本文整理匯總了Python中the_tale.game.balance.power.Power.power_to_level方法的典型用法代碼示例。如果您正苦於以下問題:Python Power.power_to_level方法的具體用法?Python Power.power_to_level怎麽用?Python Power.power_to_level使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類the_tale.game.balance.power.Power
的用法示例。
在下文中一共展示了Power.power_to_level方法的4個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。
示例1: test_corridor
# 需要導入模塊: from the_tale.game.balance.power import Power [as 別名]
# 或者: from the_tale.game.balance.power.Power import power_to_level [as 別名]
def test_corridor(self):
# fill_empty_keys_with_fake_phrases(u'test_hero_level_companion')
result, account_id, bundle_id = register_user(uuid.uuid4().hex) # pylint: disable=W0612
self.storage = LogicStorage()
self.storage.load_account_data(AccountPrototype.get_by_id(account_id))
self.hero = self.storage.accounts_to_heroes[account_id]
self.set_hero_companion()
current_time = TimePrototype.get_current_time()
for level in xrange(1, 100):
print
print '-----------------------------------------------------------------------'
print 'process level %d\texpected turns: %d\texpected days: %.2f' % (level, f.turns_on_lvl(level), f.time_on_lvl(level)/24)
for i in xrange(f.turns_on_lvl(level)): # pylint: disable=W0612
self.storage.process_turn()
current_time.increment_turn()
# simulate user behaviour on healing companion
if self.hero.companion.health < self.hero.companion.max_health / 2:
self.hero.companion.health = self.hero.companion.max_health
self.hero.randomized_level_up()
exp_to_next_level = float(self.hero.experience) / f.exp_on_lvl(self.hero.level) * 100
exp_from_expected = float(f.total_exp_to_lvl(self.hero.level)+self.hero.experience)/f.total_exp_to_lvl(level+1)*100
exp_untaken = f.total_exp_to_lvl(level+1) - f.total_exp_to_lvl(self.hero.level) - self.hero.experience
quests_untaken = float(exp_untaken) / f.experience_for_quest(c.QUEST_AREA_RADIUS)
print u'hero level: %d\texp: %.2f%%\texp from expected: %.2f%% (%d exp, %.2f quests)\ttotal quests %d' % (self.hero.level,
exp_to_next_level,
exp_from_expected,
exp_untaken,
quests_untaken,
self.hero.statistics.quests_done)
print u'abilities: %s' % ' '.join(u'%s-%d' % (ability_id, ability.level) for ability_id, ability in self.hero.abilities.abilities.items())
print u'deaths: %d' % self.hero.statistics.pve_deaths
total_gold = f.total_gold_at_lvl(self.hero.level)
print u'total money: %d from expected %d (x%.2f)' % (self.hero.statistics.money_earned,
total_gold,
float(self.hero.statistics.money_earned) / total_gold if total_gold > 0 else 0)
total_artifacts = int(f.total_time_for_lvl(self.hero.level) / 24 * c.ARTIFACTS_LOOT_PER_DAY )
print u'total artifacts: %d from expected %d (x%.2f)' % (self.hero.statistics.artifacts_had,
total_artifacts,
float(self.hero.statistics.artifacts_had) / total_artifacts if total_artifacts > 0 else 0)
