コード例 #1
0
ファイル: events.py プロジェクト: krzhang/fotd
def physical_clash(battle, context, bv, narrator):
    csource = context.csource
    ctarget = context.ctarget
    vulnerable = (csource.order
                  == rps.FinalOrder('A')) and (ctarget.order
                                               == rps.FinalOrder('I'))
    Event(battle, "physical_strike", context.copy({"vulnerable":
                                                   vulnerable})).activate()
    if random.random() < 0.5:
        Event(battle, "physical_strike",
              context.clean_switch({'cause': 'retaliation'})).activate()
コード例 #2
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ファイル: events.py プロジェクト: krzhang/fotd
def indirect_raid(battle, context, bv, narrator):
    csource = context.csource
    ctarget = context.ctarget
    if csource.attacked_by:
        Event(battle, "action_already_used", context).defer('Q_RESOLVE')
        return
    Event(battle, "engage", context).activate()
    # tactic 1: raid
    vulnerable = bool(ctarget.order == rps.FinalOrder('D'))
    Event(battle, "arrow_strike",
          context.copy({"vulnerable": vulnerable})).defer("Q_RESOLVE")
コード例 #3
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 def get_final(self, bat):
     choose_expert = np.random.choice(
         [self.expert_yomi_1, self.expert_yomi_2, self.expert_yomi_3],
         p=[0.6, 0.3, 0.1])
     strat = choose_expert(bat)
     strat += self.expert_commitment(bat)
     m = min(strat)
     if m < 0:
         strat += np.array([1 - m, 1 - m, 1 - m])
         assert min(strat) > 0
     nstrat = normalize(strat)
     return rps.FinalOrder(np.random.choice(FINAL_ORDER_LIST, p=nstrat))
コード例 #4
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 def clear(self):
     """
 Wipes state; kills everything except deck. used when we clear state before a turn.
 """
     self.sc_dict = {}
     # self.stacks = {'A':[], 'D':[], 'I':[]}
     for un in self.army.present_units():
         for sk in un.skills:
             sc_str = skills.get_skillcard(sk)
             if sc_str:
                 for order_str in ['A', 'D', 'I']:
                     sc = SkillCard(sc_str, un, rps.FinalOrder(order_str))
                     self.sc_dict[sc] = False  # in our deck, not yet drawn
コード例 #5
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 def get_final(self, battle):
     mat = self.get_final_matrix(battle)
     rstrats0, rstrats1, value = williams_solve_old(mat.tolist(), 100)
     strats = [normalize(rstrats0), normalize(rstrats1)]
     strat = strats[self.army.armyid]
     # logger.debug("Beststrats (A/D/I): {:4.3f}/{:4.3f}/{:4.3f} vs {:4.3f}/{:4.3f}/{:4.3f}, value={}".format(*(strats[0] + strats[1]), value))
     battle.battlescreen.yprint(
         "Beststrats (A/D/I): {:4.3f}/{:4.3f}/{:4.3f} vs {:4.3f}/{:4.3f}/{:4.3f}, value={}"
         .format(*(strats[0] + strats[1]), value),
         mode=['AI'])
     battle.battlescreen.yprint(
         "Nash equilibria (A/D/I): {:4.3f}/{:4.3f}/{:4.3f}".format(*strat),
         mode=['AI'])
     return rps.FinalOrder(np.random.choice(FINAL_ORDER_LIST, p=strat))
コード例 #6
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ファイル: events.py プロジェクト: krzhang/fotd
def indirect_order(battle, context, bv, narrator):
    ctarget = context.ctarget
    ctarget.order = rps.FinalOrder('I')
    enemyunits = ctarget.army.other_army().present_units()
    if not enemyunits:
        ctarget.targetting = ("defending", ctarget)
        return
    cnewsource = ctarget  # new event
    cnewtarget = random.choice(enemyunits)
    cnewsource.targetting = ("sneaking", cnewtarget)
    newcontext = contexts.Context({
        "csource": cnewsource,
        "ctarget": cnewtarget
    })
    Event(battle, "indirect_raid", newcontext).defer("Q_MANUEVER")
