This is an old revision of the document!
Simulation and analysis by Isitaris, with a lot of help from Loggy for exact mechanics (Dom 5 fear mechanics and discussions about updates in Dominion 6), and help from Negate for a few crucial tests in-game.
The two battle enchantments Wailing Winds and Blood Rain both have very intricate effects on a battle. They both apply some variation of fear effects on opponent's units, but they do so in different ways and with different limitations. To try and understand how effective both of those historically iconic spells are, I decided to try and model them with a Monte Carlo simulation. We will see that Blood Rain on its own is very effective at making commanders run, while Wailing Winds is more suited to having low morale units run, and that their combination will allow Wailing Winds to affect medium morale units.
The mechanical details of the two spells are as follow:
``` import matplotlib.pyplot as plt import matplotlib.colors import random as rand import numpy as np import math import exploding_dice as DRN from matplotlib.lines import Line2D import os import matplotlib.ticker as mtick
def ceildiv(a, b):
return -(a // -b)
# to-do list: # - do fear aura I guess as well, assuming line vs line # - add modelling of the loss of the bonus of 4 to morale check (i would need to make sure that routed units count as killed units) # - add modeeling of the effect of blood rain on squad that go below size 5 # - try and calculate variance and show it in plots # - try and add back a simulation for run 2 (ww and ww+bloodrain) and compare to new ones # - make it 50/50 which of wailing winds or blood rain goes first # - DONE: check whether blood rain can rout commanders by itself; answer: yes # - DONE: check what happens if morale malus is above unit's morale; answer: looks like negative morale after maluses are taken into account
# graphics suggestions: # - DONE: use % instead of proba for easier access by people # - DONE: alternate half and full lines
# globals effects (values gotten by asking Loggy): # wailing winds: 3% of battlefield every 320 ticks, full fear effect if fail weird morale check (resists == openended 3d6 < current morale) so max penalty -10 # blood rain 3% of battlefield every 320 ticks, frighten effect, max penalty -5, won't cause rout by itself for the squad scenario, but will for lone commanders wailingHitRate = 3 rainHitRate = 3 fullFearMalusLimit = 5 # maximum morale malus from wailing winds frightenMalusLimit = 5 # maximum morale malus from blood rain
DOM5_wailingHitRate = 5
def moraleDomAverage(squadSize, unitMorale, moraleMalus):
totalMorale = 0
for unitID in range(squadSize):
totalMorale += unitMorale - moraleMalus[unitID]
return ((squadSize // 2) + totalMorale) // squadSize #https://illwiki.com/dom5/user/loggy/morale
def standardRoutingMoraleCheckFails_commanders(unitMorale, moraleMalus):
# note: the value of 5 is in fact the morale bonus 5*squadSize/squadSize; the "base morale bonus" is 0 because "The number of alive units in the squad is less than or equal to a closed d4, AND the highest number of morale problems is greater than or equal to half the number of alive units in the squad" (https://illwiki.com/dom5/user/loggy/morale)
if (5 + unitMorale + DRN.DRN() < 14 + moraleMalus + DRN.DRN()):
return True
else:
return False
def standardRoutingMoraleCheckFails_fullFear_squad(averageMorale, squadSize):
# note: the value 4 on the left-hand side is a bonus that becomes 0 if the squad becomes too beaten up (exact conditions in https://illwiki.com/dom5/user/loggy/morale);
# loss of this bonus is not modelled here
if (4 + averageMorale + (squadSize // 2 + squadSize*5) // squadSize + DRN.DRN() < 14 + DRN.DRN()):
return True
else:
return False
# def standardRoutingMoraleCheckFails_fullFear_squad(averageMorale, squadSize): old version, simple average for squad morale # if (4 + unitMorale + 5 + DRN.DRN() < 14 + DRN.DRN()): # return True # else: # return False
def routingMoraleCheckFails_individualCheck(unitMorale, moraleMalus):
if (unitMorale + DRN.DRN() < 6 + moraleMalus + DRN.DRN()):
return True
else:
return False
def moraleNegateCheckFails(unitMorale, moraleMalus):
if (DRN.DRN_triple() < max(unitMorale - moraleMalus, 0)):
return False
else:
return True
def wailingBattleSim_commanders(unitMorale = 10, bloodRainActive = 0, wailingWindsActive = 1, debug = 0):
tickCount = 0
roundCountCurrent = 0
roundCountNew = 0
moraleCheckCount = 0 # one morale check per turn maximum - monitors this
moraleCheckCount_easier = 0 # one morale check per turn maximum - monitors this
unitHasRouted = False
moraleMalus = 0
while unitHasRouted == False:
tickCount += 320
roundCountNew = tickCount // 7500
# Blood Rain effect if active
if bloodRainActive == 1:
if rand.randrange(100) < rainHitRate: #chance for Blood rain to hit the commander square: rainHitRate% every 320 ticks
if moraleMalus < frightenMalusLimit:
moraleMalus += 1
if moraleCheckCount == 0 and standardRoutingMoraleCheckFails_commanders(unitMorale, moraleMalus):
unitHasRouted = True
moraleCheckCount = 1
# Wailing Winds effect
if wailingWindsActive == 1:
if rand.randrange(100) < wailingHitRate: #chance for Wailing winds to hit the commander square: wailingHitRate% every 320 ticks
if moraleNegateCheckFails(unitMorale, moraleMalus): # units get a morale check to avoid being affected by wailing winds
if moraleMalus < fullFearMalusLimit:
moraleMalus += 1
if moraleCheckCount == 0 and standardRoutingMoraleCheckFails_commanders(unitMorale, moraleMalus):
unitHasRouted = True
moraleCheckCount = 1
if moraleCheckCount_easier == 0 and routingMoraleCheckFails_individualCheck(unitMorale, moraleMalus):
unitHasRouted = True
moraleCheckCount_easier = 1
# new round, chance of morale malus to decay, and wailing winds will be able to try a rout one more time
if roundCountNew > roundCountCurrent:
if rand.randrange(100) < 50: # 50% chance of the morale malus being reduced by 1 every round
moraleMalus = max(moraleMalus - 1, 0)
moraleCheckCount = 0
moraleCheckCount_easier = 0
if debug == 1:
print(moraleMalus)
roundCountCurrent = tickCount // 7500
# end of battle, unit hasn't routed yet (this is dom5 number, gotta check new dom6 end of turn stuff)
if roundCountCurrent > 100: # turn 100: battle enchantents end
unitHasRouted = True
roundCountCurrent = 130 #debug value return roundCountCurrent
def wailingBattleSim_squad(unitMorale = 10, bloodRainActive = 0, wailingWindsActive = 1, squadSize = 1, unitDensity = 1, debug = 0):
tickCount = 0
roundCountCurrent = 0
roundCountNew = 0
unitHasRouted = np.zeros(squadSize, dtype=bool)
moraleMalus = np.zeros(squadSize)
moraleCheckCount = 0 # one morale check per unit per turn maximum - monitors this ; this one is shared by whole squad
moraleCheckCount_easier = np.zeros(squadSize) # one morale check per unit per turn maximum - monitors this
unitMoraleProblems = np.zeros(squadSize) # see morale problems in https://illwiki.com/dom5/user/loggy/morale ; only counts the 1000 ones, not the finer details, should be enough
squadSquareSize = ceildiv(squadSize, unitDensity) # how many squares deos the squad cover
unitRoutRound = np.zeros(squadSize) # turn at which the unit routed
while not np.all(unitHasRouted):
tickCount += 320
roundCountNew = tickCount // 7500
for squadSquare_i in range(squadSquareSize):
# Blood Rain effect if active
if bloodRainActive == 1:
if rand.randrange(100) < rainHitRate: #chance for Blood rain to hit the unit's square: rainHitRate% every 320 ticks
for j in range(unitDensity):
unitID = squadSquare_i*unitDensity + j
if moraleMalus[unitID] < frightenMalusLimit:
moraleMalus[unitID] += 1
# Wailing Winds effect
if wailingWindsActive == 1:
if rand.randrange(100) < wailingHitRate: #chance for Wailing winds to hit the unit's square: wailingHitRate% every 320 ticks
for j in range(unitDensity):
unitID = squadSquare_i*unitDensity + j
if moraleNegateCheckFails(unitMorale, moraleMalus[unitID]): # units get a morale check to avoid being affected by wailing winds
if moraleMalus[unitID] < fullFearMalusLimit:
moraleMalus[unitID] += 1
if moraleCheckCount_easier[unitID] == 0 and unitHasRouted[unitID] == False and routingMoraleCheckFails_individualCheck(unitMorale, moraleMalus[unitID]):
unitHasRouted[unitID] = True
unitRoutRound[unitID] = roundCountNew
if debug == 1:
print("big fear routs unit "+str(unitID)+" at round "+str(roundCountNew))
moraleCheckCount_easier[unitID] = 1
unitMoraleProblems[:] += 1000
unitMoraleProblems[unitID] += 1000
if np.max(unitMoraleProblems) >= 10000: # or 5 cases depending on surviving number of squad members; issue is those cases look at whether the unit is alive, not routed. So it's hard to check in a sim without fighting; maybe ignore for now
if moraleCheckCount == 0 and unitHasRouted[unitID] == False and standardRoutingMoraleCheckFails_fullFear_squad(moraleDomAverage(squadSize, unitMorale, moraleMalus), squadSize): # This should not be a true average, but in fact is rather %%((number of alive units in squad / 2) + total morale) / number of alive units (https://illwiki.com/dom5/user/loggy/morale)
unitHasRouted[:] = True
unitRoutRound[:] = roundCountNew
if debug == 1:
print("big fear routs whole squad at round "+str(roundCountNew)+"----------------")
moraleCheckCount = 1
# new round, chance of morale malus to decay, and wailing winds will be able to try a rout one more time
if roundCountNew > roundCountCurrent:
for unitID in range(squadSize):
if rand.randrange(100) < 50: # 50% chance of the morale malus being reduced by 1 every round
moraleMalus[unitID] = max(moraleMalus[unitID] - 1, 0)
moraleCheckCount = 0
moraleCheckCount_easier[:] = 0
unitMoraleProblems[:] = 0
if debug == 1:
print(moraleMalus)
roundCountCurrent = tickCount // 7500
# end of battle, unit hasn't routed yet (this is dom5 number, gotta check new dom6 end of turn stuff)
if roundCountCurrent > 100: # turn 100: battle enchantents end
roundCountCurrent = 130 #debug value
# unitHasRouted = np.ones(squadSize, dtype=bool)
for unitID in range(squadSize):
if unitHasRouted[unitID] == False:
unitHasRouted[unitID] = True
unitRoutRound[unitID] = roundCountCurrent
if debug == 1:
print("sim ends at round "+str(roundCountCurrent)+" with unitRoutRound = "+str(unitRoutRound))
return unitRoutRound
def FearMoraleMalusSim(unitMorale = 10, bloodRainActive = 0, wailingWindsActive = 1, debug = 0):
battleHasEnded = False tickCount = 0 roundCountCurrent = 0 roundCountNew = 0 moraleMalus = 0
nRounds = 100
moraleMalusArray = np.zeros(nRounds)
moraleMalusArray[0] = 0
while not battleHasEnded:
tickCount += 320
roundCountNew = tickCount // 7500
# Blood Rain effect if active
if bloodRainActive == 1:
if rand.randrange(100) < rainHitRate: #chance for Blood rain to hit the unit's square: rainHitRate% every 320 ticks
if moraleMalus < frightenMalusLimit:
moraleMalus += 1
# Wailing Winds effect
if wailingWindsActive == 1:
if rand.randrange(100) < wailingHitRate: #chance for Wailing winds to hit the unit's square: wailingHitRate% every 320 ticks
if moraleNegateCheckFails(unitMorale, moraleMalus): # units get a morale check to avoid being affected by wailing winds
if moraleMalus < fullFearMalusLimit:
moraleMalus += 1
# new round, chance of morale malus to decay, and wailing winds will be able to try a rout one more time
if roundCountNew > roundCountCurrent:
moraleMalusArray[roundCountNew] = moraleMalus
if rand.randrange(100) < 50: # 50% chance of the morale malus being reduced by 1 every round
moraleMalus = max(moraleMalus - 1, 0)
if debug == 1:
print(moraleMalus)
roundCountCurrent = tickCount // 7500
# end of battle, unit hasn't routed yet (this is dom5 number, gotta check new dom6 end of turn stuff)
if roundCountCurrent > 98: # turn 100: battle enchantents end
roundCountCurrent = 130 #debug value
battleHasEnded = True
if debug == 1:
print("sim ends at round "+str(roundCountCurrent)+" with moraleMalus = "+str(moraleMalus))
return moraleMalusArray
# FearMoraleMalusSim(10, 1, 1, debug = 1)
# did I actually finish those DOM5 versions? to be checked def DOM5_wailingBattleSim_commanders(unitMorale = 10, bloodRainActive = 0, debug = 0):
tickCount = 0
roundCountCurrent = 0
roundCountNew = 0
moraleCheckCount = 0 # one morale check per turn maximum - monitors this
moraleCheckCount_easier = 0 # one morale check per turn maximum - monitors this
unitHasRouted = False
moraleMalus = 0
while unitHasRouted == False:
tickCount += 320
roundCountNew = tickCount // 7500
# Blood Rain effect if active
# if wailingWindsActive == 1: for DOM5 if wailing winds isn't active there is no rout check, so there would be no need for a simulation
if rand.randrange(100) < DOM5_wailingHitRate: #chance for Blood rain to hit the commander square: rainHitRate% every 320 ticks
if moraleMalus < frightenMalusLimit: # in DOM5 the morale malus caps at 5
moraleMalus += 1
if moraleCheckCount == 0 and standardRoutingMoraleCheckFails_commanders(unitMorale, moraleMalus - (4 if bloodRainActive == 0 else 0)):
unitHasRouted = True
moraleCheckCount = 1
# new round, chance of morale malus to decay, and wailing winds will be able to try a rout one more time
if roundCountNew > roundCountCurrent:
moraleMalus = moraleMalus // 2
moraleCheckCount = 0
if debug == 1:
print(moraleMalus)
roundCountCurrent = tickCount // 7500
# end of battle, unit hasn't routed yet (this is dom5 number, gotta check new dom6 end of turn stuff)
if roundCountCurrent > 100: # turn 100: battle enchantents end
unitHasRouted = True
roundCountCurrent = 130 #debug value return roundCountCurrent
# did I actually finish those DOM5 versions? to be checked def DOM5_wailingBattleSim_squad(unitMorale = 10, bloodRainActive = 0, squadSize = 1, unitDensity = 1, debug = 0):
tickCount = 0
roundCountCurrent = 0
roundCountNew = 0
unitHasRouted = np.zeros(squadSize, dtype=bool)
moraleMalus = np.zeros(squadSize)
moraleCheckCount = 0 # one morale check per unit per turn maximum - monitors this ; this one is shared by whole squad
moraleCheckCount_easier = np.zeros(squadSize) # one morale check per unit per turn maximum - monitors this
unitMoraleProblems = np.zeros(squadSize) # see morale problems in https://illwiki.com/dom5/user/loggy/morale ; only counts the 1000 ones, not the finer details, should be enough
squadSquareSize = ceildiv(squadSize, unitDensity) # how many squares deos the squad cover
unitRoutRound = np.zeros(squadSize) # turn at which the unit routed
while not np.all(unitHasRouted):
tickCount += 320
roundCountNew = tickCount // 7500
for squadSquare_i in range(squadSquareSize):
# Wailing Winds effect
# if wailingWindsActive == 1: for DOM5 if wailing winds isn't active there is no rout check, so there would be no need for a simulation
if rand.randrange(100) < DOM5_wailingHitRate: #chance for Wailing winds to hit the commander square: DOM5_wailingHitRate% every 320 ticks
for j in range(unitDensity):
unitID = squadSquare_i*unitDensity + j
# if moraleNegateCheckFails(unitMorale, moraleMalus[unitID]): # in DOM5 units do not get a morale check to avoid being affected by wailing winds
if moraleMalus[unitID] < frightenMalusLimit: # in DOM5 the morale malus caps at 5
moraleMalus[unitID] += 1
# in DOM5 there is no individual rout
# if moraleCheckCount_easier[unitID] == 0 and unitHasRouted[unitID] == False and routingMoraleCheckFails_individualCheck(unitMorale, moraleMalus[unitID]):
# unitHasRouted[unitID] = True
# unitRoutRound[unitID] = roundCountNew
# if debug == 1:
# print("big fear routs unit "+str(unitID)+" at round "+str(roundCountNew))
moraleCheckCount_easier[unitID] = 1
unitMoraleProblems[:] += 1000
unitMoraleProblems[unitID] += 1000
if np.max(unitMoraleProblems) >= 10000: # or 5 cases depending on surviving number of squad members; issue is those cases look at whether the unit is alive, not routed. So it's hard to check in a sim without fighting; maybe ignore for now
if moraleCheckCount == 0 and unitHasRouted[unitID] == False and standardRoutingMoraleCheckFails_fullFear_squad(moraleDomAverage(squadSize, unitMorale, moraleMalus), squadSize): # This should not be a true average, but in fact is rather %%((number of alive units in squad / 2) + total morale) / number of alive units (https://illwiki.com/dom5/user/loggy/morale)
unitHasRouted[:] = True
unitRoutRound[:] = roundCountNew
if debug == 1:
print("big fear routs whole squad at round "+str(roundCountNew)+"----------------")
moraleCheckCount = 1
# new round, chance of morale malus to decay, and wailing winds will be able to try a rout one more time
if roundCountNew > roundCountCurrent:
for unitID in range(squadSize):
moraleMalus[unitID] = moraleMalus[unitID] // 2
moraleCheckCount = 0
moraleCheckCount_easier[:] = 0
unitMoraleProblems[:] = 0
if debug == 1:
print(moraleMalus)
roundCountCurrent = tickCount // 7500
# end of battle, unit hasn't routed yet (this is dom5 number, gotta check new dom6 end of turn stuff)
if roundCountCurrent > 100: # turn 100: battle enchantents end
roundCountCurrent = 130 #debug value
# unitHasRouted = np.ones(squadSize, dtype=bool)
for unitID in range(squadSize):
if unitHasRouted[unitID] == False:
unitHasRouted[unitID] = True
unitRoutRound[unitID] = roundCountCurrent
if debug == 1:
print("sim ends at round "+str(roundCountCurrent)+" with unitRoutRound = "+str(unitRoutRound))
return unitRoutRound
def wailingExpectedRout_commanders(unitMorale = 10, bloodRainActive = 0, wailingWindsActive = 1, nIteration = 1000):
roundExpectedRout = 0
for i in range(nIteration):
if (i % 5000 == 0):
print("nIteration done: " + str(i))
routRound = wailingBattleSim_commanders(unitMorale, bloodRainActive, wailingWindsActive)
roundExpectedRout+=routRound
return 1./nIteration * roundExpectedRout
def makeWailingRoutDistrib_commanders(unitMorale = 10, bloodRainActive = 0, wailingWindsActive = 1, nIteration = 1000, isDOM5 = 0):
routingTime = []
for i in range(nIteration):
if (i % 5000 == 0):
print("nIteration done: " + str(i))
if (isDOM5 == 0):
routingTime = routingTime + [wailingBattleSim_commanders(unitMorale, bloodRainActive, wailingWindsActive)]
else:
routingTime = routingTime + [DOM5_wailingBattleSim_commanders(unitMorale, bloodRainActive, wailingWindsActive)]
routingTime = np.array(routingTime)
return routingTime
def makeWailingRoutDistrib_squad(unitMorale = 10, bloodRainActive = 0, wailingWindsActive = 1, squadSize = 1, unitDensity = 1, nIteration = 1000, isDOM5 = 0):
nRounds = 100
routedRatio = np.zeros(nRounds)
for i in range(nIteration):
if (i % 5000 == 0):
print("nIteration done: " + str(i))
if (isDOM5 == 0):
unitRoutRound = np.array(wailingBattleSim_squad(unitMorale, bloodRainActive, wailingWindsActive, squadSize, unitDensity))
else:
unitRoutRound = np.array(DOM5_wailingBattleSim_squad(unitMorale, bloodRainActive, wailingWindsActive, squadSize, unitDensity))
for round in range(nRounds):
routedRatio[round] += (unitRoutRound <= round).sum() * 1./squadSize # sum of array of booleans (unitRoutRound =< round), then division by squad size
routedRatio = routedRatio * 1./nIteration
return routedRatio
def makeFearMoraleMalusAverageDistrib(unitMorale = 10, bloodRainActive = 0, wailingWindsActive = 1, nIteration = 1000):
nRounds = 100
moraleMalusAverage = np.zeros(nRounds)
for i in range(nIteration):
if (i % 5000 == 0):
print("nIteration done: " + str(i))
moraleMalusAverage += np.array(FearMoraleMalusSim(unitMorale, bloodRainActive, wailingWindsActive))
moraleMalusAverage = moraleMalusAverage * 1./nIteration
return moraleMalusAverage
# makeFearMoraleMalusAverageDistrib(10, 1, 0, 1000)
def plotHistograms_commanders(nDistribs, routingTimeDistrib_collection, collectionLegend, pltTitle, pdfName, option = ""):
nBins = 140
fig, ax = plt.subplots()
color1 = 'tab:red'
ax.set_xlabel('Round number')
ax.set_ylabel('Proba of being already routed (ie cumulative) in %')
if option == "longCollection":
colourMap = plt.get_cmap("viridis", nDistribs)
else:
colourMap = plt.get_cmap("copper", nDistribs)
for i in range(nDistribs):
if option == "longCollection":
ax.hist(routingTimeDistrib_collection[i], nBins, label=collectionLegend[i], range=(0,nBins), density=True, cumulative=True, color=colourMap(i), histtype="step", linestyle=('solid' if i%2 == 0 else 'dashed'))
else:
ax.hist(routingTimeDistrib_collection[i], nBins, label=collectionLegend[i], range=(0,nBins), density=True, cumulative=True, color=colourMap(i), histtype="step")
# Create new legend handles but use the colors from the existing ones
handles, labels = ax.get_legend_handles_labels()
if len(handles) != nDistribs:
raise ValueError('handles list should have length of nDistribs, it is not the case')
if option == "longCollection":
new_handles = [Line2D([], [], c=handles[i].get_edgecolor(), linestyle=('solid' if i%2 == 0 else 'dashed')) for i in range(nDistribs)]
else:
new_handles = [Line2D([], [], c=handles[i].get_edgecolor()) for i in range(nDistribs)]
# plt.legend(handles=new_handles, labels=labels)
ax.legend(handles=new_handles, labels=labels, loc='center left', bbox_to_anchor=(1, 0.5)) ax.label_outer()
plt.xlim(xmin=0, xmax = 100) plt.ylim(ymin=0, ymax = 1.05) plt.gca().yaxis.set_major_formatter(mtick.PercentFormatter(xmax=1.0)) # transforms y-axis in % format
plt.title(pltTitle)
fig.tight_layout() # otherwise the right y-label is slightly clipped fig.tight_layout() # for some reason gotta call it twice for the top title to not be cropped
# x-axis: major ticks every 20, minor ticks every 5 major_ticks_x = np.arange(0, 101, 20) minor_ticks_x = np.arange(0, 101, 5) # y-axis: major ticks every 0.2, minor ticks every 0.05 major_ticks_y = np.arange(0, 101, 20)*1./100 minor_ticks_y = np.arange(0, 101, 5)*1./100
ax.set_xticks(major_ticks_x) ax.set_xticks(minor_ticks_x, minor=True) ax.set_yticks(major_ticks_y) ax.set_yticks(minor_ticks_y, minor=True)
ax.grid(which='both')
ax.grid(which='minor', alpha=0.2) ax.grid(which='major', alpha=0.5)
# save figure in ./WailingWindsPlots/ folder ; if it doesnt exist, create it script_dir = os.path.dirname(__file__) results_dir = os.path.join(script_dir, 'WailingWindsPlots/')
if not os.path.isdir(results_dir):
os.makedirs(results_dir)
if option == "debug":
plt.show()
plt.savefig(results_dir+pdfName+'.pdf')
def plotHistograms_squad(nDistribs, routedRatioDistrib_collection, collectionLegend, pltTitle, pdfName, option = ""):
fig, ax = plt.subplots()
color1 = 'tab:red'
ax.set_xlabel('Round number')
ax.set_ylabel('Proportion of squad already routed in %')
if option == "longCollection":
colourMap = plt.get_cmap("viridis", nDistribs)
else:
colourMap = plt.get_cmap("copper", nDistribs)
nRounds = 100 # x-axis bin size
for i in range(nDistribs):
if option == "longCollection":
ax.plot(np.array(range(nRounds)), routedRatioDistrib_collection[i], label=collectionLegend[i], color=colourMap(i), linestyle=('solid' if i%2 == 0 else 'dashed'))
else:
ax.plot(np.array(range(nRounds)), routedRatioDistrib_collection[i], label=collectionLegend[i], color=colourMap(i))
# Create new legend handles but use the colors from the existing ones
handles, labels = ax.get_legend_handles_labels()
if len(handles) != nDistribs:
raise ValueError('handles list should have length of nDistribs, it is not the case')
if option == "longCollection":
new_handles = [Line2D([], [], c=handles[i].get_color(), linestyle=('solid' if i%2 == 0 else 'dashed')) for i in range(nDistribs)]
else:
new_handles = [Line2D([], [], c=handles[i].get_color()) for i in range(nDistribs)]
ax.legend(handles=new_handles, labels=labels, loc='center left', bbox_to_anchor=(1, 0.5)) ax.label_outer()
plt.xlim(xmin=0, xmax = 100) plt.ylim(ymin=0, ymax = 1.05) plt.gca().yaxis.set_major_formatter(mtick.PercentFormatter(xmax=1.0)) # transforms y-axis in % format
plt.title(pltTitle)
fig.tight_layout() # otherwise the right y-label is slightly clipped fig.tight_layout() # for some reason gotta call it twice for the top title to not be cropped
# setting up the grid and the ticks on the axes:
# x-axis: major ticks every 20, minor ticks every 5 major_ticks_x = np.arange(0, 101, 20) minor_ticks_x = np.arange(0, 101, 5) # y-axis: major ticks every 0.2, minor ticks every 0.05 major_ticks_y = np.arange(0, 101, 20)*1./100 minor_ticks_y = np.arange(0, 101, 5)*1./100
ax.set_xticks(major_ticks_x) ax.set_xticks(minor_ticks_x, minor=True) ax.set_yticks(major_ticks_y) ax.set_yticks(minor_ticks_y, minor=True)
ax.grid(which='both')
ax.grid(which='minor', alpha=0.2) ax.grid(which='major', alpha=0.5)
# save figure in ./WailingWindsPlots/ folder ; if it doesnt exist, create it script_dir = os.path.dirname(__file__) results_dir = os.path.join(script_dir, 'WailingWindsPlots/')
if not os.path.isdir(results_dir):
os.makedirs(results_dir)
if option == "debug":
plt.show()
plt.savefig(results_dir+pdfName+'.pdf')
def plotHistograms_fearMoraleMalus(nDistribs, fearMoraleMalusDistrib_collection, collectionLegend, pltTitle, pdfName, option = ""):
nBins = 140
fig, ax = plt.subplots()
color1 = 'tab:red'
ax.set_xlabel('Round number')
ax.set_ylabel('Morale malus')
if option == "longCollection":
colourMap = plt.get_cmap("viridis", nDistribs)
else:
colourMap = plt.get_cmap("copper", nDistribs)
xRounds = np.arange(100)
for i in range(nDistribs):
if option == "longCollection":
# ax.hist(fearMoraleMalusDistrib_collection[i], nBins, label=collectionLegend[i], range=(0,nBins), density=False, cumulative=False, color=colourMap(i), histtype="step", linestyle=('solid' if i%2 == 0 else 'dashed'))
ax.plot(xRounds, fearMoraleMalusDistrib_collection[i], label=collectionLegend[i], color=colourMap(i), linestyle=('solid' if i%2 == 0 else 'dashed'))
else:
# ax.hist(fearMoraleMalusDistrib_collection[i], nBins, label=collectionLegend[i], range=(0,nBins), density=False, cumulative=False, color=colourMap(i), histtype="step")
ax.plot(xRounds, fearMoraleMalusDistrib_collection[i], label=collectionLegend[i], color=colourMap(i))
# Create new legend handles but use the colors from the existing ones
handles, labels = ax.get_legend_handles_labels()
if len(handles) != nDistribs:
raise ValueError('handles list should have length of nDistribs, it is not the case')
if option == "longCollection":
new_handles = [Line2D([], [], c=handles[i].get_color(), linestyle=('solid' if i%2 == 0 else 'dashed')) for i in range(nDistribs)]
else:
new_handles = [Line2D([], [], c=handles[i].get_color()) for i in range(nDistribs)]
# plt.legend(handles=new_handles, labels=labels)
ax.legend(handles=new_handles, labels=labels, loc='center left', bbox_to_anchor=(1, 0.5)) ax.label_outer()
plt.xlim(xmin=0, xmax = 100) plt.ylim(ymin=0, ymax = 10) # plt.gca().yaxis.set_major_formatter(mtick.PercentFormatter(xmax=1.0)) # transforms y-axis in % format
plt.title(pltTitle)
fig.tight_layout() # otherwise the right y-label is slightly clipped fig.tight_layout() # for some reason gotta call it twice for the top title to not be cropped
# x-axis: major ticks every 20, minor ticks every 5 major_ticks_x = np.arange(0, 101, 20) minor_ticks_x = np.arange(0, 101, 5) # # y-axis: major ticks every 0.2, minor ticks every 0.05 # major_ticks_y = np.arange(0, 101, 20)*1./100 # minor_ticks_y = np.arange(0, 101, 5)*1./100 # y-axis: major ticks every 0.2, minor ticks every 0.05 major_ticks_y = np.arange(0, 10, 1 ) minor_ticks_y = np.arange(0, 10, 1./5)
ax.set_xticks(major_ticks_x) ax.set_xticks(minor_ticks_x, minor=True) ax.set_yticks(major_ticks_y) ax.set_yticks(minor_ticks_y, minor=True)
ax.grid(which='both')
ax.grid(which='minor', alpha=0.2) ax.grid(which='major', alpha=0.5)
# save figure in ./WailingWindsPlots/ folder ; if it doesnt exist, create it script_dir = os.path.dirname(__file__) results_dir = os.path.join(script_dir, 'WailingWindsPlots/')
if not os.path.isdir(results_dir):
os.makedirs(results_dir)
if option == "debug":
plt.show()
plt.savefig(results_dir+pdfName+'.pdf')
def plot_varyingMorale_setEnchantments_commandersRout():
unitMorale_collection = range(10,30,2) nIteration=100000
nDistribs = len(unitMorale_collection)
for bloodRainActive in [0,1]:
for wailingWindsActive in [0,1]:
if (bloodRainActive, wailingWindsActive) != (0, 0):
print("analysing: (bloodRainActive, wailingWindsActive) = " + str((bloodRainActive, wailingWindsActive)))
bloodRain = ""
if bloodRainActive == 1:
bloodRain = "_withBloodRain"
if bloodRainActive == 0:
bloodRain = "_noBloodRain"
wailingWinds = ""
if wailingWindsActive == 1:
wailingWinds = "_withWailingWinds"
if wailingWindsActive == 0:
wailingWinds = "_noWailingWinds"
routingTimeDistrib_collection = []
collectionLegend = []
for unitMorale in unitMorale_collection:
print("Morale "+str(unitMorale))
routingTimeDistrib_collection += [makeWailingRoutDistrib_commanders(unitMorale, bloodRainActive, wailingWindsActive, nIteration)]
collectionLegend += ["morale " + str(unitMorale)]
wailingStatus = "ON" if wailingWindsActive == 1 else "OFF"
rainStatus = "ON" if bloodRainActive == 1 else "OFF"
pltTitle = "commanders - BloodRain" + rainStatus + ", WailingWinds " + wailingStatus
pdfName = "MoralePlays_MoraleComparison_commanders___BloodRain_" + rainStatus + "_WailingWinds_" + wailingStatus
plotHistograms_commanders(nDistribs, routingTimeDistrib_collection, collectionLegend, pltTitle, pdfName, "longCollection")
def plot_setMorale_varyingEnchantments_commandersRout():
unitMorale_collection = range(10,30,2) # unitMorale_collection = [15] nIteration=100000
for unitMorale in unitMorale_collection:
print("simulating unit morale "+str(unitMorale))
# for wailingWindsActive in [0,1]:
# if (bloodRainActive, wailingWindsActive) != (0, 0):
nDistribs = 3 # wailing,rain (on,on), (on,off), (off,on)
routingTimeDistrib_collection = []
collectionLegend = []
for bloodRainActive in [0,1]:
for wailingWindsActive in [0,1]:
if (bloodRainActive, wailingWindsActive) != (0, 0):
print("simulating (bloodRainActive, wailingWindsActive) = " + str((bloodRainActive, wailingWindsActive)))
routingTimeDistrib_collection += [makeWailingRoutDistrib_commanders(unitMorale, bloodRainActive, wailingWindsActive, nIteration)]
wailingStatus = "ON" if wailingWindsActive == 1 else "OFF"
rainStatus = "ON" if bloodRainActive == 1 else "OFF"
collectionLegend += ["winds " + wailingStatus + "\nrain " + rainStatus]
pltTitle = "commanders - morale " + str(unitMorale)
pdfName = "MoralePlays_WailingRainComparison_commanders___morale_" + str(unitMorale)
plotHistograms_commanders(nDistribs, routingTimeDistrib_collection, collectionLegend, pltTitle, pdfName)
def plot_setMorale_varyingEnchantments_squadRout():
unitMorale_collection = range(10,30,2) # unitMorale_collection = range(16,30,2) nIteration=100000
squadSize = 10 unitDensity = 2
for unitMorale in unitMorale_collection:
print("analysing: morale "+str(unitMorale)+":")
nDistribs = 2 # wailing,rain (on,on), (on,off), (off,on)
routedRatioDistrib_collection = []
collectionLegend = []
for bloodRainActive in [0,1]:
for wailingWindsActive in [0,1]:
if (bloodRainActive, wailingWindsActive) != (0, 0) and (bloodRainActive, wailingWindsActive) != (1, 0): #don't care about blood rain alone given it's not gonna rout squads by itself
print("simulating (bloodRainActive, wailingWindsActive) = " + str((bloodRainActive, wailingWindsActive)))
routedRatioDistrib_collection += [makeWailingRoutDistrib_squad(unitMorale, bloodRainActive, wailingWindsActive, squadSize, unitDensity, nIteration)]
wailingStatus = "ON" if wailingWindsActive == 1 else "OFF"
rainStatus = "ON" if bloodRainActive == 1 else "OFF"
collectionLegend += ["winds " + wailingStatus + "\nrain " + rainStatus]
pltTitle = "squad morale " + str(unitMorale)
pdfName = "MoralePlays_WailingRainComparison_squad___morale_" + str(unitMorale)
plotHistograms_squad(nDistribs, routedRatioDistrib_collection, collectionLegend, pltTitle, pdfName, "")
def plot_varyingMorale_setEnchantments_squadRout():
unitMorale_collection = range(10,30,2) nIteration=100000
squadSize = 10 unitDensity = 2
nDistribs = len(unitMorale_collection)
for bloodRainActive in [0,1]:
for wailingWindsActive in [0,1]:
if (bloodRainActive, wailingWindsActive) != (0, 0) and (bloodRainActive, wailingWindsActive) != (1, 0): #don't care about blood rain alone given it's not gonna rout squads by itself
print("analysing: (bloodRainActive, wailingWindsActive) = " + str((bloodRainActive, wailingWindsActive)))
bloodRain = ""
if bloodRainActive == 1:
bloodRain = "_withBloodRain"
if bloodRainActive == 0:
bloodRain = "_noBloodRain"
wailingWinds = ""
if wailingWindsActive == 1:
wailingWinds = "_withWailingWinds"
if wailingWindsActive == 0:
wailingWinds = "_noWailingWinds"
routedRatioDistrib_collection = []
collectionLegend = []
for unitMorale in unitMorale_collection:
print("Morale "+str(unitMorale))
routedRatioDistrib_collection += [makeWailingRoutDistrib_squad(unitMorale, bloodRainActive, wailingWindsActive, squadSize, unitDensity, nIteration)]
collectionLegend += ["morale " + str(unitMorale)]
wailingStatus = "ON" if wailingWindsActive == 1 else "OFF"
rainStatus = "ON" if bloodRainActive == 1 else "OFF"
pltTitle = "squad - BloodRain" + rainStatus + ", WailingWinds " + wailingStatus
pdfName = "MoralePlays_MoraleComparison_squad___BloodRain_" + rainStatus + "_WailingWinds_" + wailingStatus
plotHistograms_squad(nDistribs, routedRatioDistrib_collection, collectionLegend, pltTitle, pdfName, "longCollection")
def plot_varyingMorale_setEnchantments_moraleMalus():
unitMorale_collection = range(10,30,2) nIteration=10000
nDistribs = len(unitMorale_collection)
for bloodRainActive in [0,1]:
for wailingWindsActive in [0,1]:
if (bloodRainActive, wailingWindsActive) != (0, 0):
print("analysing: (bloodRainActive, wailingWindsActive) = " + str((bloodRainActive, wailingWindsActive)))
bloodRain = ""
if bloodRainActive == 1:
bloodRain = "_withBloodRain"
if bloodRainActive == 0:
bloodRain = "_noBloodRain"
wailingWinds = ""
if wailingWindsActive == 1:
wailingWinds = "_withWailingWinds"
if wailingWindsActive == 0:
wailingWinds = "_noWailingWinds"
fearMoraleMalusDistrib_collection = []
collectionLegend = []
for unitMorale in unitMorale_collection:
print("Morale "+str(unitMorale))
fearMoraleMalusDistrib_collection += [makeFearMoraleMalusAverageDistrib(unitMorale, bloodRainActive, wailingWindsActive, nIteration)]
