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Recipe: Rav3n_pl GAB BiS v2.1.4 Filter Toggle

created by Bruno Kestemont

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Name
Rav3n_pl GAB BiS v2.1.4 Filter Toggle
ID
100506
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Parent
Rav3n_pl GAB BiS v2.0.1 (25) With Overload filter Toggle
Children
None
Created on
September 13, 2017 at 17:48 PM UTC
Updated on
September 13, 2017 at 17:48 PM UTC
Description

25 it wiggle! Bands! Bands in space! GAB BiS v2. Now it have options dialog! Added overload filter toggle for case filtered puzzle only

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Code


--[[ Bands! Bands in space! GAB - Genetic Algorythm on Bands by Rav3n_pl based on CartoonVillan and Crashguard303 scripts Lua V2 Definitions: band: random band to space from random segment critter: set of bands herd: set of critters 1. - randomize needed bands - randomly assigning them to criters 2. - score each critter 3. - keep critters scoring above score - breed best critters - breed bastards (best one + random one) - forget about rest of critter - randomize new critters to fill herd porky added the filter management BK added more filters on recentbest and save ver 2.02 Filter --debugged line 239 ver 2.03 --debugged filter ver 2.04 --debuggeg monomer ver 2.05 -- just update the commands Get/SetFiltersDisabled ver 2.06 -- debugged generic filter & second dialog ver 2.1 -- second dialog with sliders (no text box). This reduces the range available but it's also more convenient and it avoids user errors ver 2.1.1 Generic filter only after dialog to save time at start ver 2.1.2 Check conditions option on exploration puzzles ver 2.1.3 fixed unideal loop bug ver 2.1.4 added minppi (for Sketchbook puzzles) ]]-- --START Generic Filter Management by BitSpawn 21/12/2014 --Source: http://fold.it/portal/node/1998917 --identifying filtered puzzles and all properties by Bruno Kestemont 15/2/2015 OriginalFilterSetting = behavior.GetFiltersDisabled() PROBABLEFILTER= false GENERICFILTER=false FILTERMANAGE= false HASMUTABLE= false IDEALCHECK= false PROBABLESYM= false SEPSIS= false ELECTRON= false CENTROID= false HOTSPOT= false EXPLORATION= false SKETCHBOOK = false conditions=false sym=1 function detectfilterandmut() -- new BK 10/10/2013; 13/2/2015 from old Puzzleprop local descrTxt=puzzle.GetDescription() local puzzletitle=puzzle.GetName() if #descrTxt>0 and (descrTxt:find("filter") or descrTxt:find("filters")) then PROBABLEFILTER=true FILTERMANAGE=true -- not used. Default yes during wiggle (will always be activate when scoring) GENERICFILTER=false end if #descrTxt>0 and (descrTxt:find("design") or descrTxt:find("designs")) then HASMUTABLE=true IDEALCHECK=true end if #descrTxt>0 and (descrTxt:find("De-novo") or descrTxt:find("de-novo") or descrTxt:find("freestyle") or descrTxt:find("prediction") or descrTxt:find("predictions")) then IDEALCHECK=true end if #descrTxt>0 and (descrTxt:find("Exploration") or descrTxt:find("exploration") or descrTxt:find("far from the starting conformation")) then EXPLORATION=true print("Exploration puzzle. Using energy score") energy=true end if #descrTxt>0 and (descrTxt:find("Sketchbook") or descrTxt:find("sketchbook") ) then SKETCHBOOK=true end if #puzzletitle>0 then if (puzzletitle:find("Sym") or puzzletitle:find("Symmetry") or puzzletitle:find("Symmetric") or