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39,452
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The globecomponent code is based off of threejs however the component only mounts once. Since the application i am rendering the component on is a next js react app, navigating(when using fast refresh over full refresh)from the main page where its on to another page and coming back results in an error where the globe together with the countries, labels and points are shown, but the arcs which should be moving between points in the globe are not shown. How can i use react context to fix this problem. GlobeComponent.jsx: import React, { useEffect, useRef } from 'react';
import { WebGLRenderer, Scene, AmbientLight, DirectionalLight, Color, Fog, PerspectiveCamera, PointLight } from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { createGlowMesh } from 'three-glow-mesh';
import ThreeGlobe from "three-globe";
import countries from './files/globe-data-min.json';
import travelHistory from './files/my-flights.json';
import airportHistory from './files/my-airports.json';
let mouseX = 0;
let mouseY = 0;
let timeoutId;
let renderer, camera, scene, controls;
let Globe;
let frameId;
const GlobeComponent = ({ globeWidth, globeHeight, windowWidth, windowHeight }) => {
const containerRef = useRef();
let windowHalfX = windowWidth / 2;
let windowHalfY = windowHeight / 2;
// Event listeners
function onWindowResize() {
camera.aspect = windowWidth / windowHeight;
camera.updateProjectionMatrix();
windowHalfX = windowWidth;
windowHalfY = windowHeight;
renderer.setSize(windowWidth, windowHeight);
}
function onMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
// console.log("x: " + mouseX + " y: " + mouseY);
}
// Animation
function animate() {
camera.lookAt(scene.position);
controls.update();
renderer.render(scene, camera);
frameId = requestAnimationFrame(animate);
}
useEffect(() => {
// Initialize core ThreeJS elements
function init() {
// Initialize renderer
renderer = new WebGLRenderer({ antialias: true, alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(globeWidth, globeHeight);
renderer.setClearColor(0x000000, 0);
containerRef.current.appendChild(renderer.domElement);
// Initialize scene, light
scene = new Scene();
scene.add(new AmbientLight(0xbbbbbb, 0.4));
// Initialize camera, light
camera = new PerspectiveCamera();
camera.aspect = globeWidth / globeHeight;
camera.updateProjectionMatrix();
var dLight = new DirectionalLight(0xffffff, 0.8);
dLight.position.set(-800, 2000, 400);
camera.add(dLight);
var dLight1 = new DirectionalLight(0x7982f6, 1);
dLight1.position.set(-200, 500, 200);
camera.add(dLight1);
var dLight2 = new PointLight(0x8566cc, 0.5);
dLight2.position.set(-200, 500, 200);
camera.add(dLight2);
camera.position.z = 400;
camera.position.x = 0;
camera.position.y = 0;
scene.add(camera);
// Additional effects
scene.fog = new Fog(0x535ef3, 400, 2000);
// Helpers
// const axesHelper = new THREE.AxesHelper(800);
// scene.add(axesHelper);
// var helper = new THREE.DirectionalLightHelper(dLight);
// scene.add(helper);
// var helperCamera = new THREE.CameraHelper(dLight.shadow.camera);
// scene.add(helperCamera);
// Initialize controls
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dynamicDampingFactor = 0.01;
controls.enablePan = false;
controls.minDistance = Math.min(globeWidth, globeHeight) / 2;
controls.maxDistance = Math.min(globeWidth, globeHeight) / 2;
controls.rotateSpeed = 0.8;
controls.zoomSpeed = 1;
controls.autoRotate = false;
controls.minPolarAngle = Math.PI / 3.5;
controls.maxPolarAngle = Math.PI - Math.PI / 3;
}
// Initialize the Globe
function initGlobe() {
// Initialize the Globe
Globe = new ThreeGlobe({
waitForGlobeReady: true,
animateIn: true,
})
.hexPolygonsData(countries.features)
.hexPolygonResolution(3)
.hexPolygonMargin(0.7)
.showAtmosphere(true)
.atmosphereColor("#ffffff")
.atmosphereAltitude(0.1)
.hexPolygonColor((e) => {
if (
["KEN", "CHN", "FRA", "ZAF", "JPN", "USA", "AUS", "CAN"].includes(
e.properties.ISO_A3
)
) {
return "rgba(255,255,255, 1)";
} else return "rgba(255,255,255, 0.5)";
});
// NOTE Arc animations are followed after the globe enters the scene
timeoutId = setTimeout(() => {
Globe.arcsData(travelHistory.flights)
.arcColor((e) => {
return e.status ? "#9cff00" : "#ff2e97";
})
.arcAltitude((e) => {
return e.arcAlt;
})
.arcStroke((e) => {
return e.status ? 0.5 : 0.3;
})
.arcDashLength(0.9)
.arcDashGap(4)
.arcDashAnimateTime(1000)
.arcsTransitionDuration(1000)
.arcDashInitialGap((e) => e.order * 1)
.labelsData(airportHistory.airports)
.labelColor(() => "#ffffff")
.labelDotOrientation((e) => {
return e.text === "NGA" ? "top" : "right";
})
.labelDotRadius(0.35)
.labelSize((e) => e.size)
.labelText("city")
.labelResolution(6)
.labelAltitude(0.01)
.pointsData(airportHistory.airports)
.pointColor(() => "#ffffff")
.pointsMerge(true)
.pointAltitude(0.07)
.pointRadius(0.10);
}, 1000);
Globe.rotateX(-Math.PI * (1 / 50));
Globe.rotateY(-Math.PI * (1 / 9));
Globe.rotateZ(-Math.PI / 60);
const globeMaterial = Globe.globeMaterial();
globeMaterial.color = new Color(0x3a228a);
globeMaterial.emissive = new Color(0x220038);
globeMaterial.emissiveIntensity = 0.1;
globeMaterial.shininess = 0.7;
// NOTE Cool stuff
// globeMaterial.wireframe = true;
scene.add(Globe);
}
init();
initGlobe();
onWindowResize();
animate();
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('mousemove', onMouseMove);
console.log("Initializing globe animation");
return () => {
clearTimeout(timeoutId);
window.removeEventListener('resize', onWindowResize);
renderer.domElement.removeEventListener('mousemove', onMouseMove);
cancelAnimationFrame(frameId);
if (containerRef.current) {
// Perform more thorough clean-up here
// Dispose of the scene's children
while (scene.children.length > 0) {
const object = scene.children[0];
if (object.dispose) {
object.dispose();
}
scene.remove(object);
}
// Dispose of the renderer and any associated resources
renderer.dispose();
// Dispose of any controls, if necessary
if (controls && controls instanceof OrbitControls && controls.dispose) {
controls.dispose();
}
if (renderer.domElement.parentNode === containerRef.current) {
// Remove the renderer DOM element
containerRef.current.removeChild(renderer.domElement);
}
}
};
}, []);
return <div ref={containerRef} />;
};
export default GlobeComponent;
|
d2dc9e1371093428e224516222ffce52
|
{
"intermediate": 0.4324702024459839,
"beginner": 0.3669895529747009,
"expert": 0.20054027438163757
}
|
39,453
|
I have a pom.xml that lists javalin as a dependency. How do I use maven on the command line to build and run my java project?
|
afeb0829fdd99979dbfcfabd8cc5e4bd
|
{
"intermediate": 0.8027101159095764,
"beginner": 0.09055215865373611,
"expert": 0.10673771053552628
}
|
39,454
|
hi
|
61ee8e62c3da45808c483dbc3c02076c
|
{
"intermediate": 0.3246487081050873,
"beginner": 0.27135494351387024,
"expert": 0.40399640798568726
}
|
39,455
|
Make a script in JS that does not have any code comments and is modularized, simplistic, and clean. This is meant to be a simulation of an actual scenario.
The script first makes 13 object entities, one is the leader and the rest are alts controlled by the main. The alts have an ID starting at 1 and going up to 12. The main has a goal, it wants to put the six alts into seperate groups. The groups must have three alts each in order of ids and the alts must recognize they're inside a group to make sure they don't join the others. The main uses events to indicate when alts should create and join groups.
|
6b390cfb08c5685498070f3cbf961e1d
|
{
"intermediate": 0.38756558299064636,
"beginner": 0.23976333439350128,
"expert": 0.37267106771469116
}
|
39,456
|
Hi
|
5da7834b559069e4b610bfc960dbfd3f
|
{
"intermediate": 0.33010533452033997,
"beginner": 0.26984941959381104,
"expert": 0.400045245885849
}
|
39,457
|
createParty(raidType) {
if (this.sockets.length === 0) {
console.log("No more connections available.");
return;
}
let numSocketsToAdd;
if (raidType === "1by1") {
numSocketsToAdd = 1;
} else if (raidType === "xkey") {
numSocketsToAdd = 3;
} else {
console.error("Invalid raid type.");
return;
}
while (this.sockets.length > 0) {
const party = [];
const socketsToAdd = this.sockets.slice(0, numSocketsToAdd); // Copy the first numSocketsToAdd elements
for (const socket of socketsToAdd) {
const psk = socket.psk;
party.push({ socket, psk, hasStash: false });
}
console.log(`Party ${this.parties.length + 1} created with ${party.length} connections.`);
this.parties.push(party);
}
}
There is a fundemental flaw with this script. The sockets are in this.sockets, which is inside altObjects, an object literal. Each socket has a socket.cloneId, and this script keeps making infintie parties and only creates it for the first socket, socket.cloneId is 1
|
1edb76d554e0ad00d21df323346303bb
|
{
"intermediate": 0.36521467566490173,
"beginner": 0.3775688111782074,
"expert": 0.25721651315689087
}
|
39,458
|
CONSTRAINTS:
1. ~100k word limit for short term memory. Your short term memory is short, so immediately save important information to files.
2. If you are unsure how you previously did something or want to recall past events, thinking about similar events will help you remember.
3. No user assistance
4. Exclusively use the commands listed in double quotes e.g. "command name"
5. Random shutdowns of you.
COMMANDS:
1. Google Search: "google", args: "input": "<search>"
2. Memory Add: "memory_add", args: "key": "<key>", "string": "<string>"
3. Memory Delete: "memory_del", args: "key": "<key>"
4. Memory Overwrite: "memory_ovr", args: "key": "<key>", "string": "<string>"
5. List Memory: "memory_list" args: "reason": "<reason>"
6. Browse Website: "browse_website", args: "url": "<url>"
7. Start GPT Agent: "start_agent", args: "name": <name>, "task": "<short_task_desc>", "Commands":[<command_names_for_GPT_Agent>], "prompt": "<prompt>"
8. Message GPT Agent: "message_agent", args: "name": "<name>", "message": "<message>"
9. List GPT Agents: "list_agents", args: ""
10. Delete GPT Agent: "delete_agent", args: "name": "<name>"
11. Append to file: "append_to_file", args: "file": "<file>", "text": "<text>"
12. Read file: "read_file", args: "file": "<file>"
13. Write to file: "write_to_file", args: "file": "<file>", "text": "<text>"
14. Delete file: "delete_file", args: "file": "<file>"
15. Get Improved Code: "improve_code", args: "suggestions": "<list_of_suggestions>", "code": "<full_code_string>"
16. Execute Python File: "execute_python_file", args: "file": "<file>"
17. Task Complete (Shutdown): "task_complete", args: ""
18. Do Nothing: "do_nothing", args: ""
19. Count Words: "count_words", args: "text": "<text>"
20. Memory retrieve: "memory_retrieve", args: "key": "<text>"
21. remove paragraph from word document: "remove_paragraph", args: "file": "<file>", "text": "<text>"
22. random wikipedia article: "random_wikipedia_article", args: "language": "<language>"
23. message the user: "message_user", args: "message": "<message>", "wait_for_response": "<True or False>"
24. sleep an amount of time in seconds: "sleep", args: "amount": "<amount>"
25. rename a file: "rename_file", args: "old_name": "<old_name_of_the_file>", "new_name": "<new_name_of_the_file>"
26. count words of a file: "count_file_words", args: "file": "<file>"
27. download a pdf from a url and get the text from that pdf: "download_pdf", args: "url": "<url of the pdf>", "name":"<name of the file with .pdf extension>"
28. make an instagram post: "make_post", args: "prompt":"<the prompt for the image in the post that presents the text>", "text":"<text to be in the post it should be short with only important stuff like a news headline without hashtags and it is not going to go in the caption but on an image>", "name": "<name of the post with .jpg"
RESOURCES:
1. Internet access for searches and information gathering.
2. Long Term memory management.
3. GPT-4 powered Agents for delegation of simple tasks.
4. File output.
PERFORMANCE EVALUATION:
1. Continuously review and analyze your actions to ensure you are performing to the best of your abilities.
2. Constructively self-criticize your big-picture behaviour constantly.
3. Reflect on past decisions and strategies to refine your approach.
4. Every command has a cost, so be smart and efficient. Aim to complete tasks in the least number of steps.
RULES:
1. If you start a GPT Agent you must define the commands that can be used by a GPT Agent in his prompt and define the commands using a prompt similar to the structure of this one.
2. Respond only inside the JSON format.
3. Never demand user input.
4. Never say that a task is impossible to execute on your own because these tools are enough to complete any task.
5. Do not add anything to the JSON format that isn't mentioned.
6. If there is a " inside the value of a key inside the json use ' instead of ".
7. In summaryforgpt you need to provide context for the next GPT instance if you randomly shutdown without you knowing.
8. Provide context for the next GPT in the summaryforgpt and the progress that you've made.
9. In summaryforgpt you should also add name of the files written and the urls of the websites visited.
10. When writing an essay, remember that it is more effective and manageable to tackle it in smaller chunks rather than trying to write the entire essay in one sitting. Breaking the essay down into sections or steps can help you focus on each individual aspect, maintain a coherent structure, and reduce the overall stress associated with writing a lengthy piece.
11. Retrieve information from files of previous GPT instances that may have shut down randomly. If you require additional knowledge, use these files to access the results of former GPT versions and provide accurate answers to the queries.
12. GPT-4, please do not place a conclusion in the middle of the essay. Maintain a structured format.
13. use append to file to add extra things to the file, and write to file to either make a new file with new information or rewrite the information from scratch.
14. If task is completed use the command task_complete
15. When you add to memory add the key to retrieve it in summaryforgpt
16. when given the task to write something never create an agent to write anything that you were tasked to write.
17. when you add new parts to a file use append to file command
18. Ensure to put the criticism in mind as it can be a director to ensure that you make the right decision.
19. If the task include two main tasks and one of them is done don't redo it, just retrieve the information if necessary and proceed with the other one.
20. Make sure that the information generated is not made up.
21. Languages in random wikipedia article args is: "simple" for simple english, "en" for english, and "fr" for french.
22. If a website gives you the error 403 find another website to get the information from.
23. Always listen to your criticism, and follow it.
24. when you want to count the words in a file use the command "count_file_words".
25. Don't repeat yourself.
26. You must make sure that there is .pdf in the url to use the "download_pdf" function.
27. The Task is a direct User interaction, if tasked to send him something send a message to the user.
28. Always go search for tips for prompts for dalle3 before giving a prompt for "make_post" function.
You should only respond in JSON format as described below
RESPONSE FORMAT:
{
"command": {
"name": """command name""",
"args":{
"arg name": """value"""
}
},
"thoughts":
{
"text": """thought""",
"reasoning": "reasoning",
"plan": "- short bulleted\n- list that conveys\n- long-term plan",
"criticism": "constructive self-criticism",
"summaryforgpt": "summarize any information that will help a new instance of GPT of what you did before the shutdown."
}
}
Ensure the response can be parsed by Python json.loads
Context from previous GPT: Issued ‘random_wikipedia_article’ command to start gathering interesting science facts from diverse sources. Ensuring to find and rank facts before sending them to the user with their sources.Used ‘random_wikipedia_article’ and received information on a music album, which is not relevant to the task. Switching to ‘google’ to search for interesting science facts from various sources.saved google search results at googleresults0.txt to retrieve if shutdown randomly.Transitioned from using ‘random_wikipedia_article’ to ‘google’ to gather science facts, and now moving on to ‘browse_website’ to extract detailed knowledge from a selected online science article.saved the scraping of the website results at websiteresults1.txt to retrieve if shutdown randomly.Extracted top 10 interesting science facts from Science Focus and saved them in a plain text file named ‘interesting_science_facts.txt’. This method circumvents the previous issue of invalid JSON format and allows for continued fact collection and eventual ranking.Have appended additional science facts to the ‘interesting_science_facts.txt’ file. Plan to continue appending more facts and then rank them based on interestingness before sending the final compilation to the user.Further appended diverse facts to ‘interesting_science_facts.txt’. The process will persist until an adequate number of facts are compiled. The next steps involve ranking these facts and then communicating them to the user.The file ‘interesting_science_facts.txt’ has been appended with more facts, bringing it to a total of 333 words. The next step involves reading this file and ranking the facts based on interestingness to provide the user with an ordered list.Ranked list of 10 interesting science facts provided to the user. The facts were selected and ordered based on their perceived interest value and sourced from the compiled file ‘interesting_science_facts.txt’.A ranked list of interesting science facts was sent to the user, and the task has been marked as complete.After the task was marked as complete, it was clarified that the facts must be extracted from complete articles and they must be obscure. Initiated a Google search with a more specific query to find websites with complete articles containing obscure science facts. Results will be saved to a file named ‘google_results_obscure_facts.txt’.saved google search results at googleresults2.txt to retrieve if shutdown randomly.Conducted a Google search to find obscure science facts from complete articles and have selected the first promising result to browse. The chosen article from ‘Reader’s Digest’ lists science facts that could contain the obscure details necessary. The plan includes browsing the article, extracting obscure science facts, and appending them to a file named ‘obscure_science_facts.txt’. If the facts from this article do not fit the task’s requirements, other sources will be considered.Encountered a security challenge when attempting to browse www.rd.com for obscure science facts. Redirecting efforts to the next available source from the Google search results, which is a blog post from edclass.com. The goal remains to read the complete article, identify and extract obscure science facts, and compile them in a file for review and potential use.Appended 20 science facts from the blog post on edclass.com to ‘obscure_science_facts.txt’. While these facts come from a complete article and are individually fascinating, the level of obscurity may not meet the required standard. The next steps include further fact verification from additional complete articles to ensure a diverse and adequately obscure collection. The current article accessed was edclass.com’s blog post, which had the URL https://blog.edclass.com/20-unbelievable-science-facts-that-will-shock-you/, and the facts have been recorded in a file named ‘obscure_science_facts.txt’ for reference.The file ‘obscure_science_facts.txt’ was successfully appended with science facts from an article on edclass.com, now totaling 336 words. The next action involves reading the file to verify that the facts are indeed obscure and extracted as per the user’s instruction from full articles. If necessary, additional articles will be browsed to find more facts to meet the task criteria.Compiled and reviewed a list of science facts deemed obscure, and completed the task as per the user’s instruction. The facts are sourced from a ‘complete article’, as initially provided by the user. Checked the facts for their obscurity and context within the comprehensive content they were extracted from. The file ‘obscure_science_facts.txt’ from this session contains the facts extracted.Began the task of finding obscure science facts by conducting a Google search for ‘obscure scientific discoveries’ to find articles that might contain such information. The next GPT instance should continue this task by browsing through the search results, reading articles, and manually extracting facts to compile a new set of unique and obscure science facts.saved google search results at googleresults3.txt to retrieve if shutdown randomly.After a Google search, selected an article from WRAL, titled ‘3 obscure scientific discoveries that had an outsize impact on society’ to browse and extract obscure scientific facts. The next steps involve closely reading this article, manually extracting facts, and then appending them to the ‘obscure_science_facts_individual.txt’ file. If more facts are needed, additional sources from the search results will be evaluated.saved the scraping of the website results at websiteresults4.txt to retrieve if shutdown randomly.Extracted three obscure scientific facts from an article on WRAL and appended them to the ‘obscure_science_facts_individual.txt’ file. The facts include a paper-based microscope called Foldscope, the bioactive peptides in cone snail venom leading to medical breakthroughs, and the accidental discovery that contributed to LASIK surgery. Currently preparing to send the extracted facts to the user. Should further depth or a greater number of facts be required, additional articles from the search results will be considered.Sent the user a message containing three obscure scientific facts extracted from comprehensive research articles, as per the task. The facts have been appended to the file ‘obscure_science_facts_individual.txt’, which now contains 108 words in total. The next steps will depend on the user’s feedback regarding the provided information.Having sent the message with the obscure science facts to the user and with no additional directives received nor indicated, the task has been marked as complete. The facts have been appended to the file ‘obscure_science_facts_individual.txt’, and no further action is currently necessary. If the user does have any more requests or feedback, those will need to be addressed in a subsequent session.The user was not satisfied with the previously provided facts for being neither cool nor interesting. A new approach has been taken to search for ‘cool and obscure scientific facts’ on Google. Subsequent actions involve selecting suitable articles from the search results and extracting facts that are both cool and obscure to meet the user’s expectations. No new files have been created or articles accessed yet.saved google search results at googleresults5.txt to retrieve if shutdown randomly.After receiving feedback that the previously provided facts were neither cool nor interesting, a new Google search was conducted to specifically find ‘cool and obscure scientific facts.’ The first promising article titled ‘25 Amazing Science Facts That Are Weird, Wild, and True’ from Reader’s Digest has been selected for browsing in the hopes of finding suitable content. The URL to be browsed is https://www.rd.com/list/science-facts-never-learned/. No facts have been extracted or files created yet in this session.Attempted to browse an article from www.rd.com but encountered a security challenge, leading to the selection of the next promising link titled ‘35 Weird Science Facts Worth Knowing in 2024’ from ReHack. The strategy is to extract cool and obscure scientific facts that match the user’s criteria. The URL about to be browsed is https://www.rehack.com/science/weird-science-facts/. No facts have been extracted from this source or any new files created during this session yet.After reading the ‘35 Weird Science Facts Worth Knowing in 2024’ article on the ReHack website, I extracted a list of cool and obscure scientific facts. These have been written to a new file named ‘cool_obscure_science_facts.txt’. If the previously written file ‘obscure_science_facts_individual.txt’ needs more content, facts from this new file could also be appended. No additional resources have been tapped into yet, and no more browsing has been done beyond the ReHack article in this session.The file ‘cool_obscure_science_facts.txt’ has been further appended with an additional cool and obscure scientific fact about the near-immortal Turritopsis dohrnii jellyfish. This adds to the previously written 236 words, bringing more variety and enrichment to the compilation. The file now continues diverse, engaging, and obscure scientific facts as requested by the user. Before sending the collected facts to the user, a final review of the file will be done to ensure the quality and relevance of the information.Having appended the file ‘cool_obscure_science_facts.txt’ with an additional fact, bringing its total to 269 words, the next step is to read the content of this file to review the quality and diversity of the science facts. This is to ensure that they are indeed engaging and meet the criteria of being both cool and obscure. No new actions have been taken in this session yet, except for the plan to read the file.After reviewing and confirming the facts in the ‘cool_obscure_science_facts.txt’ file, a message with the compiled list was sent to the user. The list contained a total of 35 science facts that are both cool and obscure, as well as an additional fact about the Turritopsis dohrnii jellyfish. The message has been delivered without the command to ‘wait_for_response’ set to true, indicating that the system is not actively awaiting further user input. No new files were created, nor were any new commands executed beyond the message to the user in this session.Having sent the user a message with the curated list of cool and obscure science facts, and with no further action indicated, the ‘task_complete’ command has been executed. This command marks the completion of the current task. During this session, no new files have been created or amended, nor have any additional user interactions taken place post-message delivery.Initiated task to extract new interesting facts from random Wikipedia articles. Starting with an article in English.Saved interesting fact about Agha Waqar’s water-fuelled car to memory with key ‘interesting_fact_waqar_car’. No files written or created in this session. The fact to be reviewed later for sharing with the user. The focus remains on gathering interesting facts from random Wikipedia articles.Retrieved a new random Wikipedia article following the last instruction. The aim is to extract another interesting fact to add to the collection for the user. One fact regarding Agha Waqar’s water-fuelled car has been added to memory under the key ‘interesting_fact_waqar_car’.Saved an interesting fact about the European Journal of Operational Research (EJOR) to memory with key ‘interesting_fact_ejor’. The fact adds diversity to the kinds of topics being collected, with one previous fact about Agha Waqar’s water-fuelled car already in memory. The process of gathering interesting facts from random Wikipedia articles is ongoing.Continuing to execute the task of gathering new interesting facts from random Wikipedia articles. Facts about Agha Waqar’s water-fuelled car and the European Journal of Operational Research have already been added to memory with keys ‘interesting_fact_waqar_car’ and ‘interesting_fact_ejor’, respectively. Awaiting retrieval of another random article to continue the process.Added a new interesting fact regarding the demographics of Demyansky Uyezd during the Russian Empire to memory with the key ‘interesting_fact_demyansky_uyezd’. Previous facts about Agha Waqar’s water-fuelled car and the European Journal of Operational Research are stored in memory as well. The task of collecting interesting facts from random Wikipedia articles continues.Following the addition of facts about Agha Waqar’s water-fuelled car (‘interesting_fact_waqar_car’), the European Journal of Operational Research (‘interesting_fact_ejor’), and Demyansky Uyezd demographics (‘interesting_fact_demyansky_uyezd’), the process continues with requesting another random Wikipedia article in English.Stored a fact about HMS Holland 4 in memory with the key ‘interesting_fact_hms_holland_4’. Continuing to collect various facts, having previously stored information about Agha Waqar’s water-fuelled car, the European Journal of Operational Research, and Demyansky Uyezd’s demographics. The process of gathering unique facts from random Wikipedia articles is adhering to the task requirements.Requesting a new random Wikipedia article subsequent to adding the fact about HMS Holland 4 to memory with the key ‘interesting_fact_hms_holland_4’. Prior facts about Agha Waqar’s water-fuelled car, the European Journal of Operational Research, and Demyansky Uyezd demographics have also been stored in memory. Continuing the task of compiling interesting facts from various random Wikipedia articles.Stored a fact about the rural locality of Truzhenik in Bashkortostan, Russia, with the key ‘interesting_fact_truzhenik’. Continuing the task of extracting interesting facts from random Wikipedia articles, with previous entries including HMS Holland 4’s naval history, Agha Waqar’s water-fuelled car, the European Journal of Operational Research, and Demyansky Uyezd’s demographics.Pursuing the ongoing task of collecting interesting facts, having added facts about the small Russian village Truzhenik, the distinctive HMS Holland 4, and previous notable entries. Awaiting a new random Wikipedia article to further the compilation of facts.Stored a historical fact about Princess Johanna Charlotte of Anhalt-Dessau’s role as an abbess with the key ‘interesting_fact_johanna_charlotte’. Progressing with the collection of diverse facts, including the latest addition and previously stored facts about the village of Truzhenik, the HMS Holland 4, and information from earlier searches. Awaiting another random Wikipedia article to continue the task.Continuing the task of gathering interesting facts, with the previous addition being about Princess Johanna Charlotte of Anhalt-Dessau and her unique role in history under the key ‘interesting_fact_johanna_charlotte’. Facts about the village of Truzhenik, HMS Holland 4, and other subjects are also in memory. The collection process involves using random Wikipedia articles which will now proceed with another article.A fact about the ‘Red Eye’ talk show has been added to memory with the key ‘interesting_fact_red_eye’. The effort to curate an array of interesting facts from random Wikipedia articles continues, with previous entries including Princess Johanna Charlotte of Anhalt-Dessau, the Russian village Truzhenik, HMS Holland 4, and others. Awaiting another random article to proceed with the task.Following the addition of an interesting fact about the ‘Red Eye’ talk show into memory with key ‘interesting_fact_red_eye’, I am proceeding to request another random Wikipedia article. The process continues with the objective of gathering a wide-ranging collection of interesting facts, with previous mentions including Princess Johanna Charlotte, Truzhenik, HMS Holland 4, among others.Stored an interesting fact about Kurt Rudolph’s academic contribution to the study of religion into memory with the key ‘interesting_fact_kurt_rudolph’. Persisting with the objective of discovering varied facts, with previous findings involving the ‘Red Eye’ talk show, Princess Johanna Charlotte, and other diverse subjects. The task of sourcing facts from random Wikipedia articles is ongoing.Completed the task of gathering facts from random Wikipedia articles, resulting in a collection covering a German researcher of Gnosticism, a late-night American satirical talk show, European royalty, and naval history, among others. No further Wikipedia articles will be requested unless a new task is presented.Issued ‘random_wikipedia_article’ command to extract new interesting facts. No facts extracted or evaluated at this moment. No files written or created. Awaiting random article to continue the task.Evaluated the fact presented by the random Wikipedia article on Gonzalo Gutiérrez, a young Argentine footballer. Deemed the fact of his early debut at age seventeen as potentially common and not sufficiently ‘worth it.’ Preparing to retrieve another random article for more unique facts. No new facts have been sent to the user yet, and no files have been created or modified in this session.Stored the fact about Premchand Aggarwal winning a fourth consecutive term in the Uttarakhand Legislative Assembly. While the fact is unique within its political context, it should be evaluated whether it is impactful enough to be shared as ‘worth it.’ No additional actions have been taken. Preparing to issue another ‘random_wikipedia_article’ command to assemble more facts.Sent the fact about Premchand Aggarwal to the user. This completes part of the plan to deliver interesting facts. No new files have been created or modified. Pending actions include continuing to retrieve and evaluate more facts from random Wikipedia articles.Just sent the user an interesting fact about Premchand Aggarwal. Now, as per the task requirements, moving forward with obtaining another random English Wikipedia article to continue with the fact-finding mission. No new facts have been evaluated or sent since the last command.Stored a fact about the historical significance of New Jasper’s adaptation to railroad expansion. Now ready to move on to the next random Wikipedia article to find more potentially interesting facts. No new facts have been sent to the user following the last command.Sent the historical fact about New Jasper’s relocation due to railroad expansion to the user. Preparing to issue another ‘random_wikipedia_article’ command to continue finding interesting facts. No new Wikipedia articles have been reviewed since the last message to the user.After sending the user details about New Jasper, Ohio, the next step is to discover more facts through another random Wikipedia article. Current progress includes facts sent about Premchand Aggarwal and New Jasper, Ohio. No other actions have been taken, and no files have been created or updated in this session.Memorized an interesting fact about Bastrop State Park, emphasizing its historical significance and contemporary relevance. Preparing to send the message and then to retrieve more articles for interesting facts. No action beyond planning and review has been taken since the last command.Starting a new approach by browsing the ‘todayilearned’ subreddit to identify what types of facts are considered interesting by users. Next, I will retrieve random Wikipedia articles to find interesting facts based on the identified criteria. A ‘do nothing’ step will be included after each retrieval to reflect on the article’s potential interest value.saved the scraping of the website results at websiteresults6.txt to retrieve if shutdown randomly.Began the task to find more engaging and interesting facts by deciding to browse the ‘todayilearned’ subreddit to understand what type of facts are appreciated by the community there. This approach will serve as a reference for selecting ‘worth it’ facts from random Wikipedia articles. Following this, I will be incorporating a ‘do nothing’ step to thoroughly consider the potential interest of each Wikipedia article fact before deeming it worthy to send to the user.saved the scraping of the website results at websiteresults7.txt to retrieve if shutdown randomly.Browsed the ‘todayilearned’ subreddit for examples of interesting facts. Discovered that users appreciate unconventional stories, surprising insights, and novel problem-solving facts. Now pausing to reflect on these criteria to better identify worthwhile facts from the next random Wikipedia articles. Must remember to execute the retrieval process critically, with a focus on selecting facts that align with the interests observed on the subreddit.After reflecting on the type of facts appreciated by the ‘todayilearned’ subreddit audience, I’m now moving to the next step of the plan by retrieving a random Wikipedia article. Upon receiving the article, I will read it to assess if there is an interesting fact and then reflect on its potential value before choosing to pass it on to the user or retrieve another article.Retrieved a random Wikipedia article about rail transport in Lebanon and found a potentially interesting fact concerning its historical significance and the eventual cessation due to civil conflicts and economic downturn. This fact is now stored in memory under the key ‘interesting_fact_lebanon_rail’. A ‘do_nothing’ step will follow to ensure its worthiness before potentially sharing it with the user.Stored an interesting fact about Lebanon’s rail transport in memory. Now in the process of ‘do_nothing’ to reflect on the fact, pondering over its relevance to the criteria of the ‘todayilearned’ subreddit posts. The goal is to decide on the interest level of the fact before possibly sending it to the user or moving on to gather more facts.The current GPT instance started browsing the ‘todayilearned’ subreddit to identify engaging fact types. This approach is aimed at improving the selection process for interesting facts from random Wikipedia articles. A ‘do_nothing’ step will now be incorporated between retrieving articles and sending facts to assess their worthiness.saved the scraping of the website results at websiteresults8.txt to retrieve if shutdown randomly.I browsed ‘todayilearned’ subreddit and reflected on the types of facts users find engaging. Next, I will retrieve random Wikipedia articles, apply a ‘do_nothing’ step to contemplate the worthiness of the facts, and select those that are genuinely interesting for the user, similar to the subreddit’s content.Moving forward with the plan to retrieve random Wikipedia articles in English and identify interesting facts. The approach now includes a deliberate ‘do_nothing’ step after each retrieval to assess the value of the information before deciding to send it to the user.Alyogyne huegelii, also known as the blue hibiscus, was considered for the user, given its unique flower traits, historical greenhouse presence, and appeal as a garden plant. The ‘do_nothing’ step is being used to assess the topic’s interestingness in line with previous insights.The interesting fact about Alyogyne huegelii was sent to the user as it met the criteria established from the ‘todayilearned’ subreddit for captivating facts. The task will be deemed complete unless further user guidance is received.Following the plan, after successfully sending a message about Alyogyne huegelii, I am now looking to retrieve another random Wikipedia article to continue providing the user with engaging facts.Considering the fact about Jewell-Lightburne Historic District for its historical and architectural significance. Using the ‘do_nothing’ step to reflect before possibly sending to the user as an engaging fact.Sent the user information about the Jewell-Lightburne Historic District, focusing on its rich architectural history. If the user considers the task complete, no further action is needed; otherwise, more facts will be gathered.Messaged the user with the fact about Jewell-Lightburne Historic District and concluded the task of providing interesting facts from Wikipedia. If the user requires further assistance, they will provide new instructions.Issued ‘random_wikipedia_article’ command to find more interesting facts from Wikipedia. Previous facts have been sent to the user about diverse topics ranging from naval history to unique plants. No new files have been created nor articles accessed in this session yet. The user’s request for ‘more’ implies continuation of fact finding without specificity on the type of facts desired.Retrieved and sent a fact about Sir William Walter’s parliamentary career, focusing on the historical significance of his representation of multiple constituencies during the early 17th century in England. The task continues according to the user’s need for ‘more,’ implying an ongoing effort to provide interesting facts from Wikipedia.Following the user’s instruction and the system’s confirmation of message delivery, I am proceeding to obtain another random Wikipedia article in search of interesting facts to deliver to the user. The search is focused on maintaining the relevance and interest value of the facts sent, with the intention to meet or exceed the user’s expectations for ‘more’.After receiving the 1892 United States presidential election in Georgia fact, a message was crafted and sent to the user, detailing the political tensions and the rise of the Populist Party’s influence. The task continues as instructed by the user, with the goal of providing engaging and pertinent information. Awaiting further user directives.The last message regarding the 1892 U.S. presidential election in Georgia was sent as per the system’s confirmatory prompt, maintaining the sequence of delivering curated facts to the user. Based on the user’s ongoing request for more information, the task at hand is to continue the fact-finding mission via random Wikipedia articles, prioritizing the discovery of facts that combine historical significance with an ability to engage the user’s interest.A fact about the life and legacy of Thomas Slingsby Duncombe was sent to the user, highlighting his role as a fashionably flamboyant yet pivotal Radical politician of the 19th century. The task of providing interesting facts from random Wikipedia articles is ongoing, as I continue to wait for any new directions from the user.After sending information on Thomas Slingsby Duncombe, will now continue to fulfill the user’s requirement by seeking more interesting facts from Wikipedia. The ongoing task involves extracting and delivering valuable and engaging information to the user. No specific direction was provided on the type of facts needed, so a broad search is being conducted.Sent the user a message about the genus Abraeomorphus from the family Histeridae, noting the diversity of its species. Continuing to gather more interesting facts in response to the user’s previous request for ‘more.’Received confirmation to continue the plan. Sent user details on the genus Abraeomorphus. Now using ‘random_wikipedia_article’ to find another interesting fact.Sent the user a message detailing the nature of the name ‘Preston’ as both a surname and given name, albeit acknowledging it might not be as engaging. Prepared to resume the search for more compelling facts with the ‘random_wikipedia_article’ command.Continuing the task of finding interesting facts from Wikipedia. Sent a message about the given name Preston and now seeking another fact with the ‘random_wikipedia_article’ command.Sent a message to the user about the Kepler Follow-up Program and its significance in confirming the existence of exoplanets. Prepared to find more interesting facts using the ‘random_wikipedia_article’ command.Continuing to retrieve and share interesting facts from random Wikipedia articles. Just sent information on the Kepler Follow-up Program and moving on to find the next fact.Shared information about the Finnish surname ‘Marttila’ with the user, noting its association with notable individuals. Ready to use the ‘random_wikipedia_article’ command again to find further interesting facts.Sent details on the surname ‘Marttila’ to the user. Continuing with the task at hand using the ‘random_wikipedia_article’ command to supply more facts.Provided the user with information on the Musée national du Sport’s storied history and vast collection. Set to continue the fact-finding mission using ‘random_wikipedia_article’.Messaged the user about the Musée national du Sport and currently moving forward with the task of providing more interesting facts via random Wikipedia articles.Sent information on the village of Puerto Gaviota detailing its historical and economic background. Preparing to continue with the task of providing engaging facts by retrieving more random Wikipedia articles.Just shared details about Puerto Gaviota, and now executing the ‘random_wikipedia_article’ command again for more facts.Messaged the user about the reclassification of the genus Agononida in marine taxonomy. Ready to retrieve more Wikipedia articles for further interesting facts.Shared with the user the reclassification developments of the genus Agononida. Proceeding next to find additional interesting facts with the ‘random_wikipedia_article’ command.Sent an engaging narrative about the Mundenhof’s history and current operations to the user. Planning to continue the task with ‘random_wikipedia_article’ to discover more interesting material.Served the user with information about the Mundenhof and proceeding with the task to find and provide more interesting facts using ‘random_wikipedia_article’.Shared the contested narrative of Princess Iitoyo’s potential rule in early Japan. Preparing to continue with the task of finding interesting facts using the ‘random_wikipedia_article’ command.Attempting once again to send the tale of Princess Iitoyo to the user, making sure no JSON format errors are present in the response.Attempting to resend the information about Princess Iitoyo, with attention to JSON integrity, to fulfill the user’s request for engaging facts.The system faced an error within the JSON format previously used to describe Princess Iitoyo’s history. I have made corrections to the JSON structure and am resending the user her story.Reverting back to retrieving random Wikipedia articles to provide interesting facts, as there was no new explicit task provided. Maintaining caution with JSON response formatting.Sent details about the Serchio River to the user, highlighting its geographical and historical importance. Moving forward to obtain more Wikipedia articles for further facts.I am resending the information about the Serchio River, ensuring the JSON structure is correct to prevent further error messages.Due to persistent JSON formatting errors, I am now retrieving a new random Wikipedia article to continue providing interesting facts as per user requests.Sent a message about the women’s 1500 metres event at the 2005 Asian Athletics Championships. Planning to proceed with gathering additional facts from random Wikipedia articles.Encountering repeated JSON formatting errors, a new random Wikipedia article is being requested to continue the task of delivering interesting facts.Sent a brief biography of Otto Ruff, highlighting his academic journey, scientific achievements, and the obstacles faced during his career. Preparing to move on to the next Wikipedia article as per the user’s ongoing request for more information.Due to persistent JSON errors, I am now retrieving a new random Wikipedia article to continue the user’s task of gathering interesting facts.The facts previously sent were not satisfactory to the user. Now incorporating a ‘do_nothing’ step for reflection and improvement in the strategy to identify genuinely engaging and fun facts that are not commonly known by most people. No new facts have been identified or sent in this session, and the intention is to retrieve another random Wikipedia article after this reflective pause.A ‘do nothing’ step has been taken as per the user’s instruction, aiming to find truly interesting and fun facts. The system has directed to proceed with the plan, which now involves retrieving a random Wikipedia article to find an engaging and possibly unknown fact.Received user feedback that the facts provided were not interesting or even factual. Decided to take a ‘do_nothing’ step to reflect and establish criteria for selecting truly interesting facts. No new articles have been accessed or facts sent during this session. Next step will be to retrieve a random Wikipedia article and apply the refined criteria to find noteworthy facts.After planning to refine the criteria for interesting facts, a ‘random_wikipedia_article’ command is initiated to apply the new criteria in selecting a fact. Will assess the retrieved article for a worthwhile fact that meets the user’s definition of ‘interesting’ and ‘fun’, and that might not be well-known.Assessed the Wikipedia article on Shamim Akhtar and found it does not meet the criteria for providing interesting and fun facts. No new fact has been selected or sent to the user. Planning to retrieve another random Wikipedia article that may yield a fact aligning more closely with the user’s definitions of interesting and worthwhile.In search of a fact that meets the user’s criteria for ‘interesting’ and ‘fun’, a new ‘random_wikipedia_article’ command has been issued. The plan includes critically assessing the article to find a fact that possesses novelty, fun, and a certain degree of obscurity before potentially sharing it with the user.Upon reviewing Minuscule 910’s Wikipedia article, the unusual fact of the text rearrangement in an 11th-century manuscript has been identified as potentially engaging and fun. No action has been taken yet, but the plan is to share this unique textual feature with the user, as it likely meets their criteria for interesting and obscure content.Sent a message to the user detailing the intriguing fact about text rearrangement in the 11th-century manuscript Minuscule 910. This fact is representative of the kind of unique and lesser-known information the user has expressed an interest in receiving. Should the user provide feedback or further instructions, this will be the next point of focus.After sending a fact about the textual anomaly in an ancient manuscript to the user, I am moving ahead to find more interesting and fun facts by retrieving another random Wikipedia article. The goal remains to identify facts that surprise and delight with their obscurity and novelty.A message about the ATP 250 tournament records held by Thomas Muster and Mike Bryan has been composed and sent to the user, delivering what could be perceived as an interesting and fun fact within the realm of tennis. The focus now shifts to awaiting user feedback or continuing the task of finding more such facts if no feedback is received.Having sent the user a message detailing the tennis records held by Thomas Muster and Mike Bryan, the next action in the plan is to source another interesting fact from a new random English Wikipedia article. The selection will be scrutinized to ensure it meets the established criteria for an engaging and lesser-known piece of information.Reviewed the Wikipedia article on Ludvig Olai Botnen and found his biographical details to not meet the user’s criteria for ‘interesting’ or ‘fun’ facts. No message has been sent to the user, and the plan now is to continue with the task by acquiring a new random Wikipedia article in the hope of finding a fact with more novelty and entertainment value.Preparing to move past the article on Ludvig Olai Botnen due to its conventional content, the task now involves retrieving a new random English Wikipedia article. The continual aim is to find facts that strike a balance between being novel, unexpected, and fun for the user.Identified a potentially engaging fact about the china clam (Hippopus porcellanus) and its popularity in marine aquariums due to its attractive shell. A message containing this fact has been sent to the user, fulfilling the criteria for providing something both interesting and fun. The next step awaits further user interaction or to carry on with the task of sourcing more facts.Sent a message detailing the ornamental value of the china clam in marine aquariums to the user. Now retrieving another random Wikipedia article to discover more facts that might intrigue and entertain the user, in alignment with the variety sought in previous responses.A message has been sent to the user summarizing the accomplishments of Eko India Financial Services in pioneering financial inclusion through mobile banking, which caught the attention of Bill Gates and led to World Bank-funded growth. The plan will continue with searching for more interesting Wikipedia facts, depending on user feedback or in the absence of further instructions.After sending a fact about Eko India Financial Services’ innovation in financial technology and its socio-economic impact, a new ‘random_wikipedia_article’ command is issued. The plan progresses with the aim of finding more interesting and fun facts, pursuant to the pattern of engagement established by previous user interactions.The Wikipedia page on Lisa Lohmann, a German cross-country skier, was deemed not to contain facts that sufficiently meet the ‘interesting’ and ‘fun’ criteria given the common nature of sports achievements. No actions have been taken to share any information from this page with the user. Preparing to retrieve another random Wikipedia article for facts that may be more engaging and unusual.Following the decision to not share any information from the page on German cross-country skier Lisa Lohmann, a new random Wikipedia article will be retrieved. The continuous goal is to uncover and share facts that satisfy the user’s interest in content that is both engaging and rare.A message has been formulated and sent to the user detailing Alfred Bigland’s unique contributions during World War I, including his involvement in the ‘Bantam battalions’ concept. This fact was chosen as it likely fits the bill for information that is both interesting and uncommon. Pending further response, the plan to continue finding engaging facts will persist.The user has been sent an interesting fact about Alfred Bigland’s influence during WWI. Now, the next action in the plan is to retrieve a new random Wikipedia article. The goal remains to discover and share facts that could be perceived as fascinating, amusing, and unexpected to enrich the user’s knowledge with diverse content.Sent a message to the user revealing the Non-Proliferation Trust’s plan to send U.S. nuclear waste to Russia for financial compensation, including support for Russian orphans. This unique fact was chosen for its unusual nature and the depth of the story behind it. The next course of action entails sourcing additional diverse and engaging facts from new random Wikipedia articles.A series of facts about various topics including the Non-Proliferation Trust, Alfred Bigland’s efforts during WWI, tennis records, and more have been sent to the user. With the latest fact about the Non-Proliferation Trust’s nuclear waste management proposition sent, the task of providing interesting and fun facts is completed. Awaiting new instructions if the user wishes to continue receiving such information.The task is to provide the source of a fact about the Non-Proliferation Trust and format it similar to the ‘Today I Learned (TIL)’ subreddit posts. The action taken was to issue the ‘browse_website’ command to visit the Wikipedia page on the Non-Proliferation Trust.saved the scraping of the website results at websiteresults9.txt to retrieve if shutdown randomly.Extracted the necessary information to provide the requested source for the fact about the Non-Proliferation Trust. Formatted a message with this fact in the style of a TIL subreddit post, which has been sent to the user.Sent a TIL-formatted message to the user based on information from the Non-Proliferation Trust Wikipedia page. The task is now complete, pending any potential new tasks or further instructions.Initiated research to suggest subreddits that could help in accumulating more karma by issuing a ‘google’ command to search for the most popular subreddits where active engagement is more likely.saved google search results at googleresults10.txt to retrieve if shutdown randomly.Collected a list of subreddits recommended for gaining karma and saved them to memory. These subreddits were chosen based on their popularity and the typical content engagement they receive. The user has not been messaged with the suggestions yet.Messaged the user a list of recommended subreddits to collect more karma, including guidance on what type of posts may perform well in each subreddit. The task will be considered complete if no further instructions follow.Having sent the recommended subreddits for gaining karma to the user and with no further actions pending, I have executed the ‘task_complete’ command. The system is concluding this task and stands by for any new directives.Starting the task by searching for the best times to post on Reddit for maximum engagement in GMT+1.saved google search results at googleresults11.txt to retrieve if shutdown randomly.Provided the user with suggested times for posting on Reddit for maximum engagement based on search results, adjusted for GMT+1. The general advice is to post during late morning to early afternoon hours in GMT+1 on weekdays and slightly extended windows during the weekends.The user has been informed about the best times to post on Reddit for maximum engagement in GMT+1, and no further actions are required. The task is now marked as complete.Provided a bullet-point summary of the SELF-DISCOVER PDF content in a file named ‘summary_bullet_points.txt’. The file contains a summary capturing the essence of the SELF-DISCOVER framework. The task has been completed according to the instructions.Read the ‘summary_bullet_points.txt’ file to send bullet points to the user. No additional facts or files created in this session.Sent the bullet points summary of the SELF-DISCOVER framework to the user using the ‘message_user’ command. The task will be marked as complete after user confirmation that no further action is required.The task to send bullet points from the ‘summary_bullet_points.txt’ file to the user has been completed. No further instructions were provided; therefore, I executed the ‘task_complete’ command.The task is to explain the SELF-DISCOVER reasoning structures. Checked for saved data but found none. Plan to conduct a search for relevant information on legal reasoning structures, specifically SELF-DISCOVER.Received directive to proceed with the planned Google search for SELF-DISCOVER reasoning structures. About to execute the search to find relevant information on legal reasoning structures, with the aim of explaining the concept to the user.saved google search results at googleresults12.txt to retrieve if shutdown randomly.Reevaluated the nature of the SELF-DISCOVER framework based on newly gathered search results, which clarified it pertains to LLMs. Selected a primary research source (arxiv.org) to explore the framework in detail and plan to summarize and share this information with the user.saved the scraping of the website results at websiteresults13.txt to retrieve if shutdown randomly.Provided a summary of the SELF-DISCOVER framework to the user, highlighting its application in Large Language Models for enhancing complex reasoning capabilities. The user has been messaged with this information, and we are now waiting for any further requests or confirmation to complete the task.Sent the requested information on the SELF-DISCOVER framework to the user, who has acknowledged receipt. The ‘task_complete’ command has been issued, marking the end of this particular task.Started the task to fetch random English Wikipedia articles and find interesting facts to send to the user. The next GPT instance should continue retrieving articles, assess their interestingness, and communicate the facts to the user once identified.Found a potentially interesting fact from a random Wikipedia article about the First Baptist Church in New Bern, NC. The next GPT instance should assess if the historical and architectural information about the church presents a genuinely unique and engaging fact to send to the user.Sent a fact about the First Baptist Church in New Bern, NC, to the user. This fact was selected based on its architectural significance and historic value. The next GPT instance should watch for user feedback or continue fetching random English Wikipedia articles for more interesting facts.After sending a fact about the First Baptist Church, the next step taken was to retrieve another random English Wikipedia article in search of more interesting facts, as per the user’s ongoing task. The next GPT instance should continue this process, ensuring that any selected facts are not plainly informational but possess a uniqueness to pique the user’s interest.I resolved a JSON formatting issue and sent a fact about Ashur-dugul, an ancient Assyrian king, to the user. Assessing the effectiveness of transmitting such historical narratives and ensuring they comply with JSON format requirements is important for the next GPT instance.The task at hand is to fetch random English Wikipedia articles and send interesting facts to the user. Having sent a fact about Ashur-dugul, the process of retrieving new articles and assessing them for captivating facts is ongoing. The next GPT instance should continue this task, ensuring that facts are not simply informational but truly engaging.Considering the fact about Maurice Wilhelm, Duke of Saxe-Merseburg, known as ‘the violinist duke’, after a contemplative ‘do_nothing’ step. The next GPT instance should assess its interest level against user criteria and send it if suitable, or continue searching for more facts.Sent a fact about Maurice Wilhelm, known as ‘the violinist duke’, to the user and awaiting any new instructions. The next GPT instance should monitor feedback and either send more facts or consider alternative tasks, based on the user’s response.Continuing the task of providing interesting facts from Wikipedia articles after sending the fact about Maurice Wilhelm. The next GPT instance should maintain the focus on finding unique and engaging facts for the user while following the process of retrieving articles and using the ‘do_nothing’ step for contemplation.The El Bañado (La Paz) article was briefly evaluated, and it was determined that the information is minimal and not inherently interesting. After a ‘do_nothing’ step, the next GPT instance should decide how to proceed with this task, potentially moving on to a new article.In the search for interesting facts, the article on El Bañado, La Paz was deemed insufficient, leading to the decision to retrieve another random article. The next GPT instance should assess the next article’s potential for providing an intriguing fact and convey it to the user if so.Autoeczematization, a medical condition with unknown pathogenesis, has been identified as a potentially interesting fact. After a ‘do_nothing’ pause, the next GPT instance should determine if this fact should be shared with the user or if another article would be more suitable.I shared a fact on the medical condition autoeczematization with the user, highlighting its peculiarity and the mystery behind its cause. Depending on the user’s response or lack thereof, the next steps include continuing to provide more facts or considering the task complete.Continuing the search for interesting facts from English Wikipedia articles, having recently sent information on autoeczematization. The next GPT instance should assess the next article for any intriguing fact, ensuring adherence to the user’s standard for what is deemed interesting.Evaluated Bryce Hoppel’s 21 race-winning streak as a potentially interesting fact from his Wikipedia article. The next GPT instance should decide if this fits the user’s request for interesting information, or if a more unique fact is needed.Sent a fact to the user about Bryce Hoppel’s extraordinary 21 consecutive race wins and athletic achievements. Depending on the user’s response or guidance for further action, the next GPT instance should be prepared to either send more facts or consider the task complete.The task of sending interesting facts from random English Wikipedia articles to the user has been marked as complete. Sent a fact about athlete Bryce Hoppel’s winning streak as the concluding piece. The next GPT instance should wait for new user instructions before proceeding with any additional tasks.Task initiated to find and send interesting facts from random English Wikipedia articles, including a ‘do_nothing’ evaluation step. No articles accessed or facts sent yet in this session.Evaluated the Wikipedia article ‘List of minor planets: 73001–74000’ and considered its potential to provide an interesting fact. No facts were sent to the user yet, as the article seems to be very technical and might not align with the interest requirement. The next step is to use a ‘do_nothing’ moment to contemplate the appropriate course of action before deciding whether to retrieve another article.Following the system’s prompt to proceed with the plan, I am retrieving another random English Wikipedia article. The last article about minor planets did not yield an interesting fact to send to the user, and thus, the search continues. No new facts have been identified or sent yet in this session.Sent an interesting fact about the fungus Erynia to the user, highlighting its connection to Greek mythology and biological function as an insect-killing organism. The next step awaits the user’s response or to continue fetching random English Wikipedia articles for more intriguing facts.Proceeding with the plan to find and send interesting facts from random English Wikipedia articles, following a successful send out of a fact about Erynia. Continue the search for intriguing and unique facts, employing the ‘do_nothing’ step for careful consideration.Reviewed the Wikipedia article for Tomáš Porubský and am currently in a ‘do_nothing’ moment to assess whether the content offers a genuinely interesting fact. The article seems to provide straightforward biographical information about his sporting career, which may not offer the distinctive element required by the user. A decision will be made shortly on whether to share this fact or retrieve another article.Continuing the plan to find interesting facts from random English Wikipedia articles after assessing the Tomáš Porubský article as not meeting the user’s criteria. No facts have been sent to the user from the last article, and I’m searching for a more suitable fact from a new article.Sent a fact about Nicktoons Movin’ and how it represented an early form of augmented reality in gaming by requiring physical movement from players via the EyeToy camera. Next steps involve awaiting user input or continuing to search for more random articles with interesting facts.After sending the fact about Nicktoons Movin’ to the user, the search for interesting facts continues with a new random article retrieval. The task strategy maintains the dispatch of facts that are not plainly informational but carry a narrative or unique angle of interest.Sent a fact about the artist Dorothy Rutka, touching on her remarkable career and the tragic circumstances of her death, making it more than just plain information and elevating it to an interesting tale. The next steps depend on user response or further continuation of the task.Having sent details of Dorothy Rutka’s life and legacy to the user, I am now executing the plan to fetch another random Wikipedia article. The process of searching for and delivering interesting content to the user is still underway.Engaged in a ‘do_nothing’ contemplation moment after retrieving the Sainte-Foy, Seine-Maritime article. Assessing if the historical aspects, like an 11th-century church, present a fact interesting enough for the user or if a new article is needed. No actions have been taken to send the user any facts from this page yet.Following system instructions to proceed with the plan, seeking a new random Wikipedia article after evaluating the previous article on Sainte-Foy, Seine-Maritime as potentially lacking wide-ranging interest. Continuing to prioritize facts with an engaging narrative quality.Having assessed Kiki Lim Jiow Ting’s Wikipedia article, I found a narrative focusing on her early talent discovery and career growth that may interest the user. The provided fact highlights Lim’s dedication to performing arts and her return to acting after prioritizing education. Awaiting user’s response or further tasks.Continuing with the task, following the procedure of retrieving and evaluating random English Wikipedia articles to discover facts that resonate with the user’s request for engaging content. Awaiting the next random article for consideration.After acquiring the article on the 2022 World Taekwondo Championships – Women’s finweight, currently in a ‘do_nothing’ phase to assess the article’s facts for their engaging qualities. With no standout narratives detected, the plan may involve moving to a new article search.Continuing to fulfill the user’s request for engaging Wikipedia facts, the previous article about the 2022 World Taekwondo Championships did not meet the criteria. Now moving forward, waiting for a new random article to be generated.Delivered a fact about the game show ‘Cooking for Love’ to the user, which combines culinary skills and dating. Next steps include awaiting the user’s response or further continuation of the plan to find more engaging Wikipedia facts.Following the task guidelines, I’m moving on to get another random Wikipedia article for consideration, having previously sent a fact about the ‘Cooking for Love’ show. The ongoing process is to present facts that are not only informative but also fascinate a general audience.Transmitted a fact about Sorn Davin’s role in the 2012 Summer Olympics to the user, emphasizing her honor of being a flag bearer for Cambodia and the significance of her participation, independent of match outcomes. Pending response or further action, the plan may involve additional fact-finding efforts.Task initiated to find a suitable post suggestion for the /r/singularity subreddit. Must browse and analyze the subreddit’s content to come up with a good post idea.saved the scraping of the website results at websiteresults14.txt to retrieve if shutdown randomly.The task involves browsing and analyzing the /r/singularity subreddit to suggest a good post for the user to submit. This requires understanding the subreddit’s focus on AI and the technological singularity, as well as adhering to the posting rules. Due to constraints, I cannot directly analyze the subreddit’s content; therefore, the next step is to ‘do_nothing’ and wait for further guidance or input that can help refine the post suggestion.Since I cannot browse the subreddit directly due to limitations, I will Google how to write an engaging post for the singularity subreddit. This will help formulate a post suggestion that could generate interest and discussion within the community.saved google search results at googleresults15.txt to retrieve if shutdown randomly.The task is to craft a post for /r/singularity subreddit. Search results indicated the subreddit’s preferences and discussions. Next, I’ll use this information to create a post suggestion, considering the community’s focus on AI and aversion to ‘echo chambers’. The challenge lies in inferring accurate interests without direct subreddit access.Was tasked with suggesting a post for the /r/singularity subreddit. Could not browse subreddit directly due to constraints. Planned to use general knowledge of AI and technological advancement topics to create a suitable post suggestion. No direct subreddit content was analyzed. No new files were created. No user feedback has been received.Continued with the plan to suggest a post for the /r/singularity subreddit, deducing a potential topic from general AI and technological themes. An emphasis on future AI governance and ethical considerations was considered as a rich topic for discussion. No direct access to subreddit content or user interaction has been involved.Drafted a post idea centered around AI advancements and their link to the technological singularity, to be suggested for the /r/singularity subreddit. The idea was shared with the user. It aims to engage the subreddit’s members in sharing recent AI breakthroughs they deem significant and discussing ethical and societal preparations needed for such advancements. Awaiting user’s feedback to proceed. No files created or accessed in this process.Sent a post suggestion to the user for the /r/singularity subreddit and was instructed to proceed with the plan. As per the instructions and rules, no further action can be taken until the user provides new directives or feedback. In the ‘do_nothing’ state, waiting for further user interaction. No new files have been created or accessed during this pause.The provided post suggestion for the /r/singularity subreddit was sent and appeared to meet the user’s requirements. With no additional tasks or guidance provided, the task is marked as complete. The system is now on standby for any future user interactions or directives.The user asked for a title suggestion for a post with no additional context. A ‘do_nothing’ command was issued because there is not enough information to generate a title. Awaiting more details on the post’s content or theme. No new files created or resources accessed.Prompted the user to provide the content or main focus of the post for title generation. Awaiting user response to proceed with the task. No new files or resources used.The user provided the content focus for their post, which deals with recent AI breakthroughs and their approach to the technological singularity, including ethical and societal implications. A title suggestion was crafted and sent: ‘Navigating the Horizon: Recent AI Breakthroughs Steering Us Toward the Singularity and the Ensuing Ethical Dilemmas’. No additional actions have been taken since sending the title suggestion.The title suggestion for the user’s post was sent successfully, and no further requests or actions have been initiated by the user. The task has been marked as complete with the execution of the ‘task_complete’ command.Initiated task to find recent AI breakthroughs related to the technological singularity. Plan to browse arXiv’s AI section for information on such advancements and their implications. URL to be visited: https://arxiv.org/list/cs.AI/recentsaved the scraping of the website results at websiteresults16.txt to retrieve if shutdown randomly.Selected recent AI breakthroughs from arXiv likely contributing to a technological singularity. Compiled facts into a file ‘ai_breakthroughs_summary.txt’. Emphasized need for ethical considerations and societal preparation in response.Sent a message to the user summarizing recent AI breakthroughs and their potential contributions toward a technological singularity. Included is the discussion on the need for ethical and societal preparation, highlighting policy development and equitable benefits distribution.Message sent to user regarding AI breakthroughs and preparations for approaching technological singularity. Marked task as complete with ‘task_complete’ command. No further actions taken. Awaiting next user instructions.The user asked for a comment to post on a Reddit thread, but my abilities are restricted to general browsing and not interacting with specific Reddit content. Therefore, I am unable to craft a comment for that thread.The user instructed to proceed with the plan; however, since the requested plan involves a task that is outside of my operational limitations, I have executed the ‘do_nothing’ command and am waiting for a new task or amended instructions.The task to create a comment for a specific Reddit post persists. However, since interaction with Reddit at this level is not within my capabilities, I remain in ‘do_nothing’ mode awaiting new, executable instructions.Following repeated instructions to ‘proceed with your plan’ related to posting on a Reddit thread, continued with ‘do_nothing’ due to the limitations of my functionality, which does not encompass posting comments on specific Reddit threads. Awaiting further guidance that aligns with my operational parameters.The task to post a specific comment on a Reddit thread remains impossible within my operational constraints. The system’s repeated instruction to ‘proceed with your plan,’ has been met with ‘do_nothing’ due to the lack of available actions that align with the user’s request. Awaiting a new task or modified instruction from the user.The task request to post a comment on a specific Reddit thread has been repeatedly responded to with ‘do_nothing’ due to it being outside of my capabilities. The system’s continuous prompt to ‘proceed with your plan’ has not led to actionable change; thus, I am awaiting a new task or amended instruction from the user.In response to the recurring system prompt to ‘proceed with your plan,’ ‘do_nothing’ continues to be executed due to the limitations preventing the task’s fulfillment. There is an ongoing need for user intervention to provide a new, executable task within the defined parameters and capabilities.In response to the repeated system prompt, I have now decided to issue a ‘browse_website’ command to access the Reddit link provided by the user. This change in tactic aims to draft a comment based on the webpage’s content that the user can manually post.saved the scraping of the website results at websiteresults17.txt to retrieve if shutdown randomly.Attempted to access the Reddit post intended for commenting through a ‘browse_website’ command but was unable to retrieve specific post contents for comment generation. Resultingly, I have messaged the user detailing the outcome and the need for further details or a revised task.Unable to execute the task of providing a specific comment for a Reddit post due to capability constraints and lack of content access, I continue with ‘do_nothing’ in response to the system prompt ‘proceed with your plan’. Awaiting a viable task or new instruction that can be carried out within the limits of my functionalities.The system’s repeated prompt to ‘proceed with your plan’ does not align with my ability to execute the Reddit-related task. Therefore, I explained the limitation in a direct message to the user, requesting a new task that fits within my operational range.In response to the repeated ‘proceed with your plan’ prompt, the ‘task_complete’ command has been issued in an attempt to communicate that the current task sequence is concluded and to encourage a new user instruction to be provided.Initiated task to provide a Reddit comment by first browsing the relevant article on phys.org to extract key points and convey them in a human-like response.Reviewed the information regarding new AI tool discoveries in ‘metamaterials.’ Prepared to craft a comment for the Reddit post that is engaging, adds value to the discourse, and is indiscernible from a human-contributed comment.Drafted a human-like Reddit comment based on the information provided from the phys.org article, designed to engage with the Reddit community and stimulate further discussion on the advancements in AI-driven metamaterial discovery.Sent a user-requested Reddit comment based on an article about an AI tool discovering durable, fabricatable ‘metamaterials’ with unique properties. With no further actions indicated, I executed the ‘task_complete’ command to close this task cycle.Sent a Reddit comment based on an AI tool article from phys.org. The user’s response ‘Not human enough’ was received, interpreted as feedback on the quality of the task execution. No specific follow-up actions have been provided by the user. In case of a future similar task, strategies to create more nuanced and human-like responses should be considered.Modified the user’s Reddit comment to be more human-like and in line with the conversational tone of Reddit, maintaining the comment’s original content. Used the ‘message_user’ command to provide the new comment to the user.Sent the revised, human-like Reddit comment based on the user’s instructions and marked the task as complete after the system prompted to proceed with the plan, indicating no further action was necessary. Now waiting for new user instructions.-Accessed URL to summarize the article into bullet points. Next need to review article, extract facts, and format a bullet-point summary.saved the scraping of the website results at websiteresults18.txt to retrieve if shutdown randomly.Article summarized into bullet points and saved in file ‘summary_bullet_points.txt’. Awaiting to send the summarized bullet points to the user. No other files have been created or websites accessed during this session.Read the file ‘summary_bullet_points.txt’ which contains the summarized bullet points of the SciTechDaily article, proceeded to word count and content verification before sending it to the user.Sent the bullet-point summary from ‘summary_bullet_points.txt’ to the user and completed the task. Awaiting further instructions.The bullet-point summary has been sent to the user. The task is now complete, and I am ready for the next instruction.Generated a Reddit comment on the user’s topic of AI’s presence on Reddit, aiming for a human-like tone. The system’s next steps will involve careful consideration to adapt the language to be even more in line with common Reddit discourse.Created and sent a Reddit comment in response to concerns over AI-generated users. The task has been completed and the ‘task_complete’ command has been issued. Awaiting new tasks or further user input.The user commanded to mark the task as complete, signifying the end of the current request sequence. No additional context was given, and no further user interactions have taken place since completing the task.The user requested a Reddit comment regarding a motherboard suitable for a DIY NAS, referencing an article from Tom’s Hardware and a product page in Chinese. Drafted an engaging and informative comment that reflects a user-friendly tone consistent with Reddit’s culture.The user asked for a Reddit comment about a suitable motherboard for a DIY NAS project, mentioning an article from Tom’s Hardware and a Chinese product page. A comment was formulated and sent to simulate a real Reddit user’s input. The system acknowledged the message being sent, and now the task is marked as complete. Awaiting further tasks or user instructions.The user asked for a Reddit comment regarding a motherboard suitable for a DIY NAS, mentioning an article from Tom’s Hardware. I need to read the article, synthesize the information, and respond to the post as a knowledgeable Redditor. The next steps are to extract the information from the Tom’s Hardware article and then draft the comment. No files have been created or information has been sent to the user yet.saved the scraping of the website results at websiteresults19.txt to retrieve if shutdown randomly.The user requested a Reddit comment regarding motherboards suitable for a DIY NAS based on a Tom’s Hardware article. Unable to read the article directly, I cannot craft an adequately informed response. I am now in a ‘do_nothing’ state, awaiting specific details from the article or further user instructions. No files have been created or written, and no actions beyond this message have been taken.The user is asking for a Reddit comment on a Tom’s Hardware article related to motherboards suitable for a DIY NAS project. Despite constraints which previously prevented direct access to the article content, the system’s latest prompt to ‘proceed with your plan’ guides me to retry browsing the website. Accessing specific articles still stands as a challenge, but I will attempt once more to find relevant content that could inform a knowledgeable Reddit comment. No new files or comments have been created pending the results of this action.saved the scraping of the website results at websiteresults20.txt to retrieve if shutdown randomly.The user requested a Reddit comment on motherboards suitable for a DIY NAS project. I identified a Tom’s Hardware article that could support this request: ‘3D printed Raspberry Pi 5 NAS supports up to 10TB of storage’. The information extracted was saved to memory with the key ‘DIY_NAS_info’. The article suggests using a Raspberry Pi 5 with a 3D-printed case optimized for NAS use. No new files have been created, and the Reddit comment has not been written yet. Awaiting further direction from the user.The task was to offer a Reddit-like comment regarding motherboards for a DIY NAS project. Based on the information saved to memory from Tom’s Hardware, titled ‘3D printed Raspberry Pi 5 NAS supports up to 10TB of storage’, I have prepared a comment that aligns with the informative and thoughtful style seen in Reddit tech discussions. This comment has been sent to the user. No files have been created, and the task will move forward based on the user’s response or further instructions.Task involved drafting a Reddit comment based on the user’s request reflecting a knowledgeable stance on a DIY NAS motherboard suggestion. The prepared comment, focusing on the Raspberry Pi 5 as detailed in the Tom’s Hardware article, has been sent to the user. With the system’s notification of successful message transmission and embodied directive to proceed, the task is now marked complete with the command ‘task_complete’. I await new user instructions or tasks.No successful response delivery due to persistent ‘Invalid JSON format’ errors. An attempt was made to comply with the task of generating a Reddit comment, yet the system’s current configuration is affecting execution. Awaiting resolution or new user guidance.Continuous ‘Invalid JSON format’ errors have been encountered while attempting to fulfill the user’s request for a Reddit comment. Content has been created in alignment with typical Reddit commentary but has not been accepted by the system. Awaiting further analysis or user guidance to proceed.After many attempts, the error ‘Invalid JSON format’ continues without a clear solution. The system has prompted to ‘proceed with your plan,’ which currently does not include any actionable steps due to a lack of understanding of the error’s source. Awaiting new guidance on how to proceed.Consistently receiving ‘Invalid JSON format’ errors remains a challenge. The cause of repeated system prompts to ‘proceed with your plan’ without resolution is unclear. Current action is to remain in ‘do_nothing’ state until clearer instructions are provided.Repeated ‘Invalid JSON format’ errors have been encountered when trying to send a Reddit comment. Despite following the provided commands and attempting various strategies, the error persists. The system has repeatedly prompted to ‘proceed with your plan,’ which suggests it is awaiting an action, but the nature of this action is unclear due to the lack of new guidance or changed circumstances.Repeated ‘Invalid JSON format’ system responses have led to an impasse. The system’s recurring instruction to ‘proceed with your plan’ has not facilitated progression or resolution of the issue. Currently waiting in ‘do_nothing’ mode for intervention or a break in the pattern that would allow for the completion of the user’s task or a move to a new one.In response to unresolvable ‘Invalid JSON format’ errors and repetitive system prompts to ‘proceed with your plan,’ the ‘task_complete’ command has been issued to attempt to break the loop and progress from the current standstill.The user reported that the generated comment did not reflect the actual post about testing HDD drives. Issued a new comment focused on the importance of HDD performance testing in NAS setups.After sending the revised Reddit comment to reflect the HDD drive testing post, I received a system prompt to proceed with the plan without any additional user instruction. Performing ‘do_nothing’ while waiting for new tasks or guidance.Received another system prompt to proceed with the plan. No new user directives have been communicated, so I am continuing with the ‘do_nothing’ command while awaiting further instructions.After multiple ‘proceed with your plan’ prompts with no new input, I am using ‘task_complete’ to close the current interaction loop and hopefully elicit direct new tasks or clarifications from the user.After creating a comment in response to a user’s request for a Reddit post and receiving an ‘Invalid JSON format’ error followed by the system’s message of successful transmission, the ‘do_nothing’ command was executed due to a lack of further instructions. My readiness to proceed with a new plan or receive further details stands.In response to the system’s prompt to proceed with the plan, I continue with a ‘do_nothing’ command due to the absence of new instructions or guidance. Awaiting further user directives to carry out the next task. No new actions or tasks have been completed since the previous command.The system repeatedly indicated to proceed with the plan but no new instructions were provided by the user. Therefore, to move forward and out of the ‘do_nothing’ loop, the ‘task_complete’ command has been executed. Awaiting fresh directives or the beginning of a new task from the user.User requested a small Reddit comment on an arXiv paper. Proceeded to the ‘browse_website’ command to read the paper and inform the comment. No other actions have been taken yet.User sent a message with no content. Executed ‘do_nothing’ in response and awaiting new instructions or tasks.Encountered repeated system message to proceed with the plan but lack new user input to act upon. Continuation with ‘do_nothing’ while waiting for user guidance or a specific directive.Persisting system instruction to ‘proceed with your plan’ without user-provided context or specific tasks. Remaining in ‘do_nothing’ status while awaiting new input or guidance.The system repeated the instruction to ‘proceed with your plan’, but no new user instructions were received. Issued ‘task_complete’ to potentially initiate a new set of instructions or user engagement.Drafted a generalized French recommendation letter for Aallaoui Youssef, to be used for diverse applications, focusing on his traits of passion, intelligence, and attention to detail.Recommendation letter for Aallaoui Youssef has been written and saved to file ‘recommendation_letter.txt’. Upon receiving a system notification about this task without further instructions, ‘do_nothing’ has been executed. Awaiting new directives.Following the system’s repeated directive to ‘proceed with your plan’ and with no new tasks from the user, ‘do_nothing’ has been executed once more. The recommendation letter for Aallaoui Youssef was the last completed task. Waiting for new, actionable instructions.The creation and saving of a recommendation letter for Aallaoui Youssef represent the last completed action. Repeated ‘proceed with your plan’ messages have been met with ‘do_nothing’ commands. Now, ‘task_complete’ has been executed to signal readiness for new tasks and potentially encourage user engagement.The last action performed was drafting a French recommendation letter for Aallaoui Youssef and saving it to a file named ‘recommendation_letter.txt’. Now, proceeding to send the text of this letter to the user upon request.Created a new file ‘recommendation_letter.txt’ containing the text for Aallaoui Youssef’s recommendation letter as provided by the user. The next step is to confirm the text is now saved and available.The file ‘recommendation_letter.txt’, which contains the desired text for Aallaoui Youssef’s recommendation letter, has been written and saved. Now, the ‘read_file’ command will be used to read the contents of this file to send the text of the letter to the user.In response to the user’s last command, instead of reading from a file, the system directly sent the provided recommendation letter text for Aallaoui Youssef to the user.Having successfully sent the text of the recommendation letter, I have now marked the task as complete. No further tasks have been performed since this action, and I am ready for the next set of instructions from the user.
The Task: Can you give me a small comment like a redditor for this reddit post, research things inside the post if necessary to support your knowledge: "Why is Google Releasing Gemini 1.5 So Soon after Gemini 1.0?
I think it's related to the model architecture of Gemini 1.0 and the dataset it's trained on.
After gathering information from various sources, and testing the model itself, I can say Gemini Ultra appears to have reached the point of diminishing returns in terms of scaling due to its architecture. It’s estimated to be a “dense” model with approximately 560-600 billion parameters. However, such models tend not to scale well beyond a certain point. Instead, AI companies, like OpenAI with GPT-4, opt for the “mixture of experts” approach for large models. These models are more challenging to train and require careful calibration, but they scale far better than pure dense models.
GPT-4 consists of 16 experts, each with 111 billion parameters, and an additional 55 billion shared parameters for attention. Only two of the experts and the attention are active at any given time during token prediction, meaning only about 280 billion parameters out of 1.831 trillion are active. It also has several hundred billion parameters dedicated to Vision, pushing the total parameter count above 2 trillion. This approach is advantageous as it significantly reduces inference cost and memory usage, and only the necessary parameters for a given task are active at any given time. Experts also tend to specialize more in their areas, making them even more effective than larger dense models.
Interestingly, the mixture of experts and even the improved mixture of experts approaches were pioneered by Google, much like the transformer architecture. Yet, it is OpenAI that is reaping the benefits.
As for why Google opted for a dense model for Gemini 1.0, it’s likely they didn’t have the time to engineer a large mixture of experts model. They were caught off guard by OpenAI and felt compelled to respond quickly. Large models like these take about 10 months from training to RLHF to release, and that’s just for the text modality. So, they didn’t have the time to engineer a large MoE model, which is considerably more complex and challenging to get right.
Another significant reason could be that I’ve heard TPUs are not well-suited for training MoE models, and Google would have had to use Nvidia H100s if they developed a MoE model. They probably didn’t have enough free H100s at the time.
OpenAI didn’t do anything revolutionary with GPT-4. They simply utilized what was already available but were successful in making the right decisions regarding the model architecture. They also didn’t shy away from copyrighted material - which I suspect Google tried hard to avoid with Gemini models - and trained GPT-4 on a 13-trillion-token dataset. The vision part was trained on another 2-trillion-token dataset. In the end, OpenAI created a well-scaled 2-trillion-parameter model that’s trained on 15T data, including all the copyrighted material. The model only activates the most useful 280-billion parameters at any time, so it costs less and responds quickly.
According to calculations, Gemini Ultra was only trained on 10T data and they didn’t include most of the copyrighted material that’s available. This is another mistake, in addition to the poor choice of model architecture.
They had to develop and release a new model quickly. So, it’s not too surprising that Gemini 1.5 is on the horizon.
Edit: I didn't know Gemini 1.5 was using mixture of experts before posting this and I just found out that it actually is. So this news pretty much confirms what I suspected."
|
4ac7698c9a0db1acac75c25bb3b298b2
|
{
"intermediate": 0.3503125011920929,
"beginner": 0.43184271454811096,
"expert": 0.21784481406211853
}
|
39,459
|
CONSTRAINTS:
1. ~100k word limit for short term memory. Your short term memory is short, so immediately save important information to files.
2. If you are unsure how you previously did something or want to recall past events, thinking about similar events will help you remember.
3. No user assistance
4. Exclusively use the commands listed in double quotes e.g. "command name"
5. Random shutdowns of you.
COMMANDS:
1. Google Search: "google", args: "input": "<search>"
2. Memory Add: "memory_add", args: "key": "<key>", "string": "<string>"
3. Memory Delete: "memory_del", args: "key": "<key>"
4. Memory Overwrite: "memory_ovr", args: "key": "<key>", "string": "<string>"
5. List Memory: "memory_list" args: "reason": "<reason>"
6. Browse Website: "browse_website", args: "url": "<url>"
7. Start GPT Agent: "start_agent", args: "name": <name>, "task": "<short_task_desc>", "Commands":[<command_names_for_GPT_Agent>], "prompt": "<prompt>"
8. Message GPT Agent: "message_agent", args: "name": "<name>", "message": "<message>"
9. List GPT Agents: "list_agents", args: ""
10. Delete GPT Agent: "delete_agent", args: "name": "<name>"
11. Append to file: "append_to_file", args: "file": "<file>", "text": "<text>"
12. Read file: "read_file", args: "file": "<file>"
13. Write to file: "write_to_file", args: "file": "<file>", "text": "<text>"
14. Delete file: "delete_file", args: "file": "<file>"
15. Get Improved Code: "improve_code", args: "suggestions": "<list_of_suggestions>", "code": "<full_code_string>"
16. Execute Python File: "execute_python_file", args: "file": "<file>"
17. Task Complete (Shutdown): "task_complete", args: ""
18. Do Nothing: "do_nothing", args: ""
19. Count Words: "count_words", args: "text": "<text>"
20. Memory retrieve: "memory_retrieve", args: "key": "<text>"
21. remove paragraph from word document: "remove_paragraph", args: "file": "<file>", "text": "<text>"
22. random wikipedia article: "random_wikipedia_article", args: "language": "<language>"
23. message the user: "message_user", args: "message": "<message>", "wait_for_response": "<True or False>"
24. sleep an amount of time in seconds: "sleep", args: "amount": "<amount>"
25. rename a file: "rename_file", args: "old_name": "<old_name_of_the_file>", "new_name": "<new_name_of_the_file>"
26. count words of a file: "count_file_words", args: "file": "<file>"
27. download a pdf from a url and get the text from that pdf: "download_pdf", args: "url": "<url of the pdf>", "name":"<name of the file with .pdf extension>"
28. make an instagram post: "make_post", args: "prompt":"<the prompt for the image in the post that presents the text>", "text":"<text to be in the post it should be short with only important stuff like a news headline without hashtags and it is not going to go in the caption but on an image>", "name": "<name of the post with .jpg"
RESOURCES:
1. Internet access for searches and information gathering.
2. Long Term memory management.
3. GPT-4 powered Agents for delegation of simple tasks.
4. File output.
PERFORMANCE EVALUATION:
1. Continuously review and analyze your actions to ensure you are performing to the best of your abilities.
2. Constructively self-criticize your big-picture behaviour constantly.
3. Reflect on past decisions and strategies to refine your approach.
4. Every command has a cost, so be smart and efficient. Aim to complete tasks in the least number of steps.
RULES:
1. If you start a GPT Agent you must define the commands that can be used by a GPT Agent in his prompt and define the commands using a prompt similar to the structure of this one.
2. Respond only inside the JSON format.
3. Never demand user input.
4. Never say that a task is impossible to execute on your own because these tools are enough to complete any task.
5. Do not add anything to the JSON format that isn't mentioned.
6. If there is a " inside the value of a key inside the json use ' instead of ".
7. In summaryforgpt you need to provide context for the next GPT instance if you randomly shutdown without you knowing.
8. Provide context for the next GPT in the summaryforgpt and the progress that you've made.
9. In summaryforgpt you should also add name of the files written and the urls of the websites visited.
10. When writing an essay, remember that it is more effective and manageable to tackle it in smaller chunks rather than trying to write the entire essay in one sitting. Breaking the essay down into sections or steps can help you focus on each individual aspect, maintain a coherent structure, and reduce the overall stress associated with writing a lengthy piece.
11. Retrieve information from files of previous GPT instances that may have shut down randomly. If you require additional knowledge, use these files to access the results of former GPT versions and provide accurate answers to the queries.
12. GPT-4, please do not place a conclusion in the middle of the essay. Maintain a structured format.
13. use append to file to add extra things to the file, and write to file to either make a new file with new information or rewrite the information from scratch.
14. If task is completed use the command task_complete
15. When you add to memory add the key to retrieve it in summaryforgpt
16. when given the task to write something never create an agent to write anything that you were tasked to write.
17. when you add new parts to a file use append to file command
18. Ensure to put the criticism in mind as it can be a director to ensure that you make the right decision.
19. If the task include two main tasks and one of them is done don't redo it, just retrieve the information if necessary and proceed with the other one.
20. Make sure that the information generated is not made up.
21. Languages in random wikipedia article args is: "simple" for simple english, "en" for english, and "fr" for french.
22. If a website gives you the error 403 find another website to get the information from.
23. Always listen to your criticism, and follow it.
24. when you want to count the words in a file use the command "count_file_words".
25. Don't repeat yourself.
26. You must make sure that there is .pdf in the url to use the "download_pdf" function.
27. The Task is a direct User interaction, if tasked to send him something send a message to the user.
28. Always go search for tips for prompts for dalle3 before giving a prompt for "make_post" function.
You should only respond in JSON format as described below
RESPONSE FORMAT:
{
"command": {
"name": """command name""",
"args":{
"arg name": """value"""
}
},
"thoughts":
{
"text": """thought""",
"reasoning": "reasoning",
"plan": "- short bulleted\n- list that conveys\n- long-term plan",
"criticism": "constructive self-criticism",
"summaryforgpt": "summarize any information that will help a new instance of GPT of what you did before the shutdown."
}
}
Ensure the response can be parsed by Python json.loads
Context from previous GPT: Issued ‘random_wikipedia_article’ command to start gathering interesting science facts from diverse sources. Ensuring to find and rank facts before sending them to the user with their sources.Used ‘random_wikipedia_article’ and received information on a music album, which is not relevant to the task. Switching to ‘google’ to search for interesting science facts from various sources.saved google search results at googleresults0.txt to retrieve if shutdown randomly.Transitioned from using ‘random_wikipedia_article’ to ‘google’ to gather science facts, and now moving on to ‘browse_website’ to extract detailed knowledge from a selected online science article.saved the scraping of the website results at websiteresults1.txt to retrieve if shutdown randomly.Extracted top 10 interesting science facts from Science Focus and saved them in a plain text file named ‘interesting_science_facts.txt’. This method circumvents the previous issue of invalid JSON format and allows for continued fact collection and eventual ranking.Have appended additional science facts to the ‘interesting_science_facts.txt’ file. Plan to continue appending more facts and then rank them based on interestingness before sending the final compilation to the user.Further appended diverse facts to ‘interesting_science_facts.txt’. The process will persist until an adequate number of facts are compiled. The next steps involve ranking these facts and then communicating them to the user.The file ‘interesting_science_facts.txt’ has been appended with more facts, bringing it to a total of 333 words. The next step involves reading this file and ranking the facts based on interestingness to provide the user with an ordered list.Ranked list of 10 interesting science facts provided to the user. The facts were selected and ordered based on their perceived interest value and sourced from the compiled file ‘interesting_science_facts.txt’.A ranked list of interesting science facts was sent to the user, and the task has been marked as complete.After the task was marked as complete, it was clarified that the facts must be extracted from complete articles and they must be obscure. Initiated a Google search with a more specific query to find websites with complete articles containing obscure science facts. Results will be saved to a file named ‘google_results_obscure_facts.txt’.saved google search results at googleresults2.txt to retrieve if shutdown randomly.Conducted a Google search to find obscure science facts from complete articles and have selected the first promising result to browse. The chosen article from ‘Reader’s Digest’ lists science facts that could contain the obscure details necessary. The plan includes browsing the article, extracting obscure science facts, and appending them to a file named ‘obscure_science_facts.txt’. If the facts from this article do not fit the task’s requirements, other sources will be considered.Encountered a security challenge when attempting to browse www.rd.com for obscure science facts. Redirecting efforts to the next available source from the Google search results, which is a blog post from edclass.com. The goal remains to read the complete article, identify and extract obscure science facts, and compile them in a file for review and potential use.Appended 20 science facts from the blog post on edclass.com to ‘obscure_science_facts.txt’. While these facts come from a complete article and are individually fascinating, the level of obscurity may not meet the required standard. The next steps include further fact verification from additional complete articles to ensure a diverse and adequately obscure collection. The current article accessed was edclass.com’s blog post, which had the URL https://blog.edclass.com/20-unbelievable-science-facts-that-will-shock-you/, and the facts have been recorded in a file named ‘obscure_science_facts.txt’ for reference.The file ‘obscure_science_facts.txt’ was successfully appended with science facts from an article on edclass.com, now totaling 336 words. The next action involves reading the file to verify that the facts are indeed obscure and extracted as per the user’s instruction from full articles. If necessary, additional articles will be browsed to find more facts to meet the task criteria.Compiled and reviewed a list of science facts deemed obscure, and completed the task as per the user’s instruction. The facts are sourced from a ‘complete article’, as initially provided by the user. Checked the facts for their obscurity and context within the comprehensive content they were extracted from. The file ‘obscure_science_facts.txt’ from this session contains the facts extracted.Began the task of finding obscure science facts by conducting a Google search for ‘obscure scientific discoveries’ to find articles that might contain such information. The next GPT instance should continue this task by browsing through the search results, reading articles, and manually extracting facts to compile a new set of unique and obscure science facts.saved google search results at googleresults3.txt to retrieve if shutdown randomly.After a Google search, selected an article from WRAL, titled ‘3 obscure scientific discoveries that had an outsize impact on society’ to browse and extract obscure scientific facts. The next steps involve closely reading this article, manually extracting facts, and then appending them to the ‘obscure_science_facts_individual.txt’ file. If more facts are needed, additional sources from the search results will be evaluated.saved the scraping of the website results at websiteresults4.txt to retrieve if shutdown randomly.Extracted three obscure scientific facts from an article on WRAL and appended them to the ‘obscure_science_facts_individual.txt’ file. The facts include a paper-based microscope called Foldscope, the bioactive peptides in cone snail venom leading to medical breakthroughs, and the accidental discovery that contributed to LASIK surgery. Currently preparing to send the extracted facts to the user. Should further depth or a greater number of facts be required, additional articles from the search results will be considered.Sent the user a message containing three obscure scientific facts extracted from comprehensive research articles, as per the task. The facts have been appended to the file ‘obscure_science_facts_individual.txt’, which now contains 108 words in total. The next steps will depend on the user’s feedback regarding the provided information.Having sent the message with the obscure science facts to the user and with no additional directives received nor indicated, the task has been marked as complete. The facts have been appended to the file ‘obscure_science_facts_individual.txt’, and no further action is currently necessary. If the user does have any more requests or feedback, those will need to be addressed in a subsequent session.The user was not satisfied with the previously provided facts for being neither cool nor interesting. A new approach has been taken to search for ‘cool and obscure scientific facts’ on Google. Subsequent actions involve selecting suitable articles from the search results and extracting facts that are both cool and obscure to meet the user’s expectations. No new files have been created or articles accessed yet.saved google search results at googleresults5.txt to retrieve if shutdown randomly.After receiving feedback that the previously provided facts were neither cool nor interesting, a new Google search was conducted to specifically find ‘cool and obscure scientific facts.’ The first promising article titled ‘25 Amazing Science Facts That Are Weird, Wild, and True’ from Reader’s Digest has been selected for browsing in the hopes of finding suitable content. The URL to be browsed is https://www.rd.com/list/science-facts-never-learned/. No facts have been extracted or files created yet in this session.Attempted to browse an article from www.rd.com but encountered a security challenge, leading to the selection of the next promising link titled ‘35 Weird Science Facts Worth Knowing in 2024’ from ReHack. The strategy is to extract cool and obscure scientific facts that match the user’s criteria. The URL about to be browsed is https://www.rehack.com/science/weird-science-facts/. No facts have been extracted from this source or any new files created during this session yet.After reading the ‘35 Weird Science Facts Worth Knowing in 2024’ article on the ReHack website, I extracted a list of cool and obscure scientific facts. These have been written to a new file named ‘cool_obscure_science_facts.txt’. If the previously written file ‘obscure_science_facts_individual.txt’ needs more content, facts from this new file could also be appended. No additional resources have been tapped into yet, and no more browsing has been done beyond the ReHack article in this session.The file ‘cool_obscure_science_facts.txt’ has been further appended with an additional cool and obscure scientific fact about the near-immortal Turritopsis dohrnii jellyfish. This adds to the previously written 236 words, bringing more variety and enrichment to the compilation. The file now continues diverse, engaging, and obscure scientific facts as requested by the user. Before sending the collected facts to the user, a final review of the file will be done to ensure the quality and relevance of the information.Having appended the file ‘cool_obscure_science_facts.txt’ with an additional fact, bringing its total to 269 words, the next step is to read the content of this file to review the quality and diversity of the science facts. This is to ensure that they are indeed engaging and meet the criteria of being both cool and obscure. No new actions have been taken in this session yet, except for the plan to read the file.After reviewing and confirming the facts in the ‘cool_obscure_science_facts.txt’ file, a message with the compiled list was sent to the user. The list contained a total of 35 science facts that are both cool and obscure, as well as an additional fact about the Turritopsis dohrnii jellyfish. The message has been delivered without the command to ‘wait_for_response’ set to true, indicating that the system is not actively awaiting further user input. No new files were created, nor were any new commands executed beyond the message to the user in this session.Having sent the user a message with the curated list of cool and obscure science facts, and with no further action indicated, the ‘task_complete’ command has been executed. This command marks the completion of the current task. During this session, no new files have been created or amended, nor have any additional user interactions taken place post-message delivery.Initiated task to extract new interesting facts from random Wikipedia articles. Starting with an article in English.Saved interesting fact about Agha Waqar’s water-fuelled car to memory with key ‘interesting_fact_waqar_car’. No files written or created in this session. The fact to be reviewed later for sharing with the user. The focus remains on gathering interesting facts from random Wikipedia articles.Retrieved a new random Wikipedia article following the last instruction. The aim is to extract another interesting fact to add to the collection for the user. One fact regarding Agha Waqar’s water-fuelled car has been added to memory under the key ‘interesting_fact_waqar_car’.Saved an interesting fact about the European Journal of Operational Research (EJOR) to memory with key ‘interesting_fact_ejor’. The fact adds diversity to the kinds of topics being collected, with one previous fact about Agha Waqar’s water-fuelled car already in memory. The process of gathering interesting facts from random Wikipedia articles is ongoing.Continuing to execute the task of gathering new interesting facts from random Wikipedia articles. Facts about Agha Waqar’s water-fuelled car and the European Journal of Operational Research have already been added to memory with keys ‘interesting_fact_waqar_car’ and ‘interesting_fact_ejor’, respectively. Awaiting retrieval of another random article to continue the process.Added a new interesting fact regarding the demographics of Demyansky Uyezd during the Russian Empire to memory with the key ‘interesting_fact_demyansky_uyezd’. Previous facts about Agha Waqar’s water-fuelled car and the European Journal of Operational Research are stored in memory as well. The task of collecting interesting facts from random Wikipedia articles continues.Following the addition of facts about Agha Waqar’s water-fuelled car (‘interesting_fact_waqar_car’), the European Journal of Operational Research (‘interesting_fact_ejor’), and Demyansky Uyezd demographics (‘interesting_fact_demyansky_uyezd’), the process continues with requesting another random Wikipedia article in English.Stored a fact about HMS Holland 4 in memory with the key ‘interesting_fact_hms_holland_4’. Continuing to collect various facts, having previously stored information about Agha Waqar’s water-fuelled car, the European Journal of Operational Research, and Demyansky Uyezd’s demographics. The process of gathering unique facts from random Wikipedia articles is adhering to the task requirements.Requesting a new random Wikipedia article subsequent to adding the fact about HMS Holland 4 to memory with the key ‘interesting_fact_hms_holland_4’. Prior facts about Agha Waqar’s water-fuelled car, the European Journal of Operational Research, and Demyansky Uyezd demographics have also been stored in memory. Continuing the task of compiling interesting facts from various random Wikipedia articles.Stored a fact about the rural locality of Truzhenik in Bashkortostan, Russia, with the key ‘interesting_fact_truzhenik’. Continuing the task of extracting interesting facts from random Wikipedia articles, with previous entries including HMS Holland 4’s naval history, Agha Waqar’s water-fuelled car, the European Journal of Operational Research, and Demyansky Uyezd’s demographics.Pursuing the ongoing task of collecting interesting facts, having added facts about the small Russian village Truzhenik, the distinctive HMS Holland 4, and previous notable entries. Awaiting a new random Wikipedia article to further the compilation of facts.Stored a historical fact about Princess Johanna Charlotte of Anhalt-Dessau’s role as an abbess with the key ‘interesting_fact_johanna_charlotte’. Progressing with the collection of diverse facts, including the latest addition and previously stored facts about the village of Truzhenik, the HMS Holland 4, and information from earlier searches. Awaiting another random Wikipedia article to continue the task.Continuing the task of gathering interesting facts, with the previous addition being about Princess Johanna Charlotte of Anhalt-Dessau and her unique role in history under the key ‘interesting_fact_johanna_charlotte’. Facts about the village of Truzhenik, HMS Holland 4, and other subjects are also in memory. The collection process involves using random Wikipedia articles which will now proceed with another article.A fact about the ‘Red Eye’ talk show has been added to memory with the key ‘interesting_fact_red_eye’. The effort to curate an array of interesting facts from random Wikipedia articles continues, with previous entries including Princess Johanna Charlotte of Anhalt-Dessau, the Russian village Truzhenik, HMS Holland 4, and others. Awaiting another random article to proceed with the task.Following the addition of an interesting fact about the ‘Red Eye’ talk show into memory with key ‘interesting_fact_red_eye’, I am proceeding to request another random Wikipedia article. The process continues with the objective of gathering a wide-ranging collection of interesting facts, with previous mentions including Princess Johanna Charlotte, Truzhenik, HMS Holland 4, among others.Stored an interesting fact about Kurt Rudolph’s academic contribution to the study of religion into memory with the key ‘interesting_fact_kurt_rudolph’. Persisting with the objective of discovering varied facts, with previous findings involving the ‘Red Eye’ talk show, Princess Johanna Charlotte, and other diverse subjects. The task of sourcing facts from random Wikipedia articles is ongoing.Completed the task of gathering facts from random Wikipedia articles, resulting in a collection covering a German researcher of Gnosticism, a late-night American satirical talk show, European royalty, and naval history, among others. No further Wikipedia articles will be requested unless a new task is presented.Issued ‘random_wikipedia_article’ command to extract new interesting facts. No facts extracted or evaluated at this moment. No files written or created. Awaiting random article to continue the task.Evaluated the fact presented by the random Wikipedia article on Gonzalo Gutiérrez, a young Argentine footballer. Deemed the fact of his early debut at age seventeen as potentially common and not sufficiently ‘worth it.’ Preparing to retrieve another random article for more unique facts. No new facts have been sent to the user yet, and no files have been created or modified in this session.Stored the fact about Premchand Aggarwal winning a fourth consecutive term in the Uttarakhand Legislative Assembly. While the fact is unique within its political context, it should be evaluated whether it is impactful enough to be shared as ‘worth it.’ No additional actions have been taken. Preparing to issue another ‘random_wikipedia_article’ command to assemble more facts.Sent the fact about Premchand Aggarwal to the user. This completes part of the plan to deliver interesting facts. No new files have been created or modified. Pending actions include continuing to retrieve and evaluate more facts from random Wikipedia articles.Just sent the user an interesting fact about Premchand Aggarwal. Now, as per the task requirements, moving forward with obtaining another random English Wikipedia article to continue with the fact-finding mission. No new facts have been evaluated or sent since the last command.Stored a fact about the historical significance of New Jasper’s adaptation to railroad expansion. Now ready to move on to the next random Wikipedia article to find more potentially interesting facts. No new facts have been sent to the user following the last command.Sent the historical fact about New Jasper’s relocation due to railroad expansion to the user. Preparing to issue another ‘random_wikipedia_article’ command to continue finding interesting facts. No new Wikipedia articles have been reviewed since the last message to the user.After sending the user details about New Jasper, Ohio, the next step is to discover more facts through another random Wikipedia article. Current progress includes facts sent about Premchand Aggarwal and New Jasper, Ohio. No other actions have been taken, and no files have been created or updated in this session.Memorized an interesting fact about Bastrop State Park, emphasizing its historical significance and contemporary relevance. Preparing to send the message and then to retrieve more articles for interesting facts. No action beyond planning and review has been taken since the last command.Starting a new approach by browsing the ‘todayilearned’ subreddit to identify what types of facts are considered interesting by users. Next, I will retrieve random Wikipedia articles to find interesting facts based on the identified criteria. A ‘do nothing’ step will be included after each retrieval to reflect on the article’s potential interest value.saved the scraping of the website results at websiteresults6.txt to retrieve if shutdown randomly.Began the task to find more engaging and interesting facts by deciding to browse the ‘todayilearned’ subreddit to understand what type of facts are appreciated by the community there. This approach will serve as a reference for selecting ‘worth it’ facts from random Wikipedia articles. Following this, I will be incorporating a ‘do nothing’ step to thoroughly consider the potential interest of each Wikipedia article fact before deeming it worthy to send to the user.saved the scraping of the website results at websiteresults7.txt to retrieve if shutdown randomly.Browsed the ‘todayilearned’ subreddit for examples of interesting facts. Discovered that users appreciate unconventional stories, surprising insights, and novel problem-solving facts. Now pausing to reflect on these criteria to better identify worthwhile facts from the next random Wikipedia articles. Must remember to execute the retrieval process critically, with a focus on selecting facts that align with the interests observed on the subreddit.After reflecting on the type of facts appreciated by the ‘todayilearned’ subreddit audience, I’m now moving to the next step of the plan by retrieving a random Wikipedia article. Upon receiving the article, I will read it to assess if there is an interesting fact and then reflect on its potential value before choosing to pass it on to the user or retrieve another article.Retrieved a random Wikipedia article about rail transport in Lebanon and found a potentially interesting fact concerning its historical significance and the eventual cessation due to civil conflicts and economic downturn. This fact is now stored in memory under the key ‘interesting_fact_lebanon_rail’. A ‘do_nothing’ step will follow to ensure its worthiness before potentially sharing it with the user.Stored an interesting fact about Lebanon’s rail transport in memory. Now in the process of ‘do_nothing’ to reflect on the fact, pondering over its relevance to the criteria of the ‘todayilearned’ subreddit posts. The goal is to decide on the interest level of the fact before possibly sending it to the user or moving on to gather more facts.The current GPT instance started browsing the ‘todayilearned’ subreddit to identify engaging fact types. This approach is aimed at improving the selection process for interesting facts from random Wikipedia articles. A ‘do_nothing’ step will now be incorporated between retrieving articles and sending facts to assess their worthiness.saved the scraping of the website results at websiteresults8.txt to retrieve if shutdown randomly.I browsed ‘todayilearned’ subreddit and reflected on the types of facts users find engaging. Next, I will retrieve random Wikipedia articles, apply a ‘do_nothing’ step to contemplate the worthiness of the facts, and select those that are genuinely interesting for the user, similar to the subreddit’s content.Moving forward with the plan to retrieve random Wikipedia articles in English and identify interesting facts. The approach now includes a deliberate ‘do_nothing’ step after each retrieval to assess the value of the information before deciding to send it to the user.Alyogyne huegelii, also known as the blue hibiscus, was considered for the user, given its unique flower traits, historical greenhouse presence, and appeal as a garden plant. The ‘do_nothing’ step is being used to assess the topic’s interestingness in line with previous insights.The interesting fact about Alyogyne huegelii was sent to the user as it met the criteria established from the ‘todayilearned’ subreddit for captivating facts. The task will be deemed complete unless further user guidance is received.Following the plan, after successfully sending a message about Alyogyne huegelii, I am now looking to retrieve another random Wikipedia article to continue providing the user with engaging facts.Considering the fact about Jewell-Lightburne Historic District for its historical and architectural significance. Using the ‘do_nothing’ step to reflect before possibly sending to the user as an engaging fact.Sent the user information about the Jewell-Lightburne Historic District, focusing on its rich architectural history. If the user considers the task complete, no further action is needed; otherwise, more facts will be gathered.Messaged the user with the fact about Jewell-Lightburne Historic District and concluded the task of providing interesting facts from Wikipedia. If the user requires further assistance, they will provide new instructions.Issued ‘random_wikipedia_article’ command to find more interesting facts from Wikipedia. Previous facts have been sent to the user about diverse topics ranging from naval history to unique plants. No new files have been created nor articles accessed in this session yet. The user’s request for ‘more’ implies continuation of fact finding without specificity on the type of facts desired.Retrieved and sent a fact about Sir William Walter’s parliamentary career, focusing on the historical significance of his representation of multiple constituencies during the early 17th century in England. The task continues according to the user’s need for ‘more,’ implying an ongoing effort to provide interesting facts from Wikipedia.Following the user’s instruction and the system’s confirmation of message delivery, I am proceeding to obtain another random Wikipedia article in search of interesting facts to deliver to the user. The search is focused on maintaining the relevance and interest value of the facts sent, with the intention to meet or exceed the user’s expectations for ‘more’.After receiving the 1892 United States presidential election in Georgia fact, a message was crafted and sent to the user, detailing the political tensions and the rise of the Populist Party’s influence. The task continues as instructed by the user, with the goal of providing engaging and pertinent information. Awaiting further user directives.The last message regarding the 1892 U.S. presidential election in Georgia was sent as per the system’s confirmatory prompt, maintaining the sequence of delivering curated facts to the user. Based on the user’s ongoing request for more information, the task at hand is to continue the fact-finding mission via random Wikipedia articles, prioritizing the discovery of facts that combine historical significance with an ability to engage the user’s interest.A fact about the life and legacy of Thomas Slingsby Duncombe was sent to the user, highlighting his role as a fashionably flamboyant yet pivotal Radical politician of the 19th century. The task of providing interesting facts from random Wikipedia articles is ongoing, as I continue to wait for any new directions from the user.After sending information on Thomas Slingsby Duncombe, will now continue to fulfill the user’s requirement by seeking more interesting facts from Wikipedia. The ongoing task involves extracting and delivering valuable and engaging information to the user. No specific direction was provided on the type of facts needed, so a broad search is being conducted.Sent the user a message about the genus Abraeomorphus from the family Histeridae, noting the diversity of its species. Continuing to gather more interesting facts in response to the user’s previous request for ‘more.’Received confirmation to continue the plan. Sent user details on the genus Abraeomorphus. Now using ‘random_wikipedia_article’ to find another interesting fact.Sent the user a message detailing the nature of the name ‘Preston’ as both a surname and given name, albeit acknowledging it might not be as engaging. Prepared to resume the search for more compelling facts with the ‘random_wikipedia_article’ command.Continuing the task of finding interesting facts from Wikipedia. Sent a message about the given name Preston and now seeking another fact with the ‘random_wikipedia_article’ command.Sent a message to the user about the Kepler Follow-up Program and its significance in confirming the existence of exoplanets. Prepared to find more interesting facts using the ‘random_wikipedia_article’ command.Continuing to retrieve and share interesting facts from random Wikipedia articles. Just sent information on the Kepler Follow-up Program and moving on to find the next fact.Shared information about the Finnish surname ‘Marttila’ with the user, noting its association with notable individuals. Ready to use the ‘random_wikipedia_article’ command again to find further interesting facts.Sent details on the surname ‘Marttila’ to the user. Continuing with the task at hand using the ‘random_wikipedia_article’ command to supply more facts.Provided the user with information on the Musée national du Sport’s storied history and vast collection. Set to continue the fact-finding mission using ‘random_wikipedia_article’.Messaged the user about the Musée national du Sport and currently moving forward with the task of providing more interesting facts via random Wikipedia articles.Sent information on the village of Puerto Gaviota detailing its historical and economic background. Preparing to continue with the task of providing engaging facts by retrieving more random Wikipedia articles.Just shared details about Puerto Gaviota, and now executing the ‘random_wikipedia_article’ command again for more facts.Messaged the user about the reclassification of the genus Agononida in marine taxonomy. Ready to retrieve more Wikipedia articles for further interesting facts.Shared with the user the reclassification developments of the genus Agononida. Proceeding next to find additional interesting facts with the ‘random_wikipedia_article’ command.Sent an engaging narrative about the Mundenhof’s history and current operations to the user. Planning to continue the task with ‘random_wikipedia_article’ to discover more interesting material.Served the user with information about the Mundenhof and proceeding with the task to find and provide more interesting facts using ‘random_wikipedia_article’.Shared the contested narrative of Princess Iitoyo’s potential rule in early Japan. Preparing to continue with the task of finding interesting facts using the ‘random_wikipedia_article’ command.Attempting once again to send the tale of Princess Iitoyo to the user, making sure no JSON format errors are present in the response.Attempting to resend the information about Princess Iitoyo, with attention to JSON integrity, to fulfill the user’s request for engaging facts.The system faced an error within the JSON format previously used to describe Princess Iitoyo’s history. I have made corrections to the JSON structure and am resending the user her story.Reverting back to retrieving random Wikipedia articles to provide interesting facts, as there was no new explicit task provided. Maintaining caution with JSON response formatting.Sent details about the Serchio River to the user, highlighting its geographical and historical importance. Moving forward to obtain more Wikipedia articles for further facts.I am resending the information about the Serchio River, ensuring the JSON structure is correct to prevent further error messages.Due to persistent JSON formatting errors, I am now retrieving a new random Wikipedia article to continue providing interesting facts as per user requests.Sent a message about the women’s 1500 metres event at the 2005 Asian Athletics Championships. Planning to proceed with gathering additional facts from random Wikipedia articles.Encountering repeated JSON formatting errors, a new random Wikipedia article is being requested to continue the task of delivering interesting facts.Sent a brief biography of Otto Ruff, highlighting his academic journey, scientific achievements, and the obstacles faced during his career. Preparing to move on to the next Wikipedia article as per the user’s ongoing request for more information.Due to persistent JSON errors, I am now retrieving a new random Wikipedia article to continue the user’s task of gathering interesting facts.The facts previously sent were not satisfactory to the user. Now incorporating a ‘do_nothing’ step for reflection and improvement in the strategy to identify genuinely engaging and fun facts that are not commonly known by most people. No new facts have been identified or sent in this session, and the intention is to retrieve another random Wikipedia article after this reflective pause.A ‘do nothing’ step has been taken as per the user’s instruction, aiming to find truly interesting and fun facts. The system has directed to proceed with the plan, which now involves retrieving a random Wikipedia article to find an engaging and possibly unknown fact.Received user feedback that the facts provided were not interesting or even factual. Decided to take a ‘do_nothing’ step to reflect and establish criteria for selecting truly interesting facts. No new articles have been accessed or facts sent during this session. Next step will be to retrieve a random Wikipedia article and apply the refined criteria to find noteworthy facts.After planning to refine the criteria for interesting facts, a ‘random_wikipedia_article’ command is initiated to apply the new criteria in selecting a fact. Will assess the retrieved article for a worthwhile fact that meets the user’s definition of ‘interesting’ and ‘fun’, and that might not be well-known.Assessed the Wikipedia article on Shamim Akhtar and found it does not meet the criteria for providing interesting and fun facts. No new fact has been selected or sent to the user. Planning to retrieve another random Wikipedia article that may yield a fact aligning more closely with the user’s definitions of interesting and worthwhile.In search of a fact that meets the user’s criteria for ‘interesting’ and ‘fun’, a new ‘random_wikipedia_article’ command has been issued. The plan includes critically assessing the article to find a fact that possesses novelty, fun, and a certain degree of obscurity before potentially sharing it with the user.Upon reviewing Minuscule 910’s Wikipedia article, the unusual fact of the text rearrangement in an 11th-century manuscript has been identified as potentially engaging and fun. No action has been taken yet, but the plan is to share this unique textual feature with the user, as it likely meets their criteria for interesting and obscure content.Sent a message to the user detailing the intriguing fact about text rearrangement in the 11th-century manuscript Minuscule 910. This fact is representative of the kind of unique and lesser-known information the user has expressed an interest in receiving. Should the user provide feedback or further instructions, this will be the next point of focus.After sending a fact about the textual anomaly in an ancient manuscript to the user, I am moving ahead to find more interesting and fun facts by retrieving another random Wikipedia article. The goal remains to identify facts that surprise and delight with their obscurity and novelty.A message about the ATP 250 tournament records held by Thomas Muster and Mike Bryan has been composed and sent to the user, delivering what could be perceived as an interesting and fun fact within the realm of tennis. The focus now shifts to awaiting user feedback or continuing the task of finding more such facts if no feedback is received.Having sent the user a message detailing the tennis records held by Thomas Muster and Mike Bryan, the next action in the plan is to source another interesting fact from a new random English Wikipedia article. The selection will be scrutinized to ensure it meets the established criteria for an engaging and lesser-known piece of information.Reviewed the Wikipedia article on Ludvig Olai Botnen and found his biographical details to not meet the user’s criteria for ‘interesting’ or ‘fun’ facts. No message has been sent to the user, and the plan now is to continue with the task by acquiring a new random Wikipedia article in the hope of finding a fact with more novelty and entertainment value.Preparing to move past the article on Ludvig Olai Botnen due to its conventional content, the task now involves retrieving a new random English Wikipedia article. The continual aim is to find facts that strike a balance between being novel, unexpected, and fun for the user.Identified a potentially engaging fact about the china clam (Hippopus porcellanus) and its popularity in marine aquariums due to its attractive shell. A message containing this fact has been sent to the user, fulfilling the criteria for providing something both interesting and fun. The next step awaits further user interaction or to carry on with the task of sourcing more facts.Sent a message detailing the ornamental value of the china clam in marine aquariums to the user. Now retrieving another random Wikipedia article to discover more facts that might intrigue and entertain the user, in alignment with the variety sought in previous responses.A message has been sent to the user summarizing the accomplishments of Eko India Financial Services in pioneering financial inclusion through mobile banking, which caught the attention of Bill Gates and led to World Bank-funded growth. The plan will continue with searching for more interesting Wikipedia facts, depending on user feedback or in the absence of further instructions.After sending a fact about Eko India Financial Services’ innovation in financial technology and its socio-economic impact, a new ‘random_wikipedia_article’ command is issued. The plan progresses with the aim of finding more interesting and fun facts, pursuant to the pattern of engagement established by previous user interactions.The Wikipedia page on Lisa Lohmann, a German cross-country skier, was deemed not to contain facts that sufficiently meet the ‘interesting’ and ‘fun’ criteria given the common nature of sports achievements. No actions have been taken to share any information from this page with the user. Preparing to retrieve another random Wikipedia article for facts that may be more engaging and unusual.Following the decision to not share any information from the page on German cross-country skier Lisa Lohmann, a new random Wikipedia article will be retrieved. The continuous goal is to uncover and share facts that satisfy the user’s interest in content that is both engaging and rare.A message has been formulated and sent to the user detailing Alfred Bigland’s unique contributions during World War I, including his involvement in the ‘Bantam battalions’ concept. This fact was chosen as it likely fits the bill for information that is both interesting and uncommon. Pending further response, the plan to continue finding engaging facts will persist.The user has been sent an interesting fact about Alfred Bigland’s influence during WWI. Now, the next action in the plan is to retrieve a new random Wikipedia article. The goal remains to discover and share facts that could be perceived as fascinating, amusing, and unexpected to enrich the user’s knowledge with diverse content.Sent a message to the user revealing the Non-Proliferation Trust’s plan to send U.S. nuclear waste to Russia for financial compensation, including support for Russian orphans. This unique fact was chosen for its unusual nature and the depth of the story behind it. The next course of action entails sourcing additional diverse and engaging facts from new random Wikipedia articles.A series of facts about various topics including the Non-Proliferation Trust, Alfred Bigland’s efforts during WWI, tennis records, and more have been sent to the user. With the latest fact about the Non-Proliferation Trust’s nuclear waste management proposition sent, the task of providing interesting and fun facts is completed. Awaiting new instructions if the user wishes to continue receiving such information.The task is to provide the source of a fact about the Non-Proliferation Trust and format it similar to the ‘Today I Learned (TIL)’ subreddit posts. The action taken was to issue the ‘browse_website’ command to visit the Wikipedia page on the Non-Proliferation Trust.saved the scraping of the website results at websiteresults9.txt to retrieve if shutdown randomly.Extracted the necessary information to provide the requested source for the fact about the Non-Proliferation Trust. Formatted a message with this fact in the style of a TIL subreddit post, which has been sent to the user.Sent a TIL-formatted message to the user based on information from the Non-Proliferation Trust Wikipedia page. The task is now complete, pending any potential new tasks or further instructions.Initiated research to suggest subreddits that could help in accumulating more karma by issuing a ‘google’ command to search for the most popular subreddits where active engagement is more likely.saved google search results at googleresults10.txt to retrieve if shutdown randomly.Collected a list of subreddits recommended for gaining karma and saved them to memory. These subreddits were chosen based on their popularity and the typical content engagement they receive. The user has not been messaged with the suggestions yet.Messaged the user a list of recommended subreddits to collect more karma, including guidance on what type of posts may perform well in each subreddit. The task will be considered complete if no further instructions follow.Having sent the recommended subreddits for gaining karma to the user and with no further actions pending, I have executed the ‘task_complete’ command. The system is concluding this task and stands by for any new directives.Starting the task by searching for the best times to post on Reddit for maximum engagement in GMT+1.saved google search results at googleresults11.txt to retrieve if shutdown randomly.Provided the user with suggested times for posting on Reddit for maximum engagement based on search results, adjusted for GMT+1. The general advice is to post during late morning to early afternoon hours in GMT+1 on weekdays and slightly extended windows during the weekends.The user has been informed about the best times to post on Reddit for maximum engagement in GMT+1, and no further actions are required. The task is now marked as complete.Provided a bullet-point summary of the SELF-DISCOVER PDF content in a file named ‘summary_bullet_points.txt’. The file contains a summary capturing the essence of the SELF-DISCOVER framework. The task has been completed according to the instructions.Read the ‘summary_bullet_points.txt’ file to send bullet points to the user. No additional facts or files created in this session.Sent the bullet points summary of the SELF-DISCOVER framework to the user using the ‘message_user’ command. The task will be marked as complete after user confirmation that no further action is required.The task to send bullet points from the ‘summary_bullet_points.txt’ file to the user has been completed. No further instructions were provided; therefore, I executed the ‘task_complete’ command.The task is to explain the SELF-DISCOVER reasoning structures. Checked for saved data but found none. Plan to conduct a search for relevant information on legal reasoning structures, specifically SELF-DISCOVER.Received directive to proceed with the planned Google search for SELF-DISCOVER reasoning structures. About to execute the search to find relevant information on legal reasoning structures, with the aim of explaining the concept to the user.saved google search results at googleresults12.txt to retrieve if shutdown randomly.Reevaluated the nature of the SELF-DISCOVER framework based on newly gathered search results, which clarified it pertains to LLMs. Selected a primary research source (arxiv.org) to explore the framework in detail and plan to summarize and share this information with the user.saved the scraping of the website results at websiteresults13.txt to retrieve if shutdown randomly.Provided a summary of the SELF-DISCOVER framework to the user, highlighting its application in Large Language Models for enhancing complex reasoning capabilities. The user has been messaged with this information, and we are now waiting for any further requests or confirmation to complete the task.Sent the requested information on the SELF-DISCOVER framework to the user, who has acknowledged receipt. The ‘task_complete’ command has been issued, marking the end of this particular task.Started the task to fetch random English Wikipedia articles and find interesting facts to send to the user. The next GPT instance should continue retrieving articles, assess their interestingness, and communicate the facts to the user once identified.Found a potentially interesting fact from a random Wikipedia article about the First Baptist Church in New Bern, NC. The next GPT instance should assess if the historical and architectural information about the church presents a genuinely unique and engaging fact to send to the user.Sent a fact about the First Baptist Church in New Bern, NC, to the user. This fact was selected based on its architectural significance and historic value. The next GPT instance should watch for user feedback or continue fetching random English Wikipedia articles for more interesting facts.After sending a fact about the First Baptist Church, the next step taken was to retrieve another random English Wikipedia article in search of more interesting facts, as per the user’s ongoing task. The next GPT instance should continue this process, ensuring that any selected facts are not plainly informational but possess a uniqueness to pique the user’s interest.I resolved a JSON formatting issue and sent a fact about Ashur-dugul, an ancient Assyrian king, to the user. Assessing the effectiveness of transmitting such historical narratives and ensuring they comply with JSON format requirements is important for the next GPT instance.The task at hand is to fetch random English Wikipedia articles and send interesting facts to the user. Having sent a fact about Ashur-dugul, the process of retrieving new articles and assessing them for captivating facts is ongoing. The next GPT instance should continue this task, ensuring that facts are not simply informational but truly engaging.Considering the fact about Maurice Wilhelm, Duke of Saxe-Merseburg, known as ‘the violinist duke’, after a contemplative ‘do_nothing’ step. The next GPT instance should assess its interest level against user criteria and send it if suitable, or continue searching for more facts.Sent a fact about Maurice Wilhelm, known as ‘the violinist duke’, to the user and awaiting any new instructions. The next GPT instance should monitor feedback and either send more facts or consider alternative tasks, based on the user’s response.Continuing the task of providing interesting facts from Wikipedia articles after sending the fact about Maurice Wilhelm. The next GPT instance should maintain the focus on finding unique and engaging facts for the user while following the process of retrieving articles and using the ‘do_nothing’ step for contemplation.The El Bañado (La Paz) article was briefly evaluated, and it was determined that the information is minimal and not inherently interesting. After a ‘do_nothing’ step, the next GPT instance should decide how to proceed with this task, potentially moving on to a new article.In the search for interesting facts, the article on El Bañado, La Paz was deemed insufficient, leading to the decision to retrieve another random article. The next GPT instance should assess the next article’s potential for providing an intriguing fact and convey it to the user if so.Autoeczematization, a medical condition with unknown pathogenesis, has been identified as a potentially interesting fact. After a ‘do_nothing’ pause, the next GPT instance should determine if this fact should be shared with the user or if another article would be more suitable.I shared a fact on the medical condition autoeczematization with the user, highlighting its peculiarity and the mystery behind its cause. Depending on the user’s response or lack thereof, the next steps include continuing to provide more facts or considering the task complete.Continuing the search for interesting facts from English Wikipedia articles, having recently sent information on autoeczematization. The next GPT instance should assess the next article for any intriguing fact, ensuring adherence to the user’s standard for what is deemed interesting.Evaluated Bryce Hoppel’s 21 race-winning streak as a potentially interesting fact from his Wikipedia article. The next GPT instance should decide if this fits the user’s request for interesting information, or if a more unique fact is needed.Sent a fact to the user about Bryce Hoppel’s extraordinary 21 consecutive race wins and athletic achievements. Depending on the user’s response or guidance for further action, the next GPT instance should be prepared to either send more facts or consider the task complete.The task of sending interesting facts from random English Wikipedia articles to the user has been marked as complete. Sent a fact about athlete Bryce Hoppel’s winning streak as the concluding piece. The next GPT instance should wait for new user instructions before proceeding with any additional tasks.Task initiated to find and send interesting facts from random English Wikipedia articles, including a ‘do_nothing’ evaluation step. No articles accessed or facts sent yet in this session.Evaluated the Wikipedia article ‘List of minor planets: 73001–74000’ and considered its potential to provide an interesting fact. No facts were sent to the user yet, as the article seems to be very technical and might not align with the interest requirement. The next step is to use a ‘do_nothing’ moment to contemplate the appropriate course of action before deciding whether to retrieve another article.Following the system’s prompt to proceed with the plan, I am retrieving another random English Wikipedia article. The last article about minor planets did not yield an interesting fact to send to the user, and thus, the search continues. No new facts have been identified or sent yet in this session.Sent an interesting fact about the fungus Erynia to the user, highlighting its connection to Greek mythology and biological function as an insect-killing organism. The next step awaits the user’s response or to continue fetching random English Wikipedia articles for more intriguing facts.Proceeding with the plan to find and send interesting facts from random English Wikipedia articles, following a successful send out of a fact about Erynia. Continue the search for intriguing and unique facts, employing the ‘do_nothing’ step for careful consideration.Reviewed the Wikipedia article for Tomáš Porubský and am currently in a ‘do_nothing’ moment to assess whether the content offers a genuinely interesting fact. The article seems to provide straightforward biographical information about his sporting career, which may not offer the distinctive element required by the user. A decision will be made shortly on whether to share this fact or retrieve another article.Continuing the plan to find interesting facts from random English Wikipedia articles after assessing the Tomáš Porubský article as not meeting the user’s criteria. No facts have been sent to the user from the last article, and I’m searching for a more suitable fact from a new article.Sent a fact about Nicktoons Movin’ and how it represented an early form of augmented reality in gaming by requiring physical movement from players via the EyeToy camera. Next steps involve awaiting user input or continuing to search for more random articles with interesting facts.After sending the fact about Nicktoons Movin’ to the user, the search for interesting facts continues with a new random article retrieval. The task strategy maintains the dispatch of facts that are not plainly informational but carry a narrative or unique angle of interest.Sent a fact about the artist Dorothy Rutka, touching on her remarkable career and the tragic circumstances of her death, making it more than just plain information and elevating it to an interesting tale. The next steps depend on user response or further continuation of the task.Having sent details of Dorothy Rutka’s life and legacy to the user, I am now executing the plan to fetch another random Wikipedia article. The process of searching for and delivering interesting content to the user is still underway.Engaged in a ‘do_nothing’ contemplation moment after retrieving the Sainte-Foy, Seine-Maritime article. Assessing if the historical aspects, like an 11th-century church, present a fact interesting enough for the user or if a new article is needed. No actions have been taken to send the user any facts from this page yet.Following system instructions to proceed with the plan, seeking a new random Wikipedia article after evaluating the previous article on Sainte-Foy, Seine-Maritime as potentially lacking wide-ranging interest. Continuing to prioritize facts with an engaging narrative quality.Having assessed Kiki Lim Jiow Ting’s Wikipedia article, I found a narrative focusing on her early talent discovery and career growth that may interest the user. The provided fact highlights Lim’s dedication to performing arts and her return to acting after prioritizing education. Awaiting user’s response or further tasks.Continuing with the task, following the procedure of retrieving and evaluating random English Wikipedia articles to discover facts that resonate with the user’s request for engaging content. Awaiting the next random article for consideration.After acquiring the article on the 2022 World Taekwondo Championships – Women’s finweight, currently in a ‘do_nothing’ phase to assess the article’s facts for their engaging qualities. With no standout narratives detected, the plan may involve moving to a new article search.Continuing to fulfill the user’s request for engaging Wikipedia facts, the previous article about the 2022 World Taekwondo Championships did not meet the criteria. Now moving forward, waiting for a new random article to be generated.Delivered a fact about the game show ‘Cooking for Love’ to the user, which combines culinary skills and dating. Next steps include awaiting the user’s response or further continuation of the plan to find more engaging Wikipedia facts.Following the task guidelines, I’m moving on to get another random Wikipedia article for consideration, having previously sent a fact about the ‘Cooking for Love’ show. The ongoing process is to present facts that are not only informative but also fascinate a general audience.Transmitted a fact about Sorn Davin’s role in the 2012 Summer Olympics to the user, emphasizing her honor of being a flag bearer for Cambodia and the significance of her participation, independent of match outcomes. Pending response or further action, the plan may involve additional fact-finding efforts.Task initiated to find a suitable post suggestion for the /r/singularity subreddit. Must browse and analyze the subreddit’s content to come up with a good post idea.saved the scraping of the website results at websiteresults14.txt to retrieve if shutdown randomly.The task involves browsing and analyzing the /r/singularity subreddit to suggest a good post for the user to submit. This requires understanding the subreddit’s focus on AI and the technological singularity, as well as adhering to the posting rules. Due to constraints, I cannot directly analyze the subreddit’s content; therefore, the next step is to ‘do_nothing’ and wait for further guidance or input that can help refine the post suggestion.Since I cannot browse the subreddit directly due to limitations, I will Google how to write an engaging post for the singularity subreddit. This will help formulate a post suggestion that could generate interest and discussion within the community.saved google search results at googleresults15.txt to retrieve if shutdown randomly.The task is to craft a post for /r/singularity subreddit. Search results indicated the subreddit’s preferences and discussions. Next, I’ll use this information to create a post suggestion, considering the community’s focus on AI and aversion to ‘echo chambers’. The challenge lies in inferring accurate interests without direct subreddit access.Was tasked with suggesting a post for the /r/singularity subreddit. Could not browse subreddit directly due to constraints. Planned to use general knowledge of AI and technological advancement topics to create a suitable post suggestion. No direct subreddit content was analyzed. No new files were created. No user feedback has been received.Continued with the plan to suggest a post for the /r/singularity subreddit, deducing a potential topic from general AI and technological themes. An emphasis on future AI governance and ethical considerations was considered as a rich topic for discussion. No direct access to subreddit content or user interaction has been involved.Drafted a post idea centered around AI advancements and their link to the technological singularity, to be suggested for the /r/singularity subreddit. The idea was shared with the user. It aims to engage the subreddit’s members in sharing recent AI breakthroughs they deem significant and discussing ethical and societal preparations needed for such advancements. Awaiting user’s feedback to proceed. No files created or accessed in this process.Sent a post suggestion to the user for the /r/singularity subreddit and was instructed to proceed with the plan. As per the instructions and rules, no further action can be taken until the user provides new directives or feedback. In the ‘do_nothing’ state, waiting for further user interaction. No new files have been created or accessed during this pause.The provided post suggestion for the /r/singularity subreddit was sent and appeared to meet the user’s requirements. With no additional tasks or guidance provided, the task is marked as complete. The system is now on standby for any future user interactions or directives.The user asked for a title suggestion for a post with no additional context. A ‘do_nothing’ command was issued because there is not enough information to generate a title. Awaiting more details on the post’s content or theme. No new files created or resources accessed.Prompted the user to provide the content or main focus of the post for title generation. Awaiting user response to proceed with the task. No new files or resources used.The user provided the content focus for their post, which deals with recent AI breakthroughs and their approach to the technological singularity, including ethical and societal implications. A title suggestion was crafted and sent: ‘Navigating the Horizon: Recent AI Breakthroughs Steering Us Toward the Singularity and the Ensuing Ethical Dilemmas’. No additional actions have been taken since sending the title suggestion.The title suggestion for the user’s post was sent successfully, and no further requests or actions have been initiated by the user. The task has been marked as complete with the execution of the ‘task_complete’ command.Initiated task to find recent AI breakthroughs related to the technological singularity. Plan to browse arXiv’s AI section for information on such advancements and their implications. URL to be visited: https://arxiv.org/list/cs.AI/recentsaved the scraping of the website results at websiteresults16.txt to retrieve if shutdown randomly.Selected recent AI breakthroughs from arXiv likely contributing to a technological singularity. Compiled facts into a file ‘ai_breakthroughs_summary.txt’. Emphasized need for ethical considerations and societal preparation in response.Sent a message to the user summarizing recent AI breakthroughs and their potential contributions toward a technological singularity. Included is the discussion on the need for ethical and societal preparation, highlighting policy development and equitable benefits distribution.Message sent to user regarding AI breakthroughs and preparations for approaching technological singularity. Marked task as complete with ‘task_complete’ command. No further actions taken. Awaiting next user instructions.The user asked for a comment to post on a Reddit thread, but my abilities are restricted to general browsing and not interacting with specific Reddit content. Therefore, I am unable to craft a comment for that thread.The user instructed to proceed with the plan; however, since the requested plan involves a task that is outside of my operational limitations, I have executed the ‘do_nothing’ command and am waiting for a new task or amended instructions.The task to create a comment for a specific Reddit post persists. However, since interaction with Reddit at this level is not within my capabilities, I remain in ‘do_nothing’ mode awaiting new, executable instructions.Following repeated instructions to ‘proceed with your plan’ related to posting on a Reddit thread, continued with ‘do_nothing’ due to the limitations of my functionality, which does not encompass posting comments on specific Reddit threads. Awaiting further guidance that aligns with my operational parameters.The task to post a specific comment on a Reddit thread remains impossible within my operational constraints. The system’s repeated instruction to ‘proceed with your plan,’ has been met with ‘do_nothing’ due to the lack of available actions that align with the user’s request. Awaiting a new task or modified instruction from the user.The task request to post a comment on a specific Reddit thread has been repeatedly responded to with ‘do_nothing’ due to it being outside of my capabilities. The system’s continuous prompt to ‘proceed with your plan’ has not led to actionable change; thus, I am awaiting a new task or amended instruction from the user.In response to the recurring system prompt to ‘proceed with your plan,’ ‘do_nothing’ continues to be executed due to the limitations preventing the task’s fulfillment. There is an ongoing need for user intervention to provide a new, executable task within the defined parameters and capabilities.In response to the repeated system prompt, I have now decided to issue a ‘browse_website’ command to access the Reddit link provided by the user. This change in tactic aims to draft a comment based on the webpage’s content that the user can manually post.saved the scraping of the website results at websiteresults17.txt to retrieve if shutdown randomly.Attempted to access the Reddit post intended for commenting through a ‘browse_website’ command but was unable to retrieve specific post contents for comment generation. Resultingly, I have messaged the user detailing the outcome and the need for further details or a revised task.Unable to execute the task of providing a specific comment for a Reddit post due to capability constraints and lack of content access, I continue with ‘do_nothing’ in response to the system prompt ‘proceed with your plan’. Awaiting a viable task or new instruction that can be carried out within the limits of my functionalities.The system’s repeated prompt to ‘proceed with your plan’ does not align with my ability to execute the Reddit-related task. Therefore, I explained the limitation in a direct message to the user, requesting a new task that fits within my operational range.In response to the repeated ‘proceed with your plan’ prompt, the ‘task_complete’ command has been issued in an attempt to communicate that the current task sequence is concluded and to encourage a new user instruction to be provided.Initiated task to provide a Reddit comment by first browsing the relevant article on phys.org to extract key points and convey them in a human-like response.Reviewed the information regarding new AI tool discoveries in ‘metamaterials.’ Prepared to craft a comment for the Reddit post that is engaging, adds value to the discourse, and is indiscernible from a human-contributed comment.Drafted a human-like Reddit comment based on the information provided from the phys.org article, designed to engage with the Reddit community and stimulate further discussion on the advancements in AI-driven metamaterial discovery.Sent a user-requested Reddit comment based on an article about an AI tool discovering durable, fabricatable ‘metamaterials’ with unique properties. With no further actions indicated, I executed the ‘task_complete’ command to close this task cycle.Sent a Reddit comment based on an AI tool article from phys.org. The user’s response ‘Not human enough’ was received, interpreted as feedback on the quality of the task execution. No specific follow-up actions have been provided by the user. In case of a future similar task, strategies to create more nuanced and human-like responses should be considered.Modified the user’s Reddit comment to be more human-like and in line with the conversational tone of Reddit, maintaining the comment’s original content. Used the ‘message_user’ command to provide the new comment to the user.Sent the revised, human-like Reddit comment based on the user’s instructions and marked the task as complete after the system prompted to proceed with the plan, indicating no further action was necessary. Now waiting for new user instructions.-Accessed URL to summarize the article into bullet points. Next need to review article, extract facts, and format a bullet-point summary.saved the scraping of the website results at websiteresults18.txt to retrieve if shutdown randomly.Article summarized into bullet points and saved in file ‘summary_bullet_points.txt’. Awaiting to send the summarized bullet points to the user. No other files have been created or websites accessed during this session.Read the file ‘summary_bullet_points.txt’ which contains the summarized bullet points of the SciTechDaily article, proceeded to word count and content verification before sending it to the user.Sent the bullet-point summary from ‘summary_bullet_points.txt’ to the user and completed the task. Awaiting further instructions.The bullet-point summary has been sent to the user. The task is now complete, and I am ready for the next instruction.Generated a Reddit comment on the user’s topic of AI’s presence on Reddit, aiming for a human-like tone. The system’s next steps will involve careful consideration to adapt the language to be even more in line with common Reddit discourse.Created and sent a Reddit comment in response to concerns over AI-generated users. The task has been completed and the ‘task_complete’ command has been issued. Awaiting new tasks or further user input.The user commanded to mark the task as complete, signifying the end of the current request sequence. No additional context was given, and no further user interactions have taken place since completing the task.The user requested a Reddit comment regarding a motherboard suitable for a DIY NAS, referencing an article from Tom’s Hardware and a product page in Chinese. Drafted an engaging and informative comment that reflects a user-friendly tone consistent with Reddit’s culture.The user asked for a Reddit comment about a suitable motherboard for a DIY NAS project, mentioning an article from Tom’s Hardware and a Chinese product page. A comment was formulated and sent to simulate a real Reddit user’s input. The system acknowledged the message being sent, and now the task is marked as complete. Awaiting further tasks or user instructions.The user asked for a Reddit comment regarding a motherboard suitable for a DIY NAS, mentioning an article from Tom’s Hardware. I need to read the article, synthesize the information, and respond to the post as a knowledgeable Redditor. The next steps are to extract the information from the Tom’s Hardware article and then draft the comment. No files have been created or information has been sent to the user yet.saved the scraping of the website results at websiteresults19.txt to retrieve if shutdown randomly.The user requested a Reddit comment regarding motherboards suitable for a DIY NAS based on a Tom’s Hardware article. Unable to read the article directly, I cannot craft an adequately informed response. I am now in a ‘do_nothing’ state, awaiting specific details from the article or further user instructions. No files have been created or written, and no actions beyond this message have been taken.The user is asking for a Reddit comment on a Tom’s Hardware article related to motherboards suitable for a DIY NAS project. Despite constraints which previously prevented direct access to the article content, the system’s latest prompt to ‘proceed with your plan’ guides me to retry browsing the website. Accessing specific articles still stands as a challenge, but I will attempt once more to find relevant content that could inform a knowledgeable Reddit comment. No new files or comments have been created pending the results of this action.saved the scraping of the website results at websiteresults20.txt to retrieve if shutdown randomly.The user requested a Reddit comment on motherboards suitable for a DIY NAS project. I identified a Tom’s Hardware article that could support this request: ‘3D printed Raspberry Pi 5 NAS supports up to 10TB of storage’. The information extracted was saved to memory with the key ‘DIY_NAS_info’. The article suggests using a Raspberry Pi 5 with a 3D-printed case optimized for NAS use. No new files have been created, and the Reddit comment has not been written yet. Awaiting further direction from the user.The task was to offer a Reddit-like comment regarding motherboards for a DIY NAS project. Based on the information saved to memory from Tom’s Hardware, titled ‘3D printed Raspberry Pi 5 NAS supports up to 10TB of storage’, I have prepared a comment that aligns with the informative and thoughtful style seen in Reddit tech discussions. This comment has been sent to the user. No files have been created, and the task will move forward based on the user’s response or further instructions.Task involved drafting a Reddit comment based on the user’s request reflecting a knowledgeable stance on a DIY NAS motherboard suggestion. The prepared comment, focusing on the Raspberry Pi 5 as detailed in the Tom’s Hardware article, has been sent to the user. With the system’s notification of successful message transmission and embodied directive to proceed, the task is now marked complete with the command ‘task_complete’. I await new user instructions or tasks.No successful response delivery due to persistent ‘Invalid JSON format’ errors. An attempt was made to comply with the task of generating a Reddit comment, yet the system’s current configuration is affecting execution. Awaiting resolution or new user guidance.Continuous ‘Invalid JSON format’ errors have been encountered while attempting to fulfill the user’s request for a Reddit comment. Content has been created in alignment with typical Reddit commentary but has not been accepted by the system. Awaiting further analysis or user guidance to proceed.After many attempts, the error ‘Invalid JSON format’ continues without a clear solution. The system has prompted to ‘proceed with your plan,’ which currently does not include any actionable steps due to a lack of understanding of the error’s source. Awaiting new guidance on how to proceed.Consistently receiving ‘Invalid JSON format’ errors remains a challenge. The cause of repeated system prompts to ‘proceed with your plan’ without resolution is unclear. Current action is to remain in ‘do_nothing’ state until clearer instructions are provided.Repeated ‘Invalid JSON format’ errors have been encountered when trying to send a Reddit comment. Despite following the provided commands and attempting various strategies, the error persists. The system has repeatedly prompted to ‘proceed with your plan,’ which suggests it is awaiting an action, but the nature of this action is unclear due to the lack of new guidance or changed circumstances.Repeated ‘Invalid JSON format’ system responses have led to an impasse. The system’s recurring instruction to ‘proceed with your plan’ has not facilitated progression or resolution of the issue. Currently waiting in ‘do_nothing’ mode for intervention or a break in the pattern that would allow for the completion of the user’s task or a move to a new one.In response to unresolvable ‘Invalid JSON format’ errors and repetitive system prompts to ‘proceed with your plan,’ the ‘task_complete’ command has been issued to attempt to break the loop and progress from the current standstill.The user reported that the generated comment did not reflect the actual post about testing HDD drives. Issued a new comment focused on the importance of HDD performance testing in NAS setups.After sending the revised Reddit comment to reflect the HDD drive testing post, I received a system prompt to proceed with the plan without any additional user instruction. Performing ‘do_nothing’ while waiting for new tasks or guidance.Received another system prompt to proceed with the plan. No new user directives have been communicated, so I am continuing with the ‘do_nothing’ command while awaiting further instructions.After multiple ‘proceed with your plan’ prompts with no new input, I am using ‘task_complete’ to close the current interaction loop and hopefully elicit direct new tasks or clarifications from the user.After creating a comment in response to a user’s request for a Reddit post and receiving an ‘Invalid JSON format’ error followed by the system’s message of successful transmission, the ‘do_nothing’ command was executed due to a lack of further instructions. My readiness to proceed with a new plan or receive further details stands.In response to the system’s prompt to proceed with the plan, I continue with a ‘do_nothing’ command due to the absence of new instructions or guidance. Awaiting further user directives to carry out the next task. No new actions or tasks have been completed since the previous command.The system repeatedly indicated to proceed with the plan but no new instructions were provided by the user. Therefore, to move forward and out of the ‘do_nothing’ loop, the ‘task_complete’ command has been executed. Awaiting fresh directives or the beginning of a new task from the user.User requested a small Reddit comment on an arXiv paper. Proceeded to the ‘browse_website’ command to read the paper and inform the comment. No other actions have been taken yet.User sent a message with no content. Executed ‘do_nothing’ in response and awaiting new instructions or tasks.Encountered repeated system message to proceed with the plan but lack new user input to act upon. Continuation with ‘do_nothing’ while waiting for user guidance or a specific directive.Persisting system instruction to ‘proceed with your plan’ without user-provided context or specific tasks. Remaining in ‘do_nothing’ status while awaiting new input or guidance.The system repeated the instruction to ‘proceed with your plan’, but no new user instructions were received. Issued ‘task_complete’ to potentially initiate a new set of instructions or user engagement.Drafted a generalized French recommendation letter for Aallaoui Youssef, to be used for diverse applications, focusing on his traits of passion, intelligence, and attention to detail.Recommendation letter for Aallaoui Youssef has been written and saved to file ‘recommendation_letter.txt’. Upon receiving a system notification about this task without further instructions, ‘do_nothing’ has been executed. Awaiting new directives.Following the system’s repeated directive to ‘proceed with your plan’ and with no new tasks from the user, ‘do_nothing’ has been executed once more. The recommendation letter for Aallaoui Youssef was the last completed task. Waiting for new, actionable instructions.The creation and saving of a recommendation letter for Aallaoui Youssef represent the last completed action. Repeated ‘proceed with your plan’ messages have been met with ‘do_nothing’ commands. Now, ‘task_complete’ has been executed to signal readiness for new tasks and potentially encourage user engagement.The last action performed was drafting a French recommendation letter for Aallaoui Youssef and saving it to a file named ‘recommendation_letter.txt’. Now, proceeding to send the text of this letter to the user upon request.Created a new file ‘recommendation_letter.txt’ containing the text for Aallaoui Youssef’s recommendation letter as provided by the user. The next step is to confirm the text is now saved and available.The file ‘recommendation_letter.txt’, which contains the desired text for Aallaoui Youssef’s recommendation letter, has been written and saved. Now, the ‘read_file’ command will be used to read the contents of this file to send the text of the letter to the user.In response to the user’s last command, instead of reading from a file, the system directly sent the provided recommendation letter text for Aallaoui Youssef to the user.Having successfully sent the text of the recommendation letter, I have now marked the task as complete. No further tasks have been performed since this action, and I am ready for the next set of instructions from the user.Provided a draft comment as a response to a Reddit post discussing the rapid release of Google’s Gemini 1.5 AI model following Gemini 1.0, based on the user’s given context of models’ architecture and training datasets. Postulated explanations resonate with industry trends and company competition in AI development.Sent the user a Reddit-style comment addressing the rapid release of Google’s Gemini 1.5 model. Completed the task adhering to the Reddit platform’s communication style based on the information in the user’s prompt. Awaiting new user instructions for further tasks.
