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Try to summon imp types that are lacking #338

merged 1 commit into from Sep 13, 2018


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ozkriff commented Sep 8, 2018

Before this PR the code for choosing who to summon looked like this:

let prototypes = ["imp", "imp_toxic", "imp_bomber"];
let prototype = thread_rng().choose(&prototypes).unwrap();

Since it was completely random and because bombers lived much longer then melee imps, it lead to a situations when there're like 12 or even 15 bombers on the map.

This PR chanes the summoning algorithm to prefer types that are under-presented on the map.

First, we use

fn count_agents_by_typename(state: &State, player_id: PlayerId) -> HashMap<String, u32>

to count player's agents on the map:

{"imp_toxic": 3, "imp_summoner": 2, "imp": 1}

Then we filter-out un-summonable typenames:

{"imp_toxic": 3, "imp": 1}

Add unrepresented summonable agent types with 0 count:

{"imp_toxic": 3, "imp": 1, "imp_bomber": 0}

Find the agent type with max count (3 in the example) and reverse the map to:

{"imp_toxic": 0, "imp": 2, "imp_bomber": 3}

Flatten it to a Vec<String>:

["imp", "imp", "imp_bomber", "imp_bomber", "imp_bomber"]

And finally we call choose() on this vector (prototypes_pool):

    .expect("Can't choose a prototype")

Ta-daa, we have out weighed typename to summon. :)
(Most likely it'll be "imp_bomber" in the example)

Seems to work fine now: even with increased summon rate imp types are balanced in count

Closes #301

@ozkriff ozkriff force-pushed the i301_max_bombers_count branch from 939979e to 9fc774b Sep 13, 2018

@ozkriff ozkriff merged commit 6e18d9c into master Sep 13, 2018

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@ozkriff ozkriff deleted the i301_max_bombers_count branch Sep 13, 2018

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