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674
LICENSE
Normal file
674
LICENSE
Normal file
@@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
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|
||||
To protect your rights, we need to prevent others from denying you
|
||||
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|
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For example, if you distribute copies of such a program, whether
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|
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||||
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Developers that use the GNU GPL protect your rights with two steps:
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Finally, every program is threatened constantly by software patents.
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The precise terms and conditions for copying, distribution and
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||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
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||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
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"Copyright" also means copyright-like laws that apply to other kinds of
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To "propagate" a work means to do anything with it that, without
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|
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To "convey" a work means any kind of propagation that enables other
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An interactive user interface displays "Appropriate Legal Notices"
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The "System Libraries" of an executable work include anything, other
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||||
The Corresponding Source need not include anything that users
|
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|
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||||
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||||
The Corresponding Source for a work in source code form is that
|
||||
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|
||||
|
||||
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|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
You may make, run and propagate covered works that you do not
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||||
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|
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|
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|
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|
||||
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|
||||
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|
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|
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Conveying under any other circumstances is permitted solely under
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|
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||||
|
||||
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|
||||
No covered work shall be deemed part of an effective technological
|
||||
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|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
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||||
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|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
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|
||||
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|
||||
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|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
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|
||||
|
||||
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||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
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|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
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|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
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||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
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|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
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|
||||
written offer, valid for at least three years and valid for as
|
||||
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|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
conveying of source, or (2) access to copy the
|
||||
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||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
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|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
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|
||||
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|
||||
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|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
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|
||||
clear directions next to the object code saying where to find the
|
||||
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|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
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|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
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|
||||
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|
||||
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|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
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|
||||
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|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
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|
||||
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|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
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|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
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|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
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|
||||
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|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
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|
||||
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|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
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|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
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|
||||
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|
||||
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|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
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|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
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|
||||
restriction, you may remove that term. If a license document contains
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
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|
||||
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|
||||
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|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
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|
||||
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|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
61
README.md
61
README.md
@@ -1,21 +1,66 @@
|
||||
# Falling
|
||||
A game where you fall down a big hole and have to dodge
|
||||
A game where you fall down a big hole and have to dodge<br/>
|
||||
oncoming obstacles.<br/>
|
||||
Difficulty: >= 2, 2 being the most difficult and it get's easier the higher the difficulty<br/>
|
||||
Debug Mode: true/false<br/>
|
||||
Can die: true/false<br/>
|
||||
<br/>
|
||||
TO DO: documentation, commenting ¬_¬
|
||||
BUGS: Can pass between diagonally conencted blocks, is this a 'bug'?
|
||||
<br/>
|
||||
<br/>
|
||||
TO DO: documentation, commenting ¬_¬<br/>
|
||||
BUGS: Can pass between diagonally conencted blocks, is this a 'bug'?<br/>
|
||||

|
||||
|
||||
# Rustsweeper
|
||||
A Minesweeper clone written in rust, instead of mines,<br/>
|
||||
it's rusty nails that give you tetanus<br/>
|
||||

|
||||
|
||||
# Prophecies
|
||||
Generates a random prophecy based on prophecies from
|
||||
The Underland Chronicles by Suzanne Collins
|
||||
Generates a random prophecy based on prophecies from <br/>
|
||||
The Underland Chronicles by Suzanne Collins<br/>
|
||||
All text in the prophecies belong to Suzanne Collins<br/>
|
||||
FINISHED<br/>
|
||||
<br/>
|
||||
### Example:
|
||||
```
|
||||
THE PROPHECY OF OF:
|
||||
|
||||
If life was death, if death life reaped,
|
||||
Or the scratching, scratching, scratching.
|
||||
Killed by claw, since resurrected,
|
||||
Standing still.
|
||||
Turn and turn and turn again.
|
||||
|
||||
Dancing in the firelight,
|
||||
Gold flows from her, hot and bright.
|
||||
Remedy and wrong entwine,
|
||||
And so they form a single vine.
|
||||
Greet them as we have before.
|
||||
Watch the nibblers spin and snap.
|
||||
```
|
||||
|
||||
# Insults
|
||||
Generates an insulting phrase for someone :D
|
||||
|
||||
# Rubiks Cube thing (WIP)
|
||||
It's just a rubiks cube in the terminal, written in rust.<br/>
|
||||

|
||||
|
||||
# Roman Numerals (WIP)
|
||||
Converts numbers between Roman Numerals and Arabic Numerals<br/>
|
||||
### Example:
|
||||
```
|
||||
# Currently no Arabic -> Roman support
|
||||
$ cargo run
|
||||
input: MMXXV
|
||||
output: 2025
|
||||
```
|
||||
TO DO: Functionality to convert Arabic to Roman, currently only does Roman to Arabic :)
|
||||
|
||||
# Snake (WIP)
|
||||
Classic Snake game
|
||||
Classic Snake game<br/>
|
||||
TO DO: all of it...
|
||||
|
||||
# License
|
||||
GPL 3.0 applies to all these projects, which are all<br/>
|
||||
written by me.
|
||||
|
||||
|
||||
@@ -7,3 +7,4 @@ edition = "2024"
|
||||
rand = "0.8.5"
|
||||
console = "0.15.10"
|
||||
termion = "4.0.3"
|
||||
colored = "2.2.0"
|
||||
|
||||
@@ -1,19 +1,24 @@
|
||||
use rand::Rng; // Allows you to generate random numbers
|
||||
use console::Term; // Allows reading key bind input
|
||||
use std::io::{stdin,stdout,Write};
|
||||
use colored::Colorize;
|
||||
|
||||
// This function is used to Generate the output out a range of levels to the console, it accepts starting and
|
||||
// ending levls to print and then it uses a loop to print out each level in between these, each
|
||||
// level is comprised of numbers, each having a specific meaning for instance 0 is an obstacle and
|
||||
// -2 is a slanted wall "/"
|
||||
fn generate_output(starting_level: u64, ending_level: u64, character_x_coord: u16, character_icon: char, levels: &Vec<Vec<i8>>, debug_mode: bool) -> String {
|
||||
// This function is used to Generate and output which will later be outputted, it does this as if
|
||||
// the function printed it as it parsed the map then there would be a flicker on large terminals,
|
||||
// so instead it adds the entire output to a variable once parsed it is all printed at once.
