Ejemplo n.º 1
0
    def check_better_artifact_power(self, distribution):
        median_power = Power.power_to_artifact(distribution, 100)

        for i in xrange(100):
            power = Power.better_artifact_power_randomized(distribution, 100)
            self.assertTrue(median_power.physic < power.physic)
            self.assertTrue(median_power.magic < power.magic)
Ejemplo n.º 2
0
    def test_purchase_artifact__not_better_artifact__large_level(self):
        self.hero.level = 100

        self.assertEqual(self.hero.level, 100)

        rarity = RARITY.NORMAL
        distribution = self.hero.preferences.archetype.power_distribution
        middle_power = Power.power_to_artifact(distribution, self.hero.level)

        N = 100

        results = set()

        with mock.patch(
                'the_tale.game.actions.container.ActionsContainer.request_replane'
        ) as request_replane:
            for i in xrange(N):
                results.add(
                    self.hero.purchase_artifact(
                        rarity=RARITY.NORMAL, better=False).preference_rating(
                            distribution) > ArtifactPrototype.
                    _preference_rating(rarity, middle_power, distribution))

        self.assertEqual(results, set([True, False]))
        self.assertEqual(request_replane.call_count, N)
Ejemplo n.º 3
0
    def check_better_artifact_power(self, distribution):
        median_power = Power.power_to_artifact(distribution, 100)

        for i in range(100):
            power = Power.better_artifact_power_randomized(distribution, 100)
            self.assertTrue(median_power.physic < power.physic)
            self.assertTrue(median_power.magic < power.magic)
Ejemplo n.º 4
0
    def test_purchase_artifact__better_artifact__min_level(self):
        self.assertEqual(self.hero.level, 1)

        rarity = RARITY.NORMAL
        distribution = self.hero.preferences.archetype.power_distribution
        middle_power = Power.power_to_artifact(distribution, self.hero.level)

        for i in xrange(100):
            self.assertTrue(self.hero.purchase_artifact(rarity=RARITY.NORMAL, better=True).preference_rating(distribution) >
                            ArtifactPrototype._preference_rating(rarity, middle_power, distribution))
Ejemplo n.º 5
0
    def test_purchase_artifact__better_artifact__min_level(self):
        self.assertEqual(self.hero.level, 1)

        rarity = RARITY.NORMAL
        distribution = self.hero.preferences.archetype.power_distribution
        middle_power = Power.power_to_artifact(distribution, self.hero.level)

        for i in xrange(100):
            self.assertTrue(
                self.hero.purchase_artifact(rarity=RARITY.NORMAL, better=True).
                preference_rating(distribution) > ArtifactPrototype.
                _preference_rating(rarity, middle_power, distribution))
Ejemplo n.º 6
0
    def test_better_artifact_power__on_low_levels(self):
        median_power = Power.power_to_artifact(PowerDistribution(0.5, 0.5), 1)

        self.assertEqual(median_power, Power(1, 1))

        powers = set()

        for i in range(100):
            power = Power.better_artifact_power_randomized(PowerDistribution(0.5, 0.5), 1)
            powers.add(power.magic)
            powers.add(power.physic)

        self.assertEqual(1 + c.ARTIFACT_BETTER_MIN_POWER_DELTA * 2, len(powers))
Ejemplo n.º 7
0
    def test_better_artifact_power__on_low_levels(self):
        median_power = Power.power_to_artifact(PowerDistribution(0.5, 0.5), 1)

        self.assertEqual(median_power, Power(1, 1))

        powers = set()

        for i in range(100):
            power = Power.better_artifact_power_randomized(PowerDistribution(0.5, 0.5), 1)
            powers.add(power.magic)
            powers.add(power.physic)

        self.assertEqual(1 + c.ARTIFACT_BETTER_MIN_POWER_DELTA*2, len(powers))
Ejemplo n.º 8
0
    def test_purchase_artifact__better_artifact__large_level(self):
        self.hero.level = 100

        self.assertEqual(self.hero.level, 100)

        rarity = RARITY.NORMAL
        distribution = self.hero.preferences.archetype.power_distribution
        middle_power = Power.power_to_artifact(distribution, self.hero.level)

