sim16/weather.py
2021-03-27 20:01:02 -04:00

503 lines
19 KiB
Python

import random, math, roman
from gametext import appearance_outcomes, base_string
class Weather:
name = "Sunny"
emoji = "🌞"
duration_range = [3,5]
def __init__(self, game):
pass
def __str__(self):
return f"{self.emoji} {self.name}"
def set_duration(self):
pass
def modify_atbat_stats(self, player_rolls):
# Activates before batting
pass
def modify_steal_stats(self, roll):
pass
def modify_atbat_roll(self, outcome, roll, defender):
# activates after batter roll
pass
def activate(self, game, result):
# activates after the batter calculation. modify result, or just return another thing
pass
def on_choose_next_batter(self, game):
pass
def on_flip_inning(self, game):
pass
def modify_top_of_inning_message(self, game, state):
pass
def modify_atbat_message(self, game, state):
pass
def modify_gamestate(self, game, state):
pass
def modify_game_end_message(self, game, state):
pass
class Supernova(Weather):
name = "Supernova"
emoji = "🌟"
duration_range = [1,2]
def modify_atbat_stats(self, roll):
roll["pitch_stat"] *= 0.8
class Midnight(Weather):
name = "Midnight"
emoji = "🕶"
duration_range = [1,1]
def modify_steal_stats(self, roll):
roll["run_stars"] *= 2
class SlightTailwind(Weather):
name = "Slight Tailwind"
emoji = "🏌️‍♀️"
duration_range = [1,2]
def activate(self, game, result):
if "mulligan" not in game.last_update[0].keys() and not result["ishit"] and result["text"] != appearance_outcomes.walk:
mulligan_roll_target = -((((game.get_batter().stlats["batting_stars"])-5)/6)**2)+1
if random.random() > mulligan_roll_target and game.get_batter().stlats["batting_stars"] <= 5:
result.clear()
result.update({
"text": f"{game.get_batter()} would have gone out, but they took a mulligan!",
"mulligan": True,
"text_only": True,
"weather_message": True,
})
class Starlight(Weather):
name = "Starlight"
emoji = "🌃"
duration_range = [2,2]
def activate(self, game, result):
if (result["text"] == appearance_outcomes.homerun or result["text"] == appearance_outcomes.grandslam):
result["weather_message"] = True
dinger_roll = random.random()
if "dragon" in game.get_batter().name.lower():
result["dragin_the_park"] = True
elif dinger_roll < 0.941:
result.clear()
result.update({
"text": f"{game.get_batter()} hits a dinger, but the stars do not approve! The ball pulls foul.",
"text_only": True,
"weather_message": True
})
else:
result["in_the_park"] = True
def modify_atbat_message(self, game, state):
result = game.last_update[0]
if "in_the_park" in result.keys():
state["update_text"] = f"The stars are pleased with {result['batter']}, and allow a dinger! {game.last_update[1]} runs scored!"
elif "dragin_the_park" in result.keys():
state["update_text"] = f"The stars enjoy watching dragons play baseball, and allow {result['batter']} to hit a dinger! {game.last_update[1]} runs scored!"