|
||||
// The levels vector is made up of numbers, negative numbers are 'reserved' for the wall and
|
||||
// slanted walls, 0 is an obstacle and anything above 0 is safe space
|
||||
fn generate_output(starting_level: u64, ending_level: u64, character_x_coord: u16, character_icon: char, levels: &Vec<Vec<i8>>, debug_mode: bool, boots_mode: bool) -> String {
|
||||
let mut output: String = "".to_string();
|
||||
// In debug mode the x coordinates are shown above the map
|
||||
if debug_mode {
|
||||
let pattern = "0123456789";
|
||||
let repeat_count = (levels[0].len() + 9) / 10;
|
||||
let pattern = "0123456789"; // Can't have numbers that are multiple digits long so it's
|
||||
// fixed at 0 - 9
|
||||
let repeat_count = (levels[0].len() + 9) / 10; // Repeat the pattern for however wide the
|
||||
// game is
|
||||
let mut repeated = pattern.repeat(repeat_count);
|
||||
repeated += "\n";
|
||||
output += &repeated;
|
||||
output += &repeated; // Add this repeating pattern to the start of the output
|
||||
}
|
||||
for i in starting_level..ending_level {
|
||||
let level = &levels[i as usize]; // Cache the level for quicker access
|
||||
@@ -22,13 +27,18 @@ fn generate_output(starting_level: u64, ending_level: u64, character_x_coord: u1
|
||||
// Directly check the player's position for rendering the icon
|
||||
if i == starting_level && j == character_x_coord as usize {
|
||||
output = output + &character_icon.to_string();
|
||||
} else {
|
||||
}
|
||||
else if i == starting_level+2 && j == character_x_coord as usize && boots_mode == true {
|
||||
output = output + &character_icon.to_string();
|
||||
}
|
||||
else {
|
||||
match object {
|
||||
-3 => output+="|", // Specific case for -3
|
||||
0 => output+="■", // Specific case for 0
|
||||
-1 => output+="\\", // Specific case for -1
|
||||
-2 => output+="/", // Specific case for -2
|
||||
_ => output+=" " // Default, no print for other cases
|
||||
-3 => output.push_str(&"|".to_string()), // Reserved value (-3)
|
||||
// ouputs a wall
|
||||
0 => output.push_str(&" ".on_truecolor(255,255,255).strikethrough().to_string()), // 0 ouputs white background
|
||||
-1 => output.push_str(&"\\".to_string()), // right slanting wall
|
||||
-2 => output.push_str(&"/".to_string()), // left slanting wall
|
||||
_ => output+=" " // Else, it ouputs a empty space
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -36,80 +46,120 @@ fn generate_output(starting_level: u64, ending_level: u64, character_x_coord: u1
|
||||
output+=&i.to_string();
|
||||
output+="\n";
|
||||
}
|
||||
return output;
|
||||
}
|
||||
return output; // Finally return the output
|
||||
} // generate_output
|
||||
|
||||
// This function generates a new level, modifying the positions of the left and right walls
|
||||
// based on a directional preference (how inclined the tunnel is to move in each direction),
|
||||
// then adding obstacles to the level within those boundaries.
|
||||
fn generate_level(level_to_generate: u64, difficulty: i8, left_wall: &mut i16, right_wall: &mut i16, screen_width: u16, preference: &mut f32, levels: &mut Vec<Vec<i8>>) {
|
||||
// Create a new vector that will represent the current level's layout
|
||||
let mut new_level: Vec<i8> = Vec::new();
|
||||
|
||||
// Determine how much to shift the left and right walls based on the 'preference' value
|
||||
// Randomly generates a value between -1 and 1, then adds the preference to it.
|
||||
let left_wall_change = rand::thread_rng().gen_range(-1..2+(*preference as i16));
|
||||
let right_wall_change = rand::thread_rng().gen_range(-1..2+(*preference as i16));
|
||||
|
||||
// Apply the changes to the left and right walls
|
||||
*left_wall = *left_wall + left_wall_change;
|
||||
*right_wall = *right_wall + right_wall_change;
|
||||
|
||||
// Ensure that the left wall does not go out of bounds (it can't go below 1)
|
||||
if *left_wall <= 0 {
|
||||
*left_wall = 1;
|
||||
}
|
||||
|
||||
// Ensure the right wall does not go beyond the screen width (can't go past screen_width - 1)
|
||||
if *right_wall >= screen_width.try_into().unwrap() {
|
||||
*right_wall = screen_width as i16-1
|
||||
}
|
||||
|
||||
// If the distance between the left and right walls is too narrow (less than 8m),
|
||||
// adjust them by 3 so ther's enough space between them.
|
||||
if (*right_wall-*left_wall).abs() < 8 {
|
||||
*left_wall-=3;
|
||||
*right_wall+=3;
|
||||
}
|
||||
|
||||
// Fill up the new_level vector to the screen width, initially setting all elements to 1 (empty space).
|
||||
while new_level.len() <= screen_width as usize {
|
||||
new_level.push(1)
|
||||
}
|
||||
|
||||
// Add obstacles between the left and right walls, based on the current level and difficulty
|
||||
for i in *left_wall..*right_wall {
|
||||
let mut object: i8 = 1;
|
||||
let mut object: i8 = 1; // By default, the space is empty (1).
|
||||
|
||||
// Also, avoid placing objects too close to the middle of the screen (within ±5 of the center) if
|
||||
// it is one of the first levels so the 5 blocks surrounding the player on game start
|
||||
// should be empty.
|
||||
if level_to_generate >= 5 || (i as f32) < (screen_width as f32 / 2.0)-5.0 || (i as f32) > (screen_width as f32 / 2.0)+5.0 {
|
||||
object = rand::thread_rng().gen_range(0..difficulty);
|
||||
object = rand::thread_rng().gen_range(0..difficulty); // Randomize object placement based on difficulty.
|
||||
}
|
||||
new_level[i as usize] = object;
|
||||
new_level[i as usize] = object; // Set the object in the new level's layout
|
||||
}
|
||||
|
||||
// Add wall modifications (left side)
|
||||
for i in 0..*left_wall {
|
||||
// If the current index is the edge of the left wall and the wall was moved right,
|
||||
// mark it with a specific value (-1) which is a slanted wall "\".
|
||||
if i == *left_wall-1 && left_wall_change > 0 {
|
||||
new_level[i as usize] = -1;
|
||||
}
|
||||
// If the current index is the edge of the left wall and the wall was moved left,
|
||||
// mark it with a different value (-2) which is a slanted wall "/".
|
||||
else if i == *left_wall-1 && left_wall_change < 0 {
|
||||
new_level[i as usize] = -2;
|
||||
}
|
||||
// If it's not on the left wall, mark the space with another value (-3) which is a straight
|
||||
// wall "|".
|
||||
else {
|
||||
new_level[i as usize] = -3;
|
||||
}
|
||||
}
|
||||
|
||||
// Add wall modifications (right side)
|
||||
for i in *right_wall..screen_width as i16 {
|
||||
// Similar to the left wall logic, check for changes to the right wall
|
||||
if i == *right_wall && right_wall_change > 0 {
|
||||
new_level[i as usize] = -1;
|
||||
new_level[i as usize] = -1; // "\"
|
||||
}
|
||||
else if i == *right_wall && right_wall_change < 0 {
|
||||
new_level[i as usize] = -2;
|
||||
new_level[i as usize] = -2; // "/"
|
||||
}
|
||||
else {
|
||||
new_level[i as usize] = -3;
|
||||
new_level[i as usize] = -3; // "|"
|
||||
}
|
||||
}
|
||||
|
||||
// Ensure the 'levels' vector has enough capacity for the new level and then add the level.
|
||||
while levels.len() <= level_to_generate as usize {
|
||||
levels.push(new_level.clone());
|
||||
}
|
||||
levels[level_to_generate as usize] = new_level;
|
||||
|
||||
// Modification of the directional preference logic
|
||||
// Modify the directional preference slightly to add randomness to the level generation
|
||||
// The preference value affects how much the tunnel is inclined to move left or right.
|
||||
*preference = *preference + rand::thread_rng().gen_range(-0.5..0.5);
|
||||
|
||||
// Ensure the preference stays within a valid range (-3.0 to 3.0).
|
||||
if *preference > 3.0 {
|
||||
*preference = -1.0;
|
||||
*preference = -1.0; // Reset if it goes beyond the upper bound.
