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player1 = "warlock" | |
player2 = "oddWarrior" | |
turnDk1 = 10 | |
turnDk2 = 15 | |
classes = { #bp for base hero power, dk for death knight hero power | |
"druid":{ "class":"Druid", "bpDamage":1, "bpArmor":1,"bpHeal":0, "bpUse%":.4, "dkDamage":0,"dkArmor":3,"dkHeal":0,"dkuse%":.8}, | |
"oddWarrior":{ "class":"OddWarrior", "bpDamage":0, "bpArmor":4,"bpHeal":0, "bpUse%":.4, "dkDamage":0,"dkArmor":4,"dkHeal":0,"dkuse%":.8}, | |
"hunter":{ "class":"Hunter", "bpDamage":2, "bpArmor":0,"bpHeal":0, "bpUse%":.2, "dkDamage":0,"dkArmor":0,"dkHeal":0,"dkuse%":0}, | |
"mage":{ "class":"Mage", "bpDamage":1, "bpArmor":0,"bpHeal":0, "bpUse%":.1, "dkDamage":1,"dkArmor":0,"dkHeal":0,"dkuse%":.2}, | |
"priest":{ "class":"Priest", "bpDamage":0, "bpArmor":0,"bpHeal":2, "bpUse%":.1, "dkDamage":4,"dkArmor":0,"dkHeal":0,"dkuse%":.6}, | |
"rogue":{ "class":"Rogue", "bpDamage":1, "bpArmor":0,"bpHeal":0, "bpUse%":.6, "dkDamage":0,"dkArmor":0,"dkHeal":0,"dkuse%":0}, | |
"oddRogue":{ "class":"OddRogue", "bpDamage":2, "bpArmor":0,"bpHeal":0, "bpUse%":.7, "dkDamage":2,"dkArmor":0,"dkHeal":0,"dkuse%":.9}, | |
"warlock":{ "class":"Warlock", "bpDamage":0, "bpArmor":0,"bpHeal":-2, "bpUse%":.4, "dkDamage":3,"dkArmor":0,"dkHeal":3,"dkuse%":.8} | |
} | |
import random | |
def recursiveSum(x): | |
assert isinstance(x,int) | |
if x <= 0: | |
return x | |
rSum = recursiveSum(x-1) + x | |
return rSum | |
def randOccur(value,percent): | |
if random.random() <= percent: | |
return True | |
else: | |
return False | |
def damage(damaged, amount): | |
armor = damaged["armor"] - amount | |
if armor < 0: | |
damaged["hp"] = damaged["hp"] + armor#max(0,) | |
armor = max(0,armor) | |
damaged["armor"] = armor | |
def hpAddArmor(fortitude): | |
return fortitude["armor"] + fortitude["hp"] | |
def calculateGame(heroes,turnsAnalyzed, turnFatigueBegins):#,playerIsOdd, enemyIsOdd | |
fatigue = 0 | |
for turn in range(1,turnsAnalyzed): | |
if turn >= turnFatigueBegins: | |
fatigue += 1 | |
for count,hero in enumerate(heroes): | |
damage(hero,fatigue) | |
if randOccur(hero["bpDamage"],hero["bpUse%"]): | |
if turn < hero["turnDk"]: | |
hero["hp"] = min(30,hero["hp"]+hero["bpHeal"]) | |
hero["armor"] += hero["bpArmor"] | |
damage(heroes[not count],hero["bpDamage"]) | |
elif turn == hero["turnDk"]: | |
hero["armor"] += 5 | |
else: | |
hero["hp"] = min(30,hero["hp"]+hero["dkHeal"]) | |
hero["armor"] += hero["dkArmor"] | |
damage(heroes[not count],hero["dkDamage"]) | |
print("{}\t{}\t{}\t{}\t{}\t{}\t{}".format(turn,heroes[0]["hp"],hpAddArmor(heroes[0]),heroes[1]["hp"],hpAddArmor(heroes[1]),fatigue,recursiveSum(fatigue))) | |
player = {**classes[player1],"hp":30,"armor":0,"turnDk":turnDk1} | |
enemy = {**classes[player2],"hp":30,"armor":0,"turnDk":turnDk2} | |
heroes = (player,enemy) | |
turnsAnalyzed = 45 | |
turnFatigueBegins = 27 | |
print("Turns\t{0} HP\t{0} with Armor\t{1} HP\t{1} with Armor\tFatigue for\tCumulative Fatigue".format(player["class"],enemy["class"])) | |
calculateGame(heroes,turnsAnalyzed, turnFatigueBegins) | |
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