        N = 100

        with mock.patch('the_tale.game.actions.container.ActionsContainer.request_replane') as request_replane:
            for i in xrange(N):
                self.assertTrue(self.hero.purchase_artifact(rarity=RARITY.NORMAL, better=True).preference_rating(distribution) >
                                ArtifactPrototype._preference_rating(rarity, middle_power, distribution))

        self.assertEqual(request_replane.call_count, N)
Ejemplo n.º 9
0
    def show_balance(self): # pylint: disable=R0914
        tmp_time = [u'начало', u'8 часов', u'день', u'неделя', u'месяц', u'3 месяца', u'6 месяцев', u'1 год', u'2 года', u'3 года', u'4 года', u'5 лет', u'6 лет']
        tmp_times = [0, 8, 24, 24*7, 24*30, 24*30*3, 24*30*6, 24*30*12, 24*30*12*2, 24*30*12*3, 24*30*12*4, 24*30*12*5, 24*30*12*6]
        tmp_lvls = map(f.lvl_after_time, tmp_times)

        # Всё, что ниже, должно зависеть от уровня, не от времени, т.к. время в данном случае не точный параметр, а анализ всё равно ориентируется на уровень.

        exp_for_quest = f.experience_for_quest__real(c.QUEST_AREA_RADIUS)

        tmp_exp_to_level = map(math.floor, map(f.exp_on_lvl, tmp_lvls))
        tmp_exp_total = map(math.floor, map(f.total_exp_to_lvl, tmp_lvls))

        tmp_quests_to_level = map(math.ceil, (exp/float(exp_for_quest) for exp in tmp_exp_to_level))
        tmp_quests_total = map(math.ceil, (exp/float(exp_for_quest) for exp in tmp_exp_total))

        dstr = PowerDistribution(0.5, 0.5)

        tmp_hp = map(f.hp_on_lvl, tmp_lvls)
        tmp_turns = map(f.turns_on_lvl, tmp_lvls)
        tmp_turns_to_time = map(int, map(f.hours_to_turns, tmp_times))
        tmp_expected_damage_to_hero_per_hit = map(f.expected_damage_to_hero_per_hit, tmp_lvls)
        tmp_expected_damage_to_hero_per_hit_interval = [ (int(round(dmg*(1-c.DAMAGE_DELTA))), int(round(dmg*(1+c.DAMAGE_DELTA)))) for dmg in tmp_expected_damage_to_hero_per_hit]
        tmp_mob_hp = map(f.mob_hp_to_lvl, tmp_lvls)
        tmp_power = map(lambda lvl: Power.power_to_level(dstr, lvl), tmp_lvls)
        tmp_expected_damage_to_mob_per_hit = map(f.expected_damage_to_mob_per_hit, tmp_lvls)
        tmp_real_damage_to_mob_per_hit = map(lambda p: p.damage().total, tmp_power)
        tmp_real_damage_to_mob_per_hit_interval = [ (int(round(dmg*(1-c.DAMAGE_DELTA))), int(round(dmg*(1+c.DAMAGE_DELTA)))) for dmg in tmp_real_damage_to_mob_per_hit]
        tmp_power_per_slot = [Power.power_to_artifact(dstr, lvl) for lvl in tmp_lvls]
        tmp_battles_at_lvl = map(math.floor, [x * c.BATTLES_PER_HOUR for x in map(f.time_on_lvl, tmp_lvls)])
        tmp_total_battles = map(math.floor, [x * c.BATTLES_PER_HOUR for x in map(f.total_time_for_lvl, tmp_lvls)])
        tmp_artifacts_per_battle = [c.ARTIFACTS_PER_BATTLE]* len(tmp_lvls)
        tmp_artifacts_total = [c.ARTIFACTS_LOOT_PER_DAY * f.total_time_for_lvl(lvl-1)/24.0 for lvl in tmp_lvls]

        tmp_gold_in_day = map(f.expected_gold_in_day, tmp_lvls)
        tmp_total_gold_at_lvl = map(f.total_gold_at_lvl, tmp_lvls)

        return self.template('balance/balance.html',
                             {'c': c,
                              'f': f ,

                              'exp_for_quest': exp_for_quest,
                              'average_path_length': c.QUEST_AREA_RADIUS,