|
||||
}
|
||||
else if *preference < -3.0 {
|
||||
*preference = 1.0;
|
||||
*preference = 1.0; // Reset if it goes beyond the lower bound.
|
||||
}
|
||||
|
||||
// If the right wall is close to the screen's right edge, force the preference to move left (-1.0).
|
||||
if *right_wall >= screen_width as i16 - 5 {
|
||||
*preference = -1.0;
|
||||
}
|
||||
// If the left wall is close to the screen's left edge, force the preference to move right (+1.0).
|
||||
else if *left_wall <= 5 {
|
||||
*preference = 1.0;
|
||||
}
|
||||
}
|
||||
} // generate_output
|
||||
|
||||
fn debug_mode_modify_variables(current_level: &mut u64) -> u8 {
|
||||
println!("\n----------------VARIABLE MODIFICATION---------------\n");
|
||||
@@ -130,16 +180,16 @@ fn debug_mode_modify_variables(current_level: &mut u64) -> u8 {
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
} // debug_mode_mofiy_variables
|
||||
|
||||
fn check_if_alive(levels: &Vec<Vec<i8>>, level: usize, x_coord: usize) -> bool {
|
||||
if levels[level][x_coord] <= 0 {
|
||||
fn check_if_alive(levels: &Vec<Vec<i8>>, level: usize, x_coord: usize, boots_mode: bool) -> bool {
|
||||
if levels[level][x_coord] <= 0 || (levels[level+2][x_coord] <= 0 && boots_mode == true) {
|
||||
return false;
|
||||
}
|
||||
else {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
} // check_if_alive
|
||||
|
||||
fn input() -> String{
|
||||
let mut s=String::new();
|
||||
@@ -157,7 +207,10 @@ fn input() -> String{
|
||||
fn main() {
|
||||
let debug_mode = false; // Enable or disable debugging mode, it will print some useful stats and
|
||||
// let you modify stats midgame with e
|
||||
let can_die = true; // I can't spell invinsiblitlity but this lets you not die...
|
||||
let can_die = true; // I can't spell invinsiblitlity but this lets you not die... FOR DEBUGGING
|
||||
|
||||
let boots_mode = true; // Boots mode means you're falling after your younger sister and have to
|
||||
// prevent both of you dying •_•
|
||||
|
||||
let mut levels: Vec<Vec<i8>> = Vec::new(); // Define variables for level
|
||||
|
||||
@@ -178,9 +231,14 @@ fn main() {
|
||||
let mut x_coord: u16 = (screen_width as f32/ 2.0) as u16; // Distance from left wall
|
||||
let mut left_wall: i16 = rand::thread_rng().gen_range(0..((screen_width as f32/ 2.0)-5.0) as i16) as i16;
|
||||
let mut right_wall: i16 = rand::thread_rng().gen_range(((screen_width as f32 /2.0)+5.0) as i16..screen_width as i16) as i16;
|
||||
let mut preference: f32 = rand::thread_rng().gen_range(-2.0..3.0);
|
||||
let mut preference: f32 = rand::thread_rng().gen_range(-2.0..3.0); // Directional preference
|
||||
// indicates which direction
|
||||
// the tunnel will generally
|
||||
// go in, constantly
|
||||
// randomly changes. Makes
|
||||
// the tunnel smoother :)
|
||||
let mut alive: bool = true;
|
||||
let mut difficulty: i8 = 2;
|
||||
let mut difficulty: i8 = 7;
|
||||
|
||||
|
||||
for i in 0..screen_height {
|
||||
@@ -191,7 +249,7 @@ fn main() {
|
||||
generate_level(current_level + screen_height as u64, difficulty, &mut left_wall, &mut right_wall, screen_width, &mut preference, &mut levels);
|
||||
let end_gen = std::time::Instant::now();
|
||||
|
||||
let output = generate_output(current_level, current_level + screen_height as u64, x_coord, character_icon, &levels, debug_mode);
|
||||
let output = generate_output(current_level, current_level + screen_height as u64, x_coord, character_icon, &levels, debug_mode, boots_mode);
|
||||
let end_gen_output = std::time::Instant::now();
|
||||
if ! debug_mode { // We don't want to clear screen if debug mode is on as it lets us see
|
||||
// old stats and see console warnings from rust and stuff
|
||||
@@ -231,22 +289,27 @@ fn main() {
|
||||
|
||||
current_level+=1;
|
||||
if can_die {
|
||||
alive = check_if_alive(&levels, current_level as usize, x_coord as usize);
|
||||
alive = check_if_alive(&levels, current_level as usize, x_coord as usize, boots_mode);
|
||||
}
|
||||
if alive == false {
|
||||
break 'game_loop
|
||||
}
|
||||
}
|
||||
println!("GAME OVER");
|
||||
if ! debug_mode { // We don't want to clear screen if debug mode is on as it lets us see
|
||||
// old stats and see console warnings from rust and stuff
|
||||
print!("{}[2J", 27 as char);
|
||||
}
|
||||
println!("{}","GAME OVER".red()); // Print "GAME OVER" in red text
|
||||
println!("You fell {:?}m before going SPLAT",current_level-1);
|
||||
// Print a cute cockroach that is asking "Where is the Princess?"
|
||||
println!(" -__");
|
||||
println!(" / \\");
|
||||
println!(" | -___");
|
||||
println!(" | / ________________________");
|
||||
println!(" | / | |");
|
||||
println!(" ‾ |‾ / _ | Where is the princess? |");
|
||||
println!(" / | \\ / | \\ |________________________|");
|
||||
println!(" / ‾‾‾‾‾‾‾ \\ / /");
|
||||
println!(" | / ________________________");
|
||||
println!(" | / | |");
|
||||
println!(" ‾ |‾ / _ | Where is the Princess? |");
|
||||
println!(" / | \\ / | \\ |________________________|");
|
||||
println!(" / ‾‾‾‾‾‾‾ \\ / /");
|
||||
println!(" __ / / \\• •/ _|");
|
||||
println!(" / \\ _/‾|‾\\ / |");
|
||||
println!("_ / / \\ / / |");
|
||||
@@ -260,3 +323,7 @@ fn main() {
|
||||
println!(" / / / /");
|
||||
println!(" _| \\ /_ |");
|
||||
}
|
||||
|
||||
// Some of the comments were done by an LLM, but I checked them
|
||||
// All code by me (DeaDvey)
|
||||
// GPL3.0 license
|
||||
|
||||
7
insults/Cargo.toml
Normal file
7
insults/Cargo.toml
Normal file
@@ -0,0 +1,7 @@
|
||||
[package]
|
||||
name = "insults"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[dependencies]
|
||||
rand = "0.8.5"
|
||||
257
insults/insults
Normal file
257
insults/insults
Normal file
@@ -0,0 +1,257 @@
|
||||
apish
|
||||
bald-pated
|
||||
artless
|
||||
barren-spirited
|
||||
beslubbering
|
||||
beast-eating
|
||||
calmunating
|
||||
cautelous
|
||||
churlish
|
||||
coldblooded
|
||||
concupscible
|
||||
covetous
|
||||
crudy
|
||||
cuckoldly
|
||||
deceptious
|
||||
degenerate
|
||||
facinerious
|
||||
fawning
|
||||
finical
|
||||
fusty
|
||||
goastish
|
||||
gorbellied
|
||||
greasy
|
||||
heinous
|
||||
incontinent
|
||||
inexecrable
|
||||
insolent
|
||||
lecherous
|
||||
lisping
|
||||
loathly
|
||||
lubberly
|
||||
lumpish
|
||||
mammering
|
||||
musty
|
||||
naughty
|
||||
obscene
|
||||
overgorged
|
||||
panderly
|
||||
pestiferous
|
||||
plumfy
|
||||
puking
|
||||
rascally
|
||||
reeky
|
||||
sanctimonious
|
||||
sickly
|
||||
solbbery
|
||||
sneaping
|
||||
spongy
|
||||
stinking
|
||||
superserviceable
|
||||
thrasonical
|
||||
unhandsome
|
||||
unwiped
|
||||
viperous
|
||||
wanton
|
||||
warped
|
||||
witless
|
||||
breast-eating
|
||||
beef-witted
|
||||
boiled-brained
|
||||
clay-brained
|
||||
dirt-rotten
|
||||
dizzy-eyed
|
||||
dull-brained
|
||||
eye-offending
|
||||
fat-kidneyed
|
||||
flap-eared
|
||||
foul-mouthed
|
||||
half-blooded
|
||||
hard-haired
|
||||
hell-governed
|
||||
hollow-eyed
|
||||
hook-nosed
|
||||
ill-tempered
|
||||
knotty-pated
|
||||
leaden-footed
|
||||
leptus leering
|
||||
lily-livered
|
||||
logger-headed
|
||||
lust-breathed
|
||||
motley-minded
|
||||
mouse-eaten
|
||||
muddy-mettled
|
||||
nook-shotten
|
||||
one-trunk-inheriting
|
||||
pale-hearted
|
||||
pigeon-livered
|
||||
puke-stocking
|
||||
puppy-headed
|
||||
rank-scented
|
||||
rug-headed
|
||||
rump-fed
|
||||
self-glorious
|
||||
senseless-obstinate
|
||||
sheep-biting
|
||||
shrill-tongued
|
||||
snail-paced
|
||||
sodden-witted
|
||||
stretch-mouthed
|
||||
stubborn-hard
|
||||
swag-bellied
|
||||
tardy-gaited
|
||||
thick-eyed
|
||||
three-suited
|
||||
thripe-visaged
|
||||
under-honest
|
||||
uneducated
|
||||
useless
|
||||
white-livered
|
||||
barmy
|
||||
gormless
|
||||
manky
|
||||
minging
|
||||
naffy
|
||||
idiotic
|
||||
bigotted
|
||||
stupid
|
||||
blue-balled
|
||||
arrogant
|
||||
retarded
|
||||
petulent
|
||||
bigoted
|
||||
phscopathic
|
||||
small-minded
|
||||
non-linux-user
|
||||
pengiunless
|
||||
crude
|
||||
muppet
|
||||
pikey
|
||||
dodgy
|
||||
micro-cocked
|
||||
flaccid-cocked
|
||||
shit-faced
|
||||
piss-taking
|
||||
sloppy
|
||||
aggressive
|
||||
ugly
|
||||
|
||||
abomination
|
||||
arch-villain
|
||||
baggage
|
||||
bed-presser
|
||||
blockhead
|
||||
braggart
|
||||
bugbear
|
||||
bull's pizzle
|
||||
codpiece
|
||||
capocchia
|
||||
cornuto
|
||||
costermonger
|
||||
cot-quean
|
||||
coxcomb
|
||||
cozener
|
||||
dissembler
|
||||
dullard
|
||||
dunghill
|
||||
fashion-monger
|
||||
fleshmonger
|
||||
foot-licker
|
||||
fustilarian
|
||||
geck
|
||||
giglet
|
||||
horn-beast
|
||||
horse-back-breaker
|
||||
idiot-worshipper
|
||||
jack-a-nape
|
||||
lewdster
|
||||
malignancy
|
||||
malmsey-butt
|
||||
measle
|
||||
miscreant
|
||||
mushrump
|
||||
ox-head
|
||||
parasite
|
||||
pig-nut
|
||||
pin-buttock
|
||||
potato-finger
|
||||
princox
|
||||
purpose-chnager
|
||||
quatch-buttock
|
||||
rabbit-sucker
|
||||
rampallian
|
||||
rat-catcher
|
||||
ratsbane
|
||||
renegatho
|
||||
scum
|
||||
scut
|
||||
starve-lackey
|
||||
stock-fish
|
||||
ticklebrain
|
||||
under-skinner
|
||||
villiago
|
||||
cum-bucket
|
||||
retard
|
||||
tosser
|
||||
wheevil
|
||||
cretin
|
||||
wanker
|
||||
slag
|
||||
daft-cow
|
||||
arsehole
|
||||
chav
|
||||
git
|
||||
nutter
|
||||
pillock
|
||||
plonker
|
||||
prat
|
||||
trollop
|
||||
twat
|
||||
knob-head
|
||||
bell-end
|
||||
skiver
|
||||
wazzock
|
||||
ninny
|
||||
berk
|
||||
airy-fairy
|
||||
ankle-biter
|
||||
arse-licker
|
||||
arsemonger
|
||||
chuffer
|
||||
gannet
|
||||
ligger
|
||||
maggot
|
||||
mingebag
|
||||
two-dicked-dog
|
||||
window
|
||||
apple
|
||||
cunt
|
||||
dick
|
||||
cock
|
||||
cum-sock
|
||||
phallus
|
||||
pussy
|
||||
bigot
|
||||
capitalist
|
||||
cock-sucker
|
||||
child
|
||||
pedo
|
||||
nonce
|
||||
pedophile
|
||||
apple-fanboy
|
||||
nerd
|
||||
geek
|
||||
weeb
|
||||
neek
|
||||
swot
|
||||
goblin
|
||||
crumpet
|
||||
piss-taker
|
||||
shit-face
|
||||
sucker
|
||||
loser
|
||||
minger
|
||||
minge
|
||||
battery-eater
|
||||
toenail-clipping
|
||||
tik-toker
|
||||
35
insults/src/main.rs
Normal file
35
insults/src/main.rs
Normal file
@@ -0,0 +1,35 @@
|
||||
use std::fs;
|
||||
use std::io;
|
||||
use rand::Rng;
|
||||
|
||||
fn main() -> io::Result<()> {
|
||||
let file_contents: String = fs::read_to_string("insults")?;
|
||||
let lines: Vec<&str> = file_contents.split('\n').collect();
|
||||
let mut adjectives: Vec<String> = Vec::new();
|
||||
let mut nouns: Vec<String> = Vec::new();
|
||||
let mut noun = false; // nouns is set to true when we have reached the nouns section in the file
|
||||
// so should start pushing insults to nouns instead of adjectives
|
||||
let num_of_adjectives: u64 = 2;
|
||||
|
||||
for line in lines {
|
||||
if line == "" {
|
||||
noun = true;
|
||||
continue;
|
||||
}
|
||||
if noun {
|
||||
nouns.push(line.to_string());
|
||||
}
|
||||
else if noun != true {
|
||||
adjectives.push(line.to_string());
|
||||
}
|
||||
}
|
||||
|
||||
for _x in 0..num_of_adjectives {
