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import math
from numpy._core import multiarray
from character import CharacterPlan
from distribution import Distribution
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 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)
class StatsTest:
def __init__(self, difficulty = Difficulty.Moderate) -> None:
# self.char_js = pb2e.download_character(pfb_id=160180)
self.char_js = pb2e.open_character("quizrel2")
self.char_plan = CharacterPlan(self.char_js)
self.creature_plan = CreaturePlan(default_difficulty=difficulty)
# self.creature_plan["reflex"] = Difficulty.High
# self.creature_plan["ac"] = Difficulty.High
self.char = self.char_plan.build(1)
def add_weapons(self):
wps = [Weapon("falcata", "martial", "sword", 8, fatal=12),
Weapon("trident", "martial", "spear", 8),
Weapon("pick", "martial", "pick", 6, fatal=10),
Weapon("rapier", "martial", "sword", 6, finesse=True, deadly=8),
Weapon("urumi", "martial", "flail", 6, deadly=10),
Weapon("tricky pick", "martial", "pick", 6, fatal=10, backstabber=True),
Weapon("shortsword", "simple", "sword", 6, agile=True),
Weapon("gauntlet", "simple", "brawling", 4, agile=True),
Weapon("light pick", "martial", "pick", 6, agile=True, fatal=8)
]
self.char.weapons.extend(wps)
def get_weapon(self, name):
for wp in self.char.weapons:
if wp.name == name:
return wp
raise KeyError
def set_level(self, level):
self.char = self.char_plan.build(level)
self.creature = self.creature_plan.build(level)
self.add_weapons()
self.char.update_fundamental_runes()
def test4():
t = StatsTest()
t.set_level(5)
urumi = t.get_weapon("urumi")
attack = Attack(t.char, t.creature, urumi)
print("Attack: ", Roll.short_str(attack.roll()))
print(f"Attack +{attack.bonus()} vs AC {attack.target.ac()} dmg +{attack.damage_bonus()}")
crit_chance = attack.roll().probabilities[Roll.Crit]
print(t.char.classDC() , t.creature["reflex"])
prone_save = d(20).apply(Roll.check, t.char.classDC(), t.creature["reflex"])
print("Prone save: ", Roll.short_str(prone_save))
prone_chace = prone_save.accumulate_prob(lambda x: x <= Roll.Fail)
print(f"Crit: {crit_chance}; Prone: {prone_chace}; Total Prone Chance: {crit_chance*prone_chace}")
def make_check(name, bonus, dc):
roll = d(20).apply2(lambda v, bonus: Roll.check(v, dc, bonus), bonus)
if isinstance(bonus, Distribution):
bonus = bonus.expected()
print(f"{name} {bonus:+} vs DC {dc}:",
Roll.short_str(roll), f"Total: {10+bonus-dc:+}")
return roll
def demoralize_test():
def bon_mot_pen(check):
if check == Roll.Success:
return -2
if check == Roll.Crit:
return -3
return 0
t = StatsTest()
t.creature_plan["will"] = Difficulty.Moderate
t.set_level(5)
t.char.features["diplomacy"] = 2
t.char.features["intimidation"] = 4
intimid_bonus = t.char.proficiency("intimidation") + 1
will_dc = 10+t.creature["will"]
roll = make_check("Demoralize", intimid_bonus, will_dc)
frightened = roll.apply(lambda x: x if x >= Roll.Success else 0).expected()
print("Frightened:", frightened)
bon_mot = make_check("Bon mot", t.char.proficiency("diplomacy"), will_dc)
penalty = bon_mot.apply(bon_mot_pen)
print("Bon Mot Penalty:", penalty.expected())
roll = make_check("Demoralize2", -penalty+intimid_bonus, will_dc)
frightened = roll.apply(lambda x: x if x >= Roll.Success else 0).expected()
print("Frightened:", frightened)
def weapon_damage():
t = StatsTest()
def calc_damage(level):
t.set_level(level)
# 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 t.char.weapons:
attack = Attack(t.char, t.creature, weapon, sneak=False)
res[weapon.name] = attack.strike().expected()
# res["hp"] = creature["hp"]
return res
# calc_damage(20)
levelup_view("Weapons Comparison", "Expected Damage", calc_damage)
def twin_takedown_test():
t = StatsTest()
# t.creature_plan["ac"] = Difficulty.Extreme
def calc_damage(level):
t.set_level(level)
res = dict()
wp1 = t.get_weapon("tricky pick")
wp2 = t.get_weapon("gauntlet")
# Twin takedown
attack = Attack(t.char, t.creature, wp1, sneak=True)
dmg = attack.strike().expected()
attack.previous_attacks += 1
attack.weapon = wp2
dmg += attack.strike().expected()
res["Twin Takedown"] = dmg
# Double slice
attack = Attack(t.char, t.creature, wp1, sneak=True)
dmg = attack.strike().expected()
attack.sneak = False
attack.weapon = wp2
dmg += attack.strike().expected()
res["Double Slice"] = dmg
return res
levelup_view("Weapons Comparison", "Expected Damage", calc_damage)
def multiple_attacks():
t = StatsTest()
t.set_level(5)
wp = t.get_weapon("Shortsword")
wp.agile = False
# t.creature["ac"] -= 1
attack = Attack(t.char, t.creature, wp, sneak=True)
print(attack)
for _ in range(4):
attack.previous_attacks += 1
print(attack)
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__':
# weapon_damage()
twin_takedown_test()
# multiple_attacks()
# demoralize_test()
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