puzzletitle:find("Dimer") or puzzletitle:find("Trimer") or puzzletitle:find("Tetramer") or puzzletitle:find("Pentamer")) then PROBABLESYM=true if puzzletitle:find("Dimer") and not puzzletitle:find("Dimer of Dimers") then sym=2 elseif puzzletitle:find("Trimer") or puzzletitle:find("trimer") then sym=3 elseif puzzletitle:find("Dimer of Dimers") or puzzletitle:find("Tetramer") then sym=4 elseif puzzletitle:find("Pentamer") then sym=5 else sym=6 end end end if #descrTxt>0 and (descrTxt:find("Sym") or descrTxt:find("Symmetry") or descrTxt:find("Symmetric") or descrTxt:find("sym") or descrTxt:find("symmetry") or descrTxt:find("symmetric")) then PROBABLESYM=true if (descrTxt:find("Dimer") or descrTxt:find("dimer")) and not (descrTxt:find("Dimer of Dimers") or descrTxt:find("dimer of dimers")) then sym=2 elseif descrTxt:find("Trimer") or descrTxt:find("trimer") then sym=3 elseif (descrTxt:find("Dimer of Dimers") or descrTxt:find("Tetramer")) and not (descrTxt:find("dimer of dimers") or descrTxt:find("tetramer"))then sym=4 elseif descrTxt:find("Pentamer") or descrTxt:find("pentamer") then sym=5 end end --print resulting sym info if PROBABLESYM then print("Symmetric") if sym==2 then print("Dimer") elseif sym==3 then print("Trimer") elseif sym==4 then print("Tetramer") elseif sym==5 then print("Pentamer") elseif sym>5 then print("Terrible polymer") end else print("Monomer") end if #puzzletitle>0 and puzzletitle:find("Sketchbook") then -- new BK 17/6/2013 SKETCHBOOK=true print("Sketchbook puzzle. Checking conditions") end if #puzzletitle>0 and puzzletitle:find("Sepsis") then -- new BK 17/6/2013 SEPSIS=true --p(true,"-Sepsis") print("Sepsis") end if #puzzletitle>0 and puzzletitle:find("Electron Density") then -- for Electron Density --p(true,"-Electron Density") ELECTRON=true print("Electron density") end if #puzzletitle>0 and puzzletitle:find("Centroid") then -- New BK 20/10/2013 --p(true,"-Centroid") CENTROID=true print("Centroid") end if #puzzletitle>0 and puzzletitle:find("Hotspot") then -- New BK 21/01/2014 HOTSPOT=true print("Hotspot") end return end detectfilterandmut() -- function to copy class/table function CopyTable(orig) local copy = {} for orig_key, orig_value in pairs(orig) do copy[orig_key] = orig_value end return copy end -- functions for filters function FiltersOn() if behavior.GetFiltersDisabled() then behavior.SetFiltersDisabled(false) end end function FiltersOff() if behavior.GetFiltersDisabled()==false then behavior.SetFiltersDisabled(true) end end -- function to overload a funtion function mutFunction(func) local currentfunc = func local function mutate(func, newfunc) local lastfunc = currentfunc currentfunc = function(...) return newfunc(lastfunc, ...) end end local wrapper = function(...) return currentfunc(...) end return wrapper, mutate end -- function to overload a class -- to do: set the name of function classes_copied = 0 myclcp = {} function MutClass(cl, filters) classes_copied = classes_copied+1 myclcp[classes_copied] = CopyTable(cl) local mycl =myclcp[classes_copied] for orig_key, orig_value in pairs(cl) do myfunc, mutate = mutFunction(mycl[orig_key]) if filters==true then mutate(myfunc, function(...) FiltersOn() if table.getn(arg)>1 then -- first arg is self (function pointer), we pack from second argument local arguments = {} for i=2,table.getn(arg) do arguments[i-1]=arg[i] end return