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import math
from character import CharacterPlan
from game import Difficulty, Roll, d
from creature import CreaturePlan
from actions import Attack
from items import Weapon
from collections import defaultdict
import matplotlib.pyplot as plt
from matplotlib.ticker import AutoLocator, AutoMinorLocator, MultipleLocator
import pb2e
plt.style.use('dark_background')
def treat_wounds(check_res, heal_bonus=0):
if check_res <= Roll.Fumble:
return -d(8)
if check_res == Roll.Fail:
return 0
if check_res == Roll.Success:
return 2*d(8) + heal_bonus
if check_res == Roll.Crit:
return 4*d(8) + heal_bonus
def strike(check_res, dmg, crit_dmg=0):
if check_res == Roll.Success:
return dmg
if check_res == Roll.Crit:
return 2*dmg + crit_dmg
return 0
def show_stat(name, dist):
print(name)
values = list(dist.probabilities.keys())
mn = min(values)
mx = max(values)
print("min", mn, dist.probabilities[mn])
print("max", mx, dist.probabilities[mx])
print("Exp", dist.expected())
print("Std", dist.standard_deviation())
print("<0", dist.accumulate_prob(lambda x: x < 0))
print(">0", dist.accumulate_prob(lambda x: x > 0))
print("")
assert abs(dist.accumulate_prob(lambda x: True) - 1) < math.pow(10, -10)
def main():
treat_options = [
{"dc": 15, "heal_bonus": 0},
{"dc": 20, "heal_bonus": 15}
]
bonus = 10
show_stat("Assurance 15", 2*d(8))
for opt in treat_options:
dc = opt["dc"]
treat = d(20).apply(Roll.check, dc, bonus).apply(treat_wounds, opt["heal_bonus"])
risky = d(20).apply(Roll.check, dc, bonus+2).apply(lambda x: Roll.Crit if x == Roll.Success else x)
risky = risky.apply(treat_wounds, opt["heal_bonus"]) + (-d(8))
show_stat("Treat Wounds " + str(dc), treat)
show_stat("Risky Surgery " + str(dc), risky)
treat = d(20).apply(Roll.check, 20, bonus+1).apply(treat_wounds, 15)
show_stat("Treat Wounds 20 +1", treat)
def test3():
# char_js = pb2e.download_character(pfb_id=160180)
char_js = pb2e.open_character("quizrel2")
char_plan = CharacterPlan(char_js)
creature_plan = CreaturePlan(default_difficulty=Difficulty.Moderate)
# creature_plan["reflex"] = Difficulty.High
# creature_plan["ac"] = Difficulty.High
def calc_damage(level):
char = char_plan.build(level)
creature = creature_plan.build(level)
creature["ac"] -= 2
falcata = Weapon("falcata", "martial", "sword", 8, fatal=12)
sword = Weapon("sword", "martial", "sword", 8)
rapier = Weapon("rapier", "martial", "sword", 6, finesse=True, deadly=8)
sword2 = Weapon("sword_d6", "martial", "sword", 6)
char.weapons = [falcata, sword, rapier, sword2]
char.update_fundamental_runes()
# print(char.toJSON())
# attack = Attack(char, creature, falcata)
# print(Roll.short_str(attack.roll()))
# print(f"Attack +{attack.bonus()} vs AC {attack.target.ac()} dmg +{attack.damage_bonus()}")
# show_stat("roll", attack.roll())
# show_stat("falcata", attack.strike())
res = dict()
for weapon in char.weapons:
attack = Attack(char, creature, weapon)
res[weapon.name] = attack.strike().expected()
# res["hp"] = creature["hp"]
return res
# calc_damage(20)
levelup_view("Weapons Comparison", "Expected Damage", calc_damage)
def levelup_view(title, ylabel, fn):
# Example data
levels = list(range(1, 21))
table = defaultdict(list)
for level in levels:
res = fn(level)
for k,v in res.items():
table[k].append(v)
fig, ax = plt.subplots()
fig.set_size_inches(18.5, 10.5)
# Plot multiple lines on the same plane
for label, values in table.items():
plt.plot(levels, values, label=label)
# Add labels and legend
plt.xlabel("Level")
plt.ylabel(ylabel)
plt.title(title)
ax.grid(True, linestyle='--', alpha=0.4)
ax.xaxis.set_major_locator(MultipleLocator(1))
ax.yaxis.set_major_locator(AutoLocator())
ax.yaxis.set_minor_locator(AutoMinorLocator())
plt.legend()
plt.show()
if __name__ == '__main__':
test3()
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