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Recipe: CG303 Show Mutables V1.0
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Name: CG303 Show Mutables V1.0
ID: 13246
Created on: Tue, 10/05/2010 - 08:37
Updated on: Tue, 10/05/2010 - 08:37
Description:

This script checks for mutable segments in a puzzle and outputs them. If there are coherent mutable sections, they are displayed as range, making it easier to write them down to feed them in again later. Since the segments are known, you can create puzzle-exclusive script mods which already "know" which segments are mutable and don't need to test again everytime you are executing a walking mutate script. Moreover, This script is able to detect if this is a ligand puzzle, so it won't try to mutate a ligand, which causes program termination.



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Joined: 09/18/2009
Groups: SETI.Germany
That's how the code does look like

http://pastebin.de/10509

Note, that the ligand detection can misbehave if the ligand is too close at the last proteine segment (get_segment_count()-1).

The ligand detection benefits of the fact, that in a regular puzzle, all puzzle segments have a spatial distance of about 3.8 to those, which are directly connected with them by backbone.

As the ligand (considered as last puzzle segment by the game) is not connected by backbone to the rest of the proteine, it's spatial distance to the last proteine segment is bigger.

Joined: 09/18/2009
Groups: SETI.Germany
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Ligand detection by spatial distance and mutable seggment checking are just workarounda.

I'm still claiming for a function which can tell Lua if this a ligand puzzle and another one telling which segments are mutable (and locked) to prevent errors.

Joined: 09/18/2009
Groups: SETI.Germany
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Developed by: UW Center for Game Science, UW Institute for Protein Design, Northeastern University, Vanderbilt University Meiler Lab, UC Davis
Supported by: DARPA, NSF, NIH, HHMI, Amazon, Microsoft, Adobe, RosettaCommons