                              'tmp_time': tmp_time,
                              'tmp_lvls': tmp_lvls,
                              'tmp_exp_to_level': tmp_exp_to_level,
                              'tmp_exp_total': tmp_exp_total,
                              'tmp_quests_to_level': tmp_quests_to_level,
                              'tmp_quests_total': tmp_quests_total,
                              'tmp_hp': tmp_hp,
                              'tmp_turns': tmp_turns,
                              'tmp_turns_to_time': tmp_turns_to_time,
                              'tmp_expected_damage_to_hero_per_hit': tmp_expected_damage_to_hero_per_hit,
                              'tmp_mob_hp': tmp_mob_hp,
                              'tmp_power': tmp_power,
                              'tmp_expected_damage_to_mob_per_hit': tmp_expected_damage_to_mob_per_hit,
                              'tmp_expected_damage_to_hero_per_hit_interval': tmp_expected_damage_to_hero_per_hit_interval,
                              'tmp_real_damage_to_mob_per_hit': tmp_real_damage_to_mob_per_hit,
                              'tmp_real_damage_to_mob_per_hit_interval': tmp_real_damage_to_mob_per_hit_interval,
                              'tmp_power_per_slot': tmp_power_per_slot,
                              'tmp_battles_at_lvl': tmp_battles_at_lvl,
                              'tmp_total_battles': tmp_total_battles,
                              'tmp_artifacts_total': tmp_artifacts_total,
                              'tmp_artifacts_per_battle': tmp_artifacts_per_battle,

                              # 'tmp_gold_at_lvl': tmp_gold_at_lvl,
                              'tmp_gold_in_day': tmp_gold_in_day,
                              'tmp_total_gold_at_lvl': tmp_total_gold_at_lvl
                              } )
Ejemplo n.º 10
0
    def show_balance(self): # pylint: disable=R0914
        tmp_time = ['начало', '8 часов', 'день', 'неделя', 'месяц', '3 месяца', '6 месяцев', '1 год', '2 года', '3 года', '4 года', '5 лет', '6 лет']
        tmp_times = [0, 8, 24, 24*7, 24*30, 24*30*3, 24*30*6, 24*30*12, 24*30*12*2, 24*30*12*3, 24*30*12*4, 24*30*12*5, 24*30*12*6]
        tmp_lvls = list(map(f.lvl_after_time, tmp_times))

        # Всё, что ниже, должно зависеть от уровня, не от времени, т.к. время в данном случае не точный параметр, а анализ всё равно ориентируется на уровень.

        exp_for_quest = f.experience_for_quest__real(c.QUEST_AREA_RADIUS)

        tmp_exp_to_level = list(map(math.floor, list(map(f.exp_on_lvl, tmp_lvls))))
        tmp_exp_total = list(map(math.floor, list(map(f.total_exp_to_lvl, tmp_lvls))))

        tmp_quests_to_level = list(map(math.ceil, (exp/float(exp_for_quest) for exp in tmp_exp_to_level)))
        tmp_quests_total = list(map(math.ceil, (exp/float(exp_for_quest) for exp in tmp_exp_total)))

        dstr = PowerDistribution(0.5, 0.5)

        tmp_hp = list(map(f.hp_on_lvl, tmp_lvls))
        tmp_turns = list(map(f.turns_on_lvl, tmp_lvls))
        tmp_turns_to_time = list(map(int, list(map(f.hours_to_turns, tmp_times))))
        tmp_expected_damage_to_hero_per_hit = list(map(f.expected_damage_to_hero_per_hit, tmp_lvls))
        tmp_expected_damage_to_hero_per_hit_interval = [ (int(round(dmg*(1-c.DAMAGE_DELTA))), int(round(dmg*(1+c.DAMAGE_DELTA)))) for dmg in tmp_expected_damage_to_hero_per_hit]
        tmp_mob_hp = list(map(f.mob_hp_to_lvl, tmp_lvls))
        tmp_power = [Power.power_to_level(dstr, lvl) for lvl in tmp_lvls]
        tmp_expected_damage_to_mob_per_hit = list(map(f.expected_damage_to_mob_per_hit, tmp_lvls))
        tmp_real_damage_to_mob_per_hit = [p.damage().total for p in tmp_power]
        tmp_real_damage_to_mob_per_hit_interval = [ (int(round(dmg*(1-c.DAMAGE_DELTA))), int(round(dmg*(1+c.DAMAGE_DELTA)))) for dmg in tmp_real_damage_to_mob_per_hit]
        tmp_power_per_slot = [Power.power_to_artifact(dstr, lvl) for lvl in tmp_lvls]
        tmp_battles_at_lvl = list(map(math.floor, [x * c.BATTLES_PER_HOUR for x in map(f.time_on_lvl, tmp_lvls)]))
        tmp_total_battles = list(map(math.floor, [x * c.BATTLES_PER_HOUR for x in map(f.total_time_for_lvl, tmp_lvls)]))
        tmp_artifacts_per_battle = [c.ARTIFACTS_PER_BATTLE]* len(tmp_lvls)
        tmp_artifacts_total = [c.ARTIFACTS_LOOT_PER_DAY * f.total_time_for_lvl(lvl-1)/24.0 for lvl in tmp_lvls]