class Blizzard(Weather):
name = "Blizzard"
emoji = ""
duration_range = [2,3]
def __init__(self, game):
self.counter_away = random.randint(0,len(game.teams['away'].lineup)-1)
self.counter_home = random.randint(0,len(game.teams['home'].lineup)-1)
self.swapped_batter_data = None
def activate(self, game, result):
if self.swapped_batter_data:
original, sub = self.swapped_batter_data
self.swapped_batter_data = None
result.clear()
result.update({
"snow_atbat": True,
"text": f"{original.name}'s hands are too cold! {sub.name} is forced to bat!",
"text_only": True,
"weather_message": True,
})
def on_flip_inning(self, game):
if game.top_of_inning and self.counter_away < game.teams["away"].lineup_position:
self.counter_away = self.pitcher_insert_index(game.teams["away"])
if not game.top_of_inning and self.counter_home < game.teams["home"].lineup_position:
self.counter_home = self.pitcher_insert_index(game.teams["home"])
def pitcher_insert_index(self, this_team):
rounds = math.ceil(this_team.lineup_position / len(this_team.lineup))
position = random.randint(0, len(this_team.lineup)-1)
return rounds * len(this_team.lineup) + position
def on_choose_next_batter(self, game):
if game.top_of_inning:
bat_team = game.teams["away"]
counter = self.counter_away
else:
bat_team = game.teams["home"]
counter = self.counter_home
if bat_team.lineup_position == counter:
self.swapped_batter_data = (game.current_batter, bat_team.pitcher) # store this to generate the message during activate()
game.current_batter = bat_team.pitcher
class Twilight(Weather):
name = "Twilight"
emoji = "👻"
duration_range = [2,3]
def modify_atbat_roll(self, outcome, roll, defender):
error_line = - (math.log(defender.stlats["defense_stars"] + 1)/50) + 1
error_roll = random.random()
if error_roll > error_line:
outcome["error"] = True
outcome["weather_message"] = True
outcome["defender"] = defender
roll["pb_system_stat"] = 0.1
def modify_atbat_message(self, this_game, state):
result = this_game.last_update[0]
if "error" in result.keys():
state["update_text"] = f"{result['batter']}'s hit goes ethereal, and {result['defender']} can't catch it! {result['batter']} reaches base safely."
if this_game.last_update[1] > 0:
state["update_text"] += f" {this_game.last_update[1]} runs scored!"
class ThinnedVeil(Weather):
name = "Thinned Veil"
emoji = "🌌"
duration_range = [1,3]
def activate(self, game, result):
if result["ishit"]:
if result["text"] == appearance_outcomes.homerun or result["text"] == appearance_outcomes.grandslam:
result["veil"] = True
def modify_atbat_message(self, game, state):
if "veil" in game.last_update[0].keys():
state["update_emoji"] = self.emoji
state["update_text"] += f" {game.last_update[0]['batter']}'s will manifests on {base_string(game.last_update[1])} base."
class HeatWave(Weather):
name = "Heat Wave"
emoji = "🌄"
duration_range = [2,3]
def __init__(self,game):
self.counter_away = random.randint(2,4)
self.counter_home = random.randint(2,4)
self.swapped_pitcher_data = None
def on_flip_inning(self, game):
original_pitcher = game.get_pitcher()
if game.top_of_inning:
bat_team = game.teams["home"]
counter = self.counter_home
else:
bat_team = game.teams["away"]
counter = self.counter_away
if game.inning == counter:
if game.top_of_inning:
self.counter_home = self.counter_home - (self.counter_home % 5) + 5 + random.randint(1,4) #rounds down to last 5, adds up to next 5. then adds a random number 2<=x<=5 to determine next pitcher
else:
self.counter_away = self.counter_away - (self.counter_away % 5) + 5 + random.randint(1,4)
#swap, accounting for teams where where someone's both batter and pitcher
tries = 0
while game.get_pitcher() == original_pitcher and tries < 3:
bat_team.set_pitcher(use_lineup = True)
tries += 1
if game.get_pitcher() != original_pitcher:
self.swapped_pitcher_data = (original_pitcher, game.get_pitcher())
def modify_top_of_inning_message(self, game, state):
if self.swapped_pitcher_data:
original, sub = self.swapped_pitcher_data
self.swapped_pitcher_data = None
state["update_emoji"] = self.emoji
state["update_text"] += f' {original} is exhausted from the heat. {sub} is forced to pitch!'
class Drizzle(Weather):
name = "Drizzle"
emoji = "🌧"
duration_range = [2,3]
def on_flip_inning(self, game):
if game.top_of_inning:
next_team = "away"
else:
next_team = "home"
lineup = game.teams[next_team].lineup
game.bases[2] = lineup[(game.teams[next_team].lineup_position-1) % len(lineup)]
def modify_top_of_inning_message(self, game, state):
if game.top_of_inning:
next_team = "away"
else:
next_team = "home"
placed_player = game.teams[next_team].lineup[(game.teams[next_team].lineup_position-1) % len(game.teams[next_team].lineup)]
state["update_emoji"] = self.emoji
state["update_text"] += f' Due to inclement weather, {placed_player.name} is placed on second base.'
