Esempio n. 1
0
    def update(self):
        if self.immortal or (utils.current_milli_time() -
                             self.internal_scheduler) < 0:
            return

        weight_coefficient = -1

        monster_weight = g_game.monster_weight
        if monster_weight <= 100:
            weight_coefficient = utils.THREAD_LIGHT
        elif monster_weight <= 150:
            weight_coefficient = utils.THREAD_NORMAL
        elif monster_weight <= 200:
            weight_coefficient = utils.THREAD_MEDIUM
        elif monster_weight <= 250:
            weight_coefficient = utils.THREAD_HEAVY
        else:
            weight_coefficient = utils.THREAD_VERY_HEAVY

        next_interval = utils.THREAD_DAMAGE_INTERVAL - (weight_coefficient *
                                                        2000)

        self.lose_health(utils.THREAD_DAMAGE_PER_INTERVAL)

        self.internal_scheduler = utils.current_milli_time() + next_interval
Esempio n. 2
0
    async def get_event_estimate(self, event_data):
        """
        Get new event estimate time and schedule tasks to alert the event.
        """
        del self.event_schedules[event_data['task_id']]

        event = event_data['name']
        estimate = await get_event_estimate_time(
            SKYBLOCK_EVENTS[event]['endpoint'], session=self.bot.http_session)
        if estimate is None or estimate < (current_milli_time() +
                                           (300 * 1000)):
            time = (current_milli_time() / 1000.0) + 600
            time = datetime.fromtimestamp(time)

            # Reschedule in 10 mins to get new estimate
            event_data['task_id'] = id(time)
            event_data['time'] = time

            self._schedule_event_task(event_data)
        else:
            time = datetime.fromtimestamp((estimate / 1000.0) - 300.0)

            # Schedule new event alert
            event_data['task_id'] = id(time)
            event_data['type'] = 'alert'
            event_data['estimate'] = estimate
            event_data['time'] = time

            self._schedule_event_task(event_data)
Esempio n. 3
0
    def __init__(self, game_i: 'game.Game'):
        """

        :type game_i: game.Game
        """
        super().__init__((100, 100), (36, 52))
        IMAGE = pygame.image.load('assets/textures/character/main.png')
        self.image: List[pygame.Surface] = [
            utils.get_part_i(IMAGE, cord[0:4], (36, 52), flip=(True, False) if cord[4] else (False, False)) for cord in
            Player.I]

        self.movement = [0, 0]
        self.speed = 10
        self.speed_on_running = 6
        self.speed_cycling = 4
        self.speed_getter = SpeedGetter(utils.current_milli_time())
        self.direction = 2
        self.current_dialogue = None
        self.freeze_time = 0
        self.is_action_press = False
        self.last_close_dialogue = utils.current_milli_time()
        self.current_menu: Optional['menu_calass.Menu'] = None
        self.team = [player_pokemon.PlayerPokemon.from_json(p) for p in game_i.get_save_value("team", [])]
        self.normalize_team()
        self.current_battle: Optional['battle.Battle'] = None
        self.speed_status = [False, False]
        self.is_cycling = False
        self.is_backhoe_loader = False

        self.pc: PC = PC(game_i.get_save_value("pc", []))
Esempio n. 4
0
def test_ious_large():
    # benchmarking test
    t = current_milli_time()
    for _ in range(100):
        b1 = np.random.randn(30, 4)
        b2 = np.random.randn(20, 4)
        iou = calculate_iou(b1, b2, dim=2)
        assert iou.shape == (30, 20)

    tdiff = current_milli_time() - t
    assert tdiff < 100
Esempio n. 5
0
    def __think(self):
        self_id = self.id

        while self_id in g_game.objects:
            self.walk_pattern.step()

            if (utils.current_milli_time() - self.internal_cooldown) >= 0:
                self.shoot_pattern.fire()

                self.internal_cooldown = utils.current_milli_time() + self.shoot_cooldown

            self.clock.tick(60)
Esempio n. 6
0
 def tick(self, display: pygame.Surface) -> bool:
     if self.no_init:
         self.no_init = False
         self.start = utils.current_milli_time()
     pst = utils.current_milli_time() - self.start
     if pst < 1500:
         for g in self.g_i:
             g.render(display)
         return False
     if pst < 2000:
         return False
     return True
Esempio n. 7
0
def generate_model_output(sample, model_name):
    prediction, hidden_states, features = model.tokenize_and_predict(
        sample, model_name)

    start_time = current_milli_time()