print u'power: %r from expected %r' % (self.hero.power, Power.power_to_level(self.hero.preferences.archetype.power_distribution, self.hero.level))
print u'power total: %d from expected %r (x%.2f)' % (self.hero.power.total(),
Power.power_to_level(self.hero.preferences.archetype.power_distribution, self.hero.level).total(),
float(self.hero.power.total()) / Power.power_to_level(self.hero.preferences.archetype.power_distribution, self.hero.level).total())
示例2: get_battles_statistics
# 需要導入模塊: from the_tale.game.balance.power import Power [as 別名]
# 或者: from the_tale.game.balance.power.Power import power_to_level [as 別名]
def get_battles_statistics(hero_1, hero_2):
hero_1_wins = 0
hero_2_wins = 0
for hero_level in HERO_LEVELS:
with mock.patch('the_tale.game.heroes.objects.Hero.power', Power.power_to_level(POWER_DISTRIBUTION, hero_level)):
hero_1._model.level = hero_level
hero_2._model.level = hero_level
for i in xrange(TEST_BATTLES_NUMBER): # pylint: disable=W0612
hero_1.health = hero_1.max_health
hero_2.health = hero_2.max_health
if process_battle(hero_1, hero_2):
hero_1_wins += 1
else:
hero_2_wins += 1
return hero_1_wins, hero_2_wins
示例3: show_balance
# 需要導入模塊: from the_tale.game.balance.power import Power [as 別名]
# 或者: from the_tale.game.balance.power.Power import power_to_level [as 別名]
def show_balance(self): # pylint: disable=R0914
tmp_time = ['начало', '8 часов', 'день', 'неделя', 'месяц', '3 месяца', '6 месяцев', '1 год', '2 года', '3 года', '4 года', '5 лет', '6 лет']
tmp_times = [0, 8, 24, 24*7, 24*30, 24*30*3, 24*30*6, 24*30*12, 24*30*12*2, 24*30*12*3, 24*30*12*4, 24*30*12*5, 24*30*12*6]
tmp_lvls = list(map(f.lvl_after_time, tmp_times))
# Всё, что ниже, должно зависеть от уровня, не от времени, т.к. время в данном случае не точный параметр, а анализ всё равно ориентируется на уровень.
exp_for_quest = f.experience_for_quest__real(c.QUEST_AREA_RADIUS)
tmp_exp_to_level = list(map(math.floor, list(map(f.exp_on_lvl, tmp_lvls))))
tmp_exp_total = list(map(math.floor, list(map(f.total_exp_to_lvl, tmp_lvls))))
tmp_quests_to_level = list(map(math.ceil, (exp/float(exp_for_quest) for exp in tmp_exp_to_level)))
tmp_quests_total = list(map(math.ceil, (exp/float(exp_for_quest) for exp in tmp_exp_total)))
dstr = PowerDistribution(0.5, 0.5)
tmp_hp = list(map(f.hp_on_lvl, tmp_lvls))
tmp_turns = list(map(f.turns_on_lvl, tmp_lvls))
tmp_turns_to_time = list(map(int, list(map(f.hours_to_turns, tmp_times))))
tmp_expected_damage_to_hero_per_hit = list(map(f.expected_damage_to_hero_per_hit, tmp_lvls))
tmp_expected_damage_to_hero_per_hit_interval = [ (int(round(dmg*(1-c.DAMAGE_DELTA))), int(round(dmg*(1+c.DAMAGE_DELTA)))) for dmg in tmp_expected_damage_to_hero_per_hit]
tmp_mob_hp = list(map(f.mob_hp_to_lvl, tmp_lvls))
tmp_power = [Power.power_to_level(dstr, lvl) for lvl in tmp_lvls]
