forked from s452756/rpg-szi
193 lines
6.2 KiB
Python
193 lines
6.2 KiB
Python
import random
|
|
from os import urandom
|
|
import statistics
|
|
import csv
|
|
|
|
|
|
def nominalizeOld(val, max_val):
|
|
return_value = "NONE"
|
|
if val > 0.8 * max_val:
|
|
return_value = "VERY_HIGH"
|
|
elif val > 0.6 * max_val:
|
|
return_value = "HIGH"
|
|
elif val > 0.4 * max_val:
|
|
return_value = "MEDIUM"
|
|
elif val > 0.2 * max_val:
|
|
return_value = "LOW"
|
|
elif val > 0:
|
|
return_value = "VERY_LOW"
|
|
return return_value
|
|
|
|
def nominalize(val, max_val):
|
|
return_value = "NONE"
|
|
if val > 0.66 * max_val:
|
|
return_value = "HIGH"
|
|
elif val > 0.33 * max_val:
|
|
return_value = "MEDIUM"
|
|
elif val > 0:
|
|
return_value = "LOW"
|
|
return return_value
|
|
|
|
|
|
class Stats:
|
|
def __init__(self):
|
|
self.strength = random.randint(1, 10)
|
|
self.agility = random.randint(1, 10)
|
|
self.wisdom = random.randint(1, 10)
|
|
self.health = random.randint(1, 50)
|
|
self.melee_wep_damage = random.randint(1, 10)
|
|
self.ranged_wep_damage = random.randint(1, 10)
|
|
self.magic_wep_damage = random.randint(1, 10)
|
|
self.armor_defence = random.randint(0, 5)
|
|
self.armor_magic_protection = random.randint(0, 5)
|
|
|
|
self.damage = 0
|
|
|
|
|
|
def meleeAttack(self, opponent):
|
|
attackValue = self.strength + random.randint(1, 6)
|
|
defenseValue = opponent.strength + opponent.armor_defence
|
|
damage = attackValue - defenseValue
|
|
if damage > 0:
|
|
opponent.damage += (damage + self.melee_wep_damage)
|
|
|
|
def rangeAttack(self, opponent):
|
|
attackValue = self.agility + random.randint(1, 6)
|
|
defenseValue = opponent.agility
|
|
damage = attackValue - defenseValue
|
|
if (damage > 0) and (damage + self.ranged_wep_damage - opponent.armor_defence > 0):
|
|
opponent.damage += (damage + self.ranged_wep_damage - opponent.armor_defence)
|
|
|
|
def magicAttack(self, opponent):
|
|
attackValue = self.wisdom + random.randint(1, 6)
|
|
defenseValue = opponent.wisdom
|
|
damage = attackValue - defenseValue
|
|
if (damage > 0) and (damage + self.magic_wep_damage - opponent.armor_magic_protection > 0):
|
|
opponent.damage += (damage + self.magic_wep_damage - opponent.armor_magic_protection)
|
|
|
|
def reset(self):
|
|
self.damage = 0
|
|
|
|
|
|
FIELDNAMES = ["p_strength",
|
|
"p_agility",
|
|
"p_wisdom",
|
|
"p_health",
|
|
"p_melee_damage",
|
|
"p_ranged_damage",
|
|
"p_magic_damage",
|
|
"p_armor_defence",
|
|
"p_armor_magic_protection",
|
|
"e_strength",
|
|
"e_agility",
|
|
"e_wisdom",
|
|
"e_health",
|
|
"e_damage",
|
|
"e_armor_defence",
|
|
"e_armor_magic_protection",
|
|
"e_attack_type",
|
|
"strategy"]
|
|
RESULT_FILE = open('data.csv', 'w', newline='')
|
|
FILE_WRITER = csv.writer(RESULT_FILE, dialect='excel', delimiter=',', quotechar='"', quoting=csv.QUOTE_MINIMAL)