    # build pca-layer list from hidden states
    tokens = features.tokens
    layers = []
    for layer in hidden_states:

        # cut off padding
        token_vectors = layer[0][:len(tokens)]

        # dimensionality reduction
        layer_reduced = visualize.reduce(token_vectors, "pca", 2)

        # build json with point information
        points = []
        for i, val in enumerate(layer_reduced[0]):
            point = {'x': val, 'y': layer_reduced[1][i], 'label': tokens[i]}

            points.append(point)

        layers.append(points)

    # build indices object
    question_indices = get_question_indices(tokens)
    # answer_indices = get_answer_indices(features) ## Decide whether to highlight ground truth or predicted answer
    answer_indices = prediction["start_index"], prediction["end_index"] + 1

    token_indices = {
        'question': {
            'start': question_indices[0],
            'end': question_indices[1],
        },
        'answer': {
            'start': answer_indices[0],
            'end': answer_indices[1],
        },
        'sups': []
    }

    for sup in features.sup_ids:
        print(tokens[sup[0]:sup[1] + 1])

        token_indices['sups'].append({'start': sup[0], 'end': sup[1]})

    end_time = current_milli_time()
    logger.info("Postprocessing Time: {} ms".format(end_time - start_time))

    return prediction, layers, token_indices
Esempio n. 8
0
def post_data_to_ics(name, req, quantity, loc, address, contact_number):
    ics_qry = "https://fierce-bayou-28865.herokuapp.com/api/v1/covid/nootp"
    feed_data = {
        "name": name,
        "entity": req,
        "quantity": quantity if quantity else None,
        "city": loc,
        "provider_name": name,
        "provider_address": address if address else "Unavailable",
        "provider_contact": contact_number,
        "contact": contact_number,
        "link": "",
        "filedAt": current_milli_time()
    }
    logger.debug("data to be sent to ICS : {}".format(feed_data))
    success = True
    try:
        qry_res = requests.post(ics_qry, json=feed_data)
    except Exception as e:
        logger.error(e)
        success = False

    qry_res_data = qry_res.json()
    logger.debug(qry_res_data)
    return feed_data, success
Esempio n. 9
0
    def draw_team(self, display: pygame.Surface):
        _x = 106
        _y = 70
        _time = utils.current_milli_time() - self.open_time
        part_time = _time % 2000
        poke_y = 0
        if part_time < 900:
            poke_y = 0
        elif part_time < 950 or 1950 <= part_time:
            poke_y = 1
        elif part_time < 1000 or 1900 <= part_time:
            poke_y = 3
        elif part_time < 1900:
            poke_y = 5

        if self.target is None:
            for i in range(self.player.get_non_null_team_number()):
                if i != self.poke_select:
                    utils.draw_pokemon(display, self.player.team[i], (_x, _y),
                                       poke_y)
                else:
                    utils.draw_pokemon(display,
                                       self.player.team[i], (_x, _y),
                                       poke_y,
                                       color=(0, 0, 0),
                                       text_color=(255, 255, 255),
                                       need_arrow=True)
                _y += 80
        else:
            utils.draw_pokemon(display, self.target, (_x, _y), poke_y)
Esempio n. 10
0
    def __init__(self, player,
                 escape_call_back: Optional[Callable[[], NoReturn]] = None,
                 choice_call_back: Optional[Callable[[int], NoReturn]] = None
                 ):
        super().__init__(player)

        self.escape_call_back = escape_call_back
        self.choice_call_back = choice_call_back
        self.selected = 0
        self.action_type = 0
        self.action_selected = -1
        self.move = -1
        self.keys = {
            game.get_game_instance().get_message("back"): option.KEY_QUITE,
            game.get_game_instance().get_message("move_pokemon"): option.KEY_BIKE,
            game.get_game_instance().get_message("select"): option.KEY_ACTION
        }
        self.arrow = utils.ARROW
        self.open_time = utils.current_milli_time()
        self.text_2 = [(game.FONT_20.render(game.get_game_instance().get_message(t), True, (0, 0, 0)),
                        game.FONT_20.render(game.get_game_instance().get_message(t), True, (255, 255, 255)))
                       for t in ["summary", "move", "heal", "object", "back"]]
        self.box_object = [(game.FONT_20.render(game.get_game_instance().get_message(t), True, (0, 0, 0)),
                            game.FONT_20.render(game.get_game_instance().get_message(t), True, (255, 255, 255)))
                           for t in ["open_bag", "put_in_bag", "back"]]
        self.cat_image = utils.color_image(utils.get_part_i(utils.MENU_IMAGE, (0, 0, 64, 64)), (0, 0, 0, 255))
Esempio n. 11
0
def load_model(model_file, model_type, cache_dir):
    start_time = current_milli_time()

