[init] Port typescript to python
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__author__ = "Lukas Mahler"
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__version__ = "0.0.0"
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__date__ = "26.06.2023"
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__email__ = "m@hler.eu"
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__status__ = "Development"
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from src.FadeCalculator import FadeCalculator
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from src.AmberFadeCalculator import AmberFadeCalculator
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from src.AcidFadeCalculator import AcidFadeCalculator
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def main():
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"""
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Showcasing example usage
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"""
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# Create an instances of the calculators
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fade_calc = FadeCalculator()
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amber_calc = AmberFadeCalculator()
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acid_calc = AcidFadeCalculator()
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# Get list of supported weapons
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print("Supported weapons in fade calculator: ", fade_calc.get_supported_weapons())
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print("Supported weapons in amber fade calculator:", amber_calc.get_supported_weapons())
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print("Supported weapons in acid fade calculator: ", acid_calc.get_supported_weapons())
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# Get the fade percentages for a specific weapon and seed
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fade = fade_calc.get_fade_percentage(weapon := "AWP", 42)
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print(f"Base fade percentage for [{weapon:>10s}] "
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f"with seed: {fade.seed:4d} is {fade.percentage:6.2f}% / ranked: {fade.ranking:4d}")
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# Get the amber fade percentages for a specific weapon and seed
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fade = amber_calc.get_fade_percentage(weapon := "AUG", 42)
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print(f"Amber fade percentage for [{weapon:>10s}] "
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f"with seed: {fade.seed:4d} is {fade.percentage:6.2f}% / ranked: {fade.ranking:4d}")
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# Get the acid fade percentages for a specific weapon and seed
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fade = acid_calc.get_fade_percentage(weapon := "SSG 08", 42)
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print(f"Acid fade percentage for [{weapon:>10s}] "
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f"with seed: {fade.seed:4d} is {fade.percentage:6.2f}% / ranked: {fade.ranking:4d}")
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if __name__ == '__main__':
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main()
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__author__ = "Lukas Mahler"
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__version__ = "0.0.0"
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__date__ = "26.06.2023"
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__email__ = "m@hler.eu"
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__status__ = "Development"
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from src.BaseCalculator import BaseCalculator
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class AcidFadeCalculator(BaseCalculator):
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def __init__(self):
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super().__init__()
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self.weapons = [
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'SSG 08',
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]
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self.reversed_weapons = []
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self.trade_up_weapons = [
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'SSG 08',
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]
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self.configs = {
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'default': {
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'pattern_offset_x_start': -2.4,
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'pattern_offset_x_end': -2.1,
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'pattern_offset_y_start': 0.0,
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'pattern_offset_y_end': 0.0,
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'pattern_rotate_start': -55,
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'pattern_rotate_end': -65,
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}
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}
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if __name__ == '__main__':
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exit(1)
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__author__ = "Lukas Mahler"
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__version__ = "0.0.0"
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__date__ = "26.06.2023"
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__email__ = "m@hler.eu"
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__status__ = "Development"
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from src.BaseCalculator import BaseCalculator
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class AmberFadeCalculator(BaseCalculator):
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def __init__(self):
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super().__init__()
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self.weapons = [
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'AUG',
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'Galil AR',
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'MAC-10',
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'P2000',
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'R8 Revolver',
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'Sawed-Off',
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]
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self.reversed_weapons = []
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self.trade_up_weapons = [
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'AUG',
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'Galil AR',
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'MAC-10',
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'P2000',
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'R8 Revolver',
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'Sawed-Off',
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]
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self.configs = {
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'default': {
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'pattern_offset_x_start': -0.7,
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'pattern_offset_x_end': -0.7,
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'pattern_offset_y_start': -0.7,
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'pattern_offset_y_end': -0.7,
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'pattern_rotate_start': -55,
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'pattern_rotate_end': -65,
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}
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}
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if __name__ == '__main__':
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exit(1)
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__author__ = "Lukas Mahler"
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__version__ = "0.0.0"
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__date__ = "26.06.2023"
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__email__ = "m@hler.eu"
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__status__ = "Development"
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from src.RandomNumberGenerator import RandomNumberGenerator
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class FadePercentage:
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def __init__(self, seed, percentage, ranking):
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self.seed = seed
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self.percentage = percentage
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self.ranking = ranking
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class WeaponFadePercentage:
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def __init__(self, weapon, percentages):
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self.weapon = weapon
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self.percentages = percentages
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class BaseCalculator:
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def __init__(self):
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self.weapons = []
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self.reversed_weapons = []
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self.trade_up_weapons = []
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self.configs = {}
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self.min_percentage = 80
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def get_supported_weapons(self):
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return self.weapons
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def get_fade_percentage(self, weapon, seed):
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percentages = self.get_fade_percentages(weapon)
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return percentages[seed]
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def get_all_fade_percentages(self):
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return [
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WeaponFadePercentage(weapon, self.get_fade_percentages(weapon))
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for weapon in self.weapons
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]
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def get_fade_percentages(self, weapon):
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if weapon not in self.weapons:
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raise ValueError(f'The weapon "{weapon}" is currently not supported.')
