recommendations: add quests, make per rank

main
Bryce Allen 11 years ago
parent 582829811b
commit 6d62a6ff4a

@ -64,7 +64,7 @@ class QuestReward(object):
def _calculate_ev(self): def _calculate_ev(self):
if self.percentage == 100: if self.percentage == 100:
# fixed reward, always one draw regardless of luck skill # fixed reward, always one draw regardless of luck skill
evs = [1 * self.percentage * self.stack_size] * 3 evs = [1 * self.percentage * self.stack_size] * 4
self.skill_delta = 0 self.skill_delta = 0
else: else:
# variable reward, expected number of draws depends on luck skill # variable reward, expected number of draws depends on luck skill
@ -321,55 +321,129 @@ class RankAndSkills(object):
self.carving_skill = carving_skill self.carving_skill = carving_skill
self.best = None self.best = None
def add_hunt_item(self, hunt_item): def _rank_available(self, rank):
if self.rank == "LR" and hunt_item.monster_rank != "LR": if self.rank == "LR" and rank != "LR":
return False return False
if self.rank == "HR" and hunt_item.monster_rank == "G": if self.rank == "HR" and rank == "G":
return False return False
return True
strat = hunt_item.get_best_strategy(cap_skill=self.cap_skill, def _compare_strat(self, new_strat):
carving_skill=self.carving_skill)
if self.best is None: if self.best is None:
self.best = strat self.best = new_strat
return True return True
elif strat > self.best: elif new_strat > self.best:
self.best = strat self.best = new_strat
return True return True
return False return False
def add_quest_item(self, quest_item): def add_hunt_option(self, hunt_item):
if self.rank == "LR" and quest_item.rank != "LR": if not self._rank_available(hunt_item.monster_rank):
return False return False
if self.rank == "HR" and quest_item.monster_rank == "G":
kill = ItemStrategy(STRAT_KILL,
cap_skill=self.cap_skill,
carving_skill=self.carving_skill)
cap = ItemStrategy(STRAT_CAP,
cap_skill=self.cap_skill,
carving_skill=self.carving_skill)
for strat in (kill, cap):
strat.add_hunt_item(hunt_item)
self._compare_strat(strat)
def add_quest_option(self, quest_item, hunt_items):
if not self._rank_available(quest_item.quest.rank):
return False return False
cap_strat = ItemStrategy(STRAT_CAP,
luck_skill=self.luck_skill,
cap_skill=self.cap_skill,
carving_skill=self.carving_skill)
kill_strat = ItemStrategy(STRAT_KILL,
luck_skill=self.luck_skill,
cap_skill=self.cap_skill,
carving_skill=self.carving_skill)
for strat in (cap_strat, kill_strat):
strat.set_quest_item(quest_item)
for hi in hunt_items:
strat.add_hunt_item(hi)
self._compare_strat(strat)
class HuntItemStrategy(object): class ItemStrategy(object):
""" """
Encapsulate a specific strategy for getting an item, including kill vs Encapsulate a specific strategy for getting an item, including kill vs
cap and skills. cap and skills.
""" """
def __init__(self, hunt_item, strat, cap_skill=None, carving_skill=None): def __init__(self, strat,
self.hunt_item = hunt_item luck_skill=None, cap_skill=None, carving_skill=None):
self.strat = strat self.strat = strat
self.luck_skill = luck_skill
self.cap_skill = cap_skill self.cap_skill = cap_skill
self.carving_skill = carving_skill self.carving_skill = carving_skill
self.ev = self.hunt_item.expected_value(strat, self.hunt_items = []
carving_skill=carving_skill, self.quest_item = None
cap_skill=cap_skill) self.hunt_ev = 0
self.quest_ev = 0
self.ev = 0
def add_hunt_item(self, hunt_item):
self.hunt_items.append(hunt_item)
ev = self.hunt_item.expected_value(self.strat,
carving_skill=self.carving_skill,
cap_skill=self.cap_skill)
self.hunt_ev += ev
self.ev += ev
def set_quest_item(self, quest_item):
"""
Allow adding a quest and luck skill after create, e.g. to an
existing hunt only strategy returned by get_best_strategy.
"""
assert self.quest_item is None
self.quest_item = quest_item
ev = self.quest_item.expected_value(luck_skill=self.luck_skill)
self.quest_ev = ev
self.ev += ev
@property
def hunt_item(self):
assert len(self.hunt_items) == 1
return self.hunt_items[0]
def print(self, out): def print(self, out):
out.write("%s %s %s (%5.2f)\n" % if self.quest_item:
out.write("(QUEST) %s %s %s (%5.2f)\n" %
(self.quest_item.quest.name,
self.quest_item.quest.rank,
self.strat, self.ev))
else:
out.write("(HUNT) %s %s %s (%5.2f)\n" %
(self.hunt_item.monster_name, (self.hunt_item.monster_name,
self.hunt_item.monster_rank, self.hunt_item.monster_rank,
self.strat, self.ev)) self.strat, self.ev))
def is_same_strat(self, other): def is_same_strat(self, other):
return (self.hunt_item.monster_name == other.hunt_item.monster_name if self.strat != other.strat:
and self.hunt_item.monster_rank == other.hunt_item.monster_rank return False
and self.strat == other.strat if self.quest_item != other.quest_item:
and self.ev == other.ev) return False
if len(self.hunt_items) != len(other.hunt_items):
return False
if self.hunt_ev != other.hunt_ev:
return False
if self.quest_ev != other.quest_ev:
return False
for self_hi, other_hi in zip(self.hunt_items, other.hunt_items):
if self_hi.monster_name != other_hi.monster_name:
return False
if self_hi.monster_rank != other_hi.monster_rank:
return False
return True
def __cmp__(self, other): def __cmp__(self, other):
return cmp(self.ev, other.ev) return cmp(self.ev, other.ev)
@ -402,19 +476,6 @@ class HuntItemExpectedValue(object):
carving_skill=carving_skill) carving_skill=carving_skill)
return ev return ev
def get_best_strategy(self, cap_skill=stats.CAP_SKILL_NONE,
carving_skill=stats.CARVING_SKILL_NONE):
kill = HuntItemStrategy(self, STRAT_KILL,
cap_skill=cap_skill,
carving_skill=carving_skill)
cap = HuntItemStrategy(self, STRAT_CAP,
cap_skill=cap_skill,
carving_skill=carving_skill)
if kill > cap:
return kill
else:
return cap
def print(self, out, indent=2): def print(self, out, indent=2):
for hr in self.matching_rewards: for hr in self.matching_rewards:
hr.print(out, indent) hr.print(out, indent)
@ -436,15 +497,20 @@ class ItemRewards(object):
self.item_row = item_row self.item_row = item_row
self.item_id = item_row["_id"] self.item_id = item_row["_id"]
self. skill_sets = OrderedDict([ self.rank_skill_sets = OrderedDict()
("No skills", RankAndSkills("G")), for rank in "G HR LR".split():
("Capture God", RankAndSkills("G", cap_skill=stats.CAP_SKILL_GOD)), self.rank_skill_sets[rank] = OrderedDict([
("No skills",
RankAndSkills(rank)),
("Capture God",
RankAndSkills(rank, cap_skill=stats.CAP_SKILL_GOD)),
("Carving God", ("Carving God",
RankAndSkills("G", carving_skill=stats.CARVING_SKILL_GOD)), RankAndSkills(rank, carving_skill=stats.CARVING_SKILL_GOD)),
("Great Luck",
RankAndSkills("G", luck_skill=stats.LUCK_SKILL_AMAZING)), ("Amazing Luck",
("Low Rank", RankAndSkills("LR")), RankAndSkills(rank, luck_skill=stats.LUCK_SKILL_AMAZING)),
("High Rank", RankAndSkills("HR")),
]) ])
self._hunt_items = OrderedDict() self._hunt_items = OrderedDict()
@ -466,8 +532,9 @@ class ItemRewards(object):
key = (mid, rank) key = (mid, rank)
self._hunt_items[key] = hunt_item self._hunt_items[key] = hunt_item
for s in self.skill_sets.values(): for rank, skill_sets in self.rank_skill_sets.iteritems():
s.add_hunt_item(hunt_item) for s in skill_sets.itervalues():
s.add_hunt_option(hunt_item)
def get_hunt_item(self, monster_id, monster_rank): def get_hunt_item(self, monster_id, monster_rank):
key = (monster_id, monster_rank) key = (monster_id, monster_rank)
@ -484,10 +551,21 @@ class ItemRewards(object):
for q in quests: for q in quests:
quest_item = QuestItemExpectedValue(self.item_id, q) quest_item = QuestItemExpectedValue(self.item_id, q)
self._quest_items[q.id] = quest_item self._quest_items[q.id] = quest_item
quest_monsters = self.db.get_quest_monsters(quest_item.quest.id)
hunt_items = []
for m in quest_monsters:
mid = m["monster_id"]
hunt_item = self.get_hunt_item(mid, quest_item.quest.rank)
if hunt_item:
hunt_items.append(hunt_item)
for rank, skill_sets in self.rank_skill_sets.iteritems():
for s in skill_sets.itervalues():
s.add_quest_option(quest_item, hunt_items)
def print_monsters(self, out): def print_monsters(self, out):
for hunt_item in self._hunt_items.itervalues(): for hunt_item in self._hunt_items.itervalues():
out.write("%s %s\n" out.write("(HUNT) %s %s\n"
% (hunt_item.monster_name, hunt_item.monster_rank)) % (hunt_item.monster_name, hunt_item.monster_rank))
hunt_item.print(out, indent=2) hunt_item.print(out, indent=2)
@ -511,17 +589,22 @@ class ItemRewards(object):
def print_recommended_hunts(self, out): def print_recommended_hunts(self, out):
out.write("*** Poogie Recommends ***\n") out.write("*** Poogie Recommends ***\n")
no_skill_best = self.skill_sets["No skills"].best for rank, skill_sets in self.rank_skill_sets.iteritems():
for name, skill_set in self.skill_sets.iteritems(): no_skill_best = skill_sets["No skills"].best
if no_skill_best is None:
# not available at this rank
continue
out.write("> " + rank + "\n")
for name, skill_set in skill_sets.iteritems():
if skill_set.best is None: if skill_set.best is None:
# Don't print out a rank with no options # Don't print out a rank with no options
continue continue
if (name != "No skills" if (name != "No skills"
and skill_set.best.is_same_strat(no_skill_best)): and skill_set.best.is_same_strat(no_skill_best)):
# Don't print out a skill set/rank that doesn't differ from # Don't print out a skill set that doesn't differ from
# no skills any rank # no skills
continue continue
out.write("[%-11s] " % name) out.write(" [%-12s] " % name)
skill_set.best.print(out) skill_set.best.print(out)
out.write("\n") out.write("\n")
@ -531,7 +614,7 @@ class ItemRewards(object):
of getting the item, depending on cap or kill and luck skills. of getting the item, depending on cap or kill and luck skills.
""" """
for quest_item in self._quest_items.itervalues(): for quest_item in self._quest_items.itervalues():
out.write(unicode(quest_item.quest) + "\n") out.write("(QUEST) " + unicode(quest_item.quest) + "\n")
out.write(" %20s" % "= Quest\n") out.write(" %20s" % "= Quest\n")
quest_item.check_totals(out) quest_item.check_totals(out)

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