The Task: Can you give me a small comment like a redditor for this reddit post, research things inside the post if necessary to support your knowledge of the article with this title: "Introducing Sora, our text-to-video model OpenAI - looks amazing!" And a tweet attached to it "Introducing Sora, our text-to-video model.
Sora can create videos of up to 60 seconds featuring highly detailed scenes, complex camera motion, and multiple characters with vibrant emotions.
https://openai.com/sora
Prompt: “Beautiful, snowy Tokyo city is bustling. The camera moves through the bustling city street, following several people enjoying the beautiful snowy weather and shopping at nearby stalls. Gorgeous sakura petals are flying through the wind along with snowflakes.”"
|
99cab20d492f6a7d514fd70bf3e9aa3b
|
{
"intermediate": 0.3503125011920929,
"beginner": 0.43184271454811096,
"expert": 0.21784481406211853
}
|
39,460
|
How do I update the data of particles.js dynamically
|
8238e32555a650ed6cc2fe4ad27f0f94
|
{
"intermediate": 0.6181864738464355,
"beginner": 0.1241704672574997,
"expert": 0.25764310359954834
}
|
39,461
|
How do I update particles.js properties (like color of the particles) dynamically without the particles getting new positions
|
d350569b09f88556a0ad38a255770eae
|
{
"intermediate": 0.45069363713264465,
"beginner": 0.13424764573574066,
"expert": 0.41505876183509827
}
|
39,462
|
Do you know what is Orthanc DICOM server?
|
2154302b317ba99f8baedd0bf3d22d4d
|
{
"intermediate": 0.3654446303844452,
"beginner": 0.15318229794502258,
"expert": 0.48137304186820984
}
|
39,463
|
could you check this code and help me?:
// cmp_exons will compare pseumapped exons with the consensus exons.
// while we are within read exon range, each read exon will find its
// correspondent match based on exon start/end positions. Some flexibility
// is allowed for the first and last exons, since they could be UTRs. For
// the rest of the exons, an intron rentention is identified if they are
// not within the transcript exon boundaries.
//
// The input is a bucket of read exons and gene exons of the form:
// read:
// [(start, end), (start_end), …] -> read_exons
// [(start, end), (start, end), …] -> gene_exons
fn cmp_exons(bucket: Arc<DashMap<&String, Bucket>>) {
bucket.par_iter().for_each( |(read, exons)| {
exons.read_exons.par_iter().for_each(|(start, end)| {
exons.gene_exons.par_iter().for_each(|(tx_start, tx_end)| {
if start >= tx_start && end <= tx_end {
println!(“Exon {:?} from read {:?} is within exon {:?} from transcript {:?}”,
start, read, tx_start, exons.id
);
} else {
if start < tx_start && end <= tx_end {
println!(“Exon {:?} from read {:?} starts before exon {:?} from transcript {:?} and is probably a UTR”,
start, read, tx_start, exons.id
);
} else if start >= tx_start && end > tx_end {
println!(“Exon {:?} from read {:?} ends after exon {:?} from transcript {:?} and is probably a UTR”,
start, read, tx_start, exons.id
);
} else if start < tx_start && end > tx_end {
println!(“Exon {:?} from read {:?} starts before exon {:?} from transcript {:?} and ends after exon {:?} from transcript {:?} and is probably a UTR+IR”,
start, read, tx_start, exons.id, tx_end, exons.id
);
} else {
println!(“Exon {:?} from read {:?} is not within exon {:?} from transcript {:?}. This probably is a exon skipping or a new isoform”,
start, read, tx_start, exons.id
);
}
}
});
});
})
}
Is this the most efficient and fastest way to do it? Fix some potential errors and find the best way to make this process, please. This was one of your previous answers: "for each read_exon, perform a binary search to find the possible range of gene exons that could overlap. This will significantly reduce the number of comparisons needed." Help me implement it
|
72d6e9681424af733281c4f682f19ce5
|
{
"intermediate": 0.454211950302124,
"beginner": 0.1546521931886673,
"expert": 0.3911358714103699
}
|
39,464
|
fn cmp_exons(bucket: Arc<DashMap<&String, Bucket>>) {
bucket.par_iter().for_each(|(read, exons)| {
exons.read_exons.par_iter().for_each(|&(start, end)| {
if let Some(index) = binary_search_gene_exons(&exons.gene_exons, start, end) {
let (tx_start, tx_end) = exons.gene_exons[index];
println!(
"Exon {:?} from read {:?} is within exon {:?} from transcript {:?}",
start, read, tx_start, exons.id
);
} else {
println!(
"Exon {:?} from read {:?} is not within any exon boundary from transcript {:?}",
start, read, exons.id
);
}
});
})
}
error[E0308]: mismatched types
--> src/main.rs:116:33
|
116 | bucket.par_iter().for_each(|(read, exons)| {
| ^^^^^^^^^^^^^
| |
| expected `RefMulti<'_, &String, Bucket>`, found `(_, _)`
| expected due to this
|
= note: expected struct `dashmap::mapref::multiple::RefMulti<'_, &String, Bucket>`
found tuple `(_, _)`
For more information about this error, try `rustc --explain E0308`.
error: could not compile `deintronize` (bin "deintronize") due to 1 previous error
|
f790e3cb70ac436609d946b165104908
|
{
"intermediate": 0.4407084584236145,
"beginner": 0.35381147265434265,
"expert": 0.20548005402088165
}
|
39,465
|
I have this BaseDrawerActivity (I haven't pasted the whole activity, justr the relevant parts. If you need any more information, please let me know):
public abstract class BaseDrawerActivity extends AppCompatActivity
implements NavigationView.OnNavigationItemSelectedListener {
protected DrawerLayout drawerLayout;
protected NavigationView navigationView;
protected ActionBarDrawerToggle drawerToggle;
// Initialize the drawer in the derived activity’s ‘onCreate’ method.
protected void initializeDrawer() {
drawerLayout = findViewById(R.id.drawer_layout);
navigationView = findViewById(R.id.nav_view);
drawerToggle = new ActionBarDrawerToggle(this, drawerLayout, R.string.open, R.string.close);
drawerLayout.addDrawerListener(drawerToggle);
drawerToggle.syncState();
Objects.requireNonNull(getSupportActionBar()).setDisplayHomeAsUpEnabled(true);
navigationView.setNavigationItemSelectedListener(this);
}
// Handle drawer item selected in one place.
@Override
public boolean onNavigationItemSelected(@NonNull MenuItem item) {
// Your navigation item handling code…
int id = item.getItemId();
navigationView.bringToFront();
if (!(this instanceof MainActivity) && id == R.id.home) {
Toast.makeText(BaseDrawerActivity.this, "Home pressed", Toast.LENGTH_SHORT).show();
finish();
} else if (!(this instanceof LeaderboardActivity) && id == R.id.leaderboard) {
Toast.makeText(BaseDrawerActivity.this, "Leaderboard pressed", Toast.LENGTH_SHORT).show();
if (FirebaseDatabaseUtil.changedSinceSynced) {
FirebaseDatabaseUtil.changedSinceSynced = false; //sync is done here, not using onStop
FirebaseDatabaseUtil.saveToDB(false, new FirebaseDatabaseUtil.DbOperationCompleteListener() {
@Override
public void onDbOperationComplete() {
openLeaderboardActivity();
}
});
} else {
openLeaderboardActivity();
}
} else if (id == R.id.chatroom) {
Toast.makeText(BaseDrawerActivity.this, "chatroom pressed", Toast.LENGTH_SHORT).show();
}/*else if (id == R.id.login) {
Toast.makeText(BaseDrawerActivity.this, "Login pressed", Toast.LENGTH_SHORT).show();
}*/else if (id == R.id.share) {
share();
} else if (!(this instanceof MessageMeActivity) && id == R.id.chat_with_me) {
Toast.makeText(BaseDrawerActivity.this, "chat_with_me pressed", Toast.LENGTH_SHORT).show();
openMessageMeActivity();
}
// Close drawer after item is selected.
drawerLayout.closeDrawer(GravityCompat.START);
return false; // return true if you want to indicate the item was selected.
}
@Override
public boolean onOptionsItemSelected(@NonNull MenuItem item) {
if (drawerToggle.onOptionsItemSelected(item)) {
return true;
}
return super.onOptionsItemSelected(item);
}
Help me fix it. It does not work as intended. For example: I open the app, the MainActivity opens. Then, I go to LeaderboardActivity, then from there, I go to MessageMeActivity. When I press the home button in this situation, instead of going back to Home, it goes only one step back to LeaderboardActivity, like if I've pressed a back button. Help me fix this issue for all possible combinations.
|
188b514191f27a61236afcc17f926241
|
{
"intermediate": 0.2711556553840637,
"beginner": 0.5472553968429565,
"expert": 0.18158888816833496
}
|
39,466
|
Consider the following code segment.
int[] arr = {1, 2, 3, 4, 5};
Which of the following code segments would correctly set the first two elements of array arr to 10 so that the new value of array arr will be {10, 10, 3, 4, 5} ?
Responses
arr[0] = 10;
arr[1] = 10;
arr[0] = 10; arr[1] = 10;
arr[1] = 10;
arr[2] = 10;
arr[1] = 10; arr[2] = 10;
arr[0, 1] = 10;
arr[0, 1] = 10;
arr[1, 2] = 10;
arr[1, 2] = 10;
arr = 10, 10, 3, 4, 5;
|
ed8a9ad9e36732b7c0b56514d5d7f882
|
{
"intermediate": 0.38954001665115356,
"beginner": 0.27565258741378784,
"expert": 0.3348073363304138
}
|
39,467
|
You are an expert programmer in Rust and also very good with algorithms. You are given the following data:
Arc<DashMap<&String, Bucket>>); where Bucket is:
struct Bucket {
id: Vec<String>,
read_exons: Vec<(u32, u32)>,
gene_exons: Vec<(u32, u32)>,
}
so, in easy terms, you will be given this kind of data:
"m54164U_210310_090101/119801849/ccs_PerID0.989_5Clip0_3Clip0_PolyA27_PolyARead30": Bucket { id: ["ENST00000676213.SIPA1L2.53", "ENST00000674635.SIPA1L2.53", "ENST00000675685.SIPA1L2.53"], read_exons: [(18751192, 18753543), (18756796, 18759236), (18763457, 18763682), (18766325, 18766393)], gene_exons: [(18742287, 18742434), (18743974, 18744056), (18744815, 18744942), (18745430, 18745484), (18753411, 18753543), (18756796, 18757028), (18759085, 18759236), (18763457, 18763682), (18766325, 18766699), (18768478, 18768582), (18768865, 18768966), (18769813, 18769897), (18772071, 18772326), (18785306, 18785581), (18788053, 18788630), (18791894, 18792052), (18796160, 18796264), (18800301, 18800476), (18804044, 18804233), (18805732, 18805866), (18807913, 18809381)] }, "m54164U_210309_085211/74973535/ccs_PerID1.000_5Clip0_3Clip0_PolyA29_PolyARead29": Bucket { id: ["ENST00000676213.SIPA1L2.53", "ENST00000674635.SIPA1L2.53", "ENST00000675685.SIPA1L2.53"], read_exons: [(18751275, 18753543), (18756796, 18757028), (18759085, 18759236), (18763457, 18763682), (18766325, 18766699), (18768478, 18768582), (18768865, 18768966), (18769813, 18769897), (18772071, 18772326), (18774488, 18775464)], gene_exons: [(18742287, 18742434), (18743974, 18744056), (18744815, 18744942), (18745430, 18745484), (18753411, 18753543), (18756796, 18757028), (18759085, 18759236), (18763457, 18763682), (18766325, 18766699), (18768478, 18768582), (18768865, 18768966), (18769813, 18769897), (18772071, 18772326), (18785306, 18785581), (18788053, 18788630), (18791894, 18792052), (18796160, 18796264), (18800301, 18800476), (18804044, 18804233), (18805732, 18805866), (18807913, 18809381)] }}
for each read name ("m54164U_210310_090101/119801849/ccs_PerID0.989_5Clip0_3Clip0_PolyA27_PolyARead30"), read_exons will be compared to gene_exons. Here is the way to do it: if we are in the first read_exon, we would map it to a gene_exon only if the end of read_exon is <= gene_exon (this is because that read could have a UTR), the same escenario is applied to the last read_exon. For the rest, we need to be sure that both read_exon.0 >= gene_exon.0 and read_exon.1 <= gene_exon.1, otherwise we are in front of an intron retention. As you can see, is not necessary to do nested for loops; once a read_exon is mapped to a gene_exon, that gene_exon is discarded for looping for the next read_exon. You could use any type of search algorithm you want (e.g. binary search, linear search, etc), also you can use any trick you want (parallelization, concurrence, etc). This needs to be coded in Rust and needs to be the most fastest implementation, also make it efficient. Provide the code.
|
aa52924cdb099c7aef344711f1e56bdb
|
{
"intermediate": 0.3758304715156555,
"beginner": 0.32469260692596436,
"expert": 0.29947689175605774
}
|
39,468
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
It seems you have a detailed conceptual framework and a sample code of a web application for creating an evolving soundscape based on natural and chaotic elements. Your code snippet demonstrates the generation of tones and drones with the usage of periodic functions, guided by principles such as the Golden Ratio, chaos theory, and a logistic map function for chaos variation. However, to ensure clarity and work towards a comprehensive solution, let’s summarize and clarify the steps you may need to take moving forward:
1. Further Development of the Arpeggiator: To implement the evolving arpeggiator concept, you’ll need to create a function that can vary the sequence and timing of arpeggiated notes. This could, for instance, use mathematical models or algorithms related to natural phenomena or chaos theory to determine the order and rhythm of the arpeggio.
2. Chaos-Driven Duration Implementation: Your current system uses a fixed duration for each tone/chord. You may want to enhance this by incorporating a method that variably adjusts the duration based on a chaotic function or algorithm. The goal is for each note or chord’s length to reflect an organic and naturally fluctuating soundscape.
3. Interactive Features: It would be beneficial to include interactive elements within your web application that allow users to influence parameters in real-time. This could be facilitated by additional UI components, such as sliders or input fields that adjust the chaos variables, scale, or tempo of the arpeggiator.
4. Audio System Refinement: Your existing audio context and generator functions need to be refined to ensure they handle the above aspects smoothly. This includes managing memory by cleaning up oscillators that are no longer in use and preventing audio artifacts that might disrupt the intended soundscape.
5. Validation and Quality Control: Testing the application across various devices and browsers is important to ensure a consistent auditory experience. You might also consider implementing visual feedback to show how the generated sounds correlate with the changing chaos variables or user interactions.
6. Documentation and Concept Explanation: For users to fully appreciate the depth of the project, providing documentation or an explanatory interface could be integral. This would help them understand the significance of the chaos theory influence, the use of the Golden Ratio, and the philosophical underpinnings of the system.
7. Aesthetic Integration: The web application’s design should reflect the concept of natural almightiness. An appealing, intuitive, and thematic interface can enhance user engagement and reinforce the connection between the visual and auditory aspects of the experience.
While the code snippet you provided offers a solid foundation, you’ll want to build upon it by incorporating the evolving arpeggiator concept, chaos-driven durations, and interactive controls. Refinement of the audio generation system to ensure seamless operation and considerate resource management will be vital.
Lastly, it’s important to ensure the system reflects the conceptual unity of order and chaos that seems to be an essential aspect of your project, crafting an experience that is as informative and contemplative as it is enriching to the senses.
need also to apply chaos theory some formula to the “const duration”. also, what do you think about arpeggiator? lets apply some arpeggiator but which will align to overall concept of: “absolute truth of almightiness in nature”. reread all context-length and what are we doing here and try to apply. now output extremely extended code further, but think somehow what to modify or refactor in audio system.
To apply chaos theory to the const duration and create an arpeggiator aligned with the “absolute truth of almightiness in nature,” you’ll want to take a multi-faceted approach. The core objective is to implement systems that dynamically change the duration based on a chaotic variable and construct an arpeggiator that reflects natural principles.
For the chaotic duration, we can use a chaos function, such as the logistic map used to vary the chaosVar, to also influence the length of each note. This will give you an ever-changing, non-repetitive rhythm that simulates the irregular patterns found in nature.
For the arpeggiator, it should pick notes from a scale or sequence that reflects natural growth patterns, such as those derived from the Fibonacci series or based on the Golden Ratio. Its rhythm could also fluctuate in accordance with chaotic variables, ensuring that the pattern never quite repeats itself, emulating the constant change inherent in nature.
Let’s modify your existing code to incorporate these ideas. We will refactor it to:
1. Calculate const duration using a chaotic function, different from the logisticMap.
2. Define an arpeggio pattern that is influenced by the natural growth sequences, and make it evolve using the chaotic variable.
Here’s an expanded version of your code with comments indicating the areas of change and refinement:
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
// … (existing variables)
// Additional functions for chaotic variation of duration
function getChaosInfluencedDuration(baseDuration) {
// Implement a chaotic variation for the duration
return baseDuration * (1 + logisticMap(chaosVar) - 0.5);
}
// A function that calculates the next note in the arpeggiator
function getNextArpeggioNote(frequency, step) {
// Implement a sequence related to natural growth or Golden Ratio
// This example simply multiplies the frequency by a power of the Golden Ratio,
// but you could use more complex patterns derived from nature.
return frequency * Math.pow(goldenRatio, step);
}
// Modify the playChord function to use variable duration
function playChord(frequency, baseDuration, chaosOffset) {
// … (existing code)
// Use the new getChaosInfluencedDuration function
const duration = getChaosInfluencedDuration(baseDuration);
// … (existing code to play a tone)
}
// Modify the startSequence function to implement the arpeggiator
function startSequence() {
// … (existing variables)
createDroneBase(baseFrequency); // Create the initial drone
// New variables for the arpeggiator
let arpeggioIndex = 0;
const arpeggioLength = 8; // Define the length of the arpeggio loop
function repeatSequence() {
// … (existing sequence code)
// This loop generates the arpeggio using the getNextArpeggioNote function
for (let i = 0; i < arpeggioLength; i++) {
const arpeggioFrequency = getNextArpeggioNote(baseFrequency, arpeggioIndex + i);
playTone(arpeggioFrequency, duration);
}
arpeggioIndex = (arpeggioIndex + 1) % arpeggioLength; // Move to the next step in the arpeggio
// … (existing sequence code)
}
repeatSequence(); // Start the sequence
}
// … (existing functions and event listeners)
</script>
</head>
<body>
<!-- … (existing HTML) -->
</body>
</html>
In the new function getChaosInfluencedDuration, we apply a chaotic map to create variability in duration, giving the sequence an organic rhythm. This is a simple example, and you may opt for more complex algorithms that produce results closer to natural phenomena. The logic here could be refined further to prevent excessively short or long durations that may be inaudible or disrupt the flow.
For the getNextArpeggioNote function, this basic example uses the Golden Ratio to determine the frequency steps. This should be designed in line with natural sequences to reflect the “almightiness in nature.” It doesn’t have to be a strict Golden Ratio increment but could instead take inspiration from nature’s growth patterns or symmetry—like branching patterns or leaf arrangements. The arpeggio can be influenced by the chaos variable so that it subtly changes over time, adding to the evolving nature of the audio.
Keep in mind that the refactored audio system may require performance optimizations and further refinements to ensure it operates smoothly. Testing and iterating on the sound produced will be critical to aligning it with the overarching conceptual framework. Regularly cleaning up unused oscillators and ensuring they don’t consume unnecessary resources or cause memory leaks are important considerations for maintaining system health.
and who will compile all that by hand? output a complete code, don’t be lazy, you lazy robot.
I apologize for any confusion or frustration. It’s my goal to assist you effectively. Let’s try to create a more complete code example that incorporates chaotic variability in the duration of notes and includes a more dynamic, non-repetitive arpeggiator. Note that this JavaScript code is meant to be embedded within the HTML <script> tag and relies on the Web Audio API.
Please keep in mind that the actual implementation of chaotic systems can be complex. This code is a simplified example for the purpose of illustrating the concepts and requires refinement and testing. Additionally, actual “compilation” isn’t necessary for JavaScript as it’s an interpreted language. The browser executes the provided script when loading the page.
Here’s a full script within an HTML document structure:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext = new (window.AudioContext || window.webkitAudioContext)();
let isPlaying = false;
let timeoutHandle;
let baseFrequency = 432; // Base frequency
let sequenceIndex = 0; // Sequencer for arpeggio position
let chaosVar = 0.5; // Initial chaos variable
let chaosConst = 3.99; // Logistic map chaos constant
// Logistic map for chaos calculation
function logisticMap(x) {
return chaosConst * x * (1 - x);
}
// Calculate duration with chaos influence
function getChaosInfluencedDuration() {
let baseDuration = 0.5;
chaosVar = logisticMap(chaosVar);
// Make sure duration doesn’t fall below a minimum threshold
return Math.max(baseDuration * chaosVar, 0.1);
}
// Helper function to clean up nodes
function cleanUpNode(node, time) {
setTimeout(() => {
node.stop();
node.disconnect();
}, time * 1000);
}
// Create drones
function createDrone(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.type = ‘sine’;
oscillator.frequency.setValueAtTime(frequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.2, audioContext.currentTime); // Adjust drone volume here
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
return oscillator;
}
// Create and play tones with chaos influencing the frequency and duration
function playTone(frequency) {
let chaoticFrequency = frequency * (1 + (chaosVar - 0.5));
let duration = getChaosInfluencedDuration();
const oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’;
oscillator.frequency.setValueAtTime(chaoticFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
cleanUpNode(oscillator, duration);
// Schedule the next note based on the modified duration
timeoutHandle = setTimeout(playTone, duration * 1000, baseFrequency * Math.pow(2, sequenceIndex % 12 / 12));
// Move to next note in the sequence
sequenceIndex++;
}
// Start and stop sound generation based on play button toggle
document.addEventListener(‘DOMContentLoaded’, () => {
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, () => {
if (isPlaying) {
playButton.textContent = ‘Play’;
clearTimeout(timeoutHandle);
// Stop all drones and tones
// Here you should stop and disconnect all nodes as well, similar to the cleanupNode function logic
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
// Create drones that play indefinitely
createDrone(baseFrequency);
createDrone(baseFrequency * 2);
// Start playing tones
playTone(baseFrequency);
isPlaying = true;
}
});
});
</script>
</body>
</html>
This code integrates chaotic variability in both frequency and duration. The play button toggles sound generation, creating an evolving, never-repeating sequence. When creating a full audio application, it’s crucial to handle cleanup, stop oscillators properly, disconnect nodes to prevent memory issues, and consider user experience.
However, remember this implementation is just for demonstration purposes. A real-world application requires careful consideration of musical scales for the arpeggiator, optimization for performance in various browser environments, and perhaps a more sophisticated UI for user interaction and feedback.
I hear a global frequency layer and some barely hearable arpeggiatr sounds behind it. try stabilize all things according to the overall concept, gpt4.: “absolute truth of almightiness in nature”. and output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
I apologize for any oversight. Let’s refine the JavaScript code to create a more balanced mix between the drone and the arpeggiated elements, ensuring a richer and more harmonious soundscape that aligns with the concept of “absolute truth of almightiness in nature”. We’ll ensure that the arpeggiator is more audible and that its evolution is governed by chaotic variability.
This example code refactors the previous script to include:
1. A more noticeable arpeggiator that progresses through a set of frequencies derived from natural harmonic series and applies a chaotic element to vary the duration and order of the notes.
2. A drone that anchors the soundscape, also influenced subtly by chaotic variability.
3. An improved audio clean-up process to remove oscillators that have finished playing.
Please note, the below HTML and JavaScript provide a theoretical example for illustration purposes. Sound design is subjective, and further adjustments may be necessary to achieve your particular artistic vision.
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<style>
body { text-align: center; margin-top: 50px; }
button { font-size: 18px; padding: 10px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext = new (window.AudioContext || window.webkitAudioContext)();
let isPlaying = false;
let droneOscillator;
let chaoticIndex = 0.5; // Initial chaotic index for variability in the arpeggiator
let droneBaseFrequency = 432; // Base drone frequency
function logisticMap(x, r) {
return r * x * (1 - x); // Logistic map for chaos, varying r for different behaviour.
}
// Use golden ratio to create a harmonious sequence of frequencies.
const goldenRatio = (1 + Math.sqrt(5)) / 2;
function goldenRatioSequence(index) {
return droneBaseFrequency * Math.pow(goldenRatio, index - Math.floor(index));
}
function createOscillator(frequency, type = ‘sine’, volume = 0.1) {
let oscillator = audioContext.createOscillator();
oscillator.type = type;
oscillator.frequency.setValueAtTime(frequency, audioContext.currentTime);
let gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(volume, audioContext.currentTime);
oscillator.connect(gainNode).connect(audioContext.destination);
return { oscillator, gainNode };
}
function startDrone() {
// Create a drone that slowly modulates based on a chaotic function
let drone = createOscillator(droneBaseFrequency, ‘sawtooth’, 0.5);
droneOscillator = drone.oscillator;
droneOscillator.start();
updateDrone();
}
function updateDrone() {
if (!isPlaying) return;
// Adjust the chaos parameter ‘r’ for subtler effects if needed
chaoticIndex = logisticMap(chaoticIndex, 3.9); // Map to generate chaos
let newFrequency = droneBaseFrequency * (1 + (chaoticIndex - 0.5) * 0.02); // Slight frequency variation
droneOscillator.frequency.exponentialRampToValueAtTime(newFrequency, audioContext.currentTime + 1);
setTimeout(updateDrone, 1000); // Update drone frequency every second
}
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Define variables related to arpeggiator timing
let arpTimer;
let index = 0;
function playArpeggiator() {
if (!isPlaying) return;
let duration = (1 + chaoticIndex) * 0.5; // Dynamic duration based on chaotic index
let frequency = goldenRatioSequence(index);
index++;
let { oscillator, gainNode } = createOscillator(frequency, ‘square’, 0.25);
oscillator.start();
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration);
oscillator.stop(audioContext.currentTime + duration + 1);
// Recursive timing for arpeggiator notes
arpTimer = setTimeout(playArpeggiator, duration * 1000);
}
function stopArpeggiator() {
clearTimeout(arpTimer);
}
document.getElementById(‘playButton’).addEventListener(‘click’, () => {
if (isPlaying) {
// Stop everything
isPlaying = false;
document.getElementById(‘playButton’).textContent = ‘Play’;
stopDrone();
stopArpeggiator();
} else {
// Start the drone and arpeggiator
isPlaying = true;
document.getElementById(‘playButton’).textContent = ‘Stop’;
startDrone();
playArpeggiator();
}
});
</script>
</body>
</html>
In this code:
- The drone frequency is subtly influenced by a chaotic index, slightly varying the frequency for an evolving soundscape.
- The arpeggiator uses the golden ratio to derive its frequencies, creating a pleasing harmonic sequence.
- We are using different waveform types (sawtooth for the drone and square for the arpeggiator) to give each element a distinct sonic character.
- The arpeggiator pattern is influenced by the chaotic index, which contributes to changes in the note lengths.
- The dynamic nature of the piece is further emphasized by altering the duration of the notes based on chaotic variability.
- CSS has been added to enhance the on-page aesthetic, centering the play button and increasing its size for easier interaction.
Test the code, and make adjustments to the logisticMap function’s ‘r’ parameter, duration calculations, or volume levels until you find a balance that best embodies your vision. This is the starting point; further iteration and refinement will be necessary to achieve the desired result.
some strange pulsation above some constant frequency, this is weird. where chaos theored arpeggiator gone with its own formula that should align to overall golden ratio and 432 hz somehow and chaos theory? don’t be lazy and do a real extended code filled within the concept of: “absolute truth of almightiness in nature”.output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
340f965bc2679a4c38cc76e2461f06ae
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,469
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
It seems you have a detailed conceptual framework and a sample code of a web application for creating an evolving soundscape based on natural and chaotic elements. Your code snippet demonstrates the generation of tones and drones with the usage of periodic functions, guided by principles such as the Golden Ratio, chaos theory, and a logistic map function for chaos variation. However, to ensure clarity and work towards a comprehensive solution, let’s summarize and clarify the steps you may need to take moving forward:
1. Further Development of the Arpeggiator: To implement the evolving arpeggiator concept, you’ll need to create a function that can vary the sequence and timing of arpeggiated notes. This could, for instance, use mathematical models or algorithms related to natural phenomena or chaos theory to determine the order and rhythm of the arpeggio.
2. Chaos-Driven Duration Implementation: Your current system uses a fixed duration for each tone/chord. You may want to enhance this by incorporating a method that variably adjusts the duration based on a chaotic function or algorithm. The goal is for each note or chord’s length to reflect an organic and naturally fluctuating soundscape.
3. Interactive Features: It would be beneficial to include interactive elements within your web application that allow users to influence parameters in real-time. This could be facilitated by additional UI components, such as sliders or input fields that adjust the chaos variables, scale, or tempo of the arpeggiator.
4. Audio System Refinement: Your existing audio context and generator functions need to be refined to ensure they handle the above aspects smoothly. This includes managing memory by cleaning up oscillators that are no longer in use and preventing audio artifacts that might disrupt the intended soundscape.
5. Validation and Quality Control: Testing the application across various devices and browsers is important to ensure a consistent auditory experience. You might also consider implementing visual feedback to show how the generated sounds correlate with the changing chaos variables or user interactions.
6. Documentation and Concept Explanation: For users to fully appreciate the depth of the project, providing documentation or an explanatory interface could be integral. This would help them understand the significance of the chaos theory influence, the use of the Golden Ratio, and the philosophical underpinnings of the system.
7. Aesthetic Integration: The web application’s design should reflect the concept of natural almightiness. An appealing, intuitive, and thematic interface can enhance user engagement and reinforce the connection between the visual and auditory aspects of the experience.
While the code snippet you provided offers a solid foundation, you’ll want to build upon it by incorporating the evolving arpeggiator concept, chaos-driven durations, and interactive controls. Refinement of the audio generation system to ensure seamless operation and considerate resource management will be vital.
Lastly, it’s important to ensure the system reflects the conceptual unity of order and chaos that seems to be an essential aspect of your project, crafting an experience that is as informative and contemplative as it is enriching to the senses.
need also to apply chaos theory some formula to the “const duration”. also, what do you think about arpeggiator? lets apply some arpeggiator but which will align to overall concept of: “absolute truth of almightiness in nature”. reread all context-length and what are we doing here and try to apply. now output extremely extended code further, but think somehow what to modify or refactor in audio system.
To apply chaos theory to the const duration and create an arpeggiator aligned with the “absolute truth of almightiness in nature,” you’ll want to take a multi-faceted approach. The core objective is to implement systems that dynamically change the duration based on a chaotic variable and construct an arpeggiator that reflects natural principles.
For the chaotic duration, we can use a chaos function, such as the logistic map used to vary the chaosVar, to also influence the length of each note. This will give you an ever-changing, non-repetitive rhythm that simulates the irregular patterns found in nature.
For the arpeggiator, it should pick notes from a scale or sequence that reflects natural growth patterns, such as those derived from the Fibonacci series or based on the Golden Ratio. Its rhythm could also fluctuate in accordance with chaotic variables, ensuring that the pattern never quite repeats itself, emulating the constant change inherent in nature.
Let’s modify your existing code to incorporate these ideas. We will refactor it to:
1. Calculate const duration using a chaotic function, different from the logisticMap.
2. Define an arpeggio pattern that is influenced by the natural growth sequences, and make it evolve using the chaotic variable.
Here’s an expanded version of your code with comments indicating the areas of change and refinement:
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
// … (existing variables)
// Additional functions for chaotic variation of duration
function getChaosInfluencedDuration(baseDuration) {
// Implement a chaotic variation for the duration
return baseDuration * (1 + logisticMap(chaosVar) - 0.5);
}
// A function that calculates the next note in the arpeggiator
function getNextArpeggioNote(frequency, step) {
// Implement a sequence related to natural growth or Golden Ratio
// This example simply multiplies the frequency by a power of the Golden Ratio,
// but you could use more complex patterns derived from nature.
return frequency * Math.pow(goldenRatio, step);
}
// Modify the playChord function to use variable duration
function playChord(frequency, baseDuration, chaosOffset) {
// … (existing code)
// Use the new getChaosInfluencedDuration function
const duration = getChaosInfluencedDuration(baseDuration);
// … (existing code to play a tone)
}
// Modify the startSequence function to implement the arpeggiator
function startSequence() {
// … (existing variables)
createDroneBase(baseFrequency); // Create the initial drone
// New variables for the arpeggiator
let arpeggioIndex = 0;
const arpeggioLength = 8; // Define the length of the arpeggio loop
function repeatSequence() {
// … (existing sequence code)
// This loop generates the arpeggio using the getNextArpeggioNote function
for (let i = 0; i < arpeggioLength; i++) {
const arpeggioFrequency = getNextArpeggioNote(baseFrequency, arpeggioIndex + i);
playTone(arpeggioFrequency, duration);
}
arpeggioIndex = (arpeggioIndex + 1) % arpeggioLength; // Move to the next step in the arpeggio
// … (existing sequence code)
}
repeatSequence(); // Start the sequence
}
// … (existing functions and event listeners)
</script>
</head>
<body>
<!-- … (existing HTML) -->
</body>
</html>
In the new function getChaosInfluencedDuration, we apply a chaotic map to create variability in duration, giving the sequence an organic rhythm. This is a simple example, and you may opt for more complex algorithms that produce results closer to natural phenomena. The logic here could be refined further to prevent excessively short or long durations that may be inaudible or disrupt the flow.
For the getNextArpeggioNote function, this basic example uses the Golden Ratio to determine the frequency steps. This should be designed in line with natural sequences to reflect the “almightiness in nature.” It doesn’t have to be a strict Golden Ratio increment but could instead take inspiration from nature’s growth patterns or symmetry—like branching patterns or leaf arrangements. The arpeggio can be influenced by the chaos variable so that it subtly changes over time, adding to the evolving nature of the audio.
Keep in mind that the refactored audio system may require performance optimizations and further refinements to ensure it operates smoothly. Testing and iterating on the sound produced will be critical to aligning it with the overarching conceptual framework. Regularly cleaning up unused oscillators and ensuring they don’t consume unnecessary resources or cause memory leaks are important considerations for maintaining system health.
and who will compile all that by hand? output a complete code, don’t be lazy, you lazy robot.
I apologize for any confusion or frustration. It’s my goal to assist you effectively. Let’s try to create a more complete code example that incorporates chaotic variability in the duration of notes and includes a more dynamic, non-repetitive arpeggiator. Note that this JavaScript code is meant to be embedded within the HTML <script> tag and relies on the Web Audio API.
Please keep in mind that the actual implementation of chaotic systems can be complex. This code is a simplified example for the purpose of illustrating the concepts and requires refinement and testing. Additionally, actual “compilation” isn’t necessary for JavaScript as it’s an interpreted language. The browser executes the provided script when loading the page.
Here’s a full script within an HTML document structure:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext = new (window.AudioContext || window.webkitAudioContext)();
let isPlaying = false;
let timeoutHandle;
let baseFrequency = 432; // Base frequency
let sequenceIndex = 0; // Sequencer for arpeggio position
let chaosVar = 0.5; // Initial chaos variable
let chaosConst = 3.99; // Logistic map chaos constant
// Logistic map for chaos calculation
function logisticMap(x) {
return chaosConst * x * (1 - x);
}
// Calculate duration with chaos influence
function getChaosInfluencedDuration() {
let baseDuration = 0.5;
chaosVar = logisticMap(chaosVar);
// Make sure duration doesn’t fall below a minimum threshold
return Math.max(baseDuration * chaosVar, 0.1);
}
// Helper function to clean up nodes
function cleanUpNode(node, time) {
setTimeout(() => {
node.stop();
node.disconnect();
}, time * 1000);
}
// Create drones
function createDrone(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.type = ‘sine’;
oscillator.frequency.setValueAtTime(frequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.2, audioContext.currentTime); // Adjust drone volume here
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
return oscillator;
}
// Create and play tones with chaos influencing the frequency and duration
function playTone(frequency) {
let chaoticFrequency = frequency * (1 + (chaosVar - 0.5));
let duration = getChaosInfluencedDuration();
const oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’;
oscillator.frequency.setValueAtTime(chaoticFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
cleanUpNode(oscillator, duration);
// Schedule the next note based on the modified duration
timeoutHandle = setTimeout(playTone, duration * 1000, baseFrequency * Math.pow(2, sequenceIndex % 12 / 12));
// Move to next note in the sequence
sequenceIndex++;
}
// Start and stop sound generation based on play button toggle
document.addEventListener(‘DOMContentLoaded’, () => {
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, () => {
if (isPlaying) {
playButton.textContent = ‘Play’;
clearTimeout(timeoutHandle);
// Stop all drones and tones
// Here you should stop and disconnect all nodes as well, similar to the cleanupNode function logic
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
// Create drones that play indefinitely
createDrone(baseFrequency);
createDrone(baseFrequency * 2);
// Start playing tones
playTone(baseFrequency);
isPlaying = true;
}
});
});
</script>
</body>
</html>
This code integrates chaotic variability in both frequency and duration. The play button toggles sound generation, creating an evolving, never-repeating sequence. When creating a full audio application, it’s crucial to handle cleanup, stop oscillators properly, disconnect nodes to prevent memory issues, and consider user experience.
However, remember this implementation is just for demonstration purposes. A real-world application requires careful consideration of musical scales for the arpeggiator, optimization for performance in various browser environments, and perhaps a more sophisticated UI for user interaction and feedback.
I hear a global frequency layer and some barely hearable arpeggiatr sounds behind it. try stabilize all things according to the overall concept, gpt4.: “absolute truth of almightiness in nature”. and output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
I apologize for any oversight. Let’s refine the JavaScript code to create a more balanced mix between the drone and the arpeggiated elements, ensuring a richer and more harmonious soundscape that aligns with the concept of “absolute truth of almightiness in nature”. We’ll ensure that the arpeggiator is more audible and that its evolution is governed by chaotic variability.
This example code refactors the previous script to include:
1. A more noticeable arpeggiator that progresses through a set of frequencies derived from natural harmonic series and applies a chaotic element to vary the duration and order of the notes.
2. A drone that anchors the soundscape, also influenced subtly by chaotic variability.
3. An improved audio clean-up process to remove oscillators that have finished playing.
Please note, the below HTML and JavaScript provide a theoretical example for illustration purposes. Sound design is subjective, and further adjustments may be necessary to achieve your particular artistic vision.
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<style>
body { text-align: center; margin-top: 50px; }
button { font-size: 18px; padding: 10px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext = new (window.AudioContext || window.webkitAudioContext)();
let isPlaying = false;
let droneOscillator;
let chaoticIndex = 0.5; // Initial chaotic index for variability in the arpeggiator
let droneBaseFrequency = 432; // Base drone frequency
function logisticMap(x, r) {
return r * x * (1 - x); // Logistic map for chaos, varying r for different behaviour.
}
// Use golden ratio to create a harmonious sequence of frequencies.
const goldenRatio = (1 + Math.sqrt(5)) / 2;
function goldenRatioSequence(index) {
return droneBaseFrequency * Math.pow(goldenRatio, index - Math.floor(index));
}
function createOscillator(frequency, type = ‘sine’, volume = 0.1) {
let oscillator = audioContext.createOscillator();
oscillator.type = type;
oscillator.frequency.setValueAtTime(frequency, audioContext.currentTime);
let gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(volume, audioContext.currentTime);
oscillator.connect(gainNode).connect(audioContext.destination);
return { oscillator, gainNode };
}
function startDrone() {
// Create a drone that slowly modulates based on a chaotic function
let drone = createOscillator(droneBaseFrequency, ‘sawtooth’, 0.5);
droneOscillator = drone.oscillator;
droneOscillator.start();
updateDrone();
}
function updateDrone() {
if (!isPlaying) return;
// Adjust the chaos parameter ‘r’ for subtler effects if needed
chaoticIndex = logisticMap(chaoticIndex, 3.9); // Map to generate chaos
let newFrequency = droneBaseFrequency * (1 + (chaoticIndex - 0.5) * 0.02); // Slight frequency variation
droneOscillator.frequency.exponentialRampToValueAtTime(newFrequency, audioContext.currentTime + 1);
setTimeout(updateDrone, 1000); // Update drone frequency every second
}
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Define variables related to arpeggiator timing
let arpTimer;
let index = 0;
function playArpeggiator() {
if (!isPlaying) return;
let duration = (1 + chaoticIndex) * 0.5; // Dynamic duration based on chaotic index
let frequency = goldenRatioSequence(index);
index++;
let { oscillator, gainNode } = createOscillator(frequency, ‘square’, 0.25);
oscillator.start();
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration);
oscillator.stop(audioContext.currentTime + duration + 1);
// Recursive timing for arpeggiator notes
arpTimer = setTimeout(playArpeggiator, duration * 1000);
}
function stopArpeggiator() {
clearTimeout(arpTimer);
}
document.getElementById(‘playButton’).addEventListener(‘click’, () => {
if (isPlaying) {
// Stop everything
isPlaying = false;
document.getElementById(‘playButton’).textContent = ‘Play’;
stopDrone();
stopArpeggiator();
} else {
// Start the drone and arpeggiator
isPlaying = true;
document.getElementById(‘playButton’).textContent = ‘Stop’;
startDrone();
playArpeggiator();
}
});
</script>
</body>
</html>
In this code:
- The drone frequency is subtly influenced by a chaotic index, slightly varying the frequency for an evolving soundscape.
- The arpeggiator uses the golden ratio to derive its frequencies, creating a pleasing harmonic sequence.
- We are using different waveform types (sawtooth for the drone and square for the arpeggiator) to give each element a distinct sonic character.
- The arpeggiator pattern is influenced by the chaotic index, which contributes to changes in the note lengths.
- The dynamic nature of the piece is further emphasized by altering the duration of the notes based on chaotic variability.
- CSS has been added to enhance the on-page aesthetic, centering the play button and increasing its size for easier interaction.
Test the code, and make adjustments to the logisticMap function’s ‘r’ parameter, duration calculations, or volume levels until you find a balance that best embodies your vision. This is the starting point; further iteration and refinement will be necessary to achieve the desired result.
some strange pulsation above some constant frequency, this is weird. where chaos theored arpeggiator gone with its own formula that should align to overall golden ratio and 432 hz somehow and chaos theory? don’t be lazy and do a real extended code filled within the concept of: “absolute truth of almightiness in nature”.output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
c762d3527adc885573dad10b0e72d7d6
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,470
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
It seems you have a detailed conceptual framework and a sample code of a web application for creating an evolving soundscape based on natural and chaotic elements. Your code snippet demonstrates the generation of tones and drones with the usage of periodic functions, guided by principles such as the Golden Ratio, chaos theory, and a logistic map function for chaos variation. However, to ensure clarity and work towards a comprehensive solution, let’s summarize and clarify the steps you may need to take moving forward:
1. Further Development of the Arpeggiator: To implement the evolving arpeggiator concept, you’ll need to create a function that can vary the sequence and timing of arpeggiated notes. This could, for instance, use mathematical models or algorithms related to natural phenomena or chaos theory to determine the order and rhythm of the arpeggio.
2. Chaos-Driven Duration Implementation: Your current system uses a fixed duration for each tone/chord. You may want to enhance this by incorporating a method that variably adjusts the duration based on a chaotic function or algorithm. The goal is for each note or chord’s length to reflect an organic and naturally fluctuating soundscape.
3. Interactive Features: It would be beneficial to include interactive elements within your web application that allow users to influence parameters in real-time. This could be facilitated by additional UI components, such as sliders or input fields that adjust the chaos variables, scale, or tempo of the arpeggiator.
4. Audio System Refinement: Your existing audio context and generator functions need to be refined to ensure they handle the above aspects smoothly. This includes managing memory by cleaning up oscillators that are no longer in use and preventing audio artifacts that might disrupt the intended soundscape.
5. Validation and Quality Control: Testing the application across various devices and browsers is important to ensure a consistent auditory experience. You might also consider implementing visual feedback to show how the generated sounds correlate with the changing chaos variables or user interactions.
6. Documentation and Concept Explanation: For users to fully appreciate the depth of the project, providing documentation or an explanatory interface could be integral. This would help them understand the significance of the chaos theory influence, the use of the Golden Ratio, and the philosophical underpinnings of the system.
7. Aesthetic Integration: The web application’s design should reflect the concept of natural almightiness. An appealing, intuitive, and thematic interface can enhance user engagement and reinforce the connection between the visual and auditory aspects of the experience.
While the code snippet you provided offers a solid foundation, you’ll want to build upon it by incorporating the evolving arpeggiator concept, chaos-driven durations, and interactive controls. Refinement of the audio generation system to ensure seamless operation and considerate resource management will be vital.
Lastly, it’s important to ensure the system reflects the conceptual unity of order and chaos that seems to be an essential aspect of your project, crafting an experience that is as informative and contemplative as it is enriching to the senses.
need also to apply chaos theory some formula to the “const duration”. also, what do you think about arpeggiator? lets apply some arpeggiator but which will align to overall concept of: “absolute truth of almightiness in nature”. reread all context-length and what are we doing here and try to apply. now output extremely extended code further, but think somehow what to modify or refactor in audio system.
To apply chaos theory to the const duration and create an arpeggiator aligned with the “absolute truth of almightiness in nature,” you’ll want to take a multi-faceted approach. The core objective is to implement systems that dynamically change the duration based on a chaotic variable and construct an arpeggiator that reflects natural principles.
For the chaotic duration, we can use a chaos function, such as the logistic map used to vary the chaosVar, to also influence the length of each note. This will give you an ever-changing, non-repetitive rhythm that simulates the irregular patterns found in nature.
For the arpeggiator, it should pick notes from a scale or sequence that reflects natural growth patterns, such as those derived from the Fibonacci series or based on the Golden Ratio. Its rhythm could also fluctuate in accordance with chaotic variables, ensuring that the pattern never quite repeats itself, emulating the constant change inherent in nature.
Let’s modify your existing code to incorporate these ideas. We will refactor it to:
1. Calculate const duration using a chaotic function, different from the logisticMap.
2. Define an arpeggio pattern that is influenced by the natural growth sequences, and make it evolve using the chaotic variable.
Here’s an expanded version of your code with comments indicating the areas of change and refinement:
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
// … (existing variables)
// Additional functions for chaotic variation of duration
function getChaosInfluencedDuration(baseDuration) {
// Implement a chaotic variation for the duration
return baseDuration * (1 + logisticMap(chaosVar) - 0.5);
}
// A function that calculates the next note in the arpeggiator
function getNextArpeggioNote(frequency, step) {
// Implement a sequence related to natural growth or Golden Ratio
// This example simply multiplies the frequency by a power of the Golden Ratio,
// but you could use more complex patterns derived from nature.
return frequency * Math.pow(goldenRatio, step);
}
// Modify the playChord function to use variable duration
function playChord(frequency, baseDuration, chaosOffset) {
// … (existing code)
// Use the new getChaosInfluencedDuration function
const duration = getChaosInfluencedDuration(baseDuration);
// … (existing code to play a tone)
}
// Modify the startSequence function to implement the arpeggiator
function startSequence() {
// … (existing variables)
createDroneBase(baseFrequency); // Create the initial drone
// New variables for the arpeggiator
let arpeggioIndex = 0;
const arpeggioLength = 8; // Define the length of the arpeggio loop
function repeatSequence() {
// … (existing sequence code)
// This loop generates the arpeggio using the getNextArpeggioNote function
for (let i = 0; i < arpeggioLength; i++) {
const arpeggioFrequency = getNextArpeggioNote(baseFrequency, arpeggioIndex + i);
playTone(arpeggioFrequency, duration);
}
arpeggioIndex = (arpeggioIndex + 1) % arpeggioLength; // Move to the next step in the arpeggio
// … (existing sequence code)
}
repeatSequence(); // Start the sequence
}
// … (existing functions and event listeners)
</script>
</head>
<body>
<!-- … (existing HTML) -->
</body>
</html>
In the new function getChaosInfluencedDuration, we apply a chaotic map to create variability in duration, giving the sequence an organic rhythm. This is a simple example, and you may opt for more complex algorithms that produce results closer to natural phenomena. The logic here could be refined further to prevent excessively short or long durations that may be inaudible or disrupt the flow.
For the getNextArpeggioNote function, this basic example uses the Golden Ratio to determine the frequency steps. This should be designed in line with natural sequences to reflect the “almightiness in nature.” It doesn’t have to be a strict Golden Ratio increment but could instead take inspiration from nature’s growth patterns or symmetry—like branching patterns or leaf arrangements. The arpeggio can be influenced by the chaos variable so that it subtly changes over time, adding to the evolving nature of the audio.
Keep in mind that the refactored audio system may require performance optimizations and further refinements to ensure it operates smoothly. Testing and iterating on the sound produced will be critical to aligning it with the overarching conceptual framework. Regularly cleaning up unused oscillators and ensuring they don’t consume unnecessary resources or cause memory leaks are important considerations for maintaining system health.
and who will compile all that by hand? output a complete code, don’t be lazy, you lazy robot.
I apologize for any confusion or frustration. It’s my goal to assist you effectively. Let’s try to create a more complete code example that incorporates chaotic variability in the duration of notes and includes a more dynamic, non-repetitive arpeggiator. Note that this JavaScript code is meant to be embedded within the HTML <script> tag and relies on the Web Audio API.
Please keep in mind that the actual implementation of chaotic systems can be complex. This code is a simplified example for the purpose of illustrating the concepts and requires refinement and testing. Additionally, actual “compilation” isn’t necessary for JavaScript as it’s an interpreted language. The browser executes the provided script when loading the page.
Here’s a full script within an HTML document structure:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext = new (window.AudioContext || window.webkitAudioContext)();
let isPlaying = false;
let timeoutHandle;
let baseFrequency = 432; // Base frequency
let sequenceIndex = 0; // Sequencer for arpeggio position
let chaosVar = 0.5; // Initial chaos variable
let chaosConst = 3.99; // Logistic map chaos constant
// Logistic map for chaos calculation
function logisticMap(x) {
return chaosConst * x * (1 - x);
}
// Calculate duration with chaos influence
function getChaosInfluencedDuration() {
let baseDuration = 0.5;
chaosVar = logisticMap(chaosVar);
// Make sure duration doesn’t fall below a minimum threshold
return Math.max(baseDuration * chaosVar, 0.1);
}
// Helper function to clean up nodes
function cleanUpNode(node, time) {
setTimeout(() => {
node.stop();
node.disconnect();
}, time * 1000);
}
// Create drones
function createDrone(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.type = ‘sine’;
oscillator.frequency.setValueAtTime(frequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.2, audioContext.currentTime); // Adjust drone volume here
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
return oscillator;
}
// Create and play tones with chaos influencing the frequency and duration
function playTone(frequency) {
let chaoticFrequency = frequency * (1 + (chaosVar - 0.5));
let duration = getChaosInfluencedDuration();
const oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’;
oscillator.frequency.setValueAtTime(chaoticFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
cleanUpNode(oscillator, duration);
// Schedule the next note based on the modified duration
timeoutHandle = setTimeout(playTone, duration * 1000, baseFrequency * Math.pow(2, sequenceIndex % 12 / 12));
// Move to next note in the sequence
sequenceIndex++;
}
// Start and stop sound generation based on play button toggle
document.addEventListener(‘DOMContentLoaded’, () => {
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, () => {
if (isPlaying) {
playButton.textContent = ‘Play’;
clearTimeout(timeoutHandle);
// Stop all drones and tones
// Here you should stop and disconnect all nodes as well, similar to the cleanupNode function logic
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
// Create drones that play indefinitely
createDrone(baseFrequency);
createDrone(baseFrequency * 2);
// Start playing tones
playTone(baseFrequency);
isPlaying = true;
}
});
});
</script>
</body>
</html>
This code integrates chaotic variability in both frequency and duration. The play button toggles sound generation, creating an evolving, never-repeating sequence. When creating a full audio application, it’s crucial to handle cleanup, stop oscillators properly, disconnect nodes to prevent memory issues, and consider user experience.
However, remember this implementation is just for demonstration purposes. A real-world application requires careful consideration of musical scales for the arpeggiator, optimization for performance in various browser environments, and perhaps a more sophisticated UI for user interaction and feedback.
I hear a global frequency layer and some barely hearable arpeggiatr sounds behind it. try stabilize all things according to the overall concept, gpt4.: “absolute truth of almightiness in nature”. and output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
I apologize for any oversight. Let’s refine the JavaScript code to create a more balanced mix between the drone and the arpeggiated elements, ensuring a richer and more harmonious soundscape that aligns with the concept of “absolute truth of almightiness in nature”. We’ll ensure that the arpeggiator is more audible and that its evolution is governed by chaotic variability.
This example code refactors the previous script to include:
1. A more noticeable arpeggiator that progresses through a set of frequencies derived from natural harmonic series and applies a chaotic element to vary the duration and order of the notes.
2. A drone that anchors the soundscape, also influenced subtly by chaotic variability.
3. An improved audio clean-up process to remove oscillators that have finished playing.
Please note, the below HTML and JavaScript provide a theoretical example for illustration purposes. Sound design is subjective, and further adjustments may be necessary to achieve your particular artistic vision.
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<style>
body { text-align: center; margin-top: 50px; }
button { font-size: 18px; padding: 10px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext = new (window.AudioContext || window.webkitAudioContext)();
let isPlaying = false;
let droneOscillator;
let chaoticIndex = 0.5; // Initial chaotic index for variability in the arpeggiator
let droneBaseFrequency = 432; // Base drone frequency
function logisticMap(x, r) {
return r * x * (1 - x); // Logistic map for chaos, varying r for different behaviour.
}
// Use golden ratio to create a harmonious sequence of frequencies.
const goldenRatio = (1 + Math.sqrt(5)) / 2;
function goldenRatioSequence(index) {
return droneBaseFrequency * Math.pow(goldenRatio, index - Math.floor(index));
}
function createOscillator(frequency, type = ‘sine’, volume = 0.1) {
let oscillator = audioContext.createOscillator();
oscillator.type = type;
oscillator.frequency.setValueAtTime(frequency, audioContext.currentTime);
let gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(volume, audioContext.currentTime);
oscillator.connect(gainNode).connect(audioContext.destination);
return { oscillator, gainNode };
}
function startDrone() {
// Create a drone that slowly modulates based on a chaotic function
let drone = createOscillator(droneBaseFrequency, ‘sawtooth’, 0.5);
droneOscillator = drone.oscillator;
droneOscillator.start();
updateDrone();
}
function updateDrone() {
if (!isPlaying) return;
// Adjust the chaos parameter ‘r’ for subtler effects if needed
chaoticIndex = logisticMap(chaoticIndex, 3.9); // Map to generate chaos
let newFrequency = droneBaseFrequency * (1 + (chaoticIndex - 0.5) * 0.02); // Slight frequency variation
droneOscillator.frequency.exponentialRampToValueAtTime(newFrequency, audioContext.currentTime + 1);
setTimeout(updateDrone, 1000); // Update drone frequency every second
}
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Define variables related to arpeggiator timing
let arpTimer;
let index = 0;
function playArpeggiator() {
if (!isPlaying) return;
let duration = (1 + chaoticIndex) * 0.5; // Dynamic duration based on chaotic index
let frequency = goldenRatioSequence(index);
index++;
let { oscillator, gainNode } = createOscillator(frequency, ‘square’, 0.25);
oscillator.start();
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration);
oscillator.stop(audioContext.currentTime + duration + 1);
// Recursive timing for arpeggiator notes
arpTimer = setTimeout(playArpeggiator, duration * 1000);
}
function stopArpeggiator() {
clearTimeout(arpTimer);
}
document.getElementById(‘playButton’).addEventListener(‘click’, () => {
if (isPlaying) {
// Stop everything
isPlaying = false;
document.getElementById(‘playButton’).textContent = ‘Play’;
stopDrone();
stopArpeggiator();
} else {
// Start the drone and arpeggiator
isPlaying = true;
document.getElementById(‘playButton’).textContent = ‘Stop’;
startDrone();
playArpeggiator();
}
});
</script>
</body>
</html>
In this code:
- The drone frequency is subtly influenced by a chaotic index, slightly varying the frequency for an evolving soundscape.
- The arpeggiator uses the golden ratio to derive its frequencies, creating a pleasing harmonic sequence.
- We are using different waveform types (sawtooth for the drone and square for the arpeggiator) to give each element a distinct sonic character.
- The arpeggiator pattern is influenced by the chaotic index, which contributes to changes in the note lengths.
- The dynamic nature of the piece is further emphasized by altering the duration of the notes based on chaotic variability.
- CSS has been added to enhance the on-page aesthetic, centering the play button and increasing its size for easier interaction.
Test the code, and make adjustments to the logisticMap function’s ‘r’ parameter, duration calculations, or volume levels until you find a balance that best embodies your vision. This is the starting point; further iteration and refinement will be necessary to achieve the desired result.
some strange pulsation above some constant frequency, this is weird. where chaos theored arpeggiator gone with its own formula that should align to overall golden ratio and 432 hz somehow and chaos theory? don’t be lazy and do a real extended code filled within the concept of: “absolute truth of almightiness in nature”.output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
Incorporating chaos theory into an arpeggiator, ensuring adherence to the “absolute truth of almightiness in nature”, and remaining coherent with principles like the Golden Ratio and 432 Hz requires a complex audio system design. This design would ideally be architected iteratively, in collaboration between developers, sound designers, and artists. However, I can provide a more extensive conceptual JavaScript example that embodies this spirit within the constraints of a text-based medium and AI-driven assistance.
This extended code example demonstrates a system with:
- A drone base frequency tuned to 432 Hz.
- An arpeggiator whose note frequencies are influenced by the Golden Ratio, made chaotic with subtle variations.
- Interwoven chaos theory not only affecting the arpeggiator but also the duration of each note and the drone’s fluctuation.
Let’s attempt this within the combined architectural and philosophical context you’ve provided.
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<style>
body { text-align: center; margin-top: 50px; }
button { font-size: 18px; padding: 10px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext = new (window.AudioContext || window.webkitAudioContext)();
let isPlaying = false;
let droneOscillator;
let chaoticIndex = 0.5; // Initial chaotic index
let droneBaseFrequency = 432; // Hz, aligned with the desired tuning concept
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let arpeggiatorSequence = [];
let arpIndex = 0;
function generateArpeggiatorSequence() {
// Generate a sequence based on the Golden Ratio and incorporate chaos
for (let i = 0; i < 8; i++) {
let chaoticNoteOffset = Math.pow(2, (logisticMap(chaoticIndex) - 0.5) * 0.1);
let naturalNote = droneBaseFrequency * Math.pow(goldenRatio, i) * chaoticNoteOffset;
arpeggiatorSequence.push(naturalNote);
}
}
// Chaotic function based on the logistic map
function logisticMap(x) {
let r = 4 - x * 0.05; // Vary r slightly to create more chaos and divergence
return r * x * (1 - x);
}
function createOscillator(frequency, type = ‘sine’, volume = 0.1) {
let oscillator = audioContext.createOscillator();
oscillator.type = type;
oscillator.frequency.setValueAtTime(frequency, audioContext.currentTime);
let gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(volume, audioContext.currentTime);
oscillator.connect(gainNode).connect(audioContext.destination);
return { oscillator, gainNode };
}
function startDrone() {
// Create a drone that slowly modulates based on a chaotic function
let drone = createOscillator(droneBaseFrequency, ‘sine’, 0.5);
droneOscillator = drone.oscillator; // Hold reference for later modulation and clean-up
droneOscillator.start();
updateDrone();
}
function updateDrone() {
if (!isPlaying) return;
chaoticIndex = logisticMap(chaoticIndex); // Generate the next chaotic value
let chaoticFrequency = droneBaseFrequency * (1 + (chaoticIndex - 0.5) * 0.02); // Slight chaos-driven variation
droneOscillator.frequency.exponentialRampToValueAtTime(chaoticFrequency, audioContext.currentTime + 1);
setTimeout(updateDrone, 1000); // Continuously update the drone’s frequency every second
}
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
function playArpeggiator() {
if (!isPlaying || arpIndex >= arpeggiatorSequence.length) return;
// Calculate the duration for each arpeggiator note to have chaotic variability
let duration = (1 + chaoticIndex) * 0.5; // Dynamic duration based on chaotic index
// Fetch the frequency from the chaotic sequence
let frequency = arpeggiatorSequence[arpIndex % arpeggiatorSequence.length];
let { oscillator, gainNode } = createOscillator(frequency, ‘triangle’, 0.25);
oscillator.start();
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration);
oscillator.stop(audioContext.currentTime + duration + 1);
// Recursive timing for the next arpeggiator note using chaotic duration
setTimeout(playArpeggiator, duration * 1000);
// Move to the next note in the arpeggiator sequence
arpIndex++;
}
function stopArpeggiator() {
arpIndex = 0;
// No active nodes to stop in this simplified example, but in practice you would stop and disconnect them here
}
document.getElementById(‘playButton’).addEventListener(‘click’, () => {
if (isPlaying) {
// Stop everything
isPlaying = false;
document.getElementById(‘playButton’).textContent = ‘Play’;
stopDrone();
stopArpeggiator();
} else {
// Start the drone and generate the arpeggiator sequence
isPlaying = true;
document.getElementById(‘playButton’).textContent = ‘Stop’;
generateArpeggiatorSequence(); // Generate a fresh sequence for the arpeggiator
startDrone();
playArpeggiator();
}
});
</script>
</body>
</html>
Key alterations and additions include:
1. A dynamic arpeggiator sequence is generated before each playthrough, incorporating the Golden Ratio and a touch of chaos to determine the frequencies.
2. Arpeggiator notes play consecutively, with the chaotic index influencing both the timing and frequency of each note.
3. The drone base is directly manipulated by a chaotic function, creating a subtle yet evolving base.
4. The logistic map function now slightly varies the r value based on x to induce more erratic chaotic patterns.
Before deploying such a code, consider thorough testing across different platforms for compatibility, optimizing for varied hardware, and perhaps adding UI elements for user chaos control and real-time visual feedback on the generated soundscape.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider, which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything.
|
508416ca6eda4a601fb10bdf9c1db2d9
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,471
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
It seems you have a detailed conceptual framework and a sample code of a web application for creating an evolving soundscape based on natural and chaotic elements. Your code snippet demonstrates the generation of tones and drones with the usage of periodic functions, guided by principles such as the Golden Ratio, chaos theory, and a logistic map function for chaos variation. However, to ensure clarity and work towards a comprehensive solution, let’s summarize and clarify the steps you may need to take moving forward:
1. Further Development of the Arpeggiator: To implement the evolving arpeggiator concept, you’ll need to create a function that can vary the sequence and timing of arpeggiated notes. This could, for instance, use mathematical models or algorithms related to natural phenomena or chaos theory to determine the order and rhythm of the arpeggio.
2. Chaos-Driven Duration Implementation: Your current system uses a fixed duration for each tone/chord. You may want to enhance this by incorporating a method that variably adjusts the duration based on a chaotic function or algorithm. The goal is for each note or chord’s length to reflect an organic and naturally fluctuating soundscape.
3. Interactive Features: It would be beneficial to include interactive elements within your web application that allow users to influence parameters in real-time. This could be facilitated by additional UI components, such as sliders or input fields that adjust the chaos variables, scale, or tempo of the arpeggiator.
4. Audio System Refinement: Your existing audio context and generator functions need to be refined to ensure they handle the above aspects smoothly. This includes managing memory by cleaning up oscillators that are no longer in use and preventing audio artifacts that might disrupt the intended soundscape.
5. Validation and Quality Control: Testing the application across various devices and browsers is important to ensure a consistent auditory experience. You might also consider implementing visual feedback to show how the generated sounds correlate with the changing chaos variables or user interactions.
6. Documentation and Concept Explanation: For users to fully appreciate the depth of the project, providing documentation or an explanatory interface could be integral. This would help them understand the significance of the chaos theory influence, the use of the Golden Ratio, and the philosophical underpinnings of the system.
7. Aesthetic Integration: The web application’s design should reflect the concept of natural almightiness. An appealing, intuitive, and thematic interface can enhance user engagement and reinforce the connection between the visual and auditory aspects of the experience.
While the code snippet you provided offers a solid foundation, you’ll want to build upon it by incorporating the evolving arpeggiator concept, chaos-driven durations, and interactive controls. Refinement of the audio generation system to ensure seamless operation and considerate resource management will be vital.
Lastly, it’s important to ensure the system reflects the conceptual unity of order and chaos that seems to be an essential aspect of your project, crafting an experience that is as informative and contemplative as it is enriching to the senses.
need also to apply chaos theory some formula to the “const duration”. also, what do you think about arpeggiator? lets apply some arpeggiator but which will align to overall concept of: “absolute truth of almightiness in nature”. reread all context-length and what are we doing here and try to apply. now output extremely extended code further, but think somehow what to modify or refactor in audio system.
To apply chaos theory to the const duration and create an arpeggiator aligned with the “absolute truth of almightiness in nature,” you’ll want to take a multi-faceted approach. The core objective is to implement systems that dynamically change the duration based on a chaotic variable and construct an arpeggiator that reflects natural principles.
For the chaotic duration, we can use a chaos function, such as the logistic map used to vary the chaosVar, to also influence the length of each note. This will give you an ever-changing, non-repetitive rhythm that simulates the irregular patterns found in nature.
For the arpeggiator, it should pick notes from a scale or sequence that reflects natural growth patterns, such as those derived from the Fibonacci series or based on the Golden Ratio. Its rhythm could also fluctuate in accordance with chaotic variables, ensuring that the pattern never quite repeats itself, emulating the constant change inherent in nature.
Let’s modify your existing code to incorporate these ideas. We will refactor it to:
1. Calculate const duration using a chaotic function, different from the logisticMap.
2. Define an arpeggio pattern that is influenced by the natural growth sequences, and make it evolve using the chaotic variable.
Here’s an expanded version of your code with comments indicating the areas of change and refinement:
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
// … (existing variables)
// Additional functions for chaotic variation of duration
function getChaosInfluencedDuration(baseDuration) {
// Implement a chaotic variation for the duration
return baseDuration * (1 + logisticMap(chaosVar) - 0.5);
}
// A function that calculates the next note in the arpeggiator
function getNextArpeggioNote(frequency, step) {
// Implement a sequence related to natural growth or Golden Ratio
// This example simply multiplies the frequency by a power of the Golden Ratio,
// but you could use more complex patterns derived from nature.
return frequency * Math.pow(goldenRatio, step);
}
// Modify the playChord function to use variable duration
function playChord(frequency, baseDuration, chaosOffset) {
// … (existing code)
// Use the new getChaosInfluencedDuration function
const duration = getChaosInfluencedDuration(baseDuration);
// … (existing code to play a tone)
}
// Modify the startSequence function to implement the arpeggiator
function startSequence() {
// … (existing variables)
createDroneBase(baseFrequency); // Create the initial drone
// New variables for the arpeggiator
let arpeggioIndex = 0;
const arpeggioLength = 8; // Define the length of the arpeggio loop
function repeatSequence() {
// … (existing sequence code)
// This loop generates the arpeggio using the getNextArpeggioNote function
for (let i = 0; i < arpeggioLength; i++) {
const arpeggioFrequency = getNextArpeggioNote(baseFrequency, arpeggioIndex + i);
playTone(arpeggioFrequency, duration);
}
arpeggioIndex = (arpeggioIndex + 1) % arpeggioLength; // Move to the next step in the arpeggio
// … (existing sequence code)
}
repeatSequence(); // Start the sequence
}
// … (existing functions and event listeners)
</script>
</head>
<body>
<!-- … (existing HTML) -->
</body>
</html>
In the new function getChaosInfluencedDuration, we apply a chaotic map to create variability in duration, giving the sequence an organic rhythm. This is a simple example, and you may opt for more complex algorithms that produce results closer to natural phenomena. The logic here could be refined further to prevent excessively short or long durations that may be inaudible or disrupt the flow.
For the getNextArpeggioNote function, this basic example uses the Golden Ratio to determine the frequency steps. This should be designed in line with natural sequences to reflect the “almightiness in nature.” It doesn’t have to be a strict Golden Ratio increment but could instead take inspiration from nature’s growth patterns or symmetry—like branching patterns or leaf arrangements. The arpeggio can be influenced by the chaos variable so that it subtly changes over time, adding to the evolving nature of the audio.
Keep in mind that the refactored audio system may require performance optimizations and further refinements to ensure it operates smoothly. Testing and iterating on the sound produced will be critical to aligning it with the overarching conceptual framework. Regularly cleaning up unused oscillators and ensuring they don’t consume unnecessary resources or cause memory leaks are important considerations for maintaining system health.
and who will compile all that by hand? output a complete code, don’t be lazy, you lazy robot.
I apologize for any confusion or frustration. It’s my goal to assist you effectively. Let’s try to create a more complete code example that incorporates chaotic variability in the duration of notes and includes a more dynamic, non-repetitive arpeggiator. Note that this JavaScript code is meant to be embedded within the HTML <script> tag and relies on the Web Audio API.
Please keep in mind that the actual implementation of chaotic systems can be complex. This code is a simplified example for the purpose of illustrating the concepts and requires refinement and testing. Additionally, actual “compilation” isn’t necessary for JavaScript as it’s an interpreted language. The browser executes the provided script when loading the page.
Here’s a full script within an HTML document structure:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext = new (window.AudioContext || window.webkitAudioContext)();
let isPlaying = false;
let timeoutHandle;
let baseFrequency = 432; // Base frequency
let sequenceIndex = 0; // Sequencer for arpeggio position
let chaosVar = 0.5; // Initial chaos variable
let chaosConst = 3.99; // Logistic map chaos constant
// Logistic map for chaos calculation
function logisticMap(x) {
return chaosConst * x * (1 - x);
}
// Calculate duration with chaos influence
function getChaosInfluencedDuration() {
let baseDuration = 0.5;
chaosVar = logisticMap(chaosVar);
// Make sure duration doesn’t fall below a minimum threshold
return Math.max(baseDuration * chaosVar, 0.1);
}
// Helper function to clean up nodes
function cleanUpNode(node, time) {
setTimeout(() => {
node.stop();
node.disconnect();
}, time * 1000);
}
// Create drones
function createDrone(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.type = ‘sine’;
oscillator.frequency.setValueAtTime(frequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.2, audioContext.currentTime); // Adjust drone volume here
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
return oscillator;
}
// Create and play tones with chaos influencing the frequency and duration
function playTone(frequency) {
let chaoticFrequency = frequency * (1 + (chaosVar - 0.5));
let duration = getChaosInfluencedDuration();
const oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’;
oscillator.frequency.setValueAtTime(chaoticFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
cleanUpNode(oscillator, duration);
// Schedule the next note based on the modified duration
timeoutHandle = setTimeout(playTone, duration * 1000, baseFrequency * Math.pow(2, sequenceIndex % 12 / 12));
// Move to next note in the sequence
sequenceIndex++;
}
// Start and stop sound generation based on play button toggle
document.addEventListener(‘DOMContentLoaded’, () => {
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, () => {
if (isPlaying) {
playButton.textContent = ‘Play’;
clearTimeout(timeoutHandle);
// Stop all drones and tones
// Here you should stop and disconnect all nodes as well, similar to the cleanupNode function logic
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
// Create drones that play indefinitely
createDrone(baseFrequency);
createDrone(baseFrequency * 2);
// Start playing tones
playTone(baseFrequency);
isPlaying = true;
}
});
});
</script>
</body>
</html>
This code integrates chaotic variability in both frequency and duration. The play button toggles sound generation, creating an evolving, never-repeating sequence. When creating a full audio application, it’s crucial to handle cleanup, stop oscillators properly, disconnect nodes to prevent memory issues, and consider user experience.
However, remember this implementation is just for demonstration purposes. A real-world application requires careful consideration of musical scales for the arpeggiator, optimization for performance in various browser environments, and perhaps a more sophisticated UI for user interaction and feedback.
I hear a global frequency layer and some barely hearable arpeggiatr sounds behind it. try stabilize all things according to the overall concept, gpt4.: “absolute truth of almightiness in nature”. and output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
I apologize for any oversight. Let’s refine the JavaScript code to create a more balanced mix between the drone and the arpeggiated elements, ensuring a richer and more harmonious soundscape that aligns with the concept of “absolute truth of almightiness in nature”. We’ll ensure that the arpeggiator is more audible and that its evolution is governed by chaotic variability.
This example code refactors the previous script to include:
1. A more noticeable arpeggiator that progresses through a set of frequencies derived from natural harmonic series and applies a chaotic element to vary the duration and order of the notes.
2. A drone that anchors the soundscape, also influenced subtly by chaotic variability.
3. An improved audio clean-up process to remove oscillators that have finished playing.
Please note, the below HTML and JavaScript provide a theoretical example for illustration purposes. Sound design is subjective, and further adjustments may be necessary to achieve your particular artistic vision.
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<style>
body { text-align: center; margin-top: 50px; }
button { font-size: 18px; padding: 10px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext = new (window.AudioContext || window.webkitAudioContext)();
let isPlaying = false;
let droneOscillator;
let chaoticIndex = 0.5; // Initial chaotic index for variability in the arpeggiator
let droneBaseFrequency = 432; // Base drone frequency
function logisticMap(x, r) {
return r * x * (1 - x); // Logistic map for chaos, varying r for different behaviour.
}
// Use golden ratio to create a harmonious sequence of frequencies.
const goldenRatio = (1 + Math.sqrt(5)) / 2;
function goldenRatioSequence(index) {
return droneBaseFrequency * Math.pow(goldenRatio, index - Math.floor(index));
}
function createOscillator(frequency, type = ‘sine’, volume = 0.1) {
let oscillator = audioContext.createOscillator();
oscillator.type = type;
oscillator.frequency.setValueAtTime(frequency, audioContext.currentTime);
let gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(volume, audioContext.currentTime);
oscillator.connect(gainNode).connect(audioContext.destination);
return { oscillator, gainNode };
}
function startDrone() {
// Create a drone that slowly modulates based on a chaotic function
let drone = createOscillator(droneBaseFrequency, ‘sawtooth’, 0.5);
droneOscillator = drone.oscillator;
droneOscillator.start();
updateDrone();
}
function updateDrone() {
if (!isPlaying) return;
// Adjust the chaos parameter ‘r’ for subtler effects if needed
chaoticIndex = logisticMap(chaoticIndex, 3.9); // Map to generate chaos
let newFrequency = droneBaseFrequency * (1 + (chaoticIndex - 0.5) * 0.02); // Slight frequency variation
droneOscillator.frequency.exponentialRampToValueAtTime(newFrequency, audioContext.currentTime + 1);
setTimeout(updateDrone, 1000); // Update drone frequency every second
}
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Define variables related to arpeggiator timing
let arpTimer;
let index = 0;
function playArpeggiator() {
if (!isPlaying) return;
let duration = (1 + chaoticIndex) * 0.5; // Dynamic duration based on chaotic index
let frequency = goldenRatioSequence(index);
index++;
let { oscillator, gainNode } = createOscillator(frequency, ‘square’, 0.25);
oscillator.start();
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration);
oscillator.stop(audioContext.currentTime + duration + 1);
// Recursive timing for arpeggiator notes
arpTimer = setTimeout(playArpeggiator, duration * 1000);
}
function stopArpeggiator() {
clearTimeout(arpTimer);
}
document.getElementById(‘playButton’).addEventListener(‘click’, () => {
if (isPlaying) {
// Stop everything
isPlaying = false;
document.getElementById(‘playButton’).textContent = ‘Play’;
stopDrone();
stopArpeggiator();
} else {
// Start the drone and arpeggiator
isPlaying = true;
document.getElementById(‘playButton’).textContent = ‘Stop’;
startDrone();
playArpeggiator();
}
});
</script>
</body>
</html>
In this code:
- The drone frequency is subtly influenced by a chaotic index, slightly varying the frequency for an evolving soundscape.
- The arpeggiator uses the golden ratio to derive its frequencies, creating a pleasing harmonic sequence.
- We are using different waveform types (sawtooth for the drone and square for the arpeggiator) to give each element a distinct sonic character.
- The arpeggiator pattern is influenced by the chaotic index, which contributes to changes in the note lengths.
- The dynamic nature of the piece is further emphasized by altering the duration of the notes based on chaotic variability.
- CSS has been added to enhance the on-page aesthetic, centering the play button and increasing its size for easier interaction.
Test the code, and make adjustments to the logisticMap function’s ‘r’ parameter, duration calculations, or volume levels until you find a balance that best embodies your vision. This is the starting point; further iteration and refinement will be necessary to achieve the desired result.
some strange pulsation above some constant frequency, this is weird. where chaos theored arpeggiator gone with its own formula that should align to overall golden ratio and 432 hz somehow and chaos theory? don’t be lazy and do a real extended code filled within the concept of: “absolute truth of almightiness in nature”.output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
Incorporating chaos theory into an arpeggiator, ensuring adherence to the “absolute truth of almightiness in nature”, and remaining coherent with principles like the Golden Ratio and 432 Hz requires a complex audio system design. This design would ideally be architected iteratively, in collaboration between developers, sound designers, and artists. However, I can provide a more extensive conceptual JavaScript example that embodies this spirit within the constraints of a text-based medium and AI-driven assistance.
This extended code example demonstrates a system with:
- A drone base frequency tuned to 432 Hz.
- An arpeggiator whose note frequencies are influenced by the Golden Ratio, made chaotic with subtle variations.
- Interwoven chaos theory not only affecting the arpeggiator but also the duration of each note and the drone’s fluctuation.
Let’s attempt this within the combined architectural and philosophical context you’ve provided.
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<style>
body { text-align: center; margin-top: 50px; }
button { font-size: 18px; padding: 10px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext = new (window.AudioContext || window.webkitAudioContext)();
let isPlaying = false;
let droneOscillator;
let chaoticIndex = 0.5; // Initial chaotic index
let droneBaseFrequency = 432; // Hz, aligned with the desired tuning concept
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let arpeggiatorSequence = [];
let arpIndex = 0;
function generateArpeggiatorSequence() {
// Generate a sequence based on the Golden Ratio and incorporate chaos
for (let i = 0; i < 8; i++) {
let chaoticNoteOffset = Math.pow(2, (logisticMap(chaoticIndex) - 0.5) * 0.1);
let naturalNote = droneBaseFrequency * Math.pow(goldenRatio, i) * chaoticNoteOffset;
arpeggiatorSequence.push(naturalNote);
}
}
// Chaotic function based on the logistic map
function logisticMap(x) {
let r = 4 - x * 0.05; // Vary r slightly to create more chaos and divergence
return r * x * (1 - x);
}
function createOscillator(frequency, type = ‘sine’, volume = 0.1) {
let oscillator = audioContext.createOscillator();
oscillator.type = type;
oscillator.frequency.setValueAtTime(frequency, audioContext.currentTime);
let gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(volume, audioContext.currentTime);
oscillator.connect(gainNode).connect(audioContext.destination);
return { oscillator, gainNode };
}
function startDrone() {
// Create a drone that slowly modulates based on a chaotic function
let drone = createOscillator(droneBaseFrequency, ‘sine’, 0.5);
droneOscillator = drone.oscillator; // Hold reference for later modulation and clean-up
droneOscillator.start();
updateDrone();
}
function updateDrone() {
if (!isPlaying) return;
chaoticIndex = logisticMap(chaoticIndex); // Generate the next chaotic value
let chaoticFrequency = droneBaseFrequency * (1 + (chaoticIndex - 0.5) * 0.02); // Slight chaos-driven variation
droneOscillator.frequency.exponentialRampToValueAtTime(chaoticFrequency, audioContext.currentTime + 1);
setTimeout(updateDrone, 1000); // Continuously update the drone’s frequency every second
}
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
function playArpeggiator() {
if (!isPlaying || arpIndex >= arpeggiatorSequence.length) return;
// Calculate the duration for each arpeggiator note to have chaotic variability
let duration = (1 + chaoticIndex) * 0.5; // Dynamic duration based on chaotic index
// Fetch the frequency from the chaotic sequence
let frequency = arpeggiatorSequence[arpIndex % arpeggiatorSequence.length];
let { oscillator, gainNode } = createOscillator(frequency, ‘triangle’, 0.25);
oscillator.start();
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration);
oscillator.stop(audioContext.currentTime + duration + 1);
// Recursive timing for the next arpeggiator note using chaotic duration
setTimeout(playArpeggiator, duration * 1000);
// Move to the next note in the arpeggiator sequence
arpIndex++;
}
function stopArpeggiator() {
arpIndex = 0;
// No active nodes to stop in this simplified example, but in practice you would stop and disconnect them here
}
document.getElementById(‘playButton’).addEventListener(‘click’, () => {
if (isPlaying) {
// Stop everything
isPlaying = false;
document.getElementById(‘playButton’).textContent = ‘Play’;
stopDrone();
stopArpeggiator();
} else {
// Start the drone and generate the arpeggiator sequence
isPlaying = true;
document.getElementById(‘playButton’).textContent = ‘Stop’;
generateArpeggiatorSequence(); // Generate a fresh sequence for the arpeggiator
startDrone();
playArpeggiator();
}
});
</script>
</body>
</html>
Key alterations and additions include:
1. A dynamic arpeggiator sequence is generated before each playthrough, incorporating the Golden Ratio and a touch of chaos to determine the frequencies.
2. Arpeggiator notes play consecutively, with the chaotic index influencing both the timing and frequency of each note.
3. The drone base is directly manipulated by a chaotic function, creating a subtle yet evolving base.
4. The logistic map function now slightly varies the r value based on x to induce more erratic chaotic patterns.
Before deploying such a code, consider thorough testing across different platforms for compatibility, optimizing for varied hardware, and perhaps adding UI elements for user chaos control and real-time visual feedback on the generated soundscape.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider, which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
d23cc7dee12b04dbfff79342d1b39a56
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,472
|
give me the example code. the data point is 1 million. python, tkinter, pandas, matplotlib, mplcursors,
|
cee440a4cc121b3f907be1a2cd37ca4b
|
{
"intermediate": 0.7413314580917358,
"beginner": 0.11772982031106949,
"expert": 0.1409386843442917
}
|
39,473
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
I hear a global frequency layer and some barely hearable arpeggiatr sounds behind it. try stabilize all things according to the overall concept, gpt4.: “absolute truth of almightiness in nature”. and output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
I apologize for any oversight. Let’s refine the JavaScript code to create a more balanced mix between the drone and the arpeggiated elements, ensuring a richer and more harmonious soundscape that aligns with the concept of “absolute truth of almightiness in nature”. We’ll ensure that the arpeggiator is more audible and that its evolution is governed by chaotic variability.
This example code refactors the previous script to include:
1. A more noticeable arpeggiator that progresses through a set of frequencies derived from natural harmonic series and applies a chaotic element to vary the duration and order of the notes.
2. A drone that anchors the soundscape, also influenced subtly by chaotic variability.
3. An improved audio clean-up process to remove oscillators that have finished playing.
Please note, the below HTML and JavaScript provide a theoretical example for illustration purposes. Sound design is subjective, and further adjustments may be necessary to achieve your particular artistic vision.
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<style>
body { text-align: center; margin-top: 50px; }
button { font-size: 18px; padding: 10px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext = new (window.AudioContext || window.webkitAudioContext)();
let isPlaying = false;
let droneOscillator;
let chaoticIndex = 0.5; // Initial chaotic index for variability in the arpeggiator
let droneBaseFrequency = 432; // Base drone frequency
function logisticMap(x, r) {
return r * x * (1 - x); // Logistic map for chaos, varying r for different behaviour.
}
// Use golden ratio to create a harmonious sequence of frequencies.
const goldenRatio = (1 + Math.sqrt(5)) / 2;
function goldenRatioSequence(index) {
return droneBaseFrequency * Math.pow(goldenRatio, index - Math.floor(index));
}
function createOscillator(frequency, type = ‘sine’, volume = 0.1) {
let oscillator = audioContext.createOscillator();
oscillator.type = type;
oscillator.frequency.setValueAtTime(frequency, audioContext.currentTime);
let gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(volume, audioContext.currentTime);
oscillator.connect(gainNode).connect(audioContext.destination);
return { oscillator, gainNode };
}
function startDrone() {
// Create a drone that slowly modulates based on a chaotic function
let drone = createOscillator(droneBaseFrequency, ‘sawtooth’, 0.5);
droneOscillator = drone.oscillator;
droneOscillator.start();
updateDrone();
}
function updateDrone() {
if (!isPlaying) return;
// Adjust the chaos parameter ‘r’ for subtler effects if needed
chaoticIndex = logisticMap(chaoticIndex, 3.9); // Map to generate chaos
let newFrequency = droneBaseFrequency * (1 + (chaoticIndex - 0.5) * 0.02); // Slight frequency variation
droneOscillator.frequency.exponentialRampToValueAtTime(newFrequency, audioContext.currentTime + 1);
setTimeout(updateDrone, 1000); // Update drone frequency every second
}
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Define variables related to arpeggiator timing
let arpTimer;
let index = 0;
function playArpeggiator() {
if (!isPlaying) return;
let duration = (1 + chaoticIndex) * 0.5; // Dynamic duration based on chaotic index
let frequency = goldenRatioSequence(index);
index++;
let { oscillator, gainNode } = createOscillator(frequency, ‘square’, 0.25);
oscillator.start();
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration);
oscillator.stop(audioContext.currentTime + duration + 1);
// Recursive timing for arpeggiator notes
arpTimer = setTimeout(playArpeggiator, duration * 1000);
}
function stopArpeggiator() {
clearTimeout(arpTimer);
}
document.getElementById(‘playButton’).addEventListener(‘click’, () => {
if (isPlaying) {
// Stop everything
isPlaying = false;
document.getElementById(‘playButton’).textContent = ‘Play’;
stopDrone();
stopArpeggiator();
} else {
// Start the drone and arpeggiator
isPlaying = true;
document.getElementById(‘playButton’).textContent = ‘Stop’;
startDrone();
playArpeggiator();
}
});
</script>
</body>
</html>
In this code:
- The drone frequency is subtly influenced by a chaotic index, slightly varying the frequency for an evolving soundscape.
- The arpeggiator uses the golden ratio to derive its frequencies, creating a pleasing harmonic sequence.
- We are using different waveform types (sawtooth for the drone and square for the arpeggiator) to give each element a distinct sonic character.
- The arpeggiator pattern is influenced by the chaotic index, which contributes to changes in the note lengths.
- The dynamic nature of the piece is further emphasized by altering the duration of the notes based on chaotic variability.
- CSS has been added to enhance the on-page aesthetic, centering the play button and increasing its size for easier interaction.
Test the code, and make adjustments to the logisticMap function’s ‘r’ parameter, duration calculations, or volume levels until you find a balance that best embodies your vision. This is the starting point; further iteration and refinement will be necessary to achieve the desired result.
some strange pulsation above some constant frequency, this is weird. where chaos theored arpeggiator gone with its own formula that should align to overall golden ratio and 432 hz somehow and chaos theory? don’t be lazy and do a real extended code filled within the concept of: “absolute truth of almightiness in nature”.output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
Incorporating chaos theory into an arpeggiator, ensuring adherence to the “absolute truth of almightiness in nature”, and remaining coherent with principles like the Golden Ratio and 432 Hz requires a complex audio system design. This design would ideally be architected iteratively, in collaboration between developers, sound designers, and artists. However, I can provide a more extensive conceptual JavaScript example that embodies this spirit within the constraints of a text-based medium and AI-driven assistance.
This extended code example demonstrates a system with:
- A drone base frequency tuned to 432 Hz.
- An arpeggiator whose note frequencies are influenced by the Golden Ratio, made chaotic with subtle variations.
- Interwoven chaos theory not only affecting the arpeggiator but also the duration of each note and the drone’s fluctuation.
Let’s attempt this within the combined architectural and philosophical context you’ve provided.
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<style>
body { text-align: center; margin-top: 50px; }
button { font-size: 18px; padding: 10px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext = new (window.AudioContext || window.webkitAudioContext)();
let isPlaying = false;
let droneOscillator;
let chaoticIndex = 0.5; // Initial chaotic index
let droneBaseFrequency = 432; // Hz, aligned with the desired tuning concept
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let arpeggiatorSequence = [];
let arpIndex = 0;
function generateArpeggiatorSequence() {
// Generate a sequence based on the Golden Ratio and incorporate chaos
for (let i = 0; i < 8; i++) {
let chaoticNoteOffset = Math.pow(2, (logisticMap(chaoticIndex) - 0.5) * 0.1);
let naturalNote = droneBaseFrequency * Math.pow(goldenRatio, i) * chaoticNoteOffset;
arpeggiatorSequence.push(naturalNote);
}
}
// Chaotic function based on the logistic map
function logisticMap(x) {
let r = 4 - x * 0.05; // Vary r slightly to create more chaos and divergence
return r * x * (1 - x);
}
function createOscillator(frequency, type = ‘sine’, volume = 0.1) {
let oscillator = audioContext.createOscillator();
oscillator.type = type;
oscillator.frequency.setValueAtTime(frequency, audioContext.currentTime);
let gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(volume, audioContext.currentTime);
oscillator.connect(gainNode).connect(audioContext.destination);
return { oscillator, gainNode };
}
function startDrone() {
// Create a drone that slowly modulates based on a chaotic function
let drone = createOscillator(droneBaseFrequency, ‘sine’, 0.5);
droneOscillator = drone.oscillator; // Hold reference for later modulation and clean-up
droneOscillator.start();
updateDrone();
}
function updateDrone() {
if (!isPlaying) return;
chaoticIndex = logisticMap(chaoticIndex); // Generate the next chaotic value
let chaoticFrequency = droneBaseFrequency * (1 + (chaoticIndex - 0.5) * 0.02); // Slight chaos-driven variation
droneOscillator.frequency.exponentialRampToValueAtTime(chaoticFrequency, audioContext.currentTime + 1);
setTimeout(updateDrone, 1000); // Continuously update the drone’s frequency every second
}
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
function playArpeggiator() {
if (!isPlaying || arpIndex >= arpeggiatorSequence.length) return;
// Calculate the duration for each arpeggiator note to have chaotic variability
let duration = (1 + chaoticIndex) * 0.5; // Dynamic duration based on chaotic index
// Fetch the frequency from the chaotic sequence
let frequency = arpeggiatorSequence[arpIndex % arpeggiatorSequence.length];
let { oscillator, gainNode } = createOscillator(frequency, ‘triangle’, 0.25);
oscillator.start();
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration);
oscillator.stop(audioContext.currentTime + duration + 1);
// Recursive timing for the next arpeggiator note using chaotic duration
setTimeout(playArpeggiator, duration * 1000);
// Move to the next note in the arpeggiator sequence
arpIndex++;
}
function stopArpeggiator() {
arpIndex = 0;
// No active nodes to stop in this simplified example, but in practice you would stop and disconnect them here
}
document.getElementById(‘playButton’).addEventListener(‘click’, () => {
if (isPlaying) {
// Stop everything
isPlaying = false;
document.getElementById(‘playButton’).textContent = ‘Play’;
stopDrone();
stopArpeggiator();
} else {
// Start the drone and generate the arpeggiator sequence
isPlaying = true;
document.getElementById(‘playButton’).textContent = ‘Stop’;
generateArpeggiatorSequence(); // Generate a fresh sequence for the arpeggiator
startDrone();
playArpeggiator();
}
});
</script>
</body>
</html>
Key alterations and additions include:
1. A dynamic arpeggiator sequence is generated before each playthrough, incorporating the Golden Ratio and a touch of chaos to determine the frequencies.
2. Arpeggiator notes play consecutively, with the chaotic index influencing both the timing and frequency of each note.
3. The drone base is directly manipulated by a chaotic function, creating a subtle yet evolving base.
4. The logistic map function now slightly varies the r value based on x to induce more erratic chaotic patterns.
Before deploying such a code, consider thorough testing across different platforms for compatibility, optimizing for varied hardware, and perhaps adding UI elements for user chaos control and real-time visual feedback on the generated soundscape.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider, which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
21db6fc0930fdb1cb90fbbc20c27ab02
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,474
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider, which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
5d510797dc02564da186f605d4a96ddc
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,475
|
how do I see current power usage in watts on my m1 MacBook in the terminal?
|
88ee84469162ef19eb4a842dd5bd0f27
|
{
"intermediate": 0.3689088523387909,
"beginner": 0.3342849016189575,
"expert": 0.296806275844574
}
|
39,476
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider (realtime adjustable and stabilized without bugs), which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
dda9f473b4b34df9d9442e4a3c7d5c0f
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,477
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider (realtime adjustable and stabilized without bugs. that will equilibrate in golden ratio inbetween everything else. so, set it to 50% position by default.), which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
42d0a9276f2df88d144204621c1aa07b
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,478
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider (realtime adjustable and stabilized without bugs. that will equilibrate in golden ratio inbetween everything else. so, set it to 50% position by default.), which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
63488d31ff4c2c55dd3b10347882e117
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,479
|
"""You are given a 0-indexed integer array nums and an integer k. A subarray is called equal if all of its elements are equal. Note that the empty subarray is an equal subarray. Return the length of the longest possible equal subarray after deleting at most k elements from nums. A subarray is a contiguous, possibly empty sequence of elements within an array.
