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diceStats.py
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269 lines (210 loc) · 7.39 KB
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import pieces
#Markers with underscore are collapsed into those that don't when
#computing stats. Allows you to stop them being replaced by searches,
#for example with bladestorm that takes out the armour save
#TODO: this is stupid but need to think how to pass down new AP value through tree
def dupe(i):
if isinstance(i,Die):
return i.clone()
return i
class Die(object):
"""
"""
def count(self,tally=None, mul=1.0):
if tally==None: tally={}
for i in self.outcomes:
if isinstance(i,Die):
tally=i.count(tally,mul/self._sides)
else:
key=i
if key.endswith("_"):
key=key[:-1]
if tally.has_key(key):
tally[key]+=(mul/self._sides)
else:
tally[key]=mul/self._sides
return tally
def __init__(self, sides=6):
"""
Arguments:
- `sides`:
"""
self._sides = sides
self.outcomes=range(1,7,1)
def clone(self):
d=Die(self._sides)
d.outcomes=[]
for i in self.outcomes:
d.outcomes.append(i if not isinstance(i,Die) else i.clone())
return d
def __str__(self):
return "\n[%s] \n"%(",".join([str(i) for i in self.outcomes]))
def statString(self):
vals=self.count()
return "\n".join(["%s\t: %0.1f%%"%(i,100*vals[i]) for i in vals])
def percent(self,stat):
total=0
count=0
stats=self.count()
for i in stats:
if i==stat or i.startswith(stat+"_"):
count+=stats[i]
total+=stats[i]
return count
def setOutcome(self,value,slots):
value=dupe(value)
for i in slots:
self.outcomes[i-1]=value
def onGTE(self,n,valYes, valNo):
n=int(n)
valYes=dupe(valYes)
valNo=dupe(valNo)
self.outcomes=[valYes if i >=n else valNo for i in range(1,self._sides+1,1)]
def toHit(self,n):
self.onGTE(n,"HIT","MISS")
def rollReplace(self,find,n,replaceYes,replaceNo,on={}):
replaceYes=dupe(replaceYes)
replaceNo=dupe(replaceNo)
for i in range(len(self.outcomes)):
if isinstance(self.outcomes[i],Die):
self.outcomes[i].rollReplace(find,n,replaceYes,replaceNo, on=on)
else:
if self.outcomes[i]==find:
self.outcomes[i]=Die()
self.outcomes[i].onGTE(n,replaceYes,replaceNo)
for j in on:
self.outcomes[i].outcomes[j]=on[j]
def toWound(self,n,on={}):
self.rollReplace("HIT",n,"WOUND","FAIL",on=on)
def save(self,n,saveWhat="WOUND",on={},saveAlt="SAVE"):
self.rollReplace(saveWhat,n,saveAlt,"WOUND",on=on)
def reRoll1s(self):
self.outcomes[0]=self.clone()
def feelNoPain(self,on=6):
self.rollReplace("WOUND",on,"FNP!","WOUND")
def reRollMisses(self):
n=self.clone()
for i in range(len(self.outcomes)):
if self.outcomes[i]=="MISS":
self.outcomes[i]=n.clone()
def mRange(a,b):
return range(a,b+1,1)
def genShotStatsBasic(bs,weaponStrength, targetToughness, ap=None, cover=None, save=None,inv=None, bladestorm=False, twinlinked=False, sniper=False, reRoll=None):
if reRoll==None: reRoll=[]
toHit=pieces.toHitStats[bs]
d=Die()
if toHit=="-":
d.onGTE(0,"MISS","MISS")
else:
d.toHit(int(toHit[0]))
if twinlinked:
d2=dupe(d)
for i in range(len(d.outcomes)):
if d.outcomes[i]=="MISS":
d.outcomes[i]=dupe(d2)