    # Load a pretrained model that has been fine-tuned
    config = BertConfig.from_pretrained(model_type, output_hidden_states=True, cache_dir=cache_dir)

    pretrained_weights = torch.load(model_file, map_location=torch.device('cpu'))
    model = BertForQuestionAnswering.from_pretrained(model_type,
                                                     state_dict=pretrained_weights,
                                                     config=config,
                                                     cache_dir=cache_dir)

    end_time = current_milli_time()
    logger.info("Model Loading Time: {} ms".format(end_time - start_time))

    return model
Esempio n. 12
0
    def __init__(self, font):
        #test purposes
        self.count = 0

        self.start_time = utils.current_milli_time()

        self.weight_text = "Thread Tension: "
        self.weight_text_1 = None
        self.weight_text_render = None
        self.weight_text_render_1 = None

        self.level_text = "Level: "
        self.level_text_1 = None
        self.level_text_render = None
        self.level_text_render_1 = None

        self.time_text = "Time: "
        self.time_text_1 = None
        self.time_text_render = None
        self.time_text_render_1 = None

        self.font = font
        self.weight = ["LIGHT", "NORMAL", "MEDIUM", "HEAVY", "VERY HEAVY"]
        self.weight_colors = ['blue', 'green', 'yellow', 'orange', 'red']

        self.update_text()
Esempio n. 13
0
    def move(self, co: 'collision') -> NoReturn:
        """

        :type co: collision.Collision
        """
        move = self.update_direction()
        speed = self.speed_cycling if self.is_cycling else (
            self.speed_on_running if self.speed_status[1] else self.speed)
        speed = self.speed_getter.get_delta(utils.current_milli_time(), speed)
        speed = min(10, speed)
        if move:
            offset_y = (-1 if self.direction == 0 else
                        1 if self.direction == 2 else 0) * speed
            offset_x = (-1 if self.direction == 1 else
                        1 if self.direction == 3 else 0) * speed
        else:
            offset_x, offset_y = 0, 0
        box = self.get_box()

        col = co.get_collision(box, offset_x, offset_y)
        if self.freeze_time != 0:
            return
        if col and (not game.game_instance.ignore_collision):
            self.set_render_from_scroll(game.came_scroll, col)
        else:
            self.rect.x += offset_x
            self.rect.y += offset_y
Esempio n. 14
0
    def render(self, display):
        display.fill((255, 255, 255))
        pygame.draw.polygon(display, (246, 250, 253), ((0, 0), (132, 0), (40, 600), (0, 600)))
        # pygame.draw.polygon(display, (206, 51, 65), TeamMenu.t_poly_2)

        g_x = 106
        g_y = 60

        _time = utils.current_milli_time() - self.open_time
        part_time = _time % 2000
        poke_y = 0
        if part_time < 900:
            poke_y = 0
        elif part_time < 950 or 1950 <= part_time:
            poke_y = 1
        elif part_time < 1000 or 1900 <= part_time:
            poke_y = 3
        elif part_time < 1900:
            poke_y = 5

        for i in range(self.player.get_non_null_team_number()):

            self.draw_pokemon(display,  self.player.team[i], g_x, g_y, poke_y,
                              (0, 0, 0) if self.selected == i else (255, 255, 255),
                              (0, 0, 0) if self.selected != i else (255, 255, 255)
                              )
            g_y += 90