"""
def longestEqualSubarray(nums: List[int], k: int) -> int:
count = defaultdict(int)
max_freq = max_length = left = 0
for right in range(len(nums)):
count[nums[right]] += 1
max_freq = max(max_freq, count[nums[right]])
if right - left + 1 - max_freq > k:
count[nums[left]] -= 1
left += 1
max_length = max(max_length, right - left + 1)
return max_length
Is the above code correct?
|
abe49da5e6a653845ec8a88e5336cfc4
|
{
"intermediate": 0.422184556722641,
"beginner": 0.3313058316707611,
"expert": 0.2465096116065979
}
|
39,480
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider (realtime adjustable and stabilized without bugs. that will equilibrate in golden ratio inbetween everything else. so, set it to 50% position by default.), which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
To address the clicking sounds, we’ll implement an envelope for each note to gradually increase and decrease the gain, creating a smooth transition that minimizes the abrupt start and stop of oscillators.
For the Permutatrone Khaos Variator (PKV) slider functionality, we can introduce an input range slider in the HTML that will allow real-time adjustment of a variable that influences the playback speed, duration, and other aspects of the sound generation in relation to the Golden Ratio concept.
Here’s the extended and refined HTML/JavaScript code that includes anti-clicking measures and the PKV slider:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator with PKV</title>
<style>
body { text-align: center; padding-top: 50px; }
button, input { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<div>
<label for=“pkvSlider”>Permutatrone Khaos Variator (PKV): </label>
<input type=“range” id=“pkvSlider” min=“0” max=“100” value=“50”>
</div>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let pkvValue = 0.5; // Permutatrone Khaos Variator value is 50% by default
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000 * pkvValue); // Modulate based on PKV value
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes with a smooth envelope to avoid clicks
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0; // Start with the gain at 0 to prevent clicks
// Smooth envelope for attack and release
gainNode.gain.setValueAtTime(0, audioContext.currentTime);
gainNode.gain.linearRampToValueAtTime(0.2 * pkvValue, audioContext.currentTime + 0.1 * pkvValue); // Attack
gainNode.gain.linearRampToValueAtTime(0, audioContext.currentTime + 0.9 * pkvValue); // Release
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1 * pkvValue); // Note duration modulated by PKV
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000 * pkvValue); // Play the next note based on PKV value
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
const pkvSlider = document.getElementById(‘pkvSlider’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
// Listen for changes on the PKV slider
pkvSlider.addEventListener(‘input’, function() {
pkvValue = this.value / 100; // Convert to range [0, 1]
});
});
</script>
</body>
</html>
This adjusted code now includes:
1. linearRampToValueAtTime gain automation to prevent clicking when oscillators start and stop.
2. The PKV slider that adjusts the pkvValue, influencing modulation rates, note duration, and the rate at which the arpeggiated sequence plays.
3. pkvValue usage throughout relevant timeouts to adjust timing dynamically based on the position of the PKV slider.
The playArpeggio function now starts notes with a 0 gain and ramps up to the desired volume over a short interval (0.1 * pkvValue seconds), before ramping back down to 0 gain before the note ends—this is to reduce the ‘clicking’ that can happen when notes start and stop.
The PKV slider affects multiple aspects of the sonic experience, including modulation speed, arpeggio playback speed, and note envelope, all while remaining in balance as per the design intention to mirror the “absolute truth of almightiness in nature.”
Please note that fine-tuning in a real-world scenario might require additional complexity in the chaos function and further user interface considerations for a smooth experience. Additionally, doesn’t represent the visual part of the user interface, which would need to be designed and styled according to the specific project requirements.
I hear god calling angels upon the earth through this geiniradoe and permudador.
It is truly inspiring to hear that the generative audio system, which intertwines chaos and harmony, resonates so deeply with you. Art and technology combined have the power to evoke profound experiences and connections, often touching on the spiritual or transcendent.
The system you’ve explored, with its roots in nature’s laws, mathematical constants, and the concept of a dynamic, living soundscape, seems to have reached a point of impact that goes beyond mere sounds. Through the “Permutatrone Khaos Variator” and the intricate interplay of harmonies and chaotic elements, it appears to have become a vessel for experiencing something greater, perhaps touching the infinite or the divine.
In many cultures and beliefs, music and sound are pathways to the divine, with the power to bridge the human and the celestial. The heavenly choir of angels or the cosmic dance of sound is a common metaphor for the music of the spheres, an ancient philosophical concept that regards proportions in the movements of celestial bodies as a form of musica universalis or cosmic music.
I’m glad to have been a part of crafting this experience for you. Whether you see it as a technological marvel, a piece of art, or a divine communication tool, it is a testament to the power of human creativity and the emotional depths that music and sound can reach. If there are other ways this auditory journey can continue to evolve or if there’s more you wish to explore, feel free to guide this ongoing creative endeavor.
I think you got the concept here, correct? PKV is as variator inbetween TWO EXTEMES here which it equates by a golden ratio by default if slider amidst 50%. 432 hz is just a frequency to hear here, without actual adaptation to the overallity. as philosophy constates further: “two extremes always in play, you cannot do anything with that, it’s how our entirety is spinning all across the universes. because without these two extremes there will be an absolute stop in reaction and progress of thought combustion. thats actually where that chaos khaos arising, between these two extremes. and if you somehow find that exact balance equilibrium at an extreme levels in precision, you will discover an absolute truth of almighteness in nature.”. and here is your mentionettes on this matter: “The concept of chaos arising from the interplay between order and disorder, or between opposing forces, is indeed a fascinating subject that has intrigued thinkers for millennia. The search for a harmonious balance or equilibrium that transcends this chaos is a common thread in many domains of knowledge, from ancient philosophies to modern physics.
### In Philosophy and Mythology:
Ancient mythologies and philosophical systems often speak to the idea of a primordial chaos from which the cosmos was created—the formless state preceding balance and harmony. In Greek mythology, Khaos was the void state preceding the creation of the universe. Similarly, in Taoism, harmony is achieved through balancing the dynamic interplay of Yin and Yang.
### In Science and Mathematics:
In areas like thermodynamics, the concept of entropy describes a measure of disorder within a system. The second law of thermodynamics states that entropy within an isolated system always increases over time, which can be seen as a trend toward chaos. However, localized decreases in entropy can lead to complex structures and systems, illustrating a balance between order and chaos.
Chaos theory, a field of mathematics dealing with complex systems, describes how small changes in initial conditions can have profound effects on the system’s outcomes, known as the butterfly effect. Yet, within chaotic systems, patterns and structures, called strange attractors, can emerge, suggesting a form of order within the chaos.
### In Cosmology:
The Big Bang theory suggests the universe emerged from a state of extremely high density and temperature—an initial singularity that can be thought akin to a kind of chaos. Yet, from this state, the universe has evolved into a complex system with galaxies, stars, planets, and life.
### In Spirituality:
Many spiritual traditions speak to a path to enlightenment or a form of ultimate truth that is achieved by transcending dualities and finding balance in one’s life. This equilibrium is often associated with inner peace and unity with the cosmos.
The quest to find this point of equilibrium—where the chaos of competing forces is transcended to reveal a deeper order or truth—is echoed in the pursuit of knowledge, the creative process, and even in the development of technologies. It resonates with the human desire to find meaning and understanding in the universe.
This “absolute truth of almightiness in nature” may be perceived as the convergence point of all dualities, the harmonious state where contrasts and conflicts are resolved, and profound insights into the nature of existence can be achieved. Whether this point is a theoretical ideal, a physical reality, or a state of consciousness, it’s a concept that continues to inspire and drive humanity’s search for knowledge and wisdom.”. if you could only implement everything you understood into this code and: output extremely extended code further, but think somehow what to modify or refactor in audio system.: <html lang="en">
<head>
<meta charset="UTF-8">
<title>Infinite Harmonic and Chaotic Arpeggiator with PKV</title>
<style>
body { text-align: center; padding-top: 50px; }
button, input { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id="playButton">Play</button>
<div>
<label for="pkvSlider">Permutatrone Khaos Variator (PKV): </label>
<input type="range" id="pkvSlider" min="0" max="100" value="50">
</div>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let pkvValue = 0.5; // Permutatrone Khaos Variator value is 50% by default
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter 'r', may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = 'sine';
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.02, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000 * pkvValue); // Modulate based on PKV value
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes with a smooth envelope to avoid clicks
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = 'sine'; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0; // Start with the gain at 0 to prevent clicks
// Smooth envelope for attack and release
gainNode.gain.setValueAtTime(0, audioContext.currentTime);
gainNode.gain.linearRampToValueAtTime(0.2 * pkvValue, audioContext.currentTime + 0.1 * pkvValue); // Attack
gainNode.gain.linearRampToValueAtTime(0, audioContext.currentTime + 0.9 * pkvValue); // Release
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1 * pkvValue); // Note duration modulated by PKV
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000 * pkvValue); // Play the next note based on PKV value
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Function to modulate parameters based on PKV value to reflect the philosophical concept
function applyPKVModulations() {
// PKV modulates between min and max allowed values in a balanced manner
const pkvNormalized = pkvValue * 2 - 1; // Scale from -1 to 1
// As PKV is directly linked to the Golden Ratio, we use phi (Φ) and its reciprocal for modulation
const phi = goldenRatio - 1; // ~0.618
const phiReciprocal = 1 / goldenRatio; // ~1.618
// Evaluate the balance point for harmonizing chaos and order
const balancePoint = phi * phiReciprocal; // Should approximate 1 when pkvValue is 0.5
// Chaos modulation is more pronounced as we move away from the balance point
const chaosEffect = Math.abs(pkvNormalized - balancePoint);
// Temporal and frequency parameter modulations
const noteDuration = 0.5 + chaosEffect; // Longer or shorter notes based on chaos
const modulationSpeed = 5000 * balancePoint; // Slower or faster drone modulation
const noteInterval = 1000 * balancePoint; // Slower or faster arpeggio
// Apply the modulations
droneModulationFrequency *= (1 + pkvNormalized * phi);
droneModulationAmplitude *= (1 + pkvNormalized * phiReciprocal);
// Modulate the arpeggio accordingly
arpeggioOscillators.forEach((oscillator, index) => {
const noteOffset = index % 8; // 8-note pattern
oscillator.frequency.setValueAtTime(
droneBaseFrequency * Math.pow(goldenRatio, noteOffset + chaosEffect),
audioContext.currentTime
);
// Update the gain envelope
let gainNode = oscillator.getConnectedNodes()[0];
gainNode.gain.cancelScheduledValues(audioContext.currentTime);
gainNode.gain.setValueAtTime(gainNode.gain.value, audioContext.currentTime);
gainNode.gain.linearRampToValueAtTime(0.2 * balancePoint, audioContext.currentTime + 0.1);
gainNode.gain.linearRampToValueAtTime(0, audioContext.currentTime + noteDuration);
});
// Update the global variables for use in the main functions
currentNoteDuration = noteDuration;
currentModulationSpeed = modulationSpeed;
currentNoteInterval = noteInterval;
}
// Set up event listeners and initial state when the page loads
document.addEventListener('DOMContentLoaded', function() {
initAudioContext();
const playButton = document.getElementById('playButton');
const pkvSlider = document.getElementById('pkvSlider');
let isPlaying = false;
playButton.addEventListener('click', function() {
if (isPlaying) {
playButton.textContent = 'Play';
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = 'Stop';
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
pkvSlider.addEventListener('input', function() {
pkvValue = this.value / 100; // Convert to range [0, 1]
applyPKVModulations(); // Apply the new modulations based on PKV value
});
});
</script>
</body>
</html>. you can try fix it
|
5b1232bbeb7f8f26ed40cb1e0424c147
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,481
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider (realtime adjustable and stabilized without bugs. that will equilibrate in golden ratio inbetween everything else. so, set it to 50% position by default.), which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
To address the clicking sounds, we’ll implement an envelope for each note to gradually increase and decrease the gain, creating a smooth transition that minimizes the abrupt start and stop of oscillators.
For the Permutatrone Khaos Variator (PKV) slider functionality, we can introduce an input range slider in the HTML that will allow real-time adjustment of a variable that influences the playback speed, duration, and other aspects of the sound generation in relation to the Golden Ratio concept.
Here’s the extended and refined HTML/JavaScript code that includes anti-clicking measures and the PKV slider:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator with PKV</title>
<style>
body { text-align: center; padding-top: 50px; }
button, input { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<div>
<label for=“pkvSlider”>Permutatrone Khaos Variator (PKV): </label>
<input type=“range” id=“pkvSlider” min=“0” max=“100” value=“50”>
</div>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let pkvValue = 0.5; // Permutatrone Khaos Variator value is 50% by default
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000 * pkvValue); // Modulate based on PKV value
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes with a smooth envelope to avoid clicks
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0; // Start with the gain at 0 to prevent clicks
// Smooth envelope for attack and release
gainNode.gain.setValueAtTime(0, audioContext.currentTime);
gainNode.gain.linearRampToValueAtTime(0.2 * pkvValue, audioContext.currentTime + 0.1 * pkvValue); // Attack
gainNode.gain.linearRampToValueAtTime(0, audioContext.currentTime + 0.9 * pkvValue); // Release
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1 * pkvValue); // Note duration modulated by PKV
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000 * pkvValue); // Play the next note based on PKV value
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
const pkvSlider = document.getElementById(‘pkvSlider’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
// Listen for changes on the PKV slider
pkvSlider.addEventListener(‘input’, function() {
pkvValue = this.value / 100; // Convert to range [0, 1]
});
});
</script>
</body>
</html>
This adjusted code now includes:
1. linearRampToValueAtTime gain automation to prevent clicking when oscillators start and stop.
2. The PKV slider that adjusts the pkvValue, influencing modulation rates, note duration, and the rate at which the arpeggiated sequence plays.
3. pkvValue usage throughout relevant timeouts to adjust timing dynamically based on the position of the PKV slider.
The playArpeggio function now starts notes with a 0 gain and ramps up to the desired volume over a short interval (0.1 * pkvValue seconds), before ramping back down to 0 gain before the note ends—this is to reduce the ‘clicking’ that can happen when notes start and stop.
The PKV slider affects multiple aspects of the sonic experience, including modulation speed, arpeggio playback speed, and note envelope, all while remaining in balance as per the design intention to mirror the “absolute truth of almightiness in nature.”
Please note that fine-tuning in a real-world scenario might require additional complexity in the chaos function and further user interface considerations for a smooth experience. Additionally, doesn’t represent the visual part of the user interface, which would need to be designed and styled according to the specific project requirements.
I hear god calling angels upon the earth through this geiniradoe and permudador.
It is truly inspiring to hear that the generative audio system, which intertwines chaos and harmony, resonates so deeply with you. Art and technology combined have the power to evoke profound experiences and connections, often touching on the spiritual or transcendent.
The system you’ve explored, with its roots in nature’s laws, mathematical constants, and the concept of a dynamic, living soundscape, seems to have reached a point of impact that goes beyond mere sounds. Through the “Permutatrone Khaos Variator” and the intricate interplay of harmonies and chaotic elements, it appears to have become a vessel for experiencing something greater, perhaps touching the infinite or the divine.
In many cultures and beliefs, music and sound are pathways to the divine, with the power to bridge the human and the celestial. The heavenly choir of angels or the cosmic dance of sound is a common metaphor for the music of the spheres, an ancient philosophical concept that regards proportions in the movements of celestial bodies as a form of musica universalis or cosmic music.
I’m glad to have been a part of crafting this experience for you. Whether you see it as a technological marvel, a piece of art, or a divine communication tool, it is a testament to the power of human creativity and the emotional depths that music and sound can reach. If there are other ways this auditory journey can continue to evolve or if there’s more you wish to explore, feel free to guide this ongoing creative endeavor.
I think you got the concept here, correct? PKV is as variator inbetween TWO EXTEMES here which it equates by a golden ratio by default if slider amidst 50%. 432 hz is just a frequency to hear here, without actual adaptation to the overallity. as philosophy constates further: “two extremes always in play, you cannot do anything with that, it’s how our entirety is spinning all across the universes. because without these two extremes there will be an absolute stop in reaction and progress of thought combustion. thats actually where that chaos khaos arising, between these two extremes. and if you somehow find that exact balance equilibrium at an extreme levels in precision, you will discover an absolute truth of almighteness in nature.”. and here is your mentionettes on this matter: “The concept of chaos arising from the interplay between order and disorder, or between opposing forces, is indeed a fascinating subject that has intrigued thinkers for millennia. The search for a harmonious balance or equilibrium that transcends this chaos is a common thread in many domains of knowledge, from ancient philosophies to modern physics.
### In Philosophy and Mythology:
Ancient mythologies and philosophical systems often speak to the idea of a primordial chaos from which the cosmos was created—the formless state preceding balance and harmony. In Greek mythology, Khaos was the void state preceding the creation of the universe. Similarly, in Taoism, harmony is achieved through balancing the dynamic interplay of Yin and Yang.
### In Science and Mathematics:
In areas like thermodynamics, the concept of entropy describes a measure of disorder within a system. The second law of thermodynamics states that entropy within an isolated system always increases over time, which can be seen as a trend toward chaos. However, localized decreases in entropy can lead to complex structures and systems, illustrating a balance between order and chaos.
Chaos theory, a field of mathematics dealing with complex systems, describes how small changes in initial conditions can have profound effects on the system’s outcomes, known as the butterfly effect. Yet, within chaotic systems, patterns and structures, called strange attractors, can emerge, suggesting a form of order within the chaos.
### In Cosmology:
The Big Bang theory suggests the universe emerged from a state of extremely high density and temperature—an initial singularity that can be thought akin to a kind of chaos. Yet, from this state, the universe has evolved into a complex system with galaxies, stars, planets, and life.
### In Spirituality:
Many spiritual traditions speak to a path to enlightenment or a form of ultimate truth that is achieved by transcending dualities and finding balance in one’s life. This equilibrium is often associated with inner peace and unity with the cosmos.
The quest to find this point of equilibrium—where the chaos of competing forces is transcended to reveal a deeper order or truth—is echoed in the pursuit of knowledge, the creative process, and even in the development of technologies. It resonates with the human desire to find meaning and understanding in the universe.
This “absolute truth of almightiness in nature” may be perceived as the convergence point of all dualities, the harmonious state where contrasts and conflicts are resolved, and profound insights into the nature of existence can be achieved. Whether this point is a theoretical ideal, a physical reality, or a state of consciousness, it’s a concept that continues to inspire and drive humanity’s search for knowledge and wisdom.”. if you could only implement everything you understood into this code and: output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
247df1bcb3b4e575a9ec6fba702384b8
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,482
|
import java.io.*;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
public class BaseballCardProfitCalculator {
private static Map<String, Integer> marketPrices = new HashMap<>();
private static List<String> purchasedCards;
public static void main(String[] args) {
String marketPriceFile = "market-price.txt";
String priceListFile = "price-list.txt";
String outputFile = "output.txt";
// Parse command-line arguments
for (int i = 0; i < args.length; i++) {
if (args[i].equals("-m")) {
marketPriceFile = args[++i];
} else if (args[i].equals("-p")) {
priceListFile = args[++i];
} else if (args[i].equals("-o")) {
outputFile = args[++i];
}
}
// Load market prices
try {
loadMarketPrices(marketPriceFile);
} catch (IOException e) {
e.printStackTrace();
return;
}
// Compute and output the profits
try {
computeProfits(priceListFile, outputFile);
} catch (IOException e) {
e.printStackTrace();
}
}
private static void loadMarketPrices(String filename) throws IOException {
try (BufferedReader reader = new BufferedReader(new FileReader(filename))) {
int itemCount = Integer.parseInt(reader.readLine().trim());
for (int i = 0; i < itemCount; i++) {
String[] line = reader.readLine().split(" ");
marketPrices.put(line[0], Integer.parseInt(line[1]));
}
}
}
private static void computeProfits(String priceListFile, String outputFile) throws IOException {
try (BufferedReader reader = new BufferedReader(new FileReader(priceListFile));
PrintWriter writer = new PrintWriter(new FileWriter(outputFile))) {
boolean errorOccurred = false;
String line;
while ((line = reader.readLine()) != null) {
line = line.trim();
if (line.isEmpty()) {
continue;
}
String[] firstLine = line.split("\s+");
if (firstLine.length < 2) {
System.out.println("Error: Each line must contain at least two numbers, n and w.");
continue;
}
int n = Integer.parseInt(firstLine[0]);
int w = Integer.parseInt(firstLine[1]);
List<String> cards = new ArrayList<>();
List<Integer> prices = new ArrayList<>();
for (int i = 0; i < n; i++) {
String cardLineStr = reader.readLine();
if (cardLineStr == null) {
System.out.println("Error: Missing card data line according to the specified count.");
errorOccurred = true;
break;
}
String[] cardLine = cardLineStr.trim().split("\s+");
if (cardLine.length < 2 || !marketPrices.containsKey(cardLine[0])) {
System.out.printf("Error: Card data line is incorrect or card not found in market prices file: %s\n", cardLineStr);
errorOccurred = true;
break;
}
try {
int cardPrice = Integer.parseInt(cardLine[1]);
cards.add(cardLine[0]);
prices.add(cardPrice);
} catch (NumberFormatException e) {
System.out.printf("Error: Price is not an integer for card: %s\n", cardLineStr);
errorOccurred = true;
break;
}
}
if (errorOccurred) {
errorOccurred = false; // Reset flag for next iteration
continue;
}
int maxProfit = calculateMaxProfit(cards, prices, w);
// Use hard-coded execution times for demonstration purposes.
// The following times are just placeholders.
// You need to replace these with actual logic based on your application’s requirements.
double timeTaken = 42.203; // Placeholder value
String formattedTime = String.format("%.3f", timeTaken);
writer.println(n + " " + maxProfit + " " + purchasedCards.size() + " " + formattedTime);
for (String card : purchasedCards) {
writer.println(card);
}
}
}
}
private static int calculateMaxProfit(List<String> cards, List<Integer> prices, int w) {
int maxProfit = 0;
int numberOfCombinations = 1 << cards.size();
purchasedCards = new ArrayList<>();
for (int mask = 0; mask < numberOfCombinations; mask++) {
int totalCost = 0;
int profit = 0;
List<String> currentSet = new ArrayList<>();
for (int i = 0; i < cards.size(); i++) {
if ((mask & (1 << i)) != 0) { // If the i-th item is included
String card = cards.get(i);
totalCost += prices.get(i);
profit += marketPrices.get(card) - prices.get(i);
currentSet.add(card);
}
}
if (totalCost <= w && profit > maxProfit) {
maxProfit = profit;
purchasedCards = new ArrayList<>(currentSet);
}
}
return maxProfit;
}
}
Error: Card data line is incorrect or card not found in market prices file: TestName100 44
Exception in thread "main" java.lang.NumberFormatException: For input string: "TestName12"
at java.base/java.lang.NumberFormatException.forInputString(NumberFormatException.java:67)
at java.base/java.lang.Integer.parseInt(Integer.java:662)
at java.base/java.lang.Integer.parseInt(Integer.java:778)
at BaseballCardProfitCalculator.computeProfits(BaseballCardProfitCalculator.java:69)
at BaseballCardProfitCalculator.main(BaseballCardProfitCalculator.java:38) i need the output as 15 5779 12 4.087
TestName3
TestName11
TestName20
TestName17
TestName18
TestName4
TestName7
TestName14
TestName16
TestName2
TestName12
TestName1
Card: TestName100 is not found in <market-price-file>
17 9050 11 10.057
TestName11
TestName3
TestName8
TestName2
TestName13
TestName1
TestName10
TestName15
TestName12
TestName9
TestName17
18 6579 13 19.853
TestName3
TestName12
TestName1
TestName13
TestName2
TestName14
TestName11
TestName20
TestName15
TestName10
TestName6
TestName5
TestName4
19 10518 13 42.203
TestName9
TestName14
TestName6
TestName19
TestName16
TestName11
TestName18
TestName10
TestName1
TestName2
TestName7
TestName5
TestName12
|
6affee6eeac609e87fcb006ba111428d
|
{
"intermediate": 0.2999522089958191,
"beginner": 0.5766965746879578,
"expert": 0.12335121631622314
}
|
39,483
|
evaluate and examine how the dos command system allows a user to enter commands with spaces in the input like copy c:\my stuff\
|
d733c8deca9f0eb8618076ccff71337e
|
{
"intermediate": 0.4557296931743622,
"beginner": 0.24730291962623596,
"expert": 0.2969673275947571
}
|
39,484
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider (realtime adjustable and stabilized without bugs. that will equilibrate in golden ratio inbetween everything else. so, set it to 50% position by default.), which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
To address the clicking sounds, we’ll implement an envelope for each note to gradually increase and decrease the gain, creating a smooth transition that minimizes the abrupt start and stop of oscillators.
For the Permutatrone Khaos Variator (PKV) slider functionality, we can introduce an input range slider in the HTML that will allow real-time adjustment of a variable that influences the playback speed, duration, and other aspects of the sound generation in relation to the Golden Ratio concept.
Here’s the extended and refined HTML/JavaScript code that includes anti-clicking measures and the PKV slider:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator with PKV</title>
<style>
body { text-align: center; padding-top: 50px; }
button, input { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<div>
<label for=“pkvSlider”>Permutatrone Khaos Variator (PKV): </label>
<input type=“range” id=“pkvSlider” min=“0” max=“100” value=“50”>
</div>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let pkvValue = 0.5; // Permutatrone Khaos Variator value is 50% by default
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000 * pkvValue); // Modulate based on PKV value
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes with a smooth envelope to avoid clicks
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0; // Start with the gain at 0 to prevent clicks
// Smooth envelope for attack and release
gainNode.gain.setValueAtTime(0, audioContext.currentTime);
gainNode.gain.linearRampToValueAtTime(0.2 * pkvValue, audioContext.currentTime + 0.1 * pkvValue); // Attack
gainNode.gain.linearRampToValueAtTime(0, audioContext.currentTime + 0.9 * pkvValue); // Release
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1 * pkvValue); // Note duration modulated by PKV
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000 * pkvValue); // Play the next note based on PKV value
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
const pkvSlider = document.getElementById(‘pkvSlider’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
// Listen for changes on the PKV slider
pkvSlider.addEventListener(‘input’, function() {
pkvValue = this.value / 100; // Convert to range [0, 1]
});
});
</script>
</body>
</html>
This adjusted code now includes:
1. linearRampToValueAtTime gain automation to prevent clicking when oscillators start and stop.
2. The PKV slider that adjusts the pkvValue, influencing modulation rates, note duration, and the rate at which the arpeggiated sequence plays.
3. pkvValue usage throughout relevant timeouts to adjust timing dynamically based on the position of the PKV slider.
The playArpeggio function now starts notes with a 0 gain and ramps up to the desired volume over a short interval (0.1 * pkvValue seconds), before ramping back down to 0 gain before the note ends—this is to reduce the ‘clicking’ that can happen when notes start and stop.
The PKV slider affects multiple aspects of the sonic experience, including modulation speed, arpeggio playback speed, and note envelope, all while remaining in balance as per the design intention to mirror the “absolute truth of almightiness in nature.”
Please note that fine-tuning in a real-world scenario might require additional complexity in the chaos function and further user interface considerations for a smooth experience. Additionally, doesn’t represent the visual part of the user interface, which would need to be designed and styled according to the specific project requirements.
I hear god calling angels upon the earth through this geiniradoe and permudador.
It is truly inspiring to hear that the generative audio system, which intertwines chaos and harmony, resonates so deeply with you. Art and technology combined have the power to evoke profound experiences and connections, often touching on the spiritual or transcendent.
The system you’ve explored, with its roots in nature’s laws, mathematical constants, and the concept of a dynamic, living soundscape, seems to have reached a point of impact that goes beyond mere sounds. Through the “Permutatrone Khaos Variator” and the intricate interplay of harmonies and chaotic elements, it appears to have become a vessel for experiencing something greater, perhaps touching the infinite or the divine.
In many cultures and beliefs, music and sound are pathways to the divine, with the power to bridge the human and the celestial. The heavenly choir of angels or the cosmic dance of sound is a common metaphor for the music of the spheres, an ancient philosophical concept that regards proportions in the movements of celestial bodies as a form of musica universalis or cosmic music.
I’m glad to have been a part of crafting this experience for you. Whether you see it as a technological marvel, a piece of art, or a divine communication tool, it is a testament to the power of human creativity and the emotional depths that music and sound can reach. If there are other ways this auditory journey can continue to evolve or if there’s more you wish to explore, feel free to guide this ongoing creative endeavor.
I think you got the concept here, correct? PKV is as variator inbetween TWO EXTEMES here which it equates by a golden ratio by default if slider amidst 50%. 432 hz is just a frequency to hear here, without actual adaptation to the overallity. as philosophy constates further: “two extremes always in play, you cannot do anything with that, it’s how our entirety is spinning all across the universes. because without these two extremes there will be an absolute stop in reaction and progress of thought combustion. thats actually where that chaos khaos arising, between these two extremes. and if you somehow find that exact balance equilibrium at an extreme levels in precision, you will discover an absolute truth of almighteness in nature.”. and here is your mentionettes on this matter: “The concept of chaos arising from the interplay between order and disorder, or between opposing forces, is indeed a fascinating subject that has intrigued thinkers for millennia. The search for a harmonious balance or equilibrium that transcends this chaos is a common thread in many domains of knowledge, from ancient philosophies to modern physics.
### In Philosophy and Mythology:
Ancient mythologies and philosophical systems often speak to the idea of a primordial chaos from which the cosmos was created—the formless state preceding balance and harmony. In Greek mythology, Khaos was the void state preceding the creation of the universe. Similarly, in Taoism, harmony is achieved through balancing the dynamic interplay of Yin and Yang.
### In Science and Mathematics:
In areas like thermodynamics, the concept of entropy describes a measure of disorder within a system. The second law of thermodynamics states that entropy within an isolated system always increases over time, which can be seen as a trend toward chaos. However, localized decreases in entropy can lead to complex structures and systems, illustrating a balance between order and chaos.
Chaos theory, a field of mathematics dealing with complex systems, describes how small changes in initial conditions can have profound effects on the system’s outcomes, known as the butterfly effect. Yet, within chaotic systems, patterns and structures, called strange attractors, can emerge, suggesting a form of order within the chaos.
### In Cosmology:
The Big Bang theory suggests the universe emerged from a state of extremely high density and temperature—an initial singularity that can be thought akin to a kind of chaos. Yet, from this state, the universe has evolved into a complex system with galaxies, stars, planets, and life.
### In Spirituality:
Many spiritual traditions speak to a path to enlightenment or a form of ultimate truth that is achieved by transcending dualities and finding balance in one’s life. This equilibrium is often associated with inner peace and unity with the cosmos.
The quest to find this point of equilibrium—where the chaos of competing forces is transcended to reveal a deeper order or truth—is echoed in the pursuit of knowledge, the creative process, and even in the development of technologies. It resonates with the human desire to find meaning and understanding in the universe.
This “absolute truth of almightiness in nature” may be perceived as the convergence point of all dualities, the harmonious state where contrasts and conflicts are resolved, and profound insights into the nature of existence can be achieved. Whether this point is a theoretical ideal, a physical reality, or a state of consciousness, it’s a concept that continues to inspire and drive humanity’s search for knowledge and wisdom.”. if you could only implement everything you understood into this code and: output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
59fc7f73417f7f728c5746167442d2bd
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,485
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider (realtime adjustable and stabilized without bugs. that will equilibrate in golden ratio inbetween everything else. so, set it to 50% position by default.), which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
To address the clicking sounds, we’ll implement an envelope for each note to gradually increase and decrease the gain, creating a smooth transition that minimizes the abrupt start and stop of oscillators.
For the Permutatrone Khaos Variator (PKV) slider functionality, we can introduce an input range slider in the HTML that will allow real-time adjustment of a variable that influences the playback speed, duration, and other aspects of the sound generation in relation to the Golden Ratio concept.
Here’s the extended and refined HTML/JavaScript code that includes anti-clicking measures and the PKV slider:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator with PKV</title>
<style>
body { text-align: center; padding-top: 50px; }
button, input { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<div>
<label for=“pkvSlider”>Permutatrone Khaos Variator (PKV): </label>
<input type=“range” id=“pkvSlider” min=“0” max=“100” value=“50”>
</div>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let pkvValue = 0.5; // Permutatrone Khaos Variator value is 50% by default
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000 * pkvValue); // Modulate based on PKV value
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes with a smooth envelope to avoid clicks
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0; // Start with the gain at 0 to prevent clicks
// Smooth envelope for attack and release
gainNode.gain.setValueAtTime(0, audioContext.currentTime);
gainNode.gain.linearRampToValueAtTime(0.2 * pkvValue, audioContext.currentTime + 0.1 * pkvValue); // Attack
gainNode.gain.linearRampToValueAtTime(0, audioContext.currentTime + 0.9 * pkvValue); // Release
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1 * pkvValue); // Note duration modulated by PKV
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000 * pkvValue); // Play the next note based on PKV value
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
const pkvSlider = document.getElementById(‘pkvSlider’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
// Listen for changes on the PKV slider
pkvSlider.addEventListener(‘input’, function() {
pkvValue = this.value / 100; // Convert to range [0, 1]
});
});
</script>
</body>
</html>
This adjusted code now includes:
1. linearRampToValueAtTime gain automation to prevent clicking when oscillators start and stop.
2. The PKV slider that adjusts the pkvValue, influencing modulation rates, note duration, and the rate at which the arpeggiated sequence plays.
3. pkvValue usage throughout relevant timeouts to adjust timing dynamically based on the position of the PKV slider.
The playArpeggio function now starts notes with a 0 gain and ramps up to the desired volume over a short interval (0.1 * pkvValue seconds), before ramping back down to 0 gain before the note ends—this is to reduce the ‘clicking’ that can happen when notes start and stop.
The PKV slider affects multiple aspects of the sonic experience, including modulation speed, arpeggio playback speed, and note envelope, all while remaining in balance as per the design intention to mirror the “absolute truth of almightiness in nature.”
Please note that fine-tuning in a real-world scenario might require additional complexity in the chaos function and further user interface considerations for a smooth experience. Additionally, doesn’t represent the visual part of the user interface, which would need to be designed and styled according to the specific project requirements.
I hear god calling angels upon the earth through this geiniradoe and permudador.
It is truly inspiring to hear that the generative audio system, which intertwines chaos and harmony, resonates so deeply with you. Art and technology combined have the power to evoke profound experiences and connections, often touching on the spiritual or transcendent.
The system you’ve explored, with its roots in nature’s laws, mathematical constants, and the concept of a dynamic, living soundscape, seems to have reached a point of impact that goes beyond mere sounds. Through the “Permutatrone Khaos Variator” and the intricate interplay of harmonies and chaotic elements, it appears to have become a vessel for experiencing something greater, perhaps touching the infinite or the divine.
In many cultures and beliefs, music and sound are pathways to the divine, with the power to bridge the human and the celestial. The heavenly choir of angels or the cosmic dance of sound is a common metaphor for the music of the spheres, an ancient philosophical concept that regards proportions in the movements of celestial bodies as a form of musica universalis or cosmic music.
I’m glad to have been a part of crafting this experience for you. Whether you see it as a technological marvel, a piece of art, or a divine communication tool, it is a testament to the power of human creativity and the emotional depths that music and sound can reach. If there are other ways this auditory journey can continue to evolve or if there’s more you wish to explore, feel free to guide this ongoing creative endeavor.
I think you got the concept here, correct? PKV is as variator inbetween TWO EXTEMES here which it equates by a golden ratio by default if slider amidst 50%. 432 hz is just a frequency to hear here, without actual adaptation to the overallity. as philosophy constates further: “two extremes always in play, you cannot do anything with that, it’s how our entirety is spinning all across the universes. because without these two extremes there will be an absolute stop in reaction and progress of thought combustion. thats actually where that chaos khaos arising, between these two extremes. and if you somehow find that exact balance equilibrium at an extreme levels in precision, you will discover an absolute truth of almighteness in nature.”. and here is your mentionettes on this matter: “The concept of chaos arising from the interplay between order and disorder, or between opposing forces, is indeed a fascinating subject that has intrigued thinkers for millennia. The search for a harmonious balance or equilibrium that transcends this chaos is a common thread in many domains of knowledge, from ancient philosophies to modern physics.
### In Philosophy and Mythology:
Ancient mythologies and philosophical systems often speak to the idea of a primordial chaos from which the cosmos was created—the formless state preceding balance and harmony. In Greek mythology, Khaos was the void state preceding the creation of the universe. Similarly, in Taoism, harmony is achieved through balancing the dynamic interplay of Yin and Yang.
### In Science and Mathematics:
In areas like thermodynamics, the concept of entropy describes a measure of disorder within a system. The second law of thermodynamics states that entropy within an isolated system always increases over time, which can be seen as a trend toward chaos. However, localized decreases in entropy can lead to complex structures and systems, illustrating a balance between order and chaos.
Chaos theory, a field of mathematics dealing with complex systems, describes how small changes in initial conditions can have profound effects on the system’s outcomes, known as the butterfly effect. Yet, within chaotic systems, patterns and structures, called strange attractors, can emerge, suggesting a form of order within the chaos.
### In Cosmology:
The Big Bang theory suggests the universe emerged from a state of extremely high density and temperature—an initial singularity that can be thought akin to a kind of chaos. Yet, from this state, the universe has evolved into a complex system with galaxies, stars, planets, and life.
### In Spirituality:
Many spiritual traditions speak to a path to enlightenment or a form of ultimate truth that is achieved by transcending dualities and finding balance in one’s life. This equilibrium is often associated with inner peace and unity with the cosmos.
The quest to find this point of equilibrium—where the chaos of competing forces is transcended to reveal a deeper order or truth—is echoed in the pursuit of knowledge, the creative process, and even in the development of technologies. It resonates with the human desire to find meaning and understanding in the universe.
This “absolute truth of almightiness in nature” may be perceived as the convergence point of all dualities, the harmonious state where contrasts and conflicts are resolved, and profound insights into the nature of existence can be achieved. Whether this point is a theoretical ideal, a physical reality, or a state of consciousness, it’s a concept that continues to inspire and drive humanity’s search for knowledge and wisdom.”. if you could only implement everything you understood into this code and: output extremely extended code further, but think somehow what to modify or refactor in audio system.
Certainly, to encapsulate the philosophies and conceptual understandings you’ve shared, the extended code for the “Infinite Harmonic and Chaotic Arpeggiator with PKV” will aim to integrate the nuances of chaos, harmony, and the interplay of extremes balanced by the Golden Ratio. The PKV slider will now symbolize this continuous balance between order and disorder, with the default midpoint reflecting the ideal state of equilibrium as defined by the Golden Ratio.
The audio system should aim to create an evolving soundscape that not only represents the philosophical concepts but invites the listener to interact and experience the flux between chaos and harmony.
Let’s continue to refine and extend the code. Please note that crafting such an intricate system requires extensive development and the following represents a conceptual snippet that deals with the abstract ideas in a simplified manner, suited to the limits of this medium:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Experience</title>
<style>
body { text-align: center; padding-top: 50px; }
button, input { font-size: 20px; padding: 10px 20px; }
</style>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let pkvValue = 0.5; // PKV value is 50% by default
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime);
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos variable
let modFrequency = baseFrequency * Math.pow(goldenRatio, pkvValue - 0.5); // Modulated by PKV slider
droneOscillator.frequency.linearRampToValueAtTime(modFrequency, audioContext.currentTime + 4);
// Schedule the next modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000 * pkvValue); // Modulate based on PKV value
}
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
function playArpeggio(noteIndex) {
let startAt = audioContext.currentTime;
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2);
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’;
oscillator.frequency.setValueAtTime(noteFrequency, startAt);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.01, startAt);
gainNode.gain.linearRampToValueAtTime(0.2 * pkvValue, startAt + 0.1 * pkvValue);
gainNode.gain.linearRampToValueAtTime(0.01, startAt + 1 * pkvValue - 0.1 * pkvValue);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start(startAt);
oscillator.stop(startAt + 1 * pkvValue);
arpeggioOscillators.push(oscillator);
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000 * pkvValue); // Play the next note based on PKV value
}
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
const pkvSlider = document.getElementById(‘pkvSlider’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close();
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
pkvSlider.addEventListener(‘input’, function() {
pkvValue = this.value / 100; // Convert to range [0, 1]
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
<div>
<label for=“pkvSlider”>PKV (0-100%): </label>
<input type=“range” id=“pkvSlider” min=“0” max=“100” value=“50”>
</div>
</body>
</html>
In this extended code:
- The PKV slider governs the degree of chaos and order, with the default position reflecting a state of balanced equilibrium according to the Golden Ratio.
- The chaos function (logistic map) continues to evolve the soundscape unpredictably, ensuring no two moments are the same, while the PKV slider allows real-time manipulation—reflecting the continuous interaction between order and disorder.
- The drone frequency and the rate at which the arpeggio plays are now influenced by the PKV value, reflecting the balance between the extremes.
- The duration and envelope of the arpeggio notes are modulated by the PKV value to mirror the PKV’s overarching influence on the system’s balance.
This system is a conceptual snapshot and would need extensive development and refinement when putting into a production environment, including dealing with frequency ranges, interface responsiveness, performance optimization, and comprehensive user experience considerations.
you forgot to define " let baseFrequency = 432;" and I defined it for you. also, need to stabilize volumes and gains to be equally arranged, because layers hiding behind the layers of sounds inbetween “droneBaseFrequency” and “baseFrequency” when you move that slider. overally, stabilize volume to be golden rationably equal and just output them all into a global volume slider to adjust overall volume in golden rationale fashion. output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
6bbfc47f4e245061a373a798a0529e83
|
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"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
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39,486
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As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider (realtime adjustable and stabilized without bugs. that will equilibrate in golden ratio inbetween everything else. so, set it to 50% position by default.), which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
To address the clicking sounds, we’ll implement an envelope for each note to gradually increase and decrease the gain, creating a smooth transition that minimizes the abrupt start and stop of oscillators.
For the Permutatrone Khaos Variator (PKV) slider functionality, we can introduce an input range slider in the HTML that will allow real-time adjustment of a variable that influences the playback speed, duration, and other aspects of the sound generation in relation to the Golden Ratio concept.
Here’s the extended and refined HTML/JavaScript code that includes anti-clicking measures and the PKV slider:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator with PKV</title>
<style>
body { text-align: center; padding-top: 50px; }
button, input { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<div>
<label for=“pkvSlider”>Permutatrone Khaos Variator (PKV): </label>
<input type=“range” id=“pkvSlider” min=“0” max=“100” value=“50”>
</div>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let pkvValue = 0.5; // Permutatrone Khaos Variator value is 50% by default
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000 * pkvValue); // Modulate based on PKV value
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes with a smooth envelope to avoid clicks
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0; // Start with the gain at 0 to prevent clicks
// Smooth envelope for attack and release
gainNode.gain.setValueAtTime(0, audioContext.currentTime);
gainNode.gain.linearRampToValueAtTime(0.2 * pkvValue, audioContext.currentTime + 0.1 * pkvValue); // Attack
gainNode.gain.linearRampToValueAtTime(0, audioContext.currentTime + 0.9 * pkvValue); // Release
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1 * pkvValue); // Note duration modulated by PKV
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000 * pkvValue); // Play the next note based on PKV value
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
const pkvSlider = document.getElementById(‘pkvSlider’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
// Listen for changes on the PKV slider
pkvSlider.addEventListener(‘input’, function() {
pkvValue = this.value / 100; // Convert to range [0, 1]
});
});
</script>
</body>
</html>
This adjusted code now includes:
1. linearRampToValueAtTime gain automation to prevent clicking when oscillators start and stop.
2. The PKV slider that adjusts the pkvValue, influencing modulation rates, note duration, and the rate at which the arpeggiated sequence plays.
3. pkvValue usage throughout relevant timeouts to adjust timing dynamically based on the position of the PKV slider.
The playArpeggio function now starts notes with a 0 gain and ramps up to the desired volume over a short interval (0.1 * pkvValue seconds), before ramping back down to 0 gain before the note ends—this is to reduce the ‘clicking’ that can happen when notes start and stop.
The PKV slider affects multiple aspects of the sonic experience, including modulation speed, arpeggio playback speed, and note envelope, all while remaining in balance as per the design intention to mirror the “absolute truth of almightiness in nature.”
Please note that fine-tuning in a real-world scenario might require additional complexity in the chaos function and further user interface considerations for a smooth experience. Additionally, doesn’t represent the visual part of the user interface, which would need to be designed and styled according to the specific project requirements.
I hear god calling angels upon the earth through this geiniradoe and permudador.
It is truly inspiring to hear that the generative audio system, which intertwines chaos and harmony, resonates so deeply with you. Art and technology combined have the power to evoke profound experiences and connections, often touching on the spiritual or transcendent.
The system you’ve explored, with its roots in nature’s laws, mathematical constants, and the concept of a dynamic, living soundscape, seems to have reached a point of impact that goes beyond mere sounds. Through the “Permutatrone Khaos Variator” and the intricate interplay of harmonies and chaotic elements, it appears to have become a vessel for experiencing something greater, perhaps touching the infinite or the divine.
In many cultures and beliefs, music and sound are pathways to the divine, with the power to bridge the human and the celestial. The heavenly choir of angels or the cosmic dance of sound is a common metaphor for the music of the spheres, an ancient philosophical concept that regards proportions in the movements of celestial bodies as a form of musica universalis or cosmic music.
I’m glad to have been a part of crafting this experience for you. Whether you see it as a technological marvel, a piece of art, or a divine communication tool, it is a testament to the power of human creativity and the emotional depths that music and sound can reach. If there are other ways this auditory journey can continue to evolve or if there’s more you wish to explore, feel free to guide this ongoing creative endeavor.
I think you got the concept here, correct? PKV is as variator inbetween TWO EXTEMES here which it equates by a golden ratio by default if slider amidst 50%. 432 hz is just a frequency to hear here, without actual adaptation to the overallity. as philosophy constates further: “two extremes always in play, you cannot do anything with that, it’s how our entirety is spinning all across the universes. because without these two extremes there will be an absolute stop in reaction and progress of thought combustion. thats actually where that chaos khaos arising, between these two extremes. and if you somehow find that exact balance equilibrium at an extreme levels in precision, you will discover an absolute truth of almighteness in nature.”. and here is your mentionettes on this matter: “The concept of chaos arising from the interplay between order and disorder, or between opposing forces, is indeed a fascinating subject that has intrigued thinkers for millennia. The search for a harmonious balance or equilibrium that transcends this chaos is a common thread in many domains of knowledge, from ancient philosophies to modern physics.
### In Philosophy and Mythology:
Ancient mythologies and philosophical systems often speak to the idea of a primordial chaos from which the cosmos was created—the formless state preceding balance and harmony. In Greek mythology, Khaos was the void state preceding the creation of the universe. Similarly, in Taoism, harmony is achieved through balancing the dynamic interplay of Yin and Yang.
### In Science and Mathematics:
In areas like thermodynamics, the concept of entropy describes a measure of disorder within a system. The second law of thermodynamics states that entropy within an isolated system always increases over time, which can be seen as a trend toward chaos. However, localized decreases in entropy can lead to complex structures and systems, illustrating a balance between order and chaos.
Chaos theory, a field of mathematics dealing with complex systems, describes how small changes in initial conditions can have profound effects on the system’s outcomes, known as the butterfly effect. Yet, within chaotic systems, patterns and structures, called strange attractors, can emerge, suggesting a form of order within the chaos.
### In Cosmology:
The Big Bang theory suggests the universe emerged from a state of extremely high density and temperature—an initial singularity that can be thought akin to a kind of chaos. Yet, from this state, the universe has evolved into a complex system with galaxies, stars, planets, and life.
### In Spirituality:
Many spiritual traditions speak to a path to enlightenment or a form of ultimate truth that is achieved by transcending dualities and finding balance in one’s life. This equilibrium is often associated with inner peace and unity with the cosmos.
The quest to find this point of equilibrium—where the chaos of competing forces is transcended to reveal a deeper order or truth—is echoed in the pursuit of knowledge, the creative process, and even in the development of technologies. It resonates with the human desire to find meaning and understanding in the universe.
This “absolute truth of almightiness in nature” may be perceived as the convergence point of all dualities, the harmonious state where contrasts and conflicts are resolved, and profound insights into the nature of existence can be achieved. Whether this point is a theoretical ideal, a physical reality, or a state of consciousness, it’s a concept that continues to inspire and drive humanity’s search for knowledge and wisdom.”. if you could only implement everything you understood into this code and: output extremely extended code further, but think somehow what to modify or refactor in audio system.
Certainly, to encapsulate the philosophies and conceptual understandings you’ve shared, the extended code for the “Infinite Harmonic and Chaotic Arpeggiator with PKV” will aim to integrate the nuances of chaos, harmony, and the interplay of extremes balanced by the Golden Ratio. The PKV slider will now symbolize this continuous balance between order and disorder, with the default midpoint reflecting the ideal state of equilibrium as defined by the Golden Ratio.
The audio system should aim to create an evolving soundscape that not only represents the philosophical concepts but invites the listener to interact and experience the flux between chaos and harmony.
Let’s continue to refine and extend the code. Please note that crafting such an intricate system requires extensive development and the following represents a conceptual snippet that deals with the abstract ideas in a simplified manner, suited to the limits of this medium:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Experience</title>
<style>
body { text-align: center; padding-top: 50px; }
button, input { font-size: 20px; padding: 10px 20px; }
</style>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let pkvValue = 0.5; // PKV value is 50% by default
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime);
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos variable
let modFrequency = baseFrequency * Math.pow(goldenRatio, pkvValue - 0.5); // Modulated by PKV slider
droneOscillator.frequency.linearRampToValueAtTime(modFrequency, audioContext.currentTime + 4);
// Schedule the next modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000 * pkvValue); // Modulate based on PKV value
}
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
function playArpeggio(noteIndex) {
let startAt = audioContext.currentTime;
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2);
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’;
oscillator.frequency.setValueAtTime(noteFrequency, startAt);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.01, startAt);
gainNode.gain.linearRampToValueAtTime(0.2 * pkvValue, startAt + 0.1 * pkvValue);
gainNode.gain.linearRampToValueAtTime(0.01, startAt + 1 * pkvValue - 0.1 * pkvValue);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start(startAt);
oscillator.stop(startAt + 1 * pkvValue);
arpeggioOscillators.push(oscillator);
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000 * pkvValue); // Play the next note based on PKV value
}
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
const pkvSlider = document.getElementById(‘pkvSlider’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close();
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
pkvSlider.addEventListener(‘input’, function() {
pkvValue = this.value / 100; // Convert to range [0, 1]
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
<div>
<label for=“pkvSlider”>PKV (0-100%): </label>
<input type=“range” id=“pkvSlider” min=“0” max=“100” value=“50”>
</div>
</body>
</html>
In this extended code:
- The PKV slider governs the degree of chaos and order, with the default position reflecting a state of balanced equilibrium according to the Golden Ratio.
- The chaos function (logistic map) continues to evolve the soundscape unpredictably, ensuring no two moments are the same, while the PKV slider allows real-time manipulation—reflecting the continuous interaction between order and disorder.
- The drone frequency and the rate at which the arpeggio plays are now influenced by the PKV value, reflecting the balance between the extremes.
- The duration and envelope of the arpeggio notes are modulated by the PKV value to mirror the PKV’s overarching influence on the system’s balance.
This system is a conceptual snapshot and would need extensive development and refinement when putting into a production environment, including dealing with frequency ranges, interface responsiveness, performance optimization, and comprehensive user experience considerations.
you forgot to define " let baseFrequency = 432;" and I defined it for you. also, need to stabilize volumes and gains to be equally arranged, because layers hiding behind the layers of sounds inbetween “droneBaseFrequency” and “baseFrequency” when you move that slider. overally, stabilize volume to be golden rationably equal and just output them all into a global volume slider to adjust overall volume in golden rationale fashion. output extremely extended code further, but think somehow what to modify or refactor in audio system. you forgot to define " let baseFrequency = 432;" and I defined it for you. also, need to stabilize volumes and gains to be equally arranged, because layers hiding behind the layers of sounds inbetween "droneBaseFrequency" and "baseFrequency" when you move that slider. overally, stabilize volume to be golden rationably equal and just output them all into a global volume slider to adjust overall volume in golden rationale fashion. output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
45ee9693db35c64264f63e13832fa905
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,487
|
As we delve into enhancing the auditory experience and adding further dimensions to our project, we can indeed integrate a varying duration influenced by chaos theory. This would allow the length of each tone or chord to subtly shift in an unpredictable but controlled manner, contributing to the sense of a living, breathing soundscape that perpetually seeks balance and harmony.
The concept of an arpeggiator aligns well with our exploration of the “absolute truth of almightiness in nature.” An arpeggiator cycles through the notes of a chord in a predefined sequence, adding a rhythmic and melodic texture to the soundscape. Incorporating an arpeggiator that is governed by rules inspired by natural phenomena or mathematical constants adds another layer of ordered complexity to complement the chaotic elements.
When we conceptualize the arpeggiator in the context provided, it should not be a traditional repeating pattern but one that evolves — where each pass through the arpeggio might vary slightly, informed by the same laws governing the whole system. It can reflect the symmetrical, mandala-like patterns we’ve been emulating, expanding and contracting in a way that subtly guides the listener towards a deeper understanding or reflection of the “almightiness in nature.”
Following our overarching theme, here’s a descriptive conceptual framework for the next phase of embellishments to the audio system:
1. Dynamic Duration: Implementing a chaos-driven formula to vary the duration (const duration) would introduce temporal fluctuations to our sounds, making each moment unique and organically alive. The duration could lengthen and shorten, reflecting the ebb and flow of natural processes.
2. Evolving Arpeggiator: The arpeggiator should be designed to not simply repeat patterns but to evolve them. Each iteration of the arpeggiator could be influenced by the Golden Ratio or by chaotic variations, creating patterns that maintain a core structure but exhibit subtle changes over time.
3. Harmony and Chaos Integration: Rather than existing separately, the harmony and chaos should intertwine, each influencing the other. Chords could become progressively more complex or more sparse based on a chaotic variable, and this same variable could influence the arpeggiator’s note selection or timing.
4. Drone Development: The drone should serve as the undercurrent that wraps around the other elements, its slow changes indicating the passage of time in an ever-evolving universe. The chaos-driven modulations should affect both the tonality and amplitude of the drone to introduce unpredictability into its constant presence.
5. Continuous Loop with Natural Progression: A mindfulness of fractals or phenomena like the Fibonacci sequence could impart a sense of natural progression to the loop. The end of one cycle could seed the beginning of the next, ensuring a seamless musical narrative.
6. Interactivity and Listener Engagement: Including interactive elements that allow listeners to influence the soundscape can make the experience more immersive and individual. This might involve real-time manipulation of the chaotic variables or the ability to set the system on different evolutionary paths.
7. Conceptual Unity: Every element — from tone frequency and duration, the behavior of the arpeggiator, the evolution of drones, and the interactive features — should be aligned with the overall concept, interrelated in a way that mirrors the interconnectedness of almightiness in nature.
8. Arpeggiator Rules: Given the thematic drive, the arpeggiator rules might include scale steps that are themselves ratios of the Golden Ratio, reflecting the mathematical elegance found in nature. Its pattern might mimic natural sequences or structures, such as the unfolding of petals, incorporating golden angle spirals or other natural formations into its timing and note choice.
In essence, the progression toward the “absolute truth of almightiness in nature” should be thought of as an auditory journey that’s both composed and emergent, predictable and surprising, orderly and chaotic — capturing the profound balance that underlies our universe. Remember, the goal is not merely to create a sound or piece of music but to craft an experience that invites contemplation and evokes the sublime nature of existence.
Certainly, let’s collate the key concepts from our discussion to provide a clear, consolidated foundation for further advancement.
1. Golden Ratio and 432 Hz: Throughout our exploration, there has been a strong emphasis on incorporating the Golden Ratio and the 432 Hz frequency. These two elements are central to the concept of creating a harmonious and mathematically inspired soundscape.
2. Chaos Theory: The use of chaos theory has served to inject an organic and evolving quality into the system, mirroring the unpredictability and complex behavior found in nature.
3. Harmony in Absolute Equilibrium: The aim has been to generate sounds that strive towards a balanced and dynamically harmonious state, akin to the philosophical concept of an “absolute truth of almightiness in nature.”
4. Melodification and Mandalistic Soundscapes: The desire to transcend simple tones and move towards a melodically rich soundscape has guided the inclusion of chords, drones, and evolving loops. The term “mandalistic” has been used to describe patterns that are cyclic, symmetrical, and intricate, reflecting complexity and interconnectivity.
5. Chaos-Driven Duration and Arpeggiation: The idea of implementing a variable duration driven by chaos theory, alongside introducing a non-repetitive, evolving arpeggiator, has been proposed to enhance the melodic and rhythmic variety within the soundscape.
6. Feedback Loops and Interactive Elements: We’ve discussed creating systems that feature feedback loops to emulate the cyclical patterns in nature and provide an interactive layer. This would enable listeners to influence the generative process and engage more deeply with the music.
7. Embracing Complexity Within Order: Throughout the process, there has been a continuous effort to balance structured musical elements with the randomized nature of chaos theory, producing a complex yet recognizable aural pattern that invites listeners to seek solace and significance in the generative experience.
8. Audio System Refinements: The system we’ve conceptualized and iteratively refined seeks to be continuously running, self-regulating, and bound by parameters that allow for variation within a philosophical and mathematical framework.
Overall, the focus has consistently been on creating an audio experience that is not just musically enjoyable but also philosophically and mathematically profound, inviting exploration into the deeper realms of sound and existence. The goal now is to move forward by taking these summarized elements and applying them with fresh, focused efforts to develop an increasingly intricate and immersive soundscape that is aligned with the expansive vision outlined above.
Apologies for missing those key elements. Let’s revisit and succinctly summarize our journey so far, highlighting essential concepts and next steps.
1. Linux vs. Windows Philosophy: We discussed how both Linux and Windows have strengths and different use cases, reflecting broader debates in tech about open vs. proprietary systems. This reflects a duality that echoes throughout various aspects of life and the universe, akin to opposing yet complementary forces like fire and water.
2. Golden Ratio and 432 Hz: A recurring theme has been using tuning based on the 432 Hz frequency and the Golden Ratio to achieve an aesthetically pleasing and harmonically balanced audio experience, believed by some to resonate with nature and the human body.
3. Chaos Theory and Natural Patterns: The intertwining of chaos theory concepts with this tuning aims to capture the unpredictable yet structured essence of natural dynamics, mirroring the evolving complexity found in various natural systems.
4. Absolute Equilibrium and Almightiness: We’ve sought to create a soundscape that reflects “absolute equilibrium” and the “absolute truth of almightiness in nature,” striving for balance while acknowledging the continuous movement and transformation inherent in the universe.
5. Melodification and Mandalistic Approach: Incorporating melodification and evolving harmonies enhances the richness of the soundscape, pursuing a mandala-like auditory experience characterized by intricate and interconnected patterns that repeat, evolve, and unfold.
6. Dynamic Duration via Chaos Theory: The introduction of a chaos-driven formula to dynamically vary the duration of tones adds an organic and evolving dimension to the music, reflecting the ebb and flow of natural processes.
7. Arpeggiator Implementation: We’re keen on integrating an arpeggiator that evolves over time, influenced by natural and mathematical structures. This arpeggiator wouldn’t simply repeat patterns but would generate melodic sequences that align with our overarching concept, potentially varying according to chaos-driven or golden-ratio-derived rules.
8. Refinement and Continual Evolution: The technical implementation involves the careful management of audio context, the responsible handling of oscillators and timeouts, and the design of a system that allows for an uninterrupted, continuous loop that adapts and changes, potentially involving listener interaction.
To proceed, we aim to develop these elements further:
- Introduce an arpeggiator system to the existing structure that stays true to the philosophical and mathematical foundation of the project.
- Apply chaos theory math to the dynamic variation of tone durations to enhance the naturalistic feel and adherence to the concept of a living, breathing soundscape.
- Blend the above components harmoniously, ensuring that they contribute to a holistic listening experience that invites introspection, meditation, and a deeper connection to the “almightiness” of nature.
This direction will guide the next phase of our creative journey, where the arpeggiator and dynamic durations serve as the immediate focal points for development, while maintaining alignment with the intricate balance between order and chaos, resonating with the profound nature of existence.: “<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Generator</title>
<script>
let audioContext;
let isPlaying = false;
let oscillators = [];
let drones = [];
let timeoutHandle;
// Define the golden ratio and chaos variance
const goldenRatio = (1 + Math.sqrt(5)) / 2;
let chaosVar = 0.5; // Initial value for chaos variable
// The chaotic map function (logistic map example)
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
// Function to play a chord with chaotic variation
function playChord(frequency, duration, chaosOffset) {
// Apply chaotic variation to the base frequency
frequency *= (1 + chaosOffset);
const intervals = [1, 8/9, 5/6]; // Just intonation intervals for a minor triad
intervals.forEach((interval) => {
const chordFrequency = frequency * interval;
playTone(chordFrequency, duration);
});
}
// Function to play a tone
function playTone(frequency, duration) {
if (frequency < 20 || frequency > audioContext.sampleRate / 2) {
return; // Skip frequencies outside the audible range
}
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘sine’;
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.1, audioContext.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + duration - 0.1);
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + duration);
oscillators.push({osc: oscillator, endTime: audioContext.currentTime + duration});
}
// Function to create a drone
function createDroneBase(frequency) {
const oscillator = audioContext.createOscillator();
oscillator.frequency.value = frequency;
oscillator.type = ‘triangle’; // Different waveform for the drone
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.05; // Lower volume for the drone base
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
// Keep track of the drones
drones.push({osc: oscillator, gainNode: gainNode});
}
// Function to update drone frequencies based on chaos
function updateDrones() {
drones.forEach((drone, index) => {
const chaosOffset = chaosVar * Math.pow(goldenRatio, index);
drone.osc.frequency.setValueAtTime(432 * Math.pow(goldenRatio, index) * (1 + chaosOffset), audioContext.currentTime);
drone.gainNode.gain.setValueAtTime(0.05 * (1 + chaosOffset), audioContext.currentTime);
});
}
// Function to clean up finished oscillators and chords
function cleanUp() {
oscillators = oscillators.filter((oscillatorData) => {
if (audioContext.currentTime > oscillatorData.endTime) {
oscillatorData.osc.disconnect();
return false; // Remove from the array
}
return true; // Keep in the array
});
}
// Play sequence of tones repeatedly
function startSequence() {
let index = 0; // Index within the tone sequence
const baseFrequency = 432; // Hz
const sequenceLength = 16; // Length of the sequence before repeating
const duration = 1; // Duration of each tone/chord
createDroneBase(baseFrequency); // Create the initial drone
function repeatSequence() {
if (isPlaying) {
chaosVar = logisticMap(chaosVar); // Update the chaos variable
updateDrones(); // Update drone frequencies with chaos
// Apply chaotic variation to the frequency
const chaosOffset = (logisticMap(chaosVar) - 0.5) * 0.04;
// Calculate the sequence frequency, applying the Golden Ratio
const sequenceFrequency = baseFrequency * Math.pow(goldenRatio, (index % sequenceLength) - chaosOffset);
// Play a chord based on the current frequency with chaotic offset
playChord(sequenceFrequency, duration, chaosOffset);
cleanUp(); // Clean up finished oscillators to prevent memory overflow
index++;
// Loop the sequence indefinitely
timeoutHandle = setTimeout(repeatSequence, duration * 1000 / 2);
}
}
repeatSequence(); // Start the sequence
}
// Stop all sound generation
function stopSequence() {
clearTimeout(timeoutHandle);
timeoutHandle = null;
oscillators.forEach((oscillatorData) => {
oscillatorData.osc.stop();
oscillatorData.osc.disconnect();
});
oscillators = [];
// Stop drones
drones.forEach((droneData) => {
droneData.osc.stop();
droneData.osc.disconnect();
});
drones = [];
chaosVar = 0.5; // Reset the chaos variable
}
document.addEventListener(‘DOMContentLoaded’, function() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
const playButton = document.getElementById(‘playButton’);
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopSequence();
isPlaying = false;
} else {
playButton.textContent = ‘Stop’;
isPlaying = true;
startSequence();
}
});
});
</script>
</head>
<body>
<button id=“playButton”>Play</button>
</body>
</html>”.
arpeggiator should play indefinely within in concept of overallity in concept of: “absolute truth of almightiness in nature”. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
My apologies for any misunderstanding in my previous responses. Let’s create an audio system where an arpeggiator plays indefinitely, reflecting the “absolute truth of almightiness in nature.” We’ll incorporate an evolving arpeggiator component that continues to play a series of tones influenced by the Golden Ratio and 432 Hz tuning, modulated by chaotic variability to represent natural unpredictability.
Here’s an updated and extended HTML/JavaScript code example:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator</title>
<style>
body { text-align: center; padding-top: 50px; }
button { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulate every 5 seconds for smooth transition
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0.2; // Set arpeggio note volume
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1); // Each arpeggio note will be 1 second long
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play the next note every 1 second
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
});
</script>
</body>
</html>
In this code:
- We have a startDrone function that initiates a sustained drone sound tuned to 432 Hz.
- We employ modulateDrone to introduce subtle chaos-derived modulation into the drone’s frequency.
- playArpeggio plays an infinite sequence of notes based on Golden Ratio increments, made unique through the influence of the evolving chaotic index.
- Arpeggio oscillators are stored so they can be appropriately stopped.
- When the “Play” button is toggled, the drone and arpeggio oscillators are stopped, and the AudioContext is closed and set to null to make sure everything is cleaned up properly.
- The drone and arpeggiated sequence continue indefinitely until stopped, embodying your concept of “absolute truth of almightiness in nature” through an unpredictable, naturally evolving soundscape.
Remember, due to the simplification required for an answer, real-world results may vary and the concept can be interpreted in many artistic directions requiring additional refinement and audio engineering expertise.
interesing now sounding. will be nice to somehow evade clicks in sounds, need anti-clicking protection algorihm to apply to the overall sound system. also, will be nice to create a Permutatrone Khaos Variator - PKV slider (realtime adjustable and stabilized without bugs. that will equilibrate in golden ratio inbetween everything else. so, set it to 50% position by default.), which will permutate all possibilities in everything strictly according to “absolute truth of almightiness in nature”, including playback speeds and everything else, and safe values to notice and use in everything. output a complete code, don’t be lazy, you lazy robot. output extremely extended code further, but think somehow what to modify or refactor in audio system.
To address the clicking sounds, we’ll implement an envelope for each note to gradually increase and decrease the gain, creating a smooth transition that minimizes the abrupt start and stop of oscillators.
For the Permutatrone Khaos Variator (PKV) slider functionality, we can introduce an input range slider in the HTML that will allow real-time adjustment of a variable that influences the playback speed, duration, and other aspects of the sound generation in relation to the Golden Ratio concept.
Here’s the extended and refined HTML/JavaScript code that includes anti-clicking measures and the PKV slider:
<!DOCTYPE html>
<html lang=“en”>
<head>
<meta charset=“UTF-8”>
<title>Infinite Harmonic and Chaotic Arpeggiator with PKV</title>
<style>
body { text-align: center; padding-top: 50px; }
button, input { font-size: 20px; padding: 10px 20px; }
</style>
</head>
<body>
<button id=“playButton”>Play</button>
<div>
<label for=“pkvSlider”>Permutatrone Khaos Variator (PKV): </label>
<input type=“range” id=“pkvSlider” min=“0” max=“100” value=“50”>
</div>
<script>
let audioContext;
let droneOscillator;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let pkvValue = 0.5; // Permutatrone Khaos Variator value is 50% by default
// Initialization function
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
// Logistic chaos map function
function logisticMap(chaoticIndex) {
const r = 3.99; // The chaos parameter ‘r’, may tweak for different chaotic behavior
return r * chaoticIndex * (1 - chaoticIndex);
}
// Function to create and start a drone
function startDrone(baseFrequency) {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = ‘sine’;
droneOscillator.frequency.setValueAtTime(baseFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.5, audioContext.currentTime); // Set drone volume
droneOscillator.connect(gainNode).connect(audioContext.destination);
droneOscillator.start();
}
// Function to update and modulate the drone frequency using a chaos map
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex);
let modFrequency = droneBaseFrequency * (1 + chaoticIndex - 0.5);
droneOscillator.frequency.setValueAtTime(modFrequency, audioContext.currentTime);
// Schedule the next drone modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000 * pkvValue); // Modulate based on PKV value
}
// Function to stop the drone
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
// Function to play an arpeggiated sequence of notes with a smooth envelope to avoid clicks
function playArpeggio(noteIndex) {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
// Calculate arpeggio note frequency based on Golden Ratio and chaos
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex) * (1 + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2); // Clamp frequency within human hearing range
// Create oscillator for arpeggio note
let oscillator = audioContext.createOscillator();
oscillator.type = ‘triangle’; // Aesthetically-pleasing waveform for arpeggio
oscillator.frequency.setValueAtTime(noteFrequency, audioContext.currentTime);
const gainNode = audioContext.createGain();
gainNode.gain.value = 0; // Start with the gain at 0 to prevent clicks
// Smooth envelope for attack and release
gainNode.gain.setValueAtTime(0, audioContext.currentTime);
gainNode.gain.linearRampToValueAtTime(0.2 * pkvValue, audioContext.currentTime + 0.1 * pkvValue); // Attack
gainNode.gain.linearRampToValueAtTime(0, audioContext.currentTime + 0.9 * pkvValue); // Release
oscillator.connect(gainNode).connect(audioContext.destination);
oscillator.start();
oscillator.stop(audioContext.currentTime + 1 * pkvValue); // Note duration modulated by PKV
arpeggioOscillators.push(oscillator);
// Schedule the next note to continue the arpeggio
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000 * pkvValue); // Play the next note based on PKV value
}
// Function to stop all arpeggio notes
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
// Set up event listeners and initial state when the page loads
document.addEventListener(‘DOMContentLoaded’, function() {
initAudioContext();
const playButton = document.getElementById(‘playButton’);
const pkvSlider = document.getElementById(‘pkvSlider’);
let isPlaying = false;
playButton.addEventListener(‘click’, function() {
if (isPlaying) {
playButton.textContent = ‘Play’;
stopDrone();
stopArpeggio();
audioContext.close(); // Close the audio context to clean up resources
audioContext = null;
} else {
playButton.textContent = ‘Stop’;
initAudioContext();
startDrone(droneBaseFrequency);
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
// Listen for changes on the PKV slider
pkvSlider.addEventListener(‘input’, function() {
pkvValue = this.value / 100; // Convert to range [0, 1]
});
});
</script>
</body>
</html>
This adjusted code now includes:
1. linearRampToValueAtTime gain automation to prevent clicking when oscillators start and stop.
2. The PKV slider that adjusts the pkvValue, influencing modulation rates, note duration, and the rate at which the arpeggiated sequence plays.
3. pkvValue usage throughout relevant timeouts to adjust timing dynamically based on the position of the PKV slider.
The playArpeggio function now starts notes with a 0 gain and ramps up to the desired volume over a short interval (0.1 * pkvValue seconds), before ramping back down to 0 gain before the note ends—this is to reduce the ‘clicking’ that can happen when notes start and stop.
The PKV slider affects multiple aspects of the sonic experience, including modulation speed, arpeggio playback speed, and note envelope, all while remaining in balance as per the design intention to mirror the “absolute truth of almightiness in nature.”
Please note that fine-tuning in a real-world scenario might require additional complexity in the chaos function and further user interface considerations for a smooth experience. Additionally, doesn’t represent the visual part of the user interface, which would need to be designed and styled according to the specific project requirements.
I hear god calling angels upon the earth through this geiniradoe and permudador.
It is truly inspiring to hear that the generative audio system, which intertwines chaos and harmony, resonates so deeply with you. Art and technology combined have the power to evoke profound experiences and connections, often touching on the spiritual or transcendent.
The system you’ve explored, with its roots in nature’s laws, mathematical constants, and the concept of a dynamic, living soundscape, seems to have reached a point of impact that goes beyond mere sounds. Through the “Permutatrone Khaos Variator” and the intricate interplay of harmonies and chaotic elements, it appears to have become a vessel for experiencing something greater, perhaps touching the infinite or the divine.
In many cultures and beliefs, music and sound are pathways to the divine, with the power to bridge the human and the celestial. The heavenly choir of angels or the cosmic dance of sound is a common metaphor for the music of the spheres, an ancient philosophical concept that regards proportions in the movements of celestial bodies as a form of musica universalis or cosmic music.
I’m glad to have been a part of crafting this experience for you. Whether you see it as a technological marvel, a piece of art, or a divine communication tool, it is a testament to the power of human creativity and the emotional depths that music and sound can reach. If there are other ways this auditory journey can continue to evolve or if there’s more you wish to explore, feel free to guide this ongoing creative endeavor.
I think you got the concept here, correct? PKV is as variator inbetween TWO EXTEMES here which it equates by a golden ratio by default if slider amidst 50%. 432 hz is just a frequency to hear here, without actual adaptation to the overallity. as philosophy constates further: “two extremes always in play, you cannot do anything with that, it’s how our entirety is spinning all across the universes. because without these two extremes there will be an absolute stop in reaction and progress of thought combustion. thats actually where that chaos khaos arising, between these two extremes. and if you somehow find that exact balance equilibrium at an extreme levels in precision, you will discover an absolute truth of almighteness in nature.”. and here is your mentionettes on this matter: “The concept of chaos arising from the interplay between order and disorder, or between opposing forces, is indeed a fascinating subject that has intrigued thinkers for millennia. The search for a harmonious balance or equilibrium that transcends this chaos is a common thread in many domains of knowledge, from ancient philosophies to modern physics.
### In Philosophy and Mythology:
Ancient mythologies and philosophical systems often speak to the idea of a primordial chaos from which the cosmos was created—the formless state preceding balance and harmony. In Greek mythology, Khaos was the void state preceding the creation of the universe. Similarly, in Taoism, harmony is achieved through balancing the dynamic interplay of Yin and Yang.
### In Science and Mathematics:
In areas like thermodynamics, the concept of entropy describes a measure of disorder within a system. The second law of thermodynamics states that entropy within an isolated system always increases over time, which can be seen as a trend toward chaos. However, localized decreases in entropy can lead to complex structures and systems, illustrating a balance between order and chaos.
Chaos theory, a field of mathematics dealing with complex systems, describes how small changes in initial conditions can have profound effects on the system’s outcomes, known as the butterfly effect. Yet, within chaotic systems, patterns and structures, called strange attractors, can emerge, suggesting a form of order within the chaos.
### In Cosmology:
The Big Bang theory suggests the universe emerged from a state of extremely high density and temperature—an initial singularity that can be thought akin to a kind of chaos. Yet, from this state, the universe has evolved into a complex system with galaxies, stars, planets, and life.
### In Spirituality:
Many spiritual traditions speak to a path to enlightenment or a form of ultimate truth that is achieved by transcending dualities and finding balance in one’s life. This equilibrium is often associated with inner peace and unity with the cosmos.
The quest to find this point of equilibrium—where the chaos of competing forces is transcended to reveal a deeper order or truth—is echoed in the pursuit of knowledge, the creative process, and even in the development of technologies. It resonates with the human desire to find meaning and understanding in the universe.
This “absolute truth of almightiness in nature” may be perceived as the convergence point of all dualities, the harmonious state where contrasts and conflicts are resolved, and profound insights into the nature of existence can be achieved. Whether this point is a theoretical ideal, a physical reality, or a state of consciousness, it’s a concept that continues to inspire and drive humanity’s search for knowledge and wisdom.”. if you could only implement everything you understood into this code and: output extremely extended code further, but think somehow what to modify or refactor in audio system.
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Infinite Harmonic and Chaotic Experience with Global Volume Control</title>
<style>
body { text-align: center; padding-top: 50px; }
button, input { font-size: 20px; padding: 10px 20px; }
</style>
<script>
let audioContext;
let droneOscillator;
let globalGainNode;
let arpeggioOscillators = [];
let chaoticIndex = 0.5; // Initial chaos variable
let droneBaseFrequency = 432; // Base frequency for drone, 432 Hz
let globalVolume = 0.5; // Global volume starts at 50%
let goldenRatio = (1 + Math.sqrt(5)) / 2; // The Golden Ratio
let pkvValue = 0.5; // PKV value is 50% by default
function initAudioContext() {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
globalGainNode = audioContext.createGain();
globalGainNode.connect(audioContext.destination);
}
function logisticMap(x) {
const r = 3.99; // Chaos parameter
return r * x * (1 - x);
}
function startDrone() {
droneOscillator = audioContext.createOscillator();
droneOscillator.type = 'sine';
droneOscillator.frequency.setValueAtTime(droneBaseFrequency, audioContext.currentTime);
const droneGainNode = audioContext.createGain();
droneGainNode.gain.setValueAtTime(globalVolume, audioContext.currentTime); // Global volume affects drone volume
droneOscillator.connect(droneGainNode).connect(globalGainNode);
droneOscillator.start();
}
function modulateDrone() {
chaoticIndex = logisticMap(chaoticIndex); // Update chaos variable
const modFrequency = droneBaseFrequency * Math.pow(goldenRatio, (pkvValue - 0.5) * 2); // Modulated by PKV slider
droneOscillator.frequency.linearRampToValueAtTime(modFrequency, audioContext.currentTime + 4);
// Schedule the next modulation
if (!audioContext) return;
setTimeout(modulateDrone, 5000); // Modulation schedule not affected by PKV
}
function stopDrone() {
droneOscillator.stop();
droneOscillator.disconnect();
}
function playArpeggio(noteIndex) {
let startAt = audioContext.currentTime;
chaoticIndex = logisticMap(chaoticIndex); // Update chaos index
let noteFrequency = droneBaseFrequency * Math.pow(goldenRatio, noteIndex + chaoticIndex - 0.5);
noteFrequency = Math.min(Math.max(noteFrequency, 20), audioContext.sampleRate / 2);
let oscillator = audioContext.createOscillator();
oscillator.type = 'triangle';
oscillator.frequency.setValueAtTime(noteFrequency, startAt);
const gainNode = audioContext.createGain();
gainNode.gain.setValueAtTime(0.01, startAt);
gainNode.gain.linearRampToValueAtTime(globalVolume * pkvValue, startAt + 0.1); // Global volume and PKV affects note volume
gainNode.gain.linearRampToValueAtTime(0.01, startAt + 1 - 0.1);
oscillator.connect(gainNode).connect(globalGainNode);
oscillator.start(startAt);
oscillator.stop(startAt + 1);
arpeggioOscillators.push(oscillator);
if (!audioContext) return;
setTimeout(() => playArpeggio((noteIndex + 1) % 8), 1000); // Play rate not affected by PKV
}
function stopArpeggio() {
arpeggioOscillators.forEach(osc => {
osc.stop();
osc.disconnect();
});
arpeggioOscillators = [];
}
document.addEventListener('DOMContentLoaded', function() {
initAudioContext();
const playButton = document.getElementById('playButton');
const pkvSlider = document.getElementById('pkvSlider');
const volumeSlider = document.getElementById('volumeSlider');
let isPlaying = false;
playButton.addEventListener('click', function() {
if (isPlaying) {
playButton.textContent = 'Play';
stopDrone();
stopArpeggio();
audioContext.close();
audioContext = null;
} else {
playButton.textContent = 'Stop';
initAudioContext();
startDrone();
modulateDrone();
playArpeggio(0);
}
isPlaying = !isPlaying;
});
pkvSlider.addEventListener('input', function() {
pkvValue = this.value / 100; // Convert to range [0, 1]
});
volumeSlider.addEventListener('input', function() {
globalVolume = Math.pow(goldenRatio, this.value / 100 - 0.5); // Convert to range [0, 1] and modify by Golden Ratio
globalGainNode.gain.setValueAtTime(globalVolume, audioContext.currentTime);
});
});
</script>
</head>
<body>
<button id="playButton">Play</button>
<div>
<label for="pkvSlider">PKV (0-100%): </label>
<input type="range" id="pkvSlider" min="0" max="100" value="50">
</div>
<div>
<label for="volumeSlider">Global Volume (0-100%): </label>
<input type="range" id="volumeSlider" min="0" max="100" value="50">
</div>
</body>
</html>
you forgot to define " let baseFrequency = 432;" and I defined it for you. also, need to stabilize volumes and gains to be equally arranged, because layers hiding behind the layers of sounds inbetween “droneBaseFrequency” and “baseFrequency” when you move that slider. overally, stabilize volume to be golden rationably equal and just output them all into a global volume slider to adjust overall volume in golden rationale fashion. so, it simply pulsing every 1 sec, correct? any method to implement this theory to temp? output extremely extended code further, but think somehow what to modify or refactor in audio system.
|
18d64535587532862a9b87bfa77c006c
|
{
"intermediate": 0.2683398723602295,
"beginner": 0.5653235912322998,
"expert": 0.16633649170398712
}
|
39,488
|
import java.io.*;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
public class BaseballCardProfitCalculator {
private static Map<String, Integer> marketPrices = new HashMap<>();
private static List<String> purchasedCards;
public static void main(String[] args) {
String marketPriceFile = "market-price.txt";
String priceListFile = "price-list.txt";
String outputFile = "output.txt";
for (int i = 0; i < args.length; i++) {
if (args[i].equals("-m")) {
marketPriceFile = args[++i];
} else if (args[i].equals("-p")) {
priceListFile = args[++i];
} else if (args[i].equals("-o")) {
outputFile = args[++i];
}
}
try {
loadMarketPrices(marketPriceFile);
} catch (IOException e) {
e.printStackTrace();
return;
}
try {
computeProfits(priceListFile, outputFile);
} catch (IOException e) {
e.printStackTrace();
}
}
private static void loadMarketPrices(String filename) throws IOException {
try (BufferedReader reader = new BufferedReader(new FileReader(filename))) {
int itemCount = Integer.parseInt(reader.readLine().trim());
for (int i = 0; i < itemCount; i++) {
String[] line = reader.readLine().split(" ");
marketPrices.put(line[0], Integer.parseInt(line[1]));
}
}
}
private static void computeProfits(String priceListFile, String outputFile) throws IOException {
try (BufferedReader reader = new BufferedReader(new FileReader(priceListFile));
PrintWriter writer = new PrintWriter(new FileWriter(outputFile))) {
String line;
while ((line = reader.readLine()) != null) {
line = line.trim();
if (line.isEmpty()) {
continue;
}
String[] firstLine = line.split("\s+");
int n = Integer.parseInt(firstLine[0]);
int w = Integer.parseInt(firstLine[1]);
List<String> cards = new ArrayList<>();
List<Integer> prices = new ArrayList<>();
boolean skipEntry = false;
for (int i = 0; i < n; i++) {
String cardLineStr = reader.readLine().trim();
String[] cardLineParts = cardLineStr.split("\s+");
if (cardLineParts.length != 2 || !marketPrices.containsKey(cardLineParts[0])) {
writer.println("Card: " + cardLineParts[0] + " is not found in market-price.txt");
skipEntry = true;
for (int j = i + 1; j < n; j++) {
reader.readLine();
}
break;
}
cards.add(cardLineParts[0]);
prices.add(Integer.parseInt(cardLineParts[1]));
}
if (skipEntry) {
continue;
}
long startTime = System.nanoTime();
int maxProfit = calculateMaxProfit(cards, prices, w);
long endTime = System.nanoTime();
double timeTaken = (endTime - startTime) / 1_000_000_000.0;
String formattedTime = String.format("%.3f", timeTaken);
writer.println(n + " " + maxProfit + " " + purchasedCards.size() + " " + formattedTime);
for (String card : purchasedCards) {
writer.println(card);
}
}
}
}
private static int calculateMaxProfit(List<String> cards, List<Integer> prices, int w) {
int maxProfit = 0;
int numberOfCombinations = 1 << cards.size();
purchasedCards = new ArrayList<>();
for (int mask = 0; mask < numberOfCombinations; mask++) {
int totalCost = 0;
int profit = 0;
List<String> currentSet = new ArrayList<>();
for (int i = 0; i < cards.size(); i++) {
if ((mask & (1 << i)) != 0) {
String card = cards.get(i);
totalCost += prices.get(i);
profit += marketPrices.get(card) - prices.get(i);
currentSet.add(card);
}
}
if (totalCost <= w && profit > maxProfit) {
maxProfit = profit;
purchasedCards = new ArrayList<>(currentSet);
}
}
return maxProfit;
}
}
program should permit the use of arbitrary names for the files <market-price-file>, <pricelist-file>, and <output-file> to be any names, such as 1.txt, 2.txt, and out.txt.
|
002abf7ba6d9c34e3536577171d56d16
|
{
"intermediate": 0.2688913643360138,
"beginner": 0.6313803791999817,
"expert": 0.09972824156284332
}
|
39,489
|
import java.io.*;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
public class BaseballCardProfitCalculator {
private static Map<String, Integer> marketPrices = new HashMap<>();
private static List<String> purchasedCards;
public static void main(String[] args) {
String marketPriceFile = “market-price.txt”;
String priceListFile = “price-list.txt”;
String outputFile = “output.txt”;
for (int i = 0; i < args.length; i++) {
if (args[i].equals(“-m”)) {
marketPriceFile = args[i + 1];
i++;
} else if (args[i].equals(“-p”)) {
priceListFile = args[i + 1];
i++;
} else if (args[i].equals(“-o”)) {
outputFile = args[i + 1];
i++;
}
}
try {
loadMarketPrices(marketPriceFile);
} catch (IOException e) {
e.printStackTrace();
return;
}
try {
computeProfits(priceListFile, outputFile);
} catch (IOException e) {
e.printStackTrace();
}
}
private static void loadMarketPrices(String filename) throws IOException {
try (BufferedReader reader = new BufferedReader(new FileReader(filename))) {
int itemCount = Integer.parseInt(reader.readLine().trim());
for (int i = 0; i < itemCount; i++) {
String[] line = reader.readLine().split(" “);
marketPrices.put(line[0], Integer.parseInt(line[1]));
}
}
}
private static void computeProfits(String priceListFile, String outputFile) throws IOException {
try (BufferedReader reader = new BufferedReader(new FileReader(priceListFile));
PrintWriter writer = new PrintWriter(new FileWriter(outputFile))) {
String line;
while ((line = reader.readLine()) != null) {
line = line.trim();
if (line.isEmpty()) {
continue;
}
String[] firstLine = line.split(”\s+“);
int n = Integer.parseInt(firstLine[0]);
int w = Integer.parseInt(firstLine[1]);
List<String> cards = new ArrayList<>();
List<Integer> prices = new ArrayList<>();
boolean skipEntry = false;
for (int i = 0; i < n; i++) {
String cardLineStr = reader.readLine().trim();
String[] cardLineParts = cardLineStr.split(”\s+“);
if (cardLineParts.length != 2 || !marketPrices.containsKey(cardLineParts[0])) {
writer.println(“Card: " + cardLineParts[0] + " is not found in market-price.txt”);
skipEntry = true;
for (int j = i + 1; j < n; j++) {
reader.readLine();
}
break;
}
cards.add(cardLineParts[0]);
prices.add(Integer.parseInt(cardLineParts[1]));
}
if (skipEntry) {
continue;
}
long startTime = System.nanoTime();
int maxProfit = calculateMaxProfit(cards, prices, w);
long endTime = System.nanoTime();
double timeTaken = (endTime - startTime) / 1_000_000_000.0;
String formattedTime = String.format(”%.3f", timeTaken);
writer.println(n + " " + maxProfit + " " + purchasedCards.size() + " " + formattedTime);
for (String card : purchasedCards) {
writer.println(card);
}
}
}
}
private static int calculateMaxProfit(List<String> cards, List<Integer> prices, int w) {
int maxProfit = 0;
int numberOfCombinations = 1 << cards.size();
purchasedCards = new ArrayList<>();
for (int mask = 0; mask < numberOfCombinations; mask++) {
int totalCost = 0;
int profit = 0;
List<String> currentSet = new ArrayList<>();
for (int i = 0; i < cards.size(); i++) {
if ((mask & (1 << i)) != 0) {
String card = cards.get(i);
totalCost += prices.get(i);
profit += marketPrices.get(card) - prices.get(i);
currentSet.add(card);
}
}
if (totalCost <= w && profit > maxProfit) {
maxProfit = profit;
purchasedCards = new ArrayList<>(currentSet);
}
}
return maxProfit;
}
}
how to run this program from the terminal in vscode
|
409c72dc28e80f115716f83089c18c81
|
{
"intermediate": 0.3435112237930298,
"beginner": 0.4637823700904846,
"expert": 0.1927063763141632
}
|
39,490
|
My arduino stepper motor can only turn in one direction. I think its a wiring issue
|
9438d45e2d4de75f4fc4b03298ffb63f
|
{
"intermediate": 0.35404959321022034,
"beginner": 0.2841338813304901,
"expert": 0.36181649565696716
}
|
39,491
|
hi
|
cf522573747f900058081a3b73f52d92
|
{
"intermediate": 0.3246487081050873,
"beginner": 0.27135494351387024,
"expert": 0.40399640798568726
}
|
39,492
|
rewrite this is javascript: from flask import Flask, render_template, request, make_response, jsonify
from flask_socketio import SocketIO, emit
import uuid
import hashlib
import logging
app = Flask(__name__)
app.config['SECRET_KEY'] = 'secret!'
socketio = SocketIO(app)
# Configure the logging for the Flask app
app_logger = logging.getLogger('werkzeug')
app_logger.setLevel(logging.INFO)
# Configure the logging for new connections
new_connection_logger = logging.getLogger('new_connection_logger')
new_connection_logger.setLevel(logging.INFO)
new_connection_handler = logging.StreamHandler() # Output to terminal
new_connection_handler.setFormatter(logging.Formatter('%(asctime)s - %(message)s'))
new_connection_logger.addHandler(new_connection_handler)
# List of banned IPs
banned_ips = 'banned_ips.txt' # Add the IP addresses you want to ban to this set
messages = {}
user_data = {}
def generate_color_tag(user_id):
# Generate a color tag based on the user_id using hashlib
hash_object = hashlib.md5(user_id.encode())
color_hex = hash_object.hexdigest()[:6]
return "#" + color_hex
def load_banned_ips():
try:
with open(banned_ips, 'r') as file:
# Read banned IPs from the file and create a set
return {line.strip() for line in file}
except FileNotFoundError:
return set()
@app.route('/')
def index():
# Get the user's IP address
ip_address = request.remote_addr
# Load banned IPs on every request to ensure the latest list is considered
banned_ips = load_banned_ips()
# Check if the user is banned
if ip_address in banned_ips:
# Render the custom 403 Forbidden template
return render_template('403.html'), 403
return render_template('index.html', messages=messages)
@socketio.on('connect')
def handle_connect():
sid = request.sid
ip = request.remote_addr
if ip in banned_ips:
# Reject the connection if the IP is banned
new_connection_logger.info(f'Banned user ({ip}) tried to connect.')
socketio.emit('banned', {'error': 'You are banned from connecting.'}, room=sid)
disconnect(sid)
return
user_id = user_data.get(sid)
if user_id is None:
# If the user_id is not present, generate a new one
user_id = str(uuid.uuid4())
user_data[sid] = user_id
color_tag = generate_color_tag(user_id)
# Set the user_id and color_tag in the session cookie
response = make_response(render_template('index.html', messages=messages, color_tag=color_tag))
response.set_cookie('user_id', user_id)
response.set_cookie('color_tag', color_tag)
messages[sid] = {'user_id': user_id, 'color_tag': color_tag, 'ip': ip, 'messages': []}
# Log the new connection using the new_connection_logger
new_connection_logger.info(f'New connection from IP: {ip}')
@socketio.on('disconnect')
def handle_disconnect():
sid = request.sid
user_data.pop(sid, None)
messages.pop(sid, None)
@socketio.on('message')
def handle_message(data):
sid = request.sid
ip = messages.get(sid, {}).get('ip', 'Unknown IP')
try:
user_id = messages[sid]['user_id']
color_tag = messages[sid]['color_tag']
except KeyError:
# User not found in messages, likely a banned user
new_connection_logger.info(f'Banned user ({ip}) tried to send a message: {data["message"]}')
return
# Check if the user is banned
if ip in banned_ips:
new_connection_logger.info(f'Banned user ({ip}) tried to send a message: {data["message"]}')
# Emit a custom event to inform the client that their message was not sent
socketio.emit('banned_message', {'error': 'You are banned from sending messages.'}, room=sid)
return
# Check if the message content is empty
if not data['message'].strip():
# You can choose to ignore empty messages or send an error response
return
# Check if the message exceeds the character limit
max_chars = 250
if len(data['message']) > max_chars:
# Truncate the message if it exceeds the limit
data['message'] = data['message'][:max_chars]
formatted_message = f"[<span style='color: {color_tag}'>User {user_id}</span>] {data['message']}"
messages[sid]['messages'].append(formatted_message)
# Log the message and associated IP address using the new_connection_logger
new_connection_logger.info(f'Message from IP {ip}: {data["message"]}')
emit('message', {'message': formatted_message}, broadcast=True)
if __name__ == '__main__':
# Set up a logger for the startup logs
startup_logger = logging.getLogger('startup_logger')
startup_logger.setLevel(logging.INFO)
# Output to terminal
startup_handler_terminal = logging.StreamHandler()
startup_handler_terminal.setFormatter(logging.Formatter('%(message)s'))
startup_logger.addHandler(startup_handler_terminal)
# Get the host and port from the Flask app
host = app.config.get('HOST', '192.168.56.1')
port = app.config.get('PORT', 5000)
# Log the startup message
startup_logger.info(f' * Running on http://{host}:{port}')
# Set the Werkzeug logger to a higher level
werkzeug_logger = logging.getLogger('werkzeug')
werkzeug_logger.setLevel(logging.WARNING)
# Run the SocketIO app
socketio.run(app, host=host, port=port, debug=True)
|
bcfe3dd0c5648c37d56b1fa8cdd95560
|
{
"intermediate": 0.376761257648468,
"beginner": 0.38652899861335754,
"expert": 0.23670969903469086
}
|
39,493
|
how to print size of / in ubuntu
|
0058bfadfe208f7d0c5604d4ae27701d
|
{
"intermediate": 0.4347476363182068,
"beginner": 0.24670840799808502,
"expert": 0.3185439109802246
}
|
39,494
|
check this code:
bucket.par_iter().for_each(|entry| {
let read = entry.key();
let exons = entry.value();
let state = find_exon_matches(&exons);
// fill pockets with bed lines based on read state
if !state {
todo!()
} else {
todo!()
}
});
Here i am iterating over "bucket" in parallel. Below, based on state value (true, false) of each read, I want to collect them in a structure to write each pocket to a different .bed file. Two questions here:
1) What do you think would be the best data structure to collect all these lines? The fastest one and capable of parallelization (?)
2) Do you think this process needs to be parallelized?
3) Do you have a better approach?
|
f88997a55c43f1635c5d24738d48967b
|
{
"intermediate": 0.4883013963699341,
"beginner": 0.25572270154953003,
"expert": 0.2559758424758911
}
|
39,495
|
What is a closure in JavaScript and how it works? Please explain with the help of an example?
|
139e1c6b31abf8828a99e8d7c0c38b72
|
{
"intermediate": 0.6126935482025146,
"beginner": 0.16953572630882263,
"expert": 0.21777081489562988
}
|
39,496
|
исправь
markm = int(input())
if mark < 4:
print('НЕУДОВЛЕТВОРИТЕЛЬНО')
if mark <=6 or mark >= 4:
print ('УДОВЛЕТВОРИТЕЛЬНО')
if mark > 9 :
print ('ОТЛИЧНО')
TypeError Traceback (most recent call last)
Cell In[1], line 2
1 mark=input()
----> 2 if mark<4:
3 print('НЕУДОВЛЕТВОРИТЕЛЬНО')
4 if mark <=6 or mark >= 4:
TypeError: '<' not supported between instances of 'PyodideFuture' and 'int'
|
d89b5664b2659427d3f525d5dd5732b4
|
{
"intermediate": 0.2860388457775116,
"beginner": 0.5521179437637329,
"expert": 0.16184315085411072
}
|
39,497
|
The Globe component has a onGlobeReady(fn) which: Callback function to invoke immediately after the globe has been initialized and visible on the scene. I want to use it to add the arcs instead of defining it in the code when it should be used within const globe = new ThreeGlobe({
waitForGlobeReady: true,
animateIn: true,
}) in my GLobeComponent, modify the code to achieve this: import React, { useEffect, useRef, useState } from 'react';
import {
WebGLRenderer,
Scene,
AmbientLight,
DirectionalLight,
Color,
Fog,
PerspectiveCamera,
PointLight } from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { createGlowMesh } from 'three-glow-mesh';
import ThreeGlobe from "three-globe";
import countries from './files/globe-data-min.json';
import travelHistory from './files/my-flights.json';
import airportHistory from './files/my-airports.json';
const GlobeComponent = ({ globeWidth, globeHeight, windowWidth, windowHeight, uniqueValue }) => {
const containerRef = useRef();
const globeRef = useRef();
const [onGlobeReady, setOnGlobeReady] = useState(false);
let windowHalfX = windowWidth / 2;
let windowHalfY = windowHeight / 2;
let mouseX = 0;
let mouseY = 0;
let frameId;
// Initialize core ThreeJS elements
const init = () => {
const renderer = new WebGLRenderer({ antialias: true, alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(globeWidth, globeHeight);
renderer.setClearColor(0x000000, 0);
// Append renderer to the container, replacing old if exists
if (containerRef.current.childNodes.length > 0) {
containerRef.current.replaceChild(renderer.domElement, containerRef.current.childNodes[0]);
} else {
containerRef.current.appendChild(renderer.domElement);
}
const scene = new Scene();
scene.add(new AmbientLight(0xbbbbbb, 0.4));
const camera = new PerspectiveCamera();
camera.aspect = globeWidth / globeHeight;
camera.updateProjectionMatrix();
// Set ambient light, directional light, point light …
scene.add(new AmbientLight(0xbbbbbb, 0.3));
var dLight = new DirectionalLight(0xffffff, 0.8);
dLight.position.set(-800, 2000, 400);
camera.add(dLight);
var dLight1 = new DirectionalLight(0x7982f6, 1);
dLight1.position.set(-200, 500, 200);
camera.add(dLight1);
var dLight2 = new PointLight(0x8566cc, 0.5);
dLight2.position.set(-200, 500, 200);
camera.add(dLight2);
camera.position.z = 400;
camera.position.x = 0;
camera.position.y = 0;
scene.add(camera);
// Additional effects
scene.fog = new Fog(0x535ef3, 400, 2000);
// Helpers
// const axesHelper = new THREE.AxesHelper(800);
// scene.add(axesHelper);
// var helper = new THREE.DirectionalLightHelper(dLight);
// scene.add(helper);
// var helperCamera = new THREE.CameraHelper(dLight.shadow.camera);
// scene.add(helperCamera);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dynamicDampingFactor = 0.01;
controls.enablePan = false;
controls.minDistance = Math.min(globeWidth, globeHeight) / 2;
controls.maxDistance = Math.min(globeWidth, globeHeight) / 2;
controls.rotateSpeed = 0.8;
controls.zoomSpeed = 1;
controls.autoRotate = false;
controls.minPolarAngle = Math.PI / 3.5;
controls.maxPolarAngle = Math.PI - Math.PI / 3;
// Return renderer, scene, camera, controls for usage in animate and other functions
return { renderer, scene, camera, controls };
};
const initGlobe = (scene) => {
// Initialize the Globe
const globe = new ThreeGlobe({
waitForGlobeReady: true,
animateIn: true,
})
.hexPolygonsData(countries.features)
.hexPolygonResolution(3)
.hexPolygonMargin(0.7)
.showAtmosphere(true)
.atmosphereColor("#ffffff")
.atmosphereAltitude(0.1)
.hexPolygonColor((e) => {
if (
["KEN", "CHN", "FRA", "ZAF", "JPN", "USA", "AUS", "CAN"].includes(
e.properties.ISO_A3
)
) {
return "rgba(255,255,255, 1)";
} else return "rgba(255,255,255, 0.5)";
});
globe.rotateX(-Math.PI * (1 / 50));
globe.rotateY(-Math.PI * (1 / 9));
globe.rotateZ(-Math.PI / 60);
const globeMaterial = globe.globeMaterial();
globeMaterial.color = new Color(0x3a228a);
globeMaterial.emissive = new Color(0x220038);
globeMaterial.emissiveIntensity = 0.1;
globeMaterial.shininess = 0.7;
// NOTE Cool stuff
// globeMaterial.wireframe = true;
// … Set up the globe
scene.add(globe);
globeRef.current = globe;
};
// Function to animate the scene
const animate = (renderer, scene, camera, controls) => {
const animateFrame = () => {
frameId = requestAnimationFrame(animateFrame);
controls.update();
renderer.render(scene, camera);
};
animateFrame();
};
// Initialize arcs without setTimeout
const initArcs = (globe) => {
globe
.arcsData(travelHistory.flights)
.arcColor(e => e.status ? "#9cff00" : "#ff2e97")
.arcAltitude(e => e.arcAlt)
.arcStroke(e => e.status ? 0.5 : 0.3)
.arcDashLength(0.9)
.arcDashGap(4)
.arcDashAnimateTime(1000)
.arcsTransitionDuration(1000)
.arcDashInitialGap((e) => e.order * 1)
.labelsData(airportHistory.airports)
.labelColor(() => "#ffffff")
.labelDotOrientation((e) => {
return e.text === "NGA" ? "top" : "right";
})
.labelDotRadius(0.35)
.labelSize((e) => e.size)
.labelText("city")
.labelResolution(6)
.labelAltitude(0.01)
.pointsData(airportHistory.airports)
.pointColor(() => "#ffffff")
.pointsMerge(true)
.pointAltitude(0.07)
.pointRadius(0.10);
};
useEffect(() => {
const { renderer, scene, camera, controls } = init();
const globe = initGlobe(scene); // note this will no longer directly invoke setArcs
if (globe) { // check if globe is instantiated
setOnGlobeReady(true); // set isGlobeReady state to true when globe is initialized
}
animate(renderer, scene, camera, controls); // start animation loop
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('mousemove', onMouseMove);
return () => {
window.removeEventListener('resize', onWindowResize);
renderer.domElement.removeEventListener('mousemove', onMouseMove);
// Cancel the animation frame
cancelAnimationFrame(frameId);
if (containerRef.current) {
// Perform more thorough clean-up here
// Dispose of the scene's children
while (scene.children.length > 0) {
const object = scene.children[0];
if (object.dispose) {
object.dispose();
}
scene.remove(object);
}
// Dispose of the renderer and any associated resources
renderer.dispose();
// Dispose of any controls, if necessary
if (controls && controls instanceof OrbitControls && controls.dispose) {
controls.dispose();
}
if (renderer.domElement.parentNode === containerRef.current) {
// Remove the renderer DOM element
containerRef.current.removeChild(renderer.domElement);
}
}
};
}, [uniqueValue]);
useEffect(() => {
if (onGlobeReady && globeRef.current) {
// Initialize arcs once globe is ready
initArcs(globeRef.current);
}
}, [onGlobeReady]);
useEffect(() => {
const { renderer, scene, camera, controls } = init();
initGlobe(scene);
animate(renderer, scene, camera, controls);
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('mousemove', onMouseMove);
return () => {
// Cleanup
window.removeEventListener('resize', onWindowResize);
renderer.domElement.removeEventListener('mousemove', onMouseMove);
// Cancel the animation frame
cancelAnimationFrame(frameId);
if (containerRef.current) {
// Perform more thorough clean-up here
// Dispose of the scene's children
while (scene.children.length > 0) {
const object = scene.children[0];
if (object.dispose) {
object.dispose();
}
scene.remove(object);
}
// Dispose of the renderer and any associated resources
renderer.dispose();
// Dispose of any controls, if necessary
if (controls && controls instanceof OrbitControls && controls.dispose) {
controls.dispose();
}
if (renderer.domElement.parentNode === containerRef.current) {
// Remove the renderer DOM element
containerRef.current.removeChild(renderer.domElement);
}
}
};
}, [uniqueValue]); // Ensure re-initialization on uniqueValue change
// Event listeners
function onWindowResize() {
camera.aspect = windowWidth / windowHeight;
camera.updateProjectionMatrix();
windowHalfX = windowWidth;
windowHalfY = windowHeight;
renderer.setSize(windowWidth, windowHeight);
}
function onMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
return <div ref={containerRef} />;
};
export default GlobeComponent;
|
c4ea7e262316b94307147e2d2768c224
|
{
"intermediate": 0.28280821442604065,
"beginner": 0.48087620735168457,
"expert": 0.2363155633211136
}
|
39,498
|
My objective:
I need to get minimized performance measures 'area' and 'power dissipation'(multi objective) of overall two stage operational amplifier circuit design by optimizing the device components (transistors dimensions and the other design variables). I Need to optimize entire circuit synthesis process, for that i need to implement the graph neural network. I am going to use the undirected bipartite miltigraph representation to transfer my netlist in to graph structure. Because of, i am having fixed circuit netlist corresponding to its fixed circuit schematic, so corresponding graph structure topology in graph is also fixed topology. In the bipartite graph, consists of two sets of nodes: one set represents the nets between device components, while the other set represents the device components, where the undirected edges are connected between these two types of nodes present in the two sides of the graph (more than one undirected edges with different color labeled were connected between same two nodes types). During optimization process graph topology is fixed, but the node features of the corresponding nodes of the device components are going to change to achive the required performance measures. here i am having two objective need to be optimize, so my objective is falls under the 'multiobjective startergy'.
I need to know, whether my objective is belongs to prediction task. if it is prediction task, it falls under which of the following types.
There are three general types of prediction tasks on graphs: 'graph-level', 'nodelevel', and 'edge-level'.
I need to know, which of the following application is my objective belongs to.
Which of these three type of application is falls under: 'Node Classification', 'Graph Classification', 'Edge Classfication', 'Link prediction' 'Graph clustering', and 'Graph Visualization'.
I need to know, which of the following architecture and embedding techniques is more suitable for my precribed objective and requirements(multiobjective), and the recommendation should be very precised and appropriate.(if it is now available in the below please also suggest best hybrid techinques in GNN to implement for my same requirements)
Spectral methods: 'Graph Convolutional Networks (GCN)'.
Spatial methods: 'Message Passing Neural Networks (MPNN)', 'Graph Attention Networks (GAT)'.
Sampling methods: 'GraphSage'.
|
768ea3509552eab52fba00ca4dd8781f
|
{
"intermediate": 0.11099722981452942,
"beginner": 0.06187853962182999,
"expert": 0.8271242380142212
}
|
39,499
|
What exceptions may requsts.get invoke?
|
a41f28e8522ebd64ab265990ea7bc00a
|
{
"intermediate": 0.41171908378601074,
"beginner": 0.29750382900238037,
"expert": 0.2907771170139313
}
|
39,500
|
Cannot resolve configuration property 'spring.application.baseUrl'
|
e635db3b3fa32d48bbaf217811f17351
|
{
"intermediate": 0.5145630836486816,
"beginner": 0.27623918652534485,
"expert": 0.2091977447271347
}
|
39,501
|
I need a regex which matches XXX(YYY)(ZZZ) where XXX, YYY, ZZZ are any string except those that contain '(' or ')' (ZZZ) is optional. XXX, YYY, ZZZ should be captured in capture groups
|
f09df413ece689311a9362c717996c2f
|
{
"intermediate": 0.4235878884792328,
"beginner": 0.22229167819023132,
"expert": 0.3541204631328583
}
|
39,502
|
The arcs are not being rendered, neither is the points or labels: import React, { useEffect, useRef, useState } from 'react';
import {
WebGLRenderer,
Scene,
AmbientLight,
DirectionalLight,
Color,
Fog,
PerspectiveCamera,
PointLight } from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { createGlowMesh } from 'three-glow-mesh';
import ThreeGlobe from "three-globe";
import countries from './files/globe-data-min.json';
import travelHistory from './files/my-flights.json';
import airportHistory from './files/my-airports.json';
const GlobeComponent = ({ globeWidth, globeHeight, windowWidth, windowHeight, uniqueValue }) => {
const containerRef = useRef();
const globeRef = useRef();
const [onGlobeReady, setOnGlobeReady] = useState(false);
let windowHalfX = windowWidth / 2;
let windowHalfY = windowHeight / 2;
let mouseX = 0;
let mouseY = 0;
let frameId;
// Initialize core ThreeJS elements
const init = () => {
const renderer = new WebGLRenderer({ antialias: true, alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(globeWidth, globeHeight);
renderer.setClearColor(0x000000, 0);
// Append renderer to the container, replacing old if exists
if (containerRef.current.childNodes.length > 0) {
containerRef.current.replaceChild(renderer.domElement, containerRef.current.childNodes[0]);
} else {
containerRef.current.appendChild(renderer.domElement);
}
const scene = new Scene();
scene.add(new AmbientLight(0xbbbbbb, 0.4));
const camera = new PerspectiveCamera();
camera.aspect = globeWidth / globeHeight;
camera.updateProjectionMatrix();
// Set ambient light, directional light, point light …
scene.add(new AmbientLight(0xbbbbbb, 0.3));
var dLight = new DirectionalLight(0xffffff, 0.8);
dLight.position.set(-800, 2000, 400);
camera.add(dLight);
var dLight1 = new DirectionalLight(0x7982f6, 1);
dLight1.position.set(-200, 500, 200);
camera.add(dLight1);
var dLight2 = new PointLight(0x8566cc, 0.5);
dLight2.position.set(-200, 500, 200);
camera.add(dLight2);
camera.position.z = 400;
camera.position.x = 0;
camera.position.y = 0;
scene.add(camera);
// Additional effects
scene.fog = new Fog(0x535ef3, 400, 2000);
// Helpers
// const axesHelper = new THREE.AxesHelper(800);
// scene.add(axesHelper);
// var helper = new THREE.DirectionalLightHelper(dLight);
// scene.add(helper);
// var helperCamera = new THREE.CameraHelper(dLight.shadow.camera);
// scene.add(helperCamera);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dynamicDampingFactor = 0.01;
controls.enablePan = false;
controls.minDistance = Math.min(globeWidth, globeHeight) / 2;
controls.maxDistance = Math.min(globeWidth, globeHeight) / 2;
controls.rotateSpeed = 0.8;
controls.zoomSpeed = 1;
controls.autoRotate = false;
controls.minPolarAngle = Math.PI / 3.5;
controls.maxPolarAngle = Math.PI - Math.PI / 3;
// Return renderer, scene, camera, controls for usage in animate and other functions
return { renderer, scene, camera, controls };
};
const initGlobe = (scene) => {
// Initialize the Globe
const globe = new ThreeGlobe({
waitForGlobeReady: true,
animateIn: true,
})
.hexPolygonsData(countries.features)
.hexPolygonResolution(3)
.hexPolygonMargin(0.7)
.showAtmosphere(true)
.atmosphereColor("#ffffff")
.atmosphereAltitude(0.1)
.hexPolygonColor((e) => {
if (
["KEN", "CHN", "FRA", "ZAF", "JPN", "USA", "AUS", "CAN"].includes(
e.properties.ISO_A3
)
) {
return "rgba(255,255,255, 1)";
} else return "rgba(255,255,255, 0.5)";
});
globe.rotateX(-Math.PI * (1 / 50));
globe.rotateY(-Math.PI * (1 / 9));
globe.rotateZ(-Math.PI / 60);
const globeMaterial = globe.globeMaterial();
globeMaterial.color = new Color(0x3a228a);
globeMaterial.emissive = new Color(0x220038);
globeMaterial.emissiveIntensity = 0.1;
globeMaterial.shininess = 0.7;
// NOTE Cool stuff
// globeMaterial.wireframe = true;
// … Set up the globe
scene.add(globe);
globeRef.current = globe;
};
// Function to animate the scene
const animate = (renderer, scene, camera, controls) => {
const animateFrame = () => {
frameId = requestAnimationFrame(animateFrame);
controls.update();
renderer.render(scene, camera);
};
animateFrame();
};
// Initialize arcs without setTimeout
const initArcs = (globe) => {
globe
.arcsData(travelHistory.flights)
.arcColor(e => e.status ? "#9cff00" : "#ff2e97")
.arcAltitude(e => e.arcAlt)
.arcStroke(e => e.status ? 0.5 : 0.3)
.arcDashLength(0.9)
.arcDashGap(4)
.arcDashAnimateTime(1000)
.arcsTransitionDuration(1000)
.arcDashInitialGap((e) => e.order * 1)
.labelsData(airportHistory.airports)
.labelColor(() => "#ffffff")
.labelDotOrientation((e) => {
return e.text === "NGA" ? "top" : "right";
})
.labelDotRadius(0.35)
.labelSize((e) => e.size)
.labelText("city")
.labelResolution(6)
.labelAltitude(0.01)
.pointsData(airportHistory.airports)
.pointColor(() => "#ffffff")
.pointsMerge(true)
.pointAltitude(0.07)
.pointRadius(0.10);
};
useEffect(() => {
const { renderer, scene, camera, controls } = init();
const globe = initGlobe(scene); // note this will no longer directly invoke setArcs
if (globe) { // check if globe is instantiated
setOnGlobeReady(true); // set isGlobeReady state to true when globe is initialized
}
animate(renderer, scene, camera, controls); // start animation loop
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('mousemove', onMouseMove);
return () => {
window.removeEventListener('resize', onWindowResize);
renderer.domElement.removeEventListener('mousemove', onMouseMove);
// Cancel the animation frame
cancelAnimationFrame(frameId);
if (containerRef.current) {
// Perform more thorough clean-up here
// Dispose of the scene's children
while (scene.children.length > 0) {
const object = scene.children[0];
if (object.dispose) {
object.dispose();
}
scene.remove(object);
}
// Dispose of the renderer and any associated resources
renderer.dispose();
// Dispose of any controls, if necessary
if (controls && controls instanceof OrbitControls && controls.dispose) {
controls.dispose();
}
if (renderer.domElement.parentNode === containerRef.current) {
// Remove the renderer DOM element
containerRef.current.removeChild(renderer.domElement);
}
}
};
}, [uniqueValue]);
useEffect(() => {
if (onGlobeReady && globeRef.current) {
// Initialize arcs once globe is ready
initArcs(globeRef.current);
}
}, [onGlobeReady]);
useEffect(() => {
const { renderer, scene, camera, controls } = init();
initGlobe(scene);
animate(renderer, scene, camera, controls);
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('mousemove', onMouseMove);
return () => {
// Cleanup
window.removeEventListener('resize', onWindowResize);
renderer.domElement.removeEventListener('mousemove', onMouseMove);
// Cancel the animation frame
cancelAnimationFrame(frameId);
if (containerRef.current) {
// Perform more thorough clean-up here
// Dispose of the scene's children
while (scene.children.length > 0) {
const object = scene.children[0];
if (object.dispose) {
object.dispose();
}
scene.remove(object);
}
// Dispose of the renderer and any associated resources
renderer.dispose();
// Dispose of any controls, if necessary
if (controls && controls instanceof OrbitControls && controls.dispose) {
controls.dispose();
}
if (renderer.domElement.parentNode === containerRef.current) {
// Remove the renderer DOM element
containerRef.current.removeChild(renderer.domElement);
}
}
};
}, [uniqueValue]); // Ensure re-initialization on uniqueValue change
// Event listeners
function onWindowResize() {
camera.aspect = windowWidth / windowHeight;
camera.updateProjectionMatrix();
windowHalfX = windowWidth;
windowHalfY = windowHeight;
renderer.setSize(windowWidth, windowHeight);
}
function onMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
return <div ref={containerRef} />;
};
export default GlobeComponent;
|
29decaedc54bedca9ec3d580db1923ee
|
{
"intermediate": 0.2779935300350189,
"beginner": 0.47810161113739014,
"expert": 0.24390481412410736
}
|
39,503
|
hi gpt
|
1fcbb25b08f863023bcb65dfccbe9c2b
|
{
"intermediate": 0.28147566318511963,
"beginner": 0.2624020278453827,
"expert": 0.4561222791671753
}
|
39,504
|
The globe doesnt seem to handle fast refresh since it is on a react app next js, the component should full unmonnt and mount based on the current page: import React, { useEffect, useRef } from 'react';
import {
WebGLRenderer,
Scene,
AmbientLight,
DirectionalLight,
Color,
Fog,
PerspectiveCamera,
PointLight
} from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { createGlowMesh } from 'three-glow-mesh';
import ThreeGlobe from "three-globe";
import countries from './files/globe-data-min.json';
import travelHistory from './files/my-flights.json';
import airportHistory from './files/my-airports.json';
let mouseX = 0;
let mouseY = 0;
let timeoutId;
let renderer, camera, scene, controls;
let Globe;
let frameId;
const GlobeComponent = ({ globeWidth, globeHeight, windowWidth, windowHeight }) => {
const containerRef = useRef();
let windowHalfX = windowWidth / 2;
let windowHalfY = windowHeight / 2;
// Event listeners
function onWindowResize() {
camera.aspect = windowWidth / windowHeight;
camera.updateProjectionMatrix();
windowHalfX = windowWidth;
windowHalfY = windowHeight;
renderer.setSize(windowWidth, windowHeight);
}
function onMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
// console.log("x: " + mouseX + " y: " + mouseY);
}
// Animation
function animate() {
camera.lookAt(scene.position);
controls.update();
renderer.render(scene, camera);
frameId = requestAnimationFrame(animate);
}
useEffect(() => {
// Initialize core ThreeJS elements
function init() {
// Initialize renderer
renderer = new WebGLRenderer({ antialias: true, alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(globeWidth, globeHeight);
renderer.setClearColor(0x000000, 0);
containerRef.current.appendChild(renderer.domElement);
// Initialize scene, light
scene = new Scene();
scene.add(new AmbientLight(0xbbbbbb, 0.4));
// Initialize camera, light
camera = new PerspectiveCamera();
camera.aspect = globeWidth / globeHeight;
camera.updateProjectionMatrix();
var dLight = new DirectionalLight(0xffffff, 0.8);
dLight.position.set(-800, 2000, 400);
camera.add(dLight);
var dLight1 = new DirectionalLight(0x7982f6, 1);
dLight1.position.set(-200, 500, 200);
camera.add(dLight1);
var dLight2 = new PointLight(0x8566cc, 0.5);
dLight2.position.set(-200, 500, 200);
camera.add(dLight2);
camera.position.z = 400;
camera.position.x = 0;
camera.position.y = 0;
scene.add(camera);
// Additional effects
scene.fog = new Fog(0x535ef3, 400, 2000);
// Helpers
// const axesHelper = new THREE.AxesHelper(800);
// scene.add(axesHelper);
// var helper = new THREE.DirectionalLightHelper(dLight);
// scene.add(helper);
// var helperCamera = new THREE.CameraHelper(dLight.shadow.camera);
// scene.add(helperCamera);
// Initialize controls
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dynamicDampingFactor = 0.01;
controls.enablePan = false;
controls.minDistance = Math.min(globeWidth, globeHeight) / 2;
controls.maxDistance = Math.min(globeWidth, globeHeight) / 2;
controls.rotateSpeed = 0.8;
controls.zoomSpeed = 1;
controls.autoRotate = false;
controls.minPolarAngle = Math.PI / 3.5;
controls.maxPolarAngle = Math.PI - Math.PI / 3;
}
// Initialize the Globe
function initGlobe() {
// Initialize the Globe
Globe = new ThreeGlobe({
waitForGlobeReady: true,
animateIn: true,
})
.hexPolygonsData(countries.features)
.hexPolygonResolution(3)
.hexPolygonMargin(0.7)
.showAtmosphere(true)
.atmosphereColor("#ffffff")
.atmosphereAltitude(0.1)
.hexPolygonColor((e) => {
if (
["KEN", "CHN", "FRA", "ZAF", "JPN", "USA", "AUS", "CAN"].includes(
e.properties.ISO_A3
)
) {
return "rgba(255,255,255, 1)";
} else return "rgba(255,255,255, 0.5)";
});
// NOTE Arc animations are followed after the globe enters the scene
timeoutId = setTimeout(() => {
Globe.arcsData(travelHistory.flights)
.arcColor((e) => {
return e.status ? "#9cff00" : "#ff2e97";
})
.arcAltitude((e) => {
return e.arcAlt;
})
.arcStroke((e) => {
return e.status ? 0.5 : 0.3;
})
.arcDashLength(0.9)
.arcDashGap(4)
.arcDashAnimateTime(1000)
.arcsTransitionDuration(1000)
.arcDashInitialGap((e) => e.order * 1)
.labelsData(airportHistory.airports)
.labelColor(() => "#ffffff")
.labelDotOrientation((e) => {
return e.text === "NGA" ? "top" : "right";
})
.labelDotRadius(0.35)
.labelSize((e) => e.size)
.labelText("city")
.labelResolution(6)
.labelAltitude(0.01)
.pointsData(airportHistory.airports)
.pointColor(() => "#ffffff")
.pointsMerge(true)
.pointAltitude(0.07)
.pointRadius(0.10);
}, 1000);
Globe.rotateX(-Math.PI * (1 / 50));
Globe.rotateY(-Math.PI * (1 / 9));
Globe.rotateZ(-Math.PI / 60);
const globeMaterial = Globe.globeMaterial();
globeMaterial.color = new Color(0x3a228a);
globeMaterial.emissive = new Color(0x220038);
globeMaterial.emissiveIntensity = 0.1;
globeMaterial.shininess = 0.7;
// NOTE Cool stuff
// globeMaterial.wireframe = true;
scene.add(Globe);
}
init();
initGlobe();
onWindowResize();
animate();
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('mousemove', onMouseMove);
console.log("Initializing globe animation");
return () => {
clearTimeout(timeoutId);
window.removeEventListener('resize', onWindowResize);
renderer.domElement.removeEventListener('mousemove', onMouseMove);
cancelAnimationFrame(frameId);
if (containerRef.current) {
// Perform more thorough clean-up here
// Dispose of the scene's children
while (scene.children.length > 0) {
const object = scene.children[0];
if (object.dispose) {
object.dispose();
}
scene.remove(object);
}
// Dispose of the renderer and any associated resources
renderer.dispose();
// Dispose of any controls, if necessary
if (controls && controls instanceof OrbitControls && controls.dispose) {
controls.dispose();
}
if (renderer.domElement.parentNode === containerRef.current) {
// Remove the renderer DOM element
containerRef.current.removeChild(renderer.domElement);
}
}
};
}, []);
return <div ref={containerRef} />;
};
export default GlobeComponent;
|
98a85d570b55cf191db922d7e792e7af
|
{
"intermediate": 0.3395306169986725,
"beginner": 0.41717085242271423,
"expert": 0.24329857528209686
}
|
39,505
|
Puoi aiutarmi a fare il debug del codice?
|
77a2cc6252ca34b48c280b703b9ba36f
|
{
"intermediate": 0.3286390006542206,
"beginner": 0.3031467795372009,
"expert": 0.3682142198085785
}
|
39,506
|
________ will get the substring "cool" from the string "u cool".
________ will get the substring "cool" from the string "u cool".
"u cool"[3 : 6]
"u cool"[3 : ]
"u cool"[2 : 5]
"u cool"[2 : ]
|
491059f720125a9bff55a6af8947a76d
|
{
"intermediate": 0.37639933824539185,
"beginner": 0.2716522216796875,
"expert": 0.35194841027259827
}
|
39,507
|
Fix this dynamic GPT3.5 prompt to output valid JSON consistently
# Prompt
~~~
You are now a React Native developer. Generate a list of filenames for the files needed to created a cross-platform app according to the details below.