if toHit.find("/")>=0:
v2=int(toHit[2])
d.rollReplace("MISS",v2,"HIT","MISS")
woundRequired=pieces.shootToWoundIndividual(weaponStrength,targetToughness)
instagib=False
if woundRequired.endswith("D"):
instagibstagib=True
woundRequired=int(woundRequired[0]) if woundRequired[0]!="-" else "8"
on={}
if sniper:
on[5]="WOUND"
on[4]="WOUND"
on[3]="WOUND"
if bladestorm:
on[5]="WOUND_bs"
d.toWound(woundRequired,on=on)
if "failedWound" in reRoll:
d.rollReplace("FAIL",woundRequired,d,"FAIL",on=on)
if save!=None and ap!=None and ap<=save:
save=None
best=min([cover if cover!=None else 100,save if save!=None else 100,inv if inv!=None else 100])
if best<100:
if best==cover:
saveName="SAVE(cover)"
elif best==inv:
saveName="SAVE(inv)"
elif best==save:
saveName="SAVE(armour)"
d.save(best,saveAlt=saveName)
if (saveName=="SAVE(cover)" and "cover" in reRoll) or "allsaves" in reRoll:
d.save(best,saveAlt=saveName)
#Bladestorm saves
if bladestorm:
#Nothing beats AP2, so just pick best from others
best=min([cover if cover!=None else 100,inv if inv!=None else 100])
saveName=None
if best<100:
if best==cover:
saveName="SAVE(cover)"
elif best==inv:
saveName="SAVE(inv)"
d.save(best,saveWhat="WOUND_bs",saveAlt=saveName)
if (saveName=="SAVE(cover)" and "cover" in reRoll) or "allsaves" in reRoll:
d.save(best,saveAlt=saveName)
return d
#return
def meleeToHit(wsA,wsB):
mapping=[[4,4,5,5,5,5,5,5,5,5],
[3,4,4,4,5,5,5,5,5,5],
[3,3,4,4,4,4,5,5,5,5],
[3,3,3,4,4,4,4,4,5,5],
[3,3,3,3,4,4,4,4,4,4],
[3,3,3,3,3,4,4,4,4,4],
[3,3,3,3,3,3,4,4,4,4],
[3,3,3,3,3,3,3,4,4,4],
[3,3,3,3,3,3,3,3,4,4],
[3,3,3,3,3,3,3,3,3,4]]
return mapping[wsA-1][wsB-1]
def genMeleeStatsBasic(wsA,wsB, weaponStrength, targetToughness, ap=None, save=None,inv=None, reRoll=None, fleshbane=False):
#TODO: hammer of wrath, etc?
if reRoll==None: reRoll=[]
toHit=meleeToHit(wsA,wsB)
d=Die()
d.toHit(int(toHit))
woundRequired=pieces.shootToWoundIndividual(weaponStrength,targetToughness)
woundRequired=int(woundRequired[0]) if woundRequired[0]!="-" else "8"
on={}
if fleshbane:
woundRequired=2
d.toWound(woundRequired,on=on)
if save!=None and ap!=None and ap<=save:
save=None
best=min([save if save!=None else 100,inv if inv!=None else 100])
if best<100:
if best==inv:
saveName="SAVE(inv)"
elif best==save:
saveName="SAVE(armour)"
d.save(best,saveAlt=saveName)
if saveName=="SAVE(cover)" and "cover" in reRoll:
d.save(best,saveAlt=saveName)
return d
#return
if __name__ == '__main__':
#d= genShotStatsBasic(4,4,4, save=4, bladestorm=True, sniper=False, cover=2,inv=6,reRoll=[])
d=genMeleeStatsBasic(5,4,3,4,fleshbane=True,save=3)
print d.statString()
print d.count()
print d
# d=Die()
# d.toHit(3)
# #d.reRoll1s()
# #d.reRollMisses()
# d.toWound(3)
# d.save(6)
# d.feelNoPain()
# # woundDie=Die()
# # woundDie.setOutcome("WOUND",[5,6])
# # woundDie.setOutcome("FAIL",[1,2,3,4])
# # d.setOutcome(woundDie,mRange(4,6))
# # d.setOutcome("MISS",mRange(1,3))
# # d.outcomes[0]=Die()
# # d.outcomes[0].setOutcome("MISS",mRange(1,5))
# # d.outcomes[0].setOutcome(woundDie,[6])
# #print d
# print d.statString()