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gunfight.py
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gunfight.py
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import random
import collections
gear_list = {"F": "Beretta",
"f": "Glock",
"g": "Colt1911",
"G": "DE",
"l": "Magnum",
"H": "SPAS12",
"j": "Benelli",
"h": "Mac11",
"I": "MP5K",
"J": "UMP45",
"k": "P90",
"K": "HK69",
"L": "LR300",
"e": "M4",
"M": "G36",
"i": "FR-F1",
"N": "PSG1",
"Z": "SR8",
"a": "AK103",
"c": "Negev",
"O": "HE",
"Q": "Smokes",
"R": "Vest",
"S": "Tac",
"T": "Medkit",
"U": "Silencer",
"V": "Laser",
"W": "Helmet",
"X": "Ammo"}
gear_type = collections.OrderedDict(sorted({
"grenade": "OQ",
"item": "UV",
"primary": "KLeMiNZac",
"secondary": "HjhIJk",
"sidearm": "FfgGl"
}.items()))
class GunfightGame(object):
"""
gunfight game variables
"""
def __init__(self, banned_items, banned_loadouts, loadouts_presets, loadouts_probabilities, loadout_rounds, config_g_gear=""):
self.config_g_gear = config_g_gear
self.g_gear = ""
self.banned_items = banned_items
self.banned_loadouts = banned_loadouts
self.loadouts_presets = loadouts_presets
self.loadouts_probabilities = loadouts_probabilities
self.current_loadout = ""
self.loadout_announcement = ""
self.loadout_rounds = loadout_rounds
self.swapped_roles = True
def can_use_laser(self, loadout):
for e in loadout:
if e in "FfgGIJLea":
return True
return False
def can_use_silencer(self, loadout):
for e in loadout:
if e in "FfghIJkLeMNac":
return True
return False
def loadout_is_full(self, loadout):
# consider pistol slot is always occupied
max_weight = 4
weight = 0
for slot in loadout[1:]:
if slot == 'A':
continue
weight += 2 if slot == 'c' else 1
return (weight >= max_weight)
def loadout_to_msg(self, gearstring):
msg = []
if gear_type["sidearm"] in self.g_gear:
gl = list(gearstring)
gl[0] = 'A'
gearstring = "".join(gl)
if gear_type["primary"] in self.g_gear:
gl = list(gearstring)
gl[1] = 'A'
gearstring = "".join(gl)
if gear_type["secondary"] in self.g_gear:
gl = list(gearstring)
gl[2] = 'A'
gearstring = "".join(gl)
if gearstring[0:4].count('A') >= 3:
msg.append("^1")
if gearstring[0:4].count('A') == 4:
msg.append("KNIFE")
for e in gearstring:
if e in gear_list.keys() and e not in "RW":
msg.append(gear_list[e])
if msg[0] == "^1":
msg.append("ONLY!")
return " ".join(msg)
def _loadout_generate(self):
if len(self.loadouts_presets):
return random.choice(self.loadouts_presets)
gearstring = list("AAAARWA")
p_knife = self.loadouts_probabilities.get("p_K", 0)
p_nades = self.loadouts_probabilities.get("p_G", 0)
p_PSPs = self.loadouts_probabilities.get("p_PSPs", 0)
p_PS = self.loadouts_probabilities.get("p_PS", 0)
p_PPs = self.loadouts_probabilities.get("p_PPs", 0)
p_PO = self.loadouts_probabilities.get("p_PO", 0)
p_SPs = self.loadouts_probabilities.get("p_SPs", 0)
p_SO = self.loadouts_probabilities.get("p_SO", 0)
p_PsO = self.loadouts_probabilities.get("p_PsO", 0)
primary_secondary_pistol = 0
primary_secondary = 1
primary_pistol = 2
primary_only = 3
secondary_pistol = 4
secondary_only = 5
pistol_only = 6
pick = -1
if not (random.randint(1, 100) <= p_knife * 100):
# not knife only
pick = random.choice(
[primary_secondary_pistol] * (int)(p_PSPs * 100) \
+ [primary_secondary] * (int)(p_PS * 100) \
+ [primary_pistol] * (int)(p_PPs * 100) \
+ [primary_only] * (int)(p_PO * 100) \
+ [secondary_pistol] * (int)(p_SPs * 100) \
+ [secondary_only] * (int)(p_SO * 100) \
+ [pistol_only] * (int)(p_PsO * 100)
)
weapstack = []
pistolstack = []
grenadestack = []
if pick in {primary_secondary, secondary_pistol, secondary_only, primary_secondary_pistol}:
weapstack += list(filter(lambda i: i not in self.banned_items+self.config_g_gear, gear_type["secondary"]))
if pick in {primary_secondary, primary_pistol, primary_only, primary_secondary_pistol}:
weapstack += list(filter(lambda i: i not in self.banned_items+self.config_g_gear, gear_type["primary"]))
if pick == primary_secondary:
weapstack.remove('c')
if pick in {primary_pistol, primary_secondary_pistol, pistol_only}:
pistolstack = list(filter(lambda i: i not in self.banned_items+self.config_g_gear, gear_type["sidearm"]))
if random.randint(1, 100) <= p_nades * 100:
grenadestack = list(filter(lambda i: i not in self.banned_items+self.config_g_gear, gear_type["grenade"]))
itemstack = list(filter(lambda i: i not in self.banned_items+self.config_g_gear, gear_type["item"]))
for stack in [pistolstack, weapstack, grenadestack, itemstack]:
random.shuffle(stack)
gearstring[0] = pistolstack.pop() if len(pistolstack) else 'A' # ! always occupied
gearstring[1] = weapstack.pop() if len(weapstack) else 'A'
weapstack = [w for w in weapstack if w not in gear_type["primary"]]
if not self.loadout_is_full(gearstring) and not pick == secondary_only:
gearstring[2] = weapstack.pop() if len(weapstack) else 'A'
if not self.loadout_is_full(gearstring) or gearstring[1] == 'c':
gearstring[3] = grenadestack.pop() if len(grenadestack) else 'A'
if not self.loadout_is_full(gearstring) or (gearstring[1] == 'c' and gearstring[3] == 'A'):
gearstring[6] = itemstack.pop() if len(itemstack) else 'A'
if not self.can_use_silencer(gearstring) and 'U' in gearstring:
gearstring[gearstring.index('U')] = 'A'
if not self.can_use_laser(gearstring) and 'V' in gearstring:
gearstring[gearstring.index('V')] = 'A'
return "".join(gearstring)
def loadout_cycle(self):
old_loadout = self.current_loadout
self.current_loadout = self._loadout_generate()
while (self.current_loadout == old_loadout or self.current_loadout in self.banned_loadouts) and not len(self.loadouts_presets) == 1:
self.current_loadout = self._loadout_generate()
# workaround to produce a valid gear string for sv_forcegear
self.g_gear = ""
if self.current_loadout[1] == 'A':
self.g_gear += gear_type["primary"]
if self.current_loadout[2] == 'A' and self.current_loadout[1] not in gear_type["secondary"]:
self.g_gear += gear_type["secondary"]
if self.current_loadout[0] == 'A':
self.g_gear += gear_type["sidearm"]
self.current_loadout = "G" + self.current_loadout[1:]
if self.current_loadout[0:3].count('A') == 3:
if self.current_loadout[3] in gear_type["grenade"]:
self.current_loadout = "GL" + self.current_loadout[2:]
self.loadout_announcement = self.loadout_to_msg(self.current_loadout)