def CheckMatchBully(g): """Played an attack every turn after turn 4""" if g.any_resigned(): return [] players = set(g.all_player_names()) for turn in g.get_turns(): if turn.get_turn_no() <= 4: continue player = turn.player.player_name if player not in players: continue attack = False for play in turn.plays: if card_info.is_attack(play): attack = True break if not attack: players.remove(player) if len(players) == 0: break return [ achievement(player, 'Played an attack every turn after turn 4') for player in players ]
def CheckMatchBully(g): """Played an attack every turn after turn 4""" if g.any_resigned(): return [] players = set(g.all_player_names()) for turn in g.get_turns(): if turn.get_turn_no() <= 4: continue player = turn.player.player_name if player not in players: continue attack = False for play in turn.plays: if card_info.is_attack(play): attack = True break if not attack: players.remove(player) if len(players) == 0: break return [achievement(player, 'Played an attack every turn after turn 4') for player in players]
if acceptable_func(card): new_mat[len(new_cards)] = row new_cards.append(card) return new_mat, new_cards # http://forum.dominionstrategy.com/index.php?topic=647.msg8951#msg8951 bonus_feature_funcs = [ lambda x: 2 * card_info.coin_cost(x), lambda x: 3 * card_info.potion_cost(x), lambda x: 3 * card_info.num_plus_actions(x), lambda x: 4 * card_info.num_plus_cards(x), lambda x: 4 * card_info.is_action(x), lambda x: 4 * card_info.is_victory(x), lambda x: 4 * card_info.is_treasure(x), lambda x: 5 * card_info.is_attack(x), lambda x: 1 * card_info.is_reaction(x), lambda x: 2 * card_info.vp_per_card(x), lambda x: 1 * card_info.money_value(x), lambda x: 1 * card_info.num_plus_buys(x), # 1 * gains (remodel, upgrade, workshop, ...) lambda x: 1 * max(card_info.trashes(x), 5) # 6 * pollute (can add to other deck) # 3 * combo (conspirator, peddler, ... # 3 * special (goons, gardens, uniqueness in general) # 3 * discard (militia, minion, # 1 * cycle (vault, cellar, .. ) # 100 * win rate ]
for card, row in zip(existing_card_names, existing_matrix): if acceptable_func(card): new_mat[len(new_cards)] = row new_cards.append(card) return new_mat, new_cards # http://forum.dominionstrategy.com/index.php?topic=647.msg8951#msg8951 bonus_feature_funcs = [ lambda x: 2 * card_info.coin_cost(x), lambda x: 3 * card_info.potion_cost(x), lambda x: 3 * card_info.num_plus_actions(x), lambda x: 4 * card_info.num_plus_cards(x), lambda x: 4 * card_info.is_action(x), lambda x: 4 * card_info.is_victory(x), lambda x: 4 * card_info.is_treasure(x), lambda x: 5 * card_info.is_attack(x), lambda x: 1 * card_info.is_reaction(x), lambda x: 2 * card_info.vp_per_card(x), lambda x: 1 * card_info.money_value(x), lambda x: 1 * card_info.num_plus_buys(x), # 1 * gains (remodel, upgrade, workshop, ...) lambda x: 1 * max(card_info.trashes(x), 5) # 6 * pollute (can add to other deck) # 3 * combo (conspirator, peddler, ... # 3 * special (goons, gardens, uniqueness in general) # 3 * discard (militia, minion, # 1 * cycle (vault, cellar, .. ) # 100 * win rate ] def get_bonus_vec(card_name):