class Breezy(Weather):
name = "Breezy"
emoji = "🎐"
duration_range = [1,3]
def __init__(self, game):
self.activation_chance = 0.08
def activate(self, game, result):
if random.random() < self.activation_chance:
teamtype = random.choice(["away","home"])
team = game.teams[teamtype]
player = random.choice(team.lineup)
player.stlats["batting_stars"] = player.stlats["pitching_stars"]
player.stlats["pitching_stars"] = player.stlats["baserunning_stars"]
old_player_name = player.name
if not hasattr(player, "stat_name"):
player.stat_name = old_player_name
if ' ' in player.name:
names = player.name.split(" ")
try:
first_first_letter = names[0][0]
last_first_letter = names[-1][0]
names[0] = last_first_letter + names[0][1:]
names[-1] = first_first_letter + names[-1][1:]
player.name = ' '.join(names)
except:
first_letter = player.name[0]
last_letter = player.name[-1]
player.name = last_letter + player.name[1:-1] + first_letter
else:
#name is one word, so turn 'bartholemew' into 'martholemeb'
first_letter = player.name[0]
last_letter = player.name[-1]
player.name = last_letter + player.name[1:-1] + first_letter
book_adjectives = ["action-packed", "historical", "mystery", "thriller", "horror", "sci-fi", "fantasy", "spooky","romantic"]
book_types = ["novel", "novella", "poem", "anthology", "fan fiction", "autobiography"]
book = "{} {}".format(random.choice(book_adjectives),random.choice(book_types))
result.clear()
result.update({
"text": "{} stopped to enjoy a {} in the nice breeze! {} is now {}!".format(old_player_name, book, old_player_name, player.name),
"text_only": True,
"weather_message": True
})
class MeteorShower(Weather):
name = "Meteor Shower"
emoji = "🌠"
duration_range = [1,3]
def __init__(self, game):
self.activation_chance = 0.13
def activate(self, game, result):
if random.random() < self.activation_chance and game.occupied_bases() != {}:
base, runner = random.choice(list(game.occupied_bases().items()))
runner = game.bases[base]
game.bases[base] = None
if game.top_of_inning:
bat_team = game.teams["away"]
else:
bat_team = game.teams["home"]
bat_team.score += 1
result.clear()
result.update({
"text": f"{runner.name} wished upon one of the shooting stars, and was warped to None base!! 1 runs scored!",
"text_only": True,
"weather_message": True
})
class Hurricane(Weather):
name = "Hurricane"
emoji = "🌀"
duration_range = [1,1]
def __init__(self, game):
self.swaplength = random.randint(2,4)
self.swapped = False
def on_flip_inning(self, game):
if game.top_of_inning and (game.inning % self.swaplength) == 0:
self.swaplength = random.randint(2,4)
self.swapped = True
def modify_top_of_inning_message(self, game, state):
if self.swapped:
game.teams["home"].score, game.teams["away"].score = (game.teams["away"].score, game.teams["home"].score) #swap scores
state["away_score"], state["home_score"] = (game.teams["away"].score, game.teams["home"].score)
state["update_emoji"] = self.emoji
state["update_text"] += " The hurricane rages on, flipping the scoreboard!"
self.swapped = False
class Tornado(Weather):
name = "Tornado"
emoji = "🌪"
duration_range = [1,2]
def __init__(self, game):
self.activation_chance = 0.33
self.counter = 0
def activate(self, game, result):
if self.counter == 0 and random.random() < self.activation_chance and game.occupied_bases() != {}:
runners = list(game.bases.values())
current_runners = runners.copy()
self.counter = 5
while runners == current_runners and self.counter > 0:
random.shuffle(runners)
self.counter -= 1
for index in range(1,4):
game.bases[index] = runners[index-1]
result.clear()
result.update({
"text": f"The tornado sweeps across the field and pushes {'the runners' if len(game.occupied_bases().values())>1 else list(game.occupied_bases().values())[0].name} to a different base!",
"text_only": True,
"weather_message": True
})
self.counter = 2
elif self.counter > 0:
self.counter -= 1
class Downpour(Weather):
name = "Torrential Downpour"
emoji = ''
duration_range = [1,1]
def __init__(self, game):
self.target = game.max_innings
self.name = f"Torrential Downpour: {roman.roman_convert(str(self.target))}"
self.emoji = ''
def on_flip_inning(self, game):
high_score = game.teams["home"].score if game.teams["home"].score > game.teams["away"].score else game.teams["away"].score
if high_score >= self.target and game.teams["home"].score != game.teams["away"].score:
game.max_innings = game.inning
else:
game.max_innings = game.inning + 1
def modify_gamestate(self, game, state):
state["max_innings"] = ""
def modify_top_of_inning_message(self, game, state):
state["update_emoji"] = self.emoji
state["update_text"] = "The gods are not yet pleased. Play continues through the storm."