|
||||
let random_adjective = adjectives[rand::thread_rng().gen_range(0..adjectives.len())].clone();
|
||||
print!("{}, ", random_adjective);
|
||||
}
|
||||
let random_noun = nouns[rand::thread_rng().gen_range(0..nouns.len())].clone();
|
||||
print!("{}\n", random_noun);
|
||||
|
||||
Ok(())
|
||||
}
|
||||
@@ -19,9 +19,14 @@ fn main() -> io::Result<()> {
|
||||
let lines_in_string = split_string.len();
|
||||
|
||||
// Iterate for "number_of_lines" and each time pick a random line in the file
|
||||
let mut previous_line_index = 0;
|
||||
for _i in 0..number_of_lines {
|
||||
let line_index = rand::thread_rng().gen_range(0..lines_in_string); // Pick random line
|
||||
if split_string[previous_line_index] == split_string[line_index] {
|
||||
continue;
|
||||
}
|
||||
println!("{}",split_string[line_index]); // Print the random line
|
||||
previous_line_index = line_index;
|
||||
}
|
||||
|
||||
Ok(())
|
||||
|
||||
6
roman-numerals/Cargo.toml
Normal file
6
roman-numerals/Cargo.toml
Normal file
@@ -0,0 +1,6 @@
|
||||
[package]
|
||||
name = "roman-numerals"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[dependencies]
|
||||
70
roman-numerals/src/main.rs
Normal file
70
roman-numerals/src/main.rs
Normal file
@@ -0,0 +1,70 @@
|
||||
use std::collections::HashMap;
|
||||
use std::io::{stdin,stdout,Write};
|
||||
|
||||
fn input() -> String{
|
||||
let mut s=String::new();
|
||||
let _=stdout().flush();
|
||||
stdin().read_line(&mut s).expect("Did not enter a correct string");
|
||||
if let Some('\n')=s.chars().next_back() {
|
||||
s.pop();
|
||||
}
|
||||
if let Some('\r')=s.chars().next_back() {
|
||||
s.pop();
|
||||
}
|
||||
return s;
|
||||
}
|
||||
fn main() {
|
||||
let mut numerals: HashMap<String, u64> = HashMap::new();
|
||||
|
||||
numerals.insert("I".to_string(), 1);
|
||||
numerals.insert("V".to_string(), 5);
|
||||
numerals.insert("X".to_string(), 10);
|
||||
numerals.insert("L".to_string(), 50);
|
||||
numerals.insert("C".to_string(), 100);
|
||||
numerals.insert("D".to_string(), 500);
|
||||
numerals.insert("M".to_string(), 1000);
|
||||
|
||||
let number = input();
|
||||
let mut value: u64 = 4000;
|
||||
let mut sum: u64 = 0;
|
||||
let mut iteration = 0;
|
||||
|
||||
let mut skip_next = false;
|
||||
|
||||
let mut vector: Vec<String> = Vec::new();
|
||||
|
||||
for char in number.chars() {
|
||||
vector.push(char.to_string());
|
||||
};
|
||||
|
||||
for digit in vector {
|
||||
if let Some(next_value) = numerals.get(&digit) {
|
||||
if iteration > 0 && skip_next == false {
|
||||
//println!("{}", skip_next);
|
||||
//print!("{}: ", iteration);
|
||||
if *next_value > value {
|
||||
sum = sum + (*next_value - value);
|
||||
//println!("{} = sum + ({} - {})", sum, *next_value, value);
|
||||
skip_next = true;
|
||||
value = *next_value;
|
||||
continue;
|
||||
}
|
||||
else {
|
||||
sum = sum + value;
|
||||
//println!("{} = sum + {}", sum, value);
|
||||
}
|
||||
}
|
||||
value = *next_value;
|
||||
if skip_next {
|
||||
skip_next = false;
|
||||
}
|
||||
} else {
|
||||
println!("digit {} does not exist (My roman numerals only go up to M)!", digit);
|
||||
}
|
||||
iteration += 1;
|
||||
}
|
||||
if skip_next == false {
|
||||
sum = sum + value;
|
||||
}
|
||||
println!("{}",sum);
|
||||
}
|
||||
1
rubiks/.gitignore
vendored
Normal file
1
rubiks/.gitignore
vendored
Normal file
@@ -0,0 +1 @@
|
||||
/target
|
||||
7
rubiks/Cargo.toml
Normal file
7
rubiks/Cargo.toml
Normal file
@@ -0,0 +1,7 @@
|
||||
[package]
|
||||
name = "rubiks"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[dependencies]
|
||||
colored = "2.2.0"
|
||||
BIN
rubiks/cube.jpg
Normal file
BIN
rubiks/cube.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 17 KiB |
26
rubiks/cube.txt
Normal file
26
rubiks/cube.txt
Normal file
@@ -0,0 +1,26 @@
|
||||
Colors:
|
||||
WWW
|
||||
WWW
|
||||
WWW
|
||||
|
||||
OOO GGG RRR BBB
|
||||
OOO GGG RRR BBB
|
||||
OOO GGG RRR BBB
|
||||
|
||||
YYY
|
||||
YYY
|
||||
YYY
|
||||
|
||||
|
||||
Indexs:
|
||||
012 0
|
||||
345
|
||||
678
|
||||
|
||||
901 234 567 890 10, 20
|
||||
123 456 789 012 30
|
||||
345 678 901 234 40
|
||||
|
||||
567 50
|
||||
890
|
||||
123
|
||||
173
rubiks/src/main.rs
Normal file
173
rubiks/src/main.rs
Normal file
@@ -0,0 +1,173 @@
|
||||
use std::io::{stdin,stdout,Write};
|
||||
use colored::*;
|
||||
|
||||
fn print_coloured(output: char) {
|
||||
match output {
|
||||
'R' => print!("{}", "R".on_truecolor(255,0,0)),
|
||||
'G' => print!("{}", "G".on_truecolor(0,255,0).purple()),
|
||||
'B' => print!("{}", "B".on_truecolor(0,0,255).red()),
|
||||
'Y' => print!("{}", "Y".on_truecolor(255,255,0).black()),
|
||||
'W' => print!("{}", "W".on_truecolor(255,255,255).black()),
|
||||
'O' => print!("{}", "O".on_truecolor(255, 128, 0)),
|
||||
_ => print!("{}", output),
|
||||
}
|
||||
}
|
||||
|
||||
fn output_cube(cube: &Vec<char>) {
|
||||
// White square
|
||||
print!(" ");
|
||||
for i in 0..=2 {
|
||||
print_coloured(cube[i]);
|
||||
}
|
||||
println!();
|
||||
print!(" ");
|
||||
for i in 3..=5 {
|
||||
print_coloured(cube[i]);
|
||||
}
|
||||
println!();
|
||||
print!(" ");
|
||||
for i in 6..=8 {
|
||||
print_coloured(cube[i]);
|
||||
}
|
||||
|
||||
// First layer
|
||||
println!();
|
||||
for i in 9..=20 {
|
||||
print_coloured(cube[i]);
|
||||
}
|
||||
// Second layer
|
||||
println!();
|
||||
for i in 21..=32 {
|
||||
print_coloured(cube[i]);
|
||||
}
|
||||
// Third layer
|
||||
println!();
|
||||
for i in 33..=44 {
|
||||
print_coloured(cube[i]);
|
||||
}
|
||||
// Yellow square
|
||||
println!();
|
||||
print!(" ");
|
||||
for i in 45..=47 {
|
||||
print_coloured(cube[i]);
|
||||
}
|
||||
println!();
|
||||
print!(" ");
|
||||
for i in 48..=50 {
|
||||
print_coloured(cube[i]);
|
||||
}
|
||||
println!();
|
||||
print!(" ");
|
||||
for i in 51..=53 {
|
||||
print_coloured(cube[i]);
|
||||
}
|
||||
|
||||
println!()
|
||||
}
|
||||
fn move_cube(rotation: String, mut cube: &mut Vec<char>) {
|
||||
let mut initial_cube = cube.clone();
|
||||
// Up clockwise
|
||||
if rotation == "U" {
|
||||
cube[0] = initial_cube[6];
|
||||
cube[1] = initial_cube[3];
|
||||
cube[2] = initial_cube[0];
|
||||
cube[3] = initial_cube[7];
|
||||
// Cube 4 remains the same
|
||||
cube[5] = initial_cube[1];
|
||||
cube[6] = initial_cube[8];
|
||||
cube[7] = initial_cube[5];
|
||||
cube[8] = initial_cube[2];
|
||||
|
||||
let indices = vec![12, 13, 14, 15, 16, 17, 18, 19, 20, 9, 10, 11];
|
||||
|
||||
for (i, &index) in indices.iter().enumerate() {
|
||||
cube[9 + i] = initial_cube[index];
