WIP: Add character file and stat adjusted skeleton actions #2
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@ -6,6 +6,8 @@ from .objects.bonemarketargumentparser import BoneMarketArgumentParser
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from .objects.enumaction import EnumAction
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from .objects.listaction import ListAction
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from .solve import *
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from .read_char import *
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parser = BoneMarketArgumentParser(
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prog='Bone Market Solver',
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@ -71,7 +73,7 @@ skeleton_parameters = parser.add_argument_group(
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skeleton_parameters.add_argument(
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"-s", "--shadowy",
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type=int,
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required=True,
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default=Char.SHADOWY.value,
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help="the effective level of Shadowy used for selling to buyers",
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dest='shadowy_level'
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)
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@ -0,0 +1,27 @@
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# This is a constant used to calculate difficulty checks. You almost certainly do not need to change this.
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DIFFICULTY_SCALER = 0.6
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def narrow_challenge(difficulty_level: int, stat: int):
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offset = 6 - difficulty_level
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stat += offset
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if stat > 9:
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return 1
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elif stat < 2:
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return .1
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else:
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return stat/10
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def broad_challenge(difficulty_level: int, stat: int):
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chance = DIFFICULTY_SCALER*stat/difficulty_level * 100
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chance = chance // 1
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chance /= 100
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return chance
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def mean_outcome(success: int, failure: int, chance: float):
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mean_success = success*chance
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mean_failure = failure*(1-chance)
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combined_mean_outcome = mean_success + mean_failure
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return int(combined_mean_outcome)
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@ -0,0 +1,32 @@
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from enum import Enum
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class Char(Enum):
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"""Character stats"""
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SHADOWY = 300
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DANGEROUS = 300
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PERSUASIVE = 300
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WATCHFUL = 300
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PLAYER_OF_CHESS = 7
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ARTISAN_OF_RED_SCIENCE = 7
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GLASSWORK = 7
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KATALEPTIC_TOXICOLOGY = 7
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MITHRIDACY = 7
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MONSTROUS_ANATOMY = 7
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SHAPELING_ARTS = 7
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BIZARRE = 15
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DREADED = 15
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RESPECTABLE = 15
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@ -5,26 +5,32 @@ from enum import Enum
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from .costs import Cost
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from ..objects.action import Action
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from ..read_char import Char
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from ..challenge_functions import narrow_challenge, mean_outcome
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class Adjustment(Enum):
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"""An action that is taken after all parts have been added to a skeleton."""
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CARVE_AWAY_AGE = Action(
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"Carve away some evidence of age",
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cost = Cost.ACTION.value,
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antiquity = -2
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cost = Cost.ACTION.value / narrow_challenge(6, Char.MITHRIDACY.value),
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antiquity = -2,
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implausibility = mean_outcome(0, 2, narrow_challenge(6, Char.MITHRIDACY.value))
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)
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DISGUISE_AMALGAMY = Action(
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"Disguise the amalgamy of this piece",
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cost = Cost.ACTION.value + 25*Cost.JADE_FRAGMENT.value,
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amalgamy = -2
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cost = 25*Cost.JADE_FRAGMENT.value + Cost.ACTION.value / narrow_challenge(6, Char.KATALEPTIC_TOXICOLOGY.value),
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amalgamy = -2,
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implausibility = mean_outcome(0, 2, narrow_challenge(6, Char.KATALEPTIC_TOXICOLOGY.value))
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)
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MAKE_LESS_DREADFUL = Action(
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"Make your skeleton less dreadful",
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cost = Cost.ACTION.value,
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menace = -2
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cost = Cost.ACTION.value / narrow_challenge(6, Char.KATALEPTIC_TOXICOLOGY.value),
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menace = -2,
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implausibility = mean_outcome(0, 2, narrow_challenge(6, Char.KATALEPTIC_TOXICOLOGY.value))
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)
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def __str__(self):
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@ -5,6 +5,9 @@ from enum import Enum
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from .costs import Cost
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from ..objects.action import Action
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from ..read_char import Char
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from ..challenge_functions import narrow_challenge, broad_challenge, mean_outcome
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class Appendage(Enum):
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"""An action that is taken once all skulls are added to a skeleton."""
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@ -17,6 +20,7 @@ class Appendage(Enum):
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amalgamy = 2
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)
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# TODO: Difficulty is increased by 2 for each Fin or Tentacle on the skeleton
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ALBATROSS_WING = Action(
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"Put an Albatross Wing on your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.ALBATROSS_WING.value,
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@ -26,6 +30,7 @@ class Appendage(Enum):
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amalgamy = 1
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)
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# TODO: Difficulty is increased by 2 for each Arm, Leg, Wing, and Tentacle that is already attached
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AMBER_FIN = Action(
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"Attach the Amber-Crusted Fin to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.AMBER_FIN.value,
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@ -36,6 +41,7 @@ class Appendage(Enum):
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menace = 1
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)
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# TODO: Difficulty is increased with Fins on the skeleton
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BAT_WING = Action(
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"Add a Bat Wing to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.BAT_WING.value,
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@ -51,7 +57,7 @@ class Appendage(Enum):
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value = 50,
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tails_needed = -1,
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tails = 1,
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menace = 2
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menace = mean_outcome(2, 1, narrow_challenge(4, Char.MONSTROUS_ANATOMY.value))
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)
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CRUSTACEAN_PINCER = Action(
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@ -80,6 +86,8 @@ class Appendage(Enum):
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legs = 1
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)
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# TODO: Base challenge: Narrow, Monstrous Anatomy 1
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# The difficulty is increased by 2 for each Arm, Leg, Wing, and Tentacle already attached to your skeleton.
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FIN_BONES = Action(
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"Put Fins on your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.FIN_BONES.value,
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@ -94,7 +102,7 @@ class Appendage(Enum):
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value = 2750,
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limbs_needed = -1,
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arms = 1,
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antiquity = 2
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antiquity = mean_outcome(2, 1, narrow_challenge(11, Char.MONSTROUS_ANATOMY.value))
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)
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HELICAL_THIGH = Action(
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@ -103,7 +111,7 @@ class Appendage(Enum):
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value = 300,
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limbs_needed = -1,
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legs = 1,
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amalgamy = 2
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amalgamy = mean_outcome(2, 1, narrow_challenge(6, Char.SHAPELING_ARTS.value))
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)
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HUMAN_ARM = Action(
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@ -120,7 +128,8 @@ class Appendage(Enum):
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cost = Cost.ACTION.value + Cost.IVORY_FEMUR.value,
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value = 6500,
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limbs_needed = -1,
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legs = 1
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legs = 1,
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implausibility = mean_outcome(0, 4, narrow_challenge(7, Char.MONSTROUS_ANATOMY.value))
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)
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IVORY_HUMERUS = Action(
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@ -128,9 +137,12 @@ class Appendage(Enum):
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cost = Cost.ACTION.value + Cost.IVORY_HUMERUS.value,
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value = 1500,
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limbs_needed = -1,
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arms = 1
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arms = 1,
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implausibility = mean_outcome(0, 2, narrow_challenge(6, Char.KATALEPTIC_TOXICOLOGY.value))
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)
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# TODO: Base challenge: Narrow, Mithridacy 1
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# Difficulty increases by 2 for each Fin or Tentacle already attached to your skeleton.
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JURASSIC_THIGH = Action(
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"Apply a Jurassic Thigh Bone to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.JURASSIC_FEMUR.value,
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@ -140,6 +152,8 @@ class Appendage(Enum):
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antiquity = 1
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)
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# TODO: Base challenge: Narrow, Mithridacy 6
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# Difficulty increases by 1 for each limb that is NOT a KNOTTED_HUMERUS
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KNOTTED_HUMERUS = Action(
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"Apply a Knotted Humerus to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.KNOTTED_HUMERUS.value,
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@ -149,6 +163,8 @@ class Appendage(Enum):
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amalgamy = 1
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)
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# TODO: Base challenge: Monstrous Anatomy 4
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# No failure info on wiki
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OBSIDIAN_TAIL = Action(
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"Apply an Obsidian Chitin Tail to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.OBSIDIAN_TAIL.value,
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@ -164,9 +180,11 @@ class Appendage(Enum):
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value = 250,
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tails_needed = -1,
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tails = 1,
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implausibility = 1
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implausibility = mean_outcome(1, 4, narrow_challenge(4, Char.MITHRIDACY.value))
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)
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# TODO: Base challenge: Narrow, Monstrous Anatomy 1
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# Difficulty increases by 2 for each Fin already attached to your skeleton.
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TERROR_BIRD_WING = Action(
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"Add the Wing of a Young Terror Bird to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.TERROR_BIRD_WING.value,
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@ -183,7 +201,7 @@ class Appendage(Enum):
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value = 250,
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tails_needed = -1,
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tails = 1,
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antiquity = 1
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antiquity = mean_outcome(0, 1, narrow_challenge(4, Char.MONSTROUS_ANATOMY.value))
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)
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UNIDENTIFIED_THIGH = Action(
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@ -194,27 +212,19 @@ class Appendage(Enum):
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legs = 1
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)
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WITHERED_TAIL = Action(
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"Apply a Withered Tentacle as a tail on your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.WITHERED_TENTACLE.value,
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value = 250,
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tails_needed = -1,
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tails = 1,
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antiquity = -1
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)
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WITHERED_TENTACLE = Action(
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"Put a Withered Tentacle on your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.WITHERED_TENTACLE.value,
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value = 250,
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limbs_needed = -1,
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tentacles = 1,
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antiquity = -1
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antiquity = -1,
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implausibility = mean_outcome(0, 2, narrow_challenge(5, Char.MONSTROUS_ANATOMY.value))
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)
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REMOVE_TAIL = Action(
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"Remove the tail from your (Skeleton Type)",
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cost = Cost.ACTION.value,
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cost = Cost.ACTION.value * 1 / broad_challenge(220, Char.DANGEROUS.value),
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tails = -1
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)
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@ -5,6 +5,21 @@ from enum import Enum
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from .costs import Cost
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from ..objects.action import Action
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from ..read_char import *
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from ..challenge_functions import narrow_challenge
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def _convincing_history_cost():
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chance = narrow_challenge(6, Char.KATALEPTIC_TOXICOLOGY.value)
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if chance == 1:
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cost = 3*Cost.REVISIONIST_NARRATIVE.value + Cost.ACTION.value
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else:
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actions = 1 / chance
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cost = actions * Cost.ACTION.value
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cost += Cost.REVISIONIST_NARRATIVE.value * (3 + actions - 1)
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return cost
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class Embellishment(Enum):
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"""An action is taken after a declaration has been made for a skeleton."""
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@ -17,7 +32,7 @@ class Embellishment(Enum):
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CONVINCING_HISTORY = Action(
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"Invest great time and skill in coming up with a convincing history",
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cost = Cost.ACTION.value + 3*Cost.REVISIONIST_NARRATIVE.value,
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cost = _convincing_history_cost(),
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implausibility = -5
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)
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@ -5,13 +5,15 @@ from enum import Enum
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from .costs import Cost
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from ..objects.action import Action
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from ..challenge_functions import narrow_challenge, mean_outcome
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from ..read_char import Char
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class Skull(Enum):
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"""An action that is taken immediately after starting a skeleton."""