        # action hud
        if self.action_selected != -1:
            _y = 60 + 90 * self.selected
            _x = 1060 * 0.31
            utils.draw_select_box(display, _x, _y, self.text_2, self.action_selected, 100)
Esempio n. 15
0
 def get_image(self) -> pygame.Surface:
     if self.freeze_time == 0 and self.speed_status[0]:
         if self.is_cycling:
             if self.is_backhoe_loader:
                 return self.image[
                     self.direction * 12 + ((self.get_half(utils.current_milli_time() % 600, 600)) + 9)]
             return self.image[self.direction * 12 + ((self.get_half(utils.current_milli_time() % 600, 600)) + 6)]
         elif self.speed_status[1]:
             return self.image[self.direction * 12 + ((self.get_half(utils.current_milli_time() % 350, 350)) + 3)]
         else:
             return self.image[self.direction * 12 + (self.get_half(utils.current_milli_time() % 600, 600))]
     else:
         if self.is_cycling:
             if self.is_backhoe_loader:
                 return self.image[self.direction * 12 + 9]
             return self.image[self.direction * 12 + 6]
         return self.image[self.direction * 12]
Esempio n. 16
0
 def __init__(self, images: List[pygame.Surface], coord: Tuple[int, int],
              speed):
     self.__images: List[pygame.Surface] = images
     self.__len = len(images)
     self.__coord = coord
     self.__speed = speed
     self.__ticking = speed * self.__len
     self.__start_time = utils.current_milli_time()
Esempio n. 17
0
 def get_image(self) -> pygame.Surface:
     if self.freeze_time == 0 and self.speed_status[0]:
         if self.is_cycling:
             return self.image[self.direction * 9 + (
                 (self.get_half(utils.current_milli_time() % 600, 600)) +
                 5)]
         elif self.speed_status[1]:
             return self.image[self.direction * 9 + (
                 (self.get_half(utils.current_milli_time() % 350, 350)) +
                 3)]
         else:
             return self.image[self.direction * 9 + (
                 self.get_half(utils.current_milli_time() % 600, 600))]
     else:
         if self.is_cycling:
             return self.image[self.direction * 9 + 7]
         return self.image[self.direction * 9]
Esempio n. 18
0
    def tick(self, display: Surface) -> bool:
        if not self._init:
            self._init = True

            ask = game.game_instance.get_message("yes"), \
                  game.game_instance.get_message("no")
            game.game_instance.player.open_dialogue(
                hud.QuestionDialog('battle.evolution_ask',
                                   self.callback,
                                   ask,
                                   speed=20,
                                   need_morph_text=True,
                                   style=2,
                                   text_var=[self.poke.get_name(True)]))
        if self.question_answer is not None:
            # no
            if self.question_answer == 1:
                return True
            # yes
            else:
                ps_t = utils.current_milli_time() - self._start
                # if ps_t < 10_000:
                display.blit(self.bg, (0, 0))
                if ps_t < 8_000:
                    x = ps_t / (8000 / 10)
                    f = lambda x: math.cos(x * 10) + 0.2 * x - 1
                    img = displayer.get_poke(
                        PATH(
                            str(self.new_base_poke.id_ if f(x) >= 0 else self.
                                base_poke.id_)), 3)
                    display.blit(img, (530 - img.get_size()[0] // 2,
                                       300 - img.get_size()[1] // 2))
                else:
                    img = displayer.get_poke(PATH(str(self.new_base_poke.id_)),
                                             3)
                    display.blit(img, (530 - img.get_size()[0] // 2,
                                       300 - img.get_size()[1] // 2))
                    if not self.action:
                        sound_manager.start_in_first_empty_taunt(
                            sounds.EVOLUTION)
                        self.action = True
                        game.game_instance.player.open_dialogue(
                            hud.Dialog("battle.evolution",
                                       speed=100,
                                       need_morph_text=True,
                                       callback=self.end_callback,
                                       text_var=[
                                           self.poke.get_name(True),
                                           self.new_base_poke.get_name(True)
                                       ]))
                        self.poke.set_id(self.new_id)

