Last active
August 29, 2015 13:57
-
-
Save desg/9858154 to your computer and use it in GitHub Desktop.
how can I optimize 100k rounds 10-15 rolls per round
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import random | |
from math import * | |
class player: | |
victories = 0 | |
def set_levels(self, attack, strength, defense): | |
self.attack_level = attack | |
self.strength_level = strength | |
self.defense_level = defense | |
def set_opponent_levels(self, attack, strength, defense): | |
self.opponent_attack_level = attack | |
self.opponent_strength_level = strength | |
self.opponent_defense_level = defense | |
def set_bonuses(self, attack, strength, defense): | |
self.attack_bonus = attack | |
self.strength_bonus = strength | |
self.defense_bonus = defense | |
def set_multiplier(self, mult): | |
self.multiplier = mult | |
def set_name(self, playername): | |
self.name = playername | |
def set_style(self, attackstyle): | |
if attackstyle == "a": | |
self.attack_style = 3 | |
self.strength_style = 0 | |
self.defense_style = 0 | |
elif attackstyle == "s": | |
self.attack_style = 0 | |
self.strength_style = 3 | |
self.defense_style = 0 | |
elif attackstyle == "d": | |
self.attack_style = 0 | |
self.strength_style = 0 | |
self.defense_style = 3 | |
elif attackstyle == "c": | |
self.attack_style = 1 | |
self.strength_style = 1 | |
self.defense_style = 1 | |
else: | |
return 1 | |
def set_hitpoints(self, hp): | |
self.hitpoints = hp | |
self.remaining_hitpoints = hp | |
def max_rolls(self): | |
self.ea = self.attack_level + self.attack_style + 8 | |
self.mar = self.ea * (1 + self.attack_bonus/64) | |
self.max_attack_roll = self.mar | |
self.es = self.strength_level + self.strength_style + 8 | |
self.msr = self.es * (1 + self.strength_bonus/64) | |
self.max_strength_roll = self.msr | |
self.ed = self.defense_level + self.defense_style + 8 | |
self.mdr = self.ed * (1 + self.defense_bonus/64) | |
self.max_defense_roll = self.mdr | |
def roll(self): | |
self.attack_roll = floor(random.randint(0, self.max_attack_roll) / 10) | |
self.strength_roll = floor(random.randint(0, self.max_strength_roll) / 10) | |
self.defense_roll = floor(random.randint(0, self.max_defense_roll) / 10) | |
def attack(self, defense): | |
if self.attack_roll > defense: | |
self.damage = self.strength_roll | |
else: | |
self.damage = 0 | |
player1 = player() | |
player2 = player() | |
#swag = combatlookup() | |
iterations = 100000 | |
player1.set_name("badgerdick") | |
#swag.get_rsn(player1.name) | |
player1.set_levels(99, 99, 99) | |
player1.set_bonuses(82,82,0) | |
player1.set_style("c") | |
player1.set_hitpoints(88) | |
player2.set_name("wrong deer") | |
#swag.get_rsn(player2.name) | |
player2.set_levels(95, 90, 99) | |
player2.set_bonuses(82,82,0) | |
player2.set_style("c") | |
player2.set_hitpoints(99) | |
player1.set_opponent_levels(player2.attack_level, player2.strength_level, player2.defense_level) | |
player2.set_opponent_levels(player1.attack_level, player1.strength_level, player2.defense_level) | |
player1.max_rolls() | |
player2.max_rolls() | |
dead = False | |
for i in range(iterations/2): | |
while not dead: | |
player1.roll() | |
player2.roll() | |
player1.attack(player2.defense_roll) | |
player2.remaining_hitpoints -= player1.damage | |
if player2.remaining_hitpoints <= 0: | |
dead = True | |
player1.victories += 1 | |
else: | |
player2.attack(player1.defense_roll) | |
player1.remaining_hitpoints -= player2.damage | |
if player1.remaining_hitpoints <= 0: | |
dead = True | |
player2.victories += 1 | |
player1.remaining_hitpoints = player1.hitpoints | |
player2.remaining_hitpoints = player2.hitpoints | |
dead = False | |
for i in range(iterations/2): | |
while not dead: | |
player1.roll() | |
player2.roll() | |
player2.attack(player1.defense_roll) | |
player1.remaining_hitpoints -= player2.damage | |
if player1.remaining_hitpoints <= 0: | |
dead = True | |
player2.victories += 1 | |
else: | |
player1.attack(player2.defense_roll) | |
player2.remaining_hitpoints -= player1.damage | |
if player2.remaining_hitpoints <= 0: | |
dead = True | |
player1.victories += 1 | |
player1.remaining_hitpoints = player1.hitpoints | |
player2.remaining_hitpoints = player2.hitpoints | |
dead = False | |
print "%s : %d" % (player1.name, player1.victories) | |
print "%s : %d" % (player2.name, player2.victories) |
saml
commented
Apr 1, 2014
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment