Ref = require(script.Instances.Ref),
	Out = require(script.Instances.Out),
	Cleanup = require(script.Instances.Cleanup),
	Children = require(script.Instances.Children),
	OnEvent = require(script.Instances.OnEvent),
	OnChange = require(script.Instances.OnChange),

	Value = require(script.State.Value),
	Computed = require(script.State.Computed),
	ForPairs = require(script.State.ForPairs),
	ForKeys = require(script.State.ForKeys),
	ForValues = require(script.State.ForValues),
	Observer = require(script.State.Observer),

	Tween = require(script.Animation.Tween),
	Spring = require(script.Animation.Spring),

	cleanup = require(script.Utility.cleanup),
	doNothing = require(script.Utility.doNothing)
}) :: Fusion
-- get


local getAsset, getNameFromID do
	local cache = {
		Passes = {},
		Products = {}
	}

	for i, pass in pairs(script.Passes:GetChildren()) do
		cache.Passes[pass.Name] = require(pass)
	end

	for i, product in pairs(script.Products:GetChildren()) do
		cache.Products[product.Name] = require(product)
	end

	function getAsset(identity)
		for class, content in pairs(cache) do
			for name, module in pairs(content) do
				if (identity == name or identity == module.Id) then
					return module, class
				end
			end
		end
	end

	function getNameFromID(id)
		for class, content in pairs(cache) do
			for name, module in pairs(content) do
				if id == module.Id then
					return name
				end
			end
		end
	end
end
--[[
	Contains the logic to run a test plan and gather test results from it.

	TestRunner accepts a TestPlan object, executes the planned tests, and
	produces a TestResults object. While the tests are running, the system's
	state is contained inside a TestSession object.
]]



local TestEnum = require(script.Parent.TestEnum)
local TestSession = require(script.Parent.TestSession)
local LifecycleHooks = require(script.Parent.LifecycleHooks)

local RUNNING_GLOBAL = "__TESTEZ_RUNNING_TEST__"
local JEST_TEST_CONTEXT = "__JEST_TEST_CONTEXT__"

local TestRunner = {
	environment = {},
}

local function wrapExpectContextWithPublicApi(expectationContext)
	return setmetatable({
		extend = function(...)
			expectationContext:extend(...)
		end,
	}, {
		__call = function(_self, ...)
			return expectationContext:startExpectationChain(...)
		end,
	})
end