                    elif self.need_end:
                        game.game_instance.player.close_dialogue()
                        del self.bg
                        sounds.EVOLUTION.un_load()
                        return True
            return False
Esempio n. 19
0
    def tick(self, display: pygame.Surface) -> bool:
        if not self._init:
            self._init = True
            if 0 <= self.__i < 6:
                sound_manager.start_in_first_empty_taunt(sounds.LEVEL_UP)
                game.game_instance.player.open_dialogue(
                    hud.Dialog(
                        "battle.xp.poke_level_up",
                        need_morph_text=True,
                        none_skip=True,
                        style=2,
                        speed=25,
                        text_var=[self.poke.get_name(True), self.poke.lvl]))
            else:
                self.action = 2
        draw_xp_pokemon(display,
                        [(key, value and value[0] > 0)
                         for key, value in zip(self.__xp_tab, self.__edit)])
        if self.action == 1:
            if self.__i != -1:
                self.action += 1
                self._start = utils.current_milli_time()
            else:
                self.action = 3
        if 0 <= self.__i < 6:
            fusion = 1
            if self.action > 1:
                fusion = 1 - min(
                    (utils.current_milli_time() - self._start) / 200, 1)
            draw_pokemon_stats(display, self.poke, self.__edit[self.__i][1],
                               fusion)
        if self.action > 2:
            if self.__i != -1:
                self._bat.TO_SHOW.insert(
                    0, lambda: self._bat.start_new_animation(
                        PokemonWonAttackAnimation(
                            self._bat, self.__xp_tab, self.__i_, self.__edit,
                            self.get_next_i(self.__i), self.attack_edit)))
                # self._bat.TO_SHOW.append(lambda: self._bat.start_new_animation(XpAnimationAdd(
                #     self._bat, self.__xp_tab, self.get_next_i(self.__i), self.__edit)))
            game.game_instance.player.close_dialogue()
            return True

        return False
Esempio n. 20
0
    def render(self, display):
        display.fill((255, 255, 255))
        pygame.draw.polygon(display, (241, 65, 78), TeamMenu.t_poly_1)
        pygame.draw.polygon(display, (206, 51, 65), TeamMenu.t_poly_2)
        pygame.draw.rect(display, (0, 0, 0), (0, 570, 1060, 30))
        display.blit(self.cat_image, (10, 10))
        display.blit(game.FONT_BOLD_58.render(
            game.get_game_instance().get_message("team").upper(), True, (0, 0, 0)), (74, 10))

        g_x = SURFACE_SIZE[0] * 0.1
        g_y = 70

        _time = utils.current_milli_time() - self.open_time
        part_time = _time % 2000
        poke_y = 0
        if part_time < 900:
            poke_y = 0
        elif part_time < 950 or 1950 <= part_time:
            poke_y = 1
        elif part_time < 1000 or 1900 <= part_time:
            poke_y = 3
        elif part_time < 1900:
            poke_y = 5

        for i in range(self.player.get_non_null_team_number()):

            if self.move != i:
                color = (0, 0, 0) if self.selected == i else (255, 255, 255)
                text_color = (0, 0, 0) if self.selected != i else (255, 255, 255)
                utils.draw_pokemon(display, self.player.team[i], (int(g_x), int(g_y)),
                                   poke_y, color=color, text_color=text_color)
            g_y += 80

        # draw move
        if self.move != -1:
            color = (0, 0, 0) if self.selected == self.move else (255, 255, 255)
            text_color = (0, 0, 0) if self.selected != self.move else (255, 255, 255)
            utils.draw_pokemon(display, self.player.team[self.move], (int(g_x + SURFACE_SIZE[0] * 0.04),
                                                                      int(self.selected * SURFACE_SIZE[1] * 0.15 +
                                                                          SURFACE_SIZE[1] * 0.05)), poke_y,
                               color=color, text_color=text_color)

        select = self.player.team[self.selected]
        if select:
            display.blit(select.get_front_image(4), (SURFACE_SIZE[0] * 0.5, SURFACE_SIZE[1] * 0.2))

        # action hud
        if self.action_selected != -1:
            _y = (-35 if self.selected == 5 else 40) + SURFACE_SIZE[1] * 0.15 * self.selected
            _x = SURFACE_SIZE[0] * 0.31
            if self.action_type == 0:
                utils.draw_select_box(display, _x, _y, self.text_2, self.action_selected, 100)
            else:
                utils.draw_select_box(display, _x, _y, self.box_object, self.action_selected, 100)

        utils.draw_button_info(display, **self.keys)
Esempio n. 21
0
    def open_dialogue(self, dialogue: 'Dialog', check_last_open: int = 0, over: bool = True) -> NoReturn:

        if 0 < check_last_open and check_last_open > utils.current_milli_time() - self.last_close_dialogue and not over:
            return

        if self.current_dialogue and not over:
            return

        self.freeze_time = -2
        self.current_dialogue = dialogue
Esempio n. 22
0
    def render(self, display: pygame.Surface) -> NoReturn:

        if self._style == 1:
            display.blit(DIALOGUE_BOX, (int(
                game.SURFACE_SIZE[0] * 0.05), game.SURFACE_SIZE[1] * 0.75))
            color = (0, 0, 0)
            arrow_pos = (game.SURFACE_SIZE[0] * 0.88,
                         game.SURFACE_SIZE[1] * 0.88)
            text_x = Dialog.x * 0.15
            text_y = Dialog.y * 0.78
            max_char = 70
        else:
            pygame.draw.polygon(display, (40, 35, 32), Dialog.poly_6)
            pygame.draw.polygon(display, (50, 50, 50), Dialog.poly_7)
            pygame.draw.polygon(display, (40, 35, 32), Dialog.poly_8)
            color = (255, 255, 255)
            arrow_pos = (game.SURFACE_SIZE[0] * 0.73,
                         game.SURFACE_SIZE[1] * 0.95)
            text_x = Dialog.x * 0.25
            text_y = Dialog.y * 0.87
            # text_y =
        t = utils.current_milli_time()

        if 0 < self._timed < (t - self._start_render_line):
            game.game_instance.player.close_dialogue()
            return

        if self._start_render_line == -1:
            self._start_render_line = t
        nb_char = (((t - self._start_render_line) // self._speed) +
                   1) if self._speed > 0 else (
                       len(self._text[self._current_line]) + 1)
        if nb_char > len(self._text[self._current_line]) or self._is_end_line:
            if self._show_line == 0 and not self._mono_line:
                self._show_line = 1
                self._current_line += 1
                self._start_render_line = t
                nb_char = 1
            else:
                nb_char = len(self._text[self._current_line])
                if self._display_arrow:
                    display.blit(DOWN_ARROW, arrow_pos)
                self._need_enter = True
                self._is_end_line = True

        if self._show_line == 1:
            l = game.FONT_24.render(self._text[self._current_line - 1], True,
                                    color)
            display.blit(l, (text_x, text_y))

        l = self._text[self._current_line]
        current = game.FONT_24.render(l[0:nb_char], True, color)
        display.blit(current,
                     (text_x, text_y +
                      ((game.SURFACE_SIZE[1] * 0.2 / 3) * self._show_line)))
Esempio n. 23
0
 def talk_callback(self, value, index) -> NoReturn:
     player = game.game_instance.player
     if index == 1:
         player.open_dialogue(hud.Dialog("dialog.poke_center_no", speed_skip=True, need_morph_text=True), over=True)
     else:
         self.have_start_song = False
         self.__action = utils.current_milli_time()
         self.__player.open_dialogue(hud.Dialog("dialog.poke_center_yes", need_morph_text=True, none_skip=True),
                                     over=True)
         self.__player.heal_team()
     return True
Esempio n. 24
0
    def press_action(self) -> bool:

        if not self.none_skip and (
                self._need_enter or self._speed_skip or
            (self._timed > 0 and
             utils.current_milli_time() - self._open_time > self._open_time)):
            self._need_enter = False
            if self._mono_line or (self._current_line
                                   == (len(self._text) - 1)):
                if self._speed and not self._is_end_line:
                    self._is_end_line = True
                    return False
                else:
                    return not self.__callback() if self.__callback else True
            self._is_end_line = False
            if self._show_line == 0 and not self._mono_line:
                self._show_line = 1
            self._current_line += 1
            self._start_render_line = utils.current_milli_time()
        return False
Esempio n. 25
0
    async def schedule_event(self, event):
        """
        Schedule an event given its name.
        """
        # Check if event is already started
        if any(event == schedule['name']
               for schedule in self.event_schedules.values()):
            return f'{SKYBLOCK_EVENTS[event]["name"]} is already running.\n'

        estimate = await get_event_estimate_time(
            SKYBLOCK_EVENTS[event]['endpoint'], session=self.bot.http_session)
        if estimate is None or estimate < (current_milli_time() +
                                           (300 * 1000)):
            time = (current_milli_time() / 1000.0) + 1200
            time = datetime.fromtimestamp(time)

            # Schedule in 20 mins to get new estimate
            event_data = {
                'name': event,
                'task_id': id(time),
                'type': 'get_estimate',
                'estimate': estimate,
                'time': time
            }

            self._schedule_event_task(event_data)
        else:
            # Calculate when to alert event (5 mins before event starts)
            time = datetime.fromtimestamp((estimate / 1000.0) - 300.0)

            event_data = {
                'name': event,
                'task_id': id(time),
                'type': 'alert',
                'estimate': estimate,
                'time': time
            }
            self._schedule_event_task(event_data)

        return f'{SKYBLOCK_EVENTS[event]["name"]} has been successfully started.\n'
Esempio n. 26
0
    def __init__(self, player: 'Player', call_back: Callable[[bool, int], NoReturn], is_death: bool = False):
        super().__init__(player)
        self.is_death = is_death
        self.call_back = call_back
        self.selected = 0
        self.action_selected = -1