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BAPTIST_SKULL = Action(
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"Duplicate the skull of John the Baptist, if you can call that a skull",
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cost = Cost.ACTION.value + 500*Cost.BONE_FRAGMENT.value + 10*Cost.PEPPERCAPS.value,
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cost = Cost.ACTION.value * 1 / narrow_challenge(6, Char.ARTISAN_OF_RED_SCIENCE.value) + 500*Cost.BONE_FRAGMENT.value + 10*Cost.PEPPERCAPS.value,
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value = 1250,
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skulls_needed = -1,
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skulls = 1,
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@ -20,13 +22,14 @@ class Skull(Enum):
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BRASS_SKULL = Action(
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"Affix a Bright Brass Skull to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.BRASS_SKULL.value + 200*Cost.NEVERCOLD_BRASS.value,
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value = 6500,
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cost = Cost.ACTION.value + Cost.BRASS_SKULL.value + mean_outcome(200*Cost.NEVERCOLD_BRASS.value, 0, narrow_challenge(6, Char.MITHRIDACY.value)),
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value = mean_outcome(6500, 6000, narrow_challenge(6, Char.MITHRIDACY.value)),
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skulls_needed = -1,
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skulls = 1,
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implausibility = 2
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implausibility = mean_outcome(2, 6, narrow_challenge(6, Char.MITHRIDACY.value)),
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)
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# TODO
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CORAL_SKULL = Action(
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"Affix a Skull in Coral to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.CORAL_SKULL.value + Cost.SCINTILLACK.value,
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@ -43,7 +46,7 @@ class Skull(Enum):
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skulls_needed = -1,
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skulls = 2,
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amalgamy = 1,
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antiquity = 2
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antiquity = mean_outcome(2, 1, narrow_challenge(4, Char.MONSTROUS_ANATOMY.value))
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)
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# Adds Exhaustion
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@ -53,7 +56,8 @@ class Skull(Enum):
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value = 10000,
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skulls_needed = -1,
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skulls = 1,
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exhaustion = 2
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exhaustion = 2,
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implausibility = mean_outcome(0, 2, narrow_challenge(4, Char.MITHRIDACY.value)),
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)
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EYELESS_SKULL = Action(
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@ -72,13 +76,13 @@ class Skull(Enum):
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skulls_needed = -1,
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skulls = 1,
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antiquity = 1,
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menace = 2
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menace = mean_outcome(2, 1, narrow_challenge(6, Char.MONSTROUS_ANATOMY.value))
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)
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# Seeking the Name of Mr. Eaten
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OWN_SKULL = Action(
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"Duplicate your own skull and affix it here",
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cost = Cost.ACTION.value + 1000*Cost.BONE_FRAGMENT.value,
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cost = Cost.ACTION.value * 1 / narrow_challenge(6, Char.ARTISAN_OF_RED_SCIENCE.value) + 1000*Cost.BONE_FRAGMENT.value,
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value = -250,
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skulls_needed = -1,
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skulls = 1
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@ -100,7 +104,7 @@ class Skull(Enum):
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value = 2500,
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skulls_needed = -1,
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skulls = 1,
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menace = 2
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menace = mean_outcome(2, 1, narrow_challenge(4, Char.MONSTROUS_ANATOMY.value))
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)
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RUBBERY_SKULL = Action(
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@ -119,19 +123,20 @@ class Skull(Enum):
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skulls_needed = -1,
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skulls = 1,
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antiquity = 1,
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menace = 1
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menace = mean_outcome(1, 0, narrow_challenge(6, Char.MONSTROUS_ANATOMY.value))
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)
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STYGIAN_IVORY = Action(
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"Use a Carved Ball of Stygian Ivory to cap off your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.STYGIAN_IVORY.value,
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value = 250,
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skulls_needed = -1
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skulls_needed = -1,
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implausibility = mean_outcome(0, 2, narrow_challenge(6, Char.MITHRIDACY.value))
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)
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VAKE_SKULL = Action(
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"Duplicate the Vake's skull and use it to decorate your (Skeleton Type)",
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cost = Cost.ACTION.value + 6000*Cost.BONE_FRAGMENT.value,
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cost = Cost.ACTION.value + 6000*Cost.BONE_FRAGMENT.value + mean_outcome(0, Cost.ACTION.value + 300*Cost.BONE_FRAGMENT.value, narrow_challenge(6, Char.ARTISAN_OF_RED_SCIENCE.value)),
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value = 6500,
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skulls_needed = -1,
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skulls = 1,
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|
|
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@ -0,0 +1,32 @@
|
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from enum import Enum
|
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|
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class Char(Enum):
|
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"""Character stats"""
|
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|
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SHADOWY = 300
|
||||
|
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DANGEROUS = 300
|
||||
|
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PERSUASIVE = 300
|
||||
|
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WATCHFUL = 300
|
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|
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PLAYER_OF_CHESS = 7
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ARTISAN_OF_RED_SCIENCE = 7
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GLASSWORK = 7
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KATALEPTIC_TOXICOLOGY = 7
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MITHRIDACY = 7
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MONSTROUS_ANATOMY = 7
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SHAPELING_ARTS = 7
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|
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BIZARRE = 15
|
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|
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DREADED = 15
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||||
|
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RESPECTABLE = 15
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@ -0,0 +1,5 @@
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try:
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from .custom_char import Char
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except:
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print("Note: custom_char.py does not exist. Using default_char.py")
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from .default_char import Char
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@ -22,12 +22,12 @@ from .data.torsos import Torso
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# This multiplier is applied to the profit margin to avoid losing precision due to rounding.