tmp_expected_damage_to_mob_per_hit = list(map(f.expected_damage_to_mob_per_hit, tmp_lvls))
tmp_real_damage_to_mob_per_hit = [p.damage().total for p in tmp_power]
tmp_real_damage_to_mob_per_hit_interval = [ (int(round(dmg*(1-c.DAMAGE_DELTA))), int(round(dmg*(1+c.DAMAGE_DELTA)))) for dmg in tmp_real_damage_to_mob_per_hit]
tmp_power_per_slot = [Power.power_to_artifact(dstr, lvl) for lvl in tmp_lvls]
tmp_battles_at_lvl = list(map(math.floor, [x * c.BATTLES_PER_HOUR for x in map(f.time_on_lvl, tmp_lvls)]))
tmp_total_battles = list(map(math.floor, [x * c.BATTLES_PER_HOUR for x in map(f.total_time_for_lvl, tmp_lvls)]))
tmp_artifacts_per_battle = [c.ARTIFACTS_PER_BATTLE]* len(tmp_lvls)
tmp_artifacts_total = [c.ARTIFACTS_LOOT_PER_DAY * f.total_time_for_lvl(lvl-1)/24.0 for lvl in tmp_lvls]
tmp_gold_in_day = list(map(f.expected_gold_in_day, tmp_lvls))
tmp_total_gold_at_lvl = list(map(f.total_gold_at_lvl, tmp_lvls))
return self.template('balance/balance.html',
{'c': c,
'f': f ,
'exp_for_quest': exp_for_quest,
'average_path_length': c.QUEST_AREA_RADIUS,
'tmp_time': tmp_time,
'tmp_lvls': tmp_lvls,
'tmp_exp_to_level': tmp_exp_to_level,
'tmp_exp_total': tmp_exp_total,
'tmp_quests_to_level': tmp_quests_to_level,
'tmp_quests_total': tmp_quests_total,
'tmp_hp': tmp_hp,
'tmp_turns': tmp_turns,
'tmp_turns_to_time': tmp_turns_to_time,
'tmp_expected_damage_to_hero_per_hit': tmp_expected_damage_to_hero_per_hit,
'tmp_mob_hp': tmp_mob_hp,
'tmp_power': tmp_power,
'tmp_expected_damage_to_mob_per_hit': tmp_expected_damage_to_mob_per_hit,
'tmp_expected_damage_to_hero_per_hit_interval': tmp_expected_damage_to_hero_per_hit_interval,
'tmp_real_damage_to_mob_per_hit': tmp_real_damage_to_mob_per_hit,
'tmp_real_damage_to_mob_per_hit_interval': tmp_real_damage_to_mob_per_hit_interval,
'tmp_power_per_slot': tmp_power_per_slot,
'tmp_battles_at_lvl': tmp_battles_at_lvl,
'tmp_total_battles': tmp_total_battles,
'tmp_artifacts_total': tmp_artifacts_total,
'tmp_artifacts_per_battle': tmp_artifacts_per_battle,
# 'tmp_gold_at_lvl': tmp_gold_at_lvl,
'tmp_gold_in_day': tmp_gold_in_day,
'tmp_total_gold_at_lvl': tmp_total_gold_at_lvl
} )
示例4: show_balance
# 需要導入模塊: from the_tale.game.balance.power import Power [as 別名]
# 或者: from the_tale.game.balance.power.Power import power_to_level [as 別名]
def show_balance(self): # pylint: disable=R0914
tmp_time = [
u"начало",
u"8 часов",
u"день",
u"неделя",
u"месяц",
u"3 месяца",
u"6 месяцев",
u"1 год",
u"2 года",
u"3 года",
u"4 года",
u"5 лет",
u"6 лет",
]
tmp_times = [
0,
8,
24,
24 * 7,
24 * 30,
24 * 30 * 3,
24 * 30 * 6,
24 * 30 * 12,
24 * 30 * 12 * 2,
24 * 30 * 12 * 3,
24 * 30 * 12 * 4,
24 * 30 * 12 * 5,
24 * 30 * 12 * 6,
]
tmp_lvls = map(f.lvl_after_time, tmp_times)
# Всё, что ниже, должно зависеть от уровня, не от времени, т.к. время в данном случае не точный параметр, а анализ всё равно ориентируется на уровень.
