Save a bunch

This commit is contained in:
Eero Holmala 2023-10-13 10:09:01 +03:00
parent 51d20067c6
commit 38307fadd2
75 changed files with 641 additions and 2421 deletions

4
.gitignore vendored Normal file
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# C++ and C# artifact folders
/**/[Bb]uild
/**/[Bb]in
/**/[Oo]bj

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from random import choice, randint
ELEMENTS = [
"Fire",
"Frost",
"Ice",
"Flame",
"Lightning",
"Shock",
"Poison",
"Plague",
"Water",
"Holy",
"Light",
"Dark",
"Shadow",
"Ember",
"Lava",
"Immolation",
"Magma",
"Healing",
"Hail",
"Chaos",
"Arctic",
"Glacial",
"Storm",
"Death",
"Molten",
"Bone",
"Spirit",
"Blood",
"Wind",
"Arcane",
"Prismatic"
]
SPELL_TYPE = [
"Shock",
"Bolt",
"Aura",
"Nova",
"Shield",
"Blade",
"Lance",
"Ball",
"Teeth",
"Pillar",
"Spear",
"Brand",
"Mastery",
"Attunement",
"Wave",
"Blast",
"Burst",
"Flurry",
"Orb",
"Glaive",
"Breath",
"Ritual",
"Spike",
"Beam",
"Bash",
"Rush",
"Snare",
"Pact",
"Daggers",
"Storm",
"Summoning",
"Tether",
"Totem",
"Fury",
"Explosion",
"Touch",
"Cleave",
"Hammer",
"Grip",
"Wrath"
]
SPELL_QUALIFIER = [
]
SPELL_RANK = [
"Advanced",
"Improved",
"Lesser",
"Greater",
"Masterful",
"Demonic",
"Chain",
"Multi",
"Forked",
"Homing",
"Chaotic",
"Flaming",
"Blessed",
"Burning",
"Wild"
]
SPELL_OWNERSHIP = [
"Nature's",
"Demon's",
"Angels'",
"Dragon's"
]
def gen_name():
owner = choice(SPELL_OWNERSHIP) if randint(0,5)==1 else ""
rank = choice(SPELL_RANK) if randint(0,1)==1 else ""
type = choice(SPELL_TYPE)
element = choice(ELEMENTS)
name_list = []
if not owner == "":
name_list.append(owner)
if not rank == "":
name_list.append(rank)
name_list.append(element)
name_list.append(type)
name = " ".join(name_list)
return name
def main():
for _ in range(10):
print(gen_name())
if __name__ == '__main__':
main()

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@ -258,4 +258,7 @@ paket-files/
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
*.pyc
# Imgui
imgui.ini

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{
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"name": "Microsoft.NETCore.App",
"version": "6.0.0"
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}

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Collapsed=0
[Window][Dear ImGui Demo]
Pos=1318,438
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Size=550,680
Collapsed=1
Collapsed=0
[Window][Dear ImGui Metrics/Debugger]
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[Window][Dear ImGui Stack Tool]
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// <autogenerated />
using System;
using System.Reflection;
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETCoreApp,Version=v6.0", FrameworkDisplayName = "")]

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@ -1,22 +0,0 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("Guild.CLI")]
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")]
[assembly: System.Reflection.AssemblyProductAttribute("Guild.CLI")]
[assembly: System.Reflection.AssemblyTitleAttribute("Guild.CLI")]
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
// Generated by the MSBuild WriteCodeFragment class.