        tmp_gold_in_day = list(map(f.expected_gold_in_day, tmp_lvls))
        tmp_total_gold_at_lvl = list(map(f.total_gold_at_lvl, tmp_lvls))

        return self.template('balance/balance.html',
                             {'c': c,
                              'f': f ,

                              'exp_for_quest': exp_for_quest,
                              'average_path_length': c.QUEST_AREA_RADIUS,

                              'tmp_time': tmp_time,
                              'tmp_lvls': tmp_lvls,
                              'tmp_exp_to_level': tmp_exp_to_level,
                              'tmp_exp_total': tmp_exp_total,
                              'tmp_quests_to_level': tmp_quests_to_level,
                              'tmp_quests_total': tmp_quests_total,
                              'tmp_hp': tmp_hp,
                              'tmp_turns': tmp_turns,
                              'tmp_turns_to_time': tmp_turns_to_time,
                              'tmp_expected_damage_to_hero_per_hit': tmp_expected_damage_to_hero_per_hit,
                              'tmp_mob_hp': tmp_mob_hp,
                              'tmp_power': tmp_power,
                              'tmp_expected_damage_to_mob_per_hit': tmp_expected_damage_to_mob_per_hit,
                              'tmp_expected_damage_to_hero_per_hit_interval': tmp_expected_damage_to_hero_per_hit_interval,
                              'tmp_real_damage_to_mob_per_hit': tmp_real_damage_to_mob_per_hit,
                              'tmp_real_damage_to_mob_per_hit_interval': tmp_real_damage_to_mob_per_hit_interval,
                              'tmp_power_per_slot': tmp_power_per_slot,
                              'tmp_battles_at_lvl': tmp_battles_at_lvl,
                              'tmp_total_battles': tmp_total_battles,
                              'tmp_artifacts_total': tmp_artifacts_total,
                              'tmp_artifacts_per_battle': tmp_artifacts_per_battle,

                              # 'tmp_gold_at_lvl': tmp_gold_at_lvl,
                              'tmp_gold_in_day': tmp_gold_in_day,
                              'tmp_total_gold_at_lvl': tmp_total_gold_at_lvl
                              } )
Ejemplo n.º 11
0
    def show_balance(self):  # pylint: disable=R0914
        tmp_time = [
            u"начало",
            u"8 часов",
            u"день",
            u"неделя",
            u"месяц",
            u"3 месяца",
            u"6 месяцев",
            u"1 год",
            u"2 года",
            u"3 года",
            u"4 года",
            u"5 лет",
            u"6 лет",
        ]
        tmp_times = [
            0,
            8,
            24,
            24 * 7,
            24 * 30,
            24 * 30 * 3,
            24 * 30 * 6,
            24 * 30 * 12,
            24 * 30 * 12 * 2,
            24 * 30 * 12 * 3,
            24 * 30 * 12 * 4,
            24 * 30 * 12 * 5,
            24 * 30 * 12 * 6,
        ]
        tmp_lvls = map(f.lvl_after_time, tmp_times)

        # Всё, что ниже, должно зависеть от уровня, не от времени, т.к. время в данном случае не точный параметр, а анализ всё равно ориентируется на уровень.