def modify_game_end_message(self, game, state):
state["update_emoji"] = self.emoji
state["update_text"] = f"{self.target} runs are reached, pleasing the gods. The storm clears."
def all_weathers():
weathers_dic = {
"Supernova" : Supernova,
"Midnight": Midnight,
"Slight Tailwind": SlightTailwind,
"Blizzard": Blizzard,
"Twilight" : Twilight,
"Thinned Veil" : ThinnedVeil,
"Heat Wave" : HeatWave,
"Drizzle" : Drizzle,
"Breezy": Breezy,
"Starlight" : Starlight,
"Meteor Shower" : MeteorShower,
"Hurricane" : Hurricane,
"Tornado" : Tornado,
"Torrential Downpour" : Downpour
}
return weathers_dic
class WeatherChains():
light = [SlightTailwind, Twilight, Breezy, Drizzle] #basic starting points for weather, good comfortable spots to return to
magic = [Twilight, ThinnedVeil, MeteorShower, Starlight] #weathers involving breaking the fabric of spacetime
sudden = [Tornado, Hurricane, Twilight, Starlight, Midnight, Downpour] #weathers that always happen and leave over 1-3 games
disaster = [Hurricane, Tornado, Downpour, Blizzard] #storms
aftermath = [Midnight, Starlight, MeteorShower] #calm epilogues
dictionary = {
#Supernova : (magic + sudden + disaster, None), supernova happens leaguewide and shouldn't need a chain, but here just in case
Midnight : ([SlightTailwind, Breezy, Drizzle, Starlight, MeteorShower, HeatWave],[2,2,2,4,4,1]),
SlightTailwind : ([Breezy, Drizzle, Tornado], [3,3,1]),
Blizzard : ([Midnight, Starlight, MeteorShower, Twilight, Downpour], [2,2,2,2,4]),
Twilight : ([ThinnedVeil, Midnight, MeteorShower, SlightTailwind], [2,4,2,1]),
ThinnedVeil : (light, None),
HeatWave : ([Tornado, Hurricane, SlightTailwind, Breezy],[4,4,1,1]),
Drizzle : ([Hurricane, Downpour, Blizzard],[2,2,1]),
Breezy : ([Drizzle, HeatWave, Blizzard, Tornado], [3,3,1,1]),
Starlight : ([SlightTailwind, Twilight, Breezy, Drizzle, ThinnedVeil, HeatWave], None),
MeteorShower : ([Starlight, ThinnedVeil, HeatWave], None),
Hurricane : ([Midnight, Starlight, MeteorShower, Twilight, Downpour], [2,2,2,2,4]),
Tornado : ([Midnight, Starlight, MeteorShower, Twilight, Downpour],[2,2,2,2,4]),
Downpour : (aftermath, None)
}
chains = [
[Hurricane, Drizzle, Hurricane]
]
def chain_weather(weather_instance):
#weather_type = type(weather_instance)
weather_type = weather_instance
options, weight = WeatherChains.dictionary[weather_type]
return random.choices(options, weights = weight)[0]
def parent_weathers(weather_type):
parents = []
for this_weather, (children, _) in WeatherChains.dictionary.items():
if weather_type in children:
parents.append(this_weather)
return parents
def starting_weather():
return random.choice(WeatherChains.light + WeatherChains.magic)
def debug_weathers():
names = ["a.txt", "b.txt", "c.txt"]
for name in names:
current = random.choice(list(all_weathers().values()))
out = ""
for i in range(0,50):
out += f"{current.name} {current.emoji}\n"
current = WeatherChains.chain_weather(current)
with open("data/"+name, "w", encoding='utf-8') as file:
file.write(out)