mycl[orig_key](unpack(arguments)) else --print("No arguments") return mycl[orig_key]() end end) cl[orig_key] = myfunc else mutate(myfunc, function(...) FiltersOff() if table.getn(arg)>1 then local arguments = {} for i=2, table.getn(arg) do arguments[i-1]=arg[i] end return mycl[orig_key](unpack(arguments)) else return mycl[orig_key]() end end) cl[orig_key] = myfunc end end end -- how to use: --setting default options if filters BK 4/2/2015 --MutClass(structure, false) --MutClass(band, false) --MutClass(current, true) function GenericFilterMngt() if GENERICFILTER then -- WARNING: TO VERIFY !! (may be it's irreversible for several funtions bellow) MutClass(structure, false) MutClass(band, true) MutClass(current, true) MutClass(recentbest, true) -- otherwise, it remembers cut solutions MutClass(save, true) -- better to save with full score end end --STOP Generic Filter Management -- options: energy=false --set true to seek energy in exploration puzzles; false works on all puzzles pullCI=0.9 --Clash Impotrance during pull shakeCI=0.21 --CI when shake on qstab or mutate once maxCI=1 --maximum CI used by script fastQstab=true -- only 1s1w after pull if true fuzeThresh = 1 -- run fuze if we are close to best score (negative=new best score) qstabThresh=1 -- run qstab if score drops more than... wiggle only in other case onlyMutable=true --if true use ONLY all mutable aas, no matter of always use mutateOnce=true --if true use mutate(1) instead of shake in qstab mutateAlwas=false --if true use muatate(1) instead of all shakes minppi = 0 -- default herd= --herd options { breedBest = 5, --breed best 4 critters - all combinations => 6 kids form 4 critters, 3 form 3, 1 form 2, 9 form 5 ;] keepBest = 3, --save up to 3 best scoring critters, rest are forgotten breedBastards = 8, --number of best will have one random bastard newRandom = 10, --adding new random ones each generation maxGen= 1000, --maximum generations shuffle = true, --set true to run critters in random order renew=4, --create totally fresh herd after that many gens w/o improvement } critter= --critter options { minBands=3, --minimum bands maxBands=7, --maximum bands keepScore = 0 , --survive to next gen only if score higher than breedScore=-20, --will breed kids only if score higher. Basttards always breed maxLoss=30, --maximum loss by critter. set 0 to disable } bands= --bands options { minStr=0.3, --minimum band str maxStr=1.1, --maximum band str maxUp = 12.1, -- maximum band lenght minUp = 0.1 -- debugging case=0 } DoNotUse={--just comment lines below or add more areas to avoid --{segCnt,segCnt}, --ligand cant be used --{120,134}, --{1,10}, } AlwaysUse={ --areas should be always used --{238,238}--ligand need to be at one end --{308,311}, --loopy --{272,319}, --loopy } UseSegments= --use ONLY this segments { --2,3,4,5 } -- bands by secondary structure use= { Sheet=true, --set false to not band sheets Helix=true, --set false to not band helices Loop=true, --set false to not band loops } --end of options segCnt=structure.GetCount() p=print function CI(c) if c>maxCI then c=maxCI end behavior.SetClashImportance(c) end function round(x)--cut all afer 3-rd place return x-x%0.001 end function down(x) return x-x%1 end function Score()--return score, exploration too if energy==true then return current.GetEnergyScore() else return current.GetScore() end end --local seed=recipe.GetRandomSeed() --NOT