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build_property.ProjectTypeGuids =
build_property.InvariantGlobalization =
build_property.PlatformNeutralAssembly =
build_property._SupportedPlatformList = Linux,macOS,Windows
build_property.RootNamespace = Guild.CLI
build_property.ProjectDir = C:\dev\monorepo\Guild\Guild.CLI\

View File

@ -1,8 +0,0 @@
// <auto-generated/>
global using global::System;
global using global::System.Collections.Generic;
global using global::System.IO;
global using global::System.Linq;
global using global::System.Net.Http;
global using global::System.Threading;
global using global::System.Threading.Tasks;

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View File

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"C:\\Users\\Eero\\.nuget\\packages\\silk.net.input.extensions\\2.16.0\\silk.net.input.extensions.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.input.glfw\\2.16.0\\silk.net.input.glfw.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.input.sdl\\2.16.0\\silk.net.input.sdl.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.maths\\2.16.0\\silk.net.maths.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.openal\\2.16.0\\silk.net.openal.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.opengl\\2.16.0\\silk.net.opengl.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.opengl.extensions.imgui\\2.16.0\\silk.net.opengl.extensions.imgui.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.sdl\\2.16.0\\silk.net.sdl.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.vulkan\\2.16.0\\silk.net.vulkan.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.vulkan.extensions.khr\\2.16.0\\silk.net.vulkan.extensions.khr.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.windowing\\2.16.0\\silk.net.windowing.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.windowing.common\\2.16.0\\silk.net.windowing.common.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.windowing.glfw\\2.16.0\\silk.net.windowing.glfw.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\silk.net.windowing.sdl\\2.16.0\\silk.net.windowing.sdl.2.16.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\system.buffers\\4.5.1\\system.buffers.4.5.1.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\system.memory\\4.5.5\\system.memory.4.5.5.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\system.numerics.vectors\\4.5.0\\system.numerics.vectors.4.5.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\system.runtime.compilerservices.unsafe\\6.0.0\\system.runtime.compilerservices.unsafe.6.0.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\system.text.encodings.web\\6.0.0\\system.text.encodings.web.6.0.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\system.text.json\\6.0.0\\system.text.json.6.0.0.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\ultz.native.glfw\\3.3.3.1\\ultz.native.glfw.3.3.3.1.nupkg.sha512",
"C:\\Users\\Eero\\.nuget\\packages\\ultz.native.sdl\\2.0.14.1\\ultz.native.sdl.2.0.14.1.nupkg.sha512"
],
"logs": []
}

3
Learning/DX9/.gitignore vendored Normal file
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*.exe
*.obj
/build

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cmake_minimum_required(VERSION 3.0)
project(DirectX9BlankScreen)
# Add the executable target
add_executable(${PROJECT_NAME} WIN32 main.cpp)
# Find DirectX 9 libraries
set(DIRECTX_SDK_PATH "C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)")
# Include DirectX headers
target_include_directories(${PROJECT_NAME} PRIVATE "${DIRECTX_SDK_PATH}/Include")
# Link DirectX libraries
target_link_libraries(${PROJECT_NAME} PRIVATE "${DIRECTX_SDK_PATH}/Lib/x64/d3d9.lib")
# Set the C++ standard to C++11 or higher
set_target_properties(${PROJECT_NAME} PROPERTIES CXX_STANDARD 11)