コード例 #7
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ファイル: battleview.py プロジェクト: krzhang/fotd
    def input_battle_order(self, order_type, armyid):
        """
    Input a list of orders. The orders are objects (probably rps.Order()) with 
    - colored_abbrev method for display
    - str method for input
    """
        if order_type == 'FORMATION_ORDER':
            order_list = [
                rps.FormationOrder(s) for s in rps.FORMATION_ORDER_LIST
            ]
        else:
            assert order_type == 'FINAL_ORDER'
            order_list = [rps.FinalOrder(s) for s in rps.FINAL_ORDER_LIST]

        pausestr_1 = PAUSE_STRS[order_type].format(**{"armyid": armyid})
        render_list = [order.color_abbrev() for order in order_list]
        pausestr_2 = " ({}):$[7]$".format("/".join(render_list))
        return self._get_input(pausestr_1 + pausestr_2,
                               [str(order).upper() for order in order_list])
コード例 #8
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ファイル: events.py プロジェクト: krzhang/fotd
def attack_order(battle, context, bv, narrator):
    """
  what we do in a *committed* attack order (we no longer consider statuses, etc;)
  """
    ctarget = context.ctarget
    ctarget.order = rps.FinalOrder('A')
    enemy = ctarget.army.other_army()
    enemyunits = enemy.present_units()
    if not enemyunits:
        ctarget.targetting = ("defending", ctarget)
        return
    cnewsource = context.ctarget  # new event
    cnewtarget = random.choice(enemyunits)
    cnewsource.targetting = ("marching", cnewtarget)
    newcontext = contexts.Context({
        "csource": cnewsource,
        "ctarget": cnewtarget
    })
    Event(battle, "march", newcontext).defer("Q_MANUEVER")
コード例 #9
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 def get_final_matrix(self, battle):
     # logger.debug("AI for final matrix")
     matrix = np.array([[0, 0, 0], [0, 0, 0], [0, 0, 0]])
     for i, strat0 in enumerate(FINAL_ORDER_LIST):
         for j, strat1 in enumerate(FINAL_ORDER_LIST):
             strat_strs = [strat0, strat1]
             for _ in range(3):
                 tempbattle = battle.imaginary_copy("AI_RANDOM_RANDOM")
                 for k in [0, 1]:
                     tempbattle.armies[k].order = rps.FinalOrder(
                         strat_strs[k])
                 init_eval = battle_edge_estimate(tempbattle, 0)
                 tempbattle.resolve_orders()
                 post_eval = battle_edge_estimate(tempbattle, 0)
                 matrix[i][j] += post_eval - init_eval
             # logger.debug("  value: {}".format(matrix[i][j]))
             # logger.debug("{} vs {}: edge {}".format(strat0, strat1, matrix[i][j]))
             battle.battlescreen.yprint("{} vs {}: edge {}".format(
                 strat0, strat1, matrix[i][j]),
                                        mode=['AI'])
     return matrix / 3
コード例 #10
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ファイル: events.py プロジェクト: krzhang/fotd
def defense_order(battle, context, bv, narrator):
    ctarget = context.ctarget
    ctarget.order = rps.FinalOrder('D')
    ctarget.targetting = ("defending", ctarget)
    Event(battle, "gain_status", context).activate("defended")
コード例 #11
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 def get_final(self, battle):
     return rps.FinalOrder(
         battle.battlescreen.input_battle_order("FINAL_ORDER", self.armyid))
コード例 #12
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 def get_final(self, battle):
     return rps.FinalOrder(str(self.army.formation))
コード例 #13
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 def get_final(self, battle):
     return rps.FinalOrder(np.random.choice(FINAL_ORDER_LIST))