WORKING!!! --calculate REALLY good seed seed=os.time()/math.abs(Score()) seed=seed%0.001 seed=1/seed while seed<10000000 do seed=seed*1000 end seed=seed-seed%1 p("Seed is: "..seed) math.randomseed(seed) --REALLY good seed made by rav3n_pl :P function Wiggle(how, iters, minppi) if how==nil then how="wa" end if iters==nil then iters=3 end if minppi==nil then minppi=0.3 end if iters>0 then iters=iters-1 sp=Score() if how == "s" then if mutateAlwas==true then structure.MutateSidechainsSelected(1) else structure.ShakeSidechainsSelected(1) end elseif how == "wb" then structure.WiggleAll(25, true,false) elseif how == "ws" then structure.WiggleAll(25, false,true) elseif how == "wa" then structure.WiggleAll(25, true,true) end ep = Score() ig=ep-sp if how~="s" then if ig > minppi then return Wiggle(how, iters, minppi) end --tail call end end end function SaveBest() local g=Score()-bestScore if not (conditions and not current.AreConditionsMet) then if g>0 + minppi then if g>0.01 then p("Gained another "..round(g).." pts.") end bestScore=Score() save.Quicksave(3) end end end function SaveRB() if recentbest.GetScore()>bestScore + minppi or (recentbest.GetEnergyScore()>bestScore + minppi and energy==true)then if not (conditions and not current.AreConditionsMet) then save.Quicksave(4) recentbest.Restore() SaveBest() save.Quickload(4) end end end function Qstab() selection.SelectAll() CI(shakeCI) if mutateOnce==true then structure.MutateSidechainsSelected(1) else Wiggle("s",1) end if fastQstab==false then CI(0.4) Wiggle("wa",1) CI(1) Wiggle("s",1) end CI(1) Wiggle() end function FuzeEnd() CI(1) Wiggle("wa",1) Wiggle("s",1) Wiggle() srb() end function Fuze1(ci1,ci2) CI(ci1) Wiggle("s",1) CI(ci2) Wiggle("wa",1) end function Fuze2(ci1,ci2) CI(ci1) Wiggle("wa",1) CI(1) Wiggle("wa",1) CI(ci2) Wiggle("wa",1) end function srb() recentbest.Restore() SaveBest() end function Fuze() p("Fuzing...") local scr=Score() selection.SelectAll() recentbest.Save() Fuze1(0.3,0.6) FuzeEnd() Fuze2(0.3,1) srb() Fuze1(0.05,1) srb() Fuze2(0.7,0.5) FuzeEnd() Fuze1(0.07,1) srb() end function random(n1,n2) --random function returns int or float depends on input vars if n1==nil then return math.random() else if n2==nil then if n1%1==0 then return math.random(n1) --integer else return math.random()*n1 --float end else if n1%1==0 and n2%1==0 then return math.random(n1,n2) --integer between else return math.random()*(n2-n1)+n1 --float between end end end end function FillHerd() --fill up herd local n=#critters if n>0 then --fill up n=herd.newRandom else --fresh herd n=herd.breedBest + herd.keepBest + herd.breedBastards end p("Randomizing "..n.." new critters...") for i=1,n do AddCritter() end end function AddCritter() --vreate new random critter local c={} critterID=critterID+1 c.no=critterID c.name=c.no..'-rnd' c.bands={} local r=random(critter.minBands, critter.maxBands) for i=1,r do c.bands[#c.bands+1]=AddBand() end critters[#critters+1]=c p(c.name.." bands: "..