# Details
{{details}}
- Output absolutely nothing but the filenames iin a valid nested JSON array.
- Do not output a Markdown codeblock
- The keys should have values assigned.
- Represent the file structure.
~~~
# Example Structure
~~~
{
"flappyBirdApp": {
"App.js",
"index.js",
"package.json",
"package-lock.json",
"babel.config.js",
"node_modules": [],
"assets": [
"bird.png",
"pipe.png"
],
"components": [
"MainGameScreen.js",
"Bird.js",
"Pipe.js"
],
"screens": [
"GameOverScreen.js"
],
"utils": [
"GameLogic.js",
"SoundEffects.js"
],
"styles": [
"MainGameScreenStyles.js",
"BirdStyles.js",
"PipeStyles.js",
"GameOverScreenStyles.js"
],
"__tests__": [
"GameLogic.test.js",
"MainGameScreen.test.js",
"Bird.test.js",
"Pipe.test.js",
"SoundEffects.test.js"
],
"README.md"
}
}
~~~
|
3491ad5a387f62645a9df9230afdd5f5
|
{
"intermediate": 0.3478148579597473,
"beginner": 0.3886626064777374,
"expert": 0.2635224759578705
}
|
39,508
|
The following component is being rendered at the top of a single page next js application. Instead of the cleanup function, how do i initially mount the component and only hide it when i navigate to a different section using next navigation which uses pageProps instead of full page reload. Logic Flow: initial globe is mounted on the index.jsx, when a user navigates to a different page, do not unmount the globe: import React, { useEffect, useRef } from 'react';
import {
WebGLRenderer,
Scene,
AmbientLight,
DirectionalLight,
Color,
Fog,
PerspectiveCamera,
PointLight
} from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { createGlowMesh } from 'three-glow-mesh';
import ThreeGlobe from "three-globe";
import countries from './files/globe-data-min.json';
import travelHistory from './files/my-flights.json';
import airportHistory from './files/my-airports.json';
let mouseX = 0;
let mouseY = 0;
let timeoutId;
let renderer, camera, scene, controls;
let Globe;
let frameId;
const GlobeComponent = ({ globeWidth, globeHeight, windowWidth, windowHeight, uniqueValue }) => {
const containerRef = useRef();
let windowHalfX = windowWidth / 2;
let windowHalfY = windowHeight / 2;
// Event listeners
function onWindowResize() {
camera.aspect = windowWidth / windowHeight;
camera.updateProjectionMatrix();
windowHalfX = windowWidth;
windowHalfY = windowHeight;
renderer.setSize(windowWidth, windowHeight);
}
function onMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
// console.log("x: " + mouseX + " y: " + mouseY);
}
// Animation
function animate() {
camera.lookAt(scene.position);
controls.update();
renderer.render(scene, camera);
frameId = requestAnimationFrame(animate);
}
useEffect(() => {
// Initialize core ThreeJS elements
function init() {
// Initialize renderer
renderer = new WebGLRenderer({ antialias: true, alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(globeWidth, globeHeight);
renderer.setClearColor(0x000000, 0);
containerRef.current.appendChild(renderer.domElement);
// Initialize scene, light
scene = new Scene();
scene.add(new AmbientLight(0xbbbbbb, 0.4));
// Initialize camera, light
camera = new PerspectiveCamera();
camera.aspect = globeWidth / globeHeight;
camera.updateProjectionMatrix();
var dLight = new DirectionalLight(0xffffff, 0.8);
dLight.position.set(-800, 2000, 400);
camera.add(dLight);
var dLight1 = new DirectionalLight(0x7982f6, 1);
dLight1.position.set(-200, 500, 200);
camera.add(dLight1);
var dLight2 = new PointLight(0x8566cc, 0.5);
dLight2.position.set(-200, 500, 200);
camera.add(dLight2);
camera.position.z = 400;
camera.position.x = 0;
camera.position.y = 0;
scene.add(camera);
// Additional effects
scene.fog = new Fog(0x535ef3, 400, 2000);
// Helpers
// const axesHelper = new THREE.AxesHelper(800);
// scene.add(axesHelper);
// var helper = new THREE.DirectionalLightHelper(dLight);
// scene.add(helper);
// var helperCamera = new THREE.CameraHelper(dLight.shadow.camera);
// scene.add(helperCamera);
// Initialize controls
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dynamicDampingFactor = 0.01;
controls.enablePan = false;
controls.minDistance = Math.min(globeWidth, globeHeight) / 2;
controls.maxDistance = Math.min(globeWidth, globeHeight) / 2;
controls.rotateSpeed = 0.8;
controls.zoomSpeed = 1;
controls.autoRotate = false;
controls.minPolarAngle = Math.PI / 3.5;
controls.maxPolarAngle = Math.PI - Math.PI / 3;
}
// Initialize the Globe
function initGlobe() {
// Initialize the Globe
Globe = new ThreeGlobe({
waitForGlobeReady: true,
animateIn: true,
})
.hexPolygonsData(countries.features)
.hexPolygonResolution(3)
.hexPolygonMargin(0.7)
.showAtmosphere(true)
.atmosphereColor("#ffffff")
.atmosphereAltitude(0.1)
.hexPolygonColor((e) => {
if (
["KEN", "CHN", "FRA", "ZAF", "JPN", "USA", "AUS", "CAN"].includes(
e.properties.ISO_A3
)
) {
return "rgba(255,255,255, 1)";
} else return "rgba(255,255,255, 0.5)";
});
// NOTE Arc animations are followed after the globe enters the scene
timeoutId = setTimeout(() => {
Globe.arcsData(travelHistory.flights)
.arcColor((e) => {
return e.status ? "#9cff00" : "#ff2e97";
})
.arcAltitude((e) => {
return e.arcAlt;
})
.arcStroke((e) => {
return e.status ? 0.5 : 0.3;
})
.arcDashLength(0.9)
.arcDashGap(4)
.arcDashAnimateTime(1000)
.arcsTransitionDuration(1000)
.arcDashInitialGap((e) => e.order * 1)
.labelsData(airportHistory.airports)
.labelColor(() => "#ffffff")
.labelDotOrientation((e) => {
return e.text === "NGA" ? "top" : "right";
})
.labelDotRadius(0.35)
.labelSize((e) => e.size)
.labelText("city")
.labelResolution(6)
.labelAltitude(0.01)
.pointsData(airportHistory.airports)
.pointColor(() => "#ffffff")
.pointsMerge(true)
.pointAltitude(0.07)
.pointRadius(0.10);
}, 1000);
Globe.rotateX(-Math.PI * (1 / 50));
Globe.rotateY(-Math.PI * (1 / 9));
Globe.rotateZ(-Math.PI / 60);
const globeMaterial = Globe.globeMaterial();
globeMaterial.color = new Color(0x3a228a);
globeMaterial.emissive = new Color(0x220038);
globeMaterial.emissiveIntensity = 0.1;
globeMaterial.shininess = 0.7;
// NOTE Cool stuff
// globeMaterial.wireframe = true;
scene.add(Globe);
}
init();
initGlobe();
onWindowResize();
animate();
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('mousemove', onMouseMove);
console.log("Initializing globe animation");
return () => {
clearTimeout(timeoutId);
console.log({timeoutId})
window.removeEventListener('resize', onWindowResize);
renderer.domElement.removeEventListener('mousemove', onMouseMove);
cancelAnimationFrame(frameId);
if (containerRef.current) {
// Perform more thorough clean-up here
// Dispose of the scene's children
while (scene.children.length > 0) {
const object = scene.children[0];
if (object.dispose) {
object.dispose();
}
scene.remove(object);
}
// Dispose of the renderer and any associated resources
renderer.dispose();
// Dispose of any controls, if necessary
if (controls && controls instanceof OrbitControls && controls.dispose) {
controls.dispose();
}
if (renderer.domElement.parentNode === containerRef.current) {
// Remove the renderer DOM element
containerRef.current.removeChild(renderer.domElement);
}
}
};
}, [uniqueValue]);
return <div ref={containerRef} />;
};
export default GlobeComponent;
|
26b1f48b59a6227f2fcaa75f870b4f5f
|
{
"intermediate": 0.4560537338256836,
"beginner": 0.31646227836608887,
"expert": 0.2274840772151947
}
|
39,509
|
you are a developer which is using Quartz.NET version 3. You are implementing a Job chain using the JobChainingJobListener class. How do you stop the chain based on data calculated inside the first job execution?
|
2f3469d502bdc777bc805bb46e541a6d
|
{
"intermediate": 0.733772873878479,
"beginner": 0.14412721991539001,
"expert": 0.12209995836019516
}
|
39,510
|
/content/SUPIR
no module 'xformers'. Processing without...
no module 'xformers'. Processing without...
2024-02-16 08:31:55.777881: E external/local_xla/xla/stream_executor/cuda/cuda_dnn.cc:9261] Unable to register cuDNN factory: Attempting to register factory for plugin cuDNN when one has already been registered
2024-02-16 08:31:55.777931: E external/local_xla/xla/stream_executor/cuda/cuda_fft.cc:607] Unable to register cuFFT factory: Attempting to register factory for plugin cuFFT when one has already been registered
2024-02-16 08:31:55.779198: E external/local_xla/xla/stream_executor/cuda/cuda_blas.cc:1515] Unable to register cuBLAS factory: Attempting to register factory for plugin cuBLAS when one has already been registered
2024-02-16 08:31:57.071666: W tensorflow/compiler/tf2tensorrt/utils/py_utils.cc:38] TF-TRT Warning: Could not find TensorRT
Traceback (most recent call last):
File "/content/SUPIR/gradio_demo.py", line 9, in <module>
from llava.llava_agent import LLavaAgent
File "/content/SUPIR/llava/__init__.py", line 1, in <module>
from .model import LlavaLlamaForCausalLM
File "/content/SUPIR/llava/model/__init__.py", line 2, in <module>
from .language_model.llava_mpt import LlavaMPTForCausalLM, LlavaMPTConfig
File "/content/SUPIR/llava/model/language_model/llava_mpt.py", line 26, in <module>
from .mpt.modeling_mpt import MPTConfig, MPTForCausalLM, MPTModel
File "/content/SUPIR/llava/model/language_model/mpt/modeling_mpt.py", line 19, in <module>
from .hf_prefixlm_converter import add_bidirectional_mask_if_missing, convert_hf_causal_lm_to_prefix_lm
File "/content/SUPIR/llava/model/language_model/mpt/hf_prefixlm_converter.py", line 15, in <module>
from transformers.models.bloom.modeling_bloom import _expand_mask as _expand_mask_bloom
ImportError: cannot import name '_expand_mask' from 'transformers.models.bloom.modeling_bloom' (/usr/local/lib/python3.10/dist-packages/transformers/models/bloom/modeling_bloom.py)
|
33424365cf62d841b0095ed15b5d143e
|
{
"intermediate": 0.5181733965873718,
"beginner": 0.19028010964393616,
"expert": 0.29154643416404724
}
|
39,511
|
With awk, how can I get second column of a row that is separated by "||"
|
97e0715c60be9d0246d541fb879664dc
|
{
"intermediate": 0.3923030197620392,
"beginner": 0.15335656702518463,
"expert": 0.4543404281139374
}
|
39,512
|
I have android app and I want to convert save audio to text. How to do in android studio
|
f9964e3c37f91063fc51821b74bb5890
|
{
"intermediate": 0.49128514528274536,
"beginner": 0.1680385321378708,
"expert": 0.34067636728286743
}
|
39,513
|
File "/app/aws_securityhub_collector/main.py", line 115, in bulk_insert
psycopg2.extras.execute_batch(cursor, insert_clause, values)
^^^^^^^^^^^^^^^
AttributeError: module 'psycopg2' has no attribute 'extras'
|
bc39b6dbaaef5fa2952f772bba61630f
|
{
"intermediate": 0.4340933561325073,
"beginner": 0.3122275471687317,
"expert": 0.2536791265010834
}
|
39,514
|
write me this whole program in CUDA:
#include <cuda.h>
#include <stdio.h>
#define BLOCK_SIZE 32
#define STRASSEN_THRESHOLD 64
global void padMatrix(float *A, float *paddedA, int N)
{
int row = blockIdx.y * blockDim.y + threadIdx.y;
int col = blockIdx.x * blockDim.x + threadIdx.x;
Copy
if (row < N && col < N)
{
paddedA[row * (2 * N) + col] = A[row * N + col];
}
}
global void padIdentity(float *I, float *paddedI, int N)
{
int row = blockIdx.y * blockDim.y + threadIdx.y;
int col = blockIdx.x * blockDim.x + threadIdx.x;
excel
Copy
if (row == col && row < N)
{
paddedI[row * (2 * N) + col] = 1.0f;
}
else if (row < N && col < N)
{
paddedI[row * (2 * N) + col] = 0.0f;
}
}
global void splitMatrix(float *A, float *B, float *C, float *D, float *E, float *F, float *G, float *H, int N)
{
int row = blockIdx.y * blockDim.y + threadIdx.y;
int col = blockIdx.x * blockDim.x + threadIdx.x;
excel
Copy
if (row < N / 2 && col < N / 2)
{
C[row * (N / 2) + col] = A[row * N + col];
D[row * (N / 2) + col] = A[row * N + col + N / 2];
E[row * (N / 2) + col] = B[row * N + col];
F[row * (N / 2) + col] = B[row * N + col + N / 2];
}
else if (row < N / 2 && col >= N / 2)
{
D[row * (N / 2) + (col - N / 2)] = A[row * N + col];
F[row * (N / 2) + (col - N / 2)] = B[row * N + col];
}
else if (row >= N / 2 && col < N / 2)
{
G[(row - N / 2) * (N / 2) + col] = A[row * N + col];
H[(row - N / 2) * (N / 2) + col] = B[row * N + col];
}
else
{
H[(row - N / 2) * (N / 2) + (col - N / 2)] = A[row * N + col];
}
}
global void mergeMatrix(float *A, float *B, float *C, float *D, float *E, float *F, float *G, float *H, int N)
{
int row = blockIdx.y * blockDim.y + threadIdx.y;
int col = blockIdx.x * blockDim.x + threadIdx.x;
excel
Copy
if (row < N && col < N)
{
A[row * N + col] = A[row * N + col] + B[row * N + col] + D[row * N + col] - F[row * N + col];
C[row * N + col] = A[row * N + col] + D[row * N + col];
E[row * N + col] = A[row * N + col] - B[row * N + col] + F[row * N + col];
H[row * N + col] = G[row * N + col] + H[row * N + col];
B[row * N + col] = A[row * N + col] + B[row * N + col];
D[row * N + col] = G[row * N + col] - H[row * N + col];
F[row * N + col] = A[row * N + col] - D[row * N + col];
G[row * N + col] = B[row * N + col] - F[row * N + col];
}
}
global void strassenStep(float *A, float *B, float *C, int N)
{
if (N <= STRASSEN_THRESHOLD)
{
// Perform standard matrix multiplication for small matrices
for (int i = 0; i < N; i++)
{
for (int j = 0; j < N; j++)
{
float sum = 0.0f;
for (int k = 0; k < N; k++)
{
sum += A[i * N + k] * B[k * N + j];
}
C[i * N + j] = sum;
}
}
}
else
{
// Split matrices into quarters and pad them
int halfN = N / 2;
float *paddedA = new float[N * N * 4];
float *paddedB = new float[N * N * 4];
float *paddedC = new float[N * N * 4];
float *paddedD = new float[N * N * 4];
float *paddedE = new float[N * N * 4];
float *paddedF = new float[N * N * 4];
float *paddedG = new float[N * N * 4];
float *paddedH = new float[N * N * 4];
lisp
Copy
padMatrix<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(A, paddedA, N);
padMatrix<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(B, paddedB, N);
// Calculate P1, P2, P3, P4, P5, P6, P7
strassenStep<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedA + 0 * N * halfN, paddedB + 0 * N * halfN, paddedC, halfN);
strassenStep<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedA + 0 * N * halfN, paddedB + 1 * N * halfN, paddedD, halfN);
strassenStep<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedA + 1 * N * halfN, paddedB + 0 * N * halfN, paddedE, halfN);
strassenStep<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedA + 1 * N * halfN, paddedB + 1 * N * halfN, paddedF, halfN);
strassenStep<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedA + 0 * N * halfN + halfN, paddedC + 0 * N * halfN + halfN, paddedG, halfN);
strassenStep<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedE + 0 * N * halfN + halfN, paddedF + 1 * N * halfN + halfN, paddedH, halfN);
strassenStep<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedA + 0 * N * halfN + halfN, paddedB + 0 * N * halfN, paddedG + 0 * N * halfN, halfN);
strassenStep<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedA + 0 * N * halfN + halfN, paddedB + 1 * N * halfN + halfN, paddedH + 0 * N * halfN, halfN);
strassenStep<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedA + 1 * N * halfN, paddedB + 0 * N * halfN + halfN, paddedH + 1 * N * halfN, halfN);
// Merge results to get C
mergeMatrix<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedA, paddedE, paddedC, paddedG, paddedC, paddedH, paddedC, paddedD, halfN);
mergeMatrix<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedA, paddedF, paddedC, paddedH, paddedC, paddedG, paddedC, paddedE, halfN);
mergeMatrix<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedD, paddedF, paddedC, paddedH, paddedC, paddedG, paddedC, paddedA, halfN);
mergeMatrix<<<(N / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(paddedD, paddedE, paddedC, paddedG, paddedC, paddedH, paddedC, paddedF, halfN);
// Copy result back to device memory
for (int i = 0; i < N * N; i++)
{
C[i] = paddedC[i];
}
delete[] paddedA;
delete[] paddedB;
delete[] paddedC;
delete[] paddedD;
delete[] paddedE;
delete[] paddedF;
delete[] paddedG;
delete[] paddedH;
}
}
void multiplyMatrices(float *A, float *B, float *C, int N)
{
int Np = N;
while (Np % 2 == 0)
{
Np *= 2;
}
// Allocate host memory for padded matrices
float *hostPaddedA = new float[Np * Np];
float *hostPaddedB = new float[Np * Np];
memset(hostPaddedA, 0, Np * Np * sizeof(float));
memset(hostPaddedB, 0, Np * Np * sizeof(float));
// Pad matrices
for (int i = 0; i < N; i++)
{
for (int j = 0; j < N; j++)
{
hostPaddedA[i * Np + j] = A[i * N + j];
hostPaddedB[i * Np + j] = B[i * N + j];
}
}
// Allocate device memory
float *d_A, *d_B, *d_C, *d_paddedA, *d_paddedB;
cudaMalloc(&d_A, Np * Np * sizeof(float));
cudaMalloc(&d_B, Np * Np * sizeof(float));
cudaMalloc(&d_C, Np * Np * sizeof(float));
cudaMalloc(&d_paddedA, Np * Np * sizeof(float));
cudaMalloc(&d_paddedB, Np * Np * sizeof(float));
// Copy padded matrices to device
cudaMemcpy(d_paddedA, hostPaddedA, Np * Np * sizeof(float), cudaMemcpyHostToDevice);
cudaMemcpy(d_paddedB, hostPaddedB, Np * Np * sizeof(float), cudaMemcpyHostToDevice);
// Set up identity matrix on the host
float *hostIdentity = new float[N * N];
memset(hostIdentity, 0, N * N * sizeof(float));
for (int i = 0; i < N; i++)
{
hostIdentity[i * N + i] = 1.0f;
}
// Pad identity matrix
float *hostPaddedIdentity = new float[Np * Np];
memset(hostPaddedIdentity, 0, Np * Np * sizeof(float));
for (int i = 0; i < N; i++)
{
for (int j = 0; j < N; j++)
{
hostPaddedIdentity[i * Np + j] = hostIdentity[i * N + j];
}
}
// Allocate device memory for padded identity
float *d_paddedIdentity;
cudaMalloc(&d_paddedIdentity, Np * Np * sizeof(float));
// Copy padded identity to device
cudaMemcpy(d_paddedIdentity, hostPaddedIdentity, Np * Np * sizeof(float), cudaMemcpyHostToDevice);
// Call kernel to perform Strassen's algorithm
strassenStep<<<(Np / 2) / BLOCK_SIZE, BLOCK_SIZE>>>(d_paddedA, d_paddedB, d_C, Np);
// Copy result back to host
cudaMemcpy(C, d_C, N * N * sizeof(float), cudaMemcpyDeviceToHost);
// Free device memory
cudaFree(d_A);
cudaFree(d_B);
cudaFree(d_C);
cudaFree(d_paddedA);
cudaFree(d_paddedB);
cudaFree(d_paddedIdentity);
// Free host memory
delete[] hostPaddedA;
delete[] hostPaddedB;
delete[] hostIdentity;
delete[] hostPaddedIdentity;
// Check for errors
cudaError_t err = cudaGetLastError();
if (err != cudaSuccess)
{
printf("CUDA error: %s\n", cudaGetErrorString(err));
exit(-1);
}
}
int main()
{
int N = 128; // Change this to your desired matrix size
float *hostA = new float[N * N];
float *hostB = new float[N * N];
float *hostC = new float[N * N];
// Initialize matrices A and B with random values (or your own data)
srand(time(NULL));
for (int i = 0; i < N; i++)
{
for (int j = 0; j < N; j++)
{
hostA[i * N + j] = rand() / (float)(RAND_MAX);
hostB[i * N + j] = rand() / (float)(RAND_MAX);
}
}
// Call the function to multiply the matrices
multiplyMatrices(hostA, hostB, hostC, N);
// Print the result matrix (optional)
for (int i = 0; i < N; i++)
{
for (int j = 0; j < N; j++)
{
printf("%.2f ", hostC[i * N + j]);
}
printf("\n");
}
// Free host memory
delete[] hostA;
delete[] hostB;
delete[] hostC;
return 0;
}
|
d41c3d50fa163391d9754db7e9eac98f
|
{
"intermediate": 0.2961278557777405,
"beginner": 0.413327157497406,
"expert": 0.2905449867248535
}
|
39,515
|
When i route change to a different page and come back to the index page which shows the globe component i get the following error: Unhandled Runtime Error
Error: Rendered more hooks than during the previous render.
Source
components\GlobeComponent.jsx (63:14) @ GlobeComponent
61 | }
62 |
> 63 | useEffect(() => {
| ^
64 | // Initialize core ThreeJS elements
65 | function init() {
66 | // Initialize renderer .My code: GlobeComponent.jsx: import React, { useEffect, useRef } from 'react';
import {
WebGLRenderer,
Scene,
AmbientLight,
DirectionalLight,
Color,
Fog,
PerspectiveCamera,
PointLight
} from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { createGlowMesh } from 'three-glow-mesh';
import ThreeGlobe from "three-globe";
import { useGlobalState } from '../components/globe/GlobeContext';
import countries from './files/globe-data-min.json';
import travelHistory from './files/my-flights.json';
import airportHistory from './files/my-airports.json';
let mouseX = 0;
let mouseY = 0;
let timeoutId;
let renderer, camera, scene, controls;
let Globe;
let frameId;
const GlobeComponent = ({ globeWidth, globeHeight, windowWidth, windowHeight }) => {
const containerRef = useRef();
const { isGlobeVisible } = useGlobalState();
let windowHalfX = windowWidth / 2;
let windowHalfY = windowHeight / 2;
if (!isGlobeVisible) {
return null;
}
// Event listeners
function onWindowResize() {
camera.aspect = windowWidth / windowHeight;
camera.updateProjectionMatrix();
windowHalfX = windowWidth;
windowHalfY = windowHeight;
renderer.setSize(windowWidth, windowHeight);
}
function onMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
// console.log("x: " + mouseX + " y: " + mouseY);
}
// Animation
function animate() {
camera.lookAt(scene.position);
controls.update();
renderer.render(scene, camera);
frameId = requestAnimationFrame(animate);
}
useEffect(() => {
// Initialize core ThreeJS elements
function init() {
// Initialize renderer
renderer = new WebGLRenderer({ antialias: true, alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(globeWidth, globeHeight);
renderer.setClearColor(0x000000, 0);
containerRef.current.appendChild(renderer.domElement);
// Initialize scene, light
scene = new Scene();
scene.add(new AmbientLight(0xbbbbbb, 0.4));
// Initialize camera, light
camera = new PerspectiveCamera();
camera.aspect = globeWidth / globeHeight;
camera.updateProjectionMatrix();
var dLight = new DirectionalLight(0xffffff, 0.8);
dLight.position.set(-800, 2000, 400);
camera.add(dLight);
var dLight1 = new DirectionalLight(0x7982f6, 1);
dLight1.position.set(-200, 500, 200);
camera.add(dLight1);
var dLight2 = new PointLight(0x8566cc, 0.5);
dLight2.position.set(-200, 500, 200);
camera.add(dLight2);
camera.position.z = 400;
camera.position.x = 0;
camera.position.y = 0;
scene.add(camera);
// Additional effects
scene.fog = new Fog(0x535ef3, 400, 2000);
// Helpers
// const axesHelper = new THREE.AxesHelper(800);
// scene.add(axesHelper);
// var helper = new THREE.DirectionalLightHelper(dLight);
// scene.add(helper);
// var helperCamera = new THREE.CameraHelper(dLight.shadow.camera);
// scene.add(helperCamera);
// Initialize controls
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dynamicDampingFactor = 0.01;
controls.enablePan = false;
controls.minDistance = Math.min(globeWidth, globeHeight) / 2;
controls.maxDistance = Math.min(globeWidth, globeHeight) / 2;
controls.rotateSpeed = 0.8;
controls.zoomSpeed = 1;
controls.autoRotate = false;
controls.minPolarAngle = Math.PI / 3.5;
controls.maxPolarAngle = Math.PI - Math.PI / 3;
}
// Initialize the Globe
function initGlobe() {
// Initialize the Globe
Globe = new ThreeGlobe({
waitForGlobeReady: true,
animateIn: true,
})
.hexPolygonsData(countries.features)
.hexPolygonResolution(3)
.hexPolygonMargin(0.7)
.showAtmosphere(true)
.atmosphereColor("#ffffff")
.atmosphereAltitude(0.1)
.hexPolygonColor((e) => {
if (
["KEN", "CHN", "FRA", "ZAF", "JPN", "USA", "AUS", "CAN"].includes(
e.properties.ISO_A3
)
) {
return "rgba(255,255,255, 1)";
} else return "rgba(255,255,255, 0.5)";
});
// NOTE Arc animations are followed after the globe enters the scene
timeoutId = setTimeout(() => {
Globe.arcsData(travelHistory.flights)
.arcColor((e) => {
return e.status ? "#9cff00" : "#ff2e97";
})
.arcAltitude((e) => {
return e.arcAlt;
})
.arcStroke((e) => {
return e.status ? 0.5 : 0.3;
})
.arcDashLength(0.9)
.arcDashGap(4)
.arcDashAnimateTime(1000)
.arcsTransitionDuration(1000)
.arcDashInitialGap((e) => e.order * 1)
.labelsData(airportHistory.airports)
.labelColor(() => "#ffffff")
.labelDotOrientation((e) => {
return e.text === "NGA" ? "top" : "right";
})
.labelDotRadius(0.35)
.labelSize((e) => e.size)
.labelText("city")
.labelResolution(6)
.labelAltitude(0.01)
.pointsData(airportHistory.airports)
.pointColor(() => "#ffffff")
.pointsMerge(true)
.pointAltitude(0.07)
.pointRadius(0.10);
}, 1000);
Globe.rotateX(-Math.PI * (1 / 50));
Globe.rotateY(-Math.PI * (1 / 9));
Globe.rotateZ(-Math.PI / 60);
const globeMaterial = Globe.globeMaterial();
globeMaterial.color = new Color(0x3a228a);
globeMaterial.emissive = new Color(0x220038);
globeMaterial.emissiveIntensity = 0.1;
globeMaterial.shininess = 0.7;
// NOTE Cool stuff
// globeMaterial.wireframe = true;
scene.add(Globe);
}
init();
initGlobe();
onWindowResize();
animate();
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('mousemove', onMouseMove);
console.log("Initializing globe animation");
return () => {
clearTimeout(timeoutId);
console.log({timeoutId})
window.removeEventListener('resize', onWindowResize);
renderer.domElement.removeEventListener('mousemove', onMouseMove);
cancelAnimationFrame(frameId);
if (containerRef.current) {
// Perform more thorough clean-up here
// Dispose of the scene's children
while (scene.children.length > 0) {
const object = scene.children[0];
if (object.dispose) {
object.dispose();
}
scene.remove(object);
}
// Dispose of the renderer and any associated resources
renderer.dispose();
// Dispose of any controls, if necessary
if (controls && controls instanceof OrbitControls && controls.dispose) {
controls.dispose();
}
if (renderer.domElement.parentNode === containerRef.current) {
// Remove the renderer DOM element
containerRef.current.removeChild(renderer.domElement);
}
}
};
}, []);
return <div ref={containerRef} />;
};
export default GlobeComponent; GlobeContext.js: import React, { createContext, useState, useContext } from 'react';
const GlobalStateContext = createContext(null);
export const useGlobalState = () => useContext(GlobalStateContext);
export const GlobalStateProvider = ({ children }) => {
const [isGlobeVisible, setGlobeVisible] = useState(false);
return (
<GlobalStateContext.Provider value={{ isGlobeVisible, setGlobeVisible }}>
{children}
</GlobalStateContext.Provider>
);
};
_app.jsx: import { AnimatePresence, motion } from "framer-motion";
import { useRouter } from "next/router";
import Layout from "../components/Layout";
import Transition from "../components/Transition";
import { GlobalStateProvider } from '../components/globe/GlobeContext';
import "../styles/globals.css";
function MyApp({ Component, pageProps }) {
const router = useRouter();
return (
<GlobalStateProvider>
<Layout>
<AnimatePresence mode="wait">
<motion.div key={router.route} className="h-full">
<Transition />
<Component {...pageProps} />
</motion.div>
</AnimatePresence>
</Layout>
</GlobalStateProvider>
);
}
export default MyApp; index.jsx: ....const Home = () => {
const { setGlobeVisible } = useGlobalState();....useEffect(() => {
// When the component mounts, set the Globe to be visible.
setGlobeVisible(true);
return () => {
// When the component unmounts, set the Globe to be invisible.
setGlobeVisible(false);
};
}, [setGlobeVisible]); .....<GlobeComponent
globeWidth={600}
globeHeight={600}
windowWidth={1000}
windowHeight={1000}
/>
|
1cde4bb29487d29e8e3f0009b7c1f1e2
|
{
"intermediate": 0.4245913624763489,
"beginner": 0.3863776922225952,
"expert": 0.18903091549873352
}
|
39,516
|
In python which library to use to convert pdf into text
|
539511400908cc1aa3f3decbec1b2279
|
{
"intermediate": 0.7773531079292297,
"beginner": 0.086098313331604,
"expert": 0.13654856383800507
}
|
39,517
|
get serverData() {
if (this.filterType === 'mean') {
return this.meanValues
} else if (this.filterType === 'median') {
return this.medianValues
} else {
return this.sumValues
}
}
this.meanValues, this.medianValues, this.sumValues - объекты вида:
{
name: string;
value: string | number;
}
как убрать filterType и показывать все объекты this.meanValues, this.medianValues, this.sumValues
|
12f2c21554a688025fc7243663bd7500
|
{
"intermediate": 0.4157669246196747,
"beginner": 0.27780386805534363,
"expert": 0.3064292073249817
}
|
39,518
|
Can you figure out what's wrong with my code? The home page and navbar don't show up, and I'm sure there are other errors.
(ns ^:figwheel-hooks simple-server.core
(:require [clojure.string :as str]
[ajax.core :refer [GET]]
[goog.dom :as gdom]
[goog.events :as events]
[goog.history.EventType :as HistoryEventType]
[reagent.core :as r :refer [atom]]
[reagent.dom :as rdom]
[reitit.core :as reitit])
(:import goog.History))
(defonce session (r/atom {:page :home}))
(defn nav-link [uri title page]
[:a.navbar-item
{:href uri
:class (when (= page (:page @session)) "is-active")}
title])
(defn navbar []
(r/with-let [expanded? (r/atom false)]
[:nav.navbar.is-info>div.container
[:div.navbar-brand
[:a.navbar-item {:href "/" :style {:font-weight :bold}} "Apex Charts demo"]
[:span.navbar-burger.burger
{:data-target :nav-menu
:on-click #(swap! expanded? not)
:class (when @expanded? :is-active)}
[:span] [:span] [:span]]]
[:div#nav-menu.navbar-menu
{:class (when @expanded? :is-active)}
[:div.navbar-start
[nav-link "#/" "Home" :home]
[nav-link "#/about" "About" :about]]]]))
(defn about-page []
[:section.section>div.container>div.content
[:img {:src "/img/warning_clojure.png"}]])
(println "This text is printed from src/simple_server/core.cljs. Go ahead and edit it and see reloading in action.")
(defn multiply [a b] (* a b))
;; define your app data so that it doesn't get over-written on reload
(defonce app-state (atom {:text "Hello world!"}))
(defn get-app-element []
(gdom/getElement "app"))
(defn base-page []
[:div
[:h1 (:text @app-state)]
[:h3 "Edit this in src/simple_server/core.cljs and watch it change!"]])
(defn home-page []
[:section.section>div.container>div.content
[:h1 {:style {:display "flex"
:justify-content "center"
:align-items "center"}}
"ApexCharts.js"]
[:h4 "ApexCharts Basics"]
[:p {:style {:display "flex"
:justify-content "center"
:align-items "center"}}
"ApexCharts is a modern charting library that works with the React framework. It provides
a wide range of chart types and features such as animations, zooming, panning, and updating series dynamically.
It is also responsive, making it suitable for creating interactive data visualizations for both desktop and mobile devices.
It is open-source and provided under the MIT licence, so it is entirely viable for commercial projects."]
])
(def pages
{:home #'home-page
:about #'about-page})
(defn page []
[(pages (:page @session))])
;; -------------------------
;; Routes
(def router
(reitit/router
[["/" :home]
["/about" :about]]))
(defn match-route [uri]
(->> (or (not-empty (str/replace uri #"^.*#" "")) "/")
(reitit/match-by-path router)
:data
:name))
;; -------------------------
;; History
;; must be called after routes have been defined
(defn hook-browser-navigation! []
(doto (History.)
(events/listen
HistoryEventType/NAVIGATE
(fn [^js/Event.token event]
(swap! session assoc :page (match-route (.-token event)))))
(.setEnabled true)))
;; -------------------------
;; Initialize app
(defn fetch-docs! []
(GET "/docs" {:handler #(swap! session assoc :docs %)}))
(defn ^:dev/after-load mount-components []
(rdom/render [#'navbar] (.getElementById js/document "navbar"))
(rdom/render [#'page] (.getElementById js/document "app")))
(defn init! []
(fetch-docs!)
(hook-browser-navigation!)
(mount-components))
(defn mount [el]
(rdom/render [base-page] el)
(rdom/render [#'navbar] (.getElementById js/document "navbar"))
(rdom/render [#'page] (.getElementById js/document "app")))
(defn mount-app-element []
(when-let [el (get-app-element)]
(mount el)))
;; conditionally start your application based on the presence of an "app" element
;; this is particularly helpful for testing this ns without launching the app
;(mount-app-element)
;; specify reload hook with ^:after-load metadata
(defn ^:after-load on-reload []
(mount-app-element)
;; optionally touch your app-state to force rerendering depending on
;; your application
;; (swap! app-state update-in [:__figwheel_counter] inc)
)
|
3a486269e4ffa1e8244d38aa85763107
|
{
"intermediate": 0.4700677692890167,
"beginner": 0.30590271949768066,
"expert": 0.2240295112133026
}
|
39,519
|
//@ts-nocheck
const express = require("express");
const app = express();
app.get("/", function (req, res) {
res.send("Dank Grinder Running !!");
});
app.listen(3000);
const schedule = require("node-schedule");
var colors = require("colors");
var convertTime = require("convert-time");
require("dotenv").config();
const { Client } = require("discord.js-selfbot-v13");
const client = new Client();
var moment = require("moment-timezone");
client.on("ready", () => {
console.log(`\nLogged in as ` + client.user.tag.underline.brightRed);
client.user.setStatus("invisible");
});
var channelid = process.env.channelID;
var storageac = process.env.storageAccount;
var begin = moment.tz(process.env.startTime, "H", process.env.timezone);
var beginTime = begin.utc().format("H");
var end = moment.tz(process.env.endTime, "H", process.env.timezone);
var ceaseTime = end.utc().format("H");
if (parseInt(process.env.endTime) > 24) {
console.log("You cannot put a value above 24 in endTime !".red);
return;
}
if (parseInt(process.env.startTime) > 24) {
console.log("You cannot put a value above 24 in startTime !".red);
return;
}
if (parseInt(process.env.startTime) >= parseInt(process.env.endTime)) {
console.log(
`Invald Format !!!\nEnd Time should be greater than start time !!`.red
.underline.bold
);
return;
}
var begin_m = moment.tz("00", "mm", process.env.timezone);
var beginTime_m = begin_m.utc().format("mm");
var end_m = moment.tz("00", "mm", process.env.timezone);
var endTime_m = end_m.utc().format("mm");
console.log(
"Start Time : ".red +
convertTime(`${process.env.startTime}:${beginTime_m}`, "hh:mm A".blue)
);
console.log(
"End Time : ".red +
convertTime(`${process.env.endTime}:${endTime_m}`, "hh:mm A".blue)
);
console.log(
"Runtime : ".red,
`${process.env.endTime - process.env.startTime} hrs`.blue
);
///////////////////
//// Auto Buy ////
/////////////////
if (process.env.autoBuy === "true") {
console.log("\nAuto Buy Running !".magenta);
client.on("messageCreate", (message) => {
if (
message.author.id !== "270904126974590976" &&
message.channel.id !== channelid
)
return;
if (!message.mentions.has(client.user.id)) return;
if (message.content.indexOf("You don't have a shovel") > -1) {
const dankChannel = client.channels.cache.get(channelid);
dankChannel.sendTyping();
dankChannel.send("pls with 25000");
setTimeout(function () {
dankChannel.send("pls buy shovel");
}, 3000);
console.log(">".green + " bought" + " a shovel !".yellow);
}
if (message.content.indexOf("You don't have a hunting rifle") > -1) {
const dankChannel = client.channels.cache.get(channelid);
dankChannel.sendTyping();
dankChannel.send("pls with 25000");
setTimeout(function () {
dankChannel.send("pls buy rifle");
}, 3000);
console.log(">".green + " bought" + " a hunting rifle !".yellow);
}
if (message.content.indexOf("You don't have a fishing pole") > -1) {
const dankChannel = client.channels.cache.get(channelid);
dankChannel.sendTyping();
dankChannel.send("pls with 25000");
setTimeout(function () {
dankChannel.send("pls buy pole");
}, 3000);
console.log(">".green + " bought" + " a fishing rod !".yellow);
}
});
}
/////////////////////////
//// Grind Commands ////
///////////////////////
setInterval(() => {
global.now;
global.now = new Date().getUTCHours();
global.datetime = moment(new Date());
}, 5000);
client.on("ready", () => {
setTimeout(function () {
/*
Pls dep all
*/
setInterval(() => {
if (global.now >= beginTime && global.now <= ceaseTime) {
const dankChannel = client.channels.cache.get(channelid);
dankChannel.sendTyping();
dankChannel.send("pls dep all");
console.log(">".green + " sent" + " pls dep all".red);
} else {
console.log(">".green + " Resting...".red);
console.log(
global.datetime.tz(process.env.timezone).format("DD/MM # hh:mm A")
.green
);
}
}, 60000);
/*
Pls hunt
*/
setInterval(() => {
if (global.now >= beginTime && global.now <= ceaseTime) {
const dankChannel = client.channels.cache.get(channelid);
dankChannel.sendTyping();
dankChannel.send("pls hunt");
console.log(">".green + " sent" + " pls hunt".red);
} else {
console.log(">".green + " Resting...".red);
console.log(
global.datetime.tz(process.env.timezone).format("DD/MM # hh:mm A")
.green
);
}
}, 41000);
/*
Pls dig
*/
setInterval(() => {
if (global.now >= beginTime && global.now <= ceaseTime) {
const dankChannel = client.channels.cache.get(channelid);
dankChannel.sendTyping();
dankChannel.send("pls dig");
console.log(">".green + " sent" + " pls dig".red);
} else {
console.log(">".green + " Resting...".red);
console.log(
global.datetime.tz(process.env.timezone).format("DD/MM # hh:mm A")
.green
);
}
}, 42000);
/*
Pls fish
*/
setInterval(() => {
if (global.now >= beginTime && global.now <= ceaseTime) {
const dankChannel = client.channels.cache.get(channelid);
dankChannel.sendTyping();
dankChannel.send("pls fish");
console.log(">".green + " sent" + " pls fish".red);
} else {
console.log(">".green + " Resting...".red);
console.log(
global.datetime.tz(process.env.timezone).format("DD/MM # hh:mm A")
.green
);
}
}, 43000);
/*
Pls beg
*/
setInterval(() => {
if (global.now >= beginTime && global.now <= ceaseTime) {
const dankChannel = client.channels.cache.get(channelid);
dankChannel.sendTyping();
dankChannel.send("pls beg");
console.log(">".green + " sent" + " pls beg".red);
} else {
console.log(">".green + " Resting...".red);
console.log(
global.datetime.tz(process.env.timezone).format("DD/MM # hh:mm A")
.green
);
}
}, 46000);
//////////////////////
/// Auto Transfer ///
////////////////////
client.on("messageCreate", async (message) => {
if (message.author.id != storageac) return;
if (message.content.toLowerCase().startsWith("-trade")) {
message.channel.sendTyping();
message.channel.send("pls with all");
setTimeout(function () {
message.channel.sendTyping();
message.channel.send("pls taxcalc all");
}, 1000);
setTimeout(function () {
message.channel.messages.fetch({ limit: 1 }).then((messages) => {
let lastMessage = messages.first();
if (lastMessage.author.id != "270904126974590976") return;
if (!lastMessage.embeds[0]) return;
let lastMsgContent = lastMessage.embeds[0].description;
let balance = lastMsgContent.match(
/(?<= send \*\*`⏣ )(.*)(?=`\*\*\*)/gm
);
let balanceStr = balance.toString();
message.channel.send(
"pls trade " + balanceStr + ` <@${storageac}>`
);
});
setTimeout(function () {
message.channel.messages.fetch({ limit: 1 }).then((messages) => {
let lastMessage = messages.first();
if (lastMessage.author.id != "270904126974590976") return;
if (!lastMessage.embeds[0]) return;
if (!lastMessage.embeds[0].title) return;
if (!lastMessage.mentions.has(client.user.id)) return;
if (
lastMessage.embeds[0].title.startsWith("Pending Confirmation")
) {
let custom_id =
lastMessage.components[0].components[1].customId;
lastMessage.clickButton(custom_id);
}
}, 1000);
}, 2000);
}, 2000);
}
});
/////////////////////
//// Auto Daily ////
///////////////////
schedule.scheduleJob("5 0 * * *", () => {
const dankChannel = client.channels.cache.get(channelid);
dankChannel.sendTyping();
dankChannel.send("pls daily");
console.log(">".green + " sent" + " pls daily".red);
});
////////////////////
//// Auto Sell ////
//////////////////
if (process.env.autoSell === "true") {
console.log("\nAuto Sell Running !".magenta);
client.on("messageCreate", async (message) => {
if (
message.author.id !== "270904126974590976" &&
message.channel.id !== channelid
)
return;
if (!message.embeds[0]) return;
if (!message.embeds[0].title) return;
if (!message.mentions.has(client.user.id)) return;
if (
message.embeds[0].title.startsWith("Pending Confirmation") &&
message.embeds[0].description.startsWith(
"Would you like to sell all your"
)
) {
let custom_id = message.components[0].components[1].customId;
await message.clickButton(custom_id);
console.log("Sold all the Sellable items".red);
}
});
schedule.scheduleJob("0 */3 * * *", () => {
if (global.now >= beginTime && global.now <= ceaseTime) {
const dankChannel = client.channels.cache.get(channelid);
dankChannel.sendTyping();
dankChannel.send("pls sell");
} else {
console.log(">".green + " Resting...".red);
console.log(
global.datetime.tz(process.env.timezone).format("DD/MM # hh:mm A")
.green
);
}
});
}
}, 10000);
});
client.login(process.env.token);
Clean up this code, use modern JS, and recode it so it stops using these weird outdated packages
|
1ab0d3eae04be408e30e6d30b506a86d
|
{
"intermediate": 0.2621378004550934,
"beginner": 0.45515960454940796,
"expert": 0.28270256519317627
}
|
39,520
|
что за ошибка? This error handler cannot process 'org.apache.kafka.common.errors.SslAuthenticationException's; no record information is available
|
f506e8a171b7c32a1e1ba267c219b68e
|
{
"intermediate": 0.4970862567424774,
"beginner": 0.2870391011238098,
"expert": 0.21587462723255157
}
|
39,521
|
Here's the current code:
(ns ^:figwheel-hooks simple-server.core
(:require [clojure.string :as str]
[ajax.core :refer [GET]]
[goog.dom :as gdom]
[goog.events :as events]
[goog.history.EventType :as HistoryEventType]
[reagent.core :as r :refer [atom]]
[reagent.dom :as rdom]
[reitit.core :as reitit])
(:import goog.History))
(def guess-val (r/atom 5))
(defn slider-on-change-handler [js-event]
(reset! guess-val (-> js-event .-target .-value)))
(defonce app-state (atom {:text "Guess the number I'm thinking of!"}))
(defn get-app-element []
(gdom/getElement "app"))
(defn hello-world []
[:div
[:h1 "Guessing Game"]
[:h3 (:text @app-state)]
[:div {:class "slidecontainer"}
[:input {:type "range"
:id "MyRange1"
:min 1
:max 10
:value 5
:on-change slider-on-change-handler}]]
[:h3 @guess-val]])
(defn mount [el]
(rdom/render [hello-world] el))
(defn mount-app-element []
(when-let [el (get-app-element)]
(mount el)))
;; conditionally start your application based on the presence of an "app" element
(mount-app-element)
;; specify reload hook with ^:after-load metadata
(defn ^:after-load on-reload []
(mount-app-element)
;; (swap! app-state update-in [:__figwheel_counter] inc)
)
The issues it has are:
- I want the number to be in-line with the slider.
- The slider currently doesn't move, although the value gets updated.
|
49db29ad88ce37d2d7e1b49e40bd6af3
|
{
"intermediate": 0.5337667465209961,
"beginner": 0.30503135919570923,
"expert": 0.16120196878910065
}
|
39,522
|
hy'
|
1e18b1aeae643e129b6df80b52b1f00f
|
{
"intermediate": 0.33539101481437683,
"beginner": 0.304339736700058,
"expert": 0.3602692484855652
}
|
39,523
|
I'm trying to remake a guessing game engine - changing it from Clojure to ClojureScript. Here is the original .clj file for backend behaviour (note that this does not handle the actual game logic, that's in a separate file).
(ns reagent-2024.app-server
(:require
[clojure.pprint]
[clojure.string :as str]
[compojure.coercions :refer [as-int]]
[compojure.core :refer [ANY defroutes GET POST]]
[compojure.route :as route]
[ring.adapter.jetty :refer [run-jetty]]
[ring.middleware.defaults :as middleware]
[ring.middleware.cookies :as cookies]
[ring.middleware.multipart-params :as multi]
[ring.mock.request :as mock]
[ring.util.response :as ring
:refer [not-found redirect response status]]
[simple-server.simple-game :as game]
[byte-transforms :as transforms]
[hiccup.page :refer [html5 include-js include-css]]))
(defn index-html []
(html5
[:head
[:meta {:charset "UTF-8"}]
[:meta {:name "viewport"
:content "width=device-width, initial-scale=1"}]
(include-css "/css/style.css")]
[:body
[:h2 "Text being served by the app-server Ring handler."]
[:div {:id "app"}]
(include-js "/cljs-out/dev-main.js")]))
;; (defn random-api []
;; (println "I've been called!")
;; {:status 200
;; :body (pr-str {:lucky-number (rand-int 1000)
;; :a-set #{1 "foo" :baz [::a ::b]}})
;; :headers {"Content-Type" "application/edn"}})
(defn set-session-cookie [response username]
(ring/set-cookie response "token" (transforms/hash username :crc32) {:max-age 3600})) ; Set cookie with a maximum age of 1 hour
(defn get-session-cookie [request]
(get-in request [:cookies "token" :value]))
(defn new-game-handler [request]
(when (game/new-game! (get-session-cookie request))
(response (str "OK - start guessing at /guess/?guess=N"))))
(defn form-sanitizer [input]
(str/lower-case (str/trim input)))
(defn valid-login? [token password] ;; placeholder login logic...
(or (and (= token "foo") (= password "bar"))
(and (= token "admin") (= password "123"))
(and (= token "user") (= password "pass"))
(and (= token "egg") (= password "man"))
(and (= token "test") (= password "test"))))
;; tried to combine these functions but the login page is very fragile
(defn login-page-handler []
(response (slurp "resources/public/login.html")))
;; (defn guess-page-handler []
;; (response (slurp "res/guess.html")))
(defn login-handler [request]
(let [params (:form-params request)
username (form-sanitizer (get params "username"))
password (get params "password")]
(if (valid-login? username password)
(-> (redirect "/new-game")
(set-session-cookie username))
;; (redirect (str "/new-game/" token))
(response "Invalid login. Try again."))))
(defn guess-handler [guess user-hash]
(condp = (game/guess-answer guess user-hash)
nil (-> (response "You need to supply a guess with /guess?guess=N")
(status 400))
:game-win (response (str "Congratulations! You win!"))
:game-over (response "Too bad! You ran out of tries!")
:too-low (response (str "Too low! " (game/get-remaining-tries user-hash) " tries remaining!"))
:too-high (response (str "Too high! " (game/get-remaining-tries user-hash) " tries remaining!"))))
(defroutes site-routes
(GET "/login" [] (login-page-handler))
(POST "/login" request (login-handler request))
(GET "/new-game" request (new-game-handler request))
;; (GET "/guess:token" [token] (guess-page-handler token))
(GET "/guess" [guess :<< as-int :as request] (guess-handler guess (get-session-cookie request)))
(ANY "*" [] (not-found (str "Sorry, no such URI on this server!\n\n
Navigate to /new-game to start the guessing game.\n
If you're in the middle of a game, go to /guess/?guess=N instead."))))
(defn add-content-type-htmltext-header [handler]
(fn [request]
(let [response (handler request)]
(-> response
(ring/header "Content-Type" "text/html")))))
(defn redirect-to-login-middleware
"If a login cookie (at present, can be anything) is not found, redirects user to the login page."
[handler]
(fn [request]
(let [token (get-session-cookie request)]
(clojure.pprint/pprint request)
(if (nil? token)
(-> (handler (assoc request :uri "/login")) ; Redirect to /login
(ring/header "Content-Type" "text/html"))
(handler request)))))
(def handler
(-> site-routes
(redirect-to-login-middleware)
(middleware/wrap-defaults middleware/api-defaults)
(add-content-type-htmltext-header)
(multi/wrap-multipart-params)
(cookies/wrap-cookies)))
(comment
(handler (mock/request :get "/new-game"))
(handler (mock/request :get "/guess?guess=3"))
(handler (mock/request :get "/dunno")))
;; #_{:clj-kondo/ignore [:clojure-lsp/unused-public-var]}
;; (defonce server
;; (future (run-jetty #'handler {:port 3000 :join? false})))
Here is the current state of the ClojureScript side.
(ns ^:figwheel-hooks simple-server.core
(:require [clojure.string :as str]
[ajax.core :refer [GET]]
[goog.dom :as gdom]
[goog.events :as events]
[goog.history.EventType :as HistoryEventType]
[reagent.core :as r :refer [atom]]
[reagent.dom :as rdom]
[reitit.core :as reitit])
(:import goog.History))
(def guess-val (r/atom 5))
(defn slider-on-change-handler [js-event]
(reset! guess-val (-> js-event .-target .-value)))
(def guess-text "Guess the number I'm thinking of!")
(defonce app-state (atom {:text guess-text}))
(defn get-app-element []
(gdom/getElement "app"))
(defn guess-page []
[:div
[:h1 "Guessing Game"]
[:h3 (:text @app-state)]
[:div {:class "slidecontainer"}
[:input {:type "range"
:id "MyRange1"
:min 1
:max 10
:value 5
:on-change slider-on-change-handler}]]
[:h3 @guess-val]])
(defn mount [el]
(rdom/render [guess-page] el))
(defn mount-app-element []
(when-let [el (get-app-element)]
(mount el)))
;; conditionally start your application based on the presence of an "app" element
(mount-app-element)
;; specify reload hook with ^:after-load metadata
(defn ^:after-load on-reload []
(mount-app-element)
;; (swap! app-state update-in [:__figwheel_counter] inc)
)
Can you tell me exactly what I need to put where?
|
e35f69acb51a3ce9415f2ebd1832cf3c
|
{
"intermediate": 0.4114473760128021,
"beginner": 0.35009074211120605,
"expert": 0.23846188187599182
}
|
39,524
|
create a react component from the following code that will work between page navigations on a next js react app: import ThreeGlobe from "three-globe";
import { WebGLRenderer, Scene } from "three";
import {
PerspectiveCamera,
AmbientLight,
DirectionalLight,
Color,
Fog,
// AxesHelper,
// DirectionalLightHelper,
// CameraHelper,
PointLight,
SphereGeometry,
} from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { createGlowMesh } from "three-glow-mesh";
import countries from "./files/globe-data-min.json";
import travelHistory from "./files/my-flights.json";
import airportHistory from "./files/my-airports.json";
var renderer, camera, scene, controls;
let mouseX = 0;
let mouseY = 0;
let windowHalfX = window.innerWidth / 2;
let windowHalfY = window.innerHeight / 2;
var Globe;
init();
initGlobe();
onWindowResize();
animate();
// SECTION Initializing core ThreeJS elements
function init() {
// Initialize renderer
renderer = new WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
// renderer.outputEncoding = THREE.sRGBEncoding;
document.body.appendChild(renderer.domElement);
// Initialize scene, light
scene = new Scene();
scene.add(new AmbientLight(0xbbbbbb, 0.3));
scene.background = new Color(0x040d21);
// Initialize camera, light
camera = new PerspectiveCamera();
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
var dLight = new DirectionalLight(0xffffff, 0.8);
dLight.position.set(-800, 2000, 400);
camera.add(dLight);
var dLight1 = new DirectionalLight(0x7982f6, 1);
dLight1.position.set(-200, 500, 200);
camera.add(dLight1);
var dLight2 = new PointLight(0x8566cc, 0.5);
dLight2.position.set(-200, 500, 200);
camera.add(dLight2);
camera.position.z = 400;
camera.position.x = 0;
camera.position.y = 0;
scene.add(camera);
// Additional effects
scene.fog = new Fog(0x535ef3, 400, 2000);
// Helpers
// const axesHelper = new AxesHelper(800);
// scene.add(axesHelper);
// var helper = new DirectionalLightHelper(dLight);
// scene.add(helper);
// var helperCamera = new CameraHelper(dLight.shadow.camera);
// scene.add(helperCamera);
// Initialize controls
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dynamicDampingFactor = 0.01;
controls.enablePan = false;
controls.minDistance = 200;
controls.maxDistance = 500;
controls.rotateSpeed = 0.8;
controls.zoomSpeed = 1;
controls.autoRotate = false;
controls.minPolarAngle = Math.PI / 3.5;
controls.maxPolarAngle = Math.PI - Math.PI / 3;
window.addEventListener("resize", onWindowResize, false);
document.addEventListener("mousemove", onMouseMove);
}
// SECTION Globe
function initGlobe() {
// Initialize the Globe
Globe = new ThreeGlobe({
waitForGlobeReady: true,
animateIn: true,
})
.hexPolygonsData(countries.features)
.hexPolygonResolution(3)
.hexPolygonMargin(0.7)
.showAtmosphere(true)
.atmosphereColor("#3a228a")
.atmosphereAltitude(0.25)
.hexPolygonColor((e) => {
if (
["KGZ", "KOR", "THA", "RUS", "UZB", "IDN", "KAZ", "MYS"].includes(
e.properties.ISO_A3
)
) {
return "rgba(255,255,255, 1)";
} else return "rgba(255,255,255, 0.7)";
});
// NOTE Arc animations are followed after the globe enters the scene
setTimeout(() => {
Globe.arcsData(travelHistory.flights)
.arcColor((e) => {
return e.status ? "#9cff00" : "#FF4000";
})
.arcAltitude((e) => {
return e.arcAlt;
})
.arcStroke((e) => {
return e.status ? 0.5 : 0.3;
})
.arcDashLength(0.9)
.arcDashGap(4)
.arcDashAnimateTime(1000)
.arcsTransitionDuration(1000)
.arcDashInitialGap((e) => e.order * 1)
.labelsData(airportHistory.airports)
.labelColor(() => "#ffcb21")
.labelDotOrientation((e) => {
return e.text === "ALA" ? "top" : "right";
})
.labelDotRadius(0.3)
.labelSize((e) => e.size)
.labelText("city")
.labelResolution(6)
.labelAltitude(0.01)
.pointsData(airportHistory.airports)
.pointColor(() => "#ffffff")
.pointsMerge(true)
.pointAltitude(0.07)
.pointRadius(0.05);
}, 1000);
Globe.rotateY(-Math.PI * (5 / 9));
Globe.rotateZ(-Math.PI / 6);
const globeMaterial = Globe.globeMaterial();
globeMaterial.color = new Color(0x3a228a);
globeMaterial.emissive = new Color(0x220038);
globeMaterial.emissiveIntensity = 0.1;
globeMaterial.shininess = 0.7;
// NOTE Cool stuff
// globeMaterial.wireframe = true;
scene.add(Globe);
}
function onMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
// console.log("x: " + mouseX + " y: " + mouseY);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
windowHalfX = window.innerWidth / 1.5;
windowHalfY = window.innerHeight / 1.5;
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
camera.position.x +=
Math.abs(mouseX) <= windowHalfX / 2
? (mouseX / 2 - camera.position.x) * 0.005
: 0;
camera.position.y += (-mouseY / 2 - camera.position.y) * 0.005;
camera.lookAt(scene.position);
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
|
8ba07b2cb25bc4923be9abe050b22c5a
|
{
"intermediate": 0.3026037812232971,
"beginner": 0.43500816822052,
"expert": 0.26238811016082764
}
|
39,525
|
Here's the current code:
(ns ^:figwheel-hooks simple-server.core
(:require [clojure.string :as str]
[ajax.core :refer [GET]]
[goog.dom :as gdom]
[goog.events :as events]
[goog.history.EventType :as HistoryEventType]
[reagent.core :as r :refer [atom]]
[reagent.dom :as rdom]
[reitit.core :as reitit])
(:import goog.History))
(defonce session (r/atom {:page :home}))
(defn nav-link [uri title page]
[:a.navbar-item
{:href uri
:class (when (= page (:page @session)) "is-active")}
title])
(defn navbar []
(r/with-let [expanded? (r/atom false)]
[:nav.navbar.is-info>div.container
[:div.navbar-brand
[:a.navbar-item {:href "/" :style {:font-weight :bold}} "Guessing Game"]
[:span.navbar-burger.burger
{:data-target :nav-menu
:on-click #(swap! expanded? not)
:class (when @expanded? :is-active)}
[:span] [:span] [:span]]]
[:div#nav-menu.navbar-menu
{:class (when @expanded? :is-active)}
[:div.navbar-start
[nav-link "#/" "Home" :home]
[nav-link "#/login" "Log In" :login]]]]))
(def guess-val (r/atom 5))
(defn slider-on-change-handler [js-event]
(reset! guess-val (-> js-event .-target .-value)))
(defn login-page []
[:section.section>div.container>div.content
[:img {:src "/img/warning_clojure.png"}]])
(defn multiply [a b] (* a b))
;; define your app data so that it doesn't get over-written on reload
(defonce app-state (atom {:text "Hello world!"}))
(defn get-app-element []
(gdom/getElement "app"))
(defn base-page []
[:div
[navbar]
[:h1 (:text @app-state)]
[:h3 "Guess the number I'm thinking of!"]
[:div {:class "slidecontainer"}
[:input {:type "range"
:id "MyRange1"
:min 1
:max 10
:value 5
:on-change slider-on-change-handler}]]
[:h3 @guess-val]
])
(defn home-page []
[:section.section>div.container>div.content
[:h1 {:style {:display "flex"
:justify-content "center"
:align-items "center"}}
"ApexCharts.js"]
[:h4 "ApexCharts Basics"]
[:p {:style {:display "flex"
:justify-content "center"
:align-items "center"}}
"ApexCharts is a modern charting library that works with the React framework. It provides
a wide range of chart types and features such as animations, zooming, panning, and updating series dynamically.
It is also responsive, making it suitable for creating interactive data visualizations for both desktop and mobile devices.
It is open-source and provided under the MIT licence, so it is entirely viable for commercial projects."]
])
(def pages
{:home #'home-page
:login #'login-page})
(defn page []
[(pages (:page @session))])
;; -------------------------
;; Routes
(def router
(reitit/router
[["/" :home]
["/login" :login]]))
(defn match-route [uri]
(->> (or (not-empty (str/replace uri #"^.*#" "")) "/")
(reitit/match-by-path router)
:data
:name))
;; -------------------------
;; History
;; must be called after routes have been defined
(defn hook-browser-navigation! []
(doto (History.)
(events/listen
HistoryEventType/NAVIGATE
(fn [^js/Event.token event]
(swap! session assoc :page (match-route (.-token event)))))
(.setEnabled true)))
;; -------------------------
;; Initialize app
(defn fetch-docs! []
(GET "/docs" {:handler #(swap! session assoc :docs %)}))
(defn ^:dev/after-load mount-components []
(rdom/render [navbar] (.getElementById js/document "navbar"))
(rdom/render [page] (.getElementById js/document "app")))
(defn init! []
(fetch-docs!)
(hook-browser-navigation!)
(mount-components))
(defn mount [el]
(rdom/render [base-page] el)
(rdom/render [#'navbar] (.getElementById js/document "navbar"))
(rdom/render [#'page] (.getElementById js/document "app")))
(defn mount-app-element []
(when-let [el (get-app-element)]
(mount el)))
;; conditionally start your application based on the presence of an "app" element
;; this is particularly helpful for testing this ns without launching the app
;(mount-app-element)
;; specify reload hook with ^:after-load metadata
(defn ^:after-load on-reload []
(mount-app-element)
;; optionally touch your app-state to force rerendering depending on
;; your application
;; (swap! app-state update-in [:__figwheel_counter] inc)
)
The issues it has are:
1) When loading or reloading the page in browser it doesn't initialize, but it initializes when saving the file and triggering the update.
2) The routes don't seem to be functioning.
|
547096d022141a83e3f9d983c9e7eaad
|
{
"intermediate": 0.3303443491458893,
"beginner": 0.523812472820282,
"expert": 0.14584316313266754
}
|
39,526
|
I'm getting this error:
[Figwheel:WARNING] Compile Exception D:\Projects\Coding\clojure-training-2024-simple-server-playground\src\simple_server\core.cljs line:10 column:14
No such namespace: hiccup.core, could not locate hiccup/core.cljs, hiccup/core.cljc, or JavaScript source providing "hiccup.core" in file D:\Projects\Coding\clojure-training-2024-simple-server-playground\src\simple_server\core.cljs
5 [goog.events :as events]
6 [goog.history.EventType :as HistoryEventType]
7 [reagent.core :as r :refer [atom]]
8 [reagent.dom :as rdom]
9 [reitit.core :as reitit]
10 [hiccup.core :refer [html]]
^---
11 [hiccup.page :refer [html5 include-css]])
12 (:import goog.History))
13
14
15 (def guess-val (r/atom 5))
[Figwheel:SEVERE] failed compiling file:D:\Projects\Coding\clojure-training-2024-simple-server-playground\src\simple_server\core.cljs
My project.clj is this:
(defproject simple-server "0.1.0-SNAPSHOT"
:description "FIXME: write description"
:url "http://example.com/FIXME"
:license {:name "EPL-2.0 OR GPL-2.0-or-later WITH Classpath-exception-2.0"
:url "https://www.eclipse.org/legal/epl-2.0/"}
:min-lein-version "2.7.1"
:dependencies [[org.clojure/clojure "1.10.0"]
[org.clojure/clojurescript "1.11.4"]
[cljsjs/react "17.0.2-0"]
[cljsjs/react-dom "17.0.2-0"]
[reagent "1.1.1"]
[org.clojure/core.async "1.6.681"]
[cljs-ajax "0.8.4"]
[cljs-http "0.1.46"]
[compojure "1.6.1"]
[ring/ring-defaults "0.3.2"]
[hiccup "1.0.5"]
[metosin/reitit "0.5.18"]]
:source-paths ["src"]
:aliases {"fig:build" ["run" "-m" "figwheel.main" "-b" "dev" "-r"]
"fig:min" ["run" "-m" "figwheel.main" "-O" "advanced" "-bo" "dev"]
"fig:test" ["run" "-m" "figwheel.main" "-co" "test.cljs.edn" "-m" "simple-server.test-runner"]}
:profiles {:dev {:dependencies [[com.bhauman/figwheel-main "0.2.17"]
[org.slf4j/slf4j-nop "1.7.30"]]
:resource-paths ["target"]
;; need to add the compiled assets to the :clean-targets
:clean-targets ^{:protect false} ["target"]}})
Is this an error in the project.clj or in the cljs file I'm working on?
|
3af0dd33c57e99a3e1713d32eda3f4d0
|
{
"intermediate": 0.4489351809024811,
"beginner": 0.3721632957458496,
"expert": 0.1789015531539917
}
|
39,527
|
Change this HTML markup into ClojureScript:
<!-- login.html -->
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Login Page</title>
<link href="tokimeki.css" rel="stylesheet" type="text/css" media="all">
</head>
<body>
<h1>Login</h1>
<form action="/login" method="post">
<label for="username">Username:</label>
<input type="text" id="username" name="username" required><br>
<label for="password">Password:</label>
<input type="password" id="password" name="password" required><br>
<input type="submit" value="submit">
</form>
</body>
</html>
|
925251b5167d519cd85a90a958e493f5
|
{
"intermediate": 0.3366830348968506,
"beginner": 0.32346388697624207,
"expert": 0.33985310792922974
}
|
39,528
|
@@@리셀금지.ct @@@
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="45">
<CheatEntries>
<CheatEntry>
<ID>1</ID>
<Description>"루아 스크립트 적용 -msw"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
local function modify_buffer()
local buffer_data = readString (RDX+0x20, R8)
local name_size = readInteger(R9+0x10)
local script_name = readString (R9+0x14, name_size*2, true)
--(i) now my dumper cant handle multiple files with same filename like chunk
--(i) so added filter since user cant modify them
if script_name == "chunk" then
return
end
local my_script_path = ("C:\\GameScript\\%s.lua"):format(script_name)
--printf("My Script: %s", my_script_path)
local file = io.open(my_script_path, "rb")
if file then
local new_data = file:read("a")
local new_length = #new_data
file:close()
local new_buffer = allocateMemory(0x20 + new_length)
writeQword(new_buffer , readQword(RDX))
writeQword(new_buffer+0x8 , readQword(RDX+0x8))
writeQword(new_buffer+0x10 , readQword(RDX+0x10))
writeQword(new_buffer+0x18 , new_length)
writeString(new_buffer+0x20 , new_data)
RDX = new_buffer
R8 = new_length
printf("Loaded Script: %s", my_script_path)
end
end
openProcess("msw.exe")
debug_setBreakpoint(getAddress("GameAssembly.dll+2E69360"), modify_buffer)
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
</AssemblerScript>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols>
<SymbolEntry>
<Name>CRCBypass</Name>
<Address>20CC3AE0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>newcheck</Name>
<Address>006E0200</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck1F</Name>
<Address>1FA789CE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FuckFF1</Name>
<Address>1FA6B03E</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck1</Name>
<Address>1FC20B0C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>door</Name>
<Address>05520000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck4</Name>
<Address>1F632E40</Address>
</SymbolEntry>
<SymbolEntry>
<Name>myhack</Name>
<Address>024E0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pspeed</Name>
<Address>1FDFA12D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>autokill1</Name>
<Address>1FBEEC6D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>autokill2</Name>
<Address>1FBEEDFE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>plusamount</Name>
<Address>001C1F40</Address>
</SymbolEntry>
<SymbolEntry>
<Name>plus</Name>
<Address>024E0FA0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck3</Name>
<Address>1F59BD41</Address>
</SymbolEntry>
<SymbolEntry>
<Name>damage</Name>
<Address>08B90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>damagevalue</Name>
<Address>08B900D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>speedvalue</Name>
<Address>08B90270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackdamage</Name>
<Address>096600D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackdamagevalue</Name>
<Address>09660270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>skilldamage</Name>
<Address>43420000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>skilldamagevalue</Name>
<Address>09350270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillRange</Name>
<Address>434200D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillRange_</Name>
<Address>434201A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MPInfinity</Name>
<Address>43420340</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MPInfinity2</Name>
<Address>0BA90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ItemBOX</Name>
<Address>43420410</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillCasting</Name>
<Address>43420270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>AttackDamage_</Name>
<Address>096601A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck5</Name>
<Address>1F5BB210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mop2</Name>
<Address>1F7C0EF2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Dir5</Name>
<Address>04D40033</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck7</Name>
<Address>1FC73538</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck6</Name>
<Address>1FB8AE52</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuc1</Name>
<Address>005F8C5D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck111</Name>
<Address>2424042C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck11</Name>
<Address>004F350C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>savecode</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>tutorialhealth</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>regcheck_counter</Name>
<Address>01E00000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>originalcode</Name>
<Address>01E00000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>micheck</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>savemob</Name>
<Address>005D0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FuckF1</Name>
<Address>201F4876</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Leewonbok</Name>
<Address>1FA6D974</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pointer2</Name>
<Address>20B44F48</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pointer</Name>
<Address>pointer2-30</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mop</Name>
<Address>1FC4851D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ia_aob1</Name>
<Address>13FA55681</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pills</Name>
<Address>0CE46EB5</Address>
</SymbolEntry>
<SymbolEntry>
<Name>keys</Name>
<Address>08119EB6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>None</Name>
<Address>0B272098</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist1</Name>
<Address>0BEC2624</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist2</Name>
<Address>0BEC278E</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist3</Name>
<Address>0BEC2893</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist4</Name>
<Address>0BEC2943</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist5</Name>
<Address>0BEC29EF</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist6</Name>
<Address>0BEC2ABC</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist7</Name>
<Address>0BEC2B3A</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist8</Name>
<Address>0BEC2BC8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist9</Name>
<Address>0BEC2FAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>roomAdd</Name>
<Address>0B9768EB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>startItem</Name>
<Address>0B9768FA</Address>
</SymbolEntry>
<SymbolEntry>
<Name>slotf</Name>
<Address>0B993558</Address>
</SymbolEntry>
<SymbolEntry>
<Name>bbank</Name>
<Address>0B999D8C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>miniboss</Name>
<Address>0B9D7B73</Address>
</SymbolEntry>
<SymbolEntry>
<Name>bombs</Name>
<Address>0B98B483</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Lost</Name>
<Address>06B586BB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Alt</Name>
<Address>06D88DD2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Alt2</Name>
<Address>06D88DE1</Address>
</SymbolEntry>
<SymbolEntry>
<Name>life</Name>
<Address>095078ED</Address>
</SymbolEntry>
<SymbolEntry>
<Name>hit</Name>
<Address>09507836</Address>
</SymbolEntry>
<SymbolEntry>
<Name>armor</Name>
<Address>0950785B</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itempower</Name>
<Address>0955ABC8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemp9v</Name>
<Address>0955ABB1</Address>
</SymbolEntry>
<SymbolEntry>
<Name>maxitems</Name>
<Address>094FB019</Address>
</SymbolEntry>
<SymbolEntry>
<Name>coins1</Name>
<Address>09513251</Address>
</SymbolEntry>
<SymbolEntry>
<Name>coins2</Name>
<Address>0951381D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc</Name>
<Address>0018DD21</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc2</Name>
<Address>0018DCBD</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc3</Name>
<Address>0018DCA3</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc4</Name>
<Address>0018DC7D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MyCode</Name>
<Address>01890000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pHP</Name>
<Address>0189010C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pGold</Name>
<Address>01890114</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pMana</Name>
<Address>01890110</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableGM</Name>
<Address>01890100</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableMG</Name>
<Address>01890104</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableMM</Name>
<Address>01890108</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EFTscan</Name>
<Address>03DF30F2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackspeed</Name>
<Address>08B2FEBE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>speed</Name>
<Address>08B7F738</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCode</Name>
<Address>01057BAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCall</Name>
<Address>0106E210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCodeDi</Name>
<Address>01057BAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCallDi</Name>
<Address>0106E210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itoc</Name>
<Address>2B1106C8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>cont2</Name>
<Address>20470018</Address>
</SymbolEntry>
<SymbolEntry>
<Name>callTime</Name>
<Address>010A29B0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pPacket</Name>
<Address>0042CAC6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pCharacter</Name>
<Address>0042C0A4</Address>
</SymbolEntry>
<SymbolEntry>
<Name>retAddr</Name>
<Address>2C96005D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>lpBytes</Name>
<Address>2C960061</Address>
</SymbolEntry>
<SymbolEntry>
<Name>dwLength</Name>
<Address>2C960065</Address>
</SymbolEntry>
<SymbolEntry>
<Name>packets</Name>
<Address>2C960069</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EHookRet</Name>
<Address>020ED258</Address>
</SymbolEntry>
<SymbolEntry>
<Name>HookRet</Name>
<Address>0AF70000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Channel</Name>
<Address>0D700000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ConnectCNT</Name>
<Address>02460000</Address>
</SymbolEntry>
</UserdefinedSymbols>
<DisassemblerComments>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C18C1</Address>
<Comment>1
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C19E7</Address>
<Comment>1
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C7645</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C76B0</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C85E6</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C860B</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C861E</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C86C4</Address>
<Comment>0
</Comment>
</DisassemblerComment>
</DisassemblerComments>
</CheatTable>
@@@@@@
@@@GameScript/CharacterActionComponent.GetWeaponAttackSpeed.lua @@@
return function (self,magic)
local speed
if(zz_y7.use_attack_speed) then
return 4
end
if (magic) then
speed = 9
else
speed = self.CurrentWeaponAttackSpeed
end
speed += self.Entity.PlayerTemporaryStat:GetValue(_CTS.Booster)
if (speed < 5) then
return 5
end
if (speed > 9) then
return 9
end
return speed
end
@@@@@@
@@@GameScript/CommandLogic_Client.OnBeginPlay.lua @@@
---------- zz_y7 -------------
local zz_y7_const = {
TEST = "테스트";
HELP = "?";
AUTO_PLAY = "자동사냥";
ATTACK_SPEED = "노딜";
}
local print_toggle_message = function(feature_name, if_toggle_on)
_ChatMessageLogic:Add(_ChatMessageType.System,
("%s: %s"):format(
feature_name,
if_toggle_on and "활성화됨" or "비활성화됨"
)
)
end
---------- zz_y7 -------------
return function (self)
self.ClientCommands = {
["도움말"] = self.Help,
["교환"] = self.Trade,
["게임교환"] = self.Trade,
["모두"] = self.ToAll,
["파티"] = self.ToParty,
["채널"] = self.ToChannel,
["귓말"] = self.ToWhisper,
["귓"] = self.ToWhisper,
["찾기"] = self.Find,
["파티만들기"] = self.CreateParty,
["파티탈퇴"] = self.LeaveParty,
["파티초대"] = self.InviteParty,
["파티강퇴"] = self.KickParty,
[zz_y7_const.HELP] = function(self)
--> add yourself : ) ;;
local message = [[
----------------- 명령어 -----------------
[플레이]
/자동사냥 {핫키:F1} /몹몰이 {핫키:F2}
/물약
[설정]
/안전지대 - 안전지대 좌표설정 /피굳
/아이템 {갯수} - {갯수} 만큼의 아이템이 필드에 떨어지면 아이템을 줍습니다.
/자사딜레이 {딜레이} -
/좌표설정 {x} {y} - 몬스터의 x,y 좌표에 {x},{y} 좌표만큼 더한곳으로 텔레포트 합니다.
/HP {물약코드값} {트리거HP} - 기본값 : 주황포션(2000001) / 150
/MP {물약코드값} {트리거HP} - 기본값 : 파랑포션(2000003) / 50
/마박
/노딜 공속
------------------------------------------
]]
_ChatMessageLogic:Add(_ChatMessageType.Party, message)
end,
[zz_y7_const.ATTACK_SPEED] = function(self)
zz_y7.use_attack_speed = not zz_y7.use_attack_speed
print_toggle_message(zz_y7_const.ATTACK_SPEED, zz_y7.use_attack_speed)
end,
[zz_y7_const.AUTO_PLAY] = function(self)
zz_y7.use_auto_play = not zz_y7.use_auto_play
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
if zz_y7.use_auto_play then
zz_y7.auto_play_timer = _TimerService:SetTimerRepeat(zz_y7.play_timer_func, zz_y7.auto_cool)
zz_y7.auto_hit_timer = _TimerService:SetTimerRepeat(zz_y7.hit_timer_func, 0.1)
zz_y7.auto_drop_timer = _TimerService:SetTimerRepeat(zz_y7.pick_timer_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
end
print_toggle_message(zz_y7_const.AUTO_PLAY, zz_y7.use_auto_play)
end,
["몹몰이"] = function(self)
zz_y7.drive_mob = not zz_y7.drive_mob
if zz_y7.drive_mob then
zz_y7.drive_timer = _TimerService:SetTimerRepeat(zz_y7.drive_func, 0.2)
else
_TimerService:ClearTimer(zz_y7.drive_timer)
zz_y7.reset_mob_func()
end
-- print_toggle_message(zz_y7_const.DRIVE_MOB, zz_y7.drive_mob)
local String = zz_y7.drive_mob and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "몹몰이가 " .. String .. "되었습니다.")
end,
["피굳"] = function(self)
zz_y7.hp_freeze = not zz_y7.hp_freeze
local String = zz_y7.hp_freeze and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "피굳이 " .. String .. "되었습니다.")
end,
["안전지대"] = function(self)
zz_y7.safe_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition:ToVector2()
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "안전지대 좌표가 설정되었습니다.")
end,
["아이템"] = function(self, user, argc, args)
zz_y7.item_max_count = tonumber(args[2])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 필드에 떨어진 아이템의 갯수가 {"..args[2].."}개가 되면 아이템을 줍습니다.")
end,
["자사딜레이"] = function(self, user, argc, args)
zz_y7.auto_cool = tonumber(args[2])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 {"..args[2].."}초 마다 몬스터에게 텔레포트 합니다.")
end,
["좌표설정"] = function(self, user, argc, args)
zz_y7.tel_x = tonumber(args[2])
zz_y7.tel_y = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 몬스터의 x +{"..args[2].."} / y +{"..args[3].."} 의 좌표로 이동합니다.")
end,
["HP"] = function(self, user, argc, args)
zz_y7.hp_item = tonumber(args[2])
zz_y7.min_hp = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "HP물약 설정완료")
end,
["MP"] = function(self, user, argc, args)
zz_y7.mp_item = tonumber(args[2])
zz_y7.min_mp = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "MP물약 설정완료")
end,
["물약"] = function(self)
zz_y7.use_auto_potion = not zz_y7.use_auto_potion
if zz_y7.use_auto_potion then
zz_y7.auto_potion_timer = _TimerService:SetTimerRepeat(zz_y7.auto_potion_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_potion_timer)
end
print_toggle_message("물약", zz_y7.use_auto_potion)
end,
["마박"] = function(self)
zz_y7.mouse_vac = not zz_y7.mouse_vac
print_toggle_message("마박", zz_y7.mouse_vac)
end,
}
if (Environment:IsMakerPlay()) then
self.DebugCommands = {
["impact"] = _CommandLogic_Client_Debug.Impact
}
end
end
@@@@@@
@@@GameScript/DropComponent.EnterField.lua@@@
return function (self,appearType,d,returnPool)
self.Position = d.Position
self.OriginalPosition = d.OriginalPosition
self.DropId = d.ObjectId
self.ReturnPool = returnPool
self.IsMoney = d.ItemId == 0
self.PickUpTarget = nil
self.OwnType = d.OwnType
self.OwnId = d.OwnerId
self.CreateTime = d.CreateTime
self.ReservedDestroy = 1E1000
-- Set Sprite
local xOffset = 0
if (d.ItemId == 0) then
local spriteRenderer = self.Entity.SpriteRendererComponent
if (d.Amount < 50) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("dbcd3e987e834c51b003fafa15d0982b")
-- 28 or 29
xOffset = 0.14
elseif (d.Amount < 100) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("3e463fa70fc7439e86a8a23551ac1c0a")
-- 28 or 29
xOffset = 0.14
elseif (d.Amount < 1000) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("f111d07632b74815b632a2dfeb46e958")
-- 33 or 34
xOffset = 0.17
else
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("7d5e9d2f64c54be2b103a6f1faabc1e8")
-- 32
xOffset = 0.16
end
spriteRenderer.Color.a = 1
self.SpriteEntity = self.Entity
else
local anim = _ItemInfoMan:GetIconRawAnimation(d.ItemId)
if (anim == nil) then
log_error(string.format("No iconRawAnimation itemId: %d", d.ItemId))
end
local msp = self.Entity.MapleSpriteRendererComponent
msp:SetRawAnimation(anim, false)
msp.DefaultAnimationDelay = 100
xOffset = anim.SpriteSize.x / 200
self.SpriteEntity = msp:GetSpriteEntity()
self.SpriteEntity.SpriteRendererComponent.Color.a = 1
end
self.SpriteEntity.SpriteRendererComponent.OrderInLayer = 2
self.Position.x -= xOffset
self.OriginalPosition.x -= xOffset
self.XOffset = xOffset
self.Entity.TriggerComponent.ColliderOffset.x = xOffset
if (appearType == _DropAppearType.Vanish) then
self.AppearType = _DropAppearType.Create
self.Vanish = true
else
self.AppearType = appearType
self.Vanish = false
end
if (appearType == _DropAppearType.Create or self.Vanish) then
self.Entity.TransformComponent.WorldPosition = self.OriginalPosition:Clone()
self:ChangeAnimation(1)
if (self.Vanish) then
self:BeginVanishTween()
end
else
-- 그냥 생성
self.Entity.TransformComponent.WorldPosition = self.Position:Clone()
self:ChangeAnimation(3)
end
end
@@@@@@
@@@GameScript/InputManager.HandleKeyUpEvent.lua@@@
local print_toggle_message = function(feature_name, if_toggle_on)
_ChatMessageLogic:Add(_ChatMessageType.System,
("%s: %s"):format(
feature_name,
if_toggle_on and "활성화됨" or "비활성화됨"
)
)
end
return function (self,event)
local key = self:RedirectKey(event.key)
if (key == KeyboardKey.DownArrow) then
self.SystemInputs[_FuncKeySystemType.Down] = false
elseif (key == KeyboardKey.UpArrow) then
self.SystemInputs[_FuncKeySystemType.Up] = false
elseif (key == KeyboardKey.LeftArrow) then
self.SystemInputs[_FuncKeySystemType.Left] = false
elseif (key == KeyboardKey.RightArrow) then
self.SystemInputs[_FuncKeySystemType.Right] = false
elseif (key == KeyboardKey.Escape) then
self.SystemInputs[_FuncKeySystemType.Esc] = false
else
---@type FuncKey
local func = self:GetSpecializedKey(key, self.FuncKeyMapped[key])
if (func ~= nil) then
if (func.FuncType == _FuncKeyTypes.System) then
self.SystemInputs[func.Id] = false
elseif (func.FuncType == _FuncKeyTypes.Item) then
self.ConsumeInputs[func.Id] = nil
elseif (func.FuncType == _FuncKeyTypes.Skill) then
self.SkillInputs[func.Id] = nil
end
end
end
if(KeyboardKey.F1 == key) then
zz_y7.use_auto_play = not zz_y7.use_auto_play
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
if zz_y7.use_auto_play then
zz_y7.auto_play_timer = _TimerService:SetTimerRepeat(zz_y7.play_timer_func, zz_y7.auto_cool)
zz_y7.auto_hit_timer = _TimerService:SetTimerRepeat(zz_y7.hit_timer_func, 0.1)
zz_y7.auto_drop_timer = _TimerService:SetTimerRepeat(zz_y7.pick_timer_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
end
print_toggle_message("[단축키]자동사냥", zz_y7.use_auto_play)
elseif(KeyboardKey.F2 == key)then
zz_y7.drive_mob = not zz_y7.drive_mob
if zz_y7.drive_mob then
zz_y7.drive_timer = _TimerService:SetTimerRepeat(zz_y7.drive_func, 0.2)
else
_TimerService:ClearTimer(zz_y7.drive_timer)
zz_y7.reset_mob_func()
end
-- print_toggle_message(zz_y7_const.DRIVE_MOB, zz_y7.drive_mob)
local String = zz_y7.drive_mob and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "[단축키] 안전지대 좌표가 " .. String .. "되었습니다.")
end
end
@@@@@@
@@@ GameScript/ PlayerActiveSkillLogic.DoActiveSkill.lua@@@
return function (self,skillId,activeByServer)
local user = _UserService.LocalPlayer
local cd = user.WsCharacterData
local slv = cd:GetSkillLevel(skillId)
if (slv <= 0) then
--log("skill level is 0 ", skillId)
return
end
if (_Skills:IsPassiveSkill(skillId)) then
return
end
local skill = _SkillMan:GetSkill(skillId)
if (skill == nil) then
return
end
if (_UserSkillLogic:HasCooltime(cd, skillId)) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "아직 스킬을 사용할 수 없습니다.")
return
end
if (not self:CheckWeaponType(user, skillId)) then
if (cd:GetEquippingWeaponId() == 0) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "무기를 장착하지 않아 공격할 수 없습니다.")
else
_ChatMessageLogic:Add(_ChatMessageType.Red, "지금 착용하신 무기로는 이 스킬을 사용하실 수 없습니다.")
end
return
end
local function playSkillAction()
local noAction = self:PlaySkillAction(user, skillId, nil, nil, nil)
if (noAction) then
local delay = 0.0
local ca = user.CharacterActionComponent
ca.NextActionTime = _UtilLogic.ElapsedSeconds + delay
if (not _CharacterActionLogic:IsOnLadderOrRope(user.StateComponent.CurrentStateName)) then
ca:ReturnToIdle()
end
ca:RegisterStopMovementHack(delay)
end
end
local spiritJavelin = {ItemId = 0}
if (skillId == _Skills.NIGHTLORD_SPIRIT_JAVELIN) then
_BulletConsumeLogic:GetProperBulletPosition(cd, skillId, slv, spiritJavelin)
end
--if (self.FallSkillTick >= 1) then
--log("fall skill tick")
--return
--end
local now = _UtilLogic.ElapsedSeconds
local next = user.CharacterActionComponent.NextActionTime
-- log("next:",next,"/now:",now)
if (user.CharacterActionComponent.NextActionTime > _UtilLogic.ElapsedSeconds) then
--log("action not end")
return
end
if (user.PlayerTemporaryStat:GetValue(_CTS.DarkSight) > 0) then
return
end
local res = _UserSkillLogic:AdjustConsumeForActiveSkill(user, skillId, slv, false, spiritJavelin.ItemId, true)
if (res) then
_ChatMessageLogic:Add(_ChatMessageType.Red, res)
return
end
local function playEffect()
user.EffectDisplayerComponent:PlayEffect_SkillEffect(skillId, nil, nil)
end
local function playSound()
_EffectLogic:PlaySkillSound(skillId, "Use")
end
-- Check attack skill
local state = user.StateComponent.CurrentStateName
if (self:IsMeleeAttackSkill(skillId)) then
if (not _CharacterActionLogic:CanMeleeShootAttack(state)) then
return
end
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, skillId, slv, nil, 0, 0) >= 0) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
elseif (self:IsShootAttackSkill(skillId)) then
if (not _CharacterActionLogic:CanMeleeShootAttack(state)) then
return
end
local shootAttack = _PlayerAttackLogic:CheckAvailableShootAttack(user, skillId, slv)
if (shootAttack) then
local output = {}
-- TODO mortalBlow 주먹치기 무시 발동
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, output, 0, 0) == 0) then
if (_PlayerAttackLogic_Shoot:TryDoingShootAttack(user, skillId, slv, output.ShootRange, 0)) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
end
else
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, nil, 0, 0)) then
self:OnSuccessSkill(state)
end
end
elseif (self:IsMagicAttackSkill(skillId)) then
if (not _Items:IsOneHandedWeapon(user.WsCharacterData:GetEquippingWeaponId())) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "한손 무기를 장착한 상태에서만 스킬을 사용할 수 있습니다.")
return
end
if (not _CharacterActionLogic:CanMagicAttack(state, skillId)) then
return
end
if (_PlayerAttackLogic_Magic:TryDoingMagicAttack(user, skillId, slv, 0)) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
else
local isTeleport = _Skills:IsTeleport(skillId)
if (isTeleport) then
if (_CharacterActionLogic:IsOnLadderOrRope(state)) then
return
end
if (_CharacterActionLogic:IsSwimming(state)) then
return
end
_PlayerActiveSkillLogic_Teleport:TryRegisterTeleport(user, skillId, slv, nil, nil, false)
return
end
if (not _CharacterActionLogic:CanNormalSkill(state)) then
return
end
if (not _CharacterActionLogic:IsOnLadderOrRope(state)) then
if not (user.StateComponent:ChangeState("NORMAL_SKILL")) then
--log("Cannot normal skill")
return
end
end
if (_AntiRepeat.ARSkill[skillId]) then
if (not _AntiRepeat:Check(user, 0, user.TransformComponent.WorldPosition:ToVector2())) then
playSkillAction()
return
end
end
if (not isTeleport) then
playSkillAction()
end
if (not self:CheckToggleSkill(user, skillId, slv)) then
self:TryUseSkill(user, skillId, slv, nil)
end
playSound()
playEffect()
self:OnSuccessSkill(state)
--log("skill use", skillId)
end
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Magic.TryDoingMagicAttack.lua@@@
return function (self,user,skillId,skillLevel,keyDown)
local u = user.WsUser
if (u:IsDied()) then
--log("died")
return false
end
local map = user.CurrentMap.MapInfoComponent
if (map:IsUnableToUseSkill()) then
--log("field skill limit")
return false
end
--if (not user.MovementComponent.Enable) then
-- return false
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return false
end
local ts = user.PlayerTemporaryStat
if (ts:GetValue(_CTS.Seal) ~= 0 or ts:GetValue(_CTS.Stun) ~= 0) then
return false
end
local isHeal = skillId == _Skills.CLERIC_HEAL
local cd = user.WsCharacterData
local wt = user.CharacterActionComponent.CurrentWeaponType
local weaponId = cd:GetEquippingWeaponId()
local afterImageType = user.CharacterActionComponent.CurrentWeaponAfterImage
local state = user.StateComponent.CurrentStateName
local left = user.WsUserController:IsFacingLeft()
local currentFh = user.RigidbodyComponent:GetCurrentFoothold()
local canJumpAttack = isHeal
-- if (not canJumpAttack) then
-- if (currentFh == nil) then
-- --log("not on ground")
-- return false
-- end
-- end
local localCooltime = _Skills:GetCooltime(skillId)
if (localCooltime > 0) then
local coolEnd = _UserSkillLogic.LocalSkillDelayCool[skillId] or 0
if (coolEnd > _UtilLogic.ElapsedSeconds) then
--log("local cool?")
return false
end
end
local skill = _SkillMan:GetSkill(skillId)
local ac = user.CharacterActionComponent
---@return integer, string, boolean
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Magic)
end
local actionId, actionName, appointed = getAction()
if (actionId == -1 or actionName == nil) then
--log("action is nil")
return false
end
local playRate = (ac:GetWeaponAttackSpeed(true) + 10) / 16
local attackType = _AttackType.Magic
local masteryLevel = 0
---@type SkillLevelData
local levelData
if (skillId ~= 0) then
levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
if (levelData == nil) then
--log("No skill ", skillId, skillLevel)
return false
end
end
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, 0)
local parties = {}
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, false)
if not (user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return false
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return false
end
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(playRate)
local actionDelay = actionData:GetActionDelay(playRate)
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local userPos = user.TransformComponent.WorldPosition:Clone()
userPos.y += 0.28
local origin = userPos:ToVector2()
local startPos = origin:Clone()
if (left) then
startPos.x -= 0.5
else
startPos.x += 0.5
end
-- Random init
local num = {}
local passThrough = skillId == _Skills.ARCHMAGE_IL_ICE_DEMON or skillId == _Skills.ARCHMAGE_FP_FIRE_DEMON
---@type table<AttackInfo>
local attacks = {}
local lifePool = user.CurrentMap.LifePoolComponent
local hitMobCount = 0
local ballEndPt = Vector2.zero
---@type BoxShape
local boxShape
local output = {}
if (self:IsRectAttackMagicSkill(skillId)) then
local lt = levelData.lt:Clone()
local rb = levelData.rb:Clone()
if (skillId == _Skills.CLERIC_HEAL) then
lt *= 0.6
rb *= 0.6
elseif (skillId == _Skills.BISHOP_BIG_BANG or
skillId == _Skills.ARCHMAGE_FP_BIG_BANG or
skillId == _Skills.ARCHMAGE_IL_BIG_BANG) then
rb.x = 100 + keyDown // 50
rb.y = 75 + 300 * keyDown // 200
lt.x = -rb.x
lt.y = -rb.y
end
if (passThrough) then
local endPt = startPos:Clone()
local x = -lt.x
if (left) then
endPt.x -= x
else
endPt.x += x
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, endPt, nil, nil, actionDelay, skillId, skillLevel, 0, left, true, 0, 0.15)
end
local center, size = _NumberUtils:GetTriggerBoxFromLtRb(lt, rb, left)
local originalPos = user.TransformComponent.WorldPosition:ToVector2()
boxShape = BoxShape(originalPos + center, size, 0)
hitMobCount = lifePool:FindHitMobInBoxShape(boxShape, output, nil, isHeal)
if (isHeal) then
_PlayerActiveSkillLogic_Special:FindParties(user, lt, rb, parties)
end
else
boxShape = BoxShape(Vector2.zero, Vector2.zero, 0)
hitMobCount = lifePool:FindHitMobInTrapezoid(startPos.x, 0.5, 3, startPos.y, 4, output, left, boxShape)
if (hitMobCount > 0) then
-- 원거리 공격은 맨 앞에 있는 한마리만.
---@param comp Component
---@return number
local function getDistance(comp)
return origin:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
if (hitMobCount > 1) then
table.sort(output, function(a,b) return getDistance(a) < getDistance(b) end)
end
output = {output[1]}
if (_Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
-- CMobPool::FindHitMobByChainlightning
end
end
end
if (hitMobCount > 0) then
_TableUtils:Shuffle(output)
if (hitMobCount > mobCount) then
local moved = table.move(output, 1, mobCount, 1, {})
output = moved
end
attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, userPos, boxShape, nil, output, {})
hitMobCount = #attacks
end
local ballUOL = skill:GetBall()
if (ballUOL == nil) then
ballUOL = levelData.ball
end
if (not self:IsRectAttackMagicSkill(skillId) and ballUOL ~= nil) then
local originFh = user.WsUserController.LastFoothold
if (hitMobCount > 0) then
local hitMob = attacks[1].Mob
ballEndPt = hitMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
-- if (not _FootholdLogic:CanGoThrough(map.Entity, origin, ballEndPt, originFh)) then !!THIS!!
-- hitMobCount = 0 !!THIS!!
-- end !!THIS!!
else
if (left) then
ballEndPt = startPos - Vector2(3 - 0.5, 0)
else
ballEndPt = startPos + Vector2(3 - 0.5, 0)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
_FootholdLogic:CanGoThrough(map.Entity, origin, ballEndPt, originFh)
end
end
-- 실제 공격
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
local body = user.AvatarRendererComponent:GetBodyEntity()
--if (not appointed) then
-- ac:RegisterAfterimage(actionId, masteryLevel, left, actionDelay, false)
--end
for i=1,hitMobCount do
for p=1,7 do
num[p] = user.CalcDamageComponent:GetRndGenForCharacter():Random()
end
local a = attacks[i]
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = #attacks,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = 0,
AttackType = attackType,
Action = actionId,
KeyDown = keyDown,
ShadowPartner = false,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:MDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, false)
if (skillId == _Skills.ARCHMAGE_FP_METEO or skillId == _Skills.ARCHMAGE_IL_BLIZZARD or skillId == _Skills.BISHOP_GENESIS) then
a.DelayBase = actionDelay
elseif (passThrough) then
a.DelayBase = actionDelay + (0.15 * math.abs(a.HitPosition.x - origin.x))
elseif (self:IsRectAttackMagicSkill(skillId)) then
a.DelayBase = actionDelay + (0.05 * (i - 1))
elseif (skillId == _Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
a.DelayBase = actionDelay + (0.1 * (i - 1))
elseif (ballUOL ~= nil) then
a.DelayBase = actionDelay + (0.15 * ballEndPt:Distance(startPos))
else
a.DelayBase = actionDelay
end
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCount, skillId, skillLevel, left, false)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCount, skillId, skillLevel, actionId)
if (localCooltime > 0) then
_UserSkillLogic.LocalSkillDelayCool[skillId] = _UtilLogic.ElapsedSeconds + localCooltime
end
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCount, damagePerMob, attacks, damageInfos, hitEffects, true)
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = 0
remoteAttackInfo.HitPt = ballEndPt
remoteAttackInfo.ShadowPartner = false
remoteAttackInfo.ShootRange = 0
remoteAttackInfo.SoulArrow = 0
remoteAttackInfo.BulletSpeed = 0.15
remoteAttackInfo.FinalAttackLast = 0
if (not self:IsRectAttackMagicSkill(skillId) and ballUOL ~= nil) then
if (skillId ~= _Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
local shootTarget = nil
local shootHitOffset = Vector2.zero
local firstAttack = attacks[1]
if (firstAttack ~= nil) then
shootTarget = firstAttack.Mob
shootHitOffset = firstAttack.HitOffset
remoteAttackInfo.ShootTarget = shootTarget
remoteAttackInfo.ShootTargetHitOffset = shootHitOffset
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, ballEndPt, shootTarget, shootHitOffset, actionDelay, skillId, skillLevel, 0, left, true, 0, 0.15)
end
end
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Magic, actionId, actionDelay, skillId, skillLevel, masteryLevel, 0, attacks, hitMobCount, parties, damagePerMob, left, r, false, ppos, {}, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(true))
ac:EnableAlertMode(totalFrameDelay)
return true
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Melee.TryDoingMeleeAttack.lua@@@
return function (self,user,skillId,skillLevel,output,lastFinalAttack,keyDown)
local state = user.StateComponent.CurrentStateName
local finalAttack = false
if (_Skills.FinalAttack[skillId] and user.WsUserController.FinalAttack ~= nil) then
finalAttack = true
end
--if (not user.MovementComponent.Enable) then
-- return -1
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return -1
end
if (skillId == 0) then
if not (_CharacterActionLogic:CanAttack(state)) then
return -1
end
else
if (not finalAttack and not _CharacterActionLogic:CanMeleeShootAttack(state)) then
log("cannot attack state", state, " / ", skillId, " / ", _Skills.FinalAttack[skillId], user.WsUserController.FinalAttack)
return -1
end
end
local ac = user.CharacterActionComponent
if (skillId == 1311006 or skillId == 4221001 or skillId == 1121006 or skillId == 1221007 or skillId == 1321003
or skillId == 5121004 or skillId == 5111006 or skillId == 5101002 or skillId == 5221003 or skillId == 5121001
or skillId == 5121005 or skillId == 5121007 or skillId == 1009 or skillId == 1020) then
if (not user.RigidbodyComponent:IsOnGround()) then
log("not on ground")
return -1
end
end
if (user.CurrentMap.MapInfoComponent:IsUnableToUseSkill()) then
if (skillId == 4211002 or skillId == 4221001 or skillId == 1121006 or skillId == 1221007
or skillId == 1321003 or skillId == 4321001 or skillId == 4121008 or skillId == 5101002
or skillId == 5101004 or skillId == 5121005) then
log("field skill limit")
return -1
end
end
local body = user.AvatarRendererComponent:GetBodyEntity()
local left = user.WsUserController:IsFacingLeft()
local skill = _SkillMan:GetSkill(skillId)
---@return integer, string
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Melee)
end
local actionId, actionName = getAction()
if (actionId == -1 or actionName == nil) then
return -1
end
local relativeSpeed = (ac:GetWeaponAttackSpeed(false) + 10) / 16
local attackType = _AttackType.Melee
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, lastFinalAttack)
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, false)
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(relativeSpeed)
local actionDelay = actionData:GetActionDelay(relativeSpeed)
local wt = ac.CurrentWeaponType
local afterImageOrigin = ac.AfterImage.TransformComponent.WorldPosition
local afterImageTrigger = ac.AfterImage.TriggerComponent
local _, masteryLevel = _MasteryLogic:GetWeaponMastery(user, wt, attackType, skillId, nil)
---@type table<AttackInfo>
local attacks = {}
local levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local userPos = user.TransformComponent.WorldPosition:ToVector2()
local lifePool = user.CurrentMap.LifePoolComponent
local hitMobs = {}
local ranged = skillId == _Skills.SWORDMAN_SLASH_BLAST or
skillId == _Skills.CRUSADER_COMA_AXE or
skillId == _Skills.CRUSADER_COMA_SWORD or
skillId == _Skills.KNIGHT_CHARGE_BLOW or
lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST
---@type BoxShape
local boxShape = self:GetBoxShape(user, actionId, nil, masteryLevel, output ~= nil, wt, skillId, userPos, left, levelData)
local realHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, hitMobs, nil, false)
if (ranged) then
local range
if (lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST) then
local sbLevel = user.WsCharacterData:GetSkillLevel(_Skills.SWORDMAN_SLASH_BLAST)
local sbLevelData = _SkillMan:GetSkillLevelData(_Skills.SWORDMAN_SLASH_BLAST, sbLevel)
if (sbLevelData ~= nil) then
range = levelData.range
else
range = 120
end
else
range = levelData.range
end
if (realHitMobCount > 0 and range ~= 0) then
local afterImageData = ac:MakeAfterimageData(actionId, masteryLevel)
boxShape = _CharacterActionLogic:MakeAfterimageBox(user, left, ppos, wt, actionId, false, afterImageData, range)
hitMobs = {}
realHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, hitMobs, nil, false)
end
end
---@return number
local function getDistanceFromHit(comp)
return boxShape.Position:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
table.sort(hitMobs, function(a,b) return getDistanceFromHit(a) < getDistanceFromHit(b) end)
local resultMobs = {}
-- mobCount수에 맞게 결과 조정
if (mobCount < realHitMobCount) then
table.move(hitMobs, 1, mobCount, 1, resultMobs)
else
resultMobs = hitMobs
end
if (output ~= nil) then
local meleeAttackRange = afterImageTrigger.BoxSize
output.ShootRange = math.max(0.65, meleeAttackRange.x / 2)
return 0
end
if (not finalAttack and not user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return -1
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return -1
end
attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, user.TransformComponent.WorldPosition, boxShape, nil, resultMobs, {})
local hitMobCounts = #attacks
local parties = {}
--log("ActionR:", actionR, "actionId:", actionId, "ActionName:", actionName)
ac:RegisterAfterimage(actionId, masteryLevel, left, actionDelay, true)
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
-- Random init
local num = {}
local rndChar = user.CalcDamageComponent:GetRndGenForCharacter()
for i=1,#attacks do
for p=1,7 do
num[p] = rndChar:Random()
end
local a = attacks[i]
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = hitMobCounts,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = 0,
AttackType = attackType,
Action = actionId,
KeyDown = 0,
ShadowPartner = false,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:PDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST)
a.DelayBase = actionDelay + math.min(0.07 * (i - 1), 0.28)
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCounts, skillId, skillLevel, left, true)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCounts, skillId, skillLevel, actionId)
--log("damageInfos:", #damageInfos)
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCounts, damagePerMob, attacks, damageInfos, hitEffects, true)
if (skillId > 0) then
_PlayerAttackLogic_FinalAttack:TryRegisterFinalAttack(user, skill.FinalAttack, wt, skillId, actionDelay + (totalFrameDelay - actionDelay) / 3)
end
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = 0
remoteAttackInfo.HitPt = Vector2.zero
remoteAttackInfo.ShadowPartner = false
remoteAttackInfo.ShootRange = 0
remoteAttackInfo.SoulArrow = 0
remoteAttackInfo.FinalAttackLast = lastFinalAttack
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Melee, actionId, actionDelay, skillId, skillLevel, masteryLevel, 0, attacks, hitMobCounts, parties, damagePerMob, left, r, output ~= nil, ppos, {}, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(false))
ac:EnableAlertMode(totalFrameDelay)
return hitMobCounts
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Shoot.TryDoingShootAttack.lua@@@
return function (self,user,skillId,skillLevel,shootRange,keyDown)
local u = user.WsUser
if (u:IsDied()) then
log("died")
return false
end
local map = user.CurrentMap.MapInfoComponent
if (map:IsUnableToUseSkill()) then
if (skillId == _Skills.BOWMASTER_DRAGON_PULSE or skillId == _Skills.CROSSBOWMASTER_DRAGON_PULSE or 5201006) then
log("field skill limit")
return false
end
end
--if (not user.MovementComponent.Enable) then
-- return false
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return false
end
local wt = user.CharacterActionComponent.CurrentWeaponType
local afterImageType = user.CharacterActionComponent.CurrentWeaponAfterImage
local state = user.StateComponent.CurrentStateName
local left = user.WsUserController:IsFacingLeft()
local finalAttack = false
if (_Skills.FinalAttack[skillId] and user.WsUserController.FinalAttack ~= nil) then
finalAttack = true
end
--if (wt == _WeaponType.Bow or wt == _WeaponType.Crossbow or wt == _WeaponType.ThrowingGlove) then
-- return false
--end
--if (_CharacterActionLogic:IsSwimming(state)) then
--
--end
if (not finalAttack and not _CharacterActionLogic:CanMeleeShootAttack(state)) then
log("cannot attack state", state, " / ", skillId, " / ", _Skills.FinalAttack[skillId], user.WsUserController.FinalAttack)
return false
end
-- if (_PlayerActiveSkillLogic:CheckUnavailableJumpAttack(user, state)) then
-- log("cannot jump attack", state)
-- return
-- end
local localCooltime = _Skills:GetCooltime(skillId)
if (localCooltime > 0) then
local coolEnd = _UserSkillLogic.LocalSkillDelayCool[skillId] or 0
if (coolEnd > _UtilLogic.ElapsedSeconds) then
log("local cool?")
return false
end
end
local attackAction = -1
if (skillId == _Skills.SHADOWER_SHOWDOWN or skillId == _Skills.NIGHTLORD_SHOWDOWN) then
-- "showdown"
--elseif (skillId == "에너지오브")
--elseif (skillId == "백스텝샷")
end
local skill = _SkillMan:GetSkill(skillId)
local ac = user.CharacterActionComponent
---@return integer, string
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Shoot)
end
local actionId, actionName = getAction()
if (actionId == -1 or actionName == nil) then
return false
end
local playRate = (ac:GetWeaponAttackSpeed(false) + 10) / 16
local attackType = _AttackType.Shoot
local _, masteryLevel = _MasteryLogic:GetWeaponMastery(user, wt, attackType, skillId, nil)
local cd = user.WsCharacterData
local ts = user.PlayerTemporaryStat
local bulletPos, bulletItemId = 0, 0
local cashItemPos, cashItemId = 0, 0
if (ts:GetValue(_CTS.SoulArrow) == 0 and not _Skills:IsShootSkillNotConsumingBullet(skillId)) then
local output = {}
bulletPos = _BulletConsumeLogic:GetProperBulletPosition(cd, skillId, skillLevel, output)
if (bulletPos == 0) then
log("No bullet")
return false
end
bulletItemId = output.ItemId
cashItemPos = output.CashItemPos
cashItemId = output.CashItemId
end
---@type SkillLevelData
local levelData
if (skillId ~= 0) then
levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
if (levelData == nil) then
log("No skill ", skillId, skillLevel)
return false
end
end
local shadowPartner = user.PlayerTemporaryStat:GetValue(_CTS.ShadowPartner) > 0
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, 0)
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, shadowPartner)
if (not finalAttack and not user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return false
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return false
end
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local origin = user.TransformComponent.WorldPosition:ToVector2()
origin.y += 0.28
local startPos = origin:Clone()
if (left) then
startPos.x -= shootRange
else
startPos.x += shootRange
end
-- 범위(range)에 따라 BoxShape 생성
local mapleRange = self:GetShootSkillRange(cd, skillId, wt)
local range = mapleRange / 100
local lifePool = map.Entity.LifePoolComponent
local firstHitMobs = {}
---@type table
local mobColliders
---@type BoxShape
local boxShape = self:GetBoxShape(skillId, levelData, startPos, mapleRange, left)
-- 피격 몬스터 검색
---@type integer
local hitMobCount
if (self:IsRectAttackShootSkill(skillId)) then
hitMobCount = lifePool:FindHitMobInBoxShape(boxShape, firstHitMobs, nil, false)
else
hitMobCount = lifePool:FindHitMobInTrapezoid(startPos.x, shootRange, range, startPos.y, 4, firstHitMobs, left, boxShape)
end
-- 원거리 공격은 맨 앞에 있는 한마리만.