184
Learning/DX9/main.cpp Normal file
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/*
Compile with
cl /nologo main.cpp /link user32.lib d3d9.lib
OR
Add these:
#pragma comment(lib,"user32.lib")
#pragma comment(lib, "d3d9.lib")
and compile with:
cl /nologo main.cpp
*/
#include <Windows.h>
#include <d3d9.h>
// Function prototypes
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
HRESULT InitializeDirectX(HWND hWnd);
void RenderFrame();
// DirectX variables
LPDIRECT3D9 pD3D = NULL;
LPDIRECT3DDEVICE9 pd3dDevice = NULL;
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
// Create the window
const char className[] = "DirectX9BlankScreen";
const int width = 800;
const int height = 600;
WNDCLASS wc = {};
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = className;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
RegisterClass(&wc);
HWND hWnd = CreateWindowEx(
0,
className,
"DirectX 9 Blank Screen",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
width, height,
NULL,
NULL,
hInstance,
NULL
);
if (!hWnd)
{
return -1;
}
// Initialize DirectX
if (FAILED(InitializeDirectX(hWnd)))
{
return -1;
}
// Show the window
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
// Main message loop
MSG msg = {};
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
RenderFrame();
}
}
// Clean up DirectX resources
if (pd3dDevice)
{
pd3dDevice->Release();
pd3dDevice = NULL;
}
if (pD3D)
{
pD3D->Release();
pD3D = NULL;
}
return static_cast<int>(msg.wParam);
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
}
HRESULT InitializeDirectX(HWND hWnd)
{
// Create the Direct3D9 object
pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (!pD3D)
{
return E_FAIL;
}
// Setup the presentation parameters
D3DPRESENT_PARAMETERS d3dpp = {};
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
// Create the Direct3D device
if (FAILED(pD3D->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp,
&pd3dDevice
)))
{
return E_FAIL;
}
return S_OK;
}
void RenderFrame()
{
// Clear the back buffer
pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
// Begin the scene
pd3dDevice->BeginScene();
// Set the vertex format
pd3dDevice->SetFVF(D3DFVF_XYZ);
// Define the vertices of the triangle
struct Vertex
{
float x, y, z;
};
Vertex vertices[] =
{
{ 0.0f, 1.0f, 0.0f }, // Top
{ -1.0f, -1.0f, 0.0f }, // Bottom-left
{ 1.0f, -1.0f, 0.0f } // Bottom-right
};
// Set the color to red
pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); // Disable lighting
pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // Disable backface culling
pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); // Disable alpha blending
pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); // Solid fill mode
pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); // Gouraud shading
// Draw the triangle
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 1, vertices, sizeof(Vertex));
// End the scene
pd3dDevice->EndScene();
// Present the back buffer to the screen
pd3dDevice->Present(NULL, NULL, NULL, NULL);
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net6.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
</Project>

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// See https://aka.ms/new-console-template for more information
Console.WriteLine("Hello, World!");

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namespace Fantasy;
public class Simulation
{
private float ElapsedTime = 0f;
private float AccumilatedTime = 0f;
private bool IsRunning = false;
public Simulation()
{
}
public void Start()
{
float dt = 0f;
IsRunning = true;
while (IsRunning)
{
this.Loop(dt);
ElapsedTime += dt;
}
}
private void Loop(float dt)
{
}
}