        exp_for_quest = f.experience_for_quest__real(c.QUEST_AREA_RADIUS)

        tmp_exp_to_level = map(math.floor, map(f.exp_on_lvl, tmp_lvls))
        tmp_exp_total = map(math.floor, map(f.total_exp_to_lvl, tmp_lvls))

        tmp_quests_to_level = map(math.ceil, (exp / float(exp_for_quest) for exp in tmp_exp_to_level))
        tmp_quests_total = map(math.ceil, (exp / float(exp_for_quest) for exp in tmp_exp_total))

        dstr = PowerDistribution(0.5, 0.5)

        tmp_hp = map(f.hp_on_lvl, tmp_lvls)
        tmp_turns = map(f.turns_on_lvl, tmp_lvls)
        tmp_turns_to_time = map(int, map(f.hours_to_turns, tmp_times))
        tmp_expected_damage_to_hero_per_hit = map(f.expected_damage_to_hero_per_hit, tmp_lvls)
        tmp_expected_damage_to_hero_per_hit_interval = [
            (int(round(dmg * (1 - c.DAMAGE_DELTA))), int(round(dmg * (1 + c.DAMAGE_DELTA))))
            for dmg in tmp_expected_damage_to_hero_per_hit
        ]
        tmp_mob_hp = map(f.mob_hp_to_lvl, tmp_lvls)
        tmp_power = map(lambda lvl: Power.power_to_level(dstr, lvl), tmp_lvls)
        tmp_expected_damage_to_mob_per_hit = map(f.expected_damage_to_mob_per_hit, tmp_lvls)
        tmp_real_damage_to_mob_per_hit = map(lambda p: p.damage().total, tmp_power)
        tmp_real_damage_to_mob_per_hit_interval = [
            (int(round(dmg * (1 - c.DAMAGE_DELTA))), int(round(dmg * (1 + c.DAMAGE_DELTA))))
            for dmg in tmp_real_damage_to_mob_per_hit
        ]
        tmp_power_per_slot = [Power.power_to_artifact(dstr, lvl) for lvl in tmp_lvls]
        tmp_battles_at_lvl = map(math.floor, [x * c.BATTLES_PER_HOUR for x in map(f.time_on_lvl, tmp_lvls)])
        tmp_total_battles = map(math.floor, [x * c.BATTLES_PER_HOUR for x in map(f.total_time_for_lvl, tmp_lvls)])
        tmp_artifacts_per_battle = [c.ARTIFACTS_PER_BATTLE] * len(tmp_lvls)
        tmp_artifacts_total = [c.ARTIFACTS_LOOT_PER_DAY * f.total_time_for_lvl(lvl - 1) / 24.0 for lvl in tmp_lvls]

        tmp_gold_in_day = map(f.expected_gold_in_day, tmp_lvls)
        tmp_total_gold_at_lvl = map(f.total_gold_at_lvl, tmp_lvls)

        return self.template(
            "balance/balance.html",
            {
                "c": c,
                "f": f,
                "exp_for_quest": exp_for_quest,
                "average_path_length": c.QUEST_AREA_RADIUS,
                "tmp_time": tmp_time,
                "tmp_lvls": tmp_lvls,
                "tmp_exp_to_level": tmp_exp_to_level,
                "tmp_exp_total": tmp_exp_total,
                "tmp_quests_to_level": tmp_quests_to_level,
                "tmp_quests_total": tmp_quests_total,
                "tmp_hp": tmp_hp,
                "tmp_turns": tmp_turns,
                "tmp_turns_to_time": tmp_turns_to_time,
                "tmp_expected_damage_to_hero_per_hit": tmp_expected_damage_to_hero_per_hit,
                "tmp_mob_hp": tmp_mob_hp,
                "tmp_power": tmp_power,
                "tmp_expected_damage_to_mob_per_hit": tmp_expected_damage_to_mob_per_hit,
                "tmp_expected_damage_to_hero_per_hit_interval": tmp_expected_damage_to_hero_per_hit_interval,
                "tmp_real_damage_to_mob_per_hit": tmp_real_damage_to_mob_per_hit,
                "tmp_real_damage_to_mob_per_hit_interval": tmp_real_damage_to_mob_per_hit_interval,
                "tmp_power_per_slot": tmp_power_per_slot,
                "tmp_battles_at_lvl": tmp_battles_at_lvl,
                "tmp_total_battles": tmp_total_battles,
                "tmp_artifacts_total": tmp_artifacts_total,
                "tmp_artifacts_per_battle": tmp_artifacts_per_battle,
                # 'tmp_gold_at_lvl': tmp_gold_at_lvl,
                "tmp_gold_in_day": tmp_gold_in_day,
                "tmp_total_gold_at_lvl": tmp_total_gold_at_lvl,
            },
        )