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PROFIT_MARGIN_MULTIPLIER = 10000000
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ATTRIBUTE_MULTIPLIER = 10000000
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# This is the highest number of attribute to calculate fractional exponents for.
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MAXIMUM_ATTRIBUTE = 100
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# This is a constant used to calculate difficulty checks. You almost certainly do not need to change this.
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DIFFICULTY_SCALER = 0.6
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from .challenge_functions import DIFFICULTY_SCALER
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def NewIntermediateBoolVar(self, name, expression, domain):
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|
@ -197,21 +197,36 @@ def Solve(shadowy_level, bone_market_fluctuations = None, zoological_mania = Non
|
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model.Add(tentacles == cp_model.LinearExpr.ScalProd(actions.values(), [action.value.tentacles for action in actions.keys()]))
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# Amalgamy calculation
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multiplied_amalgamy = model.NewIntVar(cp_model.INT32_MIN, cp_model.INT32_MAX, 'multiplied amalgamy')
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model.Add(multiplied_amalgamy == cp_model.LinearExpr.ScalProd(actions.values(), [int(action.value.amalgamy*ATTRIBUTE_MULTIPLIER) for action in actions.keys()]))
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amalgamy = model.NewIntVar(cp_model.INT32_MIN, cp_model.INT32_MAX, 'amalgamy')
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model.Add(amalgamy == cp_model.LinearExpr.ScalProd(actions.values(), [action.value.amalgamy for action in actions.keys()]))
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model.AddDivisionEquality(amalgamy, multiplied_amalgamy, ATTRIBUTE_MULTIPLIER)
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||||
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||||
del multiplied_amalgamy
|
||||
|
||||
# Antiquity calculation
|
||||
multiplied_antiquity = model.NewIntVar(cp_model.INT32_MIN, cp_model.INT32_MAX, 'multiplied antiquity')
|
||||
model.Add(multiplied_antiquity == cp_model.LinearExpr.ScalProd(actions.values(), [int(action.value.antiquity*ATTRIBUTE_MULTIPLIER) for action in actions.keys()]))
|
||||
antiquity = model.NewIntVar(cp_model.INT32_MIN, cp_model.INT32_MAX, 'antiquity')
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model.Add(antiquity == cp_model.LinearExpr.ScalProd(actions.values(), [action.value.antiquity for action in actions.keys()]))
|
||||
model.AddDivisionEquality(antiquity, multiplied_antiquity, ATTRIBUTE_MULTIPLIER)
|
||||
|
||||
del multiplied_antiquity
|
||||
|
||||
# Menace calculation
|
||||
multiplied_menace = model.NewIntVar(cp_model.INT32_MIN, cp_model.INT32_MAX, 'multiplied menace')
|
||||
model.Add(multiplied_menace == cp_model.LinearExpr.ScalProd(actions.values(), [int(action.value.menace*ATTRIBUTE_MULTIPLIER) for action in actions.keys()]))