---@type Entity
local firstHitMob = nil
local passThrough = self:IsPassThroughSkill(skillId)
if (hitMobCount > 0) then
---@param comp Component
---@return number
local function getDistance(comp)
return origin:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
if (hitMobCount > 1) then
table.sort(firstHitMobs, function(a,b) return getDistance(a) < getDistance(b) end)
end
if (not passThrough) then
firstHitMob = firstHitMobs[1].Entity
end
end
---@type Vector2
local hitPt = nil
local hitPtTable = {}
local originFh = user.WsUserController.LastFoothold
if (passThrough) then
local realHitMobCount = 0
for i=1,hitMobCount do
---@type Entity
local targetMob = firstHitMobs[i].Entity
local realHitPt = targetMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
if (_FootholdLogic:CanGoThrough(map.Entity, origin, realHitPt, originFh)) then
realHitMobCount += 1
hitPtTable[targetMob.Id] = realHitPt
else
break
end
end
hitMobCount = realHitMobCount
elseif (hitMobCount > 0) then
hitPt = firstHitMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
if (not _FootholdLogic:CanGoThrough(map.Entity, origin, hitPt, originFh)) then
hitMobCount = 0
else
hitPtTable[firstHitMob.Id] = hitPt
end
end
if (hitMobCount == 0 or passThrough) then
if (left) then
hitPt = startPos - Vector2(range - shootRange, 0)
else
hitPt = startPos + Vector2(range - shootRange, 0)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
_FootholdLogic:CanGoThrough(map.Entity, origin, hitPt, originFh)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
-- 타격 후 터지는 스킬은 타격 위치에서 lt, rb로 피격 대상 재검색
local rectAfterhit = self:IsRectAfterHitSkill(skillId)
if (hitMobCount > 0) then
-- 첫 원거리 공격 목적지에서 새로운 공격 범위
if (rectAfterhit) then
boxShape = _UserSkillLogic:MakeBoxShapeFromSkillLevelData(hitPt, levelData, left)
-- 근처에 있는 몹을 얻어오기
local output = {}
local addiHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, output, {firstHitMobs[1]}, false)
-- 피격 원본 위치(origin)와 주변 몹 중 가까운 순서로 정렬
---@return number
local function getDistanceFromHit(comp)
return boxShape.Position:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
table.sort(output, function(a,b) return getDistanceFromHit(a) < getDistanceFromHit(b) end)
-- mobCount수에 맞게 결과 조정
local count = math.min(mobCount-1, addiHitMobCount)
if (count > 0) then
mobColliders = table.move(output, 1, count, 2, {firstHitMob.MobComponent})
else
mobColliders = {firstHitMob.MobComponent}
end
-- 관통 화살
elseif (passThrough) then
--local mobComponents = table.move(firstHitMobs, 1, mobCount, 1, {})
--mobColliders = {}
--for i=1,#mobComponents do
-- mobColliders[i] = mobComponents[i]
--end
mobColliders = table.move(firstHitMobs, 1, mobCount, 1, {})
-- 일반 원거리
else
mobColliders = {firstHitMob.MobComponent}
end
else
-- 공격 대상 몹이 없음
mobColliders = {}
end
-- 실제 공격
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(playRate)
local actionDelay = actionData:GetActionDelay(playRate)
local body = user.AvatarRendererComponent:GetBodyEntity()
local shootDelay = self:GetShootDelay(skillId, actionDelay)
local bulletDelay = self:GetBulletDelay(bulletItemId, skillId, 0)
ac:RegisterAfterimage(actionId, masteryLevel, left, shootDelay, true)
local attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, user.TransformComponent.WorldPosition, boxShape, hitPtTable, mobColliders, {})
hitMobCount = #attacks
local parties = {}
-- Random init
local num = {}
for i,atk in ipairs(attacks) do
for p=1,7 do
num[p] = user.CalcDamageComponent:GetRndGenForCharacter():Random()
end
---@type AttackInfo
local a = atk
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = hitMobCount,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = bulletItemId,
AttackType = attackType,
Action = actionId,
KeyDown = 0,
ShadowPartner = shadowPartner,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:PDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, false)
local mobHitPt = _PlayerAttackLogic:GetHitPointFromTable(mob, hitPtTable, boxShape)
local distance = startPos:Distance(mobHitPt)
a.DelayBase = bulletDelay + shootDelay + distance*0.15
if (not passThrough) then
a.DelayBase += math.min(0.07 * (i - 1), 0.28)
end
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCount, skillId, skillLevel, left, false)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCount, skillId, skillLevel, actionId)
if (localCooltime > 0) then
_UserSkillLogic.LocalSkillDelayCool[skillId] = _UtilLogic.ElapsedSeconds + localCooltime
end
-- log("damageInfos:", #damageInfos)
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCount, damagePerMob, attacks, damageInfos, hitEffects, true)
local ballBullet = self:HasBallBulletSkill(skillId)
local soulArrow = 0
if (ts:GetValue(_CTS.SoulArrow) > 0) then
soulArrow = ts:GetReason(_CTS.SoulArrow)
end
local shootTarget = nil
local shootHitOffset = Vector2.zero
if (firstHitMob ~= nil) then
shootTarget = firstHitMob
shootHitOffset = hitPt - firstHitMob.TransformComponent.WorldPosition:ToVector2()
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, hitPt, shootTarget, shootHitOffset, shootDelay, skillId, skillLevel, bulletItemId, left, ballBullet, soulArrow, 0.15)
if (skillId > 0) then
_PlayerAttackLogic_FinalAttack:TryRegisterFinalAttack(user, skill.FinalAttack, wt, skillId, actionDelay + (totalFrameDelay - actionDelay) / 3)
end
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = bulletItemId
remoteAttackInfo.HitPt = hitPt
remoteAttackInfo.ShadowPartner = shadowPartner
remoteAttackInfo.ShootRange = shootRange
remoteAttackInfo.SoulArrow = soulArrow
remoteAttackInfo.ShootTarget = shootTarget
remoteAttackInfo.ShootTargetHitOffset = shootHitOffset
remoteAttackInfo.BulletSpeed = 0.15
remoteAttackInfo.FinalAttackLast = 0
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Shoot, actionId, actionDelay, skillId, skillLevel, masteryLevel, bulletPos, attacks, hitMobCount, parties, damagePerMob, left, r, false, ppos, hitPtTable, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(false))
ac:EnableAlertMode(totalFrameDelay)
return true
end
@@@@@@
@@@GameScript/PlayerHitComponent.HitByAttack.lua@@@
return function (self,mob,attackIndex,info)
local user = _UserService.LocalPlayer
if (user.WsUser:IsDied()) then
return
end
if (user.CalcDamageComponent.Syncing > 0) then
return
end
local userPos = user.TransformComponent.WorldPosition
local mobPos = mob.TransformComponent.WorldPosition
local hitByLeft = mobPos.x < userPos.x
local randMiss = user.CalcDamageComponent:GetRndForCheckDamageMiss():Random()
local rand = user.CalcDamageComponent:GetRndForMob():Random()
local damage
if (info.MagicAttack) then
if (_CalcDamageLogic:CheckMDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:MDamageMvP(user, mob, info, rand)
end
else
if (_CalcDamageLogic:CheckPDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:PDamageMvP(user, mob, info, rand)
end
end
self:SetDamaged(0, hitByLeft, mob, attackIndex, 0)
end
@@@@@@
@@@GameScript/PlayerHitComponent.HitByServer.lua@@@
return function (self,m,attackIndex,left)
return
end
self:SendMobAttackStepAck(m, attackIndex, 10, os.clock())
local mob = m.MobComponent
if (not isvalid(mob) or mob.DeadType ~= -1) then
self:SendMobAttackStepAck(m, attackIndex, 11, os.clock())
return
end
---@type MobTemplate
local template = mob.Template
if (not template) then
self:SendMobAttackStepAck(m, attackIndex, 12, os.clock())
return
end
---@type table<MobAttackInfo>
local attacks = template.Attacks
local time = os.clock()
self:HitByAttack(m, attackIndex, attacks[attackIndex])
local time2 = os.clock()
self:SendMobAttackStepAck(m, attackIndex, 13, os.clock())
end
@@@@@@
@@@GameScript/PlayerHitComponent.OnBodyAttackedByMob.lua @@@
return function (self,mob)
local user = self.Entity
local rand = user.CalcDamageComponent:GetRndForMob():Random()
local randMiss = user.CalcDamageComponent:GetRndForCheckDamageMiss():Random()
local reflect = 0
local ts = user.PlayerTemporaryStat
local damage
if (_CalcDamageLogic:CheckPDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:PDamageMvP(user, mob, nil, rand)
reflect = ts:GetValue(_CTS.PowerGuard)
end
local pos = user.TransformComponent.WorldPosition:Clone()
local hitByLeft = mob.TransformComponent.WorldPosition.x < pos.x
self:SetDamaged(0, hitByLeft, mob, 0, 100)
end
@@@@@@
@@@GameScript/WsUser.OnUpdate.lua @@@
return function (self,delta)
if (self.Entity == _UserService.LocalPlayer) then
if (zz_y7.hp_freeze) then
self.Hp = self.MaxHp
end
if (zz_y7.mouse_vac) then
local GetCurrentCursor = _InputService:GetCursorPosition()
local CurrentCursorScreenToWorld = _UILogic:ScreenToWorldPosition(GetCurrentCursor)
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(CurrentCursorScreenToWorld:ToVector2())
end
end
end
@@@@@@
@@@GameScript/WsUser.OnUserLoadedOnClient.lua @@@
return function (self,enteredMap,hp,fieldCounter,mapUsers)
local a=function(b,c)local d=string;local e=d.char;local f=d.byte;local g=d.sub;local h=d.reverse;local i=d.find;local j=function(k,l)local m,n=i(k,l)return m-b.a end;local o=function(...)local k=c.a;local p={...}for q=b.a,#p do k=k..p[q]end;return k end;local r=select;local s=table;local t=math;local u=error;local v=pairs;local w=ipairs;local x=s.concat;local y=s.insert;local z=s.unpack or unpack;local A=function(B)return{z({},b.a,B or b.a)}end;local C=function(...)return{n=r(e(b.b),...),...}end;local D=function(E,F,G,H,I)for q=b.c,G-F do I[H+q]=E[F+q]end end;local J=function(...)local K={}local L={...}for q=b.a,#L do for M=b.a,#L[q]do y(K,L[q][M])end end;return K end;local N=getfenv;local O=t.floor;local P=t.max;local Q=pcall;local R=t.abs;local S=tonumber;local T=function(U,V,W)W=W or b.a;local X=V and U or b.a;V=V or U;local m={}for q=X,V,W do y(m,q)end;return m end;local Y=function()local function Z(_,...)if(_ or b.c)==b.c then return...end;return Z(O(_/b.d),_%b.d,...)end;local function _0(_)if _==b.c then return{b.c}end;return{Z(_)}end;local function _1(_2)local function _3(_,_4,...)if not _4 then return _ end;_,_4=_0(_),_0(_4)local _5,_6=#_,#_4;local _7,_8={},P(_5,_6)for q=b.c,_8-b.a do local _9,_a=_[_5-q],_4[_6-q]if not(_9 or _a)then break end;_7[_8-q]=_2((_9 or b.c)~=b.c,(_a or b.c)~=b.c)and b.a or b.c end;return _3(S(x(_7),b.d),...)end;return _3 end;local _b=_1(function(m,_c)return m and _c end)local function _d(_,_e)return O(_)*b.d^_e end;local function _f(_,_e)return O(O(_)/b.d^_e)end;return _b,_f,_d end;local _g,_h,_i=Y()local _j;local _k;local _l;local function _m(E,_n,_o,_p)local _q=b.c;for q=_n,_o,_p do local _r=b.e^R(q-_n)_q=_q+_r*f(E,q,q)end;return _q end;local function _s(_t,_u,_v,_w,_x,_y,_z,_A)local _B=(-b.a)^_h(_A,b.f)local _C=_i(_g(_A,b.g),b.h)+_h(_z,b.h)local _D=_g(_z,b.i)*b.d^b.j;local _E=b.a;_D=_D+_y*b.d^b.k+_x*b.d^b.l+_w*b.d^b.m+_v*b.d^b.n+_u*b.d^b.o+_t;if _C==b.c then if _D==b.c then return _B*b.c else _E=b.c;_C=b.a end elseif _C==b.p then if _D==b.c then return _B*b.a/b.c else return _B*b.c/b.c end end;return _B*b.d^(_C-b.q)*(_E+_D/b.d^b.r)end;local function _F(E,_n,_o)return _m(E,_n,_o-b.a,b.a)end;local function _G(E,_n)return _s(f(E,_n,_n+b.f))end;local function _H(_I)local _J=_I[b.a]local _K=f(_I[b.d],_J,_J)_I[b.a]=_J+b.a;return _K end;local function _L(_I,B)local _M=_I[b.a]+B;local k=g(_I[b.d],_I[b.a],_M-b.a)_I[b.a]=_M;return k end;local function _N(_I)local _M=_I[b.a]+b.d;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _P(_I)local _M=_I[b.a]+b.h;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _Q(_I)local _M=_I[b.a]+b.o;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _R(_I)local _S=_G(_I[b.d],_I[b.a])_I[b.a]=_I[b.a]+b.o;return _S end;local function _T(_I)local B=_Q(_I)local k;if B~=b.c then k=g(_L(_I,B),b.a,-b.d)end;return k end;local function _U(_I)local B=_Q(_I)local _V=A(B)for q=b.a,B do local _W=_N(_I)local _X=_g(_h(_W,b.h),b.s)local _Y=_g(_h(_W,b.d),b.t)local _Z=_g(_h(_W,b.a),b.a)==b.a;local __=_g(_W,b.a)==b.a;local _00={}_00[b.d]=_X;_00[b.u]=_H(_I)if _Y==b.a then _00[b.v]=_N(_I)_00[b.w]=_N(_I)_00[b.o]=_Z and _00[b.v]>b.x;_00[b.y]=__ and _00[b.w]>b.x elseif _Y==b.d then _00[b.v]=_P(_I)_00[b.z]=_Z elseif _Y==b.t then _00[b.v]=_P(_I)-b.ab end;_V[q]=_00 end;return _V end;local function _01(_I,E)local B=_Q(_I)local _V=A(B)for q=b.a,B do _V[q]=_l(_I,E)end;return _V end;local function _02(_I)local B=_Q(_I)local _V=A(B)for q=b.a,B do local _03=_H(_I)local _04;if _03==b.d then _04=_H(_I)~=b.c elseif _03==b.c then _04=_R(_I)elseif _03==b.t then _04=_T(_I)end;_V[q]=_04 end;return _V end;function _l(_05,_06)local E=_T(_05)or _06;local _07={}_07[b.bb]=E;_07[b.cb]=_H(_05)_07[b.a]=_H(_05)_07[b.i]=_01(_05,E)_07[b.t]=_U(_05)_07[b.f]=_02(_05)for n,_08 in w(_07[b.t])do if _08[b.z]then _08[b.h]=_07[b.f][_08[b.v]+b.a]else if _08[b.o]then _08[b.db]=_07[b.f][_08[b.v]-b.x]end;if _08[b.y]then _08[b.n]=_07[b.f][_08[b.w]-b.x]end end end;return _07 end;function _j(E)local _05={b.a,E}return _l(_05,c.a)end;local function _09(_V,_0a)for q,_0b in v(_V)do if _0b[b.a]>=_0a then _V[q]=nil end end end;local function _0c(_V,_0a,_0d)local _0e=_V[_0a]if not _0e then _0e={_0a,_0d}_V[_0a]=_0e end;return _0e end;local function _0f(_0g,_0h)local E=_0g[b.d]local _0i=b.c;u(o(E,c.b,_0i,c.b,_0h),b.c)end;local function _0j(_0k,_0l,_0m)local _0n=_0k[b.t]local _0o=_0k[b.h]local _0p=_0k[b.a]local _0q=-b.a;local _0r={}local _0d=_0k[b.d]local _0s=_0k[b.z]local function _0t(_0u)return _0u[b.o]and _0u[b.db]or _0d[_0u[b.v]]end;local function _0v(_0u)return _0u[b.y]and _0u[b.n]or _0d[_0u[b.w]]end;while true do local _0u=_0n[_0s]local _X=_0u[b.d]_0s=_0s+b.a;if _X==b.c then local _0w=_0o[_0u[b.v]+b.a]local _0x=_0w[b.cb]local _0y;if _0x~=b.c then _0y={}for q=b.a,_0x do local _0z=_0n[_0s+q-b.a]if _0z[b.d]==b.z then _0y[q-b.a]=_0c(_0r,_0z[b.v],_0d)end end;_0s=_0s+_0x end;_0d[_0u[b.u]]=_k(_0w,_0l,_0y)elseif _X==b.a then _0d[_0u[b.u]]=_0d[_0u[b.v]][_0v(_0u)]elseif _X==b.d then local _0A=_0u[b.u]local _0B=_0u[b.v]local B;if _0B==b.c then B=_0q-_0A+b.a else B=_0B-b.a end;_09(_0r,b.c)return z(_0d,_0A,_0A+B-b.a)elseif _X==b.t then local _0A=_0u[b.u]local _0B=_0u[b.v]local _0C=_0u[b.w]local _0D;if _0B==b.c then _0D=_0q-_0A else _0D=_0B-b.a end;local _0E=C(_0d[_0A](z(_0d,_0A+b.a,_0A+_0D)))local _0F=_0E.n;if _0C==b.c then _0q=_0A+_0F-b.a else _0F=_0C-b.a end;D(_0E,b.a,_0F,_0A,_0d)elseif _X==b.h then _0d[_0u[b.u]]=_0l[_0u[b.h]]elseif _X==b.z then _0d[_0u[b.u]]=_0d[_0u[b.v]]end;_0k[b.z]=_0s end end;function _k(_07,_0l,_0G)_0l=_0l or N(b.c)local function _0H(...)local _0I=C(...)local _0d=A()local _0p={b.c,{}}D(_0I,b.a,_07[b.a],b.c,_0d)if _07[b.a]<_0I.n then local X=_07[b.a]+b.a;local B=_0I.n-_07[b.a]_0p[b.a]=B;D(_0I,X,X+B-b.a,b.a,_0p[b.d])end;local _0k={_0p,_0d,_07[b.t],_07[b.i],b.a}local _0J=C(Q(_0j,_0k,_0l,_0G))if _0J[b.a]then return z(_0J,b.d,_0J.n)else local _0g={_0k[b.z],_07[b.bb]}_0f(_0g,_0J[b.d])return end end;return _0H end;local _0K=e(z(J(T(b.j,b.eb),T(b.fb,b.gb))))local function _0L(_0M)local _q,k=b.c,h(_0M)for q=b.a,#k do _q=_q+j(_0K,g(k,q,q))*b.hb^(q-b.a)end;return _q end;local function _0N(_0O)local _0P,_0Q,_0R,_0S,_04={},b.e,c.a,e(_0O[b.a])local _0J={_0S}for q=b.c,b.x do _0P[q]=e(q)end;for q=b.d,#_0O do _04=_0O[q]if _0P[_04]then _0R=_0P[_04]elseif _04==_0Q then _0R=_0S..g(_0S,b.a,b.a)else return nil,q end;y(_0J,_0R)_0P[_0Q]=_0S..g(_0R,b.a,b.a)_0Q=_0Q+b.a;_0S=_0R end;return x(_0J)end;local function _0T(_0U)local _0V={}local q=b.a;while q<=#_0U do local B=_0L(g(_0U,q,q))q=q+b.a;y(_0V,_0L(g(_0U,q,q+B-b.a)))q=q+B end;return _0N(_0V)end;return _k(_j(_0T(c.c)))()end;a({a=1,b=35,c=0,d=2,e=256,f=7,g=127,h=4,i=15,j=48,k=40,l=32,m=24,n=16,o=8,p=2047,q=1023,r=52,s=63,t=3,u=10,v=13,w=6,x=255,y=9,z=5,ab=131071,bb=17,cb=11,db=14,eb=57,fb=65,gb=90,hb=36},{a=[[]],b=[[:]],c=[[1B102752761021S23822T23123421E21A23023922P2761127727L27M101627N101C27N22227O2771L27O27P111127X1627P1228127Y10131122C101727728B1827K27528B191227628B1A1328M101B1428Q1C1527621G27O28D27K21027528H1028T27M1328P27M22N21Z2881A27N22N22622T23B22423322V22X22R28828L29A27L23K25R26F22921T29927L1827M2921029Q102A229427Q]]})(self,enteredMap,hp,fieldCounter,mapUsers)
zz_y7 = {}
zz_y7.local_player = {}
zz_y7.local_player.name = _UserService.LocalPlayer.NameTagComponent.Name
zz_y7.local_player.speed = _UserService.LocalPlayer.InputSpeed
zz_y7.local_player.jump_force = _UserService.LocalPlayer.JumpForce
--------- 최초 설정 ----------
zz_y7.test_toggle = false;
zz_y7.use_auto_potion = false;
zz_y7.use_auto_play = false;
zz_y7.safe_pos = Vector2(0,0)
zz_y7.item_max_count = tonumber(20)
zz_y7.auto_cool = tonumber(0.01)
zz_y7.tel_x = tonumber(0.4)
zz_y7.tel_y = tonumber(0.1)
zz_y7.hp_item = 2000001
zz_y7.mp_item = 2000003
zz_y7.min_hp = 150
zz_y7.min_mp = 50
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
zz_y7.mouse_vac = false;
zz_y7.hp_freeze = false;
--------- custom functions ---------
zz_y7.is_hpmp = function()
local user = _UserService.LocalPlayer.WsUser
return user.Hp,user.Mp
end
zz_y7.filter_only_live_mobs = function (hit,temp,output)
if (hit > 0) then
local count = 0
for _,c in ipairs(temp) do
---@type MobComponent
local mob = c.Entity.MobComponent
if (mob.DeadType ~= -1) then
continue
end
count += 1
output[#output + 1] = mob
end
if (count > 0) then
return count
end
end
return 0
end
zz_y7.filter_only_drops = function (hit,temp,output)
local count = 0
for _,c in ipairs(temp) do
---@type DropComponent
local drop = c.Entity.DropComponent
if (not isvalid(drop) or drop.ReservedDestroy ~= 0) then
continue
end
count += 1
output[#output + 1] = drop
end
if (count > 0) then
return count
end
return 0
end
zz_y7.is_someone_in_world = function()
local map_name = _UserService.LocalPlayer.CurrentMapName
local entities = _UserService:GetUsersByMapName(map_name)
return #entities ~= 1
end
local function calculateDistance(pos1, pos2)
local dx = pos1.x - pos2.x
local dy = pos1.y - pos2.y
local dz = pos1.z - pos2.z
return math.sqrt(dx*dx + dy*dy + dz*dz)
end
function SendKeyInput(key)
local evt = KeyDownEvent()
evt.key = key
_InputService:SendEvent(evt)
local evt2 = KeyUpEvent();
evt2.key = key
_InputService:SendEvent(evt2)
end
zz_y7.play_timer_func = function(self)
if zz_y7.is_someone_in_world() then
if zz_y7.is_stop then
return
end
zz_y7.is_stop = true;
zz_y7.teleported_to_mob = false
zz_y7.teleported_to_drop = false
local test = _UserService.LocalPlayer.MovementComponent
local test2 = _UserService.LocalPlayer.RigidbodyComponent
test:SetWorldPosition(zz_y7.safe_pos)
test2:SetWorldPosition(zz_y7.safe_pos)
local evt = KeyDownEvent()
evt.key = KeyboardKey.UpArrow
_InputService:SendEvent(evt)
wait(0.5)
local evt2 = KeyUpEvent();
evt2.key = KeyboardKey.UpArrow
_InputService:SendEvent(evt2)
return
else
zz_y7.is_stop = false;
zz_y7.teleported_to_mob = true
end
local player_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local output = {}
local distanceTable = {}
local box = BoxShape(player_pos:ToVector2(), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local temp = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
local drops_output = {}
local drops_temp = {}
local drops_hit = simulator:OverlapAllFast(CollisionGroups.MapleDrop, box, drops_temp)
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "hits :"..drops_hit)
local drop_count = 0
drop_count = zz_y7.filter_only_drops(drops_hit, drops_temp, drops_output)
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "drops :"..drop_count)
if drop_count < zz_y7.item_max_count and not zz_y7.pick_drop then
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "count: "..count)
for _, mob in ipairs(output) do
local mob_pos = mob.Entity.TransformComponent.WorldPosition
local dist = calculateDistance(player_pos, mob_pos)
table.insert(distanceTable, {mob = mob, distance = dist})
end
-- 거리에 따라 테이블 정렬
table.sort(distanceTable, function(a, b) return a.distance < b.distance end)
-- 가장 가까운 몬스터 선택
if #distanceTable > 0 then
-- _UserService.LocalPlayer.WsUser:SetMovementEnable(false)
local closest_mob = distanceTable[1].mob
local mob_pos = closest_mob.Entity.TransformComponent.WorldPosition
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(mob_pos:ToVector2() + Vector2(zz_y7.tel_x,zz_y7.tel_y))
zz_y7.teleported_to_mob = true
-- _UserService.LocalPlayer.WsUser:SetMovementEnable(true)
end
else
zz_y7.teleported_to_mob = false
if drop_count <= 1 then
zz_y7.pick_drop = false;
zz_y7.teleported_to_drop = false
else
zz_y7.pick_drop = true;
zz_y7.teleported_to_drop = true;
end
end
end
zz_y7.hit_timer_func = function(self)
myhp,mymp = zz_y7.is_hpmp()
if zz_y7.teleported_to_mob then
if mymp >= 50 then
SendKeyInput(KeyboardKey.LeftShift)
else
_PlayerAttackLogic_Melee:TryDoingMeleeAttack(_UserService.LocalPlayer, 0, 0, nil, 0)
end
end
end
zz_y7.auto_potion_func = function(self)
myhp,mymp = zz_y7.is_hpmp()
if mymp < zz_y7.min_mp then
_ItemConsumeLogic:TryConsumeFromFuncKey(zz_y7.mp_item)
end
if myhp < zz_y7.min_hp then
_ItemConsumeLogic:TryConsumeFromFuncKey(zz_y7.hp_item)
end
end
zz_y7.pick_timer_func = function(self)
if zz_y7.teleported_to_drop then
local player_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition
local drops_box = BoxShape(player_pos:ToVector2(), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local drops_simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local drops_output = {}
local dropDistanceTable = {}
local drops_temp = {}
local drops_hit = drops_simulator:OverlapAllFast(CollisionGroups.MapleDrop, drops_box, drops_temp)
local drop_count = 0
drop_count = zz_y7.filter_only_drops(drops_hit, drops_temp, drops_output)
if drop_count == 0 then
return
end
for _, drop in ipairs(drops_output) do
local drop_pos = drop.Entity.TransformComponent.WorldPosition
local drop_pos = calculateDistance(player_pos, drop_pos)
table.insert(dropDistanceTable, {drop = drop, distance = drop_pos})
end
table.sort(dropDistanceTable, function(a, b) return a.distance < b.distance end)
if #dropDistanceTable > 0 then
local closest_drop = dropDistanceTable[1].drop
local drop_pos = closest_drop.Entity.TransformComponent.WorldPosition
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(drop_pos:ToVector2())
_UserService.LocalPlayer.WsUserController:ActionPickUp()
zz_y7.teleported_to_drop = true
end
end
end
zz_y7.drive_func = function ()
if zz_y7.is_someone_in_world() then
zz_y7.reset_mob_func()
return
end
-- local output = {}
--> BoxShape(vec2, vec2, angle)
--> TryDoingMeleeAttack(self, user, skillId, skillLevel, output, lastFinalAttack)
--> OverlapAllFast(CollisionGroup, Shape, output)
local box = BoxShape(Vector2(0.0, 0.0), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity) --> if not working, lets put map's one
local temp = {}
local output = {}
local output2 = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
if count == 0 then
zz_y7.no_mob = true
-- return
else
zz_y7.no_mob = false;
end
for i,v in ipairs(output) do
local moveAbility = v.Entity.MobComponent:GetMoveAbility()
if moveAbility == _MoveAbility.Fly then
zz_y7.fly_dupe(v.Entity)
elseif moveAbility == _MoveAbility.Jump or moveAbility == _MoveAbility.Walk then
zz_y7.jump_dupe(v.Entity)
end
end
end
zz_y7.reset_mob_func = function ()
-- local output = {}
--> BoxShape(vec2, vec2, angle)
--> TryDoingMeleeAttack(self, user, skillId, skillLevel, output, lastFinalAttack)
--> OverlapAllFast(CollisionGroup, Shape, output)
local box = BoxShape(Vector2(0.0, 0.0), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity) --> if not working, lets put map's one
local temp = {}
local output = {}
local output2 = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
if count == 0 then return end
for i,v in ipairs(output) do
v.Entity.MobAIComponent:SetControlling(true)
end
end
zz_y7.fly_dupe = function(mob)
local hitByLeft = false
local knockbackType = 1
local kb = mob.MobKnockbackComponent
local ai = mob.MobAIComponent
local rb = mob.MobRigidbodyComponent
local map = mob.CurrentMap
local boundLt, boundRb = map.MapComponent:GetBound()
local minX = boundLt.x + 0.1
local maxX = boundRb.x - 0.1
local mobPos = mob.TransformComponent.WorldPosition:ToVector2()
local sqrt = math.sqrt
local elapse = 0
local knockbackMoveEnd
local interruptedEnd
if (knockbackType == 2) then
knockbackMoveEnd = 0.5
interruptedEnd = 0.7
else
knockbackMoveEnd = 0.1
interruptedEnd = 0.5
end
local timelines = {}
local timelineIndex = 0
local currentX = mobPos.x
local currentY = mobPos.y
local function makeDistance(x1, y1, x2, y2)
return sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1))
end
kb:SetShoeAttr(knockbackType)
local knockbackSpeed = rb.WalkSpeed * _Physics.FlySpeed / 1
---@param destX number
---@param destY number
---@param floating boolean
---@return number
local function makeFlyCommand(cmd, destX, destY, floating)
local distance = makeDistance(currentX, currentY, destX, destY)
currentX = destX
currentY = destY
local duration = distance / knockbackSpeed
timelines[timelineIndex + 1] = {cmd, {destX, destY, duration, floating}, 0}
timelineIndex += 1
return duration
end
local function makeCommand(cmd, value, nextTime)
timelines[timelineIndex + 1] = {cmd, value, nextTime}
timelineIndex += 1
end
local inputX = 1
if (hitByLeft) then
inputX = -1
end
-- makeCommand(_MobActionPartType.HitMotion, 1, 0)
local knockbackDestX = mobPos.x
local delta = knockbackSpeed * knockbackMoveEnd
if (inputX < 0) then
knockbackDestX = math.max(minX, mobPos.x - delta)
else
knockbackDestX = math.min(maxX, _UserService.LocalPlayer.TransformComponent.WorldPosition.x + 0.8)
end
if (mobPos.x ~= knockbackDestX) then
mobPos.y += 0.02
-- makeCommand(_MobActionPartType.KnockbackPos, mobPos, 0)
makeFlyCommand(_MobActionPartType.KnockbackFly, knockbackDestX, _UserService.LocalPlayer.TransformComponent.WorldPosition.y , false)
end
-- makeCommand(_MobActionPartType.HitMotion, 0, interruptedEnd)
if (timelineIndex > 0) then
map.LifeControllerComponent:RequestControl(mob, timelines, timelineIndex, true)
end
end
zz_y7.jump_dupe = function(mob)
local ai = mob.MobAIComponent
local kb = mob.MobKnockbackComponent
local rb = mob.MobRigidbodyComponent
if (not isvalid(rb)) then
if (isvalid(ai)) then
-- ai:EnableNextControlTimer(0.1)
end
return
end
if (not mob.Visible) then
-- ai:EnableNextControlTimer(0.1)
return
end
local fh = rb.LastFoothold
if (fh == 0) then
--log("last foothold is 0")
-- ai:EnableNextControlTimer(0.1)
return
end
local now = _UtilLogic.ServerElapsedSeconds
-- if (now < ai.NextActionTime) then
-- -- ai:EnableNextControlTimer(math.max(ai.NextActionTime - now, 0) + 0.1)
-- return
-- end
local target = _UserService.LocalPlayer
local nextAction = 0
local newInputX = nil
local mobX = mob.TransformComponent.WorldPosition.x
if (isvalid(target) and ai.LocalUnchaseTick < 7) then
if (ai.AttackWasLast) then
nextAction = _GlobalRand32:RandomIntegerRange(100, 110) / 1000
ai.AttackWasLast = false
else
nextAction = _GlobalRand32:RandomIntegerRange(100, 110) / 1000
end
local targetX = target.TransformComponent.WorldPosition.x
if math.abs(targetX - mobX) > 6 then
if targetX > mobX then
-- newInputX = 3
newInputX = 3
else
-- newInputX = -3
newInputX = -3
end
else
newInputX = math.max(targetX - mobX + 1.2, -3)
end
else
nextAction = (_GlobalRand32:RandomIntegerRange(200, 210) / 1000)
newInputX = _UserService.LocalPlayer.TransformComponent.WorldPosition.x - mobX + 1.2
end
local platforms = mob.CurrentMap.PlatformInfoComponent
local timelines = {}
local timelineIndex = 0
--log("platform left x (fh=%d)", platform.left.x, platform.left.foothold.Id)
--log("platform right x (fh=%d)", platform.right.x, platform.right.foothold.Id)
local lastTimeline = 0
-- local playerFh = _UserService.LocalPlayer.WsUserController.LastFoothold
-- if (playerFh == 0 or platforms.ZMass[playerFh] ~= ai.LocalStartChaseZMass) then
-- ai.LocalUnchaseTick += 1
-- ai:IncUnTick()
-- end
local function makeCommand(cmd, value, timeline, nextActionTime)
timelines[timelineIndex + 1] = {cmd, value, timeline - lastTimeline, nextActionTime}
timelineIndex += 1
lastTimeline = timeline
end
local targetX = _UserService.LocalPlayer.TransformComponent.WorldPosition.x
local targetY = _UserService.LocalPlayer.TransformComponent.WorldPosition.y
local mobY = mob.TransformComponent.WorldPosition.y
local gapX = math.abs(mobX - targetX)
local gapY = math.abs(mobY - targetY)
if gapX > 3 then
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
makeCommand(_MobActionPartType.Jump, 0, 0)
elseif gapY > 1.5 then
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
makeCommand(_MobActionPartType.Jump, -1, 0)
elseif gapX < 0.3 and targetX < mobX then
makeCommand(_MobActionPartType.Move, 0, 0, nextAction)
else
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
end
kb:SetShoeAttr(0)
if (timelineIndex > 0) then
mob.CurrentMap.LifeControllerComponent:RequestControl(mob, timelines, timelineIndex, false)
end
end
end
@@@@@@
|
52137c5f4f66f57256d4ee46aada6a53
|
{
"intermediate": 0.44859760999679565,
"beginner": 0.34756603837013245,
"expert": 0.2038363516330719
}
|
39,529
|
In the code below, where is the code to stop the behavior if someone else is detected? This is very important to my career. I will tip $200. Please output in Korean.
Please answer assuming that the files are configured as described below.
"@@@Filename@@@" means that you have created a startup file with a filename.
Then the contents of the file for "filename" will be shown, and when you encounter "@@@@@@", the file will end.
@@@리셀금지.ct @@@
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="45">
<CheatEntries>
<CheatEntry>
<ID>1</ID>
<Description>"루아 스크립트 적용 -msw"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
local function modify_buffer()
local buffer_data = readString (RDX+0x20, R8)
local name_size = readInteger(R9+0x10)
local script_name = readString (R9+0x14, name_size*2, true)
--(i) now my dumper cant handle multiple files with same filename like chunk
--(i) so added filter since user cant modify them
if script_name == "chunk" then
return
end
local my_script_path = ("C:\\GameScript\\%s.lua"):format(script_name)
--printf("My Script: %s", my_script_path)
local file = io.open(my_script_path, "rb")
if file then
local new_data = file:read("a")
local new_length = #new_data
file:close()
local new_buffer = allocateMemory(0x20 + new_length)
writeQword(new_buffer , readQword(RDX))
writeQword(new_buffer+0x8 , readQword(RDX+0x8))
writeQword(new_buffer+0x10 , readQword(RDX+0x10))
writeQword(new_buffer+0x18 , new_length)
writeString(new_buffer+0x20 , new_data)
RDX = new_buffer
R8 = new_length
printf("Loaded Script: %s", my_script_path)
end
end
openProcess("msw.exe")
debug_setBreakpoint(getAddress("GameAssembly.dll+2E69360"), modify_buffer)
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
</AssemblerScript>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols>
<SymbolEntry>
<Name>CRCBypass</Name>
<Address>20CC3AE0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>newcheck</Name>
<Address>006E0200</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck1F</Name>
<Address>1FA789CE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FuckFF1</Name>
<Address>1FA6B03E</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck1</Name>
<Address>1FC20B0C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>door</Name>
<Address>05520000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck4</Name>
<Address>1F632E40</Address>
</SymbolEntry>
<SymbolEntry>
<Name>myhack</Name>
<Address>024E0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pspeed</Name>
<Address>1FDFA12D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>autokill1</Name>
<Address>1FBEEC6D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>autokill2</Name>
<Address>1FBEEDFE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>plusamount</Name>
<Address>001C1F40</Address>
</SymbolEntry>
<SymbolEntry>
<Name>plus</Name>
<Address>024E0FA0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck3</Name>
<Address>1F59BD41</Address>
</SymbolEntry>
<SymbolEntry>
<Name>damage</Name>
<Address>08B90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>damagevalue</Name>
<Address>08B900D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>speedvalue</Name>
<Address>08B90270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackdamage</Name>
<Address>096600D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackdamagevalue</Name>
<Address>09660270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>skilldamage</Name>
<Address>43420000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>skilldamagevalue</Name>
<Address>09350270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillRange</Name>
<Address>434200D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillRange_</Name>
<Address>434201A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MPInfinity</Name>
<Address>43420340</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MPInfinity2</Name>
<Address>0BA90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ItemBOX</Name>
<Address>43420410</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillCasting</Name>
<Address>43420270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>AttackDamage_</Name>
<Address>096601A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck5</Name>
<Address>1F5BB210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mop2</Name>
<Address>1F7C0EF2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Dir5</Name>
<Address>04D40033</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck7</Name>
<Address>1FC73538</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck6</Name>
<Address>1FB8AE52</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuc1</Name>
<Address>005F8C5D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck111</Name>
<Address>2424042C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck11</Name>
<Address>004F350C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>savecode</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>tutorialhealth</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>regcheck_counter</Name>
<Address>01E00000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>originalcode</Name>
<Address>01E00000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>micheck</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>savemob</Name>
<Address>005D0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FuckF1</Name>
<Address>201F4876</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Leewonbok</Name>
<Address>1FA6D974</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pointer2</Name>
<Address>20B44F48</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pointer</Name>
<Address>pointer2-30</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mop</Name>
<Address>1FC4851D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ia_aob1</Name>
<Address>13FA55681</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pills</Name>
<Address>0CE46EB5</Address>
</SymbolEntry>
<SymbolEntry>
<Name>keys</Name>
<Address>08119EB6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>None</Name>
<Address>0B272098</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist1</Name>
<Address>0BEC2624</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist2</Name>
<Address>0BEC278E</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist3</Name>
<Address>0BEC2893</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist4</Name>
<Address>0BEC2943</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist5</Name>
<Address>0BEC29EF</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist6</Name>
<Address>0BEC2ABC</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist7</Name>
<Address>0BEC2B3A</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist8</Name>
<Address>0BEC2BC8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist9</Name>
<Address>0BEC2FAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>roomAdd</Name>
<Address>0B9768EB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>startItem</Name>
<Address>0B9768FA</Address>
</SymbolEntry>
<SymbolEntry>
<Name>slotf</Name>
<Address>0B993558</Address>
</SymbolEntry>
<SymbolEntry>
<Name>bbank</Name>
<Address>0B999D8C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>miniboss</Name>
<Address>0B9D7B73</Address>
</SymbolEntry>
<SymbolEntry>
<Name>bombs</Name>
<Address>0B98B483</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Lost</Name>
<Address>06B586BB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Alt</Name>
<Address>06D88DD2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Alt2</Name>
<Address>06D88DE1</Address>
</SymbolEntry>
<SymbolEntry>
<Name>life</Name>
<Address>095078ED</Address>
</SymbolEntry>
<SymbolEntry>
<Name>hit</Name>
<Address>09507836</Address>
</SymbolEntry>
<SymbolEntry>
<Name>armor</Name>
<Address>0950785B</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itempower</Name>
<Address>0955ABC8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemp9v</Name>
<Address>0955ABB1</Address>
</SymbolEntry>
<SymbolEntry>
<Name>maxitems</Name>
<Address>094FB019</Address>
</SymbolEntry>
<SymbolEntry>
<Name>coins1</Name>
<Address>09513251</Address>
</SymbolEntry>
<SymbolEntry>
<Name>coins2</Name>
<Address>0951381D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc</Name>
<Address>0018DD21</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc2</Name>
<Address>0018DCBD</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc3</Name>
<Address>0018DCA3</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc4</Name>
<Address>0018DC7D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MyCode</Name>
<Address>01890000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pHP</Name>
<Address>0189010C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pGold</Name>
<Address>01890114</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pMana</Name>
<Address>01890110</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableGM</Name>
<Address>01890100</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableMG</Name>
<Address>01890104</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableMM</Name>
<Address>01890108</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EFTscan</Name>
<Address>03DF30F2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackspeed</Name>
<Address>08B2FEBE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>speed</Name>
<Address>08B7F738</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCode</Name>
<Address>01057BAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCall</Name>
<Address>0106E210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCodeDi</Name>
<Address>01057BAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCallDi</Name>
<Address>0106E210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itoc</Name>
<Address>2B1106C8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>cont2</Name>
<Address>20470018</Address>
</SymbolEntry>
<SymbolEntry>
<Name>callTime</Name>
<Address>010A29B0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pPacket</Name>
<Address>0042CAC6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pCharacter</Name>
<Address>0042C0A4</Address>
</SymbolEntry>
<SymbolEntry>
<Name>retAddr</Name>
<Address>2C96005D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>lpBytes</Name>
<Address>2C960061</Address>
</SymbolEntry>
<SymbolEntry>
<Name>dwLength</Name>
<Address>2C960065</Address>
</SymbolEntry>
<SymbolEntry>
<Name>packets</Name>
<Address>2C960069</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EHookRet</Name>
<Address>020ED258</Address>
</SymbolEntry>
<SymbolEntry>
<Name>HookRet</Name>
<Address>0AF70000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Channel</Name>
<Address>0D700000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ConnectCNT</Name>
<Address>02460000</Address>
</SymbolEntry>
</UserdefinedSymbols>
<DisassemblerComments>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C18C1</Address>
<Comment>1
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C19E7</Address>
<Comment>1
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C7645</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C76B0</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C85E6</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C860B</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C861E</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C86C4</Address>
<Comment>0
</Comment>
</DisassemblerComment>
</DisassemblerComments>
</CheatTable>
@@@@@@
@@@GameScript/CharacterActionComponent.GetWeaponAttackSpeed.lua @@@
return function (self,magic)
local speed
if(zz_y7.use_attack_speed) then
return 4
end
if (magic) then
speed = 9
else
speed = self.CurrentWeaponAttackSpeed
end
speed += self.Entity.PlayerTemporaryStat:GetValue(_CTS.Booster)
if (speed < 5) then
return 5
end
if (speed > 9) then
return 9
end
return speed
end
@@@@@@
@@@GameScript/CommandLogic_Client.OnBeginPlay.lua @@@
---------- zz_y7 -------------
local zz_y7_const = {
TEST = "테스트";
HELP = "?";
AUTO_PLAY = "자동사냥";
ATTACK_SPEED = "노딜";
}
local print_toggle_message = function(feature_name, if_toggle_on)
_ChatMessageLogic:Add(_ChatMessageType.System,
("%s: %s"):format(
feature_name,
if_toggle_on and "활성화됨" or "비활성화됨"
)
)
end
---------- zz_y7 -------------
return function (self)
self.ClientCommands = {
["도움말"] = self.Help,
["교환"] = self.Trade,
["게임교환"] = self.Trade,
["모두"] = self.ToAll,
["파티"] = self.ToParty,
["채널"] = self.ToChannel,
["귓말"] = self.ToWhisper,
["귓"] = self.ToWhisper,
["찾기"] = self.Find,
["파티만들기"] = self.CreateParty,
["파티탈퇴"] = self.LeaveParty,
["파티초대"] = self.InviteParty,
["파티강퇴"] = self.KickParty,
[zz_y7_const.HELP] = function(self)
--> add yourself : ) ;;
local message = [[
----------------- 명령어 -----------------
[플레이]
/자동사냥 {핫키:F1} /몹몰이 {핫키:F2}
/물약
[설정]
/안전지대 - 안전지대 좌표설정 /피굳
/아이템 {갯수} - {갯수} 만큼의 아이템이 필드에 떨어지면 아이템을 줍습니다.
/자사딜레이 {딜레이} -
/좌표설정 {x} {y} - 몬스터의 x,y 좌표에 {x},{y} 좌표만큼 더한곳으로 텔레포트 합니다.
/HP {물약코드값} {트리거HP} - 기본값 : 주황포션(2000001) / 150
/MP {물약코드값} {트리거HP} - 기본값 : 파랑포션(2000003) / 50
/마박
/노딜 공속
------------------------------------------
]]
_ChatMessageLogic:Add(_ChatMessageType.Party, message)
end,
[zz_y7_const.ATTACK_SPEED] = function(self)
zz_y7.use_attack_speed = not zz_y7.use_attack_speed
print_toggle_message(zz_y7_const.ATTACK_SPEED, zz_y7.use_attack_speed)
end,
[zz_y7_const.AUTO_PLAY] = function(self)
zz_y7.use_auto_play = not zz_y7.use_auto_play
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
if zz_y7.use_auto_play then
zz_y7.auto_play_timer = _TimerService:SetTimerRepeat(zz_y7.play_timer_func, zz_y7.auto_cool)
zz_y7.auto_hit_timer = _TimerService:SetTimerRepeat(zz_y7.hit_timer_func, 0.1)
zz_y7.auto_drop_timer = _TimerService:SetTimerRepeat(zz_y7.pick_timer_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
end
print_toggle_message(zz_y7_const.AUTO_PLAY, zz_y7.use_auto_play)
end,
["몹몰이"] = function(self)
zz_y7.drive_mob = not zz_y7.drive_mob
if zz_y7.drive_mob then
zz_y7.drive_timer = _TimerService:SetTimerRepeat(zz_y7.drive_func, 0.2)
else
_TimerService:ClearTimer(zz_y7.drive_timer)
zz_y7.reset_mob_func()
end
-- print_toggle_message(zz_y7_const.DRIVE_MOB, zz_y7.drive_mob)
local String = zz_y7.drive_mob and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "몹몰이가 " .. String .. "되었습니다.")
end,
["피굳"] = function(self)
zz_y7.hp_freeze = not zz_y7.hp_freeze
local String = zz_y7.hp_freeze and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "피굳이 " .. String .. "되었습니다.")
end,
["안전지대"] = function(self)
zz_y7.safe_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition:ToVector2()
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "안전지대 좌표가 설정되었습니다.")
end,
["아이템"] = function(self, user, argc, args)
zz_y7.item_max_count = tonumber(args[2])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 필드에 떨어진 아이템의 갯수가 {"..args[2].."}개가 되면 아이템을 줍습니다.")
end,
["자사딜레이"] = function(self, user, argc, args)
zz_y7.auto_cool = tonumber(args[2])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 {"..args[2].."}초 마다 몬스터에게 텔레포트 합니다.")
end,
["좌표설정"] = function(self, user, argc, args)
zz_y7.tel_x = tonumber(args[2])
zz_y7.tel_y = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 몬스터의 x +{"..args[2].."} / y +{"..args[3].."} 의 좌표로 이동합니다.")
end,
["HP"] = function(self, user, argc, args)
zz_y7.hp_item = tonumber(args[2])
zz_y7.min_hp = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "HP물약 설정완료")
end,
["MP"] = function(self, user, argc, args)
zz_y7.mp_item = tonumber(args[2])
zz_y7.min_mp = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "MP물약 설정완료")
end,
["물약"] = function(self)
zz_y7.use_auto_potion = not zz_y7.use_auto_potion
if zz_y7.use_auto_potion then
zz_y7.auto_potion_timer = _TimerService:SetTimerRepeat(zz_y7.auto_potion_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_potion_timer)
end
print_toggle_message("물약", zz_y7.use_auto_potion)
end,
["마박"] = function(self)
zz_y7.mouse_vac = not zz_y7.mouse_vac
print_toggle_message("마박", zz_y7.mouse_vac)
end,
}
if (Environment:IsMakerPlay()) then
self.DebugCommands = {
["impact"] = _CommandLogic_Client_Debug.Impact
}
end
end
@@@@@@
@@@GameScript/DropComponent.EnterField.lua@@@
return function (self,appearType,d,returnPool)
self.Position = d.Position
self.OriginalPosition = d.OriginalPosition
self.DropId = d.ObjectId
self.ReturnPool = returnPool
self.IsMoney = d.ItemId == 0
self.PickUpTarget = nil
self.OwnType = d.OwnType
self.OwnId = d.OwnerId
self.CreateTime = d.CreateTime
self.ReservedDestroy = 1E1000
-- Set Sprite
local xOffset = 0
if (d.ItemId == 0) then
local spriteRenderer = self.Entity.SpriteRendererComponent
if (d.Amount < 50) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("dbcd3e987e834c51b003fafa15d0982b")
-- 28 or 29
xOffset = 0.14
elseif (d.Amount < 100) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("3e463fa70fc7439e86a8a23551ac1c0a")
-- 28 or 29
xOffset = 0.14
elseif (d.Amount < 1000) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("f111d07632b74815b632a2dfeb46e958")
-- 33 or 34
xOffset = 0.17
else
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("7d5e9d2f64c54be2b103a6f1faabc1e8")
-- 32
xOffset = 0.16
end
spriteRenderer.Color.a = 1
self.SpriteEntity = self.Entity
else
local anim = _ItemInfoMan:GetIconRawAnimation(d.ItemId)
if (anim == nil) then
log_error(string.format("No iconRawAnimation itemId: %d", d.ItemId))
end
local msp = self.Entity.MapleSpriteRendererComponent
msp:SetRawAnimation(anim, false)
msp.DefaultAnimationDelay = 100
xOffset = anim.SpriteSize.x / 200
self.SpriteEntity = msp:GetSpriteEntity()
self.SpriteEntity.SpriteRendererComponent.Color.a = 1
end
self.SpriteEntity.SpriteRendererComponent.OrderInLayer = 2
self.Position.x -= xOffset
self.OriginalPosition.x -= xOffset
self.XOffset = xOffset
self.Entity.TriggerComponent.ColliderOffset.x = xOffset
if (appearType == _DropAppearType.Vanish) then
self.AppearType = _DropAppearType.Create
self.Vanish = true
else
self.AppearType = appearType
self.Vanish = false
end
if (appearType == _DropAppearType.Create or self.Vanish) then
self.Entity.TransformComponent.WorldPosition = self.OriginalPosition:Clone()
self:ChangeAnimation(1)
if (self.Vanish) then
self:BeginVanishTween()
end
else
-- 그냥 생성
self.Entity.TransformComponent.WorldPosition = self.Position:Clone()
self:ChangeAnimation(3)
end
end
@@@@@@
@@@GameScript/InputManager.HandleKeyUpEvent.lua@@@
local print_toggle_message = function(feature_name, if_toggle_on)
_ChatMessageLogic:Add(_ChatMessageType.System,
("%s: %s"):format(
feature_name,
if_toggle_on and "활성화됨" or "비활성화됨"
)
)
end
return function (self,event)
local key = self:RedirectKey(event.key)
if (key == KeyboardKey.DownArrow) then
self.SystemInputs[_FuncKeySystemType.Down] = false
elseif (key == KeyboardKey.UpArrow) then
self.SystemInputs[_FuncKeySystemType.Up] = false
elseif (key == KeyboardKey.LeftArrow) then
self.SystemInputs[_FuncKeySystemType.Left] = false
elseif (key == KeyboardKey.RightArrow) then
self.SystemInputs[_FuncKeySystemType.Right] = false
elseif (key == KeyboardKey.Escape) then
self.SystemInputs[_FuncKeySystemType.Esc] = false
else
---@type FuncKey
local func = self:GetSpecializedKey(key, self.FuncKeyMapped[key])
if (func ~= nil) then
if (func.FuncType == _FuncKeyTypes.System) then
self.SystemInputs[func.Id] = false
elseif (func.FuncType == _FuncKeyTypes.Item) then
self.ConsumeInputs[func.Id] = nil
elseif (func.FuncType == _FuncKeyTypes.Skill) then
self.SkillInputs[func.Id] = nil
end
end
end
if(KeyboardKey.F1 == key) then
zz_y7.use_auto_play = not zz_y7.use_auto_play
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
if zz_y7.use_auto_play then
zz_y7.auto_play_timer = _TimerService:SetTimerRepeat(zz_y7.play_timer_func, zz_y7.auto_cool)
zz_y7.auto_hit_timer = _TimerService:SetTimerRepeat(zz_y7.hit_timer_func, 0.1)
zz_y7.auto_drop_timer = _TimerService:SetTimerRepeat(zz_y7.pick_timer_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
end
print_toggle_message("[단축키]자동사냥", zz_y7.use_auto_play)
elseif(KeyboardKey.F2 == key)then
zz_y7.drive_mob = not zz_y7.drive_mob
if zz_y7.drive_mob then
zz_y7.drive_timer = _TimerService:SetTimerRepeat(zz_y7.drive_func, 0.2)
else
_TimerService:ClearTimer(zz_y7.drive_timer)
zz_y7.reset_mob_func()
end
-- print_toggle_message(zz_y7_const.DRIVE_MOB, zz_y7.drive_mob)
local String = zz_y7.drive_mob and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "[단축키] 안전지대 좌표가 " .. String .. "되었습니다.")
end
end
@@@@@@
@@@ GameScript/ PlayerActiveSkillLogic.DoActiveSkill.lua@@@
return function (self,skillId,activeByServer)
local user = _UserService.LocalPlayer
local cd = user.WsCharacterData
local slv = cd:GetSkillLevel(skillId)
if (slv <= 0) then
--log("skill level is 0 ", skillId)
return
end
if (_Skills:IsPassiveSkill(skillId)) then
return
end
local skill = _SkillMan:GetSkill(skillId)
if (skill == nil) then
return
end
if (_UserSkillLogic:HasCooltime(cd, skillId)) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "아직 스킬을 사용할 수 없습니다.")
return
end
if (not self:CheckWeaponType(user, skillId)) then
if (cd:GetEquippingWeaponId() == 0) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "무기를 장착하지 않아 공격할 수 없습니다.")
else
_ChatMessageLogic:Add(_ChatMessageType.Red, "지금 착용하신 무기로는 이 스킬을 사용하실 수 없습니다.")
end
return
end
local function playSkillAction()
local noAction = self:PlaySkillAction(user, skillId, nil, nil, nil)
if (noAction) then
local delay = 0.0
local ca = user.CharacterActionComponent
ca.NextActionTime = _UtilLogic.ElapsedSeconds + delay
if (not _CharacterActionLogic:IsOnLadderOrRope(user.StateComponent.CurrentStateName)) then
ca:ReturnToIdle()
end
ca:RegisterStopMovementHack(delay)
end
end
local spiritJavelin = {ItemId = 0}
if (skillId == _Skills.NIGHTLORD_SPIRIT_JAVELIN) then
_BulletConsumeLogic:GetProperBulletPosition(cd, skillId, slv, spiritJavelin)
end
--if (self.FallSkillTick >= 1) then
--log("fall skill tick")
--return
--end
local now = _UtilLogic.ElapsedSeconds
local next = user.CharacterActionComponent.NextActionTime
-- log("next:",next,"/now:",now)
if (user.CharacterActionComponent.NextActionTime > _UtilLogic.ElapsedSeconds) then
--log("action not end")
return
end
if (user.PlayerTemporaryStat:GetValue(_CTS.DarkSight) > 0) then
return
end
local res = _UserSkillLogic:AdjustConsumeForActiveSkill(user, skillId, slv, false, spiritJavelin.ItemId, true)
if (res) then
_ChatMessageLogic:Add(_ChatMessageType.Red, res)
return
end
local function playEffect()
user.EffectDisplayerComponent:PlayEffect_SkillEffect(skillId, nil, nil)
end
local function playSound()
_EffectLogic:PlaySkillSound(skillId, "Use")
end
-- Check attack skill
local state = user.StateComponent.CurrentStateName
if (self:IsMeleeAttackSkill(skillId)) then
if (not _CharacterActionLogic:CanMeleeShootAttack(state)) then
return
end
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, skillId, slv, nil, 0, 0) >= 0) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
elseif (self:IsShootAttackSkill(skillId)) then
if (not _CharacterActionLogic:CanMeleeShootAttack(state)) then
return
end
local shootAttack = _PlayerAttackLogic:CheckAvailableShootAttack(user, skillId, slv)
if (shootAttack) then
local output = {}
-- TODO mortalBlow 주먹치기 무시 발동
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, output, 0, 0) == 0) then
if (_PlayerAttackLogic_Shoot:TryDoingShootAttack(user, skillId, slv, output.ShootRange, 0)) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
end
else
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, nil, 0, 0)) then
self:OnSuccessSkill(state)
end
end
elseif (self:IsMagicAttackSkill(skillId)) then
if (not _Items:IsOneHandedWeapon(user.WsCharacterData:GetEquippingWeaponId())) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "한손 무기를 장착한 상태에서만 스킬을 사용할 수 있습니다.")
return
end
if (not _CharacterActionLogic:CanMagicAttack(state, skillId)) then
return
end
if (_PlayerAttackLogic_Magic:TryDoingMagicAttack(user, skillId, slv, 0)) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
else
local isTeleport = _Skills:IsTeleport(skillId)
if (isTeleport) then
if (_CharacterActionLogic:IsOnLadderOrRope(state)) then
return
end
if (_CharacterActionLogic:IsSwimming(state)) then
return
end
_PlayerActiveSkillLogic_Teleport:TryRegisterTeleport(user, skillId, slv, nil, nil, false)
return
end
if (not _CharacterActionLogic:CanNormalSkill(state)) then
return
end
if (not _CharacterActionLogic:IsOnLadderOrRope(state)) then
if not (user.StateComponent:ChangeState("NORMAL_SKILL")) then
--log("Cannot normal skill")
return
end
end
if (_AntiRepeat.ARSkill[skillId]) then
if (not _AntiRepeat:Check(user, 0, user.TransformComponent.WorldPosition:ToVector2())) then
playSkillAction()
return
end
end
if (not isTeleport) then
playSkillAction()
end
if (not self:CheckToggleSkill(user, skillId, slv)) then
self:TryUseSkill(user, skillId, slv, nil)
end
playSound()
playEffect()
self:OnSuccessSkill(state)
--log("skill use", skillId)
end
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Magic.TryDoingMagicAttack.lua@@@
return function (self,user,skillId,skillLevel,keyDown)
local u = user.WsUser
if (u:IsDied()) then
--log("died")
return false
end
local map = user.CurrentMap.MapInfoComponent
if (map:IsUnableToUseSkill()) then
--log("field skill limit")
return false
end
--if (not user.MovementComponent.Enable) then
-- return false
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return false
end
local ts = user.PlayerTemporaryStat
if (ts:GetValue(_CTS.Seal) ~= 0 or ts:GetValue(_CTS.Stun) ~= 0) then
return false
end
local isHeal = skillId == _Skills.CLERIC_HEAL
local cd = user.WsCharacterData
local wt = user.CharacterActionComponent.CurrentWeaponType
local weaponId = cd:GetEquippingWeaponId()
local afterImageType = user.CharacterActionComponent.CurrentWeaponAfterImage
local state = user.StateComponent.CurrentStateName
local left = user.WsUserController:IsFacingLeft()
local currentFh = user.RigidbodyComponent:GetCurrentFoothold()
local canJumpAttack = isHeal
-- if (not canJumpAttack) then
-- if (currentFh == nil) then
-- --log("not on ground")
-- return false
-- end
-- end
local localCooltime = _Skills:GetCooltime(skillId)
if (localCooltime > 0) then
local coolEnd = _UserSkillLogic.LocalSkillDelayCool[skillId] or 0
if (coolEnd > _UtilLogic.ElapsedSeconds) then
--log("local cool?")
return false
end
end
local skill = _SkillMan:GetSkill(skillId)
local ac = user.CharacterActionComponent
---@return integer, string, boolean
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Magic)
end
local actionId, actionName, appointed = getAction()
if (actionId == -1 or actionName == nil) then
--log("action is nil")
return false
end
local playRate = (ac:GetWeaponAttackSpeed(true) + 10) / 16
local attackType = _AttackType.Magic
local masteryLevel = 0
---@type SkillLevelData
local levelData
if (skillId ~= 0) then
levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
if (levelData == nil) then
--log("No skill ", skillId, skillLevel)
return false
end
end
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, 0)
local parties = {}
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, false)
if not (user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return false
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return false
end
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(playRate)
local actionDelay = actionData:GetActionDelay(playRate)
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local userPos = user.TransformComponent.WorldPosition:Clone()
userPos.y += 0.28
local origin = userPos:ToVector2()
local startPos = origin:Clone()
if (left) then
startPos.x -= 0.5
else
startPos.x += 0.5
end
-- Random init
local num = {}
local passThrough = skillId == _Skills.ARCHMAGE_IL_ICE_DEMON or skillId == _Skills.ARCHMAGE_FP_FIRE_DEMON
---@type table<AttackInfo>
local attacks = {}
local lifePool = user.CurrentMap.LifePoolComponent
local hitMobCount = 0
local ballEndPt = Vector2.zero
---@type BoxShape
local boxShape
local output = {}
if (self:IsRectAttackMagicSkill(skillId)) then
local lt = levelData.lt:Clone()
local rb = levelData.rb:Clone()
if (skillId == _Skills.CLERIC_HEAL) then
lt *= 0.6
rb *= 0.6
elseif (skillId == _Skills.BISHOP_BIG_BANG or
skillId == _Skills.ARCHMAGE_FP_BIG_BANG or
skillId == _Skills.ARCHMAGE_IL_BIG_BANG) then
rb.x = 100 + keyDown // 50
rb.y = 75 + 300 * keyDown // 200
lt.x = -rb.x
lt.y = -rb.y
end
if (passThrough) then
local endPt = startPos:Clone()
local x = -lt.x
if (left) then
endPt.x -= x
else
endPt.x += x
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, endPt, nil, nil, actionDelay, skillId, skillLevel, 0, left, true, 0, 0.15)
end
local center, size = _NumberUtils:GetTriggerBoxFromLtRb(lt, rb, left)
local originalPos = user.TransformComponent.WorldPosition:ToVector2()
boxShape = BoxShape(originalPos + center, size, 0)
hitMobCount = lifePool:FindHitMobInBoxShape(boxShape, output, nil, isHeal)
if (isHeal) then
_PlayerActiveSkillLogic_Special:FindParties(user, lt, rb, parties)
end
else
boxShape = BoxShape(Vector2.zero, Vector2.zero, 0)
hitMobCount = lifePool:FindHitMobInTrapezoid(startPos.x, 0.5, 3, startPos.y, 4, output, left, boxShape)
if (hitMobCount > 0) then
-- 원거리 공격은 맨 앞에 있는 한마리만.
---@param comp Component
---@return number
local function getDistance(comp)
return origin:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
if (hitMobCount > 1) then
table.sort(output, function(a,b) return getDistance(a) < getDistance(b) end)
end
output = {output[1]}
if (_Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
-- CMobPool::FindHitMobByChainlightning
end
end
end
if (hitMobCount > 0) then
_TableUtils:Shuffle(output)
if (hitMobCount > mobCount) then
local moved = table.move(output, 1, mobCount, 1, {})
output = moved
end
attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, userPos, boxShape, nil, output, {})
hitMobCount = #attacks
end
local ballUOL = skill:GetBall()
if (ballUOL == nil) then
ballUOL = levelData.ball
end
if (not self:IsRectAttackMagicSkill(skillId) and ballUOL ~= nil) then
local originFh = user.WsUserController.LastFoothold
if (hitMobCount > 0) then
local hitMob = attacks[1].Mob
ballEndPt = hitMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
-- if (not _FootholdLogic:CanGoThrough(map.Entity, origin, ballEndPt, originFh)) then !!THIS!!
-- hitMobCount = 0 !!THIS!!
-- end !!THIS!!
else
if (left) then
ballEndPt = startPos - Vector2(3 - 0.5, 0)
else
ballEndPt = startPos + Vector2(3 - 0.5, 0)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
_FootholdLogic:CanGoThrough(map.Entity, origin, ballEndPt, originFh)
end
end
-- 실제 공격
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
local body = user.AvatarRendererComponent:GetBodyEntity()
--if (not appointed) then
-- ac:RegisterAfterimage(actionId, masteryLevel, left, actionDelay, false)
--end
for i=1,hitMobCount do
for p=1,7 do
num[p] = user.CalcDamageComponent:GetRndGenForCharacter():Random()
end
local a = attacks[i]
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = #attacks,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = 0,
AttackType = attackType,
Action = actionId,
KeyDown = keyDown,
ShadowPartner = false,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:MDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, false)
if (skillId == _Skills.ARCHMAGE_FP_METEO or skillId == _Skills.ARCHMAGE_IL_BLIZZARD or skillId == _Skills.BISHOP_GENESIS) then
a.DelayBase = actionDelay
elseif (passThrough) then
a.DelayBase = actionDelay + (0.15 * math.abs(a.HitPosition.x - origin.x))
elseif (self:IsRectAttackMagicSkill(skillId)) then
a.DelayBase = actionDelay + (0.05 * (i - 1))
elseif (skillId == _Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
a.DelayBase = actionDelay + (0.1 * (i - 1))
elseif (ballUOL ~= nil) then
a.DelayBase = actionDelay + (0.15 * ballEndPt:Distance(startPos))
else
a.DelayBase = actionDelay
end
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCount, skillId, skillLevel, left, false)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCount, skillId, skillLevel, actionId)
if (localCooltime > 0) then
_UserSkillLogic.LocalSkillDelayCool[skillId] = _UtilLogic.ElapsedSeconds + localCooltime
end
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCount, damagePerMob, attacks, damageInfos, hitEffects, true)
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = 0
remoteAttackInfo.HitPt = ballEndPt
remoteAttackInfo.ShadowPartner = false
remoteAttackInfo.ShootRange = 0
remoteAttackInfo.SoulArrow = 0
remoteAttackInfo.BulletSpeed = 0.15
remoteAttackInfo.FinalAttackLast = 0
if (not self:IsRectAttackMagicSkill(skillId) and ballUOL ~= nil) then
if (skillId ~= _Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
local shootTarget = nil
local shootHitOffset = Vector2.zero
local firstAttack = attacks[1]
if (firstAttack ~= nil) then
shootTarget = firstAttack.Mob
shootHitOffset = firstAttack.HitOffset
remoteAttackInfo.ShootTarget = shootTarget
remoteAttackInfo.ShootTargetHitOffset = shootHitOffset
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, ballEndPt, shootTarget, shootHitOffset, actionDelay, skillId, skillLevel, 0, left, true, 0, 0.15)
end
end
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Magic, actionId, actionDelay, skillId, skillLevel, masteryLevel, 0, attacks, hitMobCount, parties, damagePerMob, left, r, false, ppos, {}, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(true))
ac:EnableAlertMode(totalFrameDelay)
return true
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Melee.TryDoingMeleeAttack.lua@@@
return function (self,user,skillId,skillLevel,output,lastFinalAttack,keyDown)
local state = user.StateComponent.CurrentStateName
local finalAttack = false
if (_Skills.FinalAttack[skillId] and user.WsUserController.FinalAttack ~= nil) then
finalAttack = true
end
--if (not user.MovementComponent.Enable) then
-- return -1
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return -1
end
if (skillId == 0) then
if not (_CharacterActionLogic:CanAttack(state)) then
return -1
end
else
if (not finalAttack and not _CharacterActionLogic:CanMeleeShootAttack(state)) then
log("cannot attack state", state, " / ", skillId, " / ", _Skills.FinalAttack[skillId], user.WsUserController.FinalAttack)
return -1
end
end
local ac = user.CharacterActionComponent
if (skillId == 1311006 or skillId == 4221001 or skillId == 1121006 or skillId == 1221007 or skillId == 1321003
or skillId == 5121004 or skillId == 5111006 or skillId == 5101002 or skillId == 5221003 or skillId == 5121001
or skillId == 5121005 or skillId == 5121007 or skillId == 1009 or skillId == 1020) then
if (not user.RigidbodyComponent:IsOnGround()) then
log("not on ground")
return -1
end
end
if (user.CurrentMap.MapInfoComponent:IsUnableToUseSkill()) then
if (skillId == 4211002 or skillId == 4221001 or skillId == 1121006 or skillId == 1221007
or skillId == 1321003 or skillId == 4321001 or skillId == 4121008 or skillId == 5101002
or skillId == 5101004 or skillId == 5121005) then
log("field skill limit")
return -1
end
end
local body = user.AvatarRendererComponent:GetBodyEntity()
local left = user.WsUserController:IsFacingLeft()
local skill = _SkillMan:GetSkill(skillId)
---@return integer, string
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Melee)
end
local actionId, actionName = getAction()
if (actionId == -1 or actionName == nil) then
return -1
end
local relativeSpeed = (ac:GetWeaponAttackSpeed(false) + 10) / 16
local attackType = _AttackType.Melee
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, lastFinalAttack)
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, false)
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(relativeSpeed)
local actionDelay = actionData:GetActionDelay(relativeSpeed)
local wt = ac.CurrentWeaponType
local afterImageOrigin = ac.AfterImage.TransformComponent.WorldPosition
local afterImageTrigger = ac.AfterImage.TriggerComponent
local _, masteryLevel = _MasteryLogic:GetWeaponMastery(user, wt, attackType, skillId, nil)
---@type table<AttackInfo>
local attacks = {}
local levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local userPos = user.TransformComponent.WorldPosition:ToVector2()
local lifePool = user.CurrentMap.LifePoolComponent
local hitMobs = {}
local ranged = skillId == _Skills.SWORDMAN_SLASH_BLAST or
skillId == _Skills.CRUSADER_COMA_AXE or
skillId == _Skills.CRUSADER_COMA_SWORD or
skillId == _Skills.KNIGHT_CHARGE_BLOW or
lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST
---@type BoxShape
local boxShape = self:GetBoxShape(user, actionId, nil, masteryLevel, output ~= nil, wt, skillId, userPos, left, levelData)
local realHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, hitMobs, nil, false)
if (ranged) then
local range
if (lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST) then
local sbLevel = user.WsCharacterData:GetSkillLevel(_Skills.SWORDMAN_SLASH_BLAST)
local sbLevelData = _SkillMan:GetSkillLevelData(_Skills.SWORDMAN_SLASH_BLAST, sbLevel)
if (sbLevelData ~= nil) then
range = levelData.range
else
range = 120
end
else
range = levelData.range
end
if (realHitMobCount > 0 and range ~= 0) then
local afterImageData = ac:MakeAfterimageData(actionId, masteryLevel)
boxShape = _CharacterActionLogic:MakeAfterimageBox(user, left, ppos, wt, actionId, false, afterImageData, range)
hitMobs = {}
realHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, hitMobs, nil, false)
end
end
---@return number
local function getDistanceFromHit(comp)
return boxShape.Position:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
table.sort(hitMobs, function(a,b) return getDistanceFromHit(a) < getDistanceFromHit(b) end)
local resultMobs = {}
-- mobCount수에 맞게 결과 조정
if (mobCount < realHitMobCount) then
table.move(hitMobs, 1, mobCount, 1, resultMobs)
else
resultMobs = hitMobs
end
if (output ~= nil) then
local meleeAttackRange = afterImageTrigger.BoxSize
output.ShootRange = math.max(0.65, meleeAttackRange.x / 2)
return 0
end
if (not finalAttack and not user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return -1
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return -1
end
attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, user.TransformComponent.WorldPosition, boxShape, nil, resultMobs, {})
local hitMobCounts = #attacks
local parties = {}
--log("ActionR:", actionR, "actionId:", actionId, "ActionName:", actionName)
ac:RegisterAfterimage(actionId, masteryLevel, left, actionDelay, true)
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
-- Random init
local num = {}
local rndChar = user.CalcDamageComponent:GetRndGenForCharacter()
for i=1,#attacks do
for p=1,7 do
num[p] = rndChar:Random()
end
local a = attacks[i]
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = hitMobCounts,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = 0,
AttackType = attackType,
Action = actionId,
KeyDown = 0,
ShadowPartner = false,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:PDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST)
a.DelayBase = actionDelay + math.min(0.07 * (i - 1), 0.28)
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCounts, skillId, skillLevel, left, true)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCounts, skillId, skillLevel, actionId)
--log("damageInfos:", #damageInfos)
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCounts, damagePerMob, attacks, damageInfos, hitEffects, true)
if (skillId > 0) then
_PlayerAttackLogic_FinalAttack:TryRegisterFinalAttack(user, skill.FinalAttack, wt, skillId, actionDelay + (totalFrameDelay - actionDelay) / 3)
end
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = 0
remoteAttackInfo.HitPt = Vector2.zero
remoteAttackInfo.ShadowPartner = false
remoteAttackInfo.ShootRange = 0
remoteAttackInfo.SoulArrow = 0
remoteAttackInfo.FinalAttackLast = lastFinalAttack
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Melee, actionId, actionDelay, skillId, skillLevel, masteryLevel, 0, attacks, hitMobCounts, parties, damagePerMob, left, r, output ~= nil, ppos, {}, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(false))
ac:EnableAlertMode(totalFrameDelay)
return hitMobCounts
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Shoot.TryDoingShootAttack.lua@@@
return function (self,user,skillId,skillLevel,shootRange,keyDown)
local u = user.WsUser
if (u:IsDied()) then
log("died")
return false
end
local map = user.CurrentMap.MapInfoComponent
if (map:IsUnableToUseSkill()) then
if (skillId == _Skills.BOWMASTER_DRAGON_PULSE or skillId == _Skills.CROSSBOWMASTER_DRAGON_PULSE or 5201006) then
log("field skill limit")
return false
end
end
--if (not user.MovementComponent.Enable) then
-- return false
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return false
end
local wt = user.CharacterActionComponent.CurrentWeaponType
local afterImageType = user.CharacterActionComponent.CurrentWeaponAfterImage
local state = user.StateComponent.CurrentStateName
local left = user.WsUserController:IsFacingLeft()
local finalAttack = false
if (_Skills.FinalAttack[skillId] and user.WsUserController.FinalAttack ~= nil) then
finalAttack = true
end
--if (wt == _WeaponType.Bow or wt == _WeaponType.Crossbow or wt == _WeaponType.ThrowingGlove) then
-- return false
--end
--if (_CharacterActionLogic:IsSwimming(state)) then
--
--end
if (not finalAttack and not _CharacterActionLogic:CanMeleeShootAttack(state)) then
log("cannot attack state", state, " / ", skillId, " / ", _Skills.FinalAttack[skillId], user.WsUserController.FinalAttack)
return false
end
-- if (_PlayerActiveSkillLogic:CheckUnavailableJumpAttack(user, state)) then
-- log("cannot jump attack", state)
-- return
-- end
local localCooltime = _Skills:GetCooltime(skillId)
if (localCooltime > 0) then
local coolEnd = _UserSkillLogic.LocalSkillDelayCool[skillId] or 0
if (coolEnd > _UtilLogic.ElapsedSeconds) then
log("local cool?")
return false
end
end
local attackAction = -1
if (skillId == _Skills.SHADOWER_SHOWDOWN or skillId == _Skills.NIGHTLORD_SHOWDOWN) then
-- "showdown"
--elseif (skillId == "에너지오브")
--elseif (skillId == "백스텝샷")
end
local skill = _SkillMan:GetSkill(skillId)
local ac = user.CharacterActionComponent
---@return integer, string
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Shoot)
end
local actionId, actionName = getAction()
if (actionId == -1 or actionName == nil) then
return false
end
local playRate = (ac:GetWeaponAttackSpeed(false) + 10) / 16
local attackType = _AttackType.Shoot
local _, masteryLevel = _MasteryLogic:GetWeaponMastery(user, wt, attackType, skillId, nil)
local cd = user.WsCharacterData
local ts = user.PlayerTemporaryStat
local bulletPos, bulletItemId = 0, 0
local cashItemPos, cashItemId = 0, 0
if (ts:GetValue(_CTS.SoulArrow) == 0 and not _Skills:IsShootSkillNotConsumingBullet(skillId)) then
local output = {}
bulletPos = _BulletConsumeLogic:GetProperBulletPosition(cd, skillId, skillLevel, output)
if (bulletPos == 0) then
log("No bullet")
return false
end
bulletItemId = output.ItemId
cashItemPos = output.CashItemPos
cashItemId = output.CashItemId
end
---@type SkillLevelData
local levelData
if (skillId ~= 0) then
levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
if (levelData == nil) then
log("No skill ", skillId, skillLevel)
return false
end
end
local shadowPartner = user.PlayerTemporaryStat:GetValue(_CTS.ShadowPartner) > 0
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, 0)
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, shadowPartner)
if (not finalAttack and not user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return false
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return false
end
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local origin = user.TransformComponent.WorldPosition:ToVector2()
origin.y += 0.28
local startPos = origin:Clone()
if (left) then
startPos.x -= shootRange
else
startPos.x += shootRange
end
-- 범위(range)에 따라 BoxShape 생성
local mapleRange = self:GetShootSkillRange(cd, skillId, wt)
local range = mapleRange / 100
local lifePool = map.Entity.LifePoolComponent
local firstHitMobs = {}
---@type table
local mobColliders
---@type BoxShape
local boxShape = self:GetBoxShape(skillId, levelData, startPos, mapleRange, left)
-- 피격 몬스터 검색
---@type integer
local hitMobCount
if (self:IsRectAttackShootSkill(skillId)) then
hitMobCount = lifePool:FindHitMobInBoxShape(boxShape, firstHitMobs, nil, false)
else
hitMobCount = lifePool:FindHitMobInTrapezoid(startPos.x, shootRange, range, startPos.y, 4, firstHitMobs, left, boxShape)
end
-- 원거리 공격은 맨 앞에 있는 한마리만.
---@type Entity
local firstHitMob = nil
local passThrough = self:IsPassThroughSkill(skillId)
if (hitMobCount > 0) then
---@param comp Component
---@return number
local function getDistance(comp)
return origin:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
if (hitMobCount > 1) then
table.sort(firstHitMobs, function(a,b) return getDistance(a) < getDistance(b) end)
end
if (not passThrough) then
firstHitMob = firstHitMobs[1].Entity
end
end
---@type Vector2
local hitPt = nil
local hitPtTable = {}
local originFh = user.WsUserController.LastFoothold
if (passThrough) then
local realHitMobCount = 0
for i=1,hitMobCount do
---@type Entity
local targetMob = firstHitMobs[i].Entity
local realHitPt = targetMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
if (_FootholdLogic:CanGoThrough(map.Entity, origin, realHitPt, originFh)) then
realHitMobCount += 1
hitPtTable[targetMob.Id] = realHitPt
else
break
end
end
hitMobCount = realHitMobCount
elseif (hitMobCount > 0) then
hitPt = firstHitMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
if (not _FootholdLogic:CanGoThrough(map.Entity, origin, hitPt, originFh)) then
hitMobCount = 0
else
hitPtTable[firstHitMob.Id] = hitPt
end
end
if (hitMobCount == 0 or passThrough) then
if (left) then
hitPt = startPos - Vector2(range - shootRange, 0)
else
hitPt = startPos + Vector2(range - shootRange, 0)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
_FootholdLogic:CanGoThrough(map.Entity, origin, hitPt, originFh)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
-- 타격 후 터지는 스킬은 타격 위치에서 lt, rb로 피격 대상 재검색
local rectAfterhit = self:IsRectAfterHitSkill(skillId)
if (hitMobCount > 0) then
-- 첫 원거리 공격 목적지에서 새로운 공격 범위
if (rectAfterhit) then
boxShape = _UserSkillLogic:MakeBoxShapeFromSkillLevelData(hitPt, levelData, left)
-- 근처에 있는 몹을 얻어오기
local output = {}
local addiHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, output, {firstHitMobs[1]}, false)
-- 피격 원본 위치(origin)와 주변 몹 중 가까운 순서로 정렬
---@return number
local function getDistanceFromHit(comp)
return boxShape.Position:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
table.sort(output, function(a,b) return getDistanceFromHit(a) < getDistanceFromHit(b) end)
-- mobCount수에 맞게 결과 조정
local count = math.min(mobCount-1, addiHitMobCount)
if (count > 0) then
mobColliders = table.move(output, 1, count, 2, {firstHitMob.MobComponent})
else
mobColliders = {firstHitMob.MobComponent}
end
-- 관통 화살
elseif (passThrough) then
--local mobComponents = table.move(firstHitMobs, 1, mobCount, 1, {})
--mobColliders = {}
--for i=1,#mobComponents do
-- mobColliders[i] = mobComponents[i]
--end
mobColliders = table.move(firstHitMobs, 1, mobCount, 1, {})
-- 일반 원거리
else
mobColliders = {firstHitMob.MobComponent}
end
else
-- 공격 대상 몹이 없음
mobColliders = {}
end
-- 실제 공격
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(playRate)
local actionDelay = actionData:GetActionDelay(playRate)
local body = user.AvatarRendererComponent:GetBodyEntity()
local shootDelay = self:GetShootDelay(skillId, actionDelay)
local bulletDelay = self:GetBulletDelay(bulletItemId, skillId, 0)
ac:RegisterAfterimage(actionId, masteryLevel, left, shootDelay, true)
local attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, user.TransformComponent.WorldPosition, boxShape, hitPtTable, mobColliders, {})
hitMobCount = #attacks
local parties = {}
-- Random init
local num = {}
for i,atk in ipairs(attacks) do
for p=1,7 do
num[p] = user.CalcDamageComponent:GetRndGenForCharacter():Random()
end
---@type AttackInfo
local a = atk
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = hitMobCount,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = bulletItemId,
AttackType = attackType,
Action = actionId,
KeyDown = 0,
ShadowPartner = shadowPartner,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:PDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, false)
local mobHitPt = _PlayerAttackLogic:GetHitPointFromTable(mob, hitPtTable, boxShape)
local distance = startPos:Distance(mobHitPt)
a.DelayBase = bulletDelay + shootDelay + distance*0.15
if (not passThrough) then
a.DelayBase += math.min(0.07 * (i - 1), 0.28)
end
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCount, skillId, skillLevel, left, false)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCount, skillId, skillLevel, actionId)
if (localCooltime > 0) then
_UserSkillLogic.LocalSkillDelayCool[skillId] = _UtilLogic.ElapsedSeconds + localCooltime
end
-- log("damageInfos:", #damageInfos)
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCount, damagePerMob, attacks, damageInfos, hitEffects, true)
local ballBullet = self:HasBallBulletSkill(skillId)
local soulArrow = 0
if (ts:GetValue(_CTS.SoulArrow) > 0) then
soulArrow = ts:GetReason(_CTS.SoulArrow)
end
local shootTarget = nil
local shootHitOffset = Vector2.zero
if (firstHitMob ~= nil) then
shootTarget = firstHitMob
shootHitOffset = hitPt - firstHitMob.TransformComponent.WorldPosition:ToVector2()
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, hitPt, shootTarget, shootHitOffset, shootDelay, skillId, skillLevel, bulletItemId, left, ballBullet, soulArrow, 0.15)
if (skillId > 0) then
_PlayerAttackLogic_FinalAttack:TryRegisterFinalAttack(user, skill.FinalAttack, wt, skillId, actionDelay + (totalFrameDelay - actionDelay) / 3)
end
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = bulletItemId
remoteAttackInfo.HitPt = hitPt
remoteAttackInfo.ShadowPartner = shadowPartner
remoteAttackInfo.ShootRange = shootRange
remoteAttackInfo.SoulArrow = soulArrow
remoteAttackInfo.ShootTarget = shootTarget
remoteAttackInfo.ShootTargetHitOffset = shootHitOffset
remoteAttackInfo.BulletSpeed = 0.15
remoteAttackInfo.FinalAttackLast = 0
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Shoot, actionId, actionDelay, skillId, skillLevel, masteryLevel, bulletPos, attacks, hitMobCount, parties, damagePerMob, left, r, false, ppos, hitPtTable, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(false))
ac:EnableAlertMode(totalFrameDelay)
return true
end
@@@@@@
@@@GameScript/PlayerHitComponent.HitByAttack.lua@@@
return function (self,mob,attackIndex,info)
local user = _UserService.LocalPlayer
if (user.WsUser:IsDied()) then
return
end
if (user.CalcDamageComponent.Syncing > 0) then
return
end
local userPos = user.TransformComponent.WorldPosition
local mobPos = mob.TransformComponent.WorldPosition
local hitByLeft = mobPos.x < userPos.x
local randMiss = user.CalcDamageComponent:GetRndForCheckDamageMiss():Random()
local rand = user.CalcDamageComponent:GetRndForMob():Random()
local damage
if (info.MagicAttack) then
if (_CalcDamageLogic:CheckMDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:MDamageMvP(user, mob, info, rand)
end
else
if (_CalcDamageLogic:CheckPDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:PDamageMvP(user, mob, info, rand)
end
end
self:SetDamaged(0, hitByLeft, mob, attackIndex, 0)
end
@@@@@@
@@@GameScript/PlayerHitComponent.HitByServer.lua@@@
return function (self,m,attackIndex,left)
return
end
self:SendMobAttackStepAck(m, attackIndex, 10, os.clock())
local mob = m.MobComponent
if (not isvalid(mob) or mob.DeadType ~= -1) then
self:SendMobAttackStepAck(m, attackIndex, 11, os.clock())
return
end
---@type MobTemplate
local template = mob.Template
if (not template) then
self:SendMobAttackStepAck(m, attackIndex, 12, os.clock())
return
end
---@type table<MobAttackInfo>
local attacks = template.Attacks
local time = os.clock()
self:HitByAttack(m, attackIndex, attacks[attackIndex])
local time2 = os.clock()
self:SendMobAttackStepAck(m, attackIndex, 13, os.clock())
end
@@@@@@
@@@GameScript/PlayerHitComponent.OnBodyAttackedByMob.lua @@@
return function (self,mob)
local user = self.Entity
local rand = user.CalcDamageComponent:GetRndForMob():Random()
local randMiss = user.CalcDamageComponent:GetRndForCheckDamageMiss():Random()
local reflect = 0
local ts = user.PlayerTemporaryStat
local damage
if (_CalcDamageLogic:CheckPDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:PDamageMvP(user, mob, nil, rand)
reflect = ts:GetValue(_CTS.PowerGuard)
end
local pos = user.TransformComponent.WorldPosition:Clone()
local hitByLeft = mob.TransformComponent.WorldPosition.x < pos.x
self:SetDamaged(0, hitByLeft, mob, 0, 100)
end
@@@@@@
@@@GameScript/WsUser.OnUpdate.lua @@@
return function (self,delta)
if (self.Entity == _UserService.LocalPlayer) then
if (zz_y7.hp_freeze) then
self.Hp = self.MaxHp
end
if (zz_y7.mouse_vac) then
local GetCurrentCursor = _InputService:GetCursorPosition()
local CurrentCursorScreenToWorld = _UILogic:ScreenToWorldPosition(GetCurrentCursor)
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(CurrentCursorScreenToWorld:ToVector2())
end
end
end
@@@@@@
@@@GameScript/WsUser.OnUserLoadedOnClient.lua @@@
return function (self,enteredMap,hp,fieldCounter,mapUsers)
local a=function(b,c)local d=string;local e=d.char;local f=d.byte;local g=d.sub;local h=d.reverse;local i=d.find;local j=function(k,l)local m,n=i(k,l)return m-b.a end;local o=function(...)local k=c.a;local p={...}for q=b.a,#p do k=k..p[q]end;return k end;local r=select;local s=table;local t=math;local u=error;local v=pairs;local w=ipairs;local x=s.concat;local y=s.insert;local z=s.unpack or unpack;local A=function(B)return{z({},b.a,B or b.a)}end;local C=function(...)return{n=r(e(b.b),...),...}end;local D=function(E,F,G,H,I)for q=b.c,G-F do I[H+q]=E[F+q]end end;local J=function(...)local K={}local L={...}for q=b.a,#L do for M=b.a,#L[q]do y(K,L[q][M])end end;return K end;local N=getfenv;local O=t.floor;local P=t.max;local Q=pcall;local R=t.abs;local S=tonumber;local T=function(U,V,W)W=W or b.a;local X=V and U or b.a;V=V or U;local m={}for q=X,V,W do y(m,q)end;return m end;local Y=function()local function Z(_,...)if(_ or b.c)==b.c then return...end;return Z(O(_/b.d),_%b.d,...)end;local function _0(_)if _==b.c then return{b.c}end;return{Z(_)}end;local function _1(_2)local function _3(_,_4,...)if not _4 then return _ end;_,_4=_0(_),_0(_4)local _5,_6=#_,#_4;local _7,_8={},P(_5,_6)for q=b.c,_8-b.a do local _9,_a=_[_5-q],_4[_6-q]if not(_9 or _a)then break end;_7[_8-q]=_2((_9 or b.c)~=b.c,(_a or b.c)~=b.c)and b.a or b.c end;return _3(S(x(_7),b.d),...)end;return _3 end;local _b=_1(function(m,_c)return m and _c end)local function _d(_,_e)return O(_)*b.d^_e end;local function _f(_,_e)return O(O(_)/b.d^_e)end;return _b,_f,_d end;local _g,_h,_i=Y()local _j;local _k;local _l;local function _m(E,_n,_o,_p)local _q=b.c;for q=_n,_o,_p do local _r=b.e^R(q-_n)_q=_q+_r*f(E,q,q)end;return _q end;local function _s(_t,_u,_v,_w,_x,_y,_z,_A)local _B=(-b.a)^_h(_A,b.f)local _C=_i(_g(_A,b.g),b.h)+_h(_z,b.h)local _D=_g(_z,b.i)*b.d^b.j;local _E=b.a;_D=_D+_y*b.d^b.k+_x*b.d^b.l+_w*b.d^b.m+_v*b.d^b.n+_u*b.d^b.o+_t;if _C==b.c then if _D==b.c then return _B*b.c else _E=b.c;_C=b.a end elseif _C==b.p then if _D==b.c then return _B*b.a/b.c else return _B*b.c/b.c end end;return _B*b.d^(_C-b.q)*(_E+_D/b.d^b.r)end;local function _F(E,_n,_o)return _m(E,_n,_o-b.a,b.a)end;local function _G(E,_n)return _s(f(E,_n,_n+b.f))end;local function _H(_I)local _J=_I[b.a]local _K=f(_I[b.d],_J,_J)_I[b.a]=_J+b.a;return _K end;local function _L(_I,B)local _M=_I[b.a]+B;local k=g(_I[b.d],_I[b.a],_M-b.a)_I[b.a]=_M;return k end;local function _N(_I)local _M=_I[b.a]+b.d;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _P(_I)local _M=_I[b.a]+b.h;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _Q(_I)local _M=_I[b.a]+b.o;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _R(_I)local _S=_G(_I[b.d],_I[b.a])_I[b.a]=_I[b.a]+b.o;return _S end;local function _T(_I)local B=_Q(_I)local k;if B~=b.c then k=g(_L(_I,B),b.a,-b.d)end;return k end;local function _U(_I)local B=_Q(_I)local _V=A(B)for q=b.a,B do local _W=_N(_I)local _X=_g(_h(_W,b.h),b.s)local 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end;return _07 end;function _j(E)local _05={b.a,E}return _l(_05,c.a)end;local function _09(_V,_0a)for q,_0b in v(_V)do if _0b[b.a]>=_0a then _V[q]=nil end end end;local function _0c(_V,_0a,_0d)local _0e=_V[_0a]if not _0e then _0e={_0a,_0d}_V[_0a]=_0e end;return _0e end;local function _0f(_0g,_0h)local E=_0g[b.d]local _0i=b.c;u(o(E,c.b,_0i,c.b,_0h),b.c)end;local function _0j(_0k,_0l,_0m)local _0n=_0k[b.t]local _0o=_0k[b.h]local _0p=_0k[b.a]local _0q=-b.a;local _0r={}local _0d=_0k[b.d]local _0s=_0k[b.z]local function _0t(_0u)return _0u[b.o]and _0u[b.db]or _0d[_0u[b.v]]end;local function _0v(_0u)return _0u[b.y]and _0u[b.n]or _0d[_0u[b.w]]end;while true do local _0u=_0n[_0s]local _X=_0u[b.d]_0s=_0s+b.a;if _X==b.c then local _0w=_0o[_0u[b.v]+b.a]local _0x=_0w[b.cb]local _0y;if _0x~=b.c then _0y={}for q=b.a,_0x do local _0z=_0n[_0s+q-b.a]if _0z[b.d]==b.z then _0y[q-b.a]=_0c(_0r,_0z[b.v],_0d)end end;_0s=_0s+_0x end;_0d[_0u[b.u]]=_k(_0w,_0l,_0y)elseif _X==b.a then _0d[_0u[b.u]]=_0d[_0u[b.v]][_0v(_0u)]elseif _X==b.d then local _0A=_0u[b.u]local _0B=_0u[b.v]local B;if _0B==b.c then B=_0q-_0A+b.a else B=_0B-b.a end;_09(_0r,b.c)return z(_0d,_0A,_0A+B-b.a)elseif _X==b.t then local _0A=_0u[b.u]local _0B=_0u[b.v]local _0C=_0u[b.w]local _0D;if _0B==b.c then _0D=_0q-_0A else _0D=_0B-b.a end;local _0E=C(_0d[_0A](z(_0d,_0A+b.a,_0A+_0D)))local _0F=_0E.n;if _0C==b.c then _0q=_0A+_0F-b.a else _0F=_0C-b.a end;D(_0E,b.a,_0F,_0A,_0d)elseif _X==b.h then _0d[_0u[b.u]]=_0l[_0u[b.h]]elseif _X==b.z then _0d[_0u[b.u]]=_0d[_0u[b.v]]end;_0k[b.z]=_0s end end;function _k(_07,_0l,_0G)_0l=_0l or N(b.c)local function _0H(...)local _0I=C(...)local _0d=A()local _0p={b.c,{}}D(_0I,b.a,_07[b.a],b.c,_0d)if _07[b.a]<_0I.n then local X=_07[b.a]+b.a;local B=_0I.n-_07[b.a]_0p[b.a]=B;D(_0I,X,X+B-b.a,b.a,_0p[b.d])end;local _0k={_0p,_0d,_07[b.t],_07[b.i],b.a}local _0J=C(Q(_0j,_0k,_0l,_0G))if _0J[b.a]then return z(_0J,b.d,_0J.n)else local _0g={_0k[b.z],_07[b.bb]}_0f(_0g,_0J[b.d])return end end;return _0H end;local _0K=e(z(J(T(b.j,b.eb),T(b.fb,b.gb))))local function _0L(_0M)local _q,k=b.c,h(_0M)for q=b.a,#k do _q=_q+j(_0K,g(k,q,q))*b.hb^(q-b.a)end;return _q end;local function _0N(_0O)local _0P,_0Q,_0R,_0S,_04={},b.e,c.a,e(_0O[b.a])local _0J={_0S}for q=b.c,b.x do _0P[q]=e(q)end;for q=b.d,#_0O do _04=_0O[q]if _0P[_04]then _0R=_0P[_04]elseif _04==_0Q then _0R=_0S..g(_0S,b.a,b.a)else return nil,q end;y(_0J,_0R)_0P[_0Q]=_0S..g(_0R,b.a,b.a)_0Q=_0Q+b.a;_0S=_0R end;return x(_0J)end;local function _0T(_0U)local _0V={}local q=b.a;while q<=#_0U do local B=_0L(g(_0U,q,q))q=q+b.a;y(_0V,_0L(g(_0U,q,q+B-b.a)))q=q+B end;return _0N(_0V)end;return _k(_j(_0T(c.c)))()end;a({a=1,b=35,c=0,d=2,e=256,f=7,g=127,h=4,i=15,j=48,k=40,l=32,m=24,n=16,o=8,p=2047,q=1023,r=52,s=63,t=3,u=10,v=13,w=6,x=255,y=9,z=5,ab=131071,bb=17,cb=11,db=14,eb=57,fb=65,gb=90,hb=36},{a=[[]],b=[[:]],c=[[1B102752761021S23822T23123421E21A23023922P2761127727L27M101627N101C27N22227O2771L27O27P111127X1627P1228127Y10131122C101727728B1827K27528B191227628B1A1328M101B1428Q1C1527621G27O28D27K21027528H1028T27M1328P27M22N21Z2881A27N22N22622T23B22423322V22X22R28828L29A27L23K25R26F22921T29927L1827M2921029Q102A229427Q]]})(self,enteredMap,hp,fieldCounter,mapUsers)
zz_y7 = {}
zz_y7.local_player = {}
zz_y7.local_player.name = _UserService.LocalPlayer.NameTagComponent.Name
zz_y7.local_player.speed = _UserService.LocalPlayer.InputSpeed
zz_y7.local_player.jump_force = _UserService.LocalPlayer.JumpForce
--------- 최초 설정 ----------
zz_y7.test_toggle = false;
zz_y7.use_auto_potion = false;
zz_y7.use_auto_play = false;
zz_y7.safe_pos = Vector2(0,0)
zz_y7.item_max_count = tonumber(20)
zz_y7.auto_cool = tonumber(0.01)
zz_y7.tel_x = tonumber(0.4)
zz_y7.tel_y = tonumber(0.1)
zz_y7.hp_item = 2000001
zz_y7.mp_item = 2000003
zz_y7.min_hp = 150
zz_y7.min_mp = 50
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
zz_y7.mouse_vac = false;
zz_y7.hp_freeze = false;
--------- custom functions ---------
zz_y7.is_hpmp = function()
local user = _UserService.LocalPlayer.WsUser
return user.Hp,user.Mp
end
zz_y7.filter_only_live_mobs = function (hit,temp,output)
if (hit > 0) then
local count = 0
for _,c in ipairs(temp) do
---@type MobComponent
local mob = c.Entity.MobComponent
if (mob.DeadType ~= -1) then
continue
end
count += 1
output[#output + 1] = mob
end
if (count > 0) then
return count
end
end
return 0
end
zz_y7.filter_only_drops = function (hit,temp,output)
local count = 0
for _,c in ipairs(temp) do
---@type DropComponent
local drop = c.Entity.DropComponent
if (not isvalid(drop) or drop.ReservedDestroy ~= 0) then
continue
end
count += 1
output[#output + 1] = drop
end
if (count > 0) then
return count
end
return 0
end
zz_y7.is_someone_in_world = function()
local map_name = _UserService.LocalPlayer.CurrentMapName
local entities = _UserService:GetUsersByMapName(map_name)
return #entities ~= 1
end
local function calculateDistance(pos1, pos2)
local dx = pos1.x - pos2.x
local dy = pos1.y - pos2.y
local dz = pos1.z - pos2.z
return math.sqrt(dx*dx + dy*dy + dz*dz)
end
function SendKeyInput(key)
local evt = KeyDownEvent()
evt.key = key
_InputService:SendEvent(evt)
local evt2 = KeyUpEvent();
evt2.key = key
_InputService:SendEvent(evt2)
end
zz_y7.play_timer_func = function(self)
if zz_y7.is_someone_in_world() then
if zz_y7.is_stop then
return
end
zz_y7.is_stop = true;
zz_y7.teleported_to_mob = false
zz_y7.teleported_to_drop = false
local test = _UserService.LocalPlayer.MovementComponent
local test2 = _UserService.LocalPlayer.RigidbodyComponent
test:SetWorldPosition(zz_y7.safe_pos)
test2:SetWorldPosition(zz_y7.safe_pos)
local evt = KeyDownEvent()
evt.key = KeyboardKey.UpArrow
_InputService:SendEvent(evt)
wait(0.5)
local evt2 = KeyUpEvent();
evt2.key = KeyboardKey.UpArrow
_InputService:SendEvent(evt2)
return
else
zz_y7.is_stop = false;
zz_y7.teleported_to_mob = true
end
local player_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local output = {}
local distanceTable = {}
local box = BoxShape(player_pos:ToVector2(), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local temp = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
local drops_output = {}
local drops_temp = {}
local drops_hit = simulator:OverlapAllFast(CollisionGroups.MapleDrop, box, drops_temp)
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "hits :"..drops_hit)
local drop_count = 0
drop_count = zz_y7.filter_only_drops(drops_hit, drops_temp, drops_output)
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "drops :"..drop_count)
if drop_count < zz_y7.item_max_count and not zz_y7.pick_drop then
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "count: "..count)
for _, mob in ipairs(output) do
local mob_pos = mob.Entity.TransformComponent.WorldPosition
local dist = calculateDistance(player_pos, mob_pos)
table.insert(distanceTable, {mob = mob, distance = dist})
end
-- 거리에 따라 테이블 정렬
table.sort(distanceTable, function(a, b) return a.distance < b.distance end)
-- 가장 가까운 몬스터 선택
if #distanceTable > 0 then
-- _UserService.LocalPlayer.WsUser:SetMovementEnable(false)
local closest_mob = distanceTable[1].mob
local mob_pos = closest_mob.Entity.TransformComponent.WorldPosition
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(mob_pos:ToVector2() + Vector2(zz_y7.tel_x,zz_y7.tel_y))
zz_y7.teleported_to_mob = true
-- _UserService.LocalPlayer.WsUser:SetMovementEnable(true)
end
else
zz_y7.teleported_to_mob = false
if drop_count <= 1 then
zz_y7.pick_drop = false;
zz_y7.teleported_to_drop = false
else
zz_y7.pick_drop = true;
zz_y7.teleported_to_drop = true;
end
end
end
zz_y7.hit_timer_func = function(self)
myhp,mymp = zz_y7.is_hpmp()
if zz_y7.teleported_to_mob then
if mymp >= 50 then
SendKeyInput(KeyboardKey.LeftShift)
else
_PlayerAttackLogic_Melee:TryDoingMeleeAttack(_UserService.LocalPlayer, 0, 0, nil, 0)
end
end
end
zz_y7.auto_potion_func = function(self)
myhp,mymp = zz_y7.is_hpmp()
if mymp < zz_y7.min_mp then
_ItemConsumeLogic:TryConsumeFromFuncKey(zz_y7.mp_item)
end
if myhp < zz_y7.min_hp then
_ItemConsumeLogic:TryConsumeFromFuncKey(zz_y7.hp_item)
end
end
zz_y7.pick_timer_func = function(self)
if zz_y7.teleported_to_drop then
local player_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition
local drops_box = BoxShape(player_pos:ToVector2(), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local drops_simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local drops_output = {}
local dropDistanceTable = {}
local drops_temp = {}
local drops_hit = drops_simulator:OverlapAllFast(CollisionGroups.MapleDrop, drops_box, drops_temp)
local drop_count = 0
drop_count = zz_y7.filter_only_drops(drops_hit, drops_temp, drops_output)
if drop_count == 0 then
return
end
for _, drop in ipairs(drops_output) do
local drop_pos = drop.Entity.TransformComponent.WorldPosition
local drop_pos = calculateDistance(player_pos, drop_pos)
table.insert(dropDistanceTable, {drop = drop, distance = drop_pos})
end
table.sort(dropDistanceTable, function(a, b) return a.distance < b.distance end)
if #dropDistanceTable > 0 then
local closest_drop = dropDistanceTable[1].drop
local drop_pos = closest_drop.Entity.TransformComponent.WorldPosition
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(drop_pos:ToVector2())
_UserService.LocalPlayer.WsUserController:ActionPickUp()
zz_y7.teleported_to_drop = true
end
end
end
zz_y7.drive_func = function ()
if zz_y7.is_someone_in_world() then
zz_y7.reset_mob_func()
return
end
-- local output = {}
--> BoxShape(vec2, vec2, angle)
--> TryDoingMeleeAttack(self, user, skillId, skillLevel, output, lastFinalAttack)
--> OverlapAllFast(CollisionGroup, Shape, output)
local box = BoxShape(Vector2(0.0, 0.0), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity) --> if not working, lets put map's one
local temp = {}
local output = {}
local output2 = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
if count == 0 then
zz_y7.no_mob = true
-- return
else
zz_y7.no_mob = false;
end
for i,v in ipairs(output) do
local moveAbility = v.Entity.MobComponent:GetMoveAbility()
if moveAbility == _MoveAbility.Fly then
zz_y7.fly_dupe(v.Entity)
elseif moveAbility == _MoveAbility.Jump or moveAbility == _MoveAbility.Walk then
zz_y7.jump_dupe(v.Entity)
end
end
end
zz_y7.reset_mob_func = function ()
-- local output = {}
--> BoxShape(vec2, vec2, angle)
--> TryDoingMeleeAttack(self, user, skillId, skillLevel, output, lastFinalAttack)
--> OverlapAllFast(CollisionGroup, Shape, output)
local box = BoxShape(Vector2(0.0, 0.0), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity) --> if not working, lets put map's one
local temp = {}
local output = {}
local output2 = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
if count == 0 then return end
for i,v in ipairs(output) do
v.Entity.MobAIComponent:SetControlling(true)
end
end
zz_y7.fly_dupe = function(mob)
local hitByLeft = false
local knockbackType = 1
local kb = mob.MobKnockbackComponent
local ai = mob.MobAIComponent
local rb = mob.MobRigidbodyComponent
local map = mob.CurrentMap
local boundLt, boundRb = map.MapComponent:GetBound()
local minX = boundLt.x + 0.1
local maxX = boundRb.x - 0.1
local mobPos = mob.TransformComponent.WorldPosition:ToVector2()
local sqrt = math.sqrt
local elapse = 0
local knockbackMoveEnd
local interruptedEnd
if (knockbackType == 2) then
knockbackMoveEnd = 0.5
interruptedEnd = 0.7
else
knockbackMoveEnd = 0.1
interruptedEnd = 0.5
end
local timelines = {}
local timelineIndex = 0
local currentX = mobPos.x
local currentY = mobPos.y
local function makeDistance(x1, y1, x2, y2)
return sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1))
end
kb:SetShoeAttr(knockbackType)
local knockbackSpeed = rb.WalkSpeed * _Physics.FlySpeed / 1
---@param destX number
---@param destY number
---@param floating boolean
---@return number
local function makeFlyCommand(cmd, destX, destY, floating)
local distance = makeDistance(currentX, currentY, destX, destY)
currentX = destX
currentY = destY
local duration = distance / knockbackSpeed
timelines[timelineIndex + 1] = {cmd, {destX, destY, duration, floating}, 0}
timelineIndex += 1
return duration
end
local function makeCommand(cmd, value, nextTime)
timelines[timelineIndex + 1] = {cmd, value, nextTime}
timelineIndex += 1
end
local inputX = 1
if (hitByLeft) then
inputX = -1
end
-- makeCommand(_MobActionPartType.HitMotion, 1, 0)
local knockbackDestX = mobPos.x
local delta = knockbackSpeed * knockbackMoveEnd
if (inputX < 0) then
knockbackDestX = math.max(minX, mobPos.x - delta)
else
knockbackDestX = math.min(maxX, _UserService.LocalPlayer.TransformComponent.WorldPosition.x + 0.8)
end
if (mobPos.x ~= knockbackDestX) then
mobPos.y += 0.02
-- makeCommand(_MobActionPartType.KnockbackPos, mobPos, 0)
makeFlyCommand(_MobActionPartType.KnockbackFly, knockbackDestX, _UserService.LocalPlayer.TransformComponent.WorldPosition.y , false)
end
-- makeCommand(_MobActionPartType.HitMotion, 0, interruptedEnd)
if (timelineIndex > 0) then
map.LifeControllerComponent:RequestControl(mob, timelines, timelineIndex, true)
end
end
zz_y7.jump_dupe = function(mob)
local ai = mob.MobAIComponent
local kb = mob.MobKnockbackComponent
local rb = mob.MobRigidbodyComponent
if (not isvalid(rb)) then
if (isvalid(ai)) then
-- ai:EnableNextControlTimer(0.1)
end
return
end
if (not mob.Visible) then
-- ai:EnableNextControlTimer(0.1)
return
end
local fh = rb.LastFoothold
if (fh == 0) then
--log("last foothold is 0")
-- ai:EnableNextControlTimer(0.1)
return
end
local now = _UtilLogic.ServerElapsedSeconds
-- if (now < ai.NextActionTime) then
-- -- ai:EnableNextControlTimer(math.max(ai.NextActionTime - now, 0) + 0.1)
-- return
-- end
local target = _UserService.LocalPlayer
local nextAction = 0
local newInputX = nil
local mobX = mob.TransformComponent.WorldPosition.x
if (isvalid(target) and ai.LocalUnchaseTick < 7) then
if (ai.AttackWasLast) then
nextAction = _GlobalRand32:RandomIntegerRange(100, 110) / 1000
ai.AttackWasLast = false
else
nextAction = _GlobalRand32:RandomIntegerRange(100, 110) / 1000
end
local targetX = target.TransformComponent.WorldPosition.x
if math.abs(targetX - mobX) > 6 then
if targetX > mobX then
-- newInputX = 3
newInputX = 3
else
-- newInputX = -3
newInputX = -3
end
else
newInputX = math.max(targetX - mobX + 1.2, -3)
end
else
nextAction = (_GlobalRand32:RandomIntegerRange(200, 210) / 1000)
newInputX = _UserService.LocalPlayer.TransformComponent.WorldPosition.x - mobX + 1.2
end
local platforms = mob.CurrentMap.PlatformInfoComponent
local timelines = {}
local timelineIndex = 0
--log("platform left x (fh=%d)", platform.left.x, platform.left.foothold.Id)
--log("platform right x (fh=%d)", platform.right.x, platform.right.foothold.Id)
local lastTimeline = 0
-- local playerFh = _UserService.LocalPlayer.WsUserController.LastFoothold
-- if (playerFh == 0 or platforms.ZMass[playerFh] ~= ai.LocalStartChaseZMass) then
-- ai.LocalUnchaseTick += 1
-- ai:IncUnTick()
-- end
local function makeCommand(cmd, value, timeline, nextActionTime)
timelines[timelineIndex + 1] = {cmd, value, timeline - lastTimeline, nextActionTime}
timelineIndex += 1
lastTimeline = timeline
end
local targetX = _UserService.LocalPlayer.TransformComponent.WorldPosition.x
local targetY = _UserService.LocalPlayer.TransformComponent.WorldPosition.y
local mobY = mob.TransformComponent.WorldPosition.y
local gapX = math.abs(mobX - targetX)
local gapY = math.abs(mobY - targetY)
if gapX > 3 then
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
makeCommand(_MobActionPartType.Jump, 0, 0)
elseif gapY > 1.5 then
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
makeCommand(_MobActionPartType.Jump, -1, 0)
elseif gapX < 0.3 and targetX < mobX then
makeCommand(_MobActionPartType.Move, 0, 0, nextAction)
else
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
end
kb:SetShoeAttr(0)
if (timelineIndex > 0) then
mob.CurrentMap.LifeControllerComponent:RequestControl(mob, timelines, timelineIndex, false)
end
end
end
@@@@@@
|
ad51fb257cdc99cd46d8dc5c303f4313
|
{
"intermediate": 0.4587641954421997,
"beginner": 0.3370274603366852,
"expert": 0.2042083591222763
}
|
39,530
|
This is an example to study and explore for learning purposes. In the code below, where is the code to stop the behavior if someone else is detected?
Please answer assuming that the files are configured as described below.
"@@@Filename@@@" means that you have created a startup file with a filename.
Then the contents of the file for "filename" will be shown, and when you encounter "@@@@@@", the file will end.
This is very important to my career. I will tip $200.
@@@리셀금지.ct @@@
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="45">
<CheatEntries>
<CheatEntry>
<ID>1</ID>
<Description>"루아 스크립트 적용 -msw"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
local function modify_buffer()
local buffer_data = readString (RDX+0x20, R8)
local name_size = readInteger(R9+0x10)
local script_name = readString (R9+0x14, name_size*2, true)
--(i) now my dumper cant handle multiple files with same filename like chunk
--(i) so added filter since user cant modify them
if script_name == "chunk" then
return
end
local my_script_path = ("C:\\GameScript\\%s.lua"):format(script_name)
--printf("My Script: %s", my_script_path)
local file = io.open(my_script_path, "rb")
if file then
local new_data = file:read("a")
local new_length = #new_data
file:close()
local new_buffer = allocateMemory(0x20 + new_length)
writeQword(new_buffer , readQword(RDX))
writeQword(new_buffer+0x8 , readQword(RDX+0x8))
writeQword(new_buffer+0x10 , readQword(RDX+0x10))
writeQword(new_buffer+0x18 , new_length)
writeString(new_buffer+0x20 , new_data)
RDX = new_buffer
R8 = new_length
printf("Loaded Script: %s", my_script_path)
end
end
openProcess("msw.exe")
debug_setBreakpoint(getAddress("GameAssembly.dll+2E69360"), modify_buffer)
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
</AssemblerScript>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols>
<SymbolEntry>
<Name>CRCBypass</Name>
<Address>20CC3AE0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>newcheck</Name>
<Address>006E0200</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck1F</Name>
<Address>1FA789CE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FuckFF1</Name>
<Address>1FA6B03E</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck1</Name>
<Address>1FC20B0C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>door</Name>
<Address>05520000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck4</Name>
<Address>1F632E40</Address>
</SymbolEntry>
<SymbolEntry>
<Name>myhack</Name>
<Address>024E0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pspeed</Name>
<Address>1FDFA12D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>autokill1</Name>
<Address>1FBEEC6D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>autokill2</Name>
<Address>1FBEEDFE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>plusamount</Name>
<Address>001C1F40</Address>
</SymbolEntry>
<SymbolEntry>
<Name>plus</Name>
<Address>024E0FA0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck3</Name>
<Address>1F59BD41</Address>
</SymbolEntry>
<SymbolEntry>
<Name>damage</Name>
<Address>08B90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>damagevalue</Name>
<Address>08B900D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>speedvalue</Name>
<Address>08B90270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackdamage</Name>
<Address>096600D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackdamagevalue</Name>
<Address>09660270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>skilldamage</Name>
<Address>43420000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>skilldamagevalue</Name>
<Address>09350270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillRange</Name>
<Address>434200D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillRange_</Name>
<Address>434201A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MPInfinity</Name>
<Address>43420340</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MPInfinity2</Name>
<Address>0BA90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ItemBOX</Name>
<Address>43420410</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillCasting</Name>
<Address>43420270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>AttackDamage_</Name>
<Address>096601A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck5</Name>
<Address>1F5BB210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mop2</Name>
<Address>1F7C0EF2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Dir5</Name>
<Address>04D40033</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck7</Name>
<Address>1FC73538</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck6</Name>
<Address>1FB8AE52</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuc1</Name>
<Address>005F8C5D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck111</Name>
<Address>2424042C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck11</Name>
<Address>004F350C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>savecode</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>tutorialhealth</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>regcheck_counter</Name>
<Address>01E00000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>originalcode</Name>
<Address>01E00000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>micheck</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>savemob</Name>
<Address>005D0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FuckF1</Name>
<Address>201F4876</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Leewonbok</Name>
<Address>1FA6D974</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pointer2</Name>
<Address>20B44F48</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pointer</Name>
<Address>pointer2-30</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mop</Name>
<Address>1FC4851D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ia_aob1</Name>
<Address>13FA55681</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pills</Name>
<Address>0CE46EB5</Address>
</SymbolEntry>
<SymbolEntry>
<Name>keys</Name>
<Address>08119EB6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>None</Name>
<Address>0B272098</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist1</Name>
<Address>0BEC2624</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist2</Name>
<Address>0BEC278E</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist3</Name>
<Address>0BEC2893</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist4</Name>
<Address>0BEC2943</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist5</Name>
<Address>0BEC29EF</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist6</Name>
<Address>0BEC2ABC</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist7</Name>
<Address>0BEC2B3A</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist8</Name>
<Address>0BEC2BC8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist9</Name>
<Address>0BEC2FAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>roomAdd</Name>
<Address>0B9768EB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>startItem</Name>
<Address>0B9768FA</Address>
</SymbolEntry>
<SymbolEntry>
<Name>slotf</Name>
<Address>0B993558</Address>
</SymbolEntry>
<SymbolEntry>
<Name>bbank</Name>
<Address>0B999D8C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>miniboss</Name>
<Address>0B9D7B73</Address>
</SymbolEntry>
<SymbolEntry>
<Name>bombs</Name>
<Address>0B98B483</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Lost</Name>
<Address>06B586BB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Alt</Name>
<Address>06D88DD2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Alt2</Name>
<Address>06D88DE1</Address>
</SymbolEntry>
<SymbolEntry>
<Name>life</Name>
<Address>095078ED</Address>
</SymbolEntry>
<SymbolEntry>
<Name>hit</Name>
<Address>09507836</Address>
</SymbolEntry>
<SymbolEntry>
<Name>armor</Name>
<Address>0950785B</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itempower</Name>
<Address>0955ABC8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemp9v</Name>
<Address>0955ABB1</Address>
</SymbolEntry>
<SymbolEntry>
<Name>maxitems</Name>
<Address>094FB019</Address>
</SymbolEntry>
<SymbolEntry>
<Name>coins1</Name>
<Address>09513251</Address>
</SymbolEntry>
<SymbolEntry>
<Name>coins2</Name>
<Address>0951381D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc</Name>
<Address>0018DD21</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc2</Name>
<Address>0018DCBD</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc3</Name>
<Address>0018DCA3</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc4</Name>
<Address>0018DC7D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MyCode</Name>
<Address>01890000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pHP</Name>
<Address>0189010C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pGold</Name>
<Address>01890114</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pMana</Name>
<Address>01890110</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableGM</Name>
<Address>01890100</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableMG</Name>
<Address>01890104</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableMM</Name>
<Address>01890108</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EFTscan</Name>
<Address>03DF30F2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackspeed</Name>
<Address>08B2FEBE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>speed</Name>
<Address>08B7F738</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCode</Name>
<Address>01057BAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCall</Name>
<Address>0106E210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCodeDi</Name>
<Address>01057BAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCallDi</Name>
<Address>0106E210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itoc</Name>
<Address>2B1106C8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>cont2</Name>
<Address>20470018</Address>
</SymbolEntry>
<SymbolEntry>
<Name>callTime</Name>
<Address>010A29B0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pPacket</Name>
<Address>0042CAC6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pCharacter</Name>
<Address>0042C0A4</Address>
</SymbolEntry>
<SymbolEntry>
<Name>retAddr</Name>
<Address>2C96005D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>lpBytes</Name>
<Address>2C960061</Address>
</SymbolEntry>
<SymbolEntry>
<Name>dwLength</Name>
<Address>2C960065</Address>
</SymbolEntry>
<SymbolEntry>
<Name>packets</Name>
<Address>2C960069</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EHookRet</Name>
<Address>020ED258</Address>
</SymbolEntry>
<SymbolEntry>
<Name>HookRet</Name>
<Address>0AF70000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Channel</Name>
<Address>0D700000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ConnectCNT</Name>
<Address>02460000</Address>
</SymbolEntry>
</UserdefinedSymbols>
<DisassemblerComments>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C18C1</Address>
<Comment>1
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C19E7</Address>
<Comment>1
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C7645</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C76B0</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C85E6</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C860B</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C861E</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C86C4</Address>
<Comment>0
</Comment>
</DisassemblerComment>
</DisassemblerComments>
</CheatTable>
@@@@@@
@@@GameScript/CharacterActionComponent.GetWeaponAttackSpeed.lua @@@
return function (self,magic)
local speed
if(zz_y7.use_attack_speed) then
return 4
end
if (magic) then
speed = 9
else
speed = self.CurrentWeaponAttackSpeed
end
speed += self.Entity.PlayerTemporaryStat:GetValue(_CTS.Booster)
if (speed < 5) then
return 5
end
if (speed > 9) then
return 9
end
return speed
end
@@@@@@
@@@GameScript/CommandLogic_Client.OnBeginPlay.lua @@@
---------- zz_y7 -------------
local zz_y7_const = {
TEST = "테스트";
HELP = "?";
AUTO_PLAY = "자동사냥";
ATTACK_SPEED = "노딜";
}
local print_toggle_message = function(feature_name, if_toggle_on)
_ChatMessageLogic:Add(_ChatMessageType.System,
("%s: %s"):format(
feature_name,
if_toggle_on and "활성화됨" or "비활성화됨"
)
)
end
---------- zz_y7 -------------
return function (self)
self.ClientCommands = {
["도움말"] = self.Help,
["교환"] = self.Trade,
["게임교환"] = self.Trade,
["모두"] = self.ToAll,
["파티"] = self.ToParty,
["채널"] = self.ToChannel,
["귓말"] = self.ToWhisper,
["귓"] = self.ToWhisper,
["찾기"] = self.Find,
["파티만들기"] = self.CreateParty,
["파티탈퇴"] = self.LeaveParty,
["파티초대"] = self.InviteParty,
["파티강퇴"] = self.KickParty,
[zz_y7_const.HELP] = function(self)
--> add yourself : ) ;;
local message = [[
----------------- 명령어 -----------------
[플레이]
/자동사냥 {핫키:F1} /몹몰이 {핫키:F2}
/물약
[설정]
/안전지대 - 안전지대 좌표설정 /피굳
/아이템 {갯수} - {갯수} 만큼의 아이템이 필드에 떨어지면 아이템을 줍습니다.
