Beispiel #1
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    def get_left_win_prob(cur_state: State):
        if not cur_state.team_left.is_alive():
            return 0
        elif not cur_state.team_right.is_alive():
            return 1
        else:
            state_left_win = cur_state.__copy__()
            state_right_win = cur_state.__copy__()
            rules_left_win = Rules(state_left_win, mode)
            rules_right_win = Rules(state_right_win, mode)

            left_glad = cur_state.team_left[0]
            right_glad = cur_state.team_right[0]
            prob_glad_win = rules_left_win \
                .get_probability_glad_win(left_glad, right_glad)

            rules_left_win.fight(state_left_win.team_left[0],
                                 state_left_win.team_right[0],
                                 mode='test',
                                 winner=Party.LEFT)
            rules_right_win.fight(state_right_win.team_left[0],
                                  state_right_win.team_right[0],
                                  mode='test',
                                  winner=Party.RIGHT)

            return prob_glad_win[0] * get_left_win_prob(rules_left_win.state) \
                   + prob_glad_win[1] * get_left_win_prob(rules_right_win.state)
Beispiel #2
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    def prepare(self,
                mainChar: Character,
                otherChars: list[Character],
                state: State = None) -> bool:
        """
            Prepares this Event to be triggered, assigning Characters to the Event State if they match.
            If any of the requirements aren't met, returns False, otherwise returns True.
            """
        self.state = State(self.triggerCts,
                           self.baseChance) if not state else state.sub(
                               self.triggerCts, self.baseChance)

        if not self.state.doesCharExist(mainChar):
            return self.prepareBase(mainChar, otherChars)
        else:
            return self.prepareSub(otherChars)
Beispiel #3
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 def check(self, char: Character, state: State):
     target = state.getChar(self.targetShort)
     
     if self.relationship == RelationCheck.ALLY and char.isAllyOf(target):
         return True
     if self.relationship == RelationCheck.ENEMY and not char.isAllyOf(target):
         return True
     return False
Beispiel #4
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    def work(self):
        # initial state
        state = State()

        draw_state(state, State.board_size)

        print("")

        # start game
        while not state.has_finished():
            counter_to_move = ask_to_choose_counter(state, state.get_turn(),
                                                    self)
            new_state = ask_to_move(state, state.get_turn(), counter_to_move,
                                    self)

            print("")
            print("New State:\n")

            draw_state(new_state, State.board_size)
Beispiel #5
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    def __init__(self,
                 left_player: Bot,
                 right_player: Bot,
                 mode: Mode = Mode.DEFAULT):
        self.left_player = left_player
        self.right_player = right_player
        self.state = State(left_player.team, right_player.team)

        if mode not in {Mode.DEFAULT, Mode.HILLMAN}:
            print('Wrong mode, install default mode')
            mode = Mode.DEFAULT
        self.rules = Rules(self.state, mode)
Beispiel #6
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    def __init__(self, name: str, texts: list[str],
                 checkNamesToArgLists: dict[str, list[list[str]]],
                 effectNamesToArgLists: dict[str, list[list[str]]],
                 sub: list[Event]):
        self.name = name
        self.texts = texts
        self.checkSuites = [
            CheckSuite(checkName, checkNamesToArgLists[checkName])
            for checkName in checkNamesToArgLists
        ]
        self.effectSuites = [
            EffectSuite(effectName, effectNamesToArgLists[effectName])
            for effectName in effectNamesToArgLists
        ]
        self.sub = sub

        self.triggerCts: dict[Character, int] = {}
        self.state = State(self.triggerCts)

        self.baseChance = 100
        if self.name.endswith("default"):
            self.baseChance = 0
Beispiel #7
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 def perform(self, char: Character, state: State):
     toAlly = state.getChar(self.charShort)
     if char.isAlone() and toAlly.isAlone():
         alliance = []
         char.joinAlliance(alliance)
         toAlly.joinAlliance(alliance)
         return f"allied with: {toAlly}"
     elif not char.isAlone():
         alliance = char.getAlliance()
         toAlly.leaveAlliance()
         toAlly.joinAlliance(alliance)
         return f"alliance joined by: {toAlly}"
     elif not toAlly.isAlone():
         alliance = toAlly.getAlliance()
         char.leaveAlliance()
         char.joinAlliance(alliance)
         return f"joined alliance of: {toAlly}"
Beispiel #8
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def get_win_probability(left_powers: list, right_powers: list, mode: Mode):
    """
    This function gets probability
    of win, if both players should
    choose first alive gladiators
    """
    def get_left_win_prob(cur_state: State):
        if not cur_state.team_left.is_alive():
            return 0
        elif not cur_state.team_right.is_alive():
            return 1
        else:
            state_left_win = cur_state.__copy__()
            state_right_win = cur_state.__copy__()
            rules_left_win = Rules(state_left_win, mode)
            rules_right_win = Rules(state_right_win, mode)

            left_glad = cur_state.team_left[0]
            right_glad = cur_state.team_right[0]
            prob_glad_win = rules_left_win \
                .get_probability_glad_win(left_glad, right_glad)

            rules_left_win.fight(state_left_win.team_left[0],
                                 state_left_win.team_right[0],
                                 mode='test',
                                 winner=Party.LEFT)
            rules_right_win.fight(state_right_win.team_left[0],
                                  state_right_win.team_right[0],
                                  mode='test',
                                  winner=Party.RIGHT)

            return prob_glad_win[0] * get_left_win_prob(rules_left_win.state) \
                   + prob_glad_win[1] * get_left_win_prob(rules_right_win.state)

    left_team = Team(powers=left_powers)
    right_team = Team(powers=right_powers)

    prob_left_win = get_left_win_prob(State(left_team, right_team))
    return prob_left_win, 1 - prob_left_win
Beispiel #9
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class Event:
    def __init__(self, name: str, texts: list[str],
                 checkNamesToArgLists: dict[str, list[list[str]]],
                 effectNamesToArgLists: dict[str, list[list[str]]],
                 sub: list[Event]):
        self.name = name
        self.texts = texts
        self.checkSuites = [
            CheckSuite(checkName, checkNamesToArgLists[checkName])
            for checkName in checkNamesToArgLists
        ]
        self.effectSuites = [
            EffectSuite(effectName, effectNamesToArgLists[effectName])
            for effectName in effectNamesToArgLists
        ]
        self.sub = sub

        self.triggerCts: dict[Character, int] = {}
        self.state = State(self.triggerCts)

        self.baseChance = 100
        if self.name.endswith("default"):
            self.baseChance = 0

    def __repr__(self):
        return f"Event \"{self.name}\""

    def exception(self, text):
        return Exception(f"In event {self.name}: ", text)

    def getName(self):
        return self.name

    def getChance(self):
        if not self.state:
            return self.baseChance
        return self.state.chance

    def load(self, valids: Valids, isSub: bool = False):
        try:
            print(self.name)
            if self.checkSuites:
                mainCheckSuite = self.checkSuites[0]
                mainCheckSuite.load(valids, isSub)
                for checkSuite in self.checkSuites[1:]:
                    checkSuite.load(valids, isSub)
                    checkSuite.addNearbyCheckIfNeeded(valids)

            for effectSuite in self.effectSuites:
                effectSuite.load(valids)

            for subEvent in self.sub:
                subEvent.load(valids, True)

            for text in self.texts:
                valids.validateText(text)

        except ValidationException as e:
            raise Exception(
                f"Encountered an exception when loading Event \"{self.name}\": {e}"
            )

    def prepare(self,
                mainChar: Character,
                otherChars: list[Character],
                state: State = None) -> bool:
        """
            Prepares this Event to be triggered, assigning Characters to the Event State if they match.
            If any of the requirements aren't met, returns False, otherwise returns True.
            """
        self.state = State(self.triggerCts,
                           self.baseChance) if not state else state.sub(
                               self.triggerCts, self.baseChance)

        if not self.state.doesCharExist(mainChar):
            return self.prepareBase(mainChar, otherChars)
        else:
            return self.prepareSub(otherChars)

    def prepareBase(self, mainChar: Character, otherChars: list[Character]):
        """ Prepares a base-level event. """
        # Main Character's requirements are always the first in the list of Suites
        mainCheckSuite = self.checkSuites[0]

        # Check the rest of the main's requirements
        if not mainCheckSuite.checkAll(mainChar, self.state): return False

        # If the main character matches, we put them into the State
        self.state.setChar(mainCheckSuite.getCharShort(), mainChar)

        # All other requirement suites match other characters from the given list of all other Characters
        for reqSuite in self.checkSuites[1:]:
            matchedChar = self.matchCharacter(reqSuite, otherChars)
            if not matchedChar: return False
            self.state.setChar(reqSuite.getCharShort(), matchedChar)
        return True

    def prepareSub(self, otherChars: list[Character]):
        """ Prepares a sub-event. """
        # Sub-events can have empty requirements
        if not self.checkSuites: return True

        for checkSuite in self.checkSuites:
            # There might already be a character in the Event State
            short = checkSuite.getCharShort()
            matchedChar = self.state.getChar(short)

            # If that's not the case, we want to match a new Character like normal
            if not matchedChar:
                matchedChar = self.matchCharacter(checkSuite, otherChars)
                if not matchedChar: return False
                self.state.setChar(checkSuite.getCharShort(), matchedChar)
                continue
            # If that is the case, we want to check the preexisting Character against the new requirements
            if not checkSuite.checkAll(matchedChar, self.state):
                return False

        return True

    def matchCharacter(self, checkSuite: CheckSuite,
                       otherChars: dict[str, Character]):
        # Collect a list of all matched Characters
        matchedChars: list[Character] = []

        for char in otherChars.values():
            # Can't match the same Character twice
            if self.state.doesCharExist(char): continue
            # Full Suite check, adding Character if it matches
            if checkSuite.checkAll(char, self.state):
                matchedChars.append(char)
        if not matchedChars:
            return False

        # Assign a random Character from the matched Characters to the State
        return choice(matchedChars)

    def incrementTriggers(self, char: Character):
        """ Increments the number of times this Event has been triggered by a certain Character. """
        # Count the number of triggers that have happened to the main Character
        if not char in self.triggerCts:
            self.triggerCts[char] = 0
        self.triggerCts[char] += 1

    def trigger(self, result: Result):
        """ Performs the Event's effects on the Characters given to the State. """
        mc = self.state.getChar()
        self.incrementTriggers(mc)

        result.addText(choice(self.texts), self.state)
        # Do each Suite's actions to the State's Characters
        for effectSuite in self.effectSuites:
            char = self.state.getChar(effectSuite.getCharShort())
            for effectText in effectSuite.performAll(char, self.state):
                result.addEffect(char, effectText)
        return self.state, self.sub
Beispiel #10
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 def move(self, state: State):
     return choice(state.get_team(self.party))
Beispiel #11
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 def perform(self, char: Character, state: State):
     item = state.getItem(self.itemShort)
     char.copyAndGiveItem(item)
     return f"gave item: {item}"
Beispiel #12
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 def perform(self, char: Character, state: State):
     item = state.getItem(self.itemShort)
     char.takeItem(item)
     return f"consumed item: {item}"
Beispiel #13
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 def check(self, char: Character, state: State) -> bool:
     item = choice(self.items)
     state.setItem(self.itemShort, item)
     return True
Beispiel #14
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 def check(self, char: Character, state: State) -> bool:
     item = self.get(char)
     if not item: return False
     state.setItem(self.itemShort, item)
     return True
Beispiel #15
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 def check(self, char: Character, state: State) -> bool:
     if self.cType == LimitCheck.PERCHAR:
         return state.getTriggersFor(char) <= self.count
     else:
         return state.getTotalTriggers() <= self.count
Beispiel #16
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 def check(self, char: Character, state: State) -> bool:
     if self.state == DistanceCheck.NEARBY:
         target = state.getChar(self.targetShort)
         return char.isNearby(target)
     else:
         return True
Beispiel #17
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 def check(self, char: Character, state: State) -> bool:
     state.addChances(self.number)
     return True
Beispiel #18
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 def check(self, char: Character, state: State) -> bool:
     if not self.trove.hasItems():
         return False
     state.setItem(self.newItemShort, self.trove.loot())
     return True