        # self.arrow = utils.get_part_i(MENU_IMAGE, (0, 64, 22, 91), (33, 41))
        self.arrow = utils.ARROW
        self.open_time = utils.current_milli_time()
        self.text_2 = [(game.FONT_20.render(game.get_game_instance().get_message(t), True, (0, 0, 0)),
                        game.FONT_20.render(game.get_game_instance().get_message(t), True, (255, 255, 255)))
                       for t in (["use", "back"] if is_death else ["use", "heal", "back"])]
Esempio n. 27
0
def tokenize_and_predict(sample, model_name):
    if model_name == "squad":
        model = squad_model
        tokenizer = base_tokenizer
    elif model_name == "hotpot":
        model = hotpot_model
        tokenizer = large_tokenizer
    elif model_name == "babi":
        model = babi_model
        tokenizer = base_tokenizer
    else:
        raise Exception

    example = read_squad_example(sample)

    input_features = tokenize(example, tokenizer)

    with torch.no_grad():
        inputs = {'input_ids': input_features.input_ids,
                  'attention_mask': input_features.input_mask,
                  'token_type_ids': input_features.segment_ids
                  }

        start_time = current_milli_time()

        # Make Prediction
        output = model(**inputs)

        end_time = current_milli_time()
        logger.info("Prediction Time: {} ms".format(end_time - start_time))

        # Parse Prediction
        prediction, hidden_states = parse_model_output(output, example, input_features)

        logger.info("Predicted Answer: {}".format(prediction["text"]))
        logger.info("Start token: {}, End token: {}".format(prediction["start_index"], prediction["end_index"]))

        return prediction, hidden_states, input_features
Esempio n. 28
0
 def getSpeech(self, parameters, data):
     now = current_milli_time()
     aWeekAgo = now - 604800000L
     sessionsFromLastWeek = [
         session for session in data["session"]
         if long(session["startTimeMillis"]) > aWeekAgo
     ]
     totalTime = sum([
         long(session["endTimeMillis"]) - long(session["startTimeMillis"])
         for session in sessionsFromLastWeek
     ])
     totalTimeMinutes = totalTime / 1000 / 60
     return "This past week you worked out for a total of " + str(
         totalTimeMinutes) + " minutes"
Esempio n. 29
0
def socket_to_file(port, filename):
    host = "0.0.0.0"
    s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
    s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
    s.bind((host, port))

    f = open(filename, 'wb')
    try:
        data, addr = s.recvfrom(buffer_size)
        last_time = current_milli_time()
        while data:
#            print "Received Data"
            if len(data) >= buffer_size:
                print "Received Data of buffer size(!), increase buffer size"

            data_file.add_packet(f, current_milli_time() - last_time, data)
            last_time = current_milli_time()
            s.settimeout(None)
            data, addr = s.recvfrom(buffer_size)
    except socket.timeout:
        f.close()
        s.close()
        print "Socket Error"
Esempio n. 30
0
    def __init__(self,
                 x,
                 y,
                 speed,
                 color,
                 width,
                 height,
                 direction,
                 horizontal,
                 max_health_points,
                 immortal=False,
                 collision_behavior=utils.DO_NOT_IGNORE,
                 sprite="data/sprites/thread.png"):
        global g_id
        self.id = g_id
        g_id += 1

        screen = pygame.display.get_surface()

        self.speed = speed
        self.color = color
        self.direction = direction
        self.horizontal = horizontal

        self.collision_behavior = collision_behavior

        self.immortal = immortal

        self.invencible = False
        self.invencible_duration = utils.current_milli_time()
        self.invencible_switch_color = self.color

        self.move_pos = [0, 0]

        self.health_points = max_health_points
        self.max_health_points = max_health_points
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load(sprite).convert_alpha()
        self.image = pygame.transform.scale(self.image, (width, height))

        self.rect = self.image.get_rect()
        self.area = screen.get_rect()

        self.mask = pygame.mask.from_surface(self.image)

        g_game.objects[self.id] = self
        g_game.sprite_group.add(self)
        self.teleport(x, y)