|
|
FILE_WRITER.writerow(FIELDNAMES)
|
|
|
|
|
|
SETUP_RESULTS = [[], [], []]
|
|
|
|
MAX_COMBAT_TIME = 20
|
|
|
|
def try_combat(my_seed, p, e, player_att_type, enemy_att_type):
|
|
random.seed(my_seed)
|
|
current_iteration = 0
|
|
while True:
|
|
if player_att_type == 0:
|
|
p.meleeAttack(e)
|
|
elif player_att_type == 1:
|
|
p.rangeAttack(e)
|
|
else:
|
|
p.magicAttack(e)
|
|
|
|
if e.damage >= e.health:
|
|
SETUP_RESULTS[player_att_type].append(p.health - p.damage)
|
|
break
|
|
|
|
if enemy_att_type == 0:
|
|
e.meleeAttack(p)
|
|
elif enemy_att_type == 1:
|
|
e.rangeAttack(p)
|
|
else:
|
|
e.magicAttack(p)
|
|
|
|
if p.damage >= p.health:
|
|
SETUP_RESULTS[player_att_type].append(0)
|
|
break
|
|
|
|
current_iteration += 1
|
|
if current_iteration >= MAX_COMBAT_TIME:
|
|
SETUP_RESULTS[player_att_type].append(0)
|
|
break
|
|
|
|
p.reset()
|
|
e.reset()
|
|
|
|
for trial in range(10000):
|
|
stat_seed = urandom(16)
|
|
random.seed(stat_seed)
|
|
|
|
player = Stats()
|
|
enemy = Stats()
|
|
enemy_attack_type = random.randint(0, 2) # Enemy weapon choice
|
|
|
|
for i in range(30):
|
|
combat_seed = urandom(16)
|
|
try_combat(combat_seed, player, enemy, 0, enemy_attack_type)
|
|
try_combat(combat_seed, player, enemy, 1, enemy_attack_type)
|
|
try_combat(combat_seed, player, enemy, 2, enemy_attack_type)
|
|
|
|
for i, series in enumerate(SETUP_RESULTS):
|
|
SETUP_RESULTS[i] = statistics.mean(series)
|
|
|
|
strategy = "PASS"
|
|
if any(SETUP_RESULTS):
|
|
max_index = SETUP_RESULTS.index(max(SETUP_RESULTS))
|
|
if max_index == 0:
|
|
strategy = "MELEE"
|
|
elif max_index == 1:
|
|
strategy = "RANGED"
|
|
elif max_index == 2:
|
|
strategy = "MAGIC"
|
|
|
|
enemy_damage = 0
|
|
if enemy_attack_type == 0:
|
|
enemy_attack_type = "MELEE"
|
|
enemy_damage = enemy.melee_wep_damage
|
|
elif enemy_attack_type == 1:
|
|
enemy_attack_type = "RANGED"
|
|
enemy_damage = enemy.ranged_wep_damage
|
|
elif enemy_attack_type == 2:
|
|
enemy_attack_type = "MAGIC"
|
|
enemy_damage = enemy.magic_wep_damage
|
|
|
|
FILE_WRITER.writerow([nominalize(player.strength, 10),
|
|
nominalize(player.agility, 10),
|
|
nominalize(player.wisdom, 10),
|
|
nominalize(player.health, 50),
|
|
nominalize(player.melee_wep_damage, 10),
|
|
nominalize(player.ranged_wep_damage, 10),
|
|
nominalize(player.magic_wep_damage, 10),
|
|
nominalize(player.armor_defence, 5),
|
|
nominalize(player.armor_magic_protection, 5),
|
|
nominalize(enemy.strength, 10),
|
|
nominalize(enemy.agility, 10),
|
|
nominalize(enemy.wisdom, 10),
|
|
nominalize(enemy.health, 50),
|
|
nominalize(enemy_damage, 10),
|
|
nominalize(enemy.armor_defence, 5),
|
|
nominalize(enemy.armor_magic_protection, 5),
|
|
enemy_attack_type,
|
|
strategy])
|
|
SETUP_RESULTS = [[], [], []]
|
|
if trial%100 == 0:
|
|
print("Trials done: " + str(trial))
|
|
|