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config = self.configs.get(weapon, self.configs['default'])
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raw_results = []
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max_seed = 1000 if weapon in self.trade_up_weapons else 999
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for i in range(max_seed + 1):
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random_number_generator = RandomNumberGenerator()
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random_number_generator.set_seed(i)
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x_offset = random_number_generator.random_float(
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config['pattern_offset_x_start'], config['pattern_offset_x_end']
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)
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random_number_generator.random_float(
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config['pattern_offset_y_start'], config['pattern_offset_y_end']
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)
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rotation = random_number_generator.random_float(
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config['pattern_rotate_start'], config['pattern_rotate_end']
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)
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if config['pattern_offset_x_start'] != config['pattern_offset_x_end']:
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raw_result = rotation * x_offset
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else:
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raw_result = rotation
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raw_results.append(abs(raw_result))
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is_reversed = weapon in self.reversed_weapons
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if is_reversed:
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best_result = max(raw_results)
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worst_result = min(raw_results)
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else:
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best_result = min(raw_results)
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worst_result = max(raw_results)
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result_range = worst_result - best_result
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percentage_results = [
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(worst_result - raw_result) / result_range
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for raw_result in raw_results
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]
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sorted_percentage_results = sorted(percentage_results)
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return [
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FadePercentage(i, self.min_percentage + (percentage_result * (100 - self.min_percentage)),
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min(sorted_percentage_results.index(percentage_result) + 1,
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len(sorted_percentage_results) - sorted_percentage_results.index(percentage_result)))
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for i, percentage_result in enumerate(percentage_results)
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]
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if __name__ == '__main__':
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exit(1)
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__author__ = "Lukas Mahler"
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__version__ = "0.0.0"
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__date__ = "26.06.2023"
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__email__ = "m@hler.eu"
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__status__ = "Development"
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from src.BaseCalculator import BaseCalculator
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class FadeCalculator(BaseCalculator):
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def __init__(self):
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super().__init__()
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self.weapons = [
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'AWP',
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'Bayonet',
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'Bowie Knife',
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'Butterfly Knife',
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'Classic Knife',
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'Falchion Knife',
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'Flip Knife',
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'Glock-18',
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'Gut Knife',
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'Huntsman Knife',
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'Karambit',
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'M9 Bayonet',
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'MAC-10',
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'MP7',
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'Navaja Knife',
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'Nomad Knife',
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'Paracord Knife',
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'R8 Revolver',
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'Shadow Daggers',
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'Skeleton Knife',
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'Stiletto Knife',
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'Survival Knife',
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'Talon Knife',
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'UMP-45',
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'Ursus Knife'
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]
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self.reversed_weapons = [
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'AWP',
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'Karambit',
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'Talon Knife'
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]
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self.trade_up_weapons = [
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'AWP',
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'Glock-18',
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'MAC-10',
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'MP7',
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'R8 Revolver',
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'UMP-45'
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]
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self.configs = {
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'default': {
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'pattern_offset_x_start': -0.7,
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'pattern_offset_x_end': -0.7,
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'pattern_offset_y_start': -0.7,
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'pattern_offset_y_end': -0.7,
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'pattern_rotate_start': -55,
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'pattern_rotate_end': -65
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},
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'MP7': {
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'pattern_offset_x_start': -0.9,
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'pattern_offset_x_end': -0.3,
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'pattern_offset_y_start': -0.7,
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'pattern_offset_y_end': -0.5,
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'pattern_rotate_start': -55,
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'pattern_rotate_end': -65
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}
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}
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if __name__ == '__main__':
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exit(1)
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__author__ = "Lukas Mahler"
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__version__ = "0.0.0"
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__date__ = "26.06.2023"
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__email__ = "m@hler.eu"
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__status__ = "Development"
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import math
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class RandomNumberGenerator:
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"""
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Initializes a RandomNumberGenerator object.
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The RandomNumberGenerator uses the parameters IA, IM, IQ, IR, NTAB, AM, and RNMX
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to generate random numbers based on a seed value.
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"""
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def __init__(self):
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self.mIdum = 0
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self.mIy = 0
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self.NTAB = 32
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self.mIv = [0] * self.NTAB # Initialize mIv with zeros
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self.IA = 16807
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self.IM = 2147483647
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self.IQ = 127773
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self.IR = 2836
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self.NDIV = 1 + (self.IM - 1) // self.NTAB
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self.AM = 1.0 / self.IM
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self.RNMX = 1.0 - 1.2e-7
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def set_seed(self, seed):
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"""
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Sets the seed value for the random number generator.
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:param seed: The seed value to initialize the random number generator.
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:type seed: int
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"""
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self.mIdum = seed
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if seed >= 0:
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self.mIdum = -seed
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self.mIy = 0
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def random_number(self):
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"""
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Generates a random integer using the current seed value.
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:return: A random integer value.
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:rtype: int
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"""
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if self.mIdum <= 0 or self.mIy == 0:
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if -self.mIdum < 1:
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self.mIdum = 1
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else:
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self.mIdum = -self.mIdum
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for j in range(self.NTAB + 7, -1, -1):
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k = self.mIdum // self.IQ
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self.mIdum = self.IA * (self.mIdum - k * self.IQ) - self.IR * k
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if self.mIdum < 0:
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self.mIdum += self.IM
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if j < self.NTAB:
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self.mIv[j] = self.mIdum
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self.mIy = self.mIv[0]
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k = self.mIdum // self.IQ
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self.mIdum = self.IA * (self.mIdum - k * self.IQ) - self.IR * k
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if self.mIdum < 0:
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self.mIdum += self.IM
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j = self.mIy // self.NDIV
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self.mIy = self.mIv[j]
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self.mIv[j] = self.mIdum
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return self.mIy
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def random_float(self, low, high):
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"""
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Generates a random float between the given low and high values.
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:param low: The lower bound of the random float.
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:type low: float
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:param high: The upper bound of the random float.
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:type high: float
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:return: A random float value between low and high (inclusive).
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:rtype: float
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"""
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float_val = self.AM * self.random_number()
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if float_val > self.RNMX:
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float_val = self.RNMX
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return (float_val * (high - low)) + low
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if __name__ == '__main__':
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exit(1)
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