|
||||
}
|
||||
}
|
||||
if rotation == "D" {
|
||||
cube[45] = initial_cube[51];
|
||||
cube[46] = initial_cube[48];
|
||||
cube[47] = initial_cube[45];
|
||||
cube[48] = initial_cube[52];
|
||||
// Cube 49 remains the same
|
||||
cube[50] = initial_cube[46];
|
||||
cube[51] = initial_cube[53];
|
||||
cube[52] = initial_cube[50];
|
||||
cube[53] = initial_cube[47];
|
||||
|
||||
let indices = vec![42, 43, 44, 33, 34, 35, 36, 37, 38, 39, 40, 41];
|
||||
|
||||
for (i, &index) in indices.iter().enumerate() {
|
||||
cube[33 + i] = initial_cube[index];
|
||||
}
|
||||
}
|
||||
if rotation == "R" {
|
||||
cube[15] = initial_cube[39];
|
||||
cube[16] = initial_cube[27];
|
||||
cube[17] = initial_cube[15];
|
||||
cube[27] = initial_cube[40];
|
||||
// Cube 28 remains the same
|
||||
cube[29] = initial_cube[16];
|
||||
cube[39] = initial_cube[41];
|
||||
cube[40] = initial_cube[29];
|
||||
cube[41] = initial_cube[17];
|
||||
|
||||
// Other edge peices around the Right side
|
||||
cube[42] = initial_cube[2];
|
||||
cube[30] = initial_cube[5];
|
||||
cube[18] = initial_cube[8];
|
||||
cube[2] = initial_cube[14];
|
||||
cube[5] = initial_cube[26];
|
||||
cube[8] = initial_cube[38];
|
||||
cube[14] = initial_cube[47];
|
||||
cube[26] = initial_cube[50];
|
||||
cube[38] = initial_cube[53];
|
||||
cube[47] = initial_cube[42];
|
||||
cube[50] = initial_cube[30];
|
||||
cube[53] = initial_cube[18];
|
||||
}
|
||||
}
|
||||
fn input() -> String{
|
||||
let mut s=String::new();
|
||||
let _=stdout().flush();
|
||||
stdin().read_line(&mut s).expect("Did not enter a correct string");
|
||||
if let Some('\n')=s.chars().next_back() {
|
||||
s.pop();
|
||||
}
|
||||
if let Some('\r')=s.chars().next_back() {
|
||||
s.pop();
|
||||
}
|
||||
return s;
|
||||
}
|
||||
fn main() {
|
||||
|
||||
// Create a net of a cube, see cube.jpeg or cube.txt in the root of this project for a
|
||||
// visualisation
|
||||
let mut cube: Vec<char> = vec![
|
||||
'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', // 0-8 (W)
|
||||
'O', 'O', 'O', // 9-11 (O)
|
||||
'G', 'G', 'G', // 12-14 (G)
|
||||
'R', 'R', 'R', // 15-17 (R)
|
||||
'B', 'B', 'B', // 18-20 (B)
|
||||
'O', 'O', 'O', // 21-23 (O)
|
||||
'G', 'G', 'G', // 24-26 (G)
|
||||
'R', 'R', 'R', // 27-29 (R)
|
||||
'B', 'B', 'B', // 30-32 (B)
|
||||
'O', 'O', 'O', // 33-35 (O)
|
||||
'G', 'G', 'G', // 36-38 (G)
|
||||
'R', 'R', 'R', // 39-41 (R)
|
||||
'B', 'B', 'B', // 42-44 (B)
|
||||
'Y', 'Y', 'Y', 'Y', 'Y', 'Y', 'Y', 'Y', 'Y', // 45-53 (Y)
|
||||
];
|
||||
|
||||
output_cube(&cube);
|
||||
|
||||
'game_loop: loop {
|
||||
let rotation = input();
|
||||
if rotation == "q" {
|
||||
break 'game_loop;
|
||||
}
|
||||
move_cube(rotation, &mut cube);
|
||||
output_cube(&cube);
|
||||
}
|
||||
}
|
||||
1
rustsweeper/.gitignore
vendored
Normal file
1
rustsweeper/.gitignore
vendored
Normal file
@@ -0,0 +1 @@
|
||||
/target
|
||||
9
rustsweeper/Cargo.toml
Normal file
9
rustsweeper/Cargo.toml
Normal file
@@ -0,0 +1,9 @@
|
||||
[package]
|
||||
name = "rustsweeper"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[dependencies]
|
||||
rand = "0.8.5"
|
||||
colored = "2.2.0"
|
||||
console = "0.15.10"
|
||||
324
rustsweeper/src/main.rs
Normal file
324
rustsweeper/src/main.rs
Normal file
@@ -0,0 +1,324 @@
|
||||
use std::io::{stdin,stdout,Write};
|
||||
use rand::Rng;
|
||||
use colored::*;
|
||||
use console::Term;
|
||||
use std::time::Instant;
|
||||
|
||||
fn output_board(board: &Vec<Vec<i64>>, state: &Vec<Vec<char>>, x_hovered: i64, y_hovered: i64) {
|
||||
let mut output: String = "".to_string();
|
||||
|
||||
for y in 0..board.len() {
|
||||
for x in 0..board[y].len() {
|
||||
let background_color: u8;
|
||||
|
||||
if state[y][x] != 'u' {
|
||||
background_color = 128;
|
||||
}
|
||||
else {
|
||||
background_color = 196;
|
||||
}
|
||||
|
||||
if x == x_hovered as usize && y == y_hovered as usize {
|
||||
output.push_str(&"X".truecolor(0,0,0).on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
else if state[y][x] == 'u' {
|
||||
if board[y][x] == -1 {
|
||||
output.push_str(&"▲".truecolor(128,64,0).on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
else if board[y][x] == 0 {
|
||||
output.push_str(&" ".on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
else if board[y][x] == 1 {
|
||||
output.push_str(&"1".truecolor(1,0,254).on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
else if board[y][x] == 2 {
|
||||
output.push_str(&"2".truecolor(1,127,1).on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
else if board[y][x] == 3 {
|
||||
output.push_str(&"3".truecolor(254,0,0).on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
else if board[y][x] == 4 {
|
||||
output.push_str(&"4".truecolor(1,0,128).on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
else if board[y][x] == 5 {
|
||||
output.push_str(&"5".truecolor(129,1,2).on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
else if board[y][x] == 6 {
|
||||
output.push_str(&"6".truecolor(0,128,129).on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
else if board[y][x] == 7 {
|
||||
output.push_str(&"7".truecolor(0,0,0).on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
else if board[y][x] == 8 {
|
||||
output.push_str(&"8".truecolor(128,128,128).on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
}
|
||||
else if state[y][x] == 'm' {
|
||||
output.push_str(&"⚑".truecolor(228,16,32).on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
else if state[y][x] == '?' {
|
||||
output.push_str(&"?".truecolor(0,0,0).on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
else {
|
||||
output.push_str(&" ".on_truecolor(background_color,background_color,background_color).to_string());
|
||||
}
|
||||
}
|
||||
output.push_str("\n");
|
||||
}
|
||||
print!("{}[2J", 27 as char);
|
||||
println!("{}",output);
|
||||
}
|
||||
|
||||
fn input() -> String{
|
||||
let mut s=String::new();
|
||||
let _=stdout().flush();
|
||||
stdin().read_line(&mut s).expect("Did not enter a correct string");
|
||||
if let Some('\n')=s.chars().next_back() {
|
||||
s.pop();
|
||||
}
|
||||
if let Some('\r')=s.chars().next_back() {
|
||||
s.pop();
|
||||
}
|
||||
return s;
|
||||
}
|
||||
|
||||
fn place_nails(board: &mut Vec<Vec<i64>>, number_of_nails: i64, width: i64, height: i64) {
|
||||
for _nail in 0..number_of_nails {
|
||||
// Generate coordinates for nails, if there is already a nail there, then generate new
|
||||
// coordinates, should add case for if there are more mines than locations, but why would
|
||||
// someone do that?
