def __init__(self, sig, child, buf): super(TranslateMPI, self).__init__() self.sig = sig self.child = child self.buf = buf self.indent = [INDENT] self.blocker = Blocker(self, buf) self.parent = None
def _add_features(self): # TODO: factor this out into feature generator for room in self._layout.rooms: feature = random.choice([None, 'light', 'fountain', 'library']) if feature == 'light': coords = random.sample([ (room.x + 1, room.y + 1), (room.x + room.grid.size_x - 2, room.y + 1), (room.x + 1, room.y + room.grid.size_y - 2), (room.x + room.grid.size_x - 2, room.y + room.grid.size_y - 2), ], random.randint(1, 4)) for x, y in coords: self.add_entity( Entity(Renderable(light_anim, memorable=True), Blocker(blocks_movement=True), Description('Light'), Position(x, y, Position.ORDER_FEATURES))) elif feature == 'fountain': self.add_entity( Entity( Renderable(fountain_anim, memorable=True), Blocker(blocks_movement=True), Description('Fountain'), Position(room.x + room.grid.size_x / 2, room.y + room.grid.size_y / 2, Position.ORDER_FEATURES))) elif feature == 'library': y = room.y + room.grid.size_y - 1 for x in xrange(room.x + 1, room.x + room.grid.size_x - 1): if self._layout.grid[x, y] != LayoutGenerator.TILE_WALL: continue if x == room.x + 1 and self._layout.grid[ room.x, y - 1] != LayoutGenerator.TILE_WALL: continue if x == room.x + room.grid.size_x - 2 and self._layout.grid[ x + 1, y - 1] != LayoutGenerator.TILE_WALL: continue self.add_entity( Entity( Renderable(random.choice(library_texes), memorable=True), Blocker(blocks_movement=True), Description('Bookshelf'), Position(x, y - 1, Position.ORDER_FEATURES)))
def __init__(self, **params): pb = {'blocksize': params['block_size'], 'hashtype': params['hash_algorithm'], 'archipelago_cfile': params['archipelago_cfile'], } self.blocker = Blocker(**pb) pm = {'namelen': self.blocker.hashlen, 'archipelago_cfile': params['archipelago_cfile'], } self.mapper = Mapper(**pm)
def make_blockers(self, number): blockerGroup = pygame.sprite.Group() for row in range(4): for column in range(9): blocker = Blocker(10, sett.GREEN, row, column) blocker.rect.x = 50 + (200 * number) + (column * blocker.width) blocker.rect.y = sett.BLOCKERS_POSITION + (row * blocker.height) blockerGroup.add(blocker) return blockerGroup
def create_barriers(ai_settings, screen, barriers): for number in range(4): for row in range(5): for column in range(12): blocker = Blocker(screen, 10, ai_settings.barrier_color, row, column) blocker.rect.x = 250 + (200 * number) + (column * blocker.width) blocker.rect.y = ai_settings.barrier_height + (row * blocker.height) barriers.add(blocker)
def compile_script(script): first_tokenizer = FirstTokenizer(script) OpFinder(first_tokenizer.tokens) blocker = Blocker(first_tokenizer.tokens) line_blocker = LineBlocker(blocker.block) FncFinder(line_blocker.output_block.tokens) shunter = Shunter(line_blocker.output_block) GoToIfyer(shunter.output_block) return shunter.output_block
def create_player(x, y): return Entity( Player(), Position(x, y, Position.ORDER_PLAYER), Actor(100, player_act), FOV(10), Movement(), Renderable(player_tex), Blocker(blocks_movement=True), Health(100), Fighter(1, 0), Inventory(), )
def create_random_monster(x, y): name, tex = get_random_monster_params() monster = Entity( Actor(80, monster_act), Position(x, y, Position.ORDER_CREATURES), Movement(), Renderable(tex), Blocker(blocks_movement=True, bump_function=monster_bump), Health(2), Fighter(1, 0), CorpseGenerator(), InFOV(), Description(name), ) return monster
