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cool_map_list.py
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from random import shuffle | |
# First thing first, using global should be avoided at all costs, I won't | |
# explain all the reasons, there's a lot of litterature on that topic. | |
# So, let's start by removing these globals everywhere and look for | |
# a way to replace them | |
# These lists really look like externalities to me, this should problably | |
# be passed as arguments to the program, or with some other kind of setup, | |
# but as is, Ill just past them as constant to make it explicit that we won't | |
# touch them. | |
SPLAT_ZONES_MAPS = [ | |
"Arowana Mall", | |
"Blackbelly Skatepark", | |
"Camp Triggerfish", | |
"Goby Arena", | |
"Humpback Pump Track", | |
"Inkblot Art Academy", | |
"Kelp Dome", | |
"MakoMart", | |
"Manta Maria", | |
"Moray Towers", | |
"Musselforge Fitness", | |
"New Albacore Hotel", | |
"Piranha Pit", | |
"Port Mackerel", | |
"Shellendorf Institute", | |
"Snapper Canal", | |
"Starfish Mainstage", | |
"Sturgeon Shipyard", | |
"The Reef", | |
"Wahoo World", | |
"Walleye Warehouse" | |
] | |
TOWER_CONTROL_MAPS = [ | |
"Manta Maria", | |
"Musselforge Fitness", | |
"New Albacore Hotel", | |
"Snapper Canal", | |
"Starfish Mainstage", | |
"Sturgeon Shipyard", | |
"Wahoo World", | |
"Walleye Warehouse" | |
] | |
RAINMAKER_MAPS = [ | |
"Humpback Pump Track", | |
"Inkblot Art Academy", | |
"Kelp Dome", | |
"MakoMart", | |
"Manta Maria", | |
"New Albacore Hotel", | |
"Piranha Pit", | |
"Sturgeon Shipyard" | |
] | |
CLAM_BLITZ_MAPS = [ | |
"Arowana Mall", | |
"Goby Arena", | |
"Moray Towers", | |
"New Albacore Hotel", | |
"Port Mackerel", | |
"Shellendorf Institute", | |
"The Reef", | |
"Wahoo World" | |
] | |
MODES = [ | |
"Tower Control", | |
"Rainmaker", | |
"Clam Blitz" | |
] | |
# IIUC the process is as follow: | |
# - given the amount of rounds provided as input | |
# - given the lists above for maps/modes | |
# - for each games of each rounds we're gonna pick a mode | |
# (odd=TC/RM/CB, even=SZ) | |
# - the mode is picked in order in a list of three, used mode are placed at the # end of the list once used | |
# - the first map that was not last used in one of the other modes is picked | |
# from the corresponding pool and removed from it, once empty, these lists are | |
# refilled from the used lists. As far as I understand the current code, | |
# there's an hypothetical risk of getting the same map in a single round for | |
# the same mode (if refill/shuffle occurs between the two picks) as we're not | |
# checking the last map for the same mode | |
# - with that we generate strings (that's the easy part so I won't expand here) | |
# - modes list is shuffled only once at start, so the order is then fixed for # all rounds (is that intended? I'll assume so) | |
# - maps lists are shuffled everytime they are refilled | |
# | |
# Initially: | |
# - refresh_maplist takes care of refills | |
# - generate_maps takes care of iterating to generate the strings. | |
# | |
# The first thing I'll do is probably to create iterators to take care of | |
# rotating and shuffling the lists. The biggest use is that we can manage the | |
# refill/cycling/shuffle stuff in a more elegant way. The code that will consume | |
# the modes/maps don't need to know about the refill/shuffle logic at all. It | |
# makes it easier to reuse/change the code as the need changes. Compared to the | |
# initial version it won't require specific code for each lists neither. | |
# Here is an infinite generator that takes the modes list and iterates over | |
# that list indefinitely. Calling it just gives us an iterator to use later. | |
def get_mode_iterator(modes): | |
num = 0 | |
# I'm storing that just to save a call to len on every iteration | |
num_modes = len(modes) | |
# looping indefinitely | |
while True: | |
yield modes[num % num_modes] | |
num += 1 | |
# Calling the generator gives us an iterator object. | |
modes = get_mode_iterator(MODES) | |