|
||||
let mut x_coord = rand::thread_rng().gen_range(0..width);
|
||||
let mut y_coord = rand::thread_rng().gen_range(0..height);
|
||||
while board[y_coord as usize][x_coord as usize] == -1 {
|
||||
x_coord = rand::thread_rng().gen_range(0..width);
|
||||
y_coord = rand::thread_rng().gen_range(0..height);
|
||||
}
|
||||
|
||||
board[y_coord as usize][x_coord as usize] = -1;
|
||||
}
|
||||
}
|
||||
|
||||
fn determine_nails_in_range(board: &mut Vec<Vec<i64>>) {
|
||||
for x in 0..board.len() {
|
||||
for y in 0..board[x].len() {
|
||||
if board[x][y] != -1 {
|
||||
let mut num_of_nails = 0;
|
||||
|
||||
for i in -1..2 {
|
||||
for j in -1..2 {
|
||||
// Check if index is in range (>= 0 and < length of vector)
|
||||
if (x as i64 + i >= 0 && (x as i64 + i) < board.len() as i64) && (y as i64 + j >= 0 && (y as i64 + j) < board[x].len() as i64) {
|
||||
if board[(x as i64 + i) as usize][(y as i64 + j) as usize] == -1 {
|
||||
num_of_nails += 1; // Increment the nail count
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
board[x][y] = num_of_nails;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn find_connected_coordinates(grid: &Vec<Vec<i64>>, start_row: usize, start_col: usize) -> Vec<(usize, usize)> {
|
||||
let rows = grid.len();
|
||||
let cols = grid[0].len();
|
||||
let target_value = grid[start_row][start_col];
|
||||
|
||||
// Directions for 8 possible moves (vertical, horizontal, and diagonal)
|
||||
let directions: [(i64, i64); 8] = [
|
||||
(-1, 0), // Up
|
||||
(1, 0), // Down
|
||||
(0, -1), // Left
|
||||
(0, 1), // Right
|
||||
(-1, -1),// Top-left diagonal
|
||||
(-1, 1), // Top-right diagonal
|
||||
(1, -1), // Bottom-left diagonal
|
||||
(1, 1), // Bottom-right diagonal
|
||||
];
|
||||
|
||||
// Visited cells
|
||||
let mut visited = vec![vec![false; cols]; rows];
|
||||
|
||||
// Vector to store the reachable coordinates
|
||||
let mut result = Vec::new();
|
||||
|
||||
// DFS function
|
||||
fn dfs(
|
||||
grid: &Vec<Vec<i64>>,
|
||||
row: usize,
|
||||
col: usize,
|
||||
target_value: i64,
|
||||
visited: &mut Vec<Vec<bool>>,
|
||||
result: &mut Vec<(usize, usize)>,
|
||||
directions: &[(i64, i64)],
|
||||
) {
|
||||
// Check if the position is out of bounds or already visited or doesn't match the target value
|
||||
if row >= grid.len() || col >= grid[0].len() || visited[row][col] || grid[row][col] != target_value {
|
||||
return;
|
||||
}
|
||||
|
||||
// Mark the cell as visited and add the coordinate to the result
|
||||
visited[row][col] = true;
|
||||
result.push((row, col));
|
||||
|
||||
// Flag to check if we're at the boundary of the connected region
|
||||
let mut is_boundary = false;
|
||||
|
||||
for &direction in directions.iter() {
|
||||
let (dx, dy) = direction;
|
||||
let new_row = row as i64 + dx;
|
||||
let new_col = col as i64 + dy;
|
||||
|
||||
if new_row >= 0 && new_row < grid.len() as i64 && new_col >= 0 && new_col < grid[0].len() as i64 {
|
||||
let new_row = new_row as usize;
|
||||
let new_col = new_col as usize;
|
||||
|
||||
if grid[new_row][new_col] != target_value {
|
||||
is_boundary = true;
|
||||
}
|
||||
|
||||
dfs(grid, new_row, new_col, target_value, visited, result, directions);
|
||||
}
|
||||
}
|
||||
|
||||
if is_boundary {
|
||||
for &direction in directions.iter() {
|
||||
let (dx, dy) = direction;
|
||||
let new_row = row as i64 + dx;
|
||||
let new_col = col as i64 + dy;
|
||||
|
||||
if new_row >= 0 && new_row < grid.len() as i64 && new_col >= 0 && new_col < grid[0].len() as i64 {
|
||||
let new_row = new_row as usize;
|
||||
let new_col = new_col as usize;
|
||||
|
||||
// Add cells with a different value to the result
|
||||
if grid[new_row][new_col] != target_value && !visited[new_row][new_col] {
|
||||
result.push((new_row, new_col));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dfs(grid, start_row, start_col, target_value, &mut visited, &mut result, &directions);
|
||||
|
||||
result
|
||||
}
|
||||
|
||||
fn uncover(board: &Vec<Vec<i64>>, state: &mut Vec<Vec<char>>, x_hovered: usize, y_hovered: usize, alive: &mut bool) {
|
||||
state[y_hovered][x_hovered] = 'u';
|
||||
if board[y_hovered][x_hovered] == -1 {
|
||||
*alive = false;
|
||||
}
|
||||
|
||||
if board[y_hovered][x_hovered] == 0 {
|
||||
let connected = find_connected_coordinates(&board, y_hovered, x_hovered);
|
||||
for (y,x) in connected.iter() {
|
||||
state[*y][*x] = 'u';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn detect_win(state: &Vec<Vec<char>>, number_of_nails: i64, start: Instant) {