#c.bands) end function AddBand() --create one random band local cnt=0 local b={} while true do --try till die cnt=cnt+1 local s1=random(segCnt) if onlyMutable==true or #UseSegments>0 then s1=UseSegments[random(#UseSegments)] end if #UseSegments>0 or CanBeUsed(s1) then local str=random(bands.minStr,bands.maxStr) local length=random(bands.minUp,bands.maxUp) --debugged BK 15/2/2015, length cannot be 0 local theta = math.acos(math.random()) local phi = 2 * math.pi * math.random() local segmentXAxis=0 local segmentYAxis=0 while true do --all 3 must be different segmentXAxis = random(segCnt) segmentYAxis = random(segCnt) if segmentXAxis~=s1 and segmentYAxis~=s1 and segmentXAxis~=segmentYAxis then break end end --{segmentOrigin, segmentXAxis, segmentYAxis, rho, theta, phi} b={s1, segmentXAxis, segmentYAxis, length, theta, phi, str} break end if cnt>100 then p("Sorry! Cant create band! Breaking script!") BreakScript() --there is no such function, so it crashes script end end return b end function CanBeUsed(sg1) --checking end of bands function ssCheck(ss) local good=false if use.Sheet and ss=="E" then good=true end if use.Helix and ss=="H" then good=true end if use.Loop and ss=="L" then good=true end return good end local ok=true if #DoNotUse>0 then --none of 2 can be in that area for i=1, #DoNotUse do local r=DoNotUse[i] for x=r[1],r[2] do if x==sg1 then ok=false break end end if ok==false then break end end end if ok==false then return false --if false can`t be used else ok=false if #AlwaysUse>0 then --at least one have to be there for i=1, #AlwaysUse do local r=AlwaysUse[i] for x=r[1],r[2] do if x==sg1 then ok=true break end end if ok==true then break end end else ok=true end end if ok==true then --check structure ok=false if ssCheck(structure.GetSecondaryStructure(sg1)) then ok=true end end return ok end function ScoreHerd() --score all critters from herd save.Quickload(3) p("Scoring "..#critters.." critters...") save.Quicksave(5) local herdScore=Score() for i=1,#critters do band.DeleteAll() local crt=critters[i] --critter local s=Score() --start score local bnds=crt.bands for b=1,#bnds do local bnd=bnds[b] local atom=5 local sn=bnd[1] if sn==segCnt then atom=6 end --bug in last segment if structure.GetAminoAcid(sn)=='g' then atom=0 end --glycyne band.Add(sn,bnd[2],bnd[3],bnd[4],bnd[5],bnd[6],atom) local bc=band.GetCount() band.SetStrength(bc,bnd[7]) end selection.SelectAll() CI(pullCI) recentbest.Save() Wiggle("wb",1) band.DeleteAll() CI(1) if s-Score() > qstabThresh then Qstab() else Wiggle() end if Score() > bestScore - fuzeThresh then SaveRB() Fuze() else SaveRB() end crt.score=Score()-s p("Critter "..crt.name.." : "..round(crt.score)) if critter.maxLoss>0 then if Score()>herdScore-critter.maxLoss then save.Quicksave(5) herdScore=Score() else save.Quickload(5) end else save.Quickload(3) end end save.Quickload(3) if band.GetCount()>0 then --clean bands from best solition (if any) band.DeleteAll() save.Quicksave(3) end end function BreedCritters(mom,dad,t) --breed 2 critters. bands are taken randomly local kid={} critterID=critterID+1 kid.no=critterID kid.name=kid.no.."-"..t..mom.no..'/'..dad.no kid.bands={} local mb=#mom.bands local db=#dad.bands if mb>db then mb,db=db,mb end --kid have bands count between mom and dad bands local bn=random(mb,db) for i=1,bn,2 do kid.bands[#kid.bands+1]=mom.bands[random(#mom.bands)] kid.bands[#kid.bands+1]=dad.bands[random(#dad.bands)] end p(kid.name.." bands: "..