exp_for_quest = f.experience_for_quest__real(c.QUEST_AREA_RADIUS)
tmp_exp_to_level = map(math.floor, map(f.exp_on_lvl, tmp_lvls))
tmp_exp_total = map(math.floor, map(f.total_exp_to_lvl, tmp_lvls))
tmp_quests_to_level = map(math.ceil, (exp / float(exp_for_quest) for exp in tmp_exp_to_level))
tmp_quests_total = map(math.ceil, (exp / float(exp_for_quest) for exp in tmp_exp_total))
dstr = PowerDistribution(0.5, 0.5)
tmp_hp = map(f.hp_on_lvl, tmp_lvls)
tmp_turns = map(f.turns_on_lvl, tmp_lvls)
tmp_turns_to_time = map(int, map(f.hours_to_turns, tmp_times))
tmp_expected_damage_to_hero_per_hit = map(f.expected_damage_to_hero_per_hit, tmp_lvls)
tmp_expected_damage_to_hero_per_hit_interval = [
(int(round(dmg * (1 - c.DAMAGE_DELTA))), int(round(dmg * (1 + c.DAMAGE_DELTA))))
for dmg in tmp_expected_damage_to_hero_per_hit
]
tmp_mob_hp = map(f.mob_hp_to_lvl, tmp_lvls)
tmp_power = map(lambda lvl: Power.power_to_level(dstr, lvl), tmp_lvls)
tmp_expected_damage_to_mob_per_hit = map(f.expected_damage_to_mob_per_hit, tmp_lvls)
tmp_real_damage_to_mob_per_hit = map(lambda p: p.damage().total, tmp_power)
tmp_real_damage_to_mob_per_hit_interval = [
(int(round(dmg * (1 - c.DAMAGE_DELTA))), int(round(dmg * (1 + c.DAMAGE_DELTA))))
for dmg in tmp_real_damage_to_mob_per_hit
]
tmp_power_per_slot = [Power.power_to_artifact(dstr, lvl) for lvl in tmp_lvls]
tmp_battles_at_lvl = map(math.floor, [x * c.BATTLES_PER_HOUR for x in map(f.time_on_lvl, tmp_lvls)])
tmp_total_battles = map(math.floor, [x * c.BATTLES_PER_HOUR for x in map(f.total_time_for_lvl, tmp_lvls)])
tmp_artifacts_per_battle = [c.ARTIFACTS_PER_BATTLE] * len(tmp_lvls)
tmp_artifacts_total = [c.ARTIFACTS_LOOT_PER_DAY * f.total_time_for_lvl(lvl - 1) / 24.0 for lvl in tmp_lvls]
tmp_gold_in_day = map(f.expected_gold_in_day, tmp_lvls)
tmp_total_gold_at_lvl = map(f.total_gold_at_lvl, tmp_lvls)
return self.template(
"balance/balance.html",
{
"c": c,
"f": f,
"exp_for_quest": exp_for_quest,
"average_path_length": c.QUEST_AREA_RADIUS,
"tmp_time": tmp_time,
"tmp_lvls": tmp_lvls,
"tmp_exp_to_level": tmp_exp_to_level,
"tmp_exp_total": tmp_exp_total,
"tmp_quests_to_level": tmp_quests_to_level,
"tmp_quests_total": tmp_quests_total,
"tmp_hp": tmp_hp,
"tmp_turns": tmp_turns,
"tmp_turns_to_time": tmp_turns_to_time,
"tmp_expected_damage_to_hero_per_hit": tmp_expected_damage_to_hero_per_hit,
"tmp_mob_hp": tmp_mob_hp,
"tmp_power": tmp_power,
"tmp_expected_damage_to_mob_per_hit": tmp_expected_damage_to_mob_per_hit,
"tmp_expected_damage_to_hero_per_hit_interval": tmp_expected_damage_to_hero_per_hit_interval,
"tmp_real_damage_to_mob_per_hit": tmp_real_damage_to_mob_per_hit,
"tmp_real_damage_to_mob_per_hit_interval": tmp_real_damage_to_mob_per_hit_interval,
"tmp_power_per_slot": tmp_power_per_slot,
"tmp_battles_at_lvl": tmp_battles_at_lvl,
"tmp_total_battles": tmp_total_battles,
"tmp_artifacts_total": tmp_artifacts_total,
"tmp_artifacts_per_battle": tmp_artifacts_per_battle,
# 'tmp_gold_at_lvl': tmp_gold_at_lvl,
"tmp_gold_in_day": tmp_gold_in_day,
#.........這裏部分代碼省略.........