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Recipe: Worm LWS Forever NC For Filters V1 in V2

created by Vredeman

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Name
Worm LWS Forever NC For Filters V1 in V2
ID
100710
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Created on
February 21, 2015 at 16:15 PM UTC
Updated on
February 21, 2015 at 16:15 PM UTC
Description

Added Ravs and Bitspawns

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Code


--[[ Worm LWS v2 Performin "worm" LWS by given patterns, no freezing ]]-- -- "lua v1 in v2" library by rav3n_pl --just add it in front of your v1 code and use v2 and v1 code in v2 scripts :) -- print(arg1[,...,argN]) no change :) function are_conditions_met() return current.AreConditionsMet() end function band_add_segment_segment(sgi1, sgi2) band.AddBetweenSegments(sgi1, sgi2) end function band_delete(bndIdx) if bndIdx~= nil then band.Delete(bndIdx) else band.DeleteAll() end end function band_disable(bndIdx) if bndIdx~=nil then band.Disable(bndIdx) else band.DisableAll() end end function band_enable(bndIdx) if bndIdx~=nil then band.Enable(bndIdx) else band.EnableAll() end end function band_set_length(bndIdx, len) band.SetGoalLength(bndIdx, len) end function band_set_strength(bndIdx, str) band.SetStrength(bndIdx, str) end function get_band_count() return band.GetCount() end function deselect_all() selection.DeselectAll() end function deselect_index(sgn) selection.Deselect(sgn) end function select_all() selection.SelectAll() end function select_index(sgn) selection.Select(sgn) end function select_index_range(sg1,sg2) selection.SelectRange(sg1,sg2) end function do_freeze(bbone,schain) freeze.FreezeSelected(bbone,schain) end function do_unfreeze_all() freeze.UnfreezeAll() end function do_global_wiggle_all(iters) structure.WiggleAll(iters,true,true) end function do_global_wiggle_backbone(iters) structure.WiggleAll(iters, true,false) end function do_global_wiggle_sidechains(iters) structure.WiggleAll(iters,false,true) end function do_local_rebuild(iters) structure.RebuildSelected(iters) end function do_local_wiggle(iters) structure.LocalWiggleSelected(iters,true,true) end function do_mutate(iters) structure.MutateSidechainsSelected(iters) end function do_shake(iters) structure.ShakeSidechainsSelected(iters) end function do_sidechain_snap(sgn, snap) rotamer.SetRotamer(sgn, snap) end function get_sidechain_snap_count(sgn) return rotamer.GetCount(sgn) end function load_structure() save.LoadSecondaryStructure() end function save_structure() save.SaveSecondaryStructure() end function quickload(slot) save.Quickload(slot) end function quicksave(slot) save.Quicksave(slot) end function get_exploration_score() return current.GetExplorationMultiplier() end function get_ranked_score() return current.GetScore() end function get_score() return current.GetEnergyScore() end function get_segment_distance(sg1,sg2) return structure.GetDistance(sg1,sg2) end function get_aa(sn) return structure.GetAminoAcid(sn) end function get_segment_count() return structure.GetCount() end function get_ss(sn) return structure.GetSecondaryStructure(sn) end function is_hydrophobic(sn) return structure.IsHydrophobic(sn) end function replace_aa(aa) for i=1,structure.GetCount() do if selection.IsSelected(i) then structure.SetAminoAcid(i, aa) end end end function replace_ss(ss) for i=1,structure.GetCount() do if selection.IsSelected(i) then structure.SetSecondaryStructure(i,ss) end end end function get_segment_score(sg) return current.GetSegmentEnergyScore(sg) end function get_segment_score_part(score_part,sg) return current.GetSegmentEnergySubscore(sg,score_part) end function reset_puzzle() puzzle.StartOver() end function restore_abs_best() absolutebest.Restore() end function restore_credit_best() creditbest.Restore() end function reset_recent_best() recentbest.Save() end function restore_recent_best() recentbest.Restore() end function set_behavior_clash_importance(ci) behavior.SetClashImportance(ci) end -- end of library -- 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.GetSlowFiltersDisabled() then behavior.SetSlowFiltersDisabled(false) end end function FiltersOff() if behavior.GetSlowFiltersDisabled()==false then behavior.SetSlowFiltersDisabled(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: MutClass(structure, false) MutClass(band, false) MutClass(current, true) p=print --"quicker" print ;] segCount=get_segment_count() local function Score() --Score of puzzle return get_score(true) end function round(x) return x-x%0.001 end function AllLoop() local ok=false for i=1, segCount do local ss=get_ss(i) if ss~="L" then save_structure() ok=true break end end if ok then select_all() replace_ss("L") end end function lw() local s=Score() do_local_wiggle(25) if Score()-s>0 then do_local_wiggle(bigLw) end restore_recent_best() --sometimes wiggle(20) makes worse!!! lets see if nc is ok end function Worm() if sEnd==nil then sEnd=segCount end AllLoop() reset_recent_best() set_behavior_clash_importance(1) quicksave(3) local ss=Score() while 1 do for w=1,#pattern do len=pattern[w] local sw=Score() p("Starting Worm of len ",len,", score: ",round(Score())) for s=sStart,sEnd-len+1 do deselect_all() select_index_range(s,s+len-1) lw() end p("Pattern gain: ",round(Score()-sw)) quicksave(3) end end deselect_all() load_structure() p("Total Worm gain: ",round(Score()-ss)) end pattern={2,5,11,3,13,4,7,1,6} --how many segments at once to LWS sStart=1 --from segment sEnd=nil --to segment, nil=end of it bigLw=20 --do local_wiggle() that many times if positive lw 1 test Worm()

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