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dsa.py
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#!/usr/bin/env python3
#####################################################################
# Authors: Neil Schark, Michael Book #
# Version: 1.0 #
# Read the README for further instructions, like how to use this #
# program. #
#####################################################################
from random import randint
import json
import os
import csv
version_of_program = 1.0
debug_mode = False
class dice_roll_result:
def __init__(self):
self.name = ""
self.talent = ""
self.type = ""
self.quality_level = ""
self.talent_value = ""
self.remaining_points = ""
self.dice_values = ""
self.modification = ""
self.attribute_names = ""
self.attribute_values = ""
self.compensation_points = ""
class Hero:
def __init__(self):
self.name = ""
self.optolith_version = 0
self.attributes = {}
self.talents = {}
self.modification_temp = 0
self.modification_perm = 0
self.enabled = True
self.number_of_successes = 0
self.number_of_failures = 0
self.number_of_critical_successes = 0
self.number_of_critical_failures = 0
self.number_of_really_critical_failures = 0
self.number_of_really_critical_successes = 0
self.number_of_games = 0
def roll_dices(self, talent_input, modification):
talent = german_talents[talent_input]
relevant_attributes = talents[talent]
# print(modification)
compensation_points_max = self.talents[talent]
compensation_points = compensation_points_max
modification = int(modification) + int(self.modification_perm) + int(self.modification_temp)
self.modification_temp = 0 # reset temporary modification
# compensation_points = 0 # just for testing
# print(compensation_points)
value_attributes = []
value_attributes.append(self.attributes[relevant_attributes[0]] + int(modification))
value_attributes.append(self.attributes[relevant_attributes[1]] + int(modification))
value_attributes.append(self.attributes[relevant_attributes[2]] + int(modification))
return_dic = {"modification": modification, "attribute_names": relevant_attributes,
"attribute_values": value_attributes,
"compensation_points": compensation_points}
return_element = dice_roll_result()
return_element.modification = modification
return_element.attribute_names = relevant_attributes
return_element.attribute_values = value_attributes
return_element.compensation_points = compensation_points
rolls = []
for counter_dice in range(0, 3):
roll = randint(1, 20) # Dice with 20 sites
rolls.append(roll)
if rolls.count(1) == 3:
self.number_of_really_critical_successes += 1
return_element.name = self.name
return_element.talent = talent_input
return_element.type = "really_critical_success"
return_element.quality_level = str(self.calc_quality(compensation_points_max * 2))
return_element.talent_value = str(compensation_points_max)
return_element.remaining_points = str(compensation_points)
return_element.dice_values = rolls
return return_element
if rolls.count(1) == 2:
self.number_of_critical_successes += 1
return_element.name = self.name
return_element.talent = talent_input
return_element.type = "critical_success"
return_element.quality_level = str(self.calc_quality(compensation_points_max * 2))
return_element.talent_value = str(compensation_points_max)
return_element.remaining_points = str(compensation_points)
return_element.dice_values = rolls
return return_element
if rolls.count(20) == 3:
self.number_of_really_critical_failures += 1
return_element.name = self.name
return_element.talent = talent_input
return_element.type = "really_critical_failure"
return_element.quality_level = 0
return_element.talent_value = str(compensation_points_max)
return_element.remaining_points = str(compensation_points)
return_element.dice_values = rolls
return return_element
if rolls.count(20) == 2:
self.number_of_critical_failures += 1
return_element.name = self.name
return_element.talent = talent_input
return_element.type = "critical_failure"
return_element.quality_level = 0
return_element.talent_value = str(compensation_points_max)
return_element.remaining_points = str(compensation_points)
return_element.dice_values = rolls
return return_element
for x, roll in enumerate(rolls):
if roll > value_attributes[x]:
if roll - value_attributes[x] <= compensation_points:
compensation_points = compensation_points - (roll - value_attributes[x])
else:
number_of_failures += 1
self.number_of_failures += 1
return_element.name = self.name
return_element.talent = talent_input
return_element.type = "failure"
return_element.quality_level = 0
return_element.talent_value = str(compensation_points_max)
return_element.remaining_points = 0
return_element.dice_values = rolls
return return_element
#x += 1
self.number_of_successes += 1
return_dic["name"] = self.name
return_dic["talent"] = talent_input
return_dic["type"] = "success"
return_dic["quality_level"] = str(self.calc_quality(compensation_points))
return_dic["talent_value"] = str(compensation_points_max)
return_dic["remaining_points"] = str(compensation_points)
return_dic["dice_values"] = rolls
return return_dic
def calc_quality(self, compensation_points_input):
if 0 <= compensation_points_input <= 3:
return 1
if 4 <= compensation_points_input <= 6:
return 2
if 7 <= compensation_points_input <= 9:
return 3
if 10 <= compensation_points_input <= 12:
return 4
if 13 <= compensation_points_input <= 15:
return 5
else:
return 6
def read_json_files():
all_files = os.listdir("./helden/")
heroes_json = []
for file in all_files:
if file.endswith(".json"):
input_file = open("./helden/" + file, "r", encoding="utf-8")
heroes_json.append(json.loads(input_file.read())) # read line, convert it to dictionary and append it to list
input_file.close()
heroes_temp_attributes = []
for hero in heroes_json:
heroes_temp_attributes.append(hero["attr"]["values"])
heroes = []
for hero in heroes_temp_attributes: # read Attributes from json file
h = Hero()
for stats in hero:
h.attributes[str(stats[0])] = stats[1]
heroes.append(h)
for i, hero in enumerate(heroes_json): # read talents
for tal_count in range(1, 60): # 59 talents
key_for_dic = "TAL_" + str(tal_count)
heroes[i].talents[key_for_dic] = hero["talents"].get(key_for_dic, 0)
heroes[i].name = hero['name']
heroes[i].optolith_version = hero["clientVersion"]
heroes[i].modification_perm = 0
heroes[i].modification_temp = 0
heroes[i].enabled = True
return heroes
def read_talents():
with open("csv/talents.csv", "r", encoding="utf-8") as input_csv:
german_talents = {}
talents_german = {}
talents = {}
input_csv.readline() # skip first line
csv_reader = csv.reader(input_csv)
for row in csv_reader:
row_list = str(row[0]).split(';')
#print(row_list)
german_talents[str(row_list[1])] = "TAL_" + str(row_list[0])
attr_list = row_list[2].split('&')
talents["TAL_" + str(row_list[0])] = ['ATTR_' + str(attr_list[0]), 'ATTR_' + str(attr_list[1]), 'ATTR_' + str(attr_list[2])]
talents_german = {value: key for (key, value) in german_talents.items()}
return talents, german_talents, talents_german
def read_attributes():
with open("csv/attributes.csv", "r", encoding="utf-8") as input_csv:
german_attributes = {}
input_csv.readline() # skip first line
csv_reader = csv.reader(input_csv)
for row in csv_reader:
row_list = str(row[0]).split(';')
#print(row_list)
german_attributes[str(row_list[1])] = "ATTR_" + str(row_list[0])
attributes_german = {value: key for (key, value) in german_attributes.items()}
return german_attributes, attributes_german
def console_output_result(input_dictionary, flag):
if flag:
print("*************************************")
print("Name: " + str(input_dictionary["name"]))
print("Aktueller Modifikator auf diese Probe: " + str(input_dictionary["modification"]))
for m, attribute in enumerate(input_dictionary["attribute_names"]):
print("Wert inkl. Modifikatoren für " + str(attributes_german[attribute]) + ": " + str(input_dictionary["attribute_values"][m]))
print("Anzahl verfügbarer Talentpunkte: " + str(input_dictionary["compensation_points"]))
print("Talent: " + str(input_dictionary["talent"]))
print(str(input_dictionary["type"]))
print("Talentpunkte: " + str(input_dictionary["talent_value"]))
print("Verbleibende Talentpunkte: " + str(input_dictionary["remaining_points"]))
print("Qualitätsstufe: " + str(input_dictionary["quality_level"]))
print("Würfelergebnis: " + str(input_dictionary["dice_values"]))
print("*************************************")
number_of_successes = 0
number_of_failures = 0
number_of_critical_successes = 0
number_of_critical_failures = 0
number_of_really_critical_failures = 0
number_of_really_critical_successes = 0
number_of_games = 0
heroes = read_json_files()
talents, german_talents, talents_german = read_talents()
german_attributes, attributes_german = read_attributes()
def main():
global heroes
print("Programmversion: " + str(version_of_program))
for hero in heroes:
print("Der Held " + str(hero.name) + " wurde erstellt mit Optolith Version " + str(hero.optolith_version))
while True:
debug_mode = True
input_talent = input(
"Welche Fähigkeit? (z.B. Klettern) oder 'M' um heldenspezifischen Modifikator zu ändern, oder 'S' für die Statistiken")
if input_talent == "m" or input_talent == "M":
print("Eingelesene Helden: ")
for i, hero in enumerate(heroes):
print("[" + str(i) + "]" + hero["name"])
input_hero_choice = input("Welcher Held soll geändert werden? (z.B. 1) ")
input_hero_specific_mod = input("Auf welchen gesamten Modifikator? (z.B. 1 oder -2)")
heroes[int(input_hero_choice)].modification_perm = input_hero_specific_mod
elif input_talent not in german_talents:
print("Ungültige Eingabe erkannt.")
elif input_talent == "s" or input_talent == "S":
number_of_games = (number_of_successes + number_of_failures + number_of_really_critical_failures + number_of_really_critical_successes + number_of_critical_failures + number_of_critical_successes) / len(heroes)
print("Anzahl Erfolge: " + str(number_of_successes))
print("Anzahl Misserfolge: " + str(number_of_failures))
print("Anzahl kritischer Erfolge: " + str(number_of_critical_successes))
print("Anzahl kritischer Misserfolge: " + str(number_of_critical_failures))
print("Anzahl besonders kritischer Misserfolge: " + str(number_of_really_critical_failures))
print("Anzahl besonders kritischer Erfolge: " + str(number_of_really_critical_successes))
print("Anzahl gesamter Spiele: " + str(number_of_games))
print("+++++++++++++++++++++++++")
else:
input_modification = input("Welcher Bonus/Malus (z.B. -2 oder +1) ")
for hero in heroes:
output = hero.roll_dices(input_talent, input_modification)
console_output_result(output, debug_mode) # print results
if __name__ == '__main__':
main()