#kid.bands) return kid end function KeepGood() --copy best scoring critters form last gen if score above local newHerd={} for i=1,herd.keepBest do if critters[i].score>critter.keepScore then newHerd[#newHerd+1]=critters[i] end end return newHerd end function SortCritters() --bubble sort for i=1,#critters do for j=i+1,#critters do if critters[i].score<critters[j].score then critters[i],critters[j]=critters[j],critters[i] --love lua :) end end end end function BreedHerd() p("Breeding...") SortCritters() newHerd=KeepGood() for i=1, herd.breedBest do local mom=critters[i] if mom.score>critter.breedScore or i<2 then --breed only good ones, 1st is always breed anyway for j=i+1, herd.breedBest do local dad=critters[j] newHerd[#newHerd+1]=BreedCritters(mom,dad,"kid-") newHerd[#newHerd+1]=BreedCritters(dad,mom,"kid-") end end end for i=1, herd.breedBastards do --they will always appear ;] local mom=critters[i] local j=random(herd.breedBastards+1,#critters) local dad=critters[j] newHerd[#newHerd+1]=BreedCritters(mom,dad,"bas-") newHerd[#newHerd+1]=BreedCritters(dad,mom,"bas-") end critters=newHerd FillHerd() end function ShuffleHerd() if herd.shuffle==true then for i=1,#critters do local r=random(#critters) if r~=i then critters[i],critters[r]=critters[r],critters[i] end end end end function GAB() if onlyMutable==true then for i=1,segCnt do if structure.IsMutable(i) then UseSegments[#UseSegments+1]=i end end end critterID=0 gen=0 ss=Score() bestScore=ss save.Quicksave(3) recentbest.Save() p("Rav3n_pl Bands! Bands in space! GAB BiS") p("Start score: "..round(ss)) if energy then energy=false ssNormal=Score() p("Normal score: "..round(ssNormal).. " Conditions= "..ss-ssNormal) energy=true end critters={} FillHerd() badGen=0 while true do --this is (almost) endless script ;] genScore=Score() gen=gen+1 p() p("Generation: "..gen..", score: "..round(Score())..", gain: "..round(Score()-ss)) ShuffleHerd() ScoreHerd() save.Quickload(3) if gen==herd.maxGen then break end --end of script if genScore<=Score() then badGen=badGen+1 else badGen=0 end if badGen>=herd.renew then p("Creating fresh random herd...") critters={} FillHerd() badGen=0 else BreedHerd() end end p("Final score: "..round(Score()).." Total gain: "..round(Score()-ss)) end function dialogOptions() local mut=false for i=1,segCnt do if structure.IsMutable(i) then mut=true break end end if not mut then onlyMutable=false mutateOnce=false end opt = dialog.CreateDialog("Main Options") opt.lbl1 = dialog.AddLabel("GAB BiS main options:") opt.gen = dialog.AddTextbox("Generations:", herd.maxGen) opt.pull= dialog.AddSlider("Pulling CI", pullCI, 0.05, 1, 2)--desctip, default, min, max, precision opt.shak= dialog.AddSlider("Shake CI", shakeCI, 0.01, 1, 2) opt.maxci= dialog.AddSlider("Maximum CI", maxCI, 0.05, 1, 2) opt.qstab=dialog.AddCheckbox("FastQstab", fastQstab) opt.energy=dialog.AddCheckbox("Seek energy", energy) opt.mutonly=dialog.AddCheckbox("Only mutable", onlyMutable) opt.mutonce=dialog.AddCheckbox("Mutate once", mutateOnce) opt.mutalways=dialog.AddCheckbox("Mutate always", mutateAlwas) opt.fuzeth=dialog.AddTextbox("Fuze threshold: ",fuzeThresh) opt.qsth=dialog.AddTextbox("Qstab threshold: ",qstabThresh) opt.minppi = dialog.AddSlider("Min gain/iter", minppi, 0, 200, 0) if EXPLORATION or SKETCHBOOK then opt.conditions=dialog.AddCheckbox("Check conditions", conditions) end if PROBABLEFILTER then opt.GENERICFILTER=dialog.AddCheckbox("Fast filter unless for score: ",GENERICFILTER) end opt.run = dialog.AddButton("Start", 1) opt.more = dialog.AddButton("More", 2) opt.cancel = dialog.AddButton("Cancel (???)", 0) res=dialog.Show(opt) if res>0 then energy=opt.energy.value pullCI=opt.pull.value shakeCI=opt.shak.value maxCI=opt.maxci.value fastQstab=opt.qstab.value