The Great Adventurer
Alpha
- Joined
- Jan 9, 2023
- Posts
- 526
Tweak this code to help solve the algorithm:
Mr. GPT says:
Python:
import random
import math
import time
weapon_efficiency = 0.85
looter_profession_level = 50
dpp_range = (0, 7.77)
weapon_min_damage = 50
weapon_max_damage = 100
critical_hit_ability = 0.11
weapon_critical_hit_ability = 0.02
buff_critical_hit_ability = 0.09
buff_additional_critical_damage = 3.0
creature_health = 100
creature_loot_probability = [0.4, 0.3, 0.2, 0.1]
armor_damage_cost = 10
healing_cost = 5
weapon_efficiency_loot_return = 0.07
looter_profession_loot_return = 0.07
minimum_loot_return = 0.86
wave_amplitude = 0.15
wave_period = 3600
current_time = time.time()
wave_value = wave_amplitude * (1 + math.sin(2 * math.pi * current_time / wave_period)) / 2
adjusted_loot_probability = [
prob - wave_value * (len(creature_loot_probability) - idx - 1) / (len(creature_loot_probability) - 1)
for idx, prob in enumerate(creature_loot_probability)]
damage_done = random.uniform(weapon_min_damage, weapon_max_damage) * weapon_efficiency
is_critical_hit = random.random() < (weapon_critical_hit_ability + buff_critical_hit_ability)
if is_critical_hit:
damage_done *= (1 + buff_additional_critical_damage)
overkill_cost = max(0, damage_done - creature_health)
total_cost_to_kill = overkill_cost + armor_damage_cost + healing_cost
adjusted_dpp = (damage_done - overkill_cost) / total_cost_to_kill
total_loot_return_percentage = (
minimum_loot_return +
weapon_efficiency_loot_return * weapon_efficiency +
looter_profession_loot_return * looter_profession_level / 100
)
loot_value = total_cost_to_kill * total_loot_return_percentage
loot_probability_distribution = [prob * adjusted_dpp for prob in adjusted_loot_probability]
random_number = random.random()
loot_tier = 0
cumulative_probability = 0
for idx, probability in enumerate(loot_probability_distribution):
cumulative_probability += probability
if random_number < cumulative_probability:
loot_tier = idx
break
loot_tiers = [
[('Common Item 1', 1), ('Common Item 2', 1)],
[('Uncommon Item 1', 1), ('Uncommon Item 2', 1)],
[('Rare Item 1', 1), ('Rare Item 2', 1)],
[('Very Rare Item 1', 1), ('Very Rare Item 2', 1)],
]
loot_items = []
for item, quantity in loot_tiers[loot_tier]:
loot_items.append((item, quantity * loot_value))
print("Loot items:", loot_items)
Mr. GPT says:
Yes, you can think of the loot system in Entropia Universe as being similar to a slot machine, but with variables that the user can manipulate to improve their chances. By increasing their looter profession levels, using higher efficient weapons for better loot value returned, and optimizing their Damage Per Pec (DPP) for loot composition, players can actively influence the outcomes to some extent.
This dynamic nature of the loot system makes it more engaging and rewarding for players, as their efforts and investments in improving their skills, equipment, and strategies can lead to better loot over time. In this sense, the loot system in Entropia Universe provides a more interactive and skill-based experience compared to traditional slot machines, which rely solely on chance.