|
||||
let mut number_of_covered_cells: i64 = 0;
|
||||
for y in 0..state.len() {
|
||||
for x in 0..state[y].len() {
|
||||
if state[y][x] != 'u' {
|
||||
number_of_covered_cells = number_of_covered_cells + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
if number_of_covered_cells == number_of_nails {
|
||||
println!("Congratulations, you won!!!");
|
||||
let end = std::time::Instant::now();
|
||||
println!("In {:?}", end-start);
|
||||
std::process::exit(0);
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let stdout = Term::buffered_stdout();
|
||||
|
||||
let mut board: Vec<Vec<i64>> = Vec::new();
|
||||
let mut state: Vec<Vec<char>> = Vec::new(); // u = uncovered, c = covered, m = marked
|
||||
|
||||
let height: i64 = 8;
|
||||
let width: i64 = 8;
|
||||
let number_of_nails: i64 = 10;
|
||||
//let percentage_of_cells_are_nails: i64 = 15;
|
||||
//let number_of_nails: i64 = ((percentage_of_cells_are_nails / 100) as i64) * ((width * height) as i64) as i64;
|
||||
|
||||
let mut x_hovered: i64 = 0;
|
||||
let mut y_hovered: i64 = 0;
|
||||
|
||||
let mut alive: bool = true;
|
||||
|
||||
for y in 0..height {
|
||||
board.push(Vec::new());
|
||||
state.push(Vec::new());
|
||||
for x in 0..width {
|
||||
board[y as usize].push(0);
|
||||
state[y as usize].push('c');
|
||||
//board[x as usize][y as usize] = -1;
|
||||
}
|
||||
}
|
||||
let start = std::time::Instant::now();
|
||||
|
||||
place_nails(&mut board, number_of_nails, width, height);
|
||||
determine_nails_in_range(&mut board);
|
||||
output_board(&board, &state, x_hovered, y_hovered);
|
||||
|
||||
'gameloop: loop {
|
||||
if let Ok(character) = stdout.read_char() {
|
||||
match character {
|
||||
'w' | 'k' => if y_hovered > 0 { y_hovered -= 1 },
|
||||
'a' | 'h' => if x_hovered > 0 { x_hovered -= 1},
|
||||
's' | 'j' => if y_hovered < height-1 { y_hovered += 1 },
|
||||
'd' | 'l' => if x_hovered < width-1 {x_hovered += 1},
|
||||
'u' => uncover(&board, &mut state, x_hovered as usize, y_hovered as usize, &mut alive),
|
||||
'm' => {
|
||||
if state[y_hovered as usize][x_hovered as usize] == 'm' {
|
||||
state[y_hovered as usize][x_hovered as usize] = 'c'
|
||||
}
|
||||
else {
|
||||
state[y_hovered as usize][x_hovered as usize] = 'm'
|
||||
}
|
||||
},
|
||||
'?' => {
|
||||
if state[y_hovered as usize][x_hovered as usize] == '?' {
|
||||
state[y_hovered as usize][x_hovered as usize] = 'c'
|
||||
}
|
||||
else {
|
||||
state[y_hovered as usize][x_hovered as usize] = '?'
|
||||
}
|
||||
},
|
||||
'q' => break 'gameloop,
|
||||
_ => (),
|
||||
}
|
||||
}
|
||||
if alive {
|
||||
output_board(&board, &state, x_hovered, y_hovered);
|
||||
detect_win(&state, number_of_nails, start);
|
||||
}
|
||||
else if alive == false {
|
||||
println!("GAME OVER!\nYou got Tetanus!");
|
||||
println!("⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⡀⠀⠀⠀⠀⠀⠀⠀");
|
||||
println!(" ⢀⣾⣿O⣷⠀⠀⠀⠀⠀⠀");
|
||||
println!(" ⠀⠸⣿⣿⣿C⠀⠀⠀- HOLY SHIT⠀⠀⠀");
|
||||
println!(" ⣀⣤⡈⠛⢉⠀⠀⠀⠀⠀⠀⠀");
|
||||
println!(" ⢀⣴⣿⣿⣿⣿⣿⣿⠃⠀⠀⠀⠀⠀⠀");
|
||||
println!(" ⣴⣿⣿⢿⣿⣿⣿⣿⣿⠀⡄⠀⠀⠀⠀⠀");
|
||||
println!(" ⠀⠀⠀⠀⢰⣿⡏⠀⢸⣿⣿⣿⣿⡇⢸⣷⣤⣀⠀⠀⠀");
|
||||
println!(" ⠀⠀⠀⠀⣼⣿⠁⠀⢸⣿⣿⣿⣿⠁⠀⠙⠻⢿⣿⣶⠀");
|
||||
println!(" ⠀⠀⠀⠀⠛⠋⠀⠀⠸⣿⣿⣿⡏⠀⠀⠀⠀⠀⠈⠉⠀");
|
||||
println!(" ⠀⠀⠀⠀⠀⠀⠀⠀⣄⠙⣿⣿⣷⡄⠀⠀⠀⠀⠀⠀⠀");
|
||||
println!(" ⠀⠀⠀⠀⠀⠀⠀⢸⣿⣦⠈⢿⣿⣿⣦⠀⠀⠀⠀⠀⠀");
|
||||
println!(" ⠀⠀⠀⠀⠀⠀⠀⣼⣿⡟⠀⠀⠻⣿⣿⣧⠀⠀⠀⠀⠀");
|
||||
println!(" ⠀⠀⠀⠀⠀⣠⣾⣿⠟⠁⠀⠀⠀⠘⢿⣿⣧/⠀⠀⠀");
|
||||
println!(" ⠀⠀⠀⠀⢾⣿⠟⠁⠀⠀⠀⠀⠀⠀⠈⢻⣿⠇⠀⠀⠀");
|
||||
break 'gameloop;
|
||||
}
|
||||
}
|
||||
}
|
||||
BIN
screenshots/falling.png
Normal file
BIN
screenshots/falling.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 72 KiB |
BIN
screenshots/rubiks.png
Normal file
BIN
screenshots/rubiks.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 156 KiB |
BIN
screenshots/rustsweeper.png
Normal file
BIN
screenshots/rustsweeper.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 501 KiB |
29
tuc_vs/ascii_characters
Normal file
29
tuc_vs/ascii_characters
Normal file
@@ -0,0 +1,29 @@
|
||||
Gregor: Back
|
||||
__ _
|
||||
/ \ //
|
||||
\__/ //
|
||||
-' '- //
|
||||
|/ ||//
|
||||
(| //--
|
||||
'\__.'
|
||||
|/-\|
|
||||
// \\
|
||||
|| \\
|
||||
|| ||
|
||||
|| ||
|
||||
''- ''-
|
||||
Front:
|
||||
|
||||
_ __
|
||||
\\ /--\
|
||||
\\ \__/
|
||||
\\ -' '-
|
||||
\\|/ ||
|
||||
---- __//
|
||||
\8__/'
|
||||
|/-\|
|
||||
// \\
|
||||
|| \\
|
||||
|| ||
|
||||
|| ||
|
||||
-'' -''
|
||||
Reference in New Issue
Block a user