# Calling next() with the iterator will return the next mode | |
# for i in range(10): | |
# print(next(modes)) | |
# For maps we're also going to use an infinite generator, except we're going | |
# to create one iterator for each modes and shuffle when reaching the end of | |
# the list | |
def get_map_iterator(maps): | |
num = 0 | |
# same as previously | |
num_maps = len(maps) | |
while True: | |
yield maps[num % num_maps] | |
num += 1 | |
# when reaching the end, we shuffle the list | |
if num == num_maps: | |
shuffle(maps) | |
splat_zones_maps = get_map_iterator(SPLAT_ZONES_MAPS) | |
tower_control_maps = get_map_iterator(TOWER_CONTROL_MAPS) | |
rainmaker_maps = get_map_iterator(RAINMAKER_MAPS) | |
clam_blitz_maps = get_map_iterator(CLAM_BLITZ_MAPS) | |
# Same thing here, we can call next over and over again to get a different | |
# map each time | |
# for i in range(20): | |
# print(next(clam_blitz_maps)) | |
# Now that we have our iterators, we can store that in a dict so that when | |
# we have the name of a mode we can get the corresponding maps list | |
maps_for_mode = { | |
"Splat Zones": splat_zones_maps, | |
"Tower Control": tower_control_maps, | |
"Rainmaker": rainmaker_maps, | |
"Clam Blitz": clam_blitz_maps, | |
} | |
# Ok, next step, now we have our maps and modes iterators, we need a function | |
# to iterate over maps while excluding some of them | |
def next_map(iterator, excluded): | |
map = next(iterator) | |
while map in excluded: | |
map = next(iterator) | |
return map | |
# That's how one use that function | |
# for i in range(20): | |
# print(next_map(clam_blitz_maps, ["Moray Towers"])) | |
# Now I'll just define a few utilities to get rid of the formatting | |
# in strings and simple operations | |
def title(str): | |
return "\n**{}**\n".format(str) | |
def list_item(str, bullet): | |
return "{}) {}".format(bullet, str) | |
def mode_on_map(mode, map): | |
return "{} on {}".format(mode, map) | |
def is_odd(value): | |
return value % 2 != 0 | |
# Let's get to some more concrete stuff, the logic to build a round | |
# is the same every time, so we can make a function out of itself. | |
# To make it simple, this function will just return the strings in a list | |
# so that we can just concat the output to our printables | |
# For the sake of simplicity I'll use a ban list for the round, so that each | |
# picked map is excluded from the possible picks. Depending on the exact | |
# exclusion logic this can be handled really differently | |
def round(bo_x): | |
ban_list = [] | |
output = [] | |
for game in range(bo_x): | |
# mode is either SZ or the next mode depending on the game | |
# here game is 0-indexed so we check oddity | |
if is_odd(game): | |
mode = "Splat Zones" | |
else: | |
mode = next(modes) | |
# gets our next map for that mode | |
map = next_map(maps_for_mode[mode], ban_list) | |
# creates and appends the output string | |
output.append(list_item(mode_on_map(mode, map), game + 1)) | |
# bans that map | |
ban_list.append(map) | |
return output | |
# Now that we have our round function we can rewrite the generate_maps | |
# function. | |
# Same thing than with round, we'll return a list of strings | |
def generate_maps(rounds, bo_x, title_template): | |
output = [] | |
for r in range(rounds): | |
output.append(title(title_template.format(r + 1))) | |
output = output + round(bo_x) | |
return output | |
# Typical python startup call | |
def main(): | |
# Now we're at the point we need to gather inputs and do the real job | |
bo3_rounds_amount = int(input("How many Bo3 rounds is there? ")) | |
bo5_rounds_amount = int(input("How many Bo5 rounds is there? ")) | |
bo7_rounds_amount = int(input("How many Bo7 rounds is there? ")) | |
print("{} Bo3 rounds, {} Bo5 rounds & {} Bo7 rounds".format(bo3_rounds_amount, bo5_rounds_amount, bo7_rounds_amount)) | |
printables = generate_maps(bo3_rounds_amount, 3, "GROUPS ROUND {}") + generate_maps(bo5_rounds_amount, 5, "BRACKET ROUND {}") + generate_maps(bo7_rounds_amount, 7, "GRAND F{}NAL") | |
for line in printables: | |
print(line) | |
if __name__ == "__main__": | |
main() |
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