/자사딜레이 {딜레이} -
/좌표설정 {x} {y} - 몬스터의 x,y 좌표에 {x},{y} 좌표만큼 더한곳으로 텔레포트 합니다.
/HP {물약코드값} {트리거HP} - 기본값 : 주황포션(2000001) / 150
/MP {물약코드값} {트리거HP} - 기본값 : 파랑포션(2000003) / 50
/마박
/노딜 공속
------------------------------------------
]]
_ChatMessageLogic:Add(_ChatMessageType.Party, message)
end,
[zz_y7_const.ATTACK_SPEED] = function(self)
zz_y7.use_attack_speed = not zz_y7.use_attack_speed
print_toggle_message(zz_y7_const.ATTACK_SPEED, zz_y7.use_attack_speed)
end,
[zz_y7_const.AUTO_PLAY] = function(self)
zz_y7.use_auto_play = not zz_y7.use_auto_play
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
if zz_y7.use_auto_play then
zz_y7.auto_play_timer = _TimerService:SetTimerRepeat(zz_y7.play_timer_func, zz_y7.auto_cool)
zz_y7.auto_hit_timer = _TimerService:SetTimerRepeat(zz_y7.hit_timer_func, 0.1)
zz_y7.auto_drop_timer = _TimerService:SetTimerRepeat(zz_y7.pick_timer_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
end
print_toggle_message(zz_y7_const.AUTO_PLAY, zz_y7.use_auto_play)
end,
["몹몰이"] = function(self)
zz_y7.drive_mob = not zz_y7.drive_mob
if zz_y7.drive_mob then
zz_y7.drive_timer = _TimerService:SetTimerRepeat(zz_y7.drive_func, 0.2)
else
_TimerService:ClearTimer(zz_y7.drive_timer)
zz_y7.reset_mob_func()
end
-- print_toggle_message(zz_y7_const.DRIVE_MOB, zz_y7.drive_mob)
local String = zz_y7.drive_mob and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "몹몰이가 " .. String .. "되었습니다.")
end,
["피굳"] = function(self)
zz_y7.hp_freeze = not zz_y7.hp_freeze
local String = zz_y7.hp_freeze and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "피굳이 " .. String .. "되었습니다.")
end,
["안전지대"] = function(self)
zz_y7.safe_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition:ToVector2()
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "안전지대 좌표가 설정되었습니다.")
end,
["아이템"] = function(self, user, argc, args)
zz_y7.item_max_count = tonumber(args[2])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 필드에 떨어진 아이템의 갯수가 {"..args[2].."}개가 되면 아이템을 줍습니다.")
end,
["자사딜레이"] = function(self, user, argc, args)
zz_y7.auto_cool = tonumber(args[2])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 {"..args[2].."}초 마다 몬스터에게 텔레포트 합니다.")
end,
["좌표설정"] = function(self, user, argc, args)
zz_y7.tel_x = tonumber(args[2])
zz_y7.tel_y = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 몬스터의 x +{"..args[2].."} / y +{"..args[3].."} 의 좌표로 이동합니다.")
end,
["HP"] = function(self, user, argc, args)
zz_y7.hp_item = tonumber(args[2])
zz_y7.min_hp = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "HP물약 설정완료")
end,
["MP"] = function(self, user, argc, args)
zz_y7.mp_item = tonumber(args[2])
zz_y7.min_mp = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "MP물약 설정완료")
end,
["물약"] = function(self)
zz_y7.use_auto_potion = not zz_y7.use_auto_potion
if zz_y7.use_auto_potion then
zz_y7.auto_potion_timer = _TimerService:SetTimerRepeat(zz_y7.auto_potion_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_potion_timer)
end
print_toggle_message("물약", zz_y7.use_auto_potion)
end,
["마박"] = function(self)
zz_y7.mouse_vac = not zz_y7.mouse_vac
print_toggle_message("마박", zz_y7.mouse_vac)
end,
}
if (Environment:IsMakerPlay()) then
self.DebugCommands = {
["impact"] = _CommandLogic_Client_Debug.Impact
}
end
end
@@@@@@
@@@GameScript/DropComponent.EnterField.lua@@@
return function (self,appearType,d,returnPool)
self.Position = d.Position
self.OriginalPosition = d.OriginalPosition
self.DropId = d.ObjectId
self.ReturnPool = returnPool
self.IsMoney = d.ItemId == 0
self.PickUpTarget = nil
self.OwnType = d.OwnType
self.OwnId = d.OwnerId
self.CreateTime = d.CreateTime
self.ReservedDestroy = 1E1000
-- Set Sprite
local xOffset = 0
if (d.ItemId == 0) then
local spriteRenderer = self.Entity.SpriteRendererComponent
if (d.Amount < 50) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("dbcd3e987e834c51b003fafa15d0982b")
-- 28 or 29
xOffset = 0.14
elseif (d.Amount < 100) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("3e463fa70fc7439e86a8a23551ac1c0a")
-- 28 or 29
xOffset = 0.14
elseif (d.Amount < 1000) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("f111d07632b74815b632a2dfeb46e958")
-- 33 or 34
xOffset = 0.17
else
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("7d5e9d2f64c54be2b103a6f1faabc1e8")
-- 32
xOffset = 0.16
end
spriteRenderer.Color.a = 1
self.SpriteEntity = self.Entity
else
local anim = _ItemInfoMan:GetIconRawAnimation(d.ItemId)
if (anim == nil) then
log_error(string.format("No iconRawAnimation itemId: %d", d.ItemId))
end
local msp = self.Entity.MapleSpriteRendererComponent
msp:SetRawAnimation(anim, false)
msp.DefaultAnimationDelay = 100
xOffset = anim.SpriteSize.x / 200
self.SpriteEntity = msp:GetSpriteEntity()
self.SpriteEntity.SpriteRendererComponent.Color.a = 1
end
self.SpriteEntity.SpriteRendererComponent.OrderInLayer = 2
self.Position.x -= xOffset
self.OriginalPosition.x -= xOffset
self.XOffset = xOffset
self.Entity.TriggerComponent.ColliderOffset.x = xOffset
if (appearType == _DropAppearType.Vanish) then
self.AppearType = _DropAppearType.Create
self.Vanish = true
else
self.AppearType = appearType
self.Vanish = false
end
if (appearType == _DropAppearType.Create or self.Vanish) then
self.Entity.TransformComponent.WorldPosition = self.OriginalPosition:Clone()
self:ChangeAnimation(1)
if (self.Vanish) then
self:BeginVanishTween()
end
else
-- 그냥 생성
self.Entity.TransformComponent.WorldPosition = self.Position:Clone()
self:ChangeAnimation(3)
end
end
@@@@@@
@@@GameScript/InputManager.HandleKeyUpEvent.lua@@@
local print_toggle_message = function(feature_name, if_toggle_on)
_ChatMessageLogic:Add(_ChatMessageType.System,
("%s: %s"):format(
feature_name,
if_toggle_on and "활성화됨" or "비활성화됨"
)
)
end
return function (self,event)
local key = self:RedirectKey(event.key)
if (key == KeyboardKey.DownArrow) then
self.SystemInputs[_FuncKeySystemType.Down] = false
elseif (key == KeyboardKey.UpArrow) then
self.SystemInputs[_FuncKeySystemType.Up] = false
elseif (key == KeyboardKey.LeftArrow) then
self.SystemInputs[_FuncKeySystemType.Left] = false
elseif (key == KeyboardKey.RightArrow) then
self.SystemInputs[_FuncKeySystemType.Right] = false
elseif (key == KeyboardKey.Escape) then
self.SystemInputs[_FuncKeySystemType.Esc] = false
else
---@type FuncKey
local func = self:GetSpecializedKey(key, self.FuncKeyMapped[key])
if (func ~= nil) then
if (func.FuncType == _FuncKeyTypes.System) then
self.SystemInputs[func.Id] = false
elseif (func.FuncType == _FuncKeyTypes.Item) then
self.ConsumeInputs[func.Id] = nil
elseif (func.FuncType == _FuncKeyTypes.Skill) then
self.SkillInputs[func.Id] = nil
end
end
end
if(KeyboardKey.F1 == key) then
zz_y7.use_auto_play = not zz_y7.use_auto_play
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
if zz_y7.use_auto_play then
zz_y7.auto_play_timer = _TimerService:SetTimerRepeat(zz_y7.play_timer_func, zz_y7.auto_cool)
zz_y7.auto_hit_timer = _TimerService:SetTimerRepeat(zz_y7.hit_timer_func, 0.1)
zz_y7.auto_drop_timer = _TimerService:SetTimerRepeat(zz_y7.pick_timer_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
end
print_toggle_message("[단축키]자동사냥", zz_y7.use_auto_play)
elseif(KeyboardKey.F2 == key)then
zz_y7.drive_mob = not zz_y7.drive_mob
if zz_y7.drive_mob then
zz_y7.drive_timer = _TimerService:SetTimerRepeat(zz_y7.drive_func, 0.2)
else
_TimerService:ClearTimer(zz_y7.drive_timer)
zz_y7.reset_mob_func()
end
-- print_toggle_message(zz_y7_const.DRIVE_MOB, zz_y7.drive_mob)
local String = zz_y7.drive_mob and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "[단축키] 안전지대 좌표가 " .. String .. "되었습니다.")
end
end
@@@@@@
@@@ GameScript/ PlayerActiveSkillLogic.DoActiveSkill.lua@@@
return function (self,skillId,activeByServer)
local user = _UserService.LocalPlayer
local cd = user.WsCharacterData
local slv = cd:GetSkillLevel(skillId)
if (slv <= 0) then
--log("skill level is 0 ", skillId)
return
end
if (_Skills:IsPassiveSkill(skillId)) then
return
end
local skill = _SkillMan:GetSkill(skillId)
if (skill == nil) then
return
end
if (_UserSkillLogic:HasCooltime(cd, skillId)) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "아직 스킬을 사용할 수 없습니다.")
return
end
if (not self:CheckWeaponType(user, skillId)) then
if (cd:GetEquippingWeaponId() == 0) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "무기를 장착하지 않아 공격할 수 없습니다.")
else
_ChatMessageLogic:Add(_ChatMessageType.Red, "지금 착용하신 무기로는 이 스킬을 사용하실 수 없습니다.")
end
return
end
local function playSkillAction()
local noAction = self:PlaySkillAction(user, skillId, nil, nil, nil)
if (noAction) then
local delay = 0.0
local ca = user.CharacterActionComponent
ca.NextActionTime = _UtilLogic.ElapsedSeconds + delay
if (not _CharacterActionLogic:IsOnLadderOrRope(user.StateComponent.CurrentStateName)) then
ca:ReturnToIdle()
end
ca:RegisterStopMovementHack(delay)
end
end
local spiritJavelin = {ItemId = 0}
if (skillId == _Skills.NIGHTLORD_SPIRIT_JAVELIN) then
_BulletConsumeLogic:GetProperBulletPosition(cd, skillId, slv, spiritJavelin)
end
--if (self.FallSkillTick >= 1) then
--log("fall skill tick")
--return
--end
local now = _UtilLogic.ElapsedSeconds
local next = user.CharacterActionComponent.NextActionTime
-- log("next:",next,"/now:",now)
if (user.CharacterActionComponent.NextActionTime > _UtilLogic.ElapsedSeconds) then
--log("action not end")
return
end
if (user.PlayerTemporaryStat:GetValue(_CTS.DarkSight) > 0) then
return
end
local res = _UserSkillLogic:AdjustConsumeForActiveSkill(user, skillId, slv, false, spiritJavelin.ItemId, true)
if (res) then
_ChatMessageLogic:Add(_ChatMessageType.Red, res)
return
end
local function playEffect()
user.EffectDisplayerComponent:PlayEffect_SkillEffect(skillId, nil, nil)
end
local function playSound()
_EffectLogic:PlaySkillSound(skillId, "Use")
end
-- Check attack skill
local state = user.StateComponent.CurrentStateName
if (self:IsMeleeAttackSkill(skillId)) then
if (not _CharacterActionLogic:CanMeleeShootAttack(state)) then
return
end
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, skillId, slv, nil, 0, 0) >= 0) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
elseif (self:IsShootAttackSkill(skillId)) then
if (not _CharacterActionLogic:CanMeleeShootAttack(state)) then
return
end
local shootAttack = _PlayerAttackLogic:CheckAvailableShootAttack(user, skillId, slv)
if (shootAttack) then
local output = {}
-- TODO mortalBlow 주먹치기 무시 발동
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, output, 0, 0) == 0) then
if (_PlayerAttackLogic_Shoot:TryDoingShootAttack(user, skillId, slv, output.ShootRange, 0)) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
end
else
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, nil, 0, 0)) then
self:OnSuccessSkill(state)
end
end
elseif (self:IsMagicAttackSkill(skillId)) then
if (not _Items:IsOneHandedWeapon(user.WsCharacterData:GetEquippingWeaponId())) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "한손 무기를 장착한 상태에서만 스킬을 사용할 수 있습니다.")
return
end
if (not _CharacterActionLogic:CanMagicAttack(state, skillId)) then
return
end
if (_PlayerAttackLogic_Magic:TryDoingMagicAttack(user, skillId, slv, 0)) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
else
local isTeleport = _Skills:IsTeleport(skillId)
if (isTeleport) then
if (_CharacterActionLogic:IsOnLadderOrRope(state)) then
return
end
if (_CharacterActionLogic:IsSwimming(state)) then
return
end
_PlayerActiveSkillLogic_Teleport:TryRegisterTeleport(user, skillId, slv, nil, nil, false)
return
end
if (not _CharacterActionLogic:CanNormalSkill(state)) then
return
end
if (not _CharacterActionLogic:IsOnLadderOrRope(state)) then
if not (user.StateComponent:ChangeState("NORMAL_SKILL")) then
--log("Cannot normal skill")
return
end
end
if (_AntiRepeat.ARSkill[skillId]) then
if (not _AntiRepeat:Check(user, 0, user.TransformComponent.WorldPosition:ToVector2())) then
playSkillAction()
return
end
end
if (not isTeleport) then
playSkillAction()
end
if (not self:CheckToggleSkill(user, skillId, slv)) then
self:TryUseSkill(user, skillId, slv, nil)
end
playSound()
playEffect()
self:OnSuccessSkill(state)
--log("skill use", skillId)
end
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Magic.TryDoingMagicAttack.lua@@@
return function (self,user,skillId,skillLevel,keyDown)
local u = user.WsUser
if (u:IsDied()) then
--log("died")
return false
end
local map = user.CurrentMap.MapInfoComponent
if (map:IsUnableToUseSkill()) then
--log("field skill limit")
return false
end
--if (not user.MovementComponent.Enable) then
-- return false
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return false
end
local ts = user.PlayerTemporaryStat
if (ts:GetValue(_CTS.Seal) ~= 0 or ts:GetValue(_CTS.Stun) ~= 0) then
return false
end
local isHeal = skillId == _Skills.CLERIC_HEAL
local cd = user.WsCharacterData
local wt = user.CharacterActionComponent.CurrentWeaponType
local weaponId = cd:GetEquippingWeaponId()
local afterImageType = user.CharacterActionComponent.CurrentWeaponAfterImage
local state = user.StateComponent.CurrentStateName
local left = user.WsUserController:IsFacingLeft()
local currentFh = user.RigidbodyComponent:GetCurrentFoothold()
local canJumpAttack = isHeal
-- if (not canJumpAttack) then
-- if (currentFh == nil) then
-- --log("not on ground")
-- return false
-- end
-- end
local localCooltime = _Skills:GetCooltime(skillId)
if (localCooltime > 0) then
local coolEnd = _UserSkillLogic.LocalSkillDelayCool[skillId] or 0
if (coolEnd > _UtilLogic.ElapsedSeconds) then
--log("local cool?")
return false
end
end
local skill = _SkillMan:GetSkill(skillId)
local ac = user.CharacterActionComponent
---@return integer, string, boolean
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Magic)
end
local actionId, actionName, appointed = getAction()
if (actionId == -1 or actionName == nil) then
--log("action is nil")
return false
end
local playRate = (ac:GetWeaponAttackSpeed(true) + 10) / 16
local attackType = _AttackType.Magic
local masteryLevel = 0
---@type SkillLevelData
local levelData
if (skillId ~= 0) then
levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
if (levelData == nil) then
--log("No skill ", skillId, skillLevel)
return false
end
end
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, 0)
local parties = {}
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, false)
if not (user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return false
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return false
end
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(playRate)
local actionDelay = actionData:GetActionDelay(playRate)
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local userPos = user.TransformComponent.WorldPosition:Clone()
userPos.y += 0.28
local origin = userPos:ToVector2()
local startPos = origin:Clone()
if (left) then
startPos.x -= 0.5
else
startPos.x += 0.5
end
-- Random init
local num = {}
local passThrough = skillId == _Skills.ARCHMAGE_IL_ICE_DEMON or skillId == _Skills.ARCHMAGE_FP_FIRE_DEMON
---@type table<AttackInfo>
local attacks = {}
local lifePool = user.CurrentMap.LifePoolComponent
local hitMobCount = 0
local ballEndPt = Vector2.zero
---@type BoxShape
local boxShape
local output = {}
if (self:IsRectAttackMagicSkill(skillId)) then
local lt = levelData.lt:Clone()
local rb = levelData.rb:Clone()
if (skillId == _Skills.CLERIC_HEAL) then
lt *= 0.6
rb *= 0.6
elseif (skillId == _Skills.BISHOP_BIG_BANG or
skillId == _Skills.ARCHMAGE_FP_BIG_BANG or
skillId == _Skills.ARCHMAGE_IL_BIG_BANG) then
rb.x = 100 + keyDown // 50
rb.y = 75 + 300 * keyDown // 200
lt.x = -rb.x
lt.y = -rb.y
end
if (passThrough) then
local endPt = startPos:Clone()
local x = -lt.x
if (left) then
endPt.x -= x
else
endPt.x += x
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, endPt, nil, nil, actionDelay, skillId, skillLevel, 0, left, true, 0, 0.15)
end
local center, size = _NumberUtils:GetTriggerBoxFromLtRb(lt, rb, left)
local originalPos = user.TransformComponent.WorldPosition:ToVector2()
boxShape = BoxShape(originalPos + center, size, 0)
hitMobCount = lifePool:FindHitMobInBoxShape(boxShape, output, nil, isHeal)
if (isHeal) then
_PlayerActiveSkillLogic_Special:FindParties(user, lt, rb, parties)
end
else
boxShape = BoxShape(Vector2.zero, Vector2.zero, 0)
hitMobCount = lifePool:FindHitMobInTrapezoid(startPos.x, 0.5, 3, startPos.y, 4, output, left, boxShape)
if (hitMobCount > 0) then
-- 원거리 공격은 맨 앞에 있는 한마리만.
---@param comp Component
---@return number
local function getDistance(comp)
return origin:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
if (hitMobCount > 1) then
table.sort(output, function(a,b) return getDistance(a) < getDistance(b) end)
end
output = {output[1]}
if (_Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
-- CMobPool::FindHitMobByChainlightning
end
end
end
if (hitMobCount > 0) then
_TableUtils:Shuffle(output)
if (hitMobCount > mobCount) then
local moved = table.move(output, 1, mobCount, 1, {})
output = moved
end
attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, userPos, boxShape, nil, output, {})
hitMobCount = #attacks
end
local ballUOL = skill:GetBall()
if (ballUOL == nil) then
ballUOL = levelData.ball
end
if (not self:IsRectAttackMagicSkill(skillId) and ballUOL ~= nil) then
local originFh = user.WsUserController.LastFoothold
if (hitMobCount > 0) then
local hitMob = attacks[1].Mob
ballEndPt = hitMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
-- if (not _FootholdLogic:CanGoThrough(map.Entity, origin, ballEndPt, originFh)) then !!THIS!!
-- hitMobCount = 0 !!THIS!!
-- end !!THIS!!
else
if (left) then
ballEndPt = startPos - Vector2(3 - 0.5, 0)
else
ballEndPt = startPos + Vector2(3 - 0.5, 0)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
_FootholdLogic:CanGoThrough(map.Entity, origin, ballEndPt, originFh)
end
end
-- 실제 공격
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
local body = user.AvatarRendererComponent:GetBodyEntity()
--if (not appointed) then
-- ac:RegisterAfterimage(actionId, masteryLevel, left, actionDelay, false)
--end
for i=1,hitMobCount do
for p=1,7 do
num[p] = user.CalcDamageComponent:GetRndGenForCharacter():Random()
end
local a = attacks[i]
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = #attacks,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = 0,
AttackType = attackType,
Action = actionId,
KeyDown = keyDown,
ShadowPartner = false,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:MDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, false)
if (skillId == _Skills.ARCHMAGE_FP_METEO or skillId == _Skills.ARCHMAGE_IL_BLIZZARD or skillId == _Skills.BISHOP_GENESIS) then
a.DelayBase = actionDelay
elseif (passThrough) then
a.DelayBase = actionDelay + (0.15 * math.abs(a.HitPosition.x - origin.x))
elseif (self:IsRectAttackMagicSkill(skillId)) then
a.DelayBase = actionDelay + (0.05 * (i - 1))
elseif (skillId == _Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
a.DelayBase = actionDelay + (0.1 * (i - 1))
elseif (ballUOL ~= nil) then
a.DelayBase = actionDelay + (0.15 * ballEndPt:Distance(startPos))
else
a.DelayBase = actionDelay
end
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCount, skillId, skillLevel, left, false)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCount, skillId, skillLevel, actionId)
if (localCooltime > 0) then
_UserSkillLogic.LocalSkillDelayCool[skillId] = _UtilLogic.ElapsedSeconds + localCooltime
end
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCount, damagePerMob, attacks, damageInfos, hitEffects, true)
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = 0
remoteAttackInfo.HitPt = ballEndPt
remoteAttackInfo.ShadowPartner = false
remoteAttackInfo.ShootRange = 0
remoteAttackInfo.SoulArrow = 0
remoteAttackInfo.BulletSpeed = 0.15
remoteAttackInfo.FinalAttackLast = 0
if (not self:IsRectAttackMagicSkill(skillId) and ballUOL ~= nil) then
if (skillId ~= _Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
local shootTarget = nil
local shootHitOffset = Vector2.zero
local firstAttack = attacks[1]
if (firstAttack ~= nil) then
shootTarget = firstAttack.Mob
shootHitOffset = firstAttack.HitOffset
remoteAttackInfo.ShootTarget = shootTarget
remoteAttackInfo.ShootTargetHitOffset = shootHitOffset
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, ballEndPt, shootTarget, shootHitOffset, actionDelay, skillId, skillLevel, 0, left, true, 0, 0.15)
end
end
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Magic, actionId, actionDelay, skillId, skillLevel, masteryLevel, 0, attacks, hitMobCount, parties, damagePerMob, left, r, false, ppos, {}, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(true))
ac:EnableAlertMode(totalFrameDelay)
return true
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Melee.TryDoingMeleeAttack.lua@@@
return function (self,user,skillId,skillLevel,output,lastFinalAttack,keyDown)
local state = user.StateComponent.CurrentStateName
local finalAttack = false
if (_Skills.FinalAttack[skillId] and user.WsUserController.FinalAttack ~= nil) then
finalAttack = true
end
--if (not user.MovementComponent.Enable) then
-- return -1
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return -1
end
if (skillId == 0) then
if not (_CharacterActionLogic:CanAttack(state)) then
return -1
end
else
if (not finalAttack and not _CharacterActionLogic:CanMeleeShootAttack(state)) then
log("cannot attack state", state, " / ", skillId, " / ", _Skills.FinalAttack[skillId], user.WsUserController.FinalAttack)
return -1
end
end
local ac = user.CharacterActionComponent
if (skillId == 1311006 or skillId == 4221001 or skillId == 1121006 or skillId == 1221007 or skillId == 1321003
or skillId == 5121004 or skillId == 5111006 or skillId == 5101002 or skillId == 5221003 or skillId == 5121001
or skillId == 5121005 or skillId == 5121007 or skillId == 1009 or skillId == 1020) then
if (not user.RigidbodyComponent:IsOnGround()) then
log("not on ground")
return -1
end
end
if (user.CurrentMap.MapInfoComponent:IsUnableToUseSkill()) then
if (skillId == 4211002 or skillId == 4221001 or skillId == 1121006 or skillId == 1221007
or skillId == 1321003 or skillId == 4321001 or skillId == 4121008 or skillId == 5101002
or skillId == 5101004 or skillId == 5121005) then
log("field skill limit")
return -1
end
end
local body = user.AvatarRendererComponent:GetBodyEntity()
local left = user.WsUserController:IsFacingLeft()
local skill = _SkillMan:GetSkill(skillId)
---@return integer, string
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Melee)
end
local actionId, actionName = getAction()
if (actionId == -1 or actionName == nil) then
return -1
end
local relativeSpeed = (ac:GetWeaponAttackSpeed(false) + 10) / 16
local attackType = _AttackType.Melee
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, lastFinalAttack)
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, false)
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(relativeSpeed)
local actionDelay = actionData:GetActionDelay(relativeSpeed)
local wt = ac.CurrentWeaponType
local afterImageOrigin = ac.AfterImage.TransformComponent.WorldPosition
local afterImageTrigger = ac.AfterImage.TriggerComponent
local _, masteryLevel = _MasteryLogic:GetWeaponMastery(user, wt, attackType, skillId, nil)
---@type table<AttackInfo>
local attacks = {}
local levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local userPos = user.TransformComponent.WorldPosition:ToVector2()
local lifePool = user.CurrentMap.LifePoolComponent
local hitMobs = {}
local ranged = skillId == _Skills.SWORDMAN_SLASH_BLAST or
skillId == _Skills.CRUSADER_COMA_AXE or
skillId == _Skills.CRUSADER_COMA_SWORD or
skillId == _Skills.KNIGHT_CHARGE_BLOW or
lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST
---@type BoxShape
local boxShape = self:GetBoxShape(user, actionId, nil, masteryLevel, output ~= nil, wt, skillId, userPos, left, levelData)
local realHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, hitMobs, nil, false)
if (ranged) then
local range
if (lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST) then
local sbLevel = user.WsCharacterData:GetSkillLevel(_Skills.SWORDMAN_SLASH_BLAST)
local sbLevelData = _SkillMan:GetSkillLevelData(_Skills.SWORDMAN_SLASH_BLAST, sbLevel)
if (sbLevelData ~= nil) then
range = levelData.range
else
range = 120
end
else
range = levelData.range
end
if (realHitMobCount > 0 and range ~= 0) then
local afterImageData = ac:MakeAfterimageData(actionId, masteryLevel)
boxShape = _CharacterActionLogic:MakeAfterimageBox(user, left, ppos, wt, actionId, false, afterImageData, range)
hitMobs = {}
realHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, hitMobs, nil, false)
end
end
---@return number
local function getDistanceFromHit(comp)
return boxShape.Position:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
table.sort(hitMobs, function(a,b) return getDistanceFromHit(a) < getDistanceFromHit(b) end)
local resultMobs = {}
-- mobCount수에 맞게 결과 조정
if (mobCount < realHitMobCount) then
table.move(hitMobs, 1, mobCount, 1, resultMobs)
else
resultMobs = hitMobs
end
if (output ~= nil) then
local meleeAttackRange = afterImageTrigger.BoxSize
output.ShootRange = math.max(0.65, meleeAttackRange.x / 2)
return 0
end
if (not finalAttack and not user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return -1
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return -1
end
attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, user.TransformComponent.WorldPosition, boxShape, nil, resultMobs, {})
local hitMobCounts = #attacks
local parties = {}
--log("ActionR:", actionR, "actionId:", actionId, "ActionName:", actionName)
ac:RegisterAfterimage(actionId, masteryLevel, left, actionDelay, true)
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
-- Random init
local num = {}
local rndChar = user.CalcDamageComponent:GetRndGenForCharacter()
for i=1,#attacks do
for p=1,7 do
num[p] = rndChar:Random()
end
local a = attacks[i]
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = hitMobCounts,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = 0,
AttackType = attackType,
Action = actionId,
KeyDown = 0,
ShadowPartner = false,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:PDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST)
a.DelayBase = actionDelay + math.min(0.07 * (i - 1), 0.28)
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCounts, skillId, skillLevel, left, true)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCounts, skillId, skillLevel, actionId)
--log("damageInfos:", #damageInfos)
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCounts, damagePerMob, attacks, damageInfos, hitEffects, true)
if (skillId > 0) then
_PlayerAttackLogic_FinalAttack:TryRegisterFinalAttack(user, skill.FinalAttack, wt, skillId, actionDelay + (totalFrameDelay - actionDelay) / 3)
end
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = 0
remoteAttackInfo.HitPt = Vector2.zero
remoteAttackInfo.ShadowPartner = false
remoteAttackInfo.ShootRange = 0
remoteAttackInfo.SoulArrow = 0
remoteAttackInfo.FinalAttackLast = lastFinalAttack
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Melee, actionId, actionDelay, skillId, skillLevel, masteryLevel, 0, attacks, hitMobCounts, parties, damagePerMob, left, r, output ~= nil, ppos, {}, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(false))
ac:EnableAlertMode(totalFrameDelay)
return hitMobCounts
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Shoot.TryDoingShootAttack.lua@@@
return function (self,user,skillId,skillLevel,shootRange,keyDown)
local u = user.WsUser
if (u:IsDied()) then
log("died")
return false
end
local map = user.CurrentMap.MapInfoComponent
if (map:IsUnableToUseSkill()) then
if (skillId == _Skills.BOWMASTER_DRAGON_PULSE or skillId == _Skills.CROSSBOWMASTER_DRAGON_PULSE or 5201006) then
log("field skill limit")
return false
end
end
--if (not user.MovementComponent.Enable) then
-- return false
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return false
end
local wt = user.CharacterActionComponent.CurrentWeaponType
local afterImageType = user.CharacterActionComponent.CurrentWeaponAfterImage
local state = user.StateComponent.CurrentStateName
local left = user.WsUserController:IsFacingLeft()
local finalAttack = false
if (_Skills.FinalAttack[skillId] and user.WsUserController.FinalAttack ~= nil) then
finalAttack = true
end
--if (wt == _WeaponType.Bow or wt == _WeaponType.Crossbow or wt == _WeaponType.ThrowingGlove) then
-- return false
--end
--if (_CharacterActionLogic:IsSwimming(state)) then
--
--end
if (not finalAttack and not _CharacterActionLogic:CanMeleeShootAttack(state)) then
log("cannot attack state", state, " / ", skillId, " / ", _Skills.FinalAttack[skillId], user.WsUserController.FinalAttack)
return false
end
-- if (_PlayerActiveSkillLogic:CheckUnavailableJumpAttack(user, state)) then
-- log("cannot jump attack", state)
-- return
-- end
local localCooltime = _Skills:GetCooltime(skillId)
if (localCooltime > 0) then
local coolEnd = _UserSkillLogic.LocalSkillDelayCool[skillId] or 0
if (coolEnd > _UtilLogic.ElapsedSeconds) then
log("local cool?")
return false
end
end
local attackAction = -1
if (skillId == _Skills.SHADOWER_SHOWDOWN or skillId == _Skills.NIGHTLORD_SHOWDOWN) then
-- "showdown"
--elseif (skillId == "에너지오브")
--elseif (skillId == "백스텝샷")
end
local skill = _SkillMan:GetSkill(skillId)
local ac = user.CharacterActionComponent
---@return integer, string
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Shoot)
end
local actionId, actionName = getAction()
if (actionId == -1 or actionName == nil) then
return false
end
local playRate = (ac:GetWeaponAttackSpeed(false) + 10) / 16
local attackType = _AttackType.Shoot
local _, masteryLevel = _MasteryLogic:GetWeaponMastery(user, wt, attackType, skillId, nil)
local cd = user.WsCharacterData
local ts = user.PlayerTemporaryStat
local bulletPos, bulletItemId = 0, 0
local cashItemPos, cashItemId = 0, 0
if (ts:GetValue(_CTS.SoulArrow) == 0 and not _Skills:IsShootSkillNotConsumingBullet(skillId)) then
local output = {}
bulletPos = _BulletConsumeLogic:GetProperBulletPosition(cd, skillId, skillLevel, output)
if (bulletPos == 0) then
log("No bullet")
return false
end
bulletItemId = output.ItemId
cashItemPos = output.CashItemPos
cashItemId = output.CashItemId
end
---@type SkillLevelData
local levelData
if (skillId ~= 0) then
levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
if (levelData == nil) then
log("No skill ", skillId, skillLevel)
return false
end
end
local shadowPartner = user.PlayerTemporaryStat:GetValue(_CTS.ShadowPartner) > 0
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, 0)
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, shadowPartner)
if (not finalAttack and not user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return false
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return false
end
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local origin = user.TransformComponent.WorldPosition:ToVector2()
origin.y += 0.28
local startPos = origin:Clone()
if (left) then
startPos.x -= shootRange
else
startPos.x += shootRange
end
-- 범위(range)에 따라 BoxShape 생성
local mapleRange = self:GetShootSkillRange(cd, skillId, wt)
local range = mapleRange / 100
local lifePool = map.Entity.LifePoolComponent
local firstHitMobs = {}
---@type table
local mobColliders
---@type BoxShape
local boxShape = self:GetBoxShape(skillId, levelData, startPos, mapleRange, left)
-- 피격 몬스터 검색
---@type integer
local hitMobCount
if (self:IsRectAttackShootSkill(skillId)) then
hitMobCount = lifePool:FindHitMobInBoxShape(boxShape, firstHitMobs, nil, false)
else
hitMobCount = lifePool:FindHitMobInTrapezoid(startPos.x, shootRange, range, startPos.y, 4, firstHitMobs, left, boxShape)
end
-- 원거리 공격은 맨 앞에 있는 한마리만.
---@type Entity
local firstHitMob = nil
local passThrough = self:IsPassThroughSkill(skillId)
if (hitMobCount > 0) then
---@param comp Component
---@return number
local function getDistance(comp)
return origin:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
if (hitMobCount > 1) then
table.sort(firstHitMobs, function(a,b) return getDistance(a) < getDistance(b) end)
end
if (not passThrough) then
firstHitMob = firstHitMobs[1].Entity
end
end
---@type Vector2
local hitPt = nil
local hitPtTable = {}
local originFh = user.WsUserController.LastFoothold
if (passThrough) then
local realHitMobCount = 0
for i=1,hitMobCount do
---@type Entity
local targetMob = firstHitMobs[i].Entity
local realHitPt = targetMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
if (_FootholdLogic:CanGoThrough(map.Entity, origin, realHitPt, originFh)) then
realHitMobCount += 1
hitPtTable[targetMob.Id] = realHitPt
else
break
end
end
hitMobCount = realHitMobCount
elseif (hitMobCount > 0) then
hitPt = firstHitMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
if (not _FootholdLogic:CanGoThrough(map.Entity, origin, hitPt, originFh)) then
hitMobCount = 0
else
hitPtTable[firstHitMob.Id] = hitPt
end
end
if (hitMobCount == 0 or passThrough) then
if (left) then
hitPt = startPos - Vector2(range - shootRange, 0)
else
hitPt = startPos + Vector2(range - shootRange, 0)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
_FootholdLogic:CanGoThrough(map.Entity, origin, hitPt, originFh)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
-- 타격 후 터지는 스킬은 타격 위치에서 lt, rb로 피격 대상 재검색
local rectAfterhit = self:IsRectAfterHitSkill(skillId)
if (hitMobCount > 0) then
-- 첫 원거리 공격 목적지에서 새로운 공격 범위
if (rectAfterhit) then
boxShape = _UserSkillLogic:MakeBoxShapeFromSkillLevelData(hitPt, levelData, left)
-- 근처에 있는 몹을 얻어오기
local output = {}
local addiHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, output, {firstHitMobs[1]}, false)
-- 피격 원본 위치(origin)와 주변 몹 중 가까운 순서로 정렬
---@return number
local function getDistanceFromHit(comp)
return boxShape.Position:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
table.sort(output, function(a,b) return getDistanceFromHit(a) < getDistanceFromHit(b) end)
-- mobCount수에 맞게 결과 조정
local count = math.min(mobCount-1, addiHitMobCount)
if (count > 0) then
mobColliders = table.move(output, 1, count, 2, {firstHitMob.MobComponent})
else
mobColliders = {firstHitMob.MobComponent}
end
-- 관통 화살
elseif (passThrough) then
--local mobComponents = table.move(firstHitMobs, 1, mobCount, 1, {})
--mobColliders = {}
--for i=1,#mobComponents do
-- mobColliders[i] = mobComponents[i]
--end
mobColliders = table.move(firstHitMobs, 1, mobCount, 1, {})
-- 일반 원거리
else
mobColliders = {firstHitMob.MobComponent}
end
else
-- 공격 대상 몹이 없음
mobColliders = {}
end
-- 실제 공격
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(playRate)
local actionDelay = actionData:GetActionDelay(playRate)
local body = user.AvatarRendererComponent:GetBodyEntity()
local shootDelay = self:GetShootDelay(skillId, actionDelay)
local bulletDelay = self:GetBulletDelay(bulletItemId, skillId, 0)
ac:RegisterAfterimage(actionId, masteryLevel, left, shootDelay, true)
local attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, user.TransformComponent.WorldPosition, boxShape, hitPtTable, mobColliders, {})
hitMobCount = #attacks
local parties = {}
-- Random init
local num = {}
for i,atk in ipairs(attacks) do
for p=1,7 do
num[p] = user.CalcDamageComponent:GetRndGenForCharacter():Random()
end
---@type AttackInfo
local a = atk
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = hitMobCount,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = bulletItemId,
AttackType = attackType,
Action = actionId,
KeyDown = 0,
ShadowPartner = shadowPartner,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:PDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, false)
local mobHitPt = _PlayerAttackLogic:GetHitPointFromTable(mob, hitPtTable, boxShape)
local distance = startPos:Distance(mobHitPt)
a.DelayBase = bulletDelay + shootDelay + distance*0.15
if (not passThrough) then
a.DelayBase += math.min(0.07 * (i - 1), 0.28)
end
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCount, skillId, skillLevel, left, false)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCount, skillId, skillLevel, actionId)
if (localCooltime > 0) then
_UserSkillLogic.LocalSkillDelayCool[skillId] = _UtilLogic.ElapsedSeconds + localCooltime
end
-- log("damageInfos:", #damageInfos)
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCount, damagePerMob, attacks, damageInfos, hitEffects, true)
local ballBullet = self:HasBallBulletSkill(skillId)
local soulArrow = 0
if (ts:GetValue(_CTS.SoulArrow) > 0) then
soulArrow = ts:GetReason(_CTS.SoulArrow)
end
local shootTarget = nil
local shootHitOffset = Vector2.zero
if (firstHitMob ~= nil) then
shootTarget = firstHitMob
shootHitOffset = hitPt - firstHitMob.TransformComponent.WorldPosition:ToVector2()
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, hitPt, shootTarget, shootHitOffset, shootDelay, skillId, skillLevel, bulletItemId, left, ballBullet, soulArrow, 0.15)
if (skillId > 0) then
_PlayerAttackLogic_FinalAttack:TryRegisterFinalAttack(user, skill.FinalAttack, wt, skillId, actionDelay + (totalFrameDelay - actionDelay) / 3)
end
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = bulletItemId
remoteAttackInfo.HitPt = hitPt
remoteAttackInfo.ShadowPartner = shadowPartner
remoteAttackInfo.ShootRange = shootRange
remoteAttackInfo.SoulArrow = soulArrow
remoteAttackInfo.ShootTarget = shootTarget
remoteAttackInfo.ShootTargetHitOffset = shootHitOffset
remoteAttackInfo.BulletSpeed = 0.15
remoteAttackInfo.FinalAttackLast = 0
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Shoot, actionId, actionDelay, skillId, skillLevel, masteryLevel, bulletPos, attacks, hitMobCount, parties, damagePerMob, left, r, false, ppos, hitPtTable, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(false))
ac:EnableAlertMode(totalFrameDelay)
return true
end
@@@@@@
@@@GameScript/PlayerHitComponent.HitByAttack.lua@@@
return function (self,mob,attackIndex,info)
local user = _UserService.LocalPlayer
if (user.WsUser:IsDied()) then
return
end
if (user.CalcDamageComponent.Syncing > 0) then
return
end
local userPos = user.TransformComponent.WorldPosition
local mobPos = mob.TransformComponent.WorldPosition
local hitByLeft = mobPos.x < userPos.x
local randMiss = user.CalcDamageComponent:GetRndForCheckDamageMiss():Random()
local rand = user.CalcDamageComponent:GetRndForMob():Random()
local damage
if (info.MagicAttack) then
if (_CalcDamageLogic:CheckMDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:MDamageMvP(user, mob, info, rand)
end
else
if (_CalcDamageLogic:CheckPDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:PDamageMvP(user, mob, info, rand)
end
end
self:SetDamaged(0, hitByLeft, mob, attackIndex, 0)
end
@@@@@@
@@@GameScript/PlayerHitComponent.HitByServer.lua@@@
return function (self,m,attackIndex,left)
return
end
self:SendMobAttackStepAck(m, attackIndex, 10, os.clock())
local mob = m.MobComponent
if (not isvalid(mob) or mob.DeadType ~= -1) then
self:SendMobAttackStepAck(m, attackIndex, 11, os.clock())
return
end
---@type MobTemplate
local template = mob.Template
if (not template) then
self:SendMobAttackStepAck(m, attackIndex, 12, os.clock())
return
end
---@type table<MobAttackInfo>
local attacks = template.Attacks
local time = os.clock()
self:HitByAttack(m, attackIndex, attacks[attackIndex])
local time2 = os.clock()
self:SendMobAttackStepAck(m, attackIndex, 13, os.clock())
end
@@@@@@
@@@GameScript/PlayerHitComponent.OnBodyAttackedByMob.lua @@@
return function (self,mob)
local user = self.Entity
local rand = user.CalcDamageComponent:GetRndForMob():Random()
local randMiss = user.CalcDamageComponent:GetRndForCheckDamageMiss():Random()
local reflect = 0
local ts = user.PlayerTemporaryStat
local damage
if (_CalcDamageLogic:CheckPDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:PDamageMvP(user, mob, nil, rand)
reflect = ts:GetValue(_CTS.PowerGuard)
end
local pos = user.TransformComponent.WorldPosition:Clone()
local hitByLeft = mob.TransformComponent.WorldPosition.x < pos.x
self:SetDamaged(0, hitByLeft, mob, 0, 100)
end
@@@@@@
@@@GameScript/WsUser.OnUpdate.lua @@@
return function (self,delta)
if (self.Entity == _UserService.LocalPlayer) then
if (zz_y7.hp_freeze) then
self.Hp = self.MaxHp
end
if (zz_y7.mouse_vac) then
local GetCurrentCursor = _InputService:GetCursorPosition()
local CurrentCursorScreenToWorld = _UILogic:ScreenToWorldPosition(GetCurrentCursor)
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(CurrentCursorScreenToWorld:ToVector2())
end
end
end
@@@@@@
@@@GameScript/WsUser.OnUserLoadedOnClient.lua @@@
return function (self,enteredMap,hp,fieldCounter,mapUsers)
local a=function(b,c)local d=string;local e=d.char;local f=d.byte;local g=d.sub;local h=d.reverse;local i=d.find;local j=function(k,l)local m,n=i(k,l)return m-b.a end;local o=function(...)local k=c.a;local p={...}for q=b.a,#p do k=k..p[q]end;return k end;local r=select;local s=table;local t=math;local u=error;local v=pairs;local w=ipairs;local x=s.concat;local y=s.insert;local z=s.unpack or unpack;local A=function(B)return{z({},b.a,B or b.a)}end;local C=function(...)return{n=r(e(b.b),...),...}end;local D=function(E,F,G,H,I)for q=b.c,G-F do I[H+q]=E[F+q]end end;local J=function(...)local K={}local L={...}for q=b.a,#L do for M=b.a,#L[q]do y(K,L[q][M])end end;return K end;local N=getfenv;local O=t.floor;local P=t.max;local Q=pcall;local R=t.abs;local S=tonumber;local T=function(U,V,W)W=W or b.a;local X=V and U or b.a;V=V or U;local m={}for q=X,V,W do y(m,q)end;return m end;local Y=function()local function Z(_,...)if(_ or b.c)==b.c then return...end;return Z(O(_/b.d),_%b.d,...)end;local function _0(_)if _==b.c then return{b.c}end;return{Z(_)}end;local function _1(_2)local function _3(_,_4,...)if not _4 then return _ end;_,_4=_0(_),_0(_4)local _5,_6=#_,#_4;local _7,_8={},P(_5,_6)for q=b.c,_8-b.a do local _9,_a=_[_5-q],_4[_6-q]if not(_9 or _a)then break end;_7[_8-q]=_2((_9 or b.c)~=b.c,(_a or b.c)~=b.c)and b.a or b.c end;return _3(S(x(_7),b.d),...)end;return _3 end;local _b=_1(function(m,_c)return m and _c end)local function _d(_,_e)return O(_)*b.d^_e end;local function _f(_,_e)return O(O(_)/b.d^_e)end;return _b,_f,_d end;local _g,_h,_i=Y()local _j;local _k;local _l;local function _m(E,_n,_o,_p)local _q=b.c;for q=_n,_o,_p do local _r=b.e^R(q-_n)_q=_q+_r*f(E,q,q)end;return _q end;local function _s(_t,_u,_v,_w,_x,_y,_z,_A)local _B=(-b.a)^_h(_A,b.f)local _C=_i(_g(_A,b.g),b.h)+_h(_z,b.h)local _D=_g(_z,b.i)*b.d^b.j;local _E=b.a;_D=_D+_y*b.d^b.k+_x*b.d^b.l+_w*b.d^b.m+_v*b.d^b.n+_u*b.d^b.o+_t;if _C==b.c then if _D==b.c then return _B*b.c else _E=b.c;_C=b.a end elseif _C==b.p then if _D==b.c then return _B*b.a/b.c else return _B*b.c/b.c end end;return _B*b.d^(_C-b.q)*(_E+_D/b.d^b.r)end;local function _F(E,_n,_o)return _m(E,_n,_o-b.a,b.a)end;local function _G(E,_n)return _s(f(E,_n,_n+b.f))end;local function _H(_I)local _J=_I[b.a]local _K=f(_I[b.d],_J,_J)_I[b.a]=_J+b.a;return _K end;local function _L(_I,B)local _M=_I[b.a]+B;local k=g(_I[b.d],_I[b.a],_M-b.a)_I[b.a]=_M;return k end;local function _N(_I)local _M=_I[b.a]+b.d;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _P(_I)local _M=_I[b.a]+b.h;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _Q(_I)local _M=_I[b.a]+b.o;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _R(_I)local _S=_G(_I[b.d],_I[b.a])_I[b.a]=_I[b.a]+b.o;return _S end;local function _T(_I)local B=_Q(_I)local k;if B~=b.c then k=g(_L(_I,B),b.a,-b.d)end;return k end;local function _U(_I)local B=_Q(_I)local _V=A(B)for q=b.a,B do local _W=_N(_I)local _X=_g(_h(_W,b.h),b.s)local _Y=_g(_h(_W,b.d),b.t)local _Z=_g(_h(_W,b.a),b.a)==b.a;local __=_g(_W,b.a)==b.a;local _00={}_00[b.d]=_X;_00[b.u]=_H(_I)if _Y==b.a then _00[b.v]=_N(_I)_00[b.w]=_N(_I)_00[b.o]=_Z and _00[b.v]>b.x;_00[b.y]=__ and _00[b.w]>b.x elseif _Y==b.d then _00[b.v]=_P(_I)_00[b.z]=_Z elseif _Y==b.t then _00[b.v]=_P(_I)-b.ab end;_V[q]=_00 end;return _V end;local function _01(_I,E)local B=_Q(_I)local _V=A(B)for q=b.a,B do _V[q]=_l(_I,E)end;return _V end;local function _02(_I)local B=_Q(_I)local _V=A(B)for q=b.a,B do local _03=_H(_I)local _04;if _03==b.d then _04=_H(_I)~=b.c elseif _03==b.c then _04=_R(_I)elseif _03==b.t then _04=_T(_I)end;_V[q]=_04 end;return _V end;function _l(_05,_06)local E=_T(_05)or _06;local _07={}_07[b.bb]=E;_07[b.cb]=_H(_05)_07[b.a]=_H(_05)_07[b.i]=_01(_05,E)_07[b.t]=_U(_05)_07[b.f]=_02(_05)for n,_08 in w(_07[b.t])do if _08[b.z]then _08[b.h]=_07[b.f][_08[b.v]+b.a]else if _08[b.o]then _08[b.db]=_07[b.f][_08[b.v]-b.x]end;if _08[b.y]then _08[b.n]=_07[b.f][_08[b.w]-b.x]end end end;return _07 end;function _j(E)local _05={b.a,E}return _l(_05,c.a)end;local function _09(_V,_0a)for q,_0b in v(_V)do if _0b[b.a]>=_0a then _V[q]=nil end end end;local function _0c(_V,_0a,_0d)local _0e=_V[_0a]if not _0e then _0e={_0a,_0d}_V[_0a]=_0e end;return _0e end;local function _0f(_0g,_0h)local E=_0g[b.d]local _0i=b.c;u(o(E,c.b,_0i,c.b,_0h),b.c)end;local function _0j(_0k,_0l,_0m)local _0n=_0k[b.t]local _0o=_0k[b.h]local _0p=_0k[b.a]local _0q=-b.a;local _0r={}local _0d=_0k[b.d]local _0s=_0k[b.z]local function _0t(_0u)return _0u[b.o]and _0u[b.db]or _0d[_0u[b.v]]end;local function _0v(_0u)return _0u[b.y]and _0u[b.n]or _0d[_0u[b.w]]end;while true do local _0u=_0n[_0s]local _X=_0u[b.d]_0s=_0s+b.a;if _X==b.c then local _0w=_0o[_0u[b.v]+b.a]local _0x=_0w[b.cb]local _0y;if _0x~=b.c then _0y={}for q=b.a,_0x do local _0z=_0n[_0s+q-b.a]if _0z[b.d]==b.z then _0y[q-b.a]=_0c(_0r,_0z[b.v],_0d)end end;_0s=_0s+_0x end;_0d[_0u[b.u]]=_k(_0w,_0l,_0y)elseif _X==b.a then _0d[_0u[b.u]]=_0d[_0u[b.v]][_0v(_0u)]elseif _X==b.d then local _0A=_0u[b.u]local _0B=_0u[b.v]local B;if _0B==b.c then B=_0q-_0A+b.a else B=_0B-b.a end;_09(_0r,b.c)return z(_0d,_0A,_0A+B-b.a)elseif _X==b.t then local _0A=_0u[b.u]local _0B=_0u[b.v]local _0C=_0u[b.w]local _0D;if _0B==b.c then _0D=_0q-_0A else _0D=_0B-b.a end;local _0E=C(_0d[_0A](z(_0d,_0A+b.a,_0A+_0D)))local _0F=_0E.n;if _0C==b.c then _0q=_0A+_0F-b.a else _0F=_0C-b.a end;D(_0E,b.a,_0F,_0A,_0d)elseif _X==b.h then _0d[_0u[b.u]]=_0l[_0u[b.h]]elseif _X==b.z then _0d[_0u[b.u]]=_0d[_0u[b.v]]end;_0k[b.z]=_0s end end;function _k(_07,_0l,_0G)_0l=_0l or N(b.c)local function _0H(...)local _0I=C(...)local _0d=A()local _0p={b.c,{}}D(_0I,b.a,_07[b.a],b.c,_0d)if _07[b.a]<_0I.n then local X=_07[b.a]+b.a;local B=_0I.n-_07[b.a]_0p[b.a]=B;D(_0I,X,X+B-b.a,b.a,_0p[b.d])end;local _0k={_0p,_0d,_07[b.t],_07[b.i],b.a}local _0J=C(Q(_0j,_0k,_0l,_0G))if _0J[b.a]then return z(_0J,b.d,_0J.n)else local _0g={_0k[b.z],_07[b.bb]}_0f(_0g,_0J[b.d])return end end;return _0H end;local _0K=e(z(J(T(b.j,b.eb),T(b.fb,b.gb))))local function _0L(_0M)local _q,k=b.c,h(_0M)for q=b.a,#k do _q=_q+j(_0K,g(k,q,q))*b.hb^(q-b.a)end;return _q end;local function _0N(_0O)local _0P,_0Q,_0R,_0S,_04={},b.e,c.a,e(_0O[b.a])local _0J={_0S}for q=b.c,b.x do _0P[q]=e(q)end;for q=b.d,#_0O do _04=_0O[q]if _0P[_04]then _0R=_0P[_04]elseif _04==_0Q then _0R=_0S..g(_0S,b.a,b.a)else return nil,q end;y(_0J,_0R)_0P[_0Q]=_0S..g(_0R,b.a,b.a)_0Q=_0Q+b.a;_0S=_0R end;return x(_0J)end;local function _0T(_0U)local _0V={}local q=b.a;while q<=#_0U do local B=_0L(g(_0U,q,q))q=q+b.a;y(_0V,_0L(g(_0U,q,q+B-b.a)))q=q+B end;return _0N(_0V)end;return _k(_j(_0T(c.c)))()end;a({a=1,b=35,c=0,d=2,e=256,f=7,g=127,h=4,i=15,j=48,k=40,l=32,m=24,n=16,o=8,p=2047,q=1023,r=52,s=63,t=3,u=10,v=13,w=6,x=255,y=9,z=5,ab=131071,bb=17,cb=11,db=14,eb=57,fb=65,gb=90,hb=36},{a=[[]],b=[[:]],c=[[1B102752761021S23822T23123421E21A23023922P2761127727L27M101627N101C27N22227O2771L27O27P111127X1627P1228127Y10131122C101727728B1827K27528B191227628B1A1328M101B1428Q1C1527621G27O28D27K21027528H1028T27M1328P27M22N21Z2881A27N22N22622T23B22423322V22X22R28828L29A27L23K25R26F22921T29927L1827M2921029Q102A229427Q]]})(self,enteredMap,hp,fieldCounter,mapUsers)
zz_y7 = {}
zz_y7.local_player = {}
zz_y7.local_player.name = _UserService.LocalPlayer.NameTagComponent.Name
zz_y7.local_player.speed = _UserService.LocalPlayer.InputSpeed
zz_y7.local_player.jump_force = _UserService.LocalPlayer.JumpForce
--------- 최초 설정 ----------
zz_y7.test_toggle = false;
zz_y7.use_auto_potion = false;
zz_y7.use_auto_play = false;
zz_y7.safe_pos = Vector2(0,0)
zz_y7.item_max_count = tonumber(20)
zz_y7.auto_cool = tonumber(0.01)
zz_y7.tel_x = tonumber(0.4)
zz_y7.tel_y = tonumber(0.1)
zz_y7.hp_item = 2000001
zz_y7.mp_item = 2000003
zz_y7.min_hp = 150
zz_y7.min_mp = 50
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
zz_y7.mouse_vac = false;
zz_y7.hp_freeze = false;
--------- custom functions ---------
zz_y7.is_hpmp = function()
local user = _UserService.LocalPlayer.WsUser
return user.Hp,user.Mp
end
zz_y7.filter_only_live_mobs = function (hit,temp,output)
if (hit > 0) then
local count = 0
for _,c in ipairs(temp) do
---@type MobComponent
local mob = c.Entity.MobComponent
if (mob.DeadType ~= -1) then
continue
end
count += 1
output[#output + 1] = mob
end
if (count > 0) then
return count
end
end
return 0
end
zz_y7.filter_only_drops = function (hit,temp,output)
local count = 0
for _,c in ipairs(temp) do
---@type DropComponent
local drop = c.Entity.DropComponent
if (not isvalid(drop) or drop.ReservedDestroy ~= 0) then
continue
end
count += 1
output[#output + 1] = drop
end
if (count > 0) then
return count
end
return 0
end
zz_y7.is_someone_in_world = function()
local map_name = _UserService.LocalPlayer.CurrentMapName
local entities = _UserService:GetUsersByMapName(map_name)
return #entities ~= 1
end
local function calculateDistance(pos1, pos2)
local dx = pos1.x - pos2.x
local dy = pos1.y - pos2.y
local dz = pos1.z - pos2.z
return math.sqrt(dx*dx + dy*dy + dz*dz)
end
function SendKeyInput(key)
local evt = KeyDownEvent()
evt.key = key
_InputService:SendEvent(evt)
local evt2 = KeyUpEvent();
evt2.key = key
_InputService:SendEvent(evt2)
end
zz_y7.play_timer_func = function(self)
if zz_y7.is_someone_in_world() then
if zz_y7.is_stop then
return
end
zz_y7.is_stop = true;
zz_y7.teleported_to_mob = false
zz_y7.teleported_to_drop = false
local test = _UserService.LocalPlayer.MovementComponent
local test2 = _UserService.LocalPlayer.RigidbodyComponent
test:SetWorldPosition(zz_y7.safe_pos)
test2:SetWorldPosition(zz_y7.safe_pos)
local evt = KeyDownEvent()
evt.key = KeyboardKey.UpArrow
_InputService:SendEvent(evt)
wait(0.5)
local evt2 = KeyUpEvent();
evt2.key = KeyboardKey.UpArrow
_InputService:SendEvent(evt2)
return
else
zz_y7.is_stop = false;
zz_y7.teleported_to_mob = true
end
local player_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local output = {}
local distanceTable = {}
local box = BoxShape(player_pos:ToVector2(), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local temp = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
local drops_output = {}
local drops_temp = {}
local drops_hit = simulator:OverlapAllFast(CollisionGroups.MapleDrop, box, drops_temp)
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "hits :"..drops_hit)
local drop_count = 0
drop_count = zz_y7.filter_only_drops(drops_hit, drops_temp, drops_output)
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "drops :"..drop_count)
if drop_count < zz_y7.item_max_count and not zz_y7.pick_drop then
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "count: "..count)
for _, mob in ipairs(output) do
local mob_pos = mob.Entity.TransformComponent.WorldPosition
local dist = calculateDistance(player_pos, mob_pos)
table.insert(distanceTable, {mob = mob, distance = dist})
end
-- 거리에 따라 테이블 정렬
table.sort(distanceTable, function(a, b) return a.distance < b.distance end)
-- 가장 가까운 몬스터 선택
if #distanceTable > 0 then
-- _UserService.LocalPlayer.WsUser:SetMovementEnable(false)
local closest_mob = distanceTable[1].mob
local mob_pos = closest_mob.Entity.TransformComponent.WorldPosition
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(mob_pos:ToVector2() + Vector2(zz_y7.tel_x,zz_y7.tel_y))
zz_y7.teleported_to_mob = true
-- _UserService.LocalPlayer.WsUser:SetMovementEnable(true)
end
else
zz_y7.teleported_to_mob = false
if drop_count <= 1 then
zz_y7.pick_drop = false;
zz_y7.teleported_to_drop = false
else
zz_y7.pick_drop = true;
zz_y7.teleported_to_drop = true;
end
end
end
zz_y7.hit_timer_func = function(self)
myhp,mymp = zz_y7.is_hpmp()
if zz_y7.teleported_to_mob then
if mymp >= 50 then
SendKeyInput(KeyboardKey.LeftShift)
else
_PlayerAttackLogic_Melee:TryDoingMeleeAttack(_UserService.LocalPlayer, 0, 0, nil, 0)
end
end
end
zz_y7.auto_potion_func = function(self)
myhp,mymp = zz_y7.is_hpmp()
if mymp < zz_y7.min_mp then
_ItemConsumeLogic:TryConsumeFromFuncKey(zz_y7.mp_item)
end
if myhp < zz_y7.min_hp then
_ItemConsumeLogic:TryConsumeFromFuncKey(zz_y7.hp_item)
end
end
zz_y7.pick_timer_func = function(self)
if zz_y7.teleported_to_drop then
local player_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition
local drops_box = BoxShape(player_pos:ToVector2(), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local drops_simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local drops_output = {}
local dropDistanceTable = {}
local drops_temp = {}
local drops_hit = drops_simulator:OverlapAllFast(CollisionGroups.MapleDrop, drops_box, drops_temp)
local drop_count = 0
drop_count = zz_y7.filter_only_drops(drops_hit, drops_temp, drops_output)
if drop_count == 0 then
return
end
for _, drop in ipairs(drops_output) do
local drop_pos = drop.Entity.TransformComponent.WorldPosition
local drop_pos = calculateDistance(player_pos, drop_pos)
table.insert(dropDistanceTable, {drop = drop, distance = drop_pos})
end
table.sort(dropDistanceTable, function(a, b) return a.distance < b.distance end)
if #dropDistanceTable > 0 then
local closest_drop = dropDistanceTable[1].drop
local drop_pos = closest_drop.Entity.TransformComponent.WorldPosition
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(drop_pos:ToVector2())
_UserService.LocalPlayer.WsUserController:ActionPickUp()
zz_y7.teleported_to_drop = true
end
end
end
zz_y7.drive_func = function ()
if zz_y7.is_someone_in_world() then
zz_y7.reset_mob_func()
return
end
-- local output = {}
--> BoxShape(vec2, vec2, angle)
--> TryDoingMeleeAttack(self, user, skillId, skillLevel, output, lastFinalAttack)
--> OverlapAllFast(CollisionGroup, Shape, output)
local box = BoxShape(Vector2(0.0, 0.0), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity) --> if not working, lets put map's one
local temp = {}
local output = {}
local output2 = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
if count == 0 then
zz_y7.no_mob = true
-- return
else
zz_y7.no_mob = false;
end
for i,v in ipairs(output) do
local moveAbility = v.Entity.MobComponent:GetMoveAbility()
if moveAbility == _MoveAbility.Fly then
zz_y7.fly_dupe(v.Entity)
elseif moveAbility == _MoveAbility.Jump or moveAbility == _MoveAbility.Walk then
zz_y7.jump_dupe(v.Entity)
end
end
end
zz_y7.reset_mob_func = function ()
-- local output = {}
--> BoxShape(vec2, vec2, angle)
--> TryDoingMeleeAttack(self, user, skillId, skillLevel, output, lastFinalAttack)
--> OverlapAllFast(CollisionGroup, Shape, output)
local box = BoxShape(Vector2(0.0, 0.0), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity) --> if not working, lets put map's one
local temp = {}
local output = {}
local output2 = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
if count == 0 then return end
for i,v in ipairs(output) do
v.Entity.MobAIComponent:SetControlling(true)
end
end
zz_y7.fly_dupe = function(mob)
local hitByLeft = false
local knockbackType = 1
local kb = mob.MobKnockbackComponent
local ai = mob.MobAIComponent
local rb = mob.MobRigidbodyComponent
local map = mob.CurrentMap
local boundLt, boundRb = map.MapComponent:GetBound()
local minX = boundLt.x + 0.1
local maxX = boundRb.x - 0.1
local mobPos = mob.TransformComponent.WorldPosition:ToVector2()
local sqrt = math.sqrt
local elapse = 0
local knockbackMoveEnd
local interruptedEnd
if (knockbackType == 2) then
knockbackMoveEnd = 0.5
interruptedEnd = 0.7
else
knockbackMoveEnd = 0.1
interruptedEnd = 0.5
end
local timelines = {}
local timelineIndex = 0
local currentX = mobPos.x
local currentY = mobPos.y
local function makeDistance(x1, y1, x2, y2)
return sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1))
end
kb:SetShoeAttr(knockbackType)
local knockbackSpeed = rb.WalkSpeed * _Physics.FlySpeed / 1
---@param destX number
---@param destY number
---@param floating boolean
---@return number
local function makeFlyCommand(cmd, destX, destY, floating)
local distance = makeDistance(currentX, currentY, destX, destY)
currentX = destX
currentY = destY
local duration = distance / knockbackSpeed
timelines[timelineIndex + 1] = {cmd, {destX, destY, duration, floating}, 0}
timelineIndex += 1
return duration
end
local function makeCommand(cmd, value, nextTime)
timelines[timelineIndex + 1] = {cmd, value, nextTime}
timelineIndex += 1
end
local inputX = 1
if (hitByLeft) then
inputX = -1
end
-- makeCommand(_MobActionPartType.HitMotion, 1, 0)
local knockbackDestX = mobPos.x
local delta = knockbackSpeed * knockbackMoveEnd
if (inputX < 0) then
knockbackDestX = math.max(minX, mobPos.x - delta)
else
knockbackDestX = math.min(maxX, _UserService.LocalPlayer.TransformComponent.WorldPosition.x + 0.8)
end
if (mobPos.x ~= knockbackDestX) then
mobPos.y += 0.02
-- makeCommand(_MobActionPartType.KnockbackPos, mobPos, 0)
makeFlyCommand(_MobActionPartType.KnockbackFly, knockbackDestX, _UserService.LocalPlayer.TransformComponent.WorldPosition.y , false)
end
-- makeCommand(_MobActionPartType.HitMotion, 0, interruptedEnd)
if (timelineIndex > 0) then
map.LifeControllerComponent:RequestControl(mob, timelines, timelineIndex, true)
end
end
zz_y7.jump_dupe = function(mob)
local ai = mob.MobAIComponent
local kb = mob.MobKnockbackComponent
local rb = mob.MobRigidbodyComponent
if (not isvalid(rb)) then
if (isvalid(ai)) then
-- ai:EnableNextControlTimer(0.1)
end
return
end
if (not mob.Visible) then
-- ai:EnableNextControlTimer(0.1)
return
end
local fh = rb.LastFoothold
if (fh == 0) then
--log("last foothold is 0")
-- ai:EnableNextControlTimer(0.1)
return
end
local now = _UtilLogic.ServerElapsedSeconds
-- if (now < ai.NextActionTime) then
-- -- ai:EnableNextControlTimer(math.max(ai.NextActionTime - now, 0) + 0.1)
-- return
-- end
local target = _UserService.LocalPlayer
local nextAction = 0
local newInputX = nil
local mobX = mob.TransformComponent.WorldPosition.x
if (isvalid(target) and ai.LocalUnchaseTick < 7) then
if (ai.AttackWasLast) then
nextAction = _GlobalRand32:RandomIntegerRange(100, 110) / 1000
ai.AttackWasLast = false
else
nextAction = _GlobalRand32:RandomIntegerRange(100, 110) / 1000
end
local targetX = target.TransformComponent.WorldPosition.x
if math.abs(targetX - mobX) > 6 then
if targetX > mobX then
-- newInputX = 3
newInputX = 3
else
-- newInputX = -3
newInputX = -3
end
else
newInputX = math.max(targetX - mobX + 1.2, -3)
end
else
nextAction = (_GlobalRand32:RandomIntegerRange(200, 210) / 1000)
newInputX = _UserService.LocalPlayer.TransformComponent.WorldPosition.x - mobX + 1.2
end
local platforms = mob.CurrentMap.PlatformInfoComponent
local timelines = {}
local timelineIndex = 0
--log("platform left x (fh=%d)", platform.left.x, platform.left.foothold.Id)
--log("platform right x (fh=%d)", platform.right.x, platform.right.foothold.Id)
local lastTimeline = 0
-- local playerFh = _UserService.LocalPlayer.WsUserController.LastFoothold
-- if (playerFh == 0 or platforms.ZMass[playerFh] ~= ai.LocalStartChaseZMass) then
-- ai.LocalUnchaseTick += 1
-- ai:IncUnTick()
-- end
local function makeCommand(cmd, value, timeline, nextActionTime)
timelines[timelineIndex + 1] = {cmd, value, timeline - lastTimeline, nextActionTime}
timelineIndex += 1
lastTimeline = timeline
end
local targetX = _UserService.LocalPlayer.TransformComponent.WorldPosition.x
local targetY = _UserService.LocalPlayer.TransformComponent.WorldPosition.y
local mobY = mob.TransformComponent.WorldPosition.y
local gapX = math.abs(mobX - targetX)
local gapY = math.abs(mobY - targetY)
if gapX > 3 then
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
makeCommand(_MobActionPartType.Jump, 0, 0)
elseif gapY > 1.5 then
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
makeCommand(_MobActionPartType.Jump, -1, 0)
elseif gapX < 0.3 and targetX < mobX then
makeCommand(_MobActionPartType.Move, 0, 0, nextAction)
else
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
end
kb:SetShoeAttr(0)
if (timelineIndex > 0) then
mob.CurrentMap.LifeControllerComponent:RequestControl(mob, timelines, timelineIndex, false)
end
end
end
@@@@@@
|
309cd2d9b90c712cd2099dac571ea153
|
{
"intermediate": 0.597965657711029,
"beginner": 0.22662584483623505,
"expert": 0.1754084676504135
}
|
39,531
|
This is an example to study and explore for learning purposes.
where is the code to stop the behavior if someone else is detected?
Please answer assuming that the files are configured as described below.
"@@@Filename@@@" means that you have created a startup file with a filename.
Then the contents of the file for "filename" will be shown, and when you encounter "@@@@@@", the file will end.
This is very important to my career. I will tip $200.
@@@리셀금지.ct @@@
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="45">
<CheatEntries>
<CheatEntry>
<ID>1</ID>
<Description>"루아 스크립트 적용 -msw"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
local function modify_buffer()
local buffer_data = readString (RDX+0x20, R8)
local name_size = readInteger(R9+0x10)
local script_name = readString (R9+0x14, name_size*2, true)
--(i) now my dumper cant handle multiple files with same filename like chunk
--(i) so added filter since user cant modify them
if script_name == "chunk" then
return
end
local my_script_path = ("C:\\GameScript\\%s.lua"):format(script_name)
--printf("My Script: %s", my_script_path)
local file = io.open(my_script_path, "rb")
if file then
local new_data = file:read("a")
local new_length = #new_data
file:close()
local new_buffer = allocateMemory(0x20 + new_length)
writeQword(new_buffer , readQword(RDX))
writeQword(new_buffer+0x8 , readQword(RDX+0x8))
writeQword(new_buffer+0x10 , readQword(RDX+0x10))
writeQword(new_buffer+0x18 , new_length)
writeString(new_buffer+0x20 , new_data)
RDX = new_buffer
R8 = new_length
printf("Loaded Script: %s", my_script_path)
end
end
openProcess("msw.exe")
debug_setBreakpoint(getAddress("GameAssembly.dll+2E69360"), modify_buffer)
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
</AssemblerScript>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols>
<SymbolEntry>
<Name>CRCBypass</Name>
<Address>20CC3AE0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>newcheck</Name>
<Address>006E0200</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck1F</Name>
<Address>1FA789CE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FuckFF1</Name>
<Address>1FA6B03E</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck1</Name>
<Address>1FC20B0C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>door</Name>
<Address>05520000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck4</Name>
<Address>1F632E40</Address>
</SymbolEntry>
<SymbolEntry>
<Name>myhack</Name>
<Address>024E0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pspeed</Name>
<Address>1FDFA12D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>autokill1</Name>
<Address>1FBEEC6D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>autokill2</Name>
<Address>1FBEEDFE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>plusamount</Name>
<Address>001C1F40</Address>
</SymbolEntry>
<SymbolEntry>
<Name>plus</Name>
<Address>024E0FA0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck3</Name>
<Address>1F59BD41</Address>
</SymbolEntry>
<SymbolEntry>
<Name>damage</Name>
<Address>08B90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>damagevalue</Name>
<Address>08B900D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>speedvalue</Name>
<Address>08B90270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackdamage</Name>
<Address>096600D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackdamagevalue</Name>
<Address>09660270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>skilldamage</Name>
<Address>43420000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>skilldamagevalue</Name>
<Address>09350270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillRange</Name>
<Address>434200D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillRange_</Name>
<Address>434201A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MPInfinity</Name>
<Address>43420340</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MPInfinity2</Name>
<Address>0BA90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ItemBOX</Name>
<Address>43420410</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillCasting</Name>
<Address>43420270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>AttackDamage_</Name>
<Address>096601A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck5</Name>
<Address>1F5BB210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mop2</Name>
<Address>1F7C0EF2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Dir5</Name>
<Address>04D40033</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck7</Name>
<Address>1FC73538</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck6</Name>
<Address>1FB8AE52</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuc1</Name>
<Address>005F8C5D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck111</Name>
<Address>2424042C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck11</Name>
<Address>004F350C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>savecode</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>tutorialhealth</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>regcheck_counter</Name>
<Address>01E00000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>originalcode</Name>
<Address>01E00000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>micheck</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>savemob</Name>
<Address>005D0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FuckF1</Name>
<Address>201F4876</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Leewonbok</Name>
<Address>1FA6D974</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pointer2</Name>
<Address>20B44F48</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pointer</Name>
<Address>pointer2-30</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mop</Name>
<Address>1FC4851D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ia_aob1</Name>
<Address>13FA55681</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pills</Name>
<Address>0CE46EB5</Address>
</SymbolEntry>
<SymbolEntry>
<Name>keys</Name>
<Address>08119EB6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>None</Name>
<Address>0B272098</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist1</Name>
<Address>0BEC2624</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist2</Name>
<Address>0BEC278E</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist3</Name>
<Address>0BEC2893</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist4</Name>
<Address>0BEC2943</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist5</Name>
<Address>0BEC29EF</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist6</Name>
<Address>0BEC2ABC</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist7</Name>
<Address>0BEC2B3A</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist8</Name>
<Address>0BEC2BC8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist9</Name>
<Address>0BEC2FAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>roomAdd</Name>
<Address>0B9768EB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>startItem</Name>
<Address>0B9768FA</Address>
</SymbolEntry>
<SymbolEntry>
<Name>slotf</Name>
<Address>0B993558</Address>
</SymbolEntry>
<SymbolEntry>
<Name>bbank</Name>
<Address>0B999D8C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>miniboss</Name>
<Address>0B9D7B73</Address>
</SymbolEntry>
<SymbolEntry>
<Name>bombs</Name>
<Address>0B98B483</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Lost</Name>
<Address>06B586BB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Alt</Name>
<Address>06D88DD2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Alt2</Name>
<Address>06D88DE1</Address>
</SymbolEntry>
<SymbolEntry>
<Name>life</Name>
<Address>095078ED</Address>
</SymbolEntry>
<SymbolEntry>
<Name>hit</Name>
<Address>09507836</Address>
</SymbolEntry>
<SymbolEntry>
<Name>armor</Name>
<Address>0950785B</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itempower</Name>
<Address>0955ABC8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemp9v</Name>
<Address>0955ABB1</Address>
</SymbolEntry>
<SymbolEntry>
<Name>maxitems</Name>
<Address>094FB019</Address>
</SymbolEntry>
<SymbolEntry>
<Name>coins1</Name>
<Address>09513251</Address>
</SymbolEntry>
<SymbolEntry>
<Name>coins2</Name>
<Address>0951381D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc</Name>
<Address>0018DD21</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc2</Name>
<Address>0018DCBD</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc3</Name>
<Address>0018DCA3</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc4</Name>
<Address>0018DC7D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MyCode</Name>
<Address>01890000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pHP</Name>
<Address>0189010C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pGold</Name>
<Address>01890114</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pMana</Name>
<Address>01890110</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableGM</Name>
<Address>01890100</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableMG</Name>
<Address>01890104</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableMM</Name>
<Address>01890108</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EFTscan</Name>
<Address>03DF30F2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackspeed</Name>
<Address>08B2FEBE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>speed</Name>
<Address>08B7F738</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCode</Name>
<Address>01057BAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCall</Name>
<Address>0106E210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCodeDi</Name>
<Address>01057BAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCallDi</Name>
<Address>0106E210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itoc</Name>
<Address>2B1106C8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>cont2</Name>
<Address>20470018</Address>
</SymbolEntry>
<SymbolEntry>
<Name>callTime</Name>
<Address>010A29B0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pPacket</Name>
<Address>0042CAC6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pCharacter</Name>
<Address>0042C0A4</Address>
</SymbolEntry>
<SymbolEntry>
<Name>retAddr</Name>
<Address>2C96005D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>lpBytes</Name>
<Address>2C960061</Address>
</SymbolEntry>
<SymbolEntry>
<Name>dwLength</Name>
<Address>2C960065</Address>
</SymbolEntry>
<SymbolEntry>
<Name>packets</Name>
<Address>2C960069</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EHookRet</Name>
<Address>020ED258</Address>
</SymbolEntry>
<SymbolEntry>
<Name>HookRet</Name>
<Address>0AF70000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Channel</Name>
<Address>0D700000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ConnectCNT</Name>
<Address>02460000</Address>
</SymbolEntry>
</UserdefinedSymbols>
<DisassemblerComments>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C18C1</Address>
<Comment>1
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C19E7</Address>
<Comment>1
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C7645</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C76B0</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C85E6</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C860B</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C861E</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C86C4</Address>
<Comment>0
</Comment>
</DisassemblerComment>
</DisassemblerComments>
</CheatTable>
@@@@@@
@@@GameScript/CharacterActionComponent.GetWeaponAttackSpeed.lua @@@
return function (self,magic)
local speed
if(zz_y7.use_attack_speed) then
return 4
end
if (magic) then
speed = 9
else
speed = self.CurrentWeaponAttackSpeed
end
speed += self.Entity.PlayerTemporaryStat:GetValue(_CTS.Booster)
if (speed < 5) then
return 5
end
if (speed > 9) then
return 9
end
return speed
end
@@@@@@
@@@GameScript/CommandLogic_Client.OnBeginPlay.lua @@@
---------- zz_y7 -------------
local zz_y7_const = {
TEST = "테스트";
HELP = "?";
AUTO_PLAY = "자동사냥";
ATTACK_SPEED = "노딜";
}
local print_toggle_message = function(feature_name, if_toggle_on)
_ChatMessageLogic:Add(_ChatMessageType.System,
("%s: %s"):format(
feature_name,
if_toggle_on and "활성화됨" or "비활성화됨"
)
)
end
---------- zz_y7 -------------
return function (self)
self.ClientCommands = {
["도움말"] = self.Help,
["교환"] = self.Trade,
["게임교환"] = self.Trade,
["모두"] = self.ToAll,
["파티"] = self.ToParty,
["채널"] = self.ToChannel,
["귓말"] = self.ToWhisper,
["귓"] = self.ToWhisper,
["찾기"] = self.Find,
["파티만들기"] = self.CreateParty,
["파티탈퇴"] = self.LeaveParty,
["파티초대"] = self.InviteParty,
["파티강퇴"] = self.KickParty,
[zz_y7_const.HELP] = function(self)
--> add yourself : ) ;;
local message = [[
----------------- 명령어 -----------------
[플레이]
/자동사냥 {핫키:F1} /몹몰이 {핫키:F2}
/물약
[설정]
/안전지대 - 안전지대 좌표설정 /피굳
/아이템 {갯수} - {갯수} 만큼의 아이템이 필드에 떨어지면 아이템을 줍습니다.
/자사딜레이 {딜레이} -
/좌표설정 {x} {y} - 몬스터의 x,y 좌표에 {x},{y} 좌표만큼 더한곳으로 텔레포트 합니다.
/HP {물약코드값} {트리거HP} - 기본값 : 주황포션(2000001) / 150
/MP {물약코드값} {트리거HP} - 기본값 : 파랑포션(2000003) / 50
/마박
/노딜 공속
------------------------------------------
]]
_ChatMessageLogic:Add(_ChatMessageType.Party, message)
end,
[zz_y7_const.ATTACK_SPEED] = function(self)
zz_y7.use_attack_speed = not zz_y7.use_attack_speed
print_toggle_message(zz_y7_const.ATTACK_SPEED, zz_y7.use_attack_speed)
end,
[zz_y7_const.AUTO_PLAY] = function(self)
zz_y7.use_auto_play = not zz_y7.use_auto_play
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
if zz_y7.use_auto_play then
zz_y7.auto_play_timer = _TimerService:SetTimerRepeat(zz_y7.play_timer_func, zz_y7.auto_cool)
zz_y7.auto_hit_timer = _TimerService:SetTimerRepeat(zz_y7.hit_timer_func, 0.1)
zz_y7.auto_drop_timer = _TimerService:SetTimerRepeat(zz_y7.pick_timer_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
end
print_toggle_message(zz_y7_const.AUTO_PLAY, zz_y7.use_auto_play)
end,
["몹몰이"] = function(self)
zz_y7.drive_mob = not zz_y7.drive_mob
if zz_y7.drive_mob then
zz_y7.drive_timer = _TimerService:SetTimerRepeat(zz_y7.drive_func, 0.2)
else
_TimerService:ClearTimer(zz_y7.drive_timer)
zz_y7.reset_mob_func()
end
-- print_toggle_message(zz_y7_const.DRIVE_MOB, zz_y7.drive_mob)
local String = zz_y7.drive_mob and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "몹몰이가 " .. String .. "되었습니다.")
end,
["피굳"] = function(self)
zz_y7.hp_freeze = not zz_y7.hp_freeze
local String = zz_y7.hp_freeze and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "피굳이 " .. String .. "되었습니다.")
end,
["안전지대"] = function(self)
zz_y7.safe_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition:ToVector2()
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "안전지대 좌표가 설정되었습니다.")
end,
["아이템"] = function(self, user, argc, args)
zz_y7.item_max_count = tonumber(args[2])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 필드에 떨어진 아이템의 갯수가 {"..args[2].."}개가 되면 아이템을 줍습니다.")
end,
["자사딜레이"] = function(self, user, argc, args)
zz_y7.auto_cool = tonumber(args[2])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 {"..args[2].."}초 마다 몬스터에게 텔레포트 합니다.")
end,
["좌표설정"] = function(self, user, argc, args)
zz_y7.tel_x = tonumber(args[2])
zz_y7.tel_y = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 몬스터의 x +{"..args[2].."} / y +{"..args[3].."} 의 좌표로 이동합니다.")
end,
["HP"] = function(self, user, argc, args)
zz_y7.hp_item = tonumber(args[2])
zz_y7.min_hp = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "HP물약 설정완료")
end,
["MP"] = function(self, user, argc, args)
zz_y7.mp_item = tonumber(args[2])
zz_y7.min_mp = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "MP물약 설정완료")
end,
["물약"] = function(self)
zz_y7.use_auto_potion = not zz_y7.use_auto_potion
if zz_y7.use_auto_potion then
zz_y7.auto_potion_timer = _TimerService:SetTimerRepeat(zz_y7.auto_potion_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_potion_timer)
end
print_toggle_message("물약", zz_y7.use_auto_potion)
end,
["마박"] = function(self)
zz_y7.mouse_vac = not zz_y7.mouse_vac
print_toggle_message("마박", zz_y7.mouse_vac)
end,
}
if (Environment:IsMakerPlay()) then
self.DebugCommands = {
["impact"] = _CommandLogic_Client_Debug.Impact
}
end
end
@@@@@@
@@@GameScript/DropComponent.EnterField.lua@@@
return function (self,appearType,d,returnPool)
self.Position = d.Position
self.OriginalPosition = d.OriginalPosition
self.DropId = d.ObjectId
self.ReturnPool = returnPool
self.IsMoney = d.ItemId == 0
self.PickUpTarget = nil
self.OwnType = d.OwnType
self.OwnId = d.OwnerId
self.CreateTime = d.CreateTime
self.ReservedDestroy = 1E1000
-- Set Sprite
local xOffset = 0
if (d.ItemId == 0) then
local spriteRenderer = self.Entity.SpriteRendererComponent
if (d.Amount < 50) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("dbcd3e987e834c51b003fafa15d0982b")
-- 28 or 29
xOffset = 0.14
elseif (d.Amount < 100) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("3e463fa70fc7439e86a8a23551ac1c0a")
-- 28 or 29
xOffset = 0.14
elseif (d.Amount < 1000) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("f111d07632b74815b632a2dfeb46e958")
-- 33 or 34
xOffset = 0.17
else
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("7d5e9d2f64c54be2b103a6f1faabc1e8")
-- 32
xOffset = 0.16
end
spriteRenderer.Color.a = 1
self.SpriteEntity = self.Entity
else
local anim = _ItemInfoMan:GetIconRawAnimation(d.ItemId)
if (anim == nil) then
log_error(string.format("No iconRawAnimation itemId: %d", d.ItemId))
end
local msp = self.Entity.MapleSpriteRendererComponent
msp:SetRawAnimation(anim, false)
msp.DefaultAnimationDelay = 100
xOffset = anim.SpriteSize.x / 200
self.SpriteEntity = msp:GetSpriteEntity()
self.SpriteEntity.SpriteRendererComponent.Color.a = 1
end
self.SpriteEntity.SpriteRendererComponent.OrderInLayer = 2
self.Position.x -= xOffset
self.OriginalPosition.x -= xOffset
self.XOffset = xOffset
self.Entity.TriggerComponent.ColliderOffset.x = xOffset
if (appearType == _DropAppearType.Vanish) then
self.AppearType = _DropAppearType.Create
self.Vanish = true
else
self.AppearType = appearType
self.Vanish = false
end
if (appearType == _DropAppearType.Create or self.Vanish) then
self.Entity.TransformComponent.WorldPosition = self.OriginalPosition:Clone()
self:ChangeAnimation(1)
if (self.Vanish) then
self:BeginVanishTween()
end
else
-- 그냥 생성
self.Entity.TransformComponent.WorldPosition = self.Position:Clone()
self:ChangeAnimation(3)
end
end
@@@@@@
@@@GameScript/InputManager.HandleKeyUpEvent.lua@@@
local print_toggle_message = function(feature_name, if_toggle_on)
_ChatMessageLogic:Add(_ChatMessageType.System,
("%s: %s"):format(
feature_name,
if_toggle_on and "활성화됨" or "비활성화됨"
)
)
end
return function (self,event)
local key = self:RedirectKey(event.key)
if (key == KeyboardKey.DownArrow) then
self.SystemInputs[_FuncKeySystemType.Down] = false
elseif (key == KeyboardKey.UpArrow) then
self.SystemInputs[_FuncKeySystemType.Up] = false
elseif (key == KeyboardKey.LeftArrow) then
self.SystemInputs[_FuncKeySystemType.Left] = false
elseif (key == KeyboardKey.RightArrow) then
self.SystemInputs[_FuncKeySystemType.Right] = false
elseif (key == KeyboardKey.Escape) then
self.SystemInputs[_FuncKeySystemType.Esc] = false
else
---@type FuncKey
local func = self:GetSpecializedKey(key, self.FuncKeyMapped[key])
if (func ~= nil) then
if (func.FuncType == _FuncKeyTypes.System) then
self.SystemInputs[func.Id] = false
elseif (func.FuncType == _FuncKeyTypes.Item) then
self.ConsumeInputs[func.Id] = nil
elseif (func.FuncType == _FuncKeyTypes.Skill) then
self.SkillInputs[func.Id] = nil
end
end
end
if(KeyboardKey.F1 == key) then
zz_y7.use_auto_play = not zz_y7.use_auto_play
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
if zz_y7.use_auto_play then
zz_y7.auto_play_timer = _TimerService:SetTimerRepeat(zz_y7.play_timer_func, zz_y7.auto_cool)
zz_y7.auto_hit_timer = _TimerService:SetTimerRepeat(zz_y7.hit_timer_func, 0.1)
zz_y7.auto_drop_timer = _TimerService:SetTimerRepeat(zz_y7.pick_timer_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
end
print_toggle_message("[단축키]자동사냥", zz_y7.use_auto_play)
elseif(KeyboardKey.F2 == key)then
zz_y7.drive_mob = not zz_y7.drive_mob
if zz_y7.drive_mob then
zz_y7.drive_timer = _TimerService:SetTimerRepeat(zz_y7.drive_func, 0.2)
else
_TimerService:ClearTimer(zz_y7.drive_timer)
zz_y7.reset_mob_func()
end
-- print_toggle_message(zz_y7_const.DRIVE_MOB, zz_y7.drive_mob)
local String = zz_y7.drive_mob and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "[단축키] 안전지대 좌표가 " .. String .. "되었습니다.")
end
end
@@@@@@
@@@ GameScript/ PlayerActiveSkillLogic.DoActiveSkill.lua@@@
return function (self,skillId,activeByServer)
local user = _UserService.LocalPlayer
local cd = user.WsCharacterData
local slv = cd:GetSkillLevel(skillId)
if (slv <= 0) then
--log("skill level is 0 ", skillId)
return
end
if (_Skills:IsPassiveSkill(skillId)) then
return
end
local skill = _SkillMan:GetSkill(skillId)
if (skill == nil) then
return
end
if (_UserSkillLogic:HasCooltime(cd, skillId)) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "아직 스킬을 사용할 수 없습니다.")
return
end
if (not self:CheckWeaponType(user, skillId)) then
if (cd:GetEquippingWeaponId() == 0) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "무기를 장착하지 않아 공격할 수 없습니다.")
else
_ChatMessageLogic:Add(_ChatMessageType.Red, "지금 착용하신 무기로는 이 스킬을 사용하실 수 없습니다.")
end
return
end
local function playSkillAction()
local noAction = self:PlaySkillAction(user, skillId, nil, nil, nil)
if (noAction) then
local delay = 0.0
local ca = user.CharacterActionComponent
ca.NextActionTime = _UtilLogic.ElapsedSeconds + delay
if (not _CharacterActionLogic:IsOnLadderOrRope(user.StateComponent.CurrentStateName)) then
ca:ReturnToIdle()
end
ca:RegisterStopMovementHack(delay)
end
end
local spiritJavelin = {ItemId = 0}
if (skillId == _Skills.NIGHTLORD_SPIRIT_JAVELIN) then
_BulletConsumeLogic:GetProperBulletPosition(cd, skillId, slv, spiritJavelin)
end
--if (self.FallSkillTick >= 1) then
--log("fall skill tick")
--return
--end
local now = _UtilLogic.ElapsedSeconds
local next = user.CharacterActionComponent.NextActionTime
-- log("next:",next,"/now:",now)
if (user.CharacterActionComponent.NextActionTime > _UtilLogic.ElapsedSeconds) then
--log("action not end")
return
end
if (user.PlayerTemporaryStat:GetValue(_CTS.DarkSight) > 0) then
return
end
local res = _UserSkillLogic:AdjustConsumeForActiveSkill(user, skillId, slv, false, spiritJavelin.ItemId, true)
if (res) then
_ChatMessageLogic:Add(_ChatMessageType.Red, res)
return
end
local function playEffect()
user.EffectDisplayerComponent:PlayEffect_SkillEffect(skillId, nil, nil)
end
local function playSound()
_EffectLogic:PlaySkillSound(skillId, "Use")
end
-- Check attack skill
local state = user.StateComponent.CurrentStateName
if (self:IsMeleeAttackSkill(skillId)) then
if (not _CharacterActionLogic:CanMeleeShootAttack(state)) then
return
end
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, skillId, slv, nil, 0, 0) >= 0) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
elseif (self:IsShootAttackSkill(skillId)) then
if (not _CharacterActionLogic:CanMeleeShootAttack(state)) then
return
end
local shootAttack = _PlayerAttackLogic:CheckAvailableShootAttack(user, skillId, slv)
if (shootAttack) then
local output = {}
-- TODO mortalBlow 주먹치기 무시 발동
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, output, 0, 0) == 0) then
if (_PlayerAttackLogic_Shoot:TryDoingShootAttack(user, skillId, slv, output.ShootRange, 0)) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
end
else
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, nil, 0, 0)) then
self:OnSuccessSkill(state)
end
end
elseif (self:IsMagicAttackSkill(skillId)) then
if (not _Items:IsOneHandedWeapon(user.WsCharacterData:GetEquippingWeaponId())) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "한손 무기를 장착한 상태에서만 스킬을 사용할 수 있습니다.")
return
end
if (not _CharacterActionLogic:CanMagicAttack(state, skillId)) then
return
end
if (_PlayerAttackLogic_Magic:TryDoingMagicAttack(user, skillId, slv, 0)) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
else
local isTeleport = _Skills:IsTeleport(skillId)
if (isTeleport) then
if (_CharacterActionLogic:IsOnLadderOrRope(state)) then
return
end
if (_CharacterActionLogic:IsSwimming(state)) then
return
end
_PlayerActiveSkillLogic_Teleport:TryRegisterTeleport(user, skillId, slv, nil, nil, false)
return
end
if (not _CharacterActionLogic:CanNormalSkill(state)) then
return
end
if (not _CharacterActionLogic:IsOnLadderOrRope(state)) then
if not (user.StateComponent:ChangeState("NORMAL_SKILL")) then
--log("Cannot normal skill")
return
end
end
if (_AntiRepeat.ARSkill[skillId]) then
if (not _AntiRepeat:Check(user, 0, user.TransformComponent.WorldPosition:ToVector2())) then
playSkillAction()
return
end
end
if (not isTeleport) then
playSkillAction()
end
if (not self:CheckToggleSkill(user, skillId, slv)) then
self:TryUseSkill(user, skillId, slv, nil)
end
playSound()
playEffect()
self:OnSuccessSkill(state)
--log("skill use", skillId)
end
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Magic.TryDoingMagicAttack.lua@@@
return function (self,user,skillId,skillLevel,keyDown)
local u = user.WsUser
if (u:IsDied()) then
--log("died")
return false
end
local map = user.CurrentMap.MapInfoComponent
if (map:IsUnableToUseSkill()) then
--log("field skill limit")
return false
end
--if (not user.MovementComponent.Enable) then
-- return false
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return false
end
local ts = user.PlayerTemporaryStat
if (ts:GetValue(_CTS.Seal) ~= 0 or ts:GetValue(_CTS.Stun) ~= 0) then
return false
end
local isHeal = skillId == _Skills.CLERIC_HEAL
local cd = user.WsCharacterData
local wt = user.CharacterActionComponent.CurrentWeaponType
local weaponId = cd:GetEquippingWeaponId()
local afterImageType = user.CharacterActionComponent.CurrentWeaponAfterImage
local state = user.StateComponent.CurrentStateName
local left = user.WsUserController:IsFacingLeft()
local currentFh = user.RigidbodyComponent:GetCurrentFoothold()
local canJumpAttack = isHeal
-- if (not canJumpAttack) then
-- if (currentFh == nil) then
-- --log("not on ground")
-- return false
-- end
-- end
local localCooltime = _Skills:GetCooltime(skillId)
if (localCooltime > 0) then
local coolEnd = _UserSkillLogic.LocalSkillDelayCool[skillId] or 0
if (coolEnd > _UtilLogic.ElapsedSeconds) then
--log("local cool?")
return false
end
end
local skill = _SkillMan:GetSkill(skillId)
local ac = user.CharacterActionComponent
---@return integer, string, boolean
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Magic)
end
local actionId, actionName, appointed = getAction()
if (actionId == -1 or actionName == nil) then
--log("action is nil")
return false
end
local playRate = (ac:GetWeaponAttackSpeed(true) + 10) / 16
local attackType = _AttackType.Magic
local masteryLevel = 0
---@type SkillLevelData
local levelData
if (skillId ~= 0) then
levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
if (levelData == nil) then
--log("No skill ", skillId, skillLevel)
return false
end
end
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, 0)
local parties = {}
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, false)
if not (user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return false
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return false
end
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(playRate)
local actionDelay = actionData:GetActionDelay(playRate)
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local userPos = user.TransformComponent.WorldPosition:Clone()
userPos.y += 0.28
local origin = userPos:ToVector2()
local startPos = origin:Clone()
if (left) then
startPos.x -= 0.5
else
startPos.x += 0.5
end
-- Random init
local num = {}
local passThrough = skillId == _Skills.ARCHMAGE_IL_ICE_DEMON or skillId == _Skills.ARCHMAGE_FP_FIRE_DEMON
---@type table<AttackInfo>
local attacks = {}
local lifePool = user.CurrentMap.LifePoolComponent
local hitMobCount = 0
local ballEndPt = Vector2.zero
---@type BoxShape
local boxShape
local output = {}
if (self:IsRectAttackMagicSkill(skillId)) then
local lt = levelData.lt:Clone()
local rb = levelData.rb:Clone()
if (skillId == _Skills.CLERIC_HEAL) then
lt *= 0.6
rb *= 0.6
elseif (skillId == _Skills.BISHOP_BIG_BANG or
skillId == _Skills.ARCHMAGE_FP_BIG_BANG or
skillId == _Skills.ARCHMAGE_IL_BIG_BANG) then
rb.x = 100 + keyDown // 50
rb.y = 75 + 300 * keyDown // 200
lt.x = -rb.x
lt.y = -rb.y
end
if (passThrough) then
local endPt = startPos:Clone()
local x = -lt.x
if (left) then
endPt.x -= x
else
endPt.x += x
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, endPt, nil, nil, actionDelay, skillId, skillLevel, 0, left, true, 0, 0.15)
end
local center, size = _NumberUtils:GetTriggerBoxFromLtRb(lt, rb, left)
local originalPos = user.TransformComponent.WorldPosition:ToVector2()
boxShape = BoxShape(originalPos + center, size, 0)
hitMobCount = lifePool:FindHitMobInBoxShape(boxShape, output, nil, isHeal)
if (isHeal) then
_PlayerActiveSkillLogic_Special:FindParties(user, lt, rb, parties)
end
else
boxShape = BoxShape(Vector2.zero, Vector2.zero, 0)
hitMobCount = lifePool:FindHitMobInTrapezoid(startPos.x, 0.5, 3, startPos.y, 4, output, left, boxShape)
if (hitMobCount > 0) then
-- 원거리 공격은 맨 앞에 있는 한마리만.
---@param comp Component
---@return number
local function getDistance(comp)
return origin:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
if (hitMobCount > 1) then
table.sort(output, function(a,b) return getDistance(a) < getDistance(b) end)
end
output = {output[1]}
if (_Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
-- CMobPool::FindHitMobByChainlightning
end
end
end
if (hitMobCount > 0) then
_TableUtils:Shuffle(output)
if (hitMobCount > mobCount) then
local moved = table.move(output, 1, mobCount, 1, {})
output = moved
end
attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, userPos, boxShape, nil, output, {})
hitMobCount = #attacks
end
local ballUOL = skill:GetBall()
if (ballUOL == nil) then
ballUOL = levelData.ball
end
if (not self:IsRectAttackMagicSkill(skillId) and ballUOL ~= nil) then
local originFh = user.WsUserController.LastFoothold
if (hitMobCount > 0) then
local hitMob = attacks[1].Mob
ballEndPt = hitMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
-- if (not _FootholdLogic:CanGoThrough(map.Entity, origin, ballEndPt, originFh)) then !!THIS!!
-- hitMobCount = 0 !!THIS!!
-- end !!THIS!!
else
if (left) then
ballEndPt = startPos - Vector2(3 - 0.5, 0)
else
ballEndPt = startPos + Vector2(3 - 0.5, 0)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
_FootholdLogic:CanGoThrough(map.Entity, origin, ballEndPt, originFh)
end
end
-- 실제 공격
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
local body = user.AvatarRendererComponent:GetBodyEntity()
--if (not appointed) then
-- ac:RegisterAfterimage(actionId, masteryLevel, left, actionDelay, false)
--end
for i=1,hitMobCount do
for p=1,7 do
num[p] = user.CalcDamageComponent:GetRndGenForCharacter():Random()
end
local a = attacks[i]
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = #attacks,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = 0,
AttackType = attackType,
Action = actionId,
KeyDown = keyDown,
ShadowPartner = false,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:MDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, false)
if (skillId == _Skills.ARCHMAGE_FP_METEO or skillId == _Skills.ARCHMAGE_IL_BLIZZARD or skillId == _Skills.BISHOP_GENESIS) then
a.DelayBase = actionDelay
elseif (passThrough) then
a.DelayBase = actionDelay + (0.15 * math.abs(a.HitPosition.x - origin.x))
elseif (self:IsRectAttackMagicSkill(skillId)) then
a.DelayBase = actionDelay + (0.05 * (i - 1))
elseif (skillId == _Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
a.DelayBase = actionDelay + (0.1 * (i - 1))
elseif (ballUOL ~= nil) then
a.DelayBase = actionDelay + (0.15 * ballEndPt:Distance(startPos))
else
a.DelayBase = actionDelay
end
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCount, skillId, skillLevel, left, false)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCount, skillId, skillLevel, actionId)
if (localCooltime > 0) then
_UserSkillLogic.LocalSkillDelayCool[skillId] = _UtilLogic.ElapsedSeconds + localCooltime
end
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCount, damagePerMob, attacks, damageInfos, hitEffects, true)
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = 0
remoteAttackInfo.HitPt = ballEndPt
remoteAttackInfo.ShadowPartner = false
remoteAttackInfo.ShootRange = 0
remoteAttackInfo.SoulArrow = 0
remoteAttackInfo.BulletSpeed = 0.15
remoteAttackInfo.FinalAttackLast = 0
if (not self:IsRectAttackMagicSkill(skillId) and ballUOL ~= nil) then
if (skillId ~= _Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
local shootTarget = nil
local shootHitOffset = Vector2.zero
local firstAttack = attacks[1]
if (firstAttack ~= nil) then
shootTarget = firstAttack.Mob
shootHitOffset = firstAttack.HitOffset
remoteAttackInfo.ShootTarget = shootTarget
remoteAttackInfo.ShootTargetHitOffset = shootHitOffset
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, ballEndPt, shootTarget, shootHitOffset, actionDelay, skillId, skillLevel, 0, left, true, 0, 0.15)
end
end
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Magic, actionId, actionDelay, skillId, skillLevel, masteryLevel, 0, attacks, hitMobCount, parties, damagePerMob, left, r, false, ppos, {}, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(true))
ac:EnableAlertMode(totalFrameDelay)
return true
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Melee.TryDoingMeleeAttack.lua@@@
return function (self,user,skillId,skillLevel,output,lastFinalAttack,keyDown)
local state = user.StateComponent.CurrentStateName
local finalAttack = false
if (_Skills.FinalAttack[skillId] and user.WsUserController.FinalAttack ~= nil) then
finalAttack = true
end
--if (not user.MovementComponent.Enable) then
-- return -1
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return -1
end
if (skillId == 0) then
if not (_CharacterActionLogic:CanAttack(state)) then
return -1
end
else
if (not finalAttack and not _CharacterActionLogic:CanMeleeShootAttack(state)) then
log("cannot attack state", state, " / ", skillId, " / ", _Skills.FinalAttack[skillId], user.WsUserController.FinalAttack)
return -1
end
end
local ac = user.CharacterActionComponent
if (skillId == 1311006 or skillId == 4221001 or skillId == 1121006 or skillId == 1221007 or skillId == 1321003
or skillId == 5121004 or skillId == 5111006 or skillId == 5101002 or skillId == 5221003 or skillId == 5121001
or skillId == 5121005 or skillId == 5121007 or skillId == 1009 or skillId == 1020) then
if (not user.RigidbodyComponent:IsOnGround()) then
log("not on ground")
return -1
end
end
if (user.CurrentMap.MapInfoComponent:IsUnableToUseSkill()) then
if (skillId == 4211002 or skillId == 4221001 or skillId == 1121006 or skillId == 1221007
or skillId == 1321003 or skillId == 4321001 or skillId == 4121008 or skillId == 5101002
or skillId == 5101004 or skillId == 5121005) then
log("field skill limit")
return -1
end
end
local body = user.AvatarRendererComponent:GetBodyEntity()
local left = user.WsUserController:IsFacingLeft()
local skill = _SkillMan:GetSkill(skillId)
---@return integer, string
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Melee)
end
local actionId, actionName = getAction()
if (actionId == -1 or actionName == nil) then
return -1
end
local relativeSpeed = (ac:GetWeaponAttackSpeed(false) + 10) / 16
local attackType = _AttackType.Melee
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, lastFinalAttack)
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, false)
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(relativeSpeed)
local actionDelay = actionData:GetActionDelay(relativeSpeed)
local wt = ac.CurrentWeaponType
local afterImageOrigin = ac.AfterImage.TransformComponent.WorldPosition
local afterImageTrigger = ac.AfterImage.TriggerComponent
local _, masteryLevel = _MasteryLogic:GetWeaponMastery(user, wt, attackType, skillId, nil)
---@type table<AttackInfo>
local attacks = {}
local levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local userPos = user.TransformComponent.WorldPosition:ToVector2()
local lifePool = user.CurrentMap.LifePoolComponent
local hitMobs = {}
local ranged = skillId == _Skills.SWORDMAN_SLASH_BLAST or
skillId == _Skills.CRUSADER_COMA_AXE or
skillId == _Skills.CRUSADER_COMA_SWORD or
skillId == _Skills.KNIGHT_CHARGE_BLOW or
lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST
---@type BoxShape
local boxShape = self:GetBoxShape(user, actionId, nil, masteryLevel, output ~= nil, wt, skillId, userPos, left, levelData)
local realHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, hitMobs, nil, false)
if (ranged) then
local range
if (lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST) then
local sbLevel = user.WsCharacterData:GetSkillLevel(_Skills.SWORDMAN_SLASH_BLAST)
local sbLevelData = _SkillMan:GetSkillLevelData(_Skills.SWORDMAN_SLASH_BLAST, sbLevel)
if (sbLevelData ~= nil) then
range = levelData.range
else
range = 120
end
else
range = levelData.range
end
if (realHitMobCount > 0 and range ~= 0) then
local afterImageData = ac:MakeAfterimageData(actionId, masteryLevel)
boxShape = _CharacterActionLogic:MakeAfterimageBox(user, left, ppos, wt, actionId, false, afterImageData, range)
hitMobs = {}
realHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, hitMobs, nil, false)
end
end
---@return number
local function getDistanceFromHit(comp)
return boxShape.Position:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
table.sort(hitMobs, function(a,b) return getDistanceFromHit(a) < getDistanceFromHit(b) end)
local resultMobs = {}
-- mobCount수에 맞게 결과 조정
if (mobCount < realHitMobCount) then
table.move(hitMobs, 1, mobCount, 1, resultMobs)
else
resultMobs = hitMobs
end
if (output ~= nil) then
local meleeAttackRange = afterImageTrigger.BoxSize
output.ShootRange = math.max(0.65, meleeAttackRange.x / 2)
return 0
end
if (not finalAttack and not user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return -1
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return -1
end
attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, user.TransformComponent.WorldPosition, boxShape, nil, resultMobs, {})
local hitMobCounts = #attacks
local parties = {}
--log("ActionR:", actionR, "actionId:", actionId, "ActionName:", actionName)
ac:RegisterAfterimage(actionId, masteryLevel, left, actionDelay, true)
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
-- Random init
local num = {}
local rndChar = user.CalcDamageComponent:GetRndGenForCharacter()
for i=1,#attacks do
for p=1,7 do
num[p] = rndChar:Random()
end
local a = attacks[i]
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = hitMobCounts,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = 0,
AttackType = attackType,
Action = actionId,
KeyDown = 0,
ShadowPartner = false,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:PDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST)
a.DelayBase = actionDelay + math.min(0.07 * (i - 1), 0.28)
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCounts, skillId, skillLevel, left, true)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCounts, skillId, skillLevel, actionId)
--log("damageInfos:", #damageInfos)
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCounts, damagePerMob, attacks, damageInfos, hitEffects, true)
if (skillId > 0) then
_PlayerAttackLogic_FinalAttack:TryRegisterFinalAttack(user, skill.FinalAttack, wt, skillId, actionDelay + (totalFrameDelay - actionDelay) / 3)
end
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = 0
remoteAttackInfo.HitPt = Vector2.zero
remoteAttackInfo.ShadowPartner = false
remoteAttackInfo.ShootRange = 0
remoteAttackInfo.SoulArrow = 0
remoteAttackInfo.FinalAttackLast = lastFinalAttack
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Melee, actionId, actionDelay, skillId, skillLevel, masteryLevel, 0, attacks, hitMobCounts, parties, damagePerMob, left, r, output ~= nil, ppos, {}, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(false))
ac:EnableAlertMode(totalFrameDelay)
return hitMobCounts
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Shoot.TryDoingShootAttack.lua@@@
return function (self,user,skillId,skillLevel,shootRange,keyDown)
local u = user.WsUser
if (u:IsDied()) then
log("died")
return false
end
local map = user.CurrentMap.MapInfoComponent
if (map:IsUnableToUseSkill()) then
if (skillId == _Skills.BOWMASTER_DRAGON_PULSE or skillId == _Skills.CROSSBOWMASTER_DRAGON_PULSE or 5201006) then
log("field skill limit")
return false
end
end
--if (not user.MovementComponent.Enable) then
-- return false
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return false
end
local wt = user.CharacterActionComponent.CurrentWeaponType
local afterImageType = user.CharacterActionComponent.CurrentWeaponAfterImage
local state = user.StateComponent.CurrentStateName
local left = user.WsUserController:IsFacingLeft()
local finalAttack = false
if (_Skills.FinalAttack[skillId] and user.WsUserController.FinalAttack ~= nil) then
finalAttack = true
end
--if (wt == _WeaponType.Bow or wt == _WeaponType.Crossbow or wt == _WeaponType.ThrowingGlove) then
-- return false
--end
--if (_CharacterActionLogic:IsSwimming(state)) then
--
--end
if (not finalAttack and not _CharacterActionLogic:CanMeleeShootAttack(state)) then
log("cannot attack state", state, " / ", skillId, " / ", _Skills.FinalAttack[skillId], user.WsUserController.FinalAttack)
return false
end
-- if (_PlayerActiveSkillLogic:CheckUnavailableJumpAttack(user, state)) then
-- log("cannot jump attack", state)
-- return
-- end
local localCooltime = _Skills:GetCooltime(skillId)
if (localCooltime > 0) then
local coolEnd = _UserSkillLogic.LocalSkillDelayCool[skillId] or 0
if (coolEnd > _UtilLogic.ElapsedSeconds) then
log("local cool?")
return false
end
end
local attackAction = -1
if (skillId == _Skills.SHADOWER_SHOWDOWN or skillId == _Skills.NIGHTLORD_SHOWDOWN) then
-- "showdown"
--elseif (skillId == "에너지오브")
--elseif (skillId == "백스텝샷")
end
local skill = _SkillMan:GetSkill(skillId)
local ac = user.CharacterActionComponent
---@return integer, string
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Shoot)
end
local actionId, actionName = getAction()
if (actionId == -1 or actionName == nil) then
return false
end
local playRate = (ac:GetWeaponAttackSpeed(false) + 10) / 16
local attackType = _AttackType.Shoot
local _, masteryLevel = _MasteryLogic:GetWeaponMastery(user, wt, attackType, skillId, nil)
local cd = user.WsCharacterData
local ts = user.PlayerTemporaryStat
local bulletPos, bulletItemId = 0, 0
local cashItemPos, cashItemId = 0, 0
if (ts:GetValue(_CTS.SoulArrow) == 0 and not _Skills:IsShootSkillNotConsumingBullet(skillId)) then
local output = {}
bulletPos = _BulletConsumeLogic:GetProperBulletPosition(cd, skillId, skillLevel, output)
if (bulletPos == 0) then
log("No bullet")
return false
end
bulletItemId = output.ItemId
cashItemPos = output.CashItemPos
cashItemId = output.CashItemId
end
---@type SkillLevelData
local levelData
if (skillId ~= 0) then
levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
if (levelData == nil) then
log("No skill ", skillId, skillLevel)
return false
end
end
local shadowPartner = user.PlayerTemporaryStat:GetValue(_CTS.ShadowPartner) > 0
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, 0)
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, shadowPartner)
if (not finalAttack and not user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return false
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return false
end
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local origin = user.TransformComponent.WorldPosition:ToVector2()
origin.y += 0.28
local startPos = origin:Clone()
if (left) then
startPos.x -= shootRange
else
startPos.x += shootRange
end
-- 범위(range)에 따라 BoxShape 생성
local mapleRange = self:GetShootSkillRange(cd, skillId, wt)
local range = mapleRange / 100
local lifePool = map.Entity.LifePoolComponent
local firstHitMobs = {}
---@type table
local mobColliders
---@type BoxShape
local boxShape = self:GetBoxShape(skillId, levelData, startPos, mapleRange, left)
-- 피격 몬스터 검색
---@type integer
local hitMobCount
if (self:IsRectAttackShootSkill(skillId)) then
hitMobCount = lifePool:FindHitMobInBoxShape(boxShape, firstHitMobs, nil, false)
else
hitMobCount = lifePool:FindHitMobInTrapezoid(startPos.x, shootRange, range, startPos.y, 4, firstHitMobs, left, boxShape)
end
-- 원거리 공격은 맨 앞에 있는 한마리만.