|
||||
menace = model.NewIntVar(cp_model.INT32_MIN, cp_model.INT32_MAX, 'menace')
|
||||
model.Add(menace == cp_model.LinearExpr.ScalProd(actions.values(), [action.value.menace for action in actions.keys()]))
|
||||
model.AddDivisionEquality(menace, multiplied_menace, ATTRIBUTE_MULTIPLIER)
|
||||
|
||||
del multiplied_menace
|
||||
|
||||
# Implausibility calculation
|
||||
multiplied_implausibility = model.NewIntVar(cp_model.INT32_MIN, cp_model.INT32_MAX, 'multiplied implausibility')
|
||||
model.Add(multiplied_implausibility == cp_model.LinearExpr.ScalProd(actions.values(), [int(action.value.implausibility*ATTRIBUTE_MULTIPLIER) for action in actions.keys()]))
|
||||
implausibility = model.NewIntVar(cp_model.INT32_MIN, cp_model.INT32_MAX, 'implausibility')
|
||||
model.Add(implausibility == cp_model.LinearExpr.ScalProd(actions.values(), [action.value.implausibility for action in actions.keys()]))
|
||||
model.AddDivisionEquality(implausibility, multiplied_implausibility, ATTRIBUTE_MULTIPLIER)
|
||||
|
||||
del multiplied_implausibility
|
||||
|
||||
# Counter-church calculation
|
||||
# Calculate amount of Counter-church from Holy Relics of the Thigh of Saint Fiacre
|
||||
|
@ -1235,16 +1250,16 @@ def Solve(shadowy_level, bone_market_fluctuations = None, zoological_mania = Non
|
|||
model.Add(net_profit == total_revenue - cost)
|
||||
|
||||
# This is necessary to preserve some degree of precision after dividing
|
||||
multiplied_net_profit = model.NewIntVar(cp_model.INT32_MIN*PROFIT_MARGIN_MULTIPLIER, cp_model.INT32_MAX*PROFIT_MARGIN_MULTIPLIER, 'multiplied net profit')
|
||||
multiplied_net_profit = model.NewIntVar(cp_model.INT32_MIN, cp_model.INT32_MAX, 'multiplied net profit')
|
||||
model.AddMultiplicationEquality(multiplied_net_profit, [net_profit, PROFIT_MARGIN_MULTIPLIER])
|
||||
|
||||
absolute_multiplied_net_profit = model.NewIntVar(0, cp_model.INT32_MAX*PROFIT_MARGIN_MULTIPLIER, 'absolute multiplied net profit')
|
||||
absolute_multiplied_net_profit = model.NewIntVar(0, cp_model.INT32_MAX, 'absolute multiplied net profit')
|
||||
model.AddAbsEquality(absolute_multiplied_net_profit, multiplied_net_profit)
|
||||
|
||||
absolute_profit_margin = model.NewIntVar(cp_model.INT32_MIN*PROFIT_MARGIN_MULTIPLIER, cp_model.INT32_MAX*PROFIT_MARGIN_MULTIPLIER, 'absolute profit margin')
|
||||
absolute_profit_margin = model.NewIntVar(cp_model.INT32_MIN, cp_model.INT32_MAX, 'absolute profit margin')
|
||||
model.AddDivisionEquality(absolute_profit_margin, absolute_multiplied_net_profit, total_revenue)
|
||||
|
||||
profit_margin = model.NewIntVar(cp_model.INT32_MIN*PROFIT_MARGIN_MULTIPLIER, cp_model.INT32_MAX*PROFIT_MARGIN_MULTIPLIER, 'profit margin')
|
||||
profit_margin = model.NewIntVar(cp_model.INT32_MIN, cp_model.INT32_MAX, 'profit margin')
|
||||
|
||||
positive_net_profit = model.NewIntermediateBoolVar('positive net profit', net_profit, cp_model.Domain.FromFlatIntervals([0, cp_model.INT_MAX]))
|
||||
model.Add(profit_margin == absolute_profit_margin).OnlyEnforceIf(positive_net_profit)
|
||||
|
|
Loading…
Reference in New Issue