collectionLegend += ["morale " + str(unitMorale)]
wailingStatus = "ON" if wailingWindsActive == 1 else "OFF"
rainStatus = "ON" if bloodRainActive == 1 else "OFF"
pltTitle = "morale malus - BloodRain" + rainStatus + ", WailingWinds " + wailingStatus
pdfName = "MoralePlays_MoraleComparison___BloodRain_" + rainStatus + "_WailingWinds_" + wailingStatus + "_moraleMalus"
plotHistograms_fearMoraleMalus(nDistribs, fearMoraleMalusDistrib_collection, collectionLegend, pltTitle, pdfName, "longCollection")
def plot_setMorale_varyingEnchantments_moraleMalus():
unitMorale_collection = range(10,30,2) # unitMorale_collection = [15] nIteration=10000
for unitMorale in unitMorale_collection:
print("simulating unit morale "+str(unitMorale))
# for wailingWindsActive in [0,1]:
# if (bloodRainActive, wailingWindsActive) != (0, 0):
nDistribs = 3 # wailing,rain (on,on), (on,off), (off,on)
fearMoraleMalusDistrib_collection = []
collectionLegend = []
for bloodRainActive in [0,1]:
for wailingWindsActive in [0,1]:
if (bloodRainActive, wailingWindsActive) != (0, 0):
print("simulating (bloodRainActive, wailingWindsActive) = " + str((bloodRainActive, wailingWindsActive)))
fearMoraleMalusDistrib_collection += [makeFearMoraleMalusAverageDistrib(unitMorale, bloodRainActive, wailingWindsActive, nIteration)]
wailingStatus = "ON" if wailingWindsActive == 1 else "OFF"
rainStatus = "ON" if bloodRainActive == 1 else "OFF"
collectionLegend += ["winds " + wailingStatus + "\nrain " + rainStatus]
pltTitle = "morale malus - morale " + str(unitMorale)
pdfName = "MoralePlays_WailingRainComparison___morale_" + str(unitMorale)+"_moraleMalus"
plotHistograms_fearMoraleMalus(nDistribs, fearMoraleMalusDistrib_collection, collectionLegend, pltTitle, pdfName)
def plot_all_commanders():
plot_varyingMorale_setEnchantments_commandersRout() plot_setMorale_varyingEnchantments_commandersRout()
def plot_test():
unitMorale_collection = [10,15,20,25] nIteration=100000
# # commanders # for unitMorale in unitMorale_collection: # # for wailingWindsActive in [0,1]: # # if (bloodRainActive, wailingWindsActive) != (0, 0):
# nDistribs = 3 # wailing,rain (on,on), (on,off), (off,on) # routingTimeDistrib_collection = [] # collectionLegend = []
# for bloodRainActive in [0,1]: # for wailingWindsActive in [0,1]: # if (bloodRainActive, wailingWindsActive) != (0, 0): # routingTimeDistrib_collection += [makeWailingRoutDistrib_commanders(unitMorale, bloodRainActive, wailingWindsActive, nIteration)] # wailingStatus = "ON" if wailingWindsActive == 1 else "OFF" # rainStatus = "ON" if bloodRainActive == 1 else "OFF" # collectionLegend += ["winds " + wailingStatus + "\nrain " + rainStatus]
# pltTitle = "commander morale " + str(unitMorale) # pdfName = "test_WailingRainComparison___morale_" + str(unitMorale)+"_commanders"
# plotHistograms_commanders(nDistribs, routingTimeDistrib_collection, collectionLegend, pltTitle, pdfName, "debug")
# squad
for unitMorale in unitMorale_collection:
print("simulating "+str(unitMorale)+":")
# for wailingWindsActive in [0,1]:
# if (bloodRainActive, wailingWindsActive) != (0, 0):
nDistribs = 2 # wailing,rain (on,on), (on,off), (off,on)
routedRatioDistrib_collection = []
collectionLegend = []
squadSize = 10
unitDensity = 2
for bloodRainActive in [0,1]:
for wailingWindsActive in [0,1]:
if (bloodRainActive, wailingWindsActive) != (0, 0) and (bloodRainActive, wailingWindsActive) != (1, 0):
print("simulating (bloodRainActive, wailingWindsActive) = " + str((bloodRainActive, wailingWindsActive)))
routedRatioDistrib_collection += [makeWailingRoutDistrib_squad(unitMorale, bloodRainActive, wailingWindsActive, squadSize, unitDensity, nIteration)]
wailingStatus = "ON" if wailingWindsActive == 1 else "OFF"
rainStatus = "ON" if bloodRainActive == 1 else "OFF"
collectionLegend += ["winds " + wailingStatus + "\nrain " + rainStatus]
pltTitle = "squad morale " + str(unitMorale)
pdfName = "test_WailingRainComparison___morale_" + str(unitMorale)+"_squad"
plotHistograms_squad(nDistribs, routedRatioDistrib_collection, collectionLegend, pltTitle, pdfName, "")
# for units: # proba full squad gone # proba one unit gone # % of units in the squad gone
# legacy error bars attempt
# SumSquareDev = 0 # E = wailingExpectedRout(unitMorale, bloodRainActive, wailingWindsActive, nIteration) # n, bins, patches = plt.hist(RoutingTime, num_bins, range=(0,140), density=1, facecolor='blue', alpha=0.5)
# y,binEdges = np.histogram(RoutingTime,range=(0,300),bins=num_bins) # bincenters = 0.5*(binEdges[1:]+binEdges[:-1]) # sigma = np.sqrt(y) # wrong error bar, check out https://stats.stackexchange.com/questions/368533/conditional-probability-for-consecutive-bernoulli-trials for an idea # width = 0.0 # # plt.bar(bincenters, y, width=width, color='r', yerr=sigma) # plt.errorbar( # bincenters, # y, # yerr = y**0.5, # marker = '.', # linestyle='', # drawstyle = 'steps-mid' # )
```