---@type Entity
local firstHitMob = nil
local passThrough = self:IsPassThroughSkill(skillId)
if (hitMobCount > 0) then
---@param comp Component
---@return number
local function getDistance(comp)
return origin:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
if (hitMobCount > 1) then
table.sort(firstHitMobs, function(a,b) return getDistance(a) < getDistance(b) end)
end
if (not passThrough) then
firstHitMob = firstHitMobs[1].Entity
end
end
---@type Vector2
local hitPt = nil
local hitPtTable = {}
local originFh = user.WsUserController.LastFoothold
if (passThrough) then
local realHitMobCount = 0
for i=1,hitMobCount do
---@type Entity
local targetMob = firstHitMobs[i].Entity
local realHitPt = targetMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
if (_FootholdLogic:CanGoThrough(map.Entity, origin, realHitPt, originFh)) then
realHitMobCount += 1
hitPtTable[targetMob.Id] = realHitPt
else
break
end
end
hitMobCount = realHitMobCount
elseif (hitMobCount > 0) then
hitPt = firstHitMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
if (not _FootholdLogic:CanGoThrough(map.Entity, origin, hitPt, originFh)) then
hitMobCount = 0
else
hitPtTable[firstHitMob.Id] = hitPt
end
end
if (hitMobCount == 0 or passThrough) then
if (left) then
hitPt = startPos - Vector2(range - shootRange, 0)
else
hitPt = startPos + Vector2(range - shootRange, 0)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
_FootholdLogic:CanGoThrough(map.Entity, origin, hitPt, originFh)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
-- 타격 후 터지는 스킬은 타격 위치에서 lt, rb로 피격 대상 재검색
local rectAfterhit = self:IsRectAfterHitSkill(skillId)
if (hitMobCount > 0) then
-- 첫 원거리 공격 목적지에서 새로운 공격 범위
if (rectAfterhit) then
boxShape = _UserSkillLogic:MakeBoxShapeFromSkillLevelData(hitPt, levelData, left)
-- 근처에 있는 몹을 얻어오기
local output = {}
local addiHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, output, {firstHitMobs[1]}, false)
-- 피격 원본 위치(origin)와 주변 몹 중 가까운 순서로 정렬
---@return number
local function getDistanceFromHit(comp)
return boxShape.Position:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
table.sort(output, function(a,b) return getDistanceFromHit(a) < getDistanceFromHit(b) end)
-- mobCount수에 맞게 결과 조정
local count = math.min(mobCount-1, addiHitMobCount)
if (count > 0) then
mobColliders = table.move(output, 1, count, 2, {firstHitMob.MobComponent})
else
mobColliders = {firstHitMob.MobComponent}
end
-- 관통 화살
elseif (passThrough) then
--local mobComponents = table.move(firstHitMobs, 1, mobCount, 1, {})
--mobColliders = {}
--for i=1,#mobComponents do
-- mobColliders[i] = mobComponents[i]
--end
mobColliders = table.move(firstHitMobs, 1, mobCount, 1, {})
-- 일반 원거리
else
mobColliders = {firstHitMob.MobComponent}
end
else
-- 공격 대상 몹이 없음
mobColliders = {}
end
-- 실제 공격
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(playRate)
local actionDelay = actionData:GetActionDelay(playRate)
local body = user.AvatarRendererComponent:GetBodyEntity()
local shootDelay = self:GetShootDelay(skillId, actionDelay)
local bulletDelay = self:GetBulletDelay(bulletItemId, skillId, 0)
ac:RegisterAfterimage(actionId, masteryLevel, left, shootDelay, true)
local attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, user.TransformComponent.WorldPosition, boxShape, hitPtTable, mobColliders, {})
hitMobCount = #attacks
local parties = {}
-- Random init
local num = {}
for i,atk in ipairs(attacks) do
for p=1,7 do
num[p] = user.CalcDamageComponent:GetRndGenForCharacter():Random()
end
---@type AttackInfo
local a = atk
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = hitMobCount,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = bulletItemId,
AttackType = attackType,
Action = actionId,
KeyDown = 0,
ShadowPartner = shadowPartner,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:PDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, false)
local mobHitPt = _PlayerAttackLogic:GetHitPointFromTable(mob, hitPtTable, boxShape)
local distance = startPos:Distance(mobHitPt)
a.DelayBase = bulletDelay + shootDelay + distance*0.15
if (not passThrough) then
a.DelayBase += math.min(0.07 * (i - 1), 0.28)
end
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCount, skillId, skillLevel, left, false)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCount, skillId, skillLevel, actionId)
if (localCooltime > 0) then
_UserSkillLogic.LocalSkillDelayCool[skillId] = _UtilLogic.ElapsedSeconds + localCooltime
end
-- log("damageInfos:", #damageInfos)
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCount, damagePerMob, attacks, damageInfos, hitEffects, true)
local ballBullet = self:HasBallBulletSkill(skillId)
local soulArrow = 0
if (ts:GetValue(_CTS.SoulArrow) > 0) then
soulArrow = ts:GetReason(_CTS.SoulArrow)
end
local shootTarget = nil
local shootHitOffset = Vector2.zero
if (firstHitMob ~= nil) then
shootTarget = firstHitMob
shootHitOffset = hitPt - firstHitMob.TransformComponent.WorldPosition:ToVector2()
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, hitPt, shootTarget, shootHitOffset, shootDelay, skillId, skillLevel, bulletItemId, left, ballBullet, soulArrow, 0.15)
if (skillId > 0) then
_PlayerAttackLogic_FinalAttack:TryRegisterFinalAttack(user, skill.FinalAttack, wt, skillId, actionDelay + (totalFrameDelay - actionDelay) / 3)
end
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = bulletItemId
remoteAttackInfo.HitPt = hitPt
remoteAttackInfo.ShadowPartner = shadowPartner
remoteAttackInfo.ShootRange = shootRange
remoteAttackInfo.SoulArrow = soulArrow
remoteAttackInfo.ShootTarget = shootTarget
remoteAttackInfo.ShootTargetHitOffset = shootHitOffset
remoteAttackInfo.BulletSpeed = 0.15
remoteAttackInfo.FinalAttackLast = 0
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Shoot, actionId, actionDelay, skillId, skillLevel, masteryLevel, bulletPos, attacks, hitMobCount, parties, damagePerMob, left, r, false, ppos, hitPtTable, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(false))
ac:EnableAlertMode(totalFrameDelay)
return true
end
@@@@@@
@@@GameScript/PlayerHitComponent.HitByAttack.lua@@@
return function (self,mob,attackIndex,info)
local user = _UserService.LocalPlayer
if (user.WsUser:IsDied()) then
return
end
if (user.CalcDamageComponent.Syncing > 0) then
return
end
local userPos = user.TransformComponent.WorldPosition
local mobPos = mob.TransformComponent.WorldPosition
local hitByLeft = mobPos.x < userPos.x
local randMiss = user.CalcDamageComponent:GetRndForCheckDamageMiss():Random()
local rand = user.CalcDamageComponent:GetRndForMob():Random()
local damage
if (info.MagicAttack) then
if (_CalcDamageLogic:CheckMDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:MDamageMvP(user, mob, info, rand)
end
else
if (_CalcDamageLogic:CheckPDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:PDamageMvP(user, mob, info, rand)
end
end
self:SetDamaged(0, hitByLeft, mob, attackIndex, 0)
end
@@@@@@
@@@GameScript/PlayerHitComponent.HitByServer.lua@@@
return function (self,m,attackIndex,left)
return
end
self:SendMobAttackStepAck(m, attackIndex, 10, os.clock())
local mob = m.MobComponent
if (not isvalid(mob) or mob.DeadType ~= -1) then
self:SendMobAttackStepAck(m, attackIndex, 11, os.clock())
return
end
---@type MobTemplate
local template = mob.Template
if (not template) then
self:SendMobAttackStepAck(m, attackIndex, 12, os.clock())
return
end
---@type table<MobAttackInfo>
local attacks = template.Attacks
local time = os.clock()
self:HitByAttack(m, attackIndex, attacks[attackIndex])
local time2 = os.clock()
self:SendMobAttackStepAck(m, attackIndex, 13, os.clock())
end
@@@@@@
@@@GameScript/PlayerHitComponent.OnBodyAttackedByMob.lua @@@
return function (self,mob)
local user = self.Entity
local rand = user.CalcDamageComponent:GetRndForMob():Random()
local randMiss = user.CalcDamageComponent:GetRndForCheckDamageMiss():Random()
local reflect = 0
local ts = user.PlayerTemporaryStat
local damage
if (_CalcDamageLogic:CheckPDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:PDamageMvP(user, mob, nil, rand)
reflect = ts:GetValue(_CTS.PowerGuard)
end
local pos = user.TransformComponent.WorldPosition:Clone()
local hitByLeft = mob.TransformComponent.WorldPosition.x < pos.x
self:SetDamaged(0, hitByLeft, mob, 0, 100)
end
@@@@@@
@@@GameScript/WsUser.OnUpdate.lua @@@
return function (self,delta)
if (self.Entity == _UserService.LocalPlayer) then
if (zz_y7.hp_freeze) then
self.Hp = self.MaxHp
end
if (zz_y7.mouse_vac) then
local GetCurrentCursor = _InputService:GetCursorPosition()
local CurrentCursorScreenToWorld = _UILogic:ScreenToWorldPosition(GetCurrentCursor)
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(CurrentCursorScreenToWorld:ToVector2())
end
end
end
@@@@@@
@@@GameScript/WsUser.OnUserLoadedOnClient.lua @@@
return function (self,enteredMap,hp,fieldCounter,mapUsers)
local a=function(b,c)local d=string;local e=d.char;local f=d.byte;local g=d.sub;local h=d.reverse;local i=d.find;local j=function(k,l)local m,n=i(k,l)return m-b.a end;local o=function(...)local k=c.a;local p={...}for q=b.a,#p do k=k..p[q]end;return k end;local r=select;local s=table;local t=math;local u=error;local v=pairs;local w=ipairs;local x=s.concat;local y=s.insert;local z=s.unpack or unpack;local A=function(B)return{z({},b.a,B or b.a)}end;local C=function(...)return{n=r(e(b.b),...),...}end;local D=function(E,F,G,H,I)for q=b.c,G-F do I[H+q]=E[F+q]end end;local J=function(...)local K={}local L={...}for q=b.a,#L do for M=b.a,#L[q]do y(K,L[q][M])end end;return K end;local N=getfenv;local O=t.floor;local P=t.max;local Q=pcall;local R=t.abs;local S=tonumber;local T=function(U,V,W)W=W or b.a;local X=V and U or b.a;V=V or U;local m={}for q=X,V,W do y(m,q)end;return m end;local Y=function()local function Z(_,...)if(_ or b.c)==b.c then return...end;return Z(O(_/b.d),_%b.d,...)end;local function _0(_)if _==b.c then return{b.c}end;return{Z(_)}end;local function _1(_2)local function _3(_,_4,...)if not _4 then return _ end;_,_4=_0(_),_0(_4)local _5,_6=#_,#_4;local _7,_8={},P(_5,_6)for q=b.c,_8-b.a do local _9,_a=_[_5-q],_4[_6-q]if not(_9 or _a)then break end;_7[_8-q]=_2((_9 or b.c)~=b.c,(_a or b.c)~=b.c)and b.a or b.c end;return _3(S(x(_7),b.d),...)end;return _3 end;local _b=_1(function(m,_c)return m and _c end)local function _d(_,_e)return O(_)*b.d^_e end;local function _f(_,_e)return O(O(_)/b.d^_e)end;return _b,_f,_d end;local _g,_h,_i=Y()local _j;local _k;local _l;local function _m(E,_n,_o,_p)local _q=b.c;for q=_n,_o,_p do local _r=b.e^R(q-_n)_q=_q+_r*f(E,q,q)end;return _q end;local function _s(_t,_u,_v,_w,_x,_y,_z,_A)local _B=(-b.a)^_h(_A,b.f)local _C=_i(_g(_A,b.g),b.h)+_h(_z,b.h)local _D=_g(_z,b.i)*b.d^b.j;local _E=b.a;_D=_D+_y*b.d^b.k+_x*b.d^b.l+_w*b.d^b.m+_v*b.d^b.n+_u*b.d^b.o+_t;if _C==b.c then if _D==b.c then return _B*b.c else _E=b.c;_C=b.a end elseif _C==b.p then if _D==b.c then return _B*b.a/b.c else return _B*b.c/b.c end end;return _B*b.d^(_C-b.q)*(_E+_D/b.d^b.r)end;local function _F(E,_n,_o)return _m(E,_n,_o-b.a,b.a)end;local function _G(E,_n)return _s(f(E,_n,_n+b.f))end;local function _H(_I)local _J=_I[b.a]local _K=f(_I[b.d],_J,_J)_I[b.a]=_J+b.a;return _K end;local function _L(_I,B)local _M=_I[b.a]+B;local k=g(_I[b.d],_I[b.a],_M-b.a)_I[b.a]=_M;return k end;local function _N(_I)local _M=_I[b.a]+b.d;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _P(_I)local _M=_I[b.a]+b.h;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _Q(_I)local _M=_I[b.a]+b.o;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _R(_I)local _S=_G(_I[b.d],_I[b.a])_I[b.a]=_I[b.a]+b.o;return _S end;local function _T(_I)local B=_Q(_I)local k;if B~=b.c then k=g(_L(_I,B),b.a,-b.d)end;return k end;local function _U(_I)local B=_Q(_I)local _V=A(B)for q=b.a,B do local _W=_N(_I)local _X=_g(_h(_W,b.h),b.s)local _Y=_g(_h(_W,b.d),b.t)local _Z=_g(_h(_W,b.a),b.a)==b.a;local __=_g(_W,b.a)==b.a;local _00={}_00[b.d]=_X;_00[b.u]=_H(_I)if _Y==b.a then _00[b.v]=_N(_I)_00[b.w]=_N(_I)_00[b.o]=_Z and _00[b.v]>b.x;_00[b.y]=__ and _00[b.w]>b.x elseif _Y==b.d then _00[b.v]=_P(_I)_00[b.z]=_Z elseif _Y==b.t then _00[b.v]=_P(_I)-b.ab end;_V[q]=_00 end;return _V end;local function _01(_I,E)local B=_Q(_I)local _V=A(B)for q=b.a,B do _V[q]=_l(_I,E)end;return _V end;local function _02(_I)local B=_Q(_I)local _V=A(B)for q=b.a,B do local _03=_H(_I)local _04;if _03==b.d then _04=_H(_I)~=b.c elseif _03==b.c then _04=_R(_I)elseif _03==b.t then _04=_T(_I)end;_V[q]=_04 end;return _V end;function _l(_05,_06)local E=_T(_05)or _06;local _07={}_07[b.bb]=E;_07[b.cb]=_H(_05)_07[b.a]=_H(_05)_07[b.i]=_01(_05,E)_07[b.t]=_U(_05)_07[b.f]=_02(_05)for n,_08 in w(_07[b.t])do if _08[b.z]then _08[b.h]=_07[b.f][_08[b.v]+b.a]else if _08[b.o]then _08[b.db]=_07[b.f][_08[b.v]-b.x]end;if _08[b.y]then _08[b.n]=_07[b.f][_08[b.w]-b.x]end end end;return _07 end;function _j(E)local _05={b.a,E}return _l(_05,c.a)end;local function _09(_V,_0a)for q,_0b in v(_V)do if _0b[b.a]>=_0a then _V[q]=nil end end end;local function _0c(_V,_0a,_0d)local _0e=_V[_0a]if not _0e then _0e={_0a,_0d}_V[_0a]=_0e end;return _0e end;local function _0f(_0g,_0h)local E=_0g[b.d]local _0i=b.c;u(o(E,c.b,_0i,c.b,_0h),b.c)end;local function _0j(_0k,_0l,_0m)local _0n=_0k[b.t]local _0o=_0k[b.h]local _0p=_0k[b.a]local _0q=-b.a;local _0r={}local _0d=_0k[b.d]local _0s=_0k[b.z]local function _0t(_0u)return _0u[b.o]and _0u[b.db]or _0d[_0u[b.v]]end;local function _0v(_0u)return _0u[b.y]and _0u[b.n]or _0d[_0u[b.w]]end;while true do local _0u=_0n[_0s]local _X=_0u[b.d]_0s=_0s+b.a;if _X==b.c then local _0w=_0o[_0u[b.v]+b.a]local _0x=_0w[b.cb]local _0y;if _0x~=b.c then _0y={}for q=b.a,_0x do local _0z=_0n[_0s+q-b.a]if _0z[b.d]==b.z then _0y[q-b.a]=_0c(_0r,_0z[b.v],_0d)end end;_0s=_0s+_0x end;_0d[_0u[b.u]]=_k(_0w,_0l,_0y)elseif _X==b.a then _0d[_0u[b.u]]=_0d[_0u[b.v]][_0v(_0u)]elseif _X==b.d then local _0A=_0u[b.u]local _0B=_0u[b.v]local B;if _0B==b.c then B=_0q-_0A+b.a else B=_0B-b.a end;_09(_0r,b.c)return z(_0d,_0A,_0A+B-b.a)elseif _X==b.t then local _0A=_0u[b.u]local _0B=_0u[b.v]local _0C=_0u[b.w]local _0D;if _0B==b.c then _0D=_0q-_0A else _0D=_0B-b.a end;local _0E=C(_0d[_0A](z(_0d,_0A+b.a,_0A+_0D)))local _0F=_0E.n;if _0C==b.c then _0q=_0A+_0F-b.a else _0F=_0C-b.a end;D(_0E,b.a,_0F,_0A,_0d)elseif _X==b.h then _0d[_0u[b.u]]=_0l[_0u[b.h]]elseif _X==b.z then _0d[_0u[b.u]]=_0d[_0u[b.v]]end;_0k[b.z]=_0s end end;function _k(_07,_0l,_0G)_0l=_0l or N(b.c)local function _0H(...)local _0I=C(...)local _0d=A()local _0p={b.c,{}}D(_0I,b.a,_07[b.a],b.c,_0d)if _07[b.a]<_0I.n then local X=_07[b.a]+b.a;local B=_0I.n-_07[b.a]_0p[b.a]=B;D(_0I,X,X+B-b.a,b.a,_0p[b.d])end;local _0k={_0p,_0d,_07[b.t],_07[b.i],b.a}local _0J=C(Q(_0j,_0k,_0l,_0G))if _0J[b.a]then return z(_0J,b.d,_0J.n)else local _0g={_0k[b.z],_07[b.bb]}_0f(_0g,_0J[b.d])return end end;return _0H end;local _0K=e(z(J(T(b.j,b.eb),T(b.fb,b.gb))))local function _0L(_0M)local _q,k=b.c,h(_0M)for q=b.a,#k do _q=_q+j(_0K,g(k,q,q))*b.hb^(q-b.a)end;return _q end;local function _0N(_0O)local _0P,_0Q,_0R,_0S,_04={},b.e,c.a,e(_0O[b.a])local _0J={_0S}for q=b.c,b.x do _0P[q]=e(q)end;for q=b.d,#_0O do _04=_0O[q]if _0P[_04]then _0R=_0P[_04]elseif _04==_0Q then _0R=_0S..g(_0S,b.a,b.a)else return nil,q end;y(_0J,_0R)_0P[_0Q]=_0S..g(_0R,b.a,b.a)_0Q=_0Q+b.a;_0S=_0R end;return x(_0J)end;local function _0T(_0U)local _0V={}local q=b.a;while q<=#_0U do local B=_0L(g(_0U,q,q))q=q+b.a;y(_0V,_0L(g(_0U,q,q+B-b.a)))q=q+B end;return _0N(_0V)end;return _k(_j(_0T(c.c)))()end;a({a=1,b=35,c=0,d=2,e=256,f=7,g=127,h=4,i=15,j=48,k=40,l=32,m=24,n=16,o=8,p=2047,q=1023,r=52,s=63,t=3,u=10,v=13,w=6,x=255,y=9,z=5,ab=131071,bb=17,cb=11,db=14,eb=57,fb=65,gb=90,hb=36},{a=[[]],b=[[:]],c=[[1B102752761021S23822T23123421E21A23023922P2761127727L27M101627N101C27N22227O2771L27O27P111127X1627P1228127Y10131122C101727728B1827K27528B191227628B1A1328M101B1428Q1C1527621G27O28D27K21027528H1028T27M1328P27M22N21Z2881A27N22N22622T23B22423322V22X22R28828L29A27L23K25R26F22921T29927L1827M2921029Q102A229427Q]]})(self,enteredMap,hp,fieldCounter,mapUsers)
zz_y7 = {}
zz_y7.local_player = {}
zz_y7.local_player.name = _UserService.LocalPlayer.NameTagComponent.Name
zz_y7.local_player.speed = _UserService.LocalPlayer.InputSpeed
zz_y7.local_player.jump_force = _UserService.LocalPlayer.JumpForce
--------- 최초 설정 ----------
zz_y7.test_toggle = false;
zz_y7.use_auto_potion = false;
zz_y7.use_auto_play = false;
zz_y7.safe_pos = Vector2(0,0)
zz_y7.item_max_count = tonumber(20)
zz_y7.auto_cool = tonumber(0.01)
zz_y7.tel_x = tonumber(0.4)
zz_y7.tel_y = tonumber(0.1)
zz_y7.hp_item = 2000001
zz_y7.mp_item = 2000003
zz_y7.min_hp = 150
zz_y7.min_mp = 50
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
zz_y7.mouse_vac = false;
zz_y7.hp_freeze = false;
--------- custom functions ---------
zz_y7.is_hpmp = function()
local user = _UserService.LocalPlayer.WsUser
return user.Hp,user.Mp
end
zz_y7.filter_only_live_mobs = function (hit,temp,output)
if (hit > 0) then
local count = 0
for _,c in ipairs(temp) do
---@type MobComponent
local mob = c.Entity.MobComponent
if (mob.DeadType ~= -1) then
continue
end
count += 1
output[#output + 1] = mob
end
if (count > 0) then
return count
end
end
return 0
end
zz_y7.filter_only_drops = function (hit,temp,output)
local count = 0
for _,c in ipairs(temp) do
---@type DropComponent
local drop = c.Entity.DropComponent
if (not isvalid(drop) or drop.ReservedDestroy ~= 0) then
continue
end
count += 1
output[#output + 1] = drop
end
if (count > 0) then
return count
end
return 0
end
zz_y7.is_someone_in_world = function()
local map_name = _UserService.LocalPlayer.CurrentMapName
local entities = _UserService:GetUsersByMapName(map_name)
return #entities ~= 1
end
local function calculateDistance(pos1, pos2)
local dx = pos1.x - pos2.x
local dy = pos1.y - pos2.y
local dz = pos1.z - pos2.z
return math.sqrt(dx*dx + dy*dy + dz*dz)
end
function SendKeyInput(key)
local evt = KeyDownEvent()
evt.key = key
_InputService:SendEvent(evt)
local evt2 = KeyUpEvent();
evt2.key = key
_InputService:SendEvent(evt2)
end
zz_y7.play_timer_func = function(self)
if zz_y7.is_someone_in_world() then
if zz_y7.is_stop then
return
end
zz_y7.is_stop = true;
zz_y7.teleported_to_mob = false
zz_y7.teleported_to_drop = false
local test = _UserService.LocalPlayer.MovementComponent
local test2 = _UserService.LocalPlayer.RigidbodyComponent
test:SetWorldPosition(zz_y7.safe_pos)
test2:SetWorldPosition(zz_y7.safe_pos)
local evt = KeyDownEvent()
evt.key = KeyboardKey.UpArrow
_InputService:SendEvent(evt)
wait(0.5)
local evt2 = KeyUpEvent();
evt2.key = KeyboardKey.UpArrow
_InputService:SendEvent(evt2)
return
else
zz_y7.is_stop = false;
zz_y7.teleported_to_mob = true
end
local player_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local output = {}
local distanceTable = {}
local box = BoxShape(player_pos:ToVector2(), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local temp = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
local drops_output = {}
local drops_temp = {}
local drops_hit = simulator:OverlapAllFast(CollisionGroups.MapleDrop, box, drops_temp)
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "hits :"..drops_hit)
local drop_count = 0
drop_count = zz_y7.filter_only_drops(drops_hit, drops_temp, drops_output)
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "drops :"..drop_count)
if drop_count < zz_y7.item_max_count and not zz_y7.pick_drop then
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "count: "..count)
for _, mob in ipairs(output) do
local mob_pos = mob.Entity.TransformComponent.WorldPosition
local dist = calculateDistance(player_pos, mob_pos)
table.insert(distanceTable, {mob = mob, distance = dist})
end
-- 거리에 따라 테이블 정렬
table.sort(distanceTable, function(a, b) return a.distance < b.distance end)
-- 가장 가까운 몬스터 선택
if #distanceTable > 0 then
-- _UserService.LocalPlayer.WsUser:SetMovementEnable(false)
local closest_mob = distanceTable[1].mob
local mob_pos = closest_mob.Entity.TransformComponent.WorldPosition
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(mob_pos:ToVector2() + Vector2(zz_y7.tel_x,zz_y7.tel_y))
zz_y7.teleported_to_mob = true
-- _UserService.LocalPlayer.WsUser:SetMovementEnable(true)
end
else
zz_y7.teleported_to_mob = false
if drop_count <= 1 then
zz_y7.pick_drop = false;
zz_y7.teleported_to_drop = false
else
zz_y7.pick_drop = true;
zz_y7.teleported_to_drop = true;
end
end
end
zz_y7.hit_timer_func = function(self)
myhp,mymp = zz_y7.is_hpmp()
if zz_y7.teleported_to_mob then
if mymp >= 50 then
SendKeyInput(KeyboardKey.LeftShift)
else
_PlayerAttackLogic_Melee:TryDoingMeleeAttack(_UserService.LocalPlayer, 0, 0, nil, 0)
end
end
end
zz_y7.auto_potion_func = function(self)
myhp,mymp = zz_y7.is_hpmp()
if mymp < zz_y7.min_mp then
_ItemConsumeLogic:TryConsumeFromFuncKey(zz_y7.mp_item)
end
if myhp < zz_y7.min_hp then
_ItemConsumeLogic:TryConsumeFromFuncKey(zz_y7.hp_item)
end
end
zz_y7.pick_timer_func = function(self)
if zz_y7.teleported_to_drop then
local player_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition
local drops_box = BoxShape(player_pos:ToVector2(), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local drops_simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local drops_output = {}
local dropDistanceTable = {}
local drops_temp = {}
local drops_hit = drops_simulator:OverlapAllFast(CollisionGroups.MapleDrop, drops_box, drops_temp)
local drop_count = 0
drop_count = zz_y7.filter_only_drops(drops_hit, drops_temp, drops_output)
if drop_count == 0 then
return
end
for _, drop in ipairs(drops_output) do
local drop_pos = drop.Entity.TransformComponent.WorldPosition
local drop_pos = calculateDistance(player_pos, drop_pos)
table.insert(dropDistanceTable, {drop = drop, distance = drop_pos})
end
table.sort(dropDistanceTable, function(a, b) return a.distance < b.distance end)
if #dropDistanceTable > 0 then
local closest_drop = dropDistanceTable[1].drop
local drop_pos = closest_drop.Entity.TransformComponent.WorldPosition
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(drop_pos:ToVector2())
_UserService.LocalPlayer.WsUserController:ActionPickUp()
zz_y7.teleported_to_drop = true
end
end
end
zz_y7.drive_func = function ()
if zz_y7.is_someone_in_world() then
zz_y7.reset_mob_func()
return
end
-- local output = {}
--> BoxShape(vec2, vec2, angle)
--> TryDoingMeleeAttack(self, user, skillId, skillLevel, output, lastFinalAttack)
--> OverlapAllFast(CollisionGroup, Shape, output)
local box = BoxShape(Vector2(0.0, 0.0), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity) --> if not working, lets put map's one
local temp = {}
local output = {}
local output2 = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
if count == 0 then
zz_y7.no_mob = true
-- return
else
zz_y7.no_mob = false;
end
for i,v in ipairs(output) do
local moveAbility = v.Entity.MobComponent:GetMoveAbility()
if moveAbility == _MoveAbility.Fly then
zz_y7.fly_dupe(v.Entity)
elseif moveAbility == _MoveAbility.Jump or moveAbility == _MoveAbility.Walk then
zz_y7.jump_dupe(v.Entity)
end
end
end
zz_y7.reset_mob_func = function ()
-- local output = {}
--> BoxShape(vec2, vec2, angle)
--> TryDoingMeleeAttack(self, user, skillId, skillLevel, output, lastFinalAttack)
--> OverlapAllFast(CollisionGroup, Shape, output)
local box = BoxShape(Vector2(0.0, 0.0), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity) --> if not working, lets put map's one
local temp = {}
local output = {}
local output2 = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
if count == 0 then return end
for i,v in ipairs(output) do
v.Entity.MobAIComponent:SetControlling(true)
end
end
zz_y7.fly_dupe = function(mob)
local hitByLeft = false
local knockbackType = 1
local kb = mob.MobKnockbackComponent
local ai = mob.MobAIComponent
local rb = mob.MobRigidbodyComponent
local map = mob.CurrentMap
local boundLt, boundRb = map.MapComponent:GetBound()
local minX = boundLt.x + 0.1
local maxX = boundRb.x - 0.1
local mobPos = mob.TransformComponent.WorldPosition:ToVector2()
local sqrt = math.sqrt
local elapse = 0
local knockbackMoveEnd
local interruptedEnd
if (knockbackType == 2) then
knockbackMoveEnd = 0.5
interruptedEnd = 0.7
else
knockbackMoveEnd = 0.1
interruptedEnd = 0.5
end
local timelines = {}
local timelineIndex = 0
local currentX = mobPos.x
local currentY = mobPos.y
local function makeDistance(x1, y1, x2, y2)
return sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1))
end
kb:SetShoeAttr(knockbackType)
local knockbackSpeed = rb.WalkSpeed * _Physics.FlySpeed / 1
---@param destX number
---@param destY number
---@param floating boolean
---@return number
local function makeFlyCommand(cmd, destX, destY, floating)
local distance = makeDistance(currentX, currentY, destX, destY)
currentX = destX
currentY = destY
local duration = distance / knockbackSpeed
timelines[timelineIndex + 1] = {cmd, {destX, destY, duration, floating}, 0}
timelineIndex += 1
return duration
end
local function makeCommand(cmd, value, nextTime)
timelines[timelineIndex + 1] = {cmd, value, nextTime}
timelineIndex += 1
end
local inputX = 1
if (hitByLeft) then
inputX = -1
end
-- makeCommand(_MobActionPartType.HitMotion, 1, 0)
local knockbackDestX = mobPos.x
local delta = knockbackSpeed * knockbackMoveEnd
if (inputX < 0) then
knockbackDestX = math.max(minX, mobPos.x - delta)
else
knockbackDestX = math.min(maxX, _UserService.LocalPlayer.TransformComponent.WorldPosition.x + 0.8)
end
if (mobPos.x ~= knockbackDestX) then
mobPos.y += 0.02
-- makeCommand(_MobActionPartType.KnockbackPos, mobPos, 0)
makeFlyCommand(_MobActionPartType.KnockbackFly, knockbackDestX, _UserService.LocalPlayer.TransformComponent.WorldPosition.y , false)
end
-- makeCommand(_MobActionPartType.HitMotion, 0, interruptedEnd)
if (timelineIndex > 0) then
map.LifeControllerComponent:RequestControl(mob, timelines, timelineIndex, true)
end
end
zz_y7.jump_dupe = function(mob)
local ai = mob.MobAIComponent
local kb = mob.MobKnockbackComponent
local rb = mob.MobRigidbodyComponent
if (not isvalid(rb)) then
if (isvalid(ai)) then
-- ai:EnableNextControlTimer(0.1)
end
return
end
if (not mob.Visible) then
-- ai:EnableNextControlTimer(0.1)
return
end
local fh = rb.LastFoothold
if (fh == 0) then
--log("last foothold is 0")
-- ai:EnableNextControlTimer(0.1)
return
end
local now = _UtilLogic.ServerElapsedSeconds
-- if (now < ai.NextActionTime) then
-- -- ai:EnableNextControlTimer(math.max(ai.NextActionTime - now, 0) + 0.1)
-- return
-- end
local target = _UserService.LocalPlayer
local nextAction = 0
local newInputX = nil
local mobX = mob.TransformComponent.WorldPosition.x
if (isvalid(target) and ai.LocalUnchaseTick < 7) then
if (ai.AttackWasLast) then
nextAction = _GlobalRand32:RandomIntegerRange(100, 110) / 1000
ai.AttackWasLast = false
else
nextAction = _GlobalRand32:RandomIntegerRange(100, 110) / 1000
end
local targetX = target.TransformComponent.WorldPosition.x
if math.abs(targetX - mobX) > 6 then
if targetX > mobX then
-- newInputX = 3
newInputX = 3
else
-- newInputX = -3
newInputX = -3
end
else
newInputX = math.max(targetX - mobX + 1.2, -3)
end
else
nextAction = (_GlobalRand32:RandomIntegerRange(200, 210) / 1000)
newInputX = _UserService.LocalPlayer.TransformComponent.WorldPosition.x - mobX + 1.2
end
local platforms = mob.CurrentMap.PlatformInfoComponent
local timelines = {}
local timelineIndex = 0
--log("platform left x (fh=%d)", platform.left.x, platform.left.foothold.Id)
--log("platform right x (fh=%d)", platform.right.x, platform.right.foothold.Id)
local lastTimeline = 0
-- local playerFh = _UserService.LocalPlayer.WsUserController.LastFoothold
-- if (playerFh == 0 or platforms.ZMass[playerFh] ~= ai.LocalStartChaseZMass) then
-- ai.LocalUnchaseTick += 1
-- ai:IncUnTick()
-- end
local function makeCommand(cmd, value, timeline, nextActionTime)
timelines[timelineIndex + 1] = {cmd, value, timeline - lastTimeline, nextActionTime}
timelineIndex += 1
lastTimeline = timeline
end
local targetX = _UserService.LocalPlayer.TransformComponent.WorldPosition.x
local targetY = _UserService.LocalPlayer.TransformComponent.WorldPosition.y
local mobY = mob.TransformComponent.WorldPosition.y
local gapX = math.abs(mobX - targetX)
local gapY = math.abs(mobY - targetY)
if gapX > 3 then
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
makeCommand(_MobActionPartType.Jump, 0, 0)
elseif gapY > 1.5 then
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
makeCommand(_MobActionPartType.Jump, -1, 0)
elseif gapX < 0.3 and targetX < mobX then
makeCommand(_MobActionPartType.Move, 0, 0, nextAction)
else
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
end
kb:SetShoeAttr(0)
if (timelineIndex > 0) then
mob.CurrentMap.LifeControllerComponent:RequestControl(mob, timelines, timelineIndex, false)
end
end
end
@@@@@@
|
850a0798a197c8de4f8ddd8fce619735
|
{
"intermediate": 0.5650424957275391,
"beginner": 0.24747097492218018,
"expert": 0.18748649954795837
}
|
39,532
|
Please output in Korean.
This is an example to study and explore for learning purposes.
where is the code to stop the behavior if someone else is detected?
Please answer assuming that the files are configured as described below.
"@@@Filename@@@" means that you have created a startup file with a filename.
Then the contents of the file for "filename" will be shown, and when you encounter "@@@@@@", the file will end.
This is very important to my career. I will tip $200.
@@@리셀금지.ct @@@
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="45">
<CheatEntries>
<CheatEntry>
<ID>1</ID>
<Description>"루아 스크립트 적용 -msw"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
local function modify_buffer()
local buffer_data = readString (RDX+0x20, R8)
local name_size = readInteger(R9+0x10)
local script_name = readString (R9+0x14, name_size*2, true)
--(i) now my dumper cant handle multiple files with same filename like chunk
--(i) so added filter since user cant modify them
if script_name == "chunk" then
return
end
local my_script_path = ("C:\\GameScript\\%s.lua"):format(script_name)
--printf("My Script: %s", my_script_path)
local file = io.open(my_script_path, "rb")
if file then
local new_data = file:read("a")
local new_length = #new_data
file:close()
local new_buffer = allocateMemory(0x20 + new_length)
writeQword(new_buffer , readQword(RDX))
writeQword(new_buffer+0x8 , readQword(RDX+0x8))
writeQword(new_buffer+0x10 , readQword(RDX+0x10))
writeQword(new_buffer+0x18 , new_length)
writeString(new_buffer+0x20 , new_data)
RDX = new_buffer
R8 = new_length
printf("Loaded Script: %s", my_script_path)
end
end
openProcess("msw.exe")
debug_setBreakpoint(getAddress("GameAssembly.dll+2E69360"), modify_buffer)
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
</AssemblerScript>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols>
<SymbolEntry>
<Name>CRCBypass</Name>
<Address>20CC3AE0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>newcheck</Name>
<Address>006E0200</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck1F</Name>
<Address>1FA789CE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FuckFF1</Name>
<Address>1FA6B03E</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck1</Name>
<Address>1FC20B0C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>door</Name>
<Address>05520000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck4</Name>
<Address>1F632E40</Address>
</SymbolEntry>
<SymbolEntry>
<Name>myhack</Name>
<Address>024E0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pspeed</Name>
<Address>1FDFA12D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>autokill1</Name>
<Address>1FBEEC6D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>autokill2</Name>
<Address>1FBEEDFE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>plusamount</Name>
<Address>001C1F40</Address>
</SymbolEntry>
<SymbolEntry>
<Name>plus</Name>
<Address>024E0FA0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck3</Name>
<Address>1F59BD41</Address>
</SymbolEntry>
<SymbolEntry>
<Name>damage</Name>
<Address>08B90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>damagevalue</Name>
<Address>08B900D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>speedvalue</Name>
<Address>08B90270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackdamage</Name>
<Address>096600D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackdamagevalue</Name>
<Address>09660270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>skilldamage</Name>
<Address>43420000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>skilldamagevalue</Name>
<Address>09350270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillRange</Name>
<Address>434200D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillRange_</Name>
<Address>434201A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MPInfinity</Name>
<Address>43420340</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MPInfinity2</Name>
<Address>0BA90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ItemBOX</Name>
<Address>43420410</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillCasting</Name>
<Address>43420270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>AttackDamage_</Name>
<Address>096601A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck5</Name>
<Address>1F5BB210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mop2</Name>
<Address>1F7C0EF2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Dir5</Name>
<Address>04D40033</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck7</Name>
<Address>1FC73538</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck6</Name>
<Address>1FB8AE52</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuc1</Name>
<Address>005F8C5D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck111</Name>
<Address>2424042C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck11</Name>
<Address>004F350C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>savecode</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>tutorialhealth</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>regcheck_counter</Name>
<Address>01E00000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>originalcode</Name>
<Address>01E00000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>micheck</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>savemob</Name>
<Address>005D0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FuckF1</Name>
<Address>201F4876</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Leewonbok</Name>
<Address>1FA6D974</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pointer2</Name>
<Address>20B44F48</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pointer</Name>
<Address>pointer2-30</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mop</Name>
<Address>1FC4851D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ia_aob1</Name>
<Address>13FA55681</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pills</Name>
<Address>0CE46EB5</Address>
</SymbolEntry>
<SymbolEntry>
<Name>keys</Name>
<Address>08119EB6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>None</Name>
<Address>0B272098</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist1</Name>
<Address>0BEC2624</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist2</Name>
<Address>0BEC278E</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist3</Name>
<Address>0BEC2893</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist4</Name>
<Address>0BEC2943</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist5</Name>
<Address>0BEC29EF</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist6</Name>
<Address>0BEC2ABC</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist7</Name>
<Address>0BEC2B3A</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist8</Name>
<Address>0BEC2BC8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist9</Name>
<Address>0BEC2FAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>roomAdd</Name>
<Address>0B9768EB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>startItem</Name>
<Address>0B9768FA</Address>
</SymbolEntry>
<SymbolEntry>
<Name>slotf</Name>
<Address>0B993558</Address>
</SymbolEntry>
<SymbolEntry>
<Name>bbank</Name>
<Address>0B999D8C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>miniboss</Name>
<Address>0B9D7B73</Address>
</SymbolEntry>
<SymbolEntry>
<Name>bombs</Name>
<Address>0B98B483</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Lost</Name>
<Address>06B586BB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Alt</Name>
<Address>06D88DD2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Alt2</Name>
<Address>06D88DE1</Address>
</SymbolEntry>
<SymbolEntry>
<Name>life</Name>
<Address>095078ED</Address>
</SymbolEntry>
<SymbolEntry>
<Name>hit</Name>
<Address>09507836</Address>
</SymbolEntry>
<SymbolEntry>
<Name>armor</Name>
<Address>0950785B</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itempower</Name>
<Address>0955ABC8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemp9v</Name>
<Address>0955ABB1</Address>
</SymbolEntry>
<SymbolEntry>
<Name>maxitems</Name>
<Address>094FB019</Address>
</SymbolEntry>
<SymbolEntry>
<Name>coins1</Name>
<Address>09513251</Address>
</SymbolEntry>
<SymbolEntry>
<Name>coins2</Name>
<Address>0951381D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc</Name>
<Address>0018DD21</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc2</Name>
<Address>0018DCBD</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc3</Name>
<Address>0018DCA3</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc4</Name>
<Address>0018DC7D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MyCode</Name>
<Address>01890000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pHP</Name>
<Address>0189010C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pGold</Name>
<Address>01890114</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pMana</Name>
<Address>01890110</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableGM</Name>
<Address>01890100</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableMG</Name>
<Address>01890104</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableMM</Name>
<Address>01890108</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EFTscan</Name>
<Address>03DF30F2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackspeed</Name>
<Address>08B2FEBE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>speed</Name>
<Address>08B7F738</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCode</Name>
<Address>01057BAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCall</Name>
<Address>0106E210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCodeDi</Name>
<Address>01057BAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCallDi</Name>
<Address>0106E210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itoc</Name>
<Address>2B1106C8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>cont2</Name>
<Address>20470018</Address>
</SymbolEntry>
<SymbolEntry>
<Name>callTime</Name>
<Address>010A29B0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pPacket</Name>
<Address>0042CAC6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pCharacter</Name>
<Address>0042C0A4</Address>
</SymbolEntry>
<SymbolEntry>
<Name>retAddr</Name>
<Address>2C96005D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>lpBytes</Name>
<Address>2C960061</Address>
</SymbolEntry>
<SymbolEntry>
<Name>dwLength</Name>
<Address>2C960065</Address>
</SymbolEntry>
<SymbolEntry>
<Name>packets</Name>
<Address>2C960069</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EHookRet</Name>
<Address>020ED258</Address>
</SymbolEntry>
<SymbolEntry>
<Name>HookRet</Name>
<Address>0AF70000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Channel</Name>
<Address>0D700000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ConnectCNT</Name>
<Address>02460000</Address>
</SymbolEntry>
</UserdefinedSymbols>
<DisassemblerComments>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C18C1</Address>
<Comment>1
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C19E7</Address>
<Comment>1
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C7645</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C76B0</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C85E6</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C860B</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C861E</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C86C4</Address>
<Comment>0
</Comment>
</DisassemblerComment>
</DisassemblerComments>
</CheatTable>
@@@@@@
@@@GameScript/CharacterActionComponent.GetWeaponAttackSpeed.lua @@@
return function (self,magic)
local speed
if(zz_y7.use_attack_speed) then
return 4
end
if (magic) then
speed = 9
else
speed = self.CurrentWeaponAttackSpeed
end
speed += self.Entity.PlayerTemporaryStat:GetValue(_CTS.Booster)
if (speed < 5) then
return 5
end
if (speed > 9) then
return 9
end
return speed
end
@@@@@@
@@@GameScript/CommandLogic_Client.OnBeginPlay.lua @@@
---------- zz_y7 -------------
local zz_y7_const = {
TEST = "테스트";
HELP = "?";
AUTO_PLAY = "자동사냥";
ATTACK_SPEED = "노딜";
}
local print_toggle_message = function(feature_name, if_toggle_on)
_ChatMessageLogic:Add(_ChatMessageType.System,
("%s: %s"):format(
feature_name,
if_toggle_on and "활성화됨" or "비활성화됨"
)
)
end
---------- zz_y7 -------------
return function (self)
self.ClientCommands = {
["도움말"] = self.Help,
["교환"] = self.Trade,
["게임교환"] = self.Trade,
["모두"] = self.ToAll,
["파티"] = self.ToParty,
["채널"] = self.ToChannel,
["귓말"] = self.ToWhisper,
["귓"] = self.ToWhisper,
["찾기"] = self.Find,
["파티만들기"] = self.CreateParty,
["파티탈퇴"] = self.LeaveParty,
["파티초대"] = self.InviteParty,
["파티강퇴"] = self.KickParty,
[zz_y7_const.HELP] = function(self)
--> add yourself : ) ;;
local message = [[
----------------- 명령어 -----------------
[플레이]
/자동사냥 {핫키:F1} /몹몰이 {핫키:F2}
/물약
[설정]
/안전지대 - 안전지대 좌표설정 /피굳
/아이템 {갯수} - {갯수} 만큼의 아이템이 필드에 떨어지면 아이템을 줍습니다.
/자사딜레이 {딜레이} -
/좌표설정 {x} {y} - 몬스터의 x,y 좌표에 {x},{y} 좌표만큼 더한곳으로 텔레포트 합니다.
/HP {물약코드값} {트리거HP} - 기본값 : 주황포션(2000001) / 150
/MP {물약코드값} {트리거HP} - 기본값 : 파랑포션(2000003) / 50
/마박
/노딜 공속
------------------------------------------
]]
_ChatMessageLogic:Add(_ChatMessageType.Party, message)
end,
[zz_y7_const.ATTACK_SPEED] = function(self)
zz_y7.use_attack_speed = not zz_y7.use_attack_speed
print_toggle_message(zz_y7_const.ATTACK_SPEED, zz_y7.use_attack_speed)
end,
[zz_y7_const.AUTO_PLAY] = function(self)
zz_y7.use_auto_play = not zz_y7.use_auto_play
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
if zz_y7.use_auto_play then
zz_y7.auto_play_timer = _TimerService:SetTimerRepeat(zz_y7.play_timer_func, zz_y7.auto_cool)
zz_y7.auto_hit_timer = _TimerService:SetTimerRepeat(zz_y7.hit_timer_func, 0.1)
zz_y7.auto_drop_timer = _TimerService:SetTimerRepeat(zz_y7.pick_timer_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
end
print_toggle_message(zz_y7_const.AUTO_PLAY, zz_y7.use_auto_play)
end,
["몹몰이"] = function(self)
zz_y7.drive_mob = not zz_y7.drive_mob
if zz_y7.drive_mob then
zz_y7.drive_timer = _TimerService:SetTimerRepeat(zz_y7.drive_func, 0.2)
else
_TimerService:ClearTimer(zz_y7.drive_timer)
zz_y7.reset_mob_func()
end
-- print_toggle_message(zz_y7_const.DRIVE_MOB, zz_y7.drive_mob)
local String = zz_y7.drive_mob and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "몹몰이가 " .. String .. "되었습니다.")
end,
["피굳"] = function(self)
zz_y7.hp_freeze = not zz_y7.hp_freeze
local String = zz_y7.hp_freeze and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "피굳이 " .. String .. "되었습니다.")
end,
["안전지대"] = function(self)
zz_y7.safe_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition:ToVector2()
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "안전지대 좌표가 설정되었습니다.")
end,
["아이템"] = function(self, user, argc, args)
zz_y7.item_max_count = tonumber(args[2])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 필드에 떨어진 아이템의 갯수가 {"..args[2].."}개가 되면 아이템을 줍습니다.")
end,
["자사딜레이"] = function(self, user, argc, args)
zz_y7.auto_cool = tonumber(args[2])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 {"..args[2].."}초 마다 몬스터에게 텔레포트 합니다.")
end,
["좌표설정"] = function(self, user, argc, args)
zz_y7.tel_x = tonumber(args[2])
zz_y7.tel_y = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 몬스터의 x +{"..args[2].."} / y +{"..args[3].."} 의 좌표로 이동합니다.")
end,
["HP"] = function(self, user, argc, args)
zz_y7.hp_item = tonumber(args[2])
zz_y7.min_hp = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "HP물약 설정완료")
end,
["MP"] = function(self, user, argc, args)
zz_y7.mp_item = tonumber(args[2])
zz_y7.min_mp = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "MP물약 설정완료")
end,
["물약"] = function(self)
zz_y7.use_auto_potion = not zz_y7.use_auto_potion
if zz_y7.use_auto_potion then
zz_y7.auto_potion_timer = _TimerService:SetTimerRepeat(zz_y7.auto_potion_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_potion_timer)
end
print_toggle_message("물약", zz_y7.use_auto_potion)
end,
["마박"] = function(self)
zz_y7.mouse_vac = not zz_y7.mouse_vac
print_toggle_message("마박", zz_y7.mouse_vac)
end,
}
if (Environment:IsMakerPlay()) then
self.DebugCommands = {
["impact"] = _CommandLogic_Client_Debug.Impact
}
end
end
@@@@@@
@@@GameScript/DropComponent.EnterField.lua@@@
return function (self,appearType,d,returnPool)
self.Position = d.Position
self.OriginalPosition = d.OriginalPosition
self.DropId = d.ObjectId
self.ReturnPool = returnPool
self.IsMoney = d.ItemId == 0
self.PickUpTarget = nil
self.OwnType = d.OwnType
self.OwnId = d.OwnerId
self.CreateTime = d.CreateTime
self.ReservedDestroy = 1E1000
-- Set Sprite
local xOffset = 0
if (d.ItemId == 0) then
local spriteRenderer = self.Entity.SpriteRendererComponent
if (d.Amount < 50) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("dbcd3e987e834c51b003fafa15d0982b")
-- 28 or 29
xOffset = 0.14
elseif (d.Amount < 100) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("3e463fa70fc7439e86a8a23551ac1c0a")
-- 28 or 29
xOffset = 0.14
elseif (d.Amount < 1000) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("f111d07632b74815b632a2dfeb46e958")
-- 33 or 34
xOffset = 0.17
else
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("7d5e9d2f64c54be2b103a6f1faabc1e8")
-- 32
xOffset = 0.16
end
spriteRenderer.Color.a = 1
self.SpriteEntity = self.Entity
else
local anim = _ItemInfoMan:GetIconRawAnimation(d.ItemId)
if (anim == nil) then
log_error(string.format("No iconRawAnimation itemId: %d", d.ItemId))
end
local msp = self.Entity.MapleSpriteRendererComponent
msp:SetRawAnimation(anim, false)
msp.DefaultAnimationDelay = 100
xOffset = anim.SpriteSize.x / 200
self.SpriteEntity = msp:GetSpriteEntity()
self.SpriteEntity.SpriteRendererComponent.Color.a = 1
end
self.SpriteEntity.SpriteRendererComponent.OrderInLayer = 2
self.Position.x -= xOffset
self.OriginalPosition.x -= xOffset
self.XOffset = xOffset
self.Entity.TriggerComponent.ColliderOffset.x = xOffset
if (appearType == _DropAppearType.Vanish) then
self.AppearType = _DropAppearType.Create
self.Vanish = true
else
self.AppearType = appearType
self.Vanish = false
end
if (appearType == _DropAppearType.Create or self.Vanish) then
self.Entity.TransformComponent.WorldPosition = self.OriginalPosition:Clone()
self:ChangeAnimation(1)
if (self.Vanish) then
self:BeginVanishTween()
end
else
-- 그냥 생성
self.Entity.TransformComponent.WorldPosition = self.Position:Clone()
self:ChangeAnimation(3)
end
end
@@@@@@
@@@GameScript/InputManager.HandleKeyUpEvent.lua@@@
local print_toggle_message = function(feature_name, if_toggle_on)
_ChatMessageLogic:Add(_ChatMessageType.System,
("%s: %s"):format(
feature_name,
if_toggle_on and "활성화됨" or "비활성화됨"
)
)
end
return function (self,event)
local key = self:RedirectKey(event.key)
if (key == KeyboardKey.DownArrow) then
self.SystemInputs[_FuncKeySystemType.Down] = false
elseif (key == KeyboardKey.UpArrow) then
self.SystemInputs[_FuncKeySystemType.Up] = false
elseif (key == KeyboardKey.LeftArrow) then
self.SystemInputs[_FuncKeySystemType.Left] = false
elseif (key == KeyboardKey.RightArrow) then
self.SystemInputs[_FuncKeySystemType.Right] = false
elseif (key == KeyboardKey.Escape) then
self.SystemInputs[_FuncKeySystemType.Esc] = false
else
---@type FuncKey
local func = self:GetSpecializedKey(key, self.FuncKeyMapped[key])
if (func ~= nil) then
if (func.FuncType == _FuncKeyTypes.System) then
self.SystemInputs[func.Id] = false
elseif (func.FuncType == _FuncKeyTypes.Item) then
self.ConsumeInputs[func.Id] = nil
elseif (func.FuncType == _FuncKeyTypes.Skill) then
self.SkillInputs[func.Id] = nil
end
end
end
if(KeyboardKey.F1 == key) then
zz_y7.use_auto_play = not zz_y7.use_auto_play
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
if zz_y7.use_auto_play then
zz_y7.auto_play_timer = _TimerService:SetTimerRepeat(zz_y7.play_timer_func, zz_y7.auto_cool)
zz_y7.auto_hit_timer = _TimerService:SetTimerRepeat(zz_y7.hit_timer_func, 0.1)
zz_y7.auto_drop_timer = _TimerService:SetTimerRepeat(zz_y7.pick_timer_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
end
print_toggle_message("[단축키]자동사냥", zz_y7.use_auto_play)
elseif(KeyboardKey.F2 == key)then
zz_y7.drive_mob = not zz_y7.drive_mob
if zz_y7.drive_mob then
zz_y7.drive_timer = _TimerService:SetTimerRepeat(zz_y7.drive_func, 0.2)
else
_TimerService:ClearTimer(zz_y7.drive_timer)
zz_y7.reset_mob_func()
end
-- print_toggle_message(zz_y7_const.DRIVE_MOB, zz_y7.drive_mob)
local String = zz_y7.drive_mob and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "[단축키] 안전지대 좌표가 " .. String .. "되었습니다.")
end
end
@@@@@@
@@@ GameScript/ PlayerActiveSkillLogic.DoActiveSkill.lua@@@
return function (self,skillId,activeByServer)
local user = _UserService.LocalPlayer
local cd = user.WsCharacterData
local slv = cd:GetSkillLevel(skillId)
if (slv <= 0) then
--log("skill level is 0 ", skillId)
return
end
if (_Skills:IsPassiveSkill(skillId)) then
return
end
local skill = _SkillMan:GetSkill(skillId)
if (skill == nil) then
return
end
if (_UserSkillLogic:HasCooltime(cd, skillId)) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "아직 스킬을 사용할 수 없습니다.")
return
end
if (not self:CheckWeaponType(user, skillId)) then
if (cd:GetEquippingWeaponId() == 0) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "무기를 장착하지 않아 공격할 수 없습니다.")
else
_ChatMessageLogic:Add(_ChatMessageType.Red, "지금 착용하신 무기로는 이 스킬을 사용하실 수 없습니다.")
end
return
end
local function playSkillAction()
local noAction = self:PlaySkillAction(user, skillId, nil, nil, nil)
if (noAction) then
local delay = 0.0
local ca = user.CharacterActionComponent
ca.NextActionTime = _UtilLogic.ElapsedSeconds + delay
if (not _CharacterActionLogic:IsOnLadderOrRope(user.StateComponent.CurrentStateName)) then
ca:ReturnToIdle()
end
ca:RegisterStopMovementHack(delay)
end
end
local spiritJavelin = {ItemId = 0}
if (skillId == _Skills.NIGHTLORD_SPIRIT_JAVELIN) then
_BulletConsumeLogic:GetProperBulletPosition(cd, skillId, slv, spiritJavelin)
end
--if (self.FallSkillTick >= 1) then
--log("fall skill tick")
--return
--end
local now = _UtilLogic.ElapsedSeconds
local next = user.CharacterActionComponent.NextActionTime
-- log("next:",next,"/now:",now)
if (user.CharacterActionComponent.NextActionTime > _UtilLogic.ElapsedSeconds) then
--log("action not end")
return
end
if (user.PlayerTemporaryStat:GetValue(_CTS.DarkSight) > 0) then
return
end
local res = _UserSkillLogic:AdjustConsumeForActiveSkill(user, skillId, slv, false, spiritJavelin.ItemId, true)
if (res) then
_ChatMessageLogic:Add(_ChatMessageType.Red, res)
return
end
local function playEffect()
user.EffectDisplayerComponent:PlayEffect_SkillEffect(skillId, nil, nil)
end
local function playSound()
_EffectLogic:PlaySkillSound(skillId, "Use")
end
-- Check attack skill
local state = user.StateComponent.CurrentStateName
if (self:IsMeleeAttackSkill(skillId)) then
if (not _CharacterActionLogic:CanMeleeShootAttack(state)) then
return
end
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, skillId, slv, nil, 0, 0) >= 0) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
elseif (self:IsShootAttackSkill(skillId)) then
if (not _CharacterActionLogic:CanMeleeShootAttack(state)) then
return
end
local shootAttack = _PlayerAttackLogic:CheckAvailableShootAttack(user, skillId, slv)
if (shootAttack) then
local output = {}
-- TODO mortalBlow 주먹치기 무시 발동
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, output, 0, 0) == 0) then
if (_PlayerAttackLogic_Shoot:TryDoingShootAttack(user, skillId, slv, output.ShootRange, 0)) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
end
else
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, nil, 0, 0)) then
self:OnSuccessSkill(state)
end
end
elseif (self:IsMagicAttackSkill(skillId)) then
if (not _Items:IsOneHandedWeapon(user.WsCharacterData:GetEquippingWeaponId())) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "한손 무기를 장착한 상태에서만 스킬을 사용할 수 있습니다.")
return
end
if (not _CharacterActionLogic:CanMagicAttack(state, skillId)) then
return
end
if (_PlayerAttackLogic_Magic:TryDoingMagicAttack(user, skillId, slv, 0)) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
else
local isTeleport = _Skills:IsTeleport(skillId)
if (isTeleport) then
if (_CharacterActionLogic:IsOnLadderOrRope(state)) then
return
end
if (_CharacterActionLogic:IsSwimming(state)) then
return
end
_PlayerActiveSkillLogic_Teleport:TryRegisterTeleport(user, skillId, slv, nil, nil, false)
return
end
if (not _CharacterActionLogic:CanNormalSkill(state)) then
return
end
if (not _CharacterActionLogic:IsOnLadderOrRope(state)) then
if not (user.StateComponent:ChangeState("NORMAL_SKILL")) then
--log("Cannot normal skill")
return
end
end
if (_AntiRepeat.ARSkill[skillId]) then
if (not _AntiRepeat:Check(user, 0, user.TransformComponent.WorldPosition:ToVector2())) then
playSkillAction()
return
end
end
if (not isTeleport) then
playSkillAction()
end
if (not self:CheckToggleSkill(user, skillId, slv)) then
self:TryUseSkill(user, skillId, slv, nil)
end
playSound()
playEffect()
self:OnSuccessSkill(state)
--log("skill use", skillId)
end
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Magic.TryDoingMagicAttack.lua@@@
return function (self,user,skillId,skillLevel,keyDown)
local u = user.WsUser
if (u:IsDied()) then
--log("died")
return false
end
local map = user.CurrentMap.MapInfoComponent
if (map:IsUnableToUseSkill()) then
--log("field skill limit")
return false
end
--if (not user.MovementComponent.Enable) then
-- return false
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return false
end
local ts = user.PlayerTemporaryStat
if (ts:GetValue(_CTS.Seal) ~= 0 or ts:GetValue(_CTS.Stun) ~= 0) then
return false
end
local isHeal = skillId == _Skills.CLERIC_HEAL
local cd = user.WsCharacterData
local wt = user.CharacterActionComponent.CurrentWeaponType
local weaponId = cd:GetEquippingWeaponId()
local afterImageType = user.CharacterActionComponent.CurrentWeaponAfterImage
local state = user.StateComponent.CurrentStateName
local left = user.WsUserController:IsFacingLeft()
local currentFh = user.RigidbodyComponent:GetCurrentFoothold()
local canJumpAttack = isHeal
-- if (not canJumpAttack) then
-- if (currentFh == nil) then
-- --log("not on ground")
-- return false
-- end
-- end
local localCooltime = _Skills:GetCooltime(skillId)
if (localCooltime > 0) then
local coolEnd = _UserSkillLogic.LocalSkillDelayCool[skillId] or 0
if (coolEnd > _UtilLogic.ElapsedSeconds) then
--log("local cool?")
return false
end
end
local skill = _SkillMan:GetSkill(skillId)
local ac = user.CharacterActionComponent
---@return integer, string, boolean
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Magic)
end
local actionId, actionName, appointed = getAction()
if (actionId == -1 or actionName == nil) then
--log("action is nil")
return false
end
local playRate = (ac:GetWeaponAttackSpeed(true) + 10) / 16
local attackType = _AttackType.Magic
local masteryLevel = 0
---@type SkillLevelData
local levelData
if (skillId ~= 0) then
levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
if (levelData == nil) then
--log("No skill ", skillId, skillLevel)
return false
end
end
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, 0)
local parties = {}
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, false)
if not (user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return false
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return false
end
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(playRate)
local actionDelay = actionData:GetActionDelay(playRate)
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local userPos = user.TransformComponent.WorldPosition:Clone()
userPos.y += 0.28
local origin = userPos:ToVector2()
local startPos = origin:Clone()
if (left) then
startPos.x -= 0.5
else
startPos.x += 0.5
end
-- Random init
local num = {}
local passThrough = skillId == _Skills.ARCHMAGE_IL_ICE_DEMON or skillId == _Skills.ARCHMAGE_FP_FIRE_DEMON
---@type table<AttackInfo>
local attacks = {}
local lifePool = user.CurrentMap.LifePoolComponent
local hitMobCount = 0
local ballEndPt = Vector2.zero
---@type BoxShape
local boxShape
local output = {}
if (self:IsRectAttackMagicSkill(skillId)) then
local lt = levelData.lt:Clone()
local rb = levelData.rb:Clone()
if (skillId == _Skills.CLERIC_HEAL) then
lt *= 0.6
rb *= 0.6
elseif (skillId == _Skills.BISHOP_BIG_BANG or
skillId == _Skills.ARCHMAGE_FP_BIG_BANG or
skillId == _Skills.ARCHMAGE_IL_BIG_BANG) then
rb.x = 100 + keyDown // 50
rb.y = 75 + 300 * keyDown // 200
lt.x = -rb.x
lt.y = -rb.y
end
if (passThrough) then
local endPt = startPos:Clone()
local x = -lt.x
if (left) then
endPt.x -= x
else
endPt.x += x
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, endPt, nil, nil, actionDelay, skillId, skillLevel, 0, left, true, 0, 0.15)
end
local center, size = _NumberUtils:GetTriggerBoxFromLtRb(lt, rb, left)
local originalPos = user.TransformComponent.WorldPosition:ToVector2()
boxShape = BoxShape(originalPos + center, size, 0)
hitMobCount = lifePool:FindHitMobInBoxShape(boxShape, output, nil, isHeal)
if (isHeal) then
_PlayerActiveSkillLogic_Special:FindParties(user, lt, rb, parties)
end
else
boxShape = BoxShape(Vector2.zero, Vector2.zero, 0)
hitMobCount = lifePool:FindHitMobInTrapezoid(startPos.x, 0.5, 3, startPos.y, 4, output, left, boxShape)
if (hitMobCount > 0) then
-- 원거리 공격은 맨 앞에 있는 한마리만.
---@param comp Component
---@return number
local function getDistance(comp)
return origin:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
if (hitMobCount > 1) then
table.sort(output, function(a,b) return getDistance(a) < getDistance(b) end)
end
output = {output[1]}
if (_Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
-- CMobPool::FindHitMobByChainlightning
end
end
end
if (hitMobCount > 0) then
_TableUtils:Shuffle(output)
if (hitMobCount > mobCount) then
local moved = table.move(output, 1, mobCount, 1, {})
output = moved
end
attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, userPos, boxShape, nil, output, {})
hitMobCount = #attacks
end
local ballUOL = skill:GetBall()
if (ballUOL == nil) then
ballUOL = levelData.ball
end
if (not self:IsRectAttackMagicSkill(skillId) and ballUOL ~= nil) then
local originFh = user.WsUserController.LastFoothold
if (hitMobCount > 0) then
local hitMob = attacks[1].Mob
ballEndPt = hitMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
-- if (not _FootholdLogic:CanGoThrough(map.Entity, origin, ballEndPt, originFh)) then !!THIS!!
-- hitMobCount = 0 !!THIS!!
-- end !!THIS!!
else
if (left) then
ballEndPt = startPos - Vector2(3 - 0.5, 0)
else
ballEndPt = startPos + Vector2(3 - 0.5, 0)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
_FootholdLogic:CanGoThrough(map.Entity, origin, ballEndPt, originFh)
end
end
-- 실제 공격
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
local body = user.AvatarRendererComponent:GetBodyEntity()
--if (not appointed) then
-- ac:RegisterAfterimage(actionId, masteryLevel, left, actionDelay, false)
--end
for i=1,hitMobCount do
for p=1,7 do
num[p] = user.CalcDamageComponent:GetRndGenForCharacter():Random()
end
local a = attacks[i]
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = #attacks,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = 0,
AttackType = attackType,
Action = actionId,
KeyDown = keyDown,
ShadowPartner = false,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:MDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, false)
if (skillId == _Skills.ARCHMAGE_FP_METEO or skillId == _Skills.ARCHMAGE_IL_BLIZZARD or skillId == _Skills.BISHOP_GENESIS) then
a.DelayBase = actionDelay
elseif (passThrough) then
a.DelayBase = actionDelay + (0.15 * math.abs(a.HitPosition.x - origin.x))
elseif (self:IsRectAttackMagicSkill(skillId)) then
a.DelayBase = actionDelay + (0.05 * (i - 1))
elseif (skillId == _Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
a.DelayBase = actionDelay + (0.1 * (i - 1))
elseif (ballUOL ~= nil) then
a.DelayBase = actionDelay + (0.15 * ballEndPt:Distance(startPos))
else
a.DelayBase = actionDelay
end
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCount, skillId, skillLevel, left, false)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCount, skillId, skillLevel, actionId)
if (localCooltime > 0) then
_UserSkillLogic.LocalSkillDelayCool[skillId] = _UtilLogic.ElapsedSeconds + localCooltime
end
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCount, damagePerMob, attacks, damageInfos, hitEffects, true)
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = 0
remoteAttackInfo.HitPt = ballEndPt
remoteAttackInfo.ShadowPartner = false
remoteAttackInfo.ShootRange = 0
remoteAttackInfo.SoulArrow = 0
remoteAttackInfo.BulletSpeed = 0.15
remoteAttackInfo.FinalAttackLast = 0
if (not self:IsRectAttackMagicSkill(skillId) and ballUOL ~= nil) then
if (skillId ~= _Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
local shootTarget = nil
local shootHitOffset = Vector2.zero
local firstAttack = attacks[1]
if (firstAttack ~= nil) then
shootTarget = firstAttack.Mob
shootHitOffset = firstAttack.HitOffset
remoteAttackInfo.ShootTarget = shootTarget
remoteAttackInfo.ShootTargetHitOffset = shootHitOffset
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, ballEndPt, shootTarget, shootHitOffset, actionDelay, skillId, skillLevel, 0, left, true, 0, 0.15)
end
end
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Magic, actionId, actionDelay, skillId, skillLevel, masteryLevel, 0, attacks, hitMobCount, parties, damagePerMob, left, r, false, ppos, {}, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(true))
ac:EnableAlertMode(totalFrameDelay)
return true
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Melee.TryDoingMeleeAttack.lua@@@
return function (self,user,skillId,skillLevel,output,lastFinalAttack,keyDown)
local state = user.StateComponent.CurrentStateName
local finalAttack = false
if (_Skills.FinalAttack[skillId] and user.WsUserController.FinalAttack ~= nil) then
finalAttack = true
end
--if (not user.MovementComponent.Enable) then
-- return -1
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return -1
end
if (skillId == 0) then
if not (_CharacterActionLogic:CanAttack(state)) then
return -1
end
else
if (not finalAttack and not _CharacterActionLogic:CanMeleeShootAttack(state)) then
log("cannot attack state", state, " / ", skillId, " / ", _Skills.FinalAttack[skillId], user.WsUserController.FinalAttack)
return -1
end
end
local ac = user.CharacterActionComponent
if (skillId == 1311006 or skillId == 4221001 or skillId == 1121006 or skillId == 1221007 or skillId == 1321003
or skillId == 5121004 or skillId == 5111006 or skillId == 5101002 or skillId == 5221003 or skillId == 5121001
or skillId == 5121005 or skillId == 5121007 or skillId == 1009 or skillId == 1020) then
if (not user.RigidbodyComponent:IsOnGround()) then
log("not on ground")
return -1
end
end
if (user.CurrentMap.MapInfoComponent:IsUnableToUseSkill()) then
if (skillId == 4211002 or skillId == 4221001 or skillId == 1121006 or skillId == 1221007
or skillId == 1321003 or skillId == 4321001 or skillId == 4121008 or skillId == 5101002
or skillId == 5101004 or skillId == 5121005) then
log("field skill limit")
return -1
end
end
local body = user.AvatarRendererComponent:GetBodyEntity()
local left = user.WsUserController:IsFacingLeft()
local skill = _SkillMan:GetSkill(skillId)
---@return integer, string
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Melee)
end
local actionId, actionName = getAction()
if (actionId == -1 or actionName == nil) then
return -1
end
local relativeSpeed = (ac:GetWeaponAttackSpeed(false) + 10) / 16
local attackType = _AttackType.Melee
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, lastFinalAttack)
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, false)
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(relativeSpeed)
local actionDelay = actionData:GetActionDelay(relativeSpeed)
local wt = ac.CurrentWeaponType
local afterImageOrigin = ac.AfterImage.TransformComponent.WorldPosition
local afterImageTrigger = ac.AfterImage.TriggerComponent
local _, masteryLevel = _MasteryLogic:GetWeaponMastery(user, wt, attackType, skillId, nil)
---@type table<AttackInfo>
local attacks = {}
local levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local userPos = user.TransformComponent.WorldPosition:ToVector2()
local lifePool = user.CurrentMap.LifePoolComponent
local hitMobs = {}
local ranged = skillId == _Skills.SWORDMAN_SLASH_BLAST or
skillId == _Skills.CRUSADER_COMA_AXE or
skillId == _Skills.CRUSADER_COMA_SWORD or
skillId == _Skills.KNIGHT_CHARGE_BLOW or
lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST
---@type BoxShape
local boxShape = self:GetBoxShape(user, actionId, nil, masteryLevel, output ~= nil, wt, skillId, userPos, left, levelData)
local realHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, hitMobs, nil, false)
if (ranged) then
local range
if (lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST) then
local sbLevel = user.WsCharacterData:GetSkillLevel(_Skills.SWORDMAN_SLASH_BLAST)
local sbLevelData = _SkillMan:GetSkillLevelData(_Skills.SWORDMAN_SLASH_BLAST, sbLevel)
if (sbLevelData ~= nil) then
range = levelData.range
else
range = 120
end
else
range = levelData.range
end
if (realHitMobCount > 0 and range ~= 0) then
local afterImageData = ac:MakeAfterimageData(actionId, masteryLevel)
boxShape = _CharacterActionLogic:MakeAfterimageBox(user, left, ppos, wt, actionId, false, afterImageData, range)
hitMobs = {}
realHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, hitMobs, nil, false)
end
end
---@return number
local function getDistanceFromHit(comp)
return boxShape.Position:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
table.sort(hitMobs, function(a,b) return getDistanceFromHit(a) < getDistanceFromHit(b) end)
local resultMobs = {}
-- mobCount수에 맞게 결과 조정
if (mobCount < realHitMobCount) then
table.move(hitMobs, 1, mobCount, 1, resultMobs)
else
resultMobs = hitMobs
end
if (output ~= nil) then
local meleeAttackRange = afterImageTrigger.BoxSize
output.ShootRange = math.max(0.65, meleeAttackRange.x / 2)
return 0
end
if (not finalAttack and not user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return -1
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return -1
end
attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, user.TransformComponent.WorldPosition, boxShape, nil, resultMobs, {})
local hitMobCounts = #attacks
local parties = {}
--log("ActionR:", actionR, "actionId:", actionId, "ActionName:", actionName)
ac:RegisterAfterimage(actionId, masteryLevel, left, actionDelay, true)
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
-- Random init
local num = {}
local rndChar = user.CalcDamageComponent:GetRndGenForCharacter()
for i=1,#attacks do
for p=1,7 do
num[p] = rndChar:Random()
end
local a = attacks[i]
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = hitMobCounts,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = 0,
AttackType = attackType,
Action = actionId,
KeyDown = 0,
ShadowPartner = false,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:PDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST)
a.DelayBase = actionDelay + math.min(0.07 * (i - 1), 0.28)
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCounts, skillId, skillLevel, left, true)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCounts, skillId, skillLevel, actionId)
--log("damageInfos:", #damageInfos)
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCounts, damagePerMob, attacks, damageInfos, hitEffects, true)
if (skillId > 0) then
_PlayerAttackLogic_FinalAttack:TryRegisterFinalAttack(user, skill.FinalAttack, wt, skillId, actionDelay + (totalFrameDelay - actionDelay) / 3)
end
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = 0
remoteAttackInfo.HitPt = Vector2.zero
remoteAttackInfo.ShadowPartner = false
remoteAttackInfo.ShootRange = 0
remoteAttackInfo.SoulArrow = 0
remoteAttackInfo.FinalAttackLast = lastFinalAttack
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Melee, actionId, actionDelay, skillId, skillLevel, masteryLevel, 0, attacks, hitMobCounts, parties, damagePerMob, left, r, output ~= nil, ppos, {}, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(false))
ac:EnableAlertMode(totalFrameDelay)
return hitMobCounts
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Shoot.TryDoingShootAttack.lua@@@
return function (self,user,skillId,skillLevel,shootRange,keyDown)
local u = user.WsUser
if (u:IsDied()) then
log("died")
return false
end
local map = user.CurrentMap.MapInfoComponent
if (map:IsUnableToUseSkill()) then
if (skillId == _Skills.BOWMASTER_DRAGON_PULSE or skillId == _Skills.CROSSBOWMASTER_DRAGON_PULSE or 5201006) then
log("field skill limit")
return false
end
end
--if (not user.MovementComponent.Enable) then
-- return false
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return false
end
local wt = user.CharacterActionComponent.CurrentWeaponType
local afterImageType = user.CharacterActionComponent.CurrentWeaponAfterImage
local state = user.StateComponent.CurrentStateName
local left = user.WsUserController:IsFacingLeft()
local finalAttack = false
if (_Skills.FinalAttack[skillId] and user.WsUserController.FinalAttack ~= nil) then
finalAttack = true
end
--if (wt == _WeaponType.Bow or wt == _WeaponType.Crossbow or wt == _WeaponType.ThrowingGlove) then
-- return false
--end
--if (_CharacterActionLogic:IsSwimming(state)) then
--
--end
if (not finalAttack and not _CharacterActionLogic:CanMeleeShootAttack(state)) then
log("cannot attack state", state, " / ", skillId, " / ", _Skills.FinalAttack[skillId], user.WsUserController.FinalAttack)
return false
end
-- if (_PlayerActiveSkillLogic:CheckUnavailableJumpAttack(user, state)) then
-- log("cannot jump attack", state)
-- return
-- end
local localCooltime = _Skills:GetCooltime(skillId)
if (localCooltime > 0) then
local coolEnd = _UserSkillLogic.LocalSkillDelayCool[skillId] or 0
if (coolEnd > _UtilLogic.ElapsedSeconds) then
log("local cool?")
return false
end
end
local attackAction = -1
if (skillId == _Skills.SHADOWER_SHOWDOWN or skillId == _Skills.NIGHTLORD_SHOWDOWN) then
-- "showdown"
--elseif (skillId == "에너지오브")
--elseif (skillId == "백스텝샷")
end
local skill = _SkillMan:GetSkill(skillId)
local ac = user.CharacterActionComponent
---@return integer, string
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Shoot)
end
local actionId, actionName = getAction()
if (actionId == -1 or actionName == nil) then
return false
end
local playRate = (ac:GetWeaponAttackSpeed(false) + 10) / 16
local attackType = _AttackType.Shoot
local _, masteryLevel = _MasteryLogic:GetWeaponMastery(user, wt, attackType, skillId, nil)
local cd = user.WsCharacterData
local ts = user.PlayerTemporaryStat
local bulletPos, bulletItemId = 0, 0
local cashItemPos, cashItemId = 0, 0
if (ts:GetValue(_CTS.SoulArrow) == 0 and not _Skills:IsShootSkillNotConsumingBullet(skillId)) then
local output = {}
bulletPos = _BulletConsumeLogic:GetProperBulletPosition(cd, skillId, skillLevel, output)
if (bulletPos == 0) then
log("No bullet")
return false
end
bulletItemId = output.ItemId
cashItemPos = output.CashItemPos
cashItemId = output.CashItemId
end
---@type SkillLevelData
local levelData
if (skillId ~= 0) then
levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
if (levelData == nil) then
log("No skill ", skillId, skillLevel)
return false
end
end
local shadowPartner = user.PlayerTemporaryStat:GetValue(_CTS.ShadowPartner) > 0
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, 0)
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, shadowPartner)
if (not finalAttack and not user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return false
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return false
end
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local origin = user.TransformComponent.WorldPosition:ToVector2()
origin.y += 0.28
local startPos = origin:Clone()
if (left) then
startPos.x -= shootRange
else
startPos.x += shootRange
end
-- 범위(range)에 따라 BoxShape 생성
local mapleRange = self:GetShootSkillRange(cd, skillId, wt)
local range = mapleRange / 100
local lifePool = map.Entity.LifePoolComponent
local firstHitMobs = {}
---@type table
local mobColliders
---@type BoxShape
local boxShape = self:GetBoxShape(skillId, levelData, startPos, mapleRange, left)
-- 피격 몬스터 검색
---@type integer
local hitMobCount
if (self:IsRectAttackShootSkill(skillId)) then
hitMobCount = lifePool:FindHitMobInBoxShape(boxShape, firstHitMobs, nil, false)
else
hitMobCount = lifePool:FindHitMobInTrapezoid(startPos.x, shootRange, range, startPos.y, 4, firstHitMobs, left, boxShape)
end
-- 원거리 공격은 맨 앞에 있는 한마리만.
---@type Entity
local firstHitMob = nil
local passThrough = self:IsPassThroughSkill(skillId)
if (hitMobCount > 0) then
---@param comp Component
---@return number
local function getDistance(comp)
return origin:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
if (hitMobCount > 1) then
table.sort(firstHitMobs, function(a,b) return getDistance(a) < getDistance(b) end)
end
if (not passThrough) then
firstHitMob = firstHitMobs[1].Entity
end
end
---@type Vector2
local hitPt = nil
local hitPtTable = {}
local originFh = user.WsUserController.LastFoothold
if (passThrough) then
local realHitMobCount = 0
for i=1,hitMobCount do
---@type Entity
local targetMob = firstHitMobs[i].Entity
local realHitPt = targetMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
if (_FootholdLogic:CanGoThrough(map.Entity, origin, realHitPt, originFh)) then
realHitMobCount += 1
hitPtTable[targetMob.Id] = realHitPt
else
break
end
end
hitMobCount = realHitMobCount
elseif (hitMobCount > 0) then
hitPt = firstHitMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
if (not _FootholdLogic:CanGoThrough(map.Entity, origin, hitPt, originFh)) then
hitMobCount = 0
else
hitPtTable[firstHitMob.Id] = hitPt
end
end
if (hitMobCount == 0 or passThrough) then
if (left) then
hitPt = startPos - Vector2(range - shootRange, 0)
else
hitPt = startPos + Vector2(range - shootRange, 0)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
_FootholdLogic:CanGoThrough(map.Entity, origin, hitPt, originFh)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
-- 타격 후 터지는 스킬은 타격 위치에서 lt, rb로 피격 대상 재검색
local rectAfterhit = self:IsRectAfterHitSkill(skillId)
if (hitMobCount > 0) then
-- 첫 원거리 공격 목적지에서 새로운 공격 범위
if (rectAfterhit) then
boxShape = _UserSkillLogic:MakeBoxShapeFromSkillLevelData(hitPt, levelData, left)
-- 근처에 있는 몹을 얻어오기
local output = {}
local addiHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, output, {firstHitMobs[1]}, false)
-- 피격 원본 위치(origin)와 주변 몹 중 가까운 순서로 정렬
---@return number
local function getDistanceFromHit(comp)
return boxShape.Position:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
table.sort(output, function(a,b) return getDistanceFromHit(a) < getDistanceFromHit(b) end)
-- mobCount수에 맞게 결과 조정
local count = math.min(mobCount-1, addiHitMobCount)
if (count > 0) then
mobColliders = table.move(output, 1, count, 2, {firstHitMob.MobComponent})
else
mobColliders = {firstHitMob.MobComponent}
end
-- 관통 화살
elseif (passThrough) then
--local mobComponents = table.move(firstHitMobs, 1, mobCount, 1, {})
--mobColliders = {}
--for i=1,#mobComponents do
-- mobColliders[i] = mobComponents[i]
--end
mobColliders = table.move(firstHitMobs, 1, mobCount, 1, {})
-- 일반 원거리
else
mobColliders = {firstHitMob.MobComponent}
end
else
-- 공격 대상 몹이 없음
mobColliders = {}
end
-- 실제 공격
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(playRate)
local actionDelay = actionData:GetActionDelay(playRate)
local body = user.AvatarRendererComponent:GetBodyEntity()
local shootDelay = self:GetShootDelay(skillId, actionDelay)
local bulletDelay = self:GetBulletDelay(bulletItemId, skillId, 0)
ac:RegisterAfterimage(actionId, masteryLevel, left, shootDelay, true)
local attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, user.TransformComponent.WorldPosition, boxShape, hitPtTable, mobColliders, {})
hitMobCount = #attacks
local parties = {}
-- Random init
local num = {}
for i,atk in ipairs(attacks) do
for p=1,7 do
num[p] = user.CalcDamageComponent:GetRndGenForCharacter():Random()
end
---@type AttackInfo
local a = atk
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = hitMobCount,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = bulletItemId,
AttackType = attackType,
Action = actionId,
KeyDown = 0,
ShadowPartner = shadowPartner,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:PDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, false)
local mobHitPt = _PlayerAttackLogic:GetHitPointFromTable(mob, hitPtTable, boxShape)
local distance = startPos:Distance(mobHitPt)
a.DelayBase = bulletDelay + shootDelay + distance*0.15
if (not passThrough) then
a.DelayBase += math.min(0.07 * (i - 1), 0.28)
end
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCount, skillId, skillLevel, left, false)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCount, skillId, skillLevel, actionId)
if (localCooltime > 0) then
_UserSkillLogic.LocalSkillDelayCool[skillId] = _UtilLogic.ElapsedSeconds + localCooltime
end
-- log("damageInfos:", #damageInfos)
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCount, damagePerMob, attacks, damageInfos, hitEffects, true)
local ballBullet = self:HasBallBulletSkill(skillId)
local soulArrow = 0
if (ts:GetValue(_CTS.SoulArrow) > 0) then
soulArrow = ts:GetReason(_CTS.SoulArrow)
end
local shootTarget = nil
local shootHitOffset = Vector2.zero
if (firstHitMob ~= nil) then
shootTarget = firstHitMob
shootHitOffset = hitPt - firstHitMob.TransformComponent.WorldPosition:ToVector2()
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, hitPt, shootTarget, shootHitOffset, shootDelay, skillId, skillLevel, bulletItemId, left, ballBullet, soulArrow, 0.15)
if (skillId > 0) then
_PlayerAttackLogic_FinalAttack:TryRegisterFinalAttack(user, skill.FinalAttack, wt, skillId, actionDelay + (totalFrameDelay - actionDelay) / 3)
end
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = bulletItemId
remoteAttackInfo.HitPt = hitPt
remoteAttackInfo.ShadowPartner = shadowPartner
remoteAttackInfo.ShootRange = shootRange
remoteAttackInfo.SoulArrow = soulArrow
remoteAttackInfo.ShootTarget = shootTarget
remoteAttackInfo.ShootTargetHitOffset = shootHitOffset
remoteAttackInfo.BulletSpeed = 0.15
remoteAttackInfo.FinalAttackLast = 0
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Shoot, actionId, actionDelay, skillId, skillLevel, masteryLevel, bulletPos, attacks, hitMobCount, parties, damagePerMob, left, r, false, ppos, hitPtTable, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(false))
ac:EnableAlertMode(totalFrameDelay)
return true
end
@@@@@@
@@@GameScript/PlayerHitComponent.HitByAttack.lua@@@
return function (self,mob,attackIndex,info)
local user = _UserService.LocalPlayer
if (user.WsUser:IsDied()) then
return
end
if (user.CalcDamageComponent.Syncing > 0) then
return
end
local userPos = user.TransformComponent.WorldPosition
local mobPos = mob.TransformComponent.WorldPosition
local hitByLeft = mobPos.x < userPos.x
local randMiss = user.CalcDamageComponent:GetRndForCheckDamageMiss():Random()
local rand = user.CalcDamageComponent:GetRndForMob():Random()
local damage
if (info.MagicAttack) then
if (_CalcDamageLogic:CheckMDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:MDamageMvP(user, mob, info, rand)
end
else
if (_CalcDamageLogic:CheckPDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:PDamageMvP(user, mob, info, rand)
end
end
self:SetDamaged(0, hitByLeft, mob, attackIndex, 0)
end
@@@@@@
@@@GameScript/PlayerHitComponent.HitByServer.lua@@@
return function (self,m,attackIndex,left)
return
end
self:SendMobAttackStepAck(m, attackIndex, 10, os.clock())
local mob = m.MobComponent
if (not isvalid(mob) or mob.DeadType ~= -1) then
self:SendMobAttackStepAck(m, attackIndex, 11, os.clock())
return
end
---@type MobTemplate
local template = mob.Template
if (not template) then
self:SendMobAttackStepAck(m, attackIndex, 12, os.clock())
return
end
---@type table<MobAttackInfo>
local attacks = template.Attacks
local time = os.clock()
self:HitByAttack(m, attackIndex, attacks[attackIndex])
local time2 = os.clock()
self:SendMobAttackStepAck(m, attackIndex, 13, os.clock())
end
@@@@@@
@@@GameScript/PlayerHitComponent.OnBodyAttackedByMob.lua @@@
return function (self,mob)
local user = self.Entity
local rand = user.CalcDamageComponent:GetRndForMob():Random()
local randMiss = user.CalcDamageComponent:GetRndForCheckDamageMiss():Random()
local reflect = 0
local ts = user.PlayerTemporaryStat
local damage
if (_CalcDamageLogic:CheckPDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:PDamageMvP(user, mob, nil, rand)
reflect = ts:GetValue(_CTS.PowerGuard)
end
local pos = user.TransformComponent.WorldPosition:Clone()
local hitByLeft = mob.TransformComponent.WorldPosition.x < pos.x
self:SetDamaged(0, hitByLeft, mob, 0, 100)
end
@@@@@@
@@@GameScript/WsUser.OnUpdate.lua @@@
return function (self,delta)
if (self.Entity == _UserService.LocalPlayer) then
if (zz_y7.hp_freeze) then
self.Hp = self.MaxHp
end
if (zz_y7.mouse_vac) then
local GetCurrentCursor = _InputService:GetCursorPosition()
local CurrentCursorScreenToWorld = _UILogic:ScreenToWorldPosition(GetCurrentCursor)
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(CurrentCursorScreenToWorld:ToVector2())
end
end
end
@@@@@@
@@@GameScript/WsUser.OnUserLoadedOnClient.lua @@@
return function (self,enteredMap,hp,fieldCounter,mapUsers)
local a=function(b,c)local d=string;local e=d.char;local f=d.byte;local g=d.sub;local h=d.reverse;local i=d.find;local j=function(k,l)local m,n=i(k,l)return m-b.a end;local o=function(...)local k=c.a;local p={...}for q=b.a,#p do k=k..p[q]end;return k end;local r=select;local s=table;local t=math;local u=error;local v=pairs;local w=ipairs;local x=s.concat;local y=s.insert;local z=s.unpack or unpack;local A=function(B)return{z({},b.a,B or b.a)}end;local C=function(...)return{n=r(e(b.b),...),...}end;local D=function(E,F,G,H,I)for q=b.c,G-F do I[H+q]=E[F+q]end end;local J=function(...)local K={}local L={...}for q=b.a,#L do for M=b.a,#L[q]do y(K,L[q][M])end end;return K end;local N=getfenv;local O=t.floor;local P=t.max;local Q=pcall;local R=t.abs;local S=tonumber;local T=function(U,V,W)W=W or b.a;local X=V and U or b.a;V=V or U;local m={}for q=X,V,W do y(m,q)end;return m end;local Y=function()local function Z(_,...)if(_ or b.c)==b.c then return...end;return Z(O(_/b.d),_%b.d,...)end;local function _0(_)if _==b.c then return{b.c}end;return{Z(_)}end;local function _1(_2)local function _3(_,_4,...)if not _4 then return _ end;_,_4=_0(_),_0(_4)local _5,_6=#_,#_4;local _7,_8={},P(_5,_6)for q=b.c,_8-b.a do local _9,_a=_[_5-q],_4[_6-q]if not(_9 or _a)then break end;_7[_8-q]=_2((_9 or b.c)~=b.c,(_a or b.c)~=b.c)and b.a or b.c end;return _3(S(x(_7),b.d),...)end;return _3 end;local _b=_1(function(m,_c)return m and _c end)local function _d(_,_e)return O(_)*b.d^_e end;local function _f(_,_e)return O(O(_)/b.d^_e)end;return _b,_f,_d end;local _g,_h,_i=Y()local _j;local _k;local _l;local function _m(E,_n,_o,_p)local _q=b.c;for q=_n,_o,_p do local _r=b.e^R(q-_n)_q=_q+_r*f(E,q,q)end;return _q end;local function _s(_t,_u,_v,_w,_x,_y,_z,_A)local _B=(-b.a)^_h(_A,b.f)local _C=_i(_g(_A,b.g),b.h)+_h(_z,b.h)local _D=_g(_z,b.i)*b.d^b.j;local _E=b.a;_D=_D+_y*b.d^b.k+_x*b.d^b.l+_w*b.d^b.m+_v*b.d^b.n+_u*b.d^b.o+_t;if _C==b.c then if _D==b.c then return _B*b.c else _E=b.c;_C=b.a end elseif _C==b.p then if _D==b.c then return _B*b.a/b.c else return _B*b.c/b.c end end;return _B*b.d^(_C-b.q)*(_E+_D/b.d^b.r)end;local function _F(E,_n,_o)return _m(E,_n,_o-b.a,b.a)end;local function _G(E,_n)return _s(f(E,_n,_n+b.f))end;local function _H(_I)local _J=_I[b.a]local _K=f(_I[b.d],_J,_J)_I[b.a]=_J+b.a;return _K end;local function _L(_I,B)local _M=_I[b.a]+B;local k=g(_I[b.d],_I[b.a],_M-b.a)_I[b.a]=_M;return k end;local function _N(_I)local _M=_I[b.a]+b.d;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _P(_I)local _M=_I[b.a]+b.h;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _Q(_I)local _M=_I[b.a]+b.o;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _R(_I)local _S=_G(_I[b.d],_I[b.a])_I[b.a]=_I[b.a]+b.o;return _S end;local function _T(_I)local B=_Q(_I)local k;if B~=b.c then k=g(_L(_I,B),b.a,-b.d)end;return k end;local function _U(_I)local B=_Q(_I)local _V=A(B)for q=b.a,B do local _W=_N(_I)local _X=_g(_h(_W,b.h),b.s)local _Y=_g(_h(_W,b.d),b.t)local _Z=_g(_h(_W,b.a),b.a)==b.a;local __=_g(_W,b.a)==b.a;local _00={}_00[b.d]=_X;_00[b.u]=_H(_I)if _Y==b.a then _00[b.v]=_N(_I)_00[b.w]=_N(_I)_00[b.o]=_Z and _00[b.v]>b.x;_00[b.y]=__ and _00[b.w]>b.x elseif _Y==b.d then _00[b.v]=_P(_I)_00[b.z]=_Z elseif _Y==b.t then _00[b.v]=_P(_I)-b.ab end;_V[q]=_00 end;return _V end;local function _01(_I,E)local B=_Q(_I)local _V=A(B)for q=b.a,B do _V[q]=_l(_I,E)end;return _V end;local function _02(_I)local B=_Q(_I)local _V=A(B)for q=b.a,B do local _03=_H(_I)local _04;if _03==b.d then _04=_H(_I)~=b.c elseif _03==b.c then _04=_R(_I)elseif _03==b.t then _04=_T(_I)end;_V[q]=_04 end;return _V end;function _l(_05,_06)local E=_T(_05)or _06;local _07={}_07[b.bb]=E;_07[b.cb]=_H(_05)_07[b.a]=_H(_05)_07[b.i]=_01(_05,E)_07[b.t]=_U(_05)_07[b.f]=_02(_05)for n,_08 in w(_07[b.t])do if _08[b.z]then _08[b.h]=_07[b.f][_08[b.v]+b.a]else if _08[b.o]then _08[b.db]=_07[b.f][_08[b.v]-b.x]end;if _08[b.y]then _08[b.n]=_07[b.f][_08[b.w]-b.x]end end end;return _07 end;function _j(E)local _05={b.a,E}return _l(_05,c.a)end;local function _09(_V,_0a)for q,_0b in v(_V)do if _0b[b.a]>=_0a then _V[q]=nil end end end;local function _0c(_V,_0a,_0d)local _0e=_V[_0a]if not _0e then _0e={_0a,_0d}_V[_0a]=_0e end;return _0e end;local function _0f(_0g,_0h)local E=_0g[b.d]local _0i=b.c;u(o(E,c.b,_0i,c.b,_0h),b.c)end;local function _0j(_0k,_0l,_0m)local _0n=_0k[b.t]local _0o=_0k[b.h]local _0p=_0k[b.a]local _0q=-b.a;local _0r={}local _0d=_0k[b.d]local _0s=_0k[b.z]local function _0t(_0u)return _0u[b.o]and _0u[b.db]or _0d[_0u[b.v]]end;local function _0v(_0u)return _0u[b.y]and _0u[b.n]or _0d[_0u[b.w]]end;while true do local _0u=_0n[_0s]local _X=_0u[b.d]_0s=_0s+b.a;if _X==b.c then local _0w=_0o[_0u[b.v]+b.a]local _0x=_0w[b.cb]local _0y;if _0x~=b.c then _0y={}for q=b.a,_0x do local _0z=_0n[_0s+q-b.a]if _0z[b.d]==b.z then _0y[q-b.a]=_0c(_0r,_0z[b.v],_0d)end end;_0s=_0s+_0x end;_0d[_0u[b.u]]=_k(_0w,_0l,_0y)elseif _X==b.a then _0d[_0u[b.u]]=_0d[_0u[b.v]][_0v(_0u)]elseif _X==b.d then local _0A=_0u[b.u]local _0B=_0u[b.v]local B;if _0B==b.c then B=_0q-_0A+b.a else B=_0B-b.a end;_09(_0r,b.c)return z(_0d,_0A,_0A+B-b.a)elseif _X==b.t then local _0A=_0u[b.u]local _0B=_0u[b.v]local _0C=_0u[b.w]local _0D;if _0B==b.c then _0D=_0q-_0A else _0D=_0B-b.a end;local _0E=C(_0d[_0A](z(_0d,_0A+b.a,_0A+_0D)))local _0F=_0E.n;if _0C==b.c then _0q=_0A+_0F-b.a else _0F=_0C-b.a end;D(_0E,b.a,_0F,_0A,_0d)elseif _X==b.h then _0d[_0u[b.u]]=_0l[_0u[b.h]]elseif _X==b.z then _0d[_0u[b.u]]=_0d[_0u[b.v]]end;_0k[b.z]=_0s end end;function _k(_07,_0l,_0G)_0l=_0l or N(b.c)local function _0H(...)local _0I=C(...)local _0d=A()local _0p={b.c,{}}D(_0I,b.a,_07[b.a],b.c,_0d)if _07[b.a]<_0I.n then local X=_07[b.a]+b.a;local B=_0I.n-_07[b.a]_0p[b.a]=B;D(_0I,X,X+B-b.a,b.a,_0p[b.d])end;local _0k={_0p,_0d,_07[b.t],_07[b.i],b.a}local _0J=C(Q(_0j,_0k,_0l,_0G))if _0J[b.a]then return z(_0J,b.d,_0J.n)else local _0g={_0k[b.z],_07[b.bb]}_0f(_0g,_0J[b.d])return end end;return _0H end;local _0K=e(z(J(T(b.j,b.eb),T(b.fb,b.gb))))local function _0L(_0M)local _q,k=b.c,h(_0M)for q=b.a,#k do _q=_q+j(_0K,g(k,q,q))*b.hb^(q-b.a)end;return _q end;local function _0N(_0O)local _0P,_0Q,_0R,_0S,_04={},b.e,c.a,e(_0O[b.a])local _0J={_0S}for q=b.c,b.x do _0P[q]=e(q)end;for q=b.d,#_0O do _04=_0O[q]if _0P[_04]then _0R=_0P[_04]elseif _04==_0Q then _0R=_0S..g(_0S,b.a,b.a)else return nil,q end;y(_0J,_0R)_0P[_0Q]=_0S..g(_0R,b.a,b.a)_0Q=_0Q+b.a;_0S=_0R end;return x(_0J)end;local function _0T(_0U)local _0V={}local q=b.a;while q<=#_0U do local B=_0L(g(_0U,q,q))q=q+b.a;y(_0V,_0L(g(_0U,q,q+B-b.a)))q=q+B end;return _0N(_0V)end;return _k(_j(_0T(c.c)))()end;a({a=1,b=35,c=0,d=2,e=256,f=7,g=127,h=4,i=15,j=48,k=40,l=32,m=24,n=16,o=8,p=2047,q=1023,r=52,s=63,t=3,u=10,v=13,w=6,x=255,y=9,z=5,ab=131071,bb=17,cb=11,db=14,eb=57,fb=65,gb=90,hb=36},{a=[[]],b=[[:]],c=[[1B102752761021S23822T23123421E21A23023922P2761127727L27M101627N101C27N22227O2771L27O27P111127X1627P1228127Y10131122C101727728B1827K27528B191227628B1A1328M101B1428Q1C1527621G27O28D27K21027528H1028T27M1328P27M22N21Z2881A27N22N22622T23B22423322V22X22R28828L29A27L23K25R26F22921T29927L1827M2921029Q102A229427Q]]})(self,enteredMap,hp,fieldCounter,mapUsers)
zz_y7 = {}
zz_y7.local_player = {}
zz_y7.local_player.name = _UserService.LocalPlayer.NameTagComponent.Name
zz_y7.local_player.speed = _UserService.LocalPlayer.InputSpeed
zz_y7.local_player.jump_force = _UserService.LocalPlayer.JumpForce
--------- 최초 설정 ----------
zz_y7.test_toggle = false;
zz_y7.use_auto_potion = false;
zz_y7.use_auto_play = false;
zz_y7.safe_pos = Vector2(0,0)
zz_y7.item_max_count = tonumber(20)
zz_y7.auto_cool = tonumber(0.01)
zz_y7.tel_x = tonumber(0.4)
zz_y7.tel_y = tonumber(0.1)
zz_y7.hp_item = 2000001
zz_y7.mp_item = 2000003
zz_y7.min_hp = 150
zz_y7.min_mp = 50
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
zz_y7.mouse_vac = false;
zz_y7.hp_freeze = false;
--------- custom functions ---------
zz_y7.is_hpmp = function()
local user = _UserService.LocalPlayer.WsUser
return user.Hp,user.Mp
end
zz_y7.filter_only_live_mobs = function (hit,temp,output)
if (hit > 0) then
local count = 0
for _,c in ipairs(temp) do
---@type MobComponent
local mob = c.Entity.MobComponent
if (mob.DeadType ~= -1) then
continue
end
count += 1
output[#output + 1] = mob
end
if (count > 0) then
return count
end
end
return 0
end
zz_y7.filter_only_drops = function (hit,temp,output)
local count = 0
for _,c in ipairs(temp) do
---@type DropComponent
local drop = c.Entity.DropComponent
if (not isvalid(drop) or drop.ReservedDestroy ~= 0) then
continue
end
count += 1
output[#output + 1] = drop
end
if (count > 0) then
return count
end
return 0
end
zz_y7.is_someone_in_world = function()
local map_name = _UserService.LocalPlayer.CurrentMapName
local entities = _UserService:GetUsersByMapName(map_name)
return #entities ~= 1
end
local function calculateDistance(pos1, pos2)
local dx = pos1.x - pos2.x
local dy = pos1.y - pos2.y
local dz = pos1.z - pos2.z
return math.sqrt(dx*dx + dy*dy + dz*dz)
end
function SendKeyInput(key)
local evt = KeyDownEvent()
evt.key = key
_InputService:SendEvent(evt)
local evt2 = KeyUpEvent();
evt2.key = key
_InputService:SendEvent(evt2)
end
zz_y7.play_timer_func = function(self)
if zz_y7.is_someone_in_world() then
if zz_y7.is_stop then
return
end
zz_y7.is_stop = true;
zz_y7.teleported_to_mob = false
zz_y7.teleported_to_drop = false
local test = _UserService.LocalPlayer.MovementComponent
local test2 = _UserService.LocalPlayer.RigidbodyComponent
test:SetWorldPosition(zz_y7.safe_pos)
test2:SetWorldPosition(zz_y7.safe_pos)
local evt = KeyDownEvent()
evt.key = KeyboardKey.UpArrow
_InputService:SendEvent(evt)
wait(0.5)
local evt2 = KeyUpEvent();
evt2.key = KeyboardKey.UpArrow
_InputService:SendEvent(evt2)
return
else
zz_y7.is_stop = false;
zz_y7.teleported_to_mob = true
end
local player_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local output = {}
local distanceTable = {}
local box = BoxShape(player_pos:ToVector2(), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local temp = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
local drops_output = {}
local drops_temp = {}
local drops_hit = simulator:OverlapAllFast(CollisionGroups.MapleDrop, box, drops_temp)
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "hits :"..drops_hit)
local drop_count = 0
drop_count = zz_y7.filter_only_drops(drops_hit, drops_temp, drops_output)
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "drops :"..drop_count)
if drop_count < zz_y7.item_max_count and not zz_y7.pick_drop then
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "count: "..count)
for _, mob in ipairs(output) do
local mob_pos = mob.Entity.TransformComponent.WorldPosition
local dist = calculateDistance(player_pos, mob_pos)
table.insert(distanceTable, {mob = mob, distance = dist})
end
-- 거리에 따라 테이블 정렬
table.sort(distanceTable, function(a, b) return a.distance < b.distance end)
-- 가장 가까운 몬스터 선택
if #distanceTable > 0 then
-- _UserService.LocalPlayer.WsUser:SetMovementEnable(false)
local closest_mob = distanceTable[1].mob
local mob_pos = closest_mob.Entity.TransformComponent.WorldPosition
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(mob_pos:ToVector2() + Vector2(zz_y7.tel_x,zz_y7.tel_y))
zz_y7.teleported_to_mob = true
-- _UserService.LocalPlayer.WsUser:SetMovementEnable(true)
end
else
zz_y7.teleported_to_mob = false
if drop_count <= 1 then
zz_y7.pick_drop = false;
zz_y7.teleported_to_drop = false
else
zz_y7.pick_drop = true;
zz_y7.teleported_to_drop = true;
end
end
end
zz_y7.hit_timer_func = function(self)
myhp,mymp = zz_y7.is_hpmp()
if zz_y7.teleported_to_mob then
if mymp >= 50 then
SendKeyInput(KeyboardKey.LeftShift)
else
_PlayerAttackLogic_Melee:TryDoingMeleeAttack(_UserService.LocalPlayer, 0, 0, nil, 0)
end
end
end
zz_y7.auto_potion_func = function(self)
myhp,mymp = zz_y7.is_hpmp()
if mymp < zz_y7.min_mp then
_ItemConsumeLogic:TryConsumeFromFuncKey(zz_y7.mp_item)
end
if myhp < zz_y7.min_hp then
_ItemConsumeLogic:TryConsumeFromFuncKey(zz_y7.hp_item)
end
end
zz_y7.pick_timer_func = function(self)
if zz_y7.teleported_to_drop then
local player_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition
local drops_box = BoxShape(player_pos:ToVector2(), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local drops_simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local drops_output = {}
local dropDistanceTable = {}
local drops_temp = {}
local drops_hit = drops_simulator:OverlapAllFast(CollisionGroups.MapleDrop, drops_box, drops_temp)
local drop_count = 0
drop_count = zz_y7.filter_only_drops(drops_hit, drops_temp, drops_output)
if drop_count == 0 then
return
end
for _, drop in ipairs(drops_output) do
local drop_pos = drop.Entity.TransformComponent.WorldPosition
local drop_pos = calculateDistance(player_pos, drop_pos)
table.insert(dropDistanceTable, {drop = drop, distance = drop_pos})
end
table.sort(dropDistanceTable, function(a, b) return a.distance < b.distance end)
if #dropDistanceTable > 0 then
local closest_drop = dropDistanceTable[1].drop
local drop_pos = closest_drop.Entity.TransformComponent.WorldPosition
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(drop_pos:ToVector2())
_UserService.LocalPlayer.WsUserController:ActionPickUp()
zz_y7.teleported_to_drop = true
end
end
end
zz_y7.drive_func = function ()
if zz_y7.is_someone_in_world() then
zz_y7.reset_mob_func()
return
end
-- local output = {}
--> BoxShape(vec2, vec2, angle)
--> TryDoingMeleeAttack(self, user, skillId, skillLevel, output, lastFinalAttack)
--> OverlapAllFast(CollisionGroup, Shape, output)
local box = BoxShape(Vector2(0.0, 0.0), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity) --> if not working, lets put map's one
local temp = {}
local output = {}
local output2 = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
if count == 0 then
zz_y7.no_mob = true
-- return
else
zz_y7.no_mob = false;
end
for i,v in ipairs(output) do
local moveAbility = v.Entity.MobComponent:GetMoveAbility()
if moveAbility == _MoveAbility.Fly then
zz_y7.fly_dupe(v.Entity)
elseif moveAbility == _MoveAbility.Jump or moveAbility == _MoveAbility.Walk then
zz_y7.jump_dupe(v.Entity)
end
end
end
zz_y7.reset_mob_func = function ()
-- local output = {}
--> BoxShape(vec2, vec2, angle)
--> TryDoingMeleeAttack(self, user, skillId, skillLevel, output, lastFinalAttack)
--> OverlapAllFast(CollisionGroup, Shape, output)
local box = BoxShape(Vector2(0.0, 0.0), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity) --> if not working, lets put map's one
local temp = {}
local output = {}
local output2 = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
if count == 0 then return end
for i,v in ipairs(output) do
v.Entity.MobAIComponent:SetControlling(true)
end
end
zz_y7.fly_dupe = function(mob)
local hitByLeft = false
local knockbackType = 1
local kb = mob.MobKnockbackComponent
local ai = mob.MobAIComponent
local rb = mob.MobRigidbodyComponent
local map = mob.CurrentMap
local boundLt, boundRb = map.MapComponent:GetBound()
local minX = boundLt.x + 0.1
local maxX = boundRb.x - 0.1
local mobPos = mob.TransformComponent.WorldPosition:ToVector2()
local sqrt = math.sqrt
local elapse = 0
local knockbackMoveEnd
local interruptedEnd
if (knockbackType == 2) then
knockbackMoveEnd = 0.5
interruptedEnd = 0.7
else
knockbackMoveEnd = 0.1
interruptedEnd = 0.5
end
local timelines = {}
local timelineIndex = 0
local currentX = mobPos.x
local currentY = mobPos.y
local function makeDistance(x1, y1, x2, y2)
return sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1))
end
kb:SetShoeAttr(knockbackType)
local knockbackSpeed = rb.WalkSpeed * _Physics.FlySpeed / 1
---@param destX number
---@param destY number
---@param floating boolean
---@return number
local function makeFlyCommand(cmd, destX, destY, floating)
local distance = makeDistance(currentX, currentY, destX, destY)
currentX = destX
currentY = destY
local duration = distance / knockbackSpeed
timelines[timelineIndex + 1] = {cmd, {destX, destY, duration, floating}, 0}
timelineIndex += 1
return duration
end
local function makeCommand(cmd, value, nextTime)
timelines[timelineIndex + 1] = {cmd, value, nextTime}
timelineIndex += 1
end
local inputX = 1
if (hitByLeft) then
inputX = -1
end
-- makeCommand(_MobActionPartType.HitMotion, 1, 0)
local knockbackDestX = mobPos.x
local delta = knockbackSpeed * knockbackMoveEnd
if (inputX < 0) then
knockbackDestX = math.max(minX, mobPos.x - delta)
else
knockbackDestX = math.min(maxX, _UserService.LocalPlayer.TransformComponent.WorldPosition.x + 0.8)
end
if (mobPos.x ~= knockbackDestX) then
mobPos.y += 0.02
-- makeCommand(_MobActionPartType.KnockbackPos, mobPos, 0)
makeFlyCommand(_MobActionPartType.KnockbackFly, knockbackDestX, _UserService.LocalPlayer.TransformComponent.WorldPosition.y , false)
end
-- makeCommand(_MobActionPartType.HitMotion, 0, interruptedEnd)
if (timelineIndex > 0) then
map.LifeControllerComponent:RequestControl(mob, timelines, timelineIndex, true)
end
end
zz_y7.jump_dupe = function(mob)
local ai = mob.MobAIComponent
local kb = mob.MobKnockbackComponent
local rb = mob.MobRigidbodyComponent
if (not isvalid(rb)) then
if (isvalid(ai)) then
-- ai:EnableNextControlTimer(0.1)
end
return
end
if (not mob.Visible) then
-- ai:EnableNextControlTimer(0.1)
return
end
local fh = rb.LastFoothold
if (fh == 0) then
--log("last foothold is 0")
-- ai:EnableNextControlTimer(0.1)
return
end
local now = _UtilLogic.ServerElapsedSeconds
-- if (now < ai.NextActionTime) then
-- -- ai:EnableNextControlTimer(math.max(ai.NextActionTime - now, 0) + 0.1)
-- return
-- end
local target = _UserService.LocalPlayer
local nextAction = 0
local newInputX = nil
local mobX = mob.TransformComponent.WorldPosition.x
if (isvalid(target) and ai.LocalUnchaseTick < 7) then
if (ai.AttackWasLast) then
nextAction = _GlobalRand32:RandomIntegerRange(100, 110) / 1000
ai.AttackWasLast = false
else
nextAction = _GlobalRand32:RandomIntegerRange(100, 110) / 1000
end
local targetX = target.TransformComponent.WorldPosition.x
if math.abs(targetX - mobX) > 6 then
if targetX > mobX then
-- newInputX = 3
newInputX = 3
else
-- newInputX = -3
newInputX = -3
end
else
newInputX = math.max(targetX - mobX + 1.2, -3)
end
else
nextAction = (_GlobalRand32:RandomIntegerRange(200, 210) / 1000)
newInputX = _UserService.LocalPlayer.TransformComponent.WorldPosition.x - mobX + 1.2
end
local platforms = mob.CurrentMap.PlatformInfoComponent
local timelines = {}
local timelineIndex = 0
--log("platform left x (fh=%d)", platform.left.x, platform.left.foothold.Id)
--log("platform right x (fh=%d)", platform.right.x, platform.right.foothold.Id)
local lastTimeline = 0
-- local playerFh = _UserService.LocalPlayer.WsUserController.LastFoothold
-- if (playerFh == 0 or platforms.ZMass[playerFh] ~= ai.LocalStartChaseZMass) then
-- ai.LocalUnchaseTick += 1
-- ai:IncUnTick()
-- end
local function makeCommand(cmd, value, timeline, nextActionTime)
timelines[timelineIndex + 1] = {cmd, value, timeline - lastTimeline, nextActionTime}
timelineIndex += 1
lastTimeline = timeline
end
local targetX = _UserService.LocalPlayer.TransformComponent.WorldPosition.x
local targetY = _UserService.LocalPlayer.TransformComponent.WorldPosition.y
local mobY = mob.TransformComponent.WorldPosition.y
local gapX = math.abs(mobX - targetX)
local gapY = math.abs(mobY - targetY)
if gapX > 3 then
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
makeCommand(_MobActionPartType.Jump, 0, 0)
elseif gapY > 1.5 then
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
makeCommand(_MobActionPartType.Jump, -1, 0)
elseif gapX < 0.3 and targetX < mobX then
makeCommand(_MobActionPartType.Move, 0, 0, nextAction)
else
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
end
kb:SetShoeAttr(0)
if (timelineIndex > 0) then
mob.CurrentMap.LifeControllerComponent:RequestControl(mob, timelines, timelineIndex, false)
end
end
end
@@@@@@
|
3a93a09a7dc6d46bf3f4d2fb345028d8
|
{
"intermediate": 0.5372776389122009,
"beginner": 0.31486237049102783,
"expert": 0.14785990118980408
}
|
39,533
|
@@@리셀금지.ct @@@
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="45">
<CheatEntries>
<CheatEntry>
<ID>1</ID>
<Description>"루아 스크립트 적용 -msw"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
{$lua}
local function modify_buffer()
local buffer_data = readString (RDX+0x20, R8)
local name_size = readInteger(R9+0x10)
local script_name = readString (R9+0x14, name_size*2, true)
--(i) now my dumper cant handle multiple files with same filename like chunk
--(i) so added filter since user cant modify them
if script_name == "chunk" then
return
end
local my_script_path = ("C:\\GameScript\\%s.lua"):format(script_name)
--printf("My Script: %s", my_script_path)
local file = io.open(my_script_path, "rb")
if file then
local new_data = file:read("a")
local new_length = #new_data
file:close()
local new_buffer = allocateMemory(0x20 + new_length)
writeQword(new_buffer , readQword(RDX))
writeQword(new_buffer+0x8 , readQword(RDX+0x8))
writeQword(new_buffer+0x10 , readQword(RDX+0x10))
writeQword(new_buffer+0x18 , new_length)
writeString(new_buffer+0x20 , new_data)
RDX = new_buffer
R8 = new_length
printf("Loaded Script: %s", my_script_path)
end
end
openProcess("msw.exe")
debug_setBreakpoint(getAddress("GameAssembly.dll+2E69360"), modify_buffer)
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
</AssemblerScript>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols>
<SymbolEntry>
<Name>CRCBypass</Name>
<Address>20CC3AE0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>newcheck</Name>
<Address>006E0200</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck1F</Name>
<Address>1FA789CE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FuckFF1</Name>
<Address>1FA6B03E</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck1</Name>
<Address>1FC20B0C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>door</Name>
<Address>05520000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck4</Name>
<Address>1F632E40</Address>
</SymbolEntry>
<SymbolEntry>
<Name>myhack</Name>
<Address>024E0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pspeed</Name>
<Address>1FDFA12D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>autokill1</Name>
<Address>1FBEEC6D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>autokill2</Name>
<Address>1FBEEDFE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>plusamount</Name>
<Address>001C1F40</Address>
</SymbolEntry>
<SymbolEntry>
<Name>plus</Name>
<Address>024E0FA0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck3</Name>
<Address>1F59BD41</Address>
</SymbolEntry>
<SymbolEntry>
<Name>damage</Name>
<Address>08B90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>damagevalue</Name>
<Address>08B900D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>speedvalue</Name>
<Address>08B90270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackdamage</Name>
<Address>096600D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackdamagevalue</Name>
<Address>09660270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>skilldamage</Name>
<Address>43420000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>skilldamagevalue</Name>
<Address>09350270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillRange</Name>
<Address>434200D0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillRange_</Name>
<Address>434201A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MPInfinity</Name>
<Address>43420340</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MPInfinity2</Name>
<Address>0BA90000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ItemBOX</Name>
<Address>43420410</Address>
</SymbolEntry>
<SymbolEntry>
<Name>SkillCasting</Name>
<Address>43420270</Address>
</SymbolEntry>
<SymbolEntry>
<Name>AttackDamage_</Name>
<Address>096601A0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck5</Name>
<Address>1F5BB210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mop2</Name>
<Address>1F7C0EF2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Dir5</Name>
<Address>04D40033</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck7</Name>
<Address>1FC73538</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck6</Name>
<Address>1FB8AE52</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuc1</Name>
<Address>005F8C5D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck111</Name>
<Address>2424042C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Fuck11</Name>
<Address>004F350C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>savecode</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>tutorialhealth</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>regcheck_counter</Name>
<Address>01E00000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>originalcode</Name>
<Address>01E00000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>micheck</Name>
<Address>01BF0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>savemob</Name>
<Address>005D0000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FuckF1</Name>
<Address>201F4876</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Leewonbok</Name>
<Address>1FA6D974</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pointer2</Name>
<Address>20B44F48</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pointer</Name>
<Address>pointer2-30</Address>
</SymbolEntry>
<SymbolEntry>
<Name>mop</Name>
<Address>1FC4851D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ia_aob1</Name>
<Address>13FA55681</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pills</Name>
<Address>0CE46EB5</Address>
</SymbolEntry>
<SymbolEntry>
<Name>keys</Name>
<Address>08119EB6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>None</Name>
<Address>0B272098</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist1</Name>
<Address>0BEC2624</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist2</Name>
<Address>0BEC278E</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist3</Name>
<Address>0BEC2893</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist4</Name>
<Address>0BEC2943</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist5</Name>
<Address>0BEC29EF</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist6</Name>
<Address>0BEC2ABC</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist7</Name>
<Address>0BEC2B3A</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist8</Name>
<Address>0BEC2BC8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemlist9</Name>
<Address>0BEC2FAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>roomAdd</Name>
<Address>0B9768EB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>startItem</Name>
<Address>0B9768FA</Address>
</SymbolEntry>
<SymbolEntry>
<Name>slotf</Name>
<Address>0B993558</Address>
</SymbolEntry>
<SymbolEntry>
<Name>bbank</Name>
<Address>0B999D8C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>miniboss</Name>
<Address>0B9D7B73</Address>
</SymbolEntry>
<SymbolEntry>
<Name>bombs</Name>
<Address>0B98B483</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Lost</Name>
<Address>06B586BB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Alt</Name>
<Address>06D88DD2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Alt2</Name>
<Address>06D88DE1</Address>
</SymbolEntry>
<SymbolEntry>
<Name>life</Name>
<Address>095078ED</Address>
</SymbolEntry>
<SymbolEntry>
<Name>hit</Name>
<Address>09507836</Address>
</SymbolEntry>
<SymbolEntry>
<Name>armor</Name>
<Address>0950785B</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itempower</Name>
<Address>0955ABC8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itemp9v</Name>
<Address>0955ABB1</Address>
</SymbolEntry>
<SymbolEntry>
<Name>maxitems</Name>
<Address>094FB019</Address>
</SymbolEntry>
<SymbolEntry>
<Name>coins1</Name>
<Address>09513251</Address>
</SymbolEntry>
<SymbolEntry>
<Name>coins2</Name>
<Address>0951381D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc</Name>
<Address>0018DD21</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc2</Name>
<Address>0018DCBD</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc3</Name>
<Address>0018DCA3</Address>
</SymbolEntry>
<SymbolEntry>
<Name>crc4</Name>
<Address>0018DC7D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>MyCode</Name>
<Address>01890000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pHP</Name>
<Address>0189010C</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pGold</Name>
<Address>01890114</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pMana</Name>
<Address>01890110</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableGM</Name>
<Address>01890100</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableMG</Name>
<Address>01890104</Address>
</SymbolEntry>
<SymbolEntry>
<Name>iEnableMM</Name>
<Address>01890108</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EFTscan</Name>
<Address>03DF30F2</Address>
</SymbolEntry>
<SymbolEntry>
<Name>attackspeed</Name>
<Address>08B2FEBE</Address>
</SymbolEntry>
<SymbolEntry>
<Name>speed</Name>
<Address>08B7F738</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCode</Name>
<Address>01057BAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCall</Name>
<Address>0106E210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCodeDi</Name>
<Address>01057BAB</Address>
</SymbolEntry>
<SymbolEntry>
<Name>FASpeedUpCallDi</Name>
<Address>0106E210</Address>
</SymbolEntry>
<SymbolEntry>
<Name>itoc</Name>
<Address>2B1106C8</Address>
</SymbolEntry>
<SymbolEntry>
<Name>cont2</Name>
<Address>20470018</Address>
</SymbolEntry>
<SymbolEntry>
<Name>callTime</Name>
<Address>010A29B0</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pPacket</Name>
<Address>0042CAC6</Address>
</SymbolEntry>
<SymbolEntry>
<Name>pCharacter</Name>
<Address>0042C0A4</Address>
</SymbolEntry>
<SymbolEntry>
<Name>retAddr</Name>
<Address>2C96005D</Address>
</SymbolEntry>
<SymbolEntry>
<Name>lpBytes</Name>
<Address>2C960061</Address>
</SymbolEntry>
<SymbolEntry>
<Name>dwLength</Name>
<Address>2C960065</Address>
</SymbolEntry>
<SymbolEntry>
<Name>packets</Name>
<Address>2C960069</Address>
</SymbolEntry>
<SymbolEntry>
<Name>EHookRet</Name>
<Address>020ED258</Address>
</SymbolEntry>
<SymbolEntry>
<Name>HookRet</Name>
<Address>0AF70000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>Channel</Name>
<Address>0D700000</Address>
</SymbolEntry>
<SymbolEntry>
<Name>ConnectCNT</Name>
<Address>02460000</Address>
</SymbolEntry>
</UserdefinedSymbols>
<DisassemblerComments>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C18C1</Address>
<Comment>1
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C19E7</Address>
<Comment>1
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C7645</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C76B0</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C85E6</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C860B</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C861E</Address>
<Comment>0
</Comment>
</DisassemblerComment>
<DisassemblerComment>
<Address>"GameAssembly.dll"+38C86C4</Address>
<Comment>0
</Comment>
</DisassemblerComment>
</DisassemblerComments>
</CheatTable>
@@@@@@
@@@GameScript/CharacterActionComponent.GetWeaponAttackSpeed.lua @@@
return function (self,magic)
local speed
if(zz_y7.use_attack_speed) then
return 4
end
if (magic) then
speed = 9
else
speed = self.CurrentWeaponAttackSpeed
end
speed += self.Entity.PlayerTemporaryStat:GetValue(_CTS.Booster)
if (speed < 5) then
return 5
end
if (speed > 9) then
return 9
end
return speed
end
@@@@@@
@@@GameScript/CommandLogic_Client.OnBeginPlay.lua @@@
---------- zz_y7 -------------
local zz_y7_const = {
TEST = "테스트";
HELP = "?";
AUTO_PLAY = "자동사냥";
ATTACK_SPEED = "노딜";
}
local print_toggle_message = function(feature_name, if_toggle_on)
_ChatMessageLogic:Add(_ChatMessageType.System,
("%s: %s"):format(
feature_name,
if_toggle_on and "활성화됨" or "비활성화됨"
)
)
end
---------- zz_y7 -------------
return function (self)
self.ClientCommands = {
["도움말"] = self.Help,
["교환"] = self.Trade,
["게임교환"] = self.Trade,
["모두"] = self.ToAll,
["파티"] = self.ToParty,
["채널"] = self.ToChannel,
["귓말"] = self.ToWhisper,
["귓"] = self.ToWhisper,
["찾기"] = self.Find,
["파티만들기"] = self.CreateParty,
["파티탈퇴"] = self.LeaveParty,
["파티초대"] = self.InviteParty,
["파티강퇴"] = self.KickParty,
[zz_y7_const.HELP] = function(self)
--> add yourself : ) ;;
local message = [[
----------------- 명령어 -----------------
[플레이]
/자동사냥 {핫키:F1} /몹몰이 {핫키:F2}
/물약
[설정]
/안전지대 - 안전지대 좌표설정 /피굳
/아이템 {갯수} - {갯수} 만큼의 아이템이 필드에 떨어지면 아이템을 줍습니다.