218
Simulation/Fantasy/main.py Normal file
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import random
MAX_DISTANCE = 100
SOUND_EFFECTS = ["Slap!", "Smack!"]
def fformat_percentage(val):
if val == 1.0:
return "0%"
elif val > 1.0:
return f"{int((val-1)*100)}%"
return f"{int((-val)*100)}%"
def iformat_percentage(val):
return f"{val}%"
class Defeated:
"""
Tris only cums as much as possible
"""
def __init__(self, game):
self.game = game
self.input = ""
self.is_running = True
self.chance = None
def do_action(self, inp):
if inp in ["end"]:
self.is_running = False
return
else:
self.game.arousal += 10
print(random.choice(SOUND_EFFECTS))
def run(self):
while self.is_running:
self.input = input("$")
self.do_action(self.input)
print("Defeat Ended.")
class Encounter:
"""
If stamina gets to zero during an encounter, Tris is "defeated".
"""
def __init__(self, game):
self.game = game
self.input = ""
self.is_running = True
self.chance = None
self.enemy = Enemy()
def roll(self):
self.chance = random.random()
def check_defeat(self):
if self.game.stamina <= 0:
print("Defeated!")
self.is_running = False
d = Defeated(self.game)
d.run()
def do_action(self, inp):
self.check_defeat()
if inp in ["fight", "f"]:
print("Fight!")
self.game.drain_stamina(20)
self.enemy.attack(self.game)
# self.is_running = False
else:
print("Unknown command.")
def run(self):
while self.is_running:
self.input = input("#")
self.do_action(self.input)
print("Encounter ended.")
class Enemy:
def __init__(self) -> None:
self.health = random.randint(50, 150)
def attack(self, game):
if hasattr(game, "stamina"):
print("Enemy attacks ")
game.stamina -= 1
class Game:
def __init__(self):
self.is_running = True
self.input = ""
self.chance = None
# Stats
self.distance = 0
self.stamina = 100
self.arousal = 0
self.pleasure = 0
self.sensitivity = 1.0
def save(self, name="save"):
print("Saving...")
data = [
f"distance:{self.distance}\n",
f"stamina:{self.stamina}\n",
f"arousal:{self.arousal}\n",
f"pleasure:{self.pleasure}\n",
f"sensitivity:{self.sensitivity}\n",
]
with open(f"{name}.sav", "w+") as f:
f.writelines(data);
print("Game saved!")
def load(self, name="save"):
print("Loading...")
with open(f"{name}.sav", "r") as f:
lines = f.readlines()
for line in lines:
s = line.split(":")
if s[0] == "distance":
self.distance = int(s[1])
if s[0] == "stamina":
self.stamina = int(s[1])
if s[0] == "arousal":
self.arousal = float(s[1])
if s[0] == "pleasure":
self.pleasure = int(s[1])
if s[0] == "sensitivity":
self.sensitivity = float(s[1])
print("Game loaded!")
def roll(self):
self.chance = random.random()
def drain_stamina(self, amt):
self.stamina -= amt
if self.stamina < 0:
self.stamina = 0
def gain_stamina(self, amt):
self.stamina += amt
if self.stamina > 100:
self.stamina = 100
def print_status(self):
print(f"Tris has travelled {self.distance} out of {MAX_DISTANCE} miles.")
print(f"Stamina:\t{self.stamina}")
print(f"Pleasure:\t{self.pleasure}")
print(f"Arousal:\t{iformat_percentage(self.arousal)}")
print(f"Sensitivity:\t{fformat_percentage(self.sensitivity)}")
def do_encounter(self):
print("Encounter!")
e = Encounter(self)
e.run()
def do_ambush(self):
self.gain_stamina(25)
print("Ambush!")
e = Encounter(self)
e.run()
def check_victory(self):
if self.distance >= MAX_DISTANCE:
print("Victory!")
self.is_running = False
def debug(self):
print(fformat_percentage(1))
print(fformat_percentage(1.5))
print(fformat_percentage(0.5))
print(fformat_percentage(2.5))
print(fformat_percentage(0.0))
def do_action(self, inp):
self.roll()
if inp in ["e","exit","q","quit"]:
self.is_running = False
elif inp in ["walk","w"]:
if self.chance > 0.8:
self.do_encounter()
return
if self.stamina == 0:
print("Tris has no stamina. She must rest.")
else:
print("Tris walks forward")
self.distance += 1
self.drain_stamina(5)
self.check_victory()
elif inp in ["status", "s"]:
self.print_status()
elif inp in ["save"]:
self.save()
elif inp in ["load"]:
self.load()
elif inp in ["rest","r"]:
if self.chance > 0.9:
self.do_ambush()
return
print("Tris rests")
self.gain_stamina(50)
elif inp in ["dbg"]:
self.debug()
else:
print("Unknown command.")
def run(self):
while self.is_running:
self.input = input(">")
self.do_action(self.input)
def main():
game = Game()
game.run()
if __name__ == "__main__":
main()

1
utils/cleaner++/.gitignore vendored Normal file
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/build

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cmake_minimum_required(VERSION 3.0.0)
project(cleaner++ VERSION 0.1.0 LANGUAGES C CXX)
include(CTest)
enable_testing()
add_executable(cleaner++ main.cpp)
set(CPACK_PROJECT_NAME ${PROJECT_NAME})
set(CPACK_PROJECT_VERSION ${PROJECT_VERSION})
include(CPack)

5
utils/cleaner++/main.cpp Normal file
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#include <iostream>
int main(int, char**){
std::cout << "Hello, from cleaner++!\n";
}

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@ -1,13 +1,16 @@
import haxe.macro.Expr.Catch;
import Sys;
import sys.FileSystem;
class Main {
static var dir: String = "C:\\Users\\Eero\\AppData\\Local\\Temp";
static var dirs: Array<String> = [
"C:\\Users\\Eero\\AppData\\Local\\Temp"
];
static function main() {
clean(dir);
for(dir in dirs) {
clean(dir);
}
}
static function deleteFile(path) {