fuzeThresh = tonumber(opt.fuzeth.value) qstabThresh= tonumber(opt.qsth.value) onlyMutable=opt.mutonly.value mutateOnce=opt.mutonce.value mutateAlwas=opt.mutalways.value herd.maxgen=tonumber(opt.gen.value) minppi=opt.minppi.value if PROBABLEFILTER then GENERICFILTER=opt.GENERICFILTER.value end if EXPLORATION or SKETCHBOOK then conditions=opt.conditions.value end if res==2 then opt = dialog.CreateDialog("More Options") opt.lbl1 = dialog.AddLabel("Herd:") opt.brbest=dialog.AddSlider("Breed best", herd.breedBest, 1, 20, 0) opt.kbest=dialog.AddSlider("Keep best", herd.keepBest, 1, 20, 0) opt.bas=dialog.AddSlider("Breed bastards", herd.breedBastards, 1, 20, 0) opt.rnd=dialog.AddSlider("New random", herd.newRandom, 1, 30, 0) opt.renew=dialog.AddSlider("Renew hers", herd.renew, 1, 10, 0) opt.shuff=dialog.AddCheckbox("Shuffle critters", herd.shuffle) opt.lbl2 = dialog.AddLabel("Critter:") opt.minb=dialog.AddSlider("Minimum bands:", critter.minBands, 1,4,0) opt.maxb=dialog.AddSlider("Maximum bands:", critter.maxBands,4,50,0) opt.keeps=dialog.AddSlider("Keep score:", critter.keepScore, -10, 10, 0) opt.breeds=dialog.AddSlider("Breed score:", critter.breedScore, -40, 10,0) opt.maxloss=dialog.AddSlider("Max loss:", critter.maxLoss, 0,50,0) opt.lbl4 = dialog.AddLabel("(0 to disable max loss)") opt.lbl3 = dialog.AddLabel("Bands:") opt.minst=dialog.AddSlider("Min str", bands.minStr, 0.1, 2, 1) opt.maxst=dialog.AddSlider("Max str", bands.maxStr, 0.2, 2, 1) opt.maxup=dialog.AddSlider("Max lenght", bands.maxUp, 1, 20, 0) opt.run = dialog.AddButton("Start", 1) dialog.Show(opt) herd.breedBest = opt.brbest.value herd.keepBest = opt.kbest.value herd.breedBastards = opt.bas.value herd.newRandom = opt.rnd.value herd.shuffle = opt.shuff.value herd.renew=opt.renew.value critter.minBands=tonumber(opt.minb.value) critter.maxBands=tonumber(opt.maxb.value) critter.keepScore = tonumber(opt.keeps.value) critter.breedScore=tonumber(opt.breeds.value) critter.maxLoss=tonumber(opt.maxloss.value) bands.minStr=opt.minst.value bands.maxStr=opt.maxst.value bands.maxUp = opt.maxup.value end else p("Exiting...") BreakScript() end end -- main call dialogOptions() GenericFilterMngt() --[[ to delete -- Better to reinitialize the filter options in case the user unchecks it: if GENERICFILTER then print("Always disabling filter unless for scoring") MutClass(structure, false) MutClass(band, true) MutClass(current, true) MutClass(recentbest, true) -- otherwise, it remembers cut solutions MutClass(save, true) -- better to save with full score else print("No generic filter disabling") MutClass(structure, true) MutClass(band, true) MutClass(current, true) MutClass(recentbest, true) -- otherwise, it remembers cut solutions MutClass(save, true) -- better to save with full score end ]]-- GAB() --end of script

Comments


Bruno Kestemont Lv 1

debugged (avoid band len= 0)
Generic filter management (default) option in case of filtered puzzle
Includes a generic puzzle properties (out of description) function

Bruno Kestemont Lv 1

ver 2.03
–debugged filter

ver 2.04
–debuggeg monomer

ver 2.05
– just update the commands Get/SetFiltersDisabled

ver 2.06
– debugged generic filter & second dialog

ver 2.1
– second dialog with sliders (no text box). This reduces the range available
but it's more convenient and it avoids user errors. I let quite extreme user input if needed for fun.