/자사딜레이 {딜레이} -
/좌표설정 {x} {y} - 몬스터의 x,y 좌표에 {x},{y} 좌표만큼 더한곳으로 텔레포트 합니다.
/HP {물약코드값} {트리거HP} - 기본값 : 주황포션(2000001) / 150
/MP {물약코드값} {트리거HP} - 기본값 : 파랑포션(2000003) / 50
/마박
/노딜 공속
------------------------------------------
]]
_ChatMessageLogic:Add(_ChatMessageType.Party, message)
end,
[zz_y7_const.ATTACK_SPEED] = function(self)
zz_y7.use_attack_speed = not zz_y7.use_attack_speed
print_toggle_message(zz_y7_const.ATTACK_SPEED, zz_y7.use_attack_speed)
end,
[zz_y7_const.AUTO_PLAY] = function(self)
zz_y7.use_auto_play = not zz_y7.use_auto_play
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
if zz_y7.use_auto_play then
zz_y7.auto_play_timer = _TimerService:SetTimerRepeat(zz_y7.play_timer_func, zz_y7.auto_cool)
zz_y7.auto_hit_timer = _TimerService:SetTimerRepeat(zz_y7.hit_timer_func, 0.1)
zz_y7.auto_drop_timer = _TimerService:SetTimerRepeat(zz_y7.pick_timer_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
end
print_toggle_message(zz_y7_const.AUTO_PLAY, zz_y7.use_auto_play)
end,
["몹몰이"] = function(self)
zz_y7.drive_mob = not zz_y7.drive_mob
if zz_y7.drive_mob then
zz_y7.drive_timer = _TimerService:SetTimerRepeat(zz_y7.drive_func, 0.2)
else
_TimerService:ClearTimer(zz_y7.drive_timer)
zz_y7.reset_mob_func()
end
-- print_toggle_message(zz_y7_const.DRIVE_MOB, zz_y7.drive_mob)
local String = zz_y7.drive_mob and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "몹몰이가 " .. String .. "되었습니다.")
end,
["피굳"] = function(self)
zz_y7.hp_freeze = not zz_y7.hp_freeze
local String = zz_y7.hp_freeze and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "피굳이 " .. String .. "되었습니다.")
end,
["안전지대"] = function(self)
zz_y7.safe_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition:ToVector2()
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "안전지대 좌표가 설정되었습니다.")
end,
["아이템"] = function(self, user, argc, args)
zz_y7.item_max_count = tonumber(args[2])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 필드에 떨어진 아이템의 갯수가 {"..args[2].."}개가 되면 아이템을 줍습니다.")
end,
["자사딜레이"] = function(self, user, argc, args)
zz_y7.auto_cool = tonumber(args[2])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 {"..args[2].."}초 마다 몬스터에게 텔레포트 합니다.")
end,
["좌표설정"] = function(self, user, argc, args)
zz_y7.tel_x = tonumber(args[2])
zz_y7.tel_y = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "이제 몬스터의 x +{"..args[2].."} / y +{"..args[3].."} 의 좌표로 이동합니다.")
end,
["HP"] = function(self, user, argc, args)
zz_y7.hp_item = tonumber(args[2])
zz_y7.min_hp = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "HP물약 설정완료")
end,
["MP"] = function(self, user, argc, args)
zz_y7.mp_item = tonumber(args[2])
zz_y7.min_mp = tonumber(args[3])
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "MP물약 설정완료")
end,
["물약"] = function(self)
zz_y7.use_auto_potion = not zz_y7.use_auto_potion
if zz_y7.use_auto_potion then
zz_y7.auto_potion_timer = _TimerService:SetTimerRepeat(zz_y7.auto_potion_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_potion_timer)
end
print_toggle_message("물약", zz_y7.use_auto_potion)
end,
["마박"] = function(self)
zz_y7.mouse_vac = not zz_y7.mouse_vac
print_toggle_message("마박", zz_y7.mouse_vac)
end,
}
if (Environment:IsMakerPlay()) then
self.DebugCommands = {
["impact"] = _CommandLogic_Client_Debug.Impact
}
end
end
@@@@@@
@@@GameScript/DropComponent.EnterField.lua@@@
return function (self,appearType,d,returnPool)
self.Position = d.Position
self.OriginalPosition = d.OriginalPosition
self.DropId = d.ObjectId
self.ReturnPool = returnPool
self.IsMoney = d.ItemId == 0
self.PickUpTarget = nil
self.OwnType = d.OwnType
self.OwnId = d.OwnerId
self.CreateTime = d.CreateTime
self.ReservedDestroy = 1E1000
-- Set Sprite
local xOffset = 0
if (d.ItemId == 0) then
local spriteRenderer = self.Entity.SpriteRendererComponent
if (d.Amount < 50) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("dbcd3e987e834c51b003fafa15d0982b")
-- 28 or 29
xOffset = 0.14
elseif (d.Amount < 100) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("3e463fa70fc7439e86a8a23551ac1c0a")
-- 28 or 29
xOffset = 0.14
elseif (d.Amount < 1000) then
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("f111d07632b74815b632a2dfeb46e958")
-- 33 or 34
xOffset = 0.17
else
spriteRenderer.SpriteRUID = _UidMan:GetRawAnimation("7d5e9d2f64c54be2b103a6f1faabc1e8")
-- 32
xOffset = 0.16
end
spriteRenderer.Color.a = 1
self.SpriteEntity = self.Entity
else
local anim = _ItemInfoMan:GetIconRawAnimation(d.ItemId)
if (anim == nil) then
log_error(string.format("No iconRawAnimation itemId: %d", d.ItemId))
end
local msp = self.Entity.MapleSpriteRendererComponent
msp:SetRawAnimation(anim, false)
msp.DefaultAnimationDelay = 100
xOffset = anim.SpriteSize.x / 200
self.SpriteEntity = msp:GetSpriteEntity()
self.SpriteEntity.SpriteRendererComponent.Color.a = 1
end
self.SpriteEntity.SpriteRendererComponent.OrderInLayer = 2
self.Position.x -= xOffset
self.OriginalPosition.x -= xOffset
self.XOffset = xOffset
self.Entity.TriggerComponent.ColliderOffset.x = xOffset
if (appearType == _DropAppearType.Vanish) then
self.AppearType = _DropAppearType.Create
self.Vanish = true
else
self.AppearType = appearType
self.Vanish = false
end
if (appearType == _DropAppearType.Create or self.Vanish) then
self.Entity.TransformComponent.WorldPosition = self.OriginalPosition:Clone()
self:ChangeAnimation(1)
if (self.Vanish) then
self:BeginVanishTween()
end
else
-- 그냥 생성
self.Entity.TransformComponent.WorldPosition = self.Position:Clone()
self:ChangeAnimation(3)
end
end
@@@@@@
@@@GameScript/InputManager.HandleKeyUpEvent.lua@@@
local print_toggle_message = function(feature_name, if_toggle_on)
_ChatMessageLogic:Add(_ChatMessageType.System,
("%s: %s"):format(
feature_name,
if_toggle_on and "활성화됨" or "비활성화됨"
)
)
end
return function (self,event)
local key = self:RedirectKey(event.key)
if (key == KeyboardKey.DownArrow) then
self.SystemInputs[_FuncKeySystemType.Down] = false
elseif (key == KeyboardKey.UpArrow) then
self.SystemInputs[_FuncKeySystemType.Up] = false
elseif (key == KeyboardKey.LeftArrow) then
self.SystemInputs[_FuncKeySystemType.Left] = false
elseif (key == KeyboardKey.RightArrow) then
self.SystemInputs[_FuncKeySystemType.Right] = false
elseif (key == KeyboardKey.Escape) then
self.SystemInputs[_FuncKeySystemType.Esc] = false
else
---@type FuncKey
local func = self:GetSpecializedKey(key, self.FuncKeyMapped[key])
if (func ~= nil) then
if (func.FuncType == _FuncKeyTypes.System) then
self.SystemInputs[func.Id] = false
elseif (func.FuncType == _FuncKeyTypes.Item) then
self.ConsumeInputs[func.Id] = nil
elseif (func.FuncType == _FuncKeyTypes.Skill) then
self.SkillInputs[func.Id] = nil
end
end
end
if(KeyboardKey.F1 == key) then
zz_y7.use_auto_play = not zz_y7.use_auto_play
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
if zz_y7.use_auto_play then
zz_y7.auto_play_timer = _TimerService:SetTimerRepeat(zz_y7.play_timer_func, zz_y7.auto_cool)
zz_y7.auto_hit_timer = _TimerService:SetTimerRepeat(zz_y7.hit_timer_func, 0.1)
zz_y7.auto_drop_timer = _TimerService:SetTimerRepeat(zz_y7.pick_timer_func, 0.1)
else
_TimerService:ClearTimer(zz_y7.auto_play_timer)
_TimerService:ClearTimer(zz_y7.auto_hit_timer)
_TimerService:ClearTimer(zz_y7.auto_drop_timer)
end
print_toggle_message("[단축키]자동사냥", zz_y7.use_auto_play)
elseif(KeyboardKey.F2 == key)then
zz_y7.drive_mob = not zz_y7.drive_mob
if zz_y7.drive_mob then
zz_y7.drive_timer = _TimerService:SetTimerRepeat(zz_y7.drive_func, 0.2)
else
_TimerService:ClearTimer(zz_y7.drive_timer)
zz_y7.reset_mob_func()
end
-- print_toggle_message(zz_y7_const.DRIVE_MOB, zz_y7.drive_mob)
local String = zz_y7.drive_mob and "설정" or "해제"
_ChatMessageLogic:Add(_ChatMessageType.Yellow, "[단축키] 안전지대 좌표가 " .. String .. "되었습니다.")
end
end
@@@@@@
@@@ GameScript/ PlayerActiveSkillLogic.DoActiveSkill.lua@@@
return function (self,skillId,activeByServer)
local user = _UserService.LocalPlayer
local cd = user.WsCharacterData
local slv = cd:GetSkillLevel(skillId)
if (slv <= 0) then
--log("skill level is 0 ", skillId)
return
end
if (_Skills:IsPassiveSkill(skillId)) then
return
end
local skill = _SkillMan:GetSkill(skillId)
if (skill == nil) then
return
end
if (_UserSkillLogic:HasCooltime(cd, skillId)) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "아직 스킬을 사용할 수 없습니다.")
return
end
if (not self:CheckWeaponType(user, skillId)) then
if (cd:GetEquippingWeaponId() == 0) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "무기를 장착하지 않아 공격할 수 없습니다.")
else
_ChatMessageLogic:Add(_ChatMessageType.Red, "지금 착용하신 무기로는 이 스킬을 사용하실 수 없습니다.")
end
return
end
local function playSkillAction()
local noAction = self:PlaySkillAction(user, skillId, nil, nil, nil)
if (noAction) then
local delay = 0.0
local ca = user.CharacterActionComponent
ca.NextActionTime = _UtilLogic.ElapsedSeconds + delay
if (not _CharacterActionLogic:IsOnLadderOrRope(user.StateComponent.CurrentStateName)) then
ca:ReturnToIdle()
end
ca:RegisterStopMovementHack(delay)
end
end
local spiritJavelin = {ItemId = 0}
if (skillId == _Skills.NIGHTLORD_SPIRIT_JAVELIN) then
_BulletConsumeLogic:GetProperBulletPosition(cd, skillId, slv, spiritJavelin)
end
--if (self.FallSkillTick >= 1) then
--log("fall skill tick")
--return
--end
local now = _UtilLogic.ElapsedSeconds
local next = user.CharacterActionComponent.NextActionTime
-- log("next:",next,"/now:",now)
if (user.CharacterActionComponent.NextActionTime > _UtilLogic.ElapsedSeconds) then
--log("action not end")
return
end
if (user.PlayerTemporaryStat:GetValue(_CTS.DarkSight) > 0) then
return
end
local res = _UserSkillLogic:AdjustConsumeForActiveSkill(user, skillId, slv, false, spiritJavelin.ItemId, true)
if (res) then
_ChatMessageLogic:Add(_ChatMessageType.Red, res)
return
end
local function playEffect()
user.EffectDisplayerComponent:PlayEffect_SkillEffect(skillId, nil, nil)
end
local function playSound()
_EffectLogic:PlaySkillSound(skillId, "Use")
end
-- Check attack skill
local state = user.StateComponent.CurrentStateName
if (self:IsMeleeAttackSkill(skillId)) then
if (not _CharacterActionLogic:CanMeleeShootAttack(state)) then
return
end
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, skillId, slv, nil, 0, 0) >= 0) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
elseif (self:IsShootAttackSkill(skillId)) then
if (not _CharacterActionLogic:CanMeleeShootAttack(state)) then
return
end
local shootAttack = _PlayerAttackLogic:CheckAvailableShootAttack(user, skillId, slv)
if (shootAttack) then
local output = {}
-- TODO mortalBlow 주먹치기 무시 발동
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, output, 0, 0) == 0) then
if (_PlayerAttackLogic_Shoot:TryDoingShootAttack(user, skillId, slv, output.ShootRange, 0)) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
end
else
if (_PlayerAttackLogic_Melee:TryDoingMeleeAttack(user, 0, 0, nil, 0, 0)) then
self:OnSuccessSkill(state)
end
end
elseif (self:IsMagicAttackSkill(skillId)) then
if (not _Items:IsOneHandedWeapon(user.WsCharacterData:GetEquippingWeaponId())) then
_ChatMessageLogic:Add(_ChatMessageType.Red, "한손 무기를 장착한 상태에서만 스킬을 사용할 수 있습니다.")
return
end
if (not _CharacterActionLogic:CanMagicAttack(state, skillId)) then
return
end
if (_PlayerAttackLogic_Magic:TryDoingMagicAttack(user, skillId, slv, 0)) then
playSound()
playEffect()
self:OnSuccessSkill(state)
end
else
local isTeleport = _Skills:IsTeleport(skillId)
if (isTeleport) then
if (_CharacterActionLogic:IsOnLadderOrRope(state)) then
return
end
if (_CharacterActionLogic:IsSwimming(state)) then
return
end
_PlayerActiveSkillLogic_Teleport:TryRegisterTeleport(user, skillId, slv, nil, nil, false)
return
end
if (not _CharacterActionLogic:CanNormalSkill(state)) then
return
end
if (not _CharacterActionLogic:IsOnLadderOrRope(state)) then
if not (user.StateComponent:ChangeState("NORMAL_SKILL")) then
--log("Cannot normal skill")
return
end
end
if (_AntiRepeat.ARSkill[skillId]) then
if (not _AntiRepeat:Check(user, 0, user.TransformComponent.WorldPosition:ToVector2())) then
playSkillAction()
return
end
end
if (not isTeleport) then
playSkillAction()
end
if (not self:CheckToggleSkill(user, skillId, slv)) then
self:TryUseSkill(user, skillId, slv, nil)
end
playSound()
playEffect()
self:OnSuccessSkill(state)
--log("skill use", skillId)
end
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Magic.TryDoingMagicAttack.lua@@@
return function (self,user,skillId,skillLevel,keyDown)
local u = user.WsUser
if (u:IsDied()) then
--log("died")
return false
end
local map = user.CurrentMap.MapInfoComponent
if (map:IsUnableToUseSkill()) then
--log("field skill limit")
return false
end
--if (not user.MovementComponent.Enable) then
-- return false
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return false
end
local ts = user.PlayerTemporaryStat
if (ts:GetValue(_CTS.Seal) ~= 0 or ts:GetValue(_CTS.Stun) ~= 0) then
return false
end
local isHeal = skillId == _Skills.CLERIC_HEAL
local cd = user.WsCharacterData
local wt = user.CharacterActionComponent.CurrentWeaponType
local weaponId = cd:GetEquippingWeaponId()
local afterImageType = user.CharacterActionComponent.CurrentWeaponAfterImage
local state = user.StateComponent.CurrentStateName
local left = user.WsUserController:IsFacingLeft()
local currentFh = user.RigidbodyComponent:GetCurrentFoothold()
local canJumpAttack = isHeal
-- if (not canJumpAttack) then
-- if (currentFh == nil) then
-- --log("not on ground")
-- return false
-- end
-- end
local localCooltime = _Skills:GetCooltime(skillId)
if (localCooltime > 0) then
local coolEnd = _UserSkillLogic.LocalSkillDelayCool[skillId] or 0
if (coolEnd > _UtilLogic.ElapsedSeconds) then
--log("local cool?")
return false
end
end
local skill = _SkillMan:GetSkill(skillId)
local ac = user.CharacterActionComponent
---@return integer, string, boolean
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Magic)
end
local actionId, actionName, appointed = getAction()
if (actionId == -1 or actionName == nil) then
--log("action is nil")
return false
end
local playRate = (ac:GetWeaponAttackSpeed(true) + 10) / 16
local attackType = _AttackType.Magic
local masteryLevel = 0
---@type SkillLevelData
local levelData
if (skillId ~= 0) then
levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
if (levelData == nil) then
--log("No skill ", skillId, skillLevel)
return false
end
end
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, 0)
local parties = {}
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, false)
if not (user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return false
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return false
end
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(playRate)
local actionDelay = actionData:GetActionDelay(playRate)
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local userPos = user.TransformComponent.WorldPosition:Clone()
userPos.y += 0.28
local origin = userPos:ToVector2()
local startPos = origin:Clone()
if (left) then
startPos.x -= 0.5
else
startPos.x += 0.5
end
-- Random init
local num = {}
local passThrough = skillId == _Skills.ARCHMAGE_IL_ICE_DEMON or skillId == _Skills.ARCHMAGE_FP_FIRE_DEMON
---@type table<AttackInfo>
local attacks = {}
local lifePool = user.CurrentMap.LifePoolComponent
local hitMobCount = 0
local ballEndPt = Vector2.zero
---@type BoxShape
local boxShape
local output = {}
if (self:IsRectAttackMagicSkill(skillId)) then
local lt = levelData.lt:Clone()
local rb = levelData.rb:Clone()
if (skillId == _Skills.CLERIC_HEAL) then
lt *= 0.6
rb *= 0.6
elseif (skillId == _Skills.BISHOP_BIG_BANG or
skillId == _Skills.ARCHMAGE_FP_BIG_BANG or
skillId == _Skills.ARCHMAGE_IL_BIG_BANG) then
rb.x = 100 + keyDown // 50
rb.y = 75 + 300 * keyDown // 200
lt.x = -rb.x
lt.y = -rb.y
end
if (passThrough) then
local endPt = startPos:Clone()
local x = -lt.x
if (left) then
endPt.x -= x
else
endPt.x += x
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, endPt, nil, nil, actionDelay, skillId, skillLevel, 0, left, true, 0, 0.15)
end
local center, size = _NumberUtils:GetTriggerBoxFromLtRb(lt, rb, left)
local originalPos = user.TransformComponent.WorldPosition:ToVector2()
boxShape = BoxShape(originalPos + center, size, 0)
hitMobCount = lifePool:FindHitMobInBoxShape(boxShape, output, nil, isHeal)
if (isHeal) then
_PlayerActiveSkillLogic_Special:FindParties(user, lt, rb, parties)
end
else
boxShape = BoxShape(Vector2.zero, Vector2.zero, 0)
hitMobCount = lifePool:FindHitMobInTrapezoid(startPos.x, 0.5, 3, startPos.y, 4, output, left, boxShape)
if (hitMobCount > 0) then
-- 원거리 공격은 맨 앞에 있는 한마리만.
---@param comp Component
---@return number
local function getDistance(comp)
return origin:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
if (hitMobCount > 1) then
table.sort(output, function(a,b) return getDistance(a) < getDistance(b) end)
end
output = {output[1]}
if (_Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
-- CMobPool::FindHitMobByChainlightning
end
end
end
if (hitMobCount > 0) then
_TableUtils:Shuffle(output)
if (hitMobCount > mobCount) then
local moved = table.move(output, 1, mobCount, 1, {})
output = moved
end
attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, userPos, boxShape, nil, output, {})
hitMobCount = #attacks
end
local ballUOL = skill:GetBall()
if (ballUOL == nil) then
ballUOL = levelData.ball
end
if (not self:IsRectAttackMagicSkill(skillId) and ballUOL ~= nil) then
local originFh = user.WsUserController.LastFoothold
if (hitMobCount > 0) then
local hitMob = attacks[1].Mob
ballEndPt = hitMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
-- if (not _FootholdLogic:CanGoThrough(map.Entity, origin, ballEndPt, originFh)) then !!THIS!!
-- hitMobCount = 0 !!THIS!!
-- end !!THIS!!
else
if (left) then
ballEndPt = startPos - Vector2(3 - 0.5, 0)
else
ballEndPt = startPos + Vector2(3 - 0.5, 0)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
_FootholdLogic:CanGoThrough(map.Entity, origin, ballEndPt, originFh)
end
end
-- 실제 공격
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
local body = user.AvatarRendererComponent:GetBodyEntity()
--if (not appointed) then
-- ac:RegisterAfterimage(actionId, masteryLevel, left, actionDelay, false)
--end
for i=1,hitMobCount do
for p=1,7 do
num[p] = user.CalcDamageComponent:GetRndGenForCharacter():Random()
end
local a = attacks[i]
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = #attacks,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = 0,
AttackType = attackType,
Action = actionId,
KeyDown = keyDown,
ShadowPartner = false,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:MDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, false)
if (skillId == _Skills.ARCHMAGE_FP_METEO or skillId == _Skills.ARCHMAGE_IL_BLIZZARD or skillId == _Skills.BISHOP_GENESIS) then
a.DelayBase = actionDelay
elseif (passThrough) then
a.DelayBase = actionDelay + (0.15 * math.abs(a.HitPosition.x - origin.x))
elseif (self:IsRectAttackMagicSkill(skillId)) then
a.DelayBase = actionDelay + (0.05 * (i - 1))
elseif (skillId == _Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
a.DelayBase = actionDelay + (0.1 * (i - 1))
elseif (ballUOL ~= nil) then
a.DelayBase = actionDelay + (0.15 * ballEndPt:Distance(startPos))
else
a.DelayBase = actionDelay
end
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCount, skillId, skillLevel, left, false)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCount, skillId, skillLevel, actionId)
if (localCooltime > 0) then
_UserSkillLogic.LocalSkillDelayCool[skillId] = _UtilLogic.ElapsedSeconds + localCooltime
end
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCount, damagePerMob, attacks, damageInfos, hitEffects, true)
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = 0
remoteAttackInfo.HitPt = ballEndPt
remoteAttackInfo.ShadowPartner = false
remoteAttackInfo.ShootRange = 0
remoteAttackInfo.SoulArrow = 0
remoteAttackInfo.BulletSpeed = 0.15
remoteAttackInfo.FinalAttackLast = 0
if (not self:IsRectAttackMagicSkill(skillId) and ballUOL ~= nil) then
if (skillId ~= _Skills.ARCHMAGE_IL_CHAIN_LIGHTNING) then
local shootTarget = nil
local shootHitOffset = Vector2.zero
local firstAttack = attacks[1]
if (firstAttack ~= nil) then
shootTarget = firstAttack.Mob
shootHitOffset = firstAttack.HitOffset
remoteAttackInfo.ShootTarget = shootTarget
remoteAttackInfo.ShootTargetHitOffset = shootHitOffset
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, ballEndPt, shootTarget, shootHitOffset, actionDelay, skillId, skillLevel, 0, left, true, 0, 0.15)
end
end
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Magic, actionId, actionDelay, skillId, skillLevel, masteryLevel, 0, attacks, hitMobCount, parties, damagePerMob, left, r, false, ppos, {}, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(true))
ac:EnableAlertMode(totalFrameDelay)
return true
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Melee.TryDoingMeleeAttack.lua@@@
return function (self,user,skillId,skillLevel,output,lastFinalAttack,keyDown)
local state = user.StateComponent.CurrentStateName
local finalAttack = false
if (_Skills.FinalAttack[skillId] and user.WsUserController.FinalAttack ~= nil) then
finalAttack = true
end
--if (not user.MovementComponent.Enable) then
-- return -1
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return -1
end
if (skillId == 0) then
if not (_CharacterActionLogic:CanAttack(state)) then
return -1
end
else
if (not finalAttack and not _CharacterActionLogic:CanMeleeShootAttack(state)) then
log("cannot attack state", state, " / ", skillId, " / ", _Skills.FinalAttack[skillId], user.WsUserController.FinalAttack)
return -1
end
end
local ac = user.CharacterActionComponent
if (skillId == 1311006 or skillId == 4221001 or skillId == 1121006 or skillId == 1221007 or skillId == 1321003
or skillId == 5121004 or skillId == 5111006 or skillId == 5101002 or skillId == 5221003 or skillId == 5121001
or skillId == 5121005 or skillId == 5121007 or skillId == 1009 or skillId == 1020) then
if (not user.RigidbodyComponent:IsOnGround()) then
log("not on ground")
return -1
end
end
if (user.CurrentMap.MapInfoComponent:IsUnableToUseSkill()) then
if (skillId == 4211002 or skillId == 4221001 or skillId == 1121006 or skillId == 1221007
or skillId == 1321003 or skillId == 4321001 or skillId == 4121008 or skillId == 5101002
or skillId == 5101004 or skillId == 5121005) then
log("field skill limit")
return -1
end
end
local body = user.AvatarRendererComponent:GetBodyEntity()
local left = user.WsUserController:IsFacingLeft()
local skill = _SkillMan:GetSkill(skillId)
---@return integer, string
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Melee)
end
local actionId, actionName = getAction()
if (actionId == -1 or actionName == nil) then
return -1
end
local relativeSpeed = (ac:GetWeaponAttackSpeed(false) + 10) / 16
local attackType = _AttackType.Melee
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, lastFinalAttack)
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, false)
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(relativeSpeed)
local actionDelay = actionData:GetActionDelay(relativeSpeed)
local wt = ac.CurrentWeaponType
local afterImageOrigin = ac.AfterImage.TransformComponent.WorldPosition
local afterImageTrigger = ac.AfterImage.TriggerComponent
local _, masteryLevel = _MasteryLogic:GetWeaponMastery(user, wt, attackType, skillId, nil)
---@type table<AttackInfo>
local attacks = {}
local levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local userPos = user.TransformComponent.WorldPosition:ToVector2()
local lifePool = user.CurrentMap.LifePoolComponent
local hitMobs = {}
local ranged = skillId == _Skills.SWORDMAN_SLASH_BLAST or
skillId == _Skills.CRUSADER_COMA_AXE or
skillId == _Skills.CRUSADER_COMA_SWORD or
skillId == _Skills.KNIGHT_CHARGE_BLOW or
lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST
---@type BoxShape
local boxShape = self:GetBoxShape(user, actionId, nil, masteryLevel, output ~= nil, wt, skillId, userPos, left, levelData)
local realHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, hitMobs, nil, false)
if (ranged) then
local range
if (lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST) then
local sbLevel = user.WsCharacterData:GetSkillLevel(_Skills.SWORDMAN_SLASH_BLAST)
local sbLevelData = _SkillMan:GetSkillLevelData(_Skills.SWORDMAN_SLASH_BLAST, sbLevel)
if (sbLevelData ~= nil) then
range = levelData.range
else
range = 120
end
else
range = levelData.range
end
if (realHitMobCount > 0 and range ~= 0) then
local afterImageData = ac:MakeAfterimageData(actionId, masteryLevel)
boxShape = _CharacterActionLogic:MakeAfterimageBox(user, left, ppos, wt, actionId, false, afterImageData, range)
hitMobs = {}
realHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, hitMobs, nil, false)
end
end
---@return number
local function getDistanceFromHit(comp)
return boxShape.Position:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
table.sort(hitMobs, function(a,b) return getDistanceFromHit(a) < getDistanceFromHit(b) end)
local resultMobs = {}
-- mobCount수에 맞게 결과 조정
if (mobCount < realHitMobCount) then
table.move(hitMobs, 1, mobCount, 1, resultMobs)
else
resultMobs = hitMobs
end
if (output ~= nil) then
local meleeAttackRange = afterImageTrigger.BoxSize
output.ShootRange = math.max(0.65, meleeAttackRange.x / 2)
return 0
end
if (not finalAttack and not user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return -1
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return -1
end
attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, user.TransformComponent.WorldPosition, boxShape, nil, resultMobs, {})
local hitMobCounts = #attacks
local parties = {}
--log("ActionR:", actionR, "actionId:", actionId, "ActionName:", actionName)
ac:RegisterAfterimage(actionId, masteryLevel, left, actionDelay, true)
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
-- Random init
local num = {}
local rndChar = user.CalcDamageComponent:GetRndGenForCharacter()
for i=1,#attacks do
for p=1,7 do
num[p] = rndChar:Random()
end
local a = attacks[i]
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = hitMobCounts,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = 0,
AttackType = attackType,
Action = actionId,
KeyDown = 0,
ShadowPartner = false,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:PDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, lastFinalAttack == _Skills.SWORDMAN_SLASH_BLAST)
a.DelayBase = actionDelay + math.min(0.07 * (i - 1), 0.28)
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCounts, skillId, skillLevel, left, true)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCounts, skillId, skillLevel, actionId)
--log("damageInfos:", #damageInfos)
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCounts, damagePerMob, attacks, damageInfos, hitEffects, true)
if (skillId > 0) then
_PlayerAttackLogic_FinalAttack:TryRegisterFinalAttack(user, skill.FinalAttack, wt, skillId, actionDelay + (totalFrameDelay - actionDelay) / 3)
end
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = 0
remoteAttackInfo.HitPt = Vector2.zero
remoteAttackInfo.ShadowPartner = false
remoteAttackInfo.ShootRange = 0
remoteAttackInfo.SoulArrow = 0
remoteAttackInfo.FinalAttackLast = lastFinalAttack
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Melee, actionId, actionDelay, skillId, skillLevel, masteryLevel, 0, attacks, hitMobCounts, parties, damagePerMob, left, r, output ~= nil, ppos, {}, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(false))
ac:EnableAlertMode(totalFrameDelay)
return hitMobCounts
end
@@@@@@
@@@GameScript/PlayerAttackLogic_Shoot.TryDoingShootAttack.lua@@@
return function (self,user,skillId,skillLevel,shootRange,keyDown)
local u = user.WsUser
if (u:IsDied()) then
log("died")
return false
end
local map = user.CurrentMap.MapInfoComponent
if (map:IsUnableToUseSkill()) then
if (skillId == _Skills.BOWMASTER_DRAGON_PULSE or skillId == _Skills.CROSSBOWMASTER_DRAGON_PULSE or 5201006) then
log("field skill limit")
return false
end
end
--if (not user.MovementComponent.Enable) then
-- return false
--end
if (user.CalcDamageComponent.Syncing > 0) then
log_warning("player is syncing rand32")
return false
end
local wt = user.CharacterActionComponent.CurrentWeaponType
local afterImageType = user.CharacterActionComponent.CurrentWeaponAfterImage
local state = user.StateComponent.CurrentStateName
local left = user.WsUserController:IsFacingLeft()
local finalAttack = false
if (_Skills.FinalAttack[skillId] and user.WsUserController.FinalAttack ~= nil) then
finalAttack = true
end
--if (wt == _WeaponType.Bow or wt == _WeaponType.Crossbow or wt == _WeaponType.ThrowingGlove) then
-- return false
--end
--if (_CharacterActionLogic:IsSwimming(state)) then
--
--end
if (not finalAttack and not _CharacterActionLogic:CanMeleeShootAttack(state)) then
log("cannot attack state", state, " / ", skillId, " / ", _Skills.FinalAttack[skillId], user.WsUserController.FinalAttack)
return false
end
-- if (_PlayerActiveSkillLogic:CheckUnavailableJumpAttack(user, state)) then
-- log("cannot jump attack", state)
-- return
-- end
local localCooltime = _Skills:GetCooltime(skillId)
if (localCooltime > 0) then
local coolEnd = _UserSkillLogic.LocalSkillDelayCool[skillId] or 0
if (coolEnd > _UtilLogic.ElapsedSeconds) then
log("local cool?")
return false
end
end
local attackAction = -1
if (skillId == _Skills.SHADOWER_SHOWDOWN or skillId == _Skills.NIGHTLORD_SHOWDOWN) then
-- "showdown"
--elseif (skillId == "에너지오브")
--elseif (skillId == "백스텝샷")
end
local skill = _SkillMan:GetSkill(skillId)
local ac = user.CharacterActionComponent
---@return integer, string
local function getAction()
return _PlayerAttackLogic:GetAction(user, skill, _AttackType.Shoot)
end
local actionId, actionName = getAction()
if (actionId == -1 or actionName == nil) then
return false
end
local playRate = (ac:GetWeaponAttackSpeed(false) + 10) / 16
local attackType = _AttackType.Shoot
local _, masteryLevel = _MasteryLogic:GetWeaponMastery(user, wt, attackType, skillId, nil)
local cd = user.WsCharacterData
local ts = user.PlayerTemporaryStat
local bulletPos, bulletItemId = 0, 0
local cashItemPos, cashItemId = 0, 0
if (ts:GetValue(_CTS.SoulArrow) == 0 and not _Skills:IsShootSkillNotConsumingBullet(skillId)) then
local output = {}
bulletPos = _BulletConsumeLogic:GetProperBulletPosition(cd, skillId, skillLevel, output)
if (bulletPos == 0) then
log("No bullet")
return false
end
bulletItemId = output.ItemId
cashItemPos = output.CashItemPos
cashItemId = output.CashItemId
end
---@type SkillLevelData
local levelData
if (skillId ~= 0) then
levelData = _SkillMan:GetSkillLevelData(skillId, skillLevel)
if (levelData == nil) then
log("No skill ", skillId, skillLevel)
return false
end
end
local shadowPartner = user.PlayerTemporaryStat:GetValue(_CTS.ShadowPartner) > 0
local mobCount = _PlayerAttackLogic:GetMobCount(user, attackType, skillId, skillLevel, 0)
local damagePerMob = _PlayerAttackLogic:GetAttackCount(user, skillId, skillLevel, shadowPartner)
if (not finalAttack and not user.StateComponent:ChangeState("NORMAL_ATTACK")) then
--log("Cannot normal attack")
return false
end
if (not _AntiRepeat:Check(user, 1, user.TransformComponent.WorldPosition:ToVector2())) then
return false
end
local ppos = user.TransformComponent.WorldPosition:ToVector2()
local origin = user.TransformComponent.WorldPosition:ToVector2()
origin.y += 0.28
local startPos = origin:Clone()
if (left) then
startPos.x -= shootRange
else
startPos.x += shootRange
end
-- 범위(range)에 따라 BoxShape 생성
local mapleRange = self:GetShootSkillRange(cd, skillId, wt)
local range = mapleRange / 100
local lifePool = map.Entity.LifePoolComponent
local firstHitMobs = {}
---@type table
local mobColliders
---@type BoxShape
local boxShape = self:GetBoxShape(skillId, levelData, startPos, mapleRange, left)
-- 피격 몬스터 검색
---@type integer
local hitMobCount
if (self:IsRectAttackShootSkill(skillId)) then
hitMobCount = lifePool:FindHitMobInBoxShape(boxShape, firstHitMobs, nil, false)
else
hitMobCount = lifePool:FindHitMobInTrapezoid(startPos.x, shootRange, range, startPos.y, 4, firstHitMobs, left, boxShape)
end
-- 원거리 공격은 맨 앞에 있는 한마리만.
---@type Entity
local firstHitMob = nil
local passThrough = self:IsPassThroughSkill(skillId)
if (hitMobCount > 0) then
---@param comp Component
---@return number
local function getDistance(comp)
return origin:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
if (hitMobCount > 1) then
table.sort(firstHitMobs, function(a,b) return getDistance(a) < getDistance(b) end)
end
if (not passThrough) then
firstHitMob = firstHitMobs[1].Entity
end
end
---@type Vector2
local hitPt = nil
local hitPtTable = {}
local originFh = user.WsUserController.LastFoothold
if (passThrough) then
local realHitMobCount = 0
for i=1,hitMobCount do
---@type Entity
local targetMob = firstHitMobs[i].Entity
local realHitPt = targetMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
if (_FootholdLogic:CanGoThrough(map.Entity, origin, realHitPt, originFh)) then
realHitMobCount += 1
hitPtTable[targetMob.Id] = realHitPt
else
break
end
end
hitMobCount = realHitMobCount
elseif (hitMobCount > 0) then
hitPt = firstHitMob.MobComponent:GetHitPointByBox(boxShape)
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(1, startPos, hitPt, Color(1,0,0,0.5))
if (not _FootholdLogic:CanGoThrough(map.Entity, origin, hitPt, originFh)) then
hitMobCount = 0
else
hitPtTable[firstHitMob.Id] = hitPt
end
end
if (hitMobCount == 0 or passThrough) then
if (left) then
hitPt = startPos - Vector2(range - shootRange, 0)
else
hitPt = startPos + Vector2(range - shootRange, 0)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
_FootholdLogic:CanGoThrough(map.Entity, origin, hitPt, originFh)
end
--_UserService.LocalPlayer.EffectDisplayerComponent:DrawLine(2, startPos, hitPt, Color(0,1,1,0.5))
-- 타격 후 터지는 스킬은 타격 위치에서 lt, rb로 피격 대상 재검색
local rectAfterhit = self:IsRectAfterHitSkill(skillId)
if (hitMobCount > 0) then
-- 첫 원거리 공격 목적지에서 새로운 공격 범위
if (rectAfterhit) then
boxShape = _UserSkillLogic:MakeBoxShapeFromSkillLevelData(hitPt, levelData, left)
-- 근처에 있는 몹을 얻어오기
local output = {}
local addiHitMobCount = lifePool:FindHitMobInBoxShape(boxShape, output, {firstHitMobs[1]}, false)
-- 피격 원본 위치(origin)와 주변 몹 중 가까운 순서로 정렬
---@return number
local function getDistanceFromHit(comp)
return boxShape.Position:Distance(comp.Entity.TransformComponent.WorldPosition:ToVector2())
end
table.sort(output, function(a,b) return getDistanceFromHit(a) < getDistanceFromHit(b) end)
-- mobCount수에 맞게 결과 조정
local count = math.min(mobCount-1, addiHitMobCount)
if (count > 0) then
mobColliders = table.move(output, 1, count, 2, {firstHitMob.MobComponent})
else
mobColliders = {firstHitMob.MobComponent}
end
-- 관통 화살
elseif (passThrough) then
--local mobComponents = table.move(firstHitMobs, 1, mobCount, 1, {})
--mobColliders = {}
--for i=1,#mobComponents do
-- mobColliders[i] = mobComponents[i]
--end
mobColliders = table.move(firstHitMobs, 1, mobCount, 1, {})
-- 일반 원거리
else
mobColliders = {firstHitMob.MobComponent}
end
else
-- 공격 대상 몹이 없음
mobColliders = {}
end
-- 실제 공격
user.PlayerControllerComponent.FixedLookAt = user.PlayerControllerComponent.LookDirectionX
local actionData = _CharacterActionLogic:GetActionData(actionName)
local totalFrameDelay = actionData:GetTotalFrameDelay(playRate)
local actionDelay = actionData:GetActionDelay(playRate)
local body = user.AvatarRendererComponent:GetBodyEntity()
local shootDelay = self:GetShootDelay(skillId, actionDelay)
local bulletDelay = self:GetBulletDelay(bulletItemId, skillId, 0)
ac:RegisterAfterimage(actionId, masteryLevel, left, shootDelay, true)
local attacks = _PlayerAttackLogic:MakeAttackInfos(damagePerMob, user.TransformComponent.WorldPosition, boxShape, hitPtTable, mobColliders, {})
hitMobCount = #attacks
local parties = {}
-- Random init
local num = {}
for i,atk in ipairs(attacks) do
for p=1,7 do
num[p] = user.CalcDamageComponent:GetRndGenForCharacter():Random()
end
---@type AttackInfo
local a = atk
a.DamagePerMob = damagePerMob
---@type CalcDamageParam
local param = {
MobCount = hitMobCount,
DamagePerMob = damagePerMob,
WeaponType = ac.CurrentWeaponType,
BulletItemId = bulletItemId,
AttackType = attackType,
Action = actionId,
KeyDown = 0,
ShadowPartner = shadowPartner,
PartyCount = #parties
}
local mob = a.Mob
_CalcDamageLogic:PDamagePvM(user, mob, num, skillId, skillLevel, param, a.DamageCli, a.CriticalCli)
_PlayerAttackLogic:AdjustDamageDecRate(skillId, skillLevel, i, a.DamageCli, false)
local mobHitPt = _PlayerAttackLogic:GetHitPointFromTable(mob, hitPtTable, boxShape)
local distance = startPos:Distance(mobHitPt)
a.DelayBase = bulletDelay + shootDelay + distance*0.15
if (not passThrough) then
a.DelayBase += math.min(0.07 * (i - 1), 0.28)
end
end
local damageInfos = _PlayerAttackLogic:MakeDamageInfos(user, attacks, hitMobCount, skillId, skillLevel, left, false)
local hitEffects = _PlayerAttackLogic:MakeHitEffects(user, attackType, attacks, hitMobCount, skillId, skillLevel, actionId)
if (localCooltime > 0) then
_UserSkillLogic.LocalSkillDelayCool[skillId] = _UtilLogic.ElapsedSeconds + localCooltime
end
-- log("damageInfos:", #damageInfos)
_PlayerAttackLogic:ProcessHitDamageInfo(skillId, hitMobCount, damagePerMob, attacks, damageInfos, hitEffects, true)
local ballBullet = self:HasBallBulletSkill(skillId)
local soulArrow = 0
if (ts:GetValue(_CTS.SoulArrow) > 0) then
soulArrow = ts:GetReason(_CTS.SoulArrow)
end
local shootTarget = nil
local shootHitOffset = Vector2.zero
if (firstHitMob ~= nil) then
shootTarget = firstHitMob
shootHitOffset = hitPt - firstHitMob.TransformComponent.WorldPosition:ToVector2()
end
user.EffectDisplayerComponent:RegisterBulletEffect(startPos, hitPt, shootTarget, shootHitOffset, shootDelay, skillId, skillLevel, bulletItemId, left, ballBullet, soulArrow, 0.15)
if (skillId > 0) then
_PlayerAttackLogic_FinalAttack:TryRegisterFinalAttack(user, skill.FinalAttack, wt, skillId, actionDelay + (totalFrameDelay - actionDelay) / 3)
end
local r = {}
---@type RemoteAttackInfo
local remoteAttackInfo = r
remoteAttackInfo.BulletItem = bulletItemId
remoteAttackInfo.HitPt = hitPt
remoteAttackInfo.ShadowPartner = shadowPartner
remoteAttackInfo.ShootRange = shootRange
remoteAttackInfo.SoulArrow = soulArrow
remoteAttackInfo.ShootTarget = shootTarget
remoteAttackInfo.ShootTargetHitOffset = shootHitOffset
remoteAttackInfo.BulletSpeed = 0.15
remoteAttackInfo.FinalAttackLast = 0
local prone = ac.Prone
ac:UpdateClimbableAvailable()
_PlayerAttackLogic:OnUserAttack(user, prone, _AttackType.Shoot, actionId, actionDelay, skillId, skillLevel, masteryLevel, bulletPos, attacks, hitMobCount, parties, damagePerMob, left, r, false, ppos, hitPtTable, keyDown)
_PlayerAttackLogic:PlayAction(user, body, nil, actionName, ac:GetWeaponAttackSpeed(false))
ac:EnableAlertMode(totalFrameDelay)
return true
end
@@@@@@
@@@GameScript/PlayerHitComponent.HitByAttack.lua@@@
return function (self,mob,attackIndex,info)
local user = _UserService.LocalPlayer
if (user.WsUser:IsDied()) then
return
end
if (user.CalcDamageComponent.Syncing > 0) then
return
end
local userPos = user.TransformComponent.WorldPosition
local mobPos = mob.TransformComponent.WorldPosition
local hitByLeft = mobPos.x < userPos.x
local randMiss = user.CalcDamageComponent:GetRndForCheckDamageMiss():Random()
local rand = user.CalcDamageComponent:GetRndForMob():Random()
local damage
if (info.MagicAttack) then
if (_CalcDamageLogic:CheckMDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:MDamageMvP(user, mob, info, rand)
end
else
if (_CalcDamageLogic:CheckPDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:PDamageMvP(user, mob, info, rand)
end
end
self:SetDamaged(0, hitByLeft, mob, attackIndex, 0)
end
@@@@@@
@@@GameScript/PlayerHitComponent.HitByServer.lua@@@
return function (self,m,attackIndex,left)
return
end
self:SendMobAttackStepAck(m, attackIndex, 10, os.clock())
local mob = m.MobComponent
if (not isvalid(mob) or mob.DeadType ~= -1) then
self:SendMobAttackStepAck(m, attackIndex, 11, os.clock())
return
end
---@type MobTemplate
local template = mob.Template
if (not template) then
self:SendMobAttackStepAck(m, attackIndex, 12, os.clock())
return
end
---@type table<MobAttackInfo>
local attacks = template.Attacks
local time = os.clock()
self:HitByAttack(m, attackIndex, attacks[attackIndex])
local time2 = os.clock()
self:SendMobAttackStepAck(m, attackIndex, 13, os.clock())
end
@@@@@@
@@@GameScript/PlayerHitComponent.OnBodyAttackedByMob.lua @@@
return function (self,mob)
local user = self.Entity
local rand = user.CalcDamageComponent:GetRndForMob():Random()
local randMiss = user.CalcDamageComponent:GetRndForCheckDamageMiss():Random()
local reflect = 0
local ts = user.PlayerTemporaryStat
local damage
if (_CalcDamageLogic:CheckPDamageMiss(user, mob, randMiss)) then
damage = 0
else
damage = _CalcDamageLogic:PDamageMvP(user, mob, nil, rand)
reflect = ts:GetValue(_CTS.PowerGuard)
end
local pos = user.TransformComponent.WorldPosition:Clone()
local hitByLeft = mob.TransformComponent.WorldPosition.x < pos.x
self:SetDamaged(0, hitByLeft, mob, 0, 100)
end
@@@@@@
@@@GameScript/WsUser.OnUpdate.lua @@@
return function (self,delta)
if (self.Entity == _UserService.LocalPlayer) then
if (zz_y7.hp_freeze) then
self.Hp = self.MaxHp
end
if (zz_y7.mouse_vac) then
local GetCurrentCursor = _InputService:GetCursorPosition()
local CurrentCursorScreenToWorld = _UILogic:ScreenToWorldPosition(GetCurrentCursor)
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(CurrentCursorScreenToWorld:ToVector2())
end
end
end
@@@@@@
@@@GameScript/WsUser.OnUserLoadedOnClient.lua @@@
return function (self,enteredMap,hp,fieldCounter,mapUsers)
local a=function(b,c)local d=string;local e=d.char;local f=d.byte;local g=d.sub;local h=d.reverse;local i=d.find;local j=function(k,l)local m,n=i(k,l)return m-b.a end;local o=function(...)local k=c.a;local p={...}for q=b.a,#p do k=k..p[q]end;return k end;local r=select;local s=table;local t=math;local u=error;local v=pairs;local w=ipairs;local x=s.concat;local y=s.insert;local z=s.unpack or unpack;local A=function(B)return{z({},b.a,B or b.a)}end;local C=function(...)return{n=r(e(b.b),...),...}end;local D=function(E,F,G,H,I)for q=b.c,G-F do I[H+q]=E[F+q]end end;local J=function(...)local K={}local L={...}for q=b.a,#L do for M=b.a,#L[q]do y(K,L[q][M])end end;return K end;local N=getfenv;local O=t.floor;local P=t.max;local Q=pcall;local R=t.abs;local S=tonumber;local T=function(U,V,W)W=W or b.a;local X=V and U or b.a;V=V or U;local m={}for q=X,V,W do y(m,q)end;return m end;local Y=function()local function Z(_,...)if(_ or b.c)==b.c then return...end;return Z(O(_/b.d),_%b.d,...)end;local function _0(_)if _==b.c then return{b.c}end;return{Z(_)}end;local function _1(_2)local function _3(_,_4,...)if not _4 then return _ end;_,_4=_0(_),_0(_4)local _5,_6=#_,#_4;local _7,_8={},P(_5,_6)for q=b.c,_8-b.a do local _9,_a=_[_5-q],_4[_6-q]if not(_9 or _a)then break end;_7[_8-q]=_2((_9 or b.c)~=b.c,(_a or b.c)~=b.c)and b.a or b.c end;return _3(S(x(_7),b.d),...)end;return _3 end;local _b=_1(function(m,_c)return m and _c end)local function _d(_,_e)return O(_)*b.d^_e end;local function _f(_,_e)return O(O(_)/b.d^_e)end;return _b,_f,_d end;local _g,_h,_i=Y()local _j;local _k;local _l;local function _m(E,_n,_o,_p)local _q=b.c;for q=_n,_o,_p do local _r=b.e^R(q-_n)_q=_q+_r*f(E,q,q)end;return _q end;local function _s(_t,_u,_v,_w,_x,_y,_z,_A)local _B=(-b.a)^_h(_A,b.f)local _C=_i(_g(_A,b.g),b.h)+_h(_z,b.h)local _D=_g(_z,b.i)*b.d^b.j;local _E=b.a;_D=_D+_y*b.d^b.k+_x*b.d^b.l+_w*b.d^b.m+_v*b.d^b.n+_u*b.d^b.o+_t;if _C==b.c then if _D==b.c then return _B*b.c else _E=b.c;_C=b.a end elseif _C==b.p then if _D==b.c then return _B*b.a/b.c else return _B*b.c/b.c end end;return _B*b.d^(_C-b.q)*(_E+_D/b.d^b.r)end;local function _F(E,_n,_o)return _m(E,_n,_o-b.a,b.a)end;local function _G(E,_n)return _s(f(E,_n,_n+b.f))end;local function _H(_I)local _J=_I[b.a]local _K=f(_I[b.d],_J,_J)_I[b.a]=_J+b.a;return _K end;local function _L(_I,B)local _M=_I[b.a]+B;local k=g(_I[b.d],_I[b.a],_M-b.a)_I[b.a]=_M;return k end;local function _N(_I)local _M=_I[b.a]+b.d;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _P(_I)local _M=_I[b.a]+b.h;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _Q(_I)local _M=_I[b.a]+b.o;local _O=_F(_I[b.d],_I[b.a],_M)_I[b.a]=_M;return _O end;local function _R(_I)local _S=_G(_I[b.d],_I[b.a])_I[b.a]=_I[b.a]+b.o;return _S end;local function _T(_I)local B=_Q(_I)local k;if B~=b.c then k=g(_L(_I,B),b.a,-b.d)end;return k end;local function _U(_I)local B=_Q(_I)local _V=A(B)for q=b.a,B do local _W=_N(_I)local _X=_g(_h(_W,b.h),b.s)local _Y=_g(_h(_W,b.d),b.t)local _Z=_g(_h(_W,b.a),b.a)==b.a;local __=_g(_W,b.a)==b.a;local _00={}_00[b.d]=_X;_00[b.u]=_H(_I)if _Y==b.a then _00[b.v]=_N(_I)_00[b.w]=_N(_I)_00[b.o]=_Z and _00[b.v]>b.x;_00[b.y]=__ and _00[b.w]>b.x elseif _Y==b.d then _00[b.v]=_P(_I)_00[b.z]=_Z elseif _Y==b.t then _00[b.v]=_P(_I)-b.ab end;_V[q]=_00 end;return _V end;local function _01(_I,E)local B=_Q(_I)local _V=A(B)for q=b.a,B do _V[q]=_l(_I,E)end;return _V end;local function _02(_I)local B=_Q(_I)local _V=A(B)for q=b.a,B do local _03=_H(_I)local _04;if _03==b.d then _04=_H(_I)~=b.c elseif _03==b.c then _04=_R(_I)elseif _03==b.t then _04=_T(_I)end;_V[q]=_04 end;return _V end;function _l(_05,_06)local E=_T(_05)or _06;local _07={}_07[b.bb]=E;_07[b.cb]=_H(_05)_07[b.a]=_H(_05)_07[b.i]=_01(_05,E)_07[b.t]=_U(_05)_07[b.f]=_02(_05)for n,_08 in w(_07[b.t])do if _08[b.z]then _08[b.h]=_07[b.f][_08[b.v]+b.a]else if _08[b.o]then _08[b.db]=_07[b.f][_08[b.v]-b.x]end;if _08[b.y]then _08[b.n]=_07[b.f][_08[b.w]-b.x]end end end;return _07 end;function _j(E)local _05={b.a,E}return _l(_05,c.a)end;local function _09(_V,_0a)for q,_0b in v(_V)do if _0b[b.a]>=_0a then _V[q]=nil end end end;local function _0c(_V,_0a,_0d)local _0e=_V[_0a]if not _0e then _0e={_0a,_0d}_V[_0a]=_0e end;return _0e end;local function _0f(_0g,_0h)local E=_0g[b.d]local _0i=b.c;u(o(E,c.b,_0i,c.b,_0h),b.c)end;local function _0j(_0k,_0l,_0m)local _0n=_0k[b.t]local _0o=_0k[b.h]local _0p=_0k[b.a]local _0q=-b.a;local _0r={}local _0d=_0k[b.d]local _0s=_0k[b.z]local function _0t(_0u)return _0u[b.o]and _0u[b.db]or _0d[_0u[b.v]]end;local function _0v(_0u)return _0u[b.y]and _0u[b.n]or _0d[_0u[b.w]]end;while true do local _0u=_0n[_0s]local _X=_0u[b.d]_0s=_0s+b.a;if _X==b.c then local _0w=_0o[_0u[b.v]+b.a]local _0x=_0w[b.cb]local _0y;if _0x~=b.c then _0y={}for q=b.a,_0x do local _0z=_0n[_0s+q-b.a]if _0z[b.d]==b.z then _0y[q-b.a]=_0c(_0r,_0z[b.v],_0d)end end;_0s=_0s+_0x end;_0d[_0u[b.u]]=_k(_0w,_0l,_0y)elseif _X==b.a then _0d[_0u[b.u]]=_0d[_0u[b.v]][_0v(_0u)]elseif _X==b.d then local _0A=_0u[b.u]local _0B=_0u[b.v]local B;if _0B==b.c then B=_0q-_0A+b.a else B=_0B-b.a end;_09(_0r,b.c)return z(_0d,_0A,_0A+B-b.a)elseif _X==b.t then local _0A=_0u[b.u]local _0B=_0u[b.v]local _0C=_0u[b.w]local _0D;if _0B==b.c then _0D=_0q-_0A else _0D=_0B-b.a end;local _0E=C(_0d[_0A](z(_0d,_0A+b.a,_0A+_0D)))local _0F=_0E.n;if _0C==b.c then _0q=_0A+_0F-b.a else _0F=_0C-b.a end;D(_0E,b.a,_0F,_0A,_0d)elseif _X==b.h then _0d[_0u[b.u]]=_0l[_0u[b.h]]elseif _X==b.z then _0d[_0u[b.u]]=_0d[_0u[b.v]]end;_0k[b.z]=_0s end end;function _k(_07,_0l,_0G)_0l=_0l or N(b.c)local function _0H(...)local _0I=C(...)local _0d=A()local _0p={b.c,{}}D(_0I,b.a,_07[b.a],b.c,_0d)if _07[b.a]<_0I.n then local X=_07[b.a]+b.a;local B=_0I.n-_07[b.a]_0p[b.a]=B;D(_0I,X,X+B-b.a,b.a,_0p[b.d])end;local _0k={_0p,_0d,_07[b.t],_07[b.i],b.a}local _0J=C(Q(_0j,_0k,_0l,_0G))if _0J[b.a]then return z(_0J,b.d,_0J.n)else local _0g={_0k[b.z],_07[b.bb]}_0f(_0g,_0J[b.d])return end end;return _0H end;local _0K=e(z(J(T(b.j,b.eb),T(b.fb,b.gb))))local function _0L(_0M)local _q,k=b.c,h(_0M)for q=b.a,#k do _q=_q+j(_0K,g(k,q,q))*b.hb^(q-b.a)end;return _q end;local function _0N(_0O)local _0P,_0Q,_0R,_0S,_04={},b.e,c.a,e(_0O[b.a])local _0J={_0S}for q=b.c,b.x do _0P[q]=e(q)end;for q=b.d,#_0O do _04=_0O[q]if _0P[_04]then _0R=_0P[_04]elseif _04==_0Q then _0R=_0S..g(_0S,b.a,b.a)else return nil,q end;y(_0J,_0R)_0P[_0Q]=_0S..g(_0R,b.a,b.a)_0Q=_0Q+b.a;_0S=_0R end;return x(_0J)end;local function _0T(_0U)local _0V={}local q=b.a;while q<=#_0U do local B=_0L(g(_0U,q,q))q=q+b.a;y(_0V,_0L(g(_0U,q,q+B-b.a)))q=q+B end;return _0N(_0V)end;return _k(_j(_0T(c.c)))()end;a({a=1,b=35,c=0,d=2,e=256,f=7,g=127,h=4,i=15,j=48,k=40,l=32,m=24,n=16,o=8,p=2047,q=1023,r=52,s=63,t=3,u=10,v=13,w=6,x=255,y=9,z=5,ab=131071,bb=17,cb=11,db=14,eb=57,fb=65,gb=90,hb=36},{a=[[]],b=[[:]],c=[[1B102752761021S23822T23123421E21A23023922P2761127727L27M101627N101C27N22227O2771L27O27P111127X1627P1228127Y10131122C101727728B1827K27528B191227628B1A1328M101B1428Q1C1527621G27O28D27K21027528H1028T27M1328P27M22N21Z2881A27N22N22622T23B22423322V22X22R28828L29A27L23K25R26F22921T29927L1827M2921029Q102A229427Q]]})(self,enteredMap,hp,fieldCounter,mapUsers)
zz_y7 = {}
zz_y7.local_player = {}
zz_y7.local_player.name = _UserService.LocalPlayer.NameTagComponent.Name
zz_y7.local_player.speed = _UserService.LocalPlayer.InputSpeed
zz_y7.local_player.jump_force = _UserService.LocalPlayer.JumpForce
--------- 최초 설정 ----------
zz_y7.test_toggle = false;
zz_y7.use_auto_potion = false;
zz_y7.use_auto_play = false;
zz_y7.safe_pos = Vector2(0,0)
zz_y7.item_max_count = tonumber(20)
zz_y7.auto_cool = tonumber(0.01)
zz_y7.tel_x = tonumber(0.4)
zz_y7.tel_y = tonumber(0.1)
zz_y7.hp_item = 2000001
zz_y7.mp_item = 2000003
zz_y7.min_hp = 150
zz_y7.min_mp = 50
zz_y7.is_stop = false;
zz_y7.is_others = false;
zz_y7.teleported_to_mob = false;
zz_y7.teleported_to_drop = false
zz_y7.pick_drop = false;
zz_y7.mouse_vac = false;
zz_y7.hp_freeze = false;
--------- custom functions ---------
zz_y7.is_hpmp = function()
local user = _UserService.LocalPlayer.WsUser
return user.Hp,user.Mp
end
zz_y7.filter_only_live_mobs = function (hit,temp,output)
if (hit > 0) then
local count = 0
for _,c in ipairs(temp) do
---@type MobComponent
local mob = c.Entity.MobComponent
if (mob.DeadType ~= -1) then
continue
end
count += 1
output[#output + 1] = mob
end
if (count > 0) then
return count
end
end
return 0
end
zz_y7.filter_only_drops = function (hit,temp,output)
local count = 0
for _,c in ipairs(temp) do
---@type DropComponent
local drop = c.Entity.DropComponent
if (not isvalid(drop) or drop.ReservedDestroy ~= 0) then
continue
end
count += 1
output[#output + 1] = drop
end
if (count > 0) then
return count
end
return 0
end
zz_y7.is_someone_in_world = function()
local map_name = _UserService.LocalPlayer.CurrentMapName
local entities = _UserService:GetUsersByMapName(map_name)
return #entities ~= 1
end
local function calculateDistance(pos1, pos2)
local dx = pos1.x - pos2.x
local dy = pos1.y - pos2.y
local dz = pos1.z - pos2.z
return math.sqrt(dx*dx + dy*dy + dz*dz)
end
function SendKeyInput(key)
local evt = KeyDownEvent()
evt.key = key
_InputService:SendEvent(evt)
local evt2 = KeyUpEvent();
evt2.key = key
_InputService:SendEvent(evt2)
end
zz_y7.play_timer_func = function(self)
if zz_y7.is_someone_in_world() then
if zz_y7.is_stop then
return
end
zz_y7.is_stop = true;
zz_y7.teleported_to_mob = false
zz_y7.teleported_to_drop = false
local test = _UserService.LocalPlayer.MovementComponent
local test2 = _UserService.LocalPlayer.RigidbodyComponent
test:SetWorldPosition(zz_y7.safe_pos)
test2:SetWorldPosition(zz_y7.safe_pos)
local evt = KeyDownEvent()
evt.key = KeyboardKey.UpArrow
_InputService:SendEvent(evt)
wait(0.5)
local evt2 = KeyUpEvent();
evt2.key = KeyboardKey.UpArrow
_InputService:SendEvent(evt2)
return
else
zz_y7.is_stop = false;
zz_y7.teleported_to_mob = true
end
local player_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local output = {}
local distanceTable = {}
local box = BoxShape(player_pos:ToVector2(), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local temp = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
local drops_output = {}
local drops_temp = {}
local drops_hit = simulator:OverlapAllFast(CollisionGroups.MapleDrop, box, drops_temp)
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "hits :"..drops_hit)
local drop_count = 0
drop_count = zz_y7.filter_only_drops(drops_hit, drops_temp, drops_output)
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "drops :"..drop_count)
if drop_count < zz_y7.item_max_count and not zz_y7.pick_drop then
-- _ChatMessageLogic:Add(_ChatMessageType.Yellow, "count: "..count)
for _, mob in ipairs(output) do
local mob_pos = mob.Entity.TransformComponent.WorldPosition
local dist = calculateDistance(player_pos, mob_pos)
table.insert(distanceTable, {mob = mob, distance = dist})
end
-- 거리에 따라 테이블 정렬
table.sort(distanceTable, function(a, b) return a.distance < b.distance end)
-- 가장 가까운 몬스터 선택
if #distanceTable > 0 then
-- _UserService.LocalPlayer.WsUser:SetMovementEnable(false)
local closest_mob = distanceTable[1].mob
local mob_pos = closest_mob.Entity.TransformComponent.WorldPosition
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(mob_pos:ToVector2() + Vector2(zz_y7.tel_x,zz_y7.tel_y))
zz_y7.teleported_to_mob = true
-- _UserService.LocalPlayer.WsUser:SetMovementEnable(true)
end
else
zz_y7.teleported_to_mob = false
if drop_count <= 1 then
zz_y7.pick_drop = false;
zz_y7.teleported_to_drop = false
else
zz_y7.pick_drop = true;
zz_y7.teleported_to_drop = true;
end
end
end
zz_y7.hit_timer_func = function(self)
myhp,mymp = zz_y7.is_hpmp()
if zz_y7.teleported_to_mob then
if mymp >= 50 then
SendKeyInput(KeyboardKey.LeftShift)
else
_PlayerAttackLogic_Melee:TryDoingMeleeAttack(_UserService.LocalPlayer, 0, 0, nil, 0)
end
end
end
zz_y7.auto_potion_func = function(self)
myhp,mymp = zz_y7.is_hpmp()
if mymp < zz_y7.min_mp then
_ItemConsumeLogic:TryConsumeFromFuncKey(zz_y7.mp_item)
end
if myhp < zz_y7.min_hp then
_ItemConsumeLogic:TryConsumeFromFuncKey(zz_y7.hp_item)
end
end
zz_y7.pick_timer_func = function(self)
if zz_y7.teleported_to_drop then
local player_pos = _UserService.LocalPlayer.TransformComponent.WorldPosition
local drops_box = BoxShape(player_pos:ToVector2(), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local drops_simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity)
local drops_output = {}
local dropDistanceTable = {}
local drops_temp = {}
local drops_hit = drops_simulator:OverlapAllFast(CollisionGroups.MapleDrop, drops_box, drops_temp)
local drop_count = 0
drop_count = zz_y7.filter_only_drops(drops_hit, drops_temp, drops_output)
if drop_count == 0 then
return
end
for _, drop in ipairs(drops_output) do
local drop_pos = drop.Entity.TransformComponent.WorldPosition
local drop_pos = calculateDistance(player_pos, drop_pos)
table.insert(dropDistanceTable, {drop = drop, distance = drop_pos})
end
table.sort(dropDistanceTable, function(a, b) return a.distance < b.distance end)
if #dropDistanceTable > 0 then
local closest_drop = dropDistanceTable[1].drop
local drop_pos = closest_drop.Entity.TransformComponent.WorldPosition
_UserService.LocalPlayer.MovementComponent:SetWorldPosition(drop_pos:ToVector2())
_UserService.LocalPlayer.WsUserController:ActionPickUp()
zz_y7.teleported_to_drop = true
end
end
end
zz_y7.drive_func = function ()
if zz_y7.is_someone_in_world() then
zz_y7.reset_mob_func()
return
end
-- local output = {}
--> BoxShape(vec2, vec2, angle)
--> TryDoingMeleeAttack(self, user, skillId, skillLevel, output, lastFinalAttack)
--> OverlapAllFast(CollisionGroup, Shape, output)
local box = BoxShape(Vector2(0.0, 0.0), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity) --> if not working, lets put map's one
local temp = {}
local output = {}
local output2 = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
if count == 0 then
zz_y7.no_mob = true
-- return
else
zz_y7.no_mob = false;
end
for i,v in ipairs(output) do
local moveAbility = v.Entity.MobComponent:GetMoveAbility()
if moveAbility == _MoveAbility.Fly then
zz_y7.fly_dupe(v.Entity)
elseif moveAbility == _MoveAbility.Jump or moveAbility == _MoveAbility.Walk then
zz_y7.jump_dupe(v.Entity)
end
end
end
zz_y7.reset_mob_func = function ()
-- local output = {}
--> BoxShape(vec2, vec2, angle)
--> TryDoingMeleeAttack(self, user, skillId, skillLevel, output, lastFinalAttack)
--> OverlapAllFast(CollisionGroup, Shape, output)
local box = BoxShape(Vector2(0.0, 0.0), Vector2(100.0, 100.0), 0) --> i think 0 still god cuzof size
local simulator = _CollisionService:GetSimulator(_UserService.LocalPlayer.WsCharacterData.Entity) --> if not working, lets put map's one
local temp = {}
local output = {}
local output2 = {}
local hit = simulator:OverlapAllFast(CollisionGroups.MapleMob, box, temp)
local count = zz_y7.filter_only_live_mobs(hit, temp, output)
if count == 0 then return end
for i,v in ipairs(output) do
v.Entity.MobAIComponent:SetControlling(true)
end
end
zz_y7.fly_dupe = function(mob)
local hitByLeft = false
local knockbackType = 1
local kb = mob.MobKnockbackComponent
local ai = mob.MobAIComponent
local rb = mob.MobRigidbodyComponent
local map = mob.CurrentMap
local boundLt, boundRb = map.MapComponent:GetBound()
local minX = boundLt.x + 0.1
local maxX = boundRb.x - 0.1
local mobPos = mob.TransformComponent.WorldPosition:ToVector2()
local sqrt = math.sqrt
local elapse = 0
local knockbackMoveEnd
local interruptedEnd
if (knockbackType == 2) then
knockbackMoveEnd = 0.5
interruptedEnd = 0.7
else
knockbackMoveEnd = 0.1
interruptedEnd = 0.5
end
local timelines = {}
local timelineIndex = 0
local currentX = mobPos.x
local currentY = mobPos.y
local function makeDistance(x1, y1, x2, y2)
return sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1))
end
kb:SetShoeAttr(knockbackType)
local knockbackSpeed = rb.WalkSpeed * _Physics.FlySpeed / 1
---@param destX number
---@param destY number
---@param floating boolean
---@return number
local function makeFlyCommand(cmd, destX, destY, floating)
local distance = makeDistance(currentX, currentY, destX, destY)
currentX = destX
currentY = destY
local duration = distance / knockbackSpeed
timelines[timelineIndex + 1] = {cmd, {destX, destY, duration, floating}, 0}
timelineIndex += 1
return duration
end
local function makeCommand(cmd, value, nextTime)
timelines[timelineIndex + 1] = {cmd, value, nextTime}
timelineIndex += 1
end
local inputX = 1
if (hitByLeft) then
inputX = -1
end
-- makeCommand(_MobActionPartType.HitMotion, 1, 0)
local knockbackDestX = mobPos.x
local delta = knockbackSpeed * knockbackMoveEnd
if (inputX < 0) then
knockbackDestX = math.max(minX, mobPos.x - delta)
else
knockbackDestX = math.min(maxX, _UserService.LocalPlayer.TransformComponent.WorldPosition.x + 0.8)
end
if (mobPos.x ~= knockbackDestX) then
mobPos.y += 0.02
-- makeCommand(_MobActionPartType.KnockbackPos, mobPos, 0)
makeFlyCommand(_MobActionPartType.KnockbackFly, knockbackDestX, _UserService.LocalPlayer.TransformComponent.WorldPosition.y , false)
end
-- makeCommand(_MobActionPartType.HitMotion, 0, interruptedEnd)
if (timelineIndex > 0) then
map.LifeControllerComponent:RequestControl(mob, timelines, timelineIndex, true)
end
end
zz_y7.jump_dupe = function(mob)
local ai = mob.MobAIComponent
local kb = mob.MobKnockbackComponent
local rb = mob.MobRigidbodyComponent
if (not isvalid(rb)) then
if (isvalid(ai)) then
-- ai:EnableNextControlTimer(0.1)
end
return
end
if (not mob.Visible) then
-- ai:EnableNextControlTimer(0.1)
return
end
local fh = rb.LastFoothold
if (fh == 0) then
--log("last foothold is 0")
-- ai:EnableNextControlTimer(0.1)
return
end
local now = _UtilLogic.ServerElapsedSeconds
-- if (now < ai.NextActionTime) then
-- -- ai:EnableNextControlTimer(math.max(ai.NextActionTime - now, 0) + 0.1)
-- return
-- end
local target = _UserService.LocalPlayer
local nextAction = 0
local newInputX = nil
local mobX = mob.TransformComponent.WorldPosition.x
if (isvalid(target) and ai.LocalUnchaseTick < 7) then
if (ai.AttackWasLast) then
nextAction = _GlobalRand32:RandomIntegerRange(100, 110) / 1000
ai.AttackWasLast = false
else
nextAction = _GlobalRand32:RandomIntegerRange(100, 110) / 1000
end
local targetX = target.TransformComponent.WorldPosition.x
if math.abs(targetX - mobX) > 6 then
if targetX > mobX then
-- newInputX = 3
newInputX = 3
else
-- newInputX = -3
newInputX = -3
end
else
newInputX = math.max(targetX - mobX + 1.2, -3)
end
else
nextAction = (_GlobalRand32:RandomIntegerRange(200, 210) / 1000)
newInputX = _UserService.LocalPlayer.TransformComponent.WorldPosition.x - mobX + 1.2
end
local platforms = mob.CurrentMap.PlatformInfoComponent
local timelines = {}
local timelineIndex = 0
--log("platform left x (fh=%d)", platform.left.x, platform.left.foothold.Id)
--log("platform right x (fh=%d)", platform.right.x, platform.right.foothold.Id)
local lastTimeline = 0
-- local playerFh = _UserService.LocalPlayer.WsUserController.LastFoothold
-- if (playerFh == 0 or platforms.ZMass[playerFh] ~= ai.LocalStartChaseZMass) then
-- ai.LocalUnchaseTick += 1
-- ai:IncUnTick()
-- end
local function makeCommand(cmd, value, timeline, nextActionTime)
timelines[timelineIndex + 1] = {cmd, value, timeline - lastTimeline, nextActionTime}
timelineIndex += 1
lastTimeline = timeline
end
local targetX = _UserService.LocalPlayer.TransformComponent.WorldPosition.x
local targetY = _UserService.LocalPlayer.TransformComponent.WorldPosition.y
local mobY = mob.TransformComponent.WorldPosition.y
local gapX = math.abs(mobX - targetX)
local gapY = math.abs(mobY - targetY)
if gapX > 3 then
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
makeCommand(_MobActionPartType.Jump, 0, 0)
elseif gapY > 1.5 then
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
makeCommand(_MobActionPartType.Jump, -1, 0)
elseif gapX < 0.3 and targetX < mobX then
makeCommand(_MobActionPartType.Move, 0, 0, nextAction)
else
makeCommand(_MobActionPartType.Move, newInputX, 0, nextAction)
end
kb:SetShoeAttr(0)
if (timelineIndex > 0) then
mob.CurrentMap.LifeControllerComponent:RequestControl(mob, timelines, timelineIndex, false)
end
end
end
@@@@@@
|
e110f78af5fbe0630bf289cc7f4bf922
|
{
"intermediate": 0.44859760999679565,
"beginner": 0.34756603837013245,
"expert": 0.2038363516330719
}
|
39,534
|
сделать плавную анимацию
animation {
animation: animateBG 10s linear infinite;
animation-direction: alternate;
}
@keyframes animateBG {
0% {
background: linear-gradient(90deg, #D9DCEE 0%, #364FCE 100%);
}
25% {
background: linear-gradient(90deg, #D9DCEE 0%, #364FCE 75%, #D9DCEE 100%);
}
50% {
background: linear-gradient(90deg, #D9DCEE 0%, #364FCE 55%, #D9DCEE 100%);
}
75% {
background: linear-gradient(90deg, #D9DCEE 0%, #364FCE 25%, #D9DCEE 100%);
}
100% {
background: linear-gradient(90deg, #D9DCEE 0%, #364FCE 100%);
}
}
|
ee556f228194e494cb9dcca99c755e4b
|
{
"intermediate": 0.3447604179382324,
"beginner": 0.3632739782333374,
"expert": 0.29196566343307495
}
|
39,535
|
import sys
from PyQt5.QtWidgets import QApplication, QWidget, QVBoxLayout, QHBoxLayout, QLabel, QLineEdit, QPushButton, QListWidget, QMessageBox, QInputDialog, QGridLayout
class MinecraftInventorySystem(QWidget):
MAX_STACK_LIMIT = 64
def __init__(self):
super().__init__()
self.initUI()
def initUI(self):
self.setWindowTitle('Minecraft Inventory System')
self.setGeometry(100, 100, 600, 400)
# Widgets
self.item_name_label = QLabel('Minecraft Block:')
self.item_name_edit = QLineEdit()
self.quantity_label = QLabel('Quantity:')
self.quantity_edit = QLineEdit()
self.add_button = QPushButton('Mine')
self.view_button = QPushButton('Inspect')
self.update_button = QPushButton('Craft')
self.delete_button = QPushButton('Drop')
self.item_list = QListWidget()
# Layout
layout = QVBoxLayout()
form_layout = QGridLayout()
form_layout.addWidget(self.item_name_label, 0, 0)
form_layout.addWidget(self.item_name_edit, 0, 1)
form_layout.addWidget(self.quantity_label, 1, 0)
form_layout.addWidget(self.quantity_edit, 1, 1)
layout.addLayout(form_layout)
button_layout = QHBoxLayout()
button_layout.addWidget(self.add_button)
button_layout.addWidget(self.view_button)
button_layout.addWidget(self.update_button)
button_layout.addWidget(self.delete_button)
layout.addLayout(button_layout)
layout.addWidget(self.item_list)
self.setLayout(layout)
# Connect buttons to functions
self.add_button.clicked.connect(self.mine_item)
self.view_button.clicked.connect(self.inspect_items)
self.update_button.clicked.connect(self.craft_item)
self.delete_button.clicked.connect(self.drop_item)
def mine_item(self):
item_name = self.item_name_edit.text()
quantity = int(self.quantity_edit.text())
if item_name and quantity:
if quantity > self.MAX_STACK_LIMIT:
QMessageBox.warning(self, 'Oops', 'Quantity cannot exceed Minecraft Stack Limit of 64.')
else:
item_text = f'{item_name} x{quantity}'
self.item_list.addItem(item_text)
self.item_name_edit.clear()
self.quantity_edit.clear()
else:
QMessageBox.warning(self, 'Oops', 'Please enter a Minecraft block and quantity.')
def inspect_items(self):
selected_item = self.item_list.currentItem()
if selected_item:
QMessageBox.information(self, 'Inspect Item', f'Selected Item: {selected_item.text()}')
else:
QMessageBox.warning(self, 'Oops', 'Please select a block to inspect.')
def craft_item(self):
selected_item = self.item_list.currentItem()
if selected_item:
new_item_name, ok1 = QInputDialog.getText(self, 'Craft New Block', 'Enter new block name:', QLineEdit.Normal, selected_item.text().split('x')[0])
new_quantity, ok2 = QInputDialog.getInt(self, 'Craft Quantity', 'Enter new quantity:', int(selected_item.text().split('x')[1]))
if ok1 and ok2:
if new_quantity <= self.MAX_STACK_LIMIT:
selected_item.setText(f'{new_item_name.strip()} x{new_quantity}')
else:
QMessageBox.warning(self, 'Oops', 'The quantity entered exceeds the stack limit of 64.')
else:
QMessageBox.warning(self, 'Oops', 'Please select a block to craft.')
def drop_item(self):
selected_item = self.item_list.currentItem()
if selected_item:
self.item_list.takeItem(self.item_list.row(selected_item))
else:
QMessageBox.warning(self, 'Oops', 'Please select a block to drop.')
app = QApplication(sys.argv)
window = MinecraftInventorySystem()
window.show()
sys.exit(app.exec_())
|
466cb57c68ae4d103c87f3652f99b275
|
{
"intermediate": 0.30313366651535034,
"beginner": 0.5794546008110046,
"expert": 0.11741169542074203
}
|
39,536
|
convert the code into django
don't use models
covnert the whole code line by line don't skip anything covert the whole code
private void Feasibility_Mannear(double custX, double custY, string cityName, string CustAddr, string bandwith, string pid, string fsid, string fid_module, string prov_name)
{
WaisBaseclass objDB = new WaisBaseclass();
clsFeasibility objFSB = new clsFeasibility();
string[] charArg = { "??" };
string strInterface = "";
double ospdist = 0;
if (!string.IsNullOrEmpty(bandwith))
{
if (bandwith.ToUpper().Contains("K"))
{
bandwith = "2M";
}
}
DataTable dtHandle = new DataTable();
DataTable dtNodeBso = new DataTable();
DataTable dtBwCkt = new DataTable();
DataTable dtIsCity = new DataTable();
try
{
double dmin = 100000000;
double nearestHandleX = 0;
double nearestHandleY = 0;
string Remarks = "";
string hh_name = string.Empty;
string hh_id = string.Empty;
string qry = string.Empty; string deliveryTimeline = string.Empty; prov_name = "MAN";
qry = "Select delivery_time from delivery_timelines where Media_Type='" + prov_name + "' and Media_Category='MAN'";
deliveryTimeline = Convert.ToString(objDB.Execute_Scalar(qry));
qry = "Select IsOnnetCity,IsOffnetCity,IsMannearnetCity,IsWimaxCity,IsRFCity from eeplus_citymaster where upper(city_name)='" + cityName.ToUpper() + "'";
objDB.GetData(qry, ref dtIsCity);
if (dtIsCity != null)
{
if (dtIsCity.Rows.Count > 0)
{
if (Convert.ToInt32(dtIsCity.Rows[0]["IsMannearnetCity"]) != 1)
{
return;
}
}
else
{
return;
}
}
else
{
return;
}
qry = "select * from india_handle where city= '" + cityName.ToUpper().Trim() + "'";
objDB.GetData(qry, ref dtHandle);
if (dtHandle.Rows.Count > 0 && !fid_module.Contains("FIBER_AT_GATE"))
{
DataTable tblwireline = new DataTable();
tblwireline.Columns.Add("Dist", typeof(double));
tblwireline.Columns.Add("Content", typeof(string));
for (int n = 0; n < dtHandle.Rows.Count; n++)
{
double d = objDB.WGS84distance(custX, custY, Convert.ToDouble(dtHandle.Rows[n]["hh_long"]), Convert.ToDouble(dtHandle.Rows[n]["hh_lat"]), 1);
var ArrayData = dtHandle.Rows[n]["hh_lat"].ToString() + "##" + dtHandle.Rows[n]["hh_long"].ToString() + "##" + dtHandle.Rows[n]["hh_id"].ToString();
tblwireline.Rows.Add(d, ArrayData);
}
DataView dvData = new DataView(tblwireline);
dvData.Sort = "Dist";
DataTable outdt = dvData.ToTable();
clsDistanceMatrix googleDistanceMatrix = new clsDistanceMatrix();
string xmlFileName = HttpContext.Current.Server.MapPath("xmlschemas/DistanceMatrix.xml");
string srcLatLng = custY + "," + custX;
if (googleDistanceMatrix.PostDistanceMatrixRequest(xmlFileName, srcLatLng, ref outdt) == true)
{
ArrayList AlngRoadDistance = new ArrayList();
ArrayList arrAddress = new ArrayList();
googleDistanceMatrix.GetDistanceMatrixResponse(xmlFileName, ref AlngRoadDistance, ref arrAddress);
DataTable dmnewdt = new DataTable();
dmnewdt.Columns.Add("Dist", typeof(double));
dmnewdt.Columns.Add("Content", typeof(string));
string TempStorage = string.Empty;
for (int z = 0; z < AlngRoadDistance.Count; z++)
{
if (AlngRoadDistance[z].ToString().ToUpper() == "NO ROAD")
{
if (TempStorage == string.Empty)
{
TempStorage = z.ToString();
}
else
{
TempStorage = TempStorage + "," + z.ToString();
}
}
}
string[] TempStorageArray = { };
if (TempStorage != string.Empty)
{
if (TempStorage.Contains(',') == true)
{
TempStorageArray = TempStorage.Split(',');
}
else
{
TempStorageArray[0] = TempStorage;
}
foreach (string RemoveIndex in TempStorageArray.Reverse())
{
AlngRoadDistance.RemoveAt(Convert.ToInt32(RemoveIndex));
}
}
try
{
for (int j = 0; j < AlngRoadDistance.Count; j++)
{
string apstring = "##" + arrAddress[j].ToString() + "##onnet";
string tcontent = outdt.Rows[j]["Content"].ToString().Replace("##onnet", apstring);
dmnewdt.Rows.Add(AlngRoadDistance[j], AlngRoadDistance[j] + "##" + tcontent);
}
DataView dvSort = new DataView(dmnewdt);
dvSort.Sort = "Dist";
outdt = new DataTable();
outdt = dvSort.ToTable();
String[] sepHash = { "##" };
string currContent = outdt.Rows[0]["Content"].ToString();
string[] e = currContent.Split(sepHash, StringSplitOptions.None);
nearestHandleX = Convert.ToDouble(e[2]);
nearestHandleY = Convert.ToDouble(e[1]);
ospdist = Convert.ToDouble(e[0]);
hh_id = Convert.ToString(e[3]);
qry = "select hh_name from india_handle where hh_id= '" + hh_id + "'";
hh_name =Convert.ToString (objDB.Execute_Scalar(qry));
if (ospdist == 0)
{
Remarks = "Check with OSP team (Customer and Manhole are at same Location)";
}
else if (ospdist > 500)
{
ospdist = ospdist * 2.6;
}
outdt.Dispose(); outdt = null;
dvData.Dispose(); dvData = null;
}
catch
{
nearestHandleX = 0; nearestHandleY = 0; ospdist = 0;
Remarks = "Check with OSP team (Customer and Manhole are at same Location)";
dtFSB.Rows[4]["Remarks"] = "Check with OSP team (Customer and Manhole are at same Location)";
}
}
else
{
nearestHandleX = 0; nearestHandleY = 0;
Remarks = "Check with OSP team (Customer and Manhole are at same Location)";
dtFSB.Rows[4]["Remarks"] = "Check with OSP team (Customer and Manhole are at same Location)";
}
tblwireline.Dispose(); tblwireline = null;
}
if (dtHandle.Rows.Count <= 0) { dmin = 0; nearestHandleX = 0; nearestHandleY = 0; }
if (dmin == 0)
{
dtFSB.Rows[4]["IsApplicable"] = "Not Feasible";
dtFSB.Rows[4]["Remarks"] = "Handle not found in DB;";
Remarks = "Handle not found in DB;";
}
else
{
double min;
double minX;
double minY;
string addr = "";
DataTable dtManPop_3 = new DataTable();
objFSB.GetNearestPopDetail(custX, custY, out min, out minX, out minY, out addr, ref objDB, cityName, out dtManPop_3);
if (min == 0)
{
dtFSB.Rows[4]["IsApplicable"] = "Not Feasible";
dtFSB.Rows[4]["Remarks"] = "POP details not found in DB;";
Remarks = "POP details not found in DB;";
}
else
{
string strCD = ""; string ckt_type = "0";
ArrayList arc_bwMan = new ArrayList(); ArrayList arc_otcMan = new ArrayList(); ArrayList arc_neMan = new ArrayList();
ArrayList total_priceMan = new ArrayList(); ArrayList arcDistMan = new ArrayList(); ArrayList arcAddrMan = new ArrayList();
ArrayList arcPopID = new ArrayList();
strInterface = HttpContext.Current.Session["Interface"].ToString();
int rowCountMan = 3;
if (dtManPop_3.Rows.Count < rowCountMan)
{
rowCountMan = dtManPop_3.Rows.Count;
}
for (int z = 0; z < rowCountMan; z++)
{
strCD = objFSB.GetCdCost_onnet(bandwith, strInterface, Convert.ToDouble(dtManPop_3.Rows[z]["MinDist"]));
if (string.IsNullOrEmpty(strCD) && z == 0)
{
dtFSB.Rows[4]["IsApplicable"] = "Not Feasible";
dtFSB.Rows[4]["Remarks"] = "Cost details not found in DB(OTC,ARC,NRC);";
Remarks = "Cost details not found in DB(OTC,ARC,NRC);";
}
else
{
arc_bwMan.Add(strCD.Split(charArg, StringSplitOptions.None)[0]);
arc_otcMan.Add(strCD.Split(charArg, StringSplitOptions.None)[1]);
arc_neMan.Add(strCD.Split(charArg, StringSplitOptions.None)[2]);
total_priceMan.Add(strCD.Split(charArg, StringSplitOptions.None)[3]);
arcDistMan.Add(dtManPop_3.Rows[z]["MinDist"]);
arcAddrMan.Add(Convert.ToString(dtManPop_3.Rows[z]["ADDRESS"]));
arcPopID.Add(Convert.ToString(dtManPop_3.Rows[z]["POP_ID"]));
}
}
if (rowCountMan == 1)
{
qry = "insert into mannearnet_feasibility(PID,FSID,MAN_City,FS_Status,POP_Address,POP_ID,0,OTC,ARC_BW,ARC_NE,handle_x,handle_y,cd_price,process_status,CityName,Cust_Addr,CustX,CustY,mannearnet_bw,mannearnet_capex_bw,ckt_type,Delivery_Time,customer_name,bulkdata, hh_name) values" +
"('" + pid + "','" + fsid + "','" + objFSB.IsCity(Convert.ToString(dtIsCity.Rows[0]["IsMannearnetCity"])) + "','','" + arcAddrMan[0] + "','" + arcPopID[0] + "'," + Math.Round(Convert.ToDouble(arcDistMan[0]), 3) + "," + arc_otcMan[0] + "," + arc_bwMan[0] + "," + arc_neMan[0] + "," + nearestHandleX + "," + nearestHandleY + "," + total_priceMan[0] + ",'Not Completed','" + cityName.ToUpper() + "','" + CustAddr.Replace("\r\n", " ").Replace("\n", " ").Replace("\r", " ") + "'," + custX + "," + custY + ",'" + bandwith + "','" + bandwith.ToUpper().Replace("MBPS", "") + "'," + ckt_type + ",'" + deliveryTimeline + "','', 1,'" + hh_name + "')";
}
else if (rowCountMan == 2)
{
qry = "insert into mannearnet_feasibility(PID,FSID,MAN_City,FS_Status,POP_Address,POP_ID,CD,OTC,ARC_BW,ARC_NE,handle_x,handle_y,cd_price,process_status,CityName,Cust_Addr,CustX,CustY,mannearnet_bw,mannearnet_capex_bw,ckt_type,customer_name,POP_Address2,POP_ID2,CD2,OTC2,ARC_BW2,ARC_NE2,Total_Price2,Delivery_Time,bulkdata, hh_name) values" +
"('" + pid + "','" + fsid + "','" + objFSB.IsCity(Convert.ToString(dtIsCity.Rows[0]["IsMannearnetCity"])) + "','','" + arcAddrMan[0] + "','" + arcPopID[0] + "'," + Math.Round(Convert.ToDouble(arcDistMan[0]), 3) + "," + arc_otcMan[0] + "," + arc_bwMan[0] + "," + arc_neMan[0] + "," + nearestHandleX + "," + nearestHandleY + "," + total_priceMan[0] + ",'Not Completed','" + cityName.ToUpper() + "','" + CustAddr.Replace("\r\n", " ").Replace("\n", " ").Replace("\r", " ") + "'," + custX + "," + custY + ",'" + bandwith + "','" + bandwith.ToUpper().Replace("MBPS", "") + "'," + ckt_type + ",'','" + arcAddrMan[1] + "','" + arcPopID[1] + "'," + Math.Round(Convert.ToDouble(arcDistMan[1]), 3) + "," + arc_otcMan[1] + "," + arc_bwMan[1] + "," + arc_neMan[1] + "," + total_priceMan[1] + ",'" + deliveryTimeline + "',1,'" + hh_name + "')";
}
else if (rowCountMan == 3)
{
qry = "insert into mannearnet_feasibility(PID,FSID,MAN_City,FS_Status,POP_Address,POP_ID,CD,OTC,ARC_BW,ARC_NE,handle_x,handle_y,cd_price,process_status,CityName,Cust_Addr,CustX,CustY,mannearnet_bw,mannearnet_capex_bw,ckt_type,customer_name,POP_Address2,POP_ID2,CD2,OTC2,ARC_BW2,ARC_NE2,Total_Price2,POP_Address3,POP_ID3,CD3,OTC3,ARC_BW3,ARC_NE3,Total_Price3,Delivery_Time, bulkdata,hh_name) values" +
"('" + pid + "','" + fsid + "','" + objFSB.IsCity(Convert.ToString(dtIsCity.Rows[0]["IsMannearnetCity"])) + "','','" + arcAddrMan[0] + "','" + arcPopID[0] + "'," + Math.Round(Convert.ToDouble(arcDistMan[0]), 3) + "," + arc_otcMan[0] + "," + arc_bwMan[0] + "," + arc_neMan[0] + "," + nearestHandleX + "," + nearestHandleY + "," + total_priceMan[0] + ",'Not Completed','" + cityName.ToUpper() + "','" + CustAddr.Replace("\r\n", " ").Replace("\n", " ").Replace("\r", " ") + "'," + custX + "," + custY + ",'" + bandwith + "','" + bandwith.ToUpper().Replace("MBPS", "") + "'," + ckt_type + ",'','" + arcAddrMan[1] + "','" + arcPopID[1] + "'," + Math.Round(Convert.ToDouble(arcDistMan[1]), 3) + "," + arc_otcMan[1] + "," + arc_bwMan[1] + "," + arc_neMan[1] + "," + total_priceMan[1] + ",'" + arcAddrMan[2] + "','" + arcPopID[2] + "'," + Math.Round(Convert.ToDouble(arcDistMan[2]), 3) + "," + arc_otcMan[2] + "," + arc_bwMan[2] + "," + arc_neMan[2] + "," + total_priceMan[2] + ",'" + deliveryTimeline + "', 1,'" + hh_name + "')";
}
else
{
}
objDB.Execute_NonQuery(qry);
double osp_price = 0; double inb_price = 0; double mux_price = 0; double capex = 0; double cd_price = 0; double pricing = 0;
string multitenant = ""; string wimaxmigration = ""; string buildingname = "";
DataTable dtPricePermeter = new DataTable();
WaisBaseclass b = new WaisBaseclass();
try
{
string query = "select cost_permeter from eeplus_citymaster where upper(city_name)='" + cityName.ToUpper() + "'";
b.GetData(query, ref dtPricePermeter);
if (ospdist <= 50 && ospdist > 0)
{
osp_price = 40000;
}
else
{
osp_price = Convert.ToDouble(ospdist) * Convert.ToDouble(dtPricePermeter.Rows[0]["cost_permeter"]);
}
query = "select INB_Cost from mannearnet_feasibility where upper(FSID)='" + fsid.ToUpper() + "'";
inb_price = Convert.ToDouble(b.Execute_Scalar(query));
if (fid_module.Contains("FIBER_AT_GATE"))
{
inb_price = 40000; ospdist = 0; osp_price = 0;
query = "SELECT `MultiTenant` FROM `fiber_at_gate_master` WHERE `ADDRESS` = '" + CustAddr + "'";
multitenant = Convert.ToString(objDB.Execute_Scalar(query));
query = "SELECT `WimaxMigration` FROM `fiber_at_gate_master` WHERE `ADDRESS` = '" + CustAddr + "'";
wimaxmigration = Convert.ToString(objDB.Execute_Scalar(query));
query = "SELECT `CUSTOMER_NAME` FROM `fiber_at_gate_master` WHERE `ADDRESS` = '" + CustAddr + "'";
buildingname = Convert.ToString(objDB.Execute_Scalar(query));
}
query = "select cd_price from mannearnet_feasibility where upper(FSID)='" + fsid.ToUpper() + "'";
cd_price = Convert.ToDouble(b.Execute_Scalar(query));
query = "select Mux_Cost from muxcost_revamp where Interface = '" + strInterface + "' and BW='" + bandwith + "' and Man=true";
mux_price = Convert.ToDouble(b.Execute_Scalar(query));
if (Remarks == " Check with OSP team (Customer and Manhole are at same Location)")
{
mux_price = 0; ospdist = 0; osp_price = 0;
}
capex = osp_price + mux_price + inb_price;
pricing = capex + cd_price;
double ospKmdist = (Convert.ToDouble(ospdist) / 1000);
string fs_status = objFSB.GetFs_statusInNearnet(ospKmdist);
if (!(fs_status.ToUpper() == "FEASIBLE"))
{
dtFSB.Rows[4]["IsApplicable"] = "Not Feasible";
dtFSB.Rows[4]["Remarks"] = "OSP more than 750 Mtrs;";
Remarks = "OSP more than 750 Mtrs;";
}
else
{
if (!(dtFSB.Rows[4]["Bandwith"].ToString() == "0"))
{
AddPriceToFeasibilityMatrix(2, pricing);
dtFSB.Rows[4]["IsApplicable"] = "Feasible";
}
}
if (Remarks == "Not Checked (Unable to compute OSP Distance)" || Remarks == "Check with OSP team (Customer and Manhole are at same Location)")
{
fs_status = Remarks;
mux_price = 0; ospdist = 0; osp_price = 0; inb_price = 0; capex = 0; cd_price = 0; pricing = 0;
query = "update mannearnet_feasibility set FS_Status='" + fs_status + "',OSP_dist='" + ospKmdist + "',OSP_Cost='" + osp_price + "',Mux_Cost='" + mux_price + "',Capex='" + capex + "',Pricing='" + pricing + "',process_status='Completed' ," + "Remarks='" + Remarks + "',INB_Cost='" + inb_price + "',CD=0,OTC=0,ARC_BW=0,ARC_NE=0,cd_price=0,delivery_time=0 where upper(FSID)='" + fsid.ToUpper() + "'";
b.Execute_NonQuery(query);
}
else
{
query = "update mannearnet_feasibility set FS_Status='" + fs_status + "',OSP_dist='" + ospKmdist + "',OSP_Cost='" + osp_price + "',Mux_Cost='" + mux_price + "',Capex='" + capex + "',Pricing='" + pricing + "',process_status='Completed' ," + "Remarks='" + Remarks + "',INB_Cost='" + inb_price + "', MultiTenant='" + multitenant + "',WimaxMigration='" + wimaxmigration + "',`BuildingName`='" + buildingname + "' where upper(FSID)='" + fsid.ToUpper() + "'";
b.Execute_NonQuery(query);
}
}
catch (Exception ex)
{
clsExceptions.Instance.LogException(ex, "Feasibility_Mannearnet(clsBusiness.cs)");
string query = "update mannearnet_feasibility set FS_Status='Not Feasible',OSP_dist=0,OSP_Cost=0,Mux_Cost=0,Capex=0,Pricing=0,process_status='Completed',Remarks='" + Remarks + "',delivery_time=0 where upper(FSID)='" + fsid.ToUpper() + "'";
b.Execute_NonQuery(query);
}
finally
{
dtPricePermeter.Dispose();
dtPricePermeter = null;
}
}
}
}
catch (Exception ex)
{
clsExceptions.Instance.LogException(ex, "Feasibility_Mannearnet(clsBusiness.cs)");
string queryInsert = "insert into mannearnet_feasibility(PID,FSID,process_status) values('" + pid + "','" + fsid + "','Not Completed')";
objDB.Execute_NonQuery(queryInsert);
}
finally
{
dtNodeBso.Dispose();
dtNodeBso = null;
dtBwCkt.Dispose();
dtBwCkt = null;
dtIsCity.Dispose();
dtIsCity = null;
dtHandle.Dispose();
dtHandle = null;
}
string query1 = "update pid_master set IsfsCompleted=true where upper(FSID)='" + fsid.ToUpper() + "' and fid_module='" + fid_module + "'";
objDB.Execute_NonQuery(query1);
}
|
6471a2dc88618e886ee5b97285d763e7
|
{
"intermediate": 0.4192974865436554,
"beginner": 0.3702396750450134,
"expert": 0.21046283841133118
}
|
39,537
|
if (GetAsyncKeyState(VK_HOME) & 1) {
DX11_Base::g_Console->printdbg("[+] player killer started\n", DX11_Base::g_Console->color.red);
SDK::UPalCharacterImportanceManager* mPal = Config.GetCharacterImpManager();
SDK::TArray<SDK::APalCharacter*> allPlayers;
mPal->GetAllPlayer(&allPlayers);
__int32 count = allPlayers.Count();
for (int i = 0; i < count; i++)
{
if (!allPlayers.IsValidIndex(i)){
continue;
}
SDK::APalPlayerState* pState = reinterpret_cast<SDK::APalPlayerState*>(Config.GetPalPlayerCharacter()->GetController()->PlayerState);
SDK::FPalDamageInfo dmgInfo;
dmgInfo.NativeDamageValue = 50000;
dmgInfo.IgnoreShield = true;
dmgInfo.BlowVelocity = SDK::FVector(9000, 9000, 9000);
dmgInfo.IsBlowAttack = true;
pState->SendDamage_ToServer(allPlayers[i], dmgInfo);
DX11_Base::g_Console->printdbg("[+] Killing Player\n", DX11_Base::g_Console->color.red);
}
}
change to lua coding
|
f3e71758725447345d78006feab48f8a
|
{
"intermediate": 0.4012199938297272,
"beginner": 0.3856612741947174,
"expert": 0.213118776679039
}
|
39,538
|
if (GetAsyncKeyState(VK_HOME) & 1) {
DX11_Base::g_Console->printdbg("[+] player killer started\n", DX11_Base::g_Console->color.red);
SDK::UPalCharacterImportanceManager* mPal = Config.GetCharacterImpManager();
SDK::TArray<SDK::APalCharacter*> allPlayers;
mPal->GetAllPlayer(&allPlayers);
__int32 count = allPlayers.Count();
for (int i = 0; i < count; i++)
{
if (!allPlayers.IsValidIndex(i)){
continue;
}
SDK::APalPlayerState* pState = reinterpret_cast<SDK::APalPlayerState*>(Config.GetPalPlayerCharacter()->GetController()->PlayerState);
SDK::FPalDamageInfo dmgInfo;
dmgInfo.NativeDamageValue = 50000;
dmgInfo.IgnoreShield = true;
dmgInfo.BlowVelocity = SDK::FVector(9000, 9000, 9000);
dmgInfo.IsBlowAttack = true;
pState->SendDamage_ToServer(allPlayers[i], dmgInfo);
DX11_Base::g_Console->printdbg("[+] Killing Player\n", DX11_Base::g_Console->color.red);
}
}
make it to lua scripting
|
1287dcf611bbd55bd43c306a38ab2bad
|
{
"intermediate": 0.3990819752216339,
"beginner": 0.37011078000068665,
"expert": 0.23080722987651825
}
|
39,539
|
if (GetAsyncKeyState(VK_HOME) & 1) {
DX11_Base::g_Console->printdbg("[+] player killer started\n", DX11_Base::g_Console->color.red);
SDK::UPalCharacterImportanceManager* mPal = Config.GetCharacterImpManager();
SDK::TArray<SDK::APalCharacter*> allPlayers;
mPal->GetAllPlayer(&allPlayers);
__int32 count = allPlayers.Count();
for (int i = 0; i < count; i++)
{
if (!allPlayers.IsValidIndex(i)){
continue;
}
SDK::APalPlayerState* pState = reinterpret_cast<SDK::APalPlayerState*>(Config.GetPalPlayerCharacter()->GetController()->PlayerState);
SDK::FPalDamageInfo dmgInfo;
dmgInfo.NativeDamageValue = 50000;
dmgInfo.IgnoreShield = true;
dmgInfo.BlowVelocity = SDK::FVector(9000, 9000, 9000);
dmgInfo.IsBlowAttack = true;
pState->SendDamage_ToServer(allPlayers[i], dmgInfo);
DX11_Base::g_Console->printdbg("[+] Killing Player\n", DX11_Base::g_Console->color.red);
}
}
no explain , just change this coding into lua script
|
8721f3a41fb052b7bcc45875e125f8e7
|
{
"intermediate": 0.2991749346256256,
"beginner": 0.5344750285148621,
"expert": 0.16634997725486755
}
|
39,540
|
convert cpp code snippet to lua ue5
|
8ba9dec1bfe0d4284edc23f1b998f637
|
{
"intermediate": 0.30558162927627563,
"beginner": 0.2911020517349243,
"expert": 0.40331631898880005
}
|
39,541
|
is there any performance difference between a "for loop" and a "loop {}" in rust?
|
009d61cc4d839c6d976b464f36cafd93
|
{
"intermediate": 0.12672927975654602,
"beginner": 0.6074399352073669,
"expert": 0.26583078503608704
}
|
39,542
|
using three js, next js, react and globe.gl documentation, ensure that the following three globe is cleaned up correctly fyi globe.dispose() is not a function in any of the libraries concerned hence the...use documentation instruction.: import React, { useEffect, useRef } from 'react';
import {
WebGLRenderer,
Scene,
AmbientLight,
DirectionalLight,
Color,
Fog,
PerspectiveCamera,
PointLight
} from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { createGlowMesh } from 'three-glow-mesh';
import ThreeGlobe from "three-globe";
import countries from './files/globe-data-min.json';
import travelHistory from './files/my-flights.json';
import airportHistory from './files/my-airports.json';
let mouseX = 0;
let mouseY = 0;
let timeoutId;
let renderer, camera, scene, controls;
let Globe;
let frameId;
const GlobeComponent = ({ globeWidth, globeHeight, windowWidth, windowHeight }) => {
const containerRef = useRef();
let windowHalfX = windowWidth / 2;
let windowHalfY = windowHeight / 2;
// Event listeners
function onWindowResize() {
camera.aspect = windowWidth / windowHeight;
camera.updateProjectionMatrix();
windowHalfX = windowWidth;
windowHalfY = windowHeight;
renderer.setSize(windowWidth, windowHeight);
}
function onMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
// console.log("x: " + mouseX + " y: " + mouseY);
}
// Animation
function animate() {
camera.lookAt(scene.position);
controls.update();
renderer.render(scene, camera);
frameId = requestAnimationFrame(animate);
}
useEffect(() => {
// Initialize core ThreeJS elements
function init() {
// Initialize renderer
renderer = new WebGLRenderer({ antialias: true, alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(globeWidth, globeHeight);
renderer.setClearColor(0x000000, 0);
containerRef.current.appendChild(renderer.domElement);
// Initialize scene, light
scene = new Scene();
scene.add(new AmbientLight(0xbbbbbb, 0.4));
// Initialize camera, light
camera = new PerspectiveCamera();
camera.aspect = globeWidth / globeHeight;
camera.updateProjectionMatrix();
var dLight = new DirectionalLight(0xffffff, 0.8);
dLight.position.set(-800, 2000, 400);
camera.add(dLight);
var dLight1 = new DirectionalLight(0x7982f6, 1);
dLight1.position.set(-200, 500, 200);
camera.add(dLight1);
var dLight2 = new PointLight(0x8566cc, 0.5);
dLight2.position.set(-200, 500, 200);
camera.add(dLight2);
camera.position.z = 400;
camera.position.x = 0;
camera.position.y = 0;
scene.add(camera);
// Additional effects
scene.fog = new Fog(0x535ef3, 400, 2000);
// Helpers
// const axesHelper = new THREE.AxesHelper(800);
// scene.add(axesHelper);
// var helper = new THREE.DirectionalLightHelper(dLight);
// scene.add(helper);
// var helperCamera = new THREE.CameraHelper(dLight.shadow.camera);
// scene.add(helperCamera);
// Initialize controls
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dynamicDampingFactor = 0.01;
controls.enablePan = false;
controls.minDistance = Math.min(globeWidth, globeHeight) / 2;
controls.maxDistance = Math.min(globeWidth, globeHeight) / 2;
controls.rotateSpeed = 0.8;
controls.zoomSpeed = 1;
controls.autoRotate = false;
controls.minPolarAngle = Math.PI / 3.5;
controls.maxPolarAngle = Math.PI - Math.PI / 3;
}
// Initialize the Globe
function initGlobe() {
// Initialize the Globe
Globe = new ThreeGlobe({
waitForGlobeReady: true,
animateIn: true,
})
.hexPolygonsData(countries.features)
.hexPolygonResolution(3)
.hexPolygonMargin(0.7)
.showAtmosphere(true)
.atmosphereColor("#ffffff")
.atmosphereAltitude(0.1)
.hexPolygonColor((e) => {
if (
["KEN", "CHN", "FRA", "ZAF", "JPN", "USA", "AUS", "CAN"].includes(
e.properties.ISO_A3
)
) {
return "rgba(255,255,255, 1)";
} else return "rgba(255,255,255, 0.5)";
});
// NOTE Arc animations are followed after the globe enters the scene
timeoutId = setTimeout(() => {
Globe.arcsData(travelHistory.flights)
.arcColor((e) => {
return e.status ? "#9cff00" : "#ff2e97";
})
.arcAltitude((e) => {
return e.arcAlt;
})
.arcStroke((e) => {
return e.status ? 0.5 : 0.3;
})
.arcDashLength(0.9)
.arcDashGap(4)
.arcDashAnimateTime(1000)
.arcsTransitionDuration(1000)
.arcDashInitialGap((e) => e.order * 1)
.labelsData(airportHistory.airports)
.labelColor(() => "#ffffff")
.labelDotOrientation((e) => {
return e.text === "NGA" ? "top" : "right";
})
.labelDotRadius(0.35)
.labelSize((e) => e.size)
.labelText("city")
.labelResolution(6)
.labelAltitude(0.01)
.pointsData(airportHistory.airports)
.pointColor(() => "#ffffff")
.pointsMerge(true)
.pointAltitude(0.07)
.pointRadius(0.10);
}, 1000);
Globe.rotateX(-Math.PI * (1 / 50));
Globe.rotateY(-Math.PI * (1 / 9));
Globe.rotateZ(-Math.PI / 60);
const globeMaterial = Globe.globeMaterial();
globeMaterial.color = new Color(0x3a228a);
globeMaterial.emissive = new Color(0x220038);
globeMaterial.emissiveIntensity = 0.1;
globeMaterial.shininess = 0.7;
// NOTE Cool stuff
// globeMaterial.wireframe = true;
scene.add(Globe);
}
init();
initGlobe();
onWindowResize();
animate();
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('mousemove', onMouseMove);
console.log("Initializing globe animation");
return () => {
clearTimeout(timeoutId);
window.removeEventListener('resize', onWindowResize);
renderer.domElement.removeEventListener('mousemove', onMouseMove);
cancelAnimationFrame(frameId);
if (containerRef.current) {
// Perform more thorough clean-up here
// Dispose of the scene's children
while (scene.children.length > 0) {
const object = scene.children[0];
if (object.dispose) {
object.dispose();
}
scene.remove(object);
}
// Dispose of the renderer and any associated resources
renderer.dispose();
// Dispose of any controls, if necessary
if (controls && controls instanceof OrbitControls && controls.dispose) {
controls.dispose();
}
if (renderer.domElement.parentNode === containerRef.current) {
// Remove the renderer DOM element
containerRef.current.removeChild(renderer.domElement);
}
}
};
}, []);
return <div ref={containerRef} />;
};
export default GlobeComponent;
|
7634d6e19261c2dfebb9e351c4db52ea
|
{
"intermediate": 0.3806019425392151,
"beginner": 0.39791011810302734,
"expert": 0.2214878797531128
}
|
39,543
|
help me here please:
pub fn writo_objs<K: Hash + Sync + Send + ParallelIterator>(pocket: K) {
pocket.par_iter().for_each(|entry| {
let (pocket, reads) = entry.pair();
log::info!(“{}: {}”, pocket, reads.len());
});
}
pocket is a DashMap<Pocket, Vec<String>> and I want to establish a correct generic
|
b174891a285be8b91318b8489f04a9f0
|
{
"intermediate": 0.5690879225730896,
"beginner": 0.33330661058425903,
"expert": 0.0976053923368454
}
|
39,544
|
check if an object is in database with sqlalchemy orm
|
1aff371bb61dbda17a9f00d05179b8e5
|
{
"intermediate": 0.6421517729759216,
"beginner": 0.12637567520141602,
"expert": 0.23147252202033997
}
|
39,545
|
is there a functionality in orthanc dicom server to set paths for dicom files to me stored at
|
1451782ed34e506148ade8b022ac2a98
|
{
"intermediate": 0.49798882007598877,
"beginner": 0.12365654110908508,
"expert": 0.37835460901260376
}
|
39,546
|
text input in Android build (Defold engine)
|
f518a723fa49891794c4aace65c6f1fc
|
{
"intermediate": 0.33935853838920593,
"beginner": 0.2556564509868622,
"expert": 0.4049850106239319
}
|
39,547
|
// ==UserScript==
// @name Modify Bundle.js and HTML
// @namespace http://yourwebsite.com
// @version 0.1
// @description Modify bundle.js to replace var Config with window.Config and overwrite HTML with grabbed HTML and JS file
// @author Your Name
// @match http://example.com/* // Replace with the URL of the site you want to modify
// @grant none
// ==/UserScript==
(function() {
'use strict';
// Function to replace var Config with window.Config
function modifyBundleJS() {
const scriptElements = document.querySelectorAll('script');
scriptElements.forEach(script => {
if (script.src.endsWith('bundle.js')) {
fetch(script.src)
.then(response => response.text())
.then(data => {
const modifiedData = data.replace(/var Config =/g, 'window.Config =');
const blob = new Blob([modifiedData], { type: 'application/javascript' });
const url = URL.createObjectURL(blob);
const newScript = document.createElement('script');
newScript.src = url;
document.body.appendChild(newScript);
});
}
});
}
// Function to replace HTML content with grabbed HTML and JS file contents
function overwriteHTML() {
fetch('index.html') // Replace 'index.html' with the path to your grabbed HTML file
.then(response => response.text())
.then(html => {
document.open();
document.write(html);
document.close();
});
}
// Call the functions to modify bundle.js and overwrite HTML
modifyBundleJS();
overwriteHTML();
})();
Whats wrong here
|
17c824af0cbab3b4fc7c46e4ab753041
|
{
"intermediate": 0.27757617831230164,
"beginner": 0.5275471210479736,
"expert": 0.19487668573856354
}
|
39,548
|
what does python -m do?
|
b71969342eaca2a4515106a5aa654185
|
{
"intermediate": 0.3624325692653656,
"beginner": 0.2593698799610138,
"expert": 0.3781975507736206
}
|
39,549
|
hello
|
e2842af19b08356abcb8baa0c611dd2a
|
{
"intermediate": 0.32064199447631836,
"beginner": 0.28176039457321167,
"expert": 0.39759764075279236
}
|
39,550
|
Hai
|
6d7c3b282436d28c323ae7275a2842cb
|
{
"intermediate": 0.3329630196094513,
"beginner": 0.28204700350761414,
"expert": 0.3849899172782898
}
|
39,551
|
"Rapid Ascension: Building Your Instagram Empire with Organic Growth!" this is my blog title, create a content for a blog, make sure to use store.truelikes.net as a source to buy instagram followers, and i need it in HTML format
|
615f7df0fd2b2733da88c39b882226b5
|
{
"intermediate": 0.3564494550228119,
"beginner": 0.3371368646621704,
"expert": 0.3064136207103729
}
|
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