def _process_layout(self): grid = self._layout.grid for x in xrange(grid.size_x): for y in xrange(grid.size_y): tile = grid[x, y] if tile in (LayoutGenerator.TILE_DOOR_CLOSED, LayoutGenerator.TILE_DOOR_OPEN): self.add_entity( create_door(x, y, tile == LayoutGenerator.TILE_DOOR_OPEN)) self.add_entity( Entity(Description('Floor'), LayoutRenderable(tile), Position(x, y))) elif tile == LayoutGenerator.TILE_WALL: self.add_entity( Entity(Description('Wall'), Blocker(True, True), LayoutRenderable(tile), Position(x, y, Position.ORDER_WALLS))) elif tile == LayoutGenerator.TILE_FLOOR: self.add_entity( Entity(Description('Floor'), LayoutRenderable(tile), Position(x, y)))
def __init__(self, **params): umask = params['umask'] if umask is not None: os.umask(umask) path = params['path'] if path and not os.path.exists(path): os.makedirs(path) if not os.path.isdir(path): raise RuntimeError("Cannot open path '%s'" % (path, )) p = { 'blocksize': params['block_size'], 'blockpath': os.path.join(path + '/blocks'), 'hashtype': params['hash_algorithm'], 'blockpool': params['blockpool'] } self.blocker = Blocker(**p) p = { 'mappath': os.path.join(path + '/maps'), 'namelen': self.blocker.hashlen, 'mappool': params['mappool'] } self.mapper = Mapper(**p)
#!/usr/bin/env python import time import schedule from blocker import Blocker from config import SitesAvailabilityConfig from hosts import HostsFileFacade SCHEDULER_TICK_INTERVAL_IN_SEC = 30 hosts_file_facade = HostsFileFacade() config = SitesAvailabilityConfig() blocker = Blocker(hosts_file_facade, config) def main(): configure_scheduler() do_infinite_schedule_loop() def configure_scheduler(): schedule.every(1).minutes.do(update_state) def do_infinite_schedule_loop(): while True: schedule.run_pending() time.sleep(SCHEDULER_TICK_INTERVAL_IN_SEC)
import os from blocker import Blocker if __name__ == '__main__': blockbot = Blocker() blockbot.run()
def runGame(display): code = getInputData() IC = IntcodeComputer(code) # game = PILScreen() if display: game = Blocker(841, 600) count = 0 paddlePos = 0 # Set memory position 0 to 2, to play for free # IC.writeMem(0,2) ################## step = 0 inp = [] #input?? IC._output = [] # Clear the output list terminate = False stoppedAtInput = False HiScore = 0 while not terminate: length = 0 while length < 3 and not terminate: terminate, stoppedAtInput = IC.perform_one_operation( input=inp, stopAtInput=True) length = len(IC._output) # print(f'OutPut: {IC._output}') # print(f'Terminate: {terminate}') # print(f'stoppedAtInput: {stoppedAtInput}') # print(f'count: {count}') # print(f'Next instr: {IC._intCodeProgramDict[IC._memoryPosition]}') # print(f'Next memPos:{IC._memoryPosition}') if terminate: break try: x = IC._output[0] y = IC._output[1] t = IC._output[2] IC._output = [] except Exception: print('EXCEPTION') break #game.show() ######## TILES # # 0 is an empty tile. No game object appears in this tile. # 1 is a wall tile. Walls are indestructible barriers. # 2 is a block tile. Blocks can be broken by the ball. # 3 is a horizontal paddle tile. The paddle is indestructible. # 4 is a ball tile. The ball moves diagonally and bounces off objects. if t == 3: paddlePos = x if t == 4: if paddlePos < x: inp = [1] elif paddlePos > x: inp = [-1] else: inp = [0] if x == -1 and y == 0: # -1, 0, t gives SCORE if t > HiScore: HiScore = t if display: game.draw_text(str(HiScore)) else: if t == 2: count += 1 #if t != 0: if display: game.drawBrick(x, y, t) if display: game.screen_update() return count, HiScore
metavar='URL') group.add_argument('-u', help='Unblocking Mode', type=str, dest='urlU', metavar='URL') group.add_argument('-i', help='Check Mode', type=str, dest='urlI', metavar='URL') group.add_argument('-g', help='Get Blocked URL list', action='store_true') args = parser.parse_args() b = Blocker() if args.urlB == None and args.urlU == None and args.urlI == None and args.g == False: parser.print_help() elif args.g: url_list = b.get_blocked() print('\n==================={ Blox }===================\n') print('[!] Blocked URL list\n') for url in url_list: print(f